Adds assemblies config, fixes crash bugs. (#134)
This commit is contained in:
parent
0140eb73b4
commit
8ec166bcd0
3223 changed files with 191 additions and 191 deletions
|
|
@ -1,33 +0,0 @@
|
|||
using System;
|
||||
|
||||
namespace Server.Misc
|
||||
{
|
||||
// This fastwalk detection is no longer required
|
||||
// As of B36 PlayerMobile implements movement packet throttling which more reliably controls movement speeds
|
||||
public static class Fastwalk
|
||||
{
|
||||
private static readonly int MaxSteps = 4; // Maximum number of queued steps until fastwalk is detected
|
||||
private static readonly bool Enabled = false; // Is fastwalk detection enabled?
|
||||
private static readonly bool UOTDOverride = false; // Should UO:TD clients not be checked for fastwalk?
|
||||
|
||||
private static readonly AccessLevel
|
||||
AccessOverride = AccessLevel.GameMaster; // Anyone with this or higher access level is not checked for fastwalk
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
Mobile.FwdMaxSteps = MaxSteps;
|
||||
Mobile.FwdEnabled = Enabled;
|
||||
Mobile.FwdUOTDOverride = UOTDOverride;
|
||||
Mobile.FwdAccessOverride = AccessOverride;
|
||||
|
||||
if (Enabled)
|
||||
EventSink.FastWalk += OnFastWalk;
|
||||
}
|
||||
|
||||
public static void OnFastWalk(FastWalkEventArgs e)
|
||||
{
|
||||
e.Blocked = true; // disallow this fastwalk
|
||||
Console.WriteLine("Client: {0}: Fast movement detected (name={1})", e.NetState, e.NetState.Mobile.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue