diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml
index a4d7689..0b1625d 100644
--- a/.github/workflows/build.yml
+++ b/.github/workflows/build.yml
@@ -2,48 +2,64 @@ name: Build
on:
push:
+ branches:
+ - main
tags:
- "*"
+ pull_request:
+ branches:
+ - main
env:
- BUILD_NUMBER: ${{ github.tag }}
PROJECT_NAME: "Flashlight"
PROJECT_PATH: "./Flashlight/Flashlight.csproj"
OUTPUT_PATH: "./Flashlight/Flashlight"
PUBLISH_PATH: "./Flashlight/Flashlight"
-
+ DOTNET_VERSION: "10.0.x"
jobs:
- build:
- permissions: write-all
+ test:
runs-on: ubuntu-latest
-
steps:
- - uses: actions/checkout@v3
+ - uses: actions/checkout@v4
- name: Setup .NET
- uses: actions/setup-dotnet@v3
+ uses: actions/setup-dotnet@v4
with:
- dotnet-version: 7.0.x
+ dotnet-version: ${{ env.DOTNET_VERSION }}
+ - name: Restore
+ run: dotnet restore
+ - name: Test
+ run: dotnet test -c Release --no-restore
+
+ build:
+ runs-on: ubuntu-latest
+ needs: test
+ steps:
+ - uses: actions/checkout@v4
+ - name: Setup .NET
+ uses: actions/setup-dotnet@v4
+ with:
+ dotnet-version: ${{ env.DOTNET_VERSION }}
- name: Restore
run: dotnet restore
- name: Build
- run: dotnet build ${{ env.PROJECT_PATH }} -c Flashlight -o ${{ env.OUTPUT_PATH }}
+ run: dotnet build ${{ env.PROJECT_PATH }} -c Release -o ${{ env.OUTPUT_PATH }}
publish:
- if: github.event_name == 'push'
+ if: startsWith(github.ref, 'refs/tags/')
permissions: write-all
runs-on: ubuntu-latest
needs: build
steps:
- - uses: actions/checkout@v3
+ - uses: actions/checkout@v4
- name: Setup .NET
- uses: actions/setup-dotnet@v3
+ uses: actions/setup-dotnet@v4
with:
- dotnet-version: 7.0.x
+ dotnet-version: ${{ env.DOTNET_VERSION }}
- name: Restore
run: dotnet restore
- name: Build
- run: dotnet build ${{ env.PROJECT_PATH }} -c Flashlight -o ${{ env.OUTPUT_PATH }}
+ run: dotnet build ${{ env.PROJECT_PATH }} -c Release -o ${{ env.OUTPUT_PATH }}
- name: Clean files
run: |
rm -f \
@@ -55,11 +71,12 @@ jobs:
type: 'zip'
filename: '${{ env.PROJECT_NAME }}.zip'
path: ${{ env.PUBLISH_PATH }}
- - name: GunGameLite
- uses: ncipollo/release-action@v1.12.0
+ - name: Create Release
+ uses: ncipollo/release-action@v1.14.0
with:
artifacts: "${{ env.PROJECT_NAME }}.zip"
- name: "${{ env.BUILD_NUMBER }}"
- tag: "${{ env.BUILD_NUMBER }}"
+ name: "${{ github.ref_name }}"
+ tag: "${{ github.ref_name }}"
+ allowUpdates: true
body: |
- Place the plugin in game/csgo/addons/counterstrikesharp/plugins/Flashlight
\ No newline at end of file
+ Place the plugin in game/csgo/addons/counterstrikesharp/plugins/Flashlight
diff --git a/.gitignore b/.gitignore
index 992febe..74439e9 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,3 +1,5 @@
.idea
-Flashlight/bin
-Flashlight/obj
\ No newline at end of file
+**/bin/
+**/obj/
+.DS_Store
+docs/
diff --git a/Flashlight.Tests/Flashlight.Tests.csproj b/Flashlight.Tests/Flashlight.Tests.csproj
new file mode 100644
index 0000000..fd0ff01
--- /dev/null
+++ b/Flashlight.Tests/Flashlight.Tests.csproj
@@ -0,0 +1,28 @@
+
+
+
+ net10.0
+ enable
+ enable
+ false
