[spoiler]It's not that it's bugged, it's working as it should.
The only problem with that system is it just doesn't rely on the FPS a player has, but also on the internet. When your connection gets a big loss or a high ping, the system will trigger a low fps because it couldn't track your current fps continually without any problems.
But it's too sensitive, any little drop you have will trigger the system, so, most of times I get blocked (check my screenshot on last page), I didnt even notice I had a lag spike.
If this feature were to be put in MTA, the system would do the same anyways.
?
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You didn't understand after all.
My point is, there's no other way for that thing at all. It's always server-side.
It's obviously server-sided, everything on sa-mp is server-sided.
The problem is, it's simply too sensitive, if you get less than 30fps for half a second, the system blocks you. It never double checks, or waits if you're really abusing it (you would need more than half a second to do that).
To solve this problem, we could, instead of blocking you in the first time it spots you're under 30fps, give you a warning, and if you stay with less than 30fps for 5 seconds, it blocks you.
I dont see how it's possible to abuse the system for 5 seconds, the time you will win by abusing this bug will be the time you will waste typing /fpslimit.