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:
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93 changed files with 3414 additions and 329 deletions
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@ -33,6 +33,9 @@ namespace src.utils
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using (var sr = new StreamReader(fs))
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json = sr.ReadToEnd();
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newConfig = JsonConvert.DeserializeObject<SettingsModel>(json) ?? new SettingsModel();
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if (IsSectionMissing(json, nameof(SettingsModel.Weapons)))
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SaveConfig(newConfig);
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}
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catch
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{
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@ -45,6 +48,18 @@ namespace src.utils
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}
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}
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private static bool IsSectionMissing(string json, string section)
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{
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try
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{
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return Newtonsoft.Json.Linq.JObject.Parse(json)[section] == null;
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}
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catch
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{
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return false;
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}
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}
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public static void SaveConfig(SettingsModel config)
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{
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lock (fileLock)
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@ -92,6 +107,7 @@ namespace src.utils
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public string DisableHUDOnDeathPermission { get; set; }
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public bool DisableSkillsOnRoundEnd { get; set; }
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public int? CurseSkillPerPlayer { get; set; }
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public WeaponPools Weapons { get; set; }
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public LanguageSystem LanguageSystem { get; set; }
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public HtmlHudCustomisation HtmlHudCustomisation { get; set; }
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public ChatMessage ChatMessage { get; set; }
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@ -124,6 +140,31 @@ namespace src.utils
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DisableSkillsOnRoundEnd = false;
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CurseSkillPerPlayer = null;
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Weapons = new WeaponPools
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{
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Rifle =
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[
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"weapon_ak47", "weapon_m4a1", "weapon_m4a1_silencer",
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"weapon_famas", "weapon_galilar", "weapon_aug", "weapon_sg556",
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"weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7",
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"weapon_ump45", "weapon_p90", "weapon_mp5sd", "weapon_ssg08",
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"weapon_awp", "weapon_scar20", "weapon_g3sg1", "weapon_nova",
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"weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249",
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"weapon_negev"
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],
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Pistol =
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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",
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"weapon_elite", "weapon_hkp2000"
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],
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Grenade =
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[
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"weapon_hegrenade", "weapon_flashbang", "weapon_smokegrenade",
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"weapon_molotov", "weapon_incgrenade", "weapon_decoy"
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],
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};
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LanguageSystem = new LanguageSystem
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{
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DefaultLangCode = "en",
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@ -204,6 +245,13 @@ namespace src.utils
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}
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}
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public class WeaponPools
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{
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public required List<string> Rifle { get; set; }
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public required List<string> Pistol { get; set; }
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public required List<string> Grenade { get; set; }
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}
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public class ChatMessage
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{
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public required float MaxWidth { get; set; }
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