sfcnr/gamemodes/irresistible/anticheat/hitpoints.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc
* Module: anticheat/hitpoints.inc
* Purpose: server sided damage system
*/
/* ** Includes ** */
#include < YSI\y_hooks >
/* ** Definitions ** */
#define AC_DEFAULT_TEAM ( 1337 )
/* ** Variables ** */
enum E_PLAYER_HITPOINTS
{
Float: E_POINTS, E_UPDATE_TIME, E_UPDATE_FAIL,
bool: E_SYNCED
};
static const
s_ValidDamageGiven[] = {
1, // 0 - Fist
1, // 1 - Brass knuckles
1, // 2 - Golf club
1, // 3 - Nitestick
0, // 4 - Knife
1, // 5 - Bat
1, // 6 - Shovel
1, // 7 - Pool cue
1, // 8 - Katana
1, // 9 - Chainsaw
1, // 10 - Dildo
1, // 11 - Dildo 2
1, // 12 - Vibrator
1, // 13 - Vibrator 2
1, // 14 - Flowers
1, // 15 - Cane
0, // 16 - Grenade
0, // 17 - Teargas
0, // 18 - Molotov
0, // 19 - Vehicle M4 (custom)
0, // 20 - Vehicle minigun
0, // 21
1, // 22 - Colt 45
1, // 23 - Silenced
1, // 24 - Deagle
1, // 25 - Shotgun
1, // 26 - Sawed-off
1, // 27 - Spas
1, // 28 - UZI
1, // 29 - MP5
1, // 30 - AK47
1, // 31 - M4
1, // 32 - Tec9
1, // 33 - Cuntgun
1, // 34 - Sniper
0, // 35 - Rocket launcher
0, // 36 - Heatseeker
0, // 37 - Flamethrower
1, // 38 - Minigun
0, // 39 - Satchel
0, // 40 - Detonator
1, // 41 - Spraycan
1, // 42 - Fire extinguisher
0, // 43 - Camera
0, // 44 - Night vision
0, // 45 - Infrared
1, // 46 - Parachute
0, // 47 - Fake pistol
0, // 48 - Pistol whip (custom)
0, // 49 - Vehicle
0, // 50 - Helicopter blades
0, // 51 - Explosion
0, // 52 - Car park (custom)
0, // 53 - Drowning
0 // 54 - Splat
},
Float: s_ValidMaxDamage[ ] = {
6.6, // 0 - Fist
6.6, // 1 - Brass knuckles
6.6, // 2 - Golf club
6.6, // 3 - Nitestick
6.7, // 4 - Knife (varies with back stab)
6.6, // 5 - Bat
6.6, // 6 - Shovel
6.6, // 7 - Pool cue
6.6, // 8 - Katana
27.1, // 9 - Chainsaw
6.6, // 10 - Dildo
6.6, // 11 - Dildo 2
6.6, // 12 - Vibrator
6.6, // 13 - Vibrator 2
6.6, // 14 - Flowers
6.6, // 15 - Cane
82.5, // 16 - Grenade
0.0, // 17 - Teargas
0.1, // 18 - Molotov
0.0, // 19 - Vehicle M4 (custom)
0.0, // 20 - Vehicle minigun
0.0, // 21
8.25, // 22 - Colt 45
13.2, // 23 - Silenced
46.2, // 24 - Deagle
49.5, // 25 - Shotgun
49.5, // 26 - Sawed-off
39.6, // 27 - Spas
6.6, // 28 - UZI
8.3, // 29 - MP5
9.9, // 30 - AK47
9.9, // 31 - M4
6.6, // 32 - Tec9
24.8, // 33 - Cuntgun
61.9, // 34 - Sniper
82.5, // 35 - Rocket launcher
82.5, // 36 - Heatseeker
0.1, // 37 - Flamethrower
46.2, // 38 - Minigun
0.0, // 39 - Satchel (apparently 20, not synced anyway)
0.0, // 40 - Detonator
0.4, // 41 - Spraycan
0.4, // 42 - Fire extinguisher
0.0, // 43 - Camera
0.0, // 44 - Night vision
0.0, // 45 - Infrared
6.6 // 46 - Parachute
},
Float: s_WeaponRange[ ] = {
0.0, // 0 - Fist
0.0, // 1 - Brass knuckles
0.0, // 2 - Golf club
0.0, // 3 - Nitestick
0.0, // 4 - Knife
0.0, // 5 - Bat
0.0, // 6 - Shovel
0.0, // 7 - Pool cue
0.0, // 8 - Katana
0.0, // 9 - Chainsaw
0.0, // 10 - Dildo
0.0, // 11 - Dildo 2
0.0, // 12 - Vibrator
0.0, // 13 - Vibrator 2
0.0, // 14 - Flowers
0.0, // 15 - Cane
0.0, // 16 - Grenade
