Performance & stability pass (issue #34 + audit) General: - DisableAll resets only skills active in the previous round instead of all loaded skills (~89ms -> ~5ms) - Removed per-tick LINQ/allocations, O(1) HUD skill lookups, translation substitutions moved to load time - ForceFullUpdate creates the network service once per broadcast; view-angle guard only skips a genuine (0,0,0) placeholder - Debug hooks/logging only active when DebugMode is enabled (single reused writer) - Player skill state unified to a single collection (fixes a rare disconnect race) - Gamedata signatures resolved lazily/isolated; hardened tick/transmit paths against invalid handles - Description HUD honours always-show / -1 duration consistently across all assignment paths Skills: - Jester: fixed the no-damage effect leaking after a mid-round skill change (Thief/Deactivator) - Jackal: fixed trail entities accumulating over a round - Falcon Eye / Third Eye / Spectator: camera state cleared on disable Also: added missing translation keys as untranslated markers across language files. Fixes #34
40 lines
No EOL
1.7 KiB
C#
40 lines
No EOL
1.7 KiB
C#
using CounterStrikeSharp.API.Core;
|
|
using CounterStrikeSharp.API.Modules.Utils;
|
|
using src.utils;
|
|
|
|
namespace src.player.skills
|
|
{
|
|
public class Glue : ISkill
|
|
{
|
|
private const Skills skillName = Skills.Glue;
|
|
|
|
public static void LoadSkill()
|
|
{
|
|
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
|
|
}
|
|
|
|
public static void OnEntitySpawned(CEntityInstance entity)
|
|
{
|
|
var name = entity.DesignerName;
|
|
if (!name.EndsWith("_projectile"))
|
|
return;
|
|
|
|
var grenade = entity.As<CBaseCSGrenadeProjectile>();
|
|
if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
|
|
|
|
var pawn = grenade.OwnerEntity.Value.As<CCSPlayerPawn>();
|
|
if (pawn == null || !pawn.IsValid || pawn.Controller == null || pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
|
|
|
|
var player = pawn.Controller.Value.As<CCSPlayerController>();
|
|
if (player == null || !player.IsValid) return;
|
|
|
|
var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
|
|
if (playerInfo?.Skill != skillName) return;
|
|
grenade.Bounces = 555;
|
|
}
|
|
|
|
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#fff52e", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
|
|
{
|
|
}
|
|
}
|
|
} |