Updates & Fixes
# Updates & Fixes - Vote system: Timer now resets after each vote - Automatic copying of gamedata files from source to server (Thanks to vinicius-trev for the help) - Improved power assignment at round start - Observers can now see invisible players. - Added geolocation support for Turkey and Czechia - New power: Illiterate - In development: Smoker skill - Baseball: Decoy now have the same collision as players (PlayerClip) - Noclip: Reworked - Pilot: Currently broken - Replicator: Added crouching animations for replicas - SoundMaker: Reworked (automatically play a sound every 2s (only for you)) - Wallhack: Glow disabled for dead players # TODO - Add/update descriptions for new/reworked skills - Fix Pilot, SniperElite
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28 changed files with 691 additions and 295 deletions
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@ -45,9 +45,9 @@ namespace src.player.skills
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if (Config.LoadedConfig.CS2TraceRayDebug)
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{
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CreateLine(eyePos, endPos, Color.FromArgb(255, 255, 255, 0));
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CreateLine(new Vector(trace.StartPos.X, trace.StartPos.Y, trace.StartPos.Z), new Vector(trace.EndPos.X, trace.EndPos.Y, trace.EndPos.Z), Color.FromArgb(255, 255, 0, 0));
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CreateLine(new Vector(trace.StartPos.X, trace.StartPos.Y, trace.StartPos.Z), new Vector(trace.Position.X, trace.Position.Y, trace.Position.Z), Color.FromArgb(255, 0, 0, 255));
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SkillUtils.CreateLine(eyePos, endPos, Color.FromArgb(255, 255, 255, 0));
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SkillUtils.CreateLine(new Vector(trace.StartPos.X, trace.StartPos.Y, trace.StartPos.Z), new Vector(trace.EndPos.X, trace.EndPos.Y, trace.EndPos.Z), Color.FromArgb(255, 255, 0, 0));
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SkillUtils.CreateLine(new Vector(trace.StartPos.X, trace.StartPos.Y, trace.StartPos.Z), new Vector(trace.Position.X, trace.Position.Y, trace.Position.Z), Color.FromArgb(255, 0, 0, 255));
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if (trace.DidHit())
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{
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@ -70,24 +70,6 @@ namespace src.player.skills
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SkillUtils.TryGiveWeapon(player, CsItem.Zeus);
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}
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private static void CreateLine(Vector start, Vector end, Color color)
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{
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CBeam beam = Utilities.CreateEntityByName<CBeam>("beam")!;
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if (beam == null) return;
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beam.Render = color;
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beam.Width = 2.0f;
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beam.EndWidth = 2.0f;
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beam.Teleport(start);
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beam.EndPos.X = end.X;
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beam.EndPos.Y = end.Y;
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beam.EndPos.Z = end.Z;
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beam.DispatchSpawn();
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beam.AcceptInput("FollowEntity", beam, null!, "");
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#6effc7", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float maxDistance = 4096f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
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{
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public float MaxDistance { get; set; } = maxDistance;
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