Правила форума Гаранты форума
Размещение рекламы AMX-X компилятор

Здравствуйте, гость Вход | Регистрация

Наши новости:

14-дек
24-апр
10-апр
11-апр

> Правила форума

Этот раздел, как вы могли заметить по названию, предназначен для решения вопросов по поводу уже существующих модов и плагинов.
Пожалуйста, если у вас проблема с написанием плагина, не путайте этот раздел с разделом по скриптингу.
Для поиска плагинов и модов существует соответствующий раздел.

Название темы должно соответствовать содержанию. Темы с названием типа "Помогите", "Вопрос", "парни подскажите..." - будут удалены.
Все темы, не относящиеся к "Вопросам по модам и плагинам", будут удалены или перемещены в соответствующий раздел.

Правила оформления темы:
1. Помимо заголовка не забудьте верно сформулировать свой вопрос.
2. Выложите исходник (в тег кода + ) или ссылку на плагин который вызывает у вас вопросы.
3. Выложите лог с ошибками (если имеется) под спойлер

Какой модуль отвечает за функцию sh_set_hero

Статус пользователя narkk3
сообщение 7.11.2016, 2:11
Сообщение #1
Стаж: 10 лет

Сообщений: 99
Благодарностей: 2
Полезность: < 0

Нигде не могу найти информацию о том, какой модуль может отвечать за эти функции. Все файлы, которые нужны для плагина, а именно модели,звуки,спрайты - загрузил.
unknown unknown unknown test.amxx bad load
Код
[AMXX] Plugin "test.amxx" failed to load: Plugin uses an unknown function (name "sh_set_hero") - check your modules.ini.

Список amxx modules
Код
CSDM2                   2.1.2       CSDM Team            running    
CStrike                 1.8.2-dev   AMX Mod X Dev Team   running    
CSX                     1.8.2-dev   AMX Mod X Dev Team   running    
Engine                  1.8.2-dev   AMX Mod X Dev Team   running    
FakeMeta                1.8.2-dev   AMX Mod X Dev Team   running    
Fun                     1.8.2-dev   AMX Mod X Dev Team   running    
Ham Sandwich            1.8.2-dev   AMX Mod X Dev Team   running    
nVault                  1.8.2-dev   AMX Mod X Dev Team   running    
Всего 8 модулей

Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   Цитировать сообщение
Статус пользователя Bloo
сообщение 7.11.2016, 5:00
Сообщение #2


Стаж: 12 лет

Сообщений: 15547
Благодарностей: 6971
Полезность: 1206

narkk3, вы бы хоть исходник того что ставите приложили, что там у вас за test.amxx никому не известно. Это не функция модуля судя по всему, а натив какого то платина. Вывод, вы не поставили основной плане с нативом.
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
Статус пользователя narkk3
сообщение 7.11.2016, 13:57
Сообщение #3
Стаж: 10 лет

Сообщений: 99
Благодарностей: 2
Полезность: < 0

Цитата(Bloo @ 7.11.2016, 6:00) *
narkk3, вы бы хоть исходник того что ставите приложили, что там у вас за test.amxx никому не известно. Это не функция модуля судя по всему, а натив какого то платина. Вывод, вы не поставили основной плане с нативом.

Извиняюсь, не знал, думал в modules что-то.
test.amxx

Код
#include <amxmodx>
#include <engine>
#include <fun>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <xs>

#if AMXX_VERSION_NUM < 183
    #define message_begin_f(%0,%1,%2,%3)    engfunc(EngFunc_MessageBegin,%0,%1,%2,%3)
    #define write_coord_f(%0)        engfunc(EngFunc_WriteCoord,%0)
    
    #include <dhudmessage>
#endif


native sh_set_hero ( id )
native give_shield_grenade ( id )


#define is_valid_player(%1) ( 1 <= %1 <= g_iMaxPlayers )
#define is_valid_team(%1) ( 0 < %1 < 3 )

#define is_entity_on_ground(%1) ( entity_get_int ( %1, EV_INT_flags ) & FL_ONGROUND )

// сколько пушек у игрока уже построено
#define GetSentryCount(%1) g_iPlayerSentries[%1]

#define MAXUPGRADERANGE        75.0
#define SENTRYEXPLODERADIUS        250.0            // радиус отброса при взрыве
#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)

#define SENTRYMINDISTANCE    256.0

#define MAXSENTRIES                32 * 3

#define TASK_GODMODE 114455

#define SENTRY_INT_PEOPLE        EV_INT_iuser2 // max 5 users using 6 bits!
#define SENTRY_INT_UGPRADERS        EV_INT_iuser3
#define SENTRY_PEOPLE_BITS        6
#define OWNER                    0
#define UPGRADER_1                1
#define UPGRADER_2                2
#define TARGET                    3
#define UPGRADER_3                4
#define MASK_OWNER                0xFFFFFFC0 // 11111111111111111111111111000000
#define MASK_UPGRADER_1            0xFFFFF03F // 11111111111111111111000000111111
#define MASK_UPGRADER_2            0xFFFC0FFF // 11111111111111000000111111111111
#define MASK_TARGET                0xFF03FFFF // 11111111000000111111111111111111
#define MASK_UPGRADER_3                0xC0FFFFFF // 11000000111111111111111111111111
new const MASKS_PEOPLE[5] = {MASK_OWNER, MASK_UPGRADER_1, MASK_UPGRADER_2, MASK_TARGET, MASK_UPGRADER_3}

GetSentryPeople(const SENTRY, const WHO) {
    new data = entity_get_int(SENTRY, SENTRY_INT_PEOPLE)
    data |= MASKS_PEOPLE[WHO]
    data ^= MASKS_PEOPLE[WHO]
    data = (data>>(WHO*SENTRY_PEOPLE_BITS))
    return data
}
SetSentryPeople(const SENTRY, const WHO, const IS) {
    new data = entity_get_int(SENTRY, SENTRY_INT_PEOPLE)
    data &= MASKS_PEOPLE[WHO] // nullify the setting
    data |= (IS<<(WHO*SENTRY_PEOPLE_BITS)) // set the setting
    entity_set_int(SENTRY, SENTRY_INT_PEOPLE, data) // store
}

#define SENTRY_INT_SETTINGS        EV_INT_iuser1
#define SENTRY_ROCKET_TIME        EV_FL_teleport_time
#define SENTRY_SETTINGS_BITS    2
#define SENTRY_SETTING_FIREMODE    0
#define SENTRY_SETTING_TEAM        1
#define SENTRY_SETTING_LEVEL    2
#define SENTRY_SETTING_PENDDIR    3
#define MASK_FIREMODE            0xFFFFFFFC // 11111111111111111111111111111100 = FFFFFFFC
#define MASK_TEAM                0xFFFFFFF3 // 11111111111111111111111111110011 = FFFFFFF3
#define MASK_LEVEL                0xFFFFFFCF // 11111111111111111111111111001111 = FFFFFFCF
#define MASK_PENDDIR            0xFFFFFF3F // 11111111111111111111111100111111 = FFFFFF3F
new const MASKS_SETTINGS[4] = {MASK_FIREMODE, MASK_TEAM, MASK_LEVEL, MASK_PENDDIR}

GetSentrySettings(const SENTRY, const SETTING) {
    new data = entity_get_int(SENTRY, SENTRY_INT_SETTINGS)
    data |= MASKS_SETTINGS[SETTING]
    data ^= MASKS_SETTINGS[SETTING]
    //data = (data>>(SETTING*SENTRY_SETTINGS_BITS))
    return (data>>(SETTING*SENTRY_SETTINGS_BITS))
}
SetSentrySettings(const SENTRY, const SETTING, const VALUE) {
    new data = entity_get_int(SENTRY, SENTRY_INT_SETTINGS)
    data &= MASKS_SETTINGS[SETTING] // nullify the setting
    //data |= (VALUE<<(SETTING*SENTRY_SETTINGS_BITS)) // set the setting
    entity_set_int(SENTRY, SENTRY_INT_SETTINGS, data | (VALUE<<(SETTING*SENTRY_SETTINGS_BITS))) // store
}

GetSentryFiremode(const SENTRY) {
    return GetSentrySettings(SENTRY, SENTRY_SETTING_FIREMODE)
}
SetSentryFiremode(const SENTRY, const MODE) {
    SetSentrySettings(SENTRY, SENTRY_SETTING_FIREMODE, MODE)
}
CsTeams:GetSentryTeam(const SENTRY) {
    return CsTeams:GetSentrySettings(SENTRY, SENTRY_SETTING_TEAM)
}
SetSentryTeam(const SENTRY, const CsTeams:TEAM) {
    SetSentrySettings(SENTRY, SENTRY_SETTING_TEAM, int:TEAM)
}
GetSentryLevel(const SENTRY) {
    return GetSentrySettings(SENTRY, SENTRY_SETTING_LEVEL)
}
SetSentryLevel(const SENTRY, const LEVEL) {
    SetSentrySettings(SENTRY, SENTRY_SETTING_LEVEL, LEVEL)
}
GetSentryPenddir(const SENTRY) {
    return GetSentrySettings(SENTRY, SENTRY_SETTING_PENDDIR)
}
SetSentryPenddir(const SENTRY, const PENDDIR) {
    SetSentrySettings(SENTRY, SENTRY_SETTING_PENDDIR, PENDDIR)
}

#define SENTRY_ENT_BASE            EV_ENT_euser1

#define SENTRY_FL_ANGLE            EV_FL_fuser1
#define SENTRY_FL_SPINSPEED        EV_FL_fuser2
#define SENTRY_FL_MAXSPIN        EV_FL_fuser3
#define SENTRY_FL_LASTTHINK        EV_FL_fuser4

#define SENTRY_DIR_CANNON        0

#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_LEVEL_4            3
#define SENTRY_FIREMODE_NO        0
#define SENTRY_FIREMODE_YES        1
#define SENTRY_FIREMODE_NUTS    2
#define TARGETUPMODIFIER            18.0 // if player ducks on ground, traces don't hit...
#define DMG_BULLET                (1<<1)    //выстрел
#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 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 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...

