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- Create ProjectileManager class with full projectile lifecycle management, physics simulation (gravity, collision detection), hitscan raycasting with accuracy spread, explosive detonation with AoE damage, and hit zone determination based on relative hit position - Implement Weapon::SpawnProjectile() with complete hitscan and physical projectile support, looking up ballistic properties from WeaponDatabase to determine fire mode, projectile speed, explosion radius, and damage source type. Broadcasts fire events to all clients via NetworkManager - Integrate ProjectileManager into GameServer lifecycle (init, tick, shutdown) - Implement DamageSystem::BroadcastDamageEvent() and BroadcastKillEvent() to serialize and broadcast damage/kill events to all clients via packets - Implement ChatManager profanity filtering with configurable word list and rate limiting (5 messages per 10 second window per client) - Implement MapManager::LoadGeometry() with binary file parsing, UE3 package magic detection, and bounds extraction with fallback to definition bounds - Implement 60+ ScriptHost stubs including player management (kick, ban, get/set position/health/team), server info (player count, map, uptime), config management (get/set/reload/save via ConfigManager), game state (start/end/pause match, change map), weapon/inventory management, statistics tracking, network info (ping, packets/sec), debug drawing (broadcast shapes via network packets), and chat functions - Add PlayerManager statistics tracking (kills, deaths, score per player) - Add TeamManager methods (GetTeamName, SetTeamScore, SetTeamMaxSize, GetTeamSize) - Add NetworkManager::GetPacketsPerSecond() - Add ClientConnection::GetPing()/UpdatePing() https://claude.ai/code/session_01Kf3WQeGBrrK4ZRt5gQJs8X
ScriptHelpers.cs: Complete rewrite with full native bindings for all ScriptHost exports (debug drawing, entity management, weapon/inventory, game state, config, file I/O, EAC memory, network/performance). Replaced chat-stub debug draw methods with actual DebugDrawLine/Sphere/ Text/Arrow/Box native calls. Added missing wrapper methods used by scripts (OnChatCommand, ChatTo, TeleportPlayer, DrawLine, etc). Fixed 17 broken disabled scripts: - FactionBalancer: replaced non-existent GetPlayerCountsPerTeam/ GetPlayerLatencies with per-player iteration via ScriptHelpers API - EacMemoryAllocator/Reader/Writer: fixed calls to non-existent methods (AllocateRemoteMemory -> AllocMem, WriteRemoteMemory -> WriteMem, ReadRemoteMemory -> ReadMem, SendChatToPlayer -> ChatTo) - DevInfoOverlay: fixed GetMetricAverage -> Avg, DebugDrawText -> DrawText - DevPathVisualizer: fixed DebugDrawLine -> DrawLine - GameModeAndScoreOverrides: removed conflicting Native class, used ScriptHelpers.CfgSetInt/CfgGetInt, ScheduleOnce - LogLevelController: fixed ProcessChatCommand -> ProcessChatCmd, removed non-existent SetLogLevel native, uses config writes instead - MetricsReporter: fixed BroadcastChat -> ChatAll, ScheduleCallback -> ScheduleRecurring - MovementValidator: fixed HasAdminLevel -> IsOnline, TeleportPlayer -> ScriptHelpers.TeleportPlayer - OnPlayerJoinWelcomeAndCommands: fixed OnChatCommand usage - PersistentLeaderboard: fixed LoadData/SaveData -> Load/Save - Snapshotter: replaced non-existent GetPlayerScores/GetConnectedPlayers with proper player iteration via ScriptHelpers API - StateValidator: fixed SendChatToPlayer -> ChatTo - All scripts: removed duplicate Native static classes, added proper Cleanup() methods, use ScriptHelpers.OnEvent/OffEvent for registration Added 9 new example scripts demonstrating all ScriptHost systems: - AdminToolkit: 23 admin commands (kick/ban/heal/tp/give/map/mode/etc) - WeaponAndDamageTracker: per-weapon kill stats with persistence - KillStreakAnnouncer: streak/multi-kill/first-blood announcements - MapRotation: configurable map rotation with persistence - VehicleSpawnManager: entity spawning with cooldown respawns - PerformanceDashboard: server metrics tracking with alerts - AutoTeamBalance: automatic team rebalancing on join/leave - HighPingKicker: progressive warnings and kicks for high ping - EntityDebugVisualizer: debug overlay showing all entity positions https://claude.ai/code/session_01Kf3WQeGBrrK4ZRt5gQJs8X
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