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.
110 lines
4.8 KiB
C#
110 lines
4.8 KiB
C#
using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
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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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namespace src.player.skills
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{
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public class Punisher : ISkill
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{
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private const Skills skillName = Skills.Punisher;
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private static readonly ConcurrentDictionary<uint, float> storedDamage = [];
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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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storedDamage.Clear();
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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storedDamage[player.Index] = 0f;
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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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storedDamage.TryRemove(player.Index, out _);
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SkillUtils.ResetPrintHTML(player);
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}
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public static void PlayerDisconnect(uint playerIndex)
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{
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storedDamage.TryRemove(playerIndex, out _);
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}
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public static void PlayerDeath(EventPlayerDeath @event)
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{
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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if (victim == null || !victim.IsValid) return;
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if (storedDamage.ContainsKey(victim.Index))
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storedDamage[victim.Index] = 0f;
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}
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public static void OnTakeDamage(DynamicHook h)
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{
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if (storedDamage.IsEmpty) return;
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CEntityInstance param = h.GetParam<CEntityInstance>(0);
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CTakeDamageInfo param2 = h.GetParam<CTakeDamageInfo>(1);
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if (param == null || !param.IsValid || param2 == null) return;
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var victimPawn = param.As<CCSPlayerPawn>();
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if (victimPawn == null || !victimPawn.IsValid || victimPawn.DesignerName != "player") return;
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var victimController = victimPawn.Controller.Value;
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if (victimController == null || !victimController.IsValid) return;
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var victim = victimController.As<CCSPlayerController>();
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if (victim == null || !victim.IsValid) return;
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uint victimIndex = PlayerManager.GetPlayerEvent(victim)?.Index ?? victim.Index;
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var attacker = param2.Attacker?.Value?.As<CCSPlayerPawn>();
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var attackerController = attacker?.Controller?.Value?.As<CCSPlayerController>();
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uint? attackerIndex = attackerController != null && attackerController.IsValid
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? PlayerManager.GetPlayerEvent(attackerController)?.Index ?? attackerController.Index
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: null;
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if (attackerIndex.HasValue && attackerIndex.Value != victimIndex && storedDamage.TryGetValue(attackerIndex.Value, out float banked) && banked > 0f)
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{
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storedDamage[attackerIndex.Value] = 0f;
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param2.Damage += banked;
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var puncher = CounterStrikeSharp.API.Utilities.GetPlayerFromIndex((int)attackerIndex.Value);
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var puncherPawn = puncher?.PlayerPawn?.Value;
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if (puncherPawn != null && puncherPawn.IsValid && puncherPawn.Health > 0)
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SkillUtils.SetHealth(puncherPawn, puncherPawn.Health + (int)MathF.Round(banked));
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var puncherEvent = PlayerManager.GetPlayerFromEvent(puncher);
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if (puncherEvent != null && puncherEvent.IsValid)
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puncherEvent.PrintToChat($" {ChatColors.Green}{puncherEvent.GetTranslation("punisher_released_info", (int)MathF.Round(banked))}");
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}
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if (!storedDamage.ContainsKey(victimIndex)) return;
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if (attackerIndex.HasValue && attackerIndex.Value == victimIndex) return;
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float ratio = SkillsInfo.GetValue<float>(skillName, "storePercent");
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float cap = SkillsInfo.GetValue<float>(skillName, "maxStored");
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float stored = storedDamage[victimIndex] + (param2.Damage * ratio);
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storedDamage[victimIndex] = MathF.Min(stored, cap);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ffb347", 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 storePercent = .5f, float maxStored = 100f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float StorePercent { get; set; } = storePercent;
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public float MaxStored { get; set; } = maxStored;
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}
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}
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}
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