Updates & Fixes

# Updates & Fixes
- New Commands: Added `!health` and `!plantedbomb` for testing and server management.
- Config: Client commands are now fully registerable via configuration files.
- Jester (Rework):
    - Refactored from a global mode to a per-player system.
    - Improved timer logic to prevent crashes during round resets.
    - Added special handling for bomb planting and defusing.
- SkillUtils: `AddHealth` now supports an optional `maxHealth` parameter.
- KillerFlash, LongKnife & LongZeus: Added `friendlyFire` options to skill configs.
This commit is contained in:
Juzlus 2026-04-03 04:09:30 +02:00
parent 97887118bf
commit 8634665983
12 changed files with 219 additions and 62 deletions

View file

@ -5,16 +5,14 @@ using src.utils;
using System.Collections.Concurrent;
using System.Drawing;
using static src.jRandomSkills;
using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
namespace src.player.skills
{
public class Jester : ISkill
{
private const Skills skillName = Skills.Jester;
private static bool jesterMode = false;
private static bool jesterStarted = false;
public static bool GetJesterMode() => jesterMode;
private static readonly ConcurrentBag<CCSPlayerController> jesters = [];
private static readonly ConcurrentBag<JesterInfo> jesters = [];
public static void LoadSkill()
{
@ -23,79 +21,166 @@ namespace src.player.skills
public static void NewRound()
{
jesterStarted = false;
foreach (var jester in jesters)
if (jester != null && jester.IsValid)
DisableSkill(jester);
jesters.Clear();
Server.NextWorldUpdate(() =>
{
foreach (var jester in jesters.ToList())
{
if (jester.Timer != null)
{
jester.Timer?.Kill();
jester.Timer = null;
}
var player = Utilities.GetPlayerFromSteamId(jester.SteamId);
if (player != null && player.IsValid)
{
SkillUtils.ResetPrintHTML(player);
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || !player.PawnIsAlive) return;
var color = Color.FromArgb(255, 255, 255, 255);
pawn.Render = color;
Utilities.SetStateChanged(pawn, "CBaseModelEntity", "m_clrRender");
}
}
jesters.Clear();
});
}
public static void DisableSkill(CCSPlayerController player)
{
SkillUtils.ResetPrintHTML(player);
if (player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return;
SetPlayerColor(player.PlayerPawn.Value, true);
var jester = GetJesterInfo(player.SteamID);
if (jester == null) return;
Server.NextWorldUpdate(() =>
{
if (jester.Timer != null)
{
jester.Timer?.Kill();
jester.Timer = null;
}
SkillUtils.ResetPrintHTML(player);
SetPlayerColor(player, true);
});
}
public static void BombBegindefuse(EventBombBegindefuse @event)
{
var player = @event.Userid;
if (player == null || !player.IsValid) return;
var jester = GetJesterInfo(player.SteamID);
if (jester == null) return;
if (jester.Timer != null)
{
jester.Timer?.Kill();
jester.Timer = null;
}
jester.Timer = Instance.AddTimer(1, () => {
if (player != null && player.IsValid)
ChangeMode(player.SteamID, false);
});
}
public static void BombBeginplant(EventBombBeginplant @event)
{
var player = @event.Userid;
if (player == null || !player.IsValid) return;
var jester = GetJesterInfo(player.SteamID);
if (jester == null) return;
if (jester.Timer != null)
{
jester.Timer?.Kill();
jester.Timer = null;
}
jester.Timer = Instance.AddTimer(1, () => {
if (player != null && player.IsValid)
ChangeMode(player.SteamID, false);
});
}
public static void PlayerHurt(EventPlayerHurt @event)
{
if (!jesterMode) return;
var attacker = @event.Attacker;
var victim = @event.Userid;
int hitgroup = @event.Hitgroup;
if (!Instance.IsPlayerValid(victim)) return;
var victimInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == victim?.SteamID);
var jesterVictim = GetJesterInfo(victim!.SteamID);
if (!Instance.IsPlayerValid(attacker))
{
if (victimInfo?.Skill == skillName)
if (jesterVictim != null && jesterVictim.Active)
SkillUtils.RestoreHealth(victim);
return;
}
var attackerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker?.SteamID);
if (attackerInfo?.Skill == skillName || victimInfo?.Skill == skillName)
var jesterAttacker = GetJesterInfo(attacker!.SteamID);
if ((jesterVictim != null && jesterVictim.Active) || (jesterAttacker != null && jesterAttacker.Active))
