[Ajuda] error 025: function heading differs from prototype 'ъnico erro'
#1

Bom, mais uma vez estou tendo um erro chatinho, o erro й o seguinte:

Код HTML:
error 025: function heading differs from prototype
o cуdigo, a linha com o erro б a primeira:

PHP код:
public OnPlayerTakeDamage(playeridissueridFloatamountweaponidbodypart)
{
    if(
issuerid != INVALID_PLAYER_ID)
    {
    new 
string[20];
    
format(stringsizeof(string), "~s~-~r~%.0f"amount);
    
GameTextForPlayer(playeridstring10006);
    
GameTextForPlayer(issuerid string10005);
    
PlayerPlaySound(issuerid 178020.00.00.0); 
Bom, jб segui milhхes de tutoriais na net, jб instalei vбrios YSI e nenhum funcionou, continuando do mesmo jeito.
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#2

Jб tem uma public OnPlayerTakeDamage criada. Dб uma olhada aн.
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#3

Quote:
Originally Posted by pWesley
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Jб tem uma public OnPlayerTakeDamage criada. Dб uma olhada aн.
erro 025: o cabeзalho da funзгo difere do protуtipo

@topic
Clique aqui!
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#4

Quote:
Originally Posted by pWesley
Посмотреть сообщение
Jб tem uma public OnPlayerTakeDamage criada. Dб uma olhada aн.
Sу tem essa.

Quote:
Originally Posted by DelK
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erro 025: o cabeзalho da funзгo difere do protуtipo

@topic
Clique aqui!
Como eu disse fui para um monte de post, tуpicos, sites, e nгo concertou nada, esse foi um dos posts que nгo resolveu, o download inicial foi removido, mais baixei o link no coment abaixo, e tambйm falei que fiz downloads de YSIs.
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#5

