jRandomSkills/jRandomSkills - SRC Files/src/player/skills/BunnyHop.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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3.8 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 BunnyHop : ISkill
{
private const Skills skillName = Skills.BunnyHop;
private static readonly ConcurrentDictionary<uint, int> playersLastJump = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void OnTick()
{
foreach (var player in PlayerManager.GetTickPlayers())
{
if (player == null || !player.IsValid) continue;
var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
if (playerInfo?.Skill == skillName)
GiveBunnyHop(player);
}
}
private static void GiveBunnyHop(CCSPlayerController player)
{
var eventPlayer = PlayerManager.GetPlayerEvent(player);
var eventPlayerPawn = eventPlayer?.PlayerPawn?.Value;
if (eventPlayerPawn == null || !eventPlayerPawn.IsValid) return;
var playerPawn = player.PlayerPawn.Value;
if (playerPawn == null || !playerPawn.IsValid) return;
if (JumpBan.bannedPlayers.ContainsKey(player.Index)) return;
var flags = (PlayerFlags)eventPlayerPawn.Flags;
var buttons = player.Buttons;
if ((playerPawn.MovementServices?.QueuedButtonChangeMask & (ulong)PlayerButtons.Jump) != 0)
playersLastJump.AddOrUpdate(eventPlayer!.Index, Server.TickCount, (_, _) => Server.TickCount);
bool jumpPressed = buttons.HasFlag(PlayerButtons.Jump)
|| (playersLastJump.TryGetValue(eventPlayer!.Index, out int tick) && tick + 20 >= Server.TickCount);
if (jumpPressed && flags.HasFlag(PlayerFlags.FL_ONGROUND) && !eventPlayerPawn.MoveType.HasFlag(MoveType_t.MOVETYPE_LADDER))
{
eventPlayerPawn.AbsVelocity.Z = SkillsInfo.GetValue<float>(skillName, "jumpVelocity");
var maxSpeed = SkillsInfo.GetValue<float>(skillName, "maxSpeed");
var vX = eventPlayerPawn.AbsVelocity.X;
var vY = eventPlayerPawn.AbsVelocity.Y;
var speed2D = Math.Sqrt(vX * vX + vY * vY);
var scale = 1d;
if (speed2D < maxSpeed)
{
var newSpeed = Math.Min(speed2D * SkillsInfo.GetValue<float>(skillName, "jumpBoost"), maxSpeed);
scale = newSpeed / (speed2D == 0 ? 1 : speed2D);
}
else if (speed2D > maxSpeed)
scale = maxSpeed / speed2D;
eventPlayerPawn.AbsVelocity.X = (float)(vX * scale);
eventPlayerPawn.AbsVelocity.Y = (float)(vY * scale);
}
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#d1430a", 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, float maxSpeed = 500f, float jumpVelocity = 300f, float jumpBoost = 2f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float MaxSpeed { get; set; } = maxSpeed;
public float JumpVelocity { get; set; } = jumpVelocity;
public float JumpBoost { get; set; } = jumpBoost;
}
}
}