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).
87 lines
No EOL
4.2 KiB
C#
87 lines
No EOL
4.2 KiB
C#
using CounterStrikeSharp.API;
|
|
using CounterStrikeSharp.API.Core;
|
|
using CounterStrikeSharp.API.Modules.Utils;
|
|
using src.utils;
|
|
using static src.jRandomSkills;
|
|
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
|
|
|
|
namespace src.player.skills
|
|
{
|
|
public class ExplosiveShot : ISkill
|
|
{
|
|
private const Skills skillName = Skills.ExplosiveShot;
|
|
|
|
private static readonly QAngle angle = new(5, 10, -4);
|
|
private static int lastTick = 0;
|
|
|
|
public static void LoadSkill()
|
|
{
|
|
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
|
|
}
|
|
|
|
public static void EnableSkill(CCSPlayerController player)
|
|
{
|
|
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
|
|
if (playerInfo == null) return;
|
|
|
|
float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
|
|
playerInfo.SkillChance = newChance;
|
|
|
|
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
|
|
border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
|
|
}
|
|
|
|
private static void SpawnExplosion(Vector vector)
|
|
{
|
|
lastTick = Server.TickCount;
|
|
SkillUtils.CreateHEGrenadeProjectile(vector, angle, new Vector(0, 0, 0), 0);
|
|
}
|
|
|
|
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;
|
|
|
|
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.TeamNum = (byte)CsTeam.None;
|
|
heProjectile.Damage = SkillsInfo.GetValue<float>(skillName, "damage");
|
|
heProjectile.DmgRadius = SkillsInfo.GetValue<float>(skillName, "damageRadius");
|
|
heProjectile.DetonateTime = 0;
|
|
});
|
|
}
|
|
|
|
private static bool NearlyEquals(float a, float b, float epsilon = 0.001f) => Math.Abs(a - b) < epsilon;
|
|
|
|
public static void BulletImpact(EventBulletImpact @event)
|
|
{
|
|
if (lastTick == Server.TickCount) return;
|
|
|
|
var player = PlayerManager.GetPlayerEvent(@event.Userid);
|
|
if (player == null || !player.IsValid) return;
|
|
|
|
var pos = new Vector(@event.X, @event.Y, @event.Z);
|
|
|
|
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
|
|
if (playerInfo == null || playerInfo.Skill != skillName) return;
|
|
|
|
if (Instance.Random.NextDouble() <= playerInfo.SkillChance)
|
|
SpawnExplosion(pos);
|
|
}
|
|
|
|
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#9c0000", 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 damage = 25f, float damageRadius = 210f, float chanceFrom = .15f, float chanceTo = .3f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
|
|
{
|
|
public float Damage { get; set; } = damage;
|
|
public float DamageRadius { get; set; } = damageRadius;
|
|
public float ChanceFrom { get; set; } = chanceFrom;
|
|
public float ChanceTo { get; set; } = chanceTo;
|
|
}
|
|
}
|
|
} |