GunGame

Статус
В этой теме нельзя размещать новые ответы.
Сообщения
20
Реакции
0
Hello, I want to do it like in the picture. can you help me. thanks

TRxLO4.jpg

Код:
#pragma dynamic 8192 // just a little bit extra, not too much

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <fakemeta_util>
#include <cstrike>
#include <hamsandwich>

// defines to be left alone
new const GG_VERSION[] =    "2.13c";
#define LANG_PLAYER_C        -76 // for gungame_print (arbitrary number)
#define TNAME_SAVE        pev_noise3 // for blocking game_player_equip and player_weaponstrip
#define WINSOUNDS_SIZE        (MAX_WINSOUNDS*MAX_WINSOUND_LEN)+1 // for gg_sound_winner

// more customizable-friendly defines
#define TOP_PLAYERS        10 // for !top10
#define MAX_WEAPONS        36 // for gg_weapon_order
#define MAX_WINSOUNDS        12 // for gg_sound_winnner
#define MAX_WINSOUND_LEN    48 // for gg_sound_winner
#define TEMP_SAVES        32 // for gg_save_temp
#define MAX_WEAPON_ORDERS    10 // for random gg_weapon_order
#define LEADER_DISPLAY_RATE    10.0 // for gg_leader_display
#define MAX_SPAWNS        128 // for gg_dm_spawn_random
#define MAX_STATS_RANK        1000 // cap of 1000 = 0.0063495ish sec for longest stats_get_position, cap of 5000 = 0.0327655ish sec

// returns which of the two stats files we should be using currently (si stands for Stats Index)
#define get_gg_si() (get_pcvar_num(gg_stats_split) && get_pcvar_num(gg_teamplay))

// cs_set_user_money
#if cellbits == 32
#define OFFSET_CSMONEY    115
#else
#define OFFSET_CSMONEY    140
#endif
#define OFFSET_LINUX    5
   
// animations
#define USP_DRAWANIM    6
#define M4A1_DRAWANIM    5

// saves memory???
new const WEAPON_HEGRENADE[]    = "weapon_hegrenade";
new const WEAPON_KNIFE[]    = "weapon_knife";
new const WEAPON_GLOCK18[]    = "weapon_glock18";
new const HEGRENADE[]        = "hegrenade";
new const KNIFE[]            = "knife";
new const BRASS_BELL_SOUND[]    = "ng_gungame/gg_brass_bell.wav";
new const KILL_DING_SOUND[]    = "buttons/bell1.wav";

// toggle_gungame
enum
{
    TOGGLE_FORCE = -1,
    TOGGLE_DISABLE,
    TOGGLE_ENABLE
};

// gg_status_display
enum
{
    STATUS_LEADERWPN = 1,
    STATUS_YOURWPN,
    STATUS_KILLSLEFT,
    STATUS_KILLSDONE
};

// value of bombStatus[3]
enum
{
    BOMB_PICKEDUP = -1,
    BOMB_DROPPED,
    BOMB_PLANTED
};

// for gg_messages
#define MSGS_CLASSIC    2
#define MSGS_NOCOLOR    4
#define MSGS_HIDETEXT    8
#define MSGS_HIDEHUD    16

// task ids
#define TASK_END_STAR            200
#define TASK_RESPAWN            300
#define TASK_CLEAR_SAVE            500
#define TASK_CHECK_DEATHMATCH        600
#define TASK_REMOVE_PROTECTION    700
#define TASK_TOGGLE_GUNGAME        800
#define TASK_WARMUP_CHECK        900
#define TASK_VERIFY_WEAPON        1000
#define TASK_DELAYED_SUICIDE        1100
#define TASK_REFRESH_NADE        1200
#define TASK_LEADER_DISPLAY        1300
#define TASK_PLAY_LEAD_SOUNDS        1400
#define TASK_CHECK_JOINCLASS        1500
#define TASK_AUTOVOTE_RESULT        1600
#define TASK_GET_TOP_PLAYERS        1700

//**********************************************************************
// VARIABLE DEFINITIONS
//**********************************************************************

// pcvar holders
new gg_enabled, gg_ff_auto, gg_vote_setting, gg_map_setup, gg_join_msg,
gg_weapon_order, gg_max_lvl, gg_triple_on, gg_turbo, gg_knife_pro,
gg_worldspawn_suicide, gg_handicap_on, gg_top10_handicap, gg_warmup_timer_setting,
gg_warmup_weapon, gg_sound_levelup, gg_sound_leveldown, gg_sound_levelsteal,
gg_sound_nade, gg_sound_knife, gg_sound_welcome, gg_sound_triple, gg_sound_winner,
gg_kills_per_lvl, gg_vote_custom, gg_changelevel_custom, gg_ammo_amount,
gg_stats_prune, gg_refill_on_kill, gg_messages, gg_tk_penalty,
gg_save_temp, gg_stats_mode, gg_pickup_others, gg_stats_winbonus, gg_map_iterations,
gg_warmup_multi, gg_stats_ip, gg_extra_nades, gg_endmap_setup, gg_autovote_rounds,
gg_autovote_ratio, gg_autovote_delay, gg_autovote_time, gg_autovote_mode, gg_ignore_bots, gg_nade_refresh,
gg_block_equips, gg_leader_display, gg_leader_display_x, gg_leader_display_y,
gg_sound_takenlead, gg_sound_tiedlead, gg_sound_lostlead, gg_lead_sounds, gg_knife_elite,
gg_teamplay, gg_teamplay_knife_mod, gg_teamplay_nade_mod, gg_suicide_penalty, gg_winner_motd,
gg_bomb_defuse_lvl, gg_nade_glock, gg_nade_smoke, gg_nade_flash, gg_give_armor, gg_give_helmet,
gg_dm, gg_dm_sp_time, gg_dm_sp_mode, gg_dm_spawn_random, gg_dm_spawn_delay, gg_dm_corpses, gg_awp_oneshot,
gg_host_touch_reward, gg_host_rescue_reward, gg_host_kill_reward, gg_dm_countdown, gg_status_display,
gg_dm_spawn_afterplant, gg_block_objectives, gg_host_kill_penalty, gg_dm_start_random, gg_allow_changeteam,
gg_teamplay_timeratio, gg_disable_money, gg_kills_botmod, gg_bots_skipnade, gg_bots_knifeable,
gg_afk_protection, gg_stats_split, gg_top10_ppp;

// weapon information
new maxClip[31] = { -1, 13, -1, 10, 1, 7, -1, 30, 30, 1, 30, 20, 25, 30, 35, 25, 12, 20,
        10, 30, 100, 8, 30, 30, 20, 2, 7, 30, 30, -1, 50 };

new maxAmmo[31] = { -1, 52, -1, 90, -1, 32, 1, 100, 90, -1, 120, 100, 100, 90, 90, 90, 100, 100,
        30, 120, 200, 32, 90, 120, 60, -1, 35, 90, 90, -1, 100 };
       
new weaponSlots[31] = { -1, 2, -1, 1, 4, 1, 5, 1, 1, 4, 2, 2, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1,
        4, 2, 1, 1, 3, 1 };

enum statsData
{
    sdAuthid[32],
    sdWins[2],
    sdName[32],
    sdTimestamp, // [1]
    sdPoints[2],
    sdStreak[2]
}; // size = 71

enum saveData
{
    svAuthid[32],
    svLevel, // [1]
    svScore, // [1]
    svStatsPosition[2],
    svTeamTimes[2],
    svTime // [1]
}; // size = 39

// misc
new weapons_menu, scores_menu, level_menu, warmup = -1, warmupWeapon[24], voted, won, trailSpr, roundEnded,
menuText[512], dummy[2], tempSave[TEMP_SAVES][saveData], czero, maxPlayers, mapIteration = 1, cfgDir[32],
autovoted, autovotes[3], autovote_mode, roundsElapsed, gameCommenced, cycleNum = -1, czbot_hams, mp_friendlyfire,
winSounds[MAX_WINSOUNDS][MAX_WINSOUND_LEN+1], numWinSounds, currentWinSound, hudSyncWarmup, hudSyncReqKills,
hudSyncLDisplay, shouldWarmup, ggActive, teamLevel[3], teamLvlWeapon[3][24], teamScore[3], bombMap, hostageMap,
bombStatus[4], c4planter, Float:spawns[MAX_SPAWNS][9], spawnCount, csdmSpawnCount, hudSyncCountdown,
weaponName[MAX_WEAPONS+1][24], Float:weaponGoal[MAX_WEAPONS+1], weaponNum, initTeamplayStr[32], initTeamplayInt = -1,
bot_quota, spareName[32], sqlInit, galileoID = -1;

// stats file stuff
new sfStatsStruct[statsData], lastStatsMode = -909;

// event ids
new gmsgSayText, gmsgCurWeapon, gmsgStatusIcon, gmsgBombDrop, gmsgBombPickup, gmsgHideWeapon,
gmsgCrosshair, gmsgScenario;

// player values
new level[33], levelsThisRound[33], score[33], lvlWeapon[33][24], star[33], welcomed[33],
page[33], lastKilled[33], hosties[33][2], silenced[33], respawn_timeleft[33], Float:lastSwitch[33], lastTeam[33],
spawnSounds[33], spawnProtected[33], statsPosition[33][2], Float:teamTimes[33][2], pointsExtraction[33][5],
Float:spawnOrigin[33][3], Float:spawnAngles[33][3], afkCheck[33], playerStats[33][statsData];

#if defined SQL
    #include <sqlx>
   
    // flags for the "flags" field in the gg_sql_winmotd table
    #define WON        1
    #define LOST    2
    #define LASTKILL    4
    #define NEWRECORD    8

    new gg_sql_host, gg_sql_user, gg_sql_pass, gg_sql_db, gg_sql_table, gg_sql_streak_table, gg_sql_winmotd_table,
    sqlTable[128], sqlStreakTable[128], sqlPlayersTable[128], serverip[64], Handle:tuple, Handle:db, Handle:query, safeName[64], mkQuery[1536];
#else
    new gg_stats_file, gg_stats_streak_file;

    new sfFile[64], sfLineData[112], sfAuthid[32], sfTimestamp[12], Array:statsArray, Array:statsPointers[2], statsSize[2];
#endif

//**********************************************************************
// INITIATION FUNCTIONS
//**********************************************************************

// plugin load
public plugin_init()
{
    register_plugin("GunGame AMXX",GG_VERSION,"Avalanche");
    register_cvar("gg_version",GG_VERSION,FCVAR_SERVER);
    set_cvar_string("gg_version",GG_VERSION);

    // mehrsprachige unterst?tzung (nein, spreche ich nicht Deutsches)
    register_dictionary("ng_gungame.txt");
    register_dictionary("common.txt");
    register_dictionary("adminvote.txt");

    // event ids
    gmsgSayText = get_user_msgid("SayText");
    gmsgCurWeapon = get_user_msgid("CurWeapon");
    gmsgStatusIcon = get_user_msgid("StatusIcon");
    gmsgScenario = get_user_msgid("Scenario");
    gmsgBombDrop = get_user_msgid("BombDrop");
    gmsgBombPickup = get_user_msgid("BombPickup");
    gmsgHideWeapon = get_user_msgid("HideWeapon");
    gmsgCrosshair = get_user_msgid("Crosshair");

    // events
    register_event("ResetHUD","event_resethud","be");
    register_event("HLTV","event_new_round","a","1=0","2=0");
    register_event("CurWeapon","event_curweapon","be","1=1");
    register_event("AmmoX","event_ammox","be");
    register_event("30","event_intermission","a");
    register_event("TextMsg","event_round_restart","a","2=#Game_Commencing","2=#Game_will_restart_in");
    register_event("23","event_bomb_detonation","a","1=17","6=-105","7=17"); // planted bomb exploded
   
    // forwards
    register_forward(FM_SetModel,"fw_setmodel");
    register_forward(FM_EmitSound,"fw_emitsound");
   
    // logevents
    register_logevent("event_bomb_detonation",6,"3=Target_Bombed"); // another bomb exploded event, for security
    register_logevent("logevent_bomb_planted",3,"2=Planted_The_Bomb"); // bomb planted
    register_logevent("logevent_bomb_defused",3,"2=Defused_The_Bomb"); // bomb defused
    register_logevent("logevent_round_end",2,"1=Round_End"); // round ended
    register_logevent("logevent_hostage_touched",3,"2=Touched_A_Hostage");
    register_logevent("logevent_hostage_rescued",3,"2=Rescued_A_Hostage");
    register_logevent("logevent_hostage_killed",3,"2=Killed_A_Hostage");
    register_logevent("logevent_team_join",3,"1=joined team");
   
    // messages
    register_message(gmsgScenario,"message_scenario");
    register_message(get_user_msgid("ClCorpse"),"message_clcorpse");
    register_message(get_user_msgid("Money"),"message_money");
    register_message(gmsgBombDrop,"message_bombdrop");
    register_message(gmsgBombPickup,"message_bombpickup");
    register_message(get_user_msgid("WeapPickup"),"message_weappickup"); // for gg_block_objectives
    register_message(get_user_msgid("AmmoPickup"),"message_ammopickup"); // for gg_block_objectives
    register_message(get_user_msgid("TextMsg"),"message_textmsg"); // for gg_block_objectives
    register_message(get_user_msgid("HostagePos"),"message_hostagepos"); // for gg_block_objectives
       
    // hams
    RegisterHam(Ham_Touch,"weaponbox","ham_weapon_touch",0);
    RegisterHam(Ham_Touch,"armoury_entity","ham_weapon_touch",0);
    RegisterHam(Ham_Spawn,"player","ham_player_spawn",1);
    RegisterHam(Ham_Killed,"player","ham_player_killed_pre",0);
    RegisterHam(Ham_Killed,"player","ham_player_killed_post",1);

    // commands
    register_clcmd("joinclass","cmd_joinclass"); // new menus
    register_menucmd(register_menuid("Terrorist_Select",1),511,"cmd_joinclass"); // old menus
    register_menucmd(register_menuid("CT_Select",1),511,"cmd_joinclass"); // old menus
    register_concmd("amx_gungame","cmd_gungame",ADMIN_CVAR,"<0|1> - toggles the functionality of GunGame.");
    register_concmd("amx_gungame_level","cmd_gungame_level",ADMIN_BAN,"<target> <level> - sets target's level. use + or - for relative, otherwise it's absolute.");
    register_concmd("amx_gungame_score","cmd_gungame_score",ADMIN_BAN,"<target> <score> [dont_refill] - sets target's score. use + or - for relative, otherwise it's absolute.");
    register_concmd("amx_gungame_vote","cmd_gungame_vote",ADMIN_VOTE,"[mode] - starts a vote to toggle GunGame.");
    register_concmd("amx_gungame_win","cmd_gungame_win",ADMIN_BAN,"[target] - if target, forces target to win. if no target, forces highest level player to win.");
    register_concmd("amx_gungame_teamplay","cmd_gungame_teamplay",ADMIN_BAN,"<0|1> [killsperlvl] [suicidepenalty] - toggles teamplay mode. optionally specify new cvar values.");
    register_concmd("amx_gungame_restart","cmd_gungame_restart",ADMIN_BAN,"[delay] [full] - restarts GunGame. optionally specify a delay, in seconds. if full, reloads config and everything.");
    register_srvcmd("gg_reloadweapons","cmd_reloadweapons",ADMIN_CVAR,"- reloads the weapon order and kills per level from cvars");
    register_clcmd("say","cmd_say");
    register_clcmd("say_team","cmd_say");

    // menus
    register_menucmd(register_menuid("autovote_menu"),MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,"autovote_menu_handler");
    register_menucmd(register_menuid("welcome_menu"),1023,"welcome_menu_handler");
    register_menucmd(register_menuid("restart_menu"),MENU_KEY_1|MENU_KEY_0,"restart_menu_handler");
    weapons_menu = register_menuid("weapons_menu");
    register_menucmd(weapons_menu,MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,"weapons_menu_handler");
    register_menucmd(register_menuid("top10_menu"),MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_0,"top10_menu_handler");
    scores_menu = register_menuid("scores_menu");
    register_menucmd(scores_menu,MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,"scores_menu_handler");
    level_menu = register_menuid("level_menu");
    register_menucmd(level_menu,1023,"level_menu_handler");

    // basic cvars
    gg_enabled = register_cvar("gg_enabled","1");
    gg_vote_setting = register_cvar("gg_vote_setting","2");
    gg_vote_custom = register_cvar("gg_vote_custom","");
    gg_changelevel_custom = register_cvar("gg_changelevel_custom","");
    gg_map_setup = register_cvar("gg_map_setup","mp_timelimit 45; mp_winlimit 0; sv_alltalk 0; mp_chattime 10; mp_c4timer 25");
    gg_endmap_setup = register_cvar("gg_endmap_setup","");
    gg_join_msg = register_cvar("gg_join_msg","1");
    gg_messages = register_cvar("gg_messages","1");
    gg_save_temp = register_cvar("gg_save_temp","300"); // = 5 * 60 = 5 minutes
    gg_status_display = register_cvar("gg_status_display","1");
    gg_map_iterations = register_cvar("gg_map_iterations","1");
    gg_ignore_bots = register_cvar("gg_ignore_bots","0");
    gg_block_equips = register_cvar("gg_block_equips","2");
    gg_leader_display = register_cvar("gg_leader_display","1");
    gg_leader_display_x = register_cvar("gg_leader_display_x","-1.0");
    gg_leader_display_y = register_cvar("gg_leader_display_y","0.0");
    gg_allow_changeteam = register_cvar("gg_allow_changeteam","2");
    gg_disable_money = register_cvar("gg_disable_money","1");
    gg_winner_motd = register_cvar("gg_winner_motd","1");
    gg_afk_protection = register_cvar("gg_afk_protection","0");
    gg_top10_ppp = register_cvar("gg_top10_ppp","8");

    // autovote cvars
    gg_autovote_mode = register_cvar("gg_autovote_mode","0");
    gg_autovote_rounds = register_cvar("gg_autovote_rounds","1");
    gg_autovote_delay = register_cvar("gg_autovote_delay","8.0");
    gg_autovote_ratio = register_cvar("gg_autovote_ratio","0.51");
    gg_autovote_time = register_cvar("gg_autovote_time","10.0");

    // stats cvars
#if !defined SQL
    gg_stats_file = register_cvar("gg_stats_file","gungame.stats");
    gg_stats_streak_file = register_cvar("gg_stats_streak_file","gungame.streaks");
#endif
    gg_stats_ip = register_cvar("gg_stats_ip","0");
    gg_stats_prune = register_cvar("gg_stats_prune","2592000"); // = 60 * 60 * 24 * 30 = 30 days
    gg_stats_mode = register_cvar("gg_stats_mode","2");
    gg_stats_split = register_cvar("gg_stats_split","0");
    gg_stats_winbonus = register_cvar("gg_stats_winbonus","1.5");
   
    // deathmatch cvars
    gg_dm = register_cvar("gg_dm","1");
    gg_dm_sp_time = register_cvar("gg_dm_sp_time","1.0");
    gg_dm_sp_mode = register_cvar("gg_dm_sp_mode","1");
    gg_dm_spawn_random = register_cvar("gg_dm_spawn_random","2");
    gg_dm_start_random = register_cvar("gg_dm_start_random","1");
    gg_dm_spawn_delay = register_cvar("gg_dm_spawn_delay","3.0");
    gg_dm_spawn_afterplant = register_cvar("gg_dm_spawn_afterplant","1");
    gg_dm_corpses = register_cvar("gg_dm_corpses","1");
    gg_dm_countdown = register_cvar("gg_dm_countdown","2");
   
    // objective cvars
    gg_block_objectives = register_cvar("gg_block_objectives","0");
    gg_bomb_defuse_lvl = register_cvar("gg_bomb_defuse_lvl","1");
    gg_host_touch_reward = register_cvar("gg_host_touch_reward","2");
    gg_host_rescue_reward = register_cvar("gg_host_rescue_reward","2");
    gg_host_kill_reward = register_cvar("gg_host_kill_reward","1");
    gg_host_kill_penalty = register_cvar("gg_host_kill_penalty","1");
   
    // teamplay cvars
    gg_teamplay = register_cvar("gg_teamplay","0");
    gg_teamplay_knife_mod = register_cvar("gg_teamplay_knife_mod","0.33");
    gg_teamplay_nade_mod = register_cvar("gg_teamplay_nade_mod","0.50");
    gg_teamplay_timeratio = register_cvar("gg_teamplay_timeratio","1");

    // gameplay cvars
    gg_ff_auto = register_cvar("gg_ff_auto","1");
    gg_weapon_order = register_cvar("gg_weapon_order","glock18,usp,p228,deagle,fiveseven,elite,m3,xm1014,tmp,mac10,mp5navy,ump45,p90,galil,famas,ak47,scout,m4a1,sg552,aug,m249,hegrenade,knife");
    gg_max_lvl = register_cvar("gg_max_lvl","3");
    gg_triple_on = register_cvar("gg_triple_on","0");
    gg_turbo = register_cvar("gg_turbo","1");
    gg_knife_pro = register_cvar("gg_knife_pro","1");
    gg_knife_elite = register_cvar("gg_knife_elite","0");
    gg_suicide_penalty = register_cvar("gg_suicide_penalty","1");
    gg_worldspawn_suicide = register_cvar("gg_worldspawn_suicide","1");
    gg_pickup_others = register_cvar("gg_pickup_others","0");
    gg_handicap_on = register_cvar("gg_handicap_on","1");
    gg_top10_handicap = register_cvar("gg_top10_handicap","1");
    gg_warmup_timer_setting = register_cvar("gg_warmup_timer_setting","60");
    gg_warmup_weapon = register_cvar("gg_warmup_weapon",KNIFE);
    gg_warmup_multi = register_cvar("gg_warmup_multi","0");
    gg_nade_glock = register_cvar("gg_nade_glock","1");
    gg_nade_smoke = register_cvar("gg_nade_smoke","0");
    gg_nade_flash = register_cvar("gg_nade_flash","0");
    gg_extra_nades = register_cvar("gg_extra_nades","1");
    gg_nade_refresh = register_cvar("gg_nade_refresh","5.0");
    gg_kills_per_lvl = register_cvar("gg_kills_per_lvl","2");
    gg_kills_botmod = register_cvar("gg_kills_botmod","1.0");
    gg_give_armor = register_cvar("gg_give_armor","100");
    gg_give_helmet = register_cvar("gg_give_helmet","1");
    gg_ammo_amount = register_cvar("gg_ammo_amount","200");
    gg_refill_on_kill = register_cvar("gg_refill_on_kill","1");
    gg_tk_penalty = register_cvar("gg_tk_penalty","1");
    gg_awp_oneshot = register_cvar("gg_awp_oneshot","1");
    gg_bots_skipnade = register_cvar("gg_bots_skipnade","0");
    gg_bots_knifeable = register_cvar("gg_bots_knifeable","1");

#if defined SQL
        // SQL cvars
        gg_sql_host = register_cvar("gg_sql_host","127.0.0.1",FCVAR_PROTECTED);
        gg_sql_user = register_cvar("gg_sql_user","root",FCVAR_PROTECTED);
        gg_sql_pass = register_cvar("gg_sql_pass","",FCVAR_PROTECTED);
        gg_sql_db = register_cvar("gg_sql_db","amx",FCVAR_PROTECTED);
        gg_sql_table = register_cvar("gg_sql_table","gg_stats",FCVAR_PROTECTED);
        gg_sql_streak_table = register_cvar("gg_sql_streak_table","gg_streaks",FCVAR_PROTECTED);
        gg_sql_winmotd_table = register_cvar("gg_sql_winmotd_table","gg_winmotd",FCVAR_PROTECTED);

        get_user_ip(0,serverip,63,0); // with port
#else
        sqlInit = 1;
#endif
   
    // sound cvars done in plugin_precache now

    // random weapon order cvars
    new i, cvar[20];
    for(i=1;i<=MAX_WEAPON_ORDERS;i++)
    {
        formatex(cvar,19,"gg_weapon_order%i",i);
        register_cvar(cvar,"");
    }
   
    // update status immediately
    ggActive = get_pcvar_num(gg_enabled);

    // make sure to setup amx_nextmap incase nextmap.amxx isn't running
    if(!cvar_exists("amx_nextmap")) register_cvar("amx_nextmap","",FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_SPONLY);
   
    // make sure we have this to trick mapchooser.amxx into working
    if(!cvar_exists("mp_maxrounds")) register_cvar("mp_maxrounds","0",FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_SPONLY);

    // collect some other information that would be handy
    maxPlayers = get_maxplayers();
   
    // create hud sync objects
    hudSyncWarmup = CreateHudSyncObj();
    hudSyncReqKills = CreateHudSyncObj();
    hudSyncLDisplay = CreateHudSyncObj();
    hudSyncCountdown = CreateHudSyncObj();
   
    // remember the mod
    new modName[7];
    get_modname(modName,6);
    if(equal(modName,"czero"))
    {
        czero = 1;
        bot_quota = get_cvar_pointer("bot_quota");
    }
   
    // identify this as a bomb map
    if(fm_find_ent_by_class(maxPlayers,"info_bomb_target") || fm_find_ent_by_class(1,"func_bomb_target"))
        bombMap = 1;

    // identify this as a hostage map
    if(fm_find_ent_by_class(maxPlayers,"hostage_entity"))
        hostageMap = 1;
   
    // get spawns for deathmatch
    init_spawns();

    // delay for server.cfg
    set_task(1.0,"toggle_gungame",TASK_TOGGLE_GUNGAME + TOGGLE_FORCE);

    // manage pruning (longer delay for toggle_gungame)
    set_task(2.0,"manage_pruning");
   
    // map configs take 6.1 seconds to load
    set_task(6.2,"setup_weapon_order");
    set_task(6.2,"stats_get_top_players",TASK_GET_TOP_PLAYERS);
}

// plugin precache
public plugin_precache()
{
    // used in precache_sounds_from_config()
    get_configsdir(cfgDir,31);

    // sound cvars
    gg_sound_levelup = register_cvar("gg_sound_levelup","sound/gungame/gg_levelup.wav");
    gg_sound_leveldown = register_cvar("gg_sound_leveldown","sound/ambience/xtal_down1(e70)");
    gg_sound_levelsteal = register_cvar("gg_sound_levelsteal","sound/turret/tu_die.wav");
    gg_sound_nade = register_cvar("gg_sound_nade","sound/gungame/gg_nade_level.wav");
    gg_sound_knife = register_cvar("gg_sound_knife","sound/gungame/gg_knife_level.wav");
    gg_sound_welcome = register_cvar("gg_sound_welcome","sound/gungame/gg_welcome.wav");
    gg_sound_triple = register_cvar("gg_sound_triple","sound/gungame/gg_triple.wav");
    gg_sound_winner = register_cvar("gg_sound_winner","");
    gg_sound_takenlead = register_cvar("gg_sound_takenlead","sound/gungame/gg_takenlead.wav");
    gg_sound_tiedlead = register_cvar("gg_sound_tiedlead","sound/gungame/gg_tiedlead.wav");
    gg_sound_lostlead = register_cvar("gg_sound_lostlead","sound/gungame/gg_lostlead.wav");
    gg_lead_sounds = register_cvar("gg_lead_sounds","0.9");

    mp_friendlyfire = get_cvar_pointer("mp_friendlyfire");

    // precache everything in the config (regular and teamplay) -- we might need them
    precache_sounds_from_config();

    // also precache what we have now, in case the server doesn't have a GunGame config
    precache_sound_by_cvar(gg_sound_levelup);
    precache_sound_by_cvar(gg_sound_leveldown);
    precache_sound_by_cvar(gg_sound_levelsteal);
    precache_sound_by_cvar(gg_sound_nade);
    precache_sound_by_cvar(gg_sound_knife);
    precache_sound_by_cvar(gg_sound_welcome);
    precache_sound_by_cvar(gg_sound_triple);
    precache_sound_by_cvar(gg_sound_takenlead);
    precache_sound_by_cvar(gg_sound_tiedlead);
    precache_sound_by_cvar(gg_sound_lostlead);

    get_pcvar_string(gg_sound_winner,dummy,1);
    if(dummy[0]) // win sounds enabled
    {
        // gg_sound_winner might contain multiple sounds
        new buffer[WINSOUNDS_SIZE], temp[MAX_WINSOUND_LEN+1], pos;
        get_pcvar_string(gg_sound_winner,buffer,WINSOUNDS_SIZE-1);
   
        while(numWinSounds < MAX_WINSOUNDS)
        {
            pos = contain_char(buffer,';');
       
            // no more after this, precache what we have left
            if(pos == -1)
            {
                if(buffer[0])
                {
                    precache_sound_special(buffer);
                    copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,buffer);
                }
                break;
            }
       
            // copy up to the semicolon and precache that
            copy(temp,pos,buffer);
           
            if(temp[0])
            {
                precache_sound_special(temp);
                copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,temp);
            }

            // copy everything after the semicolon
            copy(buffer,WINSOUNDS_SIZE-1,buffer[pos+1]);
        }
    }

    // some generic, non-changing things
    precache_sound(BRASS_BELL_SOUND);
    precache_sound(KILL_DING_SOUND);
    precache_sound("common/null.wav");

    // for the star
    trailSpr = precache_model("sprites/laserbeam.spr");
}

public plugin_cfg()
{
    galileoID = is_plugin_loaded("Galileo");
}

public plugin_end()
{
#if defined SQL
    sql_uninit();
#endif

    // run endmap setup on plugin close
    if(ggActive)
    {
        // reset random teamplay
        if(initTeamplayInt != -1) set_pcvar_string(gg_teamplay,initTeamplayStr);

        new setup[512];
        get_pcvar_string(gg_endmap_setup,setup,511);
        if(setup[0]) server_cmd(setup);
    }
}

//**********************************************************************
// FORWARDS
//**********************************************************************

// client gets a steamid
public client_authorized(id)
{
    clear_values(id);

    static authid[32];
    get_gg_authid(id,authid,31);

    // load temporary save
    if(ggActive && get_pcvar_num(gg_save_temp))
    {
        new i, save = -1;

        // find our possible temp save
        for(i=0;i<TEMP_SAVES;i++)
        {
            if(equal(authid,tempSave[i][svAuthid],31))
            {
                save = i;
                break;
            }
        }

        // we found a save
        if(save > -1)
        {
            if(!get_pcvar_num(gg_teamplay))
            {
                // these are solo-only
                level[id] = tempSave[save][svLevel];
                score[id] = tempSave[save][svScore];
                get_level_weapon(level[id],lvlWeapon[id],23);
            }

            statsPosition[id][0] = tempSave[save][svStatsPosition][0];
            statsPosition[id][1] = tempSave[save][svStatsPosition][1];
            teamTimes[id][0] = Float:tempSave[save][svTeamTimes][0];
            teamTimes[id][1] = Float:tempSave[save][svTeamTimes][1];

            // clear it
            clear_save(TASK_CLEAR_SAVE+save);
        }
    }
   
#if defined SQL
    if(!statsPosition[id][0]) stats_get_position(id,authid,0);
    if(!statsPosition[id][1]) stats_get_position(id,authid,1);
#else
    // cache our position if we didn't get it from a save
    if(!statsPosition[id][0] || !statsPosition[id][1])
    {
        if(statsArray) // we've set up the stats array
        {
            recheck_stats_sorting(); // see if anything changed

            // if nothing happened, get my position
            if(!statsPosition[id][0]) stats_get_position(id,authid,0);
            if(!statsPosition[id][1]) stats_get_position(id,authid,1);
        }
    }
#endif
   
#if defined REFRESH_TIMESTAMP_ON_JOIN
    stats_refresh_timestamp(authid);
#endif
}

// client leaves, reset values
public client_disconnected(id)
{
    // remove certain tasks
    remove_task(TASK_VERIFY_WEAPON+id);
    remove_task(TASK_REFRESH_NADE+id);
    remove_task(TASK_RESPAWN+id);
    remove_task(TASK_CHECK_DEATHMATCH+id);
    remove_task(TASK_REMOVE_PROTECTION+id);
    remove_task(TASK_DELAYED_SUICIDE+id);
   
    // don't bother saving if in winning period or warmup
    if(!won && warmup <= 0)
    {
        new save_temp = get_pcvar_num(gg_save_temp);

        // temporarily save values
        if(ggActive && save_temp && (level[id] > 1 || score[id] > 0))
        {
            // keep track of times
            new team = get_user_team(id);
            if(team == 1 || team == 2) teamTimes[id][team-1] += get_gametime() - lastSwitch[id];

            new freeSave = -1, oldestSave = -1, i;

            for(i=0;i<TEMP_SAVES;i++)
            {
                // we found a free one
                if(!tempSave[i][svAuthid][0])
                {
                    freeSave = i;
                    break;
                }

                // keep track of one soonest to expire
                if(oldestSave == -1 || tempSave[i][svTime] < tempSave[oldestSave][svTime])
                    oldestSave = i;
            }

            // no free, use oldest
            if(freeSave == -1) freeSave = oldestSave;

            get_gg_authid(id,tempSave[freeSave][svAuthid],31);

            tempSave[freeSave][svLevel] = level[id];
            tempSave[freeSave][svScore] = score[id];
            tempSave[freeSave][svStatsPosition][0] = statsPosition[id][0];
            tempSave[freeSave][svStatsPosition][1] = statsPosition[id][1];
            tempSave[freeSave][svTeamTimes][0] = _:teamTimes[id][0];
            tempSave[freeSave][svTeamTimes][1] = _:teamTimes[id][1];
            tempSave[freeSave][svTime] = _:get_gametime();

            set_task(float(save_temp),"clear_save",TASK_CLEAR_SAVE+freeSave);
        }
    }

    clear_values(id);
    statsPosition[id][0] = 0;
    statsPosition[id][1] = 0;
    stats_clear_struct(playerStats[id]);
}

// someone joins, monitor ham hooks
public client_putinserver(id)
{
    if(czero && !czbot_hams && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
        set_task(0.1,"czbot_hook_ham",id);
   
    // bots don't call joinclass
    if(is_user_bot(id)) cmd_joinclass(id);
}

// delay for private data to initialize --
// here is the problem: registering a ham hook for "player" won't
// register it for CZ bots, for some reason. so we have to register
// it by entity. so we do this ridiculous thing in order to do so.
public czbot_hook_ham(id)
{
    if(czbot_hams || !is_user_connected(id)) return;

    // probably a czero bot
    if(is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
    {
        RegisterHamFromEntity(Ham_Spawn,id,"ham_player_spawn",1);
        RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed_pre",0);
        RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed_post",1);

        czbot_hams = 1;
       
        // bug fix for mid-round spawning, thanks to MeRcyLeZZ
        if(is_user_alive(id)) ham_player_spawn(id);
    }
}

// remove a save
public clear_save(taskid)
{
    remove_task(taskid);
    tempSave[taskid-TASK_CLEAR_SAVE][svAuthid][0] = 0;
}

// my info... it's changed!
public client_infochanged(id)
{
    if(!ggActive || !is_user_connected(id))
        return PLUGIN_CONTINUE;
   
    new oldTeam = lastTeam[id], newTeam = _:cs_get_user_team(id);
   
    // this means it was caught by logevent_team_join, or wasn't a team change
    if(oldTeam == newTeam) return PLUGIN_CONTINUE;
   
    player_teamchange(id,oldTeam,newTeam);
   
    // invalid team
    if((newTeam != 1 && newTeam != 2) || !get_pcvar_num(gg_teamplay))
        return PLUGIN_CONTINUE;
   
    // something is out of synch
    if(teamLevel[newTeam] && (level[id] != teamLevel[newTeam] || score[id] != teamScore[newTeam] || !equal(lvlWeapon[id],teamLvlWeapon[newTeam])))
    {
        // set them directly
        level[id] = teamLevel[newTeam];
        lvlWeapon[id] = teamLvlWeapon[newTeam];
        score[id] = teamScore[newTeam];

        // gimme mah weapon!
        if(is_user_alive(id)) give_level_weapon(id);
    }
   
    return PLUGIN_CONTINUE;
}

//**********************************************************************
// FORWARD HOOKS
//**********************************************************************

// an entity is given a model, check for silenced/burst status
public fw_setmodel(ent,model[])
{
    if(!ggActive) return FMRES_IGNORED;

    new owner = pev(ent,pev_owner);

    // no owner
    if(!is_user_connected(owner)) return FMRES_IGNORED;

    static classname[24]; // the extra space is used later
    pev(ent,pev_classname,classname,10);

    // not a weapon
    // checks for weaponbox, weapon_shield
    if(classname[8] != 'x' && !(classname[6] == '_' && classname[7] == 's' && classname[8] == 'h'))
        return FMRES_IGNORED;

    // makes sure we don't get memory access error,
    // but also helpful to narrow down matches
    new len = strlen(model);

    // ignore weaponboxes whose models haven't been set to correspond with their weapon types yet
    // checks for models/w_weaponbox.mdl
    if(len == 22 && model[17] == 'x') return FMRES_IGNORED;

    // ignore C4
    // checks for models/w_backpack.mdl
    if(len == 21 && model[9] == 'b') return FMRES_IGNORED;

    // checks for models/w_usp.mdl, usp, models/w_m4a1.mdl, m4a1
    if((len == 16 && model[10] == 's' && lvlWeapon[owner][1] == 's')
    || (len == 17 && model[10] == '4' && lvlWeapon[owner][1] == '4') )
    {
        copyc(model,len-1,model[contain_char(model,'_')+1],'.'); // strips off models/w_ and .mdl
        formatex(classname,23,"weapon_%s",model);

        // remember silenced status
        new wEnt = fm_find_ent_by_owner(maxPlayers,classname,ent);
        if(pev_valid(wEnt)) silenced[owner] = cs_get_weapon_silen(wEnt);
    }

    // checks for models/w_glock18.mdl, glock18, models/w_famas.mdl, famas
    else if((len == 20 && model[15] == '8' && lvlWeapon[owner][6] == '8')
    || (len == 18 && model[9] == 'f' && model[10] == 'a' && lvlWeapon[owner][0] == 'f' && lvlWeapon[owner][1] == 'a') )
    {
        copyc(model,len-1,model[contain_char(model,'_')+1],'.'); // strips off models/w_ and .mdl
        formatex(classname,23,"weapon_%s",model);

        // remember burst status
        new wEnt = fm_find_ent_by_owner(maxPlayers,classname,ent);
        if(pev_valid(wEnt)) silenced[owner] = cs_get_weapon_burst(wEnt);
    }
       
    // if owner is dead, remove it if we need to
    if(get_user_health(owner) <= 0 && get_pcvar_num(gg_dm) && !get_pcvar_num(gg_pickup_others))
    {
        dllfunc(DLLFunc_Think,ent);
        return FMRES_SUPERCEDE;
    }

    return FMRES_IGNORED;
}

// HELLO HELLo HELlo HEllo Hello hello
public fw_emitsound(ent,channel,sample[],Float:volume,Float:atten,flags,pitch)
{
    if(!ggActive || !is_user_connected(ent) || !get_pcvar_num(gg_dm) || spawnSounds[ent])
        return FMRES_IGNORED;

    // used to stop spawn sounds in deathmatch
    return FMRES_SUPERCEDE;
}

//**********************************************************************
// EVENT HOOKS
//**********************************************************************

// our HUD gets reset (obviously)
public event_resethud(id)
{
    if(ggActive && is_user_connected(id))
        set_task(0.1,"reset_hud",id);
}

// fix the leader display and hide money
public reset_hud(id)
{
    if(is_user_connected(id))
    {
        status_display(id);
        if(get_pcvar_num(gg_disable_money)) hide_money(id);
    }
}

// someone changes weapons
public event_curweapon(id)
{
    if(!ggActive || !is_user_connected(id)) return;

    // keep star speed
    if(star[id]) fm_set_user_maxspeed(id,fm_get_user_maxspeed(id)*1.5);
   
    // monitor weapon activity
    if(afkCheck[id] && is_user_alive(id)) afkCheck[id]++;

    // have at least one bullet in AWP clip
    if(get_pcvar_num(gg_awp_oneshot) && read_data(2) == CSW_AWP && read_data(3) > 1)
    {
        new wEnt = get_weapon_ent(id,CSW_AWP);
        if(pev_valid(wEnt)) cs_set_weapon_ammo(wEnt,1);

        message_begin(MSG_ONE,gmsgCurWeapon,_,id);
        write_byte(1); // current?
        write_byte(CSW_AWP); // weapon
        write_byte(1); // clip
        message_end();
    }
}

