Опкоды на английском

CodePOpcode NameUsertest? comment
00000 nopCyQnoP: -none-
- No OPeration
00011 wait-/-yesP: $int
- waits for $int (time in ms)
00021 jump-/-yesP: @LABEL
- jumps to @LABEL
00031 shake_cam-/-yesP: [$]int
- shakes the camera for [$]int (time in ms)
00042 setgi-/-yesP: $int, int
- P1 = P2
00052 setgf-/-yesP: $float, float
- P1 = P2
00062 setli-/-yesP: $localInt, int
- P1 = P2
00072 setlfTbM2kyesP: $localFloat, float
- P1 = P2
00082 addgi-/-yesP: $int, int
- P1 = P1 + P2
00092 addgf-/-yesP: $float, float
- P1 = P1 + P2
000a2 addliTbM2knoP: $localInt, int
- P1 = P1 + P2
000b2 addlfTbM2knoP: $localFloat, float
- P1 = P1 + P2
000c2 subgi-/-yesP: $int, int
- P1 = P1 - P2
000d2 subgf-/-yesP: $float, float
- P1 = P1 - P2
000e2 subliTbM2knoP: $localInt, int
- P1 = P1 - P2
000f2 sublfTbM2knoP: $localFloat, float
- P1 = P1 - P2
00102 mulgi-/-yesP: $int, int
- P1 = P1 * P2
00112 mulgf-/-yesP: $float, float
- P1 = P1 * P2
00122 mulliTbM2knoP: $localInt, int
- P1 = P1 * P2
00132 mullfTbM2knoP: $localFloat, float
- P1 = P1 * P2
00142 divgi-/-yesP: $int, int
- P1 = P1 / P2 (rounded)
00152 divgf-/-yesP: $float, float
- P1 = P1 / P2
00162 divliTbM2knoP: $localInt, int
- P1 = P1 / P2 (rounded)
00172 divlfTbM2knoP: $localFloat, float
- P1 = P1 / P2
00182 gtgi-/-yesP: $int, int
- P1 > P2?
00192 gtli-/-yesP: $localInt, int
- P1 > P2?
001a2 gtig-/-yesP: int, $int
- P1 > P2?
001b2 gtil-/-yesP: int, $localInt
- P1 > P2?
001c2 gtgg-/-yesP: $int, $int
- P1 > P2?
001d2 gtllCyQnoP: $localInt, $localInt
- P1 > P2?
001e2 gtglCyQnoP: $int, $localInt
- P1 > P2?
001f2 gtlg-/-yesP: $localInt, $int
- P1 > P2?
00202 gtgf-/-yesP: float, $float
- P1 > P2?
00212 gtlfCyQnoP: $localFloat, float
- P1 > P2?
00222 gtfg-/-yesP: $float, float
- P1 > P2?
00232 gtflCyQnoP: float, $localFloat
- P1 > P2?
00242 gtggf-/-yesP: $float, $float
- P1 > P2?
00252 gtllfCyQnoP: $localFloat, $localFloat
- P1 > P2?
00262 gtglfCyQnoP: $float, $localFloat
- P1 > P2?
00272 gtlgfCyQnoP: $localFloat, $float
- P1 > P2?
00282 gtegi-/-yesP: $int, int
- P1 >= P2?
00292 gteli-/-yesP: $localInt, int
- P1 >= P2?
002a2 gteig-/-yesP: int, $int
- P1 >= P2?
002b2 gteil-/-yesP: int, $localInt
- P1 >= P2?
002c2 gteggCyQnoP: $int, $int
- P1 >= P2?
002d2 gtellCyQnoP: $localInt, $localInt
- P1 >= P2?
002e2 gteglCyQnoP: $int, $localInt
- P1 >= P2?
002f2 gtelgCyQnoP: $localInt, $int
- P1 >= P2?
00302 gtegf-/-noP: $float, float
- P1 >= P2?
00312 gtelfCyQnoP: $localFloat, float
- P1 >= P2?
00322 gtefg-/-noP: float, $float
- P1 >= P2?
00332 gteflCyQnoP: float, $localFloat
- P1 >= P2?
00342 gteggfCyQnoP: $float, $float
- P1 >= P2?
00352 gtellfCyQnoP: $localFloat, $localFloat
- P1 >= P2?
00362 gteglfCyQnoP: $float, $localFloat
- P1 >= P2?
00372 gtelgfCyQnoP: $localFloat, $float
- P1 >= P2?
00382 egi-/-yesP: $int, int
- P1 = P2?
00392 eli-/-yesP: $localInt, int
- P1 = P2?
003a2 egg-/-yesP: $int, $int
- P1 = P2?
003b2 ellCyQnoP: $localInt, $localInt
- P1 = P2?
003c2 eglCyQnoP: $int, $localInt
- P1 = P2?
00422 egf-/-yesP: $float, float
- P1 = P2?
00432 elfTbM2knoP: $localFloat, float
- P1 = P2?
00442 eggfCyQnoP: $float, $float
- P1 = P2?
00452 ellfCyQnoP: $localFloat, $localFloat
- P1 = P2?
00462 eglfCyQnoP: $float, $localFloat
- P1 = P2?
004c1 jtCyQyesP: @LABEL
- jumps to @LABEL if Condition is true (gta3 only!)
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
004d1 jf-/-yesP: @LABEL
- jumps to @LABEL if Condition is False (default)
004e0 end_thread-/-yesP: -none-
- stops execution of actual thread
004f-1 create_thread-/-yesP: @LABEL [, int/float, int/float... up to 32!]
- creates thread starting at @LABEL and sets local-vars according to params given (0-15, else you overwrite pointers!)
00501 gosub-/-yesP: @LABEL
- jumps to @LABEL and returns on RETURN
00510 return-/-yesP: -none-
- return to code after last gosub
00535 create_player-/-yesP: int (0), X, Y, Z, $player_char
- spawns a player at given coordinates
00544 get_player_coords-/-yesP: $player_char, $X, $Y, $Z
- puts the actual player_coordinates in X, Y, Z
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
00554 put_player_at-/-yesP: $player_char, [$]X, [$]Y, [$]Z
- puts player at given coordinates
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
00566 is_player_in_rect-/-yesP: $player_char, X1, Y1, X2, Y2, int (0)
- checks if player is in coordinates-rect (2d)
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
00578 is_player_in_cube-/-yesP: $player_char, X1, Y1, Z1, X2, Y2, Z2, int (0)
- checks if player is in coordinates-cube (3d)
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
00582 addgg-/-yesP: $int, $int
- P1 = P1 + P2
00592 addggf-/-yesP: $float, $float
- P1 = P1 + P2
005a2 addllCyQnoP: $localInt, $localInt
- P1 = P1 + P2
005b2 addllfCyQnoP: $localFloat, $localFloat
- P1 = P1 + P2
005c2 addlgCyQnoP: $localInt, $int
- P1 = P1 + P2
005d2 addlgfCyQnoP: $localFloat, $float
- P1 = P1 + P2
005e2 addglCyQnoP: $int, $localInt
- P1 = P1 + P2
005f2 addglfCyQnoP: $float, $localFloat
- P1 = P1 + P2
00602 subgg-/-yesP: $int, $int
- P1 = P1 - P2
00612 subggf-/-yesP: $float, $float
- P1 = P1 - P2
00622 subllCyQnoP: $localInt, $localInt
- P1 = P1 - P2
00632 subllfCyQnoP: $localFloat, $localFloat
- P1 = P1 - P2
00642 sublgCyQnoP: $localInt, $int
- P1 = P1 - P2
00652 sublgfCyQnoP: $localFloat, $float
- P1 = P1 - P2
00662 subglCyQnoP: $int, $localInt
- P1 = P1 - P2
00672 subglfCyQnoP: $float, $localFloat
- P1 = P1 - P2
00682 mulgg-/-yesP: $int, $int
- P1 = P1 * P2
00692 mulggf-/-yesP: $float, $float
- P1 = P1 * P2
006a2 mulllCyQnoP: $localInt, $localInt
- P1 = P1 * P2
006b2 mulllfCyQnoP: $localFloat, $localFloat
- P1 = P1 * P2
006c2 mullgCyQnoP: $localInt, $int
- P1 = P1 * P2
006d2 mullgfCyQnoP: $localFloat, $float
- P1 = P1 * P2
006e2 mulglCyQnoP: $int, $localInt
- P1 = P1 * P2
006f2 mulglfCyQnoP: $float, $localFloat
- P1 = P1 * P2
00702 divgg-/-yesP: $int, $int
- P1 = P1 / P2
00712 divggf-/-yesP: $float, $float
- P1 = P1 / P2
00722 divllCyQnoP: $localInt, $localInt
- P1 = P1 / P2
00732 divllfCyQnoP: $localFloat, $localFloat
- P1 = P1 / P2
00742 divlgCyQnoP: $localInt, $int
- P1 = P1 / P2
00752 divlgfCyQnoP: $localFloat, $float
- P1 = P1 / P2
00762 divglCyQnoP: $int, $localInt
- P1 = P1 / P2
00772 divglfCyQnoP: $float, $localFloat
- P1 = P1 / P2
00782 addgf_timeCyQnoP:
- P1 = P1 + P2
00792 addlf_timeCyQnoP:
- P1 = P1 + P2
007a2 addggf_timeCyQnoP:
- P1 = P1 + P2
007b2 addllf_timeCyQnoP:
- P1 = P1 + P2
007c2 addglf_timeCyQnoP:
- P1 = P1 + P2
007d2 addlgf_timeCyQnoP:
- P1 = P1 + P2
007e2 subgf_timeCyQnoP:
- P1 = P1 - P2
007f2 sublf_timeCyQnoP:
- P1 = P1 - P2
00802 subggf_timeCyQnoP:
- P1 = P1 - P2
00812 subllf_timeCyQnoP:
- P1 = P1 - P2
00822 subglf_timeCyQnoP:
- P1 = P1 - P2
00832 sublgf_timeCyQnoP:
- P1 = P1 - P2
00842 setgg-/-yesP: $int, $int
- P1 = P2
00852 setllCyQnoP: $localInt, $localInt
- P1 = P2
00862 setggf-/-yesP: $float, $float
- P1 = P2
00872 setllfTbM2knoP: $localFloat, $localFloat
- P1 = P2
00882 setglfTbM2knoP: $float, $localFloat
- P1 = P2
00892 setlgfCyQnoP: $localFloat, $float
- P1 = P2
008a2 setglCyQnoP: $int, $localInt
- P1 = P2
008b2 setlgCyQnoP: $localInt, $int
- P1 = P2
008c2 setgigf-/-yesP: $int, $float
- converts $float to $int
008d2 setgfgi-/-yesP: $float, $int
- converts $int to $float
008e2 setlilfCyQnoP: $localInt, $localFloat
- converts $localFloat to $localInt
008f2 setlfliCyQnoP: $localFloat, $localInt
- converts $localInt to $localFloat
00902 setgilfCyQnoP: $int, $localFloat
- converts $localFloat to $int
00912 setgfliCyQnoP: $float, $localInt
- converts $localInt to $float
00922 setligfCyQnoP: $localInt, $float
- converts $float to $localInt
00932 setlfgiCyQnoP: $localFloat, $int
- converts $int to $localFloat
00941 absgCyQnoP: $int
-
00951 abslCyQnoP: $localInt
-
00961 absgfCyQnoP: $float
-
00971 abslfCyQnoP: $localFloat
-
00981 randf_0to1CyQnoP: $float
- creates random-float from 0.00 - 1.00
00991 randi_0to65535CyQnoP: $int
- creates random-int from 0 - 65535
009a6 create_actor-/-noP: int (pedtype), #model, X, Y, Z, $actorID
- create actor at given coordinates (pedtypes: 0=player1 / 1=player2 / 2=player3 / 3=player4 / 4=civmale / 5=civfemale / 6=cop / 7=gang1 / 8=gang2 / 9=gang3 / 10=gang4 / 11=gang5 / 12=gang6 / 13=gang7 / 14=gang8 / 15=gang9 / 16=emergency / 17=fireman / 18=criminal / 19=special)
  unknownDeeZireyesP: int (pedtype), #model, X, Y, Z, $actorID
- create actor at given coordinates (pedtypes: 0=player1 / 1=player2 / 2=player_network / 3=player_unused / 4=civmale / 5=civfemale / 6=cop / 7=gang1 / 8=gang2 / 9=gang3 / 10=gang4 / 11=gang5 / 12=gang6 / 13=gang7 / 14=gang8 / 15=gang9 / 16=gang10 / 17=dealer / 18=medic / 19=fireman / 18=criminal / 19=bum / 20=prostitute / 21=special)
009b1 destroy_actor-/-noP: $actorID
- deletes an actor
009c2 set_wander_path-/-noP: $actorID, int (pathID)
- gives the actor a path to walk along
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
009d0 do_nothing-/-noP: -none-
- not shure, but seems to do nothing... (unused)
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
009e6 set_ped_path-/-noP: $actorID, X, Y, Z, float (1.0?), int (1?)
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
009f1 set_ped_objective-/-noP: $actorID
- makes actor act like ped (?)
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00a04 get_actor_coords-/-noP: $actorID, $X, $Y, $Z
- gets coordinates from given actor
00a14 put_actor_at-/-noP: $actorID, X, Y, Z
- puts the actor at coordinates
00a21 is_actor_alive-/-noP: $actorID
- is the actor living?
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00a36 is_actor_in_rect-/-noP: $actorID, X1, Y1, X2, Y2, int (0?)
- last param was always 0, but why??
00a48 is_actor_in_cube-/-noP: $actorID, X1, Y1, Z1, X2, Y2, Z2, int (0?)
- last param is always 0, but why??
00a55 create_car-/-yesP: #model, X, Y, Z, $carID
- creates a car at the given coordinates
00a61 destroy_car-/-yesP: $carID
- removes a car
00a74 drive_car_to-/-noP: $carID, X, Y, Z
- drives car to given coordinates
00a81 set_car_driver_psycho-/-noP: $carID
- drives like you shoot at the car
00a91 set_car_driver_normal-/-yesP: $carID
- makes the car act like normal
00aa4 get_car_coords-/-noP: $carID, $X, $Y, $Z
- gets the coordinates of the car
00ab4 put_car_at-/-noP: $carID, X, Y, Z
- "teleports" car to given coordinates
00ac1 is_car_on_land-/-nounused
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00ad2 set_car_max_speed-/-noP: $carID, float
- sets the maximum speed for carID (50.0 = maximum)
00ae2 unknownTbM2kyesP: $carID, int
- if int=2 sets car to ignore red-lights and drive around traffic ("racing-mode")
00af2 set_car_driver_behaviour-/-noP: $carID, int
- use following bits for behavior (simply add the second values together) -
0000 - . - go nowhere
0001 - 1 - follow road, drive back if way is blocked
0010 - 2 - kill the player
0100 - 4 - drive to player and stop
1000 - 8 - ignore road-paths
  set_car_driver_behaviour-/-yesP: $carID, int
- use following bits for behavior (simply add the second values together) -
0000 - . - go nowhere
0001 - 1 - follow road, drive back if way is blocked
0010 - 2 - kill the player
0100 - 4 - drive to player and stop
1000 - 8 - ignore road-paths
00b06 is_car_in_rect-/-noP: $carID, X1, Y1, X2, Y2, int (0?)
- last param is always 0, but WHY??
00b18 is_car_in_cube-/-noP: $carID, X1, Y1, Z1, X2, Y2, Z2, int (0?)
- last param is always 0, BUT WHY???
00ba3 text_styled-/-no-/-
00bb3 text-/-no-/-
00bc3 text_now-/-no-/-
00bd3 text_soon-/-no-/-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00be0 text_clear_all-/-no-/-
00bf2 get_current_time-/-noP: $int (hours), $int (minutes)
- stores actual time into the given vars
00c02 set_current_time-/-yesP: int (hours), int (minutes)
- sets the actual time to the given values (the game will crash if this isnt used)
00c13 get_mins_to_current_time-/-noP: int (hour), int (minute), $int
- calculates how many minutes are left until the given time is reached
00c24 is_sphere_onscreen-/-no
- changed from "is_point_onscreen"
00c30 debug_on-/-noP: -none-
- will show lines/boxes/dots inside missions
  nop-/-noP: -none-
- No OPeration
00c40 debug_off-/-noP: -none-
- deactivates above command
  nop-/-noP: -none-
- No OPeration
00c50 trueCyQnoP: -none-
- only used in GTA3
00c60 unknown-/-no- only used in GTA3 (was: false) - in SA its now 059a!
00d61 if-/-yesP: int (ccount)
starts an IF-Clause, followed by "ccount"+1 conditions (0, 1-8, 21-28), ended with "jf" or "jt". hint: add 20 to "ccount" and you get OR- instead of AND-relation. every condition can be negated with "!" (or by adding &h8000 to its opcode number).
00d71 create_thread_wb-/-noP: @label
- thread that is executed when ... (no wasted/busted occures??)
00d80 mission_cleanup-/-yesP: -none-
- does the "dirty work" after a mission...
00d92 store_actor_car-/-noP: $actorID, $carID
- puts actual car into $carID
00da2 store_player_car-/-noP: $player_char, $carID
- puts actual car into $carID (seems to crash sometimes)
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00db2 is_actor_driving_car-/-yesP: $actorID, $carID
- checks if actor is inside the specified car
00dc2 is_player_driving_car-/-yesP: $player_char, $carID
- checks if player is driving the specified car
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
00dd2 is_actor_driving_car_model-/-noP: $actorID, int (cartype)
- checks if actor is driving a certain car-type
00de2 is_player_driving_car_model-/-yesP: $player_char, int (cartype)
- checks if player is driving a certain car-type
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
00df1 is_actor_driving-/-yesP: $actorID
- checks if an actor is driving any car
00e01 is_player_driving-/-yesP: $player_char
- checks if player is driving any car
  unsupported_in_sa-/-yesThis OpCode is unsupported in SA
00e12 is_key_pressed-/-noP: int (0), int (key)
- checks if a certain key is pressed
#on footin car
 2turn l/rlook/turret l/r
 3look l/r (classic mode)turret up/down
 4action keyradio
 5prev. weaponlook l/behind
 6aim/targethandbrake
 7next weaponlook r/behind
 8forward
 9backward
10strafe lturn l
11strafe rturn r
12exit certain modes (while "lock_actor")
13cameracamera
14jumpbrake/backward
15enter vehicleexit vehicle
16sprintgas/forward
17shoot/attackshoot
18crouchhorn
19look behindsub-mission
00e22 get_key_pressedCyQnoP:
- not shure, needs testing! (unused)
00e36 is_player_near_pointCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00e46 is_player_near_point_on_footCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00e56 is_player_near_point_in_carCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00e66 is_player_near_point_stillCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00e76 is_player_near_point_on_foot_stillCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00e86 is_player_near_point_in_car_stillCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00e95 is_player_near_actorCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00ea5 is_player_near_actor_on_footCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00eb5 is_player_near_actor_in_carCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00ec6 is_actor_near_pointCyQnoP:
-
00ed6 is_actor_near_point_on_footCyQnoP:
-
00ee6 is_actor_near_point_in_carCyQnoP:
-
00ef6 is_actor_near_point_stillCyQnoP:
-
00f06 is_actor_near_point_on_foot_stillCyQnoP:
-
00f16 is_actor_near_point_in_car_stillCyQnoP:
-
00f25 is_actor_near_actorCyQnoP:
-
00f35 is_actor_near_actor_on_footCyQnoP:
-
00f45 is_actor_near_actor_in_carCyQnoP:
-
00f58 is_player_near_point_3dCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00f68 is_player_near_point_3d_on_footCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00f78 is_player_near_point_3d_in_carCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00f88 is_player_near_point_3d_stillCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00f98 is_player_near_point_3d_on_foot_stillCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00fa8 is_player_near_point_3d_in_car_stillCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00fb6 is_player_near_actor_3dCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00fc6 is_player_near_actor_3d_on_footCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00fd6 is_player_near_actor_3d_in_carCyQnoP:
-
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
00fe8 is_actor_near_point_3dCyQnoP:
-
00ff8 is_actor_near_point_3d_on_footCyQnoP:
-
01008 is_actor_near_point_3d_in_carCyQnoP:
-
01018 is_actor_near_point_3d_stillCyQnoP:
-
01028 is_actor_near_point_3d_on_foot_stillCyQnoP:
-
01038 is_actor_near_point_3d_in_car_stillCyQnoP:
-
01046 is_actor_near_actor_3dCyQnoP:
-
01056 is_actor_near_actor_3d_on_footCyQnoP:
-
01066 is_actor_near_actor_3d_in_carCyQnoP:
-
01075 create_object-/-noP: #object, X, Y, Z, $objectID
01081 destroy_object-/-noP: $objectID
- destroys the given object
01092 add_to_player_money-/-yesP: $player_char, [$]int
- adds P2 to PlayerMoney
010a2 is_player_money_greater_than-/-yesP: $player_char, [$]int
- playermoney > [$]int?
010b2 get_player_moneyCyQnoP: $player_char, $int
- stores the amount of money the player owns in $int
010c5 init_player_rc_buggy-/-noP: $player_char, X, Y, Z, float (angle?)
- after this use "get_player_rc_car" to get the assigned carID
  nop-/-noP: -none-
- No OPeration
010d2 set_player_wanted_level-/-noP: $player_char, int (0-6)
- sets the wanted level (stars and paintnspray works)
010e2 set_player_wanted_level_no_dropCyQnoP: $player_char, int (0-6)
- sets the wanted level to fixed minimum-value
010f2 is_player_wanted_level_greater-/-no-/-
01101 clear_player_wanted_level-/-noP: $player_char
- resets the wanted level to 0
01111 toggle_wasted_busted_check-/-no-/-
01120 is_wasted_or_busted-/-yesP: -none-
- checks if player is dead/caught
01133 give_player_ammoCyQno-/-
01143 give_actor_ammoCyQno-/-
01171 is_player_wasted-/-noP: $player_char
- checks if player got wasted
01181 is_actor_dead-/-yesP: $actorID
- checks if an actor died
01191 is_car_wrecked-/-yesP: $carID
- checks if car is about to explode/exploded
011a2 set_actor_flags-/-noP: $actorID, int
- tells the actor to behave differently
0=do nothing
1=walk around
2=shoot at people
5=without weapon they run, with weapon they attack you
6=shoot at actors not player
7=shoot at actor and walk away
8=shoot at actor but dont go away
16=go mad (attack anyone, pull people out of car...)
- found @ gtaforums.com posted by "Muggers"
011c1 clear_actor_objective-/-noP: $actorID
- how to explain... like taking a rope away from a person... (?)
011d1 unknown-/-nounused
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
01212 is_player_in_zone-/-no-/-
01221 is_player_pressing_horn-/-yesP: $player_char
- checks if player honks
01232 has_actor_spotted_player-/-no-/-
01261 is_actor_walking-/-no-/-
01294 create_actor_in_car_driverseat-/-yesP: $carID, int (pedtype), #model, $actorID
- creates an actor in the driverseat (spawn_actor)
012a4 put_player_at_and_remove_from_car-/-no-/-
01301 is_player_busted-/-nounused
01352 get_car_door_status-/-no-/-
01372 is_car_id-/-noP: $carID, #model
- checks if the carID is the cartype given
01491 is_car_crushed-/-nounused
014b13 create_car_generatorCyQyesP: X, Y, Z, angle? (float), #model (int), carcolor1 (int), carcolor2 (int), belongstoplayer (1=never get stars for "stealing car"), alarmchance (int 0-100), lockedchance (int 0-100), 0 (int), value (int "$"), $generatorID
014c2 set_generated_carsCyQyesP: $generatorID, $nr (101=infinite)
- sets $generatorID to generate $nr cars
014d4 text_pager-/-nounused
014e2 start_timer-/-noP: $timerID, int (0=up/1=down)
shows and starts a timer "xx:xx"
- timervalue is stored in $timerID as int
- set starting time: "setgi $timerID, int (seconds)")
014f1 stop_timer-/-noP: $timerID
- stops a timer (stops displaying too)
01511 remove_status_text-/-noP: $statusID
- removes statustext if its still on screen
015213 set_zone_gang_car_info-/-noP: TEXT, int (0=night/1=day), int (density), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000)
- sets the info on which gang-cars could be seen in TEXT area (the 0-1000 params are % chances of gang-appearance, all added together should not exeed 1000! (100%): "cuban, haitians, streetgang, cl, pigs, bikers, vercetti, golfers, crashedVC?, cops")
01542 is_actor_in_zone-/-noP: $actorID, TEXT (zonename)
- checks if the actor is in a specified zone
01563 set_ped_density-/-no-/-
01573 camera_on_player-/-no-/-
01583 camera_on_vehicle-/-no-/-
01593 camera_on_actor-/-no-/-
015a0 restore_camera-/-yesP: -none-
- sets camera back to "chase"-mode
015c13 set_zone_gang_ped_info-/-noP: TEXT, int (0=night/1=day), int (density), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000)
- sets the info on which gang-peds could be seen in TEXT area (the 0-1000 params are % chances of gang-appearance ("cuban, haitans, streetgang, cl, pigs, bikers, vercetti, golfers, crashes VC?, cops")
015d1 set_gamespeed-/-noP: float
- sets gamespeed (1 = 100%)
015e1 are_car_wheels_on_ground-/-noP: $carID
- checks if car-wheels are touching the ground
015f6 set_camera_position-/-yesP: X, Y, Z, float (0.0), float (0.0), float (0.0)
- repositions the camera (with cut, last 3 params will rotate the camera)
01604 point_camera-/-yesP: X, Y, Z, int (1=pan/2=cut)
- tells the camera where to look at
01614 tie_marker_to_car-/-no-/-
01624 tie_marker_to_actor-/-no-/-
  nop-/-noP: -none-
- No OPeration
01641 disable_marker-/-yesP: $markerID
- deletes a marker
01652 set_marker_color-/-no-/-
01662 set_marker_brightness-/-no-/-
  nop-/-noP: -none-
- No OPeration
01676 create_marker-/-no-/-
01682 show_on_radar1-/-no-/-
01693 set_fade_color-/-yesP: int (R), int (G), int (B)
- sets the fadingcolor (0, 0, 0 = SplashScreen?)
016a2 fade-/-yesP: int (time in ms), int (0=out/1=in)
- starts fading
016b0 is_fading-/-yesP: -none-
- TRUE if Game is still fading
016e4 override_restart_at-/-no-/-
016f10 create_particle_1-/-nounused (removed from VC?)
01702 get_player_z_angle-/-yesP: $player_char, $float
- gets the players angle (0=north)
01712 set_player_z_angle-/-yesP: $player_char, float
- sets the player to look in "float"° direction (0=north)
01722 get_actor_z_angle-/-noP: $actorID, $float
- gets the actors angle (0=north)
01732 set_actor_z_angle-/-noP: $actorID, $float
- sets the actor to look in "float"° direction (0=north)
01742 get_car_z_angle-/-noP: $carID, $float
- gets the cars angle (0=north)
01752 set_car_z_angle-/-noP: $carID, $float
- sets the car to look at "float"° direction (0=north)
01762 get_object_z_angle-/-noP: $objectID, $float
- gets the objects angle (0=north)
01772 set_object_z_angle-/-noP: $objectID, $float
- sets the object to look at "float"° direction (0=north)
01782 has_player_picked_up_object-/-nounused - use 0214 "is_pickup_picked_up"
01792 has_actor_picked_up_objectCyQnoP:
- unused
017a3 set_player_weapon_ammo-/-no-/-
017b3 set_actor_weapon_ammoCyQnoP:
-
01801 set_missionflag-/-yesP: $int
- sets the global "on-mission"-flag
01812 set_contact_on_mission_flag-/-nounused
  nop-/-noP: -none-
- No OPeration
01822 set_contact_base_brief-/-nounused
01832 is_player_health_greater_thanCyQnoP:
-
01842 is_actor_health_greater_thanCyQnoP:
-
01852 is_car_health_greater_thanCyQnoP:
-
01862 create_arrow_above_car-/-no-/-
01872 create_arrow_above_actor-/-no-/-
01882 create_arrow_above_object-/-no-/-
01894 unknown-/-noP: X, Y, Z, $markerID
seems to create a marker/checkpoint?
  nop-/-noP: -none-
- No OPeration
018a4 create_checkpoint-/-no-/-
018b2 show_on_radar2-/-no-/-
018c4 play_sound-/-no-/-
018d5 create_sound-/-no-/-
018e1 stop_sound-/-no-/-
018f1 unknown-/-noP: $carID
- is_car_???
01901 unknown-/-noP: $carID
- used before "add_car_to_stuck_car_check"
01911 unknown-/-noP: $carID
- used after "remove_car_from_stuck_car_check"
01921 set_actor_to_stand_still-/-no-/-
01931 set_actor_to_act_like_ped-/-no-/-
01944 set_actor_to_go_to_point-/-no-/-
01976 is_player_in_rect_on_footCyQnoP:
-
01986 is_player_in_rect_in_carCyQnoP:
-
01996 is_player_in_rect_stillCyQnoP:
-
019a6 is_player_in_rect_on_foot_stillCyQnoP:
-
019b6 is_player_in_rect_in_car_stillCyQnoP:
-
019c8 is_player_in_cube_on_footCyQnoP:
-
019d8 is_player_in_cube_in_carCyQnoP:
-
019e8 is_player_in_cube_stillCyQnoP:
-
019f8 is_player_in_cube_on_foot_stillCyQnoP:
-
01a08 is_player_in_cube_in_car_stillCyQnoP:
-
01a16 is_actor_in_rect_on_footCyQnoP:
-
01a26 is_actor_in_rect_in_carCyQnoP:
-
01a36 is_actor_in_rect_stillCyQnoP:
-
01a46 is_actor_in_rect_on_foot_stillCyQnoP:
-
01a56 is_actor_in_rect_in_car_stillCyQnoP:
-
01a68 is_actor_in_cube_on_footCyQnoP:
-
01a78 is_actor_in_cube_in_carCyQnoP:
-
01a88 is_actor_in_cube_stillCyQnoP:
-
01a98 is_actor_in_cube_on_foot_stillCyQnoP:
-
01aa8 is_actor_in_cube_in_car_stillCyQnoP:
-
01ab6 is_car_in_rect_stillCyQnoP:
-
01ac8 is_car_in_cube_stillCyQnoP:
-
01ad6 is_car_near_pointCyQnoP: $carID, X, Y, float (RX), float (RY), 0
- checks if the car is in "R"-radius from given point
01ae6 is_car_near_point_stillCyQnoP: $carID, X, Y, float (RX), float (RY), 0
- checks if the car is parked in "R"-radius from given point
01af8 is_car_near_point_3d-/-noP: $carID, X, Y, Z, float (RX), float (RY), float (RZ), 0
- checks if the car is in "R"-radius from given coordinate
01b08 is_car_near_point_3d_stillCyQnoP: $carID, X, Y, Z, float (RX), float (RY), float (RZ), 0
- checks if the car is parked in "R"-radius from given point
01b13 give_player_weapon-/-no-/-
01b23 give_actor_weapon-/-no-/-
01b42 toggle_player_controllable-/-yesP: $player_char, int (0/1)
- enables/disables controls for player (0=off/1=on)
01b51 force_weather-/-yesP: int (0-6)
- 0=sunny, 1=cloudy, 2=rainy, 3=foggy, 4=extrasunny, 5=rainy, 6=interior
01b61 weather-/-yesP: int (0-6)
- for weathertypes see 01b5 "force_weather"
01b70 release_weather-/-yesP: -none-
- weather returns to random
01b82 set_player_armed_weapon-/-no-/-
01b92 set_actor_armed_weapon-/-no-/-
01bb4 get_object_coords-/-no-/-
01bc4 put_object_at-/-no-/-
01bd1 get_current_time_in_ms-/-no-/-
01be4 set_actor_to_look_at_point-/-no-/-
01c02 get_player_wanted_level-/-noP: $player_char, $int
- gets the actual wanted-level into "$int"
01c11 is_car_stopped-/-noP: $carID
- checks if the given car has stopped
01c21 cleanup_actor-/-noP: $actorID
- will release an actor so that it can disappear
01c31 cleanup_car-/-noP: $carID
- will release a car so it can disappear
01c41 cleanup_object-/-noP: $objectID
- will release an object so it can disappear
01c51 remove_actor_from_mission_cleanup_listCyQnoP: $actorID
- actor wont get deleted on "mission_cleanup"
01c61 remove_car_from_mission_cleanup_listCyQnoP: $carID
- car wont get deleted on "mission_cleanup"
01c71 remove_object_from_mission_cleanup_list-/-yesP: $objectID
- object wont get deleted on "mission_cleanup"
01c85 create_actor_in_car_passenger-/-noP: $carID, int (pedtype), #model, int (seat), $actorID
- creates an actor in the passengerseat (spawn_actor)
01c92 set_actor_to_kill_actor1-/-no-/-
01ca2 set_actor_to_kill_player1-/-no-/-
01cb2 set_actor_to_kill_actor2-/-no-/-
01cc2 set_actor_to_kill_player2-/-noP: $actorID, $player_char
- actor tries to kill the player
01ce2 set_actor_to_avoid_player1-/-no-/-
01cf2 unknown-/-noP: $actorID, $actorID
- used in ROCKB2.gsr after 0579
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
01d02 set_actor_to_avoid_player2-/-no-/-
01d12 set_actor_to_follow_actor-/-no-/-
01d22 set_actor_to_follow_player-/-no-/-
01d32 make_actor_leave_car-/-noP: $actorID, $carID
- makes the actor leave the car
01d42 send_actor_to_car-/-yesP: $actorID, $carID
- tells an actor to enter a car
01d52 send_actor_to_car_driversseat-/-yesP: $actorID, $carID
- tells an actor to enter a car as the driver
01d82 unknown-/-noP: $actorID, $objectID
- at testing the actor wanted to fight the barrel (?)
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
01d92 set_actor_to_run_from_car-/-noP: $...ID, $...ID
- the actor will run away from the car
01de2 tie_actor_to_actor-/-noP: $actorID1, $actorID2
- makes actor1 follow actor2 (not sure)
01df2 tie_actor_to_player-/-noP: $actorID, $player_char
- makes the actor follow the player
01e01 clear_leader-/-no-/-
01e13 set_actor_follow_route-/-noP: $actorID, int (route), ?
- makes actor follow given route
01e24 add_route_point-/-noP: int (route), X, Y, Z
- adds a point to the given route
01e34 text_1number_styled-/-no-/-
01e44 text_1number-/-noP: TEXT, $int, time_in_ms, style
01e54 text_1number_now-/-noP: TEXT, $int, time_in_ms, style
01e64 text_1number_soonCyQnoP: TEXT, $int, time_in_ms, style
01e76 enable_car_nodes_in_cube-/-no-/-
01e86 disable_car_nodes_in_cube-/-no-/-
01e92 get_car_num_passengers-/-no-/-
01ea2 get_car_max_passengers-/-no-/-
01eb1 set_car_density-/-no-/-
01ec2 make_car_heavyspinnienoP: $carID, int (0/1)
- you car will be very heavy, ram other cars to see the result...
01ed1 spawn_actor-/-yesP: $actorID
- spawns an earlier created actor
01ee10 activate_crane-/-no-/-
01ef2 deactivate_crane-/-no-/-
01f01 set_max_wanted_level-/-yesP: int
- sets the maximum wanted level you can reach (0-6)
01f31 is_airborne-/-yesP: $carID
- checks if the car (heli/dodo) is flying
01f41 is_car_upsidedown-/-yesP: $carID
- checks if your car is flipped (in air?)
01f52 make_actor_from_player-/-yesP: $player_char, $player_actor
- creates an actorID from the player
01f60 cancel_override_restart-/-noP: -none-
- resets alternate player restartpoint
01f72 toggle_player_ignored_by_cops-/-no-/-
01f99 init_rampage-/-noP: "TEXT", int (type), int (duration), int (number of targets), int (target1), int (target2), int (target3), int (target4), int (0)
- will start a rampage mission (type42 = uzi-driveby?)
01fa1 get_rampage_status-/-no-/-
01fb2 sqrt-/-yesP: $float, $float/$int
- like the key "SQRT" on your pocket calculator
01fc5 is_player_near_car-/-noP: $player_char, $carID, float (rX), float (rY), int (0?)
- is player (driving/on foot) near the car (r=radius 2D)
01fd5 is_player_near_car_on_foot-/-noP: $player_char, $carID, float (rX), float (rY), int (0?)
- is player (on foot) near the car (r=radius 2D)
01fe5 is_player_near_car_in_car-/-noP: $player_char, $carID, float (rX), float (rY), int (0?)
- is player (driving) near the car (r=radius 2D)
01ff6 is_player_near_car_3dCyQnoP: $player_char, $carID, float (rX), float (rY), float (rZ), int (0?)
- is player (driving/on foot) near the car (r=radius 3D)
02006 is_player_near_car_3d_on_footCyQnoP: $player_char, $carID, float (rX), float (rY), float (rZ), int (0?)
- is player (on foot) near the car (r=radius 3D)
02016 is_player_near_car_3d_in_carCyQnoP: $player_char, $carID, float (rX), float (rY), float (rZ), int (0?)
- is player (driving) near the car (r=radius 3D)
02025 is_actor_near_car-/-noP: $actorID, $carID, float (rX), float (rY), int (0?)
- is actor (driving/on foot) near the car (r=radius 2D)
02035 is_actor_near_car_on_foot-/-noP: $actorID, $carID, float (rX), float (rY), int (0?)
- is actor (on foot) near the car (r=radius 2D)
02045 is_actor_near_car_in_car-/-noP: $actorID, $carID, float (rX), float (rY), int (0?)
- is actor (driving) near the car (r=radius 2D)
02056 is_actor_near_car_3dCyQnoP: $actorID, $carID, float (rX), float (rY), float (rZ), int (0?)
- is actor (driving/on foot) near the car (r=radius 3D)
02066 is_actor_near_car_3d_on_footCyQnoP: $actorID, $carID, float (rX), float (rY), float (rZ), int (0?)
- is actor (on foot) near the car (r=radius 3D)
02076 is_actor_near_car_3d_in_carCyQnoP: $actorID, $carID, float (rX), float (rY), float (rZ), int (0?)
- is actor (driving) near the car (r=radius 3D)
02083 randfCyQnoP: float (from), float (to), $float
- creates a random float
02093 randiCyQnoP: int (from), int (to), $int
- creates a random integer
  randiBigunyesP: $int, $intA
- creates a random integer from (P1) to (P2 - 1)
020a2 set_car_door_status-/-noP: $carID, int (status)
- sets doorstatus (4 = locked?)
020b1 explode_car-/-noP: $carID
