make anticheat more independent with y_hooks + fix death bug with explosive rounds
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@ -239,7 +239,6 @@ stock
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// Forwards (Global)
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public OnPlayerCheatDetected( playerid, detection );
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public OnPlayerDamagePlayer( playerid, damagedid, Float: amount, weaponid, bodypart );
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// Functions (Global)
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@ -23,222 +23,434 @@
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with this program; if not, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined AC_HITPOINTS_INCLUDED
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/* ** Includes ** */
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#include < YSI\y_hooks >
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// Forwards
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public OnPlayerTakePlayerDamage ( playerid, issuerid, &Float: amount, weaponid, bodypart );
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public OnPlayerDeathEx ( playerid, killerid, reason, Float: damage, bodypart );
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/* ** Variables ** */
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static stock
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Float: p_PlayerHealth [ MAX_PLAYERS ] [ E_PLAYER_HITPOINTS ],
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Float: p_PlayerArmour [ MAX_PLAYERS ] [ E_PLAYER_HITPOINTS ],
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Float: p_LastDamageIssued [ MAX_PLAYERS ],
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p_LastTookDamage [ MAX_PLAYERS ],
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p_LastDamageIssuer [ MAX_PLAYERS ] = { INVALID_PLAYER_ID, ... },
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p_LastWeaponIssuer [ MAX_PLAYERS ]
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;
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// Function (AC_UpdateKillerData)
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/* ** Forwards ** */
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forward OnPlayerDamagePlayer ( playerid, damagedid, Float: amount, weaponid, bodypart );
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forward OnPlayerTakePlayerDamage ( playerid, issuerid, &Float: amount, weaponid, bodypart );
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forward OnPlayerDeathEx ( playerid, killerid, reason, Float: damage, bodypart );
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stock AC_UpdateDamageInformation( playerid, attackerid, weaponid )
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// Function (AC_UpdateKillerData)
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stock AC_UpdateDamageInformation( playerid, attackerid, weaponid )
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{
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p_LastTookDamage[ playerid ] = GetTickCount( );
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p_LastDamageIssuer[ playerid ] = attackerid;
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p_LastWeaponIssuer[ playerid ] = weaponid;
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}
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// Function (AC_GetPlayerHealth)
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stock Float: AC_GetPlayerHealth( playerid )
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return p_PlayerHealth[ playerid ] [ E_POINTS ];
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// Function (AddPlayerHealth)
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stock AC_AddPlayerHealth( playerid, Float:amount )
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{
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p_PlayerHealth[ playerid ] [ E_POINTS ] += amount;
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p_PlayerHealth[ playerid ] [ E_SYNCED ] = false;
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return SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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}
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// Function Hook (SetPlayerHealth)
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stock AC_SetPlayerHealth( playerid, Float:amount )
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{
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p_PlayerHealth[ playerid ] [ E_POINTS ] = amount;
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p_PlayerHealth[ playerid ] [ E_SYNCED ] = false;
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if( amount <= 0.0 && p_acSpawned{ playerid } )
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{
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p_LastTookDamage[ playerid ] = GetTickCount( );
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p_LastDamageIssuer[ playerid ] = attackerid;
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p_LastWeaponIssuer[ playerid ] = weaponid;
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if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 ) {
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p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 47;
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}
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p_acSpawned{ playerid } = false; // They're dead!
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
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}
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return SetPlayerHealth( playerid, amount );
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}
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#if defined _ALS_SetPlayerHealth
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#undef SetPlayerHealth
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#else
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#define _ALS_SetPlayerHealth
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#endif
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#define SetPlayerHealth AC_SetPlayerHealth
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// Function Hook (SetPlayerArmour)
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stock AC_SetPlayerArmour( playerid, Float:amount )
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{
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p_PlayerArmour[ playerid ] [ E_POINTS ] = amount;
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p_PlayerArmour[ playerid ] [ E_SYNCED ] = false;
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return SetPlayerArmour( playerid, amount );
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}
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#if defined _ALS_SetPlayerArmour
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#undef SetPlayerArmour
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#else
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#define _ALS_SetPlayerArmour
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#endif
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#define SetPlayerArmour AC_SetPlayerArmour
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// Function Hook (SetPlayerTeam)
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stock AC_SetPlayerTeam( playerid, teamid )
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{
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if( teamid != AC_DEFAULT_TEAM ) {
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printf("[ACWarning] You cannot use SetPlayerTeam as you have hitpoint hack detection enabled (teamid %d, default %d).", teamid, AC_DEFAULT_TEAM );
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}
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return SetPlayerTeam( playerid, AC_DEFAULT_TEAM );
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}
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#if defined _ALS_SetPlayerTeam
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#undef SetPlayerTeam
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#else
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#define _ALS_SetPlayerArmour
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#endif
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#define SetPlayerTeam AC_SetPlayerTeam
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/* ** Callback Hooks ** */
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hook OnPlayerConnect( playerid )
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{
