Witam
Więc tak jak w tytule wywala mi błąd że mam za długą linię tu
if(get_entity_flags(id) & FL_ONGROUND && (!(button2 & (IN_FORWARD+IN_BACK+IN_MOVELEFT+IN_MOVERIGHT)) || (player_class[id] == Mag && player_b_fireball[id]==0 || player_a_fireball[id]==0)) && is_user_alive(id) && !bow[id] && (on_knife[id] || (player_class[id] == Mag && player_b_fireball[id] || player_a_fireball[id])) && player_class[id]!=NONE && player_class[id]!=Nekromanta && invisible_cast[id]==0 || player_class[id] == NONE && player_class[id]!=NONE && player_class[id] != Killer && invisible_cast[id]==0)
o to cała funkcja
public client_PreThink ( id )
{
new clip,ammo
new weapon = get_user_weapon(id,clip,ammo)
new button2 = get_user_button(id);
if(player_class[id]==Paladyn && weapon == CSW_KNIFE && freeze_ended)
{
if((button2 & IN_DUCK) && (button2 & IN_JUMP))
{
if(JumpsLeft[id]>0)
{
new flags = pev(id,pev_flags)
if(flags & FL_ONGROUND)
{
set_pev ( id, pev_flags, flags-FL_ONGROUND )
JumpsLeft[id]--
new Float:va[3],Float:v[3]
entity_get_vector(id,EV_VEC_v_angle,va)
v[0]=floatcos(va[1]/180.0*M_PI)*560.0
v[1]=floatsin(va[1]/180.0*M_PI)*560.0
v[2]=300.0+player_b_buty[id]*20+player_strength[id]*2
entity_set_vector(id,EV_VEC_velocity,v)
write_hud(id)
}
}
}
}
if( get_user_button(id) & IN_USE && !(get_user_oldbutton(id) & IN_USE) && is_user_alive(id))
{
if (on_knife[id])
{
if((g_PreThinkDelay[id] + 0.28) < get_gametime())
{
switch(player_class[id])
{
case Merial:piorun(id)
case Bard:kula1(id)
}
}
}
}
if( get_user_button(id) & IN_ATTACK2 && player_item_id[id] != 100 || player_item_id[id] != 101 && player_class[id]==Master && !(get_user_oldbutton(id) & IN_ATTACK2) && is_user_alive(id))
{
if (on_knife[id])
{
if (halflife_time()- czas[id] <= 25) return PLUGIN_HANDLED
czas[id] = floatround(halflife_time())+ player_intelligence[id]/5
UTIL_Teleport(id,450+10*player_intelligence[id])
client_cmd(id, "spk diablosound/teleport.wav")
}
}
if(flashlight[id] && flashbattery[id] && (get_cvar_num("flashlight_custom")) && (player_class[id] == Mag)) {
new num1, num2, num3
num1=random_num(0,2)
num2=random_num(-1,1)
num3=random_num(-1,1)
flashlight_r+=1+num1
if (flashlight_r>250) flashlight_r-=245
flashlight_g+=1+num2
if (flashlight_g>250) flashlight_g-=245
flashlight_b+=-1+num3
if (flashlight_b<5) flashlight_b+=240
new origin[3];
get_user_origin(id,origin,3);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(27); // TE_DLIGHT
write_coord(origin[0]); // X
write_coord(origin[1]); // Y
write_coord(origin[2]); // Z
write_byte(get_cvar_num("flashlight_radius")); // radius
write_byte(flashlight_r); // R
write_byte(flashlight_g); // G
write_byte(flashlight_b); // B
write_byte(1); // life
write_byte(get_cvar_num("flashlight_decay")); // decay rate
message_end();
new index1, bodypart1
get_user_aiming(id,index1,bodypart1)
if ((get_user_team(id)!=get_user_team(index1)) && (index1!=0))
{
if ((index1!=54) && (is_user_connected(index1))) set_user_rendering(index1,kRenderFxGlowShell,flashlight_r,flashlight_g,flashlight_b,kRenderNormal,4)
remove_task(TASK_FLASH_LIGHT+index1);
set_task(7.5, "un_rander",TASK_FLASH_LIGHT+index1)
//set_task(15.0,"un_rander",TASK_NAME,index1)
}
}
if (entity_get_int(id, EV_INT_button) & 2 && (player_b_autobh[id] > 0))
{
new flags = entity_get_int(id, EV_INT_flags)
if (flags & FL_WATERJUMP)
return PLUGIN_CONTINUE
