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

@ -73,7 +73,7 @@ namespace src.player.skills
{
SkillUtils.ResetPrintHTML(player);
SetPlayerColor(player, true);
});
}
@ -92,7 +92,8 @@ namespace src.player.skills
jester.Timer = null;
}
jester.Timer = Instance.AddTimer(1, () => {
jester.Timer = Instance.AddTimer(1, () =>
{
ChangeMode(playerIndex, false);
}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
}
@ -112,7 +113,8 @@ namespace src.player.skills
jester.Timer = null;
}
jester.Timer = Instance.AddTimer(1, () => {
jester.Timer = Instance.AddTimer(1, () =>
{
if (player != null && player.IsValid)
ChangeMode(playerIndex, false);
}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
@ -211,7 +213,7 @@ namespace src.player.skills
if (jester.Active != previousState)
{
SetPlayerColor(player);
var playerEvent = PlayerManager.GetPlayerFromEvent(player);
if (playerEvent != null && playerEvent.IsValid)
playerEvent.ExecuteClientCommand("play sounds/weapons/taser/taser_charge_ready");
@ -254,7 +256,7 @@ namespace src.player.skills
public static void OnTick()
{
if (SkillUtils.IsFreezeTime()) return;
foreach (var player in Utilities.GetPlayers())
foreach (var player in PlayerManager.GetTickPlayers())
{
var playeEvent = PlayerManager.GetPlayerEvent(player);
if (playeEvent == null || !playeEvent.IsValid || playeEvent.PlayerPawn.Value == null || !playeEvent.PlayerPawn.Value.IsValid) continue;