+ true
+
+
+
+
+
+
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+ all
+
+
+ runtime; build; native; contentfiles; analyzers; buildtransitive
+ all
+
+
+
+
+
+
+
+
diff --git a/Flashlight.Tests/FlashlightLogicTests.cs b/Flashlight.Tests/FlashlightLogicTests.cs
new file mode 100644
index 0000000..c42276f
--- /dev/null
+++ b/Flashlight.Tests/FlashlightLogicTests.cs
@@ -0,0 +1,223 @@
+using System.Numerics;
+using Xunit;
+
+namespace Flashlight.Tests;
+
+public class FlashlightLogicTests
+{
+ [Fact]
+ public void TryToggle_TogglesWhenAllowed()
+ {
+ var isOn = false;
+ var canToggle = true;
+
+ Assert.True(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
+ Assert.True(isOn);
+ Assert.False(canToggle);
+ }
+
+ [Fact]
+ public void TryToggle_BlockedDuringCooldown()
+ {
+ var isOn = true;
+ var canToggle = false;
+
+ Assert.False(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
+ Assert.True(isOn);
+ Assert.False(canToggle);
+ }
+
+ [Fact]
+ public void IsUsePressedEdge_OnlyTrueOnRisingEdge()
+ {
+ Assert.True(FlashlightLogic.IsUsePressedEdge(true, false));
+ Assert.False(FlashlightLogic.IsUsePressedEdge(true, true));
+ Assert.False(FlashlightLogic.IsUsePressedEdge(false, true));
+ Assert.False(FlashlightLogic.IsUsePressedEdge(false, false));
+ }
+
+ [Theory]
+ [InlineData(false, 64f, 46f, 64f)]
+ [InlineData(true, 64f, 46f, 46f)]
+ public void GetEyeOffsetZ_UsesCrouchWhenDucking(
+ bool crouching,
+ float stand,
+ float crouch,
+ float expected)
+ {
+ Assert.Equal(expected, FlashlightLogic.GetEyeOffsetZ(crouching, stand, crouch));
+ }
+
+ [Fact]
+ public void CalculateLightOrigin_AppliesEyeAndForwardOffsets()
+ {
+ var origin = FlashlightLogic.CalculateLightOrigin(
+ new Vector3(10f, 20f, 30f),
+ new Vector3(1f, 0f, 0f),
+ eyeOffsetZ: 64f,
+ forwardDistance: 54f);
+
+ Assert.Equal(new Vector3(64f, 20f, 94f), origin);
+ }
+
+ [Fact]
+ public void ForwardFromAnglesDegrees_YawZeroLooksAlongX()
+ {
+ var forward = FlashlightLogic.ForwardFromAnglesDegrees(0f, 0f);
+
+ Assert.Equal(1f, forward.X, 3);
+ Assert.Equal(0f, forward.Y, 3);
+ Assert.Equal(0f, forward.Z, 3);
+ }
+
+ [Fact]
+ public void ForwardFromAnglesDegrees_PitchDrivesVerticalComponent()
+ {
+ // Source angles are inverted on pitch: positive pitch looks down.
+ Assert.True(FlashlightLogic.ForwardFromAnglesDegrees(45f, 0f).Z < 0f);
+ Assert.True(FlashlightLogic.ForwardFromAnglesDegrees(-45f, 0f).Z > 0f);
+ }
+
+ [Fact]
+ public void HorizontalForwardFromYawDegrees_HasNoVerticalComponent()
+ {
+ foreach (var yaw in new[] { -180f, -90f, -45f, 0f, 45f, 90f, 180f })
+ {
+ Assert.Equal(0f, FlashlightLogic.HorizontalForwardFromYawDegrees(yaw).Z, 5);
+ }
+ }
+
+ [Fact]
+ public void CalculateLightTransform_AnglesCarryFullViewRotation()
+ {
+ var transform = FlashlightLogic.CalculateLightTransform(
+ pawnOrigin: new Vector3(0f, 0f, 0f),
+ pitch: -35f,
+ yaw: 90f,
+ roll: 12f,
+ eyeOffsetZ: 64f,
+ forwardDistance: 54f);
+
+ // Pitch must survive into the light's angles, otherwise the beam only tracks yaw.
