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	<id>https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krasiejow</id>
	<title>GTAMods Wiki - User contributions [en]</title>
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	<updated>2026-04-08T22:26:41Z</updated>
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	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=14904</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=14904"/>
		<updated>2015-09-10T20:42:42Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main page: [[List of statistics (VC)]]''&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Total number of stores to knock off (default is 15)&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Total number of assassination contracts to complete (default 5)&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x695680 - [4 bytes] - moon size&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=CLEO&amp;diff=14597</id>
		<title>CLEO</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=CLEO&amp;diff=14597"/>
		<updated>2015-07-25T18:22:04Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ToolBox&lt;br /&gt;
| name    = CLEO&lt;br /&gt;
| version = {{Icon|SA}}&amp;amp;nbsp;{{Hint|4.3.20|Released on 21 April, 2015}}&amp;lt;br&amp;gt;{{Icon|VC}}&amp;amp;nbsp;{{Hint|2.0.0.1|Released on 22 July, 2014}}&amp;lt;br&amp;gt;{{Icon|3}}&amp;amp;nbsp;{{Hint|2.0.0.1|Released on 22 July, 2014}}&lt;br /&gt;
| author  = {{Ui|Seemann}}, Alien, {{Ui|Deji}}, &amp;lt;br&amp;gt;{{Ui|DK22Pac}}, {{Ui|ThirteenAG}}&lt;br /&gt;
| game    = [[GTA 3]], [[GTA VC]], [[GTA SA]]&lt;br /&gt;
| genre   = [[mission scripting]]&lt;br /&gt;
| site    = http://cleo.li&lt;br /&gt;
| image   = [[File:Cleo-logo.png|250px|CLEO 4 logo]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''CLEO Library''' or shortly '''CLEO''' is a tool that extends coding possibilities in GTA 3 series games by adding a lot of new opcodes and allowing to run the scripts without modifying the [[main.scm]]. CLEO was created and originally developed by {{U|Seemann}}. CLEO 4 was initially developed by Alien, now it's continued by Deji.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
=== Extra opcodes ===&lt;br /&gt;
CLEO adds a lot of [[:Category:CLEO Opcodes|useful opcodes]] making possible file management, [[Memory Addresses (SA)|game memory]] handling, calling [[Function Memory Addresses (SA)|exe functions]], playing audio files and much more. New opcodes were added in the fourth version to work with audio streams, to format strings, to display custom texts on screen without using external text files ([[.fxt]], [[.gxt]]).&lt;br /&gt;
&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
* SCM Log&lt;br /&gt;
* GXT Hook (No more needed with CLEO 4. GXT Hook is built into CLEO 4)&lt;br /&gt;
* [[HUME]]&lt;br /&gt;
* MP3 Player&lt;br /&gt;
* Quick Opcode by {{U|Alexander Blade}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=518780 NewOpcodes] by DK22Pac&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=499167 ClipboardControl] by Deji&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
=== Custom scripts ===&lt;br /&gt;
The main feature of CLEO is that it allows to run custom scripts (commonly a single file with the extension &amp;lt;code&amp;gt;.cs&amp;lt;/code&amp;gt;) without starting a new game. All you need is to get a script, place it in the CLEO folder and run the game (new or saved). This feature is recognized as one of the most important achievement in GTA SA modding.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
* CLEO can not work with SA v2.00 and higher. One should use [[San_Andreas_v2.0_Modding#Method_1:_Downgrader|a downgrade patch]].&lt;br /&gt;
* Using mp3 related opcodes in CLEO 3 could cause occasional crashes of the game. CLEO 4 is more stable on this matter&lt;br /&gt;
* Some CLEO features don't work in multiplayer mods such as [[SA:MP]] due to their anti-cheating measures&lt;br /&gt;
* Complex scripts developed for CLEO 3 (most notably those ones made by Japanese modder Ryosuke) may not work with CLEO 4. A special compatibility mode was introduced in CLEO 4.3 to solve this problem&lt;br /&gt;
&lt;br /&gt;
== Major projects using CLEO ==&lt;br /&gt;
* [[Design Your Own Mission]]&lt;br /&gt;
* [[Gostown Paradise]]&lt;br /&gt;
&lt;br /&gt;
== CLEO for GTA III and Vice City ==&lt;br /&gt;
Initially CLEO was designed and made for San Andreas. Huge success of it and popularity of previous games inspired Alien to port the library for [[GTA 3]] and [[Vice City]], without some features, such as custom saves storing CLEO variables and scripts state.&lt;br /&gt;
After Alien's retirement, the development slowed down until {{U|Silent}} issued a version with some fixes. Soon after that DK22Pac announced next version of CLEO for GTA III and Vice City, rewritten from scratch. It wasn't ever released, but  ThirteenAG helped to finish his work and the second version is now available for download.&lt;br /&gt;
&lt;br /&gt;
== CLEO Android ==&lt;br /&gt;
CLEO Android is an official fork of the CLEO Library made by {{U|Alexander Blade}} for the Android platform.&lt;br /&gt;
 &lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cleo.li CLEO Library website]&lt;br /&gt;
* [http://cleo.li/android CLEO Android]&lt;br /&gt;
* {{GTAF|268976|Initial CLEO topic}}&lt;br /&gt;
* {{GTAF|271646|CLEO 2 topic}}&lt;br /&gt;
* {{GTAF|317904|CLEO 3 MODS}} &amp;amp;ndash; topic by {{U|ZAZ}}&lt;br /&gt;
* {{GTAF|403594|CLEO Script Tutorial}} &amp;amp;ndash; topic by {{U|ZAZ}}&lt;br /&gt;
* {{GTAF|445719|First note about CLEO for GTA III/VC}}&lt;br /&gt;
* {{Icon|Net}} [http://www.gtagarage.com/mods/browse.php?C=14&amp;amp;State=0&amp;amp;Type=0&amp;amp;Game=5&amp;amp;Order=LastUpdate&amp;amp;Dir=DESC&amp;amp;st=0 CLEO Scripts @ GTAGarage]&lt;br /&gt;
* [http://gtag.gtagaming.com/forums/index.php?showtopic=238 CLEO 4 - Great New Functions] - a short review of new opcodes by {{U|Deji}}&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC|3}}&lt;br /&gt;
[[Category:Mission Scripting]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Vice_City_Multiplayer&amp;diff=10989</id>
		<title>Vice City Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Vice_City_Multiplayer&amp;diff=10989"/>
		<updated>2012-06-30T20:38:55Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Team */  where did you got that false information about VCMP developers ;o? Added the real team list, only active members&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About VC:MP==&lt;br /&gt;
Vice City Multiplayer is an unofficial multiplayer modification to the PC version of Grand Theft Auto: Vice City, a game developed by Rockstar North and released in 2003. The aim of VC:MP is to integrate rich and entertaining multiplayer capabilities into the original game. &lt;br /&gt;
&lt;br /&gt;
==Version==&lt;br /&gt;
*Current : 0.3z r2&lt;br /&gt;
*In development : 0.4&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
*[[user:maxorator|maxorator]] - Developer&lt;br /&gt;
*[[user:Ryz|Ryz]] - Tester&lt;br /&gt;
*[[user:adamale|adamale]] - Tester&lt;br /&gt;
*[[user:Smoke2jointS|Smoke2jointS]] - Tester&lt;br /&gt;
*[[user:Carlambor|Carlambor]] - Tester&lt;br /&gt;
*[[user:YaceQ|YaceQ]] - Tester&lt;br /&gt;
*[[user:Mattz|Mattz]] - Tester&lt;br /&gt;
*[[user:kenwood|kenwood]] - Tester&lt;br /&gt;
*[[user:Strike|Strike]] - Tester&lt;br /&gt;
*[[user:Baldachyn|Baldachyn]] - Tester&lt;br /&gt;
*[[user:Kill3R|Kill3R]] - Tester&lt;br /&gt;
*[[user:Pyrus|Pyrus]] - Tester&lt;br /&gt;
*[[user:Hanney|Hanney]] - Tester&lt;br /&gt;
*[[user:Squida|Squida]] - Tester&lt;br /&gt;
*[[user:Zegro|Zegro]] - Tester&lt;br /&gt;
*[[user:krasiejow|NC]] - Tester&lt;br /&gt;
*[[user:cycu|cycu]] - Tester&lt;br /&gt;
*[[user:Prontera|Prontera]] - Tester&lt;br /&gt;
*[[user:Stormeus|Stormeus]] - Tester&lt;br /&gt;
*[[user:j-king|j-king]] - Tester&lt;br /&gt;
&lt;br /&gt;
{{MP-navi}}&lt;br /&gt;
[[Category:GTA_VC]][[Category:VCMP]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10013</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10013"/>
		<updated>2011-08-14T21:44:41Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: added a bit for people lazy to search&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{note|1|[1]}} {{GTAF|post|117195|1060507268}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{note|2|[2]}} {{GTAF|post|117195|1630957}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{note|3|[3]}} {{GTAF|post|117195|2851295}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{note|4|[4]}} {{GTAF|post|117195|1818097}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{note|5|[5]}} {{GTAF|post|117195|1827223}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{note|6|[6]}} {{GTAF|post|117195|1835819}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=03C4&amp;diff=10006</id>
		<title>03C4</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=03C4&amp;diff=10006"/>
		<updated>2011-08-12T18:59:41Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: Created page with '{{OpCode | ini         = 03c4=3,set_status_text_to %1d% %2b:bar/number% %3g% | description = Displays text with numbers or a bar | p1          = variable | p2          = 0 (for n…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 03c4=3,set_status_text_to %1d% %2b:bar/number% %3g%&lt;br /&gt;
| description = Displays text with numbers or a bar&lt;br /&gt;
| p1          = variable&lt;br /&gt;
| p2          = 0 (for numbers), 1 (for a bar)&lt;br /&gt;
| p3          = GXT string&lt;br /&gt;
| game        = [[GTA 3]], [[Vice City]], [[San Andreas]]&lt;br /&gt;
}}&lt;br /&gt;
This opcode is used for example to show health of people to cover or numbers of action (sold ice creams) done.&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
counter, string, bar&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=9942</id>
		<title>List of opcodes</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=9942"/>
		<updated>2011-07-31T11:30:31Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all opcodes, including nops and unsupported ones, in [[GTA III]], [[Vice City]], and [[San Andreas]]. Brief descriptions and notes are added to the list for quick and easy access to information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; |Opcode&lt;br /&gt;
! width=&amp;quot;20px&amp;quot; |{{Hint|P|Number of parameters}}&lt;br /&gt;
! Parameter type&lt;br /&gt;
! width=&amp;quot;60px&amp;quot; |Games&lt;br /&gt;
! Brief description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[0000]] ||0 ||nop || {{Icon|trilogy}} ||no operation ||special use in [[CLEO]]&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0001]] ||1 ||int || {{Icon|trilogy}} ||wait ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0002]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0003]] ||1 ||int || {{Icon|trilogy}} ||shake camera ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0004]] ||2 ||global var, int || {{Icon|trilogy}} ||set global to integer ({{Hint|G|global variable}} = {{Hint|I|integer value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0005]] ||2 ||global var, flt || {{Icon|trilogy}} ||set global to float ({{Hint|G|global variable}} = {{Hint|F|floating-point value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0006]] ||2 ||local var, int || {{Icon|trilogy}} ||set local to integer ({{Hint|L|local variable}} = {{Hint|I|integer value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0007]] ||2 ||local var, flt || {{Icon|trilogy}} ||set local to float ({{Hint|L|local variable}} = {{Hint|F|floating-point value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0008]] ||2 ||global var, int || {{Icon|trilogy}} ||add global to integer (G += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0009]] ||2 ||global var, flt || {{Icon|trilogy}} ||add global to float (G += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000A]] ||2 ||local var, int || {{Icon|trilogy}} ||add local to integer (L += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000B]] ||2 ||local var, flt || {{Icon|trilogy}} ||add local to float (L += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000C]] ||2 ||global var, int || {{Icon|trilogy}} ||subtract global to integer (G -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000D]] ||2 ||global var, flt || {{Icon|trilogy}} ||subtract global to float (G -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000E]] ||2 ||local var, int || {{Icon|trilogy}} ||subtract local to integer (L -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000F]] ||2 ||local var, flt || {{Icon|trilogy}} ||subtract local to float (L -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0010]] ||2 ||global var, int || {{Icon|trilogy}} ||multiply global to integer (G *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0011]] ||2 ||global var, flt || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0012]] ||2 ||local var, int || {{Icon|trilogy}} ||multiply local to integer (L *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0013]] ||2 ||local var, flt || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0014]] ||2 ||global var, int || {{Icon|trilogy}} ||divide global to integer (G /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0015]] ||2 ||global var, flt || {{Icon|trilogy}} ||divide global to float (G /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0016]] ||2 ||local var, int || {{Icon|trilogy}} ||divide local to integer (L /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0017]] ||2 ||local var, flt || {{Icon|trilogy}} ||divide local to float (L /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0018]] ||2 ||int, int || {{Icon|trilogy}} ||check global greater than integer (G &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0019]] ||2 ||int, int || {{Icon|trilogy}} ||check local greater than integer (L &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001A ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than global (I &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than local (I &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than global int (G &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than local int (L &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than local int (G &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than global int (L &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0020 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than float (G &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0021 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than float (L &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0022 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than global (F &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0023 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than local (F &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0024 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than global float (G &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0025 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than local float (L &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0026 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than local float (G &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0027 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than global float (L &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0028 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than or equal to integer (G &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0029 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than or equal to integer (L &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002A ||2 ||int, int || {{Icon|trilogy}} ||check int greater than or equal to global (I &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than or equal to local (I &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to global integer (G &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to local integer (G &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0030 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than or equal to float (G &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0031 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than or equal to float (L &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0032 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to global (F &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0033 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to local (F &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0034 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to global float (G &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0035 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to local float (L &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0036 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to local float (G &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0037 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to global float (L &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0038 ||2 ||int, int || {{Icon|trilogy}} ||check global equal to integer (G == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0039 ||2 ||int, int || {{Icon|trilogy}} ||check local equal to integer (L == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003A ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to global integer (G == G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003B ||2 ||int, int || {{Icon|trilogy}} ||check local integer equal to local integer (L == L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003C ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to local integer (G == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0040 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0041 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0042 ||2 ||float, float || {{Icon|trilogy}} ||check global equal to float (G == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0043 ||2 ||float, float || {{Icon|trilogy}} ||check local equal to float (L == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0044 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to global float (G == G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0045 ||2 ||float, float || {{Icon|trilogy}} ||check local float equal to local float (L == L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0046 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to local float (G == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0047 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0048 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0049 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|004C ||1 ||label || {{Icon|3}} ||jump to label if true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004D]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] if false ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004E]] ||0 || || {{Icon|trilogy}} ||terminate this script ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004F]] ||-1 ||label || {{Icon|trilogy}} ||start new script with args ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0050 ||1 ||label || {{Icon|trilogy}} ||gosub ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0051 ||0 || || {{Icon|trilogy}} ||return ||&lt;br /&gt;
|-&lt;br /&gt;
|0052 ||6 || || {{Icon|3}} ||nop ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0053 ||5 ||int, float, float, float, player handle || {{Icon|trilogy}} ||create player ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0054 ||4 ||player handle, var, var, var || {{Icon|3}} {{Icon|VC}} ||get player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0055]] ||4 ||player handle, int, int, int || {{Icon|3}} {{Icon|VC}} ||set player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0056]] ||6 ||player handle, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0057 ||8 ||player handle, float, float, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0058 ||2 ||int, int || {{Icon|trilogy}} ||add global integer to global integer (G += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0059 ||2 ||float, float || {{Icon|trilogy}} ||add global float to global float (G += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005A ||2 ||int, int || {{Icon|trilogy}} ||add local integer to local integer (L += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005B ||2 ||float, float || {{Icon|trilogy}} ||add local float to local float (L += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005C ||2 ||int, int || {{Icon|trilogy}} ||add local integer to global integer (L += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005D ||2 ||float, float || {{Icon|trilogy}} ||add local float to global float (L += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005E ||2 ||int, int || {{Icon|trilogy}} ||add global integer to local integer (G += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005F ||2 ||float, float || {{Icon|trilogy}} ||add global float to local float (G += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0060 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to global integer (G -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0061 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to global float (G -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0062 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to local integer (L -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0063 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to local float (L -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0064 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to global integer (L -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0065 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to global float (L -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0066 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to local integer (G -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0067 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to local float (G -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0068 ||2 ||global, global || {{Icon|trilogy}} ||multiply global int to global int (G *= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0069 ||2 ||global, global || {{Icon|trilogy}} ||multiply global float to global float (G *= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006A ||2 ||local, local || {{Icon|trilogy}} ||multiply local int to local int (L *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006B ||2 ||local, local || {{Icon|trilogy}} ||multiply int float to int float (L *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006C ||2 ||local, float || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006D ||2 ||global, float || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006E ||2 ||global, local || {{Icon|trilogy}} ||multiply global int to local int (G *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006F ||2 ||global, local || {{Icon|trilogy}} ||multiply global float to local float (G *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0070 ||2 ||global, global || {{Icon|trilogy}} ||divide global int by global int (G /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0071 ||2 ||global, global || {{Icon|trilogy}} ||divide global float by global float (G /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0072 ||2 ||local, local || {{Icon|trilogy}} ||divide local int by local int (L /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0073 ||2 ||local, local || {{Icon|trilogy}} ||divide local float by local float (L /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0074 ||2 ||local, global || {{Icon|trilogy}} ||divide local int by global int (L /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0075 ||2 ||local, global || {{Icon|trilogy}} ||divide local float by global float (L /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0076 ||2 ||global, local || {{Icon|trilogy}} ||divide global int by local int (G /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0077 ||2 ||global, local || {{Icon|trilogy}} ||divide global float by local float (G /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0078 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0079 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007A ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007B ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007C ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007D ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007E ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007F ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0080 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0081 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0082 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0083 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0084 ||2 ||global, global || {{Icon|trilogy}} ||set global integer equal to global integer (G = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0085 ||2 ||local, local || {{Icon|trilogy}} ||set local integer equal to local integer (L = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0086 ||2 ||global, global || {{Icon|trilogy}} ||set global float equal to global float (G = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0087 ||2 ||local, local || {{Icon|trilogy}} ||set local float equal to local float (L = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0088 ||2 ||global, local || {{Icon|trilogy}} ||set global float equal to local float (G = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0089 ||2 ||local, global || {{Icon|trilogy}} ||set local float equal to global float (L = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008A ||2 ||global, local || {{Icon|trilogy}} ||set global integer equal to local integer (G = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008B ||2 ||local, global || {{Icon|trilogy}} ||set local integer equal to global integer (L = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008C ||2 ||int, float || {{Icon|trilogy}} ||convert global float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008D ||2 ||float, int || {{Icon|trilogy}} ||convert global int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[008E]] ||2 ||int, float || {{Icon|trilogy}} ||convert local float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008F ||2 ||float, int || {{Icon|trilogy}} ||convert local int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0090 ||2 ||int, float || {{Icon|trilogy}} |||convert global float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0091 ||2 ||float, int || {{Icon|trilogy}} ||convert global int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0092 ||2 ||int, float || {{Icon|trilogy}} |||convert local float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0093 ||2 ||float, int || {{Icon|trilogy}} ||convert local int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0094 ||1 ||int || {{Icon|trilogy}} ||absolute value of global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0095 ||1 ||int || {{Icon|trilogy}} ||absolute value of local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0096 ||1 ||float || {{Icon|trilogy}} ||absolute value of global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0097 ||1 ||float || {{Icon|trilogy}} ||absolute value of local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0098 ||1 ||float || {{Icon|trilogy}} ||generate random float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0099 ||1 ||int || {{Icon|trilogy}} ||generate random integer ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[009A]] ||6 ||int, int, flt, flt, flt, char handle || {{Icon|trilogy}} ||create char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009B ||1 ||char handle || {{Icon|trilogy}} ||delete char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009C ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char to wander path ||&lt;br /&gt;
|-&lt;br /&gt;
|009D ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009E ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||set char path ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to -1 ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[00A0]] ||4 ||char, var, var, var || {{Icon|trilogy}} ||get char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00A1]] ||4 ||char, flt, flt, flt || {{Icon|trilogy}} ||set char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A2 ||1 ||char handle || {{Icon|3}} ||check char alive ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A4 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 3D area ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[00A5]] ||5 ||int, flt, flt, flt, car handle || {{Icon|trilogy}} ||create car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A6 ||1 ||car handle || {{Icon|trilogy}} ||delete car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A7 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||car drive to coordinate ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A8 ||1 ||car handle || {{Icon|trilogy}} ||set car to psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A9 ||1 ||car handle || {{Icon|trilogy}} ||reset car from psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00AA ||4 ||car handle, var, var, var || {{Icon|trilogy}} ||get car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AB ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00AC ||1 ||car handle || {{Icon|3}} ||check car is on land ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AD ||2 ||car handle, flt || {{Icon|trilogy}} ||set car max speed ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AE ||2 ||car handle, int || {{Icon|trilogy}} ||set car traffic behavior ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AF ||2 ||car handle, int || {{Icon|trilogy}} ||set car driver behavior ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B0 ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B1 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B9 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00BA]] ||3 ||string, int, int || {{Icon|trilogy}} ||print text big ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BB ||3 ||string, int, int || {{Icon|trilogy}} ||print text ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BC ||3 ||string, int, int || {{Icon|trilogy}} ||print text now ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BD ||3 ||string, int, int || {{Icon|3}} ||print text soon ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BE ||0 || || {{Icon|trilogy}} ||clear all text ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00BF ||2 ||var, var || {{Icon|trilogy}} ||get time of day ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00C0]] ||2 ||int, int || {{Icon|trilogy}} ||set time of day ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00C1 ||3 ||int, int, var || {{Icon|trilogy}} ||get minutes to time of day ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00C2 ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||check is sphere on screen ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C3 ||0 || || {{Icon|3}} {{Icon|VC}} ||enter debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C4 ||0 || || {{Icon|3}} {{Icon|VC}} ||exit debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C5 ||0 || || {{Icon|3}} ||true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C6 ||0 || || {{Icon|3}} ||false ||&lt;br /&gt;
|-&lt;br /&gt;
|00C7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CF ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D5 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D6]] ||1 ||int || {{Icon|trilogy}} ||if ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D7]] ||1 ||label || {{Icon|trilogy}} ||start new script ||like 004F but only one parameter&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D8]] ||0 || || {{Icon|trilogy}} ||mission cleanup ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00D9 ||2 ||char handle, var || {{Icon|trilogy}} ||get char's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00DA ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DB ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DC ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DD ||2 ||char handle, int || {{Icon|trilogy}} ||check char is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DE ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DF ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E0 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00E1]] ||2 ||int, int || {{Icon|trilogy}} ||check key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E2 ||2 ||int, int, var || {{Icon|3}} {{Icon|SA}} ||get key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E3 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E4 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E6 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E7 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E8 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E9 ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EA ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EB ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EC ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00ED ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EE ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EF ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F0 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F2 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F3 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F4 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F5 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F6 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F7 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F8 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F9 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FA ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FB ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FC ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FD ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FE ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00FF]] ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0100 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0101 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0102 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0103 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0104 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0105 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0106 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0107 ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0108 ||1 ||object handle || {{Icon|trilogy}} ||delete object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0109]] ||2 ||player handle, int || {{Icon|trilogy}} ||add player money ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[010A]] ||2 ||player handle, int || {{Icon|trilogy}} ||check money is greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|010B ||2 ||player handle, var || {{Icon|trilogy}} ||get player money value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010C]] ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||give rc buggy to player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010D]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010E]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player minimum wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|010F ||2 ||player handle, int || {{Icon|trilogy}} ||check player wanted level greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0110 ||1 ||player handle || {{Icon|trilogy}} ||clear player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0111 ||1 ||int || {{Icon|trilogy}} ||set wasted busted check ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0112]] ||0 || || {{Icon|trilogy}} ||check player wasted or busted ||only works in [[Create a mission|missions]]&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0113 ||3 ||player handle, int, int || {{Icon|3}} ||add ammo to player weapon ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0114]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||add ammo to char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0115 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0116 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0117]] ||1 ||player handle || {{Icon|trilogy}} ||check player dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0118 ||1 ||char handle || {{Icon|trilogy}} ||check char dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0119 ||1 ||car handle || {{Icon|trilogy}} ||check car dead ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011A ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char hostility ||&lt;br /&gt;
|-&lt;br /&gt;
|011B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011C ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear char objective ||&lt;br /&gt;
|-&lt;br /&gt;
|011D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0120 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0121 ||2 ||player handle, string || {{Icon|3}} {{Icon|VC}} ||check player is in zone ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0122 ||1 ||player handle || {{Icon|trilogy}} ||check player pressing horn ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0123 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||check char spotting player ||&lt;br /&gt;
|-&lt;br /&gt;
|0124 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0125 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0126 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||check char has finished walking ||&lt;br /&gt;
|-&lt;br /&gt;
|0127 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0128 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[0129]] ||4 ||car handle, char handle, int, char handle || {{Icon|trilogy}} ||create char inside car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|012A ||4 ||player handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||warp player from car to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|012B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0130 ||1 ||player handle || {{Icon|3}} ||check player is busted ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0131 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0132 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0133 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0134 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0135]] ||2 ||car handle, var || {{Icon|3}} ||lock car doors ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0136 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0137 ||2 ||car handle, int || {{Icon|trilogy}} ||check car is model ||&lt;br /&gt;
|-&lt;br /&gt;
|0138 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0139 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013B ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|3}} ||check if car is dead in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013C ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} ||check if car is dead in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|013D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0140 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0141 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0142 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0143 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0144 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0145 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0146 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0147 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0148 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0149 ||1 ||car handle || {{Icon|3}} ||check car crushed by car crusher ||&lt;br /&gt;
|-&lt;br /&gt;
|014A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[014B]] ||13 ||flt, flt, flt, flt, int, int, int, int, int, int, int, int, var || {{Icon|trilogy}} ||create car generator ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[014C]] ||2 ||car generator handle, int || {{Icon|trilogy}} ||switch car generator ||&lt;br /&gt;
|-&lt;br /&gt;
|014D ||4 ||string, int, int, int || {{Icon|3}} ||print pager text ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[014E]] ||&amp;amp;#8212; ||global var; global var, int || {{Icon|trilogy}} ||display onscreen timer ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|014F ||1 ||global var || {{Icon|trilogy}} ||clear onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0150 ||2 ||global var, int || {{Icon|3}} {{Icon|VC}} ||display onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|0151 ||1 ||global var || {{Icon|trilogy}} ||clear onscreen counter ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0152]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone car info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0153 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0154 ||2 ||char handle, string || {{Icon|trilogy}} ||check char is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0155 ||3 ||int, int, int || {{Icon|3}} ||shake pad? ||PS2 specific?&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0156 ||3 ||string, int, int || {{Icon|3}} ||set zone ped density ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0157 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set camera on player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0158 ||3 ||car handle, int, int || {{Icon|trilogy}} ||set camera on car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0159 ||3 ||char handle, int, int || {{Icon|trilogy}} ||set camera on char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015A ||0 || || {{Icon|trilogy}} ||cam restore ||&lt;br /&gt;
|-&lt;br /&gt;
|015B ||3 ||int, int, int || {{Icon|SA}} || ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[015C]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone gang info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015D ||1 ||flt || {{Icon|trilogy}} ||set timescale ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|015E ||1 ||car handle || {{Icon|3}} ||check car wheels on ground ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015F ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||set camera position ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0160 ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||point camera ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0161 ||4 ||car handle, int, int, var || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0162 ||4 ||char handle, int, int, var || {{Icon|3}} {{Icon|VC}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0163 ||4 ||object handle, int, int, var || {{Icon|3}} ||add blip to object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0164 ||1 ||blip handle || {{Icon|trilogy}} ||remove blip ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0165 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0166 ||2 ||blip handle, int || {{Icon|3}} {{Icon|VC}} ||change blip brightness ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0167 ||6 ||flt, flt, flt, int, int, var || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0168 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip scale ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0169]] ||3 ||int, int, int || {{Icon|trilogy}} ||set fade color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[016A]] ||2 ||int, int || {{Icon|trilogy}} ||fade ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|016B ||0 || || {{Icon|trilogy}} ||check is fading ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016C ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add hospital restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016D ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add police restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016E ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||override restart ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016F ||10 ||int, flt, flt, flt, flt, flt, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||create particle ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0170]] ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0171]] ||2 ||player handle, flt || {{Icon|3}} {{Icon|VC}} ||set player heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0172]] ||2 ||char handle, var || {{Icon|trilogy}} ||get char heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0173]] ||2 ||char handle, flt || {{Icon|trilogy}} ||set char heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0174 ||2 ||car handle, var || {{Icon|trilogy}} ||get car heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0175 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0176]] ||2 ||object handle, var || {{Icon|trilogy}} ||get object heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0177 ||2 ||object handle, flt || {{Icon|trilogy}} ||set object heading ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0178 ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object ||simulated in LC mod&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0179 ||2 ||char handle, object handle || {{Icon|3}} {{Icon|SA}} ||check char is touching object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|017A ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set player weapon ammo ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[017B]] ||3 || || {{Icon|3}} {{Icon|SA}} ||set char weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0180]] ||1 ||var || {{Icon|trilogy}} ||set on mission flag ||&lt;br /&gt;
|-&lt;br /&gt;
|0181 ||2 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|0182 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0183 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0184 ||2 ||char handle, int || {{Icon|trilogy}} ||check char health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0185 ||2 ||car handle, int || {{Icon|trilogy}} ||check car health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0186 ||2 ||car handle, blip handle || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0187 ||2 ||char handle, blip handle || {{Icon|trilogy}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0188 ||2 ||object handle, blip handle || {{Icon|trilogy}} ||add blip to object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0189 ||2 ||flt, flt, flt, blip handle || {{Icon|3}} {{Icon|VC}} ||add blip with sphere to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018A ||2 ||flt, flt, flt, blip handle || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018B ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip display ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[018C]] ||4 ||int, flt, flt, flt || {{Icon|trilogy}} ||play sound ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018D ||5 ||int, flt, flt, flt, var || {{Icon|3}} {{Icon|VC}} ||create sound ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018E ||1 ||sound handle || {{Icon|trilogy}} ||stop sound ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[018F]] ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped for 2 seconds ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0190]] ||1 ||car handle || {{Icon|trilogy}} ||add car to flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0191]] ||1 ||car handle || {{Icon|trilogy}} ||remove car from flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0192 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to stand still ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0193 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to act like ped ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0194 ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to go to point ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0195 ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective to guard area ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0196 ||1 ||char handle || {{Icon|3}} ||set char objective (?) ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0197 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0198 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0199 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019A ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019B ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019C ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019D ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019E ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019F ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A0 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A2 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A4 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A5 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A6 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A7 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A8 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A9 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AA ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AB ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AC ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AD ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AE ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AF ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01B0 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B1 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||give player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B2]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||give char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B4]] ||2 ||player handle || {{Icon|trilogy}} ||set player control ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B5]] ||1 ||int || {{Icon|trilogy}} ||force weather ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B6]] ||1 ||int || {{Icon|trilogy}} ||force weather now ||&lt;br /&gt;
|-&lt;br /&gt;
|01B7 ||0 || || {{Icon|trilogy}} ||release weather ||&lt;br /&gt;
|-&lt;br /&gt;
|01B8 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B9]] ||2 ||char handle, int || {{Icon|trilogy}} ||set current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01BA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01BB]] ||4 ||object handle, var, var, var || {{Icon|trilogy}} ||get object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BC ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BD ||1 ||var || {{Icon|trilogy}} ||current time in ms ||&lt;br /&gt;
|-&lt;br /&gt;
|01BE ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01BF ||4 ||player handle, flt, flt, flt || {{Icon|3}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01C0 ||2 ||player handle, var || {{Icon|trilogy}} ||store wanted level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C1 ||1 ||car handle || {{Icon|trilogy}} ||check car is stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C2]] ||1 ||char handle || {{Icon|trilogy}} ||mark char as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C3 ||1 ||car handle || {{Icon|trilogy}} ||mark car as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C4 ||1 ||object handle || {{Icon|trilogy}} ||mark object as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C5 ||1 ||char handle || {{Icon|trilogy}} ||remove char from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C6 ||1 ||car handle || {{Icon|3}} ||remove car from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C7 ||1 ||object handle || {{Icon|trilogy}} ||remove object from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C8]] ||5 ||car handle, int, int, int, char handle || {{Icon|trilogy}} ||create char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C9 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CA ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CB ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CC ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CD ||2 ||char handle, char handle || {{Icon|3}} ||char avoid char on foot until safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CE ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player on foot until safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CF ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char avoid char on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D0 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D1 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char go to char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D2 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char go to player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D3 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car ||&lt;br /&gt;
|-&lt;br /&gt;
|01D4 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|01D5 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|01D6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D8 ||2 ||char handle, object handle || {{Icon|VC}} ||task char attack object ||&lt;br /&gt;
|-&lt;br /&gt;
|01D9 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task char attack car ||&lt;br /&gt;
|-&lt;br /&gt;
|01DA ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor walk to area ||&lt;br /&gt;
|-&lt;br /&gt;
|01DB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DE ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||tie char to char ||&lt;br /&gt;
|-&lt;br /&gt;
|01DF ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||tie char to player ||&lt;br /&gt;
|-&lt;br /&gt;
|01E0 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear tie ||&lt;br /&gt;
|-&lt;br /&gt;
|01E1 ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char follow route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E2 ||4 ||int, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add point to route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E3 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number big ||&lt;br /&gt;
|-&lt;br /&gt;
|01E4 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|01E5 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number now ||&lt;br /&gt;
|-&lt;br /&gt;
|01E6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01E7 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads on ||&lt;br /&gt;
|-&lt;br /&gt;
|01E8 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads off ||&lt;br /&gt;
|-&lt;br /&gt;
|01E9 ||2 ||car handle, var || {{Icon|trilogy}} ||get number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EA ||2 ||car handle, var || {{Icon|trilogy}} ||get maximum number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EB ||1 ||flt || {{Icon|trilogy}} ||set car density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|01EC ||2 ||car handle, int || {{Icon|trilogy}} ||set car heavy ||&lt;br /&gt;
|-&lt;br /&gt;
|01ED ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||reset char flag ||&lt;br /&gt;
|-&lt;br /&gt;
|01EE ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||activate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|01EF ||2 ||flt, flt || {{Icon|3}} ||deactivate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F0]] ||1 ||int || {{Icon|trilogy}} ||set max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|01F1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F3 ||1 ||car handle || {{Icon|trilogy}} ||check car is airbourne ||&lt;br /&gt;
|-&lt;br /&gt;
|01F4 ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|01F5 ||2 ||player handle, var || {{Icon|trilogy}} ||get player actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01F6 ||0 || || {{Icon|trilogy}} ||cancel override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|01F7 ||2 ||player handle, int || {{Icon|trilogy}} ||set police ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|01F8 ||5 ||string, int, int, int, int || {{Icon|3}} ||print pager text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F9]] ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||init rampage ||&lt;br /&gt;
|-&lt;br /&gt;
|01FA ||1 ||var || {{Icon|trilogy}} ||get rampage status ||&lt;br /&gt;
|-&lt;br /&gt;
|01FB ||2 ||var, int || {{Icon|trilogy}} ||get square root ||&lt;br /&gt;
|-&lt;br /&gt;
|01FC ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FD ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FE ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FF ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0200 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0201 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0202 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0203 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0204 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0205 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0206 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0207 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0208 ||2 ||flt, flt, var || {{Icon|trilogy}} ||generate random float in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0209 ||2 ||int, int, var || {{Icon|trilogy}} ||generate random int in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[020A]] ||2 ||car handle, int || {{Icon|trilogy}} ||lock car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|020B ||1 ||car handle || {{Icon|trilogy}} ||explode car ||&lt;br /&gt;
|-&lt;br /&gt;
|020C ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||create explosion ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|020D ||1 ||car handle || {{Icon|trilogy}} ||check car flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|020E ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|020F ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face player ||&lt;br /&gt;
|-&lt;br /&gt;
|0210 ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn player to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|0211 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char walk to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|0212 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0213]] ||6 ||int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0214 ||1 ||pickup handle || {{Icon|trilogy}} ||check has pickup been collected ||&lt;br /&gt;
|-&lt;br /&gt;
|0215 ||1 ||pickup handle || {{Icon|trilogy}} ||remove pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|0216 ||2 ||car handle, int || {{Icon|trilogy}} ||set taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0217 ||3 ||string, int, int || {{Icon|trilogy}} ||print text big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0218 ||4 ||string, int, int, int || {{Icon|3}} ||print text with number big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0219 ||&amp;amp;#8212; ||flt, flt, flt, flt, flt, flt, int, garage ID; flt, flt, flt, flt, flt, flt, flt, flt, int, garage ID || {{Icon|3}} {{Icon|VC}} ||create garage ||8 parameters in GTA III, 10 parameters in Vice City; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|021A ||9 ||flt, flt, flt, flt, flt, flt, int, int, garage ID || {{Icon|3}} ||create garage with car model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[021B]] ||2 ||garage ID, car handle || {{Icon|trilogy}} ||set target car for mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021C ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check car is in garage area ||&lt;br /&gt;
|-&lt;br /&gt;
|021D ||1 ||int || {{Icon|3}} ||set free bomb shop ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|021E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|021F ||1 ||int || {{Icon|3}} ||set all taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0220 ||1 ||car handle || {{Icon|3}} ||check car has car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|0221 ||2 ||player handle, int || {{Icon|trilogy}} ||set player trapped in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0222 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player health ||&lt;br /&gt;
|-&lt;br /&gt;
|0223 ||2 ||char handle, int || {{Icon|trilogy}} ||set char health ||&lt;br /&gt;
|-&lt;br /&gt;
|0224 ||2 ||car handle, int || {{Icon|trilogy}} ||set car health ||&lt;br /&gt;
|-&lt;br /&gt;
|0225 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0226 ||2 ||char handle, var || {{Icon|trilogy}} ||get char health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0227 ||2 ||car handle, var || {{Icon|trilogy}} ||get car health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0228 ||2 ||car handle, var || {{Icon|3}} ||get car bomb state ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0229 ||3 ||car handle, int, int || {{Icon|trilogy}} ||change car color ||&lt;br /&gt;
|-&lt;br /&gt;
|022A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths on ||&lt;br /&gt;
|-&lt;br /&gt;
|022B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths off ||&lt;br /&gt;
|-&lt;br /&gt;
|022C ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task char look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022D ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task char look at player ||&lt;br /&gt;
|-&lt;br /&gt;
|022E ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task player look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||task char clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0230 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||task player clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0231 ||1 ||int || {{Icon|3}} ||set second police helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|0232 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0233 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0234 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0235 ||3 ||int, int, int || {{Icon|VC}} ||set gang models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0236]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set gang car ||&lt;br /&gt;
|-&lt;br /&gt;
|0237 ||3 ||int, int, int || {{Icon|trilogy}} ||set gang weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0238 ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective to run to area ||&lt;br /&gt;
|-&lt;br /&gt;
|0239 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to run to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|023A ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|023B ||2 ||char handle, object handle || {{Icon|trilogy}} ||check char is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|[[023C]] ||2 ||int, string || {{Icon|trilogy}} ||load special actor ||parameters rearranged in SB in Sn Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[023D]] ||1 ||string || {{Icon|trilogy}} ||check special actor loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|023E ||2 ||car handle, int || {{Icon|3}} ||flash car (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|023F ||2 ||char handle, int || {{Icon|3}} ||flash char (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|0240 ||2 ||object handle, int || {{Icon|3}} ||flash object (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|0241 ||1 ||player handle || {{Icon|trilogy}} ||check player is in remote mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0242 ||2 ||car handle || {{Icon|3}} ||set car bomb status ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0243]] ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0244 ||3 ||flt, flt, flt || {{Icon|trilogy}} ||set cutscene position ||&lt;br /&gt;
|-&lt;br /&gt;
|0245 ||2 ||char handle, int || {{Icon|trilogy}} ||set char walk style ||&lt;br /&gt;
|-&lt;br /&gt;
|0246 ||2 ||player handle, int || {{Icon|3}} ||set player walk style? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0247]] ||1 ||int || {{Icon|trilogy}} ||request model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0248]] ||1 ||int || {{Icon|trilogy}} ||check model has loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0249]] ||1 ||int || {{Icon|trilogy}} ||mark model as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024A]] ||3 ||flt, flt, var || {{Icon|3}} {{Icon|VC}} ||get phone ||&lt;br /&gt;
|-&lt;br /&gt;
|024B ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024C ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024D ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024E]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||disable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024F]] ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||create corona ||&lt;br /&gt;
|-&lt;br /&gt;
|0250 ||6 ||flt, flt, flt, int, int, int || {{Icon|3}} ||create light ||&lt;br /&gt;
|-&lt;br /&gt;
|0251 ||0 || || {{Icon|3}} ||store weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0252 ||0 || || {{Icon|3}} ||restore weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0253 ||0 || || {{Icon|trilogy}} ||save current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0254 ||0 || || {{Icon|trilogy}} ||restore current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0255 ||4 ||flt, flt, flt, flt || {{Icon|3}} ||set critical mission restart ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0256]] ||1 ||player handle || {{Icon|trilogy}} ||check player is defined ||&lt;br /&gt;
|-&lt;br /&gt;
|0257 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#8212; || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0291 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0292 ||2 ||player handle, int || {{Icon|3}} || set player attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0293 ||1 ||var || {{Icon|trilogy}} ||get controller mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0294 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can respray ||&lt;br /&gt;
|-&lt;br /&gt;
|0295 ||1 ||car handle || {{Icon|3}} ||check car is taxi vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0296]] ||1 ||int || {{Icon|trilogy}} ||release special actor ||&lt;br /&gt;
|-&lt;br /&gt;
|0297 ||&amp;amp;#8212; ||none; player handle || {{Icon|trilogy}} ||reset number of models killed by player ||0 parameter in GTA III and Vice City, 1 parameter in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0298 ||&amp;amp;#8212; ||int, var; player handle, int, var || {{Icon|trilogy}} ||get number of models killed by player ||2 parameters in GTA III, 3 parameters in San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0299 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||activate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029A ||? || || {{Icon|3}} ||switch taxi timer (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|029B ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object with no offset ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|029C ||1 ||car handle || {{Icon|3}} ||check car stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|029D ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor drive then walk to area  ||&lt;br /&gt;
|-&lt;br /&gt;
|029E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|029F ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|02A0 ||1 ||char handle || {{Icon|3}} ||check char stopped ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02A1 ||2 ||int, int || {{Icon|3}} ||message wait ||&lt;br /&gt;
|-&lt;br /&gt;
|02A2 ||5 ||int, int, flt, flt, flt || {{Icon|3}} ||add particle effect ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02A3]] ||1 ||int || {{Icon|trilogy}} ||set widescreen borders ||&lt;br /&gt;
|-&lt;br /&gt;
|02A4 ||3 ||car handle, int, var || {{Icon|3}} ||add blip sprite to car ||&lt;br /&gt;
|-&lt;br /&gt;
|02A5 ||3 ||char handle, int, var || {{Icon|3}} ||add blip sprite to char ||&lt;br /&gt;
|-&lt;br /&gt;
|02A6 ||3 ||object handle, int, var || {{Icon|3}} ||add blip sprite to object ||&lt;br /&gt;
|-&lt;br /&gt;
|02A7 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} ||add blip sprite for contact point ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A8 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} ||add blip sprite for coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A9 ||2 ||char handle, int || {{Icon|trilogy}} ||set char only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|02AA ||2 ||car handle, int || {{Icon|trilogy}} ||set car only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02AB]] ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set char proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AC ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set car proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AD ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D ||&lt;br /&gt;
|-&lt;br /&gt;
|02AE ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02AF ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B0 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B1 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B2 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B3 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B4 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B5 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B6 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B7 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B8 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B9 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||deactivate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02BA ||2 ||garage ID, var || {{Icon|3}} ||get number of cars collected by garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BB ||2 ||garage ID, car handle || {{Icon|3}} ||has specified car been taken to garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BC ||1 ||int || {{Icon|3}} ||set swat required ||&lt;br /&gt;
|-&lt;br /&gt;
|02BD ||0 || || ||set FBI required (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BE ||0 || || ||set FBI required (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BF ||1 ||car handle || {{Icon|trilogy}} ||check car is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|02C0 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C1 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C2 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|02C3 ||1 ||int || {{Icon|3}} ||create donkey mags ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C4 ||0 || || {{Icon|3}} ||save player coords? ||&lt;br /&gt;
|-&lt;br /&gt;
|02C5 ||1 ||var || {{Icon|3}} ||get number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C6 ||0 || || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C7 ||5 ||flt, flt, flt, flt, int || {{Icon|3}} ||scatter platinum ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C8 ||1 ||var || {{Icon|3}} ||get number of platinum in car ||&lt;br /&gt;
|-&lt;br /&gt;
|02C9 ||0 || || {{Icon|3}} ||remove platinum from car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02CA ||1 ||car handle || {{Icon|trilogy}} ||check car bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CB ||1 ||char handle || {{Icon|trilogy}} ||check char bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CC ||1 ||object handle || {{Icon|trilogy}} ||check object bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CD ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02CE]] ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||get ground z for 3D coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02CF ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02D0 ||1 ||fire handle || {{Icon|trilogy}} ||check fire is extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|02D1 ||1 ||fire handle || {{Icon|trilogy}} ||remove fire ||&lt;br /&gt;
|-&lt;br /&gt;
|02D2 ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|02D3 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coord ignore paths ||&lt;br /&gt;
|-&lt;br /&gt;
|02D4 ||1 ||car handle || {{Icon|trilogy}} ||turn off car engine ||&lt;br /&gt;
|-&lt;br /&gt;
|02D5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check player is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02D6]] ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|SA}} ||check char is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D7 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D8 ||2 ||char handle, int || {{Icon|trilogy}} ||check char current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D9 ||0 || || {{Icon|3}} ||reset number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02DA ||3 ||flt, flt, flt || {{Icon|3}} ||create single donkey mag at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02DB ||2 ||car handle, flt || {{Icon|trilogy}} || set boat cruise speed (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|02DC ||5 ||flt, flt, flt, flt, var || {{Icon|3}} ||get random char in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02DD ||&amp;amp;#8212; ||string, var; string, flt, flt, flt, var || {{Icon|trilogy}} ||get random char in zone ||parameters rearranged in GTA III in SB; 2 parameters in GTA III, 5 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|02DE ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|02DF ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E0 ||1 ||char handle || {{Icon|trilogy}} ||check char is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E1 ||5 ||flt, flt, flt, int, var || {{Icon|trilogy}} ||create money pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E2 ||2 ||char handle, int || {{Icon|trilogy}} ||set char accuracy ||&lt;br /&gt;
|-&lt;br /&gt;
|02E3 ||2 ||car handle, var || {{Icon|trilogy}} ||get car speed ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E4 ||1 ||string || {{Icon|trilogy}} ||load cutscene data ||&lt;br /&gt;
|-&lt;br /&gt;
|02E5 ||2 ||int, var || {{Icon|3}} {{Icon|VC}} ||create cutscene object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E6 ||2 ||object handle, string || {{Icon|3}} {{Icon|VC}} ||set cutscene anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02E7 ||0 || || {{Icon|trilogy}} ||start cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E8 ||1 ||var || {{Icon|trilogy}} ||get cutscene time ||&lt;br /&gt;
|-&lt;br /&gt;
|02E9 ||0 || || {{Icon|trilogy}} ||check cutscene has finished ||&lt;br /&gt;
|-&lt;br /&gt;
|02EA ||0 || || {{Icon|trilogy}} ||end cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02EB ||0 || || {{Icon|trilogy}} ||cam restore jumpcut ||&lt;br /&gt;
|-&lt;br /&gt;
|02EC ||3 ||flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||put hidden package ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02ED]] ||1 ||int || {{Icon|trilogy}} ||set total hidden packages ||&lt;br /&gt;
|-&lt;br /&gt;
|02EE ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||check projectile is in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02EF ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||remove projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F0 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F1 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F2 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F3 ||2 ||int, string || {{Icon|3}} {{Icon|VC}} ||load special object ||&lt;br /&gt;
|-&lt;br /&gt;
|02F4 ||3 ||object handle, int, object handle || {{Icon|3}} ||create cutscene actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F5 ||2 ||object handle, string || {{Icon|3}} ||set head anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02F6 ||2 ||float, var || {{Icon|trilogy}} ||get sine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F7 ||2 ||float, var || {{Icon|trilogy}} ||get cosine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F8 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle sine ||&lt;br /&gt;
|-&lt;br /&gt;
|02F9 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle cosine ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02FA]] ||2 ||garage ID, int || {{Icon|trilogy}} ||change garage type ||&lt;br /&gt;
|-&lt;br /&gt;
|02FB ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create crusher crane ||&lt;br /&gt;
|-&lt;br /&gt;
|02FC ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|02FD ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|02FE ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers soon ||&lt;br /&gt;
|-&lt;br /&gt;
|02FF ||6 ||string, int, int, int, int, int || {{Icon|trilogy}} ||print text with 3 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0300 ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers now  ||&lt;br /&gt;
|-&lt;br /&gt;
|0301 ||0 ||string, int, int, int, int, int || ||print text with 3 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0302 ||7 ||string, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 4 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0303 ||7 ||string, int, int, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||print text with 4 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0304 ||0 ||string, int, int, int, int, int, int || ||print text with 4 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0305 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0306 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0307 ||0 || || ||print text with 5 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0308 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 6 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0309 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|030A ||0 ||string, int, int, int, int, int, int, int, int  || ||print text with 6 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|030B ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030C]] ||1 ||int || {{Icon|trilogy}} ||add to progress made ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030D]] ||1 ||int || {{Icon|trilogy}} ||set max progress ||&lt;br /&gt;
|-&lt;br /&gt;
|030E ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump distance ||&lt;br /&gt;
|-&lt;br /&gt;
|030F ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump height ||&lt;br /&gt;
|-&lt;br /&gt;
|0310 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump flips ||&lt;br /&gt;
|-&lt;br /&gt;
|0311 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0312 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump type ||&lt;br /&gt;
|-&lt;br /&gt;
|0313 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment unique jumps found ||&lt;br /&gt;
|-&lt;br /&gt;
|0314 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total unique jumps ||&lt;br /&gt;
|-&lt;br /&gt;
|0315 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment taxi dropoffs ||&lt;br /&gt;
|-&lt;br /&gt;
|0316 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||add taxi earnings ||&lt;br /&gt;
|-&lt;br /&gt;
|0317 ||0 || || {{Icon|trilogy}} ||increment mission attempts ||&lt;br /&gt;
|-&lt;br /&gt;
|0318 ||1 ||string || {{Icon|trilogy}} ||set latest mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0319 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char running ||&lt;br /&gt;
|-&lt;br /&gt;
|031A ||0 || || {{Icon|trilogy}} ||remove all fires ||&lt;br /&gt;
|-&lt;br /&gt;
|031B ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031C ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031D ||2 ||char handle, int || {{Icon|trilogy}} ||check char has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031E ||2 ||car handle, int || {{Icon|trilogy}} ||check car has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031F ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||is char in chars group ||&lt;br /&gt;
|-&lt;br /&gt;
|0320 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||is char in players group ||&lt;br /&gt;
|-&lt;br /&gt;
|0321 ||1 ||char handle || {{Icon|trilogy}} ||set char to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0322 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||set player to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0323 ||2 ||car handle, int || {{Icon|trilogy}} ||anchor boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0324]] ||3 ||string, int, int || {{Icon|3}} {{Icon|VC}} ||set pedgroup info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0325]] ||2 ||car handle, fire handle || {{Icon|trilogy}} ||start car fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0326 ||2 ||char handle, fire handle || {{Icon|trilogy}} ||start char fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0327 ||6 ||int, flt, flt, flt, flt, char handle || {{Icon|trilogy}} ||get random char in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0328 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0329 ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check garage respray done ||&lt;br /&gt;
|-&lt;br /&gt;
|032A ||1 || || {{Icon|trilogy}} ||set camera zoom ||&lt;br /&gt;
|-&lt;br /&gt;
|032B ||7 ||int, int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create weapon pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|032C ||2 ||car handle, car handle || {{Icon|3}} {{Icon|VC}} ||set car to ram car ||&lt;br /&gt;
|-&lt;br /&gt;
|032D ||2 ||car handle, car handle || {{Icon|3}} ||set char to block car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|032E ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|032F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0330]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player never gets tired ||&lt;br /&gt;
|-&lt;br /&gt;
|0331 ||2 ||player handle, int || {{Icon|trilogy}} ||set player fast reload ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0332]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char bleeding ||&lt;br /&gt;
|-&lt;br /&gt;
|0333 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0334 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0335 ||1 ||int || {{Icon|trilogy}} ||set free resprays ||&lt;br /&gt;
|-&lt;br /&gt;
|0336 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0337 ||2 ||char handle, int || {{Icon|trilogy}} ||set char visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0338 ||2 ||car handle, int || {{Icon|3}} {{Icon|SA}} ||set car visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0339 ||11 ||flt, flt, flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||check anything in area ||&lt;br /&gt;
|-&lt;br /&gt;
|033A ||0 || || {{Icon|3}} ||create incoming cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|033B ||0 || || {{Icon|3}} ||check incoming cessna completed path ||&lt;br /&gt;
|-&lt;br /&gt;
|033C ||0 || || {{Icon|3}} ||check incoming cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|033D ||1 ||player handle || {{Icon|3}} ||put out fire on player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[033E]] ||3 ||string, int, int || {{Icon|trilogy}} ||display text ||&lt;br /&gt;
|-&lt;br /&gt;
|033F ||2 ||flt, flt || {{Icon|trilogy}} ||set text draw size ||&lt;br /&gt;
|-&lt;br /&gt;
|0340 ||4 ||int, int, int, int || {{Icon|trilogy}} ||set text draw colors ||&lt;br /&gt;
|-&lt;br /&gt;
|0341 ||1 ||int || {{Icon|trilogy}} ||set text justify ||&lt;br /&gt;
|-&lt;br /&gt;
|0342 ||1 ||int || {{Icon|trilogy}} ||set text draw centered ||&lt;br /&gt;
|-&lt;br /&gt;
|0343 ||1 ||flt || {{Icon|trilogy}} ||set text draw line width ||&lt;br /&gt;
|-&lt;br /&gt;
|0344 ||1 || || {{Icon|3}} {{Icon|SA}} ||set text center size ||&lt;br /&gt;
|-&lt;br /&gt;
|0345 ||1 ||int || {{Icon|trilogy}} ||set text draw background ||&lt;br /&gt;
|-&lt;br /&gt;
|0346 ||4 ||int, int, int, int || {{Icon|3}} ||set text background color ||&lt;br /&gt;
|-&lt;br /&gt;
|0347 ||1 || || {{Icon|3}} ||set text background only text (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|0348 ||1 ||int || {{Icon|trilogy}} ||set text draw proportional ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0349]] ||1 ||int || {{Icon|3}} {{Icon|SA}} ||set text draw font ||&lt;br /&gt;
|-&lt;br /&gt;
|034A ||0 || || {{Icon|3}} ||portland (industrial) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034B ||0 || || {{Icon|3}} ||staunton (commercial) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034C ||0 || || {{Icon|3}} ||shoreside (suburban) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034D ||4 ||object handle, flt, flt, int || {{Icon|trilogy}} ||rotate object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034E ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||move object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034F ||1 ||char handle || {{Icon|trilogy}} ||remove char with fade out (I think, not tested) ||&lt;br /&gt;
|-&lt;br /&gt;
|0350 ||2 ||char handle, int || {{Icon|trilogy}} ||set char maintain position when attacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0351 ||0 || || {{Icon|3}} ||check gore is enabled ||&lt;br /&gt;
|-&lt;br /&gt;
|0352 ||2 ||char handle, string || {{Icon|3}} {{Icon|VC}} ||set char skin ||&lt;br /&gt;
|-&lt;br /&gt;
|0353 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||refresh char ||&lt;br /&gt;
|-&lt;br /&gt;
|0354 ||1 ||flt || {{Icon|3}} ||set up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0355 ||0 || || {{Icon|3}} ||clean up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0356 ||7 ||int, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|SA}} ||check is explosion in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0357 ||2 ||int, string || {{Icon|3}} ||check is explosion in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0358 ||0 || || {{Icon|3}} ||create drop off cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|0359 ||0 || || {{Icon|3}} ||check drop off cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|035A ||3 ||var, var, var || {{Icon|3}} ||get drop off cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|035B ||4 ||flt, flt, flt, var || {{Icon|3}} ||create drop off package ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|035C ||5 ||object handle, car handle, flt, flt, flt || {{Icon|trilogy}} ||place object relative to car ||&lt;br /&gt;
|-&lt;br /&gt;
|035D ||&amp;amp;#8212; ||object handle; object handle, int || {{Icon|trilogy}} ||make object targettable ||1 parameter in GTA III and Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|035E ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||add armour to player ||&lt;br /&gt;
|-&lt;br /&gt;
|035F ||2 ||char handle, int || {{Icon|trilogy}} ||add armour to char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0360]] ||1 ||garage ID || {{Icon|trilogy}} ||open garage ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0361]] ||1 ||garage ID || {{Icon|trilogy}} ||close garage ||&lt;br /&gt;
|-&lt;br /&gt;
|0362 ||4 ||char handle, flt, flt, flt || {{Icon|trilogy}} ||warp char from car to coord  ||&lt;br /&gt;
|-&lt;br /&gt;
|0363 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||set object model visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0364 ||2 ||char handle, char handle || {{Icon|SA}} ||check has char spotted char ||&lt;br /&gt;
|-&lt;br /&gt;
|0365 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set character objective to hail taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|0366 ||1 ||object handle || {{Icon|trilogy}} ||check has object been damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|0367 ||9 || || {{Icon|3}} ||start headshot kill frenzy (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0368 ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create ev crane ||&lt;br /&gt;
|-&lt;br /&gt;
|0369 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||warp player into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036A ||2 ||char handle, car handle || {{Icon|trilogy}} ||warp char into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036D ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036E ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036F ||7 ||string, int, int, int, int, int, int || {{Icon|3}} ||print text with 4 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0370 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0371 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0372]] ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char animation ||&lt;br /&gt;
|-&lt;br /&gt;
|0373 ||0 || || {{Icon|trilogy}} ||set camera directly behind player ||&lt;br /&gt;
|-&lt;br /&gt;
|0374 ||1 || || {{Icon|3}} ||set motion blur ||&lt;br /&gt;
|-&lt;br /&gt;
|0375 ||4 || || {{Icon|3}} ||print string in string ||&lt;br /&gt;
|-&lt;br /&gt;
|0376 ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create random char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0377 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set character objective to steal any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0378 ||3 || || {{Icon|3}} ||set 2 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0379 ||3 || || {{Icon|3}} ||set 2 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037A ||4 || || {{Icon|3}} ||set 3 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037B ||4 || || {{Icon|3}} ||set 3 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037C ||5 || || {{Icon|3}} ||set 4 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037D ||5 || || {{Icon|3}} ||set 4 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037E ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||check sniper bullet is in area ||&lt;br /&gt;
|-&lt;br /&gt;
|037F ||0 || || {{Icon|3}} ||give player detonator ||&lt;br /&gt;
|-&lt;br /&gt;
|0380 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0381 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||throw object ||&lt;br /&gt;
|-&lt;br /&gt;
|0382 ||2 ||object handle, int || {{Icon|trilogy}} ||set object collision detection ||&lt;br /&gt;
|-&lt;br /&gt;
|0383 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} ||check special car horn is on ||&lt;br /&gt;
|-&lt;br /&gt;
|0384 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string now ||&lt;br /&gt;
|-&lt;br /&gt;
|0385 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0386 ||6 || || {{Icon|3}} ||set 5 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0387 ||6 || || {{Icon|3}} ||set 5 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0388 ||7 || || {{Icon|3}} ||set 6 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0389 ||7 || || {{Icon|3}} ||set 6 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|038A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||check if point is obscured by a mission entity ||&lt;br /&gt;
|-&lt;br /&gt;
|038B ||0 || || {{Icon|trilogy}} ||load requested models ||&lt;br /&gt;
|-&lt;br /&gt;
|038C ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||scatter object ||&lt;br /&gt;
|-&lt;br /&gt;
|038D ||9 ||int, flt, flt, flt, flt, int, int, int, int,  || {{Icon|trilogy}} ||draw texture || &lt;br /&gt;
|-&lt;br /&gt;
|038E ||8 ||flt, flt, flt, flt, int, int, int, int || {{Icon|trilogy}} ||draw rectangle || &lt;br /&gt;
|-&lt;br /&gt;
|[[038F]] ||2 ||int, string || {{Icon|trilogy}} ||get texture from txd ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0390 ||1 ||string || {{Icon|trilogy}} ||load txd || &lt;br /&gt;
|-&lt;br /&gt;
|0391 ||0 || || {{Icon|trilogy}} ||release txd ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0392]] ||2 ||object handle, int || {{Icon|trilogy}} || set object dynamic ||&lt;br /&gt;
|-&lt;br /&gt;
|0393 ||3 || || {{Icon|3}} {{Icon|SA}} || set character animation speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0394]] ||1 ||int || {{Icon|trilogy}} ||play music ||&lt;br /&gt;
|-&lt;br /&gt;
|0395 ||5 ||int, float, float, float, float || {{Icon|trilogy}} ||clear area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0396 ||1 ||global var || {{Icon|trilogy}} ||freeze onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0397 ||2 ||car handle, int || {{Icon|trilogy}} ||switch car siren ||&lt;br /&gt;
|-&lt;br /&gt;
|0398 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch ped roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|0399 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch ped roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039A ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039B ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039C ||2 ||car handle, int || {{Icon|trilogy}} ||set car waterproof ||&lt;br /&gt;
|-&lt;br /&gt;
|039D ||12 || || {{Icon|3}} {{Icon|VC}} ||add moving particle effect ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|039E ||2 ||char handle, int || {{Icon|trilogy}} ||set char unable to be jacked (untested) ||&lt;br /&gt;
|-&lt;br /&gt;
|039F ||3 ||car handle, float, float || {{Icon|trilogy}} ||turn car to face coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A0 ||3 ||car handle, float, float || {{Icon|3}} ||check car is picked up by crane ||&lt;br /&gt;
|-&lt;br /&gt;
|03A1 ||4 ||float, float, float, float || {{Icon|trilogy}} ||show sphere at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A2 ||2 ||car handle, int || {{Icon|trilogy}} ||set car action ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A3]] ||1 ||char handle || {{Icon|trilogy}} ||check is char male ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A4]] ||1 ||string || {{Icon|trilogy}} ||name thread ||&lt;br /&gt;
|-&lt;br /&gt;
|03A5 ||3 ||garage ID, int, int || {{Icon|3}} ||change garage type with car model ||&lt;br /&gt;
|-&lt;br /&gt;
|03A6 ||3 ||var, var, var || {{Icon|3}} ||get incoming cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|03A7 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A8 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A9 ||0 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03AA ||3 ||float, float, float || {{Icon|3}} {{Icon|VC}} ||play suspect last seen ||&lt;br /&gt;
|-&lt;br /&gt;
|03AB ||2 ||car handle, int || {{Icon|trilogy}} ||set car strong ||&lt;br /&gt;
|-&lt;br /&gt;
|03AC ||1 ||int || {{Icon|3}} {{Icon|VC}} ||remove route ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03AD]] ||1 ||int || {{Icon|3}} {{Icon|VC}} ||toggle rubbish ||&lt;br /&gt;
|-&lt;br /&gt;
|03AE ||6 ||float, float, float, float, float, float || {{Icon|3}} {{Icon|VC}} ||remove particle effects in area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03AF]] ||1 ||int || {{Icon|trilogy}} ||toggle streaming ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03B0]] ||1 ||garage ID || {{Icon|trilogy}} ||check garage is open ||&lt;br /&gt;
|-&lt;br /&gt;
|03B1 ||1 ||garage ID || {{Icon|trilogy}} ||check garage is closed ||&lt;br /&gt;
|-&lt;br /&gt;
|03B2 ||0 || || {{Icon|3}} ||start Catalina's helicopter flyby ||&lt;br /&gt;
|-&lt;br /&gt;
|03B3 ||0 || || {{Icon|3}} ||start Catalina's helicopter take off ||&lt;br /&gt;
|-&lt;br /&gt;
|03B4 ||0 || || {{Icon|3}} ||remove Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03B5 ||0 || || {{Icon|3}} ||check Catalina's helicopter is shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|03B6 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||swap nearest building model ||&lt;br /&gt;
|-&lt;br /&gt;
|03B7 ||1 ||int || {{Icon|trilogy}} ||toggle world processing ||&lt;br /&gt;
|-&lt;br /&gt;
|03B8 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||remove all player weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|03B9 ||1 ||car handle || {{Icon|3}} ||get Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03BA ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of cars ||&lt;br /&gt;
|-&lt;br /&gt;
|03BB ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage door to swing open ||&lt;br /&gt;
|-&lt;br /&gt;
|03BC ||5 ||flt, flt, flt, flt, sphere ID || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03BD ||1 ||sphere ID || {{Icon|trilogy}} ||remove sphere ||&lt;br /&gt;
|-&lt;br /&gt;
|03BE ||0 || || {{Icon|3}} ||set Catalina's helicopter fly up ||&lt;br /&gt;
|-&lt;br /&gt;
|03BF ||2 ||player handle, int || {{Icon|trilogy}} ||set everyone ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C0 ||2 ||char handle, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C1 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C2 ||1 ||phone ID || {{Icon|3}} ||check phone is answered ||&lt;br /&gt;
|-&lt;br /&gt;
|03C3 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen timer with string ||&lt;br /&gt;
|-&lt;br /&gt;
|03C4 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C5]] ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||create random car for car park ||&lt;br /&gt;
|-&lt;br /&gt;
|03C6 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C7 ||1 ||float || {{Icon|trilogy}} ||set wanted multiplier (untested) ||&lt;br /&gt;
|-&lt;br /&gt;
|03C8 ||0 || || {{Icon|trilogy}} ||set camera in front of player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C9 ||1 ||car handle || {{Icon|3}} ||check is car visibly damaged ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03CA ||1 ||object handle || {{Icon|trilogy}} ||does object exist? ||&lt;br /&gt;
|-&lt;br /&gt;
|03CB ||3 ||flt, flt, flt || {{Icon|trilogy}} ||load cutscene (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|03CC ||3 ||car handle, flt, int || {{Icon|trilogy}} ||add stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CD ||1 ||car handle || {{Icon|trilogy}} ||remove stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CE ||1 ||car handle || {{Icon|trilogy}} ||check car is stuck ||&lt;br /&gt;
|-&lt;br /&gt;
|03CF ||&amp;amp;#8212; ||string; int, string || {{Icon|trilogy}} ||load mission audio ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03D0 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||is mission audio loaded ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D1 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||play mission audio ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D2 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||has mission audio finished? ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D3 ||7 ||flt, flt, flt, var, var, var, var || {{Icon|trilogy}} ||get closest car node with heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03D4]] ||2 ||garage ID, car handle || {{Icon|3}} {{Icon|VC}} ||check garage contains needed car ||&lt;br /&gt;
|-&lt;br /&gt;
|03D5 ||1 ||string || {{Icon|trilogy}} ||clear this print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D6 ||1 ||string || {{Icon|trilogy}} ||clear this big print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D7 ||&amp;amp;#8212; ||flt, flt, flt; int, flt, flt, flt || {{Icon|trilogy}} ||set mission audio position ||3 parameters in GTA III, 4 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D8 ||0 || || {{Icon|trilogy}} ||activate save menu ||&lt;br /&gt;
|-&lt;br /&gt;
|03D9 ||0 || || {{Icon|trilogy}} ||check save did complete successfully ||&lt;br /&gt;
|-&lt;br /&gt;
|03DA ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage camera follows player ||&lt;br /&gt;
|-&lt;br /&gt;
|03DB ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03DC ||2 ||pickup handle, marker handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03DD ||3 ||pickup handle, int, blip handle || {{Icon|3}} ||add blip sprite to pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|03DE ||1 ||flt || {{Icon|trilogy}} ||set ped density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|03DF ||1 ||int || {{Icon|3}} {{Icon|VC}} ||force random ped type ||&lt;br /&gt;
|-&lt;br /&gt;
|03E0 || || || {{Icon|3}} {{Icon|SA}} ||set text draw before fade ||&lt;br /&gt;
|-&lt;br /&gt;
|03E1 ||1 ||var || {{Icon|3}} {{Icon|VC}} ||get number of packages found ||&lt;br /&gt;
|-&lt;br /&gt;
|03E2 ||1 ||int; char handle || {{Icon|3}} {{Icon|VC}} ||save Turismo best time; task char exit any car ||&lt;br /&gt;
|-&lt;br /&gt;
|03E3 ||1 ||int || {{Icon|trilogy}} ||set next texture antialiased ||&lt;br /&gt;
|-&lt;br /&gt;
|03E4 ||1 ||int || {{Icon|trilogy}} ||set text right justify ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E5]] ||1 ||string || {{Icon|trilogy}} ||print help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E6]] ||0 || || {{Icon|trilogy}} ||clear help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E7]] ||1 ||int || {{Icon|trilogy}} ||flash hud ||&lt;br /&gt;
|-&lt;br /&gt;
|03E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03E9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03EA ||1 ||int || {{Icon|3}} {{Icon|VC}} ||toggle generating cars around camera (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|03EB ||0 || || {{Icon|trilogy}} || clear small prints ||&lt;br /&gt;
|-&lt;br /&gt;
|03EC ||0 || || {{Icon|3}} ||check ev crane collected all cars ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03ED]] ||2 ||car handle, int || {{Icon|trilogy}} ||set upsidedown car not damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03EE ||1 ||player handle || {{Icon|trilogy}} ||can player start mission? ||&lt;br /&gt;
|-&lt;br /&gt;
|03EF ||1 ||player handle || {{Icon|trilogy}} ||make player safe for cutscene ||only use before cutscenes&lt;br /&gt;
|-&lt;br /&gt;
|[[03F0]] ||1 ||int || {{Icon|trilogy}} ||enable text draw ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03F1]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype add threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F2 ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype remove threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F3 ||3 ||car handle, var, var || {{Icon|trilogy}} ||get car colors ||&lt;br /&gt;
|-&lt;br /&gt;
|03F4 ||1 ||int || {{Icon|trilogy}} ||set all cars can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F5 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03F7 ||1 ||int || {{Icon|3}} ||load island collision data ||&lt;br /&gt;
|-&lt;br /&gt;
|03F8 ||1 ||var || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F9 ||3 ||char handle, char handle, int || {{Icon|3}} {{Icon|VC}} ||make char converse with char ||&lt;br /&gt;
|-&lt;br /&gt;
|03FA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03FB ||2 ||car handle, int || {{Icon|3}} ||set car to stay on current island ||&lt;br /&gt;
|-&lt;br /&gt;
|03FC ||2 ||char handle, int || {{Icon|3}} ||set char to stay on current island ||&lt;br /&gt;
|-&lt;br /&gt;
|03FD ||&amp;amp;#8212; ||int; player handle, int || {{Icon|trilogy}} ||save Patriot Playground time; set player handling responsiveness ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FE ||&amp;amp;#8212; ||int; char handle, int || {{Icon|trilogy}} ||save A Ride in the Park time; set char money ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FF ||1 || || {{Icon|3}} {{Icon|VC}} ||save Gripped! time; increase char money in VC/SA ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0400]] ||&amp;amp;#8212; ||int; object handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Multistorey Mayhem time; get offset from object in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0401 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment people saved in ambulance ||&lt;br /&gt;
|-&lt;br /&gt;
|0402 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment criminals stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|0403 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set highest ambulance level ||&lt;br /&gt;
|-&lt;br /&gt;
|0404 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment fires extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0405]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||enable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0406 ||1 ||var || {{Icon|3}} ||save longest flight in Dodo ||&lt;br /&gt;
|-&lt;br /&gt;
|0407 ||&amp;amp;#8212; ||int; car handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Rigged to Blow time; get offset from car in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0408 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total number of rampages ||&lt;br /&gt;
|-&lt;br /&gt;
|0409 ||0 || || {{Icon|3}} {{Icon|VC}} ||detonate rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|040A ||1 ||int || {{Icon|3}} ||remove car from chase ||&lt;br /&gt;
|-&lt;br /&gt;
|040B ||0 || || {{Icon|3}} {{Icon|VC}} ||check is French version ||&lt;br /&gt;
|-&lt;br /&gt;
|040C ||0 || || {{Icon|trilogy}} ||check is German version ||&lt;br /&gt;
|-&lt;br /&gt;
|040D ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||clear mission audio ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|040E ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|040F ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0410 ||2 || || {{Icon|3}} ||set gang ped model preference ||&lt;br /&gt;
|-&lt;br /&gt;
