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:
parent
c7ee500957
commit
0e86f54e0a
113 changed files with 717 additions and 437 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue