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).
78 lines
No EOL
2.7 KiB
C#
78 lines
No EOL
2.7 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Timers;
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using CounterStrikeSharp.API.Modules.Utils;
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using static src.jRandomSkills;
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using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
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namespace src.utils
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{
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public static class BotManager
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{
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private static Timer? _skillTimer;
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private static Timer? _rotationTimer;
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private static readonly Random _random = new();
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private const float SkillInterval = 2f;
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private const float RotationInterval = 45f;
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public static void Initialize()
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{
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if (!Config.LoadedConfig.EnableBotSkills) return;
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Stop();
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_skillTimer = Instance.AddTimer(SkillInterval, OnBotUseSkillTimer, TimerFlags.REPEAT | TimerFlags.STOP_ON_MAPCHANGE);
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if (!Config.LoadedConfig.EnableBotKickDebug) return;
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_rotationTimer = Instance.AddTimer(RotationInterval, OnBotRotationTimer, TimerFlags.REPEAT | TimerFlags.STOP_ON_MAPCHANGE);
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}
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public static void Stop()
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{
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if (!Config.LoadedConfig.EnableBotSkills) return;
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_skillTimer?.Kill();
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_skillTimer = null;
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if (!Config.LoadedConfig.EnableBotKickDebug) return;
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_rotationTimer?.Kill();
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_rotationTimer = null;
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}
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private static void OnBotUseSkillTimer()
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{
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var activeBots = Utilities.GetPlayers()
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.Where(p => p != null && p.IsValid && p.IsBot && !p.IsHLTV && p.LifeState == (byte)LifeState_t.LIFE_ALIVE && p.Team != CsTeam.Spectator)
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.ToList();
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if (activeBots.Count == 0) return;
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var randomBot = activeBots[_random.Next(activeBots.Count)];
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if (randomBot == null || !randomBot.IsValid) return;
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if (randomBot.Index != randomBot.OriginalControllerOfCurrentPawn.Value?.Index) return;
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if (randomBot.PlayerPawn?.Value == null || !randomBot.PlayerPawn.Value.IsValid || randomBot.PlayerPawn.Value.IsDefusing) return;
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var bot_info = PlayerManager.GetPlayerByIndex(randomBot.Index);
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if (bot_info == null) return;
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Instance.SkillAction(bot_info.Skill.ToString(), "UseSkill", [randomBot]);
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}
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private static void OnBotRotationTimer()
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{
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var allBots = Utilities.GetPlayers()
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.Where(p => p != null && p.IsValid && p.IsBot && !p.IsHLTV)
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.ToList();
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if (allBots.Count > 0)
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{
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var botToKick = allBots[_random.Next(allBots.Count)];
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Server.ExecuteCommand($"kickid {botToKick.UserId}");
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}
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Server.NextFrame(() => Server.ExecuteCommand("bot_add"));
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}
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}
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} |