15.04.2014, 14:17
When i try to compile this system i get errors? how i can fix them
Script code:
Erros:
Script code:
Код:
//-----------------------------------------------------------------------------------| // [svGroups] | // | // | // - You may not remove these credits | // - You may not claim this script as yours | // | // | // | // [VERSION 1.3] Created by SuperViper | //-----------------------------------------------------------------------------------| #include <a_samp> // ==================================== SETTINGS ================================== /// // //| /* Comment if you would like to use regular 'for' loops instead of foreach */ //| #define USE_FOREACH //| // //| /* Comment if you would like to use regular 'ALS' hooks instead of y_hooks */ //| #define USE_YHOOKS //| // //| /* Maximum amount of groups you need. The lower the amount, the less memory used */ //| #define GROUP_AMOUNT 15 //| // //| // ================================================================================ /// #if defined USE_FOREACH #tryinclude <foreach> #endif #if defined USE_YHOOKS #tryinclude <YSI\y_hooks> #endif #define SVCS_svGroups forward svGroups_OnPlayerInBlockedCar(playerid, vehicleid, ispassenger, playergroupid); enum e_svGroups_Data { svMembers, Float: svSpawn[4], svSpawnInterior, svSpawnWorld, bool: svUsingSkin, svSkin, Float: svHealth, Float: svArmor, svWeapons[5], svWeaponAmmo[5], svColor, } new svGroups_Data[GROUP_AMOUNT][e_svGroups_Data], svGroups_PlayerGroup[MAX_PLAYERS], bool: svGroups_Debugging; new svGroups_VehicleGroup[MAX_VEHICLES][40]; #if defined USE_YHOOKS hook OnPlayerConnect(playerid) { svGroups_PlayerGroup[playerid] = 0; return 1; } hook OnPlayerDisconnect(playerid) { if(svGroups_PlayerGroup[playerid] > 0) { svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svMembers]--; } return 1; } hook OnPlayerSpawn(playerid) { if(svGroups_PlayerGroup[playerid] > 0) { if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][0] > 0.0 || svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][1] > 0.0 || svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][2] > 0.0 || svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][3] > 0.0) { SetPlayerVirtualWorld(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawnWorld]); SetPlayerInterior(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawnInterior]); SetPlayerPos(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][0], svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][1], svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][2]); SetPlayerFacingAngle(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][3]); } if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svUsingSkin] == true) { SetPlayerSkin(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSkin]); } if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svHealth] > 0.0) { SetPlayerHealth(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svHealth]); } if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svArmor] > 0.0) { SetPlayerArmour(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svArmor]); } for(new i = 0; i < 5; i++) { if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeapons][i] > 0 && svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeaponAmmo][i] > 0) { GivePlayerWeapon(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeapons][i], svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeaponAmmo][i]); } } } return 1; } #else forward svGroups_OnPlayerConnect(); public OnPlayerConnect(playerid) { svGroups_PlayerGroup[playerid] = 0; return CallRemoteFunction("svGroups_OnPlayerConnect", "d", playerid); } #if defined _ALS_OnPlayerConnect #undef OnPlayerConnect #else #define _ALS_OnPlayerConnect #endif #define OnPlayerConnect svGroups_OnPlayerConnect forward svGroups_OnPlayerDisconnect(); public OnPlayerDisconnect(playerid) { if(svGroups_PlayerGroup[playerid] > 0) { svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svMembers]--; } return