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Aug 14th, 2015
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  1. #include <a_samp>
  2.  
  3. new SpeedBoost[MAX_PLAYERS];
  4.  
  5. stock IsKeyJustDown(key, newkeys, oldkeys)
  6. {
  7. if((newkeys & key) && !(oldkeys & key))
  8. return 1;
  9.  
  10. return 0;
  11. }
  12.  
  13. stock IsKeyReleased(key, newkeys, oldkeys)
  14. {
  15. if(!(newkeys & key) && (oldkeys & key))
  16. return 1;
  17.  
  18. return 0;
  19. }
  20.  
  21. public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
  22. {
  23. if(IsKeyJustDown(KEY_SPRINT, newkeys, oldkeys))
  24. {
  25. if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
  26. {
  27. SpeedBoost[playerid] = 1;
  28. }
  29. }
  30. if(IsKeyReleased(KEY_SPRINT, newkeys, oldkeys))
  31. {
  32. if(SpeedBoost[playerid] > 0)
  33. {
  34. new Float:vx, Float:vy, Float:vz, vehicleid = GetPlayerVehicleID(playerid);
  35. GetVehicleVelocity(vehicleid, vx, vy, vz);
  36. if(floatabs(vx) < 3 && floatabs(vy) < 3 && floatabs(vz) < 3)
  37. {
  38. SetVehicleVelocity(vehicleid, vx * 0.95, vy * 0.95, vz * 0.95);
  39. }
  40. SpeedBoost[playerid] = 0;
  41. }
  42. }
  43. return 1;
  44. }
  45.  
  46. public OnPlayerUpdate(playerid)
  47. {
  48. if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
  49. {
  50. if(SpeedBoost[playerid] > 0)
  51. {
  52. new Float:vx, Float:vy, Float:vz, vehicleid = GetPlayerVehicleID(playerid);
  53. GetVehicleVelocity(vehicleid, vx, vy, vz);
  54. if(floatabs(vx) < 3 && floatabs(vy) < 3 && floatabs(vz) < 3)
  55. {
  56. SetVehicleVelocity(vehicleid, vx * 1.05, vy * 1.05, vz * 1.05);
  57. }
  58. }
  59. }
  60. return 1;
  61. }
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