jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Bankrupt.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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5.8 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 Bankrupt : ISkill
{
private const Skills skillName = Skills.Bankrupt;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player != null && player.IsValid)
SkillUtils.CloseMenu(player);
}
}
public static void OnTick()
{
if (Server.TickCount % 32 != 0) return;
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player == null || !player.IsValid || !SkillUtils.HasMenu(player)) continue;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null || playerInfo.Skill != skillName) continue;
var enemies = PlayerManager.GetTickPlayers().Where(p => p != null && p.IsValid).Select(p => PlayerManager.GetPlayerEvent(p)).Where(p => p != null && p.IsValid && p.Team != player.Team && p.PlayerPawn?.Value != null && p.PlayerPawn.Value.IsValid && p.PlayerPawn.Value.Health > 0 && !p.IsHLTV && p.Team != CsTeam.Spectator && p.Team != CsTeam.None).ToArray();
ConcurrentBag<(string, string)> menuItems = [];
foreach (var e in enemies)
{
int money = e.InGameMoneyServices?.Account ?? 0;
menuItems.Add(($"\u202A{e.PlayerName}\u202C : {money}$", e.Index.ToString()));
}
if (!menuItems.IsEmpty)
SkillUtils.UpdateMenu(player, menuItems);
}
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
playerInfo.SkillUsed = false;
var enemies = PlayerManager.GetTickPlayers().Where(p => p.IsValid && p.PlayerPawn?.Value?.Health > 0 && p.Team != player.Team && !p.IsHLTV && p.Team != CsTeam.Spectator && p.Team != CsTeam.None).ToArray();
if (enemies.Length > 0)
{
ConcurrentBag<(string, string)> menuItems = [.. enemies.Select(e => ($"\u202A{e.PlayerName}\u202C : {(e.InGameMoneyServices?.Account ?? 0)}$", e.Index.ToString()))];
SkillUtils.CreateMenu(player, menuItems);
}
else
{
player.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
}
}
public static void TypeSkill(CCSPlayerController player, string[] commands)
{
if (player == null || !player.IsValid || commands.Length < 1) return;
string option = commands[0];
if (string.IsNullOrEmpty(option)) return;
var playerEvent = PlayerManager.GetPlayerFromEvent(player);
if (playerEvent == null || !playerEvent.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
if (playerInfo.SkillUsed)
{
playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_used_info")}");
return;
}
if (uint.TryParse(option, out uint enemyIndex))
{
var enemy = Utilities.GetEntityFromIndex<CCSPlayerController>((int)enemyIndex);
if (enemy != null && enemy.IsValid && enemy.PlayerPawn?.Value?.Health > 0 && enemy.Team != player.Team)
{
ResetMoney(enemy);
playerInfo.SkillUsed = true;
SkillUtils.CloseMenu(player);
playerEvent.PrintToChat($" {ChatColors.Lime}{playerEvent.GetTranslation("bankrupt_player_info", enemy.PlayerName)}");
var enemyEvent = PlayerManager.GetPlayerFromEvent(enemy);
if (enemyEvent != null && enemyEvent.IsValid)
enemyEvent.PrintToChat($" {ChatColors.Red}{enemyEvent.GetTranslation("bankrupt_enemy_info")}");
return;
}
}
playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
}
private static void ResetMoney(CCSPlayerController enemy)
{
if (enemy == null || !enemy.IsValid) return;
var enemyMoneyServices = enemy.InGameMoneyServices;
if (enemyMoneyServices == null) return;
enemyMoneyServices.Account = 0;
Utilities.SetStateChanged(enemy, "CCSPlayerController", "m_pInGameMoneyServices");
}
public static void DisableSkill(CCSPlayerController player)
{
if (player != null && player.IsValid)
SkillUtils.CloseMenu(player);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#abab33", 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) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
}
}
}