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Blockmaker adding block [ made all right ]


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BunnYboii
Member
Join Date: Mar 2010
Old 03-13-2010 , 11:34   Blockmaker adding block [ made all right ]
Reply With Quote #1

Hi guys i made a test for a blockmaker i ill use for fun. I keep getting errors or warnings. But i made all right heres the full source code:

Code:
#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fun>
#include <cstrike>

#pragma semicolon 1;

#define PLUGIN "blockmaker"
#define VERSION "3.60"
#define AUTHOR "Necro"
#define MAIN_MENU_KEYS            (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)|(1<<9)
#define BLOCKSELECTION_MENU_KEYS    (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)|(1<<9)
#define OPTIONS_MENU_KEYS        (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<4)|(1<<5)|(1<<6)|(1<<7)|(1<<8)|(1<<9)
#define TELEPORT_MENU_KEYS        (1<<0)|(1<<1)|(1<<2)|(1<<3)|(1<<5)|(1<<6)|(1<<7)|(1<<9)
#define CHOICE_MENU_KEYS        (1<<0)|(1<<1)|(1<<9)
#define BM_ADMIN_LEVEL             ADMIN_MENU    //admin access level to use this plugin. ADMIN_MENU = flag 'u'

const Float:gfSnapDistance = 10.0;    //blocks snap together when they're within this value + the players snap gap

/* enum for menu option values */
enum
{
    N1, N2, N3, N4, N5, N6, N7, N8, N9, N0
};

/* enum for options with YES/NO confirmation */
enum
{
    CHOICE_LOAD,
    CHOICE_DEL_BLOCKS,
    CHOICE_DEL_TELEPORTS
};

/* hud message values */
const gHudRed = 10;
const gHudGreen = 30;
const gHudBlue = 200;
const Float:gfTextX = -1.0;
const Float:gfTextY = 0.84;
const gHudEffects = 0;
const Float:gfHudFxTime = 0.0;
const Float:gfHudHoldTime = 0.25;
const Float:gfHudFadeInTime = 0.0;
const Float:gfHudFadeOutTime = 0.0;
const gHudChannel = 2;

/* Task ID offsets */
const TASK_GRAB = 1000;
const TASK_BHOPSOLID = 2000;
const TASK_BHOPSOLIDNOT = 3000;
const TASK_INVINCIBLE = 4000;
const TASK_STEALTH = 5000;
const TASK_ICE = 6000;
const TASK_SPRITE = 7000;
const TASK_CAMOUFLAGE = 8000;
const TASK_HONEY = 9000;
const TASK_FIRE = 10000;
const TASK_BOOTSOFSPEED = 11000;
const TASK_TELEPORT = 12000;
const TASK_NOSLOW = 13000;
const TASK_AUTOBHOP = 14000;

/* Strings */
new const gszPrefix[] = "[BM] ";
new const gszInfoTarget[] = "info_target";
new const gszHelpFilenameFormat[] = "blockmaker_v%s.txt";
new gszFile[128];
new gszNewFile[128];
new gszMenu[256];
new gszOptionsMenu[256];
new gszTeleportMenu[256];
new gszChoiceMenu[128];
new gszHelpTitle[64];
new gszHelpText[1600];
new gszHelpFilename[32];
new gszViewModel[33][32];

/* Block dimensions */
new Float:gfBlockSizeMinForX[3] = {-4.0,-32.0,-32.0};
new Float:gfBlockSizeMaxForX[3] = { 4.0, 32.0, 32.0};
new Float:gfBlockSizeMinForY[3] = {-32.0,-4.0,-32.0};
new Float:gfBlockSizeMaxForY[3] = { 32.0, 4.0, 32.0};
new Float:gfBlockSizeMinForZ[3] = {-32.0,-32.0,-4.0};
new Float:gfBlockSizeMaxForZ[3] = { 32.0, 32.0, 4.0};
new Float:gfDefaultBlockAngles[3] = { 0.0, 0.0, 0.0 };

/* Block models */
new const gszBlockModelDefault[] = "models/blockmaker/bm_block_default.mdl";
new const gszBlockModelPlatform[] = "models/blockmaker/bm_block_platform.mdl";
new const gszBlockModelBhop[] = "models/blockmaker/bm_block_bhop.mdl";
new const gszBlockModelDamage[] = "models/blockmaker/bm_block_damage.mdl";
new const gszBlockModelHealer[] = "models/blockmaker/bm_block_healer.mdl";
new const gszBlockModelInvincibility[] = "models/blockmaker/bm_block_invincibility.mdl";
new const gszBlockModelStealth[] = "models/blockmaker/bm_block_stealth.mdl";
new const gszBlockModelSpeedBoost[] = "models/blockmaker/bm_block_speedboost.mdl";
new const gszBlockModelNoFallDamage[] = "models/blockmaker/bm_block_nofalldamage.mdl";
new const gszBlockModelIce[] = "models/blockmaker/bm_block_ice.mdl";
new const gszBlockModelDeath[] = "models/blockmaker/bm_block_death.mdl";
new const gszBlockModelNuke[] = "models/blockmaker/bm_block_nuke.mdl";
new const gszBlockModelCamouflage[] = "models/blockmaker/bm_block_camouflage.mdl";
new const gszBlockModelLowGravity[] = "models/blockmaker/bm_block_lowgravity.mdl";
new const gszBlockModelFire[] = "models/blockmaker/bm_block_fire.mdl";
new const gszBlockModelRandom[] = "models/blockmaker/bm_block_random.mdl";
new const gszBlockModelSlap[] = "models/blockmaker/bm_block_slap.mdl";
new const gszBlockModelHoney[] = "models/blockmaker/bm_block_honey.mdl";
new const gszBlockModelBarrierCT[] = "models/blockmaker/bm_block_barrier_ct.mdl";
new const gszBlockModelBarrierT[] = "models/blockmaker/bm_block_barrier_t.mdl";
new const gszBlockModelBootsOfSpeed[] = "models/blockmaker/bm_block_bootsofspeed.mdl";
new const gszBlockModelGlass[] = "models/blockmaker/bm_block_glass.mdl";
new const gszBlockModelBhopNoSlow[] = "models/blockmaker/bm_block_bhop_noslow.mdl";
new const gszBlockModelAutoBhop[] = "models/blockmaker/bm_block_autobhop.mdl";
new const gszBlockModelDeagle[] = "models/blockmaker/bm_block_deagle.mdl";

/* Block sprites */
new const gszBlockSpriteFire[] = "sprites/blockmaker/bm_block_fire.spr";            //custom
new const gszBlockSpriteTrampoline[] = "sprites/blockmaker/bm_block_trampoline.spr";    //custom
new const gszBlockSpriteSpeedBoost[] = "sprites/blockmaker/bm_block_speedboost.spr";    //custom
new const gszFireSprite[] = "sprites/blockmaker/bm_block_fire_flame.spr";        //custom

/* Block sounds */
new const gszNukeExplosion[] = "weapons/c4_explode1.wav";                //from CS
new const gszFireSoundFlame[] = "ambience/flameburst1.wav";                //from HL
new const gszInvincibleSound[] = "warcraft3/divineshield.wav";                //from WC3 plugin
new const gszCamouflageSound[] = "warcraft3/antend.wav";                    //from WC3 plugin
new const gszStealthSound[] = "warcraft3/levelupcaster.wav";                //from WC3 plugin
new const gszBootsOfSpeedSound[] = "warcraft3/purgetarget1.wav";                //from WC3 plugin
new const gszAutoBhopSound[] = "blockmaker/boing.wav";                    //from 'www.wavsource.com/sfx/sfx.htm'

/* Teleport */
new const Float:gfTeleportSizeMin[3] = {-16.0,-16.0,-16.0};
new const Float:gfTeleportSizeMax[3] = { 16.0, 16.0, 16.0};
new const Float:gfTeleportZOffset = 36.0;
new const gTeleportStartFrames = 20;
new const gTeleportEndFrames = 5;
new const gszTeleportSound[] = "warcraft3/blinkarrival.wav";                //from WC3 plugin
new const gszTeleportSpriteStart[] = "sprites/flare6.spr";                //from HL
new const gszTeleportSpriteEnd[] = "sprites/blockmaker/bm_teleport_end.spr";        //custom

/* Variables */
new gSpriteIdBeam;
new gSpriteIdFire;
new gMsgScreenFade;
new gMenuBeforeOptions[33];
new gChoiceOption[33];
new gBlockMenuPage[33];
new gTeleportStart[33];
new gGrabbed[33];
new gGroupedBlocks[33][256];
new gGroupCount[33];
new bool:gbSnapping[33];
new bool:gbNoFallDamage[33];
new bool:gbOnIce[33];
new bool:gbNoSlowDown[33];
new bool:gbLowGravity[33];
new bool:gbOnFire[33];
new bool:gbAutoBhop[33];
new bool:gbJustDeleted[33];
new bool:gbAdminGodmode[33];
new bool:gbAdminNoclip[33];
new Float:gfSnappingGap[33];
new Float:gfOldMaxSpeed[33];
new Float:gfGrabOffset[33][3];
new Float:gfGrablength[33];
new Float:gfNextHealTime[33];
new Float:gfNextDamageTime[33];
new Float:gfInvincibleNextUse[33];
new Float:gfInvincibleTimeOut[33];
new Float:gfStealthNextUse[33];
new Float:gfStealthTimeOut[33];
new Float:gfTrampolineTimeout[33];
new Float:gfSpeedBoostTimeOut[33];
new Float:gfNukeNextUse[33];
new Float:gfCamouflageNextUse[33];
new Float:gfCamouflageTimeOut[33];
new Float:gfRandomNextUse[33];
new Float:gfBootsOfSpeedTimeOut[33];
new Float:gfBootsOfSpeedNextUse[33];
new Float:gfAutoBhopTimeOut[33];
new Float:gfAutoBhopNextUse[33];
new gszCamouflageOldModel[33][32];

/* BLOCK & TELEPORT TYPES */
const gBlockMax = 25;
new gSelectedBlockType[gBlockMax];
new gRender[gBlockMax];
new gRed[gBlockMax];
new gGreen[gBlockMax];
new gBlue[gBlockMax];
new gAlpha[gBlockMax];

new const gszBlockClassname[] = "bm_block";
new const gszSpriteClassname[] = "bm_sprite";
new const gszTeleportStartClassname[32] = "bm_teleportstart";
new const gszTeleportEndClassname[32] = "bm_teleportend";

enum
{
    TELEPORT_START,
    TELEPORT_END
};

enum
{
    BM_PLATFORM,        //A
    BM_BHOP,        //B
    BM_DAMAGE,        //C
    BM_HEALER,        //D
    BM_NOFALLDAMAGE,    //I
    BM_ICE,            //J
    BM_TRAMPOLINE,        //G
    BM_SPEEDBOOST,        //H
    BM_INVINCIBILITY,    //E
    BM_STEALTH,        //F
    BM_DEATH,        //K
    BM_NUKE,        //L
    BM_CAMOUFLAGE,        //M
    BM_LOWGRAVITY,        //N
    BM_FIRE,        //O
    BM_SLAP,        //P
    BM_RANDOM,        //Q
    BM_HONEY,        //R
    BM_BARRIER_CT,        //S
    BM_BARRIER_T,        //T
    BM_BOOTSOFSPEED,    //U
    BM_GLASS,        //V
    BM_BHOP_NOSLOW,        //W
    BM_AUTO_BHOP        //X
    BM_DEAGLE,        //Y
};

enum
{
    NORMAL,
    GLOWSHELL,
    TRANSCOLOR,
    TRANSALPHA,
    TRANSWHITE
};

new const gszBlockNames[gBlockMax][32] =
{
    "Platform",
    "Bunnyhop",
    "Damage",
    "Healer",
    "No Fall Damage",
    "Ice",
    "Trampoline",
    "Speed Boost",
    "Invincibility",
    "Stealth",
    "Death",
    "Nuke",
    "Camouflage",
    "Low Gravity",
    "Fire",
    "Slap",
    "Random",
    "Honey",
    "CT Barrier",
    "T Barrier",
    "Boots Of Speed",
    "Glass",
    "Bunnyhop (No slow down)",
    "Auto Bunnyhop"
    "Deagle Block"
};

new const gBlockSaveIds[gBlockMax] =
{
    'A', 'B', 'C', 'D', 'I', 'J', 'G', 'H', 'E', 'F', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y'
};

//global array of strings to store the paths and filenames to the block models
new gszBlockModels[gBlockMax][64];

//array of blocks that the random block can be
const gRandomBlocksMax = 7;

new const gRandomBlocks[gRandomBlocksMax] =
{
    BM_INVINCIBILITY,
    BM_STEALTH,
    BM_DEATH,
    BM_CAMOUFLAGE,
    BM_SLAP,
    BM_BOOTSOFSPEED,
    BM_AUTO_BHOP
};

//max speed for player when they have the boots of speed
const Float:gfBootsMaxSpeed = 400.0;

//how many pages for the block selection menu
new gBlockMenuPagesMax;

/***** PLUGIN START *****/
public plugin_init()
{
    register_plugin(PLUGIN, VERSION, AUTHOR);
    register_cvar(PLUGIN, VERSION, FCVAR_SERVER, 0.0);
    
    //register client commands
    register_clcmd("say /bm", "cmdShowMainMenu");
    register_clcmd("+bmgrab", "cmdGrab", BM_ADMIN_LEVEL, "bind a key to +bmgrab");
    register_clcmd("-bmgrab", "cmdRelease", BM_ADMIN_LEVEL);
    
    //register menus
    register_menucmd(register_menuid("bmMainMenu"), MAIN_MENU_KEYS, "handleMainMenu");
    register_menucmd(register_menuid("bmBlockSelectionMenu"), BLOCKSELECTION_MENU_KEYS, "handleBlockSelectionMenu");
    register_menucmd(register_menuid("bmOptionsMenu"), OPTIONS_MENU_KEYS, "handleOptionsMenu");
    register_menucmd(register_menuid("bmTeleportMenu"), TELEPORT_MENU_KEYS, "handleTeleportMenu");
    register_menucmd(register_menuid("bmChoiceMenu"), CHOICE_MENU_KEYS, "handleChoiceMenu");
    
    //register CVARs
    register_cvar("bm_telefrags", "1");            //players near teleport exit die if someone comes through
    register_cvar("bm_firedamageamount", "20.0");        //damage you take per half-second on the fire block
    register_cvar("bm_damageamount", "5.0");        //damage you take per half-second on the damage block
    register_cvar("bm_healamount", "1.0");            //how much hp per half-second you get on the healing block
    register_cvar("bm_invincibletime", "10.0");        //how long a player is invincible
    register_cvar("bm_invinciblecooldown", "60.0");        //time before the invincible block can be used again
    register_cvar("bm_stealthtime", "10.0");        //how long a player is in stealth
    register_cvar("bm_stealthcooldown", "60.0");        //time before the stealth block can be used again
    register_cvar("bm_camouflagetime", "10.0");        //how long a player is in camouflage
    register_cvar("bm_camouflagecooldown", "60.0");        //time before the camouflage block can be used again
    register_cvar("bm_nukecooldown", "60.0");        //someone might have been invincible when it was used
    register_cvar("bm_randomcooldown", "30.0");        //time before the random block can be used again
    register_cvar("bm_bootsofspeedtime", "10.0");        //how long the player has boots of speed
    register_cvar("bm_bootsofspeedcooldown", "60.0");    //time before boots of speed can be used again
    register_cvar("bm_autobhoptime", "10.0");        //how long the player has auto bhop
    register_cvar("bm_autobhopcooldown", "60.0");        //time before auto bhop can be used again
    
    //register events
    register_event("DeathMsg", "eventPlayerDeath", "a");
    register_event("TextMsg", "eventRoundRestart", "a", "2&#Game_C", "2&#Game_w");
    register_event("ResetHUD", "eventPlayerSpawn", "b");
    register_event("CurWeapon", "eventCurWeapon", "be");
    
    //make config folder if it doesn't already exist
    new szConfigsDir[64];
    new szMap[32];
    get_configsdir(szConfigsDir, 64);
    add(szConfigsDir, 64, "/blockmaker");
    
    if (!dir_exists(szConfigsDir))
    {
        mkdir(szConfigsDir);
    }
    
    get_mapname(szMap, 32);
    formatex(gszFile, 96, "%s/%s.cfg", szConfigsDir, szMap);
    
    //make save folder in basedir (new saving/loading method)
    new szDir[64];
    get_basedir(szDir, 64);
    add(szDir, 64, "/blockmaker");
    
    if (!dir_exists(szDir))
    {
        mkdir(szDir);
    }
    
    get_mapname(szMap, 32);
    formatex(gszNewFile, 96, "%s/%s.bm", szDir, szMap);
}
 
public plugin_precache()
{
    //set block models to defaults
    gszBlockModels[BM_PLATFORM] = gszBlockModelPlatform;
    gszBlockModels[BM_BHOP] = gszBlockModelBhop;
    gszBlockModels[BM_DAMAGE] = gszBlockModelDamage;
    gszBlockModels[BM_HEALER] = gszBlockModelHealer;
    gszBlockModels[BM_NOFALLDAMAGE] = gszBlockModelNoFallDamage;
    gszBlockModels[BM_ICE] = gszBlockModelIce;
    gszBlockModels[BM_TRAMPOLINE] = gszBlockModelDefault;
    gszBlockModels[BM_SPEEDBOOST] = gszBlockModelSpeedBoost;
    gszBlockModels[BM_INVINCIBILITY] = gszBlockModelInvincibility;
    gszBlockModels[BM_STEALTH] = gszBlockModelStealth;
    gszBlockModels[BM_DEATH] = gszBlockModelDeath;
    gszBlockModels[BM_NUKE] = gszBlockModelNuke;
    gszBlockModels[BM_CAMOUFLAGE] = gszBlockModelCamouflage;
    gszBlockModels[BM_LOWGRAVITY] = gszBlockModelLowGravity;
    gszBlockModels[BM_FIRE] = gszBlockModelFire;
    gszBlockModels[BM_SLAP] = gszBlockModelSlap;
    gszBlockModels[BM_RANDOM] = gszBlockModelRandom;
    gszBlockModels[BM_HONEY] = gszBlockModelHoney;
    gszBlockModels[BM_BARRIER_CT] = gszBlockModelBarrierCT;
    gszBlockModels[BM_BARRIER_T] = gszBlockModelBarrierT;
    gszBlockModels[BM_BOOTSOFSPEED] = gszBlockModelBootsOfSpeed;
    gszBlockModels[BM_GLASS] = gszBlockModelGlass;
    gszBlockModels[BM_BHOP_NOSLOW] = gszBlockModelBhopNoSlow;
    gszBlockModels[BM_AUTO_BHOP] = gszBlockModelAutoBhop;
    gszBlockModesl[BM_DEAGLE] = gszBlockModelDeagle;
    
