303 lines
8.6 KiB
Plaintext
303 lines
8.6 KiB
Plaintext
/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc Pekaj
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* Module: anticheat/weapon.inc
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* Purpose: server sided weapon system
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Definitions ** */
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#if !defined MAX_CLASSES
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#define MAX_CLASSES ( 300 )
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#endif
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#if !defined AC_MAX_WEAPONS
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#define AC_MAX_WEAPONS ( 55 )
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#endif
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/* ** Variables ** */
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enum E_CLASS_DATA {
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E_WEAPONS[ 3 ]
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};
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static stock
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mAvailableSpawns [ MAX_CLASSES ] [ E_CLASS_DATA ],
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bool: p_PlayerHasWeapon [ MAX_PLAYERS ] [ AC_MAX_WEAPONS char ],
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p_SelectedClassID [ MAX_PLAYERS ],
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p_PlayerWeaponUpdateTime [ MAX_PLAYERS ],
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p_CurrentArmedWeapon [ MAX_PLAYERS char ],
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Iterator: classes < MAX_CLASSES >
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;
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/* ** Callback Hooks ** */
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hook OnPlayerConnect( playerid ) {
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if ( 0 <= playerid < MAX_PLAYERS ) {
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for ( new i = 0; i < AC_MAX_WEAPONS; i++ ) {
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p_PlayerHasWeapon[ playerid ] { i } = false;
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}
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}
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return 1;
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}
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hook OnPlayerDeath( playerid, killerid, reason )
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{
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if ( 0 <= playerid < MAX_PLAYERS ) {
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p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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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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if ( 0 <= playerid < MAX_PLAYERS )
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{
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for ( new i = 0; i < 3; i++ )
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{
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new
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weaponid = mAvailableSpawns[ p_SelectedClassID[ playerid ] ] [ E_WEAPONS ] [ i ];
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if( weaponid != -1 && weaponid < AC_MAX_WEAPONS ) {
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p_PlayerHasWeapon[ playerid ] { weaponid } = true;
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}
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}
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p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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}
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return 1;
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}
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hook OnPlayerStateChange( playerid, newstate, oldstate ) // Weapon Hacks - credits to wups
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{
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if ( 0 <= playerid < MAX_PLAYERS )
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{
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if( newstate == PLAYER_STATE_DRIVER || newstate == PLAYER_STATE_PASSENGER )
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{
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switch ( GetVehicleModel( GetPlayerVehicleID( playerid ) ) )
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{
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case 457:
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p_PlayerHasWeapon[ playerid ] { 2 } = true;
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case 592, 577, 511, 512, 520, 593, 553, 476, 519, 460, 513, 548, 425, 417, 487, 488, 497, 563, 447, 469, 539:
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p_PlayerHasWeapon[ playerid ] { 46 } = true;
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case 596, 597, 598, 599:
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p_PlayerHasWeapon[ playerid ] { 25 } = true;
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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 OnPlayerExitVehicle( playerid, vehicleid )
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{
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if ( 0 <= playerid < MAX_PLAYERS )
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{
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switch( GetVehicleModel( vehicleid ) ) // Weapon Hacks - credits to wups
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{
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case 457:
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p_PlayerHasWeapon[ playerid ] { 2 } = true;
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case 592, 577, 511, 512, 520, 593, 553, 476, 519, 460, 513, 548, 425, 417, 487, 488, 497, 563, 447, 469, 539:
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p_PlayerHasWeapon[ playerid ] { 46 } = true;
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case 596, 597, 598, 599:
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p_PlayerHasWeapon[ playerid ] { 25 } = true;
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}
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}
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return 1;
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}
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hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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{
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if( !IsPlayerNPC( playerid ) )
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{
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if ( ( newkeys & KEY_FIRE ) && AC_IsPlayerSpawned( playerid ) ) {
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new iWeapon = GetPlayerWeapon( playerid );
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new iTickCount = GetTickCount( );
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if ( iTickCount > p_PlayerWeaponUpdateTime[ playerid ] && 0 <= iWeapon < AC_MAX_WEAPONS )
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{
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if( !p_PlayerHasWeapon[ playerid ] { iWeapon } && ( iWeapon != 0 && iWeapon != 40 ) && ! ( IsPlayerInAnyVehicle( playerid ) && p_CurrentArmedWeapon{ playerid } != iWeapon ) ) {
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CallLocalFunction( "OnPlayerCheatDetected", "ddd", playerid, CHEAT_TYPE_WEAPON, iWeapon );
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// printf("[weapon] %d seems to weapon hack (weapon id %d).", playerid, iWeapon );
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}
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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 OnPlayerPickUpDynPickup( playerid, pickupid ) {
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if ( 0 <= playerid < MAX_PLAYERS && GetGVarType( "ac_WeaponPickup", pickupid ) != GLOBAL_VARTYPE_NONE ) {
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p_PlayerHasWeapon[ playerid ] { GetGVarInt( "ac_WeaponPickup", pickupid ) } = true;
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}
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return 1;
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}
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hook OnPlayerRequestClass( playerid, classid ) {
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if ( 0 <= playerid < MAX_PLAYERS ) {
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p_SelectedClassID[ playerid ] = classid;
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}
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return 1;
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}
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/* ** Function Hooks ** */
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// Function Hook (GivePlayerWeapon)
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stock AC_GivePlayerWeapon( playerid, weaponid, ammo )
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{
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p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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if( 0 <= weaponid < AC_MAX_WEAPONS ) {
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p_PlayerHasWeapon[ playerid ] { weaponid } = true;
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p_CurrentArmedWeapon{ playerid } = weaponid;
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}
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return GivePlayerWeapon( playerid, weaponid, ammo );
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}
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#if defined _ALS_GivePlayerWeapon
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#undef GivePlayerWeapon
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#else
