v1.2.3.b6
New skills (9) - Bounty: put a cash price on an enemy's head, the killer collects it. - EmpGrenade: grenade victims lose radar and crosshair for a while. - GravityDecoy: the decoy alters gravity for everyone in its radius. - Heavyweight: immune to push and slow effects from other skills. - Nemesis: the marked player takes extra damage from everyone. - Punisher: banks part of the damage you take and releases it on your next hit. - Rewind: drop a marker and teleport back to it shortly after. - TrueArmor: armor absorbs part of incoming damage instead of health. - Voodoo: the marked enemy shares the damage you take. Shared systems - DecoyRing: reusable ground ring so decoy skills show their real area of effect. Adopted by FireRain, FrozenDecoy, GravityDecoy and MagneticDecoy. - WeaponPool: single cached weapon classification (rifle/pistol/grenade) with a normalizing lookup, backed by the new config Weapons section. Replaces the duplicated hardcoded arrays in Assassin, Chicken, Ghost, NoNades, PrimaryBan, RandomWeapon, SniperElite and WeaponsSwap. [because of compatibility with WeaponRestrict] - HUD suppression registry in SkillUtils: crosshair and radar hiding is now refcounted per owner, so overlapping skills (Glitch, Jammer, EmpGrenade) cannot restore each other's state early. - SkillUtils.ResolveHiddenPawns: shared invisible-pawn resolution for C4Camouflage, Ghost and Ninja. - Config gained a Weapons section with automatic migration for existing installs, plus a per-skill DisableOnPistolRound switch honoured by both the round draw and css_setskill. Sound - Volume rebalance - Add SkillUtils.EmitSoundToPlayer with a private RecipientFilter. A null filter had been broadcasting every skill sound to all clients. Migrated 16 call sites: Poison, DemonEye, ToxicSmoke, CarefulBullets, Thorns, HotBomb, LastGasp, LongKnife, Nightmare, Jester, Tripwire, Medic, HealingSmoke, Rewind, Watchmaker. - New effects: LongKnife knife-hit feedback (Weapon_Knife.Hit.Heavy/Light), Grapple hook impact, Fortnite barricade placement, Ricochet bounce, Nightmare cursed tone, Replicator/Illusionist spawn, PsychicDefusing defuse cue, TakeAmmo pickup, Tripwire and Jammer trigger tones. - 29 skills gained a configurable SoundVolume, LongKnife also HitSoundVolume. - Grapple: emit the hook impact at the hook entity instead of at the owner so the enemy team can locate it. - PawelJumper: the engine already plays the first jump, only extra jumps emit. Models and visuals - Grapple: real hook model with configurable hookScale and hookEmbed so the hook sits in the surface it hit. - Pilot: glowing exhaust trail parented to the pawn, active only while airborne. Performance - SkillsInfo.GetValue now resolves through a ConcurrentDictionary cache instead of reflecting on every call; invalidated on config reload. - HUD render cache keyed on player, config, description flag and the three source lines; identical frames skip the rebuild. - Glaz.CheckTransmit: hoist smoke index resolution out of the per-viewer loop and build the pawn-owner map lazily. - playersSkills switched from ConcurrentBag to HashSet<Skills>, turning the NoRepeat filter from an O(n) scan into a set lookup. Fixes - NoRepeat could hand a player two or three skills in one round because the history bag was never deduplicated; the HashSet rewrite closes it. - SniperElite: restore the saved weapon after the halftime team swap instead of dropping it on the pistol round. - Illiterate: the holder alert now reaches chat and is exempt from its own scrambler via PrintToChat(ignoreIlliterate). - EntityManager.DestroyBeam: zero out width and render colour before the kill so beams cannot linger visibly, with a next-frame Remove fallback. - Ricochet: drop all 18 diagnostic Trace calls and the Trace helper; the skill measured stable over 48h and the tracing dominated the debug log. Debug - Tag round start, round end and freeze-time-end lines with [WARMUP] so warmup load is separable from live rounds.
