Revive skills (Second Chance / Phoenix / Re-Zombie) — unified "on death" logic: - Intercept the lethal hit before it is applied. Previously they reacted after the death was already committed, so one-shots, fall damage and skill-based kills were missed (Phoenix and Re-Zombie were rewritten from a post-death handler to pre-damage interception). Killer Flash: - Kills through real damage instead of forcing a suicide, so revive skills can intercept. Baseball: - Fixed a rare server crash from decoy grenades: a freed decoy's entity index could be reused by another entity and written to (use-after-free). Decoy tracking is now validated per tick (DesignerName gate) and cleared every round. Native crash hardening: - Aimbot: guard the hit-group native pointer before writing (avoids writing to freed/null memory). - Wallhack: detach the glow when the target dies or disconnects (stale FollowEntity on a freed pawn). - Spectator / Cypher / FalconEye / ThirdEye: null-guard the camera SceneNode walk and re-validate the target before teleport/parent (cross-frame freed-entity deref). - CServerSideClient.ForceFullUpdate now bails on a null client handle. Performance: - Added a per-tick player/bomb cache (PlayerManager.GetTickPlayers / GetTickBomb). - Migrated 82 skills from per-skill Utilities.GetPlayers() to the one shared per-tick scan, and the HUD loop reuses it. Much lower per-tick cost at high player counts (verified 10v10). RayTrace: - Prints a single notice when the module is not installed; dependent skills (Long Zeus, Long Knife, Iana, Cypher, Noclip, Shade + the skill-use aim check) no-op instead of failing silently (#43).
240 lines
No EOL
10 KiB
C#
240 lines
No EOL
10 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Core.Attributes;
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using CounterStrikeSharp.API.Modules.Utils;
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using src.utils;
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using System.Collections.Concurrent;
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using System.Drawing;
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using static src.jRandomSkills;
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namespace src.player.skills
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{
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public class C4Camouflage : ISkill
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{
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private const Skills skillName = Skills.C4Camouflage;
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private static readonly ConcurrentDictionary<uint, byte> invisiblePlayers = [];
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private const string bloodParticle = "particles/blood_impact/blood_impact_high.vpcf";
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private const string cameraViewModel = "models/sprays/spray_plane.vmdl";
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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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Instance.AddToManifest(bloodParticle);
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Instance.AddToManifest(cameraViewModel);
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}
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public static void NewRound()
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{
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invisiblePlayers.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 = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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Event.EnableTransmit();
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if (EntityManager.GetPlayerEntities(player.Index, "empty_prop").Count == 0)
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CreatePlayerPosProp(player);
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (weapon == "c4" && player.PlayerPawn?.Value?.Health > 0)
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{
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invisiblePlayers.TryAdd(player.Index, 0);
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SkillUtils.SetPlayerInvisibility(player, .5f);
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}
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else
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{
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invisiblePlayers.TryRemove(player.Index, out _);
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SkillUtils.SetPlayerInvisibility(player, 0);
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}
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}
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public static void OnTick()
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{
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if (Server.TickCount % 2 != 0) return;
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var bomb = invisiblePlayers.IsEmpty ? null : PlayerManager.GetTickBomb();
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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if (player.PlayerPawn?.Value?.Health <= 0 && invisiblePlayers.ContainsKey(player.Index))
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{
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invisiblePlayers.TryRemove(player.Index, out _);
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SkillUtils.SetPlayerInvisibility(player, 0);
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}
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// CheckTransmit hides the model but the radar blip comes from spotted state, so clear it every tick.
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if (invisiblePlayers.ContainsKey(player.Index))
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ClearSpottedState(player, bomb);
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) continue;
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var props = EntityManager.GetPlayerEntities(player.Index, "empty_prop");
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if (props.Count == 0) continue;
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var prop = Utilities.GetEntityFromIndex<CDynamicProp>((int)props[0]);
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if (prop == null || !prop.IsValid) continue;
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var pawn = player.PlayerPawn?.Value;
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) continue;
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Vector newPos = new(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + 30);
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QAngle newAngle = new(0, pawn.V_angle.Y, 0);
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prop.Teleport(newPos, newAngle, null);
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}
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}
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public static void CheckTransmit([CastFrom(typeof(nint))] CCheckTransmitInfoList infoList)
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{
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if (invisiblePlayers.IsEmpty) return;
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var bomb = PlayerManager.GetTickBomb();
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foreach (var (info, player) in infoList)
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{
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if (player == null || !player.IsValid || player.Team == CsTeam.Spectator) continue;
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var targetHandle = player.Pawn.Value?.ObserverServices?.ObserverTarget.Value?.Handle ?? nint.Zero;
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foreach (var playerIndex in invisiblePlayers.Keys)
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{
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var playerController = PlayerManager.GetPlayerEvent(Utilities.GetPlayerFromIndex((int)playerIndex));
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if (playerController == null || !playerController.IsValid || playerController.Index == player.Index)
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continue;
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if (player.Team == playerController.Team)
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continue;
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var playerPawn = playerController.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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// Only the actively spectated pawn stays transmitted; hiding it breaks the camera.
