188 lines
5.8 KiB
SourcePawn
188 lines
5.8 KiB
SourcePawn
#if defined _Couch_included
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#endinput
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#endif
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#define _Couch_included
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// How a player moved the couch, passed to Couch_OnCouchInteraction.
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enum CouchMethod
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{
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CouchMethod_Bullet, // Gunfire; weapon is the gun, e.g. "ak47".
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CouchMethod_Knife, // weapon is "knife".
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CouchMethod_Grenade, // weapon is "hegrenade".
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CouchMethod_Use, // +use; weapon is empty.
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CouchMethod_Other // Any other damage credited to a player; weapon is the inflictor's classname.
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};
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// The core defines COUCH_CORE; it creates the forwards and natives itself.
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#if !defined COUCH_CORE
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/**
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* Called after the couch has been created, for admin spawns and round-start respawns.
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*
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* @param couch Entity index of the new couch.
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*/
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forward void Couch_OnCouchSpawned(int couch);
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/**
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* Called once the couch entity is gone, for whatever reason. Couch_IsPlaced() tells whether
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* it will come back at the next round start.
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*/
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forward void Couch_OnCouchRemoved();
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/**
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* Called for every hit the couch accepts from a player. Shotguns report once per pellet.
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*
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* @param couch Entity index of the couch.
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* @param attacker Client index of the player who dealt the damage.
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* @param damage Damage dealt by this hit.
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*/
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forward void Couch_OnCouchDamaged(int couch, int attacker, float damage);
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/**
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* Called for every hit or +use the couch accepts from a player, saying how it was moved. Hits
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* fire alongside Couch_OnCouchDamaged, so shotguns report once per pellet.
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*
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* @param couch Entity index of the couch.
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* @param client Client index of the player.
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* @param method How the couch was moved.
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* @param weapon Weapon without its "weapon_" prefix, see CouchMethod.
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*/
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forward void Couch_OnCouchInteraction(int couch, int client, CouchMethod method, const char[] weapon);
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/**
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* Called when a hit or +use from a blocked client is refused. Fires per pellet, so rate-limit anything you send.
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*
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* @param couch Entity index of the couch.
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* @param client Client index of the blocked player.
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*/
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forward void Couch_OnClientBlocked(int couch, int client);
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/**
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* @return Entity index of the couch, or -1 if there is none.
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*/
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native int Couch_GetCouch();
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/**
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* Whether an admin has placed a couch this map. While true the couch respawns at the placed
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* spot every round start.
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*
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* @return True if a placement is remembered.
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*/
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native bool Couch_IsPlaced();
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/**
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* Spawns the couch where the client is aiming, replacing any existing couch. The spot becomes
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* the respawn point.
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*
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* @param client Client whose crosshair places the couch. Must be in game.
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* @return Entity index of the couch, or -1 on failure.
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*/
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native int Couch_Spawn(int client);
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/**
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* Teleports the couch to where the client is aiming. The respawn point is left as it was.
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*
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* @param client Client whose crosshair places the couch. Must be in game.
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* @return True on success, false if there is no couch.
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*/
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native bool Couch_Bring(int client);
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/**
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* Teleports the client onto the couch, or beside it when the top is blocked. The client keeps
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* their view angles and arrives with no velocity.
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*
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* @param client Client to teleport. Must be in game.
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* @return True on success, false if there is no couch.
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*/
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native bool Couch_Goto(int client);
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/**
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* Removes the couch and forgets its placement.
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*
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* @return True if a couch or a placement was removed.
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*/
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native bool Couch_Remove();
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/**
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* Whether the colour cycle and light are on. Mirrors sm_couch_effect.
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*/
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native bool Couch_IsEffectEnabled();
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/**
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* Switches the colour cycle and light on or off. Writes sm_couch_effect.
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*/
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native void Couch_SetEffectEnabled(bool enabled);
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/**
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* Whether only pistols and knives may move the couch. Mirrors sm_couch_pistol_only.
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*/
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native bool Couch_IsPistolOnly();
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/**
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* Restricts couch movement to pistols and knives, or lifts the restriction. Writes sm_couch_pistol_only.
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*/
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native void Couch_SetPistolOnly(bool enabled);
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/**
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* Whether players may +use the couch to pick it up. Mirrors sm_allow_couch_use.
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*/
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native bool Couch_IsUseAllowed();
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/**
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* Allows or forbids picking the couch up with +use; when forbidden it can only be shot. Writes sm_allow_couch_use.
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*/
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native void Couch_SetUseAllowed(bool allowed);
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/**
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* Blocks or unblocks a client from the couch: their hits are refused and their body can't push
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* it. The flag is per slot and cleared on disconnect and map start; the caller owns persistence.
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*
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* @param client Client to block or unblock. Must be in game.
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* @param blocked True to block, false to lift the block.
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*/
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native void Couch_SetClientBlocked(int client, bool blocked);
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/**
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* Whether the client is currently blocked from the couch.
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*
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* @param client Client index.
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* @return True if blocked.
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*/
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native bool Couch_IsClientBlocked(int client);
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public SharedPlugin __pl_Couch =
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{
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name = "Couch",
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file = "Couch.smx",
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#if defined REQUIRE_PLUGIN
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required = 1
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#else
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required = 0
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#endif
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};
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#if !defined REQUIRE_PLUGIN
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public void __pl_Couch_SetNTVOptional()
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{
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MarkNativeAsOptional("Couch_GetCouch");
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MarkNativeAsOptional("Couch_IsPlaced");
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MarkNativeAsOptional("Couch_Spawn");
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MarkNativeAsOptional("Couch_Bring");
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MarkNativeAsOptional("Couch_Goto");
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MarkNativeAsOptional("Couch_Remove");
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MarkNativeAsOptional("Couch_IsEffectEnabled");
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MarkNativeAsOptional("Couch_SetEffectEnabled");
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MarkNativeAsOptional("Couch_IsPistolOnly");
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MarkNativeAsOptional("Couch_SetPistolOnly");
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MarkNativeAsOptional("Couch_IsUseAllowed");
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MarkNativeAsOptional("Couch_SetUseAllowed");
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MarkNativeAsOptional("Couch_SetClientBlocked");
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MarkNativeAsOptional("Couch_IsClientBlocked");
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}
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#endif
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#endif // COUCH_CORE
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