    //setup default block rendering (unlisted block use normal rendering)
    setupBlockRendering(BM_INVINCIBILITY, GLOWSHELL, 255, 255, 255, 16);
    setupBlockRendering(BM_STEALTH, TRANSWHITE, 255, 255, 255, 100);
    setupBlockRendering(BM_GLASS, TRANSALPHA, 255, 255, 255, 50);
    
    //process block models config file
    processBlockModels();
    
    //precache blocks
    for (new i = 0; i < gBlockMax; ++i)
    {
        precache_model(gszBlockModels[i]);
    }
    
    //precache sprites
    precache_model(gszBlockSpriteFire);
    precache_model(gszBlockSpriteTrampoline);
    precache_model(gszBlockSpriteSpeedBoost);
    precache_model(gszTeleportSpriteStart);
    precache_model(gszTeleportSpriteEnd);
    gSpriteIdFire = precache_model(gszFireSprite);
    gSpriteIdBeam = precache_model("sprites/zbeam4.spr");
    
    //precache sounds
    precache_sound(gszTeleportSound);
    precache_sound(gszNukeExplosion);
    precache_sound(gszInvincibleSound);
    precache_sound(gszCamouflageSound);
    precache_sound(gszStealthSound);
    precache_sound(gszFireSoundFlame);
    precache_sound(gszBootsOfSpeedSound);
    precache_sound(gszAutoBhopSound);
}

public plugin_cfg()
{
    //format help text filename
    format(gszHelpFilename, 32, gszHelpFilenameFormat, VERSION);
    
    //create main menu
    new size = sizeof(gszMenu);
    add(gszMenu, size, "\yBlock Maker by BunnY [SyndroM-Gaming.se]^n^n");
    add(gszMenu, size, "\r1. \wBlock Type: \y%s^n");
    add(gszMenu, size, "\r2. %sCreate Block^n");
    add(gszMenu, size, "\r3. %sConvert Block^n");
    add(gszMenu, size, "\r4. %sDelete Block^n");
    add(gszMenu, size, "\r5. %sRotate Block^n^n");
    add(gszMenu, size, "\r6. %sNoclip: %s^n");
    add(gszMenu, size, "\r7. %sGodmode: %s^n^n");
    add(gszMenu, size, "\r8. \wOptions Menu^n");
    add(gszMenu, size, "\r9. \wTeleport menu^n^n");
    add(gszMenu, size, "\r0. \wClose");
    
    //calculate maximum number of block menu pages from maximum amount of blocks
    gBlockMenuPagesMax = floatround((float(gBlockMax) / 8.0), floatround_ceil);
    
    //create the options menu
    size = sizeof(gszOptionsMenu);
    add(gszOptionsMenu, size, "\yOptions Menu^n^n");
    add(gszOptionsMenu, size, "\r1. %sSnapping: %s^n");
    add(gszOptionsMenu, size, "\r2. %sSnapping gap: \y%.1f^n");
    add(gszOptionsMenu, size, "\r3. %sAdd to group^n");
    add(gszOptionsMenu, size, "\r4. %sClear group^n^n");
    add(gszOptionsMenu, size, "\r5. %sDelete all blocks^n");
    add(gszOptionsMenu, size, "\r6. %sDelete all teleports^n^n");
    add(gszOptionsMenu, size, "\r7. %sSave to file^n");
    add(gszOptionsMenu, size, "\r8. %sLoad from file^n^n");
    add(gszOptionsMenu, size, "\r9. \wShow help^n");
    add(gszOptionsMenu, size, "\r0. \wBack");
    
    //create teleport menu
    size = sizeof(gszTeleportMenu);
    add(gszTeleportMenu, size, "\yTeleporter Menu^n^n");
    add(gszTeleportMenu, size, "\r1. %sTeleport Start^n");
    add(gszTeleportMenu, size, "\r2. %sTeleport Destination^n");
    add(gszTeleportMenu, size, "\r3. %sShow Teleport Path^n");
    add(gszTeleportMenu, size, "\r4. %sDelete Teleport^n^n^n");
    add(gszTeleportMenu, size, "\r6. %sNoclip: %s^n");
    add(gszTeleportMenu, size, "\r7. %sGodmode: %s^n^n");
    add(gszTeleportMenu, size, "\r8. \wOptions Menu^n^n^n");
    add(gszTeleportMenu, size, "\r0. \wBack");
    
    //create choice (YES/NO) menu
    size = sizeof(gszChoiceMenu);
    add(gszChoiceMenu, size, "\y%s^n^n");
    add(gszChoiceMenu, size, "\r1. \wYes^n");
    add(gszChoiceMenu, size, "\r2. \wNo^n^n^n^n^n^n^n^n^n^n^n");
    add(gszChoiceMenu, size, "\r0. \wBack");
    
    //create help title
    format(gszHelpTitle, sizeof(gszHelpTitle), "%s v%s by %s", PLUGIN, VERSION, AUTHOR);
    
    //read in help text from file
    new szConfigsDir[32];
    new szHelpFilename[64];
    new szLine[128];
    get_configsdir(szConfigsDir, 32);
    format(szHelpFilename, sizeof(szHelpFilename), "%s/%s", szConfigsDir, gszHelpFilename);
    
    //open help file for reading
    new f = fopen(szHelpFilename, "rt");
    
    //iterate through all the lines in the file
    size = sizeof(gszHelpText);
    while (!feof(f))
    {
        fgets(f, szLine, 128);
        
        add(gszHelpText, size, szLine);
    }
    
    //close file
    fclose(f);
    
    //get id for message 'ScreenFade'
    gMsgScreenFade = get_user_msgid("ScreenFade");
    
    //load blocks from file
    loadBlocks(0);
}

setupBlockRendering(blockType, renderType, red, green, blue, alpha)
{
    gRender[blockType] = renderType;
    gRed[blockType] = red;
    gGreen[blockType] = green;
    gBlue[blockType] = blue;
    gAlpha[blockType] = alpha;
}

processBlockModels()
{     
    //get full path to block models config file
    new szBlockModelsFile[96];
    get_configsdir(szBlockModelsFile, 96);
    add(szBlockModelsFile, 96, "/blockmaker_models.ini");
    
    //open block models config file for reading
    new f = fopen(szBlockModelsFile, "rt");
    new szData[160];
    new szType[32];
    new szBlockModel[64];
    new szRender[16];
    new szRed[8];
    new szGreen[8];
    new szBlue[8];
    new szAlpha[8];
    new blockType;
    new render;
    new red;
    new green;
    new blue;
    new alpha;
    
    //iterate through all the lines in the file
    while (!feof(f))
    {
        //clear data
        szBlockModel = "";
        szRender = "";
        szRed = "";
        szGreen = "";
        szBlue = "";
        szAlpha = "";
        blockType = -1;
        
        //get and parse a line of data from file
        fgets(f, szData, 160);
        parse(szData, szType, 24, szBlockModel, 64, szRender, 16, szRed, 8, szGreen, 8, szBlue, 8, szAlpha, 8);
        
        //replace '\' with '/' in block model path
        replace_all(szBlockModel, 64, "\", "/");
        
        if (equal(szType, "PLATFORM")) blockType = BM_PLATFORM;
        else if (equal(szType, "BHOP")) blockType = BM_BHOP;
        else if (equal(szType, "DAMAGE")) blockType = BM_DAMAGE;
        else if (equal(szType, "HEALER")) blockType = BM_HEALER;
        else if (equal(szType, "NOFALLDAMAGE")) blockType = BM_NOFALLDAMAGE;
        else if (equal(szType, "ICE")) blockType = BM_ICE;
        else if (equal(szType, "TRAMPOLINE")) blockType = BM_TRAMPOLINE;
        else if (equal(szType, "SPEEDBOOST")) blockType = BM_SPEEDBOOST;
        else if (equal(szType, "INVINCIBILITY")) blockType = BM_INVINCIBILITY;
        else if (equal(szType, "STEALTH")) blockType = BM_STEALTH;
        else if (equal(szType, "DEATH")) blockType = BM_DEATH;
        else if (equal(szType, "NUKE")) blockType = BM_NUKE;
        else if (equal(szType, "CAMOUFLAGE")) blockType = BM_CAMOUFLAGE;
        else if (equal(szType, "LOWGRAVITY")) blockType = BM_LOWGRAVITY;
        else if (equal(szType, "FIRE")) blockType = BM_FIRE;
        else if (equal(szType, "SLAP")) blockType = BM_SLAP;
        else if (equal(szType, "RANDOM")) blockType = BM_RANDOM;
        else if (equal(szType, "HONEY")) blockType = BM_HONEY;
        else if (equal(szType, "BARRIER_CT")) blockType = BM_BARRIER_CT;
        else if (equal(szType, "BARRIER_T")) blockType = BM_BARRIER_T;
        else if (equal(szType, "BOOTSOFSPEED")) blockType = BM_BOOTSOFSPEED;
        else if (equal(szType, "GLASS")) blockType = BM_GLASS;
        else if (equal(szType, "BHOP_NOSLOW")) blockType = BM_BHOP_NOSLOW;
        else if (equal(szType, "AUTO_BHOP")) blockType = BM_AUTO_BHOP;
        else if (equal(szType, "DEAGLE")) blockType = BM_DEAGLE;
        
        //if we're dealing with a valid block type
        if (blockType >= 0 && blockType < gBlockMax)
        {
            new bool:bDoRendering = false;
            
            //if block model file exists
            if (file_exists(szBlockModel))
            {
                //set block model for given block type
                gszBlockModels[blockType] = szBlockModel;
                
                //block model file does exist so process rendering values as well
                bDoRendering = true;
            }
            else
            {
                if (equal(szBlockModel, "DEFAULT"))
                {
                    //block is set to use default so process rendering values
                    bDoRendering = true;
                }
            }
            
            //process rendering values
            if (bDoRendering)
            {
                render = NORMAL;
                red = 255;
                green = 255;
                blue = 255;
                alpha = 255;
                
                if (equal(szRender, "GLOWSHELL")) render = GLOWSHELL;
                if (equal(szRender, "TRANSCOLOR")) render = TRANSCOLOR;
                if (equal(szRender, "TRANSALPHA")) render = TRANSALPHA;
                if (equal(szRender, "TRANSWHITE")) render = TRANSWHITE;
                
                if (strlen(szRed) > 0) red = str_to_num(szRed);
                if (strlen(szGreen) > 0) green = str_to_num(szGreen);
                if (strlen(szBlue) > 0) blue = str_to_num(szBlue);
                if (strlen(szAlpha) > 0) alpha = str_to_num(szAlpha);
                
                //set blocks rendering values
                setupBlockRendering(blockType, render, red, green, blue, alpha);
            }
        }
    }
    
    //close file
    fclose(f);
}

/***** FORWARDS *****/
public client_connect(id)
{
    //make sure snapping is on by default
    gbSnapping[id] = true;
    
    //players chosen snapping gap defaults to 0.0 units
    gfSnappingGap[id] = 0.0;
    
    //make sure players can die
    gbNoFallDamage[id] = false;
    
    //players block selection menu is on page 1
    gBlockMenuPage[id] = 1;
    
    //player doesn't have godmode or noclip
    gbAdminGodmode[id] = false;
    gbAdminNoclip[id] = false;
    
    //player doesn't have any block grouped
    gGroupCount[id] = 0;
    
    //player is not 'on ice'
    gbOnIce[id] = false;
    
    //player slows down after jumping
    gbNoSlowDown[id] = false;
    
    //player goes not have auto bhop
    gbAutoBhop[id] = false;
}

public client_disconnect(id)
{
    //clear players group
    groupClear(id);
    
    //if player was grabbing an entity when they disconnected
    if (gGrabbed[id])
    {
        //if entity is valid
        if (is_valid_ent(gGrabbed[id]))
        {
            //set the entity to 'not being grabbed'
            entity_set_int(gGrabbed[id], EV_INT_iuser2, 0);
        }
        
        gGrabbed[id] = 0;
    }
}

public pfn_touch(ent, id)
{
    //if touch event involves a player
    if (id > 0 && id <= 32)
    {
        //if player is alive
        if (is_user_alive(id))
        {
            //if entity involved is a block
            if (isBlock(ent))
            {
                //get the blocktype
                new blockType = entity_get_int(ent, EV_INT_body);
                
                //if blocktype is a bunnyhop block or barrier
                if (blockType == BM_BHOP || blockType == BM_BARRIER_CT || blockType == BM_BARRIER_T || blockType == BM_BHOP_NOSLOW)
                {
                    //if task does not already exist for bunnyhop block
                    if (!task_exists(TASK_BHOPSOLIDNOT + ent) && !task_exists(TASK_BHOPSOLID + ent))
                    {
                        //get the players team
                        new CsTeams:team = cs_get_user_team(id);
                        
                        //if players team is different to barrier
                        if (blockType == BM_BARRIER_CT && team == CS_TEAM_T)
                        {
                            //make block SOLID_NOT without any delay
                            taskSolidNot(TASK_BHOPSOLIDNOT + ent);
                        }
                        else if (blockType == BM_BARRIER_T && team == CS_TEAM_CT)
                        {
                            //make block SOLID_NOT without any delay
                            taskSolidNot(TASK_BHOPSOLIDNOT + ent);
                        }
                        else if (blockType == BM_BHOP || blockType == BM_BHOP_NOSLOW)
                        {
                            //set bhop block to be SOLID_NOT after 0.1 seconds
                            set_task(0.1, "taskSolidNot", TASK_BHOPSOLIDNOT + ent);
                        }
                    }
                }
            }
        }
    }
    
    return PLUGIN_CONTINUE;
}

public server_frame()
{
    new ent;
    new Float:vOrigin[3];
    new bool:entNear = false;
    new tele;
    new entinsphere;
    
    //iterate through all players and remove slow down after jumping
    for (new i = 1; i <= 32; ++i)
    {
        if (is_user_alive(i))
        {
            if (gbOnIce[i] || gbNoSlowDown[i])
            {
                entity_set_float(i, EV_FL_fuser2, 0.0);
            }
        }
    }
    
    //find all teleport start entities in map and if a player is close to one, teleport the player
    while ((ent = find_ent_by_class(ent, gszTeleportStartClassname)))
    {
        new Float:vOrigin[3];
        entity_get_vector(ent, EV_VEC_origin, vOrigin);
        
        //teleport players and grenades within a sphere around the teleport start entity
        entinsphere = -1;
        while ((entinsphere = find_ent_in_sphere(entinsphere, vOrigin, 32.0)))
        {
            //get classname of entity
            new szClassname[32];
            entity_get_string(entinsphere, EV_SZ_classname, szClassname, 32);
            
            //if entity is a player
            if (entinsphere > 0 && entinsphere <= 32)
            {
                //only teleport player if they're alive
                if (is_user_alive(entinsphere))
                {
                    //teleport the player
                    actionTeleport(entinsphere, ent);
                }
            }
            //or if entity is a grenade
            else if (equal(szClassname, "grenade"))
            {
                //get the end of the teleport
                tele = entity_get_int(ent, EV_INT_iuser1);
                
                //if the end of the teleport exists
                if (tele)
                {
                    //set the end of the teleport to be not solid
                    entity_set_int(tele, EV_INT_solid, SOLID_NOT);    //can't be grabbed or deleted
                    
                    //teleport the grenade
                    actionTeleport(entinsphere, ent);
                    
                    //set a time in the teleport it will become solid after 2 seconds
                    entity_set_float(tele, EV_FL_ltime, halflife_time() + 2.0);
                }
            }
        }
    }
    
    //make teleporters SOLID_NOT when players are near them
    while ((ent = find_ent_by_class(ent, gszTeleportEndClassname)))
    {
        //get the origin of the teleport end entity
        entity_get_vector(ent, EV_VEC_origin, vOrigin);
        
        //compare this origin with all player and grenade origins
        entinsphere = -1;
        while ((entinsphere = find_ent_in_sphere(entinsphere, vOrigin, 64.0)))
        {
            //get classname of entity
            new szClassname[32];
            entity_get_string(entinsphere, EV_SZ_classname, szClassname, 32);
            
            //if entity is a player
            if (entinsphere > 0 && entinsphere <= 32)
            {
                //make sure player is alive
                if (is_user_alive(entinsphere))
                {
                    entNear = true;
                    
                    break;
                }
            }
            //or if entity is a grenade
            else if (equal(szClassname, "grenade"))
            {
                entNear = true;
                
                break;
            }
        }
        
        //set the solid type of the teleport end entity depending on whether or not a player is near
        if (entNear)
        {
            //only do this if it is not being grabbed
            if (entity_get_int(ent, EV_INT_iuser2) == 0)
            {
                entity_set_int(ent, EV_INT_solid, SOLID_NOT);    //can't be grabbed or deleted
            }
        }
        else
        {
            //get time from teleport end entity to check if it can go solid
            new Float:fTime = entity_get_float(ent, EV_FL_ltime);
            
            //only set teleport end entity to solid if its 'solid not' time has elapsed
            if (halflife_time() >= fTime)
            {
                entity_set_int(ent, EV_INT_solid, SOLID_BBOX);    //CAN be grabbed and deleted
            }
        }
    }
    
    //find all block entities
    while ((ent = find_ent_by_class(ent, gszBlockClassname)))
    {
        //get block type
        new blockType = entity_get_int(ent, EV_INT_body);
        
        //if block is a speed boost
        if (blockType == BM_SPEEDBOOST)
        {
            new Float:vOrigin[3];
            new Float:pOrigin[3];
            new Float:dist = 9999.9;
            new Float:playerDist = 9999.9;
            new nearestPlayer = 0;
            
            //get the origin of the speed boost block
            entity_get_vector(ent, EV_VEC_origin, vOrigin);
            
            //compare this origin with all players origins to find the nearest player to the block
            for (new id = 1; id <= 32; ++id)
            {
                //if player is alive
                if (is_user_alive(id))
                {
                    //get player origin
                    entity_get_vector(id, EV_VEC_origin, pOrigin);
                    
                    //get the distance from the block to the player
                    dist = get_distance_f(vOrigin, pOrigin);
                    
                    if (dist < playerDist)
                    {
                        nearestPlayer = id;
                        playerDist = dist;
                    }
                }
            }
            
            //if we found a player within 100 units of the speed boost block
            if (nearestPlayer > 0 && playerDist < 200.0)
            {
                //get the sprite on top of the speed boost block
                new sprite = entity_get_int(ent, EV_INT_iuser3);
                
