sfcnr/pawno/include/anticheat/hooks.inc
2016-12-21 02:27:43 +11:00

546 lines
16 KiB
PHP

/*
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/>.
*/
#if !defined AC_INCLUDED
#include < a_samp >
// 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)
public OnPlayerConnect( playerid )
{
if ( !IsPlayerNPC( playerid ) )
{
// 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 );
// 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;
for ( new i = 0; i < 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 < MAX_WEAPONS )
p_PlayerHasWeapon[ playerid ] { weaponid } = true;
}
// Airbrake
p_abDetected{ playerid } = 0;
p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
#if defined SAMPAC_OnPlayerSpawn
return SAMPAC_OnPlayerSpawn( playerid );
#else
return 1;
#endif
}
#if defined SAMPAC_OnPlayerSpawn
forward SAMPAC_OnPlayerSpawn( playerid );
#endif
#if defined _ALS_OnPlayerSpawn
#undef OnPlayerSpawn
#else
#define _ALS_OnPlayerSpawn
#endif
#define OnPlayerSpawn SAMPAC_OnPlayerSpawn
// Callback Hook (OnPlayerDeath)
public OnPlayerDeath(playerid, killerid, reason)
{
if ( !IsPlayerNPC( playerid ) )
{
// Health/Armour Hack
if( GetPVarInt( playerid, "CustomKill" ) )
{
new
customKiller = GetPVarInt( playerid, "KillerID" );
OnPlayerDeathEx( 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!
OnPlayerDeathEx( 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!
OnPlayerDeathEx( playerid, issuerid, weaponid, amount, bodypart );
}
SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
}
}
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 );
OnPlayerDeathEx( 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 = 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!
OnPlayerDeathEx( damagedid, playerid, weaponid, amount, bodypart );
}
SetPlayerArmour( damagedid, p_PlayerArmour[ damagedid ] [ E_POINTS ] );
SetPlayerHealth( damagedid, p_PlayerHealth[ damagedid ] [ E_POINTS ] );
}
}
#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!
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 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
#define AC_INCLUDED
#endif