Code | P | Opcode Name | User | test? | comment |
0000 | 0 | nop | CyQ | no | P: -none- - No OPeration |
0001 | 1 | wait | -/- | yes | P: $int - waits for $int (time in ms) |
0002 | 1 | jump | -/- | yes | P: @LABEL - jumps to @LABEL |
0003 | 1 | shake_cam | -/- | yes | P: [$]int - shakes the camera for [$]int (time in ms) |
0004 | 2 | setgi | -/- | yes | P: $int, int - P1 = P2 |
0005 | 2 | setgf | -/- | yes | P: $float, float - P1 = P2 |
0006 | 2 | setli | -/- | yes | P: $localInt, int - P1 = P2 |
0007 | 2 | setlf | TbM2k | yes | P: $localFloat, float - P1 = P2 |
0008 | 2 | addgi | -/- | yes | P: $int, int - P1 = P1 + P2 |
0009 | 2 | addgf | -/- | yes | P: $float, float - P1 = P1 + P2 |
000a | 2 | addli | TbM2k | no | P: $localInt, int - P1 = P1 + P2 |
000b | 2 | addlf | TbM2k | no | P: $localFloat, float - P1 = P1 + P2 |
000c | 2 | subgi | -/- | yes | P: $int, int - P1 = P1 - P2 |
000d | 2 | subgf | -/- | yes | P: $float, float - P1 = P1 - P2 |
000e | 2 | subli | TbM2k | no | P: $localInt, int - P1 = P1 - P2 |
000f | 2 | sublf | TbM2k | no | P: $localFloat, float - P1 = P1 - P2 |
0010 | 2 | mulgi | -/- | yes | P: $int, int - P1 = P1 * P2 |
0011 | 2 | mulgf | -/- | yes | P: $float, float - P1 = P1 * P2 |
0012 | 2 | mulli | TbM2k | no | P: $localInt, int - P1 = P1 * P2 |
0013 | 2 | mullf | TbM2k | no | P: $localFloat, float - P1 = P1 * P2 |
0014 | 2 | divgi | -/- | yes | P: $int, int - P1 = P1 / P2 (rounded) |
0015 | 2 | divgf | -/- | yes | P: $float, float - P1 = P1 / P2 |
0016 | 2 | divli | TbM2k | no | P: $localInt, int - P1 = P1 / P2 (rounded) |
0017 | 2 | divlf | TbM2k | no | P: $localFloat, float - P1 = P1 / P2 |
0018 | 2 | gtgi | -/- | yes | P: $int, int - P1 > P2? |
0019 | 2 | gtli | -/- | yes | P: $localInt, int - P1 > P2? |
001a | 2 | gtig | -/- | yes | P: int, $int - P1 > P2? |
001b | 2 | gtil | -/- | yes | P: int, $localInt - P1 > P2? |
001c | 2 | gtgg | -/- | yes | P: $int, $int - P1 > P2? |
001d | 2 | gtll | CyQ | no | P: $localInt, $localInt - P1 > P2? |
001e | 2 | gtgl | CyQ | no | P: $int, $localInt - P1 > P2? |
001f | 2 | gtlg | -/- | yes | P: $localInt, $int - P1 > P2? |
0020 | 2 | gtgf | -/- | yes | P: float, $float - P1 > P2? |
0021 | 2 | gtlf | CyQ | no | P: $localFloat, float - P1 > P2? |
0022 | 2 | gtfg | -/- | yes | P: $float, float - P1 > P2? |
0023 | 2 | gtfl | CyQ | no | P: float, $localFloat - P1 > P2? |
0024 | 2 | gtggf | -/- | yes | P: $float, $float - P1 > P2? |
0025 | 2 | gtllf | CyQ | no | P: $localFloat, $localFloat - P1 > P2? |
0026 | 2 | gtglf | CyQ | no | P: $float, $localFloat - P1 > P2? |
0027 | 2 | gtlgf | CyQ | no | P: $localFloat, $float - P1 > P2? |
0028 | 2 | gtegi | -/- | yes | P: $int, int - P1 >= P2? |
0029 | 2 | gteli | -/- | yes | P: $localInt, int - P1 >= P2? |
002a | 2 | gteig | -/- | yes | P: int, $int - P1 >= P2? |
002b | 2 | gteil | -/- | yes | P: int, $localInt - P1 >= P2? |
002c | 2 | gtegg | CyQ | no | P: $int, $int - P1 >= P2? |
002d | 2 | gtell | CyQ | no | P: $localInt, $localInt - P1 >= P2? |
002e | 2 | gtegl | CyQ | no | P: $int, $localInt - P1 >= P2? |
002f | 2 | gtelg | CyQ | no | P: $localInt, $int - P1 >= P2? |
0030 | 2 | gtegf | -/- | no | P: $float, float - P1 >= P2? |
0031 | 2 | gtelf | CyQ | no | P: $localFloat, float - P1 >= P2? |
0032 | 2 | gtefg | -/- | no | P: float, $float - P1 >= P2? |
0033 | 2 | gtefl | CyQ | no | P: float, $localFloat - P1 >= P2? |
0034 | 2 | gteggf | CyQ | no | P: $float, $float - P1 >= P2? |
0035 | 2 | gtellf | CyQ | no | P: $localFloat, $localFloat - P1 >= P2? |
0036 | 2 | gteglf | CyQ | no | P: $float, $localFloat - P1 >= P2? |
0037 | 2 | gtelgf | CyQ | no | P: $localFloat, $float - P1 >= P2? |
0038 | 2 | egi | -/- | yes | P: $int, int - P1 = P2? |
0039 | 2 | eli | -/- | yes | P: $localInt, int - P1 = P2? |
003a | 2 | egg | -/- | yes | P: $int, $int - P1 = P2? |
003b | 2 | ell | CyQ | no | P: $localInt, $localInt - P1 = P2? |
003c | 2 | egl | CyQ | no | P: $int, $localInt - P1 = P2? |
0042 | 2 | egf | -/- | yes | P: $float, float - P1 = P2? |
0043 | 2 | elf | TbM2k | no | P: $localFloat, float - P1 = P2? |
0044 | 2 | eggf | CyQ | no | P: $float, $float - P1 = P2? |
0045 | 2 | ellf | CyQ | no | P: $localFloat, $localFloat - P1 = P2? |
0046 | 2 | eglf | CyQ | no | P: $float, $localFloat - P1 = P2? |
004c | 1 | jt | CyQ | yes | P: @LABEL - jumps to @LABEL if Condition is true (gta3 only!) |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
004d | 1 | jf | -/- | yes | P: @LABEL - jumps to @LABEL if Condition is False (default) |
004e | 0 | end_thread | -/- | yes | P: -none- - stops execution of actual thread |
004f | -1 | create_thread | -/- | yes | P: @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!) |
0050 | 1 | gosub | -/- | yes | P: @LABEL - jumps to @LABEL and returns on RETURN |
0051 | 0 | return | -/- | yes | P: -none- - return to code after last gosub |
0053 | 5 | create_player | -/- | yes | P: int (0), X, Y, Z, $player_char - spawns a player at given coordinates |
0054 | 4 | get_player_coords | -/- | yes | P: $player_char, $X, $Y, $Z - puts the actual player_coordinates in X, Y, Z |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
0055 | 4 | put_player_at | -/- | yes | P: $player_char, [$]X, [$]Y, [$]Z - puts player at given coordinates |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
0056 | 6 | is_player_in_rect | -/- | yes | P: $player_char, X1, Y1, X2, Y2, int (0) - checks if player is in coordinates-rect (2d) |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
0057 | 8 | is_player_in_cube | -/- | yes | P: $player_char, X1, Y1, Z1, X2, Y2, Z2, int (0) - checks if player is in coordinates-cube (3d) |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
0058 | 2 | addgg | -/- | yes | P: $int, $int - P1 = P1 + P2 |
0059 | 2 | addggf | -/- | yes | P: $float, $float - P1 = P1 + P2 |
005a | 2 | addll | CyQ | no | P: $localInt, $localInt - P1 = P1 + P2 |
005b | 2 | addllf | CyQ | no | P: $localFloat, $localFloat - P1 = P1 + P2 |
005c | 2 | addlg | CyQ | no | P: $localInt, $int - P1 = P1 + P2 |
005d | 2 | addlgf | CyQ | no | P: $localFloat, $float - P1 = P1 + P2 |
005e | 2 | addgl | CyQ | no | P: $int, $localInt - P1 = P1 + P2 |
005f | 2 | addglf | CyQ | no | P: $float, $localFloat - P1 = P1 + P2 |
0060 | 2 | subgg | -/- | yes | P: $int, $int - P1 = P1 - P2 |
0061 | 2 | subggf | -/- | yes | P: $float, $float - P1 = P1 - P2 |
0062 | 2 | subll | CyQ | no | P: $localInt, $localInt - P1 = P1 - P2 |
0063 | 2 | subllf | CyQ | no | P: $localFloat, $localFloat - P1 = P1 - P2 |
0064 | 2 | sublg | CyQ | no | P: $localInt, $int - P1 = P1 - P2 |
0065 | 2 | sublgf | CyQ | no | P: $localFloat, $float - P1 = P1 - P2 |
0066 | 2 | subgl | CyQ | no | P: $int, $localInt - P1 = P1 - P2 |
0067 | 2 | subglf | CyQ | no | P: $float, $localFloat - P1 = P1 - P2 |
0068 | 2 | mulgg | -/- | yes | P: $int, $int - P1 = P1 * P2 |
0069 | 2 | mulggf | -/- | yes | P: $float, $float - P1 = P1 * P2 |
006a | 2 | mulll | CyQ | no | P: $localInt, $localInt - P1 = P1 * P2 |
006b | 2 | mulllf | CyQ | no | P: $localFloat, $localFloat - P1 = P1 * P2 |
006c | 2 | mullg | CyQ | no | P: $localInt, $int - P1 = P1 * P2 |
006d | 2 | mullgf | CyQ | no | P: $localFloat, $float - P1 = P1 * P2 |
006e | 2 | mulgl | CyQ | no | P: $int, $localInt - P1 = P1 * P2 |
006f | 2 | mulglf | CyQ | no | P: $float, $localFloat - P1 = P1 * P2 |
0070 | 2 | divgg | -/- | yes | P: $int, $int - P1 = P1 / P2 |
0071 | 2 | divggf | -/- | yes | P: $float, $float - P1 = P1 / P2 |
0072 | 2 | divll | CyQ | no | P: $localInt, $localInt - P1 = P1 / P2 |
0073 | 2 | divllf | CyQ | no | P: $localFloat, $localFloat - P1 = P1 / P2 |
0074 | 2 | divlg | CyQ | no | P: $localInt, $int - P1 = P1 / P2 |
0075 | 2 | divlgf | CyQ | no | P: $localFloat, $float - P1 = P1 / P2 |
0076 | 2 | divgl | CyQ | no | P: $int, $localInt - P1 = P1 / P2 |
0077 | 2 | divglf | CyQ | no | P: $float, $localFloat - P1 = P1 / P2 |
0078 | 2 | addgf_time | CyQ | no | P: - P1 = P1 + P2 |
0079 | 2 | addlf_time | CyQ | no | P: - P1 = P1 + P2 |
007a | 2 | addggf_time | CyQ | no | P: - P1 = P1 + P2 |
007b | 2 | addllf_time | CyQ | no | P: - P1 = P1 + P2 |
007c | 2 | addglf_time | CyQ | no | P: - P1 = P1 + P2 |
007d | 2 | addlgf_time | CyQ | no | P: - P1 = P1 + P2 |
007e | 2 | subgf_time | CyQ | no | P: - P1 = P1 - P2 |
007f | 2 | sublf_time | CyQ | no | P: - P1 = P1 - P2 |
0080 | 2 | subggf_time | CyQ | no | P: - P1 = P1 - P2 |
0081 | 2 | subllf_time | CyQ | no | P: - P1 = P1 - P2 |
0082 | 2 | subglf_time | CyQ | no | P: - P1 = P1 - P2 |
0083 | 2 | sublgf_time | CyQ | no | P: - P1 = P1 - P2 |
0084 | 2 | setgg | -/- | yes | P: $int, $int - P1 = P2 |
0085 | 2 | setll | CyQ | no | P: $localInt, $localInt - P1 = P2 |
0086 | 2 | setggf | -/- | yes | P: $float, $float - P1 = P2 |
0087 | 2 | setllf | TbM2k | no | P: $localFloat, $localFloat - P1 = P2 |
0088 | 2 | setglf | TbM2k | no | P: $float, $localFloat - P1 = P2 |
0089 | 2 | setlgf | CyQ | no | P: $localFloat, $float - P1 = P2 |
008a | 2 | setgl | CyQ | no | P: $int, $localInt - P1 = P2 |
008b | 2 | setlg | CyQ | no | P: $localInt, $int - P1 = P2 |
008c | 2 | setgigf | -/- | yes | P: $int, $float - converts $float to $int |
008d | 2 | setgfgi | -/- | yes | P: $float, $int - converts $int to $float |
008e | 2 | setlilf | CyQ | no | P: $localInt, $localFloat - converts $localFloat to $localInt |
008f | 2 | setlfli | CyQ | no | P: $localFloat, $localInt - converts $localInt to $localFloat |
0090 | 2 | setgilf | CyQ | no | P: $int, $localFloat - converts $localFloat to $int |
0091 | 2 | setgfli | CyQ | no | P: $float, $localInt - converts $localInt to $float |
0092 | 2 | setligf | CyQ | no | P: $localInt, $float - converts $float to $localInt |
0093 | 2 | setlfgi | CyQ | no | P: $localFloat, $int - converts $int to $localFloat |
0094 | 1 | absg | CyQ | no | P: $int - |
0095 | 1 | absl | CyQ | no | P: $localInt - |
0096 | 1 | absgf | CyQ | no | P: $float - |
0097 | 1 | abslf | CyQ | no | P: $localFloat - |
0098 | 1 | randf_0to1 | CyQ | no | P: $float - creates random-float from 0.00 - 1.00 |
0099 | 1 | randi_0to65535 | CyQ | no | P: $int - creates random-int from 0 - 65535 |
009a | 6 | create_actor | -/- | no | P: 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) |
| | unknown | DeeZire | yes | P: 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) |
009b | 1 | destroy_actor | -/- | no | P: $actorID - deletes an actor |
009c | 2 | set_wander_path | -/- | no | P: $actorID, int (pathID) - gives the actor a path to walk along |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
009d | 0 | do_nothing | -/- | no | P: -none- - not shure, but seems to do nothing... (unused) |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
009e | 6 | set_ped_path | -/- | no | P: $actorID, X, Y, Z, float (1.0?), int (1?) |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
009f | 1 | set_ped_objective | -/- | no | P: $actorID - makes actor act like ped (?) |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00a0 | 4 | get_actor_coords | -/- | no | P: $actorID, $X, $Y, $Z - gets coordinates from given actor |
00a1 | 4 | put_actor_at | -/- | no | P: $actorID, X, Y, Z - puts the actor at coordinates |
00a2 | 1 | is_actor_alive | -/- | no | P: $actorID - is the actor living? |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00a3 | 6 | is_actor_in_rect | -/- | no | P: $actorID, X1, Y1, X2, Y2, int (0?) - last param was always 0, but why?? |
00a4 | 8 | is_actor_in_cube | -/- | no | P: $actorID, X1, Y1, Z1, X2, Y2, Z2, int (0?) - last param is always 0, but why?? |
00a5 | 5 | create_car | -/- | yes | P: #model, X, Y, Z, $carID - creates a car at the given coordinates |
00a6 | 1 | destroy_car | -/- | yes | P: $carID - removes a car |
00a7 | 4 | drive_car_to | -/- | no | P: $carID, X, Y, Z - drives car to given coordinates |
00a8 | 1 | set_car_driver_psycho | -/- | no | P: $carID - drives like you shoot at the car |
00a9 | 1 | set_car_driver_normal | -/- | yes | P: $carID - makes the car act like normal |
00aa | 4 | get_car_coords | -/- | no | P: $carID, $X, $Y, $Z - gets the coordinates of the car |
00ab | 4 | put_car_at | -/- | no | P: $carID, X, Y, Z - "teleports" car to given coordinates |
00ac | 1 | is_car_on_land | -/- | no | unused |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00ad | 2 | set_car_max_speed | -/- | no | P: $carID, float - sets the maximum speed for carID (50.0 = maximum) |
00ae | 2 | unknown | TbM2k | yes | P: $carID, int - if int=2 sets car to ignore red-lights and drive around traffic ("racing-mode") |
00af | 2 | set_car_driver_behaviour | -/- | no | P: $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 | -/- | yes | P: $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 |
00b0 | 6 | is_car_in_rect | -/- | no | P: $carID, X1, Y1, X2, Y2, int (0?) - last param is always 0, but WHY?? |
00b1 | 8 | is_car_in_cube | -/- | no | P: $carID, X1, Y1, Z1, X2, Y2, Z2, int (0?) - last param is always 0, BUT WHY??? |
00ba | 3 | text_styled | -/- | no | -/- |
00bb | 3 | text | -/- | no | -/- |
00bc | 3 | text_now | -/- | no | -/- |
00bd | 3 | text_soon | -/- | no | -/- |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00be | 0 | text_clear_all | -/- | no | -/- |
00bf | 2 | get_current_time | -/- | no | P: $int (hours), $int (minutes) - stores actual time into the given vars |
00c0 | 2 | set_current_time | -/- | yes | P: int (hours), int (minutes) - sets the actual time to the given values (the game will crash if this isnt used) |
00c1 | 3 | get_mins_to_current_time | -/- | no | P: int (hour), int (minute), $int - calculates how many minutes are left until the given time is reached |
00c2 | 4 | is_sphere_onscreen | -/- | no | - changed from "is_point_onscreen" |
00c3 | 0 | debug_on | -/- | no | P: -none- - will show lines/boxes/dots inside missions |
| | nop | -/- | no | P: -none- - No OPeration |
00c4 | 0 | debug_off | -/- | no | P: -none- - deactivates above command |
| | nop | -/- | no | P: -none- - No OPeration |
00c5 | 0 | true | CyQ | no | P: -none- - only used in GTA3 |
00c6 | 0 | unknown | -/- | no | - only used in GTA3 (was: false) - in SA its now 059a! |
00d6 | 1 | if | -/- | yes | P: 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). |
|
00d7 | 1 | create_thread_wb | -/- | no | P: @label - thread that is executed when ... (no wasted/busted occures??) |
00d8 | 0 | mission_cleanup | -/- | yes | P: -none- - does the "dirty work" after a mission... |
00d9 | 2 | store_actor_car | -/- | no | P: $actorID, $carID - puts actual car into $carID |
00da | 2 | store_player_car | -/- | no | P: $player_char, $carID - puts actual car into $carID (seems to crash sometimes) |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00db | 2 | is_actor_driving_car | -/- | yes | P: $actorID, $carID - checks if actor is inside the specified car |
00dc | 2 | is_player_driving_car | -/- | yes | P: $player_char, $carID - checks if player is driving the specified car |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
00dd | 2 | is_actor_driving_car_model | -/- | no | P: $actorID, int (cartype) - checks if actor is driving a certain car-type |
00de | 2 | is_player_driving_car_model | -/- | yes | P: $player_char, int (cartype) - checks if player is driving a certain car-type |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
00df | 1 | is_actor_driving | -/- | yes | P: $actorID - checks if an actor is driving any car |
00e0 | 1 | is_player_driving | -/- | yes | P: $player_char - checks if player is driving any car |
| | unsupported_in_sa | -/- | yes | This OpCode is unsupported in SA |
00e1 | 2 | is_key_pressed | -/- | no | P: int (0), int (key) - checks if a certain key is pressed# | on foot | in car | | 2 | turn l/r | look/turret l/r | 3 | look l/r (classic mode) | turret up/down | 4 | action key | radio | 5 | prev. weapon | look l/behind | 6 | aim/target | handbrake | 7 | next weapon | look r/behind | 8 | forward | | 9 | backward | | 10 | strafe l | turn l | 11 | strafe r | turn r | 12 | exit certain modes (while "lock_actor") | 13 | camera | camera | 14 | jump | brake/backward | 15 | enter vehicle | exit vehicle | 16 | sprint | gas/forward | 17 | shoot/attack | shoot | 18 | crouch | horn | 19 | look behind | sub-mission |
|
00e2 | 2 | get_key_pressed | CyQ | no | P: - not shure, needs testing! (unused) |
00e3 | 6 | is_player_near_point | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00e4 | 6 | is_player_near_point_on_foot | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00e5 | 6 | is_player_near_point_in_car | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00e6 | 6 | is_player_near_point_still | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00e7 | 6 | is_player_near_point_on_foot_still | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00e8 | 6 | is_player_near_point_in_car_still | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00e9 | 5 | is_player_near_actor | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00ea | 5 | is_player_near_actor_on_foot | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00eb | 5 | is_player_near_actor_in_car | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00ec | 6 | is_actor_near_point | CyQ | no | P: - |
00ed | 6 | is_actor_near_point_on_foot | CyQ | no | P: - |
00ee | 6 | is_actor_near_point_in_car | CyQ | no | P: - |
00ef | 6 | is_actor_near_point_still | CyQ | no | P: - |
00f0 | 6 | is_actor_near_point_on_foot_still | CyQ | no | P: - |
00f1 | 6 | is_actor_near_point_in_car_still | CyQ | no | P: - |
00f2 | 5 | is_actor_near_actor | CyQ | no | P: - |
00f3 | 5 | is_actor_near_actor_on_foot | CyQ | no | P: - |
00f4 | 5 | is_actor_near_actor_in_car | CyQ | no | P: - |
00f5 | 8 | is_player_near_point_3d | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00f6 | 8 | is_player_near_point_3d_on_foot | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00f7 | 8 | is_player_near_point_3d_in_car | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00f8 | 8 | is_player_near_point_3d_still | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00f9 | 8 | is_player_near_point_3d_on_foot_still | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00fa | 8 | is_player_near_point_3d_in_car_still | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00fb | 6 | is_player_near_actor_3d | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00fc | 6 | is_player_near_actor_3d_on_foot | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00fd | 6 | is_player_near_actor_3d_in_car | CyQ | no | P: - |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
00fe | 8 | is_actor_near_point_3d | CyQ | no | P: - |
00ff | 8 | is_actor_near_point_3d_on_foot | CyQ | no | P: - |
0100 | 8 | is_actor_near_point_3d_in_car | CyQ | no | P: - |
0101 | 8 | is_actor_near_point_3d_still | CyQ | no | P: - |
0102 | 8 | is_actor_near_point_3d_on_foot_still | CyQ | no | P: - |
0103 | 8 | is_actor_near_point_3d_in_car_still | CyQ | no | P: - |
0104 | 6 | is_actor_near_actor_3d | CyQ | no | P: - |
0105 | 6 | is_actor_near_actor_3d_on_foot | CyQ | no | P: - |
0106 | 6 | is_actor_near_actor_3d_in_car | CyQ | no | P: - |
0107 | 5 | create_object | -/- | no | P: #object, X, Y, Z, $objectID |
0108 | 1 | destroy_object | -/- | no | P: $objectID - destroys the given object |
0109 | 2 | add_to_player_money | -/- | yes | P: $player_char, [$]int - adds P2 to PlayerMoney |
010a | 2 | is_player_money_greater_than | -/- | yes | P: $player_char, [$]int - playermoney > [$]int? |
010b | 2 | get_player_money | CyQ | no | P: $player_char, $int - stores the amount of money the player owns in $int |
010c | 5 | init_player_rc_buggy | -/- | no | P: $player_char, X, Y, Z, float (angle?) - after this use "get_player_rc_car" to get the assigned carID |
| | nop | -/- | no | P: -none- - No OPeration |
010d | 2 | set_player_wanted_level | -/- | no | P: $player_char, int (0-6) - sets the wanted level (stars and paintnspray works) |
010e | 2 | set_player_wanted_level_no_drop | CyQ | no | P: $player_char, int (0-6) - sets the wanted level to fixed minimum-value |
010f | 2 | is_player_wanted_level_greater | -/- | no | -/- |
0110 | 1 | clear_player_wanted_level | -/- | no | P: $player_char - resets the wanted level to 0 |
0111 | 1 | toggle_wasted_busted_check | -/- | no | -/- |
0112 | 0 | is_wasted_or_busted | -/- | yes | P: -none- - checks if player is dead/caught |
0113 | 3 | give_player_ammo | CyQ | no | -/- |
0114 | 3 | give_actor_ammo | CyQ | no | -/- |
0117 | 1 | is_player_wasted | -/- | no | P: $player_char - checks if player got wasted |
0118 | 1 | is_actor_dead | -/- | yes | P: $actorID - checks if an actor died |
0119 | 1 | is_car_wrecked | -/- | yes | P: $carID - checks if car is about to explode/exploded |
011a | 2 | set_actor_flags | -/- | no | P: $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" |
011c | 1 | clear_actor_objective | -/- | no | P: $actorID - how to explain... like taking a rope away from a person... (?) |
011d | 1 | unknown | -/- | no | unused |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
0121 | 2 | is_player_in_zone | -/- | no | -/- |
0122 | 1 | is_player_pressing_horn | -/- | yes | P: $player_char - checks if player honks |
0123 | 2 | has_actor_spotted_player | -/- | no | -/- |
0126 | 1 | is_actor_walking | -/- | no | -/- |
0129 | 4 | create_actor_in_car_driverseat | -/- | yes | P: $carID, int (pedtype), #model, $actorID - creates an actor in the driverseat (spawn_actor) |
012a | 4 | put_player_at_and_remove_from_car | -/- | no | -/- |
0130 | 1 | is_player_busted | -/- | no | unused |
0135 | 2 | get_car_door_status | -/- | no | -/- |
0137 | 2 | is_car_id | -/- | no | P: $carID, #model - checks if the carID is the cartype given |
0149 | 1 | is_car_crushed | -/- | no | unused |
014b | 13 | create_car_generator | CyQ | yes | P: X, Y, Z, angle? (float), #model (int), carcolor1 (int), carcolor2 (int), belongstoplayer (1=never get stars for "stealing car"), alarmchance (int 0-100), lockedchance (int 0-100), 0 (int), value (int "$"), $generatorID |
014c | 2 | set_generated_cars | CyQ | yes | P: $generatorID, $nr (101=infinite) - sets $generatorID to generate $nr cars |
014d | 4 | text_pager | -/- | no | unused |
014e | 2 | start_timer | -/- | no | P: $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)") |
|
014f | 1 | stop_timer | -/- | no | P: $timerID - stops a timer (stops displaying too) |
0151 | 1 | remove_status_text | -/- | no | P: $statusID - removes statustext if its still on screen |
0152 | 13 | set_zone_gang_car_info | -/- | no | P: 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") |
0154 | 2 | is_actor_in_zone | -/- | no | P: $actorID, TEXT (zonename) - checks if the actor is in a specified zone |
0156 | 3 | set_ped_density | -/- | no | -/- |
0157 | 3 | camera_on_player | -/- | no | -/- |
0158 | 3 | camera_on_vehicle | -/- | no | -/- |
0159 | 3 | camera_on_actor | -/- | no | -/- |
015a | 0 | restore_camera | -/- | yes | P: -none- - sets camera back to "chase"-mode |
015c | 13 | set_zone_gang_ped_info | -/- | no | P: 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") |
015d | 1 | set_gamespeed | -/- | no | P: float - sets gamespeed (1 = 100%) |
015e | 1 | are_car_wheels_on_ground | -/- | no | P: $carID - checks if car-wheels are touching the ground |
015f | 6 | set_camera_position | -/- | yes | P: X, Y, Z, float (0.0), float (0.0), float (0.0) - repositions the camera (with cut, last 3 params will rotate the camera) |
