jRandomSkills/jRandomSkills - SRC Files/src/player/skills/HolyHandGrenade.cs
Juzlus b4e70ea0a1 Add per-skill HUD duration overrides
Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
2026-07-13 21:38:23 +02:00

111 lines
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4.9 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;
namespace src.player.skills
{
public class HolyHandGrenade : ISkill
{
private const Skills skillName = Skills.HolyHandGrenade;
private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
public static void LoadSkill()
{
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"));
}
public static void OnEntitySpawned(CEntityInstance @event)
{
var name = @event.DesignerName;
if (!name.EndsWith("hegrenade_projectile"))
return;
Server.NextFrame(() =>
{
if (@event == null || !@event.IsValid) return;
var hegrenade = @event.As<CHEGrenadeProjectile>();
if (hegrenade == null || !hegrenade.IsValid) return;
var playerPawn = hegrenade.Thrower.Value;
if (playerPawn == null || !playerPawn.IsValid) return;
var player = Utilities.GetPlayers().FirstOrDefault(p => p.PlayerPawn.Index == playerPawn.Index);
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
hegrenade.Damage *= SkillsInfo.GetValue<float>(skillName, "damageMultiplier");
hegrenade.DmgRadius *= SkillsInfo.GetValue<float>(skillName, "damageRadiusMultiplier");
});
}
public static void GrenadeThrown(EventGrenadeThrown @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Weapon;
if (weapon != "hegrenade") return;
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
if (playerInfo?.Skill != skillName) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
{
playersWithSkill[player.Index] = grenadesLeft - 1;
player!.GiveNamedItem($"weapon_{weapon}");
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft - 1);
}
}
public static void WeaponEquip(EventItemEquip @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
var weapon = @event.Item;
if (player == null || !player.IsValid) return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
}
public static void WeaponPickup(EventItemPickup @event)
{
var player = PlayerManager.GetPlayerEvent(@event.Userid);
if (player == null || !player.IsValid) return;
var weapon = @event.Item;
if (string.IsNullOrEmpty(weapon) || weapon != "hegrenade") return;
if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadesLeft);
}
public static void EnableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
playersWithSkill.TryAdd(player.Index, grenadeLimit);
SkillUtils.TryGiveWeapon(player, CsItem.HEGrenade);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, grenadeLimit);
}
public static void DisableSkill(CCSPlayerController player)
{
if (player == null || !player.IsValid) return;
playersWithSkill.TryRemove(player.Index, out _);
SkillUtils.UpdateGrenadeCount(player, CsItem.HEGrenade, 1);
}
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#ffdd00", 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, float damageMultiplier = 2f, float damageRadiusMultiplier = 2f, int grenadeLimit = 1) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
{
public float DamageMultiplier { get; set; } = damageMultiplier;
public float DamageRadiusMultiplier { get; set; } = damageRadiusMultiplier;
public int GrenadeLimit { get; set; } = grenadeLimit;
}
}
}