🔦 Modernize flashlight for CSS/.NET 10

Bump to CounterStrikeSharp 1.0.371 and .NET 10, replace per-tick light
spawns with a parented light_barn, add plugin config, real unit tests,
and refresh CI plus docs.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Tobias Thiele 2026-07-21 07:26:30 +02:00
parent 081278a8ae
commit a0ef6311ee
13 changed files with 847 additions and 434 deletions

View file

@ -2,48 +2,64 @@ name: Build
on:
push:
branches:
- main
tags:
- "*"
pull_request:
branches:
- main
env:
BUILD_NUMBER: ${{ github.tag }}
PROJECT_NAME: "Flashlight"
PROJECT_PATH: "./Flashlight/Flashlight.csproj"
OUTPUT_PATH: "./Flashlight/Flashlight"
PUBLISH_PATH: "./Flashlight/Flashlight"
DOTNET_VERSION: "10.0.x"
jobs:
build:
permissions: write-all
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v3
uses: actions/setup-dotnet@v4
with:
dotnet-version: 7.0.x
dotnet-version: ${{ env.DOTNET_VERSION }}
- name: Restore
run: dotnet restore
- name: Test
run: dotnet test -c Release --no-restore
build:
runs-on: ubuntu-latest
needs: test
steps:
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: ${{ env.DOTNET_VERSION }}
- name: Restore
run: dotnet restore
- name: Build
run: dotnet build ${{ env.PROJECT_PATH }} -c Flashlight -o ${{ env.OUTPUT_PATH }}
run: dotnet build ${{ env.PROJECT_PATH }} -c Release -o ${{ env.OUTPUT_PATH }}
publish:
if: github.event_name == 'push'
if: startsWith(github.ref, 'refs/tags/')
permissions: write-all
runs-on: ubuntu-latest
needs: build
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
- name: Setup .NET
uses: actions/setup-dotnet@v3
uses: actions/setup-dotnet@v4
with:
dotnet-version: 7.0.x
dotnet-version: ${{ env.DOTNET_VERSION }}
- name: Restore
run: dotnet restore
- name: Build
run: dotnet build ${{ env.PROJECT_PATH }} -c Flashlight -o ${{ env.OUTPUT_PATH }}
run: dotnet build ${{ env.PROJECT_PATH }} -c Release -o ${{ env.OUTPUT_PATH }}
- name: Clean files
run: |
rm -f \
@ -56,11 +72,11 @@ jobs:
filename: '${{ env.PROJECT_NAME }}.zip'
path: ${{ env.PUBLISH_PATH }}
- name: Create Release
uses: ncipollo/release-action@v1.12.0
uses: ncipollo/release-action@v1.14.0
with:
artifacts: "${{ env.PROJECT_NAME }}.zip"
name: "${{ env.BUILD_NUMBER }}"
tag: "${{ env.BUILD_NUMBER }}"
name: "${{ github.ref_name }}"
tag: "${{ github.ref_name }}"
allowUpdates: true
body: |
Place the plugin in game/csgo/addons/counterstrikesharp/plugins/Flashlight

5
.gitignore vendored
View file

@ -1,3 +1,4 @@
.idea
Flashlight/bin
Flashlight/obj
**/bin/
**/obj/
.DS_Store

View file

@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
@ -9,17 +9,16 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
<PackageReference Include="xunit" Version="2.6.2" />
<PackageReference Include="xunit.runner.visualstudio" Version="2.5.4">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.14.1" />
<PackageReference Include="xunit" Version="2.9.3" />
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.1">
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="coverlet.collector" Version="6.0.0">
<PackageReference Include="coverlet.collector" Version="6.0.4">
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="Moq" Version="4.20.69" />
</ItemGroup>
<ItemGroup>

