#### Compatibility
* **CounterStrikeSharp v1.0.375** - after the CS2 update, RayTraceImpl stopped working. All traces now use CounterStrikeSharp's native `Trace` API, so **RayTrace-CSS-API and RayTrace-MM are no longer required**. `RayTraceApi.dll` was removed from the project and the Ray-Trace step was removed from the README install guide.
* **Gamedata** - CS2 1.41.8.3 broke the Windows `HEGrenadeProjectile_CreateFunc`, `CMolotovProjectile_CreateFunc` and `SnapViewAngles` signatures, and the Linux `SmokeGrenadeProjectile_CreateFunc` signature. `INetworkGameServer_Slots` moved from 584 to 616 on both platforms; the old value read a garbage size and pointer without throwing. All signatures now match exactly one function on both platforms, and the offsets were confirmed at runtime.
#### Skills
* **No Recoil** - the client received `weapon_accuracy_nospread`, but the server still applied spread, so the crosshair looked straight while bullets spread. The weapon's spread and inaccuracy values are now also zeroed on the server for that tick. Weapon data is shared per weapon type, so a weapon type is only patched while no other living player holds the same type; the values are restored on the next tick, at map end and on unload.
* **Long Zeus** - kills went through suicide, so they did not count as Zeus kills and the ragdoll was marked `world`. The suicide damage is now rewritten to the attacker's Zeus with shock damage, so the engine credits the kill natively (killfeed, kill sound, scoreboard, ragdoll). The victim's body also gets the electric shock effect, which the engine only plays on real Taser hits.
* **Long Knife** - long-range slashes now draw a tracer to where they hit.
* **Fragile Bomb** - the bomb position was only stored by the `bomb_planted` event, which is sent only to skills active at that moment, so receiving the skill after the plant never detected hits. The planted bomb is now looked up when needed. Hits were also measured from the impact point, so shots passing through the bomb and landing behind it were missed; the bullet's path is now checked instead.
* **Tripwire** - wires stayed visible after the skill changed. Beams were hidden from clients in the same tick they were cleared, so the "hide" update never reached the client. Beams are no longer hidden from clients before removal.
#### Reliability
* **Skill distribution** - an exception thrown during skill assignment aborted the round's distribution silently. It is now caught, logged and retried. Spectators without a pawn no longer count as connected players, which had caused unnecessary retries.
## 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.
## 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.
# Updates & Fixes
- New Commands: Added `!health` and `!plantedbomb` for testing and server management.
- Config: Client commands are now fully registerable via configuration files.
- Jester (Rework):
- Refactored from a global mode to a per-player system.
- Improved timer logic to prevent crashes during round resets.
- Added special handling for bomb planting and defusing.
- SkillUtils: `AddHealth` now supports an optional `maxHealth` parameter.
- KillerFlash, LongKnife & LongZeus: Added `friendlyFire` options to skill configs.
Introduce multiple new skill implementations and related updates: add AimLock, HealingChicken, HomingNades, HotBomb, Illusionist, MagneticDecoy, ThrowingKnife, Weightless and WildThrow; register skills and HUD/cooldown handling. Update ISkill enum to include new skills. Add SnapViewAngles signature to gamedata. Improve existing skills to handle bayonet (BladeMaster, Cutter, Disarmament, LongKnife) and fix iteration/null-check issues in FrozenDecoy. Make HealingSmoke tick interval configurable and extend its config. Update English and Polish language files with new skill strings and tweaks. Also sync server-side gamedata and language files.