using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using static src.jRandomSkills; namespace src.player.skills { public class Push : ISkill { private const Skills skillName = Skills.Push; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color"), false); } public static void PlayerHurt(EventPlayerHurt @event) { var attacker = PlayerManager.GetPlayerEvent(@event.Attacker); var victim = PlayerManager.GetPlayerEvent(@event.Userid); if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim) return; if (Heavyweight.Resists(victim)) return; var playerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index); if (playerInfo?.Skill == skillName && victim!.PawnIsAlive) { if (Instance.Random.NextDouble() <= playerInfo.SkillChance) PushEnemy(victim, attacker!.PlayerPawn.Value!.EyeAngles); } } public static void EnableSkill(CCSPlayerController player) { var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); if (playerInfo == null) return; float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue(skillName, "ChanceTo") - SkillsInfo.GetValue(skillName, "ChanceFrom")) + SkillsInfo.GetValue(skillName, "ChanceFrom"); playerInfo.SkillChance = newChance; SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}", border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t"); } private static void PushEnemy(CCSPlayerController player, QAngle attackerAngle) { var playerPawn = player.PlayerPawn.Value; if (playerPawn == null || !playerPawn.IsValid || playerPawn.LifeState != (int)LifeState_t.LIFE_ALIVE) return; var currentPosition = playerPawn.AbsOrigin; Vector newVelocity = SkillUtils.GetForwardVector(attackerAngle) * SkillsInfo.GetValue(skillName, "pushVelocity"); newVelocity.Z = playerPawn.AbsVelocity.Z + SkillsInfo.GetValue(skillName, "jumpVelocity"); playerPawn.Teleport(currentPosition, null, newVelocity); } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1e9ab0", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, float chanceFrom = .3f, float chanceTo = .4f, float jumpVelocity = 300f, float pushVelocity = 400f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity) { public float ChanceFrom { get; set; } = chanceFrom; public float ChanceTo { get; set; } = chanceTo; public float JumpVelocity { get; set; } = jumpVelocity; public float PushVelocity { get; set; } = pushVelocity; } } }