mirror of
https://github.com/creazy231/cs2-css-flashlight.git
synced 2026-09-27 20:17:04 +02:00
Merge pull request #8 from creazy231/cursor/flashlight-modernization-net10
🔦 Modernize flashlight for CSS/.NET 10
This commit is contained in:
commit
6f46cee3c1
13 changed files with 847 additions and 434 deletions
50
.github/workflows/build.yml
vendored
50
.github/workflows/build.yml
vendored
|
|
@ -2,48 +2,64 @@ name: Build
|
|||
|
||||
on:
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||||
push:
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branches:
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- main
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tags:
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||||
- "*"
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||||
pull_request:
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branches:
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||||
- main
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||||
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env:
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BUILD_NUMBER: ${{ github.tag }}
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PROJECT_NAME: "Flashlight"
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PROJECT_PATH: "./Flashlight/Flashlight.csproj"
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OUTPUT_PATH: "./Flashlight/Flashlight"
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PUBLISH_PATH: "./Flashlight/Flashlight"
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|
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DOTNET_VERSION: "10.0.x"
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jobs:
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build:
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permissions: write-all
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test:
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runs-on: ubuntu-latest
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||||
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steps:
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- uses: actions/checkout@v3
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- uses: actions/checkout@v4
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- name: Setup .NET
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uses: actions/setup-dotnet@v3
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uses: actions/setup-dotnet@v4
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with:
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dotnet-version: 7.0.x
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dotnet-version: ${{ env.DOTNET_VERSION }}
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- name: Restore
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run: dotnet restore
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- name: Test
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run: dotnet test -c Release --no-restore
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build:
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runs-on: ubuntu-latest
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needs: test
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||||
steps:
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- uses: actions/checkout@v4
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- name: Setup .NET
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uses: actions/setup-dotnet@v4
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with:
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dotnet-version: ${{ env.DOTNET_VERSION }}
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- name: Restore
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run: dotnet restore
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||||
- name: Build
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run: dotnet build ${{ env.PROJECT_PATH }} -c Flashlight -o ${{ env.OUTPUT_PATH }}
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||||
run: dotnet build ${{ env.PROJECT_PATH }} -c Release -o ${{ env.OUTPUT_PATH }}
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||||
publish:
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||||
if: github.event_name == 'push'
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||||
if: startsWith(github.ref, 'refs/tags/')
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permissions: write-all
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||||
runs-on: ubuntu-latest
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needs: build
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||||
steps:
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||||
- uses: actions/checkout@v3
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||||
- uses: actions/checkout@v4
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||||
- name: Setup .NET
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uses: actions/setup-dotnet@v3
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||||
uses: actions/setup-dotnet@v4
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||||
with:
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||||
dotnet-version: 7.0.x
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||||
dotnet-version: ${{ env.DOTNET_VERSION }}
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||||
- name: Restore
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||||
run: dotnet restore
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||||
- name: Build
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run: dotnet build ${{ env.PROJECT_PATH }} -c Flashlight -o ${{ env.OUTPUT_PATH }}
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run: dotnet build ${{ env.PROJECT_PATH }} -c Release -o ${{ env.OUTPUT_PATH }}
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||||
- name: Clean files
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run: |
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rm -f \
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@ -56,11 +72,11 @@ jobs:
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filename: '${{ env.PROJECT_NAME }}.zip'
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path: ${{ env.PUBLISH_PATH }}
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- name: Create Release
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uses: ncipollo/release-action@v1.12.0
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uses: ncipollo/release-action@v1.14.0
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with:
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artifacts: "${{ env.PROJECT_NAME }}.zip"
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name: "${{ env.BUILD_NUMBER }}"
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tag: "${{ env.BUILD_NUMBER }}"
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||||
name: "${{ github.ref_name }}"
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tag: "${{ github.ref_name }}"
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allowUpdates: true
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body: |
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Place the plugin in game/csgo/addons/counterstrikesharp/plugins/Flashlight
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|
|
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5
.gitignore
vendored
5
.gitignore
vendored
|
|
@ -1,3 +1,4 @@
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|||
.idea
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||||
Flashlight/bin
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Flashlight/obj
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**/bin/
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**/obj/
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.DS_Store
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@ -1,7 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<IsPackable>false</IsPackable>
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||||
|
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@ -9,17 +9,16 @@
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|||
</PropertyGroup>
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||||
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||||
<ItemGroup>
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||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
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||||
<PackageReference Include="xunit" Version="2.6.2" />
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||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.5.4">
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||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.14.1" />
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||||
<PackageReference Include="xunit" Version="2.9.3" />
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||||
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.1">
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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<PrivateAssets>all</PrivateAssets>
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</PackageReference>
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||||
<PackageReference Include="coverlet.collector" Version="6.0.0">
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||||
<PackageReference Include="coverlet.collector" Version="6.0.4">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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||||
<PrivateAssets>all</PrivateAssets>
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||||
</PackageReference>
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||||
<PackageReference Include="Moq" Version="4.20.69" />
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</ItemGroup>
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<ItemGroup>
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||||
|
|
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@ -1,3 +1,4 @@
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|||
using System.Numerics;
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using Xunit;
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||||
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namespace Flashlight.Tests;
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@ -5,137 +6,119 @@ namespace Flashlight.Tests;
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public class FlashlightLogicTests
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{
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[Fact]
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public void FlashlightState_TogglesCorrectly()
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public void TryToggle_TogglesWhenAllowed()
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{
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// Test the core logic of flashlight state toggling
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var playerKey = "test_player_1";
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var flashlightState = new Dictionary<string, bool>();
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// Initial state should be off
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flashlightState[playerKey] = false;
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Assert.False(flashlightState[playerKey]);
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// Toggle on
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flashlightState[playerKey] = !flashlightState[playerKey];
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Assert.True(flashlightState[playerKey]);
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// Toggle off
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flashlightState[playerKey] = !flashlightState[playerKey];
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Assert.False(flashlightState[playerKey]);
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}
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[Fact]
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public void FlashlightState_TracksMultiplePlayers()
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{
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var playerStates = new Dictionary<string, bool>();
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var player1 = "player_1";
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var player2 = "player_2";
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var player3 = "player_3";
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// Initialize all off
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playerStates[player1] = false;
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playerStates[player2] = false;
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playerStates[player3] = false;
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// Toggle player 1 on
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playerStates[player1] = !playerStates[player1];
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Assert.True(playerStates[player1]);
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Assert.False(playerStates[player2]);
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Assert.False(playerStates[player3]);
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// Toggle player 2 on
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playerStates[player2] = !playerStates[player2];
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Assert.True(playerStates[player1]);
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Assert.True(playerStates[player2]);
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Assert.False(playerStates[player3]);
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}
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[Fact]
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||||
public void ToggleCooldown_PreventsRapidToggling()
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{
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// Simulate the cooldown mechanism
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var isOn = false;
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var canToggle = true;
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// First toggle - should work
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Assert.True(canToggle);
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canToggle = false; // Simulate setting cooldown
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// Second toggle - should be blocked
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Assert.True(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
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Assert.True(isOn);
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Assert.False(canToggle);
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||||
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// After cooldown expires
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canToggle = true;
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||||
Assert.True(canToggle);
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||||
}
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||||
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||||
[Fact]
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||||
public void CrouchState_UpdatesCorrectly()
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public void TryToggle_BlockedDuringCooldown()
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||||
{
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||||
var isCrouching = false;
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var buttons = 0;
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const int DuckButton = 1 << 2; // Typical duck button bit
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var isOn = true;
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var canToggle = false;
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// Not crouching initially
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Assert.False(isCrouching);
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// Press duck button
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buttons |= DuckButton;
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if ((buttons & DuckButton) != 0)
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{
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isCrouching = true;
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}
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Assert.True(isCrouching);
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// Release duck button
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buttons &= ~DuckButton;
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||||
if ((buttons & DuckButton) == 0)
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||||
{
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||||
isCrouching = false;
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}
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||||
Assert.False(isCrouching);
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||||
Assert.False(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
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||||
Assert.True(isOn);
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Assert.False(canToggle);
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||||
}
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||||
|
||||
[Fact]
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||||
public void LightPosition_CalculatesCrouchOffsetCorrectly()
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||||
public void IsUsePressedEdge_OnlyTrueOnRisingEdge()
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||||
{
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// Test the position calculation logic
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||||
var baseZ = 100f;
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||||
var standOffset = 64.03f;
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||||
var crouchOffset = 46.03f;
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Assert.True(FlashlightLogic.IsUsePressedEdge(true, false));
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Assert.False(FlashlightLogic.IsUsePressedEdge(true, true));
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Assert.False(FlashlightLogic.IsUsePressedEdge(false, true));
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Assert.False(FlashlightLogic.IsUsePressedEdge(false, false));
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}
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// Standing position
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var standPosition = baseZ + standOffset;
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Assert.Equal(164.03f, standPosition);
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// Crouching position
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var crouchPosition = baseZ + crouchOffset;
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Assert.Equal(146.03f, crouchPosition);
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[Theory]
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[InlineData(false, 64f, 46f, 64f)]
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[InlineData(true, 64f, 46f, 46f)]
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public void GetEyeOffsetZ_UsesCrouchWhenDucking(
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bool crouching,
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float stand,
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float crouch,
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float expected)
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{
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Assert.Equal(expected, FlashlightLogic.GetEyeOffsetZ(crouching, stand, crouch));
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}
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||||
|
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[Fact]
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public void FlashlightEntity_Management()
|
||||
public void CalculateLightOrigin_AppliesEyeAndForwardOffsets()
|
||||
{
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// Test entity tracking dictionary behavior
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||||
var playerEntities = new Dictionary<string, FakeLightEntity>();
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var playerKey = "test_player";
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var origin = FlashlightLogic.CalculateLightOrigin(
|
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new Vector3(10f, 20f, 30f),
|
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new Vector3(1f, 0f, 0f),
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eyeOffsetZ: 64f,
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forwardDistance: 54f);
|
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|
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// No entity initially
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Assert.False(playerEntities.TryGetValue(playerKey, out _));
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|
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// Add entity
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var light = new FakeLightEntity { IsValid = true };
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playerEntities[playerKey] = light;
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Assert.True(playerEntities.TryGetValue(playerKey, out var retrieved));
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Assert.True(retrieved?.IsValid);
|
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|
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// Remove entity
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playerEntities.Remove(playerKey);
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Assert.False(playerEntities.TryGetValue(playerKey, out _));
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Assert.Equal(new Vector3(64f, 20f, 94f), origin);
|
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}
|
||||
|
||||
private class FakeLightEntity
|
||||
[Fact]
|
||||
public void ForwardFromAnglesDegrees_YawZeroLooksAlongX()
|
||||
{
|
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public bool IsValid { get; set; }
|
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public void Remove() => IsValid = false;
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var forward = FlashlightLogic.ForwardFromAnglesDegrees(0f, 0f);
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|
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Assert.Equal(1f, forward.X, 3);
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Assert.Equal(0f, forward.Y, 3);
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Assert.Equal(0f, forward.Z, 3);
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}
|
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|
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[Fact]
|
||||
public void ShouldCreateAndDestroyLight_Policies()
|
||||
{
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Assert.True(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: false));
|
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Assert.False(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: true));
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Assert.True(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: true));
|
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Assert.False(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: false));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ConfigClamp_FixesInvalidValues()
|
||||
{
|
||||
var config = new FlashlightConfig
|
||||
{
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ToggleCooldownSeconds = -1f,
|
||||
Brightness = -5f,
|
||||
Range = 0f,
|
||||
ColorTemperature = 50f,
|
||||
SoftX = -1f,
|
||||
SoftY = -1f,
|
||||
Skirt = -1f,
|
||||
SkirtNear = -1f,
|
||||
SizeX = -1f,
|
||||
SizeY = -1f,
|
||||
SizeZ = -1f,
|
||||
ForwardDistance = -10f,
|
||||
StandEyeOffsetZ = -1f,
|
||||
CrouchEyeOffsetZ = -1f,
|
||||
AttachmentName = " ",
|
||||
LightCookie = ""
|
||||
};
|
||||
|
||||
config.Clamp();
|
||||
|
||||
Assert.Equal(0f, config.ToggleCooldownSeconds);
|
||||
Assert.Equal(0f, config.Brightness);
|
||||
Assert.Equal(1f, config.Range);
|
||||
Assert.Equal(1000f, config.ColorTemperature);
|
||||
Assert.Equal(0f, config.SoftX);
|
||||
Assert.Equal(0f, config.SoftY);
|
||||
Assert.Equal(0f, config.Skirt);
|
||||
Assert.Equal(0f, config.SkirtNear);
|
||||
Assert.Equal(0f, config.SizeX);
|
||||
Assert.Equal(0f, config.SizeY);
|
||||
Assert.Equal(0f, config.SizeZ);
|
||||
Assert.Equal(0f, config.ForwardDistance);
|
||||
Assert.Equal(0f, config.StandEyeOffsetZ);
|
||||
Assert.Equal(0f, config.CrouchEyeOffsetZ);
|
||||
Assert.Equal("axis_of_intent", config.AttachmentName);
|
||||
Assert.Equal("materials/effects/lightcookies/flashlight.vtex", config.LightCookie);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,104 +1,97 @@
|
|||
using System.Drawing;
|
||||
using System.Numerics;
|
||||
using CounterStrikeSharp.API;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Core.Attributes;
|
||||
using CounterStrikeSharp.API.Core.Attributes.Registration;
|
||||
using CounterStrikeSharp.API.Modules.Commands;
|
||||
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
using Microsoft.Extensions.Logging;
|
||||
|
||||
namespace Flashlight;
|
||||
|
||||
[MinimumApiVersion(363)]
|
||||
public class Flashlight : BasePlugin
|
||||
[MinimumApiVersion(371)]
|
||||
public class FlashlightPlugin : BasePlugin, IPluginConfig<FlashlightConfig>
|
||||
{
|
||||
public override string ModuleAuthor => "creazy.eth";
|
||||
public override string ModuleName => "Flashlight";
|
||||
public override string ModuleDescription => "Flashlight for Counter-Strike 2";
|
||||
public override string ModuleVersion => "0.0.7";
|
||||
public override string ModuleVersion => "0.1.0";
|
||||
|
||||
private static string ModuleDisplayName => "Flashlight";
|
||||
public FlashlightConfig Config { get; set; } = new();
|
||||
|
||||
// TODO: Change crouch-tracking to a more elegant solution
|
||||
