v1.2.2.b3
## 📋 Changelog - #### General: - ###### Updated Chinese language translation by [by: [@Ericzzrbb](hhttps://github.com/Ericzzrbb)]. - ###### Fixed a bug where a player could be given multiple skills at once while the HUD displayed only one (the player list was never cleared on map change and had no duplicate protection on join). [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Fixed skill names and descriptions showing the raw translation key on Turkish servers (culture-sensitive lowercasing) - affected skills starting with "I" (e.g. Illiterate, Impostor, InfiniteAmmo, Iana). [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### RayTrace-based skills and the skill-use button no longer throw when the RayTrace module is not installed - they now degrade gracefully instead of crashing. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Fixed the skill-use button (when bound to Use/E) blocking option selection inside WSAD target menus. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Performance: cached reflection lookups in `SkillAction` and `SkillsInfo.GetValue`, and de-duplicated the repeated event-dispatch logic on hot paths (OnTick, OnTakeDamage, etc.). [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Stability: removed dead methods that threw `NotImplementedException`, hardened team-score handling, and reset all skill state on round start / map change. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Build: post-build copy paths now follow the active `$(Configuration)` and `$(TargetFramework)`. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Added new Turkish translation strings for the skill notifications listed below. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Fixed bot-related messages so they now display correctly in the chat of the controlling player. - ###### When a player takes control of a bot, all active skill effects affecting that bot are now correctly transferred to the controlling player. - ###### Prevented bots from automatically using skills while being controlled by a player. - #### Skill improvements: - ###### Wallhack: - ###### Fixed enemy outlines briefly flashing for everyone when the skill holder dies. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Area Reaper: - ###### Teammates (CT) are now notified which bombsite (A/B) was sealed. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Wild Throw: - ###### Now notifies the targeted player, consistent with other targeted skills. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Careful Bullets / Darkness / Deaf / Glitch / Jammer / Jump Ban / Magnifier / Poison / Primary Ban / Wild Throw: - ###### The targeted player is now notified when the effect ends after the skill holder dies. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Careful Bullets: - ###### Added damage-taken sound effects when missing a shot - ###### C4 Camouflage / Ninja: - ###### Fixed a bug where dying with invisibility active and taking control of a bot would grant invisibility to the bot as well. - ###### Poison: - ###### Added damage-taken sound effects. - ###### Primary Ban: - ###### Changed mechanic to directly block shooting weapons instead of forcing a weapon switch to the knife. - ###### Hot Bomb: - ###### Replaced the bomb-burning sound effects. - ###### Added a notification when the burning effect ends and the bomb returns to its normal color.
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45 changed files with 831 additions and 173 deletions
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@ -58,7 +58,7 @@ namespace src.player.skills
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playerInfo.SkillUsed = false;
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var enemies = Utilities.GetPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.Team != player.Team && !p.IsHLTV && p.Team != CsTeam.Spectator && p.Team != CsTeam.None).ToArray();
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var enemies = Utilities.GetPlayers().Where(p => p.IsValid && p.PlayerPawn?.Value?.Health > 0 && p.Team != player.Team && !p.IsHLTV && p.Team != CsTeam.Spectator && p.Team != CsTeam.None).ToArray();
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if (enemies.Length > 0)
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{
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ConcurrentBag<(string, string)> menuItems = [.. enemies.Select(e => ($"\u202A{e.PlayerName}\u202C : {(e.InGameMoneyServices?.Account ?? 0)}$", e.Index.ToString()))];
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@ -77,29 +77,35 @@ namespace src.player.skills
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string option = commands[0];
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if (string.IsNullOrEmpty(option)) return;
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playerInfo.SkillUsed)
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{
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player.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_used_info")}");
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playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_used_info")}");
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return;
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}
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if (uint.TryParse(option, out uint enemyIndex))
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{
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var enemy = Utilities.GetEntityFromIndex<CCSPlayerController>((int)enemyIndex);
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if (enemy != null && enemy.IsValid && enemy.PawnIsAlive && enemy.Team != player.Team)
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if (enemy != null && enemy.IsValid && enemy.PlayerPawn?.Value?.Health > 0 && enemy.Team != player.Team)
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{
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ResetMoney(enemy);
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playerInfo.SkillUsed = true;
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SkillUtils.CloseMenu(player);
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player.PrintToChat($" {ChatColors.Lime}{player.GetTranslation("bankrupt_player_info", enemy.PlayerName)}");
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enemy.PrintToChat($" {ChatColors.Red}{enemy.GetTranslation("bankrupt_enemy_info")}");
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playerEvent.PrintToChat($" {ChatColors.Lime}{playerEvent.GetTranslation("bankrupt_player_info", enemy.PlayerName)}");
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var enemyEvent = PlayerManager.GetPlayerFromEvent(enemy);
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if (enemyEvent != null && enemyEvent.IsValid)
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enemyEvent.PrintToChat($" {ChatColors.Red}{enemyEvent.GetTranslation("bankrupt_enemy_info")}");
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return;
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}
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}
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player.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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}
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private static void ResetMoney(CCSPlayerController enemy)
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