[DUV] Warning YSI
#1

Esse й a unica coisa que estou com problemas no meu GM, estб dando essa Warning:

Код:
pawno\include\YSI/Visual/YSI_objects.own(3193) : warning 219: local variable "set" shadows a variable at a preceding level

Pawn compiler 3.2.3664             Copyright © 1997-2006, ITB CompuPhase
Como arrumo isso?
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#2

cara eu acho que sei resolver, esse erro ja me apareзeu varias vezes, manda ae algumas linhas antes e depois (+ ou - 10 antes e 10 depois)
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#3

Quote:
Originally Posted by [NWD
Black_Alien ]
Esse й a unica coisa que estou com problemas no meu GM, estб dando essa Warning:

Код:
pawno\include\YSI/Visual/YSI_objects.own(3193) : warning 219: local variable "set" shadows a variable at a preceding level

Pawn compiler 3.2.3664             Copyright © 1997-2006, ITB CompuPhase
Como arrumo isso?
Para nуs resolver , Pelo menos posta a ultima coisa q vocк modificou "
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#4

Peguei algumas linhas antes e algumas depois.

Aqui:

Код:
						#endif
						if (flag & e_OBJ_FLAG_JUMPED)
						{
							Object_GetPos(object, x, y, z);
							SetPlayerObjectPos(playerid, objectid, x, y, z);
						}
						if (flag & e_OBJ_FLAG_ROTATED)
						{
							SetPlayerObjectRot(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]);
						}
						Bit_Set(objects, object, 0, OBJECT_BITS);
					}
					else
					{
						DestroyPlayerObject(playerid, objectid);
						YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
					}
				}
				else
				{
					if (Bit_Get(objects, object))
					{
						Bit_Set(objects, object, 0, OBJECT_BITS);
					}
					else
					{
						DestroyPlayerObject(playerid, objectid);
						YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
					}
				}
			}
		}
		for (i = objStart; i != -1; i = sObjList[i][E_OBJECT_ITTER_NEXT])
		{
			new
				set = sObjList[i][E_OBJECT_ITTER_OBJ]; //Erro aqui
			if (Bit_Get(objects, set))
			{
				new
					obj = CreatePlayerObject(playerid, YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MODEL, sObjList[i][E_OBJECT_ITTER_X], sObjList[i][E_OBJECT_ITTER_Y], sObjList[i][E_OBJECT_ITTER_Z], YSI_g_sObjects[set][E_OBJECT_RX], YSI_g_sObjects[set][E_OBJECT_RY], YSI_g_sObjects[set][E_OBJECT_RZ]);
				if (obj != 0xFF)
				{
					YSI_g_sPlayerObjects[playerid][obj - 1] = set;
					Bit_Set(objects, set, 0, OBJECT_BITS);
					#if !defined NO_OBJECTS_MOVE
						if (YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED)
						{
							MovePlayerObject(playerid, obj, YSI_g_sObjects[set][E_OBJECT_MX], YSI_g_sObjects[set][E_OBJECT_MY], YSI_g_sObjects[set][E_OBJECT_MZ], YSI_g_sObjects[set][E_OBJECT_MS]);
							YSI_g_sPlayerObjects[playerid][obj - 1] |= _:(YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED);
						}
					#endif
				}
			}
		}
	}
	if (YSI_g_sSomethingMoved != NO_OBJECT)
	{
		for (new objectid = YSI_g_sSomethingMoved; objectid != NO_OBJECT; objectid = YSI_g_sObjects[objectid][E_OBJECT_UPDATES]) YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~(e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_JUMPED | e_OBJ_FLAG_ROTATED | e_OBJ_FLAG_RECREATED);
		YSI_g_sSomethingMoved = NO_OBJECT;
	}
}
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#5

Quote:
Originally Posted by TheGarfield
Quote:
Originally Posted by [NWD
Black_Alien ]
Esse й a unica coisa que estou com problemas no meu GM, estб dando essa Warning:

Код:
pawno\include\YSI/Visual/YSI_objects.own(3193) : warning 219: local variable "set" shadows a variable at a preceding level

Pawn compiler 3.2.3664             Copyright © 1997-2006, ITB CompuPhase
Como arrumo isso?
Para nуs resolver , Pelo menos posta a ultima coisa q vocк modificou "
Nгo й questгo de modificar, eu nгo mecho em includes por indicaзгo. Depois que meu GM ficou sobrecarregado de objetos, passei tudo para YSI, entгo veio o erro.


