0050
Contents |
- Description
- Gosub
- Syntax
- 0050: gosub [label]
- gosub [label]
- Parameter
- [label]
- The position in the script it will go to, usually identified by a label
This opcode allows the code to jump to a line anywhere in the script. Between that line and a RETURN (0051), this section acts like a simple subroutine. The subroutine is independent of the script that the GOSUB is located. When the code reaches a RETURN, it will jump back to where the GOSUB is located and continues from there. GOSUBs can help dramatically simply repetitive code, and can help make the code cleaner and easier to read for the user. GOSUBs can be nested within GOSUBs (like a Matryoshka doll) but there is a limit of up to 6 nested in each other. Nesting more will crash the game. GOSUBs are also important to the structure of missions.
Example
The following example using Sanny Builder spawns five SWAT members to kill the player at the Washington Mall in Vice City after pressing button 13 (CAMERA key).
const TEMP_VAR = 0@ SWAT_1 = 1@ SWAT_2 = 2@ SWAT_3 = 3@ SWAT_4 = 4@ SWAT_5 = 5@ HAS_BEEN_SPAWNED = 6@ end var TEMP_VAR : integer SWAT_1 : integer SWAT_2 : integer SWAT_3 : integer SWAT_4 : integer SWAT_5 : integer end HAS_BEEN_SPAWNED = false while true wait 10 if 00E1: player 0 pressed_button 13 then while 00E1: player 0 pressed_button 13 wait 0 end if HAS_BEEN_SPAWNED == true then 009B: destroy_actor_instantly SWAT_1 009B: destroy_actor_instantly SWAT_2 009B: destroy_actor_instantly SWAT_3 009B: destroy_actor_instantly SWAT_4 009B: destroy_actor_instantly SWAT_5 01C2: mark_actor_as_no_longer_needed SWAT_1 01C2: mark_actor_as_no_longer_needed SWAT_2 01C2: mark_actor_as_no_longer_needed SWAT_3 01C2: mark_actor_as_no_longer_needed SWAT_4 01C2: mark_actor_as_no_longer_needed SWAT_5 end HAS_BEEN_SPAWNED = true 0247: request_model #COLT45 0247: request_model #SWAT 038B: load_requested_models 009A: SWAT_1 = create_actor_pedtype 4 model #SWAT at 18.9999 -928.7729 15.0727 TEMP_VAR = SWAT_1 gosub @KILL_PLAYER 009A: SWAT_2 = create_actor_pedtype 4 model #SWAT at -15.6727 -929.0634 15.066 TEMP_VAR = SWAT_2 gosub @KILL_PLAYER 009A: SWAT_3 = create_actor_pedtype 4 model #SWAT at -10.2667 -937.9695 9.4077 TEMP_VAR = SWAT_3 gosub @KILL_PLAYER 009A: SWAT_4 = create_actor_pedtype 4 model #SWAT at -9.9934 -939.7717 9.4492 TEMP_VAR = SWAT_4 gosub @KILL_PLAYER 009A: SWAT_5 = create_actor_pedtype 4 model #SWAT at -15.225 -949.0593 15.072 TEMP_VAR = SWAT_5 gosub @KILL_PLAYER 0249: release_model #COLT45 0249: release_model #SWAT end end :KILL_PLAYER 0291: set_actor TEMP_VAR heed_threats 1 0243: set_actor TEMP_VAR ped_stats_to 16 011A: set_actor TEMP_VAR search_threat 1 01B2: give_actor TEMP_VAR weapon 17 ammo 999 01CA: actor TEMP_VAR kill_player $PLAYER_CHAR return
Tricks
There are tricks one can use with GOSUB that Rockstar had never employed in their scripts.
Array
- See also VC Arrays
The following example for Vice City allows you to display different messages depending on the vehicle you are currently in. The example is limited to the first few vehicles in the CARS section but can be expanded to include all available vehicles in the game.
// set constants const PLAYER_CAR = 0@ CAR_MODEL = 1@ PRINT_ARRAY = 2@ PRINT_ARRAY_ELEMENT = 3@ end var CAR_MODEL : integer PRINT_ARRAY : integer PRINT_ARRAY_ELEMENT : integer end // determine correct size for each array element PRINT_ARRAY_ELEMENT = @PRINT_NAME_ARRAY PRINT_ARRAY_ELEMENT *= -1 PRINT_ARRAY_ELEMENT += @PRINT_NAME_ITEM while true wait 10 if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save 0441: CAR_MODEL = car PLAYER_CAR model if CAR_MODEL < #VOODOO // for this example, limit to first few vehicles in CARS section then CAR_MODEL -= #LANDSTAL // let index of first vehicle be 0 CAR_MODEL *= PRINT_ARRAY_ELEMENT // get correct array offset PRINT_ARRAY = @PRINT_NAME_ARRAY // get position of beginning of array PRINT_ARRAY += CAR_MODEL // add array offset to position of beginning of array gosub PRINT_ARRAY // gosub to print text end end end :PRINT_NAME_ARRAY 00BC: text_highpriority 'LANDSTK' 10 ms 1 return :PRINT_NAME_ITEM 00BC: text_highpriority 'IDAHO' 10 ms 1 return 00BC: text_highpriority 'STINGER' 10 ms 1 return 00BC: text_highpriority 'LINERUN' 10 ms 1 return 00BC: text_highpriority 'PEREN' 10 ms 1 return 00BC: text_highpriority 'SENTINL' 10 ms 1 return 00BC: text_highpriority 'RIO' 10 ms 1 return 00BC: text_highpriority 'FIRETRK' 10 ms 1 return 00BC: text_highpriority 'TRASHM' 10 ms 1 return 00BC: text_highpriority 'STRETCH' 10 ms 1 return 00BC: text_highpriority 'MANANA' 10 ms 1 return 00BC: text_highpriority 'INFERNS' 10 ms 1 return
Keywords
jump, goto, gosub, subroutine, label