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if ( 0 <= playerid < MAX_PLAYERS )
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{
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p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ] = 0;
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p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ] = 0;
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}
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return 1;
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}
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hook OnPlayerSpawn( playerid )
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{
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// Health/Armour Hack
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p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ] = 0;
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p_PlayerHealth[ playerid ] [ E_POINTS ] = 100.0;
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p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ] = 0;
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p_PlayerArmour[ playerid ] [ E_POINTS ] = 0.0;
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SetPlayerTeam( playerid, AC_DEFAULT_TEAM ); // Set everyone the same team
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return 1;
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}
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hook OnPlayerTakeDamage( playerid, issuerid, Float: amount, weaponid, bodypart )
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{
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new
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is_npc = IsPlayerNPC( issuerid );
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p_LastTookDamage[ playerid ] = GetTickCount( );
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p_LastDamageIssuer[ playerid ] = issuerid;
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p_LastWeaponIssuer[ playerid ] = weaponid;
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p_LastDamageIssued[ playerid ] = amount;
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//if( !( issuerid != INVALID_PLAYER_ID && IsPlayerInAnyVehicle( issuerid ) && GetPlayerVehicleSeat( issuerid ) == 0 && ( weaponid == WEAPON_M4 || weaponid == WEAPON_MINIGUN ) ) )
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// return 0;
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// Allow hunter damage/sparrow
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if( !( issuerid != INVALID_PLAYER_ID && IsPlayerInAnyVehicle( issuerid ) && GetPlayerVehicleSeat( issuerid ) == 0 && ( weaponid == WEAPON_M4 || weaponid == WEAPON_MINIGUN ) ) && !is_npc )
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{
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// Ignore unreliable and invalid damage
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if( weaponid < 0 || weaponid >= sizeof( s_ValidDamageGiven ) || s_ValidDamageGiven[ weaponid ] )
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return 0;
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}
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// Function (AC_GetPlayerHealth)
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stock Float: AC_GetPlayerHealth( playerid )
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return p_PlayerHealth[ playerid ] [ E_POINTS ];
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// Function (AddPlayerHealth)
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stock AC_AddPlayerHealth( playerid, Float:amount )
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if( ac_IsPlayerSpawned( playerid ) )
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{
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p_PlayerHealth[ playerid ] [ E_POINTS ] += amount;
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p_PlayerHealth[ playerid ] [ E_SYNCED ] = false;
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return SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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}
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// Function Hook (SetPlayerHealth)
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stock AC_SetPlayerHealth( playerid, Float:amount )
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{
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p_PlayerHealth[ playerid ] [ E_POINTS ] = amount;
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p_PlayerHealth[ playerid ] [ E_SYNCED ] = false;
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if( amount <= 0.0 && p_acSpawned{ playerid } )
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if( issuerid != INVALID_PLAYER_ID && ! is_npc )
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{
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if( OnPlayerTakePlayerDamage( playerid, issuerid, amount, weaponid, bodypart ) )
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{
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new Float: tmp, Float: tmp_amount = amount;
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if( p_PlayerArmour[ playerid ] [ E_POINTS ] )
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{
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if( ( tmp = p_PlayerArmour[ playerid ] [ E_POINTS ] - tmp_amount ) < 0.0 ) {
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tmp_amount -= p_PlayerArmour[ playerid ] [ E_POINTS ];
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p_PlayerArmour[ playerid ] [ E_POINTS ] = 0.0;
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} else {
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p_PlayerArmour[ playerid ] [ E_POINTS ] = tmp;
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tmp_amount = 0.0;
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}
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}
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if( ( p_PlayerHealth[ playerid ] [ E_POINTS ] -= tmp_amount ) < 0.0 ) {
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p_acSpawned{ playerid } = false; // They're dead!
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, issuerid, weaponid, amount, bodypart );
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}
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SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
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SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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CallRemoteFunction( "OnPlayerDamagePlayer", "ddfdd", issuerid, playerid, amount, weaponid, bodypart );
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}
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}
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else
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{
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new Float: tmp, Float: tmp_amount = amount;
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if( !( weaponid == 53 || weaponid == 54 || weaponid == 50 ) && p_PlayerArmour[ playerid ] [ E_POINTS ] )
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{
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if( ( tmp = p_PlayerArmour[ playerid ] [ E_POINTS ] - tmp_amount ) < 0.0 ) {
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tmp_amount -= p_PlayerArmour[ playerid ] [ E_POINTS ];
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p_PlayerArmour[ playerid ] [ E_POINTS ] = 0.0;
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} else {
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p_PlayerArmour[ playerid ] [ E_POINTS ] = tmp;
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tmp_amount = 0.0;
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}
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}
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// printf("OnPlayerTakeDamage( %d, %d, %f, %d, %d ) %f", playerid, issuerid, amount, weaponid, bodypart, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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if( ( p_PlayerHealth[ playerid ] [ E_POINTS ] -= tmp_amount ) <= ( weaponid == 37 ? 0.99999 : 0.0 ) ) {
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// find any possible killers prior
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if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 ) {
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p_LastDamageIssuer[ playerid ] = issuerid, p_LastWeaponIssuer[ playerid ] = weaponid;
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}
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p_acSpawned{ playerid } = false; // They're dead!
