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	<updated>2026-04-09T14:48:47Z</updated>
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		<id>https://gtamods.com/mediawiki/index.php?title=Carcols.dat&amp;diff=11361</id>
		<title>Carcols.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Carcols.dat&amp;diff=11361"/>
		<updated>2013-08-21T15:22:32Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: /* GTAVCS */ Padding fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
'''carcols.dat''' is a file located in the &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder from GTA 3 to San Andreas or the &amp;lt;code&amp;gt;common\data&amp;lt;/code&amp;gt; folder for GTA 4. The file contains a colour palette and numbers to associate them with specific cars. Cars may or may not have a colour palette.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
The carcols.dat file is split up into two or three sections named &amp;quot;col&amp;quot;, &amp;quot;car&amp;quot; and &amp;quot;car4&amp;quot; (car4 being only used in GTASA). Each section starts with a section identifier and ends with the keyword &amp;quot;end&amp;quot;, both in a single line.&lt;br /&gt;
&lt;br /&gt;
Comments in this file are done by using the numbersign &amp;quot;#&amp;quot; symbol at the start of the line.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 # a comment!&lt;br /&gt;
 &lt;br /&gt;
 COL&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 CAR&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 CAR4&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===COL===&lt;br /&gt;
&lt;br /&gt;
Col section contain colour palette, the data is made of text lines, every line contains 3 numbers seperated with a comma ',' sign. The 3 numbers in a line specify the Red, Green and Blue component of that line's colour. With all three values, a colour is formed, and applied to a car. Each value is between 0 and 255, thus 256 options per value; a total of 16,777,216 different colour combinations possible.&lt;br /&gt;
&lt;br /&gt;
In GTA4, the fourth and fifth column are used for the police scanner audio. The fourth column is the prefix. Avaliable prefixes are: -, bright, light, dark. The fifth column is the colour. Available colours are: Black, blue, brown, beige, graphite, green, grey, orange, pink, red, silver, white, yellow, GrottiRed, DewbaucheGreen.&lt;br /&gt;
&lt;br /&gt;
Below are the colours available in an unedited carcols.dat file, numbered according to their respective lines.&lt;br /&gt;
&lt;br /&gt;
====GTA3====&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#050505; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background:#F5F5F5; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background:#2A77A1; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background:#B3363A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background:#263739; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background:#86446E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;background:#F3ED47; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;background:#4C75B7; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;background:#667292; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background:#5E7072; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;background:#352224; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background:#5A2124; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;background:#662B2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background:#63322E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;background:#842827; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background:#8A3A42; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;background:#682731; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background:#8B3C44; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;background:#9E2F2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background:#A33A2F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#D25633; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background:#925635; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
| style=&amp;quot;background:#F4723A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background:#D35733; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;background:#E25A59; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background:#772A25; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#E17743; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background:#C44636; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;background:#E17844; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background:#C35938; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;background:#464840; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background:#747761; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;background:#757763; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;background:#918A3D; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;background:#948C66; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;background:#998D79; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;background:#D8A534; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;background:#C9BD7D; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;background:#C9C591; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 38&lt;br /&gt;
| style=&amp;quot;background:#D4C84E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1A332E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;background:#062505; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;background:#1D373F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
| style=&amp;quot;background:#3C4A3B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;background:#2D5037; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| style=&amp;quot;background:#3A6C60; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;background:#3A623C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;background:#7CA282; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 47&lt;br /&gt;
| style=&amp;quot;background:#4C524E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;background:#56775B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;background:#101450; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;background:#485E84; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;background:#1C2745; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 52&lt;br /&gt;
| style=&amp;quot;background:#1F3468; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;background:#2B4878; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;background:#475C83; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;background:#447C92; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;background:#3D67AB; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 57&lt;br /&gt;
| style=&amp;quot;background:#4B7D82; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;background:#80B0B7; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#3D2333; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;background:#1C2948; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 61&lt;br /&gt;
| style=&amp;quot;background:#343941; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 62&lt;br /&gt;
| style=&amp;quot;background:#40454C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;background:#4A2D2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;background:#563E33; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;background:#41464C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;background:#672731; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;background:#835A75; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;background:#868587; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;background:#171717; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background:#2E2E2E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;background:#454545; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;background:#5C5C5C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;background:#737373; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;background:#8A8A8A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;background:#A1A1A1; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;background:#B8B8B8; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 77&lt;br /&gt;
| style=&amp;quot;background:#CFCFCF; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 78&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;background:#6A736B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 82&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 83&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;background:#6A6F70; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;background:#60635F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;background:#6A736B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 87&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 88&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 89&lt;br /&gt;
| style=&amp;quot;background:#21292B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;background:#343842; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 91&lt;br /&gt;
| style=&amp;quot;background:#414648; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;background:#4E5960; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;background:#41454C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====GTAVC====&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#050505; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background:#F5F5F5; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background:#2A77A1; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background:#840410; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background:#263739; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background:#86446E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;background:#FFB610; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;background:#4C75B7; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;background:#BDBEC6; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background:#5E7072; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;background:#310000; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background:#5A2124; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;background:#840410; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background:#63322E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;background:#B51400; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background:#8A3A42; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;background:#640D1A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background:#8B3C44; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;background:#9E2F2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background:#A33A2F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#D25633; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background:#925635; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
| style=&amp;quot;background:#B87C26; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background:#D35733; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;background:#E25A59; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background:#772A25; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#E17743; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background:#C44636; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;background:#E17844; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background:#C35938; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;background:#464840; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background:#747761; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;background:#757763; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;background:#918A3D; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;background:#948C66; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;background:#FF9C10; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;background:#D8A534; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;background:#C9BD7D; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;background:#C9C591; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 38&lt;br /&gt;
| style=&amp;quot;background:#D4C84E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1A332E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;background:#062505; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;background:#1D373F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
| style=&amp;quot;background:#3C4A3B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;background:#2D5037; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| style=&amp;quot;background:#526952; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;background:#2D683E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;background:#7CA282; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 47&lt;br /&gt;
| style=&amp;quot;background:#4C524E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;background:#56775B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 49&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
====GTASA====&lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
====GTAVCS====&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
====GTA4====&lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
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| style=&amp;quot;background:rgb(94,112,114); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;background:rgb(25,56,38); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;background:rgb(45,58,53); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 57&lt;br /&gt;
| style=&amp;quot;background:rgb(51,95,63); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;background:rgb(71,120,60); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(147,163,150); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;background:rgb(154,167,144); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 61&lt;br /&gt;
| style=&amp;quot;background:rgb(38,55,57); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 62&lt;br /&gt;
| style=&amp;quot;background:rgb(76,117,183); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;background:rgb(70,89,122); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;background:rgb(93,126,141); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;background:rgb(59,78,120); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;background:rgb(61,74,104); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;background:rgb(109,122,136); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;background:rgb(22,34,72); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;background:rgb(39,47,75); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background:rgb(78,104,129); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;background:rgb(106,122,140); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;background:rgb(111,130,151); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;background:rgb(14,49,109); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;background:rgb(57,90,131); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;background:rgb(32,75,107); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;background:rgb(43,62,87); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 77&lt;br /&gt;
| style=&amp;quot;background:rgb(54,65,85); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 78&lt;br /&gt;
| style=&amp;quot;background:rgb(108,132,149); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(77,93,96); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;background:rgb(64,108,143); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;background:rgb(19,69,115); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 82&lt;br /&gt;
| style=&amp;quot;background:rgb(16,80,130); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 83&lt;br /&gt;
| style=&amp;quot;background:rgb(56,86,148); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;background:rgb(0,28,50); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;background:rgb(89,110,135); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;background:rgb(34,52,87); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 87&lt;br /&gt;
| style=&amp;quot;background:rgb(32,32,44); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 88&lt;br /&gt;
| style=&amp;quot;background:rgb(245,137,15); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 89&lt;br /&gt;
| style=&amp;quot;background:rgb(145,115,71); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;background:rgb(142,140,70); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 91&lt;br /&gt;
| style=&amp;quot;background:rgb(170,173,142); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;background:rgb(174,155,127); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;background:rgb(150,129,108); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 94&lt;br /&gt;
| style=&amp;quot;background:rgb(122,117,96); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;background:rgb(157,152,114); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 96&lt;br /&gt;
| style=&amp;quot;background:rgb(152,149,134); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 97&lt;br /&gt;
| style=&amp;quot;background:rgb(156,141,113); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| style=&amp;quot;background:rgb(105,30,59); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(114,42,63); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;background:rgb(124,27,68); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;background:rgb(34,25,24); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;background:rgb(127,105,86); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;background:rgb(71,53,50); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;background:rgb(105,88,83); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background:rgb(98,68,40); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 106&lt;br /&gt;
| style=&amp;quot;background:rgb(125,98,86); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;background:rgb(170,157,132); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 108&lt;br /&gt;
| style=&amp;quot;background:rgb(123,113,94); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 109&lt;br /&gt;
| style=&amp;quot;background:rgb(171,146,118); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 110&lt;br /&gt;
| style=&amp;quot;background:rgb(99,92,90); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;background:rgb(201,201,201); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;background:rgb(214,218,214); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;background:rgb(159,157,148); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 114&lt;br /&gt;
| style=&amp;quot;background:rgb(147,163,150); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;background:rgb(156,156,152); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;background:rgb(167,162,143); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;background:rgb(15,106,137); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;background:rgb(161,153,131); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 119&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(163,173,198); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;background:rgb(155,139,128); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;background:rgb(132,148,171); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 122&lt;br /&gt;
| style=&amp;quot;background:rgb(158,164,171); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;background:rgb(134,68,110); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 124&lt;br /&gt;
| style=&amp;quot;background:rgb(226,6,6); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 125&lt;br /&gt;
| style=&amp;quot;background:rgb(71,120,60); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 126&lt;br /&gt;
| style=&amp;quot;background:rgb(215,142,16); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;background:rgb(42,119,161); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;background:rgb(66,31,33); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;background:rgb(111,103,95); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
| style=&amp;quot;background:rgb(252,38,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 131&lt;br /&gt;
| style=&amp;quot;background:rgb(252,109,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 132&lt;br /&gt;
| style=&amp;quot;background:rgb(255,255,255); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;background:rgb(245,180,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 134&lt;br /&gt;
| style=&amp;quot;background:rgb(5,5,5); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;background:rgb(189,149,75); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 136&lt;br /&gt;
|}&lt;br /&gt;
134, 135, 136 - TBoGT&lt;br /&gt;
&lt;br /&gt;
===CAR===&lt;br /&gt;
&lt;br /&gt;
The CAR section associates specific colours from the colour palette with cars. Data in a line is separated same as in COL section (with a comma ','). Every car has a line dedicated to it, followed by numbers which specify the car's colour pairs (2 colors per color pair - primary and secondary). For example, on a police car, the primary colour is black, and the secondary is white. Make the police car's numbers 2,0 and you'll have a blue and white police car.&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
 {{Icon|3}} {{Hint|kuruma|vehicle name}}, {{Hint|18|primary color}},{{Hint|57|secondary color}}, {{Hint|5|primary color}},{{Hint|14|secondary color}} &lt;br /&gt;
&lt;br /&gt;
The game will interpret the data like this:&lt;br /&gt;
* the colour pair data belongs to car 'kuruma'&lt;br /&gt;
* numbers '18' and '57' are the first colour pair. 18 is the primary colour, 57 is the secondary. Let's say this is the Kuruma from GTA3, so we match these colours up to the GTA3 palettes above. The primary colour will be &amp;lt;font color=&amp;quot;#9E2F2B&amp;quot;&amp;gt;'''this red colour'''&amp;lt;/font&amp;gt;, and the secondary &amp;lt;font color=&amp;quot;#3D67AB&amp;quot;&amp;gt;'''this blue colour'''&amp;lt;/font&amp;gt;.&lt;br /&gt;
* numbers '5' and '14' are second colour pair. &amp;lt;font color=&amp;quot;#86446E&amp;quot;&amp;gt;'''5 is the primary colour'''&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#842827&amp;quot;&amp;gt;'''14 is the secondary'''&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The game will randomly spawn cars with either data pair, but will never mix pairs together. You can have a lot more than two pairs for one car - the more pairs, the more variety of colours the car will have each time it spawns.&lt;br /&gt;
&lt;br /&gt;
===CAR3===&lt;br /&gt;
Only used in GTA4, this section contains the same data as CAR section from previous games but has a third value, the specular colour.&lt;br /&gt;
&lt;br /&gt;
===CAR4===&lt;br /&gt;
&lt;br /&gt;
Included in GTASA, this section contains the same data as CAR section but has colours in sets of 4 instead of 2. These cars will need to have not only primary and secondary materials assigned within the dff, but also tertiary and quaternary materials. By default, only the Campervan, Cement Mixer and Squalo boat use 4 colours in the game.&lt;br /&gt;
&lt;br /&gt;
In GTA4 the data is the same as in the CAR3 section but with a fourth value, the tertiary colour.&lt;br /&gt;
&lt;br /&gt;
==Adding new colours==&lt;br /&gt;
&lt;br /&gt;
This is incredibly simple. To begin with, you must come up with an RGB code that matches the colour you want a car to spawn as. As explained earlier, choose any number between 0 and 255 for each 3 values. If you choose 255,0,0 you will have the strongest red colour possible.&lt;br /&gt;
&lt;br /&gt;
Now in the COL section, add a new line at the bottom, and give it a # number that follows on from the very last colour. &lt;br /&gt;
&lt;br /&gt;
'''''Make sure your new line does not have the same # number as any other line.''''' &lt;br /&gt;
&lt;br /&gt;
Once you have your new line ready, you can add a name for it on the right, similar to the other lines, but this is not necessary. You have now finished with the COL section.&lt;br /&gt;
&lt;br /&gt;
Now we move onto the CAR and CAR4 sections. Find the vehicle you want your new colour(s) to apply to. This vehicle should already have one or more pairs assigned to it. You can either remove these, or add your new pair to the end. Whichever you choose will make no difference, but don't forget '''''the last number of the car's line must not have a comma ending it'''''.&lt;br /&gt;
&lt;br /&gt;
A pair can also have the same colour in it twice, all this will do is match the primary and secondary colours together. Remember, many cars only make use of the primary colour in a pair - the dff model file will need editing if you want the secondary colour to function somewhere on a car. The secondary colour (and perhaps tertiary and quaternary if using CAR4) can be set to anything should the model not actually have any materials assigned to those values.&lt;br /&gt;
&lt;br /&gt;
Note: In San Andreas, having more than 179 colors will crash the game.&lt;br /&gt;
&lt;br /&gt;
==Adding carcols functionality to your own model (ZModeler only)==&lt;br /&gt;
&lt;br /&gt;
This can be achieved simply using tags on the ends of your model's material names. You can force the game to apply the primary colour setting to a material by adding:&lt;br /&gt;
&lt;br /&gt;
 [prim]&lt;br /&gt;
&lt;br /&gt;
to the end of the material name, separated by a space. Secondary is [sec], tertiary is [ter] and quaternary is [qua]. A model can have multiple materials using a specific data type.&lt;br /&gt;
&lt;br /&gt;
==Tool==&lt;br /&gt;
* {{GTAG|5163|X Car Colors Editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicle Formats]][[Category:GTA_3]][[Category:GTA_VC]]&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA}}&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Carcols.dat&amp;diff=11360</id>
		<title>Carcols.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Carcols.dat&amp;diff=11360"/>
		<updated>2013-08-21T15:16:55Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: /* GTAVCS */ Table fixed - previous table mistakenly featured both carcols and pedcols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
'''carcols.dat''' is a file located in the &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder from GTA 3 to San Andreas or the &amp;lt;code&amp;gt;common\data&amp;lt;/code&amp;gt; folder for GTA 4. The file contains a colour palette and numbers to associate them with specific cars. Cars may or may not have a colour palette.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
The carcols.dat file is split up into two or three sections named &amp;quot;col&amp;quot;, &amp;quot;car&amp;quot; and &amp;quot;car4&amp;quot; (car4 being only used in GTASA). Each section starts with a section identifier and ends with the keyword &amp;quot;end&amp;quot;, both in a single line.&lt;br /&gt;
&lt;br /&gt;
Comments in this file are done by using the numbersign &amp;quot;#&amp;quot; symbol at the start of the line.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 # a comment!&lt;br /&gt;
 &lt;br /&gt;
 COL&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 CAR&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 CAR4&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===COL===&lt;br /&gt;
&lt;br /&gt;
Col section contain colour palette, the data is made of text lines, every line contains 3 numbers seperated with a comma ',' sign. The 3 numbers in a line specify the Red, Green and Blue component of that line's colour. With all three values, a colour is formed, and applied to a car. Each value is between 0 and 255, thus 256 options per value; a total of 16,777,216 different colour combinations possible.&lt;br /&gt;
&lt;br /&gt;
In GTA4, the fourth and fifth column are used for the police scanner audio. The fourth column is the prefix. Avaliable prefixes are: -, bright, light, dark. The fifth column is the colour. Available colours are: Black, blue, brown, beige, graphite, green, grey, orange, pink, red, silver, white, yellow, GrottiRed, DewbaucheGreen.&lt;br /&gt;
&lt;br /&gt;
Below are the colours available in an unedited carcols.dat file, numbered according to their respective lines.&lt;br /&gt;
&lt;br /&gt;
====GTA3====&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#050505; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background:#F5F5F5; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background:#2A77A1; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background:#B3363A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background:#263739; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background:#86446E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;background:#F3ED47; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;background:#4C75B7; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;background:#667292; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background:#5E7072; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;background:#352224; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background:#5A2124; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;background:#662B2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background:#63322E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;background:#842827; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background:#8A3A42; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;background:#682731; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background:#8B3C44; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;background:#9E2F2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background:#A33A2F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#D25633; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background:#925635; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
| style=&amp;quot;background:#F4723A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background:#D35733; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;background:#E25A59; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background:#772A25; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#E17743; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background:#C44636; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
====GTAVC====&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
====GTASA====&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;7&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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====GTAVCS====&lt;br /&gt;
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| style=&amp;quot;background:rgb(127,105,86); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;background:rgb(71,53,50); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;background:rgb(105,88,83); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background:rgb(98,68,40); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 106&lt;br /&gt;
| style=&amp;quot;background:rgb(125,98,86); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;background:rgb(170,157,132); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 108&lt;br /&gt;
| style=&amp;quot;background:rgb(123,113,94); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 109&lt;br /&gt;
| style=&amp;quot;background:rgb(171,146,118); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 110&lt;br /&gt;
| style=&amp;quot;background:rgb(99,92,90); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;background:rgb(201,201,201); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;background:rgb(214,218,214); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;background:rgb(159,157,148); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 114&lt;br /&gt;
| style=&amp;quot;background:rgb(147,163,150); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;background:rgb(156,156,152); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;background:rgb(167,162,143); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;background:rgb(15,106,137); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;background:rgb(161,153,131); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 119&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(163,173,198); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;background:rgb(155,139,128); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;background:rgb(132,148,171); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 122&lt;br /&gt;
| style=&amp;quot;background:rgb(158,164,171); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;background:rgb(134,68,110); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 124&lt;br /&gt;
| style=&amp;quot;background:rgb(226,6,6); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 125&lt;br /&gt;
| style=&amp;quot;background:rgb(71,120,60); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 126&lt;br /&gt;
| style=&amp;quot;background:rgb(215,142,16); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;background:rgb(42,119,161); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;background:rgb(66,31,33); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;background:rgb(111,103,95); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
| style=&amp;quot;background:rgb(252,38,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 131&lt;br /&gt;
| style=&amp;quot;background:rgb(252,109,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 132&lt;br /&gt;
| style=&amp;quot;background:rgb(255,255,255); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;background:rgb(245,180,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 134&lt;br /&gt;
| style=&amp;quot;background:rgb(5,5,5); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;background:rgb(189,149,75); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 136&lt;br /&gt;
|}&lt;br /&gt;
134, 135, 136 - TBoGT&lt;br /&gt;
&lt;br /&gt;
===CAR===&lt;br /&gt;
&lt;br /&gt;
The CAR section associates specific colours from the colour palette with cars. Data in a line is separated same as in COL section (with a comma ','). Every car has a line dedicated to it, followed by numbers which specify the car's colour pairs (2 colors per color pair - primary and secondary). For example, on a police car, the primary colour is black, and the secondary is white. Make the police car's numbers 2,0 and you'll have a blue and white police car.&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
 {{Icon|3}} {{Hint|kuruma|vehicle name}}, {{Hint|18|primary color}},{{Hint|57|secondary color}}, {{Hint|5|primary color}},{{Hint|14|secondary color}} &lt;br /&gt;
&lt;br /&gt;
The game will interpret the data like this:&lt;br /&gt;
* the colour pair data belongs to car 'kuruma'&lt;br /&gt;
* numbers '18' and '57' are the first colour pair. 18 is the primary colour, 57 is the secondary. Let's say this is the Kuruma from GTA3, so we match these colours up to the GTA3 palettes above. The primary colour will be &amp;lt;font color=&amp;quot;#9E2F2B&amp;quot;&amp;gt;'''this red colour'''&amp;lt;/font&amp;gt;, and the secondary &amp;lt;font color=&amp;quot;#3D67AB&amp;quot;&amp;gt;'''this blue colour'''&amp;lt;/font&amp;gt;.&lt;br /&gt;
* numbers '5' and '14' are second colour pair. &amp;lt;font color=&amp;quot;#86446E&amp;quot;&amp;gt;'''5 is the primary colour'''&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#842827&amp;quot;&amp;gt;'''14 is the secondary'''&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The game will randomly spawn cars with either data pair, but will never mix pairs together. You can have a lot more than two pairs for one car - the more pairs, the more variety of colours the car will have each time it spawns.&lt;br /&gt;
&lt;br /&gt;
===CAR3===&lt;br /&gt;
Only used in GTA4, this section contains the same data as CAR section from previous games but has a third value, the specular colour.&lt;br /&gt;
&lt;br /&gt;
===CAR4===&lt;br /&gt;
&lt;br /&gt;
Included in GTASA, this section contains the same data as CAR section but has colours in sets of 4 instead of 2. These cars will need to have not only primary and secondary materials assigned within the dff, but also tertiary and quaternary materials. By default, only the Campervan, Cement Mixer and Squalo boat use 4 colours in the game.&lt;br /&gt;
&lt;br /&gt;
In GTA4 the data is the same as in the CAR3 section but with a fourth value, the tertiary colour.&lt;br /&gt;
&lt;br /&gt;
==Adding new colours==&lt;br /&gt;
&lt;br /&gt;
This is incredibly simple. To begin with, you must come up with an RGB code that matches the colour you want a car to spawn as. As explained earlier, choose any number between 0 and 255 for each 3 values. If you choose 255,0,0 you will have the strongest red colour possible.&lt;br /&gt;
&lt;br /&gt;
Now in the COL section, add a new line at the bottom, and give it a # number that follows on from the very last colour. &lt;br /&gt;
&lt;br /&gt;
'''''Make sure your new line does not have the same # number as any other line.''''' &lt;br /&gt;
&lt;br /&gt;
Once you have your new line ready, you can add a name for it on the right, similar to the other lines, but this is not necessary. You have now finished with the COL section.&lt;br /&gt;
&lt;br /&gt;
Now we move onto the CAR and CAR4 sections. Find the vehicle you want your new colour(s) to apply to. This vehicle should already have one or more pairs assigned to it. You can either remove these, or add your new pair to the end. Whichever you choose will make no difference, but don't forget '''''the last number of the car's line must not have a comma ending it'''''.&lt;br /&gt;
&lt;br /&gt;
A pair can also have the same colour in it twice, all this will do is match the primary and secondary colours together. Remember, many cars only make use of the primary colour in a pair - the dff model file will need editing if you want the secondary colour to function somewhere on a car. The secondary colour (and perhaps tertiary and quaternary if using CAR4) can be set to anything should the model not actually have any materials assigned to those values.&lt;br /&gt;
