jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Earthquake.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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5.9 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using static src.jRandomSkills;
using System.Collections.Concurrent;
using src.utils;
namespace src.player.skills
{
public class Earthquake : ISkill
{
//private const Skills skillName = Skills.Earthquake;
//private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = [];
//private static readonly object setLock = new();
//public static void LoadSkill()
//{
// SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
//}
//public static void NewRound()
//{
// lock (setLock)
// SkillPlayerInfo.Clear();
//}
//public static void EnableSkill(CCSPlayerController player)
//{
// SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo
// {
// SteamID = player.Index,
// CanUse = true,
// Cooldown = DateTime.MinValue,
// });
//}
//public static void DisableSkill(CCSPlayerController player)
//{
// SkillPlayerInfo.TryRemove(player.Index, out _);
// SkillUtils.ResetPrintHTML(player);
//}
//public static void PlayerDeath(EventPlayerDeath @event)
//{
// var player = PlayerManager.GetPlayerEvent(@event.Userid);
// if (player == null || !player.IsValid) return;
// var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
// if (playerInfo?.Skill == skillName)
// SkillPlayerInfo.TryRemove(player.Index, out _);
//}
//public static void OnTick()
//{
// foreach (var player in PlayerManager.GetTickPlayers())
// {
// var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
// if (playerInfo?.Skill == skillName)
// if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
// UpdateHUD(player, skillInfo);
// }
//}
//private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
//{
// float cooldown = 0;
// if (skillInfo != null)
// {
// float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
// cooldown = Math.Max(time, 0);
// if (cooldown == 0 && skillInfo?.CanUse == false)
// skillInfo.CanUse = true;
// }
// if (cooldown == 0)
// return;
// var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
// if (playerInfo == null) return;
// string remainingLine = $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
//}
//public static void UseSkill(CCSPlayerController player)
//{
// var playerPawn = player.PlayerPawn.Value;
// if (playerPawn?.CBodyComponent == null) return;
// if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
// {
// if (!player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
// if (skillInfo.CanUse)
// {
// skillInfo.CanUse = false;
// skillInfo.Cooldown = DateTime.Now;
// MakeShake(player);
// }
// }
//}
//private static void MakeShake(CCSPlayerController player)
//{
// foreach (var enemy in PlayerManager.GetTickPlayers().Where(p => p != null && p.IsValid && p.PawnIsAlive))
// CreateShake(player);
//}
//private static void CreateShake(CCSPlayerController player)
//{
// var pawn = player.PlayerPawn.Value;
// if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
// var shake = EntityManager.CreateTrackedEnvShake(player.Index);
// if (shake == null || !shake.IsValid) return;
// shake.Amplitude = SkillsInfo.GetValue<float>(skillName, "amplitude");
// shake.Frequency = SkillsInfo.GetValue<float>(skillName, "frequency");
// shake.Duration = SkillsInfo.GetValue<float>(skillName, "duration");
// shake.Radius = SkillsInfo.GetValue<float>(skillName, "radius");
// shake.Teleport(new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z));
// shake.AcceptInput("SetParent", pawn, pawn, "!activator");
// shake.AcceptInput("StartShake");
//}
//public class PlayerSkillInfo
//{
// public ulong SteamID { get; set; }
// public bool CanUse { get; set; }
// public DateTime Cooldown { get; set; }
//}
//public class SkillConfig(Skills skill = skillName, bool active = false, string color = "#42f59b", 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 cooldown = 16f, float amplitude = 15f, float frequency = 500f, float duration = 8f, float radius = 50f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
//{
// public float Cooldown { get; set; } = cooldown;
// public float Amplitude { get; set; } = amplitude;
// public float Frequency { get; set; } = frequency;
// public float Duration { get; set; } = duration;
// public float Radius { get; set; } = radius;
//}
}
}