jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Planter.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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5.7 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Memory;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Planter : ISkill
{
private const Skills skillName = Skills.Planter;
private static readonly ConcurrentDictionary<uint, float> plantingPlayers = [];
// mp_c4timer is an Int32 cvar; captured at load so restore never picks up another skill's override.
private static int defaultC4Timer = 40;
private static bool c4TimerOverridden;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
defaultC4Timer = ConVar.Find("mp_c4timer")?.GetPrimitiveValue<int>() ?? 40;
}
public static void EnableSkill(CCSPlayerController player)
{
// At round start (not at plant) so the client HUD/alert countdown is right before the plant completes.
c4TimerOverridden = true;
Server.ExecuteCommand($"mp_c4timer {SkillsInfo.GetValue<int>(skillName, "extraC4BlowTime")}");
}
public static void BombBeginplant(EventBombBeginplant @event)
{
var user = PlayerManager.GetPlayerEvent(@event.Userid);
if (user == null || !user.IsValid || !user.PawnIsAlive) return;
plantingPlayers.TryAdd(user.Index, Server.CurrentTime);
}
public static void BombAbortplant(EventBombAbortplant @event)
{
var user = PlayerManager.GetPlayerEvent(@event.Userid);
if (user == null || !user.IsValid || !user.PawnIsAlive) return;
plantingPlayers.TryRemove(user.Index, out _);
SkillUtils.ResetPrintHTML(user);
}
public static void BombPlanted(EventBombPlanted @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (!Instance.IsPlayerValid(player)) return;
plantingPlayers.TryRemove(player!.Index, out _);
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
playerInfo.PrintHTML = null;
var plantedBomb = Utilities.FindAllEntitiesByDesignerName<CPlantedC4>("planted_c4").FirstOrDefault();
if (plantedBomb != null)
Server.NextFrame(() =>
{
if (plantedBomb != null && plantedBomb.IsValid)
plantedBomb.C4Blow = Server.CurrentTime + SkillsInfo.GetValue<int>(skillName, "extraC4BlowTime");
});
foreach (var p in PlayerManager.GetTickPlayers().Where(p => p.IsValid))
p.PrintToCenterAlert(p.GetTranslation("bombplanted", SkillsInfo.GetValue<int>(skillName, "extraC4BlowTime")));
}
public static void NewRound()
{
foreach (var player in PlayerManager.GetTickPlayers())
DisableSkill(player);
plantingPlayers.Clear();
if (!c4TimerOverridden) return;
c4TimerOverridden = false;
Server.ExecuteCommand($"mp_c4timer {defaultC4Timer}");
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
plantingPlayers.TryRemove(player.Index, out _);
SkillUtils.ResetPrintHTML(player);
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
Schema.SetSchemaValue<bool>(pawn!.Handle, "CCSPlayerPawn", "m_bInBombZone", false);
}
public static void OnTick()
{
float currentTime = Server.CurrentTime;
foreach (var player in PlayerManager.GetTickPlayers().Where(p => p.Team == CsTeam.Terrorist))
{
if (!Instance.IsPlayerValid(player)) continue;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) continue;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) continue;
if (pawn.WeaponServices == null) continue;
var activeWeapon = pawn.WeaponServices.ActiveWeapon.Value;
if (activeWeapon == null || !activeWeapon.IsValid || activeWeapon.DesignerName != "weapon_c4") continue;
pawn.InBombZone = true;
Schema.SetSchemaValue<bool>(pawn.Handle, "CCSPlayerPawn", "m_bInBombZone", true);
if (plantingPlayers.TryGetValue(player.Index, out float plantTime))
{
float remaining = plantTime + 3f - currentTime;
playerInfo.PrintHTML = $"{player.GetTranslation("planter_planting", $"<font color='#00FF00'>{Math.Max(0, remaining):0.0}s</font>")}";
player.PrintToCenter(" ");
}
}
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#7d7d7d", CsTeam onlyTeam = CsTeam.Terrorist, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = 1, Rarity rarity = Rarity.Common, int extraC4BlowTime = 60) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public int ExtraC4BlowTime { get; set; } = extraC4BlowTime;
}
}
}