v1.2.2.b5
Fixed conflicts with the merge https://github.com/Juzlus/jRandomSkills/pull/33 - #### General: - ###### Fixed players' view angle snapping to look at (0, 0, 0) at round start (ForceFullUpdate was re-applying a zeroed view angle). [by: @ByDexterTR and @Juzlus]. - ###### Stability: skills are now correctly disabled and cleaned up on attacker-less deaths (fall damage, drowning, world). [by: @ByDexterTR]. - ###### Performance: the end-of-round skill summary now runs in a single timer instead of one per player, and skips players who disconnect during the delay. [by: @ByDexterTR]. - #### Skill improvements: - ###### Re-Zombie: - ###### Fixed the player dying instead of respawning with full zombie health. [by: @ByDexterTR]. - ###### Jester: - ###### Armor no longer drains while the skill is active. [by: @ByDexterTR]. - ###### Soundmaker / Anomaly: - ###### Updated the description. [by: @ByDexterTR].
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25 changed files with 201 additions and 83 deletions
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@ -118,13 +118,30 @@ namespace src.player.skills
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if (!Instance.IsPlayerValid(attacker))
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{
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if (jesterVictim != null && jesterVictim.Active)
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{
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SkillUtils.RestoreHealth(victim);
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RestoreArmor(victim, @event.DmgArmor);
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}
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return;
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}
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var jesterAttacker = GetJesterInfo(attacker!.Index);
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if ((jesterVictim != null && jesterVictim.Active) || (jesterAttacker != null && jesterAttacker.Active))
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{
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SkillUtils.RestoreHealth(victim);
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RestoreArmor(victim, @event.DmgArmor);
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}
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}
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private static void RestoreArmor(CCSPlayerController? victim, int dmgArmor)
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{
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if (victim == null || !victim.IsValid || dmgArmor <= 0) return;
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var pawn = victim.PlayerPawn?.Value;
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if (pawn == null || !pawn.IsValid) return;
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pawn.ArmorValue += dmgArmor;
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Utilities.SetStateChanged(pawn, "CCSPlayerPawn", "m_ArmorValue");
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}
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public static void EnableSkill(CCSPlayerController player)
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