View file

@ -1,3 +1,4 @@
using System.Numerics;
using Xunit;
namespace Flashlight.Tests;
@ -5,137 +6,119 @@ namespace Flashlight.Tests;
public class FlashlightLogicTests
{
[Fact]
public void FlashlightState_TogglesCorrectly()
public void TryToggle_TogglesWhenAllowed()
{
// Test the core logic of flashlight state toggling
var playerKey = "test_player_1";
var flashlightState = new Dictionary<string, bool>();
// Initial state should be off
flashlightState[playerKey] = false;
Assert.False(flashlightState[playerKey]);
// Toggle on
flashlightState[playerKey] = !flashlightState[playerKey];
Assert.True(flashlightState[playerKey]);
// Toggle off
flashlightState[playerKey] = !flashlightState[playerKey];
Assert.False(flashlightState[playerKey]);
}
[Fact]
public void FlashlightState_TracksMultiplePlayers()
{
var playerStates = new Dictionary<string, bool>();
var player1 = "player_1";
var player2 = "player_2";
var player3 = "player_3";
// Initialize all off
playerStates[player1] = false;
playerStates[player2] = false;
playerStates[player3] = false;
// Toggle player 1 on
playerStates[player1] = !playerStates[player1];
Assert.True(playerStates[player1]);
Assert.False(playerStates[player2]);
Assert.False(playerStates[player3]);
// Toggle player 2 on
playerStates[player2] = !playerStates[player2];
Assert.True(playerStates[player1]);
Assert.True(playerStates[player2]);
Assert.False(playerStates[player3]);
}
[Fact]
public void ToggleCooldown_PreventsRapidToggling()
{
// Simulate the cooldown mechanism
var isOn = false;
var canToggle = true;
// First toggle - should work
Assert.True(canToggle);
canToggle = false; // Simulate setting cooldown
// Second toggle - should be blocked
Assert.True(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
Assert.True(isOn);
Assert.False(canToggle);
// After cooldown expires
canToggle = true;
Assert.True(canToggle);
}
[Fact]
public void CrouchState_UpdatesCorrectly()
public void TryToggle_BlockedDuringCooldown()
{
var isCrouching = false;
var buttons = 0;
const int DuckButton = 1 << 2; // Typical duck button bit
var isOn = true;
var canToggle = false;
// Not crouching initially
Assert.False(isCrouching);
// Press duck button
buttons |= DuckButton;
if ((buttons & DuckButton) != 0)
{
isCrouching = true;
}
Assert.True(isCrouching);
// Release duck button
buttons &= ~DuckButton;
if ((buttons & DuckButton) == 0)
{
isCrouching = false;
}
Assert.False(isCrouching);
Assert.False(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
Assert.True(isOn);
Assert.False(canToggle);
}
[Fact]
public void LightPosition_CalculatesCrouchOffsetCorrectly()
public void IsUsePressedEdge_OnlyTrueOnRisingEdge()
{
// Test the position calculation logic
var baseZ = 100f;
var standOffset = 64.03f;
var crouchOffset = 46.03f;
Assert.True(FlashlightLogic.IsUsePressedEdge(true, false));
Assert.False(FlashlightLogic.IsUsePressedEdge(true, true));
Assert.False(FlashlightLogic.IsUsePressedEdge(false, true));
Assert.False(FlashlightLogic.IsUsePressedEdge(false, false));
}
// Standing position
var standPosition = baseZ + standOffset;
Assert.Equal(164.03f, standPosition);
// Crouching position
var crouchPosition = baseZ + crouchOffset;
Assert.Equal(146.03f, crouchPosition);
[Theory]
[InlineData(false, 64f, 46f, 64f)]
[InlineData(true, 64f, 46f, 46f)]
public void GetEyeOffsetZ_UsesCrouchWhenDucking(
bool crouching,
float stand,
float crouch,
float expected)
{
Assert.Equal(expected, FlashlightLogic.GetEyeOffsetZ(crouching, stand, crouch));
}
[Fact]
public void FlashlightEntity_Management()
public void CalculateLightOrigin_AppliesEyeAndForwardOffsets()
{
// Test entity tracking dictionary behavior
var playerEntities = new Dictionary<string, FakeLightEntity>();
var playerKey = "test_player";
var origin = FlashlightLogic.CalculateLightOrigin(
new Vector3(10f, 20f, 30f),
new Vector3(1f, 0f, 0f),
eyeOffsetZ: 64f,
forwardDistance: 54f);
// No entity initially
Assert.False(playerEntities.TryGetValue(playerKey, out _));
// Add entity
var light = new FakeLightEntity { IsValid = true };
playerEntities[playerKey] = light;
Assert.True(playerEntities.TryGetValue(playerKey, out var retrieved));
Assert.True(retrieved?.IsValid);
// Remove entity
playerEntities.Remove(playerKey);
Assert.False(playerEntities.TryGetValue(playerKey, out _));
Assert.Equal(new Vector3(64f, 20f, 94f), origin);
}
private class FakeLightEntity
[Fact]
public void ForwardFromAnglesDegrees_YawZeroLooksAlongX()
{
public bool IsValid { get; set; }
public void Remove() => IsValid = false;
var forward = FlashlightLogic.ForwardFromAnglesDegrees(0f, 0f);
Assert.Equal(1f, forward.X, 3);
Assert.Equal(0f, forward.Y, 3);
Assert.Equal(0f, forward.Z, 3);
}
[Fact]
public void ShouldCreateAndDestroyLight_Policies()
{
Assert.True(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: false));
Assert.False(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: true));
Assert.True(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: true));
Assert.False(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: false));
}
[Fact]
public void ConfigClamp_FixesInvalidValues()
{
var config = new FlashlightConfig
{
ToggleCooldownSeconds = -1f,
Brightness = -5f,
Range = 0f,
ColorTemperature = 50f,
SoftX = -1f,
SoftY = -1f,
Skirt = -1f,
SkirtNear = -1f,
SizeX = -1f,
SizeY = -1f,
SizeZ = -1f,
ForwardDistance = -10f,
StandEyeOffsetZ = -1f,
CrouchEyeOffsetZ = -1f,
AttachmentName = " ",
LightCookie = ""
};
config.Clamp();
Assert.Equal(0f, config.ToggleCooldownSeconds);
Assert.Equal(0f, config.Brightness);
Assert.Equal(1f, config.Range);
Assert.Equal(1000f, config.ColorTemperature);
Assert.Equal(0f, config.SoftX);
Assert.Equal(0f, config.SoftY);
Assert.Equal(0f, config.Skirt);
Assert.Equal(0f, config.SkirtNear);
Assert.Equal(0f, config.SizeX);
Assert.Equal(0f, config.SizeY);
Assert.Equal(0f, config.SizeZ);
Assert.Equal(0f, config.ForwardDistance);
Assert.Equal(0f, config.StandEyeOffsetZ);
Assert.Equal(0f, config.CrouchEyeOffsetZ);
Assert.Equal("axis_of_intent", config.AttachmentName);
Assert.Equal("materials/effects/lightcookies/flashlight.vtex", config.LightCookie);
}
}