                //make sure sprite entity is valid
                if (sprite)
                {
                    new Float:vAngles[3];
                    
                    //get the direction the player is looking
                    entity_get_vector(nearestPlayer, EV_VEC_angles, vAngles);
                    
                    //set the angles of the sprite to be the same as the player
                    vAngles[0] = 90.0;    //always make sure sprite is flat to the block
                    vAngles[1] += 90.0;    //rotate the sprite by 90 because it doesnt point up (PAT!)
                    entity_set_vector(sprite, EV_VEC_angles, vAngles);
                }
            }
        }
    }
}

public client_PreThink(id)
{
    //make sure player is connected
    if (is_user_connected(id))
    {
        //display type of block that player is aiming at
        new ent, body;
        get_user_aiming(id, ent, body, 320);
        
        if (isBlock(ent))
        {
            new blockType = entity_get_int(ent, EV_INT_body);
            
            set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
            show_hudmessage(id, "Block Type: %s", gszBlockNames[blockType]);
        }
        
        //make sure player is alive
        if (is_user_alive(id))
        {
            //if player has low gravity
            if (gbLowGravity[id])
            {
                //get players flags
                new flags = entity_get_int(id, EV_INT_flags);
                
                //if player has feet on the ground, set gravity to normal
                if (flags & FL_ONGROUND)
                {
                    set_user_gravity(id);
                    
                    gbLowGravity[id] = false;
                }
            }
            
            //if player has auto bhop
            if (gbAutoBhop[id])
            {
                //get players old buttons
                new oldbuttons = get_user_oldbutton(id);
                
                //remove jump flag from old buttons
                oldbuttons &= ~IN_JUMP;
                entity_set_int(id, EV_INT_oldbuttons, oldbuttons);
            }
            
            //trace directly down to see if there is a block beneath player
            new Float:pOrigin[3];
            new Float:pSize[3];
            new Float:pMaxs[3];
            new Float:vTrace[3];
            new Float:vReturn[3];
            entity_get_vector(id, EV_VEC_origin, pOrigin);
            entity_get_vector(id, EV_VEC_size, pSize);
            entity_get_vector(id, EV_VEC_maxs, pMaxs);
            
            //calculate position of players feet
            pOrigin[2] = pOrigin[2] - ((pSize[2] - 36.0) - (pMaxs[2] - 36.0));
            
            //make the trace small for some blocks
            vTrace[2] = pOrigin[2] - 1.0;
            
            //do 4 traces for each corner of the player
            for (new i = 0; i < 4; ++i)
            {
                switch (i)
                {
                    case 0: { vTrace[0] = pOrigin[0] - 16; vTrace[1] = pOrigin[1] + 16; }
                    case 1: { vTrace[0] = pOrigin[0] + 16; vTrace[1] = pOrigin[1] + 16; }
                    case 2: { vTrace[0] = pOrigin[0] + 16; vTrace[1] = pOrigin[1] - 16; }
                    case 3: { vTrace[0] = pOrigin[0] - 16; vTrace[1] = pOrigin[1] - 16; }
                }
                
                ent = trace_line(id, pOrigin, vTrace, vReturn);
                
                //if entity found is a block
                if (isBlock(ent))
                {
                    new blockType = entity_get_int(ent, EV_INT_body);
                    
                    switch (blockType)
                    {
                        case BM_HEALER: actionHeal(id);
                        case BM_DAMAGE: actionDamage(id);
                        case BM_INVINCIBILITY: actionInvincible(id, false);
                        case BM_STEALTH: actionStealth(id, false);
                        case BM_TRAMPOLINE: actionTrampoline(id);
                        case BM_SPEEDBOOST: actionSpeedBoost(id);
                        case BM_DEATH: actionDeath(id);
                        case BM_NUKE: actionNuke(id, false);
                        case BM_LOWGRAVITY: actionLowGravity(id);
                        case BM_CAMOUFLAGE: actionCamouflage(id, false);
                        case BM_FIRE: actionFire(id, ent);
                        case BM_SLAP: actionSlap(id);
                        case BM_RANDOM: actionRandom(id, ent);
                        case BM_HONEY: actionHoney(id);
                        case BM_BOOTSOFSPEED: actionBootsOfSpeed(id, false);
                        case BM_AUTO_BHOP: actionAutoBhop(id, false);
                        case BM_DEAGLE: actionDeagle(id);
                    }
                }
            }
            
            //make the trace longer for other blocks
            vTrace[2] = pOrigin[2] - 20.0;
            
            //do 4 traces for each corner of the player
            for (new i = 0; i < 4; ++i)
            {
                switch (i)
                {
                    case 0: { vTrace[0] = pOrigin[0] - 16; vTrace[1] = pOrigin[1] + 16; }
                    case 1: { vTrace[0] = pOrigin[0] + 16; vTrace[1] = pOrigin[1] + 16; }
                    case 2: { vTrace[0] = pOrigin[0] + 16; vTrace[1] = pOrigin[1] - 16; }
                    case 3: { vTrace[0] = pOrigin[0] - 16; vTrace[1] = pOrigin[1] - 16; }
                }
                
                ent = trace_line(id, pOrigin, vTrace, vReturn);
                
                //if entity found is a block
                if (isBlock(ent))
                {
                    new blockType = entity_get_int(ent, EV_INT_body);
                    
                    switch (blockType)
                    {
                        case BM_TRAMPOLINE: actionTrampoline(id);
                        case BM_NOFALLDAMAGE: actionNoFallDamage(id);
                        case BM_ICE: actionOnIce(id);
                        case BM_BHOP_NOSLOW: actionNoSlowDown(id);
                    }
                }
            }
            
            //display amount of invincibility/stealth/camouflage/boots of speed timeleft
            new Float:fTime = halflife_time();
            new Float:fTimeleftInvincible = gfInvincibleTimeOut[id] - fTime;
            new Float:fTimeleftStealth = gfStealthTimeOut[id] - fTime;
            new Float:fTimeleftCamouflage = gfCamouflageTimeOut[id] - fTime;
            new Float:fTimeleftBootsOfSpeed = gfBootsOfSpeedTimeOut[id] - fTime;
            new Float:fTimeleftAutoBhop = gfAutoBhopTimeOut[id] - fTime;
            new szTextToShow[256] = "";
            new szText[48];
            new bool:bShowText = false;
            
            if (fTimeleftInvincible >= 0.0)
            {
                format(szText, sizeof(szText), "Invincible: %.1f^n", fTimeleftInvincible);
                add(szTextToShow, sizeof(szTextToShow), szText);
                bShowText = true;
            }
            
            if (fTimeleftStealth >= 0.0)
            {
                format(szText, sizeof(szText), "Stealth: %.1f^n", fTimeleftStealth);
                add(szTextToShow, sizeof(szTextToShow), szText);
                bShowText = true;
            }
            
            if (fTimeleftCamouflage >= 0.0)
            {
                //if player is a CT
                if (get_user_team(id) == 1)
                {
                    format(szText, sizeof(szText), "You look like a Counter-Terrorist: %.1f^n", fTimeleftCamouflage);
                }
                else
                {
                    format(szText, sizeof(szText), "You look like a Terrorist: %.1f^n", fTimeleftCamouflage);
                }
                
                add(szTextToShow, sizeof(szTextToShow), szText);
                bShowText = true;
            }
            
            if (fTimeleftBootsOfSpeed >= 0.0)
            {
                format(szText, sizeof(szText), "Boots of speed: %.1f^n", fTimeleftBootsOfSpeed);
                add(szTextToShow, sizeof(szTextToShow), szText);
                bShowText = true;
            }
            
            if (fTimeleftAutoBhop >= 0.0)
            {
                format(szText, sizeof(szText), "Auto bunnyhop: %.1f^n", fTimeleftAutoBhop);
                add(szTextToShow, sizeof(szTextToShow), szText);
                bShowText = true;
            }
            
            //if there is some text to show then show it
            if (bShowText)
            {
                set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
                show_hudmessage(id, szTextToShow);
            }
        }
        
        //get players buttons
        new buttons = get_user_button(id);
        new oldbuttons = get_user_oldbutton(id);
        
        //if player has grabbed an entity
        if (gGrabbed[id] > 0)
        {
            //check for a single press on the following buttons
            if (buttons & IN_JUMP && !(oldbuttons & IN_JUMP)) cmdJump(id);
            if (buttons & IN_DUCK && !(oldbuttons & IN_DUCK)) cmdDuck(id);
            if (buttons & IN_ATTACK && !(oldbuttons & IN_ATTACK)) cmdAttack(id);
            if (buttons & IN_ATTACK2 && !(oldbuttons & IN_ATTACK2)) cmdAttack2(id);
            
            //prevent player from using attack
            buttons &= ~IN_ATTACK;
            entity_set_int(id, EV_INT_button, buttons);
            
            //if player has grabbed a valid entity
            if (is_valid_ent(gGrabbed[id]))
            {
                //if block the player is grabbing is in their group and group count is larger than 1
                if (isBlockInGroup(id, gGrabbed[id]) && gGroupCount[id] > 1)
                {
                    new Float:vMoveTo[3];
                    new Float:vOffset[3];
                    new Float:vOrigin[3];
                    new block;
                    
                    //move the block the player has grabbed and get the move vector
                    moveGrabbedEntity(id, vMoveTo);
                    
                    //move the rest of the blocks in the players group using vector for grabbed block
                    for (new i = 0; i <= gGroupCount[id]; ++i)
                    {
                        block = gGroupedBlocks[id][i];
                        
                        //if block is still in this players group
                        if (isBlockInGroup(id, block))
                        {
                            //get offset vector from block
                            entity_get_vector(block, EV_VEC_vuser1, vOffset);
                            
                            vOrigin[0] = vMoveTo[0] - vOffset[0];
                            vOrigin[1] = vMoveTo[1] - vOffset[1];
                            vOrigin[2] = vMoveTo[2] - vOffset[2];
                            
                            //move grouped block
                            moveEntity(id, block, vOrigin, false);
                        }
                    }
                }
                else
                {
                    //move the entity the player has grabbed
                    moveGrabbedEntity(id);
                }
            }
            else
            {
                cmdRelease(id);
            }
        }
        
        //if player has just deleted something
        if (gbJustDeleted[id])
        {
            //if player is pressing attack2
            if (buttons & IN_ATTACK2)
            {
                //prevent player from using attack2
                buttons &= ~IN_ATTACK2;
                entity_set_int(id, EV_INT_button, buttons);
            }
            else
            {
                //player has now NOT just deleted something
                gbJustDeleted[id] = false;
            }
        }
    }
    
    return PLUGIN_CONTINUE;
}

public client_PostThink(id)
{
    //if player is aliev
    if (is_user_alive(id))
    {
        //if player is set no not get fall damage
        if (gbNoFallDamage[id])
        {
            entity_set_int(id,  EV_INT_watertype, -3);
            gbNoFallDamage[id] = false;
        }
    }
}

/***** EVENTS *****/
public eventPlayerDeath()
{
    new id = read_data(2);
    
    resetTimers(id);
}

public eventRoundRestart()
{
    //iterate through all players
    for (new id = 1; id <= 32; ++id)
    {
        //reset all players timers
        resetTimers(id);
        
        DeagleUsed[id] = false;
    }
}

public eventPlayerSpawn(id)
{
    //if player has godmode enabled
    if (gbAdminGodmode[id])
    {
        //re-enable godmode on player
        set_user_godmode(id, 1);
    }
    
    //if player has noclip enabled
    if (gbAdminNoclip[id])
    {
        //re-enable noclip on player
        set_user_noclip(id, 1);
    }
}

resetTimers(id)
{
    gfInvincibleTimeOut[id] = 0.0;
    gfInvincibleNextUse[id] = 0.0;
    gfStealthTimeOut[id] = 0.0;
    gfStealthNextUse[id] = 0.0;
    gfCamouflageTimeOut[id] = 0.0;
    gfCamouflageNextUse[id] = 0.0;
    gfNukeNextUse[id] = 0.0;
    gbOnFire[id] = false;
    gfRandomNextUse[id] = 0.0;
    gfBootsOfSpeedTimeOut[id] = 0.0;
    gfBootsOfSpeedNextUse[id] = 0.0;
    gfAutoBhopTimeOut[id] = 0.0;
    gfAutoBhopNextUse[id] = 0.0;
    
    //remove any task this player might have
    new taskId = TASK_INVINCIBLE + id;
    if (task_exists(taskId)) 
    {
        remove_task(taskId);
    }
    
    taskId = TASK_STEALTH + id;
    if (task_exists(taskId))
    {
        remove_task(taskId);
    }
    
    taskId = TASK_CAMOUFLAGE + id;
    if (task_exists(taskId))
    {
        remove_task(taskId);
        
        //change back to players old model
        cs_set_user_model(id, gszCamouflageOldModel[id]);
    }
    
    taskId = TASK_BOOTSOFSPEED + id;
    if (task_exists(taskId))
    {
        remove_task(taskId);
    }
    
    taskId = TASK_AUTOBHOP + id;
    if (task_exists(taskId))
    {
        remove_task(taskId);
    }
    
    //make sure player is connected
    if (is_user_connected(id))
    {
        //set players rendering to normal
        set_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 255);
    }
}

public eventCurWeapon(id)
{
    new Float:fTime = halflife_time();
    new Float:fTimeleftBootsOfSpeed = gfBootsOfSpeedTimeOut[id] - fTime;
    
    //if the player has the boots of speed
    if (fTimeleftBootsOfSpeed >= 0.0)
    {
        //set their max speed so they obtain their speed after changing weapon
        set_user_maxspeed(id, gfBootsMaxSpeed);
    }
}

/***** BLOCK ACTIONS *****/
actionDeagle(id)
{
    if (is_user_alive(id) && !DeagleUsed[id] && get_user_team(id) == 1)
    {
        give_item(id, "weapon_deagle");
        cs_set_weapon_ammo(find_ent_by_owner(1, "weapon_deagle", id), 1);
        DeagleUsed[id] = true;
        new deaglename[42];
        get_user_name(id, deaglename, 32);
        set_hudmessage(255, 255, 255, -1.0, -1.0, 0, 6.0, 4.0);
        show_hudmessage(0, "Be careful CT! &s has a Deagle!", deaglename);
    }
}

actionDamage(id)
{
    if (halflife_time() >= gfNextDamageTime[id])
    {
        if (get_user_health(id) > 0)
        {
            new Float:amount = get_cvar_float("bm_damageamount");
            fakedamage(id, "damage block", amount, DMG_CRUSH);
        }
        
        gfNextDamageTime[id] = halflife_time() + 0.5;
    }
}

actionHeal(id)
{
    if (halflife_time() >= gfNextHealTime[id])
    {
        new hp = get_user_health(id);
        new amount = floatround(get_cvar_float("bm_healamount"), floatround_floor);
        new sum = (hp + amount);
        
        if (sum < 100)
        {
            set_user_health(id, sum);
        }
        else
        {
            set_user_health(id, 100);
        }
        
        gfNextHealTime[id] = halflife_time() + 0.5;
    }
}

actionInvincible(id, OverrideTimer)
{
    new Float:fTime = halflife_time();
    
    if (fTime >= gfInvincibleNextUse[id] || OverrideTimer)
    {
        new Float:fTimeout = get_cvar_float("bm_invincibletime");
        
        set_user_godmode(id, 1);
        set_task(fTimeout, "taskInvincibleRemove", TASK_INVINCIBLE + id, "", 0, "a", 1);
        
        //only make player glow white for invincibility if player isn't already stealth
        if (fTime >= gfStealthTimeOut[id])
        {
            set_user_rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 16);
        }
        
        //play invincibility sound
        emit_sound(id, CHAN_STATIC, gszInvincibleSound, 1.0, ATTN_NORM, 0, PITCH_NORM);
        
        gfInvincibleTimeOut[id] = fTime + fTimeout;
        gfInvincibleNextUse[id] = fTime + fTimeout + get_cvar_float("bm_invinciblecooldown");
    }
    else
    {
        set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
        show_hudmessage(id, "Invincibility next use: %.1f", gfInvincibleNextUse[id] - fTime);
    }
}

actionStealth(id, OverrideTimer)
{
    new Float:fTime = halflife_time();
    
    //check if player is outside of cooldown time to use stealth
    if (fTime >= gfStealthNextUse[id] || OverrideTimer)
    {
        new Float:fTimeout = get_cvar_float("bm_stealthtime");
        
        //set a task to remove stealth after time out amount
        set_task(fTimeout, "taskStealthRemove", TASK_STEALTH + id, "", 0, "a", 1);
        
        //make player invisible
        set_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderTransColor, 0);
        
        //play stealth sound
        emit_sound(id, CHAN_STATIC, gszStealthSound, 1.0, ATTN_NORM, 0, PITCH_NORM);
        
        gfStealthTimeOut[id] = fTime + fTimeout;
        gfStealthNextUse[id] = fTime + fTimeout + get_cvar_float("bm_stealthcooldown");
    }
    else
    {
        set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
        show_hudmessage(id, "Stealth next use: %.1f", gfStealthNextUse[id] - fTime);
    }
}

actionTrampoline(id)
{
    //if trampoline timeout has exceeded (needed to prevent velocity being given multiple times)
    if (halflife_time() >= gfTrampolineTimeout[id])
    {
        new Float:velocity[3];
        
        //set player Z velocity to make player bounce
        entity_get_vector(id, EV_VEC_velocity, velocity);
        velocity[2] = 500.0;                    //jump velocity
        entity_set_vector(id, EV_VEC_velocity, velocity);
        
        entity_set_int(id, EV_INT_gaitsequence, 6);           //play the Jump Animation
        
        gfTrampolineTimeout[id] = halflife_time() + 0.5;
    }
}

actionSpeedBoost(id)
{
    //if speed boost timeout has exceeded (needed to prevent speed boost being given multiple times)
    if (halflife_time() >= gfSpeedBoostTimeOut[id])
    {
        new Float:pAim[3];
        
        //set velocity on player in direction they're aiming
        velocity_by_aim(id, 800, pAim);
        pAim[2] = 260.0;                    //make sure Z velocity is only as high as a jump
        entity_set_vector(id, EV_VEC_velocity, pAim);
        
        entity_set_int(id, EV_INT_gaitsequence, 6);           //play the Jump Animation
        
        gfSpeedBoostTimeOut[id] = halflife_time() + 0.5;
    }
}

actionNoFallDamage(id)
{
    //set the player to not receive any fall damage (handled in client_PostThink)
    gbNoFallDamage[id] = true;
}

actionOnIce(id)
{
    new taskid = TASK_ICE + id;
    
    if (!gbOnIce[id])
    {
        //save players maxspeed value
        gfOldMaxSpeed[id] = get_user_maxspeed(id);
        
