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).
210 lines
No EOL
8.8 KiB
C#
210 lines
No EOL
8.8 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Utils;
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using System.Drawing;
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using static src.jRandomSkills;
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using System.Collections.Concurrent;
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using src.utils;
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namespace src.player.skills
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{
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public class Spectator : ISkill
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{
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private const Skills skillName = Skills.Spectator;
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private static readonly ConcurrentDictionary<uint, (uint, uint, uint)> cameras = [];
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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 info in cameras)
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EntityManager.DestroyEntity(info.Value.Item2);
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cameras.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 (!Instance.IsPlayerValid(player)) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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var pawn = player!.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return;
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if (cameras.TryGetValue(player.Index, out var cameraInfo) && cameraInfo.Item1 != pawn.CameraServices.ViewEntity.Raw)
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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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ChangeCamera(player);
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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if (player == null) return;
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ChangeCamera(player, true);
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EntityManager.DestroyPlayerEntities(player.Index);
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cameras.TryRemove(player.Index, out _);
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}
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public static void OnTick()
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{
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foreach (var player in PlayerManager.GetTickPlayers())
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if (cameras.TryGetValue(player.Index, out var cameraInfo) && cameraInfo.Item2 != 0)
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{
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if (player == null || !player.IsValid) continue;
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var enemy = Utilities.GetPlayerFromIndex((int)cameraInfo.Item3);
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if (enemy == null || !enemy.IsValid || enemy.PlayerPawn == null)
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{
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ChangeCamera(player, true);
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continue;
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}
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var enemyPawn = enemy.PlayerPawn.Value;
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if (enemyPawn == null || !enemyPawn.IsValid)
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{
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ChangeCamera(player, true);
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continue;
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}
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if (enemyPawn.Health <= 0 || (player.PlayerPawn?.Value != null && player.PlayerPawn.Value.Health <= 0))
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ChangeCamera(player, true);
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}
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}
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private static void ChangeCamera(CCSPlayerController player, bool forceToDefault = false)
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{
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if (player == null || !player.IsValid) return;
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uint orginalCameraRaw;
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uint newCameraRaw = 0;
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.CameraServices == null) return;
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if (cameras.TryGetValue(player.Index, out var cameraInfo) && cameraInfo.Item2 != 0)
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{
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orginalCameraRaw = cameraInfo.Item1;
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var cam = Utilities.GetEntityFromIndex<CDynamicProp>((int)cameraInfo.Item2);
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if (cam != null && cam.IsValid)
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EntityManager.DestroyEntity(cam.Index);
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if (!forceToDefault)
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newCameraRaw = CreateCamera(player);
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}
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else
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{
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orginalCameraRaw = pawn.CameraServices.ViewEntity.Raw;
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if (!forceToDefault)
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newCameraRaw = CreateCamera(player);
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}
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bool defaultCam = forceToDefault;
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if (newCameraRaw != 0)
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{
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defaultCam = forceToDefault || (pawn.CameraServices.ViewEntity.Raw != orginalCameraRaw);
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pawn.CameraServices.ViewEntity.Raw = defaultCam ? orginalCameraRaw : newCameraRaw;
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}
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else
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pawn.CameraServices.ViewEntity.Raw = orginalCameraRaw;
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Utilities.SetStateChanged(pawn, "CBasePlayerPawn", "m_pCameraServices");
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if (forceToDefault && cameras.TryGetValue(player.Index, out var current) && current.Item2 != 0)
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cameras[player.Index] = (current.Item1, 0, current.Item3);
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BlockWeapon(player, !defaultCam);
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}
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private static uint CreateCamera(CCSPlayerController player)
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{
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var camera = EntityManager.CreateTrackedDynamicProp(player.Index);
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if (camera == null || !camera.IsValid) return 0;
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var enemies = PlayerManager.GetTickPlayers().Where(p =>
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p != null &&
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p.IsValid &&
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p.Team != player.Team &&
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p.PlayerPawn?.Value != null &&
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p.PlayerPawn.Value.IsValid &&
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p.PlayerPawn.Value.Health > 0).ToList();
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if (enemies.Count == 0)
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return 0;
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var enemy = enemies[Instance.Random.Next(enemies.Count)];
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var pawn = enemy.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.CameraServices == null || pawn.AbsOrigin == null) return 0;
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QAngle angle = new(0, pawn.EyeAngles.Y, 0);
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var pos = pawn.AbsOrigin - SkillUtils.GetForwardVector(angle) * SkillsInfo.GetValue<float>(skillName, "distance");
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pos.Z += pawn.ViewOffset.Z;
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Server.NextFrame(() =>
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{
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if (camera == null || !camera.IsValid) return;
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var camNode = camera.CBodyComponent?.SceneNode?.Owner?.Entity;
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if (camNode != null)
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camNode.Flags = (uint)(camNode.Flags & ~(1 << 2));
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camera.SetModel("models/sprays/spray_plane.vmdl");
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camera.Render = Color.FromArgb(1, 255, 255, 255);
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camera.Teleport(pos, angle);
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camera.DispatchSpawn();
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CBaseEntity? target = pawn != null && pawn.IsValid ? pawn : null;
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var entities = EntityManager.GetPlayerEntities(enemy.Index, "empty_prop");
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if (entities.Count > 0)
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{
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var entity = Utilities.GetEntityFromIndex<CDynamicProp>((int)entities[0]);
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if (entity != null && entity.IsValid)
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target = entity;
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}
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if (target == null || !target.IsValid) return;
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camera.AcceptInput("SetParent", target, target, "!activator");
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});
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if (cameras.TryGetValue(player.Index, out var cameraInfo))
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cameras.AddOrUpdate(player.Index, (cameraInfo.Item1, camera.Index, enemy.Index), (k, v) => (cameraInfo.Item1, camera.Index, enemy.Index));
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else
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cameras.AddOrUpdate(player.Index, (pawn.CameraServices.ViewEntity.Raw, camera.Index, enemy.Index), (k, v) => (pawn.CameraServices.ViewEntity.Raw, camera.Index, enemy.Index));
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return camera.EntityHandle.Raw;
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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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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#42f5da", 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 distance = 100f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float Distance { get; set; } = distance;
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}
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}
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} |