Вот кароч тут проблема такая

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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:
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;
    }
}
 
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Регистрация
19 Июл 2017
Сообщения
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Реакции[?]
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0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
а бля, два раза написал, сука
 
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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:
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
 
Сверху Снизу