Difference between revisions of "020A"
Jump to navigation
Jump to search
(completed named values, my tests matched them!) |
m |
||
Line 1: | Line 1: | ||
− | {{ | + | {{OpCode |
− | + | | games = {{Icon|t}} | |
− | + | | command = LOCK_CAR_DOORS | |
− | + | | description = Sets the door lock status of the vehicle | |
− | + | | syntax1 = 020A: set_car [''car handle''] door_status_to [''int''] | |
− | + | | p1t = [''car handle''] | |
− | + | | p1d = The handle of the vehicle | |
− | + | | p2t = [''int''] | |
− | + | | p2d = Car lock ([[#Car locks|see below]]) | |
− | + | | native = [[LOCK_CAR_DOORS]] | |
− | + | }} | |
− | |||
− | |||
− | |||
− | This opcode sets the door status of the vehicle. Of course, the opcode only affects vehicles with a working door. | + | This opcode sets the door status of the vehicle. Of course, the opcode only affects vehicles with a working door. In GTA III, this opcode behaves exactly as opcode [[0135]]. |
− | |||
− | {| class="wikitable" | + | == Car locks == |
− | ! | + | {|class="wikitable center-col-1" |
+ | !Car lock ||[[SCM language III/VC definitions#CARLOCK|Enum]] ||Description | ||
|- | |- | ||
− | | 0 || CARLOCK_NONE || | + | |0 ||CARLOCK_NONE || |
|- | |- | ||
− | | 1 || CARLOCK_UNLOCKED || unlocked car | + | |1 ||CARLOCK_UNLOCKED ||unlocked car |
|- | |- | ||
− | | 2 || CARLOCK_LOCKED || locked car – properties include doors can't fall off, no one can enter but can exit, anyone can enter if door left wide open or fallen off | + | |2 ||CARLOCK_LOCKED ||locked car – properties include doors can't fall off, no one can enter but can exit, anyone can enter if door left wide open or fallen off |
|- | |- | ||
− | | 3 || CARLOCK_LOCKOUT_PLAYER_ONLY || locked for the player, not locked for NPCs | + | |3 ||CARLOCK_LOCKOUT_PLAYER_ONLY ||locked for the player, not locked for NPCs |
|- | |- | ||
− | | 4 || CARLOCK_LOCKED_PLAYER_INSIDE || locked, the player is stuck in the car | + | |4 ||CARLOCK_LOCKED_PLAYER_INSIDE ||locked, the player is stuck in the car |
|- | |- | ||
− | | 5 || CARLOCK_LOCKED_INITIALLY || locked when not in car, unlocks when in car | + | |5 ||CARLOCK_LOCKED_INITIALLY ||locked when not in car, unlocks when in car |
|- | |- | ||
− | | 6 || CARLOCK_FORCE_SHUT_DOORS || animation will never leave door opened, always closes door | + | |6 ||CARLOCK_FORCE_SHUT_DOORS ||animation will never leave door opened, always closes door |
|- | |- | ||
− | | 7 || CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED || locked but doors can fall off | + | |7 ||CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED ||locked but doors can fall off |
|} | |} | ||
− | |||
− | |||
== Keywords == | == Keywords == | ||
set, car, vehicle, door, lock, status | set, car, vehicle, door, lock, status | ||
− | |||
− |
Revision as of 01:14, 12 December 2016
- Description
- Sets the door lock status of the vehicle
- Syntax
- 020A: set_car [car handle] door_status_to [int]
- Parameter
- [car handle]
- The handle of the vehicle
- [int]
- Car lock (see below)
- Native analog
- LOCK_CAR_DOORS
This opcode sets the door status of the vehicle. Of course, the opcode only affects vehicles with a working door. In GTA III, this opcode behaves exactly as opcode 0135.
Car locks
Car lock | Enum | Description |
---|---|---|
0 | CARLOCK_NONE | |
1 | CARLOCK_UNLOCKED | unlocked car |
2 | CARLOCK_LOCKED | locked car – properties include doors can't fall off, no one can enter but can exit, anyone can enter if door left wide open or fallen off |
3 | CARLOCK_LOCKOUT_PLAYER_ONLY | locked for the player, not locked for NPCs |
4 | CARLOCK_LOCKED_PLAYER_INSIDE | locked, the player is stuck in the car |
5 | CARLOCK_LOCKED_INITIALLY | locked when not in car, unlocks when in car |
6 | CARLOCK_FORCE_SHUT_DOORS | animation will never leave door opened, always closes door |
7 | CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED | locked but doors can fall off |
Keywords
set, car, vehicle, door, lock, status