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🔦 Fix flashlight beam not tracking view pitch
The light was positioned once at toggle time and then handed to the engine via SetParent + SetParentAttachmentMaintainOffset on the pawn's `axis_of_intent` attachment. That attachment carries the body's yaw but not the view pitch, so once parented the beam could only ever rotate horizontally — looking up or down did nothing. Drop the parenting and drive the light's transform ourselves every tick from the pawn's live AbsOrigin and V_angle, which is how the plugin behaved before 0.1.1 replaced the per-tick teleport with a parented entity. Also: - OnTick no longer short-circuits on !AllowUseKey, which otherwise stopped the light updating for servers that only expose css_fl_toggle. - ForwardDistance now offsets the light horizontally only. Applying it along the pitched forward vector put the light below ground when looking straight down (crouched eye height 46 minus 54). - Sweep up the light when the pawn is dead; an un-parented entity no longer dies with its pawn. - Remove the now-unused AttachmentName config key. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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README.md
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README.md
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@ -1,12 +1,12 @@
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# Flashlight
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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.
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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 `light_barn` entity.
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## Features
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- Toggle with the Use key (`E` by default) or `css_fl_toggle`
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- One `light_barn` per player, parented to the pawn attachment (no per-tick spawn/teleport)
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- Configurable brightness, range, color, shadows, offsets, and attachment
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- One `light_barn` per player, re-aimed each tick so the beam tracks both pitch and yaw
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- Configurable brightness, range, color, shadows, and offsets
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- Optional team restriction (`Any`, `CT`, or `T`)
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- Automatically turns off on death, spawn, and team change
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- Bots ignored
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@ -49,10 +49,9 @@ On first load, CounterStrikeSharp writes a JSON config for the plugin. Defaults:
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| `SoftX` / `SoftY` | `1.0` | Softness |
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| `Skirt` / `SkirtNear` | `0.5` / `1.0` | Skirt falloff |
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| `SizeX` / `SizeY` / `SizeZ` | `45` / `45` / `0.03` | Beam size params |
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| `ForwardDistance` | `54` | Spawn offset along view forward |
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| `ForwardDistance` | `54` | Horizontal offset in front of the eye, so the beam clears the player model |
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| `StandEyeOffsetZ` | `64` | Standing eye height offset |
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| `CrouchEyeOffsetZ` | `46` | Crouching eye height offset |
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| `AttachmentName` | `axis_of_intent` | Parent attachment |
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| `LightCookie` | `materials/effects/lightcookies/flashlight.vtex` | Flashlight cookie texture |
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## Development
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@ -75,10 +74,17 @@ dotnet build
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dotnet test
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```
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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.
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Unit tests cover toggle/cooldown logic, Use-key edge detection, transform math (origin and pitch/yaw angles), create/destroy policy, and config clamping. Entity behaviour itself requires a live CS2 server.
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## Changelog
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### v0.1.2
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- Fixed the beam only following horizontal aim: the light was parented to the pawn's `axis_of_intent` attachment, which carries body yaw but not view pitch, so looking up or down never moved it. The light is now un-parented and re-aimed every tick from the pawn's live `V_angle`.
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- Fixed the flashlight never updating when `AllowUseKey` was `false`, which previously short-circuited the whole tick loop.
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- `ForwardDistance` now offsets the light horizontally only, so looking straight down no longer pushes it through the floor.
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- Removed the obsolete `AttachmentName` config key (leaving it in an existing config file is harmless and ignored).
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### v0.1.1
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- Updated to .NET 10 and CounterStrikeSharp.API 1.0.371
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