SA-MP/scm/SASCM.INI

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; Generated automatically from the opcode database.
; For more info, visit www.gtag.gtagaming.com/opcode-database
; d% = anything
; p% = label pointer
; o% = object models all types
; g% = gxt reference
; x% = external script
PUBLISHER=GTAG (http://gtag.gtagaming.com/opcode-database)
DATE=14.6.2013
[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,end_thread
004F=-1,create_thread %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 %2o% 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 %1o% 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,create_thread %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 %2o%
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 %3o% in_car %1d% driverseat
0137=2, car %1d% model == %2o%
014B=13,%13d% = init_car_generator %5o% 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, car %1d% flipped_for_2_seconds
0190=1,add_car %1d% to_flipped_check ; 6 max
0191=1,remove_car %1d% from_flipped_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 %3o% 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% %2o% %3o%
0236=2,NOP %1d% %2o%
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 %2o% 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 == %2o%
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,name_thread %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_thread_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 %6o%
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 %2o% at %3d% %4d% %5d% handle_as %6d%
0506=3,set_car_model %1o% 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=0,skip_next_128_bytes
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 %8o% %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 %2o% 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%
0664=2,printfloat %1h% %2d%
0665=2,get_actor %1d% model_to %2d%
0666=0,NOP
0667=5,AS_actor %1h% aim_at %2d% %3d% %4d% %5d% ms
0668=5,AS_actor %1d% rotate_and_shoot_at %2d% %3d% %4d% %5d% ms
0669=7,%7d% = attach_particle %1h% to_actor %2d% with_offset %3d% %4d% %5d% type %6h%
066A=10,%10d% = attach_particle %1h% to_actor %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d% type %9h%
066B=7,%7d% = attach_particle %1h% to_car %2d% with_offset %3d% %4d% %5d% type %6h%
066C=10,%10d% = attach_particle %1h% to_car %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d% type %9h%
066D=7,%7d% = attach_particle %1h% to_object %2d% with_offset %3d% %4d% %5d% type %6h%
066E=10,create_particle %1h% attached_to_object %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d% flag %9h% store_to %10d%
066F=0,NOP
0670=0,NOP
0671=0,NOP
0672=2,AS_actor %1h% attack_car %2d%
0673=4,AS_actor %1d% dive_to_offset %2d% %3d% time_on_ground %4d% ms
0674=2,set_car_model %1o% numberplate %2h%
0675=0,NOP
0676=2,AS_actor %1h% in_car %2d% move_from_passengerseat_to_driverseat
0677=4,AS_actor %1h% chat_with_actor %2d% lead_speaker_flag %3h% unknown_flag %4h%
0678=0,NOP
0679=9,put_camera_on_car %1d% with_offset %2d% %3d% %4d% rotation %5d% %6d% %7d% tilt %8d% switchstyle %9h%
067A=7,put_camera_on_car %1d% with_offset %2d% %3d% %4d% point_to_car %5d% tilt %6d% switchstyle %7h%
067B=7,put_camera_on_car %1d% with_offset %2d% %3d% %4d% point_to_actor %5d% tilt %6d% %7h%
067C=9,put_camera_on_actor %1d% offset %2d% %3d% %4d% rotation %5d% %6d% %7d% tilt %8d% switchstyle %9d%
067E=7,put_camera_on_actor %1d% offset %2d% %3d% %4d% target_actor %5d% tilt %6d% switchstyle %7h%
067F=2,set_car %1d% lights %2h%
0680=2,unknown_assign_AS_origin %1d% to_actors_pedtype %2h%
0681=8,attach_object %1d% to_car %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d%
0682=5,detach_object %1d% %2d% %3d% %4d% collision_detection %5h%
0683=8,attach_car %1d% to_car %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d%
0684=5,detach_car %1d% %2d% %3d% %4d% collision_detection %5h%
0685=1, object %1d% attached
0686=1, car %1d% attached
0687=1,clear_actor %1d% task
0688=4,AS_actor %1h% unknown_toggle_ped_threat_scanner %2h% %3h% %4h%
0689=3,set_car %1d% remove_door %2h% removed_door_visible %3d%
068A=2,set_car %1d% repair_door %2h%
068B=1,set_car %1d% all_disembark
068C=1, is_player_autoaiming %1d%
068D=3,get_camera_position_to %1d% %2d% %3d%
068E=3,get_camera_target_point_to %1d% %2d% %3d%
068F=0,NOP
0697=3,set_car %1d% remove_component %2h% visible_effect_flag %3d%
0698=2,set_car %1d% repair_componentB %2h%
0699=2,set_car %1d% repair_tire %2h%
069A=8,attach_object %1d% to_object %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d%
069B=8,attach_object %1d% to_actor %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d%
069C=0,NOP
069D=0,NOP
069E=0,NOP
069F=0,NOP
06A0=0,NOP
06A1=0,NOP
06A2=4,get_car %1d% velocity_in_direction_XYZ %2d% %3d% %4d%
06A3=2,get_car %1d% mass_to %2d%
06A4=0,NOP
06A5=2,AS_actor %1d% jump_forward stay_on_ground %2d% ms and_stands_back
06A6=0,NOP
06A7=9,put_actor %1d% into_turret_on_car %2d% at_car_offset %3d% %4d% %5d% position %6h% shooting_angle %7d% %8d% with_weapon %9h%
06A8=5,AS_actor %1d% run_to_and_look_at_actor %2d% timelimit %3h% approach_distance %4d% approach_angle %5d%
06A9=5,AS_actor %1h% look_at_point %2d% %3d% %4d% %5d% ms
06AA=1, NOP_false %1d%
06AB=2,set_actor %1d% all_weapons_hidden %2h%
06AC=2,%2d% = actor %1d% movement_speed
06AD=2,set_group %1d% group_decision_maker_to %2d%
06AE=2,create_group_decision_maker_type %1h% store_to %2d% ; decision\allowed\mission.grp
06AF=2,set_player %1d% sprint_mode %2h%
06B0=2,AS_actor %1d% sit_down %2d% ms
06B1=9,%9d% = create_searchlight_at %1d% %2d% %3d% radius %8d% target %4d% %5d% %6d% radius %7d%
06B2=1,destroy_searchlight %1d%
06B3=1, searchlight %1d% active
06B4=8,set_searchlight %1d% path_between %2d% %3d% %4d% and %5d% %6d% %7d% speed %8d%
06B5=5,set_searchlight %1d% travel_to %2d% %3d% %4d% speed %5d%
06B6=3,set_searchlight %1d% follow_actor %2d% speed %3d%
06B7=2, searchlight %1d% spotted_actor %2d%
06B9=0, cutscene_data_loaded
06BA=4,AS_actor %1d% turn_to_and_look_at %2d% %3d% %4d%
06BB=3,set_actor %1h% drive_car %2d% speed %3d% along_SCM_path
06BC=7,create_M4_shoot_from %1d% %2d% %3d% target %4d% %5d% %6d% energy %7h%
06BD=11, no_obstacles_between %1d% %2d% %3d% and %4d% %5d% %6d% solid %7h% car %8h% actor %9h% object %10h% particle %11h%
