Пример #1
0
        private static bool Prefix(WeaponManager __instance, GameObject target, HitBoxType hitboxType, Vector3 dir, Vector3 sourcePos, Vector3 targetPos)
        {
            try
            {
                if (!__instance._iawRateLimit.CanExecute(true))
                {
                    return(false);
                }

                int itemIndex = __instance._hub.inventory.GetItemIndex();
                if (itemIndex < 0 ||
                    itemIndex >= __instance._hub.inventory.items.Count ||
                    __instance.curWeapon < 0 ||
                    ((__instance._reloadCooldown > 0f ||
                      __instance._fireCooldown > 0f) &&
                     !__instance.isLocalPlayer) ||
                    __instance._hub.inventory.curItem != __instance.weapons[__instance.curWeapon].inventoryID ||
                    __instance._hub.inventory.items[itemIndex].durability <= 0.0)
                {
                    return(false);
                }

                if (Vector3.Distance(__instance._hub.playerMovementSync.RealModelPosition, sourcePos) > 5.5f)
                {
                    __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.6 (difference between real source position and provided source position is too big)", "gray");
                    return(false);
                }

                if (sourcePos.y - __instance._hub.playerMovementSync.LastSafePosition.y > 1.78f)
                {
                    __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.7 (Y axis difference between last safe position and provided source position is too big)", "gray");
                    return(false);
                }

                if (Math.Abs(sourcePos.y - __instance._hub.playerMovementSync.RealModelPosition.y) > 2.7f)
                {
                    __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.8 (|Y| axis difference between real position and provided source position is too big)", "gray");
                    return(false);
                }

                //>Exiled
                Log.Debug("Invoking shooting event", Loader.ShouldDebugBeShown);

                var shootingEventArgs = new ShootingEventArgs(Player.Get(__instance.gameObject), target, targetPos);

                Handlers.Player.OnShooting(shootingEventArgs);

                if (!shootingEventArgs.IsAllowed)
                {
                    return(false);
                }

                targetPos = shootingEventArgs.Position;
                //<Exiled

                __instance._hub.inventory.items.ModifyDuration(itemIndex, __instance._hub.inventory.items[itemIndex].durability - 1f);
                __instance.scp268.ServerDisable();
                __instance._fireCooldown = 1f / (__instance.weapons[__instance.curWeapon].shotsPerSecond * __instance.weapons[__instance.curWeapon].allEffects.firerateMultiplier) * 0.9f;

                float sourceRangeScale = __instance.weapons[__instance.curWeapon].allEffects.audioSourceRangeScale;
                sourceRangeScale = sourceRangeScale * sourceRangeScale * 70f;
                __instance.GetComponent <Scp939_VisionController>().MakeNoise(Mathf.Clamp(sourceRangeScale, 5f, 100f));

                bool flag = target != null;
                if (targetPos == Vector3.zero)
                {
                    if (Physics.Raycast(sourcePos, dir, out RaycastHit raycastHit, 500f, __instance.raycastMask))
                    {
                        HitboxIdentity component = raycastHit.collider.GetComponent <HitboxIdentity>();
                        if (component != null)
                        {
                            WeaponManager componentInParent = component.GetComponentInParent <WeaponManager>();
                            if (componentInParent != null)
                            {
                                flag       = false;
                                target     = componentInParent.gameObject;
                                hitboxType = component.id;
                                targetPos  = componentInParent.transform.position;
                            }
                        }
                    }
                }
                else if (Physics.Linecast(sourcePos, targetPos, out RaycastHit raycastHit, __instance.raycastMask))
                {
                    HitboxIdentity component = raycastHit.collider.GetComponent <HitboxIdentity>();
                    if (component != null)
                    {
                        WeaponManager componentInParent = component.GetComponentInParent <WeaponManager>();
                        if (componentInParent != null)
                        {
                            if (componentInParent.gameObject == target)
                            {
                                flag = false;
                            }
                            else if (componentInParent.scp268.Enabled)
                            {
                                flag       = false;
                                target     = componentInParent.gameObject;
                                hitboxType = component.id;
                                targetPos  = componentInParent.transform.position;
                            }
                        }
                    }
                }

                ReferenceHub referenceHub = null;
                if (target != null)
                {
                    referenceHub = ReferenceHub.GetHub(target);
                }

                if (referenceHub != null && __instance.GetShootPermission(referenceHub.characterClassManager, false))
                {
                    if (Math.Abs(__instance._hub.playerMovementSync.RealModelPosition.y - referenceHub.playerMovementSync.RealModelPosition.y) > 35f)
                    {
                        __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.1 (too big Y-axis difference between source and target)", "gray");
                        return(false);
                    }

                    if (Vector3.Distance(referenceHub.playerMovementSync.RealModelPosition, targetPos) > 5f)
                    {
                        __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.2 (difference between real target position and provided target position is too big)", "gray");
                        return(false);
                    }

                    if (Physics.Linecast(__instance._hub.playerMovementSync.RealModelPosition, sourcePos, __instance.raycastServerMask))
                    {
                        __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.3 (collision between source positions detected)", "gray");
                        return(false);
                    }

                    if (flag && Physics.Linecast(sourcePos, targetPos, __instance.raycastServerMask))
                    {
                        __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.4 (collision on shot line detected)", "gray");
                        return(false);
                    }

                    if (referenceHub.gameObject == __instance.gameObject)
                    {
                        __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.5 (target is itself)", "gray");
                        return(false);
                    }