        //make player feel like they're on ice
        entity_set_float(id, EV_FL_friction, 0.15);
        set_user_maxspeed(id, 600.0);
        
        //player is now 'on ice'
        gbOnIce[id] = true;
    }
    
    //remove any existing 'not on ice' task
    if (task_exists(taskid))
    {
        remove_task(taskid);
    }
    
    //set task to remove 'on ice' effect very soon (task replaced if player is still on ice before task time reached)
    set_task(0.1, "taskNotOnIce", taskid);
}

actionDeath(id)
{
    //if player does not have godmode enabled (admin godmode or invincibility)
    if (!get_user_godmode(id))
    {
        //kill player by inflicting massive damage
        fakedamage(id, "the block of death", 10000.0, DMG_GENERIC);
    }
}

actionNuke(id, OverrideTimer)
{
    //get game time
    new Float:fTime = halflife_time();
    
    //make sure player is alive
    if (is_user_alive(id) && (fTime >= gfNukeNextUse[id] || OverrideTimer))
    {
        //get players team
        new CsTeams:playerTeam = cs_get_user_team(id);
        new CsTeams:team;
        
        //iterate through all players
        for (new i = 1; i <= 32; ++i)
        {
            //make sure player is alive
            if (is_user_alive(i))
            {
                team = cs_get_user_team(i);
                
                //if this player is on a different team to the player that used the nuke
                if ((team == CS_TEAM_T && playerTeam == CS_TEAM_CT) || (team == CS_TEAM_CT && playerTeam == CS_TEAM_T))
                {
                    //slay player
                    fakedamage(i, "a nuke", 10000.0, DMG_BLAST);
                }
            }
            
            //make sure player is connected
            if (is_user_connected(i))
            {
                //make the screen flash for a nuke effect
                message_begin(MSG_ONE, gMsgScreenFade, {0, 0, 0}, i);
                write_short(1024);    //duration
                write_short(1024);    //hold time
                write_short(4096);    //type (in / out)
                write_byte(255);    //red
                write_byte(255);    //green
                write_byte(255);    //blue
                write_byte(255);    //alpha
                message_end();
            }
        }
        
        //play explosion sound
        emit_sound(0, CHAN_STATIC, gszNukeExplosion, 1.0, ATTN_NORM, 0, PITCH_NORM);
        
        //set the time when the player can use the nuke again (someone might have been invincible)
        gfNukeNextUse[id] = fTime + get_cvar_float("bm_nukecooldown");
        
        //get the name of the player that used the nuke
        new szPlayerName[32];
        get_user_name(id, szPlayerName, 32);
        
        //setup hud message to show who nuked what team
        set_hudmessage(255, 255, 0, -1.0, 0.35, 0, 6.0, 10.0, 1.0, 1.0);
        
        //show message saying player nuked the other team
        if (playerTeam == CS_TEAM_T)
        {
            show_hudmessage(0, "%s just nuked the Counter-Terrorists", szPlayerName);
        }
        else
        {
            show_hudmessage(0, "%s just nuked the Terrorists", szPlayerName);
        }
    }
    else
    {
        set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
        show_hudmessage(id, "Nuke next use: %.1f", gfNukeNextUse[id] - fTime);
    }
}

actionCamouflage(id, OverrideTimer)
{
    new Float:fTime = halflife_time();
    
    //check if player is outside of cooldown time to use camouflage
    if (fTime >= gfCamouflageNextUse[id] || OverrideTimer)
    {
        new Float:fTimeout = get_cvar_float("bm_camouflagetime");
        
        //get players team and model
        new szModel[32];
        new team;
        
        cs_get_user_model(id, szModel, 32);
        
        team = get_user_team(id);
        
        //save current player model
        gszCamouflageOldModel[id] = szModel;
        
        //change player model depending on their current team
        if (team == 1)        //TERRORIST
        {
            cs_set_user_model(id, "urban");
        }
        else
        {
            cs_set_user_model(id, "leet");
        }
        
        //play camouflage sound
        emit_sound(id, CHAN_STATIC, gszCamouflageSound, 1.0, ATTN_NORM, 0, PITCH_NORM);
        
        //set a task to remove camouflage after time out amount
        set_task(fTimeout, "taskCamouflageRemove", TASK_CAMOUFLAGE + id, "", 0, "a", 1);
        
        //set timers to prevent player from using camouflage again so soon
        gfCamouflageTimeOut[id] = fTime + fTimeout;
        gfCamouflageNextUse[id] = fTime + fTimeout + get_cvar_float("bm_camouflagecooldown");
    }
    else
    {
        set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
        show_hudmessage(id, "Camouflage next use: %.1f", gfCamouflageNextUse[id] - fTime);
    }
}

actionLowGravity(id)
{
    //set player to have low gravity
    set_user_gravity(id, 0.25);
    
    //set global boolean showing player has low gravity
    gbLowGravity[id] = true;
}

actionFire(id, ent)
{
    if (halflife_time() >= gfNextDamageTime[id])
    {
        new hp = get_user_health(id);
        
        //if players health is greater than 0
        if (hp > 0)
        {
            //if player does not have godmode
            if (!get_user_godmode(id))
            {
                new Float:amount = get_cvar_float("bm_firedamageamount") / 10.0;
                new Float:newAmount = hp - amount;
                
                //if this amount of damage won't kill the player
                if (newAmount > 0)
                {
                    set_user_health(id, floatround(newAmount, floatround_floor));
                }
                else
                {
                    //use fakedamage to kill the player
                    fakedamage(id, "fire block", amount, DMG_BURN);
                }
            }
            
            //get halflife time and time for next fire sound from fire block
            new Float:fTime = halflife_time();
            new Float:fNextFireSoundTime = entity_get_float(ent, EV_FL_ltime); 
            
            //if the current time is greater than or equal to the next time to play the fire sound
            if (fTime >= fNextFireSoundTime)
            {
                //play the fire sound
                emit_sound(ent, CHAN_ITEM, gszFireSoundFlame, 0.6, ATTN_NORM, 0, PITCH_NORM);
                
                //set the fire blocks time
                entity_set_float(ent, EV_FL_ltime, fTime + 0.75);
            }
            
            //get effects vectors using block origin
            new Float:origin1[3];
            new Float:origin2[3];
            entity_get_vector(ent, EV_VEC_origin, origin1);
            entity_get_vector(ent, EV_VEC_origin, origin2);
            origin1[0] -= 32.0;
            origin1[1] -= 32.0;
            origin1[2] += 10.0;
            origin2[0] += 32.0;
            origin2[1] += 32.0;
            origin2[2] += 10.0;
            
            //get a random height for the flame
            new randHeight = random_num(0, 32) + 16;
            
            //show some effects
            message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
            write_byte(TE_BUBBLES);
            write_coord(floatround(origin1[0], floatround_floor));    //min start position
            write_coord(floatround(origin1[1], floatround_floor));
            write_coord(floatround(origin1[2], floatround_floor));
            write_coord(floatround(origin2[0], floatround_floor));    //max start position
            write_coord(floatround(origin2[1], floatround_floor));
            write_coord(floatround(origin2[2], floatround_floor));
            write_coord(randHeight);                //float height
            write_short(gSpriteIdFire);                //model index
            write_byte(10);                        //count
            write_coord(1);                        //speed
            message_end();
        }
        
        gfNextDamageTime[id] = halflife_time() + 0.05;
    }
}

actionSlap(id)
{
    user_slap(id, 0);
    user_slap(id, 0);
    set_hudmessage(255, 255, 255, -1.0, 0.20, 0, 6.0, 12.0, 0.0, 1.0, 3);
    
    show_hudmessage(id, "GET OFF MY FACE!!!");
}

actionRandom(id, ent)
{
    new Float:fTime = halflife_time();
    
    //check if player is outside of cooldown time to use camouflage
    if (fTime >= gfRandomNextUse[id])
    {
        //get which type of block this is set to be
        new blockType = entity_get_int(ent, EV_INT_iuser4);
        
        //do the random block action
        switch (blockType)
        {
            case BM_INVINCIBILITY: actionInvincible(id, true);
            case BM_STEALTH: actionStealth(id, true);
            case BM_DEATH: actionDeath(id);
            case BM_CAMOUFLAGE: actionCamouflage(id, true);
            case BM_SLAP: actionSlap(id); 
            case BM_BOOTSOFSPEED: actionBootsOfSpeed(id, true);
            case BM_AUTO_BHOP: actionAutoBhop(id, true);
        }
        
        //set timer to prevent player from using the random block again so soon
        gfRandomNextUse[id] = fTime + get_cvar_float("bm_randomcooldown");
        
        //set this random block to another random block!
        new randNum = random_num(0, gRandomBlocksMax - 1);
        entity_set_int(ent, EV_INT_iuser4, gRandomBlocks[randNum]);
    }
    else
    {
        set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
        show_hudmessage(id, "Random block next use: %.1f", gfRandomNextUse[id] - fTime);
    }
}

actionHoney(id)
{
    new taskid = TASK_HONEY + id;
    
    //make player feel like they're stuck in honey by lowering their maxspeed
    set_user_maxspeed(id, 50.0);
    
    //remove any existing 'in honey' task
    if (task_exists(taskid))
    {
        remove_task(taskid);
    }
    else
    {
        //half the players velocity the first time they touch it
        new Float:vVelocity[3];
        entity_get_vector(id, EV_VEC_velocity, vVelocity);
        vVelocity[0] = vVelocity[0] / 2.0;
        vVelocity[1] = vVelocity[1] / 2.0;
        entity_set_vector(id, EV_VEC_velocity, vVelocity);
    }
    
    //set task to remove 'in honey' effect very soon (task replaced if player is still in honey before task time reached)
    set_task(0.1, "taskNotInHoney", taskid);
}

actionBootsOfSpeed(id, bool:OverrideTimer)
{
    new Float:fTime = halflife_time();
    
    //check if player is outside of cooldown time to use the boots of speed
    if (fTime >= gfBootsOfSpeedNextUse[id] || OverrideTimer)
    {
        new Float:fTimeout = get_cvar_float("bm_bootsofspeedtime");
        
        //set a task to remove the boots of speed after time out amount
        set_task(fTimeout, "taskBootsOfSpeedRemove", TASK_BOOTSOFSPEED + id, "", 0, "a", 1);
        
        //set the players maxspeed to 400 so they run faster!
        set_user_maxspeed(id, gfBootsMaxSpeed);
        
        //play boots of speed sound
        emit_sound(id, CHAN_STATIC, gszBootsOfSpeedSound, 1.0, ATTN_NORM, 0, PITCH_NORM);
        
        gfBootsOfSpeedTimeOut[id] = fTime + fTimeout;
        gfBootsOfSpeedNextUse[id] = fTime + fTimeout + get_cvar_float("bm_bootsofspeedcooldown");
    }
    else
    {
        set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
        show_hudmessage(id, "Boots of speed next use: %.1f", gfBootsOfSpeedNextUse[id] - fTime);
    }
}

actionNoSlowDown(id)
{
    new taskid = TASK_NOSLOW + id;
    
    gbNoSlowDown[id] = true;
    
    //remove any existing 'slow down' task
    if (task_exists(taskid))
    {
        remove_task(taskid);
    }
    
    //set task to remove 'no slow down' effect very soon
    set_task(0.1, "taskSlowDown", taskid);
}

actionAutoBhop(id, bool:OverrideTimer)
{
    new Float:fTime = halflife_time();
    
    //check if player is outside of cooldown time to use the auto bhop
    if (fTime >= gfAutoBhopNextUse[id] || OverrideTimer)
    {
        new Float:fTimeout = get_cvar_float("bm_autobhoptime");
        
        //set a task to remove the auto bhop after time out amount
        set_task(fTimeout, "taskAutoBhopRemove", TASK_AUTOBHOP + id, "", 0, "a", 1);
        
        //set autobhop boolean
        gbAutoBhop[id] = true;
        
        //play boots of speed sound
        emit_sound(id, CHAN_STATIC, gszAutoBhopSound, 1.0, ATTN_NORM, 0, PITCH_NORM);
        
        gfAutoBhopTimeOut[id] = fTime + fTimeout;
        gfAutoBhopNextUse[id] = fTime + fTimeout + get_cvar_float("bm_autobhopcooldown");
    }
    else
    {
        set_hudmessage(gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
        show_hudmessage(id, "Auto bunnyhop next use: %.1f", gfAutoBhopNextUse[id] - fTime);
    }
}

actionTeleport(id, ent)
{
    //get end entity id
    new tele = entity_get_int(ent, EV_INT_iuser1);
    
    //if teleport end id is valid
    if (tele)
    {
        //get end entity origin
        new Float:vTele[3];
        entity_get_vector(tele, EV_VEC_origin, vTele);
        
        //if id of entity being teleported is a player and telefrags CVAR is set then kill any nearby players
        if ((id > 0 && id <= 32) && get_cvar_num("bm_telefrags") > 0)
        {
            new player = -1;
            
            do
            {
                player = find_ent_in_sphere(player, vTele, 16.0);
                
                //if entity found is a player
                if (player > 0 && player <= 32)
                {
                    //if player is alive, and is not the player that went through the teleport
                    if (is_user_alive(player) && player != id)
                    {
                        //kill the player
                        user_kill(player, 1);
                    }
                }
            }while(player);
        }
        
        //get origin of the start of the teleport
        new Float:vOrigin[3];
        new origin[3];
        entity_get_vector(ent, EV_VEC_origin, vOrigin);
        FVecIVec(vOrigin, origin);
        
        //show some teleporting effects
        message_begin(MSG_PVS, SVC_TEMPENTITY, origin);
        write_byte(TE_IMPLOSION);
        write_coord(origin[0]);
        write_coord(origin[1]);
        write_coord(origin[2]);
        write_byte(64);        // radius
        write_byte(100);    // count
        write_byte(6);        // life
        message_end();
        
        //teleport player
        entity_set_vector(id, EV_VEC_origin, vTele);
        
        //reverse players Z velocity
        new Float:vVelocity[3];
        entity_get_vector(id, EV_VEC_velocity, vVelocity);
        vVelocity[2] = floatabs(vVelocity[2]);
        entity_set_vector(id, EV_VEC_velocity, vVelocity);
        
        //play teleport sound
        emit_sound(id, CHAN_STATIC, gszTeleportSound, 1.0, ATTN_NORM, 0, PITCH_NORM);
    }
}

/***** TASKS *****/
public taskSolidNot(ent)
{
    ent -= TASK_BHOPSOLIDNOT;
    
    //make sure entity is valid
    if (is_valid_ent(ent))
    {
        //if block isn't being grabbed
        if (entity_get_int(ent, EV_INT_iuser2) == 0)
        {
            entity_set_int(ent, EV_INT_solid, SOLID_NOT);
            set_rendering(ent, kRenderFxNone, 255, 255, 255, kRenderTransAdd, 25);
            set_task(1.0, "taskSolid", TASK_BHOPSOLID + ent);
        }
    }
}

public taskSolid(ent)
{
    ent -= TASK_BHOPSOLID;
    
    //make sure entity is valid
    if (isBlock(ent))
    {
        //make block solid
        entity_set_int(ent, EV_INT_solid, SOLID_BBOX);
        
        //get the player ID of who has the block in a group (if anyone)
        new player = entity_get_int(ent, EV_INT_iuser1);
        
        //if the block is in a group
        if (player > 0)
        {
            //set the block so it is now 'being grouped' (for setting the rendering)
            groupBlock(0, ent);
        }
        else
        {
            new blockType = entity_get_int(ent, EV_INT_body);
            
            set_block_rendering(ent, gRender[blockType], gRed[blockType], gGreen[blockType], gBlue[blockType], gAlpha[blockType]);
        }
    }
}

public taskInvincibleRemove(id)
{
    id -= TASK_INVINCIBLE;
    
    //make sure player is alive
    if (is_user_alive(id))
    {
        set_user_godmode(id, 0);
        
        //only set players rendering back to normal if player is not stealth
        if (halflife_time() >= gfStealthTimeOut[id])
        {
            set_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 16);
        }
    }
}

public taskStealthRemove(id)
{
    id -= TASK_STEALTH;
    
    //make sure player is connected
    if (is_user_connected(id))
    {
        //only set players rendering back to normal if player is not invincible
        if (halflife_time() >= gfInvincibleTimeOut[id])
        {    
            set_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 255);
        }
        else    //if player is invincible then set player to glow white
        {
            set_user_rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderTransColor, 16);
        }
    }
}

public taskNotOnIce(id)
{
    id -= TASK_ICE;
    
    //make player run normally
    entity_set_float(id, EV_FL_friction, 1.0);
    
    if (gfOldMaxSpeed[id] > 100.0)
    {
        set_user_maxspeed(id, gfOldMaxSpeed[id]);
    }
    else
    {
        set_user_maxspeed(id, 250.0);
    }
    
    //no longer 'on ice'
    gbOnIce[id] = false;
    gfOldMaxSpeed[id] = 0.0;
}

public taskCamouflageRemove(id)
{
    id -= TASK_CAMOUFLAGE;
    
    //if player is still connected
    if (is_user_connected(id))
    {
        //change back to players old model
        cs_set_user_model(id, gszCamouflageOldModel[id]);
    }
}

public taskNotInHoney(id)
{
    id -= TASK_HONEY;
    
    //if player is alive
    if (is_user_alive(id))
    {
        //make player move normally
        set_user_maxspeed(id, 250.0);
        
        //this will set the players maxspeed faster if they have the boots of speed!
        eventCurWeapon(id);
    }
}

public taskBootsOfSpeedRemove(id)
{
    id -= TASK_BOOTSOFSPEED;
    
    //set players speed back to normal
    set_user_maxspeed(id, 250.0);
}

public taskSlowDown(id)
{
    id -= TASK_NOSLOW;
    
    //player no longer has 'no slow down'
    gbNoSlowDown[id] = false;
}

public taskAutoBhopRemove(id)
{
    id -= TASK_AUTOBHOP;
    
    //player no long has 'auto bhop'
    gbAutoBhop[id] = false;
}

public taskSpriteNextFrame(params[])
{
    new ent = params[0];
    
    //make sure entity is valid
    if (is_valid_ent(ent))
    {
        new frames = params[1];
        new Float:current_frame = entity_get_float(ent, EV_FL_frame);
        
        if (current_frame < 0.0 || current_frame >= frames)
        {
            entity_set_float(ent, EV_FL_frame, 1.0);
        }
        else
        {
            entity_set_float(ent, EV_FL_frame, current_frame + 1.0);
        }
    }
    else
    {
        remove_task(TASK_SPRITE + ent);
    }
}

