Member
|
01-16-2018
, 15:05
Problem with compilation
|
#1
|
Hello, I wanted to add to the engine below to also display the player's speed in the HUD. This is exactly the part of the plugin, this is how the original part of the plugin looks like:
PHP Code:
public Action:Prethink(client) { if(!IsValidClient(client) || IsFakeClient(client) || freeze_time) return Plugin_Continue;
if(IsPlayerAlive(client)) { new buttons = GetClientButtons(client); new ile = poziom_gracza[client]-1 >= 0? doswiadczenie_poziomu[poziom_gracza[client]-1]: 0; new Float:procent_gracza = 0.0; procent_gracza = (float(doswiadczenie_gracza[client]-ile)/float(doswiadczenie_poziomu[poziom_gracza[client]]-ile))*100.0; PrintHintText(client, "[Klasa: <b>%s</b>]\n[Xp: <b>%0.1f</b>/<b>100.0%%</b> | Lv: <b>%i</b>]\n[Item: <b>%s</b> [<b>%i%%</b>]]", nazwy_klas[klasa_gracza[client]], procent_gracza, poziom_gracza[client], nazwy_itemow[informacje_itemu_gracza[client][0]], moc_itemu[client]);
new String:weapon[32]; GetClientWeapon(client, weapon, sizeof(weapon)); switch(klasa_gracza[client]) { case Medyk: { if(!oldbuttons1[client] && buttons & IN_USE) { if(ilosc_apteczek_gracza[client]) { new Float:fOrigin[3]; new Float:iOrigin[3]; GetClientEyePosition(client, Float:fOrigin); for(new i = 1; i <= MaxClients; i++) { if(!IsClientInGame(i) || !IsPlayerAlive(i)) continue;
if(GetClientTeam(client) != GetClientTeam(i)) continue;
GetClientEyePosition(i, Float:iOrigin); if(GetVectorDistance(fOrigin, iOrigin) <= 200.0) { new heal = 40+maksymalna_inteligencja_gracza[client]; SetEntData(i, FindDataMapOffs(i, "m_iHealth"), GetClientHealth(i)+heal<maksymalne_zdrowie_gracza[i]? GetClientHealth(i)+heal: maksymalne_zdrowie_gracza[i]); } }
TE_SetupBeamRingPoint(fOrigin, 20.0, 200.0, sprite_laser, sprite_halo, 0, 10, 0.6, 6.0, 0.0, {255, 255, 255, 128}, 10, 0); TE_SendToAll(); ilosc_apteczek_gracza[client]--; } else PrintToChat(client, "[COD:MW] Wykorzystales juz moc swojej klasy w tej rundzie!");
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case Kangur: { if(!oldbuttons2[client] && buttons & IN_JUMP) { if(GetGameTime() >= czas_skokow_gracza[client]+1.0) { new Float:fOrigin[3]; fOrigin[0] = GetEntDataFloat(client, FindSendPropOffs("CBasePlayer","m_vecVelocity[0]"))*0.8/2.0; fOrigin[1] = GetEntDataFloat(client, FindSendPropOffs("CBasePlayer","m_vecVelocity[1]"))*0.8/2.0; fOrigin[2] = 0.8*50.0; SetEntDataVector(client, FindSendPropOffs("CBasePlayer","m_vecBaseVelocity"), fOrigin, true); oldbuttons2[client] = 1; czas_skokow_gracza[client] = RoundFloat(GetGameTime()); } } else if(oldbuttons2[client] && !(buttons & IN_JUMP)) oldbuttons2[client] = 0; } case Szturmen: { if(!oldbuttons2[client] && buttons & IN_JUMP) { new flags = GetEntityFlags(client); if(!(flags & FL_ONGROUND) && skoki_gracza[client]) { new Float:fOrigin[3]; GetEntPropVector(client, Prop_Data, "m_vecVelocity", fOrigin); fOrigin[2] += 250.0; TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, fOrigin); skoki_gracza[client] = 0; } else if(flags & FL_ONGROUND) skoki_gracza[client] = 1;
