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421 lines (359 loc) · 11.8 KB
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/*
Pateeer Basic Anti Cheat
version 0.3
Thanks to Mr Michael for giving feedback
ff-agus for Improvements
Including:
- Anti Health Hack
- Anti Armor Hack
- Anti Money Hack
- Anti Weapon Hack
*/
/*************************************************
* *
* Callbacks: *
* OnPlayerCheat(playerid, cheatid) *
* *
* Functions: *
* GetPlayerWeaponVar(playerid) *
* GetPlayerAmmoVar(playerid) *
* ResetPlayerWeaponVar(playerid) *
* GetCheatName(cheatid) *
* IsWeaponHasAmmo(weaponid) *
* *
* Hooked Functions: *
* GivePlayerWeapon(playerid) *
* SetPlayerHealth(playerid, Float:amount) *
* SetPlayerArmour(playerid, Float:amount) *
* SetPlayerMoney(playerid, amount) *
* GivePlayerMoney(playerid, amount) *
* *
**************************************************/
// Guards
#if defined PAT_Included
#endinput
#endif
#define PAT_Included
#if !defined _samp_included
#error Please include a_samp before using this.
#endif
// DEFINES/FORWARDS
#if !defined MAX_WEAPON_SLOT
#define MAX_WEAPON_SLOT 13
#endif
#define INVALID_CHEAT_ID -1
#define GetCheatName PAT_GetCheatName
#define SetPlayerMoney PAT_SetPlayerMoney
#define GetPlayerWeaponVar PAT_GetPlayerWeaponVar
#define GetPlayerAmmoVar PAT_GetPlayerAmmoVar
#define ResetPlayerWeaponsVar PAT_ResetPlayerWeaponsVar
#define IsWeaponHasAmmo PAT_IsWeaponHasAmmo
enum _:PAT_CHEATTYPE {
MONEY_HACKS,
HEALTH_HACKS,
ARMOUR_HACKS,
WEAPON_HACKS
};
static const PAT_WeaponSlots[] = {
0, 0, 1, 1, 1, 1, 1, 1, 1,
1, 10, 10, 10, 10, 10, 10,
8, 8, 8, 0, 0, 0, 2, 2, 2,
3, 3, 3, 4, 4, 5, 5, 4, 6,
6, 7, 7, 7, 7, 8, 12, 9, 9,
9, 11, 11, 11
};
stock PAT_GetCheatName(cheatid)
{
new str[32];
switch(cheatid){
case HEALTH_HACKS: str = "Health Hack";
case ARMOUR_HACKS: str = "Armour Hack";
case MONEY_HACKS: str = "Money Hack";
case WEAPON_HACKS: str = "Weapon Hack";
default: str = "Unknown";
}
return str;
}
static PAT_IsWeaponHasAmmo(weaponid)
{
static const PAT_WeaponID[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};
if(!(0 < weaponid < 54))
return 0;
return (PAT_WeaponID[weaponid]);
}
forward OnPlayerCheat(playerid, cheatid);
// PLAYER DATA
enum E_PAT_PLAYERVAR {
Float:PAT_Health,
Float:PAT_Armor,
PAT_Money,
PAT_Gun,
PAT_Weapon[MAX_WEAPON_SLOT],
PAT_Ammo[MAX_WEAPON_SLOT]
};
new pat_player[MAX_PLAYERS][E_PAT_PLAYERVAR];
// FUNCTIONS
stock PAT_SetPlayerHealth(playerid, Float:health)
{
pat_player[playerid][PAT_Health] = health;
return SetPlayerHealth(playerid, health);
}
stock PAT_SetPlayerArmour(playerid, Float:armour)
{
pat_player[playerid][PAT_Armor] = armour;
return SetPlayerArmour(playerid, armour);
}
stock PAT_SetPlayerMoney(playerid, amount)
{
pat_player[playerid][PAT_Money] = amount;
ResetPlayerMoney(playerid);
return GivePlayerMoney(playerid, amount);
}
stock PAT_GivePlayerMoney(playerid, amount)
{
pat_player[playerid][PAT_Money] += amount;
return GivePlayerMoney(playerid, amount);
}
stock PAT_ResetPlayerMoney(playerid)
{
pat_player[playerid][PAT_Money] = 0;
return ResetPlayerMoney(playerid);
}
stock PAT_GivePlayerWeapon(playerid, weaponid, ammo)
{
if(!(1 <= weaponid <= 46))
return 0;
pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[weaponid]] = weaponid;
pat_player[playerid][PAT_Ammo][PAT_WeaponSlots[weaponid]] = ammo;
return GivePlayerWeapon(playerid, weaponid, ammo);
