v1.2.2.b2

## GENERAL
- Updated CSS to version 1.0.369.
- Upgraded the project from .NET 8.0 to .NET 10.0.
- Updated Turkish language translation by @ByDexterTR.
- Added Russian language translation by @213sdfsdgf.
- Fixed an issue with incorrect display of Arabic nicknames.
- Used ForceFullUpdate to resolve the "FATAL ERROR: CopyExistingEntity" crash.
- Disabled stale HandleCommandDrop hook to avoid crashes when a player joins a team (thanks to @vladimir214sd).
- Added new signatures to gamedata.
- Added the ability to configure the number of grenades for every skill that uses grenades as part of its ability (e.g., Miner, AntyFlash, MagneticDecoy, etc.).

## SKILL IMPROVEMENTS
- Re-Zombie:
  -- Fixed weapon switching issues when a player is holding a Zeus and a knife.
  -- Weapons are now removed for bots in zombie mode.
- Ghost:
  -- Blocked the ability to use the Zeus.
- Thorns:
  -- Added a configurable maximum health limit (37 HP) for the damage that can be reflected.
- Second Life / Phoenix / Re-Zombie:
  -- Fixed an issue where players would occasionally fail to respawn if they took too much damage too quickly.
- Ghost / Chicken:
  -- Blocked the ability to use the SG556 (`weapon_sg556`).
- Wallhack:
  -- Fixed a bug that caused temporary enemy highlighting right after death.
- Cypher:
  -- Added camera position persistence.
- God Mode:
  -- Fixed an issue with permanent immortality triggering after reaching exactly 0 HP.
- Weapons Swap:
  -- The ammo count is now also transferred when weapons are swapped.
- Muhammed:
  -- Renamed the skill to "DeathBomb".
- Spectator:
  -- Fixed a bug where a player with the Chicken skill would still display as a ragdoll after death when spectated.
- Friendly Fire:
  -- The skill now works even when the server's mp_friendlyfire setting is set to 0.
- Baseball:
  -- Disabled teammate killing.
This commit is contained in:
Juzlus 2026-06-10 13:47:34 +02:00
parent cba834e8f0
commit 91761f7376
84 changed files with 6894 additions and 1689 deletions

View file

@ -11,7 +11,7 @@ namespace src.player.skills
public class ReZombie : ISkill
{
private const Skills skillName = Skills.ReZombie;
private static readonly ConcurrentDictionary<uint, byte> zombies = [];
private static readonly ConcurrentDictionary<uint, int> zombies = [];
private static readonly object setLock = new();
public static void LoadSkill()
@ -76,25 +76,57 @@ namespace src.player.skills
var pawn = victim.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
if (zombies.ContainsKey(victim.Index)) return;
bool isZombie = zombies.TryGetValue(victim.Index, out int tick);
if (isZombie && tick + 4 < Server.TickCount)
return;
var playerInfo = PlayerManager.GetPlayerByIndex(victim.Index);
if (playerInfo?.Skill != skillName || pawn.Health > 0) return;
if (playerInfo?.Skill != skillName) return;
lock (setLock)
var zombieHealth = SkillsInfo.GetValue<int>(skillName, "zombieHealth");
if (pawn.Health <= 0)
{
var zombieHealth = SkillsInfo.GetValue<int>(skillName, "zombieHealth");
bool isBlock = victim.TeamChanged;
zombies.TryAdd(victim.Index, 0);
zombies[victim.Index] = Server.TickCount;
if (isBlock) return;
DropAllBotWeapons(victim);
SetPlayerColor(pawn, false);
SkillUtils.AddHealth(pawn, zombieHealth - pawn.Health, zombieHealth);
victim.ExecuteClientCommand("slot3");
}
else if (isZombie && tick + 4 > Server.TickCount)
SkillUtils.AddHealth(pawn, zombieHealth - pawn.Health, zombieHealth);
}
private static void DropAllBotWeapons(CCSPlayerController player)
{
if (player == null || !player.IsValid || !player.IsBot) return;
var pawn = player.PlayerPawn?.Value;
if (pawn == null || !pawn.IsValid) return;
var itemServices = pawn.ItemServices?.As<CCSPlayer_ItemServices>();
if (itemServices == null || pawn.WeaponServices?.MyWeapons == null) return;
foreach (var item in pawn.WeaponServices.MyWeapons)
{
if (item == null || !item.IsValid) continue;
var weapon = item.Value;
if (weapon == null || !weapon.IsValid) continue;
var weaponName = weapon.DesignerName;
if (string.IsNullOrEmpty(weaponName) || weaponName.Contains("knife") || weaponName.Contains("bayonet"))
continue;
SkillUtils.SafeKillEntity<CBasePlayerWeapon>(weapon.Index);
}
}
public static bool OnWeaponCanAcquire(DynamicHook hook, CCSPlayerController player, CEconItemView econItem, CCSWeaponBaseVData vdata)