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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@ -44,7 +44,7 @@ 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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var pawn = player.PlayerPawn.Value;
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@ -108,10 +108,15 @@ 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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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
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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(0, 255, 255, 255);
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camera.Teleport(pawn!.AbsOrigin, pawn.EyeAngles);
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camera.Teleport(pawn.AbsOrigin, pawn.EyeAngles);
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camera.DispatchSpawn();
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});
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