- Fixed css_warn (unfreeze player after 5s)
- Fixed server loading from database (reduced delay)
- Added checking the player in an earlier phase of the connection
- Fixed admin name when using action from menu
This commit is contained in:
Dawid Bepierszcz 2024-12-16 01:55:38 +01:00
parent 8c94a867d3
commit 8af805632a
11 changed files with 111 additions and 25 deletions

View file

@ -56,7 +56,9 @@ public partial class CS2_SimpleAdmin
if (!CheckValidBan(caller, time)) return;
// Set default caller name if not provided
callerName ??= _localizer?["sa_console"] ?? "Console";
callerName = !string.IsNullOrEmpty(caller?.PlayerName)
? caller.PlayerName
: (_localizer?["sa_console"] ?? "Console");
// Freeze player pawn if alive
if (player.PawnIsAlive)
@ -321,12 +323,15 @@ public partial class CS2_SimpleAdmin
if (!CheckValidBan(caller, time)) return;
// Set default caller name if not provided
callerName ??= _localizer?["sa_console"] ?? "Console";
callerName = !string.IsNullOrEmpty(caller?.PlayerName)
? caller.PlayerName
: (_localizer?["sa_console"] ?? "Console");
// Freeze player pawn if alive
if (player.PawnIsAlive)
{
player.Pawn.Value?.Freeze();
AddTimer(5.0f, () => player.Pawn.Value?.Unfreeze(), CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
}
// Get player and admin information

View file

@ -371,18 +371,20 @@ public partial class CS2_SimpleAdmin
{
await PermissionManager.CrateGroupsJsonFile();
await PermissionManager.CreateAdminsJsonFile();
var adminsFile = await File.ReadAllTextAsync(Instance.ModuleDirectory + "/data/admins.json");
var groupsFile = await File.ReadAllTextAsync(Instance.ModuleDirectory + "/data/groups.json");
await Server.NextWorldUpdateAsync(() =>
{
if (!string.IsNullOrEmpty(adminsFile))
AddTimer(0.5f, () => AdminManager.LoadAdminData(ModuleDirectory + "/data/admins.json"));
AddTimer(1.8f, () => AdminManager.LoadAdminData(ModuleDirectory + "/data/admins.json"));
if (!string.IsNullOrEmpty(groupsFile))
AddTimer(0.8f, () => AdminManager.LoadAdminGroups(ModuleDirectory + "/data/groups.json"));
AddTimer(2.5f, () => AdminManager.LoadAdminGroups(ModuleDirectory + "/data/groups.json"));
if (!string.IsNullOrEmpty(adminsFile))
AddTimer(1.1f, () => AdminManager.LoadAdminData(ModuleDirectory + "/data/admins.json"));
AddTimer(3.0f, () => AdminManager.LoadAdminData(ModuleDirectory + "/data/admins.json"));
_logger?.LogInformation("Loaded admins!");
});
});

View file

@ -1,4 +1,5 @@
using System.Globalization;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Admin;
using CounterStrikeSharp.API.Modules.Commands;
@ -755,15 +756,43 @@ public partial class CS2_SimpleAdmin
// Process each player to teleport
foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PawnIsAlive: true }).Where(caller.CanTarget))
{
if (caller.PlayerPawn.Value == null)
if (caller.PlayerPawn.Value == null || player.PlayerPawn.Value == null)
continue;
// Teleport the caller to the player and toggle noclip
caller.TeleportPlayer(player);
caller.PlayerPawn.Value.ToggleNoclip();
// caller.PlayerPawn.Value.ToggleNoclip();
// Set a timer to toggle noclip back after 3 seconds
AddTimer(3, () => caller.PlayerPawn.Value.ToggleNoclip());
caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
// Set a timer to toggle collision back after 4 seconds
AddTimer(4, () =>
{
if (!caller.IsValid || !caller.PawnIsAlive)
return;
caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
});
// Prepare message key and arguments for the teleport notification
var activityMessageKey = "sa_admin_tp_message";
@ -798,15 +827,43 @@ public partial class CS2_SimpleAdmin
// Process each player to teleport
foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PawnIsAlive: true }).Where(caller.CanTarget))
{
if (caller.PlayerPawn.Value == null)
if (caller.PlayerPawn.Value == null || player.PlayerPawn.Value == null)
continue;
// Teleport the player to the caller and toggle noclip
player.TeleportPlayer(caller);
caller.PlayerPawn.Value.ToggleNoclip();
// caller.PlayerPawn.Value.ToggleNoclip();
caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
// Set a timer to toggle noclip back after 3 seconds
AddTimer(3, () => caller.PlayerPawn.Value.ToggleNoclip());
// Set a timer to toggle collision back after 4 seconds
AddTimer(4, () =>
{
if (!player.IsValid || !player.PawnIsAlive)
return;
caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
});
// Prepare message key and arguments for the bring notification
var activityMessageKey = "sa_admin_bring_message";