Список опкодов — различия между версиями
Материал из GTAModding.ru
Строка 9: | Строка 9: | ||
!Комментарий | !Комментарий | ||
|- | |- | ||
− | |[[0000]]||{{Icon|t}}||0|| | + | |[[0000]]||{{Icon|t}}||0||||NOP|| |
|- | |- | ||
|[[0001]]||{{Icon|t}}||1||int||WAIT|| | |[[0001]]||{{Icon|t}}||1||int||WAIT|| | ||
Строка 131: | Строка 131: | ||
|[[003C]]||{{Icon|t}}||2||global var int, local var int||IS_INT_VAR_EQUAL_TO_INT_LVAR|| | |[[003C]]||{{Icon|t}}||2||global var int, local var int||IS_INT_VAR_EQUAL_TO_INT_LVAR|| | ||
|- | |- | ||
− | |[[003D]]|| | + | |[[003D]]||||||||IS_INT_VAR_NOT_EQUAL_TO_NUMBER|| |
|- | |- | ||
− | |[[003E]]|| | + | |[[003E]]||||||||IS_INT_LVAR_NOT_EQUAL_TO_NUMBER|| |
|- | |- | ||
− | |[[003F]]|| | + | |[[003F]]||||||||IS_INT_VAR_NOT_EQUAL_TO_INT_VAR|| |
|- | |- | ||
− | |[[0040]]|| | + | |[[0040]]||||||||IS_INT_LVAR_NOT_EQUAL_TO_INT_LVAR|| |
|- | |- | ||
− | |[[0041]]|| | + | |[[0041]]||||||||IS_INT_VAR_NOT_EQUAL_TO_INT_LVAR|| |
|- | |- | ||
− | |[[0042]]||{{Icon|t}}||2||global var, flt|| | + | |[[0042]]||{{Icon|t}}||2||global var, flt||IS_FLOAT_VAR_EQUAL_TO_NUMBER|| |
|- | |- | ||
− | |[[0043]]||{{Icon|t}}||2||local var, flt|| | + | |[[0043]]||{{Icon|t}}||2||local var, flt||IS_FLOAT_LVAR_EQUAL_TO_NUMBER|| |
|- | |- | ||
− | |[[0044]]||{{Icon|t}}||2||global var flt, global var flt|| | + | |[[0044]]||{{Icon|t}}||2||global var flt, global var flt||IS_FLOAT_VAR_EQUAL_TO_FLOAT_VAR|| |
|- | |- | ||
− | |[[0045]]||{{Icon|t}}||2||local var flt, local var flt|| | + | |[[0045]]||{{Icon|t}}||2||local var flt, local var flt||IS_FLOAT_LVAR_EQUAL_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0046]]||{{Icon|t}}||2||global var flt, local var flt|| | + | |[[0046]]||{{Icon|t}}||2||global var flt, local var flt||IS_FLOAT_VAR_EQUAL_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0047]]|| | + | |[[0047]]||||||||IS_FLOAT_VAR_NOT_EQUAL_TO_NUMBER|| |
|- | |- | ||
− | |[[0048]]|| | + | |[[0048]]||||||||IS_FLOAT_LVAR_NOT_EQUAL_TO_NUMBER|| |
|- | |- | ||
− | |[[0049]]|| | + | |[[0049]]||||||||IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_VAR|| |
|- | |- | ||
− | |[[004A]]|| | + | |[[004A]]||||||||IS_FLOAT_LVAR_NOT_EQUAL_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[004B]]|| | + | |[[004B]]||||||||IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[004C]]||{{Icon|3}}||1||int|| | + | |[[004C]]||{{Icon|3}}||1||int||GOTO_IF_TRUE|| |
|- | |- | ||
− | |[[004D]]||{{Icon|t}}||1||int|| | + | |[[004D]]||{{Icon|t}}||1||int||GOTO_IF_FALSE|| |
|- | |- | ||
− | |[[004E]]||{{Icon|t}}||0|||| | + | |[[004E]]||{{Icon|t}}||0||||TERMINATE_THIS_SCRIPT|| |
|- | |- | ||
− | |[[004F]]||{{Icon|t}}||-1||int|| | + | |[[004F]]||{{Icon|t}}||-1||int||START_NEW_SCRIPT|| |
|- | |- | ||
− | |[[0050]]||{{Icon|t}}||1||int|| | + | |[[0050]]||{{Icon|t}}||1||int||GOSUB|| |
|- | |- | ||
− | |[[0051]]||{{Icon|t}}||0|||| | + | |[[0051]]||{{Icon|t}}||0||||RETURN|| |
|- | |- | ||
− | |[[0052]]||{{Icon|t}}||6|||| | + | |[[0052]]||{{Icon|t}}||6||||LINE|| |
|- | |- | ||
− | |[[0053]]||{{Icon|t}}||5||int, flt, flt, flt, var|| | + | |[[0053]]||{{Icon|t}}||5||int, flt, flt, flt, var||CREATE_PLAYER|| |
|- | |- | ||
− | |[[0054]]||{{Icon|3}} {{Icon|VC}}||4||player handle, var, var, var|| | + | |[[0054]]||{{Icon|3}} {{Icon|VC}}||4||player handle, var, var, var||GET_PLAYER_COORDINATES|| |
|- | |- | ||
− | |[[0055]]||{{Icon|3}} {{Icon|VC}}||4||player handle, int, int, int|| | + | |[[0055]]||{{Icon|3}} {{Icon|VC}}||4||player handle, int, int, int||SET_PLAYER_COORDINATES|| |
|- | |- | ||
− | |[[0056]]||{{Icon|3}} {{Icon|VC}}||6||player handle, flt, flt, flt, flt, int|| | + | |[[0056]]||{{Icon|3}} {{Icon|VC}}||6||player handle, flt, flt, flt, flt, int||IS_PLAYER_IN_AREA_2D|| |
|- | |- | ||
− | |[[0057]]||{{Icon|3}} {{Icon|VC}}||8||player handle, flt, flt, flt, flt, flt, flt, int|| | + | |[[0057]]||{{Icon|3}} {{Icon|VC}}||8||player handle, flt, flt, flt, flt, flt, flt, int||IS_PLAYER_IN_AREA_3D|| |
|- | |- | ||
− | |[[0058]]||{{Icon|t}}||2||global var int, global var int|| | + | |[[0058]]||{{Icon|t}}||2||global var int, global var int||ADD_INT_VAR_TO_INT_VAR|| |
|- | |- | ||
− | |[[0059]]||{{Icon|t}}||2||global var flt, global var flt|| | + | |[[0059]]||{{Icon|t}}||2||global var flt, global var flt||ADD_FLOAT_VAR_TO_FLOAT_VAR|| |
|- | |- | ||
− | |[[005A]]||{{Icon|t}}||2||int, int|| | + | |[[005A]]||{{Icon|t}}||2||int, int||ADD_INT_LVAR_TO_INT_LVAR|| |
|- | |- | ||
− | |[[005B]]||{{Icon|t}}||2||float, float|| | + | |[[005B]]||{{Icon|t}}||2||float, float||ADD_FLOAT_LVAR_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[005C]]||{{Icon|t}}||2||int, int|| | + | |[[005C]]||{{Icon|t}}||2||int, int||ADD_INT_VAR_TO_INT_LVAR|| |
|- | |- | ||
− | |[[005D]]||{{Icon|t}}||2||float, float|| | + | |[[005D]]||{{Icon|t}}||2||float, float||ADD_FLOAT_VAR_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[005E]]||{{Icon|t}}||2||int, int|| | + | |[[005E]]||{{Icon|t}}||2||int, int||ADD_INT_LVAR_TO_INT_VAR|| |
|- | |- | ||
− | |[[005F]]||{{Icon|t}}||2||float, float|| | + | |[[005F]]||{{Icon|t}}||2||float, float||ADD_FLOAT_LVAR_TO_FLOAT_VAR|| |
|- | |- | ||
− | |[[0060]]||{{Icon|t}}||2||int, int|| | + | |[[0060]]||{{Icon|t}}||2||int, int||SUB_INT_VAR_FROM_INT_VAR|| |
|- | |- | ||
− | |[[0061]]||{{Icon|t}}||2||float, float|| | + | |[[0061]]||{{Icon|t}}||2||float, float||SUB_FLOAT_VAR_FROM_FLOAT_VAR|| |
|- | |- | ||
− | |[[0062]]||{{Icon|t}}||2||int, int|| | + | |[[0062]]||{{Icon|t}}||2||int, int||SUB_INT_LVAR_FROM_INT_LVAR|| |
|- | |- | ||
− | |[[0063]]||{{Icon|t}}||2||float, float|| | + | |[[0063]]||{{Icon|t}}||2||float, float||SUB_FLOAT_LVAR_FROM_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0064]]||{{Icon|t}}||2||int, int|| | + | |[[0064]]||{{Icon|t}}||2||int, int||SUB_INT_VAR_FROM_INT_LVAR|| |
|- | |- | ||
− | |[[0065]]||{{Icon|t}}||2||float, float|| | + | |[[0065]]||{{Icon|t}}||2||float, float||SUB_FLOAT_VAR_FROM_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0066]]||{{Icon|t}}||2||int, int|| | + | |[[0066]]||{{Icon|t}}||2||int, int||SUB_INT_LVAR_FROM_INT_VAR|| |
|- | |- | ||
− | |[[0067]]||{{Icon|t}}||2||float, float|| | + | |[[0067]]||{{Icon|t}}||2||float, float||SUB_FLOAT_LVAR_FROM_FLOAT_VAR|| |
|- | |- | ||
− | |[[0068]]||{{Icon|t}}||2||global, global|| | + | |[[0068]]||{{Icon|t}}||2||global, global||MULT_INT_VAR_BY_INT_VAR|| |
|- | |- | ||
− | |[[0069]]||{{Icon|t}}||2||global, global|| | + | |[[0069]]||{{Icon|t}}||2||global, global||MULT_FLOAT_VAR_BY_FLOAT_VAR|| |
|- | |- | ||
− | |[[006A]]||{{Icon|t}}||2||local, local| | + | |[[006A]]||{{Icon|t}}||2||local, local|MULT_INT_LVAR_BY_INT_LVAR|| |
|- | |- | ||
− | |[[006B]]||{{Icon|t}}||2||local, local|| | + | |[[006B]]||{{Icon|t}}||2||local, local||MULT_FLOAT_LVAR_BY_FLOAT_LVAR|| |
|- | |- | ||
− | |[[006C]]||{{Icon|t}}||2||local, float|| | + | |[[006C]]||{{Icon|t}}||2||local, float||MULT_INT_VAR_BY_INT_LVAR|| |
|- | |- | ||
− | |[[006D]]||{{Icon|t}}||2||global, float|| | + | |[[006D]]||{{Icon|t}}||2||global, float||MULT_FLOAT_VAR_BY_FLOAT_LVAR|| |
|- | |- | ||
− | |[[006E]]||{{Icon|t}}||2||global, local|| | + | |[[006E]]||{{Icon|t}}||2||global, local||MULT_INT_LVAR_BY_INT_VAR|| |
|- | |- | ||
− | |[[006F]]||{{Icon|t}}||2||global, local|| | + | |[[006F]]||{{Icon|t}}||2||global, local||MULT_FLOAT_LVAR_BY_FLOAT_VAR|| |
|- | |- | ||
− | |[[0070]]||{{Icon|t}}||2||global, global|| | + | |[[0070]]||{{Icon|t}}||2||global, global||DIV_INT_VAR_BY_INT_VAR|| |
|- | |- | ||
− | |[[0071]]||{{Icon|t}}||2||global, global|| | + | |[[0071]]||{{Icon|t}}||2||global, global||DIV_FLOAT_VAR_BY_FLOAT_VAR|| |
|- | |- | ||
− | |[[0072]]||{{Icon|t}}||2||local, local|| | + | |[[0072]]||{{Icon|t}}||2||local, local||DIV_INT_LVAR_BY_INT_LVAR|| |
|- | |- | ||
− | |[[0073]]||{{Icon|t}}||2||local, local|| | + | |[[0073]]||{{Icon|t}}||2||local, local||DIV_FLOAT_LVAR_BY_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0074]]||{{Icon|t}}||2||local, global|| | + | |[[0074]]||{{Icon|t}}||2||local, global||DIV_INT_VAR_BY_INT_LVAR|| |
|- | |- | ||
− | |[[0075]]||{{Icon|t}}||2||local, global|| | + | |[[0075]]||{{Icon|t}}||2||local, global||DIV_FLOAT_VAR_BY_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0076]]||{{Icon|t}}||2||global, local|| | + | |[[0076]]||{{Icon|t}}||2||global, local||DIV_INT_LVAR_BY_INT_VAR|| |
|- | |- | ||
− | |[[0077]]||{{Icon|t}}||2||global, local|| | + | |[[0077]]||{{Icon|t}}||2||global, local||DIV_FLOAT_LVAR_BY_FLOAT_VAR|| |
|- | |- | ||
− | |[[0078]]||{{Icon|t}}||2||global, float|| | + | |[[0078]]||{{Icon|t}}||2||global, float||ADD_TIMED_VAL_TO_FLOAT_VAR|| |
|- | |- | ||
− | |[[0079]]||{{Icon|t}}||2||local, float|| | + | |[[0079]]||{{Icon|t}}||2||local, float||ADD_TIMED_VAL_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[007A]]||{{Icon|t}}||2||global, global|| | + | |[[007A]]||{{Icon|t}}||2||global, global||ADD_TIMED_FLOAT_VAR_TO_FLOAT_VAR|| |
|- | |- | ||
− | |[[007B]]||{{Icon|t}}||2||local, local|| | + | |[[007B]]||{{Icon|t}}||2||local, local||ADD_TIMED_FLOAT_LVAR_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[007C]]||{{Icon|t}}||2||local, global|| | + | |[[007C]]||{{Icon|t}}||2||local, global||ADD_TIMED_FLOAT_LVAR_TO_FLOAT_VAR|| |
|- | |- | ||
− | |[[007D]]||{{Icon|t}}||2||global, local|| | + | |[[007D]]||{{Icon|t}}||2||global, local||ADD_TIMED_FLOAT_VAR_TO_FLOAT_LVAR|| |
|- | |- | ||
− | |[[007E]]||{{Icon|t}}||2||global, float|| | + | |[[007E]]||{{Icon|t}}||2||global, float||SUB_TIMED_VAL_FROM_FLOAT_VAR|| |
|- | |- | ||
− | |[[007F]]||{{Icon|t}}||2||local, float|| | + | |[[007F]]||{{Icon|t}}||2||local, float||SUB_TIMED_VAL_FROM_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0080]]||{{Icon|t}}||2||global, global|| | + | |[[0080]]||{{Icon|t}}||2||global, global||SUB_TIMED_FLOAT_VAR_FROM_FLOAT_VAR|| |
|- | |- | ||
− | |[[0081]]||{{Icon|t}}||2||local, local|| | + | |[[0081]]||{{Icon|t}}||2||local, local||SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0082]]||{{Icon|t}}||2||local, global|| | + | |[[0082]]||{{Icon|t}}||2||local, global||SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_VAR|| |
|- | |- | ||
− | |[[0083]]||{{Icon|t}}||2||global, local|| | + | |[[0083]]||{{Icon|t}}||2||global, local||SUB_TIMED_FLOAT_VAR_FROM_FLOAT_LVAR|| |
|- | |- | ||
− | |[[0084]]||{{Icon|t}}||2||global var int, global var int|| | + | |[[0084]]||{{Icon|t}}||2||global var int, global var int||SET_VAR_INT_TO_VAR_INT|| |
|- | |- | ||
− | |[[0085]]||{{Icon|t}}||2||local var int, local var int|| | + | |[[0085]]||{{Icon|t}}||2||local var int, local var int||SET_LVAR_INT_TO_LVAR_INT|| |
|- | |- | ||
− | |[[0086]]||{{Icon|t}}||2||global var flt, global var flt|| | + | |[[0086]]||{{Icon|t}}||2||global var flt, global var flt||SET_VAR_FLOAT_TO_VAR_FLOAT|| |
|- | |- | ||
− | |[[0087]]||{{Icon|t}}||2||local var flt, local var flt|| | + | |[[0087]]||{{Icon|t}}||2||local var flt, local var flt||SET_LVAR_FLOAT_TO_LVAR_FLOAT|| |
|- | |- | ||
− | |[[0088]]||{{Icon|t}}||2||global var flt, local var flt|| | + | |[[0088]]||{{Icon|t}}||2||global var flt, local var flt||SET_VAR_FLOAT_TO_LVAR_FLOAT|| |
|- | |- | ||
− | |[[0089]]||{{Icon|t}}||2||local var flt, global var flt|| | + | |[[0089]]||{{Icon|t}}||2||local var flt, global var flt||SET_LVAR_FLOAT_TO_VAR_FLOAT|| |
|- | |- | ||
− | |[[008A]]||{{Icon|t}}||2||global var int, local var int|| | + | |[[008A]]||{{Icon|t}}||2||global var int, local var int||SET_VAR_INT_TO_LVAR_INT|| |
|- | |- | ||
− | |[[008B]]||{{Icon|t}}||2||local var int, global var int|| | + | |[[008B]]||{{Icon|t}}||2||local var int, global var int||SET_LVAR_INT_TO_VAR_INT|| |
|- | |- | ||
− | |[[008C]]||{{Icon|t}}||2||global var int, global var flt|| | + | |[[008C]]||{{Icon|t}}||2||global var int, global var flt||CSET_VAR_INT_TO_VAR_FLOAT|| |
|- | |- | ||
− | |[[008D]]||{{Icon|t}}||2||global var flt, global var int|| | + | |[[008D]]||{{Icon|t}}||2||global var flt, global var int||CSET_VAR_FLOAT_TO_VAR_INT|| |
|- | |- | ||
− | |[[008E]]||{{Icon|t}}||2||local var int, global var flt|| | + | |[[008E]]||{{Icon|t}}||2||local var int, global var flt||CSET_LVAR_INT_TO_VAR_FLOAT|| |
|- | |- | ||
− | |[[008F]]||{{Icon|t}}||2||local var flt, global var int|| | + | |[[008F]]||{{Icon|t}}||2||local var flt, global var int||CSET_LVAR_FLOAT_TO_VAR_INT|| |
|- | |- | ||
− | |[[0090]]||{{Icon|t}}||2||global var int, local var flt||| | + | |[[0090]]||{{Icon|t}}||2||global var int, local var flt|||CSET_VAR_INT_TO_LVAR_FLOAT|| |
|- | |- | ||
− | |[[0091]]||{{Icon|t}}||2||global var flt, local var int|| | + | |[[0091]]||{{Icon|t}}||2||global var flt, local var int||CSET_VAR_FLOAT_TO_LVAR_INT|| |
|- | |- | ||
