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ошибка в компиляции

, ошибка в компиляции плагина вар3фт
Статус пользователя san4ous
сообщение 29.4.2015, 14:42
Сообщение #1
Стаж: 13 лет

Сообщений: 80
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Привет.ВЫдает такую ошибку :





Код:
/*
* Race: Undead Scourge Functions
*/

UD_Suicide( idUser )
{

// Ultimate has been used, so we can't use it again!
if ( !ULT_Available( idUser ) )
{
return;
}

// If we ult while changing teams, you will kill your old teammates, we don't want that!!
if ( p_data_b[idUser][PB_CHANGINGTEAM] )
{
return;
}

// Play the undead explosion sound!!!
emit_sound( idUser, CHAN_STATIC, g_szSounds[SOUND_SUICIDE], 1.0, ATTN_NORM, 0, PITCH_NORM );

new parm[5], vOrigin[3];
get_user_origin( idUser, vOrigin );

parm[0] = idUser;
parm[1] = 6;
parm[2] = vOrigin[0];
parm[3] = vOrigin[1];
parm[4] = vOrigin[2];

// Set up the tasks to damage + draw effects
set_task( 0.5, "_UD_SuicideExplode", TASK_EXPLOSION + idUser, parm, 5 );
set_task( 0.5, "_UD_SuicideBlastCircles", TASK_BEAMCYLINDER + idUser, parm, 5 );

// Create an implosion effect where they died
Create_TE_IMPLOSION( vOrigin, 100, 20, 5 );

// Set up an ultimate delay (in case the user respawns)
ULT_ResetCooldown( idUser, get_pcvar_num( CVAR_wc3_ult_cooldown ) );
}


// This is only use in _UD_SuicideExplode so declaring it here should be fine
new bool:bIgnoreDmg[33] = false;

// Draw the explosions
public _UD_SuicideExplode( parm[5] )
{
new idUser = parm[0];

if ( get_pcvar_num( CVAR_wc3_psychostats ) )
{
new WEAPON = CSW_SUICIDE - CSW_WAR3_MIN;

iStatsShots[idUser][WEAPON]++;
}

new vOrigin[3], vPosition[3];
vOrigin[0] = parm[2];
vOrigin[1] = parm[3];
vOrigin[2] = parm[4];

vPosition[0] = vOrigin[0] + random_num( -100, 100 );
vPosition[1] = vOrigin[1] + random_num( -100, 100 );
vPosition[2] = vOrigin[2] + random_num( -50, 50 );

Create_TE_EXPLOSION( vOrigin, vPosition, g_iSprites[SPR_FIREBALL], (random_num(0,20) + 20), 12, TE_EXPLFLAG_NONE );

// This doesn't look correct in Day of Defeat, so lets only do it for CS/CZ
if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO )
{
Create_TE_Smoke( vOrigin, vPosition, g_iSprites[SPR_SMOKE], 60, 10 );
}

new players[32], numberofplayers;
get_players( players, numberofplayers, "a" );

new i, iTargetID, vTargetOrigin[3], iDamage, iDistance;
new iMultiplier = ( explo_max_dmg_undead * explo_max_dmg_undead ) / explo_range_undead;
new iTeam = get_user_team( idUser );

// Check all players and see if they should be damaged
for ( i = 0; i < numberofplayers; i++ )
{
iTargetID = players[i];

// Get origin of target
get_user_origin( iTargetID, vTargetOrigin );

// Get distance in b/t target and iAttacker
iDistance = get_distance( vOrigin, vTargetOrigin );

