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