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if ( weaponid == 37 || weaponid == 51 ) SetPlayerHealth( playerid, -1 ); // Death bug fix
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], amount, bodypart );
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}
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}
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}
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return 1;
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}
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hook OnPlayerGiveDamage( playerid, damagedid, Float: amount, weaponid, bodypart )
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{
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// Ignore unreliable and invalid damage
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if ( weaponid < 0 || weaponid >= sizeof( s_ValidDamageGiven ) || !s_ValidDamageGiven[ weaponid ] )
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return 0;
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if( weaponid < 0 || weaponid >= sizeof( s_ValidMaxDamage ) || amount > s_ValidMaxDamage[ weaponid ] + 2.0 ) // 2.0 safety margin
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return 0;
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if( damagedid == INVALID_PLAYER_ID )
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return 0;
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if( IsPlayerInAnyVehicle( playerid ) && GetPlayerVehicleSeat( playerid ) == 0 && ( weaponid == WEAPON_M4 || weaponid == WEAPON_MINIGUN ) )
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return 0;
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if ( !IsPlayerNPC( damagedid ) )
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{
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if( !ac_IsPlayerSpawned( damagedid ) )
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return 0;
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if( ( !IsPlayerStreamedIn( playerid, damagedid ) && !( GetTickCount( ) - p_acUpdateTime[ damagedid ] >= 2595 ) ) || !IsPlayerStreamedIn( damagedid, playerid ) )
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return 0;
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//printf("OnPlayerGiveDamage( %d, %d, %f, %d, %d )", playerid, damagedid, amount, weaponid, bodypart );
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//p_LastTookDamage[ damagedid ] = GetTickCount( );
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//p_LastDamageIssuer[ damagedid ] = playerid;
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//p_LastWeaponIssuer[ damagedid ] = weaponid;
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//p_LastDamageIssued[ damagedid ] = amount;
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if( OnPlayerTakePlayerDamage( damagedid, playerid, amount, weaponid, bodypart ) )
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{
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new
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Float: tmp,
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Float: distance = ac_GetDistanceBetweenPlayers( playerid, damagedid ), // Calc distance between players
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Float: tmp_amount = amount // this amount is extremely unreliable
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;
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//printf("Proposed dmg %f kinda %f (min: %f, max: %f, rng: %f)", amount, tmp_amount, GetWeaponMinRange( weaponid ), GetWeaponMaxRange( weaponid ), distance );
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if( distance > s_WeaponRange[ weaponid ] + 2.0 )
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return 0; //printf(" INVALID RANGE %f (MAX %f)", distance, GetWeaponMaxRange( weaponid ) ), 0;
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if( p_PlayerArmour[ damagedid ] [ E_POINTS ] )
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{
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if( ( tmp = p_PlayerArmour[ damagedid ] [ E_POINTS ] - tmp_amount ) < 0.0 ) {
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tmp_amount -= p_PlayerArmour[ damagedid ] [ E_POINTS ];
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p_PlayerArmour[ damagedid ] [ E_POINTS ] = 0.0;
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} else {
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p_PlayerArmour[ damagedid ] [ E_POINTS ] = tmp;
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tmp_amount = 0.0;
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}
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}
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if( ( p_PlayerHealth[ damagedid ] [ E_POINTS ] -= tmp_amount ) < 0.0 ) {
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p_acSpawned{ damagedid } = false; // They're dead!
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", damagedid, playerid, weaponid, amount, bodypart );
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}
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SetPlayerArmour( damagedid, p_PlayerArmour[ damagedid ] [ E_POINTS ] );
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SetPlayerHealth( damagedid, p_PlayerHealth[ damagedid ] [ E_POINTS ] );
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CallRemoteFunction( "OnPlayerDamagePlayer", "ddfdd", playerid, damagedid, amount, weaponid, bodypart );
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}
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}
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return 1;
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}
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// Functions (Player)
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stock vCheckForHealthHacks( playerid, iTicks )
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{
