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).
85 lines
No EOL
3 KiB
C#
85 lines
No EOL
3 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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using static src.jRandomSkills;
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namespace src.player.skills
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{
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public class NoRecoil : ISkill
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{
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private const Skills skillName = Skills.NoRecoil;
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private static readonly ConcurrentDictionary<uint, byte> holders = [];
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private static bool noSpreadActive;
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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 NewRound()
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{
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holders.Clear();
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ApplyNoSpread(false);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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holders.TryAdd(player.Index, 0);
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ApplyNoSpread(true);
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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holders.TryRemove(player.Index, out _);
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if (holders.IsEmpty)
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ApplyNoSpread(false);
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}
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private static void ApplyNoSpread(bool enabled)
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{
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if (noSpreadActive == enabled) return;
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noSpreadActive = enabled;
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Server.ExecuteCommand($"weapon_accuracy_nospread {(enabled ? 1 : 0)}");
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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 (!Instance.IsPlayerValid(player)) continue;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill == skillName)
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) continue;
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if (pawn.AimPunchServices != null)
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{
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pawn.AimPunchServices.PredictableBaseTick = 0;
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pawn.AimPunchServices.PredictableBaseTickInterpAmount = 0;
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pawn.AimPunchServices.UnpredictableBaseTick = 0;
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}
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if (pawn.CameraServices != null)
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{
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pawn.CameraServices.CsViewPunchAngleTick = 0;
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pawn.CameraServices.CsViewPunchAngleTickRatio = 0f;
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}
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}
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}
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8a42f5", 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) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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}
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}
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} |