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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@ -3,6 +3,7 @@ using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
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using CounterStrikeSharp.API.Modules.Timers;
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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 System.Collections.Concurrent;
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using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
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@ -353,7 +354,10 @@ namespace src.player.skills
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn != null)
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SkillUtils.TakeHealth(playerPawn, (int)dealDamage, GetShooter(param2), param2.Ability?.Value?.DesignerName);
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{
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KillfeedIcons? killfeed = KillfeedIconsExtensions.FromWeaponName(param2.Ability?.Value?.DesignerName);
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SkillUtils.TakeHealth(playerPawn, (int)dealDamage, GetShooter(param2), killfeed ?? KillfeedIcons.Leg);
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}
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}
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}
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