}
stock PAT_GetPlayerWeaponVar(playerid)
{
new weaponid = GetPlayerWeapon(playerid);
if(1 <= weaponid <= 46 && pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[weaponid]] == weaponid)
return weaponid;
return 0;
}
stock PAT_GetPlayerAmmoVar(playerid)
{
new weaponid = GetPlayerWeapon(playerid);
new ammo = pat_player[playerid][PAT_Ammo][PAT_WeaponSlots[weaponid]];
if(1 <= weaponid <= 46 && pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[weaponid]] == weaponid)
{
if(pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[weaponid]] != 0 && pat_player[playerid][PAT_Ammo][PAT_WeaponSlots[weaponid]] > 0)
{
return ammo;
}
}
return 0;
}
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if(!IsWeaponHasAmmo(weaponid)) return 0;
if(1 <= weaponid <= 46 && pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[weaponid]] == weaponid)
{
pat_player[playerid][PAT_Ammo][PAT_WeaponSlots[weaponid]]--;
if(pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[weaponid]] != 0 && !pat_player[playerid][PAT_Ammo][PAT_WeaponSlots[weaponid]])
{
pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[weaponid]] = 0;
}
}
#if defined PAT_OnPlayerWeaponShot
return PAT_OnPlayerWeaponShot(playerid,weaponid,hittype,hitid,fX,fY,fZ);
#else
return 1;
#endif
}
public OnGameModeInit(){
print("=====================================");
print("| PATEEER BASIC ANTI CHEATS |");
print("| 2021 :v |");
print("=====================================");
#if defined PAT_OnGameModeInit
PAT_OnGameModeInit();
#endif
#if !defined _INC_y_timers
forward PAT_PlayerUpdate(playerid);
#endif
return 1;
}
public OnPlayerConnect(playerid){
new empty_PAT[E_PAT_PLAYERVAR] = {};
pat_player[playerid] = empty_PAT;
pat_player[playerid][PAT_Health] = 100.0;
pat_player[playerid][PAT_Armor] = 0.0;
#if defined PAT_OnPlayerConnect
return PAT_OnPlayerConnect(playerid);
#else
return 1;
#endif
}
public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart)
{
new Float:armor;
GetPlayerArmour(playerid, armor);
if(armor > 0)
{
pat_player[playerid][PAT_Armor] -= amount;
SetPlayerArmour(playerid, armor-amount);
}
else
{
new Float:health;
GetPlayerHealth(playerid, health);
pat_player[playerid][PAT_Health] -= amount;
SetPlayerHealth(playerid, health-amount);
}
#if defined PAT_OnPlayerTakeDamage
return PAT_OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart);
#else
return 1;
#endif
}
stock PAT_ResetPlayerWeaponsVar(playerid)
{
ResetPlayerWeapons(playerid);
for(new i = 0; i < MAX_WEAPON_SLOT; i++) {
pat_player[playerid][PAT_Weapon][i] = 0;
pat_player[playerid][PAT_Ammo][i] = 0;
}
return 1;
}
stock PAT_SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo)
{
pat_player[playerid][PAT_Weapon][0] = weapon1;
pat_player[playerid][PAT_Ammo][0] = weapon1_ammo;
pat_player[playerid][PAT_Weapon][1] = weapon2;
pat_player[playerid][PAT_Ammo][1] = weapon2_ammo;
pat_player[playerid][PAT_Weapon][2] = weapon3;
pat_player[playerid][PAT_Ammo][2] = weapon3_ammo;
return SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo)
}
// Player Update
public OnPlayerUpdate(playerid)
{
if(GetPlayerMoney(playerid) > pat_player[playerid][PAT_Money] || GetPlayerMoney(playerid) < pat_player[playerid][PAT_Money])
{
SetPlayerMoney(playerid, pat_player[playerid][PAT_Money]);
return CallLocalFunction("OnPlayerCheat", "ii", playerid, MONEY_HACKS);
}
new Float:PAT_health, Float:PAT_armour;
