1. did you update, cause this time i don't see how it's possible

    if(!player.IsWounded())
    CheckForHacks(this);

    meaning: if the player is NOT wounded => check for hacks
     
  2. Yep, I have updated, will make my tests soon
     
  3. plz do your video last time was very contributive ^^ (among other things :p)
     
  4. Ok, no problem :)
    [DOUBLEPOST=1429697579][/DOUBLEPOST]Maybe anticheat detects dead bodies too?
     
  5. nop it shouldnt ^^ but maybe guess i'll have to do some tests

    and i found where this is comming from: HumanNPC. so i guess it really doesnt matter if those error show, i'll try to find a decent way to fix this
    Code:
    [Oxide] 2:54 PM [Error] Failed to call hook 'OnEntityLeave' on plugin 'AntiCheat' (NullReferenceException: Object reference not set to an instance of an object)
    [Oxide] 2:54 PM [Debug]   at Oxide.Plugins.AntiCheat.OnEntityLeave (.TriggerBase triggerbase, .BaseEntity entity) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    [Oxide] 2:54 PM [Error] Failed to call hook 'OnEntityLeave' on plugin 'AntiCheat' (NullReferenceException: Object reference not set to an instance of an object)
    [Oxide] 2:54 PM [Debug]   at Oxide.Plugins.AntiCheat.OnEntityLeave (.TriggerBase triggerbase, .BaseEntity entity) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
     
  6. I had this Error but!
    I was ready to teleport to my moderator when i tped to him my game crashed and the error that you said appeared :/ Dunno if its comming from HumanNPC as i have this plugin installed but since last wipe never used it
     
  7. I have no humannpc, but have error
     
  8. Hmmm ok ^^ animals maybe?
     
  9. Reneb check the m-Teleportation bcs after tped to my mod it crashed the game and the error showed up
     
  10. Code:
    8:59 PM [Info] AntiCheat was compiled successfully in 754ms
    8:59 PM [Info] Loaded plugin AntiCheat v2.1.5 by Reneb
    9:01 PM [Error] Failed to call hook 'OnEntityLeave' on plugin 'AntiCheat' (NullReferenceException: Object reference not set to an instance of an object)
    9:01 PM [Debug]   at Oxide.Plugins.AntiCheat.OnEntityLeave (.TriggerBase triggerbase, .BaseEntity entity) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    9:01 PM [Error] Failed to call hook 'OnEntityLeave' on plugin 'AntiCheat' (NullReferenceException: Object reference not set to an instance of an object)
    9:01 PM [Debug]   at Oxide.Plugins.AntiCheat.OnEntityLeave (.TriggerBase triggerbase, .BaseEntity entity) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
     
  11. you failed the config file ^^?
    [DOUBLEPOST=1429721657][/DOUBLEPOST]
    ignore thi serror for the time being, it doesnt break the plugin
     
  12. Greetings, Reneb, that anticheat cause a little "backtrack" when players trying to get through open door, sometimes multiple.
     
  13. Remove that check, developer
     
  14. What? I reporting an error to Reneb, it's not a question how to fix this, smart"man".
    [DOUBLEPOST=1429724397][/DOUBLEPOST]Also, Reneb, when checking door, how about to ckeck is it oppen or not (Flags.Open)?
     
  15. it is already checking if the door is openned ;)
     
  16. in latest version? cause it still cause backtracks.