mirror of
https://github.com/Nereziel/cs2-WeaponPaints.git
synced 2026-03-01 22:02:11 +00:00
1.8d
- Small changes - Fixed gloves command
This commit is contained in:
165
WeaponAction.cs
165
WeaponAction.cs
@@ -202,117 +202,122 @@ namespace WeaponPaints
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{
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if (player == null || !player.IsValid || player.PlayerPawn?.Value == null || (LifeState_t)player.LifeState != LifeState_t.LIFE_ALIVE)
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return;
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if (player.PlayerPawn.Value.WeaponServices == null || player.PlayerPawn.Value.ItemServices == null)
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return;
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var weapons = player.PlayerPawn.Value.WeaponServices.MyWeapons;
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if (weapons == null || weapons.Count == 0)
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return;
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if (player.Team == CsTeam.None || player.Team == CsTeam.Spectator)
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return;
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if (weapons != null && weapons.Count > 0)
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//Dictionary<string, (int, int)> weaponsWithAmmo = new Dictionary<string, (int, int)>();
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Dictionary<string, List<(int, int)>> weaponsWithAmmo = new Dictionary<string, List<(int, int)>>();
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bool bomb = false;
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bool defuser = player.PawnHasDefuser;
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bool healthshot = false;
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// Iterate through each weapon
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foreach (var weapon in weapons)
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{
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//Dictionary<string, (int, int)> weaponsWithAmmo = new Dictionary<string, (int, int)>();
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Dictionary<string, List<(int, int)>> weaponsWithAmmo = new Dictionary<string, List<(int, int)>>();
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bool bomb = false;
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bool defuser = player.PawnHasDefuser;
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bool healthshot = false;
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if (weapon == null || !weapon.IsValid || weapon.Value == null ||
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!weapon.Value.IsValid || !weapon.Value.DesignerName.Contains("weapon_"))
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continue;
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// Iterate through each weapon
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foreach (var weapon in weapons)
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try
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{
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if (weapon == null || !weapon.IsValid || weapon.Value == null ||
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!weapon.Value.IsValid || !weapon.Value.DesignerName.Contains("weapon_"))
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continue;
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string? weaponByDefindex = null;
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try
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CCSWeaponBaseVData? weaponData = weapon.Value.As<CCSWeaponBase>().VData;
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if (weaponData != null)
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{
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string? weaponByDefindex = null;
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if (weaponData.GearSlot == gear_slot_t.GEAR_SLOT_C4)
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bomb = true;
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CCSWeaponBaseVData? weaponData = weapon.Value.As<CCSWeaponBase>().VData;
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if (weaponData.Name.Equals("weapon_healtshot"))
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healthshot = true;
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if (weaponData != null)
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{
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if (weaponData.GearSlot == gear_slot_t.GEAR_SLOT_C4)
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bomb = true;
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if (weaponData.Name.Equals("weapon_healtshot"))
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healthshot = true;
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if (weaponData.GearSlot == gear_slot_t.GEAR_SLOT_GRENADES || weaponData.GearSlot == gear_slot_t.GEAR_SLOT_UTILITY || weaponData.GearSlot == gear_slot_t.GEAR_SLOT_BOOSTS)
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{
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int clip1 = weapon.Value.Clip1;
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int reservedAmmo = weapon.Value.ReserveAmmo[0];
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weaponsWithAmmo.Add(weapon.Value.DesignerName, new List<(int, int)>() { (clip1, reservedAmmo) });
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}
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}
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if (!weapon.Value.DesignerName.Contains("knife") && WeaponDefindex.TryGetValue(weapon.Value.AttributeManager.Item.ItemDefinitionIndex, out weaponByDefindex) && weaponByDefindex != null)
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if (weaponData.GearSlot == gear_slot_t.GEAR_SLOT_GRENADES || weaponData.GearSlot == gear_slot_t.GEAR_SLOT_UTILITY || weaponData.GearSlot == gear_slot_t.GEAR_SLOT_BOOSTS)
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{
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int clip1 = weapon.Value.Clip1;
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int reservedAmmo = weapon.Value.ReserveAmmo[0];
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if (!weaponsWithAmmo.ContainsKey(weaponByDefindex))
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{
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weaponsWithAmmo.Add(weaponByDefindex, new List<(int, int)>());
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}
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weaponsWithAmmo[weaponByDefindex].Add((clip1, reservedAmmo));
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weaponsWithAmmo.Add(weapon.Value.DesignerName, new List<(int, int)>() { (clip1, reservedAmmo) });
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}
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}
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catch (Exception ex)
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if (!weapon.Value.DesignerName.Contains("knife")
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&&
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!weapon.Value.DesignerName.Contains("bayonet")
