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Проблем в конзолата дава ми грешка [ zp_extra_sentry_guns ]

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lurku
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Проблем в конзолата дава ми грешка [ zp_extra_sentry_guns ]

Мнение от lurku » 08 Яну 2020, 23:03

Код за потвърждение: Избери целия код

/* =======================================================================================
/
/
/
/				[ZP] Extra Item : Sentry Guns
/				   ( weapons for Humans )
/					by The_Thing
/
/
/
/	Description :
/
/			Now on Zombie Plague has another new strong weapon that is Senty Gun. 
/			Sentry guns can be upgraded twice, with the help of a team member, to be bigger and meaner.
/			You can remotely choose to detonate a specific sentry, or all of them.
/			You can also remotely look through the spycam mounted on your sentry.
/			Senty guns are expensive. You will get ammo pack rewards after zombie will be killed.
/			
/
/
/	Cvars :
/
/			zp_sentry_max "4" 	- How much Sentry Guns are allowed to build in game, default 4.
/			zp_sentry_cost1 "27"	- How much Sentry Gun will cost to you.
/			zp_sentry_cost2 "15"	- How much will cost Sentry Gun upgrade to level 2.
/			zp_sentry_cost3 "20"	- How much will cost Sentry Gun upgrade to level 3.
/			zp_sentry_team "0"	- Which team are allowed to buy Sentries, 0 - both, 1 - CT, 2 - T.
/			zp_sentry_wait "15"	- How long you must wait untill you can buy Sentries.
/	
/
/
/	Commands :
/
/	Chat :		say /sentryhelp 	- to see how you can buy Sentries.
/	Console :	sentry_menu		- bind [key] senty_menu to - Build/detonate/upgrade sentry guns
/			sentry_build		- bind [key] sentry_build to - Quickie to build a sentry without going through menu
/			sentryhelp		- bind [key] sentryhelp to - see how you can buy Sentries.
/
/
/
/	Credits :
/
/			Johnny got his gun 			- for his Sentry Gun plugin.
/			GlobalModders.net Scripting Team	- for little bit updating this plugin.
/
/
/
/	To Do :
/
/			- lots of different weapons/powerups for sentries (normal bullets, rockets, tesla coils, firethrowers, grenade lobbers, webs (gets stuck) etc)
/			- vicinity alarms (aside from sentries) (you buy a small cheap device, and throw it somewhere, and it activates in the next 3 seconds. If anyone moves within its
/			  vicinity a terrible alarm goes off and sounds for a while until its batteries run out ;-). You could buy a more expensive device that will only trigger when the opposite team
/			  gets near it) also vicinity grenades with: explosions, gas, flashes and stuff could be made. (hmm this is a different plugin)
/			- wall/ceiling-mounted sentries
/			- fire from sentry should obey shields and also know what bodypart it hit (hs more dmg etc)
/			- dismantle sentry (nicely without detonating)
/			- turn it remotely and make it react slower to enemies moving behind its current aim angle
/			- obey ff, so you can't destroy your teammates' sentries (maybe this isn't possible ;-( )
/			- repair a sentry
/			- building in tight places should not get sentries stuck in ceiling (TraceCheckCollides)
/			- remote cam view from sentry for builder... or something
/			- regenarate hp slowly to 100 when hit.
/			- make a lot of settings adjustable ingame...
/			- create cvars for others like hp etc.
/
/
/
/	Changelog :
/
/			17/11/2008 - v0.1 - First successful test
/			17/11/2008 - v0.1.2 - fixed friendly fire, fixed could not upgrade sentries.
/			18/11/2008 - v0.1.2a - completely fixed friendly fire, I mean that sentries doesn't kill humans anymore.
/
/
/
/	Known bugs :
/
/			Sentries can't recognize Teams, if you are in CT and some people are in T and someone from CT are zombie, sentries doesn't shot at him,
/			only if that person was from T team and are zombie. Or same thing other way.
/
/
*/


//#define DEBUG

#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fun>
#include <cstrike>
#include <fakemeta>
#include <zombieplague>
#if defined DEBUG
#include <amxmisc>
#endif

#define MAXSENTRIESTOTAL 20
//#define MAXPLAYERSENTRIES		3				// how many sentries each player can build
#define MAXPLAYERSENTRIES		get_pcvar_num(sentry_max)	// how many sentries each player can build
#define DMG_EXPLOSION_TAKE		90				// how much HP at most an exploding sentry takes from a player - the further away the less dmg is dealt to player
#define SENTRYEXPLODERADIUS		250.0				// how far away it is safe to be from an exploding sentry without getting kicked back and hurt
#define THINKFIREFREQUENCY		0.1				// the rate in seconds between each bullet when firing at a locked target
#define SENTRYTILTRADIUS		830.0				// likely you won't need to touch this. it's how accurate the cannon will aim at the target vertically (up/down, just for looks, aim is calculated differently)
#if !defined DEBUG
#define DISALLOW_OWN_UPGRADES						// you cannot upgrade your own sentry to level 2 (only to level 3 if someone else upgraded it already) (only have this commented in debug mode)
#define DISALLOW_TWO_UPGRADES						// the upgrader cannot upgrade again, builder must upgrade to level 3 (only have this commented in debug mode)
#endif
//#define SENTRIES_SURVIVE_ROUNDS					// comment this define to have sentries removed between rounds, else they will stay where they are.
//#define RANDOM_TOPCOLOR						// sentries have two colors, one top and one bottom. The top one will be random if you leave this define be, else always red for T and blue for CT.
//#define RANDOM_BOTTOMCOLOR						// sentries have two colors, one top and one bottom. The bottom one will be random if you leave this define be, else always red for T and blue for CT.
#define EXPLODINGSENTRIES						// comment this out if you don't want the sentries to explode, push people away and hurt them (should now be stable!)
						
// Bots will build sentries at objective critical locations (around dropped bombs, at bomb targets, near hostages etc)
// They can also build randomly around maps using these values:
#define BOT_WAITTIME_MIN		0.0				// waittime = the time a bot will wait after he's decided to build a sentry, before actually building (seconds)
#define BOT_WAITTIME_MAX		15.0
#define BOT_NEXT_MIN			0.0				// next = after building a sentry, this specifies the time a bot will wait until considering about waittime again (seconds)
#define BOT_NEXT_MAX			120.0

// These are per sentry level, 1-3
new const g_SENTRYFRAGREWARDS[3] = {28, 15, 15}			// how many ammo packs you get if your sentry frags someone.
new const g_DMG[3] = {50, 100, 170}				// how much damage a bullet from a sentry does per hit
new const Float:g_THINKFREQUENCIES[3] = {3.0, 1.5, 0.3}		// how often, in seconds, a sentry searches for targets when not locked at a target, a lower value means a sentry will lock on targets faster
new const Float:g_HITRATIOS[3] = {0.5, 0.65, 0.75}		// how good a sentry is at hitting its target. 1.0 = always hit, 0.0 = never hit
new const Float:g_HEALTHS[3] = {550.0, 1100.0, 2200.0}		// how many HP a sentry has. Increase to make sentry sturdier
//new const g_COST[3] = {22, 17, 17}				// fun has a price, first is build cost, the next two upgrade costs

#define COST_INIT get_pcvar_num(sentry_cost1)
#define COST_UP get_pcvar_num(sentry_cost2)
#define COST_UPTWO get_pcvar_num(sentry_cost3)


#if !defined PI
#define PI	 	3.141592654 				// feel free to find a PI more exact than this
#endif

#define MENUBUTTON1			(1<<0)
#define MENUBUTTON2			(1<<1)
#define MENUBUTTON3			(1<<2)
#define MENUBUTTON4			(1<<3)
#define MENUBUTTON5			(1<<4)
#define MENUBUTTON6			(1<<5)
#define MENUBUTTON7			(1<<6)
#define MENUBUTTON8			(1<<7)
#define MENUBUTTON9			(1<<8)
#define MENUBUTTON0			(1<<9)
#define MENUSELECT1			0
#define MENUSELECT2			1
#define MENUSELECT3			2
#define MENUSELECT4			3
#define MENUSELECT5			4
#define MENUSELECT6			5
#define MENUSELECT7			6
#define MENUSELECT8			7
#define MENUSELECT9			8
#define MENUSELECT0			9
#define MAXHTMLSIZE			1536

#define MAXSENTRIES			32 * MAXSENTRIESTOTAL

#define SENTRY_VEC_PEOPLE		EV_VEC_vuser1
#define OWNER				0
#define UPGRADER_1			1
#define UPGRADER_2			2
//#define SENTRY_VECENT_OWNER		SENTRY_VEC_PEOPLE + OWNER
//#define SENTRY_VECENT_UPGRADER_1	SENTRY_VEC_PEOPLE + UPGRADER_1
//#define SENTRY_VECENT_UPGRADER_2	SENTRY_VEC_PEOPLE + UPGRADER_2

GetSentryPeople(sentry, who) 
{
	new Float:people[3]
	entity_get_vector(sentry, SENTRY_VEC_PEOPLE, people)
	return floatround(people[who])
}

SetSentryPeople(sentry, who, is) 
{
	new Float:people[3]
	entity_get_vector(sentry, SENTRY_VEC_PEOPLE, people)
	people[who] = is + 0.0
	entity_set_vector(sentry, SENTRY_VEC_PEOPLE, people)
}

#define SENTRY_ENT_TARGET		EV_ENT_euser1
#define SENTRY_ENT_BASE			EV_ENT_euser2
#define SENTRY_ENT_SPYCAM		EV_ENT_euser3
#define SENTRY_INT_FIRE			EV_INT_iuser1
#define SENTRY_INT_TEAM			EV_INT_iuser2
#define SENTRY_INT_LEVEL		EV_INT_iuser3
#define SENTRY_INT_PENDDIR		EV_INT_iuser4 			// 1st bit: sentry cannon, 2nd bit: radar
#define SENTRY_FL_ANGLE			EV_FL_fuser1
#define SENTRY_FL_SPINSPEED		EV_FL_fuser2
#define SENTRY_FL_MAXSPIN		EV_FL_fuser3
#define SENTRY_FL_RADARANGLE		EV_FL_fuser4

// These are bits used in SENTRY_INT_PENDDIR
#define SENTRY_DIR_CANNON		0
#define SENTRY_DIR_RADAR		1

#define BASE_ENT_SENTRY			EV_ENT_euser1
#define BASE_INT_TEAM			EV_INT_iuser1

#define SENTRY_LEVEL_1			0
#define SENTRY_LEVEL_2			1
#define SENTRY_LEVEL_3			2
#define SENTRY_FIREMODE_NO		0
#define SENTRY_FIREMODE_YES		1
#define SENTRY_FIREMODE_NUTS		2
#define TASKID_SENTRYFIRE		1000
#define TASKID_BOTBUILDRANDOMLY		2000
#define TASKID_SENTRYSTATUS		3000
#define TASKID_THINK			4000
#define TASKID_THINKPENDULUM		5000
#define TASKID_SENTRYONRADAR		6000
#define TASKID_SPYCAM			7000
#define DUCKINGPLAYERDIFFERENCE		18.0
#define TARGETUPMODIFIER		DUCKINGPLAYERDIFFERENCE 	// if player ducks on ground, traces don't hit...
#define DMG_BULLET			(1<<1)				// shot
#define DMG_BLAST			(1<<6)				// explosive blast damage
#define TE_EXPLFLAG_NONE		0
#define TE_EXPLOSION			3
#define	TE_TRACER			6
#define TE_BREAKMODEL			108
#define BASESENTRYDELAY			2.0 				// seconds from base is built until sentry top appears
#define PENDULUM_MAX			45.0 				// how far sentry turret turns in each direction when idle, before turning back
#define PENDULUM_INCREMENT		10.0 				// speed of turret turning...
#define RADAR_INCREMENT			2.0 				// speed of small radar turning on top of sentry level 3...
#define MAXUPGRADERANGE			75.0 				// farthest distance to sentry you can upgrade using upgrade command
#define COLOR_BOTTOM_CT			160 				// default bottom colour of CT:s sentries
#define COLOR_TOP_CT			150 				// default top colour of CT:s sentries
#define COLOR_BOTTOM_T			0 				// default bottom colour of T:s sentries
#define COLOR_TOP_T			0 				// default top colour of T:s sentries
#define SENTRYSHOCKPOWER		3.0 				// multiplier, increase to make exploding sentries throw stuff further away
#define CANNONHEIGHTFROMFEET		20.0 				// tweakable to make tracer originate from the same height as the sentry's cannon. Also traces rely on this Y-wise offset.
#define PLAYERORIGINHEIGHT		36.0 				// this is the distance from a player's EV_VEC_origin to ground, if standing up
#define HEIGHTDIFFERENCEALLOWED		20.0 				// increase value to allow building in slopes with higher angles. You can set to 0.0 and you will only be able to build on exact flat ground. note: mostly applies to downhill building, uphill is still likely to "collide" with ground...

// This cannot account for sentries which are still under construction (only base, no sentry head yet):
// How many (or more) sentries:
#define BOT_MAXSENTRIESNEAR		1

// cannot be in the vicinity of this radius:
#define BOT_MAXSENTRIESDISTANCE		1500.0

// for a bot to build at a location. Use higher values and bots will build sentries less close to other sentries on same team.
#define BOT_OBJECTIVEWAIT		10 				// nr of seconds that must pass after a bot has built an objective related sentry until he can build such a sentry again.

#define SENTRY_TILT_TURRET		EV_BYTE_controller2
#define SENTRY_TILT_LAUNCHER		EV_BYTE_controller3
#define SENTRY_TILT_RADAR		EV_BYTE_controller4
#define PEV_SENTRY_TILT_TURRET		pev_controller_1
#define PEV_SENTRY_TILT_LAUNCHER	pev_controller_2
#define PEV_SENTRY_TILT_RADAR		pev_controller_3

#define STATUSINFOTIME			0.5 				// the frequency of hud message updates when spectating a sentry, don't set too low or it could overflow clients. Data should now always send again as soon as it updates though.
#define SENTRY_RADAR			20 				// use as high as possible but should still be working (ie be able to see sentries plotted on radar while in menu, too high values doesn't seem to work)
#define SENTRY_RADAR_TEAMBUILT		21 				// same as above
#define SPYCAMTIME			5.0 				// nr of seconds the spycam is active

enum OBJECTTYPE 
{
	OBJECT_GENERIC,
	OBJECT_GRENADE,
	OBJECT_PLAYER,
	OBJECT_ARMOURY
}

// Global vars 
new g_sentriesNum = 0
new g_sentries[MAXSENTRIES]
new g_playerSentries[32] = {0, ...}
new g_playerSentriesEdicts[32][MAXSENTRIESTOTAL]
new g_sModelIndexFireball, g_msgDamage, g_msgDeathMsg, g_msgScoreInfo, g_msgHostagePos,
g_msgHostageK, g_MAXPLAYERS
new sentry_max, sentry_cost1, sentry_cost2, sentry_cost3, sentry_team

//new g_MAXENTITIES
//new g_hasSentries = 0
new Float:g_sentryOrigins[32][3]
new g_aimSentry[32]
new bool:g_inBuilding[32]
new bool:g_resetArmouryThisRound = true
new bool:g_hasArmouries = false
new Float:g_lastGameTime = 1.0 						// dunno, looks like get_systime() is always 1.0 first time...
new Float:g_ONEEIGHTYTHROUGHPI, Float:g_gameTime, Float:g_deltaTime
new g_sentryStatusBuffer[32][256]
new g_sentryStatusTrigger
new g_selectedSentry[32] = {-1, ...}
new g_menuId 								// used to store index of menu
new g_lastObjectiveBuild[32], g_inSpyCam[32]
new Float:g_spyCamOffset[3] = {26.0, 29.0, 26.0}				// for the three levels, just what looks good...

