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

@ -33,6 +33,9 @@ namespace src.utils
using (var sr = new StreamReader(fs))
json = sr.ReadToEnd();
newConfig = JsonConvert.DeserializeObject<SettingsModel>(json) ?? new SettingsModel();
if (IsSectionMissing(json, nameof(SettingsModel.Weapons)))
SaveConfig(newConfig);
}
catch
{
@ -45,6 +48,18 @@ namespace src.utils
}
}
private static bool IsSectionMissing(string json, string section)
{
try
{
return Newtonsoft.Json.Linq.JObject.Parse(json)[section] == null;
}
catch
{
return false;
}
}
public static void SaveConfig(SettingsModel config)
{
lock (fileLock)
@ -92,6 +107,7 @@ namespace src.utils
public string DisableHUDOnDeathPermission { get; set; }
public bool DisableSkillsOnRoundEnd { get; set; }
public int? CurseSkillPerPlayer { get; set; }
public WeaponPools Weapons { get; set; }
public LanguageSystem LanguageSystem { get; set; }
public HtmlHudCustomisation HtmlHudCustomisation { get; set; }
public ChatMessage ChatMessage { get; set; }
@ -124,6 +140,31 @@ namespace src.utils
DisableSkillsOnRoundEnd = false;
CurseSkillPerPlayer = null;
Weapons = new WeaponPools
{
Rifle =
[
"weapon_ak47", "weapon_m4a1", "weapon_m4a1_silencer",
"weapon_famas", "weapon_galilar", "weapon_aug", "weapon_sg556",
"weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7",
"weapon_ump45", "weapon_p90", "weapon_mp5sd", "weapon_ssg08",
"weapon_awp", "weapon_scar20", "weapon_g3sg1", "weapon_nova",
"weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249",
"weapon_negev"
],
Pistol =
[
"weapon_deagle", "weapon_revolver", "weapon_glock", "weapon_usp_silencer",
"weapon_cz75a", "weapon_fiveseven", "weapon_p250", "weapon_tec9",
"weapon_elite", "weapon_hkp2000"
],
Grenade =
[
"weapon_hegrenade", "weapon_flashbang", "weapon_smokegrenade",
"weapon_molotov", "weapon_incgrenade", "weapon_decoy"
],
};
LanguageSystem = new LanguageSystem
{
DefaultLangCode = "en",
@ -204,6 +245,13 @@ namespace src.utils
}
}
public class WeaponPools
{
public required List<string> Rifle { get; set; }
public required List<string> Pistol { get; set; }
public required List<string> Grenade { get; set; }
}
public class ChatMessage
{
public required float MaxWidth { get; set; }