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88 lines
3.5 KiB
C++
88 lines
3.5 KiB
C++
//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "usercmd.h"
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#include "tier1/utlbuffer.h"
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#include "game/shared/in_buttons.h"
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#include "game/shared/weapon_types.h"
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//-----------------------------------------------------------------------------
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// Purpose: Read in a delta compressed usercommand.
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// Input : *buf -
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// *move -
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// *from -
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// Output : random seed
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//-----------------------------------------------------------------------------
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int ReadUserCmd(bf_read* buf, CUserCmd* move, CUserCmd* from)
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{
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const int seed = v_ReadUserCmd(buf, move, from);
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// Initialize the camera position as <0,0,0>, this should at least avoid
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// crash and meme behaviors. Has not been tested yet unlike all the
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// patches performed below.
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if (!move->camerapos.IsValid())
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move->camerapos.Init();
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// Viewangles must be normalized; applying invalid angles on the client
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// will result in undefined behavior, or a crash.
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move->viewangles.Normalize();
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// Some players abused a feature of the engine which allows you to perform
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// custom weapon activities. After some research, it appears that only the
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// 'ACT_VM_WEAPON_INSPECT' was supposed to work for standard games, all the
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// other activities appears to be for development or testing, therefore, we
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// should only allow 'ACT_VM_WEAPON_INSPECT' if cheats are disabled.
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if (!sv_cheats->GetBool() && move->weaponactivity != ACT_VM_WEAPON_INSPECT)
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move->weaponactivity = ACT_NONE;
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// On the client, the frame time must be within 'usercmd_frametime_min'
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// and 'usercmd_frametime_max'. Testing revealed that speed hacking could
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// be achieved by sending bogus frame times. Clamp the networked frame
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// time to the exact values that the client should be using to make sure
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// it couldn't be circumvented by busting out the client side clamps.
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if (host_timescale->GetFloat() == 1.0f)
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move->frametime = clamp(move->frametime,
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usercmd_frametime_min->GetFloat(),
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usercmd_frametime_max->GetFloat());
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// Checks are only required if cycleslot is valid; see 'CPlayer::UpdateWeaponSlots'.
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if (move->cycleslot != WEAPON_INVENTORY_SLOT_INVALID)
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{
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const bool dualWieldEnabled = usercmd_dualwield_enable->GetBool();
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// Client could instruct the server to switch cycle slots for inventory
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// weapons, however, the client could also cycle to the dual wield slots.
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// dual wield weapons should be explicitly enabled to prevent exploitation.
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if (!dualWieldEnabled && move->cycleslot > WEAPON_INVENTORY_SLOT_ANTI_TITAN)
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move->cycleslot = WEAPON_INVENTORY_SLOT_ANTI_TITAN;
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// Array member 'CPlayer::m_selectedWeapons' is of size 2, values
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// (up to 254) result in arbitrary memory reads on the server.
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// Clamp the value to make sure it never reads out of bounds. Also,
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// if dual wield is disabled on the server, reset the weapon index
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// value as it would otherwise allow the client to enable several
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// equipped weapons at the same time.
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if (move->weaponindex >= WEAPON_INVENTORY_SLOT_PRIMARY_1)
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dualWieldEnabled
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? move->weaponindex = WEAPON_INVENTORY_SLOT_PRIMARY_1
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: move->weaponindex = WEAPON_INVENTORY_SLOT_PRIMARY_0;
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}
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return seed;
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}
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//-----------------------------------------------------------------------------
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void VUserCmd::Attach() const
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{
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DetourAttach(&v_ReadUserCmd, &ReadUserCmd);
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}
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void VUserCmd::Detach() const
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{
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DetourDetach(&v_ReadUserCmd, &ReadUserCmd);
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}
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