Errors after Reapi update
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Errors after Reapi update
@Raheem
@Night Fury
Can you fix these problems? Its not only in coins plugin. What is this? I updated Reapi module. We cant use the newest reapi and new regamedll also
L 09/27/2021 - 22:09:17: [ReAPI] get_member_s: 'm_iTeam' has no refs to the base class of an entity 'worldspawn'
L 09/27/2021 - 22:09:17: [AMXX] Run time error 10 (plugin "ze_coins_system.amxx") (native "get_member_s") - debug not enabled!
L 09/27/2021 - 22:09:17: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 09/27/2021 - 22:11:58: [ReAPI] get_member_s: 'm_iTeam' has no refs to the base class of an entity 'worldspawn'
@Night Fury
Can you fix these problems? Its not only in coins plugin. What is this? I updated Reapi module. We cant use the newest reapi and new regamedll also
L 09/27/2021 - 22:09:17: [ReAPI] get_member_s: 'm_iTeam' has no refs to the base class of an entity 'worldspawn'
L 09/27/2021 - 22:09:17: [AMXX] Run time error 10 (plugin "ze_coins_system.amxx") (native "get_member_s") - debug not enabled!
L 09/27/2021 - 22:09:17: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 09/27/2021 - 22:11:58: [ReAPI] get_member_s: 'm_iTeam' has no refs to the base class of an entity 'worldspawn'
I have a same error.
I need to fix it in ze_coins_system.sma
Add debug in plugins-ze.ini
I need to fix it in ze_coins_system.sma
Add debug in plugins-ze.ini
This should fix the issue.Z0uha1r_LK wrote: ↑2 years ago I have a same error.
I need to fix it in ze_coins_system.sma
Add debug in plugins-ze.ini
Code: Select all
public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
{
// Player Damage Himself
if (iVictim == iAttacker) return;
// iAttacker Not Connected
if (!is_user_connected(iAttacker)) return;
// Attacker is Zombie
//if (get_member(iAttacker, m_iTeam) == TEAM_TERRORIST) return HC_CONTINUE;
new bool:bIsZombie = ze_is_user_zombie(iAttacker) ? true : false;
if (bIsZombie) return;
// Friendly-fire
//if (get_member(iAttacker, m_iTeam) == get_member(iVictim, m_iTeam)) return HC_CONTINUE;
if (ze_is_user_zombie(iVictim) == bIsZombie) return;
// Store Damage For every Player
g_flDamage[iAttacker] += fDamage
// Damage Calculator Equal or Higher than needed damage
while (g_flDamage[iAttacker] >= get_pcvar_float(g_pCvarDamage))
{
g_iEscapeCoins[iAttacker] += (get_pcvar_num(g_pCvarDamageCoins))
g_flDamage[iAttacker] -= get_pcvar_float(g_pCvarDamage)
}
SaveCoins(iAttacker)
}
[MMG]~Zombie-Escape-X
[MMG]~Zombie-Plague-X
[MMG]~Multi-Mod-X
[MMG]~Zombie-Plague-X
[MMG]~Multi-Mod-X
Bro this is better:
- if (get_user_team(iVictim) == get_user_team(iAttacker)) return;
This mod already has it own native to detect team "ze_get_user_zombie(id)". I believe this is the best solution to detect team in this mod.Z0uha1r_LK wrote: ↑2 years ago Bro this is better:
if (get_user_team(iVictim) == get_user_team(iAttacker)) return;
You can use ze_get_user_zombie(id) or get_member(id, m_iTeam). Just don't use get_user_team(id), AFAIK this native has many issue on Amxmodx.
[MMG]~Zombie-Escape-X
[MMG]~Zombie-Plague-X
[MMG]~Multi-Mod-X
[MMG]~Zombie-Plague-X
[MMG]~Multi-Mod-X
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