(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
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@ -59,7 +59,7 @@ namespace src.player.skills
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var weapon = hook.GetParam<CBasePlayerWeapon>(0);
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var action = hook.GetParam<short>(1);
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if (action != actionCode || weapon?.DesignerName != "weapon_knife") return HookResult.Continue;
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if (action != actionCode || (weapon?.DesignerName != "weapon_knife" && weapon?.DesignerName != "weapon_bayonet")) return HookResult.Continue;
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if (weapon.OwnerEntity.Value == null || !weapon.OwnerEntity.Value.IsValid) return HookResult.Continue;
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var pawn = weapon.OwnerEntity.Value.As<CCSPlayerPawn>();
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@ -87,7 +87,7 @@ namespace src.player.skills
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null || pawn.WeaponServices == null) return;
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var activeWeapon = pawn.WeaponServices.ActiveWeapon.Value;
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if (activeWeapon == null || !activeWeapon.IsValid || activeWeapon.DesignerName != "weapon_knife") return;
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if (activeWeapon == null || !activeWeapon.IsValid || (activeWeapon.DesignerName != "weapon_knife" && activeWeapon.DesignerName != "weapon_bayonet")) return;
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KnifeHit(player, false);
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}
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