- makes the car explode (*bang*)
020c4 create_explosion-/-noP: X, Y, Z, int (?)
- creates an explosion (used with 0565)
020d1 is_car_flipped-/-noP: $carID
- checks if your car is lying on its roof
020e2 set_actor_to_look_at_actor-/-noP: $actorID, $actorID
- rotates first actor to look at the second
020f2 set_actor_to_look_at_player-/-no-/-
02102 set_player_to_look_at_actor-/-no-/-
02113 walk_actor_to_point-/-yesP: $actorID, X, Y
- tells an actor to walk to the given coordinate
02136 create_pickup-/-yesP: #model, int (?), X, Y, Z, $pickupID
- creates a pickup
02141 is_pickup_picked_up-/-noP: $pickupID
- checks if you took the pickup
02151 destroy_pickup-/-noP: $pickupID
- deletes the pickup
02162 set_car_taxiavailable-/-yesP: $carID, int
- turns on the TAXI-sign on your Car (1=on/0=off)
02173 text_styled_now-/-no-/-
02184 text_1number_styled_now-/-no-/-
021910 create_garage-/-no-/-
021b2 set_garage_to_accept_car-/-noP: $garageID, $carID
- garage only opens if you drive the specified car
021c1 is_car_in_garage-/-noP: $garageID
- checks if you drove your car into the garage
  nop-/-noP: -none-
- No OPeration
021d1 toggle_free_bomb_shop-/-nounused
02212 toggle_player_trapped_in_car-/-no-/-
02222 set_player_health-/-no-/-
02232 set_actor_health-/-no-/-
02242 set_car_health-/-no-/-
02252 get_player_health-/-noP: $player_char, $int
- gets health of player into $int
02262 get_actor_health-/-no-/-
02272 get_car_health-/-no-/-
02282 is_car_bomb_status-/-nounused
02293 change_car_color-/-no-/-
022a6 enable_ped_nodes_in_cube-/-no-/-
022b6 disable_ped_nodes_in_cube-/-no-/-
022c2 set_actor_to_look_at_actor2-/-no-/-
022d2 set_actor_to_look_at_player2-/-no-/-
022e2 set_player_to_look_at_actor2-/-no-/-
022f1 stop_actor_looking-/-no-/-
02301 stop_player_looking-/-no-/-
02353 set_gang_pedsCyQno-/-
02362 set_gang_car-/-no-/-
02393 run_actor_to_point-/-noP: $actorID, [$]X, [$]Y
023a2 has_player_collided_with_objectCyQno-/-
023b2 has_actor_collided_with_objectCyQno-/-
023c2 load_special_char-/-yesP: int (actorID), TEXT (modelname)
- tells the engine to load modeldata for "actorID"
023d1 is_special_char_available-/-yesP: int (actorID)
- checks if the engine loaded modeldata for "actorID"
02402 unknown-/-nounused
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
02411 is_player_in_remote_mode-/-noP: $player_char
- checks if the player is "steering" toy-cars/planes
02422 set_car_bomb_status-/-nounused
02432 set_ped_stats-/-no-/-
02443 set_cutscene_pos-/-no-/-
02452 set_actor_walk_style-/-no-/-
02471 request_model-/-yesP: #model
- tells the engine to load modeldata (cars/peds)
02481 is_model_available-/-yesP: #model
- checks if the engine loaded the modeldata 0249=1=release_model
02491 release_model-/-yesP: #model
- tells engine to release resources if model isnt used
024a3 create_phone-/-yesP: X, Y, $phoneID
- creates a phone at given coordinates
024b2 text_phone_repeatedlyCyQno-/-
024c2 text_phoneCyQno-/-
024d1 has_phone_text_been_displayedCyQno-/-
024e1 disable_phone-/-yesP: $phoneID
- disables phone (no ringing and map display)
024f9 create_corona-/-noP: X, Y, Z, R, int (type), int (lensflares), R, G, B
- type: 0, 1=dot/sun, 2=moon, 3=small cloud, 4=smudge/bigger dot, 5=octagon, 6, 7=circle, 8=horizontal line, 9=freeze VC (lensflare is enabled by 1/2, disabled with 0)
02506 create_light-/-nounused
  nop-/-noP: -none-
- No OPeration
02530 save_current_timeidlenoP: -none-
- puts the actual time into internal memory
02540 restore_current_timeidlenoP: -none-
- restores the time from internal memory
02554 critical_mission_restart-/-no-/-
02561 is_defined-/-noP: $player_char
- checks if there is already a player spawned (?)
02912 unknown-/-noP: $actorID, int (1?) (found @ CAP_1.gsr)
02931 get_current_controls-/-no-/-
02942 unknown-/-noP: $carID, int (0?) (found @ BIKE3.gsr) - only used ONCE in WHOLE VC on %angel (bike)!
  set_car_sprayablespaceeinsteinyesP: $carID, $int ((0=not sprayable/1=sprayable)
- Sets the car be sprayable with a different color.
02961 release_special_char-/-noP: int (actorID)
- releases modeldata for "actorID"
02991 activate_garage-/-no-/-
029b5 init_object-/-yesP: #object, X, Y, Z, $objectID
029c1 is_stopped-/-nounused
029f1 is_player_stopped-/-no-/-
02a01 is_actor_stopped-/-nounused
02a12 unknown-/-nounused
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
02a25 create_particle_2-/-nounused (removed from VC?)
02a31 toggle_widescreen-/-yesP: int
- toggles 16:9 bars on (1) and off (0)
02a75 create_marker1-/-no-/-
02a85 create_marker2-/-no-/-
02a92 set_actor_immune_to_nonplayer-/-noP: $actorID, int (0/1)
- makes an actor immune against attacks of others (used before spawning the actor and after creating it)
02aa2 set_car_immune_to_nonplayer-/-noP: $carID, int (0/1)
- makes the car immune to attacks from others
02ab6 set_actor_immunities-/-noP: $actorID, int, int, int, int, int
- ints = bulletproof, fireproof, explosionproof...
02ac6 set_car_immunities-/-noP: $carID, int, int, int, int, int
sets car immunities: Bullet, Fire, Explosion, Damage, Water?
02ad7 is_player_in_angled_rectCyQno-/-
02ae7 is_player_in_angled_rect_on_footCyQno-/-
02af7 is_player_in_angled_rect_in_carCyQno-/-
02b07 is_player_in_angled_rect_stillCyQno-/-
02b17 is_player_in_angled_rect_on_foot_stillCyQno-/-
02b27 is_player_in_angled_rect_in_car_stillCyQno-/-
02b39 is_player_in_angled_cubeCyQno-/-
02b49 is_player_in_angled_cube_on_footCyQno-/-
02b59 is_player_in_angled_cube_in_carCyQno-/-
02b69 is_player_in_angled_cube_stillCyQno-/-
02b79 is_player_in_angled_cube_on_foot_stillCyQno-/-
02b89 is_player_in_angled_cube_in_car_stillCyQno-/-
02b91 deactivate_garage-/-no-/-
02bc1 set_cop_behaviour-/-no-/-
02bf1 has_car_sunk-/-noP: $carID
- checks if car "drowned"
02c06 get_ped_node_coords_near_point-/-noP: X, Y, Z, $X, $Y, $Z
- gets the next coords of a ped node into $XYZ
02c16 get_car_node_coords_near_point-/-noP: X, Y, Z, $X, $Y, $Z
- gets the nearest car node coords into $XYZ
02c24 drive_car_to_point1-/-noP: $carID, X, Y, Z
02c31 create_donkey_mags-/-nounused
02c51 get_donkey_mags_picked_up-/-nounused
02c60 remove_items_from_ground-/-nounused
02c75 scatter_platinum-/-nounused
02c81 get_platinum_in_car-/-nounused
02c90 remove_platinum_from_car-/-nounused
02ca1 is_car_bounding_sphere_visible-/-noP: $carID
02cb1 is_ped_bounding_sphere_visible-/-noP: $actorID
02cc1 unknown-/-nounused
02cd2 call-/-nounused
02ce4 get_ground_z-/-noP: X, Y, Z, $Z
- puts a lower Z coordinate than "Z" into $Z
02d01 is_fire_extinguished-/-noP: $fireID
- checks if a fire is extinguished...
02d11 unknown-/-noP: $int (?)
- only used once @ firetru.gsr
 1 extinguish_firearunoP: $fireID
02d34 drive_boat_to_point-/-noP: $carID, X, Y, Z
- drives boats to coordinates (can be used with cars, they ignore roadpaths but this could crash the game!)
02d41 stop_carGodGellnoP: $carID
- seems to stop a car by braking and turning off the engine.
02d56 is_player_in_area-/-no-/-
02d72 is_player_currentweapon-/-no-/-
02d82 is_actor_currentweapon-/-no-/-
02d90 clear_donkey_mags_picked_up-/-nounused
02db2 set_car_speed-/-no-/-
02dd5 set_actor_creation_zone-/-noP: "TEXT" (zone), int (1), int (1), int (1), $actorID
- used inside taxi missions to spawn guests
02de1 is_player_driving_taxiBartonnoP: $player_char
-checks if player drives a taxi
02df1 unknown-/-noP: $player_char
- conditional opcode
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
02e01 unknown-/-noP: $actorID
- conditional opcode
02e22 set_actor_accuracyHollowernoP: $actorID, int (0-100)
- 100% = perfect accuracy
02e32 get_car_speed-/-no-/-
02e41 load_cutscene_data-/-no-/-
02e52 create_cutscene_object-/-no-/-
  nop-/-noP: -none-
- No OPeration
02e62 set_cutscene_anim-/-no-/-
  nop-/-noP: -none-
- No OPeration
02e70 start_cutscene-/-no-/-
02e81 get_cutscenetime-/-no-/-
02e90 is_cutscene_done-/-no-/-
02ea0 end_cutscene-/-no-/-
02eb0 restore_camera_with_jumpcut-/-noP: -none-
- does a hardcut from last "position_camera"
02ec3 put_hidden_package_at-/-yesP: X, Y, Z
- creates a hidden package at the given location
02ed1 set_total_hidden_packages-/-yesP: int
- sets how many packages are hidden
02ee6 is_projectile_in_area-/-no-/-
02ef6 is_projectile_in_cube-/-nounused
02f13 unknown-/-nounused
  unsupported_in_sa-/-noThis OpCode is unsupported in SA
02f22 unknown-/-noP: $actorID, int (1?)
- conditional opcode (only used in PROTEC3)
  is_actor_modeleAinoP: $actorID, int (1?)
- conditional opcode (only used in PROTEC3)
02f32 load_object-/-no-/-
  nop-/-noP: -none-
- No OPeration
02f43 create_cutscene_actor_from_head_and_body-/-no-/-
02f52 set_head_anim-/-no-/-
02f62 sin-/-no-/-
02f72 cos-/-no-/-
02f82 sin_car_headingTbM2kyesP: $carID, $float
- loads the sin-car-heading into "$float"
02f92 cos_car_headingTbM2kyesP: $carID, $float
- loads the cos-car-heading into "$float"
02fa2 change_garage_to_type-/-noP: $garageID, type
- garagetypes: 1 - placeholder / 3 - Bombshop / 5 - Pay n Spray / 7 - car eater (just to let cars disappear after closing?) / 8 - Carshop List 1 / 9 - Carshop List 2 / 10 - Carshop List 3 / 16-18 - saving garages / 19 - copland-garage (beatup cops mission) / 22 - CarShop List 4 / 23 - Tank-Mission Garage / 24-31 - saving garages / 32 - unused saving garage
02fb10 create_crusher_crane-/-nounused
02fc5 text_2numbers-/-noP: TEXT, $int, $int, time_in_ms, style
02fd5 text_2numbers_now-/-noP: TEXT, $int, $int, time_in_ms, style
02fe5 text_2numbers_soon-/-noP: TEXT, $int, $int, time_in_ms, style
02ff6 text_3numbersTbM2knoP: TEXT, $int, $int, $int, time_in_ms, style
03006 text_3numbers_nowCyQnoP: TEXT, $int, $int, $int, time_in_ms, style
03016 text_3numbers_soonCyQnoP: TEXT, $int, $int, $int, time_in_ms, style
03027 text_4numbers-/-yesP: TEXT, $int, $int, $int, $int, time_in_ms, style
03037 text_4numbers_nowCyQnoP: TEXT, $int, $int, $int, $int, time_in_ms, style
03047 text_4numbers_soonCyQnoP: TEXT, $int, $int, $int, $int, time_in_ms, style
03058 text_5numbersCyQnoP: TEXT, $int, $int, $int, $int, $int, time_in_ms, style
03068 text_5numbers_nowCyQnoP: TEXT, $int, $int, $int, $int, $int, time_in_ms, style
03078 text_5numbers_soonCyQnoP: TEXT, $int, $int, $int, $int, $int, time_in_ms, style
03089 text_6numbers-/-yesP: TEXT, $int, $int, $int, $int, $int, $int, time_in_ms, style
03099 text_6numbers_nowCyQnoP: TEXT, $int, $int, $int, $int, $int, $int, time_in_ms, style
030a9 text_6numbers_soonCyQnoP: TEXT, $int, $int, $int, $int, $int, $int, time_in_ms, style
030c1 add_to_mission_points-/-yesP: int
- adds to the total missionpoints
030d1 set_total_mission_points-/-yesP: int
- sets how many missionpoints can be reached
030e1 save_jump_distance-/-yesP: $float
- saves jump-distance in "$float"
030f1 save_jump_height-/-yesP: $float
- saves jump-height in "$float"
03101 save_jump_flips-/-no-/-
03111 save_jump_rotation-/-no-/-
03121 save_jump_type-/-no-/-
03130 increment_unique_jumps_found-/-noP: -none-
- adds 1 to the unique jumps stat
03141 set_total_unique_jumps-/-noP: int
- sets how many unique jumps there are
03150 increment_taxi_dropoffs-/-noP: -none-
- adds 1 to the total Taxi-Customers (spelling error)
03161 save_taxi_earnings-/-noP: $int
- stores the taxi-earnings ($int) in the stats
03170 increment_mission_attempts-/-noP: -none-
- adds 1 to the mission attempts stat
03181 set_last_mission_passed-/-noP: TEXT
- sets the savegame-name to TEXT
03192 toggle_actor_wander-/-noP: $actorID, int (0/1)
- makes an actor walk around like a ped (0=off/1=on)
  nop-/-noP: -none-
- No OPeration
031a0 remove_all_fires-/-noP: -none-
- removes every created fire
031d2 did_actor_die_by_weapon-/-noP: $actorID, #weapon
- checks if actor was killed by a certain weapon (i saw 15, 31, 41)
031e2 unknown-/-noP: $carID, int (27, 39, 47=shooting?)
- conditional opcode
- 27=??
- 39=?? (every script checks if you are near the car after this)
- 47=shooting? (gxt says: "No Weapons, it should look like an accident!" and every script checks directly after this "get_car_health")
  did_vehicle_hit_by_weaponspaceeinsteinyesP: $carID, $weaponID
- Checks if this vehicle is being hit by this weapon.
031f2 unknown-/-noP: $actorID1, $actorID2
- used after "tie_actor_to_actor" to "overgo" a "set_actor_to_kill_player2" command... its an IF command...
  is_actor_in_same_group_as_actoreAinoP: $actorID1, $actorID2
- used after "tie_actor_to_actor" to "overgo" a "set_actor_to_kill_player2" command... its an IF command...
03202 is_actor_in_range_of_player-/-noP: $actorID, $player_char
- tests if the player is nearby an actor (to use the opcode "tie_actor_to_player")
03211 kill_actor-/-noP: $actorID
- kills the actor
03221 kill_playerCyQnoP: $player_char
- kills the player
03232 unknown-/-noP: $carID, int (1?)
- used after "stop_car" and before "cleanup_car"
03243 set_zone_pedgroup_info-/-noP: TEXT, int (0=night/1=day), int (pedgroup)
- sets which pedgroup can be seen at TEXT area (see pedgrp.dat for groups!)
03252 create_fire_on_car-/-noP: $carID, $fireID
- makes a car "go on fire" without getting damage...
03262 create_fire_on_actorTbM2kyesP: $actorID, $fireID
- the actor starts to burn and looses health...
03276 create_random_car_in_area-/-noP: X1, Y1, X2, Y2, #model, $carID
- creates a random car (type #model) with driver (or picks randomly an existing and matching car near the player) - set $carID to "-1" prior using this opcode, put "-1" instead of a #model and you get a totally random car
03291 is_respray_done-/-no-/-
  nop-/-noP: -none-
- No OPeration
032a1 unknown-/-noP: int (0)
- used after "wait 0" in RCPLNE1 and SERG3
  enable_rcbaron_miniguntomworld10yesP: int (1) enable; 0 disable
Enable RC Baron minigun when player is in rc mode
032b7 create_pickup_with_ammo-/-no-/-
032c2 set_car_to_ram-/-no-/-
  nop-/-noP: -none-
- No OPeration
032d2 set_car_to_block-/-no-/-
03302 toggle_player_infinite_run-/-no-/-
03312 toggle_player_fast_reloadBartonnoP: $player_char, int (0/1)
- Toggles fast reload
03322 toggle_actor_bleeding-/-no-/-
03351 toggle_free_paynspray-/-no-/-
03362 unknown-/-noP: $player_char, int (0/1?)
  unsupported_in_sa-/-noThis blah blah blah
03372 unknown-/-noP: $actorID, int (0/1)
- 0 = in "HAIT1" before "set_actor_immunities $id, 1, 1, 1, 1, 1"
- 1 = in "HAIT1" before "set_actor_immunities $id, 0, 0, 0, 0, 0"
  set_actor_visibilityspaceeinsteinyesP: $actorID, $int (0=invisible/1=visible)
- Sets the visibility of an actor.
033911 are_objects_in_area-/-no-/-
033a0 create_incoming_cessna-/-nounused
033b0 has_incoming_cessna_landed-/-nounused
033c0 has_incoming_cessna_been_destroyed-/-nounused
033e3 text_draw-/-noP: X, Y, TEXT
- draws text (TEXT) on screen X, Y position
033f2 set_text_letter_width_height-/-noP: float (width), float (height)
- sets the width and height for the draw_text function
03404 set_text_draw_color-/-noP: int (R), int (G), int (B), int (Opacity)
- sets the color for the draw_text function
03411 unknown-/-noP: int (0/1)
- some draw_text related opcode
03421 set_text_draw_centered-/-noP: int (0/1)
- 1 = Centered Text
03431 set_text_linewidthTbM2kyesP: float
- sets how long one line is (incl. word wrapping)
03441 unknown-/-nounused
03451 set_text_draw_in_box-/-noP: int (0/1)
- Enables background Textbox
03464 set_text_draw_background_color-/-no-/-
03481 set_text_draw_proportional-/-noP: int (0/1)
- Use Proportional Font (1=fixed width 0=proportional)
03491 set_text_draw_style-/-no-/-
034a0 set_portland_complete-/-nounused
034b0 set_staunton_complete-/-nounused
034c0 set_shoreside_complete-/-nounused
034d4 rotate_object-/-noP: $objectID, A1 (angle), A2 (speed), int (0)
- rotates given object, can be used inside "if" to check if this object rotated completely (if A1=A2 rotates instantly)
034e8 move_object-/-noP: $objectID, X1, Y1, Z1, X2, Y2, Z2, int (0)
- moves an object (XYZ2 = speed), can be used inside "if" to check if this object moved completely
034f1 destroy_actor_fadingBartonnoP: $actorID
- destroys an actor and fades him out (like if somebody died)
03502 unknown-/-noP: $actorID, int (0/1?) (found @ COL2.gsr, CAP_1.gsr, baron1.gsr)
03510 is_gore_enabled-/-nounused
03522 set_actor_skin-/-yesP: $actorID, TEXT (ModelName)
- changes skin for specified actor
03531 refresh_actor_skin-/-yesP: $actorID
- used after "set_actor_skin" to activate skin
03541 set_up_chase_scene-/-nounused
03550 clean_up_chase_scene-/-nounused
03567 is_explosion_type_in_cube-/-nounused
03580 create_drop_off_cessna-/-nounused
03590 is_drop_off_cessna_destroyed-/-nounused
035a3 get_drop_off_cessna_coords-/-nounused
035b4 create_drop_off_package-/-nounused
035c5 place_object_relative_to_object-/-noP: $objectID, $carID, X, Y, Z
- places an object relative to another object
035e2 set_player_armorTbM2knoP: $player_char, int (0-200)
- sets the armour of the player
035f2 increment_actor_armorDemarestnoP: $actorID, int (0-200)
- increments the armour of the actor
03601 open_garage-/-noP: $garageID
- opens the given garage
03611 close_garage-/-noP: $garageID
- closes the given garage
03624 remove_actor_from_car_and_put_at-/-noP: $actorID, X, Y, Z
- removes the actor from a car and places him at given coordinates
03636 toggle_render_models_in_areaCyQnoP: X, Y, Z, R, #modelID, int (0=hide/1=show)
- will toggle (only) visibility of model(s) in given area
03651 set_actor_objective_29-/-noP: $actorID
- used on possible taxi-passengers
03661 unknown-/-noP: $objectID
- conditional opcode
03679 init_rampage_2-/-nounused
036810 create_ev_crane-/-nounused
03692 put_player_in_car-/-noP: $player_char, $carID
- puts the player into given car ("teleports" him in)
036a2 put_actor_in_car-/-noP: $actorID, $carID
- puts this actor into given car ("teleports" him in)
036d5 text_2numbers_styled-/-no-/-
036e6 text_3numbers_styledCyQno-/-
036f7 text_4numbers_styledCyQno-/-
03708 text_5numbers_styledCyQno-/-
03719 text_6numbers_styledCyQno-/-
03723 set_actor_wait_state-/-noP: $actor, int (state), int (time_in_ms)
- tells the actor what to do if he is standing still
01 - stand still, look around
02 - stand still, hands behind back
03 - lean back, look l&r
08 - number 2 then scratch head
09 - bounce off, stumble backwards
10 - turn 180 degrees then face angle
11 - number 9, then scratch head
12 - bend over, catch breath
13 - #2 for 5 seconds
14 - step away, bend down, then elbow-attack direction faced
15 - surprised, step backwards
16 - hail taxi
17 - one step backward then hands in air (stick-em-up)
18 - #15
19 - hand gestures #1
20 - #12 then #3
21 - sit down/stand up
23 - stand up
24 - sitting down, look around, then stand up
25 - 10 sec anim, take something from chest-pocket, hand to someone, put two things away
30 - fall over backwards (like busted or dying)
32 - hand gesture #2
33 - kick floor
28, 29, 31, 34 - crash the game
34-999 does nothing.
03730 set_camera_directly_behind-/-noP: -none-
- resets camera so its behind the player again (?)
03741 set_motion_blur-/-nounused
03754 text_1stringCyQno-/-
03764 init_random_actor-/-noP: ($)X, ($)Y, ($)Z, $actorID
- creates an actor with randomly choosen skin
03771 set_actor_objective_32-/-noP: $actorID
- used after "toggle_actor_wander" in BARON1.gsr and HAIT1.gsr
03783 text_phone_1string_repeatedlyCyQno-/-
03793 text_phone_1stringCyQno-/-
037a4 text_phone_2strings_repeatedlyCyQno-/-
037b4 text_phone_2stringsCyQno-/-
037c5 text_phone_3strings_repeatedlyCyQno-/-
037d5 text_phone_3stringsCyQno-/-
037e6 unknown-/-noP: X1, Y1, Z1, X2, Y2, Z2
- is ... ... coordinates?
  nop-/-noP: -none-
- No OPeration
037f0 give_player_detonator-/-nounused
03814 throw_objectHollowernoP: $objectID, X, Y, Z
- throws object into XYZ direction
03822 unknown-/-noP: $objectID, int (0=1?)
- has something to do with "moving_list"?
  Object collision detection-/-yesP: $objectID, int (0/1)
- has something to do with "moving_list"?
03831 is_player_car_horn_on-/-noP: $carID
- only used inside ICECRE1 mission
  nop-/-noP: -none-
- No OPeration
03844 text_1string_now-/-noP: TEXT1, TEXT2, int (time in ms), int (style)
- Shows TEXT1 with TEXT2 inserted
03854 text_1string_soonCyQno-/-
03866 text_phone_4strings_repeatedlyCyQno-/-
03876 text_phone_4stringsCyQno-/-
03887 text_phone_5strings_repeatedlyCyQno-/-
03897 text_phone_5stringsCyQno-/-
038a6 are_cars_near_point_3dBartonnoP: X, Y, Z, rX, rY, rZ
- checks if there is any car near the coordinate
038b0 load_requested_models-/-noP: -none-
- tells engine to load requested models
038c4 scatter_object-/-noP: $objectID, rX, rY, rZ
03922 toggle_object_in_moving_list-/-noP: $objectID, int (1=on)
- tells the engine this is an object that moves
03941 play_music-/-noP: int
- plays a musicfile (1=mission passed)
03955 clear_area-/-noP: X, Y, Z, float (radius), int (1?)
- clears an area... use radius=2.0 for cars, 1.0 for player and actors
03961 toggle_useless_flag-/-noP: int (0/1)
- used in "ROCKB1", "FIRETRU", "COPCAR"
03972 toggle_car_siren-/-yesP: $carID, int (0/1)
- toggles siren+lights of a car (1=on/0=off)
03987 enable_ped_nodes_in_angled_cubeCyQno-/-
03997 disable_ped_nodes_in_angled_cubeCyQno-/-
039a7 enable_car_nodes_in_angled_cubeCyQno-/-
039b7 disable_car_nodes_in_angled_cubeCyQno-/-
039c2 unknown-/-noP: $carID, int (1/0?)
039d12 create_particle_object-/-noP: int (particle), X, Y, Z, float?, float?, float?, float?, int?, int?, int?, int (duration in ms)
039e2 unknown-/-noP: $actorID, int (0=off/1=on)
- sets actorflag (cant pull actor out of car, used inside racing-missions)
039f3 race_car_to-/-noP: $carID, [$]X, [$]Y
03a03 is_car_picked_up_by_crane-/-nounused
03a14 unknown-/-noP: X, Y, Z, float (radius)
03a22 unknown-/-noP: $carID, int (4?)
- used after "stop_car" and before "cleanup_car"?
03a31 unknown-/-noP: $actorID
- conditional opcode (only used in "AMBULAN")
- plays Sound 19 if TRUE
- plays Sound 20 if FALSE?
  is_actor_malespaceeinsteinnoP: $actorID
- Checks if the actor is a male.
03a41 name_thread-/-yesP: THREADNAME
- names a thread (can be identified now by end_named_thread)
03a53 set_garage_type-/-nounused
03a63 get_drug_plane_coords-/-nounused
03aa3 play_suspect_last_seen_at-/-noP: ($)X, ($)Y, ($)Z
- police talks on radio about the coordinates (used once in COPCAR.gsr)
03ab2 unknown-/-noP: $carID, int (0/1?)
  set_car_strongeAinoP: $carID, int (0/1?)
03ac1 clear_route-/-noP: int (route)
- clears the given route
03ad1 toggle_rubbish-/-noP: int (0=off/1=on)
- switches leaves, newspapers and dirt on road on/off
03ae6 remove_objects_from_area-/-no-/-
03af1 toggle_streaming-/-noP: int (0=off/1=on)
- tells the engine to stop/start loading of data (models/area/graphics...)
03b01 is_garage_openTbM2knoP: $garageID
- checks if the garage-door is completely opened
03b11 is_garage_closed-/-noP: $garageID
- checks if the garage-door is closed
03b20 start_catalina_flyby-/-nounused
03b30 catalina_take_off-/-nounused
03b40 remove_catalina_heli-/-nounused
03b50 is_catalina_shot_down-/-nounused
03b66 replace_model-/-noP: X, Y, Z, A, int (oldModelID), int (newModelID)
- exchange model at coordinates with new model
03b71 toggle_process_cut_scene_only-/-no-/-
03b81 remove_player_weapons-/-no-/-
03b91 create_catalina_heli-/-nounused
03ba6 clear_cars_from_cube-/-no-/-
03bb1 set_garage_door_swing_open-/-no-/-
03bc5 create_sphere-/-no-/-
03bd1 destroy_sphere-/-no-/-
03bf2 toggle_player_ignored_by_all-/-no-/-
03c02 get_actor_carCyQnoP: $actorID, $carID
- puts Car driven by actor into $carID (use instead of store_actor_car)
03c12 get_player_car-/-yesP: $player_char, $carID
- puts actual Car into $carID (use instead of store_player_car)
03c21 is_phone_answered-/-no-/-
03c33 start_timer_with_textTbM2kyesP: $timerID (int), int (0=up/1=down), TEXT
shows and starts a timer "TEXT xx:xx"
- timervalue is stored in $timerID as int
- set starting time: "setgi $timerID, int (seconds)"
- TEXT "RACES" = "TIME:"
03c43 text_status-/-noP: $statusID, int (1?), TEXT
- displays "TEXT statusbar"
03c54 create_random_car_for_carpark-/-no-/-
03c61 is_current_island-/-nounused
03c71 unknown-/-noP: float/$float (0.5, 1.0 - used @ firetru.gsr)
  cops_density / cops_disabled???AlienXnoP: float/$float (0.5, 1.0 - used @ firetru.gsr)
cops_density float (0.0 -> 1.0) (might go higher, not tested)
03c80 rotate_player_180-/-noP: -none-
- rotates the player 180°
03c91 is_car_damaged-/-no-/-
03ca1 does_object_exist-/-no-/-
03cb3 set_camera-/-noP: X, Y, Z
- puts the camera at the given position
03cc3 add_car_to_stuck_car_check-/-no-/-
03cd1 remove_car_from_stuck_car_check-/-no-/-
03ce1 is_car_stuck-/-no-/-
03cf2 load_wav-/-yesP: int (ID), TEXT (wavefile)
- requests to load a Wave-File
03d01 is_wav_loaded-/-yesP: int (ID)
- checks if Wave-File is loaded
03d11 play_wav-/-yesP: int (ID)
- plays loaded Wave-File
03d21 is_wav_done-/-yesP: int (ID)
- checks if Wave-File was played
03d37 get_vector_near_point-/-no-/-
03d42 is_needed_car_in_garage-/-no-/-
  nop-/-noP: -none-
- No OPeration
03d51 remove_text-/-no-/-
03d61 remove_big_text-/-no-/-
03d74 set_mission_audio_location-/-no-/-
03d80 show_save_screen-/-yesP: -none-
- Pops Up the Save-Game-Screen
03d90 is_save_done-/-yesP: -none-
- TRUE if User exited Save-Game-Screen
03da1 set_garage_camera_follows_player-/-no-/-
  nop-/-noP: -none-
- No OPeration
03dc2 create_arrow_above_pickup-/-no-/-
03dd3 show_pickup_on_radar-/-no-/-
03de1 set_ped_density_multiplier-/-no-/-
03df1 set_all_random_peds-/-no-/-
  nop-/-noP: -none-
- No OPeration
03e11 get_packages_found-/-no-/-
  nop-/-noP: -none-
- No OPeration
03e21 make_actor_leave_vehicleTbM2kyesP: $actorID
- another "make_actor_leave_car" opcode but without carID
03e41 set_text_draw_align_right-/-noP: int (0/1)
- Draw right aligned text (0=left 1=right)
03e51 text_box-/-no-/-
03e60 clear_text_boxCyQnoP: -none-
- to clear Text shown with 03e5 "text_box"
03e71 flash_hud-/-no-/-
03ea1 unknown-/-noP: int (0/1)
03eb0 clear_small_messages-/-no-/-
03ec0 has_ev_crane_collected_all_cars-/-no-/-
03ed2 unknown-/-noP: $carID, int (0/1?)
03ee1 is_player_controllable-/-noP: $player_char
- checks if player is controllable (not fallen/lying/jumping...)
03ef1 make_player_safe-/-no-/-
03f01 text_draw_toggleTbM2knoP: int (1=on/0=off)
- toggles if "text_draw"ed text should be displayed
03f12 add_threat-/-no-/-
03f22 remove_threat-/-no-/-
03f33 get_car_colorHollowernoP: $carID, $int (color1), $int (color2)
- gets the colors of the car
03f41 toggle_car_damage-/-noP: int (0=off=1=on)
- toggles if cars can be damaged (?)
03f52 toggle_car_damage2TbM2knoP: $carID, int (0=off/1=on)
- like 03f4 toggles if the car can be damaged
- R* used this only "one way" with "int=1" before letting a car explode
03f71 load_island_data-/-nounused in VC
03f81 unknown-/-nounused
03f93 make_actors_converse-/-no-/-
03fb2 unknown-/-nounused
03fc2 unknown-/-nounused
03fd2 set_player_handling_responsiveness-/-no-/-
03fe2 unknown-/-noP: $actorID, 200? ([$]int)
03ff1 unknown-/-nounused
04007 unknown-/-noP: $objectID, X?, Y?, Z?, $float, $float, $float
  GetPointOnObjectPlaneY_LessnoP: $objectID, X?, Y?, Z?, $float, $float, $float
04010 increment_people_saved_in_ambulance-/-no-/-
04020 increment_criminals_stopped-/-no-/-
04031 save_highest_ambulance_level-/-no-/-
04040 increment_fires_extinguished-/-no-/-
04051 enable_phone-/-yesP: $phoneID
04061 save_flight_time-/-no-/-
04077 get_point_on_car_plane-/-noP: $carID, X, Y, Z, $X, $Y, $Z
- gets relative coordinates to car (X, Y and Z are no GameCoordinates!)
04081 set_total_rampages-/-no-/-
04090 blow_up_rc_buggy-/-yesDestroys RC-Cars/Planes
  nop-/-yesP: -none-
- No OPeration
040a1 remove_car_from_chase-/-no-/-
040b0 unknownidleno- perhaps checks for french game-version?
  nop-/-noP: -none-
- No OPeration
040c0 unknownidleno- perhaps checks for german game-version?
040d1 clear_mission_audio-/-no-/-
04102 override_gang_model-/-nogta3 only - use 0235 "set_gang_peds" instead!
04112 unknown-/-noP: $actorID, int (0?)
- used after walk_actor_to/0502 in baron1.gsr/COL2.gsr
04142 unknown-/-noP: $player_char, int (0/1)
- only used in MM
04171 start_mission-/-yesP: &missionname
- starts a mission (see #mission list at start of main.gsr)
04182 unknown-/-noP: $cutscene_objectID, int (0/1?)
04193 get_player_weapon_ammo-/-noP: $player_char, weaponID, $int
- gets ammo into "$int" from given weaponID
041c2 make_actor_say-/-no-/-
041d1 set_camera_near_clip-/-no-/-
041f1 override_hospital-/-no-/-
04201 override_police_station-/-no-/-
04211 toggle_rain-/-no-/-
04222 does_garage_contain_carCyQnoP: $garageID, $carID
- checks if the car is parked inside the garage
04232 improve_car_handlingspinnienoP: $carID, float
- improves the carhandling (R* used 1.5 and 2.0 in VC)
04240 is_metric-/-yesTRUE if Game is used in Europe
04252 unknown-/-no-/-
04266 create_save_cars_between_levels-/-nounused
04276 create_save_peds_between_levels-/-nounused (typo corrected)
04282 unknown-/-noP: $carID, int
042a2 does_threat_exist-/-nounused
042b6 clear_peds_from_cube-/-no-/-
042c1 set_total_missions-/-yesP: int
- int = N#_of_total_Missions
042d2 metric_to_imperial-/-yesP: int, int
042e2 save_record_timeArtemnoP: int (record index), time (ms)
- record index can be:
0="Alloy Wheels Of Steel"
1="The Driver"
2="Dirt Ring"
3="RC Plane"
4="RC Car"
5="RC Helicopter"
6="Terminal Velocity"
7="Ocean Drive"
8="Border Run"
9="Capital Cruise"
10="Tour!"
11="V.C. Endurance"
12=Downtown
13=Ocean Beach
14=Vice Point
15=Little Haiti
16="PCJ Playground"
17="Trial By Dirt"
18="Test Track"
19="Cone Crazy"
20="Hotring" total
21="Hotring" lap
22="Checkpoint Charly"
: 6-11 = Street Races
: 12-15 = Chopper Checkpoint Missions
- send by EMail
042f2 save_record-/-noP: int (record index), int (value)
- saves a record
0="Shootist" score
1="Shootist" accuracy (in percent)
2=# of drug deals made
  nop-/-noP: -none-
- No OPeration
04312 unknown-/-no-/-
04332 unknown-/-no-/-
04340 show_credits-/-yes-/-
04350 end_credits-/-yes-/-
04360 are_credits_done-/-yes-/-
04378 create_particle-/-noP: #particle, X1, Y1, Z1, X2, Y2, Z2, float (size)
XYZ1=position to spawn particle, XYZ2=speed of particle moving (see particle.cfg for #particle)
04382 unknown-/-no-/-
043a0 start_boat_foam_animation-/-nounused
043b1 update_boat_foam_animation-/-nounused
043c1 unknown-/-no-/-
043d1 set_intro_is_playing-/-no-/-
043f0 play_cutscene_music-/-no-/-
  nop-/-noP: -none-
- No OPeration
04400 stop_cutscene_music-/-no-/-
  nop-/-noP: -none-
- No OPeration
04412 unknown-/-no-/-
04422 is_player_in_car-/-no-/-
04431 is_player_in_a_car-/-no-/-
04442 create_fire_audio-/-no-/-
04450 is_handling_cheat_enabledDemarestno- This checks if "CORNERSLIKEMAD" (VC) and "GRIPISEVERYTHING" (GTA3) cheats are activated
04462 unknown-/-noP: $actorID, int (0/1?)
- ???
  toggle_actor_can_be_decapitatedpdescobaryesP: $actorID, int (0/1)
- 0: Headshot won't instantly kill actor
- 1: Headshot will instantly kill actor
Also applies to decapitation by sword
04471 unknown-/-no-/-
04482 is_actor_in_car_2-/-no-/-
04491 unknown-/-no-/-
044a1 unknown-/-no-/-
044b1 unknown-/-no-/-
044c1 change_to_island-/-nounused
044d1 load_splash-/-no-/-
  nop-/-noP: -none-
- No OPeration
044e2 toggle_car_level-/-nounused
044f2 unknown-/-no-/-
04501 warp_car_to_player-/-no-/-
  nop-/-noP: -none-
- No OPeration
04510 load_end_of_game_audio-/-no-/-
  nop-/-noP: -none-
- No OPeration
04534 unknown-/-noP: $objectID, X, Y, Z
- "set_object_rotation"?
04572 is_player_aiming_at_actorBartonnoP: $player_char, $actorID
Checks if the player aimes at the actor
04591 end_thread_namedCyQno-/-
045a4 text_draw_1numberTbM2knoP: X, Y, TEXT, [$]int
- draws text with 1 number (see text_draw)
045b5 text_draw_2numbersTbM2knoP: X, Y, TEXT, [$]int, [$]int
- draws text with 2 numbers (see text_draw)
045f2 unknown-/-no-/-
04602 set_camera_pointing_timeBartonnofound @ gtaforums.com
04648 attach_actor_to_car-/-noP: $actorID, $carID, X, Y, Z, int?, float?, int (weapon)
Used in "Turret"-Modes...
04651 remove_actor_from_car-/-noP: $actorID
Undoes what 0464 does...
04662 unknown-/-no-/-
  unknown_car flagYwa*NLnoP: $Car, Int(1)
Int = Unknown flag

