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).
149 lines
No EOL
5.9 KiB
C#
149 lines
No EOL
5.9 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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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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namespace src.player.skills
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{
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public class Weightless : ISkill
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{
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private const Skills skillName = Skills.Weightless;
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private readonly static ConcurrentDictionary<uint, byte> nades = [];
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private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
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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 NewRound()
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{
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nades.Clear();
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}
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public static void OnTick()
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{
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if (Server.TickCount % 10 != 0) return;
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foreach ((var index, _) in nades)
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{
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var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
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if (nade == null || !nade.IsValid)
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{
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nades.TryRemove(index, out _);
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continue;
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}
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if (nade.Bounces != 0)
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{
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nade.ActualGravityScale = 2;
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nade.DetonateTime = 0;
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Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime");
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nades.TryRemove(index, out _);
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}
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}
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}
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public static void OnEntitySpawned(CEntityInstance @event)
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{
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var name = @event.DesignerName;
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if (!name.EndsWith("_projectile")) return;
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var grenade = @event.As<CBaseCSGrenadeProjectile>();
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if (grenade == null || !grenade.IsValid) return;
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if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
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var pawn = grenade.OwnerEntity.Value.As<CCSPlayerPawn>();
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if (pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
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var player = pawn.Controller.Value.As<CCSPlayerController>();
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var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
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if (playerInfo?.Skill != skillName) return;
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Server.NextFrame(() =>
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{
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if (grenade == null || !grenade.IsValid) return;
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grenade.ActualGravityScale = .0001f;
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Vector currentVelocity = new(grenade.AbsVelocity.X, grenade.AbsVelocity.Y, grenade.AbsVelocity.Z);
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float speed = currentVelocity.Length() * 2;
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Vector forward = SkillUtils.GetForwardVector(pawn.EyeAngles);
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Vector newVelocity = forward * speed;
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grenade.Teleport(null, null, newVelocity);
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nades.TryAdd(grenade.Index, 0);
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});
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}
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public static void GrenadeThrown(EventGrenadeThrown @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Weapon;
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if (weapon != "hegrenade") return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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{
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playersWithSkill[player.Index] = grenadesLeft - 1;
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player!.GiveNamedItem($"weapon_{weapon}");
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
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}
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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 (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
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}
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Item;
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if (string.IsNullOrEmpty(weapon) || weapon != "hegrenade") return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
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playersWithSkill.TryAdd(player.Index, grenadeLimit);
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SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
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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) return;
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playersWithSkill.TryRemove(player.Index, out _);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8f6dc9", 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 grenadeLimit = 2) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public int GrenadeLimit { get; set; } = grenadeLimit;
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}
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}
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} |