|0411 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0412 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0413 ||2 ||player handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0414]] ||2 ||player handle, int || {{Icon|trilogy}} ||set free health care ||&lt;br /&gt;
|-&lt;br /&gt;
|0415 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0416 ||0 || || {{Icon|3}} {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0417]] ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0418 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0419 ||3 ||player handle, int, var || {{Icon|3}} {{Icon|VC}} ||get ammo in player weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|041A ||? || || {{Icon|3}} ||get ammo in char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|041B ||0 || || {{Icon|3}} ||increment rampages passed ||&lt;br /&gt;
|-&lt;br /&gt;
|041C ||2 ||char handle, int || {{Icon|3}} ||make char say dialogue ||&lt;br /&gt;
|-&lt;br /&gt;
|041D ||1 ||flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[041E]] ||2 ||int, int || {{Icon|trilogy}} ||set radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|041F ||1 ||int || {{Icon|3}} ||override hospital level ||&lt;br /&gt;
|-&lt;br /&gt;
|0420 ||1 || || {{Icon|3}} ||override police station level ||&lt;br /&gt;
|-&lt;br /&gt;
|0421 ||1 ||int || {{Icon|3}} ||set rain ||&lt;br /&gt;
|-&lt;br /&gt;
|0422 ||2 ||garage ID, car handle || {{Icon|3}} ||check if garage contains car ||&lt;br /&gt;
|-&lt;br /&gt;
|0423 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car improve handling ||&lt;br /&gt;
|-&lt;br /&gt;
|0424 ||0 || || {{Icon|trilogy}} ||are measurements in meters? ||&lt;br /&gt;
|-&lt;br /&gt;
|0425 ||2 ||flt, var || {{Icon|trilogy}} ||convert meters to feet ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0426 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0427 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0428 ||2 ||car handle, int || {{Icon|trilogy}} ||set car to avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|0429 ||? || || {{Icon|3}} ||set char to avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|042A ||2 ||int, int || {{Icon|3}} ||check pedtype threat exists ||&lt;br /&gt;
|-&lt;br /&gt;
|042B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of chars ||&lt;br /&gt;
|-&lt;br /&gt;
|042C ||1 ||int || {{Icon|trilogy}} ||set total missions ||&lt;br /&gt;
|-&lt;br /&gt;
|042D ||2 ||int, var || {{Icon|trilogy}} ||convert meters to feet int ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[042E]] ||2 ||int, int/flt || {{Icon|trilogy}} ||register fastest time (for what?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042F]] ||2 ||int, int/flt || {{Icon|3}} {{Icon|VC}} ||register highest score (for what?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0430 ||3 ||char handle, car handle, int || {{Icon|SA}} ||warp char into car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0431]] ||2 ||car handle, int || {{Icon|trilogy}} ||check is car passenger seat free ||&lt;br /&gt;
|-&lt;br /&gt;
|0432 ||3 ||car handle, int, var || {{Icon|3}} {{Icon|SA}} ||get char in passenger seat ||&lt;br /&gt;
|-&lt;br /&gt;
|0433 ||2 ||char handle, int || {{Icon|trilogy}} ||set char as criminal ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0434]] ||0 || || {{Icon|trilogy}} ||start credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0435]] ||0 || || {{Icon|trilogy}} ||stop credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0436]] ||0 || || {{Icon|trilogy}} ||check credits are finished ||&lt;br /&gt;
|-&lt;br /&gt;
|0437 ||8 ||int, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||scatter single particle ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0438 ||2 ||char handle, int || {{Icon|3}} ||set character to ignore level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|0439 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|043A ||0 || || {{Icon|3}} ||start foam animation ||&lt;br /&gt;
|-&lt;br /&gt;
|043B ||1 ||object handle || {{Icon|3}} ||update foam animation around object ||&lt;br /&gt;
|-&lt;br /&gt;
|043C ||1 ||int || {{Icon|trilogy}} ||set game sounds disable on fade ||&lt;br /&gt;
|-&lt;br /&gt;
|043D ||1 ||int || {{Icon|3}} ||set intro is playing ||&lt;br /&gt;
|-&lt;br /&gt;
|043E ||? || || {{Icon|3}} {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[043F]] ||0 || || {{Icon|3}} {{Icon|VC}} ||play finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0440 ||0 || || {{Icon|3}} {{Icon|VC}} ||stop finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0441 ||2 ||car handle, var || {{Icon|trilogy}} ||get car model ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0442 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0443 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0444 ||2 ||fire handle, int || {{Icon|3}} ||play fire audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0445]] ||0 || || {{Icon|trilogy}} ||check improved handling cheat used ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0446]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char decapitation ||&lt;br /&gt;
|-&lt;br /&gt;
|0447 ||1 ||player handle || {{Icon|3}} ||is player at phone (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0448 ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0449 ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|044A ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044B ||1 ||char handle || {{Icon|trilogy}} ||check char is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044C ||1 ||int || {{Icon|3}} ||load collision with screen ||&lt;br /&gt;
|-&lt;br /&gt;
|044D ||1 ||string || {{Icon|3}} {{Icon|VC}} ||load splash ||&lt;br /&gt;
|-&lt;br /&gt;
|044E ||2 ||car handle, int || {{Icon|3}} ||set car to ignore level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|044F ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0450 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0451 ||0 || || {{Icon|3}} {{Icon|VC}} ||load end of game audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0452 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0453 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0454 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0455 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0456 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0457 ||2 ||player handle, char handle || {{Icon|trilogy}} ||check player is targeting char ||&lt;br /&gt;
|-&lt;br /&gt;
|0458 ||2 || || {{Icon|3}} {{Icon|SA}} ||check player is targeting object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0459]] ||1 ||string || {{Icon|trilogy}} ||terminate all scripts with this name ||&lt;br /&gt;
|-&lt;br /&gt;
|045A ||4 ||flt, flt, string, int || {{Icon|trilogy}} ||display text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|045B ||5 ||flt, flt, string, int, int || {{Icon|trilogy}} ||display text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|045C ||0 || || {{Icon|trilogy}} ||abort mission ||&lt;br /&gt;
|-&lt;br /&gt;
|045D ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|045E ||5 ||object handle, object handle, flt, flt, flt || {{Icon|3}} ||place object relative to object ||&lt;br /&gt;
|-&lt;br /&gt;
|045F ||2 ||car handle, int || {{Icon|3}} {{Icon|VC}} ||make all occupants of specified car to exit the car ||&lt;br /&gt;
|-&lt;br /&gt;
|0460 ||2 ||flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0461 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0462 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0463 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0464 ||8 ||char handle, car handle, flt, flt, flt, int, flt, int || {{Icon|trilogy}} ||attach char to car ||&lt;br /&gt;
|-&lt;br /&gt;
|0465 ||1 ||char handle || {{Icon|trilogy}} ||detach char from car ||&lt;br /&gt;
|-&lt;br /&gt;
|0466 ||2 ||car handle, int || {{Icon|trilogy}} ||set car to stay in &amp;quot;fast&amp;quot; lane ||&lt;br /&gt;
|-&lt;br /&gt;
|0467 ||1 ||char handle || {{Icon|trilogy}} ||clear char last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0468 ||1 ||car handle || {{Icon|trilogy}} ||clear car last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0469 ||10 ||flt, flt, flt, flt, int, int, int, int, int, var || {{Icon|3}} {{Icon|VC}} ||get random law enforcement in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046A ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|046B ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car and flee ||&lt;br /&gt;
|-&lt;br /&gt;
|046C ||2 ||car handle, var || {{Icon|trilogy}} ||get driver of car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046D ||2 ||char handle, var || {{Icon|trilogy}} ||get char number of followers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046E ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||give remote controlled model to player ||&lt;br /&gt;
|-&lt;br /&gt;
|046F ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0470 ||2 ||char handle, var || {{Icon|trilogy}} ||get current char weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0471 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0472 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0473 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0474 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0475 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0476 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0477]] ||3 ||car handle, int, int || {{Icon|trilogy}} ||set car driving behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|0478 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0479 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047A ||1 ||char handle || {{Icon|trilogy}} ||check char is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047B ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047C ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047D ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047E ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047F ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0480 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is looking at death of char with pedtype ||&lt;br /&gt;
|-&lt;br /&gt;
|0481 ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set enter car range multiplier ||&lt;br /&gt;
|-style=&amp;quot;background: lightblue&amp;quot;&lt;br /&gt;
|0482 ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set threat reaction range multiplier ||last opcode available for GTA III&lt;br /&gt;
|-&lt;br /&gt;
|0483 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0484 ||2 ||player handle, var || {{Icon|VC}} {{Icon|SA}} ||get remote controlled car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0485 ||0 || || {{Icon|VC}} {{Icon|SA}} ||check if game is PC version ||exact opposite to [[059A]]&lt;br /&gt;
|-&lt;br /&gt;
|0486 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0487 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0488 ||1 || || {{Icon|VC}} {{Icon|SA}} ||is model available ||&lt;br /&gt;
|-&lt;br /&gt;
|0489 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||shut character up ||&lt;br /&gt;
|-&lt;br /&gt;
|048A ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate ||&lt;br /&gt;
|-&lt;br /&gt;
|048B ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048C ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||check pickup at coord exist ||&lt;br /&gt;
|-&lt;br /&gt;
|048D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048F ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||remove all char weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0490 ||2 ||player handle, int || {{Icon|VC}} ||check player has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0491 ||2 ||char handle, int || {{Icon|SA}} ||check char has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0492 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0493]] ||2 ||car handle, int || {{Icon|VC}} ||set tank contact explosion ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0494]] ||5 ||int, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get joystick data ||&lt;br /&gt;
|-&lt;br /&gt;
|0495 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||check car is on fire ||&lt;br /&gt;
|-&lt;br /&gt;
|0496 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||check car tire is burst ||&lt;br /&gt;
|-&lt;br /&gt;
|0497 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0498 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0499 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[049C]] ||3 ||int, flt, var || {{Icon|VC}} ||create [[Script Path|script path]] ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049D ||2 ||spath ID, object handle || {{Icon|VC}} ||attach script path to object ||&lt;br /&gt;
|-&lt;br /&gt;
|049E ||2 ||spath ID, flt || {{Icon|VC}} ||set script path speed ||&lt;br /&gt;
|-&lt;br /&gt;
|049F ||2 ||spath ID, flt || {{Icon|VC}} ||set script path distance ||&lt;br /&gt;
|-&lt;br /&gt;
|04A0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04A1 ||1 ||spath ID || {{Icon|VC}} {{Icon|SA}} ||reset script path ||&lt;br /&gt;
|-&lt;br /&gt;
|04A2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set heli fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04A3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A5 ||4 ||char handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A6 ||6 ||flt, flt, flt, int, int, var || {{Icon|VC}} {{Icon|SA}} ||create protection pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[04A7]] ||1 ||char handle || {{Icon|SA}} ||check char is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A8]] ||1 ||player handle || {{Icon|VC}} ||check player is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A9]] ||1 ||char handle || {{Icon|SA}} ||check char is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|04AA ||1 ||player handle || {{Icon|VC}} ||check player is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AB]] ||1 ||char handle || {{Icon|SA}} ||check char is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|04AC ||1 ||player handle || {{Icon|VC}} ||check player is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AD]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04AE ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04AF ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B0 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B1 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B2 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B5 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B6 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B7 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04B8]] ||5 ||char handle, int, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get char weapon in slot ||&lt;br /&gt;
|-&lt;br /&gt;
|04B9 ||12 ||flt, flt, flt, flt, flt, var, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get closest straight road (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|04BA ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||set car forward speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04BB]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set interior ||&lt;br /&gt;
|-&lt;br /&gt;
|04BC ||1 ||string || {{Icon|VC}} ||set cutscene animation to loop ||&lt;br /&gt;
|-&lt;br /&gt;
|04BD ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||mark car as convoy car ||&lt;br /&gt;
|-&lt;br /&gt;
|04BE ||1 ||player handle || {{Icon|VC}} ||reset player chaos level ||&lt;br /&gt;
|-&lt;br /&gt;
|04BF ||2 ||player handle, var || {{Icon|VC}} ||get player chaos level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C0 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create police roadblock ||&lt;br /&gt;
|-&lt;br /&gt;
|04C1 ||0 || || {{Icon|VC}} {{Icon|SA}} ||release police roadblock||&lt;br /&gt;
|-&lt;br /&gt;
|04C2 ||2 ||char handle, char handle || {{Icon|VC}} ||task char go to char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04C4 ||7 ||char handle, flt, flt, flt, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get offset from char in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C5 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been photographed ||&lt;br /&gt;
|-&lt;br /&gt;
|04C6 ||2 ||char handle, char handle || {{Icon|VC}} ||task aim gun at char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C7 ||1 ||int || {{Icon|VC}} ||set green scanlines ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C8]] ||1 ||char handle || {{Icon|SA}} ||check char is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04C9 ||1 ||player handle || {{Icon|VC}} ||check player is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CE ||5 ||flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} ||create icon marker ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04CF ||1 ||int || {{Icon|VC}} ||add to money spent on fashion stat ||&lt;br /&gt;
|-&lt;br /&gt;
|04D0 ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||force heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||reset heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set plane fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04D3 ||7 ||flt, flt, flt, int, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get Nth closest car node ||&lt;br /&gt;
|-&lt;br /&gt;
|04D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04D5 ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|VC}} {{Icon|SA}} ||draw corona ||&lt;br /&gt;
|-&lt;br /&gt;
|04D6 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate on contact ||&lt;br /&gt;
|-&lt;br /&gt;
|04D7 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze char position ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04D8]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char drowns in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04D9 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} ||set object records collisions ||&lt;br /&gt;
|-&lt;br /&gt;
|04DA ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||has object collided with anything? ||&lt;br /&gt;
|-&lt;br /&gt;
|04DB ||0 || || {{Icon|VC}} {{Icon|SA}} ||remove rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|04DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DD ||2 ||char handle, var || {{Icon|VC}} {{Icon|SA}} ||get char armour ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04DE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DF ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E0 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||open and freeze car trunk ||&lt;br /&gt;
|-&lt;br /&gt;
|04E2 ||2 ||player handle || {{Icon|VC}} ||shut player up ||&lt;br /&gt;
|-&lt;br /&gt;
|04E3 ||3 ||player handle, int, int || {{Icon|VC}} {{Icon|SA}} ||set player mood (??) ||&lt;br /&gt;
|-&lt;br /&gt;
|04E4 ||2 ||flt, flt || {{Icon|VC}} {{Icon|SA}} ||request collision ||&lt;br /&gt;
|-&lt;br /&gt;
|04E5 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E6 ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E7 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||check object is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04E9 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EA ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EB ||3 ||char handle, int, int || {{Icon|VC}} {{Icon|SA}} ||task duck ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EC]] ||13 ||string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|VC}} ||set zone car class info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04ED]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||request anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EE]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||check anims have loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EF]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||remove anims ||&lt;br /&gt;
|-&lt;br /&gt;
|04F0 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F3 ||1 ||char handle || {{Icon|VC}} ||move char from passenger seat to driver seat ||&lt;br /&gt;
|-&lt;br /&gt;
|04F4 ||8 ||char handle, object handle, flt, flt, flt, int, flt, int || {{Icon|VC}} {{Icon|SA}} ||attach char to object ||&lt;br /&gt;
|-&lt;br /&gt;
|04F5 ||3 ||char handle, player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F7 ||4 ||global var, int, int, string || {{Icon|VC}} {{Icon|SA}} ||display nth onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|04F8 ||13 ||int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||define police trigger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04F9]] ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||set sky colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FA ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||reset interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FC ||7 ||player handle, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||store stunt data ||&lt;br /&gt;
|-&lt;br /&gt;
|04FD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FE ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||burst car tire ||&lt;br /&gt;
|-&lt;br /&gt;
|04FF ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0500 ||&amp;amp;#8212; ||player handle, string; player handle, string, string || {{Icon|VC}} {{Icon|SA}} ||change player skin ||2 parameters in Vice City, 3 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[0501]] ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set player can do drive by ||&lt;br /&gt;
|-&lt;br /&gt;
|0502 ||3 ||char handle, flt, flt || {{Icon|VC}} ||task flee to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0503 ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create rappel ||&lt;br /&gt;
|-&lt;br /&gt;
|0504 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0505 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0506 ||3 ||int, int, int || {{Icon|VC}} {{Icon|SA}} ||set car model components ||&lt;br /&gt;
|-&lt;br /&gt;
|0507 ||1 ||int || {{Icon|VC}} ||set camera interference ||&lt;br /&gt;
|-&lt;br /&gt;
|0508 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||close all car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0509]] ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 2D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050A ||7 ||flt, flt, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 3D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050B ||1 ||car handle || {{Icon|VC}} ||pop car boot ||&lt;br /&gt;
|-&lt;br /&gt;
|050C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|050D ||1 ||char handle || {{Icon|VC}} || is char leaving vehicle to die? ||&lt;br /&gt;
|-&lt;br /&gt;
|050E ||2 ||object handle, car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050F ||1 ||var || {{Icon|SA}} ||get max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0510 ||5 ||char handle, flt, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0511 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0512 ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||print help forever ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0513]] ||2 ||string, int || {{Icon|SA}} ||print help forever with number ||&lt;br /&gt;
|-&lt;br /&gt;
|0514 ||3 ||char handle, int, int || {{Icon|VC}} ||set char can be damaged by gang members ||&lt;br /&gt;
|-&lt;br /&gt;
|0515 ||? || || {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0516 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0517 ||5 ||string, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||create locked property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0518 ||6 ||string, flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} ||create forsale property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0519 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze car position ||&lt;br /&gt;
|-&lt;br /&gt;
|051A ||2 ||char handle, char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051B ||2 ||char handle, car handle || {{Icon|SA}} ||check char has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051C ||2 ||car handle, char handle || {{Icon|SA}} ||check car has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051D ||2 ||car handle, car handle || {{Icon|SA}} ||check car has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051E ||1 ||var || {{Icon|SA}} ||get current radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|051F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0520 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0521 ||1 ||char handle || {{Icon|VC}} ||is char drowning in water? ||&lt;br /&gt;
|-&lt;br /&gt;
|0522 ||0 || || {{Icon|VC}} ||disable cutscene shadows ||&lt;br /&gt;
|-&lt;br /&gt;
|0523 ||3 ||flt, flt, flt || {{Icon|VC}} ||check if glass has been shattered nearby ||&lt;br /&gt;
|-&lt;br /&gt;
|0524 ||3 ||object handle, object handle, int || {{Icon|VC}} ||attach object to object/bone ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0525 ||3 ||object handle, object handle, string || {{Icon|VC}} ||attach object to component of object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0526 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char to stay in car when jacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0527 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0528 ||1 ||int || {{Icon|VC}} ||add to money spent on weapon stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0529 ||1 ||int || {{Icon|VC}} ||add to money spent on property stat ||&lt;br /&gt;
|-&lt;br /&gt;
|052A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[052B]] ||2 ||char handle, int || {{Icon|VC}} ||task use mobile phone ||&lt;br /&gt;
|-&lt;br /&gt;
|052C ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set drunk cam ||&lt;br /&gt;
|-&lt;br /&gt;
|052D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0530 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0531 ||1 ||int || {{Icon|VC}} ||add to stores knocked off stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0532 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0533]] ||1 ||int || {{Icon|VC}} ||add to assassination contracts stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0534 ||1 ||int || {{Icon|VC}} ||add to pizzas delivered stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0535 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0536 ||1 ||int || {{Icon|VC}} ||add to drug deals made (&amp;quot;ice cream sold&amp;quot;) stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0537 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0538 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0539 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053C ||2 ||char handle, int || {{Icon|VC}} ||set char in players group can fight ||&lt;br /&gt;
|-&lt;br /&gt;
|053D ||1 ||char handle || {{Icon|VC}} ||clear char wait state ||&lt;br /&gt;
|-&lt;br /&gt;
|053E ||6 ||int, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get random car of specific type in area (no save) ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|053F ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set can burst car tires ||&lt;br /&gt;
|-&lt;br /&gt;
|0540 ||2 ||player handle, int || {{Icon|VC}} ||set player auto aim ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0541]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||fire vehicle gun ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0542]] ||1 ||int || {{Icon|VC}} ||add property to property owned stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0543 ||1 ||int || {{Icon|VC}} ||add bloodring kills stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0544 ||1 ||int || {{Icon|VC}} ||save longest time in bloodring stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0545 ||0 || || {{Icon|VC}} ||remove everything for giant cutscene (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0546 ||2 ||player handle, car handle || {{Icon|VC}} ||check is player touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0547 ||2 ||char handle, car handle || {{Icon|SA}} ||check is char touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0548 ||6 ||player handle, int, int, flt, flt, flt || {{Icon|VC}} ||check for ped model around player ||&lt;br /&gt;
|-&lt;br /&gt;
|0549 ||1 ||char handle || {{Icon|VC}} ||clear char follow path ||&lt;br /&gt;
|-&lt;br /&gt;
|054A ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char can be shot in vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|054B ||2 ||object handle, car handle || {{Icon|VC}} ||attach object to car ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|054C ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||load mission text ||&lt;br /&gt;
|-&lt;br /&gt;
|[[054D]] ||1 ||int || {{Icon|VC}} ||set stadium message ||&lt;br /&gt;
|-&lt;br /&gt;
|054E ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||clear char last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|054F ||1 ||car handle || {{Icon|SA}} ||clear car last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|0550 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0551]] ||1 ||int || {{Icon|VC}} ||set Kaufman Cabs radio ||&lt;br /&gt;
|-&lt;br /&gt;
|0552 ||1 ||int || {{Icon|VC}} ||set riot noise ||&lt;br /&gt;
|-&lt;br /&gt;
|0553 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0554 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0555 ||2 || || {{Icon|SA}} ||remove weapon from char ||&lt;br /&gt;
|-&lt;br /&gt;
|0556 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} ||create cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0557 ||0 || || {{Icon|VC}} ||release cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0558 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0559 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055A]] ||1 ||int || {{Icon|VC}} ||set secondary trash ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055B]] ||5 ||int, flt, flt, flt, var || {{Icon|VC}} ||create clothes pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|055C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055D ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||make player fire proof ||&lt;br /&gt;
|-&lt;br /&gt;
|055E ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max health ||&lt;br /&gt;
|-&lt;br /&gt;
|055F ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max armour ||&lt;br /&gt;
|-&lt;br /&gt;
|0560 ||2 ||car handle, var || {{Icon|VC}} {{Icon|SA}} ||create random char as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|0561 ||3 ||car handle, int, var || {{Icon|VC}} {{Icon|SA}} ||create random char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0562 ||2 ||char handle, int || {{Icon|VC}} ||set char ignore threats behind objects ||&lt;br /&gt;
|-&lt;br /&gt;
|0563 ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||ensure player has a drive-by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0564]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||set helicopter simulate crash land ||only works on helicopters&lt;br /&gt;
|-&lt;br /&gt;
|0565 ||4 ||flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||add explosion with no sound ||&lt;br /&gt;
|-&lt;br /&gt;
|0566 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} ||set object area visible ||&lt;br /&gt;
|-&lt;br /&gt;
|0567 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0568]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char never targetted ||&lt;br /&gt;
|-&lt;br /&gt;
|0569 ||1 ||string || {{Icon|VC}} ||load uncompressed animation ||&lt;br /&gt;
|-&lt;br /&gt;
|056A ||0 || || {{Icon|VC}} {{Icon|SA}} ||check has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|056B ||2 ||char handle, int || {{Icon|VC}} ||set char to crouch when threatened ||&lt;br /&gt;
|-&lt;br /&gt;
|[[056C]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check is char in any police vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|056D ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check does char exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056E ||1 ||car handle || {{Icon|SA}} ||check does vehicle exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0570 ||5 ||int, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||create asset radar marker with icon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0571 ||1 ||char handle || {{Icon|VC}} ||is char stuck? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0572]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set all taxis have jump boost and nitro ||nitro unavailable in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0573 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0574 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0575 ||2 || || {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0576 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0577 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0578 ||1 ||int || {{Icon|VC}} ||save highest vigilante level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0579 ||1 ||char handle || {{Icon|VC}} ||clear all char anims ||&lt;br /&gt;
|-&lt;br /&gt;
|057A ||2 ||garage ID, int || {{Icon|VC}} ||set garage to max cars ||&lt;br /&gt;
|-&lt;br /&gt;
|057B ||0 || || {{Icon|VC}} ||check wanted stars are flashing ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057C]] ||1 ||int || {{Icon|VC}} ||set weather table ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057D]] ||1 ||int || {{Icon|VC}} ||force radio to play audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057E]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set radar gray ||&lt;br /&gt;
|-&lt;br /&gt;
|057F ||2 ||player handle, var || {{Icon|VC}} ||get player number of coach passengers dropped off ||&lt;br /&gt;
|-&lt;br /&gt;
|0580 ||3 ||char handle, car handle, var || {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0581]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||display radar ||&lt;br /&gt;
|-&lt;br /&gt;
|0582 ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||register best position ||&lt;br /&gt;
|-&lt;br /&gt;
|0583 ||2 ||player handle, string || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0584 ||? ||char handle || {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0585 ||0 || || {{Icon|VC}} ||check is pressing fire button in car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0586]] ||1 ||char handle || {{Icon|VC}} ||checks distribution ped is finished dealing ||&lt;br /&gt;
|-&lt;br /&gt;
|0587 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0588 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0589 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|058A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|058B ||1 ||char handle || {{Icon|VC}} ||has char bought ice cream? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[058C]] ||1 ||var || {{Icon|VC}} {{Icon|SA}} ||get progress percentage ||&lt;br /&gt;
|-&lt;br /&gt;
|058D ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi start ||&lt;br /&gt;
|-&lt;br /&gt;
|058E ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi destination ||&lt;br /&gt;
|-&lt;br /&gt;
|058F ||8 ||char handle, flt, flt, flt, flt, int, int, int || {{Icon|VC}} ||set random ice cream customer in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0590 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0591 ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||unlock all car doors in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0592 ||2 ||int, int || {{Icon|VC}} ||set gang to attack player with cops ||&lt;br /&gt;
|-&lt;br /&gt;
|0593 ||2 ||char handle, int || {{Icon|VC}} ||set char frightened in jacked car ||&lt;br /&gt;
|-&lt;br /&gt;
|0594 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set vehicle to fade in ||&lt;br /&gt;
|-&lt;br /&gt;
|0595 ||0 || || {{Icon|VC}} {{Icon|SA}} ||register odd job mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0596 ||1 ||player handle || {{Icon|VC}} ||check player is in mission restart taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0597]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||is char ducking? ||&lt;br /&gt;
|-&lt;br /&gt;
|0598 ||3 ||object handle, flt, int || {{Icon|VC}} ||stir ground around object ||&lt;br /&gt;
|-&lt;br /&gt;
|0599 ||1 ||int || {{Icon|VC}} ||set highest firefighter level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|059A ||0 || || {{Icon|VC}} {{Icon|SA}} ||is australian game? ||exact opposite to [[0485]]&lt;br /&gt;
|-&lt;br /&gt;
|059B ||1 ||car handle || {{Icon|VC}} ||disarm car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|059C ||&amp;amp;#8212; || || {{Icon|VC}} {{Icon|SA}} || ||1 parameter in Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|059D ||1 ||int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059E ||1 ||var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059F ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get object velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A0 ||? || || {{Icon|VC}} {{Icon|SA}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|05A1 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A2 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A3 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||is object static? ||&lt;br /&gt;
|-&lt;br /&gt;
|05A4 ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get angle between 2D vectors ||&lt;br /&gt;
|-&lt;br /&gt;
|05A5 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A6 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get object rotation velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A7 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||add velocity relative to object velocity ||&lt;br /&gt;
|-style=&amp;quot;background: pink&amp;quot;&lt;br /&gt;
|05A8 ||2 ||object handle, var || {{Icon|VC}} {{Icon|SA}} ||get object speed ||last opcode available for Vice City&lt;br /&gt;
|}&lt;br /&gt;
Some abbreviations and phrases used in this list:&lt;br /&gt;
;int: integer value&lt;br /&gt;
;flt: floating-point value&lt;br /&gt;
;var: variable to store a value or handle, either global or local unless specified&lt;br /&gt;
;char: character including actor and ped, apart from the player and special actor&lt;br /&gt;
;car: vehicle including car, bike, helicopter, plane, etc. unless specified&lt;br /&gt;
;parameters rearranged...: opcodes' parameters were rearranged from their original order mainly for sake of readability&lt;br /&gt;
;simulated in LC mod: opcode has been correctly or mostly simulated to work in the [http://www.gtaforums.com/index.php?showforum=104 GTA: Liberty City mod] for Vice City&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
{{note|1}} {{GTAF|217910|manipulating game memory for fun and profit}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|107998|Opcodes for Bartons Editor (GTA3 + VC)}}&lt;br /&gt;
*{{GTAF|194990|GTA:SA Opcodes}}&lt;br /&gt;
*{{GTAF|182581|MISSION CODING IV}} - GTA: Liberty City project&lt;br /&gt;
*[http://web.archive.org/web/*/http://vc-db.webtools4you.net/ Vice City Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://web.archive.org/web/*/http://sa-db.webtools4you.net/ San Andreas Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/PLPyntons_UnifiedOpcodesDatabase_Reloaded.zip Unified Opcode Database] - by PLPynton, hosted by ZAZ&lt;br /&gt;
*[http://vcme.sourceforge.net/cgi-bin/wiki.pl?Opcodes List of opcodes] - by {{U|CyQ}} for use with GTAMA and VCDisAsm&lt;br /&gt;
*[http://spaceeinstein.webs.com/VICESCM.INI Latest Vice City opcodes] - last update by spaceeinstein&lt;br /&gt;
*[http://gtag.gtagaming.com/opcode-database Opcode Database] - last update by Deji at GTAGaming.com&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:OpCodes]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=0581&amp;diff=9941</id>
		<title>0581</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=0581&amp;diff=9941"/>
		<updated>2011-07-31T11:22:19Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: Created page with '{{OpCode | ini         = 0581=1,enable_radar %1d%  | description = Hides or displays the radar.  | p1          = integer value (0/1) | game        = Vice City, [[San Andreas]…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 0581=1,enable_radar %1d% &lt;br /&gt;
| description = Hides or displays the radar. &lt;br /&gt;
| p1          = integer value (0/1)&lt;br /&gt;
| game        = [[Vice City]], [[San Andreas]]&lt;br /&gt;
}}&lt;br /&gt;
In Vice City, this opcode was used in the Hotring side mission.&lt;br /&gt;
&lt;br /&gt;
== Sanny Builder example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;scm&amp;quot;&amp;gt;0581: enable_radar 1 &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
radar&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=054D&amp;diff=9940</id>
		<title>054D</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=054D&amp;diff=9940"/>
		<updated>2011-07-31T11:14:07Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: Created page with '{{OpCode | ini         = 054D=1,display_message_at_stadium %1h%  | description = Changes the text displayed at Hyman Memorial Stadium. | p1          = integer value | game       …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 054D=1,display_message_at_stadium %1h% &lt;br /&gt;
| description = Changes the text displayed at Hyman Memorial Stadium.&lt;br /&gt;
| p1          = integer value&lt;br /&gt;
| game        = [[Vice City]]&lt;br /&gt;
}}&lt;br /&gt;
This opcode is used in the game to announce, what event is held tonight at the stadium. It displays the text on the text banner, but doesn't change the big poster before the stadium.&lt;br /&gt;
&lt;br /&gt;
== IDs ==&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Hotring&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bloodring&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Dirtring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sanny Builder example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;scm&amp;quot;&amp;gt;:Label64153&lt;br /&gt;
if &lt;br /&gt;
  $8 == 0 // integer values &lt;br /&gt;
jf @Label64207 &lt;br /&gt;
Object.Destroy($6)&lt;br /&gt;
$6 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552)&lt;br /&gt;
Object.RemoveFromMissionCleanupList($6)&lt;br /&gt;
054D: display_message_at_stadium 0 &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
stadium, message, hyman, memorial, downtown&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=055A&amp;diff=9939</id>
		<title>055A</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=055A&amp;diff=9939"/>
		<updated>2011-07-31T10:58:32Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: Created page with '{{OpCode | ini         = 055A=1,set_secondary_trash %1h%  | description = Adds some new trash to the map.   | p1          = integer value (0/1) | game        = Vice City }} T…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 055A=1,set_secondary_trash %1h% &lt;br /&gt;
| description = Adds some new trash to the map.  &lt;br /&gt;
| p1          = integer value (0/1)&lt;br /&gt;
| game        = [[Vice City]]&lt;br /&gt;
}}&lt;br /&gt;
This opcode was used only one time in Vice City, after the mission &amp;quot;Dildo Dodo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Sanny Builder example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;scm&amp;quot;&amp;gt;055A: set_secondary_trash 1 //enable&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
rubbish, trash, dildo dodo&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=03AD&amp;diff=9938</id>
		<title>03AD</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=03AD&amp;diff=9938"/>
		<updated>2011-07-31T10:55:04Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: Created page with '{{OpCode | ini         = 03ad=1,set_rubbish %1b:visible/invisible% | description = Enables rubbish (like flying newspapers), on streets. | p1          = integer value (0/1) | gam…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 03ad=1,set_rubbish %1b:visible/invisible%&lt;br /&gt;
| description = Enables rubbish (like flying newspapers), on streets.&lt;br /&gt;
| p1          = integer value (0/1)&lt;br /&gt;
| game        = [[GTA III]], [[Vice City]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sanny Builder example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;scm&amp;quot;&amp;gt;03AD: set_rubbish 0 //disable&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
rubbish, trash, newspapers&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=03AF&amp;diff=9937</id>
		<title>03AF</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=03AF&amp;diff=9937"/>
		<updated>2011-07-31T10:51:55Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: Created page with '{{OpCode | ini         = 03af=1,set_streaming %1b:enabled/disabled% | description = This opcode enables/disables streaming of peds, cars and maps.  | p1          = value (0/1)  |…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 03af=1,set_streaming %1b:enabled/disabled%&lt;br /&gt;
| description = This opcode enables/disables streaming of peds, cars and maps. &lt;br /&gt;
| p1          = value (0/1) &lt;br /&gt;
| game        = [[GTA III]], [[Vice City]], [[San Andreas]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sanny Builder example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;scm&amp;quot;&amp;gt;03AF: set_streaming 1 &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
stream, streaming&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=9936</id>
		<title>List of opcodes</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=9936"/>
		<updated>2011-07-31T10:12:45Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: i had free time and added links to recently described opcodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all opcodes, including nops and unsupported ones, in [[GTA III]], [[Vice City]], and [[San Andreas]]. Brief descriptions and notes are added to the list for quick and easy access to information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; |Opcode&lt;br /&gt;
! width=&amp;quot;20px&amp;quot; |{{Hint|P|Number of parameters}}&lt;br /&gt;
! Parameter type&lt;br /&gt;
! width=&amp;quot;60px&amp;quot; |Games&lt;br /&gt;
! Brief description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[0000]] ||0 ||nop || {{Icon|trilogy}} ||no operation ||special use in [[CLEO]]&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0001]] ||1 ||int || {{Icon|trilogy}} ||wait ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0002]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0003]] ||1 ||int || {{Icon|trilogy}} ||shake camera ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0004]] ||2 ||global var, int || {{Icon|trilogy}} ||set global to integer ({{Hint|G|global variable}} = {{Hint|I|integer value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0005]] ||2 ||global var, flt || {{Icon|trilogy}} ||set global to float ({{Hint|G|global variable}} = {{Hint|F|floating-point value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0006]] ||2 ||local var, int || {{Icon|trilogy}} ||set local to integer ({{Hint|L|local variable}} = {{Hint|I|integer value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0007]] ||2 ||local var, flt || {{Icon|trilogy}} ||set local to float ({{Hint|L|local variable}} = {{Hint|F|floating-point value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0008]] ||2 ||global var, int || {{Icon|trilogy}} ||add global to integer (G += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0009]] ||2 ||global var, flt || {{Icon|trilogy}} ||add global to float (G += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000A]] ||2 ||local var, int || {{Icon|trilogy}} ||add local to integer (L += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000B]] ||2 ||local var, flt || {{Icon|trilogy}} ||add local to float (L += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000C]] ||2 ||global var, int || {{Icon|trilogy}} ||subtract global to integer (G -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000D]] ||2 ||global var, flt || {{Icon|trilogy}} ||subtract global to float (G -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000E]] ||2 ||local var, int || {{Icon|trilogy}} ||subtract local to integer (L -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000F]] ||2 ||local var, flt || {{Icon|trilogy}} ||subtract local to float (L -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0010]] ||2 ||global var, int || {{Icon|trilogy}} ||multiply global to integer (G *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0011]] ||2 ||global var, flt || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0012]] ||2 ||local var, int || {{Icon|trilogy}} ||multiply local to integer (L *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0013]] ||2 ||local var, flt || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0014]] ||2 ||global var, int || {{Icon|trilogy}} ||divide global to integer (G /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0015]] ||2 ||global var, flt || {{Icon|trilogy}} ||divide global to float (G /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0016]] ||2 ||local var, int || {{Icon|trilogy}} ||divide local to integer (L /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0017]] ||2 ||local var, flt || {{Icon|trilogy}} ||divide local to float (L /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0018]] ||2 ||int, int || {{Icon|trilogy}} ||check global greater than integer (G &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0019]] ||2 ||int, int || {{Icon|trilogy}} ||check local greater than integer (L &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001A ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than global (I &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than local (I &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than global int (G &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than local int (L &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than local int (G &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than global int (L &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0020 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than float (G &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0021 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than float (L &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0022 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than global (F &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0023 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than local (F &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0024 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than global float (G &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0025 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than local float (L &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0026 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than local float (G &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0027 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than global float (L &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0028 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than or equal to integer (G &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0029 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than or equal to integer (L &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002A ||2 ||int, int || {{Icon|trilogy}} ||check int greater than or equal to global (I &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than or equal to local (I &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to global integer (G &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to local integer (G &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0030 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than or equal to float (G &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0031 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than or equal to float (L &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0032 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to global (F &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0033 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to local (F &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0034 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to global float (G &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0035 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to local float (L &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0036 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to local float (G &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0037 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to global float (L &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0038 ||2 ||int, int || {{Icon|trilogy}} ||check global equal to integer (G == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0039 ||2 ||int, int || {{Icon|trilogy}} ||check local equal to integer (L == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003A ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to global integer (G == G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003B ||2 ||int, int || {{Icon|trilogy}} ||check local integer equal to local integer (L == L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003C ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to local integer (G == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0040 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0041 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0042 ||2 ||float, float || {{Icon|trilogy}} ||check global equal to float (G == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0043 ||2 ||float, float || {{Icon|trilogy}} ||check local equal to float (L == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0044 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to global float (G == G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0045 ||2 ||float, float || {{Icon|trilogy}} ||check local float equal to local float (L == L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0046 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to local float (G == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0047 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0048 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0049 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|004C ||1 ||label || {{Icon|3}} ||jump to label if true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004D]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] if false ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004E]] ||0 || || {{Icon|trilogy}} ||terminate this script ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004F]] ||-1 ||label || {{Icon|trilogy}} ||start new script with args ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0050 ||1 ||label || {{Icon|trilogy}} ||gosub ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0051 ||0 || || {{Icon|trilogy}} ||return ||&lt;br /&gt;
|-&lt;br /&gt;
|0052 ||6 || || {{Icon|3}} ||nop ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0053 ||5 ||int, float, float, float, player handle || {{Icon|trilogy}} ||create player ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0054 ||4 ||player handle, var, var, var || {{Icon|3}} {{Icon|VC}} ||get player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0055]] ||4 ||player handle, int, int, int || {{Icon|3}} {{Icon|VC}} ||set player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0056]] ||6 ||player handle, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0057 ||8 ||player handle, float, float, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0058 ||2 ||int, int || {{Icon|trilogy}} ||add global integer to global integer (G += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0059 ||2 ||float, float || {{Icon|trilogy}} ||add global float to global float (G += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005A ||2 ||int, int || {{Icon|trilogy}} ||add local integer to local integer (L += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005B ||2 ||float, float || {{Icon|trilogy}} ||add local float to local float (L += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005C ||2 ||int, int || {{Icon|trilogy}} ||add local integer to global integer (L += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005D ||2 ||float, float || {{Icon|trilogy}} ||add local float to global float (L += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005E ||2 ||int, int || {{Icon|trilogy}} ||add global integer to local integer (G += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005F ||2 ||float, float || {{Icon|trilogy}} ||add global float to local float (G += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0060 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to global integer (G -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0061 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to global float (G -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0062 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to local integer (L -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0063 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to local float (L -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0064 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to global integer (L -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0065 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to global float (L -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0066 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to local integer (G -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0067 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to local float (G -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0068 ||2 ||global, global || {{Icon|trilogy}} ||multiply global int to global int (G *= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0069 ||2 ||global, global || {{Icon|trilogy}} ||multiply global float to global float (G *= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006A ||2 ||local, local || {{Icon|trilogy}} ||multiply local int to local int (L *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006B ||2 ||local, local || {{Icon|trilogy}} ||multiply int float to int float (L *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006C ||2 ||local, float || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006D ||2 ||global, float || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006E ||2 ||global, local || {{Icon|trilogy}} ||multiply global int to local int (G *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006F ||2 ||global, local || {{Icon|trilogy}} ||multiply global float to local float (G *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0070 ||2 ||global, global || {{Icon|trilogy}} ||divide global int by global int (G /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0071 ||2 ||global, global || {{Icon|trilogy}} ||divide global float by global float (G /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0072 ||2 ||local, local || {{Icon|trilogy}} ||divide local int by local int (L /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0073 ||2 ||local, local || {{Icon|trilogy}} ||divide local float by local float (L /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0074 ||2 ||local, global || {{Icon|trilogy}} ||divide local int by global int (L /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0075 ||2 ||local, global || {{Icon|trilogy}} ||divide local float by global float (L /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0076 ||2 ||global, local || {{Icon|trilogy}} ||divide global int by local int (G /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0077 ||2 ||global, local || {{Icon|trilogy}} ||divide global float by local float (G /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0078 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0079 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007A ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007B ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007C ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007D ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007E ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007F ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0080 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0081 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0082 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0083 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0084 ||2 ||global, global || {{Icon|trilogy}} ||set global integer equal to global integer (G = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0085 ||2 ||local, local || {{Icon|trilogy}} ||set local integer equal to local integer (L = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0086 ||2 ||global, global || {{Icon|trilogy}} ||set global float equal to global float (G = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0087 ||2 ||local, local || {{Icon|trilogy}} ||set local float equal to local float (L = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0088 ||2 ||global, local || {{Icon|trilogy}} ||set global float equal to local float (G = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0089 ||2 ||local, global || {{Icon|trilogy}} ||set local float equal to global float (L = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008A ||2 ||global, local || {{Icon|trilogy}} ||set global integer equal to local integer (G = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008B ||2 ||local, global || {{Icon|trilogy}} ||set local integer equal to global integer (L = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008C ||2 ||int, float || {{Icon|trilogy}} ||convert global float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008D ||2 ||float, int || {{Icon|trilogy}} ||convert global int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[008E]] ||2 ||int, float || {{Icon|trilogy}} ||convert local float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008F ||2 ||float, int || {{Icon|trilogy}} ||convert local int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0090 ||2 ||int, float || {{Icon|trilogy}} |||convert global float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0091 ||2 ||float, int || {{Icon|trilogy}} ||convert global int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0092 ||2 ||int, float || {{Icon|trilogy}} |||convert local float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0093 ||2 ||float, int || {{Icon|trilogy}} ||convert local int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0094 ||1 ||int || {{Icon|trilogy}} ||absolute value of global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0095 ||1 ||int || {{Icon|trilogy}} ||absolute value of local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0096 ||1 ||float || {{Icon|trilogy}} ||absolute value of global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0097 ||1 ||float || {{Icon|trilogy}} ||absolute value of local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0098 ||1 ||float || {{Icon|trilogy}} ||generate random float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0099 ||1 ||int || {{Icon|trilogy}} ||generate random integer ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[009A]] ||6 ||int, int, flt, flt, flt, char handle || {{Icon|trilogy}} ||create char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009B ||1 ||char handle || {{Icon|trilogy}} ||delete char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009C ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char to wander path ||&lt;br /&gt;
|-&lt;br /&gt;
|009D ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009E ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||set char path ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to -1 ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[00A0]] ||4 ||char, var, var, var || {{Icon|trilogy}} ||get char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00A1]] ||4 ||char, flt, flt, flt || {{Icon|trilogy}} ||set char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A2 ||1 ||char handle || {{Icon|3}} ||check char alive ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A4 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 3D area ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[00A5]] ||5 ||int, flt, flt, flt, car handle || {{Icon|trilogy}} ||create car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A6 ||1 ||car handle || {{Icon|trilogy}} ||delete car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A7 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||car drive to coordinate ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A8 ||1 ||car handle || {{Icon|trilogy}} ||set car to psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A9 ||1 ||car handle || {{Icon|trilogy}} ||reset car from psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00AA ||4 ||car handle, var, var, var || {{Icon|trilogy}} ||get car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AB ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00AC ||1 ||car handle || {{Icon|3}} ||check car is on land ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AD ||2 ||car handle, flt || {{Icon|trilogy}} ||set car max speed ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AE ||2 ||car handle, int || {{Icon|trilogy}} ||set car traffic behavior ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AF ||2 ||car handle, int || {{Icon|trilogy}} ||set car driver behavior ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B0 ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B1 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B9 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00BA]] ||3 ||string, int, int || {{Icon|trilogy}} ||print text big ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BB ||3 ||string, int, int || {{Icon|trilogy}} ||print text ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BC ||3 ||string, int, int || {{Icon|trilogy}} ||print text now ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BD ||3 ||string, int, int || {{Icon|3}} ||print text soon ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BE ||0 || || {{Icon|trilogy}} ||clear all text ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00BF ||2 ||var, var || {{Icon|trilogy}} ||get time of day ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00C0]] ||2 ||int, int || {{Icon|trilogy}} ||set time of day ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00C1 ||3 ||int, int, var || {{Icon|trilogy}} ||get minutes to time of day ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00C2 ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||check is sphere on screen ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C3 ||0 || || {{Icon|3}} {{Icon|VC}} ||enter debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C4 ||0 || || {{Icon|3}} {{Icon|VC}} ||exit debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C5 ||0 || || {{Icon|3}} ||true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C6 ||0 || || {{Icon|3}} ||false ||&lt;br /&gt;
|-&lt;br /&gt;
|00C7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CF ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D5 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D6]] ||1 ||int || {{Icon|trilogy}} ||if ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D7]] ||1 ||label || {{Icon|trilogy}} ||start new script ||like 004F but only one parameter&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D8]] ||0 || || {{Icon|trilogy}} ||mission cleanup ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00D9 ||2 ||char handle, var || {{Icon|trilogy}} ||get char's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00DA ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DB ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DC ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DD ||2 ||char handle, int || {{Icon|trilogy}} ||check char is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DE ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DF ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E0 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00E1]] ||2 ||int, int || {{Icon|trilogy}} ||check key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E2 ||2 ||int, int, var || {{Icon|3}} {{Icon|SA}} ||get key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E3 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E4 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E6 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E7 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E8 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E9 ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EA ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EB ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EC ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00ED ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EE ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EF ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F0 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F2 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F3 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F4 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F5 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F6 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F7 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F8 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F9 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FA ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FB ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FC ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FD ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FE ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00FF]] ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0100 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0101 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0102 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0103 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0104 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0105 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0106 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0107 ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0108 ||1 ||object handle || {{Icon|trilogy}} ||delete object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0109]] ||2 ||player handle, int || {{Icon|trilogy}} ||add player money ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[010A]] ||2 ||player handle, int || {{Icon|trilogy}} ||check money is greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|010B ||2 ||player handle, var || {{Icon|trilogy}} ||get player money value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010C]] ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||give rc buggy to player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010D]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010E]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player minimum wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|010F ||2 ||player handle, int || {{Icon|trilogy}} ||check player wanted level greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0110 ||1 ||player handle || {{Icon|trilogy}} ||clear player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0111 ||1 ||int || {{Icon|trilogy}} ||set wasted busted check ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0112]] ||0 || || {{Icon|trilogy}} ||check player wasted or busted ||only works in [[Create a mission|missions]]&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0113 ||3 ||player handle, int, int || {{Icon|3}} ||add ammo to player weapon ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0114]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||add ammo to char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0115 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0116 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0117]] ||1 ||player handle || {{Icon|trilogy}} ||check player dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0118 ||1 ||char handle || {{Icon|trilogy}} ||check char dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0119 ||1 ||car handle || {{Icon|trilogy}} ||check car dead ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011A ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char hostility ||&lt;br /&gt;
|-&lt;br /&gt;
|011B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011C ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear char objective ||&lt;br /&gt;
|-&lt;br /&gt;
|011D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0120 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0121 ||2 ||player handle, string || {{Icon|3}} {{Icon|VC}} ||check player is in zone ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0122 ||1 ||player handle || {{Icon|trilogy}} ||check player pressing horn ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0123 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||check char spotting player ||&lt;br /&gt;
|-&lt;br /&gt;
|0124 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0125 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0126 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||check char has finished walking ||&lt;br /&gt;
|-&lt;br /&gt;
|0127 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0128 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[0129]] ||4 ||car handle, char handle, int, char handle || {{Icon|trilogy}} ||create char inside car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|012A ||4 ||player handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||warp player from car to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|012B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0130 ||1 ||player handle || {{Icon|3}} ||check player is busted ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0131 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0132 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0133 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0134 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0135]] ||2 ||car handle, var || {{Icon|3}} ||lock car doors ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0136 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0137 ||2 ||car handle, int || {{Icon|trilogy}} ||check car is model ||&lt;br /&gt;
|-&lt;br /&gt;
|0138 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0139 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013B ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|3}} ||check if car is dead in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013C ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} ||check if car is dead in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|013D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0140 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0141 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0142 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0143 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0144 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0145 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0146 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0147 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0148 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0149 ||1 ||car handle || {{Icon|3}} ||check car crushed by car crusher ||&lt;br /&gt;
|-&lt;br /&gt;
|014A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[014B]] ||13 ||flt, flt, flt, flt, int, int, int, int, int, int, int, int, var || {{Icon|trilogy}} ||create car generator ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[014C]] ||2 ||car generator handle, int || {{Icon|trilogy}} ||switch car generator ||&lt;br /&gt;
|-&lt;br /&gt;
|014D ||4 ||string, int, int, int || {{Icon|3}} ||print pager text ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[014E]] ||&amp;amp;#8212; ||global var; global var, int || {{Icon|trilogy}} ||display onscreen timer ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|014F ||1 ||global var || {{Icon|trilogy}} ||clear onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0150 ||2 ||global var, int || {{Icon|3}} {{Icon|VC}} ||display onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|0151 ||1 ||global var || {{Icon|trilogy}} ||clear onscreen counter ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0152]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone car info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0153 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0154 ||2 ||char handle, string || {{Icon|trilogy}} ||check char is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0155 ||3 ||int, int, int || {{Icon|3}} ||shake pad? ||PS2 specific?&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0156 ||3 ||string, int, int || {{Icon|3}} ||set zone ped density ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0157 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set camera on player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0158 ||3 ||car handle, int, int || {{Icon|trilogy}} ||set camera on car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0159 ||3 ||char handle, int, int || {{Icon|trilogy}} ||set camera on char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015A ||0 || || {{Icon|trilogy}} ||cam restore ||&lt;br /&gt;
|-&lt;br /&gt;
|015B ||3 ||int, int, int || {{Icon|SA}} || ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[015C]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone gang info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015D ||1 ||flt || {{Icon|trilogy}} ||set timescale ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|015E ||1 ||car handle || {{Icon|3}} ||check car wheels on ground ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015F ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||set camera position ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0160 ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||point camera ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0161 ||4 ||car handle, int, int, var || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0162 ||4 ||char handle, int, int, var || {{Icon|3}} {{Icon|VC}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0163 ||4 ||object handle, int, int, var || {{Icon|3}} ||add blip to object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0164 ||1 ||blip handle || {{Icon|trilogy}} ||remove blip ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0165 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0166 ||2 ||blip handle, int || {{Icon|3}} {{Icon|VC}} ||change blip brightness ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0167 ||6 ||flt, flt, flt, int, int, var || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0168 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip scale ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0169]] ||3 ||int, int, int || {{Icon|trilogy}} ||set fade color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[016A]] ||2 ||int, int || {{Icon|trilogy}} ||fade ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|016B ||0 || || {{Icon|trilogy}} ||check is fading ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016C ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add hospital restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016D ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add police restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016E ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||override restart ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016F ||10 ||int, flt, flt, flt, flt, flt, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||create particle ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0170]] ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0171]] ||2 ||player handle, flt || {{Icon|3}} {{Icon|VC}} ||set player heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0172]] ||2 ||char handle, var || {{Icon|trilogy}} ||get char heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0173]] ||2 ||char handle, flt || {{Icon|trilogy}} ||set char heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0174 ||2 ||car handle, var || {{Icon|trilogy}} ||get car heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0175 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0176]] ||2 ||object handle, var || {{Icon|trilogy}} ||get object heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0177 ||2 ||object handle, flt || {{Icon|trilogy}} ||set object heading ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0178 ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object ||simulated in LC mod&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0179 ||2 ||char handle, object handle || {{Icon|3}} {{Icon|SA}} ||check char is touching object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|017A ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set player weapon ammo ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[017B]] ||3 || || {{Icon|3}} {{Icon|SA}} ||set char weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0180]] ||1 ||var || {{Icon|trilogy}} ||set on mission flag ||&lt;br /&gt;
|-&lt;br /&gt;
|0181 ||2 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|0182 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0183 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0184 ||2 ||char handle, int || {{Icon|trilogy}} ||check char health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0185 ||2 ||car handle, int || {{Icon|trilogy}} ||check car health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0186 ||2 ||car handle, blip handle || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0187 ||2 ||char handle, blip handle || {{Icon|trilogy}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0188 ||2 ||object handle, blip handle || {{Icon|trilogy}} ||add blip to object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0189 ||2 ||flt, flt, flt, blip handle || {{Icon|3}} {{Icon|VC}} ||add blip with sphere to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018A ||2 ||flt, flt, flt, blip handle || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018B ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip display ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[018C]] ||4 ||int, flt, flt, flt || {{Icon|trilogy}} ||play sound ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018D ||5 ||int, flt, flt, flt, var || {{Icon|3}} {{Icon|VC}} ||create sound ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018E ||1 ||sound handle || {{Icon|trilogy}} ||stop sound ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[018F]] ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped for 2 seconds ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0190]] ||1 ||car handle || {{Icon|trilogy}} ||add car to flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0191]] ||1 ||car handle || {{Icon|trilogy}} ||remove car from flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0192 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to stand still ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0193 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to act like ped ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0194 ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to go to point ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0195 ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective to guard area ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0196 ||1 ||char handle || {{Icon|3}} ||set char objective (?) ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0197 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0198 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0199 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019A ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019B ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019C ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019D ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019E ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019F ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A0 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A2 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A4 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A5 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A6 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A7 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A8 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A9 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AA ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AB ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AC ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AD ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AE ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AF ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01B0 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B1 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||give player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B2]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||give char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B4]] ||2 ||player handle || {{Icon|trilogy}} ||set player control ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B5]] ||1 ||int || {{Icon|trilogy}} ||force weather ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B6]] ||1 ||int || {{Icon|trilogy}} ||force weather now ||&lt;br /&gt;
|-&lt;br /&gt;
|01B7 ||0 || || {{Icon|trilogy}} ||release weather ||&lt;br /&gt;
|-&lt;br /&gt;
|01B8 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B9]] ||2 ||char handle, int || {{Icon|trilogy}} ||set current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01BA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01BB]] ||4 ||object handle, var, var, var || {{Icon|trilogy}} ||get object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BC ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BD ||1 ||var || {{Icon|trilogy}} ||current time in ms ||&lt;br /&gt;
|-&lt;br /&gt;
|01BE ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01BF ||4 ||player handle, flt, flt, flt || {{Icon|3}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01C0 ||2 ||player handle, var || {{Icon|trilogy}} ||store wanted level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C1 ||1 ||car handle || {{Icon|trilogy}} ||check car is stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C2]] ||1 ||char handle || {{Icon|trilogy}} ||mark char as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C3 ||1 ||car handle || {{Icon|trilogy}} ||mark car as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C4 ||1 ||object handle || {{Icon|trilogy}} ||mark object as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C5 ||1 ||char handle || {{Icon|trilogy}} ||remove char from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C6 ||1 ||car handle || {{Icon|3}} ||remove car from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C7 ||1 ||object handle || {{Icon|trilogy}} ||remove object from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C8]] ||5 ||car handle, int, int, int, char handle || {{Icon|trilogy}} ||create char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C9 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CA ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CB ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CC ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CD ||2 ||char handle, char handle || {{Icon|3}} ||char avoid char on foot until safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CE ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player on foot until safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CF ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char avoid char on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D0 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D1 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char go to char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D2 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char go to player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D3 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car ||&lt;br /&gt;
|-&lt;br /&gt;
|01D4 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|01D5 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|01D6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D8 ||2 ||char handle, object handle || {{Icon|VC}} ||task char attack object ||&lt;br /&gt;
|-&lt;br /&gt;
|01D9 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task char attack car ||&lt;br /&gt;
|-&lt;br /&gt;
|01DA ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor walk to area ||&lt;br /&gt;
|-&lt;br /&gt;
|01DB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DE ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||tie char to char ||&lt;br /&gt;
|-&lt;br /&gt;
|01DF ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||tie char to player ||&lt;br /&gt;
|-&lt;br /&gt;
|01E0 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear tie ||&lt;br /&gt;
|-&lt;br /&gt;
|01E1 ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char follow route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E2 ||4 ||int, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add point to route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E3 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number big ||&lt;br /&gt;
|-&lt;br /&gt;
|01E4 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|01E5 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number now ||&lt;br /&gt;
|-&lt;br /&gt;
|01E6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01E7 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads on ||&lt;br /&gt;
|-&lt;br /&gt;
|01E8 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads off ||&lt;br /&gt;
|-&lt;br /&gt;
|01E9 ||2 ||car handle, var || {{Icon|trilogy}} ||get number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EA ||2 ||car handle, var || {{Icon|trilogy}} ||get maximum number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EB ||1 ||flt || {{Icon|trilogy}} ||set car density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|01EC ||2 ||car handle, int || {{Icon|trilogy}} ||set car heavy ||&lt;br /&gt;
|-&lt;br /&gt;
|01ED ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||reset char flag ||&lt;br /&gt;
|-&lt;br /&gt;
|01EE ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||activate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|01EF ||2 ||flt, flt || {{Icon|3}} ||deactivate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F0]] ||1 ||int || {{Icon|trilogy}} ||set max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|01F1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F3 ||1 ||car handle || {{Icon|trilogy}} ||check car is airbourne ||&lt;br /&gt;
|-&lt;br /&gt;
|01F4 ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|01F5 ||2 ||player handle, var || {{Icon|trilogy}} ||get player actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01F6 ||0 || || {{Icon|trilogy}} ||cancel override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|01F7 ||2 ||player handle, int || {{Icon|trilogy}} ||set police ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|01F8 ||5 ||string, int, int, int, int || {{Icon|3}} ||print pager text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F9]] ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||init rampage ||&lt;br /&gt;
|-&lt;br /&gt;
|01FA ||1 ||var || {{Icon|trilogy}} ||get rampage status ||&lt;br /&gt;
|-&lt;br /&gt;
|01FB ||2 ||var, int || {{Icon|trilogy}} ||get square root ||&lt;br /&gt;
|-&lt;br /&gt;
|01FC ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FD ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FE ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FF ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0200 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0201 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0202 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0203 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0204 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0205 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0206 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0207 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0208 ||2 ||flt, flt, var || {{Icon|trilogy}} ||generate random float in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0209 ||2 ||int, int, var || {{Icon|trilogy}} ||generate random int in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[020A]] ||2 ||car handle, int || {{Icon|trilogy}} ||lock car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|020B ||1 ||car handle || {{Icon|trilogy}} ||explode car ||&lt;br /&gt;
|-&lt;br /&gt;
|020C ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||create explosion ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|020D ||1 ||car handle || {{Icon|trilogy}} ||check car flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|020E ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|020F ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face player ||&lt;br /&gt;
|-&lt;br /&gt;
|0210 ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn player to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|0211 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char walk to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|0212 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0213]] ||6 ||int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0214 ||1 ||pickup handle || {{Icon|trilogy}} ||check has pickup been collected ||&lt;br /&gt;
|-&lt;br /&gt;
|0215 ||1 ||pickup handle || {{Icon|trilogy}} ||remove pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|0216 ||2 ||car handle, int || {{Icon|trilogy}} ||set taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0217 ||3 ||string, int, int || {{Icon|trilogy}} ||print text big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0218 ||4 ||string, int, int, int || {{Icon|3}} ||print text with number big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0219 ||&amp;amp;#8212; ||flt, flt, flt, flt, flt, flt, int, garage ID; flt, flt, flt, flt, flt, flt, flt, flt, int, garage ID || {{Icon|3}} {{Icon|VC}} ||create garage ||8 parameters in GTA III, 10 parameters in Vice City; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|021A ||9 ||flt, flt, flt, flt, flt, flt, int, int, garage ID || {{Icon|3}} ||create garage with car model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[021B]] ||2 ||garage ID, car handle || {{Icon|trilogy}} ||set target car for mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021C ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check car is in garage area ||&lt;br /&gt;
|-&lt;br /&gt;
|021D ||1 ||int || {{Icon|3}} ||set free bomb shop ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|021E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|021F ||1 ||int || {{Icon|3}} ||set all taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0220 ||1 ||car handle || {{Icon|3}} ||check car has car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|0221 ||2 ||player handle, int || {{Icon|trilogy}} ||set player trapped in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0222 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player health ||&lt;br /&gt;
|-&lt;br /&gt;
|0223 ||2 ||char handle, int || {{Icon|trilogy}} ||set char health ||&lt;br /&gt;
|-&lt;br /&gt;
|0224 ||2 ||car handle, int || {{Icon|trilogy}} ||set car health ||&lt;br /&gt;
|-&lt;br /&gt;
|0225 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0226 ||2 ||char handle, var || {{Icon|trilogy}} ||get char health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0227 ||2 ||car handle, var || {{Icon|trilogy}} ||get car health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0228 ||2 ||car handle, var || {{Icon|3}} ||get car bomb state ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0229 ||3 ||car handle, int, int || {{Icon|trilogy}} ||change car color ||&lt;br /&gt;
|-&lt;br /&gt;
|022A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths on ||&lt;br /&gt;
|-&lt;br /&gt;
|022B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths off ||&lt;br /&gt;
|-&lt;br /&gt;
|022C ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task char look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022D ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task char look at player ||&lt;br /&gt;
|-&lt;br /&gt;
|022E ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task player look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||task char clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0230 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||task player clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0231 ||1 ||int || {{Icon|3}} ||set second police helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|0232 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0233 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0234 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0235 ||3 ||int, int, int || {{Icon|VC}} ||set gang models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0236]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set gang car ||&lt;br /&gt;
|-&lt;br /&gt;
|0237 ||3 ||int, int, int || {{Icon|trilogy}} ||set gang weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0238 ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective to run to area ||&lt;br /&gt;
|-&lt;br /&gt;
|0239 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to run to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|023A ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|023B ||2 ||char handle, object handle || {{Icon|trilogy}} ||check char is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|[[023C]] ||2 ||int, string || {{Icon|trilogy}} ||load special actor ||parameters rearranged in SB in Sn Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[023D]] ||1 ||string || {{Icon|trilogy}} ||check special actor loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|023E ||2 ||car handle, int || {{Icon|3}} ||flash car (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|023F ||2 ||char handle, int || {{Icon|3}} ||flash char (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|0240 ||2 ||object handle, int || {{Icon|3}} ||flash object (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|0241 ||1 ||player handle || {{Icon|trilogy}} ||check player is in remote mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0242 ||2 ||car handle || {{Icon|3}} ||set car bomb status ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0243]] ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0244 ||3 ||flt, flt, flt || {{Icon|trilogy}} ||set cutscene position ||&lt;br /&gt;
|-&lt;br /&gt;
|0245 ||2 ||char handle, int || {{Icon|trilogy}} ||set char walk style ||&lt;br /&gt;
|-&lt;br /&gt;
|0246 ||2 ||player handle, int || {{Icon|3}} ||set player walk style? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0247]] ||1 ||int || {{Icon|trilogy}} ||request model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0248]] ||1 ||int || {{Icon|trilogy}} ||check model has loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0249]] ||1 ||int || {{Icon|trilogy}} ||mark model as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024A]] ||3 ||flt, flt, var || {{Icon|3}} {{Icon|VC}} ||get phone ||&lt;br /&gt;
|-&lt;br /&gt;
|024B ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024C ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024D ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024E]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||disable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024F]] ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||create corona ||&lt;br /&gt;
|-&lt;br /&gt;
|0250 ||6 ||flt, flt, flt, int, int, int || {{Icon|3}} ||create light ||&lt;br /&gt;
|-&lt;br /&gt;
|0251 ||0 || || {{Icon|3}} ||store weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0252 ||0 || || {{Icon|3}} ||restore weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0253 ||0 || || {{Icon|trilogy}} ||save current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0254 ||0 || || {{Icon|trilogy}} ||restore current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0255 ||4 ||flt, flt, flt, flt || {{Icon|3}} ||set critical mission restart ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0256]] ||1 ||player handle || {{Icon|trilogy}} ||check player is defined ||&lt;br /&gt;
|-&lt;br /&gt;
|0257 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#8212; || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0291 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0292 ||2 ||player handle, int || {{Icon|3}} || set player attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0293 ||1 ||var || {{Icon|trilogy}} ||get controller mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0294 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can respray ||&lt;br /&gt;
|-&lt;br /&gt;
|0295 ||1 ||car handle || {{Icon|3}} ||check car is taxi vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0296]] ||1 ||int || {{Icon|trilogy}} ||release special actor ||&lt;br /&gt;
|-&lt;br /&gt;
|0297 ||&amp;amp;#8212; ||none; player handle || {{Icon|trilogy}} ||reset number of models killed by player ||0 parameter in GTA III and Vice City, 1 parameter in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0298 ||&amp;amp;#8212; ||int, var; player handle, int, var || {{Icon|trilogy}} ||get number of models killed by player ||2 parameters in GTA III, 3 parameters in San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0299 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||activate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029A ||? || || {{Icon|3}} ||switch taxi timer (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|029B ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object with no offset ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|029C ||1 ||car handle || {{Icon|3}} ||check car stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|029D ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor drive then walk to area  ||&lt;br /&gt;
|-&lt;br /&gt;
|029E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|029F ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|02A0 ||1 ||char handle || {{Icon|3}} ||check char stopped ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02A1 ||2 ||int, int || {{Icon|3}} ||message wait ||&lt;br /&gt;
|-&lt;br /&gt;
|02A2 ||5 ||int, int, flt, flt, flt || {{Icon|3}} ||add particle effect ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02A3]] ||1 ||int || {{Icon|trilogy}} ||set widescreen borders ||&lt;br /&gt;
|-&lt;br /&gt;
|02A4 ||3 ||car handle, int, var || {{Icon|3}} ||add blip sprite to car ||&lt;br /&gt;
|-&lt;br /&gt;
|02A5 ||3 ||char handle, int, var || {{Icon|3}} ||add blip sprite to char ||&lt;br /&gt;
|-&lt;br /&gt;
|02A6 ||3 ||object handle, int, var || {{Icon|3}} ||add blip sprite to object ||&lt;br /&gt;
|-&lt;br /&gt;
|02A7 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} ||add blip sprite for contact point ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A8 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} ||add blip sprite for coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A9 ||2 ||char handle, int || {{Icon|trilogy}} ||set char only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|02AA ||2 ||car handle, int || {{Icon|trilogy}} ||set car only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02AB]] ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set char proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AC ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set car proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AD ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D ||&lt;br /&gt;
|-&lt;br /&gt;
