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author | md_5 <md_5@bigpond.com> | 2012-04-16 16:51:29 +1000 |
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committer | md_5 <md_5@bigpond.com> | 2012-04-16 16:51:29 +1000 |
commit | b69a16bcf0abac1ebd2ca3d35520cfcb5b433e88 (patch) | |
tree | f3b1422bd2b34010a507ffc40990e3114c4e05f6 /EssentialsAntiCheat/src/com/earth2me/essentials/anticheat/checks/fight/FightData.java | |
parent | 3ac78236787344b6a7e7d5be232488b46b8b26eb (diff) | |
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Remove EssentialsAntiCheat pending the release of a better alternative in 2.0 by @neatmonster
Diffstat (limited to 'EssentialsAntiCheat/src/com/earth2me/essentials/anticheat/checks/fight/FightData.java')
-rw-r--r-- | EssentialsAntiCheat/src/com/earth2me/essentials/anticheat/checks/fight/FightData.java | 40 |
1 files changed, 0 insertions, 40 deletions
diff --git a/EssentialsAntiCheat/src/com/earth2me/essentials/anticheat/checks/fight/FightData.java b/EssentialsAntiCheat/src/com/earth2me/essentials/anticheat/checks/fight/FightData.java deleted file mode 100644 index 9f3a5a5d4..000000000 --- a/EssentialsAntiCheat/src/com/earth2me/essentials/anticheat/checks/fight/FightData.java +++ /dev/null @@ -1,40 +0,0 @@ -package com.earth2me.essentials.anticheat.checks.fight; - -import com.earth2me.essentials.anticheat.DataItem; -import net.minecraft.server.Entity; - - -/** - * Player specific data for the fight checks - * - */ -public class FightData implements DataItem -{ - // Keep track of the violation levels of the checks - public double directionVL; - public double noswingVL; - public double reachVL; - public int speedVL; - public double godmodeVL; - public double instanthealVL; - // For checks that have penalty time - public long directionLastViolationTime; - public long reachLastViolationTime; - // godmode check needs to know these - public long godmodeLastDamageTime; - public int godmodeLastAge; - public int godmodeBuffer = 40; - // last time player regenerated health by satiation - public long instanthealLastRegenTime; - // three seconds buffer to smooth out lag - public long instanthealBuffer = 3000; - // While handling an event, use this to keep the attacked entity - public Entity damagee; - // The player swung his arm - public boolean armswung = true; - // For some reason the next event should be ignored - public boolean skipNext = false; - // Keep track of time and amount of attacks - public long speedTime; - public int speedAttackCount; -} |