//Shaman: For disabling building until some time passes after the new round
new bool:g_allowBuild 							//Building, upgrading and reparing is not allowed if this is false
new sentry_wait 							//The cvar

new const PLUGINNAME[] = "[ZP] Extra : Sentry Guns"
new const VERSION[] = "0.1.2a"
new const AUTHOR[] = "The_Thing"

public plugin_init() 
{
	register_plugin(PLUGINNAME, VERSION, AUTHOR)

	register_clcmd("sentry_build", "createsentryhere", 0, "- build a sentry gun where you are")
	register_clcmd("sentry_menu", "menumain", 0, "- displays Sentry gun menu")
	register_clcmd("say", "check_say")
	register_clcmd("say_team", "check_say")

	#if defined DEBUG
	register_concmd("0botbuild", "botbuild_fn", ADMIN_CFG, "- force bots to build right where they are (debug)")
	#endif

	//register_cvar("pend_inc", "30")
	//register_cvar("radar_increment", "4.56")
	//register_cvar("spycamoffset", "24.0")

	sentry_max = register_cvar("zp_sentry_max", "9");
	sentry_cost1 = register_cvar("zp_sentry_cost1", "27");
	sentry_cost2 = register_cvar("zp_sentry_cost2", "15");
	sentry_cost3 = register_cvar("zp_sentry_cost3", "20");
	sentry_team = register_cvar("zp_sentry_team", "2");
	sentry_wait = register_cvar("zp_sentry_wait", "15");

	register_event("ResetHUD", "newround_event", "b")
	register_event("SendAudio", "endround_event", "a", "2&%!MRAD_terwin", "2&%!MRAD_ctwin", "2&%!MRAD_rounddraw")
	register_event("TextMsg", "endround_event", "a", "2&#Game_C", "2&#Game_w")
	register_event("TextMsg", "endround_event", "a", "2&#Game_will_restart_in")
	
	//Shaman: For destroying sentries after team change
	register_event( "TeamInfo", "jointeam_event", "a")

	register_forward(FM_TraceLine, "forward_traceline_post", 1)

	//new bool:foundSomething = false
	if (find_ent_by_class(0, "func_bomb_target")) 
	{
		register_touch("func_bomb_target", "player", "playerreachedtarget")
		register_touch("weaponbox", "player", "playertouchedweaponbox")
		//foundSomething = true
	}
	
	if (find_ent_by_class(0, "func_hostage_rescue")) 
	{
		register_touch("func_hostage_rescue", "player", "playerreachedhostagerescue")
		//foundSomething = true
	}
	if (find_ent_by_class(0, "func_vip_safetyzone")) 
	{
		register_touch("func_vip_safetyzone", "player", "playerreachedtarget")
		//foundSomething = true
	}
	if (find_ent_by_class(0, "hostage_entity")) 
	{
		register_touch("hostage_entity", "player", "playertouchedhostage")
		//foundSomething = true
	}

	register_touch("sentry", "player", "playertouchedsentry")

	g_menuId = register_menuid("\ySentry gun menu")
	register_menucmd(g_menuId, 1023, "menumain_handle")

	register_message(23, "message_tempentity") // <-- works for 0.16 as well
	//register_think("sentry", "think_sentry") // <-- only 0.20+ can do this
	register_think("sentrybase", "think_sentrybase")

	g_msgDamage = get_user_msgid("Damage")
	g_msgDeathMsg = get_user_msgid("DeathMsg")
	g_msgScoreInfo = get_user_msgid("ScoreInfo")
	g_msgHostagePos = get_user_msgid("HostagePos")
	g_msgHostageK = get_user_msgid("HostageK")

	g_MAXPLAYERS = get_global_int(GL_maxClients)
	//g_MAXENTITIES = get_global_int(GL_maxEntities)
	g_ONEEIGHTYTHROUGHPI = 180.0 / PI

	// Add menu item to menufront
	#if defined AddMenuItem
	AddMenuItem("Sentry guns", "sentry_menu", ADMIN_CFG, PLUGINNAME)
	#endif

	// InitArmoury saves the location of all onground weapons. Later we restore them to these origins when a newround begin.
	set_task(5.0, "InitArmoury")
}

//Shaman: Event function that removes sentries of a player after team change
public jointeam_event()
{
	//Get the id from the event data
	new id = read_data(1)	
	
	//Remove sentries
	while(GetSentryCount(id)>0)
		sentry_detonate_by_owner(id, true)
	
	return PLUGIN_CONTINUE
}

//Shaman: The function that enables building
public enablesentrybur()
{
	g_allowBuild= true;
}

public createsentryhere(id) 
{
	//Shaman: Check if the player is allowed to build
	if(!g_allowBuild)
	{
		client_print(id, print_center, "You must wait until you can build, upgrade or repair sentries!")
		return PLUGIN_HANDLED
	}

	new sentry = AimingAtSentry(id, true)
	// if a valid sentry
	// if within range
	// we can try to upgrade/repair...
	if (sentry && entity_range(sentry, id) <= MAXUPGRADERANGE)
	{
		//client_print(id, print_chat, "Sentry level: %d, last upgrader: %d", entity_get_int(sentry, SENTRY_INT_LEVEL) + 1, entity_get_edict(sentry, SENTRY_ENT_LASTUPGRADER))
		#if defined DISALLOW_OWN_UPGRADES
		// Don't allow builder to upgrade his own sentry first time.
		if (entity_get_int(sentry, SENTRY_INT_LEVEL) == SENTRY_LEVEL_1 && id == GetSentryPeople(sentry, OWNER)) 
		{
			client_print(id, print_center, "You cannot upgrade your own sentry gun to level 2, a team mate must do this!")
			return PLUGIN_HANDLED
		}
		#endif
		#if defined DISALLOW_TWO_UPGRADES
		// Don't allow upgrader to upgrade again.
		if (entity_get_int(sentry, SENTRY_INT_LEVEL) == SENTRY_LEVEL_2 && id == GetSentryPeople(sentry, UPGRADER_1)) 
		{
			client_print(id, print_center, "You cannot upgrade this sentry gun another time to level 3, a team mate must do this!")
			return PLUGIN_HANDLED
		}
		#endif
		g_aimSentry[id - 1] = sentry
		//if (entity_
		sentry_upgrade(id, sentry)
	}
	
	else 
	{
		sentry_build(id)
	}
	return PLUGIN_HANDLED
}

public sentry_build(id) 
{
	//Shaman: Check if the player is allowed to build
	if(!g_allowBuild)
	{
		client_print(id, print_center, "You must wait until you can build, upgrade or repair sentries!")
		return
	}

	if (GetSentryCount(id) >= MAXPLAYERSENTRIES) 
	{
		new wordnumbers[128]
		getnumbers(MAXPLAYERSENTRIES, wordnumbers, 127)
		new maxsentries = MAXPLAYERSENTRIES 				// stupid, but compiler gives warning on next line if a defined constant is used
		client_print(id, print_center, "You can only build %s sentry gun%s!", wordnumbers, maxsentries != 1 ? "s" : "")
		return
	}
	
	else if (g_inBuilding[id - 1]) 
	{
		client_print(id, print_center, "Wow, you're a fast builder...")
		return
	}
	
	else if (!is_user_alive(id) || zp_get_user_zombie(id)) 
	{
		return
	}
	
	else if (zp_get_user_ammo_packs(id) < g_COST(0)) 
	{
		client_print(id, print_center, "You don't have enough money to build a sentry gun! (%d needed)", g_COST(0))
		return
	}
	
	else if (!entity_is_on_ground(id)) 
	{
		client_print(id, print_center, "You must stand on the ground to build a sentry gun!")
		return 
	}
	//else if (entity_get_int(id, EV_INT_flags) & FL_DUCKING) 
	//{
	
	else if (entity_get_int(id, EV_INT_bInDuck)) 
	{
		client_print(id, print_center, "Yeah, right, try building a sentry gun sitting on your ***!")
		return
	}
	
	else if ( get_pcvar_num( sentry_team ) ) 
	{
		if( get_pcvar_num( sentry_team ) < 0 && !is_user_admin(id) )
		{
			client_print(id, print_center, "Only Admins can build!")
			return
		}
	}
	
	else if ( !(abs(get_pcvar_num( sentry_team )) & _:cs_get_user_team(id)) )
	{
		client_print(id, print_center, "Your team cannot build!")
	}


	new Float:playerOrigin[3]
	entity_get_vector(id, EV_VEC_origin, playerOrigin)

	new Float:vNewOrigin[3]
	new Float:vTraceDirection[3]
	new Float:vTraceEnd[3]
	new Float:vTraceResult[3]
	velocity_by_aim(id, 64, vTraceDirection) 			// get a velocity in the directino player is aiming, with a multiplier of 64...
	vTraceEnd[0] = vTraceDirection[0] + playerOrigin[0] 		// find the new max end position
	vTraceEnd[1] = vTraceDirection[1] + playerOrigin[1]
	vTraceEnd[2] = vTraceDirection[2] + playerOrigin[2]
	trace_line(id, playerOrigin, vTraceEnd, vTraceResult) 		// trace, something can be in the way, use hitpoint from vTraceResult as new origin, if nothing's in the way it should be same as vTraceEnd
	vNewOrigin[0] = vTraceResult[0]					// just copy the new result position to new origin
	vNewOrigin[1] = vTraceResult[1]					// just copy the new result position to new origin
	vNewOrigin[2] = playerOrigin[2]					// always build in the same height as player.

	if (CreateSentryBase(vNewOrigin, id)) 
	{
		zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) - g_COST(0))
		//SetHasSentry(id, true)
		//client_print(id, print_chat, "Done creating a sentry at %f %f %f!", vNewOrigin[0], vNewOrigin[1], vNewOrigin[2])
	}

	else 
	{
		//SetHasSentry(id, false)
		client_print(id, print_center, "Cannot build sentry here")
	}
}

GetSentryCount(id) 
{
	return g_playerSentries[id - 1]

//else

/*
if (id < 1 || id > get_maxplayers())
	return false

//spambits(id, g_hasSentries)

return g_hasSentries & (1<<(id - 1)) ? true : false // g_hasSentries[id - 1] //
*/
}

bool:GetStatusTrigger(player) 
{
	if (!is_user_alive(player))
	return false

	return g_sentryStatusTrigger & (1<<(player-1)) ? true : false
}

SetStatusTrigger(player, bool:onOrOff) 
{
	if (onOrOff)
	g_sentryStatusTrigger |= (1<<(player - 1))
	else
	g_sentryStatusTrigger &= ~(1<<(player - 1))
}

IncreaseSentryCount(id, sentryEntity) 
{
	g_playerSentriesEdicts[id - 1][g_playerSentries[id - 1]] = sentryEntity
	g_playerSentries[id - 1] = g_playerSentries[id - 1] + 1
	new Float:sentryOrigin[3], iSentryOrigin[3]
	entity_get_vector(sentryEntity, EV_VEC_origin, sentryOrigin)
	FVecIVec(sentryOrigin, iSentryOrigin)

	new name[32]
	get_user_name(id, name, 31)
	new CsTeams:builderTeam = cs_get_user_team(id)
	for (new i = 1; i <= g_MAXPLAYERS; i++) 
	{
		if (!is_user_connected(i) || !is_user_alive(i) || zp_get_user_zombie(id) || cs_get_user_team(i) != builderTeam || id == i)
			continue
		client_print(i, print_center, "%s has built a sentry gun %d units away from you", name, floatround(entity_range(i, sentryEntity)))

		//client_print(parm[0], print_chat, "Plotting closest sentry %d on radar: %f %f %f", parm[1], sentryOrigin[0], sentryOrigin[1], sentryOrigin[2])
		message_begin(MSG_ONE, g_msgHostagePos, {0,0,0}, i)
		write_byte(i)
		write_byte(SENTRY_RADAR_TEAMBUILT)
		write_coord(iSentryOrigin[0])
		write_coord(iSentryOrigin[1])
		write_coord(iSentryOrigin[2])
		message_end()

		message_begin(MSG_ONE, g_msgHostageK, {0,0,0}, i)
		write_byte(SENTRY_RADAR_TEAMBUILT)
		message_end()
	}
	//client_print(0, print_chat, "%s has built a sentry gun", name)
}

DecreaseSentryCount(id, sentry) 
{
	// Note that sentry does not exist at this moment, it's just an old index that should get zeroed where it occurs in g_playerSentriesEdicts[id - 1][]
	g_selectedSentry[id - 1] = -1

	for (new i = 0; i < g_playerSentries[id - 1]; i++) 
	{
		if (g_playerSentriesEdicts[id - 1][i] == sentry) 
		{
			// Copy last sentry edict index to this one
			g_playerSentriesEdicts[id - 1][i] = g_playerSentriesEdicts[id - 1][g_playerSentries[id - 1] - 1]
			// Zero out last sentry index
			g_playerSentriesEdicts[id - 1][g_playerSentries[id - 1] - 1] = 0
			break
		}
	}
	g_playerSentries[id - 1] = g_playerSentries[id - 1] - 1
}

/*
SetHasSentry(id, bool:trueOrFalse) 
{
	//g_hasSentries[id - 1] = trueOrFalse
	//spambits(id, g_hasSentries)
	if (trueOrFalse) 
	{
		g_hasSentries |= (1<<(id - 1))
		new name[32]
		get_user_name(id, name, 31)
		new CsTeams:builderTeam = cs_get_user_team(id)
		for (new i = 0; i < g_MAXPLAYERS; i++) 
		{
			if (!is_user_connected(i) || !is_user_alive(i) || zp_get_user_zombie(i) || cs_get_user_team(i) != builderTeam || id == i)
				continue
			client_print(i, print_center, "%s has built a sentry gun", name)
		}
	}
	
	else
		g_hasSentries &= ~(1<<(id - 1))

	//spambits(id, g_hasSentries)
}
*/

stock bool:CreateSentryBase(Float:origin[3], creator) 
{
	// Check contents of point, also trace lines from center to each of the eight ends
	if (point_contents(origin) != CONTENTS_EMPTY || TraceCheckCollides(origin, 24.0)) 
	{
		return false
	}

	// Check that a trace from origin straight down to ground results in a distance which is the same as player height over ground?
	new Float:hitPoint[3], Float:originDown[3]
	originDown = origin
	originDown[2] = -5000.0 					// dunno the lowest possible height...
	trace_line(0, origin, originDown, hitPoint)
	new Float:baDistanceFromGround = vector_distance(origin, hitPoint)
	//client_print(creator, print_chat, "Base distance from ground: %f", baDistanceFromGround)

	new Float:difference = PLAYERORIGINHEIGHT - baDistanceFromGround
	if (difference < -1 * HEIGHTDIFFERENCEALLOWED || difference > HEIGHTDIFFERENCEALLOWED) 
	{
		//client_print(creator, print_chat, "You can't build here! %f", difference)
		return false
	}

	new entbase = create_entity("func_breakable") 		// func_wall
	if (!entbase)
		return false

	// Set sentrybase health
	new healthstring[16]
	num_to_str(floatround(g_HEALTHS[0]), healthstring, 15)
	DispatchKeyValue(entbase, "health", healthstring)
	DispatchKeyValue(entbase, "material", "6")