// TODO: Add config and make light entity values configurable
|
||||
// TODO: Maybe replace light_omni2 with light_rect or something else
|
||||
// FIXED: EyeAngles -> V_angle for CSS API v1.0.363+ compatibility
|
||||
// FIXED: Entity validity check before Remove() to prevent crashes on team switch (Issue #2)
|
||||
private readonly Dictionary<int, PlayerFlashlightState> _playerStates = new();
|
||||
|
||||
public static Flashlight? Instance { get; private set; }
|
||||
|
||||
private readonly List<CCSPlayerController> _connectedPlayers = new();
|
||||
private readonly Dictionary<CCSPlayerController, bool> _playerUsingFlashlight = new();
|
||||
private readonly Dictionary<CCSPlayerController, bool> _playerIsCrouching = new();
|
||||
private readonly Dictionary<CCSPlayerController, bool> _playerCanToggle = new();
|
||||
private readonly Dictionary<CCSPlayerController, COmniLight> _playerFlashlight = new();
|
||||
public void OnConfigParsed(FlashlightConfig config)
|
||||
{
|
||||
config.Clamp();
|
||||
Config = config;
|
||||
}
|
||||
|
||||
public override void Load(bool hotReload)
|
||||
{
|
||||
Instance = this;
|
||||
Logger.LogInformation("{Name} v{Version} loading...", ModuleName, ModuleVersion);
|
||||
|
||||
LogHelper.LogToConsole(ConsoleColor.Green, $"{ModuleName} v{ModuleVersion} loading...");
|
||||
RegisterListener<Listeners.OnTick>(OnTick);
|
||||
|
||||
RegisterListener<Listeners.OnTick>(() =>
|
||||
if (hotReload)
|
||||
{
|
||||
foreach (var player in _connectedPlayers.Where(player => player is { IsValid: true, IsBot: false, PawnIsAlive: true }))
|
||||
foreach (var player in Utilities.GetPlayers().Where(IsEligiblePlayer))
|
||||
{
|
||||
ToggleFlashlight(player);
|
||||
|
||||
if (_playerCanToggle[player] == false) continue;
|
||||
|
||||
if ((player.Buttons & PlayerButtons.Use) != 0)
|
||||
{
|
||||
_playerCanToggle[player] = false;
|
||||
var currentPlayer = player; // Capture for closure
|
||||
|
||||
if (_playerUsingFlashlight[player] == false)
|
||||
{
|
||||
_playerUsingFlashlight[player] = true;
|
||||
|
||||
Instance?.AddTimer(0.25f, () =>
|
||||
{
|
||||
_playerCanToggle[currentPlayer] = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
_playerUsingFlashlight[player] = false;
|
||||
|
||||
Instance?.AddTimer(0.25f, () =>
|
||||
{
|
||||
_playerCanToggle[currentPlayer] = true;
|
||||
});
|
||||
EnsureState(player);
|
||||
}
|
||||
}
|
||||
|
||||
if ((player.Buttons & PlayerButtons.Duck) != 0)
|
||||
{
|
||||
_playerIsCrouching[player] = true;
|
||||
Logger.LogInformation("{Name} v{Version} loaded!", ModuleName, ModuleVersion);
|
||||
}
|
||||
else
|
||||
{
|
||||
_playerIsCrouching[player] = false;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
LogHelper.LogToConsole($"{ModuleDisplayName} v{ModuleVersion} loaded!");
|
||||
public override void Unload(bool hotReload)
|
||||
{
|
||||
foreach (var slot in _playerStates.Keys.ToList())
|
||||
{
|
||||
DestroyLight(slot);
|
||||
}
|
||||
|
||||
_playerStates.Clear();
|
||||
}
|
||||
|
||||
private void OnTick()
|
||||
{
|
||||
if (!Config.Enabled || !Config.AllowUseKey)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var player in Utilities.GetPlayers())
|
||||
{
|
||||
if (!IsEligiblePlayer(player) || !player.PawnIsAlive)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var state = EnsureState(player);
|
||||
var usePressed = (player.Buttons & PlayerButtons.Use) != 0;
|
||||
|
||||
if (FlashlightLogic.IsUsePressedEdge(usePressed, state.WasUsePressed))
|
||||
{
|
||||
TryToggleFlashlight(player, state);
|
||||
}
|
||||
|
||||
state.WasUsePressed = usePressed;
|
||||
}
|
||||
}
|
||||
|
||||
[GameEventHandler]
|
||||
public HookResult OnPlayerConnectFull(EventPlayerConnectFull @event, GameEventInfo info)
|
||||
{
|
||||
var player = @event.Userid;
|
||||
if (player is null || !IsEligiblePlayer(player))
|
||||
{
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
||||
|
||||
_connectedPlayers.Add(player);
|
||||
_playerUsingFlashlight[player] = false;
|
||||
_playerIsCrouching[player] = false;
|
||||
_playerCanToggle[player] = true;
|
||||
|
||||
LogHelper.LogToConsole(ConsoleColor.Green, $"{player.PlayerName} connected");
|
||||
|
||||
EnsureState(player);
|
||||
Logger.LogInformation("{Player} connected", player.PlayerName);
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
|
|
@ -106,24 +99,14 @@ public class Flashlight : BasePlugin
|
|||
public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
|
||||
{
|
||||
var player = @event.Userid;
|
||||
|
||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
||||
|
||||
_connectedPlayers.Remove(player);
|
||||
_playerUsingFlashlight.Remove(player);
|
||||
_playerIsCrouching.Remove(player);
|
||||
_playerCanToggle.Remove(player);
|
||||
|
||||
_playerFlashlight.TryGetValue(player, out var flashlight);
|
||||
// Fix #2: Check entity validity before removing
|
||||
if (flashlight != null && flashlight.IsValid)
|
||||
if (player is null || !player.IsValid)
|
||||
{
|
||||
flashlight.Remove();
|
||||
return HookResult.Continue;
|
||||
}
|
||||
_playerFlashlight.Remove(player);
|
||||
|
||||
LogHelper.LogToConsole(ConsoleColor.Green, $"{player.PlayerName} disconnected");
|
||||
|
||||
var slot = player.Slot;
|
||||
DestroyLight(slot);
|
||||
_playerStates.Remove(slot);
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
|
|
@ -131,19 +114,14 @@ public class Flashlight : BasePlugin
|
|||
public HookResult OnPlayerSpawn(EventPlayerSpawn @event, GameEventInfo info)
|
||||
{
|
||||
var player = @event.Userid;
|
||||
|
||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
||||
|
||||
if (_connectedPlayers.Contains(player) == false)
|
||||
if (player is null || !IsEligiblePlayer(player))
|
||||
{
|
||||
_connectedPlayers.Add(player);
|
||||
_playerUsingFlashlight[player] = false;
|
||||
_playerIsCrouching[player] = false;
|
||||
_playerCanToggle[player] = true;
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
_playerUsingFlashlight[player] = false;
|
||||
|
||||
var state = EnsureState(player);
|
||||
state.IsOn = false;
|
||||
DestroyLight(player.Slot);
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
|
|
@ -151,108 +129,173 @@ public class Flashlight : BasePlugin
|
|||
public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
|
||||
{
|
||||
var player = @event.Userid;
|
||||
if (player is null || !IsEligiblePlayer(player))
|
||||
{
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
||||
|
||||
_playerUsingFlashlight[player] = false;
|
||||
|
||||
var state = EnsureState(player);
|
||||
state.IsOn = false;
|
||||
DestroyLight(player.Slot);
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
[GameEventHandler]
|
||||
public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
|
||||
{
|
||||
// Fix #2: Handle team switch - clean up flashlight entity
|
||||
var player = @event.Userid;
|
||||
|
||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
||||
|
||||
// Turn off flashlight and clean up entity when switching teams
|
||||
_playerUsingFlashlight[player] = false;
|
||||
|
||||
if (_playerFlashlight.TryGetValue(player, out var flashlight))
|
||||
if (player is null || !IsEligiblePlayer(player))
|
||||
{
|
||||
if (flashlight != null && flashlight.IsValid)
|
||||
{
|
||||
flashlight.Remove();
|
||||
}
|
||||
_playerFlashlight.Remove(player);
|
||||
}
|
||||
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
public void ToggleFlashlight(CCSPlayerController player)
|
||||
{
|
||||
if (_playerUsingFlashlight[player] == false)
|
||||
{
|
||||
if (_playerFlashlight.TryGetValue(player, out var value))
|
||||
{
|
||||
// Fix #2: Check entity validity before removing
|
||||
if (value.IsValid)
|
||||
{
|
||||
value.Remove();
|
||||
}
|
||||
_playerFlashlight.Remove(player);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
var entity = _playerFlashlight.TryGetValue(player, out var flashlight) ? flashlight : Utilities.CreateEntityByName<COmniLight>("light_omni2");
|
||||
|
||||
if (entity == null || !entity.IsValid)
|
||||
{
|
||||
LogHelper.LogToConsole("Failed to create entity!");
|
||||
return;
|
||||
}
|
||||
|
||||
entity.DirectLight = 3;
|
||||
|
||||
var pawn = player.PlayerPawn.Value;
|
||||
if (pawn?.AbsOrigin == null || pawn.V_angle == null)
|
||||
{
|
||||
LogHelper.LogToConsole("Failed to get player pawn data!");
|
||||
return;
|
||||
}
|
||||
|
||||
entity.Teleport(
|
||||
new Vector(
|
||||
pawn.AbsOrigin.X,
|
||||
pawn.AbsOrigin.Y,
|
||||
pawn.AbsOrigin.Z + (_playerIsCrouching[player] ? 46.03f : 64.03f)
|
||||
),
|
||||
pawn.V_angle,
|
||||
pawn.AbsVelocity
|
||||
);
|
||||
|
||||
entity.OuterAngle = 45f;
|
||||
entity.Enabled = true;
|
||||
entity.Color = Color.White;
|
||||
entity.ColorTemperature = 6500;
|
||||
entity.Brightness = 1f;
|
||||
entity.Range = 5000f;
|
||||
|
||||
entity.DispatchSpawn();
|
||||
_playerFlashlight[player] = entity;
|
||||
var state = EnsureState(player);
