mirror of
https://github.com/creazy231/cs2-css-flashlight.git
synced 2026-09-27 20:17:04 +02:00
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5 commits
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11 changed files with 871 additions and 428 deletions
50
.github/workflows/build.yml
vendored
50
.github/workflows/build.yml
vendored
|
|
@ -2,48 +2,64 @@ name: Build
|
||||||
|
|
||||||
on:
|
on:
|
||||||
push:
|
push:
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||||||
|
branches:
|
||||||
|
- main
|
||||||
tags:
|
tags:
|
||||||
- "*"
|
- "*"
|
||||||
|
pull_request:
|
||||||
|
branches:
|
||||||
|
- main
|
||||||
|
|
||||||
env:
|
env:
|
||||||
BUILD_NUMBER: ${{ github.tag }}
|
|
||||||
PROJECT_NAME: "Flashlight"
|
PROJECT_NAME: "Flashlight"
|
||||||
PROJECT_PATH: "./Flashlight/Flashlight.csproj"
|
PROJECT_PATH: "./Flashlight/Flashlight.csproj"
|
||||||
OUTPUT_PATH: "./Flashlight/Flashlight"
|
OUTPUT_PATH: "./Flashlight/Flashlight"
|
||||||
PUBLISH_PATH: "./Flashlight/Flashlight"
|
PUBLISH_PATH: "./Flashlight/Flashlight"
|
||||||
|
DOTNET_VERSION: "10.0.x"
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
build:
|
test:
|
||||||
permissions: write-all
|
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v3
|
- uses: actions/checkout@v4
|
||||||
- name: Setup .NET
|
- name: Setup .NET
|
||||||
uses: actions/setup-dotnet@v3
|
uses: actions/setup-dotnet@v4
|
||||||
with:
|
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
|
- name: Restore
|
||||||
run: dotnet restore
|
run: dotnet restore
|
||||||
- name: Build
|
- 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:
|
publish:
|
||||||
if: github.event_name == 'push'
|
if: startsWith(github.ref, 'refs/tags/')
|
||||||
permissions: write-all
|
permissions: write-all
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
|
||||||
needs: build
|
needs: build
|
||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v3
|
- uses: actions/checkout@v4
|
||||||
- name: Setup .NET
|
- name: Setup .NET
|
||||||
uses: actions/setup-dotnet@v3
|
uses: actions/setup-dotnet@v4
|
||||||
with:
|
with:
|
||||||
dotnet-version: 7.0.x
|
dotnet-version: ${{ env.DOTNET_VERSION }}
|
||||||
- name: Restore
|
- name: Restore
|
||||||
run: dotnet restore
|
run: dotnet restore
|
||||||
- name: Build
|
- name: Build
|
||||||
run: dotnet build ${{ env.PROJECT_PATH }} -c Flashlight -o ${{ env.OUTPUT_PATH }}
|
run: dotnet build ${{ env.PROJECT_PATH }} -c Release -o ${{ env.OUTPUT_PATH }}
|
||||||
- name: Clean files
|
- name: Clean files
|
||||||
run: |
|
run: |
|
||||||
rm -f \
|
rm -f \
|
||||||
|
|
@ -56,11 +72,11 @@ jobs:
|
||||||
filename: '${{ env.PROJECT_NAME }}.zip'
|
filename: '${{ env.PROJECT_NAME }}.zip'
|
||||||
path: ${{ env.PUBLISH_PATH }}
|
path: ${{ env.PUBLISH_PATH }}
|
||||||
- name: Create Release
|
- name: Create Release
|
||||||
uses: ncipollo/release-action@v1.12.0
|
uses: ncipollo/release-action@v1.14.0
|
||||||
with:
|
with:
|
||||||
artifacts: "${{ env.PROJECT_NAME }}.zip"
|
artifacts: "${{ env.PROJECT_NAME }}.zip"
|
||||||
name: "${{ env.BUILD_NUMBER }}"
|
name: "${{ github.ref_name }}"
|
||||||
tag: "${{ env.BUILD_NUMBER }}"
|
tag: "${{ github.ref_name }}"
|
||||||
allowUpdates: true
|
allowUpdates: true
|
||||||
body: |
|
body: |
|
||||||
Place the plugin in game/csgo/addons/counterstrikesharp/plugins/Flashlight
|
Place the plugin in game/csgo/addons/counterstrikesharp/plugins/Flashlight
|
||||||
|
|
|
||||||
6
.gitignore
vendored
6
.gitignore
vendored
|
|
@ -1,3 +1,5 @@
|
||||||
.idea
|
.idea
|
||||||
Flashlight/bin
|
**/bin/
|
||||||
Flashlight/obj
|
**/obj/
|
||||||
|
.DS_Store
|
||||||
|
docs/
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
<Project Sdk="Microsoft.NET.Sdk">
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<TargetFramework>net8.0</TargetFramework>