− | |[[0092]]||{{Icon|t}}||2||local var int, local var flt||| | + | |[[0092]]||{{Icon|t}}||2||local var int, local var flt|||CSET_LVAR_INT_TO_LVAR_FLOAT|| |
|- | |- | ||
− | |[[0093]]||{{Icon|t}}||2||local var flt, local var int|| | + | |[[0093]]||{{Icon|t}}||2||local var flt, local var int||CSET_LVAR_FLOAT_TO_LVAR_INT|| |
|- | |- | ||
− | |[[0094]]||{{Icon|t}}||1||global var int|| | + | |[[0094]]||{{Icon|t}}||1||global var int||ABS_VAR_INT|| |
|- | |- | ||
− | |[[0095]]||{{Icon|t}}||1||local var int|| | + | |[[0095]]||{{Icon|t}}||1||local var int||ABS_LVAR_INT|| |
|- | |- | ||
− | |[[0096]]||{{Icon|t}}||1||global var flt|| | + | |[[0096]]||{{Icon|t}}||1||global var flt||ABS_VAR_FLOAT|| |
|- | |- | ||
− | |[[0097]]||{{Icon|t}}||1||local var flt|| | + | |[[0097]]||{{Icon|t}}||1||local var flt||ABS_LVAR_FLOAT|| |
|- | |- | ||
− | |[[0098]]||{{Icon|t}}||1||flt|| | + | |[[0098]]||{{Icon|t}}||1||flt||GENERATE_RANDOM_FLOAT|| |
|- | |- | ||
− | |[[0099]]||{{Icon|t}}||1||int|| | + | |[[0099]]||{{Icon|t}}||1||int||GENERATE_RANDOM_INT|| |
|- | |- | ||
|[[009A]]||{{Icon|t}}||6||int, int, flt, flt, flt, var||create char||parameters rearranged in SB | |[[009A]]||{{Icon|t}}||6||int, int, flt, flt, flt, var||create char||parameters rearranged in SB |
Версия 12:10, 30 июля 2019
Список всех опкодов для GTA 3 и всех её дополнений: Vice City, San Andreas, Liberty City Stories и Vice City Stories.
Опкод | Игра | П | Типы данных | Имя команды | Комментарий |
---|---|---|---|---|---|
0000 | 0 | NOP | |||
0001 | 1 | int | WAIT | ||
0002 | 1 | int | GOTO | ||
0003 | 1 | int | SHAKE_CAM | ||
0004 | 2 | global var, int | SET_VAR_INT | ||
0005 | 2 | global var, flt | SET_VAR_FLOAT | ||
0006 | 2 | local var, int | SET_LVAR_INT | ||
0007 | 2 | local var, flt | SET_LVAR_FLOAT | ||
0008 | 2 | global var, int | ADD_VAL_TO_INT_VAR | ||
0009 | 2 | global var, flt | ADD_VAL_TO_FLOAT_VAR | ||
000A | 2 | local var, int | ADD_VAL_TO_INT_LVAR | ||
000B | 2 | local var, flt | ADD_VAL_TO_FLOAT_LVAR | ||
000C | 2 | global var, int | SUB_VAL_FROM_INT_VAR | ||
000D | 2 | global var, flt | SUB_VAL_FROM_FLOAT_VAR | ||
000E | 2 | local var, int | SUB_VAL_FROM_INT_LVAR | ||
000F | 2 | local var, flt | SUB_VAL_FROM_FLOAT_LVAR | ||
0010 | 2 | global var, int | MULT_INT_VAR_BY_VAL | ||
0011 | 2 | global var, flt | MULT_FLOAT_VAR_BY_VAL | ||
0012 | 2 | local var, int | MULT_INT_LVAR_BY_VAL | ||
0013 | 2 | local var, flt | MULT_FLOAT_LVAR_BY_VAL | ||
0014 | 2 | global var, int | DIV_INT_VAR_BY_VAL | ||
0015 | 2 | global var, flt | DIV_FLOAT_VAR_BY_VAL | ||
0016 | 2 | local var, int | DIV_INT_LVAR_BY_VAL | ||
0017 | 2 | local var, flt | DIV_FLOAT_LVAR_BY_VAL | ||
0018 | 2 | global var, int | IS_INT_VAR_GREATER_THAN_NUMBER | ||
0019 | 2 | local var, int | IS_INT_LVAR_GREATER_THAN_NUMBER | ||
001A | 2 | int, global var | IS_NUMBER_GREATER_THAN_INT_VAR | ||
001B | 2 | int, local var | IS_NUMBER_GREATER_THAN_INT_LVAR | ||
001C | 2 | global var, global var | IS_INT_VAR_GREATER_THAN_INT_VAR | ||
001D | 2 | local var, local var | IS_INT_LVAR_GREATER_THAN_INT_LVAR | ||
001E | 2 | global var, local var | IS_INT_VAR_GREATER_THAN_INT_LVAR | ||
001F | 2 | local var, global var | IS_INT_LVAR_GREATER_THAN_INT_VAR | ||
0020 | 2 | global var, flt | IS_FLOAT_VAR_GREATER_THAN_NUMBER | ||
0021 | 2 | local var, flt | IS_FLOAT_LVAR_GREATER_THAN_NUMBER | ||
0022 | 2 | flt, global var | IS_NUMBER_GREATER_THAN_FLOAT_VAR | ||
0023 | 2 | flt, local var | IS_NUMBER_GREATER_THAN_FLOAT_LVAR | ||
0024 | 2 | global var flt, global var flt | IS_FLOAT_VAR_GREATER_THAN_FLOAT_VAR | ||
0025 | 2 | local var flt, local var flt | IS_FLOAT_LVAR_GREATER_THAN_FLOAT_LVAR | ||
0026 | 2 | global var flt, local var flt | IS_FLOAT_VAR_GREATER_THAN_FLOAT_LVAR | ||
0027 | 2 | local var flt, global var flt | IS_FLOAT_LVAR_GREATER_THAN_FLOAT_VAR | ||
0028 | 2 | global var flt, int | IS_INT_VAR_GREATER_OR_EQUAL_TO_NUMBER | ||
0029 | 2 | local var, int | IS_INT_LVAR_GREATER_OR_EQUAL_TO_NUMBER | ||
002A | 2 | int, global var | IS_NUMBER_GREATER_OR_EQUAL_TO_INT_VAR | ||
002B | 2 | int, local var | IS_NUMBER_GREATER_OR_EQUAL_TO_INT_LVAR | ||
002C | 2 | global var int, global var int | IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_VAR | ||
002D | 2 | local var int, local var int | IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_LVAR | ||
002E | 2 | global var int, local var int | IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_LVAR | ||
002F | 2 | local var int, global var int | IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_VAR | ||
0030 | 2 | global var, flt | IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_NUMBER | ||
0031 | 2 | local var, flt | IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_NUMBER | ||
0032 | 2 | flt, global var | IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_VAR | ||
0033 | 2 | flt, local var | IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_LVAR | ||
0034 | 2 | global var flt, global var flt | IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_VAR | ||
0035 | 2 | local var flt, local var flt | IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR | ||
0036 | 2 | global var flt, local var flt | IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR | ||
0037 | 2 | local var flt, global var flt | IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_VAR | ||
0038 | 2 | global var, int | IS_INT_VAR_EQUAL_TO_NUMBER | ||
0039 | 2 | local var, int | IS_INT_LVAR_EQUAL_TO_NUMBER | ||
003A | 2 | global var int, global var int | IS_INT_VAR_EQUAL_TO_INT_VAR | ||
003B | 2 | local var int, local var int | IS_INT_LVAR_EQUAL_TO_INT_LVAR | ||
003C | 2 | global var int, local var int | IS_INT_VAR_EQUAL_TO_INT_LVAR | ||
003D | IS_INT_VAR_NOT_EQUAL_TO_NUMBER | ||||
003E | IS_INT_LVAR_NOT_EQUAL_TO_NUMBER | ||||
003F | IS_INT_VAR_NOT_EQUAL_TO_INT_VAR | ||||
0040 | IS_INT_LVAR_NOT_EQUAL_TO_INT_LVAR | ||||
0041 | IS_INT_VAR_NOT_EQUAL_TO_INT_LVAR | ||||
0042 | 2 | global var, flt | IS_FLOAT_VAR_EQUAL_TO_NUMBER | ||
0043 | 2 | local var, flt | IS_FLOAT_LVAR_EQUAL_TO_NUMBER | ||
0044 | 2 | global var flt, global var flt | IS_FLOAT_VAR_EQUAL_TO_FLOAT_VAR | ||
0045 | 2 | local var flt, local var flt | IS_FLOAT_LVAR_EQUAL_TO_FLOAT_LVAR | ||
0046 | 2 | global var flt, local var flt | IS_FLOAT_VAR_EQUAL_TO_FLOAT_LVAR | ||
0047 | IS_FLOAT_VAR_NOT_EQUAL_TO_NUMBER | ||||
0048 | IS_FLOAT_LVAR_NOT_EQUAL_TO_NUMBER | ||||
0049 | IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_VAR | ||||
004A | IS_FLOAT_LVAR_NOT_EQUAL_TO_FLOAT_LVAR | ||||
004B | IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_LVAR | ||||
004C | 1 | int | GOTO_IF_TRUE | ||
004D | 1 | int | GOTO_IF_FALSE | ||
004E | 0 | TERMINATE_THIS_SCRIPT | |||
004F | -1 | int | START_NEW_SCRIPT | ||
0050 | 1 | int | GOSUB | ||
0051 | 0 | RETURN | |||
0052 | 6 | LINE | |||
0053 | 5 | int, flt, flt, flt, var | CREATE_PLAYER | ||
0054 | 4 | player handle, var, var, var | GET_PLAYER_COORDINATES | ||
0055 | 4 | player handle, int, int, int | SET_PLAYER_COORDINATES | ||
0056 | 6 | player handle, flt, flt, flt, flt, int | IS_PLAYER_IN_AREA_2D | ||
0057 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | IS_PLAYER_IN_AREA_3D | ||
0058 | 2 | global var int, global var int | ADD_INT_VAR_TO_INT_VAR | ||
0059 | 2 | global var flt, global var flt | ADD_FLOAT_VAR_TO_FLOAT_VAR | ||
005A | 2 | int, int | ADD_INT_LVAR_TO_INT_LVAR | ||
005B | 2 | float, float | ADD_FLOAT_LVAR_TO_FLOAT_LVAR | ||
005C | 2 | int, int | ADD_INT_VAR_TO_INT_LVAR | ||
005D | 2 | float, float | ADD_FLOAT_VAR_TO_FLOAT_LVAR | ||
005E | 2 | int, int | ADD_INT_LVAR_TO_INT_VAR | ||
005F | 2 | float, float | ADD_FLOAT_LVAR_TO_FLOAT_VAR | ||
0060 | 2 | int, int | SUB_INT_VAR_FROM_INT_VAR | ||
0061 | 2 | float, float | SUB_FLOAT_VAR_FROM_FLOAT_VAR | ||
0062 | 2 | int, int | SUB_INT_LVAR_FROM_INT_LVAR | ||
0063 | 2 | float, float | SUB_FLOAT_LVAR_FROM_FLOAT_LVAR | ||
0064 | 2 | int, int | SUB_INT_VAR_FROM_INT_LVAR | ||
0065 | 2 | float, float | SUB_FLOAT_VAR_FROM_FLOAT_LVAR | ||
0066 | 2 | int, int | SUB_INT_LVAR_FROM_INT_VAR | ||
0067 | 2 | float, float | SUB_FLOAT_LVAR_FROM_FLOAT_VAR | ||
0068 | 2 | global, global | MULT_INT_VAR_BY_INT_VAR | ||
0069 | 2 | global, global | MULT_FLOAT_VAR_BY_FLOAT_VAR | ||
006A | 2 | MULT_INT_LVAR_BY_INT_LVAR | |||
006B | 2 | local, local | MULT_FLOAT_LVAR_BY_FLOAT_LVAR | ||
006C | 2 | local, float | MULT_INT_VAR_BY_INT_LVAR | ||
006D | 2 | global, float | MULT_FLOAT_VAR_BY_FLOAT_LVAR | ||
006E | 2 | global, local | MULT_INT_LVAR_BY_INT_VAR | ||
006F | 2 | global, local | MULT_FLOAT_LVAR_BY_FLOAT_VAR | ||
0070 | 2 | global, global | DIV_INT_VAR_BY_INT_VAR | ||
0071 | 2 | global, global | DIV_FLOAT_VAR_BY_FLOAT_VAR | ||
0072 | 2 | local, local | DIV_INT_LVAR_BY_INT_LVAR | ||
0073 | 2 | local, local | DIV_FLOAT_LVAR_BY_FLOAT_LVAR | ||
0074 | 2 | local, global | DIV_INT_VAR_BY_INT_LVAR | ||
0075 | 2 | local, global | DIV_FLOAT_VAR_BY_FLOAT_LVAR | ||
0076 | 2 | global, local | DIV_INT_LVAR_BY_INT_VAR | ||
0077 | 2 | global, local | DIV_FLOAT_LVAR_BY_FLOAT_VAR | ||
0078 | 2 | global, float | ADD_TIMED_VAL_TO_FLOAT_VAR | ||
0079 | 2 | local, float | ADD_TIMED_VAL_TO_FLOAT_LVAR | ||
007A | 2 | global, global | ADD_TIMED_FLOAT_VAR_TO_FLOAT_VAR | ||
007B | 2 | local, local | ADD_TIMED_FLOAT_LVAR_TO_FLOAT_LVAR | ||
007C | 2 | local, global | ADD_TIMED_FLOAT_LVAR_TO_FLOAT_VAR | ||
007D | 2 | global, local | ADD_TIMED_FLOAT_VAR_TO_FLOAT_LVAR | ||
007E | 2 | global, float | SUB_TIMED_VAL_FROM_FLOAT_VAR | ||
007F | 2 | local, float | SUB_TIMED_VAL_FROM_FLOAT_LVAR | ||
0080 | 2 | global, global | SUB_TIMED_FLOAT_VAR_FROM_FLOAT_VAR | ||
0081 | 2 | local, local | SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_LVAR | ||
0082 | 2 | local, global | SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_VAR | ||
0083 | 2 | global, local | SUB_TIMED_FLOAT_VAR_FROM_FLOAT_LVAR | ||
0084 | 2 | global var int, global var int | SET_VAR_INT_TO_VAR_INT | ||
0085 | 2 | local var int, local var int | SET_LVAR_INT_TO_LVAR_INT | ||
0086 | 2 | global var flt, global var flt | SET_VAR_FLOAT_TO_VAR_FLOAT | ||
0087 | 2 | local var flt, local var flt | SET_LVAR_FLOAT_TO_LVAR_FLOAT | ||
0088 | 2 | global var flt, local var flt | SET_VAR_FLOAT_TO_LVAR_FLOAT | ||
0089 | 2 | local var flt, global var flt | SET_LVAR_FLOAT_TO_VAR_FLOAT | ||
008A | 2 | global var int, local var int | SET_VAR_INT_TO_LVAR_INT | ||
008B | 2 | local var int, global var int | SET_LVAR_INT_TO_VAR_INT | ||
008C | 2 | global var int, global var flt | CSET_VAR_INT_TO_VAR_FLOAT | ||
008D | 2 | global var flt, global var int | CSET_VAR_FLOAT_TO_VAR_INT | ||
008E | 2 | local var int, global var flt | CSET_LVAR_INT_TO_VAR_FLOAT | ||
008F | 2 | local var flt, global var int | CSET_LVAR_FLOAT_TO_VAR_INT | ||
0090 | 2 | global var int, local var flt | CSET_VAR_INT_TO_LVAR_FLOAT | ||
0091 | 2 | global var flt, local var int | CSET_VAR_FLOAT_TO_LVAR_INT | ||
0092 | 2 | local var int, local var flt | CSET_LVAR_INT_TO_LVAR_FLOAT | ||
0093 | 2 | local var flt, local var int | CSET_LVAR_FLOAT_TO_LVAR_INT | ||
0094 | 1 | global var int | ABS_VAR_INT | ||
0095 | 1 | local var int | ABS_LVAR_INT | ||
0096 | 1 | global var flt | ABS_VAR_FLOAT | ||
0097 | 1 | local var flt | ABS_LVAR_FLOAT | ||
0098 | 1 | flt | GENERATE_RANDOM_FLOAT | ||
0099 | 1 | int | GENERATE_RANDOM_INT | ||
009A | 6 | int, int, flt, flt, flt, var | create char | parameters rearranged in SB | |
009B | 1 | char handle | delete char | ||
009C | 2 | char handle, int | set char to wander path | ||
009D | - | ||||
009E | 4 6 |
char handle, flt, flt, flt char handle, flt, flt, flt, flt, int |
set char path | ||
009F | 1 | char handle | char set idle | ||
00A0 | 4 | char handle, var, var, var | get char coordinates | ||
00A1 | 4 | char handle, flt, flt, flt | set char coordinates | ||
00A2 | 1 | char handle | is char still alive | available for VC and SA through 8118, restored in VC | |
00A3 | 6 | char handle, flt, flt, flt, flt, int | is char in area 2d | ||
00A4 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char in area 3d | ||
00A5 | 5 | int, flt, flt, flt, var | create car | parameters rearranged in SB | |
00A6 | 1 | car handle | delete car | ||
00A7 | 4 | car handle, flt, flt, flt | car goto coordinates | ||
00A8 | 1 | car handle | car wander randomly | ||
00A9 | 1 | car handle | car set idle | ||
00AA | 4 | car handle, var, var, var | get car coordinates | ||
00AB | 4 | car handle, flt, flt, flt | set car coordinates | ||
00AC | 1 | car handle | is car still alive | restored in VC | |
00AD | 2 | car handle, flt | set car cruise speed | ||
00AE | 2 | car handle, int | set car driving style | ||
