Originally posted by TheUnkn0wn
that would just create lag.
It's not just necessarily 'lag'. If a function has a check for repeated packets, then it wouldn't effect anything of course. But keep in mind that not every function has that check.
For example, you re-send a packet to the server that you have killed a player, but if the server has a check (confirmation); checking the enemy's client that you have killed, and if the enemy's client doesn't send his packet back to the server that you actually have killed him, the result is nothing.
The 'shoot', 'kill', 'get xp', etc. functions usually have these kind of checks. But it's likely that other stuff don't have the same check.
But the problem is that the packets are encrypted, it would be very hard to find what's what and what's not.