249 lines
8.5 KiB
PHP
249 lines
8.5 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_HITPOINTS_INCLUDED
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#include < a_samp >
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#include < anticheat\global >
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#include < anticheat\player >
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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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// 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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if( ( GetTickCount( ) - p_LastTookDamage[ playerid ] ) > 2500 )
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p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 47;
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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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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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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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// 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 );
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ArmourShouldBeInt = floatround( p_PlayerArmour[ playerid ] [ E_POINTS ], floatround_floor );
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new dmgOne = floatround( currentArmourInt - fArmourDamage, floatround_floor );
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new dmgTwo = floatround( currentArmourInt - fArmourDamage, floatround_ceil );
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if( !( currentArmourInt == ArmourShouldBeInt || dmgOne == ArmourShouldBeInt || dmgTwo == ArmourShouldBeInt ) )
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{
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SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
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//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 );
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}
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}
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p_PlayerArmour[ playerid ] [ E_UPDATE_TIME ] = iTicks + 1000;
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}
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}
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/*
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@function ForcePlayerKill
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@description forces a kill on a player
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@return void
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*/
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stock ForcePlayerKill( playerid, killerid, weaponid )
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{
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SetPVarInt( playerid, "KillerID", killerid );
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SetPVarInt( playerid, "WeaponID", weaponid );
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SetPVarInt( playerid, "CustomKill", 1 );
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SetPlayerHealth( playerid, -1 );
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}
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#define AC_HITPOINTS_INCLUDED
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#endif
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