|
<TargetFramework>net10.0</TargetFramework>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
<IsPackable>false</IsPackable>
|
<IsPackable>false</IsPackable>
|
||||||
|
|
@ -9,21 +9,20 @@
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0" />
|
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.14.1" />
|
||||||
<PackageReference Include="xunit" Version="2.6.2" />
|
<PackageReference Include="xunit" Version="2.9.3" />
|
||||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.5.4">
|
<PackageReference Include="xunit.runner.visualstudio" Version="3.1.1">
|
||||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||||
<PrivateAssets>all</PrivateAssets>
|
<PrivateAssets>all</PrivateAssets>
|
||||||
</PackageReference>
|
</PackageReference>
|
||||||
<PackageReference Include="coverlet.collector" Version="6.0.0">
|
<PackageReference Include="coverlet.collector" Version="6.0.4">
|
||||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||||
<PrivateAssets>all</PrivateAssets>
|
<PrivateAssets>all</PrivateAssets>
|
||||||
</PackageReference>
|
</PackageReference>
|
||||||
<PackageReference Include="Moq" Version="4.20.69" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="../Flashlight/Flashlight.csproj" />
|
<ProjectReference Include="../Flashlight/Flashlight.csproj" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,4 @@
|
||||||
|
using System.Numerics;
|
||||||
using Xunit;
|
using Xunit;
|
||||||
|
|
||||||
namespace Flashlight.Tests;
|
namespace Flashlight.Tests;
|
||||||
|
|
@ -5,137 +6,218 @@ namespace Flashlight.Tests;
|
||||||
public class FlashlightLogicTests
|
public class FlashlightLogicTests
|
||||||
{
|
{
|
||||||
[Fact]
|
[Fact]
|
||||||
public void FlashlightState_TogglesCorrectly()
|
public void TryToggle_TogglesWhenAllowed()
|
||||||
{
|
{
|
||||||
// Test the core logic of flashlight state toggling
|
var isOn = false;
|
||||||
var playerKey = "test_player_1";
|
|
||||||
var flashlightState = new Dictionary<string, bool>();
|
|
||||||
|
|
||||||
// Initial state should be off
|
|
||||||
flashlightState[playerKey] = false;
|
|
||||||
Assert.False(flashlightState[playerKey]);
|
|
||||||
|
|
||||||
// Toggle on
|
|
||||||
flashlightState[playerKey] = !flashlightState[playerKey];
|
|
||||||
Assert.True(flashlightState[playerKey]);
|
|
||||||
|
|
||||||
// Toggle off
|
|
||||||
flashlightState[playerKey] = !flashlightState[playerKey];
|
|
||||||
Assert.False(flashlightState[playerKey]);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void FlashlightState_TracksMultiplePlayers()
|
|
||||||
{
|
|
||||||
var playerStates = new Dictionary<string, bool>();
|
|
||||||
var player1 = "player_1";
|
|
||||||
var player2 = "player_2";
|
|
||||||
var player3 = "player_3";
|
|
||||||
|
|
||||||
// Initialize all off
|
|
||||||
playerStates[player1] = false;
|
|
||||||
playerStates[player2] = false;
|
|
||||||
playerStates[player3] = false;
|
|
||||||
|
|
||||||
// Toggle player 1 on
|
|
||||||
playerStates[player1] = !playerStates[player1];
|
|
||||||
Assert.True(playerStates[player1]);
|
|
||||||
Assert.False(playerStates[player2]);
|
|
||||||
Assert.False(playerStates[player3]);
|
|
||||||
|
|
||||||
// Toggle player 2 on
|
|
||||||
playerStates[player2] = !playerStates[player2];
|
|
||||||
Assert.True(playerStates[player1]);
|
|
||||||
Assert.True(playerStates[player2]);
|
|
||||||
Assert.False(playerStates[player3]);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void ToggleCooldown_PreventsRapidToggling()
|
|
||||||
{
|
|
||||||
// Simulate the cooldown mechanism
|
|
||||||
var canToggle = true;
|
var canToggle = true;
|
||||||
|
|
||||||
// First toggle - should work
|
Assert.True(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
|
||||||
