Commit graph

17 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
ByDexter
21e702654d Fix leaked skill state, second chance revives, and unrestored server cvars
General:
- Jester's no-damage state no longer applies to players who do not hold the
  skill. The shared health helper checked Jester's internal table without
  verifying the current assignment, so a single stale entry silently cancelled
  damage across every skill that deals damage through it.
- Jester's per-round reset no longer aborts when the holder is dead, which
  previously left the table populated for the following rounds.
- The per-round reset now covers every skill used on the current map instead of
  only the ones held in the round that just ended, so a skill nobody drew still
  clears state left over from an earlier round.
- Skills that track another player as a target are now notified when that player
  disconnects. Controller indexes are reused, so a leftover entry applied to
  whoever connected into that index next. Affects Poison, Deaf, Darkness,
  Glitch, Magnifier, Legless, No Rifles, Jammer and Jester.
- Aimbot no longer retains raw native pointers after a hit is handled. They were
  never cleared and were written back to later, which could corrupt memory the
  engine had already freed.
- An exception inside a skill's OnTick no longer cancels the tick of every skill
  after it in the same frame.
- Cooldowns configured low enough to truncate to zero no longer throw (Poison,
  Regeneration, Hot Bomb, Healing Smoke, Toxic Smoke).
- Round changes are cheaper: Long Knife no longer detaches a detour it never
  attached, and Wild Throw skips its player sweep when it has nothing to unwind.

Skill improvements:
- Second Chance: now survives several lethal hits landing in the same tick
  (shotgun, two attackers) and restores health inside the damage hook instead of
  a frame later. It also runs after skills that modify damage, so One-Shot and
  Soldier are seen at their final value instead of the raw one.
- Spectator: returning to your own view no longer leaves the camera handle set,
  which made the tick handler reset the weapon cooldown every frame and play as
  rapid fire. The manual toggle is unchanged.
- Radar Hack: players hidden behind a replacement model (Chicken) are shown on
  the radar again. Only Ghost, Ninja and C4 Camouflage hide the pawn itself, so
  render alpha alone no longer decides.
- Focus: weapon_accuracy_nospread is reference counted, so one holder losing the
  skill no longer removes the effect from the others still holding it.
- Friendly Fire: mp_autokick is restored at the end of the round instead of
  staying disabled for the rest of the map, and is no longer executed on every
  friendly hit.
- Reactive Armor / Iana: no longer restore health for a player who no longer
  holds the skill.
- Free Planter / Short Fuse: each restores mp_c4timer only when it actually
  changed it, so overlapping rounds cannot write back the wrong value.
- Illusionist: the replica movement timer now stops on map change.
- Ghost / Ninja / C4 Camouflage: the bomb is located once per transmit instead of
  once per receiver and hidden player, and the pass is skipped when nobody is
  hidden.
2026-07-21 19:44:13 +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
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
53917a8b4b v1.10.0 2026-02-03 07:02:40 +01:00
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