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

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