v1.0.3
This commit is contained in:
parent
68776c3382
commit
576cee8cfb
87 changed files with 4957 additions and 1558 deletions
|
|
@ -1,66 +0,0 @@
|
|||
using CounterStrikeSharp.API.Core;
|
||||
using CounterStrikeSharp.API.Modules.Utils;
|
||||
using static dRandomSkills.dRandomSkills;
|
||||
|
||||
namespace dRandomSkills
|
||||
{
|
||||
public static class Cien
|
||||
{
|
||||
private const float TeleportDistance = 100.0f;
|
||||
|
||||
public static void LoadCien()
|
||||
{
|
||||
Utils.RegisterSkill("Cień", "Teleportujesz się za plecy trafionego wroga", "#18171A");
|
||||
|
||||
Instance.RegisterEventHandler<EventPlayerHurt>((@event, info) =>
|
||||
{
|
||||
var attacker = @event.Attacker;
|
||||
var victim = @event.Userid;
|
||||
|
||||
if (!IsPlayerValid(attacker) || !IsPlayerValid(victim)) return HookResult.Continue;
|
||||
|
||||
var victimInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == victim.SteamID);
|
||||
var attackerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == attacker.SteamID);
|
||||
|
||||
if (attackerInfo?.Skill == "Cień")
|
||||
{
|
||||
TeleportAttackerBehindVictim(attacker, victim);
|
||||
}
|
||||
|
||||
return HookResult.Continue;
|
||||
});
|
||||
}
|
||||
|
||||
private static bool IsPlayerValid(CCSPlayerController player)
|
||||
{
|
||||
return player != null && player.IsValid && player.PlayerPawn?.Value != null;
|
||||
}
|
||||
|
||||
private static void TeleportAttackerBehindVictim(CCSPlayerController attacker, CCSPlayerController victim)
|
||||
{
|
||||
var victimPawn = victim.PlayerPawn.Value;
|
||||
var attackerPawn = attacker.PlayerPawn.Value;
|
||||
|
||||
if (victimPawn == null || attackerPawn == null) return;
|
||||
|
||||
Vector victimPosition = victimPawn.AbsOrigin;
|
||||
QAngle victimAngles = victimPawn.AbsRotation;
|
||||
|
||||
Vector behindPosition = victimPosition - GetForwardVector(victimAngles) * TeleportDistance;
|
||||
|
||||
attackerPawn.Teleport(behindPosition, victimAngles, new Vector(0, 0, 0));
|
||||
}
|
||||
|
||||
private static Vector GetForwardVector(QAngle angles)
|
||||
{
|
||||
float pitch = angles.X * (float)(Math.PI / 180);
|
||||
float yaw = angles.Y * (float)(Math.PI / 180);
|
||||
|
||||
float x = (float)(Math.Cos(pitch) * Math.Cos(yaw));
|
||||
float y = (float)(Math.Cos(pitch) * Math.Sin(yaw));
|
||||
float z = (float)Math.Sin(pitch);
|
||||
|
||||
return new Vector(x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue