- Curses are now tracked at all times and cleared when a player leaves, so a curse can no longer stick to whoever joins into that player slot afterwards - Wallhack and Nightmare no longer shows up for the whole server during the round start skill reveal - One skill throwing during round cleanup no longer cancels the rest of the cleanup or leaves entity kills suppressed for the rest of the map - Fixed the TakeAmmo crash on map change while restoring weapon reserve ammo - Friendly fire reduction now applies to BlastShot, DeathBomb, ExplodingBarrel, ExplosiveShot and ToxicSmoke - FireRain molotovs now land around the decoy instead of on nearby rooftops, and the fire keeps its owner and team so friendly fire rules apply to it - Teammates can no longer shoot the chickens spawned by HealingChicken - Fortnite wall now spawns with its model and health set up front, so it takes the configured amount of damage instead of breaking on the first bullet - JetKick, CarefulBullets and WildThrow now clean up after their target disconnects
187 lines
No EOL
7.5 KiB
C#
187 lines
No EOL
7.5 KiB
C#
using CounterStrikeSharp.API;
|
|
using CounterStrikeSharp.API.Core;
|
|
using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
|
|
using CounterStrikeSharp.API.Modules.Utils;
|
|
using static src.jRandomSkills;
|
|
using System.Collections.Concurrent;
|
|
using src.utils;
|
|
|
|
namespace src.player.skills
|
|
{
|
|
public class Fortnite : ISkill
|
|
{
|
|
private const Skills skillName = Skills.Fortnite;
|
|
private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = [];
|
|
private static readonly ConcurrentDictionary<uint, int> barricades = [];
|
|
public static bool skillInThisRound = false;
|
|
private static readonly object setLock = new();
|
|
|
|
public static void LoadSkill()
|
|
{
|
|
SkillUtils.RegisterSkill(skillName, SkillsInfo.GetValue<string>(skillName, "color"), false);
|
|
Instance.AddToManifest(SkillsInfo.GetValue<string>(skillName, "propModel"));
|
|
}
|
|
|
|
public static void NewRound()
|
|
{
|
|
skillInThisRound = false;
|
|
lock (setLock)
|
|
{
|
|
SkillPlayerInfo.Clear();
|
|
barricades.Clear();
|
|
}
|
|
}
|
|
|
|
public static void OnTick()
|
|
{
|
|
foreach (var player in PlayerManager.GetTickPlayers())
|
|
{
|
|
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
|
|
if (playerInfo?.Skill == skillName)
|
|
if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
|
|
UpdateHUD(player, skillInfo);
|
|
}
|
|
}
|
|
|
|
public static void EnableSkill(CCSPlayerController player)
|
|
{
|
|
skillInThisRound = true;
|
|
SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo
|
|
{
|
|
SteamID = player.Index,
|
|
CanUse = true,
|
|
Cooldown = DateTime.MinValue,
|
|
});
|
|
}
|
|
|
|
public static void DisableSkill(CCSPlayerController player)
|
|
{
|
|
SkillPlayerInfo.TryRemove(player.Index, out _);
|
|
SkillUtils.ResetPrintHTML(player);
|
|
}
|
|
|
|
private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo)
|
|
{
|
|
float cooldown = 0;
|
|
if (skillInfo != null)
|
|
{
|
|
float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(SkillsInfo.GetValue<float>(skillName, "cooldown")) - DateTime.Now).TotalSeconds);
|
|
cooldown = Math.Max(time, 0);
|
|
|
|
if (cooldown == 0 && skillInfo?.CanUse == false)
|
|
skillInfo.CanUse = true;
|
|
}
|
|
|
|
var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
|
|
if (playerInfo == null) return;
|
|
|
|
if (cooldown == 0)
|
|
playerInfo.PrintHTML = null;
|
|
else
|
|
playerInfo.PrintHTML = $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
|
|
}
|
|
|
|
public static void UseSkill(CCSPlayerController player)
|
|
{
|
|
var playerPawn = player.PlayerPawn.Value;
|
|
if (playerPawn?.CBodyComponent == null) return;
|
