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Refine movement anticheat again (#7004)
* Account for walking speed in vertical dir * Avoid undefined behaviour due to division-by-zero
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@ -1414,6 +1414,12 @@ bool PlayerSAO::checkMovementCheat()
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// until this can be verified correctly, tolerate higher jumping speeds
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// until this can be verified correctly, tolerate higher jumping speeds
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player_max_jump *= 2.0;
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player_max_jump *= 2.0;
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// Don't divide by zero!
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if (player_max_walk < 0.0001f)
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player_max_walk = 0.0001f;
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if (player_max_jump < 0.0001f)
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player_max_jump = 0.0001f;
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v3f diff = (m_base_position - m_last_good_position);
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v3f diff = (m_base_position - m_last_good_position);
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float d_vert = diff.Y;
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float d_vert = diff.Y;
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diff.Y = 0;
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diff.Y = 0;
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@ -1422,8 +1428,11 @@ bool PlayerSAO::checkMovementCheat()
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// FIXME: Checking downwards movement is not easily possible currently,
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// FIXME: Checking downwards movement is not easily possible currently,
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// the server could calculate speed differences to examine the gravity
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// the server could calculate speed differences to examine the gravity
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if (d_vert > 0)
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if (d_vert > 0) {
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required_time = MYMAX(required_time, d_vert / player_max_jump);
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// In certain cases (water, ladders) walking speed is applied vertically
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float s = MYMAX(player_max_jump, player_max_walk);
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required_time = MYMAX(required_time, d_vert / s);
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}
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if (m_move_pool.grab(required_time)) {
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if (m_move_pool.grab(required_time)) {
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m_last_good_position = m_base_position;
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m_last_good_position = m_base_position;
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