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v2 sascm.ini BETA Output

Feb 25th, 2012
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  1. ; Generated automatically from the opcode database.
  2. ; For more info, visit www.gtag.gtagaming.com/opcode-database
  3. ; d% = anything
  4. ; p% = label pointer
  5. ; o% = object models all types
  6. ; g% = gxt reference
  7. ; x% = external script
  8.  
  9. VERSION=3.1.1000
  10. PUBLISHER=GTAG (http://gtag.gtagaming.com/opcode-database)
  11. DATE=25.2.2012
  12.  
  13. [OPCODES]
  14. 0000=0,NOP
  15. 0001=1,wait %1d%
  16. 0002=1,goto %1p%
  17. 0003=1,shake_cam %1d%
  18. 0004=2,%1d% = %2d%
  19. 0005=2,%1d% = %2d%
  20. 0006=2,%1d% = %2d%
  21. 0007=2,%1d% = %2d%
  22. 0008=2,%1d% += %2d%
  23. 0009=2,%1d% += %2d%
  24. 000A=2,%1d% += %2d%
  25. 000B=2,%1d% += %2d%
  26. 000C=2,%1d% -= %2d%
  27. 000D=2,%1d% -= %2d%
  28. 000E=2,%1d% -= %2d%
  29. 000F=2,%1d% -= %2d%
  30. 0010=2,%1d% *= %2d%
  31. 0011=2,%1d% *= %2d%
  32. 0012=2,%1d% *= %2d%
  33. 0013=2,%1d% *= %2d%
  34. 0014=2,%1d% /= %2d%
  35. 0015=2,%1d% /= %2d%
  36. 0016=2,%1d% /= %2d%
  37. 0017=2,%1d% /= %2d%
  38. 0018=2, %1d% > %2d%
  39. 0019=2, %1d% > %2d%
  40. 001A=2, %1d% > %2d%
  41. 001B=2, %1d% > %2d%
  42. 001C=2, %1d% > %2d% ; (int)
  43. 001D=2, %1d% > %2d% ; (int)
  44. 001E=2, %1d% > %2d% ; (int)
  45. 001F=2, %1d% > %2d% ; (int)
  46. 0020=2, %1d% > %2d%
  47. 0021=2, %1d% > %2d%
  48. 0022=2, %1d% > %2d%
  49. 0023=2, %1d% > %2d%
  50. 0024=2, %1d% > %2d% ; (float)
  51. 0025=2, %1d% > %2d% ; (float)
  52. 0026=2, %1d% > %2d% ; (float)
  53. 0027=2, %1d% > %2d% ; (float)
  54. 0028=2, %1d% >= %2d%
  55. 0029=2, %1d% >= %2d%
  56. 002A=2, %1d% >= %2d%
  57. 002B=2, %1d% >= %2d%
  58. 002C=2, %1d% >= %2d% ; (int)
  59. 002D=2, %1d% >= %2d% ; (int)
  60. 002E=2, %1d% >= %2d% ; (int)
  61. 002F=2, %1d% >= %2d% ; (int)
  62. 0030=2, %1d% >= %2d%
  63. 0031=2, %1d% >= %2d%
  64. 0032=2, %1d% >= %2d%
  65. 0033=2, %1d% >= %2d%
  66. 0034=2, %1d% >= %2d% ; (float)
  67. 0035=2, %1d% >= %2d% ; (float)
  68. 0036=2, %1d% >= %2d% ; (float)
  69. 0037=2, %1d% >= %2d% ; (float)
  70. 0038=2, %1d% == %2d%
  71. 0039=2, %1d% == %2d%
  72. 003A=2, %1d% == %2d% ; (int)
  73. 003B=2, %1d% == %2d% ; (int)
  74. 003C=2, %1d% == %2d% ; (int)
  75. 0042=2, %1d% == %2d%
  76. 0043=2, %1d% == %2d%
  77. 0044=2, %1d% == %2d% ; (float)
  78. 0045=2, %1d% == %2d% ; (float)
  79. 0046=2, %1d% == %2d% ; (float)
  80. 004D=1,else_goto %1p%
  81. 004E=0,terminate_this_script
  82. 004F=-1,start_new_script %1p%
  83. 0050=1,gosub %1p%
  84. 0051=0,return
  85. 0052=6,NOP %1d% %2d% %3d% %4d% %5d% %6d%
  86. 0053=5,create_player %1d% at %2d% %3d% %4d% store_to %5d%
  87. 0058=2,%1d% += %2d% ; (int)
  88. 0059=2,%1d% += %2d% ; (float)
  89. 005A=2,%1d% += %2d% ; (int)
  90. 005B=2,%1d% += %2d% ; (float)
  91. 005C=2,%1d% += %2d% ; (int)
  92. 005D=2,%1d% += %2d% ; (float)
  93. 005E=2,%1d% += %2d% ; (int)
  94. 005F=2,%1d% += %2d% ; (float)
  95. 0060=2,%1d% -= %2d% ; (int)
  96. 0061=2,%1d% -= %2d% ; (float)
  97. 0062=2,%1d% -= %2d% ; (int)
  98. 0063=2,%1d% -= %2d% ; (float)
  99. 0064=2,%1d% -= %2d% ; (int)
