Refactor Jackal skill to affect all opponents and add alternative skill button

This commit is contained in:
Juzlus 2025-09-06 04:30:57 +02:00
parent db3bb38d9b
commit ca73bf50ac
29 changed files with 136 additions and 120 deletions

View file

@ -3,6 +3,7 @@ using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using jRandomSkills.src.player;
using jRandomSkills.src.utils;
using System.Collections.Generic;
using static jRandomSkills.jRandomSkills;
namespace jRandomSkills
@ -11,7 +12,7 @@ namespace jRandomSkills
{
private const Skills skillName = Skills.Darkness;
private static readonly float brightness = Config.GetValue<float>(skillName, "brightness");
private static readonly Dictionary<CCSPlayerController, CPostProcessingVolume> deafultPostProcessing = [];
private static readonly Dictionary<CCSPlayerController, List<CPostProcessingVolume>> defaultPostProcessings = [];
private static readonly List<CPostProcessingVolume> newPostProcessing = [];
public static void LoadSkill()
@ -36,7 +37,7 @@ namespace jRandomSkills
Instance.RegisterEventHandler<EventRoundEnd>((@event, info) =>
{
foreach (var player in deafultPostProcessing.Keys)
foreach (var player in defaultPostProcessings.Keys)
DisableSkill(player);
foreach (var postProcessing in newPostProcessing)
postProcessing.Remove();
@ -89,7 +90,7 @@ namespace jRandomSkills
SkillUtils.PrintToChat(player, Localization.GetTranslation("darkness") + ":", false);
player.PrintToChat($" {ChatColors.Green}{Localization.GetTranslation("darkness_select_info")}");
var enemies = Utilities.GetPlayers().Where(p => p.Team != player.Team && p.IsValid && !p.IsBot).ToArray();
var enemies = Utilities.GetPlayers().Where(p => p.Team != player.Team && p.IsValid && !p.IsBot && !p.IsHLTV && p.Team != CsTeam.Spectator).ToArray();
if (enemies.Length > 0)
{
foreach (var enemy in enemies)
@ -111,29 +112,40 @@ namespace jRandomSkills
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return;
var postProcessingVolumes = pawn.CameraServices.PostProcessingVolumes.FirstOrDefault();
if (postProcessingVolumes == null || postProcessingVolumes.Value == null) return;
if (!defaultPostProcessings.TryGetValue(player, out _))
defaultPostProcessings[player] = [];
if (deafultPostProcessing.TryGetValue(player, out var oldPostProcessing))
int i = 0;
foreach (var postProcessingVolume in pawn.CameraServices.PostProcessingVolumes)
{
postProcessingVolumes.Raw = oldPostProcessing.EntityHandle.Raw;
deafultPostProcessing.Remove(player);
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
return;
if (postProcessingVolume == null || postProcessingVolume.Value == null)
return;
if (dontCreateNew)
{
if (i < defaultPostProcessings[player].Count)
postProcessingVolume.Raw = defaultPostProcessings[player][i].EntityHandle.Raw;
}
else
{
defaultPostProcessings[player].Add(postProcessingVolume.Value);
var postProcessing = Utilities.CreateEntityByName<CPostProcessingVolume>("post_processing_volume");
if (postProcessing == null) return;
postProcessing.ExposureControl = true;
postProcessing.MaxExposure = brightness;
postProcessing.MinExposure = brightness;
newPostProcessing.Add(postProcessing);
postProcessingVolume.Raw = postProcessing.EntityHandle.Raw;
}
i++;
}
if (dontCreateNew)
return;
var postProcessing = Utilities.CreateEntityByName<CPostProcessingVolume>("post_processing_volume");
if (postProcessing == null) return;
postProcessing.ExposureControl = true;
postProcessing.MaxExposure = brightness;
postProcessing.MinExposure = brightness;
deafultPostProcessing.TryAdd(player, postProcessingVolumes.Value);
postProcessingVolumes.Raw = postProcessing.EntityHandle.Raw;
Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
if (dontCreateNew)
defaultPostProcessings.Remove(player);
}
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)