Update readme & Rework NoRecoil

This commit is contained in:
Juzlus 2026-09-17 22:54:05 +02:00
parent f73dd5a4df
commit c58bff7150
7 changed files with 174 additions and 44 deletions

20
.github/en.md vendored
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@ -425,6 +425,26 @@ This plugin uses content from the following projects:
## 📋 Changelog
<details>
<summary><b>v1.2.4.b2</b></summary>
- #### General
- **Ninja, Ghost, C4 Camouflage** - Hidden players are now revealed in the `player_death` pre-hook, preventing `CopyExistingEntity: missing client entity` crashes.
- **DisableOnFreezeTime** - Passive damage skills (Cypher, Exploding Barrel, Explosive Shot, Fortnite, Iana, Illusionist and Replicator, etc.) now also respect the setting.
- **Skill distribution** - One disconnecting player can no longer stop skill assignment for everyone else; If no skills are assigned, the system retries up to 6 times every 0.5s and logs the reason for failure.
- #### Skill Fixes
- **No Recoil** - Changed the way no recoil is applied to prevent it from affecting other players.
- **Falcon Eye** - Weapons no longer remain locked after a round ends while the camera is active.
- **Jump Ban** - Jumping is now fully blocked by clearing upward velocity and extending the effect duration; The message confirming that jumping is available again now displays correctly.
- **Blast Shot** - Grenades can no longer be thrown during freeze time.
- **Sound Maker** - Phantom screams no longer come from `0 0 0` and are only sent to living enemies.
- **Careful Bullets, Darkness, Deaf, Expensive Ammo, Giant, Glitch, Jammer, Jet Kick, Jump Curse, Magnifier, Nightmare, Poison, Primary Ban, Wild Throw** - The message confirming that the effect ended now displays correctly.
**Full update contributed by [@ByDexterTR](https://github.com/ByDexterTR) in pull request [#58](https://github.com/Juzlus/jRandomSkills/pull/58). Thanks to ByDexterTR!**
</details>
<details>
<summary><b>v1.2.4.b1</b></summary>

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.github/pl.md vendored
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@ -425,6 +425,26 @@ Plugin korzysta z zawartości następujących projektów:
## 📋 Lista Zmian
<details>
<summary><b>v1.2.4.b2</b></summary>
- #### Ogólne
- **Ninja, Duszek, C4 Kamuflaż** - Ukryci gracze są teraz ujawniani w `player_death` pre-hooku, co zapobiega crashom `CopyExistingEntity: missing client entity`.
- **DisableOnFreezeTime** - Umiejętności zadające obrażenia (Kamera, Wybuchowa Beczka, Strzał Wybuchowy, Fortnite, Hologram, Iluzjonista, Replikator itd.) teraz również respektują to ustawienie.
- **Skill distribution** - Rozłączający się gracz nie może już przerwać przydzielania mocy pozostałym; jeśli żadna moc nie zostanie przydzielona, system ponawia próbę do 6 razy co 0,5 s i zapisuje przyczynę w logach.
- #### Poprawki mocy
- **Skupienie** - Zmieniono sposób nakładania braku odrzutu, aby nie wpływał na innych graczy.
- **Oko Sokoła** - Broń nie pozostaje już zablokowana po zakończeniu rundy, gdy kamera jest aktywna.
- **Beznogi** - Skakanie jest teraz całkowicie blokowane przez wyzerowanie prędkości pionowej i wydłużenie czasu działania; wiadomość o ponownym odblokowaniu skoku wyświetla się poprawnie.
- **Mocne Uderzenie** - Granatów nie można już rzucać podczas freeze time.
- **Dźwiękowiec** - Duchy krzyków nie pojawiają się już w `0 0 0` i są wysyłane wyłącznie do żywych przeciwników.
- **Ostrożne Pociski, Mrok, Głuchy, Droga Amunicja, Olbrzym, Glitch, Zakłócacz, Odrzutowy Kop, Klątwa Skakania, Lupa, Koszmar, Trutka, Brak Karabinów, Dzikie Rzuty** - Wiadomość informująca o zakończeniu efektu wyświetla się teraz poprawnie.
**Pełna aktualizacja została przygotowana przez [@ByDexterTR](https://github.com/ByDexterTR) w ramach pull requesta [#58](https://github.com/Juzlus/jRandomSkills/pull/58). Dziękujemy ByDexterTR!**
</details>
<details>
<summary><b>v1.2.4.b1</b></summary>

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@ -487,7 +487,7 @@
"returntosender": "Zwrot do Nadawcy",
"returntosender_desc": "Pierwsze trafienie wroga powoduje, że wraca on na swój resp",
"rewind": "Cofnięcietruearmor",
"rewind": "Cofnięcie",
"rewind_desc": "Naciśnij [css_useSkill], aby zostawić znacznik i wkrótce do niego wrócić",
"rewind_pending_info": "POWRÓT: {0}",

