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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@ -13,7 +13,7 @@ namespace src.player.skills
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{
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private const Skills skillName = Skills.Wallhack;
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private static readonly ConcurrentDictionary<ulong, byte> playersInAction = [];
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private static readonly ConcurrentBag<(CDynamicProp, CDynamicProp, CsTeam)> glows = [];
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private static readonly ConcurrentBag<(CDynamicProp, CDynamicProp, CsTeam, uint)> glows = [];
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public static void LoadSkill()
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{
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@ -32,8 +32,11 @@ namespace src.player.skills
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foreach (var glow in glows)
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{
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if (glow.Item3 != player.Team && (playerInfo?.Skill == skillName || (observerInfo != null && observerInfo?.Skill == skillName)))
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continue;
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var enemy = Utilities.GetPlayers().FirstOrDefault(e => e.IsValid && e.Index == glow.Item4);
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if (enemy != null && enemy.PawnIsAlive)
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if (glow.Item3 != player.Team && (playerInfo?.Skill == skillName || (observerInfo != null && observerInfo?.Skill == skillName)))
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continue;
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var glowEntity1 = Utilities.GetEntityFromIndex<CBaseEntity>((int)glow.Item1.Index);
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if (glowEntity1 == null || !glowEntity1.IsValid) continue;
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@ -110,7 +113,7 @@ namespace src.player.skills
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modelRelay.AcceptInput("FollowEntity", enemyPawn, modelRelay, "!activator");
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modelGlow.AcceptInput("FollowEntity", modelRelay, modelGlow, "!activator");
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glows.Add((modelRelay, modelGlow, enemy.Team));
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glows.Add((modelRelay, modelGlow, enemy.Team, enemy.Index));
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}
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}
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