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new
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Float: currentHealth,
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Float: currentArmour
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;
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GetPlayerHealth( playerid, currentHealth );
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GetPlayerArmour( playerid, currentArmour );
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// Lag Calculations
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new
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Float: fHitDamage = p_LastDamageIssued[ playerid ],
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Float: fArmourDamage,
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Float: fHealthDamage
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;
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if( fHitDamage > currentArmour ) {
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fArmourDamage = currentArmour;
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fHealthDamage = fHitDamage - currentArmour;
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}
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else fArmourDamage = fHitDamage;
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// Begin Health Hack Detection
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if( iTicks > p_PlayerHealth[ playerid ] [ E_UPDATE_TIME ] )
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{
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new currentHealthInt = floatround( currentHealth, floatround_floor );
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new healthShouldBeInt = floatround( p_PlayerHealth[ playerid ] [ E_POINTS ], floatround_floor );
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if( currentHealthInt == healthShouldBeInt )
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p_PlayerHealth[ playerid ] [ E_SYNCED ] = true;
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if( !p_PlayerHealth[ playerid ] [ E_SYNCED ] )
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{
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if( currentHealthInt > healthShouldBeInt )
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{
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switch( p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ]++ )
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{
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case 0 .. 9: SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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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);
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}
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}
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}
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else
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{
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p_PlayerHealth[ playerid ] [ E_UPDATE_FAIL ] = 0;
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if( healthShouldBeInt > currentHealthInt )
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p_PlayerHealth[ playerid ] [ E_POINTS ] = currentHealth;
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if( currentHealthInt > healthShouldBeInt && currentHealthInt <= 255 && currentHealthInt > 0 )
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SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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currentHealthInt = floatround( currentHealth, floatround_floor );
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healthShouldBeInt = floatround( p_PlayerHealth[ playerid ] [ E_POINTS ], floatround_floor );
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new dmgOne = floatround( currentHealthInt - fHealthDamage, floatround_floor );
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new dmgTwo = floatround( currentHealthInt - fHealthDamage, floatround_ceil );
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if( !( currentHealthInt == healthShouldBeInt || dmgOne == healthShouldBeInt || dmgTwo == healthShouldBeInt ) )
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{
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SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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//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 );
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}
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}
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p_PlayerHealth[ playerid ] [ E_UPDATE_TIME ] = iTicks + 1000;
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}
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// Begin Armour Hack Detection
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if( iTicks > p_PlayerArmour[ playerid ] [ E_UPDATE_TIME ] )
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{
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new currentArmourInt = floatround( currentArmour, floatround_floor );
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new ArmourShouldBeInt = floatround( p_PlayerArmour[ playerid ] [ E_POINTS ], floatround_floor );
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if( currentArmourInt == ArmourShouldBeInt )
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p_PlayerArmour[ playerid ] [ E_SYNCED ] = true;
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if( !p_PlayerArmour[ playerid ] [ E_SYNCED ] )
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{
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if( currentArmourInt > ArmourShouldBeInt )
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{
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switch( p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ]++ )
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{