Assert.True(canToggle);
|
Assert.True(isOn);
|
||||||
canToggle = false; // Simulate setting cooldown
|
|
||||||
|
|
||||||
// Second toggle - should be blocked
|
|
||||||
Assert.False(canToggle);
|
Assert.False(canToggle);
|
||||||
|
|
||||||
// After cooldown expires
|
|
||||||
canToggle = true;
|
|
||||||
Assert.True(canToggle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void CrouchState_UpdatesCorrectly()
|
public void TryToggle_BlockedDuringCooldown()
|
||||||
{
|
{
|
||||||
var isCrouching = false;
|
var isOn = true;
|
||||||
var buttons = 0;
|
var canToggle = false;
|
||||||
const int DuckButton = 1 << 2; // Typical duck button bit
|
|
||||||
|
Assert.False(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
|
||||||
// Not crouching initially
|
Assert.True(isOn);
|
||||||
Assert.False(isCrouching);
|
Assert.False(canToggle);
|
||||||
|
}
|
||||||
// Press duck button
|
|
||||||
buttons |= DuckButton;
|
[Fact]
|
||||||
if ((buttons & DuckButton) != 0)
|
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 })
|
||||||
{
|
{
|
||||||
isCrouching = true;
|
Assert.Equal(0f, FlashlightLogic.HorizontalForwardFromYawDegrees(yaw).Z, 5);
|
||||||
}
|
}
|
||||||
Assert.True(isCrouching);
|
}
|
||||||
|
|
||||||
// Release duck button
|
[Fact]
|
||||||
buttons &= ~DuckButton;
|
public void CalculateLightTransform_AnglesCarryFullViewRotation()
|
||||||
if ((buttons & DuckButton) == 0)
|
{
|
||||||
|
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
|
||||||
{
|
{
|
||||||
isCrouching = false;
|
ToggleCooldownSeconds = -1f,
|
||||||
}
|
Brightness = -5f,
|
||||||
Assert.False(isCrouching);
|
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);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Theory]
|
||||||
public void LightPosition_CalculatesCrouchOffsetCorrectly()
|
[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)
|
||||||
{
|
{
|
||||||
// Test the position calculation logic
|
Assert.Equal(expected, FlashlightLogic.IsTeamAllowed(allowedTeam, team));
|
||||||
var baseZ = 100f;
|
|
||||||
var standOffset = 64.03f;
|
|
||||||
var crouchOffset = 46.03f;
|
|
||||||
|
|
||||||
// Standing position
|
|
||||||
var standPosition = baseZ + standOffset;
|
|
||||||
Assert.Equal(164.03f, standPosition);
|
|
||||||
|
|
||||||
// Crouching position
|
|
||||||
var crouchPosition = baseZ + crouchOffset;
|
|
||||||
Assert.Equal(146.03f, crouchPosition);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[Theory]
|
||||||
public void FlashlightEntity_Management()
|
[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)
|
||||||
{
|
{
|
||||||
// Test entity tracking dictionary behavior
|
var config = new FlashlightConfig { AllowedTeam = input! };
|
||||||
var playerEntities = new Dictionary<string, FakeLightEntity>();
|
config.Clamp();
|
||||||
var playerKey = "test_player";
|
Assert.Equal(expected, config.AllowedTeam);
|
||||||
|
|
||||||
// No entity initially
|
|
||||||
Assert.False(playerEntities.TryGetValue(playerKey, out _));
|
|
||||||
|
|
||||||
// Add entity
|
|
||||||
var light = new FakeLightEntity { IsValid = true };
|
|
||||||
playerEntities[playerKey] = light;
|
|
||||||
Assert.True(playerEntities.TryGetValue(playerKey, out var retrieved));
|
|
||||||
Assert.True(retrieved?.IsValid);
|
|
||||||
|
|
||||||
// Remove entity
|
|
||||||
playerEntities.Remove(playerKey);
|
|
||||||
Assert.False(playerEntities.TryGetValue(playerKey, out _));
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
private class FakeLightEntity
|
|
||||||
{
|
|
||||||
public bool IsValid { get; set; }
|
|
||||||
public void Remove() => IsValid = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
|
||||||
|
|
@ -1,149 +1,149 @@
|
||||||
using System.Drawing;
|
using System.Drawing;
|
||||||
|
using System.Numerics;
|