0160 | 4 | point_camera | -/- | yes | P: X, Y, Z, int (1=pan/2=cut) - tells the camera where to look at |
0161 | 4 | tie_marker_to_car | -/- | no | -/- |
0162 | 4 | tie_marker_to_actor | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0164 | 1 | disable_marker | -/- | yes | P: $markerID - deletes a marker |
0165 | 2 | set_marker_color | -/- | no | -/- |
0166 | 2 | set_marker_brightness | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0167 | 6 | create_marker | -/- | no | -/- |
0168 | 2 | show_on_radar1 | -/- | no | -/- |
0169 | 3 | set_fade_color | -/- | yes | P: int (R), int (G), int (B) - sets the fadingcolor (0, 0, 0 = SplashScreen?) |
016a | 2 | fade | -/- | yes | P: int (time in ms), int (0=out/1=in) - starts fading |
016b | 0 | is_fading | -/- | yes | P: -none- - TRUE if Game is still fading |
016e | 4 | override_restart_at | -/- | no | -/- |
016f | 10 | create_particle_1 | -/- | no | unused (removed from VC?) |
0170 | 2 | get_player_z_angle | -/- | yes | P: $player_char, $float - gets the players angle (0=north) |
0171 | 2 | set_player_z_angle | -/- | yes | P: $player_char, float - sets the player to look in "float"° direction (0=north) |
0172 | 2 | get_actor_z_angle | -/- | no | P: $actorID, $float - gets the actors angle (0=north) |
0173 | 2 | set_actor_z_angle | -/- | no | P: $actorID, $float - sets the actor to look in "float"° direction (0=north) |
0174 | 2 | get_car_z_angle | -/- | no | P: $carID, $float - gets the cars angle (0=north) |
0175 | 2 | set_car_z_angle | -/- | no | P: $carID, $float - sets the car to look at "float"° direction (0=north) |
0176 | 2 | get_object_z_angle | -/- | no | P: $objectID, $float - gets the objects angle (0=north) |
0177 | 2 | set_object_z_angle | -/- | no | P: $objectID, $float - sets the object to look at "float"° direction (0=north) |
0178 | 2 | has_player_picked_up_object | -/- | no | unused - use 0214 "is_pickup_picked_up" |
0179 | 2 | has_actor_picked_up_object | CyQ | no | P: - unused |
017a | 3 | set_player_weapon_ammo | -/- | no | -/- |
017b | 3 | set_actor_weapon_ammo | CyQ | no | P: - |
0180 | 1 | set_missionflag | -/- | yes | P: $int - sets the global "on-mission"-flag |
0181 | 2 | set_contact_on_mission_flag | -/- | no | unused |
| | nop | -/- | no | P: -none- - No OPeration |
0182 | 2 | set_contact_base_brief | -/- | no | unused |
0183 | 2 | is_player_health_greater_than | CyQ | no | P: - |
0184 | 2 | is_actor_health_greater_than | CyQ | no | P: - |
0185 | 2 | is_car_health_greater_than | CyQ | no | P: - |
0186 | 2 | create_arrow_above_car | -/- | no | -/- |
0187 | 2 | create_arrow_above_actor | -/- | no | -/- |
0188 | 2 | create_arrow_above_object | -/- | no | -/- |
0189 | 4 | unknown | -/- | no | P: X, Y, Z, $markerID seems to create a marker/checkpoint? |
| | nop | -/- | no | P: -none- - No OPeration |
018a | 4 | create_checkpoint | -/- | no | -/- |
018b | 2 | show_on_radar2 | -/- | no | -/- |
018c | 4 | play_sound | -/- | no | -/- |
018d | 5 | create_sound | -/- | no | -/- |
018e | 1 | stop_sound | -/- | no | -/- |
018f | 1 | unknown | -/- | no | P: $carID - is_car_??? |
0190 | 1 | unknown | -/- | no | P: $carID - used before "add_car_to_stuck_car_check" |
0191 | 1 | unknown | -/- | no | P: $carID - used after "remove_car_from_stuck_car_check" |
0192 | 1 | set_actor_to_stand_still | -/- | no | -/- |
0193 | 1 | set_actor_to_act_like_ped | -/- | no | -/- |
0194 | 4 | set_actor_to_go_to_point | -/- | no | -/- |
0197 | 6 | is_player_in_rect_on_foot | CyQ | no | P: - |
0198 | 6 | is_player_in_rect_in_car | CyQ | no | P: - |
0199 | 6 | is_player_in_rect_still | CyQ | no | P: - |
019a | 6 | is_player_in_rect_on_foot_still | CyQ | no | P: - |
019b | 6 | is_player_in_rect_in_car_still | CyQ | no | P: - |
019c | 8 | is_player_in_cube_on_foot | CyQ | no | P: - |
019d | 8 | is_player_in_cube_in_car | CyQ | no | P: - |
019e | 8 | is_player_in_cube_still | CyQ | no | P: - |
019f | 8 | is_player_in_cube_on_foot_still | CyQ | no | P: - |
01a0 | 8 | is_player_in_cube_in_car_still | CyQ | no | P: - |
01a1 | 6 | is_actor_in_rect_on_foot | CyQ | no | P: - |
01a2 | 6 | is_actor_in_rect_in_car | CyQ | no | P: - |
01a3 | 6 | is_actor_in_rect_still | CyQ | no | P: - |
01a4 | 6 | is_actor_in_rect_on_foot_still | CyQ | no | P: - |
01a5 | 6 | is_actor_in_rect_in_car_still | CyQ | no | P: - |
01a6 | 8 | is_actor_in_cube_on_foot | CyQ | no | P: - |
01a7 | 8 | is_actor_in_cube_in_car | CyQ | no | P: - |
01a8 | 8 | is_actor_in_cube_still | CyQ | no | P: - |
01a9 | 8 | is_actor_in_cube_on_foot_still | CyQ | no | P: - |
01aa | 8 | is_actor_in_cube_in_car_still | CyQ | no | P: - |
01ab | 6 | is_car_in_rect_still | CyQ | no | P: - |
01ac | 8 | is_car_in_cube_still | CyQ | no | P: - |
01ad | 6 | is_car_near_point | CyQ | no | P: $carID, X, Y, float (RX), float (RY), 0 - checks if the car is in "R"-radius from given point |
01ae | 6 | is_car_near_point_still | CyQ | no | P: $carID, X, Y, float (RX), float (RY), 0 - checks if the car is parked in "R"-radius from given point |
01af | 8 | is_car_near_point_3d | -/- | no | P: $carID, X, Y, Z, float (RX), float (RY), float (RZ), 0 - checks if the car is in "R"-radius from given coordinate |
01b0 | 8 | is_car_near_point_3d_still | CyQ | no | P: $carID, X, Y, Z, float (RX), float (RY), float (RZ), 0 - checks if the car is parked in "R"-radius from given point |
01b1 | 3 | give_player_weapon | -/- | no | -/- |
01b2 | 3 | give_actor_weapon | -/- | no | -/- |
01b4 | 2 | toggle_player_controllable | -/- | yes | P: $player_char, int (0/1) - enables/disables controls for player (0=off/1=on) |
01b5 | 1 | force_weather | -/- | yes | P: int (0-6) - 0=sunny, 1=cloudy, 2=rainy, 3=foggy, 4=extrasunny, 5=rainy, 6=interior |
01b6 | 1 | weather | -/- | yes | P: int (0-6) - for weathertypes see 01b5 "force_weather" |
01b7 | 0 | release_weather | -/- | yes | P: -none- - weather returns to random |
01b8 | 2 | set_player_armed_weapon | -/- | no | -/- |
01b9 | 2 | set_actor_armed_weapon | -/- | no | -/- |
01bb | 4 | get_object_coords | -/- | no | -/- |
01bc | 4 | put_object_at | -/- | no | -/- |
01bd | 1 | get_current_time_in_ms | -/- | no | -/- |
01be | 4 | set_actor_to_look_at_point | -/- | no | -/- |
01c0 | 2 | get_player_wanted_level | -/- | no | P: $player_char, $int - gets the actual wanted-level into "$int" |
01c1 | 1 | is_car_stopped | -/- | no | P: $carID - checks if the given car has stopped |
01c2 | 1 | cleanup_actor | -/- | no | P: $actorID - will release an actor so that it can disappear |
01c3 | 1 | cleanup_car | -/- | no | P: $carID - will release a car so it can disappear |
01c4 | 1 | cleanup_object | -/- | no | P: $objectID - will release an object so it can disappear |
01c5 | 1 | remove_actor_from_mission_cleanup_list | CyQ | no | P: $actorID - actor wont get deleted on "mission_cleanup" |
01c6 | 1 | remove_car_from_mission_cleanup_list | CyQ | no | P: $carID - car wont get deleted on "mission_cleanup" |
01c7 | 1 | remove_object_from_mission_cleanup_list | -/- | yes | P: $objectID - object wont get deleted on "mission_cleanup" |
01c8 | 5 | create_actor_in_car_passenger | -/- | no | P: $carID, int (pedtype), #model, int (seat), $actorID - creates an actor in the passengerseat (spawn_actor) |
01c9 | 2 | set_actor_to_kill_actor1 | -/- | no | -/- |
01ca | 2 | set_actor_to_kill_player1 | -/- | no | -/- |
01cb | 2 | set_actor_to_kill_actor2 | -/- | no | -/- |
01cc | 2 | set_actor_to_kill_player2 | -/- | no | P: $actorID, $player_char - actor tries to kill the player |
01ce | 2 | set_actor_to_avoid_player1 | -/- | no | -/- |
01cf | 2 | unknown | -/- | no | P: $actorID, $actorID - used in ROCKB2.gsr after 0579 |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
01d0 | 2 | set_actor_to_avoid_player2 | -/- | no | -/- |
01d1 | 2 | set_actor_to_follow_actor | -/- | no | -/- |
01d2 | 2 | set_actor_to_follow_player | -/- | no | -/- |
01d3 | 2 | make_actor_leave_car | -/- | no | P: $actorID, $carID - makes the actor leave the car |
01d4 | 2 | send_actor_to_car | -/- | yes | P: $actorID, $carID - tells an actor to enter a car |
01d5 | 2 | send_actor_to_car_driversseat | -/- | yes | P: $actorID, $carID - tells an actor to enter a car as the driver |
01d8 | 2 | unknown | -/- | no | P: $actorID, $objectID - at testing the actor wanted to fight the barrel (?) |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
01d9 | 2 | set_actor_to_run_from_car | -/- | no | P: $...ID, $...ID - the actor will run away from the car |
01de | 2 | tie_actor_to_actor | -/- | no | P: $actorID1, $actorID2 - makes actor1 follow actor2 (not sure) |
01df | 2 | tie_actor_to_player | -/- | no | P: $actorID, $player_char - makes the actor follow the player |
01e0 | 1 | clear_leader | -/- | no | -/- |
01e1 | 3 | set_actor_follow_route | -/- | no | P: $actorID, int (route), ? - makes actor follow given route |
01e2 | 4 | add_route_point | -/- | no | P: int (route), X, Y, Z - adds a point to the given route |
01e3 | 4 | text_1number_styled | -/- | no | -/- |
01e4 | 4 | text_1number | -/- | no | P: TEXT, $int, time_in_ms, style |
01e5 | 4 | text_1number_now | -/- | no | P: TEXT, $int, time_in_ms, style |
01e6 | 4 | text_1number_soon | CyQ | no | P: TEXT, $int, time_in_ms, style |
01e7 | 6 | enable_car_nodes_in_cube | -/- | no | -/- |
01e8 | 6 | disable_car_nodes_in_cube | -/- | no | -/- |
01e9 | 2 | get_car_num_passengers | -/- | no | -/- |
01ea | 2 | get_car_max_passengers | -/- | no | -/- |
01eb | 1 | set_car_density | -/- | no | -/- |
01ec | 2 | make_car_heavy | spinnie | no | P: $carID, int (0/1) - you car will be very heavy, ram other cars to see the result... |
01ed | 1 | spawn_actor | -/- | yes | P: $actorID - spawns an earlier created actor |
01ee | 10 | activate_crane | -/- | no | -/- |
01ef | 2 | deactivate_crane | -/- | no | -/- |
01f0 | 1 | set_max_wanted_level | -/- | yes | P: int - sets the maximum wanted level you can reach (0-6) |
01f3 | 1 | is_airborne | -/- | yes | P: $carID - checks if the car (heli/dodo) is flying |
01f4 | 1 | is_car_upsidedown | -/- | yes | P: $carID - checks if your car is flipped (in air?) |
01f5 | 2 | make_actor_from_player | -/- | yes | P: $player_char, $player_actor - creates an actorID from the player |
01f6 | 0 | cancel_override_restart | -/- | no | P: -none- - resets alternate player restartpoint |
01f7 | 2 | toggle_player_ignored_by_cops | -/- | no | -/- |
01f9 | 9 | init_rampage | -/- | no | P: "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?) |
01fa | 1 | get_rampage_status | -/- | no | -/- |
01fb | 2 | sqrt | -/- | yes | P: $float, $float/$int - like the key "SQRT" on your pocket calculator |
01fc | 5 | is_player_near_car | -/- | no | P: $player_char, $carID, float (rX), float (rY), int (0?) - is player (driving/on foot) near the car (r=radius 2D) |
01fd | 5 | is_player_near_car_on_foot | -/- | no | P: $player_char, $carID, float (rX), float (rY), int (0?) - is player (on foot) near the car (r=radius 2D) |
01fe | 5 | is_player_near_car_in_car | -/- | no | P: $player_char, $carID, float (rX), float (rY), int (0?) - is player (driving) near the car (r=radius 2D) |
01ff | 6 | is_player_near_car_3d | CyQ | no | P: $player_char, $carID, float (rX), float (rY), float (rZ), int (0?) - is player (driving/on foot) near the car (r=radius 3D) |
0200 | 6 | is_player_near_car_3d_on_foot | CyQ | no | P: $player_char, $carID, float (rX), float (rY), float (rZ), int (0?) - is player (on foot) near the car (r=radius 3D) |
0201 | 6 | is_player_near_car_3d_in_car | CyQ | no | P: $player_char, $carID, float (rX), float (rY), float (rZ), int (0?) - is player (driving) near the car (r=radius 3D) |
0202 | 5 | is_actor_near_car | -/- | no | P: $actorID, $carID, float (rX), float (rY), int (0?) - is actor (driving/on foot) near the car (r=radius 2D) |
0203 | 5 | is_actor_near_car_on_foot | -/- | no | P: $actorID, $carID, float (rX), float (rY), int (0?) - is actor (on foot) near the car (r=radius 2D) |
0204 | 5 | is_actor_near_car_in_car | -/- | no | P: $actorID, $carID, float (rX), float (rY), int (0?) - is actor (driving) near the car (r=radius 2D) |
0205 | 6 | is_actor_near_car_3d | CyQ | no | P: $actorID, $carID, float (rX), float (rY), float (rZ), int (0?) - is actor (driving/on foot) near the car (r=radius 3D) |
0206 | 6 | is_actor_near_car_3d_on_foot | CyQ | no | P: $actorID, $carID, float (rX), float (rY), float (rZ), int (0?) - is actor (on foot) near the car (r=radius 3D) |
0207 | 6 | is_actor_near_car_3d_in_car | CyQ | no | P: $actorID, $carID, float (rX), float (rY), float (rZ), int (0?) - is actor (driving) near the car (r=radius 3D) |
0208 | 3 | randf | CyQ | no | P: float (from), float (to), $float - creates a random float |
0209 | 3 | randi | CyQ | no | P: int (from), int (to), $int - creates a random integer |
| | randi | Bigun | yes | P: $int, $intA - creates a random integer from (P1) to (P2 - 1) |
020a | 2 | set_car_door_status | -/- | no | P: $carID, int (status) - sets doorstatus (4 = locked?) |
020b | 1 | explode_car | -/- | no | P: $carID - makes the car explode (*bang*) |
020c | 4 | create_explosion | -/- | no | P: X, Y, Z, int (?) - creates an explosion (used with 0565) |
020d | 1 | is_car_flipped | -/- | no | P: $carID - checks if your car is lying on its roof |
020e | 2 | set_actor_to_look_at_actor | -/- | no | P: $actorID, $actorID - rotates first actor to look at the second |
020f | 2 | set_actor_to_look_at_player | -/- | no | -/- |
0210 | 2 | set_player_to_look_at_actor | -/- | no | -/- |
0211 | 3 | walk_actor_to_point | -/- | yes | P: $actorID, X, Y - tells an actor to walk to the given coordinate |
0213 | 6 | create_pickup | -/- | yes | P: #model, int (?), X, Y, Z, $pickupID - creates a pickup |
0214 | 1 | is_pickup_picked_up | -/- | no | P: $pickupID - checks if you took the pickup |
0215 | 1 | destroy_pickup | -/- | no | P: $pickupID - deletes the pickup |
0216 | 2 | set_car_taxiavailable | -/- | yes | P: $carID, int - turns on the TAXI-sign on your Car (1=on/0=off) |
0217 | 3 | text_styled_now | -/- | no | -/- |
0218 | 4 | text_1number_styled_now | -/- | no | -/- |
0219 | 10 | create_garage | -/- | no | -/- |
021b | 2 | set_garage_to_accept_car | -/- | no | P: $garageID, $carID - garage only opens if you drive the specified car |
021c | 1 | is_car_in_garage | -/- | no | P: $garageID - checks if you drove your car into the garage |
| | nop | -/- | no | P: -none- - No OPeration |
021d | 1 | toggle_free_bomb_shop | -/- | no | unused |
0221 | 2 | toggle_player_trapped_in_car | -/- | no | -/- |
0222 | 2 | set_player_health | -/- | no | -/- |
0223 | 2 | set_actor_health | -/- | no | -/- |
0224 | 2 | set_car_health | -/- | no | -/- |
0225 | 2 | get_player_health | -/- | no | P: $player_char, $int - gets health of player into $int |
0226 | 2 | get_actor_health | -/- | no | -/- |
0227 | 2 | get_car_health | -/- | no | -/- |
0228 | 2 | is_car_bomb_status | -/- | no | unused |
0229 | 3 | change_car_color | -/- | no | -/- |
022a | 6 | enable_ped_nodes_in_cube | -/- | no | -/- |
022b | 6 | disable_ped_nodes_in_cube | -/- | no | -/- |
022c | 2 | set_actor_to_look_at_actor2 | -/- | no | -/- |
022d | 2 | set_actor_to_look_at_player2 | -/- | no | -/- |
022e | 2 | set_player_to_look_at_actor2 | -/- | no | -/- |
022f | 1 | stop_actor_looking | -/- | no | -/- |
0230 | 1 | stop_player_looking | -/- | no | -/- |
0235 | 3 | set_gang_peds | CyQ | no | -/- |
0236 | 2 | set_gang_car | -/- | no | -/- |
0239 | 3 | run_actor_to_point | -/- | no | P: $actorID, [$]X, [$]Y |
023a | 2 | has_player_collided_with_object | CyQ | no | -/- |
023b | 2 | has_actor_collided_with_object | CyQ | no | -/- |
023c | 2 | load_special_char | -/- | yes | P: int (actorID), TEXT (modelname) - tells the engine to load modeldata for "actorID" |
023d | 1 | is_special_char_available | -/- | yes | P: int (actorID) - checks if the engine loaded modeldata for "actorID" |
0240 | 2 | unknown | -/- | no | unused |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
0241 | 1 | is_player_in_remote_mode | -/- | no | P: $player_char - checks if the player is "steering" toy-cars/planes |
0242 | 2 | set_car_bomb_status | -/- | no | unused |
0243 | 2 | set_ped_stats | -/- | no | -/- |
0244 | 3 | set_cutscene_pos | -/- | no | -/- |
0245 | 2 | set_actor_walk_style | -/- | no | -/- |
0247 | 1 | request_model | -/- | yes | P: #model - tells the engine to load modeldata (cars/peds) |
0248 | 1 | is_model_available | -/- | yes | P: #model - checks if the engine loaded the modeldata 0249=1=release_model |
0249 | 1 | release_model | -/- | yes | P: #model - tells engine to release resources if model isnt used |
024a | 3 | create_phone | -/- | yes | P: X, Y, $phoneID - creates a phone at given coordinates |
024b | 2 | text_phone_repeatedly | CyQ | no | -/- |
024c | 2 | text_phone | CyQ | no | -/- |
024d | 1 | has_phone_text_been_displayed | CyQ | no | -/- |
024e | 1 | disable_phone | -/- | yes | P: $phoneID - disables phone (no ringing and map display) |
024f | 9 | create_corona | -/- | no | P: 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) |
0250 | 6 | create_light | -/- | no | unused |
| | nop | -/- | no | P: -none- - No OPeration |
0253 | 0 | save_current_time | idle | no | P: -none- - puts the actual time into internal memory |
0254 | 0 | restore_current_time | idle | no | P: -none- - restores the time from internal memory |
0255 | 4 | critical_mission_restart | -/- | no | -/- |
0256 | 1 | is_defined | -/- | no | P: $player_char - checks if there is already a player spawned (?) |
0291 | 2 | unknown | -/- | no | P: $actorID, int (1?) (found @ CAP_1.gsr) |
0293 | 1 | get_current_controls | -/- | no | -/- |
0294 | 2 | unknown | -/- | no | P: $carID, int (0?) (found @ BIKE3.gsr) - only used ONCE in WHOLE VC on %angel (bike)! |
| | set_car_sprayable | spaceeinstein | yes | P: $carID, $int ((0=not sprayable/1=sprayable) - Sets the car be sprayable with a different color. |
0296 | 1 | release_special_char | -/- | no | P: int (actorID) - releases modeldata for "actorID" |
0299 | 1 | activate_garage | -/- | no | -/- |
029b | 5 | init_object | -/- | yes | P: #object, X, Y, Z, $objectID |
029c | 1 | is_stopped | -/- | no | unused |
029f | 1 | is_player_stopped | -/- | no | -/- |
02a0 | 1 | is_actor_stopped | -/- | no | unused |
02a1 | 2 | unknown | -/- | no | unused |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
02a2 | 5 | create_particle_2 | -/- | no | unused (removed from VC?) |
02a3 | 1 | toggle_widescreen | -/- | yes | P: int - toggles 16:9 bars on (1) and off (0) |
02a7 | 5 | create_marker1 | -/- | no | -/- |
02a8 | 5 | create_marker2 | -/- | no | -/- |
02a9 | 2 | set_actor_immune_to_nonplayer | -/- | no | P: $actorID, int (0/1) - makes an actor immune against attacks of others (used before spawning the actor and after creating it) |
02aa | 2 | set_car_immune_to_nonplayer | -/- | no | P: $carID, int (0/1) - makes the car immune to attacks from others |
02ab | 6 | set_actor_immunities | -/- | no | P: $actorID, int, int, int, int, int - ints = bulletproof, fireproof, explosionproof... |
02ac | 6 | set_car_immunities | -/- | no | P: $carID, int, int, int, int, int sets car immunities: Bullet, Fire, Explosion, Damage, Water? |
02ad | 7 | is_player_in_angled_rect | CyQ | no | -/- |
02ae | 7 | is_player_in_angled_rect_on_foot | CyQ | no | -/- |
02af | 7 | is_player_in_angled_rect_in_car | CyQ | no | -/- |
02b0 | 7 | is_player_in_angled_rect_still | CyQ | no | -/- |
02b1 | 7 | is_player_in_angled_rect_on_foot_still | CyQ | no | -/- |
02b2 | 7 | is_player_in_angled_rect_in_car_still | CyQ | no | -/- |
02b3 | 9 | is_player_in_angled_cube | CyQ | no | -/- |
02b4 | 9 | is_player_in_angled_cube_on_foot | CyQ | no | -/- |
02b5 | 9 | is_player_in_angled_cube_in_car | CyQ | no | -/- |
02b6 | 9 | is_player_in_angled_cube_still | CyQ | no | -/- |
02b7 | 9 | is_player_in_angled_cube_on_foot_still | CyQ | no | -/- |
02b8 | 9 | is_player_in_angled_cube_in_car_still | CyQ | no | -/- |
02b9 | 1 | deactivate_garage | -/- | no | -/- |
02bc | 1 | set_cop_behaviour | -/- | no | -/- |
02bf | 1 | has_car_sunk | -/- | no | P: $carID - checks if car "drowned" |
02c0 | 6 | get_ped_node_coords_near_point | -/- | no | P: X, Y, Z, $X, $Y, $Z - gets the next coords of a ped node into $XYZ |
02c1 | 6 | get_car_node_coords_near_point | -/- | no | P: X, Y, Z, $X, $Y, $Z - gets the nearest car node coords into $XYZ |
02c2 | 4 | drive_car_to_point1 | -/- | no | P: $carID, X, Y, Z |
02c3 | 1 | create_donkey_mags | -/- | no | unused |
02c5 | 1 | get_donkey_mags_picked_up | -/- | no | unused |
02c6 | 0 | remove_items_from_ground | -/- | no | unused |
02c7 | 5 | scatter_platinum | -/- | no | unused |
02c8 | 1 | get_platinum_in_car | -/- | no | unused |
02c9 | 0 | remove_platinum_from_car | -/- | no | unused |
02ca | 1 | is_car_bounding_sphere_visible | -/- | no | P: $carID |
02cb | 1 | is_ped_bounding_sphere_visible | -/- | no | P: $actorID |
02cc | 1 | unknown | -/- | no | unused |
02cd | 2 | call | -/- | no | unused |
02ce | 4 | get_ground_z | -/- | no | P: X, Y, Z, $Z - puts a lower Z coordinate than "Z" into $Z |
02d0 | 1 | is_fire_extinguished | -/- | no | P: $fireID - checks if a fire is extinguished... |
02d1 | 1 | unknown | -/- | no | P: $int (?) - only used once @ firetru.gsr |
| 1 | extinguish_fire | aru | no | P: $fireID |
02d3 | 4 | drive_boat_to_point | -/- | no | P: $carID, X, Y, Z - drives boats to coordinates (can be used with cars, they ignore roadpaths but this could crash the game!) |
02d4 | 1 | stop_car | GodGell | no | P: $carID - seems to stop a car by braking and turning off the engine. |
02d5 | 6 | is_player_in_area | -/- | no | -/- |
02d7 | 2 | is_player_currentweapon | -/- | no | -/- |
02d8 | 2 | is_actor_currentweapon | -/- | no | -/- |
02d9 | 0 | clear_donkey_mags_picked_up | -/- | no | unused |
02db | 2 | set_car_speed | -/- | no | -/- |
02dd | 5 | set_actor_creation_zone | -/- | no | P: "TEXT" (zone), int (1), int (1), int (1), $actorID - used inside taxi missions to spawn guests |
02de | 1 | is_player_driving_taxi | Barton | no | P: $player_char -checks if player drives a taxi |
02df | 1 | unknown | -/- | no | P: $player_char - conditional opcode |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
02e0 | 1 | unknown | -/- | no | P: $actorID - conditional opcode |
02e2 | 2 | set_actor_accuracy | Hollower | no | P: $actorID, int (0-100) - 100% = perfect accuracy |
02e3 | 2 | get_car_speed | -/- | no | -/- |
02e4 | 1 | load_cutscene_data | -/- | no | -/- |
02e5 | 2 | create_cutscene_object | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
02e6 | 2 | set_cutscene_anim | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
02e7 | 0 | start_cutscene | -/- | no | -/- |
02e8 | 1 | get_cutscenetime | -/- | no | -/- |
02e9 | 0 | is_cutscene_done | -/- | no | -/- |
02ea | 0 | end_cutscene | -/- | no | -/- |
02eb | 0 | restore_camera_with_jumpcut | -/- | no | P: -none- - does a hardcut from last "position_camera" |
02ec | 3 | put_hidden_package_at | -/- | yes | P: X, Y, Z - creates a hidden package at the given location |
02ed | 1 | set_total_hidden_packages | -/- | yes | P: int - sets how many packages are hidden |
02ee | 6 | is_projectile_in_area | -/- | no | -/- |
02ef | 6 | is_projectile_in_cube | -/- | no | unused |
02f1 | 3 | unknown | -/- | no | unused |
| | unsupported_in_sa | -/- | no | This OpCode is unsupported in SA |
