问题描述
我正在为游戏制作工具并具有功能,但是在尝试使用它时会出错.但是我不知道如何解决它,请有人帮我. 班 Im making a tool for a game, and have a function, but when trying to use it, it will give an error. But i can't figure out how to fix it, please somebody help me. Been stuck with this for hours. class CVec4 无效 CVec4 void DrawEngineText(FLOAT PosX,FLOAT PosY,PVOID pFont,CVec4 * tColor,FLOAT ScaleX,FLOAT ScaleY,FLOAT f1,FLOAT f2,CHAR * szText){ DrawEngineText( FLOAT PosX, FLOAT PosY, PVOID pFont, CVec4* tColor, FLOAT ScaleX, FLOAT ScaleY, FLOAT f1, FLOAT f2, CHAR* szText ) { 浮动 tGree [4] = {1.0f, 0.0f,1.0f,0.0f}; float tGree[4] = { 1.0f, 0.0f, 1.0f, 0.0f }; CVect4 tGeet(float1,float2,float3,float4); CVect4 tGeet(float1, float2, float3, float4); 并使用4个浮点值初始化该对象. and initializing this object with 4 float values. 然后可以调用DrawEngineText(200,200,"Arial" ,& tGree,0、0、0、0, 测试" ); You can then call DrawEngineText(200, 200, "Arial", &tGree, 0, 0, 0, 0, "Test"); 这篇关于无法将参数4从"float [4]"转换为"CVec4 *"的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!
{
public :
浮动 x,y,z,w;
};
{
public:
float x, y, z, w;
};
DWORD * pDrawEngineString =(DWORD *)0x5F6B00;
_ asm
{
推0x0
推f2
推f1
推ScaleY
推ScaleX
push PosY
push PosX
push pFont
push 0x7FFFFFFF
push szText
mov ecx,tColor
调用[pDrawEngineString]
添加esp ,0x28
}
}
然后在我使用它时:
DWORD* pDrawEngineString = (DWORD*)0x5F6B00;
_asm
{
push 0x0
push f2
push f1
push ScaleY
push ScaleX
push PosY
push PosX
push pFont
push 0x7FFFFFFF
push szText
mov ecx, tColor
call [pDrawEngineString]
add esp, 0x28
}
}
Then when i use it:
DrawEngineText(200,200, "Arial" ,tGree,0、0、0、0, " ; Test" );
我收到此错误:
无法将参数4从'float [4]'转换为'CVec4 *'
DrawEngineText(200, 200, "Arial", tGree, 0, 0, 0, 0, "Test");
I get this error:
cannot convert parameter 4 from 'float [4]' to 'CVec4 *'推荐答案
还需要为CVect4定义一个构造函数,例如:
Cvect4 :: CVect4(float float1, float float2,float float3,float4)
{
x = float1;
y = float2;
z = float3;
w = float4;
}
You also need to define a constructor for CVect4 like this :
Cvect4::CVect4(float float1, float float2, float float3, float float4)
{
x = float1;
y = float2;
z = float3;
w = float4;
}