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

@ -100,7 +100,11 @@ namespace jRandomSkills.src.utils
set => Field<int>(m_nDeltaTick) = value;
}
public void ForceFullUpdate() => DeltaTick = -1;
public void ForceFullUpdate()
{
if (Handle == nint.Zero) return;
DeltaTick = -1;
}
}
#endregion

View file

@ -91,7 +91,7 @@ namespace src.utils
public string DisableHUDOnDeathPermission { get; set; }
public bool DisableSkillsOnRoundEnd { get; set; }
public LanguageSystem LanguageSystem { get; set; }
public HtmlHudCustomisation HtmlHudCustomisation { get; set; }
public HtmlHudCustomisation HtmlHudCustomisation { get; set; }
public ChatMessage ChatMessage { get; set; }
public NormalCommands NormalCommands { get; set; }
public VotingCommands VotingCommands { get; set; }

View file

@ -4,7 +4,7 @@ using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
namespace jRandomSkills.src.utils
{
public struct CustomTraceResult (TraceResult result, Vector startPos, ulong mask, ulong contents, bool drawBeam)
public struct CustomTraceResult(TraceResult result, Vector startPos, ulong mask, ulong contents, bool drawBeam)
{
public float StartPosX = startPos.X;
public float StartPosY = startPos.Y;

View file

@ -30,7 +30,7 @@ namespace src.utils
LoadAllLanguages();
LoadPlayersLanguage();
}
private static void SetLangCode()
{
defaultLangCode = Config.LoadedConfig.LanguageSystem.DefaultLangCode;
@ -82,10 +82,10 @@ namespace src.utils
var translation = GetTranslation(skill.ToString().ToLowerInvariant(), langCode);
if (!translation.Contains("{0}"))
return translation;
if (!translation.Contains(' '))
return translation.Replace("{0}", "").Trim();
var parts = translation.Split(' ', StringSplitOptions.RemoveEmptyEntries);
var filtered = parts.Where(p => !p.Contains("{0}"));
return string.Join(' ', filtered);
@ -279,7 +279,7 @@ namespace src.utils
public static void ChangePlayerLanguage(CCSPlayerController? player, string language)
{
if (player == null || !player.IsValid) return;
_playersLanguage.AddOrUpdate(player.SteamID, language, (k,v) => language);
_playersLanguage.AddOrUpdate(player.SteamID, language, (k, v) => language);
SavePlayersLanguage();
}
}

View file

@ -10,6 +10,31 @@ namespace src.utils
{
private static readonly ConcurrentDictionary<uint, jSkill_PlayerInfo> playersByIndex = [];
private static int cachedTick = int.MinValue;
private static List<CCSPlayerController> cachedControllers = [];
private static CC4? cachedBomb;
private static void EnsureTickCache()
{
int tick = Server.TickCount;
if (tick == cachedTick) return;
cachedTick = tick;
cachedControllers = Utilities.GetPlayers();
cachedBomb = Utilities.FindAllEntitiesByDesignerName<CC4>("weapon_c4").FirstOrDefault();
}
public static List<CCSPlayerController> GetTickPlayers()
{
EnsureTickCache();
return cachedControllers;
}
public static CC4? GetTickBomb()
{
EnsureTickCache();
return cachedBomb != null && cachedBomb.IsValid ? cachedBomb : null;
}
public static void Register(jSkill_PlayerInfo playerInfo)
{
if (playerInfo == null) return;
@ -37,7 +62,7 @@ namespace src.utils
if (!player.ControllingBot)
return player;
return Utilities.GetPlayers().FirstOrDefault(p =>
return Utilities.GetPlayers().FirstOrDefault(p =>
p != null &&
p.IsValid &&
p.IsBot &&

View file

@ -15,6 +15,30 @@ namespace src.utils
{
private static PluginCapability<CRayTraceInterface> RayTraceInterface { get; } = new("raytrace:craytraceinterface");
private static bool missingModuleLogged;
private static CRayTraceInterface? GetInterface()
{
try
{
var rayTrace = RayTraceInterface.Get();
if (rayTrace != null) return rayTrace;
}
catch { }
if (!missingModuleLogged)
{
missingModuleLogged = true;
Server.PrintToConsole("[jRandomSkills] RayTrace module not found - skills that need it do nothing: " +
"LongZeus, LongKnife, Iana, Cypher, Noclip, Shade (and the skill-use button's aim check). " +
"Install RayTrace-CSS-API and RayTrace-MM: https://github.com/FUNPLAY-pro-CS2/Ray-Trace/releases");
}
return null;
}
public static bool IsAvailable => GetInterface() != null;
public static CustomTraceResult? TraceShape(CCSPlayerController player, Vector startPos, Vector endPos, ulong? mask = null, ulong? contents = null)
{
if (player == null || !player.IsValid) return null;
@ -28,10 +52,7 @@ namespace src.utils
playerPawn.CBodyComponent?.SceneNode == null)
return null;
CRayTraceInterface? rayTrace;
try { rayTrace = RayTraceInterface.Get(); }
catch { return null; }
var rayTrace = GetInterface();
if (rayTrace == null)
return null;
@ -114,10 +135,7 @@ namespace src.utils
playerPawn.CBodyComponent?.SceneNode == null)
return null;
CRayTraceInterface? rayTrace;
try { rayTrace = RayTraceInterface.Get(); }
catch { return null; }
var rayTrace = GetInterface();
if (rayTrace == null)
return null;

