[Ajuda] Erro com include
#3

Quote:
Originally Posted by F1N4L
Посмотреть сообщение
Essa include WE nгo existe. Deve ser apenas uma renomeaзгo besta, visto que:

Код:
#if defined _dof2_included
	#endinput
#endif
#define _dof2_included
A include que vocк busca se chama DOF2.
Apуs mudar o nome, ele tambйm deu erro em outra include chamada "OPSPWE"
Код:
fatal error 100: cannot read from file: "OPSPWE"
Irei colocar a include aqui:
Код:
/********************************************
 * OnPlayerShootPlayerWE! V8.3                *
 * Credits: wups                                                        *
 * Double-O-Seven for CrossProduct system   *
 * Nero3D for GetPlayerCameraWeaponVector   *
 ********************************************/

// include
#include <a_samp>
#tryinclude <foreach>

// defines
#if defined OPSP
        #endinput
#endif
#define OPSP

#if !defined foreach
        #define foreach(%1,%2) for (new %2 = 0; %2 < MAX_PLAYERS; %2++) if (IsPlayerConnected(%2))
        #define __SSCANF_FOREACH__
#endif
#if !defined PRESSED
        #define PRESSED(%0) \
                (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
#endif
#if !defined RELEASED
        #define RELEASED(%0) \
                (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
#endif
// variables
static
                Float:RL_phealth[MAX_PLAYERS],
                Float:RL_parmour[MAX_PLAYERS],
                bool:RL_Shooting[MAX_PLAYERS],
                bool:RL_UpdatedHealth[MAX_PLAYERS],
                bool:RL_OPUP,
                bool:RL_OPSC,
                bool:RL_OPKSC,
                bool:RL_OPC,
                RL_Released[MAX_PLAYERS];
// forwards
forward OnPlayerShootPlayerWE(Shooter,Target,Float:HealthLost,Float:ArmourLost);


/*--------------------------------------------------------------------------------------------------
        Function:
                AdjustVector
        Params:
                & Float: vX - x Vector to adjust
                & Float: vY - y Vector to adjust
                & Float: vZ - z Vector to adjust
                Float: oX - x Offset Vector
                Float: oY - y Offset Vector
                const Float: oZ - z Offset Vector
        Return:
                -
        Notes:
                Adjust the vector with the offset
--------------------------------------------------------------------------------------------------*/

stock AdjustVector(& Float: vX, & Float: vY, & Float: vZ, Float: oX, Float: oY, const Float: oZ) { // Credits Nero_3D
        static
                Float: Angle;
        Angle = -atan2(vX, vY);
        if(45.0 < Angle) {
                oX ^= oY;
                oY ^= oX;
                oX ^= oY;
                if(90.0 < Angle) {
                        oX *= -1;
                        if(135.0 < Angle) {
                                oX *= -1;
                                oX ^= oY;
                                oY ^= oX;
                                oX ^= oY;
                                oX *= -1;
                        }
                }
        } else if(Angle < 0.0) {
                oY *= -1;
                if(Angle < -45.0) {
                        oX *= -1;
                        oX ^= oY;
                        oY ^= oX;
                        oX ^= oY;
                        oX *= -1;
                        if(Angle < -90.0) {
                                oX *= -1;
                                if(Angle < -135.0) {
                                        oX ^= oY;
                                        oY ^= oX;
                                        oX ^= oY;
                                }
                        }
                }
        }
        vX += oX,
        vY += oY;
        vZ += oZ;
        return false;
}
/*--------------------------------------------------------------------------------------------------
        Function:
                GetPlayerCameraWeaponVector
        Params:
                playerid - Player to get the weapon vector of
                & Float: vX - x Vector variable
                & Float: vY - y Vector variable
                & Float: vZ - z Vector variable
        Return:
                If the player is connected
        Notes:
                Gets the weapon vector of the player

