using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using static src.jRandomSkills; namespace src.player.skills { public class Soldier : ISkill { private const Skills skillName = Skills.Soldier; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color"), false); } public static void EnableSkill(CCSPlayerController player) { var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo == null) return; float newScale = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue(skillName, "ChanceTo") - SkillsInfo.GetValue(skillName, "ChanceFrom")) + SkillsInfo.GetValue(skillName, "ChanceFrom"); playerInfo.SkillChance = newScale; newScale = (float)Math.Round(newScale, 2); SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newScale)}", border: !Utilities.GetPlayers().Any(p => p.Team == player.Team && !p.IsBot && p != player) ? "tb" : "t"); } public static void OnTakeDamage(DynamicHook h) { CEntityInstance param = h.GetParam(0); CTakeDamageInfo param2 = h.GetParam(1); if (param == null || param.Entity == null || param2 == null || param2.Attacker == null || param2.Attacker.Value == null) return; CCSPlayerPawn attackerPawn = new(param2.Attacker.Value.Handle); CCSPlayerPawn victimPawn = new(param.Handle); if (attackerPawn.DesignerName != "player" || victimPawn.DesignerName != "player") return; if (attackerPawn == null || attackerPawn.Controller?.Value == null || victimPawn == null || victimPawn.Controller?.Value == null) return; CCSPlayerController attacker = attackerPawn.Controller.Value.As(); CCSPlayerController victim = victimPawn.Controller.Value.As(); var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker.SteamID); if (playerInfo == null) return; if (playerInfo.Skill == skillName && attacker.PawnIsAlive) { float? skillChance = playerInfo.SkillChance; param2.Damage *= skillChance ?? 1f; } } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#09ba00", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float chanceFrom = 1.15f, float chanceTo = 1.35f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission) { public float ChanceFrom { get; set; } = chanceFrom; public float ChanceTo { get; set; } = chanceTo; } } }