the Script works but the Texture in game wont load please help!!
This error i get. like its not loading the Texture i don't see why

these codes were made by boux but he i don't talk anymore so he wont help me so i need help please!!!
also the code works but the FX's dont load here all codes to run it please help!!
Code: Select all
Particle
{
	count				1 2
	life				1000
	
	cullrange			1100
	rotation			90 -110
	rotationDelta			20 -20
	velocity			0 0 5 0 0 1
	gravity				13
	rgb
	{
		start			0.1 0.3 0.9
		end				0.3 0.3 0.75
		flags			linear
	}
	alpha
	{
		start			1
		end				0.5
		parm			0.15 0.25
		flags			linear
	}
	size
	{
		start			30 45
		end				2 3
		flags			linear
	}
	shaders
	[
		fire/fire_ball_a
		fire/fire_ball_b
		fire/fire_ball_c
	]
}
Code: Select all
gfx/effects/powerup
{
	entityMergable
    {
        map gfx/effects/powerup.tga
        blendfunc blend
        rgbGen vertex
    }
}
Code: Select all
powerMain()
{
	level._effect["powerup"] = loadFx( "fx/effects/powerup.efx" );
	level._effect["takepower"] = loadFx( "fx/effects/takepower.efx" );
	level._effect["ghost"] = loadFx( "fx/effects/ghost.efx" );
	level._effect["poweruppassive"] = loadFx( "fx/effects/poweruppassive.efx" );
	level._effect["takepowerpassive"] = loadFx( "fx/effects/takepowerpassive.efx" );
	level._effect["freeze"] = loadFx( "fx/effects/freeze.efx" );
	level._effect["blind"] = loadFx( "fx/effects/blind.efx" );
	level._effect["boom"] = loadFx( "fx/effects/hehe.efx" );
	level._effect["teleport_in"] = loadFx( "fx/effects/teleport_in.efx" );
	level._effect["teleport_out"] = loadFx( "fx/effects/teleport_out.efx" );
	level._effect["invis"] = loadFx( "fx/effects/invis.efx" );
}
Callback_StartGameType()
{
	thread spawnPowerUp();
	precachemodel("xmodel/mp_crate_misc_red1");
	precacheModel("xmodel/mp_crate_misc1_stalingrad");
	precachemodel("xmodel/barrel_tan_snowy");
	precachemodel("xmodel/barrel_black1_stalingrad");
	precachemodel("xmodel/barrel_benzin");
	precachemodel("xmodel/zomgah");
	precacheString(&"^2Special^0-^2Power");
	precacheString(&"^1None");
	precacheString(&"^1Random^0-^1Teleport");
	precacheString(&"^1Freeze^0-^1Enemies^0-^1In^0-^1Radius");
	precacheString(&"^1Blind^0-^1Enemies^0-^1In^0-^1Radius");
	precacheString(&"^1Ghost");
	precacheString(&"^1Temporary^0-^1Invisibility");
	precacheString(&"^1Drop^0-^1Enemy^0-^1Weapons");
	precacheString(&"^1Explosive^0-^1Ammo");
	precacheString(&"^1Unlimited^0-^1Ammo");
	precacheString(&"^1Radar");
	precacheString(&"^2Health");
	precacheString(&"^2|");
	precacheString(&"^4Passive^0-^4PowerUp");
	precacheString(&"^1X2^0-^1Damage");
	precacheString(&"^1Armor^0-^1Low^0-^1Quality");
	precacheString(&"^1Armor^0-^1High^0-^1Quality");
	precacheString(&"^1One^0-^1Shot^0-^1Kill");
	precacheString(&"^1Temporary^0-^1Invulnerability");
	precacheString(&"^1Great^0-^1Insight");
	precacheShader("gfx/hud/objective.tga");
	precacheShader("gfx/hud/objective_up.tga");
	precacheShader("gfx/hud/objective_down.tga");
	precacheItem("ghost_mp");
	level.totalPowerUps = 0;
	level.nbPowerUps = 0;
}
Callback_PlayerConnect()
{
	self.passiveTime = 0;
	self.god = false;
	self.specialPower = "none";
	self.passivePower = "none";
	self thread doPassive();
	self thread usePower();
}
spawnPlayer()
{
	if(!isDefined(self.pers["savedmodel"]))
		self maps\mp\gametypes\_teams::model();
	else
		self maps\mp\_utility::loadModel(self.pers["savedmodel"]);
	self.god = false;