&lt;br /&gt;
Note: In San Andreas, having more than 179 colors will crash the game.&lt;br /&gt;
&lt;br /&gt;
==Adding carcols functionality to your own model (ZModeler only)==&lt;br /&gt;
&lt;br /&gt;
This can be achieved simply using tags on the ends of your model's material names. You can force the game to apply the primary colour setting to a material by adding:&lt;br /&gt;
&lt;br /&gt;
 [prim]&lt;br /&gt;
&lt;br /&gt;
to the end of the material name, separated by a space. Secondary is [sec], tertiary is [ter] and quaternary is [qua]. A model can have multiple materials using a specific data type.&lt;br /&gt;
&lt;br /&gt;
==Tool==&lt;br /&gt;
* {{GTAG|5163|X Car Colors Editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicle Formats]][[Category:GTA_3]][[Category:GTA_VC]]&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA}}&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Carcols.dat&amp;diff=11359</id>
		<title>Carcols.dat</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Carcols.dat&amp;diff=11359"/>
		<updated>2013-08-05T23:02:37Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: /* Structure */ Added GTA VCS carcols table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{lowercase}}&lt;br /&gt;
'''carcols.dat''' is a file located in the &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; folder from GTA 3 to San Andreas or the &amp;lt;code&amp;gt;common\data&amp;lt;/code&amp;gt; folder for GTA 4. The file contains a colour palette and numbers to associate them with specific cars. Cars may or may not have a colour palette.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
The carcols.dat file is split up into two or three sections named &amp;quot;col&amp;quot;, &amp;quot;car&amp;quot; and &amp;quot;car4&amp;quot; (car4 being only used in GTASA). Each section starts with a section identifier and ends with the keyword &amp;quot;end&amp;quot;, both in a single line.&lt;br /&gt;
&lt;br /&gt;
Comments in this file are done by using the numbersign &amp;quot;#&amp;quot; symbol at the start of the line.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 # a comment!&lt;br /&gt;
 &lt;br /&gt;
 COL&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 CAR&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 CAR4&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===COL===&lt;br /&gt;
&lt;br /&gt;
Col section contain colour palette, the data is made of text lines, every line contains 3 numbers seperated with a comma ',' sign. The 3 numbers in a line specify the Red, Green and Blue component of that line's colour. With all three values, a colour is formed, and applied to a car. Each value is between 0 and 255, thus 256 options per value; a total of 16,777,216 different colour combinations possible.&lt;br /&gt;
&lt;br /&gt;
In GTA4, the fourth and fifth column are used for the police scanner audio. The fourth column is the prefix. Avaliable prefixes are: -, bright, light, dark. The fifth column is the colour. Available colours are: Black, blue, brown, beige, graphite, green, grey, orange, pink, red, silver, white, yellow, GrottiRed, DewbaucheGreen.&lt;br /&gt;
&lt;br /&gt;
Below are the colours available in an unedited carcols.dat file, numbered according to their respective lines.&lt;br /&gt;
&lt;br /&gt;
====GTA3====&lt;br /&gt;
{| cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#050505; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background:#F5F5F5; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background:#2A77A1; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background:#B3363A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background:#263739; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background:#86446E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;background:#F3ED47; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;background:#4C75B7; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;background:#667292; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background:#5E7072; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;background:#352224; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background:#5A2124; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;background:#662B2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background:#63322E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;background:#842827; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background:#8A3A42; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;background:#682731; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background:#8B3C44; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;background:#9E2F2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background:#A33A2F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#D25633; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background:#925635; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
| style=&amp;quot;background:#F4723A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background:#D35733; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;background:#E25A59; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background:#772A25; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#E17743; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background:#C44636; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;background:#E17844; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background:#C35938; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;background:#464840; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background:#747761; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;background:#757763; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;background:#918A3D; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;background:#948C66; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;background:#998D79; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;background:#D8A534; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;background:#C9BD7D; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;background:#C9C591; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 38&lt;br /&gt;
| style=&amp;quot;background:#D4C84E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#1A332E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;background:#062505; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;background:#1D373F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
| style=&amp;quot;background:#3C4A3B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;background:#2D5037; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| style=&amp;quot;background:#3A6C60; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;background:#3A623C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;background:#7CA282; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 47&lt;br /&gt;
| style=&amp;quot;background:#4C524E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;background:#56775B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;background:#101450; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;background:#485E84; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;background:#1C2745; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 52&lt;br /&gt;
| style=&amp;quot;background:#1F3468; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;background:#2B4878; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;background:#475C83; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;background:#447C92; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;background:#3D67AB; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 57&lt;br /&gt;
| style=&amp;quot;background:#4B7D82; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;background:#80B0B7; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#3D2333; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;background:#1C2948; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 61&lt;br /&gt;
| style=&amp;quot;background:#343941; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 62&lt;br /&gt;
| style=&amp;quot;background:#40454C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;background:#4A2D2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;background:#563E33; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;background:#41464C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;background:#672731; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;background:#835A75; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;background:#868587; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;background:#171717; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background:#2E2E2E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;background:#454545; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;background:#5C5C5C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;background:#737373; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;background:#8A8A8A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;background:#A1A1A1; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;background:#B8B8B8; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 77&lt;br /&gt;
| style=&amp;quot;background:#CFCFCF; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 78&lt;br /&gt;
| style=&amp;quot;background:#E6E6E6; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;background:#6A736B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 82&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 83&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;background:#6A6F70; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;background:#60635F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;background:#6A736B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 87&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 88&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 89&lt;br /&gt;
| style=&amp;quot;background:#21292B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;background:#343842; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 91&lt;br /&gt;
| style=&amp;quot;background:#414648; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;background:#4E5960; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;background:#41454C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====GTAVC====&lt;br /&gt;
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|-&lt;br /&gt;
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| style=&amp;quot;background:#840410; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background:#263739; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background:#86446E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
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| style=&amp;quot;background:#5A2124; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
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| style=&amp;quot;background:#63322E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
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|-&lt;br /&gt;
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| style=&amp;quot;background:#D8A534; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;background:#C9BD7D; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;background:#C9C591; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 38&lt;br /&gt;
| style=&amp;quot;background:#D4C84E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 39&lt;br /&gt;
|-&lt;br /&gt;
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| style=&amp;quot;background:#4B7D82; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;background:#80B0B7; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#3D2333; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 60&lt;br /&gt;
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| style=&amp;quot;background:#343941; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 62&lt;br /&gt;
| style=&amp;quot;background:#40454C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;background:#4A2D2B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 64&lt;br /&gt;
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| style=&amp;quot;background:#835A75; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;background:#868587; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;background:#171717; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background:#2E2E2E; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;background:#454545; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;background:#5C5C5C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;background:#737373; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;background:#8A8A8A; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;background:#A1A1A1; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;background:#B8B8B8; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 77&lt;br /&gt;
| style=&amp;quot;background:#CFCFCF; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 78&lt;br /&gt;
| style=&amp;quot;background:#DEDFE7; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;background:#6A736B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 82&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 83&lt;br /&gt;
| style=&amp;quot;background:#E0E0D6; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;background:#6A6F70; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;background:#60635F; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;background:#6A736B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 87&lt;br /&gt;
| style=&amp;quot;background:#AAAFAA; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 88&lt;br /&gt;
| style=&amp;quot;background:#BBBEB5; color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 89&lt;br /&gt;
| style=&amp;quot;background:#21292B; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;background:#343842; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 91&lt;br /&gt;
| style=&amp;quot;background:#414648; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;background:#4E5960; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;background:#41454C; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 94&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====GTASA====&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;7&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;background:#3B4E78; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
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| style=&amp;quot;background:#252527; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;background:#2D3A35; color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
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|-&lt;br /&gt;
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====GTAVCS====&lt;br /&gt;
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| style=&amp;quot;background:rgb(87,7,7); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;background:rgb(38,3,6); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;background:rgb(158,0,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;background:rgb(20,0,2); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;background:rgb(15,4,4); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;background:rgb(15,8,10); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 38&lt;br /&gt;
| style=&amp;quot;background:rgb(57,25,29); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 39&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(85,39,37); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;background:rgb(76,41,41); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;background:rgb(116,29,40); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
| style=&amp;quot;background:rgb(109,40,55); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;background:rgb(115,10,39); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| style=&amp;quot;background:rgb(100,13,27); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;background:rgb(98,11,28); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;background:rgb(115,24,39); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 47&lt;br /&gt;
| style=&amp;quot;background:rgb(171,152,143); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;background:rgb(32,32,44); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;background:rgb(68,98,79); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;background:rgb(46,91,32); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;background:rgb(30,46,50); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 52&lt;br /&gt;
| style=&amp;quot;background:rgb(48,79,69); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;background:rgb(77,98,104); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;background:rgb(94,112,114); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;background:rgb(25,56,38); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;background:rgb(45,58,53); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 57&lt;br /&gt;
| style=&amp;quot;background:rgb(51,95,63); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;background:rgb(71,120,60); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 59&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(147,163,150); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;background:rgb(154,167,144); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 61&lt;br /&gt;
| style=&amp;quot;background:rgb(38,55,57); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 62&lt;br /&gt;
| style=&amp;quot;background:rgb(76,117,183); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;background:rgb(70,89,122); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;background:rgb(93,126,141); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;background:rgb(59,78,120); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;background:rgb(61,74,104); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;background:rgb(109,122,136); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;background:rgb(22,34,72); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;background:rgb(39,47,75); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 70&lt;br /&gt;
| style=&amp;quot;background:rgb(78,104,129); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;background:rgb(106,122,140); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;background:rgb(111,130,151); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;background:rgb(14,49,109); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;background:rgb(57,90,131); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;background:rgb(32,75,107); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;background:rgb(43,62,87); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 77&lt;br /&gt;
| style=&amp;quot;background:rgb(54,65,85); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 78&lt;br /&gt;
| style=&amp;quot;background:rgb(108,132,149); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 79&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(77,93,96); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;background:rgb(64,108,143); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;background:rgb(19,69,115); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 82&lt;br /&gt;
| style=&amp;quot;background:rgb(16,80,130); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 83&lt;br /&gt;
| style=&amp;quot;background:rgb(56,86,148); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;background:rgb(0,28,50); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;background:rgb(89,110,135); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;background:rgb(34,52,87); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 87&lt;br /&gt;
| style=&amp;quot;background:rgb(32,32,44); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 88&lt;br /&gt;
| style=&amp;quot;background:rgb(245,137,15); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 89&lt;br /&gt;
| style=&amp;quot;background:rgb(145,115,71); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;background:rgb(142,140,70); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 91&lt;br /&gt;
| style=&amp;quot;background:rgb(170,173,142); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;background:rgb(174,155,127); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;background:rgb(150,129,108); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 94&lt;br /&gt;
| style=&amp;quot;background:rgb(122,117,96); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;background:rgb(157,152,114); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 96&lt;br /&gt;
| style=&amp;quot;background:rgb(152,149,134); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 97&lt;br /&gt;
| style=&amp;quot;background:rgb(156,141,113); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| style=&amp;quot;background:rgb(105,30,59); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 99&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(114,42,63); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;background:rgb(124,27,68); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;background:rgb(34,25,24); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;background:rgb(127,105,86); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;background:rgb(71,53,50); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;background:rgb(105,88,83); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;background:rgb(98,68,40); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 106&lt;br /&gt;
| style=&amp;quot;background:rgb(125,98,86); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;background:rgb(170,157,132); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 108&lt;br /&gt;
| style=&amp;quot;background:rgb(123,113,94); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 109&lt;br /&gt;
| style=&amp;quot;background:rgb(171,146,118); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 110&lt;br /&gt;
| style=&amp;quot;background:rgb(99,92,90); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;background:rgb(201,201,201); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;background:rgb(214,218,214); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;background:rgb(159,157,148); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 114&lt;br /&gt;
| style=&amp;quot;background:rgb(147,163,150); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;background:rgb(156,156,152); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;background:rgb(167,162,143); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;background:rgb(15,106,137); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;background:rgb(161,153,131); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 119&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgb(163,173,198); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;background:rgb(155,139,128); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;background:rgb(132,148,171); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 122&lt;br /&gt;
| style=&amp;quot;background:rgb(158,164,171); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;background:rgb(134,68,110); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 124&lt;br /&gt;
| style=&amp;quot;background:rgb(226,6,6); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 125&lt;br /&gt;
| style=&amp;quot;background:rgb(71,120,60); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 126&lt;br /&gt;
| style=&amp;quot;background:rgb(215,142,16); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;background:rgb(42,119,161); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;background:rgb(66,31,33); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;background:rgb(111,103,95); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 130&lt;br /&gt;
| style=&amp;quot;background:rgb(252,38,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 131&lt;br /&gt;
| style=&amp;quot;background:rgb(252,109,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 132&lt;br /&gt;
| style=&amp;quot;background:rgb(255,255,255); color:#000000&amp;quot; align=&amp;quot;center&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;background:rgb(245,180,0); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 134&lt;br /&gt;
| style=&amp;quot;background:rgb(5,5,5); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;background:rgb(189,149,75); color:#FFFFFF&amp;quot; align=&amp;quot;center&amp;quot; | 136&lt;br /&gt;
|}&lt;br /&gt;
134, 135, 136 - TBoGT&lt;br /&gt;
&lt;br /&gt;
===CAR===&lt;br /&gt;
&lt;br /&gt;
The CAR section associates specific colours from the colour palette with cars. Data in a line is separated same as in COL section (with a comma ','). Every car has a line dedicated to it, followed by numbers which specify the car's colour pairs (2 colors per color pair - primary and secondary). For example, on a police car, the primary colour is black, and the secondary is white. Make the police car's numbers 2,0 and you'll have a blue and white police car.&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
 {{Icon|3}} {{Hint|kuruma|vehicle name}}, {{Hint|18|primary color}},{{Hint|57|secondary color}}, {{Hint|5|primary color}},{{Hint|14|secondary color}} &lt;br /&gt;
&lt;br /&gt;
The game will interpret the data like this:&lt;br /&gt;
* the colour pair data belongs to car 'kuruma'&lt;br /&gt;
* numbers '18' and '57' are the first colour pair. 18 is the primary colour, 57 is the secondary. Let's say this is the Kuruma from GTA3, so we match these colours up to the GTA3 palettes above. The primary colour will be &amp;lt;font color=&amp;quot;#9E2F2B&amp;quot;&amp;gt;'''this red colour'''&amp;lt;/font&amp;gt;, and the secondary &amp;lt;font color=&amp;quot;#3D67AB&amp;quot;&amp;gt;'''this blue colour'''&amp;lt;/font&amp;gt;.&lt;br /&gt;
* numbers '5' and '14' are second colour pair. &amp;lt;font color=&amp;quot;#86446E&amp;quot;&amp;gt;'''5 is the primary colour'''&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;#842827&amp;quot;&amp;gt;'''14 is the secondary'''&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The game will randomly spawn cars with either data pair, but will never mix pairs together. You can have a lot more than two pairs for one car - the more pairs, the more variety of colours the car will have each time it spawns.&lt;br /&gt;
&lt;br /&gt;
===CAR3===&lt;br /&gt;
Only used in GTA4, this section contains the same data as CAR section from previous games but has a third value, the specular colour.&lt;br /&gt;
&lt;br /&gt;
===CAR4===&lt;br /&gt;
&lt;br /&gt;
Included in GTASA, this section contains the same data as CAR section but has colours in sets of 4 instead of 2. These cars will need to have not only primary and secondary materials assigned within the dff, but also tertiary and quaternary materials. By default, only the Campervan, Cement Mixer and Squalo boat use 4 colours in the game.&lt;br /&gt;
&lt;br /&gt;
In GTA4 the data is the same as in the CAR3 section but with a fourth value, the tertiary colour.&lt;br /&gt;
&lt;br /&gt;
==Adding new colours==&lt;br /&gt;
&lt;br /&gt;
This is incredibly simple. To begin with, you must come up with an RGB code that matches the colour you want a car to spawn as. As explained earlier, choose any number between 0 and 255 for each 3 values. If you choose 255,0,0 you will have the strongest red colour possible.&lt;br /&gt;
&lt;br /&gt;
Now in the COL section, add a new line at the bottom, and give it a # number that follows on from the very last colour. &lt;br /&gt;
&lt;br /&gt;
'''''Make sure your new line does not have the same # number as any other line.''''' &lt;br /&gt;
&lt;br /&gt;
Once you have your new line ready, you can add a name for it on the right, similar to the other lines, but this is not necessary. You have now finished with the COL section.&lt;br /&gt;
&lt;br /&gt;
Now we move onto the CAR and CAR4 sections. Find the vehicle you want your new colour(s) to apply to. This vehicle should already have one or more pairs assigned to it. You can either remove these, or add your new pair to the end. Whichever you choose will make no difference, but don't forget '''''the last number of the car's line must not have a comma ending it'''''.&lt;br /&gt;
&lt;br /&gt;
A pair can also have the same colour in it twice, all this will do is match the primary and secondary colours together. Remember, many cars only make use of the primary colour in a pair - the dff model file will need editing if you want the secondary colour to function somewhere on a car. The secondary colour (and perhaps tertiary and quaternary if using CAR4) can be set to anything should the model not actually have any materials assigned to those values.&lt;br /&gt;
&lt;br /&gt;
Note: In San Andreas, having more than 179 colors will crash the game.&lt;br /&gt;
&lt;br /&gt;
==Adding carcols functionality to your own model (ZModeler only)==&lt;br /&gt;
&lt;br /&gt;
This can be achieved simply using tags on the ends of your model's material names. You can force the game to apply the primary colour setting to a material by adding:&lt;br /&gt;
&lt;br /&gt;
 [prim]&lt;br /&gt;
&lt;br /&gt;
to the end of the material name, separated by a space. Secondary is [sec], tertiary is [ter] and quaternary is [qua]. A model can have multiple materials using a specific data type.&lt;br /&gt;
&lt;br /&gt;
==Tool==&lt;br /&gt;
* {{GTAG|5163|X Car Colors Editor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicle Formats]][[Category:GTA_3]][[Category:GTA_VC]]&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA}}&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=CLEO&amp;diff=11274</id>
		<title>CLEO</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=CLEO&amp;diff=11274"/>
		<updated>2013-07-05T10:42:04Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: Updated info - CLEO 4.2a added, two more CLEO plugins added to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tool-stub}}&lt;br /&gt;
{{ToolBox&lt;br /&gt;
| name    = CLEO&lt;br /&gt;
| version = {{Icon|SA}}&amp;amp;nbsp;{{Hint|4.1.1.30f (stable release)|Released on 28 March, 2011}}&amp;lt;br&amp;gt;{{Icon|SA}}&amp;amp;nbsp;{{Hint|4.2a (unstable release)|Released on 11 October, 2011}}&amp;lt;br&amp;gt;{{Icon|VC}}&amp;amp;nbsp;{{Hint|1.1.1.6|Released on 01 July, 2010}}&amp;lt;br&amp;gt;{{Icon|3}}&amp;amp;nbsp;{{Hint|1.0.1.6|Released on 03 October, 2010}}&lt;br /&gt;
| author  = [[User:Seemann|Seemann]], Alien&lt;br /&gt;
| game    = [[GTA 3]], [[GTA VC]], [[GTA SA]]&lt;br /&gt;
| genre   = [[mission scripting]]&lt;br /&gt;
| site    = http://cleo.sannybuilder.com&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''CLEO Code 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]]. Originally made for [[San Andreas]] it was ported for [[GTA 3]] and [[Vice City]]. CLEO was created and originally developed by {{U|Seemann}}, now it's continued by Alien.&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 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;
== Game Versions Compatibility ==&lt;br /&gt;
&lt;br /&gt;
CLEO only works with SA v1.0 and v1.01.&lt;br /&gt;
&lt;br /&gt;
CLEO doesn't work with v2.00 and higher. To get it working you need a downgrade patch (.exe of version 1.0 preferably).&lt;br /&gt;
&lt;br /&gt;
It appears that CLEO doesn't work with certain versions of GTA San Andreas. It crashes the game at startup. To solve this problem, [http://sannybuilder.com/forums/viewtopic.php?id=109 visit this topic] and scroll down for the compact exe archive and password.&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
All versions before CLEO 4 had a bug with MP3s. Using MP3s could cause occasional crashes of the game while using CLEO 3.&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;
== External links ==&lt;br /&gt;
* [http://cleo.sannybuilder.com CLEO Library website]&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;
* {{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;
{{SA-navi}}&lt;br /&gt;
[[Category:GTA 3]][[Category:GTA VC]][[Category:Mission Scripting]]&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Saves_(GTA_SA)&amp;diff=11205</id>
		<title>Saves (GTA SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Saves_(GTA_SA)&amp;diff=11205"/>
		<updated>2013-02-03T17:00:45Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: Minor changes in Blocks 0 &amp;amp; 1, Block 8 completely documented&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TocRight}}&lt;br /&gt;
This article deals with the format of a '''save game file''' for [[GTA San Andreas]]. It is specifically geared towards the PC version(s) but much of it may be applicable to console versions too.&lt;br /&gt;
&lt;br /&gt;
==Location and Format Overview==&lt;br /&gt;
By default, GTA SA places its saved game files into the folder &amp;quot;GTA San Andreas User Files&amp;quot; which is located in the current user's Documents folder. The location of this folder varies depending upon the version of Windows installed. Some typical locations for a user with an account named &amp;quot;Fred&amp;quot; would be:&lt;br /&gt;
* &amp;lt;code&amp;gt;C:\My Documents\GTA San Andreas User Files&amp;lt;/code&amp;gt; &amp;amp;ndash; ''Windows 98'' Example&lt;br /&gt;
* &amp;lt;code&amp;gt;C:\Documents and Settings\Fred\My Documents\GTA San Andreas User Files&amp;lt;/code&amp;gt; &amp;amp;ndash; ''Windows XP'' Example&lt;br /&gt;
* &amp;lt;code&amp;gt;C:\Users\Fred\Documents\GTA San Andreas User Files&amp;lt;/code&amp;gt; &amp;amp;ndash; ''Windows Vista'' Example&lt;br /&gt;
Obviously those locations can vary based upon different Windows configurations or installation options. Note also that the executable can be modified to use a different file location through the use of a hex editor and special registry key in a process outlined at [http://www.gtaforums.com/index.php?showtopic=194371 GTAForums] or use [http://www.gtaforums.com/index.php?act=ST&amp;amp;f=223&amp;amp;t=322330 Save Game Path Editor]&lt;br /&gt;
&lt;br /&gt;
The save files themselves are named in the format '''GTASAsfX.b''' where '''X''' represents the in-game slot number. So, the game saved in slot 1 will be stored in the save file '''GTASAsf1.b''' and the game saved in slot 5 will be stored in the save file '''GTASAsf5.b'''. There are 8 slots available in the game (1-8). GTASA save files are always 0x31800 bytes long (202,752 in decimal) and are not compressed or encoded in any way.&lt;br /&gt;
&lt;br /&gt;
==Format Details==&lt;br /&gt;
A GTASA save file consists of 28 &amp;quot;blocks&amp;quot; of data followed by some duplicated data for padding and then ending with a checksum value. Each of these elements is described below.&lt;br /&gt;
&lt;br /&gt;
===Data Blocks===&lt;br /&gt;
Each data block consists of the 5 characters '''BLOCK''' followed by a variable amount of data; in general, each block has its own unique internal format. The format descriptions in this article only deal with those internal block formats which follow the initial '''BLOCK''' identifier and all offsets start at the byte following the '''BLOCK''' identifier for the given block.&lt;br /&gt;
&lt;br /&gt;
Note that many of the blocks contain data structures. These structures are aligned along 4-byte boundaries; thus if there's a field with size 1 or 2 bytes in the end of structure, there are also additional unused bytes present at the end of the structure which pad it to fill the remaining space. This type of gap can also occur in the middle of a structure. The convention used by this article is to mark such gaps as an array of bytes with the description '''(Align)''' .&lt;br /&gt;
&lt;br /&gt;
====Block 0: Miscellaneous====&lt;br /&gt;
Game &amp;quot;meta-information&amp;quot; giving the overall state of things. This block has a constant length of 0x138 bytes&lt;br /&gt;
{|{{Prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
!OFFSET&lt;br /&gt;
!TYPE&lt;br /&gt;
!DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|0x0000  ||dword    ||version ID (checksum of a string describing the time of compilation){{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0x0004  ||char[100]||save name (long names are truncated on the save/load screen){{Ref|2}}&lt;br /&gt;
|-&lt;br /&gt;
|0x0068  ||byte     ||current [[Mission_Pack|mission pack]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0069  ||byte[3]  ||(Align)&lt;br /&gt;
|-&lt;br /&gt;
|0x006C  ||dword    ||current town (island) (used when a replay playback is started/finished)&lt;br /&gt;
|-&lt;br /&gt;
|0x0070  ||float[3] ||camera coordinates (x,y,z)&lt;br /&gt;
|-&lt;br /&gt;
|0x007C  ||dword    ||length (ms) of in-game minute&lt;br /&gt;
|-&lt;br /&gt;
|0x0080  ||dword    ||weather timer&lt;br /&gt;
|-&lt;br /&gt;
|0x0084  ||byte     ||current in-game month&lt;br /&gt;
|-&lt;br /&gt;
|0x0085  ||byte     ||current in-game month day&lt;br /&gt;
|-&lt;br /&gt;
|0x0086  ||byte     ||game hour&lt;br /&gt;
|-&lt;br /&gt;
|0x0087  ||byte     ||game minute&lt;br /&gt;
|-&lt;br /&gt;
|0x0088  ||byte     ||weekday&lt;br /&gt;
|-&lt;br /&gt;
|0x0089  ||byte     ||current in-game month (copy)&lt;br /&gt;
|-&lt;br /&gt;
|0x008A  ||byte     ||current in-game month day (copy)&lt;br /&gt;
|-&lt;br /&gt;
|0x008B  ||byte     ||game hour (copy)&lt;br /&gt;
|-&lt;br /&gt;
|0x008C  ||byte     ||game minute (copy)&lt;br /&gt;
|-&lt;br /&gt;
|0x008D  ||byte     ||Boolean: time copy flag{{Ref|3}}&lt;br /&gt;
|-&lt;br /&gt;
|0x008E  ||word     ||pad mode&lt;br /&gt;
|-&lt;br /&gt;
|0x0090  ||byte     ||Boolean: has ever cheated flag&lt;br /&gt;
|-&lt;br /&gt;
|0x0091  ||byte[3]||(Align)&lt;br /&gt;
|-&lt;br /&gt;
|0x0094  ||dword    ||global timer&lt;br /&gt;
|-&lt;br /&gt;
|0x0098  ||float    ||game speed&lt;br /&gt;
|-&lt;br /&gt;
|0x009C  ||float     ||frame delta time&lt;br /&gt;
|-&lt;br /&gt;
|0x00A0  ||float    ||tick time (time of an iteration of the major game loop)&lt;br /&gt;
|-&lt;br /&gt;
|0x00A4  ||dword    ||number of the frames processed from the beginning of the game&lt;br /&gt;
|-&lt;br /&gt;
|0x00A8  ||word      ||(unknown) (related to weather)&lt;br /&gt;
|-&lt;br /&gt;
|0x00AA  ||word      ||(unknown) (related to weather)&lt;br /&gt;
|-&lt;br /&gt;
|0x00AC  ||word     ||weather ID&lt;br /&gt;
|-&lt;br /&gt;
|0x00B0  ||dword     ||(unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0x00B4  ||dword     ||(unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0x00B8  ||float     ||amount of rain&lt;br /&gt;
