; 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%