-------------

Malz o flood, nгo tinha essa postagem
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#6

tenta dessa forma

pawn Код:
#endif
                        if (flag & e_OBJ_FLAG_JUMPED)
                        {
                            Object_GetPos(object, x, y, z);
                            SetPlayerObjectPos(playerid, objectid, x, y, z);
                        }
                        if (flag & e_OBJ_FLAG_ROTATED)
                        {
                            SetPlayerObjectRot(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]);
                        }
                        Bit_Set(objects, object, 0, OBJECT_BITS);
                    }
                    else
                    {
                        DestroyPlayerObject(playerid, objectid);
                        YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
                    }
                }
                else
                {
                    if (Bit_Get(objects, object))
                    {
                        Bit_Set(objects, object, 0, OBJECT_BITS);
                    }
                    else
                    {
                        DestroyPlayerObject(playerid, objectid);
                        YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
                    }
                }
            }
        }
        for (i = objStart; i != -1; i = sObjList[i][E_OBJECT_ITTER_NEXT])
        {
            new set = sObjList[i][E_OBJECT_ITTER_OBJ]; //Erro aqui
            if (Bit_Get(objects, set))
            {
                new obj = CreatePlayerObject(playerid, YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MODEL, sObjList[i][E_OBJECT_ITTER_X], sObjList[i][E_OBJECT_ITTER_Y], sObjList[i][E_OBJECT_ITTER_Z], YSI_g_sObjects[set][E_OBJECT_RX], YSI_g_sObjects[set][E_OBJECT_RY], YSI_g_sObjects[set][E_OBJECT_RZ]);
                if (obj != 0xFF)
                {
                    YSI_g_sPlayerObjects[playerid][obj - 1] = set;
                    Bit_Set(objects, set, 0, OBJECT_BITS);
                    #if !defined NO_OBJECTS_MOVE
                        if (YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED)
                        {
                            MovePlayerObject(playerid, obj, YSI_g_sObjects[set][E_OBJECT_MX], YSI_g_sObjects[set][E_OBJECT_MY], YSI_g_sObjects[set][E_OBJECT_MZ], YSI_g_sObjects[set][E_OBJECT_MS]);
                            YSI_g_sPlayerObjects[playerid][obj - 1] |= _:(YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED);
                        }
                    #endif
                }
            }
        }
    }
    if (YSI_g_sSomethingMoved != NO_OBJECT)
    {
        for (new objectid = YSI_g_sSomethingMoved; objectid != NO_OBJECT; objectid = YSI_g_sObjects[objectid][E_OBJECT_UPDATES]) YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~(e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_JUMPED | e_OBJ_FLAG_ROTATED | e_OBJ_FLAG_RECREATED);
        YSI_g_sSomethingMoved = NO_OBJECT;
    }
}
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#7

Deu o mesmo erro e mais loose indentation.
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#8

