v1.0.3
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87 changed files with 4957 additions and 1558 deletions
92
jRandomSkills - SRC Files/src/player/skills/Wallhack.cs
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92
jRandomSkills - SRC Files/src/player/skills/Wallhack.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 System.Drawing;
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using static jRandomSkills.jRandomSkills;
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namespace jRandomSkills
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{
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public class Wallhack : ISkill
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{
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private static Skills skillName = Skills.Wallhack;
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private static List<CDynamicProp> glows = new List<CDynamicProp>();
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public static void LoadSkill()
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{
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if (Config.config.SkillsInfo.FirstOrDefault(s => s.Name == skillName.ToString())?.Active != true)
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return;
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Utils.RegisterSkill(skillName, "#5d00ff");
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Instance.RegisterEventHandler<EventRoundFreezeEnd>((@event, @info) =>
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{
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glows.Clear();
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Instance.AddTimer(.1f, () =>
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{
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foreach (var player in Utilities.GetPlayers())
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{
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if (!Instance.IsPlayerValid(player)) continue;
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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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{
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EnableSkill(player);
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}
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}
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});
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return HookResult.Continue;
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});
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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SetGlowEffectForEnemies(player);
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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foreach (var glow in glows)
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{
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glows.Remove(glow);
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glow.Remove();
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}
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}
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private static void SetGlowEffectForEnemies(CCSPlayerController player)
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{
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foreach (var enemy in Utilities.GetPlayers().FindAll(p => p.Team != player.Team && p.PawnIsAlive))
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{
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var enemyPawn = enemy.PlayerPawn.Value;
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var modelGlow = Utilities.CreateEntityByName<CDynamicProp>("prop_dynamic");
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var modelRelay = Utilities.CreateEntityByName<CDynamicProp>("prop_dynamic");
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if (modelGlow == null || modelRelay == null)
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return;
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modelRelay.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(modelRelay.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
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modelRelay.SetModel(enemyPawn!.CBodyComponent!.SceneNode!.GetSkeletonInstance().ModelState.ModelName);
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modelRelay.Spawnflags = 256u;
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modelRelay.RenderMode = RenderMode_t.kRenderNone;
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modelRelay.DispatchSpawn();
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modelGlow.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(modelGlow.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
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modelGlow.SetModel(enemyPawn!.CBodyComponent!.SceneNode!.GetSkeletonInstance().ModelState.ModelName);
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modelGlow.Spawnflags = 256u;
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modelGlow.Render = Color.FromArgb(1, 255, 255, 255);
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modelGlow.DispatchSpawn();
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modelGlow.Glow.GlowColorOverride = enemy.Team == CsTeam.Terrorist ? Color.FromArgb(255, 255, 165, 0) : Color.FromArgb(255, 173, 216, 230);
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modelGlow.Glow.GlowRange = 5000;
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modelGlow.Glow.GlowTeam = (int)player.Team;
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modelGlow.Glow.GlowType = 3;
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modelGlow.Glow.GlowRangeMin = 100;
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modelRelay.AcceptInput("FollowEntity", enemyPawn, modelRelay, "!activator");
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modelGlow.AcceptInput("FollowEntity", modelRelay, modelGlow, "!activator");
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glows.Add(modelRelay);
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}
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}
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}
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}
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