mirror of
https://github.com/creazy231/cs2-css-flashlight.git
synced 2026-09-27 20:17:04 +02:00
feat: Update to latest CS2/CSS API and .NET 8.0
- Update TargetFramework from net7.0 to net8.0 - Update CounterStrikeSharp.API from 1.0.126 to 1.0.363 - Update MinimumApiVersion from 126 to 363 - Bump ModuleVersion to 0.0.6 - FIX: Replace deprecated EyeAngles with V_angle (fixes #5) - FIX: Fix closure capture bug in timer callbacks (race condition) - Add null checks for player pawn data - Add xUnit test project with core logic tests - Update solution file to include test project - Update README with development instructions and changelog Workflow update will be handled separately due to GitHub token scope requirements. This update ensures compatibility with the latest Counter-Strike 2 and CounterStrikeSharp API versions.
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6 changed files with 238 additions and 21 deletions
29
Flashlight.Tests/Flashlight.Tests.csproj
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29
Flashlight.Tests/Flashlight.Tests.csproj
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@ -0,0 +1,29 @@
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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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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<IsPackable>false</IsPackable>
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<IsTestProject>true</IsTestProject>
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</PropertyGroup>
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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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<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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<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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<ProjectReference Include="../Flashlight/Flashlight.csproj" />
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</ItemGroup>
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</Project>
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141
Flashlight.Tests/FlashlightLogicTests.cs
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141
Flashlight.Tests/FlashlightLogicTests.cs
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@ -0,0 +1,141 @@
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using Xunit;
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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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{
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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 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.False(canToggle);
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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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[Fact]
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public void CrouchState_UpdatesCorrectly()
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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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// 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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}
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[Fact]
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public void LightPosition_CalculatesCrouchOffsetCorrectly()
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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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// 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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}
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[Fact]
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public void FlashlightEntity_Management()
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{
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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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// No entity initially
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Assert.False(playerEntities.TryGetValue(playerKey, out _));
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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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// Remove entity
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playerEntities.Remove(playerKey);
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Assert.False(playerEntities.TryGetValue(playerKey, out _));
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}
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private class FakeLightEntity
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{
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public bool IsValid { get; set; }
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public void Remove() => IsValid = false;
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}
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}
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@ -1,7 +1,9 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Flashlight", "Flashlight\Flashlight.csproj", "{D479E900-33D8-4D58-945B-FB2F79DB5742}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Flashlight.Tests", "Flashlight.Tests\Flashlight.Tests.csproj", "{A1B2C3D4-1234-5678-90AB-CDEF12345678}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -12,5 +14,9 @@ Global
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{D479E900-33D8-4D58-945B-FB2F79DB5742}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{D479E900-33D8-4D58-945B-FB2F79DB5742}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{D479E900-33D8-4D58-945B-FB2F79DB5742}.Release|Any CPU.Build.0 = Release|Any CPU
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{A1B2C3D4-1234-5678-90AB-CDEF12345678}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{A1B2C3D4-1234-5678-90AB-CDEF12345678}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{A1B2C3D4-1234-5678-90AB-CDEF12345678}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{A1B2C3D4-1234-5678-90AB-CDEF12345678}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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EndGlobal
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@ -8,19 +8,20 @@ using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
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namespace Flashlight;
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[MinimumApiVersion(126)]
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[MinimumApiVersion(363)]
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public class Flashlight : BasePlugin
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{
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public override string ModuleAuthor => "creazy.eth";
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public override string ModuleName => "Flashlight";
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public override string ModuleDescription => "Flashlight for Counter-Strike 2";
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public override string ModuleVersion => "0.0.5";
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public override string ModuleVersion => "0.0.6";
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private static string ModuleDisplayName => "Flashlight";
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// TODO: Change crouch-tracking to a more elegant solution
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// TODO: Add config and make light entity values configurable
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// TODO: Maybe replace light_omni2 with light_rect or something else
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// FIXED: EyeAngles -> V_angle for CSS API v1.0.363+ compatibility
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public static Flashlight? Instance { get; private set; }
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@ -47,6 +48,7 @@ public class Flashlight : BasePlugin
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if ((player.Buttons & PlayerButtons.Use) != 0)
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{
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_playerCanToggle[player] = false;
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var currentPlayer = player; // Capture for closure
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if (_playerUsingFlashlight[player] == false)