	DispatchSpawn(entbase)
	// Change classname
	entity_set_string(entbase, EV_SZ_classname, "sentrybase")
	// Set model
	entity_set_model(entbase, "models/sentries/base.mdl")	// later set according to level
	// Set size
	new Float:mins[3], Float:maxs[3]
	mins[0] = -16.0
	mins[1] = -16.0
	mins[2] = 0.0
	maxs[0] = 16.0
	maxs[1] = 16.0
	maxs[2] = 1000.0 					// Set to 16.0 later.
	entity_set_size(entbase, mins, maxs)
	//client_print(creator, print_chat, "Creating sentry %d with bounds %f", ent, BOUNDS)
	// Set origin
	entity_set_origin(entbase, origin)
	// Set starting angle
	//entity_get_vector(creator, EV_VEC_angles, origin)
	//origin[0] = 0.0
	//origin[1] += 180.0
	//origin[2] = 0.0
	//entity_set_vector(ent, EV_VEC_angles, origin)
	// Set solidness
	entity_set_int(entbase, EV_INT_solid, SOLID_SLIDEBOX) // SOLID_SLIDEBOX
	// Set movetype
	entity_set_int(entbase, EV_INT_movetype, MOVETYPE_TOSS) // head flies, base falls

	// Set team
	entity_set_int(entbase, BASE_INT_TEAM, get_user_team(creator))

	new parms[2]
	parms[0] = entbase
	parms[1] = creator

	g_sentryOrigins[creator - 1] = origin

	emit_sound(creator, CHAN_AUTO, "sentries/building.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

	set_task(BASESENTRYDELAY, "createsentryhead", 0, parms, 2)
	g_inBuilding[creator - 1] = true

	return true
}

public createsentryhead(parms[2]) 
{
	new entbase = parms[0]

	new creator = parms[1]
	
	if (!g_inBuilding[creator - 1]) 
	{
		// g_inBuilding is reset upon new round, then don't continue with building sentry head. Remove base and return.
		if (is_valid_ent(entbase))
			remove_entity(entbase)
		return
	}

	new Float:origin[3]
	origin = g_sentryOrigins[creator - 1]

	new ent = create_entity("func_breakable")
	
	if (!ent) 
	{
		if (is_valid_ent(entbase))
			remove_entity(entbase)
		return
	}

	new Float:mins[3], Float:maxs[3]
	// Set true	size of base... if it exists!
	// Also set sentry <-> base connections, if base still exists
	if (is_valid_ent(entbase)) 
	{
		mins[0] = -16.0
		mins[1] = -16.0
		mins[2] = 0.0
		maxs[0] = 16.0
		maxs[1] = 16.0
		maxs[2] = 16.0
		entity_set_size(entbase, mins, maxs)

		entity_set_edict(ent, SENTRY_ENT_BASE, entbase)
		entity_set_edict(entbase, BASE_ENT_SENTRY, ent)
	}

	// Store our sentry in array
	g_sentries[g_sentriesNum] = ent

	new healthstring[16]
	num_to_str(floatround(g_HEALTHS[0]), healthstring, 15)
	DispatchKeyValue(ent, "health", healthstring)
	DispatchKeyValue(ent, "material", "6")

	DispatchSpawn(ent)
	// Change classname
	entity_set_string(ent, EV_SZ_classname, "sentry")
	// Set model
	entity_set_model(ent, "models/sentries/sentry1.mdl") // later set according to level
	// Set size
	mins[0] = -16.0
	mins[1] = -16.0
	mins[2] = 0.0
	maxs[0] = 16.0
	maxs[1] = 16.0
	maxs[2] = 48.0
	entity_set_size(ent, mins, maxs)
	//client_print(creator, print_chat, "Creating sentry %d with bounds %f", ent, BOUNDS)
	// Set origin
	entity_set_origin(ent, origin)
	// Set starting angle
	entity_get_vector(creator, EV_VEC_angles, origin)
	origin[0] = 0.0
	origin[1] += 180.0
	entity_set_float(ent, SENTRY_FL_ANGLE, origin[1])
	origin[2] = 0.0
	entity_set_vector(ent, EV_VEC_angles, origin)
	// Set solidness
	entity_set_int(ent, EV_INT_solid, SOLID_SLIDEBOX) 			// SOLID_SLIDEBOX
	// Set movetype
	entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS) 			// head flies, base doesn't
	// Set tilt of cannon
	set_pev(ent, PEV_SENTRY_TILT_TURRET, 127) 				//entity_set_byte(ent, SENTRY_TILT_TURRET, 127) // 127 is horisontal
	// Tilt of rocket launcher barrels at level 3
	set_pev(ent, PEV_SENTRY_TILT_LAUNCHER, 127) 				//entity_set_byte(ent, SENTRY_TILT_LAUNCHER, 127) // 127 is horisontal
	// Angle of small radar at level 3
	entity_set_float(ent, SENTRY_FL_RADARANGLE, 127.0)
	set_pev(ent, PEV_SENTRY_TILT_RADAR, 127) 				//entity_set_byte(ent, SENTRY_TILT_RADAR, 127) // 127 is middle


	// Set owner
	//entity_set_edict(ent, SENTRY_ENT_OWNER, creator)
	SetSentryPeople(ent, OWNER, creator)

	// Set team
	entity_set_int(ent, SENTRY_INT_TEAM, get_user_team(creator))

	// Set level (not really necessary, but for looks)
	entity_set_int(ent, SENTRY_INT_LEVEL, SENTRY_LEVEL_1)

	// Top color
	#if defined RANDOM_TOPCOLOR
	new topColor = random_num(0, 255)
	#else
	new topColor = cs_get_user_team(creator) == CS_TEAM_CT ? COLOR_TOP_CT : COLOR_TOP_T
	#endif
	// Bottom color
	#if defined RANDOM_BOTTOMCOLOR
	new bottomColor = random_num(0, 255)
	#else
	new bottomColor = cs_get_user_team(creator) == CS_TEAM_CT ? COLOR_BOTTOM_CT : COLOR_BOTTOM_T
	#endif

	// Set color
	new map = topColor | (bottomColor<<8)
	//spambits(creator, topColor)
	//spambits(creator, bottomColor)
	//spambits(creator, map)
	entity_set_int(ent, EV_INT_colormap, map)
	
	g_sentriesNum++

	emit_sound(ent, CHAN_AUTO, "sentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

	IncreaseSentryCount(creator, ent)

	new parm[4]
	parm[0] = ent
	set_task(g_THINKFREQUENCIES[0], "sentry_think", TASKID_THINK + parm[0], parm, 1)

	parm[1] = random_num(0, 1)
	parm[2] = 0
	parm[3] = 0
	new directions = (random_num(0, 1)<<SENTRY_DIR_CANNON) | (random_num(0, 1)<<SENTRY_DIR_RADAR)
	entity_set_int(ent, SENTRY_INT_PENDDIR, directions)

	//entity_set_float(ent, SENTRY_FL_RADARDIR, random_num(0, 1) + 0.0)

	g_inBuilding[creator - 1] = false

	if (!is_valid_ent(entbase)) 
	{
		// Someone probably destroyed the base before head was built!
		// Sentry should go nuts. :-P
		entity_set_int(ent, SENTRY_INT_FIRE, SENTRY_FIREMODE_NUTS)
	}
}

public server_frame() 
{
	g_gameTime = get_gametime()
	g_deltaTime = g_gameTime - g_lastGameTime
	//server_print("Gametime: %f, Last gametime: %f", g_gameTime, g_lastGameTime)

	new tempSentries[MAXSENTRIES], Float:angles[3]

	new tempSentriesNum = 0
	
	for (new i = 0; i < g_sentriesNum; i++) 
	{
		//sentry_pendulum(g_sentries[i], g_deltaTime)
		tempSentries[i] = g_sentries[i]
		tempSentriesNum++
	}

	for (new i = 0; i < tempSentriesNum; i++) 
	{
		//if (entity_get_float(tempSentries[i], EV_FL_nextthink) < g_game
		sentry_pendulum(tempSentries[i], g_deltaTime)
		
		if (entity_get_edict(tempSentries[i], SENTRY_ENT_SPYCAM) != 0) 
		{
			entity_get_vector(tempSentries[i], EV_VEC_angles, angles)
			entity_set_vector(entity_get_edict(tempSentries[i], SENTRY_ENT_SPYCAM), EV_VEC_angles, angles)
		}
	}

	g_lastGameTime = g_gameTime
	return PLUGIN_CONTINUE
}

sentry_pendulum(sentry, Float:deltaTime) 
{
	switch (entity_get_int(sentry, SENTRY_INT_FIRE)) 
	{
		case SENTRY_FIREMODE_NO: 
		{
			new Float:angles[3]
			entity_get_vector(sentry, EV_VEC_angles, angles)
			new Float:baseAngle = entity_get_float(sentry, SENTRY_FL_ANGLE)
			new directions = entity_get_int(sentry, SENTRY_INT_PENDDIR)
			
			if (directions & (1<<SENTRY_DIR_CANNON)) 
			{
				angles[1] -= (PENDULUM_INCREMENT * deltaTime) 			// PENDULUM_INCREMENT get_cvar_float("pend_inc")
				
				if (angles[1] < baseAngle - PENDULUM_MAX) 
				{
					angles[1] = baseAngle - PENDULUM_MAX
					directions &= ~(1<<SENTRY_DIR_CANNON)
					entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
				}
			}
			
			else 
			{
				angles[1] += (PENDULUM_INCREMENT * deltaTime) 			// PENDULUM_INCREMENT get_cvar_float("pend_inc")
				
				if (angles[1] > baseAngle + PENDULUM_MAX) 
				{
					angles[1] = baseAngle + PENDULUM_MAX
					directions |= (1<<SENTRY_DIR_CANNON)
					entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
				}
			}
		
			entity_set_vector(sentry, EV_VEC_angles, angles);

			if (entity_get_int(sentry, SENTRY_INT_LEVEL) == SENTRY_LEVEL_3) 
			{
					//new radarAngle = entity_get_byte(sentry, SENTRY_TILT_RADAR)
					//SENTRY_FL_RADARANGLE
					new Float:radarAngle = entity_get_float(sentry, SENTRY_FL_RADARANGLE)

					if (directions & (1<<SENTRY_DIR_RADAR)) 
					{
						radarAngle = radarAngle - RADAR_INCREMENT 			// get_cvar_float("radar_increment")
				
						if (radarAngle < 0.0) 
						{
							radarAngle = 0.0
							directions &= ~(1<<SENTRY_DIR_RADAR)
							entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
						}
					}
			
					else 
					{	
						radarAngle = radarAngle + RADAR_INCREMENT 			// get_cvar_float("radar_increment")
					
						if (radarAngle > 255.0) 
						{
							radarAngle = 255.0
							directions |= (1<<SENTRY_DIR_RADAR)
							entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
						}
					}
					entity_set_float(sentry, SENTRY_FL_RADARANGLE, radarAngle)
					set_pev(sentry, PEV_SENTRY_TILT_RADAR, floatround(radarAngle)) 		//entity_set_byte(sentry, SENTRY_TILT_RADAR, floatround(radarAngle))
			}
			return
	}
	case SENTRY_FIREMODE_NUTS: 
	{
		new Float:angles[3]
		entity_get_vector(sentry, EV_VEC_angles, angles)

		new Float:spinSpeed = entity_get_float(sentry, SENTRY_FL_SPINSPEED)
		
		if (entity_get_int(sentry, SENTRY_INT_PENDDIR) & (1<<SENTRY_DIR_CANNON)) 
		{
			angles[1] -= (spinSpeed * deltaTime)
			
			if (angles[1] < 0.0) 
			{
				angles[1] = 360.0 + angles[1]
			}
		}
		
		else 
		{
			angles[1] += (spinSpeed * deltaTime)
			
			if (angles[1] > 360.0) 
			{
				angles[1] = angles[1] - 360.0
			}
		}
		// Increment speed raise
		entity_set_float(sentry, SENTRY_FL_SPINSPEED, (spinSpeed += random_float(1.0, 2.0)))

		new Float:maxSpin = entity_get_float(sentry, SENTRY_FL_MAXSPIN)
		
		if (maxSpin == 0.0) 
		{
			// Set rotation speed to explode at
			entity_set_float(sentry, SENTRY_FL_MAXSPIN, maxSpin = random_float(500.0, 750.0))
			//client_print(0, print_chat, "parm3 set to %d", parm[3])
		}
		
		else if (spinSpeed >= maxSpin) 
		{
			//client_print(0, print_chat, "Detonating!")
			sentry_detonate(sentry, false, false)
			//remove_entity(parm[0])
			return
		}
		entity_set_vector(sentry, EV_VEC_angles, angles);

		return
		}
	}
}


// Checks the contents of eight points corresponding to the bbox around ent origin. Also does a trace from origin to each point. If anything goes wrong, report a hit.
// TODO: high bounds should get higher, so that building in tight places not gets sentries stuck in roof... TraceCheckCollides
bool:TraceCheckCollides(Float:origin[3], const Float:BOUNDS) 
{
	new Float:traceEnds[8][3], Float:traceHit[3], hitEnt

	// x, z, y
	traceEnds[0][0] = origin[0] - BOUNDS
	traceEnds[0][1] = origin[1] - BOUNDS
	traceEnds[0][2] = origin[2] - BOUNDS

	traceEnds[1][0] = origin[0] - BOUNDS
	traceEnds[1][1] = origin[1] - BOUNDS
	traceEnds[1][2] = origin[2] + BOUNDS

	traceEnds[2][0] = origin[0] + BOUNDS
	traceEnds[2][1] = origin[1] - BOUNDS
	traceEnds[2][2] = origin[2] + BOUNDS

	traceEnds[3][0] = origin[0] + BOUNDS
	traceEnds[3][1] = origin[1] - BOUNDS
	traceEnds[3][2] = origin[2] - BOUNDS
	//
	traceEnds[4][0] = origin[0] - BOUNDS
	traceEnds[4][1] = origin[1] + BOUNDS
	traceEnds[4][2] = origin[2] - BOUNDS

	traceEnds[5][0] = origin[0] - BOUNDS
	traceEnds[5][1] = origin[1] + BOUNDS
	traceEnds[5][2] = origin[2] + BOUNDS

	traceEnds[6][0] = origin[0] + BOUNDS
	traceEnds[6][1] = origin[1] + BOUNDS
	traceEnds[6][2] = origin[2] + BOUNDS

	traceEnds[7][0] = origin[0] + BOUNDS
	traceEnds[7][1] = origin[1] + BOUNDS
	traceEnds[7][2] = origin[2] - BOUNDS

	for (new i = 0; i < 8; i++) 
	{
		if (point_contents(traceEnds[i]) != CONTENTS_EMPTY)
			return true

		hitEnt = trace_line(0, origin, traceEnds[i], traceHit)
		
		if (hitEnt != 0)
			return true
			
		for (new j = 0; j < 3; j++) 
		{
			if (traceEnds[i][j] != traceHit[j])
				return true
		}
	}

	return false
}


//#define TE_TRACER				6		// tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)

tracer(Float:start[3], Float:end[3]) 
{
	//new start_[3]
	new start_[3], end_[3]
	FVecIVec(start, start_)
	FVecIVec(end, end_)
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY) 		//  MSG_PAS MSG_BROADCAST
	write_byte(TE_TRACER)
	write_coord(start_[0])
	write_coord(start_[1])
	write_coord(start_[2])
	write_coord(end_[0])
	write_coord(end_[1])
	write_coord(end_[2])
	message_end()
}

