v1.2.3.b6

New skills (9)
- Bounty: put a cash price on an enemy's head, the killer collects it.
- EmpGrenade: grenade victims lose radar and crosshair for a while.
- GravityDecoy: the decoy alters gravity for everyone in its radius.
- Heavyweight: immune to push and slow effects from other skills.
- Nemesis: the marked player takes extra damage from everyone.
- Punisher: banks part of the damage you take and releases it on your next hit.
- Rewind: drop a marker and teleport back to it shortly after.
- TrueArmor: armor absorbs part of incoming damage instead of health.
- Voodoo: the marked enemy shares the damage you take.

Shared systems
- DecoyRing: reusable ground ring so decoy skills show their real area of effect. Adopted by FireRain, FrozenDecoy, GravityDecoy and MagneticDecoy.
- WeaponPool: single cached weapon classification (rifle/pistol/grenade) with a normalizing lookup, backed by the new config Weapons section. Replaces the duplicated hardcoded arrays in Assassin, Chicken, Ghost, NoNades, PrimaryBan, RandomWeapon, SniperElite and WeaponsSwap. [because of compatibility with WeaponRestrict]
- HUD suppression registry in SkillUtils: crosshair and radar hiding is now refcounted per owner, so overlapping skills (Glitch, Jammer, EmpGrenade) cannot restore each other's state early.
- SkillUtils.ResolveHiddenPawns: shared invisible-pawn resolution for C4Camouflage, Ghost and Ninja.
- Config gained a Weapons section with automatic migration for existing installs, plus a per-skill DisableOnPistolRound switch honoured by both the round draw and css_setskill.

Sound
- Volume rebalance
- Add SkillUtils.EmitSoundToPlayer with a private RecipientFilter. A null filter had been broadcasting every skill sound to all clients. Migrated 16 call sites: Poison, DemonEye, ToxicSmoke, CarefulBullets, Thorns, HotBomb, LastGasp, LongKnife, Nightmare, Jester, Tripwire, Medic, HealingSmoke, Rewind, Watchmaker.
- New effects: LongKnife knife-hit feedback (Weapon_Knife.Hit.Heavy/Light), Grapple hook impact, Fortnite barricade placement, Ricochet bounce, Nightmare cursed tone, Replicator/Illusionist spawn, PsychicDefusing defuse cue, TakeAmmo pickup, Tripwire and Jammer trigger tones.
- 29 skills gained a configurable SoundVolume, LongKnife also HitSoundVolume.
- Grapple: emit the hook impact at the hook entity instead of at the owner so the enemy team can locate it.
- PawelJumper: the engine already plays the first jump, only extra jumps emit.

Models and visuals
- Grapple: real hook model with configurable hookScale and hookEmbed so the hook sits in the surface it hit.
- Pilot: glowing exhaust trail parented to the pawn, active only while airborne.

Performance
- SkillsInfo.GetValue now resolves through a ConcurrentDictionary cache instead of reflecting on every call; invalidated on config reload.
- HUD render cache keyed on player, config, description flag and the three source lines; identical frames skip the rebuild.
- Glaz.CheckTransmit: hoist smoke index resolution out of the per-viewer loop and build the pawn-owner map lazily.
- playersSkills switched from ConcurrentBag to HashSet<Skills>, turning the NoRepeat filter from an O(n) scan into a set lookup.

Fixes
- NoRepeat could hand a player two or three skills in one round because the history bag was never deduplicated; the HashSet rewrite closes it.
- SniperElite: restore the saved weapon after the halftime team swap instead of dropping it on the pistol round.
- Illiterate: the holder alert now reaches chat and is exempt from its own scrambler via PrintToChat(ignoreIlliterate).
- EntityManager.DestroyBeam: zero out width and render colour before the kill so beams cannot linger visibly, with a next-frame Remove fallback.
- Ricochet: drop all 18 diagnostic Trace calls and the Trace helper; the skill measured stable over 48h and the tracing dominated the debug log.

