jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Baseball.cs
Juzlus 8038a4d646 v1.2.3.b2 - Part 2
## GENERAL
- Added a css_entity admin command to check whether an entity with a given index/handle exists (prints the designer name to chat or console).
- Added a TakeDamage post-hook (OnTakeDamagePost) alongside the existing pre-hook, so skills can now react after damage has actually been applied, not just before.
- Added CreateMolotovProjectile (new CMolotovProjectile_CreateFunc signature) and CreateTrackedChicken entity helpers.
- Added a weapon_mp7 → weapon_mp5sd fallback mapping.
- Added class for KillfeedIcons

## SKILL IMPROVEMENTS
- Aimbot:
  -- Only forces a headshot hitgroup once (skips if it's already a head or an invalid hitgroup), and now restores the original hitgroup value in the new post-damage hook instead of leaving it overwritten.
- Tripwire:
  -- Reduced the default wire width from 1.5 to 0.7.

## NEW SKILLS:
- Berserker: You deal more damage and move faster as your health gets lower.
- Blast Shot: Press Attack2 with the MP5 to fire an HE grenade.
- Demon Eye: You deal damage to every enemy you are looking at.
- Fire Rain: Throw a decoy to call down a rain of Molotovs.
- Flashlight: Click [css_useSkill] to turn the flashlight on or off; its light can blind enemies.
- Healing Chicken: Your chickens heal you while you are nearby.
- Jetkick: Select a player to jetkick - every shot they fire knocks them backwards until disabled.
- Last Gasp: After you die, you deal damage to the enemy who killed you.
- Take Ammo: Click [css_useSkill] to take the active weapon's magazine from a random enemy.
- Team Teleport: Press [css_useSkill] to teleport to the teammate you're looking at.
2026-07-31 20:28:02 +02:00

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C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using jRandomSkills.src.utils;
using src.utils;
using System.Collections.Concurrent;
namespace src.player.skills
{
public class Baseball : ISkill
{
private const Skills skillName = Skills.Baseball;
private static readonly ConcurrentDictionary<uint, byte> decoys = [];
private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
KillAllDecoys();
playersWithSkill.Clear();
}
private static void KillAllDecoys()
{
foreach (var decoyIndex in decoys.Keys.ToArray())
{
var decoy = Utilities.GetEntityFromIndex<CDecoyProjectile>((int)decoyIndex);
if (decoy != null && decoy.IsValid && decoy.DesignerName == "decoy_projectile")
decoy.AddEntityIOEvent("Kill", decoy, delay: 0.1f);
}
decoys.Clear();
}
public static void PlayerHurt(EventPlayerHurt @event)
{
var victim = PlayerManager.GetPlayerEvent(@event.Userid);
var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
var weapon = @event.Weapon;
if (weapon != "decoy")
return;
if (victim == null || !victim.IsValid || victim.PlayerPawn?.Value == null || !victim.PlayerPawn.Value.IsValid || victim.PlayerPawn.Value.Health <= 0)
return;
if (attacker == null || !attacker.IsValid || attacker.PlayerPawn?.Value == null || !attacker.PlayerPawn.Value.IsValid || attacker.PlayerPawn.Value.Health <= 0)
return;
if (victim.Index == attacker.Index || victim.Team == attacker.Team)
return;
var attackerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(attacker)?.Index ?? attacker.Index));
if (attackerInfo?.Skill != skillName) return;
SkillUtils.TakeHealth(victim!.PlayerPawn.Value, SkillsInfo.GetValue<int>(skillName, "damageDeal"), attacker, KillfeedIcons.Decoy);
}
public static void OnEntitySpawned(CEntityInstance entity)
{
var name = entity.DesignerName;
if (name != "decoy_projectile")
return;
var decoy = entity.As<CDecoyProjectile>();
if (decoy == null || !decoy.IsValid || decoy.OwnerEntity == null || decoy.OwnerEntity.Value == null || !decoy.OwnerEntity.Value.IsValid) return;
var pawn = decoy.OwnerEntity.Value.As<CCSPlayerPawn>();
if (pawn == null || !pawn.IsValid || pawn.Controller == null || pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
var player = pawn.Controller.Value.As<CCSPlayerController>();
if (player == null || !player.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
if (playerInfo?.Skill != skillName) return;
decoys.TryAdd(decoy.Index, 0);
decoy.Collision.CollisionAttribute.InteractsWith = pawn.Collision.CollisionAttribute.InteractsWith;
decoy.Collision.CollisionGroup = pawn.Collision.CollisionGroup;
}
public static void DecoyStarted(EventDecoyStarted @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
uint key = (uint)@event.Entityid;
if (decoys.ContainsKey(key))
{
var decoy = Utilities.GetEntityFromIndex<CDecoyProjectile>(@event.Entityid);
if (decoy != null && decoy.IsValid)
decoy.AddEntityIOEvent("Kill", decoy, delay: 0.1f);
decoys.TryRemove(key, out _);
}
}
public static void OnTick()
{
if (Server.TickCount % 8 != 0) return;
var keys = decoys.Keys.ToArray();
if (keys.Length == 0) return;
foreach (var decoyIndex in keys)
{
var decoy = Utilities.GetEntityFromIndex<CDecoyProjectile>((int)decoyIndex);
if (decoy == null || !decoy.IsValid || decoy.DesignerName != "decoy_projectile")
{
decoys.TryRemove(decoyIndex, out _);
continue;
}
decoy.Bounces = 0;
var vel = decoy.AbsVelocity;
float speed = vel.Length();
float targetSpeed = Math.Min(speed * SkillsInfo.GetValue<float>(skillName, "speedMultipier"), SkillsInfo.GetValue<float>(skillName, "maxSpeed"));
if (speed > .01f)
{
var dir = vel / speed;
var newVelocity = dir * targetSpeed;
decoy.AbsVelocity.X = newVelocity.X;
decoy.AbsVelocity.Y = newVelocity.Y;
decoy.AbsVelocity.Z = newVelocity.Z;
}
}
}
public static void GrenadeThrown(EventGrenadeThrown @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Weapon;
if (weapon != "decoy") return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
{
playersWithSkill[player.Index] = grenadesLeft - 1;
player!.GiveNamedItem($"weapon_{weapon}");
SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft - 1);
}
}
public static void WeaponEquip(EventItemEquip @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
var weapon = @event.Item;
if (player == null || !player.IsValid) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft);
}
public static void WeaponPickup(EventItemPickup @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Item;
if (string.IsNullOrEmpty(weapon) || weapon != "decoy") return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft);
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
playersWithSkill.TryAdd(player.Index, grenadeLimit);
SkillUtils.TryGiveWeapon(player, CsItem.DecoyGrenade);
SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadeLimit);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
playersWithSkill.TryRemove(player.Index, out _);
SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, 1);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#2effc7", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Common, float speedMultipier = 2f, float maxSpeed = 900f, int damageDeal = 9999, int grenadeLimit = 3) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float SpeedMultipier { get; set; } = speedMultipier;
public float MaxSpeed { get; set; } = maxSpeed;
public float DamageDeal { get; set; } = damageDeal;
public int GrenadeLimit { get; set; } = grenadeLimit;
}
}
}