1.7.0a
- 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
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8c94a867d3
commit
8af805632a
11 changed files with 111 additions and 25 deletions
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@ -1,4 +1,5 @@
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using System.Globalization;
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Admin;
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using CounterStrikeSharp.API.Modules.Commands;
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@ -755,15 +756,43 @@ public partial class CS2_SimpleAdmin
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// Process each player to teleport
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foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PawnIsAlive: true }).Where(caller.CanTarget))
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{
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if (caller.PlayerPawn.Value == null)
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if (caller.PlayerPawn.Value == null || player.PlayerPawn.Value == null)
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continue;
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// Teleport the caller to the player and toggle noclip
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caller.TeleportPlayer(player);
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caller.PlayerPawn.Value.ToggleNoclip();
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// caller.PlayerPawn.Value.ToggleNoclip();
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// Set a timer to toggle noclip back after 3 seconds
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AddTimer(3, () => caller.PlayerPawn.Value.ToggleNoclip());
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caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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// Set a timer to toggle collision back after 4 seconds
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AddTimer(4, () =>
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{
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if (!caller.IsValid || !caller.PawnIsAlive)
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return;
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caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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});
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// Prepare message key and arguments for the teleport notification
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var activityMessageKey = "sa_admin_tp_message";
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@ -798,15 +827,43 @@ public partial class CS2_SimpleAdmin
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// Process each player to teleport
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foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PawnIsAlive: true }).Where(caller.CanTarget))
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{
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if (caller.PlayerPawn.Value == null)
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if (caller.PlayerPawn.Value == null || player.PlayerPawn.Value == null)
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continue;
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// Teleport the player to the caller and toggle noclip
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player.TeleportPlayer(caller);
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caller.PlayerPawn.Value.ToggleNoclip();
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// caller.PlayerPawn.Value.ToggleNoclip();
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caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_DISSOLVING;
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Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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// Set a timer to toggle noclip back after 3 seconds
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AddTimer(3, () => caller.PlayerPawn.Value.ToggleNoclip());
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// Set a timer to toggle collision back after 4 seconds
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AddTimer(4, () =>
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{
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if (!player.IsValid || !player.PawnIsAlive)
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return;
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caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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caller.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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Utilities.SetStateChanged(caller, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(caller, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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player.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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player.PlayerPawn.Value.Collision.CollisionAttribute.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
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Utilities.SetStateChanged(player, "CCollisionProperty", "m_CollisionGroup");
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Utilities.SetStateChanged(player, "VPhysicsCollisionAttribute_t", "m_nCollisionGroup");
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});
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// Prepare message key and arguments for the bring notification
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var activityMessageKey = "sa_admin_bring_message";
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