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18 commits

Author SHA1 Message Date
ByDexter
709ed95614 v1.2.3.b5
## GENERAL
- The HUD loop now runs on the shared 16 Hz frame gate (SkillUtils.IsHudFrame) instead of keeping its own every-other-tick schedule, and fifteen skills that were refreshing their HUD on every single tick were moved onto that same gate.
- Added SkillData.GetSnapshot(), a cached array of the registered skills, so the HUD no longer copies the whole skill bag every frame. The cache is invalidated together with the existing lookup map, so a reload still picks up new skills.
- Added SkillUtils.ForceFullUpdateToAllChunked(), which spreads a full network update across frames (two clients per frame) instead of pushing one for every connected client in a single tick. The original ForceFullUpdateToAll is untouched, so the six skills that already call it keep their current behaviour.
- BlastShot, Cypher and Iana now clear their HUD line in DisableSkill, so a stale line can no longer survive the skill being taken away.

## FIXES
- SoundMaker threw a divide-by-zero on every tick when its cooldown was configured as 0, because the tick gate divides by that value. The cooldown is now clamped to at least 1.
- Regeneration and RadarHack were calling the wrong SkillsInfo.DefaultSkillInfo overload, which silently dropped disableOnFreezeTime, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer and rarity. Every configured field now reaches the base class, so those two skills finally honour their own config.
- Falcon Eye blocked the trigger on the wrong side of the check: picking up a weapon while back in the normal view locked primary and secondary fire, because the pickup handler tested for the player being in their own view instead of in the skill camera.
- Spectator locked primary and secondary fire when its camera could not be created at all, which happens when no enemy is alive to spectate. The player stayed in the normal view with a weapon that would not fire until the round ended.

## SKILL IMPROVEMENTS
- Wallhack:
  -- The glow build and the full network update now start when freeze time ends and are spread across frames, instead of running in a single tick the moment the skill is handed out. On a busy server this used to cost roughly 13 ms in one frame, close to a dropped tick at 64 tick; across four grants in an eight-hour session it no longer reaches the 2 ms profiler threshold at all.
- Jackal:
  -- CheckTransmit resolves the trail relays once per frame rather than once per viewer, so the same entity lookups are no longer repeated for every client on the server.
  -- Removed an opponent list that was gathered in EnableSkill and never used.
- ThrowingKnife:
  -- CheckTransmit builds the knife glow list once per frame, and the viewer index is resolved once per client instead of once per knife.
- Glaz:
  -- The observer target is only resolved for players who do not own the skill themselves, and the lookup now bails out early when there is no observer target at all.
- RadarHack and QuickShot:
  -- The skill check runs before the validity check, so players without the skill are skipped immediately instead of being fully validated first.
- Distancer, HealingChicken and SoundMaker:
  -- These now return straight away while nobody holds the skill, rather than walking the player list every tick.

## DEBUG
- Removed the [HITGROUP] mismatch check. Every recorded case was accounted for: ten were Aimbot rewriting the hit group as designed, and thirteen were non-bullet skill damage, which reports a generic hit group by nature. Dropping the check also removes a dictionary write from every damage event.
- Removed the identity-split tag from the damage log. It was dead by construction, because the victim controller had already been routed before the comparison ran, so it could never report a difference.
- Removed the player-shoot handler, which produced no output on this build.
- [DMG] lines now print the routing fields only when the routed index actually differs from the original one, so the check remains as a tripwire without adding noise to every line.

## TRANSLATIONS
- Turkish: reworded sixty-two entries that padded their sentences with second-person verb endings, dropped the English glosses left in parentheses, and settled every [css_useSkill] line into one shape. Also fixed genuine typos in Dracula, Giant, Thorns and Impostor.
- All eight languages received the strings for the four new skills. (AI)

## NEW SKILLS:
- Chameleon: The first player you kill gives you their skill.
- Grapple Hook: Press [css_useSkill] to fire a hook at the point you are aiming at and pull yourself there.
- Inheritance: When a teammate dies you can take over their skill.
- Ricochet: Your bullets bounce off walls and can still hit enemies.
2026-08-06 04:21:39 +03:00
ByDexter
98f6e65b01 1.2.3.b2 2026-07-30 01:15:32 +03:00
ByDexter
0e86f54e0a v1.2.3.b1
Revive skills (Second Chance / Phoenix / Re-Zombie) — unified "on death" logic:
- Intercept the lethal hit before it is applied. Previously they reacted after the death was already committed, so one-shots, fall damage and skill-based kills were missed (Phoenix and Re-Zombie were rewritten from a post-death handler to pre-damage interception).

Killer Flash:
- Kills through real damage instead of forcing a suicide, so revive skills can intercept.

Baseball:
- Fixed a rare server crash from decoy grenades: a freed decoy's entity index could be reused by another entity and written to (use-after-free). Decoy tracking is now validated per tick (DesignerName gate) and cleared every round.