if ( entity_get_int(id, EV_INT_waterlevel) >= 2 )
return PLUGIN_CONTINUE
if ( !(flags & FL_ONGROUND) )
return PLUGIN_CONTINUE
new Float:velocity[3]
entity_get_vector(id, EV_VEC_velocity, velocity)
velocity[2] += 250.0
entity_set_vector(id, EV_VEC_velocity, velocity)
entity_set_int(id, EV_INT_gaitsequence, 6)
}
//Before freeze_ended check
if ((player_b_silent[id] > 0 || player_b_4move[id] > 0 || (c_silent[id] > 0) || (a_silent[id] > 0) || (player_class[id] == Zabojca)) && is_user_alive(id))
entity_set_int(id, EV_INT_flTimeStepSound, 300)
new Float:vect[3]
entity_get_vector(id,EV_VEC_velocity,vect)
new Float: sped= floatsqroot(vect[0]*vect[0]+vect[1]*vect[1]+vect[2]*vect[2])
if((get_user_maxspeed(id)*5)>(sped*9))
entity_set_int(id, EV_INT_flTimeStepSound, 300)
if(button2 & IN_RELOAD && on_knife[id] && button[id]==0 && (player_class[id]==Hunter||player_class[id]==Legionista)){
bow[id]++
button[id] = 1;
command_bow(id)
}
if(button2 & IN_RELOAD && on_knife[id] && button[id]==0 && (player_class[id]==Elf))
{
bow[id]++
button[id] = 1;
command_bow1(id)
}
if (button2 & IN_RELOAD && on_knife[id] && button[id]==0 && (player_class[id]==Killer)){
czolg[id]++
button[id] = 1;
command_czolg(id)
}
if (button2 & IN_RELOAD && on_knife[id] && button[id]==0 && (player_class[id]==Zombie)){
makul[id]++
button[id] = 1;
command_kula(id)
}
if (button2 & IN_ATTACK2 && player_class[id]==Diablo && !(get_user_oldbutton(id) & IN_ATTACK2)){
if (weapon !=CSW_KNIFE && weapon != CSW_AWP && weapon != CSW_SCOUT){
if (cs_get_user_zoom(id)==CS_SET_NO_ZOOM) cs_set_user_zoom ( id, CS_SET_AUGSG552_ZOOM, 1 )
else cs_set_user_zoom(id,CS_SET_NO_ZOOM,1)
}
}
if ((!(button2 & IN_RELOAD)) && on_knife[id] && button[id]==1) button[id]=0
//
if (!freeze_ended)
return PLUGIN_CONTINUE
if (earthstomp[id] != 0 && is_user_alive(id))
{
static Float:fallVelocity;
pev(id,pev_flFallVelocity,fallVelocity);
if(fallVelocity) falling[id] = true
else falling[id] = false;
}
if (player_b_jumpx[id] > 0 || c_jump[id] > 0 || a_jump[id] > 0) Prethink_Doublejump(id)
if (player_b_blink[id] > 0 || used_noz[id] > 0) Prethink_Blink(id)
if (player_b_usingwind[id] == 1) Prethink_usingwind(id)
if (player_b_oldsen[id] > 0) Prethink_confuseme(id)
if (player_b_froglegs[id] > 0) Prethink_froglegs(id)
if (c_redirect[id] > 0 || a_redirect[id] > 0) add_bonus_redirect(id)
//USE Button actives USEMAGIC
if(get_entity_flags(id) & FL_ONGROUND && (!(button2 & (IN_FORWARD+IN_BACK+IN_MOVELEFT+IN_MOVERIGHT)) || (player_class[id] == Mag && player_b_fireball[id]==0 || player_a_fireball[id]==0)) && is_user_alive(id) && !bow[id] && (on_knife[id] || (player_class[id] == Mag && player_b_fireball[id] || player_a_fireball[id])) && player_class[id]!=NONE && player_class[id]!=Nekromanta && invisible_cast[id]==0 || player_class[id] == NONE && player_class[id]!=NONE && player_class[id] != Killer && invisible_cast[id]==0)
{
if(casting[id]==1 && halflife_time()>cast_end[id])
{
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( 0 )
write_byte( 0 )
message_end()
casting[id]=0
call_cast(id)
}
else if(casting[id]==0)
{
new Float: time_delay = 5.0-(player_intelligence[id]/1250.0)
if(player_class[id] == Ninja) time_delay*=2.0
else if(player_class[id] == Mag)
{
time_delay=time_delay = 4.0-(player_intelligence[id]/2500.0)
