List of opcodes
Revision as of 06:23, 29 December 2011 by Spaceeinstein (talk | contribs)
This is a list of all opcodes, including nops and unsupported ones, in GTA III, Vice City, and San Andreas. Brief descriptions and notes are added to the list for quick and easy access to information.
Opcode | Games | P | Parameter type | Brief description | Notes |
---|---|---|---|---|---|
0000 | 0 | nop | no operation | special use in CLEO | |
0001 | 1 | int | wait | ||
0002 | 1 | label | jump to label | ||
0003 | 1 | int | shake camera | ||
0004 | 2 | global var, int | set global to integer (G = I) | ||
0005 | 2 | global var, flt | set global to float (G = F) | ||
0006 | 2 | local var, int | set local to integer (L = I)) | ||
0007 | 2 | local var, flt | set local to float (L = F)) | ||
0008 | 2 | global var, int | add global to integer (G += I) | ||
0009 | 2 | global var, flt | add global to float (G += F) | ||
000A | 2 | local var, int | add local to integer (L += I) | ||
000B | 2 | local var, flt | add local to float (L += F) | ||
000C | 2 | global var, int | subtract global to integer (G -= I) | ||
000D | 2 | global var, flt | subtract global to float (G -= F) | ||
000E | 2 | local var, int | subtract local to integer (L -= I) | ||
000F | 2 | local var, flt | subtract local to float (L -= F) | ||
0010 | 2 | global var, int | multiply global to integer (G *= I) | ||
0011 | 2 | global var, flt | multiply global to float (G *= F) | ||
0012 | 2 | local var, int | multiply local to integer (L *= I) | ||
0013 | 2 | local var, flt | multiply local to float (L *= F) | ||
0014 | 2 | global var, int | divide global to integer (G /= I) | ||
0015 | 2 | global var, flt | divide global to float (G /= F) | ||
0016 | 2 | local var, int | divide local to integer (L /= I) | ||
0017 | 2 | local var, flt | divide local to float (L /= F) | ||
0018 | 2 | global var, int | check global greater than integer (G > I) | ||
0019 | 2 | local var, int | check local greater than integer (L > I) | ||
001A | 2 | int, global var | check integer greater than global (I > G) | ||
001B | 2 | int, local var | check integer greater than local (I > L) | ||
001C | 2 | global var, global var | check global integer greater than global int (G > G int) | ||
001D | 2 | local var, local var | check local integer greater than local int (L > L int) | ||
001E | 2 | global var, local var | check global integer greater than local int (G > L int) | ||
001F | 2 | local var, global var | check local integer greater than global int (L > G int) | ||
0020 | 2 | global var, flt | check global greater than float (G > F) | ||
0021 | 2 | local var, flt | check local greater than float (L > F) | ||
0022 | 2 | flt, global var | check float greater than global (F > G) | ||
0023 | 2 | flt, local var | check float greater than local (F > L) | ||
0024 | 2 | global var flt, global var flt | check global float greater than global float (G > G flt) | ||
0025 | 2 | local var flt, local var flt | check local float greater than local float (L > L flt) | ||
0026 | 2 | global var flt, local var flt | check global float greater than local float (G > L flt) | ||
0027 | 2 | local var flt, global var flt | check local float greater than global float (L > G flt) | ||
0028 | 2 | global var flt, int | check global greater than or equal to integer (G >= I) | ||
0029 | 2 | local var, int | check local greater than or equal to integer (L >= I) | ||
002A | 2 | int, global var | check int greater than or equal to global (I >= G) | ||
002B | 2 | int, local var | check integer greater than or equal to local (I >= L) | ||
002C | 2 | global var int, global var int | check global integer greater than or equal to global integer (G >= G int) | ||
002D | 2 | local var int, |local var int | check local integer greater than or equal to local integer (L >= L int) | ||
002E | 2 | local var int | check global integer greater than or equal to local integer (G >= L int) | ||
002F | 2 | local var int, global var int | check local integer greater than or equal to local integer (L >= G int) | ||
