Mam problem z wybuchową klasą.
Korzystałem z tego poradnika> [QTM COD:MW Mod] Klasa Wybuchowa - Nieoficjalny polski support AMX Mod X
Oto kod:
#include <amxmodx> #include <codmod> new const nazwa[] = "Terro"; new const opis[] = "Brak"; new const bronie = 1<<CSW_ELITE; new const zdrowie = 0; new const kondycja = 100; new const inteligencja = 0; new const wytrzymalosc = 0; new gMaxPlayers, gMessageDeathMsg, gCvarRadius, gCvarDamage, gCylinderSprite; new const gExplodeSound[] = "weapons/rocketfire1.wav"; public plugin_init() { cod_register_class(nazwa, opis, bronie, zdrowie, kondycja, inteligencja, wytrzymalosc); gCvarRadius = register_cvar("cod_promien_wybuchu", "200"); gCvarDamage = register_cvar("cod_obrazenia_przez_wybuch", "100.0"); // obrażenia zawsze podajemy w FLOACIE! czyli np: 10.1 <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/smile.gif' class='bbc_emoticon' alt=':)' /> gMaxPlayers = get_maxplayers(); gMessageDeathMsg = get_user_msgid("DeathMsg"); } public Death() { if(klasa_gracza[id] == Terro) { new Float:fOrigin[3], iOrigin[3]; entity_get_vector(id, EV_VEC_origin, fOrigin); iOrigin[0] = floatround(fOrigin[0]); iOrigin[1] = floatround(fOrigin[1]); iOrigin[2] = floatround(fOrigin[2]); message_begin(MSG_BROADCAST,SVC_TEMPENTITY, iOrigin); write_byte(TE_EXPLOSION); write_coord(iOrigin[0]); write_coord(iOrigin[1]); write_coord(iOrigin[2]); write_short(sprite_blast); write_byte(32); // scale write_byte(20); // framerate write_byte(0);// flags message_end(); static victim victim = -1; while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, fOrigin, 90.0)) != 0) // 90 = obszar wybuchu { if (!is_user_alive(victim)) continue; ExecuteHam(Ham_TakeDamage, victim, 0, id, 100.0, 1); // 100.0 zabrane dmg } if(!informacje_przedmiotu_gracza[id][0]) DajPrzedmiot(id, random_num(1, sizeof nazwy_przedmiotow-1)); doswiadczenie_gracza[id] += doswiadczenia_za_zabojstwo; SprawdzPoziom(id); } } public plugin_precache() { gCylinderSprite = precache_model( "sprites/shockwave.spr" ); precache_sound( gExplodeSound ); } stock Blast_ExplodeDamage( entid, Float:damage, Float:range ) { new Float:flOrigin1[ 3 ]; entity_get_vector( entid, EV_VEC_origin, flOrigin1 ); new Float:flDistance; new Float:flTmpDmg; new Float:flOrigin2[ 3 ]; for( new i = 1; i <= gMaxPlayers; i++ ) { if( is_user_alive( i ) && get_user_team( entid ) != get_user_team( i ) ) { entity_get_vector( i, EV_VEC_origin, flOrigin2 ); flDistance = get_distance_f( flOrigin1, flOrigin2 ); static const szWeaponName[] = "Blast Explosion"; if( flDistance <= range ) { flTmpDmg = damage - ( damage / range ) * flDistance; fakedamage( i, szWeaponName, flTmpDmg, DMG_BLAST ); message_begin( MSG_BROADCAST, gMessageDeathMsg ); write_byte( entid ); write_byte( i ); write_byte( 0 ); write_string( szWeaponName ); message_end(); } } } } stock Create_BeamCylinder( origin[ 3 ], addrad, sprite, startfrate, framerate, life, width, amplitude, red, green, blue, brightness, speed ) { message_begin( MSG_PVS, SVC_TEMPENTITY, origin ); write_byte( TE_BEAMCYLINDER ); write_coord( origin[ 0 ] ); write_coord( origin[ 1 ] ); write_coord( origin[ 2 ] ); write_coord( origin[ 0 ] ); write_coord( origin[ 1 ] ); write_coord( origin[ 2 ] + addrad ); write_short( sprite ); write_byte( startfrate ); write_byte( framerate ); write_byte(life ); write_byte( width ); write_byte( amplitude ); write_byte( red ); write_byte( green ); write_byte( blue ); write_byte( brightness ); write_byte( speed ); message_end(); }
A oto błędy, które otrzymałem po kompilacji:
Spoiler
Co jest nie tak?
Proszę o szybką odpowiedź. Pozdrawiam!