Example:
0466: unknown_car 1@ flag 1
04671 unknown-/-no-/-
04681 unknown-/-no-/-
046910 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
046b2 unknown-/-noP: $actorID, $carID
046c2 unknown-/-no-/-
 2 cardrivermvolno$actorhandle = car $carhandle driver
046d2 unknown-/-no-/-
046e6 init_player_rc_carTbM2kyesP: $player_char, X, Y, Z, A, #model
- creates #model at given coordinates and sets rc-mode
046f2 unknown-/-noP: $player_char, int (weapon#)
- gets some weapon related stuff... (set_player_armed_weapon $player_char, int (weapon#)
04702 get_actor_armed_weaponTbM2knoP: $actorID, $int
- gets armed weapon of actor (can be set with 01b9)
04715 unknown-/-nounused
04725 unknown-/-noP: $actorID, $objectID, X, Y, int (checks if actor is near object, X=Y rect)
04773 unknown-/-noP: $carID, int (1?), int (100?)
  set_vehicle_animAlienXyes// var_car, anim, time(ms) (1=brakelight
on + stop, 2=brakelight off + stop, 3=reverse straight=
4=wheels far left + stop, 5=wheels far right + stop=
6=wheels straight + stop, 7=forwards+wheels left=
8=forwards+wheels right, 9=forwards, 10=wheels
right+brakelight on, 11=wheels left+brakelight on=
12=wheels straight+brakelight off, 13=wheels right+reverse=
14=wheels left+reverse)