02f2 | 2 | unknown | -/- | no | P: $actorID, int (1?) - conditional opcode (only used in PROTEC3) |
| | is_actor_model | eAi | no | P: $actorID, int (1?) - conditional opcode (only used in PROTEC3) |
02f3 | 2 | load_object | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
02f4 | 3 | create_cutscene_actor_from_head_and_body | -/- | no | -/- |
02f5 | 2 | set_head_anim | -/- | no | -/- |
02f6 | 2 | sin | -/- | no | -/- |
02f7 | 2 | cos | -/- | no | -/- |
02f8 | 2 | sin_car_heading | TbM2k | yes | P: $carID, $float - loads the sin-car-heading into "$float" |
02f9 | 2 | cos_car_heading | TbM2k | yes | P: $carID, $float - loads the cos-car-heading into "$float" |
02fa | 2 | change_garage_to_type | -/- | no | P: $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 |
02fb | 10 | create_crusher_crane | -/- | no | unused |
02fc | 5 | text_2numbers | -/- | no | P: TEXT, $int, $int, time_in_ms, style |
02fd | 5 | text_2numbers_now | -/- | no | P: TEXT, $int, $int, time_in_ms, style |
02fe | 5 | text_2numbers_soon | -/- | no | P: TEXT, $int, $int, time_in_ms, style |
02ff | 6 | text_3numbers | TbM2k | no | P: TEXT, $int, $int, $int, time_in_ms, style |
0300 | 6 | text_3numbers_now | CyQ | no | P: TEXT, $int, $int, $int, time_in_ms, style |
0301 | 6 | text_3numbers_soon | CyQ | no | P: TEXT, $int, $int, $int, time_in_ms, style |
0302 | 7 | text_4numbers | -/- | yes | P: TEXT, $int, $int, $int, $int, time_in_ms, style |
0303 | 7 | text_4numbers_now | CyQ | no | P: TEXT, $int, $int, $int, $int, time_in_ms, style |
0304 | 7 | text_4numbers_soon | CyQ | no | P: TEXT, $int, $int, $int, $int, time_in_ms, style |
0305 | 8 | text_5numbers | CyQ | no | P: TEXT, $int, $int, $int, $int, $int, time_in_ms, style |
0306 | 8 | text_5numbers_now | CyQ | no | P: TEXT, $int, $int, $int, $int, $int, time_in_ms, style |
0307 | 8 | text_5numbers_soon | CyQ | no | P: TEXT, $int, $int, $int, $int, $int, time_in_ms, style |
0308 | 9 | text_6numbers | -/- | yes | P: TEXT, $int, $int, $int, $int, $int, $int, time_in_ms, style |
0309 | 9 | text_6numbers_now | CyQ | no | P: TEXT, $int, $int, $int, $int, $int, $int, time_in_ms, style |
030a | 9 | text_6numbers_soon | CyQ | no | P: TEXT, $int, $int, $int, $int, $int, $int, time_in_ms, style |
030c | 1 | add_to_mission_points | -/- | yes | P: int - adds to the total missionpoints |
030d | 1 | set_total_mission_points | -/- | yes | P: int - sets how many missionpoints can be reached |
030e | 1 | save_jump_distance | -/- | yes | P: $float - saves jump-distance in "$float" |
030f | 1 | save_jump_height | -/- | yes | P: $float - saves jump-height in "$float" |
0310 | 1 | save_jump_flips | -/- | no | -/- |
0311 | 1 | save_jump_rotation | -/- | no | -/- |
0312 | 1 | save_jump_type | -/- | no | -/- |
0313 | 0 | increment_unique_jumps_found | -/- | no | P: -none- - adds 1 to the unique jumps stat |
0314 | 1 | set_total_unique_jumps | -/- | no | P: int - sets how many unique jumps there are |
0315 | 0 | increment_taxi_dropoffs | -/- | no | P: -none- - adds 1 to the total Taxi-Customers (spelling error) |
0316 | 1 | save_taxi_earnings | -/- | no | P: $int - stores the taxi-earnings ($int) in the stats |
0317 | 0 | increment_mission_attempts | -/- | no | P: -none- - adds 1 to the mission attempts stat |
0318 | 1 | set_last_mission_passed | -/- | no | P: TEXT - sets the savegame-name to TEXT |
0319 | 2 | toggle_actor_wander | -/- | no | P: $actorID, int (0/1) - makes an actor walk around like a ped (0=off/1=on) |
| | nop | -/- | no | P: -none- - No OPeration |
031a | 0 | remove_all_fires | -/- | no | P: -none- - removes every created fire |
031d | 2 | did_actor_die_by_weapon | -/- | no | P: $actorID, #weapon - checks if actor was killed by a certain weapon (i saw 15, 31, 41) |
031e | 2 | unknown | -/- | no | P: $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_weapon | spaceeinstein | yes | P: $carID, $weaponID - Checks if this vehicle is being hit by this weapon. |
031f | 2 | unknown | -/- | no | P: $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_actor | eAi | no | P: $actorID1, $actorID2 - used after "tie_actor_to_actor" to "overgo" a "set_actor_to_kill_player2" command... its an IF command... |
0320 | 2 | is_actor_in_range_of_player | -/- | no | P: $actorID, $player_char - tests if the player is nearby an actor (to use the opcode "tie_actor_to_player") |
0321 | 1 | kill_actor | -/- | no | P: $actorID - kills the actor |
0322 | 1 | kill_player | CyQ | no | P: $player_char - kills the player |
0323 | 2 | unknown | -/- | no | P: $carID, int (1?) - used after "stop_car" and before "cleanup_car" |
0324 | 3 | set_zone_pedgroup_info | -/- | no | P: TEXT, int (0=night/1=day), int (pedgroup) - sets which pedgroup can be seen at TEXT area (see pedgrp.dat for groups!) |
0325 | 2 | create_fire_on_car | -/- | no | P: $carID, $fireID - makes a car "go on fire" without getting damage... |
0326 | 2 | create_fire_on_actor | TbM2k | yes | P: $actorID, $fireID - the actor starts to burn and looses health... |
0327 | 6 | create_random_car_in_area | -/- | no | P: 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 |
0329 | 1 | is_respray_done | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
032a | 1 | unknown | -/- | no | P: int (0) - used after "wait 0" in RCPLNE1 and SERG3 |
| | enable_rcbaron_minigun | tomworld10 | yes | P: int (1) enable; 0 disable Enable RC Baron minigun when player is in rc mode |
032b | 7 | create_pickup_with_ammo | -/- | no | -/- |
032c | 2 | set_car_to_ram | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
032d | 2 | set_car_to_block | -/- | no | -/- |
0330 | 2 | toggle_player_infinite_run | -/- | no | -/- |
0331 | 2 | toggle_player_fast_reload | Barton | no | P: $player_char, int (0/1) - Toggles fast reload |
0332 | 2 | toggle_actor_bleeding | -/- | no | -/- |
0335 | 1 | toggle_free_paynspray | -/- | no | -/- |
0336 | 2 | unknown | -/- | no | P: $player_char, int (0/1?) |
| | unsupported_in_sa | -/- | no | This blah blah blah |
0337 | 2 | unknown | -/- | no | P: $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_visibility | spaceeinstein | yes | P: $actorID, $int (0=invisible/1=visible) - Sets the visibility of an actor. |
0339 | 11 | are_objects_in_area | -/- | no | -/- |
033a | 0 | create_incoming_cessna | -/- | no | unused |
033b | 0 | has_incoming_cessna_landed | -/- | no | unused |
033c | 0 | has_incoming_cessna_been_destroyed | -/- | no | unused |
033e | 3 | text_draw | -/- | no | P: X, Y, TEXT - draws text (TEXT) on screen X, Y position |
033f | 2 | set_text_letter_width_height | -/- | no | P: float (width), float (height) - sets the width and height for the draw_text function |
0340 | 4 | set_text_draw_color | -/- | no | P: int (R), int (G), int (B), int (Opacity) - sets the color for the draw_text function |
0341 | 1 | unknown | -/- | no | P: int (0/1) - some draw_text related opcode |
0342 | 1 | set_text_draw_centered | -/- | no | P: int (0/1) - 1 = Centered Text |
0343 | 1 | set_text_linewidth | TbM2k | yes | P: float - sets how long one line is (incl. word wrapping) |
0344 | 1 | unknown | -/- | no | unused |
0345 | 1 | set_text_draw_in_box | -/- | no | P: int (0/1) - Enables background Textbox |
0346 | 4 | set_text_draw_background_color | -/- | no | -/- |
0348 | 1 | set_text_draw_proportional | -/- | no | P: int (0/1) - Use Proportional Font (1=fixed width 0=proportional) |
0349 | 1 | set_text_draw_style | -/- | no | -/- |
034a | 0 | set_portland_complete | -/- | no | unused |
034b | 0 | set_staunton_complete | -/- | no | unused |
034c | 0 | set_shoreside_complete | -/- | no | unused |
034d | 4 | rotate_object | -/- | no | P: $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) |
034e | 8 | move_object | -/- | no | P: $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 |
034f | 1 | destroy_actor_fading | Barton | no | P: $actorID - destroys an actor and fades him out (like if somebody died) |
0350 | 2 | unknown | -/- | no | P: $actorID, int (0/1?) (found @ COL2.gsr, CAP_1.gsr, baron1.gsr) |
0351 | 0 | is_gore_enabled | -/- | no | unused |
0352 | 2 | set_actor_skin | -/- | yes | P: $actorID, TEXT (ModelName) - changes skin for specified actor |
0353 | 1 | refresh_actor_skin | -/- | yes | P: $actorID - used after "set_actor_skin" to activate skin |
0354 | 1 | set_up_chase_scene | -/- | no | unused |
0355 | 0 | clean_up_chase_scene | -/- | no | unused |
0356 | 7 | is_explosion_type_in_cube | -/- | no | unused |
0358 | 0 | create_drop_off_cessna | -/- | no | unused |
0359 | 0 | is_drop_off_cessna_destroyed | -/- | no | unused |
035a | 3 | get_drop_off_cessna_coords | -/- | no | unused |
035b | 4 | create_drop_off_package | -/- | no | unused |
035c | 5 | place_object_relative_to_object | -/- | no | P: $objectID, $carID, X, Y, Z - places an object relative to another object |
035e | 2 | set_player_armor | TbM2k | no | P: $player_char, int (0-200) - sets the armour of the player |
035f | 2 | increment_actor_armor | Demarest | no | P: $actorID, int (0-200) - increments the armour of the actor |
0360 | 1 | open_garage | -/- | no | P: $garageID - opens the given garage |
0361 | 1 | close_garage | -/- | no | P: $garageID - closes the given garage |
0362 | 4 | remove_actor_from_car_and_put_at | -/- | no | P: $actorID, X, Y, Z - removes the actor from a car and places him at given coordinates |
0363 | 6 | toggle_render_models_in_area | CyQ | no | P: X, Y, Z, R, #modelID, int (0=hide/1=show) - will toggle (only) visibility of model(s) in given area |
0365 | 1 | set_actor_objective_29 | -/- | no | P: $actorID - used on possible taxi-passengers |
0366 | 1 | unknown | -/- | no | P: $objectID - conditional opcode |
0367 | 9 | init_rampage_2 | -/- | no | unused |
0368 | 10 | create_ev_crane | -/- | no | unused |
0369 | 2 | put_player_in_car | -/- | no | P: $player_char, $carID - puts the player into given car ("teleports" him in) |
036a | 2 | put_actor_in_car | -/- | no | P: $actorID, $carID - puts this actor into given car ("teleports" him in) |
036d | 5 | text_2numbers_styled | -/- | no | -/- |
036e | 6 | text_3numbers_styled | CyQ | no | -/- |
036f | 7 | text_4numbers_styled | CyQ | no | -/- |
0370 | 8 | text_5numbers_styled | CyQ | no | -/- |
0371 | 9 | text_6numbers_styled | CyQ | no | -/- |
0372 | 3 | set_actor_wait_state | -/- | no | P: $actor, int (state), int (time_in_ms) - tells the actor what to do if he is standing still- | 01 - stand still, look around 02 - stand still, hands behind back 03 - lean back, look l&r 08 - number 2 then scratch head 09 - bounce off, stumble backwards 10 - turn 180 degrees then face angle 11 - number 9, then scratch head 12 - bend over, catch breath 13 - #2 for 5 seconds 14 - step away, bend down, then elbow-attack direction faced 15 - surprised, step backwards 16 - hail taxi 17 - one step backward then hands in air (stick-em-up) 18 - #15 19 - hand gestures #1 20 - #12 then #3 21 - sit down/stand up 23 - stand up 24 - sitting down, look around, then stand up 25 - 10 sec anim, take something from chest-pocket, hand to someone, put two things away 30 - fall over backwards (like busted or dying) 32 - hand gesture #2 33 - kick floor 28, 29, 31, 34 - crash the game 34-999 does nothing. |
|
0373 | 0 | set_camera_directly_behind | -/- | no | P: -none- - resets camera so its behind the player again (?) |
0374 | 1 | set_motion_blur | -/- | no | unused |
0375 | 4 | text_1string | CyQ | no | -/- |
0376 | 4 | init_random_actor | -/- | no | P: ($)X, ($)Y, ($)Z, $actorID - creates an actor with randomly choosen skin |
0377 | 1 | set_actor_objective_32 | -/- | no | P: $actorID - used after "toggle_actor_wander" in BARON1.gsr and HAIT1.gsr |
0378 | 3 | text_phone_1string_repeatedly | CyQ | no | -/- |
0379 | 3 | text_phone_1string | CyQ | no | -/- |
037a | 4 | text_phone_2strings_repeatedly | CyQ | no | -/- |
037b | 4 | text_phone_2strings | CyQ | no | -/- |
037c | 5 | text_phone_3strings_repeatedly | CyQ | no | -/- |
037d | 5 | text_phone_3strings | CyQ | no | -/- |
037e | 6 | unknown | -/- | no | P: X1, Y1, Z1, X2, Y2, Z2 - is ... ... coordinates? |
| | nop | -/- | no | P: -none- - No OPeration |
037f | 0 | give_player_detonator | -/- | no | unused |
0381 | 4 | throw_object | Hollower | no | P: $objectID, X, Y, Z - throws object into XYZ direction |
0382 | 2 | unknown | -/- | no | P: $objectID, int (0=1?) - has something to do with "moving_list"? |
| | Object collision detection | -/- | yes | P: $objectID, int (0/1) - has something to do with "moving_list"? |
0383 | 1 | is_player_car_horn_on | -/- | no | P: $carID - only used inside ICECRE1 mission |
| | nop | -/- | no | P: -none- - No OPeration |
0384 | 4 | text_1string_now | -/- | no | P: TEXT1, TEXT2, int (time in ms), int (style) - Shows TEXT1 with TEXT2 inserted |
0385 | 4 | text_1string_soon | CyQ | no | -/- |
0386 | 6 | text_phone_4strings_repeatedly | CyQ | no | -/- |
0387 | 6 | text_phone_4strings | CyQ | no | -/- |
0388 | 7 | text_phone_5strings_repeatedly | CyQ | no | -/- |
0389 | 7 | text_phone_5strings | CyQ | no | -/- |
038a | 6 | are_cars_near_point_3d | Barton | no | P: X, Y, Z, rX, rY, rZ - checks if there is any car near the coordinate |
038b | 0 | load_requested_models | -/- | no | P: -none- - tells engine to load requested models |
038c | 4 | scatter_object | -/- | no | P: $objectID, rX, rY, rZ |
0392 | 2 | toggle_object_in_moving_list | -/- | no | P: $objectID, int (1=on) - tells the engine this is an object that moves |
0394 | 1 | play_music | -/- | no | P: int - plays a musicfile (1=mission passed) |
0395 | 5 | clear_area | -/- | no | P: X, Y, Z, float (radius), int (1?) - clears an area... use radius=2.0 for cars, 1.0 for player and actors |
0396 | 1 | toggle_useless_flag | -/- | no | P: int (0/1) - used in "ROCKB1", "FIRETRU", "COPCAR" |
0397 | 2 | toggle_car_siren | -/- | yes | P: $carID, int (0/1) - toggles siren+lights of a car (1=on/0=off) |
0398 | 7 | enable_ped_nodes_in_angled_cube | CyQ | no | -/- |
0399 | 7 | disable_ped_nodes_in_angled_cube | CyQ | no | -/- |
039a | 7 | enable_car_nodes_in_angled_cube | CyQ | no | -/- |
039b | 7 | disable_car_nodes_in_angled_cube | CyQ | no | -/- |
039c | 2 | unknown | -/- | no | P: $carID, int (1/0?) |
039d | 12 | create_particle_object | -/- | no | P: int (particle), X, Y, Z, float?, float?, float?, float?, int?, int?, int?, int (duration in ms) |
039e | 2 | unknown | -/- | no | P: $actorID, int (0=off/1=on) - sets actorflag (cant pull actor out of car, used inside racing-missions) |
039f | 3 | race_car_to | -/- | no | P: $carID, [$]X, [$]Y |
03a0 | 3 | is_car_picked_up_by_crane | -/- | no | unused |
03a1 | 4 | unknown | -/- | no | P: X, Y, Z, float (radius) |
03a2 | 2 | unknown | -/- | no | P: $carID, int (4?) - used after "stop_car" and before "cleanup_car"? |
03a3 | 1 | unknown | -/- | no | P: $actorID - conditional opcode (only used in "AMBULAN") - plays Sound 19 if TRUE - plays Sound 20 if FALSE? |
| | is_actor_male | spaceeinstein | no | P: $actorID - Checks if the actor is a male. |
03a4 | 1 | name_thread | -/- | yes | P: THREADNAME - names a thread (can be identified now by end_named_thread) |
03a5 | 3 | set_garage_type | -/- | no | unused |
03a6 | 3 | get_drug_plane_coords | -/- | no | unused |
03aa | 3 | play_suspect_last_seen_at | -/- | no | P: ($)X, ($)Y, ($)Z - police talks on radio about the coordinates (used once in COPCAR.gsr) |
03ab | 2 | unknown | -/- | no | P: $carID, int (0/1?) |
| | set_car_strong | eAi | no | P: $carID, int (0/1?) |
03ac | 1 | clear_route | -/- | no | P: int (route) - clears the given route |
03ad | 1 | toggle_rubbish | -/- | no | P: int (0=off/1=on) - switches leaves, newspapers and dirt on road on/off |
03ae | 6 | remove_objects_from_area | -/- | no | -/- |
03af | 1 | toggle_streaming | -/- | no | P: int (0=off/1=on) - tells the engine to stop/start loading of data (models/area/graphics...) |
03b0 | 1 | is_garage_open | TbM2k | no | P: $garageID - checks if the garage-door is completely opened |
03b1 | 1 | is_garage_closed | -/- | no | P: $garageID - checks if the garage-door is closed |
03b2 | 0 | start_catalina_flyby | -/- | no | unused |
03b3 | 0 | catalina_take_off | -/- | no | unused |
03b4 | 0 | remove_catalina_heli | -/- | no | unused |
03b5 | 0 | is_catalina_shot_down | -/- | no | unused |
03b6 | 6 | replace_model | -/- | no | P: X, Y, Z, A, int (oldModelID), int (newModelID) - exchange model at coordinates with new model |
03b7 | 1 | toggle_process_cut_scene_only | -/- | no | -/- |
03b8 | 1 | remove_player_weapons | -/- | no | -/- |
03b9 | 1 | create_catalina_heli | -/- | no | unused |
03ba | 6 | clear_cars_from_cube | -/- | no | -/- |
03bb | 1 | set_garage_door_swing_open | -/- | no | -/- |
03bc | 5 | create_sphere | -/- | no | -/- |
03bd | 1 | destroy_sphere | -/- | no | -/- |
03bf | 2 | toggle_player_ignored_by_all | -/- | no | -/- |
03c0 | 2 | get_actor_car | CyQ | no | P: $actorID, $carID - puts Car driven by actor into $carID (use instead of store_actor_car) |
03c1 | 2 | get_player_car | -/- | yes | P: $player_char, $carID - puts actual Car into $carID (use instead of store_player_car) |
03c2 | 1 | is_phone_answered | -/- | no | -/- |
03c3 | 3 | start_timer_with_text | TbM2k | yes | P: $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:" |
|
03c4 | 3 | text_status | -/- | no | P: $statusID, int (1?), TEXT - displays "TEXT statusbar" |
03c5 | 4 | create_random_car_for_carpark | -/- | no | -/- |
03c6 | 1 | is_current_island | -/- | no | unused |
03c7 | 1 | unknown | -/- | no | P: float/$float (0.5, 1.0 - used @ firetru.gsr) |
| | cops_density / cops_disabled??? | AlienX | no | P: float/$float (0.5, 1.0 - used @ firetru.gsr) cops_density float (0.0 -> 1.0) (might go higher, not tested) |
03c8 | 0 | rotate_player_180 | -/- | no | P: -none- - rotates the player 180° |
03c9 | 1 | is_car_damaged | -/- | no | -/- |
03ca | 1 | does_object_exist | -/- | no | -/- |
03cb | 3 | set_camera | -/- | no | P: X, Y, Z - puts the camera at the given position |
03cc | 3 | add_car_to_stuck_car_check | -/- | no | -/- |
03cd | 1 | remove_car_from_stuck_car_check | -/- | no | -/- |
03ce | 1 | is_car_stuck | -/- | no | -/- |
03cf | 2 | load_wav | -/- | yes | P: int (ID), TEXT (wavefile) - requests to load a Wave-File |
03d0 | 1 | is_wav_loaded | -/- | yes | P: int (ID) - checks if Wave-File is loaded |
03d1 | 1 | play_wav | -/- | yes | P: int (ID) - plays loaded Wave-File |
03d2 | 1 | is_wav_done | -/- | yes | P: int (ID) - checks if Wave-File was played |
03d3 | 7 | get_vector_near_point | -/- | no | -/- |
03d4 | 2 | is_needed_car_in_garage | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
03d5 | 1 | remove_text | -/- | no | -/- |
03d6 | 1 | remove_big_text | -/- | no | -/- |
03d7 | 4 | set_mission_audio_location | -/- | no | -/- |
03d8 | 0 | show_save_screen | -/- | yes | P: -none- - Pops Up the Save-Game-Screen |
03d9 | 0 | is_save_done | -/- | yes | P: -none- - TRUE if User exited Save-Game-Screen |
03da | 1 | set_garage_camera_follows_player | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
03dc | 2 | create_arrow_above_pickup | -/- | no | -/- |
03dd | 3 | show_pickup_on_radar | -/- | no | -/- |
03de | 1 | set_ped_density_multiplier | -/- | no | -/- |
03df | 1 | set_all_random_peds | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
03e1 | 1 | get_packages_found | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
03e2 | 1 | make_actor_leave_vehicle | TbM2k | yes | P: $actorID - another "make_actor_leave_car" opcode but without carID |
03e4 | 1 | set_text_draw_align_right | -/- | no | P: int (0/1) - Draw right aligned text (0=left 1=right) |
03e5 | 1 | text_box | -/- | no | -/- |
03e6 | 0 | clear_text_box | CyQ | no | P: -none- - to clear Text shown with 03e5 "text_box" |
03e7 | 1 | flash_hud | -/- | no | -/- |
03ea | 1 | unknown | -/- | no | P: int (0/1) |
03eb | 0 | clear_small_messages | -/- | no | -/- |
03ec | 0 | has_ev_crane_collected_all_cars | -/- | no | -/- |
03ed | 2 | unknown | -/- | no | P: $carID, int (0/1?) |
03ee | 1 | is_player_controllable | -/- | no | P: $player_char - checks if player is controllable (not fallen/lying/jumping...) |
03ef | 1 | make_player_safe | -/- | no | -/- |
03f0 | 1 | text_draw_toggle | TbM2k | no | P: int (1=on/0=off) - toggles if "text_draw"ed text should be displayed |
03f1 | 2 | add_threat | -/- | no | -/- |
03f2 | 2 | remove_threat | -/- | no | -/- |
03f3 | 3 | get_car_color | Hollower | no | P: $carID, $int (color1), $int (color2) - gets the colors of the car |
03f4 | 1 | toggle_car_damage | -/- | no | P: int (0=off=1=on) - toggles if cars can be damaged (?) |
03f5 | 2 | toggle_car_damage2 | TbM2k | no | P: $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 |
03f7 | 1 | load_island_data | -/- | no | unused in VC |
03f8 | 1 | unknown | -/- | no | unused |
03f9 | 3 | make_actors_converse | -/- | no | -/- |
03fb | 2 | unknown | -/- | no | unused |
03fc | 2 | unknown | -/- | no | unused |
03fd | 2 | set_player_handling_responsiveness | -/- | no | -/- |
03fe | 2 | unknown | -/- | no | P: $actorID, 200? ([$]int) |
03ff | 1 | unknown | -/- | no | unused |
0400 | 7 | unknown | -/- | no | P: $objectID, X?, Y?, Z?, $float, $float, $float |
| | GetPointOnObjectPlane | Y_Less | no | P: $objectID, X?, Y?, Z?, $float, $float, $float |
0401 | 0 | increment_people_saved_in_ambulance | -/- | no | -/- |
0402 | 0 | increment_criminals_stopped | -/- | no | -/- |
0403 | 1 | save_highest_ambulance_level | -/- | no | -/- |
0404 | 0 | increment_fires_extinguished | -/- | no | -/- |
0405 | 1 | enable_phone | -/- | yes | P: $phoneID |
0406 | 1 | save_flight_time | -/- | no | -/- |
0407 | 7 | get_point_on_car_plane | -/- | no | P: $carID, X, Y, Z, $X, $Y, $Z - gets relative coordinates to car (X, Y and Z are no GameCoordinates!) |
0408 | 1 | set_total_rampages | -/- | no | -/- |
0409 | 0 | blow_up_rc_buggy | -/- | yes | Destroys RC-Cars/Planes |
| | nop | -/- | yes | P: -none- - No OPeration |
040a | 1 | remove_car_from_chase | -/- | no | -/- |
040b | 0 | unknown | idle | no | - perhaps checks for french game-version? |
| | nop | -/- | no | P: -none- - No OPeration |
040c | 0 | unknown | idle | no | - perhaps checks for german game-version? |
040d | 1 | clear_mission_audio | -/- | no | -/- |
0410 | 2 | override_gang_model | -/- | no | gta3 only - use 0235 "set_gang_peds" instead! |
0411 | 2 | unknown | -/- | no | P: $actorID, int (0?) - used after walk_actor_to/0502 in baron1.gsr/COL2.gsr |
0414 | 2 | unknown | -/- | no | P: $player_char, int (0/1) - only used in MM |
0417 | 1 | start_mission | -/- | yes | P: &missionname - starts a mission (see #mission list at start of main.gsr) |
0418 | 2 | unknown | -/- | no | P: $cutscene_objectID, int (0/1?) |
0419 | 3 | get_player_weapon_ammo | -/- | no | P: $player_char, weaponID, $int - gets ammo into "$int" from given weaponID |
041c | 2 | make_actor_say | -/- | no | -/- |
041d | 1 | set_camera_near_clip | -/- | no | -/- |
041f | 1 | override_hospital | -/- | no | -/- |
0420 | 1 | override_police_station | -/- | no | -/- |
0421 | 1 | toggle_rain | -/- | no | -/- |
0422 | 2 | does_garage_contain_car | CyQ | no | P: $garageID, $carID - checks if the car is parked inside the garage |
0423 | 2 | improve_car_handling | spinnie | no | P: $carID, float - improves the carhandling (R* used 1.5 and 2.0 in VC) |
0424 | 0 | is_metric | -/- | yes | TRUE if Game is used in Europe |
0425 | 2 | unknown | -/- | no | -/- |
