Updates & Fixes
# Updates & Fixes
- New Commands: Added `css_bot_place` which teleports a bot to the player's position with optional godmode and translation support.
- Miner (New Skill): Added a new skill that allows for detonating HE grenades near enemies.
- Bomb Abort Support: Introduced `BombAbortplant` support across `ISkill` and event registration; added handlers for aborting plants in Planter, ChillOut, and other skills.
- System (Rework & Optimization):
- Reworked player event dispatching to call `SkillAction` once per distinct active skill, reducing redundant invocations.
- Switched timing logic to use `Server.CurrentTime` (replacing `EngineTime`).
- Added extensive null and validity guards for player and pawn objects.
- Skill-specific Changes:
- AimLock: Fixed vector/validation issues and updated config defaults (cooldown, duration, and offset).
- AreaReaper: Now uses `BombPlantedHere` state and includes `OnTick` alerts.
- ChillOut & Planter: Improved tracking for planting players with center-print and HUD updates.
- HomingNades: Simplified callbacks and fixed detonation timing.
- Muhammed: Tweaked explosion delay handling and reduced friendly fire damage.
- Core & Utils:
- TraceRay: Implemented `CS2TraceRay` for skills to prevent activation through doors or on dropped weapons.
- Dependencies: Bumped `CounterStrikeSharp.API` to 1.0.364 and `MaxMind.Db` to 5.0.0.
- Bug Fixes: Resolved multiple HUD/print update issues and fixed various translation keys.
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22 changed files with 669 additions and 149 deletions
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@ -61,6 +61,8 @@ namespace src.player.skills
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foreach (var item in noSpace)
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if (item.Value >= Server.TickCount)
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UpdateHUD(item.Key);
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else
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SkillUtils.ResetPrintHTML(item.Key);
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}
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private static void UpdateHUD(CCSPlayerController player)
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@ -75,11 +77,40 @@ namespace src.player.skills
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return false;
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Vector s = startPos + new Vector(0, 0, pawn.ViewOffset.Z / 2);
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Vector e = endPos + new Vector(0, 0, pawn.ViewOffset.Z / 2);
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ulong mask = pawn.Collision.CollisionAttribute.InteractsWith;
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ulong contents = pawn.Collision.CollisionGroup;
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CGameTrace trace = TraceRay.TraceShape(startPos, endPos, mask, contents, player);
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return !trace.HitWorld(out _);
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if (trace.DidHit()) return false;
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return IsPositionSafe(player, endPos);
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}
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private static bool IsPositionSafe(CCSPlayerController player, Vector pos)
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{
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null) return false;
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float footHeight = 0;
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float headHeight = 70;
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float innerDist = 12;
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ulong mask = playerPawn.Collision.CollisionAttribute.InteractsWith;
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ulong contents = playerPawn.Collision.CollisionGroup;
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Vector s1 = new(pos.X - innerDist, pos.Y - innerDist, pos.Z + footHeight);
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Vector e1 = new(pos.X + innerDist, pos.Y + innerDist, pos.Z + headHeight);
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CGameTrace t1 = TraceRay.TraceShape(s1, e1, mask, contents, player);
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if (t1.DidHit() || t1.AllSolid) return false;
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Vector s2 = new(pos.X + innerDist, pos.Y - innerDist, pos.Z + footHeight);
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Vector e2 = new(pos.X - innerDist, pos.Y + innerDist, pos.Z + headHeight);
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CGameTrace t2 = TraceRay.TraceShape(s2, e2, mask, contents, player);
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if (t2.DidHit() || t2.AllSolid) return false;
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return true;
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}
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private static void TeleportAttackerBehindVictim(CCSPlayerController attacker, CCSPlayerController victim)
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@ -89,22 +120,29 @@ namespace src.player.skills
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if (victimPawn == null || attackerPawn == null || victimPawn.AbsOrigin == null || victimPawn.AbsRotation == null) return;
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QAngle victimAngles = victimPawn.AbsRotation;
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Vector victimEyePos = new(victimPawn.AbsOrigin.X, victimPawn.AbsOrigin.Y, victimPawn.AbsOrigin.Z + victimPawn.ViewOffset.Z);
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int[] angles = [0, 90, -90];
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Vector victimPos = new(victimPawn.AbsOrigin.X, victimPawn.AbsOrigin.Y, victimPawn.AbsOrigin.Z);
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QAngle victimAngles = new(victimPawn.AbsRotation.X, victimPawn.AbsRotation.Y, victimPawn.AbsRotation.Z);
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float distance = SkillsInfo.GetValue<float>(skillName, "teleportDistance");
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int[] angles = [0, 90, -90];
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bool teleported = false;
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foreach (int extraAngle in angles)
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{
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QAngle newAngle = new(victimAngles.X, victimAngles.Y + extraAngle, victimAngles.Z);
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Vector behindPosition = victimEyePos - SkillUtils.GetForwardVector(newAngle) * SkillsInfo.GetValue<float>(skillName, "teleportDistance");
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if (!CheckTeleport(victim, victimEyePos, behindPosition)) continue;
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attackerPawn.Teleport(behindPosition, newAngle, new(0, 0, 0));
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teleported = true;
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break;
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QAngle targetAngle = new(0, victimAngles.Y + extraAngle, 0);
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Vector direction = SkillUtils.GetForwardVector(targetAngle);
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Vector targetPos = victimPos - (direction * distance);
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if (CheckTeleport(victim, victimPos, targetPos))
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{
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attackerPawn.Teleport(targetPos, targetAngle, Vector.Zero);
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teleported = true;
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break;
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}
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}
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if (!teleported)
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noSpace.AddOrUpdate(attacker, Server.TickCount + (64 * 2), (k, v) => Server.TickCount + (64 * 2));
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noSpace.AddOrUpdate(attacker, Server.TickCount + (64 * 2), (_, _) => Server.TickCount + (64 * 2));
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#4d4d4d", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float teleportDistance = 100f, float chanceFrom = .3f, float chanceTo = .45f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
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