||||||
using CounterStrikeSharp.API;
|
using CounterStrikeSharp.API;
|
||||||
using CounterStrikeSharp.API.Core;
|
using CounterStrikeSharp.API.Core;
|
||||||
using CounterStrikeSharp.API.Core.Attributes;
|
using CounterStrikeSharp.API.Core.Attributes;
|
||||||
using CounterStrikeSharp.API.Core.Attributes.Registration;
|
using CounterStrikeSharp.API.Core.Attributes.Registration;
|
||||||
using CounterStrikeSharp.API.Modules.Commands;
|
using CounterStrikeSharp.API.Modules.Commands;
|
||||||
using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
|
using CounterStrikeSharp.API.Modules.Utils;
|
||||||
|
using Microsoft.Extensions.Logging;
|
||||||
|
|
||||||
namespace Flashlight;
|
namespace Flashlight;
|
||||||
|
|
||||||
[MinimumApiVersion(363)]
|
[MinimumApiVersion(371)]
|
||||||
public class Flashlight : BasePlugin
|
public class FlashlightPlugin : BasePlugin, IPluginConfig<FlashlightConfig>
|
||||||
{
|
{
|
||||||
public override string ModuleAuthor => "creazy.eth";
|
public override string ModuleAuthor => "creazy.eth";
|
||||||
public override string ModuleName => "Flashlight";
|
public override string ModuleName => "Flashlight";
|
||||||
public override string ModuleDescription => "Flashlight for Counter-Strike 2";
|
public override string ModuleDescription => "Flashlight for Counter-Strike 2";
|
||||||
public override string ModuleVersion => "0.0.7";
|
public override string ModuleVersion => "0.1.2";
|
||||||
|
|
||||||
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)
|
|
||||||
|
|
||||||
public static Flashlight? Instance { get; private set; }
|
private readonly Dictionary<int, PlayerFlashlightState> _playerStates = new();
|
||||||
|
|
||||||
private readonly List<CCSPlayerController> _connectedPlayers = new();
|
public void OnConfigParsed(FlashlightConfig config)
|
||||||
private readonly Dictionary<CCSPlayerController, bool> _playerUsingFlashlight = new();
|
{
|
||||||
private readonly Dictionary<CCSPlayerController, bool> _playerIsCrouching = new();
|
config.Clamp();
|
||||||
private readonly Dictionary<CCSPlayerController, bool> _playerCanToggle = new();
|
Config = config;
|
||||||
private readonly Dictionary<CCSPlayerController, COmniLight> _playerFlashlight = new();
|
}
|
||||||
|
|
||||||
public override void Load(bool hotReload)
|
public override void Load(bool hotReload)
|
||||||
{
|
{
|
||||||
Instance = this;
|
Logger.LogInformation("{Name} v{Version} loading...", ModuleName, ModuleVersion);
|
||||||
|
|
||||||
LogHelper.LogToConsole(ConsoleColor.Green, $"{ModuleName} v{ModuleVersion} loading...");
|
|
||||||
|
|
||||||
RegisterListener<Listeners.OnTick>(() =>
|
|
||||||
{
|
|
||||||
foreach (var player in _connectedPlayers.Where(player => player is { IsValid: true, IsBot: false, PawnIsAlive: true }))
|
|
||||||
{
|
|
||||||
ToggleFlashlight(player);
|
|
||||||
|
|
||||||
if (_playerCanToggle[player] == false) continue;
|
|
||||||
|
|
||||||
if ((player.Buttons & PlayerButtons.Use) != 0)
|
|
||||||
{
|
|
||||||
_playerCanToggle[player] = false;
|
|
||||||
var currentPlayer = player; // Capture for closure
|
|
||||||
|
|
||||||
if (_playerUsingFlashlight[player] == false)
|
|
||||||
{
|
|
||||||
_playerUsingFlashlight[player] = true;
|
|
||||||
|
|
||||||
Instance?.AddTimer(0.25f, () =>
|
|
||||||
{
|
|
||||||
_playerCanToggle[currentPlayer] = true;
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_playerUsingFlashlight[player] = false;
|
|
||||||
|
|
||||||
Instance?.AddTimer(0.25f, () =>
|
|
||||||
{
|
|
||||||
_playerCanToggle[currentPlayer] = true;
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((player.Buttons & PlayerButtons.Duck) != 0)
|
|
||||||
{
|
|
||||||
_playerIsCrouching[player] = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_playerIsCrouching[player] = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
