Fix skill bugs and dying-entity transmit, add radar and bomb-timer handling
This commit is contained in:
parent
4b42670804
commit
1dda45c977
17 changed files with 207 additions and 137 deletions
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@ -75,6 +75,10 @@ namespace src.player.skills
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SkillUtils.SetPlayerInvisibility(player, 0);
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}
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// CheckTransmit hides the model but the radar blip comes from spotted state, so clear it every tick.
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if (invisiblePlayers.ContainsKey(player.Index))
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ClearSpottedState(player);
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) continue;
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@ -100,14 +104,6 @@ namespace src.player.skills
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if (player == null || !player.IsValid || player.Team == CsTeam.Spectator) continue;
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var targetHandle = player.Pawn.Value?.ObserverServices?.ObserverTarget.Value?.Handle ?? nint.Zero;
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bool isObservingC4Camouflage = false;
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if (targetHandle != nint.Zero)
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{
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var target = Utilities.GetPlayers().FirstOrDefault(p => p?.Pawn?.Value?.Handle == targetHandle);
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var targetInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(target)?.Index);
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if (targetInfo?.Skill == skillName) isObservingC4Camouflage = true;
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}
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foreach (var playerIndex in invisiblePlayers.Keys)
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{
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@ -118,26 +114,27 @@ namespace src.player.skills
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if (player.Team == playerController.Team)
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continue;
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if (!isObservingC4Camouflage)
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{
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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// Only the actively spectated pawn stays transmitted; hiding it breaks the camera.
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if (targetHandle != nint.Zero && playerPawn.Handle == targetHandle)
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continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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var bombIndex = GetBombIndex();
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if (bombIndex == null) continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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var bombIndex = GetBombIndex();
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if (bombIndex == null) continue;
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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}
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}
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@ -162,8 +159,6 @@ namespace src.player.skills
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invisiblePlayers.TryAdd(player.Index, 0);
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SkillUtils.SetPlayerInvisibility(player, .5f);
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SkillUtils.ForceFullUpdateToAll();
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}
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public static void DisableSkill(CCSPlayerController player)
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@ -171,8 +166,6 @@ namespace src.player.skills
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invisiblePlayers.TryRemove(player.Index, out _);
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SkillUtils.SetPlayerInvisibility(player, 0);
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EntityManager.DestroyPlayerEntities(player.Index);
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SkillUtils.ForceFullUpdateToAll();
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}
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private static void CreatePlayerPosProp(CCSPlayerController player)
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@ -228,6 +221,26 @@ namespace src.player.skills
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return bomb.Index;
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}
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// Wipe spotted state (pawn + carried bomb) so a disguised carrier produces no radar blip.
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private static void ClearSpottedState(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn?.Value;
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if (pawn != null && pawn.IsValid)
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{
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pawn.EntitySpottedState.Spotted = false;
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pawn.EntitySpottedState.SpottedByMask[0] = 0;
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pawn.EntitySpottedState.SpottedByMask[1] = 0;
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}
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var bomb = Utilities.FindAllEntitiesByDesignerName<CC4>("weapon_c4").FirstOrDefault();
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if (bomb != null && bomb.IsValid && bomb.OwnerEntity?.Index == player.Index)
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{
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bomb.EntitySpottedState.Spotted = false;
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bomb.EntitySpottedState.SpottedByMask[0] = 0;
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bomb.EntitySpottedState.SpottedByMask[1] = 0;
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}
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#00911f", CsTeam onlyTeam = CsTeam.Terrorist, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Uncommon) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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{
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}
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@ -14,7 +14,7 @@ namespace src.player.skills
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{
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private const Skills skillName = Skills.Ghost;
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private static readonly string[] allowedWeapons = [
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"weapon_molotov", "weapon_incgrenade", "weapon_flashbang", "weapon_smokegrenade", "weapon_decoy", "weapon_hegrenade", "weapon_knife", "weapon_bayonet"
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"weapon_molotov", "weapon_incgrenade", "weapon_flashbang", "weapon_smokegrenade", "weapon_decoy", "weapon_hegrenade", "weapon_knife", "weapon_bayonet", "weapon_c4"
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];
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private static readonly ConcurrentDictionary<uint, byte> invisiblePlayers = [];
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private const string bloodParticle = "particles/blood_impact/blood_impact_high.vpcf";
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@ -61,14 +61,6 @@ namespace src.player.skills
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if (player == null || !player.IsValid || player.Team == CsTeam.Spectator) continue;
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var targetHandle = player.Pawn.Value?.ObserverServices?.ObserverTarget.Value?.Handle ?? nint.Zero;
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bool isObservingGhost = false;
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if (targetHandle != nint.Zero)
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{
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var target = Utilities.GetPlayers().FirstOrDefault(p => p?.Pawn?.Value?.Handle == targetHandle);
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var targetInfo = PlayerManager.GetPlayerByIndex(target?.Index);
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if (targetInfo?.Skill == skillName) isObservingGhost = true;
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}
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foreach (var playerIndex in invisiblePlayers.Keys)
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{
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@ -79,26 +71,27 @@ namespace src.player.skills
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if (player.Team == playerController.Team)
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continue;
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if (!isObservingGhost)
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{
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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// Only the actively spectated pawn stays transmitted; hiding it breaks the camera.
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if (targetHandle != nint.Zero && playerPawn.Handle == targetHandle)
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continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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var bombIndex = GetBombIndex(playerController);
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if (bombIndex == null) continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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var bombIndex = GetBombIndex(playerController);
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if (bombIndex == null) continue;
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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}
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}
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@ -113,8 +106,6 @@ namespace src.player.skills
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if (EntityManager.GetPlayerEntities(player.Index, "empty_prop").Count == 0)
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CreatePlayerPosProp(player);
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SkillUtils.ForceFullUpdateToAll();
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}
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private static void CreatePlayerPosProp(CCSPlayerController player)
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@ -150,8 +141,6 @@ namespace src.player.skills
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invisiblePlayers.TryRemove(player.Index, out _);
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EntityManager.DestroyPlayerEntities(player.Index);
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SkillUtils.ForceFullUpdateToAll();
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}
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public static void OnTick()
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@ -111,8 +111,6 @@ namespace src.player.skills
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SkillUtils.TryGiveWeapon(player, CsItem.SmokeGrenade);
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SkillUtils.UpdateGrenadeCount(player, CsItem.SmokeGrenade, grenadeLimit);
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SkillUtils.ForceFullUpdateToAll();
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}
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public static void DisableSkill(CCSPlayerController player)
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@ -121,8 +119,6 @@ namespace src.player.skills
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playersWithSkill.TryRemove(player.Index, out _);
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SkillUtils.UpdateGrenadeCount(player, CsItem.SmokeGrenade, 1);
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SkillUtils.ForceFullUpdateToAll();
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#5d00ff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, int grenadeLimit = 2) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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@ -44,12 +44,18 @@ namespace src.player.skills
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Item;
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if (string.IsNullOrEmpty(weapon) || weapon != "c4") return;
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// Gate on the bomb being hot (red), not on `players`: the fresh round's C4 is
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// handed out before NewRound clears `players`, but a new C4 spawns white, so colour is race-free.
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var bomb = Utilities.FindAllEntitiesByDesignerName<CC4>("weapon_c4").FirstOrDefault();
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if (bomb == null || !bomb.IsValid) return;
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if (bomb.Render.R != 255 || bomb.Render.G != 0 || bomb.Render.B != 0) return;
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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player.PrintToCenterAlert(player.GetTranslation("hotbomb_hint"));
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}
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@ -100,7 +106,7 @@ namespace src.player.skills
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{
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ChangeC4Color(Color.White);
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foreach (var enemy in Utilities.GetPlayers().Where(p => p.IsValid && p.Team == CsTeam.Terrorist && p.PlayerPawn?.Value?.Health > 0))
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enemy.PrintToCenterAlert(enemy.GetTranslation("hotbomb_disable"));
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enemy.PrintToCenterAlert(enemy.GetTranslation("hotbomb_disable_info"));
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}
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}
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@ -98,6 +98,9 @@ namespace src.player.skills
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var relay = EntityManager.CreateTrackedPhysicsProp(player.Index);
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if (relay == null || !relay.IsValid) return;
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// Register before parenting so the trail is filtered from its first snapshot.
