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

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