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