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.
140 lines
No EOL
6.6 KiB
C#
140 lines
No EOL
6.6 KiB
C#
using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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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 static src.jRandomSkills;
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namespace src.player.skills
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{
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public class LongKnife : ISkill
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{
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private const Skills skillName = Skills.LongKnife;
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private const string victimSound = "Player.DamageBody.Victim";
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private const string heavyHitSound = "Weapon_Knife.Hit.Heavy.Flesh";
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private const string lightHitSound = "Weapon_Knife.Hit.Light.Flesh";
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private static bool hooked = false;
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private const int actionCode = 503;
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private static readonly ConcurrentDictionary<uint, byte> playersInAction = [];
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private static readonly MemoryFunctionVoid<IntPtr, short>? Shoot_Secondary = ResolveShootSecondary();
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private static MemoryFunctionVoid<IntPtr, short>? ResolveShootSecondary()
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{
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try { return new(GameData.GetSignature("Shoot_Secondary")); }
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catch (Exception ex) { Server.PrintToConsole($"[jRandomSkills] Shoot_Secondary signature unresolved: {ex.Message}"); return null; }
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}
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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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playersInAction.Clear();
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if (!hooked) return;
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hooked = false;
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Shoot_Secondary?.Unhook(ShootSecondary, HookMode.Pre);
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}
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public static void EnableSkill(CCSPlayerController player)
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{
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if (hooked || Shoot_Secondary == null) return;
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hooked = true;
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Shoot_Secondary.Hook(ShootSecondary, HookMode.Pre);
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playersInAction.TryAdd(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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playersInAction.TryRemove(player.Index, out _);
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if (playersInAction.IsEmpty)
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{
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Shoot_Secondary?.Unhook(ShootSecondary, HookMode.Pre);
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hooked = false;
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}
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}
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public static HookResult ShootSecondary(DynamicHook hook)
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{
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var weapon = hook.GetParam<CBasePlayerWeapon>(0);
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var action = hook.GetParam<short>(1);
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if (action != actionCode || (weapon?.DesignerName != "weapon_knife" && weapon?.DesignerName != "weapon_bayonet")) return HookResult.Continue;
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if (weapon.OwnerEntity.Value == null || !weapon.OwnerEntity.Value.IsValid) return HookResult.Continue;
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var pawn = weapon.OwnerEntity.Value.As<CCSPlayerPawn>();
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if (pawn == null || !pawn.IsValid || pawn.Controller.Value == null || !pawn.Controller.Value.IsValid) return HookResult.Continue;
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var player = pawn.Controller.Value.As<CCSPlayerController>();
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if (player == null || !player.IsValid) return HookResult.Continue;
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var eventPlayer = PlayerManager.GetPlayerEvent(player);
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if (eventPlayer == null || !eventPlayer.IsValid) return HookResult.Continue;
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var playerInfo = PlayerManager.GetPlayerByIndex(eventPlayer.Index);
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if (playerInfo == null || playerInfo.Skill != skillName) return HookResult.Continue;
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KillfeedIcons? killfeedIcon = KillfeedIconsExtensions.FromWeapon(weapon);
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KnifeHit(eventPlayer, true, killfeedIcon);
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return HookResult.Continue;
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}
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public static void WeaponFire(EventWeaponFire @event)
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{
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var player = PlayerManager.GetPlayerEvent(@event.Userid);
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if (!Instance.IsPlayerValid(player)) return;
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var playerInfo = PlayerManager.GetPlayerByIndex(player!.Index);
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if (playerInfo?.Skill != skillName) return;
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var pawn = player!.PlayerPawn.Value;
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if (pawn == null || !pawn.IsValid || pawn.AbsOrigin == null || pawn.WeaponServices == null) return;
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var activeWeapon = pawn.WeaponServices.ActiveWeapon.Value;
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if (activeWeapon == null || !activeWeapon.IsValid || (activeWeapon.DesignerName != "weapon_knife" && activeWeapon.DesignerName != "weapon_bayonet")) return;
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KillfeedIcons? killfeedIcon = KillfeedIconsExtensions.FromWeapon(activeWeapon);
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KnifeHit(player, false, killfeedIcon);
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}
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private unsafe static void KnifeHit(CCSPlayerController player, bool heavyHit, KillfeedIcons? killfeedIcon)
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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)
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return;
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var result = RayTrace.EyeTrace(player);
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if (result == null || !result.HasValue)
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return;
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if (!result.Value.HitPlayer(out CCSPlayerController? target) || target == null)
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return;
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if (target.Handle == player.Handle || result.Value.Distance() <= 70)
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return;
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if (target.PlayerPawn.Value == null || !target.PlayerPawn.Value.IsValid)
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return;
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if (!SkillsInfo.GetValue<bool>(skillName, "friendlyFire") && player.Team == target.Team) return;
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SkillUtils.EmitSoundToPlayer(target, victimSound, SkillsInfo.GetValue<float>(skillName, "soundVolume"));
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SkillUtils.EmitSoundToPlayer(player, heavyHit ? heavyHitSound : lightHitSound, SkillsInfo.GetValue<float>(skillName, "hitSoundVolume"));
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SkillUtils.TakeHealth(target.PlayerPawn.Value, heavyHit ? Instance.Random.Next(45, 55) : Instance.Random.Next(21, 34), player, killfeedIcon ?? KillfeedIcons.Knife);
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}
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public class SkillConfig(Skills skill = skillName, bool active = true, string color = "#c9f8ff", 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 maxDistance = 4096f, bool friendlyFire = true, float soundVolume = .35f, float hitSoundVolume = .35f) : SkillsInfo.DefaultSkillInfo(skill, active, color, onlyTeam, disableOnFreezeTime, needsTeammates, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer, rarity)
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{
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public float SoundVolume { get; set; } = soundVolume;
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public float HitSoundVolume { get; set; } = hitSoundVolume;
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public float MaxDistance { get; set; } = maxDistance;
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public bool FriendlyFire { get; set; } = friendlyFire;
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}
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}
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} |