only 1 error plz help me
#1

my code
pawn Код:
public OnPlayerUpdate(playerid)
{ ***line 96612***
    new Float:new_hp, Float:new_ap;
    GetPlayerArmour(playerid, new_ap);
    GetPlayerHealth(playerid, new_hp);
    for(new c = 0; c < sizeof(SafeZoneInfo); c++)
    {
        if(IsPlayerInRangeOfPoint(playerid, SafeZoneInfo[c][sRange], SafeZoneInfo[c][sExteriorX], SafeZoneInfo[c][sExteriorY], SafeZoneInfo[c][sExteriorZ]))
        {
            SetPlayerArmedWeapon(playerid,0);
        }
    }
    return 1;
}
error : C:\Users\Admin\Desktop\Project VN-RP\gamemodes\VNRP.pwn(96612) : error 021: symbol already defined: "S@@_OnPlayerUpdate"

in line 96398 : public OnPlayerUpdate(playerid)
pawn Код:
public OnPlayerUpdate(playerid)
{
    // Do not put heavy cpu checks in here. Use the 1 second timer.
    if(playerTabbed[playerid] >= 1)
    {
        playerTabbed[playerid] = 0;
    }
    playerSeconds[playerid] = gettime();

    new pCurWeap = GetPlayerWeapon(playerid);
    if(pCurWeap != pCurrentWeapon{playerid})
    {
        OnPlayerChangeWeapon(playerid, pCurWeap);
        pCurrentWeapon{playerid} = pCurWeap;
    }

    if(acstruct[playerid][checkmaptp] == 1) //blah
    {
        new Float:dis = GetPlayerDistanceFromPoint(playerid, acstruct[playerid][maptp][0], acstruct[playerid][maptp][1], acstruct[playerid][maptp][2]);
        if(dis < 5.0)
        {
            new Float:disd = GetPlayerDistanceFromPoint(playerid, acstruct[playerid][LastOnFootPosition][0], acstruct[playerid][LastOnFootPosition][1], acstruct[playerid][LastOnFootPosition][2]);
            if(disd > 25.0)
            {
                new srelay[256], Float:X, Float:Y, Float:Z;
                GetPlayerPos(playerid, X, Y, Z);
                format(srelay, sizeof(srelay), "[mapteleport] %s %d (%0.2f, %0.2f, %0.2f -> %0.2f, %0.2f, %0.2f [%0.2f, %0.2f, %0.2f]) (%f, %f) (%d) (%d)", GetPlayerNameExt(playerid), playerid, \
                acstruct[playerid][LastOnFootPosition][0], acstruct[playerid][LastOnFootPosition][1], acstruct[playerid][LastOnFootPosition][2], \
                X, Y, Z, acstruct[playerid][maptp][0], acstruct[playerid][maptp][1], acstruct[playerid][maptp][2], \
                disd, dis, GetPlayerState(playerid), (GetTickCount()-acstruct[playerid][maptplastclick]));
                Log("logs/hack.log", srelay);

                format( srelay, sizeof( srelay ), "{AA3333}AdmWarning{FFFF00}: %s da duoc tu dong Khуa Tаi Khoan, lэ do: Hack Dich Chuyen", GetPlayerNameExt(playerid));
                ABroadCast( COLOR_LIGHTRED, srelay, 2 );
                SendClientMessage(playerid, COLOR_LIGHTRED, srelay );
                PlayerInfo[playerid][pBanned] = 3;
                new playerip[32];
                GetPlayerIp(playerid, playerip, sizeof(playerip));
                format( srelay, sizeof( srelay ), "%s (IP:%s) da duoc tu dong Khуa Tаi Khoan, lэ do: Hack Dich Chuyen", GetPlayerNameExt(playerid), playerip);
                PlayerInfo[playerid][pBanned] = 3;
                Log("logs/ban.log", srelay);
                AddBan(playerip);
                Kick(playerid);
                //MySQLBan(GetPlayerSQLId(playerid),playerip,"TP Hacking",-1);
                TotalAutoBan++;
            }
        }
        acstruct[playerid][checkmaptp] = 0;
    }
    GetPlayerPos(playerid, acstruct[playerid][LastOnFootPosition][0], acstruct[playerid][LastOnFootPosition][1], acstruct[playerid][LastOnFootPosition][2]);

