Commit graph

154 commits

Author SHA1 Message Date
Juzlus
c287846602 Merge branch 'main' of https://github.com/Juzlus/jRandomSkills 2026-07-27 01:05:28 +02:00
Juzlus
07951e12e8 Update readme 2026-07-27 01:05:20 +02:00
github-actions[bot]
22aa67d9f5 chore: update contributors and thanks 2026-07-26 23:04:51 +00:00
Juzlus
437c02194a update readme 2026-07-27 01:03:42 +02:00
Juzlus
c0949dffdc
Merge pull request #44 from ByDexterTR/main
v1.2.3.b1
2026-07-27 00:49:08 +02:00
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
github-actions[bot]
c7ee500957 chore: update contributors and thanks 2026-07-22 23:59:36 +00:00
Juzlus
1f4aae0204 Update readme and ModuleVersion to v1.2.2.b9 2026-07-23 01:59:01 +02:00
Juzlus
5fc3e8db66
Merge pull request #41 from ByDexterTR/fix/skill-state-leaks
1.2.2.b9
2026-07-22 23:18:42 +02:00
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
92175f6949
Update updater.json 2026-07-14 22:05:14 +02:00
Juzlus
571c68e25b
Create updater.json 2026-07-14 22:01:02 +02:00
github-actions[bot]
0c8efd1ec4 chore: update contributors and thanks 2026-07-13 23:10:23 +00:00
Juzlus
6551020774 Update markdown 2026-07-14 01:08:33 +02:00
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
github-actions[bot]
03bbe6ca98 chore: update contributors and thanks 2026-07-12 22:43:36 +00:00
Juzlus
e490b7f3df Add optional full force client update path
- Updated markdown files.
- Added FullForceUpdate as an optional feature.
- Jester: Fixes crashes that occur when a skill is being disabled.
2026-07-13 00:28:30 +02:00
Juzlus
559e7be23f
Merge pull request #38 from ByDexterTR/main
v1.2.2.b7
2026-07-13 00:25:05 +02:00
ByDexter
1dda45c977 Fix skill bugs and dying-entity transmit, add radar and bomb-timer handling 2026-07-12 16:52:57 +03:00
ByDexter
4b42670804 Remove ForceFullUpdate, rework entity lifecycle, move skill selection to round end 2026-07-12 16:52:57 +03:00
ByDexter
a5c0e3ca4b Update gamedata for latest CS2 update, bump CounterStrikeSharp to 1.0.371 2026-07-12 16:52:39 +03:00
Juzlus
0bfc31c059 Update readme files 2026-07-07 01:45:02 +02:00
Juzlus
b480247348
Merge pull request #35 from ByDexterTR/main
v1.2.2.b6
2026-07-07 01:01:45 +02:00
ByDexter
380d2ca731 Warmup-safe skill assignment, PerfLog header
- Treat null GameRules as "not ready" so skills are never assigned during
  warmup right after plugin load/hot-reload (SetSkill + RoundStart)
- PerfLog writes a header line on first measurement so the perf file
  appears immediately when PerfMode is active
2026-07-06 03:30:59 +03:00
ByDexter
b68a033b4c Fix GeoLite crash, add PerfMode profiling, reload cache invalidation
- GeoLite/MaxMind lookup wrapped in try/catch and disabled for the session on failure
  (stops the per-tick exception spam when the assembly cannot load during hot-reload)
- New PerfMode config option: writes performance logs to logs/perf_<date>.txt
  (DisableAll/SetSkill/PlayerDeath totals, per-skill SkillAction timings,
  aggregated OnTick/CheckTransmit avg-max summaries)
- css_reload now invalidates the skill-info and freeze-time caches
- Removed the last null-forgiving player lookups (Command, Armored, Baseball,
  FriendlyFire, OneShot)
2026-07-06 02:50:56 +03:00
ByDexter
25cd8eb989 v1.2.2.b6
Performance & stability pass (issue #34 + audit)

General:
- DisableAll resets only skills active in the previous round instead of all loaded skills (~89ms -> ~5ms)
- Removed per-tick LINQ/allocations, O(1) HUD skill lookups, translation substitutions moved to load time
- ForceFullUpdate creates the network service once per broadcast; view-angle guard only skips a genuine (0,0,0) placeholder
- Debug hooks/logging only active when DebugMode is enabled (single reused writer)
- Player skill state unified to a single collection (fixes a rare disconnect race)
- Gamedata signatures resolved lazily/isolated; hardened tick/transmit paths against invalid handles
- Description HUD honours always-show / -1 duration consistently across all assignment paths

Skills:
- Jester: fixed the no-damage effect leaking after a mid-round skill change (Thief/Deactivator)
- Jackal: fixed trail entities accumulating over a round
- Falcon Eye / Third Eye / Spectator: camera state cleared on disable

Also: added missing translation keys as untranslated markers across language files.

Fixes #34
2026-07-05 21:48:29 +03:00
github-actions[bot]
a0f37ba1a1 chore: update contributors and thanks 2026-06-30 05:31:05 +00:00
Juzlus
47985cdfef v1.2.2.b5
Fixed conflicts with the merge https://github.com/Juzlus/jRandomSkills/pull/33

- #### General:
    - ###### Fixed players' view angle snapping to look at (0, 0, 0) at round start (ForceFullUpdate was re-applying a zeroed view angle). [by: @ByDexterTR and @Juzlus].
    - ###### Stability: skills are now correctly disabled and cleaned up on attacker-less deaths (fall damage, drowning, world). [by: @ByDexterTR].
    - ###### Performance: the end-of-round skill summary now runs in a single timer instead of one per player, and skips players who disconnect during the delay. [by: @ByDexterTR].