View file

@ -275,6 +275,22 @@ namespace src.utils
return null;
}
public static HitGroup_t GetHitGroup(CTakeDamageInfo? info)
{
if (info == null || info.Handle == nint.Zero) return HitGroup_t.HITGROUP_GENERIC;
int offset = GameData.GetOffset("CTakeDamageInfo_HitGroup");
if (offset <= 0) return HitGroup_t.HITGROUP_GENERIC;
nint hitGroupPointer = Marshal.ReadIntPtr(info.Handle, offset);
if (hitGroupPointer == nint.Zero) return HitGroup_t.HITGROUP_GENERIC;
nint hitGroupData = Marshal.ReadIntPtr(hitGroupPointer, 16);
if (hitGroupData == nint.Zero) return HitGroup_t.HITGROUP_GENERIC;
return (HitGroup_t)Marshal.ReadInt32(hitGroupData, 56);
}
public static void CreateHEGrenadeProjectile(Vector pos, QAngle angle, Vector vel, int teamNum)
{
HEGrenadeProjectile_CreateFunc.Value?.Invoke(pos.Handle, angle.Handle, vel.Handle, vel.Handle, IntPtr.Zero, 44, teamNum);
@ -285,15 +301,40 @@ namespace src.utils
SmokeGrenadeProjectile_CreateFunc.Value?.Invoke(pos.Handle, angle.Handle, vel.Handle, vel.Handle, IntPtr.Zero, 45, teamNum);
}
// True when this hit would be nullified by the server's friendly-fire rules (same-team hit,
// mp_friendlyfire 0 and mp_teammates_are_enemies 0). The TakeDamage pre-hook still sees the raw
// damage, so lethal victim-side skills (SecondLife/Phoenix) must skip it — otherwise they "revive"
// a teammate that was never going to take damage.
public static bool IsFriendlyFireBlocked(CTakeDamageInfo? info, CCSPlayerPawn? victimPawn)
{
if (info == null || victimPawn == null || !victimPawn.IsValid) return false;
var attackerEnt = info.Attacker?.Value;
if (attackerEnt == null || !attackerEnt.IsValid) return false; // world/no attacker -> real damage
if (attackerEnt.Handle == victimPawn.Handle) return false; // self damage applies
var attackerPawn = new CCSPlayerPawn(attackerEnt.Handle);
if (!attackerPawn.IsValid || attackerPawn.DesignerName != "player") return false; // non-player inflictor
if (attackerPawn.TeamNum != victimPawn.TeamNum) return false; // enemy -> real damage
bool ff = ConVar.Find("mp_friendlyfire")?.GetPrimitiveValue<bool>() ?? false;
bool tae = ConVar.Find("mp_teammates_are_enemies")?.GetPrimitiveValue<bool>() ?? false;
return !ff && !tae; // same team + FF off -> engine will zero this damage
}
public static bool TakeHealth(CCSPlayerPawn? pawn, int damage)
{
if (pawn == null || !pawn.IsValid || pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
return false;
CCSPlayerController? victim = null;
jSkill_PlayerInfo? playerInfo = null;
var player = pawn.Controller.Value;
if (player != null && player.IsValid && player.SteamID != 0)
if (player != null && player.IsValid)
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
victim = player.As<CCSPlayerController>();
playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return false;
if (playerInfo.Skill == Skills.Jester && Jester.GetJesterInfo(player.Index)?.Active == true)
@ -301,9 +342,22 @@ namespace src.utils
if (playerInfo.Skill == Skills.GodMode && GodMode.HaveHodMode(player.Index))
return false;
if (playerInfo.Skill == Skills.Armored)
damage = (int)Math.Round(damage * (playerInfo.SkillChance ?? 1f));
}
int newHealth = (int)(pawn.Health - damage);
if (newHealth <= 0 && playerInfo != null)
{
if (playerInfo.Skill == Skills.SecondLife && SecondLife.TryConsumeRevive(victim, pawn))
return true;
if (playerInfo.Skill == Skills.Phoenix && Phoenix.TryConsumeRevive(victim, pawn))
return true;
if (playerInfo.Skill == Skills.ReZombie && ReZombie.TryBecomeZombie(victim, pawn))
return true;
}
pawn.Health = newHealth;
Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
@ -336,7 +390,7 @@ namespace src.utils
public static void ForceFullUpdate(CCSPlayerController player, List<(uint PlayerIndex, QAngle LastAngle)>? batchList = null, INetworkGameServer? networkGameServer = null)
{
if (!Config.LoadedConfig.EnableFullForceUpdate) return;
if (player == null || !player.IsValid) return;
if (player == null || !player.IsValid || player.IsBot) return;
var pawn = player.PlayerPawn?.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;