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Witamy w Nieoficjalnym polskim support'cie AMX Mod X

Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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PokeMod

(CRASHE) error (native "get_user_attacker")

pokemod

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#1 bluu

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Napisano 09.04.2012 19:47

Witam mam problem z pluginem pokemod'a a mianowicie spam errorów i po kilku mapach crashe. (Plik w załączniku).

L 04/09/2012 - 20:26:27: [AMXX] Displaying debug trace (plugin "pokemod.amxx")
L 04/09/2012 - 20:26:27: [AMXX] Run time error 10: native error (native "get_user_attacker")
L 04/09/2012 - 20:26:27: [AMXX] [0] registers.inl::player_damage (line 10)
L 04/09/2012 - 20:26:47: Invalid player id 0

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#2 Jak się nazwać

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Napisano 09.04.2012 20:00

Try:
Wklejka: 133399801116482
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Pisze na zamówienie statystyki pod nvault. GG: 15600964

#3 bluu

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Napisano 10.04.2012 01:04

Teraz mam taki błąd:
L 04/09/2012 - 23:44:39: [AMXX] Displaying debug trace (plugin "pokemod.amxx")
L 04/09/2012 - 23:44:39: [AMXX] Run time error 5: memory access
L 04/09/2012 - 23:44:39: [AMXX] [0] electric.inl::check_thundershock (line 140)


