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).
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using RayTraceAPI;
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using System.Numerics;
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using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
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namespace jRandomSkills.src.utils
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{
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public struct CustomTraceResult(TraceResult result, Vector startPos, ulong mask, ulong contents, bool drawBeam)
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{
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public float StartPosX = startPos.X;
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public float StartPosY = startPos.Y;
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public float StartPosZ = startPos.Z;
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public float EndPosX = result.EndPosX;
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public float EndPosY = result.EndPosY;
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public float EndPosZ = result.EndPosZ;
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public nint HitEntity = result.HitEntity;
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public float Fraction = result.Fraction;
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public int AllSolid = result.AllSolid;
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public float NormalX = result.NormalX;
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public float NormalY = result.NormalY;
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public float NormalZ = result.NormalZ;
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public ulong InteractsWith = mask;
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public ulong InteractsExclude = contents;
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public bool DrawBeam = drawBeam;
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public readonly Vector3 StartPos => new(StartPosX, StartPosY, StartPosZ);
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public readonly Vector3 EndPos => new(EndPosX, EndPosY, EndPosZ);
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public readonly Vector3 Normal => new(NormalX, NormalY, NormalZ);
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public readonly float Distance => Vector3.Distance(StartPos, EndPos);
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public readonly bool DidHit => Fraction < 1f;
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public readonly bool IsAllSolid => AllSolid != 0;
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}
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}
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