Neoninjsh Posted August 8, 2011 Report Share Posted August 8, 2011 cannot read from file: "war3ft/consants.inl" nesaprotu, kur problēma? Link to comment Share on other sites More sharing options...
Neoninjsh Posted August 8, 2011 Author Report Share Posted August 8, 2011 sviesc, karoč kur vēl xp varētu būt jāizmaina, xp.h failaā izmainiju pa leveliem, bet no vienas vietas, ja nemaldos 11 vai kādā līmni viņš taka uz iepriekšējiem cipariem lec. Link to comment Share on other sites More sharing options...
ProGamer Posted August 8, 2011 Report Share Posted August 8, 2011 No manas puses šķiet war3 netādu esei paņēmis vai arī "war3ft/consants.inl" esi mainijis iesaku nemt orģinālo war3 un tur ņemties. Link to comment Share on other sites More sharing options...
Neoninjsh Posted August 8, 2011 Author Report Share Posted August 8, 2011 manjau ir šis jaunais, viņam ir uzlikti 16 leveli, man pofig par to kompilēšanu, man galvenais, lai mans xp fails strādātu, bet tā nav, vienkārši varbut vēl kaukur bija jāievada tie xp , bet nesaprotu Link to comment Share on other sites More sharing options...
MašīnZaglis Posted August 9, 2011 Report Share Posted August 9, 2011 tev vienkārši nav lemts. Grūti iemest jaunu to tevis norādīto failu??? Link to comment Share on other sites More sharing options...
Neoninjsh Posted August 9, 2011 Author Report Share Posted August 9, 2011 xp.inl arī kas jāmaina? /* * XP Functions */ #define XP_NEARBY_RADIUS 250 // START FROM CSX.INC - This is a hack b/c we can't include CSX and DODX in the same plugin :/ forward bomb_planting(planter); forward bomb_planted(planter); forward bomb_defusing(defuser); forward bomb_defused(defuser); // END FROM CSX.INC // Called when a user begins defusing the bomb public bomb_defusing( defuser ) { if ( !WC3_Check() ) { return; } // Make sure that this isn't called more than once per round if ( !bHasBegunPlantingOrDefusing[defuser] ) { new iBonusXP = XP_Give( defuser, DEFUSING_BOMB ); if ( iBonusXP != 0 ) { client_print( defuser, print_chat, "%s You have been awarded %d XP for starting to defuse the bomb", g_MODclient, iBonusXP ); } } bHasBegunPlantingOrDefusing[defuser] = true; } // Called when a user defuses the bomb public bomb_defused( defuser ) { if ( !WC3_Check() ) { return; } new iBonusXP = XP_Give( defuser, DEFUSED_BOMB ); if ( iBonusXP != 0 ) { client_print( defuser, print_chat, "%s You have been awarded %d XP for defusing the bomb", g_MODclient, iBonusXP ); } g_iPlayerRole[defuser] = 0; } // Called when a user begins planting the bomb public bomb_planting( planter ) { if ( !WC3_Check() ) { return; } // Make sure that this isn't called more than once per round if ( !bHasBegunPlantingOrDefusing[planter] ) { new iBonusXP = XP_Give( planter, PLANTING_BOMB ); if ( iBonusXP != 0 ) { client_print( planter, print_chat, "%s You have been awarded %d XP for starting to plant the bomb", g_MODclient, iBonusXP ); } } g_iPlayerRole[planter] = PLR_BOMB_PLANTER; bHasBegunPlantingOrDefusing[planter] = true; } // Called when a user has planted the bomb public bomb_planted( planter ) { if ( !WC3_Check() ) { return; } new iBonusXP = XP_Give( planter, PLANT_BOMB ); if ( iBonusXP != 0 ) { client_print( planter, print_chat, "%s You have been awarded %d XP for planting the bomb", g_MODclient, iBonusXP ); } g_iPlayerRole[planter] = 0; p_data_b[planter][PB_ISPLANTING] = false; // Serpent Ward Check SH_BombPlanted(); } // Called on certain player events public on_PlayerAction() { if ( !WC3_Check() ) { return; } new sArg[64], sAction[64], sName[64]; new iUserId, id; read_logargv( 0,sArg,64 ); read_logargv( 2,sAction,64 ); parse_loguser( sArg,sName,64,iUserId ); id = find_player( "k", iUserId ); if ( id == 0 ) { return; } // If the round is over do not award XP! if ( g_EndRound ) { return; } // Spawned with the bomb if (equal(sAction,"Spawned_With_The_Bomb")) { g_iPlayerRole[id] = PLR_BOMB_CARRIER; new iBonusXP = XP_Give( id, SPAWN_BOMB ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have been awarded %d XP for spawning with the bomb", g_MODclient, iBonusXP ); } } // Dropped bomb else if (equal(sAction,"Dropped_The_Bomb")) { g_iPlayerRole[id] = 0; new iBonusXP = XP_Give( id, -1 * BOMB_PICKUP ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have lost %d XP for dropping the bomb", g_MODclient, -1 * iBonusXP ); } } // Picked up bomb else if (equal(sAction,"Got_The_Bomb")) { g_iPlayerRole[id] = PLR_BOMB_CARRIER; new iBonusXP = XP_Give( id, BOMB_PICKUP ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have been awarded %d XP for picking up the bomb", g_MODclient, iBonusXP ); } } // Hostage touched else if (equal(sAction,"Touched_A_Hostage")) { g_iPlayerRole[id] = PLR_HOSTAGE_RESCUER; new iBonusXP = XP_Give( id, TOUCH_HOSTAGE ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have been awarded %d XP for starting to rescue a hostage", g_MODclient, iBonusXP ); } } // Hostage rescued else if (equal(sAction,"Rescued_A_Hostage")) { new iBonusXP = XP_Give( id, RESCUE_HOSTAGE ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have been awarded %d XP for rescuing a hostage", g_MODclient, iBonusXP ); } } // Hostage killed else if (equal(sAction,"Killed_A_Hostage")) { new iBonusXP = XP_Give( id, -1 * KILL_HOSTAGE ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have lost %d XP for killing a hostage", g_MODclient, -1 * iBonusXP ); } } // VIP spawn else if (equal(sAction,"Became_VIP")) { g_iPlayerRole[id] = PLR_VIP; new iBonusXP = XP_Give( id, SPAWN_VIP ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have gained %d XP for spawning as the VIP", g_MODclient, iBonusXP ); } } // VIP escaped else if (equal(sAction,"Escaped_As_VIP")) { new iBonusXP = XP_Give( id, ESCAPE_VIP ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s You have gained %d XP for escaping as the VIP", g_MODclient, iBonusXP ); } } } XP_onDeath( iVictim, iAttacker, iWeaponIndex, iHeadshot ) { // We don't want to give XP to the world if ( iAttacker == 0 ) { return; } // We don't want to give XP to suiciders else if ( iAttacker == iVictim ) { return; } new iLevel = p_data[iVictim][P_LEVEL] new iBonusXP, iXP = floatround( XP_GivenByLevel( iLevel ) * fWpnXPMultiplier[iWeaponIndex] ); // Check for a team kill if ( get_user_team( iAttacker ) == get_user_team( iVictim ) ) { // Remove XP since he killed his teammate iBonusXP = XP_Give( iAttacker, -1 * iXP ); // This