|-&lt;br /&gt;
|0x00BC  ||dword    ||vehicle camera view (opcode [[09AD]])&lt;br /&gt;
|-&lt;br /&gt;
|0x00C0  ||dword    ||onfoot camera view&lt;br /&gt;
|-&lt;br /&gt;
|0x00C4  ||dword    ||current interior&lt;br /&gt;
|-&lt;br /&gt;
|0x00C8  ||byte      ||(unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0x00CC  ||dword    ||original interior color (?)&lt;br /&gt;
|-&lt;br /&gt;
|0x00D0  ||byte     ||interior color flag (?)&lt;br /&gt;
|-&lt;br /&gt;
|0x00D4  ||float     ||(unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0x00D8  ||dword    ||changed interior color (?)&lt;br /&gt;
|-&lt;br /&gt;
|0x00DC  ||dword     ||(unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0x00E0  ||byte     ||Boolean: riot mode flag (opcode [[06C8]])&lt;br /&gt;
|-&lt;br /&gt;
|0x00E1  ||byte      ||Boolean: unknown, related to riots (always 0)&lt;br /&gt;
|-&lt;br /&gt;
|0x00E4  ||dword    ||max wanted level (opcode [[01F0]])&lt;br /&gt;
|-&lt;br /&gt;
|0x00E8  ||dword    ||max chaos{{Ref|4}}&lt;br /&gt;
|-&lt;br /&gt;
|0x00EC  ||byte      ||is french language set (does nothing)&lt;br /&gt;
|-&lt;br /&gt;
|0x00ED  ||byte     ||is german game (opcode [[040C]]; not affected by the language)&lt;br /&gt;
|-&lt;br /&gt;
|0x00EE  ||byte     ||censore flag{{Ref|5}}&lt;br /&gt;
|-&lt;br /&gt;
|0x011C  ||byte     ||times left to display a cinematic camera help{{Ref|6}}&lt;br /&gt;
|-&lt;br /&gt;
|0x011E  ||word      ||&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://msdn2.microsoft.com/en-us/library/ms724950.aspx SYSTEMTIME]&amp;lt;/span&amp;gt; wYear&lt;br /&gt;
|-&lt;br /&gt;
|0x0120  ||word     ||SYSTEMTIME wMonth&lt;br /&gt;
|-&lt;br /&gt;
|0x0122  ||word     ||SYSTEMTIME wDayOfWeek&lt;br /&gt;
|-&lt;br /&gt;
|0x0124  ||word     ||SYSTEMTIME wDay&lt;br /&gt;
|-&lt;br /&gt;
|0x0126  ||word     ||SYSTEMTIME wHour&lt;br /&gt;
|-&lt;br /&gt;
|0x0128  ||word     ||SYSTEMTIME wMinute&lt;br /&gt;
|-&lt;br /&gt;
|0x012A  ||word     ||SYSTEMTIME wSecond&lt;br /&gt;
|-&lt;br /&gt;
|0x012C  ||word     ||SYSTEMTIME wMilliseconds&lt;br /&gt;
|-&lt;br /&gt;
|0x0130  ||dword    ||Player target marker handle (handle of the red target icon in the map menu)&lt;br /&gt;
|-&lt;br /&gt;
|0x0134  ||byte     ||Boolean: the vehicle stealing help was shown{{Ref|7}}&lt;br /&gt;
|-&lt;br /&gt;
|0x0135  ||byte     ||Boolean: All taxis have nitro (opcode [[0572]] flag)&lt;br /&gt;
|-&lt;br /&gt;
|0x0136  ||byte     ||Boolean: Prostitutes pay you (opcode [[0A3D]] flag)&lt;br /&gt;
|-&lt;br /&gt;
|0x0137  ||byte      ||(Align)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|1}} Version 2.0 of GTASA will not load a save file if the Version ID String does not match its own Version ID String. Thus if a game was played on a version 1.x exe using the exact same set of mission scripts as a version 2.0 installation, the version 2.0 game will refuse to load the save unless this ID is changed. Version 1.x exes make no Version ID String check and will attempt to load any non-corrupted save. Some known Version ID String values (listed as consecutive bytes):&lt;br /&gt;
* 0x75 0x81 0xDA 0x35 -- Version 1.00 Unmodified EXE&lt;br /&gt;
* 0x83 0xE5 0xF3 0x65 -- Version 1.00 Modified EXE&lt;br /&gt;
* 0x58 0xBE 0x6E 0x9A -- Version 1.01 Unmodified EXE&lt;br /&gt;
* 0x5E 0x76 0x45 0x93 -- Version 1.01 Modified EXE&lt;br /&gt;
* 0xF6 0x8D 0x14 0xFD -- Version 2.00 Unmodified EXE&lt;br /&gt;
* 0x22 0xCC 0x31 0x5D -- Version 2.00 (German)&lt;br /&gt;
* 0xF6 0x8D 0x14 0xFD -- PS2 Version 2 (Greatest Hits)&lt;br /&gt;
* 0x4C 0xDC 0x1D 0x64 -- PS2 Version 1 (Original Edition)&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|2}} While the save name can be changed here to pretty much anything, that name will not persist the next time the game is saved, even if no missions were completed during the play session. This is because each time the game is saved this name string is reset based upon the [[GXT]] entry for the Last Mission Passed key stored in Block 16.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|3}} Time copy flag shows whether the time data was saved using opcode [[0253]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|4}} Chaos is a value need to be gained to get one more star. MaxChaos is a limit for current wanted level.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|5}} When the censore flag is set to 0, some actions are disabled in the game, such as money drop from the killed people, no more headshots, etc. This flag is controlled by what language you are using. If it's English, this flag is set to 1.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|6}} This is a number of how much times the cinematic camera help (about switching display modes) will be shown. Initially this value equals to 2. When it reaches zero, the help does not appear on cinematic camera enabling.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|7}} This is a flag, which is set to 1 when player first time stealing a vehicle and get a help message about it, to prevent displaying this message again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block 1: Script ====&lt;br /&gt;
Information pertaining to the [[mission script]]s in use when the game was saved. Includes all global variables and information about running threads including thread pointers and local variables. A minor size difference between the MAIN section of the version 1 and version 2 scripts is the primary cause of incompatibility between version 1 and version 2 saves because it forces the other threads to be at slightly different memory locations. One can adjust the thread pointers in this block and (if converting from 1 to 2) the Version ID String from block 0 to convert a save between the two versions; this applies to either completely unmodded or identically-modded installations of v1 and v2.&lt;br /&gt;
&lt;br /&gt;
As the first section in this block can vary in size, offsets given are from the current section.&lt;br /&gt;
&lt;br /&gt;
 OFFSET  TYPE                      DESCRIPTION&lt;br /&gt;
 0x0000  dword                     Size of Global Variable space&lt;br /&gt;
 0x0004  dword[]                   Global Variable Space -- every var is 4 bytes; the types can vary&lt;br /&gt;
  ...&lt;br /&gt;
 0x0000  ExternalScriptTrigger[70] each is 0x14 bytes in size; see details below&lt;br /&gt;
 0x0578  dword                     OnMissionFlag offset  -- address of the global variable set by opcode 0180&lt;br /&gt;
 0x057C  dword                     time when last mission was passed (when either opcode 0318 or 0595 is executed)&lt;br /&gt;
 0x0580  StaticReplacement[25]     each is 0x10 bytes in size; see details below&lt;br /&gt;
 0x0710  InvisibleObject[20]       each is 8 bytes in size; see details below&lt;br /&gt;
 0x07B0  dword[20]                 keeps model identifiers which are excluded from&lt;br /&gt;
                                   the carparking generation (similar to opcode [[03C5]]). Unused.&lt;br /&gt;
 0x0800  LodAssignment[10]         each is 8 bytes in size; see details below&lt;br /&gt;
 0x0850  ScriptAssignment[8]       each is 0x14 bytes in size; see details below&lt;br /&gt;
 0x08F0  byte                      Boolean: unknown flag (UNUSED)&lt;br /&gt;
 0x08F1  byte                      Boolean: unknown flag (UNUSED)&lt;br /&gt;
 0x08F2  dword                     scm size&lt;br /&gt;
 0x08F6  dword                     max mission size&lt;br /&gt;
 0x08FA  dword                     missions number&lt;br /&gt;
 0x08FE  dword                     highest local variable ever in a mission&lt;br /&gt;
 0x0902  dword                     Number of Running Threads (nThreads)&lt;br /&gt;
 0x0906  Thread[nThreads]          Thread structures -- each is 0x106 bytes in size; see details below&lt;br /&gt;
&lt;br /&gt;
 ExternalScriptTrigger&lt;br /&gt;
   0x00   word                     Index in the script.img&lt;br /&gt;
   0x02   byte                     Attach type (actor or object)&lt;br /&gt;
   0x03   byte                     Type? -- only for ObjectTrigger&lt;br /&gt;
   0x04   dword                    Status?&lt;br /&gt;
   0x08   float                    Radius -- vary only for ObjectTrigger (ActorTrigger uses a pre-defined radius of 5.0)&lt;br /&gt;
   0x0C   word                     modelID&lt;br /&gt;
   0x0E   word                     chance of initialization (in percents)&lt;br /&gt;
   0x10   dword                    (unknown)&lt;br /&gt;
   0x14                            end&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* These triggers are created with opcodes [[0928]], [[0929]]&lt;br /&gt;
&lt;br /&gt;
 Thread Structure:&lt;br /&gt;
   0x00  word                      Index/Handle&lt;br /&gt;
   0x02  byte[224]                 Thread Memory Dump -- see details below&lt;br /&gt;
   0xE2  byte[36]                  Relative Addresses -- see details below&lt;br /&gt;
&lt;br /&gt;
 Thread Memory Dump:&lt;br /&gt;
   0x00  dword                     Next Pointer&lt;br /&gt;
   0x04  dword                     Previous Pointer&lt;br /&gt;
   0x08  char[8]                   Thread Name&lt;br /&gt;
   0x10  dword                     Absolute Base Address&lt;br /&gt;
   0x14  dword                     Absolute IP&lt;br /&gt;
   0x18  dword[8]                  Absolute Return Stack&lt;br /&gt;
   0x38  word                      Stack Pointer&lt;br /&gt;
   0x3A  byte[2]                   (Align)&lt;br /&gt;
   0x3C  dword[32]                 Local Variables&lt;br /&gt;
   0xBC  dword[2]                  Local Timers&lt;br /&gt;
   0xC4  byte                      Boolean: is active&lt;br /&gt;
   0xC5  byte                      Boolean: 'if' statement result&lt;br /&gt;
   0xC6  byte                      Boolean: uses mission cleanup&lt;br /&gt;
   0xC7  byte                      Boolean: is external&lt;br /&gt;
   0xC8  byte                      Boolean: overrides text box&lt;br /&gt;
   0xC9  byte                      External script attach type&lt;br /&gt;
   0xCA  byte[2]                   (Align)&lt;br /&gt;
   0xCC  dword                     Wakeup Time&lt;br /&gt;
   0xD0  word                      Boolean: 'if' check result&lt;br /&gt;
   0xD2  byte                      Boolean: 'not' flag&lt;br /&gt;
   0xD3  byte                      Boolean: is Wasted/Busted check active&lt;br /&gt;
   0xD4  byte                      Boolean: is Wasted/Busted&lt;br /&gt;
   0xD5  byte[3]                   (Align)&lt;br /&gt;
   0xD8  dword                     Skip Scene Pos (opcode [[0707]])&lt;br /&gt;
   0xDC  byte                      Boolean: is mission&lt;br /&gt;
   0xDD  byte[3]                   (Align)&lt;br /&gt;
   0xE0                            end&lt;br /&gt;
&lt;br /&gt;
 Relative Addresses     Necessary here because the absolute addresses used in-game depend on memory layout&lt;br /&gt;
   0x00  dword          Relative IP&lt;br /&gt;
   0x04  dword[8]       Relative Return Stack&lt;br /&gt;
&lt;br /&gt;
 StaticReplacement&lt;br /&gt;
   0x00  dword          type (always = 2)&lt;br /&gt;
   0x04  dword          handle of the static object (building)&lt;br /&gt;
   0x08  dword          new modelID&lt;br /&gt;
   0x0C  dword          old modelID&lt;br /&gt;
&lt;br /&gt;
Note: this structure related to opcode [[03B6]].&lt;br /&gt;
&lt;br /&gt;
 InvisibleObject&lt;br /&gt;
   0x00  dword          type&lt;br /&gt;
   0x04  dword          handle of the object&lt;br /&gt;
&lt;br /&gt;
This structure contains handle and type of an object created as invisible one. There are 3 kinds of the types: 2 - static object; 3 - dynamic object; 4 - dummy. Via [[mission scripting]] it's only possible to create a first kind of such object (static) - using opcode [[0363]], so normally the 'type' parameter is equal to 2.&lt;br /&gt;
&lt;br /&gt;
 LodAssignment&lt;br /&gt;
   0x00  dword          Handle of the object&lt;br /&gt;
   0x04  dword          Handle of the LOD object&lt;br /&gt;
&lt;br /&gt;
This structure related to opcode [[0827]].&lt;br /&gt;
&lt;br /&gt;
 ScriptAssignment&lt;br /&gt;
   0x00  dword          modelID of the actor we assing the external script to&lt;br /&gt;
   0x04  char[8]        external script handle as created with opcode [[0884]]&lt;br /&gt;
   0x0C  dword          unknown&lt;br /&gt;
   0x10  dword          unknown&lt;br /&gt;
&lt;br /&gt;
This structure related to opcode [[08E8]].&lt;br /&gt;
&lt;br /&gt;
====Block 2: Players &amp;amp; Objects ====&lt;br /&gt;
Information about players (commonly only one) and mission-script placed objects such as doors, etc.&lt;br /&gt;
&lt;br /&gt;
 OFFSET  TYPE         DESCRIPTION&lt;br /&gt;
 0x00   dword        Number of Players&lt;br /&gt;
 0x04   Player[]     Player structures -- each is 0x224 bytes in size; see details below&lt;br /&gt;
 0x00   dword        Number of Objects&lt;br /&gt;
 0x04   Object[]     Object structures -- each is 0x3C bytes in size; see details below&lt;br /&gt;
&lt;br /&gt;
 Player Structure:&lt;br /&gt;
   0x0000  dword      Handle of a player actor&lt;br /&gt;
   0x0004  dword      Model ID&lt;br /&gt;
   0x0008  dword      [[Ped type]]&lt;br /&gt;
&lt;br /&gt;
   0x000C  dword      size of the following data (0x18C)&lt;br /&gt;
   0x0010  float[3]   X, Y, Z&lt;br /&gt;
   0x001C  float      Health&lt;br /&gt;
   0x0020  float      Armor&lt;br /&gt;
   0x0024  Weapon[13] Weapon Structure -- each is 0x1C in size; see details below&lt;br /&gt;
   0x0190  byte       Ped reference (normally 2)&lt;br /&gt;
   0x0191  byte       Current weapon slot&lt;br /&gt;
   0x0192  byte       unknown&lt;br /&gt;
   0x0193  byte       (Align)&lt;br /&gt;
   0x0194  dword      unknown (ENEX related)&lt;br /&gt;
   0x0198  byte       melee style 1?&lt;br /&gt;
   0x0199  byte       melee style 2?&lt;br /&gt;
   0x019A  byte[2]    (Align)&lt;br /&gt;
&lt;br /&gt;
   0x019C  dword      size of the following data (0x84)&lt;br /&gt;
   0x01A0  dword      chaos&lt;br /&gt;
   0x01A4  byte       wanted level&lt;br /&gt;
   0x01A5  byte[3]    (Align)&lt;br /&gt;
   0x01A8  dword      CRC32 of filename for Torso model&lt;br /&gt;
   0x01AC  dword      CRC32 of filename for Head model&lt;br /&gt;
   0x01B0  dword      CRC32 of filename for Hands model&lt;br /&gt;
   0x01B4  dword      CRC32 of filename for Legs model&lt;br /&gt;
   0x01B8  dword      CRC32 of filename for Feet model&lt;br /&gt;
   0x01BC  dword      CRC32 of filename for Chain model&lt;br /&gt;
   0x01C0  dword      CRC32 of filename for Watch model&lt;br /&gt;
   0x01C4  dword      CRC32 of filename for Shades model&lt;br /&gt;
   0x01C8  dword      CRC32 of filename for Hat model&lt;br /&gt;
   0x01CC  dword      CRC32 of filename for Special model&lt;br /&gt;
   0x01D0  dword      CRC32 of filename for Torso texture&lt;br /&gt;
   0x01D4  dword      CRC32 of filename for Head texture&lt;br /&gt;
   0x01D8  dword      CRC32 of filename for Legs texture&lt;br /&gt;
   0x01DC  dword      CRC32 of filename for Feet texture&lt;br /&gt;
   0x01E0  dword      CRC32 of filename for Upper Left Arm Tattoo texture&lt;br /&gt;
   0x01E4  dword      CRC32 of filename for Lower Left Arm Tattoo texture&lt;br /&gt;
   0x01E8  dword      CRC32 of filename for Upper Right Arm Tattoo texture&lt;br /&gt;
   0x01EC  dword      CRC32 of filename for Lower Right Arm Tattoo texture&lt;br /&gt;
   0x01F0  dword      CRC32 of filename for Back Tattoo texture&lt;br /&gt;
   0x01F4  dword      CRC32 of filename for Left Chest Tattoo texture&lt;br /&gt;
   0x01F8  dword      CRC32 of filename for Right Chest Tattoo texture&lt;br /&gt;
   0x01FC  dword      CRC32 of filename for Stomach Tattoo texture&lt;br /&gt;
   0x0200  dword      CRC32 of filename for Lower Back Tattoo texture&lt;br /&gt;
   0x0204  dword      CRC32 of filename for Chain texture&lt;br /&gt;
   0x0208  dword      CRC32 of filename for Watch texture&lt;br /&gt;
   0x020C  dword      CRC32 of filename for Shades texture&lt;br /&gt;
   0x0210  dword      CRC32 of filename for Hat texture&lt;br /&gt;
   0x0214  dword      CRC32 of filename for Special texture&lt;br /&gt;
   0x0218  float      Body Fat (used for current body type)&lt;br /&gt;
   0x022C  float      Body Muscle (used for current body type)&lt;br /&gt;
   0x0230  dword      (Align)&lt;br /&gt;
* The CRC32 is calculated of the uppercase filename without extension. After calculation the bits are inverted. The files/filenames can be found in data/shopping.dat and by extracting models/player.img. For example, for White Tank the value is 0xffffffff-crc32(&amp;quot;VEST&amp;quot;) = 0xbb1ca4cc for both model and texture.&lt;br /&gt;
&lt;br /&gt;
 Weapon Structure:&lt;br /&gt;
   0x00  dword        Weapon Type&lt;br /&gt;
   0x04  dword        (unknown) possibly Weapon state&lt;br /&gt;
   0x08  dword        (unknown) possibly Ammo in clip&lt;br /&gt;
   0x0C  dword        Weapon Ammo&lt;br /&gt;
   0x10  dword        (unknown) possibly Shots fired&lt;br /&gt;
   0x14  byte[8]      (unknown)&lt;br /&gt;
&lt;br /&gt;
 Object Structure:&lt;br /&gt;
   0x00  dword        Handle&lt;br /&gt;
   0x04  dword        Model ID&lt;br /&gt;
   0x08  dword        constant 48 (size of the following data)&lt;br /&gt;
   0x0C  float[3]     X, Y, Z&lt;br /&gt;
   0x18  byte[3]      CXYZ.right.xyz&lt;br /&gt;
   0x1B  byte[3]      CXYZ.top.xyz&lt;br /&gt;
   0x1E  byte[30]     (unknown)&lt;br /&gt;
&lt;br /&gt;
====Block 3: Garages====&lt;br /&gt;
Information defining all garages (including bomb shops, pay &amp;amp; sprays, etc.) and also describing the cars stored in safehouse garages. This block can vary in size although in the unmodified game it will always be 0x23C7 bytes because there are 50 garages defined. The 80 saved vehicles (4 each in 20 garages) is a fixed number and probably cannot be exceeded. Also, the arrangement of the Garage Car structures in the save is non-intuitive: they follow the pattern Garage 1/Car 1, Garage 2/Car 1, ... Garage 20/Car 1, Garage 1/Car 2, Garage 2/Car 2 ...&lt;br /&gt;
&lt;br /&gt;
 OFFSET  TYPE          DESCRIPTION&lt;br /&gt;
 0x0000  dword         Number of Garages&lt;br /&gt;
 0x0004  byte          Free Bombs&lt;br /&gt;
 0x0005  byte          Free Resprays (opcode [[0335]])&lt;br /&gt;
 0x0006  byte          Boolean: Respray Garages disabled (opcode [[0A14]])&lt;br /&gt;
 0x0007  dword         (Unknown)&lt;br /&gt;
 0x000B  dword         (Unknown)&lt;br /&gt;
 0x000F  dword         (Unknown)&lt;br /&gt;
 0x0013  dword[4]      (Unknown)&lt;br /&gt;
 0x0023  dword         (Unknown)&lt;br /&gt;
 0x0027  GrgCar[20][4] Garage Car structures -- each is 0x40 bytes in size; see details below&lt;br /&gt;
 0x1427  Garage[]      Garage structures -- each is 0x50 bytes in size; see details below&lt;br /&gt;
&lt;br /&gt;
 Garage Car Structure (GrgCar):&lt;br /&gt;
   0x00  float[3]      Coordinates (x,y,z)&lt;br /&gt;
   0x0C  dword         Car Handling Flags&lt;br /&gt;
   0x10  byte          Car Flags&lt;br /&gt;
   0x11  byte          (Unknown)&lt;br /&gt;
   0x12  word          Vehicle Model ID&lt;br /&gt;
   0x14  word[15]      Installed Vehicle Mods (see veh_mods.ide)&lt;br /&gt;
   0x32  byte[4]       Primary Color, Secondary Color, Tertiary Color, (Unknown) Quaternary Color?&lt;br /&gt;
   0x36  byte          Radio Station [see below]&lt;br /&gt;
   0x37  byte[2]       Vehicle Variation&lt;br /&gt;
   0x39  byte          Bomb Type&lt;br /&gt;
   0x3A  byte          Paintjob&lt;br /&gt;
   0x3B  byte          Nitrous Count&lt;br /&gt;
   0x3C  byte[3]       Vector Rotation&lt;br /&gt;
   0x3F  byte          (unknown) Align&lt;br /&gt;
&lt;br /&gt;
 Garage Structure:&lt;br /&gt;
   0x00  byte          Garage Type&lt;br /&gt;
   0x01  byte[2]       Door Flags&lt;br /&gt;
   0x03  byte          (Unknown) Align&lt;br /&gt;
   0x04  float         X Coordinate for Lower Left Front&lt;br /&gt;
   0x08  float         Y Coordinate for Lower Left Front&lt;br /&gt;
   0x0C  float         Z Coordinate for Floor&lt;br /&gt;
   0x10  float[4]      Rotation (Quaternion Rx, Ry, Rz, Rw)&lt;br /&gt;
   0x20  float         Z Coordinate for Ceiling&lt;br /&gt;
   0x24  float         Width (dimension parallel to door in xy plane)&lt;br /&gt;
   0x28  float         Depth (dimension perpendicular to door in xy plane)&lt;br /&gt;
   0x2C  float         Minimum X Coordinate&lt;br /&gt;
   0x30  float         Maximum X Coordinate&lt;br /&gt;
   0x34  float         Minimum Y Coordinate&lt;br /&gt;
   0x38  float         Maximum Y Coordinate&lt;br /&gt;
   0x3C  float         Door is Open = 1&lt;br /&gt;
   0x40  float         (Unknown)door timer/timestamp?&lt;br /&gt;
   0x44  char[8]       Garage Name -- can be used by mission script to access garage&lt;br /&gt;
   0x4C  word          (Unknown) Possibly Original Type&lt;br /&gt;
   0x4E  byte[2]       (Align?)&lt;br /&gt;
   0x50  end&lt;br /&gt;
&lt;br /&gt;
 Door Flags (hex value of bit)&lt;br /&gt;
   offset 0x01&lt;br /&gt;
     0x01      door is open flag (0x3c changes door)&lt;br /&gt;
   offset 0x02&lt;br /&gt;
     0x01      used mod shop (?)&lt;br /&gt;
     0x02      inactive door&lt;br /&gt;
     0x04      used Pay'n'Spray (?)&lt;br /&gt;
     0x08      small door (reflective?)&lt;br /&gt;
     0x10      up and in door&lt;br /&gt;
     0x20      camera follows player&lt;br /&gt;
     0x40      door is closed flag (0x3c changes door)&lt;br /&gt;
     0x80      girlfriend PnS&lt;br /&gt;
&lt;br /&gt;
 Car Flags (hex value of bit)&lt;br /&gt;
     0x01      bulletproof&lt;br /&gt;
     0x02      fireproof&lt;br /&gt;
     0x04      explosion proof&lt;br /&gt;
     0x08      damage proof&lt;br /&gt;
     0x10      5th immunity&lt;br /&gt;
     0x20      bass boost&lt;br /&gt;
     0x40      hydraulics&lt;br /&gt;
     0x80      nitrous flag&lt;br /&gt;
&lt;br /&gt;
 Bomb Types&lt;br /&gt;
     1         5 sec detonator (garage type 2)&lt;br /&gt;
     2         ignition bomb unarmed (garage type 3)&lt;br /&gt;
     3         remote detonator (garage type 4)&lt;br /&gt;
     5         ignition bomb armed (garage type 3)&lt;br /&gt;
&lt;br /&gt;
 Radio Stations&lt;br /&gt;
     0x00      vehicle has no radio&lt;br /&gt;
     0x01      playback fm&lt;br /&gt;
     0x02      k rose&lt;br /&gt;
     0x03      k-dst&lt;br /&gt;
     0x04      bounce fm&lt;br /&gt;
     0x05      sf-ur&lt;br /&gt;
     0x06      radio los santos&lt;br /&gt;
     0x07      radio x&lt;br /&gt;
     0x08      csr 103.9&lt;br /&gt;
     0x09      k-jah west&lt;br /&gt;
     0x0a      master sounds 98.3&lt;br /&gt;
     0x0b      wctr&lt;br /&gt;
     0x0c      user track player&lt;br /&gt;
     0x0d      radio off&lt;br /&gt;
&lt;br /&gt;
====Block 4: Wasted/Busted====&lt;br /&gt;
Unknown data. Block can vary in size depending on number of entries; number of entries may be zero.&lt;br /&gt;
&lt;br /&gt;
 OFFSET  TYPE            DESCRIPTION&lt;br /&gt;
 0x00    dword           Number of Block4Struct structures&lt;br /&gt;
 0x04    byte            Boolean: Lose stuff after wasted (opcode 08DD)&lt;br /&gt;
 0x05    byte            Boolean: Lose stuff after busted (opcode 08DE)&lt;br /&gt;
 0x06    byte            unknown Wasted_Busted Flag&lt;br /&gt;
 0x07    dword           unknown Wasted_Busted time&lt;br /&gt;
 0x0B    Block4Struct[]  unknown structures (UNUSED?) -- see details below&lt;br /&gt;
&lt;br /&gt;
 Block4Struct structure:&lt;br /&gt;
   0x00  byte[12]        (unknown)&lt;br /&gt;
   0x0C  byte[4]         (unknown)&lt;br /&gt;
&lt;br /&gt;
====Block 5: Disabled Pathnode Cubes====&lt;br /&gt;
  0x00    dword           count&lt;br /&gt;
  0x04    Entry[count]    entries  --0x1C size&lt;br /&gt;
&lt;br /&gt;
 Entry structure:&lt;br /&gt;
  0x00    float[6]        x1,x2,y1,y2,z1,z2&lt;br /&gt;
  0x18    byte[4]         bools that somehow indicate which pathtypes are enabled&lt;br /&gt;
&lt;br /&gt;
* Note: these structures somehow related to opcodes [[0606]], [[0607]]&lt;br /&gt;
&lt;br /&gt;
====Block 6: Pickups====&lt;br /&gt;
&lt;br /&gt;
 0x0000   Pickup[620]     Pickups  --Size 0x20&lt;br /&gt;
 0x4D80   word            Number of pickups being picked up (up to 20)&lt;br /&gt;
 0x4D82   byte            Weapon pickup message counter (see note 1 below)&lt;br /&gt;
 0x4D83   dword[20]       Pickups being picked up (they don't exist, but could be checked by opcode [[0214]]&lt;br /&gt;
 0x4DD3                   end&lt;br /&gt;
&lt;br /&gt;
 Pickup structure:&lt;br /&gt;
   0x00    float          current asset value&lt;br /&gt;
   0x04    dword          pointer to CObject&lt;br /&gt;
   0x08    dword          ammo (or max asset value)&lt;br /&gt;
   0x0C    dword          timer&lt;br /&gt;
   0x10    word[3]        x,y,z, all multiplied by 8&lt;br /&gt;
   0x16    word           asset rate&lt;br /&gt;
   0x18    word           model&lt;br /&gt;
   0x1A    word           index&lt;br /&gt;
   0x1C    byte           type&lt;br /&gt;
   0x1D    byte           flags&lt;br /&gt;
   0x1E    byte[2]        (Align?)&lt;br /&gt;
&lt;br /&gt;
Flags:&lt;br /&gt;
*0x01   used pickups?&lt;br /&gt;
*0x02   dropped jetpack?&lt;br /&gt;
*0x04   switched weapon?&lt;br /&gt;
*0x08   collected pickup?&lt;br /&gt;
*0x10   can buy property&lt;br /&gt;
*0x20   can't buy property&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* When you walk across over a weapon pickup having a weapon of same type, the game will propose you to replace this slot with new weapon by pressing Action key. Initially number of this message showing times equals to 10. Each time you see the message, this counter is decreased. This field stores how much times left to display the message.&lt;br /&gt;
&lt;br /&gt;
====Block 7: (Unused)====&lt;br /&gt;
  (Usually empty)&lt;br /&gt;
&lt;br /&gt;
====Block 8: Restart Locations====&lt;br /&gt;
&lt;br /&gt;
 OFFSET  TYPE          DESCRIPTION&lt;br /&gt;
 0x00    word          Wasted structures number&lt;br /&gt;
 0x02    Restart[]     Wasted structures&lt;br /&gt;
 0x00    word          Busted structures number&lt;br /&gt;
 0x02    Restart[]     Busted structures&lt;br /&gt;
 0x00    byte          Boolean: override restart&lt;br /&gt;
 0x01    float[3]      Override next restart coordinates (opcode [[016E]])&lt;br /&gt;
 0x0D    byte          Boolean: fade in after next death (always 1)&lt;br /&gt;
 0x0E    byte          Boolean: fade in after next arrest (always 1)&lt;br /&gt;
 0x0F    float[3]      Override next hospital restart coordinates (opcode [[08DF]])&lt;br /&gt;
 0x1B    float         Override next hospital restart radius{{Ref|8}}&lt;br /&gt;
 0x1F    float         Override next hospital restart heading&lt;br /&gt;
 0x23    float[3]      Override next police restart coordinates (opcode [[08E0]])&lt;br /&gt;
 0x2F    float         Override next police restart radius{{Ref|8}}&lt;br /&gt;
 0x33    float         Override next police restart heading&lt;br /&gt;
&lt;br /&gt;
 Restart structure:&lt;br /&gt;
   0x00  float[3]      coords&lt;br /&gt;
   0x0C  float         heading&lt;br /&gt;
   0x10  dword         town (island)&lt;br /&gt;
   0x14  end&lt;br /&gt;
&lt;br /&gt;
Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|8}} Player has to die/be arrested within this radius in order for an override to happen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block 9: Markers====&lt;br /&gt;
 OFFSET  TYPE           DESCRIPTION&lt;br /&gt;
 0x0000  Markers[175]   Marker structures -- each is 0x28 bytes in size, see details below&lt;br /&gt;
 0x1B58  end&lt;br /&gt;
&lt;br /&gt;
 Marker structure:&lt;br /&gt;
   0x00  dword         color&lt;br /&gt;
   0x04  dword         entity handle this marker is attached to (opcodes [[0186]], [[0187]], etc)&lt;br /&gt;
   0x08  float[3]      position X,Y,Z&lt;br /&gt;
   0x14  word          index?&lt;br /&gt;
   0x16  byte[2]       (Align)&lt;br /&gt;
   0x18  float         sphere radius&lt;br /&gt;
   0x1C  word          icon size&lt;br /&gt;
   0x1E  byte[2]       (Align)&lt;br /&gt;
   0x20  dword         (unknown)&lt;br /&gt;
   0x24  byte          icon ID&lt;br /&gt;
   0x25  byte[2]       unknown flags&lt;br /&gt;
   0x27  byte          (Align)&lt;br /&gt;
   0x28  end&lt;br /&gt;
&lt;br /&gt;
====Block 10: Zones====&lt;br /&gt;
This block contains information about map zones in three arrays. The first array is for size and location information for the zones as initially defined in the data file [[Zone|info.zon]]. The second array contains entries for each of the uniquely-named zones defined in the first array and stores information about things like gang densities and [[popcycle.dat]] group info for each zone. Much of this info is set by specific opcodes such as [[076C]], [[076A]], [[0767]], and [[0874]].) The ID number for a given entry in the first array refers to an entry in the second array. The third array is another size/location array similar to the first but based on the data file [[Zone|map.zon]].&lt;br /&gt;
&lt;br /&gt;
One interesting note about this block is that a small amount of corruption here causes the &amp;quot;Taxi Glitch&amp;quot; situation where the taxi mission always tells you there are no fares nearby no matter where you are. The problem is that the first entry of the first array (the '''SAN_AND''' zone describing the entire map) gets mangled and the taxi mission references that zone to pick a passenger. For more on this glitch and how to fix it, see the [http://www.gtaforums.com/index.php?showtopic=257759 GTAForums thread on it].&lt;br /&gt;
&lt;br /&gt;
 OFFSET  TYPE        DESCRIPTION&lt;br /&gt;
 0x0000  dword       current town (island)&lt;br /&gt;
 0x0004  word        Number of entries for first ZoneInfo Array&lt;br /&gt;
 0x0006  word        Number of entries for ZonePop Array&lt;br /&gt;
 0x0008  word        Number of entries for second ZoneInfo Array&lt;br /&gt;
 0x000A  ZoneInfo[]  Array populated from file data/info.zon&lt;br /&gt;
  ...&lt;br /&gt;
 0x0000  ZonePop[]   Array of gang density and popcycle info&lt;br /&gt;
  ...&lt;br /&gt;
 0x0000  ZoneInfo[]  Array populated from file data/map.zon&lt;br /&gt;
  ...&lt;br /&gt;
 0x0000  byte[100]   map fog array; see details below&lt;br /&gt;
 0x0064  dword       number of opened map sectors&lt;br /&gt;
&lt;br /&gt;
 ZoneInfo Structure:&lt;br /&gt;
   0x00  char[8]     zone name&lt;br /&gt;
   0x08  char[8]     zone gxt key (for name displayed on-screen)&lt;br /&gt;
   0x10  word[3]     x1,y1,z1 (rounded to ints)&lt;br /&gt;
   0x16  word[3]     x2,y2,z2 (rounded to ints)&lt;br /&gt;
   0x1C  word        id&lt;br /&gt;
   0x1E  byte        type&lt;br /&gt;
   0x1F  byte        island&lt;br /&gt;
   0x20  (end)&lt;br /&gt;
&lt;br /&gt;
 ZonePop Structure:&lt;br /&gt;
   0x00  byte        Gang 0 Density (set by opcode [[076C]])&lt;br /&gt;
   0x01  byte        Gang 1 Density (set by opcode 076C)&lt;br /&gt;
   0x02  byte        Gang 2 Density (set by opcode 076C)&lt;br /&gt;
   0x03  byte        Gang 3 Density (set by opcode 076C)&lt;br /&gt;
   0x04  byte        Gang 4 Density (set by opcode 076C)&lt;br /&gt;
   0x05  byte        Gang 5 Density (set by opcode 076C)&lt;br /&gt;
   0x06  byte        Gang 6 Density (set by opcode 076C)&lt;br /&gt;
   0x07  byte        Gang 7 Density (set by opcode 076C)&lt;br /&gt;
   0x08  byte        Gang 8 Density (set by opcode 076C)&lt;br /&gt;
   0x09  byte        Gang 9 Density (set by opcode 076C)&lt;br /&gt;
   0x0A  byte        Dealer Density (set by opcode [[076A]])&lt;br /&gt;
   0x0B  byte[4]     RBGA color of zone on map/radar&lt;br /&gt;
   0x0F  byte        Popcycle Group (set by opcode [[0767]])* see notes below&lt;br /&gt;
   0x10  byte        Ped-related (set by opcode [[0874]])&lt;br /&gt;
   0x11  (end)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
# The ZonePop byte at offset 0x0F appears to use the upper 3 bits for flags. Bit 0x20 will be set if gangs are present in the zone and cleared if no gangs are present. Bit 0x40 is unobserved, and cleared if set manually. Bit 0x80 is set with opcode 09B7 and disables the footcops in that zone.&lt;br /&gt;
# Map Fog Array: Each byte denotes the state of the certain map sector (00 = not visited / 01 = visited); byte order = N to S (10 rows), then E to W (10 cols).&lt;br /&gt;
&lt;br /&gt;
====Block 11: Gang Weapons====&lt;br /&gt;
 OFFSET  TYPE            DESCRIPTION&lt;br /&gt;
 0x0000  GangWeapons[10] GangWeapons structures -- each is 0x10 bytes in size; see details below&lt;br /&gt;
 0x00A0  (end)&lt;br /&gt;
&lt;br /&gt;
 GangWeapons[]&lt;br /&gt;
   0x00  byte[4]         unused&lt;br /&gt;
   0x04  dword           weaponID A&lt;br /&gt;
   0x08  dword           weaponID B&lt;br /&gt;
   0x0C  dword           weaponID C&lt;br /&gt;
   0x10  (end)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Data can be changed by opcode 0237&lt;br /&gt;
&lt;br /&gt;
====Block 12: Car Generators====&lt;br /&gt;
 0x00    dword               count&lt;br /&gt;
 0x04    byte                unknown counter (0..3)&lt;br /&gt;
 0x05    byte                unknown counter (0..20); when it's non-zero, the game doesn't check the timer (0x16)&lt;br /&gt;
 0x06    CarGen[count]       see details below&lt;br /&gt;
 ---- numberplates:&lt;br /&gt;
 0x00    dword               num entries used&lt;br /&gt;
 0x04    Numplate[15]        number plates&lt;br /&gt;
 0xf4                        end&lt;br /&gt;
&lt;br /&gt;
 CarGen structure:&lt;br /&gt;
   0x00    word             index (0..499)&lt;br /&gt;
   0x02    word             model&lt;br /&gt;
   0x04    byte[2]          colors&lt;br /&gt;
   0x06    word[3]          x,y,z, all multiplied by 8&lt;br /&gt;
   0x0C    byte             heading/360*256&lt;br /&gt;
   0x0D    byte             alarm chance&lt;br /&gt;
   0x0E    byte             locked chance&lt;br /&gt;
   0x0F    byte             flags: bit 2=force spawn, bit 8=player owned&lt;br /&gt;
   0x10    word             unknown setting (IPL field 11, scm field 7)&lt;br /&gt;
   0x12    word             monetary value (unused?)&lt;br /&gt;
   0x14    bytes[2]         unknown (align?)&lt;br /&gt;
   0x16    dword            timer&lt;br /&gt;
   0x1A    word             unknown activity&lt;br /&gt;
   0x1C    word             number of cars to generate (101 or higher means unlimited generation)&lt;br /&gt;
   0x1E    byte             [[Binary IPL|IPL stream]] of binary generators (non-zero records are not saved)&lt;br /&gt;
   0x1F    byte             allocation flag (when game adds a new parked car it searches for the allocation = 0;&lt;br /&gt;
                            then sets it to 1 and never set back to 0).&lt;br /&gt;
   0x20    byte[2]          unknown (align?)&lt;br /&gt;
   0x22                     end&lt;br /&gt;
&lt;br /&gt;
 Numplate structure:&lt;br /&gt;
   0x00    dword            car generator handle (index)&lt;br /&gt;
   0x04    char[8]          numberplate string&lt;br /&gt;
   0x0C    byte[4]          unknown (align?)&lt;br /&gt;
   0x10                     end&lt;br /&gt;
&lt;br /&gt;
====Block 13: (Unused)====&lt;br /&gt;
 (Usually Empty)&lt;br /&gt;
&lt;br /&gt;
====Block 14: (Unused)====&lt;br /&gt;
 (Usually Empty)&lt;br /&gt;
&lt;br /&gt;
====Block 15: Player data====&lt;br /&gt;
 OFFSET  TYPE            DESCRIPTION&lt;br /&gt;
 0x00    dword           size of block (always 28h)&lt;br /&gt;
 0x04    dword           money&lt;br /&gt;
 0x08    word            (unknown)&lt;br /&gt;
 0x0A    byte            is wasted_or_busted flag&lt;br /&gt;
 0x0B    byte            (Align)&lt;br /&gt;
 0x0C    float           (unknown)&lt;br /&gt;
 0x10    dword           amount of money shown on screen&lt;br /&gt;
 0x14    byte            (unknown)&lt;br /&gt;
 0x15    byte[3]         (Align)&lt;br /&gt;
 0x18    dword           (unused) hidden packages left&lt;br /&gt;
 0x1C    dword           (unused) total hidden packages&lt;br /&gt;
 0x20    byte            infinite run (opcode [[0330]])&lt;br /&gt;
 0x21    byte            fast reload (opcode [[0331]])&lt;br /&gt;
 0x22    byte            fireproof ([[055D]])&lt;br /&gt;
 0x23    byte            max health&lt;br /&gt;
 0x24    byte            max armor (opcode [[055F]])&lt;br /&gt;
 0x25    byte            free busted once&lt;br /&gt;
 0x26    byte            free wasted once (opcode [[0414]])&lt;br /&gt;
 0x27    byte            enable driveby (opcode [[0501]])&lt;br /&gt;
 0x28    byte            (unknown)&lt;br /&gt;
 0x29    byte            (Align)&lt;br /&gt;
 0x2A    word            (unknown)&lt;br /&gt;
 0x2C                    end&lt;br /&gt;
&lt;br /&gt;
====Block 16: Stats====&lt;br /&gt;
 0x0000   float[82]       float stats (numbered 0..81 in scm)&lt;br /&gt;
 0x0148   dword[223]      int stats (numbered 120..342 in scm)&lt;br /&gt;
 0x04C4   dword[32]&lt;br /&gt;
 0x0544   char[8]         last mission passed (gxt key)&lt;br /&gt;
 0x054C   byte[56]&lt;br /&gt;
 0x0584   dword[100]&lt;br /&gt;
 0x0714   byte[128]&lt;br /&gt;
 0x0794                    end&lt;br /&gt;
&lt;br /&gt;
====Block 17: Police trigger zones====&lt;br /&gt;
 OFFSET  TYPE                   DESCRIPTION&lt;br /&gt;
 0x0000  dword                  Number of Police trigger zones&lt;br /&gt;
 0x0004  PoliceTriggerZone[210] Trigger structures -- each is 0x20 bytes in size; see details below&lt;br /&gt;
 0x1A44                         end&lt;br /&gt;
&lt;br /&gt;
 PoliceTriggerZone&lt;br /&gt;
   0x00  dword                police trigger last activation time&lt;br /&gt;
   0x04  word[2]              police trigger zone point 1 (x,y) -- all multiplied by 8&lt;br /&gt;
   0x08  word[2]              police trigger zone point 2 (x,y) -- all multiplied by 8&lt;br /&gt;
   0x0C  word[2]              police vehicle A starting point (x,y) -- all multiplied by 8&lt;br /&gt;
   0x10  word[2]              police vehicle A initial direction (x,y) -- all multiplied by 8&lt;br /&gt;
   0x14  word[2]              police vehicle B starting point (x,y) -- all multiplied by 8&lt;br /&gt;
   0x18  word[2]              police vehicle B initial direction (x,y) -- all multiplied by 8&lt;br /&gt;
   0x1C  byte                 police trigger type; see details below&lt;br /&gt;
   0x1D  byte[3]              (Align)&lt;br /&gt;
   0x20                       end&lt;br /&gt;
&lt;br /&gt;
Police Trigger Types&lt;br /&gt;
* 1 - On Foot with 1 star spawns 2 cop cars moving slowly&lt;br /&gt;
* 2 - In Vehicle with 2 stars spawns 1 cop car moving quickly&lt;br /&gt;
* 3 - In Vehicle with 2 stars spawns 1 cop car at medium speed&lt;br /&gt;
* 4 - On Foot with 1 star spawns 1 cop pedestrian&lt;br /&gt;
