(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:
Juzlus 2026-03-17 05:53:41 +01:00
parent 4e4458ad38
commit 97887118bf
31 changed files with 1625 additions and 73 deletions

View file

@ -27,8 +27,10 @@ namespace src.player.skills
{
var player = @event.Userid;
if (player == null || !player.IsValid) return;
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill != skillName) return;
decoys.TryAdd(new Vector(@event.X, @event.Y, @event.Z), 0);
}
@ -36,8 +38,10 @@ namespace src.player.skills
{
var player = @event.Userid;
if (player == null || !player.IsValid) return;
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill != skillName) return;
foreach (var decoy in decoys.Keys.Where(v => v.X == @event.X && v.Y == @event.Y && v.Z == @event.Z))
decoys.TryRemove(decoy, out _);
}
@ -45,11 +49,11 @@ namespace src.player.skills
public static void OnTick()
{
foreach (Vector decoyPos in decoys.Keys)
foreach (var player in Utilities.GetPlayers().Where(p => p.Team == CsTeam.Terrorist || p.Team == CsTeam.CounterTerrorist))
foreach (var player in Utilities.GetPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.Team is CsTeam.CounterTerrorist or CsTeam.Terrorist))
{
var decoyRadius = SkillsInfo.GetValue<float>(skillName, "triggerRadius");
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) continue;
double distance = SkillUtils.GetDistance(decoyPos, pawn.AbsOrigin);
if (distance <= decoyRadius)
{