/***** COMMANDS *****/
public cmdJump(id)
{
    //if the object the player is grabbing isn't too close
    if (gfGrablength[id] > 72.0)
    {
        //move the object closer
        gfGrablength[id] -= 16.0;
    }
}

public cmdDuck(id)
{
    //move the object further away
    gfGrablength[id] += 16.0;
}

public cmdAttack(id)
{
    //if entity being grabbed is a block
    if (isBlock(gGrabbed[id]))
    {
        //if block the player is grabbing is in their group and group count is larger than 1
        if (isBlockInGroup(id, gGrabbed[id]) && gGroupCount[id] > 1)
        {
            new block;
            
            //move the rest of the blocks in the players group using vector for grabbed block
            for (new i = 0; i <= gGroupCount[id]; ++i)
            {
                block = gGroupedBlocks[id][i];
                
                //if this block is in this players group
                if (isBlockInGroup(id, block))
                {
                    //only copy the block if it is not stuck
                    if (!isBlockStuck(block))
                    {
                        //copy the block
                        copyBlock(block);
                    }
                }
            }
        }
        else
        {
            //only copy the block the player has grabbed if it is not stuck
            if (!isBlockStuck(gGrabbed[id]))
            {
                //copy the block
                new newBlock = copyBlock(gGrabbed[id]);
                
                //if new block was created successfully
                if (newBlock)
                {
                    //set currently grabbed block to 'not being grabbed'
                    entity_set_int(gGrabbed[id], EV_INT_iuser2, 0);
                    
                    //set new block to 'being grabbed'
                    entity_set_int(newBlock, EV_INT_iuser2, id);
                    
                    //set player to grabbing new block
                    gGrabbed[id] = newBlock;
                }
            }
            else
            {
                //tell the player they can't copy a block when it is in a stuck position
                client_print(id, print_chat, "%sYou cannot copy a block that is in a stuck position!", gszPrefix);
            }
        }
    }
}

public cmdAttack2(id)
{
    //if player is grabbing a block
    if (isBlock(gGrabbed[id]))
    {
        //if block the player is grabbing is in their group and group count is larger than 1
        if (isBlockInGroup(id, gGrabbed[id]) && gGroupCount[id] > 1)
        {
            new block;
            
            //iterate through all blocks in the players group
            for (new i = 0; i <= gGroupCount[id]; ++i)
            {
                block = gGroupedBlocks[id][i];
                
                //if block is still valid
                if (is_valid_ent(block))
                {
                    //if block is still in this players group
                    if (isBlockInGroup(id, block))
                    {
                        //delete the block
                        gbJustDeleted[id] = deleteBlock(block);
                    }
                }
            }
        }
        else
        {
            //delete the block
            gbJustDeleted[id] = deleteBlock(gGrabbed[id]);
        }
    }
    //if player is grabbing a teleport
    else if (isTeleport(gGrabbed[id]))
    {
        //delete the teleport
        gbJustDeleted[id] = deleteTeleport(id, gGrabbed[id]);
    }
}

public cmdGrab(id)
{
    //make sure player has access to use this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //get the entity the player is aiming at and the length
        new ent, body;
        gfGrablength[id] = get_user_aiming(id, ent, body);
        
        //get if the entity is a block or a teleport
        new bool:bIsBlock = isBlock(ent);
        new bool:bIsTeleport = isTeleport(ent);
        
        //if the entity is a block or teleport
        if (bIsBlock || bIsTeleport)
        {
            //get who is currently grabbing the entity (if anyone)
            new grabber = entity_get_int(ent, EV_INT_iuser2);
            
            //if entity is not being grabbed by someone else
            if (grabber == 0 || grabber == id)
            {
                //if entity is a block
                if (bIsBlock)
                {
                    //get the player ID of who has the block in a group (if anyone)
                    new player = entity_get_int(ent, EV_INT_iuser1);
                    
                    //if the block is not in a group or is in this players group
                    if (player == 0 || player == id)
                    {
                        //set the block to 'being grabbed'
                        setGrabbed(id, ent);
                        
                        //if this block is in this players group and group count is greater than 1
                        if (player == id && gGroupCount[id] > 1)
                        {
                            new Float:vGrabbedOrigin[3];
                            new Float:vOrigin[3];
                            new Float:vOffset[3];
                            new block;
                            
                            //get origin of the block
                            entity_get_vector(ent, EV_VEC_origin, vGrabbedOrigin);
                            
                            //iterate through all blocks in players group
                            for (new i = 0; i <= gGroupCount[id]; ++i)
                            {
                                block = gGroupedBlocks[id][i];
                                
                                //if block is still valid
                                if (is_valid_ent(block))
                                {
                                    player = entity_get_int(ent, EV_INT_iuser1);
                                    
                                    //if block is still in this players group
                                    if (player == id)
                                    {
                                        //get origin of block in players group
                                        entity_get_vector(block, EV_VEC_origin, vOrigin);
                                        
                                        //calculate offset from grabbed block
                                        vOffset[0] = vGrabbedOrigin[0] - vOrigin[0];
                                        vOffset[1] = vGrabbedOrigin[1] - vOrigin[1];
                                        vOffset[2] = vGrabbedOrigin[2] - vOrigin[2];
                                        
                                        //save offset value in grouped block
                                        entity_set_vector(block, EV_VEC_vuser1, vOffset);
                                        
                                        //indicate that entity is being grabbed
                                        entity_set_int(block, EV_INT_iuser2, id);
                                    }
                                }
                            }
                        }
                    }
                }
                //if entity is a teleporter
                else if (bIsTeleport)
                {
                    //set the teleport to 'being grabbed'
                    setGrabbed(id, ent);
                }
            }
        }
    }
    
    return PLUGIN_HANDLED;
}

setGrabbed(id, ent)
{
    new Float:fpOrigin[3];
    new Float:fbOrigin[3];
    new Float:fAiming[3];
    new iAiming[3];
    new bOrigin[3];
    
    //get players current view model then clear it
    entity_get_string(id, EV_SZ_viewmodel, gszViewModel[id], 32);
    entity_set_string(id, EV_SZ_viewmodel, "");
    
    get_user_origin(id, bOrigin, 1);            //position from eyes (weapon aiming)
    get_user_origin(id, iAiming, 3);            //end position from eyes (hit point for weapon)
    entity_get_vector(id, EV_VEC_origin, fpOrigin);        //get player position
    entity_get_vector(ent, EV_VEC_origin, fbOrigin);    //get block position
    IVecFVec(iAiming, fAiming);
    FVecIVec(fbOrigin, bOrigin);
    
    //set gGrabbed
    gGrabbed[id] = ent;
    gfGrabOffset[id][0] = fbOrigin[0] - iAiming[0];
    gfGrabOffset[id][1] = fbOrigin[1] - iAiming[1];
    gfGrabOffset[id][2] = fbOrigin[2] - iAiming[2];
    
    //indicate that entity is being grabbed
    entity_set_int(ent, EV_INT_iuser2, id);
}

public cmdRelease(id)
{
    //make sure player has access to use this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //if player is grabbing an entity
        if (gGrabbed[id])
        {
            //if entity player is grabbing is a block
            if (isBlock(gGrabbed[id]))
            {
                //if block the player is grabbing is in their group and group count is > 1
                if (isBlockInGroup(id, gGrabbed[id]) && gGroupCount[id] > 1)
                {
                    new block;
                    new bool:bGroupIsStuck = true;
                    
                    //iterate through all blocks in the players group
                    for (new i = 0; i <= gGroupCount[id]; ++i)
                    {
                        block = gGroupedBlocks[id][i];
                        
                        //if this block is in this players group
                        if (isBlockInGroup(id, block))
                        {
                            //indicate that entity is no longer being grabbed
                            entity_set_int(block, EV_INT_iuser2, 0);
                            
                            //start off thinking all blocks in group are stuck
                            if (bGroupIsStuck)
                            {
                                //if block is not stuck
                                if (!isBlockStuck(block))
                                {
                                    //at least one of the blocks in the group are not stuck
                                    bGroupIsStuck = false;
                                }
                            }
                        }
                    }
                    
                    //if all the blocks in the group are stuck
                    if (bGroupIsStuck)
                    {
                        //iterate through all blocks in the players group
                        for (new i = 0; i <= gGroupCount[id]; ++i)
                        {
                            block = gGroupedBlocks[id][i];
                            
                            //if this block is in this players group
                            if (isBlockInGroup(id, block))
                            {
                                //delete the block
                                deleteBlock(block);
                            }
                        }
                        
                        //tell the player all the blocks were deleted because they were stuck
                        client_print(id, print_chat, "%sGroup deleted because all the blocks were stuck!", gszPrefix);
                    }
                }
                else
                {
                    //if block player has grabbed is valid
                    if (is_valid_ent(gGrabbed[id]))
                    {
                        //if the block is stuck
                        if (isBlockStuck(gGrabbed[id]))
                        {
                            //delete the block
                            new bool:bDeleted = deleteBlock(gGrabbed[id]);
                            
                            //if the block was deleted successfully
                            if (bDeleted)
                            {
                                //tell the player the block was deleted and why
                                client_print(id, print_chat, "%sBlock deleted because it was stuck!", gszPrefix);
                            }
                        }
                        else
                        {
                            //indicate that the block is no longer being grabbed
                            entity_set_int(gGrabbed[id], EV_INT_iuser2, 0);
                        }
                    }
                }
            }
            else if (isTeleport(gGrabbed[id]))
            {
                //indicate that the teleport is no longer being grabbed
                entity_set_int(gGrabbed[id], EV_INT_iuser2, 0);
            }
            
            //set the players view model back to what it was
            entity_set_string(id, EV_SZ_viewmodel, gszViewModel[id]);
            
            //indicate that player is not grabbing an object
            gGrabbed[id] = 0;
        }
    }
    
    return PLUGIN_HANDLED;
}

/* MENUS */
public cmdShowMainMenu(id)
{
    new col[3];
    new szMenu[256];
    new szGodmode[6];
    new szNoclip[6];
    col = (get_user_flags(id) & BM_ADMIN_LEVEL ? "\w" : "\d");
    szGodmode = (get_user_godmode(id) ? "\yOn" : "\rOff");
    szNoclip = (get_user_noclip(id) ? "\yOn" : "\rOff");
    
    //format the main menu
    format(szMenu, 256, gszMenu, gszBlockNames[gSelectedBlockType[id]], col, col, col, col, col, szNoclip, col, szGodmode);
    
    //show the main menu to the player
    show_menu(id, MAIN_MENU_KEYS, szMenu, -1, "bmMainMenu");
    
    return PLUGIN_HANDLED;
}

showBlockSelectionMenu(id)
{
    //create block selection menu 1 (first 8 blocks)
    new szBlockMenu[256];
    new szTitle[32];
    new szEntry[32];
    new num;
    new startBlock;
    
    //format the page number into the menu title
    format(szTitle, sizeof(szTitle), "\yBlock Selection %d^n^n", gBlockMenuPage[id]);
    
    //add the title to the menu
    add(szBlockMenu, sizeof(szBlockMenu), szTitle);
    
    //calculate the block that the menu will start on
    startBlock = (gBlockMenuPage[id] - 1) * 8;
    
    //iterate through 8 blocks to add to the menu
    for (new i = startBlock; i < startBlock + 8; ++i)
    {
        //make sure the loop doesn't go above the maximum number of blocks
        if (i < gBlockMax)
        {
            //calculate the menu item number
            num = (i - startBlock) + 1;
            
            //format the block name into the menu entry
            format(szEntry, sizeof(szEntry), "\r%d. \w%s^n", num, gszBlockNames[i]);
        }
        else
        {
            //format a blank menu entry
            format(szEntry, sizeof(szEntry), "^n");
        }
        
        //add the entry to the menu
        add(szBlockMenu, sizeof(szBlockMenu), szEntry);
    }
    
    //if the block selection page the player is on is less than the maximum page
    if (gBlockMenuPage[id] < gBlockMenuPagesMax)
    {
        add(szBlockMenu, sizeof(szBlockMenu), "^n\r9. \wMore");
    }
    else
    {
        add(szBlockMenu, sizeof(szBlockMenu), "^n");
    }
    
    //add a back option to the menu
    add(szBlockMenu, sizeof(szBlockMenu), "^n\r0. \wBack");
    
    //display the block selection menu
    show_menu(id, BLOCKSELECTION_MENU_KEYS, szBlockMenu, -1, "bmBlockSelectionMenu");
}

showOptionsMenu(id, oldMenu)
{
    //set the oldmenu global variable so when the back key is pressed it goes back to the previous menu
    gMenuBeforeOptions[id] = oldMenu;
    
    new col[3];
    new szSnapping[6];
    new szMenu[256];
    col = (get_user_flags(id) & BM_ADMIN_LEVEL ? "\w" : "\d");
    szSnapping = (gbSnapping[id] ? "\yOn" : "\rOff");
    
    //format the options menu
    format(szMenu, sizeof(szMenu), gszOptionsMenu, col, szSnapping, col, gfSnappingGap[id], col, col, col, col, col, col);
    
    //show the options menu to player
    show_menu(id, OPTIONS_MENU_KEYS, szMenu, -1, "bmOptionsMenu");
}

showTeleportMenu(id)
{
    new col[3];
    new szMenu[256];
    new szGodmode[6];
    new szNoclip[6];
    col = (get_user_flags(id) & BM_ADMIN_LEVEL ? "\w" : "\d");
    szGodmode = (get_user_godmode(id) ? "\yOn" : "\rOff");
    szNoclip = (get_user_noclip(id) ? "\yOn" : "\rOff");
    
    //format teleport menu
    format(szMenu, sizeof(szMenu), gszTeleportMenu, col, (gTeleportStart[id] ? "\w" : "\d"), col, col, col, szNoclip, col, szGodmode);
    
    show_menu(id, TELEPORT_MENU_KEYS, szMenu, -1, "bmTeleportMenu");
}

showChoiceMenu(id, gChoice, const szTitle[96])
{
    gChoiceOption[id] = gChoice;
    
    //format choice menu using given title
    new szMenu[128];
    format(szMenu, sizeof(szMenu), gszChoiceMenu, szTitle);
    
    //show the choice menu to the player
    show_menu(id, TELEPORT_MENU_KEYS, szMenu, -1, "bmChoiceMenu");
}

public handleMainMenu(id, num)
{
    switch (num)
    {
        case N1: { showBlockSelectionMenu(id); }
        case N2: { createBlockAiming(id, gSelectedBlockType[id]); }
        case N3: { convertBlockAiming(id, gSelectedBlockType[id]); }
        case N4: { deleteBlockAiming(id); }
        case N5: { rotateBlockAiming(id); }
        case N6: { toggleNoclip(id); }
        case N7: { toggleGodmode(id); }
        case N8: { showOptionsMenu(id, 1); }
        case N9: { showTeleportMenu(id); }
        case N0: { return; }
    }
    
    //selections 1, 8 and 9 show different menus
    if (num != N1 && num != N8 && num != N9)
    {
        //display menu again
        cmdShowMainMenu(id);
    }
}

public handleBlockSelectionMenu(id, num)
{
    switch (num)
    {
        case N9:
        {
            //goto next block selection menu page
            ++gBlockMenuPage[id];
            
            //make sure the player can't go above the maximum block selection page
            if (gBlockMenuPage[id] > gBlockMenuPagesMax)
            {
                gBlockMenuPage[id] = gBlockMenuPagesMax;
            }
            
            //show block selection menu again
            showBlockSelectionMenu(id);
        }
        
        case N0:
        {
            //goto previous block selection menu page
            --gBlockMenuPage[id];
            
            //show main menu if player goes back too far
            if (gBlockMenuPage[id] < 1)
            {
                cmdShowMainMenu(id);
                gBlockMenuPage[id] = 1;
            }
            else
            {
                //show block selection menu again
                showBlockSelectionMenu(id);
            }
        }
        
        default:
        {
            //offset the num value using the players block selection page number
            num += (gBlockMenuPage[id] - 1) * 8;
            
            //if block number is within range
            if (num < gBlockMax)
            {
                gSelectedBlockType[id] = num;
                cmdShowMainMenu(id);
            }
            else
            {
                showBlockSelectionMenu(id);
            }
        }
    }
}

public handleOptionsMenu(id, num)
{
    switch (num)
    {
        case N1: { toggleSnapping(id); }
        case N2: { toggleSnappingGap(id); }
        case N3: { groupBlockAiming(id); }
        case N4: { groupClear(id); }
        case N5: { showChoiceMenu(id, CHOICE_DEL_BLOCKS, "Are you sure you want to erase all blocks on the map?"); }
        case N6: { showChoiceMenu(id, CHOICE_DEL_TELEPORTS, "Are you sure you want to erase all teleports on the map?"); }
        case N7: { saveBlocks(id); }
        case N8: { showChoiceMenu(id, CHOICE_LOAD, "Loading will erase all blocks and teleports, do you want to continue?"); }
        case N9: { showHelp(id); }
        
        case N0:
        {
            if (gMenuBeforeOptions[id] == 1)
            {
                cmdShowMainMenu(id);
            }
            else if (gMenuBeforeOptions[id] == 2)
            {
                showTeleportMenu(id);
            }
            else
            {
                //for some reason the players 'gMenuBeforeOptions' number is invalid
                log_amx("%sPlayer ID: %d has an invalid gMenuBeforeOptions: %d", gszPrefix, id, gMenuBeforeOptions[id]);
            }
        }
    }
    
    //these selections show a different menu
    if (num != N5 && num != N6 && num != N8 && num != N0)
    {
        //display menu again
        showOptionsMenu(id, gMenuBeforeOptions[id]);
    }
}

public handleTeleportMenu(id, num)
{
    switch (num)
    {
        case N1: { createTeleportAiming(id, TELEPORT_START); }
        case N2: { createTeleportAiming(id, TELEPORT_END); }
        case N3: { showTeleportPath(id); }
        case N4: { deleteTeleportAiming(id); }
        case N6: { toggleNoclip(id); }
        case N7: { toggleGodmode(id); }
        case N8: { showOptionsMenu(id, 2); }
        case N0: { cmdShowMainMenu(id); }
    }
    
    //selections 6, 8 and 9 show different menus
    if (num != N6 && num != N8 && num != N0)
    {
        showTeleportMenu(id);
    }
}

public handleChoiceMenu(id, num)
{
    switch (num)
    {
        case N1:    //YES
        {
            switch (gChoiceOption[id])
            {
                case CHOICE_LOAD: loadBlocks(id);
                case CHOICE_DEL_BLOCKS: deleteAllBlocks(id, true);
                case CHOICE_DEL_TELEPORTS: deleteAllTeleports(id, true);
            
                default:
                {
                    log_amx("%sInvalid choice in handleChoiceMenu()", gszPrefix);
                }
            }
        }
    }
    
