using System; namespace Server.Misc { // This fastwalk detection is no longer required // As of B36 PlayerMobile implements movement packet throttling which more reliably controls movement speeds public class Fastwalk { private static readonly int MaxSteps = 4;// Maximum number of queued steps until fastwalk is detected private static readonly bool Enabled = false;// Is fastwalk detection enabled? private static readonly bool UOTDOverride = false;// Should UO:TD clients not be checked for fastwalk? private static readonly AccessLevel AccessOverride = AccessLevel.Decorator;// Anyone with this or higher access level is not checked for fastwalk public static void Initialize() { Mobile.FwdMaxSteps = MaxSteps; Mobile.FwdEnabled = Enabled; Mobile.FwdUOTDOverride = UOTDOverride; Mobile.FwdAccessOverride = AccessOverride; if (Enabled) EventSink.FastWalk += OnFastWalk; } public static void OnFastWalk(FastWalkEventArgs e) { e.Blocked = true;//disallow this fastwalk Utility.PushColor(ConsoleColor.Red); Console.WriteLine("Client: {0}: Fast movement detected! (name={1})", e.NetState, e.NetState.Mobile.Name); Utility.PopColor(); } } }