KEY_FIRE?
#1

Does detecting KEY_FIRE under OnPlayerKeyStateChange work properly? Because in my script, it's not functioning, I tried to debug it, and it seems as if it's not even detecting it correctly..

pawn Код:
else if ((newkeys & (KEY_FIRE)) == (KEY_FIRE))
        {
          SendClientMessage(playerid, red, "works");
          if(bombplaced[playerid] == 1)
          {
            if(GetPlayerWeapon(playerid) == 40)
            {
              new plname[MAX_PLAYER_NAME];
                new year, month,day;
                    getdate(year, month, day);
                    GetPlayerName(playerid, plname, sizeof(plname));
                CreateExplosion(Float:BombX[playerid], Float:BombY[playerid], Float:BombZ[playerid], 6, 10.0);
                SendClientMessage(playerid, red, "Your bomb has been detonated.");
                bombplaced[playerid] = 0;
                DestroyObject(bomb[playerid]);
            }
          }
        }
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Messages In This Thread
KEY_FIRE? - by (.Aztec); - 29.10.2009, 18:39
Re: KEY_FIRE? - by (.Aztec); - 29.10.2009, 18:45
Re: KEY_FIRE? - by (.Aztec); - 29.10.2009, 18:49
Re: KEY_FIRE? - by MenaceX^ - 29.10.2009, 18:49
Re: KEY_FIRE? - by dice7 - 29.10.2009, 18:52
Re: KEY_FIRE? - by Nero_3D - 29.10.2009, 18:53
Re: KEY_FIRE? - by (.Aztec); - 29.10.2009, 18:54
Re: KEY_FIRE? - by MenaceX^ - 29.10.2009, 19:07
Re: KEY_FIRE? - by (.Aztec); - 29.10.2009, 19:14
Re: KEY_FIRE? - by MenaceX^ - 29.10.2009, 19:15

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