r5sdk/r5dev/game/shared/usercmd.cpp
Kawe Mazidjatari c8648b9289 Fix typo
Typo.
2023-06-17 16:31:45 +02:00

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