Подпишитесь на наш Telegram-канал, чтобы всегда быть в курсе важных обновлений! Перейти

Вот кароч тут проблема такая

Забаненный
Забаненный
Статус
Оффлайн
Регистрация
19 Июл 2017
Сообщения
213
Реакции
16
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
1>Resolver.cpp
1>Resolver.cpp(29): error C2374: pEnt: переопределение; множественная инициализация
1>Resolver.cpp(9): note: см. объявление "pEnt"
1>Resolver.cpp(82): error C2228: выражение слева от ".y" должно представлять класс, структуру или объединение
Это ошибки
Код:
Expand Collapse Copy
Сам код
void CRageBot::Resolver2(const CRecvProxyData *pData, void *pStruct, void *pOut)
{
    for (auto i = 0; i < I::ClientEntList->GetHighestEntityIndex(); i++)
    {
        static float Jittering[64] = { 0 };
        CBaseEntity* pEnt = nullptr;

        if (!(pEnt = I::ClientEntList->GetClientEntity(i)))
            continue;

        if ((pEnt == G::LocalPlayer))
            continue;

        player_info_t pTemp;

        if (!I::Engine->GetPlayerInfo(i, &pTemp))
            continue;
        static Vector vLast[65];
        static bool bShotLastTime[65];
        static bool bJitterFix[65];

        float *flPitch = (float*)((DWORD)pOut - 4);
        float flYaw = pData->m_Value.m_Float;
        bool bHasAA;
        bool bSpinbot;
        CBaseEntity* pEnt = nullptr;
        auto *m_flLowerBodyYawTarget = reinterpret_cast<float*>(reinterpret_cast<DWORD>(pEnt) + offsets.m_flLowerBodyYawTarget);
        auto *m_angEyeAnglesY = reinterpret_cast<float*>(reinterpret_cast<DWORD>(pEnt) + offsets.m_angEyeAnglesY);
        int m_iBulletsFired = G::LocalPlayer->GetShotsFired();
        static float TimedYaw;
        static float LowerBodyYaws = pEnt->GetLowerBodyYawTarget();
        Vector AimAngle;
        M::CalcAngle2(pEnt->GetEyePosition(), G::LocalPlayer->GetOrigin(), AimAngle);
        M::NormalizeVector(AimAngle);
        static float StoredYaw = 0;
        static bool bLowerBodyIsUpdated = false;
        if (*m_flLowerBodyYawTarget != StoredYaw) bLowerBodyIsUpdated = true;
        else bLowerBodyIsUpdated = false;

        if (Vars.Ragebot.ResolverType == 1)
        {
            bHasAA = ((*flPitch == 90.0f) || (*flPitch == 270.0f));
            bSpinbot = false;

            if (!bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()]
                && (fabsf(flYaw - vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y) > 15.0f) && !bHasAA)
            {
                flYaw = vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y;
                bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = true;
            }
            else
            {
                if (bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()]
                    && (fabsf(flYaw - vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y) > 15.0f))
                {
                    bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = true;
                    bSpinbot = true;
                }
                else
                {
                    bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = false;
                }
            }

            vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y = flYaw;


            bool bTmp = bJitterFix[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()];

            bJitterFix[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = (flYaw >= 180.0f && flYaw <= 360.0f);

            if (bTmp && (flYaw >= 0.0f && flYaw <= 180.0f))
            {
                flYaw += 359.0f;
            }
        }
        else if (Vars.Ragebot.ResolverType == 2)
        {
            TimedYaw = pEnt->GetEyeAngles().y - pEnt->GetLowerBodyYawTarget();
            *m_angEyeAnglesY = abs(TimedYaw);
        }
        else if (Vars.Ragebot.ResolverType == 3)
        {


