Improve skill cooldowns and weapon handling logic

This commit is contained in:
Juzlus 2025-08-30 03:24:02 +02:00
parent 28a7d0048c
commit 1d9e70aeda
9 changed files with 38 additions and 14 deletions

View file

@ -91,6 +91,23 @@ namespace jRandomSkills
Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iMaxHealth");
}
public static string GetDesignerName(CBasePlayerWeapon weapon)
{
string designerName = weapon.DesignerName;
ushort index = weapon.AttributeManager.Item.ItemDefinitionIndex;
designerName = (designerName, index) switch
{
var (name, _) when name.Contains("bayonet") => "weapon_knife",
("weapon_m4a1", 60) => "weapon_m4a1_silencer",
("weapon_hkp2000", 61) => "weapon_usp_silencer",
("weapon_deagle", 64) => "weapon_revolver",
_ => designerName
};
return designerName;
}
public static void SetTeamScores(short ctScore, short tScore, RoundEndReason roundEndReason)
{
UpdateServerTeamScores(ctScore, tScore);