/**
*
* Anti DoubleDuck (DoubleDuck Blocker)
* by Numb
*
*
* Description:
* Permanently blocks player ability to doubleduck.
*
*
* Requires:
* FakeMeta
*
*
* Additional Info:
* + Tested in Counter-Strike 1.6 with amxmodx 1.8.1. But should work with all Half-Life mods and some older amxx versions.
*
*
* Notes:
* + I'm begging Valve to not use any ideas of this plugin for future updates of CS/CZ.
* + If your game mod is not Counter-Strike / Condition-Zero, you should take a look on plugins config.
*
*
* ChangeLog:
*
* + 1.7
* - Changed: Client-side doubleduck block uses almost twice less CPU power.
*
* + 1.6
* - Fixed: There was one frame delay during what player was fully ducked while trying to doubleduck.
* - Changed: Plugin uses a bit less resources.
*
* + 1.5
* - Added: Config in source code to disable client-side doubleduck block (when disabled uses less resources).
* - Changed: Plugin uses a bit less resources.
*
* + 1.4
* - Fixed: Client-side bug moving up. (Suggesting to use sv_stepsize 17 instead of standard 18, but there aren't much blocks where you are going up more than 16 units.)
*
* + 1.3
* - Fixed: If user is lagy and in a run - client-side doubleduck block isn't working properly.
* - Fixed: If user just landed and doubleducked client-side doubleduck block isn't working all the time (depends from ping).
* - Fixed: Client-side doubleduck block not working properly in random map areas.
* - Fixed: If user just unducked and made a doubleduck - client-side doubleduck block isn't working all the time (depends from ping).
*
* + 1.2
* - Added: Client-side doubleduck block.
*
* + 1.1
* - Changed: Made 1-based array (lower CPU usage).
* - Changed: Modified check when user is pre-doubleducking - now uses only 1 variable (lower cpu usage).
*
* + 1.0
* - First release.
*
*
* Downloads:
* Amx Mod X forums: http://forums.alliedmods.net/showthread.php?p=619219
*
**/
// ========================================================================= CONFIG START =========================================================================
// Comment this line if you need more CPU or you don't want to block client-side doubleduck.
#define BLOCK_CLIENT_SIDE_DD_VIEW // default: enabled (uncommented)
// If you are using client-side doubleduck block (this is just a start of upcoming configs):
#if defined BLOCK_CLIENT_SIDE_DD_VIEW // this is only a notification (but a needed one) - do not change/remove it.
// Please write any world-view gun model what is automatically downloaded by the engine.
#define ENTITY_MDL "models/w_awp.mdl" // default: ("models/w_awp.mdl") (for use in cs/cz)
// Class-Name of anti-doubleduck entity.
#define ENTITY_NAME "anti_doubleducker" // default: ("anti_doubleducker")
#endif // this is only a notification (but a needed one) - do not change/remove it.
// ========================================================================== CONFIG END ==========================================================================
#include <amxmodx>
#include <fakemeta>
#define PLUGIN_NAME "Anti DoubleDuck"
#define PLUGIN_VERSION "1.7"
#define PLUGIN_AUTHOR "Numb"
#if defined BLOCK_CLIENT_SIDE_DD_VIEW
#define ENTITY_NAME "anti_doubleducker"
new g_iFakeEnt;
#endif
new bool:g_bIsUserDead[33];
public plugin_init()
{
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR);
register_event("ResetHUD", "Event_ResetHUD", "be");
register_event("Health", "Event_Health", "bd", "1=0");
register_forward(FM_PlayerPreThink, "FM_PlayerPreThink_Pre", 0);
#if defined BLOCK_CLIENT_SIDE_DD_VIEW
if( (g_iFakeEnt=engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")))>0 ) // if anti-doubleduck entity created successfully:
{
set_pev(g_iFakeEnt, pev_classname, ENTITY_NAME); // lets register entity as non-standard
set_pev(g_iFakeEnt, pev_solid, SOLID_NOT); // why it should be solid to the server engine?
