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.
This commit is contained in:
Juzlus 2025-09-04 04:53:23 +02:00
parent 54b265d43d
commit e33975fe8b
117 changed files with 1532 additions and 1674 deletions

View file

@ -14,16 +14,13 @@ namespace jRandomSkills
{
private const Skills skillName = Skills.FragileBomb;
private static int bombHealth = Config.GetValue<int>(skillName, "maxBombHealth");
private static int maxBombHealth = Config.GetValue<int>(skillName, "maxBombHealth");
private static readonly int maxBombHealth = Config.GetValue<int>(skillName, "maxBombHealth");
private static CPlantedC4 plantedC4;
private static CTriggerMultiple triggerC4;
private static CPlantedC4? plantedC4;
private static CTriggerMultiple? triggerC4;
public static void LoadSkill()
{
if (Config.config.SkillsInfo.FirstOrDefault(s => s.Name == skillName.ToString())?.Active != true)
return;
SkillUtils.RegisterSkill(skillName, Config.GetValue<string>(skillName, "color"));
Instance.RegisterEventHandler<EventRoundFreezeEnd>((@event, info) =>
@ -49,7 +46,7 @@ namespace jRandomSkills
private static void CreateTrigger()
{
var trigger = Utilities.CreateEntityByName<CTriggerMultiple>("trigger_multiple");
if (trigger == null || plantedC4 == null) return;
if (trigger == null || plantedC4 == null || trigger.AbsOrigin == null || plantedC4.AbsOrigin == null) return;
trigger.Collision.SolidType = SolidType_t.SOLID_CAPSULE;
trigger.Collision.SolidFlags = 0;
@ -93,19 +90,19 @@ namespace jRandomSkills
if (param == null || param.Entity == null || param2 == null || param2.Attacker == null || param2.Attacker.Value == null)
return HookResult.Continue;
CCSPlayerPawn attackerPawn = new CCSPlayerPawn(param2.Attacker.Value.Handle);
CCSPlayerPawn attackerPawn = new(param2.Attacker.Value.Handle);
if (attackerPawn.DesignerName != "player" || param.DesignerName != "trigger_multiple")
return HookResult.Continue;
CTriggerMultiple trigger = new CTriggerMultiple(param.Handle);
CTriggerMultiple trigger = new(param.Handle);
if (attackerPawn == null || attackerPawn.Controller?.Value == null || trigger == null || !trigger.Globalname.StartsWith("planted_bomb_prop_"))
return HookResult.Continue;
CCSPlayerController attacker = attackerPawn.Controller.Value.As<CCSPlayerController>();
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == attacker.SteamID);
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker.SteamID);
if (playerInfo == null || playerInfo.Skill != skillName) return HookResult.Continue;
bombHealth -= (int)param2.TotalledDamage;
@ -119,13 +116,9 @@ namespace jRandomSkills
return HookResult.Continue;
}
public class SkillConfig : Config.DefaultSkillInfo
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#5d00ff", CsTeam onlyTeam = CsTeam.CounterTerrorist, bool needsTeammates = false, int maxBombHealth = 1000) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public int MaxBombHealth { get; set; }
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#5d00ff", CsTeam onlyTeam = CsTeam.CounterTerrorist, bool needsTeammates = false, int maxBombHealth = 1000) : base(skill, active, color, onlyTeam, needsTeammates)
{
MaxBombHealth = maxBombHealth;
}
public int MaxBombHealth { get; set; } = maxBombHealth;
}
}
}