# Updates & Fixes - Vote system: Timer now resets after each vote - Automatic copying of gamedata files from source to server (Thanks to vinicius-trev for the help) - Improved power assignment at round start - Observers can now see invisible players. - Added geolocation support for Turkey and Czechia - New power: Illiterate - In development: Smoker skill - Baseball: Decoy now have the same collision as players (PlayerClip) - Noclip: Reworked - Pilot: Currently broken - Replicator: Added crouching animations for replicas - SoundMaker: Reworked (automatically play a sound every 2s (only for you)) - Wallhack: Glow disabled for dead players # TODO - Add/update descriptions for new/reworked skills - Fix Pilot, SniperElite
340 lines
No EOL
14 KiB
C#
340 lines
No EOL
14 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
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using CounterStrikeSharp.API.Modules.Timers;
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using CounterStrikeSharp.API.Modules.Utils;
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using CS2TraceRay.Class;
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using CS2TraceRay.Struct;
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using src.utils;
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using System.Collections.Concurrent;
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using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
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using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
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namespace src.player.skills
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{
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public class Iana : ISkill
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{
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private const Skills skillName = Skills.Iana;
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private static readonly ConcurrentDictionary<CCSPlayerController, PlayerSkill> playersInfo = [];
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private static readonly object setLock = new();
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public static void LoadSkill()
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{
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SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
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}
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public static void NewRound()
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{
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foreach (var playerSkill in playersInfo.Values)
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KillClone(playerSkill);
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lock (setLock)
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playersInfo.Clear();
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}
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = @event.Userid;
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if (player == null) return;
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if (playersInfo.TryGetValue(player, out var playerSkill))
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if (playerSkill.CloneProp != null)
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BlockWeapon(player, true);
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = @event.Userid;
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if (player == null) return;
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if (playersInfo.TryGetValue(player, out var playerSkill))
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if (playerSkill.CloneProp != null)
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BlockWeapon(player, true);
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}
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public static void UseSkill(CCSPlayerController player)
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{
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn?.CBodyComponent == null) return;
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if (playersInfo.TryGetValue(player, out var playerSkill))
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if (playerSkill.CloneProp == null && playerSkill.NextUse <= Server.TickCount)
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CreateClone(playerSkill);
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else if (playerSkill.CloneProp != null)
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KillClone(playerSkill);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player.PlayerPawn.Value == null || player.PlayerPawn.Value.CameraServices == null) return;
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playersInfo.TryAdd(player, new PlayerSkill
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{
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Player = player,
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CloneProp = null,
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NextUse = 0,
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UseTime = 0,
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});
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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if (playersInfo.TryGetValue(player, out var playerSkill))
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KillClone(playerSkill);
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playersInfo.TryRemove(player, out _);
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}
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private static void KillClone(PlayerSkill playerSkill)
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{
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playerSkill.Player.EmitSound("SolidMetal.BulletImpact");
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if (playerSkill.CloneProp != null && playerSkill.CloneProp.IsValid && playerSkill.CloneProp.AbsOrigin != null && playerSkill.CloneProp.AbsRotation != null)
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{
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var playerPawn = playerSkill.Player.PlayerPawn.Value;
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if (playerPawn != null && playerPawn.IsValid)
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{
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Vector pos = new(playerSkill.CloneProp.AbsOrigin.X, playerSkill.CloneProp.AbsOrigin.Y, playerSkill.CloneProp.AbsOrigin.Z);
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QAngle angle = new(playerSkill.CloneProp.AbsRotation.X, playerSkill.CloneProp.AbsRotation.Y, playerSkill.CloneProp.AbsRotation.Z);
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Server.NextFrame(() =>
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{
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playerPawn.Teleport(pos, angle);
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});
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}
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playerSkill.CloneProp.AcceptInput("Kill");
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playerSkill.CloneProp = null;
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}
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SkillUtils.ApplyScreenColor(playerSkill.Player, 0, 0, 0, 0, 10, 0, 2);
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BlockWeapon(playerSkill.Player, false);
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playerSkill.NextUse = Server.TickCount + SkillsInfo.GetValue<float>(skillName, "Cooldown") * 64;
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playerSkill.UseTime = 0;
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}
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public static void OnTick()
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{
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foreach (var playerSkill in playersInfo.Values)
