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- #include <a_samp>
- static _state[MAX_PLAYERS] = {0, ...};
- forward OnPlayerCrouchStateChange(playerid, newstate);
- public OnPlayerUpdate(playerid)
- {
- if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK && _state[playerid] == 0) {
- _state[playerid] = 1;
- CallRemoteFunction("OnPlayerCrouchStateChange", "ii", playerid, _state[playerid]);
- } else if (GetPlayerSpecialAction(playerid) != SPECIAL_ACTION_DUCK && _state[playerid] == 1) {
- _state[playerid] = 0;
- CallRemoteFunction("OnPlayerCrouchStateChange", "ii", playerid, _state[playerid]);
- }
- #if defined courch_OnPlayerUpdate
- return courch_OnPlayerUpdate(playerid);
- #else
- return 1;
- #endif
- }
- #if defined _ALS_OnPlayerUpdate
- #undef OnPlayerUpdate
- #else
- #define _ALS_OnPlayerUpdate
- #endif
- #define OnPlayerUpdate courch_OnPlayerUpdate
- #if defined courch_OnPlayerUpdate
- forward courch_OnPlayerUpdate(playerid);
- #endif
- public OnPlayerConnect(playerid)
- {
- _state[playerid] = 0;
- #if defined crouch_OnPlayerConnect
- return crouch_OnPlayerConnect(playerid);
- #else
- return 1;
- #endif
- }
- #if defined _ALS_OnPlayerConnect
- #undef OnPlayerConnect
- #else
- #define _ALS_OnPlayerConnect
- #endif
- #define OnPlayerConnect crouch_OnPlayerConnect
- #if defined crouch_OnPlayerConnect
- forward crouch_OnPlayerConnect(playerid);
- #endif
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