/*
#define TE_BREAKMODEL				108		// box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)
*/

stock create_explosion(Float:origin_[3]) 
{
	new origin[3]
	FVecIVec(origin_, origin)
	//client_print(0, print_chat, "Creating explosion at %d %d %d", origin[0], origin[1], origin[2])

	message_begin(MSG_BROADCAST, SVC_TEMPENTITY, origin) // MSG_PAS not really good here
	write_byte(TE_EXPLOSION)
	write_coord(origin[0])
	write_coord(origin[1])
	write_coord(origin[2])
	write_short(g_sModelIndexFireball)
	write_byte(random_num(0, 20) + 50) // scale * 10 // random_num(0, 20) + 20
	write_byte(12) // framerate
	write_byte(TE_EXPLFLAG_NONE)
	message_end()

	// Blast stuff away
	genericShock(origin_, SENTRYEXPLODERADIUS, "weaponbox", 32, SENTRYSHOCKPOWER, OBJECT_GENERIC)
	genericShock(origin_, SENTRYEXPLODERADIUS, "armoury_entity", 32, SENTRYSHOCKPOWER, OBJECT_ARMOURY)
	genericShock(origin_, SENTRYEXPLODERADIUS, "player", 32, SENTRYSHOCKPOWER, OBJECT_PLAYER)
	genericShock(origin_, SENTRYEXPLODERADIUS, "grenade", 32, SENTRYSHOCKPOWER, OBJECT_GRENADE)
	genericShock(origin_, SENTRYEXPLODERADIUS, "hostage_entity", 32, SENTRYSHOCKPOWER, OBJECT_GENERIC)

	// Hurt ppl in vicinity

	new Float:playerOrigin[3], Float:distance, Float:flDmgToDo, Float:dmgbase = DMG_EXPLOSION_TAKE + 0.0, newHealth
	for (new i = 1; i <= g_MAXPLAYERS; i++) 
	{
		if (!is_user_alive(i) || !zp_get_user_zombie(i) || get_user_godmode(i))
			continue

		entity_get_vector(i, EV_VEC_origin, playerOrigin)
		distance = vector_distance(playerOrigin, origin_)
	
		if (distance <= SENTRYEXPLODERADIUS) 
		{
			flDmgToDo = dmgbase - (dmgbase * (distance / SENTRYEXPLODERADIUS))
			//client_print(i, print_chat, "flDmgToDo = %f, dmgbase = %f, distance = %f, SENTRYEXPLODERADIUS = %f", flDmgToDo, dmgbase, distance, SENTRYEXPLODERADIUS)
			newHealth = get_user_health(i) - floatround(flDmgToDo)
		
			if (newHealth <= 0) 
			{
				// Somehow if player is killed here server crashes out saying some message (Damage or Death) has not been sent yet when trying to send another message.
				// By delaying death with 0.0 (huuh?) seconds this seems to be fixed.
				set_task(0.0, "TicketToHell", i)
				continue
			}

			set_user_health(i, newHealth)

			message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, {0,0,0}, i)
			write_byte(floatround(flDmgToDo))
			write_byte(floatround(flDmgToDo))
			write_long(DMG_BLAST)
			write_coord(origin[0])
			write_coord(origin[1])
			write_coord(origin[2])
			message_end()
		}
	}
}

// Hacks, damn you!
public TicketToHell(player) 
{
	if (!is_user_connected(player))
		return
		
	new frags = get_user_frags(player)
	user_kill(player, 1) 					// don't decrease frags
	new parms[4]
	parms[0] = player
	parms[1] = frags
	parms[2] = cs_get_user_deaths(player)
	parms[3] = int:cs_get_user_team(player)
	set_task(0.0, "DelayedScoreInfoUpdate", 0, parms, 4)
}

public DelayedScoreInfoUpdate(parms[4]) 
{
	scoreinfo_update(parms[0], parms[1], parms[2], parms[3])
}

stock genericShock(Float:hitPointOrigin[3], Float:radius, classString[], maxEntsToFind, Float:power, OBJECTTYPE:objecttype) 
{ // bool:isthisplayer, bool:isthisarmouryentity, bool:isthisgrenade/*, Float:pullup*/) {
	new entList[32]
	if (maxEntsToFind > 32)
		maxEntsToFind = 32

	new entsFound = find_sphere_class(0, classString, radius, entList, maxEntsToFind, hitPointOrigin)

	new Float:entOrigin[3]
	new Float:velocity[3]
	new Float:cOrigin[3]

	for (new j = 0; j < entsFound; j++) 
	{
		switch (objecttype) 
		{
			case OBJECT_PLAYER: 
			{
				if (!is_user_alive(entList[j])) 		// Don't move dead players
					continue
			}
			
			case OBJECT_GRENADE: 
			{
				new l_model[16]
				entity_get_string(entList[j], EV_SZ_model, l_model, 15)
				
				if (equal(l_model, "models/w_c4.mdl")) 						// don't move planted c4s :-P
					continue
			}
		}
		entity_get_vector(entList[j], EV_VEC_origin, entOrigin) // get_entity_origin(entList[j],entOrigin)

		new Float:distanceNadePl = vector_distance(entOrigin, hitPointOrigin)

		// Stuff on ground AND below explosion are "placed" a distance above explosion Y-wise ([2]), so that they fly off ground etc.
		if (entity_is_on_ground(entList[j]) && entOrigin[2] < hitPointOrigin[2])
		entOrigin[2] = hitPointOrigin[2] + distanceNadePl

		entity_get_vector(entList[j], EV_VEC_velocity, velocity)

		cOrigin[0] = (entOrigin[0] - hitPointOrigin[0]) * radius / distanceNadePl + hitPointOrigin[0]
		cOrigin[1] = (entOrigin[1] - hitPointOrigin[1]) * radius / distanceNadePl + hitPointOrigin[1]
		cOrigin[2] = (entOrigin[2] - hitPointOrigin[2]) * radius / distanceNadePl + hitPointOrigin[2]

		velocity[0] += (cOrigin[0] - entOrigin[0]) * power
		velocity[1] += (cOrigin[1] - entOrigin[1]) * power
		velocity[2] += (cOrigin[2] - entOrigin[2]) * power

		entity_set_vector(entList[j], EV_VEC_velocity, velocity)

	}
}

stock entity_is_on_ground(entity) 
{
	return entity_get_int(entity, EV_INT_flags) & FL_ONGROUND
}


public message_tempentity() 
{
	if (get_msg_args() != 15 && get_msg_arg_int(1) != TE_BREAKMODEL)
		return PLUGIN_CONTINUE

	// Something broke, maybe it was one of our sentries. Loop through all sentries to see if any of them has health <=0.
	for (new i = 0; i < g_sentriesNum; i++) 
	{
		if (entity_get_float(g_sentries[i], EV_FL_health) <= 0.0) 
		{
			//server_cmd("amx_box %d", g_sentries[i])
			sentry_detonate(i, false, true)

			//origin[0] = get_msg_arg_float(2)
			//origin[1] = get_msg_arg_float(3)
			//origin[2] = get_msg_arg_float(4)

			// Rewind iteration loop; the last sentry may have been destroyed also
			i--
		}
	}

	return PLUGIN_CONTINUE
}

/*
public think_sentry(ent) 
{
	// Hmm this place can be used to tell when a sentry breaks...

	sentry_detonate(ent, false)
	// All of these always give 0 values :-(
	//client_print(0, print_chat, "%d thinks: inflictor: %d, EV_ENT_enemy: %d, EV_ENT_aiment: %d, EV_ENT_chain: %d, EV_ENT_owner: %d", ent, entity_get_edict(ent, EV_ENT_dmg_inflictor), entity_get_edict(ent, EV_ENT_enemy), entity_get_edict(ent, EV_ENT_aiment), entity_get_edict(ent, EV_ENT_chain), entity_get_edict(ent, EV_ENT_owner))

	return PLUGIN_CONTINUE
}
*/
public think_sentrybase(sentrybase) 
{
	// Hmm this place can be used to tell when a sentrybase breaks...

	sentrybase_broke(sentrybase)
	//sentry_detonate(ent, false)

	// All of these always give 0 values :-(
	//client_print(0, print_chat, "%d thinks: inflictor: %d, EV_ENT_enemy: %d, EV_ENT_aiment: %d, EV_ENT_chain: %d, EV_ENT_owner: %d", ent, entity_get_edict(ent, EV_ENT_dmg_inflictor), entity_get_edict(ent, EV_ENT_enemy), entity_get_edict(ent, EV_ENT_aiment), entity_get_edict(ent, EV_ENT_chain), entity_get_edict(ent, EV_ENT_owner))

	return PLUGIN_CONTINUE
}

sentrybase_broke(sentrybase) 
{
	new sentry = entity_get_edict(sentrybase, BASE_ENT_SENTRY)
	if (is_valid_ent(sentrybase))
		remove_entity(sentrybase)

	// Sentry could be 0 which should mean it has not been built yet. No need to do anything in that case.
	if (sentry == 0)
		return

	entity_set_int(sentry, SENTRY_INT_FIRE, SENTRY_FIREMODE_NUTS)
	// Set cannon tower straight, calculate tower tilt offset to angles later... entityviewhitpoint fn needs changing for this to use a custom angle vector
	set_pev(sentry, PEV_SENTRY_TILT_TURRET, 127) 						//entity_set_byte(sentry, SENTRY_TILT_TURRET, 127)
}

sentry_detonate(sentry, bool:quiet, bool:isIndex) 
{
	// Explode!
	new i
	
	if (isIndex) 
	{
		i = sentry
		sentry = g_sentries[sentry]
		if (!is_valid_ent(sentry))
			return
	}
	
	else 
	{
		if (!is_valid_ent(sentry))
			return
		// Find index of this sentry
		for (new j = 0; j < g_sentriesNum; j++) 
		{
			if (g_sentries[j] == sentry) 
			{
				i = j
				break
			}
		}
	}

	// Kill tasks
	remove_task(TASKID_THINK + sentry) 					// removes think
	remove_task(TASKID_THINKPENDULUM + sentry) 				// removes think
	remove_task(TASKID_SENTRYONRADAR + sentry) 				// in case someone's displaying this on radar

	new owner = GetSentryPeople(sentry, OWNER)

	// If sentry has a spycam, call the stuff to remove it now
	if (entity_get_edict(sentry, SENTRY_ENT_SPYCAM) != 0) 
	{
		remove_task(TASKID_SPYCAM + owner) 				// remove the ongoing task...
		// And call this now on our own...
		new parms[3]
		parms[0] = owner
		parms[1] = entity_get_edict(sentry, SENTRY_ENT_SPYCAM)
		parms[2] = sentry
		DestroySpyCam(parms)
	}

	if (!quiet) 
	{
		#if defined EXPLODINGSENTRIES
		new Float:origin[3]
		entity_get_vector(sentry, EV_VEC_origin, origin)
		create_explosion(origin)
		#endif

		// Report to owner that it broke
		client_print(owner, print_center, "Your sentry detonated!")
	}
	DecreaseSentryCount(owner, sentry)
	//SetHasSentry(GetSentryPeople(sentry, OWNER), false)

	// Remove base first
	//server_cmd("amx_entinfo %d", ent)
	if (entity_get_int(sentry, SENTRY_INT_FIRE) != SENTRY_FIREMODE_NUTS)
	set_task(0.0, "delayedremovalofentity", entity_get_edict(sentry, SENTRY_ENT_BASE))
	//remove_entity(entity_get_edict(g_sentries[i], SENTRY_ENT_BASE))
	// Remove this entity
	//server_cmd("amx_entinfo %d", ent)
	set_task(0.0, "delayedremovalofentity", sentry)
	//remove_entity(g_sentries[i])
	// Put the last sentry in the deleted entity's place
	g_sentries[i] = g_sentries[g_sentriesNum - 1]
	// Lower nr of sentries
	g_sentriesNum--
}

public delayedremovalofentity(entity) 
{
	if (!is_valid_ent(entity)) 
	{
		//client_print(0, print_chat, "Was gonna remove %d, but it's not valid", entity)
		return
	}
	//client_print(0, print_chat, "removing %d", entity)
	remove_entity(entity)
}

sentry_detonate_by_owner(owner, bool:quiet = false) 
{
/*
for (new i = g_MAXPLAYERS + 1, classname[7]; i < g_MAXENTITIES; i++) 
{
	if (!is_valid_ent(i))
		continue
	entity_get_string(i, EV_SZ_classname, classname, 6)
	if (!equal(classname, "sentry"))
		continue

	if (entity_get_edict(i, SENTRY_ENT_OWNER) == owner) 
	{
		sentry_detonate(i, quiet)
		return
	}
}
*/

	for(new i = 0; i < g_sentriesNum; i++) 
	{
		if (GetSentryPeople(g_sentries[i], OWNER) == owner) 
		{
			sentry_detonate(i, quiet, true)
			break
		}
	}
}

public client_disconnect(id) 
{
	while (GetSentryCount(id) > 0)
		sentry_detonate_by_owner(id)
}

public sentry_think(parm[1]) 
{
	if (!is_valid_ent(parm[0])) 
	{
		client_print(0, print_chat, "%d is not a valid ent, ending sentry_think!", parm[0])
		return
	}

	new ent = parm[0]

	new Float:sentryOrigin[3], Float:hitOrigin[3], hitent
	entity_get_vector(ent, EV_VEC_origin, sentryOrigin)
	sentryOrigin[2] += CANNONHEIGHTFROMFEET 					// Move up some, this should be the Y origin of the cannon

	// If fire, do a trace and fire
	new firemode = entity_get_int(ent, SENTRY_INT_FIRE)
	
	new target = entity_get_edict(ent, SENTRY_ENT_TARGET)
	if (firemode == SENTRY_FIREMODE_YES && is_valid_ent(target) && zp_get_user_zombie(target)   != entity_get_int(ent, SENTRY_INT_TEAM)) 
	{ 	// temp removed team check:  && get_user_team(target) != entity_get_int(ent, SENTRY_INT_TEAM)
		new sentryLevel = entity_get_int(ent, SENTRY_INT_LEVEL)

		// Is target still visible?
		new Float:targetOrigin[3]
		entity_get_vector(target, EV_VEC_origin, targetOrigin)

		// Adjust for ducking. This is still not 100%. :-(
		if (entity_get_int(target, EV_INT_flags) & FL_DUCKING) 
		{
			//client_print(0, print_chat, "%d: Target %d is ducking, moving its origin up by %f", ent, target, TARGETUPMODIFIER)
			targetOrigin[2] += TARGETUPMODIFIER
		}

		hitent = trace_line(ent, sentryOrigin, targetOrigin, hitOrigin)
		if (hitent == entity_get_edict(ent, SENTRY_ENT_BASE)) 
		{
			// We traced into our base, do another trace from there
			hitent = trace_line(hitent, hitOrigin, targetOrigin, hitOrigin)
			//client_print(0, print_chat, "%d: I first hit my own base, and after doing another trace I hit %d, target: %d", ent, hitent, target)
		}

		if (hitent != target && is_user_alive(hitent) && zp_get_user_zombie(hitent) || !zp_get_user_zombie(hitent) && zp_get_user_zombie(hitent) && entity_get_int(ent, SENTRY_INT_TEAM) != zp_get_user_zombie(hitent)) 
		{
			// Another new enemy target got into scope, pick this new enemy as a new target...
			target = hitent
			entity_set_edict(ent, SENTRY_ENT_TARGET, hitent)
		}
		
		if (hitent == target) 
		{
			// Fire here
			//client_print(0, print_chat, "%d: I see %d, will fire. Dist: %f, Hitorigin: %f %f %f", ent, hitent, dist, hitOrigin[0], hitOrigin[1], hitOrigin[2])
			sentry_turntotarget(ent, sentryOrigin, target, targetOrigin)
			// Firing sound
			emit_sound(ent, CHAN_WEAPON, "weapons/m249-1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

			new Float:hitRatio = random_float(0.0, 1.0) - g_HITRATIOS[sentryLevel]		// ie 0.5 - 0.7 = -0.2, a hit and 0.8 - 0.7 = a miss by 0.1

			if (!get_user_godmode(target) && hitRatio <= 0.0) 
			{
				// Do damage to player
				sentry_damagetoplayer(ent, sentryLevel, sentryOrigin, target)
				// Tracer effect to target
			}
			
			else 
			{
				// Tracer hitOrigin adjusted for miss...
				/*
				MAKE_VECTORS(pEnt->v.v_angle);
				vVector = gpGlobals->v_forward * iVelocity;

				vRet[0] = amx_ftoc(vVector.x);
				vRet[1] = amx_ftoc(vVector.y);
				vRet[2] = amx_ftoc(vVector.z);
				*/
				new Float:sentryAngle[3] = {0.0, 0.0, 0.0}

				new Float:x = hitOrigin[0] - sentryOrigin[0]
				new Float:z = hitOrigin[1] - sentryOrigin[1]
				new Float:radians = floatatan(z/x, radian)
				sentryAngle[1] = radians * g_ONEEIGHTYTHROUGHPI
				
				if (hitOrigin[0] < sentryOrigin[0])
					sentryAngle[1] -= 180.0

				new Float:h = hitOrigin[2] - sentryOrigin[2]
				new Float:b = vector_distance(sentryOrigin, hitOrigin)
				radians = floatatan(h/b, radian)
				sentryAngle[0] = radians * g_ONEEIGHTYTHROUGHPI;

				sentryAngle[0] += random_float(-10.0 * hitRatio, 10.0 * hitRatio) 		// aim is a little off here :-)
				sentryAngle[1] += random_float(-10.0 * hitRatio, 10.0 * hitRatio) 		// aim is a little off here :-)
				engfunc(EngFunc_MakeVectors, sentryAngle)
				new Float:vector[3]
				get_global_vector(GL_v_forward, vector)
				for (new i = 0; i < 3; i++)
					vector[i] *= 1000;

				new Float:traceEnd[3]
				for (new i = 0; i < 3; i++)
					traceEnd[i] = vector[i] + sentryOrigin[i]

				new hitEnt = ent
				while((hitEnt = trace_line(hitEnt, hitOrigin, traceEnd, hitOrigin))) 
				{
					// continue tracing until hit nothing...
				}

				//for (new i = 0; i < 3; i++)
					//hitOrigin[i] += random_float(-5.0, 5.0)
			}
			tracer(sentryOrigin, hitOrigin)

			// Don't do any more here
			//set_task(THINKFIREFREQUENCY, "sentry_think", ent)
			set_task(THINKFIREFREQUENCY, "sentry_think", TASKID_THINK + parm[0], parm, 1)
			return
		}
		else 
		{
			//client_print(target, print_chat, "%d: Lost track of you! Hit: %d", ent, target, hitent)
			//client_print(0, print_chat, "%d: I can't see %d, i see %d... will not fire. Dist: %f, Hitorigin: %f %f %f", ent, entity_get_edict(ent, SENTRY_ENT_TARGET), hitent, dist, hitOrigin[0], hitOrigin[1], hitOrigin[2])
			// Else target isn't still visible, unset fire state.
			entity_set_int(ent, SENTRY_INT_FIRE, SENTRY_FIREMODE_NO)
			// vvvv - Not really necessary but it's cleaner. Leave it out for now and be sure to set a fresh target each time SENTRY_INT_FIRE is set to 1!!!
			// vvvv - Else this is breaking this think altogether! :-(
			//entity_set_edict(ent, SENTRY_ENT_TARGET, 0)

			// Don't return here, continue with searching for targets below...
		}
	}
	
	else if (firemode == SENTRY_FIREMODE_NUTS) 
	{
		//client_print(0, print_chat, "Gone nuts firing... spin speed: %f", entity_get_float(ent, SENTRY_FL_SPINSPEED))
		new hitEnt = entityviewhitpoint(ent, sentryOrigin, hitOrigin)
		// Firing sound
		emit_sound(ent, CHAN_WEAPON, "weapons/m249-1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
		// Tracer effect
		tracer(sentryOrigin, hitOrigin)

		if (is_user_connected(hitEnt) && is_user_alive(hitEnt) || !zp_get_user_zombie(hitEnt) && zp_get_user_zombie(hitEnt) && !get_user_godmode(hitEnt)) 
		{
			// Do damage to player
			sentry_damagetoplayer(ent, entity_get_int(ent, SENTRY_INT_LEVEL), sentryOrigin, hitEnt)
		}

		// Don't do any more here
		set_task(THINKFIREFREQUENCY, "sentry_think", TASKID_THINK + parm[0], parm, 1)
		return
	}
	
	else 
	{
		//client_print(0, print_chat, "My firemode: %d", firemode)
		// Either wasn't meant to fire or target was not a valid entity or dead, set both to 0.
		//client_print(target, print_chat, "%d: Fire: %d Target: %d (%s)", ent, entity_get_int(ent, SENTRY_INT_FIRE), target, is_valid_ent(target) ? (is_user_alive(target) ? "alive" : "dead") : "invalid")

		//entity_set_int(ent, SENTRY_INT_FIRE, 0)
		//entity_set_edict(ent, SENTRY_ENT_TARGET, 0)
	}

	// Tell what players you see
	if (random_num(0, 99) < 10)
		emit_sound(ent, CHAN_AUTO, "sentries/turridle.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

	new closestTarget = 0, Float:closestDistance, Float:distance, Float:closestOrigin[3], Float:playerOrigin[3], sentryTeam = entity_get_int(ent, SENTRY_INT_TEAM)
	for (new i = 1; i <= g_MAXPLAYERS; i++) 
	{
		if (!is_user_connected(i) || !is_user_alive(i) || !zp_get_user_zombie(i) || get_user_team(i) == sentryTeam) // temporarily dont check team:  || get_user_team(i) == sentryTeam
			continue

		entity_get_vector(i, EV_VEC_origin, playerOrigin)

		// Adjust for ducking. This is still not 100%. :-(
		if (entity_get_int(i, EV_INT_flags) & FL_DUCKING) 
		{
			//client_print(0, print_chat, "%d: Target %d is ducking, moving its origin up by %f", ent, target, TARGETUPMODIFIER)
			playerOrigin[2] += TARGETUPMODIFIER
		}

		//playerOrigin[2] += TARGETUPMODIFIER

		hitent = trace_line(ent, sentryOrigin, playerOrigin, hitOrigin)
		
		if (hitent == entity_get_edict(ent, SENTRY_ENT_BASE)) 
		{
			// We traced into our base, do another trace from there
			hitent = trace_line(hitent, hitOrigin, playerOrigin, hitOrigin)
			//client_print(0, print_chat, "%d (scanning): I first hit my own base, and after doing another trace I hit %d, target: %d", ent, hitent, i)
		}
		//client_print(0, print_chat, "%d: t: %f %f %f - %f %f %f - %f %f %f, i: %d hitent: %d", ent, sentryOrigin[0], sentryOrigin[1], sentryOrigin[2], playerOrigin[0], playerOrigin[1], playerOrigin[2], hitOrigin[0], hitOrigin[1], hitOrigin[2], i, hitent)
		if (hitent == i) 
		{
			//len += format(seethese[len], 63 - len, "%d,", hitent)

			distance = vector_distance(sentryOrigin, playerOrigin)
			closestOrigin = playerOrigin

			if (distance < closestDistance || closestTarget == 0) 
			{
				closestTarget = i
				closestDistance = distance
			}
		}
	}

	if (closestTarget) 
	{
		// We found a target, play sound and turn to target
		emit_sound(ent, CHAN_AUTO, "sentries/turrspot.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
		sentry_turntotarget(ent, sentryOrigin, closestTarget, closestOrigin)

		// Set to fire mode and set target (always set also a new target when setting fire mode 1!!!)
		entity_set_int(ent, SENTRY_INT_FIRE, SENTRY_FIREMODE_YES)
		entity_set_edict(ent, SENTRY_ENT_TARGET, closestTarget)
		// Set radar straight...
		entity_set_float(ent, SENTRY_FL_RADARANGLE, 127.0)
		set_pev(ent, PEV_SENTRY_TILT_RADAR, 127)
	}
	
	else
		entity_set_int(ent, SENTRY_INT_FIRE, SENTRY_FIREMODE_NO)

	//set_task(g_THINKFREQUENCIES[entity_get_int(ent, SENTRY_INT_LEVEL)], "sentry_think", ent)
	//client_print(0, print_chat, "%d: my inflictor: %d, EV_ENT_enemy: %d, EV_ENT_aiment: %d, EV_ENT_chain: %d, EV_ENT_owner: %d", ent, entity_get_edict(ent, EV_ENT_dmg_inflictor), entity_get_edict(ent, EV_ENT_enemy), entity_get_edict(ent, EV_ENT_aiment), entity_get_edict(ent, EV_ENT_chain), entity_get_edict(ent, EV_ENT_owner))
	set_task(g_THINKFREQUENCIES[entity_get_int(ent, SENTRY_INT_LEVEL)], "sentry_think", TASKID_THINK + parm[0], parm, 1)
}

stock sentry_damagetoplayer(sentry, sentryLevel, Float:sentryOrigin[3], target) 
{
	new newHealth = get_user_health(target) - g_DMG[sentryLevel]

	if (newHealth <= 0) 
	{
		new targetFrags = get_user_frags(target) + 1
		new owner = GetSentryPeople(sentry, OWNER)
		new ownerFrags = get_user_frags(owner) + 1
		set_user_frags(target, targetFrags) // otherwise frags are subtracted from victim for dying (!!)
		set_user_frags(owner, ownerFrags)
		// Give money to player here
		new contributors[3], moneyRewards[33] = {0, ...}
		contributors[0] = owner
		contributors[1] = GetSentryPeople(sentry, UPGRADER_1)
		contributors[2] = GetSentryPeople(sentry, UPGRADER_2)
		for (new i = SENTRY_LEVEL_1; i <= sentryLevel; i++) 
		{
			moneyRewards[contributors[i]] += g_SENTRYFRAGREWARDS[i]
		}
	
		for (new i = 1; i <= g_MAXPLAYERS; i++) 
		{
			if (moneyRewards[i] && is_user_connected(i) && !zp_get_user_zombie(i))
			{
				zp_set_user_ammo_packs(i, zp_get_user_ammo_packs(i) + moneyRewards[i])
			}
		}

		message_begin(MSG_ALL, g_msgDeathMsg, {0, 0, 0} ,0)
		write_byte(owner)
		write_byte(target)
		write_byte(0)
		write_string("sentry gun")
		message_end()

		scoreinfo_update(owner, ownerFrags, cs_get_user_deaths(owner), int:cs_get_user_team(owner))
		//scoreinfo_update(target, targetFrags, targetDeaths, targetTeam) // dont need to update frags of victim, because it's done after set_user_health

		set_msg_block(g_msgDeathMsg, BLOCK_ONCE)
	}

	set_user_health(target, newHealth)

	message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, {0,0,0}, target) //
	write_byte(g_DMG[sentryLevel]) // write_byte(DMG_SAVE)
	write_byte(g_DMG[sentryLevel])
	write_long(DMG_BULLET)
	write_coord(floatround(sentryOrigin[0]))
	write_coord(floatround(sentryOrigin[1]))
	write_coord(floatround(sentryOrigin[2]))
	message_end()
}

scoreinfo_update(id, frags, deaths, team) 
{
	// Send msg to update ppls scoreboards.
	/*
	MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
		WRITE_BYTE( params[1] );
		WRITE_SHORT( pPlayer->v.frags );
		WRITE_SHORT( params[2] );
		WRITE_SHORT( 0 );
		WRITE_SHORT( g_pGameRules->GetTeamIndex( m_szTeamName ) + 1 );
	MESSAGE_END();

*/
	message_begin(MSG_ALL, g_msgScoreInfo)
	write_byte(id)
	write_short(frags)
	write_short(deaths)
	write_short(0)
	write_short(team)
	message_end()
}

sentry_turntotarget(ent, Float:sentryOrigin[3], target, Float:closestOrigin[3]) 
{
	if (target) 
	{
		new name[32]
		get_user_name(target, name, 31)

		// Alter ent's angle
		new Float:newAngle[3]
		entity_get_vector(ent, EV_VEC_angles, newAngle)
		new Float:x = closestOrigin[0] - sentryOrigin[0]
		new Float:z = closestOrigin[1] - sentryOrigin[1]
		//new Float:y = closestOrigin[2] - sentryOrigin[2]
		/*
		//newAngle[0] = floatasin(x/floatsqroot(x*x+y*y), degrees)
		newAngle[1] = floatasin(z/floatsqroot(x*x+z*z), degrees)
		*/

		new Float:radians = floatatan(z/x, radian)
		newAngle[1] = radians * g_ONEEIGHTYTHROUGHPI
		if (closestOrigin[0] < sentryOrigin[0])

			newAngle[1] -= 180.0

		entity_set_float(ent, SENTRY_FL_ANGLE, newAngle[1])
		// Tilt is handled thorugh the EV_BYTE_controller1 member. 0-255 are the values, 127ish should be horisontal aim, 255 is furthest down (about 50 degrees off)
		// and 0 is also about 50 degrees up. Scope = ~100 degrees
	
		// Set tilt
		new Float:h = closestOrigin[2] - sentryOrigin[2]
		new Float:b = vector_distance(sentryOrigin, closestOrigin)
		radians = floatatan(h/b, radian)
		new Float:degs = radians * g_ONEEIGHTYTHROUGHPI;
		// Now adjust EV_BYTE_controller1
		// Each degree corresponds to about 100/256 "bytes", = ~0,39 byte / degree (ok this is not entirely true, just tweaked for now with SENTRYTILTRADIUS)
		new Float:RADIUS = SENTRYTILTRADIUS 					// get_cvar_float("sentry_tiltradius");
		new Float:degreeByte = RADIUS/256.0; 					// tweak radius later
		new Float:tilt = 127.0 - degreeByte * degs; 				// 127 is center of 256... well, almost
		//client_print(GetSentryPeople(ent, OWNER), print_chat, "%d: Setting tilt to %d", ent, floatround(tilt))
		set_pev(ent, PEV_SENTRY_TILT_TURRET, floatround(tilt)) 			//entity_set_byte(ent, SENTRY_TILT_TURRET, floatround(tilt))
		entity_set_vector(ent, EV_VEC_angles, newAngle)
	}
	
	else 
	{
		//entity_set_int(ent, SENTRY_INT_FIRE, 0)
		//entity_set_edict(ent, SENTRY_ENT_TARGET, 0)
		//client_print(0, print_chat, "%d: I don't see anyone.", ent)
	}
}

public menumain(id) 
{
	if (!is_user_alive(id) && !zp_get_user_zombie(id))
		return PLUGIN_HANDLED

	menumain_starter(id)

	return PLUGIN_HANDLED
}

AimingAtSentry(id, bool:alwaysReturn = false) 
{
	//new Float:hitOrigin[3]
	//new hitEnt = userviewhitpoint(id, hitOrigin)
	new hitEnt, bodyPart
	//
	if (get_user_aiming(id, hitEnt, bodyPart) == 0.0)
		return 0

