![]() |
Страницы (2): [1] 2 » Показать все 22 сообщений этой темы на одной странице |
HLFX.Ru Forum (https://hlfx.ru/forum/index.php)
- Half-Life SDK (https://hlfx.ru/forum/forumdisplay.php?forumid=8)
-- слеповая граната (https://hlfx.ru/forum/showthread.php?threadid=1617)
слеповая граната
скинте хтото исходный код слеповой гранаты
__________________
В природе - мир истины чудесно привлекает нас, как приятная противоположеность миру призраков и лжи, в котором мы обыкновенно вращаемся, сами его создавая.
Drakulla
Таких как ты "скинте хтото исходный код" знаешь сколько ?
__________________
Kiss my ass if you don't like my Ford!
------------------------------------------
Game Area51 Update 1
First Person Shooter Released Jul 24, 2017
The game is a 3d shooter with the elements of the quest.
http://button.moddb.com/download/medium/125531.png
__________________
В природе - мир истины чудесно привлекает нас, как приятная противоположеность миру призраков и лжи, в котором мы обыкновенно вращаемся, сами его создавая.
__________________
Kiss my ass if you don't like my Ford!
------------------------------------------
Game Area51 Update 1
First Person Shooter Released Jul 24, 2017
The game is a 3d shooter with the elements of the quest.
http://button.moddb.com/download/medium/125531.png
Слеповая граната - достойный конкурент рандомной нуллизации хулла.
Drakulla ты пробывал искать этот код на англоязычных сайтах?
__________________
My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
нет
Добавлено 05-12-2008 в 21:54:
поищу
__________________
В природе - мир истины чудесно привлекает нас, как приятная противоположеность миру призраков и лжи, в котором мы обыкновенно вращаемся, сами его создавая.
Да чего далеко за примером ходить, вот пожалуйста вам тутор.
http://www.hl-lab.ru/?s=hl-lab&l=ru...h_bang_tutorial
__________________
My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Дядя Миша спасибо
__________________
В природе - мир истины чудесно привлекает нас, как приятная противоположеность миру призраков и лжи, в котором мы обыкновенно вращаемся, сами его создавая.
Drakulla тока чур не просить перевести его на русский язык.
сам сел с лингвой и перевел.
__________________
My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
ага , я ее понима ю
__________________
В природе - мир истины чудесно привлекает нас, как приятная противоположеность миру призраков и лжи, в котором мы обыкновенно вращаемся, сами его создавая.
я попробывал сделать эту гранату все по тутору переделовал 4 раза некомпилиться (
Code: C++ [ ggrenade.cpp ] CGrenade * CGrenade:: ShootFlash( entvars_t *pevOwner, Vector vecStart,
Vector vecVelocity, float time )
{
CGrenade *pGrenade=GetClassPtr( (CGrenade *)NULL );
pGrenade->Spawn();
UTIL_SetOrigin( pGrenade->pev, vecStart );
pGrenade->pev->velocity=vecVelocity;
pGrenade->pev->angles=UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner=ENT(pevOwner);
pGrenade->SetTouch( BounceTouch ); // Bounce if touched
// Take one second off of the desired detonation time and set the think
to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay
detonation for one second so that
// the grenade explodes after the exact amount of time specified in the
call to ShootTimed().
