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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parent
20f1ba212a
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43 changed files with 449 additions and 208 deletions
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@ -185,10 +185,12 @@ namespace src.player.skills
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camNode.Flags = (uint)(camNode.Flags & ~(1 << 2));
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camera.SetModel(cameraViewModel);
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camera.Render = Color.FromArgb(1, 255, 255, 255);
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camera.Teleport(pos, angle);
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camera.DispatchSpawn();
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camera.Render = Color.FromArgb(1, 255, 255, 255);
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Utilities.SetStateChanged(camera, "CBaseModelEntity", "m_clrRender");
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CBaseEntity? target = pawn != null && pawn.IsValid ? pawn : null;
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var entities = EntityManager.GetPlayerEntities(enemy.Index, "empty_prop");
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@ -203,10 +205,11 @@ namespace src.player.skills
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camera.AcceptInput("SetParent", target, target, "!activator");
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});
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if (cameras.TryGetValue(player.Index, out var cameraInfo))
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cameras.AddOrUpdate(player.Index, (cameraInfo.Item1, camera.Index, enemy.Index), (k, v) => (cameraInfo.Item1, camera.Index, enemy.Index));
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else
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cameras.AddOrUpdate(player.Index, (pawn.CameraServices.ViewEntity.Raw, camera.Index, enemy.Index), (k, v) => (pawn.CameraServices.ViewEntity.Raw, camera.Index, enemy.Index));
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uint originalView = cameras.TryGetValue(player.Index, out var cameraInfo)
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? cameraInfo.Item1
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: player.PlayerPawn?.Value?.CameraServices?.ViewEntity.Raw ?? 0;
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cameras[player.Index] = (originalView, camera.Index, enemy.Index);
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return camera.EntityHandle.Raw;
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}
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