jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Hermit.cs
ByDexter b2d2c5bf9a v1.2.3.b6
New skills (9)
- Bounty: put a cash price on an enemy's head, the killer collects it.
- EmpGrenade: grenade victims lose radar and crosshair for a while.
- GravityDecoy: the decoy alters gravity for everyone in its radius.
- Heavyweight: immune to push and slow effects from other skills.
- Nemesis: the marked player takes extra damage from everyone.
- Punisher: banks part of the damage you take and releases it on your next hit.
- Rewind: drop a marker and teleport back to it shortly after.
- TrueArmor: armor absorbs part of incoming damage instead of health.
- Voodoo: the marked enemy shares the damage you take.

Shared systems
- DecoyRing: reusable ground ring so decoy skills show their real area of effect. Adopted by FireRain, FrozenDecoy, GravityDecoy and MagneticDecoy.
- WeaponPool: single cached weapon classification (rifle/pistol/grenade) with a normalizing lookup, backed by the new config Weapons section. Replaces the duplicated hardcoded arrays in Assassin, Chicken, Ghost, NoNades, PrimaryBan, RandomWeapon, SniperElite and WeaponsSwap. [because of compatibility with WeaponRestrict]
- HUD suppression registry in SkillUtils: crosshair and radar hiding is now refcounted per owner, so overlapping skills (Glitch, Jammer, EmpGrenade) cannot restore each other's state early.
- SkillUtils.ResolveHiddenPawns: shared invisible-pawn resolution for C4Camouflage, Ghost and Ninja.
- Config gained a Weapons section with automatic migration for existing installs, plus a per-skill DisableOnPistolRound switch honoured by both the round draw and css_setskill.

Sound
- Volume rebalance
- Add SkillUtils.EmitSoundToPlayer with a private RecipientFilter. A null filter had been broadcasting every skill sound to all clients. Migrated 16 call sites: Poison, DemonEye, ToxicSmoke, CarefulBullets, Thorns, HotBomb, LastGasp, LongKnife, Nightmare, Jester, Tripwire, Medic, HealingSmoke, Rewind, Watchmaker.
- New effects: LongKnife knife-hit feedback (Weapon_Knife.Hit.Heavy/Light), Grapple hook impact, Fortnite barricade placement, Ricochet bounce, Nightmare cursed tone, Replicator/Illusionist spawn, PsychicDefusing defuse cue, TakeAmmo pickup, Tripwire and Jammer trigger tones.
- 29 skills gained a configurable SoundVolume, LongKnife also HitSoundVolume.
- Grapple: emit the hook impact at the hook entity instead of at the owner so the enemy team can locate it.
- PawelJumper: the engine already plays the first jump, only extra jumps emit.

Models and visuals
- Grapple: real hook model with configurable hookScale and hookEmbed so the hook sits in the surface it hit.
- Pilot: glowing exhaust trail parented to the pawn, active only while airborne.

Performance
- SkillsInfo.GetValue now resolves through a ConcurrentDictionary cache instead of reflecting on every call; invalidated on config reload.
- HUD render cache keyed on player, config, description flag and the three source lines; identical frames skip the rebuild.
- Glaz.CheckTransmit: hoist smoke index resolution out of the per-viewer loop and build the pawn-owner map lazily.
- playersSkills switched from ConcurrentBag to HashSet<Skills>, turning the NoRepeat filter from an O(n) scan into a set lookup.

Fixes
- NoRepeat could hand a player two or three skills in one round because the history bag was never deduplicated; the HashSet rewrite closes it.
- SniperElite: restore the saved weapon after the halftime team swap instead of dropping it on the pistol round.
- Illiterate: the holder alert now reaches chat and is exempt from its own scrambler via PrintToChat(ignoreIlliterate).
- EntityManager.DestroyBeam: zero out width and render colour before the kill so beams cannot linger visibly, with a next-frame Remove fallback.
- Ricochet: drop all 18 diagnostic Trace calls and the Trace helper; the skill measured stable over 48h and the tracing dominated the debug log.

Debug
- Tag round start, round end and freeze-time-end lines with [WARMUP] so warmup load is separable from live rounds.
2026-08-09 00:37:02 +03:00

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2.7 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using static src.jRandomSkills;
using System.Collections.Concurrent;
using src.utils;
namespace src.player.skills
{
public class Hermit : ISkill
{
private const Skills skillName = Skills.Hermit;
private const int fallbackReserveAmmo = 100;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void PlayerDeath(EventPlayerDeath @event)
{
var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
if (!Instance.IsPlayerValid(attacker)) return;
var attackerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index);
if (attackerInfo?.Skill != skillName) return;
var pawn = attacker!.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid || pawn.WeaponServices == null) return;
var weapon = pawn.WeaponServices.ActiveWeapon.Value;
if (weapon == null || !weapon.IsValid || weapon.VData == null) return;
int reserve = weapon.As<CCSWeaponBase>().GetVData<CCSWeaponBaseVData>()?.PrimaryReserveAmmoMax ?? 0;
if (reserve <= 0) reserve = fallbackReserveAmmo;
weapon.Clip1 = weapon.VData.MaxClip1;
weapon.ReserveAmmo.Fill(reserve);
Utilities.SetStateChanged(weapon, "CBasePlayerWeapon", "m_iClip1");
Utilities.SetStateChanged(weapon, "CBasePlayerWeapon", "m_pReserveAmmo");
SkillUtils.AddHealth(pawn, SkillsInfo.GetValue<int>(skillName, "healthToAdd"));
float effectDuration = SkillsInfo.GetValue<float>(skillName, "effectDuration");
if (effectDuration > 0)
{
pawn.HealthShotBoostExpirationTime = Server.CurrentTime + effectDuration;
Utilities.SetStateChanged(pawn, "CCSPlayerPawn", "m_flHealthShotBoostExpirationTime");
}
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ded678", 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, int healthToAdd = 100, float effectDuration = 1.0f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public int HealthToAdd { get; set; } = healthToAdd;
public float EffectDuration { get; set; } = effectDuration;
}
}
}