## Shared Systems * **DecoyTracker** - owner-aware decoy tracking shared by FrozenDecoy, GravityDecoy and MagneticDecoy, replacing the per-skill position dictionaries. * **DebugCategory** - new flag enum backing the numeric `DebugMode`, with automatic migration from the old boolean value. * **SkillsInfo.GetSkillConfig** - indexed skill config lookup replacing the linear scan used by draws and HUD rendering. * **SkillNames** - cached enum name table, removing repeated `ToString()` calls from the draw path. * **SkillUtils.HideCarriedEntities** - shared carried-weapon resolution for C4Camouflage, Ghost and Ninja. ## Performance * **Skill draw** - replaced the O(n²) config lookup; rounds exceeding the perf threshold dropped from 89% to 0.3%. * **CheckTransmit** - the weapon chain is now resolved once per hidden pawn instead of once per receiver; Ghost cost down 61%. * **Pilot** - the exhaust trail is paused and resumed instead of being destroyed and recreated on every jump release. * **MagneticDecoy** - config reads and the pawn list are hoisted out of the per-decoy loop. * **FrozenDecoy** - config reads are hoisted out of the per-tick loop. * **Debug** - the damage hook is only installed when damage logging is enabled. ## Fixes * **PsychicDefusing** - can no longer finish a defuse and award an extra round after the round has already ended. * **Spectator** - now picks a different enemy on each activation and no longer creates an unused camera prop every time the skill is switched off. * **Random** - replaced the shared `Random` instance with `Random.Shared`, preventing degenerate results from concurrent use. * **Baseball** - decoys are removed when their owner dies or loses the skill. * **FrozenDecoy, GravityDecoy, MagneticDecoy** - decoys and their ground rings are removed when the skill is taken away. * **ThirdEye** - fixed the camera check dereferencing a missing `CameraServices`, and the door toggle now verifies the entity class before casting. * **Round start** - fixed `[gamerules unavailable]` appearing on the first freeze-time end after every map change. * **Config** - added migration for keys missing from existing configuration files. ## Menu * **WASDMenuAPI** - fixed a malformed `<font>` tag that wrapped every non-hovered menu row in an unclosed attribute. * **WSAD menu** - the controls line is no longer dropped when the header line is hidden. * **HtmlHudCustomisation** - line size options left empty now hide their line instead of emitting an invalid font class. ## Debug * **DebugMode** - changed from a boolean to a number with concatenated category digits: `1` Skill, `2` Round, `3` Entity, `4` Damage. `123` enables Skill, Round and Entity. `0` disables logging. Existing `true` values migrate automatically. * **EntityManager** - entity creation, destruction and failures are now logged under the Entity category instead of the server console. * Startup now reports which debug categories are active.
168 lines
No EOL
7 KiB
C#
168 lines
No EOL
7 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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using CounterStrikeSharp.API.Modules.Utils;
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using src.utils;
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using System.Collections.Concurrent;
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namespace src.player.skills
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{
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public class MagneticDecoy : ISkill
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{
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private const Skills skillName = Skills.MagneticDecoy;
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private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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DecoyRing.PreloadAssets();
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}
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public static void NewRound()
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{
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DecoyTracker.Clear(skillName);
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}
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public static void RoundEnd()
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{
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DecoyTracker.Clear(skillName);
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}
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public static void DecoyStarted(EventDecoyStarted @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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Vector pos = new(@event.X, @event.Y, @event.Z);
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DecoyTracker.Add(skillName, (uint)@event.Entityid, pos, player.Index);
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DecoyRing.Show(skillName, (uint)@event.Entityid, pos, SkillsInfo.GetValue<float>(skillName, "triggerRadius"));
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}
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public static void DecoyDetonate(EventDecoyDetonate @event)
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{
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DecoyTracker.Remove(skillName, (uint)@event.Entityid);
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}
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public static void OnTick()
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{
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var decoyPositions = DecoyTracker.Positions(skillName);
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if (decoyPositions.Length == 0) return;
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float decoyRadius = SkillsInfo.GetValue<float>(skillName, "triggerRadius");
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float baseStrenght = SkillsInfo.GetValue<float>(skillName, "strenght");
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List<CCSPlayerPawn> pawns = [];
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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if (player == null || !player.IsValid) continue;
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if (player.Team is not (CsTeam.CounterTerrorist or CsTeam.Terrorist)) continue;
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var eventPlayer = PlayerManager.GetPlayerEvent(player);
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if (eventPlayer == null || !eventPlayer.IsValid) continue;
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var pawn = eventPlayer.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) continue;
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pawns.Add(pawn);
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}
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if (pawns.Count == 0) return;
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foreach (Vector decoyPos in decoyPositions)
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foreach (var pawn in pawns)
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{
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var origin = pawn.AbsOrigin;
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if (origin == null) continue;
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double distance = SkillUtils.GetDistance(decoyPos, origin);
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if (distance > decoyRadius || distance <= 10) continue;
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Vector direction = new(decoyPos.X - origin.X, decoyPos.Y - origin.Y, 0);
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float length = direction.Length();
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if (length <= 0) continue;
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Vector normalized = direction / length;
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float strenght = baseStrenght * (1 - (float)(distance / decoyRadius));
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pawn.AbsVelocity.X += normalized.X * strenght;
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pawn.AbsVelocity.Y += normalized.Y * strenght;
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}
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}
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public static void GrenadeThrown(EventGrenadeThrown @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Weapon;
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if (weapon != "decoy") return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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{
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playersWithSkill[player.Index] = grenadesLeft - 1;
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player!.GiveNamedItem($"weapon_{weapon}");
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft - 1);
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}
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft);
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}
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Item;
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if (string.IsNullOrEmpty(weapon) || weapon != "decoy") return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
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playersWithSkill.TryAdd(player.Index, grenadeLimit);
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SkillUtils.TryGiveWeapon(player, CsItem.DecoyGrenade);
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadeLimit);
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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playersWithSkill.TryRemove(player.Index, out _);
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DecoyTracker.RemoveOwner(skillName, player.Index);
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var eventPlayer = PlayerManager.GetPlayerEvent(player);
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if (eventPlayer != null && eventPlayer.IsValid && eventPlayer.Index != player.Index)
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DecoyTracker.RemoveOwner(skillName, eventPlayer.Index);
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, 1);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#81f0c4", 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 triggerRadius = 180, float strenght = 30, int grenadeLimit = 3) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float TriggerRadius { get; set; } = triggerRadius;
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public float Strenght { get; set; } = strenght;
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public int GrenadeLimit { get; set; } = grenadeLimit;
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}
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}
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} |