Difference between revisions of "017B"
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− | {{Icon|3}} {{Icon|SA}} | + | {{OpCode |
− | + | | games = {{Icon|3}} {{Icon|SA}} | |
− | + | | command = SET_CHAR_AMMO | |
− | + | | description = Sets the character's [[weapon]] ammo | |
− | + | | syntax1 = 017B: set_actor [''char handle''] weapon [''int1''] ammo_to [''int2''] | |
− | + | | p1t = [''char handle''] | |
− | + | | p1d = The handle of the character | |
− | + | | p2t = [''int1''] | |
− | + | | p2d = [[Weapon#Lists of weapons|Weapon type]] | |
− | + | | p3t = [''int2''] | |
− | + | | p3d = Ammo | |
− | + | }} | |
− | |||
This opcode sets the character's weapon ammo. If the character does not have the weapon, the weapon is given to it. Unlike opcode [[01B2]], it sets rather than adds to the ammo count and does not set the weapon as the current one for the character. You have to use opcode [[01B9]] to set it as the current one. When the character dies, it drops the weapon as a [[0213#Weapons|pickup type 4 with predefined ammo count]]. If the ammo count is already less than the predefined count, it drops that ammo count instead. This opcode was never called in the [[Main.scm|original script]] of GTA III. | This opcode sets the character's weapon ammo. If the character does not have the weapon, the weapon is given to it. Unlike opcode [[01B2]], it sets rather than adds to the ammo count and does not set the weapon as the current one for the character. You have to use opcode [[01B9]] to set it as the current one. When the character dies, it drops the weapon as a [[0213#Weapons|pickup type 4 with predefined ammo count]]. If the ammo count is already less than the predefined count, it drops that ammo count instead. This opcode was never called in the [[Main.scm|original script]] of GTA III. | ||
== For Vice City == | == For Vice City == | ||
− | This opcode does not exist in Vice City but it is possible to recreate this opcode based on [[017A]]. 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. Due to the way how 017A works in Vice City, if the character does not have the weapon or another weapon of the same | + | This opcode does not exist in Vice City but it is possible to recreate this opcode based on [[017A]]. 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. Due to the way how 017A works in Vice City, if the character does not have the weapon or another weapon of the same slot, nothing happens. If the character does not have the weapon but does have another weapon of the same slot, weapon ammo will be set for that weapon instead. Place this at the end of the file: |
− | < | + | {{Pre|class=sb-code|1= |
− | :opcode_017B | + | <span class="nl">:opcode_017B</span> |
− | // 0@ - input param (char handle) | + | <span class="c1">// 0@ - input param (char handle)</span> |
− | // 1@ - input param (weapon | + | <span class="c1">// 1@ - input param (weapon type)</span> |
− | // 2@ - input param (ammo count) | + | <span class="c1">// 2@ - input param (ammo count)</span> |
− | 05E6: 0@ = actor 0@ struct | + | 05E6: <span class="nv">0@</span> = actor <span class="nv">0@</span> struct |
− | 05E3: call_method 0x4FF780 0@ num_params 2 pop 0 ammo 2@ weapon 1@ // CPed::SetAmmo | + | 05E3: call_method <span class="m">0x4FF780</span> <span class="nv">0@</span> num_params <span class="m">2</span> pop <span class="m">0</span> ammo <span class="nv">2@</span> weapon <span class="nv">1@</span> <span class="c1">// CPed::SetAmmo</span> |
− | 05F6: ret 0 | + | 05F6: ret <span class="m">0</span> |
− | </ | + | }} |
+ | |||
Use this line as a substitute for opcode 017B. This can be placed anywhere within the external script: | Use this line as a substitute for opcode 017B. This can be placed anywhere within the external script: | ||
− | < | + | {{Pre|class=sb-code|1= |
− | + | 05F5: call_scm_func <span class="nl">@opcode_017B</span> inputs <span class="m">3</span> char_handle [char handle] weapon [int1] ammo [int2] | |
− | + | }} | |
== Keywords == | == Keywords == | ||
Line 35: | Line 35: | ||
== See also == | == See also == | ||
− | * [[017A]], sets the player's weapon ammo | + | * {{Icon|3}} {{Icon|VC}} [[017A]], sets the player's weapon ammo |
− | * [[01B2]], gives a weapon to a character | + | * {{Icon|t}} [[01B2]], gives a weapon to a character |
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− | |||
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Latest revision as of 06:27, 8 July 2017
- Description
- Sets the character's weapon ammo
- Syntax
- 017B: set_actor [char handle] weapon [int1] ammo_to [int2]
- Parameter
- [char handle]
- The handle of the character
- [int1]
- Weapon type
- [int2]
- Ammo
This opcode sets the character's weapon ammo. If the character does not have the weapon, the weapon is given to it. Unlike opcode 01B2, it sets rather than adds to the ammo count and does not set the weapon as the current one for the character. You have to use opcode 01B9 to set it as the current one. When the character dies, it drops the weapon as a pickup type 4 with predefined ammo count. If the ammo count is already less than the predefined count, it drops that ammo count instead. This opcode was never called in the original script of GTA III.
For Vice City
This opcode does not exist in Vice City but it is possible to recreate this opcode based on 017A. 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. Due to the way how 017A works in Vice City, if the character does not have the weapon or another weapon of the same slot, nothing happens. If the character does not have the weapon but does have another weapon of the same slot, weapon ammo will be set for that weapon instead. Place this at the end of the file:
:opcode_017B // 0@ - input param (char handle) // 1@ - input param (weapon type) // 2@ - input param (ammo count) 05E6: 0@ = actor 0@ struct 05E3: call_method 0x4FF780 0@ num_params 2 pop 0 ammo 2@ weapon 1@ // CPed::SetAmmo 05F6: ret 0
Use this line as a substitute for opcode 017B. This can be placed anywhere within the external script:
05F5: call_scm_func @opcode_017B inputs 3 char_handle [char handle] weapon [int1] ammo [int2]
Keywords
set, character, actor, weapon, ammo