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