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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@ -11,15 +11,15 @@ namespace jRandomSkills
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public class WeaponsSwap : ISkill
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{
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private const Skills skillName = Skills.WeaponsSwap;
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private static float timerCooldown = Config.GetValue<float>(skillName, "cooldown");
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private static readonly Dictionary<ulong, PlayerSkillInfo> SkillPlayerInfo = new Dictionary<ulong, PlayerSkillInfo>();
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private static readonly float timerCooldown = Config.GetValue<float>(skillName, "cooldown");
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private static readonly Dictionary<ulong, PlayerSkillInfo> SkillPlayerInfo = [];
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private static string[] weapons = { "weapon_deagle", "weapon_revolver", "weapon_glock", "weapon_usp_silencer",
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private static readonly string[] weapons = [ "weapon_deagle", "weapon_revolver", "weapon_glock", "weapon_usp_silencer",
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"weapon_cz75a", "weapon_fiveseven", "weapon_p250", "weapon_tec9", "weapon_elite", "weapon_hkp2000",
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"weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7", "weapon_ump45", "weapon_p90",
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"weapon_mp5sd", "weapon_famas", "weapon_galilar", "weapon_m4a4", "weapon_m4a1_silencer", "weapon_ak47",
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"weapon_aug", "weapon_sg553", "weapon_ssg08", "weapon_awp", "weapon_scar20", "weapon_g3sg1",
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"weapon_nova", "weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249", "weapon_negev" };
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"weapon_nova", "weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249", "weapon_negev" ];
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public static void LoadSkill()
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{
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@ -31,7 +31,7 @@ namespace jRandomSkills
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{
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foreach (var player in Utilities.GetPlayers())
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{
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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)
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{
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EnableSkill(player);
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@ -51,11 +51,13 @@ 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) return HookResult.Continue;
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var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
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if (playerInfo?.Skill == skillName)
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if (SkillPlayerInfo.ContainsKey(player.SteamID))
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SkillPlayerInfo.Remove(player.SteamID);
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
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if (playerInfo == null) return HookResult.Continue;
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if (playerInfo.Skill == skillName)
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SkillPlayerInfo.Remove(player.SteamID);
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return HookResult.Continue;
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});
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@ -64,7 +66,7 @@ namespace jRandomSkills
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{
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foreach (var player in Utilities.GetPlayers())
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{
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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)
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if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo))
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if (skillInfo.LastClick.AddSeconds(4) >= DateTime.Now)
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@ -90,8 +92,7 @@ namespace jRandomSkills
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public static void DisableSkill(CCSPlayerController player)
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{
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if (SkillPlayerInfo.ContainsKey(player.SteamID))
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SkillPlayerInfo.Remove(player.SteamID);
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SkillPlayerInfo.Remove(player.SteamID);
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}
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private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo, bool showInfo)
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@ -115,8 +116,8 @@ namespace jRandomSkills
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if (showInfo)
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remainingLine = cooldown != 0 ? $"<font class='fontSize-m' color='#FFFFFF'>{Localization.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}</font> <br>"
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: !skillInfo.FindedEnemy ? $"<font class='fontSize-m' color='#FF0000'>{Localization.GetTranslation("hud_info_no_enemy")}</font> <br>"
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: !skillInfo.HaveWeapon ? $"<font class='fontSize-m' color='#FF0000'>{Localization.GetTranslation("weaponsswap_hud_info2")}</font> <br>"
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: skillInfo != null && !skillInfo.FindedEnemy ? $"<font class='fontSize-m' color='#FF0000'>{Localization.GetTranslation("hud_info_no_enemy")}</font> <br>"
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: skillInfo != null && !skillInfo.HaveWeapon ? $"<font class='fontSize-m' color='#FF0000'>{Localization.GetTranslation("weaponsswap_hud_info2")}</font> <br>"
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: "";
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else
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remainingLine = cooldown != 0 ? $"<font class='fontSize-m' color='#FFFFFF'>{Localization.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}</font> <br>" : "";