00AF | 2 | car handle, int | set car mission | ||
00B0 | 6 | car handle, flt, flt, flt, flt, int | is car in area 2d | ||
00B1 | 8 | car handle, flt, flt, flt, flt, flt, flt, int | is car in area 3d | ||
00B2 | - | ||||
00B3 | - | ||||
00B4 | - | ||||
00B5 | - | ||||
00B6 | - | ||||
00B7 | - | ||||
00B8 | - | ||||
00B9 | - | ||||
00BA | 3 | string, int, int | print big | ||
00BB | 3 | string, int, int | |||
00BC | 3 | string, int, int | print now | ||
00BD | 3 | string, int, int | print soon | ||
00BE | 0 | clear prints | |||
00BF | 2 | var, var | get time of day | ||
00C0 | 2 | int, int | set time of day | ||
00C1 | 3 | int, int, var | get minutes to time of day | parameters rearranged in SB | |
00C2 | 4 | flt, flt, flt, flt | is point on screen | ||
00C3 | 0 | enter debug mode (nop) | |||
00C4 | 0 | exit debug mode (nop) | |||
00C5 | 0 | true | restored in VC | ||
00C6 | 0 | false | restored in VC | ||
00C7 | - | ||||
00C8 | - | ||||
00C9 | - | ||||
00CA | - | ||||
00CB | - | ||||
00CC | - | ||||
00CD | - | ||||
00CE | - | ||||
00CF | - | ||||
00D0 | - | ||||
00D1 | - | ||||
00D2 | - | ||||
00D3 | - | ||||
00D4 | - | ||||
00D5 | - | ||||
00D6 | 1 | int | if | ||
00D7 | 1 | int | start new script | like 004F but only one parameter | |
00D8 | 0 | mission has finished | |||
00D9 | 2 | char handle, var | store car char is in | mission only, parameters rearranged in SB | |
00DA | 2 | player handle, var | store car player is in | mission only, parameters rearranged in SB | |
00DB | 2 | char handle, car handle | is char in car | ||
00DC | 2 | player handle, car handle | is player in car | ||
00DD | 2 | char handle, int | is char in model | ||
00DE | 2 | player handle, int | is player in model | ||
00DF | 1 | char handle | is char in any car | ||
00E0 | 1 | player handle | is player in any car | ||
00E1 | 2 | int, int | is button pressed | ||
00E2 | 3 | int, int, var | get button pressed | restored in VC | |
00E3 | 6 | player handle, flt, flt, flt, flt, int | locate player by any means 2d | parameters rearranged in SB | |
00E4 | 6 | player handle, flt, flt, flt, flt, int | locate player on foot 2d | parameters rearranged in SB | |
00E5 | 6 | player handle, flt, flt, flt, flt, int | locate player in car 2d | parameters rearranged in SB | |
00E6 | 6 | player handle, flt, flt, flt, flt, int | locate player stopped by any means 2d | parameters rearranged in SB | |
00E7 | 6 | player handle, flt, flt, flt, flt, int | locate player stopped on foot 2d | parameters rearranged in SB | |
00E8 | 6 | player handle, flt, flt, flt, flt, int | locate player stopped in car 2d | parameters rearranged in SB | |
00E9 | 5 | player handle, char handle, flt, flt, int | locate player by any means near char 2d | parameters rearranged in SB | |
00EA | 5 | player handle, char handle, flt, flt, int | locate player on foot near char 2d | parameters rearranged in SB | |
00EB | 5 | player handle, char handle, flt, flt, int | locate player in car near char 2d | parameters rearranged in SB | |
00EC | 6 | char handle, flt, flt, flt, flt, int | locate char by any means 2d | parameters rearranged in SB | |
00ED | 6 | char handle, flt, flt, flt, flt, int | locate char on foot 2d | parameters rearranged in SB | |
00EE | 6 | char handle, flt, flt, flt, flt, int | locate char in car 2d | parameters rearranged in SB | |
00EF | 6 | char handle, flt, flt, flt, flt, int | locate stopped char by any means 2d | parameters rearranged in SB | |
00F0 | 6 | char handle, flt, flt, flt, flt, int | locate stopped char on foot 2d | parameters rearranged in SB | |
00F1 | 6 | char handle, flt, flt, flt, flt, int | locate stopped char in car 2d | parameters rearranged in SB | |
00F2 | 5 | char handle, char handle, flt, flt, int | locate char by any means near char 2d | ||
00F3 | 5 | char handle, char handle, flt, flt, int | locate char on foot near char 2d | ||
00F4 | 5 | char handle, char handle, flt, flt, int | locate char in car near char 2d | ||
00F5 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player by any means 3d | parameters rearranged in SB | |
00F6 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player on foot 3d | parameters rearranged in SB | |
00F7 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player in car 3d | parameters rearranged in SB | |
00F8 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player stopped by any means 3d | parameters rearranged in SB | |
00F9 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player stopped on foot 3d | parameters rearranged in SB | |
00FA | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player stopped in car 3d | parameters rearranged in SB | |
00FB | 6 | player handle, char handle, flt, flt, flt, int | locate player by any means near char 3d | parameters rearranged in SB | |
00FC | 6 | player handle, char handle, flt, flt, flt, int | locate player on foot near char 3d | parameters rearranged in SB | |
00FD | 6 | player handle, char handle, flt, flt, flt, int | locate player in car near char 3d | parameters rearranged in SB | |
00FE | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char by any means 3d | parameters rearranged in SB | |
00FF | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char on foot 3d | parameters rearranged in SB | |
0100 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char in car 3d | ||
0101 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char stopped by any means 3d | ||
0102 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char stopped on foot 3d | ||
0103 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char stopped in car 3d | ||
0104 | 6 | char handle, char handle, flt, flt, flt, flt, int | locate char by any means near char 3d | ||
0105 | 6 | char handle, char handle, flt, flt, flt, flt, int | locate char on foot near char 3d | ||
0106 | 6 | char handle, char handle, flt, flt, flt, flt, int | locate char in car near char 3d | ||
0107 | 5 | int, flt, flt, flt, var | create object | parameters rearranged in SB | |
0108 | 1 | object handle | delete object | ||
0109 | 2 | player handle, int | give player money | ||
010A | 2 | player handle, int | is money value greater | ||
010B | 2 | player handle, var | store money value | parameters rearranged in SB | |
010C | 5 | player handle, flt, flt, flt, flt | give remote controlled RC Bandit to player | ||
010D | 2 | player handle, int | set player wanted level | ||
010E | 2 | player handle, int | alter wanted level no drop | ||
010F | 2 | player handle, int | is wanted level greater | ||
0110 | 1 | player handle | clear wanted level | ||
0111 | 1 | int | set deatharrest state | ||
0112 | 0 | has deatharrest executed | special use in missions | ||
0113 | 3 | player handle, int, int | add ammo to player weapon | restored in VC | |
0114 | 3 | char handle, int, int | add ammo to char weapon | ||
0115 | - | ||||
0116 | - | restored in III and VC | |||
0117 | 1 | player handle | is player dead | ||
0118 | 1 | char handle | is char dead | ||
0119 | 1 | car handle | is car dead | ||
011A | 2 | char handle, int | set char search threat | ||
011B | - | ||||
011C | 1 | char handle | set char obj no obj | ||
011D | - | ||||
011E | - | ||||
011F | - | ||||
0120 | - | ||||
0121 | 2 | player handle, string | is player in zone | ||
0122 | 1 | player handle | is player pressing horn | ||
0123 | 2 | char handle, player handle | has char spotted player | ||
0124 | - | used in memory editing for VC[1], used in GInput | |||
0125 | - | used in memory editing for VC[1] | |||
0126 | 1 | char handle | is char objective passed | ||
0127 | - | ||||
0128 | - | ||||
0129 | 4 | car handle, int, int, var | create char inside car | parameters rearranged in SB | |
012A | 4 | player handle, flt, flt, flt | warp player from car to coord | ||
012B | - | ||||
012C | - | ||||
012D | - | ||||
012E | - | ||||
012F | - | ||||
0130 | 1 | player handle | has player been arrested | restored in VC | |
0131 | - | ||||
0132 | - | ||||
0133 | - | ||||
0134 | - | ||||
0135 | 2 | car handle, var | change car lock | parameters rearranged in SB, available for VC and SA through 020A, restored in VC | |
0136 | 4 | int, float, float, float | shake camera with point | restored in VC | |
0137 | 2 | car handle, int | is car model | ||
0138 | - | ||||
0139 | - | ||||
013A | - | ||||
013B | 6 | car handle, flt, flt, flt, flt, int | is car dead in 2d area | restored in VC | |
013C | 8 | car handle, flt, flt, flt, flt, flt, flt, int | is car dead in 3d area | restored in VC | |
013D | - | ||||
013E | - | ||||
013F | - | ||||
0140 | - | ||||
0141 | - | ||||
0142 | - | ||||
0143 | - | ||||
0144 | - | ||||
0145 | - | ||||
0146 | - | ||||
0147 | - | ||||
0148 | - | ||||
0149 | 1 | car handle | is car crushed | ||
014A | - | ||||
014B | 13 | flt, flt, flt, flt, int, int, int, int, int, int, int, int, var | create car generator | parameters rearranged in SB | |
014C | 2 | car generator handle, int | switch car generator | ||
014D | 4 | string, int, int, int | add pager message | used in Liberty City mod for VC | |
014E | 1 2 |
global var global var, int |
display onscreen timer | ||
014F | 1 | global var | clear onscreen timer | ||
0150 | 2 | global var, int | display onscreen counter | ||
0151 | 1 | global var | clear onscreen counter | ||
0152 | 11 13 |
string, int, int, int, int, int, int, int, int, int, int string, int, int, int, int, int, int, int, int, int, int, int, int |
setup zone car info | ||
0153 | - | ||||
0154 | 2 | char handle, string | is char in zone | ||
0155 | 3 | string, int, int | set car density | restored in VC | |
0156 | 3 | string, int, int | set ped density | restored in VC | |
0157 | 3 | player handle, int, int | point camera at player | ||
0158 | 3 | car handle, int, int | point camera at car | ||
0159 | 3 | char handle, int, int | point camera at char | ||
015A | 0 | restore camera | |||
015B | 3 | int, int, int | shake pad | ||
015C | 11 13 |
string, int, int, int, int, int, int, int, int, int, int string, int, int, int, int, int, int, int, int, int, int, int, int |
setup zone ped info | ||
015D | 1 | flt | set timescale | ||
015E | 1 | car handle | is car in air | restored in VC | |
015F | 6 | flt, flt, flt, flt, flt, flt | set fixed camera position | ||
0160 | 4 | flt, flt, flt, int | point camera at point | ||
0161 | 4 | car handle, int, int, var | add blip with properties to car | parameters rearranged in SB | |
0162 | 4 | char handle, int, int, var | add blip with properties to char | parameters rearranged in SB | |
0163 | 4 | object handle, int, int, var | add blip with properties to object | restored in VC | |
0164 | 1 | blip handle | remove blip | ||
0165 | 2 | blip handle, int | change blip colour | ||
0166 | 2 | blip handle, int | change blip brightness | ||
0167 | 6 | flt, flt, flt, int, int, var | add blip for coordinate with properties | parameters rearranged in SB | |
0168 | 2 | blip handle, int | change blip scale | ||
0169 | 3 | int, int, int | set fading colour | ||
016A | 2 | int, int | do fade | parameters rearranged in SB | |
016B | 0 | get fading status | |||
016C | |
4 5 |
flt, flt, flt, flt flt, flt, flt, flt, int |
add hospital restart | |
016D | |
4 5 |
flt, flt, flt, flt flt, flt, flt, flt, int |
add police restart | |
016E | 4 | flt, flt, flt, flt | override next restart | ||
016F | 10 | int, flt, flt, flt, flt, flt, int, int, int, int | draw shadow | parameters rearranged in SB, restored in VC | |
0170 | 2 | player handle, var | get player heading | parameters rearranged in SB | |
0171 | 2 | player handle, flt | set player heading | ||
0172 | 2 | char handle, var | get char heading | parameters rearranged in SB | |
0173 | 2 | char handle, flt | set char heading | ||
0174 | 2 | car handle, var | get car heading | parameters rearranged in SB | |
0175 | 2 | car handle, flt | set car heading | ||
0176 | 2 | object handle, var | get object heading | parameters rearranged in SB | |
0177 | 2 | object handle, flt | set object heading | ||
0178 | 2 | player handle, object handle | is player touching object | restored in VC | |
0179 | 2 | char handle, object handle | is char touching object | restored in VC | |
017A | 3 | player handle, int, int | set player weapon ammo | ||
017B | 3 | char handle, int, int | set char weapon ammo | restored in VC | |
017C | - | ||||
017D | - | ||||
017E | - | ||||
017F | - | ||||
0180 | 1 | var | declare mission flag | ||
0181 | 2 0 |
int, int nop |
declare mission flag for contact | ||
0182 | 2 | int, int | declare base brief id for contact | ||
0183 | 2 | player handle, int | is player health greater | ||