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&&
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!weapon.Value.DesignerName.Contains("kukri")
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&&
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WeaponDefindex.TryGetValue(weapon.Value.AttributeManager.Item.ItemDefinitionIndex, out weaponByDefindex) && weaponByDefindex != null)
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{
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Logger.LogWarning(ex.Message);
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continue;
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int clip1 = weapon.Value.Clip1;
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int reservedAmmo = weapon.Value.ReserveAmmo[0];
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if (!weaponsWithAmmo.ContainsKey(weaponByDefindex))
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{
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weaponsWithAmmo.Add(weaponByDefindex, new List<(int, int)>());
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}
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weaponsWithAmmo[weaponByDefindex].Add((clip1, reservedAmmo));
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}
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}
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catch (Exception ex)
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{
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Logger.LogWarning(ex.Message);
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continue;
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}
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}
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player.RemoveWeapons();
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AddTimer(0.3f, () =>
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{
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GiveKnifeToPlayer(player);
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if (bomb)
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player.GiveNamedItem("weapon_c4");
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if (defuser)
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{
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var itemServ = player.PlayerPawn?.Value?.ItemServices;
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if (itemServ != null)
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{
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var items = new CCSPlayer_ItemServices(itemServ.Handle);
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items.HasDefuser = true;
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}
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}
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player.RemoveWeapons();
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AddTimer(0.1f, () =>
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if (healthshot)
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player.GiveNamedItem("weapon_healtshot");
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foreach (var entry in weaponsWithAmmo)
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{
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GiveKnifeToPlayer(player);
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if (bomb)
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player.GiveNamedItem("weapon_c4");
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if (defuser)
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foreach (var ammo in entry.Value)
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{
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var itemServ = player.PlayerPawn?.Value?.ItemServices;
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if (itemServ != null)
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var newWeapon = new CBasePlayerWeapon(player.GiveNamedItem(entry.Key));
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Server.NextFrame(() =>
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{
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var items = new CCSPlayer_ItemServices(itemServ.Handle);
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items.HasDefuser = true;
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}
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}
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if (healthshot)
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player.GiveNamedItem("weapon_healtshot");
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foreach (var entry in weaponsWithAmmo)
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{
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foreach (var ammo in entry.Value)
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{
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var newWeapon = new CBasePlayerWeapon(player.GiveNamedItem(entry.Key));
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Server.NextFrame(() =>
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try
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{
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try
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if (newWeapon != null)
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{
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if (newWeapon != null)
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{
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newWeapon.Clip1 = ammo.Item1;
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newWeapon.ReserveAmmo[0] = ammo.Item2;
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}
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newWeapon.Clip1 = ammo.Item1;
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newWeapon.ReserveAmmo[0] = ammo.Item2;
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}
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catch (Exception ex)
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{
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Logger.LogWarning("Error setting weapon properties: " + ex.Message);
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}
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});
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}
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}
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catch (Exception ex)
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{
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Logger.LogWarning("Error setting weapon properties: " + ex.Message);
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}
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});
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}
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}, TimerFlags.STOP_ON_MAPCHANGE);
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}
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}
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}, TimerFlags.STOP_ON_MAPCHANGE);
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}
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internal void RefreshKnife(CCSPlayerController? player)
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