Update ray trace masks and beam cleanup
#### General - **Updated markdown** files. - Switched from `RayTrace.WorldOnlyMask` to CounterStrikeSharp's built-in `Masks.SolidBrushOnly` mask. - Added tracking and automatic removal of beams created by traces with `drawBeam` enabled.
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@ -425,6 +425,27 @@ This plugin uses content from the following projects:
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## 📋 Changelog
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<details>
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<summary><b>v1.2.4.b3</b></summary>
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- #### General
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- Updated compatibility with **CounterStrikeSharp v1.0.375**.
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- **Removed RayTrace-CSS-API / RayTrace-MM** (ray tracing is now built into CounterStrikeSharp).
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- **Updated gamedata** signatures and offsets for Windows/Linux.
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- Skill distribution failures are now logged and retried.
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- Spectators without a pawn are excluded from connected-player checks.
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- #### Skill Fixes
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- **No Recoil** - Spread and inaccuracy are now disabled server-side for accurate shots.
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- **Long Zeus** - Kills now correctly count as Zeus kills, including killfeed, sound and ragdoll effects.
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- **Long Knife** - Long-range hits now show a tracer.
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- **Fragile Bomb** - Planted bombs are detected reliably and bullet paths are checked correctly.
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- **Tripwire** - Beams are now removed correctly when the skill changes.
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**Full update contributed by [@ByDexterTR](https://github.com/ByDexterTR) in pull request [#61](https://github.com/Juzlus/jRandomSkills/pull/61). Thanks to ByDexterTR!**
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</details>
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<details>
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<summary><b>v1.2.4.b2</b></summary>
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