0030 | 2 | global var, flt | check global greater than or equal to float (G >= F) | ||
0031 | 2 | local var, flt | check local greater than or equal to float (L >= F) | ||
0032 | 2 | flt, global var | check float greater than or equal to global (F >= G) | ||
0033 | 2 | flt, local var | check float greater than or equal to local (F >= L) | ||
0034 | 2 | global var flt, global var flt | check global float greater than or equal to global float (G >= G flt) | ||
0035 | 2 | local var flt, local var flt | check local float greater than or equal to local float (L >= L flt) | ||
0036 | 2 | global var flt, local var flt | check global float greater than or equal to local float (G >= L flt) | ||
0037 | 2 | local var flt, global var flt | check local float greater than or equal to global float (L >= G flt) | ||
0038 | 2 | global var, int | check global equal to integer (G == I) | ||
0039 | 2 | local var, int | check local equal to integer (L == I) | ||
003A | 2 | global var int, global var int | check global integer equal to global integer (G == G int) | ||
003B | 2 | local var int, local var int | check local integer equal to local integer (L == L int) | ||
003C | 2 | global var int, local var int | check global integer equal to local integer (G == L int) | ||
003D | unsupported | - | |||
003E | unsupported | - | |||
003F | unsupported | - | |||
0040 | unsupported | - | |||
0041 | unsupported | - | |||
0042 | 2 | global var, flt | check global equal to float (G == F) | ||
0043 | 2 | local var, flt | check local equal to float (L == F) | ||
0044 | 2 | global var flt, global var flt | check global float equal to global float (G == G flt) | ||
0045 | 2 | local var flt, local var flt | check local float equal to local float (L == L flt) | ||
0046 | 2 | global var flt, local var flt | check global float equal to local float (G == L flt) | ||
0047 | unsupported | - | |||
0048 | unsupported | - | |||
0049 | unsupported | - | |||
004A | unsupported | - | |||
004B | unsupported | - | |||
004C | 1 | label | jump to label if true | ||
004D | 1 | label | jump to label if false | ||
004E | 0 | terminate this script | |||
004F | -1 | label | start new script with args | ||
0050 | 1 | label | gosub | ||
0051 | 0 | return | |||
0052 | 6 | nop | |||
0053 | 5 | int, flt, flt, flt, var | create player | parameters rearranged in SB | |
0054 | 4 | player handle, var, var, var | get player coordinates | ||
0055 | 4 | player handle, int, int, int | set player coordinates | ||
0056 | 6 | player handle, flt, flt, flt, flt, int | check player is in 2D area | parameters rearranged in SB | |
0057 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | check player is in 3D area | parameters rearranged in SB | |
0058 | 2 | global var int, global var int | add global integer to global integer (G += G int) | ||
0059 | 2 | global var flt, global var flt | add global float to global float (G += G flt) | ||
005A | 2 | int, int | add local integer to local integer (L += L int) | ||
005B | 2 | float, float | add local float to local float (L += L flt) | ||
005C | 2 | int, int | add local integer to global integer (L += G int) | ||
005D | 2 | float, float | add local float to global float (L += G flt) | ||
005E | 2 | int, int | add global integer to local integer (G += L int) | ||
005F | 2 | float, float | add global float to local float (G += L flt) | ||
0060 | 2 | int, int | subtract global integer to global integer (G -= G int) | ||
0061 | 2 | float, float | subtract global float to global float (G -= G flt) | ||
0062 | 2 | int, int | subtract local integer to local integer (L -= L int) | ||
0063 | 2 | float, float | subtract local float to local float (L -= L flt) | ||
0064 | 2 | int, int | subtract local integer to global integer (L -= G int) | ||
0065 | 2 | float, float | subtract local float to global float (L -= G flt) | ||
0066 | 2 | int, int | subtract global integer to local integer (G -= L int) | ||
