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Author SHA1 Message Date
ByDexter
dfa68db18b v1.2.4.b2
# v1.2.4.b2

#### Crashes
* **Ninja, Ghost, C4 Camouflage** - a client could crash with `CopyExistingEntity: missing client entity` when a hidden player died nearby. Hidden players are now revealed in the `player_death` pre-hook, inside the same tick as the death, so the client always holds the entity. Cleanup previously ran on a 2-tick timer and left a gap.

#### Skills
* **Falcon Eye** - weapons stayed locked into the next round if the camera was active when the round ended. Restoring the default view no longer depends on the camera entity still existing.
* **Jump Ban** - the target could still jump. Upward velocity is now zeroed on the jump input, the downward pull was raised, and the block lasts longer.
* **Jump Ban** - the "you can jump again" message never arrived. It was gated behind a freeze-time check that is always true when skills are cleared.
* **Blast Shot** - grenades could be thrown during freeze time.
* **Sound Maker** - phantom screams came from world origin `0 0 0`, and the sound was sent to the emitter's own team. Only living enemies now receive it.
* **Careful Bullets, Darkness, Deaf, Expensive Ammo, Giant, Glitch, Jammer, Jet Kick, Jump Curse, Magnifier, Nightmare, Poison, Primary Ban, Wild Throw** - the message telling the target the effect had ended never arrived, for the same freeze-time reason.

#### Freeze time
* **DisableOnFreezeTime** - the setting only applied to actively triggered skills; passive damage handlers ignored it entirely. Cypher, Exploding Barrel, Explosive Shot, Fortnite, Iana, Illusionist and Replicator now honour it.

#### Reliability
* **Skill distribution** - a round could start with nobody receiving a skill. A permission lookup for a player who was disconnecting threw and aborted the whole selection loop; those lookups are now isolated, and a failure on one player no longer stops the rest.
* **Skill distribution** - if a round still ends with no skills assigned while players are connected, distribution retries up to 6 times at 0.5s intervals and writes the reason to the debug log.
2026-09-17 10:20:16 +03:00
ByDexter
d016d42780 v1.2.3.b8
- #### Shared Systems
    - **PlayerManager.FillSkillHolders** - Skill holders are resolved from the player index instead of scanning every controller each tick, replacing the per-skill full player loop used by ten skills.
    - **PlayerManager.GetControllerByPawn** - Tick-cached pawn to controller map, replacing the linear observer-target scan.
    - **PlayerManager.IsServerIdle** - Tick-cached idle check shared by the debug and perf writers.
    - **SkillUtils.IsFriendlyFireBlocked** - Now takes the skill, so the new per-skill `FriendlyFire` key and the server convars are resolved in one place. The convar-only overload remains for victim-side skills.
    - **SkillUtils.TerminateRound** - Accepts the player who ended the round and pays out the round-end money that the engine skips on plugin-terminated rounds.

- #### Performance
    - **OnTick(hud)** - Average cost down 17% against the previous build.
    - **CheckTransmit** - Average cost down 25%, peak down 39%.
    - **OnTick(skills)** - Peak cost down 62%.
    - **Host stalls** - Real freezes measured with players connected dropped from six to two across 785 rounds.
    - **DecoyRing** - Beam creation is spread across four frames instead of spawning the whole ring in one tick.
    - **Fourteen skills** - `OnTick` now returns immediately when the skill holds no state.
    - **Berserker, BladeMaster, BunnyHop, DemonEye, Flash, PawelJumper, Pilot, Poison, QuickShot, RadarHack, Regeneration** - Switched to the shared skill-holder list; config reads hoisted out of per-player loops.

- #### Fixes
    - **GravityDecoy** - Restored a hardcoded gravity of 1.0 when leaving the field, permanently breaking Astronaut. Each pawn's own scale is now captured and restored.
    - **PsychicDefusing** - The bomb location stayed unset when the skill was assigned after the plant, the stored position pointed into the entity and dangled once the bomb was killed, and setup was silently skipped when the pawn was not ready.
    - **PsychicDefusing, FragileBomb** - Winning teams were paid nothing when the plugin ended the round. Winners are now paid from the matching `cash_*` convars, with the defuser bonus on top.
    - **ToxicSmoke, HealingSmoke** - Smoke kept damaging and healing after its owner lost the skill, and expiry left behind smokes whose owner had already lost it. HealingSmoke never tracked an owner at all.
    - **EmpGrenade** - Crosshair and radar stayed jammed forever, because `OnTick` stops being dispatched once nobody holds the skill and the jam timer never expired.
    - **ThrowingKnife** - Losing the skill while the knife was thrown destroyed it without giving one back.
    - **OnlyHead, ReactiveArmor** - Both ignored fall and world damage, which has no player attacker.
    - **Gambler** - Refreshing consumed the one-shot instead of rolling two new skills, and the refresh row lost its colour prefix to the text-direction wrapper.
    - **Berserker, Flash** - The falling-speed clamp fired while noclipping.
    - **ExplodingBarrel** - The prop spawned without a model and received it a frame later; the model is now passed through `CEntityKeyValues` at spawn.
    - **FastReload** - Now has a cooldown, five seconds by default, with a HUD countdown. The cooldown only starts when a magazine is actually refilled.
    - **Config** - Missing-key migration now descends into nested sections, so keys under `HtmlHudCustomisation` are detected.

