sfcnr/pawno/include/anticheat/weapon.inc

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/*
PROJECT <> SA:MP Anticheat Plug-in
LICENSE <> See LICENSE in the top level directory.
AUTHOR(S) <> Lorenc_ (zeelorenc@hotmail.com)
PURPOSE <> Providing datastructures for the internal SA:MP Server.
Copyright (C) 2014 SA:MP Anticheat Plug-in.
The Project is available on https://github.com/myudev/SAMPAC
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, see <http://www.gnu.org/licenses/>.
*/
#include < a_samp >
#include < anticheat\global >
#include < anticheat\player >
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// Player Variables
static p_PlayerWeaponUpdateTime[ MAX_PLAYERS ];
static p_CurrentArmedWeapon[ MAX_PLAYERS char ];
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// Function Hook (GivePlayerWeapon)
stock AC_GivePlayerWeapon( playerid, weaponid, ammo )
{
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p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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if( 0 <= weaponid < AC_MAX_WEAPONS ) {
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p_PlayerHasWeapon[ playerid ] { weaponid } = true;
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p_CurrentArmedWeapon{ playerid } = weaponid;
}
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return GivePlayerWeapon( playerid, weaponid, ammo );
}
#if defined _ALS_GivePlayerWeapon
#undef GivePlayerWeapon
#else
#define _ALS_GivePlayerWeapon
#endif
#define GivePlayerWeapon AC_GivePlayerWeapon
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// Function Hook (SetPlayerArmedWeapon)
stock AC_SetPlayerArmedWeapon( playerid, weaponid )
{
if ( 0 <= weaponid <= AC_MAX_WEAPONS && p_CurrentArmedWeapon{ playerid } != weaponid ) {
p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
p_CurrentArmedWeapon{ playerid } = weaponid;
}
return SetPlayerArmedWeapon( playerid, weaponid );
}
#if defined _ALS_SetPlayerArmedWeapon
#undef SetPlayerArmedWeapon
#else
#define _ALS_SetPlayerArmedWeapon
#endif
#define SetPlayerArmedWeapon AC_SetPlayerArmedWeapon
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// Function Hook (ResetPlayerWeapons)
stock AC_ResetPlayerWeapons( playerid )
{
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p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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for ( new i = 0; i < AC_MAX_WEAPONS; i++ )
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p_PlayerHasWeapon[ playerid ] { i } = false;
return ResetPlayerWeapons( playerid );
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}
#if defined _ALS_ResetPlayerWeapons
#undef ResetPlayerWeapons
#else
#define _ALS_ResetPlayerWeapons
#endif
#define ResetPlayerWeapons AC_ResetPlayerWeapons
// Function Hook (SetSpawnInfo)
stock AC_SetSpawnInfo( playerid, team, skin, Float: x, Float: y, Float: z, Float: Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
{
if ( weapon1 != -1 && weapon1 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon1 } = true;
if ( weapon2 != -1 && weapon2 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon2 } = true;
if ( weapon3 != -1 && weapon3 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon3 } = true;
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return SetSpawnInfo( playerid, team, skin, x, y, z, Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo );
}
#if defined _ALS_SetSpawnInfo
#undef SetSpawnInfo
#else
#define _ALS_SetSpawnInfo
#endif
#define SetSpawnInfo AC_SetSpawnInfo
// Function Hook (AddPlayerClass)
stock AC_AddPlayerClass( skin, Float: x, Float: y, Float: z, Float: Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
{
new
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classid = Iter_Free(classes);
if( classid != -1 )
{
mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 0 ] = weapon1;
//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 0 ] = static_cast<int>(params[7]);
mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 1 ] = weapon2;
//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 1 ] = static_cast<int>(params[9]);
mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 2 ] = weapon3;
//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 2 ] = static_cast<int>(params[11]);
Iter_Add(classes, classid);
}
return AddPlayerClass( skin, x, y, z, Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo );
}
#if defined _ALS_AddPlayerClass
#undef AddPlayerClass
#else
#define _ALS_AddPlayerClass
#endif
#define AddPlayerClass AC_AddPlayerClass
// Function Hook (AddPlayerClass)
stock AC_AddPlayerClassEx( teamid, skin, Float:x, Float:y, Float:z, Float:Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
{
new
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classid = Iter_Free(classes);
if( classid != -1 )
{
mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 0 ] = weapon1;
//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 0 ] = static_cast<int>(params[7]);
mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 1 ] = weapon2;
//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 1 ] = static_cast<int>(params[9]);
mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 2 ] = weapon3;
//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 2 ] = static_cast<int>(params[11]);
Iter_Add(classes, classid);
}
return AddPlayerClassEx( teamid, skin, x, y, z, Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
}
#if defined _ALS_AddPlayerClassEx
#undef AddPlayerClassEx
#else
#define _ALS_AddPlayerClassEx
#endif
#define AddPlayerClassEx AC_AddPlayerClassEx
// Function Hook (CreateDynamicPickup)
stock AC_CreateDynamicPickup( modelid, type, Float: x, Float: y, Float: z, worldid = -1, interiorid = -1, playerid = -1, Float: streamdistance = 100.0 )
{
new
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id = CreateDynamicPickup( modelid, type, x, y, z, worldid, interiorid, playerid, streamdistance );
if( type == 2 || type == 3 || type == 15 || type == 22 )
{
for( new i = 0; i < AC_MAX_WEAPONS; i ++ )
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if( GetWeaponModel( i ) == modelid )
SetGVarInt( "ac_WeaponPickup", i, id );
}
return id;
}
#if defined _ALS_CreateDynamicPickup
#undef CreateDynamicPickup
#else
#define _ALS_CreateDynamicPickup
#endif
#define CreateDynamicPickup AC_CreateDynamicPickup
// Functions
stock vWeaponHackCheck( playerid, keys )
{
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if ( ( keys & KEY_FIRE ) && ac_IsPlayerSpawned( playerid ) ) {
new iWeapon = GetPlayerWeapon( playerid );
new iTickCount = GetTickCount( );
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if ( iTickCount > p_PlayerWeaponUpdateTime[ playerid ] && 0 <= iWeapon < AC_MAX_WEAPONS )
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{
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if( !p_PlayerHasWeapon[ playerid ] { iWeapon } && ( iWeapon != 0 && iWeapon != 40 ) && ! ( IsPlayerInAnyVehicle( playerid ) && p_CurrentArmedWeapon{ playerid } != iWeapon ) ) {
CallLocalFunction( "OnPlayerCheatDetected", "ddd", playerid, CHEAT_TYPE_WEAPON, iWeapon );
// printf("[weapon] %d seems to weapon hack (weapon id %d).", playerid, iWeapon );
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}
}
}
}
/*stock vWeaponHackCheck( playerid, iTicks )
{
if( iTicks > p_PlayerWeaponUpdateTime[ playerid ] )
{
new
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iWeapon, iAmmo;
for( new iSlot = 0; iSlot != 13; iSlot++ )
{
GetPlayerWeaponData( playerid, iSlot, iWeapon, iAmmo );
if( !p_PlayerHasWeapon[ playerid ] { iWeapon } && ( iAmmo > 0 && iWeapon != 0 && iWeapon != 40 ) ) {
CallLocalFunction( "OnPlayerCheatDetected", "dd", playerid, CHEAT_TYPE_WEAPON );
printf("[weapon] %d seems to weapon hack (weapon id %d).", playerid, iWeapon );
break;
}
}
p_PlayerWeaponUpdateTime[ playerid ] = iTicks + 750;
}
}*/