Поиск sentry.guns

Статус
В этой теме нельзя размещать новые ответы.
Сообщения
70
Реакции
-8
Неверный раздел форума
здравствуйте у меня такая проблема пушками такая,она весит воздухе,поеди оно должно спуститься на ящик я выложи скрины помогите решить пробелму. ReHLDS version: 3.7.0.692-dev
10_20201016233409_1.png10_20200922205814_1.png
Код:
#include <amxmodx>
#include <engine>
#include <fun>
#include <cstrike>
#include <fakemeta>
#include <dhudmessage>
#include <hamsandwich>

/* #define UL_COMPAT */
#if defined UL_COMPAT
    #include <money_ul>
#endif
// Compatibility with Unlimited Money
#if defined UL_COMPAT
    #define get_user_money(%1) cs_get_user_money_ul(%1)
    #define set_user_money(%1,%2) cs_set_user_money_ul(%1,%2)
#else
    #define set_user_money(%1,%2) cs_set_user_money(%1,%2)
    #define get_user_money(%1) cs_get_user_money(%1)
#endif

//#define NEW_SENTRIES //закомментировать если нужны старые модели

#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     25.0  // дистанция в пределах которой возможна установка/улучшения
#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)

const MAX_SENTRIES_LEVELS = 3; //макс кол-во уровней
const MAX_PL_SENTRIES = 4; //макс кол-во пушек у одного игрока. Менять здесь, автоматичеси заменится везде
const MAXSENTRIES = 32 * MAX_PL_SENTRIES;
#define PEV_SENTRY_TILT_TURRET   pev_controller_1
#define PEV_SENTRY_TILT_LAUNCHER pev_controller_2
#define SENTRY_INT_PEOPLE        EV_INT_iuser2 // max 5 users using 6 bits!
#define SENTRY_PEOPLE_BITS        6
#define OWNER                    0
#define UPGRADER_1                1
#define UPGRADER_2                2
#define TARGET                    3
#define MASK_OWNER                0xFFFFFFC0 // 11111111111111111111111111000000
#define MASK_UPGRADER_1            0xFFFFF03F // 11111111111111111111000000111111
#define MASK_UPGRADER_2            0xFFFC0FFF // 11111111111111000000111111111111
#define MASK_TARGET                0xFF03FFFF // 11111111000000111111111111111111
//unused mask:                    0xC0FFFFFF // 11000000111111111111111111111111
new const MASKS_PEOPLE[4] = {MASK_OWNER, MASK_UPGRADER_1, MASK_UPGRADER_2, MASK_TARGET}
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_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_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

#if !defined NEW_SENTRIES
    #define COLOR_BOTTOM_CT            160 // цвет нижней части для CT:s sentries
    #define COLOR_TOP_CT            150 // цвет верхней части для CT:s sentries
    #define COLOR_BOTTOM_T            0   // dцвет нижней части для T:s sentries
    #define COLOR_TOP_T                0   // dцвет верхней части для T:s sentries
#endif
new const szModels[][] =
{
#if defined NEW_SENTRIES
    "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",
#else
    "models/sentries/base.mdl",
    "models/sentries/sentry1.mdl",
    "models/sentries/sentry2.mdl",
    "models/sentries/sentry3.mdl",
#endif
    "models/computergibs.mdl"
}

new const szSounds[][] =
{
    "debris/bustmetal1.wav",
    "debris/bustmetal2.wav",
    "debris/metal1.wav",
    "debris/metal3.wav",
#if defined NEW_SENTRIES   
    "dmsentries/turridle.wav",
    "dmsentries/turrset.wav",
    "dmsentries/turrspot.wav",
    "dmsentries/building.wav",
    "dmsentries/fire.wav"
#else
    "sentries/turridle.wav",
    "sentries/turrset.wav",
    "sentries/turrspot.wav",
    "sentries/building.wav",
    "weapons/m249-1.wav"
#endif
}

new const g_SENTRYFRAGREWARDS[MAX_SENTRIES_LEVELS] = {300, 150, 150}        // как много денег получит за фраг от пушки тот, кто построил ее, а также прокачал
new const g_DMG[MAX_SENTRIES_LEVELS] = {5, 7, 10}                        // количество урона от пушки в зависимости от ее уровня
new const Float:g_THINKFREQUENCIES[MAX_SENTRIES_LEVELS] = {2.0, 1.5, 1.0}    // через сколько захватывается цель
new const Float:g_HITRATIOS[MAX_SENTRIES_LEVELS] = {0.6, 0.75, 0.85}        // разброс
new const Float:g_HEALTHS[MAX_SENTRIES_LEVELS] = {2000.0, 5000.0, 8000.0}    // сколько хп у пушки в зависимости от ее уровня (верхняя часть)
new const g_COST[MAX_SENTRIES_LEVELS] = {5000, 200, 300}                    // стоимость установки/улучшения пушек
new const g_SENTRYCOST[MAX_PL_SENTRIES] = {2000, 4000, 5000}            // 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][MAX_PL_SENTRIES]
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