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if (targetHandle != nint.Zero && playerPawn.Handle == targetHandle)
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continue;
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var entity = Utilities.GetEntityFromIndex<CBaseEntity>((int)playerPawn.Index);
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if (entity == null || !entity.IsValid) continue;
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if (info.TransmitEntities.Contains(entity.Index))
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info.TransmitEntities.Remove(entity.Index);
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if (bomb == null) continue;
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if (info.TransmitEntities.Contains(bomb.Index))
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info.TransmitEntities.Remove(bomb.Index);
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}
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}
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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Event.EnableTransmit();
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if (player == null || !player.IsValid) return;
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid) return;
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if (EntityManager.GetPlayerEntities(player.Index, "empty_prop").Count == 0)
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CreatePlayerPosProp(player);
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if (playerPawn.WeaponServices == null || playerPawn.WeaponServices.ActiveWeapon == null || !playerPawn.WeaponServices.ActiveWeapon.IsValid) return;
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if (playerPawn.WeaponServices.ActiveWeapon.Value == null || !playerPawn.WeaponServices.ActiveWeapon.Value.IsValid) return;
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var activeWeapon = playerPawn.WeaponServices.ActiveWeapon.Value;
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if (activeWeapon.DesignerName != "weapon_c4") return;
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invisiblePlayers.TryAdd(player.Index, 0);
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SkillUtils.SetPlayerInvisibility(player, .5f);
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SkillUtils.ForceFullUpdateToAll();
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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invisiblePlayers.TryRemove(player.Index, out _);
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SkillUtils.SetPlayerInvisibility(player, 0);
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EntityManager.DestroyPlayerEntities(player.Index);
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}
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private static void CreatePlayerPosProp(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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var emptyProp = EntityManager.CreateTrackedDynamicProp(player.Index);
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if (emptyProp == null || !emptyProp.IsValid) return;
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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;
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emptyProp.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(emptyProp.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
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emptyProp.SetModel(cameraViewModel);
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emptyProp.Render = Color.FromArgb(1, 255, 255, 255);
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Vector newPos = new(playerPawn.AbsOrigin.X, playerPawn.AbsOrigin.Y, playerPawn.AbsOrigin.Z + 30);
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QAngle newAngle = new(playerPawn.AbsRotation.X, playerPawn.AbsRotation.Y, playerPawn.AbsRotation.Z);
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emptyProp.Teleport(newPos, newAngle);
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emptyProp.DispatchSpawn();
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Utilities.SetStateChanged(emptyProp, "CBaseEntity", "m_CBodyComponent");
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EntityManager.RegisterExisting(emptyProp, player.Index, "empty_prop");
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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if (!invisiblePlayers.ContainsKey(player.Index)) return;
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null) return;
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var particle = EntityManager.CreateTrackedParticleSystem(player.Index, bloodParticle, autoDestroySeconds: 3f);
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if (particle == null) return;
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Vector pos = new(playerPawn.AbsOrigin.X, playerPawn.AbsOrigin.Y, playerPawn.AbsOrigin.Z + 50);
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particle.Teleport(pos);
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particle.AcceptInput("Start");
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}
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// Wipe spotted state (pawn + carried bomb) so a disguised carrier produces no radar blip.
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private static void ClearSpottedState(CCSPlayerController player, CC4? bomb)
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{
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var pawn = player.PlayerPawn?.Value;
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if (pawn != null && pawn.IsValid)
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{
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pawn.EntitySpottedState.Spotted = false;
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pawn.EntitySpottedState.SpottedByMask[0] = 0;
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pawn.EntitySpottedState.SpottedByMask[1] = 0;
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}
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if (bomb != null && bomb.IsValid && bomb.OwnerEntity?.Index == player.Index)
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{
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bomb.EntitySpottedState.Spotted = false;
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bomb.EntitySpottedState.SpottedByMask[0] = 0;
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bomb.EntitySpottedState.SpottedByMask[1] = 0;
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}
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#00911f", CsTeam onlyTeam = CsTeam.Terrorist, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Uncommon) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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}
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}
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} |