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what kind of plugin? money over your head


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jonny1990
Senior Member
Join Date: Apr 2020
Old 06-22-2020 , 04:44   what kind of plugin? money over your head
Reply With Quote #1

what kind of plugin? money over your head
https://ibb.co/DRXgwWv

Last edited by jonny1990; 06-22-2020 at 04:45.
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tarsisd2
Veteran Member
Join Date: Feb 2016
Location: brazil
Old 06-22-2020 , 08:45   Re: what kind of plugin? money over your head
Reply With Quote #2

https://forums.alliedmods.net/showpo...3&postcount=16
tarsisd2 is offline
jonny1990
Senior Member
Join Date: Apr 2020
Old 06-23-2020 , 04:03   Re: what kind of plugin? money over your head
Reply With Quote #3

Quote:
Originally Posted by tarsisd2 View Post
this plugin does not work, money appears over your head and immediately the server goes to crash
jonny1990 is offline
tarsisd2
Veteran Member
Join Date: Feb 2016
Location: brazil
Old 06-23-2020 , 15:52   Re: what kind of plugin? money over your head
Reply With Quote #4

try this
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <cstrike>
 
#define DISPLAY_MONEY  1
#define DISPLAY_WEAPONS 1
#define DISPLAY_DOLLARSIGN  1
#define DISPLAY_ARROW  0
 
#define PLUGIN  "SHOWTEAMEQUIP"
#define VERSION "1337"
#define AUTHOR  "Alliedmodders"
 
#define TASK1 5125
#define TASK2 6124
 
#if DISPLAY_MONEY
#define NUMBER_OF_SPRITES  5
new userSpr[33][NUMBER_OF_SPRITES];
new 
tmpstr[6];
new 
value[2];
new 
money_sprite1[] = "sprites/1.spr"
new money_sprite10[] = "sprites/10.spr"
new money_sprite100[] = "sprites/100.spr"
new money_sprite1000[] = "sprites/1000.spr"
new money_sprite10000[] = "sprites/10000.spr"
#endif
 
#if DISPLAY_WEAPONS
#define NUMBER_OF_WEAPTYPES 7
new const Float:Pistols[6] = {1.0,10.0,11.0,16.0,17.0,26.0};
new const 
Float:Rifles[18] = {3.0,5.0,7.0,8.0,12.0,13.0,14.0,15.0,18.0,19.0,20.0,21.0,22.0,23.0,24.0,27.0,28.0,30.0};
new 
userWeap[33][NUMBER_OF_WEAPTYPES];
new 
armor;
new 
weapons;
new 
weap_sprite[] = "sprites/weap.spr"
new weap2_sprite[] = "sprites/weap2.spr"
 
#endif
 
#if DISPLAY_DOLLARSIGN
new userDSign[33];
new 
cash_sprite[] = "sprites/cash.spr"
 
#endif
 
#if DISPLAY_ARROW
new userArrow[33];
new 
arrow_sprite[] = "sprites/arrow.spr"
 
#endif
 
new bool:NewRound;
new 
bool:show;
 
new 
Float:userOrig[33][3];
new 
g_iMaxPlayers;
 
public 
plugin_precache(){
    
#if DISPLAY_MONEY
    
precache_model(money_sprite10000);
    
precache_model(money_sprite1000);
    
precache_model(money_sprite100);
    
precache_model(money_sprite10);
    
precache_model(money_sprite1);
    
#endif
    #if DISPLAY_WEAPONS
    
precache_model(weap_sprite);
    
precache_model(weap2_sprite);
    
#endif
    #if DISPLAY_DOLLARSIGN
    
precache_model(cash_sprite);
    
#endif
    #if DISPLAY_ARROW
    
precache_model(arrow_sprite);
    
