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).
52 lines
No EOL
2.4 KiB
C#
52 lines
No EOL
2.4 KiB
C#
using CounterStrikeSharp.API.Core;
|
|
using CounterStrikeSharp.API.Modules.Utils;
|
|
using src.utils;
|
|
|
|
namespace src.player.skills
|
|
{
|
|
public class Thorns : ISkill
|
|
{
|
|
private const Skills skillName = Skills.Thorns;
|
|
|
|
public static void LoadSkill()
|
|
{
|
|
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
|
|
}
|
|
|
|
public static void PlayerHurt(EventPlayerHurt @event)
|
|
{
|
|
var victim = @event.Userid;
|
|
if (victim == null || !victim.IsValid) return;
|
|
|
|
var attacker = @event.Attacker;
|
|
if (attacker == null || !attacker.IsValid) return;
|
|
|
|
var attackerEvent = PlayerManager.GetPlayerEvent(attacker);
|
|
var victimEvent = PlayerManager.GetPlayerEvent(victim);
|
|
|
|
if (attackerEvent == null || !attackerEvent.IsValid) return;
|
|
if (victimEvent == null || !victimEvent.IsValid) return;
|
|
|
|
var attackerPawn = attackerEvent.PlayerPawn.Value;
|
|
if (attackerPawn == null || !attackerPawn.IsValid || attackerPawn.Health == 0) return;
|
|
|
|
if (attackerEvent.Index == victimEvent.Index) return;
|
|
|
|
var victimInfo = PlayerManager.GetPlayerByIndex(victimEvent!.Index);
|
|
if (victimInfo?.Skill == skillName)
|
|
{
|
|
int damage = (int)(@event.DmgHealth * SkillsInfo.GetValue<float>(skillName, "healthTakenScale"));
|
|
damage = Math.Min(damage, SkillsInfo.GetValue<int>(skillName, "maxTakenDamagePerShot"));
|
|
|
|
SkillUtils.TakeHealth(attackerEvent.PlayerPawn.Value, damage);
|
|
attackerEvent.EmitSound("Player.DamageBody.Onlooker");
|
|
}
|
|
}
|
|
|
|
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#962631", 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 healthTakenScale = .3f, int maxTakenDamagePerShot = 37) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
|
|
{
|
|
public float HealthTakenScale { get; set; } = healthTakenScale;
|
|
public int MaxTakenDamagePerShot { get; set; } = maxTakenDamagePerShot;
|
|
}
|
|
}
|
|
} |