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SASCM.INI
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SASCM.INI
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; GTA Modding Community Opcode Database
;
; For more info, visit:
; https://www.gtagmodding.com/opcode-database/
; https://gtamods.com/wiki/List_of_opcodes
; https://docs.sannybuilder.com/edit-modes/opcodes-list-scm.ini
;
; d% = anything
; p% = label pointer
; o% = models all types
; m% = .ide models only
; g% = gxt reference
; x% = external script
; k% = 128-byte null-terminated string
DATE=2021-06-10
[OPCODES]
0000=0,NOP
0001=1,wait %1d% ms
0002=1,jump %1p%
0003=1,shake_camera %1d%
0004=2,%1d% = %2d%
0005=2,%1d% = %2d%
0006=2,%1d% = %2d%
0007=2,%1d% = %2d%
0008=2,%1d% += %2d%
0009=2,%1d% += %2d%
000A=2,%1d% += %2d%
000B=2,%1d% += %2d%
000C=2,%1d% -= %2d%
000D=2,%1d% -= %2d%
000E=2,%1d% -= %2d%
000F=2,%1d% -= %2d%
0010=2,%1d% *= %2d%
0011=2,%1d% *= %2d%
0012=2,%1d% *= %2d%
0013=2,%1d% *= %2d%
0014=2,%1d% /= %2d%
0015=2,%1d% /= %2d%
0016=2,%1d% /= %2d%
0017=2,%1d% /= %2d%
0018=2, %1d% > %2d%
0019=2, %1d% > %2d%
001A=2, %1d% > %2d%
001b=2, %1d% > %2d%
001c=2, %1d% > %2d% ; (int)
001d=2, %1d% > %2d% ; (int)
001E=2, %1d% > %2d% ; (int)
001f=2, %1d% > %2d% ; (int)
0020=2, %1d% > %2d%
0021=2, %1d% > %2d%
0022=2, %1d% > %2d%
0023=2, %1d% > %2d%
0024=2, %1d% > %2d% ; (float)
0025=2, %1d% > %2d% ; (float)
0026=2, %1d% > %2d% ; (float)
0027=2, %1d% > %2d% ; (float)
0028=2, %1d% >= %2d%
0029=2, %1d% >= %2d%
002a=2, %1d% >= %2d%
002b=2, %1d% >= %2d%
002c=2, %1d% >= %2d% ; (int)
002d=2, %1d% >= %2d% ; (int)
002e=2, %1d% >= %2d% ; (int)
002F=2, %1d% >= %2d% ; (int)
0030=2, %1d% >= %2d%
0031=2, %1d% >= %2d%
0032=2, %1d% >= %2d%
0033=2, %1d% >= %2d%
0034=2, %1d% >= %2d% ; (float)
0035=2, %1d% >= %2d% ; (float)
0036=2, %1d% >= %2d% ; (float)
0037=2, %1d% >= %2d% ; (float)
0038=2, %1d% == %2d%
0039=2, %1d% == %2d%
003a=2, %1d% == %2d% ; (int)
003b=2, %1d% == %2d% ; (int)
003c=2, %1d% == %2d% ; (int)
0042=2, %1d% == %2d%
0043=2, %1d% == %2d%
0044=2, %1d% == %2d% ; (float)
0045=2, %1d% == %2d% ; (float)
0046=2, %1d% == %2d% ; (float)
004D=1,jump_if_false %1p%
004E=0,terminate_this_script
004F=-1,start_new_script %1p%
0050=1,gosub %1p%
0051=0,return
0052=6,NOP %1d% %2d% %3d% %4d% %5d% %6d%
0053=5,%5d% = create_player %1d% at %2d% %3d% %4d%
0058=2,%1d% += %2d% ; (int)
0059=2,%1d% += %2d% ; (float)
005a=2,%1d% += %2d% ; (int)
005b=2,%1d% += %2d% ; (float)
005c=2,%1d% += %2d% ; (int)
005d=2,%1d% += %2d% ; (float)
005e=2,%1d% += %2d% ; (int)
005f=2,%1d% += %2d% ; (float)
0060=2,%1d% -= %2d% ; (int)
0061=2,%1d% -= %2d% ; (float)
0062=2,%1d% -= %2d% ; (int)
0063=2,%1d% -= %2d% ; (float)
0064=2,%1d% -= %2d% ; (int)
0065=2,%1d% -= %2d% ; (float)
0066=2,%1d% -= %2d% ; (int)
0067=2,%1d% -= %2d% ; (float)
0068=2,%1d% *= %2d% ; (int)
0069=2,%1d% *= %2d% ; (float)
006a=2,%1d% *= %2d% ; (int)
006b=2,%1d% *= %2d% ; (float)
006C=2,%1d% *= %2d% ; $ *= @ (int)
006d=2,%1d% *= %2d% ; (float)
006e=2,%1d% *= %2d% ; (int)
006f=2,%1d% *= %2d% ; (float)
0070=2,%1d% /= %2d% ; (int)
0071=2,%1d% /= %2d% ; (float)
0072=2,%1d% /= %2d% ; (int)
0073=2,%1d% /= %2d% ; (float)
0074=2,%1d% /= %2d% ; (int)
0075=2,%1d% /= %2d% ; (float)
0076=2,%1d% /= %2d% ; (int)
0077=2,%1d% /= %2d% ; (float)
0078=2,%1d% += frame_delta_time * %2d% ; (float)
0079=2,%1d% += frame_delta_time * %2d% ; (float)
007a=2,%1d% += frame_delta_time * %2d% ; (float)
007b=2,%1d% += frame_delta_time * %2d% ; (float)
007c=2,%1d% += frame_delta_time * %2d% ; (float)
007d=2,%1d% += frame_delta_time * %2d% ; (float)
007E=2,%1d% -= frame_delta_time * %2d% ; (float)
007F=2,%1d% -= frame_delta_time * %2d% ; (float)
0080=2,%1d% -= frame_delta_time * %2d% ; (float)
0081=2,%1d% -= frame_delta_time * %2d% ; (float)
0082=2,%1d% -= frame_delta_time * %2d% ; (float)
0083=2,%1d% -= frame_delta_time * %2d% ; (float)
0084=2,%1d% = %2d% ; (int)
0085=2,%1d% = %2d% ; (int)
0086=2,%1d% = %2d% ; (float)
0087=2,%1d% = %2d% ; (float)
0088=2,%1d% = %2d% ; (float)
0089=2,%1d% = %2d% ; (float)
008A=2,%1d% = %2d% ; (int)
008B=2,%1d% = %2d% ; (int)
008c=2,%1d% = float %2d% to_integer
008d=2,%1d% = integer %2d% to_float
008E=2,%1d% = float %2d% to_integer
008f=2,%1d% = integer %2d% to_float
0090=2,%1d% = float %2d% to_integer
0091=2,%1d% = integer %2d% to_float
0092=2,%1d% = float %2d% to_integer
0093=2,%1d% = integer %2d% to_float
0094=1,make %1d% absolute_integer
0095=1,make %1d% absolute_integer
0096=1,make %1d% absolute_float
0097=1,make %1d% absolute_float
0098=1,%1d% = random_float_in_ranges_0.0_to_1.0
0099=1,%1d% = random_int_in_ranges_0_to_32767
009A=6,%6d% = create_actor_pedtype %1d% model %2m% at %3d% %4d% %5d%
009b=1,destroy_actor %1d%
00a0=4,store_actor %1d% position_to %2d% %3d% %4d%
00a1=4,put_actor %1d% at %2d% %3d% %4d%
00a3=6, actor %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d%
00a4=8, actor %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d%
00a5=5,%5d% = create_car %1m% at %2d% %3d% %4d%
00a6=1,destroy_car %1d%
00a7=4,car %1d% drive_to %2d% %3d% %4d%
00a8=1,set_car %1d% to_psycho_driver
00a9=1,set_car %1d% to_normal_driver
00aa=4,store_car %1d% position_to %2d% %3d% %4d%
00ab=4,put_car %1d% at %2d% %3d% %4d%
00ad=2,set_car %1d% max_speed_to %2d%
00ae=2,set_car %1d% traffic_behaviour_to %2d%
