v1.2.3.b7
## Shared Systems * **DecoyTracker** - owner-aware decoy tracking shared by FrozenDecoy, GravityDecoy and MagneticDecoy, replacing the per-skill position dictionaries. * **DebugCategory** - new flag enum backing the numeric `DebugMode`, with automatic migration from the old boolean value. * **SkillsInfo.GetSkillConfig** - indexed skill config lookup replacing the linear scan used by draws and HUD rendering. * **SkillNames** - cached enum name table, removing repeated `ToString()` calls from the draw path. * **SkillUtils.HideCarriedEntities** - shared carried-weapon resolution for C4Camouflage, Ghost and Ninja. ## Performance * **Skill draw** - replaced the O(n²) config lookup; rounds exceeding the perf threshold dropped from 89% to 0.3%. * **CheckTransmit** - the weapon chain is now resolved once per hidden pawn instead of once per receiver; Ghost cost down 61%. * **Pilot** - the exhaust trail is paused and resumed instead of being destroyed and recreated on every jump release. * **MagneticDecoy** - config reads and the pawn list are hoisted out of the per-decoy loop. * **FrozenDecoy** - config reads are hoisted out of the per-tick loop. * **Debug** - the damage hook is only installed when damage logging is enabled. ## Fixes * **PsychicDefusing** - can no longer finish a defuse and award an extra round after the round has already ended. * **Spectator** - now picks a different enemy on each activation and no longer creates an unused camera prop every time the skill is switched off. * **Random** - replaced the shared `Random` instance with `Random.Shared`, preventing degenerate results from concurrent use. * **Baseball** - decoys are removed when their owner dies or loses the skill. * **FrozenDecoy, GravityDecoy, MagneticDecoy** - decoys and their ground rings are removed when the skill is taken away. * **ThirdEye** - fixed the camera check dereferencing a missing `CameraServices`, and the door toggle now verifies the entity class before casting. * **Round start** - fixed `[gamerules unavailable]` appearing on the first freeze-time end after every map change. * **Config** - added migration for keys missing from existing configuration files. ## Menu * **WASDMenuAPI** - fixed a malformed `<font>` tag that wrapped every non-hovered menu row in an unclosed attribute. * **WSAD menu** - the controls line is no longer dropped when the header line is hidden. * **HtmlHudCustomisation** - line size options left empty now hide their line instead of emitting an invalid font class. ## Debug * **DebugMode** - changed from a boolean to a number with concatenated category digits: `1` Skill, `2` Round, `3` Entity, `4` Damage. `123` enables Skill, Round and Entity. `0` disables logging. Existing `true` values migrate automatically. * **EntityManager** - entity creation, destruction and failures are now logged under the Entity category instead of the server console. * Startup now reports which debug categories are active.
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29 changed files with 634 additions and 251 deletions
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@ -27,27 +27,31 @@ namespace src.player
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bool ignoreMax = gameMode == Config.GameModes.SameSkills || gameMode == Config.GameModes.TeamSkills;
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const int attempts = 6;
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var filtered = new List<jSkill_SkillInfo>(candidates.Count);
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for (int attempt = 0; attempt < attempts; attempt++)
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{
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var (roll, rolled) = RarityManager.RollRarity();
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string rolledName = rolled.ToString();
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var filtered = candidates.Where(s =>
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filtered.Clear();
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foreach (var s in candidates)
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{
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if (s == null) return false;
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var def = SkillsInfo.LoadedConfig.FirstOrDefault(d => d.Name == s.Skill.ToString());
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if (def == null) return false;
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if (s == null) continue;
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var def = SkillsInfo.GetSkillConfig(s.Skill);
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if (def == null) continue;
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if (!string.Equals(def.Rarity ?? string.Empty, rolled.ToString(), StringComparison.OrdinalIgnoreCase))
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return false;
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if (!string.Equals(def.Rarity ?? string.Empty, rolledName, StringComparison.OrdinalIgnoreCase))
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continue;
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if (!ignoreMax && def.MaxPerServer >= 0)
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{
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int current = assignmentCounts.TryGetValue(s.Skill, out var c) ? c : 0;
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if (current >= def.MaxPerServer) return false;
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if (current >= def.MaxPerServer) continue;
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}
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return true;
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}).ToList();
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filtered.Add(s);
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}
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if (filtered.Count > 0)
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return filtered[Random.Shared.Next(filtered.Count)];
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@ -55,7 +59,7 @@ namespace src.player
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var fallback = candidates.Where(s =>
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{
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var def = SkillsInfo.LoadedConfig.FirstOrDefault(d => d.Name == s.Skill.ToString());
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var def = SkillsInfo.GetSkillConfig(s.Skill);
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if (def == null) return true;
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if (ignoreMax) return true;
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if (def.MaxPerServer < 0) return true;
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@ -361,11 +365,11 @@ namespace src.player
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if (pick.Skill == Skills.None) return true;
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if (!SkillData.Skills.Any(s => s.Skill == pick.Skill)) return false;
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string name = pick.Skill.ToString();
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string name = SkillNames.Get(pick.Skill);
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if (player.Team == CsTeam.Terrorist && counterterroristSkills.Any(s => s.Name == name)) return false;
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if (player.Team == CsTeam.CounterTerrorist && terroristSkills.Any(s => s.Name == name)) return false;
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var def = SkillsInfo.LoadedConfig.FirstOrDefault(d => d.Name == name);
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var def = SkillsInfo.GetSkillConfig(pick.Skill);
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if (def == null) return false;
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if (def.DisableOnPistolRound && SkillUtils.IsPistolRound()) return false;
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if (def.NeedsTeammates && validPlayers.Count(p => p.Team == player.Team) == 1) return false;
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@ -557,18 +561,18 @@ namespace src.player
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if (playerTarget == null || !playerTarget.IsValid) return;
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if (PlayerManager.GetPlayerByIndex(playerTarget!.Index)?.Skill != randomSkill.Skill) return;
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Debug.WriteToDebug("Enabling skill after freeze time: " + randomSkill.Skill);
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Debug.WriteToDebug("Enabling skill after freeze time: " + randomSkill.Skill, DebugCategory.Skill);
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Instance?.SkillAction(randomSkill.Skill.ToString(), "EnableSkill", [playerTarget]);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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else
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{
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if (PlayerManager.GetPlayerByIndex(playerTarget!.Index)?.Skill != randomSkill.Skill) return;
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Debug.WriteToDebug("Enabling skill: " + randomSkill.Skill);
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Debug.WriteToDebug("Enabling skill: " + randomSkill.Skill, DebugCategory.Skill);
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Instance?.SkillAction(randomSkill.Skill.ToString(), "EnableSkill", [playerTarget]);
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}
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{player.GetSkillName(randomSkill.Skill)}\".");
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Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{SkillNames.Get(randomSkill.Skill)}\".", DebugCategory.Skill);
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UpdateSkillHudExpired(skillPlayer, randomSkill.Skill);
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if (Config.LoadedConfig.TeamMateSkillChatInfo)
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@ -714,7 +718,7 @@ namespace src.player
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Instance?.SkillAction(randomSkill.Skill.ToString(), "EnableSkill", [player]);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{player.GetSkillName(randomSkill.Skill)}\".");
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Debug.WriteToDebug($"Player {skillPlayer.PlayerName} has got the skill \"{SkillNames.Get(randomSkill.Skill)}\".", DebugCategory.Skill);
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UpdateSkillHudExpired(skillPlayer, randomSkill.Skill);
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}
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}
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