SkillUtils.RestoreHealth(victim);
}
public static void EnableSkill(CCSPlayerController _)
public static void EnableSkill(CCSPlayerController player)
{
if (!jesterStarted)
{
var minTime = SkillsInfo.GetValue<float>(skillName, "minTime");
var maxTime = SkillsInfo.GetValue<float>(skillName, "maxTime");
float wait = (float)Instance.Random.NextDouble() * (maxTime - minTime) + minTime;
Instance.AddTimer(wait, ChangeMode);
jesterStarted = true;
}
var minTime = SkillsInfo.GetValue<float>(skillName, "minTime");
var maxTime = SkillsInfo.GetValue<float>(skillName, "maxTime");
float wait = (float)Instance.Random.NextDouble() * (maxTime - minTime) + minTime;
jesters.Add(new JesterInfo {
SteamId = player.SteamID,
Active = false,
Timer = Instance.AddTimer(wait, () => ChangeMode(player.SteamID))
});
}
private static void ChangeMode()
private static void ChangeMode(ulong steamId, bool? forceActive = null)
{
if (Instance.SkillPlayer.Any(p => p.Skill == skillName))
var player = Utilities.GetPlayerFromSteamId(steamId);
if (player == null || !player.IsValid || !player.PawnIsAlive) return;
var jester = GetJesterInfo(player.SteamID);
if (jester == null) return;
if (jester.Timer != null)
{
jesterMode = !jesterMode;
foreach (var player in Utilities.GetPlayers().Where(p => !p.IsBot && p.PawnIsAlive))
{
if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) continue;
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player?.SteamID);
if (playerInfo?.Skill == skillName)
{
SetPlayerColor(player.PlayerPawn.Value);
player.ExecuteClientCommand("play sounds/weapons/taser/taser_charge_ready");
}
}
var minTime = SkillsInfo.GetValue<float>(skillName, "minTime");
var maxTime = SkillsInfo.GetValue<float>(skillName, "maxTime");
float wait = (float)Instance.Random.NextDouble() * (maxTime - minTime) + minTime;
Instance.AddTimer(wait, ChangeMode);
jester.Timer?.Kill();
jester.Timer = null;
}
bool previousState = jester.Active;
jester.Active = forceActive ?? !jester.Active;
if (jester.Active != previousState)
{
SetPlayerColor(player);
player.ExecuteClientCommand("play sounds/weapons/taser/taser_charge_ready");
}
var minTime = SkillsInfo.GetValue<float>(skillName, "minTime");
var maxTime = SkillsInfo.GetValue<float>(skillName, "maxTime");
float wait = (float)Instance.Random.NextDouble() * (maxTime - minTime) + minTime;
jester.Timer = Instance.AddTimer(wait, () => ChangeMode(player.SteamID));
}
private static void SetPlayerColor(CCSPlayerPawn pawn, bool forceDisable = false)
private static void SetPlayerColor(CCSPlayerController? player, bool forceDisable = false)
{
var color = jesterMode && !forceDisable ? Color.FromArgb(255, 128, 0, 128) : Color.FromArgb(255, 255, 255, 255);
if (player == null || !player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
var jester = GetJesterInfo(player.SteamID);
if (jester == null) return;
var color = jester.Active && !forceDisable ? Color.FromArgb(255, 128, 0, 128) : Color.FromArgb(255, 255, 255, 255);
pawn.Render = color;
Utilities.SetStateChanged(pawn, "CBaseModelEntity", "m_clrRender");
}
@ -116,7 +201,20 @@ namespace src.player.skills
{
var playerInfo = Instance.SkillPlayer.FirstOrDefault(s => s.SteamID == player?.SteamID);
if (playerInfo == null) return;
playerInfo.PrintHTML = $"{player.GetTranslation("jester_mode")}: <font color='{(jesterMode ? "#00ff00" : "#ff0000")}'>{player.GetTranslation(jesterMode ? "jester_on" : "jester_off")}</font>";
var jester = GetJesterInfo(player.SteamID);
if (jester == null) return;
playerInfo.PrintHTML = $"{player.GetTranslation("jester_mode")}: <font color='{(jester.Active ? "#00ff00" : "#ff0000")}'>{player.GetTranslation(jester.Active ? "jester_on" : "jester_off")}</font>";
}
public static JesterInfo? GetJesterInfo(ulong steamID) => jesters.FirstOrDefault(j => j.SteamId == steamID);
public class JesterInfo()
{
public required ulong SteamId { get; set; }
public bool Active { get; set; } = false;
public Timer? Timer { get; set; } = null;
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8f108f", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float minTime = 10f, float maxTime = 25f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)

