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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@ -21,6 +21,7 @@ namespace src.utils
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private static SkillsInfoModel? _indexedConfig;
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private static ConcurrentDictionary<string, DefaultSkillInfo> _byName = new();
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private static readonly ConcurrentDictionary<(Type Type, string Key), MemberInfo?> _memberCache = new();
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private static readonly ConcurrentDictionary<(DefaultSkillInfo Config, string Key, Type Target), object?> _valueCache = new();
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public static SkillsInfoModel LoadSkillsInfo()
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{
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@ -92,6 +93,12 @@ namespace src.utils
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if (!_byName.TryGetValue(skill.ToString()!, out var skillConfig) || skillConfig == null)
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return default!;
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object? cached = _valueCache.GetOrAdd((skillConfig, key, typeof(T)), k => Resolve(k.Config, k.Key, k.Target));
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return cached == null ? default! : (T)cached;
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}
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private static object? Resolve(DefaultSkillInfo skillConfig, string key, Type targetType)
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{
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var member = _memberCache.GetOrAdd((skillConfig.GetType(), key), k =>
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{
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MemberInfo? m = k.Type.GetProperty(k.Key, BindingFlags.Public | BindingFlags.Instance | BindingFlags.IgnoreCase);
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@ -106,11 +113,10 @@ namespace src.utils
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_ => null
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};
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if (value == null) return default!;
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if (value == null) return null;
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Type targetType = typeof(T);
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Type? underlyingType = Nullable.GetUnderlyingType(targetType);
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return (T)Convert.ChangeType(value, underlyingType ?? targetType);
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return Convert.ChangeType(value, underlyingType ?? targetType);
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}
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private static void EnsureIndex()
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@ -124,6 +130,7 @@ namespace src.utils
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_byName = dict;
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_indexedConfig = config;
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_memberCache.Clear();
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_valueCache.Clear();
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}
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public class SkillsInfoModel : ConcurrentBag<DefaultSkillInfo>
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@ -147,10 +154,11 @@ namespace src.utils
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}
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}
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public class DefaultSkillInfo(Skills skill, bool active = true, string color = "#ffffff", 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)
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public class DefaultSkillInfo(Skills skill, bool active = true, string color = "#ffffff", 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, bool disableOnPistolRound = false)
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{
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public bool NeedsTeammates { get; set; } = needsTeammates;
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public bool DisableOnFreezeTime { get; set; } = disableOnFreezeTime;
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public bool DisableOnPistolRound { get; set; } = disableOnPistolRound;
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public int OnlyTeam { get; set; } = (int)onlyTeam;
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public string Color { get; set; } = color;
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public bool Active { get; set; } = active;
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