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Horizontal speed rework (bunnyhop, strafing, sprinting …) #197
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(field) moving
Related to moving checks
legacy NCP
Modernize NCP / related to legacy NCP (asofold's)
(priority) high priority
Major impact, should be prioritised over other tickets
(status) help wanted
Extra attention is needed
(status) wanted
Recurring topic
(type) cheat/bypass/exploit
Bypass / cheat not covered by existing checks
(type) enhancement/feature
New feature or request
Comments
Lysandr0
added
(type) enhancement/feature
New feature or request
(field) moving
Related to moving checks
(type) cheat/bypass/exploit
Bypass / cheat not covered by existing checks
(status) wanted
Recurring topic
(priority) high priority
Major impact, should be prioritised over other tickets
labels
Mar 27, 2022
I'm waiting, really waiting =) |
I'm waiting, really waiting =) |
Closed
Lysandr0
changed the title
Horizontal speeding (bunnyhop, strafing, sprinting …)
Horizontal speed rework (bunnyhop, strafing, sprinting …)
Feb 24, 2023
I'm waiting, really waiting =) |
I'm waiting, really waiting =) |
Pull requests are always welcome :)
|
No more 2014 speed modes bypassing :3 |
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Labels
(field) moving
Related to moving checks
legacy NCP
Modernize NCP / related to legacy NCP (asofold's)
(priority) high priority
Major impact, should be prioritised over other tickets
(status) help wanted
Extra attention is needed
(status) wanted
Recurring topic
(type) cheat/bypass/exploit
Bypass / cheat not covered by existing checks
(type) enhancement/feature
New feature or request
This ticket is meant to aggregate everything related to SurvivalFly’s horizontal movement handling, which needs to be recoded.
The general idea/direction is something more similar to how
vDistRel
(relative vertical distance) treats vertical motion:(ISSUE: PlayerMoveEvent thresholds, split moves)
In order to achieve this however, several other points have to be tackled first (in order of difficulty/time-consuming):
This is important to get friction and slipperiness correctly.
Related commits history:
9293cde
ae62126
b2d015a
7d01b45
This means that the assumeSprint workaround that was introduced 9 years ago has to go (Which is more complicated than one might think due to the bloody desync issue on the server-side; there's a good reason if asofold kept such workaround for so long)
vDistRel
workarounds (and prevent misuse). Leaving liquid workarounds in particular.Follow ups:
As always, any more ideas/inputs/suggestions are much appreciated.
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