using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using static src.jRandomSkills; namespace src.player.skills { public class Catapult : ISkill { private const Skills skillName = Skills.Catapult; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color"), false); } 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 attackerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker?.SteamID); if (attackerInfo?.Skill == skillName && victim!.PawnIsAlive) if (Instance.Random.NextDouble() <= attackerInfo.SkillChance) { var victimPawn = victim.PlayerPawn?.Value; if (victimPawn != null) victimPawn.AbsVelocity.Z = 300f; } } public static void EnableSkill(CCSPlayerController player) { var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID); if (playerInfo == null) return; float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue(skillName, "chanceTo") - SkillsInfo.GetValue(skillName, "chanceFrom")) + SkillsInfo.GetValue(skillName, "chanceFrom"); playerInfo.SkillChance = newChance; newChance = (float)Math.Round(newChance, 2) * 100; newChance = (float)Math.Round(newChance); SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}", false); } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#FF4500", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, float chanceFrom = .2f, float chanceTo = .4f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates) { public float ChanceFrom { get; set; } = chanceFrom; public float ChanceTo { get; set; } = chanceTo; } } }