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

@ -18,7 +18,7 @@ namespace src.player.skills
public static void OnTick()
{
foreach (var player in Utilities.GetPlayers())
foreach (var player in PlayerManager.GetTickPlayers())
{
var playerEvent = PlayerManager.GetPlayerEvent(player);
if (!Instance.IsPlayerValid(playerEvent)) continue;
@ -28,7 +28,7 @@ namespace src.player.skills
SetEnemiesVisibleOnRadar(player);
}
}
private static void SetEnemiesVisibleOnRadar(CCSPlayerController player)
{
if (player == null || !player.IsValid || player.PlayerPawn?.Value == null) return;
@ -36,7 +36,7 @@ namespace src.player.skills
// SpottedByMask is indexed by player slot (0-63), not entity index.
int slot = player.Slot;
foreach (var enemy in Utilities.GetPlayers().FindAll(p => p.Team != player.Team))
foreach (var enemy in PlayerManager.GetTickPlayers().FindAll(p => p.Team != player.Team))
{
var enemyEvent = PlayerManager.GetPlayerEvent(enemy);
if (enemyEvent == null || !enemyEvent.IsValid) continue;
@ -52,13 +52,9 @@ namespace src.player.skills
enemyPawn.EntitySpottedState.SpottedByMask[0] |= (1u << (slot % 32));
}
var bombEntities = Utilities.FindAllEntitiesByDesignerName<CC4>("weapon_c4").ToList();
if (bombEntities.Count != 0)
{
var bomb = bombEntities.FirstOrDefault();
if (bomb != null && bomb.IsValid)
bomb.EntitySpottedState.SpottedByMask[0] |= (1u << (slot % 32));
}
var bomb = PlayerManager.GetTickBomb();
if (bomb != null && bomb.IsValid)
bomb.EntitySpottedState.SpottedByMask[0] |= (1u << (slot % 32));
}
public class SkillConfig : SkillsInfo.DefaultSkillInfo