[Ajuda] ERROS Y_Objetos.. HELP-ME..
#1

Код:
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(395) : error 017: undefined symbol "MAX_PLAYERS"
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(520) : error 017: undefined symbol "MAX_PLAYERS"
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(1170) : warning 213: tag mismatch
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(1173) : warning 213: tag mismatch
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(1176) : error 017: undefined symbol "float"
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(1176) : warning 215: expression has no effect
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(1176) : error 001: expected token: ";", but found ")"
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(1176) : error 029: invalid expression, assumed zero
C:\Users\DaviWindows\Desktop\[CSMBR] - RPG Brasil MineGame - CSMALUKO!\pawno\include\YSI/Visual/YSI_objects.own(1176) : fatal error 107: too many error messages on one line

Compilation aborted.Pawn compiler 3.2.3664	 	 	Copyright © 1997-2006, ITB CompuPhase


6 Errors.
Alguйm me ajuda ?
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#2

Nгo deveria ser assim a include

YSI_objects.inc ?

pq ta
YSI_objects.own
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#3

Entгo, a include apуs ter sido "CHAMADA", no fina dela, ela chamada esse arquivo, que tem aqui tambйm.

E o erro deve ta nesse arquivo, se eu remover esse Own, vai dar erro no creaty objeto :S
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#4

Ai a include:

pawn Код:
/*----------------------------------------------------------------------------*-
                    ==================================
                    Y Sever Includes - Objects Include
                    ==================================
Description:
    Stand alone wrapper for YSI_objects.own.  Provides wrappers for required
    functions.
Legal:
    Copyright © 2007 Alex "******" Cole

    This program is free software; you can redistribute it and/or
    modify it under the terms of the GNU General Public License
    as published by the Free Software Foundation; either version 2
    of the License, or (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
    MA 02110-1301, USA.
Version:
    0.1
Changelog:
    20/11/07:
        First version - adapted from my earlier e_objects.inc include.
Functions:
    Public:
        -
    Core:
        -
    Stock:
        Bit_Set - Sets a specified bit to a given value.
        Bit_SetAll - Sets all of a bit array to a single value.
    Static:
        -
    Inline:
        Timer_Add - Wrapper for SetTimer.
        ceildiv - Divides an interger and rounds up.
        foreach - Wrapper for for() and IsPlayerConnected().
        Bit_Bits - Number of cells required for the given number of bits.
        Bit_GetBit - Gets a specified bit.
        Bit_Get - Wrapper for Bit_GetBit.
        Bit_Let - Sets a specified bit to 1.
        Bit_Vet - Sets a specified bit to 0.
    API:
        -
Callbacks:
    -
Definitions:
    MAX_WORLDS - Maximum number of worlds objects can be in.
Enums:
    -
Macros:
     PLAYER_BIT_ARRAY - Number of cells required for MAX_PLAYER bits.
Tags:
    -
Variables:
    Global:
        -
    Static:
        -
Commands:
    -
Compile options:
    -
Operators:
    -
-*----------------------------------------------------------------------------*/


/*
native Object_Object();
native Object_AddToPlayer(objectid, playerid);
native Object_AddToWorld(objectid, virtualworld);
native Object_AddToAllPlayers(objectid);
native Object_AddToAllWorlds(objectid);
native Object_RemoveFromPlayer(objectid, playerid);
native Object_RemoveFromWorld(objectid, virtualworld);
native Object_RemoveFromAllPlayers(objectid);
native Object_RemoveFromAllWorlds(objectid);
native Object_OnPlayerDisconnect(playerid, reason);
native Object_IsGlobal(objectid);
native Object_SetViewDistance(objectid, Float:view);
native Object_IsDescendant(objectid, ancestor);
native Object_GetGateArea(gate);
native Object_SetAreaGate(objectid, areaid, Float:tx, Float:ty, Float:tz, Float:ts, time = 10000)
    native
native MoveDynamicObject(objectid, Float:X, Float:Y, Float:Z, Float:S);
native StopDynamicObject(objectid);
native IsValidDynamicObject(objectid);
native CreateDynamicObject(model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);
native CreatePlayerDynamicObject(playerid, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);
native CreateVWDynamicObject(virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);
native CreatePlayerVWDynamicObject(playerid, virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0);
native DestroyDynamicObject(objectid);
native GetDynamicObjectPos(objectid, &Float:X, &Float:Y, &Float:Z);
native GetDynamicObjectRot(objectid, &Float:RX, &Float:RY, &Float:RZ);
native SetDynamicObjectPos(objectid, Float:X, Float:Y, Float:Z);
native SetDynamicObjectRot(objectid, Float:RX, Float:RY, Float:RZ);
native AttachDynamicObjectToPlayer(objectid, playerid, Float:offX, Float:offY, Float:offZ, Float:rX, Float:rY, Float:rZ);
native DetachDynamicObjectFromPlayer(objectid);
native IsValidModel(modelid);
native RemoveObjectFromParent(objectid);
native AttachObjectToObject(attachobject, toobject);
native CreateGate(modelid, Float:x, Float:y, Float:z, Float:tx, Float:ty, Float:tz, Float:rx = 0.0, Float:ry = 0.0, Float:rz = 0.0, Float:speed = 2.0);
    native
*/


#define Timer_Add(%1,%2) \
    SetTimer(%1, 1000 / (%2), 1)

#if !defined ceildiv
    #define ceildiv(%1,%2) \
        (((%1) + (%2) - 1) / (%2))
#endif

#define PLAYER_BIT_ARRAY Bit_Bits(MAX_PLAYERS)

#define foreach(%1,%2) \
    for (new %2 = 0; %2 < MAX_PLAYERS; %2++) if (IsPlayerConnected(%2))

#if !defined MAX_WORLDS
    #define MAX_WORLDS (256)
#endif

#define Bit_Bits(%1) \
    ceildiv((%1), cellbits)

#define Bit_GetBit(%1,%2) \
    ((%1[(%2) / cellbits]) & Bit:(1 << ((%2) % cellbits)))

#define Bit_Get(%1,%2) \
    _:Bit_GetBit(Bit:%1, _:%2)

#define Bit_Let(%1,%2) \
    %1[(%2) / cellbits] |= Bit:(1 << ((%2) % cellbits))

#define Bit_Vet(%1,%2) \
    %1[(%2) / cellbits] &= Bit:~(1 << ((%2) % cellbits))

stock Bit_Set(Bit:array[], slot, set, size)
{
    if (slot / cellbits >= size) return;
    if (set) Bit_Let(array, slot);
    else Bit_Vet(array, slot);
}

stock Bit_SetAll(Bit:array[], set, size)
{
    new
        Bit:val = (set) ? (Bit:0xFFFFFFFF) : (Bit:0);
    for (new i = 0; i < size; i++) array[i] = val;
}

[B]#include "YSI\Visual\YSI_objects.own"[/B]
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