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Jun 21st, 2018
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  1. #include <a_samp>
  2.  
  3. static _state[MAX_PLAYERS] = {0, ...};
  4.  
  5. forward OnPlayerCrouchStateChange(playerid, newstate);
  6.  
  7.  
  8. public OnPlayerUpdate(playerid)
  9. {
  10.  
  11. if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK && _state[playerid] == 0) {
  12. _state[playerid] = 1;
  13. CallRemoteFunction("OnPlayerCrouchStateChange", "ii", playerid, _state[playerid]);
  14. } else if (GetPlayerSpecialAction(playerid) != SPECIAL_ACTION_DUCK && _state[playerid] == 1) {
  15. _state[playerid] = 0;
  16. CallRemoteFunction("OnPlayerCrouchStateChange", "ii", playerid, _state[playerid]);
  17. }
  18.  
  19. #if defined courch_OnPlayerUpdate
  20. return courch_OnPlayerUpdate(playerid);
  21. #else
  22. return 1;
  23. #endif
  24. }
  25. #if defined _ALS_OnPlayerUpdate
  26. #undef OnPlayerUpdate
  27. #else
  28. #define _ALS_OnPlayerUpdate
  29. #endif
  30.  
  31. #define OnPlayerUpdate courch_OnPlayerUpdate
  32. #if defined courch_OnPlayerUpdate
  33. forward courch_OnPlayerUpdate(playerid);
  34. #endif
  35.  
  36. public OnPlayerConnect(playerid)
  37. {
  38.  
  39. _state[playerid] = 0;
  40.  
  41. #if defined crouch_OnPlayerConnect
  42. return crouch_OnPlayerConnect(playerid);
  43. #else
  44. return 1;
  45. #endif
  46. }
  47. #if defined _ALS_OnPlayerConnect
  48. #undef OnPlayerConnect
  49. #else
  50. #define _ALS_OnPlayerConnect
  51. #endif
  52.  
  53. #define OnPlayerConnect crouch_OnPlayerConnect
  54. #if defined crouch_OnPlayerConnect
  55. forward crouch_OnPlayerConnect(playerid);
  56. #endif
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