View file

@ -1,104 +1,97 @@
using System.Drawing;
using System.Numerics;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Commands;
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
using CounterStrikeSharp.API.Modules.Utils;
using Microsoft.Extensions.Logging;
namespace Flashlight;
[MinimumApiVersion(363)]
public class Flashlight : BasePlugin
[MinimumApiVersion(371)]
public class FlashlightPlugin : BasePlugin, IPluginConfig<FlashlightConfig>
{
public override string ModuleAuthor => "creazy.eth";
public override string ModuleName => "Flashlight";
public override string ModuleDescription => "Flashlight for Counter-Strike 2";
public override string ModuleVersion => "0.0.7";
public override string ModuleVersion => "0.1.0";
private static string ModuleDisplayName => "Flashlight";
public FlashlightConfig Config { get; set; } = new();
// TODO: Change crouch-tracking to a more elegant solution
// TODO: Add config and make light entity values configurable
// TODO: Maybe replace light_omni2 with light_rect or something else
// FIXED: EyeAngles -> V_angle for CSS API v1.0.363+ compatibility
// FIXED: Entity validity check before Remove() to prevent crashes on team switch (Issue #2)
private readonly Dictionary<int, PlayerFlashlightState> _playerStates = new();
public static Flashlight? Instance { get; private set; }
private readonly List<CCSPlayerController> _connectedPlayers = new();
private readonly Dictionary<CCSPlayerController, bool> _playerUsingFlashlight = new();
private readonly Dictionary<CCSPlayerController, bool> _playerIsCrouching = new();
private readonly Dictionary<CCSPlayerController, bool> _playerCanToggle = new();
private readonly Dictionary<CCSPlayerController, COmniLight> _playerFlashlight = new();
public void OnConfigParsed(FlashlightConfig config)
{
config.Clamp();
Config = config;
}
public override void Load(bool hotReload)
{
Instance = this;
Logger.LogInformation("{Name} v{Version} loading...", ModuleName, ModuleVersion);
LogHelper.LogToConsole(ConsoleColor.Green, $"{ModuleName} v{ModuleVersion} loading...");
RegisterListener<Listeners.OnTick>(OnTick);
RegisterListener<Listeners.OnTick>(() =>
if (hotReload)
{
foreach (var player in _connectedPlayers.Where(player => player is { IsValid: true, IsBot: false, PawnIsAlive: true }))
foreach (var player in Utilities.GetPlayers().Where(IsEligiblePlayer))
{
ToggleFlashlight(player);
if (_playerCanToggle[player] == false) continue;
if ((player.Buttons & PlayerButtons.Use) != 0)
{
_playerCanToggle[player] = false;
var currentPlayer = player; // Capture for closure
if (_playerUsingFlashlight[player] == false)
{
_playerUsingFlashlight[player] = true;
Instance?.AddTimer(0.25f, () =>
{
_playerCanToggle[currentPlayer] = true;
});
}
else
{
_playerUsingFlashlight[player] = false;
Instance?.AddTimer(0.25f, () =>
{
_playerCanToggle[currentPlayer] = true;
});
EnsureState(player);
}
}
if ((player.Buttons & PlayerButtons.Duck) != 0)
{
_playerIsCrouching[player] = true;
Logger.LogInformation("{Name} v{Version} loaded!", ModuleName, ModuleVersion);
}
else
{
_playerIsCrouching[player] = false;
}
}
});
LogHelper.LogToConsole($"{ModuleDisplayName} v{ModuleVersion} loaded!");
public override void Unload(bool hotReload)
{
foreach (var slot in _playerStates.Keys.ToList())
{
DestroyLight(slot);
}
_playerStates.Clear();
}
private void OnTick()
{
if (!Config.Enabled || !Config.AllowUseKey)
{
return;
}
foreach (var player in Utilities.GetPlayers())
{
if (!IsEligiblePlayer(player) || !player.PawnIsAlive)
{
continue;
}
var state = EnsureState(player);
var usePressed = (player.Buttons & PlayerButtons.Use) != 0;
if (FlashlightLogic.IsUsePressedEdge(usePressed, state.WasUsePressed))
{
TryToggleFlashlight(player, state);
}
state.WasUsePressed = usePressed;
}
}
[GameEventHandler]
public HookResult OnPlayerConnectFull(EventPlayerConnectFull @event, GameEventInfo info)
{
var player = @event.Userid;
if (player is null || !IsEligiblePlayer(player))
{
return HookResult.Continue;
}
if (!player.IsValid || player.IsBot) return HookResult.Continue;
_connectedPlayers.Add(player);
_playerUsingFlashlight[player] = false;
_playerIsCrouching[player] = false;
_playerCanToggle[player] = true;
LogHelper.LogToConsole(ConsoleColor.Green, $"{player.PlayerName} connected");
EnsureState(player);
Logger.LogInformation("{Player} connected", player.PlayerName);
return HookResult.Continue;
}
@ -106,24 +99,14 @@ public class Flashlight : BasePlugin
public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
{
var player = @event.Userid;
if (!player.IsValid || player.IsBot) return HookResult.Continue;
_connectedPlayers.Remove(player);
_playerUsingFlashlight.Remove(player);
_playerIsCrouching.Remove(player);
_playerCanToggle.Remove(player);
_playerFlashlight.TryGetValue(player, out var flashlight);
// Fix #2: Check entity validity before removing
if (flashlight != null && flashlight.IsValid)
if (player is null || !player.IsValid)
{
flashlight.Remove();
return HookResult.Continue;
}
_playerFlashlight.Remove(player);
LogHelper.LogToConsole(ConsoleColor.Green, $"{player.PlayerName} disconnected");
var slot = player.Slot;
DestroyLight(slot);
_playerStates.Remove(slot);
return HookResult.Continue;
}
@ -131,19 +114,14 @@ public class Flashlight : BasePlugin
public HookResult OnPlayerSpawn(EventPlayerSpawn @event, GameEventInfo info)
{
var player = @event.Userid;
if (!player.IsValid || player.IsBot) return HookResult.Continue;
if (_connectedPlayers.Contains(player) == false)
if (player is null || !IsEligiblePlayer(player))
{
_connectedPlayers.Add(player);
_playerUsingFlashlight[player] = false;
_playerIsCrouching[player] = false;
_playerCanToggle[player] = true;
return HookResult.Continue;
}
_playerUsingFlashlight[player] = false;
var state = EnsureState(player);
state.IsOn = false;
DestroyLight(player.Slot);
return HookResult.Continue;
}
@ -151,108 +129,173 @@ public class Flashlight : BasePlugin
public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
