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

@ -30,7 +30,7 @@ namespace src.player.skills
// One pawn->info map per frame instead of a GetPlayers scan per client.
var infoByPawnHandle = new Dictionary<nint, jSkill_PlayerInfo?>();
foreach (var p in Utilities.GetPlayers())
foreach (var p in PlayerManager.GetTickPlayers())
{
var h = p?.Pawn?.Value?.Handle;
if (p != null && p.IsValid && h != null)
@ -108,6 +108,29 @@ namespace src.player.skills
playersInAction.Clear();
}
public static void PlayerDeath(EventPlayerDeath @event)
{
var victim = @event.Userid;
if (victim == null || !victim.IsValid) return;
RemoveGlow(victim.Index);
}
public static void PlayerDisconnect(uint playerIndex)
{
RemoveGlow(playerIndex);
}
private static void RemoveGlow(uint enemyIndex)
{
if (!glows.TryRemove(enemyIndex, out var glowInfo)) return;
SkillUtils.SafeKillEntity<CDynamicProp>(glowInfo.GlowIndex);
SkillUtils.SafeKillEntity<CDynamicProp>(glowInfo.RelayIndex);
temporaryBlockList.TryAdd(glowInfo.RelayIndex, DateTime.Now.AddSeconds(2));
temporaryBlockList.TryAdd(glowInfo.GlowIndex, DateTime.Now.AddSeconds(2));
}
public static void EnableSkill(CCSPlayerController player)
{
Event.EnableTransmit();
@ -132,14 +155,14 @@ namespace src.player.skills
private static void SetGlowEffectForAll()
{
var enemies = Utilities.GetPlayers().Where(p =>
var enemies = PlayerManager.GetTickPlayers().Where(p =>
p != null &&
p.IsValid &&
p.PlayerPawn?.Value != null &&
p.PlayerPawn.Value.IsValid &&
p.PlayerPawn.Value.Health > 0 &&
(p.Team == CsTeam.Terrorist || p.Team == CsTeam.CounterTerrorist)).ToList();
foreach (var enemy in enemies)
{
var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);