	//if (get_user_aiming_func(id, hitEnt, bodyPart) == 0.0)
		//return 0

	new sentry = 0
	while (hitEnt) 
	{
		new classname[32], l_sentry
		entity_get_string(hitEnt, EV_SZ_classname, classname, 31)
		if (equal(classname, "sentry_base"))
			l_sentry = entity_get_edict(hitEnt, BASE_ENT_SENTRY)
	
		else if (equal(classname, "sentry"))
			l_sentry = hitEnt
		else
			break

		if (alwaysReturn)
			return l_sentry

		new sentryLevel = entity_get_int(l_sentry, SENTRY_INT_LEVEL)
		new owner = GetSentryPeople(l_sentry, OWNER)
	
		if (cs_get_user_team(owner) == cs_get_user_team(id) && sentryLevel < 2) 
		{
		
			#if defined DISALLOW_OWN_UPGRADES
			// Don't allow builder to upgrade his own sentry first time.
			if (sentryLevel == SENTRY_LEVEL_1 && id == owner)
				break
			#endif
			#if defined DISALLOW_TWO_UPGRADES
			// Don't allow upgrader to upgrade again.
			if (sentryLevel == SENTRY_LEVEL_2 && id == GetSentryPeople(l_sentry, UPGRADER_1))
				break
			#endif
			sentry = l_sentry
		}
		break
	}

	return sentry
}

menumain_starter(id) 
{
	if (g_inSpyCam[id - 1])
		return

	g_aimSentry[id - 1] = 0
	new menuBuffer[256], len = 0, flags = MENUBUTTON0
	len += format(menuBuffer[len], 255 - len, "\ySentry gun menu^n^n")
	
	len += format(menuBuffer[len], 255 - len, "%s1. Build sentry, %d^n ammo packs", GetSentryCount(id) < MAXPLAYERSENTRIES && zp_get_user_ammo_packs(id) >= g_COST(0) ? "\w" : "\d", g_COST(0))

	//if (GetSentryCount(id) == 1)
		//g_selectedSentry[id - 1] = g_playerSentriesEdicts[id - 1][0]
	//g_selectedSentry[id - 1] = GetClosestSentry(id)
	if (GetSentryCount(id) > 0 && g_selectedSentry[id - 1] == -1)
		g_selectedSentry[id - 1] = g_playerSentriesEdicts[id - 1][0]
	// g_playerSentriesEdicts[id - 1]

	if (g_selectedSentry[id - 1]) 
	{
		new parm[2]
		parm[0] = id
		parm[1] = g_selectedSentry[id - 1]
		set_task(0.0, "SentryRadarBlink", TASKID_SENTRYONRADAR + g_selectedSentry[id - 1], parm, 2)
	}

	//len += format(menuBuffer[len], 255 - len, "%s2. Detonate %ssentry^n", GetSentryCount(id) > 0 ? "\w" : "\d", GetSentryCount(id) > 1 ? "closest " : "")
	len += format(menuBuffer[len], 255 - len, "%s2. Detonate sentry flashing on radar^n", GetSentryCount(id) > 0 ? "\w" : "\d")

	while (len) 
	{
		new sentry = AimingAtSentry(id)
		
		if (!sentry)
			break
	
		new sentryLevel = entity_get_int(sentry, SENTRY_INT_LEVEL)

		if (entity_range(sentry, id) <= MAXUPGRADERANGE) 
		{
			if (zp_get_user_ammo_packs(id) >= g_COST(sentryLevel + 1)) 
			{
				len += format(menuBuffer[len], 255 - len, "\w3. Upgrade this sentry, %d^n ammo packs", g_COST(sentryLevel + 1))
				flags |= MENUBUTTON3
				g_aimSentry[id - 1] = sentry
			}
			else
				len += format(menuBuffer[len], 255 - len, "\d3. Upgrade this sentry (needs %d)^n ammo packs", g_COST(sentryLevel + 1))
		}
		
		else
			len += format(menuBuffer[len], 255 - len, "\d3. Upgrade this sentry, %d (out of range)^n ammo packs", g_COST(sentryLevel + 1))
	//}

		break
	}
	
	if (GetSentryCount(id) > 1) 
	{
		len += format(menuBuffer[len], 255 - len, "\w4. Detonate all sentries^n")
		len += format(menuBuffer[len], 255 - len, "^n\w5. Select previous sentry^n")
		len += format(menuBuffer[len], 255 - len, "\w6. Select next sentry^n")
		flags |= MENUBUTTON4 | MENUBUTTON5 | MENUBUTTON6
	}

	len += format(menuBuffer[len], 255 - len, "%s7. View from sentry flashing on radar^n", g_selectedSentry[id - 1] != -1 ? "\w" : "\d")
	if (g_selectedSentry[id - 1] != -1)
		flags |= MENUBUTTON7

	//len += format(menuBuffer[len], 255 - len, "%s4. View from sentry^n", HasSentry(id) ? "\w" : "\d")

	len += format(menuBuffer[len], 255 - len, "^n\w0. Exit")

	if (GetSentryCount(id) > 0) 
	{
		flags |= MENUBUTTON2
	}

	if (GetSentryCount(id) < MAXPLAYERSENTRIES && zp_get_user_ammo_packs(id) >= g_COST(SENTRY_LEVEL_1))
		flags |= MENUBUTTON1

	show_menu(id, flags, menuBuffer)
}

public SentryRadarBlink(parm[2]) 
{
	// 0 = player
	// 1 = sentry
	if (!is_user_connected(parm[0]) || !is_valid_ent(parm[1]))
		return

	new Float:sentryOrigin[3]
	entity_get_vector(parm[1], EV_VEC_origin, sentryOrigin)
	//client_print(parm[0], print_chat, "Plotting closest sentry %d on radar: %f %f %f", parm[1], sentryOrigin[0], sentryOrigin[1], sentryOrigin[2])
	message_begin(MSG_ONE, g_msgHostagePos, {0,0,0}, parm[0])
	write_byte(parm[0])
	write_byte(SENTRY_RADAR)
	write_coord(floatround(sentryOrigin[0]))
	write_coord(floatround(sentryOrigin[1]))
	write_coord(floatround(sentryOrigin[2]))
	message_end()

	message_begin(MSG_ONE, g_msgHostageK, {0,0,0}, parm[0])
	write_byte(SENTRY_RADAR)
	message_end()

	new usermenuid, keys
	get_user_menu(parm[0], usermenuid, keys)
	if (g_menuId == usermenuid)
		set_task(1.5, "SentryRadarBlink", TASKID_SENTRYONRADAR + parm[1], parm, 2)
}

stock GetClosestSentry(id) 
{
	// Find closest sentry
	new sentry = 0, closestSentry = 0, Float:closestDistance, Float:distance
	while ((sentry = find_ent_by_class(sentry, "sentry"))) 
	{
		if (GetSentryPeople(sentry, OWNER) != id)
			continue

		distance = entity_range(id, sentry)
		if (distance < closestDistance || closestSentry == 0) 
		{
			closestSentry = sentry
			closestDistance = distance
		}
	}

	return closestSentry
}

public menumain_handle(id, key) 
{
	new bool:stayInMenu = false
	switch (key) 
	{
		case MENUSELECT1: 
		{
			// Build if still not has
			if (GetSentryCount(id) < MAXPLAYERSENTRIES) 
			{
				sentry_build(id)
			}
			/*
			else 
			{
				new numwords[128]
				getnumbers(MAXPLAYERSENTRIES, numwords, MAXPLAYERSENTRIES)
				client_print(id, print_center, "You can only build %s sentry gun!", numwords)
			}
			*/
		}
		case MENUSELECT2: 
		{
			// Detonate if still has
			new sentryCount = GetSentryCount(id)
	
			if (sentryCount == 1)
				sentry_detonate_by_owner(id)
			else if (sentryCount > 1) 
			{
				sentry_detonate(g_selectedSentry[id - 1], false, false)
			}
		}
	case MENUSELECT3: 
	{
		// Upgrade sentry
		new sentry = g_aimSentry[id - 1]
		if (is_valid_ent(sentry) && entity_range(sentry, id) <= MAXUPGRADERANGE) 
		{
			sentry_upgrade(id, sentry)
		}
	}
	case MENUSELECT4: {
		while(GetSentryCount(id) > 0)
			sentry_detonate_by_owner(id, true)
	}
	case MENUSELECT5: 
	{
		// one back
		CycleSelectedSentry(id, -1)
		stayInMenu = true
	}
	case MENUSELECT6: 
	{
		// one forward
		CycleSelectedSentry(id, 1)
		stayInMenu = true
	}
	case MENUSELECT7: 
	{
		if (g_selectedSentry[id - 1] != -1) 
		{
			new spycam = CreateSpyCam(id, g_selectedSentry[id - 1])
			if (!spycam)
				return PLUGIN_HANDLED

			new parms[3]
			parms[0] = id
			parms[1] = spycam
			parms[2] = g_selectedSentry[id - 1]
			set_task(SPYCAMTIME, "DestroySpyCam", TASKID_SPYCAM + id, parms, 3)
		}
	}
	case MENUSELECT0: 
	{
		// nothing
		//stayInMenu = false
	}
}

	if (stayInMenu)
		menumain_starter(id)

	return PLUGIN_HANDLED
}

CreateSpyCam(id, sentry) 
{
	new spycam = create_entity("info_target")
	if (!spycam)
		return 0

	// Set connection from sentry to this spycam
	entity_set_edict(sentry, SENTRY_ENT_SPYCAM, spycam)

	// Set classname
	entity_set_string(spycam, EV_SZ_classname, "spycam")

	// Set origin, pull up some
	new Float:origin[3]
	entity_get_vector(sentry, EV_VEC_origin, origin)
	origin[2] += g_spyCamOffset[entity_get_int(sentry, SENTRY_INT_LEVEL)]
	entity_set_vector(spycam, EV_VEC_origin, origin)

	// Set model, has to have one... but make it invisible with the stuff below
	entity_set_model(spycam, "models/sentries/base.mdl")
	entity_set_int(spycam, EV_INT_rendermode, kRenderTransColor)
	entity_set_float(spycam, EV_FL_renderamt, 0.0)
	entity_set_int(spycam, EV_INT_renderfx, kRenderFxNone)

	// Set initial angle, this is also done in server_frame
	new Float:angles[3]
	entity_get_vector(sentry, EV_VEC_angles, angles)
	entity_set_vector(spycam, EV_VEC_angles, angles)

	// Set view of player
	engfunc(EngFunc_SetView, id, spycam)
	g_inSpyCam[id - 1] = true

	return spycam
}

public DestroySpyCam(parms[3]) 
{
	new id = parms[0]
	new spycam = parms[1]
	new sentry = parms[2]
	g_inSpyCam[id - 1] = false

	// If user is still around, set his view back
	if (is_user_connected(id))
		engfunc(EngFunc_SetView, id, id)

	// Remove connection from sentry (this sentry could've been removed because of a newround, or it was destroyed...)
	if (is_valid_ent(sentry) && entity_get_edict(sentry, SENTRY_ENT_SPYCAM) == spycam)
		entity_set_edict(sentry, SENTRY_ENT_SPYCAM, 0)

	remove_entity(spycam)
}

CycleSelectedSentry(id, steps) 
{
	// Find current index
	new index = -1
	for (new i = 0; i < g_playerSentries[id - 1]; i++) 
	{
		if (g_playerSentriesEdicts[id - 1][i] == g_selectedSentry[id - 1]) 
		{
			index = i
			break
		}
	}
	if (index == -1)
		return // error :-P

	remove_task(TASKID_SENTRYONRADAR + g_selectedSentry[id - 1])

	if (steps > 0) 
	{
		do 
		{
			index++
			steps--
			
			if (index == g_playerSentries[id - 1])
				index = 0
		}
		while(steps > 0)
	}
	else if (steps < 0) 
	{
		do 
		{
			index--
			steps++
			if (index == -1)
				index = g_playerSentries[id - 1] - 1
		}
		while(steps < 0)
	}

	g_selectedSentry[id - 1] = g_playerSentriesEdicts[id - 1][index]
}

sentry_upgrade(id, sentry) 
{
	new sentryLevel = entity_get_int(sentry, SENTRY_INT_LEVEL)
	if (entity_get_int(sentry, SENTRY_INT_FIRE) == SENTRY_FIREMODE_NUTS) 
	{
		client_print(id, print_center, "This sentry cannot be upgraded.")
		return
	}
	else if (get_user_team(id) != entity_get_int(sentry, SENTRY_INT_TEAM)) 
	{
		client_print(id, print_center, "You can only upgrade your own team's sentries.")
		return
	}
	#if defined DISALLOW_OWN_UPGRADES
	else if (sentryLevel == SENTRY_LEVEL_1 && GetSentryPeople(sentry, OWNER) == id) 
	{
		// Don't print anything here, it could get spammy
		//client_print(id, print_center, "")
		return
	}
	#endif
	#if defined DISALLOW_TWO_UPGRADES
	else if (sentryLevel == SENTRY_LEVEL_2 && GetSentryPeople(sentry, UPGRADER_1) == id) 
	{
		// Don't print anything here, it could get spammy
		//client_print(id, print_center, "")
		return
	}

	#endif
	sentryLevel++
	new bool:newLevelIsOK = true, upgraderField
	switch (sentryLevel) 
	{
		case SENTRY_LEVEL_2: 
		{
			entity_set_model(sentry, "models/sentries/sentry2.mdl")
			upgraderField = UPGRADER_1
		}
		case SENTRY_LEVEL_3: 
		{
			entity_set_model(sentry, "models/sentries/sentry3.mdl")
			upgraderField = UPGRADER_2
		}
		default: 
		{
			// Error... can only upgrade to level 2 and 3... so far! ;-)
			newLevelIsOK = false
		}
	}

	if (newLevelIsOK) 
	{
		if (zp_get_user_ammo_packs(id) - g_COST(sentryLevel) < 0) 
		{
			client_print(id, print_center, "You don't have enough money to upgrade this sentry gun! (needed %d) ammo packs", g_COST(sentryLevel))
			return
		}

		zp_set_user_ammo_packs(id, zp_get_user_ammo_packs(id) - g_COST(sentryLevel))

		new Float:mins[3], Float:maxs[3]
		mins[0] = -16.0
		mins[1] = -16.0
		mins[2] = 0.0
		maxs[0] = 16.0
		maxs[1] = 16.0
		maxs[2] = 48.0 // 4.0
		entity_set_size(sentry, mins, maxs)
		emit_sound(sentry, CHAN_AUTO, "sentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
		entity_set_int(sentry, SENTRY_INT_LEVEL, sentryLevel)
		entity_set_float(sentry, EV_FL_health, g_HEALTHS[sentryLevel])
		entity_set_float(entity_get_edict(sentry, SENTRY_ENT_BASE), EV_FL_health, g_HEALTHS[0])
		SetSentryPeople(sentry, upgraderField, id)

		if (id != GetSentryPeople(sentry, OWNER)) 
		{
			new upgraderName[32]
			get_user_name(id, upgraderName, 31)
			client_print(GetSentryPeople(sentry, OWNER), print_center, "%s upgraded your sentry to level %d", upgraderName, sentryLevel + 1)
		}
	}
}

stock userviewhitpoint(index, Float:hitorigin[3]) 
{
	if (!is_user_connected(index)) 
	{
		// Error
		log_amx("ERROR in plugin - %d is not a valid player index", index)
		return 0
	}
	new Float:origin[3], Float:pos[3], Float:v_angle[3], Float:vec[3], Float:f_dest[3]

	entity_get_vector(index, EV_VEC_origin, origin)
	entity_get_vector(index, EV_VEC_view_ofs, pos)

	pos[0] += origin[0]
	pos[1] += origin[1]
	pos[2] += origin[2]

	entity_get_vector(index, EV_VEC_v_angle, v_angle)

	engfunc(EngFunc_AngleVectors, v_angle, vec, 0, 0)

	f_dest[0] = pos[0] + vec[0] * 9999
	f_dest[1] = pos[1] + vec[1] * 9999
	f_dest[2] = pos[2] + vec[2] * 9999

	return trace_line(index, pos, f_dest, hitorigin)
}

stock entityviewhitpoint(index, Float:origin[3], Float:hitorigin[3]) 
{
	if (!is_valid_ent(index)) 
	{
		// Error
		log_amx("ERROR in plugin - %d is not a valid entity index", index)
		return 0
	}
	new Float:angle[3], Float:vec[3], Float:f_dest[3]