#define PLACE_RANGE 45.0

#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 RPG_RADIUS    250.0
#define RPG_DAMAGE    150.0
#define RPG_DISTANCE    400.0

new const szModels[][] =
{
    "models/dmsentries/base.mdl",
    "models/dmsentries/sentry1_t.mdl",
    "models/dmsentries/sentry2_t.mdl",
    "models/dmsentries/sentry3_t.mdl",
    "models/dmsentries/sentry1_ct.mdl",
    "models/dmsentries/sentry2_ct.mdl",
    "models/dmsentries/sentry3_ct.mdl",
    "models/rpgrocket.mdl",
    "models/computergibs.mdl"
}

new const szSounds[][] =
{
    "debris/bustmetal1.wav",
    "debris/bustmetal2.wav",
    "debris/metal1.wav",
    "debris/metal3.wav",
    "dmsentries/turridle.wav",
    "dmsentries/turrset.wav",
    "dmsentries/turrspot.wav",
    "dmsentries/building.wav",
    "dmsentries/fire.wav",
    "weapons/rocket1.wav"
}

new expDecal

#define SENTRYOWNERAWARD    300
#define SENTRYASSISTAWARD    150

new const g_DMG[4] = {5, 10, 15, 15}                                // количество урона от пушки в зависимости от ее уровня
new const Float:g_THINKFREQUENCIES[4] = {2.0, 1.0, 0.5, 0.5}        // через сколько захватывается цель
new const Float:g_HITRATIOS[4] = {0.6, 0.75, 0.85, 0.85}            // разброс
new const Float:g_HEALTHS[4] = {3000.0, 6000.0, 9000.0, 10000.0}    // сколько хп у пушки в зависимости от ее уровня (верхняя часть)
new const g_COST[4] = {3000, 600, 600, 16000}                        // стоимость установки/улучшения пушек
new const g_SENTRYCOST[3] = {3000, 3500, 4000}                            // стоимость установки/улучшения пушек
#define g_sentriesNum (g_teamsentriesNum[0]+g_teamsentriesNum[1])
new g_teamsentriesNum[2]    
new g_sentries[MAXSENTRIES]
new g_iPlayerSentries[33]
new g_iPlayerSentriesEdicts[33][3]
new g_sModelIndexFireball
new g_msgDamage
new g_msgDeathMsg
new g_msgScoreInfo
new g_msgHostagePos
new g_msgHostageK
new g_iMaxPlayers
new Float:g_ONEEIGHTYTHROUGHPI
new Float:g_sentryOrigins[32][3]
new bool:g_inBuilding[33]
new sentries_num[33]
new gMsgID
new g_iTimer[33]
new m_iTrail

public plugin_init() {

    register_plugin("Sentry guns", "1.1", "JGHG & miRror")

    register_event ( "Spectator", "ev_Spectation", "a" )

    register_clcmd("sentry_build", "cmd_CreateSentry", 0, "- build a sentry gun where you are")
    register_clcmd("say /sgstats", "sgstats", 0, "- stats sentry")
    register_clcmd("say /forcesh", "givesgr")
    
    RegisterHam ( Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1 )

    register_forward ( FM_TraceLine, "fw_TraceLine_Post", 1 )

    RegisterHam ( Ham_TakeDamage, "func_breakable", "fw_TakeDamage" )
    
    register_touch ( "sentry", "player", "fw_TouchSentry" )
    register_touch("rpg_rocket","*","fw_RpgTouch")
    
    register_message ( 23, "msg_TempEntity" )
    register_think("sentrybase", "think_sentrybase")
    register_think ( "sentry", "fw_ThinkSentry" )

    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")
    gMsgID = get_user_msgid("StatusIcon")
    
    g_iMaxPlayers = get_global_int(GL_maxClients)
    g_ONEEIGHTYTHROUGHPI = 180.0 / 3.141592654
    
    expDecal = get_decal_index("{scorch1")

    set_task ( 120.0, "checkhero", .flags = "b" )
}

public plugin_precache() {
    for(new i=0;i<sizeof(szModels);i++)
        precache_model(szModels[i])
    for(new i=0;i<sizeof(szSounds);i++)
        precache_sound(szSounds[i])
    g_sModelIndexFireball = precache_model("sprites/zerogxplode.spr")
    m_iTrail = precache_model("sprites/smoke.spr")
}

public plugin_natives ()
{
    register_native ( "get_sentry_people", "native_get_sentry_people", 1 )
    register_native ( "get_sentry_team", "native_get_sentry_team", 1 )
}

public native_get_sentry_people ( sentry, who )
{
    return GetSentryPeople ( sentry, who )
}

public CsTeams:native_get_sentry_team ( sentry )
{
    return GetSentryTeam ( sentry )
}

public sgstats(id)
{
    ChatColor ( id, "^4* ^1Пушки: [CT: ^4%d^1 шт.], [ТТ: ^4%d^1 шт.], у всех: [^4%d^1 шт.]", g_teamsentriesNum[1],g_teamsentriesNum[0],g_sentriesNum)
}
public givesgr(id)
{
    if(is_user_alive(id))
        give_shield_grenade ( id )
        
    return PLUGIN_HANDLED
}

public checkhero()
{
    new iPlayers = get_playersnum ()
    if(iPlayers > 15 && g_sentriesNum >= 14)
    {
        new players[32],  num, plid, bestfrags = 0, bool:heroenabled
        new iData[2]; iData[0] = 5
        if(g_teamsentriesNum[1] <= (g_sentriesNum * 0.3))
        {
            iData[1] = 1
            TimerStart ( iData )
            get_players(players, num, "ache", "CT")
            heroenabled = true
        } else if(g_teamsentriesNum[0] <= (g_sentriesNum * 0.3)) {
            iData[1] = 0
            get_players(players, num, "ache", "TERRORIST")    
            heroenabled = true
        }
        
        if(heroenabled && num > 1)
        {
            new iNum = num, iHero
            for(--num; num>=0; num--)
            {
                if(get_user_frags(players[num]) >= bestfrags)
                {
                    plid = players[iHero = num]
                    bestfrags = get_user_frags(plid)
                }
            }
            if ( sh_set_hero ( plid ) )
            {
                while (GetSentryCount(plid) > 0)
                    sentry_detonate_by_owner(plid)

                for ( new i = iHero; i < iNum; i++ )
                    players[i] = players[i+1]

                iNum--
            }
            /*if ( iNum > 0 )
            {
                new iParam[33]
                for ( new i; i < iNum; i++ )
                    iParam[i] = players[i]
                iParam[32] = iNum
                set_task ( 5.0, "GiveShieldGrenades", 0, iParam, 33 )
            }*/
        }
    }
}

public TimerStart ( data[2] )
{
    if ( !data[0] ) return

    data[0]--

    set_dhudmessage ( 255, 255, 255, -1.0, 0.35, 0, 0.0, 1.0, 0.0, 0.0 )
    show_dhudmessage ( 0, "Выдача гранаты-ауры %s начнется через %d секунд", data[1] ? "контрам" : "террам", data[0] )

    set_task ( 1.0, "TimerStart", 0, data, 2 )
}

public GiveShieldGrenades ( param[33] )
{
    new players[32], num = param[32]
    for ( new i; i < num; i++ )
        players[i] = param[i]

    new iPlayers[3], iNum = clamp ( num, 1, 3 )

    for ( new i, b, iRandom, iPlayer; i < iNum; i++ )
    {
        iPlayer = iPlayers[i] = players[iRandom = random_num ( 0, num-1 )]

        //give_shield_grenade ( iPlayer )
        g_iTimer[iPlayer] = 10
        set_user_godmode ( iPlayer, 1 )
        TimerGodMode ( iPlayer )

        for ( b = iRandom; b < num; b++ )
            players[b] = players[b+1]
    }
    set_dhudmessage ( 255, 255, 255, -1.0, 0.35, 0, 0.0, 1.0, 0.0, 0.0 )
    show_dhudmessage ( 0, "Аура выдана %i игрокам", iNum )
}

public TimerGodMode ( id )
{
    if ( id > g_iMaxPlayers )
        id -= TASK_GODMODE

    if ( !is_user_connected ( id ) || !is_user_alive ( id ) )
        return

    set_dhudmessage ( 255, 255, 255, -1.0, 0.35, 0, 0.0, 1.0, 0.0, 0.0 )

    if ( --g_iTimer[id] > 0 )
    {
        show_dhudmessage ( id, "У вас еще есть %i секунд бессмертия^nГраната аура - это дымовая граната", g_iTimer[id] )
        set_task ( 1.0, "SetGodMode", id+TASK_GODMODE )
    }
    else
    {
        show_dhudmessage ( id, "Режим бессмертия отключен" )
        set_user_godmode ( id, 0 )
    }
}

public ev_Spectation ()
{
    new id = read_data ( 1 )

    if ( is_user_connected ( id ) && cs_get_user_team ( id ) == CS_TEAM_SPECTATOR )
        while ( GetSentryCount ( id ) > 0 )
            sentry_detonate_by_owner ( id )
}

