ХАХАХА я так не умею(что блять? ты бы еще на бычьем написал
первый кодЕсть у кого сурс рабочий вх или аш! или годный сурс какой нибудь .
LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return;
LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return;
LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return;
LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return;
LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return;
if (GetKeyState(F1)) {
if (EntityId ah_Trigger = ah_clientah_Actor->isTriggerID()) //LActor* GetActor
{
if (LActor* ah_Act = ah_GameFramework->GetActorSystem()->GetActor(ah_Trigger))
{
if (ah_GameFramework->GetGameRules()->SiftingOutMyTeam(ah_clientah_Actor->GetEntityId(), ah_Act->GetEntityId())) return;
if (CheckDead(ah_clientah_Actor, ah_Act)) return;
al_weaponClient->StartFire();
al_weaponClient->StopFire();
}
}
}
void AutoShooting(void)
{
LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return;
LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return;
LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return;
LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return;
LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return;
LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return;
LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return;
LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return;
LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return;
if (GetKeyState(F1))
{
if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID()))
{
if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor))
return;
pWeapon->StartFire();
pWeapon->StopFire();
}
}
}
ХАХАХА я так не умею(
первый код
Код:LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return; LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return; LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return; LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return; LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return; if (GetKeyState(F1)) { if (EntityId ah_Trigger = ah_clientah_Actor->isTriggerID()) //LActor* GetActor { if (LActor* ah_Act = ah_GameFramework->GetActorSystem()->GetActor(ah_Trigger)) { if (ah_GameFramework->GetGameRules()->SiftingOutMyTeam(ah_clientah_Actor->GetEntityId(), ah_Act->GetEntityId())) return; if (CheckDead(ah_clientah_Actor, ah_Act)) return; al_weaponClient->StartFire(); al_weaponClient->StopFire(); } } }
второй код
Классы сам добавишьКод:void AutoShooting(void) { LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return; LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return; LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return; LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return; LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return; LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return; LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return; LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return; LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return; if (GetKeyState(F1)) { if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID())) { if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor)) return; pWeapon->StartFire(); pWeapon->StopFire(); } } }
void AutoShootingh1(void)
{
LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return;
LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return;
LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return;
LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return;
LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return;
LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return;
LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return;
LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return;
LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return;
if (GetKeyState(F1))
{
if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID()))
{
if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor))
return;
pWeapon->StartFire();
pWeapon->StopFire();
}
}
}
void AutoShootingh2(void)
{
LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return;
LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return;
LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return;
LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return;
LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return;
LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return;
LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return;
LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return;
LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return;
if (GetKeyState(F1))
{
if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID()))
{
if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor))
return;
pWeapon->StartFire();
pWeapon->StopFire();
}
}
}
void AutoShootingh3(void)
{
LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return;
LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return;
LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return;
LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return;
LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return;
LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return;
LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return;
LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return;
LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return;
if (GetKeyState(F1))
{
if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID()))
{
if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor))
return;
pWeapon->StartFire();
pWeapon->StopFire();
}
}
}
АХАХХ Добавил цифры 1-2-35 кодКод:void AutoShootingh1(void) { LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return; LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return; LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return; LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return; LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return; LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return; LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return; LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return; LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return; if (GetKeyState(F1)) { if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID())) { if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor)) return; pWeapon->StartFire(); pWeapon->StopFire(); } } }
6 кодКод:void AutoShootingh2(void) { LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return; LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return; LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return; LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return; LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return; LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return; LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return; LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return; LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return; if (GetKeyState(F1)) { if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID())) { if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor)) return; pWeapon->StartFire(); pWeapon->StopFire(); } } }
7 кодКод:void AutoShootingh3(void) { LGame* ah_cGame = SSystemGlobalEnvironment::Singleton()->GetGame(); if (!ah_cGame) return; LGameFramework* ah_GameFramework = ah_cGame->GetGameFramework(); if (!ah_GameFramework) return; LActor* ah_clientah_Actor = ah_GameFramework->GetClientActor(); if (!ah_clientah_Actor) return; LItem* ah_itemClient = ah_clientah_Actor->GetCurrentItem(); if (!ah_itemClient) return; LWeapon* al_weaponClient = ah_itemClient->GetWeapon(); if (!al_weaponClient) return; LActor* pMyActor = ah_GameFramework->GetClientActor(); if (!pMyActor) return; LGameRules* pGameRules = ah_GameFramework->GetGameRules(); if (!pGameRules) return; LItem* pItem = pMyActor->GetCurrentItem(); if (!pItem) return; LWeapon* pWeapon = pItem->GetWeapon(); if (!pWeapon) return; if (GetKeyState(F1)) { if (LActor* pActor = ah_GameFramework->GetActorSystem()->GetActor(ah_clientah_Actor->isTriggerID())) { if (pGameRules->SiftingOutMyTeam(pMyActor->GetEntityId(), pActor->GetEntityId()) || IsActorDeath(pMyActor, pActor)) return; pWeapon->StartFire(); pWeapon->StopFire(); } } }
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