搜索
查看: 2741|回复: 5

发现4554的一个小BUG

[复制链接]
发表于 2009-9-8 20:20:50 | 显示全部楼层 |阅读模式 来自 中国–湖南–株洲
4554调用以下函数会出现问题。
cs_get_user_team
3647则没事,请问有什么办法用其它函数替换呢?或者避免这类错误的发生呢?
发表于 2009-9-10 12:39:10 | 显示全部楼层 来自 中国–福建–漳州
是什么错误?有什么提示吗?
回复

使用道具 举报

 楼主| 发表于 2009-9-10 20:16:11 | 显示全部楼层 来自 中国–湖南–株洲
[AMXX] Run time error 10 (plugin "savasun.amxx") (native "cs_get_user_team") - debug not enabled!

[AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
回复

使用道具 举报

发表于 2009-9-10 22:21:53 | 显示全部楼层 来自 中国–福建–漳州
不是这个函数的问题。引起这些问题,一般都是因为没有判断玩家是否已经连接引起的。
回复

使用道具 举报

 楼主| 发表于 2009-9-11 19:49:48 | 显示全部楼层 来自 中国–湖南–株洲
那还请赐教一二,我已经改造了网上盛传的有错误的OP雷达,我以为我改造后会很稳定,但是如上所说,不知还要在哪里增加判断?不过这个东西在3647上的服务端确实很稳定。
//Includes
#include <amxmodx>
#include <cstrike> //used for cs_get_user_team

//Defines
#define ACCESS_LEVEL ADMIN_RCON //Default required admin level - don't want too many admins to have it, for the sake of speed
#define REFRESH_TIME 1.0        //Amount of time, in seconds, between radar-refreshings

//Messages
new gmsgBombDrop      //Dropping of the bomb
new gmsgHostagePos   //Position of hostage(s)
new gmsgHostageK      //Hostage has been killed

//Globals
new g_aAdminList[32], g_iAdminNum
new g_aCTList[32], g_iCTNum
new g_aTList[32], g_iTNum
new g_iEnemyCounter, g_iHostageCounter //Both are used for keeping track of the enemy
new g_iHostageModNum //Number with which to modulus hostage number; used to,
                     //if there are less than 4 T's, kill a fake-hostage blip.
new bool:g_bBombHeld

//Refreshes the list of admins
public refresh_admin()
{
   new aTemp[32], iTempNum
   get_players(aTemp, iTempNum, "c")//Skip bots

   g_iAdminNum=0
   for (new i=0; i<iTempNum; i++) {
      if (get_user_flags(aTemp[i])&ACCESS_LEVEL) {
         g_aAdminList[g_iAdminNum]=aTemp[i]
         g_iAdminNum++
      }//end if
   }//end for
   return PLUGIN_HANDLED
}//end refresh_admin

//Refresh list of terrorists
public refresh_t() {
   get_players(g_aTList, g_iTNum, "ae", "TERRORIST")
   if (g_iTNum<4 && g_iHostageModNum!=g_iTNum) {
      g_iHostageModNum=g_iTNum //Only modulus with this number now

      //If there are three players left, then we want to fake-kill the fourth fake-hostage,
      //so that there aren't two blips on the radar for one player
      for(new i=0; i<g_iAdminNum; i++) {
         if (cs_get_user_team(g_aAdminList[i])==CS_TEAM_CT) {
            message_begin(MSG_ONE, gmsgHostageK, {0,0,0}, g_aAdminList[i])
            write_byte(g_iTNum+1)   //Hostage to take off of radar
            message_end()
         }//end if
      }//end for
   }//end if
}//end refresh_t()

//Refresh list of CT's
#define refresh_ct() get_players(g_aCTList, g_iCTNum, "ae", "CT")
   //I wanted the above to be an inline function, but I don't think Small supports that,
   // so I used a macro instead

//This function will be called every second; it should display a single blip for a certain player
public radar_event(id)
{
   if(!g_iAdminNum || !g_iCTNum || !g_iTNum) return PLUGIN_HANDLED

   new iEnemyT = g_aTList[g_iEnemyCounter%g_iTNum] //Cycle through the living Ts
   new iCoordsT[3]
   get_user_origin(iEnemyT, iCoordsT)

   new iEnemyCT = g_aCTList[g_iEnemyCounter++%g_iCTNum]
   new iCoordsCT[3]
   get_user_origin(iEnemyCT, iCoordsCT)

   new iHostageNum = (g_iHostageCounter++)%g_iHostageModNum + 1

   for(new i=0; i<g_iAdminNum; i++)
   {
      //At this point, we know we want to send the message to the admin
      if (cs_get_user_team(g_aAdminList[i])==CS_TEAM_T) {         
         if (g_bBombHeld) { //If bomb is on the ground, the admins need to see it on their radar
            message_begin(MSG_ONE, gmsgBombDrop, {0,0,0}, g_aAdminList[i])
            write_coord(iCoordsCT[0])   //X Coordinate
            write_coord(iCoordsCT[1])   //Y Coordinate
            write_coord(iCoordsCT[2])   //Z Coordinate
            write_byte(0)         //?? This byte seems to always be 0...so, w/e
            message_end()
         }
      }
      else { //assume player is CT
         message_begin(MSG_ONE, gmsgHostagePos, {0,0,0}, g_aAdminList[i])
         write_byte(1)         //No idea what this byte does; I think it has something to do with whether or not the hostage is following someone
         write_byte(iHostageNum)      //The number of the hostage, 1-4
         write_coord(iCoordsT[0])   //X Coordinate
         write_coord(iCoordsT[1])   //Y Coordinate
         write_coord(iCoordsT[2])   //Z Coordinate
         message_end()
      }//end if
   }//end for
   return PLUGIN_HANDLED
}//end radar_event

//Called at round start
public RoundStart()
{
   new Float:fRoundTime = get_cvar_float("mp_roundtime") * 60.0
   new iTimeLeft = read_data(1)

   if (fRoundTime == iTimeLeft) { //Roundstart after freezetime
      g_iHostageCounter = 0
      g_iEnemyCounter   = 0
      g_iHostageModNum  = 4
      g_bBombHeld       = true
      refresh_t()
      refresh_ct()

      //The hostage "killed" is only #(g_iTNum+1); however, apparently when the engine receieves a HostagePos message,
      //It assumes there are four hostages.  Therefore, when playing with less than three people, the hostages not represented
      //by players and not yet killed are set, by default, at the center of the map.  To fix this, I'll have to kill hostage #4
      //(if there are two players) or hostages #3 & #4 (if there is only one player)
      if (g_iTNum<3) {
         for (new i=g_iTNum+2; i<=4; i++) {
            for(new j=0; j<g_iAdminNum; j++) {
               message_begin(MSG_ONE, gmsgHostageK, {0,0,0}, g_aAdminList[j])
               write_byte(i)   //Hostage to take off of radar
               message_end()
            }//end for
         }//end for
      }//end if
   }//end if
   return PLUGIN_CONTINUE
}//end RoundStart

//Initialization
public plugin_init()
{
   gmsgBombDrop   = get_user_msgid("BombDrop")
   gmsgHostagePos = get_user_msgid("HostagePos")
   gmsgHostageK   = get_user_msgid("HostageK")
   register_event("RoundTime", "RoundStart", "bc")
   register_event("BombDrop", "Bomb_Drop", "bc")
   register_event("BombPickup", "Bomb_Pickup", "bc")
   register_plugin("Admin Radar","1.1","BlueRaja")
   register_concmd("amx_radar_refresh","refresh_admin",ACCESS_LEVEL," - refresh admin slots(adminradar)")
   set_task(REFRESH_TIME, "radar_event", _, _, _, "b")
   set_task( 2.0, "refresh_admin",_,_,_, "b" )
   return PLUGIN_CONTINUE
}

//refresh list on client connect/disconnect
public client_authorized(id)
{
   refresh_admin()
}
public client_disconnect(id)
{
   refresh_admin()
   refresh_t()
   refresh_ct()
}

//Refresh list of players on client death
public client_kill(id)//Called when a player kills himself
{
   if (cs_get_user_team(id)==CS_TEAM_T) {
      refresh_t()
   }
   else{
      refresh_ct()
   }
}

public client_death(killer, victim, weapon, hitplace, TK) //Called when a player dies
{
   if (cs_get_user_team(victim)==CS_TEAM_T) {
      refresh_t()
   }
   else{
      refresh_ct()
   }
}

public Bomb_Drop()
{
   g_bBombHeld = false
}

public Bomb_Pickup()
{
   g_bBombHeld = true
}
回复

使用道具 举报

发表于 2009-9-12 04:23:25 | 显示全部楼层 来自 中国–四川–遂宁
get_user_team
1.T
2.CT
回复

使用道具 举报

游客
回复
您需要登录后才可以回帖 登录 | 注个册吧

快速回复 返回顶部 返回列表