public fw_TakeDamage ( ent, idinflictor, idattacker, Float:damage, damagebits )
{
    if ( !pev_valid ( ent ) )
        return HAM_IGNORED
    
    new sClassname[11]
    pev ( ent, pev_classname, sClassname, charsmax ( sClassname ) )
    
    if ( equal ( sClassname, "sentry" ) || equal ( sClassname, "sentrybase" ) )
    {
        if ( sClassname[6] == 'b' )
            ent = entity_get_edict(ent, BASE_ENT_SENTRY)
        
        if ( pev_valid ( ent ) )
        {
            new iOwner = GetSentryPeople ( ent, OWNER )
            
            if ( !is_user_connected ( iOwner ) || !is_valid_player ( iOwner ) || !is_user_connected ( idattacker ) || !is_valid_player ( idattacker ) )
                return HAM_SUPERCEDE
        
            if ( cs_get_user_team ( iOwner ) == cs_get_user_team ( idattacker ) && idattacker != iOwner )
                return HAM_SUPERCEDE
        }
    }
    return HAM_IGNORED    
}

public cmd_CreateSentry ( id )
{
    new iSentry = AimingAtSentry ( id )

    if ( iSentry && entity_range ( iSentry, id ) <= MAXUPGRADERANGE )
        SentryUpgrade ( id, iSentry )
    else
        SentryBuild ( id )

    return PLUGIN_HANDLED
}

public SentryBuild ( id )
{
    if ( !is_user_alive ( id ) )
    {
        ChatColor ( id, "^1[^4Информация^1] Мертвым ^3нельзя^1 ставить пушку!" )
        return
    }
    new iSentryCount = GetSentryCount ( id )
    if ( iSentryCount == 3 )
    {
        ChatColor ( id, "^1[^4Информация^1] Нельзя установить более ^43^1 пушек!" )
        return
    }
    if ( g_inBuilding[id] )
    {
        ChatColor ( id, "^1[^4Информация^1] Эй, не так быстро..." )
        return
    }
    if ( !is_entity_on_ground ( id ) )
    {
        ChatColor ( id, "^1[^4Информация^1] Встань на землю, чтобы установить пушку!" )
        return
    }
    
    new Float:origin[3],classname[32],e
    entity_get_vector(id,EV_VEC_origin,origin)
    
    
    
    while((e = find_ent_in_sphere(e,origin,SENTRYMINDISTANCE))){
        entity_get_string(e,EV_SZ_classname,classname,charsmax(classname))
        
        if(strcmp(classname,"sentrybase") == 0 && entity_get_int(e, BASE_INT_TEAM) == get_user_team(id) && entity_get_edict(e,EV_ENT_owner) != id){
            ChatColor(id,"^1[^4Информация^1] Защита от ^3подсосов^1.")
            return
        }
    }
    
    if ( cs_get_user_money ( id ) < g_SENTRYCOST[iSentryCount] )
    {
        ChatColor ( id, "^1[^4Информация^1] У тебя ^3не хватает^1 денег! (нужно ^4%d$^1)", g_SENTRYCOST[iSentryCount] )
        return
    }

    new Float:fPlayerOrigin[3], Float:fOrigin[3], Float:fAngle[3]
    pev ( id, pev_origin, fPlayerOrigin )
    pev ( id, pev_angles, fAngle )
    fOrigin = fPlayerOrigin

    fOrigin[0] += floatcos ( fAngle[1], degrees ) * PLACE_RANGE
    fOrigin[1] += floatsin ( fAngle[1], degrees ) * PLACE_RANGE
    fOrigin[0] += floatcos ( fAngle[0], degrees) * PLACE_RANGE
    fOrigin[1] += floatcos ( fAngle[1], degrees )
    fOrigin[0] -= floatsin ( fAngle[1], degrees )
    fOrigin[1] += floatcos ( fAngle[2], degrees )
    fOrigin[1] -= floatsin ( fAngle[2], degrees ) * PLACE_RANGE
    fOrigin[0] -= floatsin ( fAngle[0], degrees ) * PLACE_RANGE
    fOrigin[0] -= PLACE_RANGE

    if ( pev ( id, pev_flags ) & FL_DUCKING )
        fOrigin[2] += 18.0, fPlayerOrigin[2] += 18.0

    new tr = 0, Float:fFraction
    engfunc ( EngFunc_TraceLine, fPlayerOrigin, fOrigin, 0, id, tr )
    get_tr2 ( tr, TR_flFraction, fFraction )

    if ( fFraction != 1.0 )
    {
        ChatColor ( id, "^1[^4Информация^1] Здесь ^3не получается^1 установить пушку!" )
        return
    }

    if ( CreateSentryBase ( fOrigin, id ) )
    {
        cs_set_user_money ( id, cs_get_user_money ( id ) - g_SENTRYCOST[iSentryCount] )
        ammo_hud ( id, 0 )
        sentries_num[id] += 1
        ammo_hud ( id, 1 )
    }
    else
        ChatColor ( id, "^1[^4Информация^1] Здесь ^3не получается^1 установить пушку!" )
}

IncreaseSentryCount ( id, sentry )
{
    g_iPlayerSentriesEdicts[id][g_iPlayerSentries[id]] = sentry
    g_iPlayerSentries[id]++
    new Float:fSentryOrigin[3], iSentryOrigin[3], iPlayerOrigin[3]
    entity_get_vector ( sentry, EV_VEC_origin, fSentryOrigin )
    FVecIVec ( fSentryOrigin, iSentryOrigin )

    new sName[32]
    get_user_name ( id, sName, charsmax ( sName ) )
    new CsTeams:iTeam = cs_get_user_team ( id )

    for ( new i = 1; i <= g_iMaxPlayers; i++ )
    {
        if ( !is_user_connected ( i ) || !is_user_alive ( i ) || cs_get_user_team ( i ) != iTeam || id == i )
            continue

        get_user_origin ( i, iPlayerOrigin )

        client_print ( i, print_center, "* %s установил пушку в %d юнитах от вас *", sName, get_distance ( iPlayerOrigin, iSentryOrigin ) )

        message_begin ( MSG_ONE_UNRELIABLE, g_msgHostagePos, .player = 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_UNRELIABLE, g_msgHostageK, .player = i )
        write_byte ( SENTRY_RADAR_TEAMBUILT )
        message_end ()
    }
}

DecreaseSentryCount ( id, sentry )
{
    for ( new i; i < g_iPlayerSentries[id]; i++ )
    {
        if ( g_iPlayerSentriesEdicts[id][i] == sentry )
        {
            g_iPlayerSentriesEdicts[id][i] = g_iPlayerSentriesEdicts[id][g_iPlayerSentries[id] - 1]
            g_iPlayerSentriesEdicts[id][g_iPlayerSentries[id] - 1] = 0
            break
        }
    }
    g_iPlayerSentries[id]--
}

stock bool:CreateSentryBase ( Float:origin[3], creator, level = SENTRY_LEVEL_1 )
{
    if ( !CheckLocation ( origin ) )
        return false

    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)

    new Float:difference = PLAYERORIGINHEIGHT - baDistanceFromGround
    if (difference < -1 * HEIGHTDIFFERENCEALLOWED || difference > HEIGHTDIFFERENCEALLOWED) return false

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

    #define SIZE 16.0

    new Float:fTraceEnds[5][3], Float:fTraceHit[3], iType, tr = create_tr2 ()
    fTraceEnds[0][0] = origin[0] - SIZE
    fTraceEnds[0][1] = origin[1] - SIZE
    fTraceEnds[0][2] = origin[2] + SIZE + SIZE
    fTraceEnds[1][0] = origin[0] + SIZE
    fTraceEnds[1][1] = origin[1] - SIZE
    fTraceEnds[1][2] = origin[2] + SIZE + SIZE
    fTraceEnds[2][0] = origin[0] - SIZE
    fTraceEnds[2][1] = origin[1] + SIZE
    fTraceEnds[2][2] = origin[2] + SIZE + SIZE
    fTraceEnds[3][0] = origin[0] + SIZE
    fTraceEnds[3][1] = origin[1] + SIZE
    fTraceEnds[3][2] = origin[2] + SIZE + SIZE
    fTraceEnds[4][0] = origin[0]
    fTraceEnds[4][1] = origin[1]
    fTraceEnds[4][2] = origin[2] + SIZE + SIZE

    for ( new i; i < 5; i++ )
    {
        fTraceHit = fTraceEnds[i]
        fTraceHit[2] += 40.0

        engfunc ( EngFunc_TraceLine, fTraceEnds[i], fTraceHit, 0, 0, tr )
        get_tr2 ( tr, TR_vecEndPos, fTraceHit )

        if ( fTraceHit[2] - fTraceEnds[i][2] != 40.0 )
        {
            iType = 1
            break
        }
    }

    if ( iType )
    {
        fTraceEnds[0][0] = origin[0] - SIZE
        fTraceEnds[0][1] = origin[1] - SIZE
        fTraceEnds[0][2] = origin[2] - SIZE - SIZE
        fTraceEnds[1][0] = origin[0] + SIZE
        fTraceEnds[1][1] = origin[1] - SIZE
        fTraceEnds[1][2] = origin[2] - SIZE - SIZE
        fTraceEnds[2][0] = origin[0] - SIZE
        fTraceEnds[2][1] = origin[1] + SIZE
        fTraceEnds[2][2] = origin[2] - SIZE - SIZE
        fTraceEnds[3][0] = origin[0] + SIZE
        fTraceEnds[3][1] = origin[1] + SIZE
        fTraceEnds[3][2] = origin[2] - SIZE - SIZE
        fTraceEnds[4][0] = origin[0]
        fTraceEnds[4][1] = origin[1]
        fTraceEnds[4][2] = origin[2] - SIZE - SIZE
        new Float:fMinDistance, Float:fDistance
        for ( new i; i < 5; i++ )
        {
            fTraceHit[0] = fTraceEnds[i][0]
            fTraceHit[1] = fTraceEnds[i][1]
            fTraceHit[2] = -8192.0
    
            engfunc ( EngFunc_TraceLine, fTraceEnds[i], fTraceHit, IGNORE_MONSTERS, 0, tr )
            get_tr2 ( tr, TR_vecEndPos, fTraceHit )
    
            fDistance = vector_distance ( fTraceEnds[i], fTraceHit )
    
            if ( fDistance < fMinDistance || fMinDistance <= 0.0 )
            {
                fMinDistance = fDistance
                origin[2] = fTraceHit[2]
            }
        }
    }
    free_tr2 ( tr )

