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 Disarmament : ISkill { private const Skills skillName = Skills.Disarmament; public static void LoadSkill() { SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue(skillName, "color"), false); } public static void PlayerHurt(EventPlayerHurt @event) { var attacker = PlayerManager.GetPlayerEvent(@event.Attacker); var victim = PlayerManager.GetPlayerEvent(@event.Userid); if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim) return; var playerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index); if (playerInfo?.Skill == skillName && victim!.PawnIsAlive) { if (Instance.Random.NextDouble() <= playerInfo?.SkillChance) { var weaponServices = victim.PlayerPawn?.Value?.WeaponServices; if (weaponServices?.ActiveWeapon == null) return; var weaponName = weaponServices?.ActiveWeapon?.Value?.DesignerName; if (weaponName != null && !weaponName.Contains("weapon_knife") && !weaponName.Contains("weapon_bayonet") && !weaponName.Contains("weapon_c4")) victim.DropActiveWeapon(); } } } public static void EnableSkill(CCSPlayerController player) { var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index); 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; SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}", border: !PlayerManager.GetTickPlayers().Any(p => p.Team == player.Team && p != player) ? "tb" : "t"); } public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#FF4500", 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, float chanceFrom = .2f, float chanceTo = .35f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity) { public float ChanceFrom { get; set; } = chanceFrom; public float ChanceTo { get; set; } = chanceTo; } } }