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).
196 lines
No EOL
8 KiB
C#
196 lines
No EOL
8 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
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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 System.Drawing;
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namespace src.player.skills
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{
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public class ReZombie : ISkill
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{
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private const Skills skillName = Skills.ReZombie;
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private const float DefaultHeadshotMultiplier = 4f;
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private static readonly ConcurrentDictionary<uint, int> zombies = [];
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private static readonly object setLock = new();
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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 EnableSkill(CCSPlayerController player)
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{
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zombies.TryRemove(player.Index, out _);
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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 || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return;
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zombies.TryRemove(player.Index, out _);
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SetPlayerColor(player.PlayerPawn.Value, true);
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ResetHealth(player);
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}
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public static void ResetHealth(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn?.Value;
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if (pawn == null) return;
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pawn.MaxHealth = 100;
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iMaxHealth");
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pawn.Health = Math.Min(pawn.Health, 100);
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return;
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if (!zombies.ContainsKey(player.Index) || weapon == "c4" || weapon.Contains("knife") || weapon.Contains("bayonet"))
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return;
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player.ExecuteClientCommand("slot3");
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}
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public static void NewRound()
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{
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foreach (var playerIndex in zombies.Keys)
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{
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var player = Utilities.GetPlayerFromIndex((int)playerIndex);
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if (player == null || !player.IsValid) continue;
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DisableSkill(player);
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}
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zombies.Clear();
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}
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public static void OnTakeDamage(DynamicHook h)
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{
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var victimEntity = h.GetParam<CEntityInstance>(0);
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var info = h.GetParam<CTakeDamageInfo>(1);
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if (victimEntity == null || !victimEntity.IsValid || info == null) return;
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var victimPawn = victimEntity.As<CCSPlayerPawn>();
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if (victimPawn == null || !victimPawn.IsValid || victimPawn.DesignerName != "player") return;
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var victimController = victimPawn.Controller.Value;
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if (victimController == null || !victimController.IsValid) return;
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var victim = victimController.As<CCSPlayerController>();
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if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return;
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var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
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if (victimInfo == null || victimInfo.Skill != skillName) return;
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// Friendly-fire-off teammate hit deals 0 damage; don't zombify over a hit that never lands.
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if (SkillUtils.IsFriendlyFireBlocked(info, victimPawn)) return;
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float effectiveDamage = info.Damage;
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if (SkillUtils.GetHitGroup(info) == HitGroup_t.HITGROUP_HEAD)
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effectiveDamage *= GetHeadshotMultiplier(info);
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if (effectiveDamage < victimPawn.Health) return; // survivable, let it through
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if (TryBecomeZombie(victim, victimPawn))
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info.Damage = 0;
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}
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public static bool TryBecomeZombie(CCSPlayerController? victim, CCSPlayerPawn? victimPawn)
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{
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if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return false;
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if (victimPawn == null || !victimPawn.IsValid) return false;
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var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
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if (victimInfo == null || victimInfo.Skill != skillName) return false;
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lock (setLock)
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{
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if (zombies.ContainsKey(victim.Index)) return false;
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if (victim.TeamChanged) return false;
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zombies[victim.Index] = Server.TickCount;
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int zombieHealth = SkillsInfo.GetValue<int>(skillName, "zombieHealth");
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DropAllBotWeapons(victim);
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SetPlayerColor(victimPawn, false);
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SkillUtils.SetHealth(victimPawn, zombieHealth, zombieHealth);
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victim.ExecuteClientCommand("slot3");
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return true;
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}
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}
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private static float GetHeadshotMultiplier(CTakeDamageInfo info)
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{
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var ability = info.Ability?.Value;
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if (ability == null || !ability.IsValid) return DefaultHeadshotMultiplier;
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var weapon = ability.As<CCSWeaponBase>();
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if (weapon == null || !weapon.IsValid) return DefaultHeadshotMultiplier;
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var vdata = weapon.GetVData<CCSWeaponBaseVData>();
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if (vdata == null || vdata.HeadshotMultiplier <= 0) return DefaultHeadshotMultiplier;
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return vdata.HeadshotMultiplier;
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}
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private static void DropAllBotWeapons(CCSPlayerController player)
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{
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if (player == null || !player.IsValid || !player.IsBot) return;
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var pawn = player.PlayerPawn?.Value;
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if (pawn == null || !pawn.IsValid) return;
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var itemServices = pawn.ItemServices?.As<CCSPlayer_ItemServices>();
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if (itemServices == null || pawn.WeaponServices?.MyWeapons == null) return;
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foreach (var item in pawn.WeaponServices.MyWeapons)
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{
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if (item == null || !item.IsValid) continue;
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var weapon = item.Value;
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if (weapon == null || !weapon.IsValid) continue;
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var weaponName = weapon.DesignerName;
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if (string.IsNullOrEmpty(weaponName) || weaponName.Contains("knife") || weaponName.Contains("bayonet"))
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continue;
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SkillUtils.SafeKillEntity<CBasePlayerWeapon>(weapon.Index);
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}
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}
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public static bool OnWeaponCanAcquire(DynamicHook hook, CCSPlayerController player, CEconItemView econItem, CCSWeaponBaseVData vdata)
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{
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string weaponName = vdata.Name;
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if (string.IsNullOrEmpty(weaponName)) return false;
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if (!zombies.ContainsKey(player.Index))
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return false;
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if (weaponName.Contains("knife") || weaponName.Contains("bayonet"))
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return false;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return false;
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hook.SetReturn(AcquireResult.InvalidItem);
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return true;
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}
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private static void SetPlayerColor(CCSPlayerPawn pawn, bool normal)
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{
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var color = normal ? Color.FromArgb(255, 255, 255, 255) : Color.FromArgb(255, 255, 0, 0);
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pawn.Render = color;
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Utilities.SetStateChanged(pawn, "CBaseModelEntity", "m_clrRender");
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ff5C0A", 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, int zombieHealth = 500) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public int ZombieHealth { get; set; } = zombieHealth;
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}
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}
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} |