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