C:\Users\Microsoft\Downloads\samp03e_svr_R2_win32\ gamemodes\lvdm.pwn(930) : error 001: expected token: ";", but found "switch" Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase 1 Error. |
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid) { if(GetPlayerCameraMode(issuerid) != 53 || !IsPlayerConnected(issuerid)) return 1 switch(weaponid) { case 22..34: { if(GetPlayerTargetPlayer(issuerid) == INVALID_PLAYER_ID) { new string[61], Nome[24]; GetPlayerName(issuerid, Nome, 24); format(string, sizeof(string), "admcmd: [%d]%s estб usando AimBot.", issuerid, Nome); for(new i, PT = MAX_PLAYERS; i < PT; i++) if(IsPlayerConnected(i) && IsPlayerAdmin(i)) SendClientMessage(i, -1, string); } } } return 1; } |
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
if(GetPlayerCameraMode(issuerid) != 53 || !IsPlayerConnected(issuerid)) return 1;
switch(weaponid)
{
case 22..34:
{
if(GetPlayerTargetPlayer(issuerid) == INVALID_PLAYER_ID)
{
new string[61], Nome[24];
GetPlayerName(issuerid, Nome, 24);
format(string, sizeof(string), "admcmd: [%d]%s estб usando AimBot.", issuerid, Nome);
for(new i, PT = MAX_PLAYERS; i < PT; i++) if(IsPlayerConnected(i) && IsPlayerAdmin(i)) SendClientMessage(i, -1, string);
}
}
}
return 1;
}
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
if(GetPlayerCameraMode(issuerid) != 53 || !IsPlayerConnected(issuerid)) return 1;//Faltava ; a seguir do return, tem de ter sempre..
switch(weaponid)
{
case 22..34:
{
if(GetPlayerTargetPlayer(issuerid) == INVALID_PLAYER_ID)
{
new string[61], Nome[24];
GetPlayerName(issuerid, Nome, 24);
format(string, sizeof(string), "admcmd: [%d]%s estб usando AimBot.", issuerid, Nome);
for(new i, PT = MAX_PLAYERS; i < PT; i++) if(IsPlayerConnected(i) && IsPlayerAdmin(i)) SendClientMessage(i, -1, string);
}
}
}
return 1;
}
/* Autoaim detection script - NOT joypad. - By Whitetiger - Credits: Lorenc_, TheGamer!, [U]214 */ #include <a_samp> #define DEBUG 0 new bool:autoaim[MAX_PLAYERS] = {false, ...}; new checkautoaim[MAX_PLAYERS] = {9999, ...}; new pressingaimtick[MAX_PLAYERS] = {-1, ...}; new bool:keyfire[MAX_PLAYERS] = {false, ...}; new bool:ispressingaimkey[MAX_PLAYERS] = {false, ...}; new bool:CheckNextAim[MAX_PLAYERS] = {false, ...}; public OnFilterScriptInit() { for(new i=0; i < MAX_PLAYERS; ++i) { if(IsPlayerConnected(i)) { OnPlayerConnect(i); } } return 1; } public OnPlayerConnect(playerid) { checkautoaim[playerid] = 9999; pressingaimtick[playerid] = -1; autoaim[playerid] = false; keyfire[playerid] = false; ispressingaimkey[playerid] = false; CheckNextAim[playerid] = false; return 1; } public OnPlayerUpdate(playerid) { new var = GetPlayerTargetPlayer(playerid); if(var != INVALID_PLAYER_ID) { CheckNextAim[playerid] = true; } #if DEBUG == 1 new str[129]; format(str, sizeof(str), "%d", GetPlayerTargetPlayer(playerid)); SendClientMessage(playerid, -1, str); #endif if(checkautoaim[playerid] <= 10) { if(var != INVALID_PLAYER_ID) { checkautoaim[playerid] = 9999; } checkautoaim[playerid]++; if(checkautoaim[playerid] == 11) { #if DEBUG == 1 new pname[MAX_PLAYER_NAME]; GetPlayerName(playerid, pname, sizeof(pname)); format(str, sizeof(str), "*** AUTOAIM WARNING - %s ***", pname); SendClientMessageToAll(-1, str); #endif autoaim[playerid] = true; CallRemoteFunction("OnPlayerDetectedAutoaim", "d", playerid); } } return 1; } public OnPlayerGiveDamage(playerid, damagedid, Float: amount, weaponid) { new Float:X, Float:Y, Float:Z; GetPlayerPos(damagedid, X, Y, Z); new str[128]; format(str, sizeof(str), "%d == false %d < %d && %d != -1 && %d == 53 && %d == %d && %d == 1 && %d && %d == false", CheckNextAim[playerid], pressingaimtick[playerid], GetTickCount(), pressingaimtick[playerid], GetPlayerCameraMode(playerid), GetPlayerTargetPlayer(playerid), INVALID_PLAYER_ID, IsPlayerInRangeOfPoint(playerid, 50, X, Y, Z), notallowed(weaponid), keyfire[playerid]); #if DEBUG == 1 SendClientMessage(playerid, -1, str); #endif printf(" Autoaim Detection information: %s", str); if(CheckNextAim[playerid] == false && pressingaimtick[playerid] < GetTickCount() && pressingaimtick[playerid] != -1 && GetPlayerCameraMode(playerid) == 53 && GetPlayerTargetPlayer(playerid) == INVALID_PLAYER_ID && IsPlayerInRangeOfPoint(playerid, 50, X, Y, Z) == 1 && notallowed(weaponid) && keyfire[playerid] == false && !IsPlayerInAnyVehicle(damagedid)) { checkautoaim[playerid] = 0; } } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if(!(oldkeys & KEY_FIRE) && (newkeys & KEY_FIRE) && !(newkeys & KEY_HANDBRAKE)) { keyfire[playerid] = true; } else if(!(newkeys & KEY_FIRE)) keyfire[playerid] = false; if(!ispressingaimkey[playerid]) CheckNextAim[playerid] = false; ispressingaimkey[playerid] = !!(newkeys & KEY_HANDBRAKE); if(ispressingaimkey[playerid] && !(oldkeys & KEY_HANDBRAKE)) { pressingaimtick[playerid] = GetTickCount()+500; } return 1; } stock notallowed(weaponid) { switch(weaponid) { case 25..27, 16..18, 34..37, 39..40, 43..200: return 0; // Blocks shotguns, sniper rifle, RPG, heat seaker satchel charges etc - besides shotguns these are unaffected by autoaim // the reason shotguns are removed from checking is because i've found them to be unreliable. default:return 1; } return 1; } stock IsPlayerUsingAutoaim(playerid) return autoaim[playerid]; |