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 Astronaut : ISkill { private const Skills skillName = Skills.Astronaut; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color"), false); } public static void EnableSkill(CCSPlayerController player) { ApplyGravityModifier(player); } public static void NewRound() { foreach (var player in Utilities.GetPlayers()) DisableSkill(player); } public static void DisableSkill(CCSPlayerController player) { if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return; var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo == null) return; player.PlayerPawn.Value.ActualGravityScale = 1; } private static void ApplyGravityModifier(CCSPlayerController player) { if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return; var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo == null) return; float gravityModifier = (float)Math.Round(Instance.Random.NextDouble() * (SkillsInfo.GetValue(skillName, "ChanceTo") - SkillsInfo.GetValue(skillName, "chanceFrom")) + SkillsInfo.GetValue(skillName, "chanceFrom"), 1); playerInfo.SkillChance = gravityModifier; SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, gravityModifier)}", false); player.PlayerPawn.Value.ActualGravityScale = gravityModifier; } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#7E10AD", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, float chanceFrom = .1f, float chanceTo = .7f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates) { public float ChanceFrom { get; set; } = chanceFrom; public float ChanceTo { get; set; } = chanceTo; } } }