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@ -2,6 +2,7 @@ using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using static src.jRandomSkills;
@ -11,75 +12,164 @@ namespace src.player.skills
{
private const Skills skillName = Skills.NoRecoil;
private static readonly ConcurrentDictionary<uint, byte> holders = [];
private static bool noSpreadActive;
private const string NoSpreadConVar = "weapon_accuracy_nospread";
private static bool defaultNoSpread;
private static readonly ConcurrentDictionary<uint, byte> holders = [];
private static readonly ConcurrentDictionary<uint, string> originalNoSpreadValues = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
defaultNoSpread = SkillUtils.CvarValue("weapon_accuracy_nospread", false);
}
public static void NewRound()
{
foreach (var player in Utilities.GetPlayers())
{
if (player == null || !player.IsValid) continue;
if (!holders.ContainsKey(player.Index)) continue;
RestoreClientNoSpread(player);
}
holders.Clear();
ApplyNoSpread(false);
originalNoSpreadValues.Clear();
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
if (!holders.TryAdd(player.Index, 0)) return;
holders.TryAdd(player.Index, 0);
ApplyNoSpread(true);
try
{
var currentValue = player.GetConVarValue(NoSpreadConVar);
originalNoSpreadValues[player.Index] = string.IsNullOrWhiteSpace(currentValue) ? "0" : currentValue;
}
catch
{
originalNoSpreadValues[player.Index] = "0";
}
try
{
player.ReplicateConVar(NoSpreadConVar, "1");
}
catch { }
ResetWeaponState(player);
ResetViewPunch(player);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
holders.TryRemove(player.Index, out _);
if (holders.IsEmpty)
ApplyNoSpread(false);
RestoreClientNoSpread(player);
ResetWeaponState(player);
ResetViewPunch(player);
}
private static void ApplyNoSpread(bool enabled)
private static void RestoreClientNoSpread(CCSPlayerController player)
{
if (noSpreadActive == enabled) return;
if (player == null || !player.IsValid) return;
var value = originalNoSpreadValues.TryGetValue(player.Index, out var originalValue)
? originalValue : "0";
noSpreadActive = enabled;
bool value = enabled || defaultNoSpread;
Server.ExecuteCommand($"weapon_accuracy_nospread {(value ? 1 : 0)}");
}
public static void OnTick()
{
foreach (var player in PlayerManager.GetTickPlayers())
{
if (!Instance.IsPlayerValid(player)) continue;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill == skillName)
{
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) continue;
if (pawn.AimPunchServices != null)
{
pawn.AimPunchServices.PredictableBaseTick = 0;
pawn.AimPunchServices.PredictableBaseTickInterpAmount = 0;
pawn.AimPunchServices.UnpredictableBaseTick = 0;
}
if (pawn.CameraServices != null)
{
pawn.CameraServices.CsViewPunchAngleTick = 0;
pawn.CameraServices.CsViewPunchAngleTickRatio = 0f;
}
}
try {
player.ReplicateConVar(NoSpreadConVar, value);
originalNoSpreadValues.TryRemove(player.Index, out _);
}
catch { }
}
public static void WeaponFire(EventWeaponFire @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
if (!holders.ContainsKey(player.Index)) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player.Index);
if (playerInfo?.Skill != skillName) return;
ResetWeaponState(player);
ResetViewPunch(player);
}
private static void ResetWeaponState(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
if (pawn.ShotsFired != 0)
{
pawn.ShotsFired = 0;
Utilities.SetStateChanged(pawn, "CCSPlayerPawn", "m_iShotsFired");
}
var weapon = pawn.WeaponServices?.ActiveWeapon.Value;
if (weapon == null || !weapon.IsValid) return;
var csWeapon = weapon.As<CCSWeaponBase>();
if (csWeapon == null || !csWeapon.IsValid) return;
if (csWeapon.AccuracyPenalty != 0f)
{
csWeapon.AccuracyPenalty = 0f;
Utilities.SetStateChanged(weapon, "CCSWeaponBase", "m_fAccuracyPenalty");
}
if (csWeapon.FlRecoilIndex != 0f)
{
csWeapon.FlRecoilIndex = 0f;
Utilities.SetStateChanged(weapon, "CCSWeaponBase", "m_flRecoilIndex");
}
if (csWeapon.IRecoilIndex != 0)
{
csWeapon.IRecoilIndex = 0;
Utilities.SetStateChanged(weapon, "CCSWeaponBase", "m_iRecoilIndex");
}
if (csWeapon.TurningInaccuracy != 0f)
{
csWeapon.TurningInaccuracy = 0f;
Utilities.SetStateChanged(weapon, "CCSWeaponBase", "m_flTurningInaccuracy");
}
}
private static void ResetViewPunch(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
var aim = pawn.AimPunchServices;
if (aim != null)
{
Zero(aim.PredictableBaseAngle);
Zero(aim.PredictableBaseAngleVel);
Zero(aim.UnpredictableBaseAngle);
Utilities.SetStateChanged(pawn, "CCSPlayerPawn", "m_pAimPunchServices");
}
var camera = pawn.CameraServices;
if (camera != null)
{
Zero(camera.CsViewPunchAngle);
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
}
}
private static void Zero(QAngle? angle)
{
if (angle == null) return;
angle.X = 0f;
angle.Y = 0f;
angle.Z = 0f;
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8a42f5", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)

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@ -487,7 +487,7 @@
"returntosender": "Zwrot do Nadawcy",
"returntosender_desc": "Pierwsze trafienie wroga powoduje, że wraca on na swój resp",
"rewind": "Cofnięcietruearmor",
"rewind": "Cofnięcie",
"rewind_desc": "Naciśnij [css_useSkill], aby zostawić znacznik i wkrótce do niego wrócić",
"rewind_pending_info": "POWRÓT: {0}",