	//entity_get_vector(index, EV_VEC_origin, origin)
	/*
	entity_get_vector(index, EV_VEC_view_ofs, pos)
	
	pos[0] += origin[0]
	pos[1] += origin[1]
	pos[2] += origin[2]
	*/

	entity_get_vector(index, EV_VEC_angles, angle)

	engfunc(EngFunc_AngleVectors, angle, vec, 0, 0)

	f_dest[0] = origin[0] + vec[0] * 9999
	f_dest[1] = origin[1] + vec[1] * 9999
	f_dest[2] = origin[2] + vec[2] * 9999

	return trace_line(index, origin, f_dest, hitorigin)
}

public newround_event(id) 
{
	//Shaman: Disallow building and enable it after some time
	g_allowBuild= false
	set_task(get_pcvar_float(sentry_wait), "enablesentrybur")

	g_inBuilding[id - 1] = false

	#if !defined SENTRIES_SURVIVE_ROUNDS
	while(GetSentryCount(id) > 0)
		sentry_detonate_by_owner(id, true)
	#endif

	if (!g_resetArmouryThisRound && g_hasArmouries) 
	{
		ResetArmoury()
		g_resetArmouryThisRound = true
	}

	return PLUGIN_CONTINUE
}

public endround_event() 
{
	if (!g_hasArmouries)
		return PLUGIN_CONTINUE
	
	set_task(4.0, "ResetArmouryFalse")

	return PLUGIN_CONTINUE
}

public ResetArmouryFalse() 
{
	//client_print(0, print_chat, "Setting g_resetArmouryThisRound to false!")
	g_resetArmouryThisRound = false
}

public client_putinserver(id) 
{
	if (is_user_bot(id) && !zp_get_user_zombie(id)) 
	{
		new parm[1]
		parm[0] = id
		botbuildsrandomly(parm)

	}
	
	else
		set_task(15.0, "dispInfo", id)

	return PLUGIN_CONTINUE
}

public dispInfo(id)
{
	client_print(id, print_chat, "[ZP] You can build sentries, for more help, say /sentryhelp")
}

public check_say(id)
{
	new said[32]
	read_args(said, 31)

	if (equali(said, "^"sentryhelp^"") || equali(said, "^"/sentryhelp^"")) 
	{
		const SIZE = MAXHTMLSIZE
		new msg[SIZE + 1], len = 0

		len += format(msg[len], SIZE - len, "<html><body>")
		len += format(msg[len], SIZE - len, "<p>Sentries in TFC were cool. Sentries in CS are cool.<br/>")
		len += format(msg[len], SIZE - len, "Sentry guns are stationary engineering wonders that fire bullets at and kill your enemies.<br/>")
		len += format(msg[len], SIZE - len, "Sentry guns can be upgraded twice, with the help of a team member, to be bigger and meaner.</p>")
		len += format(msg[len], SIZE - len, "<p>Open console and type ^"bind j sentry_menu^" to bind the menu button to J. You can also bind ^"sentry_build^".<br/>")
		len += format(msg[len], SIZE - len, "Note that you can bind to any button you choose. To bind the fast build/update command to a mouse button 4, write ^"bind mouse4 sentry_build^".</p>")
	#if defined DISALLOW_OWN_UPGRADES
		len += format(msg[len], SIZE - len, "<p>You <b>cannot</b> upgrade your own sentry from level 1 to level 2. A team mate must do this.</p>")
	#else
		len += format(msg[len], SIZE - len, "<p>You <b>can</b> upgrade your own sentry from level 1 to level 2.</p>")
	#endif
	#if defined DISALLOW_TWO_UPGRADES
		len += format(msg[len], SIZE - len, "<p>A sentry at level 2 <b>cannot</b> be upgraded to level 3 by the same player that performed the first upgrade. A team mate must do this (original builder is OK).</p>")
	#else
		len += format(msg[len], SIZE - len, "<p>A sentry at level 2 <b>can</b> be further upgraded to level 3 by the the same player that performed the first upgrade.</p>")
	#endif
		len += format(msg[len], SIZE - len, "<center>")
		len += format(msg[len], SIZE - len, "<table width=^"50%^" border=^"1^">")
		len += format(msg[len], SIZE - len, "<tr><td><b>Command</b></td><td><b>Description</b></td>")
		len += format(msg[len], SIZE - len, "<tr><td>sentry_menu</td><td>From this menu you can build, upgrade and detonate sentry guns. To upgrade a sentry, first point at it, then open menu.</td>")
		len += format(msg[len], SIZE - len, "<tr><td>sentry_build</td><td>Quick button to build and upgrade sentry guns. To upgrade a sentry, first point at it, then press this button.</td>")
		len += format(msg[len], SIZE - len, "</table>")
		len += format(msg[len], SIZE - len, "<table width=^"50%^" border=^"1^">")
		len += format(msg[len], SIZE - len, "<tr><td><b>Sentry gun level</b></td><td><b>Cost to build/upgrade to</b></td>")
		len += format(msg[len], SIZE - len, "<tr><td>1</td><td>%d</td>", g_COST(0))
		len += format(msg[len], SIZE - len, "<tr><td>2</td><td>%d</td>", g_COST(1))
		len += format(msg[len], SIZE - len, "<tr><td>3</td><td>%d</td>", g_COST(2))
		len += format(msg[len], SIZE - len, "</table>")
		len += format(msg[len], SIZE - len, "</center>")
		len += format(msg[len], SIZE - len, "</body></html>")
		show_motd(id, msg, "Sentry guns help")
	}
	
	else if (containi(said, "sentr") != -1) 
	{
		dispInfo(id)
	}

	return PLUGIN_CONTINUE
}

public plugin_modules() 
{
	require_module("engine")
	require_module("fun")
	require_module("cstrike")
	require_module("fakemeta")
}

public plugin_precache() 
{
	// Sentries below
	precache_model("models/sentries/base.mdl")
	precache_model("models/sentries/sentry1.mdl")
	precache_model("models/sentries/sentry2.mdl")
	precache_model("models/sentries/sentry3.mdl")

	g_sModelIndexFireball = precache_model("sprites/zerogxplode.spr") 		// explosion

	precache_sound("debris/bustmetal1.wav") 					// metal, computer breaking
	precache_sound("debris/bustmetal2.wav") 					// metal, computer breaking
	precache_sound("debris/metal1.wav") 						// metal breaking (needed for comp also?!)
	//precache_sound("debris/metal2.wav") 						// metal breaking
	precache_sound("debris/metal3.wav") 						// metal breaking (needed for comp also?!)
	//precache_model("models/metalplategibs.mdl") 					// metal breaking
	precache_model("models/computergibs.mdl") 					// computer breaking

	precache_sound("sentries/asscan1.wav")
	precache_sound("sentries/asscan2.wav")
	precache_sound("sentries/asscan3.wav")
	precache_sound("sentries/asscan4.wav")
	precache_sound("sentries/turridle.wav")
	precache_sound("sentries/turrset.wav")
	precache_sound("sentries/turrspot.wav")
	precache_sound("sentries/building.wav")

	precache_sound("weapons/m249-1.wav")
}


stock spambits(to, bits) 
{
	new buffer[512], len = 0
	for (new i = 31; i >= 0; i--) 
	{
		len += format(buffer[len], 511 - len, "%d", bits & (1<<i) ? 1 : 0)
	}
	client_print(to, print_chat, buffer)
	server_print(buffer)
}

public forward_traceline_post(Float:start[3], Float:end[3], noMonsters, player) 
{
	if (is_user_bot(player) || player < 1 || player > g_MAXPLAYERS)
	return FMRES_IGNORED

	if (!is_user_alive(player) || !zp_get_user_zombie(player))
		return FMRES_IGNORED

	SetStatusTrigger(player, false)

	new hitEnt = get_tr(TR_pHit)
	if (hitEnt <= g_MAXPLAYERS)
		return FMRES_IGNORED

	new classname[11], sentry = 0, base = 0
	entity_get_string(hitEnt, EV_SZ_classname, classname, 10)
	if (equal(classname, "sentrybase")) 
	{
		base = hitEnt
		sentry = entity_get_edict(hitEnt, BASE_ENT_SENTRY)
	}
	else if (equal(classname, "sentry")) 
	{
		sentry = hitEnt
		base = entity_get_edict(sentry, SENTRY_ENT_BASE)
	}
	if (!sentry || !base || entity_get_int(sentry, SENTRY_INT_FIRE) == SENTRY_FIREMODE_NUTS)
		return FMRES_IGNORED
	new Float:health = entity_get_float(sentry, EV_FL_health)

	if (health <= 0)
		return FMRES_IGNORED
	
	new Float:basehealth = entity_get_float(base, EV_FL_health)
	
	if (basehealth <= 0)
		return FMRES_IGNORED

	new team = entity_get_int(sentry, SENTRY_INT_TEAM)
	
	if (team != get_user_team(player))
		return FMRES_IGNORED

	// Display health
	new level = entity_get_int(sentry, SENTRY_INT_LEVEL)
	new upgradeInfo[128]
	if (PlayerCanUpgradeSentry(player, sentry))
		format(upgradeInfo, 127, "^n(Run into me to upgrade me to level %d for $%d)", level + 2, g_COST(level + 1))
	else if (level < SENTRY_LEVEL_3)
		format(upgradeInfo, 127, "^n(Upgrade cost: $%d)", g_COST(level + 1))
	else
		upgradeInfo = ""

	new tempStatusBuffer[256]

	format(tempStatusBuffer, 255, "Health: %d/%d^nBase health: %d/%d^nLevel: %d%s", floatround(health), floatround(g_HEALTHS[level]), floatround(basehealth), floatround(g_HEALTHS[0]), level + 1, upgradeInfo)
	SetStatusTrigger(player, true)
	if (!task_exists(TASKID_SENTRYSTATUS + player) || !equal(tempStatusBuffer, g_sentryStatusBuffer[player - 1])) 
	{
		// may still exist if !equal was true, so we remove previous task. This happens when sentry is being fired upon, player gets enough money to upgrade or sentry
		// suddenly is upgradeable because another teammate upgraded it or something. This should make for instant updates to message without risking sending a lot of messages
		// just in case data updated, now we only send more often if data changed often enough.
		//client_print(player, print_chat, "Starting to send: %s", tempStatusBuffer)
		remove_task(TASKID_SENTRYSTATUS + player)

		g_sentryStatusBuffer[player - 1] = tempStatusBuffer
		new parms[2]
		parms[0] = player
		parms[1] = team
		set_task(0.0, "displaysentrystatus", TASKID_SENTRYSTATUS + player, parms, 2)
	}

	return FMRES_IGNORED
}

	// Counting level, team, money and DEFINES
	bool:PlayerCanUpgradeSentry(player, sentry) 
	{
		new level = entity_get_int(sentry, SENTRY_INT_LEVEL)
		switch(level) 
		{
			case SENTRY_LEVEL_1: 
			{
				#if defined DISALLOW_OWN_UPGRADES
				if (player == GetSentryPeople(sentry, OWNER))
					return false
				#endif
				return get_user_team(player) == entity_get_int(sentry, SENTRY_INT_TEAM) && zp_get_user_ammo_packs(player) >= g_COST(level + 1)
			}	
			case SENTRY_LEVEL_2: 
			{
				#if defined DISALLOW_TWO_UPGRADES
				if (player == GetSentryPeople(sentry, UPGRADER_1))
					return false
				#endif
				return get_user_team(player) == entity_get_int(sentry, SENTRY_INT_TEAM) && zp_get_user_ammo_packs(player) >= g_COST(level + 1)
			}
		}
		return false
}

public displaysentrystatus(parms[2]) 
{
	// parm 0 = player
	// parm 1 = team
	if (!GetStatusTrigger(parms[0]))
		return

	set_hudmessage(parms[1] == 1 ? 150 : 0, 0, parms[1] == 2 ? 150 : 0, -1.0, 0.35, 0, 0.0, STATUSINFOTIME + 0.1, 0.0, 0.0, 2) // STATUSINFOTIME + 0.1 = overlapping a little..
	show_hudmessage(parms[0], g_sentryStatusBuffer[parms[0] - 1])

	set_task(STATUSINFOTIME, "displaysentrystatus", TASKID_SENTRYSTATUS + parms[0], parms, 2)
}


ResetArmoury() 
{
	// Find all armoury_entity:s, restore their initial origins
	new entity = 0, Float:NULLVELOCITY[3] = {0.0, 0.0, 0.0}, Float:origin[3]
	while ((entity = find_ent_by_class(entity, "armoury_entity"))) 
	{
		// Reset speed in case it's flying around...
		entity_set_vector(entity, EV_VEC_velocity, NULLVELOCITY)

		// Get origin and set it.
		entity_get_vector(entity, EV_VEC_vuser1, origin)
		entity_set_origin(entity, origin)
	}
}

public InitArmoury() 
{
	// Find all armoury_entity:s, store their initial origins
	new entity = 0, Float:origin[3], counter = 0
	while ((entity = find_ent_by_class(entity, "armoury_entity"))) 
	{
		entity_get_vector(entity, EV_VEC_origin, origin)
		entity_set_vector(entity, EV_VEC_vuser1, origin)
		counter++
	}
	if (counter > 0)
		g_hasArmouries = true
}

stock getnumbers(number, wordnumbers[], length) 
{
	if (number < 0) 
	{
		format(wordnumbers, length, "error")
		return
	}

	new numberstr[20]
	num_to_str(number, numberstr, 19)
	new stlen = strlen(numberstr), bool:getzero = false, bool:jumpnext = false
	if (stlen == 1)
		getzero = true

	do 
	{
		if (jumpnext)
			jumpnext = false
			
		else if (numberstr[0] != '0') 
		{
			switch (stlen) 
			{
				case 9: 
				{
					if (getsingledigit(numberstr[0], wordnumbers, length))
						format(wordnumbers, length, "%s hundred%s", wordnumbers, numberstr[1] == '0' && numberstr[2] == '0' ? " million" : "")
				}
				
				case 8: 
				{
					jumpnext = gettens(wordnumbers, length, numberstr)
					
					if (jumpnext)
						format(wordnumbers, length, "%s million", wordnumbers)
				}
			
				case 7: 
				{
					getsingledigit(numberstr[0], wordnumbers, length)
					format(wordnumbers, length, "%s million", wordnumbers)
				}
				
				case 6: 
				{
					if (getsingledigit(numberstr[0], wordnumbers, length))
						format(wordnumbers, length, "%s hundred%s", wordnumbers, numberstr[1] == '0' && numberstr[2] == '0' ? " thousand" : "")
				}
				
				case 5: 
				{
					jumpnext = gettens(wordnumbers, length, numberstr)
					if (numberstr[0] == '1' || numberstr[1] == '0')
						format(wordnumbers, length, "%s thousand", wordnumbers)
				}
				
				case 4: 
				{
					getsingledigit(numberstr[0], wordnumbers, length)
					format(wordnumbers, length, "%s thousand", wordnumbers)
				}
				
				case 3: 
				{
					getsingledigit(numberstr[0], wordnumbers, length)
					format(wordnumbers, length, "%s hundred", wordnumbers)
				}
				
				case 2: jumpnext = gettens(wordnumbers, length, numberstr)
				case 1: 
				{
					getsingledigit(numberstr[0], wordnumbers, length, getzero)
					break // could've trimmed, but of no use here
				}
				
				default: 
				{
					format(wordnumbers, length, "%s TOO LONG", wordnumbers)
					break
				}
			}
		}

		jghg_trim(numberstr, length, 1)
		stlen = strlen(numberstr)
	}
	
	while (stlen > 0)