Que burro eu sou, use essa inc a_samp.
PHP код:
/*  SA-MP Functions
 *
 *  © Copyright 2005-2015, SA-MP Team
 *
 */
#if defined _samp_included
    #endinput
#endif
#define _samp_included
#pragma library samp
#pragma tabsize 4
// Ignores warning 217 for properly indented PAWNO code
// It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8
#include <core>
#include <float>
#include <string>
#include <file>
#include <time>
#include <datagram>
#include <a_players>
#include <a_vehicles>
#include <a_objects>
#include <a_actor>
#include <a_sampdb>
// Limits and internal constants
#define MAX_PLAYER_NAME                            (24)
#define MAX_PLAYERS                                (1000)
#define MAX_VEHICLES                            (2000)
#define MAX_ACTORS                                (1000)
#define INVALID_PLAYER_ID                        (0xFFFF)
#define INVALID_VEHICLE_ID                        (0xFFFF)
#define INVALID_ACTOR_ID                        (0xFFFF)
#define NO_TEAM                                    (255)
#define MAX_OBJECTS                                (1000)
#define INVALID_OBJECT_ID                        (0xFFFF)
#define MAX_GANG_ZONES                            (1024)
#define MAX_TEXT_DRAWS                            (2048)
#define MAX_PLAYER_TEXT_DRAWS                    (256)
#define MAX_MENUS                                (128)
#define MAX_3DTEXT_GLOBAL                        (1024)
#define MAX_3DTEXT_PLAYER                        (1024)
#define MAX_PICKUPS                                (4096)
#define INVALID_MENU                            (0xFF)
#define INVALID_TEXT_DRAW                        (0xFFFF)
#define INVALID_GANG_ZONE                        (-1)
#define INVALID_3DTEXT_ID                        (0xFFFF)
// --------------------------------------------------
// Natives
// --------------------------------------------------
// Util
native print(const string[]);
native printf(const format[], {Float,_}:...);
native format(output[], len, const format[], {Float,_}:...);
native SendClientMessage(playeridcolor, const message[]);
native SendClientMessageToAll(color, const message[]);
native SendPlayerMessageToPlayer(playeridsenderid, const message[]);
native SendPlayerMessageToAll(senderid, const message[]);
native SendDeathMessage(killerkilleeweapon);
native SendDeathMessageToPlayer(playeridkillerkilleeweapon);
native GameTextForAll(const string[],time,style);
native GameTextForPlayer(playerid,const string[],time,style);
native SetTimer(funcname[], intervalrepeating);
native SetTimerEx(funcname[], intervalrepeating, const format[], {Float,_}:...);
native KillTimer(timerid);
native GetTickCount();
native GetMaxPlayers();
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
native CallLocalFunction(const function[], const format[], {Float,_}:...);
native Float:VectorSize(Float:xFloat:yFloat:z);
native Float:asin(Float:value);
native Float:acos(Float:value);
native Float:atan(Float:value);
native Float:atan2(Float:xFloat:y);
native GetPlayerPoolSize();
native GetVehiclePoolSize();
native GetActorPoolSize();
// Hash
native SHA256_PassHash(password[], salt[], ret_hash[], ret_hash_len); // SHA256 for password hashing
// Server wide persistent variable system (SVars)
native SetSVarInt(varname[], int_value);
native GetSVarInt(varname[]);
native SetSVarString(varname[], string_value[]);
native GetSVarString(varname[], string_return[], len);
native SetSVarFloat(varname[], Float:float_value);
native Float:GetSVarFloat(varname[]);
native DeleteSVar(varname[]);
// SVar enumeration
#define    SERVER_VARTYPE_NONE            0
#define SERVER_VARTYPE_INT            1
#define SERVER_VARTYPE_STRING        2
#define SERVER_VARTYPE_FLOAT        3
native GetSVarsUpperIndex();
native GetSVarNameAtIndex(indexret_varname[], ret_len);
native GetSVarType(varname[]);
// Game
native SetGameModeText(const string[]);
native SetTeamCount(count);
native AddPlayerClass(modelidFloat:spawn_xFloat:spawn_yFloat:spawn_zFloat:z_angleweapon1weapon1_ammoweapon2weapon2_ammoweapon3weapon3_ammo);
native AddPlayerClassEx(teamidmodelidFloat:spawn_xFloat:spawn_yFloat:spawn_zFloat:z_angleweapon1weapon1_ammoweapon2weapon2_ammoweapon3weapon3_ammo);
native AddStaticVehicle(modelidFloat:spawn_xFloat:spawn_yFloat:spawn_zFloat:z_anglecolor1color2);
native AddStaticVehicleEx(modelidFloat:spawn_xFloat:spawn_yFloat:spawn_zFloat:z_anglecolor1color2respawn_delayaddsiren=0);