|
||||
state.IsOn = false;
|
||||
DestroyLight(player.Slot);
|
||||
return HookResult.Continue;
|
||||
}
|
||||
|
||||
[ConsoleCommand("css_fl_toggle", "Toggles the flashlight")]
|
||||
[CommandHelper(whoCanExecute: CommandUsage.CLIENT_ONLY)]
|
||||
public void ToggleFlashlight(CCSPlayerController caller, CommandInfo? info)
|
||||
public void OnToggleCommand(CCSPlayerController? caller, CommandInfo info)
|
||||
{
|
||||
if (!caller.IsValid || !caller.PawnIsAlive) return;
|
||||
|
||||
if (_playerCanToggle[caller] == false) return;
|
||||
|
||||
_playerUsingFlashlight[caller] = !_playerUsingFlashlight[caller];
|
||||
_playerCanToggle[caller] = false;
|
||||
|
||||
var currentCaller = caller; // Capture for closure
|
||||
|
||||
Instance?.AddTimer(0.25f, () =>
|
||||
if (!Config.Enabled || caller is null || !IsEligiblePlayer(caller) || !caller.PawnIsAlive)
|
||||
{
|
||||
_playerCanToggle[currentCaller] = true;
|
||||
return;
|
||||
}
|
||||
|
||||
TryToggleFlashlight(caller, EnsureState(caller));
|
||||
}
|
||||
|
||||
private void TryToggleFlashlight(CCSPlayerController player, PlayerFlashlightState state)
|
||||
{
|
||||
var isOn = state.IsOn;
|
||||
var canToggle = state.CanToggle;
|
||||
|
||||
if (!FlashlightLogic.TryToggle(ref isOn, ref canToggle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
state.IsOn = isOn;
|
||||
state.CanToggle = canToggle;
|
||||
|
||||
if (state.IsOn)
|
||||
{
|
||||
CreateAndParentLight(player, state);
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyLight(player.Slot);
|
||||
}
|
||||
|
||||
var slot = player.Slot;
|
||||
AddTimer(Config.ToggleCooldownSeconds, () =>
|
||||
{
|
||||
if (_playerStates.TryGetValue(slot, out var current))
|
||||
{
|
||||
current.CanToggle = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private void CreateAndParentLight(CCSPlayerController player, PlayerFlashlightState state)
|
||||
{
|
||||
DestroyLight(player.Slot);
|
||||
|
||||
var pawn = player.PlayerPawn.Value;
|
||||
if (pawn is null || !pawn.IsValid || pawn.AbsOrigin is null || pawn.V_angle is null)
|
||||
{
|
||||
Logger.LogWarning("Failed to get pawn data for {Player}", player.PlayerName);
|
||||
state.IsOn = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var light = Utilities.CreateEntityByName<CBarnLight>("light_barn");
|
||||
if (light is null || !light.IsValid)
|
||||
{
|
||||
Logger.LogWarning("Failed to create light_barn for {Player}", player.PlayerName);
|
||||
state.IsOn = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var isCrouching = (player.Buttons & PlayerButtons.Duck) != 0;
|
||||
var eyeOffsetZ = FlashlightLogic.GetEyeOffsetZ(
|
||||
isCrouching,
|
||||
Config.StandEyeOffsetZ,
|
||||
Config.CrouchEyeOffsetZ);
|
||||
|
||||
var angles = pawn.V_angle;
|
||||
var forward = FlashlightLogic.ForwardFromAnglesDegrees(angles.X, angles.Y);
|
||||
var origin = FlashlightLogic.CalculateLightOrigin(
|
||||
new Vector3(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z),
|
||||
forward,
|
||||
eyeOffsetZ,
|
||||
Config.ForwardDistance);
|
||||
|
||||
light.Enabled = true;
|
||||
light.Color = Color.FromArgb(255, Config.ColorR, Config.ColorG, Config.ColorB);
|
||||
light.ColorTemperature = Config.ColorTemperature;
|
||||
light.Brightness = Config.Brightness;
|
||||
light.Range = Config.Range;
|
||||
light.SoftX = Config.SoftX;
|
||||
light.SoftY = Config.SoftY;
|
||||
light.Skirt = Config.Skirt;
|
||||
light.SkirtNear = Config.SkirtNear;
|
||||
light.CastShadows = Config.CastShadows ? 1 : 0;
|
||||
light.DirectLight = 3;
|
||||
light.SizeParams.X = Config.SizeX;
|
||||
light.SizeParams.Y = Config.SizeY;
|
||||
light.SizeParams.Z = Config.SizeZ;
|
||||
|
||||
light.Teleport(
|
||||
origin,
|
||||
new Vector3(angles.X, angles.Y, angles.Z),
|
||||
null);
|
||||
|
||||
using (var keyValues = new CEntityKeyValues())
|
||||
{
|
||||
keyValues.SetString("lightcookie", Config.LightCookie);
|
||||
light.DispatchSpawn(keyValues);
|
||||
}
|
||||
|
||||
light.AcceptInput("SetParent", pawn, light, "!activator");
|
||||
light.AcceptInput("SetParentAttachmentMaintainOffset", null, null, Config.AttachmentName);
|
||||
|
||||
state.Light = light;
|
||||
state.IsOn = true;
|
||||
}
|
||||
|
||||
private void DestroyLight(int slot)
|
||||
{
|
||||
if (!_playerStates.TryGetValue(slot, out var state))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var light = state.Light;
|
||||
state.Light = null;
|
||||
|
||||
if (light is not null && light.IsValid)
|
||||
{
|
||||
light.Remove();
|
||||
}
|
||||
}
|
||||
|
||||
private PlayerFlashlightState EnsureState(CCSPlayerController player)
|
||||
{
|
||||
if (_playerStates.TryGetValue(player.Slot, out var state))
|
||||
{
|
||||
return state;
|
||||
}
|
||||
|
||||
state = new PlayerFlashlightState();
|
||||
_playerStates[player.Slot] = state;
|
||||
return state;
|
||||
}
|
||||
|
||||
private static bool IsEligiblePlayer(CCSPlayerController? player)
|
||||
{
|
||||
return player is { IsValid: true, IsBot: false };
|
||||
}
|
||||
}
|
||||
|
|
@ -1,13 +1,13 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<TargetFramework>net10.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.363" />
|
||||
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.371" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
|
|
|||
101
Flashlight/FlashlightConfig.cs
Normal file
101
Flashlight/FlashlightConfig.cs
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
using System.Text.Json.Serialization;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
|
||||
namespace Flashlight;
|
||||
|
||||
public class FlashlightConfig : BasePluginConfig
|
||||
{
|
||||
[JsonPropertyName("Enabled")]
|
||||
public bool Enabled { get; set; } = true;
|
||||
|
||||
[JsonPropertyName("AllowUseKey")]
|
||||
public bool AllowUseKey { get; set; } = true;
|
||||
|
||||
[JsonPropertyName("ToggleCooldownSeconds")]
|
||||
public float ToggleCooldownSeconds { get; set; } = 0.25f;
|
||||
|
||||
[JsonPropertyName("Brightness")]
|
||||
public float Brightness { get; set; } = 1.0f;
|
||||
|
||||
[JsonPropertyName("Range")]
|
||||
public float Range { get; set; } = 2048f;
|
||||
|
||||
[JsonPropertyName("ColorR")]
|
||||
public byte ColorR { get; set; } = 255;
|
||||
|
||||
[JsonPropertyName("ColorG")]
|
||||
public byte ColorG { get; set; } = 255;
|
||||
|
||||
[JsonPropertyName("ColorB")]
|
||||
public byte ColorB { get; set; } = 255;
|
||||
|
||||
[JsonPropertyName("ColorTemperature")]
|
||||
public float ColorTemperature { get; set; } = 6500f;
|
||||
|
||||
[JsonPropertyName("CastShadows")]
|
||||
public bool CastShadows { get; set; } = true;
|
||||
|
||||
[JsonPropertyName("SoftX")]
|
||||
public float SoftX { get; set; } = 1.0f;
|
||||
|
||||
[JsonPropertyName("SoftY")]
|
||||
public float SoftY { get; set; } = 1.0f;
|
||||
|
||||
[JsonPropertyName("Skirt")]
|
||||
public float Skirt { get; set; } = 0.5f;
|
||||
|
||||
[JsonPropertyName("SkirtNear")]
|
||||
public float SkirtNear { get; set; } = 1.0f;
|
||||
|
||||
[JsonPropertyName("SizeX")]
|
||||
public float SizeX { get; set; } = 45f;
|
||||
|
||||
[JsonPropertyName("SizeY")]
|
||||
public float SizeY { get; set; } = 45f;
|
||||
|
||||
[JsonPropertyName("SizeZ")]
|
||||
public float SizeZ { get; set; } = 0.03f;
|
||||
|
||||
[JsonPropertyName("ForwardDistance")]
|
||||
public float ForwardDistance { get; set; } = 54f;
|
||||
|
||||
[JsonPropertyName("StandEyeOffsetZ")]
|
||||
public float StandEyeOffsetZ { get; set; } = 64f;
|
||||
|
||||
[JsonPropertyName("CrouchEyeOffsetZ")]
|
||||
public float CrouchEyeOffsetZ { get; set; } = 46f;
|
||||
|
||||
[JsonPropertyName("AttachmentName")]
|
||||
public string AttachmentName { get; set; } = "axis_of_intent";
|
||||
|
||||
[JsonPropertyName("LightCookie")]
|
||||
public string LightCookie { get; set; } = "materials/effects/lightcookies/flashlight.vtex";
|
||||
|
||||
public void Clamp()
|
||||
{
|
||||
ToggleCooldownSeconds = Math.Max(0f, ToggleCooldownSeconds);
|
||||
Brightness = Math.Max(0f, Brightness);
|
||||
Range = Math.Max(1f, Range);
|
||||
ColorTemperature = Math.Clamp(ColorTemperature, 1000f, 12000f);
|
||||
SoftX = Math.Max(0f, SoftX);
|
||||
SoftY = Math.Max(0f, SoftY);
|
||||
Skirt = Math.Max(0f, Skirt);
|
||||
SkirtNear = Math.Max(0f, SkirtNear);
|
||||
SizeX = Math.Max(0f, SizeX);
|
||||
SizeY = Math.Max(0f, SizeY);
|
||||
SizeZ = Math.Max(0f, SizeZ);
|
||||
ForwardDistance = Math.Max(0f, ForwardDistance);
|
||||
StandEyeOffsetZ = Math.Max(0f, StandEyeOffsetZ);
|
||||
CrouchEyeOffsetZ = Math.Max(0f, CrouchEyeOffsetZ);
|
||||
|
||||
if (string.IsNullOrWhiteSpace(AttachmentName))
|
||||
{
|
||||
AttachmentName = "axis_of_intent";
|
||||
}
|
||||
|
||||
if (string.IsNullOrWhiteSpace(LightCookie))
|
||||
{
|
||||
LightCookie = "materials/effects/lightcookies/flashlight.vtex";
|
||||
}
|
||||
}
|
||||
}
|
||||
62
Flashlight/FlashlightLogic.cs
Normal file
62
