jRandomSkills/jRandomSkills - SRC Files/src/player/skills/ReZombie.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.Memory.DynamicFunctions;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using System.Drawing;
namespace src.player.skills
{
public class ReZombie : ISkill
{
private const Skills skillName = Skills.ReZombie;
private const float DefaultHeadshotMultiplier = 4f;
private static readonly ConcurrentDictionary<uint, int> zombies = [];
private static readonly object setLock = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void EnableSkill(CCSPlayerController player)
{
zombies.TryRemove(player.Index, out _);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return;
zombies.TryRemove(player.Index, out _);
SetPlayerColor(player.PlayerPawn.Value, true);
ResetHealth(player);
}
public static void ResetHealth(CCSPlayerController player)
{
var pawn = player.PlayerPawn?.Value;
if (pawn == null) return;
pawn.MaxHealth = 100;
Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iMaxHealth");
pawn.Health = Math.Min(pawn.Health, 100);
Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
}
public static void WeaponEquip(EventItemEquip @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
var weapon = @event.Item;
if (player == null || !player.IsValid) return;
if (!zombies.ContainsKey(player.Index) || weapon == "c4" || weapon.Contains("knife") || weapon.Contains("bayonet"))
return;
player.ExecuteClientCommand("slot3");
}
public static void NewRound()
{
foreach (var playerIndex in zombies.Keys)
{
var player = Utilities.GetPlayerFromIndex((int)playerIndex);
if (player == null || !player.IsValid) continue;
DisableSkill(player);
}
zombies.Clear();
}
public static void OnTakeDamage(DynamicHook h)
{
var victimEntity = h.GetParam<CEntityInstance>(0);
var info = h.GetParam<CTakeDamageInfo>(1);
if (victimEntity == null || !victimEntity.IsValid || info == null) return;
var victimPawn = victimEntity.As<CCSPlayerPawn>();
if (victimPawn == null || !victimPawn.IsValid || victimPawn.DesignerName != "player") return;
var victimController = victimPawn.Controller.Value;
if (victimController == null || !victimController.IsValid) return;
var victim = victimController.As<CCSPlayerController>();
if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return;
var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
if (victimInfo == null || victimInfo.Skill != skillName) return;
// Friendly-fire-off teammate hit deals 0 damage; don't zombify over a hit that never lands.
if (SkillUtils.IsFriendlyFireBlocked(info, victimPawn)) return;
float effectiveDamage = info.Damage;
if (SkillUtils.GetHitGroup(info) == HitGroup_t.HITGROUP_HEAD)
effectiveDamage *= GetHeadshotMultiplier(info);
if (effectiveDamage < victimPawn.Health) return; // survivable, let it through
if (TryBecomeZombie(victim, victimPawn))
info.Damage = 0;
}
public static bool TryBecomeZombie(CCSPlayerController? victim, CCSPlayerPawn? victimPawn)
{
if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return false;
if (victimPawn == null || !victimPawn.IsValid) return false;
var victimInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index);
if (victimInfo == null || victimInfo.Skill != skillName) return false;
lock (setLock)
{
if (zombies.ContainsKey(victim.Index)) return false;
if (victim.TeamChanged) return false;
zombies[victim.Index] = Server.TickCount;
int zombieHealth = SkillsInfo.GetValue<int>(skillName, "zombieHealth");
DropAllBotWeapons(victim);
SetPlayerColor(victimPawn, false);
SkillUtils.SetHealth(victimPawn, zombieHealth, zombieHealth);
victim.ExecuteClientCommand("slot3");
return true;
}
}
private static float GetHeadshotMultiplier(CTakeDamageInfo info)
{
var ability = info.Ability?.Value;
if (ability == null || !ability.IsValid) return DefaultHeadshotMultiplier;
var weapon = ability.As<CCSWeaponBase>();
if (weapon == null || !weapon.IsValid) return DefaultHeadshotMultiplier;
var vdata = weapon.GetVData<CCSWeaponBaseVData>();
if (vdata == null || vdata.HeadshotMultiplier <= 0) return DefaultHeadshotMultiplier;
return vdata.HeadshotMultiplier;
}
private static void DropAllBotWeapons(CCSPlayerController player)
{
if (player == null || !player.IsValid || !player.IsBot) return;
var pawn = player.PlayerPawn?.Value;
if (pawn == null || !pawn.IsValid) return;
var itemServices = pawn.ItemServices?.As<CCSPlayer_ItemServices>();
if (itemServices == null || pawn.WeaponServices?.MyWeapons == null) return;
foreach (var item in pawn.WeaponServices.MyWeapons)
{
if (item == null || !item.IsValid) continue;
var weapon = item.Value;
if (weapon == null || !weapon.IsValid) continue;
var weaponName = weapon.DesignerName;
if (string.IsNullOrEmpty(weaponName) || weaponName.Contains("knife") || weaponName.Contains("bayonet"))
continue;
SkillUtils.SafeKillEntity<CBasePlayerWeapon>(weapon.Index);
}
}
public static bool OnWeaponCanAcquire(DynamicHook hook, CCSPlayerController player, CEconItemView econItem, CCSWeaponBaseVData vdata)
{
string weaponName = vdata.Name;
if (string.IsNullOrEmpty(weaponName)) return false;
if (!zombies.ContainsKey(player.Index))
return false;
if (weaponName.Contains("knife") || weaponName.Contains("bayonet"))
return false;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return false;
hook.SetReturn(AcquireResult.InvalidItem);
return true;
}
private static void SetPlayerColor(CCSPlayerPawn pawn, bool normal)
{
var color = normal ? Color.FromArgb(255, 255, 255, 255) : Color.FromArgb(255, 255, 0, 0);
pawn.Render = color;
Utilities.SetStateChanged(pawn, "CBaseModelEntity", "m_clrRender");
}
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)
{
public int ZombieHealth { get; set; } = zombieHealth;
}
}
}