jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Miner.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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C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class Miner : ISkill
{
private const Skills skillName = Skills.Miner;
private readonly static ConcurrentDictionary<uint, byte> nades = [];
private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
nades.Clear();
playersWithSkill.Clear();
}
public static void OnTick()
{
if (Server.TickCount % 10 != 0) return;
float detonationRange = SkillsInfo.GetValue<float>(skillName, "detonationRange");
float currentTime = Server.CurrentTime;
foreach (var index in nades.Keys.ToList())
{
var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
if (nade == null || !nade.IsValid || nade.AbsOrigin == null)
{
nades.TryRemove(index, out _);
continue;
}
if (nade.CreateTime + 3 > currentTime) return;
Vector currentPos = new(nade.AbsOrigin.X, nade.AbsOrigin.Y, nade.AbsOrigin.Z);
foreach (var enemy in PlayerManager.GetTickPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.TeamNum != nade.TeamNum))
{
var enemyPawn = enemy.PlayerPawn.Value;
if (enemyPawn == null || !enemyPawn.IsValid || enemyPawn.AbsOrigin == null) continue;
Vector enemyPos = new(enemyPawn.AbsOrigin.X, enemyPawn.AbsOrigin.Y, enemyPawn.AbsOrigin.Z);
double distance = SkillUtils.GetDistance(currentPos, enemyPos);
if (distance <= detonationRange)
{
Detonate(nade);
nades.TryRemove(index, out _);
break;
}
}
}
}
private static void Detonate(CBaseCSGrenadeProjectile grenade)
{
if (grenade == null || !grenade.IsValid || grenade.AbsOrigin == null) return;
Vector position = grenade.AbsOrigin;
position.Z += 60;
grenade.Teleport(position);
grenade.EmitSound("IncGrenade.Bounce_M");
grenade.DetonateTime = Server.CurrentTime + .5f;
Utilities.SetStateChanged(grenade, "CBaseGrenade", "m_flDetonateTime");
}
public static void OnEntitySpawned(CEntityInstance @event)
{
var name = @event.DesignerName;
if (name != "hegrenade_projectile") return;
var grenade = @event.As<CBaseCSGrenadeProjectile>();
if (grenade == null || !grenade.IsValid) return;
if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
var pawn = grenade.OwnerEntity.Value.As<CCSPlayerPawn>();
if (pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
var player = pawn.Controller.Value.As<CCSPlayerController>();
var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
if (playerInfo?.Skill != skillName) return;
nades.TryAdd(grenade.Index, 0);
Server.NextWorldUpdate(() =>
{
if (grenade == null || !grenade.IsValid) return;
grenade.DetonateTime = float.MaxValue;
Utilities.SetStateChanged(grenade, "CBaseGrenade", "m_flDetonateTime");
});
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
playersWithSkill.TryAdd(player.Index, grenadeLimit);
SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
}
public static void GrenadeThrown(EventGrenadeThrown @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Weapon;
if (weapon != "hegrenade") return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
{
playersWithSkill[player.Index] = grenadesLeft - 1;
player!.GiveNamedItem($"weapon_{weapon}");
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
}
}
public static void WeaponEquip(EventItemEquip @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
var weapon = @event.Item;
if (player == null || !player.IsValid) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
}
public static void WeaponPickup(EventItemPickup @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Item;
if (string.IsNullOrEmpty(weapon) || weapon != "hegrenade") return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
playersWithSkill.TryRemove(player.Index, out _);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#adf542", 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 detonationRange = 130, int grenadeLimit = 3) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float DetonationRange { get; set; } = detonationRange;
public int GrenadeLimit { get; set; } = grenadeLimit;
}
}
}