sfcnr/gamemodes/irresistible/anticheat/weapon.pwn
2019-01-26 22:45:00 -05:00

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