pGrenade->pev->dmgtime=gpGlobals->time + time;
pGrenade->SetThink( FlashThink );
pGrenade->pev->nextthink=gpGlobals->time + 0.1;
if (time < 0.1)
{
pGrenade->pev->nextthink=gpGlobals->time;
pGrenade->pev->velocity=Vector( 0, 0, 0 );
}
pGrenade->pev->sequence=RANDOM_LONG( 3, 6 );
pGrenade->pev->framerate=1.0;
// Tumble through the air
// pGrenade->pev->avelocity.x=-400;
pGrenade->pev->gravity=0.5;
pGrenade->pev->friction=0.8;
SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");
pGrenade->pev->dmg=0;
return pGrenade;
}Code: C++ [ ggrenade.cpp ]
Code: C++ [ ggrenade.cpp ] void CGrenade :: FlashThink( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
StudioFrameAdvance( );
pev->nextthink=gpGlobals->time + 0.1;
if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin +
pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 );
}
if (pev->dmgtime <=gpGlobals->time)
{
UTIL_MakeVectors( Vector( 0, pev->v_angle.y, 0 ) );
Create("info_flash", pev->origin, pev->angles);
UTIL_Remove( this );
}
if (pev->waterlevel !=0)
{
pev->velocity=pev->velocity * 0.5;
pev->framerate=0.2;
}
}
Code: C++ [ ggrenade.cpp ]
Code: C++ [ weapons.h ] static CGrenade *ShootFlash( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time );
void EXPORT FlashThink( void );
Code: C++ [ weapons.h ]
Code: C++ [ weapons.h ]
static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time );
Code: C++ [ weapons.h ]
Code: C++ [ items.cpp ]
class CFlash : public CItem
{
void Spawn( void )
{
Precache( );
CItem::Spawn();
UTIL_SetSize(pev, Vector(-400, -400, 0), Vector(400, 400, 400));
SetThink( Think );
pev->nextthink=gpGlobals->time + 0.1;
}
void Precache( void )
{
}
BOOL MyTouch( CBasePlayer *pPlayer ) // was My Touch
{
UTIL_ScreenFade( pPlayer, Vector(255,255,255), 5.0, 0.5, 255, FFADE_IN
);
pev->nextthink=gpGlobals->time + 0.1;
return TRUE;
}
void Think( void )
{
UTIL_Remove( this );
}
};
LINK_ENTITY_TO_CLASS(info_flash, CFlash);
Code: C++ [ items.cpp ]
Code: C++ weapons.cpp
UTIL_PrecacheOther( "info_flash" );
Code: C++ weapons.cpp
Code: C++ [ flashbang.cpp ] /***
*
* Flashbang by Gavin
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#define FLASHBANG_PRIMARY_VOLUME 450
enum handgrenade_e {
FLASHBANG_IDLE=0,
FLASHBANG_FIDGET,
FLASHBANG_PINPULL,
FLASHBANG_THROW1, // toss
FLASHBANG_THROW2, // medium
FLASHBANG_THROW3, // hard
FLASHBANG_HOLSTER,
FLASHBANG_DRAW
};
class CFlashBang : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 5; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( void );
void WeaponIdle( void );
float m_flStartThrow;
float m_flReleaseThrow;
};
LINK_ENTITY_TO_CLASS( weapon_flashbang, CFlashBang );
void CFlashBang::Spawn( )
{
Precache( );
m_iId=WEAPON_FLASHBANG;
SET_MODEL(ENT(pev), "models/w_grenade.mdl");
m_iDefaultAmmo=HANDGRENADE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CFlashBang::Precache( void )
{
PRECACHE_MODEL("models/w_grenade.mdl");
PRECACHE_MODEL("models/v_grenade.mdl");
PRECACHE_MODEL("models/p_grenade.mdl");
}
int CFlashBang::GetItemInfo(ItemInfo *p)
{
p->pszName=STRING(pev->classname);
p->pszAmmo1="Flashbang";
p->iMaxAmmo1=HANDGRENADE_MAX_CARRY;
p->pszAmmo2=NULL;
p->iMaxAmmo2=-1;
p->iMaxClip=WEAPON_NOCLIP;
p->iSlot=4;
p->iPosition=0;
p->iId=m_iId=WEAPON_FLASHBANG;
p->iWeight=HANDGRENADE_WEIGHT;
p->iFlags=ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CFlashBang::Deploy( )
{
m_flReleaseThrow=-1;
return DefaultDeploy( "models/v_grenade.mdl", "models/p_grenade.mdl",
FLASHBANG_DRAW, "crowbar" );
}
BOOL CFlashBang::CanHolster( void )
{
// can only holster hand grenades when not primed!
return ( m_flStartThrow==0 );
}
void CFlashBang::Holster( )
{
m_pPlayer->m_flNextAttack=gpGlobals->time + 0.5;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( FLASHBANG_HOLSTER );
}
else
{
// no more grenades!