oldbuttons2[client] = 1; } else if(oldbuttons2[client] && !(buttons & IN_JUMP)) oldbuttons2[client] = 0; } } switch(informacje_itemu_gracza[client][0]) { case 3: { if(GetGameTime() >= informacje_itemu_gracza[client][1]+5.0) { SetEntData(client, FindDataMapOffs(client, "m_iHealth"), GetClientHealth(client)+10<maksymalne_zdrowie_gracza[client]? GetClientHealth(client)+10: maksymalne_zdrowie_gracza[client]); informacje_itemu_gracza[client][1] = RoundFloat(GetGameTime()); } } case 4: { if(!oldbuttons1[client] && buttons & IN_USE) { if(informacje_itemu_gracza[client][1]) { SetEntData(client, FindDataMapOffs(client, "m_iHealth"), maksymalne_zdrowie_gracza[client]); informacje_itemu_gracza[client][1] --; } else PrintToChat(client, "[COD:MW] Wykorzystales juz moc swojego itemu w tej rundzie!");
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case 13: { if(!oldbuttons1[client] && buttons & IN_USE) { if(GetEntProp(client, Prop_Send, "m_bNightVisionOn")) SetEntProp(client, Prop_Send, "m_bNightVisionOn", 0); else SetEntProp(client, Prop_Send, "m_bNightVisionOn", 1);
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case 19: { if(!oldbuttons2[client] && buttons & IN_JUMP) { new flags = GetEntityFlags(client); if(!(flags & FL_ONGROUND) && informacje_itemu_gracza[client][1]) { new Float:fOrigin[3]; GetEntPropVector(client, Prop_Data, "m_vecVelocity", fOrigin); fOrigin[2] += 250.0; TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, fOrigin); informacje_itemu_gracza[client][1] --; } else if(flags & FL_ONGROUND) informacje_itemu_gracza[client][1] = 1;
oldbuttons2[client] = 1; } else if(oldbuttons2[client] && !(buttons & IN_JUMP)) oldbuttons2[client] = 0; } case 22: { if(!oldbuttons1[client] && buttons & IN_USE) { if(GetGameTime() >= informacje_itemu_gracza[client][1]+4.0) { new Float:velocity[3]; new Float:velocity0; new Float:velocity1; velocity0 = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[0]"); velocity1 = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[1]"); velocity[0] = (7.0*velocity0)*(1.0/4.1); velocity[1] = (7.0*velocity1)*(1.0/4.1); velocity[2] = 0.0; SetEntPropVector(client, Prop_Send, "m_vecBaseVelocity", velocity); informacje_itemu_gracza[client][1] = RoundFloat(GetGameTime()); }
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case 25: { if(!oldbuttons2[client] && buttons & IN_ATTACK2) { if(!StrEqual(weapon, nazwy_broni[25]) && !StrEqual(weapon, nazwy_broni[26]) && !StrEqual(weapon, nazwy_broni[27]) && !StrEqual(weapon, nazwy_broni[28]) && !StrEqual(weapon, nazwy_broni[29]) && !StrEqual(weapon, nazwy_broni[30]) && !StrEqual(weapon, nazwy_broni[33]) && !StrEqual(weapon, nazwy_broni[34]) && !StrEqual(weapon, nazwy_broni[35]) && !StrEqual(weapon, nazwy_broni[36]) && !StrEqual(weapon, nazwy_broni[37]) && !StrEqual(weapon, nazwy_broni[38]) && !StrEqual(weapon, nazwy_broni[40]) && !StrEqual(weapon, nazwy_broni[41])) { if(informacje_itemu_gracza[client][1]) { informacje_itemu_gracza[client][1] --; SetEntProp(client, Prop_Send, "m_iFOV", 270); } else { informacje_itemu_gracza[client][1] = 1; SetEntProp(client, Prop_Send, "m_iFOV", 90); } }
