jRandomSkills/jRandomSkills - SRC Files/src/player/BotManager.cs
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

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2.7 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Timers;
using CounterStrikeSharp.API.Modules.Utils;
using static src.jRandomSkills;
using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
namespace src.utils
{
public static class BotManager
{
private static Timer? _skillTimer;
private static Timer? _rotationTimer;
private static readonly Random _random = new();
private const float SkillInterval = 2f;
private const float RotationInterval = 45f;
public static void Initialize()
{
if (!Config.LoadedConfig.EnableBotSkills) return;
Stop();
_skillTimer = Instance.AddTimer(SkillInterval, OnBotUseSkillTimer, TimerFlags.REPEAT | TimerFlags.STOP_ON_MAPCHANGE);
if (!Config.LoadedConfig.EnableBotKickDebug) return;
_rotationTimer = Instance.AddTimer(RotationInterval, OnBotRotationTimer, TimerFlags.REPEAT | TimerFlags.STOP_ON_MAPCHANGE);
}
public static void Stop()
{
if (!Config.LoadedConfig.EnableBotSkills) return;
_skillTimer?.Kill();
_skillTimer = null;
if (!Config.LoadedConfig.EnableBotKickDebug) return;
_rotationTimer?.Kill();
_rotationTimer = null;
}
private static void OnBotUseSkillTimer()
{
var activeBots = Utilities.GetPlayers()
.Where(p => p != null && p.IsValid && p.IsBot && !p.IsHLTV && p.LifeState == (byte)LifeState_t.LIFE_ALIVE && p.Team != CsTeam.Spectator)
.ToList();
if (activeBots.Count == 0) return;
var randomBot = activeBots[_random.Next(activeBots.Count)];
if (randomBot == null || !randomBot.IsValid) return;
if (randomBot.Index != randomBot.OriginalControllerOfCurrentPawn.Value?.Index) return;
if (randomBot.PlayerPawn?.Value == null || !randomBot.PlayerPawn.Value.IsValid || randomBot.PlayerPawn.Value.IsDefusing) return;
var bot_info = PlayerManager.GetPlayerByIndex(randomBot.Index);
if (bot_info == null) return;
Instance.SkillAction(bot_info.Skill.ToString(), "UseSkill", [randomBot]);
}
private static void OnBotRotationTimer()
{
var allBots = Utilities.GetPlayers()
.Where(p => p != null && p.IsValid && p.IsBot && !p.IsHLTV)
.ToList();
if (allBots.Count > 0)
{
var botToKick = allBots[_random.Next(allBots.Count)];
Server.ExecuteCommand($"kickid {botToKick.UserId}");
}
Server.NextFrame(() => Server.ExecuteCommand("bot_add"));
}
}
}