## 📋 Changelog - #### General: - ###### Updated Chinese language translation by [by: [@Ericzzrbb](hhttps://github.com/Ericzzrbb)]. - ###### Fixed a bug where a player could be given multiple skills at once while the HUD displayed only one (the player list was never cleared on map change and had no duplicate protection on join). [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Fixed skill names and descriptions showing the raw translation key on Turkish servers (culture-sensitive lowercasing) - affected skills starting with "I" (e.g. Illiterate, Impostor, InfiniteAmmo, Iana). [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### RayTrace-based skills and the skill-use button no longer throw when the RayTrace module is not installed - they now degrade gracefully instead of crashing. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Fixed the skill-use button (when bound to Use/E) blocking option selection inside WSAD target menus. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Performance: cached reflection lookups in `SkillAction` and `SkillsInfo.GetValue`, and de-duplicated the repeated event-dispatch logic on hot paths (OnTick, OnTakeDamage, etc.). [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Stability: removed dead methods that threw `NotImplementedException`, hardened team-score handling, and reset all skill state on round start / map change. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Build: post-build copy paths now follow the active `$(Configuration)` and `$(TargetFramework)`. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Added new Turkish translation strings for the skill notifications listed below. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Fixed bot-related messages so they now display correctly in the chat of the controlling player. - ###### When a player takes control of a bot, all active skill effects affecting that bot are now correctly transferred to the controlling player. - ###### Prevented bots from automatically using skills while being controlled by a player. - #### Skill improvements: - ###### Wallhack: - ###### Fixed enemy outlines briefly flashing for everyone when the skill holder dies. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Area Reaper: - ###### Teammates (CT) are now notified which bombsite (A/B) was sealed. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Wild Throw: - ###### Now notifies the targeted player, consistent with other targeted skills. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Careful Bullets / Darkness / Deaf / Glitch / Jammer / Jump Ban / Magnifier / Poison / Primary Ban / Wild Throw: - ###### The targeted player is now notified when the effect ends after the skill holder dies. [by: [@ByDexterTR](https://github.com/ByDexterTR)] - ###### Careful Bullets: - ###### Added damage-taken sound effects when missing a shot - ###### C4 Camouflage / Ninja: - ###### Fixed a bug where dying with invisibility active and taking control of a bot would grant invisibility to the bot as well. - ###### Poison: - ###### Added damage-taken sound effects. - ###### Primary Ban: - ###### Changed mechanic to directly block shooting weapons instead of forcing a weapon switch to the knife. - ###### Hot Bomb: - ###### Replaced the bomb-burning sound effects. - ###### Added a notification when the burning effect ends and the bomb returns to its normal color.
146 lines
No EOL
6.6 KiB
C#
146 lines
No EOL
6.6 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 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 Deactivator : ISkill
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{
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private const Skills skillName = Skills.Deactivator;
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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 player in Utilities.GetPlayers())
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SkillUtils.CloseMenu(player);
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}
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public static void OnTick()
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{
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if (Server.TickCount % 32 != 0) return;
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foreach (var player in Utilities.GetPlayers())
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{
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if (!SkillUtils.HasMenu(player)) continue;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null || playerInfo.Skill != skillName) continue;
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var enemies = Utilities.GetPlayers().Where(p =>p != null &&p.IsValid).Select(p => PlayerManager.GetPlayerEvent(p)).Where(p =>p != null &&p.IsValid &&p.Team != player.Team &&p.PlayerPawn?.Value != null &&p.PlayerPawn.Value.IsValid &&p.PlayerPawn.Value.Health > 0 &&!p.IsHLTV &&p.Team != CsTeam.Spectator&& p.Team != CsTeam.None).ToArray();
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ConcurrentBag<(string, string)> menuItems = [];
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foreach (var enemy in enemies)
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{
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var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);
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if (enemyInfo == null) continue;
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var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == enemyInfo.Skill);
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if (skillData == null) continue;
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menuItems.Add(($"\u202A{enemy.PlayerName}\u202C : {player.GetSkillName(skillData.Skill)}", enemy.Index.ToString()));
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}
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SkillUtils.UpdateMenu(player, menuItems);
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}
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}
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public static void TypeSkill(CCSPlayerController player, string[] commands)
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{
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if (player == null) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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var playerPawn = player.PlayerPawn.Value;
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if (playerPawn?.CBodyComponent == null) return;
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if (!player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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string enemyId = commands[0];
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if (!uint.TryParse(enemyId, out uint enemyIndex)) {
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playerEvent.PrintToChat($" {ChatColors.Red}" + playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index"));
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return;
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}
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var enemy = Utilities.GetPlayerFromIndex((int)enemyIndex);
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if (enemy == null)
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{
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playerEvent.PrintToChat($" {ChatColors.Red}" + playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index"));
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return;
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}
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DeacitvateSkill(player, enemy);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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var enemies = Utilities.GetPlayers().Where(p =>p != null &&p.IsValid).Select(p => PlayerManager.GetPlayerEvent(p)).Where(p =>p != null &&p.IsValid &&p.Team != player.Team &&p.PlayerPawn?.Value != null &&p.PlayerPawn.Value.IsValid &&p.PlayerPawn.Value.Health > 0 &&!p.IsHLTV &&p.Team != CsTeam.Spectator&& p.Team != CsTeam.None).ToArray();
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if (enemies.Length > 0)
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{
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ConcurrentBag<(string, string)> menuItems = [];
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foreach (var enemy in enemies)
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{
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var enemyInfo = PlayerManager.GetPlayerByIndex(enemy?.Index);
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if (enemyInfo == null) continue;
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var skillData = SkillData.Skills.FirstOrDefault(s => s.Skill == enemyInfo.Skill);
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if (skillData == null) continue;
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menuItems.Add(($"\u202A{enemy!.PlayerName}\u202C : {playerEvent.GetSkillName(skillData.Skill)}", enemy.Index.ToString()));
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}
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SkillUtils.CreateMenu(player, menuItems);
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}
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else
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playerEvent.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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playerInfo.SpecialSkill = Skills.None;
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SkillUtils.CloseMenu(player);
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}
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private static void DeacitvateSkill(CCSPlayerController player, CCSPlayerController enemy)
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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if (playerInfo != null)
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{
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playerInfo.Skill = Skills.None;
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playerInfo.SpecialSkill = skillName;
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playerEvent.PrintToChat($" {ChatColors.Green}" + playerEvent.GetTranslation("deactivator_player_info", enemy.PlayerName));
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}
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if (enemyInfo != null)
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{
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Instance.SkillAction(enemyInfo.Skill.ToString(), "DisableSkill", [enemy]);
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enemyInfo.SpecialSkill = enemyInfo.Skill;
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enemyInfo.Skill = Skills.None;
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var enemyEvent = PlayerManager.GetPlayerFromEvent(enemy);
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if (enemyEvent == null || !enemyEvent.IsValid) return;
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enemyEvent.PrintToChat($" {ChatColors.Red}" + enemyEvent.GetTranslation("deactivator_enemy_info"));
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}
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#919191", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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{
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}
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}
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} |