Quote:
Originally Posted by Codein
I could think of ways to make ammo serversided, which includes a way to overcome the initial client - server lag.
A smart game hacker could use the lead that servers use base64 encoding. If the hacker was worth his salt, he'd easily find the the amount of times you've base64 encoded a value and then decode it from there. I had an example in my head on how I'd get round but a) It's lost now and b) I'm not sharing it publicly.
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I wrote
this encryption example a while ago for this sort of problem.