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error Unhandled dynamic native error


  
 
 
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Fuck_You
Senior Member
Join Date: Dec 2011
Location: return city[id];
Old 03-28-2013 , 17:54   error Unhandled dynamic native error
#1

Code:
03/28/2013 - 17:26:19: "[C] Fuck You " say "/fuck" (dead)
03/28/2013 - 17:26:21: [AMXX] Displaying debug trace (plugin "sprites_on_hud.amxx")
03/28/2013 - 17:26:21: [AMXX] Run time error 5: memory access 
03/28/2013 - 17:26:21: [AMXX] [0] sprites_on_hud.sma::native_display_hud_sprite (line 143)
03/28/2013 - 17:26:21: Unhandled dynamic native error
03/28/2013 - 17:26:21: [AMXX] Displaying debug trace (plugin "acerrinconnect.amxx")
03/28/2013 - 17:26:21: [AMXX] Run time error 10: native error (native "display_hud_sprite")
03/28/2013 - 17:26:21: [AMXX] [0] acerrinconnect.sma::fuckfunc (line 54)
*DEAD* [C] Fuck You: /fuck
AYUDA!!! no se por que pasa, antes no me pasaba!

PHP Code:
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <amxmisc>
#include <spritesonhud>

#define PLUGIN "acerrin connected"
#define VERSION "1.0"
#define AUTHOR "Fuck"

new sprite[] = "sprites/jail/acerrin2.spr"
new sprite2[] = "sprites/jail/fuck2.spr"

public plugin_init() {
    
register_plugin(PLUGINVERSIONAUTHOR)
    
register_clcmd("say /acerrin""acerrinfunc")
    
register_clcmd("say /fuck""fuckfunc")
    
}

public 
plugin_precache()
{
    
precache_model(sprite2);
    
precache_model(sprite);
}

/*public client_putinserver(id)
{
    new name[33];
    get_user_name(id, name, 32)
    if(get_user_flags(id) & ADMIN_IMMUNITY && equali(name, "a[C]err!N"))// && equali(name, "a[C]err!N"))
    {
        for(new i = 0; i <= get_maxplayers(); i++)
        {
            display_hud_sprite(i, sprite, 0.05)
            set_task(5.0, "deletesprite", i, _, _, _,0)
        }
    }
}*/

public acerrinfunc(id)
{
    for(new 
0<= get_maxplayers(); i++)
    {
        
display_hud_sprite(isprite0.1)
        
set_task(5.0"deletesprite"i___,0)
    }
}

public 
fuckfunc(id)
{
    for(new 
0<= get_maxplayers(); i++)
    {
        
display_hud_sprite(isprite20.1)
        
set_task(5.0"deletesprite"i___,0)
    }
}

public 
deletesprite(id)
    
remove_hud_sprite(id); 


sprites_on_hud.sma

PHP Code:
/***************************************************************************\

    -------------------
     *||DESCRIPTION||*
    -------------------

    This plugins allows you to display a sprite on a user's HUD display
    It also features an easy-to-use API natives include file
    Animated sprites are also supported

    ------------------
     *||CHANGE LOG||*
    ------------------
    
    v1.0 ====> Initial Release
    v1.1 ====> Added support for animated sprites
    
\***************************************************************************/

#include <amxmodx>
#include <fakemeta>
#include <xs>

// Distance at which the sprite is placed from the users screen
// DO NOT EDIT UNNECESSARILY!
#define DISTANCE     12

new g_player_ent[33], g_bit_connected_userg_stop_frame[33]

// Connected players macros
#define player_is_connected(%1)        (g_bit_connected_user |=  (1 << (%1 & 31)))
#define player_disconnected(%1)        (g_bit_connected_user &= ~(1 << (%1 & 31)))
#define is_player_connected(%1)        ((1 <= %1 <= 32) && (g_bit_connected_user & (1 << (%1 & 31))))

public plugin_init() 
{
    
// Register the plugin and the main forward
    
register_plugin("Sprites On HUD""1.0""@bdul!");
    
register_forward(FM_AddToFullPack"fm_add_to_fullpack"1)
}

public 
plugin_natives()
{
    
// Lets register some natives
    
register_native("display_hud_sprite""native_display_hud_sprite"1)
    
register_native("remove_hud_sprite""native_remove_hud_sprite"1)
}

public 
fm_add_to_fullpack(eseenthosthost_flagsplayerp_set)
{
    
// Valid player ?
    
if (!is_player_connected(host))
        return 
FMRES_IGNORED;
    
    
// Player haves a valid sprite entity
    
if (ent == g_player_ent[host])
    {
        static 
Float:origin[3], Float:forvec[3], Float:voffsets[3]
        
        
// Retrieve player's origin
        
pev(hostpev_originorigin)
        
pev(hostpev_view_ofsvoffsets)
        
xs_vec_add(originvoffsetsorigin)
        
        
// Get a forward vector in the direction of player's aim
        
velocity_by_aim(hostDISTANCEforvec)
        
        
// Set the sprite on the new origin
        
xs_vec_add(originforvecorigin)
        
engfunc(EngFunc_SetOriginentorigin)
        
set_es(esES_Originorigin)
        
        
// Make the sprite visible
        
set_es(esES_RenderModekRenderNormal)
        
set_es(esES_RenderAmt200)
        
        
// Sprite animation already stopped ?
        
if (!g_stop_frame[host])
            return 
FMRES_IGNORED
        
        
// Stop the animation at the desired frame
        
if (pev(entpev_frame) == g_stop_frame[host])
        {
            
set_pev(entpev_framerate0.0)
            
g_stop_frame[host] = 0
        
}
    }
    
    
// Stupid compiler !!
    