|02AE ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02AF ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B0 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B1 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B2 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B3 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B4 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B5 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B6 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B7 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B8 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B9 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||deactivate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02BA ||2 ||garage ID, var || {{Icon|3}} ||get number of cars collected by garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BB ||2 ||garage ID, car handle || {{Icon|3}} ||has specified car been taken to garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BC ||1 ||int || {{Icon|3}} ||set swat required ||&lt;br /&gt;
|-&lt;br /&gt;
|02BD ||0 || || ||set FBI required (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BE ||0 || || ||set FBI required (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BF ||1 ||car handle || {{Icon|trilogy}} ||check car is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|02C0 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C1 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C2 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|02C3 ||1 ||int || {{Icon|3}} ||create donkey mags ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C4 ||0 || || {{Icon|3}} ||save player coords? ||&lt;br /&gt;
|-&lt;br /&gt;
|02C5 ||1 ||var || {{Icon|3}} ||get number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C6 ||0 || || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C7 ||5 ||flt, flt, flt, flt, int || {{Icon|3}} ||scatter platinum ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C8 ||1 ||var || {{Icon|3}} ||get number of platinum in car ||&lt;br /&gt;
|-&lt;br /&gt;
|02C9 ||0 || || {{Icon|3}} ||remove platinum from car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02CA ||1 ||car handle || {{Icon|trilogy}} ||check car bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CB ||1 ||char handle || {{Icon|trilogy}} ||check char bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CC ||1 ||object handle || {{Icon|trilogy}} ||check object bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CD ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02CE]] ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||get ground z for 3D coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02CF ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02D0 ||1 ||fire handle || {{Icon|trilogy}} ||check fire is extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|02D1 ||1 ||fire handle || {{Icon|trilogy}} ||remove fire ||&lt;br /&gt;
|-&lt;br /&gt;
|02D2 ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|02D3 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coord ignore paths ||&lt;br /&gt;
|-&lt;br /&gt;
|02D4 ||1 ||car handle || {{Icon|trilogy}} ||turn off car engine ||&lt;br /&gt;
|-&lt;br /&gt;
|02D5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check player is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02D6]] ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|SA}} ||check char is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D7 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D8 ||2 ||char handle, int || {{Icon|trilogy}} ||check char current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D9 ||0 || || {{Icon|3}} ||reset number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02DA ||3 ||flt, flt, flt || {{Icon|3}} ||create single donkey mag at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02DB ||2 ||car handle, flt || {{Icon|trilogy}} || set boat cruise speed (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|02DC ||5 ||flt, flt, flt, flt, var || {{Icon|3}} ||get random char in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02DD ||&amp;amp;#8212; ||string, var; string, flt, flt, flt, var || {{Icon|trilogy}} ||get random char in zone ||parameters rearranged in GTA III in SB; 2 parameters in GTA III, 5 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|02DE ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|02DF ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E0 ||1 ||char handle || {{Icon|trilogy}} ||check char is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E1 ||5 ||flt, flt, flt, int, var || {{Icon|trilogy}} ||create money pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E2 ||2 ||char handle, int || {{Icon|trilogy}} ||set char accuracy ||&lt;br /&gt;
|-&lt;br /&gt;
|02E3 ||2 ||car handle, var || {{Icon|trilogy}} ||get car speed ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E4 ||1 ||string || {{Icon|trilogy}} ||load cutscene data ||&lt;br /&gt;
|-&lt;br /&gt;
|02E5 ||2 ||int, var || {{Icon|3}} {{Icon|VC}} ||create cutscene object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E6 ||2 ||object handle, string || {{Icon|3}} {{Icon|VC}} ||set cutscene anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02E7 ||0 || || {{Icon|trilogy}} ||start cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E8 ||1 ||var || {{Icon|trilogy}} ||get cutscene time ||&lt;br /&gt;
|-&lt;br /&gt;
|02E9 ||0 || || {{Icon|trilogy}} ||check cutscene has finished ||&lt;br /&gt;
|-&lt;br /&gt;
|02EA ||0 || || {{Icon|trilogy}} ||end cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02EB ||0 || || {{Icon|trilogy}} ||cam restore jumpcut ||&lt;br /&gt;
|-&lt;br /&gt;
|02EC ||3 ||flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||put hidden package ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02ED]] ||1 ||int || {{Icon|trilogy}} ||set total hidden packages ||&lt;br /&gt;
|-&lt;br /&gt;
|02EE ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||check projectile is in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02EF ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||remove projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F0 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F1 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F2 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F3 ||2 ||int, string || {{Icon|3}} {{Icon|VC}} ||load special object ||&lt;br /&gt;
|-&lt;br /&gt;
|02F4 ||3 ||object handle, int, object handle || {{Icon|3}} ||create cutscene actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F5 ||2 ||object handle, string || {{Icon|3}} ||set head anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02F6 ||2 ||float, var || {{Icon|trilogy}} ||get sine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F7 ||2 ||float, var || {{Icon|trilogy}} ||get cosine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F8 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle sine ||&lt;br /&gt;
|-&lt;br /&gt;
|02F9 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle cosine ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02FA]] ||2 ||garage ID, int || {{Icon|trilogy}} ||change garage type ||&lt;br /&gt;
|-&lt;br /&gt;
|02FB ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create crusher crane ||&lt;br /&gt;
|-&lt;br /&gt;
|02FC ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|02FD ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|02FE ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers soon ||&lt;br /&gt;
|-&lt;br /&gt;
|02FF ||6 ||string, int, int, int, int, int || {{Icon|trilogy}} ||print text with 3 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0300 ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers now  ||&lt;br /&gt;
|-&lt;br /&gt;
|0301 ||0 ||string, int, int, int, int, int || ||print text with 3 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0302 ||7 ||string, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 4 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0303 ||7 ||string, int, int, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||print text with 4 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0304 ||0 ||string, int, int, int, int, int, int || ||print text with 4 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0305 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0306 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0307 ||0 || || ||print text with 5 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0308 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 6 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0309 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|030A ||0 ||string, int, int, int, int, int, int, int, int  || ||print text with 6 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|030B ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030C]] ||1 ||int || {{Icon|trilogy}} ||add to progress made ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030D]] ||1 ||int || {{Icon|trilogy}} ||set max progress ||&lt;br /&gt;
|-&lt;br /&gt;
|030E ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump distance ||&lt;br /&gt;
|-&lt;br /&gt;
|030F ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump height ||&lt;br /&gt;
|-&lt;br /&gt;
|0310 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump flips ||&lt;br /&gt;
|-&lt;br /&gt;
|0311 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0312 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump type ||&lt;br /&gt;
|-&lt;br /&gt;
|0313 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment unique jumps found ||&lt;br /&gt;
|-&lt;br /&gt;
|0314 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total unique jumps ||&lt;br /&gt;
|-&lt;br /&gt;
|0315 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment taxi dropoffs ||&lt;br /&gt;
|-&lt;br /&gt;
|0316 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||add taxi earnings ||&lt;br /&gt;
|-&lt;br /&gt;
|0317 ||0 || || {{Icon|trilogy}} ||increment mission attempts ||&lt;br /&gt;
|-&lt;br /&gt;
|0318 ||1 ||string || {{Icon|trilogy}} ||set latest mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0319 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char running ||&lt;br /&gt;
|-&lt;br /&gt;
|031A ||0 || || {{Icon|trilogy}} ||remove all fires ||&lt;br /&gt;
|-&lt;br /&gt;
|031B ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031C ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031D ||2 ||char handle, int || {{Icon|trilogy}} ||check char has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031E ||2 ||car handle, int || {{Icon|trilogy}} ||check car has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031F ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||is char in chars group ||&lt;br /&gt;
|-&lt;br /&gt;
|0320 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||is char in players group ||&lt;br /&gt;
|-&lt;br /&gt;
|0321 ||1 ||char handle || {{Icon|trilogy}} ||set char to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0322 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||set player to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0323 ||2 ||car handle, int || {{Icon|trilogy}} ||anchor boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0324]] ||3 ||string, int, int || {{Icon|3}} {{Icon|VC}} ||set pedgroup info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0325]] ||2 ||car handle, fire handle || {{Icon|trilogy}} ||start car fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0326 ||2 ||char handle, fire handle || {{Icon|trilogy}} ||start char fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0327 ||6 ||int, flt, flt, flt, flt, char handle || {{Icon|trilogy}} ||get random char in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0328 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0329 ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check garage respray done ||&lt;br /&gt;
|-&lt;br /&gt;
|032A ||1 || || {{Icon|trilogy}} ||set camera zoom ||&lt;br /&gt;
|-&lt;br /&gt;
|032B ||7 ||int, int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create weapon pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|032C ||2 ||car handle, car handle || {{Icon|3}} {{Icon|VC}} ||set car to ram car ||&lt;br /&gt;
|-&lt;br /&gt;
|032D ||2 ||car handle, car handle || {{Icon|3}} ||set char to block car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|032E ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|032F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0330]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player never gets tired ||&lt;br /&gt;
|-&lt;br /&gt;
|0331 ||2 ||player handle, int || {{Icon|trilogy}} ||set player fast reload ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0332]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char bleeding ||&lt;br /&gt;
|-&lt;br /&gt;
|0333 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0334 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0335 ||1 ||int || {{Icon|trilogy}} ||set free resprays ||&lt;br /&gt;
|-&lt;br /&gt;
|0336 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0337 ||2 ||char handle, int || {{Icon|trilogy}} ||set char visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0338 ||2 ||car handle, int || {{Icon|3}} {{Icon|SA}} ||set car visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0339 ||11 ||flt, flt, flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||check anything in area ||&lt;br /&gt;
|-&lt;br /&gt;
|033A ||0 || || {{Icon|3}} ||create incoming cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|033B ||0 || || {{Icon|3}} ||check incoming cessna completed path ||&lt;br /&gt;
|-&lt;br /&gt;
|033C ||0 || || {{Icon|3}} ||check incoming cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|033D ||1 ||player handle || {{Icon|3}} ||put out fire on player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[033E]] ||3 ||string, int, int || {{Icon|trilogy}} ||display text ||&lt;br /&gt;
|-&lt;br /&gt;
|033F ||2 ||flt, flt || {{Icon|trilogy}} ||set text draw size ||&lt;br /&gt;
|-&lt;br /&gt;
|0340 ||4 ||int, int, int, int || {{Icon|trilogy}} ||set text draw colors ||&lt;br /&gt;
|-&lt;br /&gt;
|0341 ||1 ||int || {{Icon|trilogy}} ||set text justify ||&lt;br /&gt;
|-&lt;br /&gt;
|0342 ||1 ||int || {{Icon|trilogy}} ||set text draw centered ||&lt;br /&gt;
|-&lt;br /&gt;
|0343 ||1 ||flt || {{Icon|trilogy}} ||set text draw line width ||&lt;br /&gt;
|-&lt;br /&gt;
|0344 ||1 || || {{Icon|3}} {{Icon|SA}} ||set text center size ||&lt;br /&gt;
|-&lt;br /&gt;
|0345 ||1 ||int || {{Icon|trilogy}} ||set text draw background ||&lt;br /&gt;
|-&lt;br /&gt;
|0346 ||4 ||int, int, int, int || {{Icon|3}} ||set text background color ||&lt;br /&gt;
|-&lt;br /&gt;
|0347 ||1 || || {{Icon|3}} ||set text background only text (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|0348 ||1 ||int || {{Icon|trilogy}} ||set text draw proportional ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0349]] ||1 ||int || {{Icon|3}} {{Icon|SA}} ||set text draw font ||&lt;br /&gt;
|-&lt;br /&gt;
|034A ||0 || || {{Icon|3}} ||portland (industrial) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034B ||0 || || {{Icon|3}} ||staunton (commercial) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034C ||0 || || {{Icon|3}} ||shoreside (suburban) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034D ||4 ||object handle, flt, flt, int || {{Icon|trilogy}} ||rotate object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034E ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||move object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034F ||1 ||char handle || {{Icon|trilogy}} ||remove char with fade out (I think, not tested) ||&lt;br /&gt;
|-&lt;br /&gt;
|0350 ||2 ||char handle, int || {{Icon|trilogy}} ||set char maintain position when attacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0351 ||0 || || {{Icon|3}} ||check gore is enabled ||&lt;br /&gt;
|-&lt;br /&gt;
|0352 ||2 ||char handle, string || {{Icon|3}} {{Icon|VC}} ||set char skin ||&lt;br /&gt;
|-&lt;br /&gt;
|0353 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||refresh char ||&lt;br /&gt;
|-&lt;br /&gt;
|0354 ||1 ||flt || {{Icon|3}} ||set up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0355 ||0 || || {{Icon|3}} ||clean up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0356 ||7 ||int, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|SA}} ||check is explosion in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0357 ||2 ||int, string || {{Icon|3}} ||check is explosion in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0358 ||0 || || {{Icon|3}} ||create drop off cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|0359 ||0 || || {{Icon|3}} ||check drop off cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|035A ||3 ||var, var, var || {{Icon|3}} ||get drop off cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|035B ||4 ||flt, flt, flt, var || {{Icon|3}} ||create drop off package ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|035C ||5 ||object handle, car handle, flt, flt, flt || {{Icon|trilogy}} ||place object relative to car ||&lt;br /&gt;
|-&lt;br /&gt;
|035D ||&amp;amp;#8212; ||object handle; object handle, int || {{Icon|trilogy}} ||make object targettable ||1 parameter in GTA III and Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|035E ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||add armour to player ||&lt;br /&gt;
|-&lt;br /&gt;
|035F ||2 ||char handle, int || {{Icon|trilogy}} ||add armour to char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0360]] ||1 ||garage ID || {{Icon|trilogy}} ||open garage ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0361]] ||1 ||garage ID || {{Icon|trilogy}} ||close garage ||&lt;br /&gt;
|-&lt;br /&gt;
|0362 ||4 ||char handle, flt, flt, flt || {{Icon|trilogy}} ||warp char from car to coord  ||&lt;br /&gt;
|-&lt;br /&gt;
|0363 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||set object model visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0364 ||2 ||char handle, char handle || {{Icon|SA}} ||check has char spotted char ||&lt;br /&gt;
|-&lt;br /&gt;
|0365 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set character objective to hail taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|0366 ||1 ||object handle || {{Icon|trilogy}} ||check has object been damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|0367 ||9 || || {{Icon|3}} ||start headshot kill frenzy (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0368 ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create ev crane ||&lt;br /&gt;
|-&lt;br /&gt;
|0369 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||warp player into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036A ||2 ||char handle, car handle || {{Icon|trilogy}} ||warp char into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036D ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036E ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036F ||7 ||string, int, int, int, int, int, int || {{Icon|3}} ||print text with 4 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0370 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0371 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0372]] ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char animation ||&lt;br /&gt;
|-&lt;br /&gt;
|0373 ||0 || || {{Icon|trilogy}} ||set camera directly behind player ||&lt;br /&gt;
|-&lt;br /&gt;
|0374 ||1 || || {{Icon|3}} ||set motion blur ||&lt;br /&gt;
|-&lt;br /&gt;
|0375 ||4 || || {{Icon|3}} ||print string in string ||&lt;br /&gt;
|-&lt;br /&gt;
|0376 ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create random char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0377 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set character objective to steal any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0378 ||3 || || {{Icon|3}} ||set 2 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0379 ||3 || || {{Icon|3}} ||set 2 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037A ||4 || || {{Icon|3}} ||set 3 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037B ||4 || || {{Icon|3}} ||set 3 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037C ||5 || || {{Icon|3}} ||set 4 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037D ||5 || || {{Icon|3}} ||set 4 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037E ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||check sniper bullet is in area ||&lt;br /&gt;
|-&lt;br /&gt;
|037F ||0 || || {{Icon|3}} ||give player detonator ||&lt;br /&gt;
|-&lt;br /&gt;
|0380 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0381 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||throw object ||&lt;br /&gt;
|-&lt;br /&gt;
|0382 ||2 ||object handle, int || {{Icon|trilogy}} ||set object collision detection ||&lt;br /&gt;
|-&lt;br /&gt;
|0383 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} ||check special car horn is on ||&lt;br /&gt;
|-&lt;br /&gt;
|0384 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string now ||&lt;br /&gt;
|-&lt;br /&gt;
|0385 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0386 ||6 || || {{Icon|3}} ||set 5 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0387 ||6 || || {{Icon|3}} ||set 5 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0388 ||7 || || {{Icon|3}} ||set 6 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0389 ||7 || || {{Icon|3}} ||set 6 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|038A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||check if point is obscured by a mission entity ||&lt;br /&gt;
|-&lt;br /&gt;
|038B ||0 || || {{Icon|trilogy}} ||load requested models ||&lt;br /&gt;
|-&lt;br /&gt;
|038C ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||scatter object ||&lt;br /&gt;
|-&lt;br /&gt;
|038D ||9 ||int, flt, flt, flt, flt, int, int, int, int,  || {{Icon|trilogy}} ||draw texture || &lt;br /&gt;
|-&lt;br /&gt;
|038E ||8 ||flt, flt, flt, flt, int, int, int, int || {{Icon|trilogy}} ||draw rectangle || &lt;br /&gt;
|-&lt;br /&gt;
|[[038F]] ||2 ||int, string || {{Icon|trilogy}} ||get texture from txd ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0390 ||1 ||string || {{Icon|trilogy}} ||load txd || &lt;br /&gt;
|-&lt;br /&gt;
|0391 ||0 || || {{Icon|trilogy}} ||release txd ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0392]] ||2 ||object handle, int || {{Icon|trilogy}} || set object dynamic ||&lt;br /&gt;
|-&lt;br /&gt;
|0393 ||3 || || {{Icon|3}} {{Icon|SA}} || set character animation speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0394]] ||1 ||int || {{Icon|trilogy}} ||play music ||&lt;br /&gt;
|-&lt;br /&gt;
|0395 ||5 ||int, float, float, float, float || {{Icon|trilogy}} ||clear area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0396 ||1 ||global var || {{Icon|trilogy}} ||freeze onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0397 ||2 ||car handle, int || {{Icon|trilogy}} ||switch car siren ||&lt;br /&gt;
|-&lt;br /&gt;
|0398 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch ped roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|0399 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch ped roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039A ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039B ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039C ||2 ||car handle, int || {{Icon|trilogy}} ||set car waterproof ||&lt;br /&gt;
|-&lt;br /&gt;
|039D ||12 || || {{Icon|3}} {{Icon|VC}} ||add moving particle effect ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|039E ||2 ||char handle, int || {{Icon|trilogy}} ||set char unable to be jacked (untested) ||&lt;br /&gt;
|-&lt;br /&gt;
|039F ||3 ||car handle, float, float || {{Icon|trilogy}} ||turn car to face coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A0 ||3 ||car handle, float, float || {{Icon|3}} ||check car is picked up by crane ||&lt;br /&gt;
|-&lt;br /&gt;
|03A1 ||4 ||float, float, float, float || {{Icon|trilogy}} ||show sphere at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A2 ||2 ||car handle, int || {{Icon|trilogy}} ||set car action ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A3]] ||1 ||char handle || {{Icon|trilogy}} ||check is char male ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A4]] ||1 ||string || {{Icon|trilogy}} ||name thread ||&lt;br /&gt;
|-&lt;br /&gt;
|03A5 ||3 ||garage ID, int, int || {{Icon|3}} ||change garage type with car model ||&lt;br /&gt;
|-&lt;br /&gt;
|03A6 ||3 ||var, var, var || {{Icon|3}} ||get incoming cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|03A7 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A8 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A9 ||0 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03AA ||3 ||float, float, float || {{Icon|3}} {{Icon|VC}} ||play suspect last seen ||&lt;br /&gt;
|-&lt;br /&gt;
|03AB ||2 ||car handle, int || {{Icon|trilogy}} ||set car strong ||&lt;br /&gt;
|-&lt;br /&gt;
|03AC ||1 ||int || {{Icon|3}} {{Icon|VC}} ||remove route ||&lt;br /&gt;
|-&lt;br /&gt;
|03AD ||1 ||int || {{Icon|3}} {{Icon|VC}} ||toggle rubbish ||&lt;br /&gt;
|-&lt;br /&gt;
|03AE ||6 ||float, float, float, float, float, float || {{Icon|3}} {{Icon|VC}} ||remove particle effects in area ||&lt;br /&gt;
|-&lt;br /&gt;
|03AF ||1 ||int || {{Icon|trilogy}} ||toggle streaming ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03B0]] ||1 ||garage ID || {{Icon|trilogy}} ||check garage is open ||&lt;br /&gt;
|-&lt;br /&gt;
|03B1 ||1 ||garage ID || {{Icon|trilogy}} ||check garage is closed ||&lt;br /&gt;
|-&lt;br /&gt;
|03B2 ||0 || || {{Icon|3}} ||start Catalina's helicopter flyby ||&lt;br /&gt;
|-&lt;br /&gt;
|03B3 ||0 || || {{Icon|3}} ||start Catalina's helicopter take off ||&lt;br /&gt;
|-&lt;br /&gt;
|03B4 ||0 || || {{Icon|3}} ||remove Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03B5 ||0 || || {{Icon|3}} ||check Catalina's helicopter is shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|03B6 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||swap nearest building model ||&lt;br /&gt;
|-&lt;br /&gt;
|03B7 ||1 ||int || {{Icon|trilogy}} ||toggle world processing ||&lt;br /&gt;
|-&lt;br /&gt;
|03B8 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||remove all player weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|03B9 ||1 ||car handle || {{Icon|3}} ||get Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03BA ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of cars ||&lt;br /&gt;
|-&lt;br /&gt;
|03BB ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage door to swing open ||&lt;br /&gt;
|-&lt;br /&gt;
|03BC ||5 ||flt, flt, flt, flt, sphere ID || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03BD ||1 ||sphere ID || {{Icon|trilogy}} ||remove sphere ||&lt;br /&gt;
|-&lt;br /&gt;
|03BE ||0 || || {{Icon|3}} ||set Catalina's helicopter fly up ||&lt;br /&gt;
|-&lt;br /&gt;
|03BF ||2 ||player handle, int || {{Icon|trilogy}} ||set everyone ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C0 ||2 ||char handle, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C1 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C2 ||1 ||phone ID || {{Icon|3}} ||check phone is answered ||&lt;br /&gt;
|-&lt;br /&gt;
|03C3 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen timer with string ||&lt;br /&gt;
|-&lt;br /&gt;
|03C4 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C5]] ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||create random car for car park ||&lt;br /&gt;
|-&lt;br /&gt;
|03C6 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C7 ||1 ||float || {{Icon|trilogy}} ||set wanted multiplier (untested) ||&lt;br /&gt;
|-&lt;br /&gt;
|03C8 ||0 || || {{Icon|trilogy}} ||set camera in front of player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C9 ||1 ||car handle || {{Icon|3}} ||check is car visibly damaged ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03CA ||1 ||object handle || {{Icon|trilogy}} ||does object exist? ||&lt;br /&gt;
|-&lt;br /&gt;
|03CB ||3 ||flt, flt, flt || {{Icon|trilogy}} ||load cutscene (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|03CC ||3 ||car handle, flt, int || {{Icon|trilogy}} ||add stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CD ||1 ||car handle || {{Icon|trilogy}} ||remove stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CE ||1 ||car handle || {{Icon|trilogy}} ||check car is stuck ||&lt;br /&gt;
|-&lt;br /&gt;
|03CF ||&amp;amp;#8212; ||string; int, string || {{Icon|trilogy}} ||load mission audio ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03D0 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||is mission audio loaded ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D1 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||play mission audio ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D2 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||has mission audio finished? ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D3 ||7 ||flt, flt, flt, var, var, var, var || {{Icon|trilogy}} ||get closest car node with heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03D4]] ||2 ||garage ID, car handle || {{Icon|3}} {{Icon|VC}} ||check garage contains needed car ||&lt;br /&gt;
|-&lt;br /&gt;
|03D5 ||1 ||string || {{Icon|trilogy}} ||clear this print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D6 ||1 ||string || {{Icon|trilogy}} ||clear this big print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D7 ||&amp;amp;#8212; ||flt, flt, flt; int, flt, flt, flt || {{Icon|trilogy}} ||set mission audio position ||3 parameters in GTA III, 4 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D8 ||0 || || {{Icon|trilogy}} ||activate save menu ||&lt;br /&gt;
|-&lt;br /&gt;
|03D9 ||0 || || {{Icon|trilogy}} ||check save did complete successfully ||&lt;br /&gt;
|-&lt;br /&gt;
|03DA ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage camera follows player ||&lt;br /&gt;
|-&lt;br /&gt;
|03DB ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03DC ||2 ||pickup handle, marker handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03DD ||3 ||pickup handle, int, blip handle || {{Icon|3}} ||add blip sprite to pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|03DE ||1 ||flt || {{Icon|trilogy}} ||set ped density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|03DF ||1 ||int || {{Icon|3}} {{Icon|VC}} ||force random ped type ||&lt;br /&gt;
|-&lt;br /&gt;
|03E0 || || || {{Icon|3}} {{Icon|SA}} ||set text draw before fade ||&lt;br /&gt;
|-&lt;br /&gt;
|03E1 ||1 ||var || {{Icon|3}} {{Icon|VC}} ||get number of packages found ||&lt;br /&gt;
|-&lt;br /&gt;
|03E2 ||1 ||int; char handle || {{Icon|3}} {{Icon|VC}} ||save Turismo best time; task char exit any car ||&lt;br /&gt;
|-&lt;br /&gt;
|03E3 ||1 ||int || {{Icon|trilogy}} ||set next texture antialiased ||&lt;br /&gt;
|-&lt;br /&gt;
|03E4 ||1 ||int || {{Icon|trilogy}} ||set text right justify ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E5]] ||1 ||string || {{Icon|trilogy}} ||print help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E6]] ||0 || || {{Icon|trilogy}} ||clear help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E7]] ||1 ||int || {{Icon|trilogy}} ||flash hud ||&lt;br /&gt;
|-&lt;br /&gt;
|03E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03E9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03EA ||1 ||int || {{Icon|3}} {{Icon|VC}} ||toggle generating cars around camera (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|03EB ||0 || || {{Icon|trilogy}} || clear small prints ||&lt;br /&gt;
|-&lt;br /&gt;
|03EC ||0 || || {{Icon|3}} ||check ev crane collected all cars ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03ED]] ||2 ||car handle, int || {{Icon|trilogy}} ||set upsidedown car not damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03EE ||1 ||player handle || {{Icon|trilogy}} ||can player start mission? ||&lt;br /&gt;
|-&lt;br /&gt;
|03EF ||1 ||player handle || {{Icon|trilogy}} ||make player safe for cutscene ||only use before cutscenes&lt;br /&gt;
|-&lt;br /&gt;
|[[03F0]] ||1 ||int || {{Icon|trilogy}} ||enable text draw ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03F1]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype add threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F2 ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype remove threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F3 ||3 ||car handle, var, var || {{Icon|trilogy}} ||get car colors ||&lt;br /&gt;
|-&lt;br /&gt;
|03F4 ||1 ||int || {{Icon|trilogy}} ||set all cars can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F5 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03F7 ||1 ||int || {{Icon|3}} ||load island collision data ||&lt;br /&gt;
|-&lt;br /&gt;
|03F8 ||1 ||var || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F9 ||3 ||char handle, char handle, int || {{Icon|3}} {{Icon|VC}} ||make char converse with char ||&lt;br /&gt;
|-&lt;br /&gt;
|03FA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03FB ||2 ||car handle, int || {{Icon|3}} ||set car to stay on current island ||&lt;br /&gt;
|-&lt;br /&gt;
|03FC ||2 ||char handle, int || {{Icon|3}} ||set char to stay on current island ||&lt;br /&gt;
|-&lt;br /&gt;
|03FD ||&amp;amp;#8212; ||int; player handle, int || {{Icon|trilogy}} ||save Patriot Playground time; set player handling responsiveness ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FE ||&amp;amp;#8212; ||int; char handle, int || {{Icon|trilogy}} ||save A Ride in the Park time; set char money ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FF ||1 || || {{Icon|3}} {{Icon|VC}} ||save Gripped! time; increase char money in VC/SA ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0400]] ||&amp;amp;#8212; ||int; object handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Multistorey Mayhem time; get offset from object in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0401 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment people saved in ambulance ||&lt;br /&gt;
|-&lt;br /&gt;
|0402 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment criminals stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|0403 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set highest ambulance level ||&lt;br /&gt;
|-&lt;br /&gt;
|0404 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment fires extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0405]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||enable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0406 ||1 ||var || {{Icon|3}} ||save longest flight in Dodo ||&lt;br /&gt;
|-&lt;br /&gt;
|0407 ||&amp;amp;#8212; ||int; car handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Rigged to Blow time; get offset from car in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0408 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total number of rampages ||&lt;br /&gt;
|-&lt;br /&gt;
|0409 ||0 || || {{Icon|3}} {{Icon|VC}} ||detonate rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|040A ||1 ||int || {{Icon|3}} ||remove car from chase ||&lt;br /&gt;
|-&lt;br /&gt;
|040B ||0 || || {{Icon|3}} {{Icon|VC}} ||check is French version ||&lt;br /&gt;
|-&lt;br /&gt;
|040C ||0 || || {{Icon|trilogy}} ||check is German version ||&lt;br /&gt;
|-&lt;br /&gt;
|040D ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||clear mission audio ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|040E ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|040F ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0410 ||2 || || {{Icon|3}} ||set gang ped model preference ||&lt;br /&gt;
|-&lt;br /&gt;
|0411 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0412 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0413 ||2 ||player handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0414]] ||2 ||player handle, int || {{Icon|trilogy}} ||set free health care ||&lt;br /&gt;
|-&lt;br /&gt;
|0415 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0416 ||0 || || {{Icon|3}} {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0417]] ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0418 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0419 ||3 ||player handle, int, var || {{Icon|3}} {{Icon|VC}} ||get ammo in player weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|041A ||? || || {{Icon|3}} ||get ammo in char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|041B ||0 || || {{Icon|3}} ||increment rampages passed ||&lt;br /&gt;
|-&lt;br /&gt;
|041C ||2 ||char handle, int || {{Icon|3}} ||make char say dialogue ||&lt;br /&gt;
|-&lt;br /&gt;
|041D ||1 ||flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[041E]] ||2 ||int, int || {{Icon|trilogy}} ||set radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|041F ||1 ||int || {{Icon|3}} ||override hospital level ||&lt;br /&gt;
|-&lt;br /&gt;
|0420 ||1 || || {{Icon|3}} ||override police station level ||&lt;br /&gt;
|-&lt;br /&gt;
|0421 ||1 ||int || {{Icon|3}} ||set rain ||&lt;br /&gt;
|-&lt;br /&gt;
|0422 ||2 ||garage ID, car handle || {{Icon|3}} ||check if garage contains car ||&lt;br /&gt;
|-&lt;br /&gt;
|0423 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car improve handling ||&lt;br /&gt;
|-&lt;br /&gt;
|0424 ||0 || || {{Icon|trilogy}} ||are measurements in meters? ||&lt;br /&gt;
|-&lt;br /&gt;
|0425 ||2 ||flt, var || {{Icon|trilogy}} ||convert meters to feet ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0426 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0427 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0428 ||2 ||car handle, int || {{Icon|trilogy}} ||set car to avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|0429 ||? || || {{Icon|3}} ||set char to avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|042A ||2 ||int, int || {{Icon|3}} ||check pedtype threat exists ||&lt;br /&gt;
|-&lt;br /&gt;
|042B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of chars ||&lt;br /&gt;
|-&lt;br /&gt;
|042C ||1 ||int || {{Icon|trilogy}} ||set total missions ||&lt;br /&gt;
|-&lt;br /&gt;
|042D ||2 ||int, var || {{Icon|trilogy}} ||convert meters to feet int ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[042E]] ||2 ||int, int/flt || {{Icon|trilogy}} ||register fastest time (for what?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042F]] ||2 ||int, int/flt || {{Icon|3}} {{Icon|VC}} ||register highest score (for what?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0430 ||3 ||char handle, car handle, int || {{Icon|SA}} ||warp char into car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0431]] ||2 ||car handle, int || {{Icon|trilogy}} ||check is car passenger seat free ||&lt;br /&gt;
|-&lt;br /&gt;
|0432 ||3 ||car handle, int, var || {{Icon|3}} {{Icon|SA}} ||get char in passenger seat ||&lt;br /&gt;
|-&lt;br /&gt;
|0433 ||2 ||char handle, int || {{Icon|trilogy}} ||set char as criminal ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0434]] ||0 || || {{Icon|trilogy}} ||start credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0435]] ||0 || || {{Icon|trilogy}} ||stop credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0436]] ||0 || || {{Icon|trilogy}} ||check credits are finished ||&lt;br /&gt;
|-&lt;br /&gt;
|0437 ||8 ||int, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||scatter single particle ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0438 ||2 ||char handle, int || {{Icon|3}} ||set character to ignore level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|0439 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|043A ||0 || || {{Icon|3}} ||start foam animation ||&lt;br /&gt;
|-&lt;br /&gt;
|043B ||1 ||object handle || {{Icon|3}} ||update foam animation around object ||&lt;br /&gt;
|-&lt;br /&gt;
|043C ||1 ||int || {{Icon|trilogy}} ||set game sounds disable on fade ||&lt;br /&gt;
|-&lt;br /&gt;
|043D ||1 ||int || {{Icon|3}} ||set intro is playing ||&lt;br /&gt;
|-&lt;br /&gt;
|043E ||? || || {{Icon|3}} {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[043F]] ||0 || || {{Icon|3}} {{Icon|VC}} ||play finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0440 ||0 || || {{Icon|3}} {{Icon|VC}} ||stop finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0441 ||2 ||car handle, var || {{Icon|trilogy}} ||get car model ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0442 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0443 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0444 ||2 ||fire handle, int || {{Icon|3}} ||play fire audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0445]] ||0 || || {{Icon|trilogy}} ||check improved handling cheat used ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0446]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char decapitation ||&lt;br /&gt;
|-&lt;br /&gt;
|0447 ||1 ||player handle || {{Icon|3}} ||is player at phone (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0448 ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0449 ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|044A ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044B ||1 ||char handle || {{Icon|trilogy}} ||check char is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044C ||1 ||int || {{Icon|3}} ||load collision with screen ||&lt;br /&gt;
|-&lt;br /&gt;
|044D ||1 ||string || {{Icon|3}} {{Icon|VC}} ||load splash ||&lt;br /&gt;
|-&lt;br /&gt;
|044E ||2 ||car handle, int || {{Icon|3}} ||set car to ignore level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|044F ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0450 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0451 ||0 || || {{Icon|3}} {{Icon|VC}} ||load end of game audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0452 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0453 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0454 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0455 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0456 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0457 ||2 ||player handle, char handle || {{Icon|trilogy}} ||check player is targeting char ||&lt;br /&gt;
|-&lt;br /&gt;
|0458 ||2 || || {{Icon|3}} {{Icon|SA}} ||check player is targeting object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0459]] ||1 ||string || {{Icon|trilogy}} ||terminate all scripts with this name ||&lt;br /&gt;
|-&lt;br /&gt;
|045A ||4 ||flt, flt, string, int || {{Icon|trilogy}} ||display text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|045B ||5 ||flt, flt, string, int, int || {{Icon|trilogy}} ||display text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|045C ||0 || || {{Icon|trilogy}} ||abort mission ||&lt;br /&gt;
|-&lt;br /&gt;
|045D ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|045E ||5 ||object handle, object handle, flt, flt, flt || {{Icon|3}} ||place object relative to object ||&lt;br /&gt;
|-&lt;br /&gt;
|045F ||2 ||car handle, int || {{Icon|3}} {{Icon|VC}} ||make all occupants of specified car to exit the car ||&lt;br /&gt;
|-&lt;br /&gt;
|0460 ||2 ||flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0461 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0462 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0463 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0464 ||8 ||char handle, car handle, flt, flt, flt, int, flt, int || {{Icon|trilogy}} ||attach char to car ||&lt;br /&gt;
|-&lt;br /&gt;
|0465 ||1 ||char handle || {{Icon|trilogy}} ||detach char from car ||&lt;br /&gt;
|-&lt;br /&gt;
|0466 ||2 ||car handle, int || {{Icon|trilogy}} ||set car to stay in &amp;quot;fast&amp;quot; lane ||&lt;br /&gt;
|-&lt;br /&gt;
|0467 ||1 ||char handle || {{Icon|trilogy}} ||clear char last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0468 ||1 ||car handle || {{Icon|trilogy}} ||clear car last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0469 ||10 ||flt, flt, flt, flt, int, int, int, int, int, var || {{Icon|3}} {{Icon|VC}} ||get random law enforcement in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046A ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|046B ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car and flee ||&lt;br /&gt;
|-&lt;br /&gt;
|046C ||2 ||car handle, var || {{Icon|trilogy}} ||get driver of car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046D ||2 ||char handle, var || {{Icon|trilogy}} ||get char number of followers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046E ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||give remote controlled model to player ||&lt;br /&gt;
|-&lt;br /&gt;
|046F ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0470 ||2 ||char handle, var || {{Icon|trilogy}} ||get current char weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0471 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0472 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0473 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0474 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0475 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0476 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0477]] ||3 ||car handle, int, int || {{Icon|trilogy}} ||set car driving behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|0478 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0479 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047A ||1 ||char handle || {{Icon|trilogy}} ||check char is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047B ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047C ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047D ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047E ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047F ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0480 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is looking at death of char with pedtype ||&lt;br /&gt;
|-&lt;br /&gt;
|0481 ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set enter car range multiplier ||&lt;br /&gt;
|-style=&amp;quot;background: lightblue&amp;quot;&lt;br /&gt;
|0482 ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set threat reaction range multiplier ||last opcode available for GTA III&lt;br /&gt;
|-&lt;br /&gt;
|0483 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0484 ||2 ||player handle, var || {{Icon|VC}} {{Icon|SA}} ||get remote controlled car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0485 ||0 || || {{Icon|VC}} {{Icon|SA}} ||check if game is PC version ||exact opposite to [[059A]]&lt;br /&gt;
|-&lt;br /&gt;
|0486 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0487 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0488 ||1 || || {{Icon|VC}} {{Icon|SA}} ||is model available ||&lt;br /&gt;
|-&lt;br /&gt;
|0489 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||shut character up ||&lt;br /&gt;
|-&lt;br /&gt;
|048A ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate ||&lt;br /&gt;
|-&lt;br /&gt;
|048B ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048C ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||check pickup at coord exist ||&lt;br /&gt;
|-&lt;br /&gt;
|048D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048F ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||remove all char weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0490 ||2 ||player handle, int || {{Icon|VC}} ||check player has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0491 ||2 ||char handle, int || {{Icon|SA}} ||check char has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0492 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0493]] ||2 ||car handle, int || {{Icon|VC}} ||set tank contact explosion ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0494]] ||5 ||int, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get joystick data ||&lt;br /&gt;
|-&lt;br /&gt;
|0495 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||check car is on fire ||&lt;br /&gt;
|-&lt;br /&gt;
|0496 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||check car tire is burst ||&lt;br /&gt;
|-&lt;br /&gt;
|0497 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0498 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0499 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[049C]] ||3 ||int, flt, var || {{Icon|VC}} ||create [[Script Path|script path]] ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049D ||2 ||spath ID, object handle || {{Icon|VC}} ||attach script path to object ||&lt;br /&gt;
|-&lt;br /&gt;
|049E ||2 ||spath ID, flt || {{Icon|VC}} ||set script path speed ||&lt;br /&gt;
|-&lt;br /&gt;
|049F ||2 ||spath ID, flt || {{Icon|VC}} ||set script path distance ||&lt;br /&gt;
|-&lt;br /&gt;
|04A0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04A1 ||1 ||spath ID || {{Icon|VC}} {{Icon|SA}} ||reset script path ||&lt;br /&gt;
|-&lt;br /&gt;
|04A2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set heli fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04A3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A5 ||4 ||char handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A6 ||6 ||flt, flt, flt, int, int, var || {{Icon|VC}} {{Icon|SA}} ||create protection pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[04A7]] ||1 ||char handle || {{Icon|SA}} ||check char is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A8]] ||1 ||player handle || {{Icon|VC}} ||check player is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A9]] ||1 ||char handle || {{Icon|SA}} ||check char is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|04AA ||1 ||player handle || {{Icon|VC}} ||check player is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AB]] ||1 ||char handle || {{Icon|SA}} ||check char is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|04AC ||1 ||player handle || {{Icon|VC}} ||check player is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AD]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04AE ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04AF ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B0 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B1 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B2 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B5 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B6 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B7 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04B8]] ||5 ||char handle, int, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get char weapon in slot ||&lt;br /&gt;
|-&lt;br /&gt;
|04B9 ||12 ||flt, flt, flt, flt, flt, var, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get closest straight road (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|04BA ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||set car forward speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04BB]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set interior ||&lt;br /&gt;
|-&lt;br /&gt;
|04BC ||1 ||string || {{Icon|VC}} ||set cutscene animation to loop ||&lt;br /&gt;
|-&lt;br /&gt;
|04BD ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||mark car as convoy car ||&lt;br /&gt;
|-&lt;br /&gt;
|04BE ||1 ||player handle || {{Icon|VC}} ||reset player chaos level ||&lt;br /&gt;
|-&lt;br /&gt;
|04BF ||2 ||player handle, var || {{Icon|VC}} ||get player chaos level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C0 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create police roadblock ||&lt;br /&gt;
|-&lt;br /&gt;
|04C1 ||0 || || {{Icon|VC}} {{Icon|SA}} ||release police roadblock||&lt;br /&gt;
|-&lt;br /&gt;
|04C2 ||2 ||char handle, char handle || {{Icon|VC}} ||task char go to char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04C4 ||7 ||char handle, flt, flt, flt, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get offset from char in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C5 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been photographed ||&lt;br /&gt;
|-&lt;br /&gt;
|04C6 ||2 ||char handle, char handle || {{Icon|VC}} ||task aim gun at char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C7 ||1 ||int || {{Icon|VC}} ||set green scanlines ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C8]] ||1 ||char handle || {{Icon|SA}} ||check char is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04C9 ||1 ||player handle || {{Icon|VC}} ||check player is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CE ||5 ||flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04CF ||1 ||int || {{Icon|VC}} ||add to money spent on fashion stat ||&lt;br /&gt;
|-&lt;br /&gt;
|04D0 ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||force heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||reset heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set plane fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04D3 ||7 ||flt, flt, flt, int, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get Nth closest car node ||&lt;br /&gt;
|-&lt;br /&gt;
|04D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04D5 ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|VC}} {{Icon|SA}} ||draw corona ||&lt;br /&gt;
|-&lt;br /&gt;
|04D6 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate on contact ||&lt;br /&gt;
|-&lt;br /&gt;
|04D7 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze char position ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04D8]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char drowns in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04D9 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} ||set object records collisions ||&lt;br /&gt;
|-&lt;br /&gt;
|04DA ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||has object collided with anything? ||&lt;br /&gt;
|-&lt;br /&gt;
|04DB ||0 || || {{Icon|VC}} {{Icon|SA}} ||remove rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|04DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DD ||2 ||char handle, var || {{Icon|VC}} {{Icon|SA}} ||get char armour ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04DE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DF ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E0 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||open and freeze car trunk ||&lt;br /&gt;
|-&lt;br /&gt;
|04E2 ||2 ||player handle || {{Icon|VC}} ||shut player up ||&lt;br /&gt;
|-&lt;br /&gt;
|04E3 ||3 ||player handle, int, int || {{Icon|VC}} {{Icon|SA}} ||set player mood (??) ||&lt;br /&gt;
|-&lt;br /&gt;
|04E4 ||2 ||flt, flt || {{Icon|VC}} {{Icon|SA}} ||request collision ||&lt;br /&gt;
|-&lt;br /&gt;
|04E5 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E6 ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E7 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||check object is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04E9 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EA ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EB ||3 ||char handle, int, int || {{Icon|VC}} {{Icon|SA}} ||task duck ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EC]] ||13 ||string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|VC}} ||set zone car class info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04ED]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||request anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EE]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||check anims have loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EF]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||remove anims ||&lt;br /&gt;
|-&lt;br /&gt;
|04F0 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F3 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F4 ||8 ||char handle, object handle, flt, flt, flt, int, flt, int || {{Icon|VC}} {{Icon|SA}} ||attach char to object ||&lt;br /&gt;
|-&lt;br /&gt;
|04F5 ||3 ||char handle, player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F7 ||4 ||global var, int, int, string || {{Icon|VC}} {{Icon|SA}} ||display nth onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|04F8 ||13 ||int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04F9]] ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||set sky colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FA ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||reset interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FC ||7 ||player handle, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||store stunt data ||&lt;br /&gt;
|-&lt;br /&gt;
|04FD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FE ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||burst car tire ||&lt;br /&gt;
|-&lt;br /&gt;
|04FF ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0500 ||&amp;amp;#8212; ||player handle, string; player handle, string, string || {{Icon|VC}} {{Icon|SA}} ||change player skin ||2 parameters in Vice City, 3 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[0501]] ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set player can do drive by ||&lt;br /&gt;
|-&lt;br /&gt;
|0502 ||3 ||char handle, flt, flt || {{Icon|VC}} ||task flee to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0503 ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create rappel ||&lt;br /&gt;
|-&lt;br /&gt;
|0504 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0505 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0506 ||3 ||int, int, int || {{Icon|VC}} {{Icon|SA}} ||set car model components ||&lt;br /&gt;
|-&lt;br /&gt;
|0507 ||1 ||int || {{Icon|VC}} ||set camera interference ||&lt;br /&gt;
|-&lt;br /&gt;
|0508 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||close all car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0509]] ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 2D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050A ||7 ||flt, flt, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 3D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050B ||1 ||car handle || {{Icon|VC}} ||pop car boot ||&lt;br /&gt;
|-&lt;br /&gt;
|050C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|050D ||1 ||char handle || {{Icon|VC}} || is char leaving vehicle to die? ||&lt;br /&gt;
|-&lt;br /&gt;
|050E ||2 ||object handle, car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050F ||1 ||var || {{Icon|SA}} ||get max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0510 ||5 ||char handle, flt, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0511 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0512 ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||print help forever ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0513]] ||2 ||string, int || {{Icon|SA}} ||print help forever with number ||&lt;br /&gt;
|-&lt;br /&gt;
|0514 ||3 ||char handle, int, int || {{Icon|VC}} ||set char can be damaged by gang members ||&lt;br /&gt;
|-&lt;br /&gt;
|0515 ||? || || {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0516 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0517 ||5 ||string, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||create locked property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0518 ||6 ||string, flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} ||create forsale property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0519 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze car position ||&lt;br /&gt;
|-&lt;br /&gt;
|051A ||2 ||char handle, char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051B ||2 ||char handle, car handle || {{Icon|SA}} ||check char has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051C ||2 ||car handle, char handle || {{Icon|SA}} ||check car has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051D ||2 ||car handle, car handle || {{Icon|SA}} ||check car has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051E ||1 ||var || {{Icon|SA}} ||get current radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|051F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0520 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0521 ||1 ||char handle || {{Icon|VC}} ||is char drowning in water? ||&lt;br /&gt;
|-&lt;br /&gt;
|0522 ||0 || || {{Icon|VC}} ||disable cutscene shadows ||&lt;br /&gt;
|-&lt;br /&gt;
|0523 ||3 ||flt, flt, flt || {{Icon|VC}} ||check if glass has been shattered nearby ||&lt;br /&gt;
|-&lt;br /&gt;
|0524 ||3 ||object handle, object handle, int || {{Icon|VC}} ||attach object to object/bone ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0525 ||3 ||object handle, object handle, string || {{Icon|VC}} ||attach object to component of object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0526 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char to stay in car when jacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0527 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0528 ||1 ||int || {{Icon|VC}} ||add to money spent on weapon stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0529 ||1 ||int || {{Icon|VC}} ||add to money spent on property stat ||&lt;br /&gt;
|-&lt;br /&gt;
|052A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[052B]] ||2 ||char handle, int || {{Icon|VC}} ||task use mobile phone ||&lt;br /&gt;
|-&lt;br /&gt;
|052C ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set drunk cam ||&lt;br /&gt;
|-&lt;br /&gt;
|052D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0530 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0531 ||1 ||int || {{Icon|VC}} ||add to stores knocked off stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0532 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0533]] ||1 ||int || {{Icon|VC}} ||add to assassination contracts stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0534 ||1 ||int || {{Icon|VC}} ||add to pizzas delivered stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0535 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0536 ||1 ||int || {{Icon|VC}} ||add to drug deals made (&amp;quot;ice cream sold&amp;quot;) stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0537 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0538 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0539 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053C ||2 ||char handle, int || {{Icon|VC}} ||set char in players group can fight ||&lt;br /&gt;
|-&lt;br /&gt;
|053D ||1 ||char handle || {{Icon|VC}} ||clear char wait state ||&lt;br /&gt;
|-&lt;br /&gt;
|053E ||6 ||int, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get random car of specific type in area (no save) ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|053F ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set can burst car tires ||&lt;br /&gt;
|-&lt;br /&gt;
|0540 ||2 ||player handle, int || {{Icon|VC}} ||set player auto aim ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0541]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||fire vehicle gun ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0542]] ||1 ||int || {{Icon|VC}} ||add property to property owned stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0543 ||1 ||int || {{Icon|VC}} ||add bloodring kills stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0544 ||1 ||int || {{Icon|VC}} ||save longest time in bloodring stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0545 ||0 || || {{Icon|VC}} ||remove everything for giant cutscene (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0546 ||2 ||player handle, car handle || {{Icon|VC}} ||check is player touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0547 ||2 ||char handle, car handle || {{Icon|SA}} ||check is char touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0548 ||6 ||player handle, int, int, flt, flt, flt || {{Icon|VC}} ||check for ped model around player ||&lt;br /&gt;
|-&lt;br /&gt;
|0549 ||1 ||char handle || {{Icon|VC}} ||clear char follow path ||&lt;br /&gt;
|-&lt;br /&gt;
|054A ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char can be shot in vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|054B ||2 ||object handle, car handle || {{Icon|VC}} ||attach object to car ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|054C ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||load mission text ||&lt;br /&gt;
|-&lt;br /&gt;
|054D ||1 ||int || {{Icon|VC}} ||set stadium message ||&lt;br /&gt;
|-&lt;br /&gt;
|054E ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||clear char last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|054F ||1 ||car handle || {{Icon|SA}} ||clear car last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|0550 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0551]] ||1 ||int || {{Icon|VC}} ||set Kaufman Cabs radio ||&lt;br /&gt;
|-&lt;br /&gt;
|0552 ||1 ||int || {{Icon|VC}} ||set riot noise ||&lt;br /&gt;
|-&lt;br /&gt;
|0553 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0554 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0555 ||2 || || {{Icon|SA}} ||remove weapon from char ||&lt;br /&gt;
|-&lt;br /&gt;
|0556 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} ||create cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0557 ||0 || || {{Icon|VC}} ||release cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0558 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0559 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055A ||1 ||int || {{Icon|VC}} ||set secondary trash ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055B]] ||5 ||int, flt, flt, flt, var || {{Icon|VC}} ||create clothes pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|055C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055D ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||make player fire proof ||&lt;br /&gt;
|-&lt;br /&gt;
|055E ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max health ||&lt;br /&gt;
|-&lt;br /&gt;
|055F ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max armour ||&lt;br /&gt;
|-&lt;br /&gt;
|0560 ||2 ||car handle, var || {{Icon|VC}} {{Icon|SA}} ||create random char as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|0561 ||3 ||car handle, int, var || {{Icon|VC}} {{Icon|SA}} ||create random char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0562 ||2 ||char handle, int || {{Icon|VC}} ||set char ignore threats behind objects ||&lt;br /&gt;
|-&lt;br /&gt;
|0563 ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||ensure player has a drive-by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0564]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||set helicopter simulate crash land ||only works on helicopters&lt;br /&gt;
|-&lt;br /&gt;
|0565 ||4 ||flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||add explosion with no sound ||&lt;br /&gt;
|-&lt;br /&gt;
|0566 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} ||set object area visible ||&lt;br /&gt;
|-&lt;br /&gt;
|0567 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0568]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char never targetted ||&lt;br /&gt;
|-&lt;br /&gt;
|0569 ||1 ||string || {{Icon|VC}} ||load uncompressed animation ||&lt;br /&gt;
|-&lt;br /&gt;
|056A ||0 || || {{Icon|VC}} {{Icon|SA}} ||check has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|056B ||2 ||char handle, int || {{Icon|VC}} ||set char to crouch when threatened ||&lt;br /&gt;
|-&lt;br /&gt;
|[[056C]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check is char in any police vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|056D ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check does char exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056E ||1 ||car handle || {{Icon|SA}} ||check does vehicle exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0570 ||5 ||int, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0571 ||1 ||char handle || {{Icon|VC}} ||is char stuck? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0572]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set all taxis have jump boost and nitro ||nitro unavailable in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0573 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0574 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0575 ||2 || || {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0576 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0577 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0578 ||1 ||int || {{Icon|VC}} ||save highest vigilante level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0579 ||1 ||char handle || {{Icon|VC}} ||clear all char anims ||&lt;br /&gt;
|-&lt;br /&gt;
|057A ||2 ||garage ID, int || {{Icon|VC}} ||set garage to max cars ||&lt;br /&gt;
|-&lt;br /&gt;
|057B ||0 || || {{Icon|VC}} ||check wanted stars are flashing ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057C]] ||1 ||int || {{Icon|VC}} ||set weather table ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057D]] ||1 ||int || {{Icon|VC}} ||force radio to play audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057E]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set radar gray ||&lt;br /&gt;
|-&lt;br /&gt;
|057F ||2 ||player handle, var || {{Icon|VC}} ||get player number of coach passengers dropped off ||&lt;br /&gt;
|-&lt;br /&gt;
|0580 ||3 ||char handle, car handle, var || {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0581 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||display radar ||&lt;br /&gt;
|-&lt;br /&gt;
|0582 ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||register best position ||&lt;br /&gt;
|-&lt;br /&gt;
|0583 ||2 ||player handle, string || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0584 ||? ||char handle || {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0585 ||0 || || {{Icon|VC}} ||check is pressing fire button in car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0586]] ||1 ||char handle || {{Icon|VC}} ||checks distribution ped is finished dealing ||&lt;br /&gt;
|-&lt;br /&gt;
|0587 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0588 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0589 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|058A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|058B ||1 ||char handle || {{Icon|VC}} ||has char bought ice cream? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[058C]] ||1 ||var || {{Icon|VC}} {{Icon|SA}} ||get progress percentage ||&lt;br /&gt;
|-&lt;br /&gt;
|058D ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi start ||&lt;br /&gt;
|-&lt;br /&gt;
|058E ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi destination ||&lt;br /&gt;
|-&lt;br /&gt;
|058F ||8 ||char handle, flt, flt, flt, flt, int, int, int || {{Icon|VC}} ||set random ice cream customer in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0590 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0591 ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||unlock all car doors in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0592 ||2 ||int, int || {{Icon|VC}} ||set gang to attack player with cops ||&lt;br /&gt;
|-&lt;br /&gt;
|0593 ||2 ||char handle, int || {{Icon|VC}} ||set char frightened in jacked car ||&lt;br /&gt;
|-&lt;br /&gt;
|0594 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set vehicle to fade in ||&lt;br /&gt;
|-&lt;br /&gt;
|0595 ||0 || || {{Icon|VC}} {{Icon|SA}} ||register odd job mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0596 ||1 ||player handle || {{Icon|VC}} ||check player is in mission restart taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0597]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||is char ducking? ||&lt;br /&gt;
|-&lt;br /&gt;
|0598 ||3 ||object handle, flt, int || {{Icon|VC}} ||stir ground around object ||&lt;br /&gt;
|-&lt;br /&gt;
|0599 ||1 ||int || {{Icon|VC}} ||set highest firefighter level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|059A ||0 || || {{Icon|VC}} {{Icon|SA}} ||is australian game? ||exact opposite to [[0485]]&lt;br /&gt;
|-&lt;br /&gt;
|059B ||1 ||car handle || {{Icon|VC}} ||disarm car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|059C ||&amp;amp;#8212; || || {{Icon|VC}} {{Icon|SA}} || ||1 parameter in Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|059D ||1 ||int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059E ||1 ||var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059F ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get object velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A0 ||? || || {{Icon|VC}} {{Icon|SA}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|05A1 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A2 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A3 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||is object static? ||&lt;br /&gt;
|-&lt;br /&gt;
|05A4 ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get angle between 2D vectors ||&lt;br /&gt;
|-&lt;br /&gt;
|05A5 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A6 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get object rotation velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A7 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||add velocity relative to object velocity ||&lt;br /&gt;
|-style=&amp;quot;background: pink&amp;quot;&lt;br /&gt;
|05A8 ||2 ||object handle, var || {{Icon|VC}} {{Icon|SA}} ||get object speed ||last opcode available for Vice City&lt;br /&gt;
|}&lt;br /&gt;
Some abbreviations and phrases used in this list:&lt;br /&gt;
;int: integer value&lt;br /&gt;
;flt: floating-point value&lt;br /&gt;
;var: variable to store a value or handle, either global or local unless specified&lt;br /&gt;
;char: character including actor and ped, apart from the player and special actor&lt;br /&gt;
;car: vehicle including car, bike, helicopter, plane, etc. unless specified&lt;br /&gt;
;parameters rearranged...: opcodes' parameters were rearranged from their original order mainly for sake of readability&lt;br /&gt;
;simulated in LC mod: opcode has been correctly or mostly simulated to work in the [http://www.gtaforums.com/index.php?showforum=104 GTA: Liberty City mod] for Vice City&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
{{note|1}} {{GTAF|217910|manipulating game memory for fun and profit}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|107998|Opcodes for Bartons Editor (GTA3 + VC)}}&lt;br /&gt;
*{{GTAF|194990|GTA:SA Opcodes}}&lt;br /&gt;
*{{GTAF|182581|MISSION CODING IV}} - GTA: Liberty City project&lt;br /&gt;
*[http://web.archive.org/web/*/http://vc-db.webtools4you.net/ Vice City Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://web.archive.org/web/*/http://sa-db.webtools4you.net/ San Andreas Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/PLPyntons_UnifiedOpcodesDatabase_Reloaded.zip Unified Opcode Database] - by PLPynton, hosted by ZAZ&lt;br /&gt;
*[http://vcme.sourceforge.net/cgi-bin/wiki.pl?Opcodes List of opcodes] - by {{U|CyQ}} for use with GTAMA and VCDisAsm&lt;br /&gt;
*[http://spaceeinstein.webs.com/VICESCM.INI Latest Vice City opcodes] - last update by spaceeinstein&lt;br /&gt;
*[http://gtag.gtagaming.com/opcode-database Opcode Database] - last update by Deji at GTAGaming.com&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:OpCodes]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=9911</id>
		<title>List of opcodes</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=9911"/>
		<updated>2011-07-17T19:56:28Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all opcodes, including nops and unsupported ones, in [[GTA III]], [[Vice City]], and [[San Andreas]]. Brief descriptions and notes are added to the list for quick and easy access to information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; |Opcode&lt;br /&gt;
! width=&amp;quot;20px&amp;quot; |{{Hint|P|Number of parameters}}&lt;br /&gt;
! Parameter type&lt;br /&gt;
! width=&amp;quot;60px&amp;quot; |Games&lt;br /&gt;
! Brief description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[0000]] ||0 ||nop || {{Icon|trilogy}} ||no operation ||special use in [[CLEO]]&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0001]] ||1 ||int || {{Icon|trilogy}} ||wait ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0002]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0003]] ||1 ||int || {{Icon|trilogy}} ||shake camera ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0004]] ||2 ||global var, int || {{Icon|trilogy}} ||set global to integer ({{Hint|G|global variable}} = {{Hint|I|integer value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0005]] ||2 ||global var, flt || {{Icon|trilogy}} ||set global to float ({{Hint|G|global variable}} = {{Hint|F|floating-point value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0006]] ||2 ||local var, int || {{Icon|trilogy}} ||set local to integer ({{Hint|L|local variable}} = {{Hint|I|integer value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0007]] ||2 ||local var, flt || {{Icon|trilogy}} ||set local to float ({{Hint|L|local variable}} = {{Hint|F|floating-point value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0008]] ||2 ||global var, int || {{Icon|trilogy}} ||add global to integer (G += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0009]] ||2 ||global var, flt || {{Icon|trilogy}} ||add global to float (G += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000A]] ||2 ||local var, int || {{Icon|trilogy}} ||add local to integer (L += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000B]] ||2 ||local var, flt || {{Icon|trilogy}} ||add local to float (L += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000C]] ||2 ||global var, int || {{Icon|trilogy}} ||subtract global to integer (G -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000D]] ||2 ||global var, flt || {{Icon|trilogy}} ||subtract global to float (G -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000E]] ||2 ||local var, int || {{Icon|trilogy}} ||subtract local to integer (L -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[000F]] ||2 ||local var, flt || {{Icon|trilogy}} ||subtract local to float (L -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0010]] ||2 ||global var, int || {{Icon|trilogy}} ||multiply global to integer (G *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0011]] ||2 ||global var, flt || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0012]] ||2 ||local var, int || {{Icon|trilogy}} ||multiply local to integer (L *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0013]] ||2 ||local var, flt || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0014]] ||2 ||global var, int || {{Icon|trilogy}} ||divide global to integer (G /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0015]] ||2 ||global var, flt || {{Icon|trilogy}} ||divide global to float (G /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0016]] ||2 ||local var, int || {{Icon|trilogy}} ||divide local to integer (L /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0017]] ||2 ||local var, flt || {{Icon|trilogy}} ||divide local to float (L /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0018]] ||2 ||int, int || {{Icon|trilogy}} ||check global greater than integer (G &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0019]] ||2 ||int, int || {{Icon|trilogy}} ||check local greater than integer (L &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001A ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than global (I &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than local (I &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than global int (G &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than local int (L &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than local int (G &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than global int (L &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0020 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than float (G &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0021 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than float (L &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0022 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than global (F &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0023 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than local (F &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0024 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than global float (G &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0025 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than local float (L &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0026 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than local float (G &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0027 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than global float (L &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0028 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than or equal to integer (G &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0029 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than or equal to integer (L &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002A ||2 ||int, int || {{Icon|trilogy}} ||check int greater than or equal to global (I &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than or equal to local (I &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to global integer (G &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to local integer (G &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0030 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than or equal to float (G &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0031 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than or equal to float (L &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0032 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to global (F &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0033 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to local (F &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0034 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to global float (G &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0035 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to local float (L &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0036 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to local float (G &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0037 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to global float (L &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0038 ||2 ||int, int || {{Icon|trilogy}} ||check global equal to integer (G == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0039 ||2 ||int, int || {{Icon|trilogy}} ||check local equal to integer (L == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003A ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to global integer (G == G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003B ||2 ||int, int || {{Icon|trilogy}} ||check local integer equal to local integer (L == L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003C ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to local integer (G == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0040 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0041 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0042 ||2 ||float, float || {{Icon|trilogy}} ||check global equal to float (G == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0043 ||2 ||float, float || {{Icon|trilogy}} ||check local equal to float (L == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0044 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to global float (G == G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0045 ||2 ||float, float || {{Icon|trilogy}} ||check local float equal to local float (L == L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0046 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to local float (G == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0047 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0048 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0049 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|004C ||1 ||label || {{Icon|3}} ||jump to label if true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004D]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] if false ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004E]] ||0 || || {{Icon|trilogy}} ||terminate this script ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004F]] ||-1 ||label || {{Icon|trilogy}} ||start new script with args ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0050 ||1 ||label || {{Icon|trilogy}} ||gosub ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0051 ||0 || || {{Icon|trilogy}} ||return ||&lt;br /&gt;
|-&lt;br /&gt;
|0052 ||6 || || {{Icon|3}} ||nop ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0053 ||5 ||int, float, float, float, player handle || {{Icon|trilogy}} ||create player ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0054 ||4 ||player handle, var, var, var || {{Icon|3}} {{Icon|VC}} ||get player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0055]] ||4 ||player handle, int, int, int || {{Icon|3}} {{Icon|VC}} ||set player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0056]] ||6 ||player handle, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0057 ||8 ||player handle, float, float, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0058 ||2 ||int, int || {{Icon|trilogy}} ||add global integer to global integer (G += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0059 ||2 ||float, float || {{Icon|trilogy}} ||add global float to global float (G += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005A ||2 ||int, int || {{Icon|trilogy}} ||add local integer to local integer (L += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005B ||2 ||float, float || {{Icon|trilogy}} ||add local float to local float (L += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005C ||2 ||int, int || {{Icon|trilogy}} ||add local integer to global integer (L += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005D ||2 ||float, float || {{Icon|trilogy}} ||add local float to global float (L += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005E ||2 ||int, int || {{Icon|trilogy}} ||add global integer to local integer (G += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005F ||2 ||float, float || {{Icon|trilogy}} ||add global float to local float (G += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0060 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to global integer (G -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0061 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to global float (G -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0062 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to local integer (L -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0063 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to local float (L -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0064 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to global integer (L -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0065 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to global float (L -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0066 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to local integer (G -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0067 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to local float (G -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0068 ||2 ||global, global || {{Icon|trilogy}} ||multiply global int to global int (G *= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0069 ||2 ||global, global || {{Icon|trilogy}} ||multiply global float to global float (G *= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006A ||2 ||local, local || {{Icon|trilogy}} ||multiply local int to local int (L *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006B ||2 ||local, local || {{Icon|trilogy}} ||multiply int float to int float (L *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006C ||2 ||local, float || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006D ||2 ||global, float || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006E ||2 ||global, local || {{Icon|trilogy}} ||multiply global int to local int (G *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006F ||2 ||global, local || {{Icon|trilogy}} ||multiply global float to local float (G *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0070 ||2 ||global, global || {{Icon|trilogy}} ||divide global int by global int (G /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0071 ||2 ||global, global || {{Icon|trilogy}} ||divide global float by global float (G /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0072 ||2 ||local, local || {{Icon|trilogy}} ||divide local int by local int (L /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0073 ||2 ||local, local || {{Icon|trilogy}} ||divide local float by local float (L /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0074 ||2 ||local, global || {{Icon|trilogy}} ||divide local int by global int (L /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0075 ||2 ||local, global || {{Icon|trilogy}} ||divide local float by global float (L /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0076 ||2 ||global, local || {{Icon|trilogy}} ||divide global int by local int (G /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0077 ||2 ||global, local || {{Icon|trilogy}} ||divide global float by local float (G /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0078 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0079 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007A ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007B ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007C ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007D ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007E ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007F ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0080 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0081 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0082 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0083 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0084 ||2 ||global, global || {{Icon|trilogy}} ||set global integer equal to global integer (G = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0085 ||2 ||local, local || {{Icon|trilogy}} ||set local integer equal to local integer (L = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0086 ||2 ||global, global || {{Icon|trilogy}} ||set global float equal to global float (G = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0087 ||2 ||local, local || {{Icon|trilogy}} ||set local float equal to local float (L = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0088 ||2 ||global, local || {{Icon|trilogy}} ||set global float equal to local float (G = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0089 ||2 ||local, global || {{Icon|trilogy}} ||set local float equal to global float (L = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008A ||2 ||global, local || {{Icon|trilogy}} ||set global integer equal to local integer (G = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008B ||2 ||local, global || {{Icon|trilogy}} ||set local integer equal to global integer (L = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008C ||2 ||int, float || {{Icon|trilogy}} ||convert global float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008D ||2 ||float, int || {{Icon|trilogy}} ||convert global int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[008E]] ||2 ||int, float || {{Icon|trilogy}} ||convert local float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008F ||2 ||float, int || {{Icon|trilogy}} ||convert local int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0090 ||2 ||int, float || {{Icon|trilogy}} |||convert global float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0091 ||2 ||float, int || {{Icon|trilogy}} ||convert global int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0092 ||2 ||int, float || {{Icon|trilogy}} |||convert local float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0093 ||2 ||float, int || {{Icon|trilogy}} ||convert local int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0094 ||1 ||int || {{Icon|trilogy}} ||absolute value of global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0095 ||1 ||int || {{Icon|trilogy}} ||absolute value of local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0096 ||1 ||float || {{Icon|trilogy}} ||absolute value of global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0097 ||1 ||float || {{Icon|trilogy}} ||absolute value of local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0098 ||1 ||float || {{Icon|trilogy}} ||generate random float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0099 ||1 ||int || {{Icon|trilogy}} ||generate random integer ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[009A]] ||6 ||int, int, flt, flt, flt, char handle || {{Icon|trilogy}} ||create char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009B ||1 ||char handle || {{Icon|trilogy}} ||delete char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009C ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char to wander path ||&lt;br /&gt;
|-&lt;br /&gt;
|009D ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009E ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||set char path ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to -1 ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[00A0]] ||4 ||char, var, var, var || {{Icon|trilogy}} ||get char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00A1]] ||4 ||char, flt, flt, flt || {{Icon|trilogy}} ||set char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A2 ||1 ||char handle || {{Icon|3}} ||check char alive ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A4 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 3D area ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[00A5]] ||5 ||int, flt, flt, flt, car handle || {{Icon|trilogy}} ||create car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A6 ||1 ||car handle || {{Icon|trilogy}} ||delete car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A7 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||car drive to coordinate ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A8 ||1 ||car handle || {{Icon|trilogy}} ||set car to psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A9 ||1 ||car handle || {{Icon|trilogy}} ||reset car from psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00AA ||4 ||car handle, var, var, var || {{Icon|trilogy}} ||get car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AB ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00AC ||1 ||car handle || {{Icon|3}} ||check car is on land ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AD ||2 ||car handle, flt || {{Icon|trilogy}} ||set car max speed ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AE ||2 ||car handle, int || {{Icon|trilogy}} ||set car traffic behavior ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AF ||2 ||car handle, int || {{Icon|trilogy}} ||set car driver behavior ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B0 ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B1 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B9 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00BA]] ||3 ||string, int, int || {{Icon|trilogy}} ||print text big ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BB ||3 ||string, int, int || {{Icon|trilogy}} ||print text ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BC ||3 ||string, int, int || {{Icon|trilogy}} ||print text now ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BD ||3 ||string, int, int || {{Icon|3}} ||print text soon ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BE ||0 || || {{Icon|trilogy}} ||clear all text ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00BF ||2 ||var, var || {{Icon|trilogy}} ||get time of day ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00C0]] ||2 ||int, int || {{Icon|trilogy}} ||set time of day ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00C1 ||3 ||int, int, var || {{Icon|trilogy}} ||get minutes to time of day ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00C2 ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||check is sphere on screen ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C3 ||0 || || {{Icon|3}} {{Icon|VC}} ||enter debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C4 ||0 || || {{Icon|3}} {{Icon|VC}} ||exit debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C5 ||0 || || {{Icon|3}} ||true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C6 ||0 || || {{Icon|3}} ||false ||&lt;br /&gt;
|-&lt;br /&gt;
|00C7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CF ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D5 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D6]] ||1 ||int || {{Icon|trilogy}} ||if ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D7]] ||1 ||label || {{Icon|trilogy}} ||start new script ||like 004F but only one parameter&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D8]] ||0 || || {{Icon|trilogy}} ||mission cleanup ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00D9 ||2 ||char handle, var || {{Icon|trilogy}} ||get char's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00DA ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DB ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DC ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DD ||2 ||char handle, int || {{Icon|trilogy}} ||check char is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DE ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DF ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E0 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00E1]] ||2 ||int, int || {{Icon|trilogy}} ||check key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E2 ||2 ||int, int, var || {{Icon|3}} {{Icon|SA}} ||get key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E3 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E4 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E6 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E7 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E8 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E9 ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EA ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EB ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EC ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00ED ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EE ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EF ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F0 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F2 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F3 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F4 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F5 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F6 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F7 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F8 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F9 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FA ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FB ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FC ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FD ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FE ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00FF]] ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0100 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0101 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0102 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0103 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0104 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0105 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0106 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0107 ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0108 ||1 ||object handle || {{Icon|trilogy}} ||delete object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0109]] ||2 ||player handle, int || {{Icon|trilogy}} ||add player money ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[010A]] ||2 ||player handle, int || {{Icon|trilogy}} ||check money is greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|010B ||2 ||player handle, var || {{Icon|trilogy}} ||get player money value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010C]] ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||give rc buggy to player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010D]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010E]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player minimum wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|010F ||2 ||player handle, int || {{Icon|trilogy}} ||check player wanted level greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0110 ||1 ||player handle || {{Icon|trilogy}} ||clear player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0111 ||1 ||int || {{Icon|trilogy}} ||set wasted busted check ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0112]] ||0 || || {{Icon|trilogy}} ||check player wasted or busted ||only works in [[Create a mission|missions]]&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0113 ||3 ||player handle, int, int || {{Icon|3}} ||add ammo to player weapon ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0114 ||3 ||char handle, int, int || {{Icon|trilogy}} ||add ammo to char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0115 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0116 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0117]] ||1 ||player handle || {{Icon|trilogy}} ||check player dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0118 ||1 ||char handle || {{Icon|trilogy}} ||check char dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0119 ||1 ||car handle || {{Icon|trilogy}} ||check car dead ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011A ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char hostility ||&lt;br /&gt;
|-&lt;br /&gt;
|011B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011C ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear char objective ||&lt;br /&gt;
|-&lt;br /&gt;
|011D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0120 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0121 ||2 ||player handle, string || {{Icon|3}} {{Icon|VC}} ||check player is in zone ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0122 ||1 ||player handle || {{Icon|trilogy}} ||check player pressing horn ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0123 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||check char spotting player ||&lt;br /&gt;
|-&lt;br /&gt;
|0124 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0125 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0126 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||check char has finished walking ||&lt;br /&gt;
|-&lt;br /&gt;
|0127 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0128 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[0129]] ||4 ||car handle, char handle, int, char handle || {{Icon|trilogy}} ||create char inside car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|012A ||4 ||player handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||warp player from car to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|012B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0130 ||1 ||player handle || {{Icon|3}} ||check player is busted ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0131 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0132 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0133 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0134 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0135]] ||2 ||car handle, var || {{Icon|3}} ||lock car doors ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0136 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0137 ||2 ||car handle, int || {{Icon|trilogy}} ||check car is model ||&lt;br /&gt;
|-&lt;br /&gt;
|0138 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0139 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013B ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|3}} ||check if car is dead in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013C ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} ||check if car is dead in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|013D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0140 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0141 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0142 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0143 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0144 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0145 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0146 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0147 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0148 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0149 ||1 ||car handle || {{Icon|3}} ||check car crushed by car crusher ||&lt;br /&gt;
