1 void mean_accumulate(entity e, .float a, .float c, float mean, float value, float weight)
6 e.a *= pow(value, weight);
8 e.a += pow(value, mean) * weight;
12 float mean_evaluate(entity e, .float a, .float c, float mean)
17 return pow(e.a, 1.0 / e.c);
19 return pow(e.a / e.c, 1.0 / mean);
22 #define MEAN_ACCUMULATE(prefix,v,w) mean_accumulate(self,prefix##_accumulator,prefix##_count,prefix##_mean,v,w)
23 #define MEAN_EVALUATE(prefix) mean_evaluate(self,prefix##_accumulator,prefix##_count,prefix##_mean)
24 #define MEAN_DECLARE(prefix,m) float prefix##_mean = m; .float prefix##_count, prefix##_accumulator
26 float anticheat_div0_evade_evasion_delta;
27 .float anticheat_div0_evade_offset;
28 .vector anticheat_div0_evade_v_angle;
29 .vector anticheat_div0_evade_forward_initial;
30 MEAN_DECLARE(anticheat_div0_evade, 5);
32 .vector anticheat_div0_strafebot_movement_prev;
33 MEAN_DECLARE(anticheat_div0_strafebot_old, 5);
35 .vector anticheat_div0_strafebot_forward_prev;
36 MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
38 .float anticheat_speedhack_offset;
39 .float anticheat_speedhack_movetime, anticheat_speedhack_movetime_count, anticheat_speedhack_movetime_frac;
40 MEAN_DECLARE(anticheat_speedhack, 5);
42 float movement_oddity(vector m0, vector m1)
44 float cosangle = normalize(m0) * normalize(m1);
47 return 0.5 - 0.5 * cos(cosangle * cosangle * 4 * M_PI);
48 // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
51 void anticheat_physics()
56 // div0_evade -> SPECTATORS
57 makevectors(self.v_angle);
58 if(self.anticheat_div0_evade_offset == 0)
60 f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
61 self.anticheat_div0_evade_offset = time + sys_frametime * (3 * f - 1);
62 self.anticheat_div0_evade_v_angle = self.v_angle;
63 self.anticheat_div0_evade_forward_initial = v_forward;
64 MEAN_ACCUMULATE(anticheat_div0_evade, 0, 1);
68 if(time < self.anticheat_div0_evade_offset)
69 self.anticheat_div0_evade_v_angle = self.v_angle;
70 MEAN_ACCUMULATE(anticheat_div0_evade, 1 - (self.anticheat_div0_evade_forward_initial * v_forward), 1);
73 MEAN_ACCUMULATE(anticheat_div0_strafebot_old, movement_oddity(self.movement, self.anticheat_div0_strafebot_movement_prev), max(0, 0.05 - frametime));
74 self.anticheat_div0_strafebot_movement_prev = self.movement;
76 if(vlen(self.anticheat_div0_strafebot_forward_prev))
77 MEAN_ACCUMULATE(anticheat_div0_strafebot_new, 1 - (self.anticheat_div0_strafebot_forward_prev * v_forward), max(0, 0.05 - frametime));
78 self.anticheat_div0_strafebot_forward_prev = v_forward;
80 // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
81 self.anticheat_speedhack_movetime_frac += frametime;
82 f = floor(self.anticheat_speedhack_movetime_frac);
83 self.anticheat_speedhack_movetime_frac -= f;
84 self.anticheat_speedhack_movetime_count += f;
85 self.anticheat_speedhack_movetime = self.anticheat_speedhack_movetime_frac + self.anticheat_speedhack_movetime_count;
86 f = self.anticheat_speedhack_movetime - servertime;
87 if(self.anticheat_speedhack_offset == 0)
88 self.anticheat_speedhack_offset = f;
91 MEAN_ACCUMULATE(anticheat_speedhack, fabs(f - self.anticheat_speedhack_offset), 1);
92 self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
95 // race/CTS: force kbd movement for fairness
98 // if record times matter
99 // ensure nothing EVIL is being done (i.e. div0_evade)
100 // this hinders joystick users though
101 // but it still gives SOME analog control
102 wishvel_x = fabs(self.movement_x);
103 wishvel_y = fabs(self.movement_y);
104 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
107 wishspeed = vlen(wishvel);
108 if(wishvel_x >= 2 * wishvel_y)
111 if(self.movement_x > 0)
112 self.movement_x = wishspeed;
114 self.movement_x = -wishspeed;
117 else if(wishvel_y >= 2 * wishvel_x)
121 if(self.movement_y > 0)
122 self.movement_y = wishspeed;
124 self.movement_y = -wishspeed;
129 if(self.movement_x > 0)
130 self.movement_x = M_SQRT1_2 * wishspeed;
132 self.movement_x = -M_SQRT1_2 * wishspeed;
133 if(self.movement_y > 0)
134 self.movement_y = M_SQRT1_2 * wishspeed;
136 self.movement_y = -M_SQRT1_2 * wishspeed;
142 void anticheat_spectatecopy(entity spectatee)
144 // div0_evade -> SPECTATORS
145 self.angles = spectatee.anticheat_div0_evade_v_angle;
148 void anticheat_prethink()
150 // div0_evade -> SPECTATORS
151 self.anticheat_div0_evade_offset = 0;
154 void anticheat_report()
156 if(!cvar("sv_eventlog"))
158 GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", ftos(MEAN_EVALUATE(anticheat_speedhack))));
159 GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", ftos(MEAN_EVALUATE(anticheat_div0_strafebot_old))));
160 GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", ftos(MEAN_EVALUATE(anticheat_div0_strafebot_new))));
161 GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", ftos(MEAN_EVALUATE(anticheat_div0_evade))));
164 void anticheat_serverframe()
166 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
169 void anticheat_init()
171 self.anticheat_speedhack_offset = 0;
174 void anticheat_shutdown()