jRandomSkills/jRandomSkills - SRC Files/src/player/skills/Weightless.cs
Juzlus 97887118bf (CURRENTYLY BROKEN) Add new skills, signatures and fixes
Introduce multiple new skill implementations and related updates: add AimLock, HealingChicken, HomingNades, HotBomb, Illusionist, MagneticDecoy, ThrowingKnife, Weightless and WildThrow; register skills and HUD/cooldown handling. Update ISkill enum to include new skills. Add SnapViewAngles signature to gamedata. Improve existing skills to handle bayonet (BladeMaster, Cutter, Disarmament, LongKnife) and fix iteration/null-check issues in FrozenDecoy. Make HealingSmoke tick interval configurable and extend its config. Update English and Polish language files with new skill strings and tweaks. Also sync server-side gamedata and language files.
2026-03-17 05:53:41 +01:00

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3.3 KiB
C#

using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Utils;
using src.utils;
using System.Collections.Concurrent;
using static src.jRandomSkills;
namespace src.player.skills
{
public class Weightless : ISkill
{
private const Skills skillName = Skills.Weightless;
private readonly static ConcurrentDictionary<uint, byte> nades = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void NewRound()
{
nades.Clear();
}
public static void OnTick()
{
if (Server.TickCount % 10 != 0) return;
foreach ((var index, _) in nades)
{
var nade = Utilities.GetEntityFromIndex<CBaseCSGrenadeProjectile>((int)index);
if (nade == null || !nade.IsValid)
{
nades.TryRemove(index, out _);
continue;
}
if (nade.Bounces != 0)
{
nade.ActualGravityScale = 2;
nade.DetonateTime = 0;
Utilities.SetStateChanged(nade, "CBaseGrenade", "m_flDetonateTime");
nades.TryRemove(index, out _);
}
}
}
public static void OnEntitySpawned(CEntityInstance @event)
{
var name = @event.DesignerName;
if (!name.EndsWith("_projectile")) return;
var grenade = @event.As<CBaseCSGrenadeProjectile>();
if (grenade == null || !grenade.IsValid) return;
if (grenade.OwnerEntity.Value == null || !grenade.OwnerEntity.Value.IsValid) return;
var pawn = grenade.OwnerEntity.Value.As<CCSPlayerPawn>();
if (pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
var player = pawn.Controller.Value.As<CCSPlayerController>();
var playerInfo = Instance.SkillPlayer.FirstOrDefault(p => p.SteamID == player.SteamID);
if (playerInfo?.Skill != skillName) return;
Server.NextFrame(() => {
if (grenade == null || !grenade.IsValid) return;
grenade.ActualGravityScale = .0001f;
Vector currentVelocity = new(grenade.AbsVelocity.X, grenade.AbsVelocity.Y, grenade.AbsVelocity.Z);
float speed = currentVelocity.Length() * 2;
Vector forward = SkillUtils.GetForwardVector(pawn.EyeAngles);
Vector newVelocity = forward * speed;
grenade.Teleport(null, null, newVelocity);
nades.TryAdd(grenade.Index, 0);
});
}
public static void EnableSkill(CCSPlayerController player)
{
SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8f6dc9", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "") : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission)
{
}
}
}