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Hi Leute ich hab da n dickes prob mit meiner neuen Waffe , die ich eigentlich proggen wollte . Beim kompilieren kommt da n fetter fehler und lacht mich aus :
--------------------Konfiguration: hl - Win32 Release-------------------- Kompilierung läuft... guardian.CPP D:\Half-Life\Worldcraft\edittools\Z Programmiern\Dlls\guardian.CPP(82) : error C2653: 'CGUARDIAN' : Keine Klasse oder Namespace D:\Half-Life\Worldcraft\edittools\Z Programmiern\Dlls\guardian.CPP(88) : error C2065: 'm_iShell' : nichtdeklarierter Bezeichner D:\Half-Life\Worldcraft\edittools\Z Programmiern\Dlls\guardian.CPP(108) : error C2065: 'm_usMP5' : nichtdeklarierter Bezeichner D:\Half-Life\Worldcraft\edittools\Z Programmiern\Dlls\guardian.CPP(111) : error C2653: 'CGUARDIAN' : Keine Klasse oder Namespace D:\Half-Life\Worldcraft\edittools\Z Programmiern\Dlls\guardian.CPP(113) : error C2065: 'pev' : nichtdeklarierter Bezeichner D:\Half-Life\Worldcraft\edittools\Z Programmiern\Dlls\guardian.CPP(113) : error C2227: Der linke Teil von '->classname' muss auf Klasse/Struktur/Union zeigen D:\Half-Life\Worldcraft\edittools\Z Programmiern\Dlls\guardian.CPP(122) : error C2065: 'm_iId' : nichtdeklarierter Bezeichner Fehler beim Ausführen von cl.exe.
hl.dll - 7 Fehler, 0 Warnung(en)
Ich hab kein plan was da geht . Ich geb euch ma den Code von meiner guardian.cpp :
/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/
#include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "soundent.h" #include "gamerules.h"
enum mp5_e { MP5_LONGIDLE = 0, MP5_IDLE1, MP5_LAUNCH, MP5_RELOAD, MP5_DEPLOY, MP5_FIRE1, MP5_FIRE2, MP5_FIRE3, };
class CMP5 : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void ); int SecondaryAmmoIndex( void ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); float m_flNextAnimTime; int m_iShell; private: unsigned short m_usMP5; }; LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 ); LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 );
//========================================================= //========================================================= int CMP5::SecondaryAmmoIndex( void ) { return m_iSecondaryAmmoType; }
void CMP5::Spawn( ) { pev->classname = MAKE_STRING("weapon_9mmAR"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_guardian.mdl"); m_iId = WEAPON_MP5;
m_iDefaultAmmo = MP5_DEFAULT_GIVE;
FallInit();// get ready to fall down. }
void CGUARDIAN::Precache( void ) { PRECACHE_MODEL("models/v_guardian.mdl"); PRECACHE_MODEL("models/w_guardian.mdl"); PRECACHE_MODEL("models/p_guardian.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/grenade.mdl"); // grenade
PRECACHE_MODEL("models/w_9mmARclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); // PRECACHE_SOUND("items/guncock1.wav");
PRECACHE_SOUND ("weapons/guard1.wav");// H to the K PRECACHE_SOUND ("weapons/guard2.wav");// H to the K PRECACHE_SOUND ("weapons/guard3.wav");// H to the K
PRECACHE_SOUND( "weapons/glauncher.wav" ); PRECACHE_SOUND( "weapons/glauncher2.wav" );
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" ); }
int CGUARDIAN::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "guardian"; p->iMaxAmmo1 = NULL; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = guardian_MAX_CLIP; p->iSlot = 4; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_guardian; p->iWeight = GUARDIAN_WEIGHT;
return 1; }
int CMP5::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; }
BOOL CMP5::Deploy( ) { return DefaultDeploy( "models/v_guardian.mdl", "models/p_guardian.mdl", MP5_DEPLOY, "mp5" ); }
void CMP5::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; }
if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; }
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usMP5 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
// player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( g_pGameRules->IsDeathmatch() ) { // optimized multiplayer. Widened to make it easier to hit a moving player m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2 ); } else { // single player spread m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2 ); }
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1; if (m_flNextPrimaryAttack < gpGlobals->time) m_flNextPrimaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); }
void CMP5::Reload( void ) { DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 ); }
void CMP5::WeaponIdle( void ) { ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time) return;
int iAnim; switch ( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = MP5_LONGIDLE; break; default: case 1: iAnim = MP5_IDLE1; break; }
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again. }
class CMP5AmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_9mmARclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_9mmARclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_mp5clip, CMP5AmmoClip ); LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip );
class CMP5Chainammo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_chainammo.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_chainammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "9mm", _9MM_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_9mmbox, CMP5Chainammo );
class CMP5AmmoGrenade : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_ARgrenade.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1);
if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade ); LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade );
Ich hoffe hir könnt mir helfen da ich kaum erfahrung im coden habe . Bitte auch nich über mich lustig machen , das könnt ihr euch sparen . Irgendwann werd ich nehmlich ma anderen helfen . Nur is die Scheiße im moment das ich nur mit tut's coden kann :( . Naja ich danke schon ma vorweg . Cya .
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