            int value = (Vars.Ragebot.m_iBulletsFire) % 3;
            switch (value) {
            case 0:*m_angEyeAnglesY = AimAngle.y - 15; break;
            case 1:*m_angEyeAnglesY = AimAngle.y + 40; break;
            case 2:*m_angEyeAnglesY = AimAngle.y - 40; break;
            case 3:*m_angEyeAnglesY = AimAngle.y + 15; break;
            }
        }

        if (Vars.Ragebot.ResolverType == 4)
        {
            int value = rand() % 3;
            switch (value) {
            case 0:*m_angEyeAnglesY = *m_angEyeAnglesY; break;
            case 1:*m_angEyeAnglesY += 0; break;
            case 2:*m_angEyeAnglesY = *m_angEyeAnglesY + 180; break;
            case 3:*m_angEyeAnglesY += 15; break;
            case 4:*m_angEyeAnglesY = *m_angEyeAnglesY + 90; break;
            case 5:*m_angEyeAnglesY -= 15; break;
            case 6:*m_angEyeAnglesY = *m_angEyeAnglesY + 270; break;
            case 7:*m_angEyeAnglesY += 0; break;
            case 8:*m_angEyeAnglesY = *m_angEyeAnglesY + 180; break;
            case 9:*m_angEyeAnglesY -= 45; break;
            case 10:*m_angEyeAnglesY += 45; break;
            }
        }
        if (Vars.Ragebot.ResolverType == 5)
        {
            bool bFlip = false;
            float flYaw = G::LocalPlayer->GetLowerBodyYawTarget();
            if (!G::LocalPlayer->GetVelocity().Length() > 0.1f) {
                float flCurTime = I::Globals->curtime;
                static float flTimeUpdate = 0.5f;
                static float flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (flCurTime >= flNextTimeUpdate) {
                    bFlip = !bFlip;
                }

                if (flNextTimeUpdate < flCurTime || flNextTimeUpdate - flCurTime > 10.f)
                    flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (bFlip) {
                    flYaw += 35.f;
                }
                else {
                    flYaw -= 35.f;
                }
            }
        }
        if (Vars.Ragebot.ResolverType == 6)
        {
            int iSmart;
            static int jitter = -1;
            int value = (iSmart) % 13;
            switch (value) {
            case 0: AimAngle.y += 0.0f; break;
            case 1: AimAngle.y += 25; break;
            case 2: AimAngle.y += 0; break;
            case 3: AimAngle.y -= 25; break;
            case 4: AimAngle.y += 0; break;
            case 5: AimAngle.y += 80; break;
            case 6: AimAngle.y += 0; break;
            case 7: AimAngle.y -= 80; break;
            case 8: AimAngle.y += 0; break;
            case 9: AimAngle.y += 40; break;
            case 10: AimAngle.y += 0; break;
            case 11: AimAngle.y -= 40; break;
            case 12: AimAngle.y += 0; break;
            case 13: AimAngle.y += 130; break;
            case 14: AimAngle.y += 140; break;
            case 15: AimAngle.y += 150; break;
            case 16: AimAngle.y += 160; break;
            case 17: AimAngle.y += 170; break;
            case 18: AimAngle.y += 180; break;
            case 19: AimAngle.y += 190; break;
            case 20: AimAngle.y += 200; break;
            case 21: AimAngle.y += 210; break;
            case 22: AimAngle.y += 220; break;
            case 23: AimAngle.y += 230; break;
            case 24: AimAngle.y += 240; break;
            case 25: AimAngle.y += 250; break;
            case 26: AimAngle.y += 260; break;
            case 27: AimAngle.y += 270; break;
            case 28: AimAngle.y += 280; break;
            case 29: AimAngle.y += 290; break;
            case 30: AimAngle.y += 300; break;
            case 31: AimAngle.y += 310; break;
            case 32: AimAngle.y += 320; break;
            case 33: AimAngle.y += 330; break;
            case 34: AimAngle.y += 340; break;
            case 35: AimAngle.y += 350; break;
            case 36: AimAngle.y += 360; break;
            case 37: AimAngle.y += 0.0f; break;
            case 38: AimAngle.y -= 10; break;
            case 39: AimAngle.y -= 20; break;
            case 40: AimAngle.y -= 30; break;
            case 41: AimAngle.y -= 40; break;
            case 42: AimAngle.y -= 50; break;
            case 43: AimAngle.y -= 60; break;
            case 44: AimAngle.y -= 70; break;
            case 45: AimAngle.y -= 80; break;
            case 46: AimAngle.y -= 90; break;
            case 47: AimAngle.y -= 100; break;
            case 48: AimAngle.y -= 110; break;
            case 49: AimAngle.y -= 120; break;
            case 50: AimAngle.y -= 130; break;
            case 51: AimAngle.y -= 140; break;
            case 52: AimAngle.y -= 150; break;
            case 53: AimAngle.y -= 160; break;
            case 54: AimAngle.y -= 170; break;
            case 55: AimAngle.y -= 180; break;
            case 56: AimAngle.y -= 190; break;
            case 57: AimAngle.y -= 200; break;
            case 58: AimAngle.y -= 210; break;
            case 59: AimAngle.y -= 220; break;
            case 60: AimAngle.y -= 230; break;
            case 61: AimAngle.y -= 240; break;
            case 62: AimAngle.y -= 250; break;
            case 63: AimAngle.y -= 260; break;
            case 64: AimAngle.y -= 270; break;
            case 65: AimAngle.y -= 280; break;
            case 66: AimAngle.y -= 290; break;
            case 67: AimAngle.y -= 300; break;
            case 68: AimAngle.y -= 310; break;
            case 69: AimAngle.y -= 320; break;
            case 70: AimAngle.y -= 330; break;
            case 71: AimAngle.y -= 340; break;
            case 72: AimAngle.y -= 350; break;
            case 73: AimAngle.y -= 360; break;
                if (jitter)
                    AimAngle.y += 90;
                else
                    AimAngle.y + 90;
                break;
                if (jitter)
                    AimAngle.y -= 90;
                else
                    AimAngle.y = -90;
            }
        }

