That is the lib file I posted, I just didn't post the detection. I actually just made that up on the spot, so I have never even compiled it and don't even have it saved. Everyone is always saying they detect warp by checking for a massive change in the DeltaX, Y, and Z so I made that plugin to reverse the effects. I may need to set something up on the move tracking packet, or set something similar to EQ Live detection on it.
Nothing is guaranteed to work, but I can do my best. The problem is even though EQ Live has better coders (as hard as that is to believe) they are dealing with a MASSSSSSSSIVE server, 500x larger than EQ Emulator's at least. They have a ton more stuff hard coded, and a lot of it is really hard to change without making huge, drastic changes to the rest of the code. Not to mention EQ Live devs have to really focus on making sure nothing goes wrong, not ONE accidental ban because people pay.
EQEmulator on the other hand has a smaller and more managable source code. They can add detection methods and more code, and edit their existing code, with little to no risk of messing up the structure of the server. On top of that it's a tight-knit community and if you get accidentally banned they actually have the time, unlike EQ Live devs, to investigate it.
Because of those facts, I'm sure EQEmu has a much more effective method of detection. Their method may be 100% impossible to crack, which I wouldn't doubt at all. I can continue to post my warp detection detour plugins, but don't give your hopes up because nothing is guaranteed.
Whew, long post..