2018-09-09 16:01:29 +00:00
|
|
|
/*
|
|
|
|
* Irresistible Gaming (c) 2018
|
2018-12-12 08:21:57 +00:00
|
|
|
* Developed by Lorenc
|
2018-09-09 16:01:29 +00:00
|
|
|
* Module: anticheat/weapon.inc
|
|
|
|
* Purpose: server sided weapon system
|
|
|
|
*/
|
|
|
|
|
|
|
|
/* ** Includes ** */
|
|
|
|
#include < YSI\y_hooks >
|
|
|
|
|
|
|
|
/* ** Definitions ** */
|
|
|
|
#if !defined MAX_CLASSES
|
|
|
|
#define MAX_CLASSES ( 300 )
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if !defined AC_MAX_WEAPONS
|
|
|
|
#define AC_MAX_WEAPONS ( 55 )
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* ** Variables ** */
|
|
|
|
enum E_CLASS_DATA {
|
|
|
|
E_WEAPONS[ 3 ]
|
|
|
|
};
|
|
|
|
|
|
|
|
static stock
|
|
|
|
mAvailableSpawns [ MAX_CLASSES ] [ E_CLASS_DATA ],
|
|
|
|
bool: p_PlayerHasWeapon [ MAX_PLAYERS ] [ AC_MAX_WEAPONS char ],
|
|
|
|
p_SelectedClassID [ MAX_PLAYERS ],
|
|
|
|
p_PlayerWeaponUpdateTime [ MAX_PLAYERS ],
|
|
|
|
p_CurrentArmedWeapon [ MAX_PLAYERS char ],
|
|
|
|
Iterator: classes < MAX_CLASSES >
|
|
|
|
;
|
|
|
|
|
|
|
|
/* ** Callback Hooks ** */
|
|
|
|
hook OnPlayerConnect( playerid ) {
|
|
|
|
if ( 0 <= playerid < MAX_PLAYERS ) {
|
|
|
|
for ( new i = 0; i < AC_MAX_WEAPONS; i++ ) {
|
|
|
|
p_PlayerHasWeapon[ playerid ] { i } = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hook OnPlayerDeath( playerid, killerid, reason )
|
|
|
|
{
|
|
|
|
if ( 0 <= playerid < MAX_PLAYERS ) {
|
|
|
|
p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hook OnPlayerSpawn( playerid )
|
|
|
|
{
|
|
|
|
if ( 0 <= playerid < MAX_PLAYERS )
|
|
|
|
{
|
|
|
|
for ( new i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
new
|
|
|
|
weaponid = mAvailableSpawns[ p_SelectedClassID[ playerid ] ] [ E_WEAPONS ] [ i ];
|
|
|
|
|
|
|
|
if( weaponid != -1 && weaponid < AC_MAX_WEAPONS ) {
|
|
|
|
p_PlayerHasWeapon[ playerid ] { weaponid } = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hook OnPlayerStateChange( playerid, newstate, oldstate ) // Weapon Hacks - credits to wups
|
|
|
|
{
|
|
|
|
if ( 0 <= playerid < MAX_PLAYERS )
|
|
|
|
{
|
|
|
|
if( newstate == PLAYER_STATE_DRIVER || newstate == PLAYER_STATE_PASSENGER )
|
|
|
|
{
|
|
|
|
switch ( GetVehicleModel( GetPlayerVehicleID( playerid ) ) )
|
|
|
|
{
|
|
|
|
case 457:
|
|
|
|
p_PlayerHasWeapon[ playerid ] { 2 } = true;
|
|
|
|
|
|
|
|
case 592, 577, 511, 512, 520, 593, 553, 476, 519, 460, 513, 548, 425, 417, 487, 488, 497, 563, 447, 469, 539:
|
|
|
|
p_PlayerHasWeapon[ playerid ] { 46 } = true;
|
|
|
|
|
|
|
|
case 596, 597, 598, 599:
|
|
|
|
p_PlayerHasWeapon[ playerid ] { 25 } = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hook OnPlayerExitVehicle( playerid, vehicleid )
|
|
|
|
{
|
|
|
|
if ( 0 <= playerid < MAX_PLAYERS )
|
|
|
|
{
|
|
|
|
switch( GetVehicleModel( vehicleid ) ) // Weapon Hacks - credits to wups
|
|
|
|
{
|
|
|
|
case 457:
|
|
|
|
p_PlayerHasWeapon[ playerid ] { 2 } = true;
|
|
|
|
|
|
|
|
case 592, 577, 511, 512, 520, 593, 553, 476, 519, 460, 513, 548, 425, 417, 487, 488, 497, 563, 447, 469, 539:
|
|
|
|
p_PlayerHasWeapon[ playerid ] { 46 } = true;
|
|
|
|