CallRemoteFunction("svGroups_OnPlayerDisconnect", "d", playerid); } #if defined _ALS_OnPlayerDisconnect #undef OnPlayerDisconnect #else #define _ALS_OnPlayerDisconnect #endif #define OnPlayerDisconnect svGroups_OnPlayerDisconnect forward svGroups_OnPlayerSpawn(playerid); public OnPlayerSpawn(playerid) { if(svGroups_PlayerGroup[playerid] > 0) { if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][0] > 0.0 || svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][1] > 0.0 || svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][2] > 0.0 || svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][3] > 0.0) { SetPlayerVirtualWorld(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawnWorld]); SetPlayerInterior(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawnInterior]); SetPlayerPos(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][0], svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][1], svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][2]); SetPlayerFacingAngle(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSpawn][3]); } if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svUsingSkin] == true) { SetPlayerSkin(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svSkin]); } if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svHealth] > 0.0) { SetPlayerHealth(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svHealth]); } if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svArmor] > 0.0) { SetPlayerArmour(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svArmor]); } for(new i = 0; i < 5; i++) { if(svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeapons][i] > 0 && svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeaponAmmo][i] > 0) { GivePlayerWeapon(playerid, svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeapons][i], svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svWeaponAmmo][i]); } } } return CallRemoteFunction("svGroups_OnPlayerSpawn", "d", playerid); } #if defined _ALS_OnPlayerSpawn #undef OnPlayerSpawn #else #define _ALS_OnPlayerSpawn #endif #define OnPlayerSpawn svGroups_OnPlayerSpawn forward svGroups_OnPlayerEnterVehicle(playerid, vehicleid, ispassenger); public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger) { if(svGroups_VehicleGroup[vehicleid][0] != 'n') { new tempString[8]; format(tempString, sizeof(tempString), "[%d]", svGroups_PlayerGroup[playerid]); if(strfind(VehicleGroup[vehicleid], tempString) == -1) { CallRemoteFunction("svGroups_OnPlayerInBlockedCar", "dddd", playerid, vehicleid, ispassenger, svGroups_PlayerGroup[playerid]); ClearAnimations(playerid); return 1; } } return CallRemoteFunction("svGroups_OnPlayerEnterVehicle", "ddd", playerid, vehicleid, ispassenger); } #if defined _ALS_OnPlayerEnterVehicle #undef OnPlayerEnterVehicle #else #define _ALS_OnPlayerEnterVehicle #endif #define OnPlayerEnterVehicle svGroups_OnPlayerEnterVehicle #endif stock svGroup_Debug(bool: togDebug) { if(togDebug == false) { print("(svGroups) Debugging has been turned off"); } else if(togDebug == true) { print("(svGroups) Debugging has been turned on"); } return svGroups_Debugging = togDebug; } stock svGroup_SetPlayer(playerid, groupid) { if(svGroups_Debugging == true) { printf("(svGroups) SetPlayer(playerid = %d, groupid = %d)", playerid, groupid); } if(svGroups_PlayerGroup[playerid] > 0) { svGroups_Data[svGroups_PlayerGroup[playerid] - 1][svMembers]--; } if(groupid > 0) { svGroups_Data[groupid - 1][svMembers]++; } return svGroups_PlayerGroup[playerid] = groupid; } stock svGroup_GetPlayer(playerid) { if(svGroups_Debugging == true) { printf("(svGroups) GetPlayer(playerid = %d)", playerid); } return svGroups_PlayerGroup[playerid]; } stock svGroup_CountMembers(groupid) { if(svGroups_Debugging == true) { printf("(svGroups) CountMembers(groupid = %d)", groupid); } return svGroups_Data[groupid - 1][svMembers]; } stock svGroup_SetHealth(groupid, Float: Health) { if(svGroups_Debugging == true) { printf("(svGroups) SetHealth(groupid = %d, Health = %f)", groupid, Health); } new playersInGroup; #if defined USE_FOREACH foreach(new i: Player) { if(svGroups_PlayerGroup[i] == groupid) { SetPlayerHealth(i, Health); playersInGroup = 1; } } #else for(new i = 0; i < MAX_PLAYERS; i++) { if(IsPlayerConnected(i)) { if(svGroups_PlayerGroup[i] == groupid) { SetPlayerHealth(i, Health); playersInGroup = 1; } } } #endif return playersInGroup; } stock svGroup_SetArmor(groupid, Float: Armor) { if(svGroups_Debugging == true) { printf("(svGroups) SetArmor(groupid = %d, Armor = %f)", groupid, Armor); } new playersInGroup; #if defined USE_FOREACH foreach(new i: Player) { if(svGroups_PlayerGroup[i] == groupid) { SetPlayerArmour(i, Armor); playersInGroup = 1; } } #else for(new i = 0; i < MAX_PLAYERS; i++) { if(IsPlayerConnected(i)) { if(svGroups_PlayerGroup[i] == groupid) { SetPlayerArmour(i, Armor); playersInGroup = 1; } } } #endif return playersInGroup; } stock svGroup_SetSpawn(groupid, Float: sX, Float: sY, Float: sZ, sInterior = 0, sVirtualWorld = 0, Float: sA) { if(svGroups_Debugging == true) { printf("(svGroups) SetSpawn(groupid = %d, sX = %f, sY = %f, sZ = %f, sInterior = %d, sVirtualWorld = %d, sA = %f)", groupid, sX, sY, sZ, sInterior, sVirtualWorld, sA); } return svGroups_Data[groupid - 1][svSpawn][0] = sX, svGroups_Data[groupid - 1][svSpawn][1] = sY, svGroups_Data[groupid - 1][svSpawn][2] = sZ, svGroups_Data[groupid - 1][svSpawnInterior] = sInterior, svGroups_Data[groupid - 1][svSpawnWorld] = sVirtualWorld, svGroups_Data[groupid - 1][svSpawn][3] = sA; } stock svGroup_SetSpawnInfo(groupid, skin, Float: sHealth = 0.0, Float: sArmor = 0.0, weapon1 = 0, weapon1ammo = 0, weapon2 = 0, weapon3ammo = 0, weapon4 = 0, weapon4ammo = 0, weapon5 = 0, weapon5ammo = 0, color = -1) { if(svGroups_Debugging == true) { printf("(svGroups) SetSpawnInfo(groupid = %d, skin = %d, sHealth = %f, sArmor = %f, weapon1 = %d, weapon1ammo = %d, weapon2 = %d, weapon2ammo = %d, weapon3 = %d, weapon3ammo = %d, weapon4 = %d, weapon4ammo = %d, weapon5 = %d, weapon5ammo = %d, color = %d)", groupid, skin, sHealth, sArmor, weapon1, weapon1ammo, weapon2, weapon2ammo, weapon3, weapon3ammo, weapon4, weapon4ammo, weapon5, weapon5ammo, color); } return svGroups_Data[groupid - 1][svSkin] = skin, svGroups_Data[groupid - 1][svUsingSkin] = true, svGroups_Data[groupid - 1][svHealth] = sHealth, svGroups_Data[groupid - 1][svArmor] = sArmor, svGroups_Data[groupid - 1][svWeapons][0] = weapon1, svGroups_Data[groupid - 1][svWeaponAmmo][0] = weapon1ammo, svGroups_Data[groupid - 1][svWeapons][1] = weapon2, svGroups_Data[groupid - 1][svWeaponAmmo][1] = weapon2ammo, svGroups_Data[groupid - 1][svWeapons][2] = weapon3, svGroups_Data[groupid - 1][svWeaponAmmo][2] = weapon3ammo, svGroups_Data[groupid - 1][svWeapons][3] = weapon4, svGroups_Data[groupid - 1][svWeaponAmmo][3] = weapon4ammo, svGroups_Data[groupid - 1][svWeapons][4] = weapon5, svGroups_Data[groupid - 1][svWeaponAmmo][4] = weapon5ammo, svGroups_Data[groupid - 1][svColor] = color; } stock svGroup_ToggleControllable(groupid, bool: controllable) { if(svGroups_Debugging == true) { printf("(svGroups) ToggleControllable(groupid = %d, controllable = %d)", groupid, controllable); } new playersInGroup; #if defined USE_FOREACH foreach(new i: Player) { if(svGroups_PlayerGroup[i] == groupid) { TogglePlayerControllable(i, controllable); playersInGroup = 1; } } #else for(new i = 0; i < MAX_PLAYERS; i++) { if(IsPlayerConnected(i)) { if(svGroups_PlayerGroup[i] == groupid) { TogglePlayerControllable(i, controllable); playersInGroup = 1; } } } #endif return playersInGroup; } stock svGroup_GiveMoney(groupid, money) { if(svGroups_Debugging == true) { printf("(svGroups) GiveMoney(groupid = %d, money = %d)", groupid, money); } new playersInGroup; #if defined USE_FOREACH foreach(new i: Player) { if(svGroups_PlayerGroup[i] == groupid) { GivePlayerMoney(i, money); playersInGroup = 1; } } #else