+ Assert.Equal(-35f, transform.Angles.X, 3);
+ Assert.Equal(90f, transform.Angles.Y, 3);
+ Assert.Equal(12f, transform.Angles.Z, 3);
+ }
+
+ [Theory]
+ [InlineData(-89f)]
+ [InlineData(-45f)]
+ [InlineData(0f)]
+ [InlineData(45f)]
+ [InlineData(89f)]
+ public void CalculateLightTransform_PitchNeverMovesTheOrigin(float pitch)
+ {
+ var transform = FlashlightLogic.CalculateLightTransform(
+ new Vector3(0f, 0f, 0f),
+ pitch,
+ yaw: 0f,
+ roll: 0f,
+ eyeOffsetZ: 64f,
+ forwardDistance: 54f);
+
+ // The muzzle stays at eye height and eye-forward regardless of pitch, so
+ // looking up or down can never shove the light through the ceiling or floor.
+ Assert.Equal(54f, transform.Origin.X, 3);
+ Assert.Equal(0f, transform.Origin.Y, 3);
+ Assert.Equal(64f, transform.Origin.Z, 3);
+ }
+
+ [Fact]
+ public void CalculateLightTransform_YawDrivesHorizontalOffset()
+ {
+ var transform = FlashlightLogic.CalculateLightTransform(
+ new Vector3(10f, 20f, 30f),
+ pitch: 0f,
+ yaw: 90f,
+ roll: 0f,
+ eyeOffsetZ: 64f,
+ forwardDistance: 54f);
+
+ Assert.Equal(10f, transform.Origin.X, 3);
+ Assert.Equal(74f, transform.Origin.Y, 3);
+ Assert.Equal(94f, transform.Origin.Z, 3);
+ }
+
+ [Fact]
+ public void ShouldCreateAndDestroyLight_Policies()
+ {
+ Assert.True(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: false));
+ Assert.False(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: true));
+ Assert.True(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: true));
+ Assert.False(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: false));
+ }
+
+ [Fact]
+ public void ConfigClamp_FixesInvalidValues()
+ {
+ var config = new FlashlightConfig
+ {
+ 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,
+ 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("materials/effects/lightcookies/flashlight.vtex", config.LightCookie);
+ }
+
+ [Theory]
+ [InlineData("Any", 2, true)]
+ [InlineData("Any", 3, true)]
+ [InlineData("Any", 1, true)]
+ [InlineData("T", 2, true)]
+ [InlineData("T", 3, false)]
+ [InlineData("CT", 3, true)]
+ [InlineData("CT", 2, false)]
+ public void IsTeamAllowed_RespectsConfiguredSide(string allowedTeam, byte team, bool expected)
+ {
+ Assert.Equal(expected, FlashlightLogic.IsTeamAllowed(allowedTeam, team));
+ }
+
+ [Theory]
+ [InlineData("t", "T")]
+ [InlineData("Terrorist", "T")]
+ [InlineData("ct", "CT")]
+ [InlineData("CounterTerrorist", "CT")]
+ [InlineData("any", "Any")]
+ [InlineData("something-else", "Any")]
+ [InlineData(null, "Any")]
+ public void ConfigClamp_NormalizesAllowedTeam(string? input, string expected)
+ {
+ var config = new FlashlightConfig { AllowedTeam = input! };
+ config.Clamp();
+ Assert.Equal(expected, config.AllowedTeam);
+ }
+}
diff --git a/Flashlight.sln b/Flashlight.sln
index 8271bde..3dbb8ef 100644
--- a/Flashlight.sln
+++ b/Flashlight.sln
@@ -1,7 +1,9 @@
-๏ปฟ
+
Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Flashlight", "Flashlight\Flashlight.csproj", "{D479E900-33D8-4D58-945B-FB2F79DB5742}"
EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Flashlight.Tests", "Flashlight.Tests\Flashlight.Tests.csproj", "{A1B2C3D4-1234-5678-90AB-CDEF12345678}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -12,5 +14,9 @@ Global
{D479E900-33D8-4D58-945B-FB2F79DB5742}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D479E900-33D8-4D58-945B-FB2F79DB5742}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D479E900-33D8-4D58-945B-FB2F79DB5742}.Release|Any CPU.Build.0 = Release|Any CPU
