(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.
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31 changed files with 1625 additions and 73 deletions
155
jRandomSkills - SRC Files/src/player/skills/HomingNades.cs
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155
jRandomSkills - SRC Files/src/player/skills/HomingNades.cs
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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using CounterStrikeSharp.API.Modules.Utils;
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using src.utils;
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using System.Collections.Concurrent;
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using static src.jRandomSkills;
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namespace src.player.skills
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{
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public class HomingNades : ISkill
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{
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private const Skills skillName = Skills.HomingNades;
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private readonly static ConcurrentDictionary<uint, (Vector, double)> nades = [];
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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}
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public static void NewRound()
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{
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nades.Clear();
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}
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public static void OnTick()
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{
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if (Server.TickCount % 10 != 0) return;
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foreach (var index in nades.Keys.ToList())
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{
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if (!nades.TryGetValue(index, out var data)) continue;
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(Vector oldPos, double createdTime) = data;
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var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
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if (nade == null || !nade.IsValid || nade.AbsOrigin == null)
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{
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nades.TryRemove(index, out _);
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continue;
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}
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Vector currentPos = new(nade.AbsOrigin.X, nade.AbsOrigin.Y, nade.AbsOrigin.Z);
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double distanceMoved = SkillUtils.GetDistance(currentPos, oldPos);
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Vector calculatedVelocity = CalculateVelocity(nade, nade.TeamNum);
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Server.PrintToChatAll($"Dist: {distanceMoved}, vel: {calculatedVelocity}");
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if (distanceMoved < 4 || calculatedVelocity.IsZero())
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{
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Server.PrintToChatAll($"Short, {Server.TickedTime} -> {createdTime + 3}, {createdTime + 3 - Server.TickedTime}s");
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nade.DetonateTime = (float)createdTime + 3;
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Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime");
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nades.TryRemove(index, out _);
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continue;
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}
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Vector currentVel = new(nade.Velocity.X, nade.Velocity.Y, nade.Velocity.Z);
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float maxVelocity = SkillsInfo.GetValue<float>(skillName, "maxVelocity");
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Vector newVelocity = currentVel + calculatedVelocity;
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float speed = newVelocity.Length();
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if (speed > maxVelocity)
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newVelocity *= (maxVelocity / speed);
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nades[index] = (currentPos, createdTime);
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nade.Teleport(null, null, newVelocity);
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}
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}
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private static Vector CalculateVelocity(CBaseCSGrenadeProjectile nade, int team)
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{
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if (nade.AbsOrigin == null) return Vector.Zero;
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Vector? closetEnemyPos = null;
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double minDistance = int.MaxValue;
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Vector nadePos = nade.AbsOrigin;
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foreach (var enemy in Utilities.GetPlayers().Where(p => p.IsValid && p.PawnIsAlive && p.TeamNum != team))
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{
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var pawn = enemy.PlayerPawn.Value;
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if (pawn?.IsValid != true || pawn.AbsOrigin == null) continue;
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double dist = SkillUtils.GetDistance(nadePos, pawn.AbsOrigin);
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if (dist < SkillsInfo.GetValue<float>(skillName, "detonationRange"))
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{
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nade.DetonateTime = 0;
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Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime");
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nades.TryRemove(nade.Index, out _);
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return Vector.Zero;
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}
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if (dist < minDistance)
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{
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minDistance = dist;
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closetEnemyPos = pawn.AbsOrigin;
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}
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}
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if (closetEnemyPos == null)
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return Vector.Zero;
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Vector direction = closetEnemyPos - nadePos;
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float length = direction.Length();
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if (length > 0)
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{
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float strength = SkillsInfo.GetValue<float>(skillName, "strength");
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return new Vector(
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(direction.X / length) * strength,
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(direction.Y / length) * strength,
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(direction.Z / length) * strength
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);
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}
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return Vector.Zero;
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}
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public static void OnEntitySpawned(CEntityInstance @event)
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{
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var name = @event.DesignerName;
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if (!name.EndsWith("_projectile") || name == "smokegrenade_projectile") return;
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var grenade = @event.As<CBaseCSGrenadeProjectile>();
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if (grenade == null || !grenade.IsValid) return;
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if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
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var pawn = grenade.OwnerEntity.Value.As<CCSPlayerPawn>();
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if (pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
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var player = pawn.Controller.Value.As<CCSPlayerController>();
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
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if (playerInfo?.Skill != skillName) return;
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grenade.DetonateTime = (float)Server.TickedTime + 6;
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Vector pos = new(grenade.AbsOrigin?.X, grenade.AbsOrigin?.Y, grenade.AbsOrigin?.Z);
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nades.TryAdd(grenade.Index, (pos, Server.TickedTime));
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#384728", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float strength = 150, float maxVelocity = 2000, float detonationRange = 130) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
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{
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public float Strength { get; set; } = strength;
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public float MaxVelocity { get; set; } = maxVelocity;
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public float DetonationRange { get; set; } = detonationRange;
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}
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}
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}
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