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.
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93 changed files with 3414 additions and 329 deletions
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@ -13,19 +13,8 @@ namespace src.player.skills
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private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = new();
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private static readonly object setLock = new();
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private static readonly HashSet<string> pistols = new(StringComparer.Ordinal)
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{
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"weapon_deagle", "weapon_revolver", "weapon_glock", "weapon_usp_silencer",
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"weapon_cz75a", "weapon_fiveseven", "weapon_p250", "weapon_tec9", "weapon_elite", "weapon_hkp2000"
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};
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private static readonly HashSet<string> rifles = new(StringComparer.Ordinal)
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{
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"weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7", "weapon_ump45", "weapon_p90",
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"weapon_mp5sd", "weapon_famas", "weapon_galilar", "weapon_m4a1", "weapon_m4a1_silencer", "weapon_ak47",
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"weapon_aug", "weapon_sg556", "weapon_ssg08", "weapon_awp", "weapon_scar20", "weapon_g3sg1",
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"weapon_nova", "weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249", "weapon_negev"
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};
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private static HashSet<string> pistols => WeaponPool.Pistols;
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private static HashSet<string> rifles => WeaponPool.Rifles;
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public static void LoadSkill()
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{
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@ -104,6 +93,19 @@ namespace src.player.skills
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RemoveAndGiveWeapon(player);
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}
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private static bool RollPistol(bool pistolAvailable, bool rifleAvailable)
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{
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if (!rifleAvailable) return true;
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if (!pistolAvailable) return false;
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float pistolChance = Math.Max(SkillsInfo.GetValue<float>(skillName, "pistolChance"), 0);
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float rifleChance = Math.Max(SkillsInfo.GetValue<float>(skillName, "rifleChance"), 0);
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float total = pistolChance + rifleChance;
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if (total <= 0) return Instance.Random.Next(2) == 0;
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return Instance.Random.NextDouble() * total < pistolChance;
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}
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private static void RemoveAndGiveWeapon(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn.Value;
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@ -117,12 +119,15 @@ namespace src.player.skills
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if (playerWeapons.Count == 0)
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return;
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var available = pistols.Concat(rifles).Where(w => !playerWeapons.Contains(w)).ToArray();
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if (available.Length == 0)
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var availablePistols = pistols.Where(w => !playerWeapons.Contains(w)).ToArray();
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var availableRifles = rifles.Where(w => !playerWeapons.Contains(w)).ToArray();
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if (availablePistols.Length == 0 && availableRifles.Length == 0)
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return;
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bool isPistol = RollPistol(availablePistols.Length > 0, availableRifles.Length > 0);
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var available = isPistol ? availablePistols : availableRifles;
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string newWeapon = available[Instance.Random.Next(available.Length)];
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bool isPistol = pistols.Contains(newWeapon);
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string? weaponToRemove = null;
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foreach (var item in pawn.WeaponServices.MyWeapons)
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@ -163,9 +168,11 @@ namespace src.player.skills
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public DateTime Cooldown { get; set; }
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#e0873a", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, float cooldown = 15f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#e0873a", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, float cooldown = 15f, float pistolChance = 60f, float rifleChance = 40f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float Cooldown { get; set; } = cooldown;
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public float PistolChance { get; set; } = pistolChance;
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public float RifleChance { get; set; } = rifleChance;
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}
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}
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}
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