using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using jRandomSkills.src.player; using jRandomSkills.src.utils; using static jRandomSkills.jRandomSkills; namespace jRandomSkills { public class WeaponsSwap : ISkill { private const Skills skillName = Skills.WeaponsSwap; private static readonly float timerCooldown = Config.GetValue(skillName, "cooldown"); private static readonly Dictionary SkillPlayerInfo = []; private static readonly string[] weapons = [ "weapon_deagle", "weapon_revolver", "weapon_glock", "weapon_usp_silencer", "weapon_cz75a", "weapon_fiveseven", "weapon_p250", "weapon_tec9", "weapon_elite", "weapon_hkp2000", "weapon_mp9", "weapon_mac10", "weapon_bizon", "weapon_mp7", "weapon_ump45", "weapon_p90", "weapon_mp5sd", "weapon_famas", "weapon_galilar", "weapon_m4a4", "weapon_m4a1_silencer", "weapon_ak47", "weapon_aug", "weapon_sg553", "weapon_ssg08", "weapon_awp", "weapon_scar20", "weapon_g3sg1", "weapon_nova", "weapon_xm1014", "weapon_mag7", "weapon_sawedoff", "weapon_m249", "weapon_negev" ]; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, Config.GetValue(skillName, "color")); } public static void NewRound() { SkillPlayerInfo.Clear(); } public static void EnableSkill(CCSPlayerController player) { SkillPlayerInfo[player.SteamID] = new PlayerSkillInfo { SteamID = player.SteamID, CanUse = true, Cooldown = DateTime.MinValue, LastClick = DateTime.MinValue, FindedEnemy = true, HaveWeapon = true, }; } public static void DisableSkill(CCSPlayerController player) { SkillPlayerInfo.Remove(player.SteamID); } public static void OnTick() { foreach (var player in Utilities.GetPlayers()) { var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo?.Skill == skillName) if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo)) if (skillInfo.LastClick.AddSeconds(4) >= DateTime.Now) UpdateHUD(player, skillInfo, true); else UpdateHUD(player, skillInfo, false); } } private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo, bool showInfo) { float cooldown = 0; if (skillInfo != null) { float time = (int)(skillInfo.Cooldown.AddSeconds(timerCooldown) - DateTime.Now).TotalSeconds; cooldown = Math.Max(time, 0); if (cooldown == 0 && skillInfo?.CanUse == false) skillInfo.CanUse = true; } var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == skillName); if (skillData == null) return; string infoLine = $"{player.GetTranslation("your_skill")}:
"; string skillLine = $"{player.GetSkillName(skillData.Skill)}
"; string remainingLine = ""; if (showInfo) remainingLine = cooldown != 0 ? $"{player.GetTranslation("hud_info", $"{cooldown}")}
" : skillInfo != null && !skillInfo.FindedEnemy ? $"{player.GetTranslation("hud_info_no_enemy")}
" : skillInfo != null && !skillInfo.HaveWeapon ? $"{player.GetTranslation("weaponsswap_hud_info2")}
" : ""; else remainingLine = cooldown != 0 ? $"{player.GetTranslation("hud_info", $"{cooldown}")}
" : ""; var hudContent = infoLine + skillLine + remainingLine; player.PrintToCenterHtml(hudContent); } public static void UseSkill(CCSPlayerController player) { var playerPawn = player.PlayerPawn.Value; if (playerPawn?.CBodyComponent == null) return; if (SkillPlayerInfo.TryGetValue(player.SteamID, out var skillInfo)) { if (!player.IsValid || !player.PawnIsAlive) return; if (skillInfo.CanUse) { CCSPlayerController? enemy = GetRandomEnemy(player); if (enemy == null) { skillInfo.FindedEnemy = false; skillInfo.LastClick = DateTime.Now; return; } string[]? playerWeapon = GetWeapons(player); string[]? enemyWeapon = GetWeapons(enemy); if (playerWeapon == null || playerWeapon.FirstOrDefault(w => weapons.Contains(w)) == null) { skillInfo.FindedEnemy = true; skillInfo.HaveWeapon = false; skillInfo.LastClick = DateTime.Now; return; } skillInfo.HaveWeapon = true; skillInfo.FindedEnemy = true; skillInfo.CanUse = false; skillInfo.Cooldown = DateTime.Now; RemoveC4(player); RemoveC4(enemy); Server.NextFrame(() => { player.RemoveWeapons(); enemy.RemoveWeapons(); GiveWeapons(player, enemyWeapon, playerWeapon.Contains("weapon_c4")); GiveWeapons(enemy, playerWeapon, (enemyWeapon != null && enemyWeapon.Contains("weapon_c4"))); }); } else skillInfo.LastClick = DateTime.Now; } } private static string[]? GetWeapons(CCSPlayerController player) { List playerWeapons = []; var pawn = player.PlayerPawn.Value; if (pawn == null || !pawn.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return null; if (pawn.WeaponServices == null) return null; foreach (var weapon in pawn.WeaponServices.MyWeapons) if (weapon.Value != null && weapon.Value.IsValid) playerWeapons.Add(SkillUtils.GetDesignerName(weapon.Value)); return playerWeapons.Count == 0 ? null : [.. playerWeapons]; } private static void GiveWeapons(CCSPlayerController player, string[]? weapons, bool addC4) { if (weapons == null) return; foreach (var weapon in weapons) if (weapon != "weapon_c4") player.GiveNamedItem(weapon); if (addC4) player.GiveNamedItem("weapon_c4"); } private static CCSPlayerController? GetRandomEnemy(CCSPlayerController player) { CCSPlayerController[] enemies = [.. Utilities.GetPlayers().FindAll(e => e.Team != player.Team && e.PawnIsAlive)]; if (enemies.Length == 0) return null; return enemies[Instance.Random.Next(enemies.Length)]; } private static void RemoveC4(CCSPlayerController player) { var pawn = player.PlayerPawn.Value; if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return; foreach (var item in pawn.WeaponServices.MyWeapons) if (item != null && item.IsValid && item.Value != null && item.Value.IsValid && item.Value.DesignerName == "weapon_c4") item.Value.AcceptInput("Kill"); } public class PlayerSkillInfo { public ulong SteamID { get; set; } public bool CanUse { get; set; } public DateTime Cooldown { get; set; } public DateTime LastClick { get; set; } public bool FindedEnemy { get; set; } public bool HaveWeapon { get; set; } } 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) { public float Cooldown { get; set; } = cooldown; } } }