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Kovacs_Bela

[FS]Key Test

Sep 30th, 2011
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  1. /* Made By: [R]obo[T] a.k.a Kovacs_Bela or Sodear */
  2.  
  3. #include <a_samp>
  4. #include <zcmd>
  5. new name[24];
  6. new bool: keytest[MAX_PLAYERS];
  7.  
  8. #define texttime 100 //úgyse tünteti hamar el :D:D
  9.  
  10. #define on true
  11. #define off false
  12.  
  13. CMD:kton(playerid)
  14. {
  15.     if(!IsPlayerAdmin(playerid)) return 0;
  16.     keytest[playerid] = on;
  17.     SendClientMessage(playerid,0xff0000ff,"KeyTest On");
  18.     TogglePlayerControllable(playerid,false);
  19.     return 1;
  20. }
  21.  
  22. CMD:ktoff(playerid)
  23. {
  24.     if(!IsPlayerAdmin(playerid)) return 0;
  25.     keytest[playerid] = off;
  26.     SendClientMessage(playerid,0xff0000ff,"KeyTest Off");
  27.     TogglePlayerControllable(playerid,true);
  28.     return 1;
  29. }
  30.  
  31. public OnPlayerKeyStateChange(playerid,newkeys,oldkeys)
  32. {
  33.     if(keytest[playerid] == on)
  34.     {
  35.         GetPlayerName(playerid,name,24);
  36.         switch(newkeys)
  37.         {
  38.             case KEY_ACTION: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ACTION",texttime,1), printf("%s has pressed KEY_ACTION",name);
  39.             case KEY_CROUCH: GameTextForPlayer(playerid,"You has pressed ~r~KEY_CROUCH",texttime,1), printf("%s has pressed KEY_CROUCH",name);
  40.             case KEY_FIRE: GameTextForPlayer(playerid,"You has pressed ~r~KEY_FIRE",texttime,1), printf("%s has pressed KEY_FIRE",name);
  41.             case KEY_SPRINT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_SPRINT",texttime,1), printf("%s has pressed KEY_SPRINT",name);
  42.             case KEY_SECONDARY_ATTACK: GameTextForPlayer(playerid,"You has pressed ~r~KEY_SECONDARY_ATTACK",texttime,1),printf("%s has pressed KEY_SECONDARY_ATTACK",name);
  43.             case KEY_JUMP: GameTextForPlayer(playerid,"You has pressed ~r~KEY_JUMP",texttime,1),printf("%s has pressed KEY_JUMP",name);
  44.             case KEY_LOOK_RIGHT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_LOOK_RIGHT",texttime,1),printf("%s has pressed KEY_LOOK_RIGHT",name);
  45.             case KEY_HANDBRAKE: GameTextForPlayer(playerid,"You has pressed ~r~KEY_HANDBRAKE",texttime,1),printf("%s has pressed KEY_HANDBRAKE",name);
  46.             case KEY_LOOK_LEFT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_LOOK_LEFT",texttime,1),printf("%s has pressed KEY_LOOK_LEFT",name);
  47.             case KEY_SUBMISSION: GameTextForPlayer(playerid,"You has pressed ~r~KEY_SUBMISSION",texttime,1),printf("%s has pressed KEY_SUBMISSION",name);
  48.             case KEY_WALK: GameTextForPlayer(playerid,"You has pressed ~r~KEY_WALK",texttime,1),printf("%s has pressed KEY_WALK",name);
  49.             case KEY_ANALOG_UP: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_UP",texttime,1),printf("%s has pressed KEY_ANALOG_UP",name);
  50.             case KEY_ANALOG_DOWN: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_DOWN",texttime,1),printf("%s has pressed KEY_ANALOG_DOWN",name);
  51.             case KEY_ANALOG_LEFT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_LEFT",texttime,1), printf("%s has pressed KEY_ANALOG_LEFT",name);
  52.             case KEY_ANALOG_RIGHT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_RIGHT",texttime,1), printf("%s has pressed KEY_ANALOG_RIGHT",name);
  53.         }
  54.     }
  55.     return 1;
  56. }
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