Error Zombie_Plague40.sma

DJ Kazanova

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Привет
Помогите с ошибкой! Что здесь не так?
Error:
L 04/24/2013 - 22:59:30: [AMXX] Displaying debug trace (plugin "zombie_plague40.amxx")
L 04/24/2013 - 22:59:30: [AMXX] Run time error 5: memory access
L 04/24/2013 - 22:59:30: [AMXX] [0] zombie_plague40.sma::fw_SetModel (line 2603)
Часть кода которая подверглась изменению, после чего появилась эта ошибка:
Код:
// Forward Set Model
public fw_SetModel(entity, const model[])
{
	// We don't care
	if (strlen(model) < 0.0)
	{
		// Get entity's classname
		static classname[10]
		pev(entity, pev_classname, classname, charsmax(classname))

		// Check if it's a weapon box
		if (equal(classname, "weaponbox"))
		{
		// They get automatically removed when thinking
		set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_removedropped))
		return FMRES_IGNORED
		}
	}

		// Narrow down our matches a bit
		if (model[7] != 'w' || model[8] != '_')
			return FMRES_IGNORED

		// Get damage time of grenade
		static Float:dmgtime
		pev(entity, pev_dmgtime, dmgtime)

		// Grenade not yet thrown
		if (dmgtime == 0.0)
		return FMRES_IGNORED

		// Get whether grenade's owner is a zombie
		if (g_zombie[pev(entity, pev_owner)])
		{
		if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
			{
			// Give it a glow
			fm_set_rendering(entity, kRenderFxGlowShell, 0, 200, 0, kRenderNormal, 16);

			// And a colored trail
			message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
			write_byte(TE_BEAMFOLLOW) // TE id
			write_short(entity) // entity
			write_short(g_trailSpr) // sprite
			write_byte(10) // life
			write_byte(10) // width
			write_byte(0) // r
			write_byte(200) // g
			write_byte(0) // b
			write_byte(200) // brightness
			message_end()

			// Set grenade type on the thrown grenade entity
			set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_INFECTION)
			}
		}
		else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
		{
		// Give it a glow
		fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);

		// And a colored trail
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_BEAMFOLLOW) // TE id
		write_short(entity) // entity
		write_short(g_trailSpr) // sprite
		write_byte(10) // life
		write_byte(10) // width
		write_byte(200) // r
		write_byte(0) // g
		write_byte(0) // b
		write_byte(200) // brightness
		message_end()

		// Set grenade type on the thrown grenade entity
		set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
		engfunc(EngFunc_SetModel, entity, model_w_grenade_fire)
		return FMRES_SUPERCEDE
		}
		else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
		{
		// Give it a glow
		fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
	
		// And a colored trail
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_BEAMFOLLOW) // TE id
		write_short(entity) // entity
		write_short(g_trailSpr) // sprite
		write_byte(10) // life
		write_byte(10) // width
		write_byte(0) // r
		write_byte(100) // g
		write_byte(200) // b
		write_byte(200) // brightness
		message_end()

		// Set grenade type on the thrown grenade entity
		set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
		engfunc(EngFunc_SetModel, entity, model_w_grenade_frost)
		return FMRES_SUPERCEDE
		}
		else if (model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare
		{
		// Build flare's color
		static rgb[3]
		switch (get_pcvar_num(cvar_flarecolor))
			{
			case 0: // white
				{
				rgb[0] = 255 // r
				rgb[1] = 255 // g
				rgb[2] = 255 // b
				}
			case 1: // red
				{
				rgb[0] = random_num(50,255) // r
				rgb[1] = 0 // g
				rgb[2] = 0 // b
				}
			case 2: // green
				{
				rgb[0] = 0 // r
				rgb[1] = random_num(50,255) // g
				rgb[2] = 0 // b
				}
			case 3: // blue
				{
				rgb[0] = 0 // r
				rgb[1] = 0 // g
				rgb[2] = random_num(50,255) // b
				}
			case 4: // random (all colors)
				{
				rgb[0] = random_num(50,200) // r
				rgb[1] = random_num(50,200) // g
				rgb[2] = random_num(50,200) // b
				}
			case 5: // random (r,g,B)
				{
				switch (random_num(1, 3))
					{
					case 1: // red
						{
						rgb[0] = random_num(50,255) // r
						rgb[1] = 0 // g
						rgb[2] = 0 // b
						}	
					case 2: // green
						{
						rgb[0] = 0 // r
						rgb[1] = random_num(50,255) // g
						rgb[2] = 0 // b
						}
					case 3: // blue
						{
						rgb[0] = 0 // r
						rgb[1] = 0 // g
						rgb[2] = random_num(50,255) // b
						}
					}
				}
			}

		// Give it a glow
		fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);

		// And a colored trail
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
		write_byte(TE_BEAMFOLLOW) // TE id
		write_short(entity) // entity
		write_short(g_trailSpr) // sprite
		write_byte(10) // life
		write_byte(10) // width
		write_byte(rgb[0]) // r
		write_byte(rgb[1]) // g
		write_byte(rgb[2]) // b
		write_byte(200) // brightness
		message_end()

		// Set grenade type on the thrown grenade entity
		set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
		engfunc( EngFunc_SetModel, entity, model_w_grenade_flare)
		return FMRES_SUPERCEDE
		}
return FMRES_IGNORED
}
2603 строка вот:
Код:
if (model[7] != 'w' || model[8] != '_')
 
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