  100. 0065=2,%1d% -= %2d% ; (float)
  101. 0066=2,%1d% -= %2d% ; (int)
  102. 0067=2,%1d% -= %2d% ; (float)
  103. 0068=2,%1d% *= %2d% ; (int)
  104. 0069=2,%1d% *= %2d% ; (float)
  105. 006A=2,%1d% *= %2d% ; (int)
  106. 006B=2,%1d% *= %2d% ; (float)
  107. 006C=2,%1d% *= %2d% ; (int)
  108. 006D=2,%1d% *= %2d% ; (float)
  109. 006E=2,%1d% *= %2d% ; (int)
  110. 006F=2,%1d% *= %2d% ; (float)
  111. 0070=2,%1d% /= %2d% ; (int)
  112. 0071=2,%1d% /= %2d% ; (float)
  113. 0072=2,%1d% /= %2d% ; (int)
  114. 0073=2,%1d% /= %2d% ; (float)
  115. 0074=2,%1d% /= %2d% ; (int)
  116. 0075=2,%1d% /= %2d% ; (float)
  117. 0076=2,%1d% /= %2d% ; (int)
  118. 0077=2,%1d% /= %2d% ; (float)
  119. 0078=2,%1d% += frame_delta_time * %2d%
  120. 0079=2,%1d% += frame_delta_time * %2d%
  121. 007A=2,%1d% += frame_delta_time * %2d% ; (float)
  122. 007B=2,%1d% = frame_delta_time %2d% ; (float)
  123. 007C=2,%1d% += frame_delta_time * %2d% ; (float)
  124. 007D=2,%1d% += frame_delta_time * %2d% ; (float)
  125. 007E=2,%1d% -= frame_delta_time * %2d%
  126. 007F=2,%1d% -= frame_delta_time * %2d%
  127. 0080=2,%1d% -= frame_delta_time * %2d% ; (float)
  128. 0081=2,%1d% -= frame_delta_time * %2d% ; (float)
  129. 0082=2,%1d% -= frame_delta_time * %2d% ; (float)
  130. 0083=2,%1d% -= frame_delta_time * %2d% ; (float)
  131. 0084=2,%1d% = %2d% ; (int)
  132. 0085=2,%1d% = %2d% ; (int)
  133. 0086=2,%1d% = %2d% ; (float)
  134. 0087=2,%1d% = %2d% ; (float)
  135. 0088=2,%1d% = %2d% ; (float)
  136. 0089=2,%1d% = %2d% ; (float)
  137. 008A=2,%1d% = %2d% ; (int)
  138. 008B=2,%1d% = %2d% ; (int)
  139. 008C=2,%1d% = float_to_int %2d%
  140. 008D=2,%1d% = int_to_float %2d%
  141. 008E=2,%1d% = float_to_int %2d%
  142. 008F=2,%1d% = int_to_float %2d%
  143. 0090=2,%1d% = float_to_int %2d%
  144. 0091=2,%1d% = int_to_float %2d%
  145. 0092=2,%1d% = float_to_int %2d%
  146. 0093=2,%1d% = int_to_float %2d%
  147. 0094=1,absi %1d%
  148. 0095=1,absi %1d%
  149. 0096=1,absf %1d%
  150. 0097=1,absf %1d%
  151. 0098=1,generate_random_float %1d%
  152. 0099=1,generate_random_int %1d%
  153. 009A=6,create_char_pedtype %1d% model %2o% at %3d% %4d% %5d% store_to %6d%
  154. 009B=1,delete_char %1d%
  155. 00A0=4,get_char %1d% coordinates %2d% %3d% %4d%
  156. 00A1=4,set_char %1d% coordinates %2d% %3d% %4d%
  157. 00A3=6, is_char %1d% in_area_3d_cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
  158. 00A4=8, is_char %1d% in_area_3d_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% sphere %8d%
  159. 00A5=5,create_car %1o% at %2d% %3d% %4d% store_to %5d%
  160. 00A6=1,delete_car %1d%
  161. 00A7=4,car %1d% goto_coordinates %2d% %3d% %4d%
  162. 00A8=1,car %1d% wander_randomly
  163. 00A9=1,car %1d% set_idle
  164. 00AA=4,get_car %1d% coordinates %2d% %3d% %4d%
  165. 00AB=4,set_car %1d% coordinates %2d% %3d% %4d%
  166. 00AD=2,set_car %1d% cruise_speed %2d%
  167. 00AE=2,set_car %1d% driving_style %2d%
  168. 00AF=2,set_car %1d% mission %2d%
  169. 00B0=6, is_car %1d% in_area_2d_cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
  170. 00B1=8, is_car %1d% in_area_3d_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% sphere %8d%