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case 0 .. 9: SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
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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);
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}
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}
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}
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else
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{
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p_PlayerArmour[ playerid ] [ E_UPDATE_FAIL ] = 0;
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if( ArmourShouldBeInt > currentArmourInt )
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p_PlayerArmour[ playerid ] [ E_POINTS ] = currentArmour;
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if( currentArmourInt > ArmourShouldBeInt && currentArmourInt <= 255 && currentArmourInt > 0 )
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SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
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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 ) )
|
||||
{
|
||||
// Health/Armour Hack
|
||||
if( GetPVarInt( playerid, "CustomKill" ) )
|
||||
{
|
||||
new
|
||||
customKiller = GetPVarInt( playerid, "KillerID" );
|
||||
|
||||
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, customKiller != playerid ? customKiller : INVALID_PLAYER_ID, GetPVarInt( playerid, "WeaponID" ), 3.3, 3 );
|
||||
|
||||
DeletePVar( playerid, "KillerID" );
|
||||
DeletePVar( playerid, "WeaponID" );
|
||||
DeletePVar( playerid, "CustomKill" );
|
||||
}
|
||||
|
||||
// Died in Vehicle
|
||||
else if( GetPlayerVehicleID( playerid ) && ac_IsPlayerSpawned( playerid ) )
|
||||
{
|
||||
if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 )
|
||||
p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 47;
|
||||
p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 51;
|
||||
|
||||
p_acSpawned{ playerid } = false; // They're dead!
|
||||
OnPlayerDeathEx( playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
|
||||
}
|
||||
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
|
||||
}
|
||||
|
||||
return SetPlayerHealth( playerid, amount );
|
||||
}
|
||||
// General
|
||||
p_acSpawned{ playerid } = false;
|
||||
|
||||
#if defined _ALS_SetPlayerHealth
|
||||
#undef SetPlayerHealth
|
||||
#else
|
||||
#define _ALS_SetPlayerHealth
|
||||
#endif
|
||||
#define SetPlayerHealth AC_SetPlayerHealth
|
||||
// Airbrake
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Function Hook (SetPlayerArmour)
|
||||
/* ** Functions ** */
|
||||
stock ForcePlayerKill( playerid, killerid, weaponid )
|
||||
{
|
||||
SetPVarInt( playerid, "KillerID", killerid );
|
||||
SetPVarInt( playerid, "WeaponID", weaponid );
|
||||
SetPVarInt( playerid, "CustomKill", 1 );
|
||||
|
||||
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
|
||||
|
||||
// Functions (Player)
|
||||
stock vCheckForHealthHacks( 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;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@function ForcePlayerKill
|
||||
@description forces a kill on a player
|
||||
@return void
|
||||
*/
|
||||
stock ForcePlayerKill( playerid, killerid, weaponid )
|
||||
{
|
||||
SetPVarInt( playerid, "KillerID", killerid );
|
||||
SetPVarInt( playerid, "WeaponID", weaponid );
|
||||
SetPVarInt( playerid, "CustomKill", 1 );
|
||||
|
||||
SetPlayerHealth( playerid, -1 );
|
||||
}
|
||||
|
||||
#define AC_HITPOINTS_INCLUDED
|
||||
#endif
|
||||
SetPlayerHealth( playerid, -1 );
|
||||
}
|
||||
|
@ -24,525 +24,182 @@
|
||||
*/
|
||||
|
||||
#if !defined AC_INCLUDED
|
||||
#include < a_samp >
|
||||
#define AC_INCLUDED
|
||||
#else
|
||||
#endinput
|
||||
#endif
|
||||
|
||||
// Function Hook (PutPlayerInVehicle)
|
||||
/* ** Includes ** */
|
||||
#include < YSI\y_hooks >
|
||||
|
||||
stock AC_PutPlayerInVehicle(playerid, vehicleid, seatid)
|
||||
// Function Hook (PutPlayerInVehicle)
|
||||
|
||||
stock AC_PutPlayerInVehicle(playerid, vehicleid, seatid)
|
||||
{
|
||||
// Remote Jacking
|
||||
p_remoteJackData[ playerid ] [ E_LAST_VEH ] = vehicleid;
|
||||
|
||||
// Airbreak
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
return PutPlayerInVehicle(playerid, vehicleid, seatid);
|
||||
}
|
||||
|
||||
#if defined _ALS_PutPlayerInVehicle
|
||||
#undef PutPlayerInVehicle
|
||||
#else
|
||||
#define _ALS_PutPlayerInVehicle
|
||||
#endif
|
||||
#define PutPlayerInVehicle AC_PutPlayerInVehicle
|
||||
|
||||
// Callback Hook (OnPlayerConnect)
|
||||
|
||||
hook OnPlayerConnect( playerid )
|
||||
{
|
||||
if ( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
// Remote Jacking
|
||||
p_remoteJackData[ playerid ] [ E_LAST_VEH ] = vehicleid;
|
||||
// Remove Vending Machines
|
||||
RemoveBuildingForPlayer( playerid, 1302, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 1209, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 955, 0.0, 0.0, 0.0, 6000.00 );
|
||||
RemoveBuildingForPlayer( playerid, 956, 0.0, 0.0, 0.0, 6000.00 );
|
||||
RemoveBuildingForPlayer( playerid, 1775, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 1776, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 1977, 0.0, 0.0, 0.0, 6000.0 );
|
||||
|
||||
// Airbreak
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
return PutPlayerInVehicle(playerid, vehicleid, seatid);
|
||||
// Reset Variables
|
||||
p_acSpawned { playerid } = false;
|
||||
//p_SpectatePermission { playerid } = false;
|
||||
p_abDetected { playerid } = 0;
|
||||
p_abResetTimer [ playerid ] = -1;
|
||||
p_abLastTick [ playerid ] = GetTickCount( ) + 3000;
|
||||
p_FlyHacksWarns { playerid } = 3;
|
||||
p_cbugWarns { playerid } = 0;
|
||||
|
||||
for ( new i = 0; i < AC_MAX_WEAPONS; i++ )
|
||||
p_PlayerHasWeapon [ playerid ] { i } = false;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Callback Hook (OnPlayerSpawn)
|
||||
|
||||
hook OnPlayerSpawn( playerid )
|
||||
{
|
