You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
226 lines
8.2 KiB
226 lines
8.2 KiB
4 years ago
|
/**
|
||
|
* This feature addressed two inventory issues:
|
||
|
* 1. Players carrying amount of weapons that shouldn't be allowed by the
|
||
|
* weight limit.
|
||
|
* 2. Players carrying two variants of the same gun.
|
||
|
* For example carrying both M32 and camo M32.
|
||
|
* Single and dual version of the same weapon are also considered
|
||
|
* the same gun, so you can't carry both MK23 and dual MK23 or
|
||
|
* dual handcannons and golden handcannon.
|
||
|
*
|
||
|
* It fixes them by doing repeated checks to find violations of those rules
|
||
|
* and destroys all droppable weapons of people that use this exploit.
|
||
|
* Copyright 2020 Anton Tarasenko
|
||
|
*------------------------------------------------------------------------------
|
||
|
* This file is part of Acedia.
|
||
|
*
|
||
|
* Acedia is free software: you can redistribute it and/or modify
|
||
|
* it under the terms of the GNU General Public License as published by
|
||
|
* the Free Software Foundation, version 3 of the License, or
|
||
|
* (at your option) any later version.
|
||
|
*
|
||
|
* Acedia is distributed in the hope that it will be useful,
|
||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
* GNU General Public License for more details.
|
||
|
*
|
||
|
* You should have received a copy of the GNU General Public License
|
||
|
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
class FixInventoryAbuse extends Feature
|
||
|
config(AcediaFixes);
|
||
|
|
||
|
// How often (in seconds) should we do our inventory validations?
|
||
|
// We shouldn't really worry about performance, but there's also no need to
|
||
|
// do this check too often.
|
||
|
var private config const float checkInterval;
|
||
|
|
||
|
struct DualiesPair
|
||
|
{
|
||
|
var class<KFWeaponPickup> single;
|
||
|
var class<KFWeaponPickup> dual;
|
||
|
};
|
||
|
// For this fix to properly work, this array must contain an entry for
|
||
|
// every dual weapon in the game (like pistols, with single and dual versions).
|
||
|
// It's made configurable in case of custom dual weapons.
|
||
|
var private config const array<DualiesPair> dualiesClasses;
|
||
|
|
||
|
protected function OnEnabled()
|
||
|
{
|
||
|
local float actualInterval;
|
||
|
actualInterval = checkInterval;
|
||
|
if (actualInterval <= 0)
|
||
|
{
|
||
|
actualInterval = 0.25;
|
||
|
}
|
||
|
SetTimer(actualInterval, true);
|
||
|
}
|
||
|
|
||
|
protected function OnDisabled()
|
||
|
{
|
||
|
SetTimer(0.0f, false);
|
||
|
}
|
||
|
|
||
|
// Did player with this controller contribute to the latest dosh generation?
|
||
|
private final function bool IsWeightLimitViolated(KFHumanPawn playerPawn)
|
||
|
{
|
||
|
if (playerPawn == none) return false;
|
||
|
return (playerPawn.currentWeight > playerPawn.maxCarryWeight);
|
||
|
}
|
||
|
|
||
|
// Returns a root pickup class.
|
||
|
// For non-dual weapons, root class is defined as either:
|
||
|
// 1. the first variant (reskin), if there are variants for that weapon;
|
||
|
// 2. and as the class itself, if there are no variants.
|
||
|
// For dual weapons (all dual pistols) root class is defined as
|
||
|
// a root of their single version.
|
||
|
// This definition is useful because:
|
||
|
// ~ Vanilla game rules are such that player can only have two weapons
|
||
|
// in the inventory if they have different roots;
|
||
|
// ~ Root is easy to find.
|
||
|
private final function class<KFWeaponPickup> GetRootPickupClass(KFWeapon weapon)
|
||
|
{
|
||
|
local int i;
|
||
|
local class<KFWeaponPickup> root;
|
||
|
if (weapon == none) return none;
|
||
|
// Start with a pickup of the given weapons
|
||
|
root = class<KFWeaponPickup>(weapon.default.pickupClass);
|
||
|
if (root == none) return none;
|
||
|
|
||
|
// In case it's a dual version - find corresponding single pickup class
|
||
|
// (it's root would be the same).
|
||
|
for (i = 0; i < dualiesClasses.length; i += 1)
|
||
|
{
|
||
|
if (dualiesClasses[i].dual == root)
|
||
|
{
|
||
|
root = dualiesClasses[i].single;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
// Take either first variant class or the class itself, -
|
||
|
// it's going to be root by definition.
|
||
|
if (root.default.variantClasses.length > 0)
|
||
|
{
|
||
|
root = class<KFWeaponPickup>(root.default.variantClasses[0]);
|
||
|
}
|
||
|
return root;
|
||
|
}
|
||
|
|
||
|
// Returns 'true' if passed pawn has two weapons that are just variants of
|
||
|
// each other (they have the same root, see 'GetRootPickupClass').
