how does this new one work compared to the old one

Daron Dodd wrote:
> I love how that code does a ban saying its a exploit flare when there
> are users that accidently do it...
>
> On Sun, Jul 6, 2008 at 12:19 PM, Tony Paloma <[EMAIL PROTECTED]> wrote:
>   
>> The flares get deleted when the player disconnects.
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
>> MacDonald
>> Sent: Sunday, July 06, 2008 12:12 PM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Flare exploit on 2Fort
>>
>> But you're not deleting the flares.
>>
>> I updated my code before I even put it on the server.
>>
>> class CProjectileFlare : public CEntity
>> {
>> public:
>>        //Declare our class.
>>        DECLARE_CLASS(CProjectileFlare, CEntity);
>>
>>        virtual void                    Spawn
>> ( void );
>>        virtual void                    FlareThink
>> ( void );
>> };
>>
>> HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare);
>>
>> void CProjectileFlare :: Spawn ( void )
>> {
>>        SetThink( &CProjectileFlare::FlareThink );
>>        SetNextThink( gpGlobals->curtime + 10.0f );
>> }
>>
>> void CProjectileFlare :: FlareThink ( void )
>> {
>>        CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() );
>>
>>        if(pPlayer)
>>        {
>>                pPlayer->m_iFlareCount++;
>>
>>                if(pPlayer->m_iFlareCount >= 5) {
>>                        g_Util.BanPlayer(pPlayer, NULL, "Exploit: Flare
>> Exploit", -1);
>>                }
>>        }
>>
>>        SetThink( &CProjectileFlare::Remove );
>>        SetNextThink( gpGlobals->curtime + 0.1f );
>> }
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
>> Sent: Sunday, July 06, 2008 1:55 PM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Flare exploit on 2Fort
>>
>> Well as long as we're posting source code nobody can use...
>>
>> function fixflares()
>>  local flarecount = {}
>>  for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do
>>    local flareowner = e:GetOwner()
>>    if(flareowner != nil) then
>>      local playerindex = flareowner:EntIndex()
>>      if(flarecount[playerindex] == nil) then
>>        flarecount[playerindex] = 1
>>      else
>>        flarecount[playerindex] = flarecount[playerindex] + 1
>>      end
>>    end
>>  end
>>
>>  for k,v in pairs(flarecount) do
>>    if(v > 6) then
>>      local banplayer = player.GetByID(k)
>>      banplayer:BanByID(0, "Automatic ban for flare exploit")
>>    end
>>  end
>> end
>>
>> timer.Create("flarefix", 10, 0, fixflares)
>>
>>
>> Fixed via SourceOP Lua script ftw.
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
>> MacDonald
>> Sent: Sunday, July 06, 2008 1:36 AM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Flare exploit on 2Fort
>>
>> class CProjectileFlare : public CEntity
>> {
>> public:
>>        DECLARE_CLASS(CProjectileFlare, CEntity);
>>
>>        virtual void Spawn ( void );
>> };
>>
>> HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare);
>>
>> void CProjectileFlare :: Spawn ( void )
>> {
>>        SetThink( &CProjectileFlare::Remove );
>>        SetNextThink( gpGlobals->curtime + 1.5f );
>> }
>>
>> Fixed via plug-in ftw.
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak
>> Sent: Sunday, July 06, 2008 4:13 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Flare exploit on 2Fort
>>
>> I got that with soldiers's rocket playing with around 20 bots on a local
>> server
>>
>> On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]>
>> wrote:
>>
>>     
>>> I hvave got the flare thing to happen to me when I add too many bots {read
>>> too much memory} if I create a server on my computer (in game) it also
>>> happens with rockets
>>>
>>> 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>:
>>>
>>>       
>>>> Here's a fix:
>>>>
>>>> http://forums.alliedmods.net/showthread.php?p=647995
>>>>
>>>> On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:
>>>>
>>>>         
>>>>> man that's c00L
>>>>>
>>>>> --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote:
>>>>>
>>>>> From: P. Bhandal <[EMAIL PROTECTED]>
>>>>> Subject: [hlds] Flare exploit on 2Fort
>>>>> To: "Half-Life dedicated Win32 server mailing list" <
>>>>> hlds@list.valvesoftware.com>
>>>>> Date: Saturday, July 5, 2008, 12:35 AM
>>>>>
>>>>> I'm not sure whether this issue is limited to 2fort, but I've been
>>>>> having
>>>>> some problems with people coming onto my server and getting a ton of
>>>>>           
>>>> flares
>>>>         
>>>>> stuck which ends up lagging the server out. Here's an example:
>>>>>
>>>>> http://upload.theqclan.com/2474995ctf_2fort0003.jpg
>>>>>
>>>>> Rebooting the server or changing the map fixes the issue.
>>>>> _______________________________________________
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>>>>> please
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>>>>>
>>>>>
>>>>>
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>>>>> please visit:
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>>>>>
>>>>>           
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>>>>         
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>>>       
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>>     
>
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