View file

@ -1,4 +1,5 @@
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Commands.Targeting;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
@ -24,6 +25,8 @@ namespace src.player.skills
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player?.SteamID);
var attackerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker?.SteamID);
if (!SkillsInfo.GetValue<bool>(skillName, "friendlyFire") && player!.Team == attacker!.Team) return;
if (attackerInfo?.Skill == skillName && playerInfo?.Skill != Skills.AntyFlash && player!.PlayerPawn.Value!.FlashDuration >= SkillsInfo.GetValue<float>(skillName, "flashDuration"))
player?.PlayerPawn?.Value?.CommitSuicide(false, true);
}
@ -33,9 +36,10 @@ namespace src.player.skills
SkillUtils.TryGiveWeapon(player, CsItem.FlashbangGrenade);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#57bcff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float flashDuration = 1f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#57bcff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float flashDuration = 1f, bool friendlyFire = true) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
public float FlashDuration { get; set; } = flashDuration;
public bool FriendlyFire { get; set; } = friendlyFire;
}
}
}

View file

@ -129,13 +129,16 @@ namespace src.player.skills
return;
if (target.Handle == player.Handle || target.PlayerPawn.Value == null || !target.PlayerPawn.Value.IsValid || trace.Distance() <= 70) return;
if (!SkillsInfo.GetValue<bool>(skillName, "friendlyFire") && player.Team == target.Team) return;
target.PlayerPawn.Value.EmitSound("Player.DamageBody.Onlooker");
SkillUtils.TakeHealth(target.PlayerPawn.Value, heavyHit ? Instance.Random.Next(45, 55) : Instance.Random.Next(21, 34));
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#c9f8ff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float maxDistance = 4096f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#c9f8ff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float maxDistance = 4096f, bool friendlyFire = true) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
public float MaxDistance { get; set; } = maxDistance;
public bool FriendlyFire { get; set; } = friendlyFire;
}
}
}

View file

@ -1,5 +1,4 @@
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using CS2TraceRay.Class;
@ -62,6 +61,8 @@ namespace src.player.skills
return;
if (target.Handle == player.Handle) return;
if (!SkillsInfo.GetValue<bool>(skillName, "friendlyFire") && player.Team == target.Team) return;
SkillUtils.TakeHealth(target.PlayerPawn.Value, 9999);
}
@ -70,9 +71,10 @@ namespace src.player.skills
SkillUtils.TryGiveWeapon(player, CsItem.Zeus);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#6effc7", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float maxDistance = 4096f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#6effc7", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float maxDistance = 4096f, bool friendlyFire = false) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
public float MaxDistance { get; set; } = maxDistance;
public bool FriendlyFire { get; set; } = friendlyFire;
}
}
}

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@ -73,10 +73,13 @@ namespace src.player.skills
return player != null && player.IsValid && player.PlayerPawn?.Value != null;
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#F5CB42", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float explosionRadius = 500.0f, int explosionDamage = 999) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#F5CB42", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float explosionRadius = 500.0f, int explosionDamage = 999, float dmgReductionForTeamates = .5f, bool explosionAfterWorldDeath = true) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
public float ExplosionRadius { get; set; } = explosionRadius;
public int ExplosionDamage { get; set; } = explosionDamage;
public float DmgReductionForTeamates { get; set; } = dmgReductionForTeamates;
public bool ExplosionAfterWorldDeath { get; set; } = explosionAfterWorldDeath;
}
}
}