(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
92
jRandomSkills - SRC Files/src/player/skills/Weightless.cs
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92
jRandomSkills - SRC Files/src/player/skills/Weightless.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 Weightless : ISkill
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{
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private const Skills skillName = Skills.Weightless;
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private readonly static ConcurrentDictionary<uint, byte> 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)
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{
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var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
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if (nade == null || !nade.IsValid)
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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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if (nade.Bounces != 0)
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{
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nade.ActualGravityScale = 2;
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nade.DetonateTime = 0;
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Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime");
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nades.TryRemove(index, out _);
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}
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}
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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")) 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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Server.NextFrame(() => {
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if (grenade == null || !grenade.IsValid) return;
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grenade.ActualGravityScale = .0001f;
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Vector currentVelocity = new(grenade.AbsVelocity.X, grenade.AbsVelocity.Y, grenade.AbsVelocity.Z);
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float speed = currentVelocity.Length() * 2;
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Vector forward = SkillUtils.GetForwardVector(pawn.EyeAngles);
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Vector newVelocity = forward * speed;
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grenade.Teleport(null, null, newVelocity);
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nades.TryAdd(grenade.Index, 0);
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});
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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 = "#8f6dc9", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "") : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
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{
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}
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}
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}
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