	self.passiveTime = 0;
	self.specialPower = "none";
	self.passivePower = "none";
	self.maxhealth = 100;
	self powerText();
	self passiveText();
	self healthText();
	self setClientCvar( "r_xdebug", "0" );
	self setClientCvar( "developer", "0" );
	if(isDefined(self.blindedBlack))
		self.blindedBlack destroy();
	self iprintln("^3Double press ^1[^7F^1] ^3button to use ^1P^7oweUps.");
}
powerText()
{
	if(isDefined(self.powerText))
	{
		self.powerText destroy();
	}
	if(isDefined(self.powerTypeText))
	{
		self.powerTypeText destroy();
	}
	self.powerText = newClientHudElem( self );
	self.powerText.x = 599;
	self.powerText.y = 340;
	self.powerText.alignX = "right";
	self.powerText.alignY = "middle";
	self.powerText.alpha = 1;
	self.powerText.fontScale = 0.6;
	self.powerText setText(&"^2Special^0-^2Power");
	self.powerTypeText = newClientHudElem( self );
	self.powerTypeText.x = 599;
	self.powerTypeText.y = 350;
	self.powerTypeText.alignX = "right";
	self.powerTypeText.alignY = "middle";
	self.powerTypeText.alpha = 1;
	self.powerTypeText.fontScale = 0.6;
	if(self.specialPower == "none")
		self.powerTypeText setText(&"^1None");
	else if(self.specialPower == "warp")
		self.powerTypeText setText(&"^1Random^0-^1Teleport");
	else if(self.specialPower == "transform")
		self.powerTypeText setText(&"^1Transform");
	else if(self.specialPower == "freeze")
		self.powerTypeText setText(&"^1Freeze^0-^1Enemies^0-^1In^0-^1Radius");
	else if(self.specialPower == "smoke")
		self.powerTypeText setText(&"^1Smoke^0-^1Screen");
	else if(self.specialPower == "blind")
		self.powerTypeText setText(&"^1Blind^0-^1Enemies^0-^1In^0-^1Radius");
	else if(self.specialPower == "invis")
		self.powerTypeText setText(&"^1Ghost");
	else if(self.specialPower == "speed")
		self.powerTypeText setText(&"^1Temporary^0-^1Super^0-^1Speed");
	else if(self.specialPower == "radar")
		self.powerTypeText setText(&"^1Radar");
	else if(self.specialPower == "god")
		self.powerTypeText setText(&"^1Temporary^0-^1Invulnerability");
	else if(self.specialPower == "drop")
		self.powerTypeText setText(&"^1Drop^0-^1Enemy^0-^1Weapons");
}
passiveText()
{
	if(isDefined(self.powerPassiveText))
	{
		self.powerPassiveText destroy();
	}
	if(isDefined(self.powerPassiveTypeText))
	{
		self.powerPassiveTypeText destroy();
	}
	self.powerPassiveText = newClientHudElem( self );
	self.powerPassiveText.x = 599;
	self.powerPassiveText.y = 370;
	self.powerPassiveText.alignX = "right";
	self.powerPassiveText.alignY = "middle";
	self.powerPassiveText.alpha = 1;
	self.powerPassiveText.fontScale = 0.6;
	self.powerPassiveText setText(&"^4Passive^0-^4PowerUp");
	self.powerPassiveTypeText = newClientHudElem( self );
	self.powerPassiveTypeText.x = 599;
	self.powerPassiveTypeText.y = 380;
	self.powerPassiveTypeText.alignX = "right";
	self.powerPassiveTypeText.alignY = "middle";
	self.powerPassiveTypeText.alpha = 1;
	self.powerPassiveTypeText.fontScale = 0.6;
	if(self.passivePower == "none")
		self.powerPassiveTypeText setText(&"^1None");
	else if(self.passivePower == "one_shot")
		self.powerPassiveTypeText setText(&"^1One^0-^1Shot^0-^1Kill");
	else if(self.passivePower == "x2")
		self.powerPassiveTypeText setText(&"^1X2^0-^1Damage");
	else if(self.passivePower == "armor_low")
		self.powerPassiveTypeText setText(&"^1Armor^0-^1Low^0-^1Quality");
	else if(self.passivePower == "armor_high")
		self.powerPassiveTypeText setText(&"^1Armor^0-^1High^0-^1Quality");
