Fix skill bugs and dying-entity transmit, add radar and bomb-timer handling
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4b42670804
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1dda45c977
17 changed files with 207 additions and 137 deletions
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@ -14,7 +14,7 @@ namespace src.player.skills
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{
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private const Skills skillName = Skills.Ghost;
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private static readonly string[] allowedWeapons = [
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"weapon_molotov", "weapon_incgrenade", "weapon_flashbang", "weapon_smokegrenade", "weapon_decoy", "weapon_hegrenade", "weapon_knife", "weapon_bayonet"
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"weapon_molotov", "weapon_incgrenade", "weapon_flashbang", "weapon_smokegrenade", "weapon_decoy", "weapon_hegrenade", "weapon_knife", "weapon_bayonet", "weapon_c4"
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];
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private static readonly ConcurrentDictionary<uint, byte> invisiblePlayers = [];
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private const string bloodParticle = "particles/blood_impact/blood_impact_high.vpcf";
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@ -61,14 +61,6 @@ namespace src.player.skills
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if (player == null || !player.IsValid || player.Team == CsTeam.Spectator) continue;
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var targetHandle = player.Pawn.Value?.ObserverServices?.ObserverTarget.Value?.Handle ?? nint.Zero;
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bool isObservingGhost = false;
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if (targetHandle != nint.Zero)
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{
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var target = Utilities.GetPlayers().FirstOrDefault(p => p?.Pawn?.Value?.Handle == targetHandle);
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var targetInfo = PlayerManager.GetPlayerByIndex(target?.Index);
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if (targetInfo?.Skill == skillName) isObservingGhost = true;
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}
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foreach (var playerIndex in invisiblePlayers.Keys)
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{
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@ -79,26 +71,27 @@ namespace src.player.skills
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if (player.Team == playerController.Team)
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continue;
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if (!isObservingGhost)
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{
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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// Only the actively spectated pawn stays transmitted; hiding it breaks the camera.
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if (targetHandle != nint.Zero && playerPawn.Handle == targetHandle)
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continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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var bombIndex = GetBombIndex(playerController);
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if (bombIndex == null) continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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var bombIndex = GetBombIndex(playerController);
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if (bombIndex == null) continue;
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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}
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}
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@ -113,8 +106,6 @@ namespace src.player.skills
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if (EntityManager.GetPlayerEntities(player.Index, "empty_prop").Count == 0)
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CreatePlayerPosProp(player);
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SkillUtils.ForceFullUpdateToAll();
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}
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private static void CreatePlayerPosProp(CCSPlayerController player)
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@ -150,8 +141,6 @@ namespace src.player.skills
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invisiblePlayers.TryRemove(player.Index, out _);
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EntityManager.DestroyPlayerEntities(player.Index);
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SkillUtils.ForceFullUpdateToAll();
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}
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public static void OnTick()
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