cs2-css-flashlight/Flashlight/FlashlightLogic.cs
Tobias Thiele c7779740c7 ⚙️ Add AllowedTeam and bump to 0.1.1
Restrict flashlight by CT/T/Any via config, drop tracked docs, and
ship the 0.1.1 version bump.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-21 07:34:09 +02:00

76 lines
2 KiB
C#

using System.Numerics;
namespace Flashlight;
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));
}
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
};
}
}