m_pPlayer->pev->weapons &=~(1<< WEAPON_FLASHBANG);
SetThink( DestroyItem );
pev->nextthink=gpGlobals->time + 0.1;
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0,
ATTN_NORM);
}
void CFlashBang::PrimaryAttack()
{
if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
{
m_flStartThrow=gpGlobals->time;
m_flReleaseThrow=0;
SendWeaponAnim( FLASHBANG_PINPULL );
m_flTimeWeaponIdle=gpGlobals->time + 0.5;
}
}
void CFlashBang::WeaponIdle( void )
{
if (m_flReleaseThrow==0)
m_flReleaseThrow=gpGlobals->time;
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_flStartThrow)
{
Vector angThrow=m_pPlayer->pev->v_angle +
m_pPlayer->pev->punchangle;
if (angThrow.x < 0)
angThrow.x=-10 + angThrow.x * ((90 - 10) / 90.0);
else
angThrow.x=-10 + angThrow.x * ((90 + 10) / 90.0);
float flVel=(90 - angThrow.x) * 4;
if (flVel > 500)
flVel=500;
UTIL_MakeVectors( angThrow );
Vector vecSrc=m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs +
gpGlobals->v_forward * 16;
Vector vecThrow=gpGlobals->v_forward * flVel +
m_pPlayer->pev->velocity;
// alway explode 3 seconds after the pin was pulled
float time=m_flStartThrow - gpGlobals->time + 3.0;
if (time < 0)
time=0;
CGrenade::ShootFlash( m_pPlayer->pev, vecSrc, vecThrow, time );
if (flVel < 500)
{
SendWeaponAnim( FLASHBANG_THROW1 );
}
else if (flVel < 1000)
{
SendWeaponAnim( FLASHBANG_THROW2 );
}
else
{
SendWeaponAnim( FLASHBANG_THROW3 );
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flStartThrow=0;
m_flNextPrimaryAttack=gpGlobals->time + 0.5;
m_flTimeWeaponIdle=gpGlobals->time + 0.5;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
// just threw last grenade
// set attack times in the future, and weapon idle in the future so
we can see the //whole throw
// animation, weapon idle will automatically retire the weapon for
us.
m_flTimeWeaponIdle=m_flNextSecondaryAttack=m_flNextPrimaryAttack
=gpGlobals->time + 0.5;// ensure that the animation can finish playing
}
return;
}
else if (m_flReleaseThrow > 0)
{
// we've finished the throw, restart.
m_flStartThrow=0;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( FLASHBANG_DRAW );
}
else
{
RetireWeapon();
return;
}
m_flTimeWeaponIdle=gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
m_flReleaseThrow=-1;
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
int iAnim;
float flRand=RANDOM_FLOAT(0, 1);
if (flRand <=0.75)
{
iAnim=FLASHBANG_IDLE;
m_flTimeWeaponIdle=gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how
long till we do this again.
}
else
{
iAnim=FLASHBANG_FIDGET;
m_flTimeWeaponIdle=gpGlobals->time + 75.0 / 30.0;
}
SendWeaponAnim( iAnim );
}
}
Code: C++ [ flashbang.cpp ]
Code: C++ [ weapon.h ]
#define WEAPON_FLASHBANG 16
Code: C++ [ weapon.h ]
Code: C++ [ weapon.cpp ]
UTIL_PrecacheOtherWeapon( "weapon_flashbang" );
Code: C++ [ weapon.cpp ]
и при компиляции у меня ошибки
ggrenade.cpp
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(433) : error C2039: 'ShootFlash' : is not a member of 'CGrenade'
C:\SDKhl1\Single-Player Source\dlls\weapons.h(26) : see declaration of 'CGrenade'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(443) : error C2065: 'BounceTouch' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(443) : error C2440: 'static_cast' : cannot convert from 'int' to 'void (__thiscall CBaseEntity::*)(class CBaseEntity *)'
There are no conversions from integral values to pointer-to-member values
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(445) : error C2065: 'to' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(445) : error C2146: syntax error : missing ';' before identifier 'PreDetonate'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(445) : error C2065: 'PreDetonate' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(447) : error C2228: left of '.PreDetonate' must have class/struct/union type
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(447) : error C2146: syntax error : missing ';' before identifier 'detonation'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(447) : error C2065: 'detonation' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(447) : error C2143: syntax error : missing ';' before 'for'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(447) : error C2061: syntax error : identifier 'one'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(452) : error C2440: 'static_cast' : cannot convert from '' to 'void (__thiscall CBaseEntity::*)(void)'
None of the functions with this name in scope match the target type
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(476) : error C2039: 'FlashThink' : is not a member of 'CGrenade'
C:\SDKhl1\Single-Player Source\dlls\weapons.h(26) : see declaration of 'CGrenade'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(478) : error C2065: 'IsInWorld' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(480) : error C2673: 'FlashThink' : global functions do not have 'this' pointers
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(484) : error C2065: 'StudioFrameAdvance' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(485) : error C2065: 'pev' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(485) : error C2227: left of '->nextthink' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(487) : error C2227: left of '->dmgtime' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(489) : error C2227: left of '->origin' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(490) : error C2227: left of '->velocity' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(490) : error C2227: left of '->dmgtime' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(493) : error C2227: left of '->dmgtime' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(495) : error C2227: left of '->v_angle' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(495) : error C2228: left of '.y' must have class/struct/union type
