codclass_NinjaP.sma(30) : warning 217: loose indentation
codclass_NinjaP.sma(30) : error 035: argument type mismatch (argument 4)
codclass_NinjaP.sma(31) : warning 217: loose indentation
codclass_NinjaP.sma(103) : error 017: undefined symbol "skoki"
codclass_NinjaP.sma(103) : warning 215: expression has no effect
codclass_NinjaP.sma(103) : error 001: expected token: ";", but found "]"
codclass_NinjaP.sma(103) : error 029: invalid expression, assumed zero
codclass_NinjaP.sma(103) : fatal error 107: too many error messages on one line
#include <amxmodx> #include <amxmisc> #include <codmod> #include <engine> #include <hamsandwich> #include <cstrike> #include <fakemeta> #define DMG_BULLET (1<<1) new const nazwa[] = "Ninja (Premium)"; new const opis[] = "1/6 Deagle,niewidka no nozu,mniejsza grawitacja"; new const bronie = (1<<CSW_DEAGLE); new const zdrowie = 20; new const kondycja = 15; new const inteligencja = 10; new const wytrzymalosc = 20; new ma_klase[33]; public plugin_init() { register_plugin(nazwa, "1.0", "`izcoN"); cod_register_class(nazwa, opis, bronie, zdrowie, kondycja, inteligencja, wytrzymalosc); register_event("CurWeapon", "eventKnife_Niewidzialnosc", "be", "1=1"); RegisterHam(Ham_Spawn, "player", "fwSpawn_Grawitacja", 1); RegisterHam(Ham_TakeDamage, "player", "TakeDamage", "fwTakeDamage_JedenZ"); register_forward(FM_CmdStart, "fwCmdStart_MultiJump"); } public cod_class_enabled(id) { if(!(get_user_flags(id) & ADMIN_LEVEL_H)) { client_print(id, print_chat, "[Ninja] Nie masz uprawnien, aby uzywac tej klasy.") return COD_STOP; } entity_set_float(id, EV_FL_gravity, 600.0/800.0); // zmieniasz grawitacje ma_klase[id] = true; return COD_CONTINUE; } public cod_class_disabled(id) { set_rendering(id,kRenderFxNone, 0, 0, 0, kRenderTransAlpha, 255); entity_set_float(id, EV_FL_gravity, 1.0); ma_klase[id] = false; } public eventKnife_Niewidzialnosc(id) { if(!ma_klase[id]) return; if( read_data(2) == CSW_KNIFE ) { set_rendering(id,kRenderFxNone, 0, 0, 0, kRenderTransAlpha, 25); // tu zmieniasz widzialnosc klasy } else { set_rendering(id,kRenderFxNone, 0, 0, 0, kRenderTransAlpha, 255); } } public fwSpawn_Grawitacja(id) { if(ma_klase[id]) entity_set_float(id, EV_FL_gravity, 600.0/800.0); // zmieniasz grawitacje } public TakeDamage(this, idinflictor, idattacker, Float:damage, damagebits) { if(!is_user_connected(idattacker)) return HAM_IGNORED; if(!ma_klase[idattacker]) return HAM_IGNORED; if(damagebits & DMG_BULLET) { new weapon = get_user_weapon(idattacker); if(weapon == CSW_MAC10) cod_inflict_damage(idattacker, this, 15.0, 0.0, idinflictor, damagebits); } return HAM_IGNORED; } public fwCmdStart_MultiJump(id, uc_handle) { if(!is_user_alive(id) || !ma_klase[id]) return FMRES_IGNORED; new flags = pev(id, pev_flags); if((get_uc(uc_handle, UC_Buttons) & IN_JUMP) && !(flags & FL_ONGROUND) && !(pev(id, pev_oldbuttons) & IN_JUMP) && skoki[id]) { skoki[id]--; new Float:velocity[3]; pev(id, pev_velocity,velocity); velocity[2] = random_float(265.0,285.0); set_pev(id, pev_velocity,velocity); } else if(flags & FL_ONGROUND) skoki[id] = 1; return FMRES_IGNORED; } public fwTakeDamage_JedenZ(this, idinflictor, idattacker, Float:damage, damagebits) { if(!is_user_connected(idattacker)) return HAM_IGNORED; if(!ma_klase[idattacker]) return HAM_IGNORED; if(!(damagebits & DMG_BULLET)) return HAM_IGNORED; if(get_user_weapon(idattacker) == CSW_DEAGLE && random_num(1,6) == 1) cod_inflict_damage(idattacker, this, float(get_user_health(this))-damage+1.0, 0.0, idinflictor, damagebits); return HAM_IGNORED; }
dawno się tym nie zajmowałem i juz nie pamiętam o co chodzi ;/