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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113 changed files with 717 additions and 437 deletions
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@ -73,7 +73,7 @@ namespace src.player.skills
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{
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SkillUtils.ResetPrintHTML(player);
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SetPlayerColor(player, true);
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});
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}
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@ -92,7 +92,8 @@ namespace src.player.skills
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jester.Timer = null;
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}
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jester.Timer = Instance.AddTimer(1, () => {
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jester.Timer = Instance.AddTimer(1, () =>
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{
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ChangeMode(playerIndex, false);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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}
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@ -112,7 +113,8 @@ namespace src.player.skills
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jester.Timer = null;
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}
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jester.Timer = Instance.AddTimer(1, () => {
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jester.Timer = Instance.AddTimer(1, () =>
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{
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if (player != null && player.IsValid)
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ChangeMode(playerIndex, false);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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@ -211,7 +213,7 @@ namespace src.player.skills
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if (jester.Active != previousState)
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{
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SetPlayerColor(player);
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent != null && playerEvent.IsValid)
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playerEvent.ExecuteClientCommand("play sounds/weapons/taser/taser_charge_ready");
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@ -254,7 +256,7 @@ namespace src.player.skills
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public static void OnTick()
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{
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if (SkillUtils.IsFreezeTime()) return;
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foreach (var player in Utilities.GetPlayers())
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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var playeEvent = PlayerManager.GetPlayerEvent(player);
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if (playeEvent == null || !playeEvent.IsValid || playeEvent.PlayerPawn.Value == null || !playeEvent.PlayerPawn.Value.IsValid) continue;
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