## Added - **`CurseSkillPerPlayer`** (config.json) — limits how many curse skills (Darkness, JumpBan, PrimaryBan, Bankrupt and 14 others) can be stacked on a single player per round. `null` = unlimited (default), `1` = one curse per player, `2` = two. When the limit is reached the target is rejected and the curser gets a chat warning. Enforced centrally in `SkillAction`, so no per-skill code is needed. - **Tripwire cooldown mode** — replaces the fixed wire limit with a Replicator-style cooldown. Players can place as many wires as they want as long as the cooldown is up; remaining time is shown on the HUD. Configurable via `Cooldown` in skillsInfo.json (default 20s). - **Tripwire team colors** — T wires red (255, 64, 64), CT wires blue (64, 128, 255). ## Fixed - **ExpensiveAmmo** also charged money for knife swings and grenade throws. It now only charges when a bullet-firing weapon is fired. - **Knockback** also triggered on grenade throws; bound to the same allowlist. ## Removed - Dead code: `Earthquake.cs` and `HealingChicken.cs` (neither was registered in the `Skills` enum, so neither ever ran), `EntityManager.CreateTrackedEnvShake`, `EntityManager.CreateTrackedChicken`, `PlayerManager.UpdatePlayerSkill`. ## Changed - **Tripwire wires are now removed when the owner dies or loses the skill.** Previously they stayed on the map until the end of the round. - `PlayerEvents.cs` split into three partial files: player events in `PlayerEvents.cs`, round and skill dispatch in `RoundEvents.cs`, entity and weapon hooks in `EntityEvents.cs`. Behaviour is unchanged; all members stay in the same `Event` class. - 28 copy-pasted enemy-gathering LINQ chains reduced to the shared helper (Bankrupt, CarefulBullets, Darkness, Deactivator, Deaf, ExpensiveAmmo, Giant, Glitch, Jammer, JumpBan, JumpCurse, LifeSwap, Magnifier, MoneySwap, Nightmare, Poison, PrimaryBan, WildThrow).
132 lines
No EOL
5.5 KiB
C#
132 lines
No EOL
5.5 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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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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namespace src.player.skills
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{
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public class Bankrupt : ISkill
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{
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private const Skills skillName = Skills.Bankrupt;
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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 NewRound()
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{
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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if (player != null && player.IsValid)
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SkillUtils.CloseMenu(player);
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}
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}
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public static void OnTick()
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{
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if (Server.TickCount % 32 != 0) return;
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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if (player == null || !player.IsValid) continue;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null || playerInfo.Skill != skillName) continue;
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if (!SkillUtils.HasMenu(player)) continue;
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var enemies = SkillUtils.GetSelectableEnemies(player, true);
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ConcurrentBag<(string, string)> menuItems = [];
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foreach (var e in enemies)
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{
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int money = e.InGameMoneyServices?.Account ?? 0;
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menuItems.Add(($"\u202A{e.PlayerName}\u202C : {money}$", e.Index.ToString()));
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}
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if (!menuItems.IsEmpty)
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SkillUtils.UpdateMenu(player, menuItems);
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}
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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playerInfo.SkillUsed = false;
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var enemies = PlayerManager.GetTickPlayers().Where(p => p.IsValid && p.PlayerPawn?.Value?.Health > 0 && p.Team != player.Team && !p.IsHLTV && p.Team != CsTeam.Spectator && p.Team != CsTeam.None).ToArray();
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if (enemies.Length > 0)
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{
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ConcurrentBag<(string, string)> menuItems = [.. enemies.Select(e => ($"\u202A{e.PlayerName}\u202C : {(e.InGameMoneyServices?.Account ?? 0)}$", e.Index.ToString()))];
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SkillUtils.CreateMenu(player, menuItems);
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}
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else
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{
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player.PrintToChat($" {ChatColors.Red}{player.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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}
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}
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public static void TypeSkill(CCSPlayerController player, string[] commands)
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{
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if (player == null || !player.IsValid || commands.Length < 1) return;
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string option = commands[0];
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if (string.IsNullOrEmpty(option)) return;
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var playerEvent = PlayerManager.GetPlayerFromEvent(player);
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if (playerEvent == null || !playerEvent.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playerInfo.SkillUsed)
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{
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playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_used_info")}");
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return;
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}
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if (uint.TryParse(option, out uint enemyIndex))
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{
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var enemy = Utilities.GetEntityFromIndex<CCSPlayerController>((int)enemyIndex);
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if (enemy != null && enemy.IsValid && enemy.PlayerPawn?.Value?.Health > 0 && enemy.Team != player.Team)
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{
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ResetMoney(enemy);
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playerInfo.SkillUsed = true;
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SkillUtils.CloseMenu(player);
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playerEvent.PrintToChat($" {ChatColors.Lime}{playerEvent.GetTranslation("bankrupt_player_info", enemy.PlayerName)}");
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var enemyEvent = PlayerManager.GetPlayerFromEvent(enemy);
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if (enemyEvent != null && enemyEvent.IsValid)
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enemyEvent.PrintToChat($" {ChatColors.Red}{enemyEvent.GetTranslation("bankrupt_enemy_info")}");
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return;
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}
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}
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playerEvent.PrintToChat($" {ChatColors.Red}{playerEvent.GetTranslation("selectplayerskill_incorrect_enemy_index")}");
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}
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private static void ResetMoney(CCSPlayerController enemy)
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{
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if (enemy == null || !enemy.IsValid) return;
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var enemyMoneyServices = enemy.InGameMoneyServices;
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if (enemyMoneyServices == null) return;
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enemyMoneyServices.Account = 0;
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Utilities.SetStateChanged(enemy, "CCSPlayerController", "m_pInGameMoneyServices");
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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)
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SkillUtils.CloseMenu(player);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#abab33", 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)
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{
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}
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}
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} |