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

@ -12,7 +12,7 @@ namespace src.player.skills
private const Skills skillName = Skills.SwapPosition;
private static readonly ConcurrentDictionary<uint, ZamianaMiejsc_PlayerInfo> SkillPlayerInfo = [];
private static readonly object setLock = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
@ -27,7 +27,7 @@ namespace src.player.skills
public static void OnTick()
{
if (SkillUtils.IsFreezeTime()) return;
foreach (var player in Utilities.GetPlayers())
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player == null || !player.IsValid) continue;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
@ -68,7 +68,7 @@ namespace src.player.skills
private static void UpdateHUD(CCSPlayerController player, ZamianaMiejsc_PlayerInfo skillInfo, bool showInfo)
{
if(player == null || !player.IsValid) return;
if (player == null || !player.IsValid) return;
float cooldown = 0;
if (skillInfo != null)
@ -86,7 +86,7 @@ namespace src.player.skills
if (cooldown == 0)
{
if (showInfo)
playerInfo.PrintHTML = skillInfo != null && !skillInfo.FindedEnemy
playerInfo.PrintHTML = skillInfo != null && !skillInfo.FindedEnemy
? $"<font color='#FF0000'>{player.GetTranslation("hud_info_no_enemy")}</font>" : null;
else
SkillUtils.ResetPrintHTML(player);
@ -103,7 +103,7 @@ namespace src.player.skills
if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
{
List<CCSPlayerController> enemy = Utilities.GetPlayers().FindAll(p => Instance.IsPlayerValid(p) && p.Team != player.Team && p.PawnIsAlive);
List<CCSPlayerController> enemy = PlayerManager.GetTickPlayers().FindAll(p => Instance.IsPlayerValid(p) && p.Team != player.Team && p.PawnIsAlive);
if (enemy.Count == 0)
{
skillInfo.FindedEnemy = false;