|
|
|
|
case 596, 597, 598, 599:
|
|
|
|
p_PlayerHasWeapon[ playerid ] { 25 } = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
|
|
|
|
{
|
|
|
|
if( !IsPlayerNPC( playerid ) )
|
|
|
|
{
|
|
|
|
if ( ( newkeys & KEY_FIRE ) && AC_IsPlayerSpawned( playerid ) ) {
|
|
|
|
new iWeapon = GetPlayerWeapon( playerid );
|
|
|
|
new iTickCount = GetTickCount( );
|
|
|
|
|
|
|
|
if ( iTickCount > p_PlayerWeaponUpdateTime[ playerid ] && 0 <= iWeapon < AC_MAX_WEAPONS )
|
|
|
|
{
|
|
|
|
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 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hook OnPlayerPickUpDynPickup( playerid, pickupid ) {
|
|
|
|
if ( 0 <= playerid < MAX_PLAYERS && GetGVarType( "ac_WeaponPickup", pickupid ) != GLOBAL_VARTYPE_NONE ) {
|
|
|
|
p_PlayerHasWeapon[ playerid ] { GetGVarInt( "ac_WeaponPickup", pickupid ) } = true;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hook OnPlayerRequestClass( playerid, classid ) {
|
|
|
|
if ( 0 <= playerid < MAX_PLAYERS ) {
|
|
|
|
p_SelectedClassID[ playerid ] = classid;
|
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ** Function Hooks ** */
|
|
|
|
// Function Hook (GivePlayerWeapon)
|
|
|
|
|
|
|
|
stock AC_GivePlayerWeapon( playerid, weaponid, ammo )
|
|
|
|
{
|
|
|
|
p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
|
|
|
|
|
|
|
|
if( 0 <= weaponid < AC_MAX_WEAPONS ) {
|
|
|
|
p_PlayerHasWeapon[ playerid ] { weaponid } = true;
|
|
|
|
p_CurrentArmedWeapon{ playerid } = weaponid;
|
|
|
|
}
|
|
|
|
return GivePlayerWeapon( playerid, weaponid, ammo );
|
|
|
|
}
|
|
|
|
|
|
|
|
#if defined _ALS_GivePlayerWeapon
|
|
|
|
#undef GivePlayerWeapon
|
|
|
|
#else
|
|
|
|
#define _ALS_GivePlayerWeapon
|
|
|
|
#endif
|
|
|
|
#define GivePlayerWeapon AC_GivePlayerWeapon
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
// Function Hook (ResetPlayerWeapons)
|
|
|
|
|
|
|
|
stock AC_ResetPlayerWeapons( playerid )
|
|
|
|
{
|
|
|
|
p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
|
|
|
|
|
|
|
|
for ( new i = 0; i < AC_MAX_WEAPONS; i++ )
|
|
|
|
p_PlayerHasWeapon[ playerid ] { i } = false;
|
|
|
|
|
|
|
|
return ResetPlayerWeapons( playerid );
|
|
|
|
}
|
|
|
|
|
|
|
|
#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;
|
|
|
|
|
|
|
|
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
|
|
|
|
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
|
|
|
|
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
|
|
|
|
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 ++ )
|
|
|
|
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
|
2019-01-25 05:18:07 +00:00
|
|
|
|
|
|
|
stock CheckIfPlayerHasWeapon( playerid, weaponid )
|
|
|
|
{
|
|
|
|
new
|
|
|
|
iCurrentWeapon = GetPlayerWeapon( playerid ),
|
|
|
|
iWeapon,
|
|
|
|
iAmmo
|
|
|
|
;
|
|
|
|
|
|
|
|
if ( iCurrentWeapon == weaponid )
|
|
|
|
return true;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for ( new iSlot = 0; iSlot < 13; iSlot++ )
|
|
|
|
{
|
|
|
|
GetPlayerWeaponData( playerid, iSlot, iWeapon, iAmmo );
|
|
|
|
|
|
|
|
if ( iWeapon == weaponid )
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|