{
var player = @event.Userid;
if (player is null || !IsEligiblePlayer(player))
{
return HookResult.Continue;
}
if (!player.IsValid || player.IsBot) return HookResult.Continue;
_playerUsingFlashlight[player] = false;
var state = EnsureState(player);
state.IsOn = false;
DestroyLight(player.Slot);
return HookResult.Continue;
}
[GameEventHandler]
public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
{
// Fix #2: Handle team switch - clean up flashlight entity
var player = @event.Userid;
if (!player.IsValid || player.IsBot) return HookResult.Continue;
// Turn off flashlight and clean up entity when switching teams
_playerUsingFlashlight[player] = false;
if (_playerFlashlight.TryGetValue(player, out var flashlight))
if (player is null || !IsEligiblePlayer(player))
{
if (flashlight != null && flashlight.IsValid)
{
flashlight.Remove();
}
_playerFlashlight.Remove(player);
}
return HookResult.Continue;
}
public void ToggleFlashlight(CCSPlayerController player)
{
if (_playerUsingFlashlight[player] == false)
{
if (_playerFlashlight.TryGetValue(player, out var value))
{
// Fix #2: Check entity validity before removing
if (value.IsValid)
{
value.Remove();
}
_playerFlashlight.Remove(player);
}
return;
}
var entity = _playerFlashlight.TryGetValue(player, out var flashlight) ? flashlight : Utilities.CreateEntityByName<COmniLight>("light_omni2");
if (entity == null || !entity.IsValid)
{
LogHelper.LogToConsole("Failed to create entity!");
return;
}
entity.DirectLight = 3;
var pawn = player.PlayerPawn.Value;
if (pawn?.AbsOrigin == null || pawn.V_angle == null)
{
LogHelper.LogToConsole("Failed to get player pawn data!");
return;
}
entity.Teleport(
new Vector(
pawn.AbsOrigin.X,
pawn.AbsOrigin.Y,
pawn.AbsOrigin.Z + (_playerIsCrouching[player] ? 46.03f : 64.03f)
),
pawn.V_angle,
pawn.AbsVelocity
);
entity.OuterAngle = 45f;
entity.Enabled = true;
entity.Color = Color.White;
entity.ColorTemperature = 6500;
entity.Brightness = 1f;
entity.Range = 5000f;
entity.DispatchSpawn();
_playerFlashlight[player] = entity;
var state = EnsureState(player);
state.IsOn = false;
DestroyLight(player.Slot);
return HookResult.Continue;
}
[ConsoleCommand("css_fl_toggle", "Toggles the flashlight")]
[CommandHelper(whoCanExecute: CommandUsage.CLIENT_ONLY)]
public void ToggleFlashlight(CCSPlayerController caller, CommandInfo? info)
public void OnToggleCommand(CCSPlayerController? caller, CommandInfo info)
{
if (!caller.IsValid || !caller.PawnIsAlive) return;
if (_playerCanToggle[caller] == false) return;
_playerUsingFlashlight[caller] = !_playerUsingFlashlight[caller];
_playerCanToggle[caller] = false;
var currentCaller = caller; // Capture for closure
Instance?.AddTimer(0.25f, () =>
if (!Config.Enabled || caller is null || !IsEligiblePlayer(caller) || !caller.PawnIsAlive)
{
_playerCanToggle[currentCaller] = true;
return;
}
TryToggleFlashlight(caller, EnsureState(caller));
}
private void TryToggleFlashlight(CCSPlayerController player, PlayerFlashlightState state)
{
var isOn = state.IsOn;
var canToggle = state.CanToggle;
if (!FlashlightLogic.TryToggle(ref isOn, ref canToggle))
{
return;
}
state.IsOn = isOn;
state.CanToggle = canToggle;
if (state.IsOn)
{
CreateAndParentLight(player, state);
}
else
{
DestroyLight(player.Slot);
}
var slot = player.Slot;
AddTimer(Config.ToggleCooldownSeconds, () =>
{
if (_playerStates.TryGetValue(slot, out var current))
{
current.CanToggle = true;
}
});
}
private void CreateAndParentLight(CCSPlayerController player, PlayerFlashlightState state)
{
DestroyLight(player.Slot);
var pawn = player.PlayerPawn.Value;
if (pawn is null || !pawn.IsValid || pawn.AbsOrigin is null || pawn.V_angle is null)
{
Logger.LogWarning("Failed to get pawn data for {Player}", player.PlayerName);
state.IsOn = false;
return;
}
var light = Utilities.CreateEntityByName<CBarnLight>("light_barn");
if (light is null || !light.IsValid)
{
Logger.LogWarning("Failed to create light_barn for {Player}", player.PlayerName);
state.IsOn = false;
return;
}
var isCrouching = (player.Buttons & PlayerButtons.Duck) != 0;
var eyeOffsetZ = FlashlightLogic.GetEyeOffsetZ(
isCrouching,
Config.StandEyeOffsetZ,
Config.CrouchEyeOffsetZ);
var angles = pawn.V_angle;
var forward = FlashlightLogic.ForwardFromAnglesDegrees(angles.X, angles.Y);
var origin = FlashlightLogic.CalculateLightOrigin(
new Vector3(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z),
forward,
eyeOffsetZ,
Config.ForwardDistance);
light.Enabled = true;
light.Color = Color.FromArgb(255, Config.ColorR, Config.ColorG, Config.ColorB);
light.ColorTemperature = Config.ColorTemperature;
light.Brightness = Config.Brightness;
light.Range = Config.Range;
light.SoftX = Config.SoftX;
light.SoftY = Config.SoftY;
light.Skirt = Config.Skirt;
light.SkirtNear = Config.SkirtNear;
light.CastShadows = Config.CastShadows ? 1 : 0;
light.DirectLight = 3;
light.SizeParams.X = Config.SizeX;
light.SizeParams.Y = Config.SizeY;
light.SizeParams.Z = Config.SizeZ;
light.Teleport(
origin,
new Vector3(angles.X, angles.Y, angles.Z),
null);
using (var keyValues = new CEntityKeyValues())
{
keyValues.SetString("lightcookie", Config.LightCookie);
light.DispatchSpawn(keyValues);
}
light.AcceptInput("SetParent", pawn, light, "!activator");
light.AcceptInput("SetParentAttachmentMaintainOffset", null, null, Config.AttachmentName);
state.Light = light;
state.IsOn = true;
}
private void DestroyLight(int slot)
{
if (!_playerStates.TryGetValue(slot, out var state))
{
return;
}
var light = state.Light;
state.Light = null;
if (light is not null && light.IsValid)
{
light.Remove();
}
}
private PlayerFlashlightState EnsureState(CCSPlayerController player)
{
if (_playerStates.TryGetValue(player.Slot, out var state))
{
return state;
}
state = new PlayerFlashlightState();
_playerStates[player.Slot] = state;
return state;
}
private static bool IsEligiblePlayer(CCSPlayerController? player)
{
return player is { IsValid: true, IsBot: false };
}
}

