jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Glue.cs
Juzlus b4e70ea0a1 Add per-skill HUD duration overrides
Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
2026-07-13 21:38:23 +02:00

40 lines
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1.8 KiB
C#

using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
namespace src.player.skills
{
public class Glue : ISkill
{
private const Skills skillName = Skills.Glue;
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void OnEntitySpawned(CEntityInstance entity)
{
var name = entity.DesignerName;
if (!name.EndsWith("_projectile"))
return;
var grenade = entity.As<CBaseCSGrenadeProjectile>();
if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
var pawn = grenade.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;
grenade.Bounces = 555;
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#fff52e", 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) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
}
}
}