feat: add BasePower abstraction
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@@ -0,0 +1,70 @@
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Utils;
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using Cs2SuperPowers.Players;
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using Cs2SuperPowers.Utils;
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using Cs2SuperPowers.Players.PlayerValidations;
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namespace Cs2SuperPowers.Powers;
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public class ExplosiveBullets(IPlayerHud playerHud) : BasePower(playerHud)
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{
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public override int Id => 30;
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public override string Name => "Explosive Bullets";
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public override string Description => "Every bullet hit causes a small explosion.";
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public override char ChatColor => ChatColors.Orange;
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public override string HtmlColor => "#FF4500";
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protected override void OnInitialize()
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{
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RegisterEventHandler<EventPlayerHurt>(OnPlayerHurt);
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}
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private HookResult OnPlayerHurt(EventPlayerHurt @event, GameEventInfo info)
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{
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var attacker = @event.Attacker;
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var victim = @event.Userid;
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if (!Ensure.Player(attacker).IsValid().Check() ||
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!Ensure.Player(victim).IsValid().Check() ||
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attacker == victim ||
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!IsAssignedTo(attacker!))
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{
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return HookResult.Continue;
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}
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if (string.IsNullOrWhiteSpace(@event.Weapon) || @event.Weapon.Contains("grenade", StringComparison.OrdinalIgnoreCase))
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{
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return HookResult.Continue;
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}
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var attackerPawn = attacker!.PlayerPawn.Value;
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var victimPawn = victim!.PlayerPawn.Value;
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if (victimPawn == null || attackerPawn == null)
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return HookResult.Continue;
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var pos = victimPawn.AbsOrigin;
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if (pos == null)
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return HookResult.Continue;
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pos.Z += 20;
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// Create explosion with a small grenade at victim's position
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var ang = new QAngle(0, 0, 0);
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var velocity = new Vector(0, 0, 0);
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var grenade = GrenadeSpawner.CreateGrenade(pos, ang, velocity, attackerPawn);
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// Detonate it immediately
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Server.NextFrame(() =>
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{
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if (grenade != null && grenade.IsValid)
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{
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grenade.AcceptInput("InitializeSpawnFromWorld", attackerPawn, attackerPawn);
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grenade.DetonateTime = 0;
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}
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});
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return HookResult.Continue;
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}
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}
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