// a new round has begun
public event_new_round()
{
    static armourysHidden = 0;

    roundEnded = 0;
    roundsElapsed++;
   
    c4planter = 0;
    bombStatus[3] = BOMB_PICKEDUP;

    if(gameCommenced && !autovoted)
    {
        // don't check mode until vote starts, so map configs have chance to execute
        if(/*autovote_mode &&*/ roundsElapsed >= get_pcvar_num(gg_autovote_rounds))
        {
            autovoted = 1;
            autovote_mode = -1; // signal to check in autovote_start
            set_task(get_pcvar_float(gg_autovote_delay),"autovote_start");
        }
    }

    // game_player_equip
    manage_equips();

    if(!ggActive) return;
   
    // we should probably warmup...
    // don't ask me where I'm getting this from.
    if(shouldWarmup)
    {
        shouldWarmup = 0;
        start_warmup();
    }
   
    if(warmup <= 0)
    {
        new leader = get_leader();

        if(equal(lvlWeapon[leader],HEGRENADE)) play_sound_by_cvar(0,gg_sound_nade);
        else if(equal(lvlWeapon[leader],KNIFE)) play_sound_by_cvar(0,gg_sound_knife);
    }
   
    // reset leader display
    remove_task(TASK_LEADER_DISPLAY);
    set_task(0.5,"show_leader_display"); // wait to initialize levels

    new pickup_others = get_pcvar_num(gg_pickup_others);
    if(!pickup_others /*&& !armourysHidden*/) // they show up again on new round
    {
        set_task(0.1,"hide_armory_entitys");
        armourysHidden = 1;
    }
    else if(pickup_others && armourysHidden)
    {
        set_task(0.1,"show_armory_entitys");
        armourysHidden = 0;
    }

    // block hostages
    if(hostageMap)
    {
        // block hostages
        if(get_pcvar_num(gg_block_objectives))
            set_task(0.1,"move_hostages");
        else
        {
            // reset hostage info
            new i;
            for(i=0;i<33;i++)
            {
                hosties[i][0] = 0;
                hosties[i][1] = 0;
            }
        }
    }

    // start in random positions at round start
    if(get_pcvar_num(gg_dm) && get_pcvar_num(gg_dm_start_random))
        set_task(0.1,"randomly_place_everyone");
}

// hide the armoury_entity's so players cannot pick them up
public hide_armory_entitys()
{
    new ent = maxPlayers;
    while((ent = fm_find_ent_by_class(ent,"armoury_entity")))
    {
        set_pev(ent,pev_solid,SOLID_NOT);
        fm_set_entity_visibility(ent,0);
    }
}

// reveal the armoury_entity's so players CAN pick them up
public show_armory_entitys()
{
    new ent = maxPlayers;
    while((ent = fm_find_ent_by_class(ent,"armoury_entity")))
    {
        set_pev(ent,pev_solid,SOLID_TRIGGER);
        fm_set_entity_visibility(ent,1);
    }
}

// move the hostages so that CTs can't get to them
public move_hostages()
{
    new ent = maxPlayers;
    while((ent = fm_find_ent_by_class(ent,"hostage_entity")))
        set_pev(ent,pev_origin,Float:{8192.0,8192.0,8192.0});
}

// round is restarting (TAG: sv_restartround)
public event_round_restart()
{
    // re-entrancy fix
    static Float:lastThis;
    new Float:now = get_gametime();
    if(now == lastThis) return;
    lastThis = now;

    static message[17];
    read_data(2,message,16);

    if(equal(message,"#Game_Commencing"))
    {
        // don't reset values on game commencing,
        // if it has already commenced once
        if(gameCommenced) return;
        gameCommenced = 1;
       
        // start warmup
        if(ggActive)
        {
            clear_all_values();

            shouldWarmup = 0;
            start_warmup();
           
            return;
        }
    }
    /*else if(ggActive) // #Game_will_restart_in
    {
        read_data(3,message,4); // time to restart in
        new Float:time = floatstr(message) - 0.1;
        set_task((time < 0.1) ? 0.1 : time,"clear_all_values");
    }*/
}

// a delayed clearing
public clear_all_values()
{
    new player;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player)) clear_values(player,1);
    }
   
    clear_team_values(1);
    clear_team_values(2);
}

// the bomb explodes
public event_bomb_detonation()
{
    if(!ggActive || get_pcvar_num(gg_bomb_defuse_lvl) != 2 || !c4planter)
        return;
   
    // re-entrancy fix
    static Float:lastThis;
    new Float:now = get_gametime();
    if(now == lastThis) return;
    lastThis = now;

    new id = c4planter;
    c4planter = 0;

    if(!is_user_connected(id)) return;

    if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
    {
        change_level(id,1);
        //score[id] = 0;
    }
    else if(is_user_alive(id)) refill_ammo(id);
}

// ammo amount changes
public event_ammox(id)
{
    new type = read_data(1);

    // not HE grenade ammo, or not on the grenade level
    if(type != 12 || !equal(lvlWeapon[id],HEGRENADE)) return;

    new amount = read_data(2);

    // still have some left, ignore
    if(amount > 0)
    {
        remove_task(TASK_REFRESH_NADE+id);
        return;
    }

    new Float:refresh = get_pcvar_float(gg_nade_refresh);

    // refreshing is disabled, or we are already giving one out
    if(refresh <= 0.0 || task_exists(TASK_REFRESH_NADE+id)) return;

    // start the timer for the new grenade
    set_task(refresh,"refresh_nade",TASK_REFRESH_NADE+id);
}

// map is changing
public event_intermission()
{
    if(!ggActive) return;
   
    if(won)
    {
        if(set_nextmap()) set_task(1.0,"goto_nextmap");
        return;
    }
   
    new player, found;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && on_valid_team(player))
        {
            found = 1;
            break;
        }
    }
   
    // did not find any players on a valid team, game over man
    if(!found)
    {
        if(set_nextmap()) set_task(1.0,"goto_nextmap");
        return;
    }
   
    // teamplay, easier to decide
    if(get_pcvar_num(gg_teamplay))
    {
        new winner;

        // clear winner
        if(teamLevel[1] > teamLevel[2]) winner = 1;
        else if(teamLevel[2] > teamLevel[1]) winner = 2;
        else
        {
            // tied for level, check score
            if(teamScore[1] > teamScore[2]) winner = 1;
            else if(teamScore[2] > teamScore[1]) winner = 2;
            else
            {
                // tied for level and score, pick random
                winner = random_num(1,2);
            }
        }
       
        // grab a player from the winning and losing teams
        new plWinner, plLoser, team;
        for(player=1;player<=maxPlayers;player++)
        {
            if(is_user_connected(player) && on_valid_team(player))
            {
                team = _:cs_get_user_team(player);

                if(!plWinner && team == winner) plWinner = player;
                else if(!plLoser && team != winner) plLoser = player;

                if(plWinner && plLoser) break;
            }
        }
       
        win(plWinner,plLoser);
        if(set_nextmap()) set_task(1.0,"goto_nextmap");

        return;
    }

    // grab highest level
    new leaderLevel;
    get_leader(leaderLevel);

    // grab player list
    new players[32], pNum, winner, i;
    get_players(players,pNum);
   
    // no one here
    if(pNum <= 0)
    {
        if(set_nextmap()) set_task(1.0,"goto_nextmap");
        return;
    }

    new topLevel[32], tlNum;

    // get all of the highest level players
    for(i=0;i<pNum;i++)
    {
        player = players[i];
       
        if(level[player] == leaderLevel)
            topLevel[tlNum++] = player;
    }

    // only one on top level
    if(tlNum == 1) winner = topLevel[0];
    else
    {
        new highestKills, frags;

        // get the most kills
        for(i=0;i<tlNum;i++)
        {
            frags = get_user_frags(topLevel[i]);

            if(frags >= highestKills)
                highestKills = frags;
        }

        new topKillers[32], tkNum;

        // get all of the players with highest kills
        for(i=0;i<tlNum;i++)
        {
            if(get_user_frags(topLevel[i]) == highestKills)
                topKillers[tkNum++] = topLevel[i];
        }

        // only one on top kills
        if(tkNum == 1) winner = topKillers[0];
        else
        {
            new leastDeaths, deaths;

            // get the least deaths
            for(i=0;i<tkNum;i++)
            {
                deaths = cs_get_user_deaths(topKillers[i]);
                if(deaths <= leastDeaths) leastDeaths = deaths;
            }

            new leastDead[32], ldNum;

            // get all of the players with lowest deaths
            for(i=0;i<tkNum;i++)
            {
                if(cs_get_user_deaths(topKillers[i]) == leastDeaths)
                    leastDead[ldNum++] = topKillers[i];
            }

            leastDead[random_num(0,ldNum-1)];
        }
    }

    // crown them
    win(winner,0);
   
    // go to next map in cycle
    if(set_nextmap()) set_task(1.0,"goto_nextmap");
}

//**********************************************************************
// MESSAGE HOOKS
//**********************************************************************

// bomb is dropped, remember for DM
public message_bombdrop(msg_id,msg_dest,msg_entity)
{
    if(ggActive && get_pcvar_num(gg_block_objectives))
        return PLUGIN_HANDLED;

    // you can't simply get_msg_arg_int the coords
    bombStatus[0] = floatround(get_msg_arg_float(1));
    bombStatus[1] = floatround(get_msg_arg_float(2));
    bombStatus[2] = floatround(get_msg_arg_float(3));
    bombStatus[3] = get_msg_arg_int(4);

    return PLUGIN_CONTINUE;
}

// bomb is picked up, remember for DM
public message_bombpickup(msg_id,msg_dest,msg_entity)
{
    bombStatus[3] = BOMB_PICKEDUP;
    return PLUGIN_CONTINUE;
}

// scenario changes
public message_scenario(msg_id,msg_dest,msg_entity)
{
    // disabled
    if(!ggActive) return PLUGIN_CONTINUE;

    // don't override our custom display, if we have one
    if(get_pcvar_num(gg_status_display))
        return PLUGIN_HANDLED;

    // block hostage display if we disabled objectives
    else if(get_msg_args() > 1 && get_pcvar_num(gg_block_objectives))
    {
        new sprite[8];
        get_msg_arg_string(2,sprite,7);

        if(equal(sprite,"hostage"))
            return PLUGIN_HANDLED;
    }

    return PLUGIN_CONTINUE;
}

// remove c4 if we disabled objectives
public message_weappickup(msg_id,msg_dest,msg_entity)
{
    if(!bombMap || !ggActive || !get_pcvar_num(gg_block_objectives))
        return PLUGIN_CONTINUE;

    if(get_msg_arg_int(1) == CSW_C4)
    {
        set_task(0.1,"strip_c4",msg_entity);
        return PLUGIN_HANDLED;
    }

    return PLUGIN_CONTINUE;
}

// delay, since weappickup is slightly before we actually get the weapon
public strip_c4(id)
{
    if(!is_user_connected(id)) return;

    ham_strip_weapon(id,"weapon_c4");
   
    // remove it from HUD
    message_begin(MSG_ONE,gmsgStatusIcon,_,id);
    write_byte(0);
    write_string("c4");
    message_end();
}

// block c4 ammo message if we disabled objectives
public message_ammopickup(msg_id,msg_dest,msg_entity)
{
    if(!bombMap || !ggActive || !get_pcvar_num(gg_block_objectives))
        return PLUGIN_CONTINUE;

    if(get_msg_arg_int(1) == 14) // C4
        return PLUGIN_HANDLED;

    return PLUGIN_CONTINUE;
}

// block dropped the bomb message if we disabled objectives
public message_textmsg(msg_id,msg_dest,msg_entity)
{
    if(!bombMap || !ggActive || !get_pcvar_num(gg_block_objectives))
        return PLUGIN_CONTINUE;

    static message[16];
    get_msg_arg_string(2,message,15);

    if(equal(message,"#Game_bomb_drop"))
        return PLUGIN_HANDLED;

    return PLUGIN_CONTINUE;
}

// block hostages from appearing on radar if we disabled objectives
public message_hostagepos(msg_id,msg_dest,msg_entity)
{
    if(!ggActive || !get_pcvar_num(gg_block_objectives))
        return PLUGIN_CONTINUE;

    return PLUGIN_HANDLED;
}

// a corpse is to be set, stop player shells bug (thanks sawce)
public message_clcorpse(msg_id,msg_dest,msg_entity)
{
    if(!ggActive || get_msg_args() < 12)
        return PLUGIN_CONTINUE;

    if(get_pcvar_num(gg_dm) && !get_pcvar_num(gg_dm_corpses))
        return PLUGIN_HANDLED;

    return PLUGIN_CONTINUE;
}

// money money money!
public message_money(msg_id,msg_dest,msg_entity)
{
    if(!ggActive || !is_user_connected(msg_entity) || !is_user_alive(msg_entity) || !get_pcvar_num(gg_disable_money))
        return PLUGIN_CONTINUE;

    // this now just changes the value of the message, passes it along,
    // and then modifies the pdata, instead of calling another cs_set_user_money
    // and sending out more messages than needed.

    set_msg_arg_int(1,ARG_LONG,0); // money
    set_msg_arg_int(2,ARG_BYTE,0); // flash

    set_pdata_int(msg_entity,OFFSET_CSMONEY,0,OFFSET_LINUX);
    return PLUGIN_CONTINUE;
}

//**********************************************************************
// LOG EVENT HOOKS
//**********************************************************************

// someone planted the bomb
public logevent_bomb_planted()
{
    if(!ggActive || !get_pcvar_num(gg_bomb_defuse_lvl) || roundEnded)
        return;

    new id = get_loguser_index();
    if(!is_user_connected(id)) return;

    if(get_pcvar_num(gg_bomb_defuse_lvl) == 2) c4planter = id;
    else
    {
        if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
        {
            change_level(id,1);
        }
        else refill_ammo(id);
    }

}

// someone defused the bomb
public logevent_bomb_defused()
{
    if(!ggActive || !get_pcvar_num(gg_bomb_defuse_lvl))
        return;

    new id = get_loguser_index();
    if(!is_user_connected(id)) return;

    if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
    {
        change_level(id,1);
    }
    else refill_ammo(id);
}

// the round ends
public logevent_round_end()
{
    roundEnded = 1;
}

// hostage is touched
public logevent_hostage_touched()
{
    new reward = get_pcvar_num(gg_host_touch_reward);

    if(!ggActive || !reward || roundEnded)
        return;

    new id = get_loguser_index();
    if(!is_user_connected(id) || hosties[id][0] == -1) return;

    hosties[id][0]++;

    if(hosties[id][0] >= reward)
    {
        if((!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
            || score[id] + 1 < get_level_goal(level[id],id))
        {      
            // didn't level off of it
            if(!change_score(id,1)) show_required_kills(id);
        }
        else refill_ammo(id);

        hosties[id][0] = -1;
       
        if(get_pcvar_num(gg_teamplay))
        {
            new CsTeams:team = cs_get_user_team(id), i;
            for(i=1;i<=maxPlayers;i++)
            {
                // one per team
                if(is_user_connected(i) && cs_get_user_team(i) == team)
                    hosties[i][0] = -1;
            }
        }
    }
}

// hostage is rescued
public logevent_hostage_rescued()
{
    new reward = get_pcvar_num(gg_host_rescue_reward);

    if(!ggActive || !reward || roundEnded)
        return;

    new id = get_loguser_index();
    if(!is_user_connected(id) || hosties[id][1] == -1) return;

    hosties[id][1]++;

    if(hosties[id][1] >= reward)
    {
        if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
            change_level(id,1);
        else
            refill_ammo(id);

        hosties[id][1] = -1;
       
        if(get_pcvar_num(gg_teamplay))
        {
            new CsTeams:team = cs_get_user_team(id), i;
            for(i=1;i<=maxPlayers;i++)
            {
                // one per team
                if(is_user_connected(i) && cs_get_user_team(i) == team)
                    hosties[i][1] = -1;
            }
        }
    }
}

// hostage is killed
public logevent_hostage_killed()
{
    new penalty = get_pcvar_num(gg_host_kill_penalty);

    if(!ggActive || !penalty)
        return;

    new id = get_loguser_index();
    if(!is_user_connected(id)) return;
   
    new teamplay = get_pcvar_num(gg_teamplay), name[32];
   
    if(teamplay) get_user_team(id,name,9);
    else get_user_name(id,name,31);

    if(score[id] - penalty < 0)
        gungame_print(0,id,1,"%L",LANG_PLAYER_C,(teamplay) ? "HK_LEVEL_DOWN_TEAM" : "HK_LEVEL_DOWN",name,(level[id] > 1) ? level[id]-1 : level[id]);
    else
        gungame_print(0,id,1,"%L",LANG_PLAYER_C,(teamplay) ? "HK_SCORE_DOWN_TEAM" : "HK_SCORE_DOWN",name,penalty);

    change_score(id,-penalty);
}

// someone joins a team
public logevent_team_join()
{
    if(!ggActive) return;

    new id = get_loguser_index();
    if(!is_user_connected(id)) return;

    new oldTeam = get_user_team(id), newTeam = _:cs_get_user_team(id);
    player_teamchange(id,oldTeam,newTeam);
   
    // teamplay, team switch allowed
    if(get_pcvar_num(gg_teamplay))
    {
        remove_task(TASK_DELAYED_SUICIDE+id);
       
        // I was the one who planted the bomb
        if(c4planter == id)
        {
            // clear in case we don't find anyone
            c4planter = 0;
           
            new player;
            for(player=1;player<=maxPlayers;player++)
            {
                if(player != id && is_user_connected(player) && cs_get_user_team(player) == CS_TEAM_T)
                {
                    // assign it to someone else so terrorists get points
                    c4planter = player;
                    break;
                }
            }
        }
           
        return;
    }
   
    // no (valid) previous team or didn't switch teams, ignore (suicide)
    if(oldTeam < 1 || oldTeam > 2 || newTeam < 1 || newTeam > 2 || oldTeam == newTeam)
        return;

    // check to see if the team change was beneficial
    if(get_pcvar_num(gg_allow_changeteam) == 2)
    {
        new teamCount[2], i;
        for(i=1;i<=maxPlayers;i++)
        {
            if(!is_user_connected(i))
                continue;

            switch(cs_get_user_team(i))
            {
                case CS_TEAM_T: teamCount[0]++;
                case CS_TEAM_CT: teamCount[1]++;
            }
        }

        if(teamCount[newTeam-1] <= teamCount[oldTeam-1])
            remove_task(TASK_DELAYED_SUICIDE+id);
    }
    else remove_task(TASK_DELAYED_SUICIDE+id);
}

//**********************************************************************
// HAM HOOKS
//**********************************************************************

// a player respawned
public ham_player_spawn(id)
{
    if(ggActive && is_user_alive(id) && cs_get_user_team(id)) // do team check here for bots
        spawned(id);

    return HAM_IGNORED;
}

// what do you think happened here?
public ham_player_killed_pre(victim,killer,gib)
{
    if(!ggActive || won || !is_user_connected(victim)) return HAM_IGNORED;

    // stops defusal kits from dropping in deathmatch mode
    if(bombMap && get_pcvar_num(gg_dm)) cs_set_user_defuse(victim,0);

    // remember victim's silenced status
    if(equal(lvlWeapon[victim],"usp") || equal(lvlWeapon[victim],"m4a1"))
    {
        new wEnt = get_weapon_ent(victim,_,lvlWeapon[victim]);
        if(pev_valid(wEnt)) silenced[victim] = cs_get_weapon_silen(wEnt);
    }

    // or, remember burst status
    else if(equal(lvlWeapon[victim],"glock18") || equal(lvlWeapon[victim],"famas"))
    {
        new wEnt = get_weapon_ent(victim,_,lvlWeapon[victim]);
        if(pev_valid(wEnt)) silenced[victim] = cs_get_weapon_burst(wEnt);
    }
   
    // some sort of death that we don't want to count
    if(killer == victim || !is_user_connected(killer) || cs_get_user_team(killer) == cs_get_user_team(victim))
        return HAM_IGNORED;

    // award for killing hostage carrier
    new host_kill_reward = get_pcvar_num(gg_host_kill_reward);

    // note that this doesn't work with CZ hostages
    if(hostageMap && !czero && host_kill_reward && !equal(lvlWeapon[killer],HEGRENADE) && !equal(lvlWeapon[killer],KNIFE))
    {
        // check for hostages following this player
        new hostage = maxPlayers;
        while((hostage = fm_find_ent_by_class(hostage,"hostage_entity")))
        {
            if(cs_get_hostage_foll(hostage) == victim && pev(hostage,pev_deadflag) == DEAD_NO)
                break;
        }

        // award bonus score if victim had hostages
        if(hostage)
        {
            if(!equal(lvlWeapon[killer],HEGRENADE) && !equal(lvlWeapon[killer],KNIFE) && level[killer] < weaponNum)
            {
                // didn't level off of it
                if(!change_score(killer,host_kill_reward) || score[killer])
                    show_required_kills(killer);
            }
        }
    }
   
    return HAM_IGNORED;
}

// it's just that easy (multiplay_gamerules.cpp, ln 709)
public ham_player_killed_post(victim,killer,gib)
{
    if(!ggActive || won) return HAM_IGNORED;
   
    // log in bounds
    if(killer > 0 && killer < 33 && victim > 0 && victim < 33)
        lastKilled[killer] = victim;

    if(!is_user_connected(victim)) return HAM_IGNORED;
   
    // moved the below from killed_pre to killed_post because sometimes user is still alive in pre.
    // don't know why this wasn't here before, but just in case I need to change it back... (thanks addam)

    // allow us to join in on deathmatch
    if(!get_pcvar_num(gg_dm))
    {
        remove_task(TASK_CHECK_DEATHMATCH+victim);
        set_task(10.0,"check_deathmatch",TASK_CHECK_DEATHMATCH+victim);
    }

    // respawn us
    else
    {
        remove_task(TASK_RESPAWN+victim);
        remove_task(TASK_REMOVE_PROTECTION+victim);
        begin_respawn(victim);
        fm_set_user_rendering(victim); // clear spawn protection
    }

    remove_task(TASK_VERIFY_WEAPON+victim);

    star[victim] = 0;
    remove_task(TASK_END_STAR+victim);

    static wpnName[24];
    get_killer_weapon(killer,pev(victim,pev_dmg_inflictor),wpnName,23);
   
    // grenade death
    if(equal(wpnName,"grenade"))
    {
        new inflictor = pev(victim,pev_dmg_inflictor);
       
        if(pev_valid(inflictor))
        {
            new Float:dmgtime;
            pev(inflictor,pev_dmgtime,dmgtime);
       
            // a C4 kill will be reported as hegrenade. however, C4 has no
            // pev_dmgtime, while a real hegrenade does. so distinguish between hegrenade
            // and C4, and ignore C4 kills. also note that we can't compare models,
            // because at this stage both an hegrenade and C4 have no model.
            if(!dmgtime)
            {
                afkCheck[victim] = 0;
                return HAM_IGNORED;
            }
        }

        // fix name
        formatex(wpnName,23,HEGRENADE);
    }

    // killed self with world
    if(killer == victim && equal(wpnName,"world") && is_user_connected(killer))
    {
        // this might be a valid team switch, wait it out
        if(!roundEnded && get_pcvar_num(gg_allow_changeteam))
        {
            set_task(0.1,"delayed_suicide",TASK_DELAYED_SUICIDE+victim);
            afkCheck[victim] = 0;

            return HAM_IGNORED; // in the meantime, don't penalize the suicide
        }

        player_suicided(killer);
        afkCheck[victim] = 0;

        return HAM_IGNORED;
    }
   
    // afk checker
    if(afkCheck[victim] && afkCheck[victim] < 3) // 0 = no afk check, 3+ = they did something with a weapon (it is set to 1, and it goes to 2 when they get their new weapon)
    {
        new Float:origin[3], Float:angles[3], afk;
        pev(victim,pev_origin,origin);
        pev(victim,pev_v_angle,angles);

        if(get_pcvar_num(gg_afk_protection) == 2)
        {
            // this mode requires that your origin and angles be exactly as they were when you spawned,
            // but it ignores the z-component because often players spawn a few units above ground
            afk = (origin[0] == spawnOrigin[victim][0]) && (origin[1] == spawnOrigin[victim][1]) && (angles[0] == spawnAngles[victim][0]) && (angles[1] == spawnAngles[victim][1]) && (angles[2] == spawnAngles[victim][2]);
        }
        else
        {
            // this mode allows a slight XY shift due to pushback from getting shot by certain weapons,
            // and also ignores the Y-component of the angle, because it sometimes inexplicably doesn't match up
            origin[2] = spawnOrigin[victim][2]; // ignore Z-component, they fall
            afk = (vector_distance(origin,spawnOrigin[victim]) < 28.0) && (angles[0] == spawnAngles[victim][0]) && (angles[2] == spawnAngles[victim][2]);
        }

        if(afk)
        {
            new name[32];
            get_user_name(victim,name,31);

            gungame_print(killer,victim,1,"%L",killer,"AFK_KILL",name);
            afkCheck[victim] = 0;
           
            return HAM_IGNORED;
        }
    }

    afkCheck[victim] = 0;

    // other player had spawn protection
    if(spawnProtected[victim])
    {
        new name[32];
        get_user_name(victim,name,31);
        gungame_print(killer,victim,1,"%L",killer,"SPAWNPROTECTED_KILL",name,floatround(get_pcvar_float(gg_dm_sp_time)));
       
        spawnProtected[victim] = 0;
        return HAM_IGNORED;
    }

    // killed self with worldspawn (fall damage usually)
    if(equal(wpnName,"worldspawn"))
    {
        if(get_pcvar_num(gg_worldspawn_suicide)) player_suicided(victim);
        return HAM_IGNORED;
    }

    // killed self not with worldspawn
    if(!killer || killer == victim)
    {
        player_suicided(victim);
        return HAM_IGNORED;
    }
   
    // a non-player entity killed this man!
    if(!is_user_connected(killer))
    {
        // not linked so return is hit either way
        if(pev_valid(killer))
        {
            static classname[14];
            pev(killer,pev_classname,classname,13);
           
            // killed by a trigger_hurt, count as suicide
            if(equal(classname,"trigger_hurt"))
                player_suicided(victim);
        }
       
        return HAM_IGNORED;
    }
   
    new teamplay = get_pcvar_num(gg_teamplay), penalty = get_pcvar_num(gg_tk_penalty);

    // team kill
    if(is_user_connected(victim) && cs_get_user_team(killer) == cs_get_user_team(victim) && penalty >= 0)
    {
        if(penalty > 0)
        {
            new name[32];
            if(teamplay) get_user_team(killer,name,9);
            else get_user_name(killer,name,31);
           
            if(warmup <= 0 || !warmupWeapon[0])
            {
                if(score[killer] - penalty < 0)
                    gungame_print(0,killer,1,"%L",LANG_PLAYER_C,(teamplay) ? "TK_LEVEL_DOWN_TEAM" : "TK_LEVEL_DOWN",name,(level[killer] > 1) ? level[killer]-1 : level[killer]);
                else
                    gungame_print(0,killer,1,"%L",LANG_PLAYER_C,(teamplay) ? "TK_SCORE_DOWN_TEAM" : "TK_SCORE_DOWN",name,penalty);
            }

            change_score(killer,-penalty);
        }

        return HAM_IGNORED;
    }

    new canLevel = 1, scored;

    // already reached max levels this round
    new max_lvl = get_pcvar_num(gg_max_lvl);
    if(!teamplay && !get_pcvar_num(gg_turbo) && max_lvl > 0 && levelsThisRound[killer] >= max_lvl) canLevel = 0;
   
    new nade = equal(lvlWeapon[killer],HEGRENADE), knife_pro = get_pcvar_num(gg_knife_pro),
    victimIsBot = is_user_bot(victim), knifeLevel = equal(lvlWeapon[killer],KNIFE), bots_knifeable = get_pcvar_num(gg_bots_knifeable);
   
    // knife_pro:
    //            0 - nothing
    //            1 - killer +1 level, victim -1 level
    //            2 - killer +1 level, victim stays
    //            3 - killer +1 point, victim -1 level

    // was it a melee kill, and does it matter?
    if( !(victimIsBot && !bots_knifeable) && !knifeLevel && knife_pro && equal(wpnName,KNIFE))
    {
        static killerName[32], victimName[32], authid[24], teamName[10];
        get_user_name(killer,killerName,31);
        get_user_name(victim,victimName,31);
        get_user_authid(killer,authid,23);
        get_user_team(killer,teamName,9);
       
        log_message("^"%s<%i><%s><%s>^" triggered ^"Stole_Level^"",killerName,get_user_userid(killer),authid,teamName);
       
        new tpGainPoints, tpLosePoints, tpOverride;
        if(teamplay)
        {
            tpGainPoints = (knife_pro == 3) ? 1 : get_level_goal(level[killer],0);
            tpLosePoints = (knife_pro == 2) ? 0 : get_level_goal(level[victim],0);

            if(warmup <= 0 || !warmupWeapon[0]) gungame_print(0,killer,1,"%L",LANG_PLAYER_C,"STOLE_LEVEL_TEAM",killerName,tpLosePoints,victimName,tpGainPoints);
           
            // allow points awarded on nade or final level if it won't level us
            tpOverride = (score[killer] + tpGainPoints < get_level_goal(level[killer],killer));
        }
        else // solo play
        {
            if(warmup <= 0 || !warmupWeapon[0]) gungame_print(0,killer,1,"%L",LANG_PLAYER_C,"STOLE_LEVEL",killerName,victimName); // not a knife warmup
            if(nade && knife_pro == 3 && score[killer] + 1 < get_level_goal(level[killer],killer)) tpOverride = 1; // if I'm just getting 1 point and it won't level me, it's okay for the nade level
        }

        if(tpOverride || (canLevel && !nade))
        {
            if(tpOverride || level[killer] < weaponNum)
            {
                if(teamplay)
                {
                    if(!change_score(killer,tpGainPoints,_,0)) show_required_kills(killer); // don't play sounds
                }
                else
                {
                    if(knife_pro == 3)
                    {
                        if(!change_score(killer,1,_,0)) show_required_kills(killer); // don't play sounds
                    }
                    else
                    {
                        change_level(killer,1,_,_,_,0); // don't play sounds
                    }
                }
            }
        }

        play_sound_by_cvar(killer,gg_sound_levelsteal); // use this one instead!

        // knife pro 2 = victim doesn't lose a level
        if(knife_pro != 2 && (level[victim] > 1 || teamplay))
        {
            if(teamplay) change_score(victim,-tpLosePoints);
            else change_level(victim,-1);
        }
    }

    // otherwise, if he killed with his appropiate weapon, give him a point
    else if( !(victimIsBot && !bots_knifeable && knifeLevel) && canLevel && equal(lvlWeapon[killer],wpnName))
    {
        scored = 1;

        // didn't level off of it
        if(!change_score(killer,1)) show_required_kills(killer);
    }
   
    // refresh grenades
    if(nade && get_pcvar_num(gg_extra_nades))
    {
        remove_task(TASK_REFRESH_NADE+killer);
       
        // instant refresh, and refresh_nade makes sure we don't already have a nade
        refresh_nade(TASK_REFRESH_NADE+killer);
    }

    if((!scored || !get_pcvar_num(gg_turbo)) && get_pcvar_num(gg_refill_on_kill))
        refill_ammo(killer,1);
   
    return HAM_IGNORED;
}

// a player is touching a weaponbox or armoury_entity, possibly disallow
public ham_weapon_touch(weapon,other)
{
    // gungame off and non-player or dead-player
    if(!ggActive || !is_user_alive(other)) return HAM_IGNORED;
   
    new knife_elite = get_pcvar_num(gg_knife_elite);
   
    // pickup others enabled, and no conflict with knife elite, stop here
    if(get_pcvar_num(gg_pickup_others) && (!knife_elite || !levelsThisRound[other])) return HAM_IGNORED;
   
    static model[24];
    pev(weapon,pev_model,model,23);

    // strips off models/w_ and .mdl
    copyc(model,23,model[contain_char(model,'_')+1],'.');
   
    // weaponbox model is no good, but C4 is okay
    // checks for weaponbox, backpack
    if(model[8] == 'x' || model[0] == 'b') return HAM_IGNORED;
   
    // now that we allowed C4, check for knife elite again
    if(knife_elite && levelsThisRound[other]) return HAM_SUPERCEDE;
   
    // weapon is weapon_mp5navy, but model is w_mp5.mdl
    // checks for mp5
    if(model[1] == 'p' && model[2] == '5') model = "mp5navy";

    // check hegrenade exceptions
    // checks for hegrenade
    if(lvlWeapon[other][0] == 'h')
    {
        // checks for glock18, smokegrenade, flashbang
        if((model[6] == '8' && get_pcvar_num(gg_nade_glock))
            || (model[0] == 's' && model[1] == 'm' && get_pcvar_num(gg_nade_smoke))
            || (model[0] == 'f' && model[1] == 'l' && get_pcvar_num(gg_nade_flash)))
            return HAM_IGNORED;
    }
   
    // this is our weapon, don't mess with it
    if(equal(lvlWeapon[other],model)) return HAM_IGNORED;

    return HAM_SUPERCEDE;
}

//**********************************************************************
// COMMAND HOOKS
//**********************************************************************

// turning GunGame on or off
public cmd_gungame(id,level,cid)
{
    // no access, or GunGame ending anyway
    if(!cmd_access(id,level,cid,2) || won)
        return PLUGIN_HANDLED;

    // already working on toggling GunGame
    if(task_exists(TASK_TOGGLE_GUNGAME + TOGGLE_FORCE)
    || task_exists(TASK_TOGGLE_GUNGAME + TOGGLE_DISABLE)
    || task_exists(TASK_TOGGLE_GUNGAME + TOGGLE_ENABLE))
    {
        console_print(id,"[GunGame] GunGame is already being turned on or off");
        return PLUGIN_HANDLED;
    }

    new arg[32], oldStatus = ggActive, newStatus;
    read_argv(1,arg,31);

    if(equali(arg,"on") || str_to_num(arg))
        newStatus = 1;

    // no change
    if((!oldStatus && !newStatus) || (oldStatus && newStatus))
    {
        console_print(id,"[GunGame] GunGame is already %s!",(newStatus) ? "on" : "off");
        return PLUGIN_HANDLED;
    }

    restart_round(5);
    set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+newStatus);

    if(!newStatus)
    {
        set_pcvar_num(gg_enabled,0);
        ggActive = 0;
    }

    console_print(id,"[GunGame] Turned GunGame %s",(newStatus) ? "on" : "off");

    return PLUGIN_HANDLED;
}

// voting for GunGame
public cmd_gungame_vote(id,lvl,cid)
{
    if(!cmd_access(id,lvl,cid,1))
        return PLUGIN_HANDLED;
   
    if(autovotes[0] || autovotes[1] || autovotes[2] || task_exists(TASK_AUTOVOTE_RESULT))
    {
        console_print(id,"[GunGame] Could not start vote: another vote is already in progress!");
        return PLUGIN_HANDLED;
    }
   
    new arg[8];
    read_argv(1,arg,7);

    // override our autovote mode, but default to our autovote setting, then to 1
    autovote_mode = str_to_num(arg);
    //if(autovote_mode < 1 || autovote_mode > 3) autovote_mode = get_pcvar_num(gg_autovote_mode); // won't work with autovote rotation, so forget it for now
    if(autovote_mode < 1 || autovote_mode > 3) autovote_mode = 1;

    console_print(id,"[GunGame] Started a vote to play GunGame (mode %i)",autovote_mode);
    autovote_start();

    return PLUGIN_HANDLED;
}

// setting players levels
public cmd_gungame_level(id,lvl,cid)
{
    if(!cmd_access(id,lvl,cid,3))
        return PLUGIN_HANDLED;

    new arg1[32], arg2[8], targets[32], name[32], tnum, i;
    read_argv(1,arg1,31);
    read_argv(2,arg2,7);
   
    if(equali(arg1,"@T")) arg1 = "@TERRORIST";

    // get player list
    if(equali(arg1,"*") || equali(arg1,"@ALL"))
    {
        get_players(targets,tnum);
        name = "ALL PLAYERS";
    }
    else if(arg1[0] == '@')
    {
        new players[32], team[10], pnum;
        get_players(players,pnum);

        for(i=0;i<pnum;i++)
        {
            get_user_team(players[i],team,9);
            if(equali(team,arg1[1])) targets[tnum++] = players[i];
        }

        formatex(name,31,"ALL %s",arg1[1]);
    }
    else
    {
        targets[tnum++] = cmd_target(id,arg1,2);
        if(!targets[0]) return PLUGIN_HANDLED;

        get_user_name(targets[0],name,31);
    }

    new intval = str_to_num(arg2);

    // relative
    if(arg2[0] == '+' || arg2[0] == '-')
        for(i=0;i<tnum;i++) change_level(targets[i],intval,_,_,1); // always score

    // absolute
    else
        for(i=0;i<tnum;i++) change_level(targets[i],intval-level[targets[i]],_,_,1); // always score

    console_print(id,"[GunGame] Changed %s's level to %s",name,arg2);

    return PLUGIN_HANDLED;
}

// setting players score
public cmd_gungame_score(id,lvl,cid)
{
    if(!cmd_access(id,lvl,cid,3))
        return PLUGIN_HANDLED;

    new arg1[32], arg2[8], arg3[8], targets[32], name[32], tnum, i;
    read_argv(1,arg1,31);
    read_argv(2,arg2,7);
    read_argv(3,arg3,7);
   
    if(equali(arg1,"@T")) arg1 = "@TERRORIST";

    // get player list
    if(equali(arg1,"*") || equali(arg1,"@ALL"))
    {
        get_players(targets,tnum);
        name = "ALL PLAYERS";
    }
    else if(arg1[0] == '@')
    {
        new players[32], team[10], pnum;
        get_players(players,pnum);

        for(i=0;i<pnum;i++)
        {
            get_user_team(players[i],team,9);
            if(equali(team,arg1[1])) targets[tnum++] = players[i];
        }

        formatex(name,31,"ALL %s",arg1[1]);
    }
    else
    {
        targets[tnum++] = cmd_target(id,arg1,2);
        if(!targets[0]) return PLUGIN_HANDLED;

        get_user_name(targets[0],name,31);
    }

    new intval = str_to_num(arg2), dont_refill = str_to_num(arg3);

    // relative
    if(arg2[0] == '+' || arg2[0] == '-')
        for(i=0;i<tnum;i++) change_score(targets[i],intval,!dont_refill,_,_,1); // always score

    // absolute
    else
        for(i=0;i<tnum;i++) change_score(targets[i],intval-score[targets[i]],!dont_refill,_,_,1); // always score

    console_print(id,"[GunGame] Changed %s's score to %s",name,arg2);

    return PLUGIN_HANDLED;
}

// forcing a win
public cmd_gungame_win(id,lvl,cid)
{
    if(!cmd_access(id,lvl,cid,1))
        return PLUGIN_HANDLED;
   
    new arg[32];
    read_argv(1,arg,31);
   
    // no target given, select best player
    if(!arg[0])
    {
        console_print(id,"[GunGame] Forcing the best player to win...");
        event_intermission();
        return PLUGIN_HANDLED;
    }
   
    new target = cmd_target(id,arg,2);
    if(!target) return PLUGIN_HANDLED;

    new name[32];
    get_user_name(target,name,31);
    console_print(id,"[GunGame] Forcing %s to win (cheater)...",name);
   
    // make our target win (oh, we're dirty!)
    win(target,0);
   
    return PLUGIN_HANDLED;
}

// turn teamplay on or off
public cmd_gungame_teamplay(id,lvl,cid)
{
    if(!cmd_access(id,lvl,cid,2))
        return PLUGIN_HANDLED;


    new oldValue = get_pcvar_num(gg_teamplay);

    new arg1[8], arg2[8], arg3[8];
    read_argv(1,arg1,7);
    read_argv(2,arg2,7);
    read_argv(3,arg3,7);

    new teamplay = str_to_num(arg1);
    new Float:killsperlvl = floatstr(arg2);
    new suicideloselvl = str_to_num(arg3);
   
    if(teamplay != oldValue)
    {
        restart_round(1);
       
        // rerun configs if teamplay changes, and don't allow toggling of GunGame on/off
        exec_gg_config_file(0,0);
        if(teamplay) exec_gg_config_file(1,0);
       
        set_pcvar_num(gg_teamplay,teamplay);
        map_start_cvars(1); // keepTeamplay
    }
   
