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