||||
// General
|
||||
p_acSpawned{ playerid } = true;
|
||||
|
||||
// Weapon Hack
|
||||
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;
|
||||
}
|
||||
|
||||
#if defined _ALS_PutPlayerInVehicle
|
||||
#undef PutPlayerInVehicle
|
||||
#else
|
||||
#define _ALS_PutPlayerInVehicle
|
||||
#endif
|
||||
#define PutPlayerInVehicle AC_PutPlayerInVehicle
|
||||
// Airbrake
|
||||
p_abDetected{ playerid } = 0;
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Callback Hook (OnPlayerConnect)
|
||||
// Hook (OnPlayerStateChange)
|
||||
|
||||
public OnPlayerConnect( playerid )
|
||||
hook OnPlayerStateChange( playerid, newstate, oldstate )
|
||||
{
|
||||
if ( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
if ( !IsPlayerNPC( playerid ) )
|
||||
// Spectate Hacks
|
||||
/*if( oldstate == PLAYER_STATE_SPECTATING && newstate != PLAYER_STATE_SPECTATING ) {
|
||||
p_PlayerSpectateUpdateTime[ playerid ] = GetTickCount( ) + 1250;
|
||||
p_SpectatePermission{ playerid } = false; // Bugs otherwise dunno why
|
||||
}*/
|
||||
|
||||
// Weapon Hacks - credits to wups
|
||||
if( newstate == PLAYER_STATE_DRIVER || newstate == PLAYER_STATE_PASSENGER )
|
||||
{
|
||||
// Remove Vending Machines
|
||||
RemoveBuildingForPlayer( playerid, 1302, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 1209, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 955, 0.0, 0.0, 0.0, 6000.00 );
|
||||
RemoveBuildingForPlayer( playerid, 956, 0.0, 0.0, 0.0, 6000.00 );
|
||||
RemoveBuildingForPlayer( playerid, 1775, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 1776, 0.0, 0.0, 0.0, 6000.0 );
|
||||
RemoveBuildingForPlayer( playerid, 1977, 0.0, 0.0, 0.0, 6000.0 );
|
||||
switch ( GetVehicleModel( GetPlayerVehicleID( playerid ) ) )
|
||||
{
|
||||
case 457:
|
||||
p_PlayerHasWeapon[ playerid ] { 2 } = true;
|
||||
|
||||
// Reset Variables
|
||||
p_PlayerHealth [ playerid ] [ E_UPDATE_FAIL ] = 0;
|
||||
p_PlayerArmour [ playerid ] [ E_UPDATE_FAIL ] = 0;
|
||||
p_acSpawned { playerid } = false;
|
||||
//p_SpectatePermission { playerid } = false;
|
||||
p_abDetected { playerid } = 0;
|
||||
p_abResetTimer [ playerid ] = -1;
|
||||
p_abLastTick [ playerid ] = GetTickCount( ) + 3000;
|
||||
p_FlyHacksWarns { playerid } = 3;
|
||||
p_cbugWarns { playerid } = 0;
|
||||
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;
|
||||
|
||||
for ( new i = 0; i < AC_MAX_WEAPONS; i++ )
|
||||
p_PlayerHasWeapon [ playerid ] { i } = false;
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerConnect
|
||||
return SAMPAC_OnPlayerConnect( playerid );
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerConnect
|
||||
forward SAMPAC_OnPlayerConnect( playerid );
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerConnect
|
||||
#undef OnPlayerConnect
|
||||
#else
|
||||
#define _ALS_OnPlayerConnect
|
||||
#endif
|
||||
#define OnPlayerConnect SAMPAC_OnPlayerConnect
|
||||
|
||||
// Callback Hook (OnPlayerSpawn)
|
||||
|
||||
public OnPlayerSpawn( playerid )
|
||||
{
|
||||
// General
|
||||
p_acSpawned{ playerid } = true;
|
||||
|
||||
// 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
|
||||
|
||||
// Weapon Hack
|
||||
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;
|
||||
case 596, 597, 598, 599:
|
||||
p_PlayerHasWeapon[ playerid ] { 25 } = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Airbrake
|
||||
p_abDetected{ playerid } = 0;
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerSpawn
|
||||
return SAMPAC_OnPlayerSpawn( playerid );
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
}
|
||||
// Hook (OnPlayerUpdate)
|
||||
|
||||
#if defined SAMPAC_OnPlayerSpawn
|
||||
forward SAMPAC_OnPlayerSpawn( playerid );
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerSpawn
|
||||
#undef OnPlayerSpawn
|
||||
#else
|
||||
#define _ALS_OnPlayerSpawn
|
||||
#endif
|
||||
#define OnPlayerSpawn SAMPAC_OnPlayerSpawn
|
||||
hook OnPlayerUpdate( playerid )
|
||||
{
|
||||
if( !ac_IsPlayerSpawned( playerid ) )
|
||||
return 0; // Not Spawned, No SYNC!
|
||||
|
||||
// Callback Hook (OnPlayerDeath)
|
||||
|
||||
public OnPlayerDeath(playerid, killerid, reason)
|
||||
if( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
if ( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
// Health/Armour Hack
|
||||
if( GetPVarInt( playerid, "CustomKill" ) )
|
||||
{
|
||||
new
|
||||
customKiller = GetPVarInt( playerid, "KillerID" );
|
||||
|
||||
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, customKiller != playerid ? customKiller : INVALID_PLAYER_ID, GetPVarInt( playerid, "WeaponID" ), 3.3, 3 );
|
||||
|
||||
DeletePVar( playerid, "KillerID" );
|
||||
DeletePVar( playerid, "WeaponID" );
|
||||
DeletePVar( playerid, "CustomKill" );
|
||||
}
|
||||
|
||||
else if( GetPlayerVehicleID( playerid ) && ac_IsPlayerSpawned( playerid ) ) // Died in Vehicle
|
||||
{
|
||||
if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 )
|
||||
p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 51;
|
||||
|
||||
p_acSpawned{ playerid } = false; // They're dead!
|
||||
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
|
||||
}
|
||||
|
||||
// General
|
||||
p_acSpawned{ playerid } = false;
|
||||
|
||||
// Airbrake
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerDeath
|
||||
return SAMPAC_OnPlayerDeath(playerid, killerid, reason);
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerDeath
|
||||
forward SAMPAC_OnPlayerDeath(playerid, killerid, reason);
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerDeath
|
||||
#undef OnPlayerDeath
|
||||
#else
|
||||
#define _ALS_OnPlayerDeath
|
||||
#endif
|
||||
#define OnPlayerDeath SAMPAC_OnPlayerDeath
|
||||
|
||||
// Callback Hook (OnPlayerTakeDamage)
|
||||
|
||||
public 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 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 ) {
|
||||
p_acSpawned{ playerid } = false; // They're dead!
|
||||
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 ) ) {
|
||||
p_acSpawned{ playerid } = false; // They're dead!