// Make sure this user is close enough to do damage + isn't immune + isn't on the same team + isn't already immune to all damage
if ( iDistance < explo_range_undead && iTeam != get_user_team( iTargetID ) && !bIgnoreDmg[iTargetID] )
{
static iSkillLevel2;
iSkillLevel2 = SM_GetSkillLevel( iTargetID, PASS_DEATH_KNITH );
if ( iSkillLevel2 > 0 && p_data_b[iTargetID][PB_ISFROZENSKILL] == false &&
!( ITEM_Has( iTargetID, ITEM_NECKLACE ) > ITEM_NONE || (fWorkTalismanPassive(iTargetID, arrTalismanActive[iTargetID]) == TALISMAN_ITEM_NECKLACE && arrTalismanNecklaceNum[iTargetID] > 0)))
{
if ( random_float(0.0, 1.0 ) <= p_undead_rab[p_data[iTargetID][P_LEVEL]] )
{
ULT_Blocked( idUser );
bIgnoreDmg[iTargetID] = true;
}
else
{
// Calculate the damage to be done
iDamage = ( explo_range_undead - iDistance) * iMultiplier;
iDamage = sqroot( iDamage );

// Damage them!!!!
WC3_Damage( iTargetID, idUser, iDamage, CSW_SUICIDE, -1 );

// Lets shake up their screen a bit
Create_ScreenShake( iTargetID, (1<<14), (1<<13), (1<<14) );
}
}
else
{
if ( ULT_CanUserBlockUlt( iTargetID ) )
{
ULT_RemoveCharge( iTargetID );

ULT_Blocked( idUser );

bIgnoreDmg[iTargetID] = true;
}
else
{

// Calculate the damage to be done
iDamage = ( explo_range_undead - iDistance) * iMultiplier;
iDamage = sqroot( iDamage );

// Damage them!!!!
WC3_Damage( iTargetID, idUser, iDamage, CSW_SUICIDE, -1 );

// Lets shake up their screen a bit
Create_ScreenShake( iTargetID, (1<<14), (1<<13), (1<<14) );
}
}
}

// Reset the "don't damage" rule
if ( parm[1] - 1 <= 0 )
{
bIgnoreDmg[iTargetID] = false;
}
}

--parm[1];

// Lets keep going if we have some left!
if ( parm[1] > 0 )
{
set_task( 0.1, "_UD_SuicideExplode", TASK_EXPLOSION + idUser, parm, 5 );
}
}

// Draw the blast circles
public _UD_SuicideBlastCircles( parm[5] )
{
new vOrigin[3], vPosition[3];

vOrigin[0] = parm[2];
vOrigin[1] = parm[3];
vOrigin[2] = parm[4] - 16;

vPosition[0] = vOrigin[0];
vPosition[1] = vOrigin[1];
vPosition[2] = vOrigin[2] + explo_blast_undead;

Create_TE_BEAMCYLINDER( vOrigin, vOrigin, vPosition, g_iSprites[SPR_SHOCKWAVE], 0, 0, 6, 16, 0, 188, 220, 255, 255, 0 );

vOrigin[2] = ( vOrigin[2] - explo_blast_undead ) + ( explo_blast_undead / 2 );

Create_TE_BEAMCYLINDER( vOrigin, vOrigin, vPosition, g_iSprites[SPR_SHOCKWAVE], 0, 0, 6, 16, 0, 188, 220, 255, 255, 0 );
}


UD_SkillsOffensive( iAttacker,iVictim, iDamage )
{
static iSkillLevel;

if ( !p_data_b[iAttacker][PB_ISCONNECTED] )
{
return;
}

// Vampiric Aura
iSkillLevel = SM_GetSkillLevel( iAttacker, SKILL_VAMPIRICAURA );
if ( iSkillLevel > 0 && p_data_b[iAttacker][PB_ISCONNECTED] && p_data_b[iAttacker][PB_ISFROZENSKILL] == false)
{
static iHealth, iMaxHealth, iMaxHealthvictim, iHealthvictim, iBonusHealth, iBonusHealth2;

static iSkillLevel2;
iSkillLevel2 = SM_GetSkillLevel( iVictim, PASS_DEATH_KNITH );
if ( iSkillLevel2 > 0 && p_data_b[iVictim][PB_ISFROZENSKILL] == false )
{
if ( random_float(0.0, 1.0 ) <= p_undead_rab[p_data[iVictim][P_LEVEL]] )
{
iHealth = get_user_health( iAttacker );
iMaxHealth = get_user_maxhealth( iAttacker );
iMaxHealthvictim = get_user_maxhealth( iVictim );
iHealthvictim = get_user_health( iVictim );
iBonusHealth2 = floatround( float( iDamage ) * p_vampiric[iSkillLevel-1] * php_give_DKdf);
iBonusHealth = floatround( float( iDamage ) * p_vampiric[iSkillLevel-1] * (1.0 - php_give_DKdf));