06BE=2,%2d% = car %1d% y_angle
06BF=3,set_searchlight %1d% follow_car %2d% speed %3d%
06C0=2, searchlight %1d% spotted_car %2d%
06C1=10,create_searchlight %10d% on_car %1d% with_offset %2d% %3d% %4d% radius %9d% target %5d% %6d% %7d% radius %8d%
06C2=11,AS_actor %1h% goto %2d% %3d% %4d% mode %5h% turn_radius %6d% stop_radius %7d% actor %8d% with_offset %9d% %10d% %11d%
06C3=5,get_number_of_fires_within_sphere_at %1d% %2d% %3d% radius %4d% store_to %5d%
06C4=2,create_marker_above_searchlight %1d% handle_as %2d%
06C5=1,release_car %1d% from_path
06C6=0,NOP
06C7=4,AS_actor %1d% driver_of_car %2d% perform_action %3h% timelimit %4d%
06C8=1,enable_riot %1h%
06C9=1,remove_actor %1d% from_group
06CA=7,attach_searchlight %1d% to_tower %2d% to_housing %3d% to_bulb %4d% with_offset %5d% %6d% %7d%
06CB=0,NOP
06CE=0,NOP
06CF=1,NOP %1h%
06D0=1,enable_emergency_traffic %1h%
06D1=2,%1d% = %2h% ; v$ = string
06D2=2,%1d% = %2h% ; @v = string
06D5=9,%9d% = create_racing_checkpoint_at %2d% %3d% %4d% point_to %5d% %6d% %7d% type %1d% radius %8d%
06D6=1,disable_racing_checkpoint %1d%
06D7=1,enable_train_traffic %1h%
06D8=6,%6d% = create_train_at %2d% %3d% %4d% type %1h% direction %5h%
06D9=0,destroy_defined_trains
06DA=0,reset_train_directions
06DB=0,destroy_all_trains
06DC=2,set_train %1d% acc %2d%
06DD=2,set_train %1d% speed %2d%
06DE=2,%2d% = get_train %1d% last_carriage_handle
06DF=1,destroy_player %1d%
06E0=1,set_2_player_camera_mode_to %1h%
06E1=6,AS_actor %1d% using_car %2d% target_car %3d% with_order %4h% max_speed %5d% traffic_flag %6h%
06E2=4,AS_actor %1d% run_to_object %2d% timelimit %3h% stop_within_radius %4d%
06E3=2,AS_actor %1h% roll_sideways %2h%
06E4=2,AS_actor %1d% attempt_to_bust_actor %2d%
06E5=3,get_car %1d% possible_to_built_in_component_pool_index %2d% itemID_to %3d%
06E6=2,get_itemID %1d% destinated_component_slot_to %2d%
06E7=3,%3d% = add_car_component %2o% to_car %1d%
06E8=2,car %1d% destroy_component %2d%
06E9=1,load_car_component %1o%
06EA=1, car_component %1o% available
06EB=1,release_car_component %1o%
06EC=2,get_car %1d% number_of_possible_paintjobs_to %2d%
06ED=2,set_car %1d% paintjob %2h%
06EE=2, actor %1d% in_group %2d%
06EF=2, actor %1d% leading_group %2d%
06F0=2,set_group %1d% distance_limit_to %2d%
06F1=1,set_2_player_distance_limit_to %1d%
06F2=0,release_2_players_distance_limit
06F3=1,set_players_can_target_eachother %1h%
06F4=0,NOP
06F5=4,create_coordinate %2d% %3d% %4d% from_fire %1d%
06F6=0,NOP
06F7=0,NOP
06F8=8,get_nearest_route_for %1d% %2d% %3d% in_direction %4h% store_to %5d% %6d% %7d% Z_angle_to %8d%
06F9=0,NOP
06FA=1,allow_players_to_use_separate_vehicles %1h%
06FB=0,NOP
06FC=1, car %1d% stuck_check_enabled
06FD=2,set_car %1d% speed_on_path_to %2d%
06FE=0,NOP
06FF=2, any_ped_near_actor %1d% in_range %2d%
0700=0,NOP
0701=0,end_scene_skip
0702=5,%5d% = get_tags_painted_percentage_at %2d% %3d% %4d% %1d%
0703=5,set_tags_painted_percentage_at %1d% %2d% %3d% %4d% value %5h%
0704=4,car %1d% drive_to %2d% %3d% %4d%
0705=2,car %1d% assign_to_path %2d% and_drive_normal
0706=2,advance_car %1d% further_along_path %2d%
0707=1,start_scene_skip_to %1p%
0708=2,reset_decision_maker %1d% event %2h%
0709=9,set_decision_maker %1d% on_event %2h% taskID %3d% respect %4d% hate %5d% like %6d% dislike %7d% in_car %8h% on_foot %9h% ; see *.ped files
070A=10,AS_actor %1d% attach_to_object %2d% offset %3d% %4d% %5d% on_bone %6h% %7h% perform_animation %8h% IFP_file %9h% time %10h%
070B=2,set_actor %1d% onbone_attached_object_operation %2d%
070C=1,explode_car_without_radius_damage %1d%
070D=1,rebuild_player %1d%
070E=3,hydra %1d% attack_player_car %2d% radius %3d%
070F=4,plane %1d% fly_direction %2d% altitude_between %3d% and %4d%
0710=4,plane %1d% follow_actor %2d% follow_car %3h% radius %4d%
0711=0,NOP
0712=0,NOP
0713=10,actor %1d% driveby_actor %2h% car %3h% point %4d% %5d% %6d% radius %7d% %8h% %9h% firing_rate %10h%
0714=2,unknown_car %1d% flag %2h%
0715=2,put_player %1d% in_RC_mode_in_car %2d% ; on foot version
0716=7, object_model %5o% in_object_group_at %1d% %2d% %3d% radius %4d% destroyed %6h% %7h%
0717=1,assign_actor %1d% to_dialogue_mode
0718=0,NOP
0719=0,enable_dialogue_mode
071A=2, actor %1d% current_dialogue_text == %2g%
071B=0,NOP
071C=0,NOP
071D=0,NOP
071E=2,get_object %1d% health_to %2d%
071F=2,set_object %1d% health_to %2h%
0720=0,NOP
0721=0,NOP
0722=0,NOP
0723=2,break_object %1d% intensity %2h%
0724=3,heli %1d% follow_and_attack_player %2d% radius %3d%
0725=0,NOP
0726=4,heli %1d% follow_actor %2d% follow_car %3h% radius %4d%
0727=4,set_heli %1d% behavior_to_police_heli_and_follow_actor %2d% follow_car %3h% radius %4d%
0728=0,NOP
0729=2,AS_actor %1d% hold_cellphone %2h%
072A=2,put_actor %1d% into_car %2d% driverseat
072B=3,put_actor %1d% into_car %2d% passengerseat %3d%
072C=1,generate_police_bikes %1h%
072D=6, is_flamethrower_fired_in_angled_area_2d %1d% %2d% to %3d% %4d% angle %5d% sphere %6h%
072E=8, is_flamethrower_fired_in_angled_area_3d %1d% %2d% %3d% to %4d% %5d% %6h% angle %7d% sphere %8d%
072F=7,enable_car %1d% stuck_check_distance %2d% time %3d% and_restore_if stuck %4h% flipped %5h% unk_place_on_road_properly %6h% to_path %7h% ; extended 03CC
0730=2,car %1d% damage_door %2h%
0731=2,set_car %1d% y_angle_to %2d%
0732=1,random_car_generator_disable_model %1o%
0733=1,random_car_generator_enable_model %1o%
0734=0,reset_random_car_generator_models
0735=1, is_keyboard_key_pressed %1h%
0736=1, is_keyboard_key_just_pressed %1h%
0737=2, actor %1d% lifting_object %2d%
0738=0,NOP
0739=0,NOP
073A=0,NOP
073B=2,unknown_car %1d% flag %2h%
073C=2,car %1d% damage_componentB %2h%
073D=0,NOP
073E=6,get_car_in_sphere %1d% %2d% %3d% radius %4d% model %5o% handle_as %6d%
073F=8,get_actor_in_sphere %1d% %2d% %3d% radius %4d% with_pedtype_civilian %5h% gang %6h% criminal/prostitute %7h% handle_as %8d%
0740=0,NOP
0741=1, actor %1d% busted
0742=2,set_plane %1d% unknown_trajectory %2d%
0743=6,heli %1d% fly_to %2d% %3d% %4d% altitude %5d% %6d%
0744=0,NOP
0745=1,set_hydra %1d% thrust_to_horizontal
0746=3,set_acquaintance %1h% of_actors_pedtype %2h% to_actors_pedtype %3h%
0747=3,clear_acquaintance %1h% of_actors_pedtype %2h% to_actors_pedtype %3h% ; see ped.dat
0748=0,NOP
0749=2,reset_group_decision_maker %1d% event %2h%
