查看: 2656|回复: 26

有懂源码的没有,帮忙看下这个源码哪错了!!为什么不能编译

[复制链接]
发表于 2013-4-6 10:44:02 | 显示全部楼层 |阅读模式
/* AMX MOD X script.
* This file is provided as is with no warranty.
*
* Presenting: Slay Losers
*
* Effect: Losing the objective results in a random orgy of GFX destruction
*           for the losing team (everyone on the losing team DIES).
*  
* NOTE: The slaying will NOT remove frags.
*
* CVAR: Set mp_slaylosers to 0 if you want to turn it off.
*
* Written by: Denkkar Seffyd, now in a seperate WC3 independent package (no XP removal though)
*
* Install: compile then add slaylosers.amx to addons/amx/plugin.ini
*         
*/

#include <amxmodx>
#include <amxmisc>
#include <fun>
#include <unlimited_money>
new white
new lightning
new g_sModelIndexSmoke


public plugin_init(){
                     
    register_plugin("AMX Slay Losers","1.0","[email protected]")
    register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw")
   
    register_cvar("mp_slaylosers","1",FCVAR_SERVER)
   
    return PLUGIN_CONTINUE
}


public end_round(){
        
    // Only active if CVAR is not equal to 0
    if( get_cvar_num("mp_slaylosers") ){
        new parm[32]
        new len = read_data(2,parm,31)
        set_task(1.0,"slay_those_losers",0,parm, len + 1)
    }
        
    return PLUGIN_CONTINUE
}

// Slays each player who failed to stop the other team from completing the objective.
// A random slay method is chosen for each player.
public slay_those_losers(parm[]) {
        new origin[3], srco[3]
        new player[32], playersnum
        new id
                       
        get_players(player,playersnum,"ea",(parm[7] == 't') ? "CT" : "TERRORIST" )
       
        for(new i = 0; i < playersnum; ++i){       
                id = player[i]       
                get_user_origin(id,origin)                       
                origin[2] -= 26
                srco[0]=origin[0]+150
                srco[1]=origin[1]+150
                srco[2]=origin[2]+800
                switch(random_num(1,3)){       
                        case 1:{
                                slay_lightning(srco,origin)
                                emit_sound(id,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
                        }
                        case 2:{
                                slay_blood(origin)
                                emit_sound(id,CHAN_ITEM, "weapons/headshot2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
                        }
                        case 3:        {
                                slay_explode(origin)
                                emit_sound(id,CHAN_ITEM, "weapons/explode3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
                        }
                }
                set_hudmessage(178, 14, 41, -1.0, -0.4, 1, 6, 4.5, 0.2, 0.2,5);
                show_hudmessage(0, "任务失败!!^n处死没商量!!^n被处死者同时扣除身上20000元!" );
                user_kill(id,1)       
                cs_set_user_money2(id,cs_get_user_money2(id) - 20000)
                //set_user_frags(id, get_user_frags(id)+0)
        }       
}
       

slay_explode(vec1[3]) {
        // blast circles
        message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1)
        write_byte( 21 )
        write_coord(vec1[0])
        write_coord(vec1[1])
        write_coord(vec1[2] + 16)
        write_coord(vec1[0])
        write_coord(vec1[1])
        write_coord(vec1[2] + 1936)
        write_short( white )
        write_byte( 0 ) // startframe
        write_byte( 0 ) // framerate
        write_byte( 2 ) // life
        write_byte( 16 ) // width
        write_byte( 0 ) // noise
        write_byte( 188 ) // r
        write_byte( 220 ) // g
        write_byte( 255 ) // b
        write_byte( 255 ) //brightness
        write_byte( 0 ) // speed
        message_end()
        //Explosion2
        message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte( 12 )
        write_coord(vec1[0])
        write_coord(vec1[1])
        write_coord(vec1[2])
        write_byte( 188 ) // byte (scale in 0.1's)
        write_byte( 10 ) // byte (framerate)
        message_end()
        //Smoke
        message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1)
        write_byte( 5 )
        write_coord(vec1[0])
        write_coord(vec1[1])
        write_coord(vec1[2])
        write_short( g_sModelIndexSmoke )
        write_byte( 2 )  
        write_byte( 10 )  
        message_end()
}

slay_blood(vec1[3]) {
        //LAVASPLASH
        message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte( 10 )
        write_coord(vec1[0])
        write_coord(vec1[1])
        write_coord(vec1[2])
        message_end()
}

slay_lightning(vec1[3],vec2[3]) {
        //Lightning
        message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
        write_byte( 0 )
        write_coord(vec1[0])
        write_coord(vec1[1])
        write_coord(vec1[2])
        write_coord(vec2[0])
        write_coord(vec2[1])
        write_coord(vec2[2])
        write_short( lightning )
        write_byte( 1 ) // framestart
        write_byte( 5 ) // framerate
        write_byte( 2 ) // life
        write_byte( 20 ) // width
        write_byte( 30 ) // noise
        write_byte( 200 ) // r, g, b
        write_byte( 200 ) // r, g, b
        write_byte( 200 ) // r, g, b
        write_byte( 200 ) // brightness
        write_byte( 200 ) // speed
        message_end()
        //Sparks
        message_begin( MSG_PVS, SVC_TEMPENTITY,vec2)
        write_byte( 9 )
        write_coord( vec2[0] )
        write_coord( vec2[1] )
        write_coord( vec2[2] )
        message_end()
        //Smoke     
        message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec2)
        write_byte( 5 )
        write_coord(vec2[0])
        write_coord(vec2[1])
        write_coord(vec2[2])
        write_short( g_sModelIndexSmoke )
        write_byte( 10 )  
        write_byte( 10 )  
        message_end()
}

       
public plugin_precache() {
       
        g_sModelIndexSmoke = precache_model("sprites/steam1.spr")
        lightning = precache_model("sprites/lgtning.spr")
        white = precache_model("sprites/white.spr")
        precache_sound( "ambience/thunder_clap.wav")
        precache_sound( "weapons/headshot2.wav")
        precache_sound( "weapons/explode3.wav")

       
        return PLUGIN_CONTINUE
}
发表于 2013-4-6 11:34:37 | 显示全部楼层
次奥!好深奥!
发表于 2013-4-6 23:10:29 | 显示全部楼层
unlimited_money   目测你缺少这个模块 我编译成功了
发表于 2013-4-7 06:09:02 本用户来自手机登陆 | 显示全部楼层
错误报告…
发表于 2013-4-7 13:50:31 | 显示全部楼层
我编译成功 要的话私密我
发表于 2013-4-7 16:00:23 | 显示全部楼层
可以编译,楼主不能编译的原因是楼主缺少这个源码的接口。在哪里下载的,把接口放到编译器里就可以编译了。
发表于 2013-4-7 16:00:44 | 显示全部楼层
好人一生平安  
发表于 2013-4-10 19:52:47 | 显示全部楼层
要不我崇拜你?行吗?  
发表于 2013-4-11 18:27:36 | 显示全部楼层
这个贴不错!!!!!看了之后就要回复贴子,呵呵  
发表于 2013-4-11 23:56:25 | 显示全部楼层
怎么就没人拜我为偶像那?? ~  
您需要登录后才可以回帖 登录 | 中文注册

本版积分规则