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.
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57 changed files with 3663 additions and 553 deletions
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jRandomSkills - SRC Files/src/player/skills/DemonEye.cs
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jRandomSkills - SRC Files/src/player/skills/DemonEye.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.utils;
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using src.utils;
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using static src.jRandomSkills;
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namespace src.player.skills
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{
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public class DemonEye : ISkill
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{
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private const Skills skillName = Skills.DemonEye;
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private static readonly Skills[] hidingSkills = [Skills.Ghost, Skills.Ninja, Skills.C4Camouflage];
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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}
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public static void OnTick()
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{
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int tickCooldown = (int)(64 * SkillsInfo.GetValue<float>(skillName, "SecondCooldown"));
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if (Server.TickCount % tickCooldown != 0) return;
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int damage = SkillsInfo.GetValue<int>(skillName, "damage");
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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var playerEvent = PlayerManager.GetPlayerEvent(player);
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if (!Instance.IsPlayerValid(playerEvent)) continue;
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var playerInfo = PlayerManager.GetPlayerByIndex(playerEvent!.Index);
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if (playerInfo?.Skill == skillName)
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HitEnemies(playerEvent, damage);
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}
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}
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private static void HitEnemies(CCSPlayerController player, int damage)
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{
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if (player == null || !player.IsValid || player.PlayerPawn?.Value == null) return;
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int playerSlot = player.Slot;
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int playerBit = playerSlot % 32;
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if (playerSlot < 0)
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return;
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foreach (var enemy in PlayerManager.GetTickPlayers().FindAll(p => p != null && p.IsValid && p.Team != player.Team))
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{
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var enemyEvent = PlayerManager.GetPlayerEvent(enemy);
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if (enemyEvent == null || !enemyEvent.IsValid) continue;
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var enemyPawn = enemyEvent.PlayerPawn?.Value;
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if (enemyPawn == null || !enemyPawn.IsValid || enemyPawn.Health <= 0) continue;
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int enemySlot = enemy.Slot;
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if (enemySlot < 0)
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return;
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int enemyBit = enemySlot % 32;
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uint playerMask = 1u << playerBit;
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uint enemyMask = 1u << enemyBit;
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bool playerSeesEnemy = (enemyPawn.EntitySpottedState.SpottedByMask[0] & playerMask) != 0;
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if (playerSeesEnemy)
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{
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SkillUtils.TakeHealth(enemyPawn, damage, player, KillfeedIcons.Fist);
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enemyEvent.EmitSound("Player.DamageBody.Onlooker");
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}
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}
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#c91243", 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 secondCooldown = 1f, int damage = 5) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float SecondCooldown { get; set; } = secondCooldown;
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public int Damage { get; set; } = damage;
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}
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}
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}
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