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 Disarmament : ISkill { private static Skills skillName = Skills.Disarmament; public static void LoadSkill() { if (Config.config.SkillsInfo.FirstOrDefault(s => s.Name == skillName.ToString())?.Active != true) return; Utils.RegisterSkill(skillName, "#FF4500", false); Instance.RegisterEventHandler((@event, info) => { Instance.AddTimer(0.1f, () => { foreach (var player in Utilities.GetPlayers()) { if (!Instance.IsPlayerValid(player)) continue; var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo?.Skill != skillName) continue; EnableSkill(player); } }); return HookResult.Continue; }); Instance.RegisterEventHandler((@event, info) => { var attacker = @event.Attacker; var victim = @event.Userid; if (attacker == null || !attacker.IsValid || victim == null || !victim.IsValid) return HookResult.Continue; if (attacker == victim) return HookResult.Continue; var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == attacker.SteamID); if (playerInfo?.Skill == skillName && victim.PawnIsAlive) { if (Instance.Random.NextDouble() <= playerInfo.SkillChance) { var weaponServices = victim.PlayerPawn?.Value?.WeaponServices; if (weaponServices?.ActiveWeapon == null) return HookResult.Continue; var weaponName = weaponServices?.ActiveWeapon?.Value?.DesignerName; if (weaponName != null && !weaponName.Contains("weapon_knife") && !weaponName.Contains("weapon_c4")) victim.DropActiveWeapon(); } } return HookResult.Continue; }); } public static void EnableSkill(CCSPlayerController player) { var skillConfig = Config.config.SkillsInfo.FirstOrDefault(s => s.Name == skillName.ToString()); if (skillConfig == null) return; var playerInfo = Instance.skillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); float newChance = (float)Instance.Random.NextDouble() * (skillConfig.ChanceTo - skillConfig.ChanceFrom) + skillConfig.ChanceFrom; playerInfo.SkillChance = newChance; newChance = (float)Math.Round(newChance, 2) * 100; newChance = (float)Math.Round(newChance); Utils.PrintToChat(player, $"{ChatColors.DarkRed}{Localization.GetTranslation("disarmament")}{ChatColors.Lime}: " + Localization.GetTranslation("disarmament_desc2", newChance), false); } } }