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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@ -56,7 +56,7 @@ 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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if (cameras.TryGetValue(player.Index, out var cameraInfo) && cameraInfo.Item2 != 0)
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{
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if (player == null || !player.IsValid) continue;
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@ -86,7 +86,7 @@ namespace src.player.skills
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uint orginalCameraRaw;
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uint newCameraRaw = 0;
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return;
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@ -100,7 +100,8 @@ namespace src.player.skills
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if (!forceToDefault)
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newCameraRaw = CreateCamera(player);
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} else
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}
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else
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{
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orginalCameraRaw = pawn.CameraServices.ViewEntity.Raw;
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if (!forceToDefault)
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@ -129,14 +130,14 @@ namespace src.player.skills
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var camera = EntityManager.CreateTrackedDynamicProp(player.Index);
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if (camera == null || !camera.IsValid) return 0;
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var enemies = Utilities.GetPlayers().Where(p =>
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var enemies = PlayerManager.GetTickPlayers().Where(p =>
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p != null &&
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p.IsValid &&
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p.Team != player.Team &&
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p.PlayerPawn?.Value != null &&
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p.PlayerPawn.Value.IsValid &&
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p.PlayerPawn.Value.Health > 0).ToList();
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if (enemies.Count == 0)
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return 0;
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@ -153,13 +154,17 @@ namespace src.player.skills
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Server.NextFrame(() =>
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{
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if (camera == null || !camera.IsValid) return;
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camera.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(camera.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
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var camNode = camera.CBodyComponent?.SceneNode?.Owner?.Entity;
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if (camNode != null)
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camNode.Flags = (uint)(camNode.Flags & ~(1 << 2));
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camera.SetModel("models/sprays/spray_plane.vmdl");
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camera.Render = Color.FromArgb(1, 255, 255, 255);
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camera.Teleport(pos, angle);
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camera.DispatchSpawn();
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CBaseEntity target = pawn;
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CBaseEntity? target = pawn != null && pawn.IsValid ? pawn : null;
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var entities = EntityManager.GetPlayerEntities(enemy.Index, "empty_prop");
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if (entities.Count > 0)
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@ -169,6 +174,7 @@ namespace src.player.skills
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target = entity;
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}
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if (target == null || !target.IsValid) return;
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camera.AcceptInput("SetParent", target, target, "!activator");
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});
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