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93 changed files with 3414 additions and 329 deletions
154
jRandomSkills - SRC Files/src/player/skills/EmpGrenade.cs
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154
jRandomSkills - SRC Files/src/player/skills/EmpGrenade.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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namespace src.player.skills
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{
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public class EmpGrenade : ISkill
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{
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private const Skills skillName = Skills.EmpGrenade;
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private const string ownerTag = "EmpGrenade";
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private static readonly ConcurrentDictionary<uint, int> jammedUntilTick = [];
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private static readonly ConcurrentDictionary<uint, int> playersWithSkill = [];
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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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RestoreAll();
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jammedUntilTick.Clear();
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}
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public static void RoundEnd()
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{
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RestoreAll();
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jammedUntilTick.Clear();
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}
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public static void PlayerDisconnect(uint playerIndex)
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{
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jammedUntilTick.TryRemove(playerIndex, out _);
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playersWithSkill.TryRemove(playerIndex, out _);
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}
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public static void PlayerDeath(EventPlayerDeath @event)
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{
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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if (victim == null || !victim.IsValid) return;
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if (jammedUntilTick.TryRemove(victim.Index, out _))
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SetHud(victim.Index, false);
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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{
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if (@event.Weapon != "hegrenade") return;
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var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
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if (attacker == null || !attacker.IsValid) return;
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var attackerInfo = PlayerManager.GetPlayerByIndex(attacker.Index);
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if (attackerInfo?.Skill != skillName) return;
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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if (victim == null || !victim.IsValid) return;
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float duration = SkillsInfo.GetValue<float>(skillName, "jamSeconds");
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jammedUntilTick[victim.Index] = Server.TickCount + (int)(duration * 64);
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SetHud(victim.Index, true);
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var victimEvent = PlayerManager.GetPlayerFromEvent(victim);
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if (victimEvent != null && victimEvent.IsValid)
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victimEvent.PrintToChat($" {ChatColors.Red}{victimEvent.GetTranslation("empgrenade_enemy_info")}");
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}
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public static void OnTick()
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{
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if (jammedUntilTick.IsEmpty) return;
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int now = Server.TickCount;
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foreach (var kvp in jammedUntilTick)
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{
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if (now < kvp.Value) continue;
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if (!jammedUntilTick.TryRemove(kvp.Key, out _)) continue;
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SetHud(kvp.Key, false);
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}
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}
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private static void RestoreAll()
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{
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foreach (var playerIndex in jammedUntilTick.Keys)
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SetHud(playerIndex, false);
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}
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private static void SetHud(uint playerIndex, bool jam)
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{
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var player = Utilities.GetPlayerFromIndex((int)playerIndex);
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if (player == null || !player.IsValid) return;
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ApplyHud(player, jam);
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ApplyHud(PlayerManager.GetPlayerFromEvent(player), jam);
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}
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private static void ApplyHud(CCSPlayerController? player, bool jam)
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{
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if (player == null || !player.IsValid) return;
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SkillUtils.SetCrosshairHidden(player, ownerTag, jam);
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SkillUtils.SetRadarDisabled(player, ownerTag, jam);
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}
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public static void GrenadeThrown(EventGrenadeThrown @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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if (@event.Weapon != "hegrenade") return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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{
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playersWithSkill[player.Index] = grenadesLeft - 1;
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player!.GiveNamedItem("weapon_hegrenade");
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
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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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if (player == null || !player.IsValid) return;
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int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
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playersWithSkill[player.Index] = grenadeLimit;
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SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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playersWithSkill.TryRemove(player.Index, out _);
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SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#3ad6e8", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Uncommon, float jamSeconds = 3f, int grenadeLimit = 2) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float JamSeconds { get; set; } = jamSeconds;
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public int GrenadeLimit { get; set; } = grenadeLimit;
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}
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}
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}
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