jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Wallhack.cs
Juzlus 42e5453fd4 v1.2.2.b4
- #### General:
    - ###### Updated the GitHub source code to implement the changes introduced in merge request (https://github.com/Juzlus/jRandomSkills/pull/32).

- #### Skill improvements:
    - ###### Ninja:
        - ###### Removed debug chat messages that were used for testing.
2026-06-29 16:10:59 +02:00

192 lines
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8.1 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using System.Drawing;
namespace src.player.skills
{
public class Wallhack : ISkill
{
private const Skills skillName = Skills.Wallhack;
private static readonly ConcurrentDictionary<uint, byte> playersInAction = new();
private static readonly ConcurrentDictionary<uint, (uint RelayIndex, uint GlowIndex, CsTeam Team)> glows = new();
private static readonly ConcurrentDictionary<uint, DateTime> temporaryBlockList = new();
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void CheckTransmit([CastFrom(typeof(nint))] CCheckTransmitInfoList infoList)
{
foreach (var kvp in temporaryBlockList)
{
if (DateTime.Now > kvp.Value)
temporaryBlockList.TryRemove(kvp.Key, out _);
}
foreach (var (info, player) in infoList)
{
if (player == null || !player.IsValid) continue;
var playerInfo = PlayerManager.GetPlayerByIndex(PlayerManager.GetPlayerEvent(player)!.Index);
var observedPlayer = Utilities.GetPlayers().FirstOrDefault(p => p?.Pawn?.Value?.Handle == player?.Pawn?.Value?.ObserverServices?.ObserverTarget?.Value?.Handle);
var observerInfo = observedPlayer != null ? PlayerManager.GetPlayerByIndex(observedPlayer.Index) : null;
foreach (var kvp in glows)
{
var enemyIndex = kvp.Key;
var glowInfo = kvp.Value;
var enemy = Utilities.GetPlayers().FirstOrDefault(e => e != null && e.IsValid && e.Index == enemyIndex);
bool hasSkill = playerInfo?.Skill == skillName;
bool observerHasSkill = observerInfo != null && observerInfo?.Skill == skillName;
bool differentTeam = glowInfo.Team != player.Team;
if (enemy != null && enemy.IsValid)
{
var enemyPawn = enemy.PlayerPawn?.Value;
bool pawnValid = enemyPawn != null && enemyPawn.IsValid;
bool alive = pawnValid && enemyPawn!.Health > 0;
bool notInvisible = pawnValid && enemyPawn!.Render.A != 102 && enemyPawn!.Render.A != 128;
bool shouldShow = alive && notInvisible && differentTeam && (hasSkill || observerHasSkill);
if (shouldShow)
continue;
}
var glowEntity1 = Utilities.GetEntityFromIndex<CBaseEntity>((int)glowInfo.RelayIndex);
if (glowEntity1 == null || !glowEntity1.IsValid) continue;
var glowEntity2 = Utilities.GetEntityFromIndex<CBaseEntity>((int)glowInfo.GlowIndex);
if (glowEntity2 == null || !glowEntity2.IsValid) continue;
if (info.TransmitEntities.Contains(glowEntity1.Index))
info.TransmitEntities.Remove(glowEntity1.Index);
if (info.TransmitEntities.Contains(glowEntity2.Index))
info.TransmitEntities.Remove(glowEntity2.Index);
}
foreach (var kvp in temporaryBlockList)
if (info.TransmitEntities.Contains(kvp.Key))
info.TransmitEntities.Remove(kvp.Key);
}
}
public static void NewRound()
{
foreach (var kvp in glows)
{
var relayIndex = kvp.Value.RelayIndex;
var glowIndex = kvp.Value.GlowIndex;
SkillUtils.SafeKillEntity<CDynamicProp>(relayIndex);
SkillUtils.SafeKillEntity<CDynamicProp>(glowIndex);
temporaryBlockList.TryAdd(relayIndex, DateTime.Now.AddSeconds(2));
temporaryBlockList.TryAdd(glowIndex, DateTime.Now.AddSeconds(2));
}
glows.Clear();
playersInAction.Clear();
}
public static void EnableSkill(CCSPlayerController player)
{
Event.EnableTransmit();
playersInAction.TryAdd(player.Index, 0);
if (glows.IsEmpty)
SetGlowEffectForAll();
SkillUtils.ForceFullUpdateToAll();
}
public static void DisableSkill(CCSPlayerController player)
{
playersInAction.TryRemove(player.Index, out _);
if (playersInAction.IsEmpty)
{
NewRound();
return;
}
SkillUtils.ForceFullUpdateToAll();
}
private static void SetGlowEffectForAll()
{
var enemies = Utilities.GetPlayers().Where(p =>
p != null &&
p.IsValid &&
p.PlayerPawn?.Value != null &&
p.PlayerPawn.Value.IsValid &&
p.PlayerPawn.Value.Health > 0 &&
(p.Team == CsTeam.Terrorist || p.Team == CsTeam.CounterTerrorist)).ToList();
foreach (var enemy in enemies)
{
var enemyInfo = PlayerManager.GetPlayerByIndex(enemy.Index);
if (enemyInfo?.Skill == Skills.Ghost)
continue;
var enemyPawn = enemy.PlayerPawn?.Value;
if (enemyPawn == null || !enemyPawn.IsValid) continue;
var skeleton = enemyPawn.CBodyComponent?.SceneNode?.GetSkeletonInstance();
var modelName = skeleton?.ModelState?.ModelName;
if (string.IsNullOrEmpty(modelName)) continue;
var modelGlow = EntityManager.CreateTrackedDynamicProp(enemy.Index);
var modelRelay = EntityManager.CreateTrackedDynamicProp(enemy.Index);
if (modelGlow == null || !modelGlow.IsValid || modelRelay == null || !modelRelay.IsValid)
continue;
var relayEntity = modelRelay.CBodyComponent?.SceneNode?.Owner?.Entity;
if (relayEntity != null)
relayEntity.Flags = (uint)(relayEntity.Flags & ~(1 << 2));
modelRelay.SetModel(modelName);
modelRelay.Spawnflags = 256u;
modelRelay.RenderMode = RenderMode_t.kRenderNone;
modelRelay.DispatchSpawn();
var glowEntity = modelGlow.CBodyComponent?.SceneNode?.Owner?.Entity;
if (glowEntity != null)
glowEntity.Flags = (uint)(glowEntity.Flags & ~(1 << 2));
modelGlow.SetModel(modelName);
modelGlow.Spawnflags = 256u;
modelGlow.Render = Color.FromArgb(1, 255, 255, 255);
modelGlow.DispatchSpawn();
try
{
modelGlow.Glow.GlowColorOverride = enemy.Team == CsTeam.Terrorist ? Color.FromArgb(255, 255, 165, 0) : Color.FromArgb(255, 173, 216, 230);
modelGlow.Glow.GlowRange = 5000;
modelGlow.Glow.GlowTeam = -1;
modelGlow.Glow.GlowType = 3;
modelGlow.Glow.GlowRangeMin = 100;
}
catch
{ }
modelRelay.AcceptInput("FollowEntity", enemyPawn, modelRelay, "!activator");
modelGlow.AcceptInput("FollowEntity", modelRelay, modelGlow, "!activator");
glows.TryAdd(enemy.Index, (modelRelay.Index, modelGlow.Index, enemy.Team));
}
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#5d00ff", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = 1, Rarity rarity = Rarity.Epic) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
{
}
}
}