message should be displayed no matter what XP_kill_objectives is, b/c it's a no-no if ( iBonusXP != 0 ) { client_print( iAttacker, print_chat, "%s You have lost %d XP for killing a teammate", g_MODclient, -1 * iBonusXP ); } } // Otherwise the player killed the other team else { // Award XP for a kill iBonusXP = XP_Give( iAttacker, iXP ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_kill_obj ) ) { client_print( iAttacker, print_chat, "%s You have been awarded %d XP for killing the enemy", g_MODclient, iBonusXP ); } // User had a headshot? Give bonus XP! if ( iHeadshot ) { iBonusXP = XP_Give( iAttacker, KILL_HEADSHOT ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_kill_obj ) ) { client_print( iAttacker, print_chat, "%s You have been awarded %d XP for getting a headshot", g_MODclient, iBonusXP ); } } new iAssistLevel, iAssistXP, iVictimMaxHealth; new Float:fMultiplier; // Award XP for other people doing damage to this victim for ( new i = 0; i < MAXPLAYERS; i++ ) { // Then this player dealt some damage to this player this round if ( g_iDamageDealt[iVictim] > 0 && iAttacker != i ) { iVictimMaxHealth = get_user_maxhealth( iVictim ); fMultiplier = float( g_iDamageDealt[iVictim] ) / float( iVictimMaxHealth ); iAssistLevel = p_data[P_LEVEL]; iAssistXP = XP_GivenByLevel( iAssistLevel ); // Need a ratio of XP to award to person who dealt damage iBonusXP = XP_Give( i, ( floatround( float( iAssistXP ) * fMultiplier ) / 2 ) ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_kill_obj ) ) { client_print( i, print_chat, "%s You have been awarded %d XP for a kill assist!", g_MODclient, iBonusXP ); } // victim may respawn, so reset the counter g_iDamageDealt[iVictim] = 0; } } if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO ) { // User killed a hostage rescuer if ( g_iPlayerRole[iVictim] == PLR_HOSTAGE_RESCUER ) { iBonusXP = XP_Give( iAttacker, KILL_HOSTAGE_SAVER ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_kill_obj ) ) { client_print( iAttacker, print_chat, "%s You have been awarded %d XP for killing the hostage rescuer", g_MODclient, iBonusXP ); } } // User killed the bomb defuser else if ( g_iPlayerRole[iVictim] == PLR_BOMB_DEFUSER ) { iBonusXP = XP_Give( iAttacker, KILL_DEFUSER ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_kill_obj ) ) { client_print( iAttacker, print_chat, "%s You have been awarded %d XP for killing the bomb defuser", g_MODclient, iBonusXP ); } } // User killed the bomb planter else if ( g_iPlayerRole[iVictim] == PLR_BOMB_PLANTER ) { iBonusXP = XP_Give( iAttacker, KILL_PLANTER ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_kill_obj ) ) { client_print( iAttacker, print_chat, "%s You have been awarded %d XP for killing the bomb planter", g_MODclient, iBonusXP ); } } // User killed the bomb carrier else if ( g_iPlayerRole[iVictim] == PLR_BOMB_CARRIER ) { iBonusXP = XP_Give( iAttacker, KILL_BOMB_CARRIER ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_kill_obj ) ) { client_print( iAttacker, print_chat, "%s You have been awarded %d XP for killing the bomb carrier", g_MODclient, iBonusXP ); } } // user killed the VIP else if ( g_iPlayerRole[iVictim] == PLR_VIP ) { iBonusXP = XP_Give( iAttacker, KILL_VIP ); if ( iBonusXP != 0 && get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( iAttacker, print_chat, "%s You have been awarded %d XP for killing the VIP", g_MODclient, iBonusXP ); } } } else if ( g_MOD == GAME_DOD ) { } // Player died, so lets reset their data g_iPlayerRole[iVictim] = 0; } } XP_WinRound( iWinner ) { new players[32], numberofplayers, i, id; get_players( players, numberofplayers ); for ( i = 0; i < numberofplayers; i++ ) { id = players; // Is the user on the correct team? if ( get_user_team( id ) == iWinner ) { new iBonusXP = XP_Give( id, WIN_ROUND ); if ( get_pcvar_num( CVAR_wc3_show_objectives ) ) { client_print( id, print_chat, "%s %L", g_MODclient, id, "AWARD_FOR_WINNING_ROUND", iBonusXP ); } } } } XP_GetByLevel( iLevel ) { if ( iLevel < 0 || iLevel > 16 ) { return 0; } // Change based on XP multiplier! new Float:fXPMult = get_pcvar_float( CVAR_wc3_xp_multiplier ); if ( get_pcvar_num( CVAR_wc3_save_xp ) ) { return floatround( iXPLevelSaved[iLevel] * fXPMult ); } return floatround( iXPLevelShortTerm[iLevel] * fXPMult ); } XP_GivenByLevel( iLevel ) { if ( iLevel < 0 || iLevel > 16 ) { return 0; } if ( get_pcvar_num( CVAR_wc3_save_xp ) ) { return iXPGivenSaved[iLevel]; } return iXPGivenShortTerm[iLevel]; } bool:XP_MinPlayers() { new iNum = 0; // Don't ignore bots if ( get_pcvar_num( CVAR_wc3_ignore_bots ) == 0 ) { iNum = get_playersnum(); } // Ignore bots, spectators, and HLTV else { new players[32]; if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO ) { new iNumCT; get_players( players, iNum, "ce", "TERRORIST" ); get_players( players, iNumCT, "ce", "CT" ); iNum += iNumCT; } else if ( g_MOD == GAME_DOD ) { new iNumAxis; get_players( players, iNum, "ce", "Allies" ); get_players( players, iNumAxis, "ce", "Axis" ); iNum += iNumAxis; } } if ( iNum < get_pcvar_num( CVAR_wc3_min_players ) ) { return false; } return true; } // Function will verify if the user's level/information is correct and checks to see if the user has gained a level XP_Check( id, bShowGained = true ) { new iOldLevel = p_data[id][P_LEVEL], i; // Make sure the user doesn't have negative experience if ( p_data[id][P_XP] < 0 ) { p_data[id][P_XP] = 0; } // Determine what the user's level should be for ( i = 0; i <= MAX_LEVELS; i++ ) { // User has enough XP to advance to the next level if ( p_data[id][P_XP] >= XP_GetByLevel( i ) ) { p_data[id][P_LEVEL] = i; } // On this increment the user doesn't have enough XP to advance to the next level else { break; } } // User gained a level if ( p_data[id][P_LEVEL] > iOldLevel && p_data[id][P_RACE] != 0 && bShowGained ) { WC3_StatusText( id, TXT_TOP_CENTER, "%L", id, "YOU_GAINED_A_LEVEL" ); // Only play the sound if the user is alived!! if ( is_user_alive( id ) ) { emit_sound( id, CHAN_STATIC, g_szSounds[sOUND_LEVELUP], 1.0, ATTN_NORM, 0, PITCH_NORM ); } } // We might need to lower the skills the user has ( can occur if you load XP info from a database and the XP multiplier has changed ) new iSkillsUsed = SM_TotalSkillPointsUsed( id ); new iSkillID, iSkillLevel; new bool:bSkillRemoved = false; while ( iSkillsUsed > p_data[id][P_LEVEL] ) { // We might need to remove the ult first! if ( p_data[id][P_LEVEL] < MIN_ULT_LEVEL ) { new iUltimateID = SM_GetSkillOfType( id, SKILL_TYPE_ULTIMATE ); // Then we need to remove this! if ( SM_GetSkillLevel( id, iUltimateID, 0 ) == 1 ) { // Remove the ult SM_SetSkillLevel( id, iUltimateID, 0, 0 ); bSkillRemoved = true; // Clear ult icon! ULT_ClearIcons( id ); // Get our current skills used iSkillsUsed = SM_TotalSkillPointsUsed( id ); // Restart the loop! continue; } } iSkillID = SM_GetRandomSkill( id ); iSkillLevel = SM_GetSkillLevel( id, iSkillID, 1 ); // We don't want a passive skill or a skill that is level 0 so keep trying while ( SM_GetSkillType( iSkillID ) == SKILL_TYPE_PASSIVE || iSkillLevel == 0 ) { iSkillID = SM_GetRandomSkill( id ); iSkillLevel = SM_GetSkillLevel( id, iSkillID, 2 ); } // OK at this point we have a valid skill, lets remove a level! SM_SetSkillLevel( id, iSkillID, iSkillLevel - 1, 1 ); bSkillRemoved = true; // Get our current skills used iSkillsUsed = SM_TotalSkillPointsUsed( id ); } // Need to reset all skill data for the given race if we've removed a skill if ( bSkillRemoved ) { WC3_InitPlayerSkills( id ); } // OK lets check the total skills the user has, and maybe show them the selectskills menu new iTotalSkillsUsed = SM_TotalSkillPointsUsed( id ); if ( iTotalSkillsUsed < p_data[id][P_LEVEL] ) { MENU_SelectSkill( id ); } WC3_ShowBar( id ); } XP_Configure() { // Configure based on weapon multiplier // Counter-Strike and Condition Zero weapons if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO ) { fWpnXPMultiplier[CSW_USP ] = 2.5; fWpnXPMultiplier[CSW_DEAGLE ] = 2.5; fWpnXPMultiplier[CSW_GLOCK18 ] = 2.5; fWpnXPMultiplier[CSW_ELITE ] = 3.5; fWpnXPMultiplier[CSW_P228 ] = 2.5; fWpnXPMultiplier[CSW_FIVESEVEN ] = 2.5; fWpnXPMultiplier[CSW_XM1014 ] = 1.25; fWpnXPMultiplier[CSW_M3 ] = 1.5; fWpnXPMultiplier[CSW_MP5NAVY ] = 1.0; fWpnXPMultiplier[CSW_UMP45 ] = 1.25; fWpnXPMultiplier[CSW_P90 ] = 1.25; fWpnXPMultiplier[CSW_TMP ] = 1.5; fWpnXPMultiplier[CSW_MAC10 ] = 1.5; fWpnXPMultiplier[CSW_GALIL ] = 1.15; fWpnXPMultiplier[CSW_FAMAS ] = 1.15; fWpnXPMultiplier[CSW_AWP ] = 1.0; fWpnXPMultiplier[CSW_M4A1 ] = 1.0; fWpnXPMultiplier[CSW_AK47 ] = 1.0; fWpnXPMultiplier[CSW_AUG ] = 1.0; fWpnXPMultiplier[CSW_SG552 ] = 1.0; fWpnXPMultiplier[CSW_G3SG1 ] = 1.0; fWpnXPMultiplier[CSW_SG550 ] = 1.0; fWpnXPMultiplier[CSW_M249 ] = 1.25; fWpnXPMultiplier[CSW_SCOUT ] = 3.0; fWpnXPMultiplier[CSW_HEGRENADE ] = 1.75; fWpnXPMultiplier[CSW_KNIFE ] = 6.0; fWpnXPMultiplier[CSW_C4 ] = 2.0; fWpnXPMultiplier[CSW_SMOKEGRENADE ] = 1.0; fWpnXPMultiplier[CSW_FLASHBANG ] = 1.0; } // Day of Defeat weapons else if ( g_MOD == GAME_DOD ) { fWpnXPMultiplier[DODW_AMERKNIFE ] = 6.0; fWpnXPMultiplier[DODW_GERKNIFE ] = 6.0; fWpnXPMultiplier[DODW_BRITKNIFE ] = 6.0; fWpnXPMultiplier[DODW_GARAND_BUTT ] = 6.0; fWpnXPMultiplier[DODW_HANDGRENADE ] = 1.75; fWpnXPMultiplier[DODW_STICKGRENADE ] = 1.75; fWpnXPMultiplier[DODW_STICKGRENADE_EX ] = 1.75; fWpnXPMultiplier[DODW_HANDGRENADE_EX ] = 1.75; fWpnXPMultiplier[DODW_COLT ] = 1.0; fWpnXPMultiplier[DODW_LUGER ] = 1.0; fWpnXPMultiplier[DODW_GARAND ] = 1.0; fWpnXPMultiplier[DODW_SCOPED_KAR ] = 1.0; fWpnXPMultiplier[DODW_THOMPSON ] = 1.0; fWpnXPMultiplier[DODW_STG44 ] = 