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

    DispatchSpawn(entbase)
    entity_set_string(entbase, EV_SZ_classname, "sentrybase")
    entity_set_model(entbase, "models/dmsentries/base.mdl") // later set according to level
    entity_set_edict(entbase,EV_ENT_owner,creator)
    
    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)
    entity_set_origin(entbase, origin)
    
    entity_set_int(entbase, EV_INT_solid, SOLID_SLIDEBOX)
    entity_set_int(entbase, EV_INT_movetype, iType ? MOVETYPE_FLY : MOVETYPE_TOSS) // head flies base falls
    entity_set_int(entbase, BASE_INT_TEAM, _:cs_get_user_team(creator))

    new parms[4]
    parms[0] = entbase
    parms[1] = creator
    parms[2] = level
    parms[3] = iType

    if ( iType ) origin[2] += 16.0

    g_sentryOrigins[creator - 1] = origin

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

    set_task(2.0, "createsentryhead", 0, parms, 4)
    g_inBuilding[creator] = true

    return true
}

public createsentryhead(parms[4])
{
    new entbase = parms[0]
    new level = parms[2]
    new creator = parms[1]
    new iType = parms[3]

    if ( !is_user_connected ( creator ) || !g_inBuilding[creator] )
    {
        if (is_valid_ent(entbase))
            remove_entity(entbase)

        return
    }

    if ( !is_valid_team ( _:cs_get_user_team ( creator ) ) )
    {
        if (is_valid_ent(entbase))
            remove_entity(entbase)

        sentries_num[creator]--
        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]
    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)
    }

    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)
    entity_set_string(ent, EV_SZ_classname, "sentry")
    switch(_:cs_get_user_team(creator))
    {
        case 1:
        {
            switch(level)
            {
                case SENTRY_LEVEL_1: entity_set_model(ent, "models/dmsentries/sentry1_t.mdl")
                case SENTRY_LEVEL_2: entity_set_model(ent, "models/dmsentries/sentry2_t.mdl")
                case SENTRY_LEVEL_3: entity_set_model(ent, "models/dmsentries/sentry3_t.mdl")
            }
        }
        case 2:
        {
            switch(level)
            {
                case SENTRY_LEVEL_1: entity_set_model(ent, "models/dmsentries/sentry1_ct.mdl")
                case SENTRY_LEVEL_2: entity_set_model(ent, "models/dmsentries/sentry2_ct.mdl")
                case SENTRY_LEVEL_3: entity_set_model(ent, "models/dmsentries/sentry3_ct.mdl")
            }
        }
    }
    
    
    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)
    entity_set_origin(ent, origin)
    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)
    entity_set_int(ent, EV_INT_solid, SOLID_SLIDEBOX) // SOLID_SLIDEBOX
    entity_set_int(ent, EV_INT_movetype, iType ? MOVETYPE_FLY : MOVETYPE_TOSS) // head flies, base doesn't

    SetSentryPeople(ent, OWNER, creator)
    
    new CsTeams:crteam = cs_get_user_team(creator)
    SetSentryTeam ( ent, crteam )
    SetSentryLevel ( ent, level )

    g_teamsentriesNum[_:crteam-1]++
    
    emit_sound(ent, CHAN_AUTO, "dmsentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)

    IncreaseSentryCount(creator, ent)

    new directions = (random_num(0, 1)<<SENTRY_DIR_CANNON)
    SetSentryPenddir ( ent, directions )

    g_inBuilding[creator] = false

    if (!is_valid_ent(entbase))
        SetSentryFiremode ( ent, SENTRY_FIREMODE_NUTS )

    entity_set_float ( ent, SENTRY_FL_LASTTHINK, get_gametime () + g_THINKFREQUENCIES[0] )
    entity_set_float ( ent, EV_FL_nextthink, get_gametime () + 0.01 )

    /*static bool:bHamRegistred

    if ( !bHamRegistred )
    {
        RegisterHamFromEntity ( Ham_Think, ent, "fw_ThinkSentry", 1 )
        bHamRegistred = true
    }*/
}

stock bool:CheckLocation ( const Float:origin[3] )
{
    if ( engfunc ( EngFunc_PointContents, origin ) != CONTENTS_EMPTY )
        return false

    new tr = create_tr2 ()

    engfunc ( EngFunc_TraceHull, origin, origin, 0, HULL_HEAD/*HUMAN*/, 0, tr )
    if ( !get_tr2 ( tr, TR_InOpen ) || get_tr2 ( tr, TR_StartSolid ) || get_tr2 ( tr, TR_AllSolid ) )
    {
        free_tr2 ( tr )
        return false
    }

    #define SIZE 16.0

    new Float:fTraceEnds[9][3], Float:fTraceHit[3], iHitEnt
    fTraceEnds[0][0] = origin[0]
    fTraceEnds[0][1] = origin[1]
    fTraceEnds[0][2] = origin[2] - SIZE - SIZE
    fTraceEnds[1][0] = origin[0] - SIZE
    fTraceEnds[1][1] = origin[1] - SIZE
    fTraceEnds[1][2] = origin[2] - SIZE - SIZE
    fTraceEnds[2][0] = origin[0] + SIZE
    fTraceEnds[2][1] = origin[1] - SIZE
    fTraceEnds[2][2] = origin[2] - SIZE - SIZE
    fTraceEnds[3][0] = origin[0] - SIZE
    fTraceEnds[3][1] = origin[1] + SIZE
    fTraceEnds[3][2] = origin[2] - SIZE - SIZE
    fTraceEnds[4][0] = origin[0] + SIZE
    fTraceEnds[4][1] = origin[1] + SIZE
    fTraceEnds[4][2] = origin[2] - SIZE - SIZE
    fTraceEnds[5][0] = origin[0] - SIZE
    fTraceEnds[5][1] = origin[1] - SIZE
    fTraceEnds[5][2] = origin[2] + SIZE + SIZE
    fTraceEnds[6][0] = origin[0] + SIZE
    fTraceEnds[6][1] = origin[1] - SIZE
    fTraceEnds[6][2] = origin[2] + SIZE + SIZE
    fTraceEnds[7][0] = origin[0] - SIZE
    fTraceEnds[7][1] = origin[1] + SIZE
    fTraceEnds[7][2] = origin[2] + SIZE + SIZE
    fTraceEnds[8][0] = origin[0] + SIZE
    fTraceEnds[8][1] = origin[1] + SIZE
    fTraceEnds[8][2] = origin[2] + SIZE + SIZE

    for (new i = 0, b = 0; i < 9; i++)
    {
        if ( engfunc ( EngFunc_PointContents, fTraceEnds[i] ) != CONTENTS_EMPTY )
        {
            free_tr2 ( tr )
            return false
        }

        engfunc ( EngFunc_TraceLine, origin, fTraceEnds[i], 0, 0, tr )
        iHitEnt = get_tr2 ( tr, TR_pHit )

        if ( iHitEnt != -1 )
        {
            free_tr2 ( tr )
            return false
        }

        get_tr2 ( tr, TR_vecEndPos, fTraceHit )

        for ( b = 0; b < 3; b++ )
        {
            if ( fTraceEnds[i][b] != fTraceHit[b] )
            {
                free_tr2 ( tr )
                return false
            }
        }
        if ( i < 5 )
        {
            fTraceHit[0] = fTraceEnds[i][0]
            fTraceHit[1] = fTraceEnds[i][1]
            fTraceHit[2] = -8192.0

            engfunc ( EngFunc_TraceLine, fTraceEnds[i], fTraceHit, 0, 0, tr )
            //get_tr2 ( tr, TR_vecEndPos, fTraceHit )
            iHitEnt = get_tr2 ( tr, TR_pHit )

            if ( pev_valid ( iHitEnt ) )
            {
                new sClassname[7]
                pev ( iHitEnt, pev_classname, sClassname, charsmax ( sClassname ) )
                if ( equal ( sClassname, "sentry" ) )
                {
                    free_tr2 ( tr )
                    return false
                }
            }
        }
    }
    free_tr2 ( tr )
    return true
}

bool:sentry_pendulum ( sentry )
{
    switch ( GetSentryFiremode ( sentry ) )
    {
        case SENTRY_FIREMODE_NO:
        {
            new Float:fAngles[3]
            entity_get_vector ( sentry, EV_VEC_angles, fAngles )
            new Float:fBaseAngle = entity_get_float ( sentry, SENTRY_FL_ANGLE )
            new iDirections = GetSentryPenddir ( sentry )
            
