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second draft
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<P>
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The speed cheat works by the client lying to the server
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about how much time has passed since the last packet
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sent. Therefore, the cheat detection is simple. For a
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period of say, 30 seconds, QuakeForge adds up the times
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from all the movement packets received from a specific
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client. If the client says that more then 30 seconds
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passed in 30 seconds, a red flag is raised.
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was sent. Therefore, the cheat detection is simple.
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For a period of say, 30 seconds, QuakeForge adds up the
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times from all the movement packets received from a
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specific client. If the client says that more then 30
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seconds have passed in 30 seconds, a red flag is raised.
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<h3>Are there any problems with this?</h3>
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<p>
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Sadly the Windows QuakeWorld clients before 2.33 had a
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