How to guard against range hack

salva

Friendly self-taught developer
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Jan 31, 2016
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You can use a 4 line plugin that if the wood farmed to is 1 make a discount 1 of the inventory, and thus completely block the Farmer from the trees, I know it is not the right thing but it is a solution
 

DC4 | Сергей

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Jul 12, 2017
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You can use a 4 line plugin that if the wood farmed to is 1 make a discount 1 of the inventory, and thus completely block the Farmer from the trees, I know it is not the right thing but it is a solution
This is not a solution, but thanks. I now attach a hot-fix

C#:
public static void DoAction1(MeleeWeaponDataBlock mb, uLink.BitStream stream, ItemRepresentation rep, ref uLink.NetworkMessageInfo info)
        {
            GameObject gameObject;
            NetEntityID netEntityID;
            IMeleeWeaponItem meleeWeaponItem;
            ResourceTarget.ResourceTargetType resourceTargetType;
            int num;
            ResourceTarget component;
            TakeDamage local;
            NetCull.VerifyRPC(ref info, false);
            if (!stream.ReadBoolean())
            {
                netEntityID = NetEntityID.unassigned;
                gameObject = null;
            }
            else
            {
                netEntityID = stream.Read<NetEntityID>(new object[0]);
                if (netEntityID.isUnassigned)
                {
                    gameObject = null;
                }
                else
                {
                    gameObject = netEntityID.gameObject;
                    if (!gameObject)
                    {
                        netEntityID = NetEntityID.unassigned;
                    }
                }
            }
            stream.ReadVector3();
            bool flag = stream.ReadBoolean();
            if (!rep.Item<IMeleeWeaponItem>(out meleeWeaponItem))
            {
                return;
            }
            TakeDamage takeDamage = meleeWeaponItem.inventory.GetLocal<TakeDamage>();
            if (takeDamage && takeDamage.dead)
            {
                return;
            }
            if (!meleeWeaponItem.ValidatePrimaryMessageTime(info.timestamp))
            {
                return;
            }
            IDBase dBase = null;
            TakeDamage takeDamage1 = null;
            if (gameObject)
            {
                dBase = IDBase.Get(gameObject);
                if (!dBase)
                {
                    local = null;
                }
                else
                {
                    local = dBase.idMain.GetLocal<TakeDamage>();
                }
                takeDamage1 = local;
            }
            if (gameObject && Vector3.Distance(takeDamage.transform.position, gameObject.transform.position) >= 6f)
            {
                return;
            }
            Metabolism metabolism = meleeWeaponItem.inventory.GetComponent<Metabolism>();
            if (metabolism)
            {
                metabolism.SubtractCalories(UnityEngine.Random.Range(mb.caloriesPerSwing * 0.8f, mb.caloriesPerSwing * 1.2f));
            }
            rep.ActionStream(1, uLink.RPCMode.AllExceptOwner, stream);
            if (!(dBase == null) || !(gameObject == null))
            {
                component = ((dBase != null ? dBase.gameObject : gameObject)).GetComponent<ResourceTarget>();
            }
            else
            {
                component = null;
            }
            ResourceTarget resourceTarget = component;
            if (flag || resourceTarget && (takeDamage1 == null || takeDamage1.dead))
            {
                Character character = meleeWeaponItem.inventory.idMain as Character;
                resourceTargetType = (!flag ? resourceTarget.type : ResourceTarget.ResourceTargetType.StaticTree);
                float single = mb.efficiencies[(int)resourceTargetType];
                if (flag)
                {
                    mb.resourceGatherLevel += single;
                    if (mb.resourceGatherLevel >= 1f)
                    {
                        if (CheckWood(character.eyesRay, 3f))
                        {
                            int num1 = Mathf.FloorToInt(mb.resourceGatherLevel);
                            string str = "Wood";
                            ItemDataBlock byName = DatablockDictionary.GetByName(str);
                            if (!byName)
                            {
                                num = 0;
                            }
                            else
                            {
                                int num2 = meleeWeaponItem.inventory.AddItemAmount(byName, num1);
                                num = num1 - num2;
                            }
                            if (num > 0)
                            {
                                mb.resourceGatherLevel -= (float)num;
                                Notice.Inventory(info.sender, string.Concat(num.ToString(), " x ", str));
                            }
                        }
                        else
                        {
                            character.netUser.Kick(NetError.Facepunch_Connector_VAC_Banned, true);
                            return;
                        }
                    }
                }
                else if (resourceTarget)
                {
                    resourceTarget.DoGather(meleeWeaponItem.inventory, single);
                }
            }
            if (dBase)
            {
                float damage = mb.GetDamage();
                TakeDamage.Hurt(meleeWeaponItem.inventory, dBase, new DamageTypeList(0f, 0f, damage, 0f, 0f, 0f), new WeaponImpact(mb, meleeWeaponItem, rep));
            }
            if (gameObject)
            {
                meleeWeaponItem.TryConditionLoss(0.25f, 0.025f);
            }
        }

        static bool CheckWood(Ray ray, float fl)
        {
            RaycastHit[] tt = Physics.SphereCastAll(ray, fl, 3f);
            foreach(RaycastHit tt2 in tt)
            {
                if(tt2.collider.gameObject.tag == "Tree Collider")
                {
                    return true;
                }
            }
            return false;
        }
 

Jakkee

Plugin Developer
Plugin Developer
Contributor
Jul 28, 2014
1,465
903
113
Australia
That is a lot of code,
I think this would work:
On_Gather
if (Vector3.Distance(player.location, entity.location) is greater than 5m)
Cancel gather event
 

Jakkee

Plugin Developer
Plugin Developer
Contributor
Jul 28, 2014
1,465
903
113
Australia
You should be able to as it's a GameObject, Would be the same as getting a radtown, Rock, Barrel etc
I guess it'll be called Tree
Gatheritem as Get.GameObject<Tree>
 

ice cold

Active Member
Trusted Member
Member
Oct 24, 2016
606
856
43
Canada
here somthing to prevent autogather

C#:
  public static void checkAutoGather(PlayerHandler player)
        {
            Inventory inv = player.GetInventory();
            if (inv.activeItem == null) return;
            inv.FindItem(wooddata, out cachedInt);
            Debug.Log(cachedInt.ToString());
            if (Physics.Raycast(player.GetCharacter().eyesRay, out cachedRaycast))
            Debug.Log(cachedRaycast.collider.ToString());