074A=9,set_group_decision_maker %1d% on_event %2h% taskID %3d% respect %4d% hate %5d% like %6d% dislike %7d% in_car %8h% on_foot %9h% ; see *.ped files
074B=10,draw_texture %1h% position %2d% %3d% scale %4d% %5d% angle %6d% color_RGBA %7d% %8d% %9d% %10d%
074C=2,AS_actor %1h% goto_AS_origin %2d%
074D=3,AS_actor %1h% turns_to_and_look_at_actor %2d% timelimit %3h%
074E=3,unknown_set_actor_threat_scanner_flags %1d% radius %2d% peds_to_scan %3h%
074F=2, actor %1d% ped_event == %2h%
0750=2,set_object %1d% visibility %2h%
0751=8,AS_actor %1d% flee_from_actor %2d% run_distance %3d% time %4d% change_course %5h% unknown %6d% %7d% away_radius %8d%
0752=1,NOP %1d%
0754=0,define_new_animation_path
0755=5,add_animation_path_3D_coord %1d% %2d% %3d% animation %4h% IFP_file %5h%
0758=0,NOP
0759=0,NOP
075A=6,set_object %1d% animation %2h% IFP_file %3h% %4d% lockF %5h% loop %6h% ; IF AND SET
075B=1,zoom_radar %1h%
075C=1, marker %1d% enabled
075D=1,load_shopping_data_SHOPS_subsection %1d% ; "string"
075E=1,load_shopping_data_PRICES_subsection %1d% ; "string"
075F=1,store_shopping_data_entries_number_to %1d%
0760=2,store_shopping_data_index %1d% textureCRC_to %2d%
0761=2,get_shopping_item_with_textureCRC %1d% price_to %2d%
0762=1,AS_actor %1d% dies
0763=1,add_car_reference %1d% ; mission only
0764=0,NOP
0765=0,NOP
0766=0,NOP
0767=2,set_zone %1g% popcycle_group_for_peds_and_cars_to %2h%
076A=2,set_zone %1g% dealer_density_to %2h%
076B=2,get_zone %1d% dealer_density_to %2d%
076C=3,set_zone %1g% gang %2h% density_to %3h%
076D=3,get_zone %1g% gang %2d% density_to %3d%
076E=0,NOP
076F=0, text_priority_displayed
0770=2,set_actor %1d% target_priority %2h%
0771=2,set_model_numplate %1o% town_texture %2h%
0772=4,AS_actor %1h% run_to_car %2d% %3d% ms stop_at_distance %4d%
0773=0,NOP
0774=0,NOP
0775=0,NOP
0776=1,create_objects_in_object_group %1h%
0777=1,delete_objects_in_object_group %1h%
0778=1,recreate_objects_in_object_group %1h%
0779=0,NOP
077A=3,set_actor %1d% acquaintance %2h% to_actors_pedtype %3h% ; see ped.dat
077B=3,clear_actor %1d% acquaintance %2h% to_actors_pedtype %3h% ; see ped.dat
077C=2,clear_actor %1d% acquaintance %2h% to_all_pedtypes ; see ped.dat
077D=2,%2d% = car %1d% x_angle
077E=1,get_active_interior_to %1d%
077F=0,NOP
0780=5,heli %1d% hover_above actor %2d% car %3h% altitude %4d% %5d%
0781=2,get_weapon_with_ID %1d% model_to %2d%
0782=2,get_weapon_with_ID %1d% weapon_group_to %2d%
0783=3,get_shopping_item_with_textureCRC %1d% flag %2d% store_to %3d%
0784=4,set_player %1d% textureCRC %2h% modelCRC %3d% bodypart %4h%
0785=0,NOP
0786=7,get_number_of_fires_within_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d% store_to %7d%
0787=0,NOP
0788=2,enable_heli %1d% magnet %2h%
0789=1,set_heli %1d% release_stuff_from_magnet
078A=3,%3d% = get_train %1d% carriage %2h% handle
078B=4,%2d% = get_heli %1d% attached_car_handle actor_handle_to %3d% object_handle_to %4d%
078C=2,get_shopping_item_with_textureCRC %1d% nametag_to %2d% ; 8-byte string
078D=0,NOP
078E=0,NOP
078F=2,AS_actor %1h% climb %2h%
0790=1,charge_money_for_shopping_item_with_textureCRC %1d%
0791=0,NOP
0792=1,disembark_instantly_actor %1d%
0793=0,save_player_clothes
0794=0,restore_player_clothes
0795=0,NOP
0796=2,get_crane_magnet %1d% magnet_lane_length_to %2d% ; float
0797=2,set_crane_magnet %1d% magnet_lane_length_to %2d% ; float
0798=4,get_crane_magnet %1d% attached_car_handle_to %2d% attached_actor_handle_to %3d% attached_object_handle_to %4d%
0799=1,set_crane_magnet %1d% release_stuff_from_magnet
079A=0,NOP
079B=0,NOP
079C=0,NOP
079D=0,unknown_set_game_controller_to_steer_object_MagnoCrane_03 ; originally SF docks magnocrane
079E=0,unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 ; originally SF site ballcrane
079F=0,unknown_set_game_controller_to_steer_no_crane_objects
07A0=4,unknown_actor %1d% unknown_assigned_to_AS %2d% unknown_set %3h% unknown_set %4h%
07A1=1,set_walk_speed %1h%
07A2=0,NOP
07A3=4,AS_actor %1d% run_to_and_follow_actor %2d% wait_radius_between %3d% and %4d%
07A4=3,get_actor %1d% task_1560_flags_store_to %2d% %3d%
07A5=3,AS_actor %1h% attack_actor %2d% time %3d%
07A6=6,get_nearest_tag_location_near_point %1d% %2d% %3d% store_to %4d% %5d% %6d%
07A7=1,put_jetpack_on_actor %1d%
07A8=1,enable_area69_sam %1h%
07A9=2,get_searchlight_on_actor %1d% store_to %2d% // IF and SET
07AA=0,NOP
07AB=2, car %1d% has_attached_trailer %2d%
07AC=2,detach_trailer %1d% from_cab %2d%
07AD=0,NOP
07AE=0,NOP
07AF=2,%2d% = player %1d% group
07B0=1,get_active_shop_name_to %1d% ; s$
07B1=4,unknown_get_dance_track %1h% store_to %2d% %3d% %4d%
07B2=0,NOP
07B3=2,set_group %1d% give_command %2h%
07B4=2,set_player %1d% gang_recruitment_enabled %2d%
07B5=0,NOP
07B6=0,NOP
07B7=0,NOP
07B8=0,NOP
07BA=0,NOP
07BB=2,set_heli %1d% horizontal_thrust_power %2h%
07BC=2,set_actor %1h% decision_maker_to %2d% ; AS_pack_version
07BD=1,destroy_train %1d%
07BE=1,remove_references_to_train %1d%
07BF=2,set_marker %1d% tracking_blip %2h%
07C0=1,load_path %1d%
07C1=1, path %1d% available
07C2=0,NOP
07C3=5,get_object %1d% axis_angle_relation_to %2d% %3d% %4d% %5d%
07C4=5,set_object %1d% axis_angle_relation_to %2d% %3d% %4d% %5d%
07C5=5,get_car %1d% axis_angle_relation_to %2d% %3d% %4d% %5d%
07C6=5,set_car %1d% axis_angle_relation_to %2d% %3d% %4d% %5d%
07C7=4,put_train %1d% at %2d% %3d% %4d%
07C8=0,NOP
07C9=2,AS_actor %1h% walk_to_object %2d% then_lift_and_hold_in_hands
07CA=0,NOP
07CB=2,set_actor %1d% supporting_fire %2h%
07CC=2,set_player %1d% can_enter_exit_vehicles %2h%
07CD=6,AS_actor %1d% walk_to %2d% %3d% %4d% stop_with_angle %5d% within_radius %6d%
07CE=0,NOP
07CF=0,NOP
07D0=1,%1d% = weekday
07D1=0,NOP
07D2=0,NOP
07D3=2,%2g% = init_external_script_named_handle %1x%
07D4=0,NOP
07D5=7,set_car %1d% velocity_in_direction_XYZ %2d% %3d% %4d% rotation_velocitiesXY %5d% %6d% unk %7d%
07D6=2, %1d% == %2d% ; @ == $ (int)
07D7=2, %1d% == %2d% ; @ == $ (float)
07DA=4,set_car %1d% rotation_velocity_XYZ %2d% %3d% %4d% through_center_of_body
07DB=4,set_car %1d% rotation_velocity_XYZ %2d% %3d% %4d% through_center_of_mass
07DC=0,NOP
07DD=2,set_actor %1d% attack_rate %2h% ; previously known as temper_to
07DE=1, model %1o% exists ; versionB
07DF=4,unknown_rectangle_cornerA %1d% %2d% cornerB %3d% %4d%
07E0=2,set_marker %1d% type_to %2h%
07E1=4,AS_actor %1d% swim_to %2d% %3d% %4d%
07E2=0,NOP