#endif
}
 
public 
plugin_init(){
    
register_plugin(PLUGIN,VERSION,AUTHOR);
  
    
register_event("HLTV""new_round""a""1=0""2=0");
    
g_iMaxPlayers get_maxplayers()
    
crear_entidades()
}
public 
plugin_cfg()
{
    if(
is_plugin_loaded("Pause Plugins") != -1)
        
server_cmd("amx_pausecfg add ^"SHOWEQUIPS^"");
}
public 
crear_entidades(){
    for(new 
1<= g_iMaxPlayersx++){
        
#if DISPLAY_MONEY
        
for(new ii<NUMBER_OF_SPRITESi++){
            
userSpr[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_WEAPONS
        
for(new ii<NUMBER_OF_WEAPTYPESi++){
            
userWeap[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
userDSign[x]=create_entity("env_sprite");
        
#endif
        #if DISPLAY_ARROW
        
userArrow[x]=create_entity("env_sprite");
        
#endif
    
}
}
public 
new_round(){
  
    
NewRound true;
    
show true
    remove_task
(TASK2)
    
remove_task(TASK1)
    
set_task(get_cvar_float("mp_freezetime"),"hiden",TASK1);
    
set_task(0.2,"display_info",TASK2,"",0,"b");
}
public 
hiden(){
    
show false
}
 
 
public 
display_info(){
  
  
    for(new 
c=1c<= g_iMaxPlayersc++){
      
        if(!
is_user_alive(c) || !is_user_connected(c)){
            
#if DISPLAY_MONEY
            
drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_DOLLARSIGN
            
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_ARROW
            
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,0,255,255,0);
            
#endif
            #if DISPLAY_WEAPONS
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
            
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
            
#endif
          
            
continue;
        }
      
        
#if DISPLAY_MONEY
        
for (new xNUMBER_OF_SPRITESx++){
            
arrayset(tmpstr0sizeof tmpstr);
            
num_to_str(cs_get_user_money(c), tmpstrcharsmax(tmpstr))
            
value[0]=tmpstr[x];
            
value[1]=0;
          
            if(!
tmpstr[x]){
                switch(
x){
                    case 
0drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
                    case 
1drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
                    case 
2drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
                    case 
3drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
                    case 
4drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
                }
                continue;
            }
          
            switch(
x){
                case 
0drawsprite(userSpr[c][4],c,money_sprite10000,floatstr(value),34.0,255,0,255,0);
                case 
1drawsprite(userSpr[c][3],c,money_sprite1000,floatstr(value),34.0,255,0,255,0);
                case 
2drawsprite(userSpr[c][2],c,money_sprite100,floatstr(value),34.0,255,0,255,0);
                case 
3drawsprite(userSpr[c][1],c,money_sprite10,floatstr(value),34.0,255,0,255,0);
                case 
4drawsprite(userSpr[c][0],c,money_sprite1,floatstr(value),34.0,255,0,255,0);
            }
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,255,0,255,0);
        
#endif
        #if DISPLAY_ARROW
        
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,255,255,255,0);
        
#endif
        #if DISPLAY_WEAPONS
        
weapons pev(cpev_weapons);
      
        for(new 
isizeof Pistolsi++)
        if(
weapons 1<<floatround(Pistols[i])){
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[i],50.0,255,255,255,0);
            goto 
jmp1;
        }
        
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
        
jmp1:
      
        for(new 
isizeof Riflesi++)
        if(
weapons 1<<floatround(Rifles[i])){
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[i],50.0,255,255,255,0);
            goto 
jmp2;
        }
        
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
        
jmp2:
      
        if(
weapons 1<<CSW_HEGRENADE)
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_FLASHBANG)
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_SMOKEGRENADE)
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
      
        
cs_get_user_armor(c,CsArmorType:armor);
        if(
armor == 2)
        
drawsprite(userWeap[c][5],c,weap2_sprite,2.0,50.0,255,0,0,255);
        else if(
armor == 1)
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
      
      
        if(
weapons 1<<CSW_C4)
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,255,0,0,255);
        else if(
cs_get_user_defuse(c))
        
drawsprite(userWeap[c][6],c,weap2_sprite,4.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
      
