GetPlayerKeys
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| Revision as of 09:27, 30 November 2010 Simon (Talk | contribs) (Fixed "KEY_AIM". This was defined here as 132; that is incorrect. 132 is the sum of KEY_AIM + KEY_FIRE (128 + 4), where KEY_AIM is) ← Previous diff |
Revision as of 09:28, 30 November 2010 Simon (Talk | contribs) Next diff → |
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| {{Key|KEY_ANALOG_RIGHT|16384|~k~~VEHICLE_LOOKRIGHT~|~k~~VEHICLE_TURRETRIGHT~}} | {{Key|KEY_ANALOG_RIGHT|16384|~k~~VEHICLE_LOOKRIGHT~|~k~~VEHICLE_TURRETRIGHT~}} | ||
| - | * Key not defined in SA:MP includes. You must define this yourself. | + | |
| + | [*] Key not defined in SA:MP includes. You must define this yourself. | ||
| + | |||
| === Up/Down-Keys === | === Up/Down-Keys === | ||
Revision as of 09:28, 30 November 2010
Check what keys a player is pressing
(playerid, &keys, &updown, &leftright)
| playerid | The ID of the player to detect the keys of |
| keys | A set of bits containing the player's key/button states |
| updown | Up or Down analog value |
| leftright | Left or Right analog value |
| Returns | This function doesn't return a specific value |
The following example shows how you can regularly check the analog up/down/left/right values using OnPlayerUpdate.
public OnPlayerUpdate(playerid) { new Keys,ud,lr; GetPlayerKeys(playerid,Keys,ud,lr); if(ud > 0) SendClientMessage(playerid, 0xFFFFFFFF, "DOWN"); else if(ud < 0) SendClientMessage(playerid, 0xFFFFFFFF, "UP"); if(lr > 0) SendClientMessage(playerid, 0xFFFFFFFF, "RIGHT"); else if(lr < 0) SendClientMessage(playerid, 0xFFFFFFFF, "LEFT"); return 1; }
Key List
The reference below lists the defines gametext codes for the keys. Gametext codes can be used in text draws and the GameText* functions. The codes will appear as the key configured by the player.
Special Keys
OnPlayerKeyStateChange will be called each time a key state is changed. It will never be called for up, down, left and right.
Define
Value
Gametext-Key on Foot
Gametext-Key in Vehicle
KEY_ACTION
1
~k~~PED_ANSWER_PHONE~
~k~~VEHICLE_FIREWEAPON~-
KEY_CROUCH
2
~k~~PED_DUCK~
~k~~VEHICLE_HORN~
KEY_FIRE
4
~k~~PED_FIREWEAPON~
~k~~PED_FIREWEAPON_ALT~
~k~~PED_FIREWEAPON_ALT~
~k~~VEHICLE_FIREWEAPON~
~k~~VEHICLE_FIREWEAPON_ALT~
~k~~VEHICLE_FIREWEAPON_ALT~
KEY_SPRINT
8
~k~~PED_SPRINT~
~k~~VEHICLE_ACCELERATE~
KEY_SECONDARY_ATTACK
16
~k~~VEHICLE_ENTER_EXIT~
~k~~VEHICLE_FIREWEAPON_ALT~
KEY_JUMP
32
~k~~PED_JUMPING~
~k~~VEHICLE_BRAKE~
KEY_LOOK_RIGHT
64
-
~k~~VEHICLE_LOOKRIGHT~
KEY_HANDBRAKE
128
~k~~PED_LOCK_TARGET~
~k~~VEHICLE_HANDBRAKE~
KEY_LOOK_LEFT
256
-
~k~~VEHICLE_LOOKLEFT~
KEY_SUBMISSION
512
-
~k~~TOGGLE_SUBMISSIONS~
KEY_LOOK_BEHIND
512
~k~~PED_LOOKBEHIND~
~k~~VEHICLE_LOOKBEHIND~
KEY_WALK
1024
~k~~SNEAK_ABOUT~
-
KEY_AIM*
128
-
-
KEY_ANALOG_UP
2048
-
~k~~VEHICLE_TURRETUP~
KEY_ANALOG_DOWN
4096
-
~k~~VEHICLE_TURRETDOWN~
KEY_ANALOG_LEFT
8192
~k~~VEHICLE_LOOKLEFT~
~k~~VEHICLE_TURRETLEFT~
KEY_ANALOG_RIGHT
16384
~k~~VEHICLE_LOOKRIGHT~
~k~~VEHICLE_TURRETRIGHT~
[*] Key not defined in SA:MP includes. You must define this yourself.
Up/Down-Keys
Define
Value
Gametext-Key on Foot
Gametext-Key in Vehicle
KEY_UP
-128
~k~~GO_FORWARD~
~k~~VEHICLE_STEERUP~
KEY_DOWN
128
~k~~GO_BACK~
~k~~VEHICLE_STEERDOWN~
Left/Right-Keys
Define
Value
Gametext-Key on Foot
Gametext-Key in Vehicle
KEY_LEFT
-128
~k~~GO_LEFT~
~k~~VEHICLE_STEERLEFT~
KEY_RIGHT
128
~k~~GO_RIGHT~
~k~~VEHICLE_STEERRIGHT~
Links
Related Callbacks
The following callbacks might be useful as well, as they're related to this callback in one way or another.
- OnPlayerKeyStateChange: Called when a player's keystate change.