native AddStaticPickup(modeltypeFloat:XFloat:YFloat:Zvirtualworld 0);
native CreatePickup(modeltypeFloat:XFloat:YFloat:Zvirtualworld 0);
native DestroyPickup(pickup);
native ShowNameTags(show);
native ShowPlayerMarkers(mode);
native GameModeExit();
native SetWorldTime(hour);
native GetWeaponName(weaponid, const weapon[], len);
native EnableTirePopping(enable); // deprecated function
native EnableVehicleFriendlyFire();
native AllowInteriorWeapons(allow);
native SetWeather(weatherid);
native SetGravity(Float:gravity);
native AllowAdminTeleport(allow);
native SetDeathDropAmount(amount);
native CreateExplosion(Float:XFloat:YFloat:ZtypeFloat:Radius);
native EnableZoneNames(enable);
native UsePlayerPedAnims();        // Will cause the players to use CJ running/walking animations
native DisableInteriorEnterExits();  // will disable all interior enter/exits in the game.
native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
native LimitGlobalChatRadius(Float:chat_radius);
native LimitPlayerMarkerRadius(Float:marker_radius);
// Npc
native ConnectNPC(name[], script[]);
native IsPlayerNPC(playerid);
// Admin
native IsPlayerAdmin(playerid);
native Kick(playerid);
native Ban(playerid);
native BanEx(playerid, const reason[]);
native SendRconCommand(command[]);
native GetPlayerNetworkStats(playeridretstr[], retstr_size);
native GetNetworkStats(retstr[], retstr_size);
native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player
native BlockIpAddress(ip_address[], timems);
native UnBlockIpAddress(ip_address[]);
// Deprecated:
native GetServerVarAsString(const varname[], buffer[], len);
native GetServerVarAsInt(const varname[]);
native GetServerVarAsBool(const varname[]);
// These are the same 3 functions as above although they avoid the name ambiguity/conflict with the SVar system.
native GetConsoleVarAsString(const varname[], buffer[], len);
native GetConsoleVarAsInt(const varname[]);
native GetConsoleVarAsBool(const varname[]);
// Extended admin network stats
native GetServerTickRate();
native NetStats_GetConnectedTime(playerid);
native NetStats_MessagesReceived(playerid);
native NetStats_BytesReceived(playerid);
native NetStats_MessagesSent(playerid);
native NetStats_BytesSent(playerid);
native NetStats_MessagesRecvPerSecond(playerid);
native Float:NetStats_PacketLossPercent(playerid);
native NetStats_ConnectionStatus(playerid);
native NetStats_GetIpPort(playeridip_port[], ip_port_len);
// Menu
native Menu:CreateMenu(const title[], columnsFloat:xFloat:yFloat:col1widthFloat:col2width 0.0);
native DestroyMenu(Menu:menuid);
native AddMenuItem(Menu:menuidcolumn, const menutext[]);
native SetMenuColumnHeader(Menu:menuidcolumn, const columnheader[]);
native ShowMenuForPlayer(Menu:menuidplayerid);
native HideMenuForPlayer(Menu:menuidplayerid);
native IsValidMenu(Menu:menuid);
native DisableMenu(Menu:menuid);
native DisableMenuRow(Menu:menuidrow);
native Menu:GetPlayerMenu(playerid);
// Text Draw
#define TEXT_DRAW_FONT_SPRITE_DRAW     4
#define TEXT_DRAW_FONT_MODEL_PREVIEW 5
native Text:TextDrawCreate(Float:xFloat:ytext[]);
native TextDrawDestroy(Text:text);
native TextDrawLetterSize(Text:textFloat:xFloat:y);
native TextDrawTextSize(Text:textFloat:xFloat:y);
native TextDrawAlignment(Text:textalignment);
native TextDrawColor(Text:textcolor);
native TextDrawUseBox(Text:text, use);
native TextDrawBoxColor(Text:textcolor);
native TextDrawSetShadow(Text:textsize);
native TextDrawSetOutline(Text:textsize);
native TextDrawBackgroundColor(Text:textcolor);
native TextDrawFont(Text:textfont);
native TextDrawSetProportional(Text:textset);
native TextDrawSetSelectable(Text:textset);
native TextDrawShowForPlayer(playeridText:text);
native TextDrawHideForPlayer(playeridText:text);
native TextDrawShowForAll(Text:text);
native TextDrawHideForAll(Text:text);
native TextDrawSetString(Text:textstring[]);
native TextDrawSetPreviewModel(Text:textmodelindex);
native TextDrawSetPreviewRot(Text:textFloat:fRotXFloat:fRotYFloat:fRotZFloat:fZoom 1.0);
native TextDrawSetPreviewVehCol(Text:textcolor1color2);
// Gang Zones
native GangZoneCreate(Float:minxFloat:minyFloat:maxxFloat:maxy);
native GangZoneDestroy(zone);
native GangZoneShowForPlayer(playeridzonecolor);
native GangZoneShowForAll(zonecolor);
native GangZoneHideForPlayer(playeridzone);
native GangZoneHideForAll(zone);
native GangZoneFlashForPlayer(playeridzoneflashcolor);
native GangZoneFlashForAll(zoneflashcolor);
native GangZoneStopFlashForPlayer(playeridzone);