|
||||
if ( weaponid == 37 ) SetPlayerHealth( playerid, -1 );
|
||||
CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, issuerid, weaponid, amount, bodypart );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerTakeDamage
|
||||
return SAMPAC_OnPlayerTakeDamage(playerid, issuerid, amount, weaponid, bodypart);
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerTakeDamage
|
||||
forward SAMPAC_OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart);
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerTakeDamage
|
||||
#undef OnPlayerTakeDamage
|
||||
#else
|
||||
#define _ALS_OnPlayerTakeDamage
|
||||
#endif
|
||||
#define OnPlayerTakeDamage SAMPAC_OnPlayerTakeDamage
|
||||
|
||||
|
||||
// Callback Hook (OnPlayerGiveDamage)
|
||||
|
||||
public OnPlayerGiveDamage( playerid, damagedid, Float: amount, weaponid, bodypart )
|
||||
{
|
||||
// Ignore unreliable and invalid damage
|
||||
if ( weaponid < 0 || weaponid >= sizeof( s_ValidDamageGiven ) || !s_ValidDamageGiven[ weaponid ] )
|
||||
return 0;
|
||||
|
||||
if( weaponid < 0 || weaponid >= sizeof( s_ValidMaxDamage ) || amount > s_ValidMaxDamage[ weaponid ] + 2.0 ) // 2.0 safety margin
|
||||
return 0;
|
||||
|
||||
if( damagedid == INVALID_PLAYER_ID )
|
||||
return 0;
|
||||
|
||||
if( IsPlayerInAnyVehicle( playerid ) && GetPlayerVehicleSeat( playerid ) == 0 && ( weaponid == WEAPON_M4 || weaponid == WEAPON_MINIGUN ) )
|
||||
return 0;
|
||||
|
||||
if ( !IsPlayerNPC( damagedid ) )
|
||||
{
|
||||
if( !ac_IsPlayerSpawned( damagedid ) )
|
||||
return 0;
|
||||
|
||||
if( ( !IsPlayerStreamedIn( playerid, damagedid ) && !( GetTickCount( ) - p_acUpdateTime[ damagedid ] >= 2595 ) ) || !IsPlayerStreamedIn( damagedid, playerid ) )
|
||||
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 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 ) {
|
||||
p_acSpawned{ damagedid } = false; // They're dead!
|
||||
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 );
|
||||
}
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerGiveDamage
|
||||
return SAMPAC_OnPlayerGiveDamage( playerid, damagedid, Float: amount, weaponid, bodypart );
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerGiveDamage
|
||||
forward SAMPAC_OnPlayerGiveDamage( playerid, damagedid, Float: amount, weaponid, bodypart );
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerGiveDamage
|
||||
#undef OnPlayerGiveDamage
|
||||
#else
|
||||
#define _ALS_OnPlayerGiveDamage
|
||||
#endif
|
||||
#define OnPlayerGiveDamage SAMPAC_OnPlayerGiveDamage
|
||||
|
||||
// Hook (OnPlayerStateChange)
|
||||
|
||||
public OnPlayerStateChange( playerid, newstate, oldstate )
|
||||
{
|
||||
if ( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
// Spectate Hacks
|
||||
/*if( oldstate == PLAYER_STATE_SPECTATING && newstate != PLAYER_STATE_SPECTATING ) {
|
||||
p_PlayerSpectateUpdateTime[ playerid ] = GetTickCount( ) + 1250;
|
||||
p_SpectatePermission{ playerid } = false; // Bugs otherwise dunno why
|
||||
}*/
|
||||
|
||||
// Weapon Hacks - credits to wups
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// Airbrake
|
||||
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerStateChange
|
||||
return SAMPAC_OnPlayerStateChange( playerid, newstate, oldstate );
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerStateChange
|
||||
forward SAMPAC_OnPlayerStateChange( playerid, newstate, oldstate );
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerStateChange
|
||||
#undef OnPlayerStateChange
|
||||
#else
|
||||
#define _ALS_OnPlayerStateChange
|
||||
#endif
|
||||
#define OnPlayerStateChange SAMPAC_OnPlayerStateChange
|
||||
|
||||
// Hook (OnPlayerUpdate)
|
||||
|
||||
public OnPlayerUpdate( playerid )
|
||||
{
|
||||
if( !ac_IsPlayerSpawned( playerid ) )
|
||||
return 0; // Not Spawned, No SYNC!
|
||||
|
||||
if( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
new
|
||||
iState = GetPlayerState( playerid );
|
||||
|
||||
p_acUpdateTime[ playerid ] = GetTickCount( );
|
||||
//bCheckForSpectatingHacks ( playerid, iState, iTicks );
|
||||
|
||||
if( iState != PLAYER_STATE_SPECTATING )
|
||||
{
|
||||
bCheckForAirbrake ( playerid, p_acUpdateTime[ playerid ], iState );
|
||||
vCheckForHealthHacks ( playerid, p_acUpdateTime[ playerid ] );
|
||||
vCheckForFlyHacks ( playerid, p_acUpdateTime[ playerid ] );
|
||||
//vWeaponHackCheck ( playerid, p_acUpdateTime[ playerid ] );
|
||||
bCheckPlayerRemoteJacking ( playerid );
|
||||
}
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerUpdate
|
||||
return SAMPAC_OnPlayerUpdate( playerid );
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerUpdate
|
||||
forward SAMPAC_OnPlayerUpdate( playerid );
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerUpdate
|
||||
#undef OnPlayerUpdate
|
||||