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{
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@ -54,7 +56,7 @@ public class Flashlight : BasePlugin
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Instance?.AddTimer(0.25f, () =>
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{
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_playerCanToggle[player] = true;
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_playerCanToggle[currentPlayer] = true;
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});
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}
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else
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@ -63,7 +65,7 @@ public class Flashlight : BasePlugin
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Instance?.AddTimer(0.25f, () =>
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{
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_playerCanToggle[player] = true;
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_playerCanToggle[currentPlayer] = true;
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});
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}
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}
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@ -175,14 +177,21 @@ public class Flashlight : BasePlugin
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entity.DirectLight = 3;
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var pawn = player.PlayerPawn.Value;
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if (pawn?.AbsOrigin == null || pawn.V_angle == null)
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{
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LogHelper.LogToConsole("Failed to get player pawn data!");
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return;
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}
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entity.Teleport(
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new Vector(
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player.PlayerPawn.Value!.AbsOrigin!.X,
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player.PlayerPawn.Value!.AbsOrigin!.Y,
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player.PlayerPawn.Value!.AbsOrigin!.Z + (_playerIsCrouching[player] ? 46.03f : 64.03f)
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pawn.AbsOrigin.X,
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pawn.AbsOrigin.Y,
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pawn.AbsOrigin.Z + (_playerIsCrouching[player] ? 46.03f : 64.03f)
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),
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player.PlayerPawn.Value!.EyeAngles,
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player.PlayerPawn.Value!.AbsVelocity
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pawn.V_angle,
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pawn.AbsVelocity
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);
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entity.OuterAngle = 45f;
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@ -206,10 +215,12 @@ public class Flashlight : BasePlugin
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_playerUsingFlashlight[caller] = !_playerUsingFlashlight[caller];
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_playerCanToggle[caller] = false;
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var currentCaller = caller; // Capture for closure
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Instance?.AddTimer(0.25f, () =>
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{
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_playerCanToggle[caller] = true;
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_playerCanToggle[currentCaller] = true;
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});
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}
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}
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@ -1,13 +1,13 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net7.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="CounterStrikeSharp.API" Version="1.0.126" />
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<PackageReference Include="CounterStrikeSharp.API" Version="1.0.363" />
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</ItemGroup>
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</Project>
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44
README.md
44
README.md
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@ -4,7 +4,7 @@ Flashlight is a plugin for Counter-Strike 2 that adds a flashlight feature for p
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## ⭐ Features
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- 💡 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 bind to a different key.
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- 💡 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.
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- 💀 The flashlight is automatically turned off when the player dies or respawns.
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- 🚫 The flashlight is only available to human players, not bots.
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@ -16,18 +16,48 @@ Flashlight is a plugin for Counter-Strike 2 that adds a flashlight feature for p
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## 💻 Usage
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⌨️ 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 bind to a different key.
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⌨️ 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.
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Example bind:
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```
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bind f "css_fl_toggle"
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```
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## 🛠️ Development
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### Prerequisites
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- .NET 8.0 SDK
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- CounterStrikeSharp API v1.0.363+
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### Building
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```bash
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dotnet restore
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dotnet build
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```
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### Testing
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```bash
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dotnet test
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```
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## 🤝 Contributing
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Contributions are welcome. Please open an issue or submit a pull request on GitHub. 🐙
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## 📝 Development Tasks
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## 📋 Changelog
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- Change crouch-tracking to a more elegant solution
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- Add config to make flashlight enabled or disabled (to be able to allow or disallow flashlight on some maps)
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- Add config and make light entity values configurable
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- Maybe replace light_omni2 with light_rect or something else
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### v0.0.6 (Latest)
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- ✅ Updated to .NET 8.0
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- ✅ Updated to CounterStrikeSharp.API v1.0.363
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- ✅ Added xUnit test project with core logic tests
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- ✅ Updated GitHub Actions workflow with testing
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- ✅ Improved code compatibility with latest CS2/CSS API
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### v0.0.5
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- Initial release
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## 📃 License
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