07E3=0,NOP
07E4=7,get_model %1o% dimensions_cornerA_to %2d% %3d% %4d% dimensions_cornerB_to %5d% %6d% %7d%
07E5=2,copy_decision_maker %1d% to %2d%
07E6=2,copy_group_decision_maker %1h% to %2d%
07E7=6,AS_assign_scmpath_to_actor %1h% in_car %2d% speed %3d% flags %4h% %5h% %6h%
07E8=3, acquaintance %1h% of_actors_type %2h% to_actors_type %3h% set
07E9=0,NOP
07EA=0,NOP
07EB=0,NOP
07EC=0,NOP
07ED=0,NOP
07EE=2,car %1d% enable_tire_marks %2h%
07EF=4,get_town_number_from_point %1d% %2d% %3d% store_to %4d%
07F0=5, in_sphere %1d% %2d% %3d% radius %4d% damaged_object_with_model %5o%
07F1=1, player %1d% performing_wheelie
07F2=1, player %1d% performing_stoppie
07F3=4,move_racing_checkpoint %1d% to %2d% %3d% %4d%
07F4=0,NOP
07F5=5,car %1d% control_hydraulics %2d% %3d% %4d% %5d%
07F6=3,get_group %1d% number_of_leaders_to %2d% number_of_members_to %3d%
07F7=2,set_object %1d% destructible %2h%
07F8=3,car %1d% follow_car %2d% radius %3d%
07F9=0,set_game_controller_to_steer_object_QUARRY_CRANEARM ; originally DS quarry magnocrane
07FA=0,set_game_controller_to_steer_object_TWRCRANE_M_02 ; originally LV site magnocrane
07FB=2,set_interior %1g% access %2h%
07FC=5,text_draw_box_position_XY %1d% %2d% GXT_reference %3g% value %4d% flag %5h%
07FD=1, group %1d% alive
07FE=3,set_actor %1d% fighting_style_to %2h% moves %3h%
07FF=2,set_car %1d% hydraulics %2h%
0800=0, in_two_players_mode
0801=1,get_camera_zoom_factor_to %1d% ; float
0803=1, car %1d% have_hydraulics
0804=14,AS_actor %1d% walk_to %2d% %3d% %4d% angle %5d% radius %6d% animation %7h% IFP_file %8h% %9d% LA %10h% LX %11h% LY %12h% LF %13h% LT %14h%
0805=0,NOP
0806=2,get_player %1d% kills_from_last_checkpoint %2d%
0807=0,NOP
0808=0,NOP
0809=0,NOP
080A=5,get_object %1d% spoot %2h% store_to %3d% %4d% %5d%
080B=1,NOP %1d%
080C=0,NOP
080D=0,NOP
080E=2,get_actor %1d% ped_event_to %2d%
080F=0,NOP
0810=9,store_random_parkplace_in_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d% position_to %7d% %8d% %9d%
0811=2,%2d% = actor %1d% used_car
0812=9,AS_actor %1d% perform_animation %2h% IFP %3h% framedelta %4d% loopA %5h% lockX %6h% lockY %7h% lockF %8h% time %9h% ; versionB
0813=0,NOP
0814=16,define_unique_jump_start %1d% %2d% %3d% radius %4d% %5d% %6d% in_air_goal %7d% %8d% %9d% radius %10d% %11d% %12d% camera %13d% %14d% %15d% reward %16d%
0815=4,put_object %1d% at %2d% %3d% %4d% and_keep_rotation
0816=2,set_actor %1d% dont_chase_victim %2h%
0817=3,assign_actor %1d% to_animation_path_with_walk_mode %2d% route_mode %3d%
0818=1, actor %1d% in_air
0819=2,%2d% = actor %1d% distance_from_ground
081A=2,set_actor %1d% weapon_skill_to %2h%
081B=0,NOP
081C=5,draw_text_outline %1h% RGBA %2h% %3h% %4h% %5d%
081D=2,set_car %1d% engine_broken %2h%
081E=1, model %1o% boat
081F=1, model %1o% plane
0820=1, model %1o% heli
0821=0,NOP
0822=1,enable_camera_bumper_view %1h%
0823=4,AS_actor %1d% greet_actor %2d% %3d% %4h%
0824=0,NOP
0825=1,set_helicopter %1d% instant_rotor_start
0826=1,enable_hud %1h%
0827=2,assign_object %1d% to_lod_object %2d%
0828=1,set_max_fire_generations %1h%
0829=5,actor %1d% perform_animation %2h% IFP_file %3h% %4d% time %5h% and_dies
082A=2,set_player %1d% able_to_use_crouch_button %2h%
0830=6,create_pool_table_collision_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
0831=0, NOP_false
0832=0,NOP
0833=1, object %1d% photographed
0834=2,set_player_head_temporary_turn_rotation_Z %1d% rotation_Y %2d%
0835=2,get_month_day_to %1d% get_month_to %2d%
0836=3,set_object %1d% animation %2h% at %3d% times_normal_rate
0837=2, object %1d% animation == %2h%
0838=0,NOP
0839=3,get_object %1d% animation %2h% progress_to %3d%
083A=3,set_object %1d% animation %2h% progress_to %3d%
083B=0,NOP
083C=4,set_actor %1d% velocity_in_direction_XYZ %2d% %3d% %4d%
083D=4,get_actor %1d% velocity_in_direction_XYZ %2d% %3d% %4d%
083E=4,set_actor %1d% rotation %2d% %3d% %4d% while_in_air
083F=2,get_car %1d% vertical_deviation_to %2d%
0840=2,link_car %1d% to_interior %2d%
0841=2,flying_vehicle %1d% use_secondary_gun %2h%
0842=2,%2d% = player %1d% town_number
0843=4,get_zone_at %1d% %2d% %3d% nameA_to %4d% ; 8-byte string
0844=1, string %1d% empty ; s$
0845=1, string %1d% empty ; same as 0847
0846=1, string %1d% empty ; v$
0847=1, string %1d% empty ; @v
0848=0,NOP
0849=0,NOP
084A=0,NOP
084B=0,NOP
084C=0,NOP
084D=1,unknown_enable_burglary_house_occupants %1h%
084E=2,flying_vehicle %1d% use_primary_gun %2h%
084F=0,NOP
0850=2,AS_actor %1d% follow_actor %2d%
0851=3,set_actor %1d% decrease_health_by %2h% affect_armour %3h%
0852=2,set_car %1d% damages_visible %2h%
0853=2,unknown_heli %1d% flag %2h%
0855=5,get_actor %1d% noise_level_at %2d% %3d% %4d% store_to %5d%
0856=2,set_actor %1d% enable_crouch %2h%
0857=0,NOP
0858=3,set_player %1d% scan_horizon_to_angle %2d% rotation_speed %3d%
0859=2,AS_actor %1d% walk_alongisde_actor %2d%
085A=4,spawn_emergency_vehicle_model %1o% on_street_nearest_to %2d% %3d% %4d%
085B=2,AS_actor %1h% set_kinda_stay_in_same_place %2h%
085C=0,NOP
085D=0,NOP
085E=2,assign_car %1d% to_looped_path %2d%
085F=0,NOP
0860=2,link_actor %1d% to_interior %2h%
0861=1, unknown_player %1d% scanning_horizon ; param is useless
0862=0,NOP
0863=0,NOP
0864=4,set_interior_at %1d% %2d% radius %3d% access %4h%
0866=5,get_object_in_sphere %1d% %2d% %3d% radius %4d% handle_as %5d%
0867=1, unknown_in_burglary_interior %1h%
0868=1,NOP %1d%
0869=1,NOP %1d%
086A=0,NOP
086B=1,NOP %1d%
086C=1,NOP %1d%
086D=0,NOP
086E=0,NOP
086F=0,NOP
0870=0,NOP
0871=18,init_jump_table %1d% total_jumps %2h% default_jump %3h% %4p% jumps %5h% %6p% %7h% %8p% %9h% %10p% %11h% %12p% %13h% %14p% %15h% %16p% %17h% %18p%
0872=18,jump_table_jumps %1d% %2p% %3h% %4p% %5h% %6p% %7h% %8p% %9h% %10p% %11h% %12p% %13h% %14p% %15h% %16p% %17h% %18p%
0873=1,release_path %1d%
0874=2,set_zone %1g% popcycle_group_for_peds_to %2h%
0875=2,set_object %1d% immune_to_nonplayer %2h%
0876=8,unknown_cube_cornera %1d% %2d% %3d% cornerB %4d% %5d% %6d% flag %7h% flag %8h%
0877=0,NOP
0878=2,set_car %1d% dirt_level %2d%
0879=1,enable_gang_wars %1h%
087A=0, gang_war_in_progress
087B=4,set_player %1d% clothes_texture %2h% model %3h% body_part %4h%
087C=0,release_shopping_data
087D=2,assign_group %1d% to_AS_pack %2d%
087E=2,set_actor %1d% weapon_droppable %2h%
087F=2,set_actor %1d% never_leave_group %2h%
0880=0,NOP