    //show options menu again
    showOptionsMenu(id, gMenuBeforeOptions[id]);
}

toggleGodmode(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //if player has godmode
        if (get_user_godmode(id))
        {
            //turn off godmode for player
            set_user_godmode(id, 0);
            gbAdminGodmode[id] = false;
        }
        else
        {
            //turn on godmode for player
            set_user_godmode(id, 1);
            gbAdminGodmode[id] = true;
        }
    }
}

toggleNoclip(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //if player has noclip
        if (get_user_noclip(id))
        {
            //turn off noclip for player
            set_user_noclip(id, 0);
            gbAdminNoclip[id] = false;
        }
        else
        {
            //turn on noclip for player
            set_user_noclip(id, 1);
            gbAdminNoclip[id] = true;
        }
    }
}

toggleSnapping(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        gbSnapping[id] = !gbSnapping[id];
    }
}

toggleSnappingGap(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //increment this players snapping gap by 5
        gfSnappingGap[id] += 4.0;
        
        //if this players snapping gap gets too big then loop it back to 0
        if (gfSnappingGap[id] > 40.0)
        {
            gfSnappingGap[id] = 0.0;
        }
    }
}

showHelp(id)
{
    //get cvar values
    new szHelpText[1600];
    
    new Telefrags = get_cvar_num("bm_telefrags");
    new Float:fFireDamageAmount = get_cvar_float("bm_firedamageamount");
    new Float:fDamageAmount = get_cvar_float("bm_damageamount");
    new Float:fHealAmount = get_cvar_float("bm_healamount");
    new Float:fInvincibleTime = get_cvar_float("bm_invincibletime");
    new Float:fInvincibleCooldown = get_cvar_float("bm_invinciblecooldown");
    new Float:fStealthTime = get_cvar_float("bm_stealthtime");
    new Float:fStealthCooldown = get_cvar_float("bm_stealthcooldown");
    new Float:fCamouflageTime = get_cvar_float("bm_camouflagetime");
    new Float:fCamouflageCooldown = get_cvar_float("bm_camouflagecooldown");
    new Float:fNukeCooldown = get_cvar_float("bm_nukecooldown");
    new Float:fRandomCooldown = get_cvar_float("bm_randomcooldown");
    new Float:fBootsOfSpeedTime = get_cvar_float("bm_bootsofspeedtime");
    new Float:fBootsOfSpeedCooldown = get_cvar_float("bm_bootsofspeedcooldown");
    new Float:fAutoBhopTime = get_cvar_float("bm_autobhoptime");
    new Float:fAutoBhopCooldown = get_cvar_float("bm_autobhopcooldown");
    
    //format the help text
    format(szHelpText, sizeof(szHelpText), gszHelpText, Telefrags, fFireDamageAmount, fDamageAmount, fHealAmount, fInvincibleTime, fInvincibleCooldown, fStealthTime, fStealthCooldown, fCamouflageTime, fCamouflageCooldown, fNukeCooldown, fRandomCooldown, fBootsOfSpeedTime, fBootsOfSpeedCooldown, fAutoBhopTime, fAutoBhopCooldown);
    
    //show the help
    show_motd(id, szHelpText, gszHelpTitle);
}

showTeleportPath(id)
{
    //get the entity the player is aiming at
    new ent, body;
    get_user_aiming(id, ent, body);
    
    //if entity found is a teleport
    if (isTeleport(ent))
    {
        //get other side of teleport
        new tele = entity_get_int(ent, EV_INT_iuser1);
        
        //if there is another end to the teleport
        if (tele)
        {
            //get origins of the start and end teleport entities
            new life = 50;
            new Float:vOrigin1[3];
            new Float:vOrigin2[3];
            entity_get_vector(ent, EV_VEC_origin, vOrigin1);
            entity_get_vector(tele, EV_VEC_origin, vOrigin2);
            
            //draw a line in between the 2 origins
            drawLine(vOrigin1, vOrigin2, life);
            
            //get the distance between the points
            new Float:fDist = get_distance_f(vOrigin1, vOrigin2);
            
            //notify that a line has been drawn between the start and end of the teleport
            client_print(id, print_chat, "%sA line has been drawn to show the teleport path. Distance: %f units.", gszPrefix, fDist);
        }
    }
}

/* GROUPING BLOCKS */
groupBlockAiming(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //get the entity the player is aiming at
        new ent, body;
        get_user_aiming(id, ent, body);
        
        //is entity is a block
        if (isBlock(ent))
        {
            //get whether or not block is already being grouped
            new player = entity_get_int(ent, EV_INT_iuser1);
            
            //if block is not in a group
            if (player == 0)
            {
                //increment group value
                ++gGroupCount[id];
                
                //add this entity to the players group
                gGroupedBlocks[id][gGroupCount[id]] = ent;
                
                //set the block so it is now 'being grouped'
                groupBlock(id, ent);
                
            }
            //if block is in this players group
            else if (player == id)
            {
                //remove block from being grouped
                groupRemoveBlock(ent);
            }
            //if another player has the block grouped
            else
            {
                //get id and name of who has the block grouped
                new szName[32];
                new player = entity_get_int(ent, EV_INT_iuser1);
                get_user_name(player, szName, 32);
                
                //notify player who the block is being grouped by
                client_print(id, print_chat, "%sBlock is already in a group by: %s", gszPrefix, szName);
            }
        }
    }
}

groupBlock(id, ent)
{
    //if entity is valid
    if (is_valid_ent(ent))
    {
        //if id passed in is a player
        if (id > 0 && id <= 32)
        {
            //set block so it is now being grouped
            entity_set_int(ent, EV_INT_iuser1, id);
        }
        
        //make block glow red to show it is grouped
        set_rendering(ent, kRenderFxGlowShell, 255, 0, 0, kRenderNormal, 16);
    }
}

groupRemoveBlock(ent)
{
    //make sure entity is a block
    if (isBlock(ent))
    {
        //remove block from being grouped (stays in players gGroupedBlocks[id][] array
        entity_set_int(ent, EV_INT_iuser1, 0);
        
        //get block type
        new blockType = entity_get_int(ent, EV_INT_body);
        
        //set rendering on block
        set_block_rendering(ent, gRender[blockType], gRed[blockType], gGreen[blockType], gBlue[blockType], gAlpha[blockType]);
    }
}

groupClear(id)
{
    new blockCount = 0;
    new blocksDeleted = 0;
    new block;
    
    //remove all players blocks from being grouped
    for (new i = 0; i <= gGroupCount[id]; ++i)
    {
        block = gGroupedBlocks[id][i];
        
        //if block is in this players group
        if (isBlockInGroup(id, block))
        {
            //if block is stuck
            if (isBlockStuck(block))
            {
                //delete the stuck block
                deleteBlock(block);
                
                //count how many blocks have been deleted
                ++blocksDeleted;
            }
            else
            {
                //remove block from being grouped
                groupRemoveBlock(block);
                
                //count how many blocks have been removed from group
                ++blockCount;
            }
        }
    }
    
    //set players group count to 0
    gGroupCount[id] = 0;
    
    //if player is connected
    if (is_user_connected(id))
    {
        //if some blocks were deleted
        if (blocksDeleted > 0)
        {
            //notify player how many blocks were cleared from group and deleted
            client_print(id, print_chat, "%sRemoved %d blocks from group, deleted %d stuck blocks", gszPrefix, blockCount, blocksDeleted);
        }
        else
        {
            //notify player how many blocks were cleared from group
            client_print(id, print_chat, "%sRemoved %d blocks from group", gszPrefix, blockCount);
        }
    }
}

/* BLOCK & TELEPORT OPERATIONS */
moveGrabbedEntity(id, Float:vMoveTo[3] = {0.0, 0.0, 0.0})
{
    new iOrigin[3], iLook[3];
    new Float:fOrigin[3], Float:fLook[3], Float:fDirection[3], Float:fLength;
    
    get_user_origin(id, iOrigin, 1);        //Position from eyes (weapon aiming)
    get_user_origin(id, iLook, 3);            //End position from eyes (hit point for weapon)
    IVecFVec(iOrigin, fOrigin);
    IVecFVec(iLook, fLook);
    
    fDirection[0] = fLook[0] - fOrigin[0];
    fDirection[1] = fLook[1] - fOrigin[1];
    fDirection[2] = fLook[2] - fOrigin[2];
    fLength = get_distance_f(fLook, fOrigin);
    
    if (fLength == 0.0) fLength = 1.0;        //avoid division by 0
    
    //calculate the position to move the block
    vMoveTo[0] = (fOrigin[0] + fDirection[0] * gfGrablength[id] / fLength) + gfGrabOffset[id][0];
    vMoveTo[1] = (fOrigin[1] + fDirection[1] * gfGrablength[id] / fLength) + gfGrabOffset[id][1];
    vMoveTo[2] = (fOrigin[2] + fDirection[2] * gfGrablength[id] / fLength) + gfGrabOffset[id][2];
    vMoveTo[2] = float(floatround(vMoveTo[2], floatround_floor));
    
    //move the block and its sprite (if it has one)
    moveEntity(id, gGrabbed[id], vMoveTo, true);
}

moveEntity(id, ent, Float:vMoveTo[3], bool:bDoSnapping)
{
    //do snapping for entity if snapping boolean passed in is true
    if (bDoSnapping)
    {
        doSnapping(id, ent, vMoveTo);
    }
    
    //set the position of the block
    entity_set_origin(ent, vMoveTo);
    
    //get the sprite that sits above the block (if any)
    new sprite = entity_get_int(ent, EV_INT_iuser3);
    
    //if sprite entity is valid
    if (sprite)
    {
        //get size of block
        new Float:vSizeMax[3];
        entity_get_vector(ent, EV_VEC_maxs, vSizeMax);
        
        //move the sprite onto the top of the block
        vMoveTo[2] += vSizeMax[2] + 0.15;
        entity_set_origin(sprite, vMoveTo);
    }
}

/* TELEPORTS */
createTeleportAiming(id, teleportType)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //get where player is aiming for origin of teleport entity
        new pOrigin[3], Float:vOrigin[3];
        get_user_origin(id, pOrigin, 3);
        IVecFVec(pOrigin, vOrigin);
        vOrigin[2] += gfTeleportZOffset;
        
        //create the teleport of the given type
        createTeleport(id, teleportType, vOrigin);
    }
}

createTeleport(id, teleportType, Float:vOrigin[3])
{
    new ent = create_entity(gszInfoTarget);
    
    if (is_valid_ent(ent))
    {
        switch (teleportType)
        {
            case TELEPORT_START:
            {
                //if player has already created a teleport start entity then delete it
                if (gTeleportStart[id])
                {
                    remove_entity(gTeleportStart[id]);
                }
                
                //set teleport properties
                entity_set_string(ent, EV_SZ_classname, gszTeleportStartClassname);
                entity_set_int(ent, EV_INT_solid, SOLID_BBOX);
                entity_set_int(ent, EV_INT_movetype, MOVETYPE_NONE);
                entity_set_model(ent, gszTeleportSpriteStart);
                entity_set_size(ent, gfTeleportSizeMin, gfTeleportSizeMax);
                entity_set_origin(ent, vOrigin);
                
                //set the rendermode and transparency
                entity_set_int(ent, EV_INT_rendermode, 5);    //rendermode
                entity_set_float(ent, EV_FL_renderamt, 255.0);    //visable 
                
                //set task for animating sprite
                new params[2];
                params[0] = ent;
                params[1] = gTeleportStartFrames;
                set_task(0.1, "taskSpriteNextFrame", TASK_SPRITE + ent, params, 2, "b");
                
                //store teleport start entity to a global variable so it can be linked to the end entity 
                gTeleportStart[id] = ent;
            }
            
            case TELEPORT_END:
            {
                //make sure there is a teleport start entity
                if (gTeleportStart[id])
                {
                    //set teleport properties
                    entity_set_string(ent, EV_SZ_classname, gszTeleportEndClassname);
                    entity_set_int(ent, EV_INT_solid, SOLID_BBOX);
                    entity_set_int(ent, EV_INT_movetype, MOVETYPE_NONE);
                    entity_set_model(ent, gszTeleportSpriteEnd);
                    entity_set_size(ent, gfTeleportSizeMin, gfTeleportSizeMax);
                    entity_set_origin(ent, vOrigin);
                    
                    //set the rendermode and transparency
                    entity_set_int(ent, EV_INT_rendermode, 5);    //rendermode
                    entity_set_float(ent, EV_FL_renderamt, 255.0);    //visable 
                    
                    //link up teleport start and end entities
                    entity_set_int(ent, EV_INT_iuser1, gTeleportStart[id]);
                    entity_set_int(gTeleportStart[id], EV_INT_iuser1, ent);
                    
                    //set task for animating sprite
                    new params[2];
                    params[0] = ent;
                    params[1] = gTeleportEndFrames;
                    set_task(0.1, "taskSpriteNextFrame", TASK_SPRITE + ent, params, 2, "b");
                    
                    //indicate that this player has no teleport start entity waiting for an end
                    gTeleportStart[id] = 0;
                }
                else
                {
                    //delete entity that was created because there is no start entity
                    remove_entity(ent);
                }
            }
        }
    }
    else
    {
        log_amx("%sCouldn't create 'env_sprite' entity", gszPrefix);
    }
}

deleteTeleportAiming(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //get entity that player is aiming at
        new ent, body;
        get_user_aiming(id, ent, body, 9999);
        
        //delete block that player is aiming at
        new bool:deleted = deleteTeleport(id, ent);
        
        if (deleted)
        {
            client_print(id, print_chat, "%sTeleport deleted!", gszPrefix);
        }
    }
}

bool:deleteTeleport(id, ent)
{
    //iterate through the different types of teleport (start and end)
    for (new i = 0; i < 2; ++i)
    {
        //if entity is a teleport then delete both the start and the end of the teleport
        if (isTeleport(ent))
        {
            //get entity id of the other side of the teleport
            new tele = entity_get_int(ent, EV_INT_iuser1);
            
            //clear teleport start entity if it was just deleted
            if (gTeleportStart[id] == ent || gTeleportStart[id] == tele)
            {
                gTeleportStart[id] = 0;
            }
            
            //remove tasks that exist to animate the teleport sprites
            if (task_exists(TASK_SPRITE + ent))
            {
                remove_task(TASK_SPRITE + ent);
            }
            
            if (task_exists(TASK_SPRITE + tele))
            {
                remove_task(TASK_SPRITE + tele);
            }
            
            //delete both the start and end positions of the teleporter
            if (tele)
            {
                remove_entity(tele);
            }
            
            remove_entity(ent);
            
            //delete was deleted
            return true;
        }
    }
    
    //teleport was not deleted
    return false;
}

deleteAllBlocks(id, bool:bNotify)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        new bool:bDeleted;
        new blockCount = 0;
        new ent = -1;
        
        //find all blocks in the map
        while ((ent = find_ent_by_class(ent, gszBlockClassname)))
        {
            //delete the block
            bDeleted = deleteBlock(ent);
            
            //if block was successfully deleted
            if (bDeleted)
            {
                //increment counter for how many blocks have been deleted
                ++blockCount;
            }
        }
        
        //get players name
        new szName[32];
        get_user_name(id, szName, 32);
        
        //iterate through all players
        for (new i = 1; i <= 32; ++i)
        {
            //make sure nobody is grabbing a block because they've all been deleted!
            gGrabbed[id] = 0;
            
            //make sure player is connected
            if (is_user_connected(i))
            {
                //notify all admins that the player deleted all the blocks
                if (bNotify && get_user_flags(i) & BM_ADMIN_LEVEL)
                {
                    client_print(i, print_chat, "%s'%s' deleted all the blocks from the map. Total blocks: %d", gszPrefix, szName, blockCount);
                }
            }
        }
    }
}

deleteAllTeleports(id, bool:bNotify)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        new bool:bDeleted;
        new teleCount = 0;
        new ent = -1;
        
        //find all teleport start entities in the map
        while ((ent = find_ent_by_class(ent, gszTeleportStartClassname)))
        {
            //delete the block
            bDeleted = deleteTeleport(id, ent);
            
            //if block was successfully deleted
            if (bDeleted)
            {
                //increment counter for how many blocks have been deleted
                ++teleCount;
            }
        }
        
        //get players name
        new szName[32];
        get_user_name(id, szName, 32);
        
        //iterate through all players
        for (new i = 1; i <= 32; ++i)
        {
            //make sure nobody has a teleport start set
            gTeleportStart[id] = 0;
            
            //make sure player is connected
            if (is_user_connected(i))
            {
                //notify all admins that the player deleted all the teleports
                if (bNotify && get_user_flags(i) & BM_ADMIN_LEVEL)
                {
                    client_print(i, print_chat, "%s'%s' deleted all the teleports from the map. Total teleports: %d", gszPrefix, szName, teleCount);
                }
            }
        }
    }
}

/***** BLOCKS *****/
createBlockAiming(const id, const blockType)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        new origin[3];
        new Float:vOrigin[3];
        
        //get the origin of the player and add Z offset
        get_user_origin(id, origin, 3);
        IVecFVec(origin, vOrigin);
        vOrigin[2] += gfBlockSizeMaxForZ[2];
        
        //create the block
        createBlock(id, blockType, vOrigin, gfDefaultBlockAngles, gfBlockSizeMinForZ, gfBlockSizeMaxForZ);
    }
}

createBlock(const id, const blockType, Float:vOrigin[3], Float:vAngles[3], Float:vSizeMin[3], Float:vSizeMax[3])
{
    new ent = create_entity(gszInfoTarget);
    
    //make sure entity was created successfully
    if (is_valid_ent(ent))
    {
        //set block properties
        entity_set_string(ent, EV_SZ_classname, gszBlockClassname);
        entity_set_int(ent, EV_INT_solid, SOLID_BBOX);
        entity_set_int(ent, EV_INT_movetype, MOVETYPE_NONE);
        
        //if its a valid block type
        if (blockType >= 0 && blockType < gBlockMax)
        {
            entity_set_model(ent, gszBlockModels[blockType]);
        }
        else
        {
            entity_set_model(ent, gszBlockModelDefault);
        }
        
        entity_set_vector(ent, EV_VEC_angles, vAngles);
        entity_set_size(ent, vSizeMin, vSizeMax);
        entity_set_int(ent, EV_INT_body, blockType);
        
        //if a player is creating the block
        if (id > 0 && id <= 32)
        {
            //do snapping for new block
            doSnapping(id, ent, vOrigin);
        }
        