0184 | 2 | char handle, int | is char health greater | ||
0185 | 2 | car handle, int | is car health greater | ||
0186 | 2 | car handle, var | add blip for car | parameters rearranged in SB | |
0187 | 2 | char handle, var | add blip for char | parameters rearranged in SB | |
0188 | 2 | object handle, var | add blip for object | parameters rearranged in SB | |
0189 | 2 | flt, flt, flt, var | add blip with sphere to coordinate | parameters rearranged in SB | |
018A | 2 | flt, flt, flt, var | add blip for coordinate | parameters rearranged in SB | |
018B | 2 | blip handle, int | change blip display | ||
018C | 4 | int, flt, flt, flt | add one off sound | ||
018D | 5 | flt, flt, flt, int, var | add continuous sound | parameters rearranged in SB | |
018E | 1 | sound handle | remove sound | ||
018F | 1 | car handle | check car is flipped for 2 seconds | ||
0190 | 1 | car handle | add car to flipped check | ||
0191 | 1 | car handle | remove car from flipped check | ||
0192 | 1 | char handle | set char obj wait on foot | ||
0193 | 1 | char handle | set char objective to act like ped | ||
0194 | 4 | char handle, flt, flt, flt | set char objective to go to point | ||
0195 | 5 | char handle, flt, flt, flt, flt | set char objective to guard area | ||
0196 | 1 | char handle | set char objective wait in car | ||
0197 | 6 | player handle, flt, flt, flt, flt, int | is player in area on foot 2d | parameters rearranged in SB | |
0198 | 6 | player handle, flt, flt, flt, flt, int | is player in area in car 2d | parameters rearranged in SB | |
0199 | 6 | player handle, flt, flt, flt, flt, int | is player stopped in area 2d | parameters rearranged in SB | |
019A | 6 | player handle, flt, flt, flt, flt, int | is player stopped in area on foot 2d | parameters rearranged in SB | |
019B | 6 | player handle, flt, flt, flt, flt, int | is player stopped in area in car 2d | parameters rearranged in SB | |
019C | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player in area on foot 3d | parameters rearranged in SB | |
019D | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player in area in car 3d | parameters rearranged in SB | |
019E | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player stopped in area 3d | parameters rearranged in SB | |
019F | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player stopped in area on foot 3d | parameters rearranged in SB | |
01A0 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | is player stopped in area in car 3d | parameters rearranged in SB | |
01A1 | 6 | char handle, flt, flt, flt, flt, int | is char in area on foot 2d | parameters rearranged in SB | |
01A2 | 6 | char handle, flt, flt, flt, flt, int | is char in area in car 2d | parameters rearranged in SB | |
01A3 | 6 | char handle, flt, flt, flt, flt, int | is char stopped in area 2d | parameters rearranged in SB | |
01A4 | 6 | char handle, flt, flt, flt, flt, int | is char stopped in area on foot 2d | parameters rearranged in SB | |
01A5 | 6 | char handle, flt, flt, flt, flt, int | is char stopped in area in car 2d | parameters rearranged in SB | |
01A6 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char in area on foot 3d | parameters rearranged in SB | |
01A7 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char in area in car 3d | parameters rearranged in SB | |
01A8 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char stopped in area 3d | parameters rearranged in SB | |
01A9 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char stopped in area on foot 3d | parameters rearranged in SB | |
01AA | 8 | char handle, flt, flt, flt, flt, flt, flt, int | is char stopped in area in car 3d | parameters rearranged in SB | |
01AB | 6 | car handle, flt, flt, flt, flt, int | is car stopped in area 2d | parameters rearranged in SB | |
01AC | 8 | car handle, flt, flt, flt, flt, flt, flt, int | is car stopped in area 3d | parameters rearranged in SB | |
01AD | 6 | car handle, flt, flt, flt, flt, int | locate car 2d | parameters rearranged in SB | |
01AE | 6 | car handle, flt, flt, flt, flt, int | locate stopped car 2d | parameters rearranged in SB | |
01AF | 8 | car handle, flt, flt, flt, flt, flt, flt, int | locate car 3d | parameters rearranged in SB | |
01B0 | 8 | car handle, flt, flt, flt, flt, flt, flt, int | locate stopped car 3d | parameters rearranged in SB | |
01B1 | 3 | player handle, int, int | give weapon to player | ||
01B2 | 3 | char handle, int, int | give weapon to char | ||
01B3 | - | ||||
01B4 | 2 | player handle | set player control | ||
01B5 | 1 | int | force weather | ||
01B6 | 1 | int | force weather now | ||
01B7 | 0 | release weather | |||
01B8 | 2 | player handle, int | set current player weapon | ||
01B9 | 2 | char handle, int | set current char weapon | ||
01BA | - | ||||
01BB | 4 | object handle, var, var, var | get object coordinates | ||
01BC | 4 | object handle, flt, flt, flt | set object coordinates | ||
01BD | 1 | var | get game timer | ||
01BE | 4 | char handle, flt, flt, flt | turn char to face coord | ||
01BF | 4 | player handle, flt, flt, flt | turn player to face coord | ||
01C0 | 2 | player handle, var | store wanted level | parameters rearranged in SB | |
01C1 | 1 | car handle | is car stopped | ||
01C2 | 1 | char handle | mark char as no longer needed | ||
01C3 | 1 | car handle | mark car as no longer needed | ||
01C4 | 1 | object handle | mark object as no longer needed | ||
01C5 | 1 | char handle | dont remove char | ||
01C6 | 1 | car handle | dont remove car | restored in VC | |
01C7 | 1 | object handle | dont remove object | ||
01C8 | 5 | car handle, int, int, int, var | create char as passenger | parameters rearranged in SB | |
01C9 | 2 | char handle, char handle | set char obj kill char on foot | ||
01CA | 2 | char handle, player handle | set char obj kill player on foot | ||
01CB | 2 | char handle, char handle | set char obj kill char by any means | ||
01CC | 2 | char handle, player handle | set char obj kill player by any means | ||
01CD | 2 | char handle, char handle | set char flee char on foot till safe | ||
01CE | 2 | char handle, player handle | set char flee player on foot till safe | ||
01CF | 2 | char handle, char handle | char avoid char on foot always | ||
01D0 | 2 | char handle, player handle | char avoid player on foot always | ||
01D1 | 2 | char handle, char handle | set char obj goto char on foot | ||
01D2 | 2 | char handle, player handle | set char goto player on foot | ||
01D3 | 2 | char handle, car handle | set char obj leave car | ||
01D4 | 2 | char handle, car handle | set char obj enter car as passenger | ||
01D5 | 2 | char handle, car handle | set char obj enter car as driver | ||
01D6 | - | ||||
01D7 | - | ||||
01D8 | 2 | char handle, object handle | set char obj destroy object | ||
01D9 | 2 | char handle, car handle | set char obj destroy car | ||
01DA | 5 | char handle, flt, flt, flt, flt | task actor walk to area | ||
01DB | - | ||||
01DC | - | ||||
01DD | - | ||||
01DE | 2 | char handle, char handle | set char as leader | ||
01DF | 2 | char handle, player handle | set player as leader | ||
01E0 | 1 | char handle | leave group | ||
01E1 | 3 | char handle, int, int | set char obj follow route | ||
01E2 | 4 | int, flt, flt, flt | add route point | ||
01E3 | 4 | string, int, int, int | print with number big | ||
01E4 | 4 | string, int, int, int | print with number | ||
01E5 | 4 | string, int, int, int | print with number now | ||
01E6 | - | ||||
01E7 | 6 | flt, flt, flt, flt, flt, flt | switch roads on | ||
01E8 | 6 | flt, flt, flt, flt, flt, flt | switch roads off | ||
01E9 | 2 | car handle, var | get number of passengers | parameters rearranged in SB | |
01EA | 2 | car handle, var | get maximum number of passengers | parameters rearranged in SB | |
01EB | 1 | flt | set car density multiplier | ||
01EC | 2 | car handle, int | set car heavy | ||
01ED | 1 | char handle | clear char threat search | ||
01EE | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | activate crane | restored in VC | |
01EF | 2 | flt, flt | deactivate crane | restored in VC | |
01F0 | 1 | int | set max wanted level | ||
01F1 | - | ||||
01F2 | - | ||||
01F3 | 1 | car handle | is car in air proper | ||
01F4 | 1 | car handle | is car upsidedown | ||
01F5 | 2 | player handle, var | get player char | parameters rearranged in SB | |
01F6 | 0 | cancel override restart | |||
01F7 | 2 | player handle, int | set police ignore player | ||
01F8 | 5 | string, int, int, int, int | print pager text with number | ||
01F9 | 9 | string, int, int, int, int, int, int, int, int | start rampage | ||
01FA | 1 | var | read rampage status | ||
01FB | 2 | flt, var | get square root | ||
01FC | 5 | player handle, car handle, flt, flt, int | locate player by any means car 2d | ||
01FD | 5 | player handle, car handle, flt, flt, int | locate player on foot car 2d | ||
01FE | 5 | player handle, car handle, flt, flt, int | locate player in car car 2d | ||
01FF | 6 | player handle, car handle, flt, flt, flt, int | locate player by any means car 3d | ||
0200 | 6 | player handle, car handle, flt, flt, flt, int | locate player on foot car 3d | ||
0201 | 6 | player handle, car handle, flt, flt, flt, int | locate player in car car 3d | ||
0202 | 5 | char handle, car handle, flt, flt, int | locate char by any means car 2d | ||
0203 | 5 | char handle, car handle, flt, flt, int | locate char on foot car 2d | ||
0204 | 5 | char handle, car handle, flt, flt, int | locate char in car car 2d | ||
0205 | 6 | char handle, car handle, flt, flt, flt, int | locate char by any means car 3d | ||
0206 | 6 | char handle, car handle, flt, flt, flt, int | locate char on foot car 3d | ||
0207 | 6 | char handle, car handle, flt, flt, flt, int | locate char in car car 3d | ||
0208 | 2 | flt, flt, var | generate random float in range | parameters rearranged in SB | |
0209 | 2 | int, int, var | generate random int in range | parameters rearranged in SB | |
020A | 2 | car handle, int | lock car doors | ||
020B | 1 | car handle | explode car | ||
020C | 4 | flt, flt, flt, int | add explosion | parameters rearranged in SB | |
020D | 1 | car handle | is car upright | ||
020E | 2 | char handle, char handle | turn char to face char | ||
020F | 2 | char handle, player handle | turn char to face player | ||
0210 | 2 | player handle, char handle | turn player to face char | ||
0211 | 3 | char handle, flt, flt | set char obj goto coord on foot | ||
0212 | - | ||||
0213 | 6 | int, int, flt, flt, flt, var | create pickup | parameters rearranged in SB | |
0214 | 1 | pickup handle | has pickup been collected | ||
0215 | 1 | pickup handle | remove pickup | ||
0216 | 2 | car handle, int | set taxi lights | ||
0217 | 3 | string, int, int | print text big q | ||
0218 | 4 | string, int, int, int | print text with number big q | restored in VC | |
0219 | 8 10 |
flt, flt, flt, flt, flt, flt, int, var flt, flt, flt, flt, flt, flt, flt, flt, int, var |
create garage | parameters rearranged in SB | |
021A | 9 | flt, flt, flt, flt, flt, flt, int, int, var | create garage with car model | ||
021B | 2 | garage handle, car handle | set target car for mission garage | ||
021C | 1 | garage handle | is car in mission garage | ||
021D | 1 | int | set free bombs | restored in VC | |
021E | - | ||||
021F | 1 | int | set all taxi lights | restored in VC | |
0220 | 1 | car handle | does car have car bomb | restored in VC | |
0221 | 2 | player handle, int | set player cannot exit car | ||
0222 | 2 | player handle, int | set player health | ||
0223 | 2 | char handle, int | set char health | ||
0224 | 2 | car handle, int | set car health | ||
0225 | 2 | player handle, var | get player health | parameters rearranged in SB | |
0226 | 2 | char handle, var | get char health | parameters rearranged in SB | |
0227 | 2 | car handle, var | get car health | parameters rearranged in SB | |
0228 | 2 | car handle, int | is car armed with bomb | restored in VC | |
0229 | 3 | car handle, int, int | change car colour | ||
022A | 6 | flt, flt, flt, flt, flt, flt | switch ped paths on | ||
022B | 6 | flt, flt, flt, flt, flt, flt | switch ped paths off | ||
022C | 2 | char handle, char handle | char look at char always | ||
022D | 2 | char handle, player handle | char look at player always | ||
022E | 2 | player handle, char handle | player look at char always | ||
022F | 1 | char handle | stop char looking | ||
0230 | 1 | player handle | stop player looking | ||
0231 | 1 | int | set second police helicopter | ||
0232 | - | ||||
0233 | - | ||||
0234 | - | ||||
0235 | 3 | int, int, int | set gang models | ||
0236 | 2 | int, int | set gang car | ||
