SetPPos(playerid,Float:X,Float:Y,Float:Z) return TeleportTime[playerid] = 5,SetPlayerPos(playerid,X,Y,Z); stock SetPosInFrontOfPlayer(playerid,giveplayerid,Float:distance) { new Float:x,Float:y,Float:z,Float:a; GetPlayerPos(playerid, x, y,z); GetPlayerFacingAngle(playerid, a); x += (distance * floatsin(-a, degrees)); y += (distance * floatcos(-a, degrees)); SetPPos(giveplayerid,x,y,z); SetPlayerFacingAngle(giveplayerid,a); return true; }
Float:Distance
stock GetClosestPlayer(const playerid) {
new
Float:Distance,
target = -1;
foreach(Player, i) {
if (playerid != i && playerVariables[i][pSpectating] == INVALID_PLAYER_ID && (target < 0 || Distance > GetDistanceBetweenPlayers(playerid, i))) {
target = i;
Distance = GetDistanceBetweenPlayers(playerid, i);
}
}
return target;
}
//============================================================================== stock GetClosestPlayer(playerid) { if (!IsPlayerConnected(playerid)) return 0; new Float:cdist, targetid = -1; foreach (new i : Player) { if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) continue; if (playerid == i) continue; if (targetid < 0 || cdist > GetDistanceBetweenPlayers(playerid, i)) { targetid = i; cdist = GetDistanceBetweenPlayers(playerid, i); } } return targetid; }
Becuase you have a "Distance" stock somewhere around ur script...
Код:
//============================================================================== stock GetClosestPlayer(playerid) { if (!IsPlayerConnected(playerid)) return 0; new Float:cdist, targetid = -1; foreach (new i : Player) { if (GetPlayerState(i) == PLAYER_STATE_SPECTATING) continue; if (playerid == i) continue; if (targetid < 0 || cdist > GetDistanceBetweenPlayers(playerid, i)) { targetid = i; cdist = GetDistanceBetweenPlayers(playerid, i); } } return targetid; } |
(7537) : error 017: undefined symbol "foreach" 7537) : error 029: invalid expression, assumed zero (7537) : error 017: undefined symbol "i" (7537) : fatal error 107: too many error messages on one line
for(new i = 0; i < MAX_PLAYERS; i ++)
{
if(IsPlayerConnected(i))
{
// Code
}
}