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(496) : error C2065: 'Create' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(496) : error C2227: left of '->origin' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(496) : error C2227: left of '->angles' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(497) : error C2673: 'FlashThink' : global functions do not have 'this' pointers
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(499) : error C2227: left of '->waterlevel' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(501) : error C2227: left of '->velocity' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(501) : error C2227: left of '->velocity' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(502) : error C2227: left of '->framerate' must point to class/struct/union
C:\SDKhl1\Single-Player Source\dlls\items.cpp(79) : error C2065: 'FFADE_IN' : undeclared identifier
flashbang.cpp
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(165) : error C2039: 'ShootFlash' : is not a member of 'CGrenade'
C:\SDKhl1\Single-Player Source\dlls\weapons.h(26) : see declaration of 'CGrenade'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2065: 'we' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2146: syntax error : missing ';' before identifier 'can'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2065: 'can' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2146: syntax error : missing ';' before identifier 'see'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2065: 'see' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2146: syntax error : missing ';' before identifier 'the'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2065: 'the' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2146: syntax error : missing ';' before identifier 'us'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2065: 'us' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(196) : error C2228: left of '.m_flTimeWeaponIdle' must have class/struct/union type
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(229) : error C2146: syntax error : missing ';' before identifier 'we'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(229) : error C2143: syntax error : missing ';' before 'do'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(229) : error C2146: syntax error : missing ';' before identifier 'again'
Не подскажите изза чего ошибка или чего я неправельно сделал!
__________________
Пока всем!!!
Эх, во народ пошел - даже скопипастить с тутора уже не могут...
В туторе черным по белому прописано:
CGrenade * CGrenade:: ShootFlash( entvars_t *pevOwner, Vector vecStart, |
Vector vecVelocity, float time ) |
__________________
исправил но новые ошибки
ggrenade.cpp
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(64) : error C2065: 'to' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(64) : error C2146: syntax error : missing ';' before identifier 'PreDetonate'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(66) : error C2228: left of '.PreDetonate' must have class/struct/union type
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(66) : error C2146: syntax error : missing ';' before identifier 'detonation'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(66) : error C2065: 'detonation' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(66) : error C2143: syntax error : missing ';' before 'for'
C:\SDKhl1\Single-Player Source\dlls\ggrenade.cpp(66) : error C2061: syntax error : identifier 'one'
items.cpp
C:\SDKhl1\Single-Player Source\dlls\items.cpp(53) : error C2065: 'FFADE_IN' : undeclared identifier
flashbang.cpp
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2065: 'we' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2146: syntax error : missing ';' before identifier 'can'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2065: 'can' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(193) : error C2146: syntax error : missing ';' before identifier 'see'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2065: 'see' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2146: syntax error : missing ';' before identifier 'the'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2065: 'the' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2146: syntax error : missing ';' before identifier 'us'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(195) : error C2065: 'us' : undeclared identifier
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(196) : error C2228: left of '.m_flTimeWeaponIdle' must have class/struct/union type
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(229) : error C2146: syntax error : missing ';' before identifier 'we'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(229) : error C2143: syntax error : missing ';' before 'do'
C:\SDKhl1\Single-Player Source\dlls\flashbang.cpp(229) : error C2146: syntax error : missing ';' before identifier 'again'
__________________
Пока всем!!!
Тут возникает вопрос: если уровень знаний не позволяет даже разобраться с синтаксическими ошибками, стоило ли браться за написание кода вообще?
Судя по логу, там где-то висит комментарий, потерявший слэши.
__________________
"Злобным гениям не нужна харизма." © Shooter__Andy
"Making stuff for an "old ugly game" can be ten times more fun than grinding on a map for a dull, next-gen title." © Lunaran
ошибка вот где:
1 | // just threw last grenade |
2 | // set attack times in the future, and weapon idle in the future so |
3 | we can see the //whole throw |
4 | // animation, weapon idle will automatically retire the weapon for |
5 | us. |
__________________
Временная зона GMT. Текущее время 17:28. | Страницы (2): [1] 2 » Показать все 22 сообщений этой темы на одной странице |
На основе vBulletin версии 2.3.0
Авторское право © Jelsoft Enterprises Limited 2000 - 2002.
Дизайн и программирование: Crystice Softworks © 2005 - 2024