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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113 changed files with 717 additions and 437 deletions
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@ -24,7 +24,7 @@ namespace src.player.skills
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public static void OnTick()
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{
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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 playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill == skillName)
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@ -121,14 +121,14 @@ namespace src.player.skills
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float fuelPercentage = maximumFuel;
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string fuelColor = GetFuelColor(pilotInfo.Fuel);
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playerInfo.PrintHTML = $"{player.GetTranslation("pilot_hud_info")}: <font color='{fuelColor}'>{(pilotInfo.Fuel/maximumFuel)*100:F0}%</font>";
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playerInfo.PrintHTML = $"{player.GetTranslation("pilot_hud_info")}: <font color='{fuelColor}'>{(pilotInfo.Fuel / maximumFuel) * 100:F0}%</font>";
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}
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private static string GetFuelColor(float fuelPercentage)
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{
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var maximumFuel = SkillsInfo.GetValue<float>(skillName, "maximumFuel");
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if (fuelPercentage > (maximumFuel/2f)) return "#00FF00";
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if (fuelPercentage > (maximumFuel/4f)) return "#FFFF00";
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if (fuelPercentage > (maximumFuel / 2f)) return "#00FF00";
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if (fuelPercentage > (maximumFuel / 4f)) return "#FFFF00";
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return "#FF0000";
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}
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@ -136,7 +136,7 @@ namespace src.player.skills
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{
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn?.CBodyComponent == null) return;
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QAngle eye_angle = playerPawn.EyeAngles;
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double pitch = (Math.PI / 180) * eye_angle.X;
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double yaw = (Math.PI / 180) * eye_angle.Y;
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