jRandomSkills/jRandomSkills - SRC Files/src/player/skills/DeathBomb.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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6.1 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
namespace src.player.skills
{
public class DeathBomb : ISkill
{
private const Skills skillName = Skills.DeathBomb;
private static readonly QAngle angle = new(10, -5, 9);
private static readonly ConcurrentDictionary<int, byte> nades = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
nades.Clear();
}
public static void PlayerDeath(EventPlayerDeath @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (!IsDeadPlayerValid(player)) return;
CsTeam lastTeam = player!.Team;
Server.NextWorldUpdate(() =>
{
if (player == null || !player.IsValid || player.Team != lastTeam) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.Health == pawn.MaxHealth) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill == skillName)
SpawnExplosion(player!);
});
}
private static void SpawnExplosion(CCSPlayerController player)
{
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
Vector pos = new(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z);
pos.Z += 10;
SkillUtils.CreateHEGrenadeProjectile(pos, angle, new Vector(0, 0, -10), player.TeamNum);
foreach (var _p in PlayerManager.GetTickPlayers().Where(p => p.IsValid && p.Team is CsTeam.CounterTerrorist or CsTeam.Terrorist))
SkillUtils.PrintToChat(_p, $"{ChatColors.DarkRed}\u202A{player.PlayerName}\u202C: {ChatColors.Lime}{_p.GetTranslation("deathbomb_explosion")}",
border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
var fileNames = new[] { "radiobotfallback01", "radiobotfallback02", "radiobotfallback04" };
var randomFile = fileNames[new Random().Next(fileNames.Length)];
player.ExecuteClientCommand($"play vo/agents/balkan/{randomFile}.vsnd");
nades.AddOrUpdate(Server.TickCount, player.TeamNum, (_, _) => player.TeamNum);
}
public static void OnEntitySpawned(CEntityInstance entity)
{
if (entity.DesignerName != "hegrenade_projectile") return;
var heProjectile = entity.As<CBaseCSGrenadeProjectile>();
if (heProjectile == null || !heProjectile.IsValid || heProjectile.AbsRotation == null) return;
int lastTick = Server.TickCount;
Server.NextFrame(() =>
{
if (heProjectile == null || !heProjectile.IsValid) return;
if (!(NearlyEquals(angle.X, heProjectile.AbsRotation.X) && NearlyEquals(angle.Y, heProjectile.AbsRotation.Y) && NearlyEquals(angle.Z, heProjectile.AbsRotation.Z)))
return;
heProjectile.TicksAtZeroVelocity = 100;
heProjectile.Damage = SkillsInfo.GetValue<int>(skillName, "explosionDamage");
heProjectile.DmgRadius = SkillsInfo.GetValue<float>(skillName, "explosionRadius");
heProjectile.DetonateTime = 0;
if (nades.TryRemove(lastTick, out byte teamNum))
heProjectile.Globalname = $"deathbomb_team_{teamNum}_{heProjectile.Index}";
});
}
public static void OnTakeDamage(DynamicHook h)
{
CEntityInstance param = h.GetParam<CEntityInstance>(0);
CTakeDamageInfo param2 = h.GetParam<CTakeDamageInfo>(1);
if (param == null || param.Entity == null || param2 == null) return;
var nade = param2.Attacker.Value;
if (nade == null || !nade.IsValid) return;
if (nade.DesignerName != "hegrenade_projectile") return;
if (string.IsNullOrEmpty(nade.Globalname) || !nade.Globalname.StartsWith("deathbomb_team_")) return;
if (!int.TryParse(nade.Globalname.Split('_')[2], out int nadeTeam)) return;
CCSPlayerPawn victimPawn = new(param.Handle);
if (victimPawn.DesignerName != "player") return;
if (victimPawn == null || victimPawn.Controller?.Value == null) return;
if (victimPawn.TeamNum != nadeTeam) return;
float reduction = SkillsInfo.GetValue<float>(skillName, "dmgReductionForTeamates");
param2.Damage *= 1f - Math.Clamp(reduction, 0f, 1f);
}
private static bool NearlyEquals(float a, float b, float epsilon = 0.001f) => Math.Abs(a - b) < epsilon;
private static bool IsDeadPlayerValid(CCSPlayerController? player)
{
return player != null && player.IsValid && player.PlayerPawn?.Value != null;
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#F5CB42", 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 explosionRadius = 500.0f, int explosionDamage = 999, float dmgReductionForTeamates = .5f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float ExplosionRadius { get; set; } = explosionRadius;
public int ExplosionDamage { get; set; } = explosionDamage;
public float DmgReductionForTeamates { get; set; } = dmgReductionForTeamates;
}
}
}