using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Core.Attributes; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using System.Collections.Concurrent; using System.Drawing; using static src.jRandomSkills; namespace src.player.skills { public class Wallhack : ISkill { private const Skills skillName = Skills.Wallhack; private static readonly ConcurrentDictionary playersInAction = []; private static readonly ConcurrentBag<(CDynamicProp, CDynamicProp, CsTeam)> glows = []; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color")); } public static void CheckTransmit([CastFrom(typeof(nint))] CCheckTransmitInfoList infoList) { foreach (var (info, player) in infoList) { if (player == null) continue; var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); var observedPlayer = Utilities.GetPlayers().FirstOrDefault(p => p?.Pawn?.Value?.Handle == player?.Pawn?.Value?.ObserverServices?.ObserverTarget?.Value?.Handle); var observerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == observedPlayer?.SteamID); foreach (var glow in glows) { if (glow.Item3 != player.Team && (playerInfo?.Skill == skillName || (observerInfo != null && observerInfo?.Skill == skillName))) continue; var glowEntity1 = Utilities.GetEntityFromIndex((int)glow.Item1.Index); if (glowEntity1 == null || !glowEntity1.IsValid) continue; var glowEntity2 = Utilities.GetEntityFromIndex((int)glow.Item2.Index); if (glowEntity2 == null || !glowEntity2.IsValid) continue; info.TransmitEntities.Remove(glowEntity1.Index); info.TransmitEntities.Remove(glowEntity2.Index); } } } public static void NewRound() { foreach (var glow in glows) { if (glow.Item1 != null && glow.Item1.IsValid) glow.Item1.AcceptInput("Kill"); if (glow.Item2 != null && glow.Item2.IsValid) glow.Item2.AcceptInput("Kill"); } glows.Clear(); playersInAction.Clear(); } public static void EnableSkill(CCSPlayerController player) { Event.EnableTransmit(); playersInAction.TryAdd(player.SteamID, 0); if (glows.IsEmpty) SetGlowEffectForAll(); } public static void DisableSkill(CCSPlayerController player) { playersInAction.TryRemove(player.SteamID, out _); if (playersInAction.IsEmpty) NewRound(); } private static void SetGlowEffectForAll() { foreach (var enemy in Utilities.GetPlayers().FindAll(p => p.PawnIsAlive && p.Team is CsTeam.Terrorist or CsTeam.CounterTerrorist)) { var enemyInfo = Instance.SkillPlayer.FirstOrDefault(e => e.SteamID == enemy.SteamID); if (enemyInfo?.Skill == Skills.Ghost) return; var enemyPawn = enemy.PlayerPawn.Value; var modelGlow = Utilities.CreateEntityByName("prop_dynamic"); var modelRelay = Utilities.CreateEntityByName("prop_dynamic"); if (modelGlow == null || modelRelay == null) return; modelRelay.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(modelRelay.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2)); modelRelay.SetModel(enemyPawn!.CBodyComponent!.SceneNode!.GetSkeletonInstance().ModelState.ModelName); modelRelay.Spawnflags = 256u; modelRelay.RenderMode = RenderMode_t.kRenderNone; modelRelay.DispatchSpawn(); modelGlow.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(modelGlow.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2)); modelGlow.SetModel(enemyPawn!.CBodyComponent!.SceneNode!.GetSkeletonInstance().ModelState.ModelName); modelGlow.Spawnflags = 256u; modelGlow.Render = Color.FromArgb(1, 255, 255, 255); modelGlow.DispatchSpawn(); modelGlow.Glow.GlowColorOverride = enemy.Team == CsTeam.Terrorist ? Color.FromArgb(255, 255, 165, 0) : Color.FromArgb(255, 173, 216, 230); modelGlow.Glow.GlowRange = 5000; modelGlow.Glow.GlowTeam = -1; modelGlow.Glow.GlowType = 3; modelGlow.Glow.GlowRangeMin = 100; modelRelay.AcceptInput("FollowEntity", enemyPawn, modelRelay, "!activator"); modelGlow.AcceptInput("FollowEntity", modelRelay, modelGlow, "!activator"); glows.Add((modelRelay, modelGlow, enemy.Team)); } } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#5d00ff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates) { } } }