New skills (9) - Bounty: put a cash price on an enemy's head, the killer collects it. - EmpGrenade: grenade victims lose radar and crosshair for a while. - GravityDecoy: the decoy alters gravity for everyone in its radius. - Heavyweight: immune to push and slow effects from other skills. - Nemesis: the marked player takes extra damage from everyone. - Punisher: banks part of the damage you take and releases it on your next hit. - Rewind: drop a marker and teleport back to it shortly after. - TrueArmor: armor absorbs part of incoming damage instead of health. - Voodoo: the marked enemy shares the damage you take. Shared systems - DecoyRing: reusable ground ring so decoy skills show their real area of effect. Adopted by FireRain, FrozenDecoy, GravityDecoy and MagneticDecoy. - WeaponPool: single cached weapon classification (rifle/pistol/grenade) with a normalizing lookup, backed by the new config Weapons section. Replaces the duplicated hardcoded arrays in Assassin, Chicken, Ghost, NoNades, PrimaryBan, RandomWeapon, SniperElite and WeaponsSwap. [because of compatibility with WeaponRestrict] - HUD suppression registry in SkillUtils: crosshair and radar hiding is now refcounted per owner, so overlapping skills (Glitch, Jammer, EmpGrenade) cannot restore each other's state early. - SkillUtils.ResolveHiddenPawns: shared invisible-pawn resolution for C4Camouflage, Ghost and Ninja. - Config gained a Weapons section with automatic migration for existing installs, plus a per-skill DisableOnPistolRound switch honoured by both the round draw and css_setskill. Sound - Volume rebalance - Add SkillUtils.EmitSoundToPlayer with a private RecipientFilter. A null filter had been broadcasting every skill sound to all clients. Migrated 16 call sites: Poison, DemonEye, ToxicSmoke, CarefulBullets, Thorns, HotBomb, LastGasp, LongKnife, Nightmare, Jester, Tripwire, Medic, HealingSmoke, Rewind, Watchmaker. - New effects: LongKnife knife-hit feedback (Weapon_Knife.Hit.Heavy/Light), Grapple hook impact, Fortnite barricade placement, Ricochet bounce, Nightmare cursed tone, Replicator/Illusionist spawn, PsychicDefusing defuse cue, TakeAmmo pickup, Tripwire and Jammer trigger tones. - 29 skills gained a configurable SoundVolume, LongKnife also HitSoundVolume. - Grapple: emit the hook impact at the hook entity instead of at the owner so the enemy team can locate it. - PawelJumper: the engine already plays the first jump, only extra jumps emit. Models and visuals - Grapple: real hook model with configurable hookScale and hookEmbed so the hook sits in the surface it hit. - Pilot: glowing exhaust trail parented to the pawn, active only while airborne. Performance - SkillsInfo.GetValue now resolves through a ConcurrentDictionary cache instead of reflecting on every call; invalidated on config reload. - HUD render cache keyed on player, config, description flag and the three source lines; identical frames skip the rebuild. - Glaz.CheckTransmit: hoist smoke index resolution out of the per-viewer loop and build the pawn-owner map lazily. - playersSkills switched from ConcurrentBag to HashSet<Skills>, turning the NoRepeat filter from an O(n) scan into a set lookup. Fixes - NoRepeat could hand a player two or three skills in one round because the history bag was never deduplicated; the HashSet rewrite closes it. - SniperElite: restore the saved weapon after the halftime team swap instead of dropping it on the pistol round. - Illiterate: the holder alert now reaches chat and is exempt from its own scrambler via PrintToChat(ignoreIlliterate). - EntityManager.DestroyBeam: zero out width and render colour before the kill so beams cannot linger visibly, with a next-frame Remove fallback. - Ricochet: drop all 18 diagnostic Trace calls and the Trace helper; the skill measured stable over 48h and the tracing dominated the debug log. Debug - Tag round start, round end and freeze-time-end lines with [WARMUP] so warmup load is separable from live rounds.
55 lines
2 KiB
C#
55 lines
2 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 System.Collections.Concurrent;
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namespace src.player.skills
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{
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public class Heavyweight : ISkill
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{
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private const Skills skillName = Skills.Heavyweight;
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private static readonly ConcurrentDictionary<uint, byte> holders = [];
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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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holders.Clear();
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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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holders[player.Index] = 0;
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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) return;
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holders.TryRemove(player.Index, out _);
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}
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public static void PlayerDisconnect(uint playerIndex)
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{
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holders.TryRemove(playerIndex, out _);
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}
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public static bool Resists(CCSPlayerController? player)
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{
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if (player == null || !player.IsValid || holders.IsEmpty) return false;
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if (holders.ContainsKey(player.Index)) return true;
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uint routedIndex = PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index;
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return routedIndex != player.Index && holders.ContainsKey(routedIndex);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#8d6e63", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = -1, Rarity rarity = Rarity.Uncommon) : 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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}
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