#else
|
||||
#define _ALS_OnPlayerUpdate
|
||||
#endif
|
||||
#define OnPlayerUpdate SAMPAC_OnPlayerUpdate
|
||||
|
||||
// Hook (OnPlayerRequestClass)
|
||||
|
||||
public OnPlayerRequestClass( playerid, classid )
|
||||
{
|
||||
// General
|
||||
p_acSpawned{ playerid } = false;
|
||||
p_SelectedClassID[ playerid ] = classid;
|
||||
|
||||
#if defined SAMPAC_OnPlayerRequestClass
|
||||
return SAMPAC_OnPlayerRequestClass( playerid, classid );
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerRequestClass
|
||||
forward SAMPAC_OnPlayerRequestClass( playerid, classid );
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerRequestClass
|
||||
#undef OnPlayerRequestClass
|
||||
#else
|
||||
#define _ALS_OnPlayerRequestClass
|
||||
#endif
|
||||
#define OnPlayerRequestClass SAMPAC_OnPlayerRequestClass
|
||||
|
||||
// Callback Hook (OnPlayerKeyStateChange)
|
||||
|
||||
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
|
||||
{
|
||||
if( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
vWeaponHackCheck ( playerid, newkeys );
|
||||
vAutoCbugKeyState ( playerid, newkeys, oldkeys );
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerKeyStateChange
|
||||
return SAMPAC_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerKeyStateChange
|
||||
forward SAMPAC_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerKeyStateChange
|
||||
#undef OnPlayerKeyStateChange
|
||||
#else
|
||||
#define _ALS_OnPlayerKeyStateChange
|
||||
#endif
|
||||
#define OnPlayerKeyStateChange SAMPAC_OnPlayerKeyStateChange
|
||||
|
||||
// Callback Hook (OnPlayerWeaponShot)
|
||||
|
||||
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
|
||||
{
|
||||
//printf("OnPlayerWeaponShot(%d, %d, %d, %d, %f, %f, %f)",playerid, weaponid, hittype, hitid, fX, fY, fZ);
|
||||
|
||||
new
|
||||
iState = GetPlayerState( playerid );
|
||||
|
||||
if( iState == PLAYER_STATE_WASTED || !ac_IsPlayerSpawned( playerid ) )
|
||||
return 0; // Why bother, he's dead!
|
||||
p_acUpdateTime[ playerid ] = GetTickCount( );
|
||||
//bCheckForSpectatingHacks ( playerid, iState, iTicks );
|
||||
|
||||
vCheckForAutoCbug( playerid, weaponid );
|
||||
vCheckForSilentAimbot( playerid, hittype, hitid );
|
||||
|
||||
#if defined SAMPAC_OnPlayerWeaponShot
|
||||
return SAMPAC_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, fX, fY, fZ);
|
||||
#else
|
||||
return 1;
|
||||
#endif
|
||||
if( iState != PLAYER_STATE_SPECTATING )
|
||||
{
|
||||
bCheckForAirbrake ( playerid, p_acUpdateTime[ playerid ], iState );
|
||||
vCheckForHealthHacks ( playerid, p_acUpdateTime[ playerid ] );
|
||||
vCheckForFlyHacks ( playerid, p_acUpdateTime[ playerid ] );
|
||||
//vWeaponHackCheck ( playerid, p_acUpdateTime[ playerid ] );
|
||||
bCheckPlayerRemoteJacking ( playerid );
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
#if defined SAMPAC_OnPlayerWeaponShot
|
||||
forward SAMPAC_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ);
|
||||
#endif
|
||||
#if defined _ALS_OnPlayerWeaponShot
|
||||
#undef OnPlayerWeaponShot
|
||||
#else
|
||||
#define _ALS_OnPlayerWeaponShot
|
||||
#endif
|
||||
#define OnPlayerWeaponShot SAMPAC_OnPlayerWeaponShot
|
||||
// Hook (OnPlayerRequestClass)
|
||||
|
||||
#define AC_INCLUDED
|
||||
#endif
|
||||
hook OnPlayerRequestClass( playerid, classid )
|
||||
{
|
||||
// General
|
||||
p_acSpawned{ playerid } = false;
|
||||
p_SelectedClassID[ playerid ] = classid;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Callback Hook (OnPlayerKeyStateChange)
|
||||
|
||||
hook OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
|
||||
{
|
||||
if( !IsPlayerNPC( playerid ) )
|
||||
{
|
||||
vWeaponHackCheck ( playerid, newkeys );
|
||||
vAutoCbugKeyState ( playerid, newkeys, oldkeys );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Callback Hook (OnPlayerWeaponShot)
|
||||
|
||||
hook OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
|
||||
{
|
||||
//printf("OnPlayerWeaponShot(%d, %d, %d, %d, %f, %f, %f)",playerid, weaponid, hittype, hitid, fX, fY, fZ);
|
||||
|
||||
new
|
||||
iState = GetPlayerState( playerid );
|
||||
|
||||
if( iState == PLAYER_STATE_WASTED || !ac_IsPlayerSpawned( playerid ) )
|
||||
return 0; // Why bother, he's dead!
|
||||
|
||||
vCheckForAutoCbug( playerid, weaponid );
|
||||
vCheckForSilentAimbot( playerid, hittype, hitid );
|
||||
return 1;
|
||||
}
|
||||
|
@ -48,14 +48,6 @@ new
|
||||
bool: p_acSpawned [ MAX_PLAYERS char ],
|
||||
p_acUpdateTime [ MAX_PLAYERS ],
|
||||
|
||||
// Health/Armour
|
||||
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 ],
|
||||
|
||||
// Weapon Hacks
|
||||
bool: p_PlayerHasWeapon [ MAX_PLAYERS ] [ AC_MAX_WEAPONS char ],
|
||||
//p_PlayerWeaponUpdateTime [ MAX_PLAYERS ],
|
||||
|
Loading…
Reference in New Issue
Block a user