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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@ -11,6 +11,7 @@ namespace src.player.skills
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public class ReZombie : ISkill
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{
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private const Skills skillName = Skills.ReZombie;
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private const float DefaultHeadshotMultiplier = 4f;
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private static readonly ConcurrentDictionary<uint, int> zombies = [];
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private static readonly object setLock = new();
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@ -68,40 +69,73 @@ namespace src.player.skills
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zombies.Clear();
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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public static void OnTakeDamage(DynamicHook h)
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{
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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if (victim == null || !victim.IsValid) return;
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var victimEntity = h.GetParam<CEntityInstance>(0);
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var info = h.GetParam<CTakeDamageInfo>(1);
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if (victimEntity == null || !victimEntity.IsValid || info == null) return;
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var pawn = victim.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return;
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var victimPawn = victimEntity.As<CCSPlayerPawn>();
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if (victimPawn == null || !victimPawn.IsValid || victimPawn.DesignerName != "player") return;
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bool isZombie = zombies.TryGetValue(victim.Index, out int tick);
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var victimController = victimPawn.Controller.Value;
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if (victimController == null || !victimController.IsValid) return;
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if (isZombie && tick + 4 < Server.TickCount)
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return;
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var victim = victimController.As<CCSPlayerController>();
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if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(victim.Index);
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if (playerInfo?.Skill != skillName) return;
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var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
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if (victimInfo == null || victimInfo.Skill != skillName) return;
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var zombieHealth = SkillsInfo.GetValue<int>(skillName, "zombieHealth");
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// Friendly-fire-off teammate hit deals 0 damage; don't zombify over a hit that never lands.
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if (SkillUtils.IsFriendlyFireBlocked(info, victimPawn)) return;
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if (pawn.Health <= 0)
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float effectiveDamage = info.Damage;
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if (SkillUtils.GetHitGroup(info) == HitGroup_t.HITGROUP_HEAD)
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effectiveDamage *= GetHeadshotMultiplier(info);
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if (effectiveDamage < victimPawn.Health) return; // survivable, let it through
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if (TryBecomeZombie(victim, victimPawn))
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info.Damage = 0;
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}
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public static bool TryBecomeZombie(CCSPlayerController? victim, CCSPlayerPawn? victimPawn)
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{
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if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return false;
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if (victimPawn == null || !victimPawn.IsValid) return false;
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var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
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if (victimInfo == null || victimInfo.Skill != skillName) return false;
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lock (setLock)
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{
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bool isBlock = victim.TeamChanged;
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if (zombies.ContainsKey(victim.Index)) return false;
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if (victim.TeamChanged) return false;
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zombies[victim.Index] = Server.TickCount;
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if (isBlock) return;
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int zombieHealth = SkillsInfo.GetValue<int>(skillName, "zombieHealth");
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DropAllBotWeapons(victim);
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SetPlayerColor(pawn, false);
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SkillUtils.SetHealth(pawn, zombieHealth, zombieHealth);
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SetPlayerColor(victimPawn, false);
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SkillUtils.SetHealth(victimPawn, zombieHealth, zombieHealth);
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victim.ExecuteClientCommand("slot3");
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return true;
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}
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else if (isZombie && tick + 4 > Server.TickCount)
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SkillUtils.SetHealth(pawn, zombieHealth, zombieHealth);
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}
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private static float GetHeadshotMultiplier(CTakeDamageInfo info)
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{
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var ability = info.Ability?.Value;
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if (ability == null || !ability.IsValid) return DefaultHeadshotMultiplier;
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var weapon = ability.As<CCSWeaponBase>();
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if (weapon == null || !weapon.IsValid) return DefaultHeadshotMultiplier;
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var vdata = weapon.GetVData<CCSWeaponBaseVData>();
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if (vdata == null || vdata.HeadshotMultiplier <= 0) return DefaultHeadshotMultiplier;
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return vdata.HeadshotMultiplier;
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}
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private static void DropAllBotWeapons(CCSPlayerController player)
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