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activeTrails[player.Index] = relay.Index;
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CBaseEntity target = playerPawn;
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var entities = EntityManager.GetPlayerEntities(player.Index, "empty_prop");
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@ -123,8 +126,6 @@ namespace src.player.skills
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particle.AcceptInput("SetParent", relay, particle, "!activator");
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particle.AcceptInput("Start");
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}
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activeTrails[player.Index] = relay.Index;
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}
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public static void EnableSkill(CCSPlayerController player)
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@ -144,8 +145,6 @@ namespace src.player.skills
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mainSkillTimer ??= Instance.AddTimer(2.5f, () => UpdateAllTrails(),
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CounterStrikeSharp.API.Modules.Timers.TimerFlags.REPEAT | CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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SkillUtils.ForceFullUpdateToAll();
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}
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private static void UpdateAllTrails()
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@ -168,8 +167,6 @@ namespace src.player.skills
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mainSkillTimer.Kill();
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mainSkillTimer = null;
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}
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SkillUtils.ForceFullUpdateToAll();
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#f542ef", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = 1, Rarity rarity = Rarity.Common, string particleName = "particles/ui/hud/ui_map_def_utility_trail.vpcf") : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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@ -15,7 +15,13 @@ namespace src.player.skills
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private static bool hooked = false;
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private const int actionCode = 503;
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private static readonly ConcurrentDictionary<uint, byte> playersInAction = [];
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private static readonly MemoryFunctionVoid<IntPtr, short> Shoot_Secondary = new(GameData.GetSignature("Shoot_Secondary"));
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private static readonly MemoryFunctionVoid<IntPtr, short>? Shoot_Secondary = ResolveShootSecondary();
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private static MemoryFunctionVoid<IntPtr, short>? ResolveShootSecondary()
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{
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try { return new(GameData.GetSignature("Shoot_Secondary")); }
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catch (Exception ex) { Server.PrintToConsole($"[jRandomSkills] Shoot_Secondary signature unresolved: {ex.Message}"); return null; }
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}
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public static void LoadSkill()
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{
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@ -26,12 +32,12 @@ namespace src.player.skills
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{
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playersInAction.Clear();
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hooked = false;
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Shoot_Secondary.Unhook(ShootSecondary, HookMode.Pre);
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Shoot_Secondary?.Unhook(ShootSecondary, HookMode.Pre);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (hooked) return;
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if (hooked || Shoot_Secondary == null) return;
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hooked = true;
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Shoot_Secondary.Hook(ShootSecondary, HookMode.Pre);
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playersInAction.TryAdd(player.Index, 0);
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playersInAction.TryRemove(player.Index, out _);
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if (playersInAction.IsEmpty)
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{
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Shoot_Secondary.Unhook(ShootSecondary, HookMode.Pre);
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Shoot_Secondary?.Unhook(ShootSecondary, HookMode.Pre);
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hooked = false;
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}
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}
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@ -63,14 +63,6 @@ namespace src.player.skills
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if (player == null || !player.IsValid || player.Team == CsTeam.Spectator) continue;
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var targetHandle = player.Pawn.Value?.ObserverServices?.ObserverTarget.Value?.Handle ?? nint.Zero;
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bool isObservingNinja = false;
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if (targetHandle != nint.Zero)
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{
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var target = Utilities.GetPlayers().FirstOrDefault(p => p?.Pawn?.Value?.Handle == targetHandle);
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var targetInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(target)?.Index);
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if (targetInfo?.Skill == skillName) isObservingNinja = true;
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}
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foreach (var playerIndex in invisiblePlayers.Keys)
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{
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@ -81,25 +73,26 @@ namespace src.player.skills
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if (player.Team == playerController.Team)
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continue;
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if (!isObservingNinja)
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{
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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// Only the actively spectated pawn stays transmitted; hiding it breaks the camera.