- #### Damage Hook
    - **OnEntityTakeDamagePre / OnEntityTakeDamagePost** - Replaced the deprecated `CBaseEntity_TakeDamageOldFunc` hook across 27 files.
    - **Teammate damage** - The new hook runs before the engine zeroes friendly fire, so attacker-side modifiers need explicit guards. Added to OneShot, Cutter, Assassin, Soldier, Berserker, Nemesis and Punisher.
    - **FriendlyFire** - New per-skill key on twelve skills, defaulting to `true`. Setting it to `false` stops teammates being affected, the way LongKnife and KillerFlash already allow. Covers both the damage amplifiers and the explosives that previously only reduced teammate damage.

- #### Menu
    - **WSADMenuVisibleItems** - New setting replacing the hardcoded three visible menu rows, clamped between one and ten.
    - **WSAD menu** - The final menu row keeps its `#RRGGBB` colour prefix instead of losing it to the text-direction wrapper.

- #### Config Migration
    - **skillsInfo.json** - Missing keys are written back to the file on load instead of only being defaulted in memory. Existing values are preserved.
    - **playersLanguage.json** - Now grouped by language instead of one row per player, which cuts a ten thousand player file by 20%. Old files are converted on load and invalid SteamIDs are dropped.

- #### Debug
    - **Perf samples** - Report `p50`, `p95` and `p99` alongside the average and maximum.
    - **Per-skill sampling** - Every skill is now sampled, instead of only logging the calls that exceeded two milliseconds. The measurement was already running; only the reporting threshold discarded it.
    - **Load context** - Aggregate lines carry the player, alive, bot, active-skill and round counts, so sessions can be compared under different loads.
    - **ENTITIES** - Tracked entities are broken down by type.
    - **STALL** - Lines carry the tick, tracked entity count and load context, which separates map-load pauses from genuine freezes.
    - **DMGHOOK** - Reports how often the attacker and ability resolve on the damage hook.
    - **Idle server** - Nothing is written while the server sits empty, apart from lifecycle lines and player connects and disconnects.

- #### Cleanup
    - **Compiler warnings** - All twelve resolved; the build is clean.
    - **SkillUtils.SetPlayerCollisions** - Removed, its body started with an unconditional `return`.
    - **Damage hook aliases** - Dropped the `param` and `param2` locals the migration left behind across 27 files.
2026-08-20 18:23:13 +03:00
ByDexter
b2d2c5bf9a 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.
2026-08-09 00:37:02 +03:00
ByDexter
db7108517a v1.2.3.b4
- Curses are now tracked at all times and cleared when a player leaves, so a curse can no longer stick to whoever joins into that player slot afterwards
- Wallhack and Nightmare no longer shows up for the whole server during the round start skill reveal
- One skill throwing during round cleanup no longer cancels the rest of the cleanup or leaves entity kills suppressed for the rest of the map
- Fixed the TakeAmmo crash on map change while restoring weapon reserve ammo
- Friendly fire reduction now applies to BlastShot, DeathBomb, ExplodingBarrel, ExplosiveShot and ToxicSmoke
- FireRain molotovs now land around the decoy instead of on nearby rooftops, and the fire keeps its owner and team so friendly fire rules apply to it
- Teammates can no longer shoot the chickens spawned by HealingChicken
- Fortnite wall now spawns with its model and health set up front, so it takes the configured amount of damage instead of breaking on the first bullet
- JetKick, CarefulBullets and WildThrow now clean up after their target disconnects
2026-08-03 01:25:04 +03:00
Juzlus
8038a4d646 v1.2.3.b2 - Part 2
## GENERAL
- Added a css_entity admin command to check whether an entity with a given index/handle exists (prints the designer name to chat or console).
- Added a TakeDamage post-hook (OnTakeDamagePost) alongside the existing pre-hook, so skills can now react after damage has actually been applied, not just before.
- Added CreateMolotovProjectile (new CMolotovProjectile_CreateFunc signature) and CreateTrackedChicken entity helpers.
- Added a weapon_mp7 → weapon_mp5sd fallback mapping.
- Added class for KillfeedIcons

## SKILL IMPROVEMENTS
- Aimbot:
  -- Only forces a headshot hitgroup once (skips if it's already a head or an invalid hitgroup), and now restores the original hitgroup value in the new post-damage hook instead of leaving it overwritten.
- Tripwire:
  -- Reduced the default wire width from 1.5 to 0.7.

## NEW SKILLS:
- Berserker: You deal more damage and move faster as your health gets lower.
- Blast Shot: Press Attack2 with the MP5 to fire an HE grenade.
- Demon Eye: You deal damage to every enemy you are looking at.
- Fire Rain: Throw a decoy to call down a rain of Molotovs.
- Flashlight: Click [css_useSkill] to turn the flashlight on or off; its light can blind enemies.
- Healing Chicken: Your chickens heal you while you are nearby.
- Jetkick: Select a player to jetkick - every shot they fire knocks them backwards until disabled.
- Last Gasp: After you die, you deal damage to the enemy who killed you.
- Take Ammo: Click [css_useSkill] to take the active weapon's magazine from a random enemy.
- Team Teleport: Press [css_useSkill] to teleport to the teammate you're looking at.
2026-07-31 20:28:02 +02:00