LogHelper.LogToConsole($"{ModuleDisplayName} v{ModuleVersion} loaded!");
|
RegisterListener<Listeners.OnTick>(OnTick);
|
||||||
|
|
||||||
|
if (hotReload)
|
||||||
|
{
|
||||||
|
foreach (var player in Utilities.GetPlayers().Where(IsEligiblePlayer))
|
||||||
|
{
|
||||||
|
EnsureState(player);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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]
|
[GameEventHandler]
|
||||||
public HookResult OnPlayerConnectFull(EventPlayerConnectFull @event, GameEventInfo info)
|
public HookResult OnPlayerConnectFull(EventPlayerConnectFull @event, GameEventInfo info)
|
||||||
{
|
{
|
||||||
var player = @event.Userid;
|
var player = @event.Userid;
|
||||||
|
if (player is null || !IsEligiblePlayer(player))
|
||||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
{
|
||||||
|
return HookResult.Continue;
|
||||||
_connectedPlayers.Add(player);
|
}
|
||||||
_playerUsingFlashlight[player] = false;
|
|
||||||
_playerIsCrouching[player] = false;
|
EnsureState(player);
|
||||||
_playerCanToggle[player] = true;
|
Logger.LogInformation("{Player} connected", player.PlayerName);
|
||||||
|
|
||||||
LogHelper.LogToConsole(ConsoleColor.Green, $"{player.PlayerName} connected");
|
|
||||||
|
|
||||||
return HookResult.Continue;
|
return HookResult.Continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
[GameEventHandler]
|
[GameEventHandler]
|
||||||
public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
|
public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
|
||||||
{
|
{
|
||||||
var player = @event.Userid;
|
var player = @event.Userid;
|
||||||
|
if (player is null || !player.IsValid)
|
||||||
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)
|
|
||||||
{
|
{
|
||||||
flashlight.Remove();
|
return HookResult.Continue;
|
||||||
}
|
}
|
||||||
_playerFlashlight.Remove(player);
|
|
||||||
|
var slot = player.Slot;
|
||||||
LogHelper.LogToConsole(ConsoleColor.Green, $"{player.PlayerName} disconnected");
|
DestroyLight(slot);
|
||||||
|
_playerStates.Remove(slot);
|
||||||
return HookResult.Continue;
|
return HookResult.Continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
[GameEventHandler]
|
[GameEventHandler]
|
||||||
public HookResult OnPlayerSpawn(EventPlayerSpawn @event, GameEventInfo info)
|
public HookResult OnPlayerSpawn(EventPlayerSpawn @event, GameEventInfo info)
|
||||||
{
|
{
|
||||||
var player = @event.Userid;
|
var player = @event.Userid;
|
||||||
|
if (player is null || !IsEligiblePlayer(player))
|
||||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
|
||||||
|
|
||||||
if (_connectedPlayers.Contains(player) == false)
|
|
||||||
{
|
{
|
||||||
_connectedPlayers.Add(player);
|
return HookResult.Continue;
|
||||||
_playerUsingFlashlight[player] = false;
|
|
||||||
_playerIsCrouching[player] = false;
|
|
||||||
_playerCanToggle[player] = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
_playerUsingFlashlight[player] = false;
|
var state = EnsureState(player);
|
||||||
|
state.IsOn = false;
|
||||||
|
DestroyLight(player.Slot);
|
||||||
return HookResult.Continue;
|
return HookResult.Continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -151,108 +151,218 @@ public class Flashlight : BasePlugin
|
||||||
public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
|
public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
|
||||||
{
|
{
|
||||||
var player = @event.Userid;
|
var player = @event.Userid;
|
||||||
|
if (player is null || !IsEligiblePlayer(player))
|
||||||
if (!player.IsValid || player.IsBot) return HookResult.Continue;
|
{
|
||||||
|
return HookResult.Continue;
|
||||||
_playerUsingFlashlight[player] = false;
|
}
|
||||||
|
|
||||||
|
var state = EnsureState(player);
|
