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

@ -10,19 +10,7 @@ namespace src.player.skills
public class Hermit : ISkill
{
private const Skills skillName = Skills.Hermit;
private static readonly ConcurrentDictionary<string, int> ConcurrentDictionary = new(
[
new KeyValuePair<string, int>("weapon_glock", 3), new KeyValuePair<string, int>("weapon_usp_silencer", 2), new KeyValuePair<string, int>("weapon_hkp2000", 4), new KeyValuePair<string, int>("weapon_p250", 3),
new KeyValuePair<string, int>("weapon_cz75", 2), new KeyValuePair<string, int>("weapon_deagle", 3), new KeyValuePair<string, int>("weapon_fiveseven", 2), new KeyValuePair<string, int>("weapon_elite", 2),
new KeyValuePair<string, int>("weapon_tec9", 3), new KeyValuePair<string, int>("weapon_revolver", 2), new KeyValuePair<string, int>("weapon_mac10", 3), new KeyValuePair<string, int>("weapon_mp9", 2),
new KeyValuePair<string, int>("weapon_mp7", 3), new KeyValuePair<string, int>("weapon_mp5", 3), new KeyValuePair<string, int>("weapon_mp5sd", 3), new KeyValuePair<string, int>("weapon_ump45", 3),
new KeyValuePair<string, int>("weapon_p90", 2), new KeyValuePair<string, int>("weapon_bizon", 2), new KeyValuePair<string, int>("weapon_ak47", 3), new KeyValuePair<string, int>("weapon_m4a1", 4),
new KeyValuePair<string, int>("weapon_m4a1_silencer", 3), new KeyValuePair<string, int>("weapon_galilar", 4), new KeyValuePair<string, int>("weapon_famas", 4), new KeyValuePair<string, int>("weapon_aug", 3),
new KeyValuePair<string, int>("weapon_sg556", 3), new KeyValuePair<string, int>("weapon_ssg08", 2), new KeyValuePair<string, int>("weapon_awp", 2), new KeyValuePair<string, int>("weapon_scar20", 2),
new KeyValuePair<string, int>("weapon_g3sg1", 2), new KeyValuePair<string, int>("weapon_nova", 32), new KeyValuePair<string, int>("weapon_xm1014", 32), new KeyValuePair<string, int>("weapon_sawedoff", 32),
new KeyValuePair<string, int>("weapon_mag7", 3), new KeyValuePair<string, int>("weapon_m249", 2), new KeyValuePair<string, int>("weapon_negev", 2)
]);
private static readonly ConcurrentDictionary<string, int> maxReserveAmmo = ConcurrentDictionary;
private const int fallbackReserveAmmo = 100;
public static void LoadSkill()
{
@ -43,9 +31,11 @@ namespace src.player.skills
var weapon = pawn.WeaponServices.ActiveWeapon.Value;
if (weapon == null || !weapon.IsValid || weapon.VData == null) return;
var maxReserveAmmoClip = maxReserveAmmo.TryGetValue(weapon.DesignerName, out var reserve) ? reserve : 100;
int reserve = weapon.As<CCSWeaponBase>().GetVData<CCSWeaponBaseVData>()?.PrimaryReserveAmmoMax ?? 0;
if (reserve <= 0) reserve = fallbackReserveAmmo;
weapon.Clip1 = weapon.VData.MaxClip1;
weapon.ReserveAmmo.Fill(maxReserveAmmoClip);
weapon.ReserveAmmo.Fill(reserve);
Utilities.SetStateChanged(weapon, "CBasePlayerWeapon", "m_iClip1");
Utilities.SetStateChanged(weapon, "CBasePlayerWeapon", "m_pReserveAmmo");