v1.2.3.b1

Revive skills (Second Chance / Phoenix / Re-Zombie) — unified "on death" logic:
- Intercept the lethal hit before it is applied. Previously they reacted after the death was already committed, so one-shots, fall damage and skill-based kills were missed (Phoenix and Re-Zombie were rewritten from a post-death handler to pre-damage interception).

Killer Flash:
- Kills through real damage instead of forcing a suicide, so revive skills can intercept.

Baseball:
- Fixed a rare server crash from decoy grenades: a freed decoy's entity index could be reused by another entity and written to (use-after-free). Decoy tracking is now validated per tick (DesignerName gate) and cleared every round.

Native crash hardening:
- Aimbot: guard the hit-group native pointer before writing (avoids writing to freed/null memory).
- Wallhack: detach the glow when the target dies or disconnects (stale FollowEntity on a freed pawn).
- Spectator / Cypher / FalconEye / ThirdEye: null-guard the camera SceneNode walk and re-validate the target before teleport/parent (cross-frame freed-entity deref).
- CServerSideClient.ForceFullUpdate now bails on a null client handle.

Performance:
- Added a per-tick player/bomb cache (PlayerManager.GetTickPlayers / GetTickBomb).
- Migrated 82 skills from per-skill Utilities.GetPlayers() to the one shared per-tick scan, and the HUD loop reuses it. Much lower per-tick cost at high player counts (verified 10v10).

RayTrace:
- Prints a single notice when the module is not installed; dependent skills (Long Zeus, Long Knife, Iana, Cypher, Noclip, Shade + the skill-use aim check) no-op instead of failing silently (#43).
This commit is contained in:
ByDexter 2026-07-26 17:49:36 +03:00
parent c7ee500957
commit 0e86f54e0a
113 changed files with 717 additions and 437 deletions

View file

@ -138,7 +138,7 @@ namespace src.player
return candidates[Random.Shared.Next(candidates.Count)];
}
private static readonly Skills[] lateDamageSkills = [Skills.SecondLife];
private static readonly Skills[] lateDamageSkills = [Skills.SecondLife, Skills.Phoenix, Skills.ReZombie];
private static readonly HashSet<Skills> tickFailuresLogged = [];
@ -611,7 +611,7 @@ namespace src.player
var temp = skillPlayer.SkillHudExpired;
skillPlayer.SkillHudExpired = DateTime.MinValue;
Instance.AddTimer(5f, () =>
{
if (skillPlayer.SkillHudExpired == DateTime.MinValue)
@ -1051,7 +1051,7 @@ namespace src.player
float? skillHudExpired = SkillsInfo.GetValue<float?>(skill, "hudDuration");
skillPlayer.SkillHudExpired =
!skillHudExpired.HasValue ?
!skillHudExpired.HasValue ?
(globalHudExpired == -1 ? DateTime.MaxValue : DateTime.Now.AddSeconds(globalHudExpired))
: skillHudExpired.Value == -1 ? DateTime.MaxValue
: DateTime.Now.AddSeconds(skillHudExpired.Value);
@ -1083,7 +1083,8 @@ namespace src.player
var validPlayers = Utilities.GetPlayers()
.Where(p => p != null && p.IsValid && !p.IsHLTV)
.Where(p => {
.Where(p =>
{
try { return p.Team is CsTeam.CounterTerrorist or CsTeam.Terrorist; }
catch { return false; }
}).ToList();
@ -1350,18 +1351,25 @@ namespace src.player
long perfStart = PerfLog.Start();
lock (setLock)
{
// Keep dying entities out of snapshots until the engine processes the kill.
var dying = EntityManager.GetRecentlyDestroyedSnapshot();
if (dying.Count > 0)
try
{
foreach (var (info, player) in infoList)
// Keep dying entities out of snapshots until the engine processes the kill.
var dying = EntityManager.GetRecentlyDestroyedSnapshot();
if (dying.Count > 0)
{
if (player == null || !player.IsValid) continue;
foreach (var entityIndex in dying)
if (info.TransmitEntities.Contains(entityIndex))
info.TransmitEntities.Remove(entityIndex);
foreach (var (info, player) in infoList)
{
if (player == null || !player.IsValid) continue;
foreach (var entityIndex in dying)
if (info.TransmitEntities.Contains(entityIndex))
info.TransmitEntities.Remove(entityIndex);
}
}
}
catch (Exception ex)
{
Server.PrintToConsole($"[jRandomSkills] CheckTransmit dying-filter failed: {ex.Message}");
}
DispatchToActiveSkills("CheckTransmit", infoList);
}