+ {A1B2C3D4-1234-5678-90AB-CDEF12345678}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {A1B2C3D4-1234-5678-90AB-CDEF12345678}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {A1B2C3D4-1234-5678-90AB-CDEF12345678}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {A1B2C3D4-1234-5678-90AB-CDEF12345678}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
-EndGlobal
+EndGlobal
\ No newline at end of file
diff --git a/Flashlight/Flashlight.cs b/Flashlight/Flashlight.cs
index 60b954b..f3f6267 100644
--- a/Flashlight/Flashlight.cs
+++ b/Flashlight/Flashlight.cs
@@ -1,132 +1,149 @@
๏ปฟusing 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;
-public class Flashlight : BasePlugin
+[MinimumApiVersion(371)]
+public class FlashlightPlugin : BasePlugin, IPluginConfig
{
public override string ModuleAuthor => "creazy.eth";
public override string ModuleName => "Flashlight";
public override string ModuleDescription => "Flashlight for Counter-Strike 2";
- public override string ModuleVersion => "0.0.3";
+ public override string ModuleVersion => "0.1.2";
- private static string ModuleDisplayName => "Flashlight";
-
- // 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
+ public FlashlightConfig Config { get; set; } = new();
- public static Flashlight? Instance { get; private set; }
-
- private readonly List _connectedPlayers = new();
- private readonly Dictionary _playerUsingFlashlight = new();
- private readonly Dictionary _playerIsCrouching = new();
- private readonly Dictionary _playerCanToggle = new();
- private readonly Dictionary _playerFlashlight = new();
+ private readonly Dictionary _playerStates = new();
+
+ public void OnConfigParsed(FlashlightConfig config)
+ {
+ config.Clamp();
+ Config = config;
+ }
public override void Load(bool hotReload)
{
- LogHelper.LogToConsole(ConsoleColor.Green, $"{ModuleName} version {ModuleVersion} loaded");
+ Logger.LogInformation("{Name} v{Version} loading...", ModuleName, ModuleVersion);
- Instance = this;
-
- RegisterListener(() =>
+ RegisterListener(OnTick);
+
+ if (hotReload)
{
- foreach (var player in _connectedPlayers.Where(player => player is { IsValid: true, IsBot: false, PawnIsAlive: true }))
+ foreach (var player in Utilities.GetPlayers().Where(IsEligiblePlayer))
{
- ToggleFlashlight(player);
-
- if (_playerCanToggle[player] == false) continue;
-
- if ((player.Buttons & PlayerButtons.Use) != 0)
- {
- _playerCanToggle[player] = false;
-
- if (_playerUsingFlashlight[player] == false)
- {
- _playerUsingFlashlight[player] = true;
-
- Instance?.AddTimer(0.25f, () =>
- {
- _playerCanToggle[player] = true;
- });
- }
- else
- {
- _playerUsingFlashlight[player] = false;
-
- Instance?.AddTimer(0.25f, () =>
- {
- _playerCanToggle[player] = true;
- });
- }
- }
-
- if ((player.Buttons & PlayerButtons.Duck) != 0)
- {
- _playerIsCrouching[player] = true;
- }
- else
- {
- _playerIsCrouching[player] = false;
- }
+ EnsureState(player);
}
- });
+ }
- LogHelper.LogToChatAll($"{ModuleDisplayName} v{ModuleVersion} loaded!");
+ Logger.LogInformation("{Name} v{Version} loaded!", ModuleName, ModuleVersion);
}
-
+
+ public override void Unload(bool hotReload)
+ {
+ foreach (var slot in _playerStates.Keys.ToList())
+ {
+ DestroyLight(slot);
+ }
+
+ _playerStates.Clear();
+ }
+
+ private void OnTick()
+ {
+ if (!Config.Enabled)
+ {
+ return;
+ }
+
+ foreach (var player in Utilities.GetPlayers())
+ {
+ if (!IsEligiblePlayer(player))
+ {
+ continue;
+ }
+
+ if (!player.PawnIsAlive)
+ {
+ // An un-parented light no longer dies together with the pawn, so sweep it up here
+ // in case a death or round-end never reached the event handlers.
