jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Anomaly.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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6.1 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class Anomaly : ISkill
{
private const Skills skillName = Skills.Anomaly;
private static readonly float tickRate = 64;
private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = [];
private static readonly object setLock = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
lock (setLock)
SkillPlayerInfo.Clear();
}
public static void OnTick()
{
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player == null || !player.IsValid) continue;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill == skillName)
{
if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
{
UpdateHUD(player, skillInfo);
if (Server.TickCount % tickRate != 0) continue;
var pawn = player.PlayerPawn.Value;
if (pawn != null && pawn.IsValid && pawn.AbsOrigin != null)
{
if (skillInfo.LastRotations == null || skillInfo.LastPositions == null) continue;
skillInfo.LastPositions.Enqueue(new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z));
skillInfo.LastRotations.Enqueue(new QAngle(pawn.V_angle.X, pawn.V_angle.Y, 0));
if (skillInfo.LastRotations.Count > SkillsInfo.GetValue<int>(skillName, "secondsInBack"))
{
skillInfo.LastPositions.TryDequeue(out _);
skillInfo.LastRotations.TryDequeue(out _);
}
}
}
}
}
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo
{
PlayerIndex = player.Index,
CanUse = true,
Cooldown = DateTime.MinValue,
LastPositions = new ConcurrentQueue<Vector>(),
LastRotations = new ConcurrentQueue<QAngle>()
});
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
SkillPlayerInfo.TryRemove(player.Index, out _);
SkillUtils.ResetPrintHTML(player);
}
private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
{
if (player == null || !player.IsValid || skillInfo == null) return;
float cooldown = 0;
float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
cooldown = Math.Max(time, 0);
if (cooldown == 0 && !skillInfo.CanUse)
skillInfo.CanUse = true;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
if (cooldown == 0)
playerInfo.PrintHTML = null;
else
playerInfo.PrintHTML = $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
}
public static void UseSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
{
if (!skillInfo.CanUse) return;
skillInfo.Cooldown = DateTime.Now;
skillInfo.CanUse = false;
var playerPawn = player.PlayerPawn.Value;
if (playerPawn != null && playerPawn.IsValid)
{
if (skillInfo.LastPositions == null || skillInfo.LastPositions.IsEmpty) return;
if (skillInfo.LastRotations == null || skillInfo.LastRotations.IsEmpty) return;
Vector? lastPosition = skillInfo.LastPositions.FirstOrDefault();
QAngle? lastRotation = skillInfo.LastRotations.FirstOrDefault();
if (lastPosition != null && lastRotation != null)
{
playerPawn.Teleport(lastPosition, null, null);
playerPawn.Look(lastRotation);
}
}
}
}
public class PlayerSkillInfo
{
public uint PlayerIndex { get; set; }
public bool CanUse { get; set; }
public DateTime Cooldown { get; set; }
public ConcurrentQueue<Vector>? LastPositions { get; set; }
public ConcurrentQueue<QAngle>? LastRotations { get; set; }
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#a86eff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, int secondsInBack = 5, float cooldown = 15) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public int SecondsInBack { get; set; } = secondsInBack;
public float Cooldown { get; set; } = cooldown;
}
}
}