fix: Fix potential vector & qangle leaks

This commit is contained in:
Sachin 2025-07-07 18:01:54 +05:30
parent 7ac2f873a7
commit a758b9a7a7
7 changed files with 299 additions and 16 deletions

View file

@ -6,6 +6,7 @@ using CounterStrikeSharp.API.Modules.Commands;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Memory;
using CounterStrikeSharp.API.Modules.Utils;
using FixVectorLeak;
namespace CS2_SimpleAdmin;

View file

@ -13,6 +13,7 @@ using CounterStrikeSharp.API.Core.Translations;
using CounterStrikeSharp.API.Modules.Admin;
using CounterStrikeSharp.API.Modules.UserMessages;
using CounterStrikeSharp.API.ValveConstants.Protobuf;
using FixVectorLeak;
namespace CS2_SimpleAdmin;
@ -523,16 +524,16 @@ public partial class CS2_SimpleAdmin
if (!PlayersInfo.ContainsKey(player.UserId.Value) || @event.Attacker == null)
return HookResult.Continue;
var playerPosition = player.PlayerPawn.Value?.AbsOrigin;
var playerRotation = player.PlayerPawn.Value?.AbsRotation;
var playerPosition = player.PlayerPawn.Value?.AbsOrigin?.ToVector_t();
var playerRotation = player.PlayerPawn.Value?.AbsRotation?.ToQAngle_t();
PlayersInfo[player.UserId.Value].DiePosition = new DiePosition(
new Vector(
new Vector_t(
playerPosition?.X ?? 0,
playerPosition?.Y ?? 0,
playerPosition?.Z ?? 0
),
new QAngle(
new QAngle_t(
playerRotation?.X ?? 0,
playerRotation?.Y ?? 0,
playerRotation?.Z ?? 0

View file

@ -7,7 +7,7 @@ using CounterStrikeSharp.API.Modules.Memory;
using Microsoft.Extensions.Localization;
using System.Text;
using CounterStrikeSharp.API.Modules.UserMessages;
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
using FixVectorLeak;
namespace CS2_SimpleAdmin;
@ -87,18 +87,18 @@ public static class PlayerExtensions
public static void Bury(this CBasePlayerPawn pawn, float depth = 10f)
{
var newPos = new Vector(pawn.AbsOrigin!.X, pawn.AbsOrigin.Y,
var newPos = new Vector_t(pawn.AbsOrigin!.X, pawn.AbsOrigin.Y,
pawn.AbsOrigin!.Z - depth);
pawn.Teleport(newPos, pawn.AbsRotation!, pawn.AbsVelocity);
pawn.Teleport(newPos, pawn.AbsRotation!.ToQAngle_t(), pawn.AbsVelocity.ToVector_t());
}
public static void Unbury(this CBasePlayerPawn pawn, float depth = 15f)
{
var newPos = new Vector(pawn.AbsOrigin!.X, pawn.AbsOrigin.Y,
var newPos = new Vector_t(pawn.AbsOrigin!.X, pawn.AbsOrigin.Y,
pawn.AbsOrigin!.Z + depth);
pawn.Teleport(newPos, pawn.AbsRotation!, pawn.AbsVelocity);
pawn.Teleport(newPos, pawn.AbsRotation!.ToQAngle_t(), pawn.AbsVelocity.ToVector_t());
}
public static void Freeze(this CBasePlayerPawn pawn)
@ -186,7 +186,7 @@ public static class PlayerExtensions
/* Teleport in a random direction - thank you, Mani!*/
/* Thank you AM & al!*/
var random = new Random();
var vel = new Vector(pawn.AbsVelocity.X, pawn.AbsVelocity.Y, pawn.AbsVelocity.Z);
var vel = new Vector_t(pawn.AbsVelocity.X, pawn.AbsVelocity.Y, pawn.AbsVelocity.Z);
vel.X += (random.Next(180) + 50) * (random.Next(2) == 1 ? -1 : 1);
vel.Y += (random.Next(180) + 50) * (random.Next(2) == 1 ? -1 : 1);