v1.1.0
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75
jRandomSkills - SRC Files/src/player/skills/BladeMaster.cs
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75
jRandomSkills - SRC Files/src/player/skills/BladeMaster.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 static jRandomSkills.jRandomSkills;
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namespace jRandomSkills
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{
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public class BladeMaster : ISkill
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{
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private const Skills skillName = Skills.BladeMaster;
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private static string[] noReflectionWeapon = { "inferno", "flashbang", "smokegrenade", "decoy", "hegrenade", "knife" };
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private static float torseReflectionChance = Config.GetValue<float>(skillName, "torseReflectionChance") * 100;
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private static float legReflectionChance = Config.GetValue<float>(skillName, "legReflectionChance") * 100;
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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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Instance.RegisterEventHandler<EventPlayerHurt>((@event, info) =>
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{
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var victim = @event.Userid;
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int damage = @event.DmgHealth;
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HitGroup_t hitGroup = (HitGroup_t)@event.Hitgroup;
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string weapon = @event.Weapon;
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if (noReflectionWeapon.Contains(weapon) || !Instance.IsPlayerValid(victim)) return HookResult.Continue;
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var victimInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == victim.SteamID);
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if (victimInfo == null || victimInfo.Skill != skillName) return HookResult.Continue;
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int chance = Instance.Random.Next(0, 101);
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if (hitGroup == HitGroup_t.HITGROUP_LEFTLEG || hitGroup == HitGroup_t.HITGROUP_RIGHTLEG)
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{
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if (chance > legReflectionChance)
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return HookResult.Continue;
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}
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else
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if (chance > torseReflectionChance)
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return HookResult.Continue;
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var pawn = victim.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return HookResult.Continue;
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var activeWeapon = pawn.WeaponServices.ActiveWeapon.Value;
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if (activeWeapon == null || !activeWeapon.IsValid || activeWeapon.DesignerName != "weapon_knife") return HookResult.Continue;
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RestoreHealth(victim, damage);
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return HookResult.Stop;
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});
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}
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private static void RestoreHealth(CCSPlayerController victim, float damage)
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{
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var playerPawn = victim.PlayerPawn.Value;
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var newHealth = playerPawn.Health + damage;
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if (newHealth > 100)
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newHealth = 100;
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playerPawn.Health = (int)newHealth;
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Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_iHealth");
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}
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public class SkillConfig : Config.DefaultSkillInfo
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{
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public float TorseReflectionChance { get; set; }
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public float LegReflectionChance { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#cc7504", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float torseReflectionChance = .95f, float legReflectionChance = .80f) : base(skill, active, color, onlyTeam, needsTeammates)
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{
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TorseReflectionChance = torseReflectionChance;
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LegReflectionChance = legReflectionChance;
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}
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}
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}
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}
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