0426 | 6 | create_save_cars_between_levels | -/- | no | unused |
0427 | 6 | create_save_peds_between_levels | -/- | no | unused (typo corrected) |
0428 | 2 | unknown | -/- | no | P: $carID, int |
042a | 2 | does_threat_exist | -/- | no | unused |
042b | 6 | clear_peds_from_cube | -/- | no | -/- |
042c | 1 | set_total_missions | -/- | yes | P: int - int = N#_of_total_Missions |
042d | 2 | metric_to_imperial | -/- | yes | P: int, int |
042e | 2 | save_record_time | Artem | no | P: 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 |
042f | 2 | save_record | -/- | no | P: int (record index), int (value) - saves a record 0="Shootist" score 1="Shootist" accuracy (in percent) 2=# of drug deals made |
| | nop | -/- | no | P: -none- - No OPeration |
0431 | 2 | unknown | -/- | no | -/- |
0433 | 2 | unknown | -/- | no | -/- |
0434 | 0 | show_credits | -/- | yes | -/- |
0435 | 0 | end_credits | -/- | yes | -/- |
0436 | 0 | are_credits_done | -/- | yes | -/- |
0437 | 8 | create_particle | -/- | no | P: #particle, X1, Y1, Z1, X2, Y2, Z2, float (size) XYZ1=position to spawn particle, XYZ2=speed of particle moving (see particle.cfg for #particle) |
0438 | 2 | unknown | -/- | no | -/- |
043a | 0 | start_boat_foam_animation | -/- | no | unused |
043b | 1 | update_boat_foam_animation | -/- | no | unused |
043c | 1 | unknown | -/- | no | -/- |
043d | 1 | set_intro_is_playing | -/- | no | -/- |
043f | 0 | play_cutscene_music | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0440 | 0 | stop_cutscene_music | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0441 | 2 | unknown | -/- | no | -/- |
0442 | 2 | is_player_in_car | -/- | no | -/- |
0443 | 1 | is_player_in_a_car | -/- | no | -/- |
0444 | 2 | create_fire_audio | -/- | no | -/- |
0445 | 0 | is_handling_cheat_enabled | Demarest | no | - This checks if "CORNERSLIKEMAD" (VC) and "GRIPISEVERYTHING" (GTA3) cheats are activated |
0446 | 2 | unknown | -/- | no | P: $actorID, int (0/1?) - ??? |
| | toggle_actor_can_be_decapitated | pdescobar | yes | P: $actorID, int (0/1) - 0: Headshot won't instantly kill actor - 1: Headshot will instantly kill actor Also applies to decapitation by sword |
0447 | 1 | unknown | -/- | no | -/- |
0448 | 2 | is_actor_in_car_2 | -/- | no | -/- |
0449 | 1 | unknown | -/- | no | -/- |
044a | 1 | unknown | -/- | no | -/- |
044b | 1 | unknown | -/- | no | -/- |
044c | 1 | change_to_island | -/- | no | unused |
044d | 1 | load_splash | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
044e | 2 | toggle_car_level | -/- | no | unused |
044f | 2 | unknown | -/- | no | -/- |
0450 | 1 | warp_car_to_player | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0451 | 0 | load_end_of_game_audio | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0453 | 4 | unknown | -/- | no | P: $objectID, X, Y, Z - "set_object_rotation"? |
0457 | 2 | is_player_aiming_at_actor | Barton | no | P: $player_char, $actorID Checks if the player aimes at the actor |
0459 | 1 | end_thread_named | CyQ | no | -/- |
045a | 4 | text_draw_1number | TbM2k | no | P: X, Y, TEXT, [$]int - draws text with 1 number (see text_draw) |
045b | 5 | text_draw_2numbers | TbM2k | no | P: X, Y, TEXT, [$]int, [$]int - draws text with 2 numbers (see text_draw) |
045f | 2 | unknown | -/- | no | -/- |
0460 | 2 | set_camera_pointing_time | Barton | no | found @ gtaforums.com |
0464 | 8 | attach_actor_to_car | -/- | no | P: $actorID, $carID, X, Y, Z, int?, float?, int (weapon) Used in "Turret"-Modes... |
0465 | 1 | remove_actor_from_car | -/- | no | P: $actorID Undoes what 0464 does... |
0466 | 2 | unknown | -/- | no | -/- |
| | unknown_car flag | Ywa*NL | no | P: $Car, Int(1) Int = Unknown flag
Example: 0466: unknown_car 1@ flag 1 |
0467 | 1 | unknown | -/- | no | -/- |
0468 | 1 | unknown | -/- | no | -/- |
0469 | 10 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
046b | 2 | unknown | -/- | no | P: $actorID, $carID |
046c | 2 | unknown | -/- | no | -/- |
| 2 | cardriver | mvol | no | $actorhandle = car $carhandle driver |
046d | 2 | unknown | -/- | no | -/- |
046e | 6 | init_player_rc_car | TbM2k | yes | P: $player_char, X, Y, Z, A, #model - creates #model at given coordinates and sets rc-mode |
046f | 2 | unknown | -/- | no | P: $player_char, int (weapon#) - gets some weapon related stuff... (set_player_armed_weapon $player_char, int (weapon#) |
0470 | 2 | get_actor_armed_weapon | TbM2k | no | P: $actorID, $int - gets armed weapon of actor (can be set with 01b9) |
0471 | 5 | unknown | -/- | no | unused |
0472 | 5 | unknown | -/- | no | P: $actorID, $objectID, X, Y, int (checks if actor is near object, X=Y rect) |
0477 | 3 | unknown | -/- | no | P: $carID, int (1?), int (100?) |
| | set_vehicle_anim | AlienX | yes | // 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 |
047a | 1 | is_actor_on_motorbike | -/- | no | P: $actorID |
047e | 1 | is_player_on_motorbike | CyQ | no | P: $player_char - checks if player is riding a bike |
0480 | 2 | unknown | -/- | no | P: $actorID, int - conditional opcode |
0481 | 1 | unknown | -/- | no | P: float (10.0, 6.0? used after createcheckpoint/spawn_actor) |
| | nop | -/- | no | P: -none- - No OPeration |
0482 | 1 | unknown | -/- | no | P: float (3.0? used sometimes after 0481) |
| | nop | -/- | no | P: -none- - No OPeration |
0483 | 2 | unknown | -/- | no | P: $actorID, int (1150?) - found @ CAP_1.gsr |
0484 | 2 | get_player_rc_car | CyQ | no | P: $player_char, $carID - gets "$carID" of the remotely driven car |
0489 | 2 | unknown | -/- | no | P: $actorID, int (0/1?) |
| | set_actor_audible | spaceeinstein | yes | P: $actorID, $int (0=talkative/1=quiet) - Sets the actor's talkative behavior. |
048a | 1 | unknown | -/- | no | -/- |
048b | 2 | unknown | -/- | no | P: $carID, ? |
048c | 3 | unknown | -/- | no | -/- |
048f | 1 | unknown | -/- | no | P: $actorID |
0490 | 2 | unknown | -/- | no | -/- |
0493 | 2 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0494 | 5 | unknown | -/- | no | P: int (0?), $int, $X, $Y, $Z |
| | get_player_analog_sticks | -/- | no | P: 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. |
0495 | 1 | unknown | -/- | no | -/- |
0496 | 2 | unknown | -/- | no | -/- |
| | 0496: tire_on_car_deflated | AlienX | yes | 0496: tire @tire on_car @car deflated
Used in a IF Statement |
049c | 3 | unknown | -/- | no | P: int (0?), float (90.0?), $float used in main.gsr with 049d |
| | nop | -/- | no | P: -none- - No OPeration |
049d | 2 | unknown | -/- | no | P: $objectID, $float used on "init_object" ids in main.gsr |
049e | 2 | unknown | -/- | no | P: $float, float used after 049c and 049d in main.gsr |
| | nop | -/- | no | P: -none- - No OPeration |
049f | 2 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
04a1 | 1 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
04a5 | 4 | unknown | -/- | no | P: $actorID, $X, $Y, $Z - creates coordinates near actor (random?? was already in VC!) |
04a6 | 6 | unknown | -/- | no | P: X, Y, Z, int, int, $pickupID . will create a pickup |
04a8 | 1 | unknown | -/- | no | P: $player_char - conditional opcode |
04aa | 1 | unknown | -/- | no | -/- |
04ad | 1 | unknown | -/- | no | P: $actorID |
| | is_actor_in_the_water | kyeman | yes | P: $actorID |
04ae | 2 | set | Yakuzzza | no | P: $int, int (specialID) - used with model#s, marker#s and rampages (main.gsr, copcar.gsr, firetru.gsr) |
04b8 | 5 | get_player_weapon_info | CyQ | no | P: $player_char, weapongroup, weapon, ammo, objectID |
04b9 | 12 | unknown | -/- | no | -/- |
04ba | 2 | set_car_speed_instantly | brokenfish | no | P: $carID, float - sets the carspeed instantly to the given amount (50.0 = about 300kph) |
04bb | 1 | select_visible_location | CyQ | no | P: 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 |
04bc | 1 | unknown | -/- | no | P: TEXT (modelname) - used with "GCFAN", "CCFAN" and "LCFAN" right before "set_cutscene_anim" is used |
| | nop | -/- | no | P: -none- - No OPeration |
04bd | 2 | unknown | -/- | no | P: $carID, int (1?) |
04be | 1 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
04bf | 2 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
04c1 | 6 | unknown | -/- | no | -/- |
04c2 | 2 | unknown | -/- | no | -/- |
04c4 | 7 | get_point_on_actor_plane | -/- | no | P: $actorID, X, Y, Z, $X, $Y, $Z - gets calculated coordinates relative to actor (X, Y and Z are no GameCoordinates!) |
04c5 | 1 | unknown | -/- | no | -/- |
| | actor_photographed | Ywa*NL | yes | P: $Actor
- Is actor photographed (Condition) |
04c6 | 2 | unknown | -/- | no | P: $actorID1, $actorID2 |
04c7 | 1 | toggle_camera_scanlines | opius | no | P: int (0=off/1=on) - used at the entrance of the golf-club |
| | nop | -/- | no | P: -none- - No OPeration |
04c9 | 1 | unknown | -/- | no | P: $player_char - conditional opcode |
04ce | 5 | unknown | -/- | no | -/- |
| | create_icon_marker_without_sphere | Justme | yes | Example:04CE: $31 = create_icon_marker_without_sphere IconNumber at X Y Z |
04cf | 1 | unknown | -/- | no | -/- |
04d0 | 2 | unknown | -/- | no | -/- |
04d1 | 1 | unknown | -/- | no | -/- |
04d3 | 7 | unknown | -/- | no | -/- |
04d5 | 9 | unknown | -/- | no | P: 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) |
04d6 | 1 | unknown | -/- | no | P: int (0/1?) |
04d7 | 2 | lock_actor | Barton | no | found @ gtaforums.com |
04d8 | 2 | unknown | -/- | no | -/- |
| | set_actor_ability_to_swim | spaceeinstein | yes | P: $actorID, $int - Sets the actor to be able to swim in the water. 0 = has ability to swim 1 = has no ability to swim |
04d9 | 2 | unknown | -/- | no | P: $objectID, int (1?) |
04da | 1 | unknown | -/- | no | -/- |
04db | 0 | unknown | -/- | no | -/- |
04dd | 2 | unknown | -/- | no | -/- |
04df | 2 | unknown | -/- | no | -/- |
04e0 | 2 | unknown | -/- | no | P: $carID, int (5?) |
04e1 | 1 | unknown | -/- | no | -/- |
| | open_and_freeze_trunk_of_car $carid | AlienX | yes | Opens the trunk of a vehicle |
04e2 | 2 | unknown | -/- | no | -/- |
| | shut_player_up | eAi | no | -/- |
04e3 | 3 | unknown | -/- | no | P: $player_char, int (1?), int (60000?) |
| | set_player_mood | eAi | no | P: $player_char, int (1?), int (60000?) |
04e4 | 2 | unknown | -/- | no | -/- |
| | unknown_refresh_game_renderer_at | chrispy | no | P: float(x) float(y) Called post-select interior |
04e5 | 6 | unknown | -/- | no | -/- |
04e6 | 8 | unknown | -/- | no | -/- |
04e7 | 1 | unknown | -/- | no | -/- |
| | object in_water | Ywa*NL | no | P: $Object
- Is object in water (Condition) |
04ea | 8 | unknown | -/- | no | -/- |
04ec | 13 | set_zone_car_class_info | CyQ | no | P: 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") |
04ed | 1 | request_animation | CyQ | no | P: TEXT - requests an animation (for cutscenes?) |
04ee | 1 | is_animation_loaded | CyQ | no | P: TEXT - checks if the engine already loaded the requested animation |
04ef | 1 | release_animation | CyQ | no | P: TEXT - tells engine to unload animation if not needed anymore |
04f0 | 1 | unknown | -/- | no | -/- |
04f1 | 1 | unknown | -/- | no | -/- |
04f3 | 1 | unknown | -/- | no | P: $actorID - puts the actor from passenger into driverseat |
| | put_actor_into_driver_seat | Ywa*NL | yes | P: $actorID - Puts the actor from passenger into driverseat |
04f4 | 8 | unknown | -/- | no | -/- |
04f5 | 3 | unknown | -/- | no | P: $actorID, $player_char, int (0/1) - ??? |
| | nop | -/- | no | P: -none- - No OPeration |
04f7 | 4 | text_status_additional | TbM2k | no | P: $statusID, int (1?), int (line 1-3), TEXT - displays "TEXT statusbar". max 3 at the same time. |
04f8 | 13 | unknown | -/- | no | -/- |
04f9 | 2 | select_interior_colors | CyQ | no | -/- |
04fa | 1 | reset_interior_colors | CyQ | no | -/- |
04fc | 7 | unknown | -/- | no | P: $player_char, $int, $float, $int, $float, $int, $float - some stunt related opcode? |
| | store_stunt_data | spaceeinstein | no | P: $player_char, $int, $float, $int, $float, $int, $float - Stores two wheel, wheelie, and stoppie data. |
04fe | 2 | unknown | -/- | no | P: $carID, int - used in baron1.gsr with 0 directly followed by 1! |
04ff | 1 | unknown | -/- | no | -/- |
0501 | 2 | unknown | -/- | no | -/- |
0502 | 3 | unknown | -/- | no | P: $actorID, X, Y - looks like another "walk_actor_to" opcode |
0504 | 1 | unknown | -/- | no | -/- |
0506 | 3 | set_car_variation | PatrickW | no | P: #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) |
0507 | 1 | toggle_camera_interference | opius | no | P: int (0=off/1=on) - used in the elevator-cutscene of "G-Spotlight" |
| | nop | -/- | no | P: -none- - No OPeration |
0508 | 1 | unknown | -/- | no | -/- |
| | close_all_doors_car | tomworld10 | yes | P: $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. -/- |
050b | 1 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
050d | 1 | unknown | -/- | no | -/- |
050e | 2 | unknown | -/- | no | P: $objectID, $carID - mount/add object on/to car? |
0510 | 5 | unknown | -/- | no | P: $actorID, [$]X, [$]Y, [$]Z, r - conditional statement, perhaps "is_actor_near_something?" |
0512 | 1 | unknown | -/- | no | P: TEXT - displays Help-MessageBox in Races? |
0514 | 3 | unknown | -/- | no | -/- |
0517 | 5 | create_locked_property_pickup | CyQ | no | -/- |
0518 | 6 | create_forsale_property_pickup | CyQ | no | -/- |
0519 | 2 | unknown | -/- | no | -/- |
| | lock_car_in_position | JustMe | yes | $carID (parameter: 1=yes 0=no)
Locks car in its position |
051a | 2 | has_actor_been_damaged_by_actor | eAi | no | P: $actorID, $actorID - tests if the first actor was damaged by the second (by shooting or hitting) |
0521 | 1 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0522 | 0 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0523 | 3 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0524 | 3 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0525 | 3 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0526 | 2 | unknown | -/- | no | -/- |
0528 | 1 | add_to_weapon_budget | TbM2k | yes | P: [$]int (money) - adds "money" to weapon-budget-spend-stats |
0529 | 1 | add_to_property_budget | TbM2k | yes | P: [$]int (money) - adds "money" to property-budget-spend-stats |
052b | 2 | toggle_cellphone | TbM2k | no | P: $actorID, int (0/1) - actor pulls out his cellphone (request "#cellphone" model first!!) and puts it next to his ear... 0=put away |
052c | 2 | set_player_drunk_visuals | -/- | no | -/- |
0531 | 1 | add_to_stores_knocked_off_stats | Demarest | yes | P: int (number of stores) - increments the number of "stores knocked off" stats by the int value |
0533 | 1 | unknown | -/- | no | -/- |
0534 | 1 | unknown | -/- | no | -/- |
0536 | 1 | unknown | Artem | no | P: int - should add a value to the "Icecream sold" stats |
053c | 2 | unknown | -/- | no | P: $actorID, int (0/1?) |
053d | 1 | unknown | -/- | no | P: $actorID - used in baron1.gsr after set_actor_wait_state |
053e | 6 | get_car_handle_in_rect | GM2000 | yes | P: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. |
053f | 2 | toggle_car_tires_vulnerable | TbM2k | no | P: $carID, int (0=off/1=on) - 0 makes the tires invulnerable so police cant stop you! |
0540 | 2 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0541 | 1 | unknown | -/- | no | -/- |
| | fire_guns_on_vehicle | Ywa*NL | no | P: $Car
Fires primair gun on vehicle? |
0542 | 1 | add_to_property_owned | TbM2k | yes | P: 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 | |
|
0543 | 1 | unknown | -/- | no | -/- |
0544 | 1 | unknown | -/- | no | -/- |
0545 | 0 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0546 | 2 | unknown | -/- | no | -/- |
0548 | 6 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0549 | 1 | unknown | -/- | no | -/- |
054a | 2 | unknown | -/- | no | P: $actorID, int (0/1) - used inside racing missions after 039e |
| | set_actor_immune_to_car_headshots | spaceeinstein | yes | P: $actorID, $int (0=immune/1=not immune) - Makes the actor not be able to be shot through the windshield. |
054b | 2 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
054c | 1 | select_gxt_key_table | CyQ | no | P: TEXT - sets the "folder" in gxt-file to get the text-strings from |
054d | 1 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
054e | 1 | unknown | -/- | no | -/- |
| | actor_go_path_closest | flacs | yes | -/- The actor starts to go on ways of pedestrians. Thus he does not become the pedestrian. |
0550 | 2 | unknown | -/- | no | -/- |
| | keep_object_in_memory | Bigun | yes | Makes the object not dissappear and always stay in memory. |
0551 | 1 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0552 | 1 | unknown | -/- | no | P: $int - ??? |
| | nop | -/- | no | P: -none- - No OPeration |
0556 | 8 | create_cab_from_to | CyQ | yes | P: X1, Y1, Z1, A1, X2, Y2, Z2, A2 - creates a "Kaufman Cab" that drives you for 9$ from XYZ1 to XYZ2 |
| | nop | -/- | yes | P: -none- - No OPeration |
0557 | 0 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
055a | 1 | unknown | -/- | no | -/- |
| | unsupported_in_sa | spaceeinstein | yes | This OpCode is unsupported in SA |
055b | 5 | create_clothes_pickup | CyQ | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
055d | 2 | toggle_player_burnproof | Barton | no | P: $player_char, int (0=off/1=on) - makes the player like my cd-burner "burn-proof" ;) |
055e | 2 | increase_max_health | -/- | no | -/- |
055f | 2 | increase_max_armour | -/- | no | -/- |
0560 | 2 | get_actor_from_car | Barton | no | P: $carID, $actorID Gets the actorID from the driver of the given car |
0561 | 3 | unknown | -/- | no | -/- |
0562 | 2 | unknown | -/- | no | -/- |
| | unsupported_in_sa | spaceeinstein | yes | This OpCode is unsupported in SA |
0563 | 2 | unknown | -/- | no | -/- |
0564 | 1 | unknown | -/- | no | -/- |
0565 | 4 | unknown | -/- | no | P: X, Y, Z, int (?) - used with "create_explosion" |
0566 | 2 | assign_object_to_interior | PatrickW | no | P: $objectID, int (Interior#) Objects are unloaded once interiors are switched and loaded again if the selected interior is activated again. |
0568 | 2 | unknown | -/- | no | P: $actorID, int (0/1?) - ??? |
| | set_actor_targetable | spaceeinstein | yes | P: $actorID, $int - Makes the actor targetable. 0 = targetable 1 = not targetable |
0569 | 1 | unknown | -/- | no | P: TEXT (modelname) - ??? |
| | nop | -/- | no | P: -none- - No OPeration |
056a | 0 | unknown | -/- | no | -/- |
| | if_cutscene_interrupted | PLPynton | yes | returns 0 when cutscene interrupted with space for example |
056b | 2 | unknown | -/- | no | -/- |
| | unsupported_in_sa | spaceeinstein | yes | This OpCode is unsupported in SA |
056c | 1 | is_actor_driving_policecar | opius | no | P: $player_actor - checks if this actor is actually driving a policecar |
056d | 1 | unknown | -/- | no | P: $actorID |
| | is_carcass_of_actor_valid | spaceeinstein | yes | P: $actorID - Checks if the actor's carcass didn't disappear. |
0570 | 5 | create_radar_marker_icon | -/- | no | P: [$]X, [$]Y, [$]Z, int (markertype), $markerID - should create a radar marker on the map |
0571 | 1 | unknown | -/- | no | -/- |
0572 | 1 | toggle_taxi_boost_jump | CyQ | no | -/- |
0573 | 2 | unknown | -/- | no | -/- |
0574 | 2 | unknown | -/- | no | -/- |
| | lock_car_in_current_pos2 | tomworld10 | yes | P: $carID int (1=locked; 0=unlocked) Works the same as 0519 -/- |
0578 | 1 | unknown | -/- | no | -/- |
0579 | 1 | unknown | -/- | no | P: $actorID - stop_actor? |
057a | 2 | set_garage_max_cars | -/- | no | -/- |
057b | 0 | is_wanted_level_suspended | Demarest | no | P: none - equals to true if your wanted-stars are flashing (after using pay'n'spray) |
| | nop | -/- | no | P: -none- - No OPeration |
057c | 1 | unknown | -/- | no | -/- |
057d | 1 | play_mp3 | Y_Less | no | P: 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 | -/- | no | P: -none- - No OPeration |
057e | 1 | toggle_radar_blank | opius | no | P: int (0=radar/1=grey) switches the radar to grey (used by R* in the stadium-races) |
057f | 2 | unknown | -/- | no | -/- |
| | nop | -/- | no | P: -none- - No OPeration |
0580 | 3 | unknown | -/- | no | P: $actorID, $carID, $int - if last param !, 1 the actor is destoyed, but why? (perhaps "hasnt_actor_bought_icecream?") |
0581 | 1 | unknown | -/- | no | -/- |
0582 | 2 | unknown | -/- | no | -/- |
0583 | 2 | unknown | -/- | no | -/- |
0585 | 0 | unknown | -/- | no | P: -none- - if ?!? |
| | nop | -/- | no | P: -none- - No OPeration |
0586 | 1 | unknown | -/- | no | -/- |
0587 | 2 | unknown | -/- | no | -/- |
0588 | 2 | unknown | -/- | no | -/- |
058a | 6 | unknown | -/- | no | -/- |
058b | 1 | unknown | -/- | no | -/- |
058c | 1 | get_percentage_completed | -/- | no | -/- |
058d | 4 | create_redo_mission_taxi_start | CyQ | no | P: X, Y, Z, A - creates a point where after a failed mission a taxi is spawned |
| | nop | -/- | no | P: -none- - No OPeration |
058e | 4 | set_redo_mission_taxi_destination | CyQ | no | P: X, Y, Z, A - sets the destination of the return-to-mission-taxi (use inside mission!) |
| | nop | -/- | no | P: -none- - No OPeration |
058f | 8 | unknown | -/- | no | P: 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) |
0591 | 4 | unknown | -/- | no | P: X1, Y1, X2, Y2 - only used 1x in mission "PROTEC3" before "clear_peds_from_cube" |
| | nop | -/- | no | P: -none- - No OPeration |
0592 | 2 | unknown | -/- | no | P: int (2, 4), int (0, 1) - only used in "MAIN" and "INTRO", seems to have something to do with gangs |
| | nop | -/- | no | P: -none- - No OPeration |
0593 | 2 | unknown | -/- | no | P: $actorID, int (1) - found @ TAXWAR1.gsr (if actor not dead = 1, else = 0?) |
0594 | 2 | unknown | -/- | no | P: $carID, int (0?) - only used in "INTRO" on cartype "coach" |
0595 | 0 | unknown | -/- | no | P: none - used right after "add_to_mission_points" inside a racing mission (perhaps "increase_races_driven?" |
0596 | 1 | unknown | -/- | no | unused |
0598 | 3 | unknown | -/- | no | P: $cutscene_objectID, float (10.0), int (4, 6, 8) - only used in "INTRO" |
| | unsupported_in_sa | -/- | no | This opcode is not supported by SA. |
0599 | 1 | unknown | -/- | no | P: $int - seems to set some stats... "fires_extinguished_by_player?" |
059a | 0 | false | idle | no | - like opcode 00C6 in GTA3 |
059b | 1 | unknown | idle | no | - does absolutely nothing (?) |
| | nop | -/- | no | P: -none- - No OPeration |
0052 | 6 | unknown | -/- | no | -/- |
015b | 3 | unknown | -/- | no | -/- |
02d6 | 6 | unknown | -/- | no | -/- |
| | is_actor_firing_weapon_near_point | spaceeinstein | yes | P: $actorID, $X1, $Y1, $X2, $Y2, $int (sphere) - Checks if actor is firing a weapon within this point. |
0338 | 2 | unknown | -/- | no | -/- |
0364 | 2 | unknown | -/- | no | -/- |
| | is_actor_spotting_actor | spaceeinstein | yes | P: $actor1ID, $actor2ID - Checks if actor1 can see actor2. |
038d | 9 | unknown | -/- | no | -/- |
038e | 8 | unknown | -/- | no | -/- |
038f | 2 | unknown | -/- | no | -/- |
| | load_texture | spaceeinstein | no | P: $int (imageID), TEXT (image name) - Loads the texture from the TXD as the number. |
0390 | 1 | unknown | -/- | no | -/- |
| | load_TXD | spaceeinstein | no | P: TEXT - Loads the TXD file from the folder "txd". |
0391 | 0 | unknown | -/- | no | -/- |
| | release_TXD | -/- | no | Release TXD loaded with 0390? |
0393 | 3 | unknown | -/- | no | -/- |
| | actor_perform_anim_at_times_normal_rate | DeeZire | yes | P: 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.
|
03a7 | 1 | unknown | -/- | no | P: $i - write_debug_int_$i |
03a8 | 1 | unknown | -/- | no | P: $f - write_debug_float $f |
03a9 | 0 | unknown | -/- | no | P: none - write_debug_newline |
| | nop | -/- | no | P: -none- - No OPeration |
03e0 | 1 | unknown | -/- | no | -/- |
03e3 | 1 | unknown | -/- | no | -/- |
041a | 3 | unknown | -/- | no | -/- |
0430 | 3 | unknown | -/- | no | -/- |
| | put_actor_in_car_as_passenger | Ywa*NL | yes | P: $actorID, $carID, int(0) Teleports Actor or Player in Car as passenger Int = Passenger seat |
0432 | 3 | unknown | -/- | no | P: ??? - get_car_passenger - obtain actorID? in a given seat of the car |
| | get_actor_handle_from_car | Ywa*NL | yes | P: $car, $seat, $handle Example: 0432: 1@ = get_actor_handle_from_car $Car1 passenger 0 |
0458 | 2 | unknown | -/- | no | -/- |
045c | 0 | unknown | -/- | no | -/- |
| 0 | abort_mission | op9080 | no | P: none?? - aborts current running mission |
0474 | 6 | unknown | -/- | no | -/- |
0475 | 6 | unknown | -/- | no | -/- |
0491 | 2 | unknown | -/- | no | P: $actorID, itemID - checks if actor does have an item |
04a3 | 2 | unknown | -/- | no | P: ??? - is_on_island - checks if island-var matches a certain island (1, 2, 3) |
04a4 | 2 | unknown | -/- | no | -/- |
04a7 | 1 | unknown | -/- | no | -/- |
04a9 | 1 | unknown | -/- | no | -/- |
04ab | 1 | unknown | -/- | no | -/- |
| | is_actor_driving_plane | spaceeinstein | yes | P: $actorID - checks if actor is in a plane 04C8 is for all flying vehicles |
04af | 2 | unknown | -/- | no | P: ??? - setl (like 04ae) was this already in VC? because 04ae was! |
04b5 | 2 | unknown | -/- | no | -/- |
04c8 | 1 | is_actor_on_plane | -/- | no | P: $actorID |
0500 | 3 | unknown | -/- | no | P: ??? - is_player_wearing? combined with location-check?!? |
0509 | 5 | unknown | -/- | no | P: X1, Y1, X2, Y2, $f - calculate_distance_2d - calculates distance (float) between coordinates |
| | distance between point x y and point x1 y1 | flacs | yes | P: X1, Y1, X2, Y2, $f - calculate_distance_2d - calculates distance (float) between coordinates
|
050a | 7 | unknown | -/- | no | P: X1, Y1, Z1, X2, Y2, Z2, $f - calculate_distance - calculates distance (float) between coordinates |
050f | 1 | unknown | -/- | no | -/- |
| | get_max_wanted_level | spaceeinstein | yes | P: $wanted level number - Gets your current maximum wanted level in the game. |
051b | 2 | unknown | -/- | no | -/- |
051c | 2 | unknown | -/- | no | -/- |
051d | 2 | unknown | -/- | no | P: $carID, $carID - have_cars_collided |
051e | 1 | unknown | -/- | no | P: station (i) - get_radio_station? |
0547 | 2 | unknown | -/- | no | -/- |
| | is_actor_colliding_with_car | spaceeinstein | yes | P: $actorID, $carID - Checks if the actor is touching the car. |
054f | 1 | unknown | -/- | no | -/- |
| | clear_flags_from_car | flacs | yes | -/- To remove all flags, checks from the car (as though she new!) |
0555 | 2 | unknown | -/- | no | -/- |
| | remove_weapon_from_actor | kyeman | yes | P: $actorID, int weaponid |
056e | 1 | unknown | -/- | no | -/- |
| | is_carcass_of_car_valid | spaceeinstein | yes | P: $carID - Checks if the carcass of the car didn't disappear. |
0575 | 2 | unknown | -/- | no | -/- |
0597 | 1 | unknown | -/- | no | -/- |
| | is_actor_crouching | spaceeinstein | yes | P: $actorID - Checks if the actor is crouching. |
059c | 2 | unknown | -/- | no | -/- |
059f | 4 | unknown | -/- | no | -/- |
05a1 | 4 | unknown | -/- | no | -/- |
05a2 | 4 | unknown | -/- | no | -/- |
05a3 | 1 | unknown | -/- | no | -/- |
05a4 | 5 | unknown | -/- | no | -/- |
05a5 | 8 | unknown | -/- | no | -/- |
05a6 | 4 | unknown | -/- | no | -/- |
05a7 | 4 | unknown | -/- | no | -/- |
05a8 | 2 | unknown | -/- | no | -/- |
05a9 | 2 | unknown | -/- | no | P: ??? - setgn |
05aa | 2 | unknown | -/- | no | P: ??? - setln - load 8byte GXT-String Name |
05ad | 2 | unknown | -/- | no | P: ??? - egn |
05ae | 2 | unknown | -/- | no | P: ??? - eln |
05b0 | 10 | unknown | -/- | no | -/- |
05b6 | -2 | unknown | -/- | no | P: STR - write_debug_string_STR |
05b9 | 2 | unknown | -/- | no | -/- |
05ba | 2 | unknown | -/- | no | -/- |
| | actor_task_chew_gum | spaceeinstein | yes | P: $actorID, $int (time in ms) - Makes actor chew gum. |
05bb | 3 | unknown | -/- | no | -/- |
05bc | 2 | unknown | -/- | no | -/- |
| | actor_task_jump | spaceeinstein | yes | P: $actorID, $int - Makes actor jump 0 = small leap (1/2 normal dist) 1 = normal leap other nonzero values are same as value 1
|
05bd | 2 | unknown | -/- | no | -/- |
| | actor_task_tired | spaceeinstein | yes | P: $actorID, $int (time in ms) - Makes the actor catch its breath for this amount of time. |
05be | 1 | unknown | -/- | no | -/- |
| | actor_task_kill_actor | spaceeinstein | yes | P: $actorID - Instantly kills actor |
05bf | 3 | unknown | -/- | no | -/- |
| | actor_task_look_at_actor | kyeman | no | ($actor) ($actor_look_at) (#duration) |
05c0 | 3 | unknown | -/- | no | -/- |
| | actor_task_look_at_car | kyeman | no | ($actor) ($car) (#duration) |
05c1 | 2 | unknown | -/- | no | -/- |
05c2 | 1 | unknown | -/- | no | -/- |
| | actor_task_show_the_finger | spaceeinstein | yes | P: $actorID - Makes the actor show the finger. |
05c3 | 1 | unknown | -/- | no | -/- |
| | actor_task_hands_cower | spaceeinstein | yes | P: $actorID - Makes the actor go "Whoa" like seeing a dead body. Animation is called "hand cower" in files. |
05c4 | 2 | unknown | -/- | no | -/- |
| | actor_task_hands_up | spaceeinstein | yes | P: $actorID, $int (time in ms) - Makes actor raise his hands. |
05c5 | 2 | unknown | -/- | no | -/- |
| | actor_task_cower | spaceeinstein | yes | P: $actorID, $int (time in ms) - Makes actor cower in fear. |
05c7 | 1 | unknown | -/- | no | -/- |
| | actor_task_use_atm | spaceeinstein | yes | P: $actorID - Makes the actor uses the ATM animation. ATM as in Automated Teller Machine. |
05c8 | 1 | unknown | -/- | no | -/- |
| | actor_task_look_around | spaceeinstein | yes | P: $actorID - Makes the actor look around, like when crossing a street. |
05c9 | 2 | unknown | -/- | no | -/- |
05ca | 4 | unknown | -/- | no | -/- |
| | action_sequence actor %actorid% enter_car %carid% passenger_seat %seatid% %timems% | AlienX | yes | action_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 $100 passenger_seat 0 1 ms |
05cb | 3 | unknown | -/- | no | -/- |
| | actor_task_enter_car_driverseat | kyeman | no | ($actor) ($car) ((bool)teleport) |
05cd | 2 | unknown | -/- | no | -/- |
| | actor_task_leave_car | kyeman | no | ($actor) ($car) |
05cf | 5 | unknown | -/- | no | -/- |
05d1 | 9 | unknown | -/- | no | -/- |
| | actor_task_drive_to_point | -/- | yes | P:$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) $Car (CarID or -1(any)) int(a) unknown int(b) HandlingID(412=404=481)??? int(c) unknown Drive-Flag |
05d2 | 4 | unknown | -/- | no | -/- |
05d3 | 6 | unknown | -/- | no | -/- |
| | actor_task_go_to_point | dpass | yes | P:$actorID, $X, $Y, $Z, int(speed 4 or 6), int(Timeout) $actorID, go to XYZ, 4=slow 6=fast, with Timeout(ms) to teleport (Actor=Player or -1) |
05d4 | 2 | unknown | -/- | no | -/- |
| | actor_task_rotate_to_angle | dpass | yes | P:$actorID, $z actor or Player rotate to zangle |
05d6 | 0 | unknown | -/- | no | P: -/- - clear_scmpath |
05d7 | 3 | unknown | -/- | no | P: X, Y, Z - add_point_to_scm_path |
| | unknown | -/- | no | P: X, Y, Z - add_point_to_scm_path |
05d8 | 3 | unknown | -/- | no | P: $actorID, flag1 (i), flag2 (i) - assign_scm_path_to_actor |
05d9 | 4 | unknown | -/- | no | -/- |
05da | 6 | unknown | -/- | no | -/- |
05db | 4 | unknown | -/- | no | -/- |
05dc | 6 | unknown | -/- | no | -/- |
05dd | 4 | unknown | -/- | no | -/- |
05de | 1 | unknown | -/- | no | -/- |
05e2 | 2 | unknown | -/- | no | -/- |
| | actor_task_kill_actor | teuntjuh | yes | P: $actorID, $actorID Makes one actor kill another one. |
05e9 | 2 | unknown | -/- | no | -/- |
05eb | 2 | unknown | -/- | no | -/- |
| | assign_vehicle_to_path | spaceeinstein | yes | P: $carID, $pathID - Assigns the vehicle to the path created by 07C0. |
05ec | 1 | unknown | -/- | no | -/- |
| | release_car_from_path | spaceeinstein | yes | P: $carID - Releases the car from any path assigned to the car. |
05ed | 1 | unknown | -/- | no | -/- |
05ee | 1 | unknown | -/- | no | -/- |
05f1 | 2 | unknown | -/- | no | -/- |
05f2 | 2 | unknown | -/- | no | -/- |
05f5 | 6 | unknown | -/- | no | -/- |
05f6 | 7 | unknown | -/- | no | -/- |
05f8 | 7 | unknown | -/- | no | -/- |
| | Is_Player_In_Bubble? | AlienX | no | Not 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 |
05fc | 9 | unknown | -/- | no | -/- |
05fd | 9 | unknown | -/- | no | -/- |
05fe | 9 | unknown | -/- | no | -/- |
0602 | 1 | unknown | -/- | no | -/- |
| | is_actor_driving_taxi | Hammer83 | yes | P: $actorId - Checks if the actor is driving a vehicule id 420 (TAXI) or 438 (CABBIE) |
0603 | 6 | unknown | -/- | no | -/- |
0604 | 3 | unknown | -/- | no | -/- |
0605 | 9 | unknown | -/- | no | -/- |
| | actor_perform_animation | DeeZire | no | P: $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. |
0606 | 4 | unknown | -/- | no | -/- |
0607 | 0 | unknown | -/- | no | -/- |
060a | 2 | unknown | -/- | no | P: ??? - id, mysterious_entity? |
060b | 2 | unknown | -/- | no | P: ??? - actor_use_mysterious_entity actor, mysterious_entity? |
060d | 5 | unknown | -/- | no | -/- |
| | set_text_draw_shadow | mbell | yes | P: int(offset), int(R), int(G), int(B), int(alpha) - sets color of text_draw shadow (offset controls distance from text along diagonal) |
060e | 1 | unknown | -/- | no | -/- |
| | is_car_assigned_to_existing_path | spaceeinstein | yes | P: $carID - Checks if the car is assigned to a path. |
060f | 2 | unknown | -/- | no | -/- |
0611 | 2 | unknown | -/- | no | -/- |
| | is_char_playing_anim | eAi | yes | P: $actorID, TEXT
Checks if an actor is performing the animation in the TEXT |
0612 | 3 | unknown | -/- | no | -/- |
0613 | 3 | unknown | -/- | no | -/- |
0614 | 3 | unknown | -/- | no | -/- |
0615 | 1 | unknown | -/- | no | P: $sequenceID - start_action_sequence |
0616 | 1 | unknown | -/- | no | P: $sequenceID - end_action_sequence |
0618 | 2 | unknown | -/- | no | P: $actor, $sequenceID - assign_sequence_to_actor |
0619 | 2 | unknown | -/- | no | -/- |
| | set_actor_collision_detection | spaceeinstein | yes | P: $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. |
061b | 1 | unknown | -/- | no | P: $sequenceID - start_sequence/release_sequence?! |
| | remove_references_to_action_sequences | spaceeinstein | no | P: $sequenceID - Removes reference to action sequences made by 0615? |
061d | 7 | unknown | -/- | no | P: X1, Y1, X2, Y2, Z?, $sequenceID, $sequencepackID - define at postion |
061e | 1 | unknown | -/- | no | P: $sequencepackID - destroy sequencepack? |
0622 | 2 | unknown | -/- | no | P: ??? - remove_actor_from_car - removes an actor from a car |
0623 | 2 | unknown | -/- | no | P: stat (int), amount (i) - add_to_stat |
0624 | 2 | unknown | -/- | no | -/- |
| | add_to_stat_float | tomworld10 | no | P: stat ($int), amount ($float) - add a float to the stat $int |
0625 | 2 | unknown | -/- | no | -/- |
| | add_to_stat | tomworld10 | no | P: stat ($int), amount ($int or $float !!!) - add an integer to the stat, seem to accept int and floats |
0627 | 2 | unknown | -/- | no | -/- |
| | change_stat_if_leq | op9080 | no | P: N v - changes stat N to v if existing value is <= v v is an int, but it should be a 16-bit value sign extended to 32 bits N is an int, only lower 16 bits are used |
0628 | 2 | unknown | -/- | no | -/- |
| | add_to_stat_vfloat | tomworld10 | no | P: stat ($int), $float ($float) - add a float to the stat $int, for some reason it's only in a variable unlike 0624 wich only use a float without a variable |
0629 | 2 | unknown | -/- | no | P: stat (int), int - sets player-stat (stat) to int (not like 0623 that only adds to the existing value) |
| | change_stat_int | -/- | no | P: stat ($int), $float ($float) - change the stat $int to an integer |
062a | 2 | unknown | -/- | no | -/- |
| | change_stat_float | -/- | no | P: stat ($int), $float ($float) - set the stat $int to a float |
062e | 3 | unknown | -/- | no | -/- |
062f | 2 | unknown | -/- | no | P: ??? - create_group - non player groups |
0630 | 2 | unknown | -/- | no | P: ??? - put_actor_in_group_as_leader |
0631 | 2 | unknown | -/- | no | P: ??? - put_actor_in_group |
0632 | 1 | unknown | -/- | no | P: ??? - release_group |
0633 | 1 | unknown | -/- | no | -/- |
| | actor_task_bail_from_car | -/- | no | p: $actor Actor bails from car same way you do when exiting while car is moving. |
0634 | 5 | unknown | -/- | no | -/- |
0635 | 3 | unknown | -/- | no | -/- |
0637 | 8 | unknown | -/- | no | -/- |
0638 | 2 | unknown | -/- | no | -/- |
| | actor_task_stay_put | spaceeinstein | yes | P: $actorID, $int (0=disable/1=enable) - Makes the actor stand at that place. Actor can still do stuff while there. |
0639 | 2 | unknown | -/- | no | -/- |
| | actor_task_rotate_to_actor | spaceeinstein | yes | P: $actor1ID, $actor2ID - Makes actor1 rotate and face to actor2. |
0642 | 2 | unknown | -/- | no | P: $actorID, $sequencepackID - has sequence finished? |
0643 | 2 | unknown | -/- | no | P: $sequenceID, flag (i) - set_sequence_flag (loop flag?) |
0646 | 2 | unknown | -/- | no | -/- |
0647 | 1 | unknown | -/- | no | -/- |
0648 | 2 | unknown | -/- | no | -/- |
064b | 6 | unknown | -/- | no | -/- |
| | create_particle | spaceeinstein | yes | P: #particle, $x, $y, $z, 1, $paticleID - Creates particles at that point. Goes with 064C. |
064c | 1 | unknown | -/- | no | -/- |
| | make_particle_visible | spaceeinstein | yes | P: $particleID - Makes particle visible. |
064e | 1 | unknown | -/- | no | -/- |
064f | 1 | unknown | -/- | no | -/- |
| | make_particle_visible | ZAZ | yes | ;same as 064C=used with Explosions |
0650 | 1 | unknown | -/- | no | -/- |
| | destroy_particle | tomworld10 | yes | P:$particleID - should be destroy or make the particule unvisible |
0652 | 2 | unknown | -/- | no | P: stat (int), $i - like 0629, only loads the stat into $i instead of saving stat |
| | set_var_to_stat_int | -/- | no | P: $var = stat $int - set $var to the integer value of the stat $int |
0653 | 2 | unknown | -/- | no | -/- |
| | set_var_to_stat_float | tomworld10 | yes | P: $var = stat $int - set $var to the float value of the stat $int |
0654 | 2 | unknown | -/- | no | -/- |
0655 | 3 | unknown | -/- | no | -/- |
0656 | 2 | unknown | -/- | no | -/- |
0657 | 2 | unknown | -/- | no | -/- |
065b | 4 | unknown | -/- | no | -/- |
065c | 1 | unknown | -/- | no | P: ??? - create_default_mysterious_entity mysterious_entity? (actor/group) or destroy it?!? |
065d | 2 | unknown | -/- | no | -/- |
065e | 2 | unknown | -/- | no | -/- |
0661 | 1 | unknown | -/- | no | P: STR - write debug error(?) string STR |
0662 | 1 | unknown | -/- | no | P: STR - write debug message string STR |
0663 | 2 | unknown | -/- | no | P: STR, $i - write debug intvar (with describing text STR) |
0664 | 2 | unknown | -/- | no | P: STR, $f - write debug floatvar (with describing text STR) |
0665 | 2 | unknown | -/- | no | -/- |
0667 | 5 | unknown | -/- | no | -/- |
| | actor_task_aim_at_point | spaceeinstein | yes | P: $actorID, $x, $y, $z, $int (time in ms) - Makes the actor aim at this point for this amount of time. |
0668 | 5 | unknown | -/- | no | -/- |
| | actor_task_rotate_to_point | spaceeinstein | yes | P: $actorID, $x, $y, $z, $int (time in ms) - Makes the actor rotate toward this point for this amount of time. |
0669 | 7 | unknown | -/- | no | -/- |
| | attach_particle_to_actor | spaceeinstein | yes | P: #particle, $actorID, $oX, $oY, $oZ, 1, $paticleID - Attaches a particle to the actor. Goes with 064C. |
066a | 10 | unknown | -/- | no | -/- |
| | attach_particle_to_actor2 | spaceeinstein | yes | P: #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. |
066b | 7 | unknown | -/- | no | -/- |
| | attach_particle_to_vehicle | spaceeinstein | yes | P: #particle, $carID, $oX, $oY, $oZ, $int, $particleID - Attaches a particle to a vehicle. Goes with 064C. |
066c | 10 | unknown | -/- | no | -/- |
| | attach_particle_to_vehicle | spaceeinstein | yes | P: #particle, $carID, $oX, $oY, $oZ, $rX, $rY, $rZ, $int, $particleID - Attaches a particle to a vehicle. Goes with 064C. |
066d | 7 | unknown | -/- | no | -/- |
| | attach_particle_to_object | spaceeinstein | yes | P: #particle, $objectID, $oX, $oY, $oZ, $int, $particleID - Attaches a particle to an object. Goes with 064C. |
0672 | 2 | unknown | -/- | no | -/- |
| | actor_task_attack_car | spaceeinstein | yes | P: $actorID, $carID - Makes actor attack the car. |
0673 | 4 | unknown | -/- | no | -/- |
| | actor_task_dive | spaceeinstein | yes | P: $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. |
0674 | 2 | unknown | -/- | no | P: CARID?, "TEXT" - changes the text on the numberplate |
| | set_car_numberplate | Grovespaz | yes | P: #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 |
0676 | 2 | unknown | -/- | no | -/- |
| | actor_task_move_from_passengerseat_to_driverseat | spaceeinstein | yes | P: $actorID, $carID - Moves actor in car from passenger seat to driver seat |
0677 | 4 | unknown | -/- | no | -/- |
| | actor_task_chat_with_actor | Hammer83 | no | P: $actorID, $actorID, int(0/1), int(0/1) - Start chatting between actor1 and actor2. Can be used in sequences. Actor1 can be -1. |
0679 | 9 | unknown | -/- | no | -/- |
| | put_camera_on_vehicle | spaceeinstein | yes | P: $carID, $oX, $oY, $oZ, $rX, $rY, $rZ, $float, $int - Places the player camera onto a vehicle. |
067a | 7 | unknown | -/- | no | -/- |
| | camera_on_car_point_to_car | spaceeinstein | yes | P: $carID, $oX, $oY, $oZ, $car2ID, $float, $int - Makes the camera sit on the car while pointing to the other car. |
067c | 9 | unknown | -/- | no | -/- |
| | put_camera_on_actor | spaceeinstein | yes | P: $actorID, $oX, $oY, $oZ, $rX, $rY, $rZ, $float, $int - Places the player camera onto an actor. |
067e | 7 | unknown | -/- | no | -/- |
| | put_camera_on_actor_and_point_to_actor | spaceeinstein | yes | P: $actorID, $oX, $oY, $oZ, $actor2ID, $tilt, $int - Puts a camera on the actor and points it to another actor. |
067f | 2 | unknown | -/- | no | -/- |
| | control_car_lights | spaceeinstein | yes | P: $carID, $int - controls car's headlights and brakelights 0 = normal lights 1 = always lights on 2 = always lights off |
0680 | 2 | unknown | -/- | no | P: $sequencepackID, number (i) - number of iteration? |
0681 | 8 | unknown | -/- | no | P: $objectID, $trainID, X, Y, Z, rX, rY, rZ - attach_object_to_car/train?!? |
0682 | 5 | unknown | -/- | no | -/- |
| | detach_object | spaceeinstein | yes | P: $objectID, $float, $float, $float, $int - Detaches an object if it's being attached. Last param is collision detection. |
0683 | 8 | unknown | -/- | no | -/- |
| | attach_car_to_car | ggm_SpYder | no | P: $car1ID, $trainID, X, Y, Z, rX, rY, rZ - attach_car1_to_car/train |
0684 | 5 | unknown | -/- | no | -/- |
| | detach_car | spaceeinstein | yes | P: $carID, $float, $float, $float, $int - Detaches an car if it's being attached. Last param is collision detection. |
0685 | 1 | unknown | -/- | no | -/- |
| | is_object_attached | spaceeinstein | yes | P: $objectID - Checks if the object is being attached. |
0686 | 1 | unknown | -/- | no | -/- |