        //set origin of new block
        entity_set_origin(ent, vOrigin);
        
        //setup special properties for the random block
        if (blockType == BM_RANDOM)
        {
            //set this random block to a random block!
            new randNum = random_num(0, gRandomBlocksMax - 1);
            entity_set_int(ent, EV_INT_iuser4, gRandomBlocks[randNum]);
        }
        
        //set rendering on block
        set_block_rendering(ent, gRender[blockType], gRed[blockType], gGreen[blockType], gBlue[blockType], gAlpha[blockType]);
        
        //if blocktype is one which requires an additional sprite
        if (blockType == BM_FIRE || blockType == BM_TRAMPOLINE || blockType == BM_SPEEDBOOST)
        {
            //add sprite on top of the block
            new sprite = create_entity(gszInfoTarget);
            
            //make sure entity was created successfully
            if (sprite)
            {
                //create angle vector and rotate it so its horizontal
                new Float:vAngles[3];
                vAngles[0] = 90.0;
                vAngles[1] = 0.0;
                vAngles[2] = 0.0;
                
                //move the sprite up onto the top of the block, adding 0.15 to prevent flickering
                vOrigin[2] += vSizeMax[2] + 0.15;
                
                //set block properties
                entity_set_string(sprite, EV_SZ_classname, gszSpriteClassname);
                entity_set_int(sprite, EV_INT_solid, SOLID_NOT);
                entity_set_int(sprite, EV_INT_movetype, MOVETYPE_NONE);
                entity_set_vector(sprite, EV_VEC_angles, vAngles);
                
                //set sprite model depending on block type
                switch (blockType)
                {
                    case BM_TRAMPOLINE: entity_set_model(sprite, gszBlockSpriteTrampoline);
                    case BM_SPEEDBOOST: entity_set_model(sprite, gszBlockSpriteSpeedBoost);
                    case BM_FIRE: entity_set_model(sprite, gszBlockSpriteFire);
                }
                
                //set the rendermode to additive and set the transparency
                entity_set_int(sprite, EV_INT_rendermode, 5);
                entity_set_float(sprite, EV_FL_renderamt, 255.0);
                
                //set origin of new sprite
                entity_set_origin(sprite, vOrigin);
                
                //link this sprite to the block
                entity_set_int(ent, EV_INT_iuser3, sprite);
                
                //set task for animating the sprite
                if (blockType == BM_FIRE || blockType == BM_TRAMPOLINE)
                {
                    new params[2];
                    params[0] = sprite;
                    params[1] = 8;        //both the fire and trampoline sprites have 8 frames
                    set_task(0.1, "taskSpriteNextFrame", TASK_SPRITE + sprite, params, 2, "b");
                }
            }
        }
        
        return ent;
    }
    
    return 0;
}

convertBlockAiming(id, const convertTo)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //get entity that player is aiming at
        new ent, body;
        get_user_aiming(id, ent, body);
        
        //if player is aiming at a block
        if (isBlock(ent))
        {
            //get who is currently grabbing the block (if anyone)
            new grabber = entity_get_int(ent, EV_INT_iuser2);
            
            //if entity is not being grabbed by someone else
            if (grabber == 0 || grabber == id)
            {
                //get the player ID of who has the block in a group (if anyone)
                new player = entity_get_int(ent, EV_INT_iuser1);
                
                //if the block is not in a group or is in this players group
                if (player == 0 || player == id)
                {
                    new newBlock;
                    
                    //if block is in the players group and group count is larger than 1
                    if (isBlockInGroup(id, ent) && gGroupCount[id] > 1)
                    {
                        new block;
                        new blockCount = 0;
                        
                        //iterate through all blocks in the players group
                        for (new i = 0; i <= gGroupCount[id]; ++i)
                        {
                            block = gGroupedBlocks[id][i];
                            
                            //if this block is in this players group
                            if (isBlockInGroup(id, block))
                            {
                                //convert the block
                                newBlock = convertBlock(id, block, convertTo);
                                
                                //if block was converted
                                if (newBlock != 0)
                                {
                                    //new block is now in the group
                                    gGroupedBlocks[id][i] = newBlock;
                                    
                                    //set the block so it is now 'being grouped'
                                    groupBlock(id, newBlock);
                                }
                                //count how many blocks could NOT be converted
                                else
                                {
                                    ++blockCount;
                                }
                            }
                        }
                        
                        //if some blocks could NOT be converted
                        if (blockCount > 1)
                        {
                            client_print(id, print_chat, "%sCouldn't convert %d blocks!", gszPrefix, blockCount);
                        }
                    }
                    else
                    {
                        newBlock = convertBlock(id, ent, convertTo);
                        
                        //if block was not converted
                        if (newBlock == 0)
                        {
                            //get the block type
                            new blockType = entity_get_int(ent, EV_INT_body);
                            
                            client_print(id, print_chat, "%sYou cannot convert a %s block into a %s block while it is rotated!", gszPrefix, gszBlockNames[blockType], gszBlockNames[convertTo]);
                        }
                    }
                }
                else
                {
                    //get name of player who has this block in their group
                    new szName[32]; 
                    get_user_name(player, szName, 32);
                    
                    //notify player who has this block in their group
                    client_print(id, print_chat, "%s%s currently has this block in their group!", gszPrefix, szName);
                }
            }
        }
    }
}

convertBlock(id, ent, const convertTo)
{
    
    new blockType = entity_get_int(ent, EV_INT_body);
    
    //if block to convert to is different to block to convert
    if (blockType != convertTo)
    {
        new Float:vOrigin[3];
        new Float:vAngles[3];
        new Float:vSizeMin[3];
        new Float:vSizeMax[3];
        
        //get block information from block player is aiming at
        entity_get_vector(ent, EV_VEC_origin, vOrigin);
        entity_get_vector(ent, EV_VEC_angles, vAngles);
        entity_get_vector(ent, EV_VEC_mins, vSizeMin);
        entity_get_vector(ent, EV_VEC_maxs, vSizeMax);
        
        //if block is rotated and we're trying to convert it to a block that cannot be rotated
        if (vAngles[0] == 90.0 && (convertTo == BM_FIRE || convertTo == BM_TRAMPOLINE || convertTo == BM_SPEEDBOOST))
        {
            return 0;
        }
        else
        {
            //delete old block and create new one of given type
            deleteBlock(ent);
            return createBlock(id, convertTo, vOrigin, vAngles, vSizeMin, vSizeMax);
        }
    }
    
    return ent;
}

deleteBlockAiming(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //get entity that player is aiming at
        new ent, body;
        get_user_aiming(id, ent, body);
        
        //if entity player is aiming at is a block
        if (isBlock(ent))
        {
            //get who is currently grabbing the block (if anyone)
            new grabber = entity_get_int(ent, EV_INT_iuser2);
            
            //if entity is not being grabbed by someone else
            if (grabber == 0 || grabber == id)
            {
                //get the player ID of who has the block in a group (if anyone)
                new player = entity_get_int(ent, EV_INT_iuser1);
                
                //if the block is not in a group or is in this players group
                if (player == 0 || player == id)
                {
                    //if block is not being grabbed
                    if (entity_get_int(ent, EV_INT_iuser2) == 0)
                    {
                        //if block is in the players group and group count is larger than 1
                        if (isBlockInGroup(id, ent) && gGroupCount[id] > 1)
                        {
                            new block;
                            
                            //iterate through all blocks in the players group
                            for (new i = 0; i <= gGroupCount[id]; ++i)
                            {
                                block = gGroupedBlocks[id][i];
                                
                                //if block is still valid
                                if (is_valid_ent(block))
                                {
                                    //get player id of who has this block in their group
                                    new player = entity_get_int(block, EV_INT_iuser1);
                                    
                                    //if block is still in this players group
                                    if (player == id)
                                    {
                                        //delete the block
                                        deleteBlock(block);
                                    }
                                }
                            }
                        }
                        else
                        {
                            //delete the block
                            deleteBlock(ent);
                        }
                    }
                }
                else
                {
                    //get name of player who has this block in their group
                    new szName[32]; 
                    get_user_name(player, szName, 32);
                    
                    //notify player who has this block in their group
                    client_print(id, print_chat, "%s%s currently has this block in their group!", gszPrefix, szName);
                }
            }
        }
    }
}

bool:deleteBlock(ent)
{
    //if entity is a block
    if (isBlock(ent))
    {
        //get the sprite attached to the top of the block
        new sprite = entity_get_int(ent, EV_INT_iuser3);
        
        //if sprite entity is valid
        if (sprite)
        {
            //remove the task for the animation of the sprite (if one exists)
            if (task_exists(TASK_SPRITE + sprite))
            {
                remove_task(TASK_SPRITE + sprite);
            }
            
            //delete the sprite
            remove_entity(sprite);
        }
        
        //delete the block
        remove_entity(ent);
        
        //block was deleted
        return true;
    }
    
    //block was not deleted
    return false;
}

rotateBlockAiming(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        //get block that player is aiming at
        new ent, body;
        get_user_aiming(id, ent, body);
        
        //if entity found is a block
        if (isBlock(ent))
        {
            //get who is currently grabbing the block (if anyone)
            new grabber = entity_get_int(ent, EV_INT_iuser2);
            
            //if entity is not being grabbed by someone else
            if (grabber == 0 || grabber == id)
            {
                //get the player ID of who has the block in a group (if anyone)
                new player = entity_get_int(ent, EV_INT_iuser1);
                
                //if the block is not in a group or is in this players group
                if (player == 0 || player == id)
                {
                    //if block is in the players group and group count is larger than 1
                    if (isBlockInGroup(id, ent) && gGroupCount[id] > 1)
                    {
                        new block;
                        new bool:bRotateGroup = true;
                        
                        //iterate through all blocks in the players group
                        for (new i = 0; i <= gGroupCount[id]; ++i)
                        {
                            block = gGroupedBlocks[id][i];
                            
                            //if block is in players group
                            if (isBlockInGroup(id, block))
                            {
                                //get block type
                                new blockType = entity_get_int(block, EV_INT_body);
                                 
                                //if block cannot be rotated
                                if (!isBlockTypeRotatable(blockType))
                                {
                                    //found a block that cannot be rotated
                                    bRotateGroup = false;
                                    
                                    break;
                                }
                            }
                        }
                        
                        //if we can rotate the group
                        if (bRotateGroup)
                        {
                            //iterate through all blocks in the players group
                            for (new i = 0; i <= gGroupCount[id]; ++i)
                            {
                                block = gGroupedBlocks[id][i];
                                
                                //if block is still valid
                                if (isBlockInGroup(id, block))
                                {
                                    //rotate the block
                                    rotateBlock(block);
                                }
                            }
                        }
                        else
                        {
                            //notify player that their group cannot be rotated
                            client_print(id, print_chat, "%sYour group contains blocks that cannot be rotated!", gszPrefix);
                        }
                    }
                    else
                    {
                        //rotate the block and get rotated block ID
                        new bool:bRotatedBlock = rotateBlock(ent);
                        
                        //if block did not rotate successfully
                        if (!bRotatedBlock)
                        {
                            //get block type
                            new blockType = entity_get_int(ent, EV_INT_body);
                            
                            //notify player block couldn't rotate
                            client_print(id, print_chat, "%s%s blocks cannot be rotated!", gszPrefix, gszBlockNames[blockType]);
                        }
                    }
                }
                else
                {
                    //get name of player who has this block in their group
                    new szName[32]; 
                    get_user_name(player, szName, 32);
                    
                    //notify player who has this block in their group
                    client_print(id, print_chat, "%s%s currently has this block in their group!", gszPrefix, szName);
                }
            }
        }
    }
}

bool:rotateBlock(ent)
{
    //if entity is valid
    if (is_valid_ent(ent))
    {
        //get block type
        new blockType = entity_get_int(ent, EV_INT_body);
        
        //if block is a type that can be rotated (a block without a sprite, makes it easier!)
        if (isBlockTypeRotatable(blockType))
        {
            new Float:vAngles[3]; 
            new Float:vSizeMin[3];
            new Float:vSizeMax[3];
            
            //get block information 
            entity_get_vector(ent, EV_VEC_angles, vAngles);
            
            //create new block using current block information with new angles and sizes
            if (vAngles[0] == 0.0 && vAngles[2] == 0.0)
            {
                vAngles[0] = 90.0;
                vSizeMin = gfBlockSizeMinForX;
                vSizeMax = gfBlockSizeMaxForX;
            }
            else if (vAngles[0] == 90.0 && vAngles[2] == 0.0)
            {
                vAngles[0] = 90.0;
                vAngles[2] = 90.0;
                vSizeMin = gfBlockSizeMinForY;
                vSizeMax = gfBlockSizeMaxForY;
            }
            else
            { 
                vAngles = gfDefaultBlockAngles;
                vSizeMin = gfBlockSizeMinForZ;
                vSizeMax = gfBlockSizeMaxForZ;
            }
            
            entity_set_vector(ent, EV_VEC_angles, vAngles);
            entity_set_size(ent, vSizeMin, vSizeMax);
            
            return true;
        }
    }
    
    return false;
}

copyBlock(ent)
{
    //if entity is valid
    if (is_valid_ent(ent))
    {
        new Float:vOrigin[3];
        new Float:vAngles[3];
        new Float:vSizeMin[3];
        new Float:vSizeMax[3];
        new blockType;
        
        //get blocktype and origin of currently grabbed block
        blockType = entity_get_int(ent, EV_INT_body);
        entity_get_vector(ent, EV_VEC_origin, vOrigin);
        entity_get_vector(ent, EV_VEC_angles, vAngles);
        entity_get_vector(ent, EV_VEC_mins, vSizeMin);
        entity_get_vector(ent, EV_VEC_maxs, vSizeMax);
        
        //create a block of the same type in the same location
        return createBlock(0, blockType, vOrigin, vAngles, vSizeMin, vSizeMax);
    }
    
    return 0;
}

set_block_rendering(ent, type, red, green, blue, alpha)
{
    if (isBlock(ent))
    {
        switch (type)
        {
            case GLOWSHELL: set_rendering(ent, kRenderFxGlowShell, red, green, blue, kRenderNormal, alpha);
            case TRANSCOLOR: set_rendering(ent, kRenderFxGlowShell, red, green, blue, kRenderTransColor, alpha);
            case TRANSALPHA: set_rendering(ent, kRenderFxNone, red, green, blue, kRenderTransColor, alpha);
            case TRANSWHITE: set_rendering(ent, kRenderFxNone, red, green, blue, kRenderTransAdd, alpha);
            default: set_rendering(ent, kRenderFxNone, red, green, blue, kRenderNormal, alpha);
        }
    }
}

/* BLOCK TESTS */
bool:isBlockInGroup(id, ent)
{
    //is entity valid
    if (is_valid_ent(ent))
    {
        //get player who has this block in their group (if anyone)
        new player = entity_get_int(ent, EV_INT_iuser1);
        
        if (player == id)
        {
            return true;
        }
    }
    
    return false;
}

bool:isBlockTypeRotatable(blockType)
{
    if (blockType != BM_FIRE && blockType != BM_TRAMPOLINE && blockType != BM_SPEEDBOOST)
    {
        return true;
    }
    
    return false;
}

bool:isBlock(ent)
{
    //is it a valid entity
    if (is_valid_ent(ent))
    {
        //get classname of entity
        new szClassname[32];
        entity_get_string(ent, EV_SZ_classname, szClassname, 32);
        
        //if classname of entity matches global block classname
        if (equal(szClassname, gszBlockClassname) || equal(szClassname, "bcm"))
        {
            //entity is a block
            return true;
        }
    }
    
    //entity is not a block
    return false;
}

bool:isBlockStuck(ent)
{
    //first make sure the entity is valid
    if (is_valid_ent(ent))
    {
        new content;
        new Float:vOrigin[3];
        new Float:vPoint[3];
        new Float:fSizeMin[3];
        new Float:fSizeMax[3];
        
        //get the size of the block being grabbed
        entity_get_vector(ent, EV_VEC_mins, fSizeMin);
        entity_get_vector(ent, EV_VEC_maxs, fSizeMax);
        
        //get the origin of the block
        entity_get_vector(ent, EV_VEC_origin, vOrigin);
        
        //decrease the size values of the block
        fSizeMin[0] += 1.0;
        fSizeMax[0] -= 1.0;
        fSizeMin[1] += 1.0;
        fSizeMax[1] -= 1.0; 
        fSizeMin[2] += 1.0;
        fSizeMax[2] -= 1.0;
        
        //get the contents of the centre of all 6 faces of the block
        for (new i = 0; i < 14; ++i)
        {
            //start by setting the point to the origin of the block (the middle)
            vPoint = vOrigin;
            
            //set the values depending on the loop number
            switch (i)
            {
                //corners
                case 0: { vPoint[0] += fSizeMax[0]; vPoint[1] += fSizeMax[1]; vPoint[2] += fSizeMax[2]; }
                case 1: { vPoint[0] += fSizeMin[0]; vPoint[1] += fSizeMax[1]; vPoint[2] += fSizeMax[2]; }
                case 2: { vPoint[0] += fSizeMax[0]; vPoint[1] += fSizeMin[1]; vPoint[2] += fSizeMax[2]; }
                case 3: { vPoint[0] += fSizeMin[0]; vPoint[1] += fSizeMin[1]; vPoint[2] += fSizeMax[2]; }
                case 4: { vPoint[0] += fSizeMax[0]; vPoint[1] += fSizeMax[1]; vPoint[2] += fSizeMin[2]; }
                case 5: { vPoint[0] += fSizeMin[0]; vPoint[1] += fSizeMax[1]; vPoint[2] += fSizeMin[2]; }
                case 6: { vPoint[0] += fSizeMax[0]; vPoint[1] += fSizeMin[1]; vPoint[2] += fSizeMin[2]; }
                case 7: { vPoint[0] += fSizeMin[0]; vPoint[1] += fSizeMin[1]; vPoint[2] += fSizeMin[2]; }
                
                //centre of faces
                case 8: { vPoint[0] += fSizeMax[0]; }
                case 9: { vPoint[0] += fSizeMin[0]; }
                case 10: { vPoint[1] += fSizeMax[1]; }
                case 11: { vPoint[1] += fSizeMin[1]; }
                case 12: { vPoint[2] += fSizeMax[2]; }
                case 13: { vPoint[2] += fSizeMin[2]; }
            }
            
            //get the contents of the point on the block
            content = point_contents(vPoint);
            
            //if the point is out in the open
            if (content == CONTENTS_EMPTY || content == 0)
            {
                //block is not stuck
                return false;
            }
        }
    }
    else
    {
        //entity is invalid but don't say its stuck
        return false;
    }
    
