Help with syntax error please line 379
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Help with syntax error please line 379
- 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));
}
}
}
-
Harry Nak - Sergeant
- Posts: 9
- Joined: Sun Mar 24, 2019 11:22 pm
Re: Help with syntax error please line 379
gpc(379): syntax error, unexpected IF, expecting C 'if'.
-
Harry Nak - Sergeant
- Posts: 9
- Joined: Sun Mar 24, 2019 11:22 pm
Re: Help with syntax error please line 379
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;
-
Scachi - Brigadier General
- Posts: 3044
- Joined: Wed May 11, 2016 6:25 am
- Location: Germany
Re: Help with syntax error please line 379
Make sure you are using the most recent converter version. I converted this script on the latest version and it compiles/works fine.
-
Buffy - Lieutenant
- Posts: 422
- Joined: Wed Jul 20, 2016 5:23 am
Re: Help with syntax error please line 379
It worked.. Thanks very much!!
updated Buffy's GPC Converter v0.24r2 to Buffy's GPC Converter v0.27r6
updated Buffy's GPC Converter v0.24r2 to Buffy's GPC Converter v0.27r6
-
Harry Nak - Sergeant
- Posts: 9
- Joined: Sun Mar 24, 2019 11:22 pm
Re: Help with syntax error please line 379
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..
-
Harry Nak - Sergeant
- Posts: 9
- Joined: Sun Mar 24, 2019 11:22 pm
Re: Help with syntax error please line 379
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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- Major General
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- Joined: Wed May 22, 2019 5:39 am
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