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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@ -1,8 +1,9 @@
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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 System.Collections.Concurrent;
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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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namespace src.player.skills
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{
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@ -65,7 +66,7 @@ namespace src.player.skills
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if (pawn.Health <= SkillsInfo.GetValue<int>(skillName, "MinHealth")) continue;
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SkillUtils.TakeHealth(pawn, SkillsInfo.GetValue<int>(skillName, "Damage"), GetSkillOwner(playerIndex), "planted_c4");
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SkillUtils.TakeHealth(pawn, SkillsInfo.GetValue<int>(skillName, "Damage"), GetSkillOwner(playerIndex), KillfeedIcons.Spray);
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if (Server.TickCount % cooldown2 == 0)
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PlayerManager.GetPlayerFromEvent(player)?.ExecuteClientCommand($"play player/player_damagebody_0{jRandomSkills.Instance.Random.Next(4, 8)}");
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