Someone accidentally making 5 flares in 1 life time that last 10 seconds?

I think not.

- voogru.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daron Dodd
Sent: Sunday, July 06, 2008 4:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Flare exploit on 2Fort

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.
>> > > _______________________________________________
>> > > To unsubscribe, edit your list preferences, or view the list
archives,
>> > > please
>> > > visit:
>> > > http://list.valvesoftware.com/mailman/listinfo/hlds
>> > >
>> > >
>> > >
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>> > >
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>> >
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