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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parent
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0e86f54e0a
113 changed files with 717 additions and 437 deletions
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@ -25,7 +25,7 @@ namespace src.player.skills
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{
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foreach (var playerSkill in playersInfo.Values)
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KillClone(playerSkill);
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lock (setLock)
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playersInfo.Clear();
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}
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@ -107,11 +107,11 @@ namespace src.player.skills
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if (player == null || !player.IsValid) return;
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player.EmitSound("SolidMetal.BulletImpact");
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CDynamicProp? cloneProp = null;
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if (playerSkill.CloneProp != null)
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cloneProp = Utilities.GetEntityFromIndex<CDynamicProp>((int)playerSkill.CloneProp);
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if (cloneProp != null && cloneProp.IsValid && cloneProp.AbsOrigin != null && cloneProp.AbsRotation != null)
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{
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var playerPawn = player.PlayerPawn.Value;
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@ -203,7 +203,7 @@ namespace src.player.skills
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playerSkill.NextUse = Server.TickCount + 64000;
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playerSkill.CloneProp = clone.Index;
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jRandomSkills.Instance.AddTimer(SkillsInfo.GetValue<float>(skillName, "Duration"), () =>
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jRandomSkills.Instance.AddTimer(SkillsInfo.GetValue<float>(skillName, "Duration"), () =>
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{
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if (playerSkill.CloneProp != null)
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KillClone(playerSkill);
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@ -250,7 +250,7 @@ namespace src.player.skills
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if (!result.HasValue)
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return false;
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return !result.Value.DidHit;
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}
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@ -313,7 +313,7 @@ namespace src.player.skills
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{
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Vector pos = param2.DamagePosition;
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Vector posCl = cloneProp.AbsOrigin;
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bool isHead = false;
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float viewOffset = 63.27f;
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float diff = 2f;
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