+ if (_playerStates.TryGetValue(player.Slot, out var deadState) && deadState.IsOn)
+ {
+ deadState.IsOn = false;
+ DestroyLight(player.Slot);
+ }
+
+ continue;
+ }
+
+ var state = EnsureState(player);
+
+ if (Config.AllowUseKey)
+ {
+ var usePressed = (player.Buttons & PlayerButtons.Use) != 0;
+
+ if (FlashlightLogic.IsUsePressedEdge(usePressed, state.WasUsePressed))
+ {
+ TryToggleFlashlight(player, state);
+ }
+
+ state.WasUsePressed = usePressed;
+ }
+
+ if (state.IsOn)
+ {
+ UpdateLight(player, state);
+ }
+ }
+ }
+
[GameEventHandler]
public HookResult OnPlayerConnectFull(EventPlayerConnectFull @event, GameEventInfo info)
{
var player = @event.Userid;
-
- 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");
-
+ if (player is null || !IsEligiblePlayer(player))
+ {
+ return HookResult.Continue;
+ }
+
+ EnsureState(player);
+ Logger.LogInformation("{Player} connected", player.PlayerName);
return HookResult.Continue;
}
-
+
[GameEventHandler]
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);
- flashlight?.Remove();
- _playerFlashlight.Remove(player);
-
- LogHelper.LogToConsole(ConsoleColor.Green, $"{player.PlayerName} disconnected");
-
+ if (player is null || !player.IsValid)
+ {
+ return HookResult.Continue;
+ }
+
+ var slot = player.Slot;
+ DestroyLight(slot);
+ _playerStates.Remove(slot);
return HookResult.Continue;
}
-
+
[GameEventHandler]
public HookResult OnPlayerSpawn(EventPlayerSpawn @event, GameEventInfo info)
{
var player = @event.Userid;
-
- if (!player.IsValid || player.IsBot) return HookResult.Continue;
-
- _playerUsingFlashlight[player] = false;
-
+ if (player is null || !IsEligiblePlayer(player))
+ {
+ return HookResult.Continue;
+ }
+
+ var state = EnsureState(player);
+ state.IsOn = false;
+ DestroyLight(player.Slot);
return HookResult.Continue;
}
@@ -134,72 +151,218 @@ public class Flashlight : BasePlugin
public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
{
var player = @event.Userid;
-
- if (!player.IsValid || player.IsBot) return HookResult.Continue;
-
- _playerUsingFlashlight[player] = false;
-
+ if (player is null || !IsEligiblePlayer(player))
+ {
+ return HookResult.Continue;
+ }
+
+ var state = EnsureState(player);
+ state.IsOn = false;
+ DestroyLight(player.Slot);
return HookResult.Continue;
}
- public void ToggleFlashlight(CCSPlayerController player)
+ [GameEventHandler]
+ public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
{
- if (_playerUsingFlashlight[player] == false)
+ var player = @event.Userid;
+ if (player is null || !IsEligiblePlayer(player))
{
- if (_playerFlashlight.TryGetValue(player, out var value))
- {
- value.Remove();
- _playerFlashlight.Remove(player);
- }
-
- return;
+ return HookResult.Continue;
}
-
- var entity = _playerFlashlight.TryGetValue(player, out var flashlight) ? flashlight : Utilities.CreateEntityByName("light_omni2");
- if (entity == null || !entity.IsValid)
- {
- LogHelper.LogToConsole("Failed to create entity!");
- return;
- }
-
- entity.DirectLight = 3;
-
- entity.Teleport(
- new Vector(
- player.PlayerPawn.Value!.AbsOrigin!.X,
- player.PlayerPawn.Value!.AbsOrigin!.Y,
- player.PlayerPawn.Value!.AbsOrigin!.Z + (_playerIsCrouching[player] ? 46.03f : 64.03f)
- ),
- player.PlayerPawn.Value!.EyeAngles,
- player.PlayerPawn.Value!.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("fl_toggle", "Toggles the flashlight")]
+ [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;
-
- Instance?.AddTimer(0.25f, () =>
+ if (!Config.Enabled || caller is null || !IsEligiblePlayer(caller) || !caller.PawnIsAlive)
{
- _playerCanToggle[caller] = true;
+ return;
+ }
+
+ TryToggleFlashlight(caller, EnsureState(caller));
+ }
+
+ private void TryToggleFlashlight(CCSPlayerController player, PlayerFlashlightState state)
+ {
+ // Turning on is restricted by AllowedTeam; turning off is always allowed.
