(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

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class Magneto : ISkill
{
private const Skills skillName = Skills.Magneto;
private readonly static ConcurrentDictionary<uint, byte> nades = [];
private readonly static ConcurrentDictionary<uint, byte> players = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
nades.Clear();
players.Clear();
}
public static void OnTick()
{
if (Server.TickCount % 5 != 0) return;
float radius = SkillsInfo.GetValue<float>(skillName, "radius");
foreach (var nadeIndex in nades.Keys)
{
var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)nadeIndex);
if (nade == null || !nade.IsValid)
{
nades.TryRemove(nadeIndex, out _);
continue;
}
foreach (var playerIndex in players.Keys)
{
var player = Utilities.GetPlayerFromIndex((int)playerIndex);
if (player == null || !player.IsValid || !player.PawnIsAlive || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid)
{
players.TryRemove(playerIndex, out _);
continue;
}
var pawn = player.PlayerPawn.Value;
double distanceMoved = SkillUtils.GetDistance(nade.AbsOrigin ?? Vector.Zero, pawn.AbsOrigin ?? Vector.Zero);
if (distanceMoved < radius && nade.TeamNum != player.TeamNum)
{
nade.Teleport(null, null, -nade.AbsVelocity);
nades.TryRemove(nadeIndex, out _);
}
}
}
}
public static void OnEntitySpawned(CEntityInstance @event)
{
var name = @event.DesignerName;
if (!name.EndsWith("_projectile")) return;
var grenade = @event.As<CBaseCSGrenadeProjectile>();
if (grenade == null || !grenade.IsValid) return;
nades.TryAdd(grenade.Index, 0);
}
public static void EnableSkill(CCSPlayerController player)
{
players.TryAdd(player.Index, 0);
}
public static void DisableSkill(CCSPlayerController player)
{
players.TryRemove(player.Index, out _);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#f081ec", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float radius = 100) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
public float Radius { get; set; } = radius;
}
}
}