# v1.2.4.b2 #### Crashes * **Ninja, Ghost, C4 Camouflage** - a client could crash with `CopyExistingEntity: missing client entity` when a hidden player died nearby. Hidden players are now revealed in the `player_death` pre-hook, inside the same tick as the death, so the client always holds the entity. Cleanup previously ran on a 2-tick timer and left a gap. #### Skills * **Falcon Eye** - weapons stayed locked into the next round if the camera was active when the round ended. Restoring the default view no longer depends on the camera entity still existing. * **Jump Ban** - the target could still jump. Upward velocity is now zeroed on the jump input, the downward pull was raised, and the block lasts longer. * **Jump Ban** - the "you can jump again" message never arrived. It was gated behind a freeze-time check that is always true when skills are cleared. * **Blast Shot** - grenades could be thrown during freeze time. * **Sound Maker** - phantom screams came from world origin `0 0 0`, and the sound was sent to the emitter's own team. Only living enemies now receive it. * **Careful Bullets, Darkness, Deaf, Expensive Ammo, Giant, Glitch, Jammer, Jet Kick, Jump Curse, Magnifier, Nightmare, Poison, Primary Ban, Wild Throw** - the message telling the target the effect had ended never arrived, for the same freeze-time reason. #### Freeze time * **DisableOnFreezeTime** - the setting only applied to actively triggered skills; passive damage handlers ignored it entirely. Cypher, Exploding Barrel, Explosive Shot, Fortnite, Iana, Illusionist and Replicator now honour it. #### Reliability * **Skill distribution** - a round could start with nobody receiving a skill. A permission lookup for a player who was disconnecting threw and aborted the whole selection loop; those lookups are now isolated, and a failure on one player no longer stops the rest. * **Skill distribution** - if a round still ends with no skills assigned while players are connected, distribution retries up to 6 times at 0.5s intervals and writes the reason to the debug log.
151 lines
7.3 KiB
C#
151 lines
7.3 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
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using CounterStrikeSharp.API.Modules.Utils;
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using jRandomSkills.src.utils;
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using src.utils;
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using System.Collections.Concurrent;
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using static src.jRandomSkills;
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using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
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namespace src.player.skills
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{
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public class ExplosiveShot : ISkill
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{
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private const Skills skillName = Skills.ExplosiveShot;
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private static readonly QAngle angle = new(5, 10, -4);
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private static readonly ConcurrentDictionary<uint, int> lastTickByPlayer = [];
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private static readonly ConcurrentDictionary<int, ConcurrentQueue<(byte Team, uint Owner)>> nades = [];
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public static void NewRound()
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{
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nades.Clear();
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lastTickByPlayer.Clear();
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}
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
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playerInfo.SkillChance = newChance;
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SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
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border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
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}
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private static void SpawnExplosion(Vector vector, CCSPlayerController player)
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{
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lastTickByPlayer[player.Index] = Server.TickCount;
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nades.GetOrAdd(Server.TickCount, static _ => new ConcurrentQueue<(byte, uint)>()).Enqueue((player.TeamNum, player.Index));
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SkillUtils.CreateHEGrenadeProjectile(vector, angle, new Vector(0, 0, 0), player.TeamNum);
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}
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public static void OnEntitySpawned(CEntityInstance entity)
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{
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if (entity.DesignerName != "hegrenade_projectile") return;
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var heProjectile = entity.As<CBaseCSGrenadeProjectile>();
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if (heProjectile == null || !heProjectile.IsValid || heProjectile.AbsRotation == null) return;
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int spawnTick = Server.TickCount;
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Server.NextFrame(() =>
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{
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if (heProjectile == null || !heProjectile.IsValid) return;
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if (!(NearlyEquals(angle.X, heProjectile.AbsRotation.X) && NearlyEquals(angle.Y, heProjectile.AbsRotation.Y) && NearlyEquals(angle.Z, heProjectile.AbsRotation.Z)))
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return;
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if (!nades.TryGetValue(spawnTick, out var queue) || !queue.TryDequeue(out var source)) return;