View file

@ -1,13 +1,13 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.363" />
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.371" />
</ItemGroup>
</Project>

View file

@ -0,0 +1,101 @@
using System.Text.Json.Serialization;
using CounterStrikeSharp.API.Core;
namespace Flashlight;
public class FlashlightConfig : BasePluginConfig
{
[JsonPropertyName("Enabled")]
public bool Enabled { get; set; } = true;
[JsonPropertyName("AllowUseKey")]
public bool AllowUseKey { get; set; } = true;
[JsonPropertyName("ToggleCooldownSeconds")]
public float ToggleCooldownSeconds { get; set; } = 0.25f;
[JsonPropertyName("Brightness")]
public float Brightness { get; set; } = 1.0f;
[JsonPropertyName("Range")]
public float Range { get; set; } = 2048f;
[JsonPropertyName("ColorR")]
public byte ColorR { get; set; } = 255;
[JsonPropertyName("ColorG")]
public byte ColorG { get; set; } = 255;
[JsonPropertyName("ColorB")]
public byte ColorB { get; set; } = 255;
[JsonPropertyName("ColorTemperature")]
public float ColorTemperature { get; set; } = 6500f;
[JsonPropertyName("CastShadows")]
public bool CastShadows { get; set; } = true;
[JsonPropertyName("SoftX")]
public float SoftX { get; set; } = 1.0f;
[JsonPropertyName("SoftY")]
public float SoftY { get; set; } = 1.0f;
[JsonPropertyName("Skirt")]
public float Skirt { get; set; } = 0.5f;
[JsonPropertyName("SkirtNear")]
public float SkirtNear { get; set; } = 1.0f;
[JsonPropertyName("SizeX")]
public float SizeX { get; set; } = 45f;
[JsonPropertyName("SizeY")]
public float SizeY { get; set; } = 45f;
[JsonPropertyName("SizeZ")]
public float SizeZ { get; set; } = 0.03f;
[JsonPropertyName("ForwardDistance")]
public float ForwardDistance { get; set; } = 54f;
[JsonPropertyName("StandEyeOffsetZ")]
public float StandEyeOffsetZ { get; set; } = 64f;
[JsonPropertyName("CrouchEyeOffsetZ")]
public float CrouchEyeOffsetZ { get; set; } = 46f;
[JsonPropertyName("AttachmentName")]
public string AttachmentName { get; set; } = "axis_of_intent";
[JsonPropertyName("LightCookie")]
public string LightCookie { get; set; } = "materials/effects/lightcookies/flashlight.vtex";
public void Clamp()
{
ToggleCooldownSeconds = Math.Max(0f, ToggleCooldownSeconds);
Brightness = Math.Max(0f, Brightness);
Range = Math.Max(1f, Range);
ColorTemperature = Math.Clamp(ColorTemperature, 1000f, 12000f);
SoftX = Math.Max(0f, SoftX);
SoftY = Math.Max(0f, SoftY);
Skirt = Math.Max(0f, Skirt);
SkirtNear = Math.Max(0f, SkirtNear);
SizeX = Math.Max(0f, SizeX);
SizeY = Math.Max(0f, SizeY);
SizeZ = Math.Max(0f, SizeZ);
ForwardDistance = Math.Max(0f, ForwardDistance);
StandEyeOffsetZ = Math.Max(0f, StandEyeOffsetZ);
CrouchEyeOffsetZ = Math.Max(0f, CrouchEyeOffsetZ);
if (string.IsNullOrWhiteSpace(AttachmentName))
{
AttachmentName = "axis_of_intent";
}
if (string.IsNullOrWhiteSpace(LightCookie))
{
LightCookie = "materials/effects/lightcookies/flashlight.vtex";
}
}
}

View file

@ -0,0 +1,62 @@
using System.Numerics;
namespace Flashlight;
public static class FlashlightLogic
{
public static bool TryToggle(ref bool isOn, ref bool canToggle)
{
if (!canToggle)
{
return false;
}
isOn = !isOn;
canToggle = false;
return true;
}
public static bool IsUsePressedEdge(bool usePressed, bool wasUsePressed)
{
return usePressed && !wasUsePressed;
}
public static float GetEyeOffsetZ(bool isCrouching, float standOffset, float crouchOffset)
{
return isCrouching ? crouchOffset : standOffset;
}
public static Vector3 CalculateLightOrigin(
Vector3 pawnOrigin,
Vector3 forward,
float eyeOffsetZ,
float forwardDistance)
{
return new Vector3(
pawnOrigin.X + forward.X * forwardDistance,
pawnOrigin.Y + forward.Y * forwardDistance,
pawnOrigin.Z + eyeOffsetZ + forward.Z * forwardDistance);
}
public static Vector3 ForwardFromAnglesDegrees(float pitch, float yaw)
{
var pitchRad = pitch * (MathF.PI / 180f);
var yawRad = yaw * (MathF.PI / 180f);
var cosPitch = MathF.Cos(pitchRad);
return new Vector3(
cosPitch * MathF.Cos(yawRad),
cosPitch * MathF.Sin(yawRad),
-MathF.Sin(pitchRad));
}
public static bool ShouldCreateLight(bool isOn, bool hasValidLight)
{
return isOn && !hasValidLight;
}
public static bool ShouldDestroyLight(bool isOn, bool hasValidLight)
{
return !isOn && hasValidLight;
}
}