00Af=2,set_car %1d% driver_behaviour_to %2d%
00b0=6, car %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d%
00b1=8, car %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d%
00ba=3,show_text_styled GXT %1g% time %2d% style %3d%
00bb=3,show_text_lowpriority GXT %1g% time %2d% flag %3d%
00bc=3,show_text_highpriority GXT %1g% time %2d% flag %3d%
00be=0,text_clear_all
00bf=2,%1d% = current_time_hours, %2d% = current_time_minutes
00c0=2,set_current_time_hours_to %1d% minutes_to %2d%
00c1=3,%3d% = get_minutes_left_to_time_hours %1d% time_minutes %2d%
00c2=4, sphere_onscreen %1d% %2d% %3d% radius %4d%
00D6=1,if %1d%
00d7=1,start_new_script %1p% ; without extra params
00d8=0,mission_cleanup
00D9=2,%2d% = actor %1d% car ; add to mission cleanup
00DB=2, actor %1d% in_car %2d%
00DD=2, actor %1d% driving_car_with_model %2m%
00DF=1, actor %1d% driving
00E1=2, player %1d% pressed_key %2d%
00e2=3,get_player %1d% key %2d% state_to %3d%
00ec=6, actor %1d% sphere %6d% near_point %2d% %3d% radius %4d% %5d%
00ed=6, actor %1d% sphere %6d% near_point %2d% %3d% radius %4d% %5d% on_foot
00EE=6, actor %1d% sphere %6d% near_point %2d% %3d% radius %4d% %5d% in_car
00ef=6, actor %1d% sphere %6d% near_point %2d% %3d% radius %4d% %5d% stopped
00f0=6, actor %1d% %6d% near_point %2d% %3d% radius %4d% %5d% stopped_on_foot
00f1=6, actor %1d% sphere %6d% near_point %2d% %3d% radius %4d% %5d% stopped_in_car
00F2=5, actor %1d% near_actor %2d% radius %3d% %4d% %5h%
00F3=5, actor %1d% near_actor %2d% radius %3d% %4d% sphere %5h% on_foot
00F4=5, actor %1d% near_actor %2d% radius %3d% %4d% %5h% in_car
00fe=8, actor %1d% sphere %8d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d%
00ff=8, actor %1d% sphere %8d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% on_foot
0100=8, actor %1d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h% in_car
0101=8, actor %1d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h% stopped
0102=8, actor %1d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h% stopped_on_foot
0103=8, actor %1d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d% stopped_in_car
0104=6, actor %1d% near_actor %2d% radius %3d% %4d% %5d% sphere %6h%
0105=6, actor %1d% near_actor %2d% radius %3d% %4d% %5d% sphere %6h% on_foot
0106=6, actor %1d% near_actor %2d% radius %3d% %4d% %5d% %6h% in_car
0107=5,%5d% = create_object %1o% at %2d% %3d% %4d%
0108=1,destroy_object %1d%
0109=2,player %1d% money += %2d%
010a=2, player %1d% money > %2d%
010B=2,%2d% = player %1d% money
010C=0,NOP
010d=2,set_player %1d% wanted_level_to %2d%
010e=2,set_player %1d% minimum_wanted_level_to %2d%
010F=2, player %1d% wanted_level > %2d%
0110=1,clear_player %1d% wanted_level
0111=1,set_wasted_busted_check %1d%
0112=0, wasted_or_busted ; mission only
0114=3,set_actor %1d% weapon %2h% add_ammo %3d%
0117=1, player %1d% wasted
0118=1, actor %1d% dead
0119=1, car %1d% wrecked
0122=1, player %1d% pressing_horn
0129=4,%4d% = create_actor_pedtype %2d% model %3m% in_car %1d% driverseat
0137=2, car %1d% model == %2m%
014B=13,%13d% = init_car_generator %5m% color %6d% %7d% force_spawn %8d% alarm %9d% door_lock %10d% min_delay %11d% max_delay %12d% at %1d% %2d% %3d% angle %4d%
014C=2,set_parked_car_generator %1d% cars_to_generate_to %2d%
014E=2,start_timer_at %1d% count_in_direction %2h% ; global_variable
014f=1,stop_timer %1d%
0151=1,remove_status_text %1d%
0154=2, actor %1d% in_zone %2g%
0158=3,camera_on_car %1d% mode %2d% switchstyle %3d%
0159=3,camera_on_ped %1d% mode %2d% switchstyle %3d%
015a=0,restore_camera
015b=3,shake_player_controller %1h% time %2d% intensity %3d%
015D=1,set_gamespeed %1d%
015f=6,set_camera_position %1d% %2d% %3d% rotation %4d% %5d% %6d%
0160=4,set_camera_point_at %1d% %2d% %3d% switchstyle %4d%
0161=4,%4d% = create_marker_above_car %1d% unused %2d% visibility %3d%
0162=0,NOP
0164=1,disable_marker %1d%
0165=2,set_marker %1d% color_to %2d%
0167=6,%6d% = create_marker_at %1d% %2d% %3d% color %4d% flag %5d%
0168=2,set_marker %1d% size %2d%
0169=3,set_fade_color_RGB %1d% %2d% %3d%
016a=2,fade %2d% time %1d%
016b=0, fading
016C=5,restart_if_wasted_at %1d% %2d% %3d% angle %4d% town_number %5h%
016D=5,restart_if_busted_at %1d% %2d% %3d% angle %4d% town_number %5h%
016E=4,override_next_restart at %1d% %2d% %3d% angle %4d%
016f=10,create_particle %1d% rotation_factor %5d% size %6d% intensity %7d% flags %8d% %9d% %10d% at %2d% %3d% %4d%
0172=2,%2d% = actor %1d% Z_angle
0173=2,set_actor %1d% Z_angle_to %2d%
0174=2,%2d% = car %1d% Z_angle
0175=2,set_car %1d% Z_angle_to %2d%
0176=2,%2d% = object %1d% Z_angle
0177=2,set_object %1d% Z_angle_to %2d%
0179=2, actor %1d% colliding_with_object %2d%
017b=3,set_actor %1d% weapon %2d% ammo_to %3d%
0180=1,set_on_mission_flag_to %1d% ; Note: your missions have to use the variable defined here
0184=2, actor %1d% health > %2d%
0185=2, car %1d% health > %2d%
0186=2,%2d% = create_marker_above_car %1d%
0187=2,%2d% = create_marker_above_actor %1d%
0188=2,%2d% = create_marker_above_object %1d%
018a=4,%4d% = create_checkpoint_at %1d% %2d% %3d%
018b=2,set_marker %1d% radar_mode %2d%
018c=4,play_sound %4d% at %1d% %2d% %3d%
018d=5,NOP %5d% %4d% %1d% %2d% %3d%
018e=1,stop_sound %1d%
018f=1, is_car_stuck_on_roof %1d%
0190=1,add_car %1d% to_upsidedown_check ; 6 max
0191=1,remove_car %1d% from_upsidedown_check
