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

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