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).
131 lines
No EOL
5.8 KiB
C#
131 lines
No EOL
5.8 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 Bankrupt : ISkill
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{
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private const Skills skillName = Skills.Bankrupt;
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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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foreach (var player in PlayerManager.GetTickPlayers())
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{
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if (player != null && player.IsValid)
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SkillUtils.CloseMenu(player);
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}
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}
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public static void OnTick()
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{
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if (Server.TickCount % 32 != 0) return;
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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if (player == null || !player.IsValid || !SkillUtils.HasMenu(player)) continue;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null || playerInfo.Skill != skillName) continue;
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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();
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ConcurrentBag<(string, string)> menuItems = [];
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foreach (var e in enemies)
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{
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int money = e.InGameMoneyServices?.Account ?? 0;
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menuItems.Add(($"\u202A{e.PlayerName}\u202C : {money}$", e.Index.ToString()));
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}
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if (!menuItems.IsEmpty)
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SkillUtils.UpdateMenu(player, menuItems);
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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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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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playerInfo.SkillUsed = false;
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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();
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if (enemies.Length > 0)
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{
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ConcurrentBag<(string, string)> menuItems = [.. enemies.Select(e => ($"\u202A{e.PlayerName}\u202C : {(e.InGameMoneyServices?.Account ?? 0)}$", e.Index.ToString()))];
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SkillUtils.CreateMenu(player, menuItems);
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}
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else
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{
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player.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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}
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}
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public static void TypeSkill(CCSPlayerController player, string[] commands)
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{
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if (player == null || !player.IsValid || commands.Length < 1) return;
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string option = commands[0];
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if (string.IsNullOrEmpty(option)) return;
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playerInfo.SkillUsed)
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{
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playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_used_info")}");
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return;
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}
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if (uint.TryParse(option, out uint enemyIndex))
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{
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var enemy = Utilities.GetEntityFromIndex<CCSPlayerController>((int)enemyIndex);
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if (enemy != null && enemy.IsValid && enemy.PlayerPawn?.Value?.Health > 0 && enemy.Team != player.Team)
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{
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ResetMoney(enemy);
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playerInfo.SkillUsed = true;
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SkillUtils.CloseMenu(player);
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playerEvent.PrintToChat($" {ChatColors.Lime}{playerEvent.GetTranslation("bankrupt_player_info", enemy.PlayerName)}");
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var enemyEvent = PlayerManager.GetPlayerFromEvent(enemy);
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if (enemyEvent != null && enemyEvent.IsValid)
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enemyEvent.PrintToChat($" {ChatColors.Red}{enemyEvent.GetTranslation("bankrupt_enemy_info")}");
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return;
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}
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}
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playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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}
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private static void ResetMoney(CCSPlayerController enemy)
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{
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if (enemy == null || !enemy.IsValid) return;
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var enemyMoneyServices = enemy.InGameMoneyServices;
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if (enemyMoneyServices == null) return;
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enemyMoneyServices.Account = 0;
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Utilities.SetStateChanged(enemy, "CCSPlayerController", "m_pInGameMoneyServices");
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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)
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SkillUtils.CloseMenu(player);
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}
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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)
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{
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}
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}
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} |