mirror of
https://github.com/Nereziel/cs2-WeaponPaints.git
synced 2026-02-24 12:19:16 +00:00
1.6a
- Major changes - Better sql stuff - Temp fix for crashes on skins reload
This commit is contained in:
141
WeaponAction.cs
141
WeaponAction.cs
@@ -21,7 +21,6 @@ namespace WeaponPaints
|
||||
|
||||
int weaponDefIndex = weapon.AttributeManager.Item.ItemDefinitionIndex;
|
||||
|
||||
|
||||
if (isKnife)
|
||||
{
|
||||
weapon.AttributeManager.Item.EntityQuality = 3;
|
||||
@@ -91,25 +90,31 @@ namespace WeaponPaints
|
||||
{
|
||||
if (!_config.Additional.KnifeEnabled || player == null || !player.IsValid) return;
|
||||
|
||||
string knifeToGive;
|
||||
if (g_playersKnife.TryGetValue((int)player.Index, out var knife))
|
||||
{
|
||||
player.GiveNamedItem(knife);
|
||||
knifeToGive = knife;
|
||||
}
|
||||
else if (_config.Additional.GiveRandomKnife)
|
||||
{
|
||||
var knifeTypes = weaponList.Where(pair => pair.Key.StartsWith("weapon_knife") || pair.Key.StartsWith("weapon_bayonet")).ToDictionary(pair => pair.Key, pair => pair.Value);
|
||||
var knifeTypes = weaponList.Where(pair => pair.Key.StartsWith("weapon_knife") || pair.Key.StartsWith("weapon_bayonet")).ToList();
|
||||
|
||||
if (knifeTypes.Count == 0)
|
||||
{
|
||||
Utility.Log("No valid knife types found.");
|
||||
return;
|
||||
}
|
||||
|
||||
Random random = new();
|
||||
int index = random.Next(knifeTypes.Count);
|
||||
var randomKnifeClass = knifeTypes.Keys.ElementAt(index);
|
||||
|
||||
player.GiveNamedItem(randomKnifeClass);
|
||||
knifeToGive = knifeTypes[index].Key;
|
||||
}
|
||||
else
|
||||
{
|
||||
var defaultKnife = (CsTeam)player.TeamNum == CsTeam.Terrorist ? "weapon_knife_t" : "weapon_knife";
|
||||
player.GiveNamedItem(defaultKnife);
|
||||
knifeToGive = (CsTeam)player.TeamNum == CsTeam.Terrorist ? "weapon_knife_t" : "weapon_knife";
|
||||
}
|
||||
|
||||
player.GiveNamedItem(knifeToGive);
|
||||
}
|
||||
|
||||
internal static bool PlayerHasKnife(CCSPlayerController? player)
|
||||
@@ -141,6 +146,7 @@ namespace WeaponPaints
|
||||
|
||||
internal void RefreshPlayerKnife(CCSPlayerController? player)
|
||||
{
|
||||
return;
|
||||
if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PawnIsAlive) return;
|
||||
if (player.PlayerPawn.Value.WeaponServices == null || player.PlayerPawn.Value.ItemServices == null) return;
|
||||
|
||||
@@ -209,65 +215,68 @@ namespace WeaponPaints
|
||||
|
||||
internal void RefreshWeapons(CCSPlayerController? player)
|
||||
{
|
||||
if (player == null || !player.IsValid || player.PlayerPawn.Value == null || !player.PawnIsAlive) return;
|
||||
if (player.PlayerPawn.Value.WeaponServices == null || player.PlayerPawn.Value.ItemServices == null) return;
|
||||
if (player == null || !player.IsValid || player.PlayerPawn?.Value == null || !player.PawnIsAlive)
|
||||
return;
|
||||
|
||||
if (player.PlayerPawn.Value.WeaponServices == null || player.PlayerPawn.Value.ItemServices == null)
|
||||
return;
|
||||
|
||||
var weapons = player.PlayerPawn.Value.WeaponServices.MyWeapons;
|
||||
if (weapons != null && weapons.Count > 0)
|
||||
if (weapons == null || weapons.Count == 0)
|
||||
return;
|
||||
|
||||
var itemServices = new CCSPlayer_ItemServices(player.PlayerPawn.Value.ItemServices.Handle);
|
||||
|
||||
foreach (var weapon in weapons)
|
||||
{
|
||||
CCSPlayer_ItemServices service = new(player.PlayerPawn.Value.ItemServices.Handle);
|
||||
if (weapon == null || !weapon.IsValid || weapon.Value == null || !weapon.Value.IsValid || weapon.Index <= 0 || !weapon.Value.DesignerName.Contains("weapon_"))
|
||||
continue;
|
||||
|
||||
foreach (var weapon in weapons)
|
||||
try
|
||||
{
|
||||
if (weapon != null && weapon.IsValid && weapon.Value != null && weapon.Value.IsValid)
|
||||
string? weaponByDefindex = null;
|
||||
|
||||
if (weapon.Value.DesignerName.Contains("knife") || weapon.Value.DesignerName.Contains("bayonet"))
|
||||
{
|
||||
if (weapon.Index <= 0 || !weapon.Value.DesignerName.Contains("weapon_")) continue;
|
||||
//if (weapon.Value.AttributeManager.Item.ItemDefinitionIndex == 42 || weapon.Value.AttributeManager.Item.ItemDefinitionIndex == 59)
|
||||
try
|
||||
player.RemoveItemByDesignerName(weapon.Value.DesignerName, false);
|
||||