|-&lt;br /&gt;
|014A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[014B]] ||13 ||flt, flt, flt, flt, int, int, int, int, int, int, int, int, var || {{Icon|trilogy}} ||create car generator ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[014C]] ||2 ||car generator handle, int || {{Icon|trilogy}} ||switch car generator ||&lt;br /&gt;
|-&lt;br /&gt;
|014D ||4 ||string, int, int, int || {{Icon|3}} ||print pager text ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[014E]] ||&amp;amp;#8212; ||global var; global var, int || {{Icon|trilogy}} ||display onscreen timer ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|014F ||1 ||global var || {{Icon|trilogy}} ||clear onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0150 ||2 ||global var, int || {{Icon|3}} {{Icon|VC}} ||display onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|0151 ||1 ||global var || {{Icon|trilogy}} ||clear onscreen counter ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0152]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone car info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0153 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0154 ||2 ||char handle, string || {{Icon|trilogy}} ||check char is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0155 ||3 ||int, int, int || {{Icon|3}} ||shake pad? ||PS2 specific?&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0156 ||3 ||string, int, int || {{Icon|3}} ||set zone ped density ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0157 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set camera on player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0158 ||3 ||car handle, int, int || {{Icon|trilogy}} ||set camera on car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0159 ||3 ||char handle, int, int || {{Icon|trilogy}} ||set camera on char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015A ||0 || || {{Icon|trilogy}} ||cam restore ||&lt;br /&gt;
|-&lt;br /&gt;
|015B ||3 ||int, int, int || {{Icon|SA}} || ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[015C]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone gang info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015D ||1 ||flt || {{Icon|trilogy}} ||set timescale ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|015E ||1 ||car handle || {{Icon|3}} ||check car wheels on ground ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015F ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||set camera position ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0160 ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||point camera ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0161 ||4 ||car handle, int, int, var || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0162 ||4 ||char handle, int, int, var || {{Icon|3}} {{Icon|VC}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0163 ||4 ||object handle, int, int, var || {{Icon|3}} ||add blip to object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0164 ||1 ||blip handle || {{Icon|trilogy}} ||remove blip ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0165 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0166 ||2 ||blip handle, int || {{Icon|3}} {{Icon|VC}} ||change blip brightness ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0167 ||6 ||flt, flt, flt, int, int, var || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0168 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip scale ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0169]] ||3 ||int, int, int || {{Icon|trilogy}} ||set fade color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016A ||2 ||int, int || {{Icon|trilogy}} ||fade ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|016B ||0 || || {{Icon|trilogy}} ||check is fading ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016C ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add hospital restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016D ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add police restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016E ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||override restart ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016F ||10 ||int, flt, flt, flt, flt, flt, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||create particle ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0170]] ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0171]] ||2 ||player handle, flt || {{Icon|3}} {{Icon|VC}} ||set player heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0172]] ||2 ||char handle, var || {{Icon|trilogy}} ||get char heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0173]] ||2 ||char handle, flt || {{Icon|trilogy}} ||set char heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0174 ||2 ||car handle, var || {{Icon|trilogy}} ||get car heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0175 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0176]] ||2 ||object handle, var || {{Icon|trilogy}} ||get object heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0177 ||2 ||object handle, flt || {{Icon|trilogy}} ||set object heading ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0178 ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object ||simulated in LC mod&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0179 ||2 ||char handle, object handle || {{Icon|3}} {{Icon|SA}} ||check char is touching object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|017A ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set player weapon ammo ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|017B ||3 || || {{Icon|3}} {{Icon|SA}} ||set char weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0180]] ||1 ||var || {{Icon|trilogy}} ||set on mission flag ||&lt;br /&gt;
|-&lt;br /&gt;
|0181 ||2 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|0182 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0183 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0184 ||2 ||char handle, int || {{Icon|trilogy}} ||check char health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0185 ||2 ||car handle, int || {{Icon|trilogy}} ||check car health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0186 ||2 ||car handle, blip handle || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0187 ||2 ||char handle, blip handle || {{Icon|trilogy}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0188 ||2 ||object handle, blip handle || {{Icon|trilogy}} ||add blip to object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0189 ||2 ||flt, flt, flt, blip handle || {{Icon|3}} {{Icon|VC}} ||add blip with sphere to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018A ||2 ||flt, flt, flt, blip handle || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018B ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip display ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[018C]] ||4 ||int, flt, flt, flt || {{Icon|trilogy}} ||play sound ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018D ||5 ||int, flt, flt, flt, var || {{Icon|3}} {{Icon|VC}} ||create sound ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018E ||1 ||sound handle || {{Icon|trilogy}} ||stop sound ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[018F]] ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped for 2 seconds ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0190]] ||1 ||car handle || {{Icon|trilogy}} ||add car to flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0191]] ||1 ||car handle || {{Icon|trilogy}} ||remove car from flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0192 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to stand still ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0193 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to act like ped ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0194 ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to go to point ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0195 ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective to guard area ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0196 ||1 ||char handle || {{Icon|3}} ||set char objective (?) ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0197 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0198 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0199 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019A ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019B ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019C ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019D ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019E ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019F ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A0 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A2 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A4 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A5 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A6 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A7 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A8 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A9 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AA ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AB ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AC ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AD ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AE ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AF ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01B0 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B1 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||give player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B2]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||give char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B4]] ||2 ||player handle || {{Icon|trilogy}} ||set player control ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B5]] ||1 ||int || {{Icon|trilogy}} ||force weather ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B6]] ||1 ||int || {{Icon|trilogy}} ||force weather now ||&lt;br /&gt;
|-&lt;br /&gt;
|01B7 ||0 || || {{Icon|trilogy}} ||release weather ||&lt;br /&gt;
|-&lt;br /&gt;
|01B8 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B9 ||2 ||char handle, int || {{Icon|trilogy}} ||set current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01BA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01BB]] ||4 ||object handle, var, var, var || {{Icon|trilogy}} ||get object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BC ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BD ||1 ||var || {{Icon|trilogy}} ||current time in ms ||&lt;br /&gt;
|-&lt;br /&gt;
|01BE ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01BF ||4 ||player handle, flt, flt, flt || {{Icon|3}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01C0 ||2 ||player handle, var || {{Icon|trilogy}} ||store wanted level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C1 ||1 ||car handle || {{Icon|trilogy}} ||check car is stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C2]] ||1 ||char handle || {{Icon|trilogy}} ||mark char as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C3 ||1 ||car handle || {{Icon|trilogy}} ||mark car as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C4 ||1 ||object handle || {{Icon|trilogy}} ||mark object as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C5 ||1 ||char handle || {{Icon|trilogy}} ||remove char from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C6 ||1 ||car handle || {{Icon|3}} ||remove car from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C7 ||1 ||object handle || {{Icon|trilogy}} ||remove object from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C8]] ||5 ||car handle, int, int, int, char handle || {{Icon|trilogy}} ||create char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C9 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CA ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CB ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CC ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CD ||2 ||char handle, char handle || {{Icon|3}} ||char avoid char on foot until safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CE ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player on foot until safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CF ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char avoid char on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D0 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D1 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char go to char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D2 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char go to player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D3 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car ||&lt;br /&gt;
|-&lt;br /&gt;
|01D4 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|01D5 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|01D6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D8 ||2 ||char handle, object handle || {{Icon|VC}} ||task char attack object ||&lt;br /&gt;
|-&lt;br /&gt;
|01D9 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task char attack car ||&lt;br /&gt;
|-&lt;br /&gt;
|01DA ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor walk to area ||&lt;br /&gt;
|-&lt;br /&gt;
|01DB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DE ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||tie char to char ||&lt;br /&gt;
|-&lt;br /&gt;
|01DF ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||tie char to player ||&lt;br /&gt;
|-&lt;br /&gt;
|01E0 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear tie ||&lt;br /&gt;
|-&lt;br /&gt;
|01E1 ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char follow route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E2 ||4 ||int, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add point to route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E3 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number big ||&lt;br /&gt;
|-&lt;br /&gt;
|01E4 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|01E5 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number now ||&lt;br /&gt;
|-&lt;br /&gt;
|01E6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01E7 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads on ||&lt;br /&gt;
|-&lt;br /&gt;
|01E8 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads off ||&lt;br /&gt;
|-&lt;br /&gt;
|01E9 ||2 ||car handle, var || {{Icon|trilogy}} ||get number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EA ||2 ||car handle, var || {{Icon|trilogy}} ||get maximum number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EB ||1 ||flt || {{Icon|trilogy}} ||set car density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|01EC ||2 ||car handle, int || {{Icon|trilogy}} ||set car heavy ||&lt;br /&gt;
|-&lt;br /&gt;
|01ED ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||reset char flag ||&lt;br /&gt;
|-&lt;br /&gt;
|01EE ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||activate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|01EF ||2 ||flt, flt || {{Icon|3}} ||deactivate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F0]] ||1 ||int || {{Icon|trilogy}} ||set max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|01F1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F3 ||1 ||car handle || {{Icon|trilogy}} ||check car is airbourne ||&lt;br /&gt;
|-&lt;br /&gt;
|01F4 ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|01F5 ||2 ||player handle, var || {{Icon|trilogy}} ||get player actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01F6 ||0 || || {{Icon|trilogy}} ||cancel override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|01F7 ||2 ||player handle, int || {{Icon|trilogy}} ||set police ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|01F8 ||5 ||string, int, int, int, int || {{Icon|3}} ||print pager text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F9]] ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||init rampage ||&lt;br /&gt;
|-&lt;br /&gt;
|01FA ||1 ||var || {{Icon|trilogy}} ||get rampage status ||&lt;br /&gt;
|-&lt;br /&gt;
|01FB ||2 ||var, int || {{Icon|trilogy}} ||get square root ||&lt;br /&gt;
|-&lt;br /&gt;
|01FC ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FD ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FE ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FF ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0200 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0201 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0202 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0203 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0204 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0205 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0206 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0207 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0208 ||2 ||flt, flt, var || {{Icon|trilogy}} ||generate random float in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0209 ||2 ||int, int, var || {{Icon|trilogy}} ||generate random int in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[020A]] ||2 ||car handle, int || {{Icon|trilogy}} ||lock car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|020B ||1 ||car handle || {{Icon|trilogy}} ||explode car ||&lt;br /&gt;
|-&lt;br /&gt;
|020C ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||create explosion ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|020D ||1 ||car handle || {{Icon|trilogy}} ||check car flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|020E ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|020F ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face player ||&lt;br /&gt;
|-&lt;br /&gt;
|0210 ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn player to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|0211 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char walk to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|0212 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0213]] ||6 ||int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0214 ||1 ||pickup handle || {{Icon|trilogy}} ||check has pickup been collected ||&lt;br /&gt;
|-&lt;br /&gt;
|0215 ||1 ||pickup handle || {{Icon|trilogy}} ||remove pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|0216 ||2 ||car handle, int || {{Icon|trilogy}} ||set taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0217 ||3 ||string, int, int || {{Icon|trilogy}} ||print text big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0218 ||4 ||string, int, int, int || {{Icon|3}} ||print text with number big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0219 ||&amp;amp;#8212; ||flt, flt, flt, flt, flt, flt, int, garage ID; flt, flt, flt, flt, flt, flt, flt, flt, int, garage ID || {{Icon|3}} {{Icon|VC}} ||create garage ||8 parameters in GTA III, 10 parameters in Vice City; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|021A ||9 ||flt, flt, flt, flt, flt, flt, int, int, garage ID || {{Icon|3}} ||create garage with car model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[021B]] ||2 ||garage ID, car handle || {{Icon|trilogy}} ||set target car for mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021C ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check car is in garage area ||&lt;br /&gt;
|-&lt;br /&gt;
|021D ||1 ||int || {{Icon|3}} ||set free bomb shop ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|021E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|021F ||1 ||int || {{Icon|3}} ||set all taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0220 ||1 ||car handle || {{Icon|3}} ||check car has car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|0221 ||2 ||player handle, int || {{Icon|trilogy}} ||set player trapped in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0222 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player health ||&lt;br /&gt;
|-&lt;br /&gt;
|0223 ||2 ||char handle, int || {{Icon|trilogy}} ||set char health ||&lt;br /&gt;
|-&lt;br /&gt;
|0224 ||2 ||car handle, int || {{Icon|trilogy}} ||set car health ||&lt;br /&gt;
|-&lt;br /&gt;
|0225 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0226 ||2 ||char handle, var || {{Icon|trilogy}} ||get char health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0227 ||2 ||car handle, var || {{Icon|trilogy}} ||get car health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0228 ||2 ||car handle, var || {{Icon|3}} ||get car bomb state ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0229 ||3 ||car handle, int, int || {{Icon|trilogy}} ||change car color ||&lt;br /&gt;
|-&lt;br /&gt;
|022A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths on ||&lt;br /&gt;
|-&lt;br /&gt;
|022B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths off ||&lt;br /&gt;
|-&lt;br /&gt;
|022C ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task char look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022D ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task char look at player ||&lt;br /&gt;
|-&lt;br /&gt;
|022E ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task player look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||task char clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0230 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||task player clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0231 ||1 ||int || {{Icon|3}} ||set second police helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|0232 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0233 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0234 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0235 ||3 ||int, int, int || {{Icon|VC}} ||set gang models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0236]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set gang car ||&lt;br /&gt;
|-&lt;br /&gt;
|0237 ||3 ||int, int, int || {{Icon|trilogy}} ||set gang weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0238 ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective to run to area ||&lt;br /&gt;
|-&lt;br /&gt;
|0239 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to run to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|023A ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|023B ||2 ||char handle, object handle || {{Icon|trilogy}} ||check char is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|[[023C]] ||2 ||int, string || {{Icon|trilogy}} ||load special actor ||parameters rearranged in SB in Sn Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[023D]] ||1 ||string || {{Icon|trilogy}} ||check special actor loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|023E ||2 ||car handle, int || {{Icon|3}} ||flash car (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|023F ||2 ||char handle, int || {{Icon|3}} ||flash char (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|0240 ||2 ||object handle, int || {{Icon|3}} ||flash object (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|0241 ||1 ||player handle || {{Icon|trilogy}} ||check player is in remote mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0242 ||2 ||car handle || {{Icon|3}} ||set car bomb status ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0243]] ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0244 ||3 ||flt, flt, flt || {{Icon|trilogy}} ||set cutscene position ||&lt;br /&gt;
|-&lt;br /&gt;
|0245 ||2 ||char handle, int || {{Icon|trilogy}} ||set char walk style ||&lt;br /&gt;
|-&lt;br /&gt;
|0246 ||2 ||player handle, int || {{Icon|3}} ||set player walk style? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0247]] ||1 ||int || {{Icon|trilogy}} ||request model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0248]] ||1 ||int || {{Icon|trilogy}} ||check model has loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0249]] ||1 ||int || {{Icon|trilogy}} ||mark model as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024A]] ||3 ||flt, flt, var || {{Icon|3}} {{Icon|VC}} ||get phone ||&lt;br /&gt;
|-&lt;br /&gt;
|024B ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024C ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024D ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024E]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||disable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024F]] ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||create corona ||&lt;br /&gt;
|-&lt;br /&gt;
|0250 ||6 ||flt, flt, flt, int, int, int || {{Icon|3}} ||create light ||&lt;br /&gt;
|-&lt;br /&gt;
|0251 ||0 || || {{Icon|3}} ||store weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0252 ||0 || || {{Icon|3}} ||restore weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0253 ||0 || || {{Icon|trilogy}} ||save current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0254 ||0 || || {{Icon|trilogy}} ||restore current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0255 ||4 ||flt, flt, flt, flt || {{Icon|3}} ||set critical mission restart ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0256]] ||1 ||player handle || {{Icon|trilogy}} ||check player is defined ||&lt;br /&gt;
|-&lt;br /&gt;
|0257 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#8212; || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0291 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0292 ||2 ||player handle, int || {{Icon|3}} || set player attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0293 ||1 ||var || {{Icon|trilogy}} ||get controller mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0294 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can respray ||&lt;br /&gt;
|-&lt;br /&gt;
|0295 ||1 ||car handle || {{Icon|3}} ||check car is taxi vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0296]] ||1 ||int || {{Icon|trilogy}} ||release special actor ||&lt;br /&gt;
|-&lt;br /&gt;
|0297 ||&amp;amp;#8212; ||none; player handle || {{Icon|trilogy}} ||reset number of models killed by player ||0 parameter in GTA III and Vice City, 1 parameter in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0298 ||&amp;amp;#8212; ||int, var; player handle, int, var || {{Icon|trilogy}} ||get number of models killed by player ||2 parameters in GTA III, 3 parameters in San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0299 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||activate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029A ||? || || {{Icon|3}} ||switch taxi timer (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|029B ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object with no offset ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|029C ||1 ||car handle || {{Icon|3}} ||check car stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|029D ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor drive then walk to area  ||&lt;br /&gt;
|-&lt;br /&gt;
|029E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|029F ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|02A0 ||1 ||char handle || {{Icon|3}} ||check char stopped ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02A1 ||2 ||int, int || {{Icon|3}} ||message wait ||&lt;br /&gt;
|-&lt;br /&gt;
|02A2 ||5 ||int, int, flt, flt, flt || {{Icon|3}} ||add particle effect ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02A3]] ||1 ||int || {{Icon|trilogy}} ||set widescreen borders ||&lt;br /&gt;
|-&lt;br /&gt;
|02A4 ||3 ||car handle, int, var || {{Icon|3}} ||add blip sprite to car ||&lt;br /&gt;
|-&lt;br /&gt;
|02A5 ||3 ||char handle, int, var || {{Icon|3}} ||add blip sprite to char ||&lt;br /&gt;
|-&lt;br /&gt;
|02A6 ||3 ||object handle, int, var || {{Icon|3}} ||add blip sprite to object ||&lt;br /&gt;
|-&lt;br /&gt;
|02A7 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} ||add blip sprite for contact point ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A8 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} ||add blip sprite for coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A9 ||2 ||char handle, int || {{Icon|trilogy}} ||set char only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|02AA ||2 ||car handle, int || {{Icon|trilogy}} ||set car only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02AB]] ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set char proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AC ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set car proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AD ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D ||&lt;br /&gt;
|-&lt;br /&gt;
|02AE ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02AF ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 2D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B0 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B1 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B2 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 2D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B3 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B4 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B5 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player in angled area 3D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B6 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D ||&lt;br /&gt;
|-&lt;br /&gt;
|02B7 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D (on foot) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B8 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||is player stopped in angled area 3D (in car) ||&lt;br /&gt;
|-&lt;br /&gt;
|02B9 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||deactivate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02BA ||2 ||garage ID, var || {{Icon|3}} ||get number of cars collected by garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BB ||2 ||garage ID, car handle || {{Icon|3}} ||has specified car been taken to garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BC ||1 ||int || {{Icon|3}} ||set swat required ||&lt;br /&gt;
|-&lt;br /&gt;
|02BD ||0 || || ||set FBI required (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BE ||0 || || ||set FBI required (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BF ||1 ||car handle || {{Icon|trilogy}} ||check car is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|02C0 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C1 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C2 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|02C3 ||1 ||int || {{Icon|3}} ||create donkey mags ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C4 ||0 || || {{Icon|3}} ||save player coords? ||&lt;br /&gt;
|-&lt;br /&gt;
|02C5 ||1 ||var || {{Icon|3}} ||get number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C6 ||0 || || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C7 ||5 ||flt, flt, flt, flt, int || {{Icon|3}} ||scatter platinum ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C8 ||1 ||var || {{Icon|3}} ||get number of platinum in car ||&lt;br /&gt;
|-&lt;br /&gt;
|02C9 ||0 || || {{Icon|3}} ||remove platinum from car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02CA ||1 ||car handle || {{Icon|trilogy}} ||check car bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CB ||1 ||char handle || {{Icon|trilogy}} ||check char bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CC ||1 ||object handle || {{Icon|trilogy}} ||check object bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CD ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02CE]] ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||get ground z for 3D coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02CF ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02D0 ||1 ||fire handle || {{Icon|trilogy}} ||check fire is extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|02D1 ||1 ||fire handle || {{Icon|trilogy}} ||remove fire ||&lt;br /&gt;
|-&lt;br /&gt;
|02D2 ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|02D3 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coord ignore paths ||&lt;br /&gt;
|-&lt;br /&gt;
|02D4 ||1 ||car handle || {{Icon|trilogy}} ||turn off car engine ||&lt;br /&gt;
|-&lt;br /&gt;
|02D5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check player is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D6 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|SA}} ||check char is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D7 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D8 ||2 ||char handle, int || {{Icon|trilogy}} ||check char current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D9 ||0 || || {{Icon|3}} ||reset number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02DA ||3 ||flt, flt, flt || {{Icon|3}} ||create single donkey mag at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02DB ||2 ||car handle, flt || {{Icon|trilogy}} || set boat cruise speed (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|02DC ||5 ||flt, flt, flt, flt, var || {{Icon|3}} ||get random char in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02DD ||&amp;amp;#8212; ||string, var; string, flt, flt, flt, var || {{Icon|trilogy}} ||get random char in zone ||parameters rearranged in GTA III in SB; 2 parameters in GTA III, 5 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|02DE ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|02DF ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E0 ||1 ||char handle || {{Icon|trilogy}} ||check char is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E1 ||5 ||flt, flt, flt, int, var || {{Icon|trilogy}} ||create money pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E2 ||2 ||char handle, int || {{Icon|trilogy}} ||set char accuracy ||&lt;br /&gt;
|-&lt;br /&gt;
|02E3 ||2 ||car handle, var || {{Icon|trilogy}} ||get car speed ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E4 ||1 ||string || {{Icon|trilogy}} ||load cutscene data ||&lt;br /&gt;
|-&lt;br /&gt;
|02E5 ||2 ||int, var || {{Icon|3}} {{Icon|VC}} ||create cutscene object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E6 ||2 ||object handle, string || {{Icon|3}} {{Icon|VC}} ||set cutscene anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02E7 ||0 || || {{Icon|trilogy}} ||start cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E8 ||1 ||var || {{Icon|trilogy}} ||get cutscene time ||&lt;br /&gt;
|-&lt;br /&gt;
|02E9 ||0 || || {{Icon|trilogy}} ||check cutscene has finished ||&lt;br /&gt;
|-&lt;br /&gt;
|02EA ||0 || || {{Icon|trilogy}} ||end cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02EB ||0 || || {{Icon|trilogy}} ||cam restore jumpcut ||&lt;br /&gt;
|-&lt;br /&gt;
|02EC ||3 ||flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||put hidden package ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02ED]] ||1 ||int || {{Icon|trilogy}} ||set total hidden packages ||&lt;br /&gt;
|-&lt;br /&gt;
|02EE ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||check projectile is in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02EF ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||remove projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F0 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F1 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F2 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F3 ||2 ||int, string || {{Icon|3}} {{Icon|VC}} ||load special object ||&lt;br /&gt;
|-&lt;br /&gt;
|02F4 ||3 ||object handle, int, object handle || {{Icon|3}} ||create cutscene actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F5 ||2 ||object handle, string || {{Icon|3}} ||set head anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02F6 ||2 ||float, var || {{Icon|trilogy}} ||get sine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F7 ||2 ||float, var || {{Icon|trilogy}} ||get cosine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F8 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle sine ||&lt;br /&gt;
|-&lt;br /&gt;
|02F9 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle cosine ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02FA]] ||2 ||garage ID, int || {{Icon|trilogy}} ||change garage type ||&lt;br /&gt;
|-&lt;br /&gt;
|02FB ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create crusher crane ||&lt;br /&gt;
|-&lt;br /&gt;
|02FC ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|02FD ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|02FE ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers soon ||&lt;br /&gt;
|-&lt;br /&gt;
|02FF ||6 ||string, int, int, int, int, int || {{Icon|trilogy}} ||print text with 3 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0300 ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers now  ||&lt;br /&gt;
|-&lt;br /&gt;
|0301 ||0 ||string, int, int, int, int, int || ||print text with 3 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0302 ||7 ||string, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 4 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0303 ||7 ||string, int, int, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||print text with 4 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0304 ||0 ||string, int, int, int, int, int, int || ||print text with 4 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0305 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0306 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0307 ||0 || || ||print text with 5 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0308 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 6 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0309 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|030A ||0 ||string, int, int, int, int, int, int, int, int  || ||print text with 6 numbers soon (unused?) ||&lt;br /&gt;
|-&lt;br /&gt;
|030B ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030C]] ||1 ||int || {{Icon|trilogy}} ||add to progress made ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030D]] ||1 ||int || {{Icon|trilogy}} ||set max progress ||&lt;br /&gt;
|-&lt;br /&gt;
|030E ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump distance ||&lt;br /&gt;
|-&lt;br /&gt;
|030F ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump height ||&lt;br /&gt;
|-&lt;br /&gt;
|0310 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump flips ||&lt;br /&gt;
|-&lt;br /&gt;
|0311 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0312 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump type ||&lt;br /&gt;
|-&lt;br /&gt;
|0313 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment unique jumps found ||&lt;br /&gt;
|-&lt;br /&gt;
|0314 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total unique jumps ||&lt;br /&gt;
|-&lt;br /&gt;
|0315 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment taxi dropoffs ||&lt;br /&gt;
|-&lt;br /&gt;
|0316 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||add taxi earnings ||&lt;br /&gt;
|-&lt;br /&gt;
|0317 ||0 || || {{Icon|trilogy}} ||increment mission attempts ||&lt;br /&gt;
|-&lt;br /&gt;
|0318 ||1 ||string || {{Icon|trilogy}} ||set latest mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0319 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char running ||&lt;br /&gt;
|-&lt;br /&gt;
|031A ||0 || || {{Icon|trilogy}} ||remove all fires ||&lt;br /&gt;
|-&lt;br /&gt;
|031B ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031C ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031D ||2 ||char handle, int || {{Icon|trilogy}} ||check char has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031E ||2 ||car handle, int || {{Icon|trilogy}} ||check car has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031F ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||is char in chars group ||&lt;br /&gt;
|-&lt;br /&gt;
|0320 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||is char in players group ||&lt;br /&gt;
|-&lt;br /&gt;
|0321 ||1 ||char handle || {{Icon|trilogy}} ||set char to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0322 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||set player to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0323 ||2 ||car handle, int || {{Icon|trilogy}} ||anchor boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0324]] ||3 ||string, int, int || {{Icon|3}} {{Icon|VC}} ||set pedgroup info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0325]] ||2 ||car handle, fire handle || {{Icon|trilogy}} ||start car fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0326 ||2 ||char handle, fire handle || {{Icon|trilogy}} ||start char fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0327 ||6 ||int, flt, flt, flt, flt, char handle || {{Icon|trilogy}} ||get random char in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0328 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0329 ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check garage respray done ||&lt;br /&gt;
|-&lt;br /&gt;
|032A ||1 || || {{Icon|trilogy}} ||set camera zoom ||&lt;br /&gt;
|-&lt;br /&gt;
|032B ||7 ||int, int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create weapon pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|032C ||2 ||car handle, car handle || {{Icon|3}} {{Icon|VC}} ||set car to ram car ||&lt;br /&gt;
|-&lt;br /&gt;
|032D ||2 ||car handle, car handle || {{Icon|3}} ||set char to block car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|032E ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|032F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0330]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player never gets tired ||&lt;br /&gt;
|-&lt;br /&gt;
|0331 ||2 ||player handle, int || {{Icon|trilogy}} ||set player fast reload ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0332]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char bleeding ||&lt;br /&gt;
|-&lt;br /&gt;
|0333 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0334 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0335 ||1 ||int || {{Icon|trilogy}} ||set free resprays ||&lt;br /&gt;
|-&lt;br /&gt;
|0336 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0337 ||2 ||char handle, int || {{Icon|trilogy}} ||set char visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0338 ||2 ||car handle, int || {{Icon|3}} {{Icon|SA}} ||set car visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0339 ||11 ||flt, flt, flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||check anything in area ||&lt;br /&gt;
|-&lt;br /&gt;
|033A ||0 || || {{Icon|3}} ||create incoming cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|033B ||0 || || {{Icon|3}} ||check incoming cessna completed path ||&lt;br /&gt;
|-&lt;br /&gt;
|033C ||0 || || {{Icon|3}} ||check incoming cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|033D ||1 ||player handle || {{Icon|3}} ||put out fire on player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[033E]] ||3 ||string, int, int || {{Icon|trilogy}} ||display text ||&lt;br /&gt;
|-&lt;br /&gt;
|033F ||2 ||flt, flt || {{Icon|trilogy}} ||set text draw size ||&lt;br /&gt;
|-&lt;br /&gt;
|0340 ||4 ||int, int, int, int || {{Icon|trilogy}} ||set text draw colors ||&lt;br /&gt;
|-&lt;br /&gt;
|0341 ||1 ||int || {{Icon|trilogy}} ||set text justify ||&lt;br /&gt;
|-&lt;br /&gt;
|0342 ||1 ||int || {{Icon|trilogy}} ||set text draw centered ||&lt;br /&gt;
|-&lt;br /&gt;
|0343 ||1 ||flt || {{Icon|trilogy}} ||set text draw line width ||&lt;br /&gt;
|-&lt;br /&gt;
|0344 ||1 || || {{Icon|3}} {{Icon|SA}} ||set text center size ||&lt;br /&gt;
|-&lt;br /&gt;
|0345 ||1 ||int || {{Icon|trilogy}} ||set text draw background ||&lt;br /&gt;
|-&lt;br /&gt;
|0346 ||4 ||int, int, int, int || {{Icon|3}} ||set text background color ||&lt;br /&gt;
|-&lt;br /&gt;
|0347 ||1 || || {{Icon|3}} ||set text background only text (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|0348 ||1 ||int || {{Icon|trilogy}} ||set text draw proportional ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0349]] ||1 ||int || {{Icon|3}} {{Icon|SA}} ||set text draw font ||&lt;br /&gt;
|-&lt;br /&gt;
|034A ||0 || || {{Icon|3}} ||portland (industrial) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034B ||0 || || {{Icon|3}} ||staunton (commercial) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034C ||0 || || {{Icon|3}} ||shoreside (suburban) passed ||&lt;br /&gt;
|-&lt;br /&gt;
|034D ||4 ||object handle, flt, flt, int || {{Icon|trilogy}} ||rotate object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034E ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||move object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034F ||1 ||char handle || {{Icon|trilogy}} ||remove char with fade out (I think, not tested) ||&lt;br /&gt;
|-&lt;br /&gt;
|0350 ||2 ||char handle, int || {{Icon|trilogy}} ||set char maintain position when attacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0351 ||0 || || {{Icon|3}} ||check gore is enabled ||&lt;br /&gt;
|-&lt;br /&gt;
|0352 ||2 ||char handle, string || {{Icon|3}} {{Icon|VC}} ||set char skin ||&lt;br /&gt;
|-&lt;br /&gt;
|0353 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||refresh char ||&lt;br /&gt;
|-&lt;br /&gt;
|0354 ||1 ||flt || {{Icon|3}} ||set up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0355 ||0 || || {{Icon|3}} ||clean up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0356 ||7 ||int, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|SA}} ||check is explosion in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0357 ||2 ||int, string || {{Icon|3}} ||check is explosion in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0358 ||0 || || {{Icon|3}} ||create drop off cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|0359 ||0 || || {{Icon|3}} ||check drop off cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|035A ||3 ||var, var, var || {{Icon|3}} ||get drop off cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|035B ||4 ||flt, flt, flt, var || {{Icon|3}} ||create drop off package ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|035C ||5 ||object handle, car handle, flt, flt, flt || {{Icon|trilogy}} ||place object relative to car ||&lt;br /&gt;
|-&lt;br /&gt;
|035D ||&amp;amp;#8212; ||object handle; object handle, int || {{Icon|trilogy}} ||make object targettable ||1 parameter in GTA III and Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|035E ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||add armour to player ||&lt;br /&gt;
|-&lt;br /&gt;
|035F ||2 ||char handle, int || {{Icon|trilogy}} ||add armour to char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0360]] ||1 ||garage ID || {{Icon|trilogy}} ||open garage ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0361]] ||1 ||garage ID || {{Icon|trilogy}} ||close garage ||&lt;br /&gt;
|-&lt;br /&gt;
|0362 ||4 ||char handle, flt, flt, flt || {{Icon|trilogy}} ||warp char from car to coord  ||&lt;br /&gt;
|-&lt;br /&gt;
|0363 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||set object model visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0364 ||2 ||char handle, char handle || {{Icon|SA}} ||check has char spotted char ||&lt;br /&gt;
|-&lt;br /&gt;
|0365 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set character objective to hail taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|0366 ||1 ||object handle || {{Icon|trilogy}} ||check has object been damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|0367 ||9 || || {{Icon|3}} ||start headshot kill frenzy (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0368 ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create ev crane ||&lt;br /&gt;
|-&lt;br /&gt;
|0369 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||warp player into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036A ||2 ||char handle, car handle || {{Icon|trilogy}} ||warp char into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036D ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036E ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036F ||7 ||string, int, int, int, int, int, int || {{Icon|3}} ||print text with 4 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0370 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0371 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0372]] ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char animation ||&lt;br /&gt;
|-&lt;br /&gt;
|0373 ||0 || || {{Icon|trilogy}} ||set camera directly behind player ||&lt;br /&gt;
|-&lt;br /&gt;
|0374 ||1 || || {{Icon|3}} ||set motion blur ||&lt;br /&gt;
|-&lt;br /&gt;
|0375 ||4 || || {{Icon|3}} ||print string in string ||&lt;br /&gt;
|-&lt;br /&gt;
|0376 ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create random char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0377 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set character objective to steal any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0378 ||3 || || {{Icon|3}} ||set 2 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0379 ||3 || || {{Icon|3}} ||set 2 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037A ||4 || || {{Icon|3}} ||set 3 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037B ||4 || || {{Icon|3}} ||set 3 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037C ||5 || || {{Icon|3}} ||set 4 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037D ||5 || || {{Icon|3}} ||set 4 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037E ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||check sniper bullet is in area ||&lt;br /&gt;
|-&lt;br /&gt;
|037F ||0 || || {{Icon|3}} ||give player detonator ||&lt;br /&gt;
|-&lt;br /&gt;
|0380 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0381 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||throw object ||&lt;br /&gt;
|-&lt;br /&gt;
|0382 ||2 ||object handle, int || {{Icon|trilogy}} ||set object collision detection ||&lt;br /&gt;
|-&lt;br /&gt;
|0383 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} ||check special car horn is on ||&lt;br /&gt;
|-&lt;br /&gt;
|0384 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string now ||&lt;br /&gt;
|-&lt;br /&gt;
|0385 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0386 ||6 || || {{Icon|3}} ||set 5 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0387 ||6 || || {{Icon|3}} ||set 5 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0388 ||7 || || {{Icon|3}} ||set 6 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0389 ||7 || || {{Icon|3}} ||set 6 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|038A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||check if point is obscured by a mission entity ||&lt;br /&gt;
|-&lt;br /&gt;
|038B ||0 || || {{Icon|trilogy}} ||load requested models ||&lt;br /&gt;
|-&lt;br /&gt;
|038C ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||scatter object ||&lt;br /&gt;
|-&lt;br /&gt;
|038D ||9 ||int, flt, flt, flt, flt, int, int, int, int,  || {{Icon|trilogy}} ||draw texture || &lt;br /&gt;
|-&lt;br /&gt;
|038E ||8 ||flt, flt, flt, flt, int, int, int, int || {{Icon|trilogy}} ||draw rectangle || &lt;br /&gt;
|-&lt;br /&gt;
|[[038F]] ||2 ||int, string || {{Icon|trilogy}} ||get texture from txd ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0390 ||1 ||string || {{Icon|trilogy}} ||load txd || &lt;br /&gt;
|-&lt;br /&gt;
|0391 ||0 || || {{Icon|trilogy}} ||release txd ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0392]] ||2 ||object handle, int || {{Icon|trilogy}} || set object dynamic ||&lt;br /&gt;
|-&lt;br /&gt;
|0393 ||3 || || {{Icon|3}} {{Icon|SA}} || set character animation speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0394]] ||1 ||int || {{Icon|trilogy}} ||play music ||&lt;br /&gt;
|-&lt;br /&gt;
|0395 ||5 ||int, float, float, float, float || {{Icon|trilogy}} ||clear area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0396 ||1 ||global var || {{Icon|trilogy}} ||freeze onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0397 ||2 ||car handle, int || {{Icon|trilogy}} ||switch car siren ||&lt;br /&gt;
|-&lt;br /&gt;
|0398 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch ped roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|0399 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch ped roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039A ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039B ||7 ||float, float, float, float, float, float, float || {{Icon|3}} ||switch roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039C ||2 ||car handle, int || {{Icon|trilogy}} ||set car waterproof ||&lt;br /&gt;
|-&lt;br /&gt;
|039D ||12 || || {{Icon|3}} {{Icon|VC}} ||add moving particle effect ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|039E ||2 ||char handle, int || {{Icon|trilogy}} ||set char unable to be jacked (untested) ||&lt;br /&gt;
|-&lt;br /&gt;
|039F ||3 ||car handle, float, float || {{Icon|trilogy}} ||turn car to face coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A0 ||3 ||car handle, float, float || {{Icon|3}} ||check car is picked up by crane ||&lt;br /&gt;
|-&lt;br /&gt;
|03A1 ||4 ||float, float, float, float || {{Icon|trilogy}} ||show sphere at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A2 ||2 ||car handle, int || {{Icon|trilogy}} ||set car action ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A3]] ||1 ||char handle || {{Icon|trilogy}} ||check is char male ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A4]] ||1 ||string || {{Icon|trilogy}} ||name thread ||&lt;br /&gt;
|-&lt;br /&gt;
|03A5 ||3 ||garage ID, int, int || {{Icon|3}} ||change garage type with car model ||&lt;br /&gt;
|-&lt;br /&gt;
|03A6 ||3 ||var, var, var || {{Icon|3}} ||get incoming cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|03A7 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A8 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A9 ||0 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03AA ||3 ||float, float, float || {{Icon|3}} {{Icon|VC}} ||play suspect last seen ||&lt;br /&gt;
|-&lt;br /&gt;
|03AB ||2 ||car handle, int || {{Icon|trilogy}} ||set car strong ||&lt;br /&gt;
|-&lt;br /&gt;
|03AC ||1 ||int || {{Icon|3}} {{Icon|VC}} ||remove route ||&lt;br /&gt;
|-&lt;br /&gt;
|03AD ||1 ||int || {{Icon|3}} {{Icon|VC}} ||toggle rubbish ||&lt;br /&gt;
|-&lt;br /&gt;
|03AE ||6 ||float, float, float, float, float, float || {{Icon|3}} {{Icon|VC}} ||remove particle effects in area ||&lt;br /&gt;
|-&lt;br /&gt;
|03AF ||1 ||int || {{Icon|trilogy}} ||toggle streaming ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03B0]] ||1 ||garage ID || {{Icon|trilogy}} ||check garage is open ||&lt;br /&gt;
|-&lt;br /&gt;
|03B1 ||1 ||garage ID || {{Icon|trilogy}} ||check garage is closed ||&lt;br /&gt;
|-&lt;br /&gt;
|03B2 ||0 || || {{Icon|3}} ||start Catalina's helicopter flyby ||&lt;br /&gt;
|-&lt;br /&gt;
|03B3 ||0 || || {{Icon|3}} ||start Catalina's helicopter take off ||&lt;br /&gt;
|-&lt;br /&gt;
|03B4 ||0 || || {{Icon|3}} ||remove Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03B5 ||0 || || {{Icon|3}} ||check Catalina's helicopter is shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|03B6 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||swap nearest building model ||&lt;br /&gt;
|-&lt;br /&gt;
|03B7 ||1 ||int || {{Icon|trilogy}} ||toggle world processing ||&lt;br /&gt;
|-&lt;br /&gt;
|03B8 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||remove all player weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|03B9 ||1 ||car handle || {{Icon|3}} ||get Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03BA ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of cars ||&lt;br /&gt;
|-&lt;br /&gt;
|03BB ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage door to swing open ||&lt;br /&gt;
|-&lt;br /&gt;
|03BC ||5 ||flt, flt, flt, flt, sphere ID || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03BD ||1 ||sphere ID || {{Icon|trilogy}} ||remove sphere ||&lt;br /&gt;
|-&lt;br /&gt;
|03BE ||0 || || {{Icon|3}} ||set Catalina's helicopter fly up ||&lt;br /&gt;
|-&lt;br /&gt;
|03BF ||2 ||player handle, int || {{Icon|trilogy}} ||set everyone ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C0 ||2 ||char handle, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C1 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C2 ||1 ||phone ID || {{Icon|3}} ||check phone is answered ||&lt;br /&gt;
|-&lt;br /&gt;
|03C3 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen timer with string ||&lt;br /&gt;
|-&lt;br /&gt;
|03C4 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C5]] ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||create random car for car park ||&lt;br /&gt;
|-&lt;br /&gt;
|03C6 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C7 ||1 ||float || {{Icon|trilogy}} ||set wanted multiplier (untested) ||&lt;br /&gt;
|-&lt;br /&gt;
|03C8 ||0 || || {{Icon|trilogy}} ||set camera in front of player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C9 ||1 ||car handle || {{Icon|3}} ||check is car visibly damaged ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03CA ||1 ||object handle || {{Icon|trilogy}} ||does object exist? ||&lt;br /&gt;
|-&lt;br /&gt;
|03CB ||3 ||flt, flt, flt || {{Icon|trilogy}} ||load cutscene (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|03CC ||3 ||car handle, flt, int || {{Icon|trilogy}} ||add stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CD ||1 ||car handle || {{Icon|trilogy}} ||remove stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CE ||1 ||car handle || {{Icon|trilogy}} ||check car is stuck ||&lt;br /&gt;
|-&lt;br /&gt;
|03CF ||&amp;amp;#8212; ||string; int, string || {{Icon|trilogy}} ||load mission audio ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03D0 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||is mission audio loaded ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D1 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||play mission audio ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D2 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||has mission audio finished? ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D3 ||7 ||flt, flt, flt, var, var, var, var || {{Icon|trilogy}} ||get closest car node with heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03D4]] ||2 ||garage ID, car handle || {{Icon|3}} {{Icon|VC}} ||check garage contains needed car ||&lt;br /&gt;
|-&lt;br /&gt;
|03D5 ||1 ||string || {{Icon|trilogy}} ||clear this print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D6 ||1 ||string || {{Icon|trilogy}} ||clear this big print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D7 ||&amp;amp;#8212; ||flt, flt, flt; int, flt, flt, flt || {{Icon|trilogy}} ||set mission audio position ||3 parameters in GTA III, 4 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D8 ||0 || || {{Icon|trilogy}} ||activate save menu ||&lt;br /&gt;
|-&lt;br /&gt;
|03D9 ||0 || || {{Icon|trilogy}} ||check save did complete successfully ||&lt;br /&gt;
|-&lt;br /&gt;
|03DA ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage camera follows player ||&lt;br /&gt;
|-&lt;br /&gt;
|03DB ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03DC ||2 ||pickup handle, marker handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03DD ||3 ||pickup handle, int, blip handle || {{Icon|3}} ||add blip sprite to pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|03DE ||1 ||flt || {{Icon|trilogy}} ||set ped density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|03DF ||1 ||int || {{Icon|3}} {{Icon|VC}} ||force random ped type ||&lt;br /&gt;
|-&lt;br /&gt;
|03E0 || || || {{Icon|3}} {{Icon|SA}} ||set text draw before fade ||&lt;br /&gt;
|-&lt;br /&gt;
|03E1 ||1 ||var || {{Icon|3}} {{Icon|VC}} ||get number of packages found ||&lt;br /&gt;
|-&lt;br /&gt;
|03E2 ||1 ||int; char handle || {{Icon|3}} {{Icon|VC}} ||save Turismo best time; task char exit any car ||&lt;br /&gt;
|-&lt;br /&gt;
|03E3 ||1 ||int || {{Icon|trilogy}} ||set next texture antialiased ||&lt;br /&gt;
|-&lt;br /&gt;
|03E4 ||1 ||int || {{Icon|trilogy}} ||set text right justify ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E5]] ||1 ||string || {{Icon|trilogy}} ||print help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E6]] ||0 || || {{Icon|trilogy}} ||clear help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E7]] ||1 ||int || {{Icon|trilogy}} ||flash hud ||&lt;br /&gt;
|-&lt;br /&gt;
|03E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03E9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03EA ||1 ||int || {{Icon|3}} {{Icon|VC}} ||toggle generating cars around camera (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|03EB ||0 || || {{Icon|trilogy}} || clear small prints ||&lt;br /&gt;
|-&lt;br /&gt;
|03EC ||0 || || {{Icon|3}} ||check ev crane collected all cars ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03ED]] ||2 ||car handle, int || {{Icon|trilogy}} ||set upsidedown car not damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03EE ||1 ||player handle || {{Icon|trilogy}} ||can player start mission? ||&lt;br /&gt;
|-&lt;br /&gt;
|03EF ||1 ||player handle || {{Icon|trilogy}} ||make player safe for cutscene ||only use before cutscenes&lt;br /&gt;
|-&lt;br /&gt;
|03F0 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03F1]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype add threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F2 ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype remove threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F3 ||3 ||car handle, var, var || {{Icon|trilogy}} ||get car colors ||&lt;br /&gt;
|-&lt;br /&gt;
|03F4 ||1 ||int || {{Icon|trilogy}} ||set all cars can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F5 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03F7 ||1 ||int || {{Icon|3}} ||load island collision data ||&lt;br /&gt;
|-&lt;br /&gt;
|03F8 ||1 ||var || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F9 ||3 ||char handle, char handle, int || {{Icon|3}} {{Icon|VC}} ||make char converse with char ||&lt;br /&gt;
|-&lt;br /&gt;
|03FA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03FB ||2 ||car handle, int || {{Icon|3}} ||set car to stay on current island ||&lt;br /&gt;
|-&lt;br /&gt;
|03FC ||2 ||char handle, int || {{Icon|3}} ||set char to stay on current island ||&lt;br /&gt;
|-&lt;br /&gt;
|03FD ||&amp;amp;#8212; ||int; player handle, int || {{Icon|trilogy}} ||save Patriot Playground time; set player handling responsiveness ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FE ||&amp;amp;#8212; ||int; char handle, int || {{Icon|trilogy}} ||save A Ride in the Park time; set char money ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FF ||1 || || {{Icon|3}} {{Icon|VC}} ||save Gripped! time; increase char money in VC/SA ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0400]] ||&amp;amp;#8212; ||int; object handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Multistorey Mayhem time; get offset from object in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0401 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment people saved in ambulance ||&lt;br /&gt;
|-&lt;br /&gt;
|0402 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment criminals stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|0403 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set highest ambulance level ||&lt;br /&gt;
|-&lt;br /&gt;
|0404 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment fires extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0405]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||enable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0406 ||1 ||var || {{Icon|3}} ||save longest flight in Dodo ||&lt;br /&gt;
|-&lt;br /&gt;
|0407 ||&amp;amp;#8212; ||int; car handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Rigged to Blow time; get offset from car in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0408 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total number of rampages ||&lt;br /&gt;
|-&lt;br /&gt;
|0409 ||0 || || {{Icon|3}} {{Icon|VC}} ||detonate rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|040A ||1 ||int || {{Icon|3}} ||remove car from chase ||&lt;br /&gt;
|-&lt;br /&gt;
|040B ||0 || || {{Icon|3}} {{Icon|VC}} ||check is French version ||&lt;br /&gt;
|-&lt;br /&gt;
|040C ||0 || || {{Icon|trilogy}} ||check is German version ||&lt;br /&gt;
|-&lt;br /&gt;
|040D ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} ||clear mission audio ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|040E ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|040F ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0410 ||2 || || {{Icon|3}} ||set gang ped model preference ||&lt;br /&gt;
|-&lt;br /&gt;
|0411 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0412 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0413 ||2 ||player handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0414]] ||2 ||player handle, int || {{Icon|trilogy}} ||set free health care ||&lt;br /&gt;
|-&lt;br /&gt;
|0415 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0416 ||0 || || {{Icon|3}} {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0417]] ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0418 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0419 ||3 ||player handle, int, var || {{Icon|3}} {{Icon|VC}} ||get ammo in player weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|041A ||? || || {{Icon|3}} ||get ammo in char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|041B ||0 || || {{Icon|3}} ||increment rampages passed ||&lt;br /&gt;
|-&lt;br /&gt;
|041C ||2 ||char handle, int || {{Icon|3}} ||make char say dialogue ||&lt;br /&gt;
|-&lt;br /&gt;
|041D ||1 ||flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[041E]] ||2 ||int, int || {{Icon|trilogy}} ||set radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|041F ||1 ||int || {{Icon|3}} ||override hospital level ||&lt;br /&gt;
|-&lt;br /&gt;
|0420 ||1 || || {{Icon|3}} ||override police station level ||&lt;br /&gt;
|-&lt;br /&gt;
|0421 ||1 ||int || {{Icon|3}} ||set rain ||&lt;br /&gt;
|-&lt;br /&gt;
|0422 ||2 ||garage ID, car handle || {{Icon|3}} ||check if garage contains car ||&lt;br /&gt;
|-&lt;br /&gt;
|0423 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car improve handling ||&lt;br /&gt;
|-&lt;br /&gt;
|0424 ||0 || || {{Icon|trilogy}} ||are measurements in meters? ||&lt;br /&gt;
|-&lt;br /&gt;
|0425 ||2 ||flt, var || {{Icon|trilogy}} ||convert meters to feet ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0426 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0427 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0428 ||2 ||car handle, int || {{Icon|trilogy}} ||set car to avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|0429 ||? || || {{Icon|3}} ||set char to avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|042A ||2 ||int, int || {{Icon|3}} ||check pedtype threat exists ||&lt;br /&gt;
|-&lt;br /&gt;
|042B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of chars ||&lt;br /&gt;
|-&lt;br /&gt;
|042C ||1 ||int || {{Icon|trilogy}} ||set total missions ||&lt;br /&gt;
|-&lt;br /&gt;
|042D ||2 ||int, var || {{Icon|trilogy}} ||convert meters to feet int ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[042E]] ||2 ||int, int/flt || {{Icon|trilogy}} ||register fastest time (for what?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042F]] ||2 ||int, int/flt || {{Icon|3}} {{Icon|VC}} ||register highest score (for what?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0430 ||3 ||char handle, car handle, int || {{Icon|SA}} ||warp char into car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0431]] ||2 ||car handle, int || {{Icon|trilogy}} ||check is car passenger seat free ||&lt;br /&gt;
|-&lt;br /&gt;
|0432 ||3 ||car handle, int, var || {{Icon|3}} {{Icon|SA}} ||get char in passenger seat ||&lt;br /&gt;
|-&lt;br /&gt;
|0433 ||2 ||char handle, int || {{Icon|trilogy}} ||set char as criminal ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0434]] ||0 || || {{Icon|trilogy}} ||start credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0435]] ||0 || || {{Icon|trilogy}} ||stop credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0436]] ||0 || || {{Icon|trilogy}} ||check credits are finished ||&lt;br /&gt;
|-&lt;br /&gt;
|0437 ||8 ||int, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||scatter single particle ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0438 ||2 ||char handle, int || {{Icon|3}} ||set character to ignore level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|0439 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|043A ||0 || || {{Icon|3}} ||start foam animation ||&lt;br /&gt;
|-&lt;br /&gt;
|043B ||1 ||object handle || {{Icon|3}} ||update foam animation around object ||&lt;br /&gt;
|-&lt;br /&gt;
|043C ||1 ||int || {{Icon|trilogy}} ||set game sounds disable on fade ||&lt;br /&gt;
|-&lt;br /&gt;
|043D ||1 ||int || {{Icon|3}} ||set intro is playing ||&lt;br /&gt;
|-&lt;br /&gt;
|043E ||? || || {{Icon|3}} {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[043F]] ||0 || || {{Icon|3}} {{Icon|VC}} ||play finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0440 ||0 || || {{Icon|3}} {{Icon|VC}} ||stop finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0441 ||2 ||car handle, var || {{Icon|trilogy}} ||get car model ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0442 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0443 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0444 ||2 ||fire handle, int || {{Icon|3}} ||play fire audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0445]] ||0 || || {{Icon|trilogy}} ||check improved handling cheat used ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0446]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char decapitation ||&lt;br /&gt;
|-&lt;br /&gt;
|0447 ||1 ||player handle || {{Icon|3}} ||is player at phone (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0448 ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0449 ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|044A ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044B ||1 ||char handle || {{Icon|trilogy}} ||check char is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044C ||1 ||int || {{Icon|3}} ||load collision with screen ||&lt;br /&gt;
|-&lt;br /&gt;
|044D ||1 ||string || {{Icon|3}} {{Icon|VC}} ||load splash ||&lt;br /&gt;
|-&lt;br /&gt;
|044E ||2 ||car handle, int || {{Icon|3}} ||set car to ignore level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|044F ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0450 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0451 ||0 || || {{Icon|3}} {{Icon|VC}} ||load end of game audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0452 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0453 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0454 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0455 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0456 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0457 ||2 ||player handle, char handle || {{Icon|trilogy}} ||check player is targeting char ||&lt;br /&gt;
|-&lt;br /&gt;
|0458 ||2 || || {{Icon|3}} {{Icon|SA}} ||check player is targeting object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0459]] ||1 ||string || {{Icon|trilogy}} ||terminate all scripts with this name ||&lt;br /&gt;
|-&lt;br /&gt;
|045A ||4 ||flt, flt, string, int || {{Icon|trilogy}} ||display text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|045B ||5 ||flt, flt, string, int, int || {{Icon|trilogy}} ||display text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|045C ||0 || || {{Icon|trilogy}} ||abort mission ||&lt;br /&gt;
|-&lt;br /&gt;
|045D ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|045E ||5 ||object handle, object handle, flt, flt, flt || {{Icon|3}} ||place object relative to object ||&lt;br /&gt;
|-&lt;br /&gt;
|045F ||2 ||car handle, int || {{Icon|3}} {{Icon|VC}} ||make all occupants of specified car to exit the car ||&lt;br /&gt;
|-&lt;br /&gt;
|0460 ||2 ||flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0461 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0462 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0463 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0464 ||8 ||char handle, car handle, flt, flt, flt, int, flt, int || {{Icon|trilogy}} ||attach char to car ||&lt;br /&gt;
|-&lt;br /&gt;
|0465 ||1 ||char handle || {{Icon|trilogy}} ||detach char from car ||&lt;br /&gt;
|-&lt;br /&gt;
|0466 ||2 ||car handle, int || {{Icon|trilogy}} ||set car to stay in &amp;quot;fast&amp;quot; lane ||&lt;br /&gt;
|-&lt;br /&gt;
|0467 ||1 ||char handle || {{Icon|trilogy}} ||clear char last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0468 ||1 ||car handle || {{Icon|trilogy}} ||clear car last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0469 ||10 ||flt, flt, flt, flt, int, int, int, int, int, var || {{Icon|3}} {{Icon|VC}} ||get random law enforcement in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046A ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|046B ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car and flee ||&lt;br /&gt;
|-&lt;br /&gt;
|046C ||2 ||car handle, var || {{Icon|trilogy}} ||get driver of car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046D ||2 ||char handle, var || {{Icon|trilogy}} ||get char number of followers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046E ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||give remote controlled model to player ||&lt;br /&gt;
|-&lt;br /&gt;
|046F ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0470 ||2 ||char handle, var || {{Icon|trilogy}} ||get current char weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0471 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0472 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0473 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0474 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0475 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0476 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0477]] ||3 ||car handle, int, int || {{Icon|trilogy}} ||set car driving behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|0478 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0479 ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047A ||1 ||char handle || {{Icon|trilogy}} ||check char is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047B ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047C ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047D ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|047E ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047F ||? || || {{Icon|3}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0480 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is looking at death of char with pedtype ||&lt;br /&gt;
|-&lt;br /&gt;
|0481 ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set enter car range multiplier ||&lt;br /&gt;
|-style=&amp;quot;background: lightblue&amp;quot;&lt;br /&gt;
|0482 ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set threat reaction range multiplier ||last opcode available for GTA III&lt;br /&gt;
|-&lt;br /&gt;
|0483 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0484 ||2 ||player handle, var || {{Icon|VC}} {{Icon|SA}} ||get remote controlled car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0485 ||0 || || {{Icon|VC}} {{Icon|SA}} ||check if game is PC version ||exact opposite to [[059A]]&lt;br /&gt;
|-&lt;br /&gt;
|0486 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0487 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0488 ||1 || || {{Icon|VC}} {{Icon|SA}} ||is model available ||&lt;br /&gt;
|-&lt;br /&gt;
|0489 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||shut character up ||&lt;br /&gt;
|-&lt;br /&gt;
|048A ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate ||&lt;br /&gt;
|-&lt;br /&gt;
|048B ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048C ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||check pickup at coord exist ||&lt;br /&gt;
|-&lt;br /&gt;
|048D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048F ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||remove all char weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0490 ||2 ||player handle, int || {{Icon|VC}} ||check player has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0491 ||2 ||char handle, int || {{Icon|SA}} ||check char has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0492 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0493]] ||2 ||car handle, int || {{Icon|VC}} ||set tank contact explosion ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0494]] ||5 ||int, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get joystick data ||&lt;br /&gt;
|-&lt;br /&gt;
|0495 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||check car is on fire ||&lt;br /&gt;
|-&lt;br /&gt;
|0496 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||check car tire is burst ||&lt;br /&gt;
|-&lt;br /&gt;
|0497 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0498 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0499 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[049C]] ||3 ||int, flt, var || {{Icon|VC}} ||create [[Script Path|script path]] ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049D ||2 ||spath ID, object handle || {{Icon|VC}} ||attach script path to object ||&lt;br /&gt;
|-&lt;br /&gt;
|049E ||2 ||spath ID, flt || {{Icon|VC}} ||set script path speed ||&lt;br /&gt;
|-&lt;br /&gt;
|049F ||2 ||spath ID, flt || {{Icon|VC}} ||set script path distance ||&lt;br /&gt;
|-&lt;br /&gt;
|04A0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04A1 ||1 ||spath ID || {{Icon|VC}} {{Icon|SA}} ||reset script path ||&lt;br /&gt;
|-&lt;br /&gt;
|04A2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set heli fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04A3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A5 ||4 ||char handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A6 ||6 ||flt, flt, flt, int, int, var || {{Icon|VC}} {{Icon|SA}} ||create protection pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[04A7]] ||1 ||char handle || {{Icon|SA}} ||check char is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A8]] ||1 ||player handle || {{Icon|VC}} ||check player is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A9]] ||1 ||char handle || {{Icon|SA}} ||check char is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|04AA ||1 ||player handle || {{Icon|VC}} ||check player is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AB]] ||1 ||char handle || {{Icon|SA}} ||check char is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|04AC ||1 ||player handle || {{Icon|VC}} ||check player is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AD]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04AE ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04AF ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B0 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B1 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B2 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B5 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B6 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B7 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04B8]] ||5 ||char handle, int, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get char weapon in slot ||&lt;br /&gt;
|-&lt;br /&gt;
|04B9 ||12 ||flt, flt, flt, flt, flt, var, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get closest straight road (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|04BA ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||set car forward speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04BB]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set interior ||&lt;br /&gt;
|-&lt;br /&gt;
|04BC ||1 ||string || {{Icon|VC}} ||set cutscene animation to loop ||&lt;br /&gt;
|-&lt;br /&gt;
|04BD ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||mark car as convoy car ||&lt;br /&gt;
|-&lt;br /&gt;
|04BE ||1 ||player handle || {{Icon|VC}} ||reset player chaos level ||&lt;br /&gt;
|-&lt;br /&gt;
|04BF ||2 ||player handle, var || {{Icon|VC}} ||get player chaos level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C0 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create police roadblock ||&lt;br /&gt;
|-&lt;br /&gt;
|04C1 ||0 || || {{Icon|VC}} {{Icon|SA}} ||release police roadblock||&lt;br /&gt;
|-&lt;br /&gt;
|04C2 ||2 ||char handle, char handle || {{Icon|VC}} ||task char go to char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04C4 ||7 ||char handle, flt, flt, flt, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get offset from char in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C5 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been photographed ||&lt;br /&gt;
|-&lt;br /&gt;
|04C6 ||2 ||char handle, char handle || {{Icon|VC}} ||task aim gun at char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C7 ||1 ||int || {{Icon|VC}} ||set green scanlines ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C8]] ||1 ||char handle || {{Icon|SA}} ||check char is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04C9 ||1 ||player handle || {{Icon|VC}} ||check player is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CE ||5 ||flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04CF ||1 ||int || {{Icon|VC}} ||add to money spent on fashion stat ||&lt;br /&gt;
|-&lt;br /&gt;
|04D0 ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||force heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||reset heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set plane fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04D3 ||7 ||flt, flt, flt, int, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get Nth closest car node ||&lt;br /&gt;
|-&lt;br /&gt;
|04D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04D5 ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|VC}} {{Icon|SA}} ||draw corona ||&lt;br /&gt;
|-&lt;br /&gt;
|04D6 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate on contact ||&lt;br /&gt;
|-&lt;br /&gt;
|04D7 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze char position ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04D8]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char drowns in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04D9 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} ||set object records collisions ||&lt;br /&gt;
|-&lt;br /&gt;
|04DA ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||has object collided with anything? ||&lt;br /&gt;
|-&lt;br /&gt;
|04DB ||0 || || {{Icon|VC}} {{Icon|SA}} ||remove rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|04DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DD ||2 ||char handle, var || {{Icon|VC}} {{Icon|SA}} ||get char armour ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04DE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DF ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E0 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||open and freeze car trunk ||&lt;br /&gt;
|-&lt;br /&gt;
|04E2 ||2 ||player handle || {{Icon|VC}} ||shut player up ||&lt;br /&gt;
|-&lt;br /&gt;
|04E3 ||3 ||player handle, int, int || {{Icon|VC}} {{Icon|SA}} ||set player mood (??) ||&lt;br /&gt;
|-&lt;br /&gt;
|04E4 ||2 ||flt, flt || {{Icon|VC}} {{Icon|SA}} ||request collision ||&lt;br /&gt;
|-&lt;br /&gt;
|04E5 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E6 ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E7 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||check object is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04E9 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EA ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EB ||3 ||char handle, int, int || {{Icon|VC}} {{Icon|SA}} ||task duck ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EC]] ||13 ||string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|VC}} ||set zone car class info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04ED]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||request anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EE]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||check anims have loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EF]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||remove anims ||&lt;br /&gt;
|-&lt;br /&gt;
|04F0 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F3 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F4 ||8 ||char handle, object handle, flt, flt, flt, int, flt, int || {{Icon|VC}} {{Icon|SA}} ||attach char to object ||&lt;br /&gt;
|-&lt;br /&gt;
|04F5 ||3 ||char handle, player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F7 ||4 ||global var, int, int, string || {{Icon|VC}} {{Icon|SA}} ||display nth onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|04F8 ||13 ||int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04F9]] ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||set sky colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FA ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||reset interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FC ||7 ||player handle, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||store stunt data ||&lt;br /&gt;
|-&lt;br /&gt;
|04FD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FE ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||burst car tire ||&lt;br /&gt;
|-&lt;br /&gt;
|04FF ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0500 ||&amp;amp;#8212; ||player handle, string; player handle, string, string || {{Icon|VC}} {{Icon|SA}} ||change player skin ||2 parameters in Vice City, 3 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[0501]] ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set player can do drive by ||&lt;br /&gt;
|-&lt;br /&gt;
|0502 ||3 ||char handle, flt, flt || {{Icon|VC}} ||task flee to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0503 ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create rappel ||&lt;br /&gt;
|-&lt;br /&gt;
|0504 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0505 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0506 ||3 ||int, int, int || {{Icon|VC}} {{Icon|SA}} ||set car model components ||&lt;br /&gt;
|-&lt;br /&gt;
|0507 ||1 ||int || {{Icon|VC}} ||set camera interference ||&lt;br /&gt;
|-&lt;br /&gt;
|0508 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||close all car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0509]] ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 2D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050A ||7 ||flt, flt, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 3D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050B ||1 ||car handle || {{Icon|VC}} ||pop car boot ||&lt;br /&gt;
|-&lt;br /&gt;
|050C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|050D ||1 ||char handle || {{Icon|VC}} || is char leaving vehicle to die? ||&lt;br /&gt;
|-&lt;br /&gt;
|050E ||2 ||object handle, car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050F ||1 ||var || {{Icon|SA}} ||get max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0510 ||5 ||char handle, flt, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0511 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0512 ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||print help forever ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0513]] ||2 ||string, int || {{Icon|SA}} ||print help forever with number ||&lt;br /&gt;
|-&lt;br /&gt;
|0514 ||3 ||char handle, int, int || {{Icon|VC}} ||set char can be damaged by gang members ||&lt;br /&gt;
|-&lt;br /&gt;
|0515 ||? || || {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0516 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0517 ||5 ||string, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||create locked property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0518 ||6 ||string, flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} ||create forsale property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0519 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze car position ||&lt;br /&gt;
|-&lt;br /&gt;
|051A ||2 ||char handle, char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051B ||2 ||char handle, car handle || {{Icon|SA}} ||check char has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051C ||2 ||car handle, char handle || {{Icon|SA}} ||check car has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051D ||2 ||car handle, car handle || {{Icon|SA}} ||check car has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051E ||1 ||var || {{Icon|SA}} ||get current radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|051F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0520 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0521 ||1 ||char handle || {{Icon|VC}} ||is char drowning in water? ||&lt;br /&gt;
|-&lt;br /&gt;
|0522 ||0 || || {{Icon|VC}} ||disable cutscene shadows ||&lt;br /&gt;
|-&lt;br /&gt;
|0523 ||3 ||flt, flt, flt || {{Icon|VC}} ||check if glass has been shattered nearby ||&lt;br /&gt;
|-&lt;br /&gt;
|0524 ||3 ||object handle, object handle, int || {{Icon|VC}} ||attach object to object/bone ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0525 ||3 ||object handle, object handle, string || {{Icon|VC}} ||attach object to component of object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0526 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char to stay in car when jacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0527 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0528 ||1 ||int || {{Icon|VC}} ||add to money spent on weapon stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0529 ||1 ||int || {{Icon|VC}} ||add to money spent on property stat ||&lt;br /&gt;
|-&lt;br /&gt;
|052A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[052B]] ||2 ||char handle, int || {{Icon|VC}} ||task use mobile phone ||&lt;br /&gt;
|-&lt;br /&gt;
|052C ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set drunk cam ||&lt;br /&gt;
|-&lt;br /&gt;
|052D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0530 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0531 ||1 ||int || {{Icon|VC}} ||add to stores knocked off stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0532 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0533]] ||1 ||int || {{Icon|VC}} ||add to assassination contracts stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0534 ||1 ||int || {{Icon|VC}} ||add to pizzas delivered stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0535 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0536 ||1 ||int || {{Icon|VC}} ||add to drug deals made (&amp;quot;ice cream sold&amp;quot;) stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0537 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0538 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0539 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053C ||2 ||char handle, int || {{Icon|VC}} ||set char in players group can fight ||&lt;br /&gt;
|-&lt;br /&gt;
|053D ||1 ||char handle || {{Icon|VC}} ||clear char wait state ||&lt;br /&gt;
|-&lt;br /&gt;
|053E ||6 ||int, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get random car of specific type in area (no save) ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|053F ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set can burst car tires ||&lt;br /&gt;
|-&lt;br /&gt;
|0540 ||2 ||player handle, int || {{Icon|VC}} ||set player auto aim ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0541]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||fire vehicle gun ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0542]] ||1 ||int || {{Icon|VC}} ||add property to property owned stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0543 ||1 ||int || {{Icon|VC}} ||add bloodring kills stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0544 ||1 ||int || {{Icon|VC}} ||save longest time in bloodring stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0545 ||0 || || {{Icon|VC}} ||remove everything for giant cutscene (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0546 ||2 ||player handle, car handle || {{Icon|VC}} ||check is player touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0547 ||2 ||char handle, car handle || {{Icon|SA}} ||check is char touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0548 ||6 ||player handle, int, int, flt, flt, flt || {{Icon|VC}} ||check for ped model around player ||&lt;br /&gt;
|-&lt;br /&gt;
|0549 ||1 ||char handle || {{Icon|VC}} ||clear char follow path ||&lt;br /&gt;
|-&lt;br /&gt;
|054A ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char can be shot in vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|054B ||2 ||object handle, car handle || {{Icon|VC}} ||attach object to car ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|054C ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||load mission text ||&lt;br /&gt;
|-&lt;br /&gt;
|054D ||1 ||int || {{Icon|VC}} ||set stadium message ||&lt;br /&gt;
|-&lt;br /&gt;
|054E ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||clear char last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|054F ||1 ||car handle || {{Icon|SA}} ||clear car last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|0550 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0551]] ||1 ||int || {{Icon|VC}} ||set Kaufman Cabs radio ||&lt;br /&gt;
|-&lt;br /&gt;
|0552 ||1 ||int || {{Icon|VC}} ||set riot noise ||&lt;br /&gt;
|-&lt;br /&gt;
|0553 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0554 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0555 ||2 || || {{Icon|SA}} ||remove weapon from char ||&lt;br /&gt;
|-&lt;br /&gt;
|0556 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} ||create cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0557 ||0 || || {{Icon|VC}} ||release cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0558 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0559 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055A ||1 ||int || {{Icon|VC}} ||set secondary trash ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055B]] ||5 ||int, flt, flt, flt, var || {{Icon|VC}} ||create clothes pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|055C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055D ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||make player fire proof ||&lt;br /&gt;
|-&lt;br /&gt;
|055E ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max health ||&lt;br /&gt;
|-&lt;br /&gt;
|055F ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max armour ||&lt;br /&gt;
|-&lt;br /&gt;
|0560 ||2 ||car handle, var || {{Icon|VC}} {{Icon|SA}} ||create random char as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|0561 ||3 ||car handle, int, var || {{Icon|VC}} {{Icon|SA}} ||create random char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0562 ||2 ||char handle, int || {{Icon|VC}} ||set char ignore threats behind objects ||&lt;br /&gt;
|-&lt;br /&gt;
|0563 ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||ensure player has a drive-by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0564]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||set helicopter simulate crash land ||only works on helicopters&lt;br /&gt;
|-&lt;br /&gt;
|0565 ||4 ||flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||add explosion with no sound ||&lt;br /&gt;
|-&lt;br /&gt;
|0566 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} ||set object area visible ||&lt;br /&gt;
|-&lt;br /&gt;
|0567 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0568]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char never targetted ||&lt;br /&gt;
|-&lt;br /&gt;
|0569 ||1 ||string || {{Icon|VC}} ||load uncompressed animation ||&lt;br /&gt;
|-&lt;br /&gt;
|056A ||0 || || {{Icon|VC}} {{Icon|SA}} ||check has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|056B ||2 ||char handle, int || {{Icon|VC}} ||set char to crouch when threatened ||&lt;br /&gt;
|-&lt;br /&gt;
|[[056C]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check is char in any police vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|056D ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check does char exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056E ||1 ||car handle || {{Icon|SA}} ||check does vehicle exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0570 ||5 ||int, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0571 ||1 ||char handle || {{Icon|VC}} ||is char stuck? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0572]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set all taxis have jump boost and nitro ||nitro unavailable in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0573 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0574 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0575 ||2 || || {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0576 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0577 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0578 ||1 ||int || {{Icon|VC}} ||save highest vigilante level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0579 ||1 ||char handle || {{Icon|VC}} ||clear all char anims ||&lt;br /&gt;
|-&lt;br /&gt;
|057A ||2 ||garage ID, int || {{Icon|VC}} ||set garage to max cars ||&lt;br /&gt;
|-&lt;br /&gt;
|057B ||0 || || {{Icon|VC}} ||check wanted stars are flashing ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057C]] ||1 ||int || {{Icon|VC}} ||set weather table ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057D]] ||1 ||int || {{Icon|VC}} ||force radio to play audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057E]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set radar gray ||&lt;br /&gt;
|-&lt;br /&gt;
|057F ||2 ||player handle, var || {{Icon|VC}} ||get player number of coach passengers dropped off ||&lt;br /&gt;
|-&lt;br /&gt;
|0580 ||3 ||char handle, car handle, var || {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0581 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||display radar ||&lt;br /&gt;
|-&lt;br /&gt;
|0582 ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||register best position ||&lt;br /&gt;
|-&lt;br /&gt;
|0583 ||2 ||player handle, string || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0584 ||? ||char handle || {{Icon|VC}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0585 ||0 || || {{Icon|VC}} ||check is pressing fire button in car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0586]] ||1 ||char handle || {{Icon|VC}} ||checks distribution ped is finished dealing ||&lt;br /&gt;
|-&lt;br /&gt;
|0587 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0588 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0589 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|058A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|058B ||1 ||char handle || {{Icon|VC}} ||has char bought ice cream? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[058C]] ||1 ||var || {{Icon|VC}} {{Icon|SA}} ||get progress percentage ||&lt;br /&gt;
|-&lt;br /&gt;
|058D ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi start ||&lt;br /&gt;
|-&lt;br /&gt;
|058E ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi destination ||&lt;br /&gt;
|-&lt;br /&gt;
|058F ||8 ||char handle, flt, flt, flt, flt, int, int, int || {{Icon|VC}} ||set random ice cream customer in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0590 ||? || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0591 ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||unlock all car doors in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0592 ||2 ||int, int || {{Icon|VC}} ||set gang to attack player with cops ||&lt;br /&gt;
|-&lt;br /&gt;
|0593 ||2 ||char handle, int || {{Icon|VC}} ||set char frightened in jacked car ||&lt;br /&gt;
|-&lt;br /&gt;
|0594 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set vehicle to fade in ||&lt;br /&gt;
|-&lt;br /&gt;
|0595 ||0 || || {{Icon|VC}} {{Icon|SA}} ||register odd job mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0596 ||1 ||player handle || {{Icon|VC}} ||check player is in mission restart taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0597]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||is char ducking? ||&lt;br /&gt;
|-&lt;br /&gt;
|0598 ||3 ||object handle, flt, int || {{Icon|VC}} ||stir ground around object ||&lt;br /&gt;
|-&lt;br /&gt;
|0599 ||1 ||int || {{Icon|VC}} ||set highest firefighter level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|059A ||0 || || {{Icon|VC}} {{Icon|SA}} ||is australian game? ||exact opposite to [[0485]]&lt;br /&gt;
|-&lt;br /&gt;
|059B ||1 ||car handle || {{Icon|VC}} ||disarm car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|059C ||&amp;amp;#8212; || || {{Icon|VC}} {{Icon|SA}} || ||1 parameter in Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|059D ||1 ||int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059E ||1 ||var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059F ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get object velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A0 ||? || || {{Icon|VC}} {{Icon|SA}} ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|05A1 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A2 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A3 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||is object static? ||&lt;br /&gt;
|-&lt;br /&gt;
|05A4 ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get angle between 2D vectors ||&lt;br /&gt;
|-&lt;br /&gt;
|05A5 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A6 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get object rotation velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A7 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||add velocity relative to object velocity ||&lt;br /&gt;
|-style=&amp;quot;background: pink&amp;quot;&lt;br /&gt;
|05A8 ||2 ||object handle, var || {{Icon|VC}} {{Icon|SA}} ||get object speed ||last opcode available for Vice City&lt;br /&gt;
|}&lt;br /&gt;
Some abbreviations and phrases used in this list:&lt;br /&gt;
;int: integer value&lt;br /&gt;
;flt: floating-point value&lt;br /&gt;
;var: variable to store a value or handle, either global or local unless specified&lt;br /&gt;
;char: character including actor and ped, apart from the player and special actor&lt;br /&gt;
;car: vehicle including car, bike, helicopter, plane, etc. unless specified&lt;br /&gt;
;parameters rearranged...: opcodes' parameters were rearranged from their original order mainly for sake of readability&lt;br /&gt;
;simulated in LC mod: opcode has been correctly or mostly simulated to work in the [http://www.gtaforums.com/index.php?showforum=104 GTA: Liberty City mod] for Vice City&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
{{note|1}} {{GTAF|217910|manipulating game memory for fun and profit}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|107998|Opcodes for Bartons Editor (GTA3 + VC)}}&lt;br /&gt;
*{{GTAF|194990|GTA:SA Opcodes}}&lt;br /&gt;
*{{GTAF|182581|MISSION CODING IV}} - GTA: Liberty City project&lt;br /&gt;
*[http://web.archive.org/web/*/http://vc-db.webtools4you.net/ Vice City Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://web.archive.org/web/*/http://sa-db.webtools4you.net/ San Andreas Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/PLPyntons_UnifiedOpcodesDatabase_Reloaded.zip Unified Opcode Database] - by PLPynton, hosted by ZAZ&lt;br /&gt;
*[http://vcme.sourceforge.net/cgi-bin/wiki.pl?Opcodes List of opcodes] - by {{U|CyQ}} for use with GTAMA and VCDisAsm&lt;br /&gt;
*[http://spaceeinstein.webs.com/VICESCM.INI Latest Vice City opcodes] - last update by spaceeinstein&lt;br /&gt;