    //block is stuck
    return true;
}

bool:isTeleport(ent)
{
    if (is_valid_ent(ent))
    {
        //get classname of entity
        new szClassname[32];
        entity_get_string(ent, EV_SZ_classname, szClassname, 32);
        
        //compare classnames
        if (equal(szClassname, gszTeleportStartClassname) || equal(szClassname, gszTeleportEndClassname))
        {
            //entity is a teleport
            return true;
        }
    }
    
    //entity is not a teleport
    return false;
}

doSnapping(id, ent, Float:fMoveTo[3])
{
    //if player has snapping enabled
    if (gbSnapping[id])
    {
        new Float:fSnapSize = gfSnapDistance + gfSnappingGap[id];
        new Float:vReturn[3];
        new Float:dist;
        new Float:distOld = 9999.9;
        new Float:vTraceStart[3];
        new Float:vTraceEnd[3];
        new tr;
        new trClosest = 0;
        new blockFace;
        
        //get the size of the block being grabbed
        new Float:fSizeMin[3];
        new Float:fSizeMax[3];
        entity_get_vector(ent, EV_VEC_mins, fSizeMin);
        entity_get_vector(ent, EV_VEC_maxs, fSizeMax);
        
        //do 6 traces out from each face of the block
        for (new i = 0; i < 6; ++i)
        {
            //setup the start of the trace
            vTraceStart = fMoveTo;
            
            switch (i)
            {
                case 0: vTraceStart[0] += fSizeMin[0];        //edge of block on -X
                case 1: vTraceStart[0] += fSizeMax[0];        //edge of block on +X
                case 2: vTraceStart[1] += fSizeMin[1];        //edge of block on -Y
                case 3: vTraceStart[1] += fSizeMax[1];        //edge of block on +Y
                case 4: vTraceStart[2] += fSizeMin[2];        //edge of block on -Z
                case 5: vTraceStart[2] += fSizeMax[2];        //edge of block on +Z
            }
            
            //setup the end of the trace
            vTraceEnd = vTraceStart;
            
            switch (i)
            {
                case 0: vTraceEnd[0] -= fSnapSize;
                case 1: vTraceEnd[0] += fSnapSize;
                case 2: vTraceEnd[1] -= fSnapSize;
                case 3: vTraceEnd[1] += fSnapSize;
                case 4: vTraceEnd[2] -= fSnapSize;
                case 5: vTraceEnd[2] += fSnapSize;
            }
            
            //trace a line out from one of the block faces
            tr = trace_line(ent, vTraceStart, vTraceEnd, vReturn);
            
            //if the trace found a block and block is not in group or block to snap to is not in group
            if (isBlock(tr) && (!isBlockInGroup(id, tr) || !isBlockInGroup(id, ent)))
            {
                //get the distance from the grabbed block to the found block
                dist = get_distance_f(vTraceStart, vReturn);
                
                //if distance to found block is less than the previous block
                if (dist < distOld)
                {
                    trClosest = tr;
                    distOld = dist;
                    
                    //save the block face where the trace came from
                    blockFace = i;
                }
            }
        }
        
        //if there is a block within the snapping range
        if (is_valid_ent(trClosest))
        {
            //get origin of closest block
            new Float:vOrigin[3];
            entity_get_vector(trClosest, EV_VEC_origin, vOrigin);
            
            //get sizes of closest block
            new Float:fTrSizeMin[3];
            new Float:fTrSizeMax[3];
            entity_get_vector(trClosest, EV_VEC_mins, fTrSizeMin);
            entity_get_vector(trClosest, EV_VEC_maxs, fTrSizeMax);
            
            //move the subject block to the origin of the closest block
            fMoveTo = vOrigin;
            
            //offset the block to be on the side where the trace hit the closest block
            if (blockFace == 0) fMoveTo[0] += (fTrSizeMax[0] + fSizeMax[0]) + gfSnappingGap[id];
            if (blockFace == 1) fMoveTo[0] += (fTrSizeMin[0] + fSizeMin[0]) - gfSnappingGap[id];
            if (blockFace == 2) fMoveTo[1] += (fTrSizeMax[1] + fSizeMax[1]) + gfSnappingGap[id];
            if (blockFace == 3) fMoveTo[1] += (fTrSizeMin[1] + fSizeMin[1]) - gfSnappingGap[id];
            if (blockFace == 4) fMoveTo[2] += (fTrSizeMax[2] + fSizeMax[2]) + gfSnappingGap[id];
            if (blockFace == 5) fMoveTo[2] += (fTrSizeMin[2] + fSizeMin[2]) - gfSnappingGap[id];
        }
    }
}

/***** FILE HANDLING *****/
saveBlocks(id)
{
    //make sure player has access to this command
    if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        new file = fopen(gszNewFile, "wt");
        new ent = -1;
        new blockType;
        new Float:vOrigin[3];
        new Float:vAngles[3];
        new Float:vStart[3];
        new Float:vEnd[3];
        new blockCount = 0;
        new teleCount = 0;
        new szData[128];
        
        while ((ent = find_ent_by_class(ent, gszBlockClassname)))
        {
            //get block info
            blockType = entity_get_int(ent, EV_INT_body);
            entity_get_vector(ent, EV_VEC_origin, vOrigin);
            entity_get_vector(ent, EV_VEC_angles, vAngles);
            
            //format block info and save it to file
            formatex(szData, 128, "%c %f %f %f %f %f %f^n", gBlockSaveIds[blockType], vOrigin[0], vOrigin[1], vOrigin[2], vAngles[0], vAngles[1], vAngles[2]);
            fputs(file, szData);
            
            //increment block count
            ++blockCount;
        }
        
        //iterate through teleport end entities because you can't have an end without a start
        ent = -1;
        
        while ((ent = find_ent_by_class(ent, gszTeleportEndClassname)))
        {
            //get the id of the start of the teleporter
            new tele = entity_get_int(ent, EV_INT_iuser1);
            
            //check that start of teleport is a valid entity
            if (tele)
            {
                //get the origin of the start of the teleport and save it to file
                entity_get_vector(tele, EV_VEC_origin, vStart);
                entity_get_vector(ent, EV_VEC_origin, vEnd);
                
                formatex(szData, 128, "%s %f %f %f %f %f %f^n", "*", vStart[0], vStart[1], vStart[2], vEnd[0], vEnd[1], vEnd[2]);
                fputs(file, szData);
                
                //2 teleport entities count as 1 teleporter
                ++teleCount;
            }
        }
        
        //get players name
        new szName[32];
        get_user_name(id, szName, 32);
        
        //notify all admins that the player saved blocks to file
        for (new i = 1; i <= 32; ++i)
        {
            //make sure player is connected
            if (is_user_connected(i))
            {
                if (get_user_flags(i) & BM_ADMIN_LEVEL)
                {
                    client_print(i, print_chat, "%s'%s' saved %d block%s and %d teleporter%s to file! Total entites in map: %d", gszPrefix, szName, blockCount, (blockCount == 1 ? "" : "s"), teleCount, (teleCount == 1 ? "" : "s"), entity_count());
                }
            }
        }
        
        //close file
        fclose(file);
    }
}

loadBlocks(id)
{
    new bool:bAccess = false;
    
    //if this function was called on map load, ID is 0
    if (id == 0)
    {
        bAccess = true;
    }
    //make sure user calling this function has access
    else if (get_user_flags(id) & BM_ADMIN_LEVEL)
    {
        bAccess = true;
    }
    
    if (bAccess)
    {
        //if map file exists
        if (file_exists(gszNewFile))
        {
            //if a player is loading the blocks then first delete all the old blocks and teleports
            if (id > 0 && id <= 32)
            {
                deleteAllBlocks(id, false);
                deleteAllTeleports(id, false);
            }
            
            new szData[128];
            new szType[2];
            new sz1[16], sz2[16], sz3[16], sz4[16], sz5[16], sz6[16];
            new Float:vVec1[3];
            new Float:vVec2[3];
            new Float:fSizeMin[3];
            new Float:fSizeMax[3];
            new f = fopen(gszNewFile, "rt");
            new blockCount = 0;
            new teleCount = 0;
            
            //iterate through all the lines in the file
            while (!feof(f))
            {
                szType = "";
                fgets(f, szData, 128);
                parse(szData, szType, 1, sz1, 16, sz2, 16, sz3, 16, sz4, 16, sz5, 16, sz6, 16);
                
                vVec1[0] = str_to_float(sz1);
                vVec1[1] = str_to_float(sz2);
                vVec1[2] = str_to_float(sz3);
                vVec2[0] = str_to_float(sz4);
                vVec2[1] = str_to_float(sz5);
                vVec2[2] = str_to_float(sz6);
                
                if (strlen(szType) > 0)
                {
                    //if type is not a teleport
                    if (szType[0] != '*')
                    {
                        //set block size depending on block angles
                        if (vVec2[0] == 90.0 && vVec2[1] == 0.0 && vVec2[2] == 0.0)
                        {
                            fSizeMin = gfBlockSizeMinForX;
                            fSizeMax = gfBlockSizeMaxForX;
                        }
                        else if (vVec2[0] == 90.0 && vVec2[1] == 0.0 && vVec2[2] == 90.0)
                        {
                            fSizeMin = gfBlockSizeMinForY;
                            fSizeMax = gfBlockSizeMaxForY;
                        }
                        else
                        {
                            fSizeMin = gfBlockSizeMinForZ;
                            fSizeMax = gfBlockSizeMaxForZ;
                        }
                        
                        //increment block counter
                        ++blockCount;
                    }
                    
                    //create block or teleport depending on type
                    switch (szType[0])
                    {
                        case 'A': createBlock(0, BM_PLATFORM, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'B': createBlock(0, BM_BHOP, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'C': createBlock(0, BM_DAMAGE, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'D': createBlock(0, BM_HEALER, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'E': createBlock(0, BM_INVINCIBILITY, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'F': createBlock(0, BM_STEALTH, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'G': createBlock(0, BM_TRAMPOLINE, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'H': createBlock(0, BM_SPEEDBOOST, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'I': createBlock(0, BM_NOFALLDAMAGE, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'J': createBlock(0, BM_ICE, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'K': createBlock(0, BM_DEATH, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'L': createBlock(0, BM_NUKE, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'M': createBlock(0, BM_CAMOUFLAGE, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'N': createBlock(0, BM_LOWGRAVITY, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'O': createBlock(0, BM_FIRE, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'P': createBlock(0, BM_SLAP, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'Q': createBlock(0, BM_RANDOM, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'R': createBlock(0, BM_HONEY, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'S': createBlock(0, BM_BARRIER_CT, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'T': createBlock(0, BM_BARRIER_T, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'U': createBlock(0, BM_BOOTSOFSPEED, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'V': createBlock(0, BM_GLASS, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'W': createBlock(0, BM_BHOP_NOSLOW, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'X': createBlock(0, BM_AUTO_BHOP, vVec1, vVec2, fSizeMin, fSizeMax);
                        case 'Y': createBlock(0, BM_DEAGLE, vVec1, vVec2, fSizeMin, fSizeMax);
                        
                        case '*':
                        {
                            createTeleport(0, TELEPORT_START, vVec1);
                            createTeleport(0, TELEPORT_END, vVec2);
                            
                            //increment teleport count
                            ++teleCount;
                        }
                        
                        default:
                        {
                            log_amx("%sInvalid block type: %c in: %s", gszPrefix, szType[0], gszFile);
                            
                            //decrement block counter because a block was not created
                            --blockCount;
                        }
                    }
                }
            }
            
            fclose(f);
            
            //if a player is loading the blocks
            if (id > 0 && id <= 32)
            {
                //get players name
                new szName[32];
                get_user_name(id, szName, 32);
                
                //notify all admins that the player loaded blocks from file
                for (new i = 1; i <= 32; ++i)
                {
                    //make sure player is connected
                    if (is_user_connected(i))
                    {
                        if (get_user_flags(i) & BM_ADMIN_LEVEL)
                        {
                            client_print(i, print_chat, "%s'%s' loaded %d block%s and %d teleporter%s from file! Total entites in map: %d", gszPrefix, szName, blockCount, (blockCount == 1 ? "" : "s"), teleCount, (teleCount == 1 ? "" : "s"), entity_count());
                        }
                    }
                }
            }
        }
        else
        {
            //if a player is loading the blocks
            if (id > 0 && id <= 32)
            {
                //notify player that the file could not be found
                client_print(id, print_chat, "%sCouldn't find file: %s", gszPrefix, gszNewFile);
            }
        }
    }
}

/* MISC */
drawLine(Float:vOrigin1[3], Float:vOrigin2[3], life)
{
    message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
    write_byte(TE_BEAMPOINTS);
    write_coord(floatround(vOrigin1[0], floatround_floor));
    write_coord(floatround(vOrigin1[1], floatround_floor));
    write_coord(floatround(vOrigin1[2], floatround_floor));
    write_coord(floatround(vOrigin2[0], floatround_floor));
    write_coord(floatround(vOrigin2[1], floatround_floor));
    write_coord(floatround(vOrigin2[2], floatround_floor));
    write_short(gSpriteIdBeam);        //sprite index
    write_byte(0);                //starting frame
    write_byte(1);                //frame rate in 0.1's
    write_byte(life);            //life in 0.1's
    write_byte(5);                //line width in 0.1's
    write_byte(0);                //noise amplitude in 0.01's
    write_byte(255);            //red
    write_byte(255);            //green
    write_byte(255);            //blue
    write_byte(255);            //brightness
    write_byte(0);                //scroll speed in 0.1's
    message_end();
}
Thanks in advance!

here are the compiling errors :

Quote:
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(594) : error 017: undefined symbol "BM_DEAGLE"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(594) : error 076: syntax error in the expression,
or invalid function call
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1029) : error 017: undefined symbol "BM_DEAGLE"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : error 017: undefined symbol "DeagleUsed"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : warning 215: expression has no effect
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : error 001: expected token: ";", but found
"]"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : error 029: invalid expression, assumed zer
o
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : fatal error 107: too many error messages o
n one line
//
// Compilation aborted.
// 13 Errors.
// Could not locate output file C:\Program Files\Steam\steamapps\cetin136\dedica
ted server\cstrike\addons\amxmodx\scripting\compi led\blockmaker.amx (compile fai
led).
//
// Compilation Time: 0,56 sec
// ----------------------------------------
BunnYboii

Last edited by BunnYboii; 03-13-2010 at 11:37.
BunnYboii is offline
JaGareN
Senior Member
Join Date: Mar 2009
Old 03-13-2010 , 17:11   Re: Blockmaker adding block [ made all right ]
Reply With Quote #2

The most from your Deagle code is wrong...
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wrecked_
Veteran Member
Join Date: Jan 2010
Location: New York (GMT-5)
Old 03-13-2010 , 17:49   Re: Blockmaker adding block [ made all right ]
Reply With Quote #3

Post it in that adding blocks to blockmaker's thread, this is scripting help, you need some knowledge of what you're doing.

The majority of your errors are misusing common sense commas in the enum and not being able to read.
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BunnYboii
Member
Join Date: Mar 2010
Old 03-13-2010 , 18:59   Re: Blockmaker adding block [ made all right ]
Reply With Quote #4

Okay, but i already started this thread so why dont work it out now?
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wrecked_
Veteran Member
Join Date: Jan 2010
Location: New York (GMT-5)
Old 03-13-2010 , 19:03   Re: Blockmaker adding block [ made all right ]
Reply With Quote #5

Read the errors, they're extremely simple.
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DO NOT PM ME ABOUT BLOCKMAKER
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BunnYboii
Member
Join Date: Mar 2010
Old 03-14-2010 , 07:50   Re: Blockmaker adding block [ made all right ]
Reply With Quote #6

Quote:
Originally Posted by wrecked_ View Post
Read the errors, they're extremely simple.
Man if it was so simple for me i would fix this for a long time ago. I do not understand what the problem is i made 1000 blockmakers but i do not understand why this happens now
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JaGareN
Senior Member
Join Date: Mar 2009
Old 03-14-2010 , 09:53   Re: Blockmaker adding block [ made all right ]
Reply With Quote #7

The problem is that you have to learn the basic of scripting, so learn it first then try to make plugins...

Last edited by JaGareN; 03-14-2010 at 18:56. Reason: added a ","
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BunnYboii
Member
Join Date: Mar 2010
Old 03-14-2010 , 10:18   Re: Blockmaker adding block [ made all right ]
Reply With Quote #8

I know how to create blocks ffs!
I made it before but i dont know how to do it now.

Im sorry i didnt post all the errors and warnings.
Here it is :

Quote:
//// blockmaker.sma
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(229) : error 001: expected token: "}", but found "
-identifier-"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(230) : error 010: invalid function or declaration
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(267) : error 001: expected token: "}", but found "
-string-"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(26 : error 010: invalid function or declaration
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(395) : error 017: undefined symbol "gszBlockModesl
"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(395) : error 017: undefined symbol "BM_DEAGLE"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(395) : warning 215: expression has no effect
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(594) : error 017: undefined symbol "BM_DEAGLE"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(594) : error 076: syntax error in the expression,
or invalid function call
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1029) : error 017: undefined symbol "BM_DEAGLE"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : error 017: undefined symbol "DeagleUsed"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : warning 215: expression has no effect
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : error 001: expected token: ";", but found
"]"
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : error 029: invalid expression, assumed zer
o
// C:\Program Files\Steam\steamapps\cetin136\dedicated server\cstrike\addons\amx
modx\scripting\blockmaker.sma(1242) : fatal error 107: too many error messages o
n one line
//
// Compilation aborted.
// 13 Errors.
// Could not locate output file C:\Program Files\Steam\steamapps\cetin136\dedica
ted server\cstrike\addons\amxmodx\scripting\compi led\blockmaker.amx (compile fai
led).
//
// Compilation Time: 1,26 sec
// ----------------------------------------
i fixed 1 from modesl -> models
BunnYboii is offline
JaGareN
Senior Member
Join Date: Mar 2009
Old 03-14-2010 , 11:23   Re: Blockmaker adding block [ made all right ]
Reply With Quote #9

It's good that you have fixed (1) error but i have fix all the errors.

EDIT: the errors was so simply to fix
Attached Files
File Type: sma Get Plugin or Get Source (BM.sma - 544 views - 154.5 KB)

Last edited by JaGareN; 03-14-2010 at 18:53.
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BunnYboii
Member
Join Date: Mar 2010
Old 03-15-2010 , 10:50   Re: Blockmaker adding block [ made all right ]
Reply With Quote #10

Okay thank you, but can u tell me how to do?

I did exactly the same thing?

Copied your code but I still have problems.

Last edited by BunnYboii; 03-15-2010 at 11:18.
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