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- public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
- {
- if( hittype != BULLET_HIT_TYPE_NONE ) // Bullet Crashing uses just this hittype
- {
- if( !( -1000.0 <= fX <= 1000.0 ) || !( -1000.0 <= fY <= 1000.0 ) || !( -1000.0 <= fZ <= 1000.0 ) ) // a valid offset, it's impossible that a offset bigger than 1000 is legit (also less than -1000.0 is impossible, not used by this hack, but still, let's check for it, just for the future, who knows what hacks will appear). The object with biggest offset is having ~700-800 radius.
- {
- GetPlayerName(playerid, sendername, sizeof(sendername));
- format(string, sizeof(string), "%s (ID: %) try to crash players, fuck his mother.", sendername, playerid);
- submitToAdmins(string, COLOR_RED);
- submitToHelpers(string, COLOR_RED);
- return 0; // let's desynchronize that bullet, so players won't crash
- }
- }
- if(weaponid == 24)
- {
- if((gettime() - shotTime[playerid]) < 1)
- {
- shot[playerid] += 1;
- }
- else
- {
- shot[playerid] = 0;
- }
- if(shot[playerid] > 10)
- {
- format(string,sizeof(string),"{f03337}Warning: %s(%d) it is possible to use rapid fire.",GetName(playerid),playerid);
- submitToAdmins(string, COLOR_RED);
- KickEx(playerid);
- }
- shotTime[playerid] = gettime();
- }
- return 1;
- }
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