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).
81 lines
No EOL
3.8 KiB
C#
81 lines
No EOL
3.8 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 BunnyHop : ISkill
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{
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private const Skills skillName = Skills.BunnyHop;
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private static readonly ConcurrentDictionary<uint, int> playersLastJump = [];
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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 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((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
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if (playerInfo?.Skill == skillName)
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GiveBunnyHop(player);
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}
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}
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private static void GiveBunnyHop(CCSPlayerController player)
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{
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var eventPlayer = PlayerManager.GetPlayerEvent(player);
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var eventPlayerPawn = eventPlayer?.PlayerPawn?.Value;
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if (eventPlayerPawn == null || !eventPlayerPawn.IsValid) return;
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) return;
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if (JumpBan.bannedPlayers.ContainsKey(player.Index)) return;
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var flags = (PlayerFlags)eventPlayerPawn.Flags;
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var buttons = player.Buttons;
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if ((playerPawn.MovementServices?.QueuedButtonChangeMask & (ulong)PlayerButtons.Jump) != 0)
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playersLastJump.AddOrUpdate(eventPlayer!.Index, Server.TickCount, (_, _) => Server.TickCount);
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bool jumpPressed = buttons.HasFlag(PlayerButtons.Jump)
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|| (playersLastJump.TryGetValue(eventPlayer!.Index, out int tick) && tick + 20 >= Server.TickCount);
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if (jumpPressed && flags.HasFlag(PlayerFlags.FL_ONGROUND) && !eventPlayerPawn.MoveType.HasFlag(MoveType_t.MOVETYPE_LADDER))
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{
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eventPlayerPawn.AbsVelocity.Z = SkillsInfo.GetValue<float>(skillName, "jumpVelocity");
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var maxSpeed = SkillsInfo.GetValue<float>(skillName, "maxSpeed");
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var vX = eventPlayerPawn.AbsVelocity.X;
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var vY = eventPlayerPawn.AbsVelocity.Y;
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var speed2D = Math.Sqrt(vX * vX + vY * vY);
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var scale = 1d;
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if (speed2D < maxSpeed)
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{
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var newSpeed = Math.Min(speed2D * SkillsInfo.GetValue<float>(skillName, "jumpBoost"), maxSpeed);
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scale = newSpeed / (speed2D == 0 ? 1 : speed2D);
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}
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else if (speed2D > maxSpeed)
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scale = maxSpeed / speed2D;
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eventPlayerPawn.AbsVelocity.X = (float)(vX * scale);
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eventPlayerPawn.AbsVelocity.Y = (float)(vY * scale);
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}
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}
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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)
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{
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public float MaxSpeed { get; set; } = maxSpeed;
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public float JumpVelocity { get; set; } = jumpVelocity;
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public float JumpBoost { get; set; } = jumpBoost;
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}
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}
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} |