        *(float*)(pOut) = flYaw;
    }
}


void FixX(const CRecvProxyData* pData, void* pStruct, void* pOut)
{
    float* ang = (float*)pOut;
    *ang = pData->m_Value.m_Float;

    if (pData->m_Value.m_Float > 180.0f)
        *ang -= 360.0f;
    else if (pData->m_Value.m_Float < -180.0f)
        *ang += 360.0f;

    if (pData->m_Value.m_Float > 89.0f && pData->m_Value.m_Float < 91.0f)
        *ang -= 90.0f;
    else if (pData->m_Value.m_Float > -89.0f && pData->m_Value.m_Float < -91)
        *ang += 90.0f;
}

void ApplyAAAHooks()
{
    ClientClass *pClass = I::Client->GetAllClasses();
    while (pClass)
    {
        const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
        if (!strcmp(pszName, "DT_CSPlayer"))
        {
            for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
            {
                RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
                const char *name = pProp->m_pVarName;

                // Pitch Fix
                if (!strcmp(name, "m_angEyeAngles[0]"))
                {
                    pProp->m_ProxyFn = FixX;
                }

                // Yaw Fix
                if (!strcmp(name, "m_angEyeAngles[1]"))
                {
                    //Utilities::Log("Yaw Fix Applied");
                    //        pProp->m_ProxyFn = FixY;
                }
            }
        }
        else if (!strcmp(pszName, "DT_BaseViewModel"))
        {
            for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
            {
                RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
                const char *name = pProp->m_pVarName;
            }
        }
        pClass = pClass->m_pNext;
    }
}
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
а бля, два раза написал, сука
 
