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

@ -14,7 +14,7 @@ namespace jRandomSkills
public class LongKnife : ISkill
{
private const Skills skillName = Skills.LongKnife;
private static float maxDistance = Config.GetValue<float>(skillName, "maxDistance");
private static readonly float maxDistance = Config.GetValue<float>(skillName, "maxDistance");
public unsafe static void LoadSkill()
{
@ -25,18 +25,20 @@ namespace jRandomSkills
var player = @event.Userid;
if (!Instance.IsPlayerValid(player)) return HookResult.Continue;
var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player?.SteamID);
if (playerInfo?.Skill != skillName) return HookResult.Continue;
var activeWeapon = player.Pawn.Value.WeaponServices.ActiveWeapon.Value;
if (activeWeapon?.DesignerName != "weapon_knife") return HookResult.Continue;
var pawn = player!.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null || pawn.WeaponServices == null) return HookResult.Continue;
var pawn = player.PlayerPawn.Value;
Vector eyePos = new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z);
var activeWeapon = pawn.WeaponServices.ActiveWeapon.Value;
if (activeWeapon == null || !activeWeapon.IsValid || activeWeapon.DesignerName != "weapon_knife") return HookResult.Continue;
Vector eyePos = new(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z);
Vector endPos = eyePos + SkillUtils.GetForwardVector(pawn.EyeAngles) * maxDistance;
Ray ray = new Ray(Vector3.Zero);
CTraceFilter filter = new CTraceFilter(pawn.Index, pawn.Index)
Ray ray = new(Vector3.Zero);
CTraceFilter filter = new(pawn.Index, pawn.Index)
{
m_nObjectSetMask = 0xf,
m_nCollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER_MOVEMENT,
@ -55,20 +57,16 @@ namespace jRandomSkills
if (!trace.HitPlayer(out CCSPlayerController? target) || target == null)
return HookResult.Continue;
if (target.Handle == player.Handle || trace.Distance() <= 70) return HookResult.Continue;
if (target.Handle == player.Handle || target.PlayerPawn.Value == null || !target.PlayerPawn.Value.IsValid || trace.Distance() <= 70) return HookResult.Continue;
target.PlayerPawn.Value.EmitSound("Player.DamageBody.Onlooker");
SkillUtils.TakeHealth(target.PlayerPawn.Value, Instance.Random.Next(21, 34));
return HookResult.Continue;
});
}
public class SkillConfig : Config.DefaultSkillInfo
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#c9f8ff", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float maxDistance = 4096f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public float MaxDistance { get; set; }
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#c9f8ff", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float maxDistance = 4096f) : base(skill, active, color, onlyTeam, needsTeammates)
{
MaxDistance = maxDistance;
}
public float MaxDistance { get; set; } = maxDistance;
}
}
}