v1.2.3.b4
- Curses are now tracked at all times and cleared when a player leaves, so a curse can no longer stick to whoever joins into that player slot afterwards - Wallhack and Nightmare no longer shows up for the whole server during the round start skill reveal - One skill throwing during round cleanup no longer cancels the rest of the cleanup or leaves entity kills suppressed for the rest of the map - Fixed the TakeAmmo crash on map change while restoring weapon reserve ammo - Friendly fire reduction now applies to BlastShot, DeathBomb, ExplodingBarrel, ExplosiveShot and ToxicSmoke - FireRain molotovs now land around the decoy instead of on nearby rooftops, and the fire keeps its owner and team so friendly fire rules apply to it - Teammates can no longer shoot the chickens spawned by HealingChicken - Fortnite wall now spawns with its model and health set up front, so it takes the configured amount of damage instead of breaking on the first bullet - JetKick, CarefulBullets and WildThrow now clean up after their target disconnects
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43 changed files with 449 additions and 208 deletions
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@ -112,13 +112,31 @@ namespace src.player.skills
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box.Entity!.Name = box.Globalname = $"FortniteWall_{Server.TickCount}";
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box.Collision.SolidType = SolidType_t.SOLID_VPHYSICS;
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box.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(box.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
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box.DispatchSpawn();
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box.Health = box.MaxHealth = 1_000_000;
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var keys = new CEntityKeyValues();
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try
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{
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keys.SetString("model", SkillsInfo.GetValue<string>(skillName, "propModel"));
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keys.SetVector("origin", pos);
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keys.SetBool("solid", true);
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box.DispatchSpawn(keys);
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}
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finally
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{
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keys.Dispose();
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}
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if (!box.IsValid) return;
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box.Teleport(pos, angle, null);
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barricades.TryAdd(box.Index, SkillsInfo.GetValue<int>(skillName, "barricadeHealth"));
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Server.NextFrame(() =>
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{
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if (box == null || !box.IsValid) return;
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box.SetModel(SkillsInfo.GetValue<string>(skillName, "propModel"));
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box.Teleport(pos, angle, null);
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Utilities.SetStateChanged(box, "CBaseEntity", "m_CBodyComponent");
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});
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}
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