01A1=6, actor %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d% on_foot
01a2=6, actor %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d% in_car
01a3=6, actor %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d% stopped
01A4=6, actor %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d% stopped_on_foot
01A5=6, actor %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d% stopped_in_car
01a6=8, actor %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% on_foot
01a7=8, actor %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% in_car
01a8=8, actor %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% stopped
01a9=8, actor %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% stopped_on_foot
01AA=8, actor %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% stopped_in_car
01AB=6, car %1d% sphere %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d% stopped
01AC=8, car %1d% sphere %8d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% stopped
01AD=6, car %1d% sphere %6d% near_point %2d% %3d% radius %4d% %5d%
01AE=6, car %1d% sphere %6d% near_point %2d% %3d% radius %4d% %5d% stopped
01AF=8, car %1d% sphere %8d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d%
01B0=8, car %1d% sphere %8d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% stopped
01B2=3,give_actor %1d% weapon %2d% ammo %3d% ; Load the weapon model before using this
01B4=2,set_player %1d% can_move %2d%
01B5=1,force_weather %1d%
01B6=1,set_weather %1d%
01B7=0,release_weather
01B9=2,set_actor %1d% armed_weapon_to %2d%
01bb=4,store_object %1d% position_to %2d% %3d% %4d%
01bc=4,put_object %1d% at %2d% %3d% %4d%
01bd=1,%1d% = current_time_in_ms
01c0=2,%2d% = player %1d% wanted_level
01c1=1, car %1d% stopped
01C2=1,remove_references_to_actor %1d% ; Like turning an actor into a random pedestrian
01C3=1,remove_references_to_car %1d%
01c4=1,remove_references_to_object %1d% ; This object will now disappear when the player looks away
01C5=1,remove_actor_from_mission_cleanup_list %1d%
01c7=1,remove_object_from_mission_cleanup_list %1d%
01c8=5,%5d% = create_actor_pedtype %2d% model %3m% in_car %1d% passenger_seat %4d%
01E3=4,show_text_1number_styled GXT %1g% number %2d% time %3d% style %4d%
01e4=4,show_text_1number_lowpriority GXT %1g% number %2d% time %3d% flag %4d%
01e5=4,show_text_1number_highpriority GXT %1g% number %2d% time %3d% flag %4d%
01e7=6,remove_forbidden_for_cars_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
01e8=6,create_forbidden_for_cars_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
01E9=2,%2d% = car %1d% num_passengers
01ea=2,%2d% = car %1d% max_passengers
01eb=1,set_traffic_density_multiplier_to %1d%
01EC=2,make_car %1d% very_heavy %2h%
01f0=1,set_max_wanted_level_to %1d%
01F3=1, car %1d% in_air
01F4=1, car %1d% flipped
01F5=2,%2d% = get_player_actor %1d%
01f6=0,cancel_override_restart
01f7=2,set_player %1d% ignored_by_cops %2d%
01f9=9,init_rampage_gxt %1g% weapon %2d% time_limit %3d% targets %4d% target_models %5d% %6d% %7d% %8d% completed_text %9d%
01FA=1,%1d% = rampage_status
01fb=2,%2d% = square_root %1d%
0202=5, actor %1d% near_car %2d% radius %3d% %4d% sphere %5d%
0203=5, actor %1d% near_car %2d% radius %3d% %4d% flag %5d% on_foot
0204=5, actor %1d% near_car %2d% radius %3d% %4d% sphere %5d% in_car
0205=6, actor %1d% near_car %2d% radius %3d% %4d% %5d% flag %6h%
0206=6, actor %1d% near_car %2d% radius %3d% %4d% %5d% flag %6h% on_foot
0207=6, actor %1d% near_car %2d% radius %3d% %4d% %5d% flag %6h% in_car
0208=3,%3d% = random_float_in_ranges %1d% %2d%
0209=3,%3d% = random_int_in_ranges %1d% %2d%
020a=2,set_car %1d% door_status_to %2d%
020b=1,explode_car %1d%
020c=4,create_explosion_with_radius %4d% at %1d% %2d% %3d%
020d=1, car %1d% flipped
0213=6,%6d% = create_pickup %1o% type %2d% at %3d% %4d% %5d%
0214=1, pickup %1d% picked_up
0215=1,destroy_pickup %1d%
0216=2,enable_taxi %1d% light %2d%
0217=3,show_text_styled GXT %1g% time %2d% style %3d% ; versionB
021b=2,set_garage %1d% to_accept_only_car %2d%
0221=2,set_player %1d% apply_brakes_to_car %2d%
0223=2,set_actor %1d% health_to %2d%
0224=2,set_car %1d% health_to %2d%
0226=2,%2d% = actor %1d% health
0227=2,%2d% = car %1d% health
0229=3,set_car %1d% primary_color_to %2d% secondary_color_to %3d%
022a=6,remove_forbidden_for_peds_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
022b=6,create_forbidden_for_peds_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
0235=3,NOP %1d% %2m% %3m%
0236=2,NOP %1d% %2m%
0237=4,set_gang %1h% weapons_to %2h% %3h% %4h%
023b=2, actor %1d% colliding_with_object %2d%
023c=2,load_special_actor %2d% as %1d% ; models 290-299
023D=1, special_actor %1d% loaded
0241=1, player %1d% in_remote_mode
0244=3,set_cutscene_pos %1d% %2d% %3d%
0245=2,set_actor %1d% walk_style_to %2d%
0247=1,load_model %1o%
0248=1, model %1o% available
0249=1,release_model %1o%
024F=9,create_corona_with_radius %4d% type %5d% lensflares %6d% with_color %7d% %8d% %9d% at %1d% %2d% %3d%
0253=0,save_current_time
0254=0,restore_current_time
0256=1, player %1d% defined
0293=1,%1d% = get_controller_mode
0294=2,set_car %1d% sprayable %2d%
0296=1,unload_special_actor %1d%
0297=1,reset_player %1d% destroyed_model_counters
0298=3,get_player %1d% destroyed_model %2m% quantity_to %3d%
0299=1,activate_garage %1d%
029b=5,%5d% = init_object %1o% at %2d% %3d% %4d%
