using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using static src.jRandomSkills; namespace src.player.skills { public class Thorns : ISkill { private const Skills skillName = Skills.Thorns; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color")); } public static void PlayerHurt(EventPlayerHurt @event) { var attacker = @event.Attacker; var victim = @event.Userid; if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim) return; var victimInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == victim?.SteamID); if (victimInfo?.Skill == skillName && victim!.PawnIsAlive && attacker!.PawnIsAlive) { SkillUtils.TakeHealth(attacker.PlayerPawn.Value, (int)(@event.DmgHealth * SkillsInfo.GetValue(skillName, "healthTakenScale"))); attacker.EmitSound("Player.DamageBody.Onlooker"); } } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#962631", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, float healthTakenScale = .3f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates) { public float HealthTakenScale { get; set; } = healthTakenScale; } } }