    //server_cmd("gg_teamplay %i",teamplay);
   
    new result[128];
    new len = formatex(result,127,"[GunGame] Turned Teamplay Mode %s",(teamplay) ? "on" : "off");
   
    // important to run these after the config above

    if(killsperlvl > 0.0)
    {
        server_cmd("gg_kills_per_lvl %f",killsperlvl);
        len += formatex(result[len],127-len,", set kills per level to %f",killsperlvl);
    }
    if(arg3[0])
    {
        server_cmd("gg_suicide_penalty %i",suicideloselvl);
        len += formatex(result[len],127-len,", set suicide penalty to %i",suicideloselvl);
    }

    console_print(id,"%s",result);

    return PLUGIN_HANDLED;
}

// restarts GunGame
public cmd_gungame_restart(id,lvl,cid)
{
    if(!cmd_access(id,lvl,cid,1))
        return PLUGIN_HANDLED;

    new arg[8];
    read_argv(1,arg,7);
   
    new Float:time = floatstr(arg);
    if(time < 0.2) time = 0.2;

    restart_round(floatround(time,floatround_ceil));
    console_print(id,"[GunGame] Restarting GunGame in %i seconds",floatround(time,floatround_ceil));
   
    read_argv(2,arg,1);
    if(str_to_num(arg)) set_task(time-0.1,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);

    return PLUGIN_HANDLED;
}

// reload weapon order
public cmd_reloadweapons(id,lvl,cid)
{
    if(!cmd_access(id,lvl,cid,1))
        return PLUGIN_HANDLED;
   
    setup_weapon_order();
    console_print(id,"* Reloaded the weapon order");
   
    return PLUGIN_HANDLED;
}

// hook say
public cmd_say(id)
{
    if(!ggActive) return PLUGIN_CONTINUE;

    static message[10];
    read_argv(1,message,9);

    // doesn't begin with !, ignore
    if(message[0] != '!') return PLUGIN_CONTINUE;

    if(equali(message,"!rules") || equali(message,"!help"))
    {
        new num = 1, max_lvl = get_pcvar_num(gg_max_lvl), turbo = get_pcvar_num(gg_turbo);

        console_print(id,"-----------------------------");
        console_print(id,"-----------------------------");
        console_print(id,"*** Avalanche's %L %s %L ***",id,"GUNGAME",GG_VERSION,id,"RULES");
        console_print(id,"%L",id,"RULES_CONSOLE_LINE1",num++);
        console_print(id,"%L",id,"RULES_CONSOLE_LINE2",num++);
        if(get_pcvar_num(gg_bomb_defuse_lvl)) console_print(id,"%L",id,"RULES_CONSOLE_LINE3",num++);
        console_print(id,"%L",id,"RULES_CONSOLE_LINE4",num++);
        if(get_pcvar_num(gg_ff_auto)) console_print(id,"%L",id,"RULES_CONSOLE_LINE5",num++);
        if(turbo || !max_lvl) console_print(id,"%L",id,"RULES_CONSOLE_LINE6A",num++);
        else if(max_lvl == 1) console_print(id,"%L",id,"RULES_CONSOLE_LINE6B",num++);
        else if(max_lvl > 1) console_print(id,"%L",id,"RULES_CONSOLE_LINE6C",num++,max_lvl);
        console_print(id,"%L",id,"RULES_CONSOLE_LINE7",num++);
        if(get_pcvar_num(gg_knife_pro)) console_print(id,"%L",id,"RULES_CONSOLE_LINE8",num++);
        if(turbo) console_print(id,"%L",id,"RULES_CONSOLE_LINE9",num++);
        if(get_pcvar_num(gg_knife_elite)) console_print(id,"%L",id,"RULES_CONSOLE_LINE10",num++);
        if(get_pcvar_num(gg_dm) || get_cvar_num("csdm_active")) console_print(id,"%L",id,"RULES_CONSOLE_LINE11",num++);
        if(get_pcvar_num(gg_teamplay)) console_print(id,"%L",id,"RULES_CONSOLE_LINE12",num++);
        console_print(id,"****************************************************************");
        console_print(id,"%L",id,"RULES_CONSOLE_LINE13");
        console_print(id,"%L",id,"RULES_CONSOLE_LINE14");
        console_print(id,"%L",id,"RULES_CONSOLE_LINE15");
        console_print(id,"%L",id,"RULES_CONSOLE_LINE16");
        console_print(id,"%L",id,"RULES_CONSOLE_LINE17");
        console_print(id,"-----------------------------");
        console_print(id,"-----------------------------");

        new len = formatex(menuText,511,"%L^n",id,"RULES_MESSAGE_LINE1");
        len += formatex(menuText[len],511-len,"\d----------\w^n");
        len += formatex(menuText[len],511-len,"%L^n",id,"RULES_MESSAGE_LINE2");
        len += formatex(menuText[len],511-len,"\d----------\w^n");
        len += formatex(menuText[len],511-len,"%L^n",id,"RULES_MESSAGE_LINE3");
        len += formatex(menuText[len],511-len,"\d----------\w^n%L",id,"PRESS_KEY_TO_CONTINUE");

        show_menu(id,1023,menuText);

        return PLUGIN_HANDLED;
    }
    else if(equali(message,"!weapons") || equali(message,"!guns"))
    {
        page[id] = 1;
        //show_weapons_menu(id);
        weapons_menu_handler(id,2); // jump to me

        return PLUGIN_HANDLED;
    }
    else if(equali(message,"!top",4) && !str_count(message,' ')) // !topANYTHING
    {
        if(!sqlInit || !get_pcvar_num(gg_stats_mode))
        {
            client_print(id,print_chat,"%L",id,"NO_WIN_LOGGING");
            return PLUGIN_HANDLED;
        }

        page[id] = 1;
       
        if(get_pcvar_num(gg_stats_split) && get_pcvar_num(gg_teamplay))
            page[id] *= -1; // use negative page numbers to denote teamplay stats

        show_top10_menu(id);
        //top10_menu_handler(id,2); // jump to me

        return PLUGIN_HANDLED;
    }
    else if(equali(message,"!score") || equali(message,"!scores"))
    {
        page[id] = 1;
        //show_scores_menu(id);
        scores_menu_handler(id,2); // jump to me

        return PLUGIN_HANDLED;
    }
    else if(equali(message,"!level"))
    {
        show_level_menu(id);

        return PLUGIN_HANDLED;
    }
    else if(equali(message,"!restart") || equali(message,"!reset"))
    {
        if(level[id] <= 1)
        {
            client_print(id,print_chat,"%L",id,"STILL_LEVEL_ONE");
            return PLUGIN_HANDLED;
        }

        new len = formatex(menuText,511,"%L^n^n",id,"RESET_QUERY");
        len += formatex(menuText[len],511-len,"1. %L^n",id,"YES");
        len += formatex(menuText[len],511-len,"0. %L",id,"CANCEL");
        show_menu(id,MENU_KEY_1|MENU_KEY_0,menuText,-1,"restart_menu");

        return PLUGIN_HANDLED;
    }

    return PLUGIN_CONTINUE;
}

// joining a team
public cmd_joinclass(id)
{
    if(!ggActive) return PLUGIN_CONTINUE;

    // allow us to join in on deathmatch
    if(!get_pcvar_num(gg_dm))
    {
        remove_task(TASK_CHECK_DEATHMATCH+id);
        set_task(10.0,"check_deathmatch",TASK_CHECK_DEATHMATCH+id);
        return PLUGIN_CONTINUE;
    }

    if(roundEnded || (bombStatus[3] == BOMB_PLANTED && !get_pcvar_num(gg_dm_spawn_afterplant)))
        return PLUGIN_CONTINUE;

    set_task(5.0,"check_joinclass",TASK_CHECK_JOINCLASS+id);
    return PLUGIN_CONTINUE;
}

// wait a bit after joinclass to see if we should jump in
public check_joinclass(taskid)
{
    new id = taskid-TASK_CHECK_JOINCLASS;

    if(!is_user_connected(id)) return;

    // already respawning
    if(task_exists(TASK_RESPAWN+id) || is_user_alive(id) || !on_valid_team(id))
        return;

    respawn(TASK_RESPAWN+id);
}

//**********************************************************************
// RESPAWN FUNCTIONS
//**********************************************************************

// get all of our spawns into their arrays
init_spawns()
{
    // grab CSDM file
    new mapName[32], csdmFile[64], lineData[64];
    get_configsdir(cfgDir,31);
    get_mapname(mapName,31);
    formatex(csdmFile,63,"%s/csdm/%s.spawns.cfg",cfgDir,mapName);

    // collect CSDM spawns
    if(file_exists(csdmFile))
    {
        new csdmData[10][6];

        new file = fopen(csdmFile,"rt");
        while(file && !feof(file))
        {
            fgets(file,lineData,63);

            // invalid spawn
            if(!lineData[0] || str_count(lineData,' ') < 2)
                continue;

            // BREAK IT UP!
            parse(lineData,csdmData[0],5,csdmData[1],5,csdmData[2],5,csdmData[3],5,csdmData[4],5,csdmData[5],5,csdmData[6],5,csdmData[7],5,csdmData[8],5,csdmData[9],5);

            // origin
            spawns[spawnCount][0] = floatstr(csdmData[0]);
            spawns[spawnCount][1] = floatstr(csdmData[1]);
            spawns[spawnCount][2] = floatstr(csdmData[2]);

            // angles
            spawns[spawnCount][3] = floatstr(csdmData[3]);
            spawns[spawnCount][4] = floatstr(csdmData[4]);
            spawns[spawnCount][5] = floatstr(csdmData[5]);

            // team, csdmData[6], unused

            // vangles
            spawns[spawnCount][6] = floatstr(csdmData[7]);
            spawns[spawnCount][7] = floatstr(csdmData[8]);
            spawns[spawnCount][8] = floatstr(csdmData[9]);

            spawnCount++;
            csdmSpawnCount++;
            if(spawnCount >= MAX_SPAWNS) break;
        }
        if(file) fclose(file);
    }

    // collect regular, boring spawns
    else
    {
        collect_spawns("info_player_deathmatch");
        collect_spawns("info_player_start");
    }
}

// collect boring spawns into our spawn data
collect_spawns(classname[])
{
    new ent = maxPlayers, Float:spawnData[3];
    while((ent = fm_find_ent_by_class(ent,classname)))
    {
        // origin
        pev(ent,pev_origin,spawnData);
        spawns[spawnCount][0] = spawnData[0];
        spawns[spawnCount][1] = spawnData[1];
        spawns[spawnCount][2] = spawnData[2];

        // angles
        pev(ent,pev_angles,spawnData);
        spawns[spawnCount][3] = spawnData[0];
        spawns[spawnCount][4] = spawnData[1];
        spawns[spawnCount][5] = spawnData[2];

        // vangles
        spawns[spawnCount][6] = spawnData[0];
        spawns[spawnCount][7] = spawnData[1];
        spawns[spawnCount][8] = spawnData[2];

        spawnCount++;
        if(spawnCount >= MAX_SPAWNS) break;
    }
}

// bring someone back to life
public begin_respawn(id)
{
    if(!ggActive || !get_pcvar_num(gg_dm) || !is_user_connected(id))
        return;

    // now on spectator
    if(!on_valid_team(id)) return;
   
    // alive, and not in the broken sort of way
    if(is_user_alive(id) && !pev(id,pev_iuser1))
        return;

    // round is over, or bomb is planted
    if(roundEnded || (bombStatus[3] == BOMB_PLANTED && !get_pcvar_num(gg_dm_spawn_afterplant)))
        return;

    new Float:delay = get_pcvar_float(gg_dm_spawn_delay);
    if(delay < 0.1) delay = 0.1;

    new dm_countdown = get_pcvar_num(gg_dm_countdown);

    if((dm_countdown & 1) || (dm_countdown & 2))
    {
        respawn_timeleft[id] = floatround(delay);
        respawn_countdown(id);
    }

    remove_task(TASK_RESPAWN+id);
    set_task(delay,"respawn",TASK_RESPAWN+id);
}

// show the respawn countdown to a player
public respawn_countdown(id)
{
    if(!is_user_connected(id) || is_user_alive(id))
    {
        respawn_timeleft[id] = 0;
        return;
    }

    new dm_countdown = get_pcvar_num(gg_dm_countdown);

    if(dm_countdown & 1)
        client_print(id,print_center,"%L",id,"RESPAWN_COUNTDOWN",respawn_timeleft[id]);
   
    if(dm_countdown & 2)
    {
        set_hudmessage(255,255,255,-1.0,0.75,0,6.0,1.0,0.1,0.5);
        ShowSyncHudMsg(id,hudSyncCountdown,"%L",id,"RESPAWN_COUNTDOWN",respawn_timeleft[id]);
    }

    if(--respawn_timeleft[id] >= 1) set_task(1.0,"respawn_countdown",id);
}

// REALLY bring someone back to life
public respawn(taskid)
{
    new id = taskid-TASK_RESPAWN;
    if(!is_user_connected(id) || !ggActive) return;

    // round is over, or bomb is planted
    if(roundEnded || (bombStatus[3] == BOMB_PLANTED && !get_pcvar_num(gg_dm_spawn_afterplant)))
        return;

    // now on spectator
    if(!on_valid_team(id)) return;

    // clear countdown
    new dm_countdown = get_pcvar_num(gg_dm_countdown);
    if(dm_countdown & 1) client_print(id,print_center," ");
    if(dm_countdown & 2) ClearSyncHud(id,hudSyncCountdown);

    // alive, and not in the broken sort of way
    if(is_user_alive(id)) return;
   
    static model[22];

    // remove his dropped weapons from before
    new ent = maxPlayers;
    while((ent = fm_find_ent_by_class(ent,"weaponbox")))
    {
        pev(ent,pev_model,model,21);

        // don't remove the bomb!! (thanks ToT | V!PER)
        if(equal(model,"models/w_c4.mdl",15) || equal(model,"models/w_backpack.mdl"))
            continue;

        // this is mine
        if(pev(ent,pev_owner) == id) dllfunc(DLLFunc_Think,ent);
    }

    new spawn_random = get_pcvar_num(gg_dm_spawn_random);
    if(spawn_random) spawnSounds[id] = 0;

    ExecuteHamB(Ham_CS_RoundRespawn,id); // note the B

    if(spawn_random)
    {
        do_random_spawn(id,spawn_random);
        spawnSounds[id] = 1;

        // to be fair, play a spawn noise at new location
        engfunc(EngFunc_EmitSound,id,CHAN_ITEM,"items/gunpickup2.wav",VOL_NORM,ATTN_NORM,0,PITCH_NORM);
    }

    new Float:time = get_pcvar_float(gg_dm_sp_time);
    new mode = get_pcvar_num(gg_dm_sp_mode);

    // spawn protection
    if(time > 0.0 && mode)
    {
        spawnProtected[id] = 1;
        if(mode == 2)
        {
            fm_set_user_godmode(id,1);
            fm_set_rendering(id,kRenderFxGlowShell,200,200,100,kRenderNormal,8); // goldenish
        }
        else fm_set_rendering(id,kRenderFxGlowShell,100,100,100,kRenderNormal,8); // gray/white

        set_task(time,"remove_spawn_protection",TASK_REMOVE_PROTECTION+id);
    }
}

// place a user at a random spawn
do_random_spawn(id,spawn_random)
{
    // not even alive, don't bother
    if(!is_user_alive(id)) return;

    // no spawns???
    if(spawnCount <= 0) return;

    // no CSDM spawns, mode 2
    if(spawn_random == 2 && !csdmSpawnCount)
        return;

    static Float:vecHolder[3];
    new sp_index = random_num(0,spawnCount-1);

    // get origin for comparisons
    vecHolder[0] = spawns[sp_index][0];
    vecHolder[1] = spawns[sp_index][1];
    vecHolder[2] = spawns[sp_index][2];

    // this one is taken
    if(!is_hull_vacant(vecHolder,HULL_HUMAN) && spawnCount > 1)
    {
        // attempt to pick another random one up to three times
        new i;
        for(i=0;i<3;i++)
        {
            sp_index = random_num(0,spawnCount-1);

            vecHolder[0] = spawns[sp_index][0];
            vecHolder[1] = spawns[sp_index][1];
            vecHolder[2] = spawns[sp_index][2];
           
            if(is_hull_vacant(vecHolder,HULL_HUMAN)) break;
        }

        // we made it through the entire loop, no free spaces
        if(i == 3)
        {
            // just find the first available
            for(i=sp_index+1;i!=sp_index;i++)
            {
                // start over when we reach the end
                if(i >= spawnCount) i = 0;

                vecHolder[0] = spawns[i][0];
                vecHolder[1] = spawns[i][1];
                vecHolder[2] = spawns[i][2];

                // free space! office space!
                if(is_hull_vacant(vecHolder,HULL_HUMAN))
                {
                    sp_index = i;
                    break;
                }
            }
        }
    }

    // origin
    vecHolder[0] = spawns[sp_index][0];
    vecHolder[1] = spawns[sp_index][1];
    vecHolder[2] = spawns[sp_index][2];
    engfunc(EngFunc_SetOrigin,id,vecHolder);

    // angles
    vecHolder[0] = spawns[sp_index][3];
    vecHolder[1] = spawns[sp_index][4];
    vecHolder[2] = spawns[sp_index][5];
    set_pev(id,pev_angles,vecHolder);

    // vangles
    vecHolder[0] = spawns[sp_index][6];
    vecHolder[1] = spawns[sp_index][7];
    vecHolder[2] = spawns[sp_index][8];
    set_pev(id,pev_v_angle,vecHolder);

    set_pev(id,pev_fixangle,1);
}

// get rid of the spawn protection effects
public remove_spawn_protection(taskid)
{
    new id = taskid-TASK_REMOVE_PROTECTION;
    spawnProtected[id] = 0;

    if(!is_user_connected(id)) return;
   
    if(get_pcvar_num(gg_dm_sp_mode) == 2) fm_set_user_godmode(id,0);
    fm_set_rendering(id); // reset back to normal
}

// keep checking if a player needs to rejoin
public check_deathmatch(taskid)
{
    new id = taskid-TASK_CHECK_DEATHMATCH;

    // left the game, or gungame is now disabled
    if(!is_user_connected(id) || !ggActive) return;

    // now on spectator, or spawned already
    if(!on_valid_team(id) || is_user_alive(id)) return;

    // DM still not enabled, keep waiting (or: we are still on choose-a-class screen)
    if(!get_pcvar_num(gg_dm) || !pev(id,pev_iuser1))
    {
        set_task(10.0,"check_deathmatch",taskid);
        return;
    }

    // DM is enabled, respawn
    respawn(TASK_RESPAWN+id);
}

// what do you think??
public randomly_place_everyone()
{
    // count number of legitimate players
    new player, validNum;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && on_valid_team(player))
            validNum++;
    }

    // not enough CSDM spawns for everyone
    if(validNum > csdmSpawnCount)
        return;

    // now randomly place them
    for(player=1;player<=maxPlayers;player++)
    {
        // not spectator or unassigned
        if(is_user_connected(player) && on_valid_team(player))
            do_random_spawn(player,2);
    }
}

//**********************************************************************
// MENU FUNCTIONS
//**********************************************************************

// handle the welcome menu
public welcome_menu_handler(id,key)
{
    // just save welcomed status and let menu close
    welcomed[id] = 1;
    return PLUGIN_HANDLED;
}

// this menu does nothing but display stuff
public level_menu_handler(id,key)
{
    return PLUGIN_HANDLED;
}

// handle the reset level menu
public restart_menu_handler(id,key)
{
    if(get_pcvar_num(gg_teamplay))
    {
        client_print(id,print_chat,"%L",id,"RESET_NOT_ALLOWED");
        return PLUGIN_HANDLED;
    }

    if(level[id] <= 1)
    {
        client_print(id,print_chat,"%L",id,"STILL_LEVEL_ONE");
        return PLUGIN_HANDLED;
    }

    // 1. Yes
    if(key == 0)
    {
        new name[32];
        get_user_name(id,name,31);

        change_level(id,-(level[id]-1),_,_,1); // back to level 1 -- always score
        gungame_print(0,id,1,"%L",LANG_PLAYER_C,"PLAYER_RESET",name);
    }

    return PLUGIN_HANDLED;
}

// show the level display
show_level_menu(id)
{
#if !defined SQL
    recheck_stats_sorting();
#endif

    new goal, tied, leaderNum, leaderList[128], name[32];
   
    new leaderLevel, numLeaders, leader, runnerUp, len;
    new teamplay = get_pcvar_num(gg_teamplay), team;
       
    if(teamplay) leader = teamplay_get_lead_team(leaderLevel,numLeaders,runnerUp);
    else leader = get_leader(leaderLevel,numLeaders,runnerUp);

    if(numLeaders > 1) tied = 1;
   
    if(teamplay)
    {
        team = _:cs_get_user_team(id);

        if(numLeaders == 1)
        {
            new team1[10];
            get_team_name(CsTeams:leader,team1,9);
            len += formatex(leaderList[len],127-len,"%s %L",team1,id,"TEAM");
        }
        else
        {
            new team1[10], team2[10];
            get_team_name(CS_TEAM_T,team1,9);
            get_team_name(CS_TEAM_CT,team2,9);
            len += formatex(leaderList[len],127-len,"%s %L, %s %L",team1,id,"TEAM",team2,id,"TEAM");
        }
    }
    else
    {
        new players[32], num, i, player;
        get_players(players,num);

        // check for multiple leaders
        for(i=0;i<num;i++)
        {
            player = players[i];
           
            if(level[player] == leaderLevel)
            {
                if(++leaderNum == 5)
                {
                    len += formatex(leaderList[len],127-len,", ...");
                    break;
                }

                if(leaderList[0]) len += formatex(leaderList[len],127-len,", ");
                get_user_name(player,name,31);
                len += formatex(leaderList[len],127-len,"%s",name);
            }
        }
    }

    goal = get_level_goal(level[id],id);

    new displayWeapon[16];
    if(level[id]) copy(displayWeapon,15,lvlWeapon[id]);
    else formatex(displayWeapon,15,"%L",id,"NONE");

    len = formatex(menuText,511,"%L %i (%s)^n",id,(teamplay) ? "ON_LEVEL_TEAM" : "ON_LEVEL",level[id],displayWeapon);
    len += formatex(menuText[len],511-len,"%L^n",id,(teamplay) ? "LEVEL_MESSAGE_LINE1B" : "LEVEL_MESSAGE_LINE1A",score[id],goal);

    // winning
    if(!tied && ((teamplay && leader == team) || (!teamplay && leader == id)))
    {
        if(teamplay) len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY_TEAM1",teamLevel[leader]-teamLevel[runnerUp]);
        else len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY1",level[id]-level[runnerUp]);
    }
   
    // tied
    else if(tied)
    {
        if(teamplay) len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY_TEAM2");
        else len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE2B");
    }
   
    // losing
    else
    {
        if(teamplay) len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY_TEAM3",teamLevel[leader]-teamLevel[runnerUp]);
        else len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY4",leaderLevel-level[id]);
    }

    len += formatex(menuText[len],511-len,"\d----------\w^n");

    new authid[32];
    get_gg_authid(id,authid,31);

    new stats_mode = get_pcvar_num(gg_stats_mode);

    if(sqlInit && stats_mode)
    {
        new stats_split = get_pcvar_num(gg_stats_split);
       
        // decide which sentences we should be using based on current split/teamplay settings
        new keyLINE3A[25], keyLINE3B[25]; // should I rename these? nah, too long
        if(stats_split)
        {
            keyLINE3A = "LEVEL_MESSAGE_LINE3A_REG";
            keyLINE3B = "LEVEL_MESSAGE_LINE3B_REG";
        }
        else
        {
            keyLINE3A = "LEVEL_MESSAGE_LINE3A";
            keyLINE3B = "LEVEL_MESSAGE_LINE3B";
        }

        stats_get_data(authid,playerStats[id],id);

        if(statsPosition[id][0] > 0) // show rank
        {
            new statsSuffix[3];
            get_number_suffix(statsPosition[id][0],statsSuffix,2);
           
            if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,keyLINE3A,playerStats[id][sdWins][0],statsPosition[id][0],statsSuffix);
            else len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,keyLINE3B,playerStats[id][sdPoints][0],playerStats[id][sdWins][0],statsPosition[id][0],statsSuffix);
        }
        else // don't show rank
        {
            if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L^n",id,keyLINE3A,playerStats[id][sdWins][0]);
            else len += formatex(menuText[len],511-len,"%L^n",id,keyLINE3B,playerStats[id][sdPoints][0],playerStats[id][sdWins][0]);
        }
       
       
        // now show teamplay if we can/should
        if(stats_split)
        {
            if(statsPosition[id][1] > 0) // show rank
            {
                new statsSuffix[3];
                get_number_suffix(statsPosition[id][1],statsSuffix,2);
               
                if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,"LEVEL_MESSAGE_LINE3A_TP",playerStats[id][sdWins][1],statsPosition[id][1],statsSuffix);
                else len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,"LEVEL_MESSAGE_LINE3B_TP",playerStats[id][sdPoints][1],playerStats[id][sdWins][1],statsPosition[id][1],statsSuffix);
            }
            else // don't show rank
            {
                if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE3A_TP",playerStats[id][sdWins][1]);
                else len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE3B_TP",playerStats[id][sdPoints][1],playerStats[id][sdWins][1]);
            }
           
        }

        len += formatex(menuText[len],511-len,"\d----------\w^n");
    }

    if(leaderNum > 1) len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE5A",leaderList);
    else len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE5B",leaderList);

    if(teamplay)
    {
        if(teamLevel[leader]) copy(displayWeapon,15,teamLvlWeapon[leader]);
        else formatex(displayWeapon,15,"%L",id,"NONE");
    }
    else
    {
        if(level[leader]) copy(displayWeapon,15,lvlWeapon[leader]);
        else formatex(displayWeapon,15,"%L",id,"NONE");
    }

    len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE6",leaderLevel,displayWeapon);
    len += formatex(menuText[len],511-len,"\d----------\w^n");

    len += formatex(menuText[len],511-len,"%L",id,"PRESS_KEY_TO_CONTINUE");

    show_menu(id,1023,menuText,-1,"level_menu");
}

// show the top10 list menu
show_top10_menu(id)
{
    new pppString[74], len = get_pcvar_string(gg_top10_ppp,pppString,63);
   
    // URL specified
    if(pppString[0] && !isdigit(pppString[0]))
    {
        new header[32], lang[3];
        formatex(header,31,"%L %L",id,"GUNGAME",id,"STATS");
        get_user_info(id,"lang",lang,2);

        formatex(pppString[len],73-len,"?i=%i&l=%s",id,lang);
        show_motd(id,pppString,header);

        return;
    }

#if !defined SQL
    recheck_stats_sorting();
#endif
   
    new absPage = abs(page[id]), stats_split = get_pcvar_num(gg_stats_split), si = (page[id] < 0);

    new playersPerPage = str_to_num(pppString), stats_mode = get_pcvar_num(gg_stats_mode);
    //if(stats_split == 2) playersPerPage = 7;
   
#if defined SQL
    new winsColumn[8], pointsColumn[10], streakColumn[10], totalPlayers, numRows;

    if(si == 0)
    {
        winsColumn = "wins";
        pointsColumn = "points";
        streakColumn = "streak";
    }
    else
    {
        winsColumn = "wins_tp";
        pointsColumn = "points_tp";
        streakColumn = "streak_tp";
    }
   
    if(stats_mode == 2) query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND (%s > 0 OR %s > 0);",sqlTable,serverip,winsColumn,pointsColumn);
    else query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND %s > 0;",sqlTable,serverip,winsColumn);

    if(SQL_ExecuteAndLog(query))
    {
        numRows = SQL_NumRows(query);
        totalPlayers = playersPerPage * floatround(float(numRows+1) / float(playersPerPage),floatround_ceil);
    }

    SQL_FreeHandle(query);
#else
    new totalPlayers = playersPerPage * floatround(float(statsSize[si]+1) / float(playersPerPage),floatround_ceil); // +1 for streak display
#endif
       
    new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);
   
    if(pageTotal < 1) pageTotal = 1;
    if(totalPlayers < playersPerPage) totalPlayers = playersPerPage;

    if(absPage > pageTotal)
    {
        new negative = (page[id] < 0);
        page[id] = absPage = pageTotal;
        if(negative) page[id] *= -1;
    }

    if(stats_split) len = formatex(menuText,511,"\y%L %L (%i/%i)^n",id,"GUNGAME",id,(page[id] < 0) ? "STATS_TEAMPLAY" : "STATS_REGULAR",absPage,pageTotal);
    else len = formatex(menuText,511,"\y%L %L (%i/%i)^n",id,"GUNGAME",id,"STATS",absPage,pageTotal);
   
    new start = (playersPerPage * (absPage-1)), i;
   
    // show the top streak for the first page
    new topStreak, champName[32], champAuthid[32];
    if(absPage == 1)
    {
#if defined SQL
            query = SQL_PrepareQuery(db,"SELECT authid,streak,name FROM `%s` WHERE type='%iR' AND serverip='%s' LIMIT 1;",sqlStreakTable,si,serverip);
            if(SQL_ExecuteAndLog(query) && SQL_NumResults(query))
            {
                SQL_ReadResult(query,0,champAuthid,31);
                topStreak = SQL_ReadResult(query,1);
                SQL_ReadResult(query,2,champName,31);
            }
            SQL_FreeHandle(query);
#else
            new sfStreak[4], stats_streak_file[64];
            get_pcvar_string(gg_stats_streak_file,stats_streak_file,63);

            if(file_exists(stats_streak_file))
            {
                new file = fopen(stats_streak_file,"rt");
                while(file && !feof(file))
                {
                    fgets(file,sfLineData,82);

                    // blank, not for our stats mode, or not the record
                    if(!sfLineData[0] || str_to_num(sfLineData[0]) != si || sfLineData[1] != 'R') continue;
                   
                    strtok(sfLineData[3],champAuthid,31,sfLineData,82,'^t'); // cut off prefix and authid from the left
                    strtok(sfLineData,sfStreak,3,champName,31,'^t'); // get our streak, and the name as well

                    new pos = contain_char(champName,'^t');
                    if(pos != -1) champName[pos] = 0; // cut off the name at the tab

                    topStreak = str_to_num(sfStreak);
                }
                if(file) fclose(file);
            }
#endif

        if(!champName[0]) formatex(champName,31,"%L",id,"NO_ONE");
    }

    //len += formatex(menuText[len],511-len,"\d-----------\w^n");

    new authid[32];
    get_gg_authid(id,authid,31);  

#if defined SQL
    if(numRows)
    {
        // do this to account for the streak display in our LIMIT clause
        if(absPage == 1) playersPerPage--;
        else start--;

        if(stats_mode == 2)
        {
            query = SQL_PrepareQuery(db,"SELECT authid,name,%s,%s,%s,(SELECT COUNT(*)+1 FROM `%s` y WHERE y.%s > x.%s AND serverip='%s' AND (y.%s > 0 OR y.%s > 0) LIMIT 1) AS ranking FROM `%s` x WHERE x.serverip='%s' AND (x.%s > 0 OR x.%s > 0) ORDER BY %s DESC, %s DESC LIMIT %i, %i;",
                winsColumn,pointsColumn,streakColumn,sqlTable,pointsColumn,pointsColumn,serverip,winsColumn,pointsColumn,sqlTable,serverip,winsColumn,pointsColumn,pointsColumn,winsColumn,start,playersPerPage);
        }
        else
        {
            query = SQL_PrepareQuery(db,"SELECT authid,name,%s,%s,%s,(SELECT COUNT(*)+1 FROM `%s` y WHERE y.%s > x.%s AND serverip='%s' AND y.%s > 0 LIMIT 1) AS ranking FROM `%s` x WHERE x.serverip='%s' AND x.%s > 0 ORDER BY %s DESC LIMIT %i, %i;",
                winsColumn,pointsColumn,streakColumn,sqlTable,winsColumn,winsColumn,serverip,winsColumn,sqlTable,serverip,winsColumn,winsColumn,start,playersPerPage);
        }
       
        // reverse changes made above for LIMIT
        if(absPage == 1) playersPerPage++;
        else start++;
    }

    if(!numRows || SQL_ExecuteAndLog(query))
    {
        new ranking, moreResults, lastRanking = start;
        if(numRows) moreResults = SQL_MoreResults(query);

        for(i=start;i<start+playersPerPage;i++)
        {
            if(i >= totalPlayers) break;

            // use the first slot to display the record streak
            if(i == 0)
            {
                len += formatex(menuText[len],511-len,"%s%L^n",(equal(authid,champAuthid)) ? "\r" : "\w",id,"RECORD_STREAK",champName,topStreak);
                continue;
            }
           
            // all out of rows
            if(!moreResults)
            {
                lastRanking++;
                len += formatex(menuText[len],511-len,"\w#%i \d%L^n",lastRanking,id,"NONE");
                continue;
            }
   
            SQL_ReadResult(query,0,sfStatsStruct[sdAuthid],31);
            SQL_ReadResult(query,1,sfStatsStruct[sdName],31);
            sfStatsStruct[sdWins][si] = SQL_ReadResult(query,2);
            sfStatsStruct[sdPoints][si] = SQL_ReadResult(query,3);
            sfStatsStruct[sdStreak][si] = SQL_ReadResult(query,4);
            ranking = SQL_ReadResult(query,5);

            if(stats_mode == 1)
            {
                if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
                else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS");
            }
            else
            {
                if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
                else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS");
            }

            SQL_NextRow(query);
            moreResults = SQL_MoreResults(query);
           
            lastRanking = ranking;
        }
    }

    if(numRows) SQL_FreeHandle(query);
#else
    for(i=start;i<start+playersPerPage;i++)
    {
        if(i >= totalPlayers) break;

        // use the first slot to display the record streak
        if(i == 0)
        {
            len += formatex(menuText[len],511-len,"%s%L^n",(equal(authid,champAuthid)) ? "\r" : "\w",id,"RECORD_STREAK",champName,topStreak);
            continue;
        }

        // blank
        if(i-1 >= statsSize[si])
        {
            len += formatex(menuText[len],511-len,"\w#%i \d%L^n",i/*+1-1*/,id,"NONE");
            continue;
        }

        ArrayGetArray(statsArray,ArrayGetCell(statsPointers[si],i-1),sfStatsStruct);

        if(stats_mode == 1)
        {
            if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
            else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS");
        }
        else
        {
            if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
            else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS");
        }
    }
#endif

    len += formatex(menuText[len],511-len,"\d-----------\w^n");

    new keys = MENU_KEY_0;

    if(absPage > 1)
    {
        len += formatex(menuText[len],511-len,"1. %L^n",id,"PREVIOUS");
        keys |= MENU_KEY_1;
    }
    if(absPage < pageTotal)
    {
        len += formatex(menuText[len],511-len,"2. %L^n",id,"NEXT");
        keys |= MENU_KEY_2;
    }
    if(statsPosition[id][si] > 0)
    {
        len += formatex(menuText[len],511-len,"3. %L^n",id,"JUMP_TO_ME");
        keys |= MENU_KEY_3;
    }
    if(stats_split)
    {
        len += formatex(menuText[len],511-len,"4. %L^n",id,(page[id] < 0) ? "STATS_REGULAR" : "STATS_TEAMPLAY");
        keys |= MENU_KEY_4;
    }
    len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");

    show_menu(id,keys,menuText,-1,"top10_menu");
}

// someone pressed a key on the top10 list menu page
public top10_menu_handler(id,key)
{
#if !defined SQL
    recheck_stats_sorting();
#endif
   
    new si = (page[id] < 0);
   
    new playersPerPage = get_pcvar_num(gg_top10_ppp);
    //if(get_pcvar_num(gg_stats_split) == 2) playersPerPage = 7;
   
#if defined SQL
    new winsColumn[8], pointsColumn[10], totalPlayers, stats_mode = get_pcvar_num(gg_stats_mode);

    if(si == 0)
    {
        winsColumn = "wins";
        pointsColumn = "points";
    }
    else
    {
        winsColumn = "wins_tp";
        pointsColumn = "points_tp";
    }
   
    if(stats_mode == 2) query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND (%s > 0 OR %s > 0);",sqlTable,serverip,winsColumn,pointsColumn);
    else query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND %s > 0;",sqlTable,serverip,winsColumn);

    if(SQL_ExecuteAndLog(query)) totalPlayers = playersPerPage * floatround(float(SQL_NumRows(query)+1) / float(playersPerPage),floatround_ceil);
    SQL_FreeHandle(query);
#else
    new totalPlayers = playersPerPage * floatround(float(statsSize[si]+1) / float(playersPerPage),floatround_ceil); // +1 for streak display
#endif

    new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);
    if(pageTotal < 1) pageTotal = 1;

    if(!page[id] || page[id] > pageTotal) return;

    // 1. Previous
    if(key == 0)
    {
        if(page[id] < 0) page[id]++;
        else page[id]--;

        show_top10_menu(id);
    }

    // 2. Next
    else if(key == 1)
    {
        if(page[id] < 0) page[id]--;
        else page[id]++;

        show_top10_menu(id);
    }
   
    // 3. Jump to me
    else if(key == 2)
    {
#if defined SQL
        if(statsPosition[id][si] > 0)
        {
            // using SQL stats, players can have tied rankings (ie: 1st, 1st, 3rd). so, if we know a player's ranking, we don't necessarily know
            // what page they're on (they could be the last of 20 players all tied for 1st, for example). however, we do know what position (and
            // therefore also the page) that their ranking starts on. then we can select everyone with an equal score, and process the results
            // until we find their authid, to see how many positions off they are from the start of their ranking. then find the page for that.

            new authid[32], myPoints;
            get_gg_authid(id,authid,31);

            stats_get_data(authid,playerStats[id],id);

            if(stats_mode == 2)
            {
                myPoints = playerStats[id][sdPoints][si];
                query = SQL_PrepareQuery(db,"SELECT authid FROM `%s` WHERE %s='%i' AND serverip='%s' ORDER BY %s, %s DESC;",sqlTable,pointsColumn,myPoints,serverip,pointsColumn,winsColumn);
            }
            else
            {
                myPoints = playerStats[id][sdWins][si];
                query = SQL_PrepareQuery(db,"SELECT authid FROM `%s` WHERE %s='%i' AND serverip='%s' ORDER BY %s DESC;",sqlTable,winsColumn,myPoints,serverip,winsColumn);
            }
           
            if(SQL_ExecuteAndLog(query))
            {
                new position = statsPosition[id][si]; // start at my position

                if(SQL_NumRows(query) > 1) // if I'm the only one with my score, no searching is necessary
                {
                    new rowAuthid[32];
                    while(SQL_MoreResults(query))
                    {
                        SQL_ReadResult(query,0,rowAuthid,31);
                        if(equal(authid,rowAuthid)) break;
                       
                        position++;
                        SQL_NextRow(query);
                    }
                }
           
                new negative = (page[id] < 0);
                page[id] = floatround(float(position) / float(playersPerPage),floatround_floor) + 1;
                if(negative) page[id] *= -1;
            }
           
            SQL_FreeHandle(query);
        }  
#else
        if(statsPosition[id][si] > 0)
        {
            // this method of finding the page is slightly different from the weapons and scores menu because
            // this listing is 0-based, because we use the 0th index to display the record win streak. also,
            // because we use negative numbers for the teamplay stats index.

            new negative = (page[id] < 0);
            page[id] = floatround(float(statsPosition[id][si]) / float(playersPerPage),floatround_floor) + 1;
            if(negative) page[id] *= -1;
        }
#endif
        show_top10_menu(id);
    }
   
    // 4. Regular Stats / Teamplay Stats
    else if(key == 3)
    {
        page[id] *= -1;
        show_top10_menu(id);
    }

    // 0. Close
    // do nothing, menu closes automatically
}

// show the weapon list menu
show_weapons_menu(id)
{
    new totalWeapons = weaponNum, wpnsPerPage = 10;
    new pageTotal = floatround(float(totalWeapons) / float(wpnsPerPage),floatround_ceil);

    if(page[id] < 1) page[id] = 1;
    if(page[id] > pageTotal) page[id] = pageTotal;

    new len = formatex(menuText,511,"\y%L %L (%i/%i)\w^n",id,"GUNGAME",id,"WEAPONS",page[id],pageTotal);
    //len += formatex(menuText[len],511-len,"\d-----------\w^n");

    new start = (wpnsPerPage * (page[id]-1)) + 1, i;

