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-rw-r--r--src/content_sao.cpp88
1 files changed, 44 insertions, 44 deletions
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index 937363b76..1e7e788e9 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -1326,52 +1326,52 @@ std::string PlayerSAO::getPropertyPacket()
bool PlayerSAO::checkMovementCheat()
{
- bool cheated = false;
- if(isAttached() || m_is_singleplayer ||
- g_settings->getBool("disable_anticheat"))
- {
+ if (isAttached() || m_is_singleplayer ||
+ g_settings->getBool("disable_anticheat")) {
m_last_good_position = m_player->getPosition();
+ return false;
}
- else
- {
- /*
- Check player movements
-
- NOTE: Actually the server should handle player physics like the
- client does and compare player's position to what is calculated
- on our side. This is required when eg. players fly due to an
- explosion. Altough a node-based alternative might be possible
- too, and much more lightweight.
- */
-
- float player_max_speed = 0;
- if(m_privs.count("fast") != 0){
- // Fast speed
- player_max_speed = m_player->movement_speed_fast;
- } else {
- // Normal speed
- player_max_speed = m_player->movement_speed_walk;
- }
- // Tolerance. With the lag pool we shouldn't need it.
- //player_max_speed *= 2.5;
- //player_max_speed_up *= 2.5;
-
- v3f diff = (m_player->getPosition() - m_last_good_position);
- float d_vert = diff.Y;
- diff.Y = 0;
- float d_horiz = diff.getLength();
- float required_time = d_horiz/player_max_speed;
- if(d_vert > 0 && d_vert/player_max_speed > required_time)
- required_time = d_vert/player_max_speed;
- if(m_move_pool.grab(required_time)){
- m_last_good_position = m_player->getPosition();
- } else {
- actionstream<<"Player "<<m_player->getName()
- <<" moved too fast; resetting position"
- <<std::endl;
- m_player->setPosition(m_last_good_position);
- cheated = true;
- }
+
+ bool cheated = false;
+ /*
+ Check player movements
+
+ NOTE: Actually the server should handle player physics like the
+ client does and compare player's position to what is calculated
+ on our side. This is required when eg. players fly due to an
+ explosion. Altough a node-based alternative might be possible
+ too, and much more lightweight.
+ */
+
+ float player_max_speed = 0;
+
+ if (m_privs.count("fast") != 0) {
+ // Fast speed
+ player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
+ } else {
+ // Normal speed
+ player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
+ }
+ // Tolerance. The lag pool does this a bit.
+ //player_max_speed *= 2.5;
+
+ v3f diff = (m_player->getPosition() - m_last_good_position);
+ float d_vert = diff.Y;
+ diff.Y = 0;
+ float d_horiz = diff.getLength();
+ float required_time = d_horiz / player_max_speed;
+
+ if (d_vert > 0 && d_vert / player_max_speed > required_time)
+ required_time = d_vert / player_max_speed; // Moving upwards
+
+ if (m_move_pool.grab(required_time)) {
+ m_last_good_position = m_player->getPosition();
+ } else {
+ actionstream << "Player " << m_player->getName()
+ << " moved too fast; resetting position"
+ << std::endl;
+ m_player->setPosition(m_last_good_position);
+ cheated = true;
}
return cheated;
}