	else if(self.passivePower == "insight")
		self.powerPassiveTypeText setText(&"^1Great^0-^1Insight");
	else if(self.passivePower == "explosive_ammo")
		self.powerPassiveTypeText setText(&"^1Explosive^0-^1Ammo");
	else if(self.passivePower == "infammo")
		self.powerPassiveTypeText setText(&"^1Unlimited^0-^1Ammo");
}
healthText()
{
	if(self.health >= 2000)
		self.health = 2000;
	if(self.maxhealth >= 2000)
		self.maxhealth = 2000;
	if(isDefined(self.healthText))
	{
		self.healthText destroy();
	}
	if(isDefined(self.healthCurrentText))
	{
		self.healthCurrentText destroy();
	}
	if(isDefined(self.healthMaxText))
	{
		self.healthMaxText destroy();
	}
	if(isDefined(self.healthBarText))
	{
		self.healthBarText destroy();
	}
	self.healthText = newClientHudElem( self );
	self.healthText.x = 599;
	self.healthText.y = 400;
	self.healthText.alignX = "right";
	self.healthText.alignY = "middle";
	self.healthText.alpha = 1;
	self.healthText.fontScale = 0.6;
	self.healthText setText(&"^2Health");
	self.healthCurrentText = newClientHudElem( self );
	self.healthCurrentText.x = 585;
	self.healthCurrentText.y = 410;
	self.healthCurrentText.alignX = "right";
	self.healthCurrentText.alignY = "middle";
	self.healthCurrentText.alpha = 1;
	self.healthCurrentText.fontScale = 0.6;
	self.healthCurrentText setValue((int)(self.health));
	self.healthBarText = newClientHudElem( self );
	self.healthBarText.x = 588;
	self.healthBarText.y = 410;
	self.healthBarText.alignX = "center";
	self.healthBarText.alignY = "middle";
	self.healthBarText.alpha = 1;
	self.healthBarText.fontScale = 0.6;
	self.healthBarText setText(&"^2|");
	self.healthMaxText = newClientHudElem( self );
	self.healthMaxText.x = 591;
	self.healthMaxText.y = 410;
	self.healthMaxText.alignX = "left";
	self.healthMaxText.alignY = "middle";
	self.healthMaxText.alpha = 1;
	self.healthMaxText.fontScale = 0.6;
	self.healthMaxText setValue((int)(self.maxhealth));
}
usePower()
{
	for(;;)
	{
		if(self useButtonPressed())
		{
			catch_next = false;
			for(i=0; i<=0.25; i+=0.01)
			{
				if(catch_next && self useButtonPressed() && self.sessionstate == "playing")
				{
					if(self.specialPower == "warp")
					{
						self thread powerWarp();
					}
					else if(self.specialPower == "freeze")
					{
						self thread powerFreeze();
					}
					else if(self.specialPower == "blind")
					{
						self thread powerBlind();
					}
					else if(self.specialPower == "radar")
					{
						self thread powerRadar();
					}
					else if(self.specialPower == "invis")
					{
						self thread powerInvis();
					}
					else if(self.specialPower == "god")
					{
						self thread powerGod();
					}
					else if(self.specialPower == "drop")
					{
						self thread powerDrop();
					}
					else
					{
						self iprintlnbold("You currently have no special powers");
					}
					self.specialPower = "none";
					catch_next = false;
					self powerText();
				}
				else if(!(self useButtonPressed()))
				{
					catch_next = true;
				}
				wait 0.01;
			}
		}
		self healthText();
		wait 0.05;
	}
}
powerWarp()
{
	playFx( level._effect["teleport_in"], self.origin + (0,0,50) );
	self iprintlnbold("^2Randomly Teleported.");
	warptoplace = "mp_deathmatch_spawn";
	place = getentarray(warptoplace, "classname");
	self.where = randomint(place.size);
	self setOrigin(place[self.where].origin);
	self setPlayerAngles(place[self.where].angles);