1>Resolver.cpp
1>Resolver.cpp(29): error C2374: pEnt: переопределение; множественная инициализация
1>Resolver.cpp(9): note: см. объявление "pEnt"
1>Resolver.cpp(82): error C2228: выражение слева от ".y" должно представлять класс, структуру или объединение
Это ошибки
Код:
Expand Collapse Copy
Сам код
void CRageBot::Resolver2(const CRecvProxyData *pData, void *pStruct, void *pOut)
{
    for (auto i = 0; i < I::ClientEntList->GetHighestEntityIndex(); i++)
    {
        static float Jittering[64] = { 0 };
        CBaseEntity* pEnt = nullptr;

        if (!(pEnt = I::ClientEntList->GetClientEntity(i)))
            continue;

        if ((pEnt == G::LocalPlayer))
            continue;

        player_info_t pTemp;

        if (!I::Engine->GetPlayerInfo(i, &pTemp))
            continue;
        static Vector vLast[65];
        static bool bShotLastTime[65];
        static bool bJitterFix[65];

        float *flPitch = (float*)((DWORD)pOut - 4);
        float flYaw = pData->m_Value.m_Float;
        bool bHasAA;
        bool bSpinbot;
        CBaseEntity* pEnt = nullptr;
        auto *m_flLowerBodyYawTarget = reinterpret_cast<float*>(reinterpret_cast<DWORD>(pEnt) + offsets.m_flLowerBodyYawTarget);
        auto *m_angEyeAnglesY = reinterpret_cast<float*>(reinterpret_cast<DWORD>(pEnt) + offsets.m_angEyeAnglesY);
        int m_iBulletsFired = G::LocalPlayer->GetShotsFired();
        static float TimedYaw;
        static float LowerBodyYaws = pEnt->GetLowerBodyYawTarget();
        Vector AimAngle;
        M::CalcAngle2(pEnt->GetEyePosition(), G::LocalPlayer->GetOrigin(), AimAngle);
        M::NormalizeVector(AimAngle);
        static float StoredYaw = 0;
        static bool bLowerBodyIsUpdated = false;
        if (*m_flLowerBodyYawTarget != StoredYaw) bLowerBodyIsUpdated = true;
        else bLowerBodyIsUpdated = false;

        if (Vars.Ragebot.ResolverType == 1)
        {
            bHasAA = ((*flPitch == 90.0f) || (*flPitch == 270.0f));
            bSpinbot = false;

            if (!bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()]
                && (fabsf(flYaw - vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y) > 15.0f) && !bHasAA)
            {
                flYaw = vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y;
                bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = true;
            }
            else
            {
                if (bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()]
                    && (fabsf(flYaw - vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y) > 15.0f))
                {
                    bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = true;
                    bSpinbot = true;
                }
                else
                {
                    bShotLastTime[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = false;
                }
            }

            vLast[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()].y = flYaw;


            bool bTmp = bJitterFix[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()];

            bJitterFix[((IClientEntityList*)(pStruct))->GetHighestEntityIndex()] = (flYaw >= 180.0f && flYaw <= 360.0f);

            if (bTmp && (flYaw >= 0.0f && flYaw <= 180.0f))
            {
                flYaw += 359.0f;
            }
        }
        else if (Vars.Ragebot.ResolverType == 2)
        {
            TimedYaw = pEnt->GetEyeAngles().y - pEnt->GetLowerBodyYawTarget();
            *m_angEyeAnglesY = abs(TimedYaw);
        }
        else if (Vars.Ragebot.ResolverType == 3)
        {


            int value = (Vars.Ragebot.m_iBulletsFire) % 3;
            switch (value) {
            case 0:*m_angEyeAnglesY = AimAngle.y - 15; break;
            case 1:*m_angEyeAnglesY = AimAngle.y + 40; break;
            case 2:*m_angEyeAnglesY = AimAngle.y - 40; break;
            case 3:*m_angEyeAnglesY = AimAngle.y + 15; break;
            }
        }