02A0=1, actor %1d% stopped
02a3=1,enable_widescreen %1d%
02A4=0,NOP
02A5=0,NOP
02a7=5,%5d% = create_icon_marker_and_sphere %4d% at %1d% %2d% %3d%
02a8=5,%5d% = create_marker %4d% at %1d% %2d% %3d%
02a9=2,set_actor %1d% immune_to_nonplayer %2d%
02aa=2,set_car %1d% immune_to_nonplayer %2d%
02ab=6,set_actor %1d% immunities BP %2d% FP %3d% EP %4d% CP %5d% MP %6d%
02ac=6,set_car %1d% immunities BP %2d% FP %3d% EP %4d% CP %5d% MP %6d%
02B9=1,deactivate_garage %1d%
02bf=1, car %1d% sunk
02c0=6,store_to %4d% %5d% %6d% ped_path_coords_closest_to %1d% %2d% %3d%
02c1=6,store_to %4d% %5d% %6d% car_path_coords_closest_to %1d% %2d% %3d%
02c2=4,car %1d% drive_to %2d% %3d% %4d%
02ca=1, car %1d% bounding_sphere_visible
02cb=1, actor %1d% bounding_sphere_visible
02CC=1, object %1d% bounding_sphere_visible
02ce=4,%4d% = ground_z_at %1d% %2d% %3d%
02CF=6,%6d% = create_fire_at %1d% %2d% %3d% propagation %4h% size %5h%
02d0=1, fire %1d% extinguished
02D1=1,remove_fire %1d%
02d3=4,boat %1d% sail_to %2d% %3d% %4d%
02d4=1,car %1d% turn_off_engine
02D6=6, actor %1d% fires_weapon %6d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d%
02d8=2, actor %1d% current_weapon == %2d%
02DB=2,set_boat %1d% speed_to %2d%
02DD=5,%5d% = get_random_ped_in_zone %1s% with_pedtype_civilian %2h% gang %3h% criminal/prostitute %4h%
02E0=1, actor %1d% firing_weapon
02E1=6,%6d% = create_cash_pickup %4d% at %1d% %2d% %3d% permanence_flag %5d%
02e2=2,set_actor %1d% weapon_accuracy_to %2d%
02e3=2,%2d% = car %1d% speed
02e4=1,load_cutscene_data %1s%
02E5=0,NOP
02E6=0,NOP
02e7=0,start_cutscene
02e8=1,%1d% = cutscenetime
02e9=0, cutscene_reached_end
02ea=0,end_cutscene
02eb=0,restore_camera_with_jumpcut
02ec=3,NOP %1d% %2d% %3d%
02ed=1,set_total_hidden_packages_to %1d%
02ee=6, projectile_in_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
02F2=2, actor %1d% model == %2m%
02F3=0,NOP
02F6=2,%2d% = sine %1d% ; (float)
02F7=2,%2d% = cosine %1d% ; (float)
02f8=2,get_car %1d% Z_angle_sine_to %2d%
02f9=2,get_car %1d% Z_angle_cosine_to %2d%
02fa=2,set_garage %1d% type %2d%
02fd=5,show_text_2numbers_lowpriority GXT %1g% numbers %2d% %3d% time %4d% flag %5d%
02FF=6,show_text_3numbers GXT %1g% numbers %2d% %3d% %4d% time %5d% flag %6h%
0302=7,show_text_4numbers GXT %1g% numbers %2d% %3d% %4d% %5d% time %6d% flag %7d%
0303=7,show_text_4numbers_highpriority GXT %1g% numbers %2d% %3d% %4d% %5d% time %6d% flag %7d%
0308=9,show_text_6numbers GXT %1g% numbers %2d% %3d% %4d% %5d% %6d% %7d% time %8d% flag %9d%
030c=1,progress_made = %1d%
030d=1,set_max_progress %1d%
0317=0,increment_mission_attempts
0318=1,set_latest_mission_passed %1g%
0319=0,NOP
031a=0,remove_all_fires
031d=2, actor %1d% hit_by_weapon %2d%
031E=2, car %1d% hit_by_weapon %2h%
0321=1,AS_actor %1d% die_headshotted
0323=2,enable_boat %1d% anchor %2d%
0325=2,%2d% = create_car %1d% fire
0326=2,%2d% = create_actor %1d% fire
0327=6,%6d% = get_random_car_with_model %5d% in_rectangle_cornerA %1d% %2d% cornerB %3d% %4d%
0329=0,NOP
032A=1,set_behind_camera_mode_to %1h%
032b=7,%7d% = create_weapon_pickup %1o% type %2d% ammo %3d% at %4d% %5d% %6d%
032c=0,NOP
0330=2,set_player %1d% infinite_run %2d%
0331=2,set_player %1d% fast_reload %2d%
0332=2,set_actor %1d% bleeding %2d%
0335=1,enable_free_respray %1d%
0337=2,set_actor %1d% visibility %2h%
0338=2,set_car %1d% visibility %2h%
0339=11, anything_in_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d% solid %7d% car %8d% actor %9d% object %10d% particle %11d%
033e=3,set_draw_text_position %1d% %2d% GXT %3g%
033f=2,set_text_draw_letter_size %1d% %2d%
0340=4,set_text_draw_RGBA %1d% %2d% %3d% %4d%
0341=1,set_text_draw_align_justify %1d%
0342=1,set_text_draw_centered %1d%
0343=1,set_text_draw_linewidth %1d%
0344=1,set_text_draw_linewidth %1d% for_centered_text
0345=1,enable_text_draw_background %1d%
0348=1,enable_text_draw_proportional %1d%
0349=1,set_text_draw_font %1d%
034d=4,rotate_object %1d% from_angle %2d% to_angle %3d% flag %4d%
034e=8,move_object %1d% to %2d% %3d% %4d% speed %5d% %6d% %7d% collision_check %8d%
034f=1,destroy_actor_with_fade %1d%
0350=2,set_actor %1d% maintain_position_when_attacked %2d%
0356=7, explosion_type %1d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d%
035c=5,place_object %1d% relative_to_car %2d% with_offset %3d% %4d% %5d%
035D=2,set_object %1d% targetable %2h%
035f=2,actor %1d% armour += %2d%
0360=1,open_garage %1d%
0361=1,close_garage %1d%
0362=4,remove_actor %1d% from_car_and_place_at %2d% %3d% %4d%
0363=6,create_static_object_at %1d% %2d% %3d% radius %4d% model %5o% visibility %6d%
0364=2, actor %1d% spotted_actor %2d%
0366=1, object %1d% damaged
036a=2,put_actor %1d% in_car %2d%
036D=5,show_text_2numbers_styled GXT %1g% numbers %2d% %3d% time %4d% style %5d%
0373=0,set_camera_directly_behind_player
0376=4,%4d% = create_random_actor_at %1d% %2d% %3d%
037E=0,NOP
0381=4,throw_object %1d% velocity_in_direction %2d% %3d% %4d%
0382=2,set_object %1d% collision_detection %2d%
0383=0,NOP
0384=4,show_text_1string GXT %1g% string %2g% time %3d% %4d%
038a=6, any_car_in_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
038B=0,load_requested_models
038c=4,object %1d% scatter %2d% %3d% %4d%
038D=9,draw_texture %1h% position %2d% %3d% size %4d% %5d% RGBA %6d% %7d% %8d% %9d%
038E=8,draw_box_position %1d% %2d% size %3d% %4d% RGBA %5h% %6h% %7h% %8d%
