Fixed conflicts with the merge https://github.com/Juzlus/jRandomSkills/pull/33 - #### General: - ###### Fixed players' view angle snapping to look at (0, 0, 0) at round start (ForceFullUpdate was re-applying a zeroed view angle). [by: @ByDexterTR and @Juzlus]. - ###### Stability: skills are now correctly disabled and cleaned up on attacker-less deaths (fall damage, drowning, world). [by: @ByDexterTR]. - ###### Performance: the end-of-round skill summary now runs in a single timer instead of one per player, and skips players who disconnect during the delay. [by: @ByDexterTR]. - #### Skill improvements: - ###### Re-Zombie: - ###### Fixed the player dying instead of respawning with full zombie health. [by: @ByDexterTR]. - ###### Jester: - ###### Armor no longer drains while the skill is active. [by: @ByDexterTR]. - ###### Soundmaker / Anomaly: - ###### Updated the description. [by: @ByDexterTR].
162 lines
No EOL
6 KiB
C#
162 lines
No EOL
6 KiB
C#
using CounterStrikeSharp.API;
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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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using System.Drawing;
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namespace src.player.skills
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{
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public class ReZombie : ISkill
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{
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private const Skills skillName = Skills.ReZombie;
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private static readonly ConcurrentDictionary<uint, int> zombies = [];
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private static readonly object setLock = 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 EnableSkill(CCSPlayerController player)
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{
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zombies.TryRemove(player.Index, out _);
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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 || !player.IsValid || player.PlayerPawn.Value == null || !player.PlayerPawn.Value.IsValid) return;
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zombies.TryRemove(player.Index, out _);
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SetPlayerColor(player.PlayerPawn.Value, true);
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ResetHealth(player);
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}
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public static void ResetHealth(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn?.Value;
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if (pawn == null) return;
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pawn.MaxHealth = 100;
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iMaxHealth");
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pawn.Health = Math.Min(pawn.Health, 100);
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return;
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if (!zombies.ContainsKey(player.Index) || weapon == "c4" || weapon.Contains("knife") || weapon.Contains("bayonet"))
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return;
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player.ExecuteClientCommand("slot3");
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}
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public static void NewRound()
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{
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foreach (var playerIndex in zombies.Keys)
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{
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var player = Utilities.GetPlayerFromIndex((int)playerIndex);
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if (player == null || !player.IsValid) continue;
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DisableSkill(player);
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}
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zombies.Clear();
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}
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public static void PlayerHurt(EventPlayerHurt @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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var pawn = victim.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return;
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bool isZombie = zombies.TryGetValue(victim.Index, out int tick);
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if (isZombie && tick + 4 < Server.TickCount)
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return;
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var playerInfo = PlayerManager.GetPlayerByIndex(victim.Index);
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if (playerInfo?.Skill != skillName) return;
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var zombieHealth = SkillsInfo.GetValue<int>(skillName, "zombieHealth");
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if (pawn.Health <= 0)
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{
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bool isBlock = victim.TeamChanged;
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zombies[victim.Index] = Server.TickCount;
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if (isBlock) return;
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DropAllBotWeapons(victim);
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SetPlayerColor(pawn, false);
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SkillUtils.SetHealth(pawn, zombieHealth, zombieHealth);
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victim.ExecuteClientCommand("slot3");
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}
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else if (isZombie && tick + 4 > Server.TickCount)
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SkillUtils.SetHealth(pawn, zombieHealth, zombieHealth);
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}
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private static void DropAllBotWeapons(CCSPlayerController player)
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{
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if (player == null || !player.IsValid || !player.IsBot) 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 itemServices = pawn.ItemServices?.As<CCSPlayer_ItemServices>();
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if (itemServices == null || pawn.WeaponServices?.MyWeapons == null) return;
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foreach (var item in pawn.WeaponServices.MyWeapons)
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{
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if (item == null || !item.IsValid) continue;
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var weapon = item.Value;
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if (weapon == null || !weapon.IsValid) continue;
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var weaponName = weapon.DesignerName;
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if (string.IsNullOrEmpty(weaponName) || weaponName.Contains("knife") || weaponName.Contains("bayonet"))
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continue;
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SkillUtils.SafeKillEntity<CBasePlayerWeapon>(weapon.Index);
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}
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}
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public static bool OnWeaponCanAcquire(DynamicHook hook, CCSPlayerController player, CEconItemView econItem, CCSWeaponBaseVData vdata)
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{
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string weaponName = vdata.Name;
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if (string.IsNullOrEmpty(weaponName)) return false;
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if (!zombies.ContainsKey(player.Index))
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return false;
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if (weaponName.Contains("knife") || weaponName.Contains("bayonet"))
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return false;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return false;
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hook.SetReturn(AcquireResult.InvalidItem);
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return true;
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}
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private static void SetPlayerColor(CCSPlayerPawn pawn, bool normal)
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{
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var color = normal ? Color.FromArgb(255, 255, 255, 255) : Color.FromArgb(255, 255, 0, 0);
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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 class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ff5C0A", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, int zombieHealth = 500) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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{
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public int ZombieHealth { get; set; } = zombieHealth;
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}
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}
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} |