v1.1.5
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96 changed files with 1279 additions and 413 deletions
148
jRandomSkills - SRC Files/src/player/skills/Earthquake.cs
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148
jRandomSkills - SRC Files/src/player/skills/Earthquake.cs
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Utils;
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using jRandomSkills.src.player;
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using jRandomSkills.src.utils;
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using static jRandomSkills.jRandomSkills;
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namespace jRandomSkills
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{
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public class Earthquake : ISkill
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{
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private const Skills skillName = Skills.Earthquake;
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private static readonly float timerCooldown = Config.GetValue<float>(skillName, "cooldown");
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private static readonly float amplitude = Config.GetValue<float>(skillName, "amplitude");
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private static readonly float frequency = Config.GetValue<float>(skillName, "frequency");
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private static readonly float duration = Config.GetValue<float>(skillName, "duration");
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private static readonly float radius = Config.GetValue<float>(skillName, "radius");
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private static readonly Dictionary<ulong, PlayerSkillInfo> SkillPlayerInfo = [];
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, Config.GetValue<string>(skillName, "color"));
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}
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public static void NewRound()
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{
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SkillPlayerInfo.Clear();
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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SkillPlayerInfo[player.SteamID] = new PlayerSkillInfo
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{
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SteamID = player.SteamID,
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CanUse = true,
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Cooldown = DateTime.MinValue,
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};
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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SkillPlayerInfo.Remove(player.SteamID);
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}
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public static void PlayerDeath(EventPlayerDeath @event)
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{
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var player = @event.Userid;
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if (player == null || !player.IsValid) return;
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
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if (playerInfo?.Skill == skillName)
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SkillPlayerInfo.Remove(player.SteamID);
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}
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public static void OnTick()
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{
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foreach (var player in Utilities.GetPlayers())
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{
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
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if (playerInfo?.Skill == skillName)
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if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo))
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UpdateHUD(player, skillInfo);
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}
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}
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private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
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{
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float cooldown = 0;
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if (skillInfo != null)
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{
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float time = (int)(skillInfo.Cooldown.AddSeconds(timerCooldown) - DateTime.Now).TotalSeconds;
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cooldown = Math.Max(time, 0);
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if (cooldown == 0 && skillInfo?.CanUse == false)
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skillInfo.CanUse = true;
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}
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var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == skillName);
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if (skillData == null) return;
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string infoLine = $"<font class='fontSize-l' class='fontWeight-Bold' color='#FFFFFF'>{player.GetTranslation("your_skill")}:</font> <br>";
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string skillLine = $"<font class='fontSize-l' class='fontWeight-Bold' color='{skillData.Color}'>{player.GetSkillName(skillData.Skill)}</font> <br>";
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string remainingLine = cooldown != 0 ? $"<font class='fontSize-m' color='#FFFFFF'>{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}</font> <br>" : "";
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var hudContent = infoLine + skillLine + remainingLine;
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player.PrintToCenterHtml(hudContent);
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}
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public static void UseSkill(CCSPlayerController player)
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{
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn?.CBodyComponent == null) return;
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if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo))
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{
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if (!player.IsValid || !player.PawnIsAlive) return;
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if (skillInfo.CanUse)
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{
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skillInfo.CanUse = false;
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skillInfo.Cooldown = DateTime.Now;
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MakeShake(player);
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}
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}
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}
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private static void MakeShake(CCSPlayerController player)
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{
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foreach (var enemy in Utilities.GetPlayers().Where(p => p != null && p.IsValid && p.PawnIsAlive))
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CreateShake(player);
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}
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private static void CreateShake(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
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var shake = Utilities.CreateEntityByName<CEnvShake>("env_shake");
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if (shake == null) return;
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shake.DispatchSpawn();
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if (!shake.IsValid) return;
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shake.Amplitude = amplitude;
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shake.Frequency = frequency;
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shake.Duration = duration;
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shake.Radius = radius;
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shake.Teleport(new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z));
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shake.AcceptInput("SetParent", pawn, pawn, "!activator");
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shake.AcceptInput("StartShake");
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}
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public class PlayerSkillInfo
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{
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public ulong SteamID { get; set; }
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public bool CanUse { get; set; }
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public DateTime Cooldown { get; set; }
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}
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public class SkillConfig(Skills skill = skillName, bool active = false, string color = "#42f59b", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 16f, float amplitude = 15f, float frequency = 500f, float duration = 8f, float radius = 50f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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{
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public float Cooldown { get; set; } = cooldown;
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public float Amplitude { get; set; } = amplitude;
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public float Frequency { get; set; } = frequency;
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public float Duration { get; set; } = duration;
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public float Radius { get; set; } = radius;
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}
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}
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}
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