jRandomSkills/jRandomSkills - SRC Files/src/player/skills/ExplosiveShot.cs
ByDexter dfa68db18b v1.2.4.b2
# 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.
2026-09-17 10:20:16 +03:00

151 lines
7.3 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
using CounterStrikeSharp.API.Modules.Utils;
using jRandomSkills.src.utils;
using src.utils;
using System.Collections.Concurrent;
using static src.jRandomSkills;
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
namespace src.player.skills
{
public class ExplosiveShot : ISkill
{
private const Skills skillName = Skills.ExplosiveShot;
private static readonly QAngle angle = new(5, 10, -4);
private static readonly ConcurrentDictionary<uint, int> lastTickByPlayer = [];
private static readonly ConcurrentDictionary<int, ConcurrentQueue<(byte Team, uint Owner)>> nades = [];
public static void NewRound()
{
nades.Clear();
lastTickByPlayer.Clear();
}
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void EnableSkill(CCSPlayerController player)
{
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null) return;
float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
playerInfo.SkillChance = newChance;
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t");
}
private static void SpawnExplosion(Vector vector, CCSPlayerController player)
{
lastTickByPlayer[player.Index] = Server.TickCount;
nades.GetOrAdd(Server.TickCount, static _ => new ConcurrentQueue<(byte, uint)>()).Enqueue((player.TeamNum, player.Index));
SkillUtils.CreateHEGrenadeProjectile(vector, angle, new Vector(0, 0, 0), player.TeamNum);
}
public static void OnEntitySpawned(CEntityInstance entity)
{
if (entity.DesignerName != "hegrenade_projectile") return;
var heProjectile = entity.As<CBaseCSGrenadeProjectile>();
if (heProjectile == null || !heProjectile.IsValid || heProjectile.AbsRotation == null) return;
int spawnTick = Server.TickCount;
Server.NextFrame(() =>
{
if (heProjectile == null || !heProjectile.IsValid) return;
if (!(NearlyEquals(angle.X, heProjectile.AbsRotation.X) && NearlyEquals(angle.Y, heProjectile.AbsRotation.Y) && NearlyEquals(angle.Z, heProjectile.AbsRotation.Z)))
return;
if (!nades.TryGetValue(spawnTick, out var queue) || !queue.TryDequeue(out var source)) return;
if (queue.IsEmpty) nades.TryRemove(spawnTick, out _);
heProjectile.TicksAtZeroVelocity = 100;
heProjectile.TeamNum = source.Team;
heProjectile.Damage = SkillsInfo.GetValue<float>(skillName, "damage");
heProjectile.DmgRadius = SkillsInfo.GetValue<float>(skillName, "damageRadius");
heProjectile.DetonateTime = 0;
heProjectile.Globalname = $"explosiveshot_team_{source.Team}_{source.Owner}_{heProjectile.Index}";
});
}
public static void OnTakeDamage(CBaseEntity damagedEntity, CTakeDamageInfo damageInfo)
{
if (damagedEntity == null || damagedEntity.Entity == null || damageInfo == null) return;
var nade = damageInfo.Attacker?.Value;
if (nade == null || !nade.IsValid) return;
if (nade.DesignerName != "hegrenade_projectile") return;
if (string.IsNullOrEmpty(nade.Globalname) || !nade.Globalname.StartsWith("explosiveshot_team_")) return;
var parts = nade.Globalname.Split('_');
if (parts.Length < 4) return;
if (!int.TryParse(parts[2], out int nadeTeam)) return;
if (!uint.TryParse(parts[3], out uint ownerIndex)) return;
CCSPlayerPawn victimPawn = new(damagedEntity.Handle);
if (victimPawn.DesignerName != "player") return;
if (victimPawn.Controller?.Value == null) return;
var victim = victimPawn.Controller.Value.As<CCSPlayerController>();
if (victim == null || !victim.IsValid || victim.Index == ownerIndex) return;
if (victimPawn.TeamNum == nadeTeam)
{
if (!SkillsInfo.GetValue<bool>(skillName, "friendlyFire"))
{
damageInfo.Damage = 0;
return;
}
damageInfo.Damage *= SkillUtils.GetTeamDamageMultiplier(skillName);
}
var owner = Utilities.GetPlayerFromIndex((int)ownerIndex);
if (owner != null && !owner.IsValid) owner = null;
if (owner != null && SkillUtils.IsPredictedLethal(damageInfo, victimPawn))
SkillUtils.RegisterKillCredit(victim.Index, owner.Index, KillfeedIcons.Explosion);
}
private static bool NearlyEquals(float a, float b, float epsilon = 0.001f) => Math.Abs(a - b) < epsilon;
public static void BulletImpact(EventBulletImpact @event)
{
if (SkillsInfo.GetValue<bool>(skillName, "disableOnFreezeTime") && SkillUtils.IsFreezeTime()) return;
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
// One explosion per player per tick: a shotgun reports every pellet as its own impact.
if (lastTickByPlayer.TryGetValue(player.Index, out int last) && last == Server.TickCount) return;
var pos = new Vector(@event.X, @event.Y, @event.Z);
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo == null || playerInfo.Skill != skillName) return;
if (Instance.Random.NextDouble() <= playerInfo.SkillChance)
SpawnExplosion(pos, player);
}
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)
{
public float Damage { get; set; } = damage;
public float DamageRadius { get; set; } = damageRadius;
public float ChanceFrom { get; set; } = chanceFrom;
public float ChanceTo { get; set; } = chanceTo;
public float DmgReductionForTeamates { get; set; } = dmgReductionForTeamates;
public bool FriendlyFire { get; set; } = friendlyFire;
}
}
}