Improve skill cooldowns and weapon handling logic
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28a7d0048c
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9 changed files with 38 additions and 14 deletions
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@ -10,7 +10,7 @@ namespace jRandomSkills
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public class Poison : ISkill
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{
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private const Skills skillName = Skills.Poison;
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private static int cooldown = Config.GetValue<int>(skillName, "Cooldown");
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private static float cooldown = Config.GetValue<float>(skillName, "Cooldown");
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private static int healthToDamage = Config.GetValue<int>(skillName, "Damage");
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private static HashSet<CCSPlayerController> poisonedPlayers = new HashSet<CCSPlayerController>();
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@ -46,7 +46,7 @@ namespace jRandomSkills
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private static void OnTick()
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{
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if (Server.TickCount % (64 * cooldown) != 0) return;
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if (Server.TickCount % (int)(64 * cooldown) != 0) return;
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foreach (var player in poisonedPlayers)
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{
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var pawn = player.PlayerPawn.Value;
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@ -109,8 +109,8 @@ namespace jRandomSkills
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public class SkillConfig : Config.DefaultSkillInfo
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{
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public int Damage { get; set; }
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public int Cooldown { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#902eff", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, int cooldown = 2, int damage = 1) : base(skill, active, color, onlyTeam, needsTeammates)
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public float Cooldown { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#902eff", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 1, int damage = 1) : base(skill, active, color, onlyTeam, needsTeammates)
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{
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Damage = damage;
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Cooldown = cooldown;
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