Debug
- Tag round start, round end and freeze-time-end lines with [WARMUP] so warmup load is separable from live rounds.
This commit is contained in:
ByDexter 2026-08-09 00:37:02 +03:00
parent 615c55b2da
commit b2d2c5bf9a
93 changed files with 3414 additions and 329 deletions

View file

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class EmpGrenade : ISkill
{
private const Skills skillName = Skills.EmpGrenade;
private const string ownerTag = "EmpGrenade";
private static readonly ConcurrentDictionary<uint, int> jammedUntilTick = [];
private static readonly ConcurrentDictionary<uint, int> playersWithSkill = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
RestoreAll();
jammedUntilTick.Clear();
}
public static void RoundEnd()
{
RestoreAll();
jammedUntilTick.Clear();
}
public static void PlayerDisconnect(uint playerIndex)
{
jammedUntilTick.TryRemove(playerIndex, out _);
playersWithSkill.TryRemove(playerIndex, out _);
}
public static void PlayerDeath(EventPlayerDeath @event)
{
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
if (victim == null || !victim.IsValid) return;
if (jammedUntilTick.TryRemove(victim.Index, out _))
SetHud(victim.Index, false);
}
public static void PlayerHurt(EventPlayerHurt @event)
{
if (@event.Weapon != "hegrenade") return;
var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
if (attacker == null || !attacker.IsValid) return;
var attackerInfo = PlayerManager.GetPlayerByIndex(attacker.Index);
if (attackerInfo?.Skill != skillName) return;
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
if (victim == null || !victim.IsValid) return;
float duration = SkillsInfo.GetValue<float>(skillName, "jamSeconds");
jammedUntilTick[victim.Index] = Server.TickCount + (int)(duration * 64);
SetHud(victim.Index, true);
var victimEvent = PlayerManager.GetPlayerFromEvent(victim);
if (victimEvent != null && victimEvent.IsValid)
victimEvent.PrintToChat($" {ChatColors.Red}{victimEvent.GetTranslation("empgrenade_enemy_info")}");
}
public static void OnTick()
{
if (jammedUntilTick.IsEmpty) return;
int now = Server.TickCount;
foreach (var kvp in jammedUntilTick)
{
if (now < kvp.Value) continue;
if (!jammedUntilTick.TryRemove(kvp.Key, out _)) continue;
SetHud(kvp.Key, false);
}
}
private static void RestoreAll()
{
foreach (var playerIndex in jammedUntilTick.Keys)
SetHud(playerIndex, false);
}
private static void SetHud(uint playerIndex, bool jam)
{
var player = Utilities.GetPlayerFromIndex((int)playerIndex);
if (player == null || !player.IsValid) return;
ApplyHud(player, jam);
ApplyHud(PlayerManager.GetPlayerFromEvent(player), jam);
}
private static void ApplyHud(CCSPlayerController? player, bool jam)
{
if (player == null || !player.IsValid) return;
SkillUtils.SetCrosshairHidden(player, ownerTag, jam);
SkillUtils.SetRadarDisabled(player, ownerTag, jam);
}
public static void GrenadeThrown(EventGrenadeThrown @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
if (@event.Weapon != "hegrenade") return;
var playerInfo = PlayerManager.GetPlayerByIndex(player.Index);
if (playerInfo?.Skill != skillName) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
{
playersWithSkill[player.Index] = grenadesLeft - 1;
player!.GiveNamedItem("weapon_hegrenade");
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
}
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
playersWithSkill[player.Index] = grenadeLimit;
SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
playersWithSkill.TryRemove(player.Index, out _);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#3ad6e8", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Uncommon, float jamSeconds = 3f, int grenadeLimit = 2) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float JamSeconds { get; set; } = jamSeconds;
public int GrenadeLimit { get; set; } = grenadeLimit;
}
}
}