0237 | |
3 4 |
int, int, int int, int, int, int |
set gang weapons | |
0238 | 5 | player handle, flt, flt, flt, flt | set char obj run to area | ||
0239 | 3 | char handle, flt, flt | set char obj run to coord | ||
023A | 2 | player handle, object handle | is player touching object on foot | restored in VC | |
023B | 2 | char handle, object handle | is char touching object on foot | restored in VC | |
023C | 2 | int, string | load special character | parameters rearranged in SB in San Andreas | |
023D | 1 | string | has special character loaded | ||
023E | 2 | car handle, int | flash car | restored in VC | |
023F | 2 | char handle, int | flash char | restored in VC | |
0240 | 2 | object handle, int | flash object | restored in VC | |
0241 | 1 | player handle | is player in remote mode | ||
0242 | 2 | car handle | arm car with bomb | restored in VC | |
0243 | 2 | char handle, int | set char personality | ||
0244 | 3 | flt, flt, flt | set cutscene offset | ||
0245 | 2 | char handle, int | set anim group for char | ||
0246 | 2 | player handle, int | set anim group for player | ||
0247 | 1 | int | request model | ||
0248 | 1 | int | has model loaded | ||
0249 | 1 | int | mark model as no longer needed | ||
024A | 3 | flt, flt, var | get phone | ||
024B | 2 | phone handle, string | set repeated phone message | restored in VC | |
024C | 2 | phone handle, string | set phone message | restored in VC | |
024D | 1 | phone handle | has phone displayed message | restored in VC | |
024E | 1 | phone handle | turn phone off | ||
024F | 9 | flt, flt, flt, flt, int, int, int, int, int | create corona | ||
0250 | 6 | flt, flt, flt, int, int, int | draw light | restored in VC | |
0251 | 0 | store weather state | |||
0252 | 0 | restore weather state | |||
0253 | 0 | save current time | |||
0254 | 0 | restore current time | |||
0255 | 4 | flt, flt, flt, flt | restart critical mission | restored in VC | |
0256 | 1 | player handle | is player playing | ||
0257 | - | ||||
— | |||||
0291 | 2 | char handle, int | set char heed threats | ||
0292 | 2 | player handle, int | set player attack when provoked | ||
0293 | 1 | var | get controller mode | ||
0294 | 2 | car handle, int | set can respray car | ||
0295 | 1 | car handle | is car taxi vehicle | restored in VC | |
0296 | 1 | int | unload special character | ||
0297 | |
0 1 |
player handle |
reset number of models killed by player | |
0298 | |
2 3 |
int, var player handle, int, var |
get number of models killed by player | parameters rearranged in SB |
0299 | 1 | garage handle string |
activate garage | restored in VC | |
029A | 1 | int | switch taxi timer | ||
029B | 5 | int, flt, flt, flt, object handle | create object no offset | parameters rearranged in SB | |
029C | 1 | car handle | is boat | restored in VC | |
029D | 5 | char handle, flt, flt, flt, flt | task actor drive then walk to area | ||
029E | - | ||||
029F | 1 | player handle | is player stopped | ||
02A0 | 1 | char handle | is char stopped | restored in VC | |
02A1 | 2 | int, int | message wait | restored in VC | |
02A2 | 5 | int, int, flt, flt, flt | add particle effect | restored in VC | |
02A3 | 1 | int | switch widescreen | ||
02A4 | 3 | car handle, int, var | add sprite blip for car | restored in VC | |
02A5 | 3 | char handle, int, var | add sprite blip for char | restored in VC | |
02A6 | 3 | object handle, int, var | add sprite blip for object | restored in VC | |
02A7 | 5 | flt, flt, flt, int, var | add sprite blip for contact point | parameters rearranged in SB | |
02A8 | 5 | flt, flt, flt, int, var | add sprite blip for coord | parameters rearranged in SB | |
02A9 | 2 | char handle, int | set char only damaged by player | ||
02AA | 2 | car handle, int | set car only damaged by player | ||
02AB | 6 | char handle, int, int, int, int, int | set char proofs | ||
02AC | 6 | car handle, int, int, int, int, int | set car proofs | ||
02AD | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area 2d | ||
02AE | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area on foot 2d | ||
02AF | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area in car 2d | ||
02B0 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area 2d | ||
02B1 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area on foot 2d | ||
02B2 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area in car 2d | ||
02B3 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area 3d | ||
02B4 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area on foot 3d | ||
02B5 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area in car 3d | ||
02B6 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area 3d | ||
02B7 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area on foot 3d | ||
02B8 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area in car 3d | ||
02B9 | 1 | garage handle | deactivate garage | restored in VC | |
02BA | 2 | garage handle, var | get number of cars collected by garage (unsupported) | ||
02BB | 2 | garage handle, car handle | has specified car been taken to garage (unsupported) | ||
02BC | 1 | int | set swat required | restored in VC | |
02BD | - | restored in III and VC, used in Liberty City mod for VC | |||
02BE | - | restored in III and VC | |||
02BF | 1 | car handle | is car in water | ||
02C0 | 6 | flt, flt, flt, var, var, var | get closest char node | parameters rearranged in SB | |
02C1 | 6 | flt, flt, flt, var, var, var | get closest car node | parameters rearranged in SB | |
02C2 | 4 | car handle, flt, flt, flt | car goto coordinates accurate | ||
02C3 | 1 | int | start pacman race | restored in VC | |
02C4 | 0 | save player coords | nothing reads the data | ||
02C5 | 1 | var | get number of power pills eaten | restored in VC | |
02C6 | 0 | clear pacman | restored in VC | ||
02C7 | 5 | flt, flt, flt, flt, int | start pacman scramble | parameters rearranged in SB, restored in VC | |
02C8 | 1 | var | get number of power pills carried | restored in VC | |
02C9 | 0 | clear number of power pills carried | restored in VC | ||
02CA | 1 | car handle | is car on screen | ||
02CB | 1 | char handle | is char on screen | ||
02CC | 1 | object handle | is object on screen | ||
02CD | 2 | int, int | gosub file | restored in VC | |
02CE | 4 | flt, flt, flt, var | get ground z for 3d coord | parameters rearranged in SB | |
02CF | 4 | flt, flt, flt, var | start script fire | parameters rearranged in SB | |
02D0 | 1 | fire handle | is fire extinguished | ||
02D1 | 1 | fire handle | remove fire | ||
02D2 | 2 | car handle, int | set comedy controls | ||
02D3 | 4 | car handle, flt, flt, flt | boat goto coords | ||
02D4 | 1 | car handle | boat stop | ||
02D5 | 6 | player handle, flt, flt, flt, flt, int | is player shooting in area | ||
02D6 | 6 | char handle, flt, flt, flt, flt, int | is char shooting in area | restored in VC | |
02D7 | 2 | player handle, int | is current player weapon | ||
02D8 | 2 | char handle, int | is current char weapon | ||
02D9 | 0 | clear number of power pills eaten | restored in VC | ||
02DA | 3 | flt, flt, flt | add power pill | restored in VC | |
02DB | 2 | car handle, flt | set boat cruise speed | ||
02DC | 5 | flt, flt, flt, flt, var | get random char in area | ||
02DD | 3 5 |
string, var string, int, int, int, var |
get random char in zone | parameters rearranged in GTA III in SB | |
02DE | 1 | player handle | is player in taxi | ||
02DF | 1 | player handle | is player shooting | ||
02E0 | 1 | char handle | is char shooting | ||
02E1 | 5 | flt, flt, flt, int, var | create money pickup | parameters rearranged in SB | |
02E2 | 2 | char handle, int | set char accuracy | ||
02E3 | 2 | car handle, var | get car speed | parameters rearranged in SB | |
02E4 | 1 | string | load cutscene | ||
02E5 | 2 | int, var | create cutscene object | parameters rearranged in SB | |
02E6 | 2 | object handle, string | set cutscene anim | ||
02E7 | 0 | start cutscene | |||
02E8 | 1 | var | get cutscene time | ||
02E9 | 0 | has cutscene finished | |||
02EA | 0 | clear cutscene | |||
02EB | 0 | restore camera jumpcut | |||
02EC | 3 | flt, flt, flt | create hidden package pickup | ||
02ED | 1 | int | set total hidden packages | ||
02EE | 6 | flt, flt, flt, flt, flt, flt | is projectile in area | restored in VC | |
02EF | 6 | flt, flt, flt, flt, flt, flt | destroy projectile in area | IF and SET, restored in VC | |
02F0 | 3 | flt, flt, flt | drop mine | restored in VC | |
02F1 | 3 | flt, flt, flt | drop nautical mine | restored in VC | |
02F2 | 2 | char handle, int | is char model | ||
02F3 | 2 | int, string | load special model | ||
02F4 | 3 | object handle, int, object handle | create cutscene head | parameters rearranged in SB | |
02F5 | 2 | object handle, string | set cutscene head anim | ||
02F6 | 2 | float, var | get sine | parameters rearranged in SB | |
02F7 | 2 | float, var | get cosine | parameters rearranged in SB | |
02F8 | 2 | car handle, var | get car forward x | ||
02F9 | 2 | car handle, var | get car forward y | ||
02FA | 2 | garage handle, int | change garage type | ||
02FB | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | create crusher crane | restored in VC | |
02FC | 5 | string, int, int, int, int | print with 2 numbers | restored in VC | |
02FD | 5 | string, int, int, int, int | print with 2 numbers now | ||
02FE | 5 | string, int, int, int, int | print with 2 numbers soon | ||
02FF | 6 | string, int, int, int, int, int | print with 3 numbers | ||
0300 | 6 | string, int, int, int, int, int | print with 3 numbers now | restored in VC | |
0301 | - | ||||
0302 | 7 | string, int, int, int, int, int, int | print with 4 numbers | ||
0303 | 7 | string, int, int, int, int, int, int | print with 4 numbers now | restored in VC | |
0304 | - | ||||
0305 | 8 | string, int, int, int, int, int, int, int | print with 5 numbers | restored in VC | |
0306 | 8 | string, int, int, int, int, int, int, int | print with 5 numbers now | restored in VC | |
0307 | - | ||||
0308 | 9 | string, int, int, int, int, int, int, int, int | print with 6 numbers | ||
0309 | 9 | string, int, int, int, int, int, int, int, int | print with 6 numbers now | restored in VC | |
030A | - | ||||
030B | 3 | char handle, char handle, int | set formation | ||
030C | 1 | int | player made progress | ||
030D | 1 | int | set max progress | ||
030E | 1 | flt | register jump distance | ||
030F | 1 | flt | register jump height | ||
0310 | 1 | int | register jump flips | ||
0311 | 1 | int | register jump spins | ||
0312 | 1 | int | register jump stunt | ||
0313 | 0 | register unique jump found | |||
0314 | 1 | int | set unique jumps total | ||
0315 | 0 | register passenger dropped off taxi | |||
0316 | 1 | int | register money made taxi | ||
0317 | 0 | register mission given | |||
0318 | 1 | string | register mission passed | ||
0319 | 2 | char handle, int | set char running | ||
031A | 0 | remove all script fires | |||
031B | 2 | car handle, int | is car primary color | restored in VC | |
031C | 2 | car handle, int | is car secondary color | restored in VC | |
031D | 2 | char handle, int | has char been damaged by weapon | ||
031E | 2 | car handle, int | has car been damaged by weapon | ||
031F | 2 | char handle, char handle | is char in chars group | ||
0320 | 2 | char handle, player handle | is char in players group | ||
0321 | 1 | char handle | explode char head | ||
0322 | 1 | player handle | explode player head | ||
0323 | 2 | car handle, int | anchor boat | ||
0324 | 3 | string, int, int | set pedgroup info | ||
0325 | 2 | car handle, var | start car fire | parameters rearranged in SB | |
0326 | 2 | char handle, var | start char fire | parameters rearranged in SB | |
0327 | 6 | flt, flt, flt, flt, int, var | get random car of type in area | parameters rearranged in SB | |
0328 | 3 | string, int, var | get random car of type in zone | ||
0329 | 1 | garage handle | has respray happened | ||
032A | 1 | int | set behind camera mode | ||
032B | 7 | int, int, int, flt, flt, flt, var | create pickup with ammo | parameters rearranged in SB | |
032C | 2 | car handle, car handle | set car ram car | ||
032D | 2 | car handle, car handle | set car block car | restored in VC | |
032E | 1 | char handle | set char obj catch train | ||
032F | - | ||||
0330 | 2 | player handle, int | set player never gets tired | ||
0331 | 2 | player handle, int | set player fast reload | ||
0332 | 2 | char handle, int | set char bleeding | ||
0333 | 1 | car handle | set car funny suspension | ||
0334 | 2 | car handle, int | set car big wheels | ||
0335 | 1 | int | set free resprays | ||
