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 ++++