        if (Vars.Ragebot.ResolverType == 4)
        {
            int value = rand() % 3;
            switch (value) {
            case 0:*m_angEyeAnglesY = *m_angEyeAnglesY; break;
            case 1:*m_angEyeAnglesY += 0; break;
            case 2:*m_angEyeAnglesY = *m_angEyeAnglesY + 180; break;
            case 3:*m_angEyeAnglesY += 15; break;
            case 4:*m_angEyeAnglesY = *m_angEyeAnglesY + 90; break;
            case 5:*m_angEyeAnglesY -= 15; break;
            case 6:*m_angEyeAnglesY = *m_angEyeAnglesY + 270; break;
            case 7:*m_angEyeAnglesY += 0; break;
            case 8:*m_angEyeAnglesY = *m_angEyeAnglesY + 180; break;
            case 9:*m_angEyeAnglesY -= 45; break;
            case 10:*m_angEyeAnglesY += 45; break;
            }
        }
        if (Vars.Ragebot.ResolverType == 5)
        {
            bool bFlip = false;
            float flYaw = G::LocalPlayer->GetLowerBodyYawTarget();
            if (!G::LocalPlayer->GetVelocity().Length() > 0.1f) {
                float flCurTime = I::Globals->curtime;
                static float flTimeUpdate = 0.5f;
                static float flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (flCurTime >= flNextTimeUpdate) {
                    bFlip = !bFlip;
                }

                if (flNextTimeUpdate < flCurTime || flNextTimeUpdate - flCurTime > 10.f)
                    flNextTimeUpdate = flCurTime + flTimeUpdate;

                if (bFlip) {
                    flYaw += 35.f;
                }
                else {
                    flYaw -= 35.f;
                }
            }
        }
        if (Vars.Ragebot.ResolverType == 6)
        {
            int iSmart;
            static int jitter = -1;
            int value = (iSmart) % 13;
            switch (value) {
            case 0: AimAngle.y += 0.0f; break;
            case 1: AimAngle.y += 25; break;
            case 2: AimAngle.y += 0; break;
            case 3: AimAngle.y -= 25; break;
            case 4: AimAngle.y += 0; break;
            case 5: AimAngle.y += 80; break;
            case 6: AimAngle.y += 0; break;
            case 7: AimAngle.y -= 80; break;
            case 8: AimAngle.y += 0; break;
            case 9: AimAngle.y += 40; break;
            case 10: AimAngle.y += 0; break;
            case 11: AimAngle.y -= 40; break;
            case 12: AimAngle.y += 0; break;
            case 13: AimAngle.y += 130; break;
            case 14: AimAngle.y += 140; break;
            case 15: AimAngle.y += 150; break;
            case 16: AimAngle.y += 160; break;
            case 17: AimAngle.y += 170; break;
            case 18: AimAngle.y += 180; break;
            case 19: AimAngle.y += 190; break;
            case 20: AimAngle.y += 200; break;
            case 21: AimAngle.y += 210; break;
            case 22: AimAngle.y += 220; break;
            case 23: AimAngle.y += 230; break;
            case 24: AimAngle.y += 240; break;
            case 25: AimAngle.y += 250; break;
            case 26: AimAngle.y += 260; break;
            case 27: AimAngle.y += 270; break;
            case 28: AimAngle.y += 280; break;
            case 29: AimAngle.y += 290; break;
            case 30: AimAngle.y += 300; break;
            case 31: AimAngle.y += 310; break;
            case 32: AimAngle.y += 320; break;
            case 33: AimAngle.y += 330; break;
            case 34: AimAngle.y += 340; break;
            case 35: AimAngle.y += 350; break;
            case 36: AimAngle.y += 360; break;
            case 37: AimAngle.y += 0.0f; break;
            case 38: AimAngle.y -= 10; break;
            case 39: AimAngle.y -= 20; break;
            case 40: AimAngle.y -= 30; break;
            case 41: AimAngle.y -= 40; break;
            case 42: AimAngle.y -= 50; break;
            case 43: AimAngle.y -= 60; break;
            case 44: AimAngle.y -= 70; break;
            case 45: AimAngle.y -= 80; break;
            case 46: AimAngle.y -= 90; break;
            case 47: AimAngle.y -= 100; break;
            case 48: AimAngle.y -= 110; break;
            case 49: AimAngle.y -= 120; break;
            case 50: AimAngle.y -= 130; break;
            case 51: AimAngle.y -= 140; break;
            case 52: AimAngle.y -= 150; break;
            case 53: AimAngle.y -= 160; break;
            case 54: AimAngle.y -= 170; break;
            case 55: AimAngle.y -= 180; break;
            case 56: AimAngle.y -= 190; break;
            case 57: AimAngle.y -= 200; break;
            case 58: AimAngle.y -= 210; break;
            case 59: AimAngle.y -= 220; break;
            case 60: AimAngle.y -= 230; break;
            case 61: AimAngle.y -= 240; break;
            case 62: AimAngle.y -= 250; break;
            case 63: AimAngle.y -= 260; break;
            case 64: AimAngle.y -= 270; break;
            case 65: AimAngle.y -= 280; break;
            case 66: AimAngle.y -= 290; break;
            case 67: AimAngle.y -= 300; break;
            case 68: AimAngle.y -= 310; break;
            case 69: AimAngle.y -= 320; break;
            case 70: AimAngle.y -= 330; break;
            case 71: AimAngle.y -= 340; break;
            case 72: AimAngle.y -= 350; break;
            case 73: AimAngle.y -= 360; break;
                if (jitter)
                    AimAngle.y += 90;
                else
                    AimAngle.y + 90;
                break;
                if (jitter)
                    AimAngle.y -= 90;
                else
                    AimAngle.y = -90;
            }
        }

