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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@ -26,12 +26,12 @@ namespace src.player.skills
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public static void OnTick()
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{
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if (Server.TickCount % 10 != 0) return;
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foreach (var index in nades.Keys.ToList())
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{
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if (!nades.TryGetValue(index, out var data)) continue;
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Vector oldPos = data;
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var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
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if (nade == null || !nade.IsValid || nade.AbsOrigin == null)
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{
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@ -49,7 +49,7 @@ namespace src.player.skills
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{
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nade.DetonateTime = isZero ? 0f : nade.CreateTime + 1.5f;
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Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime");
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nades.TryRemove(index, out _);
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continue;
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}
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@ -75,11 +75,11 @@ namespace src.player.skills
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double minDistance = int.MaxValue;
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Vector nadePos = nade.AbsOrigin;
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foreach (var enemy in Utilities.GetPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.TeamNum != team))
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foreach (var enemy in PlayerManager.GetTickPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.TeamNum != team))
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{
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var pawn = enemy.PlayerPawn.Value;
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if (pawn?.IsValid != true || pawn.AbsOrigin == null) continue;
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double dist = SkillUtils.GetDistance(nadePos, pawn.AbsOrigin);
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if (dist < SkillsInfo.GetValue<float>(skillName, "detonationRange"))
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{
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