v1.2.2.b2
## GENERAL - Updated CSS to version 1.0.369. - Upgraded the project from .NET 8.0 to .NET 10.0. - Updated Turkish language translation by @ByDexterTR. - Added Russian language translation by @213sdfsdgf. - Fixed an issue with incorrect display of Arabic nicknames. - Used ForceFullUpdate to resolve the "FATAL ERROR: CopyExistingEntity" crash. - Disabled stale HandleCommandDrop hook to avoid crashes when a player joins a team (thanks to @vladimir214sd). - Added new signatures to gamedata. - Added the ability to configure the number of grenades for every skill that uses grenades as part of its ability (e.g., Miner, AntyFlash, MagneticDecoy, etc.). ## SKILL IMPROVEMENTS - Re-Zombie: -- Fixed weapon switching issues when a player is holding a Zeus and a knife. -- Weapons are now removed for bots in zombie mode. - Ghost: -- Blocked the ability to use the Zeus. - Thorns: -- Added a configurable maximum health limit (37 HP) for the damage that can be reflected. - Second Life / Phoenix / Re-Zombie: -- Fixed an issue where players would occasionally fail to respawn if they took too much damage too quickly. - Ghost / Chicken: -- Blocked the ability to use the SG556 (`weapon_sg556`). - Wallhack: -- Fixed a bug that caused temporary enemy highlighting right after death. - Cypher: -- Added camera position persistence. - God Mode: -- Fixed an issue with permanent immortality triggering after reaching exactly 0 HP. - Weapons Swap: -- The ammo count is now also transferred when weapons are swapped. - Muhammed: -- Renamed the skill to "DeathBomb". - Spectator: -- Fixed a bug where a player with the Chicken skill would still display as a ragdoll after death when spectated. - Friendly Fire: -- The skill now works even when the server's mp_friendlyfire setting is set to 0. - Baseball: -- Disabled teammate killing.
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84 changed files with 6894 additions and 1689 deletions
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@ -10,7 +10,7 @@ namespace src.player.skills
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public class SecondLife : ISkill
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{
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private const Skills skillName = Skills.SecondLife;
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private static readonly ConcurrentDictionary<nint, byte> secondLifePlayers = [];
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private static readonly ConcurrentDictionary<nint, int> secondLifePlayers = [];
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private static readonly object setLock = new();
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public static void LoadSkill()
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@ -26,24 +26,24 @@ namespace src.player.skills
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public static void PlayerHurt(EventPlayerHurt @event)
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{
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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int damage = @event.DmgHealth;
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if (!Instance.IsPlayerValid(victim)) return;
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var victimInfo = PlayerManager.GetPlayerByIndex(victim!.Index);
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if (victimInfo == null || victimInfo.Skill != skillName) return;
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var victimPawn = victim!.PlayerPawn.Value;
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if (victimPawn!.Health > 0 || secondLifePlayers.ContainsKey(victim.Handle))
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if (victimPawn!.Health > 0 || (secondLifePlayers.TryGetValue(victim.Handle, out int tick) && tick + 4 < Server.TickCount))
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return;
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lock (setLock)
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{
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secondLifePlayers.TryAdd(victim.Handle, 0);
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SetHealth(victim, SkillsInfo.GetValue<int>(skillName, "startHealth"));
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var spawnpoint = SkillUtils.GetSpawnPointVector(victim);
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if (spawnpoint == null) return;
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victimPawn.Teleport(spawnpoint, null, null);
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secondLifePlayers.TryAdd(victim.Handle, Server.TickCount);
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}
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}
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