	playFx( level._effect["teleport_out"], self.origin + (0,0,50) );
}
powerRadar()
{
	self iprintlnbold("^2Radar.");
	players = getEntArray( "player", "classname" );
	for(x = 0; x < (60 + randomint(30)); x++)
	{
		for(i = 0; i < players.size; i++)
		{
			if(players[i].pers["team"] != self.pers["team"])
			{
				objective_add(i, "current", players[i].origin, "gfx/hud/objective.tga");
				objective_icon(i,"gfx/hud/objective.tga");
				if(self.pers["team"] == "allies")
				{
					objective_team(i,"allies");
				}
				else if(self.pers["team"] == "axis")
				{
					objective_team(i,"axis");
				}
			}
		}
		wait 0.5;
		for(i = 0; i < players.size; i++)
		{
			if(players[i].pers["team"] != self.pers["team"])
			{
				objective_delete(i);
			}
		}
	}
}
powerFreeze()
{
	self iprintlnbold("^2Freezing enemies near you.");
	playFx( level._effect["freeze"], self.origin + (0,0,50) );
	players = getEntArray( "player", "classname" );
	for( i = 0; i < players.size; i++ )
	{
		if( self != players[i] && distance(self.origin, players[i].origin) <= 400 )
		{
			players[i] thread frozen(10 + randomint(6), self.name);
		}
	}
}
frozen( time, enemyname )
{
	self iprintlnbold("^2Frozen for ^7" + time + "^2 seconds by ^7" + enemyname + "^2.");
	wait 0.5;
	self.frozenSpot = self getOrigin();
	linker = spawn("script_origin", self.origin);
	self linkto(linker);
	for( i = ( time * 2); i > 0; i-- )
	{
		self setOrigin( self.frozenSpot );
		if(!isAlive(self))
		{
			self unlink();
			self setOrigin( self.frozenSpot );
			i = 0;
		}
		wait 0.5;
	}
	linker delete();
	self iprintlnbold("^2Not frozen anymore.");
}
powerDrop()
{
	self iprintlnbold("^2Making Enemies around you drop their weapons.");
	players = getEntArray( "player", "classname" );
	for( i = 0; i < players.size; i++ )
	{
		if( self != players[i] && distance(self.origin, players[i].origin) <= 400 )
		{
			players[i] thread drop();
		}
	}
}
drop()
{
	playFx( level._effect["powerup"], self.origin + (0,0,150) );
	self iprintlnbold("^2Dropped all weapons.");
	self dropItem( self getWeaponSlotWeapon( "primary" ) );
	self dropItem( self getWeaponSlotWeapon( "primaryb" ) );
	self dropItem( self getWeaponSlotWeapon( "pistol" ) );
	self dropItem( self getWeaponSlotWeapon( "grenade" ) );
	self dropItem( self getWeaponSlotWeapon( "smokegrenade" ) );
	self dropItem( self getWeaponSlotWeapon( "satchel" ) );
	self dropItem( self getWeaponSlotWeapon( "binocular" ) );
}
powerBlind()
{
	self iprintlnbold("^2Blinding enemies near you.");
	playFx( level._effect["blind"], self.origin + (0,0,50) );
	players = getEntArray( "player", "classname" );
	for( i = 0; i < players.size; i++ )
	{
		if( self != players[i] && distance(self.origin, players[i].origin) <= 450 )
		{
			players[i] thread blinded(10 + randomint(6), self.name);
		}
	}
}
blinded( time, enemyname )
{
	self iprintlnbold("^2Blinded for ^7" + time + "^2 seconds by ^7" + enemyname + "^2.");
	wait 0.5;
	if(!isDefined(self.blindedBlack))
	{
		self.blindedBlack = newClientHudElem(self);
		self.blindedBlack.archived = false;
		self.blindedBlack.x = 0;
		self.blindedBlack.y = 0;
		self.blindedBlack.sort = -100;
		self.blindedBlack setShader("black", 640, 800);
	}
	wait time;
	if(isDefined(self.blindedBlack))
		self.blindedBlack destroy();
	self iprintlnbold("^2Not blind anymore.");
}
powerGod()
{
	self.god = true;
	time = 10 + randomint(11);
	self iprintlnbold("^2Invulnerable for ^7" + time + "^2 seconds.");
