05.01.2015, 13:59
Okay so I am making a damage system. I got these errors
Code:
C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(30) : warning 215: expression has no effect C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(30) : error 001: expected token: ";", but found "-integer value-" C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(30) : error 036: empty statement C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(31) : error 014: invalid statement; not in switch C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(31) : warning 215: expression has no effect C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(31) : error 001: expected token: ";", but found ":" C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(31) : error 029: invalid expression, assumed zero C:\Users\Alex\Desktop\Servers\Samp\IBS\filterscripts\Damage2.0.pwn(31) : fatal error 107: too many error messages on one line
pawn Code:
new TargetName[MAX_PLAYER_NAME];
new ShooterName[MAX_PLAYER_NAME];
new bodypart;
GetPlayerName(Target,TargetName,MAX_PLAYER_NAME);
GetPlayerName(Shooter,ShooterName,MAX_PLAYER_NAME);
new issuerid;
new gun=GetPlayerWeapon(Shooter);
new wepname[30];
GetWeaponName(gun,wepname,sizeof(wepname));
new Float:health, Float:armour;
GetPlayerHealth(Target,health);
GetPlayerArmour(Target,armour);
if(ArmourLost > 0.0) SetPlayerArmour(Target,floatadd(armour,ArmourLost));
if(HealthLost > 0.0) SetPlayerHealth(Target,floatadd(health,HealthLost));
new Damage, Damage1;
if(issuerid != INVALID_PLAYER_ID)
{
switch(GetPlayerWeapon(Shooter))
{
case 22:
{
switch(bodypart)
{
case 3: Damage = 13; // Torso
case 4: Damage 8; // Groin
case 5: Damage1 = 5; // Left ARM
case 6: Damage1 = 5; // Right ARM
case 7: Damage1 = 5; // Left Leg
case 8: Damage1 = 5; // Right Leg
case 9: Damage1 = 26; // Head
}
}
case 23:
{
switch(bodypart)
{
case 3: Damage = 15; // Torso
case 4: Damage = 12; // Groin
case 5: Damage1 = 5; // Left ARM
case 6: Damage1 = 5; // Right ARM
case 7: Damage1 = 5; // Left Leg
case 8: Damage1 = 5; // Right Leg
case 9: Damage1 = 25; // Head
}
}
case 24:
{
switch(bodypart)
{
case 3: Damage = 23; // Torso
case 4: Damage = 20; // Groin
case 5: Damage1 = 15; // Left ARM
case 6: Damage1 = 15; // Right ARM
case 7: Damage1 = 15; // Left Leg
case 8: Damage1 = 15; // Right Leg
case 9: Damage1 = 67; // Head
}
}
case 25:
{
switch(bodypart)
{
case 3: Damage = 30; // Torso
case 4: Damage = 27; // Groin
case 5: Damage1 = 23; // Left ARM
case 6: Damage1 = 23; // Right ARM
case 7: Damage1 = 22; // Left Leg
case 8: Damage1 = 22; // Right Leg
case 9: Damage1 = 70; // Head
}
}
case 27:
{
switch(bodypart)
{
case 3: Damage = 20; // Torso
case 4: Damage = 14; // Groin
case 5: Damage1 = 10; // Left ARM
case 6: Damage1 = 10; // Right ARM
case 7: Damage1 = 9; // Left Leg
case 8: Damage1 = 9; // Right Leg
case 9: Damage1 = 70; // Head
}
}
case 28:
{
switch(bodypart)
{
case 3: Damage = 10; // Torso
case 4: Damage = 8; // Groin
case 5: Damage1 = 5; // Left ARM
case 6: Damage1 = 5; // Right ARM
case 7: Damage1 = 5; // Left Leg
case 8: Damage1 = 5; // Right Leg
case 9: Damage1 = 20; // Head
}
}
case 29:
{
switch(bodypart)
{
case 3: Damage = 10; // Torso
case 4: Damage = 8; // Groin
case 5: Damage1 = 5; // Left ARM
case 6: Damage1 = 5; // Right ARM
case 7: Damage1 = 5; // Left Leg
case 8: Damage1 = 5; // Right Leg
case 9: Damage1 = 20; // Head
}
}
case 30:
{
switch(bodypart)
{
case 3: Damage = 21; // Torso
case 4: Damage = 14; // Groin
case 5: Damage1 = 9; // Left ARM
case 6: Damage1 = 9; // Right ARM
case 7: Damage1 = 8; // Left Leg
case 8: Damage1 = 8; // Right Leg
case 9: Damage1 = 40; // Head
}
}
case 31:
{
switch(bodypart)
{
case 3: Damage = 21; // Torso
case 4: Damage = 14; // Groin
case 5: Damage1 = 9; // Left ARM
case 6: Damage1 = 9; // Right ARM
case 7: Damage1 = 8; // Left Leg
case 8: Damage1 = 8; // Right Leg
case 9: Damage1 = 40; // Head
}
}
case 32:
{
switch(bodypart)
{
case 3: Damage = 10; // Torso
case 4: Damage = 8; // Groin
case 5: Damage1 = 5; // Left ARM
case 6: Damage1 = 5; // Right ARM
case 7: Damage1 = 5; // Left Leg
case 8: Damage1 = 5; // Right Leg
case 9: Damage1 = 20; // Head
}
}
case 33:
{
switch(bodypart)
{
case 3: Damage = 26; // Torso
case 4: Damage = 15; // Groin
case 5: Damage1 = 10; // Left ARM
case 6: Damage1 = 14; // Right ARM
case 7: Damage1 = 10; // Left Leg
case 8: Damage1 = 14; // Right Leg
case 9: Damage1 = 40; // Head
}
}
case 34:
{
switch(bodypart)
{
case 3: Damage = 33; // Torso
case 4: Damage = 28; // Groin
case 5: Damage1 = 20; // Left ARM
case 6: Damage1 = 20; // Right ARM
case 7: Damage1 = 20; // Left Leg
case 8: Damage1 = 20; // Right Leg
case 9: Damage1 = 100; // Head
}
armour = armour - Damage;
SetPlayerHealth(Target, Damage1);
SetPlayerArmour(Target, armour);
if(armour < 0.0)
health += armour;
SetPlayerHealth(Target, health);
}
}
}
}
}
return 1;
}