(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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@ -20,10 +20,11 @@ namespace src.utils
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public static class SkillUtils
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{
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private static readonly MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int> HEGrenadeProjectile_CreateFunc = new(GameData.GetSignature("HEGrenadeProjectile_CreateFunc"));
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private static readonly MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int> SmokeGrenadeProjectile_CreateFunc = new(GameData.GetSignature("SmokeGrenadeProjectile_CreateFunc"));
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private static readonly MemoryFunctionWithReturn<IntPtr, IntPtr, IntPtr, IntPtr, IntPtr, int, int, CSmokeGrenadeProjectile> SmokeGrenadeProjectile_CreateFunc = new(GameData.GetSignature("SmokeGrenadeProjectile_CreateFunc"));
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private static readonly MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint> TerminateRoundFunc = new(GameData.GetSignature("CCSGameRules_TerminateRound"));
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private static readonly MemoryFunctionVoid<CBasePlayerPawn, QAngle> SnapViewAngles = new(GameData.GetSignature("SnapViewAngles"));
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public static void PrintToChat(CCSPlayerController player, string msg, string border = "tb", string? title = null)
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public static void PrintToChat(CCSPlayerController player, string? msg, string border = "tb", string? title = null)
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{
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if (!player.IsValid) return;
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@ -93,6 +94,13 @@ namespace src.utils
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return new Vector(x, y, z);
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}
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public static void Look(this CBasePlayerPawn pawn, QAngle angle)
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{
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if (pawn == null || !pawn.IsValid) return;
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SnapViewAngles.Invoke(pawn, angle);
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}
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public static CBeam? CreateLine(Vector start, Vector end, Color color)
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{
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CBeam beam = Utilities.CreateEntityByName<CBeam>("beam")!;
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