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/**
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* This feature fixes a bug that can allow players to bypass server's
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* friendly fire limitations and teamkill.
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* Usual fixes apply friendly fire scale to suspicious damage themselves, which
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* also disables some of the environmental damage.
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* In order to avoid that, this fix allows server owner to define precisely
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* to what damage types to apply the friendly fire scaling.
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* It should be all damage types related to projectiles.
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* Copyright 2019 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class FixFFHack extends Feature
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config(AcediaFixes);
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/**
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* It's possible to bypass friendly fire damage scaling and always deal
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* full damage to other players, if one were to either leave the server or
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* spectate right after shooting a projectile. We use game rules to catch
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* such occurrences and apply friendly fire scaling to weapons,
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* specified by server admins.
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* To specify required subset of weapons, one must first
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* chose a general rule (scale by default / don't scale by default) and then,
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* optionally, add exceptions to it.
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* Choosing 'scaleByDefault == true' as a general rule will make this fix
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* behave in the similar way to 'KFExplosiveFix' by mutant and will disable
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* some environmental sources of damage on some maps. One can then add relevant
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* damage classes as exceptions to fix that downside, but making an extensive
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* list of such sources might prove problematic.
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* On the other hand, setting 'scaleByDefault == false' will allow to get
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* rid of team-killing exploits by simply adding damage types of all
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* projectile weapons, used on a server. This fix comes with such filled-in
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* list of all vanilla projectile classes.
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*/
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// Defines a general rule for choosing whether or not to apply
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// friendly fire scaling.
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// This can be overwritten by exceptions ('alwaysScale' or 'neverScale').
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// Enabling scaling by default without any exceptions in 'neverScale' will
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// make this fix behave almost identically to Mutant's 'Explosives Fix Mutator'.
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var private config const bool scaleByDefault;
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// Damage types, for which we should always reapply friendly fire scaling.
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var private config const array< class<DamageType> > alwaysScale;
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// Damage types, for which we should never reapply friendly fire scaling.
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var private config const array< class<DamageType> > neverScale;
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protected function OnEnabled()
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{
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level.game.AddGameModifier(Spawn(class'FFHackRule'));
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}
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protected function OnDisabled()
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{
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local GameRules rulesIter;
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local FFHackRule ruleToDestroy;
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// Check first rule
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if (level.game.gameRulesModifiers == none) return;
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ruleToDestroy = FFHackRule(level.game.gameRulesModifiers);
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if (ruleToDestroy != none)
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{
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level.game.gameRulesModifiers = ruleToDestroy.nextGameRules;
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ruleToDestroy.Destroy();
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return;
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}
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// Check rest of the rules
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rulesIter = level.game.gameRulesModifiers;
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while (rulesIter != none)
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{
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ruleToDestroy = FFHackRule(rulesIter.nextGameRules);
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if (ruleToDestroy != none)
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{
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rulesIter.nextGameRules = ruleToDestroy.nextGameRules;
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ruleToDestroy.Destroy();
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}
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rulesIter = rulesIter.nextGameRules;
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}
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}
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// Checks general rule and exception list
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public final function bool ShouldScaleDamage(class<DamageType> damageType)
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{
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local int i;
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local array< class<DamageType> > exceptions;
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if (damageType == none) return false;
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if (scaleByDefault) {
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exceptions = neverScale;
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}
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else {
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exceptions = alwaysScale;
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}
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for (i = 0; i < exceptions.length; i += 1)
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{
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if (exceptions[i] == damageType) {
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return (!scaleByDefault);
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}
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}
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return scaleByDefault;
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}
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defaultproperties
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{
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scaleByDefault = false
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// Vanilla damage types for projectiles
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alwaysScale(0) = class'KFMod.DamTypeCrossbuzzsawHeadShot'
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alwaysScale(1) = class'KFMod.DamTypeCrossbuzzsaw'
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alwaysScale(2) = class'KFMod.DamTypeFrag'
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alwaysScale(3) = class'KFMod.DamTypePipeBomb'
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alwaysScale(4) = class'KFMod.DamTypeM203Grenade'
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alwaysScale(5) = class'KFMod.DamTypeM79Grenade'
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alwaysScale(6) = class'KFMod.DamTypeM79GrenadeImpact'
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alwaysScale(7) = class'KFMod.DamTypeM32Grenade'
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alwaysScale(8) = class'KFMod.DamTypeLAW'
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alwaysScale(9) = class'KFMod.DamTypeLawRocketImpact'
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alwaysScale(10) = class'KFMod.DamTypeFlameNade'
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alwaysScale(11) = class'KFMod.DamTypeFlareRevolver'
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alwaysScale(12) = class'KFMod.DamTypeFlareProjectileImpact'
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alwaysScale(13) = class'KFMod.DamTypeBurned'
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alwaysScale(14) = class'KFMod.DamTypeTrenchgun'
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alwaysScale(15) = class'KFMod.DamTypeHuskGun'
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alwaysScale(16) = class'KFMod.DamTypeCrossbow'
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alwaysScale(17) = class'KFMod.DamTypeCrossbowHeadShot'
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alwaysScale(18) = class'KFMod.DamTypeM99SniperRifle'
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alwaysScale(19) = class'KFMod.DamTypeM99HeadShot'
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alwaysScale(20) = class'KFMod.DamTypeShotgun'
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alwaysScale(21) = class'KFMod.DamTypeNailGun'
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alwaysScale(22) = class'KFMod.DamTypeDBShotgun'
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alwaysScale(23) = class'KFMod.DamTypeKSGShotgun'
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alwaysScale(24) = class'KFMod.DamTypeBenelli'
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alwaysScale(25) = class'KFMod.DamTypeSPGrenade'
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alwaysScale(26) = class'KFMod.DamTypeSPGrenadeImpact'
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alwaysScale(27) = class'KFMod.DamTypeSeekerSixRocket'
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alwaysScale(28) = class'KFMod.DamTypeSeekerRocketImpact'
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alwaysScale(29) = class'KFMod.DamTypeSealSquealExplosion'
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alwaysScale(30) = class'KFMod.DamTypeRocketImpact'
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alwaysScale(31) = class'KFMod.DamTypeBlowerThrower'
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alwaysScale(32) = class'KFMod.DamTypeSPShotgun'
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alwaysScale(33) = class'KFMod.DamTypeZEDGun'
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alwaysScale(34) = class'KFMod.DamTypeZEDGunMKII'
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}
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