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

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