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if (queue.IsEmpty) nades.TryRemove(spawnTick, out _);
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heProjectile.TicksAtZeroVelocity = 100;
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heProjectile.TeamNum = source.Team;
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heProjectile.Damage = SkillsInfo.GetValue<float>(skillName, "damage");
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heProjectile.DmgRadius = SkillsInfo.GetValue<float>(skillName, "damageRadius");
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heProjectile.DetonateTime = 0;
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heProjectile.Globalname = $"explosiveshot_team_{source.Team}_{source.Owner}_{heProjectile.Index}";
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});
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}
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public static void OnTakeDamage(CBaseEntity damagedEntity, CTakeDamageInfo damageInfo)
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{
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if (damagedEntity == null || damagedEntity.Entity == null || damageInfo == null) return;
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var nade = damageInfo.Attacker?.Value;
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if (nade == null || !nade.IsValid) return;
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if (nade.DesignerName != "hegrenade_projectile") return;
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if (string.IsNullOrEmpty(nade.Globalname) || !nade.Globalname.StartsWith("explosiveshot_team_")) return;
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var parts = nade.Globalname.Split('_');
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if (parts.Length < 4) return;
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if (!int.TryParse(parts[2], out int nadeTeam)) return;
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if (!uint.TryParse(parts[3], out uint ownerIndex)) return;
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CCSPlayerPawn victimPawn = new(damagedEntity.Handle);
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if (victimPawn.DesignerName != "player") return;
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if (victimPawn.Controller?.Value == null) return;
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var victim = victimPawn.Controller.Value.As<CCSPlayerController>();
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if (victim == null || !victim.IsValid || victim.Index == ownerIndex) return;
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if (victimPawn.TeamNum == nadeTeam)
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{
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if (!SkillsInfo.GetValue<bool>(skillName, "friendlyFire"))
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{
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damageInfo.Damage = 0;
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return;
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}
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damageInfo.Damage *= SkillUtils.GetTeamDamageMultiplier(skillName);
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}
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var owner = Utilities.GetPlayerFromIndex((int)ownerIndex);
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if (owner != null && !owner.IsValid) owner = null;
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if (owner != null && SkillUtils.IsPredictedLethal(damageInfo, victimPawn))
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SkillUtils.RegisterKillCredit(victim.Index, owner.Index, KillfeedIcons.Explosion);
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}
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private static bool NearlyEquals(float a, float b, float epsilon = 0.001f) => Math.Abs(a - b) < epsilon;
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public static void BulletImpact(EventBulletImpact @event)
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{
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if (SkillsInfo.GetValue<bool>(skillName, "disableOnFreezeTime") && SkillUtils.IsFreezeTime()) return;
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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// One explosion per player per tick: a shotgun reports every pellet as its own impact.
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if (lastTickByPlayer.TryGetValue(player.Index, out int last) && last == Server.TickCount) return;
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var pos = new Vector(@event.X, @event.Y, @event.Z);
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null || playerInfo.Skill != skillName) return;
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if (Instance.Random.NextDouble() <= playerInfo.SkillChance)
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SpawnExplosion(pos, player);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#9c0000", 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 damage = 25f, float damageRadius = 210f, float chanceFrom = .15f, float chanceTo = .3f, float dmgReductionForTeamates = 0.5f, bool friendlyFire = true) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float Damage { get; set; } = damage;
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public float DamageRadius { get; set; } = damageRadius;
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public float ChanceFrom { get; set; } = chanceFrom;
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public float ChanceTo { get; set; } = chanceTo;
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public float DmgReductionForTeamates { get; set; } = dmgReductionForTeamates;
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public bool FriendlyFire { get; set; } = friendlyFire;
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}
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}
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}
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