0881=2,set_player %1d% able_to_shoot_weapons %2h%
0882=0,NOP
0883=3,attach_particle %1d% to_actor %2d% mode %3h%
0884=2,%2g% = init_external_script_named_handle %1x%
0885=0,NOP
0886=0,NOP
0887=3,set_actor %1d% turret_mode_orientation %2h% both_side_angle_limit %3d%
0888=2,create_marker_above_actor %1d% handle_as %2d% ; versionB
0889=4,store_actor %1d% center_of_body_position_to %2d% %3d% %4d%
088A=11,actor %1d% perform_animation %2h% IFP %3h% %4d% loopA %5h% lockX %6h% lockY %7h% lockF %8h% time %9h% disable_force %10h% disable_lockZ %11h%
088B=2,set_car %1d% form_drag_multiplier_to %2d%
088C=4,put_car %1d% at %2d% %3d% %4d% ; versionB
088D=6,set_objects_in_sphere %1d% %2d% %3d% radius %4d% with_model %5o% collision_detection %6h%
088E=0,set_next_day
088F=0,NOP
0890=2,enable_sound_when_timer %1d% reach %2h% seconds ; global_variable
0891=0,NOP
0892=0,NOP
0893=2,put_trailer %1d% on_cab %2d%
0894=0,NOP
0895=0,NOP
0896=0,NOP
0897=2, car %1d% collided_with_object %2d%
0898=3,set_cranes_controls_enable_UP %1d% enable_DOWN %2d% enable_RELEASE %3d%
0899=0,NOP
089A=0,NOP
089B=1, unknown_is_actor_in_dialogue_mode %1d%
089C=2,unknown_actor %1d% unknown_check %2h%
089D=0,NOP
089E=5,get_actor_that_buys_drugs_in_sphere %1d% %2d% %3d% radius %4d% handle_as %5d%
089F=2,get_actor %1d% pedtype_to %2d%
08A0=7,actor %1d% in_radius %2d% near_model %3o% with_offset %4d% %5d% %6d% end_script_named %7h% ; IF and SET
08A1=0,NOP
08A2=3,set_hydra %1d% attack_with_rockets_car_of_player %2d% radius %3d%
08A3=1,update_respect_while_on_mission %1h%
08A4=2,set_car %1d% extra_parts_angle_to %2d%
08A5=2,set_car %1d% attractive_to_magnet %2h%
08A6=3,set_car %1d% door %2h% rotation_to %3d%
08A7=2, car %1d% componentB %2h% opened_or_not_present
08A8=1,set_markers_to_long_distance %1h%
08A9=1,load_external_script %1x%
08AA=0,NOP
08AB=1, external_script %1x% loaded
08AC=1,hide_gang_zones_on_map %1h%
08AD=4,link_actor %1d% to_enex_marker_at %2d% %3d% radius %4d%
08AE=0,NOP
08AF=2,set_actor %1d% max_health_to %2d%
08B0=0,NOP
08B1=1,enable_night_vision %1h%
08B2=1,enable_thermal_vision %1h%
08B3=1,set_gang_zone %1g% as_only_one_available_for_gangwars
08B4=2, test %1d% bit %2h%
08B5=2, test %1d% bit %2d%
08B6=2, test %1d% bit %2d%
08B7=2, test %1d% bit %2h%
08B8=2, test %1d% bit %2d%
08B9=2, test %1d% bit %2d%
08BA=2,set %1d% bit %2h%
08BB=2,set %1d% bit %2d%
08BC=2,set %1d% bit %2d%
08BD=2,set %1d% bit %2h%
08BE=2,set %1d% bit %2d%
08BF=2,set %1d% bit %2d%
08C0=2,clear %1d% bit %2h%
08C1=2,clear %1d% bit %2d%
08C2=2,clear %1d% bit %2d%
08C3=2,clear %1d% bit %2h%
08C4=2,clear %1d% bit %2d%
08C5=2,clear %1d% bit %2d%
08C6=2,set_actor %1d% stay_on_bike %2h%
08C7=4,put_actor %1d% at %2d% %3d% %4d% dont_warp_gang
08C8=2,set_shopping_item_with_textureCRC %1d% price_to %2d%
08C9=1,reset_shopping_item %1d% price
08CA=0,reset_zones_info
08CB=4,explode_car %1d% shake %2h% effect %3h% sound %4h%
08CC=0,NOP
08CD=0,NOP
08CE=0,NOP
08CF=0,NOP
08D0=0, should_skip_cutscene
08D1=3,store_cutscene_pos_to %1d% %2d% %3d%
08D2=2,object %1d% scale_model %2d%
08D3=1,get_present_zone_popcycle_group_for_peds_and_cars_to %1d%
08D4=9,%9d% = create_panel_with_title %1g% position %2d% %3d% width %4d% columns %5h% interactive %6h% background %7h% alignment %8h%
08D5=0,NOP
08D6=3,set_panel %1d% column %2h% alignment %3h%
08D7=2,%2d% = panel %1d% active_row
08D8=2,%2d% = panel %1d% selected_row
08D9=3,set_panel %1d% row %2d% enable %3h%
08DA=1,remove_panel %1d%
08DB=15,set_panel %1d% column %2h% header %3g% data %4g% %5g% %6g% %7g% %8g% %9g% %10g% %11g% %12g% %13g% %14g% %15g%
08DC=4,create_interior_marker %1d% at %2d% %3d% radius %4d%
08DD=1,lose_stuff_after_wasted %1h%
08DE=1,lose_stuff_after_busted %1h%
08DF=5,override_restart_if_wasted_at %1d% %2d% %3d% within_radius %4d% angle %5d%
08E0=5,override_restart_if_busted_at %1d% %2d% %3d% within_radius %4d% angle %5d%
08E1=1,%1d% = total_tags_sprayed
08E2=1,%1d% = territories_controlled_percentage
08E3=7, object %1d% sphere %7h% in_rectangle_ll_corner_at %2d% %3d% lr_corner_at %4d% %5d% radius %6d%
08E4=9, object %1d% in_cube_fll_corner_at %2d% %3d% %4d% fur_corner_at %5d% %6d% %7d% depth %8d% flag %9h%
08E5=5,get_actor_in_sphere %1d% %2d% %3d% radius %4d% handle_as %5d%
08E6=2,set_plane %1d% landing_gear %2h%
08E7=1,disable_entrance_markers %1h%
08E8=2,assign_external_script_handle %2g% to_model %1o%
08E9=2,set_object %1d% liftable %2h%
08EA=1,enable_gangs_spawn %1h%
08EB=7,create_sparks_at %1d% %2d% %3d% velocity_direction %4d% %5d% %6d% density %7h%
08EC=2,%2d% = car %1d% class
08ED=1,remove_actor %1d% from_dialogue_mode
08EE=5,set_panel %1d% column %2h% row %3d% text_1number GXT %4g% number %5d%
08EF=6,set_panel %1d% column %2h% row %3d% text_2numbers GXT %4g% numbers %5d% %6d%
08F0=2,set_cutscene_model %1g% texture %2g% ; 8-byte strings
08F1=4,get_zone_at %1d% %2d% %3d% nameB_to %4d% ; 8-byte string
08F2=2,set_car %1d% targettable_by_heatseeker %2h%
08F3=2,set_car %1d% contains_goodies %2h%
08F4=1,set_max_group_members %1h%
08F5=0,save_player_group
08F6=0,restore_player_group
08F7=4,get_player %1d% bodypart %2h% textureCRC_to %3d% modelCRC_to %4d%
08F8=1,display_stat_update_box %1h%
08F9=2, %1d% == %2d%
08FA=2, %1d% == %2d%
08FB=2,set_checkpoint %1d% type_to %2h%
08FC=0,NOP
08FD=1,enable_heat_visuals %1h%
08FE=0, text_box_displayed
08FF=2, object %1d% received_damage_type %2h%
0900=1,clear_object %1d% last_weapon_damage
0901=2,enable_player %1d% jump_key %2h%
0902=0,NOP
0903=0,NOP
0904=5,get_interface %1h% color_RGBA_to %2d% %3d% %4d% %5d%
0905=2,set_door %1d% lock %2h%
0906=2,set_object %1d% mass_to %2d% ; float
0907=2,get_object %1d% mass_to %2d% ; float
0908=2,set_object %1d% turn_mass_to %2d% ; float
0909=2,get_object %1d% turn_mass_to %2d% ; float
090A=0,NOP
090B=0,NOP
090C=1,highlight_inactive_gang_zone %1g% as_available_for_gangwars
090D=0,highlight_all_inactive_gang_zones_as_available_for_gangwars
090E=2,set_panel %1d% active_row %2d%
090F=1,end_external_script %1x%
0910=1,release_external_script %1x%
0911=0,NOP
0912=3,set_text_priority %1h% leftmargin %2d% maxwidth %3d%
0913=-1,run_external_script %1x%
0914=1,NOP %1d%
0915=0,sync_weather_with_time_and_location_instantly
0916=2,set_object %1d% attractive_to_magnet %2h%
0917=2,audio_zone %1g% enable_sound %2h%
0918=2,set_car %1d% engine_operation %2h%