    // are there any custom kill requirements?
    new customKills, Float:expected, Float:killsperlvl = get_pcvar_float(gg_kills_per_lvl);
    for(i=0;i<weaponNum;i++)
    {
        if(equal(weaponName[i],KNIFE) || equal(weaponName[i],HEGRENADE)) expected = 1.0;
        else expected = killsperlvl;
   
        if(weaponGoal[i] != expected)
        {
            customKills = 1;
            break;
        }
    }

    for(i=start;i<start+wpnsPerPage;i++)
    {
        if(i > totalWeapons) break;

        if(customKills)
            len += formatex(menuText[len],511-len,"%s%L %i: %s (%i)^n",(i == level[id]) ? "\r" : "\w",id,"LEVEL",i,weaponName[i-1],get_level_goal(i));
        else
            len += formatex(menuText[len],511-len,"%s%L %i: %s^n",(i == level[id]) ? "\r" : "\w",id,"LEVEL",i,weaponName[i-1]);
    }

    len += formatex(menuText[len],511-len,"\d-----------\w^n");

    new keys = MENU_KEY_0;

    if(page[id] > 1)
    {
        len += formatex(menuText[len],511-len,"1. %L^n",id,"PREVIOUS");
        keys |= MENU_KEY_1;
    }
    if(page[id] < pageTotal)
    {
        len += formatex(menuText[len],511-len,"2. %L^n",id,"NEXT");
        keys |= MENU_KEY_2;
    }

    len += formatex(menuText[len],511-len,"3. %L^n",id,"JUMP_TO_ME");
    keys |= MENU_KEY_3;

    len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");

    show_menu(id,keys,menuText,-1,"weapons_menu");
}

// someone pressed a key on the weapon list menu page
public weapons_menu_handler(id,key)
{
    new wpnsPerPage = 10, pageTotal = floatround(float(weaponNum) / float(wpnsPerPage),floatround_ceil);

    if(page[id] < 1 || page[id] > pageTotal) return;

    // 1. Previous
    if(key == 0)
    {
        page[id]--;
        show_weapons_menu(id);
        return;
    }

    // 2. Next
    else if(key == 1)
    {
        page[id]++;
        show_weapons_menu(id);
        return;
    }
   
    // 3. Jump to me
    else if(key == 2)
    {
        page[id] = clamp(floatround(float(level[id]) / float(wpnsPerPage),floatround_ceil),1,pageTotal);
        show_weapons_menu(id);
    }

    // 0. Close
    // do nothing, menu closes automatically
}

// show the score list menu
show_scores_menu(id)
{
#if !defined SQL
    recheck_stats_sorting();
#endif

    new keys, len, teamplay = get_pcvar_num(gg_teamplay);

    if(teamplay)
    {
        if(page[id] != 1) page[id] = 1;
       
        new leader = teamplay_get_lead_team(), otherTeam = (leader == 1) ? 2 : 1;
        new displayWeapon[24], teamName[10];

        len = formatex(menuText,511,"\y%L %L (%i/%i)\w^n",id,"GUNGAME",id,"SCORES",page[id],1);
       
        new team, myTeam = _:cs_get_user_team(id);
        for(team=leader;team>0;team=otherTeam)
        {
            if(teamLevel[team] && teamLvlWeapon[team][0]) copy(displayWeapon,23,teamLvlWeapon[team]);
            else formatex(displayWeapon,23,"%L",id,"NONE");

            get_team_name(CsTeams:team,teamName,9);
            len += formatex(menuText[len],511-len,"%s#%i %s %L, %L %i (%s) %i/%i^n",(team == myTeam) ? "\r" : "\w",(team == leader) ? 1 : 2,teamName,id,"TEAM",id,"LEVEL",teamLevel[team],displayWeapon,teamScore[team],teamplay_get_team_goal(team));
           
            // finished
            if(team == otherTeam) break;
        }

        // nice separator!
        len += formatex(menuText[len],511-len,"\d-----------\w^n");

        keys = MENU_KEY_0;
        len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");
    }
    else
    {
        new totalPlayers = get_playersnum(), playersPerPage = 7, stats_mode = get_pcvar_num(gg_stats_mode);
        new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);

        if(page[id] < 1) page[id] = 1;
        if(page[id] > pageTotal) page[id] = pageTotal;

        new players[32], num;
        get_players(players,num);

        // order by highest level first
        SortCustom1D(players,num,"score_custom_compare");

        if(get_pcvar_num(gg_stats_split)) len = formatex(menuText,511,"\y%L %L (%i/%i) %L\w^n",id,"GUNGAME",id,"SCORES",page[id],pageTotal,id,"STATS_REGULAR");
        else len = formatex(menuText,511,"\y%L %L (%i/%i)\w^n",id,"GUNGAME",id,"SCORES",page[id],pageTotal);
        //len += formatex(menuText[len],511-len,"\d-----------\w^n");

        new start = (playersPerPage * (page[id]-1)), i, name[32], player, authid[32];
        new stats_ip = get_pcvar_num(gg_stats_ip), displayWeapon[24], statsSuffix[3];
        new si = get_gg_si();

        for(i=start;i<start+playersPerPage;i++)
        {
            if(i >= totalPlayers) break;

            player = players[i];
            get_user_name(player,name,31);

            if(level[player] && lvlWeapon[player][0]) copy(displayWeapon,23,lvlWeapon[player]);
            else formatex(displayWeapon,23,"%L",id,"NONE");

            if(sqlInit && stats_mode)
            {
                get_gg_authid(player,authid,31,stats_ip);
                stats_get_data(authid,playerStats[player],player);

                if(statsPosition[player][si] > 0)
                {
                    get_number_suffix(statsPosition[player][si],statsSuffix,2);
                    len += formatex(menuText[len],511-len,"%s#%i %s, %L %i (%s) %i/%i, %i %L (%i%s)^n",(player == id) ? "\r" : "\w",i+1,name,id,"LEVEL",level[player],displayWeapon,score[player],get_level_goal(level[player],player),(stats_mode == 1) ? playerStats[player][sdWins][si] : playerStats[player][sdPoints][si],id,(stats_mode == 1) ? "WINS" : "POINTS_ABBR",statsPosition[player][si],statsSuffix);
                }
                else len += formatex(menuText[len],511-len,"%s#%i %s, %L %i (%s) %i/%i, %i %L^n",(player == id) ? "\r" : "\w",i+1,name,id,"LEVEL",level[player],displayWeapon,score[player],get_level_goal(level[player],player),(stats_mode == 1) ? playerStats[player][sdWins][si] : playerStats[player][sdPoints][si],id,(stats_mode == 1) ? "WINS" : "POINTS_ABBR");
            }
            else len += formatex(menuText[len],511-len,"#%i %s, %L %i (%s) %i/%i^n",i+1,name,id,"LEVEL",level[player],displayWeapon,score[player],get_level_goal(level[player],player));
        }

        len += formatex(menuText[len],511-len,"\d-----------\w^n");

        keys = MENU_KEY_0;

        if(page[id] > 1)
        {
            len += formatex(menuText[len],511-len,"1. %L^n",id,"PREVIOUS");
            keys |= MENU_KEY_1;
        }
        if(page[id] < pageTotal)
        {
            len += formatex(menuText[len],511-len,"2. %L^n",id,"NEXT");
            keys |= MENU_KEY_2;
        }

        len += formatex(menuText[len],511-len,"3. %L^n",id,"JUMP_TO_ME");
        keys |= MENU_KEY_3;

        len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");
    }

    show_menu(id,keys,menuText,-1,"scores_menu");
}

// sort list of players with their level first
public score_custom_compare(elem1,elem2)
{
    // invalid players
    if(elem1 < 1 || elem1 > 32 || elem2 < 1 || elem2 > 32)
        return 0;

    // tied levels, compare scores
    if(level[elem1] == level[elem2])
    {
        if(score[elem1] > score[elem2]) return -1;
        else if(score[elem1] < score[elem2]) return 1;
        else return 0;
    }

    // compare levels
    else if(level[elem1] > level[elem2]) return -1;
    else if(level[elem1] < level[elem2]) return 1;

    return 0; // equal
}

// someone pressed a key on the score list menu page
public scores_menu_handler(id,key)
{
    new totalPlayers = get_playersnum(), playersPerPage = 7;
    new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);

    if(page[id] < 1 || page[id] > pageTotal) return;

    // 1. Previous
    if(key == 0)
    {
        page[id]--;
        show_scores_menu(id);
        return;
    }

    // 2. Next
    else if(key == 1)
    {
        page[id]++;
        show_scores_menu(id);
        return;
    }
   
    // 3. Jump to me
    else if(key == 2)
    {
        new players[32], num, i;
        get_players(players,num);
        SortCustom1D(players,num,"score_custom_compare");
       
        for(i=0;i<num;i++)
        {
            if(players[i] == id) break;
        }

        page[id] = floatround(float(i+1) / float(playersPerPage),floatround_ceil);
        show_scores_menu(id);
    }

    // 0. Close
    // do nothing, menu closes automatically
}

//**********************************************************************
// MAIN FUNCTIONS
//**********************************************************************

// toggle the status of gungame
public toggle_gungame(taskid)
{
    new status = taskid-TASK_TOGGLE_GUNGAME, i;

    // clear player tasks and values
    for(i=1;i<=32;i++) clear_values(i);
   
    clear_team_values(1);
    clear_team_values(2);

    // clear temp saves
    for(i=0;i<TEMP_SAVES;i++) clear_save(TASK_CLEAR_SAVE+i);

    if(status == TOGGLE_FORCE || status == TOGGLE_ENABLE)
    {
        // these allow toggling of GunGame on/off
        exec_gg_config_file(0,1); // run the regular config file
        if(get_pcvar_num(gg_teamplay)) exec_gg_config_file(1,1); // if teamplay, run the teamplay config file also
    }

    // set to what we chose from amx_gungame
    if(status != TOGGLE_FORCE)
    {
        set_pcvar_num(gg_enabled,status);
        ggActive = status;
    }
    else ggActive = get_pcvar_num(gg_enabled); // otherwise see what this is after the configs have been run

    // run appropiate cvars
    map_start_cvars(0); // this sets up weapon order

    // reset some things
    if(!ggActive)
    {
        // set armouries to be solid again
        show_armory_entitys();

        // clear HUD message
        if(warmup > 0) ClearSyncHud(0,hudSyncWarmup);

        warmup = -1;
        warmupWeapon[0] = 0;
        voted = 0;
        won = 0;

        remove_task(TASK_WARMUP_CHECK);
    }

    // we need to get these stats (GunGame is on, we don't have them, and we aren't in the process of getting them)
#if defined SQL
    if(ggActive && !task_exists(TASK_GET_TOP_PLAYERS)) stats_get_top_players(); // there is no statsArray for SQL
#else
    if(ggActive && !statsArray && !task_exists(TASK_GET_TOP_PLAYERS)) stats_get_top_players();
#endif

    // game_player_equip
    manage_equips();
   
    // start (or stop) the leader display
    remove_task(TASK_LEADER_DISPLAY);
    show_leader_display();
   
    // warmup weapon may've change
    if(warmup > 0) get_pcvar_string(gg_warmup_weapon,warmupWeapon,23);
   
#if defined SQL
        // fire up the engines!!
        if(!sqlInit)
        {
            sql_init();
           
            // because we can't refresh timestamps before SQL is initiated, refresh timestamps for people who joined before this
#if defined REFRESH_TIMESTAMP_ON_JOIN
                new authid[32];
                for(new i=1;i<=maxPlayers;i++)
                {
                    if(is_user_connected(i))
                    {
                        get_gg_authid(i,authid,31);
                        stats_refresh_timestamp(authid);
                    }
                }
#endif // REFRESH_TIMESTAMP_ON_JOIN
        }
#endif // SQL
}

// run cvars that should be run on map start
//
// see declaration of d_rOrder for explanation of keepTeamplay
public map_start_cvars(keepTeamplay)
{
    new setup[512];

    // gungame is disabled, run endmap_setup
    if(!ggActive)
    {
        get_pcvar_string(gg_endmap_setup,setup,511);
        if(setup[0]) server_cmd(setup);
    }
    else
    {
        // run map setup
        get_pcvar_string(gg_map_setup,setup,511);
        if(setup[0]) server_cmd(setup);
       
        do_rOrder(keepTeamplay); // also does random teamplay
        setup_weapon_order();
       
        // random win sounds
        currentWinSound = do_rWinSound();
    }
}

precache_sounds_from_config()
{
    new cfgFile[64], command[WINSOUNDS_SIZE+32], cvar[32], value[WINSOUNDS_SIZE], file, i, pos, len;
    for(i=0;i<2;i++)
    {
        get_gg_config_file(i,cfgFile,63);
       
        if(cfgFile[0] && file_exists(cfgFile))
        {
            file = fopen(cfgFile,"rt");
            while(file && !feof(file))
            {
                fgets(file,command,WINSOUNDS_SIZE+31);
                len = strlen(command) - 2;

                // stop at coding-style (//) comments
                for(pos=0;pos<len;pos++)
                {
                    if(command[pos] == '/' && command[pos+1] == '/')
                    {
                        copy(command,pos,command);
                        break;
                    }
                }

                // this is a sound
                if(equal(command,"gg_sound_",9))
                {
                    parse(command,cvar,31,value,WINSOUNDS_SIZE-1);
                   
                    // gg_sound_winner might contain multiple sounds
                    if(command[9] == 'w' && command[10] == 'i' && value[0]) // check w AND i, thanks Tomek Kalkowski
                    {
                        new temp[MAX_WINSOUND_LEN+1];
                        while(numWinSounds < MAX_WINSOUNDS)
                        {
                            pos = contain_char(value,';');
                       
                            // no more after this, precache what we have left
                            if(pos == -1)
                            {
                                if(value[0])
                                {
                                    precache_sound_special(value);
                                    copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,value);
                                }
                                break;
                            }
                       
                            // copy up to the semicolon and precache that
                            copy(temp,pos,value);
                           
                            if(temp[0])
                            {
                                precache_sound_special(temp);
                                copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,temp);
                            }

                            // copy everything after the semicolon
                            copy(value,WINSOUNDS_SIZE-1,value[pos+1]);
                        }
                    }
                    else precache_sound_special(value);
                }
            }
            if(file) fclose(file);
        }
    }
}

// manage stats pruning
public manage_pruning()
{
    // stats disabled/file doesn't exist/pruning disabled
    if(!sqlInit || !get_pcvar_num(gg_stats_mode) || !get_pcvar_num(gg_stats_prune)) return;

#if !defined SQL
    get_pcvar_string(gg_stats_file,sfFile,63);
    if(!file_exists(sfFile)) return; // no existy
#endif
   
    // get how many plugin loads more until we prune
    new prune_in_str[3], prune_in;
    get_localinfo("gg_prune_in",prune_in_str,2);
    prune_in = str_to_num(prune_in_str);

    // localinfo not set yet
    if(prune_in <= 0)
    {
        set_localinfo("gg_prune_in","9");
        return;
    }

    // time to prune
    if(prune_in == 1)
    {
        // result is -1 for a threaded query, so wait for results until we display
        new result = stats_prune();
        if(result != -1)
        {
#if defined SQL
            log_amx("%L",LANG_SERVER,"PRUNING",sqlTable,result);
#else
            log_amx("%L",LANG_SERVER,"PRUNING",sfFile,result);
#endif
        }

        set_localinfo("gg_prune_in","10"); // reset our prune count
        return;
    }

    // decrement our count
    num_to_str(prune_in-1,prune_in_str,2);
    set_localinfo("gg_prune_in",prune_in_str);
}

// manage warmup mode
public warmup_check(taskid)
{
    warmup--;
    set_hudmessage(255,255,255,-1.0,0.4,0,6.0,1.0,0.1,0.2);

    if(warmup <= 0)
    {
        warmup = -13;
        warmupWeapon[0] = 0;

        ShowSyncHudMsg(0,hudSyncWarmup,"%L",LANG_PLAYER,"WARMUP_ROUND_OVER");
        restart_round(1);
       
        return;
    }

    ShowSyncHudMsg(0,hudSyncWarmup,"%L",LANG_PLAYER,"WARMUP_ROUND_DISPLAY",warmup);
    set_task(1.0,"warmup_check",taskid);
}

// show the leader display
public show_leader_display()
{
    static Float:lastDisplay, lastLeader, lastLevel, leaderName[32];

    if(!ggActive || !get_pcvar_num(gg_leader_display))
    {
        remove_task(TASK_LEADER_DISPLAY);
        return 0;
    }
   
    // keep it going
    if(!task_exists(TASK_LEADER_DISPLAY))
        set_task(LEADER_DISPLAY_RATE,"show_leader_display",TASK_LEADER_DISPLAY,_,_,"b");

    // don't show during warmup or game over
    if(warmup > 0 || won) return 0;
   
    new leaderLevel, numLeaders, leader, teamplay = get_pcvar_num(gg_teamplay);
   
    if(teamplay) leader = teamplay_get_lead_team(leaderLevel,numLeaders);
    else leader = get_leader(leaderLevel,numLeaders);

    if(!leader || leaderLevel <= 0) return 0;
   
    // we just displayed the same message, don't flood
    new Float:now = get_gametime();
    if(lastLevel == leaderLevel &&  lastLeader == leader && lastDisplay == now) return 0;

    // remember for later
    lastDisplay = now;
    lastLeader = leader;
    lastLevel = leaderLevel;
   
    if(teamplay) get_team_name(CsTeams:leader,leaderName,9);
    else get_user_name(leader,leaderName,31);
   
    set_hudmessage(200,200,200,get_pcvar_float(gg_leader_display_x),get_pcvar_float(gg_leader_display_y),_,_,LEADER_DISPLAY_RATE+0.5,0.0,0.0);
   
    if(numLeaders > 1)
    {
        if(teamplay)
        {
            static otherName[10];
            get_team_name((leader == 1) ? CS_TEAM_CT : CS_TEAM_T,otherName,9);

            ShowSyncHudMsg(0,hudSyncLDisplay,"%L: %s + %s (%i - %s)",LANG_PLAYER,"LEADER",leaderName,otherName,leaderLevel,teamLvlWeapon[leader])
        }
        else ShowSyncHudMsg(0,hudSyncLDisplay,"%L: %s +%i (%i - %s)",LANG_PLAYER,"LEADER",leaderName,numLeaders-1,leaderLevel,lvlWeapon[leader]);
    }
    else ShowSyncHudMsg(0,hudSyncLDisplay,"%L: %s (%i - %s)",LANG_PLAYER,"LEADER",leaderName,leaderLevel,(teamplay) ? teamLvlWeapon[leader] : lvlWeapon[leader]);
   
    return 1;
}

// show the nice HUD progress display
show_progress_display(id)
{
    static statusString[48];
   
    // weapon-specific warmup
    if(warmup > 0 && warmupWeapon[0]) return;
   
    new teamplay = get_pcvar_num(gg_teamplay);
   
    // old-school: sweet and simple
    if((get_pcvar_num(gg_messages) & MSGS_CLASSIC))
    {
        new goal;
        if(teamplay) goal = get_level_goal(teamLevel[_:cs_get_user_team(id)],id);
        else goal = get_level_goal(level[id],id);

        gungame_print(id,0,1,"%L %%n%i%%e :: %%n%s%%e",id,(teamplay) ? "ON_LEVEL_TEAM" : "ON_LEVEL",level[id],lvlWeapon[id]);
        gungame_print(id,0,1,"%L",id,"PROGRESS_DISPLAY",goal-score[id],score[id],goal);

        return;
    }

    if(teamplay)
    {
        new team = _:cs_get_user_team(id), otherTeam = (team == 1) ? 2 : 1;
        if(team != 1 && team != 2) return;

        new leaderLevel, numLeaders, leader = teamplay_get_lead_team(leaderLevel,numLeaders);
       
        // tied
        if(numLeaders > 1) formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY_TEAM2");
       
        // leading
        else if(leader == team) formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY_TEAM1",teamLevel[team]-teamLevel[otherTeam]);

        // losing
        else formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY_TEAM3",teamLevel[otherTeam]-teamLevel[team]);
    }
    else
    {
        new leaderLevel, numLeaders, runnerUp;
        new leader = get_leader(leaderLevel,numLeaders,runnerUp);
       
        if(level[id] == leaderLevel)
        {
            if(numLeaders == 1) formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY1",leaderLevel-level[runnerUp]);
            else if(numLeaders == 2)
            {
                new otherLeader;
                if(leader != id) otherLeader = leader;
                else
                {
                    new player;
                    for(player=1;player<=maxPlayers;player++)
                    {
                        if(is_user_connected(player) && level[player] == leaderLevel && player != id)
                        {
                            otherLeader = player;
                            break;
                        }
                    }
                }
               
                static otherName[32];
                get_user_name(otherLeader,otherName,31);
               
                formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY2",otherName);
            }
            else
            {
                static numWord[16], lang[3];

                // if english, use words, otherwise use digits
                get_user_info(id,"lang",lang,2);
                if(equali(lang,"en"))
                {
                    num_to_word(numLeaders-1,numWord,15);
                    trim(numWord);
                }
                else formatex(numWord,15,"%i",numLeaders-1);

                formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY3",numWord);
            }
        }
        else formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY4",leaderLevel-level[id]);
    }

    gungame_hudmessage(id,5.0,"%L %i (%s)^n%s",id,(teamplay) ? "ON_LEVEL_TEAM" : "ON_LEVEL",level[id],lvlWeapon[id],statusString);
}

// play the taken/tied/lost lead sounds
public play_lead_sounds(id,oldLevel,Float:playDelay)
{
    // id: the player whose level changed
    // oldLevel: his level before it changed
    // playDelay: how long to wait until we play id's sounds
   
    if(get_pcvar_num(gg_teamplay))
    {
        // redirect to other function
        teamplay_play_lead_sounds(id,oldLevel,Float:playDelay);
        return;
    }
   
    // warmup or game over, no one cares
    if(warmup > 0 || won) return;

    // no level change
    if(level[id] == oldLevel) return;
   
    //
    // monitor MY stuff first
    //

    new leaderLevel, numLeaders;
    get_leader(leaderLevel,numLeaders);
   
    // I'm now on the leader level
    if(level[id] == leaderLevel)
    {
        // someone else here?
        if(numLeaders > 1)
        {
            new params[2];
            params[0] = id;
            params[1] = gg_sound_tiedlead;
           
            remove_task(TASK_PLAY_LEAD_SOUNDS+id);
            set_task(playDelay,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+id,params,2);
        }
       
        // just me, I'm the winner!
        else
        {
            // did I just pass someone?
            if(level[id] > oldLevel && num_players_on_level(oldLevel))
            {
                new params[2];
                params[0] = id;
                params[1] = gg_sound_takenlead;
               
                remove_task(TASK_PLAY_LEAD_SOUNDS+id);
                set_task(playDelay,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+id,params,2);
            }
        }
    }
   
    // WAS I on the leader level?
    else if(oldLevel == leaderLevel)
    {
        new params[2];
        params[0] = id;
        params[1] = gg_sound_lostlead;
       
        remove_task(TASK_PLAY_LEAD_SOUNDS+id);
        set_task(playDelay,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+id,params,2);

        //return; // will not effect other players
    }
   
    // nothing of importance
    else return; // will not effect other players
   
    //
    // now monitor other players.
    // if we get this far, id is now in the lead level
    //
   
    new player;
    for(player=1;player<=maxPlayers;player++)
    {
        if(!is_user_connected(player) || player == id) continue;
       
        // PLAYER tied with ID
        if(level[player] == level[id])
        {
            // don't tell him if he already got it from another player
            if(num_players_on_level(level[id]) <= 2
            || (oldLevel > level[id] && leaderLevel == level[id])) // dropped into tied position
            {
                new params[2];
                params[0] = player;
                params[1] = gg_sound_tiedlead;
               
                remove_task(TASK_PLAY_LEAD_SOUNDS+player);
                set_task(0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
            }

            continue;
        }
       
        // PLAYER passed by ID
        else if(level[id] > level[player] && level[player] == oldLevel)
        {
            // don't tell him if he already got it from another player
            if(num_players_on_level(level[id]) <= 1)
            {
                new params[2];
                params[0] = player;
                params[1] = gg_sound_lostlead;
               
                remove_task(TASK_PLAY_LEAD_SOUNDS+player);
                set_task(0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
            }

            continue;
        }
       
        // ID passed by PLAYER
        else if(level[player] > level[id] && leaderLevel == level[player])
        {      
            // I stand alone!
            if(num_players_on_level(level[player]) <= 1)
            {
                new params[2];
                params[0] = player;
                params[1] = gg_sound_takenlead;
               
                remove_task(TASK_PLAY_LEAD_SOUNDS+player);
                set_task(0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
            }

            continue;
        }
    }
}

// manage game_player_equip and player_weaponstrip entities
public manage_equips()
{
    static classname[20], targetname[24];
    new ent, i, block_equips = get_pcvar_num(gg_block_equips), enabled = ggActive;

    // go through both entities to monitor
    for(i=0;i<4;i++)
    {
        // get classname for current iteration
        switch(i)
        {
            case 0: classname = "game_player_equip";
            case 1: classname = "game_player_equip2";
            case 2: classname = "player_weaponstrip";
            default: classname = "player_weaponstrip2";
        }

        // go through whatever entity
        ent = 0;
        while((ent = fm_find_ent_by_class(ent,classname)))
        {
            // allowed to have this, reverse possible changes
            if(!enabled || !block_equips || (i >= 2 && block_equips < 2)) // player_weaponstrip switch
            {
                pev(ent,pev_targetname,targetname,23);

                // this one was blocked
                if(equal(targetname,"gg_block_equips"))
                {
                    pev(ent,TNAME_SAVE,targetname,23);

                    set_pev(ent,pev_targetname,targetname);
                    set_pev(ent,TNAME_SAVE,"");
                   
                    switch(i)
                    {
                        case 0, 1: set_pev(ent,pev_classname,"game_player_equip");
                        default: set_pev(ent,pev_classname,"player_weaponstrip");
                    }
                }
            }

            // not allowed to pickup others, make possible changes
            else
            {
                pev(ent,pev_targetname,targetname,23);

                // needs to be blocked, but hasn't been yet
                if(targetname[0] && !equal(targetname,"gg_block_equips"))
                {
                    set_pev(ent,TNAME_SAVE,targetname);
                    set_pev(ent,pev_targetname,"gg_block_equips");
                   
                    // classname change is required sometimes for some reason
                    switch(i)
                    {
                        case 0, 1: set_pev(ent,pev_classname,"game_player_equip2");
                        default: set_pev(ent,pev_classname,"player_weaponstrip2");
                    }
                }
            }
        }
    }
}

// someone respawned
spawned(id)
{
    // should be filtered in ham hook
    if(/*!ggActive || !is_user_connected(id) ||*/ !on_valid_team(id))
        return;
   
    remove_task(TASK_CHECK_DEATHMATCH+id);

    // should be frozen?
    if(won)
    {
        new iterations = get_pcvar_num(gg_map_iterations);
        if(mapIteration < iterations || !iterations)
        {
            // not done yet, just freeze players
            set_pev(id,pev_flags,pev(id,pev_flags) | FL_FROZEN);
            fm_set_user_godmode(id,1);
        }

        // done, make sure HUD is hidden
        emessage_begin(MSG_ALL,gmsgHideWeapon);
        ewrite_byte((1<<0)|(1<<1)|(1<<3)|(1<<4)|(1<<5)|(1<<6)); // can't use (1<<2) or text disappears
        emessage_end();
       
        emessage_begin(MSG_ALL,gmsgCrosshair);
        ewrite_byte(0); // hide
        emessage_end();
       
        return;
    }
   
    if(get_pcvar_num(gg_pickup_others)) strip_starting_pistols(id);

    afkCheck[id] = 0;
    levelsThisRound[id] = 0;

    // just joined
    if(!level[id])
    {
        new teamplay = get_pcvar_num(gg_teamplay);

        // warming up
        if(warmup > 0 && !teamplay)
        {
            change_level(id,1,1,_,1); // just joined, always score
        }
        else
        {
            // handicap
            new handicapMode = get_pcvar_num(gg_handicap_on);
            if(handicapMode && !teamplay)
            {
                new rcvHandicap = 1;

                // top10 doesn't receive handicap -- also make sure we are using top10
                if(sqlInit && !get_pcvar_num(gg_top10_handicap) && get_pcvar_num(gg_stats_mode))
                {
                    static authid[32];
                    get_gg_authid(id,authid,31);
                   
                    new si = get_gg_si();
#if defined SQL
                    if(!statsPosition[id][si]) statsPosition[id][si] = stats_get_position(id,authid,si);
                    if(0 < statsPosition[id][si] && statsPosition[id][si] <= TOP_PLAYERS) rcvHandicap = 0; // I'm in the top10
#else
                    for(new i=0;i<TOP_PLAYERS;i++)
                    {
                        if(i >= statsSize[si]) continue;
                        ArrayGetArray(statsArray,ArrayGetCell(statsPointers[si],i),sfStatsStruct);

                        // I'm in top10, don't give me handicap
                        if(equal(authid,sfStatsStruct[sdAuthid]))
                        {
                            rcvHandicap = 0;
                            break;
                        }
                    }
#endif
                }

                if(rcvHandicap)
                {
                    new player;

                    // find lowest level (don't use bots unless we have to)
                    if(handicapMode == 2)
                    {
                        new isBot, myLevel, lowestLevel, lowestBotLevel;
                        for(player=1;player<=maxPlayers;player++)
                        {
                            if(!is_user_connected(player) || player == id)
                                continue;

                            isBot = is_user_bot(player);
                            myLevel = level[player];

                            if(!myLevel) continue;

                            if(!isBot && (!lowestLevel || myLevel < lowestLevel))
                                lowestLevel = myLevel;
                            else if(isBot && (!lowestBotLevel || myLevel < lowestBotLevel))
                                lowestBotLevel = myLevel;
                        }

                        // CLAMP!
                        if(!lowestLevel) lowestLevel = 1;
                        if(!lowestBotLevel) lowestBotLevel = 1;

                        change_level(id,(lowestLevel > 1) ? lowestLevel : lowestBotLevel,1,_,1); // just joined, always score
                    }

                    // find average level
                    else
                    {
                        new Float:average, num;
                        for(player=1;player<=maxPlayers;player++)
                        {
                            if(is_user_connected(player) && level[player])
                            {
                                average += float(level[player]);
                                num++;
                            }
                        }

                        average /= float(num);
                        change_level(id,(average >= 0.5) ? floatround(average) : 1,1,_,1); // just joined, always score
                    }
                }

                // not eligible for handicap (in top10 with gg_top10_handicap disabled)
                else change_level(id,1,1,_,1); // just joined, always score
            }

            // no handicap enabled or playing teamplay
            else
            {
                if(teamplay)
                {
                    new team = _:cs_get_user_team(id);
                   
                    if(team == 1 || team == 2)
                    {
                        // my team has a level already
                        if(teamLevel[team])
                        {                      
                            change_level(id,teamLevel[team],1,_,1,_,0); // just joined, always score, don't effect team
                            if(score[id] != teamScore[team]) change_score(id,teamScore[team]-score[id],_,_,0); // don't effect team
                        }
                       
                        // my team just started
                        else
                        {                      
                            // initialize its values
                            teamplay_update_level(team,1,id);
                            teamplay_update_score(team,0,id);

                            change_level(id,teamLevel[team],1,_,1,_,0); // just joined, always score, don't effect team
                        }
                    }
                }
               
                // solo-play
                else change_level(id,1,1,_,1); // just joined, always score
            }
        }
    }

    // didn't just join
    else
    {
        if(star[id])
        {
            end_star(TASK_END_STAR+id);
            remove_task(TASK_END_STAR+id);
        }
       
        if(get_pcvar_num(gg_teamplay))
        {
            new team = _:cs_get_user_team(id);
           
            // my team just started
            if((team == 1 || team == 2) && !teamLevel[team])
            {
                // initialize its values
                teamplay_update_level(team,1,id);
                teamplay_update_score(team,0,id);

                change_level(id,teamLevel[team]-level[id],_,_,1,_,0); // always score, don't effect team
                change_score(id,teamScore[team]-score[id],_,_,0); // don't effect team
            }
        }

        give_level_weapon(id);
        refill_ammo(id);
    }

    // show welcome message
    if(!welcomed[id] && get_pcvar_num(gg_join_msg))
        show_welcome(id);
   
    // update bomb for DM
    if(cs_get_user_team(id) == CS_TEAM_T && !get_pcvar_num(gg_block_objectives) && get_pcvar_num(gg_dm))
    {
        if(bombStatus[3] == BOMB_PICKEDUP)
        {
            message_begin(MSG_ONE,gmsgBombPickup,_,id);
            message_end();
        }
        else if(bombStatus[0] || bombStatus[1] || bombStatus[2])
        {
            message_begin(MSG_ONE,gmsgBombDrop,_,id);
            write_coord(bombStatus[0]);
            write_coord(bombStatus[1]);
            write_coord(bombStatus[2]);
            write_byte(bombStatus[3]);
            message_end();
        }
    }

    if(get_pcvar_num(gg_disable_money)) hide_money(id);
   
    // switch to our appropiate weapon, for those without the switch to new weapon option
    if((warmup > 0 && warmupWeapon[0] && equal(warmupWeapon,KNIFE)) || equal(lvlWeapon[id],KNIFE) /* || (get_pcvar_num(gg_knife_elite) && levelsThisRound[id] > 0)*/)
    {
        engclient_cmd(id,WEAPON_KNIFE);
        client_cmd(id,WEAPON_KNIFE);
    }
    else if(get_pcvar_num(gg_nade_glock) && equal(lvlWeapon[id],HEGRENADE))
    {
        engclient_cmd(id,WEAPON_GLOCK18);
        client_cmd(id,WEAPON_GLOCK18);
    }
    else if(lvlWeapon[id][0])
    {
        static wpnName[24];
        formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);

        engclient_cmd(id,wpnName);
        client_cmd(id,wpnName);
    }
   
    // remember spawn info for AFK protection
    if(get_pcvar_num(gg_afk_protection))
    {
        pev(id,pev_origin,spawnOrigin[id]);
        pev(id,pev_v_angle,spawnAngles[id]);
        afkCheck[id] = 1;
    }
}

// player changed his team
player_teamchange(id,oldTeam,newTeam)
{
    if(!ggActive) return 0;
   
    // remember for crazy team switches
    lastTeam[id] = newTeam;
   
    // allow us to join in on deathmatch
    if(oldTeam == 0 && (newTeam == 1 || newTeam == 2) && !roundEnded && get_pcvar_num(gg_dm) && !task_exists(TASK_CHECK_JOINCLASS+id))
    {
        remove_task(TASK_CHECK_DEATHMATCH+id);
        set_task(5.0,"check_deathmatch",TASK_CHECK_DEATHMATCH+id);
    }
   
    // keep track of time
    new Float:now = get_gametime();
    if(oldTeam == 1 || oldTeam == 2) teamTimes[id][oldTeam-1] += now - lastSwitch[id];
    lastSwitch[id] = now;
   
    // we already have a level, set our values to our new team's
    if(level[id] && get_pcvar_num(gg_teamplay) && (newTeam == 1 || newTeam == 2))
    {
        // set them directly
        level[id] = teamLevel[newTeam];
        lvlWeapon[id] = teamLvlWeapon[newTeam];
        score[id] = teamScore[newTeam];
    }
   
    return 1;
}

// restart the round
public restart_round(delay)
{
    // clear values
    /*new player;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player)) clear_values(player,1); // ignore welcome
    }

    // reset teams as well
    clear_team_values(1);
    clear_team_values(2);*/
   
    if(delay < 1) delay = 1;

    set_cvar_num("sv_restartround",delay);
    set_task(float(delay)-0.1,"clear_all_values");
}

// select a random weapon order
//
// in cmd_gungame_teamplay we call map_start_cvars which leads to d_rOrder.
// when called this way we don't want to let it change teamplay or run teamplay
// configs, so we added the keepTeamplay parameter.
do_rOrder(keepTeamplay)
{
    // manage random teamplay
    if(initTeamplayInt == -1)
    {
        get_pcvar_string(gg_teamplay,initTeamplayStr,31);
        initTeamplayInt = str_to_num(initTeamplayStr[0]);
    }
   
    new amount;
   
    // if we are allowed to change teamplay, and our initial teamplay value was either a
    // sequence, or it was just 2 (so select one randomly), then sort through it and pick a value
    if(!keepTeamplay && ((amount = str_count(initTeamplayStr,',')+1) > 1 || initTeamplayInt == 2))
    {
        new info[6], rotation[32];
        get_localinfo("gg_tp_iter",info,5);
        copy(rotation,31,initTeamplayStr); // store initTeamplayStr in a variable that we can break apart, so on map end we can set gg_teamplay back to initTeamplayStr

        new iter = str_to_num(info), teamplay;
   
        if(iter <= 0 || iter > amount)
        {
            iter = 1;
            set_localinfo("gg_tp_iter","1");
        }
       
        // no rotation, just use the given value
        if(amount <= 1)
        {
            if(iter != 1) set_localinfo("gg_tp_iter","1");
            // initTeamplayInt should still be set to the one we want to use
        }
        else
        {
            for(new i=1;i<=amount;i++)
            {
                if(contain(rotation,",") != -1)
                {
                    strtok(rotation,info,5,rotation,31,',');
                    if(i == iter) // this is the one we're looking for
                    {
                        initTeamplayInt = str_to_num(info);
                        break;
                    }
                }
                else // we've stripped away everything else and are left with the last one, so use it
                {
                    initTeamplayInt = str_to_num(rotation);
                    break;
                }
            }
           
            iter++;
            if(iter > amount) iter = 1;
            num_to_str(iter,info,5);
            set_localinfo("gg_tp_iter",info);
        }
       
        if(initTeamplayInt == 2) teamplay = random_num(0,1);
        else teamplay = initTeamplayInt;

        set_pcvar_num(gg_teamplay,teamplay);
       
        // re-run config files based on teamplay, don't allow toggling
        exec_gg_config_file(0,0);
        if(teamplay) exec_gg_config_file(1,0);
    }

    new i, maxRandom, cvar[20], weaponOrder[(MAX_WEAPONS*16)+1];
    for(i=1;i<=MAX_WEAPON_ORDERS+1;i++) // +1 so we can detect final
    {
        formatex(cvar,19,"gg_weapon_order%i",i);
        get_cvar_string(cvar,weaponOrder,MAX_WEAPONS*16);
        trim(weaponOrder);

        // found a blank one, stop here
        if(!weaponOrder[0])
        {
            maxRandom = i - 1;
            break;
        }
    }
   
    // there is just one
    if(maxRandom == 1)
    {
        // get its weapon order and set as current
        formatex(cvar,19,"gg_weapon_order1");
        get_cvar_string(cvar,weaponOrder,MAX_WEAPONS*16);
        set_pcvar_string(gg_weapon_order,weaponOrder);
        return;
    }

    // we found some random ones
    if(maxRandom)
    {
        new randomOrder[30], lastOIstr[6], lastOI, orderAmt;
        get_localinfo("gg_rand_order",randomOrder,29);
        get_localinfo("gg_last_oi",lastOIstr,5);
        lastOI = str_to_num(lastOIstr);
        orderAmt = get_rOrder_amount(randomOrder);

        // no random order yet, or amount of random orders changed
        if(!randomOrder[0] || orderAmt != maxRandom)
        {
            shuffle_rOrder(randomOrder,29,maxRandom);
            lastOI = 0;
        }

        // reached the end, reshuffle while avoiding this one
        else if(get_rOrder_index_val(orderAmt,randomOrder) == get_rOrder_index_val(lastOI,randomOrder))
        {
            shuffle_rOrder(randomOrder,29,maxRandom,lastOI);
            lastOI = 0;
        }

        new choice = get_rOrder_index_val(lastOI+1,randomOrder);

        // get its weapon order
        formatex(cvar,19,"gg_weapon_order%i",choice);
        get_cvar_string(cvar,weaponOrder,MAX_WEAPONS*16);

        // set as current
        set_pcvar_string(gg_weapon_order,weaponOrder);

        // remember for next time
        num_to_str(lastOI+1,lastOIstr,5);
        set_localinfo("gg_last_oi",lastOIstr);
    }
}

// get the value of an order index in an order string
get_rOrder_index_val(index,randomOrder[])
{
    // only one listed
    if(str_count(randomOrder,',') < 1)
        return str_to_num(randomOrder);

    // find preceding comma
    new search = str_find_num(randomOrder,',',index-1);