Example: 0477: set_car $CarID1 animation 9 100 ms
047a1 is_actor_on_motorbike-/-noP: $actorID
047e1 is_player_on_motorbikeCyQnoP: $player_char
- checks if player is riding a bike
04802 unknown-/-noP: $actorID, int
- conditional opcode
04811 unknown-/-noP: float (10.0, 6.0? used after createcheckpoint/spawn_actor)
  nop-/-noP: -none-
- No OPeration
04821 unknown-/-noP: float (3.0? used sometimes after 0481)
  nop-/-noP: -none-
- No OPeration
04832 unknown-/-noP: $actorID, int (1150?)
- found @ CAP_1.gsr
04842 get_player_rc_carCyQnoP: $player_char, $carID
- gets "$carID" of the remotely driven car
04892 unknown-/-noP: $actorID, int (0/1?)
  set_actor_audiblespaceeinsteinyesP: $actorID, $int (0=talkative/1=quiet)
- Sets the actor's talkative behavior.
048a1 unknown-/-no-/-
048b2 unknown-/-noP: $carID, ?
048c3 unknown-/-no-/-
048f1 unknown-/-noP: $actorID
04902 unknown-/-no-/-
04932 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
04945 unknown-/-noP: int (0?), $int, $X, $Y, $Z
  get_player_analog_sticks-/-noP: int player, $stick1_x, $stick1_y, $stick2_x, $stick2_y
The gets the controller state of the analog section of the controls.
For PC keyboard this would simply correspond to up/down left/right keys.
04951 unknown-/-no-/-
04962 unknown-/-no-/-
  0496: tire_on_car_deflatedAlienXyes0496: tire @tire on_car @car deflated

Used in a IF Statement
049c3 unknown-/-noP: int (0?), float (90.0?), $float
used in main.gsr with 049d
  nop-/-noP: -none-
- No OPeration
049d2 unknown-/-noP: $objectID, $float
used on "init_object" ids in main.gsr
049e2 unknown-/-noP: $float, float
used after 049c and 049d in main.gsr
  nop-/-noP: -none-
- No OPeration
049f2 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
04a11 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
04a54 unknown-/-noP: $actorID, $X, $Y, $Z - creates coordinates near actor (random?? was already in VC!)
04a66 unknown-/-noP: X, Y, Z, int, int, $pickupID
. will create a pickup
04a81 unknown-/-noP: $player_char
- conditional opcode
04aa1 unknown-/-no-/-
04ad1 unknown-/-noP: $actorID
  is_actor_in_the_waterkyemanyesP: $actorID
04ae2 setYakuzzzanoP: $int, int (specialID)
- used with model#s, marker#s and rampages (main.gsr, copcar.gsr, firetru.gsr)
04b85 get_player_weapon_infoCyQnoP: $player_char, weapongroup, weapon, ammo, objectID
04b912 unknown-/-no-/-
04ba2 set_car_speed_instantlybrokenfishnoP: $carID, float
- sets the carspeed instantly to the given amount (50.0 = about 300kph)
04bb1 select_visible_locationCyQnoP: locationID (int)
0 = outside / 1 = hotel / 2 = mansion / 3 = bank / 4 = mall / 5 = stripclub / 6 = lawyers / 7 = cafe robina / 8 = concert / 9 = studio / 10 = shooting range / 11 = apartment/bikerbar / 12 = policeHQ / 14 = stadium1 / 15 = stadium2 / 16 = stadium3 / 17 = club / 18 = Print Works
04bc1 unknown-/-noP: TEXT (modelname)
- used with "GCFAN", "CCFAN" and "LCFAN" right before "set_cutscene_anim" is used
  nop-/-noP: -none-
- No OPeration
04bd2 unknown-/-noP: $carID, int (1?)
04be1 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
04bf2 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
04c16 unknown-/-no-/-
04c22 unknown-/-no-/-
04c47 get_point_on_actor_plane-/-noP: $actorID, X, Y, Z, $X, $Y, $Z
- gets calculated coordinates relative to actor (X, Y and Z are no GameCoordinates!)
04c51 unknown-/-no-/-
  actor_photographedYwa*NLyesP: $Actor

- Is actor photographed (Condition)
04c62 unknown-/-noP: $actorID1, $actorID2
04c71 toggle_camera_scanlinesopiusnoP: int (0=off/1=on)
- used at the entrance of the golf-club
  nop-/-noP: -none-
- No OPeration
04c91 unknown-/-noP: $player_char
- conditional opcode
04ce5 unknown-/-no-/-
  create_icon_marker_without_sphereJustmeyesExample:04CE: $31 = create_icon_marker_without_sphere IconNumber at X Y Z
04cf1 unknown-/-no-/-
04d02 unknown-/-no-/-
04d11 unknown-/-no-/-
04d37 unknown-/-no-/-
04d59 unknown-/-noP: X, Y, Z, R, int (type), int (lensflares), R, G, B
- type: 0, 1=dot/sun, 2=moon, 3=small cloud, 4=smudge/bigger dot, 5=octagon, 6, 7=circle, 8=horizontal line, 9=freeze VC (lensflare is enabled by 1/2, disabled with 0)
04d61 unknown-/-noP: int (0/1?)
04d72 lock_actorBartonnofound @ gtaforums.com
04d82 unknown-/-no-/-
  set_actor_ability_to_swimspaceeinsteinyesP: $actorID, $int
- Sets the actor to be able to swim in the water.
0 = has ability to swim
1 = has no ability to swim
04d92 unknown-/-noP: $objectID, int (1?)
04da1 unknown-/-no-/-
04db0 unknown-/-no-/-
04dd2 unknown-/-no-/-
04df2 unknown-/-no-/-
04e02 unknown-/-noP: $carID, int (5?)
04e11 unknown-/-no-/-
  open_and_freeze_trunk_of_car $caridAlienXyesOpens the trunk of a vehicle
04e22 unknown-/-no-/-
  shut_player_upeAino-/-
04e33 unknown-/-noP: $player_char, int (1?), int (60000?)
  set_player_moodeAinoP: $player_char, int (1?), int (60000?)
04e42 unknown-/-no-/-
  unknown_refresh_game_renderer_atchrispynoP: float(x) float(y)
Called post-select interior
04e56 unknown-/-no-/-
04e68 unknown-/-no-/-
04e71 unknown-/-no-/-
  object in_waterYwa*NLnoP: $Object

- Is object in water (Condition)
04ea8 unknown-/-no-/-
04ec13 set_zone_car_class_infoCyQnoP: TEXT, int (0=night/1=day), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000), int (0-1000)
- sets which car-types should appear in TEXT zone. (0-1000 are % of cartypes (all cartypes should summarize to "1000", boats to "1000" too!: "normal, poor, rich, executive, worker, big, taxi, moped, motorbike, leisureboat, workerboat")
04ed1 request_animationCyQnoP: TEXT
- requests an animation (for cutscenes?)
04ee1 is_animation_loadedCyQnoP: TEXT
- checks if the engine already loaded the requested animation
04ef1 release_animationCyQnoP: TEXT
- tells engine to unload animation if not needed anymore
04f01 unknown-/-no-/-
04f11 unknown-/-no-/-
04f31 unknown-/-noP: $actorID
- puts the actor from passenger into driverseat
  put_actor_into_driver_seatYwa*NLyesP: $actorID
- Puts the actor from passenger into driverseat
04f48 unknown-/-no-/-
04f53 unknown-/-noP: $actorID, $player_char, int (0/1)
- ???
  nop-/-noP: -none-
- No OPeration
04f74 text_status_additionalTbM2knoP: $statusID, int (1?), int (line 1-3), TEXT
- displays "TEXT statusbar". max 3 at the same time.
04f813 unknown-/-no-/-
04f92 select_interior_colorsCyQno-/-
04fa1 reset_interior_colorsCyQno-/-
04fc7 unknown-/-noP: $player_char, $int, $float, $int, $float, $int, $float
- some stunt related opcode?
  store_stunt_dataspaceeinsteinnoP: $player_char, $int, $float, $int, $float, $int, $float
- Stores two wheel, wheelie, and stoppie data.
04fe2 unknown-/-noP: $carID, int
- used in baron1.gsr with 0 directly followed by 1!
04ff1 unknown-/-no-/-
05012 unknown-/-no-/-
05023 unknown-/-noP: $actorID, X, Y
- looks like another "walk_actor_to" opcode
05041 unknown-/-no-/-
05063 set_car_variationPatrickWnoP: #model, int (-1=no), int (-1=no)
changes the model variation of a car, have to be used before creating the car with "create_car" opcode

# = Name Variation_values
--------------------------------
134, #PEREN, 0=roofrack/light
137, #FIRETRUK, 0=#1 1=#2 2=#3 3=#4 4=#5 5=#6
138, #TRASH, 0=some_trash_sticking-out_of_back
139, #STRETCH 0=sunroof
144, #NULE, 0=Haul 1=outtasight 2=marlin 3=vicevoice 4=bows-butcher
145, #CHEETAH, 0=1_sidemirror(high) 1=2_sidemirrors(low)
150, #TAXI, 0=1=taxilight_on_roof
154, #BFINJECT, 0=extra_inlet_on_engine 1=four_inlets_on_engine
163, #BARRACKS, 0=closed_cover 1=cover_frame only
167, #COACH, 0=vicefree 1=whippet 2=bullet
168, #CABBIE, 0=1=taxilight_on_roof
169, #STALLION, 0=softtop
170, #RUMPO, 0=bows-butchwer 1=gasmaster
172, #ROMERO, 0=wooden_coffin 1=black_coffin 2=flat_wooden_coffin
179, #GANGBUR, 0=bear_on_grill 1=bear_on_roof
185, #FLATBED, 0=crates1 1=pipes 2=plane1 3=plane2 4=crates2 5=crates3(same as 0)
186, #YANKEE, 0=cityhaul 1=haul 2=marlin 3=bows-butcher
187, #CADDY, 0=golfbag 1=smallbag 2=golfbag2
188, #ZEBRA, 0=1=taxilight_on_roof
200, #PATRIOT, 0=back_closed 1=back_roofed 2=back_steeltube
212, #BURRITO, 0=lights/spoiler_on_roof
216, #KAUFMAN, 0=1=taxilight_on_roof
228, #BOXVILLE 0=cityhaul 1=haul 2=marlin 3=bows-butcher
229, #BENSON, 0=SUMO 1=ZIP 2=vice_and_easy 3=bitch'n
230, #MESA, 0=softtop 1=rollbar
232, #HOTRINA, 0=#46 1=#21 2=#34 3=#78 4=#56 5=#99
233, #HOTRINB, 0=#14 1=#28 2=#35 3=#65 4=#69 5=#80
234, #BLOODRA, 0=#53 1=#27 2=#3 3=#69 4=#99 5=#1
235, #BLOODRB, 0=#83 1=#11 2=#41 3=#59 4=#48 5=#73
(got from gtaforums.com written by jax)
05071 toggle_camera_interferenceopiusnoP: int (0=off/1=on)
- used in the elevator-cutscene of "G-Spotlight"
  nop-/-noP: -none-
- No OPeration
05081 unknown-/-no-/-
  close_all_doors_cartomworld10yesP: $carID ; close all of componnents/doors opened with opcode 0657 and affiliates, or actor, or...!!!
exept from the trunk, seem to only close passengers doors. -/-
050b1 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
050d1 unknown-/-no-/-
050e2 unknown-/-noP: $objectID, $carID
- mount/add object on/to car?
05105 unknown-/-noP: $actorID, [$]X, [$]Y, [$]Z, r
- conditional statement, perhaps "is_actor_near_something?"
05121 unknown-/-noP: TEXT
- displays Help-MessageBox in Races?
05143 unknown-/-no-/-
05175 create_locked_property_pickupCyQno-/-
05186 create_forsale_property_pickupCyQno-/-
05192 unknown-/-no-/-
  lock_car_in_positionJustMeyes$carID (parameter: 1=yes 0=no)

Locks car in its position
051a2 has_actor_been_damaged_by_actoreAinoP: $actorID, $actorID
- tests if the first actor was damaged by the second (by shooting or hitting)
05211 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05220 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05233 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05243 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05253 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05262 unknown-/-no-/-
05281 add_to_weapon_budgetTbM2kyesP: [$]int (money)
- adds "money" to weapon-budget-spend-stats
05291 add_to_property_budgetTbM2kyesP: [$]int (money)
- adds "money" to property-budget-spend-stats
052b2 toggle_cellphoneTbM2knoP: $actorID, int (0/1)
- actor pulls out his cellphone (request "#cellphone" model first!!) and puts it next to his ear... 0=put away
052c2 set_player_drunk_visuals-/-no-/-
05311 add_to_stores_knocked_off_statsDemarestyesP: int (number of stores)
- increments the number of "stores knocked off" stats by the int value
05331 unknown-/-no-/-
05341 unknown-/-no-/-
05361 unknownArtemnoP: int
- should add a value to the "Icecream sold" stats
053c2 unknown-/-noP: $actorID, int (0/1?)
053d1 unknown-/-noP: $actorID
- used in baron1.gsr after set_actor_wait_state
053e6 get_car_handle_in_rectGM2000yesP:X1, Y1, X2, Y2, int(-1), $carID
-Gets the handle of a random car in the given rectangle. Repeat use and will get the handle for all cars in that rect until it returns -1.
053f2 toggle_car_tires_vulnerableTbM2knoP: $carID, int (0=off/1=on)
- 0 makes the tires invulnerable so police cant stop you!
05402 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05411 unknown-/-no-/-
  fire_guns_on_vehicleYwa*NLnoP: $Car