038F=2,load_texture %2h% as %1d% ; Load dictionary with 0390 first
0390=1,load_txd_dictionary %1h%
0391=0,release_textures
0392=2,make_object %1d% moveable %2d%
0393=3,actor %1d% perform_animation %2h% at %3d% times_normal_rate
0394=1,play_music %1d%
0395=5,clear_area %5d% at %1d% %2d% %3d% radius %4d%
0396=1,pause_timer %1d%
0397=2,enable_car %1d% siren %2d%
039c=2,set_car %1d% watertight %2h%
039e=2,set_actor %1d% locked %2d% while_in_car
039f=3,set_car %1d% race_to %2d% %3d%
03A1=4,show_sphere_at %1d% %2d% %3d% radius %4d%
03a2=2,set_car %1d% action %2h%
03a3=1, actor %1d% male
03A4=1,script_name %1s%
03A7=1,save_int_to_debug_file %1d%
03A8=1,save_float_to_debug_file %1d%
03A9=0,save_newline_to_debug_file
03AA=3,NOP %1d% %2d% %3d% ; play_suspect_last_seen_at
03AB=2,set_car %1d% strong %2d%
03Ad=1,NOP %1d% ; set_rubbish
03af=1,enable_streaming %1d%
03b0=1, garage %1d% door_open
03b1=1, garage %1d% door_closed
03b6=6,replace_model_at %1d% %2d% %3d% radius %4d% from %5o% to %6o%
03b7=1,process_cutscene_only %1d%
03ba=6,clear_cars_from_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
03bc=5,%5d% = create_sphere_at %1d% %2d% %3d% radius %4d%
03bd=1,destroy_sphere %1d%
03bf=2,set_player %1d% ignored_by_everyone %2d%
03C0=2,%2d% = actor %1d% car
03C3=3,set_timer_to %1d% type %2h% GXT %3g% ; global_variable
03c4=3,set_status_text %1d% type %2d% GXT %3g% ; global_variable
03c5=4,create_random_car_for_carpark %1d% %2d% %3d% z_angle %4d%
03C7=1,set_sensitivity_to_crime %1d%
03C8=0,set_camera_directly_before_player
03c9=1, car %1d% damaged
03ca=1, object %1d% exists
03cb=3,set_rendering_origin_at %1d% %2d% %3d%
03cc=3,enable_car %1d% stuck_check_distance_to %2d% time_to %3d%
03cd=1,disable_car %1d% stuck_check
03ce=1, car %1d% stuck
03CF=2,load_wav %2s% as %1d%
03D0=1, wav %1d% loaded
03D1=1,play_wav %1d%
03D2=1, wav %1d% ended
03d3=7,get_route_nearest_for %1d% %2d% %3d% store_to %4d% %5d% %6d% Z_angle_to %7d%
03d4=0,NOP
03D5=1,remove_text %1g%
03d6=1,remove_styled_text %1g%
03D7=4,set_wav %1h% location %2d% %3d% %4d%
03d8=0,show_save_screen
03d9=0, save_done
03DA=0,NOP
03dc=2,%2d% = create_marker_above_pickup %1d%
03de=1,set_pedestrians_density_multiplier_to %1d%
03E0=1,draw_text_behind_textures %1h%
03E1=0,NOP
03E3=1,set_texture_to_be_drawn_antialiased %1h%
03E4=1,set_text_draw_align_right %1h%
03E5=1,show_text_box %1g%
03e6=0,remove_text_box
03E7=1,flash_hud_component %1d%
03e8=0,NOP
03ea=0,NOP
03eb=0,clear_small_messages_only
03ed=2,set_car %1d% disable_flipped_explosion_when_empty %2h%
03ee=1, player %1d% controllable
03ef=1,player %1d% make_safe
03f0=1,enable_text_draw %1d%
03f3=3,get_car %1d% primary_color_to %2d% secondary_color_to %3d%
03f4=1,set_all_cars_apply_damage_rules %1d%
03F5=2,set_car %1d% apply_damage_rules %2h%
03FD=2,set_player %1d% handling_responsiveness %2d%
03FE=2,set_actor %1d% money %2d%
0400=7,store_coords_to %5d% %6d% %7d% from_object %1d% with_offset %2d% %3d% %4d%
0407=7,store_coords_to %5d% %6d% %7d% from_car %1d% with_offset %2d% %3d% %4d%
0409=0,NOP
040b=0,NOP
040c=0, is_german_game
040D=1,unload_wav %1d%
0414=2,set_player %1d% free_treatment_once %2d%
0416=0,NOP
0417=1,start_mission %1d%
0418=2,set_object %1d% draw_last %2h%
041A=3,%3d% = actor %1d% weapon %2h% ammo
041d=1,set_camera_near_clip %1d%
041E=1,set_radio_station %1h%
0423=2,set_car %1d% improved_handling_to %2d% ; (float)
0424=0, is_system_metric
0425=2,%2d% = meters %1d% to_feet
0428=2,set_car %1d% avoid_level_transitions %2d%
042b=6,clear_peds_from_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
042c=1,set_total_missions_to %1d%
042d=2,%2d% = metric %1d% to_imperial
042E=2,downdate_integer_stat %1h% to %2d% ; same as 0582
042f=0,NOP
0430=3,put_actor %1d% into_car %2d% passenger_seat %3h%
0431=2, car %1d% passenger_seat_free %2d%
0432=3,%3d% = get_actor_handle_from_car %1d% passenger_seat %2h%
0433=2,set_actor %1d% criminal_flag %2h%
0434=0,show_credits
0435=0,end_credits
0436=0, credits_ended
043c=1,disable_sounds_after_fadeout %1d%
043e=0,NOP
043f=0,NOP
0440=0,NOP
0441=2,%2d% = car %1d% model
0445=0, are_car_cheats_used
0446=2,set_actor %1d% dismemberment_possible %2d%
0448=2, actor %1d% in_car %2d%
0449=1, actor %1d% in_a_car
044b=1, actor %1d% on_foot
044d=0,NOP
0450=0,NOP
0451=0,NOP
0453=4,set_object %1d% XYZ_rotation %2d% %3d% %4d%
0454=3,store_debug_camera_position_to %1d% %2d% %3d%
0457=2, player %1d% aiming_at_actor %2d%
0458=2, player %1d% aiming_at_object %2d%
0459=1,end_script_named %1s%
045A=4,draw_text_1number %1d% %2d% GXT %3g% number %4d%
045B=5,draw_text_2numbers %1d% %2d% GXT %3g% numbers %4d% %5d%
045C=0,abort_mission
045D=0,NOP
0460=2,set_camera_transverse_delay %1d% time %2d%
0463=3,store_debug_camera_target_point_to %1d% %2d% %3d%
0464=8,put_actor %1d% into_turret_on_car %2d% at_car_offset %3d% %4d% %5d% position %6h% shooting_angle_limit %7d% with_weapon %8h%
0465=1,remove_actor %1d% from_turret_mode
0466=2,unknown_car %1d% flag %2h%
0467=1,clear_actor %1d% last_weapon_damage
0468=1,clear_car %1d% last_weapon_damage
0469=0,NOP
046C=2,%2d% = car %1d% driver
046D=2,%2d% = actor %1d% members_in_group
046E=6,put_player %1d% in_RC_mode_at %2d% %3d% %4d% angle %5d% RC_model %6m%
0470=2,%2d% = actor %1d% current_weapon
0471=5, actor %1d% near_object_in_rectangle %2d% radius %3d% %4d% sphere %5h%
