- GeoLite/MaxMind lookup wrapped in try/catch and disabled for the session on failure (stops the per-tick exception spam when the assembly cannot load during hot-reload) - New PerfMode config option: writes performance logs to logs/perf_<date>.txt (DisableAll/SetSkill/PlayerDeath totals, per-skill SkillAction timings, aggregated OnTick/CheckTransmit avg-max summaries) - css_reload now invalidates the skill-info and freeze-time caches - Removed the last null-forgiving player lookups (Command, Armored, Baseball, FriendlyFire, OneShot)
188 lines
No EOL
8 KiB
C#
188 lines
No EOL
8 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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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 Baseball : ISkill
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{
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private const Skills skillName = Skills.Baseball;
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private static readonly ConcurrentDictionary<uint, byte> decoys = [];
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private readonly static ConcurrentDictionary<uint, int> playersWithSkill = [];
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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 victim = PlayerManager.GetPlayerEvent(@event.Userid);
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var attacker = PlayerManager.GetPlayerEvent(@event.Attacker);
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var weapon = @event.Weapon;
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if (weapon != "decoy")
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return;
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if (victim == null || !victim.IsValid || victim.PlayerPawn?.Value == null || !victim.PlayerPawn.Value.IsValid || victim.PlayerPawn.Value.Health <= 0)
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return;
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if (attacker == null || !attacker.IsValid || attacker.PlayerPawn?.Value == null || !attacker.PlayerPawn.Value.IsValid || attacker.PlayerPawn.Value.Health <= 0)
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return;
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if (victim.Index == attacker.Index || victim.Team == attacker.Team)
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return;
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var attackerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(attacker)?.Index ?? attacker.Index));
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if (attackerInfo?.Skill != skillName) return;
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SkillUtils.TakeHealth(victim!.PlayerPawn.Value, SkillsInfo.GetValue<int>(skillName, "damageDeal"));
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}
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public static void OnEntitySpawned(CEntityInstance entity)
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{
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var name = entity.DesignerName;
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if (name != "decoy_projectile")
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return;
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var decoy = entity.As<CDecoyProjectile>();
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if (decoy == null || !decoy.IsValid || decoy.OwnerEntity == null || decoy.OwnerEntity.Value == null || !decoy.OwnerEntity.Value.IsValid) return;
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var pawn = decoy.OwnerEntity.Value.As<CCSPlayerPawn>();
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if (pawn == null || !pawn.IsValid || pawn.Controller == null || pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return;
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var player = pawn.Controller.Value.As<CCSPlayerController>();
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex((PlayerManager.GetPlayerEvent(player)?.Index ?? player.Index));
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if (playerInfo?.Skill != skillName) return;
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decoys.TryAdd(decoy.Index, 0);
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decoy.Collision.CollisionAttribute.InteractsWith = pawn.Collision.CollisionAttribute.InteractsWith;
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decoy.Collision.CollisionGroup = pawn.Collision.CollisionGroup;
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}
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public static void DecoyStarted(EventDecoyStarted @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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uint key = (uint)@event.Entityid;
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if (decoys.ContainsKey(key))
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{
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var decoy = Utilities.GetEntityFromIndex<CDecoyProjectile>(@event.Entityid);
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if (decoy != null && decoy.IsValid)
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decoy.AddEntityIOEvent("Kill", decoy, delay: 0.1f);
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decoys.TryRemove(key, out _);
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}
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}
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public static void OnTick()
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{
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if (Server.TickCount % 8 != 0) return;
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var keys = decoys.Keys.ToArray();
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foreach (var decoyIndex in keys)
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{
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var decoy = Utilities.GetEntityFromIndex<CDecoyProjectile>((int)decoyIndex);
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if (decoy == null || !decoy.IsValid)
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{
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decoys.TryRemove(decoyIndex, out _);
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continue;
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}
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decoy.Bounces = 0;
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var vel = decoy.AbsVelocity;
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float speed = vel.Length();
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float targetSpeed = Math.Min(speed * SkillsInfo.GetValue<float>(skillName, "speedMultipier"), SkillsInfo.GetValue<float>(skillName, "maxSpeed"));
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if (speed > .01f)
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{
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var dir = vel / speed;
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var newVelocity = dir * targetSpeed;
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decoy.AbsVelocity.X = newVelocity.X;
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decoy.AbsVelocity.Y = newVelocity.Y;
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decoy.AbsVelocity.Z = newVelocity.Z;
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}
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}
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}
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public static void GrenadeThrown(EventGrenadeThrown @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Weapon;
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if (weapon != "decoy") return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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{
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playersWithSkill[player.Index] = grenadesLeft - 1;
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player!.GiveNamedItem($"weapon_{weapon}");
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft - 1);
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}
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}
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public static void WeaponEquip(EventItemEquip @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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var weapon = @event.Item;
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if (player == null || !player.IsValid) return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft);
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}
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public static void WeaponPickup(EventItemPickup @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (player == null || !player.IsValid) return;
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var weapon = @event.Item;
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if (string.IsNullOrEmpty(weapon) || weapon != "decoy") return;
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if (playersWithSkill.TryGetValue(player.Index, out int grenadesLeft) && grenadesLeft > 1)
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadesLeft);
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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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int grenadeLimit = SkillsInfo.GetValue<int>(skillName, "grenadeLimit");
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playersWithSkill.TryAdd(player.Index, grenadeLimit);
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SkillUtils.TryGiveWeapon(player, CsItem.DecoyGrenade);
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, grenadeLimit);
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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 || !player.IsValid) return;
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playersWithSkill.TryRemove(player.Index, out _);
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SkillUtils.UpdateGrenadeCount(player, CsItem.DecoyGrenade, 1);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#2effc7", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = false, bool needsTeammates = false, string requiredPermission = "", int maxPerServer = -1, Rarity rarity = Rarity.Common, float speedMultipier = 2f, float maxSpeed = 900f, int damageDeal = 9999, int grenadeLimit = 3) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, maxPerServer, rarity)
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{
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public float SpeedMultipier { get; set; } = speedMultipier;
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public float MaxSpeed { get; set; } = maxSpeed;
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public float DamageDeal { get; set; } = damageDeal;
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public int GrenadeLimit { get; set; } = grenadeLimit;
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}
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}
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} |