546 lines
16 KiB
PHP
546 lines
16 KiB
PHP
/*
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PROJECT <> SA:MP Anticheat Plug-in
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LICENSE <> See LICENSE in the top level directory.
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AUTHOR(S) <> Lorenc_ (zeelorenc@hotmail.com)
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PURPOSE <> Providing datastructures for the internal SA:MP Server.
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Copyright (C) 2014 SA:MP Anticheat Plug-in.
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The Project is available on https://github.com/myudev/SAMPAC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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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_INCLUDED
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#include < a_samp >
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// Function Hook (PutPlayerInVehicle)
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stock AC_PutPlayerInVehicle(playerid, vehicleid, seatid)
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{
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// Remote Jacking
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p_remoteJackData[ playerid ] [ E_LAST_VEH ] = vehicleid;
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// Airbreak
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p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
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return PutPlayerInVehicle(playerid, vehicleid, seatid);
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}
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#if defined _ALS_PutPlayerInVehicle
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#undef PutPlayerInVehicle
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#else
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#define _ALS_PutPlayerInVehicle
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#endif
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#define PutPlayerInVehicle AC_PutPlayerInVehicle
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// Callback Hook (OnPlayerConnect)
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public OnPlayerConnect( playerid )
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{
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if ( !IsPlayerNPC( playerid ) )
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{
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// Remove Vending Machines
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RemoveBuildingForPlayer( playerid, 1302, 0.0, 0.0, 0.0, 6000.0 );
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RemoveBuildingForPlayer( playerid, 1209, 0.0, 0.0, 0.0, 6000.0 );
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RemoveBuildingForPlayer( playerid, 955, 0.0, 0.0, 0.0, 6000.00 );
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RemoveBuildingForPlayer( playerid, 956, 0.0, 0.0, 0.0, 6000.00 );
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RemoveBuildingForPlayer( playerid, 1775, 0.0, 0.0, 0.0, 6000.0 );
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RemoveBuildingForPlayer( playerid, 1776, 0.0, 0.0, 0.0, 6000.0 );
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RemoveBuildingForPlayer( playerid, 1977, 0.0, 0.0, 0.0, 6000.0 );
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// Reset Variables
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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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p_acSpawned { playerid } = false;
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//p_SpectatePermission { playerid } = false;
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p_abDetected { playerid } = 0;
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p_abResetTimer [ playerid ] = -1;
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p_abLastTick [ playerid ] = GetTickCount( ) + 3000;
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p_FlyHacksWarns { playerid } = 3;
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p_cbugWarns { playerid } = 0;
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for ( new i = 0; i < MAX_WEAPONS; i++ )
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p_PlayerHasWeapon [ playerid ] { i } = false;
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}
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#if defined SAMPAC_OnPlayerConnect
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return SAMPAC_OnPlayerConnect( playerid );
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#else
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return 1;
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#endif
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}
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#if defined SAMPAC_OnPlayerConnect
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forward SAMPAC_OnPlayerConnect( playerid );
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#endif
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#if defined _ALS_OnPlayerConnect
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#undef OnPlayerConnect
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#else
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#define _ALS_OnPlayerConnect
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#endif
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#define OnPlayerConnect SAMPAC_OnPlayerConnect
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// Callback Hook (OnPlayerSpawn)
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public OnPlayerSpawn( playerid )
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{
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// General
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p_acSpawned{ playerid } = true;
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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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// Weapon Hack
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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 < MAX_WEAPONS )
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p_PlayerHasWeapon[ playerid ] { weaponid } = true;
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}
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// Airbrake
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p_abDetected{ playerid } = 0;
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p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
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#if defined SAMPAC_OnPlayerSpawn
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return SAMPAC_OnPlayerSpawn( playerid );
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#else
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return 1;
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#endif
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}
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#if defined SAMPAC_OnPlayerSpawn
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forward SAMPAC_OnPlayerSpawn( playerid );
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#endif
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#if defined _ALS_OnPlayerSpawn
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#undef OnPlayerSpawn
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#else
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#define _ALS_OnPlayerSpawn
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#endif
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#define OnPlayerSpawn SAMPAC_OnPlayerSpawn
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// Callback Hook (OnPlayerDeath)
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public OnPlayerDeath(playerid, killerid, reason)
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{
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if ( !IsPlayerNPC( playerid ) )
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{
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// Health/Armour Hack
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if( GetPVarInt( playerid, "CustomKill" ) )
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{
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new
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customKiller = GetPVarInt( playerid, "KillerID" );
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OnPlayerDeathEx( playerid, customKiller != playerid ? customKiller : INVALID_PLAYER_ID, GetPVarInt( playerid, "WeaponID" ), 3.3, 3 );
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DeletePVar( playerid, "KillerID" );
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DeletePVar( playerid, "WeaponID" );
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DeletePVar( playerid, "CustomKill" );
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}
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else if( GetPlayerVehicleID( playerid ) && ac_IsPlayerSpawned( playerid ) ) // Died in Vehicle
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{
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if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 )
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p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 51;
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p_acSpawned{ playerid } = false; // They're dead!
