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

@ -12,7 +12,7 @@ namespace jRandomSkills
{
public static class SkillUtils
{
private static MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint> TerminateRoundFunc = new(GameData.GetSignature("CCSGameRules_TerminateRound"));
private static readonly MemoryFunctionVoid<nint, float, RoundEndReason, nint, nint> TerminateRoundFunc = new(GameData.GetSignature("CCSGameRules_TerminateRound"));
public static void PrintToChat(CCSPlayerController player, string msg, bool isError)
{
@ -31,7 +31,11 @@ namespace jRandomSkills
string? itemString = EnumUtils.GetEnumMemberAttributeValue(item);
if (string.IsNullOrWhiteSpace(itemString)) return;
var exists = player.PlayerPawn.Value.WeaponServices.MyWeapons.FirstOrDefault(w => w.Value.DesignerName == itemString);
if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return;
if (player.PlayerPawn.Value.WeaponServices == null) return;
var exists = player.PlayerPawn.Value.WeaponServices.MyWeapons
.FirstOrDefault(w => w != null && w.IsValid && w.Value != null && w.Value.IsValid && w.Value.DesignerName == itemString);
if (exists == null)
for (int i = 0; i < count; i++)
player.GiveNamedItem(item);
@ -62,9 +66,9 @@ namespace jRandomSkills
return new Vector(x, y, z);
}
public static void TakeHealth(CCSPlayerPawn pawn, int damage)
public static void TakeHealth(CCSPlayerPawn? pawn, int damage)
{
if (pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
if (pawn == null || !pawn.IsValid || pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
return;
int newHealth = (int)(pawn.Health - damage);
@ -78,9 +82,9 @@ namespace jRandomSkills
});
}
public static void AddHealth(CCSPlayerPawn pawn, int extraHealth, int maxHealth = 100)
public static void AddHealth(CCSPlayerPawn? pawn, int extraHealth, int maxHealth = 100)
{
if (pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
if (pawn == null || !pawn.IsValid || pawn.LifeState != (byte)LifeState_t.LIFE_ALIVE)
return;
int newHealth = (int)(pawn.Health + extraHealth);
@ -110,12 +114,14 @@ namespace jRandomSkills
public static void SetTeamScores(short ctScore, short tScore, RoundEndReason roundEndReason)
{
if (jRandomSkills.Instance == null || jRandomSkills.Instance.GameRules == null) return;
UpdateServerTeamScores(ctScore, tScore);
TerminateRoundFunc.Invoke(jRandomSkills.Instance.GameRules.Handle, 5f, roundEndReason, 0, 0);
}
public static void TerminateRound(CsTeam winnerTeam)
{
if (jRandomSkills.Instance == null || jRandomSkills.Instance.GameRules == null) return;
var teams = Utilities.FindAllEntitiesByDesignerName<CCSTeam>("cs_team_manager");
var ctTeam = teams.First(t => t.IsValid && (CsTeam)t.TeamNum == CsTeam.CounterTerrorist);
var tTeams = teams.First(t => t.IsValid && (CsTeam)t.TeamNum == CsTeam.Terrorist);
@ -130,6 +136,7 @@ namespace jRandomSkills
private static void UpdateServerTeamScores(short ctScore, short tScore)
{
if (jRandomSkills.Instance == null || jRandomSkills.Instance.GameRules == null) return;
int totalRoundsPlayed = ctScore + tScore;
int maxRounds = ConVar.Find("mp_maxrounds")?.GetPrimitiveValue<int>() ?? 24;
int halfRounds = maxRounds / 2;