Dcing After Casting Twice.

Discussion about Helbreath Server Files.
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Shadoelement
Regular
Posts: 32
Joined: Mon Mar 15, 2004 8:26 pm

Post by Shadoelement »

Sometimes when people cast twice in a row they get DC'd and ending up having to log back in. I'm not exactly sure why It's doing this but heres what I got:

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#if !defined(AFX_MAGIC_H__CD611900_EF3A_11D2_9B6C_00001C7030A6__INCLUDED_)
#define AFX_MAGIC_H__CD611900_EF3A_11D2_9B6C_00001C7030A6__INCLUDED_

#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000

#include <windows.h>

#define DEF_MAGICTYPE_DAMAGE_SPOT    1
#define DEF_MAGICTYPE_HPUP_SPOT    	2
#define DEF_MAGICTYPE_DAMAGE_AREA    3
#define DEF_MAGICTYPE_SPDOWN_SPOT    4
#define DEF_MAGICTYPE_SPDOWN_AREA    5
#define DEF_MAGICTYPE_SPUP_SPOT    	6
#define DEF_MAGICTYPE_SPUP_AREA    	7
#define DEF_MAGICTYPE_TELEPORT    	8
#define DEF_MAGICTYPE_SUMMON    	9 
#define DEF_MAGICTYPE_CREATE    	10
#define DEF_MAGICTYPE_PROTECT    	11	
#define DEF_MAGICTYPE_HOLDOBJECT    12
#define DEF_MAGICTYPE_INVISIBILITY    13
#define DEF_MAGICTYPE_CREATE_DYNAMIC  	14
#define DEF_MAGICTYPE_POSSESSION    15
#define DEF_MAGICTYPE_CONFUSE    	16 // Mass-Illusion, Illusion, Illusion-Movement, Mass-Illusion-Movement
#define DEF_MAGICTYPE_POISON    	17
#define DEF_MAGICTYPE_BERSERK    	18
#define DEF_MAGICTYPE_DAMAGE_LINEAR    19
#define DEF_MAGICTYPE_POLYMORPH    	20
#define DEF_MAGICTYPE_DAMAGE_AREA_NOSPOT  21 // Meteor-Strike, Mass-Magic-Missile
#define DEF_MAGICTYPE_TREMOR    	22
#define DEF_MAGICTYPE_ICE      23
// 24 
#define DEF_MAGICTYPE_DAMAGE_AREA_NOSPOT_SPDOWN	25
#define DEF_MAGICTYPE_ICE_LINEAR    26 // Blizzard
// 27
#define DEF_MAGICTYPE_DAMAGE_AREA_ARMOR_BREAK   28
#define DEF_MAGICTYPE_CANCELLATION    29
#define DEF_MAGICTYPE_DAMAGE_LINEAR_SPDOWN  30 // Earth-Shock-Wave
#define DEF_MAGICTYPE_INHIBITION    31 // Inhibition-Casting	
#define DEF_MAGICTYPE_RESURRECTION    32 // Resurrection
#define DEF_MAGICTYPE_SCAN      33 // Scan

#define DEF_MAXMAGICEFFECTS  	100

class CMagic  
{          
public:
	CMagic();
	virtual ~CMagic();

	char m_cName[31];

	short m_sType;
	DWORD m_dwDelayTime, m_dwLastTime;
	short m_sValue1, m_sValue2, m_sValue3, m_sValue4, m_sValue5, m_sValue6;
	short m_sValue7, m_sValue8, m_sValue9, m_sValue10, m_sValue11, m_sValue12;
	short m_sIntLimit;
	int   m_iGoldCost;
	
	char  m_cCategory; // ¸¶aý Ál·u: RDaÝ ¸¶aý 0, °r°Ý¸¶aý 1, aclî ¸¶aý 2 
	int   m_iAttribute; // ¸¶aý LÓLs:  ¶A 1 ÇD´A 2 sN 3 a° 4  
};

#endif // !defined(AFX_MAGIC_H__CD611900_EF3A_11D2_9B6C_00001C7030A6__INCLUDED_)
and

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CMagic::CMagic()
{
	ZeroMemory(m_cName, sizeof(m_cName));
	m_iAttribute = 0;
}

CMagic::~CMagic()
{              

}
Any suggestions on what the problem could be?
Slayer
&lt;3 bd long time
Posts: 947
Joined: Thu Mar 17, 2005 9:08 pm

Post by Slayer »

Detected as casthack, because their connection/computer is too fast. I appear in logs as speedhack and swing hack and what more , without using them.
<img src='http://i9.tinypic.com/2vs292h.jpg' border='0' alt='user posted image' />
Shadoelement
Regular
Posts: 32
Joined: Mon Mar 15, 2004 8:26 pm

Post by Shadoelement »

It is because of Time Delay somewhere but I can't figure out where it is. Could it be here?

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  iRet = iClientMotion_Magic_Handler(iClientH, sX, sY, cDir);
  //client hp recorded here ONLY if its less than
  if (iRet == 1) {
  	if (m_pClientList[iClientH]->m_bMagicPauseTime == FALSE) {
    m_pClientList[iClientH]->m_bMagicPauseTime = TRUE;
    iTemp = 10;
    SendEventToNearClient_TypeA(iClientH, DEF_OWNERTYPE_PLAYER, MSGID_EVENT_MOTION, DEF_OBJECTMAGIC, dX, iTemp, NULL);
    m_pClientList[iClientH]->m_iSpellCount++;
    bCheckClientMagicFrequency(iClientH, dwClientTime);
  	}
  	else if (m_pClientList[iClientH]->m_bMagicPauseTime == TRUE) {
    wsprintf(G_cTxt, "Cast Delay Hack: (%s) Player: (%s) - player casting too fast.", m_pClientList[iClientH]->m_cIPaddress, m_pClientList[iClientH]->m_cCharName);
    PutHackLogFileList(G_cTxt);
    DeleteClient(iClientH, TRUE, TRUE);
  	}
Or where else might it be wrong at?
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