[REQ]Anti-bullet crasher

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SilverPortal

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I hate these idiots :eek:hgodwhy: who just comes and crash you.
Is there any anti bullet crashers that idiots won't crash me? :yuno:
It could be .asi , .cs , .cleo...
 

DzkAy

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Ask SR_Team , i think SR_Team has already done that :b
 

iAnthony

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Open your .pwn file and scroll to the bottom of the page and then copy-paste this

Code:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
{
    if( hittype != BULLET_HIT_TYPE_NONE ) // Bullet Crashing uses just this hittype
    {
        if( !( -1000.0 <= fX <= 1000.0 ) || !( -1000.0 <= fY <= 1000.0 ) || !( -1000.0 <= fZ <= 1000.0 ) ) // a valid offset, it's impossible that a offset bigger than 1000 is legit (also less than -1000.0 is impossible, not used by this hack, but still, let's check for it, just for the future, who knows what hacks will appear). The object with biggest offset is having ~700-800 radius.
        {
            /*
                If you want, here you can kick the cheater
            */
            return 0; // let's desynchronize that bullet, so players won't crash
        }
    }
    return 1;
}

If you already have this callback named OnPlayerWeaponShot inside your pwn file, then edit it and add some space then copy-paste this code before your own code, then hit compile. All done. Then go in-game and test.
 

0B36

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iAnthony link said:
Open your .pwn file and scroll to the bottom of the page and then copy-paste this

Code:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
{
    if( hittype != BULLET_HIT_TYPE_NONE ) // Bullet Crashing uses just this hittype
    {
        if( !( -1000.0 <= fX <= 1000.0 ) || !( -1000.0 <= fY <= 1000.0 ) || !( -1000.0 <= fZ <= 1000.0 ) ) // a valid offset, it's impossible that a offset bigger than 1000 is legit (also less than -1000.0 is impossible, not used by this hack, but still, let's check for it, just for the future, who knows what hacks will appear). The object with biggest offset is having ~700-800 radius.
        {
            /*
                If you want, here you can kick the cheater
            */
            return 0; // let's desynchronize that bullet, so players won't crash
        }
    }
    return 1;
}

If you already have this callback named OnPlayerWeaponShot inside your pwn file, then edit it and add some space then copy-paste this code before your own code, then hit compile. All done. Then go in-game and test.

He doesn't run a sa-mp server, he wants it for the sa-mp client lol
 

FanTomY-Dz

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SilverPortal link said:
I hate these idiots :eek:hgodwhy: who just comes and crash you.
Is there any anti bullet crashers that idiots won't crash me? :yuno:
It could be .asi , .cs , .cleo...

Download Bulletcrasher.cs and put it in your cleo folder, u don't crash if u have it ^^
 

ClausBear

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FanTomY-Dz link said:
Download Bulletcrasher.cs and put it in your cleo folder, u don't crash if u have it ^^

false as fuck when me and my friends crashed ngrp and hit each other crash zones and merked each other.
 

0B36

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got in c++ for s0beit, make your own if you want for CLEO.

Code:
Packet* HookedRakClientInterface::Receive( void )
{
	traceLastFunc( "HookedRakClientInterface::Receive" );

	Packet* ReceivedPacket = g_iRakClient->GetRakClientInterface()->Receive();
	BYTE ReceivedPacketID = GetPacketID(ReceivedPacket);

	if(ReceivedPacketID == ID_BULLET_SYNC)
	{
		RakNet::BitStream bsBulletSync((unsigned char *)ReceivedPacket->data, ReceivedPacket->length, false);

		stBulletData BulletData;
		unsigned short PlayerID;

		memset(&BulletData, 0, sizeof(stBulletData));

		bsBulletSync.IgnoreBits(8);
		bsBulletSync.Read(PlayerID);
		bsBulletSync.Read((PCHAR)&BulletData, sizeof(stBulletData));

		bool bInvalid = 0;

		if(!_finite(BulletData.fHitOrigin[0]) || !_finite(BulletData.fHitOrigin[1]) || !_finite(BulletData.fHitOrigin[2]))
			bInvalid = 1;