        
#endif
    
}
}
 
drawsprite(ent,player,str[],Float:frame,Float:offset,render,r,g,b){
  
    
set_pev(entpev_framerate1.0)
    
set_pev(entpev_scale0.3)
    
set_pev(entpev_movetypeMOVETYPE_NOCLIP);
    
engfunc(EngFunc_SetModelentstr);
    
set_pev(entpev_frameframe)
  
  
    if(
is_user_connected(player) && is_user_alive(player)){
        
pev(playerpev_originuserOrig[player]);
        
userOrig[player][2] += offset;
        
set_pev(entpev_originuserOrig[player]);
    }
    else{
        
set_pev(entpev_origin, {0.00.00.0})
    }
  
    if(!
show){
        
render 0
        set_pev
(entpev_origin, {0.00.00.0})
        
remove_task(TASK2)
    }
  
    
set_rendering(entkRenderFxNonergbkRenderTransAddrender)
  

Attached Files
File Type: zip sprites.zip (26.0 KB, 62 views)

Last edited by tarsisd2; 06-23-2020 at 15:56.
tarsisd2 is offline
jonny1990
Senior Member
Join Date: Apr 2020
Old 06-23-2020 , 16:12   Re: what kind of plugin? money over your head
Reply With Quote #5

Quote:
Originally Posted by tarsisd2 View Post
try this
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <cstrike>
 
#define DISPLAY_MONEY  1
#define DISPLAY_WEAPONS 1
#define DISPLAY_DOLLARSIGN  1
#define DISPLAY_ARROW  0
 
#define PLUGIN  "SHOWTEAMEQUIP"
#define VERSION "1337"
#define AUTHOR  "Alliedmodders"
 
#define TASK1 5125
#define TASK2 6124
 
#if DISPLAY_MONEY
#define NUMBER_OF_SPRITES  5
new userSpr[33][NUMBER_OF_SPRITES];
new 
tmpstr[6];
new 
value[2];
new 
money_sprite1[] = "sprites/1.spr"
new money_sprite10[] = "sprites/10.spr"
new money_sprite100[] = "sprites/100.spr"
new money_sprite1000[] = "sprites/1000.spr"
new money_sprite10000[] = "sprites/10000.spr"
#endif
 
#if DISPLAY_WEAPONS
#define NUMBER_OF_WEAPTYPES 7
new const Float:Pistols[6] = {1.0,10.0,11.0,16.0,17.0,26.0};
new const 
Float:Rifles[18] = {3.0,5.0,7.0,8.0,12.0,13.0,14.0,15.0,18.0,19.0,20.0,21.0,22.0,23.0,24.0,27.0,28.0,30.0};
new 
userWeap[33][NUMBER_OF_WEAPTYPES];
new 
armor;
new 
weapons;
new 
weap_sprite[] = "sprites/weap.spr"
new weap2_sprite[] = "sprites/weap2.spr"
 
#endif
 
#if DISPLAY_DOLLARSIGN
new userDSign[33];
new 
cash_sprite[] = "sprites/cash.spr"
 
#endif
 
#if DISPLAY_ARROW
new userArrow[33];
new 
arrow_sprite[] = "sprites/arrow.spr"
 
#endif
 
new bool:NewRound;
new 
bool:show;
 
new 
Float:userOrig[33][3];
new 
g_iMaxPlayers;
 
public 
plugin_precache(){
    
#if DISPLAY_MONEY
    
precache_model(money_sprite10000);
    
precache_model(money_sprite1000);
    
precache_model(money_sprite100);
    
precache_model(money_sprite10);
    
precache_model(money_sprite1);
    
#endif
    #if DISPLAY_WEAPONS
    
precache_model(weap_sprite);
    
precache_model(weap2_sprite);
    