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if (targetHandle != nint.Zero && playerPawn.Handle == targetHandle)
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continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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var bombIndex = GetBombIndex(playerController);
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if (bombIndex == null) continue;
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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var bombIndex = GetBombIndex(playerController);
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if (bombIndex == null) continue;
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var bombEntity = Utilities.GetEntityFromIndex<CBaseEntity>((int)bombIndex);
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if (bombEntity == null || !bombEntity.IsValid) continue;
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if (info.TransmitEntities.Contains(bombEntity.Index))
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info.TransmitEntities.Remove(bombEntity.Index);
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}
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}
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}
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@ -139,8 +132,6 @@ namespace src.player.skills
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if (EntityManager.GetPlayerEntities(player.Index, "empty_prop").Count == 0)
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CreatePlayerPosProp(player);
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SkillUtils.ForceFullUpdateToAll();
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}
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public static void DisableSkill(CCSPlayerController player)
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@ -148,8 +139,6 @@ namespace src.player.skills
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SkillUtils.SetPlayerInvisibility(player, 0);
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invisiblePlayers.TryRemove(player.Index, out _);
|
||||
EntityManager.DestroyPlayerEntities(player.Index);
|
||||
|
||||
SkillUtils.ForceFullUpdateToAll();
|
||||
}
|
||||
|
||||
private static void CreatePlayerPosProp(CCSPlayerController player)
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using CounterStrikeSharp.API;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Modules.Cvars;
|
||||
using CounterStrikeSharp.API.Modules.Memory;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
using src.utils;
|
||||
|
|
@ -12,10 +13,19 @@ namespace src.player.skills
|
|||
{
|
||||
private const Skills skillName = Skills.Planter;
|
||||
private static readonly ConcurrentDictionary<uint, float> plantingPlayers = [];
|
||||
// mp_c4timer is an Int32 cvar; captured at load so restore never picks up another skill's override.
|
||||
private static int defaultC4Timer = 40;
|
||||
|
||||
public static void LoadSkill()
|
||||
{
|
||||
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
|
||||
defaultC4Timer = ConVar.Find("mp_c4timer")?.GetPrimitiveValue<int>() ?? 40;
|
||||
}
|
||||
|
||||
public static void EnableSkill(CCSPlayerController player)
|
||||
{
|
||||
// At round start (not at plant) so the client HUD/alert countdown is right before the plant completes.
|
||||
Server.ExecuteCommand($"mp_c4timer {SkillsInfo.GetValue<int>(skillName, "extraC4BlowTime")}");
|
||||
}
|
||||
|
||||
public static void BombBeginplant(EventBombBeginplant @event)
|
||||
|
|
@ -59,6 +69,8 @@ namespace src.player.skills
|
|||
foreach (var player in Utilities.GetPlayers())
|
||||
DisableSkill(player);
|
||||
plantingPlayers.Clear();
|
||||
|
||||
Server.ExecuteCommand($"mp_c4timer {defaultC4Timer}");
|
||||
}
|
||||
|
||||
public static void DisableSkill(CCSPlayerController player)
|
||||
|
|
|
|||
|
|
@ -31,7 +31,9 @@ namespace src.player.skills
|
|||
private static void SetEnemiesVisibleOnRadar(CCSPlayerController player)
|
||||
{
|
||||
if (player == null || !player.IsValid || player.PlayerPawn?.Value == null) return;
|
||||
int playerIndex = (int)player.Index - 1;
|
||||
|
||||
// SpottedByMask is indexed by player slot (0-63), not entity index.
|
||||
int slot = player.Slot;
|
||||
|
||||
foreach (var enemy in Utilities.GetPlayers().FindAll(p => p.Team != player.Team))
|
||||
{
|
||||
|
|
@ -39,17 +41,21 @@ namespace src.player.skills
|
|||
if (enemyEvent == null || !enemyEvent.IsValid) continue;
|
||||
|
||||
var enemyPawn = enemyEvent.PlayerPawn.Value;
|
||||
if (enemyPawn == null) continue;
|
||||
if (enemyPawn == null || !enemyPawn.IsValid) continue;
|
||||
|
||||
enemyPawn.EntitySpottedState.SpottedByMask[0] |= (1u << (int)(playerIndex % 32));
|
||||
// Invisibility (low render alpha) beats the radar hack.