            if ( iDirections & (1<<SENTRY_DIR_CANNON) )
            {
                fAngles[1] -= ( PENDULUM_INCREMENT * 0.01 )
                if ( fAngles[1] < fBaseAngle - PENDULUM_MAX )
                {
                    fAngles[1] = fBaseAngle - PENDULUM_MAX
                    iDirections &= ~(1<<SENTRY_DIR_CANNON)
                    SetSentryPenddir ( sentry, iDirections )
                }
            }
            else
            {
                fAngles[1] += ( PENDULUM_INCREMENT * 0.01 )
                if ( fAngles[1] > fBaseAngle + PENDULUM_MAX )
                {
                    fAngles[1] = fBaseAngle + PENDULUM_MAX
                    iDirections |= (1<<SENTRY_DIR_CANNON)
                    SetSentryPenddir ( sentry, iDirections )
                }
            }

            entity_set_vector ( sentry, EV_VEC_angles, fAngles )
            return true
        }
        case SENTRY_FIREMODE_NUTS:
        {
            new Float:fAngles[3]
            entity_get_vector ( sentry, EV_VEC_angles, fAngles )

            new Float:fSpinSpeed = entity_get_float ( sentry, SENTRY_FL_SPINSPEED )
            if ( GetSentryPenddir ( sentry ) & (1<<SENTRY_DIR_CANNON) )
            {
                fAngles[1] -= ( fSpinSpeed * 0.01 )
                if ( fAngles[1] < 0.0 )
                    fAngles[1] = 360.0 + fAngles[1]
            }
            else
            {
                fAngles[1] += ( fSpinSpeed * 0.01 )
                if ( fAngles[1] > 360.0 )
                    fAngles[1] = fAngles[1] - 360.0
            }
            entity_set_float ( sentry, SENTRY_FL_SPINSPEED, ( fSpinSpeed += random_float ( 1.0, 2.0 ) ) )

            new Float:fMaxSpin = entity_get_float ( sentry, SENTRY_FL_MAXSPIN )
            if ( fMaxSpin == 0.0 )
            {
                entity_set_float ( sentry, SENTRY_FL_LASTTHINK, 0.5 )
                entity_set_float ( sentry, SENTRY_FL_MAXSPIN, fMaxSpin = random_float ( 500.0, 750.0 ) )
            }
            else if ( fSpinSpeed >= fMaxSpin )
            {
                sentry_detonate ( sentry, false, false )
                return false
            }
            entity_set_vector ( sentry, EV_VEC_angles, fAngles )
            return true
        }
    }
    return true
}

//#define    TE_TRACER            6        // tracer effect from point to point
tracer(Float:start[3], Float:end[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()
}
stock create_explosion(Float:origin_[3]) {
    new origin[3]
    FVecIVec(origin_, origin)

    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()

    KnockBack ( origin_ )

    new Float:playerOrigin[3], Float:distance, Float:flDmgToDo, Float:dmgbase = 90.0, newHealth
    for (new i = 1; i <= g_iMaxPlayers; i++) {
        if (!is_user_alive(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))
            newHealth = get_user_health(i) - floatround(flDmgToDo)
            if (newHealth <= 0) {
                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()
        }
    }
}

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])
}

KnockBack ( Float:origin[3] )
{
    new iEntList[32]
    new iEntsFound = find_sphere_class ( 0, "player", SENTRYEXPLODERADIUS, iEntList, g_iMaxPlayers, origin )

    if ( !iEntsFound )
        return

    new Float:fOriginEnt[3]
    new Float:fVelocity[3]
    new Float:fOriginEnd[3]
    new Float:fDistance
    new iPlayer

    for ( new i; i < iEntsFound; i++ )
    {
        iPlayer = iEntList[i]

        if ( !is_user_alive ( iPlayer ) )
            continue

        entity_get_vector ( iPlayer, EV_VEC_origin, fOriginEnt )

        fDistance = vector_distance ( fOriginEnt, origin )

        if ( is_entity_on_ground ( iPlayer ) && fOriginEnt[2] < origin[2] )
            fOriginEnt[2] = origin[2] + fDistance

        entity_get_vector ( iPlayer, EV_VEC_velocity, fVelocity )

        fOriginEnd[0] = ( fOriginEnt[0] - origin[0] ) * SENTRYEXPLODERADIUS / fDistance + origin[0]
        fOriginEnd[1] = ( fOriginEnt[1] - origin[1] ) * SENTRYEXPLODERADIUS / fDistance + origin[1]
        fOriginEnd[2] = ( fOriginEnt[2] - origin[2] ) * SENTRYEXPLODERADIUS / fDistance + origin[2]

        fVelocity[0] += ( fOriginEnd[0] - fOriginEnt[0] ) * SENTRYSHOCKPOWER
        fVelocity[1] += ( fOriginEnd[1] - fOriginEnt[1] ) * SENTRYSHOCKPOWER
        fVelocity[2] += ( fOriginEnd[2] - fOriginEnt[2] ) * SENTRYSHOCKPOWER

        entity_set_vector ( iPlayer, EV_VEC_velocity, fVelocity )
    }
}

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

    for ( new i; i < g_sentriesNum; i++ )
    {
        if ( entity_get_float ( g_sentries[i], EV_FL_health ) <= 0.0 )
        {
            sentry_detonate ( i, false, true )
            i--
        }
    }
    return PLUGIN_CONTINUE
}

public fw_ThinkSentry ( ent )
{
    if ( !is_valid_ent ( ent ) )
        return

    static iOwner; iOwner = GetSentryPeople ( ent, OWNER )

    if ( !is_user_connected ( iOwner ) )
        return

    if ( cs_get_user_team ( iOwner ) == CS_TEAM_SPECTATOR )
    {
        sentry_detonate ( ent, true, false )
        return
    }
    
    if ( !sentry_pendulum ( ent ) )
        return

    static Float:fGameTime; fGameTime = get_gametime ()
    if ( entity_get_float ( ent, SENTRY_FL_LASTTHINK ) <= fGameTime )
    {
        new Float:fOriginSentry[3], Float:fOriginHit[3], iHitEnt
        entity_get_vector ( ent, EV_VEC_origin, fOriginSentry )
        fOriginSentry[2] += CANNONHEIGHTFROMFEET // Move up some, this should be the Y origin of the cannon
    
        new firemode = GetSentryFiremode ( ent )
        new target = GetSentryPeople ( ent, TARGET )
        if ( firemode == SENTRY_FIREMODE_YES && is_valid_ent ( target ) && is_user_alive ( target ) && cs_get_user_team ( target ) != GetSentryTeam ( ent ) && !IsInSphere ( target ))
        {
            new sentryLevel = GetSentryLevel ( ent )
    
            new Float:fOriginTarget[3]
            entity_get_vector ( target, EV_VEC_origin, fOriginTarget )
    
            if ( entity_get_int ( target, EV_INT_flags ) & FL_DUCKING )
                fOriginTarget[2] += TARGETUPMODIFIER
    
            iHitEnt = trace_line ( ent, fOriginSentry, fOriginTarget, fOriginHit )
            if ( iHitEnt == entity_get_edict ( ent, SENTRY_ENT_BASE ) )
                iHitEnt = trace_line ( iHitEnt, fOriginHit, fOriginTarget, fOriginHit )
    
            if ( iHitEnt != target && is_user_alive ( iHitEnt ) && GetSentryTeam ( ent ) != cs_get_user_team ( iHitEnt ) && !IsInSphere ( iHitEnt ))
            {
                target = iHitEnt
                SetSentryPeople(ent, TARGET, iHitEnt)
            }
            if ( iHitEnt == target )
            {
                SentryTurnToTarget ( ent, fOriginSentry, fOriginTarget )
                emit_sound ( ent, CHAN_WEAPON, "dmsentries/fire.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )
    
                new Float:fHitRatio = 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(GetSentryLevel(ent) == SENTRY_LEVEL_4){
                    if(get_gametime() > entity_get_float(ent,SENTRY_ROCKET_TIME)){
                        if(entity_range(ent,target) >= RPG_DISTANCE){
                            new data[2]
                            data[0] = ent
                            
                            ShootRockets(data)
                        }
                        
                        entity_set_float(ent,SENTRY_ROCKET_TIME,get_gametime() +  2.0)
                    }
                }
    
                if ( !get_user_godmode ( target ) && fHitRatio <= 0.0 )
                    sentry_damagetoplayer ( ent, sentryLevel, fOriginSentry, target )
                else
                {
                    new Float:fSentryAngle[3] = {0.0, 0.0, 0.0}
    
                    new Float:x = fOriginHit[0] - fOriginSentry[0]
                    new Float:z = fOriginHit[1] - fOriginSentry[1]
                    new Float:radians = floatatan ( z/x, radian )
                    fSentryAngle[1] = radians * g_ONEEIGHTYTHROUGHPI
                    if ( fOriginHit[0] < fOriginSentry[0] )
                        fSentryAngle[1] -= 180.0
    
                    new Float:h = fOriginHit[2] - fOriginSentry[2]
                    new Float:b = vector_distance ( fOriginSentry, fOriginHit )
                    radians = floatatan ( h/b, radian )
                    fSentryAngle[0] = radians * g_ONEEIGHTYTHROUGHPI
    
                    fSentryAngle[0] += random_float ( -10.0 * fHitRatio, 10.0 * fHitRatio ) // aim is a little off here :-)
                    fSentryAngle[1] += random_float ( -10.0 * fHitRatio, 10.0 * fHitRatio ) // aim is a little off here :-)
                    engfunc ( EngFunc_MakeVectors, fSentryAngle )
                    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] + fOriginSentry[i]
    
                    new iHitEnt2 = ent
                    static lolcheck = 0
                    while ( ( iHitEnt2 = trace_line ( iHitEnt2, fOriginHit, traceEnd, fOriginHit ) ) )
                        if ( lolcheck++ > 700 ) break
    