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")
    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_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

    //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")
}

public sgstats(id)
{
    ChatColor ( id, "^1Пушек у КТ: [ ^4%d ^1] | ТТ: [ ^4%d ^1], у всех: [ ^4%d ^1]", g_teamsentriesNum[1],g_teamsentriesNum[0],g_sentriesNum)
}

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, "^3[^4Информация^3]^1 Убитым нельзя ставить пушку!" )
        return
    }
    new iSentryCount = GetSentryCount (id)
    if (iSentryCount == MAX_PL_SENTRIES ){
        //ChatColor ( id, "^3[^4Информация^3]^1 Нельзя установить более 3 пушек!")
        return
    }
    if ( g_inBuilding[id] )
    {
        //ChatColor ( id, "^3[^4Информация^3]^1 Эй, не так быстро..." )
        return
    }
    if ( !is_entity_on_ground ( id ) )
    {
        //ChatColor ( id, "^3[^4Информация^3]^1 Встань на землю, чтобы установить пушку!" )
        return
    }
    if (get_user_money (id) < g_SENTRYCOST[iSentryCount])
    {
        //ChatColor ( id, "^3[^4Информация^3]^1 У тебя не хватает 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, "^3[^4Информация^3]^1 Здесь не получается установить пушку!" )
        return
    }

    if ( CreateSentryBase ( fOrigin, id ) )
    {
        set_user_money ( id, get_user_money ( id ) - g_SENTRYCOST[iSentryCount] )
        ammo_hud ( id, 0 )
        sentries_num[id] += 1
        ammo_hud ( id, 1 )
    }
    //else
        //ChatColor ( id, "^3[^4Информация^3]^1 Здесь не получается 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
#if defined NEW_SENTRIES
    #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 )
#endif
    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")
#if defined NEW_SENTRIES
    entity_set_model(entbase, "models/dmsentries/base.mdl")
#else
    entity_set_model(entbase, "models/sentries/base.mdl")
#endif
    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)
#if defined NEW_SENTRIES
    entity_set_int(entbase, EV_INT_movetype, iType ? MOVETYPE_FLY : MOVETYPE_TOSS) // head flies base falls
#else
    entity_set_int(entbase, EV_INT_movetype, MOVETYPE_TOSS)
#endif
    entity_set_int(entbase, BASE_INT_TEAM, _:cs_get_user_team(creator))

    new parms[4]
    parms[0] = entbase
    parms[1] = creator
    parms[2] = level
    
#if defined NEW_SENTRIES
    parms[3] = iType
    if ( iType ) origin[2] += 16.0
#endif
    g_sentryOrigins[creator - 1] = origin

    emit_sound(creator, CHAN_AUTO, "sentries/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]
    
#if defined NEW_SENTRIES
    new iType = parms[3]
#endif
    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")
#if defined NEW_SENTRIES
    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")
            }
        }
    }

#else
    switch(level)
    {
        case SENTRY_LEVEL_1: entity_set_model(ent, "models/sentries/sentry1.mdl")
        case SENTRY_LEVEL_2: entity_set_model(ent, "models/sentries/sentry2.mdl")
        case SENTRY_LEVEL_3: entity_set_model(ent, "models/sentries/sentry3.mdl")
    }
#endif   
    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
#if defined NEW_SENTRIES
    entity_set_int(ent, EV_INT_movetype, iType ? MOVETYPE_FLY : MOVETYPE_TOSS) // head flies, base doesn't
#else
    entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS)
    set_pev(ent, PEV_SENTRY_TILT_TURRET, 127)
    set_pev(ent, PEV_SENTRY_TILT_LAUNCHER, 127)
#endif
    
    SetSentryPeople(ent, OWNER, creator)
    
    new CsTeams:crteam = cs_get_user_team(creator)
    SetSentryTeam ( ent, crteam )
    SetSentryLevel ( ent, level )

    g_teamsentriesNum[_:crteam-1]++

#if !defined NEW_SENTRIES
    new topColor = crteam == CS_TEAM_CT ? COLOR_TOP_CT : COLOR_TOP_T
    new bottomColor = crteam == CS_TEAM_CT ? COLOR_BOTTOM_CT : COLOR_BOTTOM_T
    new map = topColor | (bottomColor<<8)
    entity_set_int(ent, EV_INT_colormap, map)
    emit_sound(ent, CHAN_AUTO, "sentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
#else
    emit_sound(ent, CHAN_AUTO, "dmsentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
#endif