0336 | 2 | player handle, int | set player visible | ||
0337 | 2 | char handle, int | set char visible | ||
0338 | 2 | car handle, int | set car visible | restored in VC | |
0339 | 11 | flt, flt, flt, flt, flt, flt, int, int, int, int, int | is area occupied | ||
033A | 0 | start incoming cessna | |||
033B | 0 | has incoming cessna been completed | |||
033C | 0 | has incoming cessna been shot down | |||
033D | 1 | player handle | put out fire on player | ||
033E | 3 | flt, flt, string | display text | ||
033F | 2 | flt, flt | set text scale | ||
0340 | 4 | int, int, int, int | set text colour | ||
0341 | 1 | int | set text justify | ||
0342 | 1 | int | set text centre | ||
0343 | 1 | flt | set text line width | ||
0344 | 1 | flt | set text centre size | ||
0345 | 1 | int | set text background | ||
0346 | 4 | int, int, int, int | set text background colour | restored in VC | |
0347 | 1 | int | set text background only text | ||
0348 | 1 | int | set text proportional | ||
0349 | 1 | int | set text font | restored in VC | |
034A | 0 | industrial passed | used in Liberty City mod for VC | ||
034B | 0 | commercial passed | used in Liberty City mod for VC | ||
034C | 0 | suburban passed | used in Liberty City mod for VC | ||
034D | 4 | object handle, flt, flt, int | rotate object | IF and SET | |
034E | 8 | object handle, flt, flt, flt, flt, flt, flt, int | slide object | IF and SET | |
034F | 1 | char handle | remove char elegantly | ||
0350 | 2 | char handle, int | set char stay in same place | ||
0351 | 0 | is nasty game | restored in VC | ||
0352 | 2 | char handle, string | undress char | ||
0353 | 1 | char handle | dress char | ||
0354 | 1 | flt | start chase scene | used in Liberty City mod for VC | |
0355 | 0 | stop chase scene | used in Liberty City mod for VC | ||
0356 | 7 | int, flt, flt, flt, flt, flt, flt | is explosion in area | restored in VC | |
0357 | 2 | int, string | is explosion in zone | restored in VC | |
0358 | 0 | start drop off cessna | |||
0359 | 0 | has drop off cessna been shot down | |||
035A | 3 | var, var, var | find drop off cessna coordinates | ||
035B | 4 | flt, flt, flt, var | create floating package | parameters rearranged in SB | |
035C | 5 | object handle, car handle, flt, flt, flt | place object relative to car | ||
035D | |
1 2 |
object handle object handle, int |
make object targettable | |
035E | 2 | player handle, int | add armour to player | ||
035F | 2 | char handle, int | add armour to char | ||
0360 | 1 | garage handle | open garage | ||
0361 | 1 | garage handle | close garage | ||
0362 | 4 | char handle, flt, flt, flt | warp char from car to coord | ||
0363 | 6 | flt, flt, flt, flt, int, int | set visibility of closest object of type | ||
0364 | 2 | char handle, char handle | has char spotted char | ||
0365 | 1 | char handle | set char obj hail taxi | ||
0366 | 1 | object handle | has object been damaged | ||
0367 | 9 | string, int, int, int, int, int, int, int, int | start headshot rampage | restored in VC | |
0368 | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | create ev crane | restored in VC | |
0369 | 2 | player handle, car handle | warp player into car | ||
036A | 2 | char handle, car handle | warp char into car | ||
036B | - | ||||
036C | - | ||||
036D | 5 | string, int, int, int, int | print text with 2 numbers big | ||
036E | 6 | string, int, int, int, int, int | print text with 3 numbers big | restored in VC | |
036F | 7 | string, int, int, int, int, int, int | print text with 4 numbers big | restored in VC | |
0370 | 8 | string, int, int, int, int, int, int, int | print text with 5 numbers big | restored in VC | |
0371 | 9 | string, int, int, int, int, int, int, int, int | print text with 6 numbers big | restored in VC | |
0372 | 3 | char handle, int, int | set char wait state | ||
0373 | 0 | set camera behind player | |||
0374 | 1 | int | set motion blur | ||
0375 | 4 | print string in string | |||
0376 | 4 | flt, flt, flt, var | create random char | parameters rearranged in SB | |
0377 | 1 | char handle | set char obj steal any car | ||
0378 | 3 | set 2 repeated phone messages | restored in VC | ||
0379 | 3 | set 2 phone messages | restored in VC | ||
037A | 4 | set 3 repeated phone messages | restored in VC | ||
037B | 4 | set 3 phone messages | restored in VC | ||
037C | 5 | set 4 repeated phone messages | restored in VC | ||
037D | 5 | set 4 phone messages | restored in VC | ||
037E | 6 | flt, flt, flt, flt, flt, flt | is sniper bullet in area | ||
037F | 0 | give player detonator | restored in VC | ||
0380 | - | ||||
0381 | 4 | object handle, flt, flt, flt | set object velocity | ||
0382 | 2 | object handle, int | set object collision | ||
0383 | 1 | car handle | is ice cream jingle on | ||
0384 | 4 | string, string, int, int | print string in string now | ||
0385 | 4 | string, string, int, int | print string in string soon | ||
0386 | 6 | set 5 repeated phone messages | restored in VC | ||
0387 | 6 | set 5 phone messages | restored in VC | ||
0388 | 7 | set 6 repeated phone messages | restored in VC | ||
0389 | 7 | set 6 phone messages | restored in VC | ||
038A | 6 | flt, flt, flt, flt, flt, flt | is point obscured by a mission entity | ||
038B | 0 | load all models now | |||
038C | 4 | object handle, flt, flt, flt | add to object velocity | ||
038D | 9 | int, flt, flt, flt, flt, int, int, int, int | draw texture | ||
038E | 8 | flt, flt, flt, flt, int, int, int, int | draw rectangle | ||
038F | 2 | int, string | get texture from txd | parameters rearranged in SB in San Andreas | |
0390 | 1 | string | load txd | ||
0391 | 0 | release txd | |||
0392 | 2 | object handle, int | set object dynamic | ||
0393 | 2 3 |
char handle, flt char handle, string, flt |
set char animation speed | restored in VC | |
0394 | 1 | int | play mission passed tune | ||
0395 | 5 | flt, flt, flt, flt, int | clear area | parameters rearranged in SB | |
0396 | 1 | global var | freeze onscreen timer | ||
0397 | 2 | car handle, int | switch car siren | ||
0398 | 7 | flt, flt, flt, flt, flt, flt, flt | switch ped roads on angled | ||
0399 | 7 | flt, flt, flt, flt, flt, flt, flt | switch ped roads off angled | ||
039A | 7 | flt, flt, flt, flt, flt, flt, flt | switch roads on angled | ||
039B | 7 | flt, flt, flt, flt, flt, flt, flt | switch roads off angled | ||
039C | 2 | car handle, int | set car watertight | ||
039D | 12 | int, flt, flt, flt, flt, flt, flt, flt, int, int, int, int | add moving particle effect | parameters rearranged in SB | |
039E | 2 | char handle, int | set char cant be dragged out | ||
039F | 3 | car handle, flt, flt | turn car to face coord | ||
03A0 | 3 | car handle, flt, flt | is crane lifting car | restored in VC | |
03A1 | 4 | flt, flt, flt, flt | show sphere at coord | ||
03A2 | 2 | car handle, int | set car status | ||
03A3 | 1 | char handle | is char male | ||
03A4 | 1 | string | script name | ||
03A5 | 3 | garage handle, int, int | change garage type with car model | restored in VC | |
03A6 | 3 | var, var, var | find incoming cessna coordinates | ||
03A7 | 1 | nop | no operation (saved integer to debug file) | ||
03A8 | 1 | nop | no operation (saved float to debug file) | used in mobile GTA III debug | |
03A9 | 0 | nop | no operation (save newline to debug file) | used in mobile GTA III debug | |
03AA | 3 | flt, flt, flt | police radio message | ||
03AB | 2 | car handle, int | set car strong | ||
03AC | 1 | int | remove route | ||
03AD | 1 | int | switch rubbish | ||
03AE | 6 | flt, flt, flt, flt, flt, flt | remove particle effects in area | ||
03AF | 1 | int | switch streaming | ||
03B0 | 1 | garage handle | is garage open | ||
03B1 | 1 | garage handle | is garage closed | ||
03B2 | 0 | start catalina heli | |||
03B3 | 0 | catalina heli take off | |||
03B4 | 0 | remove catalina heli | |||
03B5 | 0 | has catalina heli been shot down | |||
03B6 | 6 | flt, flt, flt, flt, int, int | swap nearest building model | ||
03B7 | 1 | int | switch world processing | ||
03B8 | 1 | player handle | remove all player weapons | ||
03B9 | 1 | car handle | grab catalina heli | ||
03BA | 6 | flt, flt, flt, flt, flt, flt | clear area of cars | ||
03BB | 1 | garage handle | set garage door to rotate | ||
03BC | 5 | flt, flt, flt, flt, var | add sphere | parameters rearranged in SB | |
03BD | 1 | sphere handle | remove sphere | ||
03BE | 0 | catalina heli hover above | |||
03BF | 2 | player handle, int | set everyone ignore player | ||
03C0 | 2 | char handle, var | store car char is in no save | parameters rearranged in SB | |
03C1 | 2 | player handle, var | store car player is in no save | parameters rearranged in SB | |
03C2 | 1 | phone handle | is phone displaying message | restored in VC | |
03C3 | 2 3 |
global var, string global var, int, string |
display onscreen timer with string | ||
03C4 | 3 | global var, int, string | display onscreen counter with string | ||
03C5 | 4 | flt, flt, flt, flt | create random car for car park | ||
03C6 | 1 | int | is collision in memory | restored in VC | |
03C7 | 1 | flt | set wanted multiplier | ||
03C8 | 0 | set camera in front of player | |||
03C9 | 1 | car handle | is car visibly damaged | restored in VC | |
03CA | 1 | object handle | does object exist | ||
03CB | 3 | flt, flt, flt | load scene | ||
03CC | 3 | car handle, flt, int | add stuck car check | ||
03CD | 1 | car handle | remove stuck car check | ||
03CE | 1 | car handle | is car stuck | ||
03CF | 1 2 |
string int, string |
load mission audio | parameters rearranged in SB | |
03D0 | 0 1 |
int |
has mission audio loaded | ||
03D1 | 0 1 |
int |
play mission audio | ||
03D2 | 0 1 |
int |
has mission audio finished | ||
03D3 | 7 | flt, flt, flt, var, var, var, var | get closest car node with heading | ||
03D4 | 2 | garage handle, car handle | has import garage slot been filled | ||
03D5 | 1 | string | clear this print | ||
03D6 | 1 | string | clear this big print | ||
03D7 | 3 4 |
flt, flt, flt int, flt, flt, flt |
set mission audio position | ||
03D8 | 0 | activate save menu | |||
03D9 | 0 | did save complete successfully | |||
03DA | 1 | garage handle | set garage camera follows player | ||
03DB | 4 | object handle, int, int, var | add blip with properties for pickup | restored in VC | |
03DC | 2 | pickup handle, var | add blip for pickup | parameters rearranged in SB | |
03DD | 3 | pickup handle, int, var | add blip sprite for pickup | restored in VC | |
03DE | 1 | flt | set ped density multiplier | ||
03DF | 1 | int | force random ped type | ||
03E0 | 1 | int | set text draw before fade | ||
03E1 | 1 | var | get number of packages found | ||
03E2 | 1 1 |
int char handle |
register el burro time task char exit any car |
||
03E3 | 1 | int | set next texture antialiased | ||
03E4 | 1 | int | set text right justify | ||
03E5 | 1 | string | print help | ||
03E6 | 0 | clear help | |||
03E7 | 1 | int | flash hud object | ||
03E8 | - | ||||
03E9 | 1 | char handle | is char in control | restored in VC | |
03EA | 1 | int | set generate cars around camera | ||
03EB | 0 | clear small prints | |||
03EC | 0 | has ev crane collected all cars | restored in VC | ||
03ED | 2 | car handle, int | set upsidedown car not damaged | ||
03EE | 1 | player handle | can player start mission | ||
03EF | 1 | player handle | make player safe for cutscene | only use before cutscenes | |
03F0 | 1 | int | use text commands | ||
03F1 | 2 | int, int | set threat for ped type | ||
03F2 | 2 | int, int | clear threat for ped type | ||
03F3 | 3 | car handle, var, var | get car colours | ||
03F4 | 1 | int | set all cars can be damaged | ||
03F5 | 2 | car handle, int | set car can be damaged | ||
03F6 | - | ||||
03F7 | 1 | int | load collision | ||
03F8 | 1 | var | get body cast health | used in Liberty City mod for VC | |
03F9 | 3 | char handle, char handle, int | set chars chatting | ||
03FA | - | ||||
03FB | 2 | car handle, int | set car stays in current level | restored in VC | |
03FC | 2 | char handle, int | set char stays in current level | restored in VC | |
03FD | 1 2 |
int player handle, int |
register 4x4 one time set player handling responsiveness |
||
03FE | 1 2 |
int char handle, int |
register 4x4 two time set char money |
||
03FF | 1 | int | register 4x4 three time | ||
0400 | 1 7 |
int object handle, flt, flt, flt, var, var, var |
register 4x4 mayhem time get offset from object in world coords |
parameters rearranged in SB | |
0401 | 0 | register life saved | |||
0402 | 0 | register criminal caught | |||
0403 | 1 | int | register ambulance level | ||
0404 | 0 | register fire extinguished | |||
0405 | 1 | phone handle | enable phone | ||
