Cheaters normaly manipulate the client application for their cheats. And if they are able to get access to the enet_send_skill() function for example and the health of a player is stored in a skill, they can easily cheat wink
Because of this, such important values should be stored on the server. The client only gets a "copy" of those values. But the value that is used for checking if the client is dead or not must be on the server and the client shouldn't be able to change it directly.

I currently have a lot of work, let's see if I have some time do do something like that in the future. But I really can't promise that.


The best would be to try it like I explained above. Shouldn't be too hard to code wink


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