205 lines
8.8 KiB
C#
205 lines
8.8 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Cvars;
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using CounterStrikeSharp.API.Modules.Entities.Constants;
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using CounterStrikeSharp.API.Modules.Memory.DynamicFunctions;
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using CounterStrikeSharp.API.Modules.Utils;
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using jRandomSkills.src.utils;
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using src.utils;
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using System.Collections.Concurrent;
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using Vector = CounterStrikeSharp.API.Modules.Utils.Vector;
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namespace src.player.skills
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{
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public class BlastShot : ISkill
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{
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private const Skills skillName = Skills.BlastShot;
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private static readonly QAngle angle = new(13, -5, 5);
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private static readonly ConcurrentDictionary<int, (byte Team, uint Owner)> nades = [];
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private static readonly ConcurrentDictionary<uint, PlayerSkillInfo> SkillPlayerInfo = [];
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private static readonly string[] allowedWeapons = ["weapon_mp5sd"];
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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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SkillPlayerInfo.Clear();
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nades.Clear();
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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SkillPlayerInfo.TryAdd(player.Index, new PlayerSkillInfo
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{
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SteamID = player.Index,
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CanUse = true,
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Cooldown = DateTime.MinValue,
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});
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SkillUtils.TryGiveWeapon(player, CsItem.MP5SD);
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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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SkillPlayerInfo.TryRemove(player.Index, out _);
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SkillUtils.ResetPrintHTML(player);
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}
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public static void OnTick()
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{
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if (SkillPlayerInfo.IsEmpty) return;
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float cooldown = SkillsInfo.GetValue<float>(skillName, "cooldown");
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foreach (var player in PlayerManager.GetTickPlayers())
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{
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) continue;
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var playerPawn = player.PlayerPawn?.Value;
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if (playerPawn == null || !playerPawn.IsValid) continue;
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if (!SkillPlayerInfo.TryGetValue(player.Index, out var skillInfo)) continue;
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var buttons = player.Buttons;
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bool isAttack2 = (buttons & PlayerButtons.Attack2) != 0;
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if (skillInfo.CanUse && isAttack2)
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{
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var weapon = playerPawn.WeaponServices?.ActiveWeapon?.Value;
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if (weapon == null || !weapon.IsValid) continue;
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if (!allowedWeapons.Contains(SkillUtils.GetDesignerName(weapon))) continue;
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skillInfo.CanUse = false;
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skillInfo.Cooldown = DateTime.Now;
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SpawnExplosion(player);
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}
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UpdateHUD(player, skillInfo, cooldown);
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}
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}
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private static void UpdateHUD(CCSPlayerController player, PlayerSkillInfo skillInfo, float cooldownSkill)
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{
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float cooldown = 0;
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if (skillInfo != null)
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{
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float time = (int)Math.Ceiling((skillInfo.Cooldown.AddSeconds(cooldownSkill) - DateTime.Now).TotalSeconds);
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cooldown = Math.Max(time, 0);
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if (cooldown == 0 && skillInfo?.CanUse == false)
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skillInfo.CanUse = true;
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}
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo == null) return;
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if (cooldown == 0)
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playerInfo.PrintHTML = null;
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else
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playerInfo.PrintHTML = $"{player.GetTranslation("hud_info", $"<font color='#FF0000'>{cooldown}</font>")}";
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}
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private static void SpawnExplosion(CCSPlayerController player)
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{
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var pawn = player.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null) return;
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float force = SkillsInfo.GetValue<float>(skillName, "force");
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Vector pos = new(pawn.AbsOrigin.X, pawn.AbsOrigin.Y, pawn.AbsOrigin.Z + pawn.ViewOffset.Z);