0.0, // 17 - Teargas
0.0, // 18 - Molotov
90.0, // 19 - Vehicle M4 (custom)
75.0, // 20 - Vehicle minigun (custom)
0.0, // 21
35.0, // 22 - Colt 45
35.0, // 23 - Silenced
35.0, // 24 - Deagle
40.0, // 25 - Shotgun
35.0, // 26 - Sawed-off
40.0, // 27 - Spas
35.0, // 28 - UZI
45.0, // 29 - MP5
70.0, // 30 - AK47
90.0, // 31 - M4
35.0, // 32 - Tec9
100.0, // 33 - Cuntgun
320.0, // 34 - Sniper
0.0, // 35 - Rocket launcher
0.0, // 36 - Heatseeker
0.0, // 37 - Flamethrower
75.0, // 38 - Minigun
0.0, // 39 - Satchel (apparently 20, not synced anyway)
0.0, // 40 - Detonator
0.0, // 41 - Spraycan
0.0, // 42 - Fire extinguisher
0.0, // 43 - Camera
0.0, // 44 - Night vision
0.0, // 45 - Infrared
0.0 // 46 - Parachute
}
;
static stock
Float: p_PlayerHealth [ MAX_PLAYERS ] [ E_PLAYER_HITPOINTS ],
Float: p_PlayerArmour [ MAX_PLAYERS ] [ E_PLAYER_HITPOINTS ],
Float: p_LastDamageIssued [ MAX_PLAYERS ],
p_LastTookDamage [ MAX_PLAYERS ],
p_LastDamageIssuer [ MAX_PLAYERS ] = { INVALID_PLAYER_ID, ... },
p_LastWeaponIssuer [ MAX_PLAYERS ],
p_LastDeath [ MAX_PLAYERS ],
p_DeathSpam [ MAX_PLAYERS char ]
;
/* ** Forwards ** */
forward OnPlayerDamagePlayer ( playerid, damagedid, Float: amount, weaponid, bodypart );
forward OnPlayerTakePlayerDamage ( playerid, issuerid, &Float: amount, weaponid, bodypart );
forward OnPlayerDeathEx ( playerid, killerid, reason, Float: damage, bodypart );
// Function (AC_UpdateKillerData)
stock AC_UpdateDamageInformation( playerid, attackerid, weaponid )
{
p_LastTookDamage[ playerid ] = GetTickCount( );
p_LastDamageIssuer[ playerid ] = attackerid;
p_LastWeaponIssuer[ playerid ] = weaponid;
}
// Function (AC_GetPlayerHealth)
stock Float: AC_GetPlayerHealth( playerid )
return p_PlayerHealth[ playerid ] [ E_POINTS ];
// Function (AddPlayerHealth)
stock AC_AddPlayerHealth( playerid, Float:amount )
{
p_PlayerHealth[ playerid ] [ E_POINTS ] += amount;
p_PlayerHealth[ playerid ] [ E_SYNCED ] = false;
return SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
}
// Function Hook (SetPlayerHealth)
stock AC_SetPlayerHealth( playerid, Float:amount )
{
p_PlayerHealth[ playerid ] [ E_POINTS ] = amount;
p_PlayerHealth[ playerid ] [ E_SYNCED ] = false;
if( amount <= 0.0 && AC_IsPlayerSpawned( playerid ) )
{
if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 ) {
p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 47;
}
AC_SetPlayerSpawned( playerid, false );
SetTimerEx( "OnPlayerDeathEx", 10, false, "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
}
return SetPlayerHealth( playerid, amount );
}
#if defined _ALS_SetPlayerHealth
#undef SetPlayerHealth
#else
#define _ALS_SetPlayerHealth
#endif
#define SetPlayerHealth AC_SetPlayerHealth
// Function Hook (SetPlayerArmour)
stock AC_SetPlayerArmour( playerid, Float:amount )
{
p_PlayerArmour[ playerid ] [ E_POINTS ] = amount;
p_PlayerArmour[ playerid ] [ E_SYNCED ] = false;
return SetPlayerArmour( playerid, amount );
}
#if defined _ALS_SetPlayerArmour
#undef SetPlayerArmour
#else
#define _ALS_SetPlayerArmour
#endif
