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Witamy w Nieoficjalnym polskim support'cie AMX Mod X

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[ROZWIĄZANE] Za długa linia


Najlepsza odpowiedź vaulT , 25.12.2013 13:17

Jezeli nadal bedzie za dluga to sobie ja skroc tak samo jak na moim przykladzie

	
	new pc = player_class[id];
	
	if(get_entity_flags(id) & FL_ONGROUND && (!(button2 & (IN_FORWARD+IN_BACK+IN_MOVELEFT+IN_MOVERIGHT)) || (pc == Mag && player_b_fireball[id]==0 || player_a_fireball[id]==0)) && is_user_alive(id) && !bow[id] && (on_knife[id] || (pc == Mag && player_b_fireball[id] || player_a_fireball[id])) && pc!=NONE && pc!=Nekromanta && invisible_cast[id]==0 || pc== NONE && pc!=NONE && pc!= Killer && invisible_cast[id]==0)


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#1 GoldenKill

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Napisano 25.12.2013 13:13

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	
}

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#2 vaulT

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Napisano 25.12.2013 13:17   Najlepsza odpowiedź

Jezeli nadal bedzie za dluga to sobie ja skroc tak samo jak na moim przykladzie

	
	new pc = player_class[id];
	
	if(get_entity_flags(id) & FL_ONGROUND && (!(button2 & (IN_FORWARD+IN_BACK+IN_MOVELEFT+IN_MOVERIGHT)) || (pc == Mag && player_b_fireball[id]==0 || player_a_fireball[id]==0)) && is_user_alive(id) && !bow[id] && (on_knife[id] || (pc == Mag && player_b_fireball[id] || player_a_fireball[id])) && pc!=NONE && pc!=Nekromanta && invisible_cast[id]==0 || pc== NONE && pc!=NONE && pc!= Killer && invisible_cast[id]==0)







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