	wait time;
	self iprintlnbold("^2Not Invulnerable Anymore.");
	self.god = false;	
}
powerInvis()
{
	playFx( level._effect["invis"], self.origin + (0,0,50) );
	self.transTime = 15 + randomint(11);
	self iprintlnbold("^2Become a Ghost for ^7" + self.transTime + "^2 seconds.");
	self detachAll();
	self setModel("xmodel/zomgah");
	self setweaponslotweapon("primary", "ghost_mp");
	self switchToWeapon("ghost_mp");
	for(i = self.transTime*4; i > 0; i--)
	{
		playFx( level._effect["ghost"], self.origin + (0,0,20) );
		wait 0.25;
	}
	self setweaponslotweapon("primary", self.pers["spawnweapon"]);
	self switchToWeapon(self.pers["spawnweapon"]);
	self iprintlnbold("^2Not a Ghost anymore.");
	if(!isDefined(self.pers["savedmodel"]))
		self maps\mp\gametypes\_teams::model();
	else
		self maps\mp\_utility::loadModel(self.pers["savedmodel"]);
}
spawnPowerUp()
{
	level.newPowerUp = false;
	powerplace = "mp_deathmatch_spawn";
	level.powerUp = getentarray(powerplace, "classname");
	for(i = 0; i < level.powerUp.size; i++)
	{
		level.powerUp[i].exist = false;
	}
	for(;;)
	{
		wait (10 + randomint(8));
		while(!level.newPowerUp && level.nbPowerUps < level.powerUp.size && level.nbPowerUps < 15)
		{
			num = randomint(level.PowerUp.size);
			if(!level.powerUp[num].exist)
			{
				level.powerUp[num].exist = true;
				level.newPowerUp = true;
				level.nbPowerUps++;
				level.totalPowerUps++;
				wait 0.5;
				if((level.totalPowerUps % 2) == 0) 
					level.powerUp[num] thread placePowerUp();
				else
					level.powerUp[num] thread placePowerUpPassive();
			}
		}
		level.newPowerUp = false;
	}
}
placePowerUp()
{
	players = getEntArray( "player", "classname" );
	self.origin = self.origin;
	while(self.exist)
	{
		for(i = 0; i < players.size; i++)
		{
			if(distance(players[i].origin, self.origin + (0,0,25)) <= 100 && players[i].pers["team"] != "spectator")
			{
				if(players[i].specialPower != "none")
				{
					players[i] iprintlnbold("^2You already have a power.");
					wait 0.5;
				}
				else
				{
					playFx( level._effect["takepower"], self.origin + (0,0,25));
					self.exist = false;
					level.nbPowerUps--;
					players[i] thread givePower();
				}
			}
		}
		playFx( level._effect["powerup"], self.origin + (0,0,25));
		wait 0.5;
	}
}
placePowerUpPassive()
{
	players = getEntArray( "player", "classname" );
	self.origin = self.origin;
	while(self.exist)
	{
		for(i = 0; i < players.size; i++)
		{
			if(distance(players[i].origin, self.origin + (0,0,25)) <= 100 && players[i].pers["team"] != "spectator")
			{
				playFx( level._effect["takepowerpassive"], self.origin + (0,0,25));
				self.exist = false;
				level.nbPowerUps--;
				players[i] thread givePowerPassive();
			}
		}
		playFx( level._effect["poweruppassive"], self.origin + (0,0,25));
		wait 0.5;
	}
}
givePower()
{
	self.newPower = randomint(300) + 1;
	if(self.newPower <= 50)
	{
		self.specialPower = "blind";
		self iprintlnbold("^2New Power : ^7Blind Nearby Enemies^2.");
	}
	else if(self.newPower > 50 && self.newPower <= 100)
	{
		self.specialPower = "warp";
		self iprintlnbold("^2New Power : ^7Random Teleportation^2.");
	}
	else if(self.newPower > 100 && self.newPower <= 150)
	{
		self.specialPower = "freeze";
		self iprintlnbold("^2New Power : ^7Freeze Nearby Enemies^2.");
	}
	else if(self.newPower > 150 && self.newPower <= 200)
	{
		self.specialPower = "invis";
