Help with syntax error please line 379

Titan Two general support. Questions, firmware update, feature request.

Help with syntax error please line 379

Postby Harry Nak » Fri Apr 03, 2020 7:47 am

Code: Select all
#pragma METAINFO("CoDMW", 1, 0, "Buffy's GPC Converter v0.24r2")
#include <titanone.gph>
//
//                           MW MOD - DESCRIPTION: Full Version v25.1    INFERNO CRACK                                           
//      * MODERN WARFARE V25.1 FULL VERSION device / device *                                               
// - HairTrigger: sets your Triggers to 100% if you press less then 100%   
// - New Best Polar AntiRecoil: reduces recoil of each weapon UPDATE V25.1
// - Incremental Polar Aim Assist - Always Active - UPDATE V25.1
// - EasyRun - UPDATE V25.1
// - Rapid Fire  UPDATE V25.1
// - Best Polar Aim Correction+Polar Aim Assist Booster  - UPDATE V25.1
// - New Polar Aim Abuse - Default/Staring Values - UPDATE V25.1
// - New Polar Aim Assist - Default/Starting  - UPDATE V25.1
// - RightStickDeadZone - UPDATE V25.1
// - SENSI Settings - UPDATE V25.1
// - New Easy_slide - UPDATE V25.1 
// - Hold Breath  V25.1
// - Akimbo Mode  V25.1
// - Custom Sensitivity - UPDATE V25.1
// - Super Sprint - UPDATE V
// - New ReloadCancel  V25.1
// - New Fast reload  V25.1
// - Easy Crouch - UPDATE V25.1
// - Easy Jump - UPDATE V25.1
// - Easy Melee - UPDATE V25.1
//////////////////////////////////////////////////////////////////////////////////////////       
/*
 
 FIRE MODES:
 
 HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD DOWN/ABAJO         = ALL FIRE MODS OFF & ANTI RECOIL OFF
 HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD RIGHT/DERECHA     = RAPID FIRE (RF) ON
 HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD LEFT/IZQUIERDA     = RF SECONDARY WEAPON = ON / ANTI RECOIL = OFF)
 HOLD AIM (XB1_LT/PS4_L2) + HOLD D-PAD LEFT/IZQUIERDA    = ANTI RECOIL PRIMARY WEAPON = ON  / RF SECONDARY WEAPON = ON
 HOLD AIM (XB1_LT/PS4_L2) + TAP D-PAD UP/ARRIBA         = ALL FIRE MODS OFF & ANTI RECOIL ON
 HOLD AIM (XB1_LT/PS4_L2) + TAP START                   = AKIMBO / AUTO AIM ON / OFF  (start button = PS4_OPTIONS /    XB1_MENU)
 
 
    //-- STICKS        **/
//AIM HORIZONTAL                 
//AIM VERTICAL       
//--BUTTONS                        
/*
       PS4_CIRCLE              XB1_B         STICKS:
       PS4_R1                XB1_RB
       PS4_R2                XB1_RT        PS4_LY          XB1_LY 
       PS4_R3                XB1_RS        PS4_LX          XB1_LX   
       PS4_L1                XB1_LB        PS4_RX          XB1_RX     
       PS4_L2                XB1_LT        PS4_RY          XB1_RY 
       PS4_L3                XB1_LS   
 
 
 
 
      !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! CONFIGURE TO YOUR TASTE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
**/
// Fill out the first slot (OR 0, if only one slot is used)
// Fill out the second slot(OR 0, if only one slot is used)
// Fill out the third slot(OR 0, if only one slot is used)
//If you play with inverted set to -1*/
//fill out your in game sensitivity
//[0 = OFF / 1 = ON]
//[0 = OFF / 1 = ON] strongest aim assist for COD BO 4 multiplayer 
//If your screen shakes whilst using aim assist - lower this value (on the fly instructions below)
//[0 = OFF / 1 = ON] cancel reload with fire or ads
//see below
//Easy sprint stick treshhold (-75 = pressed more than 75%)
// 0 = off 1 = supersprint with double tap stick forward + hold. 2 = always super sprint
//[0 = EASY DROP OFF / 1 = DROP ONLY When firing, 2 = DROP ALSO when aiming, 3 = SLIDE ALSO when sprinting]
//[0 = OFF / 1 = ON] HOLD ADS + TAP MENU/OPTIONS: AUTO DEAD SILENCE ON / OFF
/*
Easy_Thumbs:
0 = not activated - do not activate without activating easy sprint
1 = Auto Sprint activated = on your Left Thumb (just push stick more than 75% forward to run)                                                   
2 = Auto Sprint activated + Easy Jump under Left Stick Click        
3 = Auto Sprint activated + Easy Crouch/Slide under Left Stick Click
4 = Auto Sprint activated + Easy Melee under Left Stick Click
 