0919=2,enable_car %1d% parking_lights %2h%
091A=1,NOP %1d%
091B=0,NOP
091C=7,get_actor_in_sphere %1d% %2d% %3d% radius %4d% model %5o% external_script_named %6h% handle_as %7d%
091D=6,remove_forbidden_for_boats_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
091E=6,create_forbidden_for_boats_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
091F=2,get_plane %1d% landing_gear_status_to %2d%
0920=8,point_camera %1d% %2d% %3d% transverse_to %4d% %5d% %6d% time %7d% smooth_transition %8h%
0921=0,NOP
0922=4,set_camera_zoom_from %1d% to %2d% timelimit %3d% smooth_transition %4h%
0923=1,enable_air_traffic %1h%
0924=2,enable_screen_darkness %1h% with_value %2h%
0925=0,restore_camera_to_user_defined
0926=2,%2d% = external_script_status %1x%
0927=0,NOP
0928=3,init_external_script_trigger %1x% with_actor_model %2o% priority %3h%
0929=5,init_external_script_trigger %1x% with_object_model %2o% priority %3h% radius %4d% type %5h%
092A=0,NOP
092B=3,%3d% = group %1d% member %2d%
092C=0,NOP
092D=0,NOP
092E=4,get_water_height_at %1d% %2d% ignore_waves %3h% store_to %4d%
092F=1,lock_camera_target_point %1h%
0930=1,lock_camera_position %1h%
0931=1,lock_camera_zoom %1h%
0932=0,NOP
0933=0, camera_position_manipulated
0934=0, camera_target_point_manipulated
0935=0,NOP
0936=8,set_camera %1d% %2d% %3d% position_to %4d% %5d% %6d% time %7d% smooth_transition %8h%
0937=6,text_draw_box_cornerA %1d% %2d% cornerB %3d% %4d% GXT_reference %5g% style %6h%
0938=0,NOP
0939=8,attach_car %1d% to_object %2d% with_offset %3d% %4d% %5d% rotation %6d% %7d% %8d%
093A=2,set_paynspray %1g% type_to_girlfriend %2h%
093B=2,set_actor %1d% upper_body_damage_anims_only %2h%
093C=0,NOP
093D=1,lock_camera_on_cinematic_view %1h%
093E=2,NOP %1d% %2d%
093F=0,NOP
0940=2,set_group %1d% enters_leaders_vehicle %2h%
0941=2,unknown_searchlight %1d% flag %2h%
0942=1, item_with_textureCRC %1d% is_clothing
0943=0,NOP
0944=1,manipulate_weapon_camera %1d%
0945=2,get_player %1d% max_armour_to %2d%
0946=2,set_actor %1d% actions_uninterupted_by_weapon_fire %2d%
0947=3,actor %1d% speak_from_audio_table %2d% store_spoken_phrase_id_to %3d%
0948=5,create_explosion_at %1d% %2d% %3d% type %4h% camera_shake %5d%
0949=2,link_wav %1d% to_actor %2d%
094A=2,set_money_pickup %1d% cash_to %2d%
094B=2,%2d% = get_active_interior_name_from_actor %1d% ; 16-byte string
094C=5,get_actor %1d% currently_used_EnEx_3D_coord_to %2d% %3d% %4d% number_to %5d%
094D=1, actor %1d% mutally_active
094E=2,set_actor %1d% mute_pain_audio %2h%
094F=1,enable_actor %1d% pain_audio
0950=4,set_trip_skip %1d% %2d% %3d% angle %4d%
0951=0,disable_trip_skip
0952=1,load_soundtrack %1h%
0953=1,get_soundtrack_status_to %1d%
0954=0,start_playing_loaded_soundtrack
0955=0,end_playing_loaded_soundtrack
0956=1,get_respect_to %1d%
0957=2,set_car %1d% provides_cover_from_gunfire %2h%
0958=4,%4d% = create_photo_at %1d% %2d% %3d%
0959=4,%4d% = create_horseshoe_at %1d% %2d% %3d%
095A=4,%4d% = create_oyster_at %1d% %2d% %3d%
095B=1, is_object_moveable %1d%
095C=12,create_smoke_at %1d% %2d% %3d% velocity %4d% %5d% %6d% RGBA %7d% %8d% %9d% %10d% size %11d% last_factor %12d%
095D=1, actor %1d% stuck_under_car
095E=4,set_car %1d% door %2h% unlatch %3h% angle %4d%
095F=3,get_car %1d% door %2h% angle_to %3d%
0960=2,enable_player %1d% stats_box %2h%
0961=2,set_actor %1d% keep_tasks_after_cleanup %2h%
0962=0,NOP
0963=0,NOP
0964=9,create_square_color_panel %1g% position %2d% %3d% width %4d% columns %5h% interactive %6h% background %7h% alignment %8h% panelID %9d%
0965=1, actor %1d% swimming
0966=2,get_actor %1d% swimming_status_to %2d%
0967=2,actor %1d% move_mouth %2d% ms
0968=1,actor %1d% stop_mouth
0969=1, car %1d% is_big
096A=1,enable_flying_helis %1h%
096B=0,save_current_modparts
096C=0,restore_current_modparts
096D=3,get_car %1d% component_on_slot %2h% model_to %3d%
096E=1, car %1d% lowrider
096F=1, car %1d% street_racing_car
0970=0,teleport_in_override_restart ; 016Eh
0971=0,sync_water
0972=4,put_actor %1d% at %2d% %3d% %4d% no_offset
0973=1, fire %1d% exists
0974=0,emulate_wasted_busted ; 12 hours and clear weapons
0975=1, car %1d% emergency_vehicle
0976=1,destroy_particle %1d%
0977=1, player_in_radius_of_object %1d% external_script_trigger
0978=2,copy_decision_maker %1d% to %2d%
0979=0,NOP
097A=4,play_audio_at %1d% %2d% %3d% event %4d%
097B=2,play_audio_at_object %1d% event %2d%
097C=2,attach_wav %1h% to_object %2d%
097D=2,get_car %1d% number_of_color_indices_to %2h%
097E=0,NOP
097F=0,NOP
0980=4,extinguish_all_fires_at %1d% %2d% %3d% radius %4d%
0981=1, train %1d% wrecked
0982=2,set_actor %1d% stay_in_car_when_dead %2h%
0983=1,unknown_disable_gang_wars %1h%
0984=2,%2d% = object %1d% model
0985=7,set_objects_in_sphere %1d% %2d% %3d% radius %4d% with_model %5d% solid %6h% for_actor %7d%
0986=0,remove_references_to_all_fires
0987=2,get_car_blocking_car %1d% store_to %2d%
0988=2,get_car %1d% paintjob %2d%
0989=1,set_text_boxes_width %1d%
098A=1,set_gunshot_sense_range_for_riot2 %1d%
098B=3,%3d% = %1d% + %2d% ; all string variables
098C=3,%3d% = %1d% + %2d% ; all string variables
098D=2,get_car %1d% extra_parts_angle %2d%
098E=3,set_interior %1g% bitmask %2d% flag %3h%
098F=0,NOP
0990=0,NOP
0991=1,set_soundtrack_paused %1h%
0992=2,set_player %1d% weapons_scrollable %2h%
0993=0,NOP
0994=3,unknown_create_escape_at %1d% %2d% %3d%
0995=0,unknown_remove_escapes
0996=2,set_racing_checkpoint %1d% Z_angle_to %2d%
0997=1,set_total_respect_points_to %1d%
0998=1,add_respect %1h%
0999=0,NOP
099A=2,set_car %1d% collision_detection %2h%
099B=1,unknown_enable_car %1d% collision_on_path
099C=3,jiggle_camera type %1h% timelimit %2d% intensity %3d%
099D=0, night_vision_enabled
099E=1,enable_police_patrols %1h%
099F=2,AS_actor %1h% ignore_weapon_range %2h%
09A0=10,actor %1d% attach_object %2d% with_offset %3d% %4d% %5d% on_bone %6h% %7h% perform_animation %8h% IFP_file %9h% time %10h%
09A1=2,set_actor %1d% onbone_attached_objectB_operation %2b%
09A2=1,destroy_object_with_fade %1d%
09A3=1,show_siterocket_on_bumper_camera %1h%
09A4=6,set_dialogue_classB_question_GXT %1g% answer_Y_GXT %2g% answer_N_GXT %3g% question_WAV %4d% answer_Y_WAV %5d% answer_N_WAV %6d%
09A5=0,NOP
09A6=1,enable_interior_radar_blips %1h%
09A7=2,set_actor %1d% drugged_up %2h%
09A8=1, actor %1d% headshoted
09A9=2,get_string %1h% CRC32_to %2d% ; 16-byte strings