1.0; fWpnXPMultiplier[DODW_SPRINGFIELD ] = 1.0; fWpnXPMultiplier[DODW_KAR ] = 1.0; fWpnXPMultiplier[DODW_BAR ] = 1.0; fWpnXPMultiplier[DODW_MP40 ] = 1.0; fWpnXPMultiplier[DODW_MG42 ] = 1.0; fWpnXPMultiplier[DODW_30_CAL ] = 1.0; fWpnXPMultiplier[DODW_SPADE ] = 1.0; fWpnXPMultiplier[DODW_M1_CARBINE ] = 1.0; fWpnXPMultiplier[DODW_MG34 ] = 1.0; fWpnXPMultiplier[DODW_GREASEGUN ] = 1.0; fWpnXPMultiplier[DODW_FG42 ] = 1.0; fWpnXPMultiplier[DODW_K43 ] = 1.0; fWpnXPMultiplier[DODW_ENFIELD ] = 1.0; fWpnXPMultiplier[DODW_STEN ] = 1.0; fWpnXPMultiplier[DODW_BREN ] = 1.0; fWpnXPMultiplier[DODW_WEBLEY ] = 1.0; fWpnXPMultiplier[DODW_BAZOOKA ] = 1.0; fWpnXPMultiplier[DODW_PANZERSCHRECK ] = 1.0; fWpnXPMultiplier[DODW_PIAT ] = 1.0; fWpnXPMultiplier[DODW_SCOPED_FG42 ] = 1.0; fWpnXPMultiplier[DODW_FOLDING_CARBINE ] = 1.0; fWpnXPMultiplier[DODW_KAR_BAYONET ] = 1.0; fWpnXPMultiplier[DODW_SCOPED_ENFIELD ] = 1.0; fWpnXPMultiplier[DODW_MILLS_BOMB ] = 1.0; fWpnXPMultiplier[DODW_ENFIELD_BAYONET ] = 1.0; fWpnXPMultiplier[DODW_MORTAR ] = 1.0; fWpnXPMultiplier[DODW_K43_BUTT ] = 1.0; } fWpnXPMultiplier[CSW_WORLDSPAWN ] = 0.0; fWpnXPMultiplier[CSW_LIGHTNING ] = 1.0; fWpnXPMultiplier[CSW_SUICIDE ] = 1.0; fWpnXPMultiplier[CSW_IMMOLATE ] = 1.0; fWpnXPMultiplier[CSW_LOCUSTS ] = 1.0; fWpnXPMultiplier[CSW_SERPENTWARD ] = 1.0; fWpnXPMultiplier[CSW_SHADOW ] = 1.0; fWpnXPMultiplier[CSW_THORNS ] = 1.0; fWpnXPMultiplier[CSW_CARAPACE ] = 1.0; fWpnXPMultiplier[CSW_CARRION ] = 1.0; fWpnXPMultiplier[CSW_ORB ] = 1.0; fWpnXPMultiplier[CSW_CONCOCTION ] = 1.0; fWpnXPMultiplier[CSW_BANISH ] = 1.0; } // Reset the user's XP to 0 public XP_Reset(id) { p_data[id][P_LEVEL] = 0; p_data[id][P_XP] = 0; SM_ResetSkillLevels( id ); // Save after resetting the user's XP DB_SaveXP( id, true ); WC3_ShowBar( id ); client_print( id, print_chat, "%s %L", g_MODclient, id, "YOUR_XP_HAS_BEEN_RESET" ); // Reset the skills... SHARED_INVIS_Set( id ); // Undead's Unholy Aura SHARED_SetGravity( id ); // Set the user's speed SHARED_SetSpeed( id ); return PLUGIN_CONTINUE; } // Function from war3x thanks ryan!!! public XP_GetAdminFlag() { new szFlags[24]; get_pcvar_string( CVAR_wc3_admin_flag, szFlags, 23 ); return ( read_flags( szFlags ) ); } stock XP_Give( id, iBonusXP ) { if ( !WC3_Check() || !id ) { return 0; } // Make sure we have the minimum amount of players if ( !XP_MinPlayers() ) { return 0; } // Bonus calculated by: // Bonus XP * (lvl of player/10 + 1.0) // I.E. if Player is level 10, then it will be Bonus XP * 2.0 if ( iBonusXP != 0 ) { new Float:fCurrentLevel = float( p_data[id][P_LEVEL] ); new Float:iLevelMultiplier = ( fCurrentLevel / 16 ) + 1.0; new iRealBonusXP = floatround(iLevelMultiplier * iBonusXP); p_data[id][P_XP] += iRealBonusXP; XP_Check( id ); return iRealBonusXP; } return 0; } Link to comment Share on other sites More sharing options...
remix.cc Posted August 9, 2011 Report Share Posted August 9, 2011 cannot read from file: "war3ft/consants.inl" tas laikam nozime, ka kompilators to failu nevar atrast... kadu failu tu kompile un vai visi parejie faili ir pareizajas sadaljas? Link to comment Share on other sites More sharing options...
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