Rewrite AC bypass (#2430)
* fix(anticheat): rewrite AC bypass again (the old one isn't detected but this is cleaner) * fix(chat): some chat tweaks * fix(anticheat): fix memory leak * feat(lua): add is_player_friend * fix(protections): fix possible false positives with the vehicle task mismatch protection * feat(protections): add debug logs to trace false positive * fix(spam): add some more stuff
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@ -137,6 +137,19 @@ namespace lua::network
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return false;
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}
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// Lua API: Function
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// Table: network
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// Name: is_player_friend
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// Param: player_idx: integer: Index of the player.
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// Returns: boolean: Returns true if the given player is a friend.
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static bool is_player_friend(int player_idx)
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{
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if (auto player = big::g_player_service->get_by_id(player_idx))
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return player->is_friend();
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return false;
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}
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// Lua API: Function
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// Table: network
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// Name: get_flagged_modder_reason
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@ -210,10 +223,11 @@ namespace lua::network
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ns["set_all_player_coords"] = set_all_player_coords;
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ns["get_selected_player"] = get_selected_player;
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ns["get_selected_database_player_rockstar_id"] = get_selected_database_player_rockstar_id;
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ns["flag_player_as_modder"] = sol::overload(flag_player_as_modder, flag_player_as_modder_custom_reason);
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ns["is_player_flagged_as_modder"] = is_player_flagged_as_modder;
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ns["get_flagged_modder_reason"] = get_flagged_modder_reason;
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ns["force_script_host"] = force_script_host;
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ns["send_chat_message"] = send_chat_message;
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ns["flag_player_as_modder"] = sol::overload(flag_player_as_modder, flag_player_as_modder_custom_reason);
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ns["is_player_flagged_as_modder"] = is_player_flagged_as_modder;
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ns["is_player_friend"] = is_player_friend;
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ns["get_flagged_modder_reason"] = get_flagged_modder_reason;
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ns["force_script_host"] = force_script_host;
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ns["send_chat_message"] = send_chat_message;
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}
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}
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