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

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3 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using static src.jRandomSkills;
using System.Collections.Concurrent;
using src.utils;
namespace src.player.skills
{
public class Rubber : ISkill
{
private const Skills skillName = Skills.Rubber;
private static readonly ConcurrentDictionary<uint, float> playersToSlow = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
playersToSlow.Clear();
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim) return;
var attackerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index);
var victimPawn = victim!.PlayerPawn.Value;
if (victimPawn == null || !victimPawn.IsValid) return;
var rubberTime = SkillsInfo.GetValue<float>(skillName, "slownessTime");
if (attackerInfo?.Skill == skillName)
playersToSlow.AddOrUpdate(victim.Index, Server.TickCount + (64 * rubberTime), (k, v) => Server.TickCount + (64 * rubberTime));
}
public static void OnTick()
{
foreach (var item in playersToSlow)
{
var playerIndex = item.Key;
var time = item.Value;
var player = Utilities.GetPlayerFromIndex((int)playerIndex);
if (player == null || !player.IsValid) continue;
if (time >= Server.TickCount)
ChangeVelocity(player);
else
playersToSlow.TryRemove(item.Key, out _);
}
}
private static void ChangeVelocity(CCSPlayerController player)
{
if (player.PlayerPawn == null) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
pawn.VelocityModifier = SkillsInfo.GetValue<float>(skillName, "slownessModifier");
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8B4513", 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 slownessTime = 2f, float slownessModifier = .2f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float SlownessTime { get; set; } = slownessTime;
public float SlownessModifier { get; set; } = slownessModifier;
}
}
}