native GangZoneStopFlashForAll(zone);
// Global 3D Text Labels
native Text3D:Create3DTextLabel(text[], colorFloat:XFloat:YFloat:ZFloat:DrawDistancevirtualworldtestLOS=0);
native Delete3DTextLabel(Text3D:id);
native Attach3DTextLabelToPlayer(Text3D:idplayeridFloat:OffsetXFloat:OffsetYFloat:OffsetZ);
native Attach3DTextLabelToVehicle(Text3D:idvehicleidFloat:OffsetXFloat:OffsetYFloat:OffsetZ);
native Update3DTextLabelText(Text3D:idcolortext[]);
// Per-player 3D Text Labels
native PlayerText3D:CreatePlayer3DTextLabel(playeridtext[], colorFloat:XFloat:YFloat:ZFloat:DrawDistanceattachedplayer=INVALID_PLAYER_IDattachedvehicle=INVALID_VEHICLE_IDtestLOS=0);
native DeletePlayer3DTextLabel(playeridPlayerText3D:id);
native UpdatePlayer3DTextLabelText(playeridPlayerText3D:idcolortext[]);
// Player GUI Dialog
#define DIALOG_STYLE_MSGBOX                0
#define DIALOG_STYLE_INPUT                1
#define DIALOG_STYLE_LIST                2
#define DIALOG_STYLE_PASSWORD            3
#define DIALOG_STYLE_TABLIST            4
#define DIALOG_STYLE_TABLIST_HEADERS    5
native ShowPlayerDialog(playeriddialogidstylecaption[], info[], button1[], button2[]);
// --------------------------------------------------
// Defines
// --------------------------------------------------
// States
#define PLAYER_STATE_NONE                        (0)
#define PLAYER_STATE_ONFOOT                        (1)
#define PLAYER_STATE_DRIVER                        (2)
#define PLAYER_STATE_PASSENGER                    (3)
#define PLAYER_STATE_EXIT_VEHICLE                (4) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER        (5) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER    (6) // (used internally)
#define PLAYER_STATE_WASTED                        (7)
#define PLAYER_STATE_SPAWNED                    (8)
#define PLAYER_STATE_SPECTATING                    (9)
// Marker modes used by ShowPlayerMarkers()
#define PLAYER_MARKERS_MODE_OFF            (0)
#define PLAYER_MARKERS_MODE_GLOBAL        (1)
#define PLAYER_MARKERS_MODE_STREAMED    (2)
// Weapons
#define WEAPON_BRASSKNUCKLE                (1)
#define WEAPON_GOLFCLUB                    (2)
#define WEAPON_NITESTICK                (3)
#define WEAPON_KNIFE                    (4)
#define WEAPON_BAT                        (5)
#define WEAPON_SHOVEL                    (6)
#define WEAPON_POOLSTICK                (7)
#define WEAPON_KATANA                    (8)
#define WEAPON_CHAINSAW                    (9)
#define WEAPON_DILDO                    (10)
#define WEAPON_DILDO2                    (11)
#define WEAPON_VIBRATOR                    (12)
#define WEAPON_VIBRATOR2                (13)
#define WEAPON_FLOWER                    (14)
#define WEAPON_CANE                        (15)
#define WEAPON_GRENADE                    (16)
#define WEAPON_TEARGAS                    (17)
#define WEAPON_MOLTOV                    (18)
#define WEAPON_COLT45                    (22)
#define WEAPON_SILENCED                    (23)
#define WEAPON_DEAGLE                    (24)
#define WEAPON_SHOTGUN                    (25)
#define WEAPON_SAWEDOFF                    (26)
#define WEAPON_SHOTGSPA                    (27)
#define WEAPON_UZI                        (28)
#define WEAPON_MP5                        (29)
#define WEAPON_AK47                        (30)
#define WEAPON_M4                        (31)
#define WEAPON_TEC9                        (32)
#define WEAPON_RIFLE                    (33)
#define WEAPON_SNIPER                    (34)
#define WEAPON_ROCKETLAUNCHER            (35)
#define WEAPON_HEATSEEKER                (36)
#define WEAPON_FLAMETHROWER                (37)
#define WEAPON_MINIGUN                    (38)
#define WEAPON_SATCHEL                    (39)
#define WEAPON_BOMB                        (40)
#define WEAPON_SPRAYCAN                    (41)
#define WEAPON_FIREEXTINGUISHER            (42)
#define WEAPON_CAMERA                    (43)
#define WEAPON_PARACHUTE                (46)
#define WEAPON_VEHICLE                    (49)
#define WEAPON_DROWN                    (53)
#define WEAPON_COLLISION                (54)
// Keys
#define KEY_ACTION                (1)
#define KEY_CROUCH                (2)
#define KEY_FIRE                (4)
#define KEY_SPRINT                (8)
#define KEY_SECONDARY_ATTACK    (16)
#define KEY_JUMP                (32)
#define KEY_LOOK_RIGHT            (64)
#define KEY_HANDBRAKE            (128)
#define KEY_LOOK_LEFT            (256)