public Thunderbolt(id, skill, prop)
{
poke_sound(id, CHAN_VOICE, SND_SPARK)
new players[MAX_PLAYERS], pnum, aid, damage = SkillLevel(id, skill)
poke_get_players(players, pnum, PLAYER_ALIVE|PLAYER_MORTAL )
for( new i = 0; i < pnum; i++ )
{
aid = players[i]
if( !Pokemod_FF(id, aid) && fm_entity_range(id, aid)<THUNDERBOLT_DISTANCE && fm_is_ent_visible(id, aid))
{
MakeLine_Ent(0,id,aid,SPRITE_INDEX[SPR_LGTNING],1,1,10,damage*2,5,250,250,10,100,0)
skilldamage(aid, id, damage, skill)
poke_print(aid, print_center, "You were hit by a thunderbolt")
poke_sound(aid, CHAN_VOICE, SND_SPARK)
}
}
return SKILL_USED;
}
public Thunder(id, skill, prop)
{
poke_sound(id, CHAN_VOICE, SND_BIGGUN)
new origin[3], toporigin[3], temporigin[3], Float:tempdist
new aid, tid, x, damage = SkillLevel(id, skill) / THUNDER_DAMAGE
new players[MAX_PLAYERS], pnum, i;
poke_get_players(players, pnum, PLAYER_ALIVE|PLAYER_MORTAL )
get_user_origin(id, origin)
get_user_origin(id, toporigin)
for( i=0 ; i<5; i++){
temporigin[0] = toporigin[0] + random_num(-1*damage, damage)
temporigin[1] = toporigin[1] + random_num(-1*damage, damage)
temporigin[2] = toporigin[2] + random_num(-1*damage, damage)
MakeLine(0,origin,temporigin,SPRITE_INDEX[SPR_LGTNING],1,1,10,damage,damage,250,250,10,100,0)
}
#if THUNDER_KILL == 0
new hp;
#endif
for( i=0; i < pnum; i++ ){
aid = players[i]
if( Pokemod_FF(id, aid) ) continue;
tempdist = fm_entity_range(id, aid)
if( (tempdist<THUNDER_RADIUS && is_user_outside(id) )
|| (tempdist<THUNDER_RADIUS*2 && fm_is_ent_visible(id, aid) )
){
get_user_origin(aid, origin)
toporigin[0] = origin[0]
toporigin[1] = origin[1]
toporigin[2] = origin[2]+1000
MakeLine(0,origin,toporigin,SPRITE_INDEX[SPR_LGTNING],1,1,10,damage*2,10,250,250,10,100,0)
#if THUNDER_KILL == 0
hp = Health(aid);
if( hp > 1 ){
if( hp > damage ) skilldamage(aid, id, damage, skill)
else skilldamage(aid, id, hp-1, skill)
}
#else
skilldamage(aid, id, damage, skill)
#endif
poke_print(aid, print_center, "You were hit by thunder")
poke_sound(aid, CHAN_VOICE, SND_SPARK)
for ( x = 0; x < pnum; x++ )
{
tid = players[x]
if( aid==tid && Pokemod_FF(id, tid) )
continue
if(!fm_is_ent_visible(id,tid) && fm_is_ent_visible(aid, tid) && fm_entity_range(aid, tid)<THUNDER_RADIUS2)
{
MakeLine_Ent(0,aid,tid,SPRITE_INDEX[SPR_LGTNING],1,1,10,damage,10,250,250,10,100,0)
#if THUNDER_KILL == 0
hp = Health(tid);
if( hp > 1 ){
if( hp > damage/THUNDER_DAMAGE2 ) skilldamage(tid, id, damage/THUNDER_DAMAGE2, skill)
else skilldamage(tid, id, hp-1, skill)
}
#else
skilldamage(tid, id, damage/THUNDER_DAMAGE2, skill)
#endif
poke_print(tid, print_center, "You were hit by thunder")
poke_sound(tid, CHAN_VOICE, SND_SPARK)
}
}
}
}
return SKILL_USED;
}
public Thundershock(id, skill, prop)
{
new Float:f_aimvec[3];
poke_sound(id, CHAN_VOICE, SND_BIGGUN);
get_user_origin(id, origin[id]);
get_user_origin(id, aim[id], 3);
if(-50>aim[id][0]-origin[id][0]>50) //only change it if they are at least that far away
aim[id][0] += ( ( aim[id][0] - origin[id][0] > 0 ) ? -50 : 50);
if(-50>aim[id][1]-origin[id][1]>50) //only change it if they are at least that far away
aim[id][1] += ( ( aim[id][1] - origin[id][1] > 0 ) ? -50 : 50 );
if(-50>aim[id][2]-origin[id][2]>50) //only change it if they are at least that far away
aim[id][2] += ( ( aim[id][2] - origin[id][2] > 0 ) ? -50 : 50 );
else
aim[id][2] += 40;
IVecFVec(aim[id], f_aimvec);
new level = SkillLevel(id, skill) + 20;
new ent = fm_create_entity("info_target");
set_pev( ent, pev_classname, "pokemod_ent");
fm_entity_set_model(ent, MODELS[MDL_ROCK]);
fm_entity_set_origin(ent, f_aimvec);
set_pev( ent, pev_rendermode, 15);
