jRandomSkills/jRandomSkills - SRC Files/src/player/skills/FriendlyFire.cs
2026-05-24 23:13:56 +02:00

48 lines
No EOL
2.1 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using static src.jRandomSkills;
namespace src.player.skills
{
public class FriendlyFire : ISkill
{
private const Skills skillName = Skills.FriendlyFire;
private static readonly string[] nades = ["inferno", "flashbang", "smokegrenade", "decoy", "hegrenade"];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var damage = @event.DmgHealth;
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
var weapon = @event.Weapon;
if (nades.Contains(weapon)) return;
if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim) return;
var playerInfo = PlayerManager.GetPlayerByIndex(attacker!.Index);
if (playerInfo?.Skill != skillName || attacker!.Team != victim!.Team) return;
Server.ExecuteCommand("mp_autokick 0");
var pawn = victim.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) return;
if (damage == 0)
damage = Instance.Random.Next(4, 6);
SkillUtils.AddHealth(pawn, damage + (int)(damage * SkillsInfo.GetValue<float>(skillName, "healthMultiplier")), pawn.MaxHealth);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ff0000", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = true, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, float healthMultiplier = 1.5f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
{
public float HealthMultiplier { get; set; } = healthMultiplier;
}
}
}