IsPlayerRunning - Printable Version
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+--- Thread: IsPlayerRunning (
/showthread.php?tid=338580)
IsPlayerRunning -
zgintasz - 30.04.2012
Hi guys,
Maybe someone have a function, to check, is player running? I know, I need to use
GetPlayerAnimationIndex, but maybe someone already made this and can post it here

?
Thanks.
Re: IsPlayerRunning -
2KY - 30.04.2012
Use
pawn Код:
public OnPlayerUpdate(playerid)
{
if(GetPlayerAnimationIndex(playerid))
{
new animlib[32];
new animname[32];
new msg[128];
GetAnimationName(GetPlayerAnimationIndex(playerid),animlib,32,animname,32);
format(msg, 128, "Running anim: %s %s", animlib, animname);
SendClientMessage(playerid, 0xFFFFFFFF, msg);
}
return 1;
}
and run, get the animation name and do this:
pawn Код:
#define RUNANIM_LIB "RUNNING"
#define RUNANIM_NAME "RUN" // Change these obviously, because they're not correct.
stock IsPlayerRunning ( playerid )
{
new animlib[32], animname[32];
GetAnimationName(GetPlayerAnimationIndex(playerid),animlib,32,animname,32);
if( strcmp( animlib, RUNANIM_LIB, false ) && strcmp( animname, RUNANIM_NAME, false ) )
{
return true;
}
else return false;
}
Sorry about the indentation, school computers.. blah. That's my guess on how to do it; otherwise, check out IsPlayerSwimming and modify that to your needs.
Re: IsPlayerRunning -
Vince - 30.04.2012
pawn Код:
stock IsPlayerRunning(playerid)
{
new
keys,
ud,
lr;
GetPlayerKeys(playerid, keys, ud, lr);
if(keys & KEY_WALK)
return false;
if(ud == 0 && lr == 0)
return false;
return true;
}
Something like that should suffice. Not tested.
Re: IsPlayerRunning -
zgintasz - 30.04.2012
Yeah, I know it, but some skins have different running animations(I think). I'm lazy and I need all these animations indexes

.
EDIT: Vince, I need to check it by animation...
Re: IsPlayerRunning -
Finn - 30.04.2012
Laziness is not an excuse.
https://sampwiki.blast.hk/wiki/Animations
Re: IsPlayerRunning -
SuperViper - 30.04.2012
pawn Код:
IsPlayerRunning(playerid)
{
new ai = GetPlayerAnimationIndex(playerid);
if(ai == 1231 || ai == 1266) return 1;
return 0;
}