* 5 - On Foot with 1 star spawns 2 cop pedestrians&lt;br /&gt;
* 6 - In Vehicle with 2 stars spawns 2 cop cars moving quickly before hitting breaks&lt;br /&gt;
* 7 - In Vehicle with 2 stars spawns 2 cop cars moving quickly&lt;br /&gt;
* 8 - On Foot with 1 star spawns 2 cop cars at medium speed&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
# Police Triggers are a special zone consisting of a rectangle defined by 2 ends of the rectangle diagonal, and two rays defined by a starting point and point along the ray indicating the initial direction of travel.&lt;br /&gt;
# When the player is in the police trigger rectangle and meets the requirements of the police trigger type, then a cop will spawn at the endpoint of ray A headed in the direction of the 2nd defined point.&lt;br /&gt;
# If the police trigger type includes 2 police, then a cop will also spawn along ray B.&lt;br /&gt;
# The police are not bound to continue in the specified direction after their initial spawn.&lt;br /&gt;
# In order to trigger In Vehicle trigger types the vehicle must be moving.&lt;br /&gt;
# Police trigger zones are activated only once per 40 seconds (the first field is used to control this).&lt;br /&gt;
# Police trigger zones can be created using opcode [[04F8]]&lt;br /&gt;
# http://www.gtaforums.com/index.php?showtopic=260803&lt;br /&gt;
&lt;br /&gt;
====Block 18: Models====&lt;br /&gt;
 OFFSET  TYPE          DESCRIPTION&lt;br /&gt;
 0x0000  byte[26316]   (unknown)&lt;br /&gt;
 0x66CC                end&lt;br /&gt;
&lt;br /&gt;
====Block 19: Ped Acquaintances====&lt;br /&gt;
 OFFSET  TYPE                       DESCRIPTION&lt;br /&gt;
 0x000   PedAcquaintance[32]        PedAcquaintance structures, each is 20 bytes in size -- see details below&lt;br /&gt;
 0x280   end&lt;br /&gt;
&lt;br /&gt;
 PedAcquaintance -- See notes below&lt;br /&gt;
   0x00  dword    respect bitmask&lt;br /&gt;
   0x04  dword    like bitmask&lt;br /&gt;
   0x08  dword    (unused) (ignore?)&lt;br /&gt;
   0x0C  dword    dislike bitmask&lt;br /&gt;
   0x10  dword    hate bitmask&lt;br /&gt;
&lt;br /&gt;
* This structure stores information about how a ped of given pedtype (each entry in PedAcquaintance[32] is separate pedtype, starting from 0 (PLAYER1) to 31 (MISSION8)) behaves toward any ped of other type. Five dwords in this structure (only four of them are used) are the bitmasks, where a bit sets a flag of acquaintance type (respect, like, dislike, hate) to the pedtype of given index (=number of bit). Say, if the 4th bit (counting from zero) in PedAcquaintance[5].respect is set, it means that a ped of type CIVFEMALE (pedtype=5) respects a ped of type CIVMALE (pedtype=4).&lt;br /&gt;
* These structures are filled with data from the file [[ped.dat]]. The acquaintances flags could be changed via scripts (using opcode [[0746]] and similar).&lt;br /&gt;
&lt;br /&gt;
====Block 20: Tags====&lt;br /&gt;
 0x00      dword           total number of the tags (count)&lt;br /&gt;
 0x04      byte[count]     tags paint status (0-255)&lt;br /&gt;
&lt;br /&gt;
====Block 21: IPL====&lt;br /&gt;
&lt;br /&gt;
 0x0000    dword           constant 256&lt;br /&gt;
 0x0004    byte[255]       Flags to enable binary IPLs (see notes below)&lt;br /&gt;
 0x0103    end&lt;br /&gt;
&lt;br /&gt;
Notes: The order of the flags corresponds to the order the IPLs appear in gta3.img. These flags only affect non-stream IPLs; stream IPLs are always enabled regardless of flag value. (*plus something on the opcodes used to enable/disable the flags*)&lt;br /&gt;
&lt;br /&gt;
IPL Version Map:&lt;br /&gt;
 Hex Dec   PCv1                PCv2v3              PS2v1v2&lt;br /&gt;
 05    5   barriers1           countryn_stream0    levelmap_stream1&lt;br /&gt;
 06    6   barriers2           countryn_stream1    countryn_stream0&lt;br /&gt;
 2D   45   countryw_stream5    crack               sfe_stream2&lt;br /&gt;
 31   49   truthsfarm          sfse_stream3        sfs_stream0&lt;br /&gt;
 3E   62   crack               truthsfarm          crack&lt;br /&gt;
 3F   63   sfse_stream0        barriers1           sfse_stream0&lt;br /&gt;
 40   64   sfse_stream1        barriers2           sfse_stream1&lt;br /&gt;
 52   82   vegasn_stream2      carter              countryw_stream7&lt;br /&gt;
 55   85   vegasn_stream5      lae2_stream2        truthsfarm&lt;br /&gt;
 56   86   vegasn_stream6      lae2_stream3        barriers1&lt;br /&gt;
 57   87   vegasn_stream7      lae2_stream4        barriers2&lt;br /&gt;
 70  112   vegasw_stream6      lawn_stream3        carter&lt;br /&gt;
 7F  127   carter              countrye_stream5    lae_stream5&lt;br /&gt;
Usage: PCv1 can control the PCv2 carter objects by calling vegasn_stream2&lt;br /&gt;
&lt;br /&gt;
====Block 22: Shopping====&lt;br /&gt;
   0    dword           count&lt;br /&gt;
   4                    entries (8 bytes each)&lt;br /&gt;
 ----&lt;br /&gt;
   0    dword           size&lt;br /&gt;
   4                    bytes&lt;br /&gt;
Each byte represents the shopping items listed in the order of &amp;quot;section prices&amp;quot; at the beginning of shopping.dat. A short summary of the 544 flags is: CarMods, Clothes (torso, legs, shoes, necklace, watch, glasses, hats), Haircuts, Tattoos, Food, and Weapons.&lt;br /&gt;
&lt;br /&gt;
====Block 23: Gang wars====&lt;br /&gt;
 OFFSET  TYPE            DESCRIPTION&lt;br /&gt;
 0x00    dword           size of block (always 58h)&lt;br /&gt;
 0x04    byte            enable gang wars (opcode [[0879]])&lt;br /&gt;
 0x05    byte[3]         (Align)&lt;br /&gt;
 0x08    dword           current gang war stage&lt;br /&gt;
                             0: no war&lt;br /&gt;
                             1: war provoked&lt;br /&gt;
                             2: first wave&lt;br /&gt;
                             3: first wave passed&lt;br /&gt;
                             4: second wave&lt;br /&gt;
                             5: second wave passed&lt;br /&gt;
                             6: third wave&lt;br /&gt;
 0x0C    dword           time when last stage started&lt;br /&gt;
 0x10    dword           index of warzone in [[#Block_10:_Zones|ZonePop array]]&lt;br /&gt;
 0x14    dword           index of warzone in [[#Block_10:_Zones|ZoneInfo array]]&lt;br /&gt;
 0x18    float[3]        XYZ: players location during a &amp;quot;3rd Kill&amp;quot; (gang war trigger)&lt;br /&gt;
 0x24    dword           attack/war gang ID&lt;br /&gt;
 0x28    dword           war gang 2 ID&lt;br /&gt;
 0x2C    dword           gang strength (0 to 2, 3 is unused)&lt;br /&gt;
 0x30    dword           unknown time&lt;br /&gt;
 0x34    dword           hood under attack stage (?)&lt;br /&gt;
 0x38    float           next attack timer (counts down)&lt;br /&gt;
 0x3C    float[3]        XYZ: center of warzone&lt;br /&gt;
 0x48    dword           hood attack timeout (counts down)&lt;br /&gt;
 0x4C    dword           hood attack marker handle (?)&lt;br /&gt;
 0x50    byte            (unknown)&lt;br /&gt;
 0x51    byte[3]         (Align)&lt;br /&gt;
 0x54    float           previous territories under control ([[08E2]])&lt;br /&gt;
 0x58    float           current territories under control ([[08E2]])&lt;br /&gt;
 0x5C                    end&lt;br /&gt;
&lt;br /&gt;
====Block 24: Unique Stunt Jumps====&lt;br /&gt;
 OFFSET  TYPE        DESCRIPTION&lt;br /&gt;
 0x0000  dword       Number of [[JUMP|Unique Stunt Jumps]] (USJ)&lt;br /&gt;
 0x0004  StuntJump[] Jump structures -- each is 0x44 bytes in size; see details below&lt;br /&gt;
&lt;br /&gt;
 StuntJump -- See note below&lt;br /&gt;
   0x00  float[3]    Start zone point 1 (x,y,z)&lt;br /&gt;
   0x0C  float[3]    Start zone point 2 (x,y,z)&lt;br /&gt;
   0x18  float[3]    Land zone point 1 (x,y,z)&lt;br /&gt;
   0x24  float[3]    Land zone point 2 (x,y,z)&lt;br /&gt;
   0x30  float[3]    Camera coordinates (x,y,z)&lt;br /&gt;
   0x3C  dword       Reward amount (can be negative)&lt;br /&gt;
   0x40  byte        Boolean: is USJ done&lt;br /&gt;
   0x41  byte        Boolean: is USJ found&lt;br /&gt;
   0x42  byte[2]     (Align)&lt;br /&gt;
&lt;br /&gt;
The starting and landing zones are cubes; each is defined by 2 points -- point 1 is the lower, left, front of the cube and point 2 is the upper, right, rear. These cubes are aligned with the coordinate axes and not rotated at all. If a vehicle enters the starting zone while airborne, the USJ triggers (and is marked as 'found'); if the vehicle then lands inside the landing zone, the USJ is successful (and is marked as 'done') and the reward is given.&lt;br /&gt;
&lt;br /&gt;
====Block 25: ENEX Connections====&lt;br /&gt;
   0    dword           count&lt;br /&gt;
   4    word[count]     source index of enex path&lt;br /&gt;
 ----&lt;br /&gt;
   Structure:&lt;br /&gt;
   0    word            source index (break loop if value = -1)&lt;br /&gt;
   2    word            flags&lt;br /&gt;
   4    word            destination index&lt;br /&gt;
 ----&lt;br /&gt;
Enex Path: Normally 0 for outdoor saves, or 1 with the source index of the enex used to access the interior where the game was saved. The enex path may be longer on modified saves. Additional links are appended to the path. The enex path is used to display the zone name for the destination before CJ arrives in the zone.&lt;br /&gt;
&lt;br /&gt;
ENEX Flags&lt;br /&gt;
 BIT HEX   DEC NAME                  DESCRIPTION&lt;br /&gt;
 00 0001     1 unknown interior      Only used for interior markers&lt;br /&gt;
 01 0002     2 unknown pairing       Used mostly for interior markers; also Big Ear &amp;amp; LS Skyscraper&lt;br /&gt;
 02 0004     4 create linked pair    Pair with unflagged mate during new game start&lt;br /&gt;
 03 0008     8 reward interior       Sets flag 0010 on pair mate when used&lt;br /&gt;
 04 0010    16 used reward entrance  Set by accessing reward interior&lt;br /&gt;
 05 0020    32 cars and aircraft     Enable for cars and aircraft&lt;br /&gt;
 06 0040    64 bikes and motorcycles Enable for bikes and motorcycles&lt;br /&gt;
 07 0080   128 disable on foot       No foot traffic (use for cars and/or bikes only)&lt;br /&gt;
&lt;br /&gt;
 08 0100   256 accept NPC group      Group members accepted at destination of pair (strips passengers)&lt;br /&gt;
 09 0200   512 food date flag        Set and cleared by food date (cut-scene related)&lt;br /&gt;
 10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors&lt;br /&gt;
 11 0800  2048 disable exit          Player can enter but cannot exit a two-way pair&lt;br /&gt;
 12 1000  4096 burglary access       Enabled and disabled during Burglary&lt;br /&gt;
 13 2000  8192 entered without exit  Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair&lt;br /&gt;
 14 4000 16384 enable access         Enabled by default; often cleared by scripts&lt;br /&gt;
 15 8000 32768 delete enex           Enex is deleted when used&lt;br /&gt;
New enex connections can be added to the save after the save is created if temporary (burglary) connections are not present (indoor or isolated saves). The flags and links for existing connections will not be updated by changes in the IPL file. If the enex structure is removed from the block (except for the -1 terminator) the game will remap all connections based on the current IPL configuration.&lt;br /&gt;
&lt;br /&gt;
====Block 26: Radio Data====&lt;br /&gt;
This block contains data relating to various radio stations. The bulk of the block is an array of data structures for each station. Not much is known about these structures currently but part of the data seems to be a record of which tracks have played recently. Following this array of structures there is a collection of byte flags which are related to high-number player Stats. These Stats are used to trigger different episodes and radio clips throughout the game. Note that the &amp;quot;set by&amp;quot; comments refer to missions in the original, unmodified game and they can obviously be set at different times instead.&lt;br /&gt;
&lt;br /&gt;
 0x0000 StationInfo[14] State info for radio stations; each is 0x110 in size -- see details below&lt;br /&gt;
 0x0EE0 byte            Cities Unlocked (stat 181)&lt;br /&gt;
 0x0EE1 byte            (stat 327; set by &amp;quot;Learning to Fly&amp;quot;)&lt;br /&gt;
 0x0EE2 byte            (stat 328; set by &amp;quot;The Meat Business&amp;quot;)&lt;br /&gt;
 0x0EE3 byte            (stat 329; set by &amp;quot;St. Mark's Bistro&amp;quot;)&lt;br /&gt;
 0x0EE4 byte            I Say / You Say Ep#2 (stat 318; set by &amp;quot;Local Liquor Store&amp;quot;)&lt;br /&gt;
 0x0EE5 byte            (stat 320; set by &amp;quot;Monster&amp;quot;)&lt;br /&gt;
 0x0EE6 byte            (stat 330; set by &amp;quot;Interdiction&amp;quot;)&lt;br /&gt;
 0x0EE7 byte            (stat 331; set by &amp;quot;Learning to Fly&amp;quot;)&lt;br /&gt;
 0x0EE8 byte            (stat 332; set by &amp;quot;Black Project&amp;quot;)&lt;br /&gt;
 0x0EE9 byte            (stat 333; set by &amp;quot;Green Goo&amp;quot;)&lt;br /&gt;
 0x0EEA byte            (stat 311; set by &amp;quot;Mike Toreno&amp;quot;)&lt;br /&gt;
 0x0EEB byte            (stat 323; set by &amp;quot;Green Sabre&amp;quot;)&lt;br /&gt;
 0x0EEC byte            News Ep#9 (stat 308; set by &amp;quot;Vertical Bird&amp;quot;)&lt;br /&gt;
 0x0EED byte            (stat 310; set by &amp;quot;OG Loc&amp;quot;)&lt;br /&gt;
 0x0EEE byte            (stat 335; set by &amp;quot;Riot&amp;quot;)&lt;br /&gt;
 0x0EEF byte            (stat 336; set by &amp;quot;555 We Tip&amp;quot;)&lt;br /&gt;
 0x0EF0 byte            (stat 337; set by &amp;quot;House Party&amp;quot;)&lt;br /&gt;
 0x0EF1 byte            (stat 302; set by &amp;quot;Drive-Thru&amp;quot;)&lt;br /&gt;
 0x0EF2 byte            (stat 338; set by &amp;quot;Are you going to San Fierro?&amp;quot;)&lt;br /&gt;
 0x0EF3 byte            (stat 339; set by &amp;quot;High Noon&amp;quot;)&lt;br /&gt;
 0x0EF4 byte            (stat 340; set by &amp;quot;The Green Sabre&amp;quot;)&lt;br /&gt;
 0x0EF5 byte            (stat 341; set by &amp;quot;Small Town Bank&amp;quot;)&lt;br /&gt;
 0x0EF6 byte            (stat 342; set by &amp;quot;Farewell My Love&amp;quot;)&lt;br /&gt;
 0x0EF7 byte            month day when the stats above were updated&lt;br /&gt;
 0x0EF8 byte            hour when the stats above were updated&lt;br /&gt;
 0x0EF9 byte            hours to the next stats update (commonly 24 or 168)&lt;br /&gt;
 0x0EFA byte            updating flag (1,2,3)&lt;br /&gt;
 0x0EFB byte            last updated stat (in accordance with the given order)&lt;br /&gt;
 0x0EFC (end)&lt;br /&gt;
&lt;br /&gt;
 StationInfo Structure:&lt;br /&gt;
   0x000   byte[20]        Possibly a stack of indices of recently-played tracks&lt;br /&gt;
   0x014   dword[8]        (Unknown)&lt;br /&gt;
   0x034   dword[40]       (Unknown)&lt;br /&gt;
   0x0D4   dword[15]       (Unknown)&lt;br /&gt;
   0x110   (end)&lt;br /&gt;
&lt;br /&gt;
 Order of Stations for the StationInfo Structure Array&lt;br /&gt;
  IDX Stream Description&lt;br /&gt;
    0   AA   Emergency Band&lt;br /&gt;
    1   CH   Playback FM&lt;br /&gt;
    2   CO   KROSE&lt;br /&gt;
    3   CR   K-DST&lt;br /&gt;
    4   DS   Bounce&lt;br /&gt;
    5   HC   SFUR&lt;br /&gt;
    6   MH   Radio Los Santos&lt;br /&gt;
    7   MR   Radio X&lt;br /&gt;
    8   NJ   CSR&lt;br /&gt;
    9   RE   K-JAH West&lt;br /&gt;
   10   RG   Master Sounds&lt;br /&gt;
   11   TK   WCTR&lt;br /&gt;
   12   --   User Track Player&lt;br /&gt;
   13   ??   (Unknown)&lt;br /&gt;
&lt;br /&gt;
====Block 27: Entrance markers====&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
!OFFSET&lt;br /&gt;
!TYPE&lt;br /&gt;
!DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|0x00||CEntranceMarker[5]||entrance markers, can be created by opcode [[0A40]]&lt;br /&gt;
|-&lt;br /&gt;
|0x8C||end||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|+CEntranceMarker struct&lt;br /&gt;
!OFFSET&lt;br /&gt;
!TYPE&lt;br /&gt;
!DESCRIPTION&lt;br /&gt;
|-&lt;br /&gt;
|0x00||dword||existance status&lt;br /&gt;
|-&lt;br /&gt;
|0x04||float[3]||position&lt;br /&gt;
|-&lt;br /&gt;
|0x10||dword||color R&lt;br /&gt;
|-&lt;br /&gt;
|0x14||dword||color G&lt;br /&gt;
|-&lt;br /&gt;
|0x18||dword||color B&lt;br /&gt;
|-&lt;br /&gt;
|0x1C||end||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Padding===&lt;br /&gt;
Following the last data block is a variable amount of padding. Since every save file is exactly 0x31800 bytes in length this padding is necessary to fill the space between the data blocks which start the file and the checksum value which ends it. Because GTASA internally uses a buffer of 0xC800 bytes for writing a save, each byte of padding data is simply a repetition of the data located 0xC800 bytes before it. While it is not strictly necessary to follow this convention for the padding when writing a modified save file, it is consistent with the original game and makes modifications harder to detect.&lt;br /&gt;
&lt;br /&gt;
===Checksum===&lt;br /&gt;
The final four bytes of a save file are an unsigned integer checksum value. This checksum is simply the sum of all the preceding 0x317FC bytes. If the checksum value does not match the calculated sum of those bytes, the game will consider the save file to be &amp;quot;corrupted&amp;quot; and refuse to load it. Thus, any time you make any changes to a save file you must remember to update the checksum when you are finished.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Available tools for editing of the save file content:&lt;br /&gt;
* GTA:SA Save Template for [http://www.sweetscape.com/010editor/ 010 Editor], by {{U|Seemann}}: http://sannybuilder.com/dev/SaveTool.rar&lt;br /&gt;
Allows editing of any save data directly in the hex editor. Also contains the script to recalculate the checksum.&lt;br /&gt;
* GTA SA Savegame Editor v3.0 by Paul Breeuwsma: http://www.paulinternet.nl/sa&lt;br /&gt;
* GTA:SA Save Game Editor v1.0 by Ryosuke: http://gtasamod.web.fc2.com/tool/sase/index.html&lt;br /&gt;
* GTA:SA Save Game Tool v1.0 http://home.comcast.net/~shamblertm/pages/gtasa_sgt.html&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* http://www.paulinternet.nl/sadoc - some documentation of the savegame file used by the savegame editor of Paul Breeuwsma&lt;br /&gt;
* {{GTAF|204807|Early documentation topic}}&lt;br /&gt;
* {{GTAF|348331|SA Save File Glitch Detection and Repair}} - a topic by {{U|OrionSR}}&lt;br /&gt;
* {{GTAF|406480|Save File Conversion: PS2 to PC}} - a topic by {{U|marshmallow1304}}&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
[[Category:Save Formats]]&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Trails_in_Vice_City&amp;diff=11149</id>
		<title>Trails in Vice City</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Trails_in_Vice_City&amp;diff=11149"/>
		<updated>2012-11-29T18:02:47Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: Vice City Trails modification link added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a tutorial on how to enable the '''&amp;quot;trails&amp;quot; option in [[Vice City]]'''. This option is available to toggle in the console versions but is absent in the PC version. Trails is a visual effect that adds motion blur, enhances particle effects, and adds an orange glow to the atmosphere. There are multiple ways on how to enable this option.&lt;br /&gt;
&lt;br /&gt;
== VC Menu Editor ==&lt;br /&gt;
Download the [http://www.steve-m.com/downloads/tools/menueditor/ Menu Editor] by {{U|steve-m}}. Extract the files, start the program, and read the accompanying ReadMe. When everything is done correctly, the &amp;quot;Menu Screens&amp;quot; should show legible texts. Select &amp;lt;code&amp;gt;04. FEH_DIS&amp;lt;/code&amp;gt;. In &amp;quot;Menu Items&amp;quot;, select &amp;lt;code&amp;gt;FEDS_TB&amp;lt;/code&amp;gt;. Click the &amp;quot;Add&amp;quot; button. Select the duplicate &amp;lt;code&amp;gt;FEDS_TB&amp;lt;/code&amp;gt; item and go to the &amp;quot;Associated Function&amp;quot; drop-down box and choose 009. In the &amp;quot;Target Menu&amp;quot; input box, set to 4. Set the X-position to 40 and the Y-position to 303. In the &amp;quot;Alignment&amp;quot; drop-down box, select &amp;quot;Left&amp;quot;. In the &amp;quot;Menu Item Text&amp;quot; drop-down box, choose &amp;lt;code&amp;gt;FED_TRA&amp;lt;/code&amp;gt; and click &amp;quot;Apply&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:VCMenuEditor.png]]&lt;br /&gt;
&lt;br /&gt;
Set the Y-position of &amp;lt;code&amp;gt;FET_DEF&amp;lt;/code&amp;gt; to 328 and click &amp;quot;Apply&amp;quot;. Set the Y-position of FEDS_TB to 353 and click &amp;quot;Apply&amp;quot;. Finally, click &amp;quot;Save Menu&amp;quot; button. Close the program and start the game. If everything is donw correctly, you should see this:&lt;br /&gt;
&lt;br /&gt;
[[File:VTrails.jpg|450px]]&lt;br /&gt;
&lt;br /&gt;
Note: If you use the original protected gta-vc.exe, you must start a new game. This is necessary, because the protected exe have trigger that disables all traffic and pedestrians after you load save file; this happens if any byte of exe file was changed. Use a cracked exe instead.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
* [http://web.archive.org/web/20071014035610/http://gtaforums.com/index.php?showtopic=171536 Tutorial on GTAForums] &amp;amp;ndash; by Pagnell, retrieved from archive.org&lt;br /&gt;
* [http://www.gtainside.com/en/download.php?do=download&amp;amp;id=2464 German tutorial] &amp;amp;ndash; @GTAInside.com.&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=535831 Vice City Trails] &amp;amp;ndash; ASI plugin which enables this feature without the need of altering the Executable file manually.&lt;br /&gt;
&lt;br /&gt;
== DexX's tool ==&lt;br /&gt;
* [http://web.archive.org/web/20070222131233/http://gregval.phpwebhosting.com/uploads/dexxspec.zip Control various hardcoded and extra graphical settings] &amp;amp;ndash; by {{U|DexX}}, retrieved from archive.org&lt;br /&gt;
Open the &amp;lt;code&amp;gt;spec.ini&amp;lt;/code&amp;gt; file and set the &amp;quot;Trails&amp;quot; setting to 1. This tools disables the functionality of the trails menu option if added through the Menu Editor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Game_directory_(SA)&amp;diff=11136</id>
		<title>Game directory (SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Game_directory_(SA)&amp;diff=11136"/>
		<updated>2012-11-07T16:03:02Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: vorbishooked.dll was a custom file; added all 5 languages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all folders and files within '''San Andreas' directory'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;directory&amp;gt;&lt;br /&gt;
 | anim&lt;br /&gt;
 |  |- anim.img&lt;br /&gt;
 |  |- cuts.img&lt;br /&gt;
 |  \- ped.ifp&lt;br /&gt;
 | [[Audio stream|audio]]&lt;br /&gt;
 |  | CONFIG&lt;br /&gt;
 |  |  |- AudioEventHistory.txt&lt;br /&gt;
 |  |  |- BankLkup.dat&lt;br /&gt;
 |  |  |- BankSlot.dat&lt;br /&gt;
 |  |  |- EventVol.dat&lt;br /&gt;
 |  |  |- PakFiles.dat&lt;br /&gt;
 |  |  |- StrmPaks.dat&lt;br /&gt;
 |  |  \- TrakLkup.dat&lt;br /&gt;
 |  | SFX&lt;br /&gt;
 |  |  |- FEET&lt;br /&gt;
 |  |  |- GENRL&lt;br /&gt;
 |  |  |- PAIN_A&lt;br /&gt;
 |  |  |- SCRIPT&lt;br /&gt;
 |  |  |- SPC_EA&lt;br /&gt;
 |  |  |- SPC_FA&lt;br /&gt;
 |  |  |- SPC_GA&lt;br /&gt;
 |  |  |- SPC_NA&lt;br /&gt;
 |  |  \- SPC_PA&lt;br /&gt;
 |  \ streams&lt;br /&gt;
 |     |-AA&lt;br /&gt;
 |     |-ADVERTS&lt;br /&gt;
 |     |-AMBIENCE&lt;br /&gt;
 |     |-BEATS&lt;br /&gt;
 |     |-CH&lt;br /&gt;
 |     |-CO&lt;br /&gt;
 |     |-CR&lt;br /&gt;
 |     |-CUTSCENE&lt;br /&gt;
 |     |-DS&lt;br /&gt;
 |     |-HC&lt;br /&gt;
 |     |-MH&lt;br /&gt;
 |     |-MR&lt;br /&gt;
 |     |-NJ&lt;br /&gt;
 |     |-RE&lt;br /&gt;
 |     |-RG&lt;br /&gt;
 |     \-TK&lt;br /&gt;
 | data&lt;br /&gt;
 |  | Decision&lt;br /&gt;
 |  |  | Allowed&lt;br /&gt;
 |  |  |  |- Cop.ped&lt;br /&gt;
 |  |  |  |- Fireman.ped&lt;br /&gt;
 |  |  |  |- GangMnr.ped&lt;br /&gt;
 |  |  |  |- Indoors.ped&lt;br /&gt;
 |  |  |  |- m_empty.ped&lt;br /&gt;
 |  |  |  |- m_norm.ped&lt;br /&gt;
 |  |  |  |- m_plyr.ped&lt;br /&gt;
 |  |  |  |- m_steal.ped&lt;br /&gt;
 |  |  |  |- m_tough.ped&lt;br /&gt;
 |  |  |  |- m_weak.ped&lt;br /&gt;
 |  |  |  |- MISSION.grp&lt;br /&gt;
 |  |  |  |- R_Norm&lt;br /&gt;
 |  |  |  |- R_Tough&lt;br /&gt;
 |  |  |  |- R_Weak&lt;br /&gt;
 |  |  |  |- RANDOM.grp&lt;br /&gt;
 |  |  |  |- RANDOM.ped&lt;br /&gt;
 |  |  |  \- RANDOM.grp&lt;br /&gt;
 |  |  | andyd&lt;br /&gt;
 |  |  |  |- ADgrp.grp&lt;br /&gt;
 |  |  |  \- ADtemp.ped&lt;br /&gt;
 |  |  | chris&lt;br /&gt;
 |  |  |  |- maf5.ped&lt;br /&gt;
 |  |  |  \- ryder3.ped&lt;br /&gt;
 |  |  | ChrisM&lt;br /&gt;
 |  |  |  |- CMblnk.ped&lt;br /&gt;
 |  |  |  \- m_std_cm.ped&lt;br /&gt;
 |  |  | Craig&lt;br /&gt;
 |  |  |  \- crack1.ped&lt;br /&gt;
 |  |  | david&lt;br /&gt;
 |  |  |  |- damn_sec.ped&lt;br /&gt;
 |  |  |  \- heli2_sc.ped&lt;br /&gt;
 |  |  | Imran&lt;br /&gt;
 |  |  |  |- sci1_is.ped&lt;br /&gt;
 |  |  |  |- std_is.ped&lt;br /&gt;
 |  |  |  \- std2_is.ped&lt;br /&gt;
 |  |  |- BLANK.ped&lt;br /&gt;
 |  |  |- Cop.ped&lt;br /&gt;
 |  |  |- FLAT.ped&lt;br /&gt;
 |  |  |- GangMbr.ped&lt;br /&gt;
 |  |  |- GROVE.ped&lt;br /&gt;
 |  |  |- Indoors.ped&lt;br /&gt;
 |  |  |- m_empty.pd&lt;br /&gt;
 |  |  |- m_infrm.ped&lt;br /&gt;
 |  |  |- m_norm.ped&lt;br /&gt;
 |  |  |- m_std.ped&lt;br /&gt;
 |  |  |- m_tough.ped&lt;br /&gt;
 |  |  |- m_weak.ped&lt;br /&gt;
 |  |  |- MISSION.grp&lt;br /&gt;
 |  |  |- MISSION.ped&lt;br /&gt;
 |  |  \- PedEvent.txt&lt;br /&gt;
 |  | Icons&lt;br /&gt;
 |  |  |- app.ico&lt;br /&gt;
 |  |  |- bin.ico&lt;br /&gt;
 |  |  |- saicon.ICN&lt;br /&gt;
 |  |  |- saicon2.ICN&lt;br /&gt;
 |  |  \- saicon3.ICN&lt;br /&gt;
 |  | maps&lt;br /&gt;
 |  |  | country&lt;br /&gt;
 |  |  |  |- countn2.ide&lt;br /&gt;
 |  |  |  |- countn2.ipl &lt;br /&gt;
 |  |  |  |- countrye.ide&lt;br /&gt;
 |  |  |  |- counntrye.ipl &lt;br /&gt;
 |  |  |  |- countryN.ide&lt;br /&gt;
 |  |  |  |- countryN.ipl &lt;br /&gt;
 |  |  |  |- countryS.ide&lt;br /&gt;
 |  |  |  |- countryS.ipl &lt;br /&gt;
 |  |  |  |- counntryW.ide&lt;br /&gt;
 |  |  |  |- countryw.ipl&lt;br /&gt;
 |  |  |  \- counxref.ide&lt;br /&gt;
 |  |  | generic&lt;br /&gt;
 |  |  |  |- barriers.ide&lt;br /&gt;
 |  |  |  |- dynamic.ide&lt;br /&gt;
 |  |  |  |- dynamic2.ide&lt;br /&gt;
 |  |  |  |- multiobj.ide&lt;br /&gt;
 |  |  |  |- procobj.ide&lt;br /&gt;
 |  |  |  \- vegepart.ide&lt;br /&gt;
 |  |  | interior&lt;br /&gt;
 |  |  | LA&lt;br /&gt;
 |  |  | leveldes&lt;br /&gt;
 |  |  | SF&lt;br /&gt;
 |  |  | vega&lt;br /&gt;
 |  |  | veh_mods&lt;br /&gt;
 |  |  |- Audiozon.ipl&lt;br /&gt;
 |  |  |- cull.ipl&lt;br /&gt;
 |  |  |- occlu.ipl&lt;br /&gt;
 |  |  |- occluint.ipl&lt;br /&gt;
 |  |  |- occluLA.ipl&lt;br /&gt;
 |  |  |- occlusf.ipl&lt;br /&gt;
 |  |  |- occluveg.ipl&lt;br /&gt;
 |  |  |- paths.ipl&lt;br /&gt;
 |  |  |- paths2.ipl&lt;br /&gt;
 |  |  |- paths3.ipl&lt;br /&gt;
 |  |  |- paths4.ipl&lt;br /&gt;
 |  |  |- paths5.ipl&lt;br /&gt;
 |  |  |- tunnels.ipl&lt;br /&gt;
 |  |  \- txd.ide&lt;br /&gt;
 |  | Paths&lt;br /&gt;
 |  | script&lt;br /&gt;
 |  |  |-[[main.scm]]&lt;br /&gt;
 |  |  \-[[script.img]]&lt;br /&gt;
 |  |- [[animgrp.dat]]&lt;br /&gt;
 |  |- animviewer.dat&lt;br /&gt;
 |  |- ar_stats.dat&lt;br /&gt;
 |  |- AudioEvents.txt&lt;br /&gt;
 |  |- [[carcols.dat]]&lt;br /&gt;
 |  |- cargrp.dat&lt;br /&gt;
 |  |- [[carmods.dat]]&lt;br /&gt;
 |  |- [[clothes.dat]]&lt;br /&gt;
 |  |- [[default.dat]]&lt;br /&gt;
 |  |- [[default.ide]]&lt;br /&gt;
 |  |- fonts.dat&lt;br /&gt;
 |  |- [[furnitur.dat]]&lt;br /&gt;
 |  |- gridref.dat&lt;br /&gt;
 |  |- [[gta.dat]]&lt;br /&gt;
 |  |- gta_quick.dat&lt;br /&gt;
 |  |- [[handling.cfg]]&lt;br /&gt;
 |  |- info.zon&lt;br /&gt;
 |  |- main.sc&lt;br /&gt;
 |  |- map.zon&lt;br /&gt;
 |  |- melee.dat&lt;br /&gt;
 |  |- numplate.dat&lt;br /&gt;
 |  |- [[object.dat]]&lt;br /&gt;
 |  |- [[ped.dat]]&lt;br /&gt;
 |  |- pedgrp.dat&lt;br /&gt;
 |  |- peds.ide&lt;br /&gt;
 |  |- pedstats.dat&lt;br /&gt;
 |  |- plants.dat&lt;br /&gt;
 |  |- polydensity.dat&lt;br /&gt;
 |  |- popcycle.dat&lt;br /&gt;
 |  |- procobj.dat&lt;br /&gt;
 |  |- [[shopping.dat]]&lt;br /&gt;
 |  |- statdisp.dat&lt;br /&gt;
 |  |- surface.dat&lt;br /&gt;
 |  |- [[surfaud.dat]]&lt;br /&gt;
 |  |- surfinfo.dat&lt;br /&gt;
 |  |- [[timecyc.dat]]&lt;br /&gt;
 |  |- [[timecycp.dat]]&lt;br /&gt;
 |  |- txdcut.ide&lt;br /&gt;
 |  |- vehicle.ide&lt;br /&gt;
 |  |- [[water.dat]]&lt;br /&gt;
 |  |- [[water1.dat]]&lt;br /&gt;
 |  \- [[weapon.dat]]&lt;br /&gt;
 | models&lt;br /&gt;
 |  | coll&lt;br /&gt;
 |  | generic&lt;br /&gt;
 |  | grass&lt;br /&gt;
 |  | [[txd (folder)#San Andreas|txd]]&lt;br /&gt;
 |  |- cutscene.img&lt;br /&gt;
 |  |- effects.fxp&lt;br /&gt;
 |  |- effectsPC.txd&lt;br /&gt;
 |  |- fonts.txd&lt;br /&gt;
 |  |- fronten_pc.txd&lt;br /&gt;
 |  |- fronten1.txd&lt;br /&gt;
 |  |- fronten2.txd&lt;br /&gt;
 |  |- fronten3.txd&lt;br /&gt;
 |  |- gta_int.img&lt;br /&gt;
 |  |- gta3.img&lt;br /&gt;
 |  |- hud.txd&lt;br /&gt;
 |  |- misc.txd&lt;br /&gt;
 |  |- particle.txd&lt;br /&gt;
 |  |- pcbtns.txd&lt;br /&gt;
 |  \- player.img&lt;br /&gt;
 | movies&lt;br /&gt;
 |  |- GTAtitles.mpg&lt;br /&gt;
 |  \- Logo.mpg&lt;br /&gt;
 | ReadMe&lt;br /&gt;
 |  \- Readme.txt&lt;br /&gt;
 | [[GXT|TEXT]]&lt;br /&gt;
 |  |- american.gxt&lt;br /&gt;
 |  |- french.gxt&lt;br /&gt;
 |  |- german.gxt&lt;br /&gt;
 |  |- italian.gxt&lt;br /&gt;
 |  \- spanish.gxt&lt;br /&gt;
 |- eax.dll&lt;br /&gt;
 |- gta_sa.exe&lt;br /&gt;
 |- ogg.dll&lt;br /&gt;
 |- stream.ini&lt;br /&gt;
 |- vorbis.dll&lt;br /&gt;
 \- vorbisFile.dll&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:GTA SA]][[Category:Documentation]]&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=2d_Effect_(RW_Section)&amp;diff=11088</id>
		<title>2d Effect (RW Section)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=2d_Effect_(RW_Section)&amp;diff=11088"/>
		<updated>2012-10-12T18:01:07Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: /* Entry Type 3 - PEDs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{This|This article handles the binary format of the particle effect placement information inside an [[DFF Model]]. For detailed information about particle see [[Particle (SA)]].}}&lt;br /&gt;
{{File-stub}}&lt;br /&gt;
{{Cleanup-rewrite}}&lt;br /&gt;
&lt;br /&gt;
{{RW Section|2dfx|0x0253F2F8}}&lt;br /&gt;
&lt;br /&gt;
'''2dfx''' is one of Rockstar's [[List of RW section IDs#Rockstar.27s_Custom_Sections|custom sections]]. In [[GTA San Andreas]] it is used to store particle and light effects, which were located in [[ide|ide files]] in previous versions. The typical location in a SA [[model file|dff]] section hierarchy is ''[[Clump (RW Section)|Clump]] &amp;gt; [[Geometry List (RW Section)|Geometry List]] &amp;gt; [[Geometry (RW Section)|Geometry]] &amp;gt; [[Extension (RW Section)|Extension]] &amp;gt; 2dfx.&lt;br /&gt;
&lt;br /&gt;
There can be multiple effects per section, their types are defined by an ID.&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&lt;br /&gt;
A 2dfx section starts with a 4 byte DWORD which is the number of 2dfx entries that follow.&lt;br /&gt;
&lt;br /&gt;
==Entries==&lt;br /&gt;
&lt;br /&gt;
There is a common 20 byte header for each 2dfx entry:&lt;br /&gt;
&lt;br /&gt;
 12 byte - FLOAT[3] - Position Vector (xyz)&lt;br /&gt;
  4 byte - DWORD    - Entry Type&lt;br /&gt;
  4 byte - DWORD    - Data Size&lt;br /&gt;
&lt;br /&gt;
'''Entry Type''' defines the type of the 2dfx entry, and '''Data Size''' the number of bytes that follow the first 20, until the next entry starts.&lt;br /&gt;
&lt;br /&gt;
===Entry Type 0 - Light===&lt;br /&gt;
&lt;br /&gt;
This type defines lights and has a size of 80 bytes.{{ref|1}}&lt;br /&gt;
&lt;br /&gt;
  4b - BYTE[4]  - RGBX, where X = 200d&lt;br /&gt;
  4b - FLOAT    - draw distance&lt;br /&gt;
  4b - FLOAT    - outer range&lt;br /&gt;
  4b - FLOAT    - size&lt;br /&gt;
  4b - FLOAT    - inner range&lt;br /&gt;
  5b - BYTE[5]  - parameters&lt;br /&gt;
 24b - CHAR[24] - corona texture name&lt;br /&gt;
 24b - CHAR[24] - shadow texture name&lt;br /&gt;
  4b - INT32    - flare&lt;br /&gt;
  3b - BYTE[3]  - flare parameters (?)&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
===Entry Type 1 - Particle Effects===&lt;br /&gt;
&lt;br /&gt;
This type defines particle effects and has a size of 24 bytes.&lt;br /&gt;
&lt;br /&gt;
 24b - CHAR[24] - particle effect name&lt;br /&gt;
&lt;br /&gt;
The particle effect name is an entry in [[effects.fxp]].&lt;br /&gt;
&lt;br /&gt;
===Entry Type 3 - PEDs===&lt;br /&gt;
&lt;br /&gt;
The [[PEDS|PED]]-Section consists in 56 bytes. It`s used for spawning PEDs (Like on ticketbooth, Windows of shops, Blackjack-tables,...)&lt;br /&gt;
It includes information about the [[External_Script|External Script]] ped is going to use when spawned, it`s facing angle and it`s behaviour.&lt;br /&gt;
&lt;br /&gt;
  4b - INT32    - Type (1 - Sitting, 5 - Standing...)&lt;br /&gt;
  8b - BYTE[8]? - Unknown&lt;br /&gt;
 16b - FLOAT[4] - Rotation (XYZW)&lt;br /&gt;
 12b - BYTE[12]?- PED IDs?&lt;br /&gt;
  8b - CHAR[8]  - External script name&lt;br /&gt;
  4b - INT32    - PED-Existing-Probability &lt;br /&gt;
  4b - INT32    - Unknown (always zero)&lt;br /&gt;
&lt;br /&gt;
The rotations are stored in quarternions (That means like in IPLs).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
External script name field has to contain a name defined by [[0884]] opcode like ''PEDSLOT'' or ''TICKET''. If the PED just stands/sits/lays, this field is set to 'none'.&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
===Entry Type 6 - EnEx markers===&lt;br /&gt;
Type may call game crash!&lt;br /&gt;
&lt;br /&gt;
 4b - FLOAT - Rotation angle enter-marker (relative to the object) (Always 0?)&lt;br /&gt;
 4b - FLOAT - The radius of the approximation to the marker X&lt;br /&gt;
 4b - FLOAT - The radius of the approximation to the marker Y&lt;br /&gt;
 12b - FLOAT[3]- The position of exit-marker (offset relative to the object) (Always 0?)&lt;br /&gt;
 4b - FLOAT    - angle of rotation exit-marker (relative to the object) (always 0?)&lt;br /&gt;
 4b - INT32    - Number of interior&lt;br /&gt;
 4b - INT32    - Flags?&lt;br /&gt;
 8b - CHAR[8]  - The name of the interior&lt;br /&gt;
 4b - INT32    - color of the sky&lt;br /&gt;
&lt;br /&gt;
===Entry Type 7 - Street Signs===&lt;br /&gt;
&lt;br /&gt;
This type defines the texts that appear on street signs and has a size of 88 bytes.&lt;br /&gt;
&lt;br /&gt;
  8b - FLOAT[2] - scale (xy)&lt;br /&gt;
 12b - FLOAT[3] - rotation (xyz)&lt;br /&gt;
  2b - WORD     - possibly unused&lt;br /&gt;
 64b - CHAR[64] - sign text, 16 byte per line&lt;br /&gt;
  2b - ?        - padding&lt;br /&gt;
&lt;br /&gt;
The lines can start with arrows, such as &amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;^&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;; also &amp;lt;code&amp;gt;_&amp;lt;/code&amp;gt; is used instead of a whitespace.&lt;br /&gt;
&lt;br /&gt;
===Entry Type 8 - Slotmachine-wheels===&lt;br /&gt;
&lt;br /&gt;
This is for Slotmachines.&lt;br /&gt;
&lt;br /&gt;
 4b - Int32 - Wheelindex&lt;br /&gt;
&lt;br /&gt;
Every wheel in the slotmachine has an index, increments by 1 and starrting with 1.&lt;br /&gt;
The position of the index is the position of the wheel in the Slotmachine. Maybe it can be controlled using SCM.&lt;br /&gt;
&lt;br /&gt;
===Entry Type 9===&lt;br /&gt;
&lt;br /&gt;
Size is 12 bytes, used quite often and in large ammounts per file. &lt;br /&gt;
&lt;br /&gt;
{{Research}}&lt;br /&gt;
&lt;br /&gt;
===Entry Type 10 - Escalators===&lt;br /&gt;
&lt;br /&gt;
This type defines escalators and has a size of 40 bytes.&lt;br /&gt;
&lt;br /&gt;
 12b - FLOAT[3] - bottom of escalator (xyz)&lt;br /&gt;
 12b - FLOAT[3] - top of escalator (xyz)&lt;br /&gt;
 12b - FLOAT[3] - escalator end (Z pos, matches top Z if escalator goes up, bottom Z if it goes down)&lt;br /&gt;
  4b - DWORD    - direction 0/1 (down/up)&lt;br /&gt;
&lt;br /&gt;
[[Image:Escalator 3dsmax.jpg|thumb|250px|An Escalator in 3ds Max. The dummies stand for the position-info in the Section/Header.]]&lt;br /&gt;
&lt;br /&gt;
The normal position info of the header gets the same function of th estart-position in opposite to the end-position. Positions seem to be roundet to *.5 or *.0 by the game, so it doesnt make many sense to create escalators with the value of *.3 or *.7.&lt;br /&gt;
This got the effect that a Escalator looks like in the picture (Example: vgseesc01.dff).&lt;br /&gt;
Legend to the picture:&lt;br /&gt;
&lt;br /&gt;
* '''Escalator_Standart_Position''' - Positioninfo from the header&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Escalator_Bottom''' - Bottominfo from the section&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Escalator_Top''' - Topinfo from the section&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Escalator_End''' - Endinfo from the section&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Link==&lt;br /&gt;
* {{note|1}} {{GTAF|post|128451|3905781|Encryption of light information}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools and Scripts==&lt;br /&gt;
* {{GTAF|261624|DexX Tools}} by {{U|DexX}} &amp;amp;ndash; 2dfx export from 3DSMax (MaxScript)&lt;br /&gt;
* {{GTAF|282387|2dfx Editor}} by {{U|Aschratt}} &amp;amp;ndash; 2dfx Editing&lt;br /&gt;
* [http://www.steve-m.com/?page=2&amp;amp;ID=21&amp;amp;act=details RW Analyze] by {{U|steve-m}} (no 2dfx support yet, but needed by above script)&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=List_of_opcodes&amp;diff=11038</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=11038"/>
		<updated>2012-08-09T17:05:26Z</updated>

		<summary type="html">&lt;p&gt;SilentPL: Updated opcode definition&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;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; |Opcode&lt;br /&gt;
! width=&amp;quot;60px&amp;quot; |Games&lt;br /&gt;
! width=&amp;quot;20px&amp;quot; |{{Hint|P|Number of parameters}}&lt;br /&gt;
! Parameter type&lt;br /&gt;
! Brief description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[0000]] || {{Icon|t}} ||0 ||nop || no operation ||special use in [[CLEO]]&lt;br /&gt;
|-&lt;br /&gt;
|[[0001]] || {{Icon|t}} ||1 ||int || wait ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0002]] || {{Icon|t}} ||1 ||int || jump to [[label]] ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0003]] || {{Icon|t}} ||1 ||int || shake camera ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0004]] || {{Icon|t}} ||2 ||global var, int || set global to integer ({{Hint|G|global variable}} = {{Hint|I|integer value}}) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0005]] || {{Icon|t}} ||2 ||global var, flt || set global to float ({{Hint|G|global variable}} = {{Hint|F|floating-point value}}) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0006]] || {{Icon|t}} ||2 ||local var, int || set local to integer ({{Hint|L|local variable}} = {{Hint|I|integer value}})) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0007]] || {{Icon|t}} ||2 ||local var, flt || set local to float ({{Hint|L|local variable}} = {{Hint|F|floating-point value}})) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0008]] || {{Icon|t}} ||2 ||global var, int || add global to integer (G += I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0009]] || {{Icon|t}} ||2 ||global var, flt || add global to float (G += F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[000A]] || {{Icon|t}} ||2 ||local var, int || add local to integer (L += I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[000B]] || {{Icon|t}} ||2 ||local var, flt || add local to float (L += F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[000C]] || {{Icon|t}} ||2 ||global var, int || subtract global to integer (G -= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[000D]] || {{Icon|t}} ||2 ||global var, flt || subtract global to float (G -= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[000E]] || {{Icon|t}} ||2 ||local var, int || subtract local to integer (L -= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[000F]] || {{Icon|t}} ||2 ||local var, flt || subtract local to float (L -= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0010]] || {{Icon|t}} ||2 ||global var, int || multiply global to integer (G *= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0011]] || {{Icon|t}} ||2 ||global var, flt || multiply global to float (G *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0012]] || {{Icon|t}} ||2 ||local var, int || multiply local to integer (L *= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0013]] || {{Icon|t}} ||2 ||local var, flt || multiply local to float (L *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0014]] || {{Icon|t}} ||2 ||global var, int || divide global to integer (G /= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0015]] || {{Icon|t}} ||2 ||global var, flt || divide global to float (G /= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0016]] || {{Icon|t}} ||2 ||local var, int || divide local to integer (L /= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0017]] || {{Icon|t}} ||2 ||local var, flt || divide local to float (L /= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0018]] || {{Icon|t}} ||2 ||global var, int || check global greater than integer (G &amp;gt; I) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0019]] || {{Icon|t}} ||2 ||local var, int || check local greater than integer (L &amp;gt; I) ||&lt;br /&gt;
|-&lt;br /&gt;
|001A || {{Icon|t}} ||2 ||int, global var || check integer greater than global (I &amp;gt; G) ||&lt;br /&gt;
|-&lt;br /&gt;
|001B || {{Icon|t}} ||2 ||int, local var || check integer greater than local (I &amp;gt; L) ||&lt;br /&gt;
|-&lt;br /&gt;
|001C || {{Icon|t}} ||2 ||global var, global var || check global integer greater than global int (G &amp;gt; G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001D || {{Icon|t}} ||2 ||local var, local var || check local integer greater than local int (L &amp;gt; L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001E || {{Icon|t}} ||2 ||global var, local var || check global integer greater than local int (G &amp;gt; L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|001F || {{Icon|t}} ||2 ||local var, global var || check local integer greater than global int (L &amp;gt; G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0020 || {{Icon|t}} ||2 ||global var, flt || check global greater than float (G &amp;gt; F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0021 || {{Icon|t}} ||2 ||local var, flt || check local greater than float (L &amp;gt; F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0022 || {{Icon|t}} ||2 ||flt, global var || check float greater than global (F &amp;gt; G) ||&lt;br /&gt;
|-&lt;br /&gt;
|0023 || {{Icon|t}} ||2 ||flt, local var || check float greater than local (F &amp;gt; L) ||&lt;br /&gt;
|-&lt;br /&gt;
|0024 || {{Icon|t}} ||2 ||global var flt, global var flt || check global float greater than global float (G &amp;gt; G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0025 || {{Icon|t}} ||2 ||local var flt, local var flt || check local float greater than local float (L &amp;gt; L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0026 || {{Icon|t}} ||2 ||global var flt, local var flt || check global float greater than local float (G &amp;gt; L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0027 || {{Icon|t}} ||2 ||local var flt, global var flt || check local float greater than global float (L &amp;gt; G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0028 || {{Icon|t}} ||2 ||global var flt, int || check global greater than or equal to integer (G &amp;gt;= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0029 || {{Icon|t}} ||2 ||local var, int || check local greater than or equal to integer (L &amp;gt;= I) ||&lt;br /&gt;
|-&lt;br /&gt;
|002A || {{Icon|t}} ||2 ||int, global var || check int greater than or equal to global (I &amp;gt;= G) ||&lt;br /&gt;
|-&lt;br /&gt;
|002B || {{Icon|t}} ||2 ||int, local var || check integer greater than or equal to local (I &amp;gt;= L) ||&lt;br /&gt;
|-&lt;br /&gt;
|002C || {{Icon|t}} ||2 ||global var int, global var int || check global integer greater than or equal to global integer (G &amp;gt;= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002D || {{Icon|t}} ||2 |||local var int, |local var int || check local integer greater than or equal to local integer (L &amp;gt;= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002E || {{Icon|t}} ||2 ||global var int, |local var int || check global integer greater than or equal to local integer (G &amp;gt;= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|002F || {{Icon|t}} ||2 |||local var int, global var int || check local integer greater than or equal to local integer (L &amp;gt;= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0030 || {{Icon|t}} ||2 ||global var, flt || check global greater than or equal to float (G &amp;gt;= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0031 || {{Icon|t}} ||2 ||local var, flt || check local greater than or equal to float (L &amp;gt;= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0032 || {{Icon|t}} ||2 ||flt, global var || check float greater than or equal to global (F &amp;gt;= G) ||&lt;br /&gt;
|-&lt;br /&gt;
|0033 || {{Icon|t}} ||2 ||flt, local var || check float greater than or equal to local (F &amp;gt;= L) ||&lt;br /&gt;
|-&lt;br /&gt;
|0034 || {{Icon|t}} ||2 ||global var flt, global var flt || check global float greater than or equal to global float (G &amp;gt;= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0035 || {{Icon|t}} ||2 ||local var flt, local var flt || check local float greater than or equal to local float (L &amp;gt;= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0036 || {{Icon|t}} ||2 ||global var flt, local var flt || check global float greater than or equal to local float (G &amp;gt;= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0037 || {{Icon|t}} ||2 ||local var flt, global var flt || check local float greater than or equal to global float (L &amp;gt;= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0038 || {{Icon|t}} ||2 ||global var, int || check global equal to integer (G == I) ||&lt;br /&gt;
|-&lt;br /&gt;
|0039 || {{Icon|t}} ||2 ||local var, int || check local equal to integer (L == I) ||&lt;br /&gt;
|-&lt;br /&gt;
|003A || {{Icon|t}} ||2 ||global var int, global var int || check global integer equal to global integer (G == G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003B || {{Icon|t}} ||2 ||local var int, local var int || check local integer equal to local integer (L == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003C || {{Icon|t}} ||2 ||global var int, local var int || check global integer equal to local integer (G == L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|003D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|003E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|003F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0040 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0041 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0042 || {{Icon|t}} ||2 ||global var, flt || check global equal to float (G == F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0043 || {{Icon|t}} ||2 ||local var, flt || check local equal to float (L == F) ||&lt;br /&gt;
|-&lt;br /&gt;
|0044 || {{Icon|t}} ||2 ||global var flt, global var flt || check global float equal to global float (G == G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0045 || {{Icon|t}} ||2 ||local var flt, local var flt || check local float equal to local float (L == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0046 || {{Icon|t}} ||2 ||global var flt, local var flt || check global float equal to local float (G == L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0047 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0048 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0049 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|004A || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|004B || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|004C || {{Icon|3}} ||1 ||int || jump to label if true ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004D]] || {{Icon|t}} ||1 ||int || jump to [[label]] if false ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004E]] || {{Icon|t}} ||0 || || terminate this script ||&lt;br /&gt;
|-&lt;br /&gt;
|[[004F]] || {{Icon|t}} ||-1 ||int || start new script with args ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0050]] || {{Icon|t}} ||1 ||int || gosub ||&lt;br /&gt;
|-&lt;br /&gt;
|0051 || {{Icon|t}} ||0 || || return ||&lt;br /&gt;
|-&lt;br /&gt;
|0052 || {{Icon|3}} ||6 || || nop ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0053]] || {{Icon|t}} ||5 ||int, flt, flt, flt, var || create player ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0054 || {{Icon|3}} {{Icon|VC}} ||4 ||player handle, var, var, var || get player coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0055]] || {{Icon|3}} {{Icon|VC}} ||4 ||player handle, int, int, int || set player coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0056]] || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || is player in area 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0057 || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || is player in area 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0058 || {{Icon|t}} ||2 ||global var int, global var int || add global integer to global integer (G += G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0059 || {{Icon|t}} ||2 ||global var flt, global var flt || add global float to global float (G += G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005A || {{Icon|t}} ||2 ||int, int || add local integer to local integer (L += L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005B || {{Icon|t}} ||2 ||float, float || add local float to local float (L += L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005C || {{Icon|t}} ||2 ||int, int || add local integer to global integer (L += G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005D || {{Icon|t}} ||2 ||float, float || add local float to global float (L += G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|005E || {{Icon|t}} ||2 ||int, int || add global integer to local integer (G += L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|005F || {{Icon|t}} ||2 ||float, float || add global float to local float (G += L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0060 || {{Icon|t}} ||2 ||int, int || subtract global integer to global integer (G -= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0061 || {{Icon|t}} ||2 ||float, float || subtract global float to global float (G -= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0062 || {{Icon|t}} ||2 ||int, int || subtract local integer to local integer (L -= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0063 || {{Icon|t}} ||2 ||float, float || subtract local float to local float (L -= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0064 || {{Icon|t}} ||2 ||int, int || subtract local integer to global integer (L -= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0065 || {{Icon|t}} ||2 ||float, float || subtract local float to global float (L -= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0066 || {{Icon|t}} ||2 ||int, int || subtract global integer to local integer (G -= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0067 || {{Icon|t}} ||2 ||float, float || subtract global float to local float (G -= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0068 || {{Icon|t}} ||2 ||global, global || multiply global int to global int (G *= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0069 || {{Icon|t}} ||2 ||global, global || multiply global float to global float (G *= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|006A || {{Icon|t}} ||2 ||local, local || multiply local int to local int (L *= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|006B || {{Icon|t}} ||2 ||local, local || multiply int float to int float (L *= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|006C || {{Icon|t}} ||2 ||local, float || multiply local to float (L *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|006D || {{Icon|t}} ||2 ||global, float || multiply global to float (G *= F) ||&lt;br /&gt;
|-&lt;br /&gt;
|006E || {{Icon|t}} ||2 ||global, local || multiply global int to local int (G *= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|006F || {{Icon|t}} ||2 ||global, local || multiply global float to local float (G *= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0070 || {{Icon|t}} ||2 ||global, global || divide global int by global int (G /= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0071 || {{Icon|t}} ||2 ||global, global || divide global float by global float (G /= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0072 || {{Icon|t}} ||2 ||local, local || divide local int by local int (L /= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0073 || {{Icon|t}} ||2 ||local, local || divide local float by local float (L /= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0074 || {{Icon|t}} ||2 ||local, global || divide local int by global int (L /= G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0075 || {{Icon|t}} ||2 ||local, global || divide local float by global float (L /= G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0076 || {{Icon|t}} ||2 ||global, local || divide global int by local int (G /= L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0077 || {{Icon|t}} ||2 ||global, local || divide global float by local float (G /= L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0078 || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0079 || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|007A || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|007B || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|007C || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|007D || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|007E || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|007F || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0080 || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0081 || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0082 || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0083 || {{Icon|t}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0084 || {{Icon|t}} ||2 ||global var int, global var int || set global integer equal to global integer (G = G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0085 || {{Icon|t}} ||2 ||local var int, local var int || set local integer equal to local integer (L = L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|0086 || {{Icon|t}} ||2 ||global var flt, global var flt || set global float equal to global float (G = G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0087 || {{Icon|t}} ||2 ||local var flt, local var flt || set local float equal to local float (L = L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0088 || {{Icon|t}} ||2 ||global var flt, local var flt || set global float equal to local float (G = L flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|0089 || {{Icon|t}} ||2 ||local var flt, global var flt || set local float equal to global float (L = G flt) ||&lt;br /&gt;
|-&lt;br /&gt;
|008A || {{Icon|t}} ||2 ||global var int, local var int || set global integer equal to local integer (G = L int) ||&lt;br /&gt;
|-&lt;br /&gt;
|008B || {{Icon|t}} ||2 ||local var int, global var int || set local integer equal to global integer (L = G int) ||&lt;br /&gt;
|-&lt;br /&gt;
|008C || {{Icon|t}} ||2 ||global var int, global var flt || convert global float to global int ||&lt;br /&gt;
|-&lt;br /&gt;
|008D || {{Icon|t}} ||2 ||global var flt, global var int || convert global int to global float ||&lt;br /&gt;
|-&lt;br /&gt;
|[[008E]] || {{Icon|t}} ||2 ||local var int, global var flt || convert global float to local int ||&lt;br /&gt;
|-&lt;br /&gt;
|008F || {{Icon|t}} ||2 ||local var flt, global var int || convert global int to local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0090 || {{Icon|t}} ||2 ||global var int, local var flt || |convert local float to global int ||&lt;br /&gt;
|-&lt;br /&gt;
|0091 || {{Icon|t}} ||2 ||global var flt, local var int || convert local int to global float ||&lt;br /&gt;
|-&lt;br /&gt;
|0092 || {{Icon|t}} ||2 ||local var int, local var flt || |convert local float to local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0093 || {{Icon|t}} ||2 ||local var flt, local var int || convert local int to local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0094 || {{Icon|t}} ||1 ||global var int || absolute value of global int ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0095]] || {{Icon|t}} ||1 ||local var int || absolute value of local int ||&lt;br /&gt;
|-&lt;br /&gt;
|0096 || {{Icon|t}} ||1 ||global var flt || absolute value of global float ||&lt;br /&gt;
|-&lt;br /&gt;
|0097 || {{Icon|t}} ||1 ||local var flt || absolute value of local float ||&lt;br /&gt;
|-&lt;br /&gt;
|0098 || {{Icon|t}} ||1 ||flt || generate random float ||&lt;br /&gt;
|-&lt;br /&gt;
|0099 || {{Icon|t}} ||1 ||int || generate random integer ||&lt;br /&gt;
|-&lt;br /&gt;
|[[009A]] || {{Icon|t}} ||6 ||int, int, flt, flt, flt, var || create char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|009B || {{Icon|t}} ||1 ||char handle || delete char ||&lt;br /&gt;
|-&lt;br /&gt;
|009C || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, int || set char to wander path ||&lt;br /&gt;
|-&lt;br /&gt;
|009D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|009E || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} ||4&amp;lt;br /&amp;gt;6 ||char handle, flt, flt, flt&amp;lt;br /&amp;gt;char handle, flt, flt, flt, flt, int || set char path ||&lt;br /&gt;
|-&lt;br /&gt;
|009F || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || char set idle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A0]] || {{Icon|t}} ||4 ||char handle, var, var, var || get char coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A1]] || {{Icon|t}} ||4 ||char handle, flt, flt, flt || set char coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A2]] || {{Icon|3}} ||1 ||char handle || is char still alive ||&lt;br /&gt;
|-&lt;br /&gt;
|00A3 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || is char in area 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|00A4 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || is char in area 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00A5]] || {{Icon|t}} ||5 ||int, flt, flt, flt, var || create car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00A6 || {{Icon|t}} ||1 ||car handle || delete car ||&lt;br /&gt;
|-&lt;br /&gt;
|00A7 || {{Icon|t}} ||4 ||car handle, flt, flt, flt || car goto coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00A8 || {{Icon|t}} ||1 ||car handle || car wander randomly ||&lt;br /&gt;
|-&lt;br /&gt;
|00A9 || {{Icon|t}} ||1 ||car handle || car set idle ||&lt;br /&gt;
|-&lt;br /&gt;
|00AA || {{Icon|t}} ||4 ||car handle, var, var, var || get car coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00AB || {{Icon|t}} ||4 ||car handle, flt, flt, flt || set car coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|00AC || {{Icon|3}} ||1 ||car handle || is car still alive ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[00AD]] || {{Icon|t}} ||2 ||car handle, flt || set car cruise speed ||&lt;br /&gt;
|-&lt;br /&gt;
|00AE || {{Icon|t}} ||2 ||car handle, int || set car driving style ||&lt;br /&gt;
|-&lt;br /&gt;
|00AF || {{Icon|t}} ||2 ||car handle, int || set car mission ||&lt;br /&gt;
|-&lt;br /&gt;
|00B0 || {{Icon|t}} ||6 ||car handle, flt, flt, flt, flt, int || is car in area 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|00B1 || {{Icon|t}} ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || is car in area 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|00B2 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00B3 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00B4 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00B5 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00B6 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00B7 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00B8 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00B9 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00BA]] || {{Icon|t}} ||3 ||string, int, int || print big ||&lt;br /&gt;
|-&lt;br /&gt;
|00BB || {{Icon|t}} ||3 ||string, int, int || print ||&lt;br /&gt;
|-&lt;br /&gt;
|00BC || {{Icon|t}} ||3 ||string, int, int || print now ||&lt;br /&gt;
|-&lt;br /&gt;
|00BD || {{Icon|3}} ||3 ||string, int, int || print soon ||&lt;br /&gt;
|-&lt;br /&gt;
|00BE || {{Icon|t}} ||0 || || clear prints ||&lt;br /&gt;
|-&lt;br /&gt;
|00BF || {{Icon|t}} ||2 ||var, var || get time of day ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00C0]] || {{Icon|t}} ||2 ||int, int || set time of day ||&lt;br /&gt;
|-&lt;br /&gt;
|00C1 || {{Icon|t}} ||3 ||int, int, var || get minutes to time of day ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00C2 || {{Icon|t}} ||4 ||flt, flt, flt, flt || is point on screen ||&lt;br /&gt;
|-&lt;br /&gt;
|00C3 || {{Icon|3}} {{Icon|VC}} ||0 || || enter debug mode ||&lt;br /&gt;
|-&lt;br /&gt;
|00C4 || {{Icon|3}} {{Icon|VC}} ||0 || || exit debug mode ||&lt;br /&gt;
|-&lt;br /&gt;
|00C5 || {{Icon|3}} ||0 || || true ||&lt;br /&gt;
|-&lt;br /&gt;
|00C6 || {{Icon|3}} ||0 || || false ||&lt;br /&gt;
|-&lt;br /&gt;
|00C7 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00C8 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00C9 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00CA || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00CB || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00CC || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00CD || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00CE || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00CF || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00D0 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00D1 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00D2 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00D3 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00D4 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|00D5 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00D6]] || {{Icon|t}} ||1 ||int || if ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00D7]] || {{Icon|t}} ||1 ||int || start new script ||like 004F but only one parameter&lt;br /&gt;
|-&lt;br /&gt;
|[[00D8]] || {{Icon|t}} ||0 || || mission has finished ||&lt;br /&gt;
|-&lt;br /&gt;
|00D9 || {{Icon|t}} ||2 ||char handle, var || store car char is in ||mission only, parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00DA || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, var || store car player is in ||mission only, parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00DB || {{Icon|t}} ||2 ||char handle, car handle || is char in car ||&lt;br /&gt;
|-&lt;br /&gt;
|00DC || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, car handle || is player in car ||&lt;br /&gt;
|-&lt;br /&gt;
|00DD || {{Icon|t}} ||2 ||char handle, int || is char in model ||&lt;br /&gt;
|-&lt;br /&gt;
|00DE || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, int || is player in model ||&lt;br /&gt;
|-&lt;br /&gt;
|00DF || {{Icon|t}} ||1 ||char handle || is char in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|00E0 || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || is player in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[00E1]] || {{Icon|t}} ||2 ||int, int || is button pressed ||&lt;br /&gt;
|-&lt;br /&gt;
|00E2 || {{Icon|3}} {{Icon|SA}} ||3 ||int, int, var || get button pressed ||&lt;br /&gt;
|-&lt;br /&gt;
|00E3 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || locate player by any means 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E4 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || locate player on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E5 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || locate player in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E6 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || locate player stopped by any means 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E7 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || locate player stopped on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E8 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || locate player stopped in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00E9 || {{Icon|3}} {{Icon|VC}} ||5 ||player handle, char handle, flt, flt, int || locate player by any means near char 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EA || {{Icon|3}} {{Icon|VC}} ||5 ||player handle, char handle, flt, flt, int || locate player on foot near char 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EB || {{Icon|3}} {{Icon|VC}} ||5 ||player handle, char handle, flt, flt, int || locate player in car near char 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EC || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || locate char by any means 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00ED || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || locate char on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EE || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || locate char in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00EF || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || locate stopped char by any means 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F0 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || locate stopped char on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F1 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || locate stopped char in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F2 || {{Icon|t}} ||5 ||char handle, char handle, flt, flt, int || locate char by any means near char 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|00F3 || {{Icon|t}} ||5 ||char handle, char handle, flt, flt, int || locate char on foot near char 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|00F4 || {{Icon|t}} ||5 ||char handle, char handle, flt, flt, int || locate char in car near char 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|00F5 || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || locate player by any means 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F6 || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || locate player on foot 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F7 || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || locate player in car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F8 || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || locate player stopped by any means 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00F9 || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || locate player stopped on foot 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FA || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || locate player stopped in car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FB || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, char handle, flt, flt, flt, int || locate player by any means near char 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FC || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, char handle, flt, flt, flt, int || locate player on foot near char 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FD || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, char handle, flt, flt, flt, int || locate player in car near char 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|00FE || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || locate char by any means 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[00FF]] || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || locate char on foot 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0100 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || locate char in car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0101 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || locate char stopped by any means 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0102 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || locate char stopped on foot 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0103 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || locate char stopped in car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0104 || {{Icon|t}} ||6 ||char handle, char handle, flt, flt, flt, flt, int || locate char by any means near char 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0105 || {{Icon|t}} ||6 ||char handle, char handle, flt, flt, flt, flt, int || locate char on foot near char 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0106 || {{Icon|t}} ||6 ||char handle, char handle, flt, flt, flt, flt, int || locate char in car near char 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0107 || {{Icon|t}} ||5 ||int, flt, flt, flt, var || create object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0108 || {{Icon|t}} ||1 ||object handle || delete object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0109]] || {{Icon|t}} ||2 ||player handle, int || add score ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010A]] || {{Icon|t}} ||2 ||player handle, int || is score greater ||&lt;br /&gt;
|-&lt;br /&gt;
|010B || {{Icon|t}} ||2 ||player handle, var || store score ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010C]] || {{Icon|3}} {{Icon|VC}} ||5 ||player handle, flt, flt, flt, flt || give remote controlled car to player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010D]] || {{Icon|t}} ||2 ||player handle, int || set player wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|[[010E]] || {{Icon|t}} ||2 ||player handle, int || alter wanted level no drop ||&lt;br /&gt;
|-&lt;br /&gt;
|010F || {{Icon|t}} ||2 ||player handle, int || is wanted level greater ||&lt;br /&gt;
|-&lt;br /&gt;
|0110 || {{Icon|t}} ||1 ||player handle || clear wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0111 || {{Icon|t}} ||1 ||int || set deatharrest state ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0112]] || {{Icon|t}} ||0 || || has deatharrest executed ||special use in [[Create a mission|missions]]&lt;br /&gt;
|-&lt;br /&gt;
|0113 || {{Icon|3}} ||3 ||player handle, int, int || add ammo to player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0114]] || {{Icon|t}} ||3 ||char handle, int, int || add ammo to char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0115 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0116 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0117]] || {{Icon|t}} ||1 ||player handle || is player dead ||&lt;br /&gt;
|-&lt;br /&gt;
|0118 || {{Icon|t}} ||1 ||char handle || is char dead ||&lt;br /&gt;
|-&lt;br /&gt;
|0119 || {{Icon|t}} ||1 ||car handle || is car dead ||&lt;br /&gt;
|-&lt;br /&gt;
|011A || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, int || set char search threat ||&lt;br /&gt;
|-&lt;br /&gt;
|011B || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|011C || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || set char obj no obj ||&lt;br /&gt;
|-&lt;br /&gt;
|011D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|011E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|011F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0120 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0121 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, string || is player in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0122 || {{Icon|t}} ||1 ||player handle || is player pressing horn ||&lt;br /&gt;
|-&lt;br /&gt;
|0123 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || has char spotted player ||&lt;br /&gt;
|-&lt;br /&gt;
|0124 ||{{Icon|uns}} || - || || ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0125 ||{{Icon|uns}} || - || || ||special use for memory hacking in Vice City{{Ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0126 || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || is char objective passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0127 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0128 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0129]] || {{Icon|t}} ||4 ||car handle, int, int, var || create char inside car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|012A || {{Icon|3}} {{Icon|VC}} ||4 ||player handle, flt, flt, flt || warp player from car to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|012B || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|012C || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|012D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|012E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|012F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0130 || {{Icon|3}} ||1 ||player handle || has player been arrested ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0131 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0132 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0133 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0134 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0135]] || {{Icon|3}} ||2 ||car handle, var || change car lock ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0136 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0137 || {{Icon|t}} ||2 ||car handle, int || is car model ||&lt;br /&gt;
|-&lt;br /&gt;
|0138 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0139 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|013A || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|013B || {{Icon|3}} ||6 ||car handle, flt, flt, flt, flt, int || is car dead in 2D area ||&lt;br /&gt;
|-&lt;br /&gt;
|013C || {{Icon|3}} ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || is car dead in 3D area ||&lt;br /&gt;
|-&lt;br /&gt;
|013D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|013E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|013F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0140 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0141 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0142 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0143 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0144 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0145 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0146 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0147 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0148 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0149 || {{Icon|3}} ||1 ||car handle || is car crushed ||&lt;br /&gt;
|-&lt;br /&gt;
|014A || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[014B]] || {{Icon|t}} ||13 ||flt, flt, flt, flt, int, int, int, int, int, int, int, int, var || create car generator ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[014C]] || {{Icon|t}} ||2 ||car generator handle, int || switch car generator ||&lt;br /&gt;
|-&lt;br /&gt;
|014D || {{Icon|3}} ||4 ||string, int, int, int || add pager message ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[014E]] || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||1&amp;lt;br /&amp;gt;2 ||global var&amp;lt;br /&amp;gt;global var, int || display onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|014F || {{Icon|t}} ||1 ||global var || clear onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0150 || {{Icon|3}} {{Icon|VC}} ||2 ||global var, int || display onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|0151 || {{Icon|t}} ||1 ||global var || clear onscreen counter ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0152]] || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} ||11&amp;lt;br /&amp;gt;13 ||string, int, int, int, int, int, int, int, int, int, int&amp;lt;br /&amp;gt;string, int, int, int, int, int, int, int, int, int, int, int, int || setup zone car info ||&lt;br /&gt;
|-&lt;br /&gt;
|0153 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0154 || {{Icon|t}} ||2 ||char handle, string || is char in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0155 || {{Icon|3}} ||3 ||int, int, int || shake pad? ||PS2 specific?&lt;br /&gt;
|-&lt;br /&gt;
|0156 || {{Icon|3}} ||3 ||string, int, int || set ped density ||&lt;br /&gt;
|-&lt;br /&gt;
|0157 || {{Icon|3}} {{Icon|VC}} ||3 ||player handle, int, int || point camera at player ||&lt;br /&gt;
|-&lt;br /&gt;
|0158 || {{Icon|t}} ||3 ||car handle, int, int || point camera at car ||&lt;br /&gt;
|-&lt;br /&gt;
|0159 || {{Icon|t}} ||3 ||char handle, int, int || point camera at char ||&lt;br /&gt;
|-&lt;br /&gt;
|015A || {{Icon|t}} ||0 || || restore camera ||&lt;br /&gt;