#endif
    #if DISPLAY_DOLLARSIGN
    
precache_model(cash_sprite);
    
#endif
    #if DISPLAY_ARROW
    
precache_model(arrow_sprite);
    
#endif
}
 
public 
plugin_init(){
    
register_plugin(PLUGIN,VERSION,AUTHOR);
  
    
register_event("HLTV""new_round""a""1=0""2=0");
    
g_iMaxPlayers get_maxplayers()
    
crear_entidades()
}
public 
plugin_cfg()
{
    if(
is_plugin_loaded("Pause Plugins") != -1)
        
server_cmd("amx_pausecfg add ^"SHOWEQUIPS^"");
}
public 
crear_entidades(){
    for(new 
1<= g_iMaxPlayersx++){
        
#if DISPLAY_MONEY
        
for(new ii<NUMBER_OF_SPRITESi++){
            
userSpr[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_WEAPONS
        
for(new ii<NUMBER_OF_WEAPTYPESi++){
            
userWeap[x][i]=create_entity("env_sprite");
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
userDSign[x]=create_entity("env_sprite");
        
#endif
        #if DISPLAY_ARROW
        
userArrow[x]=create_entity("env_sprite");
        
#endif
    
}
}
public 
new_round(){
  
    
NewRound true;
    
show true
    remove_task
(TASK2)
    
remove_task(TASK1)
    
set_task(get_cvar_float("mp_freezetime"),"hiden",TASK1);
    
set_task(0.2,"display_info",TASK2,"",0,"b");
}
public 
hiden(){
    
show false
}
 
 
public 
display_info(){
  
  
    for(new 
c=1c<= g_iMaxPlayersc++){
      
        if(!
is_user_alive(c) || !is_user_connected(c)){
            
#if DISPLAY_MONEY
            
drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
            
drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_DOLLARSIGN
            
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,0,0,255,0);
            
#endif
            #if DISPLAY_ARROW
            
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,0,255,255,0);
            
#endif
            #if DISPLAY_WEAPONS
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
            
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
            
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
            
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
            
#endif
          
            
continue;
        }
      
        
#if DISPLAY_MONEY
        
for (new xNUMBER_OF_SPRITESx++){
            
arrayset(tmpstr0sizeof tmpstr);
            
num_to_str(cs_get_user_money(c), tmpstrcharsmax(tmpstr))
            
value[0]=tmpstr[x];
            
value[1]=0;
          
            if(!
tmpstr[x]){
                switch(
x){
                    case 
0drawsprite(userSpr[c][4],c,money_sprite10000,1.0,34.0,0,0,255,0);
                    case 
1drawsprite(userSpr[c][3],c,money_sprite1000,1.0,34.0,0,0,255,0);
                    case 
2drawsprite(userSpr[c][2],c,money_sprite100,1.0,34.0,0,0,255,0);
                    case 
3drawsprite(userSpr[c][1],c,money_sprite10,1.0,34.0,0,0,255,0);
                    case 
4drawsprite(userSpr[c][0],c,money_sprite1,1.0,34.0,0,0,255,0);
                }
                continue;
            }
          
            switch(
x){
                case 
0drawsprite(userSpr[c][4],c,money_sprite10000,floatstr(value),34.0,255,0,255,0);
                case 
1drawsprite(userSpr[c][3],c,money_sprite1000,floatstr(value),34.0,255,0,255,0);
                case 
2drawsprite(userSpr[c][2],c,money_sprite100,floatstr(value),34.0,255,0,255,0);
                case 
3drawsprite(userSpr[c][1],c,money_sprite10,floatstr(value),34.0,255,0,255,0);
                case 
4drawsprite(userSpr[c][0],c,money_sprite1,floatstr(value),34.0,255,0,255,0);
            }
        }
        
#endif
        #if DISPLAY_DOLLARSIGN
        
drawsprite(userDSign[c],c,cash_sprite,1.0,34.0,255,0,255,0);
        