Fires primair gun on vehicle?
05421 add_to_property_ownedTbM2kyesP: PropertyID (int)
- 00 - Bank- 08 - Vice Point
- 01 - Print Works- 09 - Links View Apartment
- 02 - Film Studio- 10 - El Swanko Casa
- 03 - Ice Cream Factory- 11 - 1102 Washington Street
- 04 - Car Showroom- 12 - Ocean Heights Apartment
- 05 - Taxi Company- 13 - Skumole Shack
- 06 - Boatyard- 14 - Hyman Condo
- 07 - Pole Position Club 
05431 unknown-/-no-/-
05441 unknown-/-no-/-
05450 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05462 unknown-/-no-/-
05486 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05491 unknown-/-no-/-
054a2 unknown-/-noP: $actorID, int (0/1)
- used inside racing missions after 039e
  set_actor_immune_to_car_headshotsspaceeinsteinyesP: $actorID, $int (0=immune/1=not immune)
- Makes the actor not be able to be shot through the windshield.
054b2 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
054c1 select_gxt_key_tableCyQnoP: TEXT
- sets the "folder" in gxt-file to get the text-strings from
054d1 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
054e1 unknown-/-no-/-
  actor_go_path_closestflacsyes-/-
The actor starts to go on ways of pedestrians. Thus he does not become the pedestrian.
05502 unknown-/-no-/-
  keep_object_in_memory BigunyesMakes the object not dissappear and always stay in memory.
05511 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05521 unknown-/-noP: $int
- ???
  nop-/-noP: -none-
- No OPeration
05568 create_cab_from_toCyQyesP: X1, Y1, Z1, A1, X2, Y2, Z2, A2
- creates a "Kaufman Cab" that drives you for 9$ from XYZ1 to XYZ2
  nop-/-yesP: -none-
- No OPeration
05570 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
055a1 unknown-/-no-/-
  unsupported_in_saspaceeinsteinyesThis OpCode is unsupported in SA
055b5 create_clothes_pickupCyQno-/-
  nop-/-noP: -none-
- No OPeration
055d2 toggle_player_burnproofBartonnoP: $player_char, int (0=off/1=on)
- makes the player like my cd-burner "burn-proof" ;)
055e2 increase_max_health-/-no-/-
055f2 increase_max_armour-/-no-/-
05602 get_actor_from_carBartonnoP: $carID, $actorID
Gets the actorID from the driver of the given car
05613 unknown-/-no-/-
05622 unknown-/-no-/-
  unsupported_in_saspaceeinsteinyesThis OpCode is unsupported in SA
05632 unknown-/-no-/-
05641 unknown-/-no-/-
05654 unknown-/-noP: X, Y, Z, int (?)
- used with "create_explosion"
05662 assign_object_to_interiorPatrickWnoP: $objectID, int (Interior#)
Objects are unloaded once interiors are switched and loaded again if the selected interior is activated again.
05682 unknown-/-noP: $actorID, int (0/1?)
- ???
  set_actor_targetablespaceeinsteinyesP: $actorID, $int
- Makes the actor targetable.
0 = targetable
1 = not targetable
05691 unknown-/-noP: TEXT (modelname)
- ???
  nop-/-noP: -none-
- No OPeration
056a0 unknown-/-no-/-
  if_cutscene_interruptedPLPyntonyesreturns 0 when cutscene interrupted with space for example
056b2 unknown-/-no-/-
  unsupported_in_saspaceeinsteinyesThis OpCode is unsupported in SA
056c1 is_actor_driving_policecaropiusnoP: $player_actor
- checks if this actor is actually driving a policecar
056d1 unknown-/-noP: $actorID
  is_carcass_of_actor_validspaceeinsteinyesP: $actorID
- Checks if the actor's carcass didn't disappear.
05705 create_radar_marker_icon-/-noP: [$]X, [$]Y, [$]Z, int (markertype), $markerID
- should create a radar marker on the map
05711 unknown-/-no-/-
05721 toggle_taxi_boost_jumpCyQno-/-
05732 unknown-/-no-/-
05742 unknown-/-no-/-
  lock_car_in_current_pos2tomworld10yesP: $carID int (1=locked; 0=unlocked)
Works the same as 0519
-/-
05781 unknown-/-no-/-
05791 unknown-/-noP: $actorID
- stop_actor?
057a2 set_garage_max_cars-/-no-/-
057b0 is_wanted_level_suspendedDemarestnoP: none
- equals to true if your wanted-stars are flashing (after using pay'n'spray)
  nop-/-noP: -none-
- No OPeration
057c1 unknown-/-no-/-
057d1 play_mp3Y_LessnoP: int (0="Bridge Closed", 1="Bridge Opened")
- If you use numbers > 1 it plays the MP3s in your Audio Folder alphabetically (2=ass_1.mp3, 3=ass_2.mp3 ...)
  nop-/-noP: -none-
- No OPeration
057e1 toggle_radar_blankopiusnoP: int (0=radar/1=grey)
switches the radar to grey (used by R* in the stadium-races)
057f2 unknown-/-no-/-
  nop-/-noP: -none-
- No OPeration
05803 unknown-/-noP: $actorID, $carID, $int
- if last param !, 1 the actor is destoyed, but why? (perhaps "hasnt_actor_bought_icecream?")
05811 unknown-/-no-/-
05822 unknown-/-no-/-
05832 unknown-/-no-/-
05850 unknown-/-noP: -none-
- if ?!?
  nop-/-noP: -none-
- No OPeration
05861 unknown-/-no-/-
05872 unknown-/-no-/-
05882 unknown-/-no-/-
058a6 unknown-/-no-/-
058b1 unknown-/-no-/-
058c1 get_percentage_completed-/-no-/-
058d4 create_redo_mission_taxi_startCyQnoP: X, Y, Z, A
- creates a point where after a failed mission a taxi is spawned
  nop-/-noP: -none-
- No OPeration
058e4 set_redo_mission_taxi_destinationCyQnoP: X, Y, Z, A
- sets the destination of the return-to-mission-taxi (use inside mission!)
  nop-/-noP: -none-
- No OPeration
058f8 unknown-/-noP: X1, Y1, X2, Y2, int (1), int (0), int (1), $actorID
- only used in "ICECRE1" mission, seems to get a random actor inside the coordinates that wants icecream... (if $actorID = -1 then it couldnt find an actor)
05914 unknown-/-noP: X1, Y1, X2, Y2
- only used 1x in mission "PROTEC3" before "clear_peds_from_cube"
  nop-/-noP: -none-
- No OPeration
05922 unknown-/-noP: int (2, 4), int (0, 1)
- only used in "MAIN" and "INTRO", seems to have something to do with gangs
  nop-/-noP: -none-
- No OPeration
05932 unknown-/-noP: $actorID, int (1)
- found @ TAXWAR1.gsr (if actor not dead = 1, else = 0?)
05942 unknown-/-noP: $carID, int (0?)
- only used in "INTRO" on cartype "coach"
05950 unknown-/-noP: none
- used right after "add_to_mission_points" inside a racing mission (perhaps "increase_races_driven?"
05961 unknown-/-nounused
05983 unknown-/-noP: $cutscene_objectID, float (10.0), int (4, 6, 8)
- only used in "INTRO"
  unsupported_in_sa-/-noThis opcode is not supported by SA.
05991 unknown-/-noP: $int
- seems to set some stats... "fires_extinguished_by_player?"
059a0 falseidleno- like opcode 00C6 in GTA3
059b1 unknownidleno- does absolutely nothing (?)
  nop-/-noP: -none-
- No OPeration
00526 unknown-/-no-/-
015b3 unknown-/-no-/-
02d66 unknown-/-no-/-
  is_actor_firing_weapon_near_pointspaceeinsteinyesP: $actorID, $X1, $Y1, $X2, $Y2, $int (sphere)
- Checks if actor is firing a weapon within this point.
03382 unknown-/-no-/-
03642 unknown-/-no-/-
  is_actor_spotting_actorspaceeinsteinyesP: $actor1ID, $actor2ID
- Checks if actor1 can see actor2.
038d9 unknown-/-no-/-
038e8 unknown-/-no-/-
038f2 unknown-/-no-/-
  load_texturespaceeinsteinnoP: $int (imageID), TEXT (image name)
- Loads the texture from the TXD as the number.
03901 unknown-/-no-/-
  load_TXDspaceeinsteinnoP: TEXT
- Loads the TXD file from the folder "txd".
03910 unknown-/-no-/-
  release_TXD-/-noRelease TXD loaded with 0390?
03933 unknown-/-no-/-
  actor_perform_anim_at_times_normal_rateDeeZireyesP: actorID "ANIM NAME" int
Makes the actor perform the specified animation at int times the normal speed. Actor must already be peforming the animation, so use opcode 0611 to check it first.
03a71 unknown-/-noP: $i
- write_debug_int_$i
03a81 unknown-/-noP: $f
- write_debug_float $f
03a90 unknown-/-noP: none
- write_debug_newline
  nop-/-noP: -none-
- No OPeration
03e01 unknown-/-no-/-
03e31 unknown-/-no-/-
041a3 unknown-/-no-/-
04303 unknown-/-no-/-
  put_actor_in_car_as_passengerYwa*NLyesP: $actorID, $carID, int(0)
Teleports Actor or Player in Car as passenger
Int = Passenger seat
04323 unknown-/-noP: ???
- get_car_passenger - obtain actorID? in a given seat of the car
  get_actor_handle_from_carYwa*NLyesP: $car, $seat, $handle
Example:
0432: 1@ = get_actor_handle_from_car $Car1 passenger 0
04582 unknown-/-no-/-
045c0 unknown-/-no-/-
 0 abort_missionop9080noP: none??
- aborts current running mission
04746 unknown-/-no-/-
04756 unknown-/-no-/-
04912 unknown-/-noP: $actorID, itemID
- checks if actor does have an item
04a32 unknown-/-noP: ???
- is_on_island - checks if island-var matches a certain island (1, 2, 3)
04a42 unknown-/-no-/-
04a71 unknown-/-no-/-
04a91 unknown-/-no-/-
04ab1 unknown-/-no-/-
  is_actor_driving_planespaceeinsteinyesP: $actorID
- checks if actor is in a plane
04C8 is for all flying vehicles
04af2 unknown-/-noP: ???
- setl (like 04ae) was this already in VC? because 04ae was!
04b52 unknown-/-no-/-
04c81 is_actor_on_plane-/-noP: $actorID
05003 unknown-/-noP: ???
- is_player_wearing? combined with location-check?!?
05095 unknown-/-noP: X1, Y1, X2, Y2, $f
- calculate_distance_2d - calculates distance (float) between coordinates
  distance between point x y and point x1 y1flacsyesP: X1, Y1, X2, Y2, $f
- calculate_distance_2d - calculates distance (float) between coordinates
050a7 unknown-/-noP: X1, Y1, Z1, X2, Y2, Z2, $f
- calculate_distance - calculates distance (float) between coordinates
050f1 unknown-/-no-/-
  get_max_wanted_levelspaceeinsteinyesP: $wanted level number
- Gets your current maximum wanted level in the game.
051b2 unknown-/-no-/-
051c2 unknown-/-no-/-
051d2 unknown-/-noP: $carID, $carID
- have_cars_collided
051e1 unknown-/-noP: station (i)
- get_radio_station?
05472 unknown-/-no-/-
  is_actor_colliding_with_carspaceeinsteinyesP: $actorID, $carID
- Checks if the actor is touching the car.
054f1 unknown-/-no-/-
  clear_flags_from_carflacsyes-/-
To remove all flags, checks from the car (as though she new!)
05552 unknown-/-no-/-
  remove_weapon_from_actorkyemanyesP: $actorID, int weaponid
056e1 unknown-/-no-/-
  is_carcass_of_car_validspaceeinsteinyesP: $carID
- Checks if the carcass of the car didn't disappear.
05752 unknown-/-no-/-
05971 unknown-/-no-/-
  is_actor_crouchingspaceeinsteinyesP: $actorID
- Checks if the actor is crouching.
059c2 unknown-/-no-/-
059f4 unknown-/-no-/-
05a14 unknown-/-no-/-
05a24 unknown-/-no-/-
05a31 unknown-/-no-/-
05a45 unknown-/-no-/-
05a58 unknown-/-no-/-
05a64 unknown-/-no-/-
05a74 unknown-/-no-/-
05a82 unknown-/-no-/-
05a92 unknown-/-noP: ???
- setgn
05aa2 unknown-/-noP: ???
- setln - load 8byte GXT-String Name
05ad2 unknown-/-noP: ???
- egn
05ae2 unknown-/-noP: ???
- eln
05b010 unknown-/-no-/-
05b6-2 unknown-/-noP: STR
- write_debug_string_STR
05b92 unknown-/-no-/-
05ba2 unknown-/-no-/-
  actor_task_chew_gumspaceeinsteinyesP: $actorID, $int (time in ms)
- Makes actor chew gum.
05bb3 unknown-/-no-/-
05bc2 unknown-/-no-/-
  actor_task_jumpspaceeinsteinyesP: $actorID, $int
- Makes actor jump
0 = small leap (1/2 normal dist)
1 = normal leap
other nonzero values are same as value 1
05bd2 unknown-/-no-/-
  actor_task_tiredspaceeinsteinyesP: $actorID, $int (time in ms)
- Makes the actor catch its breath for this amount of time.
05be1 unknown-/-no-/-
  actor_task_kill_actorspaceeinsteinyesP: $actorID
- Instantly kills actor
05bf3 unknown-/-no-/-
  actor_task_look_at_actorkyemanno($actor) ($actor_look_at) (#duration)
05c03 unknown-/-no-/-
  actor_task_look_at_carkyemanno($actor) ($car) (#duration)
05c12 unknown-/-no-/-
05c21 unknown-/-no-/-
  actor_task_show_the_fingerspaceeinsteinyesP: $actorID
- Makes the actor show the finger.
05c31 unknown-/-no-/-
  actor_task_hands_cowerspaceeinsteinyesP: $actorID
- Makes the actor go "Whoa" like seeing a dead body. Animation is called "hand cower" in files.
05c42 unknown-/-no-/-
  actor_task_hands_upspaceeinsteinyesP: $actorID, $int (time in ms)
- Makes actor raise his hands.
05c52 unknown-/-no-/-
  actor_task_cowerspaceeinsteinyesP: $actorID, $int (time in ms)
- Makes actor cower in fear.
05c71 unknown-/-no-/-
  actor_task_use_atmspaceeinsteinyesP: $actorID
- Makes the actor uses the ATM animation. ATM as in Automated Teller Machine.
05c81 unknown-/-no-/-
  actor_task_look_aroundspaceeinsteinyesP: $actorID
- Makes the actor look around, like when crossing a street.
05c92 unknown-/-no-/-
05ca4 unknown-/-no-/-
  action_sequence actor %actorid% enter_car %carid% passenger_seat %seatid% %timems%AlienXyesaction_sequence actor %actorid% enter_car %carid% passenger_seat %seatid% %timems%

Kinda explains itself really...
if you want the cctor to be beamed into the vehicle, use 1 ms
Example of using this opcode is:
05CA: action_sequence actor $PLAYER_ACTOR enter_car $100 passenger_seat 0 1 ms
05cb3 unknown-/-no-/-
  actor_task_enter_car_driverseatkyemanno($actor) ($car) ((bool)teleport)
05cd2 unknown-/-no-/-
  actor_task_leave_carkyemanno($actor) ($car)
05cf5 unknown-/-no-/-
05d19 unknown-/-no-/-
  actor_task_drive_to_point-/-yesP:$actorID=$carID=$x=$y=$z=int(speed)=int(a)=int(b)=int(c)
actor_go_to_car_an_drive_to_XYZ
$actor(actor=player or -1)
$Car (CarID or -1(any))
int(a) unknown
int(b) HandlingID(412=404=481)???
int(c) unknown Drive-Flag
05d24 unknown-/-no-/-
05d36 unknown-/-no-/-
  actor_task_go_to_pointdpassyesP:$actorID, $X, $Y, $Z, int(speed 4 or 6), int(Timeout)
$actorID, go to XYZ, 4=slow 6=fast, with Timeout(ms) to teleport
(Actor=Player or -1)
05d42 unknown-/-no-/-
  actor_task_rotate_to_angledpassyesP:$actorID, $z
actor or Player rotate to zangle
05d60 unknown-/-noP: -/-
- clear_scmpath
05d73 unknown-/-noP: X, Y, Z
- add_point_to_scm_path
  unknown-/-noP: X, Y, Z
- add_point_to_scm_path
05d83 unknown-/-noP: $actorID, flag1 (i), flag2 (i)
- assign_scm_path_to_actor
05d94 unknown-/-no-/-
05da6 unknown-/-no-/-
05db4 unknown-/-no-/-
05dc6 unknown-/-no-/-
05dd4 unknown-/-no-/-
05de1 unknown-/-no-/-
05e22 unknown-/-no-/-
  actor_task_kill_actorteuntjuhyesP: $actorID, $actorID
Makes one actor kill another one.
05e92 unknown-/-no-/-
05eb2 unknown-/-no-/-
  assign_vehicle_to_pathspaceeinsteinyesP: $carID, $pathID
- Assigns the vehicle to the path created by 07C0.
05ec1 unknown-/-no-/-
  release_car_from_pathspaceeinsteinyesP: $carID
- Releases the car from any path assigned to the car.
05ed1 unknown-/-no-/-
05ee1 unknown-/-no-/-
05f12 unknown-/-no-/-
05f22 unknown-/-no-/-
05f56 unknown-/-no-/-
05f67 unknown-/-no-/-
05f87 unknown-/-no-/-
  Is_Player_In_Bubble?AlienXnoNot Tested - Used in spike stip mission

Example:
0400: create_coordinate @79 @81 @85 from_object @36 offset -.5 2.5 0.0
0400: create_coordinate @80 @82 @85 from_object @36 offset -.5 -2.5 0.0
05F8: $PLAYER_ACTOR @79 @81 @80 @82 1.0 0
05fc9 unknown-/-no-/-
05fd9 unknown-/-no-/-
05fe9 unknown-/-no-/-
06021 unknown-/-no-/-
  is_actor_driving_taxiHammer83yesP: $actorId
- Checks if the actor is driving a vehicule id 420 (TAXI) or 438 (CABBIE)
06036 unknown-/-no-/-
06043 unknown-/-no-/-
06059 unknown-/-no-/-
  actor_perform_animationDeeZirenoP: $actorID(int), "anim sequence name from IFP file", "IFP filename without extension", 4.0, int (0=once only 1=loop), 0, time to play anim in ms (-1 = loop continuously)

If -1 is specified for $actorID then you must first use opcode 0615 to assign the anim to a sequence and afterwards use opcode 0616 to release the anim from the sequence.
06064 unknown-/-no-/-
06070 unknown-/-no-/-
060a2 unknown-/-noP: ???
- id, mysterious_entity?
060b2 unknown-/-noP: ???
- actor_use_mysterious_entity actor, mysterious_entity?
060d5 unknown-/-no-/-
  set_text_draw_shadowmbellyesP: int(offset), int(R), int(G), int(B), int(alpha)
- sets color of text_draw shadow (offset controls distance from text along diagonal)
060e1 unknown-/-no-/-
  is_car_assigned_to_existing_pathspaceeinsteinyesP: $carID
- Checks if the car is assigned to a path.
060f2 unknown-/-no-/-
06112 unknown-/-no-/-
  is_char_playing_animeAiyesP: $actorID, TEXT