Flashlight/FlashlightLogic.cs
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace Flashlight;
|
||||
|
||||
public static class FlashlightLogic
|
||||
{
|
||||
public static bool TryToggle(ref bool isOn, ref bool canToggle)
|
||||
{
|
||||
if (!canToggle)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
isOn = !isOn;
|
||||
canToggle = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool IsUsePressedEdge(bool usePressed, bool wasUsePressed)
|
||||
{
|
||||
return usePressed && !wasUsePressed;
|
||||
}
|
||||
|
||||
public static float GetEyeOffsetZ(bool isCrouching, float standOffset, float crouchOffset)
|
||||
{
|
||||
return isCrouching ? crouchOffset : standOffset;
|
||||
}
|
||||
|
||||
public static Vector3 CalculateLightOrigin(
|
||||
Vector3 pawnOrigin,
|
||||
Vector3 forward,
|
||||
float eyeOffsetZ,
|
||||
float forwardDistance)
|
||||
{
|
||||
return new Vector3(
|
||||
pawnOrigin.X + forward.X * forwardDistance,
|
||||
pawnOrigin.Y + forward.Y * forwardDistance,
|
||||
pawnOrigin.Z + eyeOffsetZ + forward.Z * forwardDistance);
|
||||
}
|
||||
|
||||
public static Vector3 ForwardFromAnglesDegrees(float pitch, float yaw)
|
||||
{
|
||||
var pitchRad = pitch * (MathF.PI / 180f);
|
||||
var yawRad = yaw * (MathF.PI / 180f);
|
||||
var cosPitch = MathF.Cos(pitchRad);
|
||||
|
||||
return new Vector3(
|
||||
cosPitch * MathF.Cos(yawRad),
|
||||
cosPitch * MathF.Sin(yawRad),
|
||||
-MathF.Sin(pitchRad));
|
||||
}
|
||||
|
||||
public static bool ShouldCreateLight(bool isOn, bool hasValidLight)
|
||||
{
|
||||
return isOn && !hasValidLight;
|
||||
}
|
||||
|
||||
public static bool ShouldDestroyLight(bool isOn, bool hasValidLight)
|
||||
{
|
||||
return !isOn && hasValidLight;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,56 +0,0 @@
|
|||
using CounterStrikeSharp.API;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
|
||||
namespace Flashlight;
|
||||
|
||||
public static class LogHelper
|
||||
{
|
||||
public static void LogToConsole(string messageToLog)
|
||||
{
|
||||
Console.WriteLine($"[{Flashlight.Instance?.ModuleName}] -> {messageToLog}");
|
||||
}
|
||||
|
||||
public static void LogToConsole(ConsoleColor color, string messageToLog)
|
||||
{
|
||||
Console.ForegroundColor = color;
|
||||
Console.WriteLine($"[{Flashlight.Instance?.ModuleName}] -> {messageToLog}");
|
||||
Console.ResetColor();
|
||||
}
|
||||
|
||||
public static void LogToChat(CCSPlayerController? player, string messageToLog)
|
||||
{
|
||||
player?.PrintToChat($"[{ChatColors.Purple}{Flashlight.Instance?.ModuleName}{ChatColors.Default}]{ReplaceTags(messageToLog + "{DEFAULT}")}");
|
||||
}
|
||||
|
||||
public static void LogToChatAll(string messageToLog)
|
||||
{
|
||||
Server.PrintToChatAll($"[{ChatColors.Purple}{Flashlight.Instance?.ModuleName}{ChatColors.Default}]{ReplaceTags(messageToLog + "{DEFAULT}")}");
|
||||
}
|
||||
|
||||
public static string ReplaceTags(this string text)
|
||||
{
|
||||
if (text.StartsWith("{")) text = $" {text}";
|
||||
text = text.Replace("{DEFAULT}", $"{ChatColors.Default}");
|
||||
text = text.Replace("{WHITE}", $"{ChatColors.White}");
|
||||
text = text.Replace("{DARKRED}", $"{ChatColors.Darkred}");
|
||||
text = text.Replace("{GREEN}", $"{ChatColors.Green}");
|
||||
text = text.Replace("{LIGHTYELLOW}", $"{ChatColors.LightYellow}");
|
||||
text = text.Replace("{LIGHTBLUE}", $"{ChatColors.LightBlue}");
|
||||
text = text.Replace("{OLIVE}", $"{ChatColors.Olive}");
|
||||
text = text.Replace("{LIME}", $"{ChatColors.Lime}");
|
||||
text = text.Replace("{RED}", $"{ChatColors.Red}");
|
||||
text = text.Replace("{PURPLE}", $"{ChatColors.Purple}");
|
||||
text = text.Replace("{GREY}", $"{ChatColors.Grey}");
|
||||
text = text.Replace("{YELLOW}", $"{ChatColors.Yellow}");
|
||||
text = text.Replace("{GOLD}", $"{ChatColors.Gold}");
|
||||
text = text.Replace("{SILVER}", $"{ChatColors.Silver}");
|
||||
text = text.Replace("{BLUE}", $"{ChatColors.Blue}");
|
||||
text = text.Replace("{DARKBLUE}", $"{ChatColors.DarkBlue}");
|
||||
text = text.Replace("{BLUEGREY}", $"{ChatColors.BlueGrey}");
|
||||
text = text.Replace("{MAGENTA}", $"{ChatColors.Magenta}");
|
||||
text = text.Replace("{LIGHTRED}", $"{ChatColors.LightRed}");
|
||||
|
||||
return text;
|
||||
}
|
||||
}
|
||||
18
Flashlight/PlayerFlashlightState.cs
Normal file
18
Flashlight/PlayerFlashlightState.cs
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
using CounterStrikeSharp.API.Core;
|
||||
|
||||
namespace Flashlight;
|
||||
|
||||
public sealed class PlayerFlashlightState
|
||||
{
|
||||
public bool IsOn { get; set; }
|
||||
public bool CanToggle { get; set; } = true;
|
||||
public bool WasUsePressed { get; set; }
|
||||
public CBarnLight? Light { get; set; }
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
IsOn = false;
|
||||
CanToggle = true;
|
||||
WasUsePressed = false;
|
||||
}
|
||||
}
|
||||
99
README.md
99
README.md
|
|
@ -1,68 +1,105 @@
|
|||
# 🔦 Flashlight
|
||||
# Flashlight
|
||||
|
||||
Flashlight is a plugin for Counter-Strike 2 that adds a flashlight feature for players. It is written in C# and uses the CounterStrikeSharp API. 🎮
|
||||
Flashlight is a Counter-Strike 2 server plugin written in C# with [CounterStrikeSharp](https://docs.cssharp.dev). It gives human players a toggleable flashlight using a parented `light_barn` entity.
|
||||
|
||||
## ⭐ Features
|
||||
## Features
|
||||
|
||||
- 💡 Players can toggle the flashlight on and off using `Use` key (the default key for this is `E`) or `/fl_toggle` in chat which could be bound to a different key.
|
||||
- 💀 The flashlight is automatically turned off when the player dies or respawns.
|
||||
- 🚫 The flashlight is only available to human players, not bots.
|
||||
- Toggle with the Use key (`E` by default) or `css_fl_toggle`
|
||||
- One `light_barn` per player, parented to the pawn attachment (no per-tick spawn/teleport)
|
||||
- Configurable brightness, range, color, shadows, offsets, and attachment
|
||||
- Automatically turns off on death, spawn, and team change
|
||||
- Bots ignored
|
||||
|
||||
## 🔧 Installation
|
||||
## Requirements
|
||||
|
||||
1. ⬇️ Download the latest release from the GitHub repository.
|
||||
2. 📁 Extract the ZIP file.
|
||||
3. 📂 Place the plugin in the `game/csgo/addons/counterstrikesharp/plugins/Flashlight` directory.
|
||||
- CounterStrikeSharp **1.0.371+** (API minimum version enforced)
|
||||
- .NET **10** runtime as provided by your CounterStrikeSharp install
|
||||
|
||||
## 💻 Usage
|
||||
## Installation
|
||||
|
||||
⌨️ Use the `Use` key to toggle the flashlight on and off. The default key for this is `E`. Or use the `/fl_toggle` command in chat which could then be bound to a different key.
|
||||
1. Download the latest release ZIP.
|
||||
2. Extract it.
|
||||
3. Place the plugin folder in `game/csgo/addons/counterstrikesharp/plugins/Flashlight`.
|
||||
|
||||
## Usage
|
||||
|
||||
- Press Use (`E`) to toggle, if enabled in config.
|
||||
- Or bind a key:
|
||||
|
||||
Example bind:
|
||||
```
|
||||
bind f "css_fl_toggle"
|
||||
```
|
||||
|
||||
## 🛠️ Development
|
||||
## Configuration
|
||||
|
||||
On first load, CounterStrikeSharp writes a JSON config for the plugin. Defaults:
|
||||
|
||||
| Key | Default | Description |
|
||||
| --- | --- | --- |
|
||||
| `Enabled` | `true` | Master switch |
|
||||
| `AllowUseKey` | `true` | Allow Use-key toggle |
|
||||
| `ToggleCooldownSeconds` | `0.25` | Toggle cooldown |
|
||||
| `Brightness` | `1.0` | Light brightness |
|
||||
| `Range` | `2048` | Light range |
|
||||
| `ColorR` / `ColorG` / `ColorB` | `255` | Light color |
|
||||
| `ColorTemperature` | `6500` | Kelvin temperature |
|
||||
| `CastShadows` | `true` | Cast dynamic shadows |
|
||||
| `SoftX` / `SoftY` | `1.0` | Softness |
|
||||
| `Skirt` / `SkirtNear` | `0.5` / `1.0` | Skirt falloff |
|
||||
| `SizeX` / `SizeY` / `SizeZ` | `45` / `45` / `0.03` | Beam size params |
|
||||
| `ForwardDistance` | `54` | Spawn offset along view forward |
|
||||
| `StandEyeOffsetZ` | `64` | Standing eye height offset |
|
||||
| `CrouchEyeOffsetZ` | `46` | Crouching eye height offset |
|
||||
| `AttachmentName` | `axis_of_intent` | Parent attachment |
|
||||
| `LightCookie` | `materials/effects/lightcookies/flashlight.vtex` | Flashlight cookie texture |
|
||||
|
||||
## Development
|
||||
|
||||
### Prerequisites
|
||||
|
||||
- .NET 8.0 SDK
|
||||
- CounterStrikeSharp API v1.0.363+
|
||||
- .NET 10 SDK
|
||||
- CounterStrikeSharp.API 1.0.371+
|
||||
|
||||
### Building
|
||||
### Build
|
||||
|
||||
```bash
|
||||
dotnet restore
|
||||
dotnet build
|
||||
```
|
||||
|
||||
### Testing
|
||||
### Test
|
||||
|
||||
```bash
|
||||
dotnet test
|
||||
```
|
||||
|
||||
## 🤝 Contributing
|
||||
Unit tests cover toggle/cooldown logic, Use-key edge detection, origin math, create/destroy policy, and config clamping. Entity parenting requires a live CS2 server.
