stoiss Posted April 14, 2008 Share 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] Link to comment Share on other sites More sharing options...
XycaleTh Posted April 14, 2008 Share Posted April 14, 2008 Looks like the compiler can't find the WalkCheck function. It should be in w_saber.c. Link to comment Share on other sites More sharing options...
Cohsty243 Posted July 4, 2008 Share 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.