native GetPlayerCameraWeaponVector(playerid, & Float: vX, & Float: vY, & Float: vZ);
--------------------------------------------------------------------------------------------------*/
stock GetPlayerCameraWeaponVector(playerid, & Float: vX, & Float: vY, & Float: vZ) { // Credits Nero_3D
        static
                weapon;
        if(21 < (weapon = GetPlayerWeapon(playerid)) < 39) {
                GetPlayerCameraFrontVector(playerid, vX, vY, vZ);
                switch(weapon) {
                        case WEAPON_SNIPER, WEAPON_ROCKETLAUNCHER, WEAPON_HEATSEEKER: {}
                        case WEAPON_RIFLE: {
                                AdjustVector(vX, vY, vZ, 0.016204, 0.009899, 0.047177);
                        }
                        case WEAPON_AK47, WEAPON_M4: {
                                AdjustVector(vX, vY, vZ, 0.026461, 0.013070, 0.069079);
                        }
                        default: {
                                AdjustVector(vX, vY, vZ, 0.043949, 0.015922, 0.103412);
                        }
                }
                return true;
        }
        else
                GetPlayerCameraFrontVector(playerid, vX, vY, vZ);
        return false;
}
stock crossp(Float:v1x, Float:v1y, Float:v1z, Float:v2x, Float:v2y, Float:v2z, &Float:output)
{
        new
                Float:c1 = (v1y * v2z) - (v1z * v2y),
                Float:c2 = (v1z * v2x) - (v1x * v2z),
                Float:c3 = (v1x * v2y) - (v1y * v2x);
        output = floatsqroot ((c1 * c1) + (c2 * c2) + (c3 * c3));
        return 0;
}
stock GetDistanceFromPointToLine(&Float:distance, Float:line_vector_x, Float:line_vector_y, Float:line_vector_z, Float:line_x, Float:line_y, Float:line_z, Float:point_x, Float:point_y, Float:point_z)
{
        //A line is defined by a point (which is on the line (line_x/y/z)) and a vector which defines the direction (line_vector_x/y/z).
        static Float:output;
        crossp(line_vector_x, line_vector_y, line_vector_z, point_x - line_x, point_y - line_y, point_z - line_z, output);//Cross product of 2 vectors.
        distance = output / floatsqroot ((line_vector_x * line_vector_x) + (line_vector_y * line_vector_y) + (line_vector_z * line_vector_z));
        return 0;
}


public OnPlayerUpdate(playerid)
{
        static  Float:RL_HP,
                        Float:RL_Armour;
        GetPlayerHealth(playerid,RL_HP);
        GetPlayerArmour(playerid,RL_Armour);
        if(RL_HP != RL_phealth[playerid] || RL_Armour != RL_parmour[playerid])
        {
                if(RL_UpdatedHealth[playerid])
                        RL_UpdatedHealth[playerid]=false;
                else
                {
                        new
                                        Float:RL_PlayerPos[3],
                                        Float:RL_Distance,
                                        Float:RL_CameraPos[3],
                                        Float:RL_CameraVectors[3],
                                        RL_Tick
                                        ;
                        RL_Tick = (GetTickCount()-1000);
                        GetPlayerPos(playerid, RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
                        foreach(Player,i)
                        {
                                if(RL_Shooting[i] || RL_Tick < RL_Released[i])
                                {
                                        if(i != playerid)
                                        {
                                                if(IsPlayerInRangeOfPoint(i,200.0,RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]))
                                                {
                                                        GetPlayerCameraWeaponVector(i, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2]);

                                                        GetPlayerCameraPos(i, RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2]);
                                                        GetDistanceFromPointToLine(RL_Distance, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2], RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2], RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
                                                        if(RL_Distance < 2.5)
                                                        {
                                                                        CallLocalFunction("OnPlayerShootPlayerWE","iiff",i,playerid,(RL_phealth[playerid]-RL_HP),(RL_parmour[playerid]-RL_Armour));
                                                                        break;
                                                        }
                                                }
                                        }
                                }
                        }
                }
        }
        RL_phealth[playerid]=RL_HP;
        RL_parmour[playerid]=RL_Armour;
        return (RL_OPUP)?CallLocalFunction("RL_OnPlayerUpdate","i",playerid):1;
}
// Functions

// SetPlayerHealth
stock SetPlayerHealthEx(playerid, Float:health)
{
//      RL_phealth[playerid]=health;
        RL_UpdatedHealth[playerid]=true;
        return SetPlayerHealth(playerid, health);
}

#define SetPlayerHealth SetPlayerHealthEx

// SetPlayerArmour
stock SetPlayerArmourEx(playerid, Float:armour)
{
//      RL_parmour[playerid]=armour;
        RL_UpdatedHealth[playerid]=true;
        return SetPlayerArmour(playerid, armour);
}

#define SetPlayerArmour SetPlayerArmourEx

#if defined _ALS_OnPlayerUpdate
        #undef OnPlayerUpdate
#else
        #define _ALS_OnPlayerUpdate
#endif

#define OnPlayerUpdate RL_OnPlayerUpdate
forward RL_OnPlayerUpdate(playerid);

// OnPlayerKeyStateChange
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
        if(PRESSED(KEY_FIRE)) RL_Shooting[playerid]=true;
        else if(RELEASED(KEY_FIRE))
        {
                RL_Shooting[playerid]=false;
                RL_Released[playerid]=GetTickCount();
        }
        return (RL_OPKSC)?CallLocalFunction("RL_OnPlayerKeyStateChange","iii",playerid,newkeys,oldkeys):1;
}
#if defined _ALS_OnPlayerKeyStateChange
        #undef OnPlayerKeyStateChange
#else
        #define _ALS_OnPlayerKeyStateChange
#endif
#define OnPlayerKeyStateChange RL_OnPlayerKeyStateChange
forward RL_OnPlayerKeyStateChange(playerid,newkeys,oldkeys);

