using CounterStrikeSharp.API; using CounterStrikeSharp.API.Core; using CounterStrikeSharp.API.Modules.Utils; using src.utils; using static src.jRandomSkills; namespace src.player.skills { public class OnlyHead : ISkill { private const Skills skillName = Skills.OnlyHead; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color")); } public static bool PlayerHurtPre(EventPlayerHurt @event) { var attacker = PlayerManager.GetPlayerEvent(@event.Attacker); var victim = PlayerManager.GetPlayerEvent(@event.Userid); if (!Instance.IsPlayerValid(victim)) return false; if (PlayerManager.GetPlayerByIndex(victim!.Index)?.Skill != skillName) return false; bool worldDamage = !Instance.IsPlayerValid(attacker) || attacker!.Index == victim.Index; if (!worldDamage && (HitGroup_t)@event.Hitgroup == HitGroup_t.HITGROUP_HEAD) return false; SkillUtils.RestoreHealth(victim); return true; } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#3c47de", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity) { } } }