set_pev( ent, pev_renderamt, 0.0);
set_pev( ent, pev_owner, id);
MakeLine_Ent(0,id,ent,SPRITE_INDEX[SPR_LGTNING],1,1,5,level*2,10,250,250,10,100,0)
new parm[4];
parm[0] = ent;
parm[1] = skill;
parm[2] = level;
parm[3] = 1+(level/THUNDERSHOCKS);
set_task(0.5,"check_thundershock", _, parm, 4 )
return SKILL_USED
}
public check_thundershock(parm[])
{
new ent = parm[0];
new skill = parm[1];
new level = parm[2];
parm[3]--;
if( !parm[3] && pev_valid(ent) )
fm_remove_entity(ent);
if( !pev_valid(ent) )
return;
new id = pev(ent, pev_owner);
new temporigin[3], shockorigin[3], Float:f_shockorigin[3];
pev(ent, pev_origin, f_shockorigin);
FVecIVec( f_shockorigin, shockorigin );
for( new i=0 ; i<5; i++){
temporigin[0] = shockorigin[0] + random_num(-1*level, level)
temporigin[1] = shockorigin[1] + random_num(-1*level, level)
temporigin[2] = shockorigin[2] + random_num(-1*level, level)
MakeLine(0,shockorigin,temporigin,SPRITE_INDEX[SPR_LGTNING],1,1,10,level,level,250,250,10,100,0)
}
poke_sound(id, CHAN_VOICE, SND_SPARK);
skillAoEdamage(id, f_shockorigin, level, 10+level, skill, AOE_NORMAL, _, STATUS_PARALYZE);
set_task(0.5, "check_thundershock", 0, parm, 15);
}
public Thunder_Wave(id, skill, prop)
{
new victim = PokeSkillTarget(id);
if( ValidPlayer(victim) && Pokemod_Alive(victim) && SkillChance(id,skill) ){
ApplyStatus( id, victim, STATUS_PARALYZE, THUNDER_WAVE_TIME )
poke_print( victim, print_center, "You were hit by a Thunder Wave")
return SKILL_USED;
}
return SKILL_READY;
}
public Shock_Wave(id, skill, props)
{
poke_sound(id, CHAN_VOICE, SND_SPARK)
new level = SHOCK_WAVE_DAMAGE*SkillLevel(id, skill)
new radius = SHOCK_WAVE_RADIUS + level
new Float:attack_origin[3];
pev(id, pev_origin, attack_origin);
skillAoEdamage(id, attack_origin, radius, level, skill, AOE_IGNORE|AOE_MAXDAM, _, STATUS_PARALYZE, -1);
FVecIVec( attack_origin, origin[id] );
// blast circles
message_begin( MSG_PAS, SVC_TEMPENTITY, origin[id] )
write_byte(TE_BEAMCYLINDER)
write_coord( origin[id][0])
write_coord( origin[id][1])
write_coord( origin[id][2] - 16)
write_coord( origin[id][0])
write_coord( origin[id][1])
write_coord( origin[id][2] - 16 + radius/2)
write_short( SPRITE_INDEX[SPR_LGTNING] )
write_byte( 0 ) // startframe
write_byte( 0 ) // framerate
write_byte( 25 ) // life
write_byte( 16 ) // width
write_byte( 0 ) // noise
write_byte( 255 )
write_byte( 255 )
write_byte( 0 )
write_byte( 255 ) //brightness
write_byte( 0 ) // speed
message_end()
return SKILL_USED;
}
public Zap_Cannon(id, skill, prop)
{
new level = SkillLevel(id, skill);
new Float:f_origin[3], Float:f_aimvec[3];
get_user_origin(id, origin[id]);
get_user_origin(id, aim[id], 2);
IVecFVec(origin[id], f_origin);
IVecFVec(aim[id], f_aimvec);
skillLinedamage(id, f_origin, f_aimvec, floatround(level*ZAP_CANNON_RADIUS), floatround(level*ZAP_CANNON_DAMAGE), skill, _, STATUS_PARALYZE, -1);
MakeLine(0,origin[id],aim[id],SPRITE_INDEX[SPR_LGTNING],1,1,1,10+level,0,70,70,70,255,0);
origin[id][2] -= 5;
MakeLine(0,origin[id],aim[id],SPRITE_INDEX[SPR_LGTNING],1,1,1,10+level,0,255,255,0,255,0);
poke_sound(id,CHAN_VOICE, SND_BIGGUN);
if( end_rep_use(id, skill, 15.0) )
return SKILL_USED;
return SKILL_READY;
}
public Spark(id, skill, prop)
{
new damage, victim = PokeSkillTarget(id, damage);
if( ValidPlayer(victim) && Pokemod_Alive(victim) && SkillChance(id,skill) ){
new percent_damage = SkillPercent(id, skill, damage);
skilldamage(victim, id, percent_damage, skill);
MakeLine_Ent(0,id,victim,SPRITE_INDEX[SPR_ARBOK],1,1,5,40,99,255,255,0,255,0);
return SKILL_USED;
}
return SKILL_READY;
}

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