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1 | /* | |
2 | Extremely simple CBug detector/Anti-CBug | |
3 | Version 1.0 (1/23/2014) | |
4 | ||
5 | Made by Mauzen (msoll(at)web.de) | |
6 | ||
7 | This include allows to unsync extra deagle shots automatically, | |
8 | and calls OnPlayerCBug once a cbug was detected. | |
9 | ||
10 | Use as you like, but dont remove this header. | |
11 | */ | |
12 | ||
13 | #if (!defined VectorSize) | |
14 | #error "The Anti-CBug include requires at least SA-MP 0.3z RC3" | |
15 | #endif | |
16 | ||
17 | ||
18 | // The minimum interval between two shots, everything below that | |
19 | // is treated as CBug | |
20 | #define CBUG_INTERVAL 700 | |
21 | ||
22 | ||
23 | // Used for getting shot intervals | |
24 | new lastDShot[MAX_PLAYERS]; | |
25 | ||
26 | // If 1, extra cbug shots are unsynced automatically | |
27 | new removeCBugs = 1; | |
28 | // If 1, OnPlayerCBug is called on cbug usages | |
29 | new alertCBugs = 1; | |
30 | ||
31 | ||
32 | // Callback forward | |
33 | forward OnPlayerCBug(playerid, interval); | |
34 | ||
35 | ||
36 | public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) | |
37 | { | |
38 | // Avoid driveby false alarms | |
39 | if (!IsPlayerInAnyVehicle(playerid) && (removeCBugs || alertCBugs)) | |
40 | { | |
41 | - | if (GetTickCount() - lastDShot[playerid] < 700 && GetTickCount() - lastDShot[playerid] >= 0) |
41 | + | |
42 | if (weaponid == 24) | |
43 | { | |
44 | // Normal deagle shots shouldnt be faster than 700ms | |
45 | // Check if time difference is positive to avoid GetTickCount-reset false alarms | |
46 | if (GetTickCount() - lastDShot[playerid] < CBUG_INTERVAL && GetTickCount() - lastDShot[playerid] >= 0) | |
47 | { | |
48 | if (alertCBugs) CallLocalFunction("OnPlayerCBug", "ii", playerid, GetTickCount() - lastDShot[playerid]); | |
49 | return !removeCBugs; | |
50 | } | |
51 | lastDShot[playerid] = GetTickCount(); | |
52 | } | |
53 | } | |
54 | return CallLocalFunction("ACBUG_OnPlayerWeaponShot", "iiiifff", playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); | |
55 | } | |
56 | #if defined _ALS_OnPlayerWeaponShot | |
57 | #undef OnPlayerWeaponShot | |
58 | #else | |
59 | #define _ALS_OnPlayerWeaponShot | |
60 | #endif | |
61 | #define OnPlayerWeaponShot ACBUG_OnPlayerWeaponShot | |
62 | forward ACBUG_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); |