  171. 00BA=3,print_big %1g% time %2d% style %3d%
  172. 00BB=3,print %1g% time %2d% flag %3d%
  173. 00BC=3,print_now %1g% time %2d% flag %3d%
  174. 00BE=0,clear_prints
  175. 00BF=2,get_time_of_day %1d% %2d%
  176. 00C0=2,set_time_of_day %1d% %2d%
  177. 00C1=3,get_minutes_to_time_of_day %1d% %2d% store_to %3d%
  178. 00C2=4, cam_is_sphere_visible %1d% %2d% %3d% radius %4d%
  179. 00D6=1,if %1d%
  180. 00D7=1,start_new_script_noargs %1p%
  181. 00D8=0,mission_has_finished
  182. 00D9=2,store_car_char %1d% is_in %2d%
  183. 00DB=2, is_char %1d% in_car %2d%
  184. 00DD=2, is_char %1d% in_model %2o%
  185. 00DF=1, is_char %1d% in_any_car
  186. 00E1=2, is_button_pressed_pad %1d% button %2d%
  187. 00E2=3,get_pad %1d% button %2d% state_to %3d%
  188. 00EC=6, locate_char %1d% any_means_2d %2d% %3d% radius %4d% %5d% sphere %6d%
  189. 00ED=6, locate_char_on_foot %1d% 2d_point %2d% %3d% radius %4d% %5d% sphere %6d%
  190. 00EE=6, locate_char_in_car %1d% 2d_point %2d% %3d% radius %4d% %5d% sphere %6d%
  191. 00EF=6, locate_stopped_char_any_means %1d% 2d_point %2d% %3d% radius %4d% %5d% sphere %6d%
  192. 00F0=6, locate_stopped_char_on_foot %1d% 2d_point %2d% %3d% radius %4d% %5d% stopped_on_foot sphere %6d%
  193. 00F1=6, locate_stopped_char_in_car_any_means %1d% 2d_point %2d% %3d% radius %4d% %5d% sphere %6d%
  194. 00F2=5, locate_char %1d% char_2d %2d% radius %3d% %4d% sphere %5h%
  195. 00F3=5, locate_char_on_foot %1d% char_2d %2d% radius %3d% %4d% sphere %5h% on_foot
  196. 00F4=5, locate_char_in_car %1d% char_2d %2d% radius %3d% %4d% sphere %5h%
  197. 00FE=8, locate_char_any_means %1d% 3d_point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
  198. 00FF=8, locate_char_on_foot %1d% 3d_point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
  199. 0100=8, locate_char_in_car %1d% 3d_point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h%
  200. 0101=8, locate_char %1d% 3d_point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h%
  201. 0102=8, locate_stopped_char_on_foot %1d% 3d_point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h%
  202. 0103=8, locate_stopped_char_in_car %1d% 3d_point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
  203. 0104=6, locate_char %1d% char_3d %2d% radius %3d% %4d% %5d% sphere %6h%
  204. 0105=6, locate_char_on_foot %1d% char_3d %2d% radius %3d% %4d% %5d% sphere %6h%
  205. 0106=6, locate_char_in_car %1d% char_3d %2d% radius %3d% %4d% %5d% sphere %6h%
  206. 0107=5,create_object %1o% at %2d% %3d% %4d% store_to %5d%
  207. 0108=1,delete_object %1d%
  208. 0109=2,add_player %1d% score %2d%
  209. 010A=2, is_player %1d% score_greater_than %2d%
  210. 010B=2,store_player %1d% score_to %2d%
  211. 010C=0,NOP
  212. 010D=2,alter_wanted_level %1d% to %2d%
  213. 010E=2,alter_wanted_level_no_drop %1d% to %2d%
  214. 010F=2, is_wanted_level_greater %1d% than %2d%
  215. 0110=1,clear_wanted_level %1d%
  216. 0111=1,set_deatharrest_state %1d%
  217. 0112=0, has_deatharrest_executed
  218. 0114=3,add_ammo_to_char %1d% weapon %2h% rounds %3d%
  219. 0117=1, is_player_dead %1d%
  220. 0118=1, is_char_dead %1d%
  221. 0119=1, is_car_dead %1d%
  222. 0122=1, is_player_pressing_horn %1d%