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OnPlayerDeathEx( playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
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}
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// General
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p_acSpawned{ playerid } = false;
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// Airbrake
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p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
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}
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#if defined SAMPAC_OnPlayerDeath
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return SAMPAC_OnPlayerDeath(playerid, killerid, reason);
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#else
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return 1;
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#endif
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}
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#if defined SAMPAC_OnPlayerDeath
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forward SAMPAC_OnPlayerDeath(playerid, killerid, reason);
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#endif
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#if defined _ALS_OnPlayerDeath
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#undef OnPlayerDeath
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#else
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#define _ALS_OnPlayerDeath
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#endif
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#define OnPlayerDeath SAMPAC_OnPlayerDeath
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// Callback Hook (OnPlayerTakeDamage)
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public 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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if( ac_IsPlayerSpawned( playerid ) )
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{
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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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OnPlayerDeathEx( 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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}
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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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p_acSpawned{ playerid } = false; // They're dead!
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if ( weaponid == 37 ) SetPlayerHealth( playerid, -1 );
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OnPlayerDeathEx( playerid, issuerid, weaponid, amount, bodypart );
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}
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}
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}
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#if defined SAMPAC_OnPlayerTakeDamage
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return SAMPAC_OnPlayerTakeDamage(playerid, issuerid, amount, weaponid, bodypart);
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#else
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return 0;
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#endif
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}
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#if defined SAMPAC_OnPlayerTakeDamage
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forward SAMPAC_OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid, bodypart);
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#endif
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#if defined _ALS_OnPlayerTakeDamage
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#undef OnPlayerTakeDamage
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#else
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#define _ALS_OnPlayerTakeDamage
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#endif
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#define OnPlayerTakeDamage SAMPAC_OnPlayerTakeDamage
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// Callback Hook (OnPlayerGiveDamage)
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public 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 = 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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OnPlayerDeathEx( 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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}
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}
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#if defined SAMPAC_OnPlayerGiveDamage
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return SAMPAC_OnPlayerGiveDamage( playerid, damagedid, Float: amount, weaponid, bodypart );
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#else
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return 0;
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#endif
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}
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#if defined SAMPAC_OnPlayerGiveDamage
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forward SAMPAC_OnPlayerGiveDamage( playerid, damagedid, Float: amount, weaponid, bodypart );
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#endif
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#if defined _ALS_OnPlayerGiveDamage
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#undef OnPlayerGiveDamage
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#else
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#define _ALS_OnPlayerGiveDamage
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#endif
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#define OnPlayerGiveDamage SAMPAC_OnPlayerGiveDamage
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// Hook (OnPlayerStateChange)
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public OnPlayerStateChange( playerid, newstate, oldstate )
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{
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if ( !IsPlayerNPC( playerid ) )
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{
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// Spectate Hacks
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/*if( oldstate == PLAYER_STATE_SPECTATING && newstate != PLAYER_STATE_SPECTATING ) {
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p_PlayerSpectateUpdateTime[ playerid ] = GetTickCount( ) + 1250;
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p_SpectatePermission{ playerid } = false; // Bugs otherwise dunno why
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}*/
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// Weapon Hacks - credits to wups
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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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// Airbrake
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p_abLastTick[ playerid ] = GetTickCount( ) + 3000;
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}
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#if defined SAMPAC_OnPlayerStateChange
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return SAMPAC_OnPlayerStateChange( playerid, newstate, oldstate );
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#else
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return 1;
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#endif
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}
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#if defined SAMPAC_OnPlayerStateChange
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forward SAMPAC_OnPlayerStateChange( playerid, newstate, oldstate );
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#endif
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#if defined _ALS_OnPlayerStateChange
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#undef OnPlayerStateChange
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#else
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#define _ALS_OnPlayerStateChange
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#endif
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#define OnPlayerStateChange SAMPAC_OnPlayerStateChange
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// Hook (OnPlayerUpdate)
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public OnPlayerUpdate( playerid )
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{
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if( !ac_IsPlayerSpawned( playerid ) )
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return 0; // Not Spawned, No SYNC!