#define KEY_SUBMISSION            (512)
#define KEY_LOOK_BEHIND            (512)
#define KEY_WALK                (1024)
#define KEY_ANALOG_UP            (2048)
#define KEY_ANALOG_DOWN            (4096)
#define KEY_ANALOG_LEFT            (8192)
#define KEY_ANALOG_RIGHT        (16384)
#define KEY_YES                    (65536)
#define KEY_NO                    (131072)
#define KEY_CTRL_BACK            (262144)
#define KEY_UP                    (-128)
#define KEY_DOWN                (128)
#define KEY_LEFT                (-128)
#define KEY_RIGHT                (128)
// --------------------------------------------------
// Forwards (Callback declarations)
// --------------------------------------------------
forward OnGameModeInit();
forward OnGameModeExit();
forward OnFilterScriptInit();
forward OnFilterScriptExit();
forward OnPlayerConnect(playerid);
forward OnPlayerDisconnect(playeridreason);
forward OnPlayerSpawn(playerid);
forward OnPlayerDeath(playeridkilleridreason);
forward OnVehicleSpawn(vehicleid);
forward OnVehicleDeath(vehicleidkillerid);
forward OnPlayerText(playeridtext[]);
forward OnPlayerCommandText(playeridcmdtext[]);
forward OnPlayerRequestClass(playeridclassid);
forward OnPlayerEnterVehicle(playeridvehicleidispassenger);
forward OnPlayerExitVehicle(playeridvehicleid);
forward OnPlayerStateChange(playeridnewstateoldstate);
forward OnPlayerEnterCheckpoint(playerid);
forward OnPlayerLeaveCheckpoint(playerid);
forward OnPlayerEnterRaceCheckpoint(playerid);
forward OnPlayerLeaveRaceCheckpoint(playerid);
forward OnRconCommand(cmd[]);
forward OnPlayerRequestSpawn(playerid);
forward OnObjectMoved(objectid);
forward OnPlayerObjectMoved(playeridobjectid);
forward OnPlayerPickUpPickup(playeridpickupid);
forward OnVehicleMod(playeridvehicleidcomponentid);
forward OnEnterExitModShop(playeridenterexitinteriorid);
forward OnVehiclePaintjob(playeridvehicleidpaintjobid);
forward OnVehicleRespray(playeridvehicleidcolor1color2);
forward OnVehicleDamageStatusUpdate(vehicleidplayerid);
forward OnUnoccupiedVehicleUpdate(vehicleidplayeridpassenger_seatFloat:new_xFloat:new_yFloat:new_zFloat:vel_xFloat:vel_yFloat:vel_z);
forward OnPlayerSelectedMenuRow(playeridrow);
forward OnPlayerExitedMenu(playerid);
forward OnPlayerInteriorChange(playeridnewinterioridoldinteriorid);
forward OnPlayerKeyStateChange(playeridnewkeysoldkeys);
forward OnRconLoginAttemptip[], password[], success );
forward OnPlayerUpdate(playerid);
forward OnPlayerStreamIn(playeridforplayerid);
forward OnPlayerStreamOut(playeridforplayerid);
forward OnVehicleStreamIn(vehicleidforplayerid);
forward OnVehicleStreamOut(vehicleidforplayerid);
forward OnActorStreamIn(actoridforplayerid);
forward OnActorStreamOut(actoridforplayerid);
forward OnDialogResponse(playeriddialogidresponselistiteminputtext[]);
forward OnPlayerTakeDamage(playeridissueridFloat:amountweaponidbodypart);
forward OnPlayerGiveDamage(playeriddamagedidFloat:amountweaponidbodypart);
forward OnPlayerGiveDamageActor(playeriddamaged_actoridFloat:amountweaponidbodypart);
forward OnPlayerClickMap(playeridFloat:fXFloat:fYFloat:fZ);
forward OnPlayerClickTextDraw(playeridText:clickedid);
forward OnPlayerClickPlayerTextDraw(playeridPlayerText:playertextid);
forward OnIncomingConnection(playeridip_address[], port);
forward OnTrailerUpdate(playeridvehicleid);
forward OnVehicleSirenStateChange(playeridvehicleidnewstate);
#define CLICK_SOURCE_SCOREBOARD        0
forward OnPlayerClickPlayer(playeridclickedplayeridsource);
#define EDIT_RESPONSE_CANCEL        0
#define EDIT_RESPONSE_FINAL            1
#define EDIT_RESPONSE_UPDATE        2
forward OnPlayerEditObjectplayeridplayerobjectobjectidresponse
Float:fXFloat:fYFloat:fZFloat:fRotXFloat:fRotYFloat:fRotZ );
forward OnPlayerEditAttachedObjectplayeridresponseindexmodelidboneid,
Float:fOffsetXFloat:fOffsetYFloat:fOffsetZ,
Float:fRotXFloat:fRotYFloat:fRotZ,
Float:fScaleXFloat:fScaleYFloat:fScaleZ );
#define SELECT_OBJECT_GLOBAL_OBJECT    1
#define SELECT_OBJECT_PLAYER_OBJECT 2
forward OnPlayerSelectObject(playeridtypeobjectidmodelidFloat:fXFloat:fYFloat:fZ);
#define BULLET_HIT_TYPE_NONE            0
#define BULLET_HIT_TYPE_PLAYER            1
#define BULLET_HIT_TYPE_VEHICLE            2
#define BULLET_HIT_TYPE_OBJECT            3
#define BULLET_HIT_TYPE_PLAYER_OBJECT    4
forward OnPlayerWeaponShot(playeridweaponidhittypehitidFloat:fXFloat:fYFloat:fZ);
// -------------------------------------------------- 
Reply
#6