Checks if an actor is performing the animation in the TEXT
06123 unknown-/-no-/-
06133 unknown-/-no-/-
06143 unknown-/-no-/-
06151 unknown-/-noP: $sequenceID
- start_action_sequence
06161 unknown-/-noP: $sequenceID
- end_action_sequence
06182 unknown-/-noP: $actor, $sequenceID
- assign_sequence_to_actor
06192 unknown-/-no-/-
  set_actor_collision_detectionspaceeinsteinyesP: $actorID, $int (0=not solid/1=solid)
- Makes the actor not solid. Actor won't go through the ground but it can't move from its place.
061b1 unknown-/-noP: $sequenceID
- start_sequence/release_sequence?!
  remove_references_to_action_sequencesspaceeinsteinnoP: $sequenceID
- Removes reference to action sequences made by 0615?
061d7 unknown-/-noP: X1, Y1, X2, Y2, Z?, $sequenceID, $sequencepackID
- define at postion
061e1 unknown-/-noP: $sequencepackID
- destroy sequencepack?
06222 unknown-/-noP: ???
- remove_actor_from_car - removes an actor from a car
06232 unknown-/-noP: stat (int), amount (i)
- add_to_stat
06242 unknown-/-no-/-
  add_to_stat_floattomworld10noP: stat ($int), amount ($float)
- add a float to the stat $int
06252 unknown-/-no-/-
  add_to_stattomworld10noP: stat ($int), amount ($int or $float !!!)
- add an integer to the stat, seem to accept int and floats
06272 unknown-/-no-/-
  change_stat_if_leqop9080noP: N v
- changes stat N to v if existing value is <= v
v is an int, but it should be a 16-bit value sign extended to 32 bits
N is an int, only lower 16 bits are used
06282 unknown-/-no-/-
  add_to_stat_vfloattomworld10noP: stat ($int), $float ($float)
- add a float to the stat $int, for some reason it's only in a variable unlike 0624 wich only use a float without a variable
06292 unknown-/-noP: stat (int), int
- sets player-stat (stat) to int (not like 0623 that only adds to the existing value)
  change_stat_int-/-noP: stat ($int), $float ($float)
- change the stat $int to an integer
062a2 unknown-/-no-/-
  change_stat_float-/-noP: stat ($int), $float ($float)
- set the stat $int to a float
062e3 unknown-/-no-/-
062f2 unknown-/-noP: ???
- create_group - non player groups
06302 unknown-/-noP: ???
- put_actor_in_group_as_leader
06312 unknown-/-noP: ???
- put_actor_in_group
06321 unknown-/-noP: ???
- release_group
06331 unknown-/-no-/-
  actor_task_bail_from_car-/-nop: $actor
Actor bails from car same way you do when exiting while car is moving.
06345 unknown-/-no-/-
06353 unknown-/-no-/-
06378 unknown-/-no-/-
06382 unknown-/-no-/-
  actor_task_stay_putspaceeinsteinyesP: $actorID, $int (0=disable/1=enable)
- Makes the actor stand at that place. Actor can still do stuff while there.
06392 unknown-/-no-/-
  actor_task_rotate_to_actorspaceeinsteinyesP: $actor1ID, $actor2ID
- Makes actor1 rotate and face to actor2.
06422 unknown-/-noP: $actorID, $sequencepackID
- has sequence finished?
06432 unknown-/-noP: $sequenceID, flag (i)
- set_sequence_flag (loop flag?)
06462 unknown-/-no-/-
06471 unknown-/-no-/-
06482 unknown-/-no-/-
064b6 unknown-/-no-/-
  create_particlespaceeinsteinyesP: #particle, $x, $y, $z, 1, $paticleID
- Creates particles at that point. Goes with 064C.
064c1 unknown-/-no-/-
  make_particle_visiblespaceeinsteinyesP: $particleID
- Makes particle visible.
064e1 unknown-/-no-/-
064f1 unknown-/-no-/-
  make_particle_visibleZAZyes;same as 064C=used with Explosions
06501 unknown-/-no-/-
  destroy_particletomworld10yesP:$particleID
- should be destroy or make the particule unvisible
06522 unknown-/-noP: stat (int), $i
- like 0629, only loads the stat into $i instead of saving stat
  set_var_to_stat_int-/-noP: $var = stat $int
- set $var to the integer value of the stat $int
06532 unknown-/-no-/-
  set_var_to_stat_floattomworld10yesP: $var = stat $int
- set $var to the float value of the stat $int
06542 unknown-/-no-/-
06553 unknown-/-no-/-
06562 unknown-/-no-/-
06572 unknown-/-no-/-
065b4 unknown-/-no-/-
065c1 unknown-/-noP: ???
- create_default_mysterious_entity mysterious_entity? (actor/group) or destroy it?!?
065d2 unknown-/-no-/-
065e2 unknown-/-no-/-
06611 unknown-/-noP: STR
- write debug error(?) string STR
06621 unknown-/-noP: STR
- write debug message string STR
06632 unknown-/-noP: STR, $i
- write debug intvar (with describing text STR)
06642 unknown-/-noP: STR, $f
- write debug floatvar (with describing text STR)
06652 unknown-/-no-/-
06675 unknown-/-no-/-
  actor_task_aim_at_pointspaceeinsteinyesP: $actorID, $x, $y, $z, $int (time in ms)
- Makes the actor aim at this point for this amount of time.
06685 unknown-/-no-/-
  actor_task_rotate_to_pointspaceeinsteinyesP: $actorID, $x, $y, $z, $int (time in ms)
- Makes the actor rotate toward this point for this amount of time.
06697 unknown-/-no-/-
  attach_particle_to_actorspaceeinsteinyesP: #particle, $actorID, $oX, $oY, $oZ, 1, $paticleID
- Attaches a particle to the actor. Goes with 064C.
066a10 unknown-/-no-/-
  attach_particle_to_actor2spaceeinsteinyesP: #particle, $actorID, $oX, $oY, $rotZ, $rotX2, $rotY2, $rotZ2, 1, $paticleID
- Attaches a particle to the actor with offset points and rotation angles. Goes with 064C.
Note to tomworld10: Only if you are using my updated SASCM.ini. I swaped the parameters around so it's newbie friendly. Use Plynton's INI if you want to be always compatible.
066b7 unknown-/-no-/-
  attach_particle_to_vehiclespaceeinsteinyesP: #particle, $carID, $oX, $oY, $oZ, $int, $particleID
- Attaches a particle to a vehicle. Goes with 064C.
066c10 unknown-/-no-/-
  attach_particle_to_vehiclespaceeinsteinyesP: #particle, $carID, $oX, $oY, $oZ, $rX, $rY, $rZ, $int, $particleID
- Attaches a particle to a vehicle. Goes with 064C.
066d7 unknown-/-no-/-
  attach_particle_to_objectspaceeinsteinyesP: #particle, $objectID, $oX, $oY, $oZ, $int, $particleID
- Attaches a particle to an object. Goes with 064C.
06722 unknown-/-no-/-
  actor_task_attack_carspaceeinsteinyesP: $actorID, $carID
- Makes actor attack the car.
06734 unknown-/-no-/-
  actor_task_divespaceeinsteinyesP: $actorID, $oX, $oY, $int (time in ms)
- Makes the actor dive to the actor's offset and stay on the ground in this amount of time.
06742 unknown-/-noP: CARID?, "TEXT"
- changes the text on the numberplate
  set_car_numberplateGrovespazyesP: #model, TEXT
- Changes the car's license plate.
Note that you have to enter the text this way:
"_GTARULZ_"
All uppercase symbols and indtead of space use underscore.
Also you can only use 9 symbols
06762 unknown-/-no-/-
  actor_task_move_from_passengerseat_to_driverseatspaceeinsteinyesP: $actorID, $carID
- Moves actor in car from passenger seat to driver seat
06774 unknown-/-no-/-
  actor_task_chat_with_actorHammer83noP: $actorID, $actorID, int(0/1), int(0/1)
- Start chatting between actor1 and actor2.
Can be used in sequences. Actor1 can be -1.
06799 unknown-/-no-/-
  put_camera_on_vehiclespaceeinsteinyesP: $carID, $oX, $oY, $oZ, $rX, $rY, $rZ, $float, $int
- Places the player camera onto a vehicle.
067a7 unknown-/-no-/-
  camera_on_car_point_to_carspaceeinsteinyesP: $carID, $oX, $oY, $oZ, $car2ID, $float, $int
- Makes the camera sit on the car while pointing to the other car.
067c9 unknown-/-no-/-
  put_camera_on_actorspaceeinsteinyesP: $actorID, $oX, $oY, $oZ, $rX, $rY, $rZ, $float, $int
- Places the player camera onto an actor.
067e7 unknown-/-no-/-
  put_camera_on_actor_and_point_to_actorspaceeinsteinyesP: $actorID, $oX, $oY, $oZ, $actor2ID, $tilt, $int
- Puts a camera on the actor and points it to another actor.
067f2 unknown-/-no-/-
  control_car_lightsspaceeinsteinyesP: $carID, $int
- controls car's headlights and brakelights
0 = normal lights
1 = always lights on
2 = always lights off
06802 unknown-/-noP: $sequencepackID, number (i)
- number of iteration?
06818 unknown-/-noP: $objectID, $trainID, X, Y, Z, rX, rY, rZ
- attach_object_to_car/train?!?
06825 unknown-/-no-/-
  detach_objectspaceeinsteinyesP: $objectID, $float, $float, $float, $int
- Detaches an object if it's being attached. Last param is collision detection.
06838 unknown-/-no-/-
  attach_car_to_carggm_SpYdernoP: $car1ID, $trainID, X, Y, Z, rX, rY, rZ
- attach_car1_to_car/train
06845 unknown-/-no-/-
  detach_carspaceeinsteinyesP: $carID, $float, $float, $float, $int
- Detaches an car if it's being attached. Last param is collision detection.
06851 unknown-/-no-/-
  is_object_attachedspaceeinsteinyesP: $objectID
- Checks if the object is being attached.
06861 unknown-/-no-/-
  is_car_attachedspaceeinsteinyesP: $carID
- Checks if the car is being attached.
06871 unknown-/-no-/-
  clear_actor_taskceedjyesP: $actorID - stops the actor performing
current action (action sequencesm, run,
walk, fight, etc); replaces 011C, which
crashes the game
06884 unknown-/-no-/-
06893 unknown-/-no-/-
  break_car_componentspaceeinsteinyesP: $carID, $int, $int
- Breaks car component off the car
Param 2
0 = hood, 1 = trunk, 2 = driver's door, 3 = front passenger door, 4 = left passenger door, 5 = right passenger door

Param 3
0 = no visible damage, 1 = visible
068a2 unknown-/-no-/-
068b1 unknown-/-no-/-
068c1 unknown-/-no-/-
068d3 unknown-/-no-/-
068e3 unknown-/-no-/-
06973 unknown-/-no-/-
  untie_car_componenttomworld10yesP: $carID $int (component number, on my tries 5 front bumper, 6 rear bumper) $int (0=destroy right away, 1=fall on the ground and disapear slowly)
-/-
06982 unknown-/-no-/-
06992 unknown-/-no-/-
069a8 unknown-/-no-/-
  attach_object_to_objectspaceeinsteinyesP: $object1ID, $object2ID, $oX, $oY, $oZ, $rX, $rY, $rZ
- Attaches an object to another object.
069b8 unknown-/-no-/-
  attach_object_to_actorspaceeinsteinyesP: $objectID, $actorID, $oX, $oY, $oZ, $rX, $rY, $rZ
- Attaches an object to an actor. O=offset R=rotation
06a24 unknown-/-no-/-
06a32 unknown-/-no-/-
  get_vehicle_weightPLPyntonyesP: $CarID, $int
- gets vehicles weight
06a52 unknown-/-no-/-
06a79 unknown-/-no-/-
06a85 unknown-/-no-/-
06a95 unknown-/-no-/-
  actor_task_look_at_coordkyemanno($actor) (%x) (%y) (%z) (#duration)
06aa1 unknown-/-no-/-
06ab2 unknown-/-no-/-
  set_actor_armed_weapon2kyemanno($actor) (#weapon_id)
06ac2 unknown-/-no-/-
  get_actor_speedspaceeinsteinnoP: $actorID, $float
- Gets the walking speed of the actor
06ad2 unknown-/-noP: ???
- group, mysterious_entity
06ae2 unknown-/-noP: ???
- group-version? 0, casino4_0027 // creator?
06af2 unknown-/-no-/-
  toggle_sprintspaceeinsteinyesP: $player_char, $int (0=enabled/1=disabled)
- Toggles CJ's ability to sprint on/off
06b02 unknown-/-no-/-
  actor_task_sit_downspaceeinsteinnoP: $actorID, $int (time in ms)
- Makes the actor sit down.
06b19 unknown-/-no-/-
06b21 unknown-/-no-/-
06b31 unknown-/-no-/-
06b48 unknown-/-no-/-
06b63 unknown-/-no-/-
06b72 unknown-/-no-/-
06b90 unknown-/-noP: -/-
- is_cutscene_data_loaded? used after load_cutscene_data in a loop with "wait 0"
06ba4 unknown-/-no-/-
06bb3 unknown-/-noP: $actorID, $carID, speed (f)
- assign_scmpath_to_actor_in_car
06bc7 unknown-/-no-/-
06bd11 unknown-/-no-/-
06be2 unknown-/-no-/-
  get_car_y_anglespaceeinsteinnoP: $carID, $float
- Gets the car's Y angle (rotation).
06c110 unknown-/-no-/-
  create_searchlight 58@ on_vehicle 40@ offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0SKV1991yes-/-58@ - перемнная прожектора
40@ - переменная вертолёта
0.0 1.0 -0.5 - оффсет относительно центра вертолёта
radius 0.4 - а этот параметр задаёт радиус начала прожектора. (Проще говоря толщину начала прожектора)
2228.36 -1171.48 25.82 - точка на которую светит прожектор (можно переменные)
radius 5.0 - он обозночает радиус конца прожектора или проще говоря радиус освещаемой плоскости.
06c211 unknown-/-no-/-
06c35 unknown-/-no-/-
06c42 unknown-/-no-/-
06c51 unknown-/-no-/-
06c74 unknown-/-no-/-
06c81 unknown-/-no-/-
  enable_riotdpassyesP:Int(1 enable/0 disable)
1, Start a civil war / Riot in Los Santos
06c91 unknown-/-no-/-
  remove_actor_from_groupeAino-/-
06ca7 unknown-/-no-/-
06cf1 unknown-/-no-/-
06d01 unknown-/-no-/-
  set_ambulances_and_firetrucks_enabledPho3niXxno%1h% in parameter
06d12 unknown-/-noP: ???
- setgs
06d22 unknown-/-noP: ???
- setls
06d59 unknown-/-no-/-
  create_racing_checkpointdpassyesP: int(type)=$x=$y=$z=$x1=$y1=$z1=int(size)=CheckpointID
int(type)-0=Street Checkpoint with arrow to the next checkpoint
-1 and 2=Street Checkpoint
-3 and 4=flight Checkpoint(circle)
$x=$y=$z - coords of the Checkpoint
$x1=$y1=$z1 - coords of the NEXT Checkpoint
int(size) - Checkpoint size
CheckpointID - needed to destroy the checkpoint(OPCODE 06D6)
06d61 unknown-/-no-/-
  destroy_racing_checkpointdpassyesP:CheckpointID
Destroy Checkpoint was created with 06D5:
06d71 unknown-/-no-/-
  enable_Train_trafficdpassyesP:INT(0/1)
0=Disable Trains(no Train on Tracks)
1=Enable Trains
06d86 unknown-/-noP: track (i, 9-15), X, Y, Z, create_flag (i), $trainID
- create_train
  create_traindpassyesP:$trainID, X, Y, Z, Train (i, 0-15), direction(0/i)

direction = clockwise or contraclockwise
Train:
0=Loco+Freight+Freight+Freight+Freight
1/2/4/7/11=Loco+Passenger+Passenger
3=Loco+Freight+Freight+Freight
5=Loco+Passenger+Passenger+Passenger
6=Loco+Freight+Freight
8=Tram+Tram(SF CableCar)
9/14=Tram
10=Loco+Freight
12=Loco+Freight+Freight+Freight+Freight+Loco
13=Loco+Freight+Freight+Freight+Freight+Freight
15=Loco
request_model:
Freight 537+569
Passenger 538+570
Tram 449
06d90 unknown-/-no-/-
06da0 unknown-/-no-/-
06db0 unknown-/-no-/-
06dc2 unknown-/-no-/-
  set_train accYwa*NLnoP: $Train, float(0.0)

Set train acceleration
06dd2 unknown-/-no-/-
  set_train speedYwa*NLnoP: $Train, float(0.0)

Set train speed
06de2 unknown-/-no-/-
06e01 unknown-/-no-/-
06e16 unknown-/-no-/-
06e25 unknown-/-no-/-
06e32 unknown-/-no-/-
  actor_task_roll_sidewaysspaceeinsteinyesP: $actorID, $int (0=left/1=right)
- Makes actor roll sideways.
06e42 unknown-/-no-/-
06e73 unknown-/-no-/-
06e91 unknown-/-no-/-
  request_car_componentspaceeinsteinnoP: $componentID
- Requests a car component.
06ea1 unknown-/-no-/-
  is_car_component_availablespaceeinsteinnoP: $componentID
- Checks if the car component is loaded.
06eb1 unknown-/-no-/-
  release_car_componentspaceeinsteinnoP: $componentID
- Releases the car component created by 06E9.
06ed2 unknown-/-no-/-
  set_car_paintjobspaceeinsteinyesP: $carID, $int
- Uses custom textures for vehicles
Use integers 0 to 5 for various car textures. Any higher will make the game use funky textures.
06ee2 unknown-/-noP: ???
- is_actor_in_group
  is_group_membereAinoP: ???
- is_actor_in_group
06ef2 unknown-/-noP: ???
- is_group_leader ???
  is_group_leadereAinoP: ???
- is_group_leader ???
06f02 unknown-/-noP: ???
- group, 300.0?
  set_group_separation_rangeeAinoP: ???
- group, 300.0?
06f11 unknown-/-no-/-
06f31 unknown-/-no-/-
06f54 unknown-/-no-/-
  get_fire_coordsmbellyesP: $fireID, $X, $Y, $Z
- Gets coords of $fireID and puts them in X, Y, Z
06f88 unknown-/-no-/-
06fa1 unknown-/-no-/-
06fc1 unknown-/-no-/-
06fd2 unknown-/-no-/-
07010 unknown-/-no-/-
  end_scene_skipspaceeinsteinnoP: -none-
- Finishes 0707
07025 unknown-/-no-/-
  get_percent_tags_completeop9080yesP: X1, Y1, X2, Y2, $var
- x1 y1 x2 y2 - floats defining bounding rectangle.
counts D = total number of gang tags in rectangle (any height)
counts B = number of complete gang tags in rectangle (any height)
sets $var = (int) (100.0 * B / D). If D = 0 computes (int) (0.0 / 0.0) = (int) NaN.
07035 unknown-/-no-/-
  set_tags_paint_valueop9080yesP: X1, Y1, X2, Y2, v
- X1 Y1 X2 Y2 - floats defining bounding rectangle
v - integer value
finds all gant tags in rectangle (any height).
if v = 0, sets paint of these tags to 0.
if v !, 0, sets paint of these tags to 255 (which marks them complete).
07052 unknown-/-no-/-
07062 unknown-/-no-/-
07071 unknown-/-no-/-
  start_scene_skipspaceeinsteinyesP: @Label
- If you want to skip a scene, press a key to skip the scene to that label.
07082 unknown-/-noP: ???
- add_mysterious_entity_item mysterious_entity, 13?
07099 unknown-/-noP: ???
- set_mysterious_entity_item_params mysterious_entity, 79, 706, 100.0, 100.0, 100.0, 100.0, 1, 0?
070a10 unknown-/-no-/-
070b2 unknown-/-no-/-
070c1 unknown-/-no-/-
  explode_car_without_damagetomworld10yesP: $carID ; get as close as you want you won't take damage !!!-/-
070d1 unknown-/-no-/-
  refresh_playerZetnovyesrefresh the current player models :P
070e3 unknown-/-no-/-
  plane_attack_vehiculed_playertomworld10yesidem as 082A
plane $planeID attack_with_rockets_vehiculed_player $playchar radius $float
Player has to be in a vehicle. Plane will generate an invisible rocket launcher to attack player.
Has funky effects on other vehicles. Hydra has to be in horizontal thurst.
Can be used on it's own just as 08A2
The history would remember BBumper as the founder-/-
070f4 unknown-/-no-/-
  set_plane_automatic_pilot_directiontomworld10yesset_plane $planeID z_angle_east $zangle height_between $height1 and $height2;
watch out for the z angle beacuse it's different than usual : 0° point to the east not to the north, that why i called it z_angle_east so it reminds of the difference.
The plane doesn't "spawn" to the direction but fly to it, making a nice turn.
STILL NEEDS AN ACTOR IN THE PLANE
07104 unknown-/-no-/-
  plane_followtomworld10yesP: $planeID, $actorID, $carID, $float (radius)
- Makes the helicopter follow either the actor or the car. Use -1 for actor or car if it doesn't exist.
-/-
071310 unknown-/-no-/-
  actor_perform_drivebyMrJaxyesP: $actorID, $carID, $actor2ID, X, Y, Z, $float(Cutoff-distance), $int, $int, $int(fire-rate 0-100)
$carID = -1 (perform on actor)
$actor2ID = -1 (perform on car)
Both = -1 (perform on area(x=y=z))
07142 unknown-/-no-/-
07152 unknown-/-no-/-
07167 unknown-/-no-/-
  is_object_in_object_group_destroyedspaceeinsteinyesP: $X, $Y, $Z, $float (radius), #object model, $int, $int
- Checks if the object model in the object group at XYZ is destroyed.
07171 unknown-/-no-/-
07190 unknown-/-no-/-
071a2 unknown-/-no-/-
071e2 unknown-/-no-/-
071f2 unknown-/-no-/-
  set_object_massspaceeinsteinnoP: $objectID, $int
- Sets the mass of an object?
07232 unknown-/-no-/-
07243 unknown-/-no-/-
  helicopter_attack_actorspaceeinsteinyesP: $helicopterID, $actorID, $float (radius)
- Makes the helicopter follow and attack the actor within the radius. Helicopter will generate an invisible rocket launcher to attack actor. Has funky effects on other vehicles.
07264 unknown-/-no-/-
  helicopter_followspaceeinsteinyesP: $helicopterID, $actorID, $carID, $flost (radius)
- Makes the helicopter follow either the actor or the car. Use -1 for actor or car if it doesn't exist.
07274 unknown-/-no-/-
  helicopter_behave_like_police_heliBBumperyes$Heli $Target_actor $Target_vehicle 0.0 = radius

Makes any heli follow the target actor or vehicle but if you go near it with a wanted level it will shoot, yell & shine a spotlight on you like the Police Helicopter but it will never deviate from its target unless you program it to target you ($PLAYER_ACTOR)
07292 unknown-/-no-/-
  actor_use_cellphonemvolyesP: $actorID, int(0/1)
0: take cellphone and put to ear
1: put cellphone away
072a2 unknown-/-no-/-
072b3 unknown-/-no-/-
072c1 unknown-/-no-/-
072f7 unknown-/-no-/-
07302 unknown-/-no-/-
07312 unknown-/-no-/-
07321 unknown-/-no-/-
07331 unknown-/-no-/-
07340 unknown-/-no-/-
07351 unknown-/-no-/-
07361 unknown-/-no-/-
07372 unknown-/-no-/-
  is_actor_holding_objectspaceeinsteinyesP: $objectID
- Checks if the actor is holding an object (like in burgling).
073b2 unknown-/-no-/-
073c2 unknown-/-no-/-
073e6 unknown-/-no-/-
07411 unknown-/-no-/-
07422 unknown-/-no-/-
07436 unknown-/-no-/-
07451 unknown-/-no-/-
  set_hydra_thrust_to_horizontalPLPyntonyesP: $carID
- sets horizontal thrust to hydra
07463 unknown-/-no-/-
07473 unknown-/-no-/-
07492 unknown-/-noP: ???
- group_version - casino4_0027, 9 // add item?
074a9 unknown-/-noP: ???
- group_version - casino4_0027, 15, 1510, 100.0, 100.0, 100.0, 100.0, 1, 1 // set item params
074b10 unknown-/-no-/-
  draw_sprite_with_rotationeAinoText to screen related
074c2 unknown-/-noP: $actorID, $sequencepackID
- actor executes sequencepack
074d3 unknown-/-no-/-
074e3 unknown-/-no-/-
074f2 unknown-/-no-/-
07502 unknown-/-no-/-
  set_object_visibilityspaceeinsteinyesP: $objectID, $int
- Sets the visibility of the object.
0 = invisibile
1 = visible
07518 unknown-/-no-/-
07521 unknown-/-no-/-
07540 unknown-/-no-/-
07555 unknown-/-no-/-
075a6 unknown-/-no-/-
  Action_sequence_with_objecttomworld10no$objectID, "animID", "file", $float, $int, $int; Action sequence on an object related to an actor used in player parachute and pool
075b1 unknown-/-no-/-
075c1 unknown-/-noP: $markerID
- is_marker_enabled - used mostly to check before removing a marker
  does_marker_existeAinoP: $markerID
- is_marker_enabled - used mostly to check before removing a marker
07621 unknown-/-no-/-
07631 unknown-/-no-/-
07672 unknown-/-no-/-
076a2 unknown-/-no-/-
  set_pedgroup_for_zoneDeeZirenoP: TEXT (zone) (see info.zon file) $int (pedgroup number)

Cant seem to nail down the requirements for the pedgroup number (not strictly in relation to pedgroup.dat) but the following seem to work;-