_______________________________AIM ASSIST ANTI RECOIL: ON THE FLY INSTRUTCTIONS _______
 
    If you experience screen shake, lower the aim assist value. To tweak the aim assit value on the fly:
 
    - hold CIRCLE / B + hold TRIANGLE / Y and:
        - tap D-pad left (-1)
        - tap D-pad right (+1)
 
    The new value is auto saved.
 
     TO SET ANTI RECOIL VALUES:
 
         - ACTIVATE ANTI RECOIL (LED TURNS GREEN)
         - ACTIVATE EDIT MENU (HOLD B/CIRCLE AND HOLD TRIANGLE + TAP UP) (LED FLASHES ALL COLORS (RAINBOW FLASH/Or Black Color)
         - AIM STRAIGHT AHEAD (SO HOLD ADS) AND FIRE YOUR WEAPON
         - WHILST FIRING, CORRECT THE VERTICAL RECOIL MANUALLY USING THE AIM STICK
         - WHEN THE RECOIL IS REDUCED TO A MINIMUM EXIT EDIT MENU (HOLD B / CIRCLE AND HOLD TRIANGLE / Y + TAP UP)
         - VALUEAS ARE AUTO SAVED ON EXIT           
 
 
 
 
 |L|E|D|S|
**/
//---other variables used by the script*/
//---anti recoil, aim assist variables
//---(Zoom) sens variables
/*
 
 |M|A|I|N| |B|L|O|C|K| |S|T|A|R|T|S| |H|E|R|E|
**/
//--TRACE 1 , 2 , 3 , 4 , 5 , 6
//set_val (36, ZOOM_SENS);     
//--EPROM STACK MEMORY FIX
//---double click timer
/*
 
|M|E|N|U| |A|D|S|
**/
//--FIRE MODS OFF
//D-pad DOWN
//--FIRE MODS OFF / anti recoil on
//D-pad UP
//--RAPID FIRE ON
//D-pad RIGHT
//--RF SECONDANRY
//D-pad LEFT
//--END
/*
 
|R|E|C|O|R|D| |T|I|M|E|
**/
//--END
/*
 
 |R|E|S|E|T|S|
**/
/*
 
|C|A|N|C|E|L| |R|E|L|O|A|D|
**/
/*
 |W|E|A|P|O|N| |F|I|R|E| |M|O|D|S|
**/
//--RESET
//-- Rapid fire
/*
 
 |A|I|M| | |C|O|R|R|E|C|T|I|O|N|S|
                                                      _     _   
**/
//-- sets both ADS & grenade sens
//--Zoom   
//----------------------------end AIM_CORRECTIONS
/*
 
|E|A|S|Y| |R|U|N|
**/
/*
 
|A|I|M| |A|S|S|I|S|T|
**/
/*
 
|A|N|T|I| |R|E|C|O|I|L|
**/
/*
 
|T|U|R|B|O|H|A|I|R| |T|R|I|G|G|E|R|S|
**/
/*
 
L|E|D|S| |R|U|M|B|L|E
**/
/*
 
|C|O|M|B|O| |S|E|C|T|I|O|N|
 **/

 
 
 
define WALK = PS4_LY;
define STRAFE = WII_LX;
define AIM_H = XB360_RX;
define AIM_V = PS3_RY;
define FIRE = XB1_RT;
define ADS = XB1_LT;
define SPRINT = XB1_LS;
define TACTICAL = PS4_L1;
define LETHAL = PS4_R1;
define PRONE = XB1_RS;
define MELEE = XB1_B;
define JUMP = XB1_A;
define MW_X = 4;
define MW_B = 5;
define MW_A = 6;
define invert = 1;
define AIM_ASSIST = 1;
define CNL_RELOAD = 1;
define Easy_Thumbs = 4;
define walk_tresh =- 75;
define drop_slide_opt = 3;
define buffer = 500;
 