                    Vector3 vector = referenceHub.playerMovementSync.RealModelPosition - __instance._hub.playerMovementSync.RealModelPosition;
                    if (Math.Abs(vector.y) < 10f && vector.sqrMagnitude > 7.84f &&
                        (referenceHub.characterClassManager.CurClass != RoleType.Scp0492 || vector.sqrMagnitude > 9f) &&
                        ((referenceHub.characterClassManager.CurClass != RoleType.Scp93953 && referenceHub.characterClassManager.CurClass != RoleType.Scp93989) || vector.sqrMagnitude > 18.49f))
                    {
                        float num = Math.Abs(Misc.AngleIgnoreY(vector, __instance.transform.forward));
                        if (num > 45f)
                        {
                            __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.12 (too big angle)", "gray");
                            return(false);
                        }

                        if (__instance._lastAngleReset > 0f && num > 25f && Math.Abs(Misc.AngleIgnoreY(vector, __instance._lastAngle)) > 60f)
                        {
                            __instance._lastAngle      = vector;
                            __instance._lastAngleReset = 0.4f;
                            __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.13 (too big angle v2)", "gray");
                            return(false);
                        }

                        __instance._lastAngle      = vector;
                        __instance._lastAngleReset = 0.4f;
                    }

                    if (__instance._lastRotationReset > 0f && (__instance._hub.playerMovementSync.Rotations.x < 68f || __instance._hub.playerMovementSync.Rotations.x > 295f))
                    {
                        float num2 = __instance._hub.playerMovementSync.Rotations.x - __instance._lastRotation;
                        if (num2 >= 0f && num2 <= 0.0005f)
                        {
                            __instance._lastRotation      = __instance._hub.playerMovementSync.Rotations.x;
                            __instance._lastRotationReset = 0.35f;
                            __instance.GetComponent <CharacterClassManager>().TargetConsolePrint(__instance.connectionToClient, "Shot rejected - Code W.9 (no recoil)", "gray");
                            return(false);
                        }
                    }

                    __instance._lastRotation      = __instance._hub.playerMovementSync.Rotations.x;
                    __instance._lastRotationReset = 0.35f;
                    float num3 = Vector3.Distance(__instance.camera.transform.position, target.transform.position);
                    float num4 = __instance.weapons[__instance.curWeapon].damageOverDistance.Evaluate(num3);

                    switch (referenceHub.characterClassManager.CurClass)
                    {
                    case RoleType.Scp106:
                        num4 /= 10f;
                        goto IL_6D1;

                    case RoleType.Scp049:
                    case RoleType.Scp079:
                    case RoleType.Scp096:
                    case RoleType.Scp173:
                    case RoleType.Scp93953:
                    case RoleType.Scp93989:
                        goto IL_6D1;

                    default:
                        switch (hitboxType)
                        {
                        case HitBoxType.HEAD:
                            num4 *= 4f;
                            float num5 = 1f / (__instance.weapons[__instance.curWeapon].shotsPerSecond * __instance.weapons[__instance.curWeapon].allEffects.firerateMultiplier);
                            __instance._headshotsL++;
                            __instance._headshotsS++;
                            __instance._headshotsResetS = num5 * 1.86f;
                            __instance._headshotsResetL = num5 * 2.9f;

                            if (__instance._headshotsS >= 3)
                            {
                                __instance._hub.playerMovementSync.AntiCheatKillPlayer("Headshots limit exceeded in time window A\n(debug code: W.10)", "W.10");
                                return(false);
                            }

                            if (__instance._headshotsL >= 4)
                            {
                                __instance._hub.playerMovementSync.AntiCheatKillPlayer("Headshots limit exceeded in time window B\n(debug code: W.11)", "W.11");
                                return(false);
                            }

                            break;

                        case HitBoxType.ARM:
                        case HitBoxType.LEG:
                            num4 /= 2f;
                            break;
                        }

                        break;
                    }

IL_6D1:
                    num4 *= __instance.weapons[__instance.curWeapon].allEffects.damageMultiplier;
                    num4 *= __instance.overallDamagerFactor;

                    // >Exiled
                    Log.Debug("Invoking late shoot.", Loader.ShouldDebugBeShown);

                    var shotEventArgs = new ShotEventArgs(Player.Get(__instance.gameObject), target, hitboxType, num3, num4);

                    Handlers.Player.OnShot(shotEventArgs);

                    if (!shotEventArgs.CanHurt)
                    {
                        return(false);
                    }

                    // <Exiled
                    __instance._hub.playerStats.HurtPlayer(new PlayerStats.HitInfo(shotEventArgs.Damage, __instance._hub.LoggedNameFromRefHub(), DamageTypes.FromWeaponId(__instance.curWeapon), __instance._hub.queryProcessor.PlayerId), referenceHub.gameObject, false);
                    __instance.RpcConfirmShot(true, __instance.curWeapon);
                    __instance.PlaceDecal(true, new Ray(__instance.camera.position, dir), (int)referenceHub.characterClassManager.CurClass, num3);
                    return(false);
                }
                else
                {
                    if (target != null && hitboxType == HitBoxType.WINDOW && target.GetComponent <BreakableWindow>() != null)
                    {
                        float time   = Vector3.Distance(__instance.camera.transform.position, target.transform.position);
                        float damage = __instance.weapons[__instance.curWeapon].damageOverDistance.Evaluate(time);
                        target.GetComponent <BreakableWindow>().ServerDamageWindow(damage);
                        __instance.RpcConfirmShot(true, __instance.curWeapon);
                        return(false);
                    }

                    __instance.PlaceDecal(false, new Ray(__instance.camera.position, dir), __instance.curWeapon, 0f);
                    __instance.RpcConfirmShot(false, __instance.curWeapon);
                    return(false);
                }
            }
            catch (Exception e)
            {
                Exiled.API.Features.Log.Error($"{typeof(Shoot).FullName}.{nameof(Prefix)}:\n{e}");

                return(true);
            }
        }