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Member
Join Date: Jan 2017
Location: Malaysia
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03-28-2017
, 13:25
Line too long
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#1
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Hello, first of all, I have searched around the forum regarding this issue. I'm unable to find any solution even I understand how the error generated, there is a long line in the whole code that, perhaps, longer than it should. The error is on line 291( the line which is already outside the entire code? )
Some threads I found helpful and yet still hasn't solve my issue;
https://forums.alliedmods.net/showth...nput+line+long
https://forums.alliedmods.net/showth...nput+line+long
https://forums.alliedmods.net/showth...nput+line+long
PS : The code may be too hard-coded, I am new to coding so mostly the code about making fake ghost and player in the code isn't mine, it was Dias'. Just using his code for some testing since I need his code to create ghost entities around a target and only the target can see all the entity.
PHP Code:
#include <amxmodx> #include <fakemeta> #include <engine> #include <xs> #include <hamsandwich>
#define PLUGIN "Testing Plugin" #define VERSION "0.1" #define AUTHOR "MuhdZaim"
#define MAX_COUNT 4
new bool:g_iHaunted[ 33 ], bool:g_illusioning[ 33 ], bool:g_FakePlr[ 33 ] new g_iEntGhost[ 33 ][ MAX_COUNT ], cvar_duration, g_Model[ 128 ]
new GHOST_CLASSNAME[ ] = "Ghost" new GHOST_FAKEPLR[ ] = "Fake_Ghost" new g_ModelName[ ] = "tsukuyomi"
public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) cvar_duration = register_cvar( "ghost_duration", "15.0" ) register_clcmd( "say /change", "ChangeModel" ) register_event( "HLTV", "NewRound", "1=0", "2=0" ) RegisterHam( Ham_Think, GHOST_CLASSNAME, "Fw_Think", 1 ) register_forward( FM_AddToFullPack, "AddToFullPack", 1 ) }
public NewRound( id ) { if( g_iHaunted[ id ] ) g_iHaunted[ id ] = false }
public ChangeModel( id ) { if( !g_iHaunted[ id ] ) { g_iHaunted[ id ] = true; MakeGhost( id ) } }
public MakeGhost( id ) { if( !is_user_alive( id ) || !g_iHaunted[ id ] ) return; g_illusioning[ id ] = true static Float:iOrigin[ 3 ], Float:uOrigin[ 3 ], ent for( new i=0; i < MAX_COUNT; i++ ) { if( !pev_valid( ent ) ) { g_iEntGhost[ id ][ i ] = create_entity( "info_target" ) } ent = g_iEntGhost[ id ][ i ] if( i == 0 ) { get_position( ent, 100.0, 0.0, 0.0, iOrigin ) } else if( i == 1 ) { get_position( ent, 50.0, 100.0, 0.0, iOrigin ) } else if( i == 2 ) { get_position( ent, -100.0, 0.0, 0.0, iOrigin ) } else if( i == 3 ) { get_position( ent, -50.0, -100.0, 0.0, iOrigin ) } entity_set_origin( ent, iOrigin ) entity_get_vector( id, EV_VEC_origin, uOrigin ) npc_turntotarget( ent, iOrigin, uOrigin )
static ModelName1[ 128 ] formatex( ModelName1, sizeof ModelName1, "models/player/%s/%s.mdl", g_ModelName, g_ModelName ) formatex( g_Model, sizeof g_Model, "models/player/%s/%s.mdl", g_ModelName, g_ModelName ) entity_set_string( ent, EV_SZ_classname, GHOST_CLASSNAME ) entity_set_model( ent, ModelName1 ) entity_set_int( ent, EV_INT_solid, SOLID_NOT ) entity_set_int( ent, EV_INT_movetype, MOVETYPE_PUSHSTEP ) new Float:mins[ 3 ] = { -16.0, -16.0, -36.0 } new Float:maxs[ 3 ] = { 16.0, 16.0, 36.0 } entity_set_size( ent, mins, maxs ) set_pev( ent, pev_renderfx, kRenderFxGlowShell ) set_pev( ent, pev_rendermode, kRenderTransAlpha ) set_pev( ent, pev_renderamt, 0.0 ) set_pev( ent, pev_owner, id ) set_pev( id, pev_iuser1, 4 ) set_entity_anim( ent, 4 ) drop_to_floor( ent ) set_pev( ent, pev_nextthink, halflife_time( ) + 0.01 ) } set_task( get_pcvar_float( cvar_duration ), "RemoveIllusion", id ) }
public ThinkGhost( ent ) { if( !pev_valid( ent ) ) return; static id id = pev( ent, pev_owner ) if( !is_user_alive( id ) || !g_illusioning[ id ] ) return; hook_ent( ent, id, 150.0 ) set_pev( ent, pev_nextthink, halflife_time( ) + 0.01 ) }
