- Changed PawnIsAlive to LifeState
- Changed AdminCache - now it only removes flags added in the database - not all assigned to player
- Added config variable `IgnoredIps` to ignore ip check on connect, useful when proxying
This commit is contained in:
Dawid Bepierszcz 2025-03-25 11:39:00 +01:00
parent 888d6b0152
commit b6c876d709
13 changed files with 134 additions and 70 deletions

View file

@ -22,7 +22,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is {IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
playersToTarget.ForEach(player =>
{
@ -67,7 +67,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
var weaponName = command.GetArg(2);
// check if item is typed
@ -173,7 +173,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
playersToTarget.ForEach(player =>
{
@ -192,7 +192,7 @@ public partial class CS2_SimpleAdmin
callerName ??= caller != null ? caller.PlayerName : _localizer?["sa_console"] ?? "Console";
// Check if player is valid, alive, and connected
if (!player.IsValid || !player.PawnIsAlive || player.Connected != PlayerConnectedState.PlayerConnected)
if (!player.IsValid || player.PlayerPawn?.Value?.LifeState != (int)LifeState_t.LIFE_ALIVE || player.Connected != PlayerConnectedState.PlayerConnected)
return;
// Strip weapons from the player
@ -225,7 +225,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
playersToTarget.ForEach(player =>
{
@ -274,7 +274,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
playersToTarget.ForEach(player =>
{
@ -330,7 +330,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
playersToTarget.ForEach(player =>
{
@ -387,7 +387,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
playersToTarget.ForEach(player =>
{
@ -438,7 +438,7 @@ public partial class CS2_SimpleAdmin
var targets = GetTarget(command);
if (targets == null) return;
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { PawnIsAlive: true, IsHLTV: false }).ToList();
var playersToTarget = targets.Players.Where(player => player.IsValid && player is { IsHLTV: false, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).ToList();
if (command.ArgCount >= 2)
{
@ -549,7 +549,7 @@ public partial class CS2_SimpleAdmin
// Change team based on the provided teamName and conditions
if (!teamName.Equals("swap", StringComparison.OrdinalIgnoreCase))
{
if (player.PawnIsAlive && teamNum != CsTeam.Spectator && !kill && Instance.Config.OtherSettings.TeamSwitchType == 1)
if (player.PlayerPawn?.Value?.LifeState == (int)LifeState_t.LIFE_ALIVE && teamNum != CsTeam.Spectator && !kill && Instance.Config.OtherSettings.TeamSwitchType == 1)
player.SwitchTeam(teamNum);
else
player.ChangeTeam(teamNum);
@ -560,7 +560,7 @@ public partial class CS2_SimpleAdmin
{
var _teamNum = (CsTeam)player.TeamNum == CsTeam.Terrorist ? CsTeam.CounterTerrorist : CsTeam.Terrorist;
teamName = _teamNum == CsTeam.Terrorist ? "TT" : "CT";
if (player.PawnIsAlive && !kill && Instance.Config.OtherSettings.TeamSwitchType == 1)
if (player.PlayerPawn?.Value?.LifeState == (int)LifeState_t.LIFE_ALIVE && !kill && Instance.Config.OtherSettings.TeamSwitchType == 1)
player.SwitchTeam(_teamNum);
else
player.ChangeTeam(_teamNum);
@ -740,7 +740,7 @@ public partial class CS2_SimpleAdmin
public void OnGotoCommand(CCSPlayerController? caller, CommandInfo command)
{
// Check if the caller is valid and has a live pawn
if (caller == null || !caller.PawnIsAlive) return;
if (caller == null || caller.PlayerPawn?.Value?.LifeState != (int)LifeState_t.LIFE_ALIVE) return;
// Get the target players
var targets = GetTarget(command);
@ -754,7 +754,7 @@ public partial class CS2_SimpleAdmin
Helper.LogCommand(caller, command);
// Process each player to teleport
foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PawnIsAlive: true }).Where(caller.CanTarget))
foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).Where(caller.CanTarget))
{
if (caller.PlayerPawn.Value == null || player.PlayerPawn.Value == null)
continue;
@ -778,7 +778,7 @@ public partial class CS2_SimpleAdmin
// Set a timer to toggle collision back after 4 seconds
AddTimer(4, () =>
{
if (!caller.IsValid || !caller.PawnIsAlive)
if (!caller.IsValid || caller.PlayerPawn?.Value?.LifeState != (int)LifeState_t.LIFE_ALIVE)
return;
caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;
@ -811,7 +811,8 @@ public partial class CS2_SimpleAdmin
public void OnBringCommand(CCSPlayerController? caller, CommandInfo command)
{
// Check if the caller is valid and has a live pawn
if (caller == null || !caller.PawnIsAlive) return;
if (caller == null || caller.PlayerPawn?.Value?.LifeState != (int)LifeState_t.LIFE_ALIVE)
return;
// Get the target players
var targets = GetTarget(command);
@ -825,7 +826,7 @@ public partial class CS2_SimpleAdmin
Helper.LogCommand(caller, command);
// Process each player to teleport
foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PawnIsAlive: true }).Where(caller.CanTarget))
foreach (var player in playersToTarget.Where(player => player is { Connected: PlayerConnectedState.PlayerConnected, PlayerPawn.Value.LifeState: (int)LifeState_t.LIFE_ALIVE }).Where(caller.CanTarget))
{
if (caller.PlayerPawn.Value == null || player.PlayerPawn.Value == null)
continue;
@ -849,7 +850,7 @@ public partial class CS2_SimpleAdmin
// Set a timer to toggle collision back after 4 seconds
AddTimer(4, () =>
{
if (!player.IsValid || !player.PawnIsAlive)
if (!player.IsValid || player.PlayerPawn?.Value?.LifeState != (int)LifeState_t.LIFE_ALIVE)
return;
caller.PlayerPawn.Value.Collision.CollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER;