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D3X 2024-09-15 01:23:21 +02:00
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using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using static dRandomSkills.dRandomSkills;
namespace dRandomSkills
{
public static class Cien
{
private const float TeleportDistance = 100.0f;
public static void LoadCien()
{
Instance.RegisterEventHandler<EventPlayerHurt>((@event, info) =>
{
var attacker = @event.Attacker;
var victim = @event.Userid;
if (!IsPlayerValid(attacker) || !IsPlayerValid(victim)) return HookResult.Continue;
var victimInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == victim.SteamID);
var attackerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == attacker.SteamID);
if (attackerInfo?.Skill == "Cień")
{
TeleportAttackerBehindVictim(attacker, victim);
}
return HookResult.Continue;
});
}
private static bool IsPlayerValid(CCSPlayerController player)
{
return player != null && player.IsValid && player.PlayerPawn?.Value != null;
}
private static void TeleportAttackerBehindVictim(CCSPlayerController attacker, CCSPlayerController victim)
{
var victimPawn = victim.PlayerPawn.Value;
var attackerPawn = attacker.PlayerPawn.Value;
if (victimPawn == null || attackerPawn == null) return;
Vector victimPosition = victimPawn.AbsOrigin;
QAngle victimAngles = victimPawn.AbsRotation;
Vector behindPosition = victimPosition - GetForwardVector(victimAngles) * TeleportDistance;
attackerPawn.Teleport(behindPosition, victimAngles, new Vector(0, 0, 0));
}
private static Vector GetForwardVector(QAngle angles)
{
float pitch = angles.X * (float)(Math.PI / 180);
float yaw = angles.Y * (float)(Math.PI / 180);
float x = (float)(Math.Cos(pitch) * Math.Cos(yaw));
float y = (float)(Math.Cos(pitch) * Math.Sin(yaw));
float z = (float)Math.Sin(pitch);
return new Vector(x, y, z);
}
}
}