||||||
|
state.IsOn = false;
|
||||||
|
DestroyLight(player.Slot);
|
||||||
return HookResult.Continue;
|
return HookResult.Continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
[GameEventHandler]
|
[GameEventHandler]
|
||||||
public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
|
public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
|
||||||
{
|
{
|
||||||
// Fix #2: Handle team switch - clean up flashlight entity
|
|
||||||
var player = @event.Userid;
|
var player = @event.Userid;
|
||||||
|
if (player is null || !IsEligiblePlayer(player))
|
||||||
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 (flashlight != null && flashlight.IsValid)
|
return HookResult.Continue;
|
||||||
{
|
|
||||||
flashlight.Remove();
|
|
||||||
}
|
|
||||||
_playerFlashlight.Remove(player);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var state = EnsureState(player);
|
||||||
|
state.IsOn = false;
|
||||||
|
DestroyLight(player.Slot);
|
||||||
return HookResult.Continue;
|
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
[ConsoleCommand("css_fl_toggle", "Toggles the flashlight")]
|
[ConsoleCommand("css_fl_toggle", "Toggles the flashlight")]
|
||||||
[CommandHelper(whoCanExecute: CommandUsage.CLIENT_ONLY)]
|
[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 (!Config.Enabled || caller is null || !IsEligiblePlayer(caller) || !caller.PawnIsAlive)
|
||||||
|
|
||||||
if (_playerCanToggle[caller] == false) return;
|
|
||||||
|
|
||||||
_playerUsingFlashlight[caller] = !_playerUsingFlashlight[caller];
|
|
||||||
_playerCanToggle[caller] = false;
|
|
||||||
|
|
||||||
var currentCaller = caller; // Capture for closure
|
|
||||||
|
|
||||||
Instance?.AddTimer(0.25f, () =>
|
|
||||||
{
|
{
|
||||||
_playerCanToggle[currentCaller] = 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;
|
||||||
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
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<CBarnLight>("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;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Keeps the light glued to the player's eye every tick.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// The light is deliberately not parented to the pawn. Handing it to the engine via
|
||||||
|
/// <c>SetParent</c> / <c>SetParentAttachmentMaintainOffset</c> 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.
|
||||||
|
/// </remarks>
|
||||||
|
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 };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,13 +1,13 @@
|
||||||
<Project Sdk="Microsoft.NET.Sdk">
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
<TargetFramework>net8.0</TargetFramework>
|
<TargetFramework>net10.0</TargetFramework>
|
||||||
<ImplicitUsings>enable</ImplicitUsings>
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
<Nullable>enable</Nullable>
|
<Nullable>enable</Nullable>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.363" />
|
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.371" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
|
|
|
||||||
111
Flashlight/FlashlightConfig.cs
Normal file
111
Flashlight/FlashlightConfig.cs
Normal file
|
|
@ -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;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Which team may use the flashlight: Any, CT, or T.
|
||||||
|
/// </summary>
|
||||||
|
[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"
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
115
Flashlight/FlashlightLogic.cs
Normal file
115
Flashlight/FlashlightLogic.cs
Normal file
|
|
@ -0,0 +1,115 @@
|
||||||
|
using System.Numerics;
|
||||||
|
|
||||||
|
namespace Flashlight;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Position and orientation to apply to the flashlight entity.