                }
                tracer ( fOriginSentry, fOriginHit )

                entity_set_float ( ent, SENTRY_FL_LASTTHINK, fGameTime + 0.1 )
                entity_set_float ( ent, EV_FL_nextthink, fGameTime + 0.01 )
                return
            }
            else
                SetSentryFiremode ( ent, SENTRY_FIREMODE_NO )
        }
        else if ( firemode == SENTRY_FIREMODE_NUTS )
        {
            new iHitEnt2 = EntViewHitPoint ( ent, fOriginSentry, fOriginHit )
            emit_sound(ent, CHAN_WEAPON, "dmsentries/fire.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
            tracer(fOriginSentry, fOriginHit)
    
            if (is_user_connected(iHitEnt2) && is_user_alive(iHitEnt2) && !get_user_godmode(iHitEnt2))
            {
                sentry_damagetoplayer(ent, GetSentryLevel ( ent ), fOriginSentry, iHitEnt2)
            }
            entity_set_float ( ent, SENTRY_FL_LASTTHINK, fGameTime + 0.1 )
            entity_set_float ( ent, EV_FL_nextthink, fGameTime + 0.01 )
            return
        }
    
        if ( random_num ( 0, 99 ) < 10 )
            emit_sound ( ent, CHAN_AUTO, "dmsentries/turridle.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )

        new closestTarget = 0, Float:closestDistance, Float:distance, Float:closestOrigin[3], Float:playerOrigin[3], CsTeams:sentryTeam = GetSentryTeam ( ent )
        for ( new i = 1; i <= g_iMaxPlayers; i++ )
        {
            if ( !is_user_connected ( i ) || !is_user_alive ( i ) || cs_get_user_team ( i ) == sentryTeam || IsInSphere ( i ) )
                continue
    
            entity_get_vector ( i, EV_VEC_origin, playerOrigin )
    
            if ( entity_get_int ( i, EV_INT_flags ) & FL_DUCKING )
                playerOrigin[2] += TARGETUPMODIFIER
    
            iHitEnt = trace_line ( ent, fOriginSentry, playerOrigin, fOriginHit )
            if ( iHitEnt == entity_get_edict ( ent, SENTRY_ENT_BASE ) )
                iHitEnt = trace_line(iHitEnt, fOriginHit, playerOrigin, fOriginHit)
    
            if ( iHitEnt == i )
            {
                distance = vector_distance ( fOriginSentry, playerOrigin )
                closestOrigin = playerOrigin
    
                if ( distance < closestDistance || closestTarget == 0 )
                {
                    closestTarget = i
                    closestDistance = distance
                }
            }
        }
    
        if ( closestTarget )
        {
            emit_sound ( ent, CHAN_AUTO, "dmsentries/turrspot.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )
            SentryTurnToTarget ( ent, fOriginSentry, closestOrigin )
    
            SetSentryFiremode ( ent, SENTRY_FIREMODE_YES )
            SetSentryPeople ( ent, TARGET, closestTarget )
        }
        else
            SetSentryFiremode ( ent, SENTRY_FIREMODE_NO )

        entity_set_float ( ent, SENTRY_FL_LASTTHINK, fGameTime + g_THINKFREQUENCIES[GetSentryLevel ( ent )] )
    }
    entity_set_float ( ent, EV_FL_nextthink, fGameTime + 0.01 )
}

public think_sentrybase(sentrybase) {
    sentrybase_broke(sentrybase)
    return PLUGIN_CONTINUE
}

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

    if (sentry == 0)
        return

    SetSentryFiremode ( sentry, SENTRY_FIREMODE_NUTS )
}

sentry_detonate(sentry, bool:quiet, bool:isIndex) {
    new i
    if (isIndex)
    {
        i = sentry
        sentry = g_sentries[sentry]
        if (!is_valid_ent(sentry))
            return
    }
    else
    {
        if (!is_valid_ent(sentry))
            return

        for (new j = 0; j < g_sentriesNum; j++) {
            if (g_sentries[j] == sentry) {
                i = j
                break
            }
        }
    }
    entity_set_float ( sentry, EV_FL_nextthink, 0.0 )

    new owner = GetSentryPeople(sentry, OWNER)

    if (!quiet) {
        new Float:origin[3]
        entity_get_vector(sentry, EV_VEC_origin, origin)
        create_explosion(origin)
        ChatColor ( owner, "^1[^4Информация^1] Ваша пушка ^3взорвона^1!")
        ammo_hud(owner, 0)
        sentries_num[owner] -= 1
        ammo_hud(owner, 1)        
    }
    DecreaseSentryCount(owner, sentry)

    // Remove base first
    if (GetSentryFiremode ( sentry ) != SENTRY_FIREMODE_NUTS)
        set_task ( 0.1, "DelayRemoveEntity", entity_get_edict ( sentry, SENTRY_ENT_BASE ) )
        //remove_entity(entity_get_edict(sentry, SENTRY_ENT_BASE))

    new CsTeams:iSentryTeam = GetSentryTeam ( sentry )

    set_task ( 0.1, "DelayRemoveEntity", sentry )
    //remove_entity(sentry)
    // Put the last sentry in the deleted entity's place
    if(0 > (g_sentriesNum - 1) > MAXSENTRIES) return
    g_sentries[i] = g_sentries[g_sentriesNum - 1]
    
    g_teamsentriesNum[_:iSentryTeam-1]--
}

public DelayRemoveEntity ( ent )
{
    if ( pev_valid ( ent ) )
        remove_entity ( ent )
}

sentry_detonate_by_owner(owner, bool:quiet = false) {
    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)
}

// урон игроку
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)
        
        if(!is_user_connected(owner))
            return
        
        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)
        
        new contributors[4]
        contributors[0] = owner
        contributors[1] = GetSentryPeople(sentry, UPGRADER_1)
        contributors[2] = GetSentryPeople(sentry, UPGRADER_2)
        contributors[3] = GetSentryPeople(sentry, UPGRADER_3)
        
        for(new i; i < sizeof contributors; i++){
            if(!contributors[i])
                continue
                
            if(!is_user_connected(contributors[i]) || get_user_team(contributors[i]) != get_user_team(contributors[0])){
                switch(i){ // yao face
                    case 1: SetSentryPeople(sentry,UPGRADER_1,0)
                    case 2: SetSentryPeople(sentry,UPGRADER_2,0)
                    case 3: SetSentryPeople(sentry,UPGRADER_3,0)
                }
                
                continue
            }
            
            // izvini 4yvak, no menya nakrilo
            cs_set_user_money(contributors[i],
                clamp(
                    cs_get_user_money(contributors[i]) + (i == 0 ? SENTRYOWNERAWARD : SENTRYASSISTAWARD),
                    0,
                    16000
                )
            )
        }

        // ny ebatb kakoy frag
        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))
        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(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) {
    message_begin(MSG_ALL, g_msgScoreInfo)
    write_byte(id)
    write_short(frags)
    write_short(deaths)
    write_short(0)
    write_short(team)
    message_end()
}

SentryTurnToTarget ( ent, Float:sentry_origin[3], Float:closest_origin[3] )
{
    new Float:fAngle[3]
    entity_get_vector ( ent, EV_VEC_angles, fAngle )
    new Float:x = closest_origin[0] - sentry_origin[0]
    new Float:z = closest_origin[1] - sentry_origin[1]

    new Float:fRadians = floatatan ( z/x, radian )
    fAngle[1] = fRadians * g_ONEEIGHTYTHROUGHPI
    if ( closest_origin[0] < sentry_origin[0] )
        fAngle[1] -= 180.0

    entity_set_float ( ent, SENTRY_FL_ANGLE, fAngle[1] )
    entity_set_vector ( ent, EV_VEC_angles, fAngle )
}

AimingAtSentry ( id )
{
    if ( !is_user_alive ( id ) )
        return 0

    new hitEnt, bodyPart
    if (get_user_aiming(id, hitEnt, bodyPart) == 0.0)
        return 0

    if ( is_valid_ent ( 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
            l_sentry = 0

        return l_sentry
    }
    return 0
}

// улучшение уровня пушки
bool:SentryUpgrade ( id, sentry )
{
    
    if ( GetSentryFiremode ( sentry ) == SENTRY_FIREMODE_NUTS )
        return false
    
    new iLevel = GetSentryLevel ( sentry )

    if ( iLevel == SENTRY_LEVEL_4 )
        return false
    
    if ( GetSentryPeople ( sentry, OWNER ) == id )
        return false
    
    if ( cs_get_user_team ( id ) != GetSentryTeam ( sentry ) )
    {
        return false
    }

    if ( cs_get_user_team ( GetSentryPeople ( sentry, OWNER ) ) == CS_TEAM_SPECTATOR )
        return false
        
