Próbowałem napisać moc dla klasy na wybuchanie po śmierci, ale wyskakuje błąd przy kompilacji:
dsd.sma(3613) : error 035: argument type mismatch (argument 1) dsd.sma(3634) : error 010: invalid function or declaration dsd.sma(3637) : error 021: symbol already defined: "get_user_origin" dsd.sma(3649) : error 035: argument type mismatch (argument 1) dsd.sma(3657) : error 054: unmatched closing brace dsd.sma(3661) : error 025: function heading differs from prototype dsd.sma(3662) : error 021: symbol already defined: "explode" dsd.sma(3781) : error 035: argument type mismatch (argument 1) dsd.sma(8309) : warning 203: symbol is never used: "origin"
Oto sma tam gdzie coś zmieniłem/dodałem:
Nowa zmienna
new c_explode[33]
/* ==================================================================================================== */ public add_bonus_explode(id) { if (player_b_explode[id] > 0) { new origin[3] get_user_origin(id,origin) explode(origin,id,0) for(new a = 0; a < MAX; a++) { if (!is_user_connected(a) || !is_user_alive(a) || player_b_fireshield[a] != 0 || get_user_team(a) == get_user_team(id)) continue new origin1[3] get_user_origin(a,origin1) if(get_distance(origin,origin1) < player_b_explode[id] + player_intelligence[id]*2) { new dam = 75-(player_dextery[a]*2) if(dam<1) dam=1 change_health(a,-dam,id,"grenade") Display_Fade(id,2600,2600,0,255,0,0,15) } } } } if (c_explode[id] > 0) { new origin[3] get_user_origin(id,origin) explode(origin,id,0) for(new a = 0; a < MAX; a++) { if (!is_user_connected(a) || !is_user_alive(a) || player_b_fireshield[a] != 0 || get_user_team(a) == get_user_team(id)) continue new origin1[3] get_user_origin(a,origin1) if(get_distance(origin,origin1) < c_explode[id] + player_intelligence[id]*2) { new dam = 75-(player_dextery[a]*2) if(dam<1) dam=1 change_health(a,-dam,id,"grenade") Display_Fade(id,2600,2600,0,255,0,0,15) } } } public explode(vec1[3],playerid, trigger) { message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) write_byte( 21 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2] + 32) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2] + 1000) write_short( sprite_white ) write_byte( 0 ) write_byte( 0 ) write_byte( 3 ) write_byte( 10 ) write_byte( 0 ) write_byte( 188 ) write_byte( 220 ) write_byte( 255 ) write_byte( 255 ) write_byte( 0 ) message_end() message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 12 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_byte( 188 ) write_byte( 10 ) message_end() message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) write_byte( 3 ) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_short( sprite_fire ) write_byte( 65 ) write_byte( 10 ) write_byte( 0 ) message_end() message_begin(MSG_BROADCAST,SVC_TEMPENTITY,{0,0,0},playerid) write_byte(107) write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(175) write_short (sprite_gibs) write_short (25) write_byte (10) message_end() if (trigger == 1) { set_user_rendering(playerid,kRenderFxNone, 0,0,0, kRenderTransAdd,0) } } /* ==================================================================================================== */
public select_class_menu(id, key) { g_haskit[id] = 0 c_explode[id] = 0 switch(key) { case 0: { player_class[id] = Mag } case 1: { player_class[id] = Mnich } case 2: { player_class[id] = Paladyn c_explode[id] = 1 } case 3: { player_class[id] = Zabojca } case 4: { player_class[id] = Nekromanta g_haskit[id] = 1 } case 5: { player_class[id] = Barbarzynca } case 6: { player_class[id] = Ninja } case 7: { player_class[id] = Hunter g_GrenadeTrap[id] = 1 } } LoadXP(id, player_class[id]) CurWeapon(id) give_knife(id) return PLUGIN_HANDLED } /* ==================================================================================================== */
Z góry dziękuje za pomoc
Pozdrawiam
Dodano 27 październik 2010 - 17:56:
Odświeżam
Użytkownik Gram Jajami edytował ten post 26.10.2010 13:20