    if(control[playerid] == 1)
    {
        new Keys,ud,lr;
        GetPlayerKeys(playerid,Keys,ud,lr);

        if(ud > 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x]-distance, YA[x], ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x]-distance, YB[x], ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0]-distance, YC[0], ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1]-distance, YC[1], ZC[1], speed);
            MoveDynamicObject(backlift, XC[2]-distance, YC[2], ZC[2], speed);
        }
        else if(ud < 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x]+distance, YA[x], ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x]+distance, YB[x], ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0]+distance, YC[0], ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1]+distance, YC[1], ZC[1], speed);
            MoveDynamicObject(backlift, XC[2]+distance, YC[2], ZC[2], speed);
        }

        if(lr > 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x], YA[x]-distance, ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x], YB[x]-distance, ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0], YC[0]-distance, ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1], YC[1]-distance, ZC[1], speed);
            MoveDynamicObject(backlift, XC[2], YC[2]-distance, ZC[2], speed);
        }
        else if(lr < 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x], YA[x]+distance, ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x], YB[x]+distance, ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0], YC[0]+distance, ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1], YC[1]+distance, ZC[1], speed);
            MoveDynamicObject(backlift, XC[2], YC[2]+distance, ZC[2], speed);
        }
    }
    return 1;
}


plz tell me how i can fix it
Reply
#2

You are using 2 publics OnPlayerUpdate...
Reply
#3

you are using 2 publics as david said
Reply
#4

Quote:
Originally Posted by David (Sabljak)
Посмотреть сообщение
You are using 2 publics OnPlayerUpdate...
how i mix 2 publics Onplayerupdate to 1
Reply
#5

Well how do you mix butter and flour? You add them together...

pawn Код:
public OnPlayerUpdate(playerid)
{
    // Do not put heavy cpu checks in here. Use the 1 second timer.
    if(playerTabbed[playerid] >= 1)
    {
        playerTabbed[playerid] = 0;
    }
    playerSeconds[playerid] = gettime();

    new pCurWeap = GetPlayerWeapon(playerid);
    if(pCurWeap != pCurrentWeapon{playerid})
    {
        OnPlayerChangeWeapon(playerid, pCurWeap);
        pCurrentWeapon{playerid} = pCurWeap;
    }

    if(acstruct[playerid][checkmaptp] == 1) //blah
    {
        new Float:dis = GetPlayerDistanceFromPoint(playerid, acstruct[playerid][maptp][0], acstruct[playerid][maptp][1], acstruct[playerid][maptp][2]);
        if(dis < 5.0)
        {
            new Float:disd = GetPlayerDistanceFromPoint(playerid, acstruct[playerid][LastOnFootPosition][0], acstruct[playerid][LastOnFootPosition][1], acstruct[playerid][LastOnFootPosition][2]);
            if(disd > 25.0)
            {
                new srelay[256], Float:X, Float:Y, Float:Z;
                GetPlayerPos(playerid, X, Y, Z);
                format(srelay, sizeof(srelay), "[mapteleport] %s %d (%0.2f, %0.2f, %0.2f -> %0.2f, %0.2f, %0.2f [%0.2f, %0.2f, %0.2f]) (%f, %f) (%d) (%d)", GetPlayerNameExt(playerid), playerid, \
                acstruct[playerid][LastOnFootPosition][0], acstruct[playerid][LastOnFootPosition][1], acstruct[playerid][LastOnFootPosition][2], \
                X, Y, Z, acstruct[playerid][maptp][0], acstruct[playerid][maptp][1], acstruct[playerid][maptp][2], \
                disd, dis, GetPlayerState(playerid), (GetTickCount()-acstruct[playerid][maptplastclick]));
                Log("logs/hack.log", srelay);

