v.1.1.7
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143 changed files with 3565 additions and 2344 deletions
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@ -9,12 +9,10 @@ namespace jRandomSkills
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public class Push : ISkill
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{
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private const Skills skillName = Skills.Push;
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private static readonly float jumpVelocity = Config.GetValue<float>(skillName, "jumpVelocity");
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private static readonly float pushVelocity = Config.GetValue<float>(skillName, "pushVelocity");
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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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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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@ -38,11 +36,11 @@ namespace jRandomSkills
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{
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
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if (playerInfo == null) return;
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float newChance = (float)Instance.Random.NextDouble() * (Config.GetValue<float>(skillName, "ChanceTo") - Config.GetValue<float>(skillName, "ChanceFrom")) + Config.GetValue<float>(skillName, "ChanceFrom");
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float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
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playerInfo.SkillChance = newChance;
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newChance = (float)Math.Round(newChance, 2) * 100;
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newChance = (float)Math.Round(newChance);
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SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetTranslation("push")}{ChatColors.Lime}: " + player.GetTranslation("push_desc2", newChance), false);
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SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}", false);
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}
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private static void PushEnemy(CCSPlayerController player, QAngle attackerAngle)
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@ -53,13 +51,13 @@ namespace jRandomSkills
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var currentPosition = player.PlayerPawn.Value.AbsOrigin;
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var currentAngles = player.PlayerPawn.Value.EyeAngles;
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Vector newVelocity = SkillUtils.GetForwardVector(attackerAngle) * pushVelocity;
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newVelocity.Z = player.PlayerPawn.Value.AbsVelocity.Z + jumpVelocity;
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Vector newVelocity = SkillUtils.GetForwardVector(attackerAngle) * SkillsInfo.GetValue<float>(skillName, "pushVelocity");
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newVelocity.Z = player.PlayerPawn.Value.AbsVelocity.Z + SkillsInfo.GetValue<float>(skillName, "jumpVelocity");
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player.PlayerPawn.Value.Teleport(currentPosition, currentAngles, newVelocity);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1e9ab0", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float chanceFrom = 1f, float chanceTo = 1f, float jumpVelocity = 300f, float pushVelocity = 400f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1e9ab0", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, float chanceFrom = 1f, float chanceTo = 1f, float jumpVelocity = 300f, float pushVelocity = 400f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates)
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{
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public float ChanceFrom { get; set; } = chanceFrom;
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public float ChanceTo { get; set; } = chanceTo;
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