GiveKnifeToPlayer(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (weaponDefindex.TryGetValue(weapon.Value.AttributeManager.Item.ItemDefinitionIndex, out weaponByDefindex) && weaponByDefindex != null)
|
||||
{
|
||||
if (weapon.Value.DesignerName.Contains("knife") || weapon.Value.DesignerName.Contains("bayonet"))
|
||||
int clip1 = weapon.Value.Clip1;
|
||||
int reservedAmmo = weapon.Value.ReserveAmmo[0];
|
||||
|
||||
player.RemoveItemByDesignerName(weapon.Value.DesignerName, false);
|
||||
var newWeapon = new CBasePlayerWeapon(player.GiveNamedItem(weaponByDefindex));
|
||||
|
||||
Server.NextFrame(() =>
|
||||
{
|
||||
player.RemoveItemByDesignerName(weapon.Value.DesignerName, true);
|
||||
GiveKnifeToPlayer(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!weaponDefindex.ContainsKey(weapon.Value.AttributeManager.Item.ItemDefinitionIndex)) continue;
|
||||
int clip1, reservedAmmo;
|
||||
|
||||
clip1 = weapon.Value.Clip1;
|
||||
reservedAmmo = weapon.Value.ReserveAmmo[0];
|
||||
|
||||
string weaponByDefindex = weaponDefindex[weapon.Value.AttributeManager.Item.ItemDefinitionIndex];
|
||||
player.RemoveItemByDesignerName(weapon.Value.DesignerName, true);
|
||||
CBasePlayerWeapon newWeapon = new(player.GiveNamedItem(weaponByDefindex));
|
||||
|
||||
Server.NextFrame(() =>
|
||||
try
|
||||
{
|
||||
if (newWeapon == null) return;
|
||||
try
|
||||
if (newWeapon != null)
|
||||
{
|
||||
newWeapon.Clip1 = clip1;
|
||||
newWeapon.ReserveAmmo[0] = reservedAmmo;
|
||||
}
|
||||
catch (Exception)
|
||||
{ }
|
||||
});
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logger.LogWarning("Error setting weapon properties: " + ex.Message);
|
||||
}
|
||||
});
|
||||
}
|
||||
catch (Exception ex)
|
||||
else
|
||||
{
|
||||
Logger.LogWarning("Refreshing weapons exception");
|
||||
Console.WriteLine("[WeaponPaints] Refreshing weapons exception");
|
||||
Console.WriteLine(ex.Message);
|
||||
Logger.LogWarning("Unable to find weapon by defindex.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
if (Config.Additional.SkinVisibilityFix)
|
||||
RefreshSkins(player);
|
||||
*/
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logger.LogWarning("Refreshing weapons exception: " + ex.Message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -280,13 +289,11 @@ namespace WeaponPaints
|
||||
if (weapons != null && weapons.Count > 0)
|
||||
{
|
||||
CCSPlayer_ItemServices service = new CCSPlayer_ItemServices(player.PlayerPawn.Value.ItemServices.Handle);
|
||||
//var dropWeapon = VirtualFunction.CreateVoid<nint, nint>(service.Handle, GameData.GetOffset("CCSPlayer_ItemServices_DropActivePlayerWeapon"));
|
||||
|
||||
foreach (var weapon in weapons)
|
||||
{
|
||||
if (weapon != null && weapon.IsValid && weapon.Value != null && weapon.Value.IsValid)
|
||||
{
|
||||
//if (weapon.Value.AttributeManager.Item.ItemDefinitionIndex == 42 || weapon.Value.AttributeManager.Item.ItemDefinitionIndex == 59)
|
||||
if (weapon.Value.DesignerName.Contains("knife") || weapon.Value.DesignerName.Contains("bayonet"))
|
||||
{
|
||||
if (!force)
|
||||
@@ -318,26 +325,22 @@ namespace WeaponPaints
|
||||
}
|
||||
private static int GetRandomPaint(int defindex)
|
||||
{
|
||||
if (skinsList == null || skinsList.Count == 0)
|
||||
return 0;
|
||||
|
||||
if (skinsList != null)
|
||||
{
|
||||
Random rnd = new Random();
|
||||
// Filter weapons by the provided defindex
|
||||
var filteredWeapons = skinsList.FindAll(w => w["weapon_defindex"]?.ToString() == defindex.ToString());
|
||||
Random rnd = new Random();
|
||||
|
||||
// Filter weapons by the provided defindex
|
||||
var filteredWeapons = skinsList.Where(w => w["weapon_defindex"]?.ToString() == defindex.ToString()).ToList();
|
||||
|
||||
if (filteredWeapons.Count == 0)
|
||||
return 0;
|
||||
|
||||
var randomWeapon = filteredWeapons[rnd.Next(filteredWeapons.Count)];
|
||||
|
||||
if (int.TryParse(randomWeapon["paint"]?.ToString(), out int paintValue))
|
||||
return paintValue;
|
||||
|
||||
if (filteredWeapons.Count > 0)
|
||||
{
|
||||
var randomWeapon = filteredWeapons[rnd.Next(filteredWeapons.Count)];
|
||||
if (int.TryParse(randomWeapon["paint"]?.ToString(), out int paintValue))
|
||||
{
|
||||
return paintValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user