|
||||
|
||||
Contributions are welcome. Please open an issue or submit a pull request on GitHub. 🐙
|
||||
## Changelog
|
||||
|
||||
## 📋 Changelog
|
||||
### v0.1.0
|
||||
|
||||
### v0.0.6 (Latest)
|
||||
- ✅ Updated to .NET 8.0
|
||||
- ✅ Updated to CounterStrikeSharp.API v1.0.363
|
||||
- ✅ Added xUnit test project with core logic tests
|
||||
- ✅ Updated GitHub Actions workflow with testing
|
||||
- ✅ Improved code compatibility with latest CS2/CSS API
|
||||
- Updated to .NET 10 and CounterStrikeSharp.API 1.0.371
|
||||
- Replaced per-tick `light_omni2` spawn/teleport with parented `light_barn`
|
||||
- Added `IPluginConfig` settings for light and toggle behavior
|
||||
- Added focused xUnit tests for pure helpers
|
||||
- Updated GitHub Actions for .NET 10, PR tests, and tag releases
|
||||
- Switched logging to `BasePlugin.Logger`
|
||||
|
||||
### v0.0.6
|
||||
|
||||
- Updated to .NET 8.0 and CounterStrikeSharp.API v1.0.363
|
||||
- Added initial xUnit test project
|
||||
- Improved CSS API compatibility (`V_angle`, entity validity checks)
|
||||
|
||||
### v0.0.5
|
||||
|
||||
- Initial release
|
||||
|
||||
## 📃 License
|
||||
## License
|
||||
|
||||
This project is licensed under the GNU General Public License. ⚖️
|
||||
GNU General Public License. See `LICENSE`.
|
||||
|
||||
## ✏️ Author
|
||||
## Author
|
||||
|
||||
This project was created by [creazy.eth](https://github.com/creazy231)
|
||||
[creazy.eth](https://github.com/creazy231)
|
||||
|
|
|
|||
|
|
@ -0,0 +1,61 @@
|
|||
# Flashlight Modernization Implementation Plan
|
||||
|
||||
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
|
||||
|
||||
**Goal:** Modernize the flashlight plugin to .NET 10 / CSS 1.0.371 with a parented `light_barn` implementation, config, real unit tests, fixed CI, and updated README.
|
||||
|
||||
**Architecture:** Pure helpers in `FlashlightLogic` + config clamps in `FlashlightConfig`; plugin owns lifecycle and wires Use/command/events; one `CBarnLight` per active player, parented once, toggled via create/destroy.
|
||||
|
||||
**Tech Stack:** .NET 10, CounterStrikeSharp.API 1.0.371, xUnit, GitHub Actions
|
||||
|
||||
## Global Constraints
|
||||
|
||||
- Target framework: `net10.0`
|
||||
- Package: `CounterStrikeSharp.API` `1.0.371`
|
||||
- `[MinimumApiVersion(371)]`
|
||||
- Module version: `0.1.0`
|
||||
- No per-tick entity create/spawn/teleport in steady state
|
||||
- Spec: `docs/superpowers/specs/2026-07-21-flashlight-modernization-design.md`
|
||||
|
||||
---
|
||||
|
||||
### Task 1: Project targets + pure logic + tests
|
||||
|
||||
**Files:**
|
||||
- Modify: `Flashlight/Flashlight.csproj`
|
||||
- Modify: `Flashlight.Tests/Flashlight.Tests.csproj`
|
||||
- Create: `Flashlight/FlashlightConfig.cs`
|
||||
- Create: `Flashlight/FlashlightLogic.cs`
|
||||
- Create: `Flashlight/PlayerFlashlightState.cs`
|
||||
- Modify: `Flashlight.Tests/FlashlightLogicTests.cs`
|
||||
|
||||
- [x] Retarget both projects to `net10.0`; bump CSS to `1.0.371`; bump test packages as needed
|
||||
- [x] Implement `FlashlightConfig` with defaults from the spec and a `Clamp()` method
|
||||
- [x] Implement pure `FlashlightLogic` helpers: try-toggle with cooldown, eye Z offset, origin from base+forward
|
||||
- [x] Replace smoke tests with tests against those helpers
|
||||
- [x] Run `dotnet test` and confirm pass
|
||||
|
||||
### Task 2: Plugin rewrite (parented light_barn)
|
||||
|
||||
**Files:**
|
||||
- Modify: `Flashlight/Flashlight.cs`
|
||||
- Delete or gut: `Flashlight/LogHelper.cs` (prefer `Logger`)
|
||||
|
||||
- [x] Implement `BasePlugin, IPluginConfig<FlashlightConfig>`
|
||||
- [x] OnTick: Use-key edge + cooldown only when `AllowUseKey`
|
||||
- [x] Create/parent/enable `light_barn` once on toggle on; remove on toggle off
|
||||
- [x] Cleanup on death/spawn/team/disconnect/unload
|
||||
- [x] Keep `css_fl_toggle`
|
||||
- [x] Run `dotnet build` and confirm success
|
||||
|
||||
### Task 3: CI + README
|
||||
|
||||
**Files:**
|
||||
- Modify: `.github/workflows/build.yml`
|
||||
- Modify: `README.md`
|
||||
|
||||
- [x] CI: .NET 10, restore, test, release build
|
||||
- [x] README: versions, parented light, config table, build/test, changelog 0.1.0
|
||||
- [x] Run `dotnet test` once more
|
||||
|
||||
---
|
||||
|
|
@ -0,0 +1,148 @@
|
|||
# Flashlight Plugin Modernization Design
|
||||
|
||||
**Date:** 2026-07-21
|
||||
**Status:** Approved
|
||||
**Version target:** 0.1.0
|
||||
|
||||
## Goal
|
||||
|
||||
Modernize the CounterStrikeSharp flashlight plugin to the latest CSS/.NET stack, replace the per-tick spawn/teleport light path with a parented `light_barn` implementation, add `IPluginConfig` for admin tuning, improve testability, and update the README.
|
||||
|
||||
## Background
|
||||
|
||||
The current plugin (`Flashlight` v0.0.7) targets CounterStrikeSharp.API `1.0.363` on .NET 8. While the flashlight is on, `OnTick` creates a `light_omni2` and calls `DispatchSpawn` every server frame. That is the dominant performance problem. Existing tests only exercise inlined dictionary/bool logic and do not cover extractable plugin helpers. CI still installs .NET 7.
|
||||
|
||||
Latest CounterStrikeSharp.API is `1.0.371` and targets .NET 10. CS2Fixes demonstrates the preferred flashlight pattern: spawn `light_barn` once, set a flashlight lightcookie via entity keyvalues, parent to the player pawn attachment, and toggle enablement rather than teleporting every tick.
