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FREE XFireGloves : 1.0.16 1.0.16

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C#:
using Newtonsoft.Json;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
namespace Oxide.Plugins {
    /* */
    [Info("XFireGloves", "BlackPlugin.ru", "1.0.16")]
    class XFireGloves : RustPlugin {
        [ConsoleCommand("gl_give")]
        private void GlovesGive(ConsoleSystem.Arg args) {
            if(args.Player() != null || args.Args == null || args.Args.Length < 2) return;
            BasePlayer player = BasePlayer.FindByID(ulong.Parse(args.Args[0]));
            if(player == null) return;
            ulong skinID;
            ulong.TryParse(args.Args[1], out skinID);
            if(config.Gloves.ContainsKey(skinID)) {
                var glove = config.Gloves[skinID];
                Item item = ItemManager.CreateByName("burlap.gloves", 1, skinID);
                item.name = glove.NameGloves;
                if(glove.Remove) item.busyTime = -glove.UseValue;
                player.GiveItem(item);
            }
        }
        protected override void LoadDefaultConfig() => config = GlovesConfig.GetNewConfiguration();
        private bool RemoveGloves(BasePlayer player, Item gloves) {
            gloves.busyTime += 1;
            if(gloves.busyTime >= 0) {
                Effect x = new Effect("assets/bundled/prefabs/fx/impacts/slash/cloth/cloth1.prefab", player, 0, new Vector3(), new Vector3());
                gloves.RemoveFromWorld();
                gloves.RemoveFromContainer();
                EffectNetwork.Send(x, player.Connection);
                return true;
            }
            return false;
        }
        private void OnLootEntity(BasePlayer player, BaseEntity entity) {
            if(config.Setting.Permission && !permission.UserHasPermission(player.UserIDString, "xfiregloves.glovesloot")) return;
            if(!(entity is LootContainer) || player == null || entity.OwnerID != 0) return;
            var inventory = entity.GetComponent<LootContainer>().inventory;
            var lootcontainer = entity.GetComponent<LootContainer>();
            foreach(var glove in config.Gloves) foreach(var crate in glove.Value.Crate) if(crate.Key == lootcontainer.ShortPrefabName) if(UnityEngine.Random.Range(0, 100) <= crate.Value) {
                Item item = ItemManager.CreateByName("burlap.gloves", 1, glove.Key);
                item.name = glove.Value.NameGloves;
                if(glove.Value.Remove) item.busyTime = -glove.Value.UseValue;
                item.MoveToContainer(inventory);
            }
            entity.OwnerID = player.userID;
        }
        private void OnDispenserGather(ResourceDispenser dispenser, BaseEntity entity, Item item) {
            var player = entity.ToPlayer();
            if(player == null) return;
            foreach(var attire in player.inventory.containerWear.itemList.ToList()) if(config.Gloves.ContainsKey(attire.skin)) {
                var glove = config.Gloves[attire.skin];
                if(glove.GatherGloves) item.amount = (int)(item.amount * glove.GatherValue);
                if(item.info.shortname == "wood" && glove.SmeltWood == false) continue;
                else if(Smelting.ContainsKey(item.info) && glove.SmeltGather) item.info = Smelting[item.info];
            }
        }
        private void OnServerInitialized() {
            PrintWarning("\n-----------------------------\n" + "     Author - Monster\n" + "     VK - vk.com/idannopol\n" + "     Discord - Monster#4837\n" + "     \n" + "-----------------------------");
            permission.RegisterPermission("xfiregloves.glovesloot", this);
            Smelt();
        }
        private void OnCollectiblePickup(CollectibleEntity collectible, BasePlayer player) {
            if(player == null) return;
            foreach(var attire in player.inventory.containerWear.itemList.ToList()) if(config.Gloves.ContainsKey(attire.skin)) {
                var glove = config.Gloves[attire.skin];
                foreach(ItemAmount item in collectible.itemList) {
                    if(glove.PickupGloves) item.amount = (int)(item.amount * glove.PickupValue);
                    if(glove.RadiationPickup) player.metabolism.radiation_poison.value += glove.RadiationPickupValue;
                    if(item.itemDef.shortname == "wood" && glove.SmeltWood == false) continue;
                    else if(Smelting.ContainsKey(item.itemDef) && glove.SmeltPickup) item.itemDef = Smelting[item.itemDef];