0067 | 2 | float, float | subtract global float to local float (G -= L flt) | ||
0068 | 2 | global, global | multiply global int to global int (G *= G int) | ||
0069 | 2 | global, global | multiply global float to global float (G *= G flt) | ||
006A | 2 | local, local | multiply local int to local int (L *= L int) | ||
006B | 2 | local, local | multiply int float to int float (L *= L flt) | ||
006C | 2 | local, float | multiply local to float (L *= F) | ||
006D | 2 | global, float | multiply global to float (G *= F) | ||
006E | 2 | global, local | multiply global int to local int (G *= L int) | ||
006F | 2 | global, local | multiply global float to local float (G *= L flt) | ||
0070 | 2 | global, global | divide global int by global int (G /= G int) | ||
0071 | 2 | global, global | divide global float by global float (G /= G flt) | ||
0072 | 2 | local, local | divide local int by local int (L /= L int) | ||
0073 | 2 | local, local | divide local float by local float (L /= L flt) | ||
0074 | 2 | local, global | divide local int by global int (L /= G int) | ||
0075 | 2 | local, global | divide local float by global float (L /= G flt) | ||
0076 | 2 | global, local | divide global int by local int (G /= L int) | ||
0077 | 2 | global, local | divide global float by local float (G /= L flt) | ||
0078 | 2 | ||||
0079 | 2 | ||||
007A | 2 | ||||
007B | 2 | ||||
007C | 2 | ||||
007D | 2 | ||||
007E | 2 | ||||
007F | 2 | ||||
0080 | 2 | ||||
0081 | 2 | ||||
0082 | 2 | ||||
0083 | 2 | ||||
0084 | 2 | global var int, global var int | set global integer equal to global integer (G = G int) | ||
0085 | 2 | local var int, local var int | set local integer equal to local integer (L = L int) | ||
0086 | 2 | global var flt, global var flt | set global float equal to global float (G = G flt) | ||
0087 | 2 | local var flt, local var flt | set local float equal to local float (L = L flt) | ||
0088 | 2 | global var flt, local var flt | set global float equal to local float (G = L flt) | ||
0089 | 2 | local var flt, global var flt | set local float equal to global float (L = G flt) | ||
008A | 2 | global var int, local var int | set global integer equal to local integer (G = L int) | ||
008B | 2 | local var int, global var int | set local integer equal to global integer (L = G int) | ||
008C | 2 | global var int, global var flt | convert global float to global int | ||
008D | 2 | global var flt, global var int | convert global int to global float | ||
008E | 2 | local var int, global var flt | convert global float to local int | ||
008F | 2 | local var flt, global var int | convert global int to local float | ||
0090 | 2 | global var int, local var flt | convert local float to global int | ||
0091 | 2 | global var flt, local var int | convert local int to global float | ||
0092 | 2 | local var int, local var flt | convert local float to local int | ||
0093 | 2 | local var flt, local var int | convert local int to local float | ||
0094 | 1 | global var int | absolute value of global int | ||
0095 | 1 | local var int | absolute value of local int | ||
0096 | 1 | global var flt | absolute value of global float | ||
0097 | 1 | local var flt | absolute value of local float | ||
0098 | 1 | flt | generate random float | ||
0099 | 1 | int | generate random integer | ||
009A | 6 | int, int, flt, flt, flt, var | create char | parameters rearranged in SB | |
009B | 1 | char handle | delete char | ||
009C | 2 | char handle, int | set char to wander path | ||
009D | unsupported | - | |||
009E | 6 | char handle, flt, flt, flt, flt, int | set char path | ||
009F | 1 | char handle | reset char objective | ||
00A0 | 4 | char handle, var, var, var | get char coordinates | ||
00A1 | 4 | char handle, flt, flt, flt | set char coordinates | ||
00A2 | 1 | char handle | check char alive | ||
00A3 | 6 | char handle, flt, flt, flt, flt, int | check char is in 2D area | ||
00A4 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | check char is in 3D area | ||
00A5 | 5 | int, flt, flt, flt, var | create car | parameters rearranged in SB | |