0 POPCYCLE_GROUP_BUSINESS
1 POPCYCLE_GROUP_DESERT_FOLK
3 POPCYCLE_GROUP_FARMERS
5 POPCYCLE_GROUP_PARKFOLK
8 POPCYCLE_GROUP_BEACHFOLK
11 POPCYCLE_GROUP_WORKERS
12 POPCYCLE_GROUP_ENTERTAINERS
16 POPCYCLE_GROUP_AIRCREW
17 POPCYCLE_GROUP_GOLFERS
18 POPCYCLE_GROUP_OUT_OF_TOWN_FACTORY_WORKERS
19 POPCYCLE_GROUP_AIRCREW_RUNWAY
076c3 unknown-/-no-/-
  set_gang_to_own_territoryFlip1299yes'territory', $gang number, $unknown (density?)
076d3 unknown-/-no-/-
076f0 unknown-/-no-/-
  is_text_priority_displayedspaceeinsteinyesP: -none-
- Checks if the text priority is displayed.
07702 unknown-/-no-/-
07712 unknown-/-no-/-
07724 unknown-/-no-/-
07761 unknown-/-no-/-
07771 unknown-/-no-/-
07781 unknown-/-no-/-
077a3 unknown-/-no-/-
077b3 unknown-/-no-/-
077c2 unknown-/-no-/-
077d2 unknown-/-no-/-
  get_car_x_anglespaceeinsteinnoP: $carID, $float
- Gets the car's X angle (rotation).
077e1 unknown-/-no-/-
  get_active_interiorspaceeinsteinyesP: $interior
- Gets your current interior number
07805 unknown-/-no-/-
  heli_hover_above_actor_or_carPLPyntonyesP: $heliID, $actorID, $carID, $float, $float
- P2 & P3 are targets, P4 is desired altitude, P5 is unknown
07844 unknown-/-no-/-
07867 unknown-/-no-/-
07882 unknown-/-no-/-
07891 unknown-/-no-/-
  drop_car_from_magnetspaceeinsteinyesP: $carID
- Detaches a car from a magnet.
078a3 unknown-/-noP: $trainID, position (i), $carriageID
- add_carriage_to_train
  get_vehicle_id_for_carriageeAinoP: $trainID, position (i), $carriageID
078b4 unknown-/-no-/-
078f2 unknown-/-no-/-
07921 unknown-/-no-/-
07930 unknown-/-no-/-
  store_clothes_stateeAino-/-
07940 unknown-/-no-/-
  restore_clothes_stateeAino-/-
07962 unknown-/-no-/-
07972 unknown-/-no-/-
07984 unknown-/-no-/-
07991 unknown-/-no-/-
07a04 unknown-/-no-/-
07a11 unknown-/-no-/-
  set_actor_walk_speeddpassyesp: int(only 4 or 6)
4 = go slow / 6 = go fast(running)
Used Opcode before 05ca=05cb=05d3=0615...(Player/Actor go to...)
07a43 unknown-/-no-/-
07a53 unknown-/-no-/-
  actor_task_fight_actorceedjyesP: $actor1ID, $actor2ID, int(time is ms)
- $actor1 fights $actor2 for the time specified
or until $actor2 is dead
07a66 unknown-/-no-/-
07a71 unknown-/-no-/-
  put_jetpack_on_actorspaceeinsteinyesP: $actorID
- Puts a jetpack on the actor, seems to work only on CJ
07a81 unknown-/-no-/-
  toggle_SAMdpassyesP:int (0/1)
enables/disables the Area69 Air Defence(SAM)
(0=off/1=on)
07a92 unknown-/-no-/-
07ab2 unknown-/-noP: $carID, $carID?
- is_car_attached_to_car - checks if a cab is attached to a trailer
  is_car_attached_to_car-/-noP: $carID, $carID?
- checks if a cab is attached to a trailer
07ac2 unknown-/-no-/-
07af2 unknown-/-noP: ???
- get_player_group
07b01 unknown-/-no-/-
  get_interior_nametomworld10yesP: s$interiorname
put the name of the interior in a 8 byte string
tested with junk food shops.
-/-
07b14 unknown-/-no-/-
07b32 unknown-/-noP: ???
- group, n?
07b42 unknown-/-no-/-
07bb2 unknown-/-no-/-
07bc2 unknown-/-no-/-
07bd1 unknown-/-noP: $trainID
- delete_train
07be1 unknown-/-noP: $trainID
- release_train
07bf2 unknown-/-no-/-
07c01 unknown-/-no-/-
  load_pathspaceeinsteinyesP: $pathID
- Loads a predefined path from carrec.img.
07c11 unknown-/-no-/-
  is_path_availablespaceeinsteinyesP: $pathID
- Checks if the path is loaded.
07c35 unknown-/-no-/-
07c45 unknown-/-no-/-
07c65 unknown-/-no-/-
07c74 unknown-/-noP: $trainID, X, Y, Z
- put_train
07c92 unknown-/-no-/-
07cb2 unknown-/-no-/-
07cc2 unknown-/-no-/-
  disable_key_15spaceeinsteinyesP: $player_char, $int (0=disable/1=enable)
- Disables the enter/exit key
07cd6 unknown-/-no-/-
07d01 unknown-/-noP: $i
- get_weekday (1=sun, 2=mon, 3=tue, 4=wed, 5=thu, 6=fri, 7=sat)
  get_weekday-/-noP: $i
- 1=sun, 2=mon, 3=tue, 4=wed, 5=thu, 6=fri, 7=sat
07d32 unknown-/-no-/-
07d57 unknown-/-no-/-
07d62 unknown-/-no-/-
07da4 unknown-/-no-/-
07db4 unknown-/-no-/-
  knock_carspaceeinsteinyesP: $carID, $float, $float, $float
- Knocks the car to make it move or spin. I don't know what the floats are defined.
07dd2 unknown-/-no-/-
  set_actor_temperPLPyntonyesP: $ActorID, $int or int
07de1 unknown-/-no-/-
07df4 unknown-/-no-/-
07e02 unknown-/-no-/-
  set_marker_typespaceeinsteinyesP: $markerID, $int (0=enemy/1=friendly)
- Sets marker type to enemy or friendly
07e14 unknown-/-no-/-
07e47 unknown-/-no-/-
07e52 unknown-/-noP: ???
- copy_mysterious_entity -1, mysterious_entity?
07e62 unknown-/-noP: ???
- -1, copcar_010c // copy?
07e76 unknown-/-noP: $actorID, $carID, speed (f), flag1 (i), flag2 (i), flag3 (i)
- assign_scmpath_to_actor_in_car
07e83 unknown-/-no-/-
07ee2 unknown-/-no-/-
  set_car_tire_marksspaceeinsteinyesP: $carID, $int (0=off/1=on)
- Makes car to make tire marks whereever it goes.
07ef4 unknown-/-no-/-
07f05 unknown-/-no-/-
07f11 unknown-/-no-/-
  is_actor_performing_wheeliespaceeinsteinyesP: $actorID
- Checks if the actor is performing a wheelie.
07f21 unknown-/-no-/-
  is_actor_performing_stoppiespaceeinsteinyesP: $actorID
- Checks if the actor is performing a stoppie.
07f34 unknown-/-no-/-
  move_racing_checkpoint-/-yesP: int(type)=$x=$y=$z=
move created racing checkpoint
(with opcode 06D5) to $x $y $z (in the same direction as created)
07f55 unknown-/-no-/-
  control_hydraulicsspaceeinsteinnoP: $carID, $float, $float, $float, $float
- Controls car hyrauls?
07f63 unknown-/-noP: $groupID, $type (i), $size (i?)
- get_group_info
07f72 unknown-/-no-/-
07f83 unknown-/-no-/-
  car_follow_carspaceeinsteinnoP: $carID1, $carID2, $float (radius)
- Makes a car follow another car?
07fb2 unknown-/-no-/-
  set_interior_accessiblespaceeinsteinyesP: $interior, $int (0=closed/1=opened)
- Sets the accessibility of the interior.
07fc5 unknown-/-no-/-
07fd1 unknown-/-noP: ???
- is_group_alive
  is_group_alive-/-noP: ???
- is_group_alive
07fe3 unknown-/-no-/-
  set_fighting_stylespaceeinsteinnoP: $actorID, $int1, $int2
- Let's the player use different fighting styles
Integer 1
4 Standard style
5 Boxing
6 Kung fu
7 Knee head style
8-14 Different weapon styles
15 The first style u start off with
16 Elbows only
07ff2 unknown-/-no-/-
  set_car_hydraulicsspaceeinsteinyesP: $carID, $int (0=off/1=on)
- Sets a car's hydraulics
08011 unknown-/-no-/-
08031 unknown-/-no-/-
  does_car_have_hydraulicsspaceeinsteinyesP: $carID
- Checks if the car has a hydraulic.
080414 unknown-/-no-/-
080a5 unknown-/-no-/-
080e2 unknown-/-no-/-
08109 unknown-/-no-/-
08112 unknown-/-no-/-
08129 unknown-/-no-/-
081416 unknown-/-noP: ???
- define_unique_jump
  define_unique_jumpspaceeinsteinnoP: $startX, $startY, $startZ, $radiusX, $radiusY, $radiusZ, $landX, $landY, $landZ, $radiusX, $radiusY, $radiusZ, $cameraX, $cameraY, $cameraZ, $reward
- O_O
08154 unknown-/-no-/-
08162 unknown-/-no-/-
08173 unknown-/-no-/-
08181 unknown-/-no-/-
08192 unknown-/-no-/-
  get_distance_from_groundspaceeinsteinnoP: $actorID, $float
- Gets the distance between the actor and the ground below.
081a2 unknown-/-no-/-
  actor_weapon_skillspaceeinsteinyesP: $actorID, $int
- Changes the weapon skill of an actor (doesn't work with CJ)
0 = Poor
1 = Gansta
2 = Hitman
081c5 unknown-/-no-/-
  draw_text_outlinespaceeinsteinno??
081e1 unknown-/-no-/-
081f1 unknown-/-no-/-
08201 unknown-/-no-/-
  is_vehicle_helicopterspaceeinsteinnoP: #modelID
- Checks if the vehicle model is a helicopter.
08221 unknown-/-no-/-
08234 unknown-/-no-/-
  actor_greet_partnerHammer83noP: $actorID, $actorID, float, int
- Actor1 greets actor2.
08251 unknown-/-no-/-
  spin_plane_propellerJ-Foxyes$CarID
-This will spin the propeller
(Tested using rustler and hunter)
08261 unknown-/-no-/-
  toggle_HUDspaceeinsteinyesP: $int (0=off/1=on)
- Toggles the HUD on and off.
08272 unknown-/-no-/-
  give_object_lod_formspaceeinsteinyesP: $objectID, $object2ID
- Gives object1 its LOD form using object2.
08281 unknown-/-no-/-
08295 unknown-/-no-/-
082a2 unknown-/-no-/-
08306 unknown-/-no-/-
08331 unknown-/-no-/-
  has_object_been_photographedspaceeinsteinnoP: $objectID
- Checks if the object has been photographed.
08342 unknown-/-no-/-
08363 unknown-/-no-/-
08372 unknown-/-no-/-
  is_object_playing_animeAinoP: $Actor, anim_name
08393 unknown-/-no-/-
083a3 unknown-/-no-/-
083c4 unknown-/-no-/-
  set_actor_speed_3anglestomworld10yes$actorID, $xspeed, $yspeed, $zspeed; floats; towards game coordinates axles, and for some reasons z axle is NOT inversed (positive values "drives" you up, negative values down, eg -10 on z allow to land safely);
083d4 unknown-/-no-/-
  get_actor_speed_3anglestomworld10yes$actorID, $xspeed, $yspeed, $zspeed; floats; towards game coordinates axles, and for some reasons z axle is INVERSED (positive values when you "go" towards bottom); works only when actor is not touching ground
083f2 unknown-/-no-/-
08402 unknown-/-no-/-
08412 unknown-/-no-/-
  flying_vehicle_use_secondary_gunspaceeinsteinyesP: $carID, $int (0=off/1=on)
- Makes the flying vehicle use a secondary gun. This is very funky if not used on flying vehicles.
08422 unknown-/-noP: ???
- get_island - sets var to actual island player is on
  set_player_island_variableY_LessnoP: $player_char, $islandvariable
- set_player_island_variable - sets pointer to which island player is on
08434 unknown-/-no-/-
  get_zone_name_from_coordsDeeZireyesP: $x $y $z $s
Gets the name of the zone that the specifiec co-ords fall within (x, y, z) and places that zone name into the string variable.
08441 unknown-/-no-/-
  get_current_interior_nameYwa*NLnoP: s$GXT_NAME_CURRENT_INTERIOR

- 8 byte string?
08461 unknown-/-no-/-
084d1 unknown-/-no-/-
084e2 unknown-/-no-/-
  flying_vehicle_use_primary_gunspaceeinsteinnoP: $carID, $int (0=off/1=on)
- Makes the flying vehicle use a primary gun. This is very funky if not used on flying vehicles.
08502 unknown-/-no-/-
08513 unknown-/-no-/-
  Take_away_from_actor_of_healthflacsyes-/-
Opcode take away certain heath from actor
08522 unknown-/-no-/-
  set_car_visible_damagespaceeinsteinyesP: $carID, $int
- Sets the car's damage models visible or not. Car still gets damaged internally.
0 = no visible damage
1 = visible damage
08532 unknown-/-no-/-
08555 unknown-/-no-/-
  get_noise_levelspaceeinsteinnoP: $int, $X, $Y, $Z, $handle
- Gets the noise level at the point.
08562 unknown-/-no-/-
08583 unknown-/-no-/-
085a4 unknown-/-no-/-
085b2 unknown-/-no-/-
085e2 unknown-/-no-/-
  assign_vehicle_to_lopped_pathspaceeinsteinyesP: $carID, $pathID
- Assigns the car to a path and loop the path.
08602 unknown-/-no-/-
08611 unknown-/-no-/-
08644 unknown-/-no-/-
08665 unknown-/-no-/-
  get_object_modelspaceeinsteinnoP: $X, $Y, $Z, $float (radius), $handle
- Gets the model name of the object at that area.
08671 unknown-/-no-/-
086a0 unknown-/-no-/-
087118 unknown-/-no-/-
087218 unknown-/-no-/-
08731 unknown-/-no-/-
  release_pathspaceeinsteinyesP: $pathID
- Unloads the path created by 07C0.
08742 unknown-/-no-/-
08752 unknown-/-no-/-
08768 unknown-/-no-/-
08782 unknown-/-no-/-
08791 unknown-/-no-/-
  toggle_gang_warsspaceeinsteinyesP: $int (0=off/1=on)
- Toggles gang wars on and off.
087a0 unknown-/-no-/-
  is_gang_war_provokingspaceeinsteinyesP: -none-
- Checks if a gang war is currently being provoked.
087b4 unknown-/-noP: $playerID, ???, ???
- set_player_wearing - takes playerID, models and location as arguments
  set_player_clothesspaceeinsteinnoP: $playerID, DFF, TXD, $int
- Sets the player's clothes to this DFF with its TXD on a body part.
087c0 unknown-/-no-/-
087d2 unknown-/-noP: $groupID, $sequenceID
- assign_sequence_to_group? - assigns a sequence to a group?
  nop-/-noP: -none-
- No OPeration
087e2 unknown-/-no-/-
  set_actor_weapon_droppablespaceeinsteinyesP: $actorID, $int
- When actor dies, weapons won't drop with it.
0 = not droppable
1 = droppable
087f2 unknown-/-no-/-
08812 unknown-/-no-/-
08833 unknown-/-no-/-
08842 unknown-/-no-/-
08873 unknown-/-no-/-
08882 unknown-/-no-/-
08894 unknown-/-no-/-
088a11 unknown-/-no-/-
088b2 unknown-/-no-/-
088c4 unknown-/-no-/-
088d6 unknown-/-no-/-
08902 unknown-/-no-/-
08932 unknown-/-no-/-
  put_trailer_on_cabspaceeinsteinyesP: $trailerID, $carID
- Puts trailer on truck cab. Use right vehicles or funky effects will happen.
08972 unknown-/-no-/-
08983 unknown-/-no-/-
089f2 unknown-/-no-/-
08a23 unknown-/-no-/-
  plane_attack_with_rockets_vehiculed_playertomworld10yesidem as 070E
plane $planeID attack_with_rockets_vehiculed_player $playchar radius $float
Player has to be in a vehicle. Plane will generate an invisible rocket launcher to attack actor.
Has funky effects on other vehicles. Hydra has to be in horizontal thurst.
Can be used on it's own just as 070E
The history would remember nubbel as the founder-/-
08a31 unknown-/-no-/-
08a42 unknown-/-no-/-
  manipulate_car_extra_partsspaceeinsteinyesP: $carID, $float
- Makes the car's extra parts open/close. Only works on vheicles with extra parts (Forklift, Andromeda, Dumper, etc.)
1.0 = Fully opened
0.0 = Fully closed
08a52 unknown-/-no-/-
  set_car_attractive_to_magnetspaceeinsteinyesP: $carID, $int ((0=repels/1=attracts)
- Sets the car to be attractive to a magnet.
08a63 unknown-/-no-/-
08a72 unknown-/-no-/-
08a81 unknown-/-no-/-
08a91 unknown-/-no-/-
  load_external_scriptspaceeinsteinnoP: $int (external script)
- Request this external script.
08ab1 unknown-/-no-/-
  is_external_script_loadedspaceeinsteinnoP: $int (external script)
- Checks if this external script is loaded.
08ac1 unknown-/-no-/-
08ad4 unknown-/-no-/-
08af2 unknown-/-no-/-
  set_actor_health_indicator_toPLPyntonyesP: $actorID, $int or int
P2- value sets indication value that means full energy and for this value colour indicator has its maximum value (green color)
08b11 unknown-/-no-/-
  toggle_night_visionspaceeinsteinyesP: $int (0=off/1=on)
- Toggles night vision on and off.
08b21 unknown-/-no-/-
  toggle_thermal_visionspaceeinsteinyesP: $int (0=off/1=on)
- Toggles thermal vision on and off.
08b31 unknown-/-no-/-
08b42 unknown-/-no-/-
08b52 unknown-/-no-/-
08b62 unknown-/-no-/-
08b72 unknown-/-no-/-
08b92 unknown-/-no-/-
08ba2 unknown-/-no-/-
08bb2 unknown-/-no-/-
08bc2 unknown-/-no-/-
08bd2 unknown-/-no-/-
08bf2 unknown-/-no-/-
08c02 unknown-/-no-/-
08c12 unknown-/-no-/-
08c22 unknown-/-no-/-
08c32 unknown-/-no-/-
08c62 unknown-/-no-/-
  set_actor_stay_on_bikespaceeinsteinyesP: $actorID, $int
- Makes the actor stay glued on a bike.
0 = not glued
1 = glued
2 & 3 = ? (used in game)
08c74 unknown-/-no-/-
08ca0 unknown-/-no-/-
08cb4 unknown-/-no-/-
08d00 unknown-/-no-/-
08d22 unknown-/-no-/-
  scale_object_modelspaceeinsteinyesP: $objectID, $float
- Scales the size of the object's model. Collision stays the same.
08d49 create_panelPatrickWyesP: "TITLE", X, Y, W (float), C (float), int (interactive)= 
P: int (background), int (align), $panelID
- creates a text-panel on screen, use "interactive=1" to
- create selectable menus
- align=0 >> center, align=1 >> left, align=2 >> right
08d63 unknown-/-no-/-
08d72 get_panel_active_rowPatrickWyesP: $panelID, $i
- Stores the active Row in "$i" (used while "select key" is still pressed)
08d93 unknown-/-no-/-
08da1 remove_panelPatrickWyesP: $panelID
- removes the panel from screen
08db15 set_panel_column_dataPatrickWyesP: $panelID, int (cnumber), "HEADER", "DATA1", "DATA2", "DATA3", "DATA4", "DATA5", "DATA6", "DATA7", "DATA8", "DATA9", "DATA10", "DATA11", "DATA12"
08dc4 unknown-/-noP: ??? 2 or 4 params?!
- set_train_acc $trainID, acc (i?)
08dd1 unknown-/-noP: ??? 1 or 2 params?!
- set_train_speed $trainID, speed (i/f?)
  keep_stuff_after_wastedspaceeinsteinnoP: $int (0=on/1=off)
- Keeps your weapons and money after being wasted.
08de1 unknown-/-no-/-
  keep_stuff_after_bustedspaceeinsteinyesP: $int (0=on/1=off)
- Keeps your weapons and money after being busted.
08df5 unknown-/-no-/-
  override_restart_if_wastedspaceeinsteinyesP: $x, $y, $z, $float (radius), $angle
- Overrides opcode 016C if you are within the radius. To cancel the override, set the radius to 0.0.
08e05 unknown-/-no-/-
  override_restart_if_bustedspaceeinsteinyesP: $x, $y, $z, $float (radius), $angle
- Overrides opcode 016D if you are within the radius. To cancel the override, set the radius to 0.0.
08e11 unknown-/-noP: $i
- gets number of tags made
08e21 unknown-/-noP: $i
- gets percentage of gang turf that CJ controls (?)
  get_percent_gang_turf_controlledpdescobaryesP: $int
- stores percentage of gang turf controlled in $int
(yes, it is an integer value)
08e37 unknown-/-no-/-
  is_object_near_pointspaceeinsteinyesP: $objectID, $X, $Y, $Z, $float (radius), $int (sphere)
- Checks if object is within this point.
08e62 unknown-/-no-/-
  change_plane_gearModelingMannoP: $carID, int (0=down, 1=up)
- basically it increases/decreases the gear of a plane
08e71 unknown-/-no-/-
  set_entrance_markerspaceeinsteinyesP: $int (0=enabled/1=disabled)
- Can disable every interior markers in the game.
08e82 unknown-/-no-/-
08e92 unknown-/-no-/-
  set_object_liftablespaceeinsteinyesP: $objectID, $int (0=not/1=yea)
- Makes the object be liftable.
08ea1 unknown-/-no-/-
08eb7 unknown-/-no-/-
08ec2 unknown-/-no-/-
08ed1 unknown-/-no-/-
08ee5 set_panel_data_text1PatrickWyesP: $panelID, int (cnumber), int (rnumber 0-11), "TEXT", int
08ef6 set_panel_data_text2PatrickWyesP: $panelID, int (cnumber), int (rnumber 0-11), "TEXT", int, int
08f22 unknown-/-no-/-
08f32 unknown-/-no-/-
08f41 unknown-/-no-/-
08f50 unknown-/-no-/-
08f60 unknown-/-no-/-
08f81 unknown-/-no-/-
08f92 unknown-/-noP: ???
egs
08fa2 unknown-/-noP: ???
els (never used!)
08fb2 unknown-/-no-/-
  set_radar_checkpoint_typespaceeinsteinyesP: $checkpointID, $int
- Changes the type of checkpoint in the radar.
0 = basic yellow
1 = friendly blue
2 = enemy red
08fd1 unknown-/-no-/-
08fe0 unknown-/-no-/-
  is_text_box_displayedspaceeinsteinyesP: -none-
- Checks if any text box is displayed.
08ff2 unknown-/-no-/-
09001 unknown-/-no-/-
09012 unknown-/-no-/-
09045 unknown-/-no-/-
09052 unknown-/-no-/-
  set_door_openablespaceeinsteinyesP: $objectID, $int (0=open/1=not)
- Makes the door be openable or not. Only works on doors. Almost all doors can be only opened once so don't use those doors if you want doors to keep swinging.
09062 unknown-/-no-/-
09072 unknown-/-no-/-
09082 unknown-/-no-/-
09092 unknown-/-no-/-
090c1 unknown-/-no-/-
090d0 unknown-/-no-/-
090e2 set_panel_active_rowPatrickWyesP: $panelID, int (rnumber)
090f1 unknown-/-no-/-
  end_external_scriptspaceeinsteinnoP: $int (external script)
- Ends this external script.
09123 unknown-/-no-/-
0913-1 unknown-/-no-/-
  run_external_scriptspaceeinsteinnoP: $int (external script)
- Executes the external script.
09141 unknown-/-no-/-
  init_external_scriptspaceeinsteinnoP: $int (external script)
09150 unknown-/-no-/-
09162 unknown-/-no-/-
09172 unknown-/-no-/-
  set_audio_zonespaceeinsteinyesP: TEXT (zone), $int (0=off/1=on)
- Turns on and off the audio zone as defined in the IPL.
09182 unknown-/-no-/-
09192 unknown-/-no-/-
091a1 unknown-/-no-/-
091b0 unknown-/-no-/-
091d6 unknown-/-no-/-
091e6 unknown-/-no-/-
091f2 unknown-/-no-/-
  get_airplane_landing_gear_statusPLPyntonyesP: $carID, $float
- returns float from range 0.0 (fully extended gear) to 1.0 (fully closed gear)
09208 unknown-/-no-/-
09224 unknown-/-no-/-
09231 unknown-/-no-/-
09242 unknown-/-no-/-
  set_world_lightingspaceeinsteinyesP: $int (0=on/1=off), $int (time in ms)
- Set world to become pitch black.
09250 unknown-/-no-/-
  restore_camera_to_last_used_ingamePLPyntonyesrestore and set to last used when player was controllable.
09262 unknown-/-no-/-
  external_script_statusspaceeinsteinnoP: $int, $int (external script)
- Gets the status of the external script.
09283 unknown-/-no-/-
09295 unknown-/-no-/-
092e4 unknown-/-no-/-
092f1 unknown-/-no-/-
  lock_camera_target_pointPLPyntonyesP: int
P1- 1=locked, 2=unlocked
locks target point for camera
09301 unknown-/-no-/-
  lock_canera_positionPLPyntonyesP: int
P1- 1=locked, 2=unlocked
locks position of camera
09311 unknown-/-no-/-
09330 unknown-/-no-/-
09340 unknown-/-no-/-
09368 unknown-/-no-/-
 8 set_camera PosX1 PosY1 PosZ1 position_to PosX2 PosY2 PosZ2 duration 1000 ms 1litel mandoyesPosX1 PosY1 PosZ1 is the cords were the camera sta
tet PosX2 PosY2 PosZ2 is were the camera ends
the 1 in the and i dont no but whit 0its not funktion
09376 unknown-/-no-/-
09398 unknown-/-no-/-
  attach_car_to_objectspaceeinsteinyesP: $carID, $objectID, $oX, $oY, $oZ, $rX, $rY, $rZ
- Attaches a car to an object.
093a2 unknown-/-no-/-
  set_paynspray_type_girlfriendspaceeinsteinyesP: $garageID, $int (0=off/1=on)
- Makes the Pay N Spray free and with the girlfriend text.
093b2 unknown-/-no-/-
093e2 unknown-/-no-/-
09402 unknown-/-noP: ???
group, int (0/1)?
09412 unknown-/-no-/-
09441 unknown-/-no-/-
09462 unknown-/-no-/-
09473 unknown-/-no-/-
09485 unknown-/-no-/-
  create_explosionspaceeinsteinyesP: $X, $Y, $Z, $int (type of explosion), $float (radius)
- Creates a real explosion (unlike the other explosion opcode).
09492 unknown-/-no-/-
  link_wav_to_actorUntznoP: $int(wawID), $ActorID
- Links a wav to an actor.
094a2 unknown-/-no-/-
094b2 unknown-/-no-/-
094c5 unknown-/-no-/-
094d1 unknown-/-no-/-
094e2 unknown-/-no-/-
094f1 unknown-/-no-/-
09504 unknown-/-no-/-
  trip_skipspaceeinsteinyesP: $X, $Y, $Z, $angle
- If you're in a vehicle, press YES to teleport to that location.
09510 unknown-/-no-/-
09521 unknown-/-no-/-
09531 unknown-/-no-/-
09540 unknown-/-no-/-
09550 unknown-/-no-/-
09561 unknown-/-no-/-
  get_respectspaceeinsteinnoP: $int
- Gets CJ's respect.
09572 unknown-/-no-/-
09584 unknown-/-no-/-
  create_photo_opspaceeinsteinnoP: $X, $Y, $Z, $objectID
- Creates a photo op.
09594 unknown-/-no-/-
  create_horseshoespaceeinsteinnoP: $X, $Y, $Z, $objectID
- Creates a horseshoe.
095a4 unknown-/-no-/-
  create_oysterspaceeinsteinnoP: $X, $Y, $Z, $objectID
- Creates an oyster.
095c12 unknown-/-no-/-
095d1 unknown-/-no-/-
095e4 unknown-/-no-/-
095f3 unknown-/-no-/-
09602 unknown-/-no-/-
09612 unknown-/-no-/-
09651 unknown-/-no-/-
  is_actor_swimming_in_waterspaceeinsteinyesP: $actorID
- Checks if actor is swimming in the water
09662 unknown-/-no-/-
09672 unknown-/-no-/-
  actor_move_mouthspaceeinsteinyesP: $actorID, $int
- Moves the mouth of the actor like as in talking.
09681 unknown-/-no-/-
  actor_stop_mouthspaceeinsteinyesP: $actorID
- Stops the actor's mouth after using 0967.
096a1 unknown-/-no-/-
096d3 unknown-/-no-/-
  get_installed_car_component_on_slottomworld10yesP: $carID, $int (from 0 to 15-over crashes the game-), $int (car component number-integer-)
- get the integer number of the car component installed on the slot you've ask (0 to 15) on the car, returns 0 (i think) when none installed on the slot
096e1 unknown-/-noP: $carID
- is_car_lowrider? - checks if car is a low-rider
09700 unknown-/-no-/-
09710 unknown-/-no-/-
09724 unknown-/-no-/-
  warp_actor_toYwa*NLyesP: $PLAYER_ACTOR, Float(PositionX), Float(PositionY), Float(PositionZ)

