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-------------------------------------------------------------------------------- -- Slenderman by ZJ -------------------------------------------------------------------------------- -- Setup Tables if zj==nil then zj={} end zj.slenderman={} zj.slenderman.gfx={} -- Load & Prepare Ressources zj.slenderman.gfx[0]=loadgfx("MyCCelf/slenderman0.png") setmidhandle(zj.slenderman.gfx[0]) zj.slenderman.gfx[1]=loadgfx("MyCCelf/slenderman1.png") setmidhandle(zj.slenderman.gfx[1]) zj.slenderman.gfx[2]=loadgfx("MyCCelf/slenderman2.png") setmidhandle(zj.slenderman.gfx[2]) zj.slenderman.gfx[3]=loadgfx("MyCCelf/slenderman3.png") setmidhandle(zj.slenderman.gfx[3]) -------------------------------------------------------------------------------- -- Object: Slenderman -------------------------------------------------------------------------------- zj.slenderman.id=addobject("zj.slenderman",zj.slenderman.gfx[0])			-- Add Object function zj.slenderman.setup(id,parameter) 	if objects==nil then objects={} end 	objects[id]={} 	objects[id].sy=0 	objects[id].frame=0 	objects[id].frametimer=10 	objects[id].move=1 	objects[id].ptmr={} 	local ptbl=playertable(0,0) 	for p=1,#ptbl do 		objects[id].ptmr[ptbl[p]]=100 	end end function zj.slenderman.draw(id,x,y) 	-- Setup draw mode 	setblend(blend_alpha) 	setalpha(1) 	setcolor(255,255,255) 	setrotation(0) 	if getplayerx(playercurrent())>=x then 		setscale(1,1.1) 	elseif getplayerhealth(playercurrent())>0 then 		setscale(-1,1.1) 	else 		setscale(1,1.1) 	end 	if math.abs(objects[id].sy)>1.5 then 		drawimage(zj.slenderman.gfx[3],x,y-3) 	elseif (collision(colplayer,x+1,y,1,1,1,-1,id)==0 or collision(colplayer,x-1,y,1,1,1,-1,id)==0 or collision(colplayer,x+1,y-1,1,1,1,-1,id)==0 or collision(colplayer,x-1,y-1,1,1,1,-1,id)==0 or collision(colplayer,x+1,y-2,1,1,1,-1,id)==0 or collision(colplayer,x-1,y-2,1,1,1,-1,id)==0 or collision(colplayer,x+1,y-3,1,1,1,-1,id)==0 or collision(colplayer,x-1,y-3,1,1,1,-1,id)==0) and (getplayerhealth(playercurrent())>0) and (objects[id].move==1) then 		if math.abs(getplayerx(playercurrent())-x)>2 then 			drawimage(zj.slenderman.gfx[objects[id].frame],x,y-3) 		else 			drawimage(zj.slenderman.gfx[3],x,y-3) 		end 	else 		drawimage(zj.slenderman.gfx[0],x,y-3) 	end end function zj.slenderman.update(id,x,y) 	if objects[id].frametimer==0 then 		objects[id].frametimer=10 		if objects[id].frame==0 then 			objects[id].frame=1 		elseif objects[id].frame==1 then 			objects[id].frame=2 		elseif objects[id].frame==2 then 			objects[id].frame=0 		end 	elseif objects[id].frametimer>0 then 		objects[id].frametimer=objects[id].frametimer-1 	end 	-- Fall 	objects[id].sy=objects[id].sy+getgravity() 	-- Move (in substep loop for optimal collision precision) 	msubt=math.ceil(math.abs(objects[id].sy)/15) 	msuby=objects[id].sy/msubt 	for i=1,msubt,1 do 		y=y+msuby 		-- Collision 		if collision(colplayer,x,y,1,1,1,-1,id)==1 then 			y=y-msuby 			objects[id].sy=-objects[id].sy*0.05 			msuby=-msuby*0.05 		end 		-- Water 		if y>getwatery()+5 then 			-- Effects 			particle(p_waterhit,x,y) 			playsound(sfx_hitwater1) 			-- Remove 			removeobject(id) 			break 		end 	end 	-- Walk 	if getplayerx(playercurrent())>x and getplayerhealth(playercurrent())>0 and objects[id].move==1 then 		if collision(colplayer,x+1,y,1,1,1,-1,id)==0 then 			x=x+0.3 		elseif collision(colplayer,x+1,y-1,1,1,1,-1,id)==0 then 			x=x+0.3 			y=y-1 		elseif collision(colplayer,x+1,y-2,1,1,1,-1,id)==0 then 			x=x+0.3 			y=y-2 		elseif collision(colplayer,x+1,y-3,1,1,1,-1,id)==0 then 			x=x+0.3 			y=y-3 		else 			objects[id].sy=-3 		end 	elseif getplayerx(playercurrent())<x and getplayerhealth(playercurrent())>0 and objects[id].move==1 then 		if collision(colplayer,x-1,y,1,1,1,-1,id)==0 then 			x=x-0.3 		elseif collision(colplayer,x-1,y-1,1,1,1,-1,id)==0 then 			x=x-0.3 			y=y-1 		elseif collision(colplayer,x-1,y-2,1,1,1,-1,id)==0 then 			x=x-0.3 			y=y-2 		elseif collision(colplayer,x-1,y-3,1,1,1,-1,id)==0 then 			x=x-0.3 			y=y-3 		else 			objects[id].sy=-3 		end 	end 	objectposition(id,x,y) 	-- Kill Players 	local players=playertable(0,0) 	for i=1,#players do 		if math.sqrt((x-getplayerx(players[i]))^2+(y-getplayery(players[i]))^2)<50 then 			if objects[id].ptmr[players[i]]<=0 then 				playerdamage(players[i],1000000) 				objects[id].move=1 			elseif objects[id].ptmr[players[i]]>0 then 				objects[id].ptmr[players[i]]=objects[id].ptmr[players[i]]-1 				objects[id].move=0 			end 		end 	end end function zj.slenderman.damage(id,damage) end
Always says "EXCEPTION_ACCESS_VIOLATION".
I pretty sure that this part is the problem.
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-- Kill Players local players=playertable(0,0) for i=1,#players do 	if math.sqrt((x-getplayerx(players[i]))^2+(y-getplayery(players[i]))^2)<50 then 		if objects[id].ptmr[players[i]]<=0 then 			playerdamage(players[i],1000000) 			objects[id].move=1 		elseif objects[id].ptmr[players[i]]>0 then 			objects[id].ptmr[players[i]]=objects[id].ptmr[players[i]]-1 			objects[id].move=0 		end 	end end