|
||||||
|
/// <paramref name="Angles"/> is a Source QAngle laid out as (pitch, yaw, roll).
|
||||||
|
/// </summary>
|
||||||
|
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));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Forward vector on the horizontal plane only, ignoring pitch.
|
||||||
|
/// </summary>
|
||||||
|
public static Vector3 HorizontalForwardFromYawDegrees(float yaw)
|
||||||
|
{
|
||||||
|
var yawRad = yaw * (MathF.PI / 180f);
|
||||||
|
|
||||||
|
return new Vector3(MathF.Cos(yawRad), MathF.Sin(yawRad), 0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// World transform for the flashlight given the player's current pawn origin and view angles.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// 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).
|
||||||
|
/// </remarks>
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns whether <paramref name="team"/> may use the flashlight.
|
||||||
|
/// Team values match CS2: 2 = Terrorist, 3 = Counter-Terrorist.
|
||||||
|
/// </summary>
|
||||||
|
public static bool IsTeamAllowed(string allowedTeam, byte team)
|
||||||
|
{
|
||||||
|
return allowedTeam switch
|
||||||
|
{
|
||||||
|
"T" => team == 2,
|
||||||
|
"CT" => team == 3,
|
||||||
|
_ => true
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
108
README.md
108
README.md
|
|
@ -1,68 +1,114 @@
|
||||||
# 🔦 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 `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.
|
- Toggle with the Use key (`E` by default) or `css_fl_toggle`
|
||||||
- 💀 The flashlight is automatically turned off when the player dies or respawns.
|
- One `light_barn` per player, re-aimed each tick so the beam tracks both pitch and yaw
|
||||||
- 🚫 The flashlight is only available to human players, not bots.
|
- 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
|
||||||
|
|
||||||
## 🔧 Installation
|
## Requirements
|
||||||
|
|
||||||
1. ⬇️ Download the latest release from the GitHub repository.
|
- CounterStrikeSharp **1.0.371+** (API minimum version enforced)
|
||||||
2. 📁 Extract the ZIP file.
|
- .NET **10** runtime as provided by your CounterStrikeSharp install
|
||||||
3. 📂 Place the plugin in the `game/csgo/addons/counterstrikesharp/plugins/Flashlight` directory.
|
|
||||||
|
|
||||||
## 💻 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"
|
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 |
|
||||||
|
| `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 |
|
||||||
|
|
||||||
|
## Development
|
||||||
|
|
||||||
### Prerequisites
|
### Prerequisites
|
||||||
|
|
||||||
- .NET 8.0 SDK
|
- .NET 10 SDK
|
||||||
- CounterStrikeSharp API v1.0.363+
|
- CounterStrikeSharp.API 1.0.371+
|
||||||
|
|
||||||
### Building
|
### Build
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
dotnet restore
|
dotnet restore
|
||||||
dotnet build
|
dotnet build
|
||||||
```
|
```
|
||||||
|
|
||||||
### Testing
|
### Test
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
dotnet test
|
dotnet test
|
||||||
```
|
```
|
||||||
|
|
||||||
## 🤝 Contributing
|
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.
|
||||||
|
|
||||||
Contributions are welcome. Please open an issue or submit a pull request on GitHub. 🐙
|
## Changelog
|
||||||
|
|
||||||
## 📋 Changelog
|
### v0.1.2
|
||||||
|
|
||||||
### v0.0.6 (Latest)
|
- 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`.
|
||||||
- ✅ Updated to .NET 8.0
|
- Fixed the flashlight never updating when `AllowUseKey` was `false`, which previously short-circuited the whole tick loop.
|
||||||
- ✅ Updated to CounterStrikeSharp.API v1.0.363
|
- `ForwardDistance` now offsets the light horizontally only, so looking straight down no longer pushes it through the floor.
|
||||||
- ✅ Added xUnit test project with core logic tests
|
- Removed the obsolete `AttachmentName` config key (leaving it in an existing config file is harmless and ignored).
|
||||||
- ✅ Updated GitHub Actions workflow with testing
|
|
||||||
- ✅ Improved code compatibility with latest CS2/CSS API
|
### 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
|
### v0.0.5
|
||||||
|
|
||||||
- Initial release
|
- 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)
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue