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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@ -11,8 +11,8 @@ namespace jRandomSkills
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{
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private const Skills skillName = Skills.FalconEye;
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private static bool blocked = false;
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private static float distance = Config.GetValue<float>(skillName, "distance");
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private static Dictionary<ulong, (uint, CDynamicProp)> cameras = new Dictionary<ulong, (uint, CDynamicProp)>();
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private static readonly float distance = Config.GetValue<float>(skillName, "distance");
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private static readonly Dictionary<ulong, (uint, CDynamicProp)> cameras = [];
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public static void LoadSkill()
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{
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@ -41,11 +41,14 @@ namespace jRandomSkills
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{
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var player = @event.Userid;
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if (!Instance.IsPlayerValid(player)) return HookResult.Continue;
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var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player?.SteamID);
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if (playerInfo?.Skill != skillName) return HookResult.Continue;
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if (cameras.TryGetValue(player.SteamID, out var cameraInfo) && cameraInfo.Item1 == player.PlayerPawn.Value.CameraServices!.ViewEntity!.Raw)
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var pawn = player!.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return HookResult.Continue;
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if (cameras.TryGetValue(player!.SteamID, out var cameraInfo) && cameraInfo.Item1 == pawn.CameraServices.ViewEntity.Raw)
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BlockWeapon(player, true);
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return HookResult.Continue;
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});
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@ -71,13 +74,14 @@ namespace jRandomSkills
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if (cameras.TryGetValue(player.SteamID, out var cameraInfo) && cameraInfo.Item2.IsValid)
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) continue;
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if (pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
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{
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ChangeCamera(player, true);
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continue;
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}
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Vector pos = new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + 1000);
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QAngle angle = new QAngle(90, 0, -pawn.V_angle.Y);
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Vector pos = new(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + 1000);
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QAngle angle = new(90, 0, -pawn.V_angle.Y);
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cameraInfo.Item2.Teleport(pos, angle);
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}
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}
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@ -87,6 +91,7 @@ namespace jRandomSkills
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uint orginalCameraRaw;
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uint newCameraRaw;
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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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if (cameras.TryGetValue(player.SteamID, out var cameraInfo) && cameraInfo.Item2.IsValid)
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{
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orginalCameraRaw = cameraInfo.Item1;
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@ -101,7 +106,7 @@ namespace jRandomSkills
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if (newCameraRaw == 0)
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return;
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bool defaultCam = forceToDefault ? true : (pawn.CameraServices!.ViewEntity!.Raw == orginalCameraRaw ? false : true);
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bool defaultCam = forceToDefault || (pawn.CameraServices.ViewEntity.Raw != orginalCameraRaw);
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pawn!.CameraServices!.ViewEntity.Raw = defaultCam ? orginalCameraRaw : newCameraRaw;
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Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
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BlockWeapon(player, !defaultCam);
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@ -113,7 +118,8 @@ namespace jRandomSkills
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if (camera == null || !camera.IsValid) return 0;
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var pawn = player.PlayerPawn.Value;
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Vector pos = new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + distance);
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return 0;
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Vector pos = new(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + distance);
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camera.Render = Color.FromArgb(0, 255, 255, 255);
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camera.Teleport(pos, new QAngle(90, 0, 0));
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@ -124,7 +130,13 @@ namespace jRandomSkills
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private static void BlockWeapon(CCSPlayerController player, bool block)
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{
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foreach (var weapon in player.Pawn.Value.WeaponServices?.MyWeapons)
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return;
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var weaponServices = pawn.WeaponServices;
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if (weaponServices == null) return;
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foreach (var weapon in weaponServices.MyWeapons)
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if (weapon != null && weapon.IsValid && weapon.Value != null && weapon.Value.IsValid)
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{
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weapon.Value.NextPrimaryAttackTick = block ? int.MaxValue : Server.TickCount;
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@ -135,13 +147,9 @@ namespace jRandomSkills
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}
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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 = "#d1f542", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float distance = 1000f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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{
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public float Distance { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#d1f542", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float distance = 1000f) : base(skill, active, color, onlyTeam, needsTeammates)
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{
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Distance = distance;
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}
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public float Distance { get; set; } = distance;
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}
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}
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}
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