    // go until succeeding comma
    new extract[6];
    copyc(extract,5,randomOrder[search+1],',');

    return str_to_num(extract);
}

// gets the amount of orders in an order string
get_rOrder_amount(randomOrder[])
{
    return str_count(randomOrder,',')+1;
}

// shuffle up our random order
stock shuffle_rOrder(randomOrder[],len,maxRandom,avoid=-1)
{
    randomOrder[0] = 0;

    // fill up array with order indexes
    new order[MAX_WEAPON_ORDERS], i;
    for(i=0;i<maxRandom;i++) order[i] = i+1;

    // shuffle it
    SortCustom1D(order,maxRandom,"sort_shuffle");

    // avoid a specific number as the starting number
    while(avoid > 0 && order[0] == avoid)
        SortCustom1D(order,maxRandom,"sort_shuffle");

    // get them into a string
    for(i=0;i<maxRandom;i++)
    {
        format(randomOrder,len,"%s%s%i",randomOrder,(i>0) ? "," : "",order[i]);
        set_localinfo("gg_rand_order",randomOrder);
    }
}

// play a random win sound
do_rWinSound()
{
    // just one, no one cares
    if(numWinSounds <= 1)
    {
        return 0; // 1 minus 1
    }

    new randomOrder[30], lastWSIstr[6], lastWSI, orderAmt;
    get_localinfo("gg_winsound_order",randomOrder,29);
    get_localinfo("gg_last_wsi",lastWSIstr,5);
    lastWSI = str_to_num(lastWSIstr);
    orderAmt = get_rWinSound_amount(randomOrder);

    // no random order yet, or amount of random orders changed
    if(!randomOrder[0] || orderAmt != numWinSounds)
    {
        shuffle_rWinSound(randomOrder,29);
        lastWSI = 0;
    }

    // reached the end, reshuffle while avoiding this one
    else if(get_rWinSound_index_val(orderAmt,randomOrder) == get_rWinSound_index_val(lastWSI,randomOrder))
    {
        shuffle_rWinSound(randomOrder,29,lastWSI);
        lastWSI = 0;
    }

    new choice = get_rWinSound_index_val(lastWSI+1,randomOrder);

    // remember for next time
    num_to_str(lastWSI+1,lastWSIstr,5);
    set_localinfo("gg_last_wsi",lastWSIstr);
   
    return choice-1;
}

// get the value of an order index in an order string
get_rWinSound_index_val(index,randomOrder[])
{
    // only one listed
    if(str_count(randomOrder,',') < 1)
        return str_to_num(randomOrder);

    // find preceding comma
    new search = str_find_num(randomOrder,',',index-1);

    // go until succeeding comma
    new extract[6];
    copyc(extract,5,randomOrder[search+1],',');

    return str_to_num(extract);
}

// gets the amount of orders in an order string
get_rWinSound_amount(randomOrder[])
{
    return str_count(randomOrder,',')+1;
}

// shuffle up our random order
stock shuffle_rWinSound(randomOrder[],len,avoid=-1)
{
    randomOrder[0] = 0;

    // fill up array with order indexes
    new order[MAX_WINSOUNDS], i;
    for(i=0;i<numWinSounds;i++) order[i] = i+1;

    // shuffle it
    SortCustom1D(order,numWinSounds,"sort_shuffle");

    // avoid a specific number as the starting number
    while(avoid > 0 && order[0] == avoid)
        SortCustom1D(order,numWinSounds,"sort_shuffle");

    // get them into a string
    for(i=0;i<numWinSounds;i++)
    {
        format(randomOrder,len,"%s%s%i",randomOrder,(i>0) ? "," : "",order[i]);
        set_localinfo("gg_winsound_order",randomOrder);
    }
}

// shuffle an array
public sort_shuffle(elem1,elem2)
{
    return random_num(-1,1);
}

// clear all saved values
clear_values(id,ignoreWelcome=0)
{
    level[id] = 0;
    levelsThisRound[id] = 0;
    score[id] = 0;
    lvlWeapon[id][0] = 0;
    star[id] = 0;
    if(!ignoreWelcome) welcomed[id] = 0;
    page[id] = 0;
    lastKilled[id] = 0;
    respawn_timeleft[id] = 0;
    silenced[id] = 0;
    spawnSounds[id] = 1;
    spawnProtected[id] = 0;
    teamTimes[id][0] = 0.0;
    teamTimes[id][1] = 0.0;
    lastSwitch[id] = get_gametime();
    lastTeam[id] = 0;

    if(c4planter == id) c4planter = 0;
   
    remove_task(TASK_RESPAWN+id);
    remove_task(TASK_CHECK_DEATHMATCH+id);
    remove_task(TASK_REMOVE_PROTECTION+id);
   
    if(is_user_connected(id)) fm_set_rendering(id);

    return 1;
}

// clears a TEAM's values
clear_team_values(team)
{
    if(team != 1 && team != 2) return;

    teamLevel[team] = 0;
    teamLvlWeapon[team][0] = 0;
    teamScore[team] = 0;
}

// possibly start a warmup round
start_warmup()
{
    new warmup_value = get_pcvar_num(gg_warmup_timer_setting);
   
    // warmup is set to -13 after its finished if gg_warmup_multi is 0,
    // so this stops multiple warmups for multiple map iterations
    if(warmup_value > 0 && warmup != -13)
    {
        warmup = warmup_value;
        get_pcvar_string(gg_warmup_weapon,warmupWeapon,23);
        set_task(0.1,"warmup_check",TASK_WARMUP_CHECK);
       
        // now that warmup is in effect, reset player weapons
        new player;
        for(player=1;player<=maxPlayers;player++)
        {
            if(is_user_connected(player))
            {
                // just joined for all intents and purposes
                change_level(player,-MAX_WEAPONS,1,_,1,0,0); // just joined, always score, don't play sounds, don't effect team
            }
        }
       
        // a single team update instead of for everyone
        if(get_pcvar_num(gg_teamplay))
        {
            teamplay_update_score(1,0);
            teamplay_update_score(2,0);
            teamplay_update_level(1,1);
            teamplay_update_level(2,1);
        }
       
        // clear leader display for warmup
        if(warmup > 0) ClearSyncHud(0,hudSyncLDisplay);
    }
}

// refresh a player's hegrenade stock
public refresh_nade(taskid)
{
    new id = taskid-TASK_REFRESH_NADE;

    // player left, player died, or GunGame turned off
    if(!is_user_connected(id) || !is_user_alive(id) || !ggActive) return;

    // on the grenade level, and lacking that aforementioned thing
    if(equal(lvlWeapon[id],HEGRENADE) && !user_has_weapon(id,CSW_HEGRENADE))
        ham_give_weapon(id,WEAPON_HEGRENADE);
   
    // get bots to use the grenade (doesn't work very well)
    if(is_user_bot(id))
    {
        engclient_cmd(id,WEAPON_HEGRENADE);
        client_cmd(id,WEAPON_HEGRENADE);
    }
}

// refill a player's ammo
stock refill_ammo(id,current=0)
{
    if(!is_user_alive(id)) return 0;

    // weapon-specific warmup, no ammo for knives only
    if(warmup > 0 && warmupWeapon[0] && equal(warmupWeapon,KNIFE))
        return 0;

    // get weapon name and index
    static fullName[24], curWpnName[24];
    new wpnid, curWpnMelee, curweapon = get_user_weapon(id);

    // re-init start of strings
    fullName[0] = 0;
    curWpnName[0] = 0;

    // we have a valid current weapon (stupid runtime errors)
    if(curweapon)
    {
        get_weaponname(curweapon,curWpnName,23);
        curWpnMelee = equal(curWpnName,WEAPON_KNIFE);
    }

    // if we are refilling our current weapon instead of our level weapon,
    // we actually have a current weapon, and this isn't a melee weapon or the
    // other alternative, our level weapon, is a melee weapon
    if(current && curweapon && (!curWpnMelee || equal(lvlWeapon[id],KNIFE)))
    {
        // refill our current weapon
        get_weaponname(curweapon,fullName,23);
        wpnid = curweapon;
    }
    else
    {
        // refill our level weapon
        formatex(fullName,23,"weapon_%s",lvlWeapon[id]);
        wpnid = get_weaponid(fullName);
       
        // so that we know for sure
        current = 0;
    }
   
    new armor = get_pcvar_num(gg_give_armor), helmet = get_pcvar_num(gg_give_helmet);

    // giving armor and helmets away like candy
    if(helmet) cs_set_user_armor(id,armor,CS_ARMOR_VESTHELM);
    else cs_set_user_armor(id,armor,CS_ARMOR_KEVLAR);

    // didn't find anything valid to refill somehow
    if(wpnid < 1 || wpnid > 30 || !fullName[0])
        return 0;
   
    // no reason to refill a melee weapon, or a bomb.
    // make use of our curWpnMelee cache here
    if((current && curWpnMelee) || wpnid == CSW_KNIFE || wpnid == CSW_C4)
        return 1;

    new ammo, wEnt;
    ammo = get_pcvar_num(gg_ammo_amount);

    // don't give away hundreds of grenades
    if(wpnid != CSW_HEGRENADE)
    {
        // set clip ammo
        wEnt = get_weapon_ent(id,wpnid);
        if(pev_valid(wEnt)) cs_set_weapon_ammo(wEnt,maxClip[wpnid]);
       
        // glock on the nade level
        if(wpnid == CSW_GLOCK18 && equal(lvlWeapon[id],HEGRENADE))
            cs_set_user_bpammo(id,CSW_GLOCK18,50);
        else
        {
            // set backpack ammo
            if(ammo > 0) cs_set_user_bpammo(id,wpnid,ammo);
            else cs_set_user_bpammo(id,wpnid,maxAmmo[wpnid]);
        }

        // update display if we need to
        if(curweapon == wpnid)
        {
            message_begin(MSG_ONE,gmsgCurWeapon,_,id);
            write_byte(1);
            write_byte(wpnid);
            write_byte(maxClip[wpnid]);
            message_end();
        }
    }

    // now do stupid grenade stuff
    else
    {
        // we don't have this nade yet
        if(!user_has_weapon(id,wpnid))
        {
            ham_give_weapon(id,fullName);
            remove_task(TASK_REFRESH_NADE+id);
        }
       
        if(get_pcvar_num(gg_nade_glock))
        {
            // set clip ammo
            new wEnt = get_weapon_ent(id,CSW_GLOCK18);
            if(pev_valid(wEnt)) cs_set_weapon_ammo(wEnt,20);

            // set backpack ammo
            cs_set_user_bpammo(id,CSW_GLOCK18,50);
               
            new curweapon = get_user_weapon(id);

            // update display if we need to
            if(curweapon == CSW_GLOCK18)
            {
                message_begin(MSG_ONE,gmsgCurWeapon,_,id);
                write_byte(1);
                write_byte(CSW_GLOCK18);
                write_byte(20);
                message_end();
            }
        }

        if(get_pcvar_num(gg_nade_smoke) && !cs_get_user_bpammo(id,CSW_SMOKEGRENADE))
            ham_give_weapon(id,"weapon_smokegrenade");

        if(get_pcvar_num(gg_nade_flash) && !cs_get_user_bpammo(id,CSW_FLASHBANG))
            ham_give_weapon(id,"weapon_flashbang");
    }
   
    // keep melee weapon out if we had it out
    if(curweapon && curWpnMelee)
    {
        engclient_cmd(id,curWpnName);
        client_cmd(id,curWpnName);
    }

    return 1;
}

// show someone a welcome message
public show_welcome(id)
{
    if(welcomed[id]) return;

    new menuid, keys;
    get_user_menu(id,menuid,keys);

    // another old-school menu opened
    if(menuid > 0)
    {
        // wait and try again
        set_task(3.0,"show_welcome",id);
        return;
    }

    play_sound_by_cvar(id,gg_sound_welcome);

    new len = formatex(menuText,511-len,"%L^n",id,"WELCOME_MESSAGE_LINE1",GG_VERSION);
    len += formatex(menuText[len],511-len,"\d\w^n");
    len += formatex(menuText[len],511-len,"%L",id,"WELCOME_MESSAGE_LINE8");
    len += formatex(menuText[len],511-len,"\d\w^n");
    len += formatex(menuText[len],511-len,"\d\w^n");
    len += formatex(menuText[len],511-len,"%L",id,"PRESS_KEY_TO_CONTINUE");

    show_menu(id,1023,menuText,-1,"welcome_menu");
}

// show the required kills message
stock show_required_kills(id,always_individual=0)
{
    // weapon-specific warmup, who cares
    if(warmup > 0 && warmupWeapon[0]) return 0;

    if(always_individual || !get_pcvar_num(gg_teamplay))
        return gungame_hudmessage(id,3.0,"%L: %i / %i",id,"REQUIRED_KILLS",score[id],get_level_goal(level[id],id));
   
    new player, myTeam = _:cs_get_user_team(id), goal = get_level_goal(teamLevel[myTeam],id);
    for(player=1;player<=maxPlayers;player++)
    {
        if(player == id || (is_user_connected(player) && _:cs_get_user_team(player) == myTeam))
            gungame_hudmessage(player,3.0,"%L: %i / %i",player,"REQUIRED_KILLS",teamScore[myTeam],goal);
    }
   
    return 1;
}

// player killed himself
player_suicided(id)
{
    static name[32];

    // we still have protection (round ended, new one hasn't started yet)
    // or, suicide level downs are disabled
    if(roundEnded || !get_pcvar_num(gg_suicide_penalty)) return 0;
   
    // weapon-specific warmup, no one cares
    if(warmup > 0 && warmupWeapon[0]) return 0;
       
    if(!get_pcvar_num(gg_teamplay))
    {
        get_user_name(id,name,31);

        gungame_print(0,id,1,"%L",LANG_PLAYER_C,"SUICIDE_LEVEL_DOWN",name);
   
        // this is going to start a respawn counter HUD message
        if(get_pcvar_num(gg_dm) && (get_pcvar_num(gg_dm_countdown) & 2))
            return change_level(id,-1,_,0,1); // don't show message, always score

        // show with message
        return change_level(id,-1,_,_,1); // always score
    }
    else
    {
        new team = _:cs_get_user_team(id);
        if(team != 1 && team != 2) return 0;
       
        new penalty = get_level_goal(teamLevel[team],0);
        if(penalty > 0)
        {
            get_user_team(id,name,9);

            if(teamScore[team] - penalty < 0)
                gungame_print(0,id,1,"%L",LANG_PLAYER_C,"SUICIDE_LEVEL_DOWN_TEAM",name,(teamLevel[team] > 1) ? teamLevel[team]-1 : teamLevel[team]);
            else
                gungame_print(0,id,1,"%L",LANG_PLAYER_C,"SUICIDE_SCORE_DOWN_TEAM",name,penalty);

            return change_score(id,-penalty);
        }
    }
   
    return 0;
}

// player scored or lost a point
stock change_score(id,value,refill=1,play_sounds=1,effect_team=1,always_score=0)
{
    // don't bother scoring up on weapon-specific warmup
    if(warmup > 0 && warmupWeapon[0] && value > 0)
        return 0;

    // can't score!
    if(!always_score && !can_score(id))
        return 0;
   
    // already won, isn't important
    if(level[id] > weaponNum) return 0;

    new oldScore = score[id], goal = get_level_goal(level[id],id);
   
    new teamplay = get_pcvar_num(gg_teamplay), team;
    if(teamplay) team = _:cs_get_user_team(id);

    // if this is going to level us
    if(score[id] + value >= goal)
    {
        new max_lvl = get_pcvar_num(gg_max_lvl);

        // already reached max levels this round
        if(!teamplay && !get_pcvar_num(gg_turbo) && max_lvl > 0 && levelsThisRound[id] >= max_lvl)
        {
            // put it as high as we can without leveling
            score[id] = goal - 1;
        }
        else score[id] += value;
    }
    else score[id] += value;

    // check for level up
    if(score[id] >= goal)
    {
        score[id] = 0;

        if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
            teamplay_update_score(team,score[id],id,1); // direct

        change_level(id,1,_,_,always_score,play_sounds);
        return 1;
    }

    // check for level down
    if(score[id] < 0)
    {
        // can't go down below level 1
        if(level[id] <= 1)
        {
            score[id] = 0;

            if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
                teamplay_update_score(team,score[id],id,1); // direct
               
            new sdisplay = get_pcvar_num(gg_status_display);
            if(sdisplay == STATUS_KILLSLEFT || sdisplay == STATUS_KILLSDONE)
                status_display(id);

            if(value < 0) show_required_kills(id);
            return 0;
        }
        else
        {
            goal = get_level_goal(level[id] > 1 ? level[id]-1 : 1,id);

            score[id] = (oldScore + value) + goal; // carry over points
            if(score[id] < 0) score[id] = 0;
           
            if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
                teamplay_update_score(team,score[id],id,1); // direct

            change_level(id,-1,_,_,always_score);
            return -1;
        }
    }

    // refresh menus
    new menu;
    get_user_menu(id,menu,dummy[0]);
    if(menu == level_menu) show_level_menu(id);

    if(refill && get_pcvar_num(gg_refill_on_kill)) refill_ammo(id);
   
    if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
        teamplay_update_score(team,score[id],id,1); // direct

    if(value < 0) show_required_kills(id);
    else if(play_sounds) client_cmd(id,"spk ^"%s^"",KILL_DING_SOUND);
   
    new sdisplay = get_pcvar_num(gg_status_display);
    if(sdisplay == STATUS_KILLSLEFT || sdisplay == STATUS_KILLSDONE)
        status_display(id);

    return 0;
}

// player gained or lost a level
stock change_level(id,value,just_joined=0,show_message=1,always_score=0,play_sounds=1,effect_team=1)
{
    // can't score
    if(level[id] > 0 && !always_score && !can_score(id))
        return 0;

    // don't bother leveling up on weapon-specific warmup
    if(level[id] > 0 && warmup > 0 && warmupWeapon[0] && value > 0)
        return 0;
   
    new oldLevel = level[id], oldValue = value;
   
    new teamplay = get_pcvar_num(gg_teamplay), team;
    if(teamplay) team = _:cs_get_user_team(id);
   
    // teamplay, on a valid team
    if(teamplay && (team == 1 || team == 2) && value != -MAX_WEAPONS) // ignore warmup reset
    {
        // not effecting team, but setting me to something that doesn't match team
        // OR
        // effecting team, and not even starting on same thing as team
        if((!effect_team && level[id] + value != teamLevel[team]) || (effect_team && level[id] != teamLevel[team]))
        {
            log_amx("MISSYNCH -- id: %i, value: %i, just_joined: %i, show_message: %i, always_score: %i, play_sounds: %i, effect_team: %i, team: %i, level: %i, teamlevel: %i, usertime: %i, score: %i, teamscore: %i, lvlweapon: %s, teamlvlweapon: %s",
                id,value,just_joined,show_message,always_score,play_sounds,effect_team,team,level[id],teamLevel[team],get_user_time(id,1),score[id],teamScore[team],lvlWeapon[id],teamLvlWeapon[team]);
           
            log_message("MISSYNCH -- id: %i, value: %i, just_joined: %i, show_message: %i, always_score: %i, play_sounds: %i, effect_team: %i, team: %i, level: %i, teamlevel: %i, usertime: %i, score: %i, teamscore: %i, lvlweapon: %s, teamlvlweapon: %s",
                id,value,just_joined,show_message,always_score,play_sounds,effect_team,team,level[id],teamLevel[team],get_user_time(id,1),score[id],teamScore[team],lvlWeapon[id],teamLvlWeapon[team]);
        }
    }

    // this will put us below level 1
    if(level[id] + value < 1)
    {
        value = 1 - level[id]; // go down only to level 1
       
        // bottom out the score
        score[id] = 0;
       
        if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
            teamplay_update_score(team,score[id],id,1); // direct
    }

    // going up
    if(value > 0)
    {
        new max_lvl = get_pcvar_num(gg_max_lvl);

        // already reached max levels for this round
        if(!teamplay && !get_pcvar_num(gg_turbo) && max_lvl > 0 && levelsThisRound[id] >= max_lvl)
            return 0;
    }
   
    // can't win on the warmup round
    if(level[id] + value > weaponNum && warmup > 0)
    {
        score[id] = get_level_goal(level[id],id) - 1;
       
        if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
            teamplay_update_score(team,score[id],id,1); // direct
           
        return 0;
    }

    level[id] += value;
    if(!just_joined)    levelsThisRound[id] += value;

    silenced[id] = 0; // for going to Glock->USP, for example

    // win???
    if(level[id] > weaponNum)
    {
        // already won, ignore this
        if(won) return 1;
       
        // bot, and not allowed to win
        if(is_user_bot(id) && get_pcvar_num(gg_ignore_bots) == 2 && !only_bots())
        {
            change_level(id,-value,just_joined,_,1); // always score
            return 1;
        }

        // cap out score
        score[id] = get_level_goal(level[id],id);
       
        if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
            teamplay_update_score(team,score[id],id,1); // direct
       
        if(teamplay && effect_team && (team == 1 || team == 2) && teamLevel[team] != level[id])
            teamplay_update_level(team,level[id],id,1); // direct

        // crown the winner
        win(id,lastKilled[id]);

        return 1;
    }
   
    // set weapon based on it
    get_level_weapon(level[id],lvlWeapon[id],23);
   
    // update the status display
    new sdisplay = get_pcvar_num(gg_status_display);
    if(sdisplay == STATUS_LEADERWPN) status_display(0); // to all
    else if(sdisplay) status_display(id); // only to me
   
    new nade = equal(lvlWeapon[id],HEGRENADE);
   
    // I'm a leader!
    if(warmup <= 0 && level[get_leader()] == level[id])
    {
        new sound_cvar;
        if(nade) sound_cvar = gg_sound_nade;
        else if(equal(lvlWeapon[id],KNIFE)) sound_cvar = gg_sound_knife;
       
        if(sound_cvar)
        {
            // only play sound if we reached this level first
            if(num_players_on_level(level[id]) == 1) play_sound_by_cvar(0,sound_cvar);
        }
    }
   
    // NOW play level up sounds, so that they potentially
    // override the global "Player is on X level" sounds

    if(play_sounds)
    {
        // level up!
        if(oldValue >= 0) play_sound_by_cvar(id,gg_sound_levelup);

        // level down :(
        else play_sound_by_cvar(id,gg_sound_leveldown);
    }

    // remember to modify changes
    new oldTeamLevel;
    if(team == 1 || team == 2) oldTeamLevel = teamLevel[team];

    if(teamplay && effect_team && (team == 1 || team == 2) && teamLevel[team] != level[id])
        teamplay_update_level(team,level[id],id);

    // refresh menus
    new player, menu;
    for(player=1;player<=maxPlayers;player++)
    {
        if(!is_user_connected(player)) continue;
        get_user_menu(player,menu,dummy[0]);

        if(menu == scores_menu) show_scores_menu(player);
        else if(menu == level_menu) show_level_menu(player);
        else if(player == id && menu == weapons_menu) show_weapons_menu(player);
    }

    // make sure we don't have more than required now
    new goal = get_level_goal(level[id],id);
    if(score[id] >= goal)
    {
        score[id] = goal-1; // 1 under
       
        if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
            teamplay_update_score(team,score[id],id,1); // direct
    }
   
    new turbo = get_pcvar_num(gg_turbo);

    // give weapon right away?
    if((turbo || just_joined) && is_user_alive(id)) give_level_weapon(id);
    else show_progress_display(id); // still show display anyway
   
    // update the leader display (cvar check done in that function)
    if(!just_joined)
    {
        remove_task(TASK_LEADER_DISPLAY);
        show_leader_display();
       
        new Float:lead_sounds = get_pcvar_float(gg_lead_sounds);
        if(lead_sounds > 0.0 && (!teamplay || effect_team)) play_lead_sounds(id,oldLevel,lead_sounds);
    }

    new vote_setting = get_pcvar_num(gg_vote_setting), map_iterations = get_pcvar_num(gg_map_iterations);

    // the level to start a map vote on
    if(!voted && warmup <= 0 && vote_setting > 0
    && level[id] >= weaponNum - (vote_setting - 1)
    && mapIteration >= map_iterations && map_iterations > 0)
    {
        new mapCycleFile[64];
        get_gg_mapcycle_file(mapCycleFile,63);

        // start map vote?
        if(!mapCycleFile[0] || !file_exists(mapCycleFile))
        {
            voted = 1;

            // check for a custom vote
            new custom[256];
            get_pcvar_string(gg_vote_custom,custom,255);

            if(custom[0]) server_cmd(custom);
            else start_mapvote();
        }
    }

    // grab my name
    static name[32];
    if(!teamplay) get_user_name(id,name,31);

    // only calculate position if we didn't just join
    if(!just_joined && show_message)
    {
        if(teamplay)
        {
            // is the first call for this level change
            if((team == 1 || team == 2) && teamLevel[team] != oldTeamLevel)
            {
                new leaderLevel, numLeaders, leader = teamplay_get_lead_team(leaderLevel,numLeaders);
               
                // tied
                if(numLeaders > 1) gungame_print(0,id,1,"%L",LANG_PLAYER_C,"TIED_LEADER_TEAM",leaderLevel,teamLvlWeapon[team]);
               
                // leading
                else if(leader == team)
                {
                    get_user_team(id,name,9);
                    gungame_print(0,id,1,"%L",LANG_PLAYER_C,"LEADING_ON_LEVEL_TEAM",name,leaderLevel,teamLvlWeapon[team]);
                }
               
                // trailing
                else
                {
                    get_user_team(id,name,9);
                    gungame_print(0,id,1,"%L",LANG_PLAYER_C,"TRAILING_ON_LEVEL_TEAM",name,teamLevel[team],teamLvlWeapon[team]);
                }
            }
        }
        else
        {
            new leaderLevel, numLeaders, leader = get_leader(leaderLevel,numLeaders);
           
            // tied
            if(level[id] == leaderLevel && numLeaders > 1 && level[id] > 1)
            {
                if(numLeaders == 2)
                {
                    new otherLeader;
                    if(leader != id) otherLeader = leader;
                    else
                    {
                        new player;
                        for(player=1;player<=maxPlayers;player++)
                        {
                            if(is_user_connected(player) && level[player] == leaderLevel && player != id)
                            {
                                otherLeader = player;
                                break;
                            }
                        }
                    }
                   
                    static otherName[32];
                    get_user_name(otherLeader,otherName,31);
                   
                   
                }
                else
                {
                    static numWord[16], digiWord[3], lang[3];
                    num_to_word(numLeaders-1,numWord,15);
                    trim(numWord);
                    formatex(digiWord,2,"%i",numLeaders-1);
                   
                    new player;
                    for(player=1;player<=maxPlayers;player++)
                    {
                        if(is_user_connected(player))
                        {
                            // use word for english, digit otherwise
                            get_user_info(player,"lang",lang,2);  
                        }
                    }
                }
            }

            // I'M THE BEST!!!!!!!
            else if(leader == id && level[id] > 1)
            {
                gungame_print(0,id,1,"%L",LANG_PLAYER_C,"LEADING_ON_LEVEL",name,level[id],lvlWeapon[id]);
            }
        }
    }
   
    // teamplay, didn't grab name yet
    if(teamplay) get_user_name(id,name,31);
   
    // triple bonus!
    if(levelsThisRound[id] == 3)
    {
        new triple_on = get_pcvar_num(gg_triple_on);

        if(triple_on == 2 || (triple_on && !turbo))
        {
            star[id] = 1;

            new sound[64];
            get_pcvar_string(gg_sound_triple,sound,63);

            fm_set_user_maxspeed(id,fm_get_user_maxspeed(id)*1.5);

            if(sound[0]) engfunc(EngFunc_EmitSound,id,CHAN_VOICE,sound[6],VOL_NORM,ATTN_NORM,0,PITCH_NORM); // ignore sound/ prefix
            else engfunc(EngFunc_EmitSound,id,CHAN_VOICE,sound,VOL_NORM,ATTN_NORM,0,PITCH_NORM);

            set_pev(id,pev_effects,pev(id,pev_effects) | EF_BRIGHTLIGHT);
            fm_set_rendering(id,kRenderFxGlowShell,255,255,100,kRenderNormal,1);
            fm_set_user_godmode(id,1);

            message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
            write_byte(22); // TE_BEAMFOLLOW
            write_short(id); // entity
            write_short(trailSpr); // sprite
            write_byte(20); // life
            write_byte(10); // width
            write_byte(255); // r
            write_byte(255); // g
            write_byte(100); // b
            write_byte(100); // brightness
            message_end();

            gungame_print(0,id,1,"%L",LANG_PLAYER_C,"TRIPLE_LEVELED",name);
            set_task(10.0,"end_star",TASK_END_STAR+id);
        }
    }

    new ff_auto = get_pcvar_num(gg_ff_auto), ff = get_pcvar_num(mp_friendlyfire);

    // turn on FF?
    if(ff_auto && !ff && nade)
    {
        server_cmd("mp_friendlyfire 1"); // so console is notified
        set_pcvar_num(mp_friendlyfire,1); // so it changes instantly

        gungame_print(0,0,1,"%L",LANG_PLAYER_C,"FRIENDLYFIRE_ON");

        client_cmd(0,"spk ^"%s^"",BRASS_BELL_SOUND);
    }

    // turn off FF?
    else if(ff_auto && ff)
    {
        new keepFF, player;

        for(player=1;player<=maxPlayers;player++)
        {
            if(equal(lvlWeapon[player],HEGRENADE) || equal(lvlWeapon[player],KNIFE))
            {
                keepFF = 1;
                break;
            }
        }

        // no one is on nade or knife level anymore
        if(!keepFF)
        {
            server_cmd("mp_friendlyfire 0"); // so console is notified
            set_pcvar_num(mp_friendlyfire,0); // so it changes instantly
        }
    }

    // some bots are actually allergic to the chemicals used in HE grenades
    if(is_user_bot(id) && get_pcvar_num(gg_bots_skipnade) && !get_pcvar_num(gg_teamplay) && equal(lvlWeapon[id],HEGRENADE))
        change_level(id,1);

    return 1;
}

// forces a player to a level, skipping a lot of important stuff.
// it's assumed that this is used as a result of "id" being leveled
// up because his teammate leveled up in teamplay.
stock set_level_noifandsorbuts(id,newLevel,play_sounds=1)
{
    // okay, this is our only but
    if(!is_user_connected(id)) return 0;

    new oldLevel = level[id];

    level[id] = newLevel;
    get_level_weapon(level[id],lvlWeapon[id],23);

    if(play_sounds)
    {
        // level up!
        if(newLevel >= oldLevel) play_sound_by_cvar(id,gg_sound_levelup);

        // level down :(
        else play_sound_by_cvar(id,gg_sound_leveldown);
    }

    // refresh menus
    new player, menu;
    for(player=1;player<=maxPlayers;player++)
    {
        if(!is_user_connected(player)) continue;
        get_user_menu(player,menu,dummy[0]);

        if(menu == scores_menu) show_scores_menu(player);
        else if(menu == level_menu) show_level_menu(player);
    }

    // give weapon right away?
    if(get_pcvar_num(gg_turbo) && is_user_alive(id)) give_level_weapon(id);
    else show_progress_display(id); // still show display anyway

    return 1;
}

// get rid of a player's star
public end_star(taskid)
{
    new id = taskid - TASK_END_STAR;
    if(!star[id]) return;

    star[id] = 0;
    //gungame_print(id,0,1,"Your star has run out!");

    if(is_user_alive(id))
    {
        fm_set_user_maxspeed(id,fm_get_user_maxspeed(id)/1.5);
        engfunc(EngFunc_EmitSound,id,CHAN_VOICE,"common/null.wav",VOL_NORM,ATTN_NORM,0,PITCH_NORM); // stop sound
        set_pev(id,pev_effects,pev(id,pev_effects) & ~EF_BRIGHTLIGHT);
        fm_set_rendering(id);
        fm_set_user_godmode(id,0);

        message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
        write_byte(99); // TE_KILLBEAM
        write_short(id); // entity
        message_end();
    }
}

// give a player a weapon based on his level
stock give_level_weapon(id,notify=1,verify=1)
{
    if(!is_user_alive(id) || level[id] <= 0) return 0;
   
    // not warming up, didn't just win
    if(notify && warmup <= 0 && level[id] > 0 && level[id] <= weaponNum)
        show_progress_display(id);
   
    // stop attacks from bleeding over into the new weapon
    //client_cmd(id,"-attack;-attack2");
   
    // give CTs defuse kits on bomb maps
    if(bombMap && !get_pcvar_num(gg_block_objectives) && cs_get_user_team(id) == CS_TEAM_CT)
        cs_set_user_defuse(id,1);

    new armor = get_pcvar_num(gg_give_armor), helmet = get_pcvar_num(gg_give_helmet);

    // giving armor and helmets away like candy
    if(helmet) cs_set_user_armor(id,armor,CS_ARMOR_VESTHELM);
    else cs_set_user_armor(id,armor,CS_ARMOR_KEVLAR);

    new oldWeapon = get_user_weapon(id);

    static wpnName[24];
    new weapons = pev(id,pev_weapons), wpnid, alright, myCategory, hasMain;

    new ammo = get_pcvar_num(gg_ammo_amount),
    knife_elite = get_pcvar_num(gg_knife_elite),
    pickup_others = (get_pcvar_num(gg_pickup_others) && (!knife_elite || !levelsThisRound[id])),
    mainCategory = get_weapon_category(_,lvlWeapon[id]);

    new hasGlock, hasSmoke, hasFlash,
    nade_level = (equal(lvlWeapon[id],HEGRENADE)),
    nade_glock = get_pcvar_num(gg_nade_glock),
    nade_smoke = get_pcvar_num(gg_nade_smoke),
    nade_flash = get_pcvar_num(gg_nade_flash);

    new melee_only = ((warmup > 0 && warmupWeapon[0] && equal(warmupWeapon,KNIFE)) || (knife_elite && levelsThisRound[id] > 0));
       
    // remove stuff first
    for(wpnid=1;wpnid<31;wpnid++)
    {
        // don't have this, or it's the C4
        if(!(weapons & (1<<wpnid)) || wpnid == CSW_C4) continue;

        alright = 0;
        get_weaponname(wpnid,wpnName,23);

        if(melee_only)
        {
            if(wpnid == CSW_KNIFE)
            {
                alright = 1;
                hasMain = 1;
            }
        }
        else
        {
            replace(wpnName,23,"weapon_","");

            // this is our designated weapon
            if(equal(lvlWeapon[id],wpnName))
            {
                alright = 1;
                hasMain = 1;
            }
           
            // nade extras
            else if(nade_level)
            {
                if(nade_glock && wpnid == CSW_GLOCK18)
                {
                    alright = 1;
                    hasGlock = 1;
                }
                else if(nade_smoke && wpnid == CSW_SMOKEGRENADE)
                {
                    alright = 1;
                    hasSmoke = 1;
                }
                else if(nade_flash && wpnid == CSW_FLASHBANG)
                {
                    alright = 1;
                    hasFlash = 1;
                }
            }
           
            // get the tag back on there
            format(wpnName,23,"weapon_%s",wpnName);
        }
       
        // don't do anything about the knife
        if(wpnid != CSW_KNIFE)
        {
            // was it alright?
            if(alright)
            {
                // reset ammo
                if(wpnid != CSW_HEGRENADE && wpnid != CSW_FLASHBANG && wpnid != CSW_SMOKEGRENADE)
                {
                    if(nade_level && nade_glock && wpnid == CSW_GLOCK18)
                        cs_set_user_bpammo(id,CSW_GLOCK18,50);
                    else
                    {
                        if(ammo > 0) cs_set_user_bpammo(id,wpnid,ammo);
                        else cs_set_user_bpammo(id,wpnid,maxAmmo[wpnid]);
                    }
                }
                else cs_set_user_bpammo(id,wpnid,1); // grenades
            }
           
            // we should probably remove this weapon
            else
            {
                myCategory = get_weapon_category(wpnid);

                // pistol in the way of glock, remove it
                if(nade_level && nade_glock && myCategory == 2) ham_strip_weapon(id,wpnName);
                else
                {
                    // we aren't allowed to have any other weapons,
                    // or this is in the way of the weapon that I want.
                    if(!pickup_others || myCategory == mainCategory)
                        ham_strip_weapon(id,wpnName);
                }
            }/*not alright*/
        }/*not a knife*/
    }/*wpnid for-loop*/

    // I should have a weapon but don't
    if(lvlWeapon[id][0] && !hasMain)
    {
        formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);

        // give a player his weapon
        ham_give_weapon(id,wpnName);

        remove_task(TASK_REFRESH_NADE+id);

        if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE))
        {
            wpnid = get_weaponid(wpnName);

            if(!wpnid) log_amx("INVALID WEAPON ID FOR ^"%s^"",lvlWeapon[id]);
            else
            {
                if(ammo > 0) cs_set_user_bpammo(id,wpnid,ammo);
                else cs_set_user_bpammo(id,wpnid,maxAmmo[wpnid]);
            }
        }
    }
   
    if(nade_level)
    {
        if(nade_glock && !hasGlock)
        {
            ham_give_weapon(id,WEAPON_GLOCK18);
            cs_set_user_bpammo(id,CSW_GLOCK18,50);
        }
        if(nade_smoke && !hasSmoke) ham_give_weapon(id,"weapon_smokegrenade");
        if(nade_flash && !hasFlash) ham_give_weapon(id,"weapon_flashbang");
    }

    new weapon = get_user_weapon(id);
   
    // using a knife probably
    if(melee_only || equal(lvlWeapon[id],KNIFE))
    {
        // draw knife on knife warmup and knife level... this is so that
        // the terrorist that spawns with the C4 won't be spawned with his
        // C4 selected, but instead his knife
        engclient_cmd(id,WEAPON_KNIFE);
        client_cmd(id,WEAPON_KNIFE);
    }

    // switch back to knife if we had it out. also don't do this when called
    // by the verification check, because their old weapon will obviously be
    // a knife and they will want to use their new one.
    else if(verify /*&& !notify*/ && oldWeapon)
    {
        get_weaponname(oldWeapon,wpnName,23);
        if(wpnName[0] && equal(wpnName,WEAPON_KNIFE))
        {
            engclient_cmd(id,wpnName);
            client_cmd(id,wpnName);
        }
        else if(lvlWeapon[id][0])
        {
            formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
            engclient_cmd(id,wpnName);
            client_cmd(id,wpnName);
        }
    }
   
    // switch to glock for nade level
    else if(weapon != CSW_KNIFE && equal(lvlWeapon[id],HEGRENADE) && nade_glock)
    {
        engclient_cmd(id,WEAPON_GLOCK18);
        client_cmd(id,WEAPON_GLOCK18);
    }

    // otherwise, switch to our new weapon
    else if(lvlWeapon[id][0])
    {
        formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
        engclient_cmd(id,wpnName);
        client_cmd(id,wpnName);
    }

    // make sure that we get this...
    if(verify)
    {
        remove_task(TASK_VERIFY_WEAPON+id);
        set_task(1.0,"verify_weapon",TASK_VERIFY_WEAPON+id);
    }
   
    // remember burst or silenced status
    if(silenced[id])
    {
        if(equal(lvlWeapon[id],"usp") || equal(lvlWeapon[id],"m4a1"))
        {
            new wEnt = get_weapon_ent(id,_,lvlWeapon[id]);
            if(pev_valid(wEnt))
            {
                cs_set_weapon_silen(wEnt,1,0);

                // play draw with silencer animation
                if(lvlWeapon[id][0] == 'u') set_pev(id,pev_weaponanim,USP_DRAWANIM);
                else set_pev(id,pev_weaponanim,M4A1_DRAWANIM);
            }
        }
        else if(equal(lvlWeapon[id],"glock18") || equal(lvlWeapon[id],"famas"))
        {
            new wEnt = get_weapon_ent(id,_,lvlWeapon[id]);
            if(pev_valid(wEnt)) cs_set_weapon_burst(wEnt,1);
        }

        silenced[id] = 0;
    }
   
    return 1;
}

// verify that we have our stupid weapon
public verify_weapon(taskid)
{
    new id = taskid-TASK_VERIFY_WEAPON;

    if(!is_user_alive(id)) return;

    static wpnName[24];
    formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
    new wpnid = get_weaponid(wpnName);

    if(!wpnid) return;

    // we don't have it, but we want it
    if(!user_has_weapon(id,wpnid)) give_level_weapon(id,0,0);
}

// crown a winner
win(winner,loser)
{
    // we have an invalid winner here
    if(won || !is_user_connected(winner) || !can_score(winner))
        return;

    won = 1;
    roundEnded = 1;

    server_cmd("sv_alltalk 1");
    client_cmd(0,"stopsound;speak null;mp3 stop");
    play_sound(0,winSounds[currentWinSound]);

    new map_iterations = get_pcvar_num(gg_map_iterations), restart,
    player, Float:chattime = get_cvar_float("mp_chattime");

    // final playthrough, get ready for next map
    if(mapIteration >= map_iterations && map_iterations > 0)
    {
        set_nextmap();
        set_task(floatmax(chattime,2.5),"goto_nextmap");

        // as of GG1.16, we always send a non-emessage intermission, because
        // other map changing plugins (as well as StatsMe) intercepting it
        // was causing problems.