                    if(glove.Remove) if(RemoveGloves(player, attire)) break;
                }
            }
        }
        private object OnItemRecycle(Item item, Recycler recycler) {
            if(item != null && config.Gloves.ContainsKey(item.skin)) {
                var glove = config.Gloves[item.skin];
                if(item.info.shortname.Equals("burlap.gloves") && item.skin.Equals(item.skin)) {
                    foreach(var items in glove.ItemList) if(UnityEngine.Random.Range(0, 100) <= items.ChanceDrop) {
                        Item itemc = ItemManager.CreateByName(items.Shortname, UnityEngine.Random.Range(items.Min, items.Max), items.SkinID);
                        itemc.name = items.Name;
                        itemc.text = items.Text;
                        itemc.busyTime = -items.UseValue;
                        recycler.MoveItemToOutput(itemc);
                    }
                    item.RemoveFromWorld();
                    item.RemoveFromContainer();
                    return false;
                }
            }
            return null;
        }
        private class GlovesConfig {
            public static GlovesConfig GetNewConfiguration() {
                return new GlovesConfig {
                    Setting = new SettingSetting {
                        Permission = true
                    }
                    , Gloves = new Dictionary<ulong, GlovesSetting> {
                        [1742796979]
                        = new GlovesSetting("Огненные перчатки", 1.0f, 1.0f, 2.0f, 1.0f, 25, new List<ItemSetting> {
                            new ItemSetting("wood", 0, "", 50, "", 0, 50, 100)
                        }
                        , false, true, true, true, true, true, true, true, true, true, new Dictionary<string, float> {
                            ["crate_tools"]
                            = 50.0f, ["crate_normal_2"] = 50.0f
                        }
                        ), [841106268] = new GlovesSetting("Огненные перчатки", 1.0f, 1.0f, 2.0f, 1.0f, 25, new List<ItemSetting> {
                            new ItemSetting("pistol.revolver", 0, "", 50, "", 0, 1, 1)
                        }
                        , false, false, true, true, true, true, true, true, true, true, new Dictionary<string, float> {
                            ["crate_tools"]
                            = 50.0f, ["crate_normal_2"] = 50.0f
                        }
                        )
                    }
                }
                ;
            }
            internal class GlovesSetting {
                [JsonProperty("Имя огненных перчаток")]
                public string NameGloves;
                [JsonProperty("Рейты добываемых ресурсов в перчатках")]
                public float GatherValue;
                [JsonProperty("Рейты подбираемых ресурсов в перчатках")]
                public float PickupValue;
                [JsonProperty("Кол-во радиации при подборе ресурсов")]
                public float RadiationPickupValue;
                [JsonProperty("Кол-во радиации при бонусной добыче")]
                public float RadiationBonusValue;
                [JsonProperty("Кол-во юзов")]
                public int UseValue;
                [JsonProperty("Список кастомных предметов после переработки")]
                public List<ItemSetting> ItemList;
                [JsonProperty("Включить удаление перчаток после N юзов.")]
                public bool Remove;
                [JsonProperty("Включить переплавку дерева")]
                public bool SmeltWood;
                [JsonProperty("Включить переплавку добываемых ресурсов")]
                public bool SmeltGather;
                [JsonProperty("Включить переплавку подбираемых ресурсов")]
                public bool SmeltPickup;
                [JsonProperty("Включить рейты добываемых ресурсов")]
                public bool GatherGloves;
                [JsonProperty("Включить рейты подбираемых ресурсов")]
                public bool PickupGloves;
                [JsonProperty("Включить кастомные предметы после переработке огненных перчаток")]
                public bool RecyclerGloves;
                [JsonProperty("Включить выпадение перчаток из ящиков с определенным шансом")]
                public bool CrateGloves;
                [JsonProperty("Включить накопление радиации при подборе ресурсов.")]
                public bool RadiationPickup;
                [JsonProperty("Включить накопление радиации при бонусной добыче.")]