loose indentation й facil de corrigir, este й mais importante

pawn Код:
#endif
                        if (flag & e_OBJ_FLAG_JUMPED)
                        {
                            Object_GetPos(object, x, y, z);
                            SetPlayerObjectPos(playerid, objectid, x, y, z);
                        }
                        if (flag & e_OBJ_FLAG_ROTATED)
                        {
                            SetPlayerObjectRot(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]);
                        }
                        Bit_Set(objects, object, 0, OBJECT_BITS);
                    }
                    else
                    {
                        DestroyPlayerObject(playerid, objectid);
                        YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
                    }
                }
                else
                {
                    if (Bit_Get(objects, object))
                    {
                        Bit_Set(objects, object, 0, OBJECT_BITS);
                    }
                    else
                    {
                        DestroyPlayerObject(playerid, objectid);
                        YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
                    }
                }
            }
        }
        for (i = objStart; i != -1; i = sObjList[i][E_OBJECT_ITTER_NEXT])
        {
            new set = sObjList[i][E_OBJECT_ITTER_OBJ]; //Erro aqui
            if (Bit_Get(objects, set))
            {
                new obj = CreatePlayerObject(playerid, YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MODEL, sObjList[i][E_OBJECT_ITTER_X], sObjList[i][E_OBJECT_ITTER_Y], sObjList[i][E_OBJECT_ITTER_Z], YSI_g_sObjects[set][E_OBJECT_RX], YSI_g_sObjects[set][E_OBJECT_RY], YSI_g_sObjects[set][E_OBJECT_RZ]);
                if (obj != 0xFF)
                {
                    YSI_g_sPlayerObjects[playerid][obj - 1] = set;
                    Bit_Set(objects, set, 0, OBJECT_BITS);
                    #if !defined NO_OBJECTS_MOVE
                        if (YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED)
                        {
                            MovePlayerObject(playerid, obj, YSI_g_sObjects[set][E_OBJECT_MX], YSI_g_sObjects[set][E_OBJECT_MY], YSI_g_sObjects[set][E_OBJECT_MZ], YSI_g_sObjects[set][E_OBJECT_MS]);
                            YSI_g_sPlayerObjects[playerid][obj - 1] |= _:(YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED);
                        }
                    #endif
                }
            }
        }
    }
    if (YSI_g_sSomethingMoved != NO_OBJECT)
    {
        for (new objectid = YSI_g_sSomethingMoved; objectid != NO_OBJECT; objectid = YSI_g_sObjects[objectid][E_OBJECT_UPDATES]) YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~(e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_JUMPED | e_OBJ_FLAG_ROTATED | e_OBJ_FLAG_RECREATED);
        YSI_g_sSomethingMoved = NO_OBJECT;
    }
}
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#9

Quote:
Originally Posted by DJLoko
loose indentation й facil de corrigir, este й mais importante

pawn Код:
#endif
                        if (flag & e_OBJ_FLAG_JUMPED)
                        {
                            Object_GetPos(object, x, y, z);
                            SetPlayerObjectPos(playerid, objectid, x, y, z);
                        }
                        if (flag & e_OBJ_FLAG_ROTATED)
                        {
                            SetPlayerObjectRot(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]);
                        }
                        Bit_Set(objects, object, 0, OBJECT_BITS);
                    }
                    else
                    {
                        DestroyPlayerObject(playerid, objectid);
                        YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
                    }
                }
                else
                {
                    if (Bit_Get(objects, object))
                    {
                        Bit_Set(objects, object, 0, OBJECT_BITS);
                    }
                    else
                    {
                        DestroyPlayerObject(playerid, objectid);
                        YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT;
                    }
                }
            }
        }
        for (i = objStart; i != -1; i = sObjList[i][E_OBJECT_ITTER_NEXT])
        {
            new set = sObjList[i][E_OBJECT_ITTER_OBJ]; //Erro aqui
            if (Bit_Get(objects, set))
            {
                new obj = CreatePlayerObject(playerid, YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MODEL, sObjList[i][E_OBJECT_ITTER_X], sObjList[i][E_OBJECT_ITTER_Y], sObjList[i][E_OBJECT_ITTER_Z], YSI_g_sObjects[set][E_OBJECT_RX], YSI_g_sObjects[set][E_OBJECT_RY], YSI_g_sObjects[set][E_OBJECT_RZ]);
                if (obj != 0xFF)
                {
                    YSI_g_sPlayerObjects[playerid][obj - 1] = set;
                    Bit_Set(objects, set, 0, OBJECT_BITS);
                    #if !defined NO_OBJECTS_MOVE
                        if (YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED)
                        {
                            MovePlayerObject(playerid, obj, YSI_g_sObjects[set][E_OBJECT_MX], YSI_g_sObjects[set][E_OBJECT_MY], YSI_g_sObjects[set][E_OBJECT_MZ], YSI_g_sObjects[set][E_OBJECT_MS]);
                            YSI_g_sPlayerObjects[playerid][obj - 1] |= _:(YSI_g_sObjects[set][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED);
                        }
                    #endif
                }
            }
        }
    }
    if (YSI_g_sSomethingMoved != NO_OBJECT)
    {
        for (new objectid = YSI_g_sSomethingMoved; objectid != NO_OBJECT; objectid = YSI_g_sObjects[objectid][E_OBJECT_UPDATES]) YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~(e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_JUMPED | e_OBJ_FLAG_ROTATED | e_OBJ_FLAG_RECREATED);
        YSI_g_sSomethingMoved = NO_OBJECT;
    }
}
Mesmo erro.
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#10

Nem sei, deixa ver se alguem diz algo ...
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