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https://github.com/Nereziel/cs2-WeaponPaints.git
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4 Commits
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36
Events.cs
36
Events.cs
@@ -9,6 +9,8 @@ namespace WeaponPaints
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{
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{
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public partial class WeaponPaints
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public partial class WeaponPaints
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{
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{
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private bool _mvpPlayed;
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[GameEventHandler]
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[GameEventHandler]
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public HookResult OnClientFullConnect(EventPlayerConnectFull @event, GameEventInfo info)
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public HookResult OnClientFullConnect(EventPlayerConnectFull @event, GameEventInfo info)
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{
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{
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@@ -148,6 +150,39 @@ namespace WeaponPaints
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private HookResult OnRoundStart(EventRoundStart @event, GameEventInfo info)
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private HookResult OnRoundStart(EventRoundStart @event, GameEventInfo info)
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{
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{
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_gBCommandsAllowed = true;
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_gBCommandsAllowed = true;
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_mvpPlayed = false;
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return HookResult.Continue;
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}
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private HookResult OnRoundMvp(EventRoundMvp @event, GameEventInfo info)
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{
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if (_mvpPlayed)
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return HookResult.Continue;
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var player = @event.Userid;
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if (player == null || !player.IsValid || player.IsBot)
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return HookResult.Continue;
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if (!(GPlayersMusic.TryGetValue(player.Slot, out var musicInfo)
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&& musicInfo.TryGetValue(player.Team, out var musicId)
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&& musicId != 0))
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return HookResult.Continue;
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@event.Musickitid = musicId;
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@event.Nomusic = 0;
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info.DontBroadcast = true;
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var newEvent = new EventRoundMvp(true)
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{
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Userid = player,
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Musickitid = musicId,
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Nomusic = 0,
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};
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_mvpPlayed = true;
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newEvent.FireEvent(false);
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return HookResult.Continue;
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return HookResult.Continue;
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}
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}
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@@ -289,6 +324,7 @@ namespace WeaponPaints
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RegisterEventHandler<EventPlayerSpawn>(OnPlayerSpawn);
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RegisterEventHandler<EventPlayerSpawn>(OnPlayerSpawn);
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RegisterEventHandler<EventRoundStart>(OnRoundStart);
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RegisterEventHandler<EventRoundStart>(OnRoundStart);
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RegisterEventHandler<EventRoundEnd>(OnRoundEnd);
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RegisterEventHandler<EventRoundEnd>(OnRoundEnd);
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RegisterEventHandler<EventRoundMvp>(OnRoundMvp);
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RegisterListener<Listeners.OnEntityCreated>(OnEntityCreated);
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RegisterListener<Listeners.OnEntityCreated>(OnEntityCreated);
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RegisterEventHandler<EventPlayerDeath>(OnPlayerDeath);
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RegisterEventHandler<EventPlayerDeath>(OnPlayerDeath);
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