        *(float*)(pOut) = flYaw;
    }
}


void FixX(const CRecvProxyData* pData, void* pStruct, void* pOut)
{
    float* ang = (float*)pOut;
    *ang = pData->m_Value.m_Float;

    if (pData->m_Value.m_Float > 180.0f)
        *ang -= 360.0f;
    else if (pData->m_Value.m_Float < -180.0f)
        *ang += 360.0f;

    if (pData->m_Value.m_Float > 89.0f && pData->m_Value.m_Float < 91.0f)
        *ang -= 90.0f;
    else if (pData->m_Value.m_Float > -89.0f && pData->m_Value.m_Float < -91)
        *ang += 90.0f;
}

void ApplyAAAHooks()
{
    ClientClass *pClass = I::Client->GetAllClasses();
    while (pClass)
    {
        const char *pszName = pClass->m_pRecvTable->m_pNetTableName;
        if (!strcmp(pszName, "DT_CSPlayer"))
        {
            for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
            {
                RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
                const char *name = pProp->m_pVarName;

                // Pitch Fix
                if (!strcmp(name, "m_angEyeAngles[0]"))
                {
                    pProp->m_ProxyFn = FixX;
                }

                // Yaw Fix
                if (!strcmp(name, "m_angEyeAngles[1]"))
                {
                    //Utilities::Log("Yaw Fix Applied");
                    //        pProp->m_ProxyFn = FixY;
                }
            }
        }
        else if (!strcmp(pszName, "DT_BaseViewModel"))
        {
            for (int i = 0; i < pClass->m_pRecvTable->m_nProps; i++)
            {
                RecvProp *pProp = &(pClass->m_pRecvTable->m_pProps[i]);
                const char *name = pProp->m_pVarName;
            }
        }
        pClass = pClass->m_pNext;
    }
}
По второй ошибке (C2228):
https://msdn.microsoft.com/ru-ru/library/3y365xw6.aspx
По первой ошибке (C2374):
https://msdn.microsoft.com/ru-ru/library/88cc602k.aspx
Пробуй, может и не помочь (по секрету)
А так же те файлы которые создаешь в #include прописывай
 
h_1501491400_3930419_d2205215a2.png

Удали то,что тебе не нужно.
 
Назад
Сверху Снизу