v.1.1.7
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143 changed files with 3565 additions and 2344 deletions
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@ -6,29 +6,30 @@ using jRandomSkills.src.player;
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using jRandomSkills.src.utils;
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using static CounterStrikeSharp.API.Core.Listeners;
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using static jRandomSkills.jRandomSkills;
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using System.Collections.Concurrent;
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namespace jRandomSkills
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{
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public class Fortnite : ISkill
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{
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private const Skills skillName = Skills.Fortnite;
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private static readonly float timerCooldown = Config.GetValue<float>(skillName, "cooldown");
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private static readonly int barricadeHealth = Config.GetValue<int>(skillName, "barricadeHealth");
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private static readonly string propModel = Config.GetValue<string>(skillName, "propModel");
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private static readonly Dictionary<ulong, PlayerSkillInfo> SkillPlayerInfo = [];
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private static readonly Dictionary<ulong, int> barricades = [];
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private static readonly ConcurrentDictionary<ulong, PlayerSkillInfo> SkillPlayerInfo = [];
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private static readonly ConcurrentDictionary<ulong, int> barricades = [];
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private static readonly object setLock = new();
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, Config.GetValue<string>(skillName, "color"), false);
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Instance.RegisterListener<OnServerPrecacheResources>((ResourceManifest manifest) => manifest.AddResource(propModel));
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
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Instance.RegisterListener<OnServerPrecacheResources>((ResourceManifest manifest) => manifest.AddResource(SkillsInfo.GetValue<string>(skillName, "propModel")));
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}
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public static void NewRound()
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{
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SkillPlayerInfo.Clear();
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barricades.Clear();
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lock (setLock)
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{
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SkillPlayerInfo.Clear();
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barricades.Clear();
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}
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}
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public static void OnTick()
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@ -44,17 +45,18 @@ namespace jRandomSkills
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public static void EnableSkill(CCSPlayerController player)
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{
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SkillPlayerInfo[player.SteamID] = new PlayerSkillInfo
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SkillPlayerInfo.TryAdd(player.SteamID, new PlayerSkillInfo
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{
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SteamID = player.SteamID,
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CanUse = true,
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Cooldown = DateTime.MinValue,
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};
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});
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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SkillPlayerInfo.Remove(player.SteamID);
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SkillPlayerInfo.TryRemove(player.SteamID, out _);
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SkillUtils.ResetPrintHTML(player);
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}
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private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
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@ -62,22 +64,20 @@ namespace jRandomSkills
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float cooldown = 0;
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if (skillInfo != null)
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{
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float time = (int)(skillInfo.Cooldown.AddSeconds(timerCooldown) - DateTime.Now).TotalSeconds;
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float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
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cooldown = Math.Max(time, 0);
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if (cooldown == 0 && skillInfo?.CanUse == false)
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skillInfo.CanUse = true;
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}
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var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == skillName);
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if (skillData == null) return;
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(s => s.SteamID == player?.SteamID);
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if (playerInfo == null) return;
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string infoLine = $"<font class='fontSize-l' class='fontWeight-Bold' color='#FFFFFF'>{player.GetTranslation("your_skill")}:</font> <br>";
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string skillLine = $"<font class='fontSize-l' class='fontWeight-Bold' color='{skillData.Color}'>{player.GetSkillName(skillData.Skill)}</font> <br>";
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string remainingLine = cooldown != 0 ? $"<font class='fontSize-m' color='#FFFFFF'>{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}</font> <br>" : "";
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var hudContent = infoLine + skillLine + remainingLine;
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player.PrintToCenterHtml(hudContent);
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if (cooldown == 0)
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playerInfo.PrintHTML = null;
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else
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playerInfo.PrintHTML = $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
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}
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public static void UseSkill(CCSPlayerController player)
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@ -111,10 +111,10 @@ namespace jRandomSkills
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box.Collision.SolidType = SolidType_t.SOLID_VPHYSICS;
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box.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(box.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
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box.DispatchSpawn();
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barricades.Add(box.Index, barricadeHealth);
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barricades.TryAdd(box.Index, SkillsInfo.GetValue<int>(skillName, "barricadeHealth"));
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Server.NextFrame(() =>
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{
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box.SetModel(propModel);
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box.SetModel(SkillsInfo.GetValue<string>(skillName, "propModel"));
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box.Teleport(pos, angle, null);
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});
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}
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@ -137,7 +137,7 @@ namespace jRandomSkills
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if (barricades.TryGetValue(box.Index, out int health))
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{
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health -= (int)param2.Damage;
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barricades[box.Index] = health;
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barricades.AddOrUpdate(box.Index, health, (k, v) => health);
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if (health <= 0) box.AcceptInput("Kill");
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}
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else box.AcceptInput("Kill");
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@ -150,7 +150,7 @@ namespace jRandomSkills
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public DateTime Cooldown { get; set; }
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1b04cc", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 2f, int barricadeHealth = 115, string propModel = "models/props/de_aztec/hr_aztec/aztec_scaffolding/aztec_scaffold_wall_support_128.vmdl") : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1b04cc", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, float cooldown = 2f, int barricadeHealth = 115, string propModel = "models/props/de_aztec/hr_aztec/aztec_scaffolding/aztec_scaffold_wall_support_128.vmdl") : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates)
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{
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public float Cooldown { get; set; } = cooldown;
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public int BarricadeHealth { get; set; } = barricadeHealth;
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