Difference between revisions of "0228"
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__NOTOC__ | __NOTOC__ | ||
− | {{Icon|3}} | + | {{OpCode |
− | + | | games = {{Icon|3}} | |
− | + | | command = IS_CAR_ARMED_WITH_BOMB | |
− | + | | description = Checks if the vehicle is armed with the bomb | |
− | + | | syntax1 = 0228: car [''car handle''] bomb_status == [''int''] | |
− | + | | p1t = [''car handle''] | |
− | + | | p1d = The handle of the vehicle | |
− | + | | p2t = [''int''] | |
− | + | | p2d = Car bomb stage ([[#Car bomb stages|see below]]) | |
− | + | }} | |
− | |||
− | |||
− | This conditional opcode returns true if the vehicle | + | This conditional opcode returns true if the vehicle is armed with the specified stage of car bomb. |
− | |||
− | == | + | == Car bomb stages == |
− | {| class="wikitable" | + | {|class="wikitable center-col-1" |
− | ! | + | !Stage ||[[SCM language III/VC definitions#CARBOMB|Enum]] ||Description |
|- | |- | ||
− | | 0 || CARBOMB_NONE || No bomb | + | |0 ||CARBOMB_NONE ||No bomb |
|- | |- | ||
− | | 1 || CARBOMB_TIMED || Inactive timed bomb, can be obtained from [[garage]] type 2 | + | |1 ||CARBOMB_TIMED ||Inactive timed bomb, can be obtained from [[garage]] type 2 |
|- | |- | ||
− | | 2 || CARBOMB_ONIGNITION || Inactive ignition bomb, can be obtained from garage type 3 | + | |2 ||CARBOMB_ONIGNITION ||Inactive ignition bomb, can be obtained from garage type 3 |
|- | |- | ||
− | | 3 || CARBOMB_REMOTE || Remote detonation bomb, can be obtained from garage type 4 | + | |3 ||CARBOMB_REMOTE ||Remote detonation bomb, can be obtained from garage type 4 |
|- | |- | ||
− | | 4 || CARBOMB_TIMEDACTIVE || Active timed bomb, activated from bomb type 1 | + | |4 ||CARBOMB_TIMEDACTIVE ||Active timed bomb, activated from bomb type 1 |
|- | |- | ||
− | | 5 || CARBOMB_ONIGNITIONACTIVE || Active ignition bomb, activated from bomb type 2 | + | |5 ||CARBOMB_ONIGNITIONACTIVE ||Active ignition bomb, activated from bomb type 2 |
|} | |} | ||
== For Vice City == | == For Vice City == | ||
− | This opcode does not exist in Vice City but the | + | This opcode does not exist in Vice City but the stage of the car bomb armed in a vehicle can still be retrieved. The following example, using Sanny Builder with [[CLEO]] for Vice City in an external script (not the main one) and tested on US v1.0, should work similarly to this opcode. Place this at the end of the file: |
− | < | + | {{Pre|class=sb-code|1= |
− | :opcode_0228 | + | <span class="nl">:opcode_0228</span> |
− | // 0@ - input param (car handle) | + | <span class="c1">// 0@ - input param (car handle)</span> |
− | // 1@ - input param (bomb | + | <span class="c1">// 1@ - input param (bomb stage)</span> |
− | 05E7: 0@ = car 0@ struct | + | 05E7: <span class="nv">0@</span> = car <span class="nv">0@</span> struct |
− | 0@ += 0x1FE // car bomb offset | + | <span class="nv">0@</span> += <span class="m">0x1FE</span> <span class="c1">// car bomb offset</span> |
− | 05E0: 0@ = read_memory 0@ size 1 virtual_protect 0 | + | 05E0: <span class="nv">0@</span> = read_memory <span class="nv">0@</span> size <span class="m">1</span> virtual_protect <span class="m">0</span> |
− | 0@ | + | 05F9: <span class="nv">0@</span> = <span class="nv">0@</span> <span class="k">AND</span> <span class="m">7</span> |
− | 003B: 0@ == 1@ // check bomb | + | 003B: <span class="nv">0@</span> == <span class="nv">1@</span> <span class="c1">// check bomb stage in car against input</span> |
− | 05F6: ret 0 | + | 05F6: ret <span class="m">0</span> |
− | </ | + | }} |
− | Use this line as a substitute for opcode 0228. This can be placed anywhere within the external script as a conditional statement. | + | |
− | < | + | Use this line as a substitute for opcode 0228. This can be placed anywhere within the external script as a [[conditional statement]]: |
− | if | + | {{Pre|class=sb-code|1= |
− | + | <span class="c1">// ...</span> | |
− | + | <span class="k">if</span> | |
− | + | 05F5: call_scm_func <span class="nl">@opcode_0228</span> inputs <span class="m">2</span> car_handle [car handle] bomb_stage [int] | |
− | + | <span class="k">then</span> | |
− | </ | + | <span class="c1">// [RETURNED TRUE]</span> |
+ | <span class="k">else</span> | ||
+ | <span class="c1">// [RETURNED FALSE]</span> | ||
+ | <span class="k">end</span> | ||
+ | <span class="c1">// ...</span> | ||
+ | }} | ||
== Keywords == | == Keywords == | ||
− | check, car, vehicle, bomb, status | + | check, car, vehicle, armed, bomb, status, stage |
== See also == | == See also == | ||
− | * [[ | + | * {{Icon|3}} [[0220]], checks if the vehicle is armed with any bomb |
− | + | * {{Icon|3}} [[0242]], arms car with bomb | |
− | [[ | ||
− |
Latest revision as of 13:52, 8 December 2016
- Description
- Checks if the vehicle is armed with the bomb
- Syntax
- 0228: car [car handle] bomb_status == [int]
- Parameter
- [car handle]
- The handle of the vehicle
- [int]
- Car bomb stage (see below)
This conditional opcode returns true if the vehicle is armed with the specified stage of car bomb.
Car bomb stages
Stage | Enum | Description |
---|---|---|
0 | CARBOMB_NONE | No bomb |
1 | CARBOMB_TIMED | Inactive timed bomb, can be obtained from garage type 2 |
2 | CARBOMB_ONIGNITION | Inactive ignition bomb, can be obtained from garage type 3 |
3 | CARBOMB_REMOTE | Remote detonation bomb, can be obtained from garage type 4 |
4 | CARBOMB_TIMEDACTIVE | Active timed bomb, activated from bomb type 1 |
5 | CARBOMB_ONIGNITIONACTIVE | Active ignition bomb, activated from bomb type 2 |
For Vice City
This opcode does not exist in Vice City but the stage of the car bomb armed in a vehicle can still be retrieved. The following example, using Sanny Builder with CLEO for Vice City in an external script (not the main one) and tested on US v1.0, should work similarly to this opcode. Place this at the end of the file:
:opcode_0228 // 0@ - input param (car handle) // 1@ - input param (bomb stage) 05E7: 0@ = car 0@ struct 0@ += 0x1FE // car bomb offset 05E0: 0@ = read_memory 0@ size 1 virtual_protect 0 05F9: 0@ = 0@ AND 7 003B: 0@ == 1@ // check bomb stage in car against input 05F6: ret 0
Use this line as a substitute for opcode 0228. This can be placed anywhere within the external script as a conditional statement:
// ... if 05F5: call_scm_func @opcode_0228 inputs 2 car_handle [car handle] bomb_stage [int] then // [RETURNED TRUE] else // [RETURNED FALSE] end // ...
Keywords
check, car, vehicle, armed, bomb, status, stage