  223. 0129=4,create_char_inside_car %1d% pedtype %2d% model %3o% store_to %4d%
  224. 0137=2, is_car_model %1d% model %2o%
  225. 014B=13,create_car_generator %1d% %2d% %3d% angle %4d% model %5o% color %6d% %7d% force_spawn %8d% alarm %9d% doorlock %10d% delay %11d% %12d% store_to %13d%
  226. 014C=2,switch_car_generator %1d% num_generations %2d%
  227. 014E=2,display_onscreen_timer %1d% count_up %2h% ; global_variable
  228. 014F=1,clear_onscreen_timer %1d%
  229. 0151=1,clear_onscreen_counter %1d%
  230. 0154=2, is_char_in_zone %1d% zone %2s%
  231. 0158=3,point_camera_at_car %1d% mode %2d% switchstyle %3d%
  232. 0159=3,point_camera_at_char %1d% mode %2d% switchstyle %3d%
  233. 015A=0,restore_camera
  234. 015B=3,shake_pad %1h% time %2d% intensity %3d%
  235. 015D=1,set_time_scale %1d%
  236. 015F=6,set_fixed_camera_position %1d% %2d% %3d% rotation %4d% %5d% %6d%
  237. 0160=4,point_camera_at_point %1d% %2d% %3d% switchstyle %4d%
  238. 0161=4,add_blip_for_car_old %1d% unused %2d% visibility %3d% store_to %4d%
  239. 0162=0,NOP
  240. 0164=1,remove_blip %1d%
  241. 0165=2,change_blip_colour %1d% to %2d%
  242. 0167=6,add_blip_for_coord_old %1d% %2d% %3d% colour %4d% display %5d% store_to %6d%
  243. 0168=2,change_blip_scale %1d% to %2d%
  244. 0169=3,set_fading_colour %1d% %2d% %3d%
  245. 016A=2,do_fade %2d% time %1d%
  246. 016B=0, is_screen_fading
  247. 016C=5,add_hospital_restart %1d% %2d% %3d% angle %4d% town %5h%
  248. 016D=5,add_hospital_restart %1d% %2d% %3d% angle %4d% town %5h%
  249. 016E=4,override_next_restart %1d% %2d% %3d% angle %4d%
  250. 016F=10,draw_shadow %1d% at %2d% %3d% %4d% angle %5d% size %6d% intensity %7d% colour %8d% %9d% %10d%
  251. 0172=2,get_char_heading %1d% store_to %2d%
  252. 0173=2,set_char_heading %1d% to %2d%
  253. 0174=2,get_car_heading %1d% store_to %2d%
  254. 0175=2,set_car_heading %1d% to %2d%
  255. 0176=2,get_object_heading %1d% store_to %2d%
  256. 0177=2,set_object_heading %1d% to %2d%
  257. 0179=2, is_char_touching_object %1d% object %2d%
  258. 017B=3,set_char_ammo %1d% weapon %2d% to %3d%
  259. 0180=1,set_mission_flag %1d%
  260. 0184=2, is_char_health_greater %1d% than %2d%
  261. 0185=2, is_car_health_greater %1d% than %2d%
  262. 0186=2,add_blip_for_car %1d% store_to %2d%
  263. 0187=2,add_blip_for_char %1d% store_to %2d%
  264. 0188=2,add_blip_for_object %1d% store_to %2d%
  265. 018A=4,add_blip_for_coord %1d% %2d% %3d% store_to %4d%
  266. 018B=2,change_blip_display %1d% to %2d%
  267. 018C=4,add_one_off_sound %1d% %2d% %3d% sound %4d%
  268. 018D=5,NOP %1d% %2d% %3d% %4d% %5d% ; add_continuous_sound
  269. 018E=1,remove_sound %1d%
  270. 018F=1, is_car_upsidedown %1d%
  271. 0190=1,add_upsidedown_car_check %1d%
  272. 0191=1,remove_upsidedown_car_check %1d%
  273. 01A1=6, is_char_in_area_on_foot_2d %1d% cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
  274. 01A2=6, is_char_in_area_in_car_2d %1d% cornerA %2d% %3d% cornerB %4d% %5d% in_car sphere %6d%
  275. 01A3=6, is_char_stopped_in_area_2d %1d% cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
  276. 01A4=6, is_char_stopped_in_area_on_foot_2d %1d% cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