if(player_b_fireball[id]>0) time_delay=random_float(0.5,4.0-(player_intelligence[id]/1250.0))
if(player_a_fireball[id]>0) time_delay=random_float(0.5,4.0-(player_intelligence[id]/1250.0))
}
else if(player_class[id] == Zabojca) time_delay*=2.0
else if(player_class[id] == Paladyn) time_delay*=1.4
cast_end[id]=halflife_time()+time_delay
new bar_delay = floatround(time_delay,floatround_ceil)
casting[id]=1
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
if(player_class[id] == Zombie || player_class[id] == Master || loaded[id])
write_byte( 0 )
else
write_byte( bar_delay )
write_byte( 0 )
message_end()
}
}
else
{
if(casting[id]==1)
{
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( 0 )
write_byte( 0 )
message_end()
}
casting[id]=0
}
if (pev(id,pev_button) & IN_USE && !casting[id]) Use_Spell(id)
if(player_class[id]== Ninja && (pev(id,pev_button) & IN_RELOAD)) command_knife(id)
else if (pev(id,pev_button) & IN_RELOAD && on_knife[id] && max_knife[id]>0) command_knife(id)
if(player_class[id] == Duriel && (pev(id,pev_button) & IN_RELOAD)) command_knife(id)
else if (pev(id,pev_button) & IN_RELOAD && on_knife[id] && max_knife[id]>0) command_knife(id)
///////////////////// BOW /////////////////////////
if(player_class[id]==Hunter || player_class[id]==Legionista)
{
if(bow[id] == 1)
{
if((bowdelay[id] + 4.75 - float(player_intelligence[id]/75))< get_gametime() && button2 & IN_ATTACK)
{
bowdelay[id] = get_gametime()
command_arrow(id)
}
entity_set_int(id, EV_INT_button, (button2 & ~IN_ATTACK) & ~IN_ATTACK2)
}
}
if(player_class[id]==Elf)
{
if(bow[id] == 1)
{
if((bowdelay[id] + 4.75 - float(player_intelligence[id]/75))< get_gametime() && button2 & IN_ATTACK)
{
bowdelay[id] = get_gametime()
command_arrow1(id)
}
entity_set_int(id, EV_INT_button, (button2 & ~IN_ATTACK) & ~IN_ATTACK2)
}
}
if(player_class[id]==Killer)
{
if(czolg[id] == 1)
{
if((czolgdelay[id] + 8.0 - float(player_intelligence[id]/20))< get_gametime() && button2 & IN_ATTACK)
{
new rd2 = floatround(8.0 - float(player_intelligence[id]/20), floatround_ceil)
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( rd2 )
write_byte( 0 )
message_end()
czolgdelay[id] = get_gametime()
command_czolg1(id)
wybuch(id)
}
entity_set_int(id, EV_INT_button, (button2 & ~IN_ATTACK) & ~IN_ATTACK2)
}
}
if(player_class[id]==Zombie)
{
if((bowdelay[id] + 3.70)< get_gametime() && makul[id])
{
if(button2 & IN_ATTACK)
{
if(!ent[id]) {
command_kula1(id)
bowdelay[id] = get_gametime()-3.4
}
else {
wybuch(id)
bowdelay[id] = get_gametime()
message_begin( MSG_ONE, gmsgBartimer, {0,0,0}, id )
write_byte( 3 )
write_byte( 0 )
message_end()
}
}
else if(button2 & IN_ATTACK2 && !ent[id])
{
bowdelay[id] = get_gametime()-3.25
if(mod_k[id] == 0)mod_k[id] = 1
else if(mod_k[id] == 1)mod_k[id] = 0
client_print(id,print_center,"Tryb %s",mod_k[id]?"Rakiety":"Odbijania")
}
}
}
// nade
if(g_GrenadeTrap[id] && button2 & IN_ATTACK2)
{
switch(weapon)
{
case CSW_HEGRENADE, CSW_FLASHBANG, CSW_SMOKEGRENADE:
{
if((g_PreThinkDelay[id] + 0.28) < get_gametime())
{
switch(g_TrapMode[id])
{
case 0: g_TrapMode[id] = 1
case 1: g_TrapMode[id] = 0
}
client_print(id, print_center, "Grenade Trap %s", g_TrapMode[id] ? "[ON]" : "[OFF]")
g_PreThinkDelay[id] = get_gametime()
}
}
default: g_TrapMode[id] = 0
}
}
return PLUGIN_CONTINUE
}
Za pomoc daje ++++


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