jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Push.cs
2026-04-26 10:36:05 +02:00

67 lines
No EOL
3.2 KiB
C#

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 Push : ISkill
{
private const Skills skillName = Skills.Push;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var attacker = @event.Attacker;
var victim = @event.Userid;
if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim)
return;
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker?.SteamID);
if (playerInfo?.Skill == skillName && victim!.PawnIsAlive)
{
if (Instance.Random.NextDouble() <= playerInfo.SkillChance)
PushEnemy(victim, attacker!.PlayerPawn.Value!.EyeAngles);
}
}
public static void EnableSkill(CCSPlayerController player)
{
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo == null) return;
float newChance = (float)Instance.Random.NextDouble() * (SkillsInfo.GetValue<float>(skillName, "ChanceTo") - SkillsInfo.GetValue<float>(skillName, "ChanceFrom")) + SkillsInfo.GetValue<float>(skillName, "ChanceFrom");
playerInfo.SkillChance = newChance;
SkillUtils.PrintToChat(player, $"{ChatColors.DarkRed}{player.GetSkillName(skillName)}{ChatColors.Lime}: {player.GetSkillDescription(skillName, newChance)}",
border: !Utilities.GetPlayers().Any(p => p.Team == player.Team && !p.IsBot && p != player) ? "tb" : "t");
}
private static void PushEnemy(CCSPlayerController player, QAngle attackerAngle)
{
var playerPawn = player.PlayerPawn.Value;
if (playerPawn == null || !playerPawn.IsValid || playerPawn.LifeState != (int)LifeState_t.LIFE_ALIVE)
return;
var currentPosition = playerPawn.AbsOrigin;
Vector newVelocity = SkillUtils.GetForwardVector(attackerAngle) * SkillsInfo.GetValue<float>(skillName, "pushVelocity");
newVelocity.Z = playerPawn.AbsVelocity.Z + SkillsInfo.GetValue<float>(skillName, "jumpVelocity");
playerPawn.Teleport(currentPosition, null, newVelocity);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1e9ab0", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float chanceFrom = .3f, float chanceTo = .4f, float jumpVelocity = 300f, float pushVelocity = 400f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
public float ChanceFrom { get; set; } = chanceFrom;
public float ChanceTo { get; set; } = chanceTo;
public float JumpVelocity { get; set; } = jumpVelocity;
public float PushVelocity { get; set; } = pushVelocity;
}
}
}