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.