GetPlayerHealth(playerid, PAT_health);
GetPlayerArmour(playerid, PAT_armour);
if(PAT_health > pat_player[playerid][PAT_Health])
{
SetPlayerHealth(playerid, pat_player[playerid][PAT_Health]);
return CallLocalFunction("OnPlayerCheat", "ii", playerid, HEALTH_HACKS);
}
if(PAT_armour > pat_player[playerid][PAT_Armor])
{
SetPlayerArmour(playerid, pat_player[playerid][PAT_Armor]);
return CallLocalFunction("OnPlayerCheat", "ii", playerid, ARMOUR_HACKS);
}
if(GetPlayerWeapon(playerid) != pat_player[playerid][PAT_Gun])
{
pat_player[playerid][PAT_Gun] = GetPlayerWeapon(playerid);
if(pat_player[playerid][PAT_Gun] >= 1 && pat_player[playerid][PAT_Gun] <= 45 && pat_player[playerid][PAT_Gun] != 40 && pat_player[playerid][PAT_Gun] != 2 && pat_player[playerid][PAT_Weapon][PAT_WeaponSlots[pat_player[playerid][PAT_Gun]]] != GetPlayerWeapon(playerid) && GetPlayerWeapon(playerid) != 41)
{
ResetPlayerWeapons(playerid);
for (new i = 0; i < MAX_WEAPON_SLOT; i ++) if(pat_player[playerid][PAT_Weapon][i] > 0 && pat_player[playerid][PAT_Ammo][i] > 0) {
GivePlayerWeapon(playerid, pat_player[playerid][PAT_Weapon][i], pat_player[playerid][PAT_Ammo][i]);
}
return CallLocalFunction("OnPlayerCheat", "ii", playerid, WEAPON_HACKS);
}
}
#if defined PAT_OnPlayerUpdate
return PAT_OnPlayerUpdate(playerid);
#else
return 1;
#endif
}
// ALS hook functions
#if defined _ALS_SetPlayerHealth
#undef SetPlayerHealth
#else
#define _ALS_SetPlayerHealth
#endif
#define SetPlayerHealth PAT_SetPlayerHealth
#if defined _ALS_SetPlayerArmour
#undef SetPlayerArmour
#else
#define _ALS_SetPlayerArmour
#endif
#define SetPlayerArmour PAT_SetPlayerArmour
#if defined _ALS_GivePlayerMoney
#undef GivePlayerMoney
#else
#define _ALS_GivePlayerMoney
#endif
#define GivePlayerMoney PAT_GivePlayerMoney
#if defined _ALS_ResetPlayerMoney
#undef ResetPlayerMoney
#else
#define _ALS_ResetPlayerMoney
#endif
#define ResetPlayerMoney PAT_ResetPlayerMoney
#if defined _ALS_GivePlayerWeapon
#undef GivePlayerWeapon
#else
#define _ALS_GivePlayerWeapon
#endif
#define GivePlayerWeapon PAT_GivePlayerWeapon
#if defined _ALS_SetSpawnInfo
#undef SetSpawnInfo
#else
#define _ALS_SetSpawnInfo
#endif
#define SetSpawnInfo PAT_SetSpawnInfo
// ALS hook callbacks
#if defined _ALS_OnGameModeInit
#undef OnGameModeInit
#else
#define _ALS_OnGameModeInit
#endif
#define OnGameModeInit PAT_OnGameModeInit
#if defined PAT_OnGameModeInit
forward PAT_OnGameModeInit();
#endif
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect PAT_OnPlayerConnect
#if defined PAT_OnPlayerConnect
forward PAT_OnPlayerConnect(playerid);
#endif
#if defined _ALS_OnPlayerWeaponShot
#undef OnPlayerWeaponShot
#else
#define _ALS_OnPlayerWeaponShot
#endif
#define OnPlayerWeaponShot PAT_OnPlayerWeaponShot
#if defined PAT_OnPlayerWeaponShot
forward PAT_OnPlayerWeaponShot(playerid,weaponid,hittype,hitid,Float:fX,Float:fY,Float:fZ);
#endif
#if defined _ALS_OnPlayerTakeDamage
#undef OnPlayerTakeDamage
#else
#define _ALS_OnPlayerTakeDamage
#endif
#define OnPlayerTakeDamage PAT_OnPlayerTakeDamage
#if defined PAT_OnPlayerTakeDamage
forward PAT_OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart);
#endif
#if defined _ALS_OnPlayerUpdate
#undef OnPlayerUpdate
#else
#define _ALS_OnPlayerUpdate
#endif
#define OnPlayerUpdate PAT_OnPlayerUpdate
#if defined PAT_OnPlayerUpdate
forward PAT_OnPlayerUpdate(playerid);
#endif