oldbuttons2[client] = 1; } else if(oldbuttons2[client] && !(buttons & IN_ATTACK2)) oldbuttons2[client] = 0; } case 26: { if(GetGameTime() >= informacje_itemu_gracza[client][1]+20.0) { GivePlayerItem(client, nazwy_broni[34]); informacje_itemu_gracza[client][1] = RoundFloat(GetGameTime()); } } case 31: { if(buttons & IN_ATTACK) SetEntData(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CWeaponCSBase", "m_iRecoilIndex"), 0); } case 34: { if(!StrEqual(weapon, nazwy_broni[33]) && !StrEqual(weapon, nazwy_broni[34]) && !StrEqual(weapon, nazwy_broni[35]) && !StrEqual(weapon, nazwy_broni[36]) && !StrEqual(weapon, nazwy_broni[37]) && !StrEqual(weapon, nazwy_broni[38]) && !StrEqual(weapon, nazwy_broni[39]) && !StrEqual(weapon, nazwy_broni[41])) { if(buttons & IN_ATTACK) SetEntData(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CWeaponCSBase", "m_iClip1"), 5); } } case 35: { if(!StrEqual(weapon, nazwy_broni[33]) && !StrEqual(weapon, nazwy_broni[34]) && !StrEqual(weapon, nazwy_broni[35]) && !StrEqual(weapon, nazwy_broni[36]) && !StrEqual(weapon, nazwy_broni[37]) && !StrEqual(weapon, nazwy_broni[38]) && !StrEqual(weapon, nazwy_broni[41])) { if(buttons & IN_ATTACK) { new Float:flNextPrimaryAttack = GetEntDataFloat(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CBaseCombatWeapon", "m_flNextPrimaryAttack"))-GetGameTime(); SetEntDataFloat(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CBaseCombatWeapon", "m_flNextPrimaryAttack"), (flNextPrimaryAttack/1.4)+GetGameTime()); } } } case 38: { if(!oldbuttons1[client] && buttons & IN_USE) { if(informacje_itemu_gracza[client][1]) { new Float:fOrigin[3]; new Float:iOrigin[3]; GetClientEyePosition(client, Float:fOrigin); for(new i = 1; i <= MaxClients; i++) { if(!IsClientInGame(i) || !IsPlayerAlive(i)) continue;
if(GetClientTeam(client) == GetClientTeam(i)) continue;
if(informacje_itemu_gracza[i][0] == 29) continue;
GetClientEyePosition(i, Float:iOrigin); if(GetVectorDistance(fOrigin, iOrigin) <= 200.0) IgniteEntity(i, 15.0); }
TE_SetupBeamRingPoint(fOrigin, 20.0, 200.0, sprite_laser, sprite_halo, 0, 10, 0.6, 6.0, 0.0, {255, 255, 255, 128}, 10, 0); TE_SendToAll();
informacje_itemu_gracza[client][1] --; } else PrintToChat(client, "[COD:MW] Wykorzystales juz moc swojego itemu w tej rundzie!");
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } } } else { new spect = GetEntProp(client, Prop_Send, "m_iObserverMode"); if(spect == 4 || spect == 5) { new target = GetEntPropEnt(client, Prop_Send, "m_hObserverTarget"); if(!(target == -1) && IsValidClient(target)) { new ile = poziom_gracza[target]-1 >= 0? doswiadczenie_poziomu[poziom_gracza[target]-1]: 0; new Float:procent_gracza = 0.0; procent_gracza = (float(doswiadczenie_gracza[target]-ile)/float(doswiadczenie_poziomu[poziom_gracza[target]]-ile))*100.0; PrintHintText(client, "[Klasa: <b>%s</b>]\n[Xp: <b>%0.1f</b>/<b>100.0%%</b> | Lv: <b>%i</b>]\n[Item: <b>%s</b> [<b>%i%%</b>]]</font>", nazwy_klas[klasa_gracza[target]], procent_gracza, poziom_gracza[target], nazwy_itemow[informacje_itemu_gracza[target][0]], moc_itemu[target]); } } }
return Plugin_Continue; }
It is there in "HUD" respectively: Class, XP, LVL and ITEM. For this I tried to add Player's speed, my code looks as follows:
PHP Code:
public Action:Prethink(client) { if(!IsValidClient(client) || IsFakeClient(client) || freeze_time) return Plugin_Continue;
