
Originally Posted by
Keepo123
all trolling aside, thank you
Well, if we take a look at the code you highlighted
player.GetAll() returns a table of all connected players,
for k, v in pairs (player.GetAll()) do basically does a loop in the table, so for each player etc, but k,v stands for key and value, the value is the entity and key is normally some sort of count number or can be anything else, for tables in tables it can be that k is the category and v is the item name, but you don't do that here, so no need to explain
All in all it overflows the server (payload exploit) due to excessive amounts of unoptimised and crappy code
-2cash