cs2-css-flashlight/Flashlight/Flashlight.cs
Tobias Thiele b43f9fdea3 🔦 Fix flashlight beam not tracking view pitch
The light was positioned once at toggle time and then handed to the engine
via SetParent + SetParentAttachmentMaintainOffset on the pawn's
`axis_of_intent` attachment. That attachment carries the body's yaw but not
the view pitch, so once parented the beam could only ever rotate
horizontally — looking up or down did nothing.

Drop the parenting and drive the light's transform ourselves every tick from
the pawn's live AbsOrigin and V_angle, which is how the plugin behaved before
0.1.1 replaced the per-tick teleport with a parented entity.

Also:
- OnTick no longer short-circuits on !AllowUseKey, which otherwise stopped
  the light updating for servers that only expose css_fl_toggle.
- ForwardDistance now offsets the light horizontally only. Applying it along
  the pitched forward vector put the light below ground when looking straight
  down (crouched eye height 46 minus 54).
- Sweep up the light when the pawn is dead; an un-parented entity no longer
  dies with its pawn.
- Remove the now-unused AttachmentName config key.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 08:50:29 +02:00

368 lines
11 KiB
C#

using System.Drawing;
using System.Numerics;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Commands;
using CounterStrikeSharp.API.Modules.Utils;
using Microsoft.Extensions.Logging;
namespace Flashlight;
[MinimumApiVersion(371)]
public class FlashlightPlugin : BasePlugin, IPluginConfig<FlashlightConfig>
{
public override string ModuleAuthor => "creazy.eth";
public override string ModuleName => "Flashlight";
public override string ModuleDescription => "Flashlight for Counter-Strike 2";
public override string ModuleVersion => "0.1.2";
public FlashlightConfig Config { get; set; } = new();
private readonly Dictionary<int, PlayerFlashlightState> _playerStates = new();
public void OnConfigParsed(FlashlightConfig config)
{
config.Clamp();
Config = config;
}
public override void Load(bool hotReload)
{
Logger.LogInformation("{Name} v{Version} loading...", ModuleName, ModuleVersion);
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]
public HookResult OnPlayerConnectFull(EventPlayerConnectFull @event, GameEventInfo info)
{
var player = @event.Userid;
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 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 is null || !IsEligiblePlayer(player))
{
return HookResult.Continue;
}
var state = EnsureState(player);
state.IsOn = false;
DestroyLight(player.Slot);
return HookResult.Continue;
}
[GameEventHandler]
public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
{
var player = @event.Userid;
if (player is null || !IsEligiblePlayer(player))
{
return HookResult.Continue;
}
var state = EnsureState(player);
state.IsOn = false;
DestroyLight(player.Slot);
return HookResult.Continue;
}
[GameEventHandler]
public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
{
var player = @event.Userid;
if (player is null || !IsEligiblePlayer(player))
{
return HookResult.Continue;
}
var state = EnsureState(player);
state.IsOn = false;
DestroyLight(player.Slot);
return HookResult.Continue;
}
[ConsoleCommand("css_fl_toggle", "Toggles the flashlight")]
[CommandHelper(whoCanExecute: CommandUsage.CLIENT_ONLY)]
public void OnToggleCommand(CCSPlayerController? caller, CommandInfo info)
{
if (!Config.Enabled || caller is null || !IsEligiblePlayer(caller) || !caller.PawnIsAlive)
{
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 };
}
}