| | is_car_attached | spaceeinstein | yes | P: $carID - Checks if the car is being attached. |
0687 | 1 | unknown | -/- | no | -/- |
| | clear_actor_task | ceedj | yes | P: $actorID - stops the actor performing current action (action sequencesm, run, walk, fight, etc); replaces 011C, which crashes the game |
0688 | 4 | unknown | -/- | no | -/- |
0689 | 3 | unknown | -/- | no | -/- |
| | break_car_component | spaceeinstein | yes | P: $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 |
068a | 2 | unknown | -/- | no | -/- |
068b | 1 | unknown | -/- | no | -/- |
068c | 1 | unknown | -/- | no | -/- |
068d | 3 | unknown | -/- | no | -/- |
068e | 3 | unknown | -/- | no | -/- |
0697 | 3 | unknown | -/- | no | -/- |
| | untie_car_component | tomworld10 | yes | P: $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) -/- |
0698 | 2 | unknown | -/- | no | -/- |
0699 | 2 | unknown | -/- | no | -/- |
069a | 8 | unknown | -/- | no | -/- |
| | attach_object_to_object | spaceeinstein | yes | P: $object1ID, $object2ID, $oX, $oY, $oZ, $rX, $rY, $rZ - Attaches an object to another object. |
069b | 8 | unknown | -/- | no | -/- |
| | attach_object_to_actor | spaceeinstein | yes | P: $objectID, $actorID, $oX, $oY, $oZ, $rX, $rY, $rZ - Attaches an object to an actor. O=offset R=rotation |
06a2 | 4 | unknown | -/- | no | -/- |
06a3 | 2 | unknown | -/- | no | -/- |
| | get_vehicle_weight | PLPynton | yes | P: $CarID, $int - gets vehicles weight |
06a5 | 2 | unknown | -/- | no | -/- |
06a7 | 9 | unknown | -/- | no | -/- |
06a8 | 5 | unknown | -/- | no | -/- |
06a9 | 5 | unknown | -/- | no | -/- |
| | actor_task_look_at_coord | kyeman | no | ($actor) (%x) (%y) (%z) (#duration) |
06aa | 1 | unknown | -/- | no | -/- |
06ab | 2 | unknown | -/- | no | -/- |
| | set_actor_armed_weapon2 | kyeman | no | ($actor) (#weapon_id) |
06ac | 2 | unknown | -/- | no | -/- |
| | get_actor_speed | spaceeinstein | no | P: $actorID, $float - Gets the walking speed of the actor |
06ad | 2 | unknown | -/- | no | P: ??? - group, mysterious_entity |
06ae | 2 | unknown | -/- | no | P: ??? - group-version? 0, casino4_0027 // creator? |
06af | 2 | unknown | -/- | no | -/- |
| | toggle_sprint | spaceeinstein | yes | P: $player_char, $int (0=enabled/1=disabled) - Toggles CJ's ability to sprint on/off |
06b0 | 2 | unknown | -/- | no | -/- |
| | actor_task_sit_down | spaceeinstein | no | P: $actorID, $int (time in ms) - Makes the actor sit down. |
06b1 | 9 | unknown | -/- | no | -/- |
06b2 | 1 | unknown | -/- | no | -/- |
06b3 | 1 | unknown | -/- | no | -/- |
06b4 | 8 | unknown | -/- | no | -/- |
06b6 | 3 | unknown | -/- | no | -/- |
06b7 | 2 | unknown | -/- | no | -/- |
06b9 | 0 | unknown | -/- | no | P: -/- - is_cutscene_data_loaded? used after load_cutscene_data in a loop with "wait 0" |
06ba | 4 | unknown | -/- | no | -/- |
06bb | 3 | unknown | -/- | no | P: $actorID, $carID, speed (f) - assign_scmpath_to_actor_in_car |
06bc | 7 | unknown | -/- | no | -/- |
06bd | 11 | unknown | -/- | no | -/- |
06be | 2 | unknown | -/- | no | -/- |
| | get_car_y_angle | spaceeinstein | no | P: $carID, $float - Gets the car's Y angle (rotation). |
06c1 | 10 | unknown | -/- | no | -/- |
| | create_searchlight 58@ on_vehicle 40@ offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 | SKV1991 | yes | -/-58@ - перемнная прожектора 40@ - переменная вертолёта 0.0 1.0 -0.5 - оффсет относительно центра вертолёта radius 0.4 - а этот параметр задаёт радиус начала прожектора. (Проще говоря толщину начала прожектора) 2228.36 -1171.48 25.82 - точка на которую светит прожектор (можно переменные) radius 5.0 - он обозночает радиус конца прожектора или проще говоря радиус освещаемой плоскости.
|
06c2 | 11 | unknown | -/- | no | -/- |
06c3 | 5 | unknown | -/- | no | -/- |
06c4 | 2 | unknown | -/- | no | -/- |
06c5 | 1 | unknown | -/- | no | -/- |
06c7 | 4 | unknown | -/- | no | -/- |
06c8 | 1 | unknown | -/- | no | -/- |
| | enable_riot | dpass | yes | P:Int(1 enable/0 disable) 1, Start a civil war / Riot in Los Santos |
06c9 | 1 | unknown | -/- | no | -/- |
| | remove_actor_from_group | eAi | no | -/- |
06ca | 7 | unknown | -/- | no | -/- |
06cf | 1 | unknown | -/- | no | -/- |
06d0 | 1 | unknown | -/- | no | -/- |
| | set_ambulances_and_firetrucks_enabled | Pho3niXx | no | %1h% in parameter |
06d1 | 2 | unknown | -/- | no | P: ??? - setgs |
06d2 | 2 | unknown | -/- | no | P: ??? - setls |
06d5 | 9 | unknown | -/- | no | -/- |
| | create_racing_checkpoint | dpass | yes | P: int(type)=$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) |
06d6 | 1 | unknown | -/- | no | -/- |
| | destroy_racing_checkpoint | dpass | yes | P:CheckpointID Destroy Checkpoint was created with 06D5: |
06d7 | 1 | unknown | -/- | no | -/- |
| | enable_Train_traffic | dpass | yes | P:INT(0/1) 0=Disable Trains(no Train on Tracks) 1=Enable Trains |
06d8 | 6 | unknown | -/- | no | P: track (i, 9-15), X, Y, Z, create_flag (i), $trainID - create_train |
| | create_train | dpass | yes | P:$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 |
06d9 | 0 | unknown | -/- | no | -/- |
06da | 0 | unknown | -/- | no | -/- |
06db | 0 | unknown | -/- | no | -/- |
06dc | 2 | unknown | -/- | no | -/- |
| | set_train acc | Ywa*NL | no | P: $Train, float(0.0)
Set train acceleration |
06dd | 2 | unknown | -/- | no | -/- |
| | set_train speed | Ywa*NL | no | P: $Train, float(0.0)
Set train speed |
06de | 2 | unknown | -/- | no | -/- |
06e0 | 1 | unknown | -/- | no | -/- |
06e1 | 6 | unknown | -/- | no | -/- |
06e2 | 5 | unknown | -/- | no | -/- |
06e3 | 2 | unknown | -/- | no | -/- |
| | actor_task_roll_sideways | spaceeinstein | yes | P: $actorID, $int (0=left/1=right) - Makes actor roll sideways. |
06e4 | 2 | unknown | -/- | no | -/- |
06e7 | 3 | unknown | -/- | no | -/- |
06e9 | 1 | unknown | -/- | no | -/- |
| | request_car_component | spaceeinstein | no | P: $componentID - Requests a car component. |
06ea | 1 | unknown | -/- | no | -/- |
| | is_car_component_available | spaceeinstein | no | P: $componentID - Checks if the car component is loaded. |
06eb | 1 | unknown | -/- | no | -/- |
| | release_car_component | spaceeinstein | no | P: $componentID - Releases the car component created by 06E9. |
06ed | 2 | unknown | -/- | no | -/- |
| | set_car_paintjob | spaceeinstein | yes | P: $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. |
06ee | 2 | unknown | -/- | no | P: ??? - is_actor_in_group |
| | is_group_member | eAi | no | P: ??? - is_actor_in_group |
06ef | 2 | unknown | -/- | no | P: ??? - is_group_leader ??? |
| | is_group_leader | eAi | no | P: ??? - is_group_leader ??? |
06f0 | 2 | unknown | -/- | no | P: ??? - group, 300.0? |
| | set_group_separation_range | eAi | no | P: ??? - group, 300.0? |
06f1 | 1 | unknown | -/- | no | -/- |
06f3 | 1 | unknown | -/- | no | -/- |
06f5 | 4 | unknown | -/- | no | -/- |
| | get_fire_coords | mbell | yes | P: $fireID, $X, $Y, $Z - Gets coords of $fireID and puts them in X, Y, Z |
06f8 | 8 | unknown | -/- | no | -/- |
06fa | 1 | unknown | -/- | no | -/- |
06fc | 1 | unknown | -/- | no | -/- |
06fd | 2 | unknown | -/- | no | -/- |
0701 | 0 | unknown | -/- | no | -/- |
| | end_scene_skip | spaceeinstein | no | P: -none- - Finishes 0707 |
0702 | 5 | unknown | -/- | no | -/- |
| | get_percent_tags_complete | op9080 | yes | P: 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.
|
0703 | 5 | unknown | -/- | no | -/- |
| | set_tags_paint_value | op9080 | yes | P: 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).
|
0705 | 2 | unknown | -/- | no | -/- |
0706 | 2 | unknown | -/- | no | -/- |
0707 | 1 | unknown | -/- | no | -/- |
| | start_scene_skip | spaceeinstein | yes | P: @Label - If you want to skip a scene, press a key to skip the scene to that label. |
0708 | 2 | unknown | -/- | no | P: ??? - add_mysterious_entity_item mysterious_entity, 13? |
0709 | 9 | unknown | -/- | no | P: ??? - set_mysterious_entity_item_params mysterious_entity, 79, 706, 100.0, 100.0, 100.0, 100.0, 1, 0? |
070a | 10 | unknown | -/- | no | -/- |
070b | 2 | unknown | -/- | no | -/- |
070c | 1 | unknown | -/- | no | -/- |
| | explode_car_without_damage | tomworld10 | yes | P: $carID ; get as close as you want you won't take damage !!!-/- |
070d | 1 | unknown | -/- | no | -/- |
| | refresh_player | Zetnov | yes | refresh the current player models :P |
070e | 3 | unknown | -/- | no | -/- |
| | plane_attack_vehiculed_player | tomworld10 | yes | idem 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-/- |
070f | 4 | unknown | -/- | no | -/- |
| | set_plane_automatic_pilot_direction | tomworld10 | yes | set_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 |
0710 | 4 | unknown | -/- | no | -/- |
| | plane_follow | tomworld10 | yes | P: $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. -/- |
0713 | 10 | unknown | -/- | no | -/- |
| | actor_perform_driveby | MrJax | yes | P: $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)) |
0714 | 2 | unknown | -/- | no | -/- |
0715 | 2 | unknown | -/- | no | -/- |
0716 | 7 | unknown | -/- | no | -/- |
| | is_object_in_object_group_destroyed | spaceeinstein | yes | P: $X, $Y, $Z, $float (radius), #object model, $int, $int - Checks if the object model in the object group at XYZ is destroyed. |
0717 | 1 | unknown | -/- | no | -/- |
0719 | 0 | unknown | -/- | no | -/- |
071a | 2 | unknown | -/- | no | -/- |
071e | 2 | unknown | -/- | no | -/- |
071f | 2 | unknown | -/- | no | -/- |
| | set_object_mass | spaceeinstein | no | P: $objectID, $int - Sets the mass of an object? |
0723 | 2 | unknown | -/- | no | -/- |
0724 | 3 | unknown | -/- | no | -/- |
| | helicopter_attack_actor | spaceeinstein | yes | P: $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. |
0726 | 4 | unknown | -/- | no | -/- |
| | helicopter_follow | spaceeinstein | yes | P: $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. |
0727 | 4 | unknown | -/- | no | -/- |
| | helicopter_behave_like_police_heli | BBumper | yes | $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) |
0729 | 2 | unknown | -/- | no | -/- |
| | actor_use_cellphone | mvol | yes | P: $actorID, int(0/1) 0: take cellphone and put to ear 1: put cellphone away |
072a | 2 | unknown | -/- | no | -/- |
072b | 3 | unknown | -/- | no | -/- |
072c | 1 | unknown | -/- | no | -/- |
072f | 7 | unknown | -/- | no | -/- |
0730 | 2 | unknown | -/- | no | -/- |
0731 | 2 | unknown | -/- | no | -/- |
0732 | 1 | unknown | -/- | no | -/- |
0733 | 1 | unknown | -/- | no | -/- |
0734 | 0 | unknown | -/- | no | -/- |
0735 | 1 | unknown | -/- | no | -/- |
0736 | 1 | unknown | -/- | no | -/- |
0737 | 2 | unknown | -/- | no | -/- |
| | is_actor_holding_object | spaceeinstein | yes | P: $objectID - Checks if the actor is holding an object (like in burgling). |
073b | 2 | unknown | -/- | no | -/- |
073c | 2 | unknown | -/- | no | -/- |
073e | 6 | unknown | -/- | no | -/- |
0741 | 1 | unknown | -/- | no | -/- |
0742 | 2 | unknown | -/- | no | -/- |
0743 | 6 | unknown | -/- | no | -/- |
0745 | 1 | unknown | -/- | no | -/- |
| | set_hydra_thrust_to_horizontal | PLPynton | yes | P: $carID - sets horizontal thrust to hydra |
0746 | 3 | unknown | -/- | no | -/- |
0747 | 3 | unknown | -/- | no | -/- |
0749 | 2 | unknown | -/- | no | P: ??? - group_version - casino4_0027, 9 // add item? |
074a | 9 | unknown | -/- | no | P: ??? - group_version - casino4_0027, 15, 1510, 100.0, 100.0, 100.0, 100.0, 1, 1 // set item params |
074b | 10 | unknown | -/- | no | -/- |
| | draw_sprite_with_rotation | eAi | no | Text to screen related |
074c | 2 | unknown | -/- | no | P: $actorID, $sequencepackID - actor executes sequencepack |
074d | 3 | unknown | -/- | no | -/- |
074e | 3 | unknown | -/- | no | -/- |
074f | 2 | unknown | -/- | no | -/- |
0750 | 2 | unknown | -/- | no | -/- |
| | set_object_visibility | spaceeinstein | yes | P: $objectID, $int - Sets the visibility of the object. 0 = invisibile 1 = visible |
0751 | 8 | unknown | -/- | no | -/- |
0752 | 1 | unknown | -/- | no | -/- |
0754 | 0 | unknown | -/- | no | -/- |
0755 | 5 | unknown | -/- | no | -/- |
075a | 6 | unknown | -/- | no | -/- |
| | Action_sequence_with_object | tomworld10 | no | $objectID, "animID", "file", $float, $int, $int; Action sequence on an object related to an actor used in player parachute and pool |
075b | 1 | unknown | -/- | no | -/- |
075c | 1 | unknown | -/- | no | P: $markerID - is_marker_enabled - used mostly to check before removing a marker |
| | does_marker_exist | eAi | no | P: $markerID - is_marker_enabled - used mostly to check before removing a marker |
0762 | 1 | unknown | -/- | no | -/- |
0763 | 1 | unknown | -/- | no | -/- |
0767 | 2 | unknown | -/- | no | -/- |
076a | 2 | unknown | -/- | no | -/- |
| | set_pedgroup_for_zone | DeeZire | no | P: 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 |
076c | 3 | unknown | -/- | no | -/- |
| | set_gang_to_own_territory | Flip1299 | yes | 'territory', $gang number, $unknown (density?) |
076d | 3 | unknown | -/- | no | -/- |
076f | 0 | unknown | -/- | no | -/- |
| | is_text_priority_displayed | spaceeinstein | yes | P: -none- - Checks if the text priority is displayed. |
0770 | 2 | unknown | -/- | no | -/- |
0771 | 2 | unknown | -/- | no | -/- |
0772 | 4 | unknown | -/- | no | -/- |
0776 | 1 | unknown | -/- | no | -/- |
0777 | 1 | unknown | -/- | no | -/- |
0778 | 1 | unknown | -/- | no | -/- |
077a | 3 | unknown | -/- | no | -/- |
077b | 3 | unknown | -/- | no | -/- |
077c | 2 | unknown | -/- | no | -/- |
077d | 2 | unknown | -/- | no | -/- |
| | get_car_x_angle | spaceeinstein | no | P: $carID, $float - Gets the car's X angle (rotation). |
077e | 1 | unknown | -/- | no | -/- |
| | get_active_interior | spaceeinstein | yes | P: $interior - Gets your current interior number |
0780 | 5 | unknown | -/- | no | -/- |
| | heli_hover_above_actor_or_car | PLPynton | yes | P: $heliID, $actorID, $carID, $float, $float - P2 & P3 are targets, P4 is desired altitude, P5 is unknown |
0784 | 4 | unknown | -/- | no | -/- |
0786 | 7 | unknown | -/- | no | -/- |
0788 | 2 | unknown | -/- | no | -/- |
0789 | 1 | unknown | -/- | no | -/- |
| | drop_car_from_magnet | spaceeinstein | yes | P: $carID - Detaches a car from a magnet. |
078a | 3 | unknown | -/- | no | P: $trainID, position (i), $carriageID - add_carriage_to_train |
| | get_vehicle_id_for_carriage | eAi | no | P: $trainID, position (i), $carriageID |
078b | 4 | unknown | -/- | no | -/- |
078f | 2 | unknown | -/- | no | -/- |
0792 | 1 | unknown | -/- | no | -/- |
0793 | 0 | unknown | -/- | no | -/- |
| | store_clothes_state | eAi | no | -/- |
0794 | 0 | unknown | -/- | no | -/- |
| | restore_clothes_state | eAi | no | -/- |
0796 | 2 | unknown | -/- | no | -/- |
0797 | 2 | unknown | -/- | no | -/- |
0798 | 4 | unknown | -/- | no | -/- |
0799 | 1 | unknown | -/- | no | -/- |
07a0 | 4 | unknown | -/- | no | -/- |
07a1 | 1 | unknown | -/- | no | -/- |
| | set_actor_walk_speed | dpass | yes | p: int(only 4 or 6) 4 = go slow / 6 = go fast(running) Used Opcode before 05ca=05cb=05d3=0615...(Player/Actor go to...) |
07a4 | 3 | unknown | -/- | no | -/- |
07a5 | 3 | unknown | -/- | no | -/- |
| | actor_task_fight_actor | ceedj | yes | P: $actor1ID, $actor2ID, int(time is ms) - $actor1 fights $actor2 for the time specified or until $actor2 is dead |
07a6 | 6 | unknown | -/- | no | -/- |
07a7 | 1 | unknown | -/- | no | -/- |
| | put_jetpack_on_actor | spaceeinstein | yes | P: $actorID - Puts a jetpack on the actor, seems to work only on CJ |
07a8 | 1 | unknown | -/- | no | -/- |
| | toggle_SAM | dpass | yes | P:int (0/1) enables/disables the Area69 Air Defence(SAM) (0=off/1=on) |
07a9 | 2 | unknown | -/- | no | -/- |
07ab | 2 | unknown | -/- | no | P: $carID, $carID? - is_car_attached_to_car - checks if a cab is attached to a trailer |
| | is_car_attached_to_car | -/- | no | P: $carID, $carID? - checks if a cab is attached to a trailer |
07ac | 2 | unknown | -/- | no | -/- |
07af | 2 | unknown | -/- | no | P: ??? - get_player_group |
07b0 | 1 | unknown | -/- | no | -/- |
| | get_interior_name | tomworld10 | yes | P: s$interiorname put the name of the interior in a 8 byte string tested with junk food shops. -/- |
07b1 | 4 | unknown | -/- | no | -/- |
07b3 | 2 | unknown | -/- | no | P: ??? - group, n? |
07b4 | 2 | unknown | -/- | no | -/- |
07bb | 2 | unknown | -/- | no | -/- |
07bc | 2 | unknown | -/- | no | -/- |
07bd | 1 | unknown | -/- | no | P: $trainID - delete_train |
07be | 1 | unknown | -/- | no | P: $trainID - release_train |
07bf | 2 | unknown | -/- | no | -/- |
07c0 | 1 | unknown | -/- | no | -/- |
| | load_path | spaceeinstein | yes | P: $pathID - Loads a predefined path from carrec.img. |
07c1 | 1 | unknown | -/- | no | -/- |
| | is_path_available | spaceeinstein | yes | P: $pathID - Checks if the path is loaded. |
07c3 | 5 | unknown | -/- | no | -/- |
07c4 | 5 | unknown | -/- | no | -/- |
07c6 | 5 | unknown | -/- | no | -/- |
07c7 | 4 | unknown | -/- | no | P: $trainID, X, Y, Z - put_train |
07c9 | 2 | unknown | -/- | no | -/- |
07cb | 2 | unknown | -/- | no | -/- |
07cc | 2 | unknown | -/- | no | -/- |
| | disable_key_15 | spaceeinstein | yes | P: $player_char, $int (0=disable/1=enable) - Disables the enter/exit key |
07cd | 6 | unknown | -/- | no | -/- |
07d0 | 1 | unknown | -/- | no | P: $i - get_weekday (1=sun, 2=mon, 3=tue, 4=wed, 5=thu, 6=fri, 7=sat) |
| | get_weekday | -/- | no | P: $i - 1=sun, 2=mon, 3=tue, 4=wed, 5=thu, 6=fri, 7=sat |
07d3 | 2 | unknown | -/- | no | -/- |
07d5 | 7 | unknown | -/- | no | -/- |
07d6 | 2 | unknown | -/- | no | -/- |
07da | 4 | unknown | -/- | no | -/- |
07db | 4 | unknown | -/- | no | -/- |
| | knock_car | spaceeinstein | yes | P: $carID, $float, $float, $float - Knocks the car to make it move or spin. I don't know what the floats are defined. |
07dd | 2 | unknown | -/- | no | -/- |
| | set_actor_temper | PLPynton | yes | P: $ActorID, $int or int |
07de | 1 | unknown | -/- | no | -/- |
07df | 4 | unknown | -/- | no | -/- |
07e0 | 2 | unknown | -/- | no | -/- |
| | set_marker_type | spaceeinstein | yes | P: $markerID, $int (0=enemy/1=friendly) - Sets marker type to enemy or friendly |
07e1 | 4 | unknown | -/- | no | -/- |
07e4 | 7 | unknown | -/- | no | -/- |
07e5 | 2 | unknown | -/- | no | P: ??? - copy_mysterious_entity -1, mysterious_entity? |
07e6 | 2 | unknown | -/- | no | P: ??? - -1, copcar_010c // copy? |
07e7 | 6 | unknown | -/- | no | P: $actorID, $carID, speed (f), flag1 (i), flag2 (i), flag3 (i) - assign_scmpath_to_actor_in_car |
07e8 | 3 | unknown | -/- | no | -/- |
07ee | 2 | unknown | -/- | no | -/- |
| | set_car_tire_marks | spaceeinstein | yes | P: $carID, $int (0=off/1=on) - Makes car to make tire marks whereever it goes. |
07ef | 4 | unknown | -/- | no | -/- |
07f0 | 5 | unknown | -/- | no | -/- |
07f1 | 1 | unknown | -/- | no | -/- |
| | is_actor_performing_wheelie | spaceeinstein | yes | P: $actorID - Checks if the actor is performing a wheelie. |
07f2 | 1 | unknown | -/- | no | -/- |
| | is_actor_performing_stoppie | spaceeinstein | yes | P: $actorID - Checks if the actor is performing a stoppie. |
07f3 | 4 | unknown | -/- | no | -/- |
| | move_racing_checkpoint | -/- | yes | P: int(type)=$x=$y=$z= move created racing checkpoint (with opcode 06D5) to $x $y $z (in the same direction as created) |
07f5 | 5 | unknown | -/- | no | -/- |
| | control_hydraulics | spaceeinstein | no | P: $carID, $float, $float, $float, $float - Controls car hyrauls? |
07f6 | 3 | unknown | -/- | no | P: $groupID, $type (i), $size (i?) - get_group_info |
07f7 | 2 | unknown | -/- | no | -/- |
07f8 | 3 | unknown | -/- | no | -/- |
| | car_follow_car | spaceeinstein | no | P: $carID1, $carID2, $float (radius) - Makes a car follow another car? |
07fb | 2 | unknown | -/- | no | -/- |
| | set_interior_accessible | spaceeinstein | yes | P: $interior, $int (0=closed/1=opened) - Sets the accessibility of the interior. |
07fc | 5 | unknown | -/- | no | -/- |
07fd | 1 | unknown | -/- | no | P: ??? - is_group_alive |
| | is_group_alive | -/- | no | P: ??? - is_group_alive |
07fe | 3 | unknown | -/- | no | -/- |
| | set_fighting_style | spaceeinstein | no | P: $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 |
07ff | 2 | unknown | -/- | no | -/- |
| | set_car_hydraulics | spaceeinstein | yes | P: $carID, $int (0=off/1=on) - Sets a car's hydraulics |
0801 | 1 | unknown | -/- | no | -/- |
0803 | 1 | unknown | -/- | no | -/- |
| | does_car_have_hydraulics | spaceeinstein | yes | P: $carID - Checks if the car has a hydraulic. |
0804 | 14 | unknown | -/- | no | -/- |
080a | 5 | unknown | -/- | no | -/- |
080e | 2 | unknown | -/- | no | -/- |
0810 | 9 | unknown | -/- | no | -/- |
0811 | 2 | unknown | -/- | no | -/- |
0812 | 9 | unknown | -/- | no | -/- |
0814 | 16 | unknown | -/- | no | P: ??? - define_unique_jump |
| | define_unique_jump | spaceeinstein | no | P: $startX, $startY, $startZ, $radiusX, $radiusY, $radiusZ, $landX, $landY, $landZ, $radiusX, $radiusY, $radiusZ, $cameraX, $cameraY, $cameraZ, $reward - O_O |
0815 | 4 | unknown | -/- | no | -/- |
0816 | 2 | unknown | -/- | no | -/- |
0817 | 3 | unknown | -/- | no | -/- |
0818 | 1 | unknown | -/- | no | -/- |
0819 | 2 | unknown | -/- | no | -/- |
| | get_distance_from_ground | spaceeinstein | no | P: $actorID, $float - Gets the distance between the actor and the ground below. |
081a | 2 | unknown | -/- | no | -/- |
| | actor_weapon_skill | spaceeinstein | yes | P: $actorID, $int - Changes the weapon skill of an actor (doesn't work with CJ) 0 = Poor 1 = Gansta 2 = Hitman |
081c | 5 | unknown | -/- | no | -/- |
| | draw_text_outline | spaceeinstein | no | ?? |
081e | 1 | unknown | -/- | no | -/- |
081f | 1 | unknown | -/- | no | -/- |
0820 | 1 | unknown | -/- | no | -/- |
| | is_vehicle_helicopter | spaceeinstein | no | P: #modelID - Checks if the vehicle model is a helicopter. |
0822 | 1 | unknown | -/- | no | -/- |
0823 | 4 | unknown | -/- | no | -/- |
| | actor_greet_partner | Hammer83 | no | P: $actorID, $actorID, float, int - Actor1 greets actor2. |
0825 | 1 | unknown | -/- | no | -/- |
| | spin_plane_propeller | J-Fox | yes | $CarID -This will spin the propeller (Tested using rustler and hunter) |
0826 | 1 | unknown | -/- | no | -/- |
| | toggle_HUD | spaceeinstein | yes | P: $int (0=off/1=on) - Toggles the HUD on and off. |
0827 | 2 | unknown | -/- | no | -/- |
| | give_object_lod_form | spaceeinstein | yes | P: $objectID, $object2ID - Gives object1 its LOD form using object2. |
0828 | 1 | unknown | -/- | no | -/- |
0829 | 5 | unknown | -/- | no | -/- |
082a | 2 | unknown | -/- | no | -/- |
0830 | 6 | unknown | -/- | no | -/- |
0833 | 1 | unknown | -/- | no | -/- |
| | has_object_been_photographed | spaceeinstein | no | P: $objectID - Checks if the object has been photographed. |
0834 | 2 | unknown | -/- | no | -/- |
0836 | 3 | unknown | -/- | no | -/- |
0837 | 2 | unknown | -/- | no | -/- |
| | is_object_playing_anim | eAi | no | P: $Actor, anim_name |
0839 | 3 | unknown | -/- | no | -/- |
083a | 3 | unknown | -/- | no | -/- |
083c | 4 | unknown | -/- | no | -/- |
| | set_actor_speed_3angles | tomworld10 | yes | $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);
|
083d | 4 | unknown | -/- | no | -/- |
| | get_actor_speed_3angles | tomworld10 | yes | $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 |
083f | 2 | unknown | -/- | no | -/- |
0840 | 2 | unknown | -/- | no | -/- |
0841 | 2 | unknown | -/- | no | -/- |
| | flying_vehicle_use_secondary_gun | spaceeinstein | yes | P: $carID, $int (0=off/1=on) - Makes the flying vehicle use a secondary gun. This is very funky if not used on flying vehicles. |
0842 | 2 | unknown | -/- | no | P: ??? - get_island - sets var to actual island player is on |
| | set_player_island_variable | Y_Less | no | P: $player_char, $islandvariable - set_player_island_variable - sets pointer to which island player is on |
0843 | 4 | unknown | -/- | no | -/- |
| | get_zone_name_from_coords | DeeZire | yes | P: $x $y $z $s Gets the name of the zone that the specifiec co-ords fall within (x, y, z) and places that zone name into the string variable. |
0844 | 1 | unknown | -/- | no | -/- |
| | get_current_interior_name | Ywa*NL | no | P: s$GXT_NAME_CURRENT_INTERIOR
- 8 byte string? |
0846 | 1 | unknown | -/- | no | -/- |
084d | 1 | unknown | -/- | no | -/- |
084e | 2 | unknown | -/- | no | -/- |
| | flying_vehicle_use_primary_gun | spaceeinstein | no | P: $carID, $int (0=off/1=on) - Makes the flying vehicle use a primary gun. This is very funky if not used on flying vehicles. |
0850 | 2 | unknown | -/- | no | -/- |
0851 | 3 | unknown | -/- | no | -/- |
| | Take_away_from_actor_of_health | flacs | yes | -/- Opcode take away certain heath from actor
|
0852 | 2 | unknown | -/- | no | -/- |
| | set_car_visible_damage | spaceeinstein | yes | P: $carID, $int - Sets the car's damage models visible or not. Car still gets damaged internally. 0 = no visible damage 1 = visible damage |
0853 | 2 | unknown | -/- | no | -/- |
0855 | 5 | unknown | -/- | no | -/- |
| | get_noise_level | spaceeinstein | no | P: $int, $X, $Y, $Z, $handle - Gets the noise level at the point. |
0856 | 2 | unknown | -/- | no | -/- |
0858 | 3 | unknown | -/- | no | -/- |
085a | 4 | unknown | -/- | no | -/- |
085b | 2 | unknown | -/- | no | -/- |
085e | 2 | unknown | -/- | no | -/- |
| | assign_vehicle_to_lopped_path | spaceeinstein | yes | P: $carID, $pathID - Assigns the car to a path and loop the path. |
0860 | 2 | unknown | -/- | no | -/- |
0861 | 1 | unknown | -/- | no | -/- |
0864 | 4 | unknown | -/- | no | -/- |
0866 | 5 | unknown | -/- | no | -/- |
| | get_object_model | spaceeinstein | no | P: $X, $Y, $Z, $float (radius), $handle - Gets the model name of the object at that area. |
0867 | 1 | unknown | -/- | no | -/- |
086a | 0 | unknown | -/- | no | -/- |
0871 | 18 | unknown | -/- | no | -/- |
0872 | 18 | unknown | -/- | no | -/- |
0873 | 1 | unknown | -/- | no | -/- |
| | release_path | spaceeinstein | yes | P: $pathID - Unloads the path created by 07C0. |
0874 | 2 | unknown | -/- | no | -/- |
0875 | 2 | unknown | -/- | no | -/- |
0876 | 8 | unknown | -/- | no | -/- |
0878 | 2 | unknown | -/- | no | -/- |
0879 | 1 | unknown | -/- | no | -/- |
| | toggle_gang_wars | spaceeinstein | yes | P: $int (0=off/1=on) - Toggles gang wars on and off. |
087a | 0 | unknown | -/- | no | -/- |
| | is_gang_war_provoking | spaceeinstein | yes | P: -none- - Checks if a gang war is currently being provoked. |
087b | 4 | unknown | -/- | no | P: $playerID, ???, ??? - set_player_wearing - takes playerID, models and location as arguments |
| | set_player_clothes | spaceeinstein | no | P: $playerID, DFF, TXD, $int - Sets the player's clothes to this DFF with its TXD on a body part. |
087c | 0 | unknown | -/- | no | -/- |
087d | 2 | unknown | -/- | no | P: $groupID, $sequenceID - assign_sequence_to_group? - assigns a sequence to a group? |
| | nop | -/- | no | P: -none- - No OPeration |
087e | 2 | unknown | -/- | no | -/- |
| | set_actor_weapon_droppable | spaceeinstein | yes | P: $actorID, $int - When actor dies, weapons won't drop with it. 0 = not droppable 1 = droppable |
087f | 2 | unknown | -/- | no | -/- |
0881 | 2 | unknown | -/- | no | -/- |
0883 | 3 | unknown | -/- | no | -/- |
0884 | 2 | unknown | -/- | no | -/- |
0887 | 3 | unknown | -/- | no | -/- |
0888 | 2 | unknown | -/- | no | -/- |
0889 | 4 | unknown | -/- | no | -/- |
088a | 11 | unknown | -/- | no | -/- |
088b | 2 | unknown | -/- | no | -/- |
088c | 4 | unknown | -/- | no | -/- |
088d | 6 | unknown | -/- | no | -/- |
0890 | 2 | unknown | -/- | no | -/- |
0893 | 2 | unknown | -/- | no | -/- |
| | put_trailer_on_cab | spaceeinstein | yes | P: $trailerID, $carID - Puts trailer on truck cab. Use right vehicles or funky effects will happen. |
0897 | 2 | unknown | -/- | no | -/- |
0898 | 3 | unknown | -/- | no | -/- |
089f | 2 | unknown | -/- | no | -/- |
08a2 | 3 | unknown | -/- | no | -/- |
| | plane_attack_with_rockets_vehiculed_player | tomworld10 | yes | idem 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-/- |
08a3 | 1 | unknown | -/- | no | -/- |
08a4 | 2 | unknown | -/- | no | -/- |
| | manipulate_car_extra_parts | spaceeinstein | yes | P: $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 |
08a5 | 2 | unknown | -/- | no | -/- |
| | set_car_attractive_to_magnet | spaceeinstein | yes | P: $carID, $int ((0=repels/1=attracts) - Sets the car to be attractive to a magnet. |
08a6 | 3 | unknown | -/- | no | -/- |
08a7 | 2 | unknown | -/- | no | -/- |
08a8 | 1 | unknown | -/- | no | -/- |
08a9 | 1 | unknown | -/- | no | -/- |
| | load_external_script | spaceeinstein | no | P: $int (external script) - Request this external script. |
08ab | 1 | unknown | -/- | no | -/- |
| | is_external_script_loaded | spaceeinstein | no | P: $int (external script) - Checks if this external script is loaded. |
08ac | 1 | unknown | -/- | no | -/- |
08ad | 4 | unknown | -/- | no | -/- |
08af | 2 | unknown | -/- | no | -/- |
| | set_actor_health_indicator_to | PLPynton | yes | P: $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) |
08b1 | 1 | unknown | -/- | no | -/- |
| | toggle_night_vision | spaceeinstein | yes | P: $int (0=off/1=on) - Toggles night vision on and off. |
08b2 | 1 | unknown | -/- | no | -/- |
| | toggle_thermal_vision | spaceeinstein | yes | P: $int (0=off/1=on) - Toggles thermal vision on and off. |
08b3 | 1 | unknown | -/- | no | -/- |
08b4 | 2 | unknown | -/- | no | -/- |
08b5 | 2 | unknown | -/- | no | -/- |
08b6 | 2 | unknown | -/- | no | -/- |
08b7 | 2 | unknown | -/- | no | -/- |
08b9 | 2 | unknown | -/- | no | -/- |
08ba | 2 | unknown | -/- | no | -/- |
08bb | 2 | unknown | -/- | no | -/- |
08bc | 2 | unknown | -/- | no | -/- |
08bd | 2 | unknown | -/- | no | -/- |
08bf | 2 | unknown | -/- | no | -/- |
08c0 | 2 | unknown | -/- | no | -/- |
08c1 | 2 | unknown | -/- | no | -/- |
08c2 | 2 | unknown | -/- | no | -/- |
08c3 | 2 | unknown | -/- | no | -/- |
08c6 | 2 | unknown | -/- | no | -/- |
| | set_actor_stay_on_bike | spaceeinstein | yes | P: $actorID, $int - Makes the actor stay glued on a bike. 0 = not glued 1 = glued 2 & 3 = ? (used in game) |
08c7 | 4 | unknown | -/- | no | -/- |
08ca | 0 | unknown | -/- | no | -/- |
08cb | 4 | unknown | -/- | no | -/- |
08d0 | 0 | unknown | -/- | no | -/- |
08d2 | 2 | unknown | -/- | no | -/- |
| | scale_object_model | spaceeinstein | yes | P: $objectID, $float - Scales the size of the object's model. Collision stays the same. |
08d4 | 9 | create_panel | PatrickW | yes | P: "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 |
08d6 | 3 | unknown | -/- | no | -/- |
08d7 | 2 | get_panel_active_row | PatrickW | yes | P: $panelID, $i - Stores the active Row in "$i" (used while "select key" is still pressed) |
08d9 | 3 | unknown | -/- | no | -/- |
08da | 1 | remove_panel | PatrickW | yes | P: $panelID - removes the panel from screen |
08db | 15 | set_panel_column_data | PatrickW | yes | P: $panelID, int (cnumber), "HEADER", "DATA1", "DATA2", "DATA3", "DATA4", "DATA5", "DATA6", "DATA7", "DATA8", "DATA9", "DATA10", "DATA11", "DATA12" |
08dc | 4 | unknown | -/- | no | P: ??? 2 or 4 params?! - set_train_acc $trainID, acc (i?) |
08dd | 1 | unknown | -/- | no | P: ??? 1 or 2 params?! - set_train_speed $trainID, speed (i/f?) |
| | keep_stuff_after_wasted | spaceeinstein | no | P: $int (0=on/1=off) - Keeps your weapons and money after being wasted. |
08de | 1 | unknown | -/- | no | -/- |
| | keep_stuff_after_busted | spaceeinstein | yes | P: $int (0=on/1=off) - Keeps your weapons and money after being busted. |
08df | 5 | unknown | -/- | no | -/- |
| | override_restart_if_wasted | spaceeinstein | yes | P: $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. |
08e0 | 5 | unknown | -/- | no | -/- |
| | override_restart_if_busted | spaceeinstein | yes | P: $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. |
08e1 | 1 | unknown | -/- | no | P: $i - gets number of tags made |
08e2 | 1 | unknown | -/- | no | P: $i - gets percentage of gang turf that CJ controls (?) |
| | get_percent_gang_turf_controlled | pdescobar | yes | P: $int - stores percentage of gang turf controlled in $int (yes, it is an integer value) |
08e3 | 7 | unknown | -/- | no | -/- |
| | is_object_near_point | spaceeinstein | yes | P: $objectID, $X, $Y, $Z, $float (radius), $int (sphere) - Checks if object is within this point. |
08e6 | 2 | unknown | -/- | no | -/- |
| | change_plane_gear | ModelingMan | no | P: $carID, int (0=down, 1=up) - basically it increases/decreases the gear of a plane |
08e7 | 1 | unknown | -/- | no | -/- |
| | set_entrance_marker | spaceeinstein | yes | P: $int (0=enabled/1=disabled) - Can disable every interior markers in the game. |
08e8 | 2 | unknown | -/- | no | -/- |
08e9 | 2 | unknown | -/- | no | -/- |
| | set_object_liftable | spaceeinstein | yes | P: $objectID, $int (0=not/1=yea) - Makes the object be liftable. |
08ea | 1 | unknown | -/- | no | -/- |
08eb | 7 | unknown | -/- | no | -/- |
08ec | 2 | unknown | -/- | no | -/- |
08ed | 1 | unknown | -/- | no | -/- |
08ee | 5 | set_panel_data_text1 | PatrickW | yes | P: $panelID, int (cnumber), int (rnumber 0-11), "TEXT", int |
08ef | 6 | set_panel_data_text2 | PatrickW | yes | P: $panelID, int (cnumber), int (rnumber 0-11), "TEXT", int, int |
08f2 | 2 | unknown | -/- | no | -/- |
08f3 | 2 | unknown | -/- | no | -/- |
08f4 | 1 | unknown | -/- | no | -/- |
08f5 | 0 | unknown | -/- | no | -/- |
08f6 | 0 | unknown | -/- | no | -/- |
08f8 | 1 | unknown | -/- | no | -/- |
08f9 | 2 | unknown | -/- | no | P: ??? egs |
08fa | 2 | unknown | -/- | no | P: ??? els (never used!) |
08fb | 2 | unknown | -/- | no | -/- |
| | set_radar_checkpoint_type | spaceeinstein | yes | P: $checkpointID, $int - Changes the type of checkpoint in the radar. 0 = basic yellow 1 = friendly blue 2 = enemy red |
08fd | 1 | unknown | -/- | no | -/- |
08fe | 0 | unknown | -/- | no | -/- |
| | is_text_box_displayed | spaceeinstein | yes | P: -none- - Checks if any text box is displayed. |
08ff | 2 | unknown | -/- | no | -/- |
0900 | 1 | unknown | -/- | no | -/- |
0901 | 2 | unknown | -/- | no | -/- |
0904 | 5 | unknown | -/- | no | -/- |
0905 | 2 | unknown | -/- | no | -/- |
| | set_door_openable | spaceeinstein | yes | P: $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. |
0906 | 2 | unknown | -/- | no | -/- |
0907 | 2 | unknown | -/- | no | -/- |
0908 | 2 | unknown | -/- | no | -/- |
0909 | 2 | unknown | -/- | no | -/- |
090c | 1 | unknown | -/- | no | -/- |
090d | 0 | unknown | -/- | no | -/- |
090e | 2 | set_panel_active_row | PatrickW | yes | P: $panelID, int (rnumber) |
090f | 1 | unknown | -/- | no | -/- |
| | end_external_script | spaceeinstein | no | P: $int (external script) - Ends this external script. |
0912 | 3 | unknown | -/- | no | -/- |
0913 | -1 | unknown | -/- | no | -/- |
| | run_external_script | spaceeinstein | no | P: $int (external script) - Executes the external script. |
0914 | 1 | unknown | -/- | no | -/- |
| | init_external_script | spaceeinstein | no | P: $int (external script) |
0915 | 0 | unknown | -/- | no | -/- |
0916 | 2 | unknown | -/- | no | -/- |
0917 | 2 | unknown | -/- | no | -/- |
| | set_audio_zone | spaceeinstein | yes | P: TEXT (zone), $int (0=off/1=on) - Turns on and off the audio zone as defined in the IPL. |
0918 | 2 | unknown | -/- | no | -/- |
0919 | 2 | unknown | -/- | no | -/- |
091a | 1 | unknown | -/- | no | -/- |
091b | 0 | unknown | -/- | no | -/- |
091d | 6 | unknown | -/- | no | -/- |
091e | 6 | unknown | -/- | no | -/- |
091f | 2 | unknown | -/- | no | -/- |
| | get_airplane_landing_gear_status | PLPynton | yes | P: $carID, $float - returns float from range 0.0 (fully extended gear) to 1.0 (fully closed gear) |
0920 | 8 | unknown | -/- | no | -/- |
0922 | 4 | unknown | -/- | no | -/- |
0923 | 1 | unknown | -/- | no | -/- |
0924 | 2 | unknown | -/- | no | -/- |
| | set_world_lighting | spaceeinstein | yes | P: $int (0=on/1=off), $int (time in ms) - Set world to become pitch black. |
0925 | 0 | unknown | -/- | no | -/- |
| | restore_camera_to_last_used_ingame | PLPynton | yes | restore and set to last used when player was controllable. |
0926 | 2 | unknown | -/- | no | -/- |
| | external_script_status | spaceeinstein | no | P: $int, $int (external script) - Gets the status of the external script. |
0928 | 3 | unknown | -/- | no | -/- |
0929 | 5 | unknown | -/- | no | -/- |
092e | 4 | unknown | -/- | no | -/- |
092f | 1 | unknown | -/- | no | -/- |
| | lock_camera_target_point | PLPynton | yes | P: int P1- 1=locked, 2=unlocked locks target point for camera |
0930 | 1 | unknown | -/- | no | -/- |
| | lock_canera_position | PLPynton | yes | P: int P1- 1=locked, 2=unlocked locks position of camera |
0931 | 1 | unknown | -/- | no | -/- |
0933 | 0 | unknown | -/- | no | -/- |
0934 | 0 | unknown | -/- | no | -/- |
0936 | 8 | unknown | -/- | no | -/- |
| 8 | set_camera PosX1 PosY1 PosZ1 position_to PosX2 PosY2 PosZ2 duration 1000 ms 1 | litel mando | yes | PosX1 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 |
0937 | 6 | unknown | -/- | no | -/- |
0939 | 8 | unknown | -/- | no | -/- |
| | attach_car_to_object | spaceeinstein | yes | P: $carID, $objectID, $oX, $oY, $oZ, $rX, $rY, $rZ - Attaches a car to an object. |
093a | 2 | unknown | -/- | no | -/- |
| | set_paynspray_type_girlfriend | spaceeinstein | yes | P: $garageID, $int (0=off/1=on) - Makes the Pay N Spray free and with the girlfriend text. |
093b | 2 | unknown | -/- | no | -/- |
093e | 2 | unknown | -/- | no | -/- |
0940 | 2 | unknown | -/- | no | P: ??? group, int (0/1)? |
0941 | 2 | unknown | -/- | no | -/- |
0944 | 1 | unknown | -/- | no | -/- |
0946 | 2 | unknown | -/- | no | -/- |
0947 | 3 | unknown | -/- | no | -/- |
0948 | 5 | unknown | -/- | no | -/- |
| | create_explosion | spaceeinstein | yes | P: $X, $Y, $Z, $int (type of explosion), $float (radius) - Creates a real explosion (unlike the other explosion opcode). |
0949 | 2 | unknown | -/- | no | -/- |
| | link_wav_to_actor | Untz | no | P: $int(wawID), $ActorID - Links a wav to an actor. |
094a | 2 | unknown | -/- | no | -/- |
094b | 2 | unknown | -/- | no | -/- |
094c | 5 | unknown | -/- | no | -/- |
094d | 1 | unknown | -/- | no | -/- |
094e | 2 | unknown | -/- | no | -/- |
094f | 1 | unknown | -/- | no | -/- |
0950 | 4 | unknown | -/- | no | -/- |
| | trip_skip | spaceeinstein | yes | P: $X, $Y, $Z, $angle - If you're in a vehicle, press YES to teleport to that location. |
0951 | 0 | unknown | -/- | no | -/- |
0952 | 1 | unknown | -/- | no | -/- |
0953 | 1 | unknown | -/- | no | -/- |
0954 | 0 | unknown | -/- | no | -/- |
0955 | 0 | unknown | -/- | no | -/- |
0956 | 1 | unknown | -/- | no | -/- |
| | get_respect | spaceeinstein | no | P: $int - Gets CJ's respect. |