  277. 01A5=6, is_char_stopped_in_area_in_car_2d %1d% cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
  278. 01A6=8, is_char_in_area_on_foot_3d %1d% cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% on_foot sphere %8d%
  279. 01A7=8, is_char_in_area_in_car_3d %1d% cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% sphere %8d%
  280. 01A8=8, is_char_stopped_in_area_3d %1d% cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% sphere %8d%
  281. 01A9=8, is_char_stopped_in_area_on_foot_3d %1d% cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% sphere %8d%
  282. 01AA=8, is_char_stopped_in_area_in_car_3d %1d% cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% sphere %8d%
  283. 01AB=6, is_car_stopped_in_area_2d %1d% cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
  284. 01AC=8, is_car_stopped_in_area_3d %1d% cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% sphere %8d%
  285. 01AD=6, locate_car_2d %1d% point %2d% %3d% radius %4d% %5d% sphere %6d%
  286. 01AE=6, locate_stopped_car_2d %1d% point %2d% %3d% radius %4d% %5d% sphere %6d%
  287. 01AF=8, locate_car_3d %1d% point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
  288. 01B0=8, locate_stopped_car_3d %1d% point %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
  289. 01B2=3,give_weapon_to_char %1d% weapon %2d% ammo %3d%
  290. 01B4=2,set_player_control %1d% to %2d%
  291. 01B5=1,force_weather %1d%
  292. 01B6=1,force_weather_now %1d%
  293. 01B7=0,release_weather
  294. 01B9=2,set_current_char_weapon %1d% to %2d%
  295. 01BB=4,get_object_coordinates %1d% store_to %2d% %3d% %4d%
  296. 01BC=4,set_object_coordinates %1d% to %2d% %3d% %4d%
  297. 01BD=1,get_game_timer %1d%
  298. 01C0=2,store_wanted_level %1d% store_to %2d%
  299. 01C1=1, is_car_stopped %1d%
  300. 01C2=1,mark_char_as_no_longer_needed %1d%
  301. 01C3=1,mark_car_as_no_longer_needed %1d%
  302. 01C4=1,mark_object_as_no_longer_needed %1d%
  303. 01C5=1,dont_remove_char %1d%
  304. 01C7=1,dont_remove_object %1d%
  305. 01C8=5,create_char_as_passenger %2d% model %3o% car %1d% seat %4d% store_to %5d%
  306. 01E3=4,print_with_number_big %1g% number %2d% time %3d% style %4d%
  307. 01E4=4,print_with_number %1g% number %2d% time %3d% flag %4d%
  308. 01E5=4,print_with_number_now %1g% number %2d% time %3d% flag %4d%
  309. 01E7=6,switch_roads_on cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
  310. 01E8=6,switch_roads_off cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
  311. 01E9=2,get_number_of_passengers %1d% store_to %2d%
  312. 01EA=2,get_maximum_number_of_passengers %1d% store_to %2d%
  313. 01EB=1,set_car_density_multiplier %1d%
  314. 01EC=2,set_car_heavy %1d% to %2h%
  315. 01F0=1,set_max_wanted_level %1d%
  316. 01F3=1, is_car_in_air_proper %1d%
  317. 01F4=1, is_car_upsidedown %1d%
  318. 01F5=2,get_player_char %1d% store_to %2d%
  319. 01F6=0,cancel_override_restart
  320. 01F7=2,set_police_ignore_player %1d% to %2d%
  321. 01F9=9,start_kill_frenzy %1g% weapon %2d% time %3d% targets %4d% models %5d% %6d% %7d% %8d% completed_text %9d%
  322. 01FA=1,read_kill_frenzy_status %1d%
  323. 01FB=2,sqrt %1d% store_to %2d%
  324. 0202=5, locate_char_any_means_car_2d %1d% car %2d% radius %3d% %4d% sphere %5d%
  325. 0203=5, locate_char_on_foot_car_2d %1d% car %2d% radius %3d% %4d% sphere %5d%
  326. 0204=5, locate_char_in_car_car_2d %1d% car %2d% radius %3d% %4d% sphere %5d%
  327. 0205=6, locate_char_any_means_car_3d %1d% car %2d% radius %3d% %4d% %5d% sphere %6h%
  328. 0206=6, locate_char_on_foot_car_3d %1d% car %2d% radius %3d% %4d% %5d% sphere %6h% on_foot
  329. 0207=6, locate_char_in_car_car_3d %1d% car %2d% radius %3d% %4d% %5d% sphere %6h% in_car
  330. 0208=3,generate_random_float_in_range %1d% %2d% store_to %3d%
  331. 0209=3,generate_random_int_in_range %1d% %2d% store_to %3d%
  332. 020A=2,lock_car_doors %1d% mode %2d%
  333. 020B=1,explode_car %1d%
  334. 020C=4,add_explosion %1d% %2d% %3d% type %4d%
  335. 020D=1, is_car_upright %1d%
  336. 0213=6,create_pickup %1o% type %2d% at %3d% %4d% %5d% store_to %6d%
  337. 0214=1, has_pickup_been_collected %1d%
  338. 0215=1,remove_pickup %1d%
  339. 0216=2,set_taxi_lights %1d% to %2d%
  340. 0217=3,print_big_q %1g% time %2d% style %3d%
  341. 021B=2,set_target_car_for_mission_garage %1d% to %2d%
  342. 0221=2,apply_brakes_to_players_car %1d% apply %2d%
  343. 0223=2,set_char_health %1d% to %2d%
  344. 0224=2,set_car_health %1d% to %2d%
  345. 0226=2,get_char_health %1d% store_to %2d%
  346. 0227=2,get_car_health %1d% store_to %2d%
  347. 0229=3,change_car_colour %1d% primary_to %2d% secondary_to %3d%
  348. 022A=6,switch_ped_roads_on %1d% %2d% %3d% to %4d% %5d% %6d%
  349. 022B=6,switch_ped_roads_off %1d% %2d% %3d% to %4d% %5d% %6d%
  350. 0235=3,set_gang_models %1d% to %2o% %3o% ; NOP
  351. 0236=2,set_gang_vehicles %1d% to %2o% ; NOP
  352. 0237=4,set_gang_weapons %1h% to %2h% %3h% %4h%
  353. 023B=2, is_char_touching_object %1d% object %2d%
  354. 023C=2,load_special_character %2d% as %1d%
  355. 023D=1, has_special_character_loaded %1d%
  356. 0241=1, is_player_in_remote_mode %1d%
  357. 0244=3,set_cutscene_offset %1d% %2d% %3d%
  358. 0245=2,set_anim_group_for_char %1d% to %2d%
  359. 0247=1,request_model %1o%
  360. 0248=1, has_model_loaded %1o%
  361. 0249=1,release_model %1o%
  362. 024F=9,draw_corona %1d% %2d% %3d% radius %4d% type %5d% lensflare %6d% colour %7d% %8d% %9d%
  363. 0253=0,store_time_of_day
  364. 0254=0,restore_time_of_day
  365. 0256=1, is_player_playing %1d%
  366. 0293=1,get_controller_mode %1d%
  367. 0294=2,set_can_respray_car %1d% to %2d%
  368. 0296=1,unload_special_character %1d%
  369. 0297=1,reset_num_of_models_killed_by_player %1d%
  370. 0298=3,get_num_of_models_killed_by_player %1d% model %2o% store_to %3d%
  371. 0299=1,activate_garage %1d%
  372. 029B=5,create_object_no_offset %1o% at %2d% %3d% %4d% store_to %5d%
  373. 02A0=1, is_char_stopped %1d%
  374. 02A3=1,switch_widescreen %1d%
  375. 02A4=0,NOP
  376. 02A5=0,NOP
  377. 02A7=5,add_sprite_blip_for_contact_point %1d% %2d% %3d% sprite %4d% store_to %5d%
  378. 02A8=5,add_sprite_blip_for_coord %1d% %2d% %3d% sprite %4d% store_to %5d%
  379. 02A9=2,set_char_only_damaged_by_player %1d% to %2d%
  380. 02AA=2,set_car_only_damaged_by_player %1d% to %2d%
  381. 02AB=6,set_char_proofs %1d% BP %2d% FP %3d% EP %4d% CP %5d% MP %6d%
  382. 02AC=6,set_car_proofs %1d% BP %2d% FP %3d% EP %4d% CP %5d% MP %6d%
  383. 02B9=1,deactivate_garage %1d%
  384. 02BF=1, is_car_in_water %1d%
  385. 02C0=6,get_closest_char_node %1d% %2d% %3d% store_to %4d% %5d% %6d%
  386. 02C1=6,get_closest_car_node %1d% %2d% %3d% store_to %4d% %5d% %6d%
  387. 02C2=4,car_goto_coordinates_accurate %1d% coords %2d% %3d% %4d%
  388. 02CA=1, is_car_on_screen %1d%
  389. 02CB=1, is_char_on_screen %1d%
  390. 02CC=1, is_object_on_screen %1d%
  391. 02CE=4,get_ground_z_for_3d_coord %1d% %2d% %3d% store_to %4d%
  392. 02CF=6,start_script_fire %1d% %2d% %3d% propagation %4h% size %5h% store_to %6d%
  393. 02D0=1, is_script_fire_extinguished %1d%
  394. 02D1=1,remove_script_fire %1d%
  395. 02D3=4,boat_goto_coords %1d% coords %2d% %3d% %4d%
  396. 02D4=1,boat_stop %1d%
  397. 02D6=6, is_char_shooting_in_area %1d% cornerA %2d% %3d% cornerB %4d% %5d% weapon %6d%
  398. 02D8=2, is_char_holding_weapon %1d% weapon %2d%
  399. 02DB=2,set_boat_cruise_speed %1d% to %2d%
  400. 02DD=5,get_random_char_in_zone %1s% civilian %2h% gang %3h% criminal/prostitute %4h% store_to %5d%
  401. 02E0=1, is_char_shooting %1d%
  402. 02E1=6,create_money_pickup %1d% %2d% %3d% type %4d% permanent %5d% store_to %6d%
  403. 02E2=2,set_char_accuracy %1d% to %2d%
  404. 02E3=2,get_car_speed %1d% store_to %2d%
  405. 02E4=1,load_cutscene %1s%
  406. 02E5=0,create_cutscene_object ; NOP
  407. 02E6=0,set_cutscene_anim ; NOP
  408. 02E7=0,start_cutscene
  409. 02E8=1,get_cutscene_time %1d%
  410. 02E9=0, has_cutscene_finished
  411. 02EA=0,clear_cutscene
  412. 02EB=0,restore_camera_jumpcut
  413. 02EC=3,NOP %1d% %2d% %3d%
  414. 02ED=1,set_total_hidden_packages_to %1d%
  415. 02EE=6, is_projectile_in_area %1d% %2d% %3d% to %4d% %5d% %6d%
  416. 02F2=2, is_char_model %1d% model %2o%
  417. 02F3=0,NOP ; load_special_model
  418. 02F6=2,sin %1d% store_to %2d%
  419. 02F7=2,cos %1d% store_to %2d%
  420. 02F8=2,get_car_forward_x %1d% store_to %2d%
  421. 02F9=2,get_car_forward_y %1d% store_to %2d%
  422. 02FA=2,change_garage_type %1d% to %2d%
  423. 02FD=5,print_with_2_numbers_now %1g% numbers %2d% %3d% time %4d% flag %5d%
  424. 02FF=6,print_with_3_numbers %1g% numbers %2d% %3d% %4d% time %5d% flag %6h%
  425. 0302=7,print_with_4_numbers %1g% numbers %2d% %3d% %4d% %5d% time %6d% flag %7d%
  426. 0303=7,print_with_4_numbers_now %1g% numbers %2d% %3d% %4d% %5d% time %6d% flag %7d%
  427. 0308=9,print_with_6_numbers %1g% numbers %2d% %3d% %4d% %5d% %6d% %7d% time %8d% flag %9d%
  428. 030C=1,player_made_progress %1d%
  429. 030D=1,set_max_progress %1d%
  430. 0317=0,register_mission_given
  431. 0318=1,register_mission_passed %1g%
  432. 0319=0,NOP ; set_char_running
  433. 031A=0,remove_all_script_fires
  434. 031D=2, has_char_been_damaged_by_weapon %1d% weapon %2d%
  435. 031E=2, has_car_been_damaged_by_weapon %1d% weapon %2h%
  436. 0321=1,explode_char_head %1d%
  437. 0323=2,anchor_boat %1d% set %2d%
  438. 0325=2,start_car_fire %1d% store_to %2d%
  439. 0326=2,start_char_fire %1d% store_to %2d%
  440. 0327=6,get_random_car_of_type_in_area %1d% %2d% to %3d% %4d% model %5d% store_to %6d%
  441. 0329=0,NOP ; has_respray_happened
  442. 032A=1,set_camera_behind_char_distance %1h%
  443. 032B=7,create_pickup_with_ammo %1o% type %2d% ammo %3d% at %4d% %5d% %6d% store_to %7d%
  444. 032C=0,NOP ; set_car_ram_car
  445. 0330=2,set_player_never_gets_tired %1d% set %2d%
  446. 0331=2,set_player_fast_reload %1d% set %2d%
  447. 0332=2,set_char_bleeding %1d% set %2d%
  448. 0335=1,set_free_resprays %1d%
  449. 0337=2,set_char_visible %1d% %2h%
  450. 0338=2,set_car_visible %1d% %2h%
  451. 0339=11, is_area_occupied %1d% %2d% %3d% to %4d% %5d% %6d% solid %7d% car %8d% actor %9d% object %10d% particle %11d%
  452. 033E=3,display_text %1d% %2d% gxt %3g%
  453. 033F=2,set_text_scale %1d% %2d%
  454. 0340=4,set_text_colour %1d% %2d% %3d% %4d%
  455. 0341=1,set_text_justify %1d%
  456. 0342=1,set_text_center %1d%
  457. 0343=1,set_text_size %1d%
  458. 0344=1,set_text_center_size %1d%
  459. 0345=1,set_text_background %1d%
  460. 0348=1,set_text_proportional %1d%
  461. 0349=1,set_text_font %1d%
  462. 034D=4,rotate_object %1d% from %2d% to %3d% colission_check %4d%
  463. 034E=8,slide_object %1d% to %2d% %3d% %4d% speed %5d% %6d% %7d% collision_check %8d%
  464. 034F=1,remove_char_elegantly %1d%
  465. 0350=2,set_char_stay_in_same_place %1d% to %2d%
  466. 0356=7, is_explosion_in_area %1d% from %2d% %3d% %4d% to %5d% %6d% %7d%
  467. 035C=5,place_object_relative_to_car %1d% car %2d% offset %3d% %4d% %5d%
  468. 035D=2,make_object_targettable %1d% %2h%
  469. 035F=2,add_armour_to_char %1d% armour %2d%
  470. 0360=1,open_garage %1d%
  471. 0361=1,close_garage %1d%
  472. 0362=4,warp_char_from_car_to_coord %1d% coord %2d% %3d% %4d%
  473. 0363=6,set_visibility_of_closest_object_of_type %1d% %2d% %3d% radius %4d% model %5o% visibility %6d%
  474. 0364=2, has_char_spotted_char %1d% char %2d%
  475. 0366=1, has_object_been_damaged %1d%
  476. 036A=2,warp_char_into_car %1d% car %2d%
  477. 036D=5,print_with_2_numbers_big %1g% numbers %2d% %3d% time %4d% style %5d%
  478. 0373=0,set_camera_behind_player
  479. 0376=4,create_random_char %1d% %2d% %3d% store_to %4d%
  480. 037E=0,NOP ; is_sniper_bullet_in_area
  481. 0381=4,set_object_velocity %1d% to %2d% %3d% %4d%
  482. 0382=2,set_object_collision %1d% enable %2d%
  483. 0383=0,NOP ; is_car_siren_on
  484. 0384=4,print_string_in_string_now %1g% gxt %2g% time %3d% flag %4d%
  485. 038A=6, is_any_car_in_area_2d %1d% %2d% %3d% radius %4d% %5d% %6d%
  486. 038B=0,load_all_models_now
  487. 038C=4,add_to_object_velocity %1d% value %2d% %3d% %4d%
  488. 038D=9,draw_sprite %1h% position %2d% %3d% size %4d% %5d% colour %6d% %7d% %8d% %9d%
  489. 038E=8,draw_rect %1d% %2d% size %3d% %4d% colour %5h% %6h% %7h% %8d%
  490. 038F=2,load_sprite %1d% from %2h%
  491. 0390=1,load_texture_dictionary %1h%
  492. 0391=0,remove_texture_dictionary
  493. 0392=2,set_object_dynamic %1d% %2d%
  494. 0393=3,set_char_anim_speed %1d% anim %2h% to %3d%
  495. 0394=1,play_mission_passed_tune %1d%
  496. 0395=5,clear_area %1d% %2d% %3d% radius %4d% clear_particles %5d%
  497. 0396=1,freeze_onscreen_timer %1d%
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