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if( !IsPlayerNPC( playerid ) )
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{
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new
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iState = GetPlayerState( playerid );
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p_acUpdateTime[ playerid ] = GetTickCount( );
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//bCheckForSpectatingHacks ( playerid, iState, iTicks );
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if( iState != PLAYER_STATE_SPECTATING )
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{
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bCheckForAirbrake ( playerid, p_acUpdateTime[ playerid ], iState );
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vCheckForHealthHacks ( playerid, p_acUpdateTime[ playerid ] );
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vCheckForFlyHacks ( playerid, p_acUpdateTime[ playerid ] );
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//vWeaponHackCheck ( playerid, p_acUpdateTime[ playerid ] );
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bCheckPlayerRemoteJacking ( playerid );
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}
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}
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#if defined SAMPAC_OnPlayerUpdate
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return SAMPAC_OnPlayerUpdate( playerid );
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#else
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return 1;
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#endif
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}
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#if defined SAMPAC_OnPlayerUpdate
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forward SAMPAC_OnPlayerUpdate( playerid );
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#endif
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#if defined _ALS_OnPlayerUpdate
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#undef OnPlayerUpdate
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#else
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#define _ALS_OnPlayerUpdate
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#endif
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#define OnPlayerUpdate SAMPAC_OnPlayerUpdate
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// Hook (OnPlayerRequestClass)
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public OnPlayerRequestClass( playerid, classid )
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{
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// General
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p_acSpawned{ playerid } = false;
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p_SelectedClassID[ playerid ] = classid;
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#if defined SAMPAC_OnPlayerRequestClass
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return SAMPAC_OnPlayerRequestClass( playerid, classid );
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#else
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return 1;
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#endif
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}
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#if defined SAMPAC_OnPlayerRequestClass
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forward SAMPAC_OnPlayerRequestClass( playerid, classid );
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#endif
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#if defined _ALS_OnPlayerRequestClass
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#undef OnPlayerRequestClass
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#else
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#define _ALS_OnPlayerRequestClass
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#endif
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#define OnPlayerRequestClass SAMPAC_OnPlayerRequestClass
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// Callback Hook (OnPlayerKeyStateChange)
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|
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public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
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|
{
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|
if( !IsPlayerNPC( playerid ) )
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|
{
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|
vWeaponHackCheck ( playerid, newkeys );
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|
vAutoCbugKeyState ( playerid, newkeys, oldkeys );
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|
}
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|
|
|
|
|
#if defined SAMPAC_OnPlayerKeyStateChange
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|
return SAMPAC_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
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|
#else
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|
return 1;
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|
#endif
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|
}
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|
|
|
#if defined SAMPAC_OnPlayerKeyStateChange
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|
forward SAMPAC_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
|
|
#endif
|
|
#if defined _ALS_OnPlayerKeyStateChange
|
|
#undef OnPlayerKeyStateChange
|
|
#else
|
|
#define _ALS_OnPlayerKeyStateChange
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|
#endif
|
|
#define OnPlayerKeyStateChange SAMPAC_OnPlayerKeyStateChange
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|
|
|
// 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
|