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

@ -81,7 +81,7 @@ namespace src.player.skills
foreach (var index in AWPs.ToList())
SkillUtils.SafeKillEntity<CBasePlayerWeapon>(index);
if (savedWeapons.TryGetValue(player.Index, out string? savedWeapon) && !string.IsNullOrWhiteSpace(savedWeapon))
if (savedWeapons.TryGetValue(player.Index, out string? savedWeapon) && !string.IsNullOrWhiteSpace(savedWeapon))
Server.NextFrame(() =>
{
if (player == null || !player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
@ -162,7 +162,8 @@ namespace src.player.skills
weaponToGive = weapon_awp + "_script";
}
Instance.AddTimer(.15f, () => {
Instance.AddTimer(.15f, () =>
{
var player = Utilities.GetPlayerFromIndex((int)playerIndex);
if (player == null || !player.IsValid) return;
@ -180,7 +181,7 @@ namespace src.player.skills
{
if (!playerAWPIndexes.ContainsKey(playerIndex))
playerAWPIndexes.TryAdd(playerIndex, []);
if (playerAWPIndexes.TryGetValue(playerIndex, out var list))
list.Add(createdWeapon.Index);
}
@ -191,7 +192,8 @@ namespace src.player.skills
isProcessing.TryRemove(playerIndex, out _);
}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
}
catch {
catch
{
isProcessing.TryRemove(playerIndex, out _);
}
}
@ -227,7 +229,7 @@ namespace src.player.skills
{
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return null;
var activeWeapon = pawn.WeaponServices?.ActiveWeapon.Value;
if (activeWeapon != null && activeWeapon.IsValid && rifles.Contains(activeWeapon.DesignerName))
return activeWeapon;