Native crash hardening:
- Aimbot: guard the hit-group native pointer before writing (avoids writing to freed/null memory).
- Wallhack: detach the glow when the target dies or disconnects (stale FollowEntity on a freed pawn).
- Spectator / Cypher / FalconEye / ThirdEye: null-guard the camera SceneNode walk and re-validate the target before teleport/parent (cross-frame freed-entity deref).
- CServerSideClient.ForceFullUpdate now bails on a null client handle.

Performance:
- Added a per-tick player/bomb cache (PlayerManager.GetTickPlayers / GetTickBomb).
- Migrated 82 skills from per-skill Utilities.GetPlayers() to the one shared per-tick scan, and the HUD loop reuses it. Much lower per-tick cost at high player counts (verified 10v10).

RayTrace:
- Prints a single notice when the module is not installed; dependent skills (Long Zeus, Long Knife, Iana, Cypher, Noclip, Shade + the skill-use aim check) no-op instead of failing silently (#43).
2026-07-26 17:49:36 +03:00
Juzlus
b4e70ea0a1 Add per-skill HUD duration overrides
Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
2026-07-13 21:38:23 +02:00
Juzlus
91761f7376 v1.2.2.b2
## GENERAL
- Updated CSS to version 1.0.369.
- Upgraded the project from .NET 8.0 to .NET 10.0.
- Updated Turkish language translation by @ByDexterTR.
- Added Russian language translation by @213sdfsdgf.
- Fixed an issue with incorrect display of Arabic nicknames.
- Used ForceFullUpdate to resolve the "FATAL ERROR: CopyExistingEntity" crash.
- Disabled stale HandleCommandDrop hook to avoid crashes when a player joins a team (thanks to @vladimir214sd).
- Added new signatures to gamedata.
- Added the ability to configure the number of grenades for every skill that uses grenades as part of its ability (e.g., Miner, AntyFlash, MagneticDecoy, etc.).

## SKILL IMPROVEMENTS
- Re-Zombie:
  -- Fixed weapon switching issues when a player is holding a Zeus and a knife.
  -- Weapons are now removed for bots in zombie mode.
- Ghost:
  -- Blocked the ability to use the Zeus.
- Thorns:
  -- Added a configurable maximum health limit (37 HP) for the damage that can be reflected.
- Second Life / Phoenix / Re-Zombie:
  -- Fixed an issue where players would occasionally fail to respawn if they took too much damage too quickly.
- Ghost / Chicken:
  -- Blocked the ability to use the SG556 (`weapon_sg556`).
- Wallhack:
  -- Fixed a bug that caused temporary enemy highlighting right after death.
- Cypher:
  -- Added camera position persistence.
- God Mode:
  -- Fixed an issue with permanent immortality triggering after reaching exactly 0 HP.
- Weapons Swap:
  -- The ammo count is now also transferred when weapons are swapped.
- Muhammed:
  -- Renamed the skill to "DeathBomb".
- Spectator:
  -- Fixed a bug where a player with the Chicken skill would still display as a ragdoll after death when spectated.
- Friendly Fire:
  -- The skill now works even when the server's mp_friendlyfire setting is set to 0.
- Baseball:
  -- Disabled teammate killing.
2026-06-10 13:47:34 +02:00
Juzlus
46195c2663 v1.2.2.b1 2026-05-24 23:13:56 +02:00
Juzlus
0fb3d63cd8 fighting crashes #1 2026-04-28 18:58:21 +02:00
Juzlus
10dbf6629e v1.21.1.b8 2026-04-26 10:36:05 +02:00
Juzlus
868372e6b7 v1.1.9 2025-11-08 00:03:32 +01:00
Juzlus
ac53655184 v1.1.7 2025-09-24 03:18:32 +02:00
Juzlus
04a4fdce0d v.1.1.7 2025-09-23 04:53:25 +02:00
Juzlus
2102f0581f v1.1.5 2025-09-15 23:58:34 +02:00
Juzlus
898f86f888 v1.0.4 2025-09-12 02:24:04 +02:00
Juzlus
e33975fe8b Refactor skill lookup logic and vote system, update language files
Refactored command handling to improve player and skill lookup logic, replaced some list operations with direct queries, and updated method signatures for clarity and null safety. The vote system was reworked to support more robust vote tracking, cooldowns, and localized chat messages. Language files were updated to add new vote-related translations. Various code style and nullability improvements were made throughout the plugin.
2025-09-04 04:53:23 +02:00
Juzlus
54b265d43d pre v1.1.2 2025-09-03 04:20:40 +02:00
Juzlus
26cb787b57 v1.1.0 2025-08-29 02:41:39 +02:00
Juzlus
6b8988ade4 WIP 2025-08-21 02:12:25 +02:00
Juzlus
576cee8cfb v1.0.3 2025-02-25 01:49:34 +01:00