jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Jackal.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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7.5 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Modules.Entities;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using static src.jRandomSkills;
using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
namespace src.player.skills
{
public class Jackal : ISkill
{
private const Skills skillName = Skills.Jackal;
private static Timer? mainSkillTimer = null;
private static readonly ConcurrentDictionary<uint, uint?> activeTrails = [];
private static readonly ConcurrentDictionary<uint, byte> playersInAction = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
Instance.AddToManifest(SkillsInfo.GetValue<string>(skillName, "particleName"));
}
public static void NewRound()
{
if (mainSkillTimer != null)
{
mainSkillTimer.Kill();
mainSkillTimer = null;
}
foreach (var index in activeTrails.Keys)
EntityManager.DestroyPlayerEntities(index);
activeTrails.Clear();
playersInAction.Clear();
}
public static void CheckTransmit([CastFrom(typeof(nint))] CCheckTransmitInfoList infoList)
{
var snapshot = activeTrails.ToArray();
foreach (var (info, player) in infoList)
{
if (player == null || !player.IsValid) continue;
var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
bool isJackalOwner = playerInfo?.Skill == skillName;
if (!isJackalOwner)
{
var targetHandle = player.Pawn.Value?.ObserverServices?.ObserverTarget.Value?.Handle ?? nint.Zero;
if (targetHandle != nint.Zero)
{
var observed = PlayerManager.GetTickPlayers()
.FirstOrDefault(p => p?.Pawn?.Value?.Handle == targetHandle);
if (observed != null && observed.IsValid)
{
var observedInfo = PlayerManager.GetPlayerByIndex(observed.Index);
if (observedInfo?.Skill == skillName)
isJackalOwner = true;
}
}
}
foreach (var (trackedPlayerIndex, relayIndex) in snapshot)
{
if (relayIndex == null) continue;
var trailOwner = Utilities.GetPlayerFromIndex((int)trackedPlayerIndex);
if (trailOwner == null || !trailOwner.IsValid) continue;
var relayEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)relayIndex);
if (relayEntity == null || !relayEntity.IsValid) continue;
if (player.Team == trailOwner.Team || !isJackalOwner)
if (info.TransmitEntities.Contains(relayEntity.Index))
info.TransmitEntities.Remove(relayEntity.Index);
}
}
}
public static void CreatePlayerTrail(CCSPlayerController? player)
{
if (player == null || !player.IsValid) return;
var playerPawn = player.PlayerPawn.Value;
if (playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null
|| playerPawn.LifeState != (byte)LifeState_t.LIFE_ALIVE || playerPawn.Health <= 0) return; ;
foreach (var old in EntityManager.GetPlayerEntities(player.Index, "prop_physics_multiplayer"))
EntityManager.DestroyEntity(old);
foreach (var old in EntityManager.GetPlayerEntities(player.Index, "particle_system"))
EntityManager.DestroyEntity(old);
var relay = EntityManager.CreateTrackedPhysicsProp(player.Index);
if (relay == null || !relay.IsValid) return;
// Register before parenting so the trail is filtered from its first snapshot.
activeTrails[player.Index] = relay.Index;
CBaseEntity target = playerPawn;
var entities = EntityManager.GetPlayerEntities(player.Index, "empty_prop");
if (entities.Count > 0)
{
var entity = Utilities.GetEntityFromIndex<CDynamicProp>((int)entities[0]);
if (entity != null && entity.IsValid)
target = entity;
}
relay.AcceptInput("SetParent", target, relay, "!activator");
var particle = EntityManager.CreateTrackedParticleSystem(
player.Index,
SkillsInfo.GetValue<string>(skillName, "particleName"));
if (particle != null && particle.IsValid && target.AbsOrigin != null)
{
Vector pos = new(target.AbsOrigin.X, target.AbsOrigin.Y, target.AbsOrigin.Z);
if (entities.Count > 0) pos.Z -= 30;
particle.Teleport(pos);
particle.AcceptInput("SetParent", relay, particle, "!activator");
particle.AcceptInput("Start");
}
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
Event.EnableTransmit();
playersInAction.TryAdd(player.Index, 0);
var opponents = PlayerManager.GetTickPlayers()
.Where(p => p != null
&& p.IsValid
&& p.Team != player.Team
&& p.PawnIsAlive
&& (p.Team is CsTeam.CounterTerrorist or CsTeam.Terrorist))
.ToArray();
mainSkillTimer ??= Instance.AddTimer(2.5f, () => UpdateAllTrails(),
CounterStrikeSharp.API.Modules.Timers.TimerFlags.REPEAT | CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
SkillUtils.ForceFullUpdateToAll();
}
private static void UpdateAllTrails()
{
foreach (var player in PlayerManager.GetTickPlayers())
CreatePlayerTrail(player);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
uint playerIndex = player.Index;
playersInAction.TryRemove(playerIndex, out _);
EntityManager.DestroyPlayerEntities(playerIndex);
activeTrails.TryRemove(playerIndex, out _);
if (playersInAction.IsEmpty && mainSkillTimer != null)
{
mainSkillTimer.Kill();
mainSkillTimer = null;
}
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#f542ef", 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, string particleName = "particles/ui/hud/ui_map_def_utility_trail.vpcf") : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public string ParticleName { get; set; } = particleName;
}
}
}