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).
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113 changed files with 717 additions and 437 deletions
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@ -18,6 +18,12 @@ namespace src.player.skills
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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}
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public static void NewRound()
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{
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decoys.Clear();
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playersWithSkill.Clear();
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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{
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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@ -50,17 +56,17 @@ namespace src.player.skills
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var decoy = entity.As<CDecoyProjectile>();
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if (decoy == null || !decoy.IsValid || decoy.OwnerEntity == null || decoy.OwnerEntity.Value == null || !decoy.OwnerEntity.Value.IsValid) return;
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var pawn = decoy.OwnerEntity.Value.As<CCSPlayerPawn>();
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if (pawn == null || !pawn.IsValid || pawn.Controller == null || pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
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var player = pawn.Controller.Value.As<CCSPlayerController>();
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
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if (playerInfo?.Skill != skillName) return;
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decoys.TryAdd(decoy.Index, 0);
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decoy.Collision.CollisionAttribute.InteractsWith = pawn.Collision.CollisionAttribute.InteractsWith;
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decoy.Collision.CollisionGroup = pawn.Collision.CollisionGroup;
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}
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@ -69,7 +75,7 @@ namespace src.player.skills
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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@ -93,14 +99,14 @@ namespace src.player.skills
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{
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var decoy = Utilities.GetEntityFromIndex<CDecoyProjectile>((int)decoyIndex);
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if (decoy == null || !decoy.IsValid)
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if (decoy == null || !decoy.IsValid || decoy.DesignerName != "decoy_projectile")
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{
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decoys.TryRemove(decoyIndex, out _);
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continue;
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}
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decoy.Bounces = 0;
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var vel = decoy.AbsVelocity;
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float speed = vel.Length();
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float targetSpeed = Math.Min(speed * SkillsInfo.GetValue<float>(skillName, "speedMultipier"), SkillsInfo.GetValue<float>(skillName, "maxSpeed"));
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