0299
Revision as of 18:42, 24 December 2016 by Spaceeinstein (talk | contribs)
- Description
- Activates the garage
- Syntax
- 0299: activate_garage [garage handle]
- 0299: activate_garage '[string]'
- Garage.Activate( '[string]' )
- Parameter
- [garage handle]
- The handle of the garage, for GTA III
- [string]
- The name of the garage, for San Andreas
This opcode activates the garage, which can be deactivated through opcode 02B9. In GTA III for garage type 11, this opcode has an additional function of allowing the door of the garage to open.
For Vice City
This opcode does not exist in Vice City, but garages do not ever deactivate in the game without using the code snippet for simulating opcode 02B9. 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_0299 // 0@ - input param (garage handle) 0@ *= 0xA8 // size of each garage block 0@ += 0x812668 // add to beginning of garage block 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0 // read garage type if 1@ == 11 // is garage type 11 then 0@ += 1 // door state offset 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0 // read garage door state if 1@ == 0 // is door closed then 05DF: write_memory 0@ size 1 value 3 virtual_protect 0 // open garage door end 0@ -= 1 end 0@ += 5 // activation offset 05DF: write_memory 0@ size 1 value 0 virtual_protect 0 // activate garage 05F6: ret 0
Use this line as a substitute for opcode 0299. This can be placed anywhere within the external script:
05F5: call_scm_func @opcode_0299 inputs 1 garage_handle [garage handle]
Keywords
set, garage, activate, enable