Difference between revisions of "0050"
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:: The position in the script it will jump to; can also be a [[label]] | :: The position in the script it will jump to; can also be a [[label]] | ||
− | This opcode allows the code to jump to a line anywhere in the script. Between that line and a RETURN ([[0051]]), this secrion acts like a simple subroutine. The subroutine is independent of the [[thread]] that the GOSUB is located. When the code reaches a RETURN, it will jump back to where the GOSUB is located and continues from there. GOSUBs can help dramatically simply repetitive code, and can help make the code cleaner and easier to read for the user. | + | This opcode allows the code to jump to a line anywhere in the script. Between that line and a RETURN ([[0051]]), this secrion acts like a simple subroutine. The subroutine is independent of the [[thread]] that the GOSUB is located. When the code reaches a RETURN, it will jump back to where the GOSUB is located and continues from there. GOSUBs can help dramatically simply repetitive code, and can help make the code cleaner and easier to read for the user. GOSUBs can be nested within GOSUBs (like a [[wikipedia:Matryoshka doll|Matryoshka doll]]) but there is a limit of up to 6 nested in each other. Nesting more will crash the game. GOSUBs are also important to the structure of [[Create a mission|missions]]. |
}}</onlyinclude> | }}</onlyinclude> | ||
Revision as of 22:00, 5 February 2012
Description
- Gosub
Syntax
- 0050: gosub [int]
- gosub [int]
Parameter
- [int]
- The position in the script it will jump to; can also be a label
This opcode allows the code to jump to a line anywhere in the script. Between that line and a RETURN (0051), this secrion acts like a simple subroutine. The subroutine is independent of the thread that the GOSUB is located. When the code reaches a RETURN, it will jump back to where the GOSUB is located and continues from there. GOSUBs can help dramatically simply repetitive code, and can help make the code cleaner and easier to read for the user. GOSUBs can be nested within GOSUBs (like a Matryoshka doll) but there is a limit of up to 6 nested in each other. Nesting more will crash the game. GOSUBs are also important to the structure of missions.
Example
The following example, using Sanny Builder, will force a change to the colors of the specified vehicles.
// set constants
const
PRIM_COLOR = 0@
SECD_COLOR = 1@
PLAYER_CAR = 2@
end
while true
wait 10
if
00DD: actor $PLAYER_ACTOR driving_vehicle_type #LINERUN
then
PRIM_COLOR = 0
SECD_COLOR = 1
gosub @SET_COLOR
end
if
00DD: actor $PLAYER_ACTOR driving_vehicle_type #PEREN
then
PRIM_COLOR = 10
SECD_COLOR = 11
gosub @SET_COLOR
end
if
00DD: actor $PLAYER_ACTOR driving_vehicle_type #SENTINEL
then
PRIM_COLOR = 20
SECD_COLOR = 21
gosub @SET_COLOR
end
end
:SET_COLOR
03C0: PLAYER_CAR = actor $PLAYER_ACTOR car
0229: set_car PLAYER_CAR color_to PRIM_COLOR SECD_COLOR
return
Tricks
There are tricks one can use that Rockstar had never employed in their scripts.
Array
- See also VC Arrays
The following example functions similarly to the code above but is slightly slower due to the while loop. As you can see it is more complicated but can be the preferred method if the array becomes huge.
// set constants
const
PLAYER_CAR = 0@
COLOR_LABEL = 1@
CAR_MODEL = 2@
end
while true
wait 10
COLOR_LABEL = @SET_COLOR // gets the position of label SET_COLOR
CAR_MODEL = #LINERUN // so that this code works for III/VC/SA
while #SENTINEL >= CAR_MODEL // while CAR_MODEL is LINERUN, PEREN, or SENTINEL
wait 0
if
00DD: actor $PLAYER_ACTOR driving_vehicle_type CAR_MODEL
then
03C0: PLAYER_CAR = actor $PLAYER_ACTOR car
gosub COLOR_LABEL // gosub to set color
end
COLOR_LABEL += 11 // add 11 bytes to go to the next set color
// 29 02 03 00 00 04 xx 04 xx 51 00, 11 bytes, is equivalent to
// 0229: PLAYER_CAR xx xx 0051: return
CAR_MODEL += 1 // increment car model ide number
end
end
:SET_COLOR
0229: set_car PLAYER_CAR color_to 0 1
return
0229: set_car PLAYER_CAR color_to 10 11
return
0229: set_car PLAYER_CAR color_to 20 21
return