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- #include <a_samp>
- stock bool:oMoving[MAX_OBJECTS];
- stock _MoveObject(objectid, Float:X, Float:Y, Float:Z, Float:Speed, Float:RotX = -1000.0, Float:RotY = -1000.0, Float:RotZ = -1000.0, bool:stop = true)
- {
- if(oIsMoving[objectid] && stop)StopObject(objectid);
- oIsMoving[objectid] = true;
- return MoveObject(objectid, Float:X, Float:Y, Float:Z, Float:Speed, Float:RotX = -1000.0, Float:RotY = -1000.0, Float:RotZ = -1000.0)
- }
- stock _StopObject(objectid)
- {
- oIsMoving[objectid] = false;
- return StopObject(objectid);
- }
- public OnObjectMoved(objectid)
- {
- oIsMoving[objectid] = false;
- if (funcidx("Object_OnObjectMoved") != -1){
- return CallLocalFunction("Object_OnObjectMoved", "");
- }
- return 1;
- }
- #if defined _ALS_OnObjectMoved
- #undef OnObjectMoved
- #else
- #define _ALS_OnGameModeInit
- #endif
- #define MoveObject _MoveObject
- #define StopObject _StopObject
- #define OnObjectMoved Object_OnObjectMoved
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