feat: add BasePower abstraction
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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.Players.PlayerValidations;
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namespace Cs2SuperPowers.Powers;
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public class IronBody(IPlayerHud playerHud) : BasePower(playerHud)
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{
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public override int Id => 18;
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public override string Name => "Iron Body";
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public override string Description => $"You can only be killed by headshots.";
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public override char ChatColor => ChatColors.LightPurple;
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public override string HtmlColor => "#8B4513";
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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 (@event.Hitgroup == (int)HitGroup_t.HITGROUP_HEAD)
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{
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return HookResult.Continue;
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}
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if (
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!Ensure.Player(victim).IsValid().Check() ||
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!Ensure.Player(attacker).IsValid().Check() ||
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attacker == victim ||
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!IsAssignedTo(victim!))
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{
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return HookResult.Continue;
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}
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var playerPawn = victim!.PlayerPawn.Value;
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var newHealth = playerPawn!.Health + @event.DmgHealth;
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if (newHealth > 100)
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newHealth = 100;
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playerPawn.Health = newHealth;
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return HookResult.Stop;
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}
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}
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