nгo entendi muito bem o que quis dizer, vocк estб querendo dizer para mim colocar a A_Samp? ou o script todo?
Se for sу a A_samp, eu jб coloquei.
Reply
#7

Quote:
Originally Posted by NemesisBR
View Post
Bom, mais uma vez estou tendo um erro chatinho, o erro й o seguinte:

HTML Code:
error 025: function heading differs from prototype
o cуdigo, a linha com o erro б a primeira:

PHP Code:
public OnPlayerTakeDamage(playeridissueridFloatamountweaponidbodypart)
{
    if(
issuerid != INVALID_PLAYER_ID)
    {
    new 
string[20];
    
format(stringsizeof(string), "~s~-~r~%.0f"amount);
    
GameTextForPlayer(playeridstring10006);
    
GameTextForPlayer(issuerid string10005);
    
PlayerPlaySound(issuerid 178020.00.00.0); 
Bom, jб segui milhхes de tutoriais na net, jб instalei vбrios YSI e nenhum funcionou, continuando do mesmo jeito.
PHP Code:
public OnPlayerTakeDamage(playeridissueridFloatamountweaponid)
{
    if(
issuerid != INVALID_PLAYER_ID)
    {
    new 
string[20];
    
format(stringsizeof(string), "~s~-~r~%.0f"amount);
    
GameTextForPlayer(playeridstring10006);
    
GameTextForPlayer(issuerid string10005);
    
PlayerPlaySound(issuerid 178020.00.00.0); 
Tente!
Reply
#8

Quote:
Originally Posted by NemesisBR
Посмотреть сообщение
nгo entendi muito bem o que quis dizer, vocк estб querendo dizer para mim colocar a A_Samp? ou o script todo?
Se for sу a A_samp, eu jб coloquei.
Troque esse script pelo que esta na sua inc a_samp ela estб desatualizada.
Reply
#9

Bom, qual programa abre o .inc?
Reply
#10

Quote:
Originally Posted by NemesisBR
Посмотреть сообщение
Bom, qual programa abre o .inc?
PHP код:
public OnPlayerTakeDamage(playeridissueridFloatamountweaponid

    if(
issuerid != INVALID_PLAYER_ID
    { 
    new 
string[20]; 
    
format(stringsizeof(string), "~s~-~r~%.0f"amount); 
    
GameTextForPlayer(playeridstring10006); 
    
GameTextForPlayer(issuerid string10005); 
    
PlayerPlaySound(issuerid 178020.00.00.0); 
Teste isso cara. !!!
Reply
#11

Wow, isso funcionou, sу que na linha que tem ligamento com a Public deu o seguinte erro:

Код HTML:
error 029: invalid expression, assumed zero
warning 215: expression has no effect
error 001: expected token: ";", but found ")"
error 029: invalid expression, assumed zero
fatal error 107: too many error messages on one line
O erro informado й na primeira linha, o cуdigo:

PHP код:
   if(issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == && Arena2[playerid] == && Arena[playerid] == && mortohs[playerid] == false){
      
SetPlayerHealth(playerid0.0);
      new 
strm[100], matador[MAX_PLAYER_NAME], matado[MAX_PLAYER_NAME];
      
GetPlayerName(issuerid,matador,sizeof(matador));
      
GetPlayerName(playerid,matado,sizeof(matado));
      
format(strm,sizeof(strm),"{09FF00}HeadShot: {FF0000}%s {09FF00}deu um HeadShot em {FF0000}%s",matador,matado);
      
SendClientMessageToAll(-1,strm);
      
mortohs[playerid] = true;
  } 
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