    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 ) )
        {
            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 ) )
            {
                target = iHitEnt
                SetSentryPeople(ent, TARGET, iHitEnt)
            }
            if ( iHitEnt == target )
            {
                SentryTurnToTarget ( ent, fOriginSentry, fOriginTarget )
                emit_sound ( ent, CHAN_WEAPON, "weapons/m249-1.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 ( !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 )
#if defined NEW_SENTRIES
            emit_sound(ent, CHAN_WEAPON, "sentries/fire.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
#else
            //emit_sound(ent, CHAN_WEAPON, "weapons/m249-1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
#endif
            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 )
#if defined NEW_SENTRIES
            emit_sound (ent, CHAN_AUTO, "dmsentries/turridle.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
#else
            emit_sound (ent, CHAN_AUTO, "sentries/turridle.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
#endif
        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 )
                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 )
        {
#if defined NEW_SENTRIES
            emit_sound ( ent, CHAN_AUTO, "dmsentries/turrspot.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )
#else
            emit_sound ( ent, CHAN_AUTO, "sentries/turrspot.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )
#endif
            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, "^3[^4ВНИМАНИЕ^3]^1 Твоя пушка взорвана!")
        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)
        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[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_iMaxPlayers; i++) {
            if(!moneyRewards[i] || !is_user_connected(i) || cs_get_user_team(owner)!=cs_get_user_team(i)) continue
            if((get_user_money(i) + moneyRewards[i]) <= 16000)
                set_user_money(i, get_user_money(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))
        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] )
#if !defined NEW_SENTRIES
    // Set tilt
    new Float:h = closest_origin[2] - sentry_origin[2]
    new Float:b = vector_distance(sentry_origin, closest_origin)
    fRadians = floatatan(h/b, radian)
    new Float:degs = fRadians * 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))
#endif   
    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_3)
        return false

    if (cs_get_user_team ( id ) != GetSentryTeam (sentry))
    {
        //ChatColor ( id, "^3[^4Информация^3]^1 Можно качать только пушки своей команды!")
        return false
    }

    if (cs_get_user_team (GetSentryPeople (sentry, OWNER)) == CS_TEAM_SPECTATOR)
        return false
    new isAdmin = get_user_flags(id) & ADMIN_LEVEL_H
    new user_money = get_user_money (id)
    
    if (isAdmin){
        if (user_money - g_COST[SENTRY_LEVEL_3] < 0){
            if(user_money - g_COST[SENTRY_LEVEL_2] < 0){
                if(user_money - g_COST[SENTRY_LEVEL_1] < 0){
                    ChatColor ( id, "^3[^4Информация^3]^1 У тебя не хватает денег (нужно ^4%d$^1)", g_COST[SENTRY_LEVEL_1] )
                    return false
                }
                else   
                    iLevel = SENTRY_LEVEL_1
            }
            else
                iLevel = SENTRY_LEVEL_2
        }
        else
            iLevel = SENTRY_LEVEL_3
    }
    else {
        if (iLevel == SENTRY_LEVEL_1 && GetSentryPeople (sentry, OWNER) == id)
            return false
        if (iLevel == SENTRY_LEVEL_2 && GetSentryPeople (sentry, UPGRADER_1) == id)
            return false
        
        iLevel++
        if (user_money - g_COST[iLevel] < 0) {
            ChatColor ( id, "^3[^4Информация^3]^1 У тебя не хватает денег (нужно ^4%d$^1)", g_COST[iLevel] )
            return false
        }
    }
    
    set_user_money (id, user_money - g_COST[iLevel])
#if defined NEW_SENTRIES
    new iTeam = _:cs_get_user_team ( id ), iUpgraderField
    switch ( iLevel )
    {
        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
        }
    }
#else
    new iUpgraderField;
    switch (iLevel) {
        case SENTRY_LEVEL_2: {
            entity_set_model(sentry, "models/sentries/sentry2.mdl")
            iUpgraderField = UPGRADER_1
        }
        case SENTRY_LEVEL_3: {
            entity_set_model(sentry, "models/sentries/sentry3.mdl")
            iUpgraderField = UPGRADER_2
        }
    }
#endif
    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 )
#if defined NEW_SENTRIES
    emit_sound ( sentry, CHAN_AUTO, "dmsentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )
#else
    emit_sound ( sentry, CHAN_AUTO, "sentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM )
#endif
    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();
                        }
                }
        }
}
 
Статус
В этой теме нельзя размещать новые ответы.

Пользователи, просматривающие эту тему

Сейчас на форуме нет ни одного пользователя.
Сверху Снизу