        // as of GG1.20, we no longer do this because it closes the MOTD.

        // as of GG2.10, we use finale, which freezes players like the
        // intermission but doesn't otherwise do any intermission stuff.
        message_begin(MSG_ALL,SVC_FINALE);
        write_string(""); // although you could put a nice typewrite-style centersay here
        message_end();
       
        // godmode everyone
        new fullName[32];
        for(player=1;player<=maxPlayers;player++)
        {
            if(!is_user_alive(player)) continue;
           
            // finale won't stop players from shooting technically
            formatex(fullName,31,"weapon_%s",lvlWeapon[player]);
            ham_strip_weapon(player,fullName);

            fm_set_user_godmode(player,1);
        }
    }

    // get ready to go again!!
    else
    {
        restart = 1;

        // freeze and godmode everyone
        for(player=1;player<=maxPlayers;player++)
        {
            if(!is_user_connected(player)) continue;
           
            client_cmd(player,"-attack;-attack2");
            set_pev(player,pev_flags,pev(player,pev_flags) | FL_FROZEN);
            fm_set_user_godmode(player,1);
            set_pev(player,pev_viewmodel2,"");
        }
    }
   
    emessage_begin(MSG_ALL,gmsgHideWeapon);
    ewrite_byte((1<<0)|(1<<1)|(1<<3)|(1<<4)|(1<<5)|(1<<6)); // can't use (1<<2) or text disappears
    emessage_end();
   
    emessage_begin(MSG_ALL,gmsgCrosshair);
    ewrite_byte(0); // hide
    emessage_end();
   
    new winnerName[32], i, teamplay = get_pcvar_num(gg_teamplay);
    if(teamplay) get_user_team(winner,winnerName,9);
    else get_user_name(winner,winnerName,31);
   
    // old-fashioned
    for(i=0;i<5;i++)
    {
        if(teamplay) gungame_print(0,winner,1,"%L!!",LANG_PLAYER_C,"WON_TEAM",winnerName);
        else gungame_print(0,winner,1,"%L!",LANG_PLAYER_C,"WON",winnerName);
    }
   
    // our new super function
    stats_award_points(winner);
   
    // finally show it off
    new winner_motd[64];
    get_pcvar_string(gg_winner_motd,winner_motd,63);
    if(winner_motd[0] && winner_motd[0] != '0')
    {
        new params[66];
        params[0] = winner;
        params[1] = loser;
        copy(params[2],63,winner_motd);
        set_task(1.0,"show_win_screen",_,params,65);
    }
   
    // we can restart now (do it after calculations because points might get reset)
    if(restart)
    {
        // delay it, because it will reset stuff
        set_task(1.1,"restart_round",floatround(chattime-1.1));

        set_task(floatmax(chattime-0.1,1.2),"restart_gungame",czero ? get_cvar_num("bot_stop") : 0);
        set_task(floatmax(chattime+5.0,0.1),"stop_win_sound",currentWinSound);
       
        if(czero) server_cmd("bot_stop 1"); // freeze CZ bots
    }
}

// restart gungame, for the next map iteration
public restart_gungame(old_bot_stop_value)
{
    won = 0;
    mapIteration++;
   
    /*new i;
    for(i=0;i<sizeof teamLevel;i++)
        clear_team_values(i);*/
   
    // game already commenced, but we are restarting, allow us to warmup again
    if(gameCommenced) shouldWarmup = 1;
   
    stats_clear_all(); // clear out everything about our stats

    toggle_gungame(TASK_TOGGLE_GUNGAME + TOGGLE_ENABLE); // reset stuff

    // toggle_gungame calls map_start_cvars which calls do_rOrder, so we theoretically don't need to do it again here
    //do_rOrder(0); // also does random teamplay

    setup_weapon_order();
    currentWinSound = do_rWinSound(); // pick the next win sound

    // unfreeze and ungodmode everyone
    for(new player=1;player<=maxPlayers;player++)
    {
        if(!is_user_connected(player)) continue;
       
        set_pev(player,pev_flags,pev(player,pev_flags) & ~FL_FROZEN);
        fm_set_user_godmode(player,0);
        welcomed[player] = 1; // also don't show welcome again
    }
    if(czero) server_cmd("bot_stop %i",old_bot_stop_value); // unfreeze CZ bots

    // only have warmup once?
    if(!get_pcvar_num(gg_warmup_multi)) warmup = -13; // -13 is the magical stop number
    else warmup = -1; // -1 isn't magical at all... :(
   
    warmupWeapon[0] = 0;
}

// stop the winner sound (for multiple map iterations)
public stop_win_sound(winSound)
{
    // stop winning sound
    if(containi(winSounds[winSound],".mp3") != -1) client_cmd(0,"mp3 stop");
    else client_cmd(0,"speak null");
}

// calculate the winner screen... severely cut down from before
public show_win_screen(params[66]) // [winner,loser,gg_win_motd[64]]
{
    new winner = params[0], loser = params[1];
    if(!is_user_connected(winner)) return 0;
   
    new winner_motd[64];
    copy(winner_motd,63,params[2]);

    new motd[1536], len, header[32];

    new teamplay = get_pcvar_num(gg_teamplay), stats_mode = get_pcvar_num(gg_stats_mode), stats_split = get_pcvar_num(gg_stats_split),
    timeratio = get_pcvar_num(gg_teamplay_timeratio), iterations = get_pcvar_num(gg_map_iterations), roundsleft = iterations - mapIteration, nextmap[32],
    loserDC = !is_user_connected(loser);

    get_cvar_string("amx_nextmap",nextmap,31);

    new winnerTeam[10], winnerName[32], winnerColor[8], winnerWinSuffix[3], winnerStreakSuffix[3], streakChampColor[8], myStreakSuffix[3],
    winningTeam = _:cs_get_user_team(winner), losingTeam = _:(!(winningTeam-1)) + 1;

#if defined SQL
    // abort if showing web page but could not initialize SQL
    if(!isdigit(winner_motd[0]) && !sqlInit)
    {
        return 0;
    }

    // if web page or set to 2, update database
    if((!isdigit(winner_motd[0]) || winner_motd[0] == '2') && sqlInit)
    {
        new systime = get_systime(), player, playerAuthid[32], playerName[32], playerSafeAuthid[64], playerSafeName[64], si = get_gg_si(), flags, team,
        origLen = len = formatex(motd,1535,"DELETE FROM `%s`; INSERT INTO `%s` VALUES ('0','','%s','%i','%i','','%i','%i','%i','%i','%i','%i','%i','%i','%i','%i','%s'),",sqlPlayersTable,sqlPlayersTable,nextmap,stats_mode,stats_split,teamplay,timeratio,winner,loser,loserDC,winningTeam,losingTeam,iterations,roundsleft,systime,serverip);

        for(player=1;player<=maxPlayers;player++)
        {
            if(!is_user_connected(player)) continue;
           
            if(len >= 1200) // getting too close for comfort, cash in what we have and start a new query
            {
                motd[len] = ';';
                motd[len+1] = 0;
               
                // thread this to prevent weird connection errors??? only solution I could find
                SQL_ThreadQuery(tuple,"sql_qhandler_dummy",motd);
               
                len = origLen = formatex(motd,1535,"INSERT INTO `%s` VALUES ",sqlPlayersTable);
            }
           
            flags = 0;
            team = _:cs_get_user_team(player);
           
            if(team == winningTeam)
            {
                flags |= WON;
                if(player == winner) flags |= LASTKILL;
            }
            else if(team > 0 && team < 3)
            {
                flags |= LOST;
                if(player == loser) flags |= LASTKILL;
            }
           
            if(player == pointsExtraction[0][1]) flags |= NEWRECORD;
           
            get_gg_authid(player,playerAuthid,31);
            get_user_name(player,playerName,31);
           
            // get new stats position
            stats_clear_struct(playerStats[player]);
            stats_get_position(player,playerAuthid,si);
           
            SQL_QuoteString(db,playerSafeName,63,playerName);
            SQL_QuoteString(db,playerSafeAuthid,63,playerAuthid);

            len += formatex(motd[len],1535-len,"%s('%i','%s','%s','%i','%i','%s','%i','%i','%i','%i','%i','%i','%i','%i','%i','%i','%s')",(len != origLen) ? "," : "",
                player,playerSafeAuthid,playerSafeName,team,level[player],lvlWeapon[player],flags,pointsExtraction[player][0],pointsExtraction[player][2],pointsExtraction[player][1],pointsExtraction[player][4],pointsExtraction[player][3],statsPosition[player][si],floatround(teamTimes[player][winningTeam-1]),floatround(teamTimes[player][losingTeam-1]),systime,serverip);
        }
       
        // if we actually added someone
        if(len > origLen)
        {      
            motd[len] = ';';
            motd[len+1] = 0;

            query = SQL_PrepareQuery(db,motd);
            SQL_ExecuteAndLog(query);
            SQL_FreeHandle(query);
        }
       
        // an actual web page
        if(winner_motd[0] != '2')
        {
            new url[74], lang[3];
            for(player=1;player<=maxPlayers;player++)
            {
                if(!is_user_connected(player)) continue;

                get_user_info(player,"lang",lang,2);

                formatex(header,31,"%L",player,"WIN_MOTD_LINE1",winnerName);
                formatex(url,73,"%s?i=%i&l=%s",winner_motd,player,lang);

                show_motd(player,url,header);
            }
           
            return 1;
        }
    }
#endif

    if(sqlInit && stats_mode && is_user_connected(pointsExtraction[0][1]))
        get_team_color(CsTeams:get_user_team(pointsExtraction[0][1]),streakChampColor,7);

    get_user_team(winner,winnerTeam,9);
    get_user_name(winner,winnerName,31);
    get_team_color(CsTeams:winningTeam,winnerColor,7);
    get_number_suffix(pointsExtraction[winner][0],winnerWinSuffix,2);
    get_number_suffix(pointsExtraction[winner][3],winnerStreakSuffix,2);
   
    // pointsExtraction[player][0] = total wins
    // pointsExtraction[player][1] = points from this round
    // pointsExtraction[player][2] = total points
    // pointsExtraction[player][3] = current streak
    // pointsExtraction[player][4] = previous record streak
   
    // pointsExtraction[0][0] = old record (0 = no old record)
    // pointsExtraction[0][1] = record holder (-1 = old guy)
    // pointsExtraction[0][2] = new record (0 = no new record)
   
    new loserName[32], loserColor[8];
    if(!loserDC)
    {
        get_user_name(loser,loserName,31);
        get_team_color(cs_get_user_team(loser),loserColor,7);
    }
    else loserColor = "gray";

    // figure out which lines to use based on stats split stuff      
    new key_LINE5A[20], key_LINE5B[20], key_LINE7A[20], key_LINE7B[20],
    key_STREAK1[21], key_STREAK4[21];

    if(stats_split)
    {
        if(teamplay)
        {
            key_LINE5A  = "WIN_MOTD_LINE5A_TP";
            key_LINE5B  = "WIN_MOTD_LINE5B_TP";
            key_LINE7A  = "WIN_MOTD_LINE7A_TP";
            key_LINE7B  = "WIN_MOTD_LINE7B_TP";
        }
        else
        {
            key_LINE5A  = "WIN_MOTD_LINE5A_REG";
            key_LINE5B  = "WIN_MOTD_LINE5B_REG";
            key_LINE7A  = "WIN_MOTD_LINE7A_REG";
            key_LINE7B  = "WIN_MOTD_LINE7B_REG";
        }
    }
    else
    {
        key_LINE5A  = "WIN_MOTD_LINE5A";
        key_LINE5B  = "WIN_MOTD_LINE5B";
        key_LINE7A  = "WIN_MOTD_LINE7A";
        key_LINE7B  = "WIN_MOTD_LINE7B";
    }

    // format for each language
    new player;
    for(player=1;player<=maxPlayers;player++)
    {
        if(!is_user_connected(player)) continue;

        if(loserDC) formatex(loserName,31,"%L",player,"NO_ONE");
        formatex(header,31,"%L",player,"WIN_MOTD_LINE1",winnerName);
   
        len = formatex(motd,1535,"<meta http-equiv=^"Content-Type^" content=^"text/html;charset=UTF-8^">");
        len += formatex(motd[len],1535-len,"<body bgcolor=black style=line-height:1;color:white><center><img src=^"https://i.hizliresim.com/q7s9c73.png^"><p>");

        len += formatex(motd[len],1535-len,"<font color=%s size=6 style=letter-spacing:2px>",winnerColor);
        len += formatex(motd[len],1535-len,"<div style=height:1px;width:80%%;background-color:%s;overflow:hidden></div>",winnerColor);
        if(teamplay) len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE2",winnerTeam); else len += formatex(motd[len],1535-len,"%s",winnerName);
        len += formatex(motd[len],1535-len,"<div style=height:1px;width:80%%;background-color:%s;overflow:hidden></div>",winnerColor);
        len += formatex(motd[len],1535-len,"<font size=4 color=white style=letter-spacing:1px>%L<p>",player,"WIN_MOTD_LINE3");
       
        if(!teamplay) len += formatex(motd[len],1535-len,"<font size=3>%L</font>.<p>",player,"WIN_MOTD_LINE4A",lvlWeapon[winner],loserColor,loserName);
        else len += formatex(motd[len],1535-len,"<font size=3>%L</font>.<p>",player,"WIN_MOTD_LINE4B",lvlWeapon[winner],loserColor,loserName,winnerColor,winnerName);

        if(sqlInit && stats_mode == 1)
        {
            if(teamplay && timeratio)
            {
                // not enough for a win
                if(teamTimes[winner][winningTeam-1]/(teamTimes[winner][winningTeam-1]+teamTimes[winner][losingTeam-1]) < 0.5)
                    len += formatex(motd[len],1535-len,"<p>");
                else
                    len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE5A,winnerColor,winnerName,pointsExtraction[winner][0],winnerWinSuffix,pointsExtraction[winner][3],winnerStreakSuffix,pointsExtraction[winner][4]);
               
                // no play time
                if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
                    len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",0);
                else
                    len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",floatround(teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1])*100.0));
            }
            else len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE5A,winnerColor,winnerName,pointsExtraction[winner][0],winnerWinSuffix,pointsExtraction[winner][3],winnerStreakSuffix,pointsExtraction[winner][4]);
           
            // we won somehow
            if( (!teamplay && winner == player) || (teamplay && !timeratio && winningTeam == _:cs_get_user_team(player)) ||
            (teamplay && timeratio && teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]) >= 0.5) )
            {
                get_number_suffix(pointsExtraction[player][3],myStreakSuffix,2);
                len += formatex(motd[len],1535-len,"%L<br>",player,key_LINE7A,pointsExtraction[player][0],pointsExtraction[player][3],myStreakSuffix,pointsExtraction[player][4]);
            }

            // we didn't get a win
            else len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE7B,pointsExtraction[player][0]);
               
        }
        else if(sqlInit && stats_mode == 2)
        {
            if(teamplay && timeratio)
            {
                // winner didn't play enough to get a win
                if(teamTimes[winner][winningTeam-1]/(teamTimes[winner][winningTeam-1]+teamTimes[winner][losingTeam-1]) < 0.5)
                    len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE5B,winnerColor,winnerName,pointsExtraction[winner][2]);
                else              
                // no play time
                if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
                    len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",0);
                else
                    len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",floatround(teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1])*100.0));
            }          
           
            if(pointsExtraction[player][3])
            {
                get_number_suffix(pointsExtraction[player][3],myStreakSuffix,2);
                len += formatex(motd[len],1535-len,"%L<br>",player,key_STREAK1,pointsExtraction[player][3],myStreakSuffix,pointsExtraction[player][4]);
            }
        }
        else len += formatex(motd[len],1535-len,"<p>");
       
        if(sqlInit && stats_mode)
        {
            if(!pointsExtraction[player][3] && pointsExtraction[player][4]) // I'm not on a streak, but I do have a record
            {
            }

            if(pointsExtraction[0][1] == -1) // champion is the previous record holder
            {
                // there actually was a previous record
            }
            else len += formatex(motd[len],1535-len,"%L<p>",player,key_STREAK4,streakChampColor,spareName,pointsExtraction[0][2]);
        }
       
        if(iterations > 0)
        {
            if(roundsleft <= 0) len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE8A",nextmap);
            else if(roundsleft == 1) len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE8B");
            else len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE8C",roundsleft);
        }
   
        show_motd(player,motd,header);
    }
   
    return 1;
}

//**********************************************************************
// TEAMPLAY FUNCTIONS
//**********************************************************************

// change the score of a team
stock teamplay_update_score(team,newScore,exclude=0,direct=0)
{
    if(team != 1 && team != 2) return;

    teamScore[team] = newScore;
   
    new player, sdisplay = get_pcvar_num(gg_status_display);
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && player != exclude && _:cs_get_user_team(player) == team)
        {
            if(direct)
            {
                score[player] = newScore;
                if(sdisplay == STATUS_KILLSLEFT || sdisplay == STATUS_KILLSDONE)
                    status_display(player);
            }
            else change_score(player,newScore-score[player],0); // don't refill
        }
    }
}

// change the level of a team
stock teamplay_update_level(team,newLevel,exclude=0,direct=1)
{
    if(team != 1 && team != 2) return;

    teamLevel[team] = newLevel;
    get_level_weapon(teamLevel[team],teamLvlWeapon[team],23);
   
    new player;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && player != exclude && _:cs_get_user_team(player) == team)
        {
            //if(direct) level[player] = newLevel;
            if(direct) set_level_noifandsorbuts(player,newLevel);
            else change_level(player,newLevel-level[player],_,_,1); // always score
        }
    }
}

// play the taken/tied/lost lead sounds
public teamplay_play_lead_sounds(id,oldLevel,Float:playDelay)
{
    // both teams not initialized yet
    if(!teamLevel[1] || !teamLevel[2]) return;

    // id: the player whose level changed
    // oldLevel: his level before it changed
    // playDelay: how long to wait until we play id's sounds
   
    // warmup or game over, no one cares
    if(warmup > 0 || won) return;

    // no level change
    if(level[id] == oldLevel) return;
   
    new team = _:cs_get_user_team(id), otherTeam = (team == 1) ? 2 : 1, thisTeam, player, params[2];
    if(team != 1 && team != 2) return;

    new leaderLevel, numLeaders, leader = teamplay_get_lead_team(leaderLevel,numLeaders);
   
    // this team is leading
    if(leader == team)
    {
        // the other team here?
        if(numLeaders > 1)
        {
            params[1] = gg_sound_tiedlead;
           
            // play to both teams
            for(player=1;player<=maxPlayers;player++)
            {
                if(!is_user_connected(player)) continue;

                thisTeam = _:cs_get_user_team(player);
                if(thisTeam == team || thisTeam == otherTeam)
                {
                    params[0] = player;
                    remove_task(TASK_PLAY_LEAD_SOUNDS+player);
                    set_task((thisTeam == team) ? playDelay : 0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
                }
            }
        }
       
        // just us, we are the winners!
        else
        {
            // did we just pass the other team?
            if(level[id] > oldLevel && teamLevel[otherTeam] == oldLevel)
            {
                // play to both teams (conditional)
                for(player=1;player<=maxPlayers;player++)
                {
                    if(!is_user_connected(player)) continue;
                   
                    thisTeam = _:cs_get_user_team(player);
                   
                    if(thisTeam == team) params[1] = gg_sound_takenlead;
                    else if(thisTeam == otherTeam) params[1] = gg_sound_lostlead;
                    else continue;
                   
                    params[0] = player;
                    remove_task(TASK_PLAY_LEAD_SOUNDS+player);
                    set_task((thisTeam == team) ? playDelay : 0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
                }
            }
        }
    }
   
    // WAS this team on the leader level?
    else if(oldLevel == leaderLevel)
    {
        // play to entire team
        for(player=1;player<=maxPlayers;player++)
        {
            if(!is_user_connected(player)) continue;
           
            thisTeam = _:cs_get_user_team(player);
           
            if(thisTeam == team) params[1] = gg_sound_lostlead;
            else if(thisTeam == otherTeam) params[1] = gg_sound_takenlead;
            else continue;
           
            params[0] = player;
            remove_task(TASK_PLAY_LEAD_SOUNDS+player);
            set_task((thisTeam == team) ? playDelay : 0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
        }
    }
}

// find the highest level team and such
stock teamplay_get_lead_team(&retLevel=0,&retNumLeaders=0,&retRunnerUp=0)
{
    new leader, numLeaders, runnerUp;
   
    if(teamLevel[1] >= teamLevel[2]) leader = 1;
    else leader = 2;

    if(teamLevel[1] == teamLevel[2]) numLeaders = 2;
    else
    {
        numLeaders = 1;
        runnerUp = (leader == 1) ? 2 : 1;
    }

    retLevel = teamLevel[leader];
    retNumLeaders = numLeaders;
    retRunnerUp = runnerUp;

    return leader;
}

// gets the team's level goal without a player passed
teamplay_get_team_goal(team)
{
    if(team != 1 && team != 2) return 0;

    new player;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && _:cs_get_user_team(player) == team)
            return get_level_goal(teamLevel[team],player);
    }
   
    return 0;
}

//**********************************************************************
// AUTOVOTE FUNCTIONS
//**********************************************************************

// start the autovote
public autovote_start()
{
    // vote in progress
    if(autovotes[0] || autovotes[1] || autovotes[2] || task_exists(TASK_AUTOVOTE_RESULT)) return 0;
   
    // if autovote_mode < 0, we haven't actually checked it yet
    if(autovote_mode < 0)
    {
        new info[6];
        get_localinfo("gg_av_iter",info,5);
        new iter = str_to_num(info);
       
        new rotation[32];
        get_pcvar_string(gg_autovote_mode,rotation,31);
        new amount = str_count(rotation,',')+1;
       
        if(iter <= 0 || iter > amount)
        {
            iter = 1;
            set_localinfo("gg_av_iter","1");
        }
       
        // no rotation, just use the given value
        if(amount <= 1)
        {
            if(iter != 1) set_localinfo("gg_av_iter","1");
            autovote_mode = str_to_num(rotation);
        }
        else
        {
            for(new i=1;i<=amount;i++)
            {
                if(contain(rotation,",") != -1)
                {
                    strtok(rotation,info,5,rotation,31,',');
                    if(i == iter) // this is the one we're looking for
                    {
                        autovote_mode = str_to_num(info);
                        break;
                    }
                }
                else // we've stripped away everything else and are left with the last one, so use it
                {
                    autovote_mode = str_to_num(rotation);
                    break;
                }
            }
           
            iter++;
            if(iter > amount) iter = 1;
            num_to_str(iter,info,5);
            set_localinfo("gg_av_iter",info);
        }
    }
   
    // turns out it's disabled
    if(autovote_mode <= 0) return 0;

    new Float:autovote_time = get_pcvar_float(gg_autovote_time);

    new i;
    for(i=1;i<=maxPlayers;i++)
    {
        if(!is_user_connected(i)) continue;

        switch(autovote_mode)
        {
            case 1:
            {
                formatex(menuText,511,"\y%L^n^n\w1. %L^n2. %L^n^n0. %L",i,"PLAY_GUNGAME",i,"YES",i,"NO",i,"CANCEL");
                show_menu(i,MENU_KEY_1|MENU_KEY_2|MENU_KEY_0,menuText,floatround(autovote_time),"autovote_menu");
            }
            case 2:
            {
                formatex(menuText,511,"\y%L^n^n\w1. %L^n2. %L^n^n0. %L",i,"PLAY_GUNGAME",i,"YES_TEAMPLAY",i,"YES_REGULAR",i,"CANCEL");
                show_menu(i,MENU_KEY_1|MENU_KEY_2|MENU_KEY_0,menuText,floatround(autovote_time),"autovote_menu");
            }
            default:
            {
                formatex(menuText,511,"\y%L^n^n\w1. %L^n2. %L^n3. %L^n^n0. %L",i,"PLAY_GUNGAME",i,"YES_TEAMPLAY",i,"YES_REGULAR",i,"NO",i,"CANCEL");
                show_menu(i,MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,menuText,floatround(autovote_time),"autovote_menu");
            }
        }
    }

    gungame_print(0,0,1,"%L",LANG_PLAYER_C,"VOTING_STARTED");
    set_task(autovote_time,"autovote_result",TASK_AUTOVOTE_RESULT);

    return 1;
}

// take in votes
public autovote_menu_handler(id,key)
{
    switch(key)
    {
        case 0: // 1.
        {
            /*     MODE 1-    YES
                MODE 2-    YES_TEAMPLAY
                MODE 3-    YES_TEAMPLAY    */
               
            autovotes[0]++;
        }
        case 1: // 2.
        {
            /*    MODE 1-    NO
                MODE 2-    YES_REGULAR
                MODE 3-    YES_REGULAR    */
               
            if(autovote_mode == 1) autovotes[2]++;
            else autovotes[1]++;
        }
        case 2: // 3.
        {
            /*    MODE 1-
                MODE 2-
                MODE 3-    NO            */
               
            autovotes[2]++;
        }
        //case 9: 0. /* ALL MODES- CANCEL */ let menu close
    }

    return PLUGIN_HANDLED;
}

// calculate end of vote, some of this was thanks to VEN
public autovote_result()
{
    new vYes = autovotes[0] + autovotes[1], vNo = autovotes[2], vTotal = vYes + vNo, vSuccess, teamplay = get_pcvar_num(gg_teamplay), key[16];

    switch(autovote_mode)
    {
        case 1: // this mode asks if they want to play GunGame, yes/no
        {
            if(vTotal)
            {
                if(float(vYes) / float(vTotal) >= get_pcvar_float(gg_autovote_ratio))
                    vSuccess = 1;
               
                // the choice that changes the current game mode is the one that needs to meet the ratio. so if you are
                // playing GunGame, at least however many people as defined by the ratio need to vote for it off to switch it,
                // and vice-versa.
                if( ( ggActive && (float(vNo) / float(vTotal))  <  get_pcvar_float(gg_autovote_ratio))
                ||  (!ggActive && (float(vYes) / float(vTotal)) >= get_pcvar_float(gg_autovote_ratio)) )
                    vSuccess = 1; // means that we will be playing GunGame
            }
            else if(ggActive) vSuccess = 1;

            if(vSuccess && !ggActive)
            {
                restart_round(5);
                set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);
            }
            else if(!vSuccess && ggActive)
            {
                restart_round(5);
                set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_DISABLE);
               
                set_pcvar_num(gg_enabled,0);
                ggActive = 0;
            }
   
            if(vSuccess && teamplay) key = "AUTOVOTE_RES1";
            else if(vSuccess && !teamplay) key = "AUTOVOTE_RES2";
            else key = "AUTOVOTE_RES3";
           
            gungame_print(0,0,1,"%L %i %L - %i %L - %L :: %L",LANG_PLAYER_C,"PLAY_GUNGAME",vYes,LANG_PLAYER_C,"YES",vNo,LANG_PLAYER_C,"NO",LANG_PLAYER_C,"THE_RESULT",LANG_PLAYER_C,key);
        }
        case 2: // this mode asks if they want to play teamplay, yes/no
        {
            if(!ggActive)
            {
                restart_round(5);
                set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);
            }

            if(vTotal)
            {
                // see above comment
                if( ( teamplay && (float(autovotes[1]) / float(vTotal)) <  get_pcvar_float(gg_autovote_ratio))
                ||  (!teamplay && (float(autovotes[0]) / float(vTotal)) >= get_pcvar_float(gg_autovote_ratio)) )
                    vSuccess = 1; // means that we will be playing teamplay mode
            }
            else if(teamplay) vSuccess = 1;

            if(vSuccess)
            {
                if(!teamplay)
                {
                    set_pcvar_num(gg_teamplay,1);
                    if(ggActive && warmup <= 0) restart_round(3);
                   
                    exec_gg_config_file(0,0);
                    exec_gg_config_file(1,0);
                }

                set_task(4.9,"force_teamplay",1);
            }
            else if(!vSuccess)
            {
                if(teamplay)
                {
                    set_pcvar_num(gg_teamplay,0);
                    if(ggActive && warmup <= 0) restart_round(3);
                   
                    exec_gg_config_file(0,0);
                }

                set_task(4.9,"force_teamplay",0);
            }

            if(vSuccess) key = "AUTOVOTE_RES1";
            else key = "AUTOVOTE_RES2";
           
            gungame_print(0,0,1,"%L %i %L - %i %L - %L :: %L",LANG_PLAYER_C,"PLAY_GUNGAME",autovotes[0],LANG_PLAYER_C,"YES_TEAMPLAY",autovotes[1],LANG_PLAYER_C,"YES_REGULAR",LANG_PLAYER_C,"THE_RESULT",LANG_PLAYER_C,key);
        }
        default: // this mode asks if they want to play, teamplay/regular/no
        {
            if(vTotal)
            {          
                // see above comment
                if( ( ggActive && (float(vNo) / float(vTotal))  <  get_pcvar_float(gg_autovote_ratio))
                ||  (!ggActive && (float(vYes) / float(vTotal)) >= get_pcvar_float(gg_autovote_ratio)) )
                    vSuccess = 1; // means that we will be playing GunGame
            }
            else if(ggActive) vSuccess = 1;

            if(vSuccess)
            {
                if(!ggActive)
                {
                    restart_round(5);
                    set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);
                }
               
                // pick a random value for teamplay if we need it, then see if we should be using it.
                // use it in the case that we have a tie, and we are using random teamplay mode.
                new rand_val = random_num(0,1);
                new use_rand = (autovotes[0] == autovotes[1] && (teamplay == 2 || initTeamplayInt == 2));

                if(autovotes[0] > autovotes[1] || (use_rand && rand_val == 1)) // more votes for teamplay
                {
                    if(!teamplay)
                    {
                        set_pcvar_num(gg_teamplay,1);
                        if(ggActive && warmup <= 0) restart_round(3);
                       
                        exec_gg_config_file(0,0);
                        exec_gg_config_file(1,0);
                    }
                   
                    key = "AUTOVOTE_RES1";
                    set_task(4.9,"force_teamplay",1);
                }
                else if(autovotes[0] < autovotes[1] || (use_rand && rand_val == 0)) // more votes for regular
                {
                    if(teamplay)
                    {
                        set_pcvar_num(gg_teamplay,0);
                        if(ggActive && warmup <= 0) restart_round(3);
                       
                        exec_gg_config_file(0,0);
                    }
                   
                    key = "AUTOVOTE_RES2";
                    set_task(4.9,"force_teamplay",0);
                }
                else // if equal, leave it be
                {
                    if(teamplay)
                    {
                        key = "AUTOVOTE_RES1";
                        set_task(4.9,"force_teamplay",1);
                    }
                    else
                    {
                        key = "AUTOVOTE_RES2";
                        set_task(4.9,"force_teamplay",0);
                    }
                }
            }
            else if(!vSuccess && ggActive)
            {
                restart_round(5);
                set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_DISABLE);
               
                set_pcvar_num(gg_enabled,0);
                ggActive = 0;
            }

            if(!vSuccess) key = "AUTOVOTE_RES3";
            gungame_print(0,0,1,"%L %i %L - %i %L - %i %L - %L :: %L",LANG_PLAYER_C,"PLAY_GUNGAME",autovotes[0],LANG_PLAYER_C,"YES_TEAMPLAY",autovotes[1],LANG_PLAYER_C,"YES_REGULAR",vNo,LANG_PLAYER_C,"NO",LANG_PLAYER_C,"THE_RESULT",LANG_PLAYER_C,key);
        }
    }
   
    autovotes[0] = 0;
    autovotes[1] = 0;
    autovotes[2] = 0;
}

// force teamplay mode to what we want after a vote has been completed.
// otherwise, when switching from GunGame off to on, it will be overwritten by gungame.cfg.
public force_teamplay(teamplay)
{
    set_pcvar_num(gg_teamplay,teamplay);
   
    exec_gg_config_file(0,0);
    if(teamplay) exec_gg_config_file(1,0);
}

//**********************************************************************
// STAT FUNCTIONS
//**********************************************************************

// clear out everything about our stats
stats_clear_all()
{
#if !defined SQL
    // destroy large array
    if(statsArray) ArrayDestroy(statsArray);

    // destroy the two "pointer" arrays
    if(statsPointers[0])
    {
        ArrayDestroy(statsPointers[0]);
        statsSize[0] = 0;
    }
    if(statsPointers[1])
    {
        ArrayDestroy(statsPointers[1]);
        statsSize[1] = 0;
    }
#endif
   
    // clear out saved stats data for the players
    for(new i=1;i<=maxPlayers;i++)
    {
        statsPosition[i][0] = 0;
        statsPosition[i][1] = 0;
        stats_clear_struct(playerStats[i]);
    }
   
    // clear out saved stats data from the temp saves
    for(new i=0;i<TEMP_SAVES;i++)
    {
        tempSave[i][svStatsPosition][0] = 0;
        tempSave[i][svStatsPosition][1] = 0;
    }
}

#if !defined SQL
// converts a stats string (as in gungame.stats) into a stats struct (by reference)
stats_str_to_struct(str[],struct[statsData])
{
    // The format for str (as saved in gungame.stats):
    //
    // AUTHID    WINS    LAST_USED_NAME    TIMESTAMP    POINTS    STREAK    TPWINS    TPPOINTS    TPSTREAK

    static piece[32], whole[112];
    piece[0] = 0;
    whole[0] = 0;
   
    stats_clear_struct(struct);
   
    strtok(str,piece,31,whole,111,'^t');
    copy(struct[sdAuthid],31,piece);
   
    strtok(whole,piece,5,whole,111,'^t');
    struct[sdWins][0] = str_to_num(piece);
   
    strtok(whole,piece,31,whole,111,'^t');
    copy(struct[sdName],31,piece);
   
    strtok(whole,piece,11,whole,111,'^t');
    struct[sdTimestamp] = str_to_num(piece);
   
    strtok(whole,piece,7,whole,111,'^t');
    struct[sdPoints][0] = str_to_num(piece);
   
    strtok(whole,piece,3,whole,111,'^t');
    struct[sdStreak][0] = str_to_num(piece);
   
    strtok(whole,piece,5,whole,111,'^t');
    struct[sdWins][1] = str_to_num(piece);
   
    strtok(whole,piece,7,whole,3,'^t');
    struct[sdPoints][1] = str_to_num(piece);
   
    //strtok(whole,piece,3,whole,1,'^t');
    struct[sdStreak][1] = str_to_num(whole);
}
#endif

#if defined SQL
// sql version] much simpler.
stock stats_refresh_timestamp(authid[])
{
    if(!sqlInit) return 0;

    SQL_QuoteString(db,safeName,63,authid);
    query = SQL_PrepareQuery(db,"UPDATE `%s` SET timestamp='%i' WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,get_systime(),safeName,serverip);

    SQL_ExecuteAndLog(query);
    SQL_FreeHandle(query);
   
    return 1;
}
#else
// IT'S BEEN REVIVED!
//
// This took me way too long to develop, but it actually is able to overwrite the
// old timestamp without having to copy over to a new file or anything. It should
// work until sometime in the year 2287 when Unix timestamps will be 11 digits.
//
// On my old 2.80 gHz Pentium IV, it takes less than a tenth of a second to read to
// the bottom of a 10,000 line stats file and then refresh the final player's timestamp.
stock stats_refresh_timestamp(authid[])
{
    get_pcvar_string(gg_stats_file,sfFile,63);
    if(!file_exists(sfFile)) return 0;

    // Open in binary mode, because text mode can present issues regarding
    // carriage returns and line feeds.
    // (See http://support.microsoft.com/default.aspx?scid=kb;en-us;68337)
    new file = fopen(sfFile,"rb+");
    if(!file) return 0;
   
    new readLen, authidLen = strlen(authid), q;
    formatex(sfTimestamp,10,"%10i",get_systime());
   
    while(!feof(file))
    {
        new start_of_line = ftell(file); // remember start of line position
       
        readLen = fgets(file,sfLineData,111);
       
        // check to see if this line starts with our authid
        for(q=0;q<authidLen;q++)
        {
            if(sfLineData[q] != authid[q]) { q = 255; break; }
        }
       
        // if q == 255, we definitely did not have a match.
        // else, if sfLineData[q] != '^t', our authid is probably
        //    a proper prefix for the authid on this line.
        if(q == 255 || sfLineData[q] != '^t')
        {
            q = 255;
            continue;
        }

        q++; // q was pointing to first tab, so skip over it
        new tabsFound = 1;
        while(sfLineData[q] != 0)
        {
            // keep going until we find the 3rd tab overall
            if(sfLineData[q] == '^t' && ++tabsFound == 3) break;
            q++;
        }
       
        // somehow we did not encounter the 3rd tab, abort
        if(tabsFound != 3 || sfLineData[q] != '^t')
        {
            log_amx("Error in stats_refresh_timestamp -- stats file formatted incorrectly");
            q = 255;
            break;
        }
       
        q++; // q was the position of the tab before the timestamp, so skip over it
       
        // Make sure we have room for the timestamp (though we might assume it).
        // Minimum 12 characters: 10 for the timestamp, 1 for carriage return, 1 for newline.
        if(readLen-q >= 12)
        {
            fseek(file,start_of_line+q,SEEK_SET);
            fwrite_blocks(file,sfTimestamp,10,BLOCK_CHAR); // overwrite timestamp with current one
        }

        break;
    }
   
    fclose(file);

    return (q != 255);
}
#endif

// we now have a super-duper function so that we only have to go through
// the stats file once, instead of rereading and rewriting it for every
// single player in a points match.
//
// also, timestamps are refreshed here, instead of every time you join.
public stats_award_points(winner)
{  
    new stats_mode = get_pcvar_num(gg_stats_mode);
    if(!sqlInit || !stats_mode) return;

    new teamplay = get_pcvar_num(gg_teamplay), winningTeam =_:cs_get_user_team(winner),
    losingTeam = _:(!(winningTeam-1)) + 1, stats_ip = get_pcvar_num(gg_stats_ip),
    timeratio = get_pcvar_num(gg_teamplay_timeratio), ignore_bots = get_pcvar_num(gg_ignore_bots);
   
    new si = get_gg_si();

    new player, playerWins[32], playerPoints[32], playerStreak[32], playerAuthid[32][32], playerName[32][32],
    playerTotalPoints[32], players[32], intStreak, playerNum, i, team, Float:time = get_gametime(), systime = get_systime();

#if defined SQL
    new playerSafeName[32][64], playerSafeAuthid[32][64];
#endif

    //new botid;

    get_players(players,playerNum);
    for(i=0;i<playerNum;i++)
    {
        player = players[i];
       
        // keep track of time
        team = _:cs_get_user_team(player);
        if(team == 1 || team == 2) teamTimes[player][team-1] += time - lastSwitch[player];
        lastSwitch[player] = time;
       
        get_gg_authid(player,playerAuthid[i],31,stats_ip);
        get_user_name(player,playerName[i],31);
       
        /*if(equal(playerAuthid[i],"BOT"))
        {
            botid++;
            formatex(playerAuthid[i],31,"BOT_%i",botid);
        }*/
       
#if defined SQL
        SQL_QuoteString(db,playerSafeName[i],63,playerName[i]);
        SQL_QuoteString(db,playerSafeAuthid[i],63,playerAuthid[i]);
#endif
       
        // solo wins only
        if(player == winner && stats_mode == 1 && !teamplay)
            playerWins[i] = 1;
    }
   
    //
    // COLLECT LIST OF PLAYERS AND THEIR INFORMATION
    //

    // points system
    if(stats_mode == 2)
    {
        new wins, Float:flPoints, Float:winbonus = get_pcvar_float(gg_stats_winbonus), Float:percent;

        for(i=0;i<playerNum;i++)
        {
            player = players[i];
            if(!is_user_connected(player) || (ignore_bots && is_user_bot(player)))
                continue;
           
            wins = 0; // WHY DID I FORGET THIS BEFORE
           
            // point ratio based on time played in teamplay
            if(teamplay && timeratio)
            {
                // no play time
                if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
                    continue;