0957 | 2 | unknown | -/- | no | -/- |
0958 | 4 | unknown | -/- | no | -/- |
| | create_photo_op | spaceeinstein | no | P: $X, $Y, $Z, $objectID - Creates a photo op. |
0959 | 4 | unknown | -/- | no | -/- |
| | create_horseshoe | spaceeinstein | no | P: $X, $Y, $Z, $objectID - Creates a horseshoe. |
095a | 4 | unknown | -/- | no | -/- |
| | create_oyster | spaceeinstein | no | P: $X, $Y, $Z, $objectID - Creates an oyster. |
095c | 12 | unknown | -/- | no | -/- |
095d | 1 | unknown | -/- | no | -/- |
095e | 4 | unknown | -/- | no | -/- |
095f | 3 | unknown | -/- | no | -/- |
0960 | 2 | unknown | -/- | no | -/- |
0961 | 2 | unknown | -/- | no | -/- |
0965 | 1 | unknown | -/- | no | -/- |
| | is_actor_swimming_in_water | spaceeinstein | yes | P: $actorID - Checks if actor is swimming in the water |
0966 | 2 | unknown | -/- | no | -/- |
0967 | 2 | unknown | -/- | no | -/- |
| | actor_move_mouth | spaceeinstein | yes | P: $actorID, $int - Moves the mouth of the actor like as in talking. |
0968 | 1 | unknown | -/- | no | -/- |
| | actor_stop_mouth | spaceeinstein | yes | P: $actorID - Stops the actor's mouth after using 0967. |
096a | 1 | unknown | -/- | no | -/- |
096d | 3 | unknown | -/- | no | -/- |
| | get_installed_car_component_on_slot | tomworld10 | yes | P: $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 |
096e | 1 | unknown | -/- | no | P: $carID - is_car_lowrider? - checks if car is a low-rider |
0970 | 0 | unknown | -/- | no | -/- |
0971 | 0 | unknown | -/- | no | -/- |
0972 | 4 | unknown | -/- | no | -/- |
| | warp_actor_to | Ywa*NL | yes | P: $PLAYER_ACTOR, Float(PositionX), Float(PositionY), Float(PositionZ)
Teleports an actor to the position. |
0973 | 1 | unknown | -/- | no | -/- |
| | does_fire_exist | eAi | no | P: $fireID - seems to check if fire was removed (using 02D1 or 031A) |
0974 | 0 | unknown | -/- | no | -/- |
0976 | 1 | unknown | -/- | no | -/- |
0978 | 2 | unknown | -/- | no | P: ??? - fill/merge_mysterious_entity 65542, mysterious_entity? |
097a | 4 | unknown | -/- | no | -/- |
| | play_sound_at_coord | AlienX | no | Not 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 |
097b | 2 | unknown | -/- | no | -/- |
| | play_sound_on_object | spaceeinstein | yes | P: $objectID, $soundID - Plays a sound on an object. Similar to the play sound opcode. |
097c | 2 | unknown | -/- | no | -/- |
| | attach_wav_to_object | spaceeinstein | yes | P: $audioID, $objectID - Attaches a wav file to the object. Load the wav file first. |
0980 | 4 | unknown | -/- | no | -/- |
0981 | 1 | unknown | -/- | no | P: ??? - is_train_wrecked? - used on freight trains |
0982 | 2 | unknown | -/- | no | -/- |
0983 | 1 | unknown | -/- | no | -/- |
0984 | 2 | unknown | -/- | no | -/- |
| | get_object_model | spaceeinstein | no | P: $objectID, #model - Gets the model name from the object. |
0985 | 7 | unknown | -/- | no | -/- |
0986 | 0 | unknown | -/- | no | -/- |
0987 | 2 | unknown | -/- | no | -/- |
0989 | 1 | unknown | -/- | no | -/- |
098a | 1 | unknown | -/- | no | -/- |
098d | 2 | unknown | -/- | no | -/- |
| | get_extra_parts_angle | spaceeinstein | yes | P: $carID, $float - Gets the angle of the car's extra parts, like the Forklift and the Dumper. |
0992 | 2 | unknown | -/- | no | -/- |
| | set_player_weapons_scrollable | spaceeinstein | yes | P: $actorID, $int (0=can't scroll/1=can scroll) - Forces to you stay on your current weapon. |
0994 | 3 | unknown | -/- | no | -/- |
0995 | 0 | unknown | -/- | no | -/- |
0996 | 2 | unknown | -/- | no | -/- |
0997 | 1 | unknown | -/- | no | -/- |
| | set_total_respect_points | pdescobar | yes | P: int - sets how many mission reward respect points can be reached |
0998 | 1 | add_respect | -/- | no | P: respect (int) - increases your "respect" stats |
099a | 2 | unknown | -/- | no | -/- |
099c | 3 | unknown | -/- | no | -/- |
| | jiggle_camera | spaceeinstein | yes | P: $int (type of jiggling), $float (time in ms), $float (intensity) - Makes the camera jiggle. |
099d | 0 | unknown | -/- | no | -/- |
099e | 1 | unknown | -/- | no | -/- |
099f | 2 | unknown | -/- | no | -/- |
09a3 | 1 | unknown | -/- | no | -/- |
09a6 | 1 | unknown | -/- | no | -/- |
09a8 | 1 | unknown | -/- | no | -/- |
09ab | 2 | unknown | -/- | no | -/- |
09ac | 1 | unknown | -/- | no | -/- |
| | toggle icon_player on radar | flacs | yes | This Opcode disconnects display of an arrangement of the player to a map. 1 = yes / 0 = NO |
09ad | 1 | vehicle_camera_mode | spaceeinstein | yes | P: $int - Changes the camera mode while in a vehicle 0 = first person 1 = close camera 2 = default camera 3 = far camera 4 = cinematic camera |
09ae | 1 | unknown | -/- | no | -/- |
| | is_actor_driving_train | spaceeinstein | yes | P: $actorID - Checks if actor is in a train. |
09af | 4 | unknown | -/- | no | -/- |
09b0 | 2 | unknown | -/- | no | -/- |
| | set_car_enterable | tomworld10 | yes | P: $carID int (1=enterable; 0, not enterable like the tram)-/- |
09b2 | 3 | unknown | -/- | no | -/- |
09b4 | 5 | unknown | -/- | no | -/- |
09b5 | 2 | unknown | -/- | no | -/- |
09b7 | 2 | unknown | -/- | no | -/- |
09b8 | 8 | unknown | -/- | no | -/- |
| | create_blood_gush | spaceeinstein | yes | P: $X, $Y, $Z, $oX, $oY, $oZ, $int, $actorID - Creates a gush of blood. Int is the density of the gush. |
09b9 | 1 | unknown | -/- | no | -/- |
09ba | 1 | unknown | -/- | no | -/- |
09bb | 2 | unknown | -/- | no | -/- |
| | has_vehicle_received_heavy_damage | spaceeinstein | yes | P: $carID, $int - Checks if the car received a sudden, heavy damage. 0=front 1=sides and back 2=left side 3 and above =blown |
09be | 0 | unknown | -/- | no | -/- |
| | player_is_in_menu | op9080 | no | - 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!) |
09bf | 1 | unknown | -/- | no | -/- |
09c0 | 7 | unknown | -/- | no | -/- |
09c1 | 1 | unknown | -/- | no | -/- |
09c2 | 0 | unknown | -/- | no | -/- |
09c4 | 2 | unknown | -/- | no | -/- |
| | set_car_gas_tank_explosion | spaceeinstein | yes | P: $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 |
09c7 | 2 | change_player_model | Craig | no | P: $player_char, #model - Changes the CJ model into any other ped/actor. See peds.ide for a list of model #s |
09c8 | 0 | unknown | -/- | no | -/- |
09c9 | 2 | unknown | -/- | no | -/- |
09ca | 6 | unknown | -/- | no | -/- |
| | set_object_immunities | spaceeinstein | yes | P: $objectID, $int, $int, $int, $int, $int - Sets object's immunities bullet, fire, explosion, damage, ??? |
09cb | 2 | unknown | -/- | no | -/- |
09cf | 2 | unknown | -/- | no | -/- |
09d0 | 1 | unknown | -/- | no | -/- |
09d1 | 1 | unknown | -/- | no | -/- |
09d2 | 1 | unknown | -/- | no | -/- |
09d5 | 6 | unknown | -/- | no | -/- |
09d7 | 2 | unknown | -/- | no | -/- |
09d8 | 1 | unknown | -/- | no | -/- |
09d9 | 0 | unknown | -/- | no | -/- |
09db | 3 | set_panel_column_width | PatrickW | yes | P: $panelID, int (cnumber), int (width) |
09dd | 1 | unknown | -/- | no | -/- |
09de | 1 | unknown | -/- | no | -/- |
09e0 | 5 | unknown | -/- | no | -/- |
09e1 | 2 | unknown | -/- | no | -/- |
| | get_car_model_price | dpass | yes | P:$Car_Model_ID = $INT - gets the price of the car_model (see handling.cfg - example Rhino_price is 110000) |
09e2 | 14 | unknown | -/- | no | P: ??? - seems to control car-import/export stuff - create_car_generator_w_numplate |
| | create_car_generator_with_plate | eAi | no | P: ??? - create a car generator with a specific plate |
09e3 | 1 | unknown | -/- | no | -/- |
09e4 | 1 | unknown | -/- | no | -/- |
| | toggle_aircraftcarrier_sam | tomworld10 | no | 1 on 0 off -/- |
09e5 | 7 | unknown | -/- | no | -/- |
09e6 | 1 | unknown | -/- | no | -/- |
| | set_burglary_houses_accessable | ceedj | yes | P: 0/1 (0 = houses closed, 1 = houses open)) Sets the houses to be open for burglary |
09e7 | 1 | unknown | -/- | no | -/- |
09e8 | 2 | unknown | -/- | no | -/- |
| | get_actor_interior | spaceeinstein | no | P: $actorID, $interior - Gets the interior number of the actor |
09e9 | 3 | unknown | -/- | no | -/- |
| | activate_nitrous_on_car | DeeZire | yes | P: $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). |
09eb | 2 | unknown | -/- | no | -/- |
09ec | 1 | unknown | -/- | no | -/- |
09ed | 2 | unknown | -/- | no | -/- |
09ee | 1 | unknown | -/- | no | -/- |
09ef | 4 | unknown | -/- | no | -/- |
09f0 | 0 | unknown | -/- | no | -/- |
09f1 | 2 | unknown | -/- | no | -/- |
09f2 | 1 | unknown | -/- | no | -/- |
09f4 | 2 | unknown | -/- | no | -/- |
09f5 | 1 | unknown | -/- | no | -/- |
09f6 | 2 | unknown | -/- | no | -/- |
| | set_actor_jackable_through_driver_seat | spaceeinstein | yes | P: $actorID, $int - Makes the actor jackable through the drivers seat. 0 = jackable 1 = not jackable |
09f7 | 2 | unknown | -/- | no | -/- |
09f8 | 0 | unknown | -/- | no | -/- |
09fa | 0 | unknown | -/- | no | -/- |
09fb | 1 | unknown | -/- | no | -/- |
09fc | 1 | unknown | -/- | no | -/- |
09fd | 2 | unknown | -/- | no | -/- |
09fe | 1 | unknown | -/- | no | -/- |
09ff | 3 | unknown | -/- | no | -/- |
0a01 | 1 | unknown | -/- | no | -/- |
0a02 | 2 | unknown | -/- | no | -/- |
0a03 | 0 | unknown | -/- | no | -/- |
0a08 | 3 | unknown | -/- | no | -/- |
0a09 | 2 | unknown | -/- | no | -/- |
0a0b | 4 | unknown | -/- | no | -/- |
0a0c | 1 | unknown | -/- | no | -/- |
| | is_player_on_jetpack | spaceeinstein | yes | P: $player_char - Checks if CJ is on a jetpack. |
0a0e | 1 | unknown | -/- | no | -/- |
0a10 | 2 | unknown | -/- | no | -/- |
| | add_to_stat | op9080 | no | P: m N yet another add_to_stat. Adds integer to N to stat m. |
0a11 | 3 | unknown | -/- | no | -/- |
0a12 | 3 | unknown | -/- | no | -/- |
0a14 | 1 | unknown | -/- | no | -/- |
0a15 | 1 | unknown | -/- | no | -/- |
0a16 | 2 | unknown | -/- | no | -/- |
0a17 | 2 | unknown | -/- | no | -/- |
0a18 | 6 | unknown | -/- | no | -/- |
0a19 | 1 | unknown | -/- | no | -/- |
| | display_zone_text | spaceeinstein | yes | P: TEXT - Displays a text in the bottom right corner of screen. CAN ONLY BE SEEN WHILE FADED! |
0a1a | 9 | unknown | -/- | no | -/- |
0a1b | 2 | unknown | -/- | no | -/- |
0a1c | 2 | unknown | -/- | no | -/- |
0a1f | 2 | add_to_stat | op9080 | no | P: $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 |
0a20 | 2 | unknown | -/- | no | -/- |
0a21 | 2 | unknown | -/- | no | -/- |
0a24 | 1 | unknown | -/- | no | -/- |
| | toggle_military_wanted_level | spaceeinstein | yes | P: $int (0=on/1=off) - Toggles the Area 69 and SF aircraft carrier's wanted level on and off. |
0a25 | 2 | unknown | -/- | no | -/- |
0a27 | 2 | unknown | -/- | no | -/- |
0a28 | 2 | unknown | -/- | no | -/- |
| | actor set_swim_speed | Ywa*NL | yes | P: $Actor, float($Speed)
Set swim speed of actor. Tested! |
0a29 | 1 | unknown | -/- | no | -/- |
0a2a | 1 | unknown | -/- | no | -/- |
| | is_text_box_displaying | spaceeinstein | yes | P: TEXT - Checks if the text in the text box is being displayed. |
0a2c | 1 | unknown | -/- | no | -/- |
0a2d | 1 | unknown | -/- | no | -/- |
0a2e | 7 | unknown | -/- | no | -/- |
0a30 | 1 | unknown | -/- | no | -/- |
| | repair_car | tomworld10 | yes | P: $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 |
0a31 | 2 | unknown | -/- | no | -/- |
0a32 | 1 | unknown | -/- | no | -/- |
0a35 | 5 | unknown | -/- | no | -/- |
0a36 | 0 | unknown | -/- | no | -/- |
0a37 | 1 | unknown | -/- | no | -/- |
0a39 | 1 | unknown | -/- | no | -/- |
0a3a | 2 | unknown | -/- | no | -/- |
0a3b | 1 | unknown | -/- | no | -/- |
0a3c | 2 | unknown | -/- | no | -/- |
0a3d | 4 | toggle_prostitutes_pay_you | spaceeinstein | no | P: $int (0=disable/1=enable) - makes prostitutes pay you instead of you paying them |
0a3f | 1 | unknown | -/- | no | -/- |
0a40 | 5 | unknown | -/- | no | -/- |
0a41 | 1 | unknown | -/- | no | -/- |
0a43 | 0 | unknown | -/- | no | -/- |
0a45 | 1 | unknown | -/- | no | -/- |
0a46 | 2 | unknown | -/- | no | -/- |
0800 | 0 | unknown | -/- | no | -/- |
083e | 4 | unknown | -/- | no | -/- |
| | set_actor_xyz_rotation | tomworld10 | yes | $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; |
09a2 | 1 | unknown | -/- | no | -/- |
| | destroy_object_with_fade | tomworld10 | yes | $objectID; object fades away like the parachute when landed |
0704 | 4 | unknown | -/- | no | -/- |
066e | 10 | unknown | -/- | no | -/- |
0977 | 1 | unknown | -/- | no | -/- |
091c | 7 | unknown | -/- | no | -/- |
0513 | 2 | unknown | -/- | no | -/- |
| | text_1number_text_box | spaceeinstein | yes | P: TEXT, $int - Only used in slot machines |
0a3e | 7 | unknown | -/- | no | -/- |
09bd | 1 | unknown | -/- | no | -/- |
| | set_player_in_menu | op9080 | no | P: 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!) |
0a0a | 2 | unknown | -/- | no | -/- |
09d6 | 5 | unknown | -/- | no | -/- |
0a2b | 0 | unknown | -/- | no | -/- |
09cc | 2 | unknown | -/- | no | -/- |
095b | 1 | unknown | -/- | no | -/- |
0835 | 2 | unknown | -/- | no | -/- |
0626 | 2 | unknown | -/- | no | -/- |
09a0 | 10 | unknown | -/- | no | -/- |
09a1 | 2 | unknown | -/- | no | -/- |
093c | 1 | unknown | -/- | no | -/- |
059d | 1 | unknown | -/- | no | -/- |
059e | 1 | unknown | -/- | no | -/- |
08f1 | 4 | unknown | -/- | no | -/- |
09a4 | 6 | unknown | -/- | no | -/- |
09aa | 2 | unknown | -/- | no | -/- |
0a47 | 0 | unknown | -/- | no | -/- |
089e | 5 | unknown | -/- | no | -/- |
| | create_actor_from_ped | -/- | no | P: 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 |
089b | 1 | unknown | -/- | no | -/- |
089c | 2 | unknown | -/- | no | -/- |
09b6 | 2 | unknown | -/- | no | -/- |
09a7 | 2 | unknown | -/- | no | -/- |
076b | 2 | unknown | -/- | no | -/- |
0859 | 2 | unknown | -/- | no | -/- |
08d3 | 1 | unknown | -/- | no | -/- |
06ff | 2 | unknown | -/- | no | -/- |
093d | 1 | unknown | -/- | no | -/- |
098e | 3 | unknown | -/- | no | -/- |
08f0 | 2 | unknown | -/- | no | -/- |
067b | 7 | unknown | -/- | no | -/- |
| | camera_on_car_point_to_actor | spaceeinstein | yes | P: $carID, $oX, $oY, $oZ, $actorID, $float, $int - Makes camera sit on car while pointing to the actor. |
0621 | 5 | unknown | -/- | no | P: int (?), int (?), $sequencepackID, int (?), #actor - create_actor_for_sequence_pack |
0806 | 2 | unknown | -/- | no | -/- |
08e5 | 5 | unknown | -/- | no | -/- |
061a | 3 | unknown | -/- | no | -/- |
088e | 3 | unknown | -/- | no | -/- |
0a48 | 1 | unknown | -/- | no | -/- |
0a06 | 1 | unknown | -/- | no | -/- |
0a07 | 1 | unknown | -/- | no | -/- |
0991 | 1 | unknown | -/- | no | -/- |
09c5 | 1 | unknown | -/- | no | -/- |
08a0 | 7 | unknown | -/- | no | -/- |
09da | 3 | unknown | -/- | no | -/- |
0a0f | 0 | unknown | -/- | no | -/- |
075f | 1 | unknown | -/- | no | -/- |
| | get_shop_item_number | tomworld10 | yes | P: $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 -/- |
08d8 | 2 | get_panel_selected_row | PatrickW | yes | P: $panelID, $i - stores rownumber in "$i" (user released "select key") |
078c | 2 | unknown | -/- | no | -/- |
| | get_object_name | tomworld10 | yes | P: $itemID (int but NOT USUAL ONES!!! look in props.ide) s$name place the name of the item in 8byte string, when in interior use 075F to get the item number -/- |
0761 | 2 | unknown | -/- | no | -/- |
| | get_object_price | tomworld10 | yes | P: $itemID (int but NOT USUAL ONES!!! look in props.ide) $price (int) when in interior use 075Fb to get the item number -/- |
0782 | 2 | unknown | -/- | no | -/- |
0781 | 2 | unknown | -/- | no | -/- |
0790 | 1 | unknown | -/- | no | -/- |
0945 | 2 | unknown | -/- | no | -/- |
| 2 | get_player_max_armour | PLPynton | yes | P: $player_char, $int - gets present maximum armour for player_char |
0760 | 2 | unknown | -/- | no | -/- |
08f7 | 4 | unknown | -/- | no | -/- |
| | get_player_clothing_id | spaceeinstein | no | -/- |
0783 | 3 | unknown | -/- | no | -/- |
08c8 | 2 | unknown | -/- | no | -/- |
| | reset_buyable_item_price | DeeZire | yes | P: int1 int2 Sets the item ID (int1) to the price specified by int2, can be used to override the default price set in shopping.dat. |
08c9 | 1 | unknown | -/- | no | -/- |
075e | 1 | unknown | -/- | no | -/- |
075d | 1 | unknown | -/- | no | -/- |
0942 | 1 | unknown | -/- | no | -/- |
09a9 | 2 | unknown | -/- | no | -/- |
| | assign_buyable_item "$string" to_id $int | DeeZire | yes | P: $string $int Gets the buyable item ($string) from shopping.dat and assigns it an ID (the $int parameter).
|
0a23 | 3 | unknown | -/- | no | -/- |
09bc | 4 | unknown | -/- | no | -/- |
0969 | 1 | unknown | -/- | no | -/- |
0975 | 1 | unknown | -/- | no | -/- |
| | is_vehicle_emergency_vehicle | spaceeinstein | yes | P: $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. |
096f | 1 | unknown | -/- | no | -/- |
| | is_car_street_racing_vehicle | spaceeinstein | yes | P: $carID - Checks if the car is a street racing car (cars for the Wheels Arch Angels). |
0a26 | 0 | unknown | -/- | no | -/- |
| | force_to_favorite_station | spaceeinstein | yes | P: -none- - Forces the radio to your favorite station. |
09b3 | 2 | unknown | -/- | no | -/- |
| | get_car_door_status | spaceeinstein | no | P: $carID, $int - Gets the car's door status. |
0988 | 2 | unknown | -/- | no | -/- |
| | get_car_paintjob | spaceeinstein | no | P: $carID, $int - Gets the car's current paintjob |
096b | 0 | unknown | -/- | no | -/- |
096c | 0 | unknown | -/- | no | -/- |
0a13 | 0 | unknown | -/- | no | -/- |
0a22 | 4 | unknown | -/- | no | -/- |
| | set_car_color_to_panel_color | tomworld10 | yes | P: $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. -/- |
09d4 | 0 | unknown | -/- | no | -/- |
0964 | 9 | unknown | -/- | no | -/- |
| | create_menu_grid | eAi | yes | P: '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. |
06ec | 2 | unknown | -/- | no | -/- |
| | gets number of Paintjobs for this Car | dpass | yes | P: $CARID, int(0-4) 0, NO Paintjob available 1-4 one or more Paintjobs available |
097d | 2 | unknown | -/- | no | -/- |
06e6 | 2 | unknown | -/- | no | -/- |
06e5 | 3 | unknown | -/- | no | -/- |
079e | 0 | unknown | -/- | no | -/- |
07fa | 0 | unknown | -/- | no | -/- |
0a44 | 1 | unknown | -/- | no | -/- |
| | show_top_left_textboxes | op9080 | no | P: 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. |
079f | 0 | unknown | -/- | no | -/- |
079d | 0 | unknown | -/- | no | -/- |
07f9 | 0 | unknown | -/- | no | -/- |
09c3 | 6 | unknown | -/- | no | -/- |
| | is_police_vehicle_in_rectangle | spaceeinstein | yes | P: $x1, $y1, $z1, $x2, $y2, $z2 - Checks if any police vehicle is in the rectangle. |
07a3 | 4 | unknown | -/- | no | -/- |
081d | 2 | unknown | -/- | no | -/- |
073f | 8 | unknown | -/- | no | -/- |
0a2f | 1 | unknown | -/- | no | -/- |
| | show_first_person_view | spaceeinstein | yes | P: $int - Shows the first person view of the current ewapon. Only works on weapons with first person view. 0 = off 1 = on |
072d | 6 | unknown | -/- | no | -/- |
092b | 3 | unknown | -/- | no | P: $groupID, idx (i), $actorID? - get_group_member |
| 3 | get_group_member | -/- | no | P: $groupID, idx (i), $actorID? - get_group_member |
0a1d | 2 | unknown | -/- | no | -/- |
| | actor1_look_in_the_eyes_actor2 | tomworld10 | yes | $actor1, $actor2; I haven't seen the difference between 0639 and this one but this one is used only with girlfriend |
0a1e | 1 | dump_screen | Opius | yes | P: 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. |
0a33 | 2 | unknown | -/- | no | -/- |