jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Weightless.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

149 lines
No EOL
5.9 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class Weightless : ISkill
{
private const Skills skillName = Skills.Weightless;
private readonly static ConcurrentDictionary<uint, byte> nades = [];
private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
nades.Clear();
}
public static void OnTick()
{
if (Server.TickCount % 10 != 0) return;
foreach ((var index, _) in nades)
{
var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
if (nade == null || !nade.IsValid)
{
nades.TryRemove(index, out _);
continue;
}
if (nade.Bounces != 0)
{
nade.ActualGravityScale = 2;
nade.DetonateTime = 0;
Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime");
nades.TryRemove(index, out _);
}
}
}
public static void OnEntitySpawned(CEntityInstance @event)
{
var name = @event.DesignerName;
if (!name.EndsWith("_projectile")) return;
var grenade = @event.As<CBaseCSGrenadeProjectile>();
if (grenade == null || !grenade.IsValid) return;
if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
var pawn = grenade.OwnerEntity.Value.As<CCSPlayerPawn>();
if (pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
var player = pawn.Controller.Value.As<CCSPlayerController>();
var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
if (playerInfo?.Skill != skillName) return;
Server.NextFrame(() =>
{
if (grenade == null || !grenade.IsValid) return;
grenade.ActualGravityScale = .0001f;
Vector currentVelocity = new(grenade.AbsVelocity.X, grenade.AbsVelocity.Y, grenade.AbsVelocity.Z);
float speed = currentVelocity.Length() * 2;
Vector forward = SkillUtils.GetForwardVector(pawn.EyeAngles);
Vector newVelocity = forward * speed;
grenade.Teleport(null, null, newVelocity);
nades.TryAdd(grenade.Index, 0);
});
}
public static void GrenadeThrown(EventGrenadeThrown @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Weapon;
if (weapon != "hegrenade") return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
{
playersWithSkill[player.Index] = grenadesLeft - 1;
player!.GiveNamedItem($"weapon_{weapon}");
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
}
}
public static void WeaponEquip(EventItemEquip @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
var weapon = @event.Item;
if (player == null || !player.IsValid) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
}
public static void WeaponPickup(EventItemPickup @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Item;
if (string.IsNullOrEmpty(weapon) || weapon != "hegrenade") return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
playersWithSkill.TryAdd(player.Index, grenadeLimit);
SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
playersWithSkill.TryRemove(player.Index, out _);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
}
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)
{
public int GrenadeLimit { get; set; } = grenadeLimit;
}
}
}