This commit is contained in:
ByDexter 2026-07-30 01:15:32 +03:00
parent 0e86f54e0a
commit 98f6e65b01
98 changed files with 3391 additions and 397 deletions

View file

@ -28,6 +28,8 @@ namespace src.player.skills
temporaryBlockList.TryRemove(kvp.Key, out _);
}
if (glows.IsEmpty && temporaryBlockList.IsEmpty) return;
// One pawn->info map per frame instead of a GetPlayers scan per client.
var infoByPawnHandle = new Dictionary<nint, jSkill_PlayerInfo?>();
foreach (var p in PlayerManager.GetTickPlayers())
@ -37,6 +39,27 @@ namespace src.player.skills
infoByPawnHandle[h.Value] = PlayerManager.GetPlayerByIndex(p.Index);
}
var glowStates = new List<(uint Relay, uint Glow, CsTeam Team, bool Showable, bool EntitiesValid)>(glows.Count);
foreach (var kvp in glows)
{
var glowInfo = kvp.Value;
var enemy = Utilities.GetPlayerFromIndex((int)kvp.Key);
bool showable = false;
if (enemy != null && enemy.IsValid)
{
var enemyPawn = enemy.PlayerPawn?.Value;
bool pawnValid = enemyPawn != null && enemyPawn.IsValid;
showable = pawnValid && enemyPawn!.Health > 0 && enemyPawn!.Render.A != 102 && enemyPawn!.Render.A != 128;
}
var relayEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)glowInfo.RelayIndex);
var glowEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)glowInfo.GlowIndex);
bool entitiesValid = relayEntity != null && relayEntity.IsValid && glowEntity != null && glowEntity.IsValid;
glowStates.Add((glowInfo.RelayIndex, glowInfo.GlowIndex, glowInfo.Team, showable, entitiesValid));
}
foreach (var (info, player) in infoList)
{
if (player == null || !player.IsValid) continue;
@ -47,40 +70,18 @@ namespace src.player.skills
if (targetHandle != nint.Zero)
infoByPawnHandle.TryGetValue(targetHandle, out observerInfo);
foreach (var kvp in glows)
bool seesGlows = playerInfo?.Skill == skillName || (observerInfo != null && observerInfo?.Skill == skillName);
foreach (var glow in glowStates)
{
var enemyIndex = kvp.Key;
var glowInfo = kvp.Value;
var enemy = Utilities.GetPlayerFromIndex((int)enemyIndex);
if (glow.Showable && seesGlows && glow.Team != player.Team) continue;
if (!glow.EntitiesValid) continue;
bool hasSkill = playerInfo?.Skill == skillName;
bool observerHasSkill = observerInfo != null && observerInfo?.Skill == skillName;
bool differentTeam = glowInfo.Team != player.Team;
if (info.TransmitEntities.Contains(glow.Relay))
info.TransmitEntities.Remove(glow.Relay);
if (enemy != null && enemy.IsValid)
{
var enemyPawn = enemy.PlayerPawn?.Value;
bool pawnValid = enemyPawn != null && enemyPawn.IsValid;
bool alive = pawnValid && enemyPawn!.Health > 0;
bool notInvisible = pawnValid && enemyPawn!.Render.A != 102 && enemyPawn!.Render.A != 128;
bool shouldShow = alive && notInvisible && differentTeam && (hasSkill || observerHasSkill);
if (shouldShow)
continue;
}
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;
if (info.TransmitEntities.Contains(glowEntity1.Index))
info.TransmitEntities.Remove(glowEntity1.Index);
if (info.TransmitEntities.Contains(glowEntity2.Index))
info.TransmitEntities.Remove(glowEntity2.Index);
if (info.TransmitEntities.Contains(glow.Glow))
info.TransmitEntities.Remove(glow.Glow);
}
foreach (var kvp in temporaryBlockList)
@ -91,6 +92,8 @@ namespace src.player.skills
public static void NewRound()
{
buildInProgress = false;
foreach (var kvp in glows)
{
var relayIndex = kvp.Value.RelayIndex;
@ -136,7 +139,7 @@ namespace src.player.skills
Event.EnableTransmit();
playersInAction.TryAdd(player.Index, 0);
if (glows.IsEmpty)
if (glows.IsEmpty && !buildInProgress)
SetGlowEffectForAll();
SkillUtils.ForceFullUpdateToAll();
@ -153,6 +156,9 @@ namespace src.player.skills
}
}
private const int GlowsPerFrame = 4;
private static bool buildInProgress;
private static void SetGlowEffectForAll()
{
var enemies = PlayerManager.GetTickPlayers().Where(p =>
@ -163,60 +169,83 @@ namespace src.player.skills
p.PlayerPawn.Value.Health > 0 &&
(p.Team == CsTeam.Terrorist || p.Team == CsTeam.CounterTerrorist)).ToList();
foreach (var enemy in enemies)
buildInProgress = true;
SpawnGlowChunk(enemies, 0);
}
private static void SpawnGlowChunk(List<CCSPlayerController> enemies, int start)
{
if (!buildInProgress) return;
if (start >= enemies.Count)
{
var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);
if (enemyInfo?.Skill == Skills.Ghost)
continue;
var enemyPawn = enemy.PlayerPawn?.Value;
if (enemyPawn == null || !enemyPawn.IsValid) continue;
var skeleton = enemyPawn.CBodyComponent?.SceneNode?.GetSkeletonInstance();
var modelName = skeleton?.ModelState?.ModelName;
if (string.IsNullOrEmpty(modelName)) continue;
var modelGlow = EntityManager.CreateTrackedDynamicProp(enemy.Index);
var modelRelay = EntityManager.CreateTrackedDynamicProp(enemy.Index);
if (modelGlow == null || !modelGlow.IsValid || modelRelay == null || !modelRelay.IsValid)
continue;
// Register before spawn so the glow is filtered from its first snapshot.