	// Trim a char from left if first char is a space (very likely)
	if (wordnumbers[0] == ' ')
		jghg_trim(wordnumbers, length, 1)
}

// Returns true if next char should be jumped
stock bool:gettens(wordnumbers[], length, numberstr[]) 
{
	new digitstr[11], bool:dont = false, bool:jumpnext = false
	switch (numberstr[0]) 
	{
		case '1': 
		{
			jumpnext = true
			switch (numberstr[1]) 
			{
				case '0': digitstr = "ten"
				case '1': digitstr = "eleven"
				case '2': digitstr = "twelve"
				case '3': digitstr = "thirteen"
				case '4': digitstr = "fourteen"
				case '5': digitstr = "fifteen"
				case '6': digitstr = "sixteen"
				case '7': digitstr = "seventeen"
				case '8': digitstr = "eighteen"
				case '9': digitstr = "nineteen"
				default: digitstr = "TEENSERROR"
			}
		}
		
		case '2': digitstr = "twenty"
		case '3': digitstr = "thirty"
		case '4': digitstr = "fourty"
		case '5': digitstr = "fifty"
		case '6': digitstr = "sixty"
		case '7': digitstr = "seventy"
		case '8': digitstr = "eighty"
		case '9': digitstr = "ninety"
		case '0': dont = true // do nothing
		default : digitstr = "TENSERROR"
	}
	
	if (!dont)
		format(wordnumbers, length, "%s %s", wordnumbers, digitstr)

	return jumpnext
}

// Returns true when sets, else false
stock getsingledigit(digit[], numbers[], length, bool:getzero = false) 
{
	new digitstr[11]
	switch (digit[0]) 
	{
		case '1': digitstr = "one"
		case '2': digitstr = "two"
		case '3': digitstr = "three"
		case '4': digitstr = "four"
		case '5': digitstr = "five"
		case '6': digitstr = "six"
		case '7': digitstr = "seven"
		case '8': digitstr = "eight"
		case '9': digitstr = "nine"
		case '0': 
		{
			if (getzero)
				digitstr = "zero"
			else
				return false
		}
		default : digitstr = "digiterror"
	}
	format(numbers, length, "%s %s", numbers, digitstr)

	return true
}

stock jghg_trim(stringtotrim[], len, charstotrim, bool:fromleft = true) 
{
	if (charstotrim <= 0)
		return

	if (fromleft) 
	{
		new maxlen = strlen(stringtotrim)
		if (charstotrim > maxlen)
			charstotrim = maxlen

		format(stringtotrim, len, "%s", stringtotrim[charstotrim])
	}
	
	else 
	{
		new maxlen = strlen(stringtotrim) - charstotrim
		if (maxlen < 0)
			maxlen = 0

		format(stringtotrim, maxlen, "%s", stringtotrim)
	}
}

BotBuild(bot, Float:closestTime = 0.1, Float:longestTime = 5.0) 
{
	// This function should only be used to build sentries at objective related targets.
	// So as to not try to build all the time if recently started a build task when touched a objective related target
	if (task_exists(bot))
		return

	new teamSentriesNear = GetStuffInVicinity(bot, BOT_MAXSENTRIESDISTANCE, true, "sentry") + GetStuffInVicinity(bot, BOT_MAXSENTRIESDISTANCE, true, "sentrybase")
	if (teamSentriesNear >= BOT_MAXSENTRIESNEAR) 
	{
		new name[32]
		get_user_name(bot, name, 31)
		//client_print(0, print_chat, "There are already %d sentries near me, I won't build here, %s says. (objective)", teamSentriesNear, name)
		return
	}

	new Float:ltime = random_float(closestTime, longestTime)
	set_task(ltime, "sentry_build", bot)
	//server_print("Bot task %d set to %f seconds", bot, ltime)

	/*new tempname[32]
	get_user_name(bot, tempname, 31)
	client_print(0, print_chat, "Bot %s will build a sentry in %f seconds...", tempname, ltime)*/
}

public sentry_build_randomlybybot(taskid_and_id) 
{
	//Shaman: Check if the player is allowed to build
	if(!g_allowBuild)
		return

	if (!is_user_alive(taskid_and_id - TASKID_BOTBUILDRANDOMLY))
		return

	// Now finally do a short check if there already are enough (2-3 sentries) in this vicinity... then don't build.
	new teamSentriesNear = GetStuffInVicinity(taskid_and_id - TASKID_BOTBUILDRANDOMLY, BOT_MAXSENTRIESDISTANCE, true, "sentry") + GetStuffInVicinity(taskid_and_id - TASKID_BOTBUILDRANDOMLY, BOT_MAXSENTRIESDISTANCE, true, "sentrybase")
	if (teamSentriesNear >= BOT_MAXSENTRIESNEAR) 
	{
		//new name[32]
		//get_user_name(taskid_and_id - TASKID_BOTBUILDRANDOMLY, name, 31)
		//client_print(0, print_chat, "There are already %d sentries near me, I won't build here, %s says. (random)", teamSentriesNear, name)
		return
	}

	sentry_build(taskid_and_id - TASKID_BOTBUILDRANDOMLY)
}

GetStuffInVicinity(entity, const Float:RADIUS, bool:followTeam, STUFF[]) 
{
	new classname[32], sentryTeam, nrOfStuffNear = 0
	entity_get_string(entity, EV_SZ_classname, classname, 31)
	if (followTeam) 
	{
		if (equal(classname, "player"))
			sentryTeam = get_user_team(entity)
		else if (equal(classname, "sentry"))
			sentryTeam = entity_get_int(entity, SENTRY_INT_TEAM)
	}	

	if (followTeam) 
	{
		if (equal(STUFF, "sentry")) 
		{
			for (new i = 0; i < g_sentriesNum; i++) 
			{
				if (g_sentries[i] == entity || (followTeam && entity_get_int(g_sentries[i], SENTRY_INT_TEAM) != sentryTeam) || entity_range(g_sentries[i], entity) > RADIUS)
					continue

				nrOfStuffNear++
			}
		}
		else if (equal(STUFF, "sentrybase")) 
		{
			new ent = 0
			while ((ent = find_ent_by_class(ent, STUFF))) 
			{
				// Don't count if:
				// If follow team then if team is not same
				// If ent is the same as what we're searching from, which is entity
				// Don't count a base if it has a head, we consider sentry+base only as one item (a sentry)
				// Or if out of range
				if ((followTeam && entity_get_int(ent, BASE_INT_TEAM) != sentryTeam)
				|| ent == entity
				|| entity_get_edict(ent, BASE_ENT_SENTRY) != 0
				|| entity_range(ent, entity) > RADIUS)
					continue

				nrOfStuffNear++
			}
		}
	}
	//client_print(0, print_chat, "Found %d sentries within %f distance of entity %d...", nrOfSentriesNear, RADIUS, entity)
	return nrOfStuffNear
}

BotBuildRandomly(bot, Float:closestTime = 0.1, Float:longestTime = 5.0) 
{
	// This function is used to stark tasks that will build sentries randomly regardless of map objectives and its targets.
	new Float:ltime = random_float(closestTime, longestTime)
	set_task(ltime, "sentry_build_randomlybybot", TASKID_BOTBUILDRANDOMLY + bot)

	new tempname[32]
	get_user_name(bot, tempname, 31)
	//client_print(0, print_chat, "Bot %s will build a random sentry in %f seconds...", tempname, ltime)
	//server_print("Bot %s will build a random sentry in %f seconds...", tempname, ltime)
}

public playerreachedtarget(target, bot) 
{
	if (!is_user_bot(bot) && !zp_get_user_zombie(bot) || GetSentryCount(bot) >= MAXPLAYERSENTRIES || entity_get_int(bot, EV_INT_bInDuck) || cs_get_user_vip(bot) || get_systime() < g_lastObjectiveBuild[bot - 1] + BOT_OBJECTIVEWAIT)
		return PLUGIN_CONTINUE

	//client_print(bot, print_chat, "You touched bombtarget %d!", bombtarget)
	BotBuild(bot)
	g_lastObjectiveBuild[bot - 1] = get_systime()

	return PLUGIN_CONTINUE
}

public playertouchedweaponbox(weaponbox, bot) 
{
	if (!is_user_bot(bot) && !zp_get_user_zombie(bot) || GetSentryCount(bot) >= MAXPLAYERSENTRIES || cs_get_user_team(bot) != CS_TEAM_CT)
	return PLUGIN_CONTINUE

	new model[22]
	entity_get_string(weaponbox, EV_SZ_model, model, 21)
	if (!equal(model, "models/w_backpack.mdl"))
		return PLUGIN_CONTINUE

	// A ct will build near a dropped bomb
	BotBuild(bot, 0.0, 2.0)

	return PLUGIN_CONTINUE
}

public playerreachedhostagerescue(target, bot) 
{
	if (!is_user_bot(bot) && !zp_get_user_zombie(bot) || GetSentryCount(bot) >= MAXPLAYERSENTRIES) //  || cs_get_user_team(bot) != CS_TEAM_T
	return PLUGIN_CONTINUE

	// ~5% chance that a ct will build a sentry here, a t always builds
	if (cs_get_user_team(bot) == CS_TEAM_CT) 
	{
		if (random_num(0, 99) < 95)
			return PLUGIN_CONTINUE
	}

	BotBuild(bot)

	//client_print(bot, print_chat, "You touched bombtarget %d!", bombtarget)

	return PLUGIN_CONTINUE
}

public playertouchedhostage(hostage, bot) 
{
	if (!is_user_bot(bot) && !zp_get_user_zombie(bot) || GetSentryCount(bot) >= MAXPLAYERSENTRIES || cs_get_user_team(bot) != CS_TEAM_T)
		return PLUGIN_CONTINUE

	// Build a sentry close to a hostage
	BotBuild(bot)

	//client_print(bot, print_chat, "You touched bombtarget %d!", bombtarget)

	return PLUGIN_CONTINUE
}


public playertouchedsentry(sentry, player) 
{
	if (PlayerCanUpgradeSentry(player, sentry))
		sentry_upgrade(player, sentry)
	
	//client_print(bot, print_chat, "You touched a sentry %d!", sentry)

	return PLUGIN_CONTINUE
}

public botbuildsrandomly(parm[1]) 
{
	if (!is_user_connected(parm[0])) 
	{
		//server_print("********* %d is no longer in server!", parm[0])
		return
	}

	new Float:ltime = random_float(BOT_WAITTIME_MIN, BOT_WAITTIME_MAX)
	new Float:ltime2 = ltime + random_float(BOT_NEXT_MIN, BOT_NEXT_MAX)
	BotBuildRandomly(parm[0], ltime, ltime2)

	set_task(ltime2, "botbuildsrandomly", 0, parm, 1)
}

#if defined DEBUG
public botbuild_fn(id, level, cid) 
{
	if (!cmd_access(id, level, cid, 1))
		return PLUGIN_HANDLED

	new asked = 0
	for(new i = 1; i <= g_MAXPLAYERS; i++) 
	{
		if (!is_user_connected(i) || !is_user_bot(i) || !is_user_alive(i))
			continue

		sentry_build(i)
		asked++
	}
	console_print(id, "Asked %d bots to build sentries (not counting money etc)", asked)

	return PLUGIN_HANDLED
}
	
#endif
g_COST(i)
{
	switch(i)
	{
		case 0: return COST_INIT
		case 1: return COST_UP
		case 2: return COST_UPTWO
	}
	return 0;
}
Грешките:

01/08/2020 - 22:26:43: [ZP] Invalid Player (0)
L 01/08/2020 - 22:26:43: [AMXX] Displaying debug trace (plugin "zp_extra_sentry_
guns.amxx", version "0.1.2a")
L 01/08/2020 - 22:26:43: [AMXX] Run time error 10: native error (native "zp_get_
user_zombie")
L 01/08/2020 - 22:26:43: [AMXX] [0] zp_extra_sentry_guns.sma::sentry_think (l
ine 1500)
L 01/08/2020 - 22:26:57: [ZP] Invalid Player (0)
L 01/08/2020 - 22:26:57: [AMXX] Displaying debug trace (plugin "zp_extra_sentry_
guns.amxx", version "0.1.2a")
L 01/08/2020 - 22:26:57: [AMXX] Run time error 10: native error (native "zp_get_
user_zombie")
L 01/08/2020 - 22:26:57: [AMXX] [0] zp_extra_sentry_guns.sma::sentry_think (l
ine 1500)
L 01/08/2020 - 22:27:32: [ZP] Invalid Player (0)
L 01/08/2020 - 22:27:32: [AMXX] Displaying debug trace (plugin "zp_extra_sentry_
guns.amxx", version "0.1.2a")
L 01/08/2020 - 22:27:32: [AMXX] Run time error 10: native error (native "zp_get_
user_zombie")
L 01/08/2020 - 22:27:32: [AMXX] [0] zp_extra_sentry_guns.sma::sentry_think (l
ine 1500)

Ако някои може да помогне :)

Аватар
OciXCrom
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Проблем в конзолата дава ми грешка [ zp_extra_sentry_guns ]

Мнение от OciXCrom » 09 Яну 2020, 01:21

По принцип това се случва ако играчът е извън сървъра когато функцията се извиква, обаче виждам, че има проверка is_user_alive, която включва и другата. Опитай да промениш ред 1500 с този, ама нещо ми няма логика тази работа:

Код за потвърждение: Избери целия код

if (is_user_connected(hitent) && hitent != target && is_user_alive(hitent) && zp_get_user_zombie(hitent) || !zp_get_user_zombie(hitent) && zp_get_user_zombie(hitent) && entity_get_int(ent, SENTRY_INT_TEAM) != zp_get_user_zombie(hitent)) 
Пиши дали промяната помогна.

Аватар
lurku
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Обратна връзка:

Проблем в конзолата дава ми грешка [ zp_extra_sentry_guns ]

Мнение от lurku » 09 Яну 2020, 23:44

Предполагам знаеш плъгина , какво прави (Строй къртечница) и проблема е , че когато прихване зомби стреля го но след , като излезе от обхвата или се скрие , и пак се появи стои като забила картечницата повече не стреля. Нямам си и на идея дали това е от значение, и дали ще помогне.Но няма промяна.

L 01/09/2020 - 23:28:47: [ZP] Invalid Player (0)
L 01/09/2020 - 23:28:47: [AMXX] Displaying debug trace (plugin "zp_extra_sentry_
guns.amxx", version "0.1.2a")
L 01/09/2020 - 23:28:47: [AMXX] Run time error 10: native error (native "zp_get_
user_zombie")
L 01/09/2020 - 23:28:47: [AMXX] [0] zp_extra_sentry_guns.sma::sentry_think (l
ine 1500)
L 01/09/2020 - 23:28:47: [ZP] Invalid Player (0)
L 01/09/2020 - 23:28:47: [AMXX] Displaying debug trace (plugin "zp_extra_sentry_
guns.amxx", version "0.1.2a")
L 01/09/2020 - 23:28:47: [AMXX] Run time error 10: native error (native "zp_get_
user_zombie")
L 01/09/2020 - 23:28:47: [AMXX] [0] zp_extra_sentry_guns.sma::sentry_think (l

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