int in_game_menu_sens = 7;
int AIM__CORRECT = 1;
int _v = 22;
int EASY__SPRINT = 2;
int s = 1;
int _;
int d_click;
int record,  rumble;
int GUN_BELT = FALSE,  WPN_1;
int RELOAD__TIME,  b_reload = FALSE;
int RF = FALSE;
int first_time;
int default_v;
int T_Button;
int time_UP;
int tap_UP;
int timelimit = 150;
int walker;
int RY,  RX;
int a_r__c;
int c___y,  c___x;
int x_y__max = 10;
int inY[25];
int token,  ry__par;
int Y_val;
int edit = FALSE;
int A__R;
int aa_max;
int ADS_SENS,  ADS_FIRE_SENS,  Sens;
int ZOOM_SENS;
int Zoom = FALSE;
int ROF;
int hold_time;
 
init {
    a_r__c = get_pvar(SPVAR_10, - 100, 100, 15);
    _v = get_pvar(SPVAR_8, 10, 40, 24);
    RELOAD__TIME = get_pvar(SPVAR_3, 0, 4000, 800);
    in_game_menu_sens = get_pvar(SPVAR_15, 3, 20, 12);
    default_v = get_pvar(SPVAR_14, 3, 20, 12);
    first_time = get_pvar(SPVAR_16, 0, 1, 1);
    aa_max = _v + 1;
}
 