    // e ron don don
    if(GetSentryPeople(sentry,UPGRADER_1) == id ||
        GetSentryPeople(sentry,UPGRADER_2) == id ||
        GetSentryPeople(sentry,UPGRADER_3) == id
    )
        return false
    
    iLevel++

    if ( cs_get_user_money ( id ) - g_COST[iLevel] < 0 )
    {
        ChatColor ( id, "^1[^4Информация^1] У тебя ^3не хватает^1 денег (нужно ^4%d$^1)", g_COST[iLevel] )
        return false
    }

    cs_set_user_money ( id, cs_get_user_money ( id ) - g_COST[iLevel] )

    new iTeam = _:cs_get_user_team ( id ), iUpgraderField
    switch ( iLevel )
    {
        // this kod is very zaebisb
        case SENTRY_LEVEL_2:
        {
            switch ( iTeam )
            {
                case 1:entity_set_model ( sentry, "models/dmsentries/sentry2_t.mdl" )
                case 2:entity_set_model ( sentry, "models/dmsentries/sentry2_ct.mdl" )
            }
            iUpgraderField = UPGRADER_1
        }
        case SENTRY_LEVEL_3:
        {
            switch ( iTeam )
            {
                case 1:entity_set_model ( sentry, "models/dmsentries/sentry3_t.mdl" )
                case 2:entity_set_model ( sentry, "models/dmsentries/sentry3_ct.mdl" )
            }
            iUpgraderField = UPGRADER_2
        }
        case SENTRY_LEVEL_4:{
            switch(iTeam){
                case 1:entity_set_model ( sentry, "models/dmsentries/sentry3_t.mdl" )
                case 2:entity_set_model ( sentry, "models/dmsentries/sentry3_ct.mdl" )
            }
            
            entity_set_byte(sentry,EV_BYTE_controller2,120)
            entity_set_byte(sentry,EV_BYTE_controller3,120)
            
            iUpgraderField = UPGRADER_3
        }
    }

    new Float:fMins[3], Float:fMaxs[3]
    fMins[0] = -16.0
    fMins[1] = -16.0
    fMins[2] = 0.0
    fMaxs[0] = 16.0
    fMaxs[1] = 16.0
    fMaxs[2] = 48.0 // 4.0
    entity_set_size ( sentry, fMins, fMaxs )
    emit_sound ( sentry, CHAN_AUTO, "dmsentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )
    SetSentryLevel ( sentry, iLevel )
    entity_set_float ( sentry, EV_FL_health, g_HEALTHS[iLevel] )
    entity_set_float ( entity_get_edict ( sentry, SENTRY_ENT_BASE ), EV_FL_health, g_HEALTHS[0] )
    SetSentryPeople ( sentry, iUpgraderField, id )
    
    new sName[32]
    get_user_name ( id, sName, charsmax ( sName ) )
    client_print ( GetSentryPeople ( sentry, OWNER ), print_center, "* %s прокачал твою пушку до уровня %d *", sName, iLevel + 1 )
    return true
}

stock EntViewHitPoint ( index, Float:origin[3], Float:hitorigin[3] )
{
    if ( !is_valid_ent ( index ) )
        return 0

    new Float:angle[3], Float:vec[3], Float:f_dest[3]

    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 fw_PlayerSpawn_Post ( id )
{
    if ( !is_user_alive ( id ) )
        return

    g_inBuilding[id] = false

    while ( GetSentryCount ( id ) > 0 )
        sentry_detonate_by_owner ( id, true )

    ammo_hud ( id, 0 )
    sentries_num[id] = 0
}

public fw_TraceLine_Post ( Float:start[3], Float:end[3], noMonsters, id )
{
    if ( !is_valid_player ( id ) || !is_user_alive ( id ) )
        return FMRES_IGNORED

    new iHitEnt = get_tr ( TR_pHit )

    if ( iHitEnt <= g_iMaxPlayers )
        return FMRES_IGNORED

    new sClassName[11], sentry, base

    pev ( iHitEnt, pev_classname, sClassName, charsmax ( sClassName ) )

    if ( equal ( sClassName, "sentrybase" ) )
    {
        base = iHitEnt
        sentry = entity_get_edict ( iHitEnt, BASE_ENT_SENTRY )
    }
    else if ( equal ( sClassName, "sentry" ) )
    {
        sentry = iHitEnt
        base = entity_get_edict ( sentry, SENTRY_ENT_BASE )
    }

    if ( !pev_valid ( sentry ) || !base )
        return FMRES_IGNORED
        
    if ( GetSentryFiremode ( sentry ) == 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 CsTeams:team = GetSentryTeam ( sentry )

    if ( team != cs_get_user_team ( id ) )
        return FMRES_IGNORED

    new level = GetSentryLevel ( sentry )

    static tempStatusBuffer[192], tempStatusBuffer2[192]

    new OwnName[33]
    get_user_name ( GetSentryPeople ( sentry, OWNER ), OwnName, 32 )
    
    formatex ( tempStatusBuffer, charsmax ( tempStatusBuffer ), "Установил: %s^nЗдоровье: %d/%d", OwnName, floatround(health), floatround(g_HEALTHS[level]) )
    formatex ( tempStatusBuffer2, charsmax ( tempStatusBuffer2 ), "^n^nЗдоровье основания: %d/%d^nУровень: %d", floatround(basehealth), floatround(g_HEALTHS[0]), level + 1 )

    set_dhudmessage ( _:team == 1 ? 150 : 0, 0, _:team == 2 ? 150 : 0, -1.0, 0.35, 0, 0.0, 0.6, 0.0, 0.0 )
    show_dhudmessage(id, tempStatusBuffer)
    show_dhudmessage(id, tempStatusBuffer2)

    return FMRES_IGNORED
}

// прикосновение к пушке игрока
public fw_TouchSentry ( sentry, player ) { SentryUpgrade ( player, sentry ); }

ammo_hud(id, sw)
{
    if(is_user_bot(id)||!is_user_alive(id)||!is_user_connected(id))
            return

    new s_sprite[33]
    format(s_sprite, 32, "number_%d", sentries_num[id])
    if(sw)
    {
        message_begin( MSG_ONE, gMsgID, {0,0,0}, id )
        write_byte( 1 ) // status
        write_string( s_sprite ) // sprite name
        write_byte( 250 ) // red
        write_byte( 250 ) // green
        write_byte( 250 ) // blue
        message_end()
    }
    else
    {
        message_begin( MSG_ONE, gMsgID, {0,0,0}, id )
        write_byte( 0 ) // status
        write_string( s_sprite ) // sprite name
        write_byte( 250 ) // red
        write_byte( 250 ) // green
        write_byte( 250 ) // blue
        message_end()
    }
    if(sentries_num[id] <= 0)
    {
        message_begin( MSG_ONE, gMsgID, {0,0,0}, id )
        write_byte( 0 ) // status
        write_string( s_sprite ) // sprite name
        write_byte( 250 ) // red
        write_byte( 250 ) // green
        write_byte( 250 ) // blue
        message_end()
    }    
}

stock ChatColor(const id, const input[], any:...)
{
        new count = 1, players[32]
        static msg[191]
        vformat(msg, 190, input, 3)
      
        replace_all(msg, 190, "!g", "^4") // Green Color
        replace_all(msg, 190, "!y", "^1") // Default Color
        replace_all(msg, 190, "!team", "^3") // Team Color
        replace_all(msg, 190, "!team2", "^0") // Team2 Color
      
        if (id) players[0] = id; else get_players(players, count, "ch")
        {
                for (new i = 0; i < count; i++)
                {
                        if (is_user_connected(players[i]))
                        {
                                message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i])
                                write_byte(players[i]);
                                write_string(msg);
                                message_end();
                        }
                }
        }
}

bool:IsInSphere ( id )
{
    if ( !is_user_alive ( id ) )
        return false

    new ent = -1
    while ( ( ent = engfunc ( EngFunc_FindEntityByString, ent, "classname", "campo_grenade_forze" ) ) > 0 )
    {
        new iOwner = pev ( ent, pev_owner )

        if ( cs_get_user_team ( id ) != cs_get_user_team ( iOwner ) )
            continue

        new Float:fOrigin[3]
        pev ( ent, pev_origin, fOrigin )
        new iPlayer = -1
        while ( ( iPlayer = engfunc ( EngFunc_FindEntityInSphere, iPlayer, fOrigin, 68.0 ) ) != 0 )
        {
            if ( iPlayer == id )
                return true
        }
    }
    return false
}

//
// Launch rocket from 4lvl sentry
//    data[2]
//        0 - sentry id
//        1 - side    // 0 - right, 1 - left
//
public ShootRockets(data[2]){
    new sentry = data[0]
    new side = data[1]
    
    new Float:rocketOrigin[3],Float:rocketAngles[3]
    
    entity_get_vector(sentry,EV_VEC_angles,rocketAngles)
    engfunc(EngFunc_MakeVectors,rocketAngles)
    
    new Float:vecForward[3],Float:vecRight[3],Float:vecUp[3]
    
    get_global_vector(GL_v_forward,vecForward)
    xs_vec_mul_scalar(vecForward,20.0,vecForward)
    
    get_global_vector(GL_v_right,vecRight)
    xs_vec_mul_scalar(vecRight,side ? 8.0 : -8.0,vecRight) // right or left rocket
    
    get_global_vector(GL_v_up,vecUp)
    xs_vec_mul_scalar(vecUp,30.0,vecUp)
    
    entity_get_vector(sentry,EV_VEC_origin,rocketOrigin)
    xs_vec_add(rocketOrigin,vecForward,rocketOrigin)
    xs_vec_add(rocketOrigin,vecRight,rocketOrigin)
    xs_vec_add(rocketOrigin,vecUp,rocketOrigin)
    
    // shot rocket
    CreateRocket(sentry,rocketOrigin,rocketAngles,GetSentryPeople(sentry,TARGET))
    
    data[1] = 1
    
    if(!side) // shot left rocket
        set_task(0.2,"ShootRockets",_,data,sizeof data)
}