#define SetPlayerArmour AC_SetPlayerArmour
// Function Hook (SetPlayerTeam)
stock AC_SetPlayerTeam( playerid, teamid )
{
if( teamid != AC_DEFAULT_TEAM ) {
printf("[ACWarning] You cannot use SetPlayerTeam as you have hitpoint hack detection enabled (teamid %d, default %d).", teamid, AC_DEFAULT_TEAM );
}
return SetPlayerTeam( playerid, AC_DEFAULT_TEAM );
}
#if defined _ALS_SetPlayerTeam
#undef SetPlayerTeam
#else
#define _ALS_SetPlayerArmour
#endif
#define SetPlayerTeam AC_SetPlayerTeam
/* ** Callback Hooks ** */
hook OnPlayerConnect( playerid )
{
if ( 0 <= playerid < MAX_PLAYERS )
{
// Reset variables
p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ] = 0;
p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ] = 0;
p_DeathSpam{ playerid } = 0;
}
return 1;
}
hook OnPlayerSpawn( playerid )
{
// Health/Armour Hack
p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ] = 0;
p_PlayerHealth[ playerid ] [ E_POINTS ] = 100.0;
p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ] = 0;
p_PlayerArmour[ playerid ] [ E_POINTS ] = 0.0;
SetPlayerTeam( playerid, AC_DEFAULT_TEAM ); // Set everyone the same team
return 1;
}
hook OnPlayerTakeDamage( playerid, issuerid, Float: amount, weaponid, bodypart )
{
new
is_npc = IsPlayerNPC( issuerid );
p_LastTookDamage[ playerid ] = GetTickCount( );
p_LastDamageIssuer[ playerid ] = issuerid;
p_LastWeaponIssuer[ playerid ] = weaponid;
p_LastDamageIssued[ playerid ] = amount;
//if( !( issuerid != INVALID_PLAYER_ID && IsPlayerInAnyVehicle( issuerid ) && GetPlayerVehicleSeat( issuerid ) == 0 && ( weaponid == WEAPON_M4 || weaponid == WEAPON_MINIGUN ) ) )
// return 0;
// Allow hunter damage/sparrow
if( !( issuerid != INVALID_PLAYER_ID && IsPlayerInAnyVehicle( issuerid ) && GetPlayerVehicleSeat( issuerid ) == 0 && ( weaponid == WEAPON_M4 || weaponid == WEAPON_MINIGUN ) ) && !is_npc )
{
// Ignore unreliable and invalid damage
if( weaponid < 0 || weaponid >= sizeof( s_ValidDamageGiven ) || s_ValidDamageGiven[ weaponid ] )
return Y_HOOKS_BREAK_RETURN_0;
}
if( AC_IsPlayerSpawned( playerid ) )
{
if( issuerid != INVALID_PLAYER_ID && ! is_npc )
{
if( OnPlayerTakePlayerDamage( playerid, issuerid, amount, weaponid, bodypart ) )
{
new Float: tmp, Float: tmp_amount = amount;
if( p_PlayerArmour[ playerid ] [ E_POINTS ] )
{
if( ( tmp = p_PlayerArmour[ playerid ] [ E_POINTS ] - tmp_amount ) < 0.0 ) {
tmp_amount -= p_PlayerArmour[ playerid ] [ E_POINTS ];
p_PlayerArmour[ playerid ] [ E_POINTS ] = 0.0;
} else {
p_PlayerArmour[ playerid ] [ E_POINTS ] = tmp;
tmp_amount = 0.0;
}
}
if( ( p_PlayerHealth[ playerid ] [ E_POINTS ] -= tmp_amount ) < 0.0 ) {
AC_SetPlayerSpawned( playerid, false );
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, issuerid, weaponid, amount, bodypart );
}
SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
CallRemoteFunction( "OnPlayerDamagePlayer", "ddfdd", issuerid, playerid, amount, weaponid, bodypart );
}
}
else
{
new Float: tmp, Float: tmp_amount = amount;
if( !( weaponid == 53 || weaponid == 54 || weaponid == 50 ) && p_PlayerArmour[ playerid ] [ E_POINTS ] )
{
if( ( tmp = p_PlayerArmour[ playerid ] [ E_POINTS ] - tmp_amount ) < 0.0 ) {
tmp_amount -= p_PlayerArmour[ playerid ] [ E_POINTS ];
p_PlayerArmour[ playerid ] [ E_POINTS ] = 0.0;
} else {
p_PlayerArmour[ playerid ] [ E_POINTS ] = tmp;
tmp_amount = 0.0;
}
}
// printf("OnPlayerTakeDamage( %d, %d, %f, %d, %d ) %f", playerid, issuerid, amount, weaponid, bodypart, p_PlayerHealth[ playerid ] [ E_POINTS ] );
if( ( p_PlayerHealth[ playerid ] [ E_POINTS ] -= tmp_amount ) <= ( weaponid == 37 ? 0.99999 : 0.0 ) ) {
// find any possible killers prior
if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 ) {
p_LastDamageIssuer[ playerid ] = issuerid, p_LastWeaponIssuer[ playerid ] = weaponid;
}
AC_SetPlayerSpawned( playerid, false );
if ( weaponid == 37 || weaponid == 51 ) SetPlayerHealth( playerid, -1 ); // Death bug fix
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], amount, bodypart );
}
}
}
return 1;
}
hook OnPlayerGiveDamage( playerid, damagedid, Float: amount, weaponid, bodypart )
{
// Ignore unreliable and invalid damage
if ( weaponid < 0 || weaponid >= sizeof( s_ValidDamageGiven ) || !s_ValidDamageGiven[ weaponid ] )
return Y_HOOKS_BREAK_RETURN_0;
if( weaponid < 0 || weaponid >= sizeof( s_ValidMaxDamage ) || amount > s_ValidMaxDamage[ weaponid ] + 2.0 ) // 2.0 safety margin
return Y_HOOKS_BREAK_RETURN_0;
if( damagedid == INVALID_PLAYER_ID )
return Y_HOOKS_BREAK_RETURN_0;
if( IsPlayerInAnyVehicle( playerid ) && GetPlayerVehicleSeat( playerid ) == 0 && ( weaponid == WEAPON_M4 || weaponid == WEAPON_MINIGUN ) )
return Y_HOOKS_BREAK_RETURN_0;
if ( !IsPlayerNPC( damagedid ) )
{
if( ! AC_IsPlayerSpawned( damagedid ) )
return Y_HOOKS_BREAK_RETURN_0;
if( ( !IsPlayerStreamedIn( playerid, damagedid ) && ! ( GetTickCount( ) - AC_GetLastUpdateTime( playerid ) >= 2595 ) ) || !IsPlayerStreamedIn( damagedid, playerid ) )
return Y_HOOKS_BREAK_RETURN_0;
//printf("OnPlayerGiveDamage( %d, %d, %f, %d, %d )", playerid, damagedid, amount, weaponid, bodypart );
//p_LastTookDamage[ damagedid ] = GetTickCount( );
//p_LastDamageIssuer[ damagedid ] = playerid;
//p_LastWeaponIssuer[ damagedid ] = weaponid;
//p_LastDamageIssued[ damagedid ] = amount;
if( OnPlayerTakePlayerDamage( damagedid, playerid, amount, weaponid, bodypart ) )
{
new
Float: tmp,
Float: distance = ac_GetDistanceBetweenPlayers( playerid, damagedid ), // Calc distance between players
Float: tmp_amount = amount // this amount is extremely unreliable
;
//printf("Proposed dmg %f kinda %f (min: %f, max: %f, rng: %f)", amount, tmp_amount, GetWeaponMinRange( weaponid ), GetWeaponMaxRange( weaponid ), distance );
if( distance > s_WeaponRange[ weaponid ] + 2.0 )
return Y_HOOKS_BREAK_RETURN_0; //printf(" INVALID RANGE %f (MAX %f)", distance, GetWeaponMaxRange( weaponid ) ), 0;
if( p_PlayerArmour[ damagedid ] [ E_POINTS ] )
{
if( ( tmp = p_PlayerArmour[ damagedid ] [ E_POINTS ] - tmp_amount ) < 0.0 ) {
tmp_amount -= p_PlayerArmour[ damagedid ] [ E_POINTS ];
p_PlayerArmour[ damagedid ] [ E_POINTS ] = 0.0;