                public bool RadiationBonus;
                [JsonProperty("Настройка шанса выпадения из ящиков и бочек.Имя ящика/бочки | Шанс выпадения: 100.0 - 100%")]
                public Dictionary<string, float> Crate;
                public GlovesSetting(string n, float gv, float pv, float rpv, float rbv, int uv, List<ItemSetting> il, bool rr, bool sw, bool sg, bool sp, bool gg, bool pg, bool rg, bool cg, bool rp, bool rb, Dictionary<string, float> c) {
                    NameGloves = n;
                    GatherValue = gv;
                    PickupValue = pv;
                    RadiationPickupValue = rpv;
                    RadiationBonusValue = rbv;
                    UseValue = uv;
                    ItemList = il;
                    Remove = rr;
                    SmeltWood = sw;
                    SmeltGather = sg;
                    SmeltPickup = sp;
                    GatherGloves = gg;
                    PickupGloves = pg;
                    RecyclerGloves = rg;
                    CrateGloves = cg;
                    RadiationPickup = rp;
                    RadiationBonus = rb;
                    Crate = c;
                }
            }
            [JsonProperty("Общее")]
            public SettingSetting Setting = new SettingSetting();
            [JsonProperty("Список огненных перчаток")]
            public Dictionary<ulong, GlovesSetting> Gloves = new Dictionary<ulong, GlovesSetting>();
            internal class ItemSetting {
                [JsonProperty("Шортнейм предмета")]
                public string Shortname;
                [JsonProperty("Скин предмета")]
                public ulong SkinID;
                [JsonProperty("Имя предмета")]
                public string Name;
                [JsonProperty("Шанс выпадения [ 100.0 - 100% ]")]
                public int ChanceDrop;
                [JsonProperty("Текст [ Если это записка ]")]
                public string Text;
                [JsonProperty("Кол-во юзов [ Если это перчатки ]")]
                public int UseValue;
                [JsonProperty("Минимальное количество")]
                public int Min;
                [JsonProperty("Максимальное количество")]
                public int Max;
                public ItemSetting(string shortname, ulong skinid, string name, int chancedrop, string text, int usevalue, int min, int max) {
                    Shortname = shortname;
                    SkinID = skinid;
                    Name = name;
                    ChanceDrop = chancedrop;
                    Text = text;
                    UseValue = usevalue;
                    Min = min;
                    Max = max;
                }
            }
            internal class SettingSetting {
                [JsonProperty("Использовать разрешение на шанс найти перчатки в ящиках: xfiregloves.glovesloot")]
                public bool Permission;
            }
        }
        protected override void LoadConfig() {
            base.LoadConfig();
            try {
                config = Config.ReadObject<GlovesConfig>();
            }
            catch {
                PrintWarning("Ошибка чтения конфигурации! Создание дефолтной конфигурации!");
                LoadDefaultConfig();
            }
            SaveConfig();
        }
        private GlovesConfig config;
        private void Smelt() {
            Smelting = ItemManager.GetItemDefinitions().Where(i => SmeltingItemList.Contains(i.shortname)).ToDictionary(i => i, i => i.GetComponent<ItemModCookable>()?.becomeOnCooked);
            Smelting.Add(ItemManager.FindItemDefinition("wood"), ItemManager.FindItemDefinition("charcoal"));
        }
        protected override void SaveConfig() => Config.WriteObject(config);
        public List<string> SmeltingItemList = new List<string> {
            "chicken.raw", "humanmeat.raw", "bearmeat", "deermeat.raw", "meat.boar", "wolfmeat.raw", "horsemeat.raw", "hq.metal.ore", "metal.ore", "sulfur.ore",  //"fr3365"
        }
        ;
        private Dictionary<ItemDefinition, ItemDefinition> Smelting;
        private void OnDispenserBonus(ResourceDispenser disp, BasePlayer player, Item item) {
            if(player == null) return;
            foreach(var attire in player.inventory.containerWear.itemList.ToList()) if(config.Gloves.ContainsKey(attire.skin)) {
                var glove = config.Gloves[attire.skin];
                if(glove.GatherGloves) item.amount = (int)(item.amount * glove.GatherValue);
                if(glove.RadiationBonus) player.metabolism.radiation_poison.value += glove.RadiationBonusValue;
                if(item.info.shortname == "wood" && glove.SmeltWood == false) continue;
                else if(Smelting.ContainsKey(item.info) && glove.SmeltGather) item.info = Smelting[item.info];
                if(glove.Remove ) if(RemoveGloves(player, attire)) break;
            }
        }
    }
}

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15FPS
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