public AddToFullPack( es, e, ent, host, hostflag, player, pset ) { if( !is_user_alive( host ) || !pev_valid( ent ) && !g_illusioning[ host ] ) return FMRES_IGNORED static classname[ 32 ] pev( ent, pev_classname, GHOST_CLASSNAME, sizeof ( GHOST_CLASSNAME ) ) if( equal( classname, GHOST_CLASSNAME ) && pev( ent, pev_owner ) == host ) { set_es( es, ES_RenderAmt, 255.0 ) static Float:Angle[ 3 ], Float:Origin[ 3 ], Float:Origin2[ 3 ] pev( ent, pev_angles, Angle ) pev( host, pev_origin, Origin ) pev( ent, pev_origin, Origin2 ) new Float: X = Origin[ 0 ] - Origin2[ 0 ] new Float: Z = Origin[ 2 ] - Origin2[ 2 ] new Float: radians = floatatan( Z/X, radian ) Angle[ 1 ] = radians * ( 180 / 3.14 ) if( Origin[ 0 ] < Origin2[ 0 ] ) { Angle[ 1 ] = -180.0 } set_es( es, ES_Angles, Angle ) } else if( equal( classname, GHOST_FAKEPLR ) ) { static ent_owner ent_owner= pev( ent, pev_owner ) if( is_user_alive( ent_owner ) ) { set_es( es, ES_RenderMode, kRenderNormal ) set_es( es, ES_RenderAmt, 255.0 ) engfunc( EngFunc_SetModel, ent, g_Model ) } } if( is_user_alive( ent ) ) { set_es( es, ES_RenderMode, kRenderTransAlpha ) set_es( es, ES_RenderAmt, 0.0 ) new iEnt = find_ent_by_owner( -1, GHOST_FAKEPLR, ent ) if( !iEnt || !pev_valid( ent ) ) { iEnt = create_fake_player( ent ) } g_FakePlr[ ent ] = iEnt } return FMRES_HANDLED }
public hook_ent(ent, victim, Float:speed) { static Float:fl_Velocity[3] static Float:VicOrigin[3], Float:EntOrigin[3]
pev(ent, pev_origin, EntOrigin) pev(victim, pev_origin, VicOrigin) static Float:distance_f distance_f = get_distance_f(EntOrigin, VicOrigin)
if (distance_f > 60.0) { new Float:fl_Time = distance_f / speed
fl_Velocity[0] = (VicOrigin[0] - EntOrigin[0]) / fl_Time fl_Velocity[1] = (VicOrigin[1] - EntOrigin[1]) / fl_Time fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time } else { fl_Velocity[0] = 0.0 fl_Velocity[1] = 0.0 fl_Velocity[2] = 0.0 }
entity_set_vector(ent, EV_VEC_velocity, fl_Velocity) }
stock get_position(ent, Float:forw, Float:right, Float:up, Float:vStart[]) { new Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3] pev(ent, pev_origin, vOrigin) pev(ent, pev_view_ofs,vUp) //for player xs_vec_add(vOrigin,vUp,vOrigin) pev(ent, pev_v_angle, vAngle) // if normal entity ,use pev_angles vAngle[0] = 0.0 angle_vector(vAngle,ANGLEVECTOR_FORWARD,vForward) //or use EngFunc_AngleVectors angle_vector(vAngle,ANGLEVECTOR_RIGHT,vRight) angle_vector(vAngle,ANGLEVECTOR_UP,vUp) vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up }
stock set_entity_anim(ent, anim) { entity_set_float(ent, EV_FL_animtime, get_gametime()) entity_set_float(ent, EV_FL_framerate, 1.0) entity_set_float(ent, EV_FL_frame, 0.0) entity_set_int(ent, EV_INT_sequence, anim) }
public npc_turntotarget(ent, Float:Ent_Origin[3], Float:Vic_Origin[3]) { if(!pev_valid(ent)) return new Float:newAngle[3] entity_get_vector(ent, EV_VEC_angles, newAngle) new Float:x = Vic_Origin[0] - Ent_Origin[0] new Float:z = Vic_Origin[1] - Ent_Origin[1]
new Float:radians = floatatan(z/x, radian) newAngle[1] = radians * (180 / 3.14) if (Vic_Origin[0] < Ent_Origin[0]) newAngle[1] -= 180.0
entity_set_vector(ent, EV_VEC_v_angle, newAngle) entity_set_vector(ent, EV_VEC_angles, newAngle) }
public create_fake_player( id ) { new iEnt = create_entity( "info_target" ) set_pev(iEnt, pev_classname, GHOST_FAKEPLR) set_pev(iEnt, pev_movetype, MOVETYPE_FOLLOW) set_pev(iEnt, pev_solid, SOLID_NOT) set_pev(iEnt, pev_aiment, id) set_pev(iEnt, pev_owner, id ) set_pev(iEnt, pev_renderfx, kRenderFxGlowShell) set_pev(iEnt, pev_rendermode, kRenderTransAlpha) set_pev(iEnt, pev_renderamt, 255.0)
return iEnt }
Last edited by Kotoamatsukami; 03-28-2017 at 21:31.
Reason: Code posted.
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