00A6 | 1 | car handle | delete car | ||
00A7 | 4 | car handle, flt, flt, flt | car drive to coordinate | ||
00A8 | 1 | car handle | set car to psycho driver | ||
00A9 | 1 | car handle | reset car from psycho driver | ||
00AA | 4 | car handle, var, var, var | get car coordinates | ||
00AB | 4 | car handle, flt, flt, flt | set car coordinates | ||
00AC | 1 | car handle | check car is on land | ||
00AD | 2 | car handle, flt | set car max speed | ||
00AE | 2 | car handle, int | set car traffic behavior | ||
00AF | 2 | car handle, int | set car driver behavior | ||
00B0 | 6 | car handle, flt, flt, flt, flt, int | check car is in 2D area | ||
00B1 | 8 | car handle, flt, flt, flt, flt, flt, flt, int | check car is in 3D area | ||
00B2 | unsupported | - | |||
00B3 | unsupported | - | |||
00B4 | unsupported | - | |||
00B5 | unsupported | - | |||
00B6 | unsupported | - | |||
00B7 | unsupported | - | |||
00B8 | unsupported | - | |||
00B9 | unsupported | - | |||
00BA | 3 | string, int, int | print text big | ||
00BB | 3 | string, int, int | print text | ||
00BC | 3 | string, int, int | print text now | ||
00BD | 3 | string, int, int | print text soon | ||
00BE | 0 | clear all text | |||
00BF | 2 | var, var | get time of day | ||
00C0 | 2 | int, int | set time of day | ||
00C1 | 3 | int, int, var | get minutes to time of day | parameters rearranged in SB | |
00C2 | 4 | flt, flt, flt, flt | check is sphere on screen | ||
00C3 | 0 | enter debug mode | |||
00C4 | 0 | exit debug mode | |||
00C5 | 0 | true | |||
00C6 | 0 | false | |||
00C7 | unsupported | - | |||
00C8 | unsupported | - | |||
00C9 | unsupported | - | |||
00CA | unsupported | - | |||
00CB | unsupported | - | |||
00CC | unsupported | - | |||
00CD | unsupported | - | |||
00CE | unsupported | - | |||
00CF | unsupported | - | |||
00D0 | unsupported | - | |||
00D1 | unsupported | - | |||
00D2 | unsupported | - | |||
00D3 | unsupported | - | |||
00D4 | unsupported | - | |||
00D5 | unsupported | - | |||
00D6 | 1 | int | if | ||
00D7 | 1 | label | start new script | like 004F but only one parameter | |
00D8 | 0 | mission cleanup | |||
00D9 | 2 | char handle, var | get char's car | mission only, parameters rearranged in SB | |
00DA | 2 | player handle, var | get player's car | mission only, parameters rearranged in SB | |
00DB | 2 | char handle, car handle | is char in car | ||
00DC | 2 | player handle, car handle | is player in car | ||
00DD | 2 | char handle, int | is char in car model | ||
00DE | 2 | player handle, int | is player in car model | ||
00DF | 1 | char handle | is char in any car | ||
00E0 | 1 | player handle | is player in any car | ||
00E1 | 2 | int, int | is key pressing | ||
00E2 | 3 | int, int, var | get key is pressing | ||
00E3 | 6 | player handle, flt, flt, flt, flt, int | locate player by any means in 2D radius | parameters rearranged in SB | |
00E4 | 6 | player handle, flt, flt, flt, flt, int | locate player on foot in 2D radius | parameters rearranged in SB | |
00E5 | 6 | player handle, flt, flt, flt, flt, int | locate player in car in 2D radius | parameters rearranged in SB | |
00E6 | 6 | player handle, flt, flt, flt, flt, int | locate player stopped by any means in 2D radius | parameters rearranged in SB | |
00E7 | 6 | player handle, flt, flt, flt, flt, int | locate player stopped on foot in 2D radius | parameters rearranged in SB | |
00E8 | 6 | player handle, flt, flt, flt, flt, int | locate player stopped in car in 2D radius | parameters rearranged in SB | |
00E9 | 5 | player handle, char handle, flt, flt, int | locate player by any means near char in 2D radius | parameters rearranged in SB | |
00EA | 5 | player handle, char handle, flt, flt, int | locate player on foot near char in 2D radius | parameters rearranged in SB | |
00EB | 5 | player handle, char handle, flt, flt, int | locate player in car near char in 2D radius | parameters rearranged in SB | |
00EC | 6 | char handle, flt, flt, flt, flt, int | locate char by any means in 2D radius | parameters rearranged in SB | |