|
||||
|
||||
## Decisions
|
||||
|
||||
| Topic | Decision |
|
||||
| --- | --- |
|
||||
| Runtime | .NET 10 + CounterStrikeSharp.API 1.0.371 |
|
||||
| Light entity | `light_barn` (`CBarnLight`), parented once |
|
||||
| Position updates | Engine parenting; no per-tick teleport |
|
||||
| Config | `IPluginConfig<FlashlightConfig>` with JSON config |
|
||||
| Logging | Prefer `BasePlugin.Logger` |
|
||||
| README | Fully updated for new runtime, behavior, config, build/test |
|
||||
| Module version | 0.1.0 |
|
||||
|
||||
## Architecture
|
||||
|
||||
```
|
||||
FlashlightPlugin (BasePlugin, IPluginConfig)
|
||||
├── FlashlightConfig // JSON-backed settings + clamps
|
||||
├── PlayerFlashlightState // per-player flags + entity handle
|
||||
├── FlashlightService // create / parent / enable / destroy
|
||||
└── FlashlightLogic // pure helpers (toggle, cooldown, offsets)
|
||||
```
|
||||
|
||||
### Runtime flow
|
||||
|
||||
1. `OnConfigParsed` validates/clamps config.
|
||||
2. `Load` registers `OnTick` (Use-key edge + cooldown only), game event handlers, and command `css_fl_toggle`.
|
||||
3. When a player turns the light on:
|
||||
- Create `CBarnLight` via `Utilities.CreateEntityByName<CBarnLight>("light_barn")`.
|
||||
- Apply config (brightness, range, color, temperature, soft/skirt/size, cast shadows, direct light).
|
||||
- Compute initial origin: pawn origin + eye Z offset + forward * `ForwardDistance`.
|
||||
- `Teleport` once using `System.Numerics.Vector3` overloads (avoid legacy `Vector` allocs).
|
||||
- `DispatchSpawn(CEntityKeyValues)` with `lightcookie` = configured path (default flashlight vtex).
|
||||
- `AcceptInput("SetParent", pawn, …)` then `AcceptInput("SetParentAttachmentMaintainOffset", …, AttachmentName)`.
|
||||
- Set `Enabled = true`.
|
||||
4. When turned off: set `Enabled = false` and remove the entity (or disable and keep — prefer remove to avoid orphaned entities across pawn changes).
|
||||
5. Cleanup on death, team change, disconnect, and plugin unload.
|
||||
|
||||
### Why not keep tick teleport?
|
||||
|
||||
Parenting follows view/attachment with far less managed work and no entity churn. Tick work is limited to scanning connected humans for Use-button edges and cooldown expiry.
|
||||
|
||||
## Config surface
|
||||
|
||||
File written/loaded by CSS config system (standard plugin config JSON).
|
||||
|
||||
| Key | Type | Default | Notes |
|
||||
| --- | --- | --- | --- |
|
||||
| `Enabled` | bool | `true` | Master switch |
|
||||
| `AllowUseKey` | bool | `true` | Toggle via Use (`E`) |
|
||||
| `ToggleCooldownSeconds` | float | `0.25` | Clamp ≥ 0 |
|
||||
| `Brightness` | float | `1.0` | |
|
||||
| `Range` | float | `2048` | Match CS2Fixes-style defaults |
|
||||
| `ColorR` / `ColorG` / `ColorB` | byte | `255` | White |
|
||||
| `ColorTemperature` | float | `6500` | |
|
||||
| `CastShadows` | bool | `true` | Maps to `CastShadows` int |
|
||||
| `SoftX` / `SoftY` | float | `1.0` | |
|
||||
| `Skirt` | float | `0.5` | |
|
||||
| `SkirtNear` | float | `1.0` | |
|
||||
| `SizeX` / `SizeY` / `SizeZ` | float | `45` / `45` / `0.03` | `SizeParams` |
|
||||
| `ForwardDistance` | float | `54` | Avoid AWP blocking beam |
|
||||
| `StandEyeOffsetZ` | float | `64` | |
|
||||
| `CrouchEyeOffsetZ` | float | `46` | Used at spawn time only |
|
||||
| `AttachmentName` | string | `axis_of_intent` | Parent attachment |
|
||||
| `LightCookie` | string | `materials/effects/lightcookies/flashlight.vtex` | |
|
||||
|
||||
Invalid values are clamped or rejected in `OnConfigParsed` with log warnings; plugin remains loadable when possible.
|
||||
|
||||
## Player state
|
||||
|
||||
Replace multiple `Dictionary<CCSPlayerController, …>` maps with one structure keyed by player slot (or controller), holding:
|
||||
|
||||
- `IsOn`
|
||||
- `CanToggle`
|
||||
- `Light` (`CBarnLight?`)
|
||||
|
||||
Crouch tracking for continuous Z updates is unnecessary once the light is parented; crouch offset is only applied at creation time. Optional: read duck state at spawn for initial Z only.
|
||||
|
||||
## Event / command behavior (unchanged UX)
|
||||
|
||||
- Use key toggles when `AllowUseKey` is true and cooldown allows.
|
||||
- `css_fl_toggle` remains client-only command alternative.
|
||||
- Flashlight turns off on death and spawn; entity cleaned on team change and disconnect.
|
||||
- Bots ignored.
|
||||
|
||||
## Testing strategy
|
||||
|
||||
Full CSS entity lifecycle cannot be unit-tested without a game server. Extract and test pure logic:
|
||||
|
||||
1. Toggle state transitions and cooldown gating.
|
||||
2. Config clamp helpers (range, cooldown, color channels).
|
||||
3. Initial position offset calculation (stand/crouch Z + forward distance given basis vectors).
|
||||
4. Enable/disable policy: when entity should be created vs destroyed.
|
||||
|
||||
Use xUnit on .NET 10. Keep Moq only if needed; prefer plain helpers over mocking CSS types.
|
||||
|
||||
## CI / packaging
|
||||
|
||||
- GitHub Actions: .NET 10 SDK, `dotnet restore`, `dotnet test`, release build on tags.
|
||||
- Remove stale .NET 7 setup.
|
||||
- Publish zip layout unchanged: `plugins/Flashlight/`.
|
||||
|
||||
## README updates
|
||||
|
||||
- Prerequisites: .NET 10, CSS 1.0.371+.
|
||||
- Behavior: parented `light_barn`, Use + command.
|
||||
- Config table with defaults.
|
||||
- Build / test instructions.
|
||||
- Changelog entry for 0.1.0 (API bump, performance rewrite, config, tests, CI).
|
||||
|
||||
## Out of scope
|
||||
|
||||
- Particle flashlight mode (CS2Fixes mode 2).
|
||||
- Admin permissions / VIP-only flashlight.
|
||||
- Client-side HUD indicators.
|
||||
- Migrating to CounterStrikeSharp 2.0 alpha.
|
||||
|
||||
## Risks / mitigations
|
||||
|
||||
| Risk | Mitigation |
|
||||
| --- | --- |
|
||||
| Attachment name missing on some models | Configurable `AttachmentName`; fall back to parent-only if attachment input fails |
|
||||
| `CEntityKeyValues` lightcookie path differs | Use CS2Fixes-proven path; document override |
|
||||
| .NET 10 server prerequisite | Document clearly; MinimumApiVersion 371 |
|
||||
| Parenting breaks on pawn swap | Recreate light on spawn; destroy on death/team |
|
||||
|
||||
## Success criteria
|
||||
|
||||
- Builds against CounterStrikeSharp.API 1.0.371 on net10.0.
|
||||
- No entity create/spawn/teleport in the steady-state OnTick path.
|
||||
- Config file generated and honored.
|
||||
- Unit tests cover pure helpers and pass in CI.
|
||||
- README matches shipped behavior and versions.
|
||||
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