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- /* Made By: [R]obo[T] a.k.a Kovacs_Bela or Sodear */
- #include <a_samp>
- #include <zcmd>
- new name[24];
- new bool: keytest[MAX_PLAYERS];
- #define texttime 100 //úgyse tünteti hamar el :D:D
- #define on true
- #define off false
- CMD:kton(playerid)
- {
- if(!IsPlayerAdmin(playerid)) return 0;
- keytest[playerid] = on;
- SendClientMessage(playerid,0xff0000ff,"KeyTest On");
- TogglePlayerControllable(playerid,false);
- return 1;
- }
- CMD:ktoff(playerid)
- {
- if(!IsPlayerAdmin(playerid)) return 0;
- keytest[playerid] = off;
- SendClientMessage(playerid,0xff0000ff,"KeyTest Off");
- TogglePlayerControllable(playerid,true);
- return 1;
- }
- public OnPlayerKeyStateChange(playerid,newkeys,oldkeys)
- {
- if(keytest[playerid] == on)
- {
- GetPlayerName(playerid,name,24);
- switch(newkeys)
- {
- case KEY_ACTION: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ACTION",texttime,1), printf("%s has pressed KEY_ACTION",name);
- case KEY_CROUCH: GameTextForPlayer(playerid,"You has pressed ~r~KEY_CROUCH",texttime,1), printf("%s has pressed KEY_CROUCH",name);
- case KEY_FIRE: GameTextForPlayer(playerid,"You has pressed ~r~KEY_FIRE",texttime,1), printf("%s has pressed KEY_FIRE",name);
- case KEY_SPRINT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_SPRINT",texttime,1), printf("%s has pressed KEY_SPRINT",name);
- case KEY_SECONDARY_ATTACK: GameTextForPlayer(playerid,"You has pressed ~r~KEY_SECONDARY_ATTACK",texttime,1),printf("%s has pressed KEY_SECONDARY_ATTACK",name);
- case KEY_JUMP: GameTextForPlayer(playerid,"You has pressed ~r~KEY_JUMP",texttime,1),printf("%s has pressed KEY_JUMP",name);
- case KEY_LOOK_RIGHT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_LOOK_RIGHT",texttime,1),printf("%s has pressed KEY_LOOK_RIGHT",name);
- case KEY_HANDBRAKE: GameTextForPlayer(playerid,"You has pressed ~r~KEY_HANDBRAKE",texttime,1),printf("%s has pressed KEY_HANDBRAKE",name);
- case KEY_LOOK_LEFT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_LOOK_LEFT",texttime,1),printf("%s has pressed KEY_LOOK_LEFT",name);
- case KEY_SUBMISSION: GameTextForPlayer(playerid,"You has pressed ~r~KEY_SUBMISSION",texttime,1),printf("%s has pressed KEY_SUBMISSION",name);
- case KEY_WALK: GameTextForPlayer(playerid,"You has pressed ~r~KEY_WALK",texttime,1),printf("%s has pressed KEY_WALK",name);
- case KEY_ANALOG_UP: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_UP",texttime,1),printf("%s has pressed KEY_ANALOG_UP",name);
- case KEY_ANALOG_DOWN: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_DOWN",texttime,1),printf("%s has pressed KEY_ANALOG_DOWN",name);
- case KEY_ANALOG_LEFT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_LEFT",texttime,1), printf("%s has pressed KEY_ANALOG_LEFT",name);
- case KEY_ANALOG_RIGHT: GameTextForPlayer(playerid,"You has pressed ~r~KEY_ANALOG_RIGHT",texttime,1), printf("%s has pressed KEY_ANALOG_RIGHT",name);
- }
- }
- return 1;
- }
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