Strong anti hack protection
Game that is well protected from hackers, has a lot of potential. And
this does not imply strictly multiplayer, but single player as in
using the single player to hack the master download server or the high
scores. Americas army has a hacking prevention tool called
PunkBuster.
Here is a punk buster mod:
void check_for_hacker_activity(int mod_id)
{
run(mod_id, "hack log", "master folder");
run(mod_id, "advanced aim bot");
}
Another way to prevent server hacking:
void clear_server(std::string server_name)
{
for (int index{1}; index <= 50; ++index)
{
clear(server_name, delete_log[index-1]);
}
}
Most common hacks in multiplayer video games are flying, aimbot, wall
hack, glitch abuse, automated grinding, immunity to damage.
Fix flying hacking:
void gravity_fix(std::string object_name)
{
flush_gravity(object_name, 100);
}
Fix aim bot:
void reset_data_render()
{
run_data_render(0, current_hack_state);
clear_terminal_access();
}
Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster { std::string memory_attributes{}; public: void treck(); void track(); void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon { std::string memory_attributes{}; public: void use(); }; void Weapon::use() { ...
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