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

210 lines
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8.8 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using System.Drawing;
using static src.jRandomSkills;
using System.Collections.Concurrent;
using src.utils;
namespace src.player.skills
{
public class Spectator : ISkill
{
private const Skills skillName = Skills.Spectator;
private static readonly ConcurrentDictionary<uint, (uint, uint, uint)> cameras = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
foreach (var info in cameras)
EntityManager.DestroyEntity(info.Value.Item2);
cameras.Clear();
}
public static void WeaponPickup(EventItemPickup @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (!Instance.IsPlayerValid(player)) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
var pawn = player!.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return;
if (cameras.TryGetValue(player.Index, out var cameraInfo) && cameraInfo.Item1 != pawn.CameraServices.ViewEntity.Raw)
BlockWeapon(player, true);
}
public static void UseSkill(CCSPlayerController player)
{
var playerPawn = player.PlayerPawn.Value;
if (playerPawn?.CBodyComponent == null) return;
ChangeCamera(player);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null) return;
ChangeCamera(player, true);
EntityManager.DestroyPlayerEntities(player.Index);
cameras.TryRemove(player.Index, out _);
}
public static void OnTick()
{
foreach (var player in PlayerManager.GetTickPlayers())
if (cameras.TryGetValue(player.Index, out var cameraInfo) && cameraInfo.Item2 != 0)
{
if (player == null || !player.IsValid) continue;
var enemy = Utilities.GetPlayerFromIndex((int)cameraInfo.Item3);
if (enemy == null || !enemy.IsValid || enemy.PlayerPawn == null)
{
ChangeCamera(player, true);
continue;
}
var enemyPawn = enemy.PlayerPawn.Value;
if (enemyPawn == null || !enemyPawn.IsValid)
{
ChangeCamera(player, true);
continue;
}
if (enemyPawn.Health <= 0 || (player.PlayerPawn?.Value != null && player.PlayerPawn.Value.Health <= 0))
ChangeCamera(player, true);
}
}
private static void ChangeCamera(CCSPlayerController player, bool forceToDefault = false)
{
if (player == null || !player.IsValid) return;
uint orginalCameraRaw;
uint newCameraRaw = 0;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return;
if (cameras.TryGetValue(player.Index, out var cameraInfo) && cameraInfo.Item2 != 0)
{
orginalCameraRaw = cameraInfo.Item1;
var cam = Utilities.GetEntityFromIndex<CDynamicProp>((int)cameraInfo.Item2);
if (cam != null && cam.IsValid)
EntityManager.DestroyEntity(cam.Index);
if (!forceToDefault)
newCameraRaw = CreateCamera(player);
}
else
{
orginalCameraRaw = pawn.CameraServices.ViewEntity.Raw;
if (!forceToDefault)
newCameraRaw = CreateCamera(player);
}
bool defaultCam = forceToDefault;
if (newCameraRaw != 0)
{
defaultCam = forceToDefault || (pawn.CameraServices.ViewEntity.Raw != orginalCameraRaw);
pawn.CameraServices.ViewEntity.Raw = defaultCam ? orginalCameraRaw : newCameraRaw;
}
else
pawn.CameraServices.ViewEntity.Raw = orginalCameraRaw;
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
if (forceToDefault && cameras.TryGetValue(player.Index, out var current) && current.Item2 != 0)
cameras[player.Index] = (current.Item1, 0, current.Item3);
BlockWeapon(player, !defaultCam);
}
private static uint CreateCamera(CCSPlayerController player)
{
var camera = EntityManager.CreateTrackedDynamicProp(player.Index);
if (camera == null || !camera.IsValid) return 0;
var enemies = PlayerManager.GetTickPlayers().Where(p =>
p != null &&
p.IsValid &&
p.Team != player.Team &&
p.PlayerPawn?.Value != null &&
p.PlayerPawn.Value.IsValid &&
p.PlayerPawn.Value.Health > 0).ToList();
if (enemies.Count == 0)
return 0;
var enemy = enemies[Instance.Random.Next(enemies.Count)];
var pawn = enemy.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.CameraServices == null || pawn.AbsOrigin == null) return 0;
QAngle angle = new(0, pawn.EyeAngles.Y, 0);
var pos = pawn.AbsOrigin - SkillUtils.GetForwardVector(angle) * SkillsInfo.GetValue<float>(skillName, "distance");
pos.Z += pawn.ViewOffset.Z;
Server.NextFrame(() =>
{
if (camera == null || !camera.IsValid) return;
var camNode = camera.CBodyComponent?.SceneNode?.Owner?.Entity;
if (camNode != null)
camNode.Flags = (uint)(camNode.Flags & ~(1 << 2));
camera.SetModel("models/sprays/spray_plane.vmdl");
camera.Render = Color.FromArgb(1, 255, 255, 255);
camera.Teleport(pos, angle);
camera.DispatchSpawn();
CBaseEntity? target = pawn != null && pawn.IsValid ? pawn : null;
var entities = EntityManager.GetPlayerEntities(enemy.Index, "empty_prop");
if (entities.Count > 0)
{
var entity = Utilities.GetEntityFromIndex<CDynamicProp>((int)entities[0]);
if (entity != null && entity.IsValid)
target = entity;
}
if (target == null || !target.IsValid) return;
camera.AcceptInput("SetParent", target, target, "!activator");
});
if (cameras.TryGetValue(player.Index, out var cameraInfo))
cameras.AddOrUpdate(player.Index, (cameraInfo.Item1, camera.Index, enemy.Index), (k, v) => (cameraInfo.Item1, camera.Index, enemy.Index));
else
cameras.AddOrUpdate(player.Index, (pawn.CameraServices.ViewEntity.Raw, camera.Index, enemy.Index), (k, v) => (pawn.CameraServices.ViewEntity.Raw, camera.Index, enemy.Index));
return camera.EntityHandle.Raw;
}
private static void BlockWeapon(CCSPlayerController player, bool block)
{
if (player == null || !player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return;
foreach (var weapon in pawn.WeaponServices.MyWeapons)
if (weapon != null && weapon.IsValid && weapon.Value != null && weapon.Value.IsValid)
{
weapon.Value.NextPrimaryAttackTick = block ? int.MaxValue : Server.TickCount;
weapon.Value.NextSecondaryAttackTick = block ? int.MaxValue : Server.TickCount;
Utilities.SetStateChanged(weapon.Value, "CBasePlayerWeapon", "m_nNextPrimaryAttackTick");
Utilities.SetStateChanged(weapon.Value, "CBasePlayerWeapon", "m_nNextSecondaryAttackTick");
}
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#42f5da", 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 distance = 100f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float Distance { get; set; } = distance;
}
}
}