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

@ -12,7 +12,8 @@ namespace src.player.skills
{
private const Skills skillName = Skills.Wallhack;
private static readonly ConcurrentDictionary<uint, byte> playersInAction = new();
private static ConcurrentDictionary<uint, (uint RelayIndex, uint GlowIndex, CsTeam Team)> glows = new();
private static readonly ConcurrentDictionary<uint, (uint RelayIndex, uint GlowIndex, CsTeam Team)> glows = new();
private static readonly ConcurrentDictionary<uint, DateTime> temporaryBlockList = new();
public static void LoadSkill()
{
@ -21,6 +22,12 @@ namespace src.player.skills
public static void CheckTransmit([CastFrom(typeof(nint))] CCheckTransmitInfoList infoList)
{
foreach (var kvp in temporaryBlockList)
{
if (DateTime.Now > kvp.Value)
temporaryBlockList.TryRemove(kvp.Key, out _);
}
foreach (var (info, player) in infoList)
{
if (player == null || !player.IsValid) continue;
@ -54,11 +61,20 @@ namespace src.player.skills
var glowEntity1 = Utilities.GetEntityFromIndex<CBaseEntity>((int)glowInfo.RelayIndex);
if (glowEntity1 == null || !glowEntity1.IsValid) continue;
var glowEntity2 = Utilities.GetEntityFromIndex<CBaseEntity>((int)glowInfo.GlowIndex);
if (glowEntity2 == null || !glowEntity2.IsValid) continue;
info.TransmitEntities.Remove(glowEntity1.Index);
info.TransmitEntities.Remove(glowEntity2.Index);
if (info.TransmitEntities.Contains(glowEntity1.Index))
info.TransmitEntities.Remove(glowEntity1.Index);
if (info.TransmitEntities.Contains(glowEntity2.Index))
info.TransmitEntities.Remove(glowEntity2.Index);
}
foreach (var kvp in temporaryBlockList)
if (info.TransmitEntities.Contains(kvp.Key))
info.TransmitEntities.Remove(kvp.Key);
}
}
@ -71,6 +87,9 @@ namespace src.player.skills
SkillUtils.SafeKillEntity<CDynamicProp>(relayIndex);
SkillUtils.SafeKillEntity<CDynamicProp>(glowIndex);
temporaryBlockList.TryAdd(relayIndex, DateTime.Now.AddSeconds(2));
temporaryBlockList.TryAdd(glowIndex, DateTime.Now.AddSeconds(2));
}
glows.Clear();
@ -81,15 +100,21 @@ namespace src.player.skills
{
Event.EnableTransmit();
playersInAction.TryAdd(player.Index, 0);
if (glows.IsEmpty)
SetGlowEffectForAll();
SkillUtils.ForceFullUpdateToAll();
}
public static void DisableSkill(CCSPlayerController player)
{
playersInAction.TryRemove(player.Index, out _);
if (playersInAction.IsEmpty)
NewRound();
SkillUtils.ForceFullUpdateToAll();
}
private static void SetGlowEffectForAll()