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UpdateHUD(playerSkill);
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}
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private static CDynamicProp? CreateClone(PlayerSkill playerSkill)
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{
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var player = playerSkill.Player;
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if (player == null) return null;
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null || playerPawn.AbsRotation == null) return null;
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Vector pos = playerPawn.AbsOrigin + SkillUtils.GetForwardVector(playerPawn.AbsRotation) * 50;
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Vector pos2 = playerPawn.AbsOrigin + SkillUtils.GetForwardVector(playerPawn.AbsRotation) * (50 + 25);
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if (!CheckPosition(player, pos2) || !((PlayerFlags)playerPawn.Flags).HasFlag(PlayerFlags.FL_ONGROUND))
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{
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playerSkill.InfoTime = Server.TickCount;
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return null;
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}
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var clone = Utilities.CreateEntityByName<CDynamicProp>("prop_dynamic");
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if (clone == null || !clone.IsValid) return null;
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clone.Collision.SolidType = SolidType_t.SOLID_VPHYSICS;
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clone.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(clone.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
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clone.Entity!.Name = clone.Globalname = $"IanaClone_{Server.TickCount}_{player.SteamID}";
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clone.DispatchSpawn();
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Server.NextFrame(() =>
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{
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clone.SetModel(playerPawn!.CBodyComponent!.SceneNode!.GetSkeletonInstance().ModelState.ModelName);
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clone.Teleport(playerPawn.AbsOrigin, new QAngle(0, playerPawn.V_angle.Y, 0));
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playerPawn.Teleport(pos);
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SkillUtils.ApplyScreenColor(player, r: 255, g: 255, b: 0, a: 20, duration: 100, holdTime: 1020);
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BlockWeapon(playerSkill.Player, true);
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playerSkill.UseTime = Server.TickCount;
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playerSkill.NextUse = Server.TickCount + 64000;
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playerSkill.CloneProp = clone;
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jRandomSkills.Instance.AddTimer(SkillsInfo.GetValue<float>(skillName, "Duration"), () =>
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{
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if (playerSkill.CloneProp != null)
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KillClone(playerSkill);
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});
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ulong? playerSteamID = player?.SteamID;
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if (playerSteamID == null) return;
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Timer? cloneTimer = null;
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cloneTimer = jRandomSkills.Instance.AddTimer(2f, () =>
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{
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var target = Utilities.GetPlayers().FirstOrDefault(p => p.IsValid && p.SteamID == playerSteamID);
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if (target == null || !target.IsValid || !target.PawnIsAlive)
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{
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cloneTimer?.Kill();
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return;
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}
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if (!playersInfo.TryGetValue(target, out var playerSkill) || playerSkill.CloneProp == null)
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{
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cloneTimer?.Kill();
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return;
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}
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SkillUtils.ApplyScreenColor(target, r: 255, g: 255, b: 0, a: 20, duration: 100, holdTime: 1020);
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}, TimerFlags.STOP_ON_MAPCHANGE | TimerFlags.REPEAT);
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});
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return clone;
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}
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private unsafe static bool CheckPosition(CCSPlayerController player, Vector endPos)
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{
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null) return false;
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Vector eyePos = new(playerPawn.AbsOrigin.X, playerPawn.AbsOrigin.Y, playerPawn.AbsOrigin.Z + 25);
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endPos.Z += 25;
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ulong mask = playerPawn.Collision.CollisionAttribute.InteractsWith;
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ulong contents = playerPawn.Collision.CollisionGroup;
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CGameTrace trace = TraceRay.TraceShape(eyePos, endPos, mask, contents, player);
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return !trace.DidHit();
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}
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private static float CalculateDamage(CCSPlayerController player, string weaponName, float damage, bool isHeadshot)
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{
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float calculatedDamage = damage;
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var weapon = Utilities.FindAllEntitiesByDesignerName<CCSWeaponBase>(weaponName).FirstOrDefault();
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if (weapon == null) return calculatedDamage;
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var vdata = weapon.GetVData<CCSWeaponBaseVData>();
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if (vdata == null) return calculatedDamage;
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float penetration = vdata.ArmorRatio * .5f;
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if (isHeadshot)
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{
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calculatedDamage *= vdata.HeadshotMultiplier;
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if (player.PawnHasHelmet)
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calculatedDamage *= penetration;
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}
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else
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if (player.PawnArmor > 0)
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calculatedDamage *= penetration;
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return calculatedDamage;
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}
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public static void OnTakeDamage(DynamicHook h)
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{
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CEntityInstance param = h.GetParam<CEntityInstance>(0);