0406 | 1 | int | register longest dodo flight | ||
0407 | 1 7 |
int car handle, flt, flt, flt, var, var, var |
register defuse bomb time get offset from car in world coords |
parameters rearranged in SB | |
0408 | 1 | int | set total number of rampages | ||
0409 | 0 | blow up rc buggy | |||
040A | 1 | int | remove car from chase scene | ||
040B | 0 | is French game | |||
040C | 0 | is German game | |||
040D | 0 1 |
int |
clear mission audio | ||
040E | 1 | int | set fade in after next arrest | ||
040F | 1 | int | set fade in after next death | ||
0410 | 2 | int, int | set gang ped model preference | restored in VC | |
0411 | 2 | char handle, int | set char use pednode seek | ||
0412 | 2 | car handle, int | switch vehicle weapons | ||
0413 | 2 | player handle, int | set get out of jail free | restored in VC | |
0414 | 2 | player handle, int | set free health care | ||
0415 | 2 | car handle, int | is car door closed | restored in VC | |
0416 | 0 | nop | no operation | ||
0417 | 1 | int | launch mission | ||
0418 | 2 | object handle, int | set object draw last | ||
0419 | 3 | player handle, int, var | get ammo in player weapon | parameters rearranged in SB | |
041A | 3 | char handle, int, var | get ammo in char weapon | ||
041B | 0 | increment rampage passed | restored in VC | ||
041C | 2 | char handle, int | set char say | restored in VC | |
041D | 1 | flt | set near clip | ||
041E | 2 | int, int | set radio channel | ||
041F | 1 | int | override hospital level | restored in VC | |
0420 | 1 | int | override police station level | restored in VC | |
0421 | 1 | int | force rain | restored in VC | |
0422 | 2 | garage handle, car handle | does garage contain car | restored in VC | |
0423 | 2 | car handle, flt | set car improve handling | ||
0424 | 0 | are measurements in meters | |||
0425 | 2 | flt, var | convert meters to feet | parameters rearranged in SB | |
0426 | 6 | flt, flt, flt, flt, flt, flt | mark roads between levels | ||
0427 | 6 | flt, flt, flt, flt, flt, flt | mark ped roads between levels | ||
0428 | 2 | car handle, int | set car avoid level transitions | ||
0429 | 2 | char handle, int | set char avoid level transitions | ||
042A | 2 | int, int | is threat for ped type | restored in VC | |
042B | 6 | flt, flt, flt, flt, flt, flt | clear area of chars | ||
042C | 1 | int | set total missions | ||
042D | 2 | int, var | convert meters to feet int | parameters rearranged in SB | |
042E | 2 | int, int/flt | register fastest time | ||
042F | 2 | int, int/flt | register highest score | ||
0430 | 3 | char handle, car handle, int | warp char into car as passenger | ||
0431 | 2 | car handle, int | is car passenger seat free | ||
0432 | 3 | car handle, int, var | get char in passenger seat | restored in VC | |
0433 | 2 | char handle, int | set char is criminal | ||
0434 | 0 | start credits | |||
0435 | 0 | stop credits | |||
0436 | 0 | are credits finished | |||
0437 | 8 | int, flt, flt, flt, flt, flt, flt, flt | scatter single particle | parameters rearranged in SB | |
0438 | 2 | char handle, int | set char ignore level transitions | restored in VC | |
0439 | 2 | int, car handle | turn chase car into script car | ||
043A | 0 | start boat foam animation | |||
043B | 1 | object handle | update boat foam animation | ||
043C | 1 | int | set music does fade | ||
043D | 1 | int | set intro is playing | ||
043E | 2 | player handle, char handle | set player hooker | ||
043F | 0 | play end of game tune | |||
0440 | 0 | stop end of game tune | |||
0441 | 2 | car handle, var | get car model | parameters rearranged in SB | |
0442 | 2 | player handle, car handle | is player sitting in car | ||
0443 | 1 | player handle | is player sitting in any car | ||
0444 | 2 | fire handle, int | set script fire audio | restored in VC | |
0445 | 0 | are any car cheats activated | |||
0446 | 2 | char handle, int | set char dismemberment | ||
0447 | 1 | player handle | is player lifting a phone | restored in VC | |
0448 | 2 | char handle, car handle | is char sitting in car | ||
0449 | 1 | char handle | is char sitting in any car | ||
044A | 1 | player handle | is player on foot | ||
044B | 1 | char handle | is char on foot | ||
044C | 1 | int | load collision with screen | ||
044D | 1 | string | load splash screen | ||
044E | 2 | car handle, int | set car ignore level transitions | restored in VC | |
044F | 2 | car handle, int | make car a bit stronger | restored in VC | |
0450 | 1 | car handle | set car on path to player | ||
0451 | 0 | load end of game tune | |||
0452 | 0 | enable player control camera | restored in VC | ||
0453 | 4 | object handle, flt, flt, flt | set object rotation | ||
0454 | 3 | var, var, var | get debug camera coordinates | ||
0455 | 3 | var, var, var | get debug camera front vector | ||
0456 | 1 | player handle | is player targetting any char | ||
0457 | 2 | player handle, char handle | is player targetting char | ||
0458 | 2 | player handle, object handle | is player targetting object | ||
0459 | 1 | string | terminate all scripts with this name | ||
045A | 4 | flt, flt, string, int | display text with number | ||
045B | 5 | flt, flt, string, int, int | display text with 2 numbers | ||
045C | 0 | fail current mission | |||
045D | 6 0 |
flt, flt, flt, flt, int, var nop |
get random object of type in area no operation |
||
045E | 5 | object handle, object handle, flt, flt, flt | place object relative to object | ||
045F | 1 | car handle | make all occupants of specified car to exit the car | ||
0460 | 2 | flt, int | set interpolation parameters | ||
0461 | 9 | get closest car node with heading towards point | |||
0462 | 9 | get closest car node with heading away point | |||
0463 | 3 | var, var, var | get debug camera point at | ||
0464 | 8 | char handle, car handle, flt, flt, flt, int, flt, int | attach char to car | ||
0465 | 1 | char handle | detach char from car | ||
0466 | 2 | car handle, int | set car change lane | ||
0467 | 1 | char handle | clear char last weapon damage | ||
0468 | 1 | car handle | clear car last weapon damage | ||
0469 | 10 | flt, flt, flt, flt, int, int, int, int, int, var | get law enforcement in area | parameters rearranged in SB | |
046A | 2 | string, var | get law enforcement in zone | ||
046B | 2 | char handle, car handle | task leave car by any means | ||
046C | 2 | car handle, var | get driver of car | parameters rearranged in SB | |
046D | 2 | char handle, var | get char number of followers | parameters rearranged in SB | |
046E | 6 | player handle, flt, flt, flt, flt, int | give remote controlled model to player | ||
046F | 2 | player handle, var | get current player weapon | ||
0470 | 2 | char handle, var | get current char weapon | parameters rearranged in SB | |
0471 | 5 | char handle, object handle, flt, flt, int | locate char any means object 2d | ||
0472 | 5 | char handle, object handle, flt, flt, int | locate char on foot object 2d | ||
0473 | 5 | char handle, object handle, flt, flt, int | locate char in car object 2d | ||
0474 | 6 | char handle, object handle, flt, flt, flt, int | locate char any means object 3d | ||
0475 | 6 | char handle, object handle, flt, flt, flt, int | locate char on foot object 3d | ||
0476 | 6 | char handle, object handle, flt, flt, flt, int | locate char in car object 3d | ||
0477 | 3 | car handle, int, int | set car driving behavior | ||
0478 | 2 | car handle, int | set car handbrake turn right | ||
0479 | 2 | car handle, int | set car handbrake stop | ||
047A | 1 | char handle | is char on any bike | ||
047B | 5 | flt, flt, flt, flt, int | locate sniper bullet 2d | ||
047C | 7 | flt, flt, flt, flt, flt, flt, int | locate sniper bullet 3d | ||
047D | 2 | int, var | get number of seats in model | restored in VC | |
047E | 1 | player handle | is player on any bike | ||
047F | 1 | char handle | is char lying down | ||
0480 | 2 | char handle, int | is char looking at death of char with pedtype | ||
0481 | 1 | flt | set enter car range multiplier | ||
0482 | 1 | flt | set threat reaction range multiplier | last opcode available for GTA III PC | |
0483 | 2 | char handle, int | set char chase attack timer | ||
0484 | 2 | player handle, var | get remote controlled car | parameters rearranged in SB | |
0485 | 0 | check if game is PC version | |||
0486 | - | ||||
0487 | - | ||||
0488 | 1 | int | is model available | ||
0489 | 2 | char handle, int | shut character up | ||
048A | 1 | int | set enable rc detonate | ||
048B | 2 | car handle, int | set car random route seed | ||
048C | 3 | flt, flt, flt | is any pickup at coords | ||
048D | - | ||||
048E | - | ||||
048F | 1 | char handle | remove all char weapons | ||
0490 | 2 | player handle, int | has player got weapon | ||
0491 | 2 | char handle, int | has char got weapon | ||
0492 | - | ||||
0493 | 2 | car handle, int | set tank detonate cars | ||
0494 | 5 | int, var, var, var, var | get joystick data | ||
0495 | 1 | car handle | is car on fire | ||
0496 | 2 | car handle, int | is car tyre burst | ||
0497 | - | ||||
0498 | - | ||||
0499 | - | ||||
049A | - | ||||
049B | - | ||||
049C | 3 | int, flt, var | initialise script path | parameters rearranged in SB | |
049D | 2 | object handle, path handle | attach object to script path | parameters rearranged in SB | |
049E | 2 | path handle, flt | set script path speed | ||
049F | 2 | path handle, flt | set script path distance | ||
04A0 | - | ||||
04A1 | 1 | path handle | clear script path | ||
04A2 | 5 6 |
car handle, flt, flt, flt, int car handle, flt, flt, flt, flt, flt |
set heli fly to coord | ||
04A3 | 2 | ||||
04A4 | 2 | ||||
04A5 | 4 | char handle, flt, flt, flt | get random drop position from char | ||
04A6 | 6 | flt, flt, flt, int, int, var | create protection pickup | parameters rearranged in SB | |
04A7 | 1 | char handle | is char in any boat | restored in VC | |
04A8 | 1 | player handle | is player in any boat | ||
04A9 | 1 | char handle | is char in any heli | restored in VC | |
04AA | 1 | player handle | is player in any heli | ||
04AB | 1 | char handle | is char in any plane | restored in VC | |
04AC | 1 | player handle | is player in any plane | ||
04AD | 1 | char handle | is char in water | ||
04AE | 2 | ||||
04AF | 2 | ||||
04B0 | 2 | ||||
04B1 | 2 | ||||
04B2 | 2 | ||||
04B3 | 2 | ||||
04B4 | 2 | ||||
04B5 | 2 | ||||
04B6 | 2 | ||||
04B7 | 2 | ||||
04B8 | 5 | char handle, int, var, var, var | get char weapon in slot | ||
04B9 | 12 | flt, flt, flt, flt, flt, var, var, var, var, var, var, var | get closest straight road | ||
04BA | 2 | car handle, flt | set car forward speed | ||
04BB | 1 | int | set interior | ||
04BC | 1 | string | set cutscene animation to loop | ||
04BD | 2 | car handle, int | mark car as convoy car | ||
04BE | 1 | player handle | reset player chaos level | ||
04BF | 2 | player handle, var | get player chaos level | parameters rearranged in SB | |
04C0 | 6 | flt, flt, flt, flt, flt, flt | create police roadblock | ||
04C1 | 0 | release police roadblock | |||
04C2 | 2 | char handle, char handle | task char go to char | ||
04C3 | - | ||||
04C4 | 7 | char handle, flt, flt, flt, var, var, var | get offset from char in world coords | parameters rearranged in SB | |
04C5 | 1 | char handle | has char been photographed | ||
04C6 | 2 | char handle, char handle | task aim gun at char | ||
04C7 | 1 | int | set green scanlines | ||
04C8 | 1 | char handle | is char in flying vehicle | restored in VC | |
04C9 | 1 | player handle | is player in flying vehicle | ||
04CA | - | ||||
04CB | - | ||||
04CC | - | restored in VC | |||
04CD | - | restored in VC | |||
04CE | 5 | flt, flt, flt, int, var | create icon marker | parameters rearranged in SB | |
04CF | 1 | int | add to money spent on fashion stat | ||
04D0 | 2 | car handle, flt | force heli looking angle | ||
04D1 | 1 | car handle | reset heli looking angle | ||
04D2 | 5 6 |
car handle, flt, flt, flt, int car handle, flt, flt, flt, flt, flt |
set plane fly to coord | ||
04D3 | 7 | flt, flt, flt, int, var, var, var | get Nth closest car node | ||
04D4 | - | ||||
04D5 | 9 | flt, flt, flt, flt, int, int, int, int, int | draw corona | ||
04D6 | 1 | int | set enable rc detonate on contact | ||
04D7 | 2 | char handle, int | freeze char position | ||
04D8 | 2 | char handle, int | set char drowns in water | ||
04D9 | 2 | object handle, int | set object records collisions | ||
04DA | 1 | object handle | has object collided with anything | ||
04DB | 0 | remove rc buggy | |||
04DC | - | ||||
04DD | 2 | char handle, var | get char armour | parameters rearranged in SB | |
04DE | - | ||||
04DF | 2 | car handle, int | set heli stabiliser | ||