glows.TryAdd(enemy.Index, (modelRelay.Index, modelGlow.Index, enemy.Team));
var relayEntity = modelRelay.CBodyComponent?.SceneNode?.Owner?.Entity;
if (relayEntity != null)
relayEntity.Flags = (uint)(relayEntity.Flags & ~(1 << 2));
modelRelay.SetModel(modelName);
modelRelay.Spawnflags = 256u;
modelRelay.RenderMode = RenderMode_t.kRenderNone;
modelRelay.DispatchSpawn();
var glowEntity = modelGlow.CBodyComponent?.SceneNode?.Owner?.Entity;
if (glowEntity != null)
glowEntity.Flags = (uint)(glowEntity.Flags & ~(1 << 2));
modelGlow.SetModel(modelName);
modelGlow.Spawnflags = 256u;
modelGlow.Render = Color.FromArgb(1, 255, 255, 255);
modelGlow.DispatchSpawn();
try
{
modelGlow.Glow.GlowColorOverride = enemy.Team == CsTeam.Terrorist ? Color.FromArgb(255, 255, 165, 0) : Color.FromArgb(255, 173, 216, 230);
modelGlow.Glow.GlowRange = 5000;
modelGlow.Glow.GlowTeam = -1;
modelGlow.Glow.GlowType = 3;
modelGlow.Glow.GlowRangeMin = 100;
}
catch
{ }
modelRelay.AcceptInput("FollowEntity", enemyPawn, modelRelay, "!activator");
modelGlow.AcceptInput("FollowEntity", modelRelay, modelGlow, "!activator");
buildInProgress = false;
return;
}
int end = Math.Min(start + GlowsPerFrame, enemies.Count);
for (int i = start; i < end; i++)
{
var enemy = enemies[i];
if (enemy == null || !enemy.IsValid) continue;
SpawnGlowFor(enemy);
}
Server.NextFrame(() => SpawnGlowChunk(enemies, end));
}
private static void SpawnGlowFor(CCSPlayerController enemy)
{
var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);
if (enemyInfo?.Skill == Skills.Ghost)
return;
var enemyPawn = enemy.PlayerPawn?.Value;
if (enemyPawn == null || !enemyPawn.IsValid) return;
var skeleton = enemyPawn.CBodyComponent?.SceneNode?.GetSkeletonInstance();
var modelName = skeleton?.ModelState?.ModelName;
if (string.IsNullOrEmpty(modelName)) return;
var modelGlow = EntityManager.CreateTrackedDynamicProp(enemy.Index);
var modelRelay = EntityManager.CreateTrackedDynamicProp(enemy.Index);
if (modelGlow == null || !modelGlow.IsValid || modelRelay == null || !modelRelay.IsValid)
return;
glows.TryAdd(enemy.Index, (modelRelay.Index, modelGlow.Index, enemy.Team));
var relayEntity = modelRelay.CBodyComponent?.SceneNode?.Owner?.Entity;
if (relayEntity != null)
relayEntity.Flags = (uint)(relayEntity.Flags & ~(1 << 2));
modelRelay.SetModel(modelName);
modelRelay.Spawnflags = 256u;
modelRelay.RenderMode = RenderMode_t.kRenderNone;
modelRelay.DispatchSpawn();
var glowEntity = modelGlow.CBodyComponent?.SceneNode?.Owner?.Entity;
if (glowEntity != null)
glowEntity.Flags = (uint)(glowEntity.Flags & ~(1 << 2));
modelGlow.SetModel(modelName);
modelGlow.Spawnflags = 256u;
modelGlow.Render = Color.FromArgb(1, 255, 255, 255);
modelGlow.DispatchSpawn();
try
{
modelGlow.Glow.GlowColorOverride = enemy.Team == CsTeam.Terrorist ? Color.FromArgb(255, 255, 165, 0) : Color.FromArgb(255, 173, 216, 230);
modelGlow.Glow.GlowRange = 5000;
modelGlow.Glow.GlowTeam = -1;
modelGlow.Glow.GlowType = 3;
modelGlow.Glow.GlowRangeMin = 100;
}
catch
{ }
modelRelay.AcceptInput("FollowEntity", enemyPawn, modelRelay, "!activator");
modelGlow.AcceptInput("FollowEntity", modelRelay, modelGlow, "!activator");
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#5d00ff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = 1, Rarity rarity = Rarity.Epic) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)