stoiss Posted April 14, 2008 Posted April 14, 2008 what is worng whit this code here? i have try to comment it out and remove it and i stil keep getting error 2> Creating library .\../Final/jampgamex86.lib and object .\../Final/jampgamex86.exp 2>g_saberbeh.obj : error LNK2019: unresolved external symbol _WalkCheck referenced in function _G_AddMercBalance 2>w_force.obj : error LNK2001: unresolved external symbol _WalkCheck 2>../../ojpenhanced/jampgamex86.dll : fatal error LNK1120: 1 unresolved externals #if defined(_WIN32) && !defined(VS2005) //[/VS2005] //[/Linux] //float powf ( float x, int y ) //{ // float r = x; // for ( y--; y>0; y-- ) // r = r * r; // return r; //} //[Linux]
XycaleTh Posted April 14, 2008 Posted April 14, 2008 Looks like the compiler can't find the WalkCheck function. It should be in w_saber.c.
Cohsty243 Posted July 4, 2008 Posted July 4, 2008 I got it to compile, but I'm not sure if I fixed it. Anyway here it is: Whenever you see this: qboolean GAME_INLINE WalkCheck(gentity_t *self); Replace it with this: qboolean WalkCheck(gentity_t *self); Whenever you see this: extern qboolean GAME_INLINE WalkCheck(gentity_t *self); Replace it with this: extern qboolean WalkCheck(gentity_t *self); And replace this function: qboolean GAME_INLINE WalkCheck( gentity_t * self ) { if(PM_RunningAnim(self->client->ps.legsAnim)) { return qfalse; } /* old method. seems to have issues failing players when they're walking diagonally. :| float velocity = VectorLength(self->client->ps.velocity); if (velocity == 0) { return qtrue; } if( self->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//count as walking! return qtrue; } if(velocity >= (g_speed.value * (.37)) ) {//on the ground and moving at run speeds. //G_Printf("Player %i is running: %f\n", self->s.number, velocity); return qfalse; } */ return qtrue; } With this: qboolean WalkCheck( gentity_t * self ) { if(PM_RunningAnim(self->client->ps.legsAnim)) { return qfalse; } /* old method. seems to have issues failing players when they're walking diagonally. :| float velocity = VectorLength(self->client->ps.velocity); if (velocity == 0) { return qtrue; } if( self->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//count as walking! return qtrue; } if(velocity >= (g_speed.value * (.37)) ) {//on the ground and moving at run speeds. //G_Printf("Player %i is running: %f\n", self->s.number, velocity); return qfalse; } */ return qtrue; } Hope that helps anyone lol.
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