jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Shade.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

149 lines
6.5 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using static src.jRandomSkills;
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
using System.Collections.Concurrent;
using src.utils;
using static src.utils.RarityManager;
namespace src.player.skills
{
public class Shade : ISkill
{
private const Skills skillName = Skills.Shade;
private static readonly ConcurrentDictionary<uint, float> noSpace = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void NewRound()
{
noSpace.Clear();
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim)) return;
var victimInfo = PlayerManager.GetPlayerByIndex(victim!.Index);
var attackerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index);
if (attackerInfo?.Skill == skillName)
if (Instance.Random.NextDouble() <= attackerInfo.SkillChance)
TeleportAttackerBehindVictim(attacker!, victim!);
}
public static void EnableSkill(CCSPlayerController player)
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
playerInfo.SkillChance = newChance;
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
}
public static void DisableSkill(CCSPlayerController player)
{
noSpace.TryRemove(player.Index, out _);
SkillUtils.ResetPrintHTML(player);
}
public static void OnTick()
{
foreach (var (playerIndex, time) in noSpace)
{
var player = Utilities.GetPlayerFromIndex((int)playerIndex);
if (player == null || !player.IsValid) continue;
if (time >= Server.TickCount)
UpdateHUD(player);
else
SkillUtils.ResetPrintHTML(player);
}
}
private static void UpdateHUD(CCSPlayerController player)
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
playerInfo.PrintHTML = $"<font color='#FF0000'>{player.GetTranslation("shade_nospace")}</font>";
}
private unsafe static bool CheckTeleport(CCSPlayerController attacker, CCSPlayerController victim, Vector startPos, Vector endPos, QAngle angle)
{
var attackerPawn = attacker.PlayerPawn.Value;
if (attackerPawn == null || !attackerPawn.IsValid) return false;
var victimPawn = victim.PlayerPawn.Value;
if (victimPawn == null || !victimPawn.IsValid) return false;
var result = RayTrace.TraceHullShape(
startPos,
endPos,
victim,
attackerPawn.Collision.Mins,
attackerPawn.Collision.Maxs,
null,
null,
angle
);
if (!result.HasValue)
return false;
return !result.Value.DidHit;
}
private static void TeleportAttackerBehindVictim(CCSPlayerController attacker, CCSPlayerController victim)
{
var victimPawn = victim.PlayerPawn.Value;
var attackerPawn = attacker.PlayerPawn.Value;
if (victimPawn == null || attackerPawn == null || victimPawn.AbsOrigin == null || victimPawn.AbsRotation == null) return;
Vector victimPos = new(victimPawn.AbsOrigin.X, victimPawn.AbsOrigin.Y, victimPawn.AbsOrigin.Z);
QAngle victimAngles = new(victimPawn.AbsRotation.X, victimPawn.AbsRotation.Y, victimPawn.AbsRotation.Z);
float distance = SkillsInfo.GetValue<float>(skillName, "teleportDistance");
int[] angles = [0, 90, -90];
bool teleported = false;
foreach (int extraAngle in angles)
{
QAngle targetAngle = new(0, victimAngles.Y + extraAngle, 0);
Vector direction = SkillUtils.GetForwardVector(targetAngle);
Vector targetPos = victimPos - (direction * distance);
// Trace can only ignore one entity (victim); start a step out so the attacker's
// own body in melee range doesn't clip the hull and report a false "no space".
Vector traceStart = victimPos - (direction * 20f);
if (CheckTeleport(attacker, victim, traceStart, targetPos, targetAngle))
{
attackerPawn.Teleport(targetPos, targetAngle, Vector.Zero);
teleported = true;
break;
}
}
if (!teleported)
noSpace.AddOrUpdate(attacker.Index, Server.TickCount + (64 * 2), (_, _) => Server.TickCount + (64 * 2));
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#4d4d4d", 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, float teleportDistance = 100f, float chanceFrom = .3f, float chanceTo = .45f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float TeleportDistance { get; set; } = teleportDistance;
public float ChanceFrom { get; set; } = chanceFrom;
public float ChanceTo { get; set; } = chanceTo;
}
}
}