if(IsPlayerAlive(client)) { new buttons = GetClientButtons(client); new ile = poziom_gracza[client]-1 >= 0? doswiadczenie_poziomu[poziom_gracza[client]-1]: 0; new Float:procent_gracza = 0.0; procent_gracza = (float(doswiadczenie_gracza[client]-ile)/float(doswiadczenie_poziomu[poziom_gracza[client]]-ile))*100.0; PrintHintText(client, "<font size='16'><font color='#006699'>[Klasa: <b>%s</b>]</font>\n<font color='#666699'>[Prędkość:</font> <b>%.1f</b>]\n<font color='#666699'>\n[Xp: <b>%0.1f</b>/<b>100.0%%</b><font color='#666699'> | Lv: <b>%i</b>]\n<font color='#666699'>[Item: <b>%s</b> [<b>%i%%</b>]</font>]", nazwy_klas[klasa_gracza[client]],GetPlayerSpeed[client], procent_gracza, poziom_gracza[client], nazwy_itemow[informacje_itemu_gracza[client][0]], moc_itemu[client]);
new String:weapon[32]; GetClientWeapon(client, weapon, sizeof(weapon)); switch(klasa_gracza[client]) { case Medyk: { if(!oldbuttons1[client] && buttons & IN_USE) { if(ilosc_apteczek_gracza[client]) { new Float:fOrigin[3]; new Float:iOrigin[3]; GetClientEyePosition(client, Float:fOrigin); for(new i = 1; i <= MaxClients; i++) { if(!IsClientInGame(i) || !IsPlayerAlive(i)) continue;
if(GetClientTeam(client) != GetClientTeam(i)) continue;
GetClientEyePosition(i, Float:iOrigin); if(GetVectorDistance(fOrigin, iOrigin) <= 200.0) { new heal = 40+maksymalna_inteligencja_gracza[client]; SetEntData(i, FindDataMapOffs(i, "m_iHealth"), GetClientHealth(i)+heal<maksymalne_zdrowie_gracza[i]? GetClientHealth(i)+heal: maksymalne_zdrowie_gracza[i]); } }
TE_SetupBeamRingPoint(fOrigin, 20.0, 200.0, sprite_laser, sprite_halo, 0, 10, 0.6, 6.0, 0.0, {255, 255, 255, 128}, 10, 0); TE_SendToAll(); ilosc_apteczek_gracza[client]--; } else PrintToChat(client, "[COD:MW] Wykorzystales juz moc swojej klasy w tej rundzie!");
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case Kangur: { if(!oldbuttons2[client] && buttons & IN_JUMP) { if(GetGameTime() >= czas_skokow_gracza[client]+1.0) { new Float:fOrigin[3]; fOrigin[0] = GetEntDataFloat(client, FindSendPropOffs("CBasePlayer","m_vecVelocity[0]"))*0.8/2.0; fOrigin[1] = GetEntDataFloat(client, FindSendPropOffs("CBasePlayer","m_vecVelocity[1]"))*0.8/2.0; fOrigin[2] = 0.8*50.0; SetEntDataVector(client, FindSendPropOffs("CBasePlayer","m_vecBaseVelocity"), fOrigin, true); oldbuttons2[client] = 1; czas_skokow_gracza[client] = RoundFloat(GetGameTime()); } } else if(oldbuttons2[client] && !(buttons & IN_JUMP)) oldbuttons2[client] = 0; } case Szturmen: { if(!oldbuttons2[client] && buttons & IN_JUMP) { new flags = GetEntityFlags(client); if(!(flags & FL_ONGROUND) && skoki_gracza[client]) { new Float:fOrigin[3]; GetEntPropVector(client, Prop_Data, "m_vecVelocity", fOrigin); fOrigin[2] += 250.0; TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, fOrigin); skoki_gracza[client] = 0; } else if(flags & FL_ONGROUND) skoki_gracza[client] = 1;
oldbuttons2[client] = 1; } else if(oldbuttons2[client] && !(buttons & IN_JUMP)) oldbuttons2[client] = 0; } } switch(informacje_itemu_gracza[client][0]) { case 3: { if(GetGameTime() >= informacje_itemu_gracza[client][1]+5.0) { SetEntData(client, FindDataMapOffs(client, "m_iHealth"), GetClientHealth(client)+10<maksymalne_zdrowie_gracza[client]? GetClientHealth(client)+10: maksymalne_zdrowie_gracza[client]); informacje_itemu_gracza[client][1] = RoundFloat(GetGameTime()); } } case 4: { if(!oldbuttons1[client] && buttons & IN_USE) { if(informacje_itemu_gracza[client][1]) { SetEntData(client, FindDataMapOffs(client, "m_iHealth"), maksymalne_zdrowie_gracza[client]); informacje_itemu_gracza[client][1] --; } else PrintToChat(client, "[COD:MW] Wykorzystales juz moc swojego itemu w tej rundzie!");
