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).
43 lines
No EOL
1.8 KiB
C#
43 lines
No EOL
1.8 KiB
C#
using CounterStrikeSharp.API;
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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 Regeneration : ISkill
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{
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private const Skills skillName = Skills.Regeneration;
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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 OnTick()
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{
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int cooldown = Math.Max(1, (int)(64 * SkillsInfo.GetValue<float>(skillName, "cooldown")));
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if (Server.TickCount % cooldown != 0) return;
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) continue;
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) continue;
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SkillUtils.AddHealth(pawn, SkillsInfo.GetValue<int>(skillName, "healthToAdd"));
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}
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}
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public class SkillConfig : SkillsInfo.DefaultSkillInfo
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{
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public int HealthToAdd { get; set; }
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public float Cooldown { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#ff462e", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = utils.Rarity.Common, int healthToAdd = 1, float cooldown = .25f) : base(skill, active, color, onlyTeam, needsTeammates)
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{
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HealthToAdd = healthToAdd;
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Cooldown = cooldown;
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}
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}
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}
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} |