for(new i = 0; i < MAX_PLAYERS; i++) { if(IsPlayerConnected(i)) { if(svGroups_PlayerGroup[i] == groupid) { GivePlayerMoney(i, money); playersInGroup = 1; } } } #endif return playersInGroup; } stock svGroup_SetVehicleGroup(vehicleid, groupid) { if(svGroups_Debugging == true) { printf("(svGroups) SetVehicleGroup(vehicleid = %d, groupid = %d)", vehicleid, groupid); } return (groupid > 0) ? format(svGroups_VehicleGroup[vehicleid], 40, "[%d]", groupid) : svGroups_VehicleGroup[vehicleid] = "n"; } stock svGroup_AddVehicleToGroup(vehicleid, groupid) { if(svGroups_Debugging == true) { printf("(svGroups) AddVehicleToGroup(vehicleid = %d, groupid = %d)", vehicleid, groupid); } return format(svGroups_VehicleGroup[vehicleid], 50, "%s[%d]", svGroups_VehicleGroup[vehicleid], groupid); } stock svGroup_RemoveVehicleFromGroup(vehicleid, groupid) { if(svGroups_Debugging == true) { printf("(svGroups) RemoveVehicleFromGroup(vehicleid = %d, groupid = %d)", vehicleid, groupid); } new tempString[8], strFound; format(tempString, sizeof(tempString), "[%d]", groupid); strFound = strfind(svGroups_VehicleGroup[vehicleid], tempString); return (strFound > -1) ? strdel(svGroups_VehicleGroup[vehicleid], strFound, strFound + strlen(tempString)) : -1; } stock svGroup_IsVehicleInGroup(vehicleid, groupid) { if(svGroups_Debugging == true) { printf("(svGroups) IsVehicleInGroup(vehicleid = %d, groupid = %d)", vehicleid, groupid); } new tempString[8]; format(tempString, sizeof(tempString), "[%d]", groupid); return (strfind(svGroups_VehicleGroup[vehicleid], tempString) > -1) ? 1 : 0; } #if defined SVCS_svAddons public OnVehicleCreate(vehicleid) { svGroups_VehicleGroup[vehicleid] = "n"; return 1; } #else stock svGroups_CreateVehicle(vehicletype, Float: x, Float: y, Float: z, Float: rotation, color1, color2, respawn_delay) { new vehicleid = CreateVehicle(vehicletype, x, y, z, rotation, color1, color2, respawn_delay); svGroups_VehicleGroup[vehicleid] = "n"; return vehicleid; } #if defined _ALS_CreateVehicle #undef CreateVehicle #else #define _ALS_CreateVehicle #endif #define CreateVehicle svGroups_CreateVehicle stock svGroups_AddStaticVehicle(modelid, Float: spawn_x, Float: spawn_y, Float: spawn_z, Float: z_angle, color1, color2) { new vehicleid = AddStaticVehicle(modelid, spawn_x, spawn_y, spawn_z, z_angle, color1, color2); svGroups_VehicleGroup[vehicleid] = "n"; return vehicleid; } #if defined _ALS_AddStaticVehicle #undef AddStaticVehicle #else #define _ALS_AddStaticVehicle #endif #define AddStaticVehicle svGroups_AddStaticVehicle stock svGroups_AddStaticVehicleEx(modelid, Float: spawn_x, Float: spawn_y, Float: spawn_z, Float: z_angle, color1, color2, respawn_delay) { new vehicleid = AddStaticVehicleEx(modelid, spawn_x, spawn_y, spawn_z, z_angle, color1, color2, respawn_delay); svGroups_VehicleGroup[vehicleid] = "n"; return vehicleid; } #if defined _ALS_AddStaticVehicleEx #undef AddStaticVehicleEx #else #define _ALS_AddStaticVehicleEx #endif #define AddStaticVehicleEx svGroups_AddStaticVehicleEx #endif
Код:
C:\Users\Thug life\Desktop\facssys.pwn(59) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(62) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(65) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(67) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(71) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(74) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(76) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(78) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(86) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(91) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(96) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(101) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(103) : error 010: invalid function or declaration C:\Users\Thug life\Desktop\facssys.pwn(109) : error 010: invalid function or declaration Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase 14 Errors.