Teleports an actor to the position.
09731 unknown-/-no-/-
  does_fire_existeAinoP: $fireID
- seems to check if fire was removed (using 02D1 or 031A)
09740 unknown-/-no-/-
09761 unknown-/-no-/-
09782 unknown-/-noP: ???
- fill/merge_mysterious_entity 65542, mysterious_entity?
097a4 unknown-/-no-/-
  play_sound_at_coordAlienXnoNot sure if this is acctually what it is. but it does look like it

Example:
0407: create_coordinate @83 @84 @85 from_car @39 offset 0.0 -3.0 -.5
097A: @83 @84 @85 1104
097b2 unknown-/-no-/-
  play_sound_on_objectspaceeinsteinyesP: $objectID, $soundID
- Plays a sound on an object. Similar to the play sound opcode.
097c2 unknown-/-no-/-
  attach_wav_to_objectspaceeinsteinyesP: $audioID, $objectID
- Attaches a wav file to the object. Load the wav file first.
09804 unknown-/-no-/-
09811 unknown-/-noP: ???
- is_train_wrecked? - used on freight trains
09822 unknown-/-no-/-
09831 unknown-/-no-/-
09842 unknown-/-no-/-
  get_object_modelspaceeinsteinnoP: $objectID, #model
- Gets the model name from the object.
09857 unknown-/-no-/-
09860 unknown-/-no-/-
09872 unknown-/-no-/-
09891 unknown-/-no-/-
098a1 unknown-/-no-/-
098d2 unknown-/-no-/-
  get_extra_parts_anglespaceeinsteinyesP: $carID, $float
- Gets the angle of the car's extra parts, like the Forklift and the Dumper.
09922 unknown-/-no-/-
  set_player_weapons_scrollablespaceeinsteinyesP: $actorID, $int (0=can't scroll/1=can scroll)
- Forces to you stay on your current weapon.
09943 unknown-/-no-/-
09950 unknown-/-no-/-
09962 unknown-/-no-/-
09971 unknown-/-no-/-
  set_total_respect_pointspdescobaryesP: int
- sets how many mission reward respect points can be reached
09981 add_respect-/-noP: respect (int)
- increases your "respect" stats
099a2 unknown-/-no-/-
099c3 unknown-/-no-/-
  jiggle_cameraspaceeinsteinyesP: $int (type of jiggling), $float (time in ms), $float (intensity)
- Makes the camera jiggle.
099d0 unknown-/-no-/-
099e1 unknown-/-no-/-
099f2 unknown-/-no-/-
09a31 unknown-/-no-/-
09a61 unknown-/-no-/-
09a81 unknown-/-no-/-
09ab2 unknown-/-no-/-
09ac1 unknown-/-no-/-
  toggle icon_player on radarflacsyesThis Opcode disconnects display of an
arrangement of the player to a map.
1 = yes / 0 = NO
09ad1 vehicle_camera_modespaceeinsteinyesP: $int
- Changes the camera mode while in a vehicle
0 = first person
1 = close camera
2 = default camera
3 = far camera
4 = cinematic camera
09ae1 unknown-/-no-/-
  is_actor_driving_trainspaceeinsteinyesP: $actorID
- Checks if actor is in a train.
09af4 unknown-/-no-/-
09b02 unknown-/-no-/-
  set_car_enterabletomworld10yesP: $carID int (1=enterable; 0, not enterable like the tram)-/-
09b23 unknown-/-no-/-
09b45 unknown-/-no-/-
09b52 unknown-/-no-/-
09b72 unknown-/-no-/-
09b88 unknown-/-no-/-
  create_blood_gushspaceeinsteinyesP: $X, $Y, $Z, $oX, $oY, $oZ, $int, $actorID
- Creates a gush of blood. Int is the density of the gush.
09b91 unknown-/-no-/-
09ba1 unknown-/-no-/-
09bb2 unknown-/-no-/-
  has_vehicle_received_heavy_damagespaceeinsteinyesP: $carID, $int
- Checks if the car received a sudden, heavy damage.
0=front
1=sides and back
2=left side
3 and above =blown
09be0 unknown-/-no-/-
  player_is_in_menuop9080no- if condition used to test if the player is in a game menu (the type used for buying food, clothing etc., not the main menu!)
09bf1 unknown-/-no-/-
09c07 unknown-/-no-/-
09c11 unknown-/-no-/-
09c20 unknown-/-no-/-
09c42 unknown-/-no-/-
  set_car_gas_tank_explosionspaceeinsteinyesP: $carID, $int
- Sets the car to be able to be blown when a bullet hits the gas tank of the car.
0 = disables gas tank explosion
1 = enables gas tank explosion
09c72 change_player_modelCraignoP: $player_char, #model
- Changes the CJ model into any other ped/actor. See peds.ide for a list of model #s
09c80 unknown-/-no-/-
09c92 unknown-/-no-/-
09ca6 unknown-/-no-/-
  set_object_immunitiesspaceeinsteinyesP: $objectID, $int, $int, $int, $int, $int
- Sets object's immunities
bullet, fire, explosion, damage, ???
09cb2 unknown-/-no-/-
09cf2 unknown-/-no-/-
09d01 unknown-/-no-/-
09d11 unknown-/-no-/-
09d21 unknown-/-no-/-
09d56 unknown-/-no-/-
09d72 unknown-/-no-/-
09d81 unknown-/-no-/-
09d90 unknown-/-no-/-
09db3 set_panel_column_widthPatrickWyesP: $panelID, int (cnumber), int (width)
09dd1 unknown-/-no-/-
09de1 unknown-/-no-/-
09e05 unknown-/-no-/-
09e12 unknown-/-no-/-
  get_car_model_pricedpassyesP:$Car_Model_ID = $INT
- gets the price of the car_model
(see handling.cfg - example Rhino_price is 110000)
09e214 unknown-/-noP: ???
- seems to control car-import/export stuff - create_car_generator_w_numplate
  create_car_generator_with_plateeAinoP: ???
- create a car generator with a specific plate
09e31 unknown-/-no-/-
09e41 unknown-/-no-/-
  toggle_aircraftcarrier_samtomworld10no1 on
0 off
-/-
09e57 unknown-/-no-/-
09e61 unknown-/-no-/-
  set_burglary_houses_accessableceedjyesP: 0/1 (0 = houses closed, 1 = houses open))
Sets the houses to be open for burglary
09e71 unknown-/-no-/-
09e82 unknown-/-no-/-
  get_actor_interiorspaceeinsteinnoP: $actorID, $interior
- Gets the interior number of the actor
09e93 unknown-/-no-/-
  activate_nitrous_on_carDeeZireyesP: $carID
Activates the NOS on the specified car. The car must have NOS installed before using this! NB: when used, this will exhaust ALL remaining shots of NOS on the car in one go. Despite the description here, there is in only one parameter (the carID).
09eb2 unknown-/-no-/-
09ec1 unknown-/-no-/-
09ed2 unknown-/-no-/-
09ee1 unknown-/-no-/-
09ef4 unknown-/-no-/-
09f00 unknown-/-no-/-
09f12 unknown-/-no-/-
09f21 unknown-/-no-/-
09f42 unknown-/-no-/-
09f51 unknown-/-no-/-
09f62 unknown-/-no-/-
  set_actor_jackable_through_driver_seatspaceeinsteinyesP: $actorID, $int
- Makes the actor jackable through the drivers seat.
0 = jackable
1 = not jackable
09f72 unknown-/-no-/-
09f80 unknown-/-no-/-
09fa0 unknown-/-no-/-
09fb1 unknown-/-no-/-
09fc1 unknown-/-no-/-
09fd2 unknown-/-no-/-
09fe1 unknown-/-no-/-
09ff3 unknown-/-no-/-
0a011 unknown-/-no-/-
0a022 unknown-/-no-/-
0a030 unknown-/-no-/-
0a083 unknown-/-no-/-
0a092 unknown-/-no-/-
0a0b4 unknown-/-no-/-
0a0c1 unknown-/-no-/-
  is_player_on_jetpackspaceeinsteinyesP: $player_char
- Checks if CJ is on a jetpack.
0a0e1 unknown-/-no-/-
0a102 unknown-/-no-/-
  add_to_statop9080noP: m N
yet another add_to_stat. Adds integer to N to stat m.
0a113 unknown-/-no-/-
0a123 unknown-/-no-/-
0a141 unknown-/-no-/-
0a151 unknown-/-no-/-
0a162 unknown-/-no-/-
0a172 unknown-/-no-/-
0a186 unknown-/-no-/-
0a191 unknown-/-no-/-
  display_zone_textspaceeinsteinyesP: TEXT
- Displays a text in the bottom right corner of screen.
CAN ONLY BE SEEN WHILE FADED!
0a1a9 unknown-/-no-/-
0a1b2 unknown-/-no-/-
0a1c2 unknown-/-no-/-
0a1f2 add_to_statop9080noP: $statID, $float
- adds $float to stat $statID
Similar to 0623, except parameter is a float and not an int.
Some stats have an enforced max of 1000, but other opcodes that change the stats also enforce this max.
The stats that have a max of 1000 are
21-25, 65-67, 69-80, 160, 164-165, 223, 225, 229-230, 233, 241-244
0a202 unknown-/-no-/-
0a212 unknown-/-no-/-
0a241 unknown-/-no-/-
  toggle_military_wanted_levelspaceeinsteinyesP: $int (0=on/1=off)
- Toggles the Area 69 and SF aircraft carrier's wanted level on and off.
0a252 unknown-/-no-/-
0a272 unknown-/-no-/-
0a282 unknown-/-no-/-
  actor set_swim_speedYwa*NLyesP: $Actor, float($Speed)

Set swim speed of actor. Tested!
0a291 unknown-/-no-/-
0a2a1 unknown-/-no-/-
  is_text_box_displayingspaceeinsteinyesP: TEXT
- Checks if the text in the text box is being displayed.
0a2c1 unknown-/-no-/-
0a2d1 unknown-/-no-/-
0a2e7 unknown-/-no-/-
0a301 unknown-/-no-/-
  repair_cartomworld10yesP: $carID
- repair the car parts : doors, boot, bonnet, bumpers, and give full health to the car, just like pay'n spray does just without changing the colors
0a312 unknown-/-no-/-
0a321 unknown-/-no-/-
0a355 unknown-/-no-/-
0a360 unknown-/-no-/-
0a371 unknown-/-no-/-
0a391 unknown-/-no-/-
0a3a2 unknown-/-no-/-
0a3b1 unknown-/-no-/-
0a3c2 unknown-/-no-/-
0a3d4 toggle_prostitutes_pay_youspaceeinsteinnoP: $int (0=disable/1=enable)
- makes prostitutes pay you instead of you paying them
0a3f1 unknown-/-no-/-
0a405 unknown-/-no-/-
0a411 unknown-/-no-/-
0a430 unknown-/-no-/-
0a451 unknown-/-no-/-
0a462 unknown-/-no-/-
08000 unknown-/-no-/-
083e4 unknown-/-no-/-
  set_actor_xyz_rotationtomworld10yes$actorID, $xrot, $yrot, $zrot; floats; works only when actor is not touching ground; xrot90°=belly button toward the sky; yrot180°=head toward the ground; zrot0°=north;
09a21 unknown-/-no-/-
  destroy_object_with_fadetomworld10yes$objectID; object fades away like the parachute when landed
07044 unknown-/-no-/-
066e10 unknown-/-no-/-
09771 unknown-/-no-/-
091c7 unknown-/-no-/-
05132 unknown-/-no-/-
  text_1number_text_boxspaceeinsteinyesP: TEXT, $int
- Only used in slot machines
0a3e7 unknown-/-no-/-
09bd1 unknown-/-no-/-
  set_player_in_menuop9080noP: n
- n should be 1/0 (true/false). Sets whether the player is in a game menu (the type used for buying food, clothes, etc., not the main menu!)
0a0a2 unknown-/-no-/-
09d65 unknown-/-no-/-
0a2b0 unknown-/-no-/-
09cc2 unknown-/-no-/-
095b1 unknown-/-no-/-
08352 unknown-/-no-/-
06262 unknown-/-no-/-
09a010 unknown-/-no-/-
09a12 unknown-/-no-/-
093c1 unknown-/-no-/-
059d1 unknown-/-no-/-
059e1 unknown-/-no-/-
08f14 unknown-/-no-/-
09a46 unknown-/-no-/-
09aa2 unknown-/-no-/-
0a470 unknown-/-no-/-
089e5 unknown-/-no-/-
  create_actor_from_ped-/-noP: float X, Y, Z, R, int ID
- creates an actor from a ped within radius R of X, Y, Z
- if a ped is not available ID will be -1
- used in Dealer external script to find buyers
- seems to only pick peds that would buy drugs
089b1 unknown-/-no-/-
089c2 unknown-/-no-/-
09b62 unknown-/-no-/-
09a72 unknown-/-no-/-
076b2 unknown-/-no-/-
08592 unknown-/-no-/-
08d31 unknown-/-no-/-
06ff2 unknown-/-no-/-
093d1 unknown-/-no-/-
098e3 unknown-/-no-/-
08f02 unknown-/-no-/-
067b7 unknown-/-no-/-
  camera_on_car_point_to_actorspaceeinsteinyesP: $carID, $oX, $oY, $oZ, $actorID, $float, $int
- Makes camera sit on car while pointing to the actor.
06215 unknown-/-noP: int (?), int (?), $sequencepackID, int (?), #actor
- create_actor_for_sequence_pack
08062 unknown-/-no-/-
08e55 unknown-/-no-/-
061a3 unknown-/-no-/-
088e3 unknown-/-no-/-
0a481 unknown-/-no-/-
0a061 unknown-/-no-/-
0a071 unknown-/-no-/-
09911 unknown-/-no-/-
09c51 unknown-/-no-/-
08a07 unknown-/-no-/-
09da3 unknown-/-no-/-
0a0f0 unknown-/-no-/-
075f1 unknown-/-no-/-
  get_shop_item_numbertomworld10yesP: $int (number of the first item in the shop)
In shops object numbers are weird but with this opcode you get the numer of the first one
this number is after used with 0761 and 078C.
Eg: in cluckin bell it's kiddys cluckin bell and it's number is 2215=
then big cluck 2216, etc...look in props.ide
-/-
08d82 get_panel_selected_rowPatrickWyesP: $panelID, $i
- stores rownumber in "$i" (user released "select key")
078c2 unknown-/-no-/-
  get_object_nametomworld10yesP: $itemID (int but NOT USUAL ONES!!! look in props.ide) s$name
place the name of the item in 8byte string, when in interior use 075F to get the item number
-/-
07612 unknown-/-no-/-
  get_object_pricetomworld10yesP: $itemID (int but NOT USUAL ONES!!! look in props.ide) $price (int)
when in interior use 075Fb to get the item number
-/-
07822 unknown-/-no-/-
07812 unknown-/-no-/-
07901 unknown-/-no-/-
09452 unknown-/-no-/-
 2 get_player_max_armourPLPyntonyesP: $player_char, $int
- gets present maximum armour for player_char
07602 unknown-/-no-/-
08f74 unknown-/-no-/-
  get_player_clothing_idspaceeinsteinno-/-
07833 unknown-/-no-/-
08c82 unknown-/-no-/-
  reset_buyable_item_priceDeeZireyesP: int1 int2
Sets the item ID (int1) to the price specified by int2, can be used to override the default price set in shopping.dat.
08c91 unknown-/-no-/-
075e1 unknown-/-no-/-
075d1 unknown-/-no-/-
09421 unknown-/-no-/-
09a92 unknown-/-no-/-
  assign_buyable_item "$string" to_id $intDeeZireyesP: $string $int
Gets the buyable item ($string) from shopping.dat and assigns it an ID (the $int parameter).
0a233 unknown-/-no-/-
09bc4 unknown-/-no-/-
09691 unknown-/-no-/-
09751 unknown-/-no-/-
  is_vehicle_emergency_vehiclespaceeinsteinyesP: $carID
- Checks if the vehicle is an emergency vehicle (vehicles that look like it's for the EV Crane). It includes the Predator but excludes the Hunter.
096f1 unknown-/-no-/-
  is_car_street_racing_vehiclespaceeinsteinyesP: $carID
- Checks if the car is a street racing car (cars for the Wheels Arch Angels).
0a260 unknown-/-no-/-
  force_to_favorite_stationspaceeinsteinyesP: -none-
- Forces the radio to your favorite station.
09b32 unknown-/-no-/-
  get_car_door_statusspaceeinsteinnoP: $carID, $int
- Gets the car's door status.
09882 unknown-/-no-/-
  get_car_paintjobspaceeinsteinnoP: $carID, $int
- Gets the car's current paintjob
096b0 unknown-/-no-/-
096c0 unknown-/-no-/-
0a130 unknown-/-no-/-
0a224 unknown-/-no-/-
  set_car_color_to_panel_colortomworld10yesP: $panelID (panel created with 0964) $CarID $colorslot(int, 1 or 2) $panelactiverowID;
works with 0964 and will paint the car with the color your are selecting just like it does when you change color at the mod shop. It won't change the color back to normal after.
-/-
09d40 unknown-/-no-/-
09649 unknown-/-no-/-
  create_menu_grideAiyesP: 'CARM1' (colors) $float1 $float2 $float3 (I don't know what they are probalby similar to 08D4) $rows(int) $int1 $int2 $int3 (?? but probalby similar to 08D4) $panelID;
If use with the default parameters you will have the color panel you get when you mod your car.
06ec2 unknown-/-no-/-
  gets number of Paintjobs for this CardpassyesP: $CARID, int(0-4)
0, NO Paintjob available
1-4 one or more Paintjobs available
097d2 unknown-/-no-/-
06e62 unknown-/-no-/-
06e53 unknown-/-no-/-
079e0 unknown-/-no-/-
07fa0 unknown-/-no-/-
0a441 unknown-/-no-/-
  show_top_left_textboxesop9080noP: n
- n should be 1/0 (true/false).
Normally when the player is in a game menu, text on top left of the screen is disabled since the menu used that area. This opcode can override that.
079f0 unknown-/-no-/-
079d0 unknown-/-no-/-
07f90 unknown-/-no-/-
09c36 unknown-/-no-/-
  is_police_vehicle_in_rectanglespaceeinsteinyesP: $x1, $y1, $z1, $x2, $y2, $z2
- Checks if any police vehicle is in the rectangle.
07a34 unknown-/-no-/-
081d2 unknown-/-no-/-
073f8 unknown-/-no-/-
0a2f1 unknown-/-no-/-
  show_first_person_viewspaceeinsteinyesP: $int
- Shows the first person view of the current ewapon. Only works on weapons with first person view.
0 = off
1 = on
072d6 unknown-/-no-/-
092b3 unknown-/-noP: $groupID, idx (i), $actorID?
- get_group_member
 3 get_group_member-/-noP: $groupID, idx (i), $actorID?
- get_group_member
0a1d2 unknown-/-no-/-
  actor1_look_in_the_eyes_actor2tomworld10yes$actor1, $actor2; I haven't seen the difference between 0639 and this one but this one is used only with girlfriend
0a1e1 dump_screenOpiusyesP: int (meaningless, just use 1)
- dumps whatever is currently onscreen (minus HUD and text), and may save it in your gallery depending on your settings.
0a332 unknown-/-no-/-