jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Push.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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3.4 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Push : ISkill
{
private const Skills skillName = Skills.Push;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim)
return;
var playerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index);
if (playerInfo?.Skill == skillName && victim!.PawnIsAlive)
{
if (Instance.Random.NextDouble() <= playerInfo.SkillChance)
PushEnemy(victim, attacker!.PlayerPawn.Value!.EyeAngles);
}
}
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 PushEnemy(CCSPlayerController player, QAngle attackerAngle)
{
var playerPawn = player.PlayerPawn.Value;
if (playerPawn == null || !playerPawn.IsValid || playerPawn.LifeState != (int)LifeState_t.LIFE_ALIVE)
return;
var currentPosition = playerPawn.AbsOrigin;
Vector newVelocity = SkillUtils.GetForwardVector(attackerAngle) * SkillsInfo.GetValue<float>(skillName, "pushVelocity");
newVelocity.Z = playerPawn.AbsVelocity.Z + SkillsInfo.GetValue<float>(skillName, "jumpVelocity");
playerPawn.Teleport(currentPosition, null, newVelocity);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1e9ab0", 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 chanceFrom = .3f, float chanceTo = .4f, float jumpVelocity = 300f, float pushVelocity = 400f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float ChanceFrom { get; set; } = chanceFrom;
public float ChanceTo { get; set; } = chanceTo;
public float JumpVelocity { get; set; } = jumpVelocity;
public float PushVelocity { get; set; } = pushVelocity;
}
}
}