Files
sm-plugins/Couch/scripting/include/Couch.inc
T
2026-09-29 02:24:47 +01:00

145 lines
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SourcePawn

#if defined _Couch_included
#endinput
#endif
#define _Couch_included
// The core defines COUCH_CORE; it creates the forwards and natives itself.
#if !defined COUCH_CORE
/**
* Called after the couch has been created, for admin spawns and round-start respawns.
*
* @param couch Entity index of the new couch.
*/
forward void Couch_OnCouchSpawned(int couch);
/**
* Called once the couch entity is gone, for whatever reason. Couch_IsPlaced() tells whether
* it will come back at the next round start.
*/
forward void Couch_OnCouchRemoved();
/**
* Called for every hit the couch accepts from a player. Shotguns report once per pellet.
*
* @param couch Entity index of the couch.
* @param attacker Client index of the player who dealt the damage.
* @param damage Damage dealt by this hit.
*/
forward void Couch_OnCouchDamaged(int couch, int attacker, float damage);
/**
* Called when a hit from a blocked client is refused. Fires per pellet, so rate-limit anything you send.
*
* @param couch Entity index of the couch.
* @param client Client index of the blocked player.
*/
forward void Couch_OnClientBlocked(int couch, int client);
/**
* @return Entity index of the couch, or -1 if there is none.
*/
native int Couch_GetCouch();
/**
* Whether an admin has placed a couch this map. While true the couch respawns at the placed
* spot every round start.
*
* @return True if a placement is remembered.
*/
native bool Couch_IsPlaced();
/**
* Spawns the couch where the client is aiming, replacing any existing couch. The spot becomes
* the respawn point.
*
* @param client Client whose crosshair places the couch. Must be in game.
* @return Entity index of the couch, or -1 on failure.
*/
native int Couch_Spawn(int client);
/**
* Teleports the couch to where the client is aiming. The respawn point is left as it was.
*
* @param client Client whose crosshair places the couch. Must be in game.
* @return True on success, false if there is no couch.
*/
native bool Couch_Bring(int client);
/**
* Removes the couch and forgets its placement.
*
* @return True if a couch or a placement was removed.
*/
native bool Couch_Remove();
/**
* Whether the colour cycle and light are on. Mirrors sm_couch_effect.
*/
native bool Couch_IsEffectEnabled();
/**
* Switches the colour cycle and light on or off. Writes sm_couch_effect.
*/
native void Couch_SetEffectEnabled(bool enabled);
/**
* Whether only pistols and knives may move the couch. Mirrors sm_couch_pistol_only.
*/
native bool Couch_IsPistolOnly();
/**
* Restricts couch movement to pistols and knives, or lifts the restriction. Writes sm_couch_pistol_only.
*/
native void Couch_SetPistolOnly(bool enabled);
/**
* Blocks or unblocks a client from the couch: their hits are refused and their body can't push
* it. The flag is per slot and cleared on disconnect and map start; the caller owns persistence.
*
* @param client Client to block or unblock. Must be in game.
* @param blocked True to block, false to lift the block.
*/
native void Couch_SetClientBlocked(int client, bool blocked);
/**
* Whether the client is currently blocked from the couch.
*
* @param client Client index.
* @return True if blocked.
*/
native bool Couch_IsClientBlocked(int client);
public SharedPlugin __pl_Couch =
{
name = "Couch",
file = "Couch.smx",
#if defined REQUIRE_PLUGIN
required = 1
#else
required = 0
#endif
};
#if !defined REQUIRE_PLUGIN
public void __pl_Couch_SetNTVOptional()
{
MarkNativeAsOptional("Couch_GetCouch");
MarkNativeAsOptional("Couch_IsPlaced");
MarkNativeAsOptional("Couch_Spawn");
MarkNativeAsOptional("Couch_Bring");
MarkNativeAsOptional("Couch_Remove");
MarkNativeAsOptional("Couch_IsEffectEnabled");
MarkNativeAsOptional("Couch_SetEffectEnabled");
MarkNativeAsOptional("Couch_IsPistolOnly");
MarkNativeAsOptional("Couch_SetPistolOnly");
MarkNativeAsOptional("Couch_SetClientBlocked");
MarkNativeAsOptional("Couch_IsClientBlocked");
}
#endif
#endif // COUCH_CORE