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;
}
}