|
|
|
if (SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo))
|
|
{
|
|
if (!player.IsValid || player.LifeState != (byte)LifeState_t.LIFE_ALIVE) return;
|
|
|
|
if (skillInfo.CanUse)
|
|
{
|
|
skillInfo.CanUse = false;
|
|
skillInfo.Cooldown = DateTime.Now;
|
|
CreateBox(player);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void CreateBox(CCSPlayerController player)
|
|
{
|
|
var playerPawn = player.PlayerPawn.Value;
|
|
var box = EntityManager.CreateTrackedPropOverride(player.Index);
|
|
if (box == null || playerPawn == null || !playerPawn.IsValid || playerPawn.AbsOrigin == null || playerPawn.AbsRotation == null) return;
|
|
|
|
float distance = 50;
|
|
Vector pos = playerPawn.AbsOrigin + SkillUtils.GetForwardVector(playerPawn.AbsRotation) * distance;
|
|
QAngle angle = new(playerPawn.AbsRotation.X, playerPawn.V_angle.Y + 90, playerPawn.AbsRotation.Z);
|
|
|
|
box.Entity!.Name = box.Globalname = $"FortniteWall_{Server.TickCount}";
|
|
box.Collision.SolidType = SolidType_t.SOLID_VPHYSICS;
|
|
box.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags = (uint)(box.CBodyComponent!.SceneNode!.Owner!.Entity!.Flags & ~(1 << 2));
|
|
box.Health = box.MaxHealth = 1_000_000;
|
|
|
|
var keys = new CEntityKeyValues();
|
|
try
|
|
{
|
|
keys.SetString("model", SkillsInfo.GetValue<string>(skillName, "propModel"));
|
|
keys.SetVector("origin", pos);
|
|
keys.SetBool("solid", true);
|
|
box.DispatchSpawn(keys);
|
|
}
|
|
finally
|
|
{
|
|
keys.Dispose();
|
|
}
|
|
|
|
if (!box.IsValid) return;
|
|
box.Teleport(pos, angle, null);
|
|
|
|
barricades.TryAdd(box.Index, SkillsInfo.GetValue<int>(skillName, "barricadeHealth"));
|
|
|
|
Server.NextFrame(() =>
|
|
{
|
|
if (box == null || !box.IsValid) return;
|
|
box.Teleport(pos, angle, null);
|
|
Utilities.SetStateChanged(box, "CBaseEntity", "m_CBodyComponent");
|
|
});
|
|
}
|
|
|
|
public static void OnTakeDamage(DynamicHook h)
|
|
{
|
|
CEntityInstance param = h.GetParam<CEntityInstance>(0);
|
|
CTakeDamageInfo param2 = h.GetParam<CTakeDamageInfo>(1);
|
|
|
|
if (param == null || param.Entity == null || param2 == null || param2.Attacker == null || param2.Attacker.Value == null)
|
|
return;
|
|
|
|
if (string.IsNullOrEmpty(param.Entity.Name)) return;
|
|
if (!param.Entity.Name.StartsWith("FortniteWall")) return;
|
|
|
|
var box = param.As<CDynamicProp>();
|
|
if (box == null || !box.IsValid) return;
|
|
box.EmitSound("Wood_Plank.BulletImpact", volume: 1f);
|
|
|
|
if (barricades.TryGetValue(box.Index, out int health))
|
|
{
|
|
int newHealth = health - (int)param2.Damage;
|
|
|
|
if (newHealth <= 0)
|
|
{
|
|
barricades.TryRemove(box.Index, out _);
|
|
EntityManager.DestroyEntity(box.Index);
|
|
}
|
|
else
|
|
barricades.AddOrUpdate(box.Index, newHealth, (k, v) => newHealth);
|
|
}
|
|
else EntityManager.DestroyEntity(box.Index);
|
|
}
|
|
|
|
public class PlayerSkillInfo
|
|
{
|
|
public ulong SteamID { get; set; }
|
|
public bool CanUse { get; set; }
|
|
public DateTime Cooldown { get; set; }
|
|
}
|
|
|
|
public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#1b04cc", CsTeam onlyTeam = CsTeam.None, bool disableOnFreezeTime = true, bool needsTeammates = false, string requiredPermission = "", float? hudDuration = null, float? descriptionHudDuration = null, int maxPerServer = 5, Rarity rarity = Rarity.Common, float cooldown = 2f, int barricadeHealth = 115, string propModel = "models/props/de_aztec/hr_aztec/aztec_scaffolding/aztec_scaffold_wall_support_128.vmdl") : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
|
|
{
|
|
public float Cooldown { get; set; } = cooldown;
|
|
public int BarricadeHealth { get; set; } = barricadeHealth;
|
|
public string PropModel { get; set; } = propModel;
|
|
}
|
|
}
|
|
} |