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.
286 lines
No EOL
10 KiB
C#
286 lines
No EOL
10 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 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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using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
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namespace src.player.skills
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{
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public class Jester : ISkill
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{
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private const Skills skillName = Skills.Jester;
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private const string toggleSound = "Weapon_Taser.ChargeReady";
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private static readonly ConcurrentDictionary<uint, JesterInfo> jesters = [];
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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 PlayerDisconnect(uint playerIndex)
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{
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if (!jesters.TryRemove(playerIndex, out var jester)) return;
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jester.Generation++;
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jester.Active = false;
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jester.Timer?.Kill();
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jester.Timer = null;
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}
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public static void NewRound()
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{
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Server.NextWorldUpdate(() =>
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{
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foreach (var jester in jesters.Values)
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{
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if (jester.Timer != null)
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{
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jester.Timer?.Kill();
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jester.Timer = null;
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}
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var player = Utilities.GetPlayerFromIndex((int)jester.PlayerIndex);
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if (player != null && player.IsValid)
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{
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SkillUtils.ResetPrintHTML(player);
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) continue;
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var color = Color.FromArgb(255, 255, 255, 255);
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pawn.Render = color;
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Utilities.SetStateChanged(pawn, "CBaseModelEntity", "m_clrRender");
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}
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}
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jesters.Clear();
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});
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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var jester = GetJesterInfo(player.Index);
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if (jester == null) return;
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jester.Generation++;
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jester.Active = false;
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jester.Timer = null;
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jesters.TryRemove(player.Index, out _);
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Server.NextWorldUpdate(() =>
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{
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SkillUtils.ResetPrintHTML(player);
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SetPlayerColor(player, true);
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});
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}
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public static void BombBegindefuse(EventBombBegindefuse @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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uint playerIndex = player.Index;
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var jester = GetJesterInfo(playerIndex);
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if (jester == null) return;
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if (jester.Timer != null)
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{
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jester.Timer?.Kill();
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jester.Timer = null;
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}
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jester.Timer = Instance.AddTimer(1, () =>
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{
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ChangeMode(playerIndex, false);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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}
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public static void BombBeginplant(EventBombBeginplant @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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uint playerIndex = player.Index;
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var jester = GetJesterInfo(playerIndex);
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if (jester == null) return;
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if (jester.Timer != null)
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{
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jester.Timer?.Kill();
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jester.Timer = null;
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}
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jester.Timer = Instance.AddTimer(1, () =>
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{
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if (player != null && player.IsValid)
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ChangeMode(playerIndex, false);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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}
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public static bool PlayerHurtPre(EventPlayerHurt @event)
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{
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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if (!Instance.IsPlayerValid(victim)) return false;
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if (!IsActiveJester(victim!.Index))
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{
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var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
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if (!Instance.IsPlayerValid(attacker) || !IsActiveJester(attacker!.Index)) return false;
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}
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SkillUtils.RestoreHealth(victim);
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return true;
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}
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public static bool IsActiveJester(uint playerIndex)
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{
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if (GetJesterInfo(playerIndex)?.Active != true) return false;
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return PlayerManager.GetPlayerByIndex(playerIndex)?.Skill == skillName;
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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var minTime = SkillsInfo.GetValue<float>(skillName, "minTime");
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var maxTime = SkillsInfo.GetValue<float>(skillName, "maxTime");
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float wait = (float)Instance.Random.NextDouble() * (maxTime - minTime) + minTime;
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uint playerIndex = player.Index;
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if (!jesters.TryGetValue(playerIndex, out var jester))
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{
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jester = new JesterInfo
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{
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PlayerIndex = playerIndex,
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Active = false,
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Generation = 0
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};
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jesters[playerIndex] = jester;
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}
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jester.Generation++;
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int generation = jester.Generation;
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jester.Timer = Instance.AddTimer(wait, () =>
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{
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if (!jesters.TryGetValue(playerIndex, out var info))
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return;
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if (info.Generation != generation)
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return;
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ChangeMode(playerIndex);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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}
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private static void ChangeMode(uint playerIndex, bool? forceActive = null)
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{
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if (!jesters.TryGetValue(playerIndex, out var jester)) return;
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var player = Utilities.GetPlayerFromIndex((int)playerIndex);
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if (player == null || !player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE)
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{
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jesters.TryRemove(playerIndex, out _);
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return;
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}
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bool previousState = jester.Active;
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jester.Active = forceActive ?? !jester.Active;
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if (jester.Active != previousState)
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{
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SetPlayerColor(player);
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent != null && playerEvent.IsValid)
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SkillUtils.EmitSoundToPlayer(playerEvent, toggleSound, SkillsInfo.GetValue<float>(skillName, "soundVolume"));
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}
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var minTime = SkillsInfo.GetValue<float>(skillName, "minTime");
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var maxTime = SkillsInfo.GetValue<float>(skillName, "maxTime");
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float wait = (float)Instance.Random.NextDouble() * (maxTime - minTime) + minTime;
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jester.Generation++;
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int generation = jester.Generation;
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jester.Timer = Instance.AddTimer(wait, () =>
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{
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if (!jesters.TryGetValue(playerIndex, out var info))
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return;
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if (info.Generation != generation)
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return;
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ChangeMode(playerIndex);
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}, CounterStrikeSharp.API.Modules.Timers.TimerFlags.STOP_ON_MAPCHANGE);
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}
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private static void SetPlayerColor(CCSPlayerController? player, bool forceDisable = false)
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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) return;
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var jester = GetJesterInfo(player.Index);
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if (!forceDisable && jester == null) return;
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var color = jester?.Active == true && !forceDisable ? Color.FromArgb(255, 128, 0, 128) : Color.FromArgb(255, 255, 255, 255);
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pawn.Render = color;
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Utilities.SetStateChanged(pawn, "CBaseModelEntity", "m_clrRender");
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}
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public static void OnTick()
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{
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if (!SkillUtils.IsHudFrame()) return;
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if (SkillUtils.IsFreezeTime()) return;
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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var playeEvent = PlayerManager.GetPlayerEvent(player);
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if (playeEvent == null || !playeEvent.IsValid || playeEvent.PlayerPawn.Value == null || !playeEvent.PlayerPawn.Value.IsValid) continue;
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var playerInfo = PlayerManager.GetPlayerByIndex(playeEvent.Index);
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if (playerInfo?.Skill == skillName)
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UpdateHUD(playeEvent);
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}
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}
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private static void UpdateHUD(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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var jester = GetJesterInfo(player.Index);
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if (jester == null) return;
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playerInfo.PrintHTML = $"{player.GetTranslation("jester_mode")}: <font color='{(jester.Active ? "#00ff00" : "#ff0000")}'>{player.GetTranslation(jester.Active ? "jester_on" : "jester_off")}</font>";
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}
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public static JesterInfo? GetJesterInfo(uint playerIndex)
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{
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if (jesters.TryGetValue(playerIndex, value: out var info))
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return info;
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return null;
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}
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public class JesterInfo()
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{
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public required uint PlayerIndex { get; set; }
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public bool Active { get; set; } = false;
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public int Generation { get; set; } = 0;
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public Timer? Timer { get; set; } = null;
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8f108f", 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 minTime = 10f, float maxTime = 25f, float soundVolume = .5f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float SoundVolume { get; set; } = soundVolume;
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public float MinTime { get; set; } = minTime;
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public float MaxTime { get; set; } = maxTime;
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}
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}
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} |