0472=5, actor %1d% near_object_in_rectangle %2d% radius %3d% %4d% sphere %5h% on_foot
0473=5, actor %1d% near_object_in_rectangle %2d% radius %3d% %4d% sphere %5h% in_car
0474=6, actor %1d% near_object_in_cube %2d% radius %3d% %4d% %5d% sphere %6h%
0475=6, actor %1d% near_object_in_cube %2d% radius %3d% %4d% %5d% sphere %6h% on_foot
0476=6, actor %1d% near_object_in_cube %2d% radius %3d% %4d% %5d% sphere %6h% in_car
0477=3,set_car %1d% action %2h% time %3d%
047A=1, actor %1d% driving_bike
0480=2, actor %1d% looking_at_death_of_actor_pedtype %2h%
0481=0,NOP
0482=0,NOP
0484=2,%2d% = player %1d% RC_car
0485=0, return_true
0488=1, model %1o% exists ; versionA
0489=2,set_actor %1d% muted %2h%
048A=1,set_RC_car_detonation %1h% ; or opcode 04D6
048B=2,set_car %1d% route_seed %2d%
048C=3, pickup_at %1d% %2d% %3d% available_to_be_picked_up
048F=1,actor %1d% remove_weapons
0491=2, actor %1d% has_weapon %2d%
0493=0,NOP
0494=5,get_joystick %1h% direction_offset_to %2d% %3d% %4d% %5d%
0495=1, car %1d% burning
0496=2, tire %2h% on_car %1d% deflated
049C=0,NOP
049E=0,NOP
049F=0,NOP
04A1=0,NOP
04A2=6,set_heli %1d% fly_to %2d% %3d% %4d% altitude_between %5h% and %6h%
04A3=2, %1d% == %2h% ; == constant
04A4=2, %1d% == %2h% ; == constant
04A5=4,get_dead_actor_pickup_coords %1d% store_to %2d% %3d% %4d%
04A6=6,%6d% = create_asset_money_pickup_at %1d% %2d% %3d% money %4d% %5d%
04A7=1, actor %1d% driving_boat
04A9=1, actor %1d% driving_heli
04AB=1, actor %1d% driving_plane
04AD=1, actor %1d% in_water
04AE=2,%1d% = %2d% ; = constant
04AF=2,%1d% = %2d% ; = constant
04B0=2, %1d% > %2d% ; $ > constant
04B1=2, %1d% > %2d% ; @ > constant
04B2=2, %1d% > %2d% ; constant > $
04B3=2, %1d% > %2d% ; constant > @
04B4=2, %1d% >= %2d% ; $ >= constant
04B5=2, %1d% >= %2d% ; @ >= constant
04B6=2, %1d% >= %2d% ; constant >= $
04B7=2, %1d% >= %2d% ; constant >= @
04B8=5,get_weapon_data_from_actor %1d% slot %2h% weapon %3d% ammo %4d% model %5d%
04B9=12,unknown_get_at %1d% %2d% %3d% height %4d% radius %5d% store_to %6d% %7d% %8d% %9d% %10d% %11d% %12d%
04BA=2,set_car %1d% speed_to %2d%
04BB=1,select_interior %1h%
04BC=0,NOP
04BD=2,set_car %1d% is_part_of_convoy %2h%
04BE=0,NOP
04BF=0,NOP
04C0=7,create_roadblock_in_area_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d% type %7h%
04C1=0,remove_references_to_roadblocks
04C4=7,store_coords_to %5d% %6d% %7d% from_actor %1d% with_offset %2d% %3d% %4d%
04C5=1, actor %1d% photographed
04C7=0,NOP
04C8=1, actor %1d% driving_flying_vehicle
04CE=5,%5d% = create_icon_marker %4d% at %1d% %2d% %3d%
04D0=2,force_heli %1d% looking_angle_to %2d%
04D1=1,reset_heli %1d% looking_angle
04D2=6,set_plane %1d% fly_autopilot_around_point %2d% %3d% %4d% altitude_between %5h% and %6h%
04D3=7,get_nearest_car_path_coords_from %1d% %2d% %3d% type %4h% store_to %5d% %6d% %7d%
04D5=9,create_corona_at %1d% %2d% %3d% radius %4d% type %5h% flare %6h% RGB %7d% %8h% %9h%
04D6=1,enable_RC_car_detonation %1h%
04D7=2,set_actor %1d% locked %2h%
04D8=2,set_actor %1d% drowns_in_water %2h%
04D9=2,object %1d% set_scripted_collision_check %2h%
04DA=1, has_object %1d% collided
04DB=0,exit_RC_mode ; on foot version
04DD=2,%2d% = actor %1d% armour
04DF=2,set_heli %1d% lean_and_thrust_limiter %2h%
04E0=2,car %1d% abandon_path_radius %2h%
04E1=1,open_and_freeze_car_trunk %1d%
04E2=2,NOP %1d% %2h%
04E3=3,unknown_set_player %1d% flag %2h% time %3d%
04E4=2,refresh_game_renderer_at %1d% %2d%
04E5=6, object %1d% near_point %2d% %3d% radius %4d% %5d% sphere %6h%
04E6=8, object %1d% near_point %2d% %3d% %4d% radius %5d% %6d% %7d% flag %8h%
04E7=1, object %1d% in_water
04E9=6, object %1d% in_rectangle_cornerA %2d% %3d% cornerB %4d% %5d% sphere %6d%
04EA=8, object %1d% in_cube_cornerA %2d% %3d% %4d% cornerB %5d% %6d% %7d% flag %8h%
04EB=2,AS_actor %1d% crouch %2h%
04ED=1,load_animation %1s%
04EE=1, animation %1s% loaded
04EF=1,release_animation %1s%
04F0=1, is_actor_waiting_for_world_collision %1d%
04F1=1, is_car_waiting_for_world_collision %1d%
04F4=8,put_actor %1d% into_turret_on_object %2d% offset_from_object_origin %3d% %4d% %5d% orientation %6h% both_side_angle_limit %7d% lock_weapon %8h%
04F5=0,NOP
04F7=4,status_text %1d% type %2h% line %3h% GXT %4g% ; global_variable
04F8=13,define_police_trigger_type %1h% if_player_with_wanted_level_in_rectangle %2d% %3d% %4d% %5d% spawn_policeA_at %6d% %7d% headed_towards %8d% %9d% spawn_policeB_at %10d% %11d% headed_towards %12d% %13d%
04F9=2,set_sky_color %1h% fade %2h%
04FA=1,reset_sky_colors_with_fade %1h%
04FC=7,store_player_stunt_data %1d% two_wheels: %2d% %3d% wheelie: %4d% %5d% stoppie: %6d% %7d%
04FE=2,deflate_tire %2h% on_car %1d%
0500=3, player %1d% skin == %3s% on_bodypart %2h%
0501=2,set_player %1d% driveby_mode %2h%
0503=6,create_actor_on_rope_with_pedtype %1h% model %2m% at %3d% %4d% %5d% handle_as %6d%
0506=3,set_car_model %1m% next_variation %2h% %3h% ; first param is useless
0507=0,NOP
0508=1,car %1d% close_all_doors
0509=5,%5d% = distance_between_XY %1d% %2d% and_XY %3d% %4d%
050A=7,%7d% = distance_between_XYZ %1d% %2d% %3d% and_XYZ %4d% %5d% %6d%
050B=0,NOP
050E=2,set_object %1d% no_collision_with_car %2d%
050F=1,get_max_wanted_level_to %1d%
0512=1,show_permanent_text_box %1g%
0513=2,show_text_box_1number %1g% number %2d%
0515=0,NOP
0517=5,%5d% = create_unavailable_asset_pickup %4g% at %1d% %2d% %3d%
0518=6,%6d% = create_available_asset_pickup %5g% at %1d% %2d% %3d% price %4d%
0519=2,set_car %1d% locked %2h%
051A=2, actor %1d% damaged_by_actor %2d%
051B=2, actor %1d% damaged_by_car %2d%
051C=2, car %1d% damaged_by_actor %2d%
051D=2, car %1d% damaged_by_car %2d%
051E=1,%1d% = get_current_radio_station
0521=0,NOP
0522=0,NOP
0523=0,NOP
0524=0,NOP
0525=0,NOP
0526=2,set_actor %1d% stay_in_car_when_jacked %2d%
052C=2,set_player %1d% drunk_visuals %2d%
053E=6,%6d% = get_random_car_with_model %5d% in_rectangle_cornerA %1d% %2d% cornerB %3d% %4d%
053F=2,set_car %1d% tires_vulnerability %2h%
0540=0,NOP
0541=1,car %1d% enable_guns_sound
0545=0,NOP
0547=2, actor %1d% colliding_with_car %2d%
0548=0,NOP
054A=2,set_actor %1d% can_be_shot_in_a_car %2h%
054B=0,NOP
054C=1,use_GXT_table %1s%
054D=0,NOP
054E=1,clear_actor %1d% damage
054F=1,clear_car %1d% damage
0550=2,keep_object %1d% in_memory %2h%
0551=0,NOP
0552=0,NOP
0555=2,remove_weapon %2h% from_actor %1d%
0557=0,NOP
055B=0,NOP
055D=2,make_player %1d% fireproof %2h%
055E=2,set_player %1d% max_health += %2h%
055F=2,set_player %1d% max_armour += %2h%
0560=2,create_random_actor_in_car %1d% handle_as %2d%
0561=3,%3d% = create_passenger_in_car %1d% seat %2h%
0563=2,give_player %1d% ammo %2d%
0564=1,heli %1d% simulate_crash_landing
0565=4,create_soundless_explosion_at %1d% %2d% %3d% type %4h%
0566=2,link_object %1d% to_interior %2d%
0568=2,set_actor %1d% untargetable %2h%
0569=0,NOP
056A=0, cutscene_skipped
056C=1, actor %1d% driving_police_car
056D=1, actor %1d% defined
056E=1, car %1d% defined
0570=5,%5d% = create_asset_radar_marker_with_icon %4h% at %1d% %2d% %3d%
0572=1,toggle_taxi_nitros %1h%
0574=2,set_car %1d% keep_position %2h%
0575=2,set_actor %1d% keep_position %2d%
057B=0,NOP
057D=0,NOP
057E=1,set_radar_grey %1h%
057F=0,NOP
0581=1,enable_radar %1d%
0582=2,downdate_integer_stat %1h% to %2d% ; same as 042E
0583=2, player %1d% in_zone %2s%
0585=0,NOP
0587=2,enable_car %1d% validate_position %2h%
0588=2,disable_actor %1d% validate_position %2h%
058A=6,create_gun_flash_from %1d% %2d% %3d% to %4d% %5d% %6d%
058C=1,%1d% = percentage_completed
058D=0,NOP
058E=0,NOP
0591=0,NOP
0592=0,NOP
0594=2,unknown_car %1d% flag %2h%
0595=0,mission_complete
0596=1, NOP_false %1d%
0597=1, actor %1d% crouching
059A=0, return_false
059B=0,NOP
059C=2,enable_status_text %1d% flashing %2h% ; global_variable
059D=1,shuffle_card_decks %1d%
059E=1,get_card_to %1d%
059F=4,get_object %1d% velocity_in_direction %2d% %3d% %4d%
05A0=0, is_unused_camera_world_viewer_being_used
05A1=4,set_object %1d% rotation_velocity_about_an_axis %2d% %3d% %4d% through_center_of_body
05A2=4,set_object %1d% rotation_velocity_about_an_axis %2d% %3d% %4d% through_center_of_mass
05A3=1, object %1d% stopped
05A4=5,get_angle_between_vectors_origin_to %1d% %2d% and_origin_to %3d% %4d% store_to %5d%
05A5=8, is_area_center %1d% %2d% scale %3d% %4d% overlaping_area_center %5d% %6d% scale %7d% %8d%
05A6=4,get_object %1d% rotation_velocity_about_an_axis_X %2d% axis_Y %3d% axis_Z %4d% through_center_of_body
05A7=4,set_object %1d% velocity_in_direction_X %2d% direction_Y %3d% direction_Z %4d%
05A8=2,get_object %1d% speed_to %2d%
05A9=2,%1d% = %2g% ; s$
05AA=2,%1d% = %2g% ; @s = 'short'
05AD=2, %1d% == %2g% ; s$ == short
05AE=2, %1d% == %2g% ; @s == 'short'
05B0=10, unknown_calculate %1d% %2d% %3d% and %4d% %5d% %6d% %7d% %8d% store_to %9d% %10d% // IF and SET
05B1=0,NOP
05B2=0,NOP
05B3=0,NOP
05B5=0,NOP
05B6=1,save_string_to_debug_file %1k%
05B7=0,NOP
05B8=0,NOP
05B9=2,AS_actor %1h% stay_idle %2h% ms
05BA=2,AS_actor %1d% move_mouth %2h% ms
05BB=3,AS_actor %1h% fall_down %2h% time_on_ground %3d%
05BC=2,AS_actor %1h% jump %2h%
05BD=2,AS_actor %1d% tired %2d% ms
05BE=1,AS_actor %1d% die
05BF=3,AS_actor %1d% look_at_actor %2d% %3d% ms
05C0=3,AS_actor %1d% look_at_car %2d% %3d% ms
05C1=2,AS_actor %1h% speak_from_audio_table %2d%
05C2=1,AS_actor %1d% show_the_finger
05C3=1,AS_actor %1d% hands_cower
05C4=2,AS_actor %1d% hands_up %2d% ms
05C5=2,AS_actor %1d% cower %2h% ms
05C6=0,NOP
05C7=1,AS_actor %1h% use_atm
05C8=1,AS_actor %1h% look_around
05C9=2,AS_actor %1h% on_guard %2d% ms
05CA=4,AS_actor %1d% enter_car %2d% passenger_seat %4h% time %3d%
05CB=3,AS_actor %1d% enter_car %2d% as_driver %3d% ms
05CC=0,NOP
05CD=2,AS_actor %1d% exit_car %2d%
05CE=0,NOP
05CF=5,AS_actor %1d% exit_car %2d% in_direction %3d% %4d% %5d%
05D0=0,NOP
05D1=9,AS_actor %1d% drive_car %2d% to %3d% %4d% %5d% speed %6d% %7h% model %8m% %9h%
05D2=4,AS_actor %1d% run_to_and_hijack_car %2d% max_search_radius %3d% traffic_behavior %4h%
05D3=6,AS_actor %1h% goto_point %2d% %3d% %4d% mode %5h% time %6d% ms ; versionA
05D4=2,AS_actor %1h% rotate_angle %2d%
05D5=0,NOP
05D6=0,clear_scmpath
05D7=3,add_point_to_scmpath %1d% %2d% %3d%
05D8=3,AS_assign_scmpath to_actor %1d% flags %2h% %3h%
05D9=4,AS_actor %1d% run_to_actor %2d% timelimit %3d% stop_within_radius %4d%
05DA=6,AS_actor %1d% run_away_in_panic_from %2d% %3d% %4d% away_radius %5d% timelimit %6d%
05DB=4,AS_actor %1h% flee_from_actor %2d% from_origin_radius %3d% timelimit %4h%
05DC=6,AS_actor %1d% run_away_from_point %2d% %3d% %4d% stop_at_radius %5d% timelimit %6d%
05DD=4,AS_actor %1d% flee_from_actor %2d% from_origin_radius %3d% timelimit %4d%
05DE=1,AS_actor %1d% walk_around_ped_path
