Difference between revisions of "03EE"

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{{Icon|trilogy}}
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{{OpCode
<hr />
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| games      = {{Icon|t}}
'''Description'''
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| command    = CAN_PLAYER_START_MISSION
: Checks if the player character is controllable
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| description = Checks if the player is controllable
'''Syntax'''
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| syntax1    = 03EE: &nbsp; player [''player handle''] controllable
: 03EE: &nbsp; player [''player handle''] controllable
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| p1t        = [''player handle'']
'''Parameter'''
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| p1d        = The [[0053|handle of the player]]
: [''player handle'']
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| native      = [[CAN_PLAYER_START_MISSION]]
:: The handle of the player
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}}
  
This opcode returns true if the player is controllable. The player is controllable if the animation sequences of the player character can be controlled through input keys. Animation sequences that do not allow direct control of the player character (i.e. falling through the air, entering a vehicle, ejecting from a vehicle, death) are considered not controllable and the opcode would return false. Opcodes that freezes control of the character ([[01B4]]) do not apply. If controls are frozen but the animation would otherwise permit direct control of the character, the opcode will still return true.
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This conditional opcode returns true if the player is controllable. The player is controllable if the animation sequences of the player character can be controlled through input keys. Animation sequences that do not allow direct control of the player character (e.g. falling through the air, entering a vehicle, ejecting from a vehicle, death) are considered not controllable and the opcode would return false. Opcodes that freeze control of the character (e.g. [[01B4]]) do not apply. If controls are frozen but the animation would otherwise permit direct control of the character, the opcode will still return true.
  
 
== Example ==
 
== Example ==
 
The following example, using Sanny Builder, will allow you to see when the opcode returns true or false.
 
The following example, using Sanny Builder, will allow you to see when the opcode returns true or false.
<source lang="scm">
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{{Pre|class=sb-code|1=
while true
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<span class="k">while</span> <span class="k">true</span>
     wait 10
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     <span class="k">wait</span> <span class="m">10</span>
     if
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     <span class="k">if</span>
         03EE:  player $PLAYER_CHAR controllable
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         03EE:  player <span class="nv">$PLAYER_CHAR</span> controllable
     then
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     <span class="k">then</span>
         01E5: text_1number_highpriority 'NUMBER' 1 10 ms 1  // display 1 (true)
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         01E5: text_1number_highpriority <span class="s1">'NUMBER'</span> <span class="m">1</span> <span class="m">10</span> ms <span class="m">1</span> <span class="c1">// display 1 (true)</span>
     else
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     <span class="k">else</span>
         01E5: text_1number_highpriority 'NUMBER' 0 10 ms 1  // display 0 (false)
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         01E5: text_1number_highpriority <span class="s1">'NUMBER'</span> <span class="m">0</span> <span class="m">10</span> ms <span class="m">1</span> <span class="c1">// display 0 (false)</span>
     end
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     <span class="k">end</span>
end
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<span class="k">end</span>
</source>
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}}
  
 
== Keywords ==
 
== Keywords ==
check, player, control, controllable
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check, player, control, controllable, can, start, mission
 
 
[[Category:OpCodes]]
 

Latest revision as of 23:24, 4 December 2016

GTA III Vice City San Andreas CAN_PLAYER_START_MISSION


Description
Checks if the player is controllable
Syntax
03EE:   player [player handle] controllable
Parameter
[player handle]
The handle of the player
Native analog
CAN_PLAYER_START_MISSION

This conditional opcode returns true if the player is controllable. The player is controllable if the animation sequences of the player character can be controlled through input keys. Animation sequences that do not allow direct control of the player character (e.g. falling through the air, entering a vehicle, ejecting from a vehicle, death) are considered not controllable and the opcode would return false. Opcodes that freeze control of the character (e.g. 01B4) do not apply. If controls are frozen but the animation would otherwise permit direct control of the character, the opcode will still return true.

Example

The following example, using Sanny Builder, will allow you to see when the opcode returns true or false.

while true
    wait 10
    if
        03EE:   player $PLAYER_CHAR controllable
    then
        01E5: text_1number_highpriority 'NUMBER' 1 10 ms 1  // display 1 (true)
    else
        01E5: text_1number_highpriority 'NUMBER' 0 10 ms 1  // display 0 (false)
    end
end

Keywords

check, player, control, controllable, can, start, mission