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Vector vel = SkillUtils.GetForwardVector(pawn.EyeAngles) * force;
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SkillUtils.CreateHEGrenadeProjectile(pos, angle, vel, player.TeamNum);
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nades.AddOrUpdate(Server.TickCount, (player.TeamNum, player.Index), (_, _) => (player.TeamNum, player.Index));
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}
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public static void OnEntitySpawned(CEntityInstance entity)
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{
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if (entity.DesignerName != "hegrenade_projectile") return;
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var heProjectile = entity.As<CBaseCSGrenadeProjectile>();
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if (heProjectile == null || !heProjectile.IsValid || heProjectile.AbsRotation == null) return;
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int lastTick = Server.TickCount;
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Server.NextFrame(() =>
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{
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if (heProjectile == null || !heProjectile.IsValid) return;
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if (!(NearlyEquals(angle.X, heProjectile.AbsRotation.X) && NearlyEquals(angle.Y, heProjectile.AbsRotation.Y) && NearlyEquals(angle.Z, heProjectile.AbsRotation.Z)))
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return;
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heProjectile.TicksAtZeroVelocity = 100;
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heProjectile.Damage = SkillsInfo.GetValue<int>(skillName, "explosionDamage");
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heProjectile.DmgRadius = SkillsInfo.GetValue<float>(skillName, "explosionRadius");
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if (nades.TryRemove(lastTick, out var source))
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heProjectile.Globalname = $"blastshot_team_{source.Team}_{source.Owner}_{heProjectile.Index}";
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});
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}
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public static void OnTakeDamage(CBaseEntity damagedEntity, CTakeDamageInfo damageInfo)
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{
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if (damagedEntity == null || damagedEntity.Entity == null || damageInfo == null) return;
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var nade = damageInfo.Attacker.Value;
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if (nade == null || !nade.IsValid) return;
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if (nade.DesignerName != "hegrenade_projectile") return;
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if (string.IsNullOrEmpty(nade.Globalname) || !nade.Globalname.StartsWith("blastshot_team_")) return;
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var parts = nade.Globalname.Split('_');
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if (parts.Length < 4) return;
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if (!int.TryParse(parts[2], out int nadeTeam)) return;
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if (!uint.TryParse(parts[3], out uint ownerIndex)) return;
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CCSPlayerPawn victimPawn = new(damagedEntity.Handle);
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if (victimPawn.DesignerName != "player") return;
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if (victimPawn.Controller?.Value == null) return;
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var victim = victimPawn.Controller.Value.As<CCSPlayerController>();
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if (victim == null || !victim.IsValid || victim.Index == ownerIndex) return;
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var owner = Utilities.GetPlayerFromIndex((int)ownerIndex);
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if (owner != null && !owner.IsValid) owner = null;
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if (victimPawn.TeamNum == nadeTeam)
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{
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if (!SkillsInfo.GetValue<bool>(skillName, "friendlyFire"))
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{
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damageInfo.Damage = 0;
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return;
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}
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damageInfo.Damage *= SkillUtils.GetTeamDamageMultiplier(skillName);
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}
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if (owner != null && SkillUtils.IsPredictedLethal(damageInfo, victimPawn))
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SkillUtils.RegisterKillCredit(victim.Index, owner.Index, KillfeedIcons.Explosion);
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}
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private static bool NearlyEquals(float a, float b, float epsilon = 0.001f) => Math.Abs(a - b) < epsilon;
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public class PlayerSkillInfo
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{
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public ulong SteamID { get; set; }
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public bool CanUse { get; set; }
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public DateTime Cooldown { get; set; }
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#7740c9", 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 explosionRadius = 400.0f, int explosionDamage = 60, float dmgReductionForTeamates = 0.5f, float cooldown = 10f, float force = 1000f, bool friendlyFire = true) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float ExplosionRadius { get; set; } = explosionRadius;
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public int ExplosionDamage { get; set; } = explosionDamage;
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public float DmgReductionForTeamates { get; set; } = dmgReductionForTeamates;
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public float Cooldown { get; set; } = cooldown;
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public float Force { get; set; } = force;
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public bool FriendlyFire { get; set; } = friendlyFire;
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}
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}
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}
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