05E2=2,AS_actor %1d% kill_actor %2d%
05E5=0,NOP
05E6=0,NOP
05E7=0,NOP
05E8=0,NOP
05E9=2,NOP %1d% %2d%
05EA=0,NOP
05EB=2,assign_car %1d% to_path %2d%
05EC=1,release_car %1d% from_path
05ED=1,freeze_car %1d% while_on_path
05EE=1,unfreeze_car %1d% while_on_path
05EF=0,NOP
05F0=0,NOP
05F1=2,set_car %1d% follow_car %2d% keep_9o_clock
05F2=2,set_car %1d% follow_car %2d% keep_3o_clock
05F3=2,set_car %1d% follow_car %2d% keep_6o_clock
05F4=2,set_car %1d% follow_car %2d% keep_12o_clock
05F5=6,AS_actor %1d% goto_point_using_paths %2d% %3d% %4d% mode %5h% time %6d%
05F6=7, actor %1d% in_rectangle_ll_corner_at %2d% %3d% lr_corner_at %4d% %5d% angle %6d% sphere %7h%
05F7=7, actor %1d% in_rectangle_ll_corner_at %2d% %3d% lr_corner_at %4d% %5d% angle %6d% sphere %7h% on_foot
05F8=7, actor %1d% in_rectangle_ll_corner_at %2d% %3d% lr_corner_at %4d% %5d% angle %6d% sphere %7h% in_car
05F9=7, actor %1d% in_rectangle_ll_corner_at %2d% %3d% lr_corner_at %4d% %5d% height %6d% flag %7h% stopped
05FA=7, actor %1d% in_rectangle_ll_corner_at %2d% %3d% lr_corner_at %4d% %5d% angle %6d% sphere %7h% stopped_on_foot
05FB=7, actor %1d% in_rectangle_ll_corner_at %2d% %3d% lr_corner_at %4d% %5d% height %6d% flag %7h% stopped_in_car
05FC=9, actor %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d% %7d% angle %8d% sphere %9h%
05FD=9, actor %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d% %7d% angle %8d% sphere %9h% on_foot
05FE=9, actor %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d% %7d% depth %8d% flag %9h% in_car
05FF=9, actor %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d% %7d% depth %8d% flag %9h% stopped
0600=9, actor %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d% %7d% depth %8d% flag %9h% stopped_on_foot
0601=9, actor %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d% %7d% depth %8d% flag %9h% stopped_in_car
0602=1, actor %1d% driving_taxi
0603=6,AS_actor %1d% goto_point_any_means %2d% %3d% %4d% mode %5h% use_car %6d%
0604=3,get_Z_angle_for_point %1d% %2d% store_to %3d%
0605=9,actor %1h% perform_animation %2h% IFP %3h% framedelta %4d% loop %5h% lockX %6h% lockY %7h% lockF %8h% time %9h%
0606=4,create_forbidden_for_scripted_cars_cornerA %1d% %2d% cornerB %3d% %4d%
0607=0,remove_forbidden_for_scripted_cars
0608=0,NOP
0609=0,NOP
060A=2,create_decision_maker_type %1h% store_to %2d% ; decision\allowed\m_.ped files
060B=2,set_actor %1d% decision_maker_to %2d%
060C=0,NOP
060D=5,draw_text_shadow %1h% rgba %2h% %3h% %4h% %5d%
060E=1, car %1d% assigned_to_path
060F=2,set_actor %1d% melee_accuracy_to %2d%
0610=0,NOP
0611=2, actor %1d% performing_animation %2h%
0612=3,set_actor %1d% animation %2h% paused %3h%
0613=3,%3d% = actor %1d% animation %2h% time
0614=3,set_actor %1d% animation %2h% progress_to %3d% // 0.0 to 1.0
0615=1,define_AS_pack_begin %1d%
0616=1,define_AS_pack_end %1d%
0617=0,NOP
0618=2,assign_actor %1d% to_AS_pack %2d%
0619=2,enable_actor %1d% collision_detection %2h%
061A=3,get_actor %1d% animation %2h% total_time_to %3d%
061B=1,remove_references_to_AS_pack %1d%
061C=0,NOP
061D=7,create_AS_origin_at %1d% %2d% %3d% Z_angle %4d% unknown_angle %5d% AS_pack %6d% handle_as %7d%
061E=1,remove_references_to_AS_origin %1d%
061F=0,NOP
0620=0,NOP
0621=5,create_actor_pedtype %1h% model %2m% at_AS_origin %3d% task %4d% handle_as %5d%
0622=2,AS_actor %1d% bail_car %2d%
0623=2,add %2d% to_integer_stat %1d%
0624=2,add %2d% to_float_stat %1d%
0625=2,decrease_integer_stat %1d% by %2d%
0626=2,decrease_float_stat %1d% by %2d%
0627=2,update_integer_stat %1d% to %2d%
0628=2,update_float_stat_to %2d% stat_id %1h%
0629=2,change_integer_stat %1d% to %2h%
062A=2,change_float_stat %1d% to %2d%
062B=0,NOP
062C=0,NOP
062D=0,NOP
062E=3,get_actor %1d% task %2d% status_store_to %3d% ; ret 7 if not found
062F=2,%2d% = create_group_type %1h%
0630=2,put_actor %2d% in_group %1d% as_leader
0631=2,put_actor %2d% in_group %1d%
0632=1,release_group %1d%
0633=1,AS_actor %1d% exit_car
0634=5,AS_actor %1d% attack_using_weapon_actor %2d% flags %3h% perform_actions_after_time %4d% chance_of_action %5h%
0635=3,AS_actor %1h% aim_at_actor %2d% %3d% ms
0636=9,NOP %1d% %2d% %3d% %4d% %5d% %6d% %7d% %8d% %9d%
0637=8,AS_actor %1h% goto %2d% %3d% %4d% mode %5h% turn_radius %6d% stop_radius %7d% look_at_actor %8d%
0638=2,AS_actor %1d% stay_put %2h%
0639=2,AS_actor %1d% rotate_to_actor %2d%
0642=2, actor %1d% at_AS_origin %2d%
0643=2,set_AS_pack %1d% loop %2h%
0646=2,unknown_get_actor %1d% task_1560_status_store_to %2d% ; similar to 062E
0647=1,AS_actor %1d% clear_look_task
0648=2,unknown_actor %1d% task_set %2d% ; float
064A=0,NOP
064B=6,%6d% = create_particle %1h% at %2d% %3d% %4d% type %5h%
064C=1,make_particle %1d% visible
064D=0,NOP
064E=1,stop_particle %1d%
064F=1,remove_references_to_particle %1d%
0650=1,destroy_particle %1d%
0651=0,NOP
0652=2,%2d% = integer_stat %1d%
0653=2,%2d% = float_stat %1d%
0654=2,make_object %1d% fireproof %2h%
0655=3,AS_actor %1d% look_at_object %2d% %3d% ms
0656=2,get_angle %1d% absolute_degrees_to %2d%
0657=2,car %1d% open_door %2h%
0659=0,NOP
065A=0,NOP
065B=4,store_pickup %1d% position_to %2d% %3d% %4d%
065C=1,release_decision_maker %1d%
065D=2,NOP %1d% %2h%
065E=2,NOP %1d% %2h%
065F=2,NOP %1d% %2h%
0660=2,NOP %1d% %2h%
0661=1,NOP %1h%
0662=1,printstring %1h%
0663=2,printint %1h% %2d%