		if(!_finite(BulletData.fHitTarget[0]) || !_finite(BulletData.fHitTarget[1]) || !_finite(BulletData.fHitTarget[2]))
			bInvalid = 1;

		if(!_finite(BulletData.fCenterOfHit[0]) || !_finite(BulletData.fCenterOfHit[1]) || !_finite(BulletData.fCenterOfHit[2]))
			bInvalid = 1;

		if(BulletData.fHitOrigin[0] > 35000.0f || BulletData.fHitOrigin[0] < -35000.0f || BulletData.fHitOrigin[1] > 35000.0f || BulletData.fHitOrigin[1] < -35000.0f || BulletData.fHitOrigin[2] > 35000.0f || BulletData.fHitOrigin[2] < -35000.0f)
			bInvalid = 1;

		if(BulletData.fHitTarget[0] > 35000.0f || BulletData.fHitTarget[0] < -35000.0f || BulletData.fHitTarget[1] > 35000.0f || BulletData.fHitTarget[1] < -35000.0f || BulletData.fHitTarget[2] > 35000.0f || BulletData.fHitTarget[2] < -35000.0f)
			bInvalid = 1;

		if(BulletData.bHitType == BULLET_HIT_TYPE_PLAYER && ((BulletData.fCenterOfHit[0] > 10.0f || BulletData.fCenterOfHit[0] < -10.0f) || (BulletData.fCenterOfHit[1] > 10.0f || BulletData.fCenterOfHit[1] < -10.0f) || (BulletData.fCenterOfHit[2] > 10.0f || BulletData.fCenterOfHit[2] < -10.0f)))
			bInvalid = 1;

		if(bInvalid)
		{
			ReceivedPacket->data[0] = 255;
			cheat_state_text("Anti-Crasher: A faggot named %s has tried to crash you. Pwn his niggered ass now!", getPlayerName(PlayerID));
		}
	}

	return ReceivedPacket;
}
 

SilverPortal

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Evangelical link said:
got in c++ for s0beit, make your own if you want for CLEO.

Code:
Packet* HookedRakClientInterface::Receive( void )
{
	traceLastFunc( "HookedRakClientInterface::Receive" );

	Packet* ReceivedPacket = g_iRakClient->GetRakClientInterface()->Receive();
	BYTE ReceivedPacketID = GetPacketID(ReceivedPacket);

	if(ReceivedPacketID == ID_BULLET_SYNC)
	{
		RakNet::BitStream bsBulletSync((unsigned char *)ReceivedPacket->data, ReceivedPacket->length, false);

		stBulletData BulletData;
		unsigned short PlayerID;

		memset(&BulletData, 0, sizeof(stBulletData));

		bsBulletSync.IgnoreBits(8);
		bsBulletSync.Read(PlayerID);
		bsBulletSync.Read((PCHAR)&BulletData, sizeof(stBulletData));

		bool bInvalid = 0;

		if(!_finite(BulletData.fHitOrigin[0]) || !_finite(BulletData.fHitOrigin[1]) || !_finite(BulletData.fHitOrigin[2]))
			bInvalid = 1;

		if(!_finite(BulletData.fHitTarget[0]) || !_finite(BulletData.fHitTarget[1]) || !_finite(BulletData.fHitTarget[2]))
			bInvalid = 1;

		if(!_finite(BulletData.fCenterOfHit[0]) || !_finite(BulletData.fCenterOfHit[1]) || !_finite(BulletData.fCenterOfHit[2]))
			bInvalid = 1;

		if(BulletData.fHitOrigin[0] > 35000.0f || BulletData.fHitOrigin[0] < -35000.0f || BulletData.fHitOrigin[1] > 35000.0f || BulletData.fHitOrigin[1] < -35000.0f || BulletData.fHitOrigin[2] > 35000.0f || BulletData.fHitOrigin[2] < -35000.0f)
			bInvalid = 1;

		if(BulletData.fHitTarget[0] > 35000.0f || BulletData.fHitTarget[0] < -35000.0f || BulletData.fHitTarget[1] > 35000.0f || BulletData.fHitTarget[1] < -35000.0f || BulletData.fHitTarget[2] > 35000.0f || BulletData.fHitTarget[2] < -35000.0f)
			bInvalid = 1;

