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Additional unoccupied sync validity checks
Nexius edited this page Nov 4, 2020
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11 revisions
const UNOCCUPIED_SYNC = 209;
IPacket:UNOCCUPIED_SYNC(playerid, BitStream:bs)
{
new unoccupiedData[PR_UnoccupiedSync];
BS_IgnoreBits(bs, 8); // ignore packetid (byte)
BS_ReadUnoccupiedSync(bs, unoccupiedData);
if ((unoccupiedData[PR_roll][0] == unoccupiedData[PR_direction][0] &&
unoccupiedData[PR_roll][1] == unoccupiedData[PR_direction][1] &&
unoccupiedData[PR_roll][2] == unoccupiedData[PR_direction][2]) ||
(unoccupiedData[PR_roll][0] == unoccupiedData[PR_roll][1] &&
unoccupiedData[PR_roll][1] == unoccupiedData[PR_roll][2]) ||
(unoccupiedData[PR_direction][0] == unoccupiedData[PR_direction][1] &&
unoccupiedData[PR_direction][1] == unoccupiedData[PR_direction][2])
) {
return 0; // ignore bad packet
}
return 1;
}
- Refer to BrunoBM16's RPC and Packet lists