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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@ -10,8 +10,8 @@ namespace jRandomSkills
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public class ReZombie : ISkill
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{
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private const Skills skillName = Skills.ReZombie;
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private static int zombieHealth = Config.GetValue<int>(skillName, "zombieHealth");
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private static HashSet<CCSPlayerController> zombies = new HashSet<CCSPlayerController>();
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private static readonly int zombieHealth = Config.GetValue<int>(skillName, "zombieHealth");
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private static readonly HashSet<CCSPlayerController> zombies = [];
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public static void LoadSkill()
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{
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@ -21,7 +21,7 @@ namespace jRandomSkills
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{
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var player = @event.Userid;
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return HookResult.Continue;
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if (!zombies.Contains(player) || weapon == "c4") return HookResult.Continue;
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player.ExecuteClientCommand("slot3");
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return HookResult.Stop;
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@ -38,14 +38,15 @@ namespace jRandomSkills
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Instance.RegisterEventHandler<EventPlayerDeath>((@event, info) =>
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{
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var player = @event.Userid;
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if (player == null || !player.IsValid || !player.PlayerPawn.Value.IsValid || zombies.Contains(player)) return HookResult.Continue;
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if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid || zombies.Contains(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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var pawn = player.PlayerPawn.Value;
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Vector deadPosition = new Vector(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z);
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QAngle deadRotation = new QAngle(pawn.EyeAngles.X, pawn.EyeAngles.Y, pawn.EyeAngles.Z);
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if (pawn.AbsOrigin == null) return HookResult.Continue;
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Vector deadPosition = new(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z);
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QAngle deadRotation = new(pawn.EyeAngles.X, pawn.EyeAngles.Y, pawn.EyeAngles.Z);
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player.Respawn();
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Instance.AddTimer(.2f, () => {
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@ -69,6 +70,7 @@ namespace jRandomSkills
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public static void DisableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return;
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zombies.Remove(player);
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SetPlayerColor(player.PlayerPawn.Value, true);
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}
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@ -80,13 +82,9 @@ namespace jRandomSkills
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Utilities.SetStateChanged(pawn, "CBaseModelEntity", "m_clrRender");
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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 = "#ff5C0A", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, int zombieHealth = 200) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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{
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public int ZombieHealth { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#ff5C0A", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, int zombieHealth = 200) : base(skill, active, color, onlyTeam, needsTeammates)
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{
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ZombieHealth = zombieHealth;
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}
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public int ZombieHealth { get; set; } = zombieHealth;
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}
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}
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}
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