04E0 | 2 | car handle, int | set car straight line distance | ||
04E1 | 1 | car handle | open and freeze car trunk | ||
04E2 | 2 | player handle, int | shut player up | ||
04E3 | 3 | player handle, int, int | set player mood | ||
04E4 | 2 | flt, flt | request collision | ||
04E5 | 6 | object handle, flt, flt, flt, flt, int | locate object 2d | ||
04E6 | 8 | object handle, flt, flt, flt, flt, flt, flt, int | locate object 3d | ||
04E7 | 1 | object handle | is object in water | ||
04E8 | - | ||||
04E9 | 6 | object handle, flt, flt, flt, flt, int | is object in area 2d | ||
04EA | 8 | object handle, flt, flt, flt, flt, flt, flt, int | is object in area 3d | ||
04EB | 3 | char handle, int, int | task duck | ||
04EC | 13 | string, int, int, int, int, int, int, int, int, int, int, int, int | set zone car class info | ||
04ED | 1 | string | request anims | ||
04EE | 1 | string | have anims loaded | ||
04EF | 1 | string | remove anims | ||
04F0 | 1 | char handle | is char waiting for world collision | ||
04F1 | 1 | car handle | is car waiting for world collision | ||
04F2 | - | ||||
04F3 | 1 | char handle | set char shuffle into drivers seat | ||
04F4 | 8 | char handle, object handle, flt, flt, flt, int, flt, int | attach char to object | ||
04F5 | 3 | char handle, player handle, int | set char as player friend | ||
04F6 | - | ||||
04F7 | 4 | global var, int, int, string | display nth onscreen counter with string | ||
04F8 | 13 | int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | define police trigger | ||
04F9 | 2 | int, int | set sky colors | ||
04FA | 1 | int | reset interior colors | ||
04FB | - | ||||
04FC | 7 | player handle, var, var, var, var, var, var | store stunt data | ||
04FD | - | ||||
04FE | 2 | car handle, int | burst car tyre | ||
04FF | 1 | char handle | is char obj no obj | ||
0500 | 2 3 |
player handle, string player handle, string, string |
change player skin | ||
0501 | 2 | player handle, int | set player can do drive by | ||
0502 | 3 | char handle, flt, flt | task flee to point | ||
0503 | 3 | flt, flt, flt | create rappel | ||
0504 | - | ||||
0505 | - | ||||
0506 | 3 | int, int, int | set car model components | ||
0507 | 1 | int | set camera interference | ||
0508 | 1 | car handle | close all car doors | ||
0509 | 5 | flt, flt, flt, flt, var | get distance between coords 2d | parameters rearranged in SB | |
050A | 7 | flt, flt, flt, flt, flt, flt, var | get distance between coords 3d | parameters rearranged in SB | |
050B | 1 | car handle | pop car boot | ||
050C | - | ||||
050D | 1 | char handle | is char shot in vehicle | ||
050E | 2 | object handle, car handle | detach object from car | ||
050F | 1 | var | get max wanted level | restored in III and VC | |
0510 | 5 | char handle, flt, flt, flt, flt | is char wander path clear | ||
0511 | - | restored in III and VC | |||
0512 | 1 | string | print help forever | ||
0513 | 2 | string, int | print help forever with number | restored in VC | |
0514 | 3 | char handle, int, int | set char can be damaged by gang members | ||
0515 | 1 | label | load and launch mission exclusive | ||
0516 | - | ||||
0517 | 5 | string, flt, flt, flt, var | create locked property pickup | parameters rearranged in SB | |
0518 | 6 | string, flt, flt, flt, int, var | create forsale property pickup | parameters rearranged in SB | |
0519 | 2 | car handle, int | freeze car position | ||
051A | 2 | char handle, char handle | has char been damaged by char | ||
051B | 2 | char handle, car handle | has char been damaged by car | ||
051C | 2 | car handle, char handle | has car been damaged by char | ||
051D | 2 | car handle, car handle | has car been damaged by car | ||
051E | 1 | var | get radio channel | ||
051F | - | ||||
0520 | - | ||||
0521 | 1 | char handle | is char drowning in water | ||
0522 | 0 | disable cutscene shadows | |||
0523 | 3 | flt, flt, flt | has glass been shattered nearby | ||
0524 | 3 | object handle, object handle, int | attach object to bone | only works on cutscene objects | |
0525 | 3 | object handle, object handle, string | attach object to component of object | only works on cutscene objects | |
0526 | 2 | char handle, int | set char to stay in car when jacked | ||
0527 | - | ||||
0528 | 1 | int | add to money spent on weapon stat | ||
0529 | 1 | int | add to money spent on property stat | ||
052A | - | ||||
052B | 2 | char handle, int | task use mobile phone | ||
052C | 2 | player handle, int | set drunk cam | ||
052D | - | restored in VC | |||
052E | - | ||||
052F | - | ||||
0530 | - | restored in VC | |||
0531 | 1 | int | add to stores knocked off stat | ||
0532 | - | restored in VC | |||
0533 | 1 | int | add to assassination contracts stat | ||
0534 | 1 | int | add to pizzas delivered stat | ||
0535 | - | restored in VC | |||
0536 | 1 | int | add to drug deals made ("ice cream sold") stat | ||
0537 | - | restored in VC | |||
0538 | - | restored in VC | |||
0539 | - | ||||
053A | - | ||||
053B | - | ||||
053C | 2 | char handle, int | set char in players group can fight | ||
053D | 1 | char handle | clear char wait state | ||
053E | 6 | int, flt, flt, flt, flt, var | get random car of specific type in area (no save) | parameters rearranged in SB | |
053F | 2 | car handle, int | set can burst car tires | ||
0540 | 2 | player handle, int | set player auto aim | ||
0541 | 1 | car handle | fire vehicle gun | ||
0542 | 1 | int | add property to property owned stat | ||
0543 | 1 | int | add bloodring kills stat | ||
0544 | 1 | int | set longest time in Blood Ring | ||
0545 | 0 | remove everything for huge cutscene | |||
0546 | 2 | player handle, car handle | is player touching vehicle | restored in III | |
0547 | 2 | char handle, car handle | is char touching vehicle | restored in III and VC | |
0548 | 6 | player handle, int, int, flt, flt, flt | check for ped model around player | ||
0549 | 1 | char handle | clear char follow path | ||
054A | 2 | char handle, int | set char can be shot in vehicle | ||
054B | 2 | object handle, car handle | attach cutscene object to vehicle | only works on cutscene objects | |
054C | 1 | string | load mission text | ||
054D | 1 | int | set tonights event | ||
054E | 1 | char handle | clear char last damage entity | ||
054F | 1 | car handle | clear car last damage entity | ||
0550 | 2 | object handle, int | freeze object position | ||
0551 | 1 | int | set Kaufman Cabs radio | ||
0552 | 1 | int | set riot noise | ||
0553 | - | ||||
0554 | - | ||||
0555 | 2 | char handle, int | remove weapon from char | ||
0556 | 8 | flt, flt, flt, flt, flt, flt, flt, flt | create cab | ||
0557 | 0 | release cab | |||
0558 | - | ||||
0559 | - | ||||
055A | 1 | int | set secondary trash | ||
055B | 5 | int, flt, flt, flt, var | create clothes pickup | parameters rearranged in SB | |
055C | - | ||||
055D | 2 | player handle, int | make player fire proof | ||
055E | 2 | player handle, int | increase player max health | ||
055F | 2 | player handle, int | increase player max armour | ||
0560 | 2 | car handle, var | create random char as driver | ||
0561 | 3 | car handle, int, var | create random char as passenger | parameters rearranged in SB | |
0562 | 2 | char handle, int | set char ignore threats behind objects | ||
0563 | 2 | player handle, int | ensure player has a drive-by weapon | ||
0564 | 1 | car handle | set helicopter simulate crash land | only works on helicopters | |
0565 | 4 | flt, flt, flt, int | add explosion with no sound | ||
0566 | 2 | object handle, int | set object area visible | ||
0567 | - | ||||
0568 | 2 | char handle, int | set char never targetted | ||
0569 | 1 | string | load uncompressed animation | ||
056A | 0 | has cutscene finished | |||
056B | 2 | char handle, int | set char to crouch when threatened | ||
056C | 1 | char handle | is char in any police vehicle | ||
056D | 1 | char handle | does char exist | ||
056E | 1 | car handle | does car exist | ||
056F | - | restored in VC | |||
0570 | 5 | int, flt, flt, flt, var | create asset radar marker with icon | parameters rearranged in SB | |
0571 | 1 | char handle | is char stuck | ||
0572 | 1 | int | set all taxis have jump boost and nitro | nitro unavailable in VC | |
0573 | 2 | char handle, int | set char stop shoot dont seek entity | ||
0574 | 2 | car handle, int | freeze car position and dont load collision | ||
0575 | 2 | char handle, int | freeze char position and dont load collision | ||
0576 | - | ||||
0577 | - | ||||
0578 | 1 | int | register vigilante level | ||
0579 | 1 | char handle | clear all char anims | ||
057A | 2 | garage handle, int | set maximum number of cars in garage | ||
057B | 0 | wanted stars are flashing | |||
057C | 1 | int | set allow hurricanes | ||
057D | 1 | int | play announcement | ||
057E | 1 | int | set player is in stadium | ||
057F | 2 | player handle, var | get bus fares collected by player | ||
0580 | 3 | char handle, car handle, var | set char obj buy ice cream | parameters rearranged in SB | |
0581 | 1 | int | display radar | ||
0582 | 2 | int, int | register best position | ||
0583 | 2 | player handle, string | is player in info zone | ||
0584 | 1 | char handle | clear char ice cream purchase | ||
0585 | 0 | is in car fire button pressed | available for III and SA through 00E1 | ||
0586 | 1 | char handle | has char attempted attractor | ||
0587 | 2 | car handle, int | set load collision for car flag | ||
0588 | 2 | char handle, int | set load collision for char flag | ||
0589 | - | ||||
058A | 6 | flt, flt, flt, flt, flt, flt | add big gun flash | ||
058B | 1 | char handle | has char bought ice cream | ||
058C | 1 | var | get progress percentage | ||
058D | 4 | flt, flt, flt, flt | set shortcut pickup point | ||
058E | 4 | flt, flt, flt, flt | set shortcut dropoff point for mission | ||
058F | 8 | char handle, flt, flt, flt, flt, int, int, int | get random ice cream customer in area | ||
0590 | - | ||||
0591 | 4 | flt, flt, flt, flt | unlock all car doors in area | ||
0592 | 2 | int, int | set gang to attack player with cops | ||
0593 | 2 | char handle, int | set char frightened in jacked car | ||
0594 | 2 | car handle, int | set vehicle to fade in | ||
0595 | 0 | register oddjob mission passed | |||
0596 | 1 | player handle | is player in shortcut taxi | ||
0597 | 1 | char handle | is char ducking | ||
0598 | 3 | object handle, flt, int | create dust effect for cutscene heli | ||
0599 | 1 | int | register fire level | ||
059A | 0 | is Australian game | |||
059B | 1 | car handle | disarm car bomb | ||
059C | |
2 0 |
global var, int |
set onscreen counter flash when first displayed is Japanese game |
last opcode available for Vice City JP and Steam |
059D | 1 | int | shuffle card decks | restored in VC Steam | |
059E | 1 | var | fetch next card | restored in VC Steam | |
059F | 4 | object handle, var, var, var | get object velocity | ||
05A0 | 0 | is debug camera on | |||
05A1 | 4 | object handle, flt, flt, flt | add to object rotation velocity | ||
05A2 | 4 | object handle, flt, flt, flt | set object rotation velocity | ||
05A3 | 1 | object handle | is object static | ||
05A4 | 5 | flt, flt, flt, flt, var | get angle between 2D vectors | ||
05A5 | 8 | flt, flt, flt, flt, flt, flt, flt, flt | do 2d rectangles collide | ||
05A6 | 4 | object handle, var, var, var | get object rotation velocity | ||
05A7 | 4 | object handle, var, var, var | add velocity relative to object velocity | ||
05A8 | 2 | object handle, var | get object speed | last opcode available for Vice City PC |
Some abbreviations and phrases used in this list:
- int
- integer value
- flt
- floating-point value
- var
- variable to store a value or handle, either global or local unless specified
- char
- character including actor and ped, apart from the player and special actor
- car
- vehicle including car, bike, helicopter, plane, etc. unless specified
- parameters rearranged...
- opcodes' parameters were rearranged from their original order mainly for sake of readability
- restored in...
- opcode has been correctly or mostly simulated to work through the Opcodes Restoration Project plugin
- used in...
- opcode has been used for the specified mod
Reference
See also
External links
- Up-to-date
- Source codes, at GTAModding.ru
- Opcode Database, last update by Deji at GTAGmodding.com
- Forum
- Archive
- GTA 3 Reference Handbook
- List of opcodes - by CyQ
- Vice City Opcode Database - retrieved from archive.org
- San Andreas Opcode Database - retrieved from archive.org
- MISSION CODING IV - GTA: Liberty City project - retrieved from archive.org
- Unified Opcode Database - by PLPynton, hosted by ZAZ