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Restore rapid-fire anti-cheat for projectiles
For a while we had made the temporary rapid-fire anti-cheat optional on master, but had removed it entirely on the refactor branch. The modification on master was acidentally only applied to the regular (non-projectile) combat handler, while the removal on refactor removed both that and the projectile check. When the refactor branch was merged, that resulted in the removal of only the projectile rapid-fire check, while the conditional regular combat rapid-fire check was kept. This change restores the projectile rapid-fire check such that it is conditional, just like for regular combat.
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@ -365,7 +365,7 @@ static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shou
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return ret;
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}
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static bool checkRapidFire(CNSocket *sock, int targetCount) {
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static bool checkRapidFire(CNSocket *sock, int targetCount, bool allowManyTargets) {
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Player *plr = PlayerManager::getPlayer(sock);
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time_t currTime = getTime();
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@ -377,7 +377,7 @@ static bool checkRapidFire(CNSocket *sock, int targetCount) {
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plr->lastShot = currTime;
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// 3+ targets should never be possible
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if (targetCount > 3)
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if (!allowManyTargets && targetCount > 3)
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plr->suspicionRating += 10001;
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// kill the socket when the player is too suspicious
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@ -396,7 +396,7 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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auto targets = (int32_t*)data->trailers;
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// kick the player if firing too rapidly
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if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iNPCCnt))
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if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iNPCCnt, false))
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return;
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/*
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@ -837,6 +837,10 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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return;
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}
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// kick the player if firing too rapidly
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if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iTargetCnt, true))
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return;
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/*
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* initialize response struct
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* rocket style hit doesn't work properly, so we're always sending this one
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