Joined: 03 Jun 2008 Posts: 283 Location: The Netherlands
Posted: Sat Aug 31, 2013 7:28 am Post subject:
The speedhack hooks the GetTickCount (-and other time-) functions and when they are called it calculates the relative speed. So, a server with sanity checking can prevent you from speedhacking if it's an mmorpg. Like you can move 1 square a second, then the server won't update your position / movement faster and you will probably just fool yourself.
Joined: 09 May 2003 Posts: 25942 Location: The netherlands
Posted: Sat Aug 31, 2013 8:51 am Post subject:
It depends on the game.
e.g: Unreal engine based games
When you walk, you update the server, and the server accepts it. (would probably take too much cpu to actually check or would piss off people when they have a bad connection and the previous udp packet with movement data was lost)
As for other players walking faster as well is because of how the game handles movement. Objects don't get updated constantly but they are given a direction in which they move and what speed.
When the game renders a player it calculates the current position based on their last received location and speed and direction (shownlocation=lastlocation+directionvector*speed*timepassedsincelastupdate )
because of the speedhack the game thinks more time has passed since the last update, so the calculation shows that the player has moved a lot farther than he actually has.
This is of course on your screen only _________________
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