add and fix a lot
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@@ -0,0 +1,78 @@
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using CustomPlayerEffects;
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using LabApi.Events.Arguments.Scp0492Events;
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using LabApi.Events.Handlers;
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using LabApi.Features;
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using LabApi.Loader.Features.Plugins;
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using InventorySystem.Items.Usables.Scp330;
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using LabApi.Events.Arguments.PlayerEvents;
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using LabApi.Events.Arguments.ServerEvents;
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using LabApi.Features.Wrappers;
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namespace GrowingZombies;
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public class GrowingZombies : Plugin
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{
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public override string Name => "GrowingZombies";
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public override string Author => "Code002Lover";
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public override Version Version { get; } = new(1, 0, 0);
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public override string Description => "Makes zombies grow stronger as they eat more";
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public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
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private readonly Dictionary<Player, int> _zombieCorpseCount = new();
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public override void Enable()
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{
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Scp0492Events.ConsumedCorpse += OnZombieEat;
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ServerEvents.RoundEnded += OnRoundEnd;
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PlayerEvents.Left += OnPlayerLeave;
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}
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public override void Disable()
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{
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Scp0492Events.ConsumedCorpse -= OnZombieEat;
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ServerEvents.RoundEnded -= OnRoundEnd;
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PlayerEvents.Left -= OnPlayerLeave;
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_zombieCorpseCount.Clear();
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}
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private void OnRoundEnd(RoundEndedEventArgs ev)
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{
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_zombieCorpseCount.Clear();
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}
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private void OnPlayerLeave(PlayerLeftEventArgs ev)
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{
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_zombieCorpseCount.Remove(ev.Player);
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}
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private void OnZombieEat(Scp0492ConsumedCorpseEventArgs ev)
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{
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if (!ev?.Player.ReferenceHub.playerEffectsController)
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return;
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// Increment corpse count for this zombie
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if (!_zombieCorpseCount.ContainsKey(ev.Player))
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_zombieCorpseCount[ev.Player] = 0;
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_zombieCorpseCount[ev.Player]++;
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var corpsesEaten = _zombieCorpseCount[ev.Player];
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ev.Player.MaxHealth += 50;
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var movementBoostIntensity = (byte)Math.Min(1 + corpsesEaten * 0.1f, 3f);
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ev.Player.ReferenceHub.playerEffectsController.ChangeState<MovementBoost>(movementBoostIntensity, 30);
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// Add damage resistance after eating multiple corpses
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var damageResistance = (byte)Math.Min(0.5 - corpsesEaten * 0.5f, 2f);
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if (corpsesEaten >= 3)
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{
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ev.Player.ReferenceHub.playerEffectsController.ChangeState<DamageReduction>(damageResistance, 20);
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}
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// Add regeneration effect after eating multiple corpses
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if (corpsesEaten < 5) return;
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var regenIntensity = Math.Min(1 + corpsesEaten * 0.2f, 3f);
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Scp330Bag.AddSimpleRegeneration(ev.Player.ReferenceHub, regenIntensity, 15f);
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}
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}
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@@ -0,0 +1,46 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net48</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>disable</Nullable>
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<LangVersion>latest</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
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<Optimize>true</Optimize>
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<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
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<DebugType>full</DebugType>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
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<Optimize>true</Optimize>
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<CheckForOverflowUnderflow>false</CheckForOverflowUnderflow>
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<DebugType>none</DebugType>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Assembly-CSharp">
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<HintPath>..\dependencies\Assembly-CSharp.dll</HintPath>
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</Reference>
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<Reference Include="Assembly-CSharp-firstpass">
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<HintPath>..\dependencies\Assembly-CSharp-firstpass.dll</HintPath>
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</Reference>
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<Reference Include="Mirror">
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<HintPath>..\dependencies\Mirror.dll</HintPath>
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</Reference>
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<Reference Include="NorthwoodLib">
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<HintPath>..\dependencies\NorthwoodLib.dll</HintPath>
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</Reference>
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<Reference Include="Pooling">
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<HintPath>..\dependencies\Pooling.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>..\dependencies\UnityEngine.CoreModule.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="Northwood.LabAPI" Version="1.0.2" />
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</ItemGroup>
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</Project>
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