00ED | 6 | char handle, flt, flt, flt, flt, int | locate char on foot in 2D radius | parameters rearranged in SB | |
00EE | 6 | char handle, flt, flt, flt, flt, int | locate char in car in 2D radius | parameters rearranged in SB | |
00EF | 6 | char handle, flt, flt, flt, flt, int | locate char stopped by any means in 2D radius | parameters rearranged in SB | |
00F0 | 6 | char handle, flt, flt, flt, flt, int | locate char stopped on foot in 2D radius | parameters rearranged in SB | |
00F1 | 6 | char handle, flt, flt, flt, flt, int | locate char stopped in car in 2D radius | parameters rearranged in SB | |
00F2 | 5 | char handle, char handle, flt, flt, int | locate char by any means near char in 2D radius | ||
00F3 | 5 | char handle, char handle, flt, flt, int | locate char on foot near char in 2D radius | ||
00F4 | 5 | char handle, char handle, flt, flt, int | locate char in car near char in 2D radius | ||
00F5 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player by any means in 3D radius | parameters rearranged in SB | |
00F6 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player on foot in 3D radius | parameters rearranged in SB | |
00F7 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player in car in 3D radius | parameters rearranged in SB | |
00F8 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player stopped by any means in 3D radius | parameters rearranged in SB | |
00F9 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player stopped on foot in 3D radius | parameters rearranged in SB | |
00FA | 8 | player handle, flt, flt, flt, flt, flt, flt, int | locate player stopped in car in 3D radius | parameters rearranged in SB | |
00FB | 6 | player handle, char handle, flt, flt, flt, int | locate player by any means near char in 3D radius | parameters rearranged in SB | |
00FC | 6 | player handle, char handle, flt, flt, flt, int | locate player on foot near char in 3D radius | parameters rearranged in SB | |
00FD | 6 | player handle, char handle, flt, flt, flt, int | locate player in car near char in 3D radius | parameters rearranged in SB | |
00FE | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char by any means in 3D radius | parameters rearranged in SB | |
00FF | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char on foot in 3D radius | parameters rearranged in SB | |
0100 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char in car in 3D radius | ||
0101 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char stopped by any means in 3D radius | ||
0102 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char stopped on foot in 3D radius | ||
0103 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | locate char stopped in car in 3D radius | ||
0104 | 6 | char handle, char handle, flt, flt, flt, flt, int | locate char by any means near char in 3D radius | ||
0105 | 6 | char handle, char handle, flt, flt, flt, flt, int | locate char on foot near char in 3D radius | ||
0106 | 6 | char handle, char handle, flt, flt, flt, flt, int | locate char in car near char in 3D radius | ||
0107 | 5 | int, flt, flt, flt, var | create object | parameters rearranged in SB | |
0108 | 1 | object handle | delete object | ||
0109 | 2 | player handle, int | add money | ||
010A | 2 | player handle, int | is money greater | ||
010B | 2 | player handle, var | store money | ||
010C | 5 | player handle, flt, flt, flt, flt | give rc buggy to player | ||
010D | 2 | player handle, int | set player wanted level | ||
010E | 2 | player handle, int | alter wanted level no drop | ||
010F | 2 | player handle, int | is wanted level greater | ||
0110 | 1 | player handle | clear wanted level | ||
0111 | 1 | int | set wasted busted check | ||
0112 | 0 | check player wasted or busted | special use in missions | ||
0113 | 3 | player handle, int, int | add ammo to player weapon | ||
0114 | 3 | char handle, int, int | add ammo to char weapon | ||
0115 | unsupported | - | |||
0116 | unsupported | - | |||
0117 | 1 | