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).
67 lines
No EOL
3.4 KiB
C#
67 lines
No EOL
3.4 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 static src.jRandomSkills;
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namespace src.player.skills
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{
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public class Push : ISkill
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{
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private const Skills skillName = Skills.Push;
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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{
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var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim)
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return;
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var playerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index);
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if (playerInfo?.Skill == skillName && victim!.PawnIsAlive)
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{
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if (Instance.Random.NextDouble() <= playerInfo.SkillChance)
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PushEnemy(victim, attacker!.PlayerPawn.Value!.EyeAngles);
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}
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
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playerInfo.SkillChance = newChance;
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SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
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border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
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}
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private static void PushEnemy(CCSPlayerController player, QAngle attackerAngle)
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{
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid || playerPawn.LifeState != (int)LifeState_t.LIFE_ALIVE)
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return;
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var currentPosition = playerPawn.AbsOrigin;
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Vector newVelocity = SkillUtils.GetForwardVector(attackerAngle) * SkillsInfo.GetValue<float>(skillName, "pushVelocity");
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newVelocity.Z = playerPawn.AbsVelocity.Z + SkillsInfo.GetValue<float>(skillName, "jumpVelocity");
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playerPawn.Teleport(currentPosition, null, newVelocity);
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}
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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)
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{
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public float ChanceFrom { get; set; } = chanceFrom;
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public float ChanceTo { get; set; } = chanceTo;
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public float JumpVelocity { get; set; } = jumpVelocity;
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public float PushVelocity { get; set; } = pushVelocity;
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}
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}
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} |