|-&lt;br /&gt;
|015B || {{Icon|SA}} ||3 ||int, int, int ||shake pad (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[015C]] || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} ||11&amp;lt;br /&amp;gt;13 ||string, int, int, int, int, int, int, int, int, int, int&amp;lt;br /&amp;gt;string, int, int, int, int, int, int, int, int, int, int, int, int || setup zone ped info ||&lt;br /&gt;
|-&lt;br /&gt;
|015D || {{Icon|t}} ||1 ||flt || set timescale ||&lt;br /&gt;
|-&lt;br /&gt;
|015E || {{Icon|3}} ||1 ||car handle || is car in air ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|015F || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || set fixed camera position ||&lt;br /&gt;
|-&lt;br /&gt;
|0160 || {{Icon|t}} ||4 ||flt, flt, flt, int || point camera at point ||&lt;br /&gt;
|-&lt;br /&gt;
|0161 || {{Icon|t}} ||4 ||car handle, int, int, var || add blip to car old ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0162 || {{Icon|3}} {{Icon|VC}} ||4 ||char handle, int, int, var || add blip to char old ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0163 || {{Icon|3}} ||4 ||object handle, int, int, var || add blip to object old ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0164]] || {{Icon|t}} ||1 ||blip handle || remove blip ||&lt;br /&gt;
|-&lt;br /&gt;
|0165 || {{Icon|t}} ||2 ||blip handle, int || change blip colour ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0166]] || {{Icon|3}} {{Icon|VC}} ||2 ||blip handle, int || change blip brightness ||&lt;br /&gt;
|-&lt;br /&gt;
|0167 || {{Icon|t}} ||6 ||flt, flt, flt, int, int, var || add blip for coordinate old ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0168]] || {{Icon|t}} ||2 ||blip handle, int || change blip scale ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0169]] || {{Icon|t}} ||3 ||int, int, int || set fading colour ||&lt;br /&gt;
|-&lt;br /&gt;
|[[016A]] || {{Icon|t}} ||2 ||int, int || do fade ||&lt;br /&gt;
|-&lt;br /&gt;
|016B || {{Icon|t}} ||0 || || get fading status ||&lt;br /&gt;
|-&lt;br /&gt;
|016C || {{Icon|3}} {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||4&amp;lt;br /&amp;gt;5 ||flt, flt, flt, flt&amp;lt;br /&amp;gt;flt, flt, flt, flt, int || add hospital restart ||&lt;br /&gt;
|-&lt;br /&gt;
|016D || {{Icon|3}} {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||4&amp;lt;br /&amp;gt;5 ||flt, flt, flt, flt&amp;lt;br /&amp;gt;flt, flt, flt, flt, int || add police restart ||&lt;br /&gt;
|-&lt;br /&gt;
|016E || {{Icon|t}} ||4 ||flt, flt, flt, flt || override next restart ||&lt;br /&gt;
|-&lt;br /&gt;
|016F || {{Icon|3}} {{Icon|SA}} ||10 ||int, flt, flt, flt, flt, flt, int, int, int, int || draw shadow ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0170]] || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, var || get player heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0171]] || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, flt || set player heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0172]] || {{Icon|t}} ||2 ||char handle, var || get char heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0173]] || {{Icon|t}} ||2 ||char handle, flt || set char heading ||&lt;br /&gt;
|-&lt;br /&gt;
|0174 || {{Icon|t}} ||2 ||car handle, var || get car heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0175 || {{Icon|t}} ||2 ||car handle, flt || set car heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0176]] || {{Icon|t}} ||2 ||object handle, var || get object heading ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0177 || {{Icon|t}} ||2 ||object handle, flt || set object heading ||&lt;br /&gt;
|-&lt;br /&gt;
|0178 || {{Icon|3}} ||2 ||player handle, object handle || is player touching object ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0179 || {{Icon|3}} {{Icon|SA}} ||2 ||char handle, object handle || is char touching object ||&lt;br /&gt;
|-&lt;br /&gt;
|017A || {{Icon|3}} {{Icon|VC}} ||3 ||player handle, int, int || set player weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|[[017B]] || {{Icon|3}} {{Icon|SA}} ||3 ||char handle, int, int || set char weapon ammo ||&lt;br /&gt;
|-&lt;br /&gt;
|017C || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|017D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|017E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|017F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0180]] || {{Icon|t}} ||1 ||var || set on mission flag ||&lt;br /&gt;
|-&lt;br /&gt;
|0181 || {{Icon|t}} ||2 ||nop || no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|0182 || {{Icon|3}} ||2 ||int, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|0183 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, int || is player health greater ||&lt;br /&gt;
|-&lt;br /&gt;
|0184 || {{Icon|t}} ||2 ||char handle, int || is char health greater ||&lt;br /&gt;
|-&lt;br /&gt;
|0185 || {{Icon|t}} ||2 ||car handle, int || is car health greater ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0186]] || {{Icon|t}} ||2 ||car handle, var || add blip for car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0187]] || {{Icon|t}} ||2 ||char handle, var || add blip for char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0188]] || {{Icon|t}} ||2 ||object handle, var || add blip for object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0189 || {{Icon|3}} {{Icon|VC}} ||2 ||flt, flt, flt, var || add blip with sphere to coordinate ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[018A]] || {{Icon|t}} ||2 ||flt, flt, flt, var || add blip for coordinate ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|018B || {{Icon|t}} ||2 ||blip handle, int || change blip display ||&lt;br /&gt;
|-&lt;br /&gt;
|[[018C]] || {{Icon|t}} ||4 ||int, flt, flt, flt || add one off sound ||&lt;br /&gt;
|-&lt;br /&gt;
|[[018D]] || {{Icon|3}} {{Icon|VC}} ||5 ||flt, flt, flt, int, var || add continuous sound ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[018E]] || {{Icon|t}} ||1 ||sound handle || remove sound ||&lt;br /&gt;
|-&lt;br /&gt;
|[[018F]] || {{Icon|t}} ||1 ||car handle || check car is flipped for 2 seconds ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0190]] || {{Icon|t}} ||1 ||car handle || add car to flipped check ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0191]] || {{Icon|t}} ||1 ||car handle || remove car from flipped check ||&lt;br /&gt;
|-&lt;br /&gt;
|0192 || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || set char obj wait on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|0193 || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || set char objective to act like ped ||&lt;br /&gt;
|-&lt;br /&gt;
|0194 || {{Icon|3}} {{Icon|VC}} ||4 ||char handle, flt, flt, flt || set char objective to go to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0195 || {{Icon|3}} ||5 ||char handle, flt, flt, flt, flt || set char objective to guard area ||&lt;br /&gt;
|-&lt;br /&gt;
|0196 || {{Icon|3}} ||1 ||char handle || set char objective (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0197 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || is player in area on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0198 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || is player in area in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0199 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || is player stopped in area 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019A || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || is player stopped in area on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019B || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || is player stopped in area in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019C || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || is player in area on foot 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019D || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || is player in area in car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019E || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || is player stopped in area 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|019F || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || is player stopped in area on foot 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A0 || {{Icon|3}} {{Icon|VC}} ||8 ||player handle, flt, flt, flt, flt, flt, flt, int || is player stopped in area in car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A1 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || is char in area on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A2 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || is char in area in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A3 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || is char stopped in area 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A4 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || is char stopped in area on foot 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A5 || {{Icon|t}} ||6 ||char handle, flt, flt, flt, flt, int || is char stopped in area in car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A6 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || is char in area on foot 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A7 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || is char in area in car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A8 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || is char stopped in area 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01A9 || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || is char stopped in area on foot 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AA || {{Icon|t}} ||8 ||char handle, flt, flt, flt, flt, flt, flt, int || is char stopped in area in car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AB || {{Icon|t}} ||6 ||car handle, flt, flt, flt, flt, int || is car stopped in area 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AC || {{Icon|t}} ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || is car stopped in area 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AD || {{Icon|t}} ||6 ||car handle, flt, flt, flt, flt, int || locate car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AE || {{Icon|t}} ||6 ||car handle, flt, flt, flt, flt, int || locate stopped car 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01AF || {{Icon|t}} ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || locate car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B0 || {{Icon|t}} ||8 ||car handle, flt, flt, flt, flt, flt, flt, int || locate stopped car 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01B1 || {{Icon|3}} {{Icon|VC}} ||3 ||player handle, int, int || give weapon to player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B2]] || {{Icon|t}} ||3 ||char handle, int, int || give weapon to char ||&lt;br /&gt;
|-&lt;br /&gt;
|01B3 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B4]] || {{Icon|t}} ||2 ||player handle || set player control ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B5]] || {{Icon|t}} ||1 ||int || force weather ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B6]] || {{Icon|t}} ||1 ||int || force weather now ||&lt;br /&gt;
|-&lt;br /&gt;
|01B7 || {{Icon|t}} ||0 || || release weather ||&lt;br /&gt;
|-&lt;br /&gt;
|01B8 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, int || set current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01B9]] || {{Icon|t}} ||2 ||char handle, int || set current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|01BA || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01BB]] || {{Icon|t}} ||4 ||object handle, var, var, var || get object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BC || {{Icon|t}} ||4 ||object handle, flt, flt, flt || set object coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|01BD || {{Icon|t}} ||1 ||var || get game timer ||&lt;br /&gt;
|-&lt;br /&gt;
|01BE || {{Icon|3}} {{Icon|VC}} ||4 ||char handle, flt, flt, flt || turn char to face coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01BF || {{Icon|3}} ||4 ||player handle, flt, flt, flt || turn player to face coord ||&lt;br /&gt;
|-&lt;br /&gt;
|01C0 || {{Icon|t}} ||2 ||player handle, var || store wanted level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C1 || {{Icon|t}} ||1 ||car handle || is car stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C2]] || {{Icon|t}} ||1 ||char handle || mark char as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C3]] || {{Icon|t}} ||1 ||car handle || mark car as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C4 || {{Icon|t}} ||1 ||object handle || mark object as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|01C5 || {{Icon|t}} ||1 ||char handle || dont remove char ||&lt;br /&gt;
|-&lt;br /&gt;
|01C6 || {{Icon|3}} ||1 ||car handle || dont remove car ||&lt;br /&gt;
|-&lt;br /&gt;
|01C7 || {{Icon|t}} ||1 ||object handle || dont remove object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01C8]] || {{Icon|t}} ||5 ||car handle, int, int, int, var || create char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01C9 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || set char obj kill char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CA || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || set char obj kill player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01CB || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || set char obj kill char by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CC || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || set char obj kill player by any means ||&lt;br /&gt;
|-&lt;br /&gt;
|01CD || {{Icon|3}} ||2 ||char handle, char handle || set char flee char on foot till safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CE || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || set char flee player on foot till safe ||&lt;br /&gt;
|-&lt;br /&gt;
|01CF || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || char avoid char on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D0 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || char avoid player on foot always ||&lt;br /&gt;
|-&lt;br /&gt;
|01D1 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || set char obj goto char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D2 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || set char goto player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|01D3 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, car handle || set char obj leave car ||&lt;br /&gt;
|-&lt;br /&gt;
|01D4 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, car handle || set char obj enter car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|01D5 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, car handle || set char obj enter car as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|01D6 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01D7 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01D8 || {{Icon|VC}} ||2 ||char handle, object handle || set char obj destroy object ||&lt;br /&gt;
|-&lt;br /&gt;
|01D9 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, car handle || set char obj destroy car ||&lt;br /&gt;
|-&lt;br /&gt;
|01DA || {{Icon|3}} ||5 ||char handle, flt, flt, flt, flt || task actor walk to area ||&lt;br /&gt;
|-&lt;br /&gt;
|01DB || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01DC || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01DD || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01DE || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || set char as leader ||&lt;br /&gt;
|-&lt;br /&gt;
|01DF || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || set player as leader ||&lt;br /&gt;
|-&lt;br /&gt;
|01E0 || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || leave group ||&lt;br /&gt;
|-&lt;br /&gt;
|01E1 || {{Icon|3}} {{Icon|VC}} ||3 ||char handle, int, int || set char obj follow route ||&lt;br /&gt;
|-&lt;br /&gt;
|01E2 || {{Icon|3}} {{Icon|VC}} ||4 ||int, flt, flt, flt || add route point ||&lt;br /&gt;
|-&lt;br /&gt;
|01E3 || {{Icon|t}} ||4 ||string, int, int, int || print with number big ||&lt;br /&gt;
|-&lt;br /&gt;
|01E4 || {{Icon|t}} ||4 ||string, int, int, int || print with number ||&lt;br /&gt;
|-&lt;br /&gt;
|01E5 || {{Icon|t}} ||4 ||string, int, int, int || print with number now ||&lt;br /&gt;
|-&lt;br /&gt;
|01E6 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01E7 || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || switch roads on ||&lt;br /&gt;
|-&lt;br /&gt;
|01E8 || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || switch roads off ||&lt;br /&gt;
|-&lt;br /&gt;
|01E9 || {{Icon|t}} ||2 ||car handle, var || get number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EA || {{Icon|t}} ||2 ||car handle, var || get maximum number of passengers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01EB || {{Icon|t}} ||1 ||flt || set car density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|01EC || {{Icon|t}} ||2 ||car handle, int || set car heavy ||&lt;br /&gt;
|-&lt;br /&gt;
|01ED || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || clear char threat search ||&lt;br /&gt;
|-&lt;br /&gt;
|01EE || {{Icon|3}} ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || activate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|01EF || {{Icon|3}} ||2 ||flt, flt || deactivate crane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F0]] || {{Icon|t}} ||1 ||int || set max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|01F1 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01F2 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|01F3 || {{Icon|t}} ||1 ||car handle || is car in air proper||&lt;br /&gt;
|-&lt;br /&gt;
|01F4 || {{Icon|t}} ||1 ||car handle || is car upsidedown ||&lt;br /&gt;
|-&lt;br /&gt;
|01F5 || {{Icon|t}} ||2 ||player handle, var || get player char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|01F6 || {{Icon|t}} ||0 || || cancel override restart ||&lt;br /&gt;
|-&lt;br /&gt;
|01F7 || {{Icon|t}} ||2 ||player handle, int || set police ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|01F8 || {{Icon|3}} ||5 ||string, int, int, int, int || print pager text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|[[01F9]] || {{Icon|t}} ||9 ||string, int, int, int, int, int, int, int, int || start kill frenzy ||&lt;br /&gt;
|-&lt;br /&gt;
|01FA || {{Icon|t}} ||1 ||var || read kill frenzy status ||&lt;br /&gt;
|-&lt;br /&gt;
|01FB || {{Icon|t}} ||2 ||flt, var || sqrt ||&lt;br /&gt;
|-&lt;br /&gt;
|01FC || {{Icon|3}} {{Icon|VC}} ||5 ||player handle, car handle, flt, flt, int || locate player by any means car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|01FD || {{Icon|3}} {{Icon|VC}} ||5 ||player handle, car handle, flt, flt, int || locate player on foot car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|01FE || {{Icon|3}} {{Icon|VC}} ||5 ||player handle, car handle, flt, flt, int || locate player in car car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|01FF || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, car handle, flt, flt, flt, int || locate player by any means car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0200 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, car handle, flt, flt, flt, int || locate player on foot car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0201 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, car handle, flt, flt, flt, int || locate player in car car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0202 || {{Icon|t}} ||5 ||char handle, car handle, flt, flt, int || locate char by any means car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|0203 || {{Icon|t}} ||5 ||char handle, car handle, flt, flt, int || locate char on foot car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|0204 || {{Icon|t}} ||5 ||char handle, car handle, flt, flt, int || locate char in car car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|0205 || {{Icon|t}} ||6 ||char handle, car handle, flt, flt, flt, int || locate char by any means car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0206 || {{Icon|t}} ||6 ||char handle, car handle, flt, flt, flt, int || locate char on foot car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0207 || {{Icon|t}} ||6 ||char handle, car handle, flt, flt, flt, int || locate char in car car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0208 || {{Icon|t}} ||2 ||flt, flt, var || generate random float in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0209 || {{Icon|t}} ||2 ||int, int, var || generate random int in range ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[020A]] || {{Icon|t}} ||2 ||car handle, int || lock car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|020B || {{Icon|t}} ||1 ||car handle || explode car ||&lt;br /&gt;
|-&lt;br /&gt;
|020C || {{Icon|t}} ||4 ||flt, flt, flt, int || add explosion ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|020D || {{Icon|t}} ||1 ||car handle || is car upright ||&lt;br /&gt;
|-&lt;br /&gt;
|020E || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || turn char to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|020F || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || turn char to face player ||&lt;br /&gt;
|-&lt;br /&gt;
|0210 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, char handle || turn player to face char ||&lt;br /&gt;
|-&lt;br /&gt;
|0211 || {{Icon|3}} {{Icon|VC}} ||3 ||char handle, flt, flt || set char obj goto coord on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|0212 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0213]] || {{Icon|t}} ||6 ||int, int, flt, flt, flt, var || create pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0214 || {{Icon|t}} ||1 ||pickup handle || has pickup been collected ||&lt;br /&gt;
|-&lt;br /&gt;
|0215 || {{Icon|t}} ||1 ||pickup handle || remove pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|0216 || {{Icon|t}} ||2 ||car handle, int || set taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0217 || {{Icon|t}} ||3 ||string, int, int || print text big q ||&lt;br /&gt;
|-&lt;br /&gt;
|0218 || {{Icon|3}} ||4 ||string, int, int, int || print text with number big q ||&lt;br /&gt;
|-&lt;br /&gt;
|0219 || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} ||8&amp;lt;br /&amp;gt;10 ||flt, flt, flt, flt, flt, flt, int, var&amp;lt;br /&amp;gt;flt, flt, flt, flt, flt, flt, flt, flt, int, var || create garage ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|021A || {{Icon|3}} ||9 ||flt, flt, flt, flt, flt, flt, int, int, var || create garage with car model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[021B]] || {{Icon|t}} ||2 ||garage handle, car handle || set target car for mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021C || {{Icon|3}} {{Icon|VC}} ||1 ||garage handle || is car in mission garage ||&lt;br /&gt;
|-&lt;br /&gt;
|021D || {{Icon|3}} ||1 ||int || set free bombs ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|021E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|021F || {{Icon|3}} ||1 ||int || set all taxi lights ||&lt;br /&gt;
|-&lt;br /&gt;
|0220 || {{Icon|3}} ||1 ||car handle || does car have car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|0221 || {{Icon|t}} ||2 ||player handle, int || apply brakes to players car ||&lt;br /&gt;
|-&lt;br /&gt;
|0222 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, int || set player health ||&lt;br /&gt;
|-&lt;br /&gt;
|0223 || {{Icon|t}} ||2 ||char handle, int || set char health ||&lt;br /&gt;
|-&lt;br /&gt;
|0224 || {{Icon|t}} ||2 ||car handle, int || set car health ||&lt;br /&gt;
|-&lt;br /&gt;
|0225 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, var || get player health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0226 || {{Icon|t}} ||2 ||char handle, var || get char health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0227 || {{Icon|t}} ||2 ||car handle, var || get car health ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0228 || {{Icon|3}} ||2 ||car handle, int || is car armed with bomb ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0229 || {{Icon|t}} ||3 ||car handle, int, int || change car colour ||&lt;br /&gt;
|-&lt;br /&gt;
|022A || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || switch ped paths on ||&lt;br /&gt;
|-&lt;br /&gt;
|022B || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || switch ped paths off ||&lt;br /&gt;
|-&lt;br /&gt;
|022C || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || char look at char always ||&lt;br /&gt;
|-&lt;br /&gt;
|022D || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || char look at player always ||&lt;br /&gt;
|-&lt;br /&gt;
|022E || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, char handle || player look at char always ||&lt;br /&gt;
|-&lt;br /&gt;
|022F || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || stop char looking ||&lt;br /&gt;
|-&lt;br /&gt;
|0230 || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || stop player looking ||&lt;br /&gt;
|-&lt;br /&gt;
|0231 || {{Icon|3}} ||1 ||int || set second police helicopter ||&lt;br /&gt;
|-&lt;br /&gt;
|0232 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0233 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0234 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0235 || {{Icon|VC}} ||3 ||int, int, int || set gang models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0236]] || {{Icon|3}} {{Icon|VC}} ||2 ||int, int || set gang car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0237]] || {{Icon|t}} ||3 ||int, int, int || set gang weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0238 || {{Icon|3}} ||5 ||player handle, flt, flt, flt, flt || set char obj run to area ||&lt;br /&gt;
|-&lt;br /&gt;
|0239 || {{Icon|3}} {{Icon|VC}} ||3 ||char handle, flt, flt || set char obj run to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|023A || {{Icon|3}} ||2 ||player handle, object handle || is player touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|023B || {{Icon|t}} ||2 ||char handle, object handle || is char touching object on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|[[023C]] || {{Icon|t}} ||2 ||int, string || load special character ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|[[023D]] || {{Icon|t}} ||1 ||string || has special character loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|023E || {{Icon|3}} ||2 ||car handle, int || flash car ||&lt;br /&gt;
|-&lt;br /&gt;
|023F || {{Icon|3}} ||2 ||char handle, int || flash char ||&lt;br /&gt;
|-&lt;br /&gt;
|0240 || {{Icon|3}} ||2 ||object handle, int || flash object ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0241 || {{Icon|t}} ||1 ||player handle || is player in remote mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0242 || {{Icon|3}} ||2 ||car handle || arm car with bomb ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0243]] || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, int || set char personality ||&lt;br /&gt;
|-&lt;br /&gt;
|0244 || {{Icon|t}} ||3 ||flt, flt, flt || set cutscene offset ||&lt;br /&gt;
|-&lt;br /&gt;
|0245 || {{Icon|t}} ||2 ||char handle, int || set anim group for char ||&lt;br /&gt;
|-&lt;br /&gt;
|0246 || {{Icon|3}} ||2 ||player handle, int || set player walk style? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0247]] || {{Icon|t}} ||1 ||int || request model ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0248]] || {{Icon|t}} ||1 ||int || has model loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0249]] || {{Icon|t}} ||1 ||int || mark model as no longer needed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024A]] || {{Icon|3}} {{Icon|VC}} ||3 ||flt, flt, var || get phone ||&lt;br /&gt;
|-&lt;br /&gt;
|024B || {{Icon|3}} ||2 ||phone handle, string || ||&lt;br /&gt;
|-&lt;br /&gt;
|024C || {{Icon|3}} ||2 ||phone handle, string || set phone message ||&lt;br /&gt;
|-&lt;br /&gt;
|024D || {{Icon|3}} ||1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024E]] || {{Icon|3}} {{Icon|VC}} ||1 ||phone handle || turn phone off ||&lt;br /&gt;
|-&lt;br /&gt;
|[[024F]] || {{Icon|t}} ||9 ||flt, flt, flt, flt, int, int, int, int, int || create corona ||&lt;br /&gt;
|-&lt;br /&gt;
|0250 || {{Icon|3}} ||6 ||flt, flt, flt, int, int, int || draw light ||&lt;br /&gt;
|-&lt;br /&gt;
|0251 || {{Icon|3}} ||0 || || store weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0252 || {{Icon|3}} ||0 || || restore weather state ||&lt;br /&gt;
|-&lt;br /&gt;
|0253 || {{Icon|t}} ||0 || || save current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0254 || {{Icon|t}} ||0 || || restore current time ||&lt;br /&gt;
|-&lt;br /&gt;
|0255 || {{Icon|3}} ||4 ||flt, flt, flt, flt || restart critical mission ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|[[0256]] || {{Icon|t}} ||1 ||player handle || is player playing ||&lt;br /&gt;
|-&lt;br /&gt;
|0257 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;#8212; || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0291 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, int || set char heed threats ||&lt;br /&gt;
|-&lt;br /&gt;
|0292 || {{Icon|3}} ||2 ||player handle, int || set player attack when provoked ||&lt;br /&gt;
|-&lt;br /&gt;
|0293 || {{Icon|t}} ||1 ||var || get controller mode ||&lt;br /&gt;
|-&lt;br /&gt;
|0294 || {{Icon|t}} ||2 ||car handle, int || set can respray car ||&lt;br /&gt;
|-&lt;br /&gt;
|0295 || {{Icon|3}} ||1 ||car handle || is car taxi vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0296]] || {{Icon|t}} ||1 ||int || unload special character ||&lt;br /&gt;
|-&lt;br /&gt;
|0297 || {{Icon|3}} {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||0&amp;lt;br /&amp;gt;1 || &amp;lt;br/&amp;gt;player handle || reset number of models killed by player ||&lt;br /&gt;
|-&lt;br /&gt;
|0298 || {{Icon|3}} {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||2&amp;lt;br /&amp;gt;3 ||int, var&amp;lt;br /&amp;gt;player handle, int, var || get number of models killed by player ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0299]] || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||1 ||garage handle&amp;lt;br /&amp;gt;string || activate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029A || {{Icon|3}} ||1 || || switch taxi timer (unused) ||&lt;br /&gt;
|-&lt;br /&gt;
|029B || {{Icon|t}} ||5 ||int, flt, flt, flt, object handle || create object no offset ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[029C]] || {{Icon|3}} ||1 ||car handle || is boat ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|029D || {{Icon|3}} ||5 ||char handle, flt, flt, flt, flt || task actor drive then walk to area  ||&lt;br /&gt;
|-&lt;br /&gt;
|029E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|029F || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || is player stopped ||&lt;br /&gt;
|-&lt;br /&gt;
|02A0 || {{Icon|3}} ||1 ||char handle || is char stopped ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02A1 || {{Icon|3}} ||2 ||int, int || message wait ||&lt;br /&gt;
|-&lt;br /&gt;
|02A2 || {{Icon|3}} ||5 ||int, int, flt, flt, flt || add particle effect ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02A3]] || {{Icon|t}} ||1 ||int || switch widescreen ||&lt;br /&gt;
|-&lt;br /&gt;
|02A4 || {{Icon|3}} ||3 ||car handle, int, var || add sprite blip for car ||&lt;br /&gt;
|-&lt;br /&gt;
|02A5 || {{Icon|3}} ||3 ||char handle, int, var || add sprite blip for char ||&lt;br /&gt;
|-&lt;br /&gt;
|02A6 || {{Icon|3}} ||3 ||object handle, int, var || add sprite blip for object ||&lt;br /&gt;
|-&lt;br /&gt;
|02A7 || {{Icon|t}} ||5 ||flt, flt, flt, int, var || add sprite blip for contact point ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A8 || {{Icon|t}} ||5 ||flt, flt, flt, int, var || add sprite blip for coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02A9 || {{Icon|t}} ||2 ||char handle, int || set char only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|02AA || {{Icon|t}} ||2 ||car handle, int || set car only damaged by player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02AB]] || {{Icon|t}} ||6 ||char handle, int, int, int, int, int || set char proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AC || {{Icon|t}} ||6 ||car handle, int, int, int, int, int || set car proofs ||&lt;br /&gt;
|-&lt;br /&gt;
|02AD || {{Icon|3}} {{Icon|VC}} ||7 ||player handle, flt, flt, flt, flt, flt, int || is player in angled area 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|02AE || {{Icon|3}} {{Icon|VC}} ||7 ||player handle, flt, flt, flt, flt, flt, int || is player in angled area on foot 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|02AF || {{Icon|3}} {{Icon|VC}} ||7 ||player handle, flt, flt, flt, flt, flt, int || is player in angled area in car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B0 || {{Icon|3}} {{Icon|VC}} ||7 ||player handle, flt, flt, flt, flt, flt, int || is player stopped in angled area 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B1 || {{Icon|3}} {{Icon|VC}} ||7 ||player handle, flt, flt, flt, flt, flt, int || is player stopped in angled area on foot 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B2 || {{Icon|3}} {{Icon|VC}} ||7 ||player handle, flt, flt, flt, flt, flt, int || is player stopped in angled area in car 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B3 || {{Icon|3}} {{Icon|VC}} ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || is player in angled area 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B4 || {{Icon|3}} {{Icon|VC}} ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || is player in angled area on foot 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B5 || {{Icon|3}} {{Icon|VC}} ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || is player in angled area in car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B6 || {{Icon|3}} {{Icon|VC}} ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || is player stopped in angled area 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B7 || {{Icon|3}} {{Icon|VC}} ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || is player stopped in angled area on foot 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|02B8 || {{Icon|3}} {{Icon|VC}} ||9 ||player handle, flt, flt, flt, flt, flt, flt, flt, int || is player stopped in angled area in car 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02B9]] || {{Icon|3}} {{Icon|SA}} ||1 ||garage handle || deactivate garage ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02BA || {{Icon|3}} ||2 ||garage handle, var || get number of cars collected by garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BB || {{Icon|3}} ||2 ||garage handle, car handle || has specified car been taken to garage (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|02BC || {{Icon|3}} ||1 ||int || set swat required ||&lt;br /&gt;
|-&lt;br /&gt;
|02BD || {{Icon|uns}} || - || || ||set fbi required?&lt;br /&gt;
|-&lt;br /&gt;
|02BE || {{Icon|uns}} || - || || ||set army required?&lt;br /&gt;
|-&lt;br /&gt;
|02BF || {{Icon|t}} ||1 ||car handle || is car in water ||&lt;br /&gt;
|-&lt;br /&gt;
|02C0 || {{Icon|t}} ||6 ||flt, flt, flt, var, var, var || get closest char node ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C1 || {{Icon|t}} ||6 ||flt, flt, flt, var, var, var || get closest car node ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C2 || {{Icon|t}} ||4 ||car handle, flt, flt, flt || car goto coordinates accurate ||&lt;br /&gt;
|-&lt;br /&gt;
|02C3 || {{Icon|3}} ||1 ||int || create donkey mags ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C4 || {{Icon|3}} ||0 || || save player coords ||has no related opcode to read them&lt;br /&gt;
|-&lt;br /&gt;
|02C5 || {{Icon|3}} ||1 ||var || get number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C6 || {{Icon|3}} ||0 || || clear special pickups ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C7 || {{Icon|3}} ||5 ||flt, flt, flt, flt, int || scatter platinum ||simulated in LC mod, parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02C8 || {{Icon|3}} ||1 ||var || get number of platinum in car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02C9 || {{Icon|3}} ||0 || || clear number of platinum carried ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02CA || {{Icon|t}} ||1 ||car handle || is car on screen ||&lt;br /&gt;
|-&lt;br /&gt;
|02CB || {{Icon|t}} ||1 ||char handle || is char on screen ||&lt;br /&gt;
|-&lt;br /&gt;
|02CC || {{Icon|t}} ||1 ||object handle || is object on screen ||&lt;br /&gt;
|-&lt;br /&gt;
|02CD || {{Icon|3}} ||2 ||int, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02CE]] || {{Icon|t}} ||4 ||flt, flt, flt, var || get ground z for 3d coord ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02CF || {{Icon|t}} ||4 ||flt, flt, flt, var || start script fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02D0 || {{Icon|t}} ||1 ||fire handle || is fire extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|02D1 || {{Icon|t}} ||1 ||fire handle || remove fire ||&lt;br /&gt;
|-&lt;br /&gt;
|02D2 || {{Icon|3}} ||2 ||car handle, int || set car flag? ||&lt;br /&gt;
|-&lt;br /&gt;
|02D3 || {{Icon|t}} ||4 ||car handle, flt, flt, flt || boat goto coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02D4 || {{Icon|t}} ||1 ||car handle || boat stop ||&lt;br /&gt;
|-&lt;br /&gt;
|02D5 || {{Icon|3}} {{Icon|VC}} ||6 ||player handle, flt, flt, flt, flt, int || is player shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02D6]] || {{Icon|3}} {{Icon|SA}} ||6 ||char handle, flt, flt, flt, flt, int || is char shooting in area ||&lt;br /&gt;
|-&lt;br /&gt;
|02D7 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, int || is current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D8 || {{Icon|t}} ||2 ||char handle, int || is current char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|02D9 || {{Icon|3}} ||0 || || clear number of donkey mags picked up ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02DA || {{Icon|3}} ||3 ||flt, flt, flt || create single donkey mag at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|02DB || {{Icon|t}} ||2 ||car handle, flt || set boat cruise speed ||&lt;br /&gt;
|-&lt;br /&gt;
|02DC || {{Icon|3}} ||5 ||flt, flt, flt, flt, var || get random char in area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02DD]] || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||3&amp;lt;br /&amp;gt;5 ||string, var&amp;lt;br /&amp;gt;string, flt, flt, flt, var || get random char in zone ||parameters rearranged in GTA III in SB&lt;br /&gt;