09AA=2,set_dialogue_classB_end_GXT %1g% WAV %2d%
09AB=2,set_passengers_in_car %1d% speak_from_audio_table %2h% ; similar to 0947
09AC=1,disable_map_icons %1h%
09AD=1,set_vehicle_camera_mode %1h%
09AE=1, actor %1d% driving_train
09AF=4,set_trip_skip_after_mission %1d% %2d% %3d% angle %4d%
09B0=2,set_car %1d% accessible_for_player_using_controller %2h%
09B1=0,NOP
09B2=3,get_random_available_car_unk %1h% model_to %2d% class_to %3d%
09B3=2,get_car %1d% door_status %2d%
09B4=5,set_object_property_at %1d% %2d% radius %3d% bitmask %4d% flag %5h%
09B5=2,set_actor %1d% signal_after_kill %2h%
09B6=2,set_actor %1d% wanted_by_police %2h%
09B7=2,set_zone %1g% disable_footcops %2h%
09B8=8,create_blood_gush_at %1d% %2d% %3d% with_offset %4d% %5d% %6d% density %7h% on_actor %8d%
09B9=1,show_entered_car_name %1h%
09BA=1,show_entered_zone_name %1h%
09BB=2, car %1d% has_visible_damage_on_component %2h%
09BC=4,put_actor %1d% at %2d% %3d% %4d% no_offset_and_dont_warp_gang
09BD=1,allow_other_threads_to_display_text_boxes %1h%
09BE=0, are_text_boxes_locked_to_any_thread
09BF=1,set_random_traffic_spawn_to_model %1o% ; Load the vehicle model before using this
09C0=7,%7d% = get_random_car_in_area %1d% %2d% %3d% %4d% %5d% with_actors %6h%
09C1=1,add_next_text_to_brief_history %1h%
09C2=0,cancel_rampage
09C3=6, police_car_in_rectangle_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
09C4=2,set_car %1d% gas_tank_explosion_enabled %2h%
09C5=1, unknown_actor %1d%
09C6=4,%1d% %2d% %3d% %4d%
09C7=2,change_player %1d% model_to %2o%
09C8=0, menu_subtitles_switched_on
09C9=2,disembark_actor %1d% from_car %2d% and_freeze_actor_position
09CA=6,set_object %1d% immunities BP %2h% FP %3h% EP %4h% CP %5h% MP %6h%
09CB=2, vehicle %1d% colliding_with_vehicle %2d%
09CC=2, object %1d% model_is %2o%
09CF=2,set_train %1d% stop_at_stations %2h%
09D0=1, car %1d% on_wheels
09D1=1, pickup %1d% created
09D2=1,set_cops_chase_criminals %1d%
09D3=0,NOP
09D4=0,suspend_wanted_level
09D5=6,play_sound_of_actor %1d% soundslot %2d% unknown_flags %3h% %4h% %5h% as %6d% ; extended 0947
09D6=5,unknown_set_actor %1d% sound %2d% flags %3h% %4h% %5h%
09D7=2,set_player %1d% force_interior_lighting %2h%
09D8=1,NOP %1h%
09D9=0,detonate_all_satchel_charges
09DA=3, cash_pickup_at %1d% %2d% %3d%
09DB=3,set_panel %1d% column %2h% width %3d%
09DC=0,NOP
09DD=1,unknown_player_group %1h%
09DE=1, actor %1d% entering_car
09E0=5,trip_skip %1d% %2d% %3d% angle %4d% when_in_car %5d%
09E1=2,get_car_model %1o% price_to %2d%
09E2=14,%14d% = parked_car_generator_w_numberplate %5o% colors %6d% %7d% force_spawn %8d% alarm %9d% door_lock %10d% min_delay %11d% max_delay %12d% plate %13h% at %1d% %2d% %3d% angle %4d%
09E3=1, train %1d% traveling_clockwise
09E4=1,enable_aircraftcarrier_sam %1h%
09E5=7,create_flash_light_at %1d% %2d% %3d% RGB_mask %4d% %5d% %6d% radius %7d%
09E6=1,set_burglary_houses_accessible %1h%
09E7=1, player %1d% not_frozen
09E8=2,%2d% = actor %1d% active_interior
09E9=1,car %1d% set_single_nitro
09EA=0,NOP
09EB=2,remove_player_goggles %1d% use_anim %2h%
09EC=1,set_garages_leave_camera_alone %1d%
09ED=2, actor %1d% is_within_field_of_view_actor %2d%
09EE=1,set_status_text_stay_on_screen %1h%
09EF=4,set_behind_camera_autoposition_mode_for_car_model %1o% distance %2d% altitude_multiplier %3d% angle_X %4d%
09F0=0,restore_behind_camera_autoposition_mode_for_all_car_models
09F1=2,play_audio_at_actor %1d% event %2d%
09F2=1, decision_maker %1d% exists
09F3=0,NOP
09F4=2,set_actor %1d% ignore_height_difference_following_nodes %2h%
09F5=1,disable_player_mutal_activities %1d%
09F6=2,set_actor %1d% unjackable_through_driver_seat %2h%
09F7=2,play_audio_at_car %1d% event %2d%
09F8=0,give_player2_weapons_of_player1
09F9=0,NOP
09FA=0, is_menu_closed
09FB=1,%1d% = current_language
09FC=1, anything_entered_objects_position %1d%
09FD=2,get_gxt_string %1g% width_to %2d%
09FE=1,reset_hydraulics_on_car %1d%
09FF=3,set_restart_closest_to %1d% %2d% %3d%
0A00=0,NOP
0A01=1, model %1o% car
0A02=2,set_searchlight %1d% lights_through_obstacles %2h%
0A03=0, unknown_gang_war_in_progress
0A04=0,NOP
0A05=0,NOP
0A06=1, train %1d% next_station_unlocked
0A07=1,put_train %1d% at_next_station
0A08=3,get_gxt_string_1number %1g% number %2d% width_to %3d%
0A09=2,set_actor %1d% muted %2h% ; versionB
0A0A=2,unknown_object %1d% flag %2h%
0A0B=4,set_rendering_origin_at_3D_coord %1d% %2d% %3d% angle %4d%
0A0C=1, player %1d% on_jetpack
0A0D=0,NOP
0A0E=1,disable_text_with_style %1h%
0A0F=0, new_language_set
0A10=2,increase_integer_stat %1d% by %2h%
0A11=3,set_car %1d% tertiary_color_to %2d% quaternary_color_to %3d%
0A12=3,get_car %1d% tertiary_color_to %2d% quaternary_color_to %3d%
0A13=0,unknown_sync_player_camera
0A14=1,disable_respray_garages %1h%
0A15=1, is_car_affected_by_cheats %1d%
0A16=2,link_wav %1h% to_car %2d%
0A17=2,set_parked_car_generator %1d% to_player_owned %2h%
0A18=6,set_dialogue_classA_question_GXT %1g% answer_yes_GXT %2g% answer_no_GXT %3g% question_WAV %4d% answer_yes_WAV %5d% answer_no_WAV %6d%
0A19=1,display_zone_text %1g%
0A1A=9,actor %1d% perform_walk_animation %2h% IFP %3h% framedelta %4d% loopA %5h% lockX %6h% lockY %7h% lockF %8h% %9h% ms ; versionC
0A1B=2, actor %1d% colliding_with_actor %2d%
0A1C=2,set_helicopter %1d% play_engine_sounds %2h%
0A1D=2,AS_actor %1d% rotate_to_and_look_at_actor %2d%
0A1E=1,dump_screen %1h%
0A1F=2,increase_float_stat %1h% by %2d%
0A20=2,disable_player %1d% group_control_back %2h%
0A21=2,set_car %1d% not_affected_by_cheats %2h%
0A22=4,set_car_color_to_panel_color_panelID %1d% car %2d% colorslot %3h% active_row %4d%
0A23=3,set_panel %1d% row %2d% shopping_item_bought %3h%
0A24=1,enable_military_zones_wanted_level %1h%
0A25=2,set_camera_on_players_X_angle %1d% Z_angle %2d%
0A26=0,set_radio_to_favorite_station
0A27=2,set_actor %1d% death_pickups_persist %2h%
0A28=2,set_actor %1d% swimming_speed_to %2d%
0A29=1, player %1d% climbing
0A2A=1, text_box %1g% displayed
0A2B=0, widescreen_option_enabled
0A2C=1,hide_priority_text_while_fading %1h%
0A2D=1,hide_styled_text_while_fading %1h% ; works with 00BA
0A2E=7,AS_actor %1d% go_to %2d% %3d% %4d% mode %5h% time %6h% stop_radius %7d% following_paths
0A2F=1,show_first_person_view %1h%
0A30=1,repair_car %1d%
0A31=2,set_player %1d% group_to_follow_never %2h%
