## GENERAL - Updated CSS to version 1.0.369. - Upgraded the project from .NET 8.0 to .NET 10.0. - Updated Turkish language translation by @ByDexterTR. - Added Russian language translation by @213sdfsdgf. - Fixed an issue with incorrect display of Arabic nicknames. - Used ForceFullUpdate to resolve the "FATAL ERROR: CopyExistingEntity" crash. - Disabled stale HandleCommandDrop hook to avoid crashes when a player joins a team (thanks to @vladimir214sd). - Added new signatures to gamedata. - Added the ability to configure the number of grenades for every skill that uses grenades as part of its ability (e.g., Miner, AntyFlash, MagneticDecoy, etc.). ## SKILL IMPROVEMENTS - Re-Zombie: -- Fixed weapon switching issues when a player is holding a Zeus and a knife. -- Weapons are now removed for bots in zombie mode. - Ghost: -- Blocked the ability to use the Zeus. - Thorns: -- Added a configurable maximum health limit (37 HP) for the damage that can be reflected. - Second Life / Phoenix / Re-Zombie: -- Fixed an issue where players would occasionally fail to respawn if they took too much damage too quickly. - Ghost / Chicken: -- Blocked the ability to use the SG556 (`weapon_sg556`). - Wallhack: -- Fixed a bug that caused temporary enemy highlighting right after death. - Cypher: -- Added camera position persistence. - God Mode: -- Fixed an issue with permanent immortality triggering after reaching exactly 0 HP. - Weapons Swap: -- The ammo count is now also transferred when weapons are swapped. - Muhammed: -- Renamed the skill to "DeathBomb". - Spectator: -- Fixed a bug where a player with the Chicken skill would still display as a ragdoll after death when spectated. - Friendly Fire: -- The skill now works even when the server's mp_friendlyfire setting is set to 0. - Baseball: -- Disabled teammate killing.
76 lines
No EOL
3 KiB
C#
76 lines
No EOL
3 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 static src.jRandomSkills;
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using System.Collections.Concurrent;
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using src.utils;
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namespace src.player.skills
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{
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public class SecondLife : ISkill
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{
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private const Skills skillName = Skills.SecondLife;
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private static readonly ConcurrentDictionary<nint, int> secondLifePlayers = [];
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private static readonly object setLock = new();
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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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secondLifePlayers.Clear();
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}
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public static void PlayerHurt(EventPlayerHurt @event)
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{
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var victim = PlayerManager.GetPlayerEvent(@event.Userid);
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if (!Instance.IsPlayerValid(victim)) return;
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var victimInfo = PlayerManager.GetPlayerByIndex(victim!.Index);
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if (victimInfo == null || victimInfo.Skill != skillName) return;
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var victimPawn = victim!.PlayerPawn.Value;
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if (victimPawn!.Health > 0 || (secondLifePlayers.TryGetValue(victim.Handle, out int tick) && tick + 4 < Server.TickCount))
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return;
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lock (setLock)
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{
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SetHealth(victim, SkillsInfo.GetValue<int>(skillName, "startHealth"));
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var spawnpoint = SkillUtils.GetSpawnPointVector(victim);
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if (spawnpoint == null) return;
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victimPawn.Teleport(spawnpoint, null, null);
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secondLifePlayers.TryAdd(victim.Handle, Server.TickCount);
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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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SetHealth(player, SkillsInfo.GetValue<int>(skillName, "startHealth"));
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}
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public static void DisableSkill(CCSPlayerController player)
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{
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secondLifePlayers.TryRemove(player.Handle, out _);
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if (player.PlayerPawn.Value == null) return;
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SetHealth(player, Math.Min(player.PlayerPawn.Value.Health + SkillsInfo.GetValue<int>(skillName, "startHealth"), 100));
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}
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private static void SetHealth(CCSPlayerController player, int health)
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid) return;
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pawn.Health = health;
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Utilities.SetStateChanged(pawn, "CBaseEntity", "m_iHealth");
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#d41c1c", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, int startHealth = 50) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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{
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public int StartHealth { get; set; } = startHealth;
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}
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}
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} |