Squirrel/Server/Events/Player/onPlayerKeyStateChange

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(Created page with "<code lang=squirrel> function onPlayerKeyStateChange ( pPlayer, oldkeys, newkeys ) { if ( ( oldkeys & KEY_ONFOOT_FIRE == 0 ) && ( newkeys & KEY_ONFOOT_FIRE != 0 ) ) { Mes...")
 
 
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<code lang=squirrel>
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{{Squirrel/Title|onPlayerKeyStateChange}}
function onPlayerKeyStateChange ( pPlayer, oldkeys, newkeys ) {
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if ( ( oldkeys & KEY_ONFOOT_FIRE == 0 ) && ( newkeys & KEY_ONFOOT_FIRE != 0 ) )
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This is called when a player presses or stops pressing a certain key.
{
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MessagePlayer ( "Fire key pressed.", pPlayer );
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}
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return;
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== Syntax ==
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<code>function onPlayerKeyStateChange ( player, key, pressedDown )</code>
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== Arguments ==
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* '''player''' - The pointer of the player
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* '''key''' - [[Squirrel/Server/Constants#GTA_Keys|The ID of the key]] in question
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* '''pressedDown''' - A boolean representing whether the key was just pressed down or released
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=== Returns ===
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This event does not handle return values.
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== Example ==
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The following example will annoy the player by noticing them every time they press the 'fire' key.
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<code lang="squirrel">
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function onPlayerKeyStateChange ( pPlayer, key, down ) {
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    if ( ( key == KEY_ONFOOT_FIRE ) && ( down ) ) MessagePlayer ( "You just pressed <FIRE>.", pPlayer );
 +
 
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    return;
 
}
 
}
 
</code>
 
</code>
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=== Notes ===
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The function [[Squirrel/Server/Functions/Messages/MessagePlayer|MessagePlayer]] was used in in this example. More info about it in the corresponding page.
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== Related Events ==
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{{Squirrel/Server/Events/Player}}

Latest revision as of 17:55, 10 November 2013

Home   |   Squirrel Scripting   |   Server Functions   |   Server Events   |   Client Functions   |   Client Events


This is called when a player presses or stops pressing a certain key.

[edit] Syntax

  1. function onPlayerKeyStateChange ( player, key, pressedDown )

[edit] Arguments

  • player - The pointer of the player
  • key - The ID of the key in question
  • pressedDown - A boolean representing whether the key was just pressed down or released

[edit] Returns

This event does not handle return values.

[edit] Example

The following example will annoy the player by noticing them every time they press the 'fire' key.

  1.  
  2. function onPlayerKeyStateChange ( pPlayer, key, down ) {
  3.  
  4. if ( ( key == KEY_ONFOOT_FIRE ) && ( down ) ) MessagePlayer ( "You just pressed <FIRE>.", pPlayer );
  5.  
  6. return;
  7. }
  8.  

[edit] Notes

The function MessagePlayer was used in in this example. More info about it in the corresponding page.

[edit] Related Events

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