v1.2.3.b2 - Part 2

## GENERAL
- Added a css_entity admin command to check whether an entity with a given index/handle exists (prints the designer name to chat or console).
- Added a TakeDamage post-hook (OnTakeDamagePost) alongside the existing pre-hook, so skills can now react after damage has actually been applied, not just before.
- Added CreateMolotovProjectile (new CMolotovProjectile_CreateFunc signature) and CreateTrackedChicken entity helpers.
- Added a weapon_mp7 → weapon_mp5sd fallback mapping.
- Added class for KillfeedIcons

## SKILL IMPROVEMENTS
- Aimbot:
  -- Only forces a headshot hitgroup once (skips if it's already a head or an invalid hitgroup), and now restores the original hitgroup value in the new post-damage hook instead of leaving it overwritten.
- Tripwire:
  -- Reduced the default wire width from 1.5 to 0.7.

## NEW SKILLS:
- Berserker: You deal more damage and move faster as your health gets lower.
- Blast Shot: Press Attack2 with the MP5 to fire an HE grenade.
- Demon Eye: You deal damage to every enemy you are looking at.
- Fire Rain: Throw a decoy to call down a rain of Molotovs.
- Flashlight: Click [css_useSkill] to turn the flashlight on or off; its light can blind enemies.
- Healing Chicken: Your chickens heal you while you are nearby.
- Jetkick: Select a player to jetkick - every shot they fire knocks them backwards until disabled.
- Last Gasp: After you die, you deal damage to the enemy who killed you.
- Take Ammo: Click [css_useSkill] to take the active weapon's magazine from a random enemy.
- Team Teleport: Press [css_useSkill] to teleport to the teammate you're looking at.
This commit is contained in:
Juzlus 2026-07-31 20:28:02 +02:00
parent 203a0c3986
commit 8038a4d646
57 changed files with 3663 additions and 553 deletions

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Berserker : ISkill
{
private const Skills skillName = Skills.Berserker;
public static readonly ConcurrentDictionary<uint, int> jumpedPlayers = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void NewRound()
{
jumpedPlayers.Clear();
}
private static float CalculateNewVelocity(CCSPlayerPawn pawn, float maxValue)
{
if (pawn!.Health <= 0) return 1f;
float healthPercentage = pawn.MaxHealth > 0
? Math.Clamp((float)pawn.Health / pawn.MaxHealth, 0f, 1f)
: 0f;
float newValue = 1f + (maxValue - 1f) * (1f - healthPercentage);
return Math.Max(1, Math.Min(maxValue, newValue));
}
public static void OnTakeDamage(DynamicHook h)
{
CEntityInstance param = h.GetParam<CEntityInstance>(0);
CTakeDamageInfo param2 = h.GetParam<CTakeDamageInfo>(1);
if (param == null || param.Entity == null || param2 == null || param2.Attacker == null || param2.Attacker.Value == null)
return;
CCSPlayerPawn attackerPawn = new(param2.Attacker.Value.Handle);
CCSPlayerPawn victimPawn = new(param.Handle);
if (attackerPawn.DesignerName != "player" || victimPawn.DesignerName != "player")
return;
if (attackerPawn == null || attackerPawn.Controller?.Value == null || victimPawn == null || victimPawn.Controller?.Value == null)
return;
CCSPlayerController attacker = PlayerManager.GetPlayerEvent(attackerPawn.Controller.Value.As<CCSPlayerController>())!;
var playerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index);
if (playerInfo == null) return;
if (playerInfo.Skill == skillName)
{
float damageMultiplier = CalculateNewVelocity(attackerPawn, SkillsInfo.GetValue<float>(skillName, "maxDamageVelocity"));
param2.Damage *= damageMultiplier;
}
}
public static void PlayerJump(EventPlayerJump @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
if (!jumpedPlayers.TryGetValue(player.Index, out _)) return;
jumpedPlayers.AddOrUpdate(player.Index, Server.TickCount + 20, (k, v) => Server.TickCount + 20);
}
public static void EnableSkill(CCSPlayerController player)
{
var playerPawn = player.PlayerPawn.Value;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerPawn == null || playerInfo == null) return;
jumpedPlayers.TryAdd(player.Index, 0);
}
public static void DisableSkill(CCSPlayerController player)
{
var playerPawn = player.PlayerPawn.Value;
if (playerPawn == null) return;
playerPawn.VelocityModifier = 1;
jumpedPlayers.TryRemove(player.Index, out _);
}
public static void OnTick()
{
foreach (var player in PlayerManager.GetTickPlayers())
{
if (!Instance.IsPlayerValid(player)) continue;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) continue;
var playerPawn = player.PlayerPawn?.Value;
if (playerPawn == null || playerPawn.VelocityModifier == 0) continue;
var buttons = player.Buttons;
float newSpeedVelocity = CalculateNewVelocity(playerPawn, SkillsInfo.GetValue<float>(skillName, "maxSpeedVelocity"));
if (buttons.HasFlag(PlayerButtons.Moveleft) || buttons.HasFlag(PlayerButtons.Moveright) || buttons.HasFlag(PlayerButtons.Forward) || buttons.HasFlag(PlayerButtons.Back))
playerPawn.VelocityModifier = newSpeedVelocity;
if (jumpedPlayers.TryGetValue(player.Index, out var time) && time > Server.TickCount)
continue;
if (!((PlayerFlags)player.Flags).HasFlag(PlayerFlags.FL_ONGROUND))
playerPawn.AbsVelocity.Z = Math.Min(playerPawn.AbsVelocity.Z, 10);
}
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#cc2929", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, float maxSpeedVelocity = 2f, float maxDamageVelocity = 2f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float MaxSpeedVelocity { get; set; } = maxSpeedVelocity;
public float MaxDamageVelocity { get; set; } = maxDamageVelocity;
}
}
}