diff --git a/Directory.Build.props b/Directory.Build.props index 71ab1b2..7ccc2f2 100644 --- a/Directory.Build.props +++ b/Directory.Build.props @@ -5,6 +5,6 @@ enable latest true - 1.0.4 + 1.0.2 diff --git a/Outnumbered/Engine/GrenadeSpawner.cs b/Outnumbered/Engine/GrenadeSpawner.cs index fb8eaf0..0fb3a4d 100644 --- a/Outnumbered/Engine/GrenadeSpawner.cs +++ b/Outnumbered/Engine/GrenadeSpawner.cs @@ -32,7 +32,7 @@ internal static class GrenadeSpawner try { _heCreate = new(IsLinux - ? "55 4C 89 C1 48 89 E5 41 57 49 89 FF 41 56 49 89 D6" + ? "55 4C 89 C1 48 89 E5 41 57 49 89 D7" : "48 89 5C 24 08 48 89 6C 24 10 48 89 74 24 18 57 48 83 EC 50 48 8B AC 24 80 00 00 00 49 8B F8"); _ok = true; } diff --git a/Outnumbered/Engine/RespawnFix.cs b/Outnumbered/Engine/RespawnFix.cs deleted file mode 100644 index a9ddde8..0000000 --- a/Outnumbered/Engine/RespawnFix.cs +++ /dev/null @@ -1,23 +0,0 @@ -using System; -using CounterStrikeSharp.API.Core; -using CounterStrikeSharp.API.Modules.Memory; - -namespace Outnumbered.Engine; - -// Workaround, pending a CounterStrikeSharp release carrying the upstream fix: CSSharp's -// CCSPlayerController.Respawn() calls SetPawn(PlayerPawn.Value), which faults inside the engine's -// network-state change code when the pawn is DEAD — the usual respawn case — on the current CS2 -// build (a bot respawned right after we kill it took the crash). This mirrors CSSharp's Respawn() -// but only re-attaches a LIVE pawn; the CCSPlayerController_Respawn vfunc re-creates the pawn on -// respawn regardless. Revert every SafeRespawn() call back to .Respawn() once the fixed package ships. -internal static class RespawnFix -{ - public static void SafeRespawn(this CCSPlayerController controller) - { - if (controller is not { IsValid: true }) return; - var pawn = controller.PlayerPawn.Value; - if (pawn == null) return; - if (pawn is { IsValid: true, Health: > 0 }) controller.SetPawn(pawn); - VirtualFunction.CreateVoid(controller.Handle, GameData.GetOffset("CCSPlayerController_Respawn"))(controller.Handle); - } -} diff --git a/Outnumbered/Outnumbered.cs b/Outnumbered/Outnumbered.cs index e5c18a0..ccdd6c4 100644 --- a/Outnumbered/Outnumbered.cs +++ b/Outnumbered/Outnumbered.cs @@ -10,7 +10,7 @@ namespace Outnumbered; public sealed partial class OutnumberedPlugin : BasePlugin, IPluginConfig { public override string ModuleName => "Outnumbered"; - public override string ModuleVersion => "1.0.4-modes"; + public override string ModuleVersion => "1.0.2-modes"; public override string ModuleAuthor => "snake"; public override string ModuleDescription => "Players-vs-bots RPG / perk mod."; diff --git a/Outnumbered/Survival.cs b/Outnumbered/Survival.cs index cb5829e..c44d965 100644 --- a/Outnumbered/Survival.cs +++ b/Outnumbered/Survival.cs @@ -657,7 +657,7 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver // Respawn a pool bot, then (deferred a frame so the spawn settles) teleport it to a spawn point away from the squad. private void DirectedBotSpawn(CCSPlayerController bot) { - bot.SafeRespawn(); // CSSharp's Respawn() faults in SetPawn on a dead controller (see RespawnFix) + bot.Respawn(); if (_spawnPoints.Count == 0 || _p.Config.Survival.MinSpawnDistance <= 0) return; // no candidates / disabled -> plain respawn int slot = bot.Slot; OutnumberedPlugin.NextFrameForSlot(slot, b => @@ -923,7 +923,7 @@ public sealed partial class OutnumberedPlugin if (p is not { IsValid: true } || p.IsBot || p.PawnIsAlive || p.Team != CsTeam.CounterTerrorist) return; if (p.AuthorizedSteamID?.SteamId64 is not { } sid) return; var dest = teleportTo is { } t ? new Vector(t.X, t.Y, t.Z) : null; - p.SafeRespawn(); // CSSharp's Respawn() faults in SetPawn on a dead controller (see RespawnFix) + p.Respawn(); NextFrameForSlot(p.Slot, sid, pl => { var pd = PdOf(pl); var pawn = pl.PlayerPawn.Value; diff --git a/Outnumbered/outnumbered.csproj b/Outnumbered/outnumbered.csproj index f768397..768d96b 100644 --- a/Outnumbered/outnumbered.csproj +++ b/Outnumbered/outnumbered.csproj @@ -12,7 +12,7 @@ - + diff --git a/README.md b/README.md index b0ea153..6a43d6b 100644 --- a/README.md +++ b/README.md @@ -18,7 +18,7 @@ servers. ## Requirements - A CS2 dedicated server with **Metamod:Source** and **CounterStrikeSharp** installed - (compiled against CounterStrikeSharp API **1.0.370**; use a matching or newer server build). + (compiled against CounterStrikeSharp API **1.0.369**; use a matching or newer server build). - **.NET 10** — provided by the CounterStrikeSharp runtime; only needed as an SDK if you build from source. - **Linux** — the damage path, native grenade spawning, and launch-flag parsing are Linux-specific. - A database: **PostgreSQL** for production (recommended, required for multi-instance), or **SQLite** for single-server/dev.