jRandomSkills/jRandomSkills - SRC Files/src/utils/CustomTraceResult.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

36 lines
1.4 KiB
C#

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