Refactor Jackal skill to affect all opponents and add alternative skill button
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commit
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29 changed files with 136 additions and 120 deletions
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@ -3,6 +3,7 @@ using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Utils;
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using jRandomSkills.src.player;
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using jRandomSkills.src.utils;
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using System.Collections.Generic;
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using static jRandomSkills.jRandomSkills;
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namespace jRandomSkills
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@ -11,7 +12,7 @@ namespace jRandomSkills
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{
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private const Skills skillName = Skills.Darkness;
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private static readonly float brightness = Config.GetValue<float>(skillName, "brightness");
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private static readonly Dictionary<CCSPlayerController, CPostProcessingVolume> deafultPostProcessing = [];
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private static readonly Dictionary<CCSPlayerController, List<CPostProcessingVolume>> defaultPostProcessings = [];
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private static readonly List<CPostProcessingVolume> newPostProcessing = [];
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public static void LoadSkill()
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@ -36,7 +37,7 @@ namespace jRandomSkills
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Instance.RegisterEventHandler<EventRoundEnd>((@event, info) =>
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{
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foreach (var player in deafultPostProcessing.Keys)
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foreach (var player in defaultPostProcessings.Keys)
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DisableSkill(player);
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foreach (var postProcessing in newPostProcessing)
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postProcessing.Remove();
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@ -89,7 +90,7 @@ namespace jRandomSkills
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SkillUtils.PrintToChat(player, Localization.GetTranslation("darkness") + ":", false);
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player.PrintToChat($" {ChatColors.Green}{Localization.GetTranslation("darkness_select_info")}");
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var enemies = Utilities.GetPlayers().Where(p => p.Team != player.Team && p.IsValid && !p.IsBot).ToArray();
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var enemies = Utilities.GetPlayers().Where(p => p.Team != player.Team && p.IsValid && !p.IsBot && !p.IsHLTV && p.Team != CsTeam.Spectator).ToArray();
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if (enemies.Length > 0)
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{
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foreach (var enemy in enemies)
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@ -111,29 +112,40 @@ namespace jRandomSkills
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return;
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var postProcessingVolumes = pawn.CameraServices.PostProcessingVolumes.FirstOrDefault();
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if (postProcessingVolumes == null || postProcessingVolumes.Value == null) return;
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if (!defaultPostProcessings.TryGetValue(player, out _))
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defaultPostProcessings[player] = [];
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if (deafultPostProcessing.TryGetValue(player, out var oldPostProcessing))
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int i = 0;
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foreach (var postProcessingVolume in pawn.CameraServices.PostProcessingVolumes)
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{
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postProcessingVolumes.Raw = oldPostProcessing.EntityHandle.Raw;
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deafultPostProcessing.Remove(player);
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Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
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return;
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if (postProcessingVolume == null || postProcessingVolume.Value == null)
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return;
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if (dontCreateNew)
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{
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if (i < defaultPostProcessings[player].Count)
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postProcessingVolume.Raw = defaultPostProcessings[player][i].EntityHandle.Raw;
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}
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else
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{
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defaultPostProcessings[player].Add(postProcessingVolume.Value);
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var postProcessing = Utilities.CreateEntityByName<CPostProcessingVolume>("post_processing_volume");
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if (postProcessing == null) return;
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postProcessing.ExposureControl = true;
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postProcessing.MaxExposure = brightness;
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postProcessing.MinExposure = brightness;
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newPostProcessing.Add(postProcessing);
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postProcessingVolume.Raw = postProcessing.EntityHandle.Raw;
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}
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i++;
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}
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if (dontCreateNew)
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return;
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var postProcessing = Utilities.CreateEntityByName<CPostProcessingVolume>("post_processing_volume");
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if (postProcessing == null) return;
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postProcessing.ExposureControl = true;
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postProcessing.MaxExposure = brightness;
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postProcessing.MinExposure = brightness;
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deafultPostProcessing.TryAdd(player, postProcessingVolumes.Value);
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postProcessingVolumes.Raw = postProcessing.EntityHandle.Raw;
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Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
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if (dontCreateNew)
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defaultPostProcessings.Remove(player);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#383838", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float brightness = .01f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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