		self iprintlnbold("^2New Power : ^7Ghost^2.");
	}
	else if(self.newPower > 200 && self.newPower <= 250)
	{
		self.specialPower = "drop";
		self iprintlnbold("^2New Power : ^7Drop Nearby Enemies' Weapons^2.");
	}
	else if(self.newPower > 250 && self.newPower <= 300)
	{
		self.specialPower = "god";
		self iprintlnbold("^2New Power : ^7Invincibility^2.");
	}
	self powerText();
}
givePowerPassive()
{
	self.newPower = randomint(235) + 1;
	if(self.newPower <= 25)
	{
		addhealth = randomint(150) + 250;
		self iprintlnbold("^2Add to health : ^7" + addhealth + "^2.");
		self.health += addhealth;
		self.maxhealth += addhealth;
	}
	else if(self.newPower > 25 && self.newPower <= 40)
	{
		self iprintlnbold("^2Health ^7X2^2.");
		self.health *= 2;
		self.maxhealth *= 2;
	}
	else if(self.newPower > 40 && self.newPower <= 50)
	{
		self iprintlnbold("^2Health ^7X4^2.");
		self.health *= 4;
		self.maxhealth *= 4;
	}
	else if(self.newPower > 50 && self.newPower <= 55)
	{
		self iprintlnbold("^2Health ^7X8^2.");
		self.health *= 8;
		self.maxhealth *= 8;
	}
	else if(self.newPower > 55 && self.newPower <= 95)
	{	
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "x2";
		self iprintlnbold("^2X2 Damage : ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 95 && self.newPower <= 115)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "one_shot";
		self iprintlnbold("^2One Shot Kill : ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 115 && self.newPower <= 155)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "armor_low";
		self iprintlnbold("^2Armor : Low - ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 155 && self.newPower <= 180)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "armor_high";
		self iprintlnbold("^2Armor : High - ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 180 && self.newPower <= 195)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "insight";
		self iprintlnbold("^2See Through Walls : ^7" + self.passiveTime + "^2 seconds.");
		self setClientCvar( "r_xdebug", "boxes" );
	}
	else if(self.newPower > 195 && self.newPower <= 210) // to test
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(16);
		self.passivePower = "explosive_ammo";
		self iprintlnbold("^2Temporary Explosive Ammo : ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 210 && self.newPower <= 235) // to test
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(16);
		self.passivePower = "infammo";
		self iprintlnbold("^2Temporary Unlimited Ammo : ^7" + self.passiveTime + "^2 seconds.");
		self thread passiveInfAmmo();
	}
	self healthText();
	self passiveText();
}
checkCurrentPassive()
{
	if(self.passivePower != "none")
		self.passivePower = "none";
	self setClientCvar( "r_xdebug", "0" );
}
passiveInfAmmo()
{
	while(self.passivePower == "infammo")
	{
		self setweaponslotammo("primaryb", "999");
		self setweaponslotammo("pistol", "999");
		self setweaponslotammo("primary", "999");
		self setweaponslotammo("grenade", "999");
		self setweaponslotclipammo("primaryb", "999");
		self setweaponslotclipammo("primary", "999");
		self setweaponslotclipammo("pistol", "999");
		wait 0.5;
	}
}
doPassive()
{
	for(;;)
	{
		while(self.passiveTime > 0)
		{
			self.passiveTime -= 0.5;
			wait 0.5;
		}
		if(self.passivePower == "insight")
			self setClientCvar( "r_xdebug", "0" );
		if(self.passivePower != "none")
			self.passivePower = "none";
		self passiveText();
		wait 1;
	}
}