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case 13: { if(!oldbuttons1[client] && buttons & IN_USE) { if(GetEntProp(client, Prop_Send, "m_bNightVisionOn")) SetEntProp(client, Prop_Send, "m_bNightVisionOn", 0); else SetEntProp(client, Prop_Send, "m_bNightVisionOn", 1);
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case 19: { if(!oldbuttons2[client] && buttons & IN_JUMP) { new flags = GetEntityFlags(client); if(!(flags & FL_ONGROUND) && informacje_itemu_gracza[client][1]) { new Float:fOrigin[3]; GetEntPropVector(client, Prop_Data, "m_vecVelocity", fOrigin); fOrigin[2] += 250.0; TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, fOrigin); informacje_itemu_gracza[client][1] --; } else if(flags & FL_ONGROUND) informacje_itemu_gracza[client][1] = 1;
oldbuttons2[client] = 1; } else if(oldbuttons2[client] && !(buttons & IN_JUMP)) oldbuttons2[client] = 0; } case 22: { if(!oldbuttons1[client] && buttons & IN_USE) { if(GetGameTime() >= informacje_itemu_gracza[client][1]+4.0) { new Float:velocity[3]; new Float:velocity0; new Float:velocity1; velocity0 = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[0]"); velocity1 = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[1]"); velocity[0] = (7.0*velocity0)*(1.0/4.1); velocity[1] = (7.0*velocity1)*(1.0/4.1); velocity[2] = 0.0; SetEntPropVector(client, Prop_Send, "m_vecBaseVelocity", velocity); informacje_itemu_gracza[client][1] = RoundFloat(GetGameTime()); }
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } case 25: { if(!oldbuttons2[client] && buttons & IN_ATTACK2) { if(!StrEqual(weapon, nazwy_broni[25]) && !StrEqual(weapon, nazwy_broni[26]) && !StrEqual(weapon, nazwy_broni[27]) && !StrEqual(weapon, nazwy_broni[28]) && !StrEqual(weapon, nazwy_broni[29]) && !StrEqual(weapon, nazwy_broni[30]) && !StrEqual(weapon, nazwy_broni[33]) && !StrEqual(weapon, nazwy_broni[34]) && !StrEqual(weapon, nazwy_broni[35]) && !StrEqual(weapon, nazwy_broni[36]) && !StrEqual(weapon, nazwy_broni[37]) && !StrEqual(weapon, nazwy_broni[38]) && !StrEqual(weapon, nazwy_broni[40]) && !StrEqual(weapon, nazwy_broni[41])) { if(informacje_itemu_gracza[client][1]) { informacje_itemu_gracza[client][1] --; SetEntProp(client, Prop_Send, "m_iFOV", 270); } else { informacje_itemu_gracza[client][1] = 1; SetEntProp(client, Prop_Send, "m_iFOV", 90); } }
oldbuttons2[client] = 1; } else if(oldbuttons2[client] && !(buttons & IN_ATTACK2)) oldbuttons2[client] = 0; } case 26: { if(GetGameTime() >= informacje_itemu_gracza[client][1]+20.0) { GivePlayerItem(client, nazwy_broni[34]); informacje_itemu_gracza[client][1] = RoundFloat(GetGameTime()); } } case 31: { if(buttons & IN_ATTACK) SetEntData(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CWeaponCSBase", "m_iRecoilIndex"), 0); } case 34: { if(!StrEqual(weapon, nazwy_broni[33]) && !StrEqual(weapon, nazwy_broni[34]) && !StrEqual(weapon, nazwy_broni[35]) && !StrEqual(weapon, nazwy_broni[36]) && !StrEqual(weapon, nazwy_broni[37]) && !StrEqual(weapon, nazwy_broni[38]) && !StrEqual(weapon, nazwy_broni[39]) && !StrEqual(weapon, nazwy_broni[41])) { if(buttons & IN_ATTACK) SetEntData(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CWeaponCSBase", "m_iClip1"), 5); } } case 35: { if(!StrEqual(weapon, nazwy_broni[33]) && !StrEqual(weapon, nazwy_broni[34]) && !StrEqual(weapon, nazwy_broni[35]) && !StrEqual(weapon, nazwy_broni[36]) && !StrEqual(weapon, nazwy_broni[37]) && !StrEqual(weapon, nazwy_broni[38]) && !StrEqual(weapon, nazwy_broni[41])) { if(buttons & IN_ATTACK) { new Float:flNextPrimaryAttack = GetEntDataFloat(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CBaseCombatWeapon", "m_flNextPrimaryAttack"))-GetGameTime(); SetEntDataFloat(GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"), FindSendPropOffs("CBaseCombatWeapon", "m_flNextPrimaryAttack"), (flNextPrimaryAttack/1.4)+GetGameTime()); } } } case 38: { if(!oldbuttons1[client] && buttons & IN_USE) { if(informacje_itemu_gracza[client][1]) { new Float:fOrigin[3]; new Float:iOrigin[3]; GetClientEyePosition(client, Float:fOrigin); for(new i = 1; i <= MaxClients; i++) { if(!IsClientInGame(i) || !IsPlayerAlive(i)) continue;
if(GetClientTeam(client) == GetClientTeam(i)) continue;
if(informacje_itemu_gracza[i][0] == 29) continue;
GetClientEyePosition(i, Float:iOrigin); if(GetVectorDistance(fOrigin, iOrigin) <= 200.0) IgniteEntity(i, 15.0); }
TE_SetupBeamRingPoint(fOrigin, 20.0, 200.0, sprite_laser, sprite_halo, 0, 10, 0.6, 6.0, 0.0, {255, 255, 255, 128}, 10, 0); TE_SendToAll();
informacje_itemu_gracza[client][1] --; } else PrintToChat(client, "[COD:MW] Wykorzystales juz moc swojego itemu w tej rundzie!");
oldbuttons1[client] = 1; } else if(oldbuttons1[client] && !(buttons & IN_USE)) oldbuttons1[client] = 0; } } } else { new spect = GetEntProp(client, Prop_Send, "m_iObserverMode"); if(spect == 4 || spect == 5) { new target = GetEntPropEnt(client, Prop_Send, "m_hObserverTarget"); if(!(target == -1) && IsValidClient(target)) { new ile = poziom_gracza[target]-1 >= 0? doswiadczenie_poziomu[poziom_gracza[target]-1]: 0; new Float:procent_gracza = 0.0; procent_gracza = (float(doswiadczenie_gracza[target]-ile)/float(doswiadczenie_poziomu[poziom_gracza[target]]-ile))*100.0; PrintHintText(client, "[Klasa: <b>%s</b>]\n[Prędkość: <b>%.1f</b>]\n[Xp: <b>%0.1f</b>/<b>100.0%%</b> | Lv: <b>%i</b>]\n[Item: <b>%s</b> [<b>%i%%</b>]]</font>", nazwy_klas[klasa_gracza[target]],GetPlayerSpeed[target], procent_gracza, poziom_gracza[target], nazwy_itemow[informacje_itemu_gracza[target][0]], moc_itemu[target], GetPlayerSpeed[target]); } } }
return Plugin_Continue; } stock Float:GetPlayerSpeed(iClient) { new Float:faVelocity[3]; GetEntPropVector(iClient, Prop_Data, "m_vecVelocity", faVelocity);
new Float:fSpeed; fSpeed = SquareRoot(faVelocity[0] * faVelocity[0] + faVelocity[1] * faVelocity[1]); fSpeed *= GetEntPropFloat(iClient, Prop_Data, "m_flLaggedMovementValue");
return fSpeed; }
Despite this, when compiling, errors pop up, which are as follows:
https://zapodaj.net/15416404477f6.png.html
Can anyone help me? In the attachment I put the original, entire code of the plugin.
the original plug-in code is as follows:
http://wklej.org/id/3345976/
Last edited by misiakool12; 01-16-2018 at 15:09.
|
|