                // give us points from losing team
                flPoints = (float(teamLevel[losingTeam]) - 1.0) * teamTimes[player][losingTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]);

                // give us points from winning team
                percent = teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]);
                flPoints += (float(teamLevel[winningTeam]) - 1.0) * percent;
               
                // we played over half on winning team, give us a bonus and win
                if(percent >= 0.5)
                {
                    flPoints *= winbonus;
                    wins = 1;
                }
            }
            else
            {
                flPoints = float(level[player]) - 1.0; // calculate points and add

                // winner gets bonus points plus a win
                if(player == winner || (teamplay && _:cs_get_user_team(player) == winningTeam))
                {
                    flPoints *= winbonus;
                    wins = 1;
                }
            }

            // unnecessary
            if(flPoints < 0.5 && !wins) continue;

            playerWins[i] = wins;
            playerPoints[i] = floatround(flPoints);
            if(playerPoints[i] < 0) playerPoints[i] = 0;
        }
    }

    // regular wins teamplay (solo regular wins is above)
    else if(teamplay)
    {
        for(i=0;i<playerNum;i++)
        {
            player = players[i];
            if(_:cs_get_user_team(player) == winningTeam && (!ignore_bots || !is_user_bot(player)))
            {
                // no play time
                if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
                    continue;

                // have to play at least half to get a win
                if(!timeratio || teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]) >= 0.5)
                    playerWins[i] = 1;
            }
        }
    }
   
    //
    // START MANAGING STREAKS
    //
   
    new streakToBeat = 0, streakChamp = -1;
   
#if defined SQL
    new champRowExists;

    // find current champion's info
    query = SQL_PrepareQuery(db,"SELECT streak,name FROM `%s` WHERE type='%iR' AND serverip='%s' LIMIT 1;",sqlStreakTable,si,serverip);
    if(SQL_ExecuteAndLog(query))
    {
        if(SQL_NumResults(query))
        {
            champRowExists = 1;
            streakToBeat = SQL_ReadResult(query,0);
            SQL_ReadResult(query,1,spareName,31);
        }
    }
    SQL_FreeHandle(query);
   
    pointsExtraction[0][0] = streakToBeat; // record old record
    pointsExtraction[0][1] = -1; // record champion
   
    new len, origLen;

    // form query to delete players who did not win this round from the cache
    origLen = len = formatex(mkQuery,1535,"DELETE FROM `%s` WHERE type='%iC' AND serverip='%s' AND authid NOT IN (",sqlStreakTable,si,serverip);
    for(i=0;i<playerNum;i++)
    {
        if(playerWins[i]) len += formatex(mkQuery[len],1535-len,"%s'%s'",(len!=origLen) ? "," : "",playerSafeAuthid[i]);
    }

    if(len == origLen)
    {
        // no one was added, then add empty apostrophes to avoid SQL syntax error
        len += formatex(mkQuery[len],1535-len,"''");
    }

    len += formatex(mkQuery[len],1535-len,");");

    query = SQL_PrepareQuery(db,mkQuery);
    SQL_ExecuteAndLog(query);
    SQL_FreeHandle(query);
   
    // use one query to get all current streaks, then process them in the loop and save to playerStreak array
    new authid[64];
    query = SQL_PrepareQuery(db,"SELECT authid,streak FROM `%s` WHERE type='%iC' AND serverip='%s';",sqlStreakTable,si,serverip);
    if(SQL_ExecuteAndLog(query) && SQL_NumResults(query))
    {  
        while(SQL_MoreResults(query))
        {
            SQL_ReadResult(query,0,authid,63);
           
            for(i=0;i<playerNum;i++)
            {
                if(equal(authid,playerSafeAuthid[i]))
                {
                    playerStreak[i] = SQL_ReadResult(query,1);
                    break;
                }
            }
           
            SQL_NextRow(query);
        }
    }
    SQL_FreeHandle(query);
   
    len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` VALUES ",sqlStreakTable);
   
    // now go through players, and make sure to start a streak for those who don't have one
    for(i=0;i<playerNum;i++)
    {
        if(playerWins[i])
        {
            playerStreak[i]++; // if they won, they get one added to their streak

             // am I the champion?? also, in the case of a tie, allow the winner of this round to be considered the champ
            if(playerStreak[i] > streakToBeat || (streakChamp != -1 && playerStreak[i] == streakToBeat && players[i] == winner))
            {
                streakToBeat = playerStreak[i];
                streakChamp = i;
            }
           
            // didn't find one with previous loop
            if(playerStreak[i] == 1) // because of increment above, will be 1 at minimum
            {          
                // insert a new row. note that the streak is inserted as 0 because it gets incremented below.
                len += formatex(mkQuery[len],1535-len,"('%iC','%s','0','%s','%i','%s'),",si,playerSafeAuthid[i],playerSafeName[i],systime,serverip);
               
                // cash in if we get too close
                if(len >= 1200)
                {
                    mkQuery[len-1] = ';';
                    mkQuery[len] = 0;

                    query = SQL_PrepareQuery(db,mkQuery);
                    SQL_ExecuteAndLog(query);
                    SQL_FreeHandle(query);
                   
                    len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` VALUES ",sqlStreakTable);
                }
            }
        }
    }
   
    // if we have some leftover query
    if(len > origLen)
    {
        mkQuery[len-1] = ';';
        mkQuery[len] = 0;

        query = SQL_PrepareQuery(db,mkQuery);
        SQL_ExecuteAndLog(query);
        SQL_FreeHandle(query);
    }

    // update everyone's current streaks by +1
    query = SQL_PrepareQuery(db,"UPDATE `%s` SET streak=streak+1 WHERE type='%iC' AND serverip='%s';",sqlStreakTable,si,serverip);
    SQL_ExecuteAndLog(query);
    SQL_FreeHandle(query);
   
    // somebody beat the champion!
    if(streakToBeat && streakChamp != -1)
    {
        if(champRowExists) query = SQL_PrepareQuery(db,"UPDATE `%s` SET authid='%s', streak='%i', name='%s', timestamp='%i' WHERE type='%iR' AND serverip='%s' LIMIT 1;",sqlStreakTable,playerSafeAuthid[streakChamp],streakToBeat,playerSafeName[streakChamp],systime,si,serverip);
        else query = SQL_PrepareQuery(db,"INSERT INTO `%s` VALUES ('%iR','%s','%i','%s',%i,'%s');",sqlStreakTable,si,playerSafeAuthid[streakChamp],streakToBeat,playerSafeName[streakChamp],systime,serverip);

        SQL_ExecuteAndLog(query);
        SQL_FreeHandle(query);
    }
#else
    // go through and copy down the list of players who got a win last round
    new sfStreak[2][4], tempFileName[65], streakRecord[53], streakFile, stats_streak_file[64];
    get_pcvar_string(gg_stats_streak_file,stats_streak_file,63);

    if(file_exists(stats_streak_file))
    {
        formatex(tempFileName,64,"%s2",stats_streak_file); // our temp file, append 2
        rename_file(stats_streak_file,tempFileName,1); // copy it over to the temp name (relative flag)

        // there are two basic types of lines:
        // a record line, ie: 0R    AUTHID    STREAK    NAME    TIMESTAMP
        // a "cache" line (a player with a running streak), ie: 0C    AUTHID    STREAK
        // the first digit is the stats index (0 for regular, 1 for teamplay)

        new streakTempFile = fopen(tempFileName,"rt");
        streakFile = fopen(stats_streak_file,"wt");

        // go through the old file, copy over unimportant lines, figure out the record, and distribute streaks
        while(!feof(streakTempFile))
        {
            fgets(streakTempFile,sfLineData,82);
            if(!sfLineData[0]) continue;

            // not for our stats mode
            if(str_to_num(sfLineData[0]) != si)
            {
                fprintf(streakFile,sfLineData); // just copy it over
                continue;
            }

            // this is the record
            if(sfLineData[1] == 'R')
            {
                copy(streakRecord,82,sfLineData); // just save it for now
                continue;
            }

            // this is a cache (a player who got a win last game)
            if(sfLineData[1] == 'C')
            {
                // use sfLineData[3] to skip characters "0C " (should be a tab)
                strtok(sfLineData[3],sfAuthid,31,sfStreak[0],3,'^t'); // split them up

                for(i=0;i<playerNum;i++)
                {
                    // if we won, and we haven't read our streak yet, and this is our authid
                    if(playerWins[i] && !playerStreak[i] && equal(playerAuthid[i],sfAuthid))
                    {
                        playerStreak[i] = str_to_num(sfStreak[0]); // set our streak to our previous one
                        break; // in the case of duplicate authids, don't continually add to the streak
                    }
                }
               
                continue;
            }

            // don't copy over the rest, so it sort of auto-prunes
            //fprintf(streakFile,sfLineData); // OLD COMMENT IGNORE ME: anything else, we might as well copy it
        }

        // get rid of the old copy
        fclose(streakTempFile);
        delete_file(tempFileName);
    }
    else if(stats_streak_file[0]) streakFile = fopen(stats_streak_file,"wt"); // did not exist, create it
   
    //new streakToBeat = 0, streakChamp = -1;
    if(streakRecord[0]) // if there was a record, figure it out
    {
        strtok(streakRecord[3],dummy,1,sfLineData,82,'^t'); // cut off prefix and authid from the left
        strtok(sfLineData,sfStreak[0],3,spareName,31,'^t'); // get our streak, and the name as well
           
        new pos = contain_char(spareName,'^t');
        if(pos != -1) spareName[pos] = 0; // cut off the timestamp from the name

        streakToBeat = str_to_num(sfStreak[0]);
    }
   
    pointsExtraction[0][0] = streakToBeat; // record old record
    pointsExtraction[0][1] = -1; // record champion

    // now go through current players, and rewrite them with their new streaks into the file
    for(i=0;i<playerNum;i++)
    {
        if(playerWins[i])
        {
            playerStreak[i]++; // if they won, they get one added to their streak
           
             // am I the champion?? also, in the case of a tie, allow the winner of this round to be considered the champ
            if(playerStreak[i] > streakToBeat || (streakChamp != -1 && playerStreak[i] == streakToBeat && players[i] == winner))
            {
                streakToBeat = playerStreak[i];
                streakChamp = i;
            }

            if(streakFile)
            {
                fprintf(streakFile,"%iC^t%s^t%i",si,playerAuthid[i],playerStreak[i]);
                fputc(streakFile,'^n');
            }
        }
    }
   
    if(streakFile)
    {
        if(streakToBeat)
        {
            if(streakChamp == -1) fprintf(streakFile,"%s",streakRecord); // no one here beat the champ, reprint old champ
            else // otherwise, give the new guy credit
            {
                fprintf(streakFile,"%iR^t%s^t%i^t%s^t%i",si,playerAuthid[streakChamp],playerStreak[streakChamp],playerName[streakChamp],systime);
                fputc(streakFile,'^n');
            }
        }

        fclose(streakFile);
    }
#endif
       
    // we have a new champion, record their stuff
    if(streakChamp != -1)
    {
        pointsExtraction[0][1] = players[streakChamp]; // record champion
        pointsExtraction[0][2] = playerStreak[streakChamp]; // record new record
        copy(spareName,31,playerName[streakChamp]);
    }
   
    //
    // NOW GO THROUGH THE FILE
    //
   
#if defined SQL
    new sfWins[2], sfPoints[2], sfStreak[2];

    // do one query to grab all stats we need
    len = formatex(mkQuery,1535,"SELECT authid,wins,points,streak,wins_tp,points_tp,streak_tp FROM `%s` WHERE serverip='%s' AND authid IN(",sqlTable,serverip);
    for(i=0;i<playerNum;i++)
    {
        len += formatex(mkQuery[len],1535-len,"'%s'%s",playerSafeAuthid[i],(i==playerNum-1) ? "" : ",");
    }
    len += formatex(mkQuery[len],1535-len,");");
   
    // go through results
    new foundMe[33];
   
    query = SQL_PrepareQuery(db,mkQuery);
    if(SQL_ExecuteAndLog(query) && SQL_NumResults(query))
    {
        new Handle:query2;

        while(SQL_MoreResults(query))
        {
            SQL_ReadResult(query,0,authid,63);
           
            for(i=0;i<playerNum;i++)
            {
                if(foundMe[i] || !equal(authid,playerSafeAuthid[i])) continue;
               
                // remember for later iterations
                foundMe[i] = 1;
               
                sfWins[0] = SQL_ReadResult(query,1);
                sfPoints[0] = SQL_ReadResult(query,2);
                sfStreak[0] = SQL_ReadResult(query,3);
                sfWins[1] = SQL_ReadResult(query,4);
                sfPoints[1] = SQL_ReadResult(query,5);
                sfStreak[1] = SQL_ReadResult(query,6);
               
                // if we set a new personal streak record, save it
                intStreak = sfStreak[si];
                pointsExtraction[players[i]][4] = intStreak; // show old record
                if(playerStreak[i] > intStreak) intStreak = playerStreak[i];
               
                // so we can reference this for the MOTD
                playerTotalPoints[i] = playerPoints[i] + sfPoints[si];
                pointsExtraction[players[i]][0] = sfWins[si] + playerWins[i];
                pointsExtraction[players[i]][1] = playerPoints[i];
                pointsExtraction[players[i]][2] = playerTotalPoints[i];
                pointsExtraction[players[i]][3] = playerStreak[i];
                //pointsExtraction[players[i]][4] = intStreak; // uncomment to show new record
               
                // something worth updating
                if(playerWins[i] || playerPoints[i])
                {
                    if(si == 0) query2 = SQL_PrepareQuery(db,"UPDATE `%s` SET wins=wins+'%i',name='%s',timestamp='%i',points=points+'%i',streak='%i' WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,playerWins[i],playerSafeName[i],systime,playerPoints[i],intStreak,playerSafeAuthid[i],serverip);
                    else query2 = SQL_PrepareQuery(db,"UPDATE `%s` SET wins_tp=wins_tp+'%i',name='%s',timestamp='%i',points_tp=points_tp+'%i',streak_tp='%i' WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,playerWins[i],playerSafeName[i],systime,playerPoints[i],intStreak,playerSafeAuthid[i],serverip);

                    SQL_ExecuteAndLog(query2);
                    SQL_FreeHandle(query2);
                }

                break;
            }

            SQL_NextRow(query);
        }
    }
    SQL_FreeHandle(query);

    len = 0;
   
    // go through again for people we didn't find
    for(i=0;i<playerNum;i++)
    {
        // nothing worth reporting, still refresh timestamp
        if(!playerWins[i] && !playerPoints[i])
        {
            stats_refresh_timestamp(playerAuthid[i]);
            continue;
        }
       
        // already found me
        if(foundMe[i]) continue;
       
        // so we can reference this for the MOTD
        playerTotalPoints[i] = playerPoints[i];
        pointsExtraction[players[i]][0] = playerWins[i];
        pointsExtraction[players[i]][1] = playerPoints[i];
        pointsExtraction[players[i]][2] = playerTotalPoints[i];
        pointsExtraction[players[i]][3] = playerStreak[i];
        pointsExtraction[players[i]][4] = 0; // show old record
       
        // haven't started yet
        if(len == 0)
        {
            if(si == 0) len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` (authid,name,timestamp,wins,points,streak,serverip) VALUES ",sqlTable);
            else len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` (authid,name,timestamp,wins_tp,points_tp,streak_tp,serverip) VALUES ",sqlTable);
        }
       
        len += formatex(mkQuery[len],1535-len,"('%s','%s','%i','%i','%i','%i','%s'),",playerSafeAuthid[i],playerSafeName[i],systime,playerWins[i],playerTotalPoints[i],playerStreak[i],serverip);

        // cash in if we get too close
        if(len >= 1200)
        {
            mkQuery[len-1] = ';';
            mkQuery[len] = 0;

            query = SQL_PrepareQuery(db,mkQuery);
            SQL_ExecuteAndLog(query);
            SQL_FreeHandle(query);
           
            len = 0;
        }
    }

    // if we have some leftover query
    if(len && len > origLen)
    {
        mkQuery[len-1] = ';';
        mkQuery[len] = 0;

        query = SQL_PrepareQuery(db,mkQuery);
        SQL_ExecuteAndLog(query);
        SQL_FreeHandle(query);
    }
#else
    new file;
    get_pcvar_string(gg_stats_file,sfFile,63);
    formatex(tempFileName,64,"%s2",sfFile); // our temp file, append 2

    // create file if it does not exist (thanks Min2liz)
    if(!file_exists(sfFile))
    {
        file = fopen(sfFile,"wt");
        fclose(file);
    }

    rename_file(sfFile,tempFileName,1); // copy over current stat file (relative flag)
    if(!file_exists(tempFileName)) return; // rename failed?
   
    new sfWins[2][6], sfPoints[2][8], set[32], setNum;

    new tempFile = fopen(tempFileName,"rt"), lastSetNum;
    file = fopen(sfFile,"wt");

    // go through our old copy and rewrite entries
    while(tempFile && file && !feof(tempFile))
    {
        fgets(tempFile,sfLineData,111);
        if(!sfLineData[0]) continue;
       
        // still have scores to add to
        lastSetNum = setNum;
        if(setNum < playerNum)
        {
            strtok(sfLineData,sfAuthid,31,sfLineData,111,'^t'); // isolate authid
           
            // see if we need to change this one
            for(i=0;i<playerNum;i++)
            {
                if(!set[i] && equal(playerAuthid[i],sfAuthid))
                {
                    set[i] = 1;
                    setNum++;
                   
                    strtok(sfLineData,sfWins[0],5,sfLineData,111,'^t'); // get wins
                    strtok(sfLineData,dummy,1,sfLineData,111,'^t'); // get name
                    strtok(sfLineData,dummy,1,sfLineData,111,'^t'); // get timestamp
                    strtok(sfLineData,sfPoints[0],7,sfLineData,111,'^t'); // get points
                    strtok(sfLineData,sfStreak[0],3,sfLineData,111,'^t'); // get streak

                    strtok(sfLineData,sfWins[1],5,sfLineData,111,'^t'); // get teamplay wins
                    strtok(sfLineData,sfPoints[1],7,sfStreak[1],3,'^t'); // get teamplay points and teamplay streak
                   
                    // if we set a new personal streak record, save it
                    intStreak = str_to_num(sfStreak[si]);
                    pointsExtraction[players[i]][4] = intStreak; // show old record
                    if(playerStreak[i] > intStreak) intStreak = playerStreak[i];

                    playerTotalPoints[i] = playerPoints[i] + str_to_num(sfPoints[si]); // AUTHID    WINS    NAME    TIMESTAMP    POINTS    STREAK    TPWINS    TPPOINTS    TPSTREAK

                    if(si == 0) fprintf(file,"%s^t%i^t%s^t%i^t%i^t%i^t%i^t%i^t%i",sfAuthid,str_to_num(sfWins[0])+playerWins[i],playerName[i],systime,playerTotalPoints[i],intStreak,str_to_num(sfWins[1]),str_to_num(sfPoints[1]),str_to_num(sfStreak[1]));
                    else fprintf(file,"%s^t%i^t%s^t%i^t%i^t%i^t%i^t%i^t%i",sfAuthid,str_to_num(sfWins[0]),playerName[i],systime,str_to_num(sfPoints[0]),str_to_num(sfStreak[0]),str_to_num(sfWins[1])+playerWins[i],playerTotalPoints[i],intStreak);

                    fputc(file,'^n');
                   
                    // so we can reference this for the MOTD
                    pointsExtraction[players[i]][0] = str_to_num(sfWins[si])+playerWins[i];
                    pointsExtraction[players[i]][1] = playerPoints[i];
                    pointsExtraction[players[i]][2] = playerTotalPoints[i];
                    pointsExtraction[players[i]][3] = playerStreak[i];
                    //pointsExtraction[players[i]][4] = intStreak; // uncomment to show new record
                   
                    break;
                }
            }
           
            // nothing to replace, just copy it over (newline is already included)
            if(lastSetNum == setNum) fprintf(file,"%s^t%s",sfAuthid,sfLineData); // we cut authid earlier
        }
        else fprintf(file,"%s",sfLineData); // nothing to replace, just copy it over (newline is already included)
    }

    for(i=0;i<playerNum;i++)
    {
        // never found an existing entry, make a new one
        if(!set[i] && (playerWins[i] || playerPoints[i]))
        {
            playerTotalPoints[i] = playerPoints[i]; // AUTHID    WINS    NAME    TIMESTAMP    POINTS    STREAK    TPWINS    TPPOINTS    TPSTREAK
           
            if(si == 0) fprintf(file,"%s^t%i^t%s^t%i^t%i^t%i^t0^t0^t0",playerAuthid[i],playerWins[i],playerName[i],systime,playerTotalPoints[i],playerStreak[i]);
            else fprintf(file,"%s^t0^t%s^t%i^t0^t0^t%i^t%i^t%i",playerAuthid[i],playerName[i],systime,playerWins[i],playerTotalPoints[i],playerStreak[i]);

            fputc(file,'^n');
           
            // so we can reference this for the MOTD
            pointsExtraction[players[i]][0] = playerWins[i];
            pointsExtraction[players[i]][1] = playerPoints[i];
            pointsExtraction[players[i]][2] = playerTotalPoints[i];
            pointsExtraction[players[i]][3] = playerStreak[i];
            pointsExtraction[players[i]][4] = 0; // show old record
        }
    }

    if(tempFile) fclose(tempFile);
    if(file) fclose(file);

    // remove our copy
    delete_file(tempFileName);
#endif
       
    new teamName[10], key_GAINED_POINTS[18];

    // decide what to use based on split and such
    if(get_pcvar_num(gg_stats_split))
    {
        if(teamplay) key_GAINED_POINTS = "GAINED_POINTS_TP";
        else key_GAINED_POINTS = "GAINED_POINTS_REG";
    }
    else key_GAINED_POINTS = "GAINED_POINTS";
       
    for(i=0;i<playerNum;i++)
    {
        get_user_team(players[i],teamName,9);
           
        //if(players[i] == winner || (teamplay && _:cs_get_user_team(players[i]) == winningTeam))
        if(playerWins[i]) log_message("^"%s<%i><%s><%s>^" triggered ^"Won_GunGame^"",playerName[i],get_user_userid(players[i]),playerAuthid[i],teamName);

        if(stats_mode == 2 && playerPoints[i])
        {
            log_message("^"%s<%i><%s><%s>^" triggered ^"GunGame_Points^" amount ^"%i^"",playerName[i],get_user_userid(players[i]),playerAuthid[i],teamName,playerPoints[i]);
            gungame_print(players[i],0,1,"%L",players[i],key_GAINED_POINTS,playerPoints[i],playerTotalPoints[i],pointsExtraction[players[i]][0]);
        }
    }
}

stock stats_clear_struct(struct[statsData],clearAuthid=1)
{
    if(clearAuthid) struct[sdAuthid][0] = 0;
    struct[sdWins][0] = 0;
    struct[sdName][0] = 0;
    struct[sdTimestamp] = 0;
    struct[sdPoints][0] = 0;
    struct[sdStreak][0] = 0;
    struct[sdWins][1] = 0;
    struct[sdPoints][1] = 0;
    struct[sdStreak][1] = 0;
}

#if defined SQL
// sql version] get a player's last used name and wins from save file
stock stats_get_data(authid[],struct[statsData],id=0)
{
    if(!sqlInit || !get_pcvar_num(gg_stats_mode))
    {
        stats_clear_struct(struct);
        return 0;
    }  

    if(id > 0 && playerStats[id][sdAuthid][0]) // already saved my stats
    {
        struct = playerStats[id];
        return 1;
    }
   
    stats_clear_struct(struct);

    SQL_QuoteString(db,safeName,63,authid);
    query = SQL_PrepareQuery(db,"SELECT wins,name,points,streak,wins_tp,points_tp,streak_tp FROM `%s` WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,safeName,serverip);

    if(!SQL_ExecuteAndLog(query))
    {
        SQL_FreeHandle(query);
        return 0;
    }
   
    copy(struct[sdAuthid],31,authid); // setting authid will cache it if this is playerStats
   
    new found = SQL_NumResults(query);
    if(found)
    {
        struct[sdWins][0] = SQL_ReadResult(query,0);
        SQL_ReadResult(query,1,struct[sdName],31);
        struct[sdPoints][0] = SQL_ReadResult(query,2);
        struct[sdStreak][0] = SQL_ReadResult(query,3);
        struct[sdWins][1] = SQL_ReadResult(query,4);
        struct[sdPoints][1] = SQL_ReadResult(query,5);
        struct[sdStreak][1] = SQL_ReadResult(query,6);
    }  

    if(id > 0) playerStats[id] = struct; // if this is a connected player, save it

    SQL_FreeHandle(query);
    return found;
}
#else
// get a player's last used name and wins from save file
stock stats_get_data(authid[],struct[statsData],id=0)
{  
    if(!get_pcvar_num(gg_stats_mode))
    {
        stats_clear_struct(struct);
        return 0;
    }  

    get_pcvar_string(gg_stats_file,sfFile,63);
    if(!file_exists(sfFile))
    {
        stats_clear_struct(struct);
        return 0;
    }  

    if(id > 0)
    {
        if(playerStats[id][sdAuthid][0]) // already saved my stats
        {
            struct = playerStats[id];
            return 1;
        }
        else if(statsPosition[id][0] > 0) // check top regular players
        {
            ArrayGetArray(statsArray,ArrayGetCell(statsPointers[0],statsPosition[id][0]-1),playerStats[id]);
            struct = playerStats[id];
            return 1;
        }
        else if(statsPosition[id][1] > 0) // check top teamplay players
        {
            ArrayGetArray(statsArray,ArrayGetCell(statsPointers[1],statsPosition[id][1]-1),playerStats[id]);
            struct = playerStats[id];
            return 1;
        }
    }
   
    stats_clear_struct(struct);

    // now we have to go through the file

    // open 'er up, boys!
    new found, file = fopen(sfFile,"rt");
    if(!file) return 0;

    // go through it
    while(!feof(file))
    {
        fgets(file,sfLineData,111);
        strtok(sfLineData,sfAuthid,31,dummy,1,'^t'); // isolate authid

        // this is it, stop now because our data is already stored in sfLineData
        if(equal(authid,sfAuthid))
        {
            found = 1;
            break;
        }
    }

    // close 'er up, boys! (hmm....)
    fclose(file);
   
    copy(struct[sdAuthid],31,authid); // setting authid will cache it if this is playerStats

    // couldn't find
    if(found)
    {
        stats_str_to_struct(sfLineData,struct); // convert line from file to a struct
    }
   
    if(id > 0) playerStats[id] = struct; // if this is a connected player, save it

    return found;
}
#endif
   
#if defined SQL
public stats_get_top_players()
{
    if(!ggActive || !sqlInit) return 0;
   
    lastStatsMode = get_pcvar_num(gg_stats_mode);
    if(!lastStatsMode) return 0;
   
    // assign stat position to players already in the game
    new i, authid[32], stats_ip = get_pcvar_num(gg_stats_ip);
    for(i=1;i<=maxPlayers;i++)
    {
        if(is_user_connected(i))
        {
            get_gg_authid(i,authid,31,stats_ip);
            if(!statsPosition[i][0]) stats_get_position(i,authid,0);
            if(!statsPosition[i][1]) stats_get_position(i,authid,1);
        }
    }

    return 1;
}
#else
public stats_get_top_players()
{
    if(!ggActive || !sqlInit) return 0;
   
    lastStatsMode = get_pcvar_num(gg_stats_mode);
    if(!lastStatsMode) return 0;
   
    // we never made the array
    if(!statsArray)
    {
        get_pcvar_string(gg_stats_file,sfFile,63);
        if(!file_exists(sfFile)) return 0;

        statsArray = ArrayCreate(statsData,100);
        statsPointers[0] = ArrayCreate(1,100);
        statsPointers[1] = ArrayCreate(1,100);

        new file = fopen(sfFile,"rt");
        if(file)
        {
            new entryNum;

            while(!feof(file))
            {
                fgets(file,sfLineData,111);
                if(!sfLineData[0]) continue;
                stats_str_to_struct(sfLineData,sfStatsStruct);

                // put all of our stats entries, with all of the info and stuff, into our big stats array
                ArrayPushArray(statsArray,sfStatsStruct);

                // and then put just their indexes into our "pointer" cell arrays
                if(sfStatsStruct[sdWins][0] || sfStatsStruct[sdPoints][0])
                {
                    ArrayPushCell(statsPointers[0],entryNum);
                    statsSize[0]++;
                }
                if(sfStatsStruct[sdWins][1] || sfStatsStruct[sdPoints][1])
                {
                    ArrayPushCell(statsPointers[1],entryNum);
                    statsSize[1]++;
                }
               
                entryNum++;
            }
            fclose(file);

            ArraySort(statsPointers[0],"stats_pointer_sort_reg");
            ArraySort(statsPointers[1],"stats_pointer_sort_tp");

            if(statsSize[0] > MAX_STATS_RANK) statsSize[0] = MAX_STATS_RANK;
            if(statsSize[1] > MAX_STATS_RANK) statsSize[1] = MAX_STATS_RANK;
        }
    }
   
    // if we were able to get anything put together
    if(statsSize[0] || statsSize[1])
    {
        // assign stat position to players already in the game
        new i, authid[32], stats_ip = get_pcvar_num(gg_stats_ip);
        for(i=1;i<=maxPlayers;i++)
        {
            if(is_user_connected(i))
            {
                get_gg_authid(i,authid,31,stats_ip);
                if(!statsPosition[i][0]) stats_get_position(i,authid,0); // these only work if statsSize[si] > 0
                if(!statsPosition[i][1]) stats_get_position(i,authid,1);
            }
        }
    }

    return 1;
}

// seems to be slightly faster without passing in extra data, and this is how we used to do it, so we'll continue to use two functions to sort
public stats_pointer_sort_reg(Array:array,item1,item2)
{
    static score[2];
   
    if(lastStatsMode == 1) // sort by wins
    {
        ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
        score[0] = sfStatsStruct[sdWins][0];

        ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
        score[1] = sfStatsStruct[sdWins][0];
    }
    else // sort by points
    {
        ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
        score[0] = sfStatsStruct[sdPoints][0];

        ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
        score[1] = sfStatsStruct[sdPoints][0];
    }

    return score[1] - score[0];
}

// seems to be slightly faster without passing in extra data, and this is how we used to do it, so we'll continue to use two functions to sort
public stats_pointer_sort_tp(Array:array,item1,item2)
{
    static score[2];
   
    if(lastStatsMode == 1) // sort by wins
    {
        ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
        score[0] = sfStatsStruct[sdWins][1];

        ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
        score[1] = sfStatsStruct[sdWins][1];
    }
    else // sort by points
    {
        ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
        score[0] = sfStatsStruct[sdPoints][1];

        ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
        score[1] = sfStatsStruct[sdPoints][1];
    }

    return score[1] - score[0];
}
#endif

// gather up our players
/*public stats_get_top_players()
{
    if(!ggActive) return 0;

    glStatsMode = get_pcvar_num(gg_stats_mode);
    if(!glStatsMode) return 0;
   
    get_pcvar_string(gg_stats_file,sfFile,63);
    if(!file_exists(sfFile)) return 0;

    new buildMe[2], stats_split = get_pcvar_num(gg_stats_split);

    // figure out if we need to build any of the arrays still
    if(!statsArray[0])
    {
        statsArray[0] = ArrayCreate(statsData,100);
        statsSize[0] = 0;
        buildMe[0] = 1;
    }
    if(!statsArray[1] && stats_split)
    {
        statsArray[1] = ArrayCreate(statsData,100);
        statsSize[1] = 0;
        buildMe[1] = 1;
    }

    // if we do have an array or two to build  
    if(buildMe[0] || buildMe[1])
    {
        // storage format:
        // AUTHID    WINS    LAST_USED_NAME    TIMESTAMP    POINTS    STREAK    TPWINS    TPPOINTS    TPSTREAK

        new file = fopen(sfFile,"rt");
        if(file)
        {
            while(!feof(file))
            {
                fgets(file,sfLineData,111);
                if(!sfLineData[0]) continue;
                stats_str_to_struct(sfLineData,sfStatsStruct);

                // if we are working on this array, and we have some wins or points for it
                if(buildMe[0] && (sfStatsStruct[sdWins][0] || sfStatsStruct[sdPoints][0]))
                {
                    ArrayPushArray(statsArray[0],sfStatsStruct);
                    statsSize[0]++;
                }
                if(buildMe[1] && (sfStatsStruct[sdWins][1] || sfStatsStruct[sdPoints][1]))
                {
                    ArrayPushArray(statsArray[1],sfStatsStruct);
                    statsSize[1]++;
                }
            }
            fclose(file);
           
            if(buildMe[0] && statsSize[0] > 1) // if we were working on this array and we have something to sort
            {
                ArraySort(statsArray[0],"stats_custom_compare_regular");
                if(statsSize[0] > 1000) statsSize[0] = 1000; // arbitrarily limit because we have to look through this every time someone connects
            }
            if(buildMe[1] && statsSize[1] > 1)
            {
                ArraySort(statsArray[1],"stats_custom_compare_teamplay");
                if(statsSize[1] > 1000) statsSize[1] = 1000;
            }
        }
       
        // clear any saved stats positions out of the tempsaves, so no one rejoins with the wrong position
        for(new i=0;i<TEMP_SAVES;i++)
        {
            tempSave[i][34] = 0;
            tempSave[i][35] = 0;
        }
    }

    // if we were able to get anything put together
    if(statsSize[0] || statsSize[1])
    {
        // assign stat position to players already in the game
        new i, authid[32], stats_ip = get_pcvar_num(gg_stats_ip);
        for(i=1;i<=maxPlayers;i++)
        {
            if(is_user_connected(i))
            {
                get_gg_authid(i,authid,31,stats_ip);
                if(!statsPosition[i][0]) stats_get_position(i,authid,0); // these will only do anything if we created the respective array above
                if(!statsPosition[i][1]) stats_get_position(i,authid,1);
            }
        }
    }

    lastStatsMode = glStatsMode;
    statsLastSplit = stats_split;

    return 1;
}*/

// our custom sorting functions
/*public stats_custom_compare_regular(Array:array,item1,item2)
{
    static score[2];

    ArrayGetArray(array,item1,sfStatsStruct);
    if(glStatsMode == 1) score[0] = sfStatsStruct[sdWins][0]; // sort by wins
    else score[0] = sfStatsStruct[sdPoints][0]; // sort by wins
   
    ArrayGetArray(array,item2,sfStatsStruct);
    if(glStatsMode == 1) score[1] = sfStatsStruct[sdWins][0]; // sort by wins
    else score[1] = sfStatsStruct[sdPoints][0]; // sort by wins

    return score[1] - score[0];
}*/

/*public stats_custom_compare_teamplay(Array:array,item1,item2)
{
    static score[2];

    ArrayGetArray(array,item1,sfStatsStruct);
    if(glStatsMode == 1) score[0] = sfStatsStruct[sdWins][1]; // sort by wins
    else score[0] = sfStatsStruct[sdPoints][1]; // sort by wins
   
    ArrayGetArray(array,item2,sfStatsStruct);
    if(glStatsMode == 1) score[1] = sfStatsStruct[sdWins][1]; // sort by wins
    else score[1] = sfStatsStruct[sdPoints][1]; // sort by wins

    return score[1] - score[0];
}*/

#if defined SQL
// get a player's overall position
stats_get_position(id,authid[],si)
{
    if(!sqlInit) return 0; // can't get position yet

    statsPosition[id][si] = -1; // mark that we've at least attempted to find it
   
    new stats_mode = get_pcvar_num(gg_stats_mode), myPoints;
   
    // first, we need to get their current amount of wins/points. this allows us to make sure that they are really in the database
    // (could cause problems with a sub-query returning 0 instead of NULL) and that they actually have wins/points for the current
    // stats mode (could cause problems when they are in the database but you are looking at their stats index for which they have
    // no points). then, we might as well use the result for our ranking query instead of using a sub-query.
   
