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.
This commit is contained in:
ByDexter 2026-08-16 16:33:09 +03:00
parent 5c65f4ac71
commit 0033d1e13d
29 changed files with 634 additions and 251 deletions

View file

@ -10,7 +10,6 @@ namespace src.player.skills
public class MagneticDecoy : ISkill
{
private const Skills skillName = Skills.MagneticDecoy;
private static readonly ConcurrentDictionary<Vector, byte> decoys = [];
private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
public static void LoadSkill()
@ -21,14 +20,12 @@ namespace src.player.skills
public static void NewRound()
{
decoys.Clear();
DecoyRing.ClearAll(skillName);
DecoyTracker.Clear(skillName);
}
public static void RoundEnd()
{
decoys.Clear();
DecoyRing.ClearAll(skillName);
DecoyTracker.Clear(skillName);
}
public static void DecoyStarted(EventDecoyStarted @event)
@ -40,50 +37,58 @@ namespace src.player.skills
if (playerInfo?.Skill != skillName) return;
Vector pos = new(@event.X, @event.Y, @event.Z);
decoys.TryAdd(pos, 0);
DecoyTracker.Add(skillName, (uint)@event.Entityid, pos, player.Index);
DecoyRing.Show(skillName, (uint)@event.Entityid, pos, SkillsInfo.GetValue<float>(skillName, "triggerRadius"));
}
public static void DecoyDetonate(EventDecoyDetonate @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
foreach (var decoy in decoys.Keys.Where(v => v.X == @event.X && v.Y == @event.Y && v.Z == @event.Z))
decoys.TryRemove(decoy, out _);
DecoyRing.Hide(skillName, (uint)@event.Entityid);
DecoyTracker.Remove(skillName, (uint)@event.Entityid);
}
public static void OnTick()
{
foreach (Vector decoyPos in decoys.Keys)
foreach (var player in PlayerManager.GetTickPlayers().Where(p => p.IsValid && p.Team is CsTeam.CounterTerrorist or CsTeam.Terrorist))
var decoyPositions = DecoyTracker.Positions(skillName);
if (decoyPositions.Length == 0) return;
float decoyRadius = SkillsInfo.GetValue<float>(skillName, "triggerRadius");
float baseStrenght = SkillsInfo.GetValue<float>(skillName, "strenght");
List<CCSPlayerPawn> pawns = [];
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player == null || !player.IsValid) continue;
if (player.Team is not (CsTeam.CounterTerrorist or CsTeam.Terrorist)) continue;
var eventPlayer = PlayerManager.GetPlayerEvent(player);
if (eventPlayer == null || !eventPlayer.IsValid) continue;
var pawn = eventPlayer.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) continue;
pawns.Add(pawn);
}
if (pawns.Count == 0) return;
foreach (Vector decoyPos in decoyPositions)
foreach (var pawn in pawns)
{
var eventPlayer = PlayerManager.GetPlayerEvent(player);
if (eventPlayer == null || !eventPlayer.IsValid) continue;
var origin = pawn.AbsOrigin;
if (origin == null) continue;
var decoyRadius = SkillsInfo.GetValue<float>(skillName, "triggerRadius");
double distance = SkillUtils.GetDistance(decoyPos, origin);
if (distance > decoyRadius || distance <= 10) continue;
var pawn = eventPlayer.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) continue;
Vector direction = new(decoyPos.X - origin.X, decoyPos.Y - origin.Y, 0);
float length = direction.Length();
if (length <= 0) continue;
double distance = SkillUtils.GetDistance(decoyPos, pawn.AbsOrigin);
if (distance <= decoyRadius && distance > 10)
{
Vector direction = new(decoyPos.X - pawn.AbsOrigin.X, decoyPos.Y - pawn.AbsOrigin.Y, 0);
float length = direction.Length();
Vector normalized = direction / length;
float strenght = baseStrenght * (1 - (float)(distance / decoyRadius));
Vector normalized = direction / length;
float ratio = 1 - (float)(distance / decoyRadius);
float strenght = SkillsInfo.GetValue<float>(skillName, "strenght") * ratio;
pawn.AbsVelocity.X += normalized.X * strenght;
pawn.AbsVelocity.Y += normalized.Y * strenght;
}
pawn.AbsVelocity.X += normalized.X * strenght;
pawn.AbsVelocity.Y += normalized.Y * strenght;
}
}
@ -144,6 +149,12 @@ namespace src.player.skills
if (player == null || !player.IsValid) return;
playersWithSkill.TryRemove(player.Index, out _);
DecoyTracker.RemoveOwner(skillName, player.Index);
var eventPlayer = PlayerManager.GetPlayerEvent(player);
if (eventPlayer != null && eventPlayer.IsValid && eventPlayer.Index != player.Index)
DecoyTracker.RemoveOwner(skillName, eventPlayer.Index);
SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, 1);
}