|
||||
if (enemyPawn.Render.A < 200) continue;
|
||||
|
||||
// Only the observer's slot bit — the Spotted bool would reveal to the whole team.
|
||||
enemyPawn.EntitySpottedState.SpottedByMask[0] |= (1u << (slot % 32));
|
||||
}
|
||||
|
||||
|
||||
var bombEntities = Utilities.FindAllEntitiesByDesignerName<CC4>("weapon_c4").ToList();
|
||||
if (bombEntities.Count != 0)
|
||||
{
|
||||
var bomb = bombEntities.FirstOrDefault();
|
||||
if (bomb != null && bomb.IsValid)
|
||||
bomb.EntitySpottedState.SpottedByMask[0] |= (1u << (int)(playerIndex % 32));
|
||||
bomb.EntitySpottedState.SpottedByMask[0] |= (1u << (slot % 32));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using CounterStrikeSharp.API;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Modules.Cvars;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
using src.utils;
|
||||
using static src.jRandomSkills;
|
||||
|
|
@ -15,6 +16,8 @@ namespace src.player.skills
|
|||
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
|
||||
}
|
||||
|
||||
private static int GetMaxMoney() => ConVar.Find("mp_maxmoney")?.GetPrimitiveValue<int>() ?? 16000;
|
||||
|
||||
public static void EnableSkill(CCSPlayerController player)
|
||||
{
|
||||
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
|
||||
|
|
@ -24,7 +27,7 @@ namespace src.player.skills
|
|||
var moneyServices = player.InGameMoneyServices;
|
||||
if (moneyServices == null) return;
|
||||
|
||||
moneyBonus = Math.Min(moneyBonus, 16000 - moneyServices.Account);
|
||||
moneyBonus = Math.Min(moneyBonus, GetMaxMoney() - moneyServices.Account);
|
||||
|
||||
playerInfo.SkillChance = moneyBonus;
|
||||
AddMoney(player, moneyBonus);
|
||||
|
|
@ -48,7 +51,7 @@ namespace src.player.skills
|
|||
var moneyServices = player.InGameMoneyServices;
|
||||
if (moneyServices == null) return;
|
||||
|
||||
moneyServices.Account = Math.Clamp(moneyServices.Account + money, minimum, 16000);
|
||||
moneyServices.Account = Math.Clamp(moneyServices.Account + money, minimum, GetMaxMoney());
|
||||
Utilities.SetStateChanged(player, "CCSPlayerController", "m_pInGameMoneyServices");
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using CounterStrikeSharp.API;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
using static src.jRandomSkills;
|
||||
using System.Collections.Concurrent;
|
||||
|
|
@ -10,7 +11,7 @@ namespace src.player.skills
|
|||
public class SecondLife : ISkill
|
||||
{
|
||||
private const Skills skillName = Skills.SecondLife;
|
||||
private static readonly ConcurrentDictionary<nint, int> secondLifePlayers = [];
|
||||
private static readonly ConcurrentDictionary<nint, byte> usedThisRound = [];
|
||||
private static readonly object setLock = new();
|
||||
|
||||
public static void LoadSkill()
|
||||
|
|
@ -20,30 +21,53 @@ namespace src.player.skills
|
|||
|
||||
public static void NewRound()
|
||||
{
|
||||
secondLifePlayers.Clear();
|
||||
usedThisRound.Clear();
|
||||
}
|
||||
|
||||
public static void PlayerHurt(EventPlayerHurt @event)
|
||||
// Must intercept pre-damage: player_hurt fires after the death is committed, so a
|
||||
// lethal hit (esp. fall damage) can't be undone there. Cancelling the blow here keeps the respawn clean.
