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

@ -16,8 +16,8 @@ namespace jRandomSkills
public class Shade : ISkill
{
private const Skills skillName = Skills.Shade;
private static float teleportDistance = Config.GetValue<float>(skillName, "teleportDistance");
private static Dictionary<CCSPlayerController, float> noSpace = new Dictionary<CCSPlayerController, float>();
private static readonly float teleportDistance = Config.GetValue<float>(skillName, "teleportDistance");
private static readonly Dictionary<CCSPlayerController, float> noSpace = [];
public static void LoadSkill()
{
@ -30,11 +30,11 @@ namespace jRandomSkills
if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim)) return HookResult.Continue;
var victimInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == victim.SteamID);
var attackerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == attacker.SteamID);
var victimInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == victim?.SteamID);
var attackerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker?.SteamID);
if (attackerInfo?.Skill == skillName)
TeleportAttackerBehindVictim(attacker, victim);
TeleportAttackerBehindVictim(attacker!, victim!);
return HookResult.Continue;
});
@ -55,8 +55,7 @@ namespace jRandomSkills
public static void DisableSkill(CCSPlayerController player)
{
if (noSpace.ContainsKey(player))
noSpace.Remove(player);
noSpace.Remove(player);
}
private static void UpdateHUD(CCSPlayerController player)
@ -74,8 +73,9 @@ namespace jRandomSkills
private unsafe static bool CheckTeleport(CCSPlayerController player, Vector startPos, Vector endPos)
{
var pawn = player.PlayerPawn.Value;
Ray ray = new Ray(new Vector3(-16, -16, -0), new Vector3(16, 16, 72));
CTraceFilter filter = new CTraceFilter(pawn.Index, pawn.Index)
if (pawn == null || !pawn.IsValid) return false;
Ray ray = new(new Vector3(-16, -16, -0), new Vector3(16, 16, 72));
CTraceFilter filter = new(pawn.Index, pawn.Index)
{
m_nObjectSetMask = 0xf,
m_nCollisionGroup = (byte)CollisionGroup.COLLISION_GROUP_PLAYER_MOVEMENT,
@ -98,19 +98,19 @@ namespace jRandomSkills
var victimPawn = victim.PlayerPawn.Value;
var attackerPawn = attacker.PlayerPawn.Value;
if (victimPawn == null || attackerPawn == null) return;
if (victimPawn == null || attackerPawn == null || victimPawn.AbsOrigin == null || victimPawn.AbsRotation == null) return;
QAngle victimAngles = victimPawn.AbsRotation;
Vector victimEyePos = new Vector(victimPawn.AbsOrigin.X, victimPawn.AbsOrigin.Y, victimPawn.AbsOrigin.Z + victimPawn.ViewOffset.Z);
int[] angles = { 0, 90, -90 };
Vector victimEyePos = new(victimPawn.AbsOrigin.X, victimPawn.AbsOrigin.Y, victimPawn.AbsOrigin.Z + victimPawn.ViewOffset.Z);
int[] angles = [0, 90, -90];
bool teleported = false;
foreach (int extraAngle in angles)
{
QAngle newAngle = new QAngle(victimAngles.X, victimAngles.Y + extraAngle, victimAngles.Z);
QAngle newAngle = new(victimAngles.X, victimAngles.Y + extraAngle, victimAngles.Z);
Vector behindPosition = victimEyePos - SkillUtils.GetForwardVector(newAngle) * teleportDistance;
if (!CheckTeleport(victim, victimEyePos, behindPosition)) continue;
attackerPawn.Teleport(behindPosition, newAngle, new Vector(0, 0, 0));
attackerPawn.Teleport(behindPosition, newAngle, new(0, 0, 0));
teleported = true;
break;
}
@ -118,13 +118,9 @@ namespace jRandomSkills
noSpace[attacker] = Server.TickCount + (64 * 2);
}
public class SkillConfig : Config.DefaultSkillInfo
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#4d4d4d", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float teleportDistance = 100f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
{
public float TeleportDistance { get; set; }
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#4d4d4d", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float teleportDistance = 100f) : base(skill, active, color, onlyTeam, needsTeammates)
{
TeleportDistance = teleportDistance;
}
public float TeleportDistance { get; set; } = teleportDistance;
}
}
}