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

@ -10,7 +10,7 @@ namespace src.player.skills
public class SecondLife : ISkill
{
private const Skills skillName = Skills.SecondLife;
private static readonly ConcurrentDictionary<nint, byte> secondLifePlayers = [];
private static readonly ConcurrentDictionary<nint, int> secondLifePlayers = [];
private static readonly object setLock = new();
public static void LoadSkill()
@ -26,24 +26,24 @@ namespace src.player.skills
public static void PlayerHurt(EventPlayerHurt @event)
{
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
int damage = @event.DmgHealth;
if (!Instance.IsPlayerValid(victim)) return;
var victimInfo = PlayerManager.GetPlayerByIndex(victim!.Index);
if (victimInfo == null || victimInfo.Skill != skillName) return;
var victimPawn = victim!.PlayerPawn.Value;
if (victimPawn!.Health > 0 || secondLifePlayers.ContainsKey(victim.Handle))
if (victimPawn!.Health > 0 || (secondLifePlayers.TryGetValue(victim.Handle, out int tick) && tick + 4 < Server.TickCount))
return;
lock (setLock)
{
secondLifePlayers.TryAdd(victim.Handle, 0);
SetHealth(victim, SkillsInfo.GetValue<int>(skillName, "startHealth"));
var spawnpoint = SkillUtils.GetSpawnPointVector(victim);
if (spawnpoint == null) return;
victimPawn.Teleport(spawnpoint, null, null);
secondLifePlayers.TryAdd(victim.Handle, Server.TickCount);
}
}