(CURRENTYLY BROKEN) Add new skills, signatures and fixes
Introduce multiple new skill implementations and related updates: add AimLock, HealingChicken, HomingNades, HotBomb, Illusionist, MagneticDecoy, ThrowingKnife, Weightless and WildThrow; register skills and HUD/cooldown handling. Update ISkill enum to include new skills. Add SnapViewAngles signature to gamedata. Improve existing skills to handle bayonet (BladeMaster, Cutter, Disarmament, LongKnife) and fix iteration/null-check issues in FrozenDecoy. Make HealingSmoke tick interval configurable and extend its config. Update English and Polish language files with new skill strings and tweaks. Also sync server-side gamedata and language files.
This commit is contained in:
parent
4e4458ad38
commit
97887118bf
31 changed files with 1625 additions and 73 deletions
|
|
@ -9,7 +9,7 @@ namespace src.player.skills
|
|||
public class BladeMaster : ISkill
|
||||
{
|
||||
private const Skills skillName = Skills.BladeMaster;
|
||||
private static readonly string[] noReflectionWeapon = ["inferno", "flashbang", "smokegrenade", "decoy", "hegrenade", "knife", "taser"];
|
||||
private static readonly string[] noReflectionWeapon = ["inferno", "flashbang", "smokegrenade", "decoy", "hegrenade", "knife", "taser", "bayonet"];
|
||||
|
||||
public static void LoadSkill()
|
||||
{
|
||||
|
|
@ -30,7 +30,7 @@ namespace src.player.skills
|
|||
|
||||
var weaponServices = playerPawn.WeaponServices;
|
||||
if (weaponServices == null) return;
|
||||
if (weaponServices.ActiveWeapon == null || !weaponServices.ActiveWeapon.IsValid || weaponServices.ActiveWeapon.Value == null || !weaponServices.ActiveWeapon.Value.IsValid || weaponServices.ActiveWeapon.Value.DesignerName != "weapon_knife")
|
||||
if (weaponServices.ActiveWeapon == null || !weaponServices.ActiveWeapon.IsValid || weaponServices.ActiveWeapon.Value == null || !weaponServices.ActiveWeapon.Value.IsValid || (weaponServices.ActiveWeapon.Value.DesignerName != "weapon_knife" && weaponServices.ActiveWeapon.Value.DesignerName != "weapon_bayonet"))
|
||||
return;
|
||||
|
||||
playerPawn.VelocityModifier = SkillsInfo.GetValue<float>(skillName, "velocityModifier");
|
||||
|
|
@ -63,7 +63,7 @@ namespace src.player.skills
|
|||
|
||||
var weaponServices = pawn.WeaponServices;
|
||||
if (weaponServices == null) return;
|
||||
if (weaponServices.ActiveWeapon == null || !weaponServices.ActiveWeapon.IsValid || weaponServices.ActiveWeapon.Value == null || !weaponServices.ActiveWeapon.Value.IsValid || weaponServices.ActiveWeapon.Value.DesignerName != "weapon_knife")
|
||||
if (weaponServices.ActiveWeapon == null || !weaponServices.ActiveWeapon.IsValid || weaponServices.ActiveWeapon.Value == null || !weaponServices.ActiveWeapon.Value.IsValid || (weaponServices.ActiveWeapon.Value.DesignerName != "weapon_knife" && weaponServices.ActiveWeapon.Value.DesignerName != "weapon_bayonet"))
|
||||
return;
|
||||
|
||||
SkillUtils.RestoreHealth(victim);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue