Quote:
Originally Posted by Headshot1108
Quote:
Originally Posted by Sky4D
Quote:
Originally Posted by Grim_
This works, tested it myself:
pawn Code:
#include <a_samp>
public OnPlayerUpdate(playerid) { switch(GetPlayerWeapon(playerid)) { case 44, 45: { new keys, ud, lr; GetPlayerKeys(playerid, keys, ud, lr); if((keys & KEY_FIRE) && (!IsPlayerInAnyVehicle(playerid))) { return 0; } } } return 1; }
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Interesting, thank you.
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And then only I see my goggle ?
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Think so, and i think it should also work under OnPlayerKeyStateChange. All in all it's okay like that but i think it would be better to put it under OnPlayerKeyStateChange, because it's not called as often as OnPlayerUpdate, but that's your decision.