*[http://gtag.gtagaming.com/opcode-database Opcode Database] - last update by Deji at GTAGaming.com&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:OpCodes]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9759</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9759"/>
		<updated>2011-04-03T10:29:05Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: 12 site finished&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0068AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9758</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9758"/>
		<updated>2011-04-03T10:13:56Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Player block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9757</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9757"/>
		<updated>2011-04-03T10:02:36Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9756</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9756"/>
		<updated>2011-04-03T09:36:47Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9755</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9755"/>
		<updated>2011-04-03T09:20:53Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9754</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9754"/>
		<updated>2011-04-03T09:08:32Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Police */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9753</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9753"/>
		<updated>2011-04-03T08:58:13Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Police */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9752</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9752"/>
		<updated>2011-04-03T08:48:43Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Police */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9751</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9751"/>
		<updated>2011-04-02T20:43:22Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9750</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9750"/>
		<updated>2011-04-02T20:29:44Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Car Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9749</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9749"/>
		<updated>2011-04-02T19:50:17Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Police */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9748</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9748"/>
		<updated>2011-04-02T19:42:55Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9747</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9747"/>
		<updated>2011-04-02T19:21:07Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Car Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9746</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9746"/>
		<updated>2011-04-02T19:18:40Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: new category: car attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x427AAC - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9745</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9745"/>
		<updated>2011-04-02T19:06:14Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: moved some addresses to &amp;quot;display&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off.&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9744</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9744"/>
		<updated>2011-04-01T20:23:53Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: renamed police helicopter block to police, it might be more useful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1630957]):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - wide screen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9732</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9732"/>
		<updated>2011-03-26T20:22:37Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - wide screen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9731</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9731"/>
		<updated>2011-03-26T20:15:55Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - wide screen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9730</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9730"/>
		<updated>2011-03-26T19:51:48Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9729</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9729"/>
		<updated>2011-03-26T19:42:55Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9728</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9728"/>
		<updated>2011-03-26T19:36:38Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9727</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9727"/>
		<updated>2011-03-26T14:57:09Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x869728 - [byte] - active menu [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=700&amp;amp;#entry2851295]&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior ID&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9709</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9709"/>
		<updated>2011-03-13T09:44:32Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior ID&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9707</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9707"/>
		<updated>2011-03-12T21:31:55Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x427AAC - [4 bytes] - car ID, which will be spawned with jingle/siren/horn on&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior ID&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9706</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9706"/>
		<updated>2011-03-11T16:12:30Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Player block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status, values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x580 - [1 byte] - player animation (not only) [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762]&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior ID&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9695</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9695"/>
		<updated>2011-03-05T21:28:10Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: what do you think about &amp;quot;player stuff&amp;quot;?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status, values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Player stuff==&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior ID&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9658</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=9658"/>
		<updated>2011-02-23T00:29:45Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Player block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 0x68AEE0: Cinema top border height [float].&lt;br /&gt;
; 0x68AEE4: Cinema bottom border height [float].&lt;br /&gt;
; 0x7E46F5: Cinema border on/off [byte].&lt;br /&gt;
; 0xA10AF6: Replay display on/off [byte].&lt;br /&gt;
; 0x86963A: Hud on/off [byte].&lt;br /&gt;
; 0x869652: Widescreen on/off [byte].&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +1032 -  [24 bytes] - Current weapon blocks&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x244 - [byte] - player current status, values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - shooting weapon&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x32 - driving vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking motorcycle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon Block===&lt;br /&gt;
* +12 - [dword] - Ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x501 - [1 byte] - taxi light status (40=off, 41=on)&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&lt;br /&gt;
&lt;br /&gt;
==Helicopter::Process Block==&lt;br /&gt;
; 0xA10ADB: Police helicopter state [byte].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=User:Krasiejow&amp;diff=9226</id>
		<title>User:Krasiejow</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=User:Krasiejow&amp;diff=9226"/>
		<updated>2010-11-09T19:40:55Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: a few words about me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am a VCMP betatester, known under nick '''NC.''' My favorite GTA is '''VC''' of course. Uh and that's all about me I think.&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=9225</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=9225"/>
		<updated>2010-11-09T19:32:49Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: added N:VC and N:IV, moved IV:Online to inactive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term [[Wikipedia:Multiplayer video game|'''multiplayer''']] comes from the phrase &amp;quot;multiple players&amp;quot; and describes a game several people can play together.  In some computer games, multiple players can play the same game together by connecting their computers together with a local network or by using the Internet.&lt;br /&gt;
&lt;br /&gt;
GTA 1 and GTA 2 were released with multiplayer support both for the PC only, but GTA 3, GTA VC and GTA SA were not. GTA LCS and GTA VCS have multiplayer support both for the PSP only. GTA 4 is currently the only GTA that has native multiplayer support on all its platforms.&lt;br /&gt;
&lt;br /&gt;
Various projects have been released or are being developed by fans of the GTA series to add multiplayer gaming to GTA 3, GTA VC and GTA SA. Some fans have created other projects to improve the multiplayer systems for GTA 1 and GTA 2.&lt;br /&gt;
&lt;br /&gt;
==GTA 1==&lt;br /&gt;
The original Grand Theft Auto was released with a multiplayer system by DMA Design (now called [[Wikipedia:Rockstar North|&amp;quot;Rockstar North&amp;quot;]]), but most players find it too difficult to use.  It features two gameplay modes:&lt;br /&gt;
* ''Deathmatch'' - players kill each other by any means.  The first player to reach the required number of kills wins the game.&lt;br /&gt;
* ''Cannonball Run'' - players must drive through a series of checkpoints to the finish.  The first player to reach the finish wins the game.&lt;br /&gt;
&lt;br /&gt;
This edition allows 1-4 players in each multiplayer game.&lt;br /&gt;
&lt;br /&gt;
There is a multiplayer project out called [http://gtads.blogspot.com GTADS] that allows users with decent ping (&amp;lt;150ms) to play GTA 1/London with one another. It is currently in its Beta Release 1.13.&lt;br /&gt;
&lt;br /&gt;
==GTA 2==&lt;br /&gt;
Grand Theft Auto 2 was released with an all-new multiplayer system by Rockstar Games. It is a big improvement over GTA 1, featuring specialized multiplayer levels with new game modes.  However, it is still difficult for most users to set up games, especially when trying to play on computers behind routers and firewalls.&lt;br /&gt;
&lt;br /&gt;
There are three gameplay modes:&lt;br /&gt;
* ''Deathmatch'' - players kill each other by any means to gain &amp;quot;frags&amp;quot;.  If a player kills himself or  herself, he or she gets one or more &amp;quot;frags&amp;quot; deducted.  GTA 2 does not allow negative numbers of frags.  There are two ways a Deathmatch game can end:&lt;br /&gt;
** A player reaches the required number of kills and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most kills wins the game.  If both players have the same number of frags, the game is a draw.&lt;br /&gt;
* ''Tag'' - One player starts off &amp;quot;it&amp;quot;, that player can't pickup weapons, can't see arrows and their car burns quickly.  Whoever kills that player will then become &amp;quot;it&amp;quot;.  The player who has been &amp;quot;it&amp;quot; the longest when the time limit runs out is the winner.&lt;br /&gt;
* ''Points'' - each player tries to gain more points than the others.  Points are given in the same way as the regular game, although killing another player gives a large points bonus.  There are two ways a Points game can end:&lt;br /&gt;
** A player reaches the points limit and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most points wins the game.  If both players have the same number of points, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
There are various fan made levels that add racing or cannonball run style gameplay.  Custom levels can have new game modes but it has yet to be fully taken advantage of.&lt;br /&gt;
&lt;br /&gt;
There are three projects created by fans to improve the multiplayer system in GTA 2.  These projects concentrate on making it easier to find other GTA 2 players, as well create games and join games:&lt;br /&gt;
* [http://gta2gamer.dracoblue.net gta2gamer]&lt;br /&gt;
* [http://gtamp.com GTA2 Game Hunter]&lt;br /&gt;
&lt;br /&gt;
One of the (yet incomplete) projects focuses on the same without opening multiple ports and possibly incorporating stats in the future:&lt;br /&gt;
* [http://gtads.blogspot.com GTADS]&lt;br /&gt;
&lt;br /&gt;
The default GTA 2 multiplayer maps support 2-6 players. Custom maps/scripts can support from 1 to 6 players.&lt;br /&gt;
 &lt;br /&gt;
GTA 2 uses simple tick mechanism similar to one used in GTA 1 to synchronize games. The engine was built with this in mind so that if you always use same controls, the game will always perform the same way (even random functions depend on this), so GTA 2 only transfers player key input and a tick message to advance 1 frame. Sometimes it skips frames on high latency, which means the sync is near perfect, but needs very low latency (anything below 100 - 120 ms packet roundtrip is playable). For more players sum the pings to get the latency the game will run at. This means over cable or DSL GTA 2 is playable with three or fewer players and on LAN it is easily playable with six because of low latency/ping.&lt;br /&gt;
&lt;br /&gt;
==GTA 3==&lt;br /&gt;
Grand Theft Auto III was released without multiplayer support, it only featured single player gaming. There are hints within the game files (like menu screens) showing that multiplayer was planned to be included, but never made it into the final build of the game.&lt;br /&gt;
&lt;br /&gt;
Several projects have been created by fans to bring multiplayer to GTA 3, including:&lt;br /&gt;
* [http://guardians.ch/ggm/ ggm]&lt;br /&gt;
* [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
* [[Liberty Unleashed]] [http://liberty-unleashed.co.uk/]&lt;br /&gt;
&lt;br /&gt;
==GTA VC==&lt;br /&gt;
GTA Vice City was released without multiplayer support, it only featured single player gaming. Projects which have been created by fans to bring multiplayer to GTA VC include:&lt;br /&gt;
* [[GTATournament|gtaTournament]] [http://www.gtat.org/]&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showforum=202 VC-MP on GTAForums]&lt;br /&gt;
* [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
* [[GTALC Multiplayer]] [http://www.jacksmininetwork.co.uk/gtalcmultiplayer]&lt;br /&gt;
* [[Vice City Online]] [http://www.gtagaming.com/vco]&lt;br /&gt;
* [[State of Liberty Online]] [http://www.gtasolonline.com/]&lt;br /&gt;
* [[Networked: VC]] ''previously known as Vice City: Players'' [http://code.google.com/p/networked-vc/]&lt;br /&gt;
&lt;br /&gt;
==GTA SA==&lt;br /&gt;
GTA San Andreas was released without multiplayer support, it only featured single player gaming on the PC. The PS2 and Xbox releases support a basic two player mode on one console. Projects which have been created by fans to bring multiplayer to GTA SA include:&lt;br /&gt;
&lt;br /&gt;
* ''Inactive or canceled projects:''&lt;br /&gt;
** {{GTAF|255730|Multi Mayhem}}&lt;br /&gt;
** NET.GTA&lt;br /&gt;
** SA-2P&lt;br /&gt;
** SanAnarchy&lt;br /&gt;
** GTA:RUMBLE&lt;br /&gt;
** GrandTheftPlayers&lt;br /&gt;
** [[San Andreas Party]] - ''canceled and source released''&lt;br /&gt;
** {{GTAG|767|Bounce-Multiplayer}}&lt;br /&gt;
** [[Project Andreas Reloaded]] [http://www.projecta.com.net.sc]&lt;br /&gt;
** [[GTATournament|gtaTournament]] [http://www.gtat.org/]&lt;br /&gt;
** {{GTAG|518|2 player co-op on 1 PC}} - ''Requires two USB game controllers''&lt;br /&gt;
* ''Active projects:''&lt;br /&gt;
** [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
** [[San Andreas Multiplayer]] (SA:MP) [http://www.sa-mp.com/]&lt;br /&gt;
&lt;br /&gt;
==GTA LCS==&lt;br /&gt;
GTA Liberty City Stories was released with multiplayer support for the PSP only but not for the PS2. It supports up to six players through WiFi ad-hoc mode.&lt;br /&gt;
&lt;br /&gt;
==GTA VCS==&lt;br /&gt;
GTA Vice City Stories was released with multiplayer support for the PSP only but not for the PS2. Similar to GTA LCS, it supports up to six players through WiFi ad-hoc mode.&lt;br /&gt;
&lt;br /&gt;
==GTA 4==&lt;br /&gt;
Grand Theft Auto IV was released with multiplayer support on all its platforms. The PS3 and XBox 360 versions support up to 16 players online while the PC version supports up to 32 players online. There are 15 modes to choose from:&lt;br /&gt;
* '''One Man Army'''&lt;br /&gt;
** Deathmatch&lt;br /&gt;
** Mafiya Work&lt;br /&gt;
** Car Jack City&lt;br /&gt;
** Race&lt;br /&gt;
** GTA Race&lt;br /&gt;
** Free Mode, Party Mode&lt;br /&gt;
* '''Teamwork'''&lt;br /&gt;
** Team Deathmatch&lt;br /&gt;
** Team Mafiya Work&lt;br /&gt;
** Team Car Jack City&lt;br /&gt;
** Turf War&lt;br /&gt;
** Cops'n'Crooks&lt;br /&gt;
* '''Co-op'''&lt;br /&gt;
** Hangman's NOOSE&lt;br /&gt;
** Deal Breaker&lt;br /&gt;
** Bomb da Base II&lt;br /&gt;
&lt;br /&gt;
Since there are huge possibilities to make multiplayer deeper than Rockstar had created, there are teams working on an expanded multiplayer for GTA IV.&lt;br /&gt;
&lt;br /&gt;
* ''Inactive or canceled projects:''&lt;br /&gt;
** [[IV: Online]] [http://www.ivonline.net/]&lt;br /&gt;
* ''Active projects:''&lt;br /&gt;
** [[IV Multiplayer]] (IV:MP) [http://www.iv-multiplayer.com/]&lt;br /&gt;
** [[Four Multiplayer]] [http://www.four-mp.com/]&lt;br /&gt;
** [[Networked: IV]] [http://networked-iv.com/]&lt;br /&gt;
&lt;br /&gt;
{{MP-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GTA_1]][[Category:GTA 2]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA LCS]][[Category:GTA VCS]][[Category:GTA 4]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=9223</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=9223"/>
		<updated>2010-11-07T19:44:00Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* GTA VC */ added MP for SOL based on VC's engine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term [[Wikipedia:Multiplayer video game|'''multiplayer''']] comes from the phrase &amp;quot;multiple players&amp;quot; and describes a game several people can play together.  In some computer games, multiple players can play the same game together by connecting their computers together with a local network or by using the Internet.&lt;br /&gt;
&lt;br /&gt;
GTA 1 and GTA 2 were released with multiplayer support both for the PC only, but GTA 3, GTA VC and GTA SA were not. GTA LCS and GTA VCS have multiplayer support both for the PSP only. GTA 4 is currently the only GTA that has native multiplayer support on all its platforms.&lt;br /&gt;
&lt;br /&gt;
Various projects have been released or are being developed by fans of the GTA series to add multiplayer gaming to GTA 3, GTA VC and GTA SA. Some fans have created other projects to improve the multiplayer systems for GTA 1 and GTA 2.&lt;br /&gt;
&lt;br /&gt;
==GTA 1==&lt;br /&gt;
The original Grand Theft Auto was released with a multiplayer system by DMA Design (now called [[Wikipedia:Rockstar North|&amp;quot;Rockstar North&amp;quot;]]), but most players find it too difficult to use.  It features two gameplay modes:&lt;br /&gt;
* ''Deathmatch'' - players kill each other by any means.  The first player to reach the required number of kills wins the game.&lt;br /&gt;
* ''Cannonball Run'' - players must drive through a series of checkpoints to the finish.  The first player to reach the finish wins the game.&lt;br /&gt;
&lt;br /&gt;
This edition allows 1-4 players in each multiplayer game.&lt;br /&gt;
&lt;br /&gt;
There is a multiplayer project out called [http://gtads.blogspot.com GTADS] that allows users with decent ping (&amp;lt;150ms) to play GTA 1/London with one another. It is currently in its Beta Release 1.13.&lt;br /&gt;
&lt;br /&gt;
==GTA 2==&lt;br /&gt;
Grand Theft Auto 2 was released with an all-new multiplayer system by Rockstar Games. It is a big improvement over GTA 1, featuring specialized multiplayer levels with new game modes.  However, it is still difficult for most users to set up games, especially when trying to play on computers behind routers and firewalls.&lt;br /&gt;
&lt;br /&gt;
There are three gameplay modes:&lt;br /&gt;
* ''Deathmatch'' - players kill each other by any means to gain &amp;quot;frags&amp;quot;.  If a player kills himself or  herself, he or she gets one or more &amp;quot;frags&amp;quot; deducted.  GTA 2 does not allow negative numbers of frags.  There are two ways a Deathmatch game can end:&lt;br /&gt;
** A player reaches the required number of kills and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most kills wins the game.  If both players have the same number of frags, the game is a draw.&lt;br /&gt;
* ''Tag'' - One player starts off &amp;quot;it&amp;quot;, that player can't pickup weapons, can't see arrows and their car burns quickly.  Whoever kills that player will then become &amp;quot;it&amp;quot;.  The player who has been &amp;quot;it&amp;quot; the longest when the time limit runs out is the winner.&lt;br /&gt;
* ''Points'' - each player tries to gain more points than the others.  Points are given in the same way as the regular game, although killing another player gives a large points bonus.  There are two ways a Points game can end:&lt;br /&gt;
** A player reaches the points limit and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most points wins the game.  If both players have the same number of points, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
There are various fan made levels that add racing or cannonball run style gameplay.  Custom levels can have new game modes but it has yet to be fully taken advantage of.&lt;br /&gt;
&lt;br /&gt;
There are three projects created by fans to improve the multiplayer system in GTA 2.  These projects concentrate on making it easier to find other GTA 2 players, as well create games and join games:&lt;br /&gt;
* [http://gta2gamer.dracoblue.net gta2gamer]&lt;br /&gt;
* [http://gtamp.com GTA2 Game Hunter]&lt;br /&gt;
&lt;br /&gt;
One of the (yet incomplete) projects focuses on the same without opening multiple ports and possibly incorporating stats in the future:&lt;br /&gt;
* [http://gtads.blogspot.com GTADS]&lt;br /&gt;
&lt;br /&gt;
The default GTA 2 multiplayer maps support 2-6 players. Custom maps/scripts can support from 1 to 6 players.&lt;br /&gt;
 &lt;br /&gt;
GTA 2 uses simple tick mechanism similar to one used in GTA 1 to synchronize games. The engine was built with this in mind so that if you always use same controls, the game will always perform the same way (even random functions depend on this), so GTA 2 only transfers player key input and a tick message to advance 1 frame. Sometimes it skips frames on high latency, which means the sync is near perfect, but needs very low latency (anything below 100 - 120 ms packet roundtrip is playable). For more players sum the pings to get the latency the game will run at. This means over cable or DSL GTA 2 is playable with three or fewer players and on LAN it is easily playable with six because of low latency/ping.&lt;br /&gt;
&lt;br /&gt;
==GTA 3==&lt;br /&gt;
Grand Theft Auto III was released without multiplayer support, it only featured single player gaming. There are hints within the game files (like menu screens) showing that multiplayer was planned to be included, but never made it into the final build of the game.&lt;br /&gt;
&lt;br /&gt;
Several projects have been created by fans to bring multiplayer to GTA 3, including:&lt;br /&gt;
* [http://guardians.ch/ggm/ ggm]&lt;br /&gt;
* [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
* [[Liberty Unleashed]] [http://liberty-unleashed.co.uk/]&lt;br /&gt;
&lt;br /&gt;
==GTA VC==&lt;br /&gt;
GTA Vice City was released without multiplayer support, it only featured single player gaming. Projects which have been created by fans to bring multiplayer to GTA VC include:&lt;br /&gt;
* [[GTATournament|gtaTournament]] [http://www.gtat.org/]&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showforum=202 VC-MP on GTAForums]&lt;br /&gt;
* [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
* [[GTALC Multiplayer]] [http://www.jacksmininetwork.co.uk/gtalcmultiplayer]&lt;br /&gt;
* [[Vice City Online]] [http://www.gtagaming.com/vco]&lt;br /&gt;
* [[State of Liberty Online]] [http://www.gtasolonline.com/]&lt;br /&gt;
&lt;br /&gt;
==GTA SA==&lt;br /&gt;
GTA San Andreas was released without multiplayer support, it only featured single player gaming on the PC. The PS2 and Xbox releases support a basic two player mode on one console. Projects which have been created by fans to bring multiplayer to GTA SA include:&lt;br /&gt;
&lt;br /&gt;
* ''Inactive or canceled projects:''&lt;br /&gt;
** {{GTAF|255730|Multi Mayhem}}&lt;br /&gt;
** NET.GTA&lt;br /&gt;
** SA-2P&lt;br /&gt;
** SanAnarchy&lt;br /&gt;
** GTA:RUMBLE&lt;br /&gt;
** GrandTheftPlayers&lt;br /&gt;
** [[San Andreas Party]] - ''canceled and source released''&lt;br /&gt;
** {{GTAG|767|Bounce-Multiplayer}}&lt;br /&gt;
** [[Project Andreas Reloaded]] [http://www.projecta.com.net.sc]&lt;br /&gt;
** [[GTATournament|gtaTournament]] [http://www.gtat.org/]&lt;br /&gt;
** {{GTAG|518|2 player co-op on 1 PC}} - ''Requires two USB game controllers''&lt;br /&gt;
* ''Active projects:''&lt;br /&gt;
** [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
** [[San Andreas Multiplayer]] (SA:MP) [http://www.sa-mp.com/]&lt;br /&gt;
&lt;br /&gt;
==GTA LCS==&lt;br /&gt;
GTA Liberty City Stories was released with multiplayer support for the PSP only but not for the PS2. It supports up to six players through WiFi ad-hoc mode.&lt;br /&gt;
&lt;br /&gt;
==GTA VCS==&lt;br /&gt;
GTA Vice City Stories was released with multiplayer support for the PSP only but not for the PS2. Similar to GTA LCS, it supports up to six players through WiFi ad-hoc mode.&lt;br /&gt;
&lt;br /&gt;
==GTA 4==&lt;br /&gt;
Grand Theft Auto IV was released with multiplayer support on all its platforms. The PS3 and XBox 360 versions support up to 16 players online while the PC version supports up to 32 players online. There are 15 modes to choose from:&lt;br /&gt;
* '''One Man Army'''&lt;br /&gt;
** Deathmatch&lt;br /&gt;
** Mafiya Work&lt;br /&gt;
** Car Jack City&lt;br /&gt;
** Race&lt;br /&gt;
** GTA Race&lt;br /&gt;
** Free Mode, Party Mode&lt;br /&gt;
* '''Teamwork'''&lt;br /&gt;
** Team Deathmatch&lt;br /&gt;
** Team Mafiya Work&lt;br /&gt;
** Team Car Jack City&lt;br /&gt;
** Turf War&lt;br /&gt;
** Cops'n'Crooks&lt;br /&gt;
* '''Co-op'''&lt;br /&gt;
** Hangman's NOOSE&lt;br /&gt;
** Deal Breaker&lt;br /&gt;
** Bomb da Base II&lt;br /&gt;
&lt;br /&gt;
Since there are huge possibilities to make multiplayer deeper than Rockstar had created, there are teams working on an expanded multiplayer for GTA IV.&lt;br /&gt;
&lt;br /&gt;
* ''Active projects:''&lt;br /&gt;
** [[IV: Online]] [http://www.ivonline.net/]&lt;br /&gt;
** [[IV Multiplayer]] (IV:MP) [http://www.iv-multiplayer.com/]&lt;br /&gt;
** [[Four Multiplayer]] [http://www.four-mp.com/]&lt;br /&gt;
&lt;br /&gt;
{{MP-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GTA_1]][[Category:GTA 2]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA LCS]][[Category:GTA VCS]][[Category:GTA 4]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=9186</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=9186"/>
		<updated>2010-11-06T09:39:53Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* GTA 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term [[Wikipedia:Multiplayer video game|'''multiplayer''']] comes from the phrase &amp;quot;multiple players&amp;quot; and describes a game several people can play together.  In some computer games, multiple players can play the same game together by connecting their computers together with a local network or by using the Internet.&lt;br /&gt;
&lt;br /&gt;
GTA 1 and GTA 2 were released with multiplayer support both for the PC only, but GTA 3, GTA VC and GTA SA were not. GTA LCS and GTA VCS have multiplayer support both for the PSP only. GTA 4 is currently the only GTA that has native multiplayer support on all its platforms.&lt;br /&gt;
&lt;br /&gt;
Various projects have been released or are being developed by fans of the GTA series to add multiplayer gaming to GTA 3, GTA VC and GTA SA. Some fans have created other projects to improve the multiplayer systems for GTA 1 and GTA 2.&lt;br /&gt;
&lt;br /&gt;
==GTA 1==&lt;br /&gt;
The original Grand Theft Auto was released with a multiplayer system by DMA Design (now called [[Wikipedia:Rockstar North|&amp;quot;Rockstar North&amp;quot;]]), but most players find it too difficult to use.  It features two gameplay modes:&lt;br /&gt;
* ''Deathmatch'' - players kill each other by any means.  The first player to reach the required number of kills wins the game.&lt;br /&gt;
* ''Cannonball Run'' - players must drive through a series of checkpoints to the finish.  The first player to reach the finish wins the game.&lt;br /&gt;
&lt;br /&gt;
This edition allows 1-4 players in each multiplayer game.&lt;br /&gt;
&lt;br /&gt;
There is a multiplayer project out called [http://gtads.blogspot.com GTADS] that allows users with decent ping (&amp;lt;150ms) to play GTA 1/London with one another. It is currently in its Beta Release 1.13.&lt;br /&gt;
&lt;br /&gt;
==GTA 2==&lt;br /&gt;
Grand Theft Auto 2 was released with an all-new multiplayer system by Rockstar Games. It is a big improvement over GTA 1, featuring specialized multiplayer levels with new game modes.  However, it is still difficult for most users to set up games, especially when trying to play on computers behind routers and firewalls.&lt;br /&gt;
&lt;br /&gt;
There are three gameplay modes:&lt;br /&gt;
* ''Deathmatch'' - players kill each other by any means to gain &amp;quot;frags&amp;quot;.  If a player kills himself or  herself, he or she gets one or more &amp;quot;frags&amp;quot; deducted.  GTA 2 does not allow negative numbers of frags.  There are two ways a Deathmatch game can end:&lt;br /&gt;
** A player reaches the required number of kills and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most kills wins the game.  If both players have the same number of frags, the game is a draw.&lt;br /&gt;
* ''Tag'' - One player starts off &amp;quot;it&amp;quot;, that player can't pickup weapons, can't see arrows and their car burns quickly.  Whoever kills that player will then become &amp;quot;it&amp;quot;.  The player who has been &amp;quot;it&amp;quot; the longest when the time limit runs out is the winner.&lt;br /&gt;
* ''Points'' - each player tries to gain more points than the others.  Points are given in the same way as the regular game, although killing another player gives a large points bonus.  There are two ways a Points game can end:&lt;br /&gt;
** A player reaches the points limit and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most points wins the game.  If both players have the same number of points, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
There are various fan made levels that add racing or cannonball run style gameplay.  Custom levels can have new game modes but it has yet to be fully taken advantage of.&lt;br /&gt;
&lt;br /&gt;
There are three projects created by fans to improve the multiplayer system in GTA 2.  These projects concentrate on making it easier to find other GTA 2 players, as well create games and join games:&lt;br /&gt;
* [http://gta2gamer.dracoblue.net gta2gamer]&lt;br /&gt;
* [http://gtamp.com GTA2 Game Hunter]&lt;br /&gt;
&lt;br /&gt;
One of the (yet incomplete) projects focuses on the same without opening multiple ports and possibly incorporating stats in the future:&lt;br /&gt;
* [http://gtads.blogspot.com GTADS]&lt;br /&gt;
&lt;br /&gt;
The default GTA 2 multiplayer maps support 2-6 players. Custom maps/scripts can support from 1 to 6 players.&lt;br /&gt;
 &lt;br /&gt;
GTA 2 uses simple tick mechanism similar to one used in GTA 1 to synchronize games. The engine was built with this in mind so that if you always use same controls, the game will always perform the same way (even random functions depend on this), so GTA 2 only transfers player key input and a tick message to advance 1 frame. Sometimes it skips frames on high latency, which means the sync is near perfect, but needs very low latency (anything below 100 - 120 ms packet roundtrip is playable). For more players sum the pings to get the latency the game will run at. This means over cable or DSL GTA 2 is playable with three or fewer players and on LAN it is easily playable with six because of low latency/ping.&lt;br /&gt;
&lt;br /&gt;
==GTA 3==&lt;br /&gt;
Grand Theft Auto III was released without multiplayer support, it only featured single player gaming. There are hints within the game files (like menu screens) showing that multiplayer was planned to be included, but never made it into the final build of the game.&lt;br /&gt;
&lt;br /&gt;
Several projects have been created by fans to bring multiplayer to GTA 3, including:&lt;br /&gt;
* [http://guardians.ch/ggm/ ggm]&lt;br /&gt;
* [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
* [[Liberty Unleashed]] [http://liberty-unleashed.co.uk/]&lt;br /&gt;
&lt;br /&gt;
==GTA VC==&lt;br /&gt;
GTA Vice City was released without multiplayer support, it only featured single player gaming. Projects which have been created by fans to bring multiplayer to GTA VC include:&lt;br /&gt;
* [[GTATournament|gtaTournament]] [http://www.gtat.org/]&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showforum=202 VC-MP on GTAForums]&lt;br /&gt;
* [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
* [[GTALC Multiplayer]] [http://www.jacksmininetwork.co.uk/gtalcmultiplayer]&lt;br /&gt;
* [[Vice City Online]] [http://www.gtagaming.com/vco]&lt;br /&gt;
&lt;br /&gt;
==GTA SA==&lt;br /&gt;
GTA San Andreas was released without multiplayer support, it only featured single player gaming on the PC. The PS2 and Xbox releases support a basic two player mode on one console. Projects which have been created by fans to bring multiplayer to GTA SA include:&lt;br /&gt;
&lt;br /&gt;
* ''Inactive or canceled projects:''&lt;br /&gt;
** {{GTAF|255730|Multi Mayhem}}&lt;br /&gt;
** NET.GTA&lt;br /&gt;
** SA-2P&lt;br /&gt;
** SanAnarchy&lt;br /&gt;
** GTA:RUMBLE&lt;br /&gt;
** GrandTheftPlayers&lt;br /&gt;
** [[San Andreas Party]] - ''canceled and source released''&lt;br /&gt;
** {{GTAG|767|Bounce-Multiplayer}}&lt;br /&gt;
** [[Project Andreas Reloaded]] [http://www.projecta.com.net.sc]&lt;br /&gt;
** [[GTATournament|gtaTournament]] [http://www.gtat.org/]&lt;br /&gt;
** {{GTAG|518|2 player co-op on 1 PC}} - ''Requires two USB game controllers''&lt;br /&gt;
* ''Active projects:''&lt;br /&gt;
** [[Multi Theft Auto]] [http://www.multitheftauto.com/]&lt;br /&gt;
** [[San Andreas Multiplayer]] (SA:MP) [http://www.sa-mp.com/]&lt;br /&gt;
&lt;br /&gt;
==GTA LCS==&lt;br /&gt;
GTA Liberty City Stories was released with multiplayer support for the PSP only but not for the PS2. It supports up to six players through WiFi ad-hoc mode.&lt;br /&gt;
&lt;br /&gt;
==GTA VCS==&lt;br /&gt;
GTA Vice City Stories was released with multiplayer support for the PSP only but not for the PS2. Similar to GTA LCS, it supports up to six players through WiFi ad-hoc mode.&lt;br /&gt;
&lt;br /&gt;
==GTA 4==&lt;br /&gt;
Grand Theft Auto IV was released with multiplayer support on all its platforms. The PS3 and XBox 360 versions support up to 16 players online while the PC version supports up to 32 players online. There are 15 modes to choose from:&lt;br /&gt;
* '''One Man Army'''&lt;br /&gt;
** Deathmatch&lt;br /&gt;
** Mafiya Work&lt;br /&gt;
** Car Jack City&lt;br /&gt;
** Race&lt;br /&gt;
** GTA Race&lt;br /&gt;
** Free Mode, Party Mode&lt;br /&gt;
* '''Teamwork'''&lt;br /&gt;
** Team Deathmatch&lt;br /&gt;
** Team Mafiya Work&lt;br /&gt;
** Team Car Jack City&lt;br /&gt;
** Turf War&lt;br /&gt;
** Cops'n'Crooks&lt;br /&gt;
* '''Co-op'''&lt;br /&gt;
** Hangman's NOOSE&lt;br /&gt;
** Deal Breaker&lt;br /&gt;
** Bomb da Base II&lt;br /&gt;
&lt;br /&gt;
Since there are huge possibilities to make multiplayer deeper than Rockstar had created, there are teams working on an expanded multiplayer for GTA IV.&lt;br /&gt;
&lt;br /&gt;
* ''Active projects:''&lt;br /&gt;
** [[IV: Online]] [http://www.ivonline.net/]&lt;br /&gt;
** [[IV Multiplayer]] (IV:MP) [http://www.iv-multiplayer.com/]&lt;br /&gt;
** [[Four Multiplayer]] [http://www.four-mp.com/]&lt;br /&gt;
&lt;br /&gt;
{{MP-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GTA_1]][[Category:GTA 2]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA LCS]][[Category:GTA VCS]][[Category:GTA 4]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=8941</id>
		<title>List of opcodes</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=8941"/>
		<updated>2010-10-06T09:06:37Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all opcodes, including nops and unsupported ones, in [[GTA III]], [[Vice City]], and [[San Andreas]]. Brief descriptions and notes are added to the list for quick and easy access to information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; |Opcode&lt;br /&gt;
! width=&amp;quot;20px&amp;quot; |{{Hint|P|Number of parameters}}&lt;br /&gt;
! Parameter type&lt;br /&gt;
! width=&amp;quot;60px&amp;quot; |Games&lt;br /&gt;
! Brief description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[0000]] ||0 ||nop || {{Icon|trilogy}} ||no operation ||special use in [[CLEO]]&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0001]] ||1 ||int || {{Icon|trilogy}} ||wait ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0002]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0003]] ||1 ||int || {{Icon|trilogy}} ||shake camera ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0004]] ||2 ||global var, int || {{Icon|trilogy}} ||set global to integer ({{Hint|G|global variable}} = {{Hint|I|integer value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0005]] ||2 ||global var, flt || {{Icon|trilogy}} ||set global to float ({{Hint|G|global variable}} = {{Hint|F|floating-point value}}) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[0006]] ||2 ||local var, int || {{Icon|trilogy}} ||set local to integer ({{Hint|L|local variable}} = {{Hint|I|integer value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0007 ||2 ||local var, flt || {{Icon|trilogy}} ||set local to float ({{Hint|L|local variable}} = {{Hint|F|floating-point value}})) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0008 ||2 ||global var, int || {{Icon|trilogy}} ||add global to integer (G += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0009 ||2 ||global var, flt || {{Icon|trilogy}} ||add global to float (G += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|000A ||2 ||local var, int || {{Icon|trilogy}} ||add local to integer (L += I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|000B ||2 ||local var, flt || {{Icon|trilogy}} ||add local to float (L += F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|000C ||2 ||global var, int || {{Icon|trilogy}} ||subtract global to integer (G -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|000D ||2 ||global var, flt || {{Icon|trilogy}} ||subtract global to float (G -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|000E ||2 ||local var, int || {{Icon|trilogy}} ||subtract local to integer (L -= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|000F ||2 ||local var, flt || {{Icon|trilogy}} ||subtract local to float (L -= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0010 ||2 ||global var, int || {{Icon|trilogy}} ||multiply global to integer (G *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0011 ||2 ||global var, flt || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0012 ||2 ||local var, int || {{Icon|trilogy}} ||multiply local to integer (L *= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0013 ||2 ||local var, flt || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0014 ||2 ||global var, int || {{Icon|trilogy}} ||divide global to integer (G /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0015 ||2 ||global var, flt || {{Icon|trilogy}} ||divide global to float (G /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0016 ||2 ||local var, int || {{Icon|trilogy}} ||divide local to integer (L /= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0017 ||2 ||local var, flt || {{Icon|trilogy}} ||divide local to float (L /= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0018 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than integer (G &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0019 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than integer (L &amp;gt; I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001A ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than global (I &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than local (I &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than global int (G &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than local int (L &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than local int (G &amp;gt; L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|001F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than global int (L &amp;gt; G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0020 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than float (G &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0021 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than float (L &amp;gt; F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0022 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than global (F &amp;gt; G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0023 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than local (F &amp;gt; L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0024 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than global float (G &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0025 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than local float (L &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0026 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than local float (G &amp;gt; L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0027 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than global float (L &amp;gt; G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0028 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than or equal to integer (G &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0029 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than or equal to integer (L &amp;gt;= I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002A ||2 ||int, int || {{Icon|trilogy}} ||check int greater than or equal to global (I &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than or equal to local (I &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to global integer (G &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to local integer (G &amp;gt;= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|002F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0030 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than or equal to float (G &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0031 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than or equal to float (L &amp;gt;= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0032 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to global (F &amp;gt;= G) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0033 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to local (F &amp;gt;= L) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0034 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to global float (G &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0035 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to local float (L &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0036 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to local float (G &amp;gt;= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0037 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to global float (L &amp;gt;= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0038 ||2 ||int, int || {{Icon|trilogy}} ||check global equal to integer (G == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0039 ||2 ||int, int || {{Icon|trilogy}} ||check local equal to integer (L == I) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003A ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to global integer (G == G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003B ||2 ||int, int || {{Icon|trilogy}} ||check local integer equal to local integer (L == L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|003C ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to local integer (G == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0040 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0041 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0042 ||2 ||float, float || {{Icon|trilogy}} ||check global equal to float (G == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0043 ||2 ||float, float || {{Icon|trilogy}} ||check local equal to float (L == F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0044 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to global float (G == G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0045 ||2 ||float, float || {{Icon|trilogy}} ||check local float equal to local float (L == L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0046 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to local float (G == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0047 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0048 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0049 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|004C ||1 ||label || {{Icon|3}} ||jump to label if true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004D]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] if false ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004E]] ||0 || || {{Icon|trilogy}} ||terminate this script ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[004F]] ||-1 ||label || {{Icon|trilogy}} ||start new script with args ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0050 ||1 ||label || {{Icon|trilogy}} ||gosub ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|0051 ||0 || || {{Icon|trilogy}} ||return ||&lt;br /&gt;
|-&lt;br /&gt;
|0052 ||6 || || {{Icon|3}} ||nop ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0053 ||5 ||int, float, float, float, player handle || {{Icon|trilogy}} ||create player ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0054 ||4 ||player handle, var, var, var || {{Icon|3}} {{Icon|VC}} ||get player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0055]] ||4 ||player handle, int, int, int || {{Icon|3}} {{Icon|VC}} ||set player coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0056]] ||6 ||player handle, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0057 ||8 ||player handle, float, float, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0058 ||2 ||int, int || {{Icon|trilogy}} ||add global integer to global integer (G += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0059 ||2 ||float, float || {{Icon|trilogy}} ||add global float to global float (G += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005A ||2 ||int, int || {{Icon|trilogy}} ||add local integer to local integer (L += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005B ||2 ||float, float || {{Icon|trilogy}} ||add local float to local float (L += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005C ||2 ||int, int || {{Icon|trilogy}} ||add local integer to global integer (L += G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005D ||2 ||float, float || {{Icon|trilogy}} ||add local float to global float (L += G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005E ||2 ||int, int || {{Icon|trilogy}} ||add global integer to local integer (G += L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|005F ||2 ||float, float || {{Icon|trilogy}} ||add global float to local float (G += L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0060 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to global integer (G -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0061 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to global float (G -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0062 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to local integer (L -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0063 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to local float (L -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0064 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to global integer (L -= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0065 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to global float (L -= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0066 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to local integer (G -= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0067 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to local float (G -= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0068 ||2 ||global, global || {{Icon|trilogy}} ||multiply global int to global int (G *= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0069 ||2 ||global, global || {{Icon|trilogy}} ||multiply global float to global float (G *= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006A ||2 ||local, local || {{Icon|trilogy}} ||multiply local int to local int (L *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006B ||2 ||local, local || {{Icon|trilogy}} ||multiply int float to int float (L *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006C ||2 ||local, float || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006D ||2 ||global, float || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006E ||2 ||global, local || {{Icon|trilogy}} ||multiply global int to local int (G *= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|006F ||2 ||global, local || {{Icon|trilogy}} ||multiply global float to local float (G *= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0070 ||2 ||global, global || {{Icon|trilogy}} ||divide global int by global int (G /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0071 ||2 ||global, global || {{Icon|trilogy}} ||divide global float by global float (G /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0072 ||2 ||local, local || {{Icon|trilogy}} ||divide local int by local int (L /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0073 ||2 ||local, local || {{Icon|trilogy}} ||divide local float by local float (L /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0074 ||2 ||local, global || {{Icon|trilogy}} ||divide local int by global int (L /= G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0075 ||2 ||local, global || {{Icon|trilogy}} ||divide local float by global float (L /= G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0076 ||2 ||global, local || {{Icon|trilogy}} ||divide global int by local int (G /= L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0077 ||2 ||global, local || {{Icon|trilogy}} ||divide global float by local float (G /= L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0078 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0079 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007A ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007B ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007C ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007D ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007E ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|007F ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0080 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0081 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0082 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0083 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0084 ||2 ||global, global || {{Icon|trilogy}} ||set global integer equal to global integer (G = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0085 ||2 ||local, local || {{Icon|trilogy}} ||set local integer equal to local integer (L = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0086 ||2 ||global, global || {{Icon|trilogy}} ||set global float equal to global float (G = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0087 ||2 ||local, local || {{Icon|trilogy}} ||set local float equal to local float (L = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0088 ||2 ||global, local || {{Icon|trilogy}} ||set global float equal to local float (G = L flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0089 ||2 ||local, global || {{Icon|trilogy}} ||set local float equal to global float (L = G flt) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008A ||2 ||global, local || {{Icon|trilogy}} ||set global integer equal to local integer (G = L int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008B ||2 ||local, global || {{Icon|trilogy}} ||set local integer equal to global integer (L = G int) ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008C ||2 ||int, float || {{Icon|trilogy}} ||convert global float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008D ||2 ||float, int || {{Icon|trilogy}} ||convert global int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|[[008E]] ||2 ||int, float || {{Icon|trilogy}} ||convert local float to global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|008F ||2 ||float, int || {{Icon|trilogy}} ||convert local int to global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0090 ||2 ||int, float || {{Icon|trilogy}} |||convert global float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0091 ||2 ||float, int || {{Icon|trilogy}} ||convert global int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0092 ||2 ||int, float || {{Icon|trilogy}} |||convert local float to local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0093 ||2 ||float, int || {{Icon|trilogy}} ||convert local int to local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0094 ||1 ||int || {{Icon|trilogy}} ||absolute value of global int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0095 ||1 ||int || {{Icon|trilogy}} ||absolute value of local int ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0096 ||1 ||float || {{Icon|trilogy}} ||absolute value of global float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0097 ||1 ||float || {{Icon|trilogy}} ||absolute value of local float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0098 ||1 ||float || {{Icon|trilogy}} ||generate random float ||&lt;br /&gt;
|-style=&amp;quot;background: lightcyan&amp;quot;&lt;br /&gt;
|0099 ||1 ||int || {{Icon|trilogy}} ||generate random integer ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[009A]] ||6 ||int, int, flt, flt, flt, char handle || {{Icon|trilogy}} ||create char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009B ||1 ||char handle || {{Icon|trilogy}} ||delete char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009C ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char to wander path ||&lt;br /&gt;
|-&lt;br /&gt;
|009D ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009E ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||set char path ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|009F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to -1 ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[00A0]] ||4 ||char, var, var, var || {{Icon|trilogy}} ||get char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00A1]] ||4 ||char, flt, flt, flt || {{Icon|trilogy}} ||set char coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A2 ||1 ||char handle || {{Icon|3}} ||check char alive ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00A4 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 3D area ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[00A5]] ||5 ||int, flt, flt, flt, car handle || {{Icon|trilogy}} ||create car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A6 ||1 ||car handle || {{Icon|trilogy}} ||delete car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A7 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||car drive to coordinate ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A8 ||1 ||car handle || {{Icon|trilogy}} ||set car to psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00A9 ||1 ||car handle || {{Icon|trilogy}} ||reset car from psycho driver ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00AA ||4 ||car handle, var, var, var || {{Icon|trilogy}} ||get car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AB ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car coordinates ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00AC ||1 ||car handle || {{Icon|3}} ||check car is on land ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AD ||2 ||car handle, flt || {{Icon|trilogy}} ||set car max speed ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AE ||2 ||car handle, int || {{Icon|trilogy}} ||set car traffic behavior ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|00AF ||2 ||car handle, int || {{Icon|trilogy}} ||set car driver behavior ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B0 ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 2D area ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00B1 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B9 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00BA]] ||3 ||string, int, int || {{Icon|trilogy}} ||print text big ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BB ||3 ||string, int, int || {{Icon|trilogy}} ||print text ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BC ||3 ||string, int, int || {{Icon|trilogy}} ||print text now ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BD ||3 ||string, int, int || {{Icon|3}} ||print text soon ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00BE ||0 || || {{Icon|trilogy}} ||clear all text ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00BF ||2 ||var, var || {{Icon|trilogy}} ||get time of day ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[00C0]] ||2 ||int, int || {{Icon|trilogy}} ||set time of day ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00C1 ||3 ||int, int, var || {{Icon|trilogy}} ||get minutes to time of day ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00C2 ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||check is sphere on screen ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C3 ||0 || || {{Icon|3}} {{Icon|VC}} ||enter debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C4 ||0 || || {{Icon|3}} {{Icon|VC}} ||exit debug mode ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C5 ||0 || || {{Icon|3}} ||true ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|00C6 ||0 || || {{Icon|3}} ||false ||&lt;br /&gt;
|-&lt;br /&gt;
|00C7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CF ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D5 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D6]] ||1 ||int || {{Icon|trilogy}} ||if ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D7]] ||1 ||label || {{Icon|trilogy}} ||start new script ||like 004F but only one parameter&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[00D8]] ||0 || || {{Icon|trilogy}} ||mission cleanup ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00D9 ||2 ||char handle, var || {{Icon|trilogy}} ||get char's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|00DA ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player's car ||mission only, parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DB ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DC ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DD ||2 ||char handle, int || {{Icon|trilogy}} ||check char is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DE ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player is in car model ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00DF ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E0 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00E1]] ||2 ||int, int || {{Icon|trilogy}} ||check key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E2 ||2 ||int, int, var || {{Icon|3}} {{Icon|SA}} ||get key is pressing ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E3 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E4 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E6 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E7 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E8 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00E9 ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EA ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EB ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EC ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00ED ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EE ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00EF ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F0 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F2 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F3 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F4 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 2D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F5 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F6 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F7 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F8 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00F9 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FA ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FB ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FC ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FD ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|00FE ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[00FF]] ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0100 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0101 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0102 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0103 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0104 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0105 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0106 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 3D radius ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0107 ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0108 ||1 ||object handle || {{Icon|trilogy}} ||delete object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0109]] ||2 ||player handle, int || {{Icon|trilogy}} ||add player money ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[010A]] ||2 ||player handle, int || {{Icon|trilogy}} ||check money is greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|010B ||2 ||player handle, var || {{Icon|trilogy}} ||get player money value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010C]] ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||give rc buggy to player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010D]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[010E]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player minimum wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|010F ||2 ||player handle, int || {{Icon|trilogy}} ||check player wanted level greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0110 ||1 ||player handle || {{Icon|trilogy}} ||clear player wanted level ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0111 ||1 ||int || {{Icon|trilogy}} ||set wasted busted check ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0112]] ||0 || || {{Icon|trilogy}} ||check player wasted or busted ||only works in [[Create a mission|missions]]&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0113 ||3 ||player handle, int, int || {{Icon|3}} ||add ammo to player weapon ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0114 ||3 ||char handle, int, int || {{Icon|trilogy}} ||add ammo to char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0115 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0116 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[0117]] ||1 ||player handle || {{Icon|trilogy}} ||check player dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0118 ||1 ||char handle || {{Icon|trilogy}} ||check char dead ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0119 ||1 ||car handle || {{Icon|trilogy}} ||check car dead ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011A ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char hostility ||&lt;br /&gt;
|-&lt;br /&gt;
|011B ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|011C ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear char objective ||&lt;br /&gt;
|-&lt;br /&gt;
|011D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0120 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0121 ||2 ||player handle, string || {{Icon|3}} {{Icon|VC}} ||check player is in zone ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0122 ||1 ||player handle || {{Icon|trilogy}} ||check player pressing horn ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0123 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||check char spotting player ||&lt;br /&gt;
|-&lt;br /&gt;
|0124 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0125 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0126 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||check char has finished walking ||&lt;br /&gt;
|-&lt;br /&gt;
|0127 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0128 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[0129]] ||4 ||car handle, char handle, int, char handle || {{Icon|trilogy}} ||create char inside car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|012A ||4 ||player handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||warp player from car to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|012B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0130 ||1 ||player handle || {{Icon|3}} ||check player is busted ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0131 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0132 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0133 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0134 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0135]] ||2 ||car handle, var || {{Icon|3}} ||lock car doors ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0136 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0137 ||2 ||car handle, int || {{Icon|trilogy}} ||check car is model ||&lt;br /&gt;
|-&lt;br /&gt;
|0138 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0139 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013B ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|3}} ||check car is in 2D area? ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|013C ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} ||check car is in 3D area? ||&lt;br /&gt;
|-&lt;br /&gt;
|013D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0140 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0141 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0142 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0143 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0144 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0145 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0146 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0147 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0148 ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0149 ||1 ||car handle || {{Icon|3}} ||check car crushed by car crusher ||&lt;br /&gt;
|-&lt;br /&gt;
|014A ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|[[014B]] ||13 ||flt, flt, flt, flt, int, int, int, int, int, int, int, int, var || {{Icon|trilogy}} ||create car generator ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[014C]] ||2 ||car generator handle, int || {{Icon|trilogy}} ||switch car generator ||&lt;br /&gt;
|-&lt;br /&gt;
|014D ||4 ||string, int, int, int || {{Icon|3}} ||print pager text ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[014E]] ||&amp;amp;#8212; ||global var; global var, int || {{Icon|trilogy}} ||display onscreen timer ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|014F ||1 ||global var || {{Icon|trilogy}} ||clear onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0150 ||2 ||global var, int || {{Icon|3}} {{Icon|VC}} ||display onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|0151 ||1 ||global var || {{Icon|trilogy}} ||clear onscreen counter ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0152]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone car info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0153 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0154 ||2 ||char handle, string || {{Icon|trilogy}} ||check char is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0155 ||3 ||int, int, int || {{Icon|3}} ||shake pad? ||PS2 specific?&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0156 ||3 ||string, int, int || {{Icon|3}} ||set zone ped density ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0157 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set camera on player ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0158 ||3 ||car handle, int, int || {{Icon|trilogy}} ||set camera on car ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0159 ||3 ||char handle, int, int || {{Icon|trilogy}} ||set camera on char ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015A ||0 || || {{Icon|trilogy}} ||cam restore ||&lt;br /&gt;
|-&lt;br /&gt;
|015B ||3 ||int, int, int || {{Icon|SA}} || ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[015C]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone gang info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015D ||1 ||flt || {{Icon|trilogy}} ||set timescale ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|015E ||1 ||car handle || {{Icon|3}} ||check car wheels on ground ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|015F ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||set camera position ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0160 ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||point camera ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0161 ||4 ||car handle, int, int, var || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0162 ||4 ||char handle, int, int, var || {{Icon|3}} {{Icon|VC}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0163 ||4 ||object handle, int, int, var || {{Icon|3}} ||add blip to object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0164 ||1 ||blip handle || {{Icon|trilogy}} ||remove blip ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0165 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0166 ||2 ||blip handle, int || {{Icon|3}} {{Icon|VC}} ||change blip brightness ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0167 ||6 ||flt, flt, flt, int, int, var || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0168 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip scale ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0169]] ||3 ||int, int, int || {{Icon|trilogy}} ||set fade color ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016A ||2 ||int, int || {{Icon|trilogy}} ||fade ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|016B ||0 || || {{Icon|trilogy}} ||check is fading ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016C ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add hospital restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016D ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add police restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016E ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||override restart ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|016F ||10 ||int, flt, flt, flt, flt, flt, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||create particle ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0170]] ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0171]] ||2 ||player handle, flt || {{Icon|3}} {{Icon|VC}} ||set player heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0172]] ||2 ||char handle, var || {{Icon|trilogy}} ||get char heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0173]] ||2 ||char handle, flt || {{Icon|trilogy}} ||set char heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|0174 ||2 ||car handle, var || {{Icon|trilogy}} ||get car heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0175 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car heading ||&lt;br /&gt;
|-style=&amp;quot;background: palegreen&amp;quot;&lt;br /&gt;
|[[0176]] ||2 ||object handle, var || {{Icon|trilogy}} ||get object heading ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0177 ||2 ||object handle, flt || {{Icon|trilogy}} ||set object heading ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0178 ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object ||simulated in LC mod&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0179 ||2 ||char handle, object handle || {{Icon|3}} {{Icon|SA}} ||check char is touching object ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|017A ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set player weapon ammo ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|017B ||3 || || {{Icon|3}} {{Icon|SA}} ||set char weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017F ||0 || || ||unsupported ||&lt;br /&gt;
|-style=&amp;quot;background: white&amp;quot;&lt;br /&gt;
|[[0180]] ||1 ||var || {{Icon|trilogy}} ||set on mission flag ||&lt;br /&gt;
|-&lt;br /&gt;
|0181 ||2 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|0182 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0183 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0184 ||2 ||char handle, int || {{Icon|trilogy}} ||check char health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0185 ||2 ||car handle, int || {{Icon|trilogy}} ||check car health greater than value ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0186 ||2 ||car handle, blip handle || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0187 ||2 ||char handle, blip handle || {{Icon|trilogy}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0188 ||2 ||object handle, blip handle || {{Icon|trilogy}} ||add blip to object ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|0189 ||2 ||flt, flt, flt, blip handle || {{Icon|3}} {{Icon|VC}} ||add blip with sphere to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018A ||2 ||flt, flt, flt, blip handle || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018B ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip display ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[018C]] ||4 ||int, flt, flt, flt || {{Icon|trilogy}} ||play sound ||&lt;br /&gt;
|-style=&amp;quot;background: moccasin&amp;quot;&lt;br /&gt;
|018D ||5 ||int, flt, flt, flt, var || {{Icon|3}} {{Icon|VC}} ||create sound ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|018E ||1 ||sound handle || {{Icon|trilogy}} ||stop sound ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|[[018F]] ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped for 2 seconds ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0190]] ||1 ||car handle || {{Icon|trilogy}} ||add car to flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|[[0191]] ||1 ||car handle || {{Icon|trilogy}} ||remove car from flipped check ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0192 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to stand still ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0193 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to act like ped ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0194 ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to go to point ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0195 ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective (run with speed?) ||&lt;br /&gt;
|-style=&amp;quot;background: wheat&amp;quot;&lt;br /&gt;
|0196 ||1 ||char handle || {{Icon|3}} ||set char objective (?) ||&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0197 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0198 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|0199 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019A ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019B ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019C ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019D ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019E ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|019F ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A0 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A2 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A4 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A5 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A6 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A7 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A8 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01A9 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AA ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AB ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AC ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AD ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AE ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01AF ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-style=&amp;quot;background: lemonchiffon&amp;quot;&lt;br /&gt;
|01B0 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B1 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||give player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B2]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||give char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01B4 ||2 ||player handle || {{Icon|trilogy}} ||set player control ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B5]] ||1 ||int || {{Icon|trilogy}} ||force weather ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B6]] ||1 ||int || {{Icon|trilogy}} ||force weather now ||&lt;br /&gt;
|-&lt;br /&gt;
|01B7 ||0 || || {{Icon|trilogy}} ||release weather ||&lt;br /&gt;
|-&lt;br /&gt;
|01B8 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B9 ||2 ||char handle, int || {{Icon|trilogy}} ||set current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01BA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01BB]] ||4 ||object handle, var, var, var || {{Icon|trilogy}} ||get object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BC ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BD ||1 ||var || {{Icon|trilogy}} ||current time in ms ||&lt;br /&gt;
|-&lt;br /&gt;
|01BE ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01BF ||4 ||player handle, flt, flt, flt || {{Icon|3}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01C0 ||2 ||player handle, var || {{Icon|trilogy}} ||store wanted level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C1 ||1 ||car handle || {{Icon|trilogy}} ||check car is stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C2]] ||1 ||char handle || {{Icon|trilogy}} ||mark char as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C3 ||1 ||car handle || {{Icon|trilogy}} ||mark car as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C4 ||1 ||object handle || {{Icon|trilogy}} ||mark object as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C5 ||1 ||char handle || {{Icon|trilogy}} ||remove char from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C6 ||1 ||car handle || {{Icon|3}} ||remove car from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C7 ||1 ||object handle || {{Icon|trilogy}} ||remove object from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C8]] ||5 ||car handle, int, int, int, char handle || {{Icon|trilogy}} ||create char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C9 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char ||&lt;br /&gt;
|-&lt;br /&gt;
|01CA ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CB ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char ||&lt;br /&gt;
|-&lt;br /&gt;
|01CC ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CD ||2 ||char handle, char handle || {{Icon|3}} || ||similar to 01CE&lt;br /&gt;
|-&lt;br /&gt;
|01CE ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CF ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char avoid char ||&lt;br /&gt;
|-&lt;br /&gt;
|01D0 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player ||&lt;br /&gt;
|-&lt;br /&gt;
|01D1 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char follow char ||&lt;br /&gt;
|-&lt;br /&gt;
|01D2 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char follow player ||&lt;br /&gt;
|-&lt;br /&gt;
|01D3 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car ||&lt;br /&gt;
|-&lt;br /&gt;
|01D4 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|01D5 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|01D6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D8 ||2 ||char handle, object handle || {{Icon|VC}} ||task char attack object ||&lt;br /&gt;
|-&lt;br /&gt;
|01D9 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task char attack car ||&lt;br /&gt;
|-&lt;br /&gt;
|01DA ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor walk to area ||&lt;br /&gt;
|-&lt;br /&gt;
|01DB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DE ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||tie char to char ||&lt;br /&gt;
|-&lt;br /&gt;
|01DF ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||tie char to player ||&lt;br /&gt;
|-&lt;br /&gt;
|01E0 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear tie ||&lt;br /&gt;
|-&lt;br /&gt;
|01E1 ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char follow route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E2 ||4 ||int, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add point to route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E3 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number big ||&lt;br /&gt;
|-&lt;br /&gt;
|01E4 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|01E5 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number now ||&lt;br /&gt;
|-&lt;br /&gt;
|01E6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01E7 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads on ||&lt;br /&gt;
|-&lt;br /&gt;
|01E8 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads off ||&lt;br /&gt;
|-&lt;br /&gt;
|01E9 ||2 ||car handle, var || {{Icon|trilogy}} ||get number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EA ||2 ||car handle, var || {{Icon|trilogy}} ||get maximum number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EB ||1 ||flt || {{Icon|trilogy}} ||set car density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|01EC ||2 ||car handle, int || {{Icon|trilogy}} ||set car heavy ||&lt;br /&gt;
|-&lt;br /&gt;
|01ED ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||reset char flag ||&lt;br /&gt;
|-&lt;br /&gt;
|01EE ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||activate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|01EF ||2 ||flt, flt || {{Icon|3}} ||deactivate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F0]] ||1 ||int || {{Icon|trilogy}} ||set max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|01F1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F3 ||1 ||car handle || {{Icon|trilogy}} ||check car is airbourne ||&lt;br /&gt;
|-&lt;br /&gt;
|01F4 ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|01F5 ||2 ||player handle, var || {{Icon|trilogy}} ||get player actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01F6 ||0 || || {{Icon|trilogy}} ||cancel override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|01F7 ||2 ||player handle, int || {{Icon|trilogy}} ||set police ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|01F8 ||5 ||string, int, int, int, int || {{Icon|3}} ||print pager text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F9]] ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||init rampage ||&lt;br /&gt;
|-&lt;br /&gt;
|01FA ||1 ||var || {{Icon|trilogy}} ||get rampage status ||&lt;br /&gt;
|-&lt;br /&gt;
|01FB ||2 ||var, int || {{Icon|trilogy}} ||get square root ||&lt;br /&gt;
|-&lt;br /&gt;
|01FC ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FD ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FE ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FF ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0200 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0201 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0202 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0203 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0204 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0205 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0206 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0207 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0208 ||2 ||flt, flt, var || {{Icon|trilogy}} ||generate random float in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0209 ||2 ||int, int, var || {{Icon|trilogy}} ||generate random int in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[020A]] ||2 ||car handle, int || {{Icon|trilogy}} ||lock car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|020B ||1 ||car handle || {{Icon|trilogy}} ||explode car ||&lt;br /&gt;
|-&lt;br /&gt;
|020C ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||create explosion ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|020D ||1 ||car handle || {{Icon|trilogy}} ||check car flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|020E ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|020F ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face player ||&lt;br /&gt;
|-&lt;br /&gt;
|0210 ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn player to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|0211 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char walk to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|0212 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0213]] ||6 ||int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0214 ||1 ||pickup handle || {{Icon|trilogy}} ||check has pickup been collected ||&lt;br /&gt;
|-&lt;br /&gt;
|0215 ||1 ||pickup handle || {{Icon|trilogy}} ||remove pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|0216 ||2 ||car handle, int || {{Icon|trilogy}} ||set taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0217 ||3 ||string, int, int || {{Icon|trilogy}} ||print text big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0218 ||4 ||string, int, int, int || {{Icon|3}} ||print text with number big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0219 ||&amp;amp;#8212; ||flt, flt, flt, flt, flt, flt, int, garage ID; flt, flt, flt, flt, flt, flt, flt, flt, int, garage ID || {{Icon|3}} {{Icon|VC}} ||create garage ||8 parameters in GTA III, 10 parameters in Vice City; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|021A ||9 ||flt, flt, flt, flt, flt, flt, int, int, garage ID || {{Icon|3}} ||create garage (extended?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[021B]] ||2 ||garage ID, car handle || {{Icon|trilogy}} ||set target car for mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021C ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check car is in garage area ||&lt;br /&gt;
|-&lt;br /&gt;
|021D ||1 ||int || {{Icon|3}} ||set free bomb shop ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|021E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|021F ||1 ||int || {{Icon|3}} ||set all taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0220 ||1 ||car handle || {{Icon|3}} ||check car has car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|0221 ||2 ||player handle, int || {{Icon|trilogy}} ||set player trapped in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0222 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player health ||&lt;br /&gt;
|-&lt;br /&gt;
|0223 ||2 ||char handle, int || {{Icon|trilogy}} ||set char health ||&lt;br /&gt;
|-&lt;br /&gt;
|0224 ||2 ||car handle, int || {{Icon|trilogy}} ||set car health ||&lt;br /&gt;
|-&lt;br /&gt;
|0225 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0226 ||2 ||char handle, var || {{Icon|trilogy}} ||get char health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0227 ||2 ||car handle, var || {{Icon|trilogy}} ||get car health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0228 ||2 ||car handle, var || {{Icon|3}} ||get car bomb state ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0229 ||3 ||car handle, int, int || {{Icon|trilogy}} ||change car color ||&lt;br /&gt;
|-&lt;br /&gt;
|022A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths on ||&lt;br /&gt;
|-&lt;br /&gt;
|022B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths off ||&lt;br /&gt;
|-&lt;br /&gt;
|022C ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task char look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022D ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task char look at player ||&lt;br /&gt;
|-&lt;br /&gt;
|022E ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task player look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||task char clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0230 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||task player clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0231 ||1 ||int || {{Icon|3}} ||set second police helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|0232 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0233 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0234 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0235 ||3 ||int, int, int || {{Icon|VC}} ||set gang models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0236]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set gang car ||&lt;br /&gt;
|-&lt;br /&gt;
|0237 ||3 ||int, int, int || {{Icon|trilogy}} ||set gang weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0238 ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} ||set player objective (run?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0239 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char run to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|023A ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|023B ||2 ||char handle, object handle || {{Icon|trilogy}} ||check char is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|[[023C]] ||2 ||int, string || {{Icon|trilogy}} ||load special actor ||parameters rearranged in SB in Sn Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[023D]] ||1 ||string || {{Icon|trilogy}} ||check special actor loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|023E ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|023F ||2 ||char handle, int || {{Icon|3}} ||set char flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|0240 ||2 ||object handle, int || {{Icon|3}} ||set object flag? ||same flag as in 023E, 023F&lt;br /&gt;
|-&lt;br /&gt;
|0241 ||1 ||player handle || {{Icon|trilogy}} ||check player is in remote mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0242 ||2 ||car handle || {{Icon|3}} ||set car bomb status ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0243]] ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0244 ||3 ||flt, flt, flt || {{Icon|trilogy}} ||set cutscene position ||&lt;br /&gt;
|-&lt;br /&gt;
|0245 ||2 ||char handle, int || {{Icon|trilogy}} ||set char walk style ||&lt;br /&gt;
|-&lt;br /&gt;
|0246 ||2 ||player handle, int || {{Icon|3}} ||set player walk style? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0247]] ||1 ||int || {{Icon|trilogy}} ||request model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0248]] ||1 ||int || {{Icon|trilogy}} ||check model has loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0249]] ||1 ||int || {{Icon|trilogy}} ||mark model as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024A]] ||3 ||flt, flt, var || {{Icon|3}} {{Icon|VC}} ||get phone ||&lt;br /&gt;
|-&lt;br /&gt;
|024B ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024C ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024D ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024E]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||disable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024F]] ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||create corona ||&lt;br /&gt;
|-&lt;br /&gt;
|0250 ||6 ||flt, flt, flt, int, int, int || {{Icon|3}} ||create light ||&lt;br /&gt;
|-&lt;br /&gt;
|0251 ||0 || || {{Icon|3}} ||store weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0252 ||0 || || {{Icon|3}} ||restore weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0253 ||0 || || {{Icon|trilogy}} ||save current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0254 ||0 || || {{Icon|trilogy}} ||restore current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0255 ||4 ||flt, flt, flt, flt || {{Icon|3}} ||set critical mission restart ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0256]] ||1 ||player handle || {{Icon|trilogy}} ||check player is defined ||&lt;br /&gt;
|-&lt;br /&gt;
|0257 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#8212; || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0291 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0292 ||2 ||player handle, int || {{Icon|3}} || ||similar to 0291&lt;br /&gt;
|-&lt;br /&gt;
|0293 ||1 ||var || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0294 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can respray ||&lt;br /&gt;
|-&lt;br /&gt;
|0295 ||1 ||car handle || {{Icon|3}} ||check car is taxi vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0296]] ||1 ||int || {{Icon|trilogy}} ||release special actor ||&lt;br /&gt;
|-&lt;br /&gt;
|0297 ||&amp;amp;#8212; ||none; player handle || {{Icon|trilogy}} ||reset number of models killed by player ||0 parameter in GTA III and Vice City, 1 parameter in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0298 ||&amp;amp;#8212; ||int, var; player handle, int, var || {{Icon|trilogy}} ||get number of models killed by player ||2 parameters in GTA III, 3 parameters in San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0299 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||activate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|029B ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|029C ||1 ||car handle || {{Icon|3}} ||check car stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|029D ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor drive then walk to area  ||&lt;br /&gt;
|-&lt;br /&gt;
|029E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|029F ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|02A0 ||1 ||char handle || {{Icon|3}} ||check char stopped ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02A1 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02A2 ||5 ||int, int, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02A3]] ||1 ||int || {{Icon|trilogy}} ||set widescreen borders ||&lt;br /&gt;
|-&lt;br /&gt;
|02A4 ||3 ||car handle, int, var || {{Icon|3}} ||add blip sprite to car ||&lt;br /&gt;
|-&lt;br /&gt;
|02A5 ||3 ||char handle, int, var || {{Icon|3}} ||add blip sprite to char ||&lt;br /&gt;
|-&lt;br /&gt;
|02A6 ||3 ||object handle, int, var || {{Icon|3}} ||add blip sprite to object ||&lt;br /&gt;
|-&lt;br /&gt;
|02A7 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A8 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A9 ||2 ||char handle, int || {{Icon|trilogy}} ||set char only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|02AA ||2 ||car handle, int || {{Icon|trilogy}} ||set car only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02AB]] ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set char proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AC ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set car proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AD ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02AE ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02AF ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B0 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B1 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B2 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B3 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B4 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B5 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B6 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B7 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B8 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B9 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||deactivate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02BA ||2 ||garage ID, var || {{Icon|3}} ||query cars collected? ||&lt;br /&gt;
|-&lt;br /&gt;
|02BB ||2 ||garage ID, car handle || {{Icon|3}} ||check has this car been collected? ||&lt;br /&gt;
|-&lt;br /&gt;
|02BC ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02BD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|02BE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|02BF ||1 ||car handle || {{Icon|trilogy}} ||check car is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|02C0 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C1 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C2 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|02C3 ||1 ||int || {{Icon|3}} ||create donkey mags ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C4 ||0 || || {{Icon|3}} ||save player coords? ||&lt;br /&gt;
|-&lt;br /&gt;
|02C5 ||1 ||var || {{Icon|3}} ||get number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C6 ||0 || || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C7 ||5 ||flt, flt, flt, flt, int || {{Icon|3}} ||scatter platinum ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C8 ||1 ||var || {{Icon|3}} ||get number of platinum in car ||&lt;br /&gt;
|-&lt;br /&gt;
|02C9 ||0 || || {{Icon|3}} ||remove platinum from car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02CA ||1 ||car handle || {{Icon|trilogy}} ||check car bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CB ||1 ||char handle || {{Icon|trilogy}} ||check char bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CC ||1 ||object handle || {{Icon|trilogy}} ||check object bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CD ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02CE]] ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||get ground z for 3D coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02CF ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02D0 ||1 ||fire handle || {{Icon|trilogy}} ||check fire is extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|02D1 ||1 ||fire handle || {{Icon|trilogy}} ||remove fire ||&lt;br /&gt;
|-&lt;br /&gt;
|02D2 ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|02D3 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coord ignore paths ||&lt;br /&gt;
|-&lt;br /&gt;
|02D4 ||1 ||car handle || {{Icon|trilogy}} ||turn off car engine ||&lt;br /&gt;
|-&lt;br /&gt;
|02D5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check player is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D6 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|SA}} ||check char is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D7 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D8 ||2 ||char handle, int || {{Icon|trilogy}} ||check char current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D9 ||0 || || {{Icon|3}} ||reset number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02DA ||3 ||flt, flt, flt || {{Icon|3}} ||create single donkey mag at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02DB ||2 ||car handle, flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02DC ||5 ||flt, flt, flt, flt, var || {{Icon|3}} ||get random char in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02DD ||&amp;amp;#8212; ||string, var; string, flt, flt, flt, var || {{Icon|trilogy}} ||get random char in zone ||parameters rearranged in GTA III in SB; 2 parameters in GTA III, 5 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|02DE ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|02DF ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E0 ||1 ||char handle || {{Icon|trilogy}} ||check char is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E1 ||5 ||flt, flt, flt, int, var || {{Icon|trilogy}} ||create money pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E2 ||2 ||char handle, int || {{Icon|trilogy}} ||set char accuracy ||&lt;br /&gt;
|-&lt;br /&gt;
|02E3 ||2 ||car handle, var || {{Icon|trilogy}} ||get car speed ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E4 ||1 ||string || {{Icon|trilogy}} ||load cutscene data ||&lt;br /&gt;
|-&lt;br /&gt;
|02E5 ||2 ||int, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E6 ||2 ||object handle, string || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02E7 ||0 || || {{Icon|trilogy}} ||start cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E8 ||1 ||var || {{Icon|trilogy}} ||get cutscene time ||&lt;br /&gt;
|-&lt;br /&gt;
|02E9 ||0 || || {{Icon|trilogy}} ||check cutscene has finished ||&lt;br /&gt;
|-&lt;br /&gt;
|02EA ||0 || || {{Icon|trilogy}} ||end cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02EB ||0 || || {{Icon|trilogy}} ||cam restore jumpcut ||&lt;br /&gt;
|-&lt;br /&gt;
|02EC ||3 ||flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||put hidden package ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02ED]] ||1 ||int || {{Icon|trilogy}} ||set total hidden packages ||&lt;br /&gt;
|-&lt;br /&gt;
|02EE ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||check projectile is in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02EF ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||remove projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F0 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F1 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F2 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F3 ||2 ||int, string || {{Icon|3}} {{Icon|VC}} ||load special object ||&lt;br /&gt;
|-&lt;br /&gt;
|02F4 ||3 ||object handle, int, object handle || {{Icon|3}} ||create cutscene actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F5 ||2 ||object handle, string || {{Icon|3}} ||set head anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02F6 ||2 ||float, var || {{Icon|trilogy}} ||get sine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F7 ||2 ||float, var || {{Icon|trilogy}} ||get cosine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F8 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle sine ||&lt;br /&gt;
|-&lt;br /&gt;
|02F9 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle cosine ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02FA]] ||2 ||garage ID, int || {{Icon|trilogy}} ||change garage type ||&lt;br /&gt;
|-&lt;br /&gt;
|02FB ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create crusher crane ||&lt;br /&gt;
|-&lt;br /&gt;
|02FC ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|02FD ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|02FE ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers soon ||&lt;br /&gt;
|-&lt;br /&gt;
|02FF ||6 ||string, int, int, int, int, int || {{Icon|trilogy}} ||print text with 3 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0300 ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers now  ||&lt;br /&gt;
|-&lt;br /&gt;