 
main {
    set_val(30, a_r__c);
    set_val(31, c___x);
    set_val(32, s);
    set_val(TRACE_5, default_v);
    set_val(TRACE_6, in_game_menu_sens);
    if (first_time == 1) {
        default_v = in_game_menu_sens;
        f_RESET_Defaults();
    }
    c___y = f_d___z(AIM_V, 0);
    c___x = f_d___z(AIM_H, 0);
    if (d_click) {
        d_click -= get_rtime();
    }
    if (get_val(ADS)) {
        if (event_press(WII_DOWN)) {
            WPN_1 = TRUE;
            RF = FALSE;
            f_rumble(RF);
            GUN_BELT = FALSE;
            A__R = FALSE;
        }
        if (event_press(WII_UP)) {
            WPN_1 = TRUE;
            RF = FALSE;
            f_rumble(RF);
            GUN_BELT = FALSE;
            A__R = TRUE;
        }
        if (event_press(WII_RIGHT)) {
            WPN_1 = TRUE;
            RF = TRUE;
            f_rumble(RF);
            GUN_BELT = FALSE;
            A__R = FALSE;
        }
        if (event_press(WII_LEFT)) {
            WPN_1 = TRUE;
            RF = TRUE;
            GUN_BELT = TRUE;
            f_rumble(GUN_BELT);
            A__R = FALSE;
        }
        if (get_val(WII_LEFT) && get_ptime(WII_LEFT) > 900) {
            A__R = TRUE;
            f_rumble(A__R);
        }
        if (event_press(WII_PLUS)) {
            s =! s;
            f_rumble(s);
        }
        if (get_val(WII_MINUS) && get_ptime(WII_MINUS) > 800) {
            f_RESET_Defaults();
        }
        f_btn(PS4_SHARE);
        f_btn(PS4_LEFT);
        f_btn(PS4_RIGHT);
        f_btn(PS4_UP);
        f_btn(PS4_DOWN);
        f_btn(WII_HOME);
        f_btn(WII_PLUS);
    }
    if (get_val(WII_DOWN)) {
        if (event_press(WII_ONE)) {
            AIM__CORRECT = AIM__CORRECT ++ if (AIM__CORRECT > 2) AIM__CORRECT = 1;
            f_rumble(AIM__CORRECT == 1);
        }
        f_btn(WII_ONE);
    }
    if (drop_slide_opt == 1) {
        if (get_val(FIRE)) {
            if (event_press(PRONE)) {
                combo_run(c_DROP);
            }
        }
    }
    if (get_val(ADS) || get_val(FIRE)) {
        if (drop_slide_opt == 2) {
            if (event_press(PRONE)) {
                combo_run(c_DROP);
            }
        }
    }
    if (get_val(ADS) || get_val(FIRE) || combo_running(c_EASY_SPRINT)) {
        if (drop_slide_opt == 3) {
            if (event_press(PRONE)) {
                combo_run(c_DROP);
            }
        }
    }
    if (!edit && get_val(XB1_DOWN) && get_val(XB1_X) && get_ptime(XB1_X) > 500 && !record) {
        record = TRUE;
        f_rumble(record);
    }
    if (record) {
        RELOAD__TIME = get_ptime(XB1_X);
        if (event_release(XB1_X)) {
            record = FALSE;
            f_save_pvars();
            f_rumble(record);
        }
    }
    if (event_release(XB1_X)) {
        b_reload = TRUE;
    }
    if (b_reload) {
        b_reload = b_reload + get_rtime();
    }
    if (b_reload >= RELOAD__TIME) {
        b_reload = 0;
        b_reload = FALSE;
    }
    if (CNL_RELOAD == 1) {
        if (b_reload && (event_press(FIRE) || event_press(ADS))) {
            combo_run(c_CANCEL_RLD);
        }
    }
    if (event_release(XB1_Y) && get_ptime(XB1_Y) < 300 && GUN_BELT) {
        WPN_1 =! WPN_1;
        f_rumble(WPN_1);
    }
    if (record == FALSE && GUN_BELT && get_val(XB1_X) && WPN_1 == FALSE && get_ptime(XB1_X) > 180) {
        WPN_1 = TRUE;
        f_rumble(WPN_1);
    }
    if (RF) {
        ROF = (get_val(FIRE)) / 4;
        if (ROF >= 20) ROF = 20;
        if (ROF <= 2) ROF = 2;
        hold_time = buffer / ROF;
        if (hold_time >= 125) hold_time = 125;
        if (hold_time < 35) hold_time = 35;
        if (!WPN_1 && GUN_BELT || WPN_1 && !GUN_BELT) {
            if (get_val(FIRE) && RF) {
                combo_run(c_RAPID_FIRE);
            }
        }
        else if (combo_running(c_RAPID_FIRE)) {
            combo_stop(c_RAPID_FIRE);
        }
    }
    if (AIM__CORRECT == 1) {
        ADS_SENS = 111 - (in_game_menu_sens * 2);
        ADS_FIRE_SENS = 106 - (in_game_menu_sens * 2);
        ZOOM_SENS = 95 - (in_game_menu_sens * 2);
        if (get_val(ADS)) if (get_val(LETHAL)) block(LETHAL, 150);
        if (event_release(LETHAL)) {
            if (get_ptime(LETHAL) < 150 && get_val(ADS)) {
                Zoom = TRUE;
                f_rumble(Zoom);
            }
            else  Zoom = FALSE;
        }
        if (!Zoom) {
            if (get_val(FIRE) && get_val(ADS)) {
                Sens = ADS_FIRE_SENS;
            }
            if (!get_val(FIRE) && !get_val(ADS) || get_val(FIRE) && !get_val(ADS)) {
                Sens = 100;
            }
            if (!get_val(FIRE) && get_val(ADS) || get_val(LETHAL) && !get_val(ADS)) {
                Sens = ADS_SENS;
            }
        }
        if (Zoom) {
            if (get_val(ADS)) {
                Sens = ZOOM_SENS;
            }
            else {
                Sens = 100;
                Zoom = FALSE;
                f_rumble(Zoom);
            }
        }
        if (Sens > 100) Sens = 100;
        sensitivity(AIM_H, NOT_USE, Sens);
        sensitivity(AIM_V, NOT_USE, Sens);
    }
    if (get_val(XB1_B) && get_val(XB1_Y)) {
        if (event_press(XB1_UP)) {
            if (A__R && WPN_1) {
                edit =! edit;
                f_rumble(edit);
            }
        }
        if (event_press(XB1_LEFT)) {
            _v = _v - 1;
            f_save_pvars();
        }
        if (event_press(XB1_RIGHT)) {
            _v = _v + 1;
            f_save_pvars();
        }
        if (event_press(XB1_VIEW)) {
            in_game_menu_sens -- ;
            f_save_pvars();
        }
        if (event_press(XB1_MENU)) {
            in_game_menu_sens ++ ;
            f_save_pvars();
        }
        f_btn(XB1_B);
        f_btn(XB1_Y);
        f_btn(XB1_UP);
        f_btn(XB1_LEFT);
        f_btn(XB1_RIGHT);
        f_btn(XB1_MENU);
        f_btn(XB1_VIEW);
        f_btn(TACTICAL);
        f_btn(LETHAL);
    }
    if (Easy_Thumbs == 2) T_Button = JUMP;
    if (Easy_Thumbs == 3) T_Button = PRONE;
    if (Easy_Thumbs == 4) T_Button = MELEE;
    if (Easy_Thumbs > 1 && Easy_Thumbs < 5 && get_val(XB1_LS)) {
        set_val(T_Button, 100);
    }
    if (EASY__SPRINT == 1) {
        if (get_val(WALK) == - 100 && time_UP == 0) tap_UP = 1;
        else if (get_val(WALK) >- 20 && tap_UP == 1) tap_UP = 2;
        if (tap_UP == 2) {
            time_UP = time_UP + get_rtime();
            if (time_UP >= timelimit) {
                time_UP = 0;
                tap_UP = 0;
            }
            if (get_val(WALK) == - 100) {
                tap_UP = 0;
                time_UP = 0;
                walker = 1;
            }
        }
        if (get_val(WALK) < walk_tresh && walker == 1 && !b_reload && !get_val(ADS)) {
            combo_run(c_EASY_RUN);
            if (s) {
                combo_run(c_silent);
            }
        }
        if (get_val(WALK) < walk_tresh && walker == 0 && !b_reload && !get_val(ADS)) {
            combo_run(c_EASY_SPRINT);
            if (s) {
                combo_run(c_silent);
            }
        }
        else if (get_val(WALK) > walk_tresh && walker == 1) {
            walker = 0;
        }
    }
    if (EASY__SPRINT == 2) {
        if (get_val(WALK) < walk_tresh && !b_reload && !get_val(ADS)) {
            combo_run(c_EASY_RUN);
        }
    }
    if (get_val(XB1_DOWN) && !get_val(ADS)) {
        if (event_release(XB1_X) && get_ptime(XB1_X) < 500) {
            load_slot(MW_X);
        }
        if (event_press(XB1_A)) {
            load_slot(MW_A);
        }
        if (event_press(XB1_B)) {
            load_slot(MW_B);
        }
        f_btn(XB1_B);
        f_btn(XB1_A);
        f_btn(XB1_Y);
        f_btn(XB1_LB);
        f_btn(XB1_RB);
        f_btn(XB1_RS);
    }
    if (AIM_ASSIST == 1) {
        if (get_val(ADS)) combo_run(c_AA_XY);
        else  combo_stop(c_AA_XY);
    }
    if (A__R && WPN_1) {
        if (get_val(FIRE) && get_val(ADS)) {
            Y_val = a_r__c;
            f_AntiRecoil(AIM_V, Y_val);
            if (edit) {
                f_a__r();
            }
        }
    }
    deadzone(FIRE, ADS, 99, 99);
    if (!get_ledx()) {
        if (ADS_SENS > 100 || ADS_FIRE_SENS > 100) f___(2);
        else if (GUN_BELT && !WPN_1 || !GUN_BELT && RF && WPN_1) f___(7);
        else if (!edit && A__R) f___(4);
        else if (edit || record) f___(0);
        else  f___(1);
    }
    if (rumble) combo_run(c_RUMBLE);
}
 
