В общем хотел спомпилировать cssb 2.2.3,но тут вылезают ошибки 17(p.s. знаю что это неизвестный символ) Ошибки error 017:неизв символ wc3_damage/wc3_log/wc3_statustext/g_modclient Из .sma :
// This doesn't look correct in Day of Defeat, so lets only do it for CS/CZ if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO ) { Create_TE_Smoke( vOrigin, vPosition, g_iSprites[SPR_SMOKE], 60, 10 ); }
new players[32], numberofplayers; get_players( players, numberofplayers, "a" );
new i, iTargetID, vTargetOrigin[3], iDamage, iDistance; new iMultiplier = ( EXPLOSION_MAX_DAMAGE * EXPLOSION_MAX_DAMAGE ) / EXPLOSION_RANGE; new iTeam = get_user_team( idUser );
// Check all players and see if they should be damaged for ( i = 0; i < numberofplayers; i++ ) { iTargetID = players;
// Get origin of target get_user_origin( iTargetID, vTargetOrigin );
// Get distance in b/t target and caster iDistance = get_distance( vOrigin, vTargetOrigin );
// Make sure this user is close enough to do damage + isn't immune + isn't on the same team + isn't already immune to all damage if ( iDistance < EXPLOSION_RANGE && iTeam != get_user_team( iTargetID ) && !bIgnoreDmg [iTargetID]) {
// Lets shake up their screen a bit Create_ScreenShake( iTargetID, (1<<14), (1<<13), (1<<14) ); } }
// Reset the "don't damage" rule if ( parm[1] - 1 <= 0 ) { bIgnoreDmg [iTargetID]= false; } }
--parm[1];
// Lets keep going if we have some left! if ( parm[1] > 0 ) { set_task( 0.1, "_UD_SuicideExplode", TASK_EXPLOSION + idUser, parm, 5 ); } } 3)HU_ULT_Blink( idUser ) {
// User can't use ultimate while planting or defusing! if ( p_data_b[idUser][PB_ISPLANTING] ) { client_print( idUser, print_center, "You cannot use your ultimate while planting the bomb!" ); return; }
// User can't Blink when he/she's stunned if ( p_data_b[idUser][PB_STUNNED] ) { WC3_StatusText( idUser, 0, "You can't blink when you're stunned!" );
return; }
new vOldLocation[3], vNewLocation[3]
// Get the player's current location get_user_origin( idUser, vOldLocation );
// Get where the player is looking (where the player will teleport) get_user_origin( idUser, vNewLocation, 3 );
// Play the blink sound! emit_sound( idUser, CHAN_STATIC, g_szSounds[SOUND_BLINK], 1.0, ATTN_NORM, 0, PITCH_NORM );
new iPlayerOldCheck = WC3_IsImmunePlayerNear( idUser, vOldLocation ); new iPlayerNewCheck = WC3_IsImmunePlayerNear( idUser, vNewLocation ); new iLosesCharge = 0; if ( iPlayerOldCheck > 0 ) { iLosesCharge = iPlayerOldCheck; } else if ( iPlayerNewCheck > 0 ) { iLosesCharge = iPlayerNewCheck; }
// Make sure a nearby enemy doesn't have immunity if ( iLosesCharge > 0 ) { // Remove charge since player blocked it! ULT_RemoveCharge( iLosesCharge, 3 );
// Check to see if the user is teleporting where they shouldn't if ( SHARED_NearObjective( vNewLocation ) == OBJENT_VIP_ESCAPE ) { WC3_StatusText( idUser, 0, "Blink failed, you cannot teleport so close to the escape zone!" );
Добавлено (13.02.2015, 13:14) --------------------------------------------- Ошибки в: #include "war3ft/cvar.inl" #include "war3ft/race_undead.inl" #include "war3ft/race_human.inl" Места инклуды в sma файле не менял.