jRandomSkills/jRandomSkills - SRC Files/src/player/skills/PawelJumper.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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4.1 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using static src.jRandomSkills;
namespace src.player.skills
{
public class PawelJumper : ISkill
{
private const Skills skillName = Skills.PawelJumper;
private static readonly int?[] J = new int?[64];
private static readonly PlayerButtons[] LB = new PlayerButtons[64];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void OnTick()
{
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player == null || !player.IsValid) return;
var playerEvent = PlayerManager.GetPlayerEvent(player);
var playerInfo = PlayerManager.GetPlayerByIndex(playerEvent!.Index);
if (playerInfo?.Skill == skillName)
GiveAdditionalJump(player, playerEvent);
}
}
public static void EnableSkill(CCSPlayerController player)
{
var playerPawn = player.PlayerPawn.Value;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerPawn == null || playerInfo == null) return;
var skillConfig = SkillsInfo.LoadedConfig.FirstOrDefault(s => s.Name == skillName.ToString());
if (skillConfig == null) return;
float extraJumps = (float)Instance.Random.Next(SkillsInfo.GetValue<int>(skillName, "extraJumpsMin"), SkillsInfo.GetValue<int>(skillName, "extraJumpsMax") + 1);
playerInfo.SkillChance = extraJumps;
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, extraJumps)}",
border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
}
private static void GiveAdditionalJump(CCSPlayerController player, CCSPlayerController playerEvent)
{
var playerPawn = player.PlayerPawn.Value;
if (playerPawn == null || !playerPawn.IsValid) return;
var playerEventPawn = playerEvent.PlayerPawn.Value;
if (playerEventPawn == null || !playerEventPawn.IsValid) return;
var flags = (PlayerFlags)playerEventPawn.Flags;
var buttons = player.Buttons;
bool isJumpDown = (playerPawn.MovementServices?.Buttons?.ButtonStates[0] & (ulong)PlayerButtons.Jump) != 0 || (buttons & PlayerButtons.Jump) != 0;
bool wasJumpDown = (LB[player.Slot] & PlayerButtons.Jump) != 0;
bool jumpPressed = (isJumpDown && !wasJumpDown)
|| (playerPawn.MovementServices?.QueuedButtonChangeMask & (ulong)PlayerButtons.Jump) != 0;
var playerInfo = PlayerManager.GetPlayerByIndex(playerEvent!.Index);
if (playerInfo == null) return;
bool isOnGround = (flags & PlayerFlags.FL_ONGROUND) != 0;
if (isOnGround)
J[player.Slot] = 0;
else if (jumpPressed && J[player.Slot] < playerInfo.SkillChance + 1)
{
J[player.Slot]++;
playerEventPawn.AbsVelocity.Z = 300;
}
LB[player.Slot] = buttons;
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#FFA500", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, int extraJumpsMin = 1, int extraJumpsMax = 4) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public int ExtraJumpsMin { get; set; } = extraJumpsMin;
public int ExtraJumpsMax { get; set; } = extraJumpsMax;
}
}
}