// Give the user health!
if ( get_user_health( iVictim ) < get_user_maxhealth( iVictim ) )
{

// Then give the user his maximum health
if ( iHealthvictim + iBonusHealth2 > iMaxHealthvictim )
{
set_user_health( iVictim, iMaxHealthvictim );
}

// Otherwise just give iMaxHealth
else
{
set_user_health( iVictim, iHealthvictim + iBonusHealth2 );
}
}

if ( iHealth < iMaxHealth )
{

// Then give the user his maximum health
if ( iHealth + iBonusHealth > iMaxHealth )
{
set_user_health( iAttacker, iMaxHealth );
}

// Otherwise just give iMaxHealth
else
{
set_user_health( iAttacker, iHealth + iBonusHealth );
}
}

// Make the attacker glow
//SHARED_Glow( iAttacker, 0, ( 2 * iBonusHealth ), 0, 0 );
SHARED_GlowShell(iVictim,0,238,118,get_pcvar_float( CVAR_wc3_glowshell_time ),get_pcvar_num( CVAR_wc3_glowshell_amount ));

// Give the attacker a nice screen fade
Create_ScreenFade( iAttacker, (1<<10), (1<<10), (1<<12), 0, 255, 0, iBonusHealth );
}
else
{
iHealth = get_user_health( iAttacker );
iMaxHealth = get_user_maxhealth( iAttacker );
iBonusHealth = floatround( float( iDamage ) * p_vampiric[iSkillLevel-1] );

// Give the user health!
if ( iHealth < iMaxHealth )
{

// Then give the user his maximum health
if ( iHealth + iBonusHealth > iMaxHealth )
{
set_user_health( iAttacker, iMaxHealth );
}

// Otherwise just give iMaxHealth
else
{
set_user_health( iAttacker, iHealth + iBonusHealth );
}
}

// Make the attacker glow
//SHARED_Glow( iAttacker, 0, ( 2 * iBonusHealth ), 0, 0 );
SHARED_GlowShell(iVictim,0,238,118,get_pcvar_float( CVAR_wc3_glowshell_time ),get_pcvar_num( CVAR_wc3_glowshell_amount ));

// Give the attacker a nice screen fade
Create_ScreenFade( iAttacker, (1<<10), (1<<10), (1<<12), 0, 255, 0, iBonusHealth );
}
}
else
{


iHealth = get_user_health( iAttacker );
iMaxHealth = get_user_maxhealth( iAttacker );
iBonusHealth = floatround( float( iDamage ) * p_vampiric[iSkillLevel-1] );

// Give the user health!
if ( iHealth < iMaxHealth )
{

// Then give the user his maximum health
if ( iHealth + iBonusHealth > iMaxHealth )
{
set_user_health( iAttacker, iMaxHealth );
}

// Otherwise just give iMaxHealth
else
{
set_user_health( iAttacker, iHealth + iBonusHealth );
}
}

// Make the attacker glow
//SHARED_Glow( iAttacker, 0, ( 2 * iBonusHealth ), 0, 0 );
SHARED_GlowShell(iVictim,0,238,118,get_pcvar_float( CVAR_wc3_glowshell_time ),get_pcvar_num( CVAR_wc3_glowshell_amount ));

// Give the attacker a nice screen fade
Create_ScreenFade( iAttacker, (1<<10), (1<<10), (1<<12), 0, 255, 0, iBonusHealth );
}
}
}
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OverGame
сообщение 1.5.2015, 18:12
Сообщение #2
Стаж: 11 лет

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Скрытый текст
Мы все прямо так поняли, мб для приличия нужно выкладывать полный код исходника? Или хотя бы строчку, что бы мы как пр*дурки не искали её.
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