} else {
p_PlayerArmour[ damagedid ] [ E_POINTS ] = tmp;
tmp_amount = 0.0;
}
}
if( ( p_PlayerHealth[ damagedid ] [ E_POINTS ] -= tmp_amount ) < 0.0 ) {
AC_SetPlayerSpawned( damagedid, false );
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", damagedid, playerid, weaponid, amount, bodypart );
}
SetPlayerArmour( damagedid, p_PlayerArmour[ damagedid ] [ E_POINTS ] );
SetPlayerHealth( damagedid, p_PlayerHealth[ damagedid ] [ E_POINTS ] );
CallRemoteFunction( "OnPlayerDamagePlayer", "ddfdd", playerid, damagedid, amount, weaponid, bodypart );
}
}
return 1;
}
// Functions (Player)
stock AC_CheckForHealthHacks( playerid, iTicks )
{
new
Float: currentHealth,
Float: currentArmour
;
GetPlayerHealth( playerid, currentHealth );
GetPlayerArmour( playerid, currentArmour );
// Lag Calculations
new
Float: fHitDamage = p_LastDamageIssued[ playerid ],
Float: fArmourDamage,
Float: fHealthDamage
;
if( fHitDamage > currentArmour ) {
fArmourDamage = currentArmour;
fHealthDamage = fHitDamage - currentArmour;
}
else fArmourDamage = fHitDamage;
// Begin Health Hack Detection
if( iTicks > p_PlayerHealth[ playerid ] [ E_UPDATE_TIME ] )
{
new currentHealthInt = floatround( currentHealth, floatround_floor );
new healthShouldBeInt = floatround( p_PlayerHealth[ playerid ] [ E_POINTS ], floatround_floor );
if( currentHealthInt == healthShouldBeInt )
p_PlayerHealth[ playerid ] [ E_SYNCED ] = true;
if( !p_PlayerHealth[ playerid ] [ E_SYNCED ] )
{
if( currentHealthInt > healthShouldBeInt )
{
switch( p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ]++ )
{
case 0 .. 9: SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
case 10: SendClientMessage( playerid, 0xa9c4e4ff, "You have been kicked as you are desynced from the server. Please relog!" ), KickPlayerTimed( playerid ), printf("[health] Player %d was desynced thus kicked.", playerid);
}
}
}
else
{
p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ] = 0;
if( healthShouldBeInt > currentHealthInt )
p_PlayerHealth[ playerid ] [ E_POINTS ] = currentHealth;
if( currentHealthInt > healthShouldBeInt && currentHealthInt <= 255 && currentHealthInt > 0 )
SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
currentHealthInt = floatround( currentHealth, floatround_floor );
healthShouldBeInt = floatround( p_PlayerHealth[ playerid ] [ E_POINTS ], floatround_floor );
new dmgOne = floatround( currentHealthInt - fHealthDamage, floatround_floor );
new dmgTwo = floatround( currentHealthInt - fHealthDamage, floatround_ceil );
if( !( currentHealthInt == healthShouldBeInt || dmgOne == healthShouldBeInt || dmgTwo == healthShouldBeInt ) )
{
SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
//printf("[health][%d] %d seems to health hack (server health: %d and client health: %d, health dmg: %f, armour dmg: %f).", playerid, playerid, healthShouldBeInt, currentHealthInt, fHealthDamage, fArmourDamage );
}
}
p_PlayerHealth[ playerid ] [ E_UPDATE_TIME ] = iTicks + 1000;
}
// Begin Armour Hack Detection
if( iTicks > p_PlayerArmour[ playerid ] [ E_UPDATE_TIME ] )
