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).
148 lines
No EOL
6.1 KiB
C#
148 lines
No EOL
6.1 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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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 Anomaly : ISkill
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{
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private const Skills skillName = Skills.Anomaly;
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private static readonly float tickRate = 64;
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private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = [];
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private static readonly object setLock = new();
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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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}
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public static void NewRound()
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{
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lock (setLock)
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SkillPlayerInfo.Clear();
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}
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public static void OnTick()
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{
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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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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill == skillName)
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{
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if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
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{
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UpdateHUD(player, skillInfo);
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if (Server.TickCount % tickRate != 0) continue;
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var pawn = player.PlayerPawn.Value;
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if (pawn != null && pawn.IsValid && pawn.AbsOrigin != null)
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{
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if (skillInfo.LastRotations == null || skillInfo.LastPositions == null) continue;
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skillInfo.LastPositions.Enqueue(new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z));
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skillInfo.LastRotations.Enqueue(new QAngle(pawn.V_angle.X, pawn.V_angle.Y, 0));
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if (skillInfo.LastRotations.Count > SkillsInfo.GetValue<int>(skillName, "secondsInBack"))
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{
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skillInfo.LastPositions.TryDequeue(out _);
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skillInfo.LastRotations.TryDequeue(out _);
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}
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}
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}
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}
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}
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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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SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo
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{
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PlayerIndex = player.Index,
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CanUse = true,
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Cooldown = DateTime.MinValue,
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LastPositions = new ConcurrentQueue<Vector>(),
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LastRotations = new ConcurrentQueue<QAngle>()
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});
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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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SkillPlayerInfo.TryRemove(player.Index, out _);
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SkillUtils.ResetPrintHTML(player);
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}
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private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
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{
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if (player == null || !player.IsValid || skillInfo == null) return;
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float cooldown = 0;
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float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
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cooldown = Math.Max(time, 0);
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if (cooldown == 0 && !skillInfo.CanUse)
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skillInfo.CanUse = true;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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if (cooldown == 0)
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playerInfo.PrintHTML = null;
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else
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playerInfo.PrintHTML = $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
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}
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public static void UseSkill(CCSPlayerController player)
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{
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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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if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
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{
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if (!skillInfo.CanUse) return;
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skillInfo.Cooldown = DateTime.Now;
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skillInfo.CanUse = false;
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn != null && playerPawn.IsValid)
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{
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if (skillInfo.LastPositions == null || skillInfo.LastPositions.IsEmpty) return;
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if (skillInfo.LastRotations == null || skillInfo.LastRotations.IsEmpty) return;
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Vector? lastPosition = skillInfo.LastPositions.FirstOrDefault();
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QAngle? lastRotation = skillInfo.LastRotations.FirstOrDefault();
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if (lastPosition != null && lastRotation != null)
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{
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playerPawn.Teleport(lastPosition, null, null);
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playerPawn.Look(lastRotation);
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}
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}
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}
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}
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public class PlayerSkillInfo
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{
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public uint PlayerIndex { get; set; }
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public bool CanUse { get; set; }
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public DateTime Cooldown { get; set; }
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public ConcurrentQueue<Vector>? LastPositions { get; set; }
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public ConcurrentQueue<QAngle>? LastRotations { get; set; }
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}
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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)
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{
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public int SecondsInBack { get; set; } = secondsInBack;
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public float Cooldown { get; set; } = cooldown;
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}
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}
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} |