- #### Skill improvements:
    - ###### Re-Zombie:
        - ###### Fixed the player dying instead of respawning with full zombie health. [by: @ByDexterTR].
    - ###### Jester:
        - ###### Armor no longer drains while the skill is active. [by: @ByDexterTR].
    - ###### Soundmaker / Anomaly:
        - ###### Updated the description. [by: @ByDexterTR].
2026-06-30 07:06:10 +02:00
Juzlus
f97911d67c Update update_thanks.yml 2026-06-29 18:28:51 +02:00
github-actions[bot]
a2aeabdfae chore: update contributors and thanks 2026-06-29 14:11:59 +00:00
Juzlus
42e5453fd4 v1.2.2.b4
- #### General:
    - ###### Updated the GitHub source code to implement the changes introduced in merge request (https://github.com/Juzlus/jRandomSkills/pull/32).

- #### Skill improvements:
    - ###### Ninja:
        - ###### Removed debug chat messages that were used for testing.
2026-06-29 16:10:59 +02:00
github-actions[bot]
36bd85ef06 chore: update contributors and thanks 2026-06-29 04:20:43 +00:00
Juzlus
ed0bf15b29 Merge branch 'main' of https://github.com/Juzlus/jRandomSkills 2026-06-29 06:20:11 +02:00
Juzlus
8db8d658a7 readme 2026-06-29 06:20:05 +02:00
github-actions[bot]
30fc6fd9df chore: update contributors and thanks 2026-06-29 04:15:15 +00:00
Juzlus
2ae293d1aa v1.2.2.b3
## 📋 Changelog

- #### General:
    - ###### Updated Chinese language translation by [by: [@Ericzzrbb](hhttps://github.com/Ericzzrbb)].
    - ###### Fixed a bug where a player could be given multiple skills at once while the HUD displayed only one (the player list was never cleared on map change and had no duplicate protection on join). [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Fixed skill names and descriptions showing the raw translation key on Turkish servers (culture-sensitive lowercasing) - affected skills starting with "I" (e.g. Illiterate, Impostor, InfiniteAmmo, Iana). [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### RayTrace-based skills and the skill-use button no longer throw when the RayTrace module is not installed - they now degrade gracefully instead of crashing. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Fixed the skill-use button (when bound to Use/E) blocking option selection inside WSAD target menus. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Performance: cached reflection lookups in `SkillAction` and `SkillsInfo.GetValue`, and de-duplicated the repeated event-dispatch logic on hot paths (OnTick, OnTakeDamage, etc.). [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Stability: removed dead methods that threw `NotImplementedException`, hardened team-score handling, and reset all skill state on round start / map change. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Build: post-build copy paths now follow the active `$(Configuration)` and `$(TargetFramework)`. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Added new Turkish translation strings for the skill notifications listed below. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Fixed bot-related messages so they now display correctly in the chat of the controlling player.
    - ###### When a player takes control of a bot, all active skill effects affecting that bot are now correctly transferred to the controlling player.
    - ###### Prevented bots from automatically using skills while being controlled by a player.

- #### Skill improvements:
    - ###### Wallhack:
        - ###### Fixed enemy outlines briefly flashing for everyone when the skill holder dies. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Area Reaper:
        - ###### Teammates (CT) are now notified which bombsite (A/B) was sealed. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Wild Throw:
        - ###### Now notifies the targeted player, consistent with other targeted skills. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Careful Bullets / Darkness / Deaf / Glitch / Jammer / Jump Ban / Magnifier / Poison / Primary Ban / Wild Throw:
        - ###### The targeted player is now notified when the effect ends after the skill holder dies. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
    - ###### Careful Bullets:
        - ###### Added damage-taken sound effects when missing a shot
    - ###### C4 Camouflage / Ninja:
        - ###### Fixed a bug where dying with invisibility active and taking control of a bot would grant invisibility to the bot as well.
    - ###### Poison:
        - ###### Added damage-taken sound effects.
    - ###### Primary Ban:
        - ###### Changed mechanic to directly block shooting weapons instead of forcing a weapon switch to the knife.
    - ###### Hot Bomb:
        - ###### Replaced the bomb-burning sound effects.
        - ###### Added a notification when the burning effect ends and the bomb returns to its normal color.
2026-06-29 06:12:53 +02:00
Juzlus
425bbaa784
Merge pull request #31 from Ericzzrbb/main
Add files via upload
2026-06-29 05:32:49 +02:00
Ericzzrbb
081d070b56
Add files via upload 2026-06-28 11:48:49 +08:00
Ericzzrbb
67791beb97
Add files via upload 2026-06-27 14:38:40 +08:00
github-actions[bot]
be21809685 chore: update contributors and thanks 2026-06-10 13:05:03 +00:00
github-actions[bot]
90a80f0190 chore: update contributors and thanks 2026-06-10 13:03:21 +00:00
Juzlus
ddd1be923a Readme 2026-06-10 15:02:09 +02:00
Juzlus
a8436ac88c
Delete readme-pl.md 2026-06-10 15:00:01 +02:00
Juzlus
58207330f0
Delete readme.md 2026-06-10 14:59:32 +02:00
github-actions[bot]
b577d7acf4 chore: update contributors and thanks 2026-06-10 12:56:21 +00:00
github-actions[bot]
44bc538162 chore: update contributors and thanks 2026-06-10 12:53:57 +00:00
Juzlus
d668d82861 Update update_thanks.yml 2026-06-10 14:53:24 +02:00
Juzlus
231171c9ba readme 2026-06-10 14:50:52 +02:00
Juzlus
e653712012 update readme 2026-06-10 14:42:00 +02:00
github-actions[bot]
693326c215 chore: update contributors and thanks 2026-06-10 12:31:14 +00:00