(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
102
jRandomSkills - SRC Files/src/player/skills/HotBomb.cs
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102
jRandomSkills - SRC Files/src/player/skills/HotBomb.cs
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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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 System.Drawing;
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namespace src.player.skills
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{
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public class HotBomb : ISkill
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{
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private const Skills skillName = Skills.HotBomb;
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private readonly static ConcurrentDictionary<uint, byte> players = [];
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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 OnTick()
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{
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float cooldown = SkillsInfo.GetValue<float>(skillName, "cooldown");
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if (Server.TickCount % (int)(cooldown * 64) != 0) return;
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if (players.IsEmpty || jRandomSkills.Instance.GameRules?.FreezePeriod == true) return;
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int damage = SkillsInfo.GetValue<int>(skillName, "damage");
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foreach (var player in Utilities.GetPlayers().Where(p => p.IsValid && p.Team == CsTeam.Terrorist && p.PawnIsAlive))
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) continue;
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bool hasC4 = pawn.WeaponServices.MyWeapons.Any(w => w.Value?.DesignerName == "weapon_c4");
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if (!hasC4) continue;
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SkillUtils.TakeHealth(pawn, damage);
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player.ExecuteClientCommand("play sounds/player/burn_damage1");
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}
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}
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = @event.Userid;
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if (player == null || !player.IsValid) return;
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var weapon = @event.Item;
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if (string.IsNullOrEmpty(weapon) || weapon != "c4") return;
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player.PrintToCenterAlert(player.GetTranslation("hotbomb_hint"));
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}
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private static void ChangeC4Color()
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{
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Server.NextFrame(() =>
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{
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var bombEntities = Utilities.FindAllEntitiesByDesignerName<CC4>("weapon_c4").ToList();
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if (bombEntities.Count == 0) return;
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var bomb = bombEntities.FirstOrDefault();
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if (bomb == null) return;
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bomb.Render = Color.Red;
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Utilities.SetStateChanged(bomb, "CBaseModelEntity", "m_clrRender");
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});
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}
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public static void PlayerDeath(EventPlayerDeath @event)
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{
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var player = @event.Userid;
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if (player == null || !player.IsValid) return;
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players.TryRemove(player.Index, out _);
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}
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public static void NewRound()
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{
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players.Clear();
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (players.IsEmpty)
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{
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ChangeC4Color();
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foreach (var enemy in Utilities.GetPlayers().Where(p => p.IsValid && p.Team == CsTeam.Terrorist && p.PawnIsAlive))
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enemy.PrintToCenterAlert(enemy.GetTranslation("hotbomb_hint"));
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}
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players.TryAdd(player.Index, 0);
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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players.TryRemove(player.Index, out _);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#baf081", CsTeam onlyTeam = CsTeam.CounterTerrorist, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float cooldown = 1, int damage = 2) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
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{
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public float Cooldown { get; set; } = cooldown;
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public int Damage { get; set; } = damage;
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}
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}
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}
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