// OnPlayerStateChange
public OnPlayerStateChange(playerid, newstate, oldstate)
{
        if(newstate == PLAYER_STATE_WASTED)
        {
                if(RL_UpdatedHealth[playerid])
                        RL_UpdatedHealth[playerid]=false;
                else
                {
                        new
                                        Float:RL_PlayerPos[3],
                                        Float:RL_Distance,
                                        Float:RL_CameraPos[3],
                                        Float:RL_CameraVectors[3],
                                        RL_Tick,
                                        Float:RL_HP,
                                        Float:RL_Armour
                                        ;
                        GetPlayerHealth(playerid,RL_HP);
                        GetPlayerArmour(playerid,RL_Armour);
                        RL_Tick = (GetTickCount()-1000);
                        GetPlayerPos(playerid, RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
                        foreach(Player,i)
                        {
                                if(RL_Shooting[i] || RL_Tick < RL_Released[i])
                                {
                                        if(i != playerid)
                                        {
                                                GetPlayerCameraWeaponVector(i, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2]);
                                                GetPlayerCameraPos(i, RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2]);
                                                if(IsPlayerInRangeOfPoint(i,200.0,RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]))
                                                {
                                                        GetDistanceFromPointToLine(RL_Distance, RL_CameraVectors[0], RL_CameraVectors[1], RL_CameraVectors[2], RL_CameraPos[0], RL_CameraPos[1], RL_CameraPos[2], RL_PlayerPos[0], RL_PlayerPos[1], RL_PlayerPos[2]);
                                                        if(RL_Distance < 2.5)
                                                        {
                                                                        CallLocalFunction("OnPlayerShootPlayerWE","iiff",i,playerid,(RL_phealth[playerid]-RL_HP),(RL_parmour[playerid]-RL_Armour));
                                                                        break;
                                                        }
                                                }
                                        }
                                }
                        }
                }

        }
        RL_Shooting[playerid]=false;
        RL_Released[playerid]=GetTickCount();
        return (RL_OPSC)?CallLocalFunction("RL_OnPlayerStateChange","iii",playerid,newstate,oldstate):1;
}
#if defined _ALS_OnPlayerStateChange
        #undef OnPlayerStateChange
#else
        #define _ALS_OnPlayerStateChange
#endif
#define OnPlayerStateChange RL_OnPlayerStateChange

forward RL_OnPlayerStateChange(playerid,newstate, oldstate);


// OnPlayerConnect
public OnPlayerConnect(playerid)
{
        RL_Shooting[playerid]=false;
        RL_Released[playerid]=0;
        return (RL_OPC)?CallLocalFunction("RL_OnPlayerConnect","i",playerid):1;
}

#if defined _ALS_OnPlayerConnect
        #undef OnPlayerConnect
#else
        #define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect RL_OnPlayerConnect

forward RL_OnPlayerConnect(playerid);
#if !defined FILTERSCRIPT
        // OnGameModeInit
        public OnGameModeInit()
        {
                RL_OPUP = (funcidx("RL_OnPlayerUpdate") != -1);
                RL_OPSC = (funcidx("RL_OnPlayerStateChange") != -1);
                RL_OPKSC = (funcidx("RL_OnPlayerKeyStateChange") != -1);
                RL_OPC = (funcidx("RL_OnPlayerConnect") != -1);
                return (funcidx("RL_OnGameModeInit") != -1)?CallLocalFunction("RL_OnGameModeInit",""):1;
        }
        #if defined _ALS_OnGameModeInit
                #undef OnGameModeInit
        #else
                #define _ALS_OnGameModeInit
        #endif
        #define OnGameModeInit RL_OnGameModeInit
        forward RL_OnGameModeInit();
#else
        // OnFilterScriptInit
        public OnFilterScriptInit()
        {
                RL_OPUP = (funcidx("RL_OnPlayerUpdate") != -1);
                RL_OPSC = (funcidx("RL_OnPlayerStateChange") != -1);
                RL_OPKSC = (funcidx("RL_OnPlayerKeyStateChange") != -1);
                RL_OPC = (funcidx("RL_OnPlayerConnect") != -1);
                return (funcidx("RL_OnFilterScriptInit") != -1)?CallLocalFunction("RL_OnFilterScriptInit",""):1;
        }
        #if defined _ALS_OnFilterScriptInit
                #undef OnFilterScriptInit
        #else
                #define _ALS_OnFilterScriptInit
        #endif
        #define OnFilterScriptInit RL_OnFilterScriptInit.
        forward RL_OnFilterScriptInit();
#endif


// The end.
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Messages In This Thread
Erro com include - by Japis - 08.03.2018, 17:09
Re: Erro com include - by F1N4L - 08.03.2018, 17:14
Re: Erro com include - by Japis - 08.03.2018, 17:21
Re: Erro com include - by FerrariL - 08.03.2018, 17:31
Re: Erro com include - by Japis - 08.03.2018, 17:33
Re: Erro com include - by FerrariL - 08.03.2018, 17:38
Re: Erro com include - by Japis - 08.03.2018, 18:30
Re: Erro com include - by Eddye - 08.03.2018, 19:00

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