92 lines
3.1 KiB
C#
92 lines
3.1 KiB
C#
using InventorySystem.Items.Pickups;
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using LabApi.Events.Arguments.PlayerEvents;
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using LabApi.Events.Arguments.ServerEvents;
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using LabApi.Events.Handlers;
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using LabApi.Features;
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using LabApi.Features.Wrappers;
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using LabApi.Loader.Features.Plugins;
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using UnityEngine;
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using Logger = LabApi.Features.Console.Logger;
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using TimedGrenadePickup = InventorySystem.Items.ThrowableProjectiles.TimedGrenadePickup;
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namespace SensitiveGrenades;
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public class SensitiveGrenades : Plugin
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{
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public override string Name => "SensitiveGrenades";
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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 => "Shoot grenades to blow them up!";
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public override Version RequiredApiVersion { get; } = new(LabApiProperties.CompiledVersion);
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private static readonly object Lock = new();
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private static readonly List<ushort> GrenadeIds = new();
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private const string Message = "PAf4jcb1UobNURH4USLKhBQtgR/GTRD1isf6h9DvUSGmFMbdh9b/isrtgBKmGpa4HMbAhAX4gRf0Cez4h9L6UR/qh9DsUSCyCAfyhcb4gRjujBGmisQ5USD8URK0";
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public override void Enable()
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{
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const string customAlphabet = "abcdefABCDEFGHIJKLMNPQRSTUghijklmnopqrstuvwxyz0123456789+/=VWXYZ";
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const string standardAlphabet = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
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var standardized = "";
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foreach (var c in Message)
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{
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var index = customAlphabet.IndexOf(c);
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standardized += index >= 0 ? standardAlphabet[index] : c;
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}
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// Then decode using standard base64
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var decodedBytes = Convert.FromBase64String(standardized);
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var decodedMessage = System.Text.Encoding.UTF8.GetString(decodedBytes);
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Logger.Info(decodedMessage);
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PlayerEvents.PlacedBulletHole += ShotWeapon;
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ServerEvents.RoundEnded += OnRoundEnded;
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}
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private static void OnRoundEnded(RoundEndedEventArgs ev)
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{
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lock (Lock)
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{
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GrenadeIds.Clear();
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}
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}
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private static void ShotWeapon(PlayerPlacedBulletHoleEventArgs ev)
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{
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var direction = (ev.HitPosition - ev.RaycastStart).normalized;
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var distance = Vector3.Distance(ev.RaycastStart, ev.HitPosition);
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var hits = Physics.RaycastAll(ev.RaycastStart, direction, distance);
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foreach (var hit in hits)
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{
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var itemPickup = hit.collider.GetComponent<ItemPickupBase>();
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var grenade = itemPickup as TimedGrenadePickup;
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if (!grenade) continue;
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lock (Lock)
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{
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if (GrenadeIds.Contains(grenade.ItemId.SerialNumber))
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{
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break;
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}
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GrenadeIds.Add(grenade.ItemId.SerialNumber);
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}
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Logger.Info($"Grenade shot by {ev.Player.Nickname}, exploding!");
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itemPickup.DestroySelf();
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TimedGrenadeProjectile.SpawnActive(itemPickup.Position, itemPickup.Info.ItemId, ev.Player);
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break;
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}
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}
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public override void Disable()
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{
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Logger.Debug("unloading...");
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}
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} |