Код:
stock GetPlayerAimedBodyPart(playerid, targetid, Float:range,weapon)
{
new Float:Dist,Float:AngleD, //line 1032
Float:xv,Float:yv,Float:zv,Float:xc,Float:yc,Float:zc,Float:xt,Float:yt,Float:zt,Float:X2,Float:Y2,Float:Z2;
new Float:AngleP;
GetPlayerPos(targetid,X2,Y2,Z2);
GetPlayerCameraPos(playerid,xc,yc,zc);
GetPlayerCameraFrontVector(playerid,xv,yv,zv);
GetPlayerFacingAngle(targetid,AngleP);
xt=range*xv+xc;
yt=range*yv+yc;
zt=range*zv+zc;
switch(weapon)
{
case 34:AngleD=0;
case 33:AngleD=3;
case 30,31:AngleD=4;
case 22..24:AngleD=6;
case 25..27:AngleD=4;
default:AngleD=6;
}
if(GetPlayerSpecialAction(targetid)==1)
{
if(Z2-0.1<=range*floattan(AngleD,degrees)+zt) return BP_HEAD;
else if((Z2-0.55<=zt+range*floattan(AngleD,degrees))&&floatabs(0.3*floatcos(-AngleP,degrees)+X2-xt)<=0.2&&floatabs(-0.3*floatsin(-AngleP,degrees)+Y2-yt)<=0.2) return BP_ARM;
}
else if(GetPlayerState(playerid)!=1)
{
if(Z2+0.4<=range*floattan(AngleD,degrees)+zt) return BP_HEAD;
}
else
{
if(Z2+0.5<=range*floattan(AngleD,degrees)+zt) return BP_HEAD;
else if(Z2-0.3>=zt+range*floattan(AngleD,degrees)) return BP_LEG;
else if((Z2-0.2<=zt+range*floattan(AngleD,degrees))&&floatabs(0.27*floatcos(-AngleP,degrees)+X2-xt)<=0.2&&floatabs(-0.27*floatsin(-AngleP,degrees)+Y2-yt)<=0.2) return BP_ARM;
}
return BP_BODY;
}
shows the problem why.
remove that. if you dont use it!