Refactor skill lookup logic and vote system, update language files
Refactored command handling to improve player and skill lookup logic, replaced some list operations with direct queries, and updated method signatures for clarity and null safety. The vote system was reworked to support more robust vote tracking, cooldowns, and localized chat messages. Language files were updated to add new vote-related translations. Various code style and nullability improvements were made throughout the plugin.
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117 changed files with 1532 additions and 1674 deletions
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@ -9,9 +9,9 @@ namespace jRandomSkills
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public class BladeMaster : ISkill
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{
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private const Skills skillName = Skills.BladeMaster;
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private static string[] noReflectionWeapon = { "inferno", "flashbang", "smokegrenade", "decoy", "hegrenade", "knife", "taser" };
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private static float torseReflectionChance = Config.GetValue<float>(skillName, "torseReflectionChance") * 100;
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private static float legReflectionChance = Config.GetValue<float>(skillName, "legReflectionChance") * 100;
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private static readonly string[] noReflectionWeapon = ["inferno", "flashbang", "smokegrenade", "decoy", "hegrenade", "knife", "taser"];
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private static readonly float torseReflectionChance = Config.GetValue<float>(skillName, "torseReflectionChance") * 100;
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private static readonly float legReflectionChance = Config.GetValue<float>(skillName, "legReflectionChance") * 100;
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public static void LoadSkill()
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{
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@ -25,7 +25,7 @@ namespace jRandomSkills
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string weapon = @event.Weapon;
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if (noReflectionWeapon.Contains(weapon) || !Instance.IsPlayerValid(victim)) return HookResult.Continue;
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var victimInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == victim.SteamID);
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var victimInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == victim?.SteamID);
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if (victimInfo == null || victimInfo.Skill != skillName) return HookResult.Continue;
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int chance = Instance.Random.Next(0, 101);
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@ -38,11 +38,12 @@ namespace jRandomSkills
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if (chance > torseReflectionChance)
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return HookResult.Continue;
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var pawn = victim.PlayerPawn.Value;
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var pawn = victim!.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return HookResult.Continue;
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var activeWeapon = pawn.WeaponServices.ActiveWeapon.Value;
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if (activeWeapon == null || !activeWeapon.IsValid || activeWeapon.DesignerName != "weapon_knife") return HookResult.Continue;
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var weaponServices = pawn.WeaponServices;
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if (weaponServices == null) return HookResult.Continue;
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if (weaponServices.ActiveWeapon == null || !weaponServices.ActiveWeapon.IsValid || weaponServices.ActiveWeapon.Value == null || !weaponServices.ActiveWeapon.Value.IsValid || weaponServices.ActiveWeapon.Value.DesignerName != "weapon_knife") return HookResult.Continue;
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RestoreHealth(victim, damage);
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return HookResult.Stop;
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@ -52,6 +53,7 @@ namespace jRandomSkills
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private static void RestoreHealth(CCSPlayerController victim, float damage)
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{
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var playerPawn = victim.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid || playerPawn.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
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var newHealth = playerPawn.Health + damage;
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if (newHealth > 100)
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@ -61,15 +63,10 @@ namespace jRandomSkills
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Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_iHealth");
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}
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public class SkillConfig : Config.DefaultSkillInfo
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#cc7504", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float torseReflectionChance = .95f, float legReflectionChance = .80f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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{
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public float TorseReflectionChance { get; set; }
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public float LegReflectionChance { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#cc7504", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float torseReflectionChance = .95f, float legReflectionChance = .80f) : base(skill, active, color, onlyTeam, needsTeammates)
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{
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TorseReflectionChance = torseReflectionChance;
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LegReflectionChance = legReflectionChance;
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}
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public float TorseReflectionChance { get; set; } = torseReflectionChance;
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public float LegReflectionChance { get; set; } = legReflectionChance;
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}
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}
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}
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