#endif
        #if DISPLAY_ARROW
        
drawsprite(userArrow[c],c,arrow_sprite,1.0,34.0,255,255,255,0);
        
#endif
        #if DISPLAY_WEAPONS
        
weapons pev(cpev_weapons);
      
        for(new 
isizeof Pistolsi++)
        if(
weapons 1<<floatround(Pistols[i])){
            
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[i],50.0,255,255,255,0);
            goto 
jmp1;
        }
        
drawsprite(userWeap[c][0],c,weap_sprite,Pistols[0],50.0,0,255,255,0);
        
jmp1:
      
        for(new 
isizeof Riflesi++)
        if(
weapons 1<<floatround(Rifles[i])){
            
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[i],50.0,255,255,255,0);
            goto 
jmp2;
        }
        
drawsprite(userWeap[c][1],c,weap_sprite,Rifles[0],50.0,0,255,255,0);
        
jmp2:
      
        if(
weapons 1<<CSW_HEGRENADE)
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][2],c,weap_sprite,4.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_FLASHBANG)
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][3],c,weap_sprite,25.0,50.0,0,255,255,255);
      
        if(
weapons 1<<CSW_SMOKEGRENADE)
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,255,255,255,255);
        else
        
drawsprite(userWeap[c][4],c,weap_sprite,9.0,50.0,0,255,255,255);
      
        
cs_get_user_armor(c,CsArmorType:armor);
        if(
armor == 2)
        
drawsprite(userWeap[c][5],c,weap2_sprite,2.0,50.0,255,0,0,255);
        else if(
armor == 1)
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][5],c,weap2_sprite,1.0,50.0,0,0,0,255);
      
      
        if(
weapons 1<<CSW_C4)
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,255,0,0,255);
        else if(
cs_get_user_defuse(c))
        
drawsprite(userWeap[c][6],c,weap2_sprite,4.0,50.0,255,0,0,255);
        else
        
drawsprite(userWeap[c][6],c,weap2_sprite,3.0,50.0,0,0,0,255);
      
        
#endif
    
}
}
 
drawsprite(ent,player,str[],Float:frame,Float:offset,render,r,g,b){
  
    
set_pev(entpev_framerate1.0)
    
set_pev(entpev_scale0.3)
    
set_pev(entpev_movetypeMOVETYPE_NOCLIP);
    
engfunc(EngFunc_SetModelentstr);
    
set_pev(entpev_frameframe)
  
  
    if(
is_user_connected(player) && is_user_alive(player)){
        
pev(playerpev_originuserOrig[player]);
        
userOrig[player][2] += offset;
        
set_pev(entpev_originuserOrig[player]);
    }
    else{
        
set_pev(entpev_origin, {0.00.00.0})
    }
  
    if(!
show){
        
render 0
        set_pev
(entpev_origin, {0.00.00.0})
        
remove_task(TASK2)
    }
  
    
set_rendering(entkRenderFxNonergbkRenderTransAddrender)
  

thank you, the only one that gives an error
warning 204: symbol is assigned a value that is never used: "NewRound"
jonny1990 is offline
tarsisd2
Veteran Member
Join Date: Feb 2016
Location: brazil
Old 06-23-2020 , 16:36   Re: what kind of plugin? money over your head
Reply With Quote #6

Quote:
Originally Posted by jonny1990 View Post
thank you, the only one that gives an error
warning 204: symbol is assigned a value that is never used: "NewRound"
that is not a error, is a warning, if compiles, its supposed to work
tarsisd2 is offline
jonny1990
Senior Member
Join Date: Apr 2020
Old 06-23-2020 , 17:05   Re: what kind of plugin? money over your head
Reply With Quote #7

Quote:
Originally Posted by tarsisd2 View Post
that is not a error, is a warning, if compiles, its supposed to work
thank you
jonny1990 is offline
Reply


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