 
combo c_AA_XY {
    set_val(AIM_V, f_xy_val(AIM_V, _v));
    wait(20);
    set_val(AIM_H, f_xy_val(AIM_H, _v));
    set_val(STRAFE, f_xy_val(STRAFE, _v));
    wait(20);
    set_val(AIM_V, f_xy_val(AIM_V, _v *- 1));
    wait(20);
    set_val(AIM_H, f_xy_val(AIM_H, _v *- 1));
    set_val(STRAFE, f_xy_val(STRAFE, _v *- 1));
    wait(20);
}
 
combo c_RAPID_FIRE {
    set_val(FIRE, 100);
    wait(hold_time);
    set_val(FIRE, 0);
    wait(hold_time);
}
 
combo c_CANCEL_RLD {
    f_rumble(1);
    set_val(XB1_Y, 100);
    wait(30);
    wait(20);
    set_val(XB1_Y, 100);
    wait(30);
    wait(20);
    b_reload = FALSE;
}
 
combo c_RUMBLE {
    wait(150);
    if (get_controller() == PIO_XB1) {
        set_rumble(2, 5);
        set_rumble(3, 5);
    }
    else  set_rumble(1, 100);
    wait(150);
    reset_rumble();
    rumble -- ;
}
 
combo c_EASY_SPRINT {
    set_val(SPRINT, 100);
}
 
combo c_EASY_RUN {
    set_val(SPRINT, 100);
    wait(30);
    wait(100);
}
 
combo c_silent {
    set_val(TACTICAL, 100);
    set_val(LETHAL, 100);
    wait(30);
    wait(30000);
}
 
combo c_DROP {
    set_val(PRONE, 100);
    wait(1200);
    wait(800);
}
 
 
function f___(c) {
    for (_ = 0; _ < 3; _ ++ ) {
        set_led(_, test_bit(c, _));
    }
}
 
function f_d___z(f_axis, f_val) {
    f_val = get_val(f_axis);
    if (abs(f_val) < 10) {
        set_val(f_axis, 0);
        return 0;
    }
    return f_val;
}
 
function f_rumble(pos) {
    if (pos) rumble = 1;
    else  rumble = 2;
}
 
function f_xy_val(f_axis, f_val) {
    if (abs(get_val(f_axis)) < aa_max)
        return f_val;
    return get_val(f_axis);
}
 
function f_a__r() {
    if (abs(c___y) >= x_y__max) {
        inY[token] = c___y;
        token += 1;
        if (token == 25) {
            for (token = 0; token <= 24; token ++ ) {
                ry__par += inY[token];
            }
            ry__par /= 25;
            a_r__c += ry__par / 10;
            ry__par = 0;
            token = 0;
        }
    }
}
 
function f_RESET_Defaults() {
    a_r__c = 15;
    Y_val = 15;
    in_game_menu_sens = default_v;
    first_time = 0;
    _v = 24;
    RELOAD__TIME = 800;
    f_save_pvars();
}
 
function f_save_pvars() {
    set_pvar(SPVAR_10, a_r__c);
    set_pvar(SPVAR_15, in_game_menu_sens);
    set_pvar(SPVAR_16, first_time);
    set_pvar(SPVAR_8, _v);
    set_pvar(SPVAR_3, RELOAD__TIME);
    set_pvar(SPVAR_14, default_v);
    f_rumble(1);
}
 
function f_btn(f__btn) {
    if (!get_val(f__btn))
        return ;
    set_val(f__btn, 0);
}
 
function f_AntiRecoil(axis, recoil) {
    RY = get_val(XB1_RY);
    RX = get_val(XB1_RX);
    if (get_val(XB1_RT) && (isqrt(RX * RX + RY * RY)) <= abs(recoil)) {
        if (abs(RY) <= abs(recoil)) {
            set_val(axis, (recoil * (100 - abs(get_val(axis)))) / 100 + get_val(axis));
        }
    }
}
 
 
 
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Re: Help with syntax error please line 379

Postby Harry Nak » Fri Apr 03, 2020 7:47 am

gpc(379): syntax error, unexpected IF, expecting C 'if'.
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Re: Help with syntax error please line 379

Postby Scachi » Fri Apr 03, 2020 7:50 am

change line 379 to this (add a ; in front of the if):
Code: Select all
AIM__CORRECT = AIM__CORRECT ++; if (AIM__CORRECT > 2) AIM__CORRECT = 1;
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Re: Help with syntax error please line 379

Postby Buffy » Fri Apr 03, 2020 8:46 am

Make sure you are using the most recent converter version. I converted this script on the latest version and it compiles/works fine.
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Re: Help with syntax error please line 379

Postby Harry Nak » Fri Apr 03, 2020 8:01 pm

It worked.. Thanks very much!!

updated Buffy's GPC Converter v0.24r2 to Buffy's GPC Converter v0.27r6
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Re: Help with syntax error please line 379

Postby Harry Nak » Sat Apr 04, 2020 6:42 pm

Buffy wrote:Make sure you are using the most recent converter version. I converted this script on the latest version and it compiles/works fine.


I converted this script again with Buffy's GPC Converter v0.27r6 still didn't put the semi-colon on that spot??

Just letting you know..
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Re: Help with syntax error please line 379

Postby Mad » Sat Apr 04, 2020 9:59 pm

Harry Nak wrote:I converted this script again with Buffy's GPC Converter v0.27r6 still didn't put the semi-colon on that spot??

Just letting you know..

Can you post the original (non-converted) version so we can take a look.

Thanks.
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