спаунится бот по пропу с серверной стороны, мульт, когда бьешь по нему то он за золото продавал наемников, есть ли ошибки какие при декомпиляции гладко?
###constans
slot_agent_is_chat_bot = 32
slot_agent_is_mercenary_owner = 33
### trigger
agent_hit_trigger = (ti_on_agent_hit, 0, 0, [
(multiplayer_is_server),
],
[
(store_trigger_param_1, ":damage_agent_no"),
(store_trigger_param_2, ":attacker_agent_no"),
(store_trigger_param_3, ":damage"),
(agent_get_position, pos1, ":damage_agent_no"),
(scene_prop_get_num_instances, ":object_max", "spr_potlamp"),
(try_begin),
(ge, ":object_max", 1),
(try_for_range, ":object_cur", 0, ":object_max"),
(scene_prop_get_instance, ":instance", "spr_potlamp", ":object_cur"),
(prop_instance_get_variation_id_2, ":variation_id", ":instance"),
(gt, ":variation_id", 0),
(val_mul, ":variation_id", 100),
(prop_instance_get_position, pos3, ":instance"),
(get_distance_between_positions, ":distance", pos1, pos3),
(le, ":distance", ":variation_id"),
(assign, ":damage", 0),
(set_trigger_result, ":damage"),
(assign, ":object_max", 0),
(try_end),
(agent_is_non_player, ":damage_agent_no"),
(try_begin),
(agent_slot_eq, ":damage_agent_no", slot_agent_is_chat_bot, 1),
(agent_get_player_id, ":attacker_player_id", ":attacker_agent_no"),
(player_is_active, ":attacker_player_id"),
(try_end),
(try_end),
(assign, "$g_process_interrupter", 1),
(call_script, "script_cf_mt_neo_agent_hit", ":damage_agent_no", ":attacker_agent_no", ":damage"),
])
chat_bot_spawn = (10, 0, ti_once, [
(multiplayer_is_server),
],
[
(scene_prop_get_num_instances, ":instances_number", scene_prop_for_spawn_agent),
(try_for_range, ":instance_index", 0, ":instances_number"),
(scene_prop_get_instance, ":instance_no", scene_prop_for_spawn_agent, ":instance_index"),
(prop_instance_is_valid, ":instance_no"),
(prop_instance_get_variation_id, ":troop_no", ":instance_no"),
(is_between, ":troop_type", 1, 15),
(assign, reg3, ":troop_type"),
(call_script, "script_get_troop_for_spawn_agent_with_scene_props", ":troop_type"),
(prop_instance_get_position, pos3, ":instance_no"),
(set_spawn_position, pos3),
(spawn_agent, ":troop_no"),
(assign, ":agent_no", reg0),
(agent_set_slot, ":agent_no", slot_agent_is_chat_bot, 1),
(agent_set_no_death_knock_down_only, ":agent_no", 1),
(try_begin),
(agent_is_active,":agent_id"),
(agent_is_alive,":agent_id"),
(agent_get_player_id, ":player_id", ":agent_id"),
(player_is_active,":player_id"),
(player_get_gold, ":player_gold", ":player_id"),
(prop_instance_get_variation_id_2, reg0, ":instance_no"),
(val_mul, reg0, 100),
(try_begin),
(ge, ":player_gold", reg0),
(try_begin),
(prop_instance_get_variation_id, ":troop_type", ":instance_no"),
(assign, ":troop_id", 0),
(try_begin),
(eq, ":troop_type", 1),
(assign, ":troop_id", "trp_swadian_crossbowman_multiplayer_ai"),
(else_try),
(eq, ":troop_type", 2),
(assign, ":troop_id", "trp_nord_veteran_multiplayer_ai"),
(try_end),
(gt, ":troop_id", 0),
(val_sub, ":player_gold", reg0),
(player_set_gold, ":player_id", ":player_gold", multi_max_gold_that_can_be_stored),
(agent_get_position,pos1,":agent_id"),
(position_move_x, pos1, 150),
(set_spawn_position, pos1),
(spawn_agent,":troop_id"),
(assign, ":mercenary_agent_id", reg0),
(agent_set_slot, ":mercenary_agent_id", slot_agent_is_mercenary_owner, ":player_id"),
(call_script, "script_agent_set_relation_with_agent", ":agent_id", ":mercenary_agent_id", 1),
(agent_set_group, ":mercenary_agent_id", ":player_id"),
(agent_set_is_alarmed, ":mercenary_agent_id", 1),
(try_for_agents, ":cur_agent"),
(agent_is_active, ":cur_agent"),
(agent_is_alive, ":cur_agent"),
(agent_is_human, ":cur_agent"),
(agent_slot_eq, ":cur_agent", slot_agent_is_mercenary_owner, ":player_id"),
(call_script, "script_agent_set_relation_with_agent", ":mercenary_agent_id", ":cur_agent", 1),
(try_end),
(call_script, "script_agent_make_neutral_all", ":agent_no"),
(try_end),
(str_store_string, s0, "@You hired mercenary"),
(multiplayer_send_string_to_player, ":player_id", multiplayer_event_show_server_message, s0),
(try_end),
(else_try),
(str_store_string, s0, "@Mercenary cost - {reg0} gold"),
(multiplayer_send_string_to_player, ":player_id", multiplayer_event_show_server_message, s0),
(try_end),
(try_end),
])