{
new currentArmourInt = floatround( currentArmour, floatround_floor );
new ArmourShouldBeInt = floatround( p_PlayerArmour[ playerid ] [ E_POINTS ], floatround_floor );
if( currentArmourInt == ArmourShouldBeInt )
p_PlayerArmour[ playerid ] [ E_SYNCED ] = true;
if( !p_PlayerArmour[ playerid ] [ E_SYNCED ] )
{
if( currentArmourInt > ArmourShouldBeInt )
{
switch( p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ]++ )
{
case 0 .. 9: SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
case 10: SendClientMessage( playerid, 0xa9c4e4ff, "You have been kicked as you are desynced from the server. Please relog!" ), KickPlayerTimed( playerid ), printf("[armour] Player %d was desynced thus kicked.", playerid);
}
}
}
else
{
p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ] = 0;
if( ArmourShouldBeInt > currentArmourInt )
p_PlayerArmour[ playerid ] [ E_POINTS ] = currentArmour;
if( currentArmourInt > ArmourShouldBeInt && currentArmourInt <= 255 && currentArmourInt > 0 )
SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
currentArmourInt = floatround( currentArmour, floatround_floor );
ArmourShouldBeInt = floatround( p_PlayerArmour[ playerid ] [ E_POINTS ], floatround_floor );
new dmgOne = floatround( currentArmourInt - fArmourDamage, floatround_floor );
new dmgTwo = floatround( currentArmourInt - fArmourDamage, floatround_ceil );
if( !( currentArmourInt == ArmourShouldBeInt || dmgOne == ArmourShouldBeInt || dmgTwo == ArmourShouldBeInt ) )
{
SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
//printf("[armour] %d seems to armour hack (server armour: %d and client armour: %d, health dmg: %f, armour dmg: %f).", playerid, ArmourShouldBeInt, currentArmourInt, fHealthDamage, fArmourDamage );
}
}
p_PlayerArmour[ playerid ] [ E_UPDATE_TIME ] = iTicks + 1000;
}
}
hook OnPlayerDeath( playerid, killerid, reason )
{
if ( ! IsPlayerNPC( playerid ) )
{
new
server_time = gettime( );
// Anti-fakekill
switch( server_time - p_LastDeath[ playerid ] )
{
case 0 .. 3:
{
if ( p_DeathSpam{ playerid } ++ == 3 )
{
CallLocalFunction( "OnPlayerCheatDetected", "ddd", playerid, CHEAT_TYPE_FAKEKILL, p_DeathSpam{ playerid } );
return Y_HOOKS_BREAK_RETURN_1;
}
}
default: p_DeathSpam{ playerid } = 0;
}
p_LastDeath[ playerid ] = server_time;
// Died in Vehicle
if ( GetPlayerVehicleID( playerid ) && AC_IsPlayerSpawned( playerid ) )
{
if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 ) {
p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 51;
}
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
}
2018-10-09 15:04:52 +00:00
// Reset spawned variable
AC_SetPlayerSpawned( playerid, false );
}
return 1;
}
/* ** Functions ** */
stock ForcePlayerKill( playerid, killerid, weaponid )
{
p_LastTookDamage[ playerid ] = GetTickCount( );
p_LastDamageIssuer[ playerid ] = killerid;
p_LastWeaponIssuer[ playerid ] = weaponid;
p_LastDamageIssued[ playerid ] = 100.0;
SetPlayerHealth( playerid, -1 );
}
/* ** Modules ** */
#if defined __ac__money
#include "irresistible\anticheat\vending_machines.pwn"
#endif