var int twojaBlokada;
func void sprintaktywacja()
{
if (twojaBlokada == true)
{
return;
};
if (MEM_KeyState(KEY_LSHIFT)==KEY_HOLD)&&(Stamina>1)
{
if !(C_BodyStateContains(hero, BS_FALL)||C_BodyStateContains(hero, BS_STAND)||C_BodyStateContains(hero, BS_MOD_TRANSFORMED)||C_BodyStateContains(hero, BS_JUMP)||C_BodyStateContains(hero, BS_SNEAK)||C_BodyStateContains(hero, BS_SWIM)||C_BodyStateContains(hero, BS_DIVE)||C_BodyStateContains(hero, BS_INVENTORY)||C_BodyStateContains(hero, BS_ITEMINTERACT)||C_BodyStateContains(hero, BS_MOBINTERACT )||C_BodyStateContains(hero, BS_MOBINTERACT_INTERRUPT)||C_BodyStateContains(hero, BS_CLIMB)||C_BodyStateContains(hero, BS_DEAD)||C_BodyStateContains(hero, BS_PARADE)||C_BodyStateContains(hero, BS_SIT)||C_BodyStateContains(hero, BS_UNCONSCIOUS)||C_BodyStateContains(hero, BS_PETRIFIED)||C_BodyStateContains(hero, BS_CASTING)||C_BodyStateContains(hero, BS_STUMBLE)||C_BodyStateContains(hero, BS_DROPITEM)||C_BodyStateContains(hero, BS_THROWITEM)||C_BodyStateContains(hero, BS_TAKEITEM)){
sprint = true;
if (!MDS_Applied) && (RESETSPRINTU==0)
{
Mdl_ApplyOverlayMds (hero, "HUMANS_SPRINT.MDS");
MDS_Applied = true;
};
};
}
else
{
if!(C_BodyStateContains(hero, BS_FALL)||C_BodyStateContains(hero, BS_JUMP))
{
sprint = false;
if (MDS_Applied)
{
Mdl_RemoveOverlayMds (hero, "HUMANS_SPRINT.MDS");
MDS_Applied = false;
};
};
};
};
Musisz zmienić zmienną na true tam, gdzie ma się blokować sprint.
Jeśli to nie podziała, to znaczy, że kłamiesz.
Btw, samo słowo "return" znaczy "wróć/zwróć".