jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Pyro.cs
2025-09-24 03:18:32 +02:00

55 lines
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2.2 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Pyro : ISkill
{
private const Skills skillName = Skills.Pyro;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var victim = @event.Userid;
int damage = @event.DmgHealth;
string weapon = @event.Weapon;
if (weapon != "inferno" || !Instance.IsPlayerValid(victim)) return;
var victimInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == victim?.SteamID);
if (victimInfo == null || victimInfo.Skill != skillName) return ;
RestoreHealth(victim!, damage * SkillsInfo.GetValue<float>(skillName, "regenerationMultiplier"));
}
public static void EnableSkill(CCSPlayerController player)
{
SkillUtils.TryGiveWeapon(player, player.Team == CsTeam.CounterTerrorist ? CsItem.IncendiaryGrenade : CsItem.Molotov);
}
private static void RestoreHealth(CCSPlayerController victim, float damage)
{
var playerPawn = victim.PlayerPawn.Value;
if (playerPawn == null || !playerPawn.IsValid) return;
var newHealth = playerPawn.Health + damage;
if (newHealth > 100)
newHealth = 100;
playerPawn.Health = (int)newHealth;
Utilities.SetStateChanged(playerPawn, "CBaseEntity", "m_iHealth");
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#3c47de", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, float regenerationMultiplier = 1.5f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates)
{
public float RegenerationMultiplier { get; set; } = regenerationMultiplier;
}
}
}