set_pev(g_iFakeEnt, pev_movetype, MOVETYPE_NONE); // lets make it unmovable
set_pev(g_iFakeEnt, pev_rendermode, kRenderTransAlpha); // we are starting to render it in invisible mode
set_pev(g_iFakeEnt, pev_renderamt, 0.0); // setting visibility level to zero (invinsible)
engfunc(EngFunc_SetModel, g_iFakeEnt, ENTITY_MDL); // we are setting model so client-side trace scan cold detect the entity
engfunc(EngFunc_SetSize, g_iFakeEnt, Float:{-16.0, -16.0, 53.0}, Float:{16.0, 16.0, 54.0}); // plugin will use less power if we wont change entity size at each FM_AddToFullPack
register_forward(FM_AddToFullPack, "FM_AddToFullPack_Pre", 0); // now we enable main and most important part of client-side double-duck block
}
#endif
}
public client_connect(iPlrId)
g_bIsUserDead[iPlrId] = true;
public Event_ResetHUD(iPlrId)
g_bIsUserDead[iPlrId] = false;
public Event_Health(iPlrId)
g_bIsUserDead[iPlrId] = true;
public FM_PlayerPreThink_Pre(iPlrId)
{
if( g_bIsUserDead[iPlrId] )
return FMRES_IGNORED;
if( pev(iPlrId, pev_oldbuttons)&IN_DUCK && !(pev(iPlrId, pev_button)&IN_DUCK) ) // if user unpressed duck key
{
static s_iFlags;
s_iFlags = pev(iPlrId, pev_flags);
if( !(s_iFlags&FL_DUCKING) && pev(iPlrId, pev_bInDuck) ) // if user wasn't fully ducked and is in ducking process
{
set_pev(iPlrId, pev_bInDuck, false); // set user not in ducking process
set_pev(iPlrId, pev_flags, (s_iFlags|FL_DUCKING)); // set user fully fucked
engfunc(EngFunc_SetSize, iPlrId, Float:{-16.0, -16.0, -25.0}, Float:{16.0, 16.0, 25.0}); // set user size as fully ducked (won't take one frame delay)
}
}
return FMRES_IGNORED;
}
#if defined BLOCK_CLIENT_SIDE_DD_VIEW
public FM_AddToFullPack_Pre(iEsHandle, iE, iEnt, iPlrId, iHostFlags, iPlayer, iPSet)
{
if( iEnt==g_iFakeEnt )
{
if( g_bIsUserDead[iPlrId] ) // we are just blocking the function if user is dead cause why on earth we need it in this case (plus saves a bit of inet speed)
return FMRES_SUPERCEDE; // also I would block it if user is on ladder or in water, but it's unneeded CPU usage cause this two cases are rare
static Float:s_fFallSpeed;
pev(iPlrId, pev_flFallVelocity, s_fFallSpeed);
if( s_fFallSpeed>=0.0 ) // vertical speed is always 0.0 if user is on ground, so we aren't checking FL_ONGROUND existence. Plus we need a check is user falling down
{
static Float:s_fOrigin[3];
pev(iPlrId, pev_origin, s_fOrigin); // lets get player origin
if( pev(iPlrId, pev_flags)&FL_DUCKING ) // this part teleports anti-doubleduck entity 17 units above player head
s_fOrigin[2] += s_fFallSpeed?2.0:18.0; // or right on players head if he is falling down to avoid instant double-duck after landing
else // and yes - if player is ducked we must teleport it a bit higher comparing to player center
s_fOrigin[2] -= s_fFallSpeed?16.0:0.0;
//set_es(iEsHandle, ES_Origin, s_fOrigin); // don't care asking me why this doesn't work in certain areas - I really dunno. if it did - CPU would be much better...
engfunc(EngFunc_SetOrigin, iEnt, s_fOrigin); // cause ES_Origin doesn't work I use this one (the one what takes all of this power)
forward_return(FMV_CELL, dllfunc(DLLFunc_AddToFullPack, iEsHandle, iE, iEnt, iPlrId, iHostFlags, iPlayer, iPSet));
// cause ES_Origin doesn't work I forward my own function and block original one to
// save CPU by not hooking it twice like I did in 1.6 and older versions of plugin
set_es(iEsHandle, ES_Solid, SOLID_BBOX); // now we are making anti-doubleduck entity solid to the client engine
return FMRES_SUPERCEDE;
}
return FMRES_SUPERCEDE; // now we block original AddToFullPack cause or we already forwarded our own one or to save and server
// and client CPU and internet power cause we don't need this entity to be sent to client this frame
}
return FMRES_IGNORED;
}
#endif