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@ -135,7 +136,7 @@ namespace jRandomSkills
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if (!player.IsValid || !player.PawnIsAlive) return;
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if (skillInfo.CanUse)
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{
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CCSPlayerController enemy = GetRandomEnemy(player);
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CCSPlayerController? enemy = GetRandomEnemy(player);
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if (enemy == null)
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{
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skillInfo.FindedEnemy = false;
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@ -146,7 +147,7 @@ namespace jRandomSkills
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string[]? playerWeapon = GetWeapons(player);
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string[]? enemyWeapon = GetWeapons(enemy);
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if (playerWeapon.FirstOrDefault(w => weapons.Contains(w)) == null)
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if (playerWeapon == null || playerWeapon.FirstOrDefault(w => weapons.Contains(w)) == null)
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{
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skillInfo.FindedEnemy = true;
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skillInfo.HaveWeapon = false;
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@ -162,7 +163,7 @@ namespace jRandomSkills
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player.RemoveWeapons();
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enemy.RemoveWeapons();
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GiveWeapons(player, enemyWeapon, playerWeapon.Contains("weapon_c4"));
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GiveWeapons(enemy, playerWeapon, enemyWeapon.Contains("weapon_c4"));
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GiveWeapons(enemy, playerWeapon, (enemyWeapon != null && enemyWeapon.Contains("weapon_c4")));
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}
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else
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skillInfo.LastClick = DateTime.Now;
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@ -171,15 +172,20 @@ namespace jRandomSkills
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private static string[]? GetWeapons(CCSPlayerController player)
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{
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List<string> playerWeapons = new List<string>();
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foreach (var weapon in player.PlayerPawn.Value.WeaponServices.MyWeapons)
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List<string> playerWeapons = [];
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return null;
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if (pawn.WeaponServices == null) return null;
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foreach (var weapon in pawn.WeaponServices.MyWeapons)
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if (weapon.Value != null && weapon.Value.IsValid)
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playerWeapons.Add(SkillUtils.GetDesignerName(weapon.Value));
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return playerWeapons.Count == 0 ? null : playerWeapons.ToArray();
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return playerWeapons.Count == 0 ? null : [.. playerWeapons];
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}
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private static void GiveWeapons(CCSPlayerController player, string[] weapons, bool addC4)
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private static void GiveWeapons(CCSPlayerController player, string[]? weapons, bool addC4)
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{
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if (weapons == null) return;
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foreach (var weapon in weapons)
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if (weapon != "weapon_c4")
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player.GiveNamedItem(weapon);
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@ -187,9 +193,9 @@ namespace jRandomSkills
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player.GiveNamedItem("weapon_c4");
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}
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private static CCSPlayerController GetRandomEnemy(CCSPlayerController player)
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private static CCSPlayerController? GetRandomEnemy(CCSPlayerController player)
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{
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CCSPlayerController[] enemies = Utilities.GetPlayers().FindAll(e => e.Team != player.Team).ToArray();
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CCSPlayerController[] enemies = [.. Utilities.GetPlayers().FindAll(e => e.Team != player.Team)];
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if (enemies.Length == 0) return null;
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return enemies[Instance.Random.Next(enemies.Length)];
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}
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@ -204,13 +210,9 @@ namespace jRandomSkills
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public bool HaveWeapon { get; set; }
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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 = "#c7e03a", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 30f) : Config.DefaultSkillInfo(skill, active, color, onlyTeam, needsTeammates)
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{
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public float Cooldown { get; set; }
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public SkillConfig(Skills skill = skillName, bool active = true, string color = "#c7e03a", CsTeam onlyTeam = CsTeam.None, bool needsTeammates = false, float cooldown = 30f) : base(skill, active, color, onlyTeam, needsTeammates)
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{
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Cooldown = cooldown;
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}
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public float Cooldown { get; set; } = cooldown;
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}
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}
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}
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