		if(BulletData.bHitType == BULLET_HIT_TYPE_PLAYER && ((BulletData.fCenterOfHit[0] > 10.0f || BulletData.fCenterOfHit[0] < -10.0f) || (BulletData.fCenterOfHit[1] > 10.0f || BulletData.fCenterOfHit[1] < -10.0f) || (BulletData.fCenterOfHit[2] > 10.0f || BulletData.fCenterOfHit[2] < -10.0f)))
			bInvalid = 1;

		if(bInvalid)
		{
			ReceivedPacket->data[0] = 255;
			cheat_state_text("Anti-Crasher: A faggot named %s has tried to crash you. Pwn his niggered ass now!", getPlayerName(PlayerID));
		}
	}

	return ReceivedPacket;
}
Would you make a cleo with it? please...
 

AliBoom

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0B36 link said:
got in c++ for s0beit, make your own if you want for CLEO.

Code:
Packet* HookedRakClientInterface::Receive( void )
{
	traceLastFunc( "HookedRakClientInterface::Receive" );

	Packet* ReceivedPacket = g_iRakClient->GetRakClientInterface()->Receive();
	BYTE ReceivedPacketID = GetPacketID(ReceivedPacket);

	if(ReceivedPacketID == ID_BULLET_SYNC)
	{
		RakNet::BitStream bsBulletSync((unsigned char *)ReceivedPacket->data, ReceivedPacket->length, false);

		stBulletData BulletData;
		unsigned short PlayerID;

		memset(&BulletData, 0, sizeof(stBulletData));

		bsBulletSync.IgnoreBits(8);
		bsBulletSync.Read(PlayerID);
		bsBulletSync.Read((PCHAR)&BulletData, sizeof(stBulletData));

		bool bInvalid = 0;

		if(!_finite(BulletData.fHitOrigin[0]) || !_finite(BulletData.fHitOrigin[1]) || !_finite(BulletData.fHitOrigin[2]))
			bInvalid = 1;

		if(!_finite(BulletData.fHitTarget[0]) || !_finite(BulletData.fHitTarget[1]) || !_finite(BulletData.fHitTarget[2]))
			bInvalid = 1;

		if(!_finite(BulletData.fCenterOfHit[0]) || !_finite(BulletData.fCenterOfHit[1]) || !_finite(BulletData.fCenterOfHit[2]))
			bInvalid = 1;

		if(BulletData.fHitOrigin[0] > 35000.0f || BulletData.fHitOrigin[0] < -35000.0f || BulletData.fHitOrigin[1] > 35000.0f || BulletData.fHitOrigin[1] < -35000.0f || BulletData.fHitOrigin[2] > 35000.0f || BulletData.fHitOrigin[2] < -35000.0f)
			bInvalid = 1;

		if(BulletData.fHitTarget[0] > 35000.0f || BulletData.fHitTarget[0] < -35000.0f || BulletData.fHitTarget[1] > 35000.0f || BulletData.fHitTarget[1] < -35000.0f || BulletData.fHitTarget[2] > 35000.0f || BulletData.fHitTarget[2] < -35000.0f)
			bInvalid = 1;

		if(BulletData.bHitType == BULLET_HIT_TYPE_PLAYER && ((BulletData.fCenterOfHit[0] > 10.0f || BulletData.fCenterOfHit[0] < -10.0f) || (BulletData.fCenterOfHit[1] > 10.0f || BulletData.fCenterOfHit[1] < -10.0f) || (BulletData.fCenterOfHit[2] > 10.0f || BulletData.fCenterOfHit[2] < -10.0f)))
			bInvalid = 1;

		if(bInvalid)
		{
			ReceivedPacket->data[0] = 255;
			cheat_state_text("Anti-Crasher: A faggot named %s has tried to crash you. Pwn his niggered ass now!", getPlayerName(PlayerID));
		}
	}

	return ReceivedPacket;
}
@OB36 atleast tell us how to use this ...
 
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