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CTakeDamageInfo param2 = h.GetParam<CTakeDamageInfo>(1);
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if (param == null || param.Entity == null || param2 == null)
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return;
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if (string.IsNullOrEmpty(param.Entity.Name)) return;
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if (!param.Entity.Name.StartsWith("IanaClone_")) return;
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var nameParams = param.Entity.Name.Split('_')[2];
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_ = ulong.TryParse(nameParams, out ulong steamID);
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if (steamID == 0) return;
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var player = Utilities.GetPlayerFromSteamId(steamID);
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if (player == null) return;
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float dealDamage = param2.Damage;
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if (playersInfo.TryGetValue(player, out var playerSkill))
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{
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if (playerSkill.CloneProp != null && playerSkill.CloneProp.IsValid && playerSkill.CloneProp.AbsOrigin != null)
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{
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Vector pos = param2.DamagePosition;
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Vector posCl = playerSkill.CloneProp.AbsOrigin;
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bool isHead = false;
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float viewOffset = 63.27f;
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float diff = 2f;
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if (pos.Z >= posCl.Z + viewOffset - diff)
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isHead = true;
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float damage = param2.Damage;
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string? weapon = param2.Ability?.Value?.DesignerName;
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if (weapon != null)
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dealDamage = CalculateDamage(player, weapon, damage, isHead);
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}
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KillClone(playerSkill);
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn != null)
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SkillUtils.TakeHealth(playerPawn, (int)dealDamage);
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}
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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{
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var victim = @event.Userid!;
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if (!jRandomSkills.Instance.IsPlayerValid(victim)) return;
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if (playersInfo.TryGetValue(victim, out var playerSkill) && playerSkill.CloneProp != null)
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{
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KillClone(playerSkill);
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SkillUtils.RestoreHealth(victim);
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}
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}
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private static void BlockWeapon(CCSPlayerController player, bool block)
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{
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if (player == null || !player.IsValid) return;
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return;
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foreach (var weapon in pawn.WeaponServices.MyWeapons)
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if (weapon != null && weapon.IsValid && weapon.Value != null && weapon.Value.IsValid)
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{
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weapon.Value.NextPrimaryAttackTick = block ? int.MaxValue : Server.TickCount;
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weapon.Value.NextSecondaryAttackTick = block ? int.MaxValue : Server.TickCount;
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Utilities.SetStateChanged(weapon.Value, "CBasePlayerWeapon", "m_nNextPrimaryAttackTick");
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Utilities.SetStateChanged(weapon.Value, "CBasePlayerWeapon", "m_nNextSecondaryAttackTick");
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}
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}
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private static void UpdateHUD(PlayerSkill playerSkill)
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{
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if (playerSkill == null || playerSkill.Player == null) return;
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float cooldown = 0;
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float time1 = (playerSkill.NextUse - Server.TickCount) / 64;
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cooldown = (int)Math.Ceiling(Math.Max(time1, 0));
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float duration = 0;
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float time2 = SkillsInfo.GetValue<float>(skillName, "Duration") - (Server.TickCount - playerSkill.UseTime) / 64;
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duration = (int)Math.Ceiling(Math.Max(time2, 0));
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var playerInfo = jRandomSkills.Instance.SkillPlayer.FirstOrDefault(s => s.SteamID == playerSkill?.Player?.SteamID);
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if (playerInfo == null) return;
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if (playerSkill.InfoTime + (64 * 2) > Server.TickCount)
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playerInfo.PrintHTML = $"{playerSkill?.Player.GetTranslation("shade_nospace")}";
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else if (cooldown == 0 && duration == 0)
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playerInfo.PrintHTML = null;
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else if (duration > 0)
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playerInfo.PrintHTML = $"{playerSkill?.Player.GetTranslation("hud_info", $"<font color='#00FF00'>{duration}</font>")}";
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else if (cooldown > 0)
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playerInfo.PrintHTML = $"{playerSkill?.Player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
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}
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public class PlayerSkill
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{
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public required CCSPlayerController Player { get; set; }
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public CDynamicProp? CloneProp { get; set; }
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public float NextUse { get; set; }
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public float UseTime { get; set; }
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public int InfoTime { get; set; }
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#d0d930", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", float cooldown = 30, float duration = 10) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
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{
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public float Cooldown { get; set; } = cooldown;
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public float Duration { get; set; } = duration;
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}
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}
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} |