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#define _ALS_GivePlayerWeapon
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#endif
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#define GivePlayerWeapon AC_GivePlayerWeapon
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// Function Hook (SetPlayerArmedWeapon)
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stock AC_SetPlayerArmedWeapon( playerid, weaponid )
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{
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if ( 0 <= weaponid <= AC_MAX_WEAPONS && p_CurrentArmedWeapon{ playerid } != weaponid ) {
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p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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p_CurrentArmedWeapon{ playerid } = weaponid;
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}
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return SetPlayerArmedWeapon( playerid, weaponid );
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}
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#if defined _ALS_SetPlayerArmedWeapon
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#undef SetPlayerArmedWeapon
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#else
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#define _ALS_SetPlayerArmedWeapon
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#endif
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#define SetPlayerArmedWeapon AC_SetPlayerArmedWeapon
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// Function Hook (ResetPlayerWeapons)
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stock AC_ResetPlayerWeapons( playerid )
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{
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p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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for ( new i = 0; i < AC_MAX_WEAPONS; i++ )
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p_PlayerHasWeapon[ playerid ] { i } = false;
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return ResetPlayerWeapons( playerid );
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}
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#if defined _ALS_ResetPlayerWeapons
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#undef ResetPlayerWeapons
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#else
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#define _ALS_ResetPlayerWeapons
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#endif
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#define ResetPlayerWeapons AC_ResetPlayerWeapons
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// Function Hook (SetSpawnInfo)
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stock AC_SetSpawnInfo( playerid, team, skin, Float: x, Float: y, Float: z, Float: Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
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{
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if ( weapon1 != -1 && weapon1 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon1 } = true;
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if ( weapon2 != -1 && weapon2 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon2 } = true;
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if ( weapon3 != -1 && weapon3 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon3 } = true;
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return SetSpawnInfo( playerid, team, skin, x, y, z, Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo );
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}
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#if defined _ALS_SetSpawnInfo
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#undef SetSpawnInfo
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#else
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#define _ALS_SetSpawnInfo
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#endif
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#define SetSpawnInfo AC_SetSpawnInfo
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// Function Hook (AddPlayerClass)
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stock AC_AddPlayerClass( skin, Float: x, Float: y, Float: z, Float: Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
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{
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new
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classid = Iter_Free(classes);
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if( classid != -1 )
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{
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mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 0 ] = weapon1;
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//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 0 ] = static_cast<int>(params[7]);
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mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 1 ] = weapon2;
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//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 1 ] = static_cast<int>(params[9]);
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mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 2 ] = weapon3;
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//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 2 ] = static_cast<int>(params[11]);
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Iter_Add(classes, classid);
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}
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return AddPlayerClass( skin, x, y, z, Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo );
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}
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#if defined _ALS_AddPlayerClass
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#undef AddPlayerClass
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#else
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#define _ALS_AddPlayerClass
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#endif
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#define AddPlayerClass AC_AddPlayerClass
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// Function Hook (AddPlayerClass)
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stock AC_AddPlayerClassEx( teamid, skin, Float:x, Float:y, Float:z, Float:Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
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{
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new
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classid = Iter_Free(classes);
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if( classid != -1 )
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{
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mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 0 ] = weapon1;
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//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 0 ] = static_cast<int>(params[7]);
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mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 1 ] = weapon2;
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//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 1 ] = static_cast<int>(params[9]);
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mAvailableSpawns[ classid ] [ E_WEAPONS ] [ 2 ] = weapon3;
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//mAvailableSpawns[ classid ] [ E_WEAPONS_AMMO ] [ 2 ] = static_cast<int>(params[11]);
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Iter_Add(classes, classid);
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}
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return AddPlayerClassEx( teamid, skin, x, y, z, Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
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}
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#if defined _ALS_AddPlayerClassEx
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#undef AddPlayerClassEx
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#else
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#define _ALS_AddPlayerClassEx
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#endif
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#define AddPlayerClassEx AC_AddPlayerClassEx
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// Function Hook (CreateDynamicPickup)
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stock AC_CreateDynamicPickup( modelid, type, Float: x, Float: y, Float: z, worldid = -1, interiorid = -1, playerid = -1, Float: streamdistance = 100.0 )
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{
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new
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id = CreateDynamicPickup( modelid, type, x, y, z, worldid, interiorid, playerid, streamdistance );
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if( type == 2 || type == 3 || type == 15 || type == 22 )
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{
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for( new i = 0; i < AC_MAX_WEAPONS; i ++ )
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if( GetWeaponModel( i ) == modelid )
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SetGVarInt( "ac_WeaponPickup", i, id );
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}
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return id;
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}
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#if defined _ALS_CreateDynamicPickup
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#undef CreateDynamicPickup
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#else
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#define _ALS_CreateDynamicPickup
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#endif
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#define CreateDynamicPickup AC_CreateDynamicPickup
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