Komputerowiec Posted January 24, 2009 Report Share Posted January 24, 2009 Cze, to znowu ja ;p. Przy pisaniu mojej gry napotkalem nastepny problem, a mianowicie mam kilka takich warunkow dotyczacych strzelania w przeciwnika: if(mousepos.x > mobs.pos.x && mousepos.x < mobs.pos.x + mobs.width && mousepos.y > mobs.pos.y && mousepos.y < mobs.pos.y + mobs.height && msg.message == WM_LBUTTONDOWN) { if(ActualWapeonPrim.ammo == AMMO_357magnum) { if(Playerammo6 > 0) { if(ActualWapeonSec.use == false) { sndPlaySound(ActualWapeonPrim.Sciezka, SND_FILENAME | SND_ASYNC); Playerammo6--; CalculateRozrzut(); mobs.hp -= CalculateObr(mobs); WyswietlZmienna(hDC, CalculateObr(mobs), lpDDSBufor, mobs.pos.x + mobs.width/2, mobs.pos.y - 10); } } } } %<ęy3z7Ź(ixĄmŁ7,Źqij)h0Ś+.y*r$Ąe Ąą((Aąa@Źe (Aą5Ź ąąŃiĄe ( Kompiluje i... Nie dziala ;(. Strzelam ile wlezie i nigdy nie dostaje expa, a on nie traci hp, czy ktos moglby pomoc, albo powiedziec czemu nie traci hp? z gory THX. Link to comment Share on other sites More sharing options...
Toster Posted January 24, 2009 Report Share Posted January 24, 2009 bo CalculateObr(mobs) zwraca 0 ? Always Dark<br /> Link to comment Share on other sites More sharing options...
Komputerowiec Posted January 24, 2009 Author Report Share Posted January 24, 2009 Cos jest zle??: int CalculateObr(mob mobs) { int obr = (ActualWapeonPrim.damage - mobs.o) + ActualWapeonPrim.damage; return obr; //ActualWapeonPrim.damage = 25; //YoungBandit.o = mobs.o = 15; } Link to comment Share on other sites More sharing options...
Toster Posted January 24, 2009 Report Share Posted January 24, 2009 stary nie wiem co jest zle, widze ze jedyne miejsce gdzie zdejmujesz hp to wywolanie tej metody. wlacz debuger, wstaw breakpointy i zobacz gdzie ci program wchodzi i jakie wartosci przekazuje, wtedy bedziesz wiedzial co jest zle Always Dark<br /> Link to comment Share on other sites More sharing options...
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