                format( srelay, sizeof( srelay ), "{AA3333}AdmWarning{FFFF00}: %s da duoc tu dong Khуa Tаi Khoan, lэ do: Hack Dich Chuyen", GetPlayerNameExt(playerid));
                ABroadCast( COLOR_LIGHTRED, srelay, 2 );
                SendClientMessage(playerid, COLOR_LIGHTRED, srelay );
                PlayerInfo[playerid][pBanned] = 3;
                new playerip[32];
                GetPlayerIp(playerid, playerip, sizeof(playerip));
                format( srelay, sizeof( srelay ), "%s (IP:%s) da duoc tu dong Khуa Tаi Khoan, lэ do: Hack Dich Chuyen", GetPlayerNameExt(playerid), playerip);
                PlayerInfo[playerid][pBanned] = 3;
                Log("logs/ban.log", srelay);
                AddBan(playerip);
                Kick(playerid);
                //MySQLBan(GetPlayerSQLId(playerid),playerip,"TP Hacking",-1);
                TotalAutoBan++;
            }
        }
        acstruct[playerid][checkmaptp] = 0;
    }
    GetPlayerPos(playerid, acstruct[playerid][LastOnFootPosition][0], acstruct[playerid][LastOnFootPosition][1], acstruct[playerid][LastOnFootPosition][2]);

    if(control[playerid] == 1)
    {
        new Keys,ud,lr;
        GetPlayerKeys(playerid,Keys,ud,lr);

        if(ud > 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x]-distance, YA[x], ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x]-distance, YB[x], ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0]-distance, YC[0], ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1]-distance, YC[1], ZC[1], speed);
            MoveDynamicObject(backlift, XC[2]-distance, YC[2], ZC[2], speed);
        }
        else if(ud < 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x]+distance, YA[x], ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x]+distance, YB[x], ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0]+distance, YC[0], ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1]+distance, YC[1], ZC[1], speed);
            MoveDynamicObject(backlift, XC[2]+distance, YC[2], ZC[2], speed);
        }

        if(lr > 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x], YA[x]-distance, ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x], YB[x]-distance, ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0], YC[0]-distance, ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1], YC[1]-distance, ZC[1], speed);
            MoveDynamicObject(backlift, XC[2], YC[2]-distance, ZC[2], speed);
        }
        else if(lr < 0)
        {
            if(canmove == 1) return 1;
            else canmove = 1;

            new distance = controldistance[playerid];
            new speed = controlspeed[playerid];

            new Float:XA[17], Float:YA[17], Float:ZA[17];
            new Float:XB[14], Float:YB[14], Float:ZB[14];
            new Float:XC[3], Float:YC[3], Float:ZC[3];

            for(new x;x<sizeof(Carrier);x++)
            {
                GetDynamicObjectPos(Carrier[x], XA[x], YA[x], ZA[x]);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                GetDynamicObjectPos(CarrierS[x], XB[x], YB[x], ZB[x]);
            }

            GetDynamicObjectPos(sidelift, XC[0], YC[0], ZC[0]);
            GetDynamicObjectPos(backhatch, XC[1], YC[1], ZC[1]);
            GetDynamicObjectPos(backlift, XC[2], YC[2], ZC[2]);

            for(new x;x<sizeof(Carrier);x++)
            {
                MoveDynamicObject(Carrier[x], XA[x], YA[x]+distance, ZA[x], speed);
            }
            for(new x;x<sizeof(CarrierS);x++)
            {
                MoveDynamicObject(CarrierS[x], XB[x], YB[x]+distance, ZB[x], speed);
            }

            MoveDynamicObject(sidelift, XC[0], YC[0]+distance, ZC[0], speed);
            MoveDynamicObject(backhatch, XC[1], YC[1]+distance, ZC[1], speed);
            MoveDynamicObject(backlift, XC[2], YC[2]+distance, ZC[2], speed);
        }
    }
    new Float:new_hp, Float:new_ap;
    GetPlayerArmour(playerid, new_ap);
    GetPlayerHealth(playerid, new_hp);
    for(new c = 0; c < sizeof(SafeZoneInfo); c++)
    {
        if(IsPlayerInRangeOfPoint(playerid, SafeZoneInfo[c][sRange], SafeZoneInfo[c][sExteriorX], SafeZoneInfo[c][sExteriorY], SafeZoneInfo[c][sExteriorZ]))
        {
            SetPlayerArmedWeapon(playerid,0);
        }
    }
    return 1;
}
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)