|0301 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0302 ||7 ||string, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 4 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0303 ||7 ||string, int, int, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||print text with 4 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0304 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0305 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0306 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0307 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0308 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 6 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0309 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|030A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|030B ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030C]] ||1 ||int || {{Icon|trilogy}} ||add to progress made ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030D]] ||1 ||int || {{Icon|trilogy}} ||set max progress ||&lt;br /&gt;
|-&lt;br /&gt;
|030E ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump distance ||&lt;br /&gt;
|-&lt;br /&gt;
|030F ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump height ||&lt;br /&gt;
|-&lt;br /&gt;
|0310 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump flips ||&lt;br /&gt;
|-&lt;br /&gt;
|0311 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0312 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump type ||&lt;br /&gt;
|-&lt;br /&gt;
|0313 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment unique jumps found ||&lt;br /&gt;
|-&lt;br /&gt;
|0314 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total unique jumps ||&lt;br /&gt;
|-&lt;br /&gt;
|0315 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment taxi dropoffs ||&lt;br /&gt;
|-&lt;br /&gt;
|0316 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||add taxi earnings ||&lt;br /&gt;
|-&lt;br /&gt;
|0317 ||0 || || {{Icon|trilogy}} ||increment mission attempts ||&lt;br /&gt;
|-&lt;br /&gt;
|0318 ||1 ||string || {{Icon|trilogy}} ||set latest mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0319 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|031A ||0 || || {{Icon|trilogy}} ||remove all fires ||&lt;br /&gt;
|-&lt;br /&gt;
|031B ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031C ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031D ||2 ||char handle, int || {{Icon|trilogy}} ||check char has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031E ||2 ||car handle, int || {{Icon|trilogy}} ||check car has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031F ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0320 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0321 ||1 ||char handle || {{Icon|trilogy}} ||set char to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0322 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||set player to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0323 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0324]] ||3 ||string, int, int || {{Icon|3}} {{Icon|VC}} ||set pedgroup info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0325]] ||2 ||car handle, fire handle || {{Icon|trilogy}} ||start car fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0326 ||2 ||char handle, fire handle || {{Icon|trilogy}} ||start char fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0327 ||6 ||int, flt, flt, flt, flt, char handle || {{Icon|trilogy}} ||get random char in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0328 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0329 ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check garage respray done ||&lt;br /&gt;
|-&lt;br /&gt;
|032A ||1 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|032B ||7 ||int, int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create weapon pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|032C ||2 ||car handle, car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|032D ||2 ||car handle, car handle || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|032E ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|032F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0330]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player never gets tired ||&lt;br /&gt;
|-&lt;br /&gt;
|0331 ||2 ||player handle, int || {{Icon|trilogy}} ||set player fast reload ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0332]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char bleeding ||&lt;br /&gt;
|-&lt;br /&gt;
|0333 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0334 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0335 ||1 ||int || {{Icon|trilogy}} ||set free resprays ||&lt;br /&gt;
|-&lt;br /&gt;
|0336 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0337 ||2 ||char handle, int || {{Icon|trilogy}} ||set char visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0338 ||2 ||car handle, int || {{Icon|3}} {{Icon|SA}} ||set car visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0339 ||11 ||flt, flt, flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||check anything in area ||&lt;br /&gt;
|-&lt;br /&gt;
|033A ||0 || || {{Icon|3}} ||create incoming cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|033B ||0 || || {{Icon|3}} ||check incoming cessna completed path ||&lt;br /&gt;
|-&lt;br /&gt;
|033C ||0 || || {{Icon|3}} ||check incoming cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|033D ||1 ||player handle || {{Icon|3}} ||put out fire on player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[033E]] ||3 ||string, int, int || {{Icon|trilogy}} ||display text ||&lt;br /&gt;
|-&lt;br /&gt;
|033F ||2 ||flt, flt || {{Icon|trilogy}} ||set text draw size ||&lt;br /&gt;
|-&lt;br /&gt;
|0340 ||4 ||int, int, int, int || {{Icon|trilogy}} ||set text draw colors ||&lt;br /&gt;
|-&lt;br /&gt;
|0341 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0342 ||1 ||int || {{Icon|trilogy}} ||set text draw centered ||&lt;br /&gt;
|-&lt;br /&gt;
|0343 ||1 ||flt || {{Icon|trilogy}} ||set text draw line width ||&lt;br /&gt;
|-&lt;br /&gt;
|0344 ||1 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0345 ||1 ||int || {{Icon|trilogy}} ||set text draw background ||&lt;br /&gt;
|-&lt;br /&gt;
|0346 ||4 ||int, int, int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0347 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0348 ||1 ||int || {{Icon|trilogy}} ||set text draw proportional ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0349]] ||1 ||int || {{Icon|3}} {{Icon|SA}} ||set text draw font ||&lt;br /&gt;
|-&lt;br /&gt;
|034A ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034B ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034C ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034D ||4 ||object handle, flt, flt, int || {{Icon|trilogy}} ||rotate object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034E ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||move object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034F ||1 ||char handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0350 ||2 ||char handle, int || {{Icon|trilogy}} ||set char maintain position when attacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0351 ||0 || || {{Icon|3}} ||check gore is enabled ||&lt;br /&gt;
|-&lt;br /&gt;
|0352 ||2 ||char handle, string || {{Icon|3}} {{Icon|VC}} ||set char skin ||&lt;br /&gt;
|-&lt;br /&gt;
|0353 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||refresh char ||&lt;br /&gt;
|-&lt;br /&gt;
|0354 ||1 ||flt || {{Icon|3}} ||set up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0355 ||0 || || {{Icon|3}} ||clean up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0356 ||7 ||int, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|SA}} ||check is explosion in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0357 ||2 ||int, string || {{Icon|3}} ||check is explosion in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0358 ||0 || || {{Icon|3}} ||create drop off cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|0359 ||0 || || {{Icon|3}} ||check drop off cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|035A ||3 ||var, var, var || {{Icon|3}} ||get drop off cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|035B ||4 ||flt, flt, flt, var || {{Icon|3}} ||create drop off package ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|035C ||5 ||object handle, car handle, flt, flt, flt || {{Icon|trilogy}} ||place object relative to car ||&lt;br /&gt;
|-&lt;br /&gt;
|035D ||&amp;amp;#8212; ||object handle; object handle, int || {{Icon|trilogy}} ||make object targettable ||1 parameter in GTA III and Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|035E ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||add armour to player ||&lt;br /&gt;
|-&lt;br /&gt;
|035F ||2 ||char handle, int || {{Icon|trilogy}} ||add armour to char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0360]] ||1 ||garage ID || {{Icon|trilogy}} ||open garage ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0361]] ||1 ||garage ID || {{Icon|trilogy}} ||close garage ||&lt;br /&gt;
|-&lt;br /&gt;
|0362 ||4 ||char handle, flt, flt, flt || {{Icon|trilogy}} ||warp char from car to coord  ||&lt;br /&gt;
|-&lt;br /&gt;
|0363 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||set object model visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0364 ||2 ||char handle, char handle || {{Icon|SA}} ||check has char spotted char ||&lt;br /&gt;
|-&lt;br /&gt;
|0365 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0366 ||1 ||object handle || {{Icon|trilogy}} ||check has object been damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|0367 ||9 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0368 ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create ev crane ||&lt;br /&gt;
|-&lt;br /&gt;
|0369 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||warp player into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036A ||2 ||char handle, car handle || {{Icon|trilogy}} ||warp char into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036D ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036E ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036F ||7 ||string, int, int, int, int, int, int || {{Icon|3}} ||print text with 4 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0370 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0371 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0372]] ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char animation ||&lt;br /&gt;
|-&lt;br /&gt;
|0373 ||0 || || {{Icon|trilogy}} ||set camera directly behind player ||&lt;br /&gt;
|-&lt;br /&gt;
|0374 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0375 ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0376 ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create random char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0377 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0378 ||3 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0379 ||3 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037A ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037B ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037C ||5 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037D ||5 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037E ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||check sniper bullet is in area ||&lt;br /&gt;
|-&lt;br /&gt;
|037F ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0380 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0381 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||throw object ||&lt;br /&gt;
|-&lt;br /&gt;
|0382 ||2 ||object handle, int || {{Icon|trilogy}} ||set object collision detection ||&lt;br /&gt;
|-&lt;br /&gt;
|0383 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} ||check special car horn is on ||&lt;br /&gt;
|-&lt;br /&gt;
|0384 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string ||&lt;br /&gt;
|-&lt;br /&gt;
|0385 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0386 ||6 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0387 ||6 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0388 ||7 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0389 ||7 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|038A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||check any cars in area ||&lt;br /&gt;
|-&lt;br /&gt;
|038B ||0 || || {{Icon|trilogy}} ||load requested models ||&lt;br /&gt;
|-&lt;br /&gt;
|038C ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||scatter object ||&lt;br /&gt;
|-&lt;br /&gt;
|038D ||9 ||int, flt, flt, flt, flt, int, int, int, int,  || {{Icon|trilogy}} ||draw texture || &lt;br /&gt;
|-&lt;br /&gt;
|038E ||8 ||flt, flt, flt, flt, int, int, int, int || {{Icon|trilogy}} ||draw rectangle || &lt;br /&gt;
|-&lt;br /&gt;
|[[038F]] ||2 ||int, string || {{Icon|trilogy}} ||get texture from txd ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0390 ||1 ||string || {{Icon|trilogy}} ||load txd || &lt;br /&gt;
|-&lt;br /&gt;
|0391 ||0 || || {{Icon|trilogy}} ||release txd ||&lt;br /&gt;
|-&lt;br /&gt;
|0392 ||2 ||object handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0393 ||3 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0394]] ||1 ||int || {{Icon|trilogy}} ||play music ||&lt;br /&gt;
|-&lt;br /&gt;
|0395 ||5 ||int, float, float, float, float || {{Icon|trilogy}} ||clear area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0396 ||1 ||global var || {{Icon|trilogy}} ||freeze onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0397 ||2 ||car handle, int || {{Icon|trilogy}} ||switch car siren ||&lt;br /&gt;
|-&lt;br /&gt;
|0398 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0399 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039A ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039B ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039C ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039D ||12 || || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|039E ||2 ||char handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039F ||3 ||car handle, float, float || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03A0 ||3 ||car handle, float, float || {{Icon|3}} ||check car is picked up by crane ||&lt;br /&gt;
|-&lt;br /&gt;
|03A1 ||4 ||float, float, float, float || {{Icon|trilogy}} ||show sphere at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A2 ||2 ||car handle, int || {{Icon|trilogy}} ||set car action ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A3]] ||1 ||char handle || {{Icon|trilogy}} ||check is char male ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A4]] ||1 ||string || {{Icon|trilogy}} ||name thread ||&lt;br /&gt;
|-&lt;br /&gt;
|03A5 ||3 ||garage ID, int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03A6 ||3 ||var, var, var || {{Icon|3}} ||get incoming cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|03A7 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A8 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A9 ||0 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03AA ||3 ||float, float, float || {{Icon|3}} {{Icon|VC}} ||play suspect last seen ||&lt;br /&gt;
|-&lt;br /&gt;
|03AB ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AC ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AD ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AE ||6 ||float, float, float, float, float, float || {{Icon|3}} {{Icon|VC}} ||clear area of objects ||&lt;br /&gt;
|-&lt;br /&gt;
|03AF ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03B0]] ||1 ||garage ID || {{Icon|trilogy}} ||check garage is open ||&lt;br /&gt;
|-&lt;br /&gt;
|03B1 ||1 ||garage ID || {{Icon|trilogy}} ||check garage is closed ||&lt;br /&gt;
|-&lt;br /&gt;
|03B2 ||0 || || {{Icon|3}} ||start Catalina's helicopter flyby ||&lt;br /&gt;
|-&lt;br /&gt;
|03B3 ||0 || || {{Icon|3}} ||start Catalina's helicopter take off ||&lt;br /&gt;
|-&lt;br /&gt;
|03B4 ||0 || || {{Icon|3}} ||remove Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03B5 ||0 || || {{Icon|3}} ||check Catalina's helicopter is shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|03B6 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||swap nearest building model ||&lt;br /&gt;
|-&lt;br /&gt;
|03B7 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03B8 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||remove all player weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|03B9 ||1 ||car handle || {{Icon|3}} ||get Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03BA ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of cars ||&lt;br /&gt;
|-&lt;br /&gt;
|03BB ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage door to swing open ||&lt;br /&gt;
|-&lt;br /&gt;
|03BC ||5 ||flt, flt, flt, flt, sphere ID || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03BD ||1 ||sphere ID || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03BE ||0 || || {{Icon|3}} ||set Catalina's helicopter fly up ||&lt;br /&gt;
|-&lt;br /&gt;
|03BF ||2 ||player handle, int || {{Icon|trilogy}} ||set everyone ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C0 ||2 ||char handle, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C1 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C2 ||1 ||phone ID || {{Icon|3}} ||check phone is answered ||&lt;br /&gt;
|-&lt;br /&gt;
|03C3 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen timer with string ||&lt;br /&gt;
|-&lt;br /&gt;
|03C4 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C5]] ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||create random car for car park ||&lt;br /&gt;
|-&lt;br /&gt;
|03C6 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C7 ||1 ||float || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C8 ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C9 ||1 ||car handle || {{Icon|3}} ||check is car visibly damaged ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03CA ||1 ||object handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03CB ||3 ||flt, flt, flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03CC ||3 ||car handle, flt, int || {{Icon|trilogy}} ||add stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CD ||1 ||car handle || {{Icon|trilogy}} ||remove stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CE ||1 ||car handle || {{Icon|trilogy}} ||check car is stuck ||&lt;br /&gt;
|-&lt;br /&gt;
|03CF ||&amp;amp;#8212; ||string; int, string || {{Icon|trilogy}} || ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03D0 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D1 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D2 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D3 ||7 ||flt, flt, flt, var, var, var, var || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03D4]] ||2 ||garage ID, car handle || {{Icon|3}} {{Icon|VC}} ||check garage contains needed car ||&lt;br /&gt;
|-&lt;br /&gt;
|03D5 ||1 ||string || {{Icon|trilogy}} ||clear this print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D6 ||1 ||string || {{Icon|trilogy}} ||clear this big print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D7 ||&amp;amp;#8212; ||flt, flt, flt; int, flt, flt, flt || {{Icon|trilogy}} || ||3 parameters in GTA III, 4 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D8 ||0 || || {{Icon|trilogy}} ||activate save menu ||&lt;br /&gt;
|-&lt;br /&gt;
|03D9 ||0 || || {{Icon|trilogy}} ||check save did complete successfully ||&lt;br /&gt;
|-&lt;br /&gt;
|03DA ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage camera follows player ||&lt;br /&gt;
|-&lt;br /&gt;
|03DB ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03DC ||2 ||pickup handle, marker handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03DD ||3 ||pickup handle, int, blip handle || {{Icon|3}} ||add blip sprite to pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|03DE ||1 ||flt || {{Icon|trilogy}} ||set ped density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|03DF ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03E0 || || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03E1 ||1 ||var || {{Icon|3}} {{Icon|VC}} ||get number of packages found ||&lt;br /&gt;
|-&lt;br /&gt;
|03E2 ||1 ||int; char handle || {{Icon|3}} {{Icon|VC}} ||save Turismo best time; task char exit any car ||&lt;br /&gt;
|-&lt;br /&gt;
|03E3 ||1 ||int || {{Icon|trilogy}} ||set next texture antialiased ||&lt;br /&gt;
|-&lt;br /&gt;
|03E4 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E5]] ||1 ||string || {{Icon|trilogy}} ||print help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E6]] ||0 || || {{Icon|trilogy}} ||clear help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E7]] ||1 ||int || {{Icon|trilogy}} ||flash hud ||&lt;br /&gt;
|-&lt;br /&gt;
|03E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03E9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03EA ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EB ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EC ||0 || || {{Icon|3}} ||check ev crane collected all cars ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03ED]] ||2 ||car handle, int || {{Icon|trilogy}} ||set upsidedown car not damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03EE ||1 ||player handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EF ||1 ||player handle || {{Icon|trilogy}} ||make player safe for cutscene ||only use before cutscenes&lt;br /&gt;
|-&lt;br /&gt;
|03F0 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03F1]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype add threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F2 ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype remove threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F3 ||3 ||car handle, var, var || {{Icon|trilogy}} ||get car colors ||&lt;br /&gt;
|-&lt;br /&gt;
|03F4 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F5 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03F7 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F8 ||1 ||var || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F9 ||3 ||char handle, char handle, int || {{Icon|3}} {{Icon|VC}} ||make char converse with char ||&lt;br /&gt;
|-&lt;br /&gt;
|03FA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03FB ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03FC ||2 ||char handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03FD ||&amp;amp;#8212; ||int; player handle, int || {{Icon|trilogy}} ||save Patriot Playground time; set player handling responsiveness ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FE ||&amp;amp;#8212; ||int; char handle, int || {{Icon|trilogy}} ||save A Ride in the Park time; set char money ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FF ||1 || || {{Icon|3}} {{Icon|VC}} ||save Gripped! time ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0400]] ||&amp;amp;#8212; ||int; object handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Multistorey Mayhem time; get offset from object in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0401 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment people saved in ambulance ||&lt;br /&gt;
|-&lt;br /&gt;
|0402 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment criminals stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|0403 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set highest ambulance level ||&lt;br /&gt;
|-&lt;br /&gt;
|0404 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment fires extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0405]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||enable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0406 ||1 ||var || {{Icon|3}} ||save longest flight in Dodo ||&lt;br /&gt;
|-&lt;br /&gt;
|0407 ||&amp;amp;#8212; ||int; car handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Rigged to Blow time; get offset from car in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0408 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total number of rampages ||&lt;br /&gt;
|-&lt;br /&gt;
|0409 ||0 || || {{Icon|3}} {{Icon|VC}} ||detonate rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|040A ||1 ||int || {{Icon|3}} ||remove car from chase ||&lt;br /&gt;
|-&lt;br /&gt;
|040B ||0 || || {{Icon|3}} {{Icon|VC}} ||check is French version ||&lt;br /&gt;
|-&lt;br /&gt;
|040C ||0 || || {{Icon|trilogy}} ||check is German version ||&lt;br /&gt;
|-&lt;br /&gt;
|040D ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|040E ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|040F ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0410 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0411 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0412 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0413 ||2 ||player handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0414]] ||2 ||player handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0415 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0416 ||0 || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0417]] ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0418 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0419 ||3 ||player handle, int, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|041A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|041B ||0 || || {{Icon|3}} ||increment rampages passed ||&lt;br /&gt;
|-&lt;br /&gt;
|041C ||2 ||char handle, int || {{Icon|3}} ||make char say dialogue ||&lt;br /&gt;
|-&lt;br /&gt;
|041D ||1 ||flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[041E]] ||2 ||int, int || {{Icon|trilogy}} ||set radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|041F ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0420 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0421 ||1 ||int || {{Icon|3}} ||set rain ||&lt;br /&gt;
|-&lt;br /&gt;
|0422 ||2 ||garage ID, car handle || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0423 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car improve handling ||&lt;br /&gt;
|-&lt;br /&gt;
|0424 ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0425 ||2 ||flt, var || {{Icon|trilogy}} ||convert meters to feet ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0426 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0427 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0428 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0429 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|042A ||2 ||int, int || {{Icon|3}} ||check pedtype threat exists ||&lt;br /&gt;
|-&lt;br /&gt;
|042B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of chars ||&lt;br /&gt;
|-&lt;br /&gt;
|042C ||1 ||int || {{Icon|trilogy}} ||set total missions ||&lt;br /&gt;
|-&lt;br /&gt;
|042D ||2 ||int, var || {{Icon|trilogy}} ||convert meters to feet int ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[042E]] ||2 ||int, int/flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042F]] ||2 ||int, int/flt || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0430 ||3 ||char handle, car handle, int || {{Icon|SA}} ||warp char into car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0431]] ||2 ||car handle, int || {{Icon|trilogy}} ||check is car passenger seat free ||&lt;br /&gt;
|-&lt;br /&gt;
|0432 ||3 ||car handle, int, var || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0433 ||2 ||char handle, int || {{Icon|trilogy}} ||set char as criminal ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0434]] ||0 || || {{Icon|trilogy}} ||start credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0435]] ||0 || || {{Icon|trilogy}} ||stop credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0436]] ||0 || || {{Icon|trilogy}} ||check credits are finished ||&lt;br /&gt;
|-&lt;br /&gt;
|0437 ||8 ||int, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||scatter particle ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0438 ||2 ||char handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0439 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043A ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043B ||1 ||object handle || {{Icon|3}} ||update foam animation around object ||&lt;br /&gt;
|-&lt;br /&gt;
|043C ||1 ||int || {{Icon|trilogy}} ||set game sounds disable on fade ||&lt;br /&gt;
|-&lt;br /&gt;
|043D ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043E ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[043F]] ||0 || || {{Icon|3}} {{Icon|VC}} ||play finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0440 ||0 || || {{Icon|3}} {{Icon|VC}} ||stop finale audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0441 ||2 ||car handle, var || {{Icon|trilogy}} ||get car model ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0442 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0443 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0444 ||2 ||fire handle, int || {{Icon|3}} ||play fire audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0445]] ||0 || || {{Icon|trilogy}} ||check improved handling cheat used ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0446]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char decapitation ||&lt;br /&gt;
|-&lt;br /&gt;
|0447 ||1 ||player handle || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0448 ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0449 ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|044A ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044B ||1 ||char handle || {{Icon|trilogy}} ||check char is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044C ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|044D ||1 ||string || {{Icon|3}} {{Icon|VC}} ||load splash ||&lt;br /&gt;
|-&lt;br /&gt;
|044E ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|044F ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0450 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0451 ||0 || || {{Icon|3}} {{Icon|VC}} ||load end of game audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0452 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0453 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0454 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0455 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0456 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0457 ||2 ||player handle, char handle || {{Icon|trilogy}} ||check player is targetting char ||&lt;br /&gt;
|-&lt;br /&gt;
|0458 ||2 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0459]] ||1 ||string || {{Icon|trilogy}} ||terminate all scripts with this name ||&lt;br /&gt;
|-&lt;br /&gt;
|045A ||4 ||flt, flt, string, int || {{Icon|trilogy}} ||display text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|045B ||5 ||flt, flt, string, int, int || {{Icon|trilogy}} ||display text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|045C ||0 || || {{Icon|trilogy}} ||abort mission ||&lt;br /&gt;
|-&lt;br /&gt;
|045D ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|045E ||5 ||object handle, object handle, flt, flt, flt || {{Icon|3}} ||place object relative to object ||&lt;br /&gt;
|-&lt;br /&gt;
|045F ||2 ||car handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0460 ||2 ||flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0461 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0462 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0463 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0464 ||8 ||char handle, car handle, flt, flt, flt, int, flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0465 ||1 ||char handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0466 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0467 ||1 ||char handle || {{Icon|trilogy}} ||clear char last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0468 ||1 ||car handle || {{Icon|trilogy}} ||clear car last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0469 ||10 ||flt, flt, flt, flt, int, int, int, int, int, var || {{Icon|3}} {{Icon|VC}} ||get random law enforcement in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|046B ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car and flee ||&lt;br /&gt;
|-&lt;br /&gt;
|046C ||2 ||car handle, var || {{Icon|trilogy}} ||get driver of car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046D ||2 ||char handle, var || {{Icon|trilogy}} ||get char number of followers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046E ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||give remote controlled model to player ||&lt;br /&gt;
|-&lt;br /&gt;
|046F ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0470 ||2 ||char handle, var || {{Icon|trilogy}} ||get current char weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0471 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0472 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0473 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0474 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0475 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0476 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0477]] ||3 ||car handle, int, int || {{Icon|trilogy}} ||set car driving behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|0478 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0479 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047A ||1 ||char handle || {{Icon|trilogy}} ||check char is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047B ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047C ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047D ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047E ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047F ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0480 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is looking at death of char with pedtype ||&lt;br /&gt;
|-&lt;br /&gt;
|0481 ||1 ||flt || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-style=&amp;quot;background: lightblue&amp;quot;&lt;br /&gt;
|0482 ||1 ||flt || {{Icon|3}} {{Icon|VC}} || ||last opcode available for GTA III&lt;br /&gt;
|-&lt;br /&gt;
|0483 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0484 ||2 ||player handle, var || {{Icon|VC}} {{Icon|SA}} ||get remote controlled car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0485 ||0 || || {{Icon|VC}} {{Icon|SA}} ||return true ||exact opposite to [[059A]]&lt;br /&gt;
|-&lt;br /&gt;
|0486 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0487 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0488 ||1 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0489 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048A ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate ||&lt;br /&gt;
|-&lt;br /&gt;
|048B ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048C ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||check pickup at coord exist ||&lt;br /&gt;
|-&lt;br /&gt;
|048D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048F ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||remove all char weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0490 ||2 ||player handle, int || {{Icon|VC}} ||check player has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0491 ||2 ||char handle, int || {{Icon|SA}} ||check char has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0492 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0493]] ||2 ||car handle, int || {{Icon|VC}} ||set tank contact explosion ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0494]] ||5 ||int, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get joystick data ||&lt;br /&gt;
|-&lt;br /&gt;
|0495 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||check car is on fire ||&lt;br /&gt;
|-&lt;br /&gt;
|0496 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||check car tire is burst ||&lt;br /&gt;
|-&lt;br /&gt;
|0497 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0498 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0499 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[049C]] ||3 ||int, flt, var || {{Icon|VC}} ||create [[Script Path|script path]] ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049D ||2 ||spath ID, object handle || {{Icon|VC}} ||attach script path to object ||&lt;br /&gt;
|-&lt;br /&gt;
|049E ||2 ||spath ID, flt || {{Icon|VC}} ||set script path speed ||&lt;br /&gt;
|-&lt;br /&gt;
|049F ||2 ||spath ID, flt || {{Icon|VC}} ||set script path distance ||&lt;br /&gt;
|-&lt;br /&gt;
|04A0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04A1 ||1 ||spath ID || {{Icon|VC}} {{Icon|SA}} ||reset script path ||&lt;br /&gt;
|-&lt;br /&gt;
|04A2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set heli fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04A3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A5 ||4 ||char handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A6 ||6 ||flt, flt, flt, int, int, var || {{Icon|VC}} {{Icon|SA}} ||create protection pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[04A7]] ||1 ||char handle || {{Icon|SA}} ||check char is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A8]] ||1 ||player handle || {{Icon|VC}} ||check player is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A9]] ||1 ||char handle || {{Icon|SA}} ||check char is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|04AA ||1 ||player handle || {{Icon|VC}} ||check player is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AB]] ||1 ||char handle || {{Icon|SA}} ||check char is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|04AC ||1 ||player handle || {{Icon|VC}} ||check player is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AD]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04AE ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04AF ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B0 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B1 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B2 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B5 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B6 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B7 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04B8]] ||5 ||char handle, int, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B9 ||12 ||flt, flt, flt, flt, flt, var, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BA ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||set car forward speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04BB]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set interior ||&lt;br /&gt;
|-&lt;br /&gt;
|04BC ||1 ||string || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BD ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BE ||1 ||player handle || {{Icon|VC}} ||reset player chaos level ||&lt;br /&gt;
|-&lt;br /&gt;
|04BF ||2 ||player handle, var || {{Icon|VC}} ||get player chaos level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C0 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create police roadblock ||&lt;br /&gt;
|-&lt;br /&gt;
|04C1 ||0 || || {{Icon|VC}} {{Icon|SA}} ||release police roadblock||&lt;br /&gt;
|-&lt;br /&gt;
|04C2 ||2 ||char handle, char handle || {{Icon|VC}} ||task char go to char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04C4 ||7 ||char handle, flt, flt, flt, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get offset from char in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C5 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been photographed ||&lt;br /&gt;
|-&lt;br /&gt;
|04C6 ||2 ||char handle, char handle || {{Icon|VC}} ||task aim gun at char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C7 ||1 ||int || {{Icon|VC}} ||set green scanlines ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C8]] ||1 ||char handle || {{Icon|SA}} ||check char is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04C9 ||1 ||player handle || {{Icon|VC}} ||check player is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CE ||5 ||flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04CF ||1 ||int || {{Icon|VC}} ||add to money spent on fashion stat ||&lt;br /&gt;
|-&lt;br /&gt;
|04D0 ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||force heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||reset heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set plane fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04D3 ||7 ||flt, flt, flt, int, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04D5 ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|VC}} {{Icon|SA}} ||draw corona ||&lt;br /&gt;
|-&lt;br /&gt;
|04D6 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate on contact ||&lt;br /&gt;
|-&lt;br /&gt;
|04D7 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze char position ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04D8]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char drowns in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04D9 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DA ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DB ||0 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DD ||2 ||char handle, var || {{Icon|VC}} {{Icon|SA}} ||get char armour ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04DE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DF ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E0 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||open and freeze car trunk ||&lt;br /&gt;
|-&lt;br /&gt;
|04E2 ||2 ||player handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E3 ||3 ||player handle, int, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E4 ||2 ||flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E5 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E6 ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E7 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||check object is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04E9 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EA ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EB ||3 ||char handle, int, int || {{Icon|VC}} {{Icon|SA}} ||task duck ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EC]] ||13 ||string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|VC}} ||set zone car class info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04ED]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||request anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EE]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||check anims have loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EF]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||remove anims ||&lt;br /&gt;
|-&lt;br /&gt;
|04F0 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F3 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F4 ||8 ||char handle, object handle, flt, flt, flt, int, flt, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F5 ||3 ||char handle, player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F7 ||4 ||global var, int, int, string || {{Icon|VC}} {{Icon|SA}} ||display nth onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|04F8 ||13 ||int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04F9]] ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||set sky colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FA ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||reset interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FC ||7 ||player handle, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||store stunt data ||&lt;br /&gt;
|-&lt;br /&gt;
|04FD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FE ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||burst car tire ||&lt;br /&gt;
|-&lt;br /&gt;
|04FF ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0500 ||&amp;amp;#8212; ||player handle, string; player handle, string, string || {{Icon|VC}} {{Icon|SA}} ||change player skin ||2 parameters in Vice City, 3 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[0501]] ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set player can do drive by ||&lt;br /&gt;
|-&lt;br /&gt;
|0502 ||3 ||char handle, flt, flt || {{Icon|VC}} ||task flee to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0503 ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create rappel ||&lt;br /&gt;
|-&lt;br /&gt;
|0504 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0505 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0506 ||3 ||int, int, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0507 ||1 ||int || {{Icon|VC}} ||set camera interference ||&lt;br /&gt;
|-&lt;br /&gt;
|0508 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||close all car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0509]] ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 2D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050A ||7 ||flt, flt, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 3D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050B ||1 ||car handle || {{Icon|VC}} ||pop car boot ||&lt;br /&gt;
|-&lt;br /&gt;
|050C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|050D ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050E ||2 ||object handle, car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050F ||1 ||var || {{Icon|SA}} ||get max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0510 ||5 ||char handle, flt, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0511 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0512 ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||print help forever ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0513]] ||2 ||string, int || {{Icon|SA}} ||print help with number ||&lt;br /&gt;
|-&lt;br /&gt;
|0514 ||3 ||char handle, int, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0515 ||? || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0516 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0517 ||5 ||string, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||create locked property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0518 ||6 ||string, flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} ||create forsale property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0519 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze car position ||&lt;br /&gt;
|-&lt;br /&gt;
|051A ||2 ||char handle, char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051B ||2 ||char handle, car handle || {{Icon|SA}} ||check char has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051C ||2 ||car handle, char handle || {{Icon|SA}} ||check car has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051D ||2 ||car handle, car handle || {{Icon|SA}} ||check car has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051E ||1 ||var || {{Icon|SA}} ||get current radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|051F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0520 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0521 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0522 ||0 || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0523 ||3 ||flt, flt, flt || {{Icon|VC}} ||check has window been broken ||&lt;br /&gt;
|-&lt;br /&gt;
|0524 ||3 ||object handle, object handle, int || {{Icon|VC}} ||attach object to object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0525 ||3 ||object handle, object handle, string || {{Icon|VC}} ||attach object to component of object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0526 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0527 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0528 ||1 ||int || {{Icon|VC}} ||add to money spent on weapon stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0529 ||1 ||int || {{Icon|VC}} ||add to money spent on property stat ||&lt;br /&gt;
|-&lt;br /&gt;
|052A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[052B]] ||2 ||char handle, int || {{Icon|VC}} ||task use mobile phone ||&lt;br /&gt;
|-&lt;br /&gt;
|052C ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set drunk cam ||&lt;br /&gt;
|-&lt;br /&gt;
|052D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0530 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0531 ||1 ||int || {{Icon|VC}} ||add to stores knocked off stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0532 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0533]] ||1 ||int || {{Icon|VC}} ||add to assassination contracts stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0534 ||1 ||int || {{Icon|VC}} ||add to pizzas delivered stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0535 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0536 ||1 ||int || {{Icon|VC}} ||add to drug deals made stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0537 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0538 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0539 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053C ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|053D ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|053E ||6 ||int, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get random car in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|053F ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set can burst car tires ||&lt;br /&gt;
|-&lt;br /&gt;
|0540 ||2 ||player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0541]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||fire vehicle gun ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0542]] ||1 ||int || {{Icon|VC}} ||add property to property owned stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0543 ||1 ||int || {{Icon|VC}} ||add bloodring kills stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0544 ||1 ||int || {{Icon|VC}} ||save longest time in bloodring stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0545 ||0 || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0546 ||2 ||player handle, car handle || {{Icon|VC}} ||check is player touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0547 ||2 ||char handle, car handle || {{Icon|SA}} ||check is char touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0548 ||6 ||player handle, int, int, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0549 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|054A ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|054B ||2 ||object handle, car handle || {{Icon|VC}} ||attach object to car ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|054C ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||load mission text ||&lt;br /&gt;
|-&lt;br /&gt;
|054D ||1 ||int || {{Icon|VC}} ||set stadium message ||&lt;br /&gt;
|-&lt;br /&gt;
|054E ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||clear char last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|054F ||1 ||car handle || {{Icon|SA}} ||clear car last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|0550 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0551]] ||1 ||int || {{Icon|VC}} ||set Kaufman Cabs radio ||&lt;br /&gt;
|-&lt;br /&gt;
|0552 ||1 ||int || {{Icon|VC}} ||set riot noise ||&lt;br /&gt;
|-&lt;br /&gt;
|0553 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0554 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0555 ||1 || || {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0556 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} ||create cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0557 ||0 || || {{Icon|VC}} ||release cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0558 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0559 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055A ||1 ||int || {{Icon|VC}} ||set secondary trash ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055B]] ||5 ||int, flt, flt, flt, var || {{Icon|VC}} ||create clothes pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|055C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055D ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||make player fire proof ||&lt;br /&gt;
|-&lt;br /&gt;
|055E ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max health ||&lt;br /&gt;
|-&lt;br /&gt;
|055F ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max armour ||&lt;br /&gt;
|-&lt;br /&gt;
|0560 ||2 ||car handle, var || {{Icon|VC}} {{Icon|SA}} ||create random char as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|0561 ||3 ||car handle, int, var || {{Icon|VC}} {{Icon|SA}} ||create random char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0562 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0563 ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0564]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||set helicopter simulate crash land ||only works on helicopters&lt;br /&gt;
|-&lt;br /&gt;
|0565 ||4 ||flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0566 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0567 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0568]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char never targetted ||&lt;br /&gt;
|-&lt;br /&gt;
|0569 ||1 ||string || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|056A ||0 || || {{Icon|VC}} {{Icon|SA}} ||check has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|056B ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[056C]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check is char in any police vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|056D ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check does char exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056E ||1 ||car handle || {{Icon|SA}} ||check does vehicle exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0570 ||5 ||int, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0571 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0572]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set all taxis have jump boost and nitro ||nitro unavailable in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0573 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0574 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0575 ||2 || || {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0576 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0577 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0578 ||1 ||int || {{Icon|VC}} ||save highest vigilante level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0579 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|057A ||2 ||garage ID, int || {{Icon|VC}} ||set garage to max cars ||&lt;br /&gt;
|-&lt;br /&gt;
|057B ||0 || || {{Icon|VC}} ||check wanted stars are flashing ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057C]] ||1 ||int || {{Icon|VC}} ||set weather table ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057D]] ||1 ||int || {{Icon|VC}} ||force radio to play audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057E]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set radar gray ||&lt;br /&gt;
|-&lt;br /&gt;
|057F ||2 ||player handle, var || {{Icon|VC}} ||get player number of coach passengers dropped off ||&lt;br /&gt;
|-&lt;br /&gt;
|0580 ||3 ||char handle, car handle, var || {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0581 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||display radar ||&lt;br /&gt;
|-&lt;br /&gt;
|0582 ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0583 ||2 ||player handle, string || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0584 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0585 ||0 || || {{Icon|VC}} ||check is pressing attack ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0586]] ||1 ||char handle || {{Icon|VC}} ||checks distribution ped is finished dealing ||&lt;br /&gt;
|-&lt;br /&gt;
|0587 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0588 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0589 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|058A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|058B ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|058C ||1 ||var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|058D ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi start ||&lt;br /&gt;
|-&lt;br /&gt;
|058E ||4 ||flt, flt, flt, flt || {{Icon|VC}} ||set mission restart taxi destination ||&lt;br /&gt;
|-&lt;br /&gt;
|058F ||8 ||char handle, flt, flt, flt, flt, int, int, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0590 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0591 ||4 ||flt, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0592 ||2 ||int, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0593 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0594 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0595 ||0 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0596 ||1 ||player handle || {{Icon|VC}} ||check player is in mission restart taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0597]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0598 ||3 ||object handle, flt, int || {{Icon|VC}} ||stir ground around object ||&lt;br /&gt;
|-&lt;br /&gt;
|0599 ||1 ||int || {{Icon|VC}} ||set highest firefighter level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|059A ||0 || || {{Icon|VC}} {{Icon|SA}} ||return false ||exact opposite to [[0485]]&lt;br /&gt;
|-&lt;br /&gt;
|059B ||1 ||car handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059C ||&amp;amp;#8212; || || {{Icon|VC}} {{Icon|SA}} || ||1 parameter in Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|059D ||1 ||int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059E ||1 ||var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|059F ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A0 ||0 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A1 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A2 ||4 ||object handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A3 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A4 ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get angle between vectors ||&lt;br /&gt;
|-&lt;br /&gt;
|05A5 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A6 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A7 ||4 ||object handle, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get object velocity ||&lt;br /&gt;
|-style=&amp;quot;background: pink&amp;quot;&lt;br /&gt;
|05A8 ||2 ||object handle, var || {{Icon|VC}} {{Icon|SA}} ||get object speed ||last opcode available for Vice City&lt;br /&gt;
|}&lt;br /&gt;
Some abbreviations and phrases used in this list:&lt;br /&gt;
;int: integer value&lt;br /&gt;
;flt: floating-point value&lt;br /&gt;
;var: variable to store a value or handle, either global or local unless specified&lt;br /&gt;
;char: character including actor and ped, apart from the player and special actor&lt;br /&gt;
;car: vehicle including car, bike, helicopter, plane, etc. unless specified&lt;br /&gt;
;parameters rearranged...: opcodes' parameters were rearranged from their original order mainly for sake of readability&lt;br /&gt;
;simulated in LC mod: opcode has been correctly or mostly simulated to work in the [http://www.gtaforums.com/index.php?showforum=104 GTA: Liberty City mod] for Vice City&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
{{note|1}} {{GTAF|217910|manipulating game memory for fun and profit}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|107998|Opcodes for Bartons Editor (GTA3 + VC)}}&lt;br /&gt;
*{{GTAF|194990|GTA:SA Opcodes}}&lt;br /&gt;
*{{GTAF|182581|MISSION CODING IV}} - GTA: Liberty City project&lt;br /&gt;
*[http://web.archive.org/web/*/http://vc-db.webtools4you.net/ Vice City Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://web.archive.org/web/*/http://sa-db.webtools4you.net/ San Andreas Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/PLPyntons_UnifiedOpcodesDatabase_Reloaded.zip Unified Opcode Database] - by PLPynton, hosted by ZAZ&lt;br /&gt;
*[http://vcme.sourceforge.net/cgi-bin/wiki.pl?Opcodes List of opcodes] - by {{U|CyQ}} for use with GTAMA and VCDisAsm&lt;br /&gt;
*[http://spaceeinstein.wikispaces.com/file/view/VICESCM.INI/153169343/VICESCM.INI Latest Vice City opcodes] - last update by spaceeinstein&lt;br /&gt;
*[http://gtag.gtagaming.com/opcode-database Opcode Database] - last update by Deji at GTAGaming.com&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC}}&lt;br /&gt;
[[Category:OpCodes]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=01B2&amp;diff=8474</id>
		<title>01B2</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=01B2&amp;diff=8474"/>
		<updated>2010-07-18T18:12:51Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 01B2=3,%1d% %2d% %3d%&lt;br /&gt;
| description = Gives a weapon to a character&lt;br /&gt;
| p1          = Existing actor handle&lt;br /&gt;
| p2          = [[Weapon]] number&lt;br /&gt;
| p3          = Ammo&lt;br /&gt;
| game        = [[GTA 3]], [[Vice City]], [[San Andreas]]&lt;br /&gt;
| native      = [[GIVE_WEAPON_TO_CHAR]]&lt;br /&gt;
}}&lt;br /&gt;
This gives a weapon to a character. Using this opcode requires [[0247]] or else the weapon might not be visible which can crash the game.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
This will be only shown as an example on how to assign a weapon to a character and shouldn't be copied verbatim. There are other ways of doing this. The following code uses the [[Sanny Builder]].&lt;br /&gt;
&amp;lt;source lang=&amp;quot;scm&amp;quot;&amp;gt;&lt;br /&gt;
 :LoadModel&lt;br /&gt;
 0247: load_model #BFORI&lt;br /&gt;
 0247: load_model #COLT45&lt;br /&gt;
 &lt;br /&gt;
 :CheckModel&lt;br /&gt;
 0001: wait 0 ms&lt;br /&gt;
 00D6: if and&lt;br /&gt;
 0248:   model #BFORI available&lt;br /&gt;
 0248:   model #COLT45 available&lt;br /&gt;
 004D: jump_if_false @LoadModel&lt;br /&gt;
 009A: 0@ = create_actor_pedtype 4 model #BFORI at 0.0 0.0 0.0&lt;br /&gt;
 01B2: give_actor 0@ weapon 22 ammo 100&lt;br /&gt;
 0249: release_model #BFORI&lt;br /&gt;
 0249: release_model #COLT45&lt;br /&gt;
 004E: end_thread&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
give, assign, actor, character, weapon&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=8391</id>
		<title>List of opcodes</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=8391"/>
		<updated>2010-06-26T10:37:05Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all opcodes, including nops and unsupported ones, in [[GTA III]], [[Vice City]], and [[San Andreas]]. Brief descriptions and notes are added to the list for quick and easy access to information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; |Opcode&lt;br /&gt;
! width=&amp;quot;20px&amp;quot; |{{Hint|P|Number of parameters}}&lt;br /&gt;
! Parameter type&lt;br /&gt;
! width=&amp;quot;60px&amp;quot; |Games&lt;br /&gt;
! Brief description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[0000]] ||0 ||nop || {{Icon|trilogy}} ||no operation ||special use in [[CLEO]]&lt;br /&gt;
|-&lt;br /&gt;
|[[0001]] ||1 ||int || {{Icon|trilogy}} ||wait ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0002]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0003]] ||1 ||int || {{Icon|trilogy}} ||shake camera ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0004]] ||2 ||global var, int || {{Icon|trilogy}} ||set global to integer ({{Hint|G|global variable}} = {{Hint|I|integer value}}) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0005]] ||2 ||global var, flt || {{Icon|trilogy}} ||set global to float ({{Hint|G|global variable}} = {{Hint|F|floating-point value}}) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0006]] ||2 ||local var, int || {{Icon|trilogy}} ||set local to integer ({{Hint|L|local variable}} = {{Hint|I|integer value}})) ||&lt;br /&gt;
|-&lt;br /&gt;
|0007 ||2 ||local var, flt || {{Icon|trilogy}} ||set local to float ({{Hint|L|local variable}} = {{Hint|F|floating-point value}})) ||&lt;br /&gt;
|-&lt;br /&gt;
|0008 ||2 ||global var, int || {{Icon|trilogy}} ||add global to integer (G += I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0009 ||2 ||global var, flt || {{Icon|trilogy}} ||add global to float (G += F) ||&lt;br /&gt;
|-&lt;br /&gt;
|000A ||2 ||local var, int || {{Icon|trilogy}} ||add local to integer (L += I) ||&lt;br /&gt;
|-&lt;br /&gt;
|000B ||2 ||local var, flt || {{Icon|trilogy}} ||add local to float (L += F) ||&lt;br /&gt;
|-&lt;br /&gt;
|000C ||2 ||global var, int || {{Icon|trilogy}} ||subtract global to integer (G -= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|000D ||2 ||global var, flt || {{Icon|trilogy}} ||subtract global to float (G -= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|000E ||2 ||local var, int || {{Icon|trilogy}} ||subtract local to integer (L -= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|000F ||2 ||local var, flt || {{Icon|trilogy}} ||subtract local to float (L -= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0010 ||2 ||global var, int || {{Icon|trilogy}} ||multiply global to integer (G *= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0011 ||2 ||global var, flt || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0012 ||2 ||local var, int || {{Icon|trilogy}} ||multiply local to integer (L *= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0013 ||2 ||local var, flt || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0014 ||2 ||global var, int || {{Icon|trilogy}} ||divide global to integer (G /= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0015 ||2 ||global var, flt || {{Icon|trilogy}} ||divide global to float (G /= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0016 ||2 ||local var, int || {{Icon|trilogy}} ||divide local to integer (L /= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0017 ||2 ||local var, flt || {{Icon|trilogy}} ||divide local to float (L /= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0018 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than integer (G &amp;gt; I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0019 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than integer (L &amp;gt; I) ||&lt;br /&gt;
|-&lt;br /&gt;
|001A ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than global (I &amp;gt; G) ||&lt;br /&gt;
|-&lt;br /&gt;
|001B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than local (I &amp;gt; L) ||&lt;br /&gt;
|-&lt;br /&gt;
|001C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than global int (G &amp;gt; G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than local int (L &amp;gt; L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than local int (G &amp;gt; L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than global int (L &amp;gt; G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0020 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than float (G &amp;gt; F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0021 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than float (L &amp;gt; F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0022 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than global (F &amp;gt; G) ||&lt;br /&gt;
|-&lt;br /&gt;
|0023 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than local (F &amp;gt; L) ||&lt;br /&gt;
|-&lt;br /&gt;
|0024 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than global float (G &amp;gt; G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0025 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than local float (L &amp;gt; L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0026 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than local float (G &amp;gt; L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0027 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than global float (L &amp;gt; G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0028 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than or equal to integer (G &amp;gt;= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0029 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than or equal to integer (L &amp;gt;= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|002A ||2 ||int, int || {{Icon|trilogy}} ||check int greater than or equal to global (I &amp;gt;= G) ||&lt;br /&gt;
|-&lt;br /&gt;
|002B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than or equal to local (I &amp;gt;= L) ||&lt;br /&gt;
|-&lt;br /&gt;
|002C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to global integer (G &amp;gt;= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to local integer (G &amp;gt;= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0030 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than or equal to float (G &amp;gt;= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0031 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than or equal to float (L &amp;gt;= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0032 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to global (F &amp;gt;= G) ||&lt;br /&gt;
|-&lt;br /&gt;
|0033 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to local (F &amp;gt;= L) ||&lt;br /&gt;
|-&lt;br /&gt;
|0034 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to global float (G &amp;gt;= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0035 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to local float (L &amp;gt;= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0036 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to local float (G &amp;gt;= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0037 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to global float (L &amp;gt;= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0038 ||2 ||int, int || {{Icon|trilogy}} ||check global equal to integer (G == I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0039 ||2 ||int, int || {{Icon|trilogy}} ||check local equal to integer (L == I) ||&lt;br /&gt;
|-&lt;br /&gt;
|003A ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to global integer (G == G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003B ||2 ||int, int || {{Icon|trilogy}} ||check local integer equal to local integer (L == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003C ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to local integer (G == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0040 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0041 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0042 ||2 ||float, float || {{Icon|trilogy}} ||check global equal to float (G == F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0043 ||2 ||float, float || {{Icon|trilogy}} ||check local equal to float (L == F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0044 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to global float (G == G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0045 ||2 ||float, float || {{Icon|trilogy}} ||check local float equal to local float (L == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0046 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to local float (G == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0047 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0048 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0049 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004C ||1 ||label || {{Icon|3}} ||jump to label if true ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004D]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] if false ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004E]] ||0 || || {{Icon|trilogy}} ||terminate this script ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004F]] ||-1 ||label || {{Icon|trilogy}} ||start new script with args ||&lt;br /&gt;
|-&lt;br /&gt;
|0050 ||1 ||label || {{Icon|trilogy}} ||gosub ||&lt;br /&gt;
|-&lt;br /&gt;
|0051 ||0 || || {{Icon|trilogy}} ||return ||&lt;br /&gt;
|-&lt;br /&gt;
|0052 ||6 || || {{Icon|3}} ||nop ||&lt;br /&gt;
|-&lt;br /&gt;
|0053 ||5 ||int, float, float, float, player handle || {{Icon|trilogy}} ||create player ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0054 ||4 ||player handle, var, var, var || {{Icon|3}} {{Icon|VC}} ||get player coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0055]] ||4 ||player handle, int, int, int || {{Icon|3}} {{Icon|VC}} ||set player at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0056]] ||6 ||player handle, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0057 ||8 ||player handle, float, float, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0058 ||2 ||int, int || {{Icon|trilogy}} ||add global integer to global integer (G += G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0059 ||2 ||float, float || {{Icon|trilogy}} ||add global float to global float (G += G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005A ||2 ||int, int || {{Icon|trilogy}} ||add local integer to local integer (L += L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005B ||2 ||float, float || {{Icon|trilogy}} ||add local float to local float (L += L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005C ||2 ||int, int || {{Icon|trilogy}} ||add local integer to global integer (L += G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005D ||2 ||float, float || {{Icon|trilogy}} ||add local float to global float (L += G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005E ||2 ||int, int || {{Icon|trilogy}} ||add global integer to local integer (G += L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005F ||2 ||float, float || {{Icon|trilogy}} ||add global float to local float (G += L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0060 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to global integer (G -= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0061 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to global float (G -= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0062 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to local integer (L -= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0063 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to local float (L -= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0064 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to global integer (L -= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0065 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to global float (L -= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0066 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to local integer (G -= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0067 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to local float (G -= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0068 ||2 ||global, global || {{Icon|trilogy}} ||multiply global int to global int (G *= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0069 ||2 ||global, global || {{Icon|trilogy}} ||multiply global float to global float (G *= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|006A ||2 ||local, local || {{Icon|trilogy}} ||multiply local int to local int (L *= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|006B ||2 ||local, local || {{Icon|trilogy}} ||multiply int float to int float (L *= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|006C ||2 ||local, float || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|006D ||2 ||global, float || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|006E ||2 ||global, local || {{Icon|trilogy}} ||multiply global int to local int (G *= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|006F ||2 ||global, local || {{Icon|trilogy}} ||multiply global float to local float (G *= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0070 ||2 ||global, global || {{Icon|trilogy}} ||divide global int by global int (G /= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0071 ||2 ||global, global || {{Icon|trilogy}} ||divide global float by global float (G /= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0072 ||2 ||local, local || {{Icon|trilogy}} ||divide local int by local int (L /= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0073 ||2 ||local, local || {{Icon|trilogy}} ||divide local float by local float (L /= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0074 ||2 ||local, global || {{Icon|trilogy}} ||divide local int by global int (L /= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0075 ||2 ||local, global || {{Icon|trilogy}} ||divide local float by global float (L /= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0076 ||2 ||global, local || {{Icon|trilogy}} ||divide global int by local int (G /= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0077 ||2 ||global, local || {{Icon|trilogy}} ||divide global float by local float (G /= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0078 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0079 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007A ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007B ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007C ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007D ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007E ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007F ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0080 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0081 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0082 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0083 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0084 ||2 ||global, global || {{Icon|trilogy}} ||set global integer equal to global integer (G = G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0085 ||2 ||local, local || {{Icon|trilogy}} ||set local integer equal to local integer (L = L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0086 ||2 ||global, global || {{Icon|trilogy}} ||set global float equal to global float (G = G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0087 ||2 ||local, local || {{Icon|trilogy}} ||set local float equal to local float (L = L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0088 ||2 ||global, local || {{Icon|trilogy}} ||set global float equal to local float (G = L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0089 ||2 ||local, global || {{Icon|trilogy}} ||set local float equal to global float (L = G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|008A ||2 ||global, local || {{Icon|trilogy}} ||set global integer equal to local integer (G = L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|008B ||2 ||local, global || {{Icon|trilogy}} ||set local integer equal to global integer (L = G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|008C ||2 ||int, float || {{Icon|trilogy}} ||convert global float to global int ||&lt;br /&gt;
|-&lt;br /&gt;
|008D ||2 ||float, int || {{Icon|trilogy}} ||convert global int to global float ||&lt;br /&gt;
|-&lt;br /&gt;
|[[008E]] ||2 ||int, float || {{Icon|trilogy}} ||convert local float to global int ||&lt;br /&gt;
|-&lt;br /&gt;
|008F ||2 ||float, int || {{Icon|trilogy}} ||convert local int to global float ||&lt;br /&gt;
|-&lt;br /&gt;
|0090 ||2 ||int, float || {{Icon|trilogy}} |||convert global float to local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0091 ||2 ||float, int || {{Icon|trilogy}} ||convert global int to local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0092 ||2 ||int, float || {{Icon|trilogy}} |||convert local float to local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0093 ||2 ||float, int || {{Icon|trilogy}} ||convert local int to local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0094 ||1 ||int || {{Icon|trilogy}} ||absolute value of global int ||&lt;br /&gt;
|-&lt;br /&gt;
|0095 ||1 ||int || {{Icon|trilogy}} ||absolute value of local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0096 ||1 ||float || {{Icon|trilogy}} ||absolute value of global float ||&lt;br /&gt;
|-&lt;br /&gt;
|0097 ||1 ||float || {{Icon|trilogy}} ||absolute value of local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0098 ||1 ||float || {{Icon|trilogy}} ||generate random float ||&lt;br /&gt;
|-&lt;br /&gt;
|0099 ||1 ||int || {{Icon|trilogy}} ||generate random integer ||&lt;br /&gt;
|-&lt;br /&gt;
|[[009A]] ||6 ||int, int, flt, flt, flt, char handle || {{Icon|trilogy}} ||create char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|009B ||1 ||char handle || {{Icon|trilogy}} ||delete char ||&lt;br /&gt;
|-&lt;br /&gt;
|009C ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char to wander path ||&lt;br /&gt;
|-&lt;br /&gt;
|009D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|009E ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||set char path ||&lt;br /&gt;
|-&lt;br /&gt;
|009F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to -1 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A0]] ||4 ||char, var, var, var || {{Icon|trilogy}} ||get char coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A1]] ||4 ||char, flt, flt, flt || {{Icon|trilogy}} ||set char at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00A2 ||1 ||char handle || {{Icon|3}} ||check char alive ||&lt;br /&gt;
|-&lt;br /&gt;
|00A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00A4 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A5]] ||5 ||int, flt, flt, flt, car handle || {{Icon|trilogy}} ||create car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00A6 ||1 ||car handle || {{Icon|trilogy}} ||delete car ||&lt;br /&gt;
|-&lt;br /&gt;
|00A7 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||car drive to coordinate ||&lt;br /&gt;
|-&lt;br /&gt;
|00A8 ||1 ||car handle || {{Icon|trilogy}} ||set car to psycho driver ||&lt;br /&gt;
|-&lt;br /&gt;
|00A9 ||1 ||car handle || {{Icon|trilogy}} ||reset car from psycho driver ||&lt;br /&gt;
|-&lt;br /&gt;
|00AA ||4 ||car handle, var, var, var || {{Icon|trilogy}} ||get car coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00AB ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00AC ||1 ||car handle || {{Icon|3}} ||check car is on land ||&lt;br /&gt;
|-&lt;br /&gt;
|00AD ||2 ||car handle, flt || {{Icon|trilogy}} ||set car max speed ||&lt;br /&gt;
|-&lt;br /&gt;
|00AE ||2 ||car handle, int || {{Icon|trilogy}} ||set car traffic behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|00AF ||2 ||car handle, int || {{Icon|trilogy}} ||set car driver behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|00B0 ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B1 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00BA]] ||3 ||string, int, int || {{Icon|trilogy}} ||print text big ||&lt;br /&gt;
|-&lt;br /&gt;
|00BB ||3 ||string, int, int || {{Icon|trilogy}} ||print text ||&lt;br /&gt;
|-&lt;br /&gt;
|00BC ||3 ||string, int, int || {{Icon|trilogy}} ||print text now ||&lt;br /&gt;
|-&lt;br /&gt;
|00BD ||3 ||string, int, int || {{Icon|3}} ||print text soon ||&lt;br /&gt;
|-&lt;br /&gt;
|00BE ||0 || || {{Icon|trilogy}} ||clear all text ||&lt;br /&gt;
|-&lt;br /&gt;
|00BF ||2 ||var, var || {{Icon|trilogy}} ||get time of day ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00C0]] ||2 ||int, int || {{Icon|trilogy}} ||set time of day ||&lt;br /&gt;
|-&lt;br /&gt;
|00C1 ||3 ||int, int, var || {{Icon|trilogy}} ||get minutes to time of day ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00C2 ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||check is sphere on screen ||&lt;br /&gt;
|-&lt;br /&gt;
|00C3 ||0 || || {{Icon|3}} {{Icon|VC}} ||enter debug mode ||&lt;br /&gt;
|-&lt;br /&gt;
|00C4 ||0 || || {{Icon|3}} {{Icon|VC}} ||exit debug mode ||&lt;br /&gt;
|-&lt;br /&gt;
|00C5 ||0 || || {{Icon|3}} ||true ||&lt;br /&gt;
|-&lt;br /&gt;
|00C6 ||0 || || {{Icon|3}} ||false ||&lt;br /&gt;
|-&lt;br /&gt;
|00C7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CF ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00D6]] ||1 ||int || {{Icon|trilogy}} ||if ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00D7]] ||1 ||label || {{Icon|trilogy}} ||start new script ||like 004F but only one parameter&lt;br /&gt;
|-&lt;br /&gt;
|00D8 ||0 || || {{Icon|trilogy}} ||mission cleanup ||&lt;br /&gt;
|-&lt;br /&gt;
|00D9 ||2 ||char handle, var || {{Icon|trilogy}} ||get char's car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00DA ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player's car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00DB ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|00DC ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|00DD ||2 ||char handle, int || {{Icon|trilogy}} ||check char is in car model ||&lt;br /&gt;
|-&lt;br /&gt;
|00DE ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player is in car model ||&lt;br /&gt;
|-&lt;br /&gt;
|00DF ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|00E0 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00E1]] ||2 ||int, int || {{Icon|trilogy}} ||check key is pressing ||&lt;br /&gt;
|-&lt;br /&gt;
|00E2 ||2 ||int, int, var || {{Icon|trilogy}} ||get key is pressing ||&lt;br /&gt;
|-&lt;br /&gt;
|00E3 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E4 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E6 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E7 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E8 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E9 ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EA ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EB ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EC ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00ED ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EE ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EF ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F0 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F2 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|00F3 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|00F4 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|00F5 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F6 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F7 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F8 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F9 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FA ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FB ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FC ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FD ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FE ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[00FF]] ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0100 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0101 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0102 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0103 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0104 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0105 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0106 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0107 ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0108 ||1 ||object handle || {{Icon|trilogy}} ||delete object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0109]] ||2 ||player handle, int || {{Icon|trilogy}} ||add player money ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010A]] ||2 ||player handle, int || {{Icon|trilogy}} ||check money is greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|010B ||2 ||player handle, var || {{Icon|trilogy}} ||get player money value ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010C]] ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||give rc buggy to player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010D]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010E]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player minimum wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|010F ||2 ||player handle, int || {{Icon|trilogy}} ||check player wanted level greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0110 ||1 ||player handle || {{Icon|trilogy}} ||clear player wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0111 ||1 ||int || {{Icon|trilogy}} ||set wasted busted check ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0112]] ||0 || || {{Icon|trilogy}} ||check player wasted or busted ||only works in [[Create a mission|missions]]&lt;br /&gt;
|-&lt;br /&gt;
|0113 ||3 ||player handle, int, int || {{Icon|3}} ||add ammo to player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0114 ||3 ||char handle, int, int || {{Icon|trilogy}} ||add ammo to char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0115 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0116 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0117]] ||1 ||player handle || {{Icon|trilogy}} ||check player dead ||&lt;br /&gt;
|-&lt;br /&gt;
|0118 ||1 ||char handle || {{Icon|trilogy}} ||check char dead ||&lt;br /&gt;
|-&lt;br /&gt;
|0119 ||1 ||car handle || {{Icon|trilogy}} ||check car dead ||&lt;br /&gt;
|-&lt;br /&gt;
|011A ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|011B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011C ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|011D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0120 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0121 ||2 ||player handle, string || {{Icon|3}} {{Icon|VC}} ||check player is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0122 ||1 ||player handle || {{Icon|trilogy}} ||check player pressing horn ||&lt;br /&gt;
|-&lt;br /&gt;
|0123 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||check char spotting player ||&lt;br /&gt;
|-&lt;br /&gt;
|0124 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0125 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0126 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||check char has finished walking ||&lt;br /&gt;
|-&lt;br /&gt;
|0127 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0128 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0129]] ||4 ||car handle, char handle, int, char handle || {{Icon|trilogy}} ||create char inside car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|012A ||4 ||player handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||warp player from car to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|012B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0130 ||1 ||player handle || {{Icon|3}} ||check player is busted ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0131 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0132 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0133 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0134 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0135]] ||2 ||car handle, var || {{Icon|3}} ||lock car doors ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0136 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0137 ||2 ||car handle, int || {{Icon|trilogy}} ||check car is model ||&lt;br /&gt;
|-&lt;br /&gt;
|0138 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0139 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013B ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|3}} ||check car is in 2D area? ||&lt;br /&gt;
|-&lt;br /&gt;
|013C ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} ||check car is in 3D area? ||&lt;br /&gt;
|-&lt;br /&gt;
|013D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0140 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0141 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0142 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0143 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0144 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0145 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0146 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0147 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0148 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0149 ||1 ||car handle || {{Icon|3}} ||check car crushed by car crusher ||&lt;br /&gt;
|-&lt;br /&gt;
|014A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[014B]] ||13 ||flt, flt, flt, flt, int, int, int, int, int, int, int, int, var || {{Icon|trilogy}} ||create car generator ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[014C]] ||2 ||car generator handle, int || {{Icon|trilogy}} ||switch car generator ||&lt;br /&gt;
|-&lt;br /&gt;
|014D ||4 ||string, int, int, int || {{Icon|3}} ||print pager text ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[014E]] ||&amp;amp;#8212; ||global var; global var, int || {{Icon|trilogy}} ||display onscreen timer ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|014F ||1 ||global var || {{Icon|trilogy}} ||clear onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0150 ||2 ||global var, int || {{Icon|3}} {{Icon|VC}} ||display onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|0151 ||1 ||global var || {{Icon|trilogy}} ||clear onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0152]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone car info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0153 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0154 ||2 ||char handle, string || {{Icon|trilogy}} ||check char is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0155 ||3 ||int, int, int || {{Icon|3}} ||shake pad? ||PS2 specific?&lt;br /&gt;
|-&lt;br /&gt;
|0156 ||3 ||string, int, int || {{Icon|3}} ||set zone ped density ||&lt;br /&gt;
|-&lt;br /&gt;
|0157 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set camera on player ||&lt;br /&gt;
|-&lt;br /&gt;
|0158 ||3 ||car handle, int, int || {{Icon|trilogy}} ||set camera on car ||&lt;br /&gt;
|-&lt;br /&gt;
|0159 ||3 ||char handle, int, int || {{Icon|trilogy}} ||set camera on char ||&lt;br /&gt;
|-&lt;br /&gt;
|015A ||0 || || {{Icon|trilogy}} ||cam restore ||&lt;br /&gt;
|-&lt;br /&gt;
|015B ||3 ||int, int, int || {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[015C]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone gang info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|015D ||1 ||flt || {{Icon|trilogy}} ||set gamespeed ||&lt;br /&gt;
|-&lt;br /&gt;
|015E ||1 ||car handle || {{Icon|3}} ||check car wheels on ground ||&lt;br /&gt;
|-&lt;br /&gt;
|015F ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||set camera position ||&lt;br /&gt;
|-&lt;br /&gt;
|0160 ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||point camera ||&lt;br /&gt;
|-&lt;br /&gt;
|0161 ||4 ||car handle, int, int, var || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0162 ||4 ||char handle, int, int, var || {{Icon|3}} {{Icon|VC}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0163 ||4 ||object handle, int, int, var || {{Icon|3}} ||add blip to object ||&lt;br /&gt;
|-&lt;br /&gt;
|0164 ||1 ||blip handle || {{Icon|trilogy}} ||remove blip ||&lt;br /&gt;
|-&lt;br /&gt;
|0165 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip color ||&lt;br /&gt;
|-&lt;br /&gt;
|0166 ||2 ||blip handle, int || {{Icon|3}} {{Icon|VC}} ||change blip brightness ||&lt;br /&gt;
|-&lt;br /&gt;
|0167 ||6 ||flt, flt, flt, int, int, var || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0168 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip scale ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0169]] ||3 ||int, int, int || {{Icon|trilogy}} ||set fade color ||&lt;br /&gt;
|-&lt;br /&gt;
|016A ||2 ||int, int || {{Icon|trilogy}} ||fade ||&lt;br /&gt;
|-&lt;br /&gt;
|016B ||0 || || {{Icon|trilogy}} ||check is fading ||&lt;br /&gt;
|-&lt;br /&gt;
|016C ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add hospital restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|016D ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add police restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|016E ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|016F ||10 ||int, flt, flt, flt, flt, flt, int, int, int, int || {{Icon|3}} ||create particle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0170]] ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0171]] ||2 ||player handle, flt || {{Icon|3}} {{Icon|VC}} ||set player heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0172]] ||2 ||char handle, var || {{Icon|trilogy}} ||get char heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0173]] ||2 ||char handle, flt || {{Icon|trilogy}} ||set char heading ||&lt;br /&gt;
|-&lt;br /&gt;
|0174 ||2 ||car handle, var || {{Icon|trilogy}} ||get car heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0175 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0176]] ||2 ||object handle, var || {{Icon|trilogy}} ||get object heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0177 ||2 ||object handle, flt || {{Icon|trilogy}} ||set object heading ||&lt;br /&gt;
|-&lt;br /&gt;
|0178 ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0179 ||2 ||char handle, object handle || {{Icon|3}} {{Icon|SA}} ||check char is touching object ||&lt;br /&gt;
|-&lt;br /&gt;
|017A ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set player weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017B ||3 || || {{Icon|3}} {{Icon|SA}} ||set char weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0180]] ||1 ||var || {{Icon|trilogy}} ||set on mission flag ||&lt;br /&gt;
|-&lt;br /&gt;
|0181 ||2 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|0182 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0183 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player health greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0184 ||2 ||char handle, int || {{Icon|trilogy}} ||check char health greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0185 ||2 ||car handle, int || {{Icon|trilogy}} ||check car health greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0186 ||2 ||car handle, blip handle || {{Icon|trilogy}} ||add blip to car ||&lt;br /&gt;
|-&lt;br /&gt;
|0187 ||2 ||char handle, blip handle || {{Icon|trilogy}} ||add blip to char ||&lt;br /&gt;
|-&lt;br /&gt;
|0188 ||2 ||object handle, blip handle || {{Icon|trilogy}} ||add blip to object ||&lt;br /&gt;
|-&lt;br /&gt;
|0189 ||2 ||blip handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add blip with sphere to coordinate ||&lt;br /&gt;
|-&lt;br /&gt;
|018A ||2 ||blip handle, flt, flt, flt || {{Icon|trilogy}} ||add blip to coordinate ||&lt;br /&gt;
|-&lt;br /&gt;
|018B ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip display ||&lt;br /&gt;
|-&lt;br /&gt;
|[[018C]] ||4 ||int, flt, flt, flt || {{Icon|trilogy}} ||play sound ||&lt;br /&gt;
|-&lt;br /&gt;
|018D ||5 ||int, flt, flt, flt, var || {{Icon|3}} {{Icon|VC}} ||create sound ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|018E ||1 ||sound handle || {{Icon|trilogy}} ||stop sound ||&lt;br /&gt;
|-&lt;br /&gt;
|[[018F]] ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped for 2 seconds ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0190]] ||1 ||car handle || {{Icon|trilogy}} ||add car to flipped check ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0191]] ||1 ||car handle || {{Icon|trilogy}} ||remove car from flipped check ||&lt;br /&gt;
|-&lt;br /&gt;
|0192 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to stand still ||&lt;br /&gt;
|-&lt;br /&gt;
|0193 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to act like ped ||&lt;br /&gt;
|-&lt;br /&gt;
|0194 ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to go to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0195 ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective (run with speed?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0196 ||1 ||char handle || {{Icon|3}} ||set char objective (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0197 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0198 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0199 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019A ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019B ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019C ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019D ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019E ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019F ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A0 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A2 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A4 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A5 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A6 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A7 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A8 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A9 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AA ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AB ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AC ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AD ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AE ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AF ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B0 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B1 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||give player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B2]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||give char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01B4 ||2 ||player handle || {{Icon|trilogy}} ||set player control ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B5]] ||1 ||int || {{Icon|trilogy}} ||force weather ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B6]] ||1 ||int || {{Icon|trilogy}} ||force weather now ||&lt;br /&gt;
|-&lt;br /&gt;
|01B7 ||0 || || {{Icon|trilogy}} ||release weather ||&lt;br /&gt;
|-&lt;br /&gt;
|01B8 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B9 ||2 ||char handle, int || {{Icon|trilogy}} ||set current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01BA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01BB]] ||4 ||object handle, var, var, var || {{Icon|trilogy}} ||get object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BC ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BD ||1 ||var || {{Icon|trilogy}} ||current time in ms ||&lt;br /&gt;
|-&lt;br /&gt;
|01BE ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01BF ||4 ||player handle, flt, flt, flt || {{Icon|3}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01C0 ||2 ||player handle, var || {{Icon|trilogy}} ||store wanted level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C1 ||1 ||car handle || {{Icon|trilogy}} ||check car is stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C2]] ||1 ||char handle || {{Icon|trilogy}} ||mark char as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C3 ||1 ||car handle || {{Icon|trilogy}} ||mark car as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C4 ||1 ||object handle || {{Icon|trilogy}} ||mark object as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C5 ||1 ||char handle || {{Icon|trilogy}} ||remove char from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C6 ||1 ||car handle || {{Icon|3}} ||remove car from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C7 ||1 ||object handle || {{Icon|trilogy}} ||remove object from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C8]] ||5 ||car handle, int, int, int, char handle || {{Icon|trilogy}} ||create char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C9 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char ||&lt;br /&gt;
|-&lt;br /&gt;
|01CA ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CB ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char ||&lt;br /&gt;
|-&lt;br /&gt;
|01CC ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CD ||2 ||char handle, char handle || {{Icon|3}} || ||similar to 01CE&lt;br /&gt;
|-&lt;br /&gt;
|01CE ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CF ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char avoid char ||&lt;br /&gt;
|-&lt;br /&gt;
|01D0 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player ||&lt;br /&gt;
|-&lt;br /&gt;
|01D1 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char follow char ||&lt;br /&gt;
|-&lt;br /&gt;
|01D2 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char follow player ||&lt;br /&gt;
|-&lt;br /&gt;
|01D3 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car ||&lt;br /&gt;
|-&lt;br /&gt;
|01D4 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|01D5 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|01D6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D8 ||2 ||char handle, object handle || {{Icon|VC}} ||task char attack object ||&lt;br /&gt;
|-&lt;br /&gt;
|01D9 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task char attack car ||&lt;br /&gt;
|-&lt;br /&gt;
|01DA ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor walk to area ||&lt;br /&gt;
|-&lt;br /&gt;
|01DB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DE ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||tie char to char ||&lt;br /&gt;
|-&lt;br /&gt;
|01DF ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||tie char to player ||&lt;br /&gt;
|-&lt;br /&gt;
|01E0 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear tie ||&lt;br /&gt;
|-&lt;br /&gt;