return FMRES_IGNORED
}

public 
client_putinserver(id)
{
    
// Player connected
    
player_is_connected(id)
    
    
// Marks bots as disconnected players (so sprites are'nt displayed to them)
    
if (is_user_bot(id)) player_disconnected(id)
    
    
// Remove sprite entity if present
    
if (pev_valid(g_player_ent[id]))
        
remove_sprite_entity(id)
}

public 
client_disconnect(id)
{
    
// Player disconnected
    
player_disconnected(id)
    
    
// Remove sprite entity if present
    
if (pev_valid(g_player_ent[id]))
        
remove_sprite_entity(id)
}

public 
native_display_hud_sprite(id, const sprite_name[], Float:sprite_sizesprite_stopframeFloat:sprite_framerate)
{
    
// Invalid player ?
    
if (!is_player_connected(id))
        return -
1;
    
    
// Already haves a sprite on his hud
    
if (g_player_ent[id])
        return -
1;
    
    
// Strings passed byref
    
param_convert(2)
    
    
// Invalid sprite ?
    
if (!sprite_name[0])
        return -
1;
    
    
// Create an entity for the player
    
g_player_ent[id] = engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocString"env_sprite"))
    
    
// Invalid entity ?
    
if (!pev_valid(g_player_ent[id]))
        return -
1;
    
    
// Set some basic properties
    
set_pev(g_player_ent[id], pev_takedamage0.0)
    
set_pev(g_player_ent[id], pev_solidSOLID_NOT)
    
set_pev(g_player_ent[id], pev_movetypeMOVETYPE_NONE)
    
    
// Set the sprite model
    
engfunc(EngFunc_SetModelg_player_ent[id], sprite_name)
    
    
// Set the rendering on the entity
    
set_pev(g_player_ent[id], pev_rendermodekRenderTransAlpha)
    
set_pev(g_player_ent[id], pev_renderamt0.0)
    
    
// Set the sprite size
    
set_pev(g_player_ent[id], pev_scalesprite_size)
    
    
// Update sprite's stopping frame
    
g_stop_frame[id] = sprite_stopframe
    
    
// Allow animation of sprite ?
    
if (g_stop_frame[id] && sprite_framerate 0.0)
    {
        
// Set the sprites animation time, framerate and stop frame
        
set_pev(g_player_ent[id], pev_animtimeget_gametime())
        
set_pev(g_player_ent[id], pev_frameratesprite_framerate)
        
        
// Spawn the sprite entity (necessary to play the sprite animations)
        
set_pev(g_player_ent[id], pev_spawnflagsSF_SPRITE_STARTON)
        
dllfunc(DLLFunc_Spawng_player_ent[id])
    }
    
    return 
g_player_ent[id];
}

public 
native_remove_hud_sprite(id)
{
    
// Invalid player ?
    
if (!is_player_connected(id))
        return -
1;
    
    
// Doesnt haves any sprite on his screen ?
    
if (!pev_valid(g_player_ent[id]))
        return -
1;
    
    
// Remove sprite entity
    
remove_sprite_entity(id)
    
    return 
1;
}

// Removes a sprite entity from world
remove_sprite_entity(id)
{
    
engfunc(EngFunc_RemoveEntityg_player_ent[id])
    
    
g_player_ent[id] = 0
    g_stop_frame
[id] = 0

spritesonhud inc
PHP Code:

#if defined _zp_dsohud_included
  #endinput
#endif
#define _zp_dsohud_included

/**
 * Allows you to display a sprite on a user's HUD display
 *
 * Note: The sprite which is to be displayed must be precached
 * in your sub-plugin
 * 
 * @param id            Player index.
 * @param sprite_name        The sprite's name which is to be displayed
 * @param sprite_scale        The sprite's scale/size, must be a float
 * @param sprite_stopframe    The frame at which to halt the sprite's animation
 * @param sprite_framerate    The framerate of the sprite's animation
 * @return            Index of the sprite's entity or -1 on failure
 * 
**/
native display_hud_sprite(id, const sprite_name[], Float:sprite_scale 0.03sprite_stopframe 0Float:sprite_framerate 0.0)

/**
 * Allows you to remove the sprite from a player's screen
 *
 * @param id        Player index.
 * @return        1 on success otherwise -1 on failure
 * 
**/
native remove_hud_sprite(id
__________________

Last edited by Fuck_You; 03-28-2013 at 17:56.
Fuck_You is offline
YakumoHiratsuhi
Veteran Member
Join Date: Dec 2010
Location: Dreαmlαnd.
Old 03-29-2013 , 10:11   Re: error Unhandled dynamic native error
#2

checa en los loops si esta conectado kb, le estas enviando un comando a los desconectados tambien -.-
also
PHP Code:
set_task(5.0"deletesprite"i___,0
->
PHP Code:
set_task(5.0"deletesprite"i
__________________
"Podra parecer ridiculo o imposible, pero este es el camino que seguimos los verdaderos hombres, si hay un muro en el camino, lo derribamos, si no hay camino, haremos uno, con nuestras propias manos, porque el magma de nuestro corazón arde en llamas."

Last edited by YakumoHiratsuhi; 03-29-2013 at 10:19.
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Fuck_You
Senior Member
Join Date: Dec 2011
Location: return city[id];
Old 03-29-2013 , 19:10   Re: error Unhandled dynamic native error
#3

laa verdad es que no me ayudo en nada, y si fuera por eso me saldria otro error, yo quiero saber que significa unhandled dynamic native
__________________

Last edited by Fuck_You; 03-29-2013 at 19:10.
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