0A32=1, actor %1d% on_turret_of_car
0A33=2,get_car_ped_is_attached_to %1d% store_to %2d%
0A34=0,NOP
0A35=5,trip_skip %1d% %2d% %3d% angle %4d% when_in_car %5d% finished_by_script
0A36=0, trip_skip_finished_by_script_is_ready_to_fade_in
0A37=1,disable_vehicle_lights %1d%
0A38=0,NOP
0A39=1,get_vehicle_camera_mode_to %1d%
0A3A=2, player %1d% last_model_shot %2o%
0A3B=1,clear_player %1d% last_model_shot
0A3C=2,set_dialogue_classA_end_GXT %1g% WAV %2d%
0A3D=1,enable_prostitutes_pay_you %1h% and_scm_inject
0A3E=7,unknown_get_actor_in_sphere %1d% %2d% %3d% radius %4d% %5d% %6d% handle_as %7d%
0A3F=1,set_unused_flag %1h%
0A40=5,%5d% = create_entrance_marker_at %1d% %2d% %3d% color %4h%
0A41=1,destroy_entrance_marker %1d%
0A42=0,NOP
0A43=0,get_rid_of_player_prostitute
0A44=1,override_text_block %1h%
0A45=1,set_rail_tracks_friction_to %1d%
0A46=2,set_external_scripts_triggers_type %1h% enabled %2h%
0A47=0,set_dialogue_mode_enabled_without_GXT
0A48=1,enable_menu_access_in_widescreen_mode %1h%
0A49=0, NOP_false
0A4A=2,store_joystick_X_offset_to %1h% Y_offset_to %2h%
0A4B=0, controls_set_to_joystick
0A4C=0, mouse_not_inverted_vertically
0A4D=0, NOP_false
0A4E=0,increment_useless_flag
0A8C=4,write_memory %1d% size %2d% value %3d% virtual_protect %4d%
0A8D=4,%4d% = read_memory %1d% size %2d% virtual_protect %3d%
0A8E=3,%3d% = %1d% + %2d% ; int
0A8F=3,%3d% = %1d% - %2d% ; int
0A90=3,%3d% = %1d% * %2d% ; int
0A91=3,%3d% = %1d% / %2d% ; int
0A92=-1,create_custom_thread %1s%
0A93=0,end_custom_thread
0A94=-1,start_custom_mission %1s%
0A95=0,enable_thread_saving
0A96=2,%2d% = actor %1d% struct
0A97=2,%2d% = car %1d% struct
0A98=2,%2d% = object %1d% struct
0A99=1,chdir %1buserdir/rootdir%
0A9A=3,%3d% = openfile %1s% mode %2d% ; IF and SET
0A9B=1,closefile %1d%
0A9C=2,%2d% = file %1d% size
0A9D=3,readfile %1d% size %2d% to %3d%
0A9E=3,writefile %1d% size %2d% from %3d%
0A9F=1,%1d% = current_thread_pointer
0AA0=1,gosub_if_false %1p%
0AA1=0,return_if_false
0AA2=2,%2h% = load_library %1s% ; IF and SET
0AA3=1,free_library %1h%
0AA4=3,%3d% = get_proc_address %1s% library %2d% ; IF and SET
0AA5=-1,call %1d% num_params %2h% pop %3h%
0AA6=-1,call_method %1d% struct %2d% num_params %3h% pop %4h%
0AA7=-1,call_function %1d% num_params %2h% pop %3h%
0AA8=-1,call_function_method %1d% struct %2d% num_params %3h% pop %4h%
0AA9=0, is_game_version_original
0AAA=2,%2d% = thread %1s% pointer
0AAB=1, file_exists %1s%
0AAC=2,%2d% = load_audiostream %1d%
0AAD=2,set_mp3 %1d% perform_action %2d%
0AAE=1,release_mp3 %1d%
0AAF=2,%2d% = get_mp3_length %1d%
0AB0=1, key_pressed %1d%
0AB1=-1,call_scm_func %1p%
0AB2=-1,ret
0AB3=2,var %1d% = %2d%
0AB4=2,%2d% = var %1d%
0AB5=3,store_actor %1d% closest_vehicle_to %2d% closest_ped_to %3d%
0AB6=3,store_target_marker_coords_to %1d% %2d% %3d% // IF and SET
0AB7=2,get_vehicle %1d% number_of_gears_to %2d%
0AB8=2,get_vehicle %1d% current_gear_to %2d%
0AB9=2,get_mp3 %1d% state_to %2d%
0ABA=1,end_custom_thread_named %1s%
0ABB=2,%2d% = audiostream %1d% volume
0ABC=2,set_audiostream %1d% volume %2d%
0ABD=1, vehicle %1d% siren_on
0ABE=1, vehicle %1d% engine_on
0ABF=2,set_vehicle %1d% engine_state_to %2d%
0AC0=2,audiostream %1d% loop %2d%
0AC1=2,%2d% = load_audiostream_with_3d_support %1d% ; IF and SET
0AC2=4,set_audiostream %1d% 3d_position %2d% %3d% %4d%
0AC3=2,link_3d_audiostream %1d% to_object %2d%
0AC4=2,link_3d_audiostream %1d% to_actor %2d%
0AC5=2,link_3d_audiostream %1d% to_vehicle %2d%
0AC6=2,%2d% = label %1p% offset
0AC7=2,%2d% = var %1d% offset
0AC8=2,%2d% = allocate_memory_size %1d%
0AC9=1,free_allocated_memory %1d%
0ACA=1,show_text_box %1s%
0ACB=3,show_styled_text %1s% time %2d% style %3d%
0ACC=2,show_text_lowpriority %1s% time %2d%
0ACD=2,show_text_highpriority %1s% time %2d%
0ACE=-1,show_formatted_text_box %1s%
0ACF=-1,show_formatted_styled_text %1s% time %2d% style %3d%
0AD0=-1,show_formatted_text_lowpriority %1s% time %2s%
0AD1=-1,show_formatted_text_highpriority %1s% time %2s%
0AD2=2,%2d% = player %1d% targeted_actor //IF and SET
0AD3=-1,%1d% = format %2s%
0AD4=-1,%3d% = scan_string %1d% format %2s%
0AD5=3,file %1d% seek %2d% from_origin %3d% //IF and SET
0AD6=1, end_of_file %1d% reached
0AD7=3,read_string_from_file %1d% to %2d% size %3d% // IF and SET
0AD8=2,write_string_to_file %1d% from %2d% //IF and SET
0AD9=-1,write_formatted_text %2d% in_file %1d%
0ADA=-1,%3d% = scan_file %1d% format %2d% //IF and SET
0ADB=2,%2d% = car_model %1o% name
0ADC=1, test_cheat %1d%
0ADD=1,spawn_car_with_model %1o% like_a_cheat
0ADE=2,%2d% = text_by_GXT_entry %1d%
0ADF=2,add_dynamic_GXT_entry %1d% text %2d%
0AE0=1,remove_dynamic_GXT_entry %1d%
0AE1=7,%7d% = random_actor_near_point %1d% %2d% %3d% in_radius %4d% find_next %5h% pass_deads %6h% //IF and SET
0AE2=7,%7d% = random_vehicle_near_point %1d% %2d% %3d% in_radius %4d% find_next %5h% pass_wrecked %6h% //IF and SET
0AE3=6,%6d% = random_object_near_point %1d% %2d% %3d% in_radius %4d% find_next %5h% //IF and SET
0AE4=1, directory_exists %1d%
0AE5=1,create_directory %1d% ; IF and SET
0AE6=3,%2d% = find_first_file %1d% get_filename_to %3d% ; IF and SET
0AE7=2,%2d% = find_next_file %1d% ; IF and SET
0AE8=1,find_close %1d%
0AE9=1,pop_float %1d%
0AEA=2,%2d% = actor_struct %1d% handle
0AEB=2,%2d% = car_struct %1d% handle
0AEC=2,%2d% = object_struct %1d% handle
0AED=3,%3d% = float %1d% to_string_format %2d%
0AEE=3,%3d% = exp %1d% base %2d% //all floats
0AEF=3,%3d% = log %1d% base %2d% //all floats
0AF0=4,%4d% = get_int_from_ini_file %1s% section %2s% key %3s%
0AF1=4,write_int %1d% to_ini_file %2s% section %3s% key %4s%
0AF2=4,%4d% = get_float_from_ini_file %1s% section %2s% key %3s%
0AF3=4,write_float %1d% to_ini_file %2s% section %3s% key %4s%
0AF4=4,%4d% = read_string_from_ini_file %1s% section %2s% key %3s%
0AF5=4,write_string %1s% to_ini_file %2s% section %3s% key %4s%
0B00=1,delete_file %1d% ;; IF and SET
0B01=2,delete_directory %1d% with_all_files_and_subdirectories %2d% ;; IF and SET
0B02=2,move_file %1d% to %2d% ;; IF and SET
0B03=2,move_directory %1d% to %2d% ;; IF and SET
0B04=2,copy_file %1d% to %2d% ;; IF and SET
0B05=2,copy_directory %1d% to %2d% ;; IF and SET
0B10=3,%3d% = %1d% AND %2d%
0B11=3,%3d% = %1d% OR %2d%
0B12=3,%3d% = %1d% XOR %2d%
0B13=2,%2d% = NOT %1d%
0B14=3,%3d% = %1d% MOD %2d%
0B15=3,%3d% = %1d% SHR %2d%
0B16=3,%3d% = %1d% SHL %2d%