|
||
|
private final function bool HasDuplicateGuns(KFHumanPawn playerPawn)
|
||
|
{
|
||
|
local int i, j;
|
||
|
local Inventory inv;
|
||
|
local KFWeapon nextWeapon;
|
||
|
local class<KFWeaponPickup> rootClass;
|
||
|
local array< class<Pickup> > rootList;
|
||
|
if (playerPawn == none) return false;
|
||
|
|
||
|
// First find a root for every weapon in the pawn's inventory.
|
||
|
for (inv = playerPawn.inventory; inv != none; inv = inv.inventory)
|
||
|
{
|
||
|
nextWeapon = KFWeapon(inv);
|
||
|
if (nextWeapon == none) continue;
|
||
|
if (nextWeapon.bKFNeverThrow) continue;
|
||
|
rootClass = GetRootPickupClass(nextWeapon);
|
||
|
if (rootClass != none)
|
||
|
{
|
||
|
rootList[rootList.length] = rootClass;
|
||
|
}
|
||
|
}
|
||
|
// Then just check obtained roots for duplicates.
|
||
|
for (i = 0; i < rootList.length; i += 1)
|
||
|
{
|
||
|
for (j = i + 1; j < rootList.length; j += 1)
|
||
|
{
|
||
|
if (rootList[i] == rootList[j])
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private final function Vector DropWeapon(KFWeapon weaponToDrop)
|
||
|
{
|
||
|
local Vector x, y, z;
|
||
|
local Vector weaponVelocity;
|
||
|
local Vector dropLocation;
|
||
|
local KFHumanPawn playerPawn;
|
||
|
if (weaponToDrop == none) return Vect(0, 0, 0);
|
||
|
playerPawn = KFHumanPawn(weaponToDrop.instigator);
|
||
|
if (playerPawn == none) return Vect(0, 0, 0);
|
||
|
|
||
|
// Calculations from 'PlayerController.ServerThrowWeapon'
|
||
|
weaponVelocity = Vector(playerPawn.GetViewRotation());
|
||
|
weaponVelocity *= (playerPawn.velocity dot weaponVelocity) + 150;
|
||
|
weaponVelocity += Vect(0, 0, 100);
|
||
|
// Calculations from 'Pawn.TossWeapon'
|
||
|
GetAxes(playerPawn.rotation, x, y, z);
|
||
|
dropLocation = playerPawn.location + 0.8 * playerPawn.collisionRadius * x -
|
||
|
0.5 * playerPawn.collisionRadius * y;
|
||
|
// Do the drop
|
||
|
weaponToDrop.velocity = weaponVelocity;
|
||
|
weaponToDrop.DropFrom(dropLocation);
|
||
|
}
|
||
|
|
||
|
// Kill the gun devil!
|
||
|
private final function DropEverything(KFHumanPawn playerPawn)
|
||
|
{
|
||
|
local int i;
|
||
|
local Inventory inv;
|
||
|
local KFWeapon nextWeapon;
|
||
|
local array<KFWeapon> weaponList;
|
||
|
if (playerPawn == none) return;
|
||
|
// Going through the linked list while removing items can be tricky,
|
||
|
// so just find all weapons first.
|
||
|
for (inv = playerPawn.inventory; inv != none; inv = inv.inventory)
|
||
|
{
|
||
|
nextWeapon = KFWeapon(inv);
|
||
|
if (nextWeapon == none) continue;
|
||
|
if (nextWeapon.bKFNeverThrow) continue;
|
||
|
weaponList[weaponList.length] = nextWeapon;
|
||
|
}
|
||
|
// And destroy them later.
|
||
|
for(i = 0; i < weaponList.length; i += 1)
|
||
|
{
|
||
|
DropWeapon(weaponList[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event Timer()
|
||
|
{
|
||
|
local int i;
|
||
|
local KFHumanPawn nextPawn;
|
||
|
local ConnectionService service;
|
||
|
local array<ConnectionService.Connection> connections;
|
||
|
service = ConnectionService(class'ConnectionService'.static.GetInstance());
|
||
|
if (service == none) return;
|
||
|
|
||
|
connections = service.GetActiveConnections();
|
||
|
for (i = 0; i < connections.length; i += 1)
|
||
|
{
|
||
|
nextPawn = none;
|
||
|
if (connections[i].controllerReference != none)
|
||
|
{
|
||
|
nextPawn = KFHumanPawn(connections[i].controllerReference.pawn);
|
||
|
}
|
||
|
if (IsWeightLimitViolated(nextPawn) || HasDuplicateGuns(nextPawn))
|
||
|
{
|
||
|
DropEverything(nextPawn);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
checkInterval = 0.25
|
||
|
dualiesClasses(0)=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
|
||
|
dualiesClasses(1)=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')
|
||
|
dualiesClasses(2)=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup')
|
||
|
dualiesClasses(3)=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup')
|
||
|
dualiesClasses(4)=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup')
|
||
|
dualiesClasses(5)=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
|
||
|
}
|