|
||||
public static void OnTakeDamage(DynamicHook h)
|
||||
{
|
||||
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
|
||||
var victimEntity = h.GetParam<CEntityInstance>(0);
|
||||
var info = h.GetParam<CTakeDamageInfo>(1);
|
||||
if (victimEntity == null || !victimEntity.IsValid || info == null) return;
|
||||
|
||||
if (!Instance.IsPlayerValid(victim)) return;
|
||||
var victimInfo = PlayerManager.GetPlayerByIndex(victim!.Index);
|
||||
var victimPawn = victimEntity.As<CCSPlayerPawn>();
|
||||
if (victimPawn == null || !victimPawn.IsValid || victimPawn.DesignerName != "player") return;
|
||||
|
||||
var victimController = victimPawn.Controller.Value;
|
||||
if (victimController == null || !victimController.IsValid) return;
|
||||
|
||||
var victim = victimController.As<CCSPlayerController>();
|
||||
if (victim == null || !victim.IsValid || !victim.PawnIsAlive) return;
|
||||
|
||||
var victimInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index));
|
||||
if (victimInfo == null || victimInfo.Skill != skillName) return;
|
||||
|
||||
var victimPawn = victim!.PlayerPawn.Value;
|
||||
if (victimPawn!.Health > 0 || (secondLifePlayers.TryGetValue(victim.Handle, out int tick) && tick + 4 < Server.TickCount))
|
||||
return;
|
||||
if (info.Damage < victimPawn.Health) return;
|
||||
if (usedThisRound.ContainsKey(victim.Handle)) return;
|
||||
|
||||
lock (setLock)
|
||||
{
|
||||
SetHealth(victim, SkillsInfo.GetValue<int>(skillName, "startHealth"));
|
||||
if (usedThisRound.ContainsKey(victim.Handle)) return;
|
||||
|
||||
var spawnpoint = SkillUtils.GetSpawnPointVector(victim);
|
||||
if (spawnpoint == null) return;
|
||||
if (spawnpoint == null) return; // no clean respawn point -> let the normal death happen
|
||||
|
||||
victimPawn.Teleport(spawnpoint, null, null);
|
||||
secondLifePlayers.TryAdd(victim.Handle, Server.TickCount);
|
||||
usedThisRound.TryAdd(victim.Handle, 0);
|
||||
info.Damage = 0;
|
||||
|
||||
int startHealth = SkillsInfo.GetValue<int>(skillName, "startHealth");
|
||||
Server.NextFrame(() =>
|
||||
{
|
||||
if (victim == null || !victim.IsValid) return;
|
||||
var pawn = victim.PlayerPawn.Value;
|
||||
if (pawn == null || !pawn.IsValid) return;
|
||||
|
||||
pawn.Health = startHealth;
|
||||
Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
|
||||
pawn.Teleport(spawnpoint, null, new Vector(0, 0, 0));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -54,7 +78,7 @@ namespace src.player.skills
|
|||
|
||||
public static void DisableSkill(CCSPlayerController player)
|
||||
{
|
||||
secondLifePlayers.TryRemove(player.Handle, out _);
|
||||
usedThisRound.TryRemove(player.Handle, out _);
|
||||
if (player.PlayerPawn.Value == null) return;
|
||||
SetHealth(player, Math.Min(player.PlayerPawn.Value.Health + SkillsInfo.GetValue<int>(skillName, "startHealth"), 100));
|
||||
}
|
||||
|
|
@ -73,4 +97,4 @@ namespace src.player.skills
|
|||
public int StartHealth { get; set; } = startHealth;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -83,7 +83,7 @@ namespace src.player.skills
|
|||
var attackerPawn = attacker.PlayerPawn.Value;
|
||||
if (attackerPawn == null || !attackerPawn.IsValid) return false;
|
||||
|
||||
var victimPawn = attacker.PlayerPawn.Value;
|
||||
var victimPawn = victim.PlayerPawn.Value;
|
||||
if (victimPawn == null || !victimPawn.IsValid) return false;
|
||||
|
||||
var result = RayTrace.TraceHullShape(
|
||||
|
|
@ -123,7 +123,11 @@ namespace src.player.skills
|
|||
Vector direction = SkillUtils.GetForwardVector(targetAngle);
|
||||
Vector targetPos = victimPos - (direction * distance);
|
||||
|
||||
if (CheckTeleport(attacker, victim, victimPos, targetPos, targetAngle))
|
||||
// Trace can only ignore one entity (victim); start a step out so the attacker's
|
||||
// own body in melee range doesn't clip the hull and report a false "no space".