    // if we don't have the cached stats, we will have to do a query to get the wins/points. since we would be doing a query for it
    // anyway, we might as well just get all of the stats at once.
    stats_get_data(authid,playerStats[id],id); // stats_get_data should automatically manage cache
   
    if(stats_mode == 2) myPoints = playerStats[id][sdPoints][si];
    else myPoints = playerStats[id][sdWins][si];

    if(myPoints <= 0 && (stats_mode != 2 || playerStats[id][sdWins][si] <= 0)) return -1;
   
    new winsColumn[8], pointsColumn[10];

    if(si == 0)
    {
        winsColumn = "wins";
        pointsColumn = "points";
    }
    else
    {
        winsColumn = "wins_tp";
        pointsColumn = "points_tp";
    }

    // select the number of people who have a score higher than I do, plus one. query from Giuseppe Maxia
    if(stats_mode == 2)
    {
        query = SQL_PrepareQuery(db,"SELECT COUNT(*)+1 AS ranking FROM `%s` WHERE %s > %i AND serverip='%s' AND (%s > 0 OR %s > 0);",
            sqlTable,pointsColumn,myPoints,serverip,winsColumn,pointsColumn);
    }
    else
    {
        query = SQL_PrepareQuery(db,"SELECT COUNT(*)+1 AS ranking FROM `%s` WHERE %s > %i AND serverip='%s';",
            sqlTable,winsColumn,myPoints,serverip);
    }
       
    if(SQL_ExecuteAndLog(query))
    {
        new result = SQL_ReadResult(query,0);
        SQL_FreeHandle(query);

        statsPosition[id][si] = result;
        return result;
    }
   
    SQL_FreeHandle(query);
    return -1;
}  
#else
// get a player's overall position
stats_get_position(id,authid[],si)
{
    if(statsArray && statsPointers[si] && statsSize[si])
    {
        statsPosition[id][si] = -1; // mark that we've at least attempted to find it

        for(new i=0;i<statsSize[si];i++)
        {
            ArrayGetArray(statsArray,ArrayGetCell(statsPointers[si],i),sfStatsStruct);
            if(equal(authid,sfStatsStruct[sdAuthid]))
            {
                statsPosition[id][si] = i+1;
                return i+1;
            }
        }

        return -1;
    }
   
    return 0;
}
#endif

#if defined SQL
// prune old entries
stock stats_prune(max_time=-1)
{
    if(!sqlInit) return 0;

    if(max_time == -1) max_time = get_pcvar_num(gg_stats_prune); // -1 = use value from cvar
    if(max_time == 0) return 0; // 0 = no pruning

    // prune old entries
    formatex(mkQuery,255,"DELETE FROM `%s` WHERE timestamp < %i AND serverip='%s';",sqlTable,get_systime() - max_time,serverip);
    SQL_ThreadQuery(tuple,"sql_qhandler_prune",mkQuery);
   
    // fix up all of our tables
    formatex(mkQuery,255,"REPAIR TABLE `%s`;",sqlTable);
    SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);
   
    formatex(mkQuery,255,"OPTIMIZE TABLE `%s`;",sqlTable);
    SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);
   
    formatex(mkQuery,255,"REPAIR TABLE `%s`;",sqlStreakTable);
    SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);
   
    formatex(mkQuery,255,"OPTIMIZE TABLE `%s`;",sqlStreakTable);
    SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);

    return -1;
}
#else
// prune old entries
stock stats_prune(max_time=-1)
{
    get_pcvar_string(gg_stats_file,sfFile,63);
    if(!file_exists(sfFile)) return 0;
   
    if(max_time == -1) max_time = get_pcvar_num(gg_stats_prune); // -1 = use value from cvar
    if(max_time == 0) return 0; // 0 = no pruning

    new tempFileName[33];
    formatex(tempFileName,32,"%s2",sfFile); // our temp file, append 2

    // copy over current stat file
    rename_file(sfFile,tempFileName,1); // relative

    // rename failed?
    if(!file_exists(tempFileName)) return 0;

    new tempFile = fopen(tempFileName,"rt");
    new file = fopen(sfFile,"wt");

    // go through our old copy and rewrite valid entries into the new copy
    new systime = get_systime(), original[112], removed;
    while(tempFile && file && !feof(tempFile))
    {
        fgets(tempFile,sfLineData,111);
        if(!sfLineData[0]) continue;

        // save original
        original = sfLineData;

        // break off authid
        strtok(sfLineData,dummy,1,sfLineData,111,'^t');

        // break off wins
        strtok(sfLineData,dummy,1,sfLineData,111,'^t');

        // break off name, and thus get timestamp
        strtok(sfLineData,dummy,1,sfTimestamp,11,'^t');
        copyc(sfTimestamp,11,sfTimestamp,'^t'); // cut off points

        // not too old, write it to our new file
        if(systime - str_to_num(sfTimestamp) <= max_time)
            fprintf(file,"%s",original); // newline is already included
        else
            removed++;
    }

    if(tempFile) fclose(tempFile);
    if(file) fclose(file);

    // remove our copy
    delete_file(tempFileName);
    return removed;
}
#endif

//**********************************************************************
// SQL FUNCTIONS
//**********************************************************************

#if defined SQL
   
// opens the database
stock sql_init(creation_queries=1)
{
    new host[128], user[128], pass[128], dbname[128];
    get_pcvar_string(gg_sql_host,host,127);
    get_pcvar_string(gg_sql_user,user,127);
    get_pcvar_string(gg_sql_pass,pass,127);
    get_pcvar_string(gg_sql_db,dbname,127);

    new sqlErrorCode, sqlError[1024];
   
    // free old stuff if reconnecting
    if(tuple != Empty_Handle) SQL_FreeHandleAndClear(tuple);
    if(db != Empty_Handle) SQL_FreeHandleAndClear(db);

    tuple = SQL_MakeDbTuple(host,user,pass,dbname);
   
    if(tuple == Empty_Handle)
    {
        log_amx("Could not create database tuple. Error #%i: %s",sqlErrorCode,sqlError);
        return 0;
    }
   
    db = SQL_Connect(tuple,sqlErrorCode,sqlError,1023);

    if(db == Empty_Handle)
    {
        log_amx("Could not connect to database. Error #%i: %s",sqlErrorCode,sqlError);
        return 0;
    }
   
    if(creation_queries)
    {
        // set up the main table, unfortunately we have to split it up to avoid "input line too long" compile errors
        get_pcvar_string(gg_sql_table,sqlTable,127);
       
        new super_long_query[716],
        len = formatex(super_long_query,715,"CREATE TABLE IF NOT EXISTS `%s`(`authid` VARCHAR(31) NOT NULL,`wins` SMALLINT(6) default '0',`name` VARCHAR(31) NOT NULL,`timestamp` INT(10) UNSIGNED default '0',`points` MEDIUMINT(9) default '0',`streak` SMALLINT(6) default '0',`wins_tp` SMALLINT(6) default '0',`points_tp` MEDIUMINT(9) default '0',",sqlTable);
        formatex(super_long_query[len],715-len,"`streak_tp` SMALLINT(6) default '0',`serverip` VARCHAR(63) NOT NULL,PRIMARY KEY(`authid`,`serverip`),INDEX(`wins`),INDEX(`points`),INDEX(`wins_tp`), INDEX(`points_tp`));");

        query = SQL_PrepareQuery(db,super_long_query);
        if(!SQL_ExecuteAndLog(query))
        {
            SQL_FreeHandle(query);
            return 0;
        }
       
        // set up the streaks table
        get_pcvar_string(gg_sql_streak_table,sqlStreakTable,127);
       
        query = SQL_PrepareQuery(db,"CREATE TABLE IF NOT EXISTS `%s`(`type` ENUM('0C','0R','1C','1R') default NULL,`authid` VARCHAR(31) NOT NULL,`streak` SMALLINT(6) default '0',`name` VARCHAR(31) NOT NULL,`timestamp` INT(10) UNSIGNED default '0',`serverip` VARCHAR(63) NOT NULL,INDEX(`authid`,`serverip`),INDEX(`type`));",sqlStreakTable);
        if(!SQL_ExecuteAndLog(query))
        {
            SQL_FreeHandle(query);
            return 0;
        }
       
        // set up the players table
        get_pcvar_string(gg_sql_winmotd_table,sqlPlayersTable,127);
       
        len = formatex(super_long_query,715,"CREATE TABLE IF NOT EXISTS `%s`(`id` tinyint(4) NOT NULL default '0',`authid` varchar(31) NOT NULL,`name` varchar(31) NOT NULL,`team` tinyint(4) default '0',`level` tinyint(4) default '0',`weapon` varchar(23) NOT NULL,`flags` tinyint(4) default '0',`wins` smallint(6) default '0',`points` mediumint(9) default '0',`new_points` mediumint(9) default '0',`record_streak` smallint(6) default '0',",sqlPlayersTable);
        formatex(super_long_query[len],715-len,"`current_streak` smallint(6) default '0',`stats_position` smallint(6) unsigned default '0',`teamtime_winning` smallint(6) unsigned default '0',`teamtime_losing` smallint(6) unsigned default '0',`timestamp` int(10) unsigned default '0',`serverip` varchar(63) NOT NULL, PRIMARY KEY(`id`));");

        query = SQL_PrepareQuery(db,super_long_query);
        if(!SQL_ExecuteAndLog(query))
        {
            SQL_FreeHandle(query);
            return 0;
        }
       
        SQL_FreeHandle(query);
    }

    sqlInit = 1;
    return 1;
}

// closes the database
public sql_uninit()
{
    if(sqlInit)
    {
        if(db != Empty_Handle) SQL_FreeHandleAndClear(db);
        if(tuple != Empty_Handle) SQL_FreeHandleAndClear(tuple);
    }
}

// frees a handle and resets its variable to empty
SQL_FreeHandleAndClear(&Handle:arg)
{
    SQL_FreeHandle(arg);
    arg = Empty_Handle;
}

// execute a query and log any errors that come up
stock SQL_ExecuteAndLog(&Handle:queryHandle,const queryStr[]="")
{
    static preventLoopback = 0;

    if(!SQL_Execute(queryHandle))
    {
        static error[256];
        new errnum = SQL_QueryError(queryHandle,error,255);

        if(queryStr[0]) log_amx("Could not execute query [%s] -- err #%i [%s]",queryStr,errnum,error);
        else
        {
            SQL_GetQueryString(queryHandle,mkQuery,255);
            log_amx("Could not execute query [%s] -- err #%i [%s]",mkQuery,errnum,error);
        }
       
        // fix thanks to 2inspyr
        if(errnum == 2006 && !preventLoopback) // MySQL server has gone away
        {
            log_amx("Attempting to reconnect to server");

            if(sql_init(0)) // no creation queries
            {
                log_amx("Successfully reconnected to server, executing query again");
               
                SQL_GetQueryString(queryHandle,mkQuery,1535);
                new Handle:newQuery = SQL_PrepareQuery(db,mkQuery);
               
                preventLoopback = 1;
                SQL_ExecuteAndLog(newQuery);
               
                // transfer handles
                SQL_FreeHandle(queryHandle);
                queryHandle = newQuery;

                preventLoopback = 0;
                return 1;
               
                //return SQL_Execute(queryHandle);
            }
            else
            {
                log_amx("Could not reconnect to server");
               
                preventLoopback = 0;
                return 0;
            }
        }

        preventLoopback = 0;
        return 0;
    }

    preventLoopback = 0;
    return 1;
}

public sql_qhandler_prune(failstate,Handle:query,error[],errnum,data[],size,Float:queuetime)
{
    if(error[0])
    {
        SQL_GetQueryString(query,mkQuery,255);
        log_amx("Could not execute query [%s] -- err #%i [%s]",mkQuery,errnum,error);
    }
    else log_amx("%L",LANG_SERVER,"PRUNING",sqlTable,SQL_NumRows(query));
}
   
public sql_qhandler_dummy(failstate,Handle:query,error[],errnum,data[],size,Float:queuetime)
{
    if(error[0])
    {
        SQL_GetQueryString(query,mkQuery,255);
        log_amx("Could not execute query [%s] -- err #%i [%s]",mkQuery,errnum,error);
    }
}

#endif

//**********************************************************************
// WHATEV
//**********************************************************************

#if !defined SQL
// monitor stats mode and resort if it changed
public recheck_stats_sorting()
{
    new stats_mode = get_pcvar_num(gg_stats_mode);

    if(stats_mode && stats_mode != lastStatsMode && lastStatsMode != -909) // set to -909 on init
    {
        lastStatsMode = stats_mode;

        // we are judging by a different criteria, so we need to resort
        if(statsPointers[0] && statsSize[0]) ArraySort(statsPointers[0],"stats_pointer_sort_reg");
        if(statsPointers[1] && statsSize[1]) ArraySort(statsPointers[1],"stats_pointer_sort_tp");
       
        // clear any saved stats positions out of the tempsaves, so no one rejoins with the wrong position
        for(new i=0;i<TEMP_SAVES;i++)
        {
            tempSave[i][svStatsPosition][0] = 0;
            tempSave[i][svStatsPosition][1] = 0;
        }

        // also make sure that everyone will get assigned new positions
        for(new i=1;i<=maxPlayers;i++)
        {
            statsPosition[i][0] = 0;
            statsPosition[i][1] = 0;
        }

        stats_get_top_players();
    }

    lastStatsMode = stats_mode;
}
#endif

// task is set on a potential team change, and removed on an
// approved team change, so if we reach it, deduct level
public delayed_suicide(taskid)
{
    new id = taskid-TASK_DELAYED_SUICIDE;
    if(is_user_connected(id)) player_suicided(id);
}

// remove those annoying pesky pistols, if they haven't been already
strip_starting_pistols(id)
{
    if(!is_user_alive(id)) return;

    switch(cs_get_user_team(id))
    {
        case CS_TEAM_T:
        {
            if(!equal(lvlWeapon[id],"glock18") && user_has_weapon(id,CSW_GLOCK18))
                ham_strip_weapon(id,WEAPON_GLOCK18);
        }
        case CS_TEAM_CT:
        {
            if(!equal(lvlWeapon[id],"usp") && user_has_weapon(id,CSW_USP))
                ham_strip_weapon(id,"weapon_usp");
        }
    }
}

// weapon display
stock status_display(id,status=1)
{
    new sdisplay = get_pcvar_num(gg_status_display);

    // display disabled
    if(!sdisplay) return;

    // dead
    if(id && !is_user_alive(id)) return;

    new dest;
    static sprite[32];

    if(!id) dest = MSG_BROADCAST;
    else dest = MSG_ONE_UNRELIABLE;
   
    // disable display if status is 0, or we are doing a warmup
    if(!status || warmup > 0)
    {
        // don't send to bots
        if(dest == MSG_BROADCAST || !is_user_bot(id))
        {
            message_begin(dest,gmsgScenario,_,id);
            write_byte(0);
            message_end();
        }

        return;
    }

    // weapon display
    if(sdisplay == STATUS_LEADERWPN || sdisplay == STATUS_YOURWPN)
    {
        if(sdisplay == STATUS_LEADERWPN)
        {
            new ldrLevel;
            get_leader(ldrLevel);

            // get leader's weapon
            if(ldrLevel <= 0) return;
            copy(sprite,31,weaponName[ldrLevel-1]);
        }
        else
        {
            // get your weapon
            if(level[id] <= 0) return;
            copy(sprite,31,lvlWeapon[id]);
        }

        strtolower(sprite);

        // sprite is d_grenade, not d_hegrenade
        if(sprite[0] == 'h') sprite = "grenade";

        // get true sprite name
        format(sprite,31,"d_%s",sprite);
    }

    // kill display
    else if(sdisplay == STATUS_KILLSLEFT)
    {
        new goal = get_level_goal(level[id],id);
        formatex(sprite,31,"number_%i",goal-score[id]);
    }
    else if(sdisplay == STATUS_KILLSDONE)
    {
        formatex(sprite,31,"number_%i",score[id]);
    }

    // don't send to bots
    if(!id || !is_user_bot(id))
    {
        message_begin(dest,gmsgScenario,_,id);
        write_byte(1);
        write_string(sprite);
        write_byte(150);
        message_end();
    }
}

// hide someone's money display
public hide_money(id)
{
    // hide money
    emessage_begin(MSG_ONE,gmsgHideWeapon,_,id);
    ewrite_byte(1<<5);
    emessage_end();

    // hide crosshair that appears from hiding money
    emessage_begin(MSG_ONE,gmsgCrosshair,_,id);
    ewrite_byte(0);
    emessage_end();
}

//**********************************************************************
// SUPPORT FUNCTIONS
//**********************************************************************

// gets a players info, intended for other plugins to callfunc
public get_player_info(id,&rf_level,&rf_score,rf_lvlWeapon[],len,&rf_spawnProtected,rf_statsPosition[2])
{
    rf_level = level[id];
    rf_score = score[id];
    copy(rf_lvlWeapon,len,lvlWeapon[id]);
    rf_spawnProtected = spawnProtected[id];
    rf_statsPosition = statsPosition[id];
    return 1;
}

// analyzes the weapon order and saves it into our variables
public setup_weapon_order()
{
    new weaponOrder[(MAX_WEAPONS*16)+1], temp[27];
    get_pcvar_string(gg_weapon_order,weaponOrder,MAX_WEAPONS*16);
   
    new Float:killsperlvl = get_pcvar_float(gg_kills_per_lvl), i, done, colon, goal[6];
   
    // cut them apart
    for(i=0;i<MAX_WEAPONS;i++)
    {
        // out of stuff
        if(strlen(weaponOrder) <= 1)
        {
            i--; // for our count
            break;
        }

        // we still have a comma, go up to it
        if(contain_char(weaponOrder,',') != -1)
        {
            strtok(weaponOrder,temp,26,weaponOrder,MAX_WEAPONS*16,',');
            trim(temp);
            strtolower(temp);
        }

        // otherwise, finish up
        else
        {
            copy(temp,26,weaponOrder);
            trim(temp);
            strtolower(temp);
            done = 1; // flag for end of loop
        }
       
        colon = contain_char(temp,':');
       
        // no custom requirement, easy
        if(colon == -1)
        {
            copy(weaponName[i],23,temp);
            if(equal(temp,KNIFE) || equal(temp,HEGRENADE)) weaponGoal[i] = (killsperlvl > 1.0) ? 1.0 : killsperlvl;
            else weaponGoal[i] = killsperlvl;
        }
        else
        {
            copyc(weaponName[i],23,temp,':');
            copy(goal,5,temp[colon+1]);
            weaponGoal[i] = floatstr(goal);
        }

        if(done) break;
    }
   
    // we break to end our loop, so "i" will be where we left it. but it's 0-based.
    weaponNum = i+1;
}

// gets the goal for a level, taking into account default and custom values
stock get_level_goal(level,id=0)
{
    if(level < 1) return 1;

    // no teamplay, return preset goal
    if(!is_user_connected(id) || !get_pcvar_num(gg_teamplay))
    {
        if(is_user_bot(id)) return floatround(weaponGoal[level-1]*get_pcvar_float(gg_kills_botmod),floatround_ceil);
        return floatround(weaponGoal[level-1],floatround_ceil);
    }

    // one of this for every player on team
    new Float:result = weaponGoal[level-1] * float(team_player_count(cs_get_user_team(id)));
   
    // modifiers for nade and knife levels
    if(equal(weaponName[level-1],HEGRENADE)) result *= get_pcvar_float(gg_teamplay_nade_mod);
    else if(equal(weaponName[level-1],KNIFE)) result *= get_pcvar_float(gg_teamplay_knife_mod);
   
    if(result <= 0.0) result = 1.0;
    return floatround(result,floatround_ceil);
}

// gets the level a player should use for his level
stock get_level_weapon(theLevel,var[],varLen)
{
    if(warmup > 0 && warmupWeapon[0]) copy(var,varLen,warmupWeapon);
    else if(theLevel > 0) copy(var,varLen,weaponName[theLevel-1]);
    else var[0] = 0;
}

// easy function to precache sound via cvar
stock precache_sound_by_cvar(pcvar)
{
    new value[64];
    get_pcvar_string(pcvar,value,63);
    precache_sound_special(value);
}

// precache sounds with a little bit of magic
stock precache_sound_special(sound[])
{
    if(!sound[0]) return;
   
    if(containi(sound,".mp3") != -1) precache_generic(sound);
    else
    {
        // stop at ( character to allow precaching sounds that use speak's special functions, eg sound/ambience/xtal_down1(e70)
        new value[64], len = copyc(value,63,sound,'(');

        // make sure we have a suffix for precaching
        if(containi(value,".wav") == -1) formatex(value[len],63-len,".wav");

        // precache_sound doesn't take the "sound/" prefix
        if(equali(value,"sound/",6)) precache_sound(value[6]);
        else precache_sound(value);
    }
}

// gets a player's "authid", or whatever token we want to identify them with.
// if you already know the value of gg_stats_ip, you can pass it in and save a cvar check.
stock get_gg_authid(id,ret[],len,stats_ip=-777)
{
    new mode = stats_ip;
    if(mode == -777) mode = get_pcvar_num(gg_stats_ip);

    switch(mode)
    {
        case 0: return get_user_authid(id,ret,len); // 0 = by authid
        case -1, 2: return get_user_name(id,ret,len); // 2 = by name
    }
   
    return get_user_ip(id,ret,len); // 1 = by ip
}

// figure out which gungame.cfg (or gungame_teamplay.cfg) file to use
stock get_gg_config_file(teamplay=0,filename[],len)
{
    formatex(filename,len,"%s/ng_gg%s.cfg",cfgDir,(teamplay) ? "_teamplay" : "");

    if(!file_exists(filename))
    {
        formatex(filename,len,"gungame%s.cfg",(teamplay) ? "_teamplay" : "");
        if(!file_exists(filename)) filename[0] = 0;
    }
}

// executes what's inside of the config file
stock exec_gg_config_file(teamplay=0,allowToggling=0)
{
    new oldActive = ggActive, oldTeamplay = get_pcvar_num(gg_teamplay);

    new cfgFile[64];
    get_gg_config_file(teamplay,cfgFile,63);
    if(cfgFile[0] && file_exists(cfgFile))
    {
        server_cmd("exec ^"%s^"",cfgFile);
        server_exec();
    }
   
    // remember old values of gg_enabled and gg_teamplay if toggling is not allowed.
    // this is like we just turned teamplay on via command and we want to make sure
    // the configs get run appropriately, but obviously teamplay should still be on afterwards.
    if(!allowToggling)
    {
        set_pcvar_num(gg_enabled,oldActive);
        set_pcvar_num(gg_teamplay,oldTeamplay);
    }
   
    // reselect random weapon order
    new lastOIstr[6], lastOI;

    get_localinfo("gg_last_oi",lastOIstr,5);
    lastOI = str_to_num(lastOIstr);

    // decrement it 1 b/c we probably already did do_rOrder
    // and don't want to end up skipping orders
    if(lastOI > 0)
    {
        num_to_str(lastOI-1,lastOIstr,5);
        set_localinfo("gg_last_oi",lastOIstr);
    }
   
    do_rOrder(1); // thanks for pointing this out Tomek Kalkowski
   
    // in case cvars changed. thanks BbIX!
    setup_weapon_order();
}

// figure out which gungame_mapcycle file to use
stock get_gg_mapcycle_file(filename[],len)
{
    static testFile[64];

    // cstrike/addons/amxmodx/configs/gungame_mapcycle.cfg
    formatex(testFile,63,"%s/gungame_mapcycle.cfg",cfgDir);
    if(file_exists(testFile))
    {
        copy(filename,len,testFile);
        return 1;
    }

    // cstrike/addons/amxmodx/configs/gungame_mapcycle.txt
    formatex(testFile,63,"%s/gungame_mapcycle.txt",cfgDir);
    if(file_exists(testFile))
    {
        copy(filename,len,testFile);
        return 1;
    }

    // cstrike/gungame_mapcycle.cfg
    testFile = "gungame_mapcycle.cfg";
    if(file_exists(testFile))
    {
        copy(filename,len,testFile);
        return 1;
    }

    // cstrike/gungame_mapcycle.txt
    testFile = "gungame_mapcycle.txt";
    if(file_exists(testFile))
    {
        copy(filename,len,testFile);
        return 1;
    }

    return 0;
}

// another easy function to play sound via cvar
stock play_sound_by_cvar(id,pcvar)
{
    static value[64];
    get_pcvar_string(pcvar,value,63);

    if(!value[0]) return;

    if(containi(value,".mp3") != -1) client_cmd(id,"mp3 play ^"%s^"",value);
    else client_cmd(id,"spk ^"%s^"",value);
}

// a taskable play_sound_by_cvar
public play_sound_by_cvar_task(params[2])
{
    play_sound_by_cvar(params[0],params[1]);
}

// this functions take a filepath, but manages speak/mp3 play
stock play_sound(id,value[])
{
    if(!value[0]) return;

    if(containi(value,".mp3") != -1) client_cmd(id,"mp3 play ^"%s^"",value);
    else
    {
        if(equali(value,"sound/",6)) client_cmd(id,"spk ^"%s^"",value[6]);
        else client_cmd(id,"spk ^"%s^"",value);
    }
}

// find the highest level player and his level
stock get_leader(&retLevel=0,&retNumLeaders=0,&retRunnerUp=0)
{
    new player, leader, numLeaders, runnerUp;

    // locate highest player
    for(player=1;player<=maxPlayers;player++)
    {
        if(!is_user_connected(player)) continue;
       
        if(leader == 0 || level[player] > level[leader])
        {
            // about to dethrown leader, monitor runnerup
            if(leader && (runnerUp == 0 || level[leader] > level[runnerUp]))
                runnerUp = leader;

            leader = player;
            numLeaders = 1; // reset tied count
        }
        else if(level[player] == level[leader])
            numLeaders++;
        else
        {
            // monitor runnerup
            if(runnerUp == 0 || level[player] > level[runnerUp])
                runnerUp = player;
        }
    }

    retLevel = level[leader];
    retNumLeaders = numLeaders;
    retRunnerUp = runnerUp;

    return leader;
}

// gets the number of players on a particular level
stock num_players_on_level(checkLvl)
{
    new player, result;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && level[player] == checkLvl)
            result++;
    }
    return result;
}

// a butchered version of teame06's CS Color Chat Function.
// actually it's now almost completely different, but that's
// where I started from.
gungame_print(id,custom,tag,msg[],any:...)
{
    new messages = get_pcvar_num(gg_messages);
    if(!messages || (messages & MSGS_HIDETEXT)) return 0;

    new changeCount, num, i, j, argnum = numargs(), player, colored_messages = !(messages & MSGS_NOCOLOR);
    static newMsg[191], message[191], changed[8], players[32];

    if(id)
    {
        players[0] = id;
        num = 1;
    }
    else get_players(players,num);

    for(i=0;i<num;i++)
    {
        player = players[i];
        changeCount = 0;
       
        if(!is_user_connected(player)) continue;

        // we have to change LANG_PLAYER into
        // a player-specific argument, because
        // ML doesn't work well with SayText
        for(j=4;j<argnum;j++)
        {
            if(getarg(j) == LANG_PLAYER_C)
            {
                setarg(j,0,player);
                changed[changeCount++] = j;
            }
        }

        // do user formatting
        vformat(newMsg,190,msg,5);

        // and now we have to change what we changed
        // back into LANG_PLAYER, so that the next
        // player will be able to have it in his language
        for(j=0;j<changeCount;j++)
        {
            setarg(changed[j],0,LANG_PLAYER_C);
        }

        // optimized color swapping
        if(colored_messages)
        {
            replace_all(newMsg,190,"%n","^x03"); // %n = team color
            replace_all(newMsg,190,"%g","^x04"); // %g = green
            replace_all(newMsg,190,"%e","^x01"); // %e = regular
        }
        else
        {
            replace_all(newMsg,190,"%n","");
            replace_all(newMsg,190,"%g","");
            replace_all(newMsg,190,"%e","");
        }

        // now do our formatting (I used two variables because sharing one caused glitches)

        if(tag)
        {
            if(colored_messages) formatex(message,190,"^x04[%L]^x01 %s",player,"GUNGAME",newMsg);
            else formatex(message,190,"^x01[%L] %s",player,"GUNGAME",newMsg);
        }
        else formatex(message,190,"^x01%s",newMsg);

        message_begin(MSG_ONE,gmsgSayText,_,player);
        write_byte((custom > 0) ? custom : player);
        write_string(message);
        message_end();
    }
   
    return 1;
}

// show a HUD message to a user
gungame_hudmessage(id,Float:holdTime,msg[],any:...)
{
    new messages = get_pcvar_num(gg_messages);
    if(!messages || (messages & MSGS_HIDEHUD)) return 0;

    // user formatting
    static newMsg[191];
    vformat(newMsg,190,msg,4);

    // show it
    set_hudmessage(255,255,255,-1.0,0.8,0,6.0,holdTime,0.1,0.5);
    return ShowSyncHudMsg(id,hudSyncReqKills,newMsg);
}

// start a map vote
stock start_mapvote()
{
    new dmmName[24], plugin;
   
    // Galileo - galileo.amxx
    if(galileoID != -1)
    {
        log_amx("Starting a map vote from Galileo");
       
        server_cmd("gal_startvote -nochange");
    }

    // AMXX Nextmap Chooser - mapchooser.amxx
    else if((plugin = is_plugin_loaded("Nextmap Chooser")) != -1)
    {
        log_amx("Starting a map vote from Nextmap Chooser");

        new oldWinLimit = get_cvar_num("mp_winlimit"), oldMaxRounds = get_cvar_num("mp_maxrounds");
        set_cvar_num("mp_winlimit",0); // skip winlimit check
        set_cvar_num("mp_maxrounds",-1); // trick plugin to think game is almost over

        // call the vote
        if(callfunc_begin_i(get_func_id("voteNextmap",plugin),plugin) == 1)
            callfunc_end();

        // set maxrounds back
        set_cvar_num("mp_winlimit",oldWinLimit);
        set_cvar_num("mp_maxrounds",oldMaxRounds);
    }

    // Deagles' Map Management 2.30b - deagsmapmanage230b.amxx
    else if((plugin = is_plugin_loaded("DeagsMapManage")) != -1)
    {
        dmmName = "DeagsMapManage";
    }

    // Deagles' Map Management 2.40 - deagsmapmanager.amxx
    else if((plugin = is_plugin_loaded("DeagsMapManager")) != -1)
    {
        dmmName = "DeagsMapManager";
    }

    //  Mapchooser4 - mapchooser4.amxx
    else if((plugin = is_plugin_loaded("Nextmap Chooser 4")) != -1)
    {
        log_amx("Starting a map vote from Nextmap Chooser 4");
   
        new oldWinLimit = get_cvar_num("mp_winlimit"), oldMaxRounds = get_cvar_num("mp_maxrounds");
        set_cvar_num("mp_winlimit",0); // skip winlimit check
        set_cvar_num("mp_maxrounds",1); // trick plugin to think game is almost over

        // deactivate g_buyingtime variable
        if(callfunc_begin_i(get_func_id("buyFinished",plugin),plugin) == 1)
            callfunc_end();

        // call the vote
        if(callfunc_begin_i(get_func_id("voteNextmap",plugin),plugin) == 1)
        {
            callfunc_push_str("",false);
            callfunc_end();
        }

        // set maxrounds back
        set_cvar_num("mp_winlimit",oldWinLimit);
        set_cvar_num("mp_maxrounds",oldMaxRounds);
    }

    // NOTHING?
    else log_amx("Using gg_vote_setting without any compatible plugins: could not start a vote!");

    // do DMM stuff
    if(dmmName[0])
    {
        log_amx("Starting a map vote from %s",dmmName);

        // allow voting
        /*if(callfunc_begin("dmapvotemode",dmmName) == 1)
                    {
            callfunc_push_int(0); // server
            callfunc_end();
        }*/

        new oldWinLimit = get_cvar_num("mp_winlimit"), Float:oldTimeLimit = get_cvar_float("mp_timelimit");
        set_cvar_num("mp_winlimit",99999); // don't allow extending
        set_cvar_float("mp_timelimit",0.0); // don't wait for buying
        set_cvar_num("enforce_timelimit",1); // don't change map after vote

        // call the vote
        if(callfunc_begin_i(get_func_id("startthevote",plugin),plugin) == 1)
            callfunc_end();

        set_cvar_num("mp_winlimit",oldWinLimit);
        set_cvar_float("mp_timelimit",oldTimeLimit);

        // disallow further voting
        /*if(callfunc_begin("dmapcyclemode",dmmName) == 1)
        {
            callfunc_push_int(0); // server
            callfunc_end();
        }*/
       
        set_task(20.1,"dmm_stop_mapchange");
    }
}

// stop DMM from changing maps after the vote has been tallied
public dmm_stop_mapchange()
{
    remove_task(333333,1); // outside
}

// set amx_nextmap to the next map
stock set_nextmap()
{
    new mapCycleFile[64];
    get_gg_mapcycle_file(mapCycleFile,63);

    // no mapcycle, leave amx_nextmap alone
    if(!mapCycleFile[0] || !file_exists(mapCycleFile))
    {
        set_localinfo("gg_cycle_num","0");
        return 0;
    }

    new strVal[10];

    // have not gotten cycleNum yet (only get it once, because
    // set_nextmap is generally called at least twice per map, and we
    // don't want to change it twice)
    if(cycleNum == -1)
    {
        get_localinfo("gg_cycle_num",strVal,9);
        cycleNum = str_to_num(strVal);
    }

    new firstMap[32], currentMap[32], lineData[32], i, line, foundMap;
    get_mapname(currentMap,31);

    new file = fopen(mapCycleFile,"rt");
    while(file && !feof(file))
    {
        fgets(file,lineData,31);

        trim(lineData);
        replace(lineData,31,".bsp",""); // remove extension
        new len = strlen(lineData) - 2;

        // stop at a comment
        for(i=0;i<len;i++)
        {
            // supports config-style (;) and coding-style (//)
            if(lineData[i] == ';' || (lineData[i] == '/' && lineData[i+1] == '/'))
            {
                copy(lineData,i,lineData);
                break;
            }
        }

        trim(lineData);
        if(!lineData[0]) continue;

        // save first map
        if(!firstMap[0]) copy(firstMap,31,lineData);

        // we reached the line after our current map's line
        if(line == cycleNum+1)
        {
            // remember so
            foundMap = 1;

            // get ready to change to it
            set_cvar_string("amx_nextmap",lineData);

            // remember this map's line for next time
            num_to_str(line,strVal,9);
            set_localinfo("gg_cycle_num",strVal);

            break;
        }

        line++;
    }
    if(file) fclose(file);

    // we didn't find next map
    if(!foundMap)
    {
        // reset line number to first (it's zero-based)
        set_localinfo("gg_cycle_num","0");

        // no maps listed, go to current
        if(!firstMap[0]) set_cvar_string("amx_nextmap",currentMap);

        // go to first map listed
        else set_cvar_string("amx_nextmap",firstMap);
    }
   
    return 1;
}

// go to amx_nextmap
public goto_nextmap()
{
    new mapCycleFile[64];
    get_gg_mapcycle_file(mapCycleFile,63);

    // no gungame mapcycle
    if(!mapCycleFile[0] || !file_exists(mapCycleFile))
    {
        new custom[256];
        get_pcvar_string(gg_changelevel_custom,custom,255);

        // try custom changelevel command
        if(custom[0])
        {
            server_cmd(custom);
            return;
        }
    }
   
    if(galileoID != -1)
    {
        if(callfunc_begin_i(get_func_id("map_change",galileoID),galileoID) == 1)
        {
            callfunc_end();
            return;
        }
    }

    // otherwise, go to amx_nextmap
    new nextMap[32];
    get_cvar_string("amx_nextmap",nextMap,31);

    server_cmd("changelevel %s",nextMap);
}

// find a player's weapon entity
stock get_weapon_ent(id,wpnid=0,wpnName[]="")
{
    // who knows what wpnName will be
    static newName[24];

    // need to find the name
    if(wpnid) get_weaponname(wpnid,newName,23);

    // go with what we were told
    else copy(newName,23,wpnName);

    // prefix it if we need to
    if(!equal(newName,"weapon_",7))
        format(newName,23,"weapon_%s",newName);

    return fm_find_ent_by_owner(maxPlayers,newName,id);
}

// counts number of chars in a string, by (probably) Twilight Suzuka
stock str_count(str[],searchchar)
{
    new i = 0;
    new maxlen = strlen(str);
    new count = 0;
   
    for(i=0;i<=maxlen;i++)
    {
        if(str[i] == searchchar)
            count++;
    }
    return count;
}

// find the nth occurance of a character in a string, based on str_count
stock str_find_num(str[],searchchar,number)
{
    new i;
    new maxlen = strlen(str);
    new found = 0;

    for(i=0;i<=maxlen;i++)
    {
        if(str[i] == searchchar)
        {
            if(++found == number)
                return i;
        }
    }
    return -1;
}

// works like contain, but looks only for a specific character
stock contain_char(str[],chara)
{
    new i;
    while(str[i] != 0)
    {
        if(str[i] == chara) return i;
        i++;
    }
    return -1;
}

// cuts a snippet out of a string
stock remove_snippet(string[],strLen,start,end)
{
    new i, newpos;
    for(i=start;i<strLen;i++)
    {
        if(!string[i]) break;
        newpos = i + end - start + 1;

        if(newpos >= strLen) string[i] = 0;
        else string[i] = string[newpos];
    }
   
    return 1;
}

// gets a player id that triggered certain logevents, by VEN
stock get_loguser_index()
{
    static loguser[80], name[32];
    read_logargv(0,loguser,79);
    parse_loguser(loguser,name,31);

    return get_user_index(name);
}

// checks if a space is vacant, by VEN
stock bool:is_hull_vacant(const Float:origin[3],hull)
{
    new tr = 0;
    engfunc(EngFunc_TraceHull,origin,origin,0,hull,0,tr);

    if(!get_tr2(tr,TR_StartSolid) && !get_tr2(tr,TR_AllSolid) && get_tr2(tr,TR_InOpen))
        return true;
   
    return false;
}

// gets a weapon's category, just a shortcut to the weaponSlots table basically
stock get_weapon_category(id=0,name[]="")
{
    if(name[0])
    {
        if(equal(name,"weapon_",7)) id = get_weaponid(name);
        else
        {
            static newName[24];
            formatex(newName,23,"weapon_%s",name);
            id = get_weaponid(newName);
        }
    }

    if(id < 1 || id > 30) return -1;
    return weaponSlots[id];
}

// if a player is allowed to score (at least 1 rival player)
stock can_score(id)
{
    if(!is_user_connected(id)) return 0;

    new penalty = get_pcvar_num(gg_tk_penalty);
    for(new player=1;player<=maxPlayers;player++)
    {
        // this player is on a real team, and he's on the opposite team, or we are playing FFA
        if( player != id && is_user_connected(player) && on_valid_team(player) && (penalty < 0 || cs_get_user_team(id) != cs_get_user_team(player)) )
                return 1;
    }

    return 0;
}

// returns 1 if there are only bots in the server, 0 if not
stock only_bots()
{
    new player;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && !is_user_bot(player))
            return 0;
    }

    // didn't find any humans
    return 1;
}

// gives a player a weapon efficiently
stock ham_give_weapon(id,const weapon[])
{
    if(!equal(weapon,"weapon_",7)) return 0;

    new wEnt = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,weapon));
    if(!pev_valid(wEnt)) return 0;

     set_pev(wEnt,pev_spawnflags,SF_NORESPAWN);
    dllfunc(DLLFunc_Spawn,wEnt);
   
    if(!ExecuteHamB(Ham_AddPlayerItem,id,wEnt))
    {
        if(pev_valid(wEnt)) set_pev(wEnt,pev_flags,pev(wEnt,pev_flags) | FL_KILLME);
        return 0;
    }

    ExecuteHamB(Ham_Item_AttachToPlayer,wEnt,id)
    return 1;
}

// takes a weapon from a player efficiently
stock ham_strip_weapon(id,const weapon[])
{
     if(!equal(weapon,"weapon_",7)) return 0;

    new wId = get_weaponid(weapon);
    if(!wId) return 0;

    new wEnt;
    while((wEnt = engfunc(EngFunc_FindEntityByString,wEnt,"classname",weapon)) && pev(wEnt,pev_owner) != id) {}
    if(!wEnt) return 0;

    if(get_user_weapon(id) == wId) ExecuteHamB(Ham_Weapon_RetireWeapon,wEnt);

    if(!ExecuteHamB(Ham_RemovePlayerItem,id,wEnt)) return 0;
    ExecuteHamB(Ham_Item_Kill,wEnt);

    set_pev(id,pev_weapons,pev(id,pev_weapons) & ~(1<<wId));
   
    if(wId == CSW_C4)
    {
        cs_set_user_plant(id,0,0);
        cs_set_user_bpammo(id,CSW_C4,0);
    }
    else if(wId == CSW_SMOKEGRENADE || wId == CSW_FLASHBANG || wId == CSW_HEGRENADE)
        cs_set_user_bpammo(id,wId,0);

    return 1;
}

// gets the weapon that a killer used, just like CHalfLifeMultiplay::DeathNotice
stock get_killer_weapon(killer,inflictor,retVar[],retLen)
{
    static killer_weapon_name[32];
    killer_weapon_name = "world"; // by default, the player is killed by the world

    if(pev_valid(killer) && (pev(killer,pev_flags) & FL_CLIENT))
    {
        if(pev_valid(inflictor))
        {
            if(inflictor == killer)
            {
                // if the inflictor is the killer, then it must be their current weapon doing the damage
                new weapon = get_user_weapon(killer);
                get_weaponname(weapon,killer_weapon_name,31);
            }
            else pev(inflictor,pev_classname,killer_weapon_name,31); // it's just that easy
        }
    }
    else
    {
        if(pev_valid(killer)) pev(inflictor,pev_classname,killer_weapon_name,31);
        else if(killer == 0) killer_weapon_name = "worldspawn";
    }

    // strip the monster_* or weapon_* from the inflictor's classname
    if(equal(killer_weapon_name,"weapon_",7))
        copy(killer_weapon_name,31,killer_weapon_name[7]);
    else if(equal(killer_weapon_name,"monster_",8))
        copy(killer_weapon_name,31,killer_weapon_name[8]);
    else if(equal(killer_weapon_name,"func_",5))
        copy(killer_weapon_name,31,killer_weapon_name[5]);

    // output
    copy(retVar,retLen,killer_weapon_name);
}

// gets a team's color
stock get_team_color(CsTeams:team,ret[],retLen)
{
    switch(team)
    {
        case CS_TEAM_T: return formatex(ret,retLen,"FF3F3F");
        case CS_TEAM_CT: return formatex(ret,retLen,"99CCFF");
    }

    return formatex(ret,retLen,"FFFFFF");
}

// gets the name of a team
stock get_team_name(CsTeams:team,ret[],retLen)
{
    switch(team)
    {
        case CS_TEAM_T: return formatex(ret,retLen,"TERRORIST");
        case CS_TEAM_CT: return formatex(ret,retLen,"CT");
        case CS_TEAM_SPECTATOR: return formatex(ret,retLen,"SPECTATOR");
    }
   
    return formatex(ret,retLen,"UNASSIGNED");
}

// gets the amount of players on a team
stock team_player_count(CsTeams:team)
{
    new player, count;
    for(player=1;player<=maxPlayers;player++)
    {
        if(is_user_connected(player) && cs_get_user_team(player) == team)
            count++;
    }
   
    return count;
}

// is this player on a valid team?
on_valid_team(id)
{
    new CsTeams:team = cs_get_user_team(id);
    return (team == CS_TEAM_T || team == CS_TEAM_CT);
}

// gets a number's suffix. sort of bad, has to convert to string.
stock get_number_suffix(number,ret[],retLen)
{
    static str[8];
    num_to_str(number,str,7);
    new len = strlen(str);

    if(number >= 10 && str[len-2] == '1') // second to last digit
        return formatex(ret,retLen,"th"); // 10-19 end in 'th

    switch(str[len-1]) // last digit
    {
        case '1': return formatex(ret,retLen,"st");
        case '2': return formatex(ret,retLen,"nd");
        case '3': return formatex(ret,retLen,"rd");
    }
   
    return formatex(ret,retLen,"th");
}
 
Сообщения
677
Реакции
146
Помог
11 раз(а)
eddyy82, Года два назад еще видел твой вопрос)) и уже не в первый раз пишу, что тут нужно исходник править. В раздел "Покупка" создай тему, тебе быстро сделают https://dev-cs.ru/forums/90/post-thread

Huehue, в кфг только квар на лидера
 
Статус
В этой теме нельзя размещать новые ответы.

Пользователи, просматривающие эту тему

Сейчас на форуме нет ни одного пользователя.
Сверху Снизу