//
// Launch RPG rocket
//    sentry - sentry id
//    origin - rocket origin
//    angles - sentry angles
//    traget - rocket target id
//
CreateRocket(sentry,Float:origin[3],Float:angles[3],target){
    new rocket = create_entity("info_target")
    
    entity_set_string(rocket,EV_SZ_classname,"rpg_rocket")
    
    entity_set_int(rocket,EV_INT_movetype,MOVETYPE_FLY)
    entity_set_int(rocket,EV_INT_solid,SOLID_BBOX)
    
    entity_set_edict(rocket,EV_ENT_owner,sentry)
    entity_set_edict(rocket,EV_ENT_euser4,GetSentryPeople(sentry,OWNER))
    
    entity_set_size(rocket,Float:{-2.0,-2.0,-2.0},Float:{2.0,2.0,2.0})
    entity_set_origin(rocket,origin)
    
    new Float:targetOrigin[3]
    entity_get_vector(target,EV_VEC_origin,targetOrigin)
    angles[0] = -GetAngleOrigins(origin,targetOrigin)
    entity_set_model(rocket,"models/rpgrocket.mdl")
    entity_set_vector(rocket,EV_VEC_angles,angles)
    
    engfunc(EngFunc_MakeVectors,angles)
    
    new Float:vecVelocity[3]
    get_global_vector(GL_v_forward,vecVelocity)
    xs_vec_mul_scalar(vecVelocity,1000.0,vecVelocity)
    entity_set_vector(rocket,EV_VEC_velocity,vecVelocity)
    
    entity_set_int(rocket,EV_INT_effects,entity_get_int(rocket,EV_INT_effects) | EF_LIGHT)
    
    // rocket trail
    message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
    write_byte(TE_BEAMFOLLOW)
    write_short(rocket)
    write_short(m_iTrail)
    write_byte(10)
    write_byte(5)
    write_byte(224)
    write_byte(224)
    write_byte(255)
    write_byte(255)
    message_end()
    
    emit_sound(rocket,CHAN_VOICE,"weapons/rocket1.wav",1.0,0.5,0,PITCH_NORM)
}

public fw_RpgTouch(rocket,ent){
    new Float:origin[3],Float:angles[3],Float:vecPlaneNormal[3]
    entity_get_vector(rocket,EV_VEC_origin,origin)
    entity_get_vector(rocket,EV_VEC_angles,angles)
    
    engfunc(EngFunc_MakeVectors,angles)
    get_global_vector(GL_v_forward,angles)
    xs_vec_mul_scalar(angles,9999.0,angles)
    xs_vec_add(origin,angles,angles)
    engfunc(EngFunc_TraceLine,origin,angles,0,rocket,0)
    
    get_tr2(0,TR_vecEndPos,origin)
    
    message_begin_f(MSG_BROADCAST,SVC_TEMPENTITY,origin,0)
    write_byte(TE_WORLDDECAL)
    write_coord_f(origin[0])
    write_coord_f(origin[1])
    write_coord_f(origin[2])
    write_byte(expDecal)
    message_end()
    
    get_tr2(0,TR_vecPlaneNormal,vecPlaneNormal)
    
    xs_vec_mul_scalar(vecPlaneNormal,8.0,vecPlaneNormal)
    xs_vec_add(origin,vecPlaneNormal,origin)
    
    message_begin_f(MSG_PVS,SVC_TEMPENTITY,origin,0)
    write_byte(TE_EXPLOSION)
    write_coord_f(origin[0])
    write_coord_f(origin[1])
    write_coord_f(origin[2])
    write_short(g_sModelIndexFireball)
    write_byte(20)
    write_byte(15)
    write_byte(0)
    message_end()
    
    shit_radiusdamage(rocket,origin)
    
    emit_sound(rocket,CHAN_VOICE,"weapons/rocket1.wav",0.0,ATTN_NORM,SND_STOP,0)
    
    remove_entity(rocket)
}

// this very bad method
stock shit_radiusdamage(rocket,Float:origin_[3]) {
    new origin[3]
    FVecIVec(origin_, origin)
    
    new attacker = entity_get_edict(rocket,EV_ENT_euser4)
    
    if(!is_user_connected(attacker))
        return


    new Float:playerOrigin[3], Float:distance, Float:flDmgToDo, Float:dmgbase = RPG_DAMAGE
    for (new i = 1; i <= g_iMaxPlayers; i++) {
        if (!is_user_alive(i) || get_user_godmode(i) || get_user_team(i) == get_user_team(attacker))
            continue

        entity_get_vector(i, EV_VEC_origin, playerOrigin)
        distance = vector_distance(playerOrigin, origin_)
        if (distance <= RPG_RADIUS) {
            flDmgToDo = dmgbase - (dmgbase * (distance / RPG_RADIUS))
            
            // zemletryasenie!!111
            Util_ScreenShake(i,0.5,16.0,16.0)
            rocket_damagetoplayer(rocket,origin_,i,flDmgToDo)
        }
    }
}
// ScreenShake
stock Util_ScreenShake(id, Float:duration, Float:frequency, Float:amplitude)
{
    static ScreenShake = 0;
    if( !ScreenShake )
    {
        ScreenShake = get_user_msgid("ScreenShake");
    }
    message_begin( id ? MSG_ONE_UNRELIABLE : MSG_BROADCAST, ScreenShake, _, id);
    write_short( FixedUnsigned16( amplitude, 1<<12 ) ); // shake amount
    write_short( FixedUnsigned16( duration, 1<<12 ) ); // shake lasts this long
    write_short( FixedUnsigned16( frequency, 1<<8 ) ); // shake noise frequency
    message_end();
}

// урон игроку
stock rocket_damagetoplayer(rocket, Float:sentryOrigin[3], target, Float:dmg) {
    new sentry = entity_get_edict(rocket,EV_ENT_owner)
    new sentryLevel = GetSentryLevel(sentry)
    
    new newHealth = get_user_health(target) - floatround(dmg)

    if (newHealth <= 0) {
        new targetFrags = get_user_frags(target) + 1
        new owner = GetSentryPeople(sentry, OWNER)
        
        if(!is_user_connected(owner))
            return
        
        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)
        
        new contributors[4]
        contributors[0] = owner
        contributors[1] = GetSentryPeople(sentry, UPGRADER_1)
        contributors[2] = GetSentryPeople(sentry, UPGRADER_2)
        contributors[3] = GetSentryPeople(sentry, UPGRADER_3)
        
        for(new i; i < sizeof contributors; i++){
            if(!contributors[i])
                continue
                
            if(!is_user_connected(contributors[i]) || get_user_team(contributors[i]) != get_user_team(contributors[0])){
                switch(i){ // yao face
                    case 1: SetSentryPeople(sentry,UPGRADER_1,0)
                    case 2: SetSentryPeople(sentry,UPGRADER_2,0)
                    case 3: SetSentryPeople(sentry,UPGRADER_3,0)
                }
                
                continue
            }
            
            // izvini 4yvak, no menya nakrilo
            cs_set_user_money(contributors[i],
                clamp(
                    cs_get_user_money(contributors[i]) + (i == 0 ? SENTRYOWNERAWARD : SENTRYASSISTAWARD),
                    0,
                    16000
                )
            )
        }

        // ny ebatb kakoy frag
        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))
        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(g_DMG[sentryLevel])
    write_long(DMG_BLAST)
    write_coord(floatround(sentryOrigin[0]))
    write_coord(floatround(sentryOrigin[1]))
    write_coord(floatround(sentryOrigin[2]))
    message_end()
}

stock FixedUnsigned16( Float:value, scale )
{
    new output;

    output = floatround(value * scale);
    if ( output < 0 )
        output = 0;
    if ( output > 0xFFFF )
        output = 0xFFFF;

    return output;
}

Float: GetAngleOrigins(Float:fOrigin1[3], Float:fOrigin2[3] )
{
    new Float:fVector[3];
    new Float:fAngle[3];
    new Float:fLineAngle;
    
    xs_vec_sub(fOrigin2, fOrigin1, fVector);
    vector_to_angle(fVector, fAngle);
    
    if( fAngle[0] > 90.0 )
        fLineAngle = -(360.0 - fAngle[0]);
    else
        fLineAngle = fAngle[0];
    
    return fLineAngle;
}


Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
EvilSMS
сообщение 7.11.2016, 14:29
Сообщение #4
Стаж: 10 лет

Сообщений: 1801
Благодарностей: 410
Полезность: < 0

Не стоит плагин героя.
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
Статус пользователя narkk3
сообщение 7.11.2016, 14:52
Сообщение #5
Стаж: 10 лет

Сообщений: 99
Благодарностей: 2
Полезность: < 0

Цитата(EvilSMS @ 7.11.2016, 15:29) *
Не стоит плагин героя.

Т.е, если вырезать эту часть плагина героя, всё станет на круги своя?
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
Статус пользователя narkk3
сообщение 7.11.2016, 15:10
Сообщение #6
Стаж: 10 лет

Сообщений: 99
Благодарностей: 2
Полезность: < 0

Спасибо всем. Решил проблему сам. happy.gif
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
shield
сообщение 8.11.2016, 15:40
Сообщение #7
Стаж: 9 лет 6 месяцев

Сообщений: 1
Благодарностей: 1
Полезность: 0

Цитата(narkk3 @ 7.11.2016, 15:10) *
Спасибо всем. Решил проблему сам. happy.gif

может расскажите нам, как вы это сделали?
Перейти в начало страницы         Просмотр профиля    Отправить личное сообщение
   + Цитировать сообщение
  Ответить в данную темуНачать новую тему
 
0 пользователей и 1 гостей читают эту тему: