Author Topic: Auto Click Hack Prevention  (Read 5412 times)

Why do we need this

Because you can crash a server if you click reeeeaelllllyyyy fast enough.

Normally it's better to just report this kind of thing to Badspot.
ya but he never really responds to things like that, I was waiting to maybe report it in a new dev topic where he would be more likely to see it

The auto click isn't a hack, It's a tool called Rapid Fire.

The auto click isn't a hack, It's a tool called Rapid Fire.
what.

what.
It's a tool on RTB, Search Rapid Fire in the add-on search on RTB.

The auto click isn't a hack, It's a tool called Rapid Fire.
half right, it's not a hack and anyone who thinks so is an idiot, but that's not what rapid fire does

swollow, I don't think you understand how armor::ontrigger works
It is a callback that is executed AFTER the click is already performed.

If anything, this will just mess up other mods that package armor::ontrigger

swollow, I don't think you understand how armor::ontrigger works
It is a callback that is executed AFTER the click is already performed.

If anything, this will just mess up other mods that package armor::ontrigger
wrong

Code: [Select]
package test
{
function Armor::onTrigger(%this, %obj, %trigger, %state)
{
%cl = %obj.client;
if(%trigger == 0)
{
return;
}
parent::onTrigger(%this, %obj, %trigger, %state);
}
};
activatepackage(test);
I just tried this and added events to a brick OnActivate>Player>Kill
no hand animation no death

wrong

Code: [Select]
package test
{
function Armor::onTrigger(%this, %obj, %trigger, %state)
{
%cl = %obj.client;
if(%trigger == 0)
{
return;
}
parent::onTrigger(%this, %obj, %trigger, %state);
}
};
activatepackage(test);
I just tried this and added events to a brick OnActivate>Player>Kill
no hand animation no death

Right, because both the animation and the onactivate event are based on the function activatestuff() which is called from armor::onTrigger(), which you are blocking.

You would do much better to only package the activatestuff() function and to leave armor::ontrigger alone.  You cannot guarantee that your package will always be on the highest directory, so some packages will be executed before your own.  If yours does not always call parent::onTrigger, then that will inevitably cause problems and break things.  armor::onTrigger is a callback, don't interrupt it.

alright I guess
I've updated the file

alright I guess...

Thanks, sorry for not being too clear initially.

is this admittance to trolling
why do people goddamn do this just report it and shut your mouth

"is dis pironcy???"
"is des teoleng??"
"is dos dosomosive????"

just shut the forget up and stop trying to get people banned 24/7

oh god forget.

this isn't going to fix stuff for my counter, you forgeted it up, douchebag.
uh...
take a print gun and set all the numbers to zeros?

uh...
take a print gun and set all the numbers to zeros?
That doesn't work, the values are stored. As soon as someone clicked it would go back to 550k

That doesn't work, the values are stored. As soon as someone clicked it would go back to 550k

Use a print gun and set all the numbers to zeroes, then save, load and clear
or just write an event which increments the numbers as needed until it's at 0