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

42 lines
No EOL
1.6 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Regeneration : ISkill
{
private const Skills skillName = Skills.Regeneration;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void OnTick()
{
if (Server.TickCount % (int)(64 * SkillsInfo.GetValue<float>(skillName, "cooldown")) != 0) return;
foreach (var player in Utilities.GetPlayers())
{
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill != skillName) continue;
var pawn = player.PlayerPawn.Value;
if (pawn == null || !pawn.IsValid) continue;
SkillUtils.AddHealth(pawn, SkillsInfo.GetValue<int>(skillName, "healthToAdd"));
}
}
public class SkillConfig : SkillsInfo.DefaultSkillInfo
{
public int HealthToAdd { get; set; }
public float Cooldown { get; set; }
public SkillConfig(Skills skill = skillName, bool active = true, string color = "#ff462e", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, int healthToAdd = 1, float cooldown = .25f) : base(skill, active, color, onlyTeam, needsTeammates)
{
HealthToAdd = healthToAdd;
Cooldown = cooldown;
}
}
}
}