71 lines
No EOL
3.1 KiB
C#
71 lines
No EOL
3.1 KiB
C#
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 static src.jRandomSkills;
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namespace src.player.skills
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{
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public class Assassin : ISkill
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{
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private const Skills skillName = Skills.Assassin;
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private static readonly string[] nades = ["inferno", "flashbang", "smokegrenade", "decoy", "hegrenade"];
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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 PlayerHurt(EventPlayerHurt @event)
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{
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var damage = @event.DmgHealth;
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var victim = @event.Userid;
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var attacker = @event.Attacker;
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var weapon = @event.Weapon;
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HitGroup_t hitgroup = (HitGroup_t)@event.Hitgroup;
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if (!Instance.IsPlayerValid(attacker) || !Instance.IsPlayerValid(victim) || attacker == victim) return;
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if (nades.Contains(weapon)) return;
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var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == attacker?.SteamID);
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if (playerInfo?.Skill != skillName) return;
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if (IsBehind(attacker!, victim!))
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SkillUtils.TakeHealth(victim!.PlayerPawn.Value, (int)(damage * (SkillsInfo.GetValue<float>(skillName, "damageMultiplier") - 1f)));
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}
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private static bool IsBehind(CCSPlayerController attacker, CCSPlayerController victim)
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{
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var attackerPawn = attacker.PlayerPawn.Value;
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var victimPawn = victim.PlayerPawn.Value;
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if (attackerPawn == null || !attackerPawn.IsValid || victimPawn == null || !victimPawn.IsValid) return false;
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if (victimPawn.AbsRotation == null || attackerPawn.AbsRotation == null) return false;
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var angles = GetAngleRange(victimPawn.AbsRotation.Y);
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return IsBeetween(angles.Item1, angles.Item2, attackerPawn.AbsRotation.Y);
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}
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private static (float, float) GetAngleRange(float angle)
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{
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var toleranceDeg = SkillsInfo.GetValue<float>(skillName, "toleranceDeg");
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float min = angle - toleranceDeg;
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float max = angle + toleranceDeg;
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if (min < -180) min += 360f;
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if (max > 180f) max -= 360f;
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return (min, max);
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}
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private static bool IsBeetween(float a, float b, float target)
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{
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if (a <= b)
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return (target >= a && target <= b);
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return (target >= a || target <= b);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#d9d9d9", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float damageMultiplier = 2f, float toleranceDeg = 45f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
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{
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public float DamageMultiplier { get; set; } = damageMultiplier;
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public float ToleranceDeg { get; set; } = toleranceDeg;
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}
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}
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} |