|
||||
Vector traceStart = victimPos - (direction * 20f);
|
||||
|
||||
if (CheckTeleport(attacker, victim, traceStart, targetPos, targetAngle))
|
||||
{
|
||||
attackerPawn.Teleport(targetPos, targetAngle, Vector.Zero);
|
||||
teleported = true;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using CounterStrikeSharp.API;
|
||||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Modules.Cvars;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
using src.utils;
|
||||
using static src.jRandomSkills;
|
||||
|
|
@ -9,10 +10,24 @@ namespace src.player.skills
|
|||
public class ShortBomb : ISkill
|
||||
{
|
||||
private const Skills skillName = Skills.ShortBomb;
|
||||
// mp_c4timer is an Int32 cvar; captured at load so restore never picks up another skill's override.
|
||||
private static int defaultC4Timer = 40;
|
||||
|
||||
public static void LoadSkill()
|
||||
{
|
||||
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
|
||||
defaultC4Timer = ConVar.Find("mp_c4timer")?.GetPrimitiveValue<int>() ?? 40;
|
||||
}
|
||||
|
||||
public static void EnableSkill(CCSPlayerController player)
|
||||
{
|
||||
// At round start (not at plant) so the client HUD/alert countdown is right before the plant completes.
|
||||
Server.ExecuteCommand($"mp_c4timer {SkillsInfo.GetValue<int>(skillName, "detonationTime")}");
|
||||
}
|
||||
|
||||
public static void NewRound()
|
||||
{
|
||||
Server.ExecuteCommand($"mp_c4timer {defaultC4Timer}");
|
||||
}
|
||||
|
||||
public static void BombPlanted(EventBombPlanted @event)
|
||||
|
|
|
|||
|
|
@ -95,6 +95,10 @@ namespace src.player.skills
|
|||
|
||||
public static bool OnWeaponCanAcquire(DynamicHook hook, CCSPlayerController player, CEconItemView econItem, CCSWeaponBaseVData vdata)
|
||||
{
|
||||
// vdata can be non-null yet point at freed/invalid schema memory; reading
|
||||
// .Name then throws NullReferenceException inside get_Name(). Guard the handle.
|
||||
if (vdata == null || vdata.Handle == IntPtr.Zero) return false;
|
||||
|
||||
string weaponName = vdata.Name;
|
||||
if (string.IsNullOrEmpty(weaponName)) return false;
|
||||
|
||||
|
|
@ -123,15 +127,12 @@ namespace src.player.skills
|
|||
public static void EnableSkill(CCSPlayerController _)
|
||||
{
|
||||
Event.EnableTransmit();
|
||||
SkillUtils.ForceFullUpdateToAll();
|
||||
}
|
||||
|
||||
public static void DisableSkill(CCSPlayerController player)
|
||||
{
|
||||
if (knivesInfo.TryRemove(player.Index, out KnifeInfo? knifeInfo) && knifeInfo != null)
|
||||
DisableKnifeSkill(knifeInfo);
|
||||
|
||||
SkillUtils.ForceFullUpdateToAll();
|
||||
}
|
||||
|
||||
public static void DisableKnifeSkill(KnifeInfo knifeInfo)
|
||||
|
|
|
|||
|
|
@ -28,19 +28,30 @@ namespace src.player.skills
|
|||
temporaryBlockList.TryRemove(kvp.Key, out _);
|
||||
}
|
||||
|
||||
// One pawn->info map per frame instead of a GetPlayers scan per client.