|01E1 ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char follow route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E2 ||4 ||int, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add point to route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E3 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number big ||&lt;br /&gt;
|-&lt;br /&gt;
|01E4 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|01E5 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number now ||&lt;br /&gt;
|-&lt;br /&gt;
|01E6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01E7 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads off ||&lt;br /&gt;
|-&lt;br /&gt;
|01E8 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads on ||&lt;br /&gt;
|-&lt;br /&gt;
|01E9 ||2 ||car handle, var || {{Icon|trilogy}} ||get number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EA ||2 ||car handle, var || {{Icon|trilogy}} ||get maximum number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EB ||1 ||flt || {{Icon|trilogy}} ||set car density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|01EC ||2 ||car handle, int || {{Icon|trilogy}} ||set car heavy ||&lt;br /&gt;
|-&lt;br /&gt;
|01ED ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||reset char flag ||&lt;br /&gt;
|-&lt;br /&gt;
|01EE ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||activate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|01EF ||2 ||flt, flt || {{Icon|3}} ||deactivate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F0]] ||1 ||int || {{Icon|trilogy}} ||set max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|01F1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F3 ||1 ||car handle || {{Icon|trilogy}} ||check car is airbourne ||&lt;br /&gt;
|-&lt;br /&gt;
|01F4 ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|01F5 ||2 ||player handle, var || {{Icon|trilogy}} ||get player actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01F6 ||0 || || {{Icon|trilogy}} ||cancel override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|01F7 ||2 ||player handle, int || {{Icon|trilogy}} ||set police ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|01F8 ||5 ||string, int, int, int, int || {{Icon|3}} ||print pager text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F9]] ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||init rampage ||&lt;br /&gt;
|-&lt;br /&gt;
|01FA ||1 ||var || {{Icon|trilogy}} ||get rampage status ||&lt;br /&gt;
|-&lt;br /&gt;
|01FB ||2 ||var, int || {{Icon|trilogy}} ||get square root ||&lt;br /&gt;
|-&lt;br /&gt;
|01FC ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FD ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FE ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FF ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0200 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0201 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0202 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0203 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0204 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0205 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0206 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0207 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0208 ||2 ||flt, flt, var || {{Icon|trilogy}} ||generate random float in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0209 ||2 ||int, int, var || {{Icon|trilogy}} ||generate random int in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[020A]] ||2 ||car handle, int || {{Icon|trilogy}} ||lock car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|020B ||1 ||car handle || {{Icon|trilogy}} ||explode car ||&lt;br /&gt;
|-&lt;br /&gt;
|020C ||4 ||flt, flt, flt, int || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|020D ||1 ||car handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|020E ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|020F ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face player ||&lt;br /&gt;
|-&lt;br /&gt;
|0210 ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn player to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|0211 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char walk to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|0212 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0213]] ||6 ||int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0214 ||1 ||pickup handle || {{Icon|trilogy}} ||check has pickup been collected ||&lt;br /&gt;
|-&lt;br /&gt;
|0215 ||1 ||pickup handle || {{Icon|trilogy}} ||remove pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|0216 ||2 ||car handle, int || {{Icon|trilogy}} ||set taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0217 ||3 ||string, int, int || {{Icon|trilogy}} ||print text big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0218 ||4 ||string, int, int, int || {{Icon|3}} ||print text with number big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0219 ||&amp;amp;#8212; ||flt, flt, flt, flt, flt, flt, int, garage ID; flt, flt, flt, flt, flt, flt, flt, flt, int, garage ID || {{Icon|3}} {{Icon|VC}} ||create garage ||8 parameters in GTA III, 10 parameters in Vice City; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|021A ||9 ||flt, flt, flt, flt, flt, flt, int, int, garage ID || {{Icon|3}} ||create garage (extended?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[021B]] ||2 ||garage ID, car handle || {{Icon|trilogy}} ||set target car for mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021C ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check car is in garage area ||&lt;br /&gt;
|-&lt;br /&gt;
|021D ||1 ||int || {{Icon|3}} ||set free bomb shop ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|021E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|021F ||1 ||int || {{Icon|3}} ||set all taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0220 ||1 ||car handle || {{Icon|3}} ||check car has car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|0221 ||2 ||player handle, int || {{Icon|trilogy}} ||set player trapped in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0222 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player health ||&lt;br /&gt;
|-&lt;br /&gt;
|0223 ||2 ||char handle, int || {{Icon|trilogy}} ||set char health ||&lt;br /&gt;
|-&lt;br /&gt;
|0224 ||2 ||car handle, int || {{Icon|trilogy}} ||set car health ||&lt;br /&gt;
|-&lt;br /&gt;
|0225 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0226 ||2 ||char handle, var || {{Icon|trilogy}} ||get char health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0227 ||2 ||car handle, var || {{Icon|trilogy}} ||get car health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0228 ||2 ||car handle, var || {{Icon|3}} ||get car bomb state ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0229 ||3 ||car handle, int, int || {{Icon|trilogy}} ||change car color ||&lt;br /&gt;
|-&lt;br /&gt;
|022A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths off ||&lt;br /&gt;
|-&lt;br /&gt;
|022B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths on ||&lt;br /&gt;
|-&lt;br /&gt;
|022C ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task char look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022D ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task char look at player ||&lt;br /&gt;
|-&lt;br /&gt;
|022E ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task player look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||task char clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0230 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||task player clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0231 ||1 ||int || {{Icon|3}} ||set second police helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|0232 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0233 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0234 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0235 ||3 ||int, int, int || {{Icon|VC}} ||set gang models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0236]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set gang car ||&lt;br /&gt;
|-&lt;br /&gt;
|0237 ||3 ||int, int, int || {{Icon|trilogy}} ||set gang weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0238 ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} ||set player objective (run?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0239 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char run to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|023A ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|023B ||2 ||char handle, object handle || {{Icon|trilogy}} ||check char is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|[[023C]] ||2 ||int, string || {{Icon|trilogy}} ||load special actor ||parameters rearranged in SB in Sn Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[023D]] ||1 ||string || {{Icon|trilogy}} ||check special actor loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|023E ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|023F ||2 ||char handle, int || {{Icon|3}} ||set char flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|0240 ||2 ||object handle, int || {{Icon|3}} ||set object flag? ||same flag as in 023E, 023F&lt;br /&gt;
|-&lt;br /&gt;
|0241 ||1 ||player handle || {{Icon|trilogy}} ||check player is in remote mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0242 ||2 ||car handle || {{Icon|3}} ||set car bomb status ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0243 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0244 ||3 ||flt, flt, flt || {{Icon|trilogy}} ||set cutscene position ||&lt;br /&gt;
|-&lt;br /&gt;
|0245 ||2 ||char handle, int || {{Icon|trilogy}} ||set char walk style ||&lt;br /&gt;
|-&lt;br /&gt;
|0246 ||2 ||player handle, int || {{Icon|3}} ||set player walk style? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0247]] ||1 ||int || {{Icon|trilogy}} ||request model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0248]] ||1 ||int || {{Icon|trilogy}} ||check model has loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0249]] ||1 ||int || {{Icon|trilogy}} ||mark model as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024A]] ||3 ||flt, flt, var || {{Icon|3}} {{Icon|VC}} ||get phone ||&lt;br /&gt;
|-&lt;br /&gt;
|024B ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024C ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024D ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024E]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||disable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024F]] ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||create corona ||&lt;br /&gt;
|-&lt;br /&gt;
|0250 ||6 ||flt, flt, flt, int, int, int || {{Icon|3}} ||create light ||&lt;br /&gt;
|-&lt;br /&gt;
|0251 ||0 || || {{Icon|3}} ||store weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0252 ||0 || || {{Icon|3}} ||restore weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0253 ||0 || || {{Icon|trilogy}} ||save current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0254 ||0 || || {{Icon|trilogy}} ||restore current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0255 ||4 ||flt, flt, flt, flt || {{Icon|3}} ||set critical mission restart ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0256]] ||1 ||player handle || {{Icon|trilogy}} ||check player is defined ||&lt;br /&gt;
|-&lt;br /&gt;
|0257 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#8212; || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0291 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0292 ||2 ||player handle, int || {{Icon|3}} || ||similar to 0291&lt;br /&gt;
|-&lt;br /&gt;
|0293 ||1 ||var || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0294 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can respray ||&lt;br /&gt;
|-&lt;br /&gt;
|0295 ||1 ||car handle || {{Icon|3}} ||check car is taxi vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0296]] ||1 ||int || {{Icon|trilogy}} ||release special actor ||&lt;br /&gt;
|-&lt;br /&gt;
|0297 ||&amp;amp;#8212; ||none; player handle || {{Icon|trilogy}} ||reset number of models killed by player ||0 parameter in GTA III and Vice City, 1 parameter in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0298 ||&amp;amp;#8212; ||int, var; player handle, int, var || {{Icon|trilogy}} ||get number of models killed by player ||2 parameters in GTA III, 3 parameters in San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0299 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||activate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|029B ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|029C ||1 ||car handle || {{Icon|3}} ||check car stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|029D ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor drive then walk to area  ||&lt;br /&gt;
|-&lt;br /&gt;
|029E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|029F ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|02A0 ||1 ||char handle || {{Icon|3}} ||check char stopped ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02A1 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02A2 ||5 ||int, int, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02A3]] ||1 ||int || {{Icon|trilogy}} ||set widescreen borders ||&lt;br /&gt;
|-&lt;br /&gt;
|02A4 ||3 ||car handle, int, var || {{Icon|3}} ||add blip sprite to car ||&lt;br /&gt;
|-&lt;br /&gt;
|02A5 ||3 ||char handle, int, var || {{Icon|3}} ||add blip sprite to char ||&lt;br /&gt;
|-&lt;br /&gt;
|02A6 ||3 ||object handle, int, var || {{Icon|3}} ||add blip sprite to object ||&lt;br /&gt;
|-&lt;br /&gt;
|02A7 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A8 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A9 ||2 ||char handle, int || {{Icon|trilogy}} ||set char only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|02AA ||2 ||car handle, int || {{Icon|trilogy}} ||set car only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02AB]] ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set char proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AC ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set car proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AD ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02AE ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02AF ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B0 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B1 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B2 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B3 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B4 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B5 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B6 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B7 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B8 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B9 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||deactivate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02BA ||2 ||garage ID, var || {{Icon|3}} ||query cars collected? ||&lt;br /&gt;
|-&lt;br /&gt;
|02BB ||2 ||garage ID, car handle || {{Icon|3}} ||check has this car been collected? ||&lt;br /&gt;
|-&lt;br /&gt;
|02BC ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02BD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|02BE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|02BF ||1 ||car handle || {{Icon|trilogy}} ||check car is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|02C0 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C1 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C2 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|02C3 ||1 ||int || {{Icon|3}} ||create donkey mags ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C4 ||0 || || {{Icon|3}} ||save player coords? ||&lt;br /&gt;
|-&lt;br /&gt;
|02C5 ||1 ||var || {{Icon|3}} ||get number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C6 ||0 || || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C7 ||5 ||flt, flt, flt, flt, int || {{Icon|3}} ||scatter platinum ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C8 ||1 ||var || {{Icon|3}} ||get number of platinum in car ||&lt;br /&gt;
|-&lt;br /&gt;
|02C9 ||0 || || {{Icon|3}} ||remove platinum from car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02CA ||1 ||car handle || {{Icon|trilogy}} ||check car bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CB ||1 ||char handle || {{Icon|trilogy}} ||check char bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CC ||1 ||object handle || {{Icon|trilogy}} ||check object bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CD ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02CE]] ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||get ground z for 3D coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02CF ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02D0 ||1 ||fire handle || {{Icon|trilogy}} ||check fire is extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|02D1 ||1 ||fire handle || {{Icon|trilogy}} ||remove fire ||&lt;br /&gt;
|-&lt;br /&gt;
|02D2 ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|02D3 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coord ignore paths ||&lt;br /&gt;
|-&lt;br /&gt;
|02D4 ||1 ||car handle || {{Icon|trilogy}} ||turn off car engine ||&lt;br /&gt;
|-&lt;br /&gt;
|02D5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check player is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D6 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|SA}} ||check char is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D7 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D8 ||2 ||char handle, int || {{Icon|trilogy}} ||check char current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D9 ||0 || || {{Icon|3}} ||reset number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02DA ||3 ||flt, flt, flt || {{Icon|3}} ||create single donkey mag at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02DB ||2 ||car handle, flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02DC ||5 ||flt, flt, flt, flt, var || {{Icon|3}} ||get random char in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02DD ||&amp;amp;#8212; ||string, var; string, flt, flt, flt, var || {{Icon|trilogy}} ||get random char in zone ||parameters rearranged in GTA III in SB; 2 parameters in GTA III, 5 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|02DE ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|02DF ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E0 ||1 ||char handle || {{Icon|trilogy}} ||check char is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E1 ||5 ||flt, flt, flt, int, var || {{Icon|trilogy}} ||create money pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E2 ||2 ||char handle, int || {{Icon|trilogy}} ||set char accuracy ||&lt;br /&gt;
|-&lt;br /&gt;
|02E3 ||2 ||car handle, var || {{Icon|trilogy}} ||get car speed ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E4 ||1 ||string || {{Icon|trilogy}} ||load cutscene data ||&lt;br /&gt;
|-&lt;br /&gt;
|02E5 ||2 ||int, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E6 ||2 ||object handle, string || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02E7 ||0 || || {{Icon|trilogy}} ||start cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E8 ||1 ||var || {{Icon|trilogy}} ||get cutscene time ||&lt;br /&gt;
|-&lt;br /&gt;
|02E9 ||0 || || {{Icon|trilogy}} ||check cutscene has finished ||&lt;br /&gt;
|-&lt;br /&gt;
|02EA ||0 || || {{Icon|trilogy}} ||end cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02EB ||0 || || {{Icon|trilogy}} ||cam restore jumpcut ||&lt;br /&gt;
|-&lt;br /&gt;
|02EC ||3 ||flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||put hidden package ||&lt;br /&gt;
|-&lt;br /&gt;
|02ED ||1 ||int || {{Icon|trilogy}} ||set total hidden packages ||&lt;br /&gt;
|-&lt;br /&gt;
|02EE ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||check projectile is in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02EF ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||remove projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F0 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F1 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F2 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F3 ||2 ||int, string || {{Icon|3}} {{Icon|VC}} ||load special object ||&lt;br /&gt;
|-&lt;br /&gt;
|02F4 ||3 ||object handle, int, object handle || {{Icon|3}} ||create cutscene actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F5 ||2 ||object handle, string || {{Icon|3}} ||set head anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02F6 ||2 ||float, var || {{Icon|trilogy}} ||get sine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F7 ||2 ||float, var || {{Icon|trilogy}} ||get cosine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F8 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle sine ||&lt;br /&gt;
|-&lt;br /&gt;
|02F9 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle cosine ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02FA]] ||2 ||garage ID, int || {{Icon|trilogy}} ||change garage type ||&lt;br /&gt;
|-&lt;br /&gt;
|02FB ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create crusher crane ||&lt;br /&gt;
|-&lt;br /&gt;
|02FC ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|02FD ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|02FE ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers soon ||&lt;br /&gt;
|-&lt;br /&gt;
|02FF ||6 ||string, int, int, int, int, int || {{Icon|trilogy}} ||print text with 3 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0300 ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers now  ||&lt;br /&gt;
|-&lt;br /&gt;
|0301 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0302 ||7 ||string, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 4 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0303 ||7 ||string, int, int, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||print text with 4 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0304 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0305 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0306 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0307 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0308 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 6 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0309 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|030A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|030B ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030C]] ||1 ||int || {{Icon|trilogy}} ||add to progress made ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030D]] ||1 ||int || {{Icon|trilogy}} ||set max progress ||&lt;br /&gt;
|-&lt;br /&gt;
|030E ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump distance ||&lt;br /&gt;
|-&lt;br /&gt;
|030F ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump height ||&lt;br /&gt;
|-&lt;br /&gt;
|0310 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump flips ||&lt;br /&gt;
|-&lt;br /&gt;
|0311 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0312 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump type ||&lt;br /&gt;
|-&lt;br /&gt;
|0313 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment unique jumps found ||&lt;br /&gt;
|-&lt;br /&gt;
|0314 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total unique jumps ||&lt;br /&gt;
|-&lt;br /&gt;
|0315 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment taxi dropoffs ||&lt;br /&gt;
|-&lt;br /&gt;
|0316 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||add taxi earnings ||&lt;br /&gt;
|-&lt;br /&gt;
|0317 ||0 || || {{Icon|trilogy}} ||increment mission attempts ||&lt;br /&gt;
|-&lt;br /&gt;
|0318 ||1 ||string || {{Icon|trilogy}} ||set latest mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0319 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|031A ||0 || || {{Icon|trilogy}} ||remove all fires ||&lt;br /&gt;
|-&lt;br /&gt;
|031B ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031C ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031D ||2 ||char handle, int || {{Icon|trilogy}} ||check char has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031E ||2 ||car handle, int || {{Icon|trilogy}} ||check car has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031F ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0320 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0321 ||1 ||char handle || {{Icon|trilogy}} ||set char to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0322 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||set player to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0323 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0324]] ||3 ||string, int, int || {{Icon|3}} {{Icon|VC}} ||set pedgroup info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0325]] ||2 ||car handle, fire handle || {{Icon|trilogy}} ||start car fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0326 ||2 ||char handle, fire handle || {{Icon|trilogy}} ||start char fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0327 ||6 ||int, flt, flt, flt, flt, char handle || {{Icon|trilogy}} ||get random char in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0328 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0329 ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check garage respray done ||&lt;br /&gt;
|-&lt;br /&gt;
|032A ||1 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|032B ||7 ||int, int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create weapon pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|032C ||2 ||car handle, car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|032D ||2 ||car handle, car handle || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|032E ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|032F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0330]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player never gets tired ||&lt;br /&gt;
|-&lt;br /&gt;
|0331 ||2 ||player handle, int || {{Icon|trilogy}} ||set player fast reload ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0332]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char bleeding ||&lt;br /&gt;
|-&lt;br /&gt;
|0333 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0334 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0335 ||1 ||int || {{Icon|trilogy}} ||set free resprays ||&lt;br /&gt;
|-&lt;br /&gt;
|0336 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0337 ||2 ||char handle, int || {{Icon|trilogy}} ||set char visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0338 ||2 ||car handle, int || {{Icon|3}} {{Icon|SA}} ||set car visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0339 ||11 ||flt, flt, flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||check anything in area ||&lt;br /&gt;
|-&lt;br /&gt;
|033A ||0 || || {{Icon|3}} ||create incoming cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|033B ||0 || || {{Icon|3}} ||check incoming cessna completed path ||&lt;br /&gt;
|-&lt;br /&gt;
|033C ||0 || || {{Icon|3}} ||check incoming cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|033D ||1 ||player handle || {{Icon|3}} ||put out fire on player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[033E]] ||3 ||string, int, int || {{Icon|trilogy}} ||display text ||&lt;br /&gt;
|-&lt;br /&gt;
|033F ||2 ||flt, flt || {{Icon|trilogy}} ||set text draw size ||&lt;br /&gt;
|-&lt;br /&gt;
|0340 ||4 ||int, int, int, int || {{Icon|trilogy}} ||set text draw colors ||&lt;br /&gt;
|-&lt;br /&gt;
|0341 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0342 ||1 ||int || {{Icon|trilogy}} ||set text draw centered ||&lt;br /&gt;
|-&lt;br /&gt;
|0343 ||1 ||flt || {{Icon|trilogy}} ||set text draw line width ||&lt;br /&gt;
|-&lt;br /&gt;
|0344 ||1 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0345 ||1 ||int || {{Icon|trilogy}} ||set text draw background ||&lt;br /&gt;
|-&lt;br /&gt;
|0346 ||4 ||int, int, int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0347 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0348 ||1 ||int || {{Icon|trilogy}} ||set text draw proportional ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0349]] ||1 ||int || {{Icon|3}} {{Icon|SA}} ||set text draw font ||&lt;br /&gt;
|-&lt;br /&gt;
|034A ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034B ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034C ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034D ||4 ||object handle, flt, flt, int || {{Icon|trilogy}} ||rotate object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034E ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||move object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034F ||1 ||char handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0350 ||2 ||char handle, int || {{Icon|trilogy}} ||set char maintain position when attacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0351 ||0 || || {{Icon|3}} ||check gore is enabled ||&lt;br /&gt;
|-&lt;br /&gt;
|0352 ||2 ||char handle, string || {{Icon|3}} {{Icon|VC}} ||set char skin ||&lt;br /&gt;
|-&lt;br /&gt;
|0353 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||refresh char ||&lt;br /&gt;
|-&lt;br /&gt;
|0354 ||1 ||flt || {{Icon|3}} ||set up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0355 ||0 || || {{Icon|3}} ||clean up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0356 ||7 ||int, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|SA}} ||check is explosion in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0357 ||2 ||int, string || {{Icon|3}} ||check is explosion in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0358 ||0 || || {{Icon|3}} ||create drop off cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|0359 ||0 || || {{Icon|3}} ||check drop off cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|035A ||3 ||var, var, var || {{Icon|3}} ||get drop off cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|035B ||4 ||flt, flt, flt, var || {{Icon|3}} ||create drop off package ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|035C ||5 ||object handle, car handle, flt, flt, flt || {{Icon|trilogy}} ||place object relative to car ||&lt;br /&gt;
|-&lt;br /&gt;
|035D ||&amp;amp;#8212; ||object handle; object handle, int || {{Icon|trilogy}} ||make object targettable ||1 parameter in GTA III and Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|035E ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||add armour to player ||&lt;br /&gt;
|-&lt;br /&gt;
|035F ||2 ||char handle, int || {{Icon|trilogy}} ||add armour to char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0360]] ||1 ||garage ID || {{Icon|trilogy}} ||open garage ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0361]] ||1 ||garage ID || {{Icon|trilogy}} ||close garage ||&lt;br /&gt;
|-&lt;br /&gt;
|0362 ||4 ||char handle, flt, flt, flt || {{Icon|trilogy}} ||warp char from car to coord  ||&lt;br /&gt;
|-&lt;br /&gt;
|0363 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||set object model visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0364 ||2 ||char handle, char handle || {{Icon|SA}} ||check has char spotted char ||&lt;br /&gt;
|-&lt;br /&gt;
|0365 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0366 ||1 ||object handle || {{Icon|trilogy}} ||check has object been damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|0367 ||9 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0368 ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create ev crane ||&lt;br /&gt;
|-&lt;br /&gt;
|0369 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||warp player into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036A ||2 ||char handle, car handle || {{Icon|trilogy}} ||warp char into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036D ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036E ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036F ||7 ||string, int, int, int, int, int, int || {{Icon|3}} ||print text with 4 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0370 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0371 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0372]] ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char animation ||&lt;br /&gt;
|-&lt;br /&gt;
|0373 ||0 || || {{Icon|trilogy}} ||set camera directly behind player ||&lt;br /&gt;
|-&lt;br /&gt;
|0374 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0375 ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0376 ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create random char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0377 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0378 ||3 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0379 ||3 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037A ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037B ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037C ||5 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037D ||5 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037E ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||check sniper bullet is in area ||&lt;br /&gt;
|-&lt;br /&gt;
|037F ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0380 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0381 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||throw object ||&lt;br /&gt;
|-&lt;br /&gt;
|0382 ||2 ||object handle, int || {{Icon|trilogy}} ||set object collision detection ||&lt;br /&gt;
|-&lt;br /&gt;
|0383 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} ||check special car horn is on ||&lt;br /&gt;
|-&lt;br /&gt;
|0384 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string ||&lt;br /&gt;
|-&lt;br /&gt;
|0385 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0386 ||6 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0387 ||6 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0388 ||7 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0389 ||7 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|038A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||check any cars in area ||&lt;br /&gt;
|-&lt;br /&gt;
|038B ||0 || || {{Icon|trilogy}} ||load requested models ||&lt;br /&gt;
|-&lt;br /&gt;
|038C ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||scatter object ||&lt;br /&gt;
|-&lt;br /&gt;
|038D ||9 ||int, flt, flt, flt, flt, int, int, int, int,  || {{Icon|trilogy}} ||draw texture || &lt;br /&gt;
|-&lt;br /&gt;
|038E ||8 ||flt, flt, flt, flt, int, int, int, int || {{Icon|trilogy}} ||draw rectangle || &lt;br /&gt;
|-&lt;br /&gt;
|[[038F]] ||2 ||int, string || {{Icon|trilogy}} ||get texture from txd ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0390 ||1 ||string || {{Icon|trilogy}} ||load txd || &lt;br /&gt;
|-&lt;br /&gt;
|0391 ||0 || || {{Icon|trilogy}} ||release txd ||&lt;br /&gt;
|-&lt;br /&gt;
|0392 ||2 ||object handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0393 ||3 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0394]] ||1 ||int || {{Icon|trilogy}} ||play music||&lt;br /&gt;
|-&lt;br /&gt;
|0395 ||5 ||int, float, float, float, float || {{Icon|trilogy}} ||clear area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0396 ||1 ||global var || {{Icon|trilogy}} ||freeze onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0397 ||2 ||car handle, int || {{Icon|trilogy}} ||switch car siren ||&lt;br /&gt;
|-&lt;br /&gt;
|0398 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0399 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039A ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039B ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039C ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039D ||12 || || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|039E ||2 ||char handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039F ||3 ||car handle, float, float || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03A0 ||3 ||car handle, float, float || {{Icon|3}} ||check car is picked up by crane ||&lt;br /&gt;
|-&lt;br /&gt;
|03A1 ||4 ||float, float, float, float || {{Icon|trilogy}} ||show sphere at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A2 ||2 ||car handle, int || {{Icon|trilogy}} ||set car action ||&lt;br /&gt;
|-&lt;br /&gt;
|03A3 ||1 ||char handle || {{Icon|trilogy}} ||check char is male ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A4]] ||1 ||string || {{Icon|trilogy}} ||name thread ||&lt;br /&gt;
|-&lt;br /&gt;
|03A5 ||3 ||garage ID, int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03A6 ||3 ||var, var, var || {{Icon|3}} ||get incoming cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|03A7 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A8 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A9 ||0 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03AA ||3 ||float, float, float || {{Icon|3}} {{Icon|VC}} ||play suspect last seen ||&lt;br /&gt;
|-&lt;br /&gt;
|03AB ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AC ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AD ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AE ||6 ||float, float, float, float, float, float || {{Icon|3}} {{Icon|VC}} ||clear area of objects ||&lt;br /&gt;
|-&lt;br /&gt;
|03AF ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03B0]] ||1 ||garage ID || {{Icon|trilogy}} ||check garage is open ||&lt;br /&gt;
|-&lt;br /&gt;
|03B1 ||1 ||garage ID || {{Icon|trilogy}} ||check garage is closed ||&lt;br /&gt;
|-&lt;br /&gt;
|03B2 ||0 || || {{Icon|3}} ||start Catalina's helicopter flyby ||&lt;br /&gt;
|-&lt;br /&gt;
|03B3 ||0 || || {{Icon|3}} ||start Catalina's helicopter take off ||&lt;br /&gt;
|-&lt;br /&gt;
|03B4 ||0 || || {{Icon|3}} ||remove Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03B5 ||0 || || {{Icon|3}} ||check Catalina's helicopter is shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|03B6 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||swap nearest building model ||&lt;br /&gt;
|-&lt;br /&gt;
|03B7 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03B8 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||remove all player weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|03B9 ||1 ||car handle || {{Icon|3}} ||get Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03BA ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of cars ||&lt;br /&gt;
|-&lt;br /&gt;
|03BB ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage door to swing open ||&lt;br /&gt;
|-&lt;br /&gt;
|03BC ||5 ||flt, flt, flt, flt, sphere ID || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03BD ||1 ||sphere ID || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03BE ||0 || || {{Icon|3}} ||set Catalina's helicopter fly up ||&lt;br /&gt;
|-&lt;br /&gt;
|03BF ||2 ||player handle, int || {{Icon|trilogy}} ||set everyone ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C0 ||2 ||char handle, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C1 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C2 ||1 ||phone ID || {{Icon|3}} ||check phone is answered ||&lt;br /&gt;
|-&lt;br /&gt;
|03C3 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen timer with string ||&lt;br /&gt;
|-&lt;br /&gt;
|03C4 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C5]] ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||create random car for car park ||&lt;br /&gt;
|-&lt;br /&gt;
|03C6 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C7 ||1 ||float || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C8 ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C9 ||1 ||car handle || {{Icon|3}} ||check is car visibly damaged ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03CA ||1 ||object handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03CB ||3 ||flt, flt, flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03CC ||3 ||car handle, flt, int || {{Icon|trilogy}} ||add stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CD ||1 ||car handle || {{Icon|trilogy}} ||remove stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CE ||1 ||car handle || {{Icon|trilogy}} ||check car is stuck ||&lt;br /&gt;
|-&lt;br /&gt;
|03CF ||&amp;amp;#8212; ||string; int, string || {{Icon|trilogy}} || ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03D0 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D1 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D2 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D3 ||7 ||flt, flt, flt, var, var, var, var || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03D4]] ||2 ||garage ID, car handle || {{Icon|3}} {{Icon|VC}} ||check garage contains needed car ||&lt;br /&gt;
|-&lt;br /&gt;
|03D5 ||1 ||string || {{Icon|trilogy}} ||clear this print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D6 ||1 ||string || {{Icon|trilogy}} ||clear this big print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D7 ||&amp;amp;#8212; ||flt, flt, flt; int, flt, flt, flt || {{Icon|trilogy}} || ||3 parameters in GTA III, 4 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D8 ||0 || || {{Icon|trilogy}} ||activate save menu ||&lt;br /&gt;
|-&lt;br /&gt;
|03D9 ||0 || || {{Icon|trilogy}} ||check save did complete successfully ||&lt;br /&gt;
|-&lt;br /&gt;
|03DA ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage camera follows player ||&lt;br /&gt;
|-&lt;br /&gt;
|03DB ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03DC ||2 ||pickup handle, marker handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03DD ||3 ||pickup handle, int, blip handle || {{Icon|3}} ||add blip sprite to pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|03DE ||1 ||flt || {{Icon|trilogy}} ||set ped density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|03DF ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03E0 || || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03E1 ||1 ||var || {{Icon|3}} {{Icon|VC}} ||get number of packages found ||&lt;br /&gt;
|-&lt;br /&gt;
|03E2 ||1 ||int; char handle || {{Icon|3}} {{Icon|VC}} ||save Turismo best time; task char exit any car ||&lt;br /&gt;
|-&lt;br /&gt;
|03E3 ||1 ||int || {{Icon|trilogy}} ||set next texture antialiased ||&lt;br /&gt;
|-&lt;br /&gt;
|03E4 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E5]] ||1 ||string || {{Icon|trilogy}} ||print help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E6]] ||0 || || {{Icon|trilogy}} ||clear help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E7]] ||1 ||int || {{Icon|trilogy}} ||flash hud ||&lt;br /&gt;
|-&lt;br /&gt;
|03E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03E9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03EA ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EB ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EC ||0 || || {{Icon|3}} ||check ev crane collected all cars ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03ED]] ||2 ||car handle, int || {{Icon|trilogy}} ||set upsidedown car not damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03EE ||1 ||player handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EF ||1 ||player handle || {{Icon|trilogy}} ||make player safe for cutscene ||only use before cutscenes&lt;br /&gt;
|-&lt;br /&gt;
|03F0 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03F1]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype add threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F2 ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype remove threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F3 ||3 ||car handle, var, var || {{Icon|trilogy}} ||get car colors ||&lt;br /&gt;
|-&lt;br /&gt;
|03F4 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F5 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03F7 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F8 ||1 ||var || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F9 ||3 ||char handle, char handle, int || {{Icon|3}} {{Icon|VC}} ||make char converse with char ||&lt;br /&gt;
|-&lt;br /&gt;
|03FA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03FB ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03FC ||2 ||char handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03FD ||&amp;amp;#8212; ||int; player handle, int || {{Icon|trilogy}} ||save Patriot Playground time; set player handling responsiveness ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FE ||&amp;amp;#8212; ||int; char handle, int || {{Icon|trilogy}} ||save A Ride in the Park time; set char money ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FF ||1 || || {{Icon|3}} {{Icon|VC}} ||save Gripped! time ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0400]] ||&amp;amp;#8212; ||int; object handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Multistorey Mayhem time; get offset from object in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0401 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment people saved in ambulance ||&lt;br /&gt;
|-&lt;br /&gt;
|0402 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment criminals stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|0403 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set highest ambulance level ||&lt;br /&gt;
|-&lt;br /&gt;
|0404 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment fires extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0405]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||enable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0406 ||1 ||var || {{Icon|3}} ||save longest flight in Dodo ||&lt;br /&gt;
|-&lt;br /&gt;
|0407 ||&amp;amp;#8212; ||int; car handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Rigged to Blow time; get offset from car in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0408 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total number of rampages ||&lt;br /&gt;
|-&lt;br /&gt;
|0409 ||0 || || {{Icon|3}} {{Icon|VC}} ||detonate rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|040A ||1 ||int || {{Icon|3}} ||remove car from chase ||&lt;br /&gt;
|-&lt;br /&gt;
|040B ||0 || || {{Icon|3}} {{Icon|VC}} ||check is French version ||&lt;br /&gt;
|-&lt;br /&gt;
|040C ||0 || || {{Icon|trilogy}} ||check is German version ||&lt;br /&gt;
|-&lt;br /&gt;
|040D ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|040E ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|040F ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0410 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0411 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0412 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0413 ||2 ||player handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0414]] ||2 ||player handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0415 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0416 ||0 || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0417]] ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0418 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0419 ||3 ||player handle, int, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|041A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|041B ||0 || || {{Icon|3}} ||increment rampages passed ||&lt;br /&gt;
|-&lt;br /&gt;
|041C ||2 ||char handle, int || {{Icon|3}} ||make char say dialogue ||&lt;br /&gt;
|-&lt;br /&gt;
|041D ||1 ||flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|041E ||2 ||int, int || {{Icon|trilogy}} ||set radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|041F ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0420 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0421 ||1 ||int || {{Icon|3}} ||set rain ||&lt;br /&gt;
|-&lt;br /&gt;
|0422 ||2 ||garage ID, car handle || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0423 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car improve handling ||&lt;br /&gt;
|-&lt;br /&gt;
|0424 ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0425 ||2 ||flt, var || {{Icon|trilogy}} ||convert meters to feet ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0426 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0427 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0428 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0429 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|042A ||2 ||int, int || {{Icon|3}} ||check pedtype threat exists ||&lt;br /&gt;
|-&lt;br /&gt;
|042B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of chars ||&lt;br /&gt;
|-&lt;br /&gt;
|042C ||1 ||int || {{Icon|trilogy}} ||set total missions ||&lt;br /&gt;
|-&lt;br /&gt;
|042D ||2 ||int, var || {{Icon|trilogy}} ||convert meters to feet int ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[042E]] ||2 ||int, int/flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042F]] ||2 ||int, int/flt || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0430 ||3 ||char handle, car handle, int || {{Icon|SA}} ||warp char into car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0431]] ||2 ||car handle, int || {{Icon|trilogy}} ||check is car passenger seat free ||&lt;br /&gt;
|-&lt;br /&gt;
|0432 ||3 ||car handle, int, var || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0433 ||2 ||char handle, int || {{Icon|trilogy}} ||set char as criminal ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0434]] ||0 || || {{Icon|trilogy}} ||start credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0435]] ||0 || || {{Icon|trilogy}} ||stop credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0436]] ||0 || || {{Icon|trilogy}} ||check credits are finished ||&lt;br /&gt;
|-&lt;br /&gt;
|0437 ||8 ||int, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||scatter particle ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0438 ||2 ||char handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0439 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043A ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043B ||1 ||object handle || {{Icon|3}} ||update foam animation around object ||&lt;br /&gt;
|-&lt;br /&gt;
|043C ||1 ||int || {{Icon|trilogy}} ||set game sounds disable on fade ||&lt;br /&gt;
|-&lt;br /&gt;
|043D ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043E ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043F ||0 || || {{Icon|3}} {{Icon|VC}} ||play cutscene music ||&lt;br /&gt;
|-&lt;br /&gt;
|0440 ||0 || || {{Icon|3}} {{Icon|VC}} ||stop cutscene music ||&lt;br /&gt;
|-&lt;br /&gt;
|0441 ||2 ||car handle, var || {{Icon|trilogy}} ||get car model ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0442 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0443 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0444 ||2 ||fire handle, int || {{Icon|3}} ||play fire audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0445]] ||0 || || {{Icon|trilogy}} ||check improved handling cheat used ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0446]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char decapitation ||&lt;br /&gt;
|-&lt;br /&gt;
|0447 ||1 ||player handle || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0448 ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0449 ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|044A ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044B ||1 ||char handle || {{Icon|trilogy}} ||check char is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044C ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|044D ||1 ||string || {{Icon|3}} {{Icon|VC}} ||load splash ||&lt;br /&gt;
|-&lt;br /&gt;
|044E ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|044F ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0450 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0451 ||0 || || {{Icon|3}} {{Icon|VC}} ||load end of game audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0452 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0453 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0454 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0455 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0456 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0457 ||2 ||player handle, char handle || {{Icon|trilogy}} ||check player is targetting char ||&lt;br /&gt;
|-&lt;br /&gt;
|0458 ||2 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0459]] ||1 ||string || {{Icon|trilogy}} ||terminate all scripts with this name ||&lt;br /&gt;
|-&lt;br /&gt;
|045A ||4 ||flt, flt, string, int || {{Icon|trilogy}} ||display text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|045B ||5 ||flt, flt, string, int, int || {{Icon|trilogy}} ||display text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|045C ||0 || || {{Icon|trilogy}} ||abort mission ||&lt;br /&gt;
|-&lt;br /&gt;
|045D ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|045E ||5 ||object handle, object handle, flt, flt, flt || {{Icon|3}} ||place object relative to object ||&lt;br /&gt;
|-&lt;br /&gt;
|045F ||2 ||car handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0460 ||2 ||flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0461 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0462 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0463 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0464 ||8 ||char handle, car handle, flt, flt, flt, int, flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0465 ||1 ||char handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0466 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0467 ||1 ||char handle || {{Icon|trilogy}} ||clear char last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0468 ||1 ||car handle || {{Icon|trilogy}} ||clear car last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0469 ||10 ||flt, flt, flt, flt, int, int, int, int, int, var || {{Icon|3}} {{Icon|VC}} ||get random law enforcement in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|046B ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car and flee ||&lt;br /&gt;
|-&lt;br /&gt;
|046C ||2 ||car handle, var || {{Icon|trilogy}} ||get driver of car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046D ||2 ||char handle, var || {{Icon|trilogy}} ||get char number of followers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046E ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||give remote controlled model to player ||&lt;br /&gt;
|-&lt;br /&gt;
|046F ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0470 ||2 ||char handle, var || {{Icon|trilogy}} ||get current char weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0471 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0472 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0473 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0474 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0475 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0476 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0477 ||3 ||car handle, int, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0478 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0479 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047A ||1 ||char handle || {{Icon|trilogy}} ||check char is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047B ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047C ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047D ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047E ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047F ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0480 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is looking at death of char with pedtype ||&lt;br /&gt;
|-&lt;br /&gt;
|0481 ||1 ||flt || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0482 ||1 ||flt || {{Icon|3}} {{Icon|VC}} || ||last opcode available for GTA III&lt;br /&gt;
|-&lt;br /&gt;
|0483 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0484 ||2 ||player handle, var || {{Icon|VC}} {{Icon|SA}} ||get remote controlled car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0485 ||? || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0486 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0487 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0488 ||1 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0489 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048A ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate ||&lt;br /&gt;
|-&lt;br /&gt;
|048B ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048C ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||check pickup at coord exist ||&lt;br /&gt;
|-&lt;br /&gt;
|048D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048F ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||remove all char weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0490 ||2 ||player handle, int || {{Icon|VC}} ||check player has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0491 ||2 ||char handle, int || {{Icon|SA}} ||check char has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0492 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0493]] ||2 ||car handle, int || {{Icon|VC}} ||set tank contact explosion ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0494]] ||5 ||int, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get joystick data ||&lt;br /&gt;
|-&lt;br /&gt;
|0495 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||check car is on fire ||&lt;br /&gt;
|-&lt;br /&gt;
|0496 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||check car tire is burst ||&lt;br /&gt;
|-&lt;br /&gt;
|0497 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0498 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0499 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[049C]] ||3 ||int, flt, var || {{Icon|VC}} ||create [[Scripted_Path|scripted path]] ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049D ||2 ||spath ID, object handle || {{Icon|VC}} ||attach scripted path to object ||&lt;br /&gt;
|-&lt;br /&gt;
|049E ||2 ||spath ID, flt || {{Icon|VC}} ||set scripted path speed ||&lt;br /&gt;
|-&lt;br /&gt;
|049F ||2 ||spath ID, flt || {{Icon|VC}} ||set scripted path distance ||&lt;br /&gt;
|-&lt;br /&gt;
|04A0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04A1 ||1 ||spath ID || {{Icon|VC}} {{Icon|SA}} ||reset scripted path ||&lt;br /&gt;
|-&lt;br /&gt;
|04A2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set heli fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04A3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A5 ||4 ||char handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A6 ||6 ||flt, flt, flt, int, int, var || {{Icon|VC}} {{Icon|SA}} ||create protection pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[04A7]] ||1 ||char handle || {{Icon|SA}} ||check char is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A8]] ||1 ||player handle || {{Icon|VC}} ||check player is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A9]] ||1 ||char handle || {{Icon|SA}} ||check char is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|04AA ||1 ||player handle || {{Icon|VC}} ||check player is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AB]] ||1 ||char handle || {{Icon|SA}} ||check char is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|04AC ||1 ||player handle || {{Icon|VC}} ||check player is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AD]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04AE ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04AF ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B0 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B1 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B2 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B5 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B6 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B7 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04B8]] ||5 ||char handle, int, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B9 ||12 ||flt, flt, flt, flt, flt, var, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BA ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||set car forward speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04BB]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set interior ||&lt;br /&gt;
|-&lt;br /&gt;
|04BC ||1 ||string || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BD ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BE ||1 ||player handle || {{Icon|VC}} ||reset player chaos level ||&lt;br /&gt;
|-&lt;br /&gt;
|04BF ||2 ||player handle, var || {{Icon|VC}} ||get player chaos level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C0 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create police roadblock ||&lt;br /&gt;
|-&lt;br /&gt;
|04C1 ||0 || || {{Icon|VC}} {{Icon|SA}} ||release police roadblock||&lt;br /&gt;
|-&lt;br /&gt;
|04C2 ||2 ||char handle, char handle || {{Icon|VC}} ||task char go to char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04C4 ||7 ||char handle, flt, flt, flt, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get offset from char in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C5 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been photographed ||&lt;br /&gt;
|-&lt;br /&gt;
|04C6 ||2 ||char handle, char handle || {{Icon|VC}} ||task aim gun at char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C7 ||1 ||int || {{Icon|VC}} ||set green scanlines ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C8]] ||1 ||char handle || {{Icon|SA}} ||check char is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04C9 ||1 ||player handle || {{Icon|VC}} ||check player is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CE ||5 ||flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04CF ||1 ||int || {{Icon|VC}} ||add to money spent on fashion stat ||&lt;br /&gt;
|-&lt;br /&gt;
|04D0 ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||force heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||reset heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set plane fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04D3 ||7 ||flt, flt, flt, int, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04D5 ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|VC}} {{Icon|SA}} ||draw corona ||&lt;br /&gt;
|-&lt;br /&gt;
|04D6 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate on contact ||&lt;br /&gt;
|-&lt;br /&gt;
|04D7 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze char position ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04D8]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char drowns in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04D9 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DA ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DB ||0 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DD ||2 ||char handle, var || {{Icon|VC}} {{Icon|SA}} ||get char armour ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04DE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DF ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E0 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||open and freeze car trunk ||&lt;br /&gt;
|-&lt;br /&gt;
|04E2 ||2 ||player handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E3 ||3 ||player handle, int, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E4 ||2 ||flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E5 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E6 ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E7 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||check object is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04E9 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EA ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EB ||3 ||char handle, int, int || {{Icon|VC}} {{Icon|SA}} ||task duck ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EC]] ||13 ||string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|VC}} ||set zone car class info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04ED]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||request anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EE]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||check anims have loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EF]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||remove anims ||&lt;br /&gt;
|-&lt;br /&gt;
|04F0 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F3 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F4 ||8 ||char handle, object handle, flt, flt, flt, int, flt, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F5 ||3 ||char handle, player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F7 ||4 ||global var, int, int, string || {{Icon|VC}} {{Icon|SA}} ||display nth onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|04F8 ||13 ||int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04F9]] ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||set interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FA ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||reset interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FC ||7 ||player handle, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||store stunt data ||&lt;br /&gt;
|-&lt;br /&gt;
|04FD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FE ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||burst car tire ||&lt;br /&gt;
|-&lt;br /&gt;
|04FF ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0500 ||&amp;amp;#8212; ||player handle, string; player handle, string, string || {{Icon|VC}} {{Icon|SA}} ||change player skin ||2 parameters in Vice City, 3 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[0501]] ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set player can do drive by ||&lt;br /&gt;
|-&lt;br /&gt;
|0502 ||3 ||char handle, flt, flt || {{Icon|VC}} ||task flee to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0503 ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create rappel ||&lt;br /&gt;
|-&lt;br /&gt;
|0504 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0505 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0506 ||3 ||int, int, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0507 ||1 ||int || {{Icon|VC}} ||set camera interference ||&lt;br /&gt;
|-&lt;br /&gt;
|0508 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||close all car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|0509 ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 2D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050A ||7 ||flt, flt, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 3D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050B ||1 ||car handle || {{Icon|VC}} ||pop car boot ||&lt;br /&gt;
|-&lt;br /&gt;
|050C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|050D ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050E ||2 ||object handle, car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050F ||1 ||var || {{Icon|SA}} ||get max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0510 ||5 ||char handle, flt, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0511 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0512 ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||print help forever ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0513]] ||2 ||string, int || {{Icon|SA}} ||print help with number ||&lt;br /&gt;
|-&lt;br /&gt;
|0514 ||3 ||char handle, int, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0515 ||? || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0516 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0517 ||5 ||string, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||create locked property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0518 ||6 ||string, flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} ||create forsale property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0519 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze car position ||&lt;br /&gt;
|-&lt;br /&gt;
|051A ||2 ||char handle, char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051B ||2 ||char handle, car handle || {{Icon|SA}} ||check char has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051C ||2 ||car handle, char handle || {{Icon|SA}} ||check car has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051D ||2 ||car handle, car handle || {{Icon|SA}} ||check car has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051E ||1 ||var || {{Icon|SA}} ||get current radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|051F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0520 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0521 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0522 ||0 || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0523 ||3 ||flt, flt, flt || {{Icon|VC}} ||check has window been broken ||&lt;br /&gt;
|-&lt;br /&gt;
|0524 ||3 ||object handle, object handle, int || {{Icon|VC}} ||attach object to object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0525 ||3 ||object handle, object handle, string || {{Icon|VC}} ||attach object to component of object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0526 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0527 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0528 ||1 ||int || {{Icon|VC}} ||add to money spent on weapon stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0529 ||1 ||int || {{Icon|VC}} ||add to money spent on property stat ||&lt;br /&gt;
|-&lt;br /&gt;
|052A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[052B]] ||2 ||char handle, int || {{Icon|VC}} ||task use mobile phone ||&lt;br /&gt;
|-&lt;br /&gt;
|052C ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set drunk cam ||&lt;br /&gt;
|-&lt;br /&gt;
|052D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0530 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0531 ||1 ||int || {{Icon|VC}} ||add to stores knocked off stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0532 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0533]] ||1 ||int || {{Icon|VC}} ||add to assassination contracts stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0534 ||1 ||int || {{Icon|VC}} ||add to pizzas delivered stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0535 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0536 ||1 ||int || {{Icon|VC}} ||add to drug deals made stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0537 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0538 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0539 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053C ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|053D ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|053E ||6 ||int, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get random car in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|053F ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set can burst car tires ||&lt;br /&gt;
|-&lt;br /&gt;
|0540 ||2 ||player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0541]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||fire vehicle gun ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0542]] ||1 ||int || {{Icon|VC}} ||add property to property owned stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0543 ||1 ||int || {{Icon|VC}} ||add bloodring kills stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0544 ||1 ||int || {{Icon|VC}} ||save longest time in bloodring stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0545 ||0 || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0546 ||2 ||player handle, car handle || {{Icon|VC}} ||check is player touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0547 ||2 ||char handle, car handle || {{Icon|SA}} ||check is char touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0548 ||6 ||player handle, int, int, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0549 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|054A ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|054B ||2 ||object handle, car handle || {{Icon|VC}} ||attach object to car ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|054C ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||load mission text ||&lt;br /&gt;
|-&lt;br /&gt;
|054D ||1 ||int || {{Icon|VC}} ||set stadium message ||&lt;br /&gt;
|-&lt;br /&gt;
|054E ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||clear char last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|054F ||1 ||car handle || {{Icon|SA}} ||clear car last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|0550 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0551]] ||1 ||int || {{Icon|VC}} ||set Kaufman Cabs radio ||&lt;br /&gt;
|-&lt;br /&gt;
|0552 ||1 ||int || {{Icon|VC}} ||set riot noise ||&lt;br /&gt;
|-&lt;br /&gt;
|0553 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0554 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0555 ||1 || || || {{Icon|SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
|0556 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} ||create cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0557 ||0 || || {{Icon|VC}} ||release cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0558 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0559 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055A ||1 ||int || {{Icon|VC}} ||set secondary trash ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055B]] ||5 ||int, flt, flt, flt, var || {{Icon|VC}} ||create clothes pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|055C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055D ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||make player fire proof ||&lt;br /&gt;
|-&lt;br /&gt;
|055E ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max health ||&lt;br /&gt;
|-&lt;br /&gt;
|055F ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max armour ||&lt;br /&gt;
|-&lt;br /&gt;
|0560 ||2 ||car handle, var || {{Icon|VC}} {{Icon|SA}} ||create random char as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|0561 ||3 ||car handle, int, var || {{Icon|VC}} {{Icon|SA}} ||create random char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0562 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0563 ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0564]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||set helicopter simulate crash land ||only works on helicopters&lt;br /&gt;
|-&lt;br /&gt;
|0565 ||4 ||flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0566 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0567 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0568]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char never targetted ||&lt;br /&gt;
|-&lt;br /&gt;
|0569 ||1 ||string || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|056A ||0 || || {{Icon|VC}} {{Icon|SA}} ||check has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|056B ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[056C]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check is char in any police vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|056D ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check does char exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056E ||1 ||car handle || {{Icon|SA}} ||check does vehicle exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0570 ||5 ||int, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0571 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0572]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set all taxis have jump boost and nitro ||nitro unavailable in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0573 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0574 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0575 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0576 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0577 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0578 ||1 ||var || {{Icon|VC}}  ||save highest vigilante level ||&lt;br /&gt;
|-&lt;br /&gt;
|0579 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|057A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|057B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|057C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057D]] ||1 ||int ||{{Icon|VC}} ||play mp3 file in car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057E]] ||1 ||int ||{{Icon|VC}} {{Icon|SA}}||make radar grey ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Some abbreviations and phrases used in this list:&lt;br /&gt;
;int: integer value&lt;br /&gt;
;flt: floating-point value&lt;br /&gt;
;var: variable to store a value or handle, either global or local unless specified&lt;br /&gt;
;char: character including actor and ped, apart from the player and special actor&lt;br /&gt;
;car: vehicle including car, bike, helicopter, plane, etc. unless specified&lt;br /&gt;
;parameters rearranged...: opcodes' parameters were rearranged from their original order mainly for sake of readability&lt;br /&gt;
;simulated in LC mod: opcode has been correctly or mostly simulated to work in the [http://www.gtaforums.com/index.php?showforum=104 GTA: Liberty City mod] for Vice City&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
{{note|1}} {{GTAF|217910|manipulating game memory for fun and profit}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|107998|Opcodes for Bartons Editor (GTA3 + VC)}}&lt;br /&gt;
*{{GTAF|194990|GTA:SA Opcodes}}&lt;br /&gt;
*{{GTAF|182581|MISSION CODING IV}} - GTA: Liberty City project&lt;br /&gt;
*[http://web.archive.org/web/*/http://vc-db.webtools4you.net/ Vice City Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://web.archive.org/web/*/http://sa-db.webtools4you.net/ San Andreas Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/PLPyntons_UnifiedOpcodesDatabase_Reloaded.zip Unified Opcode Database] - by PLPynton, hosted by ZAZ&lt;br /&gt;
*[http://spaceeinstein.wikispaces.com/file/view/VICESCM.INI/132105045/VICESCM.INI Latest Vice City opcodes] - last update by spaceeinstein&lt;br /&gt;
*[http://gtag.gtagaming.com/opcode-database Opcode Database] - last update by Deji at GTAGaming.com&lt;br /&gt;
&lt;br /&gt;
[[Category:OpCodes]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=014E&amp;diff=8390</id>
		<title>014E</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=014E&amp;diff=8390"/>
		<updated>2010-06-26T10:06:34Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: Created page with '{{OpCode | ini         = 014E=1,%1d% (III), 014E=2,%1d% %2d% (VC, SA) | description = Displays a timer | p1          = Global variable, that contains time in miliseconds | p2    …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 014E=1,%1d% (III), 014E=2,%1d% %2d% (VC, SA)&lt;br /&gt;
| description = Displays a timer&lt;br /&gt;
| p1          = Global variable, that contains time in miliseconds&lt;br /&gt;
| p2          = Count down (1) or up (0) (VC, SA)&lt;br /&gt;
| game        = [[GTA 3]], [[Vice City]], [[San Andreas]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This creates a timer. When the timer reaches zero, it disappears.&lt;br /&gt;
&lt;br /&gt;
[[Sanny Builder]] example:&amp;lt;source lang=&amp;quot;scm&amp;quot;&amp;gt;&lt;br /&gt;
$cd = 6000 //6000 ms = 6 seconds&lt;br /&gt;
014E: set_timer_to $cd type 1 //countdown&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
timer&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=8385</id>
		<title>List of opcodes</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=8385"/>
		<updated>2010-06-22T18:00:19Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all opcodes, including nops and unsupported ones, in [[GTA III]], [[Vice City]], and [[San Andreas]]. Brief descriptions and notes are added to the list for quick and easy access to information.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; |Opcode&lt;br /&gt;
! width=&amp;quot;20px&amp;quot; |{{Hint|P|Number of parameters}}&lt;br /&gt;
! Parameter type&lt;br /&gt;
! width=&amp;quot;60px&amp;quot; |Games&lt;br /&gt;
! Brief description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[0000]] ||0 ||nop || {{Icon|trilogy}} ||no operation ||special use in [[CLEO]]&lt;br /&gt;
|-&lt;br /&gt;
|[[0001]] ||1 ||int || {{Icon|trilogy}} ||wait ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0002]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0003]] ||1 ||int || {{Icon|trilogy}} ||shake camera ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0004]] ||2 ||global var, int || {{Icon|trilogy}} ||set global to integer ({{Hint|G|global variable}} = {{Hint|I|integer value}}) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0005]] ||2 ||global var, flt || {{Icon|trilogy}} ||set global to float ({{Hint|G|global variable}} = {{Hint|F|floating-point value}}) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0006]] ||2 ||local var, int || {{Icon|trilogy}} ||set local to integer ({{Hint|L|local variable}} = {{Hint|I|integer value}})) ||&lt;br /&gt;
|-&lt;br /&gt;
|0007 ||2 ||local var, flt || {{Icon|trilogy}} ||set local to float ({{Hint|L|local variable}} = {{Hint|F|floating-point value}})) ||&lt;br /&gt;
|-&lt;br /&gt;
|0008 ||2 ||global var, int || {{Icon|trilogy}} ||add global to integer (G += I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0009 ||2 ||global var, flt || {{Icon|trilogy}} ||add global to float (G += F) ||&lt;br /&gt;
|-&lt;br /&gt;
|000A ||2 ||local var, int || {{Icon|trilogy}} ||add local to integer (L += I) ||&lt;br /&gt;
|-&lt;br /&gt;
|000B ||2 ||local var, flt || {{Icon|trilogy}} ||add local to float (L += F) ||&lt;br /&gt;
|-&lt;br /&gt;
|000C ||2 ||global var, int || {{Icon|trilogy}} ||subtract global to integer (G -= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|000D ||2 ||global var, flt || {{Icon|trilogy}} ||subtract global to float (G -= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|000E ||2 ||local var, int || {{Icon|trilogy}} ||subtract local to integer (L -= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|000F ||2 ||local var, flt || {{Icon|trilogy}} ||subtract local to float (L -= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0010 ||2 ||global var, int || {{Icon|trilogy}} ||multiply global to integer (G *= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0011 ||2 ||global var, flt || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0012 ||2 ||local var, int || {{Icon|trilogy}} ||multiply local to integer (L *= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0013 ||2 ||local var, flt || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0014 ||2 ||global var, int || {{Icon|trilogy}} ||divide global to integer (G /= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0015 ||2 ||global var, flt || {{Icon|trilogy}} ||divide global to float (G /= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0016 ||2 ||local var, int || {{Icon|trilogy}} ||divide local to integer (L /= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0017 ||2 ||local var, flt || {{Icon|trilogy}} ||divide local to float (L /= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0018 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than integer (G &amp;gt; I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0019 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than integer (L &amp;gt; I) ||&lt;br /&gt;
|-&lt;br /&gt;
|001A ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than global (I &amp;gt; G) ||&lt;br /&gt;
|-&lt;br /&gt;
|001B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than local (I &amp;gt; L) ||&lt;br /&gt;
|-&lt;br /&gt;
|001C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than global int (G &amp;gt; G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than local int (L &amp;gt; L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than local int (G &amp;gt; L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than global int (L &amp;gt; G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0020 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than float (G &amp;gt; F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0021 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than float (L &amp;gt; F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0022 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than global (F &amp;gt; G) ||&lt;br /&gt;
|-&lt;br /&gt;
|0023 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than local (F &amp;gt; L) ||&lt;br /&gt;
|-&lt;br /&gt;
|0024 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than global float (G &amp;gt; G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0025 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than local float (L &amp;gt; L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0026 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than local float (G &amp;gt; L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0027 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than global float (L &amp;gt; G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0028 ||2 ||int, int || {{Icon|trilogy}} ||check global greater than or equal to integer (G &amp;gt;= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0029 ||2 ||int, int || {{Icon|trilogy}} ||check local greater than or equal to integer (L &amp;gt;= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|002A ||2 ||int, int || {{Icon|trilogy}} ||check int greater than or equal to global (I &amp;gt;= G) ||&lt;br /&gt;
|-&lt;br /&gt;
|002B ||2 ||int, int || {{Icon|trilogy}} ||check integer greater than or equal to local (I &amp;gt;= L) ||&lt;br /&gt;
|-&lt;br /&gt;
|002C ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to global integer (G &amp;gt;= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002D ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002E ||2 ||int, int || {{Icon|trilogy}} ||check global integer greater than or equal to local integer (G &amp;gt;= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002F ||2 ||int, int || {{Icon|trilogy}} ||check local integer greater than or equal to local integer (L &amp;gt;= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0030 ||2 ||float, float || {{Icon|trilogy}} ||check global greater than or equal to float (G &amp;gt;= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0031 ||2 ||float, float || {{Icon|trilogy}} ||check local greater than or equal to float (L &amp;gt;= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0032 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to global (F &amp;gt;= G) ||&lt;br /&gt;
|-&lt;br /&gt;
|0033 ||2 ||float, float || {{Icon|trilogy}} ||check float greater than or equal to local (F &amp;gt;= L) ||&lt;br /&gt;
|-&lt;br /&gt;
|0034 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to global float (G &amp;gt;= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0035 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to local float (L &amp;gt;= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0036 ||2 ||float, float || {{Icon|trilogy}} ||check global float greater than or equal to local float (G &amp;gt;= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0037 ||2 ||float, float || {{Icon|trilogy}} ||check local float greater than or equal to global float (L &amp;gt;= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0038 ||2 ||int, int || {{Icon|trilogy}} ||check global equal to integer (G == I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0039 ||2 ||int, int || {{Icon|trilogy}} ||check local equal to integer (L == I) ||&lt;br /&gt;
|-&lt;br /&gt;
|003A ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to global integer (G == G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003B ||2 ||int, int || {{Icon|trilogy}} ||check local integer equal to local integer (L == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003C ||2 ||int, int || {{Icon|trilogy}} ||check global integer equal to local integer (G == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|003F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0040 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0041 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0042 ||2 ||float, float || {{Icon|trilogy}} ||check global equal to float (G == F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0043 ||2 ||float, float || {{Icon|trilogy}} ||check local equal to float (L == F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0044 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to global float (G == G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0045 ||2 ||float, float || {{Icon|trilogy}} ||check local float equal to local float (L == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0046 ||2 ||float, float || {{Icon|trilogy}} ||check global float equal to local float (G == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0047 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0048 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0049 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|004C ||1 ||label || {{Icon|3}} ||jump to label if true ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004D]] ||1 ||label || {{Icon|trilogy}} ||jump to [[label]] if false ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004E]] ||0 || || {{Icon|trilogy}} ||terminate this script ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004F]] ||-1 ||label || {{Icon|trilogy}} ||start new script with args ||&lt;br /&gt;
|-&lt;br /&gt;
|0050 ||1 ||label || {{Icon|trilogy}} ||gosub ||&lt;br /&gt;
|-&lt;br /&gt;
|0051 ||0 || || {{Icon|trilogy}} ||return ||&lt;br /&gt;
|-&lt;br /&gt;
|0052 ||6 || || {{Icon|3}} ||nop ||&lt;br /&gt;
|-&lt;br /&gt;
|0053 ||5 ||int, float, float, float, player handle || {{Icon|trilogy}} ||create player ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0054 ||4 ||player handle, var, var, var || {{Icon|3}} {{Icon|VC}} ||get player coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0055]] ||4 ||player handle, int, int, int || {{Icon|3}} {{Icon|VC}} ||set player at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0056]] ||6 ||player handle, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0057 ||8 ||player handle, float, float, float, float, float, float, int || {{Icon|3}} {{Icon|VC}} ||check player is in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0058 ||2 ||int, int || {{Icon|trilogy}} ||add global integer to global integer (G += G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0059 ||2 ||float, float || {{Icon|trilogy}} ||add global float to global float (G += G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005A ||2 ||int, int || {{Icon|trilogy}} ||add local integer to local integer (L += L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005B ||2 ||float, float || {{Icon|trilogy}} ||add local float to local float (L += L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005C ||2 ||int, int || {{Icon|trilogy}} ||add local integer to global integer (L += G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005D ||2 ||float, float || {{Icon|trilogy}} ||add local float to global float (L += G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005E ||2 ||int, int || {{Icon|trilogy}} ||add global integer to local integer (G += L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005F ||2 ||float, float || {{Icon|trilogy}} ||add global float to local float (G += L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0060 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to global integer (G -= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0061 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to global float (G -= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0062 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to local integer (L -= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0063 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to local float (L -= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0064 ||2 ||int, int || {{Icon|trilogy}} ||subtract local integer to global integer (L -= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0065 ||2 ||float, float || {{Icon|trilogy}} ||subtract local float to global float (L -= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0066 ||2 ||int, int || {{Icon|trilogy}} ||subtract global integer to local integer (G -= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0067 ||2 ||float, float || {{Icon|trilogy}} ||subtract global float to local float (G -= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0068 ||2 ||global, global || {{Icon|trilogy}} ||multiply global int to global int (G *= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0069 ||2 ||global, global || {{Icon|trilogy}} ||multiply global float to global float (G *= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|006A ||2 ||local, local || {{Icon|trilogy}} ||multiply local int to local int (L *= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|006B ||2 ||local, local || {{Icon|trilogy}} ||multiply int float to int float (L *= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|006C ||2 ||local, float || {{Icon|trilogy}} ||multiply local to float (L *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|006D ||2 ||global, float || {{Icon|trilogy}} ||multiply global to float (G *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|006E ||2 ||global, local || {{Icon|trilogy}} ||multiply global int to local int (G *= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|006F ||2 ||global, local || {{Icon|trilogy}} ||multiply global float to local float (G *= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0070 ||2 ||global, global || {{Icon|trilogy}} ||divide global int by global int (G /= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0071 ||2 ||global, global || {{Icon|trilogy}} ||divide global float by global float (G /= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0072 ||2 ||local, local || {{Icon|trilogy}} ||divide local int by local int (L /= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0073 ||2 ||local, local || {{Icon|trilogy}} ||divide local float by local float (L /= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0074 ||2 ||local, global || {{Icon|trilogy}} ||divide local int by global int (L /= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0075 ||2 ||local, global || {{Icon|trilogy}} ||divide local float by global float (L /= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0076 ||2 ||global, local || {{Icon|trilogy}} ||divide global int by local int (G /= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0077 ||2 ||global, local || {{Icon|trilogy}} ||divide global float by local float (G /= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0078 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0079 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007A ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007B ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007C ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007D ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007E ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|007F ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0080 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0081 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0082 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0083 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0084 ||2 ||global, global || {{Icon|trilogy}} ||set global integer equal to global integer (G = G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0085 ||2 ||local, local || {{Icon|trilogy}} ||set local integer equal to local integer (L = L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0086 ||2 ||global, global || {{Icon|trilogy}} ||set global float equal to global float (G = G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0087 ||2 ||local, local || {{Icon|trilogy}} ||set local float equal to local float (L = L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0088 ||2 ||global, local || {{Icon|trilogy}} ||set global float equal to local float (G = L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0089 ||2 ||local, global || {{Icon|trilogy}} ||set local float equal to global float (L = G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|008A ||2 ||global, local || {{Icon|trilogy}} ||set global integer equal to local integer (G = L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|008B ||2 ||local, global || {{Icon|trilogy}} ||set local integer equal to global integer (L = G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|008C ||2 ||int, float || {{Icon|trilogy}} ||convert global float to global int ||&lt;br /&gt;
|-&lt;br /&gt;
|008D ||2 ||float, int || {{Icon|trilogy}} ||convert global int to global float ||&lt;br /&gt;
|-&lt;br /&gt;
|[[008E]] ||2 ||int, float || {{Icon|trilogy}} ||convert local float to global int ||&lt;br /&gt;
|-&lt;br /&gt;
|008F ||2 ||float, int || {{Icon|trilogy}} ||convert local int to global float ||&lt;br /&gt;
|-&lt;br /&gt;
|0090 ||2 ||int, float || {{Icon|trilogy}} |||convert global float to local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0091 ||2 ||float, int || {{Icon|trilogy}} ||convert global int to local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0092 ||2 ||int, float || {{Icon|trilogy}} |||convert local float to local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0093 ||2 ||float, int || {{Icon|trilogy}} ||convert local int to local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0094 ||1 ||int || {{Icon|trilogy}} ||absolute value of global int ||&lt;br /&gt;
|-&lt;br /&gt;
|0095 ||1 ||int || {{Icon|trilogy}} ||absolute value of local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0096 ||1 ||float || {{Icon|trilogy}} ||absolute value of global float ||&lt;br /&gt;
|-&lt;br /&gt;
|0097 ||1 ||float || {{Icon|trilogy}} ||absolute value of local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0098 ||1 ||float || {{Icon|trilogy}} ||generate random float ||&lt;br /&gt;
|-&lt;br /&gt;
|0099 ||1 ||int || {{Icon|trilogy}} ||generate random integer ||&lt;br /&gt;
|-&lt;br /&gt;
|[[009A]] ||6 ||int, int, flt, flt, flt, char handle || {{Icon|trilogy}} ||create char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|009B ||1 ||char handle || {{Icon|trilogy}} ||delete char ||&lt;br /&gt;
|-&lt;br /&gt;
|009C ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char to wander path ||&lt;br /&gt;
|-&lt;br /&gt;
|009D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|009E ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||set char path ||&lt;br /&gt;
|-&lt;br /&gt;
|009F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to -1 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A0]] ||4 ||char, var, var, var || {{Icon|trilogy}} ||get char coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A1]] ||4 ||char, flt, flt, flt || {{Icon|trilogy}} ||set char at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00A2 ||1 ||char handle || {{Icon|3}} ||check char alive ||&lt;br /&gt;
|-&lt;br /&gt;
|00A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00A4 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check char is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A5]] ||5 ||int, flt, flt, flt, car handle || {{Icon|trilogy}} ||create car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00A6 ||1 ||car handle || {{Icon|trilogy}} ||delete car ||&lt;br /&gt;
|-&lt;br /&gt;
|00A7 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||car drive to coordinate ||&lt;br /&gt;
|-&lt;br /&gt;
|00A8 ||1 ||car handle || {{Icon|trilogy}} ||set car to psycho driver ||&lt;br /&gt;
|-&lt;br /&gt;
|00A9 ||1 ||car handle || {{Icon|trilogy}} ||reset car from psycho driver ||&lt;br /&gt;
|-&lt;br /&gt;
|00AA ||4 ||car handle, var, var, var || {{Icon|trilogy}} ||get car coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00AB ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00AC ||1 ||car handle || {{Icon|3}} ||check car is on land ||&lt;br /&gt;
|-&lt;br /&gt;
|00AD ||2 ||car handle, flt || {{Icon|trilogy}} ||set car max speed ||&lt;br /&gt;
|-&lt;br /&gt;
|00AE ||2 ||car handle, int || {{Icon|trilogy}} ||set car traffic behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|00AF ||2 ||car handle, int || {{Icon|trilogy}} ||set car driver behavior ||&lt;br /&gt;
|-&lt;br /&gt;
|00B0 ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B1 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check car is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|00B2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00B9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00BA]] ||3 ||string, int, int || {{Icon|trilogy}} ||print text big ||&lt;br /&gt;
|-&lt;br /&gt;
|00BB ||3 ||string, int, int || {{Icon|trilogy}} ||print text ||&lt;br /&gt;
|-&lt;br /&gt;
|00BC ||3 ||string, int, int || {{Icon|trilogy}} ||print text now ||&lt;br /&gt;
|-&lt;br /&gt;
|00BD ||3 ||string, int, int || {{Icon|3}} ||print text soon ||&lt;br /&gt;
|-&lt;br /&gt;
|00BE ||0 || || {{Icon|trilogy}} ||clear all text ||&lt;br /&gt;
|-&lt;br /&gt;
|00BF ||2 ||var, var || {{Icon|trilogy}} ||get time of day ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00C0]] ||2 ||int, int || {{Icon|trilogy}} ||set time of day ||&lt;br /&gt;
|-&lt;br /&gt;
|00C1 ||3 ||int, int, var || {{Icon|trilogy}} ||get minutes to time of day ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00C2 ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||check is sphere on screen ||&lt;br /&gt;
|-&lt;br /&gt;
|00C3 ||0 || || {{Icon|3}} {{Icon|VC}} ||enter debug mode ||&lt;br /&gt;
|-&lt;br /&gt;
|00C4 ||0 || || {{Icon|3}} {{Icon|VC}} ||exit debug mode ||&lt;br /&gt;
|-&lt;br /&gt;
|00C5 ||0 || || {{Icon|3}} ||true ||&lt;br /&gt;
|-&lt;br /&gt;
|00C6 ||0 || || {{Icon|3}} ||false ||&lt;br /&gt;
|-&lt;br /&gt;
|00C7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00C9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00CF ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|00D5 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00D6]] ||1 ||int || {{Icon|trilogy}} ||if ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00D7]] ||1 ||label || {{Icon|trilogy}} ||start new script ||like 004F but only one parameter&lt;br /&gt;
|-&lt;br /&gt;
|00D8 ||0 || || {{Icon|trilogy}} ||mission cleanup ||&lt;br /&gt;
|-&lt;br /&gt;
|00D9 ||2 ||char handle, var || {{Icon|trilogy}} ||get char's car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00DA ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player's car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00DB ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|00DC ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|00DD ||2 ||char handle, int || {{Icon|trilogy}} ||check char is in car model ||&lt;br /&gt;
|-&lt;br /&gt;
|00DE ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player is in car model ||&lt;br /&gt;
|-&lt;br /&gt;
|00DF ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|00E0 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00E1]] ||2 ||int, int || {{Icon|trilogy}} ||check key is pressing ||&lt;br /&gt;
|-&lt;br /&gt;
|00E2 ||2 ||int, int, var || {{Icon|trilogy}} ||get key is pressing ||&lt;br /&gt;
|-&lt;br /&gt;
|00E3 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E4 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E6 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E7 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E8 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E9 ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EA ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EB ||5 ||player handle, char handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EC ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00ED ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EE ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EF ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F0 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F2 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|00F3 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|00F4 ||5 ||char handle, char handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|00F5 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F6 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F7 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F8 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F9 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FA ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player stopped in car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FB ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FC ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FD ||6 ||player handle, char handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near char in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FE ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[00FF]] ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0100 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0101 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped by any means in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0102 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped on foot in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0103 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char stopped in car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0104 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near char in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0105 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near char in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0106 ||6 ||char handle, char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near char in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0107 ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} ||create object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0108 ||1 ||object handle || {{Icon|trilogy}} ||delete object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0109]] ||2 ||player handle, int || {{Icon|trilogy}} ||add player money ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010A]] ||2 ||player handle, int || {{Icon|trilogy}} ||check money is greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|010B ||2 ||player handle, var || {{Icon|trilogy}} ||get player money value ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010C]] ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||give rc buggy to player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010D]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010E]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player minimum wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|010F ||2 ||player handle, int || {{Icon|trilogy}} ||check player wanted level greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0110 ||1 ||player handle || {{Icon|trilogy}} ||clear player wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0111 ||1 ||int || {{Icon|trilogy}} ||set wasted busted check ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0112]] ||0 || || {{Icon|trilogy}} ||check player wasted or busted ||only works in [[Create a mission|missions]]&lt;br /&gt;
|-&lt;br /&gt;
|0113 ||3 ||player handle, int, int || {{Icon|3}} ||add ammo to player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0114 ||3 ||char handle, int, int || {{Icon|trilogy}} ||add ammo to char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0115 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0116 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0117]] ||1 ||player handle || {{Icon|trilogy}} ||check player dead ||&lt;br /&gt;
|-&lt;br /&gt;
|0118 ||1 ||char handle || {{Icon|trilogy}} ||check char dead ||&lt;br /&gt;
|-&lt;br /&gt;
|0119 ||1 ||car handle || {{Icon|trilogy}} ||check car dead ||&lt;br /&gt;
|-&lt;br /&gt;
|011A ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|011B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011C ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|011D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|011F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0120 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0121 ||2 ||player handle, string || {{Icon|3}} {{Icon|VC}} ||check player is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0122 ||1 ||player handle || {{Icon|trilogy}} ||check player pressing horn ||&lt;br /&gt;
|-&lt;br /&gt;
|0123 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||check char spotting player ||&lt;br /&gt;
|-&lt;br /&gt;
|0124 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0125 ||0 || || ||unsupported ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0126 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||check char has finished walking ||&lt;br /&gt;
|-&lt;br /&gt;
|0127 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0128 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0129]] ||4 ||car handle, char handle, int, char handle || {{Icon|trilogy}} ||create char inside car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|012A ||4 ||player handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||warp player from car to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|012B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|012F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0130 ||1 ||player handle || {{Icon|3}} ||check player is busted ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0131 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0132 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0133 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0134 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0135]] ||2 ||car handle, var || {{Icon|3}} ||lock car doors ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0136 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0137 ||2 ||car handle, int || {{Icon|trilogy}} ||check car is model ||&lt;br /&gt;
|-&lt;br /&gt;
|0138 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0139 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013B ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|3}} ||check car is in 2D area? ||&lt;br /&gt;
|-&lt;br /&gt;
|013C ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} ||check car is in 3D area? ||&lt;br /&gt;
|-&lt;br /&gt;
|013D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|013F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0140 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0141 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0142 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0143 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0144 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0145 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0146 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0147 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0148 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0149 ||1 ||car handle || {{Icon|3}} ||check car crushed by car crusher ||&lt;br /&gt;
|-&lt;br /&gt;
|014A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[014B]] ||13 ||flt, flt, flt, flt, int, int, int, int, int, int, int, int, var || {{Icon|trilogy}} ||create car generator ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[014C]] ||2 ||car generator handle, int || {{Icon|trilogy}} ||switch car generator ||&lt;br /&gt;
|-&lt;br /&gt;
|014D ||4 ||string, int, int, int || {{Icon|3}} ||print pager text ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|014E ||&amp;amp;#8212; ||global var; global var, int || {{Icon|trilogy}} ||display onscreen timer ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|014F ||1 ||global var || {{Icon|trilogy}} ||clear onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0150 ||2 ||global var, int || {{Icon|3}} {{Icon|VC}} ||display onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|0151 ||1 ||global var || {{Icon|trilogy}} ||clear onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0152]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone car info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0153 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0154 ||2 ||char handle, string || {{Icon|trilogy}} ||check char is in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0155 ||3 ||int, int, int || {{Icon|3}} ||shake pad? ||PS2 specific?&lt;br /&gt;
|-&lt;br /&gt;
|0156 ||3 ||string, int, int || {{Icon|3}} ||set zone ped density ||&lt;br /&gt;
|-&lt;br /&gt;
|0157 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set camera on player ||&lt;br /&gt;
|-&lt;br /&gt;
|0158 ||3 ||car handle, int, int || {{Icon|trilogy}} ||set camera on car ||&lt;br /&gt;
|-&lt;br /&gt;
|0159 ||3 ||char handle, int, int || {{Icon|trilogy}} ||set camera on char ||&lt;br /&gt;
|-&lt;br /&gt;
|015A ||0 || || {{Icon|trilogy}} ||cam restore ||&lt;br /&gt;
|-&lt;br /&gt;
|015B ||3 ||int, int, int || {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[015C]] ||&amp;amp;#8212; ||string, int, int, int, int, int, int, int, int, int, int; string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|3}} {{Icon|VC}} ||set zone gang info ||11 parameters in GTA III, 13 parameters in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|015D ||1 ||flt || {{Icon|trilogy}} ||set gamespeed ||&lt;br /&gt;
|-&lt;br /&gt;
|015E ||1 ||car handle || {{Icon|3}} ||check car wheels on ground ||&lt;br /&gt;
|-&lt;br /&gt;
|015F ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||set camera position ||&lt;br /&gt;
|-&lt;br /&gt;
|0160 ||4 ||flt, flt, flt, int || {{Icon|trilogy}} ||point camera ||&lt;br /&gt;
|-&lt;br /&gt;
|0161 ||4 ||car handle, int, int, var || {{Icon|trilogy}} ||add blip to car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0162 ||4 ||char handle, int, int, var || {{Icon|3}} {{Icon|VC}} ||add blip to char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0163 ||4 ||object handle, int, int, var || {{Icon|3}} ||add blip to object ||&lt;br /&gt;
|-&lt;br /&gt;
|0164 ||1 ||blip handle || {{Icon|trilogy}} ||remove blip ||&lt;br /&gt;
|-&lt;br /&gt;
|0165 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip color ||&lt;br /&gt;
|-&lt;br /&gt;
|0166 ||2 ||blip handle, int || {{Icon|3}} {{Icon|VC}} ||change blip brightness ||&lt;br /&gt;
|-&lt;br /&gt;
|0167 ||6 ||flt, flt, flt, int, int, var || {{Icon|trilogy}} ||add blip to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0168 ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip scale ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0169]] ||3 ||int, int, int || {{Icon|trilogy}} ||set fade color ||&lt;br /&gt;
|-&lt;br /&gt;
|016A ||2 ||int, int || {{Icon|trilogy}} ||fade ||&lt;br /&gt;
|-&lt;br /&gt;
|016B ||0 || || {{Icon|trilogy}} ||check is fading ||&lt;br /&gt;
|-&lt;br /&gt;
|016C ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add hospital restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|016D ||&amp;amp;#8212; ||flt, flt, flt, flt; flt, flt, flt, flt, int || {{Icon|trilogy}} ||add police restart ||4 parameters in GTA III and Vice City, 5 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|016E ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|016F ||10 ||int, flt, flt, flt, flt, flt, int, int, int, int || {{Icon|3}} ||create particle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0170]] ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0171]] ||2 ||player handle, flt || {{Icon|3}} {{Icon|VC}} ||set player heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0172]] ||2 ||char handle, var || {{Icon|trilogy}} ||get char heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0173]] ||2 ||char handle, flt || {{Icon|trilogy}} ||set char heading ||&lt;br /&gt;
|-&lt;br /&gt;
|0174 ||2 ||car handle, var || {{Icon|trilogy}} ||get car heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0175 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0176]] ||2 ||object handle, var || {{Icon|trilogy}} ||get object heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0177 ||2 ||object handle, flt || {{Icon|trilogy}} ||set object heading ||&lt;br /&gt;
|-&lt;br /&gt;
|0178 ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0179 ||2 ||char handle, object handle || {{Icon|3}} {{Icon|SA}} ||check char is touching object ||&lt;br /&gt;
|-&lt;br /&gt;
|017A ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||set player weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017B ||3 || || {{Icon|3}} {{Icon|SA}} ||set char weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|017F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0180]] ||1 ||var || {{Icon|trilogy}} ||set on mission flag ||&lt;br /&gt;
|-&lt;br /&gt;
|0181 ||2 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|0182 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0183 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player health greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0184 ||2 ||char handle, int || {{Icon|trilogy}} ||check char health greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0185 ||2 ||car handle, int || {{Icon|trilogy}} ||check car health greater than value ||&lt;br /&gt;
|-&lt;br /&gt;
|0186 ||2 ||car handle, blip handle || {{Icon|trilogy}} ||add blip to car ||&lt;br /&gt;
|-&lt;br /&gt;
|0187 ||2 ||char handle, blip handle || {{Icon|trilogy}} ||add blip to char ||&lt;br /&gt;
|-&lt;br /&gt;
|0188 ||2 ||object handle, blip handle || {{Icon|trilogy}} ||add blip to object ||&lt;br /&gt;
|-&lt;br /&gt;
|0189 ||2 ||blip handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add blip with sphere to coordinate ||&lt;br /&gt;
|-&lt;br /&gt;
|018A ||2 ||blip handle, flt, flt, flt || {{Icon|trilogy}} ||add blip to coordinate ||&lt;br /&gt;
|-&lt;br /&gt;
|018B ||2 ||blip handle, int || {{Icon|trilogy}} ||change blip display ||&lt;br /&gt;
|-&lt;br /&gt;
|[[018C]] ||4 ||int, flt, flt, flt || {{Icon|trilogy}} ||play sound ||&lt;br /&gt;
|-&lt;br /&gt;
|018D ||5 ||int, flt, flt, flt, var || {{Icon|3}} {{Icon|VC}} ||create sound ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|018E ||1 ||sound handle || {{Icon|trilogy}} ||stop sound ||&lt;br /&gt;
|-&lt;br /&gt;
|[[018F]] ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped for 2 seconds ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0190]] ||1 ||car handle || {{Icon|trilogy}} ||add car to flipped check ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0191]] ||1 ||car handle || {{Icon|trilogy}} ||remove car from flipped check ||&lt;br /&gt;
|-&lt;br /&gt;
|0192 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to stand still ||&lt;br /&gt;
|-&lt;br /&gt;
|0193 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||set char objective to act like ped ||&lt;br /&gt;
|-&lt;br /&gt;
|0194 ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||set char objective to go to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0195 ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||set char objective (run with speed?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0196 ||1 ||char handle || {{Icon|3}} ||set char objective (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0197 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0198 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0199 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019A ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019B ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019C ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019D ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019E ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019F ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A0 ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check is player stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A1 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A2 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A3 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A4 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A5 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A6 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A7 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A8 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped by any means in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A9 ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped on foot in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AA ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is char stopped in car in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AB ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 2D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AC ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||check is car stopped in 3D area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AD ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AE ||6 ||car handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 2D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AF ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B0 ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||locate car stopped in 3D radius ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B1 ||3 ||player handle, int, int || {{Icon|3}} {{Icon|VC}} ||give player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B2]] ||3 ||char handle, int, int || {{Icon|trilogy}} ||give char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01B4 ||2 ||player handle || {{Icon|trilogy}} ||set player control ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B5]] ||1 ||int || {{Icon|trilogy}} ||force weather ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B6]] ||1 ||int || {{Icon|trilogy}} ||force weather now ||&lt;br /&gt;
|-&lt;br /&gt;
|01B7 ||0 || || {{Icon|trilogy}} ||release weather ||&lt;br /&gt;
|-&lt;br /&gt;
|01B8 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01B9 ||2 ||char handle, int || {{Icon|trilogy}} ||set current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01BA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01BB]] ||4 ||object handle, var, var, var || {{Icon|trilogy}} ||get object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BC ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object at coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BD ||1 ||var || {{Icon|trilogy}} ||current time in ms ||&lt;br /&gt;
|-&lt;br /&gt;
|01BE ||4 ||char handle, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01BF ||4 ||player handle, flt, flt, flt || {{Icon|3}} ||task look at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01C0 ||2 ||player handle, var || {{Icon|trilogy}} ||store wanted level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C1 ||1 ||car handle || {{Icon|trilogy}} ||check car is stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C2]] ||1 ||char handle || {{Icon|trilogy}} ||mark char as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C3 ||1 ||car handle || {{Icon|trilogy}} ||mark car as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C4 ||1 ||object handle || {{Icon|trilogy}} ||mark object as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C5 ||1 ||char handle || {{Icon|trilogy}} ||remove char from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C6 ||1 ||car handle || {{Icon|3}} ||remove car from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|01C7 ||1 ||object handle || {{Icon|trilogy}} ||remove object from mission cleanup list ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C8]] ||5 ||car handle, int, int, int, char handle || {{Icon|trilogy}} ||create char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C9 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char ||&lt;br /&gt;
|-&lt;br /&gt;
|01CA ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CB ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char kill char ||&lt;br /&gt;
|-&lt;br /&gt;
|01CC ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char kill player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CD ||2 ||char handle, char handle || {{Icon|3}} || ||similar to 01CE&lt;br /&gt;
|-&lt;br /&gt;
|01CE ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player ||&lt;br /&gt;
|-&lt;br /&gt;
|01CF ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char avoid char ||&lt;br /&gt;
|-&lt;br /&gt;
|01D0 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char avoid player ||&lt;br /&gt;
|-&lt;br /&gt;
|01D1 ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||char follow char ||&lt;br /&gt;
|-&lt;br /&gt;
|01D2 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||char follow player ||&lt;br /&gt;
|-&lt;br /&gt;
|01D3 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car ||&lt;br /&gt;
|-&lt;br /&gt;
|01D4 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|01D5 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task enter car as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|01D6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D7 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01D8 ||2 ||char handle, object handle || {{Icon|VC}} ||task char attack object ||&lt;br /&gt;
|-&lt;br /&gt;
|01D9 ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task char attack car ||&lt;br /&gt;
|-&lt;br /&gt;
|01DA ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor walk to area ||&lt;br /&gt;
|-&lt;br /&gt;
|01DB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01DE ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||tie char to char ||&lt;br /&gt;
|-&lt;br /&gt;
|01DF ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||tie char to player ||&lt;br /&gt;
|-&lt;br /&gt;
|01E0 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||clear tie ||&lt;br /&gt;
|-&lt;br /&gt;
|01E1 ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char follow route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E2 ||4 ||int, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||add point to route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E3 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number big ||&lt;br /&gt;
|-&lt;br /&gt;
|01E4 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|01E5 ||4 ||string, int, int, int || {{Icon|trilogy}} ||print text with number now ||&lt;br /&gt;
|-&lt;br /&gt;
|01E6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01E7 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads off ||&lt;br /&gt;
|-&lt;br /&gt;
|01E8 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch roads on ||&lt;br /&gt;
|-&lt;br /&gt;
|01E9 ||2 ||car handle, var || {{Icon|trilogy}} ||get number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EA ||2 ||car handle, var || {{Icon|trilogy}} ||get maximum number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EB ||1 ||flt || {{Icon|trilogy}} ||set car density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|01EC ||2 ||car handle, int || {{Icon|trilogy}} ||set car heavy ||&lt;br /&gt;
|-&lt;br /&gt;
|01ED ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||reset char flag ||&lt;br /&gt;
|-&lt;br /&gt;
|01EE ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||activate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|01EF ||2 ||flt, flt || {{Icon|3}} ||deactivate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F0]] ||1 ||int || {{Icon|trilogy}} ||set max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|01F1 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|01F3 ||1 ||car handle || {{Icon|trilogy}} ||check car is airbourne ||&lt;br /&gt;
|-&lt;br /&gt;
|01F4 ||1 ||car handle || {{Icon|trilogy}} ||check car is flipped ||&lt;br /&gt;
|-&lt;br /&gt;
|01F5 ||2 ||player handle, var || {{Icon|trilogy}} ||get player actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01F6 ||0 || || {{Icon|trilogy}} ||cancel override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|01F7 ||2 ||player handle, int || {{Icon|trilogy}} ||set police ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|01F8 ||5 ||string, int, int, int, int || {{Icon|3}} ||print pager text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F9]] ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||init rampage ||&lt;br /&gt;
|-&lt;br /&gt;
|01FA ||1 ||var || {{Icon|trilogy}} ||get rampage status ||&lt;br /&gt;
|-&lt;br /&gt;
|01FB ||2 ||var, int || {{Icon|trilogy}} ||get square root ||&lt;br /&gt;
|-&lt;br /&gt;
|01FC ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FD ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FE ||5 ||player handle, car handle, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|01FF ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0200 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0201 ||6 ||player handle, car handle, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||locate player in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0202 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0203 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0204 ||5 ||char handle, car handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0205 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0206 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0207 ||6 ||char handle, car handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near car in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0208 ||2 ||flt, flt, var || {{Icon|trilogy}} ||generate random float in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0209 ||2 ||int, int, var || {{Icon|trilogy}} ||generate random int in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[020A]] ||2 ||car handle, int || {{Icon|trilogy}} ||lock car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|020B ||1 ||car handle || {{Icon|trilogy}} ||explode car ||&lt;br /&gt;
|-&lt;br /&gt;
|020C ||4 ||flt, flt, flt, int || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|020D ||1 ||car handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|020E ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|020F ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task turn char to face player ||&lt;br /&gt;
|-&lt;br /&gt;
|0210 ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task turn player to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|0211 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char walk to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|0212 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0213]] ||6 ||int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0214 ||1 ||pickup handle || {{Icon|trilogy}} ||check has pickup been collected ||&lt;br /&gt;
|-&lt;br /&gt;
|0215 ||1 ||pickup handle || {{Icon|trilogy}} ||remove pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|0216 ||2 ||car handle, int || {{Icon|trilogy}} ||set taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0217 ||3 ||string, int, int || {{Icon|trilogy}} ||print text big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0218 ||4 ||string, int, int, int || {{Icon|3}} ||print text with number big soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0219 ||&amp;amp;#8212; ||flt, flt, flt, flt, flt, flt, int, garage ID; flt, flt, flt, flt, flt, flt, flt, flt, int, garage ID || {{Icon|3}} {{Icon|VC}} ||create garage ||8 parameters in GTA III, 10 parameters in Vice City; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|021A ||9 ||flt, flt, flt, flt, flt, flt, int, int, garage ID || {{Icon|3}} ||create garage (extended?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[021B]] ||2 ||garage ID, car handle || {{Icon|trilogy}} ||set target car for mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021C ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check car is in garage area ||&lt;br /&gt;
|-&lt;br /&gt;
|021D ||1 ||int || {{Icon|3}} ||set free bomb shop ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|021E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|021F ||1 ||int || {{Icon|3}} ||set all taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0220 ||1 ||car handle || {{Icon|3}} ||check car has car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|0221 ||2 ||player handle, int || {{Icon|trilogy}} ||set player trapped in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0222 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||set player health ||&lt;br /&gt;
|-&lt;br /&gt;
|0223 ||2 ||char handle, int || {{Icon|trilogy}} ||set char health ||&lt;br /&gt;
|-&lt;br /&gt;
|0224 ||2 ||car handle, int || {{Icon|trilogy}} ||set car health ||&lt;br /&gt;
|-&lt;br /&gt;
|0225 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get player health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0226 ||2 ||char handle, var || {{Icon|trilogy}} ||get char health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0227 ||2 ||car handle, var || {{Icon|trilogy}} ||get car health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0228 ||2 ||car handle, var || {{Icon|3}} ||get car bomb state ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0229 ||3 ||car handle, int, int || {{Icon|trilogy}} ||change car color ||&lt;br /&gt;
|-&lt;br /&gt;
|022A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths off ||&lt;br /&gt;
|-&lt;br /&gt;
|022B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||switch ped paths on ||&lt;br /&gt;
|-&lt;br /&gt;
|022C ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} ||task char look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022D ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} ||task char look at player ||&lt;br /&gt;
|-&lt;br /&gt;
|022E ||2 ||player handle, char handle || {{Icon|3}} {{Icon|VC}} ||task player look at char ||&lt;br /&gt;
|-&lt;br /&gt;
|022F ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||task char clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0230 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||task player clear look at ||&lt;br /&gt;
|-&lt;br /&gt;
|0231 ||1 ||int || {{Icon|3}} ||set second police helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|0232 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0233 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0234 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0235 ||3 ||int, int, int || {{Icon|VC}} ||set gang models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0236]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set gang car ||&lt;br /&gt;
|-&lt;br /&gt;
|0237 ||3 ||int, int, int || {{Icon|trilogy}} ||set gang weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0238 ||5 ||player handle, flt, flt, flt, flt || {{Icon|3}} ||set player objective (run?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0239 ||3 ||char handle, flt, flt || {{Icon|3}} {{Icon|VC}} ||task char run to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|023A ||2 ||player handle, object handle || {{Icon|3}} ||check player is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|023B ||2 ||char handle, object handle || {{Icon|trilogy}} ||check char is touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|[[023C]] ||2 ||int, string || {{Icon|trilogy}} ||load special actor ||parameters rearranged in SB in Sn Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[023D]] ||1 ||string || {{Icon|trilogy}} ||check special actor loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|023E ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|023F ||2 ||char handle, int || {{Icon|3}} ||set char flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|0240 ||2 ||object handle, int || {{Icon|3}} ||set object flag? ||same flag as in 023E, 023F&lt;br /&gt;
|-&lt;br /&gt;
|0241 ||1 ||player handle || {{Icon|trilogy}} ||check player is in remote mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0242 ||2 ||car handle || {{Icon|3}} ||set car bomb status ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0243 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0244 ||3 ||flt, flt, flt || {{Icon|trilogy}} ||set cutscene position ||&lt;br /&gt;
|-&lt;br /&gt;
|0245 ||2 ||char handle, int || {{Icon|trilogy}} ||set char walk style ||&lt;br /&gt;
|-&lt;br /&gt;
|0246 ||2 ||player handle, int || {{Icon|3}} ||set player walk style? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0247]] ||1 ||int || {{Icon|trilogy}} ||request model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0248]] ||1 ||int || {{Icon|trilogy}} ||check model has loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0249]] ||1 ||int || {{Icon|trilogy}} ||mark model as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024A]] ||3 ||flt, flt, var || {{Icon|3}} {{Icon|VC}} ||get phone ||&lt;br /&gt;
|-&lt;br /&gt;
|024B ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024C ||2 ||phone ID, string || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|024D ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024E]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||disable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024F]] ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||create corona ||&lt;br /&gt;
|-&lt;br /&gt;
|0250 ||6 ||flt, flt, flt, int, int, int || {{Icon|3}} ||create light ||&lt;br /&gt;
|-&lt;br /&gt;
|0251 ||0 || || {{Icon|3}} ||store weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0252 ||0 || || {{Icon|3}} ||restore weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0253 ||0 || || {{Icon|trilogy}} ||save current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0254 ||0 || || {{Icon|trilogy}} ||restore current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0255 ||4 ||flt, flt, flt, flt || {{Icon|3}} ||set critical mission restart ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0256]] ||1 ||player handle || {{Icon|trilogy}} ||check player is defined ||&lt;br /&gt;
|-&lt;br /&gt;
|0257 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#8212; || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0291 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} ||set char attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0292 ||2 ||player handle, int || {{Icon|3}} || ||similar to 0291&lt;br /&gt;
|-&lt;br /&gt;
|0293 ||1 ||var || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0294 ||2 ||car handle, int || {{Icon|trilogy}} ||set car can respray ||&lt;br /&gt;
|-&lt;br /&gt;
|0295 ||1 ||car handle || {{Icon|3}} ||check car is taxi vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0296]] ||1 ||int || {{Icon|trilogy}} ||release special actor ||&lt;br /&gt;
|-&lt;br /&gt;
|0297 ||&amp;amp;#8212; ||none; player handle || {{Icon|trilogy}} ||reset number of models killed by player ||0 parameter in GTA III and Vice City, 1 parameter in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0298 ||&amp;amp;#8212; ||int, var; player handle, int, var || {{Icon|trilogy}} ||get number of models killed by player ||2 parameters in GTA III, 3 parameters in San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0299 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||activate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|029B ||5 ||int, flt, flt, flt, object handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|029C ||1 ||car handle || {{Icon|3}} ||check car stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|029D ||5 ||char handle, flt, flt, flt, flt || {{Icon|3}} ||task actor drive then walk to area  ||&lt;br /&gt;
|-&lt;br /&gt;
|029E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|029F ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|02A0 ||1 ||char handle || {{Icon|3}} ||check char stopped ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02A1 ||2 ||int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02A2 ||5 ||int, int, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02A3]] ||1 ||int || {{Icon|trilogy}} ||set widescreen borders ||&lt;br /&gt;
|-&lt;br /&gt;
|02A4 ||3 ||car handle, int, var || {{Icon|3}} ||add blip sprite to car ||&lt;br /&gt;
|-&lt;br /&gt;
|02A5 ||3 ||char handle, int, var || {{Icon|3}} ||add blip sprite to char ||&lt;br /&gt;
|-&lt;br /&gt;
|02A6 ||3 ||object handle, int, var || {{Icon|3}} ||add blip sprite to object ||&lt;br /&gt;
|-&lt;br /&gt;
|02A7 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A8 ||5 ||int, flt, flt, flt, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A9 ||2 ||char handle, int || {{Icon|trilogy}} ||set char only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|02AA ||2 ||car handle, int || {{Icon|trilogy}} ||set car only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02AB]] ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set char proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AC ||6 ||char handle, int, int, int, int, int || {{Icon|trilogy}} ||set car proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AD ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02AE ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02AF ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B0 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B1 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B2 ||7 ||player handle, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B3 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B4 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B5 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B6 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B7 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B8 ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02B9 ||1 ||garage ID || {{Icon|3}} {{Icon|SA}} ||deactivate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02BA ||2 ||garage ID, var || {{Icon|3}} ||query cars collected? ||&lt;br /&gt;
|-&lt;br /&gt;
|02BB ||2 ||garage ID, car handle || {{Icon|3}} ||check has this car been collected? ||&lt;br /&gt;
|-&lt;br /&gt;
|02BC ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02BD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|02BE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|02BF ||1 ||car handle || {{Icon|trilogy}} ||check car is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|02C0 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C1 ||6 ||flt, flt, flt, var, var, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C2 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|02C3 ||1 ||int || {{Icon|3}} ||create donkey mags ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C4 ||0 || || {{Icon|3}} ||save player coords? ||&lt;br /&gt;
|-&lt;br /&gt;
|02C5 ||1 ||var || {{Icon|3}} ||get number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C6 ||0 || || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C7 ||5 ||flt, flt, flt, flt, int || {{Icon|3}} ||scatter platinum ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C8 ||1 ||var || {{Icon|3}} ||get number of platinum in car ||&lt;br /&gt;
|-&lt;br /&gt;
|02C9 ||0 || || {{Icon|3}} ||remove platinum from car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02CA ||1 ||car handle || {{Icon|trilogy}} ||check car bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CB ||1 ||char handle || {{Icon|trilogy}} ||check char bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CC ||1 ||object handle || {{Icon|trilogy}} ||check object bounding sphere visible ||&lt;br /&gt;
|-&lt;br /&gt;
|02CD ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02CE]] ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||get ground z for 3D coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02CF ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02D0 ||1 ||fire handle || {{Icon|trilogy}} ||check fire is extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|02D1 ||1 ||fire handle || {{Icon|trilogy}} ||remove fire ||&lt;br /&gt;
|-&lt;br /&gt;
|02D2 ||2 ||car handle, int || {{Icon|3}} ||set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|02D3 ||4 ||car handle, flt, flt, flt || {{Icon|trilogy}} ||set car drive to coord ignore paths ||&lt;br /&gt;
|-&lt;br /&gt;
|02D4 ||1 ||car handle || {{Icon|trilogy}} ||turn off car engine ||&lt;br /&gt;
|-&lt;br /&gt;
|02D5 ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|VC}} ||check player is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D6 ||6 ||char handle, flt, flt, flt, flt, int || {{Icon|3}} {{Icon|SA}} ||check char is shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D7 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||check player current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D8 ||2 ||char handle, int || {{Icon|trilogy}} ||check char current weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D9 ||0 || || {{Icon|3}} ||reset number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02DA ||3 ||flt, flt, flt || {{Icon|3}} ||create single donkey mag at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02DB ||2 ||car handle, flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02DC ||5 ||flt, flt, flt, flt, var || {{Icon|3}} ||get random char in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02DD ||&amp;amp;#8212; ||string, var; string, flt, flt, flt, var || {{Icon|trilogy}} ||get random char in zone ||parameters rearranged in GTA III in SB; 2 parameters in GTA III, 5 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|02DE ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|02DF ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E0 ||1 ||char handle || {{Icon|trilogy}} ||check char is aggressive ||&lt;br /&gt;
|-&lt;br /&gt;
|02E1 ||5 ||flt, flt, flt, int, var || {{Icon|trilogy}} ||create money pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E2 ||2 ||char handle, int || {{Icon|trilogy}} ||set char accuracy ||&lt;br /&gt;
|-&lt;br /&gt;
|02E3 ||2 ||car handle, var || {{Icon|trilogy}} ||get car speed ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E4 ||1 ||string || {{Icon|trilogy}} ||load cutscene data ||&lt;br /&gt;
|-&lt;br /&gt;
|02E5 ||2 ||int, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E6 ||2 ||object handle, string || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|02E7 ||0 || || {{Icon|trilogy}} ||start cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E8 ||1 ||var || {{Icon|trilogy}} ||get cutscene time ||&lt;br /&gt;
|-&lt;br /&gt;
|02E9 ||0 || || {{Icon|trilogy}} ||check cutscene has finished ||&lt;br /&gt;
|-&lt;br /&gt;
|02EA ||0 || || {{Icon|trilogy}} ||end cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02EB ||0 || || {{Icon|trilogy}} ||cam restore jumpcut ||&lt;br /&gt;
|-&lt;br /&gt;
|02EC ||3 ||flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||put hidden package ||&lt;br /&gt;
|-&lt;br /&gt;
|02ED ||1 ||int || {{Icon|trilogy}} ||set total hidden packages ||&lt;br /&gt;
|-&lt;br /&gt;
|02EE ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||check projectile is in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02EF ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} ||remove projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F0 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F1 ||3 ||flt, flt, flt || {{Icon|3}} ||create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F2 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F3 ||2 ||int, string || {{Icon|3}} {{Icon|VC}} ||load special object ||&lt;br /&gt;
|-&lt;br /&gt;
|02F4 ||3 ||object handle, int, object handle || {{Icon|3}} ||create cutscene actor ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F5 ||2 ||object handle, string || {{Icon|3}} ||set head anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02F6 ||2 ||float, var || {{Icon|trilogy}} ||get sine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F7 ||2 ||float, var || {{Icon|trilogy}} ||get cosine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F8 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle sine ||&lt;br /&gt;
|-&lt;br /&gt;
|02F9 ||2 ||car handle, var || {{Icon|trilogy}} ||get car z angle cosine ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02FA]] ||2 ||garage ID, int || {{Icon|trilogy}} ||change garage type ||&lt;br /&gt;
|-&lt;br /&gt;
|02FB ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create crusher crane ||&lt;br /&gt;
|-&lt;br /&gt;
|02FC ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|02FD ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|02FE ||5 ||string, int, int, int, int || {{Icon|3}} ||print text with 2 numbers soon ||&lt;br /&gt;
|-&lt;br /&gt;
|02FF ||6 ||string, int, int, int, int, int || {{Icon|trilogy}} ||print text with 3 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0300 ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers now  ||&lt;br /&gt;
|-&lt;br /&gt;
|0301 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0302 ||7 ||string, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 4 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0303 ||7 ||string, int, int, int, int, int, int || {{Icon|3}} {{Icon|SA}} ||print text with 4 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0304 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0305 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0306 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0307 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0308 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|trilogy}} ||print text with 6 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0309 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|030A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|030B ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030C]] ||1 ||int || {{Icon|trilogy}} ||add to progress made ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030D]] ||1 ||int || {{Icon|trilogy}} ||set max progress ||&lt;br /&gt;
|-&lt;br /&gt;
|030E ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump distance ||&lt;br /&gt;
|-&lt;br /&gt;
|030F ||1 ||flt || {{Icon|3}} {{Icon|VC}} ||set jump height ||&lt;br /&gt;
|-&lt;br /&gt;
|0310 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump flips ||&lt;br /&gt;
|-&lt;br /&gt;
|0311 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0312 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set jump type ||&lt;br /&gt;
|-&lt;br /&gt;
|0313 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment unique jumps found ||&lt;br /&gt;
|-&lt;br /&gt;
|0314 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total unique jumps ||&lt;br /&gt;
|-&lt;br /&gt;
|0315 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment taxi dropoffs ||&lt;br /&gt;
|-&lt;br /&gt;
|0316 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||add taxi earnings ||&lt;br /&gt;
|-&lt;br /&gt;
|0317 ||0 || || {{Icon|trilogy}} ||increment mission attempts ||&lt;br /&gt;
|-&lt;br /&gt;
|0318 ||1 ||string || {{Icon|trilogy}} ||set latest mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0319 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|031A ||0 || || {{Icon|trilogy}} ||remove all fires ||&lt;br /&gt;
|-&lt;br /&gt;
|031B ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031C ||? || || {{Icon|3}} ||check? ||&lt;br /&gt;
|-&lt;br /&gt;
|031D ||2 ||char handle, int || {{Icon|trilogy}} ||check char has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031E ||2 ||car handle, int || {{Icon|trilogy}} ||check car has been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031F ||2 ||char handle, char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0320 ||2 ||char handle, player handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0321 ||1 ||char handle || {{Icon|trilogy}} ||set char to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0322 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||set player to die ||&lt;br /&gt;
|-&lt;br /&gt;
|0323 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0324]] ||3 ||string, int, int || {{Icon|3}} {{Icon|VC}} ||set pedgroup info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0325]] ||2 ||car handle, fire handle || {{Icon|trilogy}} ||start car fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0326 ||2 ||char handle, fire handle || {{Icon|trilogy}} ||start char fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0327 ||6 ||int, flt, flt, flt, flt, char handle || {{Icon|trilogy}} ||get random char in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0328 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0329 ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||check garage respray done ||&lt;br /&gt;
|-&lt;br /&gt;
|032A ||1 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|032B ||7 ||int, int, int, flt, flt, flt, var || {{Icon|trilogy}} ||create weapon pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|032C ||2 ||car handle, car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|032D ||2 ||car handle, car handle || {{Icon|3}} || ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|032E ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|032F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0330]] ||2 ||player handle, int || {{Icon|trilogy}} ||set player never gets tired ||&lt;br /&gt;
|-&lt;br /&gt;
|0331 ||2 ||player handle, int || {{Icon|trilogy}} ||set player fast reload ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0332]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char bleeding ||&lt;br /&gt;
|-&lt;br /&gt;
|0333 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0334 ||? || || {{Icon|3}} ||? ||&lt;br /&gt;
|-&lt;br /&gt;
|0335 ||1 ||int || {{Icon|trilogy}} ||set free resprays ||&lt;br /&gt;
|-&lt;br /&gt;
|0336 ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0337 ||2 ||char handle, int || {{Icon|trilogy}} ||set char visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0338 ||2 ||car handle, int || {{Icon|3}} {{Icon|SA}} ||set car visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0339 ||11 ||flt, flt, flt, flt, flt, flt, int, int, int, int, int || {{Icon|trilogy}} ||check anything in area ||&lt;br /&gt;
|-&lt;br /&gt;
|033A ||0 || || {{Icon|3}} ||create incoming cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|033B ||0 || || {{Icon|3}} ||check incoming cessna completed path ||&lt;br /&gt;
|-&lt;br /&gt;
|033C ||0 || || {{Icon|3}} ||check incoming cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|033D ||1 ||player handle || {{Icon|3}} ||put out fire on player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[033E]] ||3 ||string, int, int || {{Icon|trilogy}} ||display text ||&lt;br /&gt;
|-&lt;br /&gt;
|033F ||2 ||flt, flt || {{Icon|trilogy}} ||set text draw size ||&lt;br /&gt;
|-&lt;br /&gt;
|0340 ||4 ||int, int, int, int || {{Icon|trilogy}} ||set text draw colors ||&lt;br /&gt;
|-&lt;br /&gt;
|0341 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0342 ||1 ||int || {{Icon|trilogy}} ||set text draw centered ||&lt;br /&gt;
|-&lt;br /&gt;
|0343 ||1 ||flt || {{Icon|trilogy}} ||set text draw line width ||&lt;br /&gt;
|-&lt;br /&gt;
|0344 ||1 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0345 ||1 ||int || {{Icon|trilogy}} ||set text draw background ||&lt;br /&gt;
|-&lt;br /&gt;
|0346 ||4 ||int, int, int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0347 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0348 ||1 ||int || {{Icon|trilogy}} ||set text draw proportional ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0349]] ||1 ||int || {{Icon|3}} {{Icon|SA}} ||set text draw font ||&lt;br /&gt;
|-&lt;br /&gt;
|034A ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034B ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034C ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|034D ||4 ||object handle, flt, flt, int || {{Icon|trilogy}} ||rotate object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034E ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|trilogy}} ||move object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034F ||1 ||char handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0350 ||2 ||char handle, int || {{Icon|trilogy}} ||set char maintain position when attacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0351 ||0 || || {{Icon|3}} ||check gore is enabled ||&lt;br /&gt;
|-&lt;br /&gt;
|0352 ||2 ||char handle, string || {{Icon|3}} {{Icon|VC}} ||set char skin ||&lt;br /&gt;
|-&lt;br /&gt;
|0353 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} ||refresh char ||&lt;br /&gt;
|-&lt;br /&gt;
|0354 ||1 ||flt || {{Icon|3}} ||set up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0355 ||0 || || {{Icon|3}} ||clean up chase scene ||&lt;br /&gt;
|-&lt;br /&gt;
|0356 ||7 ||int, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|SA}} ||check is explosion in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0357 ||2 ||int, string || {{Icon|3}} ||check is explosion in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0358 ||0 || || {{Icon|3}} ||create drop off cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|0359 ||0 || || {{Icon|3}} ||check drop off cessna is destroyed ||&lt;br /&gt;
|-&lt;br /&gt;
|035A ||3 ||var, var, var || {{Icon|3}} ||get drop off cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|035B ||4 ||flt, flt, flt, var || {{Icon|3}} ||create drop off package ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|035C ||5 ||object handle, car handle, flt, flt, flt || {{Icon|trilogy}} ||place object relative to car ||&lt;br /&gt;
|-&lt;br /&gt;
|035D ||&amp;amp;#8212; ||object handle; object handle, int || {{Icon|trilogy}} ||make object targettable ||1 parameter in GTA III and Vice City, 2 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|035E ||2 ||player handle, int || {{Icon|3}} {{Icon|VC}} ||add armour to player ||&lt;br /&gt;
|-&lt;br /&gt;
|035F ||2 ||char handle, int || {{Icon|trilogy}} ||add armour to char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0360]] ||1 ||garage ID || {{Icon|trilogy}} ||open garage ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0361]] ||1 ||garage ID || {{Icon|trilogy}} ||close garage ||&lt;br /&gt;
|-&lt;br /&gt;
|0362 ||4 ||char handle, flt, flt, flt || {{Icon|trilogy}} ||warp char from car to coord  ||&lt;br /&gt;
|-&lt;br /&gt;
|0363 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||set object model visibility ||&lt;br /&gt;
|-&lt;br /&gt;
|0364 ||2 ||char handle, char handle || {{Icon|SA}} ||check has char spotted char ||&lt;br /&gt;
|-&lt;br /&gt;
|0365 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0366 ||1 ||object handle || {{Icon|trilogy}} ||check has object been damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|0367 ||9 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0368 ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} ||create ev crane ||&lt;br /&gt;
|-&lt;br /&gt;
|0369 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||warp player into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036A ||2 ||char handle, car handle || {{Icon|trilogy}} ||warp char into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|036D ||5 ||string, int, int, int, int || {{Icon|trilogy}} ||print text with 2 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036E ||6 ||string, int, int, int, int, int || {{Icon|3}} ||print text with 3 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036F ||7 ||string, int, int, int, int, int, int || {{Icon|3}} ||print text with 4 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0370 ||8 ||string, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 5 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0371 ||9 ||string, int, int, int, int, int, int, int, int || {{Icon|3}} ||print text with 6 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0372]] ||3 ||char handle, int, int || {{Icon|3}} {{Icon|VC}} ||set char animation ||&lt;br /&gt;
|-&lt;br /&gt;
|0373 ||0 || || {{Icon|trilogy}} ||set camera directly behind player ||&lt;br /&gt;
|-&lt;br /&gt;
|0374 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0375 ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0376 ||4 ||flt, flt, flt, var || {{Icon|trilogy}} ||create random char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0377 ||1 ||char handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0378 ||3 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0379 ||3 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037A ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037B ||4 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037C ||5 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037D ||5 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|037E ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||check sniper bullet is in area ||&lt;br /&gt;
|-&lt;br /&gt;
|037F ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0380 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0381 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||throw object ||&lt;br /&gt;
|-&lt;br /&gt;
|0382 ||2 ||object handle, int || {{Icon|trilogy}} ||set object collision detection ||&lt;br /&gt;
|-&lt;br /&gt;
|0383 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} ||check special car horn is on ||&lt;br /&gt;
|-&lt;br /&gt;
|0384 ||4 ||string, string, int, int || {{Icon|trilogy}} ||print string in string ||&lt;br /&gt;
|-&lt;br /&gt;
|0385 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0386 ||6 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0387 ||6 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0388 ||7 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0389 ||7 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|038A ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||check any cars in area ||&lt;br /&gt;
|-&lt;br /&gt;
|038B ||0 || || {{Icon|trilogy}} ||load requested models ||&lt;br /&gt;
|-&lt;br /&gt;
|038C ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||scatter object ||&lt;br /&gt;
|-&lt;br /&gt;
|038D ||9 ||int, flt, flt, flt, flt, int, int, int, int,  || {{Icon|trilogy}} ||draw texture || &lt;br /&gt;
|-&lt;br /&gt;
|038E ||8 ||flt, flt, flt, flt, int, int, int, int || {{Icon|trilogy}} ||draw rectangle || &lt;br /&gt;
|-&lt;br /&gt;
|[[038F]] ||2 ||int, string || {{Icon|trilogy}} ||get texture from txd ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0390 ||1 ||string || {{Icon|trilogy}} ||load txd || &lt;br /&gt;
|-&lt;br /&gt;
|0391 ||0 || || {{Icon|trilogy}} ||release txd ||&lt;br /&gt;
|-&lt;br /&gt;
|0392 ||2 ||object handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0393 ||3 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0394]] ||1 ||int || {{Icon|trilogy}} ||play music||&lt;br /&gt;
|-&lt;br /&gt;
|0395 ||5 ||int, float, float, float, float || {{Icon|trilogy}} ||clear area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0396 ||1 ||global var || {{Icon|trilogy}} ||freeze onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0397 ||2 ||car handle, int || {{Icon|trilogy}} ||switch car siren ||&lt;br /&gt;
|-&lt;br /&gt;
|0398 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0399 ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039A ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039B ||7 ||float, float, float, float, float, float, float || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039C ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039D ||12 || || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|039E ||2 ||char handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|039F ||3 ||car handle, float, float || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03A0 ||3 ||car handle, float, float || {{Icon|3}} ||check car is picked up by crane ||&lt;br /&gt;
|-&lt;br /&gt;
|03A1 ||4 ||float, float, float, float || {{Icon|trilogy}} ||show sphere at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A2 ||2 ||car handle, int || {{Icon|trilogy}} ||set car action ||&lt;br /&gt;
|-&lt;br /&gt;
|03A3 ||1 ||char handle || {{Icon|trilogy}} ||check char is male ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A4]] ||1 ||string || {{Icon|trilogy}} ||name thread ||&lt;br /&gt;
|-&lt;br /&gt;
|03A5 ||3 ||garage ID, int, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03A6 ||3 ||var, var, var || {{Icon|3}} ||get incoming cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|03A7 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A8 ||1 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03A9 ||0 ||nop || {{Icon|trilogy}} ||no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|03AA ||3 ||float, float, float || {{Icon|3}} {{Icon|VC}} ||play suspect last seen ||&lt;br /&gt;
|-&lt;br /&gt;
|03AB ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AC ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AD ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03AE ||6 ||float, float, float, float, float, float || {{Icon|3}} {{Icon|VC}} ||clear area of objects ||&lt;br /&gt;
|-&lt;br /&gt;
|03AF ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03B0]] ||1 ||garage ID || {{Icon|trilogy}} ||check garage is open ||&lt;br /&gt;
|-&lt;br /&gt;
|03B1 ||1 ||garage ID || {{Icon|trilogy}} ||check garage is closed ||&lt;br /&gt;
|-&lt;br /&gt;
|03B2 ||0 || || {{Icon|3}} ||start Catalina's helicopter flyby ||&lt;br /&gt;
|-&lt;br /&gt;
|03B3 ||0 || || {{Icon|3}} ||start Catalina's helicopter take off ||&lt;br /&gt;
|-&lt;br /&gt;
|03B4 ||0 || || {{Icon|3}} ||remove Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03B5 ||0 || || {{Icon|3}} ||check Catalina's helicopter is shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|03B6 ||6 ||flt, flt, flt, flt, int, int || {{Icon|trilogy}} ||swap nearest building model ||&lt;br /&gt;
|-&lt;br /&gt;
|03B7 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03B8 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||remove all player weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|03B9 ||1 ||car handle || {{Icon|3}} ||get Catalina's helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|03BA ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of cars ||&lt;br /&gt;
|-&lt;br /&gt;
|03BB ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage door to swing open ||&lt;br /&gt;
|-&lt;br /&gt;
|03BC ||5 ||flt, flt, flt, flt, sphere ID || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03BD ||1 ||sphere ID || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03BE ||0 || || {{Icon|3}} ||set Catalina's helicopter fly up ||&lt;br /&gt;
|-&lt;br /&gt;
|03BF ||2 ||player handle, int || {{Icon|trilogy}} ||set everyone ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C0 ||2 ||char handle, var || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C1 ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C2 ||1 ||phone ID || {{Icon|3}} ||check phone is answered ||&lt;br /&gt;
|-&lt;br /&gt;
|03C3 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen timer with string ||&lt;br /&gt;
|-&lt;br /&gt;
|03C4 ||3 ||global var, int, string || {{Icon|trilogy}} ||display onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C5]] ||4 ||flt, flt, flt, flt || {{Icon|trilogy}} ||create random car for car park ||&lt;br /&gt;
|-&lt;br /&gt;
|03C6 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C7 ||1 ||float || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C8 ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03C9 ||1 ||car handle || {{Icon|3}} ||check is car visibly damaged ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03CA ||1 ||object handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03CB ||3 ||flt, flt, flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03CC ||3 ||car handle, flt, int || {{Icon|trilogy}} ||add stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CD ||1 ||car handle || {{Icon|trilogy}} ||remove stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CE ||1 ||car handle || {{Icon|trilogy}} ||check car is stuck ||&lt;br /&gt;
|-&lt;br /&gt;
|03CF ||&amp;amp;#8212; ||string; int, string || {{Icon|trilogy}} || ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03D0 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D1 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D2 ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D3 ||7 ||flt, flt, flt, var, var, var, var || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03D4]] ||2 ||garage ID, car handle || {{Icon|3}} {{Icon|VC}} ||check garage contains needed car ||&lt;br /&gt;
|-&lt;br /&gt;
|03D5 ||1 ||string || {{Icon|trilogy}} ||clear this print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D6 ||1 ||string || {{Icon|trilogy}} ||clear this big print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D7 ||&amp;amp;#8212; ||flt, flt, flt; int, flt, flt, flt || {{Icon|trilogy}} || ||3 parameters in GTA III, 4 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03D8 ||0 || || {{Icon|trilogy}} ||activate save menu ||&lt;br /&gt;
|-&lt;br /&gt;
|03D9 ||0 || || {{Icon|trilogy}} ||check save did complete successfully ||&lt;br /&gt;
|-&lt;br /&gt;
|03DA ||1 ||garage ID || {{Icon|3}} {{Icon|VC}} ||set garage camera follows player ||&lt;br /&gt;
|-&lt;br /&gt;
|03DB ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03DC ||2 ||pickup handle, marker handle || {{Icon|trilogy}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03DD ||3 ||pickup handle, int, blip handle || {{Icon|3}} ||add blip sprite to pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|03DE ||1 ||flt || {{Icon|trilogy}} ||set ped density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|03DF ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03E0 || || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03E1 ||1 ||var || {{Icon|3}} {{Icon|VC}} ||get number of packages found ||&lt;br /&gt;
|-&lt;br /&gt;
|03E2 ||1 ||int; char handle || {{Icon|3}} {{Icon|VC}} ||save Turismo best time; task char exit any car ||&lt;br /&gt;
|-&lt;br /&gt;
|03E3 ||1 ||int || {{Icon|trilogy}} ||set next texture antialiased ||&lt;br /&gt;
|-&lt;br /&gt;
|03E4 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E5]] ||1 ||string || {{Icon|trilogy}} ||print help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E6]] ||0 || || {{Icon|trilogy}} ||clear help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E7]] ||1 ||int || {{Icon|trilogy}} ||flash hud ||&lt;br /&gt;
|-&lt;br /&gt;
|03E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03E9 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03EA ||1 ||int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EB ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EC ||0 || || {{Icon|3}} ||check ev crane collected all cars ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03ED]] ||2 ||car handle, int || {{Icon|trilogy}} ||set upsidedown car not damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03EE ||1 ||player handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EF ||1 ||player handle || {{Icon|trilogy}} ||make player safe for cutscene ||only use before cutscenes&lt;br /&gt;
|-&lt;br /&gt;
|03F0 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03F1]] ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype add threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F2 ||2 ||int, int || {{Icon|3}} {{Icon|VC}} ||set pedtype remove threat ||&lt;br /&gt;
|-&lt;br /&gt;
|03F3 ||3 ||car handle, var, var || {{Icon|trilogy}} ||get car colors ||&lt;br /&gt;
|-&lt;br /&gt;
|03F4 ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F5 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03F7 ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F8 ||1 ||var || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F9 ||3 ||char handle, char handle, int || {{Icon|3}} {{Icon|VC}} ||make char converse with char ||&lt;br /&gt;
|-&lt;br /&gt;
|03FA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|03FB ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03FC ||2 ||char handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|03FD ||&amp;amp;#8212; ||int; player handle, int || {{Icon|trilogy}} ||save Patriot Playground time; set player handling responsiveness ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FE ||&amp;amp;#8212; ||int; char handle, int || {{Icon|trilogy}} ||save A Ride in the Park time; set char money ||1 parameter in GTA III, 2 parameters in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|03FF ||1 || || {{Icon|3}} {{Icon|VC}} ||save Gripped! time ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0400]] ||&amp;amp;#8212; ||int; object handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Multistorey Mayhem time; get offset from object in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0401 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment people saved in ambulance ||&lt;br /&gt;
|-&lt;br /&gt;
|0402 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment criminals stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|0403 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set highest ambulance level ||&lt;br /&gt;
|-&lt;br /&gt;
|0404 ||0 || || {{Icon|3}} {{Icon|VC}} ||increment fires extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0405]] ||1 ||phone ID || {{Icon|3}} {{Icon|VC}} ||enable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0406 ||1 ||var || {{Icon|3}} ||save longest flight in Dodo ||&lt;br /&gt;
|-&lt;br /&gt;
|0407 ||&amp;amp;#8212; ||int; car handle, flt, flt, flt, var, var, var || {{Icon|trilogy}} ||save Rigged to Blow time; get offset from car in world coords ||1 parameter in GTA III, 7 parameters in Vice City and San Andreas; parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0408 ||1 ||int || {{Icon|3}} {{Icon|VC}} ||set total number of rampages ||&lt;br /&gt;
|-&lt;br /&gt;
|0409 ||0 || || {{Icon|3}} {{Icon|VC}} ||detonate rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|040A ||1 ||int || {{Icon|3}} ||remove car from chase ||&lt;br /&gt;
|-&lt;br /&gt;
|040B ||0 || || {{Icon|3}} {{Icon|VC}} ||check is French version ||&lt;br /&gt;
|-&lt;br /&gt;
|040C ||0 || || {{Icon|trilogy}} ||check is German version ||&lt;br /&gt;
|-&lt;br /&gt;
|040D ||&amp;amp;#8212; ||none; int || {{Icon|trilogy}} || ||0 parameter in GTA III, 1 parameter in Vice City and San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|040E ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|040F ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0410 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0411 ||2 ||char handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0412 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0413 ||2 ||player handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0414]] ||2 ||player handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0415 ||2 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0416 ||0 || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0417]] ||1 ||int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0418 ||2 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0419 ||3 ||player handle, int, var || {{Icon|3}} {{Icon|VC}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|041A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|041B ||0 || || {{Icon|3}} ||increment rampages passed ||&lt;br /&gt;
|-&lt;br /&gt;
|041C ||2 ||char handle, int || {{Icon|3}} ||make char say dialogue ||&lt;br /&gt;
|-&lt;br /&gt;
|041D ||1 ||flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|041E ||2 ||int, int || {{Icon|trilogy}} ||set radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|041F ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0420 ||1 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0421 ||1 ||int || {{Icon|3}} ||set rain ||&lt;br /&gt;
|-&lt;br /&gt;
|0422 ||2 ||garage ID, car handle || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0423 ||2 ||car handle, flt || {{Icon|trilogy}} ||set car improve handling ||&lt;br /&gt;
|-&lt;br /&gt;
|0424 ||0 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0425 ||2 ||flt, var || {{Icon|trilogy}} ||convert meters to feet ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0426 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0427 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0428 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0429 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|042A ||2 ||int, int || {{Icon|3}} ||check pedtype threat exists ||&lt;br /&gt;
|-&lt;br /&gt;
|042B ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|trilogy}} ||clear area of chars ||&lt;br /&gt;
|-&lt;br /&gt;
|042C ||1 ||int || {{Icon|trilogy}} ||set total missions ||&lt;br /&gt;
|-&lt;br /&gt;
|042D ||2 ||int, var || {{Icon|trilogy}} ||convert meters to feet int ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[042E]] ||2 ||int, int/flt || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042F]] ||2 ||int, int/flt || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0430 ||3 ||char handle, car handle, int || {{Icon|SA}} ||warp char into car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0431]] ||2 ||car handle, int || {{Icon|trilogy}} ||check is car passenger seat free ||&lt;br /&gt;
|-&lt;br /&gt;
|0432 ||3 ||car handle, int, var || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0433 ||2 ||char handle, int || {{Icon|trilogy}} ||set char as criminal ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0434]] ||0 || || {{Icon|trilogy}} ||start credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0435]] ||0 || || {{Icon|trilogy}} ||stop credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0436]] ||0 || || {{Icon|trilogy}} ||check credits are finished ||&lt;br /&gt;
|-&lt;br /&gt;
|0437 ||8 ||int, flt, flt, flt, flt, flt, flt, flt || {{Icon|3}} {{Icon|VC}} ||scatter particle ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0438 ||2 ||char handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0439 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043A ||0 || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043B ||1 ||object handle || {{Icon|3}} ||update foam animation around object ||&lt;br /&gt;
|-&lt;br /&gt;
|043C ||1 ||int || {{Icon|trilogy}} ||set game sounds disable on fade ||&lt;br /&gt;
|-&lt;br /&gt;
|043D ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043E ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|043F ||0 || || {{Icon|3}} {{Icon|VC}} ||play cutscene music ||&lt;br /&gt;
|-&lt;br /&gt;
|0440 ||0 || || {{Icon|3}} {{Icon|VC}} ||stop cutscene music ||&lt;br /&gt;
|-&lt;br /&gt;
|0441 ||2 ||car handle, var || {{Icon|trilogy}} ||get car model ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0442 ||2 ||player handle, car handle || {{Icon|3}} {{Icon|VC}} ||check player is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0443 ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0444 ||2 ||fire handle, int || {{Icon|3}} ||play fire audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0445]] ||0 || || {{Icon|trilogy}} ||check improved handling cheat used ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0446]] ||2 ||char handle, int || {{Icon|trilogy}} ||set char decapitation ||&lt;br /&gt;
|-&lt;br /&gt;
|0447 ||1 ||player handle || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0448 ||2 ||char handle, car handle || {{Icon|trilogy}} ||check char is in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0449 ||1 ||char handle || {{Icon|trilogy}} ||check char is in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|044A ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044B ||1 ||char handle || {{Icon|trilogy}} ||check char is on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044C ||1 ||int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|044D ||1 ||string || {{Icon|3}} {{Icon|VC}} ||load splash ||&lt;br /&gt;
|-&lt;br /&gt;
|044E ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|044F ||2 ||car handle, int || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0450 ||1 ||car handle || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0451 ||0 || || {{Icon|3}} {{Icon|VC}} ||load end of game audio ||&lt;br /&gt;
|-&lt;br /&gt;
|0452 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0453 ||4 ||object handle, flt, flt, flt || {{Icon|trilogy}} ||set object rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0454 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0455 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0456 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0457 ||2 ||player handle, char handle || {{Icon|trilogy}} ||check player is targetting char ||&lt;br /&gt;
|-&lt;br /&gt;
|0458 ||2 || || {{Icon|3}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0459]] ||1 ||string || {{Icon|trilogy}} ||terminate all scripts with this name ||&lt;br /&gt;
|-&lt;br /&gt;
|045A ||4 ||flt, flt, string, int || {{Icon|trilogy}} ||display text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|045B ||5 ||flt, flt, string, int, int || {{Icon|trilogy}} ||display text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|045C ||0 || || {{Icon|trilogy}} ||abort mission ||&lt;br /&gt;
|-&lt;br /&gt;
|045D ||? || || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|045E ||5 ||object handle, object handle, flt, flt, flt || {{Icon|3}} ||place object relative to object ||&lt;br /&gt;
|-&lt;br /&gt;
|045F ||2 ||car handle, int || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0460 ||2 ||flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0461 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0462 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0463 ||3 || || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0464 ||8 ||char handle, car handle, flt, flt, flt, int, flt, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0465 ||1 ||char handle || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0466 ||2 ||car handle, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0467 ||1 ||char handle || {{Icon|trilogy}} ||clear char last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0468 ||1 ||car handle || {{Icon|trilogy}} ||clear car last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0469 ||10 ||flt, flt, flt, flt, int, int, int, int, int, var || {{Icon|3}} {{Icon|VC}} ||get random law enforcement in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046A ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|046B ||2 ||char handle, car handle || {{Icon|3}} {{Icon|VC}} ||task leave car and flee ||&lt;br /&gt;
|-&lt;br /&gt;
|046C ||2 ||car handle, var || {{Icon|trilogy}} ||get driver of car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046D ||2 ||char handle, var || {{Icon|trilogy}} ||get char number of followers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046E ||6 ||player handle, flt, flt, flt, flt, int || {{Icon|trilogy}} ||give remote controlled model to player ||&lt;br /&gt;
|-&lt;br /&gt;
|046F ||2 ||player handle, var || {{Icon|3}} {{Icon|VC}} ||get current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0470 ||2 ||char handle, var || {{Icon|trilogy}} ||get current char weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0471 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0472 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0473 ||5 ||char handle, object handle, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0474 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char by any means near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0475 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char on foot near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0476 ||6 ||char handle, object handle, flt, flt, flt, int || {{Icon|trilogy}} ||locate char in car near object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|0477 ||3 ||car handle, int, int || {{Icon|trilogy}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0478 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0479 ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047A ||1 ||char handle || {{Icon|trilogy}} ||check char is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047B ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047C ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047D ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|047E ||1 ||player handle || {{Icon|3}} {{Icon|VC}} ||check player is on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047F ||? || || {{Icon|3}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0480 ||2 ||char handle, int || {{Icon|trilogy}} ||check char is looking at death of char with pedtype ||&lt;br /&gt;
|-&lt;br /&gt;
|0481 ||1 ||flt || {{Icon|3}} {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0482 ||1 ||flt || {{Icon|3}} {{Icon|VC}} || ||last opcode available for GTA III&lt;br /&gt;
|-&lt;br /&gt;
|0483 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0484 ||2 ||player handle, var || {{Icon|VC}} {{Icon|SA}} ||get remote controlled car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0485 ||? || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0486 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0487 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0488 ||1 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0489 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048A ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate ||&lt;br /&gt;
|-&lt;br /&gt;
|048B ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|048C ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||check pickup at coord exist ||&lt;br /&gt;
|-&lt;br /&gt;
|048D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|048F ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||remove all char weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0490 ||2 ||player handle, int || {{Icon|VC}} ||check player has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0491 ||2 ||char handle, int || {{Icon|SA}} ||check char has weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0492 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0493]] ||2 ||car handle, int || {{Icon|VC}} ||set tank contact explosion ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0494]] ||5 ||int, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get joystick data ||&lt;br /&gt;
|-&lt;br /&gt;
|0495 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||check car is on fire ||&lt;br /&gt;
|-&lt;br /&gt;
|0496 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||check car tire is burst ||&lt;br /&gt;
|-&lt;br /&gt;
|0497 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0498 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0499 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|049B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[049C]] ||3 ||int, flt, var || {{Icon|VC}} ||create [[Scripted_Path|scripted path]] ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049D ||2 ||spath ID, object handle || {{Icon|VC}} ||attach scripted path to object ||&lt;br /&gt;
|-&lt;br /&gt;
|049E ||2 ||spath ID, flt || {{Icon|VC}} ||set scripted path speed ||&lt;br /&gt;
|-&lt;br /&gt;
|049F ||2 ||spath ID, flt || {{Icon|VC}} ||set scripted path distance ||&lt;br /&gt;
|-&lt;br /&gt;
|04A0 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04A1 ||1 ||spath ID || {{Icon|VC}} {{Icon|SA}} ||reset scripted path ||&lt;br /&gt;
|-&lt;br /&gt;
|04A2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set heli fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04A3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A5 ||4 ||char handle, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A6 ||6 ||flt, flt, flt, int, int, var || {{Icon|VC}} {{Icon|SA}} ||create protection pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[04A7]] ||1 ||char handle || {{Icon|SA}} ||check char is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A8]] ||1 ||player handle || {{Icon|VC}} ||check player is in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A9]] ||1 ||char handle || {{Icon|SA}} ||check char is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|04AA ||1 ||player handle || {{Icon|VC}} ||check player is in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AB]] ||1 ||char handle || {{Icon|SA}} ||check char is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|04AC ||1 ||player handle || {{Icon|VC}} ||check player is in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AD]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04AE ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04AF ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B0 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B1 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B2 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B3 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B4 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B5 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B6 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B7 ||2 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04B8]] ||5 ||char handle, int, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B9 ||12 ||flt, flt, flt, flt, flt, var, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BA ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||set car forward speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04BB]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set interior ||&lt;br /&gt;
|-&lt;br /&gt;
|04BC ||1 ||string || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BD ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04BE ||1 ||player handle || {{Icon|VC}} ||reset player chaos level ||&lt;br /&gt;
|-&lt;br /&gt;
|04BF ||2 ||player handle, var || {{Icon|VC}} ||get player chaos level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C0 ||6 ||flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create police roadblock ||&lt;br /&gt;
|-&lt;br /&gt;
|04C1 ||0 || || {{Icon|VC}} {{Icon|SA}} ||release police roadblock||&lt;br /&gt;
|-&lt;br /&gt;
|04C2 ||2 ||char handle, char handle || {{Icon|VC}} ||task char go to char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C3 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04C4 ||7 ||char handle, flt, flt, flt, var, var, var || {{Icon|VC}} {{Icon|SA}} ||get offset from char in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C5 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been photographed ||&lt;br /&gt;
|-&lt;br /&gt;
|04C6 ||2 ||char handle, char handle || {{Icon|VC}} ||task aim gun at char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C7 ||1 ||int || {{Icon|VC}} ||set green scanlines ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C8]] ||1 ||char handle || {{Icon|SA}} ||check char is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04C9 ||1 ||player handle || {{Icon|VC}} ||check player is in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04CA ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04CE ||5 ||flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04CF ||1 ||int || {{Icon|VC}} ||add to money spent on fashion stat ||&lt;br /&gt;
|-&lt;br /&gt;
|04D0 ||2 ||car handle, flt || {{Icon|VC}} {{Icon|SA}} ||force heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||reset heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D2 ||&amp;amp;#8212; ||car handle, flt, flt, flt, int; car handle, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||set plane fly to coord ||5 parameters in Vice City, 6 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|04D3 ||7 ||flt, flt, flt, int, var, var, var || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04D4 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04D5 ||9 ||flt, flt, flt, flt, int, int, int, int, int || {{Icon|VC}} {{Icon|SA}} ||draw corona ||&lt;br /&gt;
|-&lt;br /&gt;
|04D6 ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set enable rc detonate on contact ||&lt;br /&gt;
|-&lt;br /&gt;
|04D7 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze char position ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04D8]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char drowns in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04D9 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DA ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DB ||0 || || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DC ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DD ||2 ||char handle, var || {{Icon|VC}} {{Icon|SA}} ||get char armour ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04DE ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04DF ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E0 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||open and freeze car trunk ||&lt;br /&gt;
|-&lt;br /&gt;
|04E2 ||2 ||player handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E3 ||3 ||player handle, int, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E4 ||2 ||flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E5 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 2D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E6 ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||locate object in 3D radius ||&lt;br /&gt;
|-&lt;br /&gt;
|04E7 ||1 ||object handle || {{Icon|VC}} {{Icon|SA}} ||check object is in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04E8 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04E9 ||6 ||object handle, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EA ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} ||check object is in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|04EB ||3 ||char handle, int, int || {{Icon|VC}} {{Icon|SA}} ||task duck ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EC]] ||13 ||string, int, int, int, int, int, int, int, int, int, int, int, int || {{Icon|VC}} ||set zone car class info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04ED]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||request anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EE]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||check anims have loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EF]] ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||remove anims ||&lt;br /&gt;
|-&lt;br /&gt;
|04F0 ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F1 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F2 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F3 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F4 ||8 ||char handle, object handle, flt, flt, flt, int, flt, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F5 ||3 ||char handle, player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F6 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04F7 ||4 ||global var, int, int, string || {{Icon|VC}} {{Icon|SA}} ||display nth onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|04F8 ||13 ||int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04F9]] ||2 ||int, int || {{Icon|VC}} {{Icon|SA}} ||set interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FA ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||reset interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FB ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FC ||7 ||player handle, var, var, var, var, var, var || {{Icon|VC}} {{Icon|SA}} ||store stunt data ||&lt;br /&gt;
|-&lt;br /&gt;
|04FD ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|04FE ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||burst car tire ||&lt;br /&gt;
|-&lt;br /&gt;
|04FF ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0500 ||&amp;amp;#8212; ||player handle, string; player handle, string, string || {{Icon|VC}} {{Icon|SA}} ||change player skin ||2 parameters in Vice City, 3 parameters in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[0501]] ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set player can do drive by ||&lt;br /&gt;
|-&lt;br /&gt;
|0502 ||3 ||char handle, flt, flt || {{Icon|VC}} ||task flee to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0503 ||3 ||flt, flt, flt || {{Icon|VC}} {{Icon|SA}} ||create rappel ||&lt;br /&gt;
|-&lt;br /&gt;
|0504 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0505 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0506 ||3 ||int, int, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0507 ||1 ||int || {{Icon|VC}} ||set camera interference ||&lt;br /&gt;
|-&lt;br /&gt;
|0508 ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||close all car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|0509 ||5 ||flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 2D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050A ||7 ||flt, flt, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get distance between 3D coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050B ||1 ||car handle || {{Icon|VC}} ||pop car boot ||&lt;br /&gt;
|-&lt;br /&gt;
|050C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|050D ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050E ||2 ||object handle, car handle || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|050F ||1 ||var || {{Icon|SA}} ||get max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0510 ||5 ||char handle, flt, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0511 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0512 ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||print help forever ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0513]] ||2 ||string, int || {{Icon|SA}} ||print help with number ||&lt;br /&gt;
|-&lt;br /&gt;
|0514 ||3 ||char handle, int, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0515 ||? || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0516 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0517 ||5 ||string, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||create locked property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0518 ||6 ||string, flt, flt, flt, int, var || {{Icon|VC}} {{Icon|SA}} ||create forsale property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0519 ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||freeze car position ||&lt;br /&gt;
|-&lt;br /&gt;
|051A ||2 ||char handle, char handle || {{Icon|VC}} {{Icon|SA}} ||check char has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051B ||2 ||char handle, car handle || {{Icon|SA}} ||check char has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051C ||2 ||car handle, char handle || {{Icon|SA}} ||check car has been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051D ||2 ||car handle, car handle || {{Icon|SA}} ||check car has been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051E ||1 ||var || {{Icon|SA}} ||get current radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|051F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0520 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0521 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0522 ||0 || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0523 ||3 ||flt, flt, flt || {{Icon|VC}} ||check has window been broken ||&lt;br /&gt;
|-&lt;br /&gt;
|0524 ||3 ||object handle, object handle, int || {{Icon|VC}} ||attach object to object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0525 ||3 ||object handle, object handle, string || {{Icon|VC}} ||attach object to component of object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0526 ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0527 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0528 ||1 ||int || {{Icon|VC}} ||add to money spent on weapon stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0529 ||1 ||int || {{Icon|VC}} ||add to money spent on property stat ||&lt;br /&gt;
|-&lt;br /&gt;
|052A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[052B]] ||2 ||char handle, int || {{Icon|VC}} ||task use mobile phone ||&lt;br /&gt;
|-&lt;br /&gt;
|052C ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||set drunk cam ||&lt;br /&gt;
|-&lt;br /&gt;
|052D ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052E ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|052F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0530 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0531 ||1 ||int || {{Icon|VC}} ||add to stores knocked off stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0532 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0533]] ||1 ||int || {{Icon|VC}} ||add to assassination contracts stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0534 ||1 ||int || {{Icon|VC}} ||add to pizzas delivered stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0535 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0536 ||1 ||int || {{Icon|VC}} ||add to drug deals made stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0537 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0538 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0539 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053A ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053B ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|053C ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|053D ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|053E ||6 ||int, flt, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} ||get random car in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|053F ||2 ||car handle, int || {{Icon|VC}} {{Icon|SA}} ||set can burst car tires ||&lt;br /&gt;
|-&lt;br /&gt;
|0540 ||2 ||player handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0541]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||fire vehicle gun ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0542]] ||1 ||int || {{Icon|VC}} ||add property to property owned stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0543 ||1 ||int || {{Icon|VC}} ||add bloodring kills stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0544 ||1 ||int || {{Icon|VC}} ||save longest time in bloodring stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0545 ||0 || || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0546 ||2 ||player handle, car handle || {{Icon|VC}} ||check is player touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0547 ||2 ||char handle, car handle || {{Icon|SA}} ||check is char touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0548 ||6 ||player handle, int, int, flt, flt, flt || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0549 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|054A ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|054B ||2 ||object handle, car handle || {{Icon|VC}} ||attach object to car ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|054C ||1 ||string || {{Icon|VC}} {{Icon|SA}} ||load mission text ||&lt;br /&gt;
|-&lt;br /&gt;
|054D ||1 ||int || {{Icon|VC}} ||set stadium message ||&lt;br /&gt;
|-&lt;br /&gt;
|054E ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||clear char last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|054F ||1 ||car handle || {{Icon|SA}} ||clear car last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|0550 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0551]] ||1 ||int || {{Icon|VC}} ||set Kaufman Cabs radio ||&lt;br /&gt;
|-&lt;br /&gt;
|0552 ||1 ||int || {{Icon|VC}} ||set riot noise ||&lt;br /&gt;
|-&lt;br /&gt;
|0553 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0554 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0555 ||1 || || || {{Icon|SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
|0556 ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || {{Icon|VC}} ||create cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0557 ||0 || || {{Icon|VC}} ||release cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0558 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0559 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055A ||1 ||int || {{Icon|VC}} ||set secondary trash ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055B]] ||5 ||int, flt, flt, flt, var || {{Icon|VC}} ||create clothes pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|055C ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|055D ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||make player fire proof ||&lt;br /&gt;
|-&lt;br /&gt;
|055E ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max health ||&lt;br /&gt;
|-&lt;br /&gt;
|055F ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} ||increase player max armour ||&lt;br /&gt;
|-&lt;br /&gt;
|0560 ||2 ||car handle, var || {{Icon|VC}} {{Icon|SA}} ||create random char as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|0561 ||3 ||car handle, int, var || {{Icon|VC}} {{Icon|SA}} ||create random char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0562 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0563 ||2 ||player handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0564]] ||1 ||car handle || {{Icon|VC}} {{Icon|SA}} ||set helicopter simulate crash land ||only works on helicopters&lt;br /&gt;
|-&lt;br /&gt;
|0565 ||4 ||flt, flt, flt, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0566 ||2 ||object handle, int || {{Icon|VC}} {{Icon|SA}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|0567 ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0568]] ||2 ||char handle, int || {{Icon|VC}} {{Icon|SA}} ||set char never targetted ||&lt;br /&gt;
|-&lt;br /&gt;
|0569 ||1 ||string || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|056A ||0 || || {{Icon|VC}} {{Icon|SA}} ||check has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|056B ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[056C]] ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check is char in any police vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|056D ||1 ||char handle || {{Icon|VC}} {{Icon|SA}} ||check does char exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056E ||1 ||car handle || {{Icon|SA}} ||check does vehicle exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056F ||0 || || ||unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0570 ||5 ||int, flt, flt, flt, var || {{Icon|VC}} {{Icon|SA}} || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0571 ||1 ||char handle || {{Icon|VC}} || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0572]] ||1 ||int || {{Icon|VC}} {{Icon|SA}} ||set all taxis have jump boost and nitro ||nitro unavailable in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0573 ||2 ||char handle, int || {{Icon|VC}} || ||&lt;br /&gt;
|}&lt;br /&gt;
Some abbreviations and phrases used in this list:&lt;br /&gt;
;int: integer value&lt;br /&gt;
;flt: floating-point value&lt;br /&gt;
;var: variable to store a value or handle, either global or local unless specified&lt;br /&gt;
;char: character including actor and ped, apart from the player and special actor&lt;br /&gt;
;car: vehicle including car, bike, helicopter, plane, etc. unless specified&lt;br /&gt;
;parameters rearranged...: opcodes' parameters were rearranged from their original order mainly for sake of readability&lt;br /&gt;
;simulated in LC mod: opcode has been correctly or mostly simulated to work in the [http://www.gtaforums.com/index.php?showforum=104 GTA: Liberty City mod] for Vice City&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
{{note|1}} {{GTAF|217910|manipulating game memory for fun and profit}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|107998|Opcodes for Bartons Editor (GTA3 + VC)}}&lt;br /&gt;
*{{GTAF|194990|GTA:SA Opcodes}}&lt;br /&gt;
*{{GTAF|182581|MISSION CODING IV}} - GTA: Liberty City project&lt;br /&gt;
*[http://web.archive.org/web/*/http://vc-db.webtools4you.net/ Vice City Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://web.archive.org/web/*/http://sa-db.webtools4you.net/ San Andreas Opcode Database] - retrieved from archive.org&lt;br /&gt;
*[http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/PLPyntons_UnifiedOpcodesDatabase_Reloaded.zip Unified Opcode Database] - by PLPynton, hosted by ZAZ&lt;br /&gt;
*[http://spaceeinstein.wikispaces.com/file/view/VICESCM.INI/132105045/VICESCM.INI Latest Vice City opcodes] - last update by spaceeinstein&lt;br /&gt;
*[http://gtag.gtagaming.com/opcode-database Opcode Database] - last update by Deji at GTAGaming.com&lt;br /&gt;
&lt;br /&gt;
[[Category:OpCodes]]&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=0394&amp;diff=8384</id>
		<title>0394</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=0394&amp;diff=8384"/>
		<updated>2010-06-22T17:58:01Z</updated>

		<summary type="html">&lt;p&gt;Krasiejow: This is my first opcode description here. Opcode tested only at VC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OpCode&lt;br /&gt;
| ini         = 0394=1,%1d%&lt;br /&gt;
| description = Plays music&lt;br /&gt;
| p1          = Music/Sound ID&lt;br /&gt;
| game        = [[GTA 3]], [[Vice City]], [[San Andreas]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Music/Sound ID's ==&lt;br /&gt;
This is a list of all known ID's.&lt;br /&gt;
&lt;br /&gt;
===GTA VC===&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| mission complete sound&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| mission complete sound (same as 1)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| cellphone ring&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| pager sound&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| engine sounds&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| bikes sounds&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| nothing?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| nothing?&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| fart&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
play, music, sound, mp3&lt;/div&gt;</summary>
		<author><name>Krasiejow</name></author>
		
	</entry>
</feed>