|-&lt;br /&gt;
|02DE || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || is player in taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|02DF || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || is player shooting ||&lt;br /&gt;
|-&lt;br /&gt;
|02E0 || {{Icon|t}} ||1 ||char handle || is char shooting ||&lt;br /&gt;
|-&lt;br /&gt;
|02E1 || {{Icon|t}} ||5 ||flt, flt, flt, int, var || create money pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E2 || {{Icon|t}} ||2 ||char handle, int || set char accuracy ||&lt;br /&gt;
|-&lt;br /&gt;
|02E3 || {{Icon|t}} ||2 ||car handle, var || get car speed ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[02E4]] || {{Icon|t}} ||1 ||string || load cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E5 || {{Icon|3}} {{Icon|VC}} ||2 ||int, var || create cutscene object ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02E6 || {{Icon|3}} {{Icon|VC}} ||2 ||object handle, string || set cutscene anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02E7 || {{Icon|t}} ||0 || || start cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02E8 || {{Icon|t}} ||1 ||var || get cutscene time ||&lt;br /&gt;
|-&lt;br /&gt;
|02E9 || {{Icon|t}} ||0 || || has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02EA]] || {{Icon|t}} ||0 || || clear cutscene ||&lt;br /&gt;
|-&lt;br /&gt;
|02EB || {{Icon|t}} ||0 || || restore camera jumpcut ||&lt;br /&gt;
|-&lt;br /&gt;
|02EC || {{Icon|3}} {{Icon|VC}} ||3 ||flt, flt, flt || put hidden package ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02ED]] || {{Icon|t}} ||1 ||int || set total hidden packages ||&lt;br /&gt;
|-&lt;br /&gt;
|02EE || {{Icon|3}} ||6 ||flt, flt, flt, flt, flt, flt || is projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02EF || {{Icon|3}} ||6 ||flt, flt, flt, flt, flt, flt || destroy projectile in area ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F0 || {{Icon|3}} ||3 ||flt, flt, flt || create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F1 || {{Icon|3}} ||3 ||flt, flt, flt || create explosive barrel pickup ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|02F2 || {{Icon|t}} ||2 ||char handle, int || is char model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F3 || {{Icon|3}} {{Icon|VC}} ||2 ||int, string || load special model ||&lt;br /&gt;
|-&lt;br /&gt;
|02F4 || {{Icon|3}} ||3 ||object handle, int, object handle || create cutscene head ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F5 || {{Icon|3}} ||2 ||object handle, string || set cutscene head anim ||&lt;br /&gt;
|-&lt;br /&gt;
|02F6 || {{Icon|t}} ||2 ||float, var || get sine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F7 || {{Icon|t}} ||2 ||float, var || get cosine ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|02F8 || {{Icon|t}} ||2 ||car handle, var || get car forward x ||&lt;br /&gt;
|-&lt;br /&gt;
|02F9 || {{Icon|t}} ||2 ||car handle, var || get car forward y ||&lt;br /&gt;
|-&lt;br /&gt;
|[[02FA]] || {{Icon|t}} ||2 ||garage handle, int || change garage type ||&lt;br /&gt;
|-&lt;br /&gt;
|02FB || {{Icon|3}} ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || create crusher crane ||&lt;br /&gt;
|-&lt;br /&gt;
|02FC || {{Icon|3}} ||5 ||string, int, int, int, int || print with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|02FD || {{Icon|t}} ||5 ||string, int, int, int, int || print with 2 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|02FE || {{Icon|3}} ||5 ||string, int, int, int, int || print with 2 numbers soon ||&lt;br /&gt;
|-&lt;br /&gt;
|02FF || {{Icon|t}} ||6 ||string, int, int, int, int, int || print with 3 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0300 || {{Icon|3}} ||6 ||string, int, int, int, int, int || print with 3 numbers now  ||&lt;br /&gt;
|-&lt;br /&gt;
|0301 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0302 || {{Icon|t}} ||7 ||string, int, int, int, int, int, int || print with 4 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0303 || {{Icon|3}} {{Icon|SA}} ||7 ||string, int, int, int, int, int, int || print with 4 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0304 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0305 || {{Icon|3}} ||8 ||string, int, int, int, int, int, int, int || print with 5 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0306 || {{Icon|3}} ||8 ||string, int, int, int, int, int, int, int || print with 5 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|0307 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0308 || {{Icon|t}} ||9 ||string, int, int, int, int, int, int, int, int || print with 6 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|0309 || {{Icon|3}} ||9 ||string, int, int, int, int, int, int, int, int || print with 6 numbers now ||&lt;br /&gt;
|-&lt;br /&gt;
|030A || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|030B || {{Icon|3}} ||3 ||char handle, char handle, int || set formation ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030C]] || {{Icon|t}} ||1 ||int || player made progress ||&lt;br /&gt;
|-&lt;br /&gt;
|[[030D]] || {{Icon|t}} ||1 ||int || set max progress ||&lt;br /&gt;
|-&lt;br /&gt;
|030E || {{Icon|3}} {{Icon|VC}} ||1 ||flt || register jump distance ||&lt;br /&gt;
|-&lt;br /&gt;
|030F || {{Icon|3}} {{Icon|VC}} ||1 ||flt || register jump height ||&lt;br /&gt;
|-&lt;br /&gt;
|0310 || {{Icon|3}} {{Icon|VC}} ||1 ||int || register jump flips ||&lt;br /&gt;
|-&lt;br /&gt;
|0311 || {{Icon|3}} {{Icon|VC}} ||1 ||int || register jump spins ||&lt;br /&gt;
|-&lt;br /&gt;
|0312 || {{Icon|3}} {{Icon|VC}} ||1 ||int || register jump stunt ||&lt;br /&gt;
|-&lt;br /&gt;
|0313 || {{Icon|3}} {{Icon|VC}} ||0 || || register unique jump found ||&lt;br /&gt;
|-&lt;br /&gt;
|0314 || {{Icon|3}} {{Icon|VC}} ||1 ||int || set unique jumps total ||&lt;br /&gt;
|-&lt;br /&gt;
|0315 || {{Icon|3}} {{Icon|VC}} ||0 || || register passenger dropped off taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|0316 || {{Icon|3}} {{Icon|VC}} ||1 ||int || register money made taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|0317 || {{Icon|t}} ||0 || || register mission given ||&lt;br /&gt;
|-&lt;br /&gt;
|0318 || {{Icon|t}} ||1 ||string || register mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0319 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, int || set char running ||&lt;br /&gt;
|-&lt;br /&gt;
|031A || {{Icon|t}} ||0 || || remove all script fires ||&lt;br /&gt;
|-&lt;br /&gt;
|031B || {{Icon|3}} ||2 ||car handle, int || is car primary color ||&lt;br /&gt;
|-&lt;br /&gt;
|031C || {{Icon|3}} ||2 ||car handle, int || is car secondary color ||&lt;br /&gt;
|-&lt;br /&gt;
|[[031D]] || {{Icon|t}} ||2 ||char handle, int || has char been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031E || {{Icon|t}} ||2 ||car handle, int || has car been damaged by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|031F || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, char handle || is char in chars group ||&lt;br /&gt;
|-&lt;br /&gt;
|0320 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, player handle || is char in players group ||&lt;br /&gt;
|-&lt;br /&gt;
|0321 || {{Icon|t}} ||1 ||char handle || explode char head ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0322]] || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || explode player head ||&lt;br /&gt;
|-&lt;br /&gt;
|0323 || {{Icon|t}} ||2 ||car handle, int || anchor boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0324]] || {{Icon|3}} {{Icon|VC}} ||3 ||string, int, int || set pedgroup info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0325]] || {{Icon|t}} ||2 ||car handle, var || start car fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0326 || {{Icon|t}} ||2 ||char handle, var || start char fire ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0327 || {{Icon|t}} ||6 ||flt, flt, flt, flt, int, var || get random car of type in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0328 || {{Icon|3}} ||3 ||string, int, var || get random car of type in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0329 || {{Icon|3}} {{Icon|VC}} ||1 ||garage handle || has respray happened ||&lt;br /&gt;
|-&lt;br /&gt;
|032A || {{Icon|t}} ||1 ||int || set behind camera mode ||&lt;br /&gt;
|-&lt;br /&gt;
|032B || {{Icon|t}} ||7 ||int, int, int, flt, flt, flt, var || create pickup with ammo ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|032C || {{Icon|3}} {{Icon|VC}} ||2 ||car handle, car handle || set car ram car ||&lt;br /&gt;
|-&lt;br /&gt;
|032D || {{Icon|3}} ||2 ||car handle, car handle || set char block car ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|032E || {{Icon|3}} ||1 ||char handle ||set char objective (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|032F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0330]] || {{Icon|t}} ||2 ||player handle, int || set player never gets tired ||&lt;br /&gt;
|-&lt;br /&gt;
|0331 || {{Icon|t}} ||2 ||player handle, int || set player fast reload ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0332]] || {{Icon|t}} ||2 ||char handle, int || set char bleeding ||&lt;br /&gt;
|-&lt;br /&gt;
|0333 || {{Icon|3}} ||? || || unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0334 || {{Icon|3}} ||2 ||car handle, int ||set car (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0335]] || {{Icon|t}} ||1 ||int || set free resprays ||&lt;br /&gt;
|-&lt;br /&gt;
|0336 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, int || set player visible ||&lt;br /&gt;
|-&lt;br /&gt;
|0337 || {{Icon|t}} ||2 ||char handle, int || set char visible ||&lt;br /&gt;
|-&lt;br /&gt;
|0338 || {{Icon|3}} {{Icon|SA}} ||2 ||car handle, int || set car visible ||&lt;br /&gt;
|-&lt;br /&gt;
|0339 || {{Icon|t}} ||11 ||flt, flt, flt, flt, flt, flt, int, int, int, int, int || is area occupied ||&lt;br /&gt;
|-&lt;br /&gt;
|033A || {{Icon|3}} ||0 || || start incoming cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|033B || {{Icon|3}} ||0 || || has incoming cessna been completed ||&lt;br /&gt;
|-&lt;br /&gt;
|033C || {{Icon|3}} ||0 || || has incoming cessna been shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|033D || {{Icon|3}} ||1 ||player handle || put out fire on player ||&lt;br /&gt;
|-&lt;br /&gt;
|[[033E]] || {{Icon|t}} ||3 ||flt, flt, string || display text ||&lt;br /&gt;
|-&lt;br /&gt;
|033F || {{Icon|t}} ||2 ||flt, flt || set text scale ||&lt;br /&gt;
|-&lt;br /&gt;
|0340 || {{Icon|t}} ||4 ||int, int, int, int || set text colour ||&lt;br /&gt;
|-&lt;br /&gt;
|0341 || {{Icon|t}} ||1 ||int || set text justify ||&lt;br /&gt;
|-&lt;br /&gt;
|0342 || {{Icon|t}} ||1 ||int || set text centre ||&lt;br /&gt;
|-&lt;br /&gt;
|0343 || {{Icon|t}} ||1 ||flt || set text line width ||&lt;br /&gt;
|-&lt;br /&gt;
|0344 || {{Icon|3}} {{Icon|SA}} ||1 ||flt || set text centre size ||&lt;br /&gt;
|-&lt;br /&gt;
|0345 || {{Icon|t}} ||1 ||int || set text background ||&lt;br /&gt;
|-&lt;br /&gt;
|0346 || {{Icon|3}} ||4 ||int, int, int, int || set text background colour ||&lt;br /&gt;
|-&lt;br /&gt;
|0347 || {{Icon|3}} ||1 || || set text background only text (unsupported) ||&lt;br /&gt;
|-&lt;br /&gt;
|0348 || {{Icon|t}} ||1 ||int || set text proportional ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0349]] || {{Icon|3}} {{Icon|SA}} ||1 ||int || set text font ||&lt;br /&gt;
|-&lt;br /&gt;
|034A || {{Icon|3}} ||0 || || industrial passed ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|034B || {{Icon|3}} ||0 || || commercial passed ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|034C || {{Icon|3}} ||0 || || suburban passed ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|034D || {{Icon|t}} ||4 ||object handle, flt, flt, int || rotate object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034E || {{Icon|t}} ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || slide object ||IF and SET&lt;br /&gt;
|-&lt;br /&gt;
|034F || {{Icon|t}} ||1 ||char handle || remove char elegantly ||&lt;br /&gt;
|-&lt;br /&gt;
|0350 || {{Icon|t}} ||2 ||char handle, int || set char stay in same place ||&lt;br /&gt;
|-&lt;br /&gt;
|0351 || {{Icon|3}} ||0 || || is nasty game ||&lt;br /&gt;
|-&lt;br /&gt;
|0352 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, string || undress char ||&lt;br /&gt;
|-&lt;br /&gt;
|0353 || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || dress char ||&lt;br /&gt;
|-&lt;br /&gt;
|0354 || {{Icon|3}} ||1 ||flt || start chase scene ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0355 || {{Icon|3}} ||0 || || stop chase scene ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0356 || {{Icon|3}} {{Icon|SA}} ||7 ||int, flt, flt, flt, flt, flt, flt || is explosion in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0357 || {{Icon|3}} ||2 ||int, string || is explosion in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|0358 || {{Icon|3}} ||0 || || start drop off cessna ||&lt;br /&gt;
|-&lt;br /&gt;
|0359 || {{Icon|3}} ||0 || || has drop off cessna been shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|035A || {{Icon|3}} ||3 ||var, var, var || find drop off cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|035B || {{Icon|3}} ||4 ||flt, flt, flt, var || create floating package ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|035C || {{Icon|t}} ||5 ||object handle, car handle, flt, flt, flt || place object relative to car ||&lt;br /&gt;
|-&lt;br /&gt;
|035D || {{Icon|3}} {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||1&amp;lt;br /&amp;gt;2 ||object handle&amp;lt;br /&amp;gt;object handle, int || make object targettable ||&lt;br /&gt;
|-&lt;br /&gt;
|035E || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, int || add armour to player ||&lt;br /&gt;
|-&lt;br /&gt;
|035F || {{Icon|t}} ||2 ||char handle, int || add armour to char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0360]] || {{Icon|t}} ||1 ||garage handle || open garage ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0361]] || {{Icon|t}} ||1 ||garage handle || close garage ||&lt;br /&gt;
|-&lt;br /&gt;
|0362 || {{Icon|t}} ||4 ||char handle, flt, flt, flt || warp char from car to coord  ||&lt;br /&gt;
|-&lt;br /&gt;
|0363 || {{Icon|t}} ||6 ||flt, flt, flt, flt, int, int || set visibility of closest object of type ||&lt;br /&gt;
|-&lt;br /&gt;
|0364 || {{Icon|SA}} ||2 ||char handle, char handle || has char spotted char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0365]] || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || set char obj hail taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|0366 || {{Icon|t}} ||1 ||object handle || has object been damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0367]] || {{Icon|3}} ||9 ||string, int, int, int, int, int, int, int, int || start kill frenzy headshot ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0368 || {{Icon|3}} ||10 ||flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || create ev crane ||&lt;br /&gt;
|-&lt;br /&gt;
|0369 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, car handle || warp player into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036A || {{Icon|t}} ||2 ||char handle, car handle || warp char into car ||&lt;br /&gt;
|-&lt;br /&gt;
|036B || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|036C || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|036D || {{Icon|t}} ||5 ||string, int, int, int, int || print text with 2 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036E || {{Icon|3}} ||6 ||string, int, int, int, int, int || print text with 3 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|036F || {{Icon|3}} ||7 ||string, int, int, int, int, int, int || print text with 4 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0370 || {{Icon|3}} ||8 ||string, int, int, int, int, int, int, int || print text with 5 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|0371 || {{Icon|3}} ||9 ||string, int, int, int, int, int, int, int, int || print text with 6 numbers big ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0372]] || {{Icon|3}} {{Icon|VC}} ||3 ||char handle, int, int || set char wait state ||&lt;br /&gt;
|-&lt;br /&gt;
|0373 || {{Icon|t}} ||0 || || set camera behind player ||&lt;br /&gt;
|-&lt;br /&gt;
|0374 || {{Icon|3}} ||1 ||int || set motion blur ||&lt;br /&gt;
|-&lt;br /&gt;
|0375 || {{Icon|3}} ||4 || || print string in string ||&lt;br /&gt;
|-&lt;br /&gt;
|0376 || {{Icon|t}} ||4 ||flt, flt, flt, var || create random char ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0377 || {{Icon|3}} {{Icon|VC}} ||1 ||char handle || set char obj steal any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0378 || {{Icon|3}} ||3 || || set 2 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0379 || {{Icon|3}} ||3 || || set 2 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037A || {{Icon|3}} ||4 || || set 3 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037B || {{Icon|3}} ||4 || || set 3 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037C || {{Icon|3}} ||5 || || set 4 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037D || {{Icon|3}} ||5 || || set 4 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|037E || {{Icon|3}} {{Icon|VC}} ||6 ||flt, flt, flt, flt, flt, flt || is sniper bullet in area ||&lt;br /&gt;
|-&lt;br /&gt;
|037F || {{Icon|3}} ||0 || || give player detonator ||&lt;br /&gt;
|-&lt;br /&gt;
|0380 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0381 || {{Icon|t}} ||4 ||object handle, flt, flt, flt || set object velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|0382 || {{Icon|t}} ||2 ||object handle, int || set object collision ||&lt;br /&gt;
|-&lt;br /&gt;
|0383 || {{Icon|3}} {{Icon|VC}} ||1 ||car handle || is ice cream jingle on ||&lt;br /&gt;
|-&lt;br /&gt;
|0384 || {{Icon|t}} ||4 ||string, string, int, int || print string in string now ||&lt;br /&gt;
|-&lt;br /&gt;
|0385 || {{Icon|t}} ||4 ||string, string, int, int || print string in string soon ||&lt;br /&gt;
|-&lt;br /&gt;
|0386 || {{Icon|3}} ||6 || || set 5 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0387 || {{Icon|3}} ||6 || || set 5 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0388 || {{Icon|3}} ||7 || || set 6 repeated phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|0389 || {{Icon|3}} ||7 || || set 6 phone messages ||&lt;br /&gt;
|-&lt;br /&gt;
|038A || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || is point obscured by a mission entity ||&lt;br /&gt;
|-&lt;br /&gt;
|038B || {{Icon|t}} ||0 || || load all models now ||&lt;br /&gt;
|-&lt;br /&gt;
|038C || {{Icon|t}} ||4 ||object handle, flt, flt, flt || add to object velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|038D || {{Icon|t}} ||9 ||int, flt, flt, flt, flt, int, int, int, int,  || draw texture || &lt;br /&gt;
|-&lt;br /&gt;
|038E || {{Icon|t}} ||8 ||flt, flt, flt, flt, int, int, int, int || draw rectangle || &lt;br /&gt;
|-&lt;br /&gt;
|[[038F]] || {{Icon|t}} ||2 ||int, string || get texture from txd ||parameters rearranged in SB in San Andreas&lt;br /&gt;
|-&lt;br /&gt;
|0390 || {{Icon|t}} ||1 ||string || load txd || &lt;br /&gt;
|-&lt;br /&gt;
|0391 || {{Icon|t}} ||0 || || release txd ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0392]] || {{Icon|t}} ||2 ||object handle, int || set object dynamic ||&lt;br /&gt;
|-&lt;br /&gt;
|0393 || {{Icon|3}} {{Icon|SA}} ||3 || || set character animation speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0394]] || {{Icon|t}} ||1 ||int || play mission passed tune ||&lt;br /&gt;
|-&lt;br /&gt;
|0395 || {{Icon|t}} ||5 ||flt, flt, flt, flt, int || clear area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0396 || {{Icon|t}} ||1 ||global var || freeze onscreen timer ||&lt;br /&gt;
|-&lt;br /&gt;
|0397 || {{Icon|t}} ||2 ||car handle, int || switch car siren ||&lt;br /&gt;
|-&lt;br /&gt;
|0398 || {{Icon|3}} ||7 ||flt, flt, flt, flt, flt, flt, flt || switch ped roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|0399 || {{Icon|3}} ||7 ||flt, flt, flt, flt, flt, flt, flt || switch ped roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039A || {{Icon|3}} ||7 ||flt, flt, flt, flt, flt, flt, flt || switch roads on angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039B || {{Icon|3}} ||7 ||flt, flt, flt, flt, flt, flt, flt || switch roads off angled ||&lt;br /&gt;
|-&lt;br /&gt;
|039C || {{Icon|t}} ||2 ||car handle, int || set car watertight ||&lt;br /&gt;
|-&lt;br /&gt;
|039D || {{Icon|3}} {{Icon|VC}} ||12 ||int, flt, flt, flt, flt, flt, flt, flt, int, int, int, int || add moving particle effect ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|039E || {{Icon|t}} ||2 ||char handle, int || set char cant be dragged out ||&lt;br /&gt;
|-&lt;br /&gt;
|039F || {{Icon|t}} ||3 ||car handle, flt, flt || turn car to face coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A0 || {{Icon|3}} ||3 ||car handle, flt, flt || is crane lifting car ||&lt;br /&gt;
|-&lt;br /&gt;
|03A1 || {{Icon|t}} ||4 ||flt, flt, flt, flt || show sphere at coord ||&lt;br /&gt;
|-&lt;br /&gt;
|03A2 || {{Icon|t}} ||2 ||car handle, int || set car status ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A3]] || {{Icon|t}} ||1 ||char handle || is char male ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03A4]] || {{Icon|t}} ||1 ||string || script name ||&lt;br /&gt;
|-&lt;br /&gt;
|03A5 || {{Icon|3}} ||3 ||garage handle, int, int || change garage type with car model ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03A6 || {{Icon|3}} ||3 ||var, var, var || find incoming cessna coordinates ||&lt;br /&gt;
|-&lt;br /&gt;
|03A7 || {{Icon|t}} ||1 ||nop || no operation (saved integer to debug file) ||&lt;br /&gt;
|-&lt;br /&gt;
|03A8 || {{Icon|t}} ||1 ||nop || no operation (saved float to debug file) || used in mobile GTA III debug&lt;br /&gt;
|-&lt;br /&gt;
|03A9 || {{Icon|t}} ||0 ||nop || no operation (save newline to debug file) || used in mobile GTA III debug&lt;br /&gt;
|-&lt;br /&gt;
|03AA || {{Icon|3}} {{Icon|VC}} ||3 ||flt, flt, flt || police radio message ||&lt;br /&gt;
|-&lt;br /&gt;
|03AB || {{Icon|t}} ||2 ||car handle, int || set car strong ||&lt;br /&gt;
|-&lt;br /&gt;
|03AC || {{Icon|3}} {{Icon|VC}} ||1 ||int || remove route ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03AD]] || {{Icon|3}} {{Icon|VC}} ||1 ||int || switch rubbish ||&lt;br /&gt;
|-&lt;br /&gt;
|03AE || {{Icon|3}} {{Icon|VC}} ||6 ||flt, flt, flt, flt, flt, flt || remove particle effects in area ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03AF]] || {{Icon|t}} ||1 ||int || switch streaming ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03B0]] || {{Icon|t}} ||1 ||garage handle || is garage open ||&lt;br /&gt;
|-&lt;br /&gt;
|03B1 || {{Icon|t}} ||1 ||garage handle || is garage closed ||&lt;br /&gt;
|-&lt;br /&gt;
|03B2 || {{Icon|3}} ||0 || || start catalina heli ||&lt;br /&gt;
|-&lt;br /&gt;
|03B3 || {{Icon|3}} ||0 || || catalina heli take off ||&lt;br /&gt;
|-&lt;br /&gt;
|03B4 || {{Icon|3}} ||0 || || remove catalina heli ||&lt;br /&gt;
|-&lt;br /&gt;
|03B5 || {{Icon|3}} ||0 || || has catalina heli been shot down ||&lt;br /&gt;
|-&lt;br /&gt;
|03B6 || {{Icon|t}} ||6 ||flt, flt, flt, flt, int, int || swap nearest building model ||&lt;br /&gt;
|-&lt;br /&gt;
|03B7 || {{Icon|t}} ||1 ||int || switch world processing ||&lt;br /&gt;
|-&lt;br /&gt;
|03B8 || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || remove all player weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|03B9 || {{Icon|3}} ||1 ||car handle || grab catalina heli ||&lt;br /&gt;
|-&lt;br /&gt;
|03BA || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || clear area of cars ||&lt;br /&gt;
|-&lt;br /&gt;
|03BB || {{Icon|3}} {{Icon|VC}} ||1 ||garage handle || set garage door to rotate ||&lt;br /&gt;
|-&lt;br /&gt;
|03BC || {{Icon|t}} ||5 ||flt, flt, flt, flt, var || add sphere ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03BD || {{Icon|t}} ||1 ||sphere handle || remove sphere ||&lt;br /&gt;
|-&lt;br /&gt;
|03BE || {{Icon|3}} ||0 || || catalina heli hover above ||&lt;br /&gt;
|-&lt;br /&gt;
|03BF || {{Icon|t}} ||2 ||player handle, int || set everyone ignore player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C0 || {{Icon|t}} ||2 ||char handle, var || store car char is in no save ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C1 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, var || store car player is in no save ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03C2 || {{Icon|3}} ||1 ||phone handle || is phone displaying message ||&lt;br /&gt;
|-&lt;br /&gt;
|03C3 || {{Icon|t}} ||3 ||global var, int, string || display onscreen timer with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C4]] || {{Icon|t}} ||3 ||global var, int, string || display onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C5]] || {{Icon|t}} ||4 ||flt, flt, flt, flt || create random car for car park ||&lt;br /&gt;
|-&lt;br /&gt;
|03C6 || {{Icon|3}} ||1 ||int || is collision in memory ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03C7 || {{Icon|t}} ||1 ||flt || set wanted multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03C8]] || {{Icon|t}} ||0 || || set camera in front of player ||&lt;br /&gt;
|-&lt;br /&gt;
|03C9 || {{Icon|3}} ||1 ||car handle || is car visibly damaged ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03CA || {{Icon|t}} ||1 ||object handle || does object exist ||&lt;br /&gt;
|-&lt;br /&gt;
|03CB || {{Icon|t}} ||3 ||flt, flt, flt || load scene ||&lt;br /&gt;
|-&lt;br /&gt;
|03CC || {{Icon|t}} ||3 ||car handle, flt, int || add stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CD || {{Icon|t}} ||1 ||car handle || remove stuck car check ||&lt;br /&gt;
|-&lt;br /&gt;
|03CE || {{Icon|t}} ||1 ||car handle || is car stuck ||&lt;br /&gt;
|-&lt;br /&gt;
|03CF || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||1&amp;lt;br /&amp;gt;2 ||string&amp;lt;br /&amp;gt;int, string || load mission audio ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03D0 || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||0&amp;lt;br /&amp;gt;1 || &amp;lt;br /&amp;gt;int || has mission audio loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|03D1 || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||0&amp;lt;br /&amp;gt;1 || &amp;lt;br /&amp;gt;int || play mission audio ||&lt;br /&gt;
|-&lt;br /&gt;
|03D2 || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||0&amp;lt;br /&amp;gt;1 || &amp;lt;br /&amp;gt;int || has mission audio finished ||&lt;br /&gt;
|-&lt;br /&gt;
|03D3 || {{Icon|t}} ||7 ||flt, flt, flt, var, var, var, var || get closest car node with heading ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03D4]] || {{Icon|3}} {{Icon|VC}} ||2 ||garage handle, car handle || has import garage slot been filled ||&lt;br /&gt;
|-&lt;br /&gt;
|03D5 || {{Icon|t}} ||1 ||string || clear this print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D6 || {{Icon|t}} ||1 ||string || clear this big print ||&lt;br /&gt;
|-&lt;br /&gt;
|03D7 || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||3&amp;lt;br /&amp;gt;4 ||flt, flt, flt&amp;lt;br /&amp;gt;int, flt, flt, flt || set mission audio position ||&lt;br /&gt;
|-&lt;br /&gt;
|03D8 || {{Icon|t}} ||0 || || activate save menu ||&lt;br /&gt;
|-&lt;br /&gt;
|03D9 || {{Icon|t}} ||0 || || did save complete successfully ||&lt;br /&gt;
|-&lt;br /&gt;
|03DA || {{Icon|3}} {{Icon|VC}} ||1 ||garage handle || set garage camera follows player ||&lt;br /&gt;
|-&lt;br /&gt;
|03DB || {{Icon|3}} ||4 ||object handle, int, int, var || ||&lt;br /&gt;
|-&lt;br /&gt;
|03DC || {{Icon|t}} ||2 ||pickup handle, var || add blip for pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|03DD || {{Icon|3}} ||3 ||pickup handle, int, var || add blip sprite for pickup ||&lt;br /&gt;
|-&lt;br /&gt;
|03DE || {{Icon|t}} ||1 ||flt || set ped density multiplier ||&lt;br /&gt;
|-&lt;br /&gt;
|03DF || {{Icon|3}} {{Icon|VC}} ||1 ||int || force random ped type ||&lt;br /&gt;
|-&lt;br /&gt;
|03E0 || {{Icon|3}} {{Icon|SA}} ||1 ||int || set text draw before fade ||&lt;br /&gt;
|-&lt;br /&gt;
|03E1 || {{Icon|3}} {{Icon|VC}} ||1 ||var || get number of packages found ||&lt;br /&gt;
|-&lt;br /&gt;
|03E2 || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} ||1&amp;lt;br /&amp;gt;1 ||int&amp;lt;br /&amp;gt;char handle || register el burro time&amp;lt;br /&amp;gt;task char exit any car ||&lt;br /&gt;
|-&lt;br /&gt;
|03E3 || {{Icon|t}} ||1 ||int || set next texture antialiased ||&lt;br /&gt;
|-&lt;br /&gt;
|03E4 || {{Icon|t}} ||1 ||int || set text right justify ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E5]] || {{Icon|t}} ||1 ||string || print help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E6]] || {{Icon|t}} ||0 || || clear help ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03E7]] || {{Icon|t}} ||1 ||int || flash hud object ||&lt;br /&gt;
|-&lt;br /&gt;
|03E8 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|03E9 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|03EA || {{Icon|3}} {{Icon|VC}} ||1 ||int || set generate cars around camera ||&lt;br /&gt;
|-&lt;br /&gt;
|03EB || {{Icon|t}} ||0 || || clear small prints ||&lt;br /&gt;
|-&lt;br /&gt;
|03EC || {{Icon|3}} ||0 || || has ev crane collected all cars ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03ED]] || {{Icon|t}} ||2 ||car handle, int || set upsidedown car not damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03EE || {{Icon|t}} ||1 ||player handle || can player start mission ||&lt;br /&gt;
|-&lt;br /&gt;
|03EF || {{Icon|t}} ||1 ||player handle || make player safe for cutscene ||only use before cutscenes&lt;br /&gt;
|-&lt;br /&gt;
|[[03F0]] || {{Icon|t}} ||1 ||int || use text commands ||&lt;br /&gt;
|-&lt;br /&gt;
|[[03F1]] || {{Icon|3}} {{Icon|VC}} ||2 ||int, int || set threat for ped type ||&lt;br /&gt;
|-&lt;br /&gt;
|03F2 || {{Icon|3}} {{Icon|VC}} ||2 ||int, int || clear threat for ped type ||&lt;br /&gt;
|-&lt;br /&gt;
|03F3 || {{Icon|t}} ||3 ||car handle, var, var || get car colours ||&lt;br /&gt;
|-&lt;br /&gt;
|03F4 || {{Icon|t}} ||1 ||int || set all cars can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F5 || {{Icon|t}} ||2 ||car handle, int || set car can be damaged ||&lt;br /&gt;
|-&lt;br /&gt;
|03F6 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|03F7 || {{Icon|3}} ||1 ||int || load collision ||&lt;br /&gt;
|-&lt;br /&gt;
|03F8 || {{Icon|3}} ||1 ||var || get body cast health ||&lt;br /&gt;
|-&lt;br /&gt;
|03F9 || {{Icon|3}} {{Icon|VC}} ||3 ||char handle, char handle, int || set chars chatting ||&lt;br /&gt;
|-&lt;br /&gt;
|03FA || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|03FB || {{Icon|3}} ||2 ||car handle, int || set car stays in current level ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03FC || {{Icon|3}} ||2 ||char handle, int || set char stays in current level ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|03FD || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||1&amp;lt;br /&amp;gt;2 ||int&amp;lt;br /&amp;gt;player handle, int || register 4x4 one time&amp;lt;br /&amp;gt;set player handling responsiveness ||&lt;br /&gt;
|-&lt;br /&gt;
|03FE || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||1&amp;lt;br /&amp;gt;2 ||int&amp;lt;br /&amp;gt;char handle, int || register 4x4 two time&amp;lt;br /&amp;gt;set char money ||&lt;br /&gt;
|-&lt;br /&gt;
|03FF || {{Icon|3}} ||1 || || register 4x4 three time ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0400]] || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||1&amp;lt;br /&amp;gt;7 ||int&amp;lt;br /&amp;gt;object handle, flt, flt, flt, var, var, var || register 4x4 mayhem time&amp;lt;br /&amp;gt;get offset from object in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0401 || {{Icon|3}} {{Icon|VC}} ||0 || || register life saved ||&lt;br /&gt;
|-&lt;br /&gt;
|0402 || {{Icon|3}} {{Icon|VC}} ||0 || || register criminal caught ||&lt;br /&gt;
|-&lt;br /&gt;
|0403 || {{Icon|3}} {{Icon|VC}} ||1 ||int || register ambulance level ||&lt;br /&gt;
|-&lt;br /&gt;
|0404 || {{Icon|3}} {{Icon|VC}} ||0 || || register fire extinguished ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0405]] || {{Icon|3}} {{Icon|VC}} ||1 ||phone handle || enable phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0406 || {{Icon|3}} ||1 ||var || register longest dodo flight ||&lt;br /&gt;
|-&lt;br /&gt;
|0407 || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||1&amp;lt;br /&amp;gt;7 ||int&amp;lt;br /&amp;gt;car handle, flt, flt, flt, var, var, var || register defuse bomb time&amp;lt;br /&amp;gt;get offset from car in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0408 || {{Icon|3}} {{Icon|VC}} ||1 ||int || set total number of kill frenzies ||&lt;br /&gt;
|-&lt;br /&gt;
|0409 || {{Icon|3}} {{Icon|VC}} ||0 || || blow up rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|040A || {{Icon|3}} ||1 ||int || remove car from chase ||&lt;br /&gt;
|-&lt;br /&gt;
|040B || {{Icon|3}} {{Icon|VC}} ||0 || || is French version ||&lt;br /&gt;
|-&lt;br /&gt;
|040C || {{Icon|t}} ||0 || || is German version ||&lt;br /&gt;
|-&lt;br /&gt;
|040D || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} {{Icon|SA}} ||0&amp;lt;br /&amp;gt;1 || &amp;lt;br /&amp;gt;int || clear mission audio ||&lt;br /&gt;
|-&lt;br /&gt;
|040E || {{Icon|3}} ||1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|040F || {{Icon|3}} ||1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0410 || {{Icon|3}} ||2 ||int, int || set gang ped model preference ||&lt;br /&gt;
|-&lt;br /&gt;
|0411 || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, int || set char use pednode seek ||&lt;br /&gt;
|-&lt;br /&gt;
|0412 || {{Icon|3}} ||2 ||car handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0413]] || {{Icon|3}} ||2 ||player handle, int || set get out of jail free ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0414]] || {{Icon|t}} ||2 ||player handle, int || set free health care ||&lt;br /&gt;
|-&lt;br /&gt;
|0415 || {{Icon|3}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0416 || {{Icon|3}} {{Icon|VC}} ||0 ||nop || no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0417]] || {{Icon|t}} ||1 ||int || launch mission ||&lt;br /&gt;
|-&lt;br /&gt;
|0418 || {{Icon|t}} ||2 ||object handle, int || set object draw last ||&lt;br /&gt;
|-&lt;br /&gt;
|0419 || {{Icon|3}} {{Icon|VC}} ||3 ||player handle, int, var || get ammo in player weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|041A || {{Icon|3}} ||3 || char handle, int, var || get ammo in char weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|041B || {{Icon|3}} ||0 || || increment kill frenzy passed ||&lt;br /&gt;
|-&lt;br /&gt;
|041C || {{Icon|3}} ||2 ||char handle, int || set char say ||&lt;br /&gt;
|-&lt;br /&gt;
|041D || {{Icon|t}} ||1 ||flt || set near clip ||&lt;br /&gt;
|-&lt;br /&gt;
|[[041E]] || {{Icon|t}} ||2 ||int, int || set radio channel ||&lt;br /&gt;
|-&lt;br /&gt;
|041F || {{Icon|3}} ||1 ||int || override hospital level ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0420 || {{Icon|3}} ||1 || || override police station level ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0421 || {{Icon|3}} ||1 ||int || force rain ||&lt;br /&gt;
|-&lt;br /&gt;
|0422 || {{Icon|3}} ||2 ||garage handle, car handle || does garage contain car ||&lt;br /&gt;
|-&lt;br /&gt;
|0423 || {{Icon|t}} ||2 ||car handle, flt || set car improve handling ||&lt;br /&gt;
|-&lt;br /&gt;
|0424 || {{Icon|t}} ||0 || || are measurements in meters ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0425]] || {{Icon|t}} ||2 ||flt, var || convert meters to feet ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0426 || {{Icon|3}} ||6 ||flt, flt, flt, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|0427 || {{Icon|3}} ||6 ||flt, flt, flt, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|0428 || {{Icon|t}} ||2 ||car handle, int || set car avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|0429 || {{Icon|3}} ||2 ||char handle, int || set char avoid level transitions ||&lt;br /&gt;
|-&lt;br /&gt;
|042A || {{Icon|3}} ||2 ||int, int || is threat for ped type ||&lt;br /&gt;
|-&lt;br /&gt;
|042B || {{Icon|t}} ||6 ||flt, flt, flt, flt, flt, flt || clear area of chars ||&lt;br /&gt;
|-&lt;br /&gt;
|042C || {{Icon|t}} ||1 ||int || set total missions ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042D]] || {{Icon|t}} ||2 ||int, var || convert meters to feet int ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[042E]] || {{Icon|t}} ||2 ||int, int/flt || register fastest time ||&lt;br /&gt;
|-&lt;br /&gt;
|[[042F]] || {{Icon|3}} {{Icon|VC}} ||2 ||int, int/flt || register highest score ||&lt;br /&gt;
|-&lt;br /&gt;
|0430 || {{Icon|SA}} ||3 ||char handle, car handle, int || warp char into car as passenger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0431]] || {{Icon|t}} ||2 ||car handle, int || is car passenger seat free ||&lt;br /&gt;
|-&lt;br /&gt;
|0432 || {{Icon|3}} {{Icon|SA}} ||3 ||car handle, int, var || get char in passenger seat ||&lt;br /&gt;
|-&lt;br /&gt;
|0433 || {{Icon|t}} ||2 ||char handle, int || set char is criminal ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0434]] || {{Icon|t}} ||0 || || start credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0435]] || {{Icon|t}} ||0 || || stop credits ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0436]] || {{Icon|t}} ||0 || || are credits finished ||&lt;br /&gt;
|-&lt;br /&gt;
|0437 || {{Icon|3}} {{Icon|VC}} ||8 ||int, flt, flt, flt, flt, flt, flt, flt || scatter single particle ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0438 || {{Icon|3}} ||2 ||char handle, int || set char ignore level transitions ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0439 || {{Icon|3}} ||2 ||int, car handle || turn chase car into script car ||&lt;br /&gt;
|-&lt;br /&gt;
|043A || {{Icon|3}} ||0 || || start boat foam animation ||&lt;br /&gt;
|-&lt;br /&gt;
|043B || {{Icon|3}} ||1 ||object handle || update boat foam animation ||&lt;br /&gt;
|-&lt;br /&gt;
|043C || {{Icon|t}} ||1 ||int || set music does fade ||&lt;br /&gt;
|-&lt;br /&gt;
|043D || {{Icon|3}} ||1 ||int || set intro is playing ||&lt;br /&gt;
|-&lt;br /&gt;
|043E || {{Icon|3}} {{Icon|VC}} ||? || || unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|[[043F]] || {{Icon|3}} {{Icon|VC}} ||0 || || play end of game tune ||&lt;br /&gt;
|-&lt;br /&gt;
|0440 || {{Icon|3}} {{Icon|VC}} ||0 || || stop end of game tune ||&lt;br /&gt;
|-&lt;br /&gt;