|
||||
var infoByPawnHandle = new Dictionary<nint, jSkill_PlayerInfo?>();
|
||||
foreach (var p in Utilities.GetPlayers())
|
||||
{
|
||||
var h = p?.Pawn?.Value?.Handle;
|
||||
if (p != null && p.IsValid && h != null)
|
||||
infoByPawnHandle[h.Value] = PlayerManager.GetPlayerByIndex(p.Index);
|
||||
}
|
||||
|
||||
foreach (var (info, player) in infoList)
|
||||
{
|
||||
if (player == null || !player.IsValid) continue;
|
||||
|
||||
var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
|
||||
var observedPlayer = Utilities.GetPlayers().FirstOrDefault(p => p?.Pawn?.Value?.Handle == player?.Pawn?.Value?.ObserverServices?.ObserverTarget?.Value?.Handle);
|
||||
var observerInfo = observedPlayer != null ? PlayerManager.GetPlayerByIndex(observedPlayer.Index) : null;
|
||||
var targetHandle = player.Pawn.Value?.ObserverServices?.ObserverTarget?.Value?.Handle ?? nint.Zero;
|
||||
jSkill_PlayerInfo? observerInfo = null;
|
||||
if (targetHandle != nint.Zero)
|
||||
infoByPawnHandle.TryGetValue(targetHandle, out observerInfo);
|
||||
|
||||
foreach (var kvp in glows)
|
||||
{
|
||||
var enemyIndex = kvp.Key;
|
||||
var glowInfo = kvp.Value;
|
||||
var enemy = Utilities.GetPlayers().FirstOrDefault(e => e != null && e.IsValid && e.Index == enemyIndex);
|
||||
var enemy = Utilities.GetPlayerFromIndex((int)enemyIndex);
|
||||
|
||||
bool hasSkill = playerInfo?.Skill == skillName;
|
||||
bool observerHasSkill = observerInfo != null && observerInfo?.Skill == skillName;
|
||||
|
|
@ -85,8 +96,9 @@ namespace src.player.skills
|
|||
var relayIndex = kvp.Value.RelayIndex;
|
||||
var glowIndex = kvp.Value.GlowIndex;
|
||||
|
||||
SkillUtils.SafeKillEntity<CDynamicProp>(relayIndex);
|
||||
// The glow follows the relay, so it dies first.
|
||||
SkillUtils.SafeKillEntity<CDynamicProp>(glowIndex);
|
||||
SkillUtils.SafeKillEntity<CDynamicProp>(relayIndex);
|
||||
|
||||
temporaryBlockList.TryAdd(relayIndex, DateTime.Now.AddSeconds(2));
|
||||
temporaryBlockList.TryAdd(glowIndex, DateTime.Now.AddSeconds(2));
|
||||
|
|
@ -103,8 +115,6 @@ namespace src.player.skills
|
|||
|
||||
if (glows.IsEmpty)
|
||||
SetGlowEffectForAll();
|
||||
|
||||
SkillUtils.ForceFullUpdateToAll();
|
||||
}
|
||||
|
||||
public static void DisableSkill(CCSPlayerController player)
|
||||
|
|
@ -116,8 +126,6 @@ namespace src.player.skills
|
|||
NewRound();
|
||||
return;
|
||||
}
|
||||
|
||||
SkillUtils.ForceFullUpdateToAll();
|
||||
}
|
||||
|
||||
private static void SetGlowEffectForAll()
|
||||
|
|
@ -149,6 +157,9 @@ namespace src.player.skills
|
|||
if (modelGlow == null || !modelGlow.IsValid || modelRelay == null || !modelRelay.IsValid)
|
||||
continue;
|
||||
|
||||
// Register before spawn so the glow is filtered from its first snapshot.
|
||||
glows.TryAdd(enemy.Index, (modelRelay.Index, modelGlow.Index, enemy.Team));
|
||||
|
||||
var relayEntity = modelRelay.CBodyComponent?.SceneNode?.Owner?.Entity;
|
||||
if (relayEntity != null)
|
||||
relayEntity.Flags = (uint)(relayEntity.Flags & ~(1 << 2));
|
||||
|
|
@ -180,8 +191,6 @@ namespace src.player.skills
|
|||
|
||||
modelRelay.AcceptInput("FollowEntity", enemyPawn, modelRelay, "!activator");
|
||||
modelGlow.AcceptInput("FollowEntity", modelRelay, modelGlow, "!activator");
|
||||
|
||||
glows.TryAdd(enemy.Index, (modelRelay.Index, modelGlow.Index, enemy.Team));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue