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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@ -37,7 +37,7 @@ namespace src.player.skills
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if (player == null || !player.IsValid || player.Team != lastTeam) return;
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.Health == pawn.MaxHealth) return;
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if (pawn == null || !pawn.IsValid || pawn.Health == pawn.MaxHealth) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill == skillName)
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@ -54,10 +54,10 @@ namespace src.player.skills
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pos.Z += 10;
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SkillUtils.CreateHEGrenadeProjectile(pos, angle, new Vector(0, 0, -10), player.TeamNum);
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foreach (var _p in Utilities.GetPlayers().Where(p => p.IsValid && p.Team is CsTeam.CounterTerrorist or CsTeam.Terrorist))
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foreach (var _p in PlayerManager.GetTickPlayers().Where(p => p.IsValid && p.Team is CsTeam.CounterTerrorist or CsTeam.Terrorist))
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SkillUtils.PrintToChat(_p, $"{ChatColors.DarkRed}\u202A{player.PlayerName}\u202C: {ChatColors.Lime}{_p.GetTranslation("deathbomb_explosion")}",
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border: !Utilities.GetPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
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border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
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var fileNames = new[] { "radiobotfallback01", "radiobotfallback02", "radiobotfallback04" };
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var randomFile = fileNames[new Random().Next(fileNames.Length)];
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