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