Bug fixes for Killing Floor
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/**
* This feature fixes a vulnerability in a code of 'Frag' that can allow
* player to throw grenades even when he no longer has any.
* There's also no cooldowns on the throw, which can lead to a server crash.
* 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 <https://www.gnu.org/licenses/>.
*/
class FixInfiniteNades extends Feature
config(AcediaFixes);
/**
* It is possible to call 'ServerThrow' function from client,
* forcing it to get executed on a server. This function consumes the grenade
* ammo and spawns a nade, but it doesn't check if player had any grenade ammo
* in the first place, allowing you him to throw however many grenades
* he wants. Moreover, unlike a regular throwing method, calling this function
* allows to spawn many grenades without any delay,
* which can lead to a server crash.
*
* This fix tracks every instance of 'Frag' weapon that's responsible for
* throwing grenades and records how much ammo they have have.
* This is necessary, because whatever means we use, when we get a say in
* preventing grenade from spawning the ammo was already reduced.
* This means that we can't distinguished between a player abusing a bug by
* throwing grenade when he doesn't have necessary ammo and player throwing
* his last nade, as in both cases current ammo visible to us will be 0.
* Then, before every nade throw, it checks if player has enough ammo and
* blocks grenade from spawning if he doesn't.
* We change a 'FireModeClass[0]' from 'FragFire' to 'FixedFragFire' and
* only call 'super.DoFireEffect()' if we decide spawning grenade
* should be allowed. The side effect is a change in server's 'FireModeClass'.
*/
// Setting this flag to 'true' will allow to throw grenades by calling
// 'ServerThrow' directly, as long as player has necessary ammo.
// This can allow some players to throw grenades much quicker than intended,
// so if you wish to prevent it, keep this flag set to `false`.
var private config const bool ignoreTossFlags;
// Records how much ammo given frag grenade ('Frag') has.
struct FragAmmoRecord
{
var public Frag fragReference;
var public int amount;
};
var private array<FragAmmoRecord> ammoRecords;
protected function OnEnabled()
{
local Frag nextFrag;
// Find all frags, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.Frag', nextFrag)
{
RegisterFrag(nextFrag);
}
RecreateFrags();
}
protected function OnDisabled()
{
RecreateFrags();
ammoRecords.length = 0;
}
// Returns index of the connection corresponding to the given controller.
// Returns '-1' if no connection correspond to the given controller.
// Returns '-1' if given controller is equal to 'none'.
private final function int GetAmmoIndex(Frag fragToCheck)
{
local int i;
if (fragToCheck == none) return -1;
for (i = 0; i < ammoRecords.length; i += 1)
{
if (ammoRecords[i].fragReference == fragToCheck)
{
return i;
}
}
return -1;
}
// Recreates all the 'Frag' actors, to change their fire mode mid-game.
private final function RecreateFrags()
{
local int i;
local float maxAmmo, currentAmmo;
local Frag newFrag;
local Pawn fragOwner;
local array<FragAmmoRecord> oldRecords;
oldRecords = ammoRecords;
for (i = 0; i < oldRecords.length; i += 1)
{
// Check if we even need to recreate that instance of 'Frag'
if (oldRecords[i].fragReference == none) continue;
fragOwner = oldRecords[i].fragReference.instigator;
if (fragOwner == none) continue;
// Recreate
oldRecords[i].fragReference.Destroy();
fragOwner.CreateInventory("KFMod.Frag");
newFrag = GetPawnFrag(fragOwner);
// Restore ammo amount
if (newFrag != none)
{
newFrag.GetAmmoCount(maxAmmo, currentAmmo);
newFrag.AddAmmo(oldRecords[i].amount - Int(currentAmmo), 0);
}
}
}
// Utility function to help find a 'Frag' instance in a given pawn's inventory.
static private final function Frag GetPawnFrag(Pawn pawnWithFrag)
{
local Frag foundFrag;
local Inventory invIter;
if (pawnWithFrag == none) return none;
invIter = pawnWithFrag.inventory;
while (invIter != none)
{
foundFrag = Frag(invIter);
if (foundFrag != none)
{
return foundFrag;
}
invIter = invIter.inventory;
}
return none;
}
// Utility function for extracting current ammo amount from a frag class.
private final function int GetFragAmmo(Frag fragReference)
{
local float maxAmmo;
local float currentAmmo;
if (fragReference == none) return 0;
fragReference.GetAmmoCount(maxAmmo, currentAmmo);
return Int(currentAmmo);
}
// Attempts to add new 'Frag' instance to our records.
public final function RegisterFrag(Frag newFrag)
{
local int index;
local FragAmmoRecord newRecord;
index = GetAmmoIndex(newFrag);
if (index >= 0) return;
newRecord.fragReference = newFrag;
newRecord.amount = GetFragAmmo(newFrag);
ammoRecords[ammoRecords.length] = newRecord;
}
// This function tells our fix that there was a nade throw and we should
// reduce current 'Frag' ammo in our records.
// Returns 'true' if we had ammo for that, and 'false' if we didn't.
public final function bool RegisterNadeThrow(Frag relevantFrag)
{
if (CanThrowGrenade(relevantFrag))
{
ReduceGrenades(relevantFrag);
return true;
}
return false;
}
// Can we throw grenade according to our rules?
// A throw can be prevented if:
// - we think that player doesn't have necessary ammo;
// - Player isn't currently 'tossing' a nade,
// meaning it was a direct call of 'ServerThrow'.
private final function bool CanThrowGrenade(Frag fragToCheck)
{
local int index;
// Nothing to check
if (fragToCheck == none) return false;
// No ammo
index = GetAmmoIndex(fragToCheck);
if (index < 0) return false;
if (ammoRecords[index].amount <= 0) return false;
// Not tossing
if (ignoreTossFlags) return true;
if (!fragToCheck.bTossActive || fragToCheck.bTossSpawned) return false;
return true;
}
// Reduces recorded amount of ammo in our records for the given nade.
private final function ReduceGrenades(Frag relevantFrag)
{
local int index;
index = GetAmmoIndex(relevantFrag);
if (index < 0) return;
ammoRecords[index].amount -= 1;
}
event Tick(float delta)
{
local int i;
// Update our ammo records with current, correct data.
i = 0;
while (i < ammoRecords.length)
{
if (ammoRecords[i].fragReference != none)
{
ammoRecords[i].amount = GetFragAmmo(ammoRecords[i].fragReference);
i += 1;
}
else
{
ammoRecords.Remove(i, 1);
}
}
}
defaultproperties
{
ignoreTossFlags = true
// Listeners
requiredListeners(0) = class'MutatorListener_FixInfiniteNades'
}