|0441 || {{Icon|t}} ||2 ||car handle, var || get car model ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0442 || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, car handle || is player sitting in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0443 || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || is player sitting in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|0444 || {{Icon|3}} ||2 ||fire handle, int || set script fire audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0445]] || {{Icon|t}} ||0 || || are any car cheats activated ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0446]] || {{Icon|t}} ||2 ||char handle, int || set char dismemberment ||&lt;br /&gt;
|-&lt;br /&gt;
|0447 || {{Icon|3}} ||1 ||player handle || is player lifting a phone ||&lt;br /&gt;
|-&lt;br /&gt;
|0448 || {{Icon|t}} ||2 ||char handle, car handle || is char sitting in car ||&lt;br /&gt;
|-&lt;br /&gt;
|0449 || {{Icon|t}} ||1 ||char handle || is char sitting in any car ||&lt;br /&gt;
|-&lt;br /&gt;
|044A || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || is player on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044B || {{Icon|t}} ||1 ||char handle || is char on foot ||&lt;br /&gt;
|-&lt;br /&gt;
|044C || {{Icon|3}} ||1 ||int || load collision with screen ||&lt;br /&gt;
|-&lt;br /&gt;
|044D || {{Icon|3}} {{Icon|VC}} ||1 ||string || load splash screen ||&lt;br /&gt;
|-&lt;br /&gt;
|044E || {{Icon|3}} ||2 ||car handle, int || set car ignore level transitions ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|044F || {{Icon|3}} ||2 ||car handle, int || make car a bit stronger ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0450 || {{Icon|3}} {{Icon|VC}} ||1 ||car handle || set car on path to player ||&lt;br /&gt;
|-&lt;br /&gt;
|0451 || {{Icon|3}} {{Icon|VC}} ||0 || || load end of game tune ||&lt;br /&gt;
|-&lt;br /&gt;
|0452 || {{Icon|3}} ||0 || || enable player control camera ||simulated in LC mod&lt;br /&gt;
|-&lt;br /&gt;
|0453 || {{Icon|t}} ||4 ||object handle, flt, flt, flt || set object rotation ||&lt;br /&gt;
|-&lt;br /&gt;
|0454 || {{Icon|t}} ||3 ||flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|0455 || {{Icon|3}} ||3 ||var, var, var || ||&lt;br /&gt;
|-&lt;br /&gt;
|0456 || {{Icon|3}} ||1 ||player handle || is (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0457 || {{Icon|t}} ||2 ||player handle, char handle || is player targeting char ||&lt;br /&gt;
|-&lt;br /&gt;
|0458 || {{Icon|3}} {{Icon|SA}} ||2 ||player handle, object handle || is player targeting object ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0459]] || {{Icon|t}} ||1 ||string || terminate all scripts with this name ||&lt;br /&gt;
|-&lt;br /&gt;
|045A || {{Icon|t}} ||4 ||flt, flt, string, int || display text with number ||&lt;br /&gt;
|-&lt;br /&gt;
|045B || {{Icon|t}} ||5 ||flt, flt, string, int, int || display text with 2 numbers ||&lt;br /&gt;
|-&lt;br /&gt;
|045C || {{Icon|t}} ||0 || || abort mission ||&lt;br /&gt;
|-&lt;br /&gt;
|045D || {{Icon|3}}&amp;lt;br /&amp;gt;{{Icon|VC}} ||6&amp;lt;br /&amp;gt;0 ||flt, flt, flt, flt, int, var&amp;lt;br /&amp;gt;nop ||get random object of type in area&amp;lt;br /&amp;gt;no operation ||&lt;br /&gt;
|-&lt;br /&gt;
|045E || {{Icon|3}} ||5 ||object handle, object handle, flt, flt, flt || place object relative to object ||&lt;br /&gt;
|-&lt;br /&gt;
|045F || {{Icon|3}} {{Icon|VC}} ||2 ||car handle, int || make all occupants of specified car to exit the car ||&lt;br /&gt;
|-&lt;br /&gt;
|0460 || {{Icon|t}} ||2 ||flt, int || ||&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 || {{Icon|t}} ||3 ||var, var, var || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0464]] || {{Icon|t}} ||8 ||char handle, car handle, flt, flt, flt, int, flt, int || attach char to car ||&lt;br /&gt;
|-&lt;br /&gt;
|0465 || {{Icon|t}} ||1 ||char handle || detach char from car ||&lt;br /&gt;
|-&lt;br /&gt;
|0466 || {{Icon|t}} ||2 ||car handle, int || set car to stay in &amp;quot;fast&amp;quot; lane ||&lt;br /&gt;
|-&lt;br /&gt;
|0467 || {{Icon|t}} ||1 ||char handle || clear char last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0468 || {{Icon|t}} ||1 ||car handle || clear car last weapon damage ||&lt;br /&gt;
|-&lt;br /&gt;
|0469 || {{Icon|3}} {{Icon|VC}} ||10 ||flt, flt, flt, flt, int, int, int, int, int, var || get law enforcement in area ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046A || {{Icon|3}} ||2 ||string, var || get law enforcement in zone ||&lt;br /&gt;
|-&lt;br /&gt;
|046B || {{Icon|3}} {{Icon|VC}} ||2 ||char handle, car handle || task leave car and flee ||&lt;br /&gt;
|-&lt;br /&gt;
|046C || {{Icon|t}} ||2 ||car handle, var || get driver of car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046D || {{Icon|t}} ||2 ||char handle, var || get char number of followers ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|046E || {{Icon|t}} ||6 ||player handle, flt, flt, flt, flt, int || give remote controlled model to player ||&lt;br /&gt;
|-&lt;br /&gt;
|046F || {{Icon|3}} {{Icon|VC}} ||2 ||player handle, var || get current player weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0470 || {{Icon|t}} ||2 ||char handle, var || get current char weapon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0471 || {{Icon|t}} ||5 ||char handle, object handle, flt, flt, int || locate char any means object 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|0472 || {{Icon|t}} ||5 ||char handle, object handle, flt, flt, int || locate char on foot object 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|0473 || {{Icon|t}} ||5 ||char handle, object handle, flt, flt, int || locate char in car object 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|0474 || {{Icon|t}} ||6 ||char handle, object handle, flt, flt, flt, int || locate char any means object 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0475 || {{Icon|t}} ||6 ||char handle, object handle, flt, flt, flt, int || locate char on foot object 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|0476 || {{Icon|t}} ||6 ||char handle, object handle, flt, flt, flt, int || locate char in car object 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0477]] || {{Icon|t}} ||3 ||car handle, int, int || 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 || {{Icon|t}} ||1 ||char handle || is char 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 || {{Icon|3}} {{Icon|VC}} ||1 ||player handle || is player on any bike ||&lt;br /&gt;
|-&lt;br /&gt;
|047F || {{Icon|3}} ||? || || unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0480 || {{Icon|t}} ||2 ||char handle, int || is char looking at death of char with pedtype ||&lt;br /&gt;
|-&lt;br /&gt;
|0481 || {{Icon|3}} {{Icon|VC}} ||1 ||flt || set enter car range multiplier ||&lt;br /&gt;
|-style=&amp;quot;background: lightblue&amp;quot;&lt;br /&gt;
|0482 || {{Icon|3}} {{Icon|VC}} ||1 ||flt || set threat reaction range multiplier ||last opcode available for GTA III&lt;br /&gt;
|-&lt;br /&gt;
|0483 || {{Icon|VC}} ||2 ||char handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|0484 || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, var || get remote controlled car ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0485 || {{Icon|VC}} {{Icon|SA}} ||0 || || check if game is PC version ||exact opposite to [[059A]]&lt;br /&gt;
|-&lt;br /&gt;
|0486 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0487 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0488 || {{Icon|VC}} {{Icon|SA}} ||1 || || is model available ||&lt;br /&gt;
|-&lt;br /&gt;
|0489 || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, int || shut character up ||&lt;br /&gt;
|-&lt;br /&gt;
|048A || {{Icon|VC}} {{Icon|SA}} ||1 ||int || set enable rc detonate ||&lt;br /&gt;
|-&lt;br /&gt;
|048B || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|048C || {{Icon|VC}} {{Icon|SA}} ||3 ||flt, flt, flt || is any pickup at coords ||&lt;br /&gt;
|-&lt;br /&gt;
|048D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|048E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|048F || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || remove all char weapons ||&lt;br /&gt;
|-&lt;br /&gt;
|0490 || {{Icon|VC}} ||2 ||player handle, int || has player got weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0491 || {{Icon|SA}} ||2 ||char handle, int || has char got weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|0492 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0493]] || {{Icon|VC}} ||2 ||car handle, int || set tank contact explosion ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0494]] || {{Icon|VC}} {{Icon|SA}} ||5 ||int, var, var, var, var || get joystick data ||&lt;br /&gt;
|-&lt;br /&gt;
|0495 || {{Icon|VC}} {{Icon|SA}} ||1 ||car handle || is car on fire ||&lt;br /&gt;
|-&lt;br /&gt;
|0496 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || is car tyre burst ||&lt;br /&gt;
|-&lt;br /&gt;
|0497 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0498 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0499 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|049A || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|049B || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[049C]] || {{Icon|VC}} ||3 ||int, flt, var || create [[Script Path|script path]] ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049D || {{Icon|VC}} ||2 ||object handle, spath handle || attach object to script path ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|049E || {{Icon|VC}} ||2 ||spath handle, flt || set script path speed ||&lt;br /&gt;
|-&lt;br /&gt;
|049F || {{Icon|VC}} ||2 ||spath handle, flt || set script path distance ||&lt;br /&gt;
|-&lt;br /&gt;
|04A0 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A1 || {{Icon|VC}} {{Icon|SA}} ||1 ||spath handle || reset script path ||&lt;br /&gt;
|-&lt;br /&gt;
|04A2 || {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||5&amp;lt;br /&amp;gt;6 ||car handle, flt, flt, flt, int&amp;lt;br /&amp;gt;car handle, flt, flt, flt, flt, flt || set heli fly to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|04A3 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A4 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A5 || {{Icon|VC}} {{Icon|SA}} ||4 ||char handle, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|04A6 || {{Icon|VC}} {{Icon|SA}} ||6 ||flt, flt, flt, int, int, var || create protection pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[04A7]] || {{Icon|SA}} ||1 ||char handle || is char in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A8]] || {{Icon|VC}} ||1 ||player handle || is player in any boat ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04A9]] || {{Icon|SA}} ||1 ||char handle || is char in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|04AA || {{Icon|VC}} ||1 ||player handle || is player in any heli ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AB]] || {{Icon|SA}} ||1 ||char handle || is char in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|04AC || {{Icon|VC}} ||1 ||player handle || is player in any plane ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04AD]] || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || is char in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04AE || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04AF || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B0 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B1 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B2 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B3 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B4 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B5 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B6 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04B7 || {{Icon|VC}} {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04B8]] || {{Icon|VC}} {{Icon|SA}} ||5 ||char handle, int, var, var, var || get char weapon in slot ||&lt;br /&gt;
|-&lt;br /&gt;
|04B9 || {{Icon|VC}} {{Icon|SA}} ||12 ||flt, flt, flt, flt, flt, var, var, var, var, var, var, var || get closest straight road (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|04BA || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, flt || set car forward speed ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04BB]] || {{Icon|VC}} {{Icon|SA}} ||1 ||int || set interior ||&lt;br /&gt;
|-&lt;br /&gt;
|04BC || {{Icon|VC}} ||1 ||string || set cutscene animation to loop ||&lt;br /&gt;
|-&lt;br /&gt;
|04BD || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || mark car as convoy car ||&lt;br /&gt;
|-&lt;br /&gt;
|04BE || {{Icon|VC}} ||1 ||player handle || reset player chaos level ||&lt;br /&gt;
|-&lt;br /&gt;
|04BF || {{Icon|VC}} ||2 ||player handle, var || get player chaos level ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C0 || {{Icon|VC}} {{Icon|SA}} ||6 ||flt, flt, flt, flt, flt, flt || create police roadblock ||&lt;br /&gt;
|-&lt;br /&gt;
|04C1 || {{Icon|VC}} {{Icon|SA}} ||0 || || release police roadblock||&lt;br /&gt;
|-&lt;br /&gt;
|04C2 || {{Icon|VC}} ||2 ||char handle, char handle || task char go to char ||&lt;br /&gt;
|-&lt;br /&gt;
|04C3 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C4]] || {{Icon|VC}} {{Icon|SA}} ||7 ||char handle, flt, flt, flt, var, var, var || get offset from char in world coords ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04C5 || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || has char been photographed ||&lt;br /&gt;
|-&lt;br /&gt;
|04C6 || {{Icon|VC}} ||2 ||char handle, char handle || task aim gun at char ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C7]] || {{Icon|VC}} ||1 ||int || set green scanlines ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04C8]] || {{Icon|SA}} ||1 ||char handle || is char in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04C9 || {{Icon|VC}} ||1 ||player handle || is player in flying vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|04CA || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04CB || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04CC || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04CD || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04CE || {{Icon|VC}} {{Icon|SA}} ||5 ||flt, flt, flt, int, var || create icon marker ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04CF || {{Icon|VC}} ||1 ||int || add to money spent on fashion stat ||&lt;br /&gt;
|-&lt;br /&gt;
|04D0 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, flt || force heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D1 || {{Icon|VC}} {{Icon|SA}} ||1 ||car handle || reset heli looking angle ||&lt;br /&gt;
|-&lt;br /&gt;
|04D2 || {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||5&amp;lt;br /&amp;gt;6 ||car handle, flt, flt, flt, int&amp;lt;br /&amp;gt;car handle, flt, flt, flt, flt, flt || set plane fly to coord ||&lt;br /&gt;
|-&lt;br /&gt;
|04D3 || {{Icon|VC}} {{Icon|SA}} ||7 ||flt, flt, flt, int, var, var, var || get Nth closest car node ||&lt;br /&gt;
|-&lt;br /&gt;
|04D4 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04D5 || {{Icon|VC}} {{Icon|SA}} ||9 ||flt, flt, flt, flt, int, int, int, int, int || draw corona ||&lt;br /&gt;
|-&lt;br /&gt;
|04D6 || {{Icon|VC}} {{Icon|SA}} ||1 ||int || set enable rc detonate on contact ||&lt;br /&gt;
|-&lt;br /&gt;
|04D7 || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, int || freeze char position ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04D8]] || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, int || set char drowns in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04D9 || {{Icon|VC}} {{Icon|SA}} ||2 ||object handle, int || set object records collisions ||&lt;br /&gt;
|-&lt;br /&gt;
|04DA || {{Icon|VC}} {{Icon|SA}} ||1 ||object handle || has object collided with anything? ||&lt;br /&gt;
|-&lt;br /&gt;
|04DB || {{Icon|VC}} {{Icon|SA}} ||0 || || remove rc buggy ||&lt;br /&gt;
|-&lt;br /&gt;
|04DC || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DD || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, var || get char armour ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|04DE || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04DF || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E0 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04E1]] || {{Icon|VC}} {{Icon|SA}} ||1 ||car handle || open and freeze car trunk ||&lt;br /&gt;
|-&lt;br /&gt;
|04E2 || {{Icon|VC}} ||2 ||player handle || shut player up ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04E3]] || {{Icon|VC}} {{Icon|SA}} ||3 ||player handle, int, int || set player mood ||&lt;br /&gt;
|-&lt;br /&gt;
|04E4 || {{Icon|VC}} {{Icon|SA}} ||2 ||flt, flt || request collision ||&lt;br /&gt;
|-&lt;br /&gt;
|04E5 || {{Icon|VC}} {{Icon|SA}} ||6 ||object handle, flt, flt, flt, flt, int || locate object 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|04E6 || {{Icon|VC}} {{Icon|SA}} ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || locate object 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|04E7 || {{Icon|VC}} {{Icon|SA}} ||1 ||object handle || is object in water ||&lt;br /&gt;
|-&lt;br /&gt;
|04E8 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04E9 || {{Icon|VC}} {{Icon|SA}} ||6 ||object handle, flt, flt, flt, flt, int || is object in area 2d ||&lt;br /&gt;
|-&lt;br /&gt;
|04EA || {{Icon|VC}} {{Icon|SA}} ||8 ||object handle, flt, flt, flt, flt, flt, flt, int || is object in area 3d ||&lt;br /&gt;
|-&lt;br /&gt;
|04EB || {{Icon|VC}} {{Icon|SA}} ||3 ||char handle, int, int || task duck ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EC]] || {{Icon|VC}} ||13 ||string, int, int, int, int, int, int, int, int, int, int, int, int || set zone car class info ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04ED]] || {{Icon|VC}} {{Icon|SA}} ||1 ||string || request anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EE]] || {{Icon|VC}} {{Icon|SA}} ||1 ||string || have anims loaded ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04EF]] || {{Icon|VC}} {{Icon|SA}} ||1 ||string || remove anims ||&lt;br /&gt;
|-&lt;br /&gt;
|04F0 || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F1 || {{Icon|VC}} {{Icon|SA}} ||1 ||car handle || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F2 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F3 || {{Icon|VC}} ||1 ||char handle || move char from passenger seat to driver seat ||&lt;br /&gt;
|-&lt;br /&gt;
|04F4 || {{Icon|VC}} {{Icon|SA}} ||8 ||char handle, object handle, flt, flt, flt, int, flt, int || attach char to object ||&lt;br /&gt;
|-&lt;br /&gt;
|04F5 || {{Icon|VC}} ||3 ||char handle, player handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F6 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04F7 || {{Icon|VC}} {{Icon|SA}} ||4 ||global var, int, int, string || display nth onscreen counter with string ||&lt;br /&gt;
|-&lt;br /&gt;
|04F8 || {{Icon|VC}} {{Icon|SA}} ||13 ||int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt || define police trigger ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04F9]] || {{Icon|VC}} {{Icon|SA}} ||2 ||int, int || set sky colors ||&lt;br /&gt;
|-&lt;br /&gt;
|[[04FA]] || {{Icon|VC}} {{Icon|SA}} ||1 ||int || reset interior colors ||&lt;br /&gt;
|-&lt;br /&gt;
|04FB || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04FC || {{Icon|VC}} {{Icon|SA}} ||7 ||player handle, var, var, var, var, var, var || store stunt data ||&lt;br /&gt;
|-&lt;br /&gt;
|04FD || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|04FE || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || burst car tyre ||&lt;br /&gt;
|-&lt;br /&gt;
|04FF || {{Icon|VC}} ||1 ||char handle || ||&lt;br /&gt;
|-&lt;br /&gt;
|0500 || {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||2&amp;lt;br /&amp;gt;3 ||player handle, string&amp;lt;br /&amp;gt;player handle, string, string || change player skin ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0501]] || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, int || set player can do drive by ||&lt;br /&gt;
|-&lt;br /&gt;
|0502 || {{Icon|VC}} ||3 ||char handle, flt, flt || task flee to point ||&lt;br /&gt;
|-&lt;br /&gt;
|0503 || {{Icon|VC}} {{Icon|SA}} ||3 ||flt, flt, flt || create rappel ||&lt;br /&gt;
|-&lt;br /&gt;
|0504 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0505 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0506 || {{Icon|VC}} {{Icon|SA}} ||3 ||int, int, int || Controls 'Extra*' of Vehicle models ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0507]] || {{Icon|VC}} ||1 ||int || set camera interference ||&lt;br /&gt;
|-&lt;br /&gt;
|0508 || {{Icon|VC}} {{Icon|SA}} ||1 ||car handle || close all car doors ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0509]] || {{Icon|VC}} {{Icon|SA}} ||5 ||flt, flt, flt, flt, var || get distance between coords 2d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050A || {{Icon|VC}} {{Icon|SA}} ||7 ||flt, flt, flt, flt, flt, flt, var || get distance between coords 3d ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|050B || {{Icon|VC}} ||1 ||car handle || pop car boot ||&lt;br /&gt;
|-&lt;br /&gt;
|050C || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|050D || {{Icon|VC}} ||1 ||char handle || is char leaving vehicle to die? ||&lt;br /&gt;
|-&lt;br /&gt;
|050E || {{Icon|VC}} {{Icon|SA}} ||2 ||object handle, car handle || ||&lt;br /&gt;
|-&lt;br /&gt;
|050F || {{Icon|SA}} ||1 ||var || get max wanted level ||&lt;br /&gt;
|-&lt;br /&gt;
|0510 || {{Icon|VC}} ||5 ||char handle, flt, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|0511 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0512 || {{Icon|VC}} {{Icon|SA}} ||1 ||string || print help forever ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0513]] || {{Icon|SA}} ||2 ||string, int || print help forever with number ||&lt;br /&gt;
|-&lt;br /&gt;
|0514 || {{Icon|VC}} ||3 ||char handle, int, int || 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 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0517 || {{Icon|VC}} {{Icon|SA}} ||5 ||string, flt, flt, flt, var || create locked property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0518 || {{Icon|VC}} {{Icon|SA}} ||6 ||string, flt, flt, flt, int, var || create forsale property pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0519 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || freeze car position ||&lt;br /&gt;
|-&lt;br /&gt;
|051A || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, char handle || has char been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051B || {{Icon|SA}} ||2 ||char handle, car handle || has char been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051C || {{Icon|SA}} ||2 ||car handle, char handle || has car been damaged by char ||&lt;br /&gt;
|-&lt;br /&gt;
|051D || {{Icon|SA}} ||2 ||car handle, car handle || has car been damaged by car ||&lt;br /&gt;
|-&lt;br /&gt;
|051E || {{Icon|SA}} ||1 ||var || get current radio station ||&lt;br /&gt;
|-&lt;br /&gt;
|051F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0520 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0521 || {{Icon|VC}} ||1 ||char handle || is char drowning in water? ||&lt;br /&gt;
|-&lt;br /&gt;
|0522 || {{Icon|VC}} ||0 || || disable cutscene shadows ||&lt;br /&gt;
|-&lt;br /&gt;
|0523 || {{Icon|VC}} ||3 ||flt, flt, flt || glass has been shattered nearby ||&lt;br /&gt;
|-&lt;br /&gt;
|0524 || {{Icon|VC}} ||3 ||object handle, object handle, int || attach object to object/bone ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0525 || {{Icon|VC}} ||3 ||object handle, object handle, string || attach object to component of object ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|0526 || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, int || set char to stay in car when jacked ||&lt;br /&gt;
|-&lt;br /&gt;
|0527 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0528 || {{Icon|VC}} ||1 ||int || add to money spent on weapon stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0529 || {{Icon|VC}} ||1 ||int || add to money spent on property stat ||&lt;br /&gt;
|-&lt;br /&gt;
|052A || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[052B]] || {{Icon|VC}} ||2 ||char handle, int || task use mobile phone ||&lt;br /&gt;
|-&lt;br /&gt;
|052C || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, int || set drunk cam ||&lt;br /&gt;
|-&lt;br /&gt;
|052D || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|052E || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|052F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0530 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0531 || {{Icon|VC}} ||1 ||int || add to stores knocked off stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0532 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0533]] || {{Icon|VC}} ||1 ||int || add to assassination contracts stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0534 || {{Icon|VC}} ||1 ||int || add to pizzas delivered stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0535 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0536 || {{Icon|VC}} ||1 ||int || add to drug deals made (&amp;quot;ice cream sold&amp;quot;) stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0537 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0538 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0539 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|053A || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|053B || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|053C || {{Icon|VC}} ||2 ||char handle, int || set char in players group can fight ||&lt;br /&gt;
|-&lt;br /&gt;
|053D || {{Icon|VC}} ||1 ||char handle || clear char wait state ||&lt;br /&gt;
|-&lt;br /&gt;
|053E || {{Icon|VC}} {{Icon|SA}} ||6 ||int, flt, flt, flt, flt, var || get random car of specific type in area (no save) ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|053F || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || set can burst car tires ||&lt;br /&gt;
|-&lt;br /&gt;
|0540 || {{Icon|VC}} ||2 ||player handle, int || set player auto aim ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0541]] || {{Icon|VC}} {{Icon|SA}} ||1 ||car handle || fire vehicle gun ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0542]] || {{Icon|VC}} ||1 ||int || add property to property owned stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0543 || {{Icon|VC}} ||1 ||int || add bloodring kills stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0544 || {{Icon|VC}} ||1 ||int || save longest time in bloodring stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0545 || {{Icon|VC}} ||0 || || remove everything for giant cutscene (?) ||&lt;br /&gt;
|-&lt;br /&gt;
|0546 || {{Icon|VC}} ||2 ||player handle, car handle || is player touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0547 || {{Icon|SA}} ||2 ||char handle, car handle || is char touching vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|0548 || {{Icon|VC}} ||6 ||player handle, int, int, flt, flt, flt || check for ped model around player ||&lt;br /&gt;
|-&lt;br /&gt;
|0549 || {{Icon|VC}} ||1 ||char handle || clear char follow path ||&lt;br /&gt;
|-&lt;br /&gt;
|054A || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, int || set char can be shot in vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|054B || {{Icon|VC}} ||2 ||object handle, car handle || attach object to car ||only works on cutscene objects&lt;br /&gt;
|-&lt;br /&gt;
|054C || {{Icon|VC}} {{Icon|SA}} ||1 ||string || load mission text ||&lt;br /&gt;
|-&lt;br /&gt;
|[[054D]] || {{Icon|VC}} ||1 ||int || set stadium message ||&lt;br /&gt;
|-&lt;br /&gt;
|054E || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || clear char last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|054F || {{Icon|SA}} ||1 ||car handle || clear car last damage entity ||&lt;br /&gt;
|-&lt;br /&gt;
|0550 || {{Icon|VC}} {{Icon|SA}} ||2 ||object handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0551]] || {{Icon|VC}} ||1 ||int || set Kaufman Cabs radio ||&lt;br /&gt;
|-&lt;br /&gt;
|0552 || {{Icon|VC}} ||1 ||int || set riot noise ||&lt;br /&gt;
|-&lt;br /&gt;
|0553 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0554 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0555 || {{Icon|SA}} ||2 ||char handle, int || remove weapon from char ||&lt;br /&gt;
|-&lt;br /&gt;
|0556 || {{Icon|VC}} ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || create cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0557 || {{Icon|VC}} ||0 || || release cab ||&lt;br /&gt;
|-&lt;br /&gt;
|0558 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0559 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055A]] || {{Icon|VC}} ||1 ||int || set secondary trash ||&lt;br /&gt;
|-&lt;br /&gt;
|[[055B]] || {{Icon|VC}} ||5 ||int, flt, flt, flt, var || create clothes pickup ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|055C || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|055D || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, int || make player fire proof ||&lt;br /&gt;
|-&lt;br /&gt;
|055E || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, int || increase player max health ||&lt;br /&gt;
|-&lt;br /&gt;
|055F || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, int || increase player max armour ||&lt;br /&gt;
|-&lt;br /&gt;
|0560 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, var || create random char as driver ||&lt;br /&gt;
|-&lt;br /&gt;
|0561 || {{Icon|VC}} {{Icon|SA}} ||3 ||car handle, int, var || create random char as passenger ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0562 || {{Icon|VC}} ||2 ||char handle, int || set char ignore threats behind objects ||&lt;br /&gt;
|-&lt;br /&gt;
|0563 || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, int || ensure player has a drive-by weapon ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0564]] || {{Icon|VC}} {{Icon|SA}} ||1 ||car handle || set helicopter simulate crash land ||only works on helicopters&lt;br /&gt;
|-&lt;br /&gt;
|0565 || {{Icon|VC}} {{Icon|SA}} ||4 ||flt, flt, flt, int || add explosion with no sound ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0566]] || {{Icon|VC}} {{Icon|SA}} ||2 ||object handle, int || set object area visible ||&lt;br /&gt;
|-&lt;br /&gt;
|0567 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0568]] || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, int || set char never targetted ||&lt;br /&gt;
|-&lt;br /&gt;
|0569 || {{Icon|VC}} ||1 ||string || load uncompressed animation ||&lt;br /&gt;
|-&lt;br /&gt;
|056A || {{Icon|VC}} {{Icon|SA}} ||0 || || has cutscene finished ||&lt;br /&gt;
|-&lt;br /&gt;
|056B || {{Icon|VC}} ||2 ||char handle, int || set char to crouch when threatened ||&lt;br /&gt;
|-&lt;br /&gt;
|[[056C]] || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || is char in any police vehicle ||&lt;br /&gt;
|-&lt;br /&gt;
|056D || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || does char exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056E || {{Icon|SA}} ||1 ||car handle || does car exist ||&lt;br /&gt;
|-&lt;br /&gt;
|056F || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0570 || {{Icon|VC}} {{Icon|SA}} ||5 ||int, flt, flt, flt, var || create asset radar marker with icon ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|0571 || {{Icon|VC}} ||1 ||char handle || is char stuck? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0572]] || {{Icon|VC}} {{Icon|SA}} ||1 ||int || set all taxis have jump boost and nitro ||nitro unavailable in Vice City&lt;br /&gt;
|-&lt;br /&gt;
|0573 || {{Icon|VC}} ||2 ||char handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|0574 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|0575 || {{Icon|SA}} ||2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0576 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0577 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0578 || {{Icon|VC}} ||1 ||int || save highest vigilante level stat ||&lt;br /&gt;
|-&lt;br /&gt;
|0579 || {{Icon|VC}} ||1 ||char handle || clear all char anims ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057A]] || {{Icon|VC}} ||2 ||garage handle, int || set garage to max cars ||&lt;br /&gt;
|-&lt;br /&gt;
|057B || {{Icon|VC}} ||0 || || are wanted stars flashing ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057C]] || {{Icon|VC}} ||1 ||int || set weather table ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057D]] || {{Icon|VC}} ||1 ||int || force radio to play audio ||&lt;br /&gt;
|-&lt;br /&gt;
|[[057E]] || {{Icon|VC}} {{Icon|SA}} ||1 ||int || set radar gray ||&lt;br /&gt;
|-&lt;br /&gt;
|057F || {{Icon|VC}} ||2 ||player handle, var || get player number of coach passengers dropped off ||&lt;br /&gt;
|-&lt;br /&gt;
|0580 || {{Icon|VC}} ||3 ||char handle, car handle, var || ||parameters rearranged in SB&lt;br /&gt;
|-&lt;br /&gt;
|[[0581]] || {{Icon|VC}} {{Icon|SA}} ||1 ||int || display radar ||&lt;br /&gt;
|-&lt;br /&gt;
|0582 || {{Icon|VC}} {{Icon|SA}} ||2 ||int, int || register best position ||&lt;br /&gt;
|-&lt;br /&gt;
|0583 || {{Icon|VC}} {{Icon|SA}} ||2 ||player handle, string || ||&lt;br /&gt;
|-&lt;br /&gt;
|0584 || {{Icon|VC}} ||? ||char handle || unsupported ||&lt;br /&gt;
|-&lt;br /&gt;
|0585 || {{Icon|VC}} ||0 || || is pressing fire button in car ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0586]] || {{Icon|VC}} ||1 ||char handle || is distribution ped finished dealing ||&lt;br /&gt;
|-&lt;br /&gt;
|0587 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|0588 || {{Icon|VC}} {{Icon|SA}} ||2 ||char handle, int || ||&lt;br /&gt;
|-&lt;br /&gt;
|0589 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|058A || {{Icon|VC}} {{Icon|SA}} ||6 ||flt, flt, flt, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[058B]] || {{Icon|VC}} ||1 ||char handle || has char bought ice cream? ||&lt;br /&gt;
|-&lt;br /&gt;
|[[058C]] || {{Icon|VC}} {{Icon|SA}} ||1 ||var || get progress percentage ||&lt;br /&gt;
|-&lt;br /&gt;
|058D || {{Icon|VC}} ||4 ||flt, flt, flt, flt || set mission restart taxi start ||&lt;br /&gt;
|-&lt;br /&gt;
|058E || {{Icon|VC}} ||4 ||flt, flt, flt, flt || set mission restart taxi destination ||&lt;br /&gt;
|-&lt;br /&gt;
|058F || {{Icon|VC}} ||8 ||char handle, flt, flt, flt, flt, int, int, int || set random ice cream customer in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0590 || {{Icon|uns}} || - || || ||&lt;br /&gt;
|-&lt;br /&gt;
|0591 || {{Icon|VC}} ||4 ||flt, flt, flt, flt || unlock all car doors in area ||&lt;br /&gt;
|-&lt;br /&gt;
|0592 || {{Icon|VC}} ||2 ||int, int || set gang to attack player with cops ||&lt;br /&gt;
|-&lt;br /&gt;
|0593 || {{Icon|VC}} ||2 ||char handle, int || set char frightened in jacked car ||&lt;br /&gt;
|-&lt;br /&gt;
|0594 || {{Icon|VC}} {{Icon|SA}} ||2 ||car handle, int || set vehicle to fade in ||&lt;br /&gt;
|-&lt;br /&gt;
|0595 || {{Icon|VC}} {{Icon|SA}} ||0 || || register odd job mission passed ||&lt;br /&gt;
|-&lt;br /&gt;
|0596 || {{Icon|VC}} ||1 ||player handle || is player in mission restart taxi ||&lt;br /&gt;
|-&lt;br /&gt;
|[[0597]] || {{Icon|VC}} {{Icon|SA}} ||1 ||char handle || is char ducking ||&lt;br /&gt;
|-&lt;br /&gt;
|0598 || {{Icon|VC}} ||3 ||object handle, flt, int || stir ground around object ||&lt;br /&gt;
|-&lt;br /&gt;
|0599 || {{Icon|VC}} ||1 ||int || register highest firefighter level ||&lt;br /&gt;
|-&lt;br /&gt;
|059A || {{Icon|VC}} {{Icon|SA}} ||0 || || is australian game? ||exact opposite to [[0485]]&lt;br /&gt;
|-&lt;br /&gt;
|059B || {{Icon|VC}} ||1 ||car handle || disarm car bomb ||&lt;br /&gt;
|-&lt;br /&gt;
|059C || {{Icon|VC}}&amp;lt;br /&amp;gt;{{Icon|SA}} ||1&amp;lt;br /&amp;gt;2 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|059D || {{Icon|VC}} {{Icon|SA}} ||1 ||int || ||&lt;br /&gt;
|-&lt;br /&gt;
|059E || {{Icon|VC}} {{Icon|SA}} ||1 ||var || ||&lt;br /&gt;
|-&lt;br /&gt;
|059F || {{Icon|VC}} {{Icon|SA}} ||4 ||object handle, var, var, var || get object velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A0 || {{Icon|VC}} {{Icon|SA}} ||0 || || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A1 || {{Icon|VC}} {{Icon|SA}} ||4 ||object handle, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A2 || {{Icon|VC}} {{Icon|SA}} ||4 ||object handle, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A3 || {{Icon|VC}} {{Icon|SA}} ||1 ||object handle || is object static? ||&lt;br /&gt;
|-&lt;br /&gt;
|05A4 || {{Icon|VC}} {{Icon|SA}} ||5 ||flt, flt, flt, flt, var || get angle between 2D vectors ||&lt;br /&gt;
|-&lt;br /&gt;
|05A5 || {{Icon|VC}} {{Icon|SA}} ||8 ||flt, flt, flt, flt, flt, flt, flt, flt || ||&lt;br /&gt;
|-&lt;br /&gt;
|05A6 || {{Icon|VC}} {{Icon|SA}} ||4 ||object handle, var, var, var || get object rotation velocity ||&lt;br /&gt;
|-&lt;br /&gt;
|05A7 || {{Icon|VC}} {{Icon|SA}} ||4 ||object handle, var, var, var || add velocity relative to object velocity ||&lt;br /&gt;
|-style=&amp;quot;background: pink&amp;quot;&lt;br /&gt;
|05A8 || {{Icon|VC}} {{Icon|SA}} ||2 ||object handle, var || 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;
;Up-to-date&lt;br /&gt;
*{{Icon|3}} [http://gtamodding.ru/wiki/%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:%D0%98%D1%81%D1%85%D0%BE%D0%B4%D0%BD%D0%B8%D0%BA%D0%B8 Source codes], at GTAModding.ru&lt;br /&gt;
*{{Icon|VC}} [http://spaceeinstein.webs.com/VICESCM.INI Latest Vice City opcodes], last update by spaceeinstein&lt;br /&gt;
*{{Icon|t}} [http://gtag.gtagaming.com/opcode-database Opcode Database], last update by Deji at GTAGaming.com&lt;br /&gt;
&lt;br /&gt;
;Forum&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;
&lt;br /&gt;
;Archive&lt;br /&gt;
*[[GTAMA|GTAMA/VCDisAsm/SADisAsm]]&lt;br /&gt;
:{{Icon|3}} [http://www.ref3.gta.mendelsohn.de/mainscm_index.html GTA 3 Reference Handbook]&lt;br /&gt;
:{{Icon|VC}} [http://vcme.sourceforge.net/cgi-bin/wiki.pl?Opcodes List of opcodes] - by {{U|CyQ}}&lt;br /&gt;
:{{Icon|VC}} [http://web.archive.org/web/*/http://vc-db.webtools4you.net/ Vice City Opcode Database] - retrieved from archive.org&lt;br /&gt;
:{{Icon|SA}} [http://web.archive.org/web/*/http://sa-db.webtools4you.net/ San Andreas Opcode Database] - retrieved from archive.org&lt;br /&gt;
&lt;br /&gt;
*{{Icon|SA}} [http://zazmahall.de/ZAZGTASANATORIUM/zazmoddat00100/PLPyntons_UnifiedOpcodesDatabase_Reloaded.zip Unified Opcode Database] - by PLPynton, hosted by ZAZ&lt;br /&gt;
&lt;br /&gt;
{{N|SA|VC|3}}&lt;br /&gt;
[[Category:OpCodes| ]]&lt;/div&gt;</summary>
		<author><name>SilentPL</name></author>
		
	</entry>
</feed>