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75
jRandomSkills - SRC Files/src/utils/SkillUtils.cs
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75
jRandomSkills - SRC Files/src/utils/SkillUtils.cs
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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using CounterStrikeSharp.API.Modules.Utils;
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using jRandomSkills.src.player;
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namespace jRandomSkills
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{
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public static class SkillUtils
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{
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public static void PrintToChat(CCSPlayerController player, string msg, bool isError)
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{
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string checkIcon = isError ? $"{ChatColors.DarkRed}✖{ChatColors.LightRed}" : $"{ChatColors.Green}✔{ChatColors.Lime}";
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player.PrintToChat($" {ChatColors.DarkRed}► {ChatColors.Green}[{ChatColors.DarkRed} jRadnomSkills {ChatColors.Green}] {checkIcon} {msg}");
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}
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public static void RegisterSkill(Skills skill, string color, bool display = true)
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{
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if (!SkillData.Skills.Any(s => s.Skill == skill))
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SkillData.Skills.Add(new dSkill_SkillInfo(skill, color, display));
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}
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public static void TryGiveWeapon(CCSPlayerController player, CsItem item, int count = 1)
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{
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string? itemString = EnumUtils.GetEnumMemberAttributeValue(item);
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if (string.IsNullOrWhiteSpace(itemString)) return;
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var exists = player.PlayerPawn.Value.WeaponServices.MyWeapons.FirstOrDefault(w => w.Value.DesignerName == itemString);
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if (exists == null)
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for (int i = 0; i < count; i++)
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player.GiveNamedItem(item);
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}
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public static Vector GetForwardVector(QAngle angles)
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{
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float pitch = angles.X * (float)(Math.PI / 180);
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float yaw = angles.Y * (float)(Math.PI / 180);
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float x = (float)(Math.Cos(pitch) * Math.Cos(yaw));
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float y = (float)(Math.Cos(pitch) * Math.Sin(yaw));
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float z = (float)Math.Sin(pitch);
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return new Vector(x, y, z);
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}
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public static void TakeHealth(CCSPlayerPawn pawn, int damage)
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{
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if (pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
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return;
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int newHealth = (int)(pawn.Health - damage);
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pawn.Health = newHealth;
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
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if (pawn.Health <= 0)
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Server.NextFrame(() =>
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{
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pawn?.CommitSuicide(false, true);
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});
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}
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public static void AddHealth(CCSPlayerPawn pawn, int extraHealth, int maxHealth = 100)
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{
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if (pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
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return;
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int newHealth = (int)(pawn.Health + extraHealth);
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pawn.Health = Math.Min(newHealth, maxHealth);
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
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pawn.MaxHealth = maxHealth;
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iMaxHealth");
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}
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}
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}
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