+ if (!state.IsOn && !FlashlightLogic.IsTeamAllowed(Config.AllowedTeam, (byte)player.Team))
+ {
+ return;
+ }
+
+ 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)
+ {
+ CreateLight(player, state);
+ }
+ else
+ {
+ DestroyLight(player.Slot);
+ }
+
+ var slot = player.Slot;
+ AddTimer(Config.ToggleCooldownSeconds, () =>
+ {
+ if (_playerStates.TryGetValue(slot, out var current))
+ {
+ current.CanToggle = true;
+ }
});
}
-}
\ No newline at end of file
+
+ private void CreateLight(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("light_barn");
+ if (light is null || !light.IsValid)
+ {
+ Logger.LogWarning("Failed to create light_barn for {Player}", player.PlayerName);
+ state.IsOn = false;
+ return;
+ }
+
+ 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;
+
+ ApplyTransform(light, player, pawn);
+
+ using (var keyValues = new CEntityKeyValues())
+ {
+ keyValues.SetString("lightcookie", Config.LightCookie);
+ light.DispatchSpawn(keyValues);
+ }
+
+ state.Light = light;
+ state.IsOn = true;
+ }
+
+ ///
+ /// Keeps the light glued to the player's eye every tick.
+ ///
+ ///
+ /// The light is deliberately not parented to the pawn. Handing it to the engine via
+ /// SetParent / SetParentAttachmentMaintainOffset locks its orientation to a model
+ /// attachment, and those attachments only carry the body's yaw, so the beam could never follow
+ /// the player looking up or down. Driving the transform ourselves keeps pitch and yaw in sync.
+ ///
+ private void UpdateLight(CCSPlayerController player, PlayerFlashlightState state)
+ {
+ var light = state.Light;
+
+ if (light is null || !light.IsValid)
+ {
+ // The engine can reap the entity underneath us (round restart, cleanup); rebuild it.
+ state.Light = null;
+ CreateLight(player, state);
+ return;
+ }
+
+ var pawn = player.PlayerPawn.Value;
+ if (pawn is null || !pawn.IsValid || pawn.AbsOrigin is null || pawn.V_angle is null)
+ {
+ return;
+ }
+
+ ApplyTransform(light, player, pawn);
+ }
+
+ private void ApplyTransform(CBarnLight light, CCSPlayerController player, CCSPlayerPawn pawn)
+ {
+ var isCrouching = (player.Buttons & PlayerButtons.Duck) != 0;
+ var eyeOffsetZ = FlashlightLogic.GetEyeOffsetZ(
+ isCrouching,
+ Config.StandEyeOffsetZ,
+ Config.CrouchEyeOffsetZ);
+
+ var origin = pawn.AbsOrigin!;
+ var angles = pawn.V_angle;
+
+ var transform = FlashlightLogic.CalculateLightTransform(
+ new Vector3(origin.X, origin.Y, origin.Z),
+ angles.X,
+ angles.Y,
+ angles.Z,
+ eyeOffsetZ,
+ Config.ForwardDistance);
+
+ // Handing the pawn's velocity over lets clients interpolate the light between ticks
+ // instead of visibly stepping it.
+ var velocity = pawn.AbsVelocity;
+
+ light.Teleport(
+ transform.Origin,
+ transform.Angles,
+ velocity is null ? null : new Vector3(velocity.X, velocity.Y, velocity.Z));
+ }
+
+ 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 };
+ }
+}
diff --git a/Flashlight/Flashlight.csproj b/Flashlight/Flashlight.csproj
index fb1787e..2be7208 100644
--- a/Flashlight/Flashlight.csproj
+++ b/Flashlight/Flashlight.csproj
@@ -1,13 +1,13 @@
- net7.0
+ net10.0
enable
enable
-
+
diff --git a/Flashlight/FlashlightConfig.cs b/Flashlight/FlashlightConfig.cs
new file mode 100644
index 0000000..52525d2
--- /dev/null
+++ b/Flashlight/FlashlightConfig.cs
@@ -0,0 +1,111 @@
+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;
+
+ ///
+ /// Which team may use the flashlight: Any, CT, or T.
+ ///
+ [JsonPropertyName("AllowedTeam")]
+ public string AllowedTeam { get; set; } = "Any";
+
+ [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("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(LightCookie))
+ {
+ LightCookie = "materials/effects/lightcookies/flashlight.vtex";
+ }
+
+ AllowedTeam = NormalizeAllowedTeam(AllowedTeam);
+ }
+
+ public static string NormalizeAllowedTeam(string? value)
+ {
+ return value?.Trim().ToUpperInvariant() switch
+ {
+ "T" or "TERRORIST" or "TERRORISTS" => "T",
+ "CT" or "COUNTERTERRORIST" or "COUNTERTERRORISTS" or "COUNTER-TERRORIST" or "COUNTER-TERRORISTS" => "CT",
+ _ => "Any"
+ };
+ }
+}
diff --git a/Flashlight/FlashlightLogic.cs b/Flashlight/FlashlightLogic.cs
new file mode 100644
index 0000000..e0565a9
--- /dev/null
+++ b/Flashlight/FlashlightLogic.cs
@@ -0,0 +1,115 @@
+using System.Numerics;
+
+namespace Flashlight;
+
+///
+/// Position and orientation to apply to the flashlight entity.
+/// is a Source QAngle laid out as (pitch, yaw, roll).
+///
+public readonly record struct LightTransform(Vector3 Origin, Vector3 Angles);
+
+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));
+ }
+
+ ///
+ /// Forward vector on the horizontal plane only, ignoring pitch.
+ ///
+ public static Vector3 HorizontalForwardFromYawDegrees(float yaw)
+ {
+ var yawRad = yaw * (MathF.PI / 180f);
+
+ return new Vector3(MathF.Cos(yawRad), MathF.Sin(yawRad), 0f);
+ }
+
+ ///
+ /// World transform for the flashlight given the player's current pawn origin and view angles.
+ ///
+ ///
+ /// The angles carry the full view rotation so the beam tracks pitch as well as yaw, while the
+ /// origin is only pushed forward on the horizontal plane. Offsetting the origin along the full
+ /// pitched forward vector would drop the light through the floor when looking straight down
+ /// (a crouched eye height of 46 minus a 54 unit offset ends up below the ground).
+ ///
+ public static LightTransform CalculateLightTransform(
+ Vector3 pawnOrigin,
+ float pitch,
+ float yaw,
+ float roll,
+ float eyeOffsetZ,
+ float forwardDistance)
+ {
+ var forward = HorizontalForwardFromYawDegrees(yaw);
+ var origin = CalculateLightOrigin(pawnOrigin, forward, eyeOffsetZ, forwardDistance);
+
+ return new LightTransform(origin, new Vector3(pitch, yaw, roll));
+ }
+
+ public static bool ShouldCreateLight(bool isOn, bool hasValidLight)
+ {
+ return isOn && !hasValidLight;
+ }
+
+ public static bool ShouldDestroyLight(bool isOn, bool hasValidLight)
+ {
+ return !isOn && hasValidLight;
+ }
+
+ ///
+ /// Returns whether may use the flashlight.
+ /// Team values match CS2: 2 = Terrorist, 3 = Counter-Terrorist.
+ ///
+ public static bool IsTeamAllowed(string allowedTeam, byte team)
+ {
+ return allowedTeam switch
+ {
+ "T" => team == 2,
+ "CT" => team == 3,
+ _ => true
+ };
+ }
+}
diff --git a/Flashlight/LogHelper.cs b/Flashlight/LogHelper.cs
deleted file mode 100644
index 4ccdd0b..0000000
--- a/Flashlight/LogHelper.cs
+++ /dev/null
@@ -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;
- }
-}
\ No newline at end of file
diff --git a/Flashlight/PlayerFlashlightState.cs b/Flashlight/PlayerFlashlightState.cs
new file mode 100644
index 0000000..ff2a9e6
--- /dev/null
+++ b/Flashlight/PlayerFlashlightState.cs
@@ -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;
+ }
+}
diff --git a/README.md b/README.md
index 13b0fc6..afb2955 100644
--- a/README.md
+++ b/README.md
@@ -1,37 +1,114 @@
-# ๐ฆ 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. ๐ฎ
+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.
-## โญ Features
+## Features
-- ๐ก 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.
-- ๐ The flashlight is automatically turned off when the player dies or respawns.
-- ๐ซ 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, re-aimed each tick so the beam tracks both pitch and yaw
+- Configurable brightness, range, color, shadows, and offsets
+- Optional team restriction (`Any`, `CT`, or `T`)
+- Automatically turns off on death, spawn, and team change
+- Bots ignored
-## ๐ง Installation
+## Requirements
-1. โฌ๏ธ Download the latest release from the GitHub repository.
-2. ๐ Extract the ZIP file.
-3. ๐ 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
-## ๐ป Usage
+## Installation
-โจ๏ธ Use the `Use` key to toggle the flashlight on and off. The default key for this is `E`.
+1. Download the latest release ZIP.
+2. Extract it.
+3. Place the plugin folder in `game/csgo/addons/counterstrikesharp/plugins/Flashlight`.
-## ๐ค Contributing
+## Usage
-Contributions are welcome. Please open an issue or submit a pull request on GitHub. ๐
+- Press Use (`E`) to toggle, if enabled in config.
+- Or bind a key:
-## ๐ Development Tasks
+```
+bind f "css_fl_toggle"
+```
-- Change crouch-tracking to a more elegant solution
-- Add config and make light entity values configurable
-- Maybe replace light_omni2 with light_rect or something else
+## Configuration
-## ๐ License
+On first load, CounterStrikeSharp writes a JSON config for the plugin. Defaults:
-This project is licensed under the GNU General Public License. โ๏ธ
+| Key | Default | Description |
+| --- | --- | --- |
+| `Enabled` | `true` | Master switch |
+| `AllowUseKey` | `true` | Allow Use-key toggle |
+| `AllowedTeam` | `Any` | Who may use it: `Any`, `CT`, or `T` |
+| `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` | Horizontal offset in front of the eye, so the beam clears the player model |
+| `StandEyeOffsetZ` | `64` | Standing eye height offset |
+| `CrouchEyeOffsetZ` | `46` | Crouching eye height offset |
+| `LightCookie` | `materials/effects/lightcookies/flashlight.vtex` | Flashlight cookie texture |
-## โ๏ธ Author
+## Development
-This project was created by [creazy.eth](https://github.com/creazy231)
\ No newline at end of file
+### Prerequisites
+
+- .NET 10 SDK
+- CounterStrikeSharp.API 1.0.371+
+
+### Build
+
+```bash
+dotnet restore
+dotnet build
+```
+
+### Test
+
+```bash
+dotnet test
+```
+
+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.
+
+## Changelog
+
+### v0.1.2
+
+- 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`.
+- Fixed the flashlight never updating when `AllowUseKey` was `false`, which previously short-circuited the whole tick loop.
+- `ForwardDistance` now offsets the light horizontally only, so looking straight down no longer pushes it through the floor.
+- Removed the obsolete `AttachmentName` config key (leaving it in an existing config file is harmless and ignored).
+
+### v0.1.1
+
+- 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 `AllowedTeam` config (`Any` / `CT` / `T`) to restrict flashlight by side
+- 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
+
+GNU General Public License. See `LICENSE`.
+
+## Author
+
+[creazy.eth](https://github.com/creazy231)