View file

@ -1,56 +0,0 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
namespace Flashlight;
public static class LogHelper
{
public static void LogToConsole(string messageToLog)
{
Console.WriteLine($"[{Flashlight.Instance?.ModuleName}] -> {messageToLog}");
}
public static void LogToConsole(ConsoleColor color, string messageToLog)
{
Console.ForegroundColor = color;
Console.WriteLine($"[{Flashlight.Instance?.ModuleName}] -> {messageToLog}");
Console.ResetColor();
}
public static void LogToChat(CCSPlayerController? player, string messageToLog)
{
player?.PrintToChat($"[{ChatColors.Purple}{Flashlight.Instance?.ModuleName}{ChatColors.Default}]{ReplaceTags(messageToLog + "{DEFAULT}")}");
}
public static void LogToChatAll(string messageToLog)
{
Server.PrintToChatAll($"[{ChatColors.Purple}{Flashlight.Instance?.ModuleName}{ChatColors.Default}]{ReplaceTags(messageToLog + "{DEFAULT}")}");
}
public static string ReplaceTags(this string text)
{
if (text.StartsWith("{")) text = $" {text}";
text = text.Replace("{DEFAULT}", $"{ChatColors.Default}");
text = text.Replace("{WHITE}", $"{ChatColors.White}");
text = text.Replace("{DARKRED}", $"{ChatColors.Darkred}");
text = text.Replace("{GREEN}", $"{ChatColors.Green}");
text = text.Replace("{LIGHTYELLOW}", $"{ChatColors.LightYellow}");
text = text.Replace("{LIGHTBLUE}", $"{ChatColors.LightBlue}");
text = text.Replace("{OLIVE}", $"{ChatColors.Olive}");
text = text.Replace("{LIME}", $"{ChatColors.Lime}");
text = text.Replace("{RED}", $"{ChatColors.Red}");
text = text.Replace("{PURPLE}", $"{ChatColors.Purple}");
text = text.Replace("{GREY}", $"{ChatColors.Grey}");
text = text.Replace("{YELLOW}", $"{ChatColors.Yellow}");
text = text.Replace("{GOLD}", $"{ChatColors.Gold}");
text = text.Replace("{SILVER}", $"{ChatColors.Silver}");
text = text.Replace("{BLUE}", $"{ChatColors.Blue}");
text = text.Replace("{DARKBLUE}", $"{ChatColors.DarkBlue}");
text = text.Replace("{BLUEGREY}", $"{ChatColors.BlueGrey}");
text = text.Replace("{MAGENTA}", $"{ChatColors.Magenta}");
text = text.Replace("{LIGHTRED}", $"{ChatColors.LightRed}");
return text;
}
}

View file

@ -0,0 +1,18 @@
using CounterStrikeSharp.API.Core;
namespace Flashlight;
public sealed class PlayerFlashlightState
{
public bool IsOn { get; set; }
public bool CanToggle { get; set; } = true;
public bool WasUsePressed { get; set; }
public CBarnLight? Light { get; set; }
public void Reset()
{
IsOn = false;
CanToggle = true;
WasUsePressed = false;
}
}

View file

@ -1,68 +1,105 @@
# 🔦 Flashlight
# Flashlight
Flashlight is a plugin for Counter-Strike 2 that adds a flashlight feature for players. It is written in C# and uses the CounterStrikeSharp API. 🎮
Flashlight is a Counter-Strike 2 server plugin written in C# with [CounterStrikeSharp](https://docs.cssharp.dev). It gives human players a toggleable flashlight using a parented `light_barn` entity.
## ⭐ Features
## Features
- 💡 Players can toggle the flashlight on and off using `Use` key (the default key for this is `E`) or `/fl_toggle` in chat which could be bound to a different key.
- 💀 The flashlight is automatically turned off when the player dies or respawns.
- 🚫 The flashlight is only available to human players, not bots.
- Toggle with the Use key (`E` by default) or `css_fl_toggle`
- One `light_barn` per player, parented to the pawn attachment (no per-tick spawn/teleport)
- Configurable brightness, range, color, shadows, offsets, and attachment
- Automatically turns off on death, spawn, and team change
- Bots ignored
## 🔧 Installation
## Requirements
1. ⬇️ Download the latest release from the GitHub repository.
2. 📁 Extract the ZIP file.
3. 📂 Place the plugin in the `game/csgo/addons/counterstrikesharp/plugins/Flashlight` directory.
- CounterStrikeSharp **1.0.371+** (API minimum version enforced)
- .NET **10** runtime as provided by your CounterStrikeSharp install
## 💻 Usage
## Installation
⌨️ Use the `Use` key to toggle the flashlight on and off. The default key for this is `E`. Or use the `/fl_toggle` command in chat which could then be bound to a different key.
1. Download the latest release ZIP.
2. Extract it.
3. Place the plugin folder in `game/csgo/addons/counterstrikesharp/plugins/Flashlight`.
## Usage
- Press Use (`E`) to toggle, if enabled in config.
- Or bind a key:
Example bind:
```
bind f "css_fl_toggle"
```
## 🛠️ Development
## Configuration
On first load, CounterStrikeSharp writes a JSON config for the plugin. Defaults:
| Key | Default | Description |
| --- | --- | --- |
| `Enabled` | `true` | Master switch |
| `AllowUseKey` | `true` | Allow Use-key toggle |
| `ToggleCooldownSeconds` | `0.25` | Toggle cooldown |
| `Brightness` | `1.0` | Light brightness |
| `Range` | `2048` | Light range |
| `ColorR` / `ColorG` / `ColorB` | `255` | Light color |
| `ColorTemperature` | `6500` | Kelvin temperature |
| `CastShadows` | `true` | Cast dynamic shadows |
| `SoftX` / `SoftY` | `1.0` | Softness |
| `Skirt` / `SkirtNear` | `0.5` / `1.0` | Skirt falloff |
| `SizeX` / `SizeY` / `SizeZ` | `45` / `45` / `0.03` | Beam size params |
| `ForwardDistance` | `54` | Spawn offset along view forward |
| `StandEyeOffsetZ` | `64` | Standing eye height offset |
| `CrouchEyeOffsetZ` | `46` | Crouching eye height offset |
| `AttachmentName` | `axis_of_intent` | Parent attachment |
| `LightCookie` | `materials/effects/lightcookies/flashlight.vtex` | Flashlight cookie texture |
## Development
### Prerequisites
- .NET 8.0 SDK
- CounterStrikeSharp API v1.0.363+
- .NET 10 SDK
- CounterStrikeSharp.API 1.0.371+
### Building
### Build
```bash
dotnet restore
dotnet build
```
### Testing
### Test
```bash
dotnet test
```
## 🤝 Contributing
Unit tests cover toggle/cooldown logic, Use-key edge detection, origin math, create/destroy policy, and config clamping. Entity parenting requires a live CS2 server.
Contributions are welcome. Please open an issue or submit a pull request on GitHub. 🐙
## Changelog
## 📋 Changelog
### v0.1.0
### v0.0.6 (Latest)
- ✅ Updated to .NET 8.0
- ✅ Updated to CounterStrikeSharp.API v1.0.363
- ✅ Added xUnit test project with core logic tests
- ✅ Updated GitHub Actions workflow with testing
- ✅ Improved code compatibility with latest CS2/CSS API
- Updated to .NET 10 and CounterStrikeSharp.API 1.0.371
- Replaced per-tick `light_omni2` spawn/teleport with parented `light_barn`
- Added `IPluginConfig` settings for light and toggle behavior
- Added focused xUnit tests for pure helpers
- Updated GitHub Actions for .NET 10, PR tests, and tag releases
- Switched logging to `BasePlugin.Logger`
### v0.0.6
- Updated to .NET 8.0 and CounterStrikeSharp.API v1.0.363
- Added initial xUnit test project
- Improved CSS API compatibility (`V_angle`, entity validity checks)
### v0.0.5
- Initial release
## 📃 License
## License
This project is licensed under the GNU General Public License. ⚖️
GNU General Public License. See `LICENSE`.
## ✏️ Author
## Author
This project was created by [creazy.eth](https://github.com/creazy231)
[creazy.eth](https://github.com/creazy231)

View file

@ -0,0 +1,61 @@
# Flashlight Modernization Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Modernize the flashlight plugin to .NET 10 / CSS 1.0.371 with a parented `light_barn` implementation, config, real unit tests, fixed CI, and updated README.
**Architecture:** Pure helpers in `FlashlightLogic` + config clamps in `FlashlightConfig`; plugin owns lifecycle and wires Use/command/events; one `CBarnLight` per active player, parented once, toggled via create/destroy.
**Tech Stack:** .NET 10, CounterStrikeSharp.API 1.0.371, xUnit, GitHub Actions
## Global Constraints
- Target framework: `net10.0`
- Package: `CounterStrikeSharp.API` `1.0.371`
- `[MinimumApiVersion(371)]`
- Module version: `0.1.0`
- No per-tick entity create/spawn/teleport in steady state
- Spec: `docs/superpowers/specs/2026-07-21-flashlight-modernization-design.md`
---
### Task 1: Project targets + pure logic + tests
**Files:**
- Modify: `Flashlight/Flashlight.csproj`
- Modify: `Flashlight.Tests/Flashlight.Tests.csproj`
- Create: `Flashlight/FlashlightConfig.cs`
- Create: `Flashlight/FlashlightLogic.cs`
- Create: `Flashlight/PlayerFlashlightState.cs`
- Modify: `Flashlight.Tests/FlashlightLogicTests.cs`
- [x] Retarget both projects to `net10.0`; bump CSS to `1.0.371`; bump test packages as needed
- [x] Implement `FlashlightConfig` with defaults from the spec and a `Clamp()` method
- [x] Implement pure `FlashlightLogic` helpers: try-toggle with cooldown, eye Z offset, origin from base+forward
- [x] Replace smoke tests with tests against those helpers
- [x] Run `dotnet test` and confirm pass
### Task 2: Plugin rewrite (parented light_barn)
**Files:**
- Modify: `Flashlight/Flashlight.cs`
- Delete or gut: `Flashlight/LogHelper.cs` (prefer `Logger`)
- [x] Implement `BasePlugin, IPluginConfig<FlashlightConfig>`
- [x] OnTick: Use-key edge + cooldown only when `AllowUseKey`
- [x] Create/parent/enable `light_barn` once on toggle on; remove on toggle off
- [x] Cleanup on death/spawn/team/disconnect/unload
- [x] Keep `css_fl_toggle`
- [x] Run `dotnet build` and confirm success
### Task 3: CI + README
**Files:**
- Modify: `.github/workflows/build.yml`
- Modify: `README.md`
- [x] CI: .NET 10, restore, test, release build
- [x] README: versions, parented light, config table, build/test, changelog 0.1.0
- [x] Run `dotnet test` once more
---

View file

@ -0,0 +1,148 @@
# Flashlight Plugin Modernization Design
**Date:** 2026-07-21
**Status:** Approved
**Version target:** 0.1.0
## Goal
Modernize the CounterStrikeSharp flashlight plugin to the latest CSS/.NET stack, replace the per-tick spawn/teleport light path with a parented `light_barn` implementation, add `IPluginConfig` for admin tuning, improve testability, and update the README.
## Background
The current plugin (`Flashlight` v0.0.7) targets CounterStrikeSharp.API `1.0.363` on .NET 8. While the flashlight is on, `OnTick` creates a `light_omni2` and calls `DispatchSpawn` every server frame. That is the dominant performance problem. Existing tests only exercise inlined dictionary/bool logic and do not cover extractable plugin helpers. CI still installs .NET 7.
Latest CounterStrikeSharp.API is `1.0.371` and targets .NET 10. CS2Fixes demonstrates the preferred flashlight pattern: spawn `light_barn` once, set a flashlight lightcookie via entity keyvalues, parent to the player pawn attachment, and toggle enablement rather than teleporting every tick.
## Decisions
| Topic | Decision |
| --- | --- |
| Runtime | .NET 10 + CounterStrikeSharp.API 1.0.371 |
| Light entity | `light_barn` (`CBarnLight`), parented once |
| Position updates | Engine parenting; no per-tick teleport |
| Config | `IPluginConfig<FlashlightConfig>` with JSON config |
| Logging | Prefer `BasePlugin.Logger` |
| README | Fully updated for new runtime, behavior, config, build/test |
| Module version | 0.1.0 |
## Architecture
```
FlashlightPlugin (BasePlugin, IPluginConfig)
├── FlashlightConfig // JSON-backed settings + clamps
├── PlayerFlashlightState // per-player flags + entity handle
├── FlashlightService // create / parent / enable / destroy
└── FlashlightLogic // pure helpers (toggle, cooldown, offsets)
```
### Runtime flow
1. `OnConfigParsed` validates/clamps config.
2. `Load` registers `OnTick` (Use-key edge + cooldown only), game event handlers, and command `css_fl_toggle`.
3. When a player turns the light on:
- Create `CBarnLight` via `Utilities.CreateEntityByName<CBarnLight>("light_barn")`.
- Apply config (brightness, range, color, temperature, soft/skirt/size, cast shadows, direct light).
- Compute initial origin: pawn origin + eye Z offset + forward * `ForwardDistance`.
- `Teleport` once using `System.Numerics.Vector3` overloads (avoid legacy `Vector` allocs).
- `DispatchSpawn(CEntityKeyValues)` with `lightcookie` = configured path (default flashlight vtex).
- `AcceptInput("SetParent", pawn, …)` then `AcceptInput("SetParentAttachmentMaintainOffset", …, AttachmentName)`.
- Set `Enabled = true`.
4. When turned off: set `Enabled = false` and remove the entity (or disable and keep — prefer remove to avoid orphaned entities across pawn changes).
5. Cleanup on death, team change, disconnect, and plugin unload.
### Why not keep tick teleport?
Parenting follows view/attachment with far less managed work and no entity churn. Tick work is limited to scanning connected humans for Use-button edges and cooldown expiry.
## Config surface
File written/loaded by CSS config system (standard plugin config JSON).
| Key | Type | Default | Notes |
| --- | --- | --- | --- |
| `Enabled` | bool | `true` | Master switch |
| `AllowUseKey` | bool | `true` | Toggle via Use (`E`) |
| `ToggleCooldownSeconds` | float | `0.25` | Clamp ≥ 0 |
| `Brightness` | float | `1.0` | |
| `Range` | float | `2048` | Match CS2Fixes-style defaults |
| `ColorR` / `ColorG` / `ColorB` | byte | `255` | White |
| `ColorTemperature` | float | `6500` | |
| `CastShadows` | bool | `true` | Maps to `CastShadows` int |
| `SoftX` / `SoftY` | float | `1.0` | |
| `Skirt` | float | `0.5` | |
| `SkirtNear` | float | `1.0` | |
| `SizeX` / `SizeY` / `SizeZ` | float | `45` / `45` / `0.03` | `SizeParams` |
| `ForwardDistance` | float | `54` | Avoid AWP blocking beam |
| `StandEyeOffsetZ` | float | `64` | |
| `CrouchEyeOffsetZ` | float | `46` | Used at spawn time only |
| `AttachmentName` | string | `axis_of_intent` | Parent attachment |
| `LightCookie` | string | `materials/effects/lightcookies/flashlight.vtex` | |
Invalid values are clamped or rejected in `OnConfigParsed` with log warnings; plugin remains loadable when possible.
## Player state
Replace multiple `Dictionary<CCSPlayerController, …>` maps with one structure keyed by player slot (or controller), holding:
- `IsOn`
- `CanToggle`
- `Light` (`CBarnLight?`)
Crouch tracking for continuous Z updates is unnecessary once the light is parented; crouch offset is only applied at creation time. Optional: read duck state at spawn for initial Z only.
## Event / command behavior (unchanged UX)
- Use key toggles when `AllowUseKey` is true and cooldown allows.
- `css_fl_toggle` remains client-only command alternative.
- Flashlight turns off on death and spawn; entity cleaned on team change and disconnect.
- Bots ignored.
## Testing strategy
Full CSS entity lifecycle cannot be unit-tested without a game server. Extract and test pure logic:
1. Toggle state transitions and cooldown gating.
2. Config clamp helpers (range, cooldown, color channels).
3. Initial position offset calculation (stand/crouch Z + forward distance given basis vectors).
4. Enable/disable policy: when entity should be created vs destroyed.
Use xUnit on .NET 10. Keep Moq only if needed; prefer plain helpers over mocking CSS types.
## CI / packaging
- GitHub Actions: .NET 10 SDK, `dotnet restore`, `dotnet test`, release build on tags.
- Remove stale .NET 7 setup.
- Publish zip layout unchanged: `plugins/Flashlight/`.
## README updates
- Prerequisites: .NET 10, CSS 1.0.371+.
- Behavior: parented `light_barn`, Use + command.
- Config table with defaults.
- Build / test instructions.
- Changelog entry for 0.1.0 (API bump, performance rewrite, config, tests, CI).
## Out of scope
- Particle flashlight mode (CS2Fixes mode 2).
- Admin permissions / VIP-only flashlight.
- Client-side HUD indicators.
- Migrating to CounterStrikeSharp 2.0 alpha.
## Risks / mitigations
| Risk | Mitigation |
| --- | --- |
| Attachment name missing on some models | Configurable `AttachmentName`; fall back to parent-only if attachment input fails |
| `CEntityKeyValues` lightcookie path differs | Use CS2Fixes-proven path; document override |
| .NET 10 server prerequisite | Document clearly; MinimumApiVersion 371 |
| Parenting breaks on pawn swap | Recreate light on spawn; destroy on death/team |
## Success criteria
- Builds against CounterStrikeSharp.API 1.0.371 on net10.0.
- No entity create/spawn/teleport in the steady-state OnTick path.
- Config file generated and honored.
- Unit tests cover pure helpers and pass in CI.
- README matches shipped behavior and versions.