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1 | /* | |
2 | Extremely simple CBug detector/Anti-CBug | |
3 | - | Version 1.0 (1/23/2014) |
3 | + | Version 1.1 (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 |
18 | + | // The minimum intervals between two shots, everything below that |
19 | // is treated as CBug | |
20 | - | #define CBUG_INTERVAL 700 |
20 | + | #define CBUG_INTERVAL_DEAGLE 700 |
21 | #define CBUG_INTERVAL_SHOTGUN 1000 | |
22 | #define CBUG_INTERVAL_COMBATSG 340 | |
23 | #define CBUG_INTERVAL_COUNTRY 850 | |
24 | #define CBUG_INTERVAL_SNIPER 850 | |
25 | ||
26 | ||
27 | // Used for getting shot intervals | |
28 | new lastDShot[MAX_PLAYERS]; | |
29 | ||
30 | // If 1, extra cbug shots are unsynced automatically | |
31 | new removeCBugs = 1; | |
32 | // If 1, OnPlayerCBug is called on cbug usages | |
33 | - | forward OnPlayerCBug(playerid, interval); |
33 | + | |
34 | ||
35 | ||
36 | // Callback forward | |
37 | forward OnPlayerCBug(playerid, weaponid, interval); | |
38 | ||
39 | ||
40 | public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) | |
41 | - | // Only execute for deagle shots |
41 | + | |
42 | - | if (weaponid == 24) |
42 | + | |
43 | if (!IsPlayerInAnyVehicle(playerid) && (removeCBugs || alertCBugs)) | |
44 | - | // Normal deagle shots shouldnt be faster than 700ms |
44 | + | |
45 | new interval = 0; | |
46 | - | if (GetTickCount() - lastDShot[playerid] < CBUG_INTERVAL && GetTickCount() - lastDShot[playerid] >= 0) |
46 | + | switch (weaponid) |
47 | { | |
48 | - | if (alertCBugs) CallLocalFunction("OnPlayerCBug", "ii", playerid, GetTickCount() - lastDShot[playerid]); |
48 | + | case 24: interval = CBUG_INTERVAL_DEAGLE; |
49 | case 25: interval = CBUG_INTERVAL_SHOTGUN; | |
50 | case 27: interval = CBUG_INTERVAL_COMBATSG; | |
51 | case 33: interval = CBUG_INTERVAL_COUNTRY; | |
52 | case 34: interval = CBUG_INTERVAL_SNIPER; | |
53 | } | |
54 | - | return CallLocalFunction("ACBUG_OnPlayerWeaponShot", "iiiifff", playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); |
54 | + | |
55 | // Check if used weapon is a CBug-Weapon | |
56 | if (interval > 0) { | |
57 | // Check if time difference is positive to avoid GetTickCount-reset false alarms | |
58 | if (GetTickCount() - lastDShot[playerid] < interval && GetTickCount() - lastDShot[playerid] >= 0) | |
59 | { | |
60 | if (alertCBugs) CallLocalFunction("OnPlayerCBug", "iii", playerid, weaponid, GetTickCount() - lastDShot[playerid]); | |
61 | return !removeCBugs; | |
62 | - | forward ACBUG_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); |
62 | + | |
63 | lastDShot[playerid] = GetTickCount(); | |
64 | } | |
65 | } | |
66 | #if defined ACBUG_OnPlayerWeaponShot | |
67 | return ACBUG_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); | |
68 | #else | |
69 | return 1; | |
70 | #endif | |
71 | } | |
72 | #if defined _ALS_OnPlayerWeaponShot | |
73 | #undef OnPlayerWeaponShot | |
74 | #else | |
75 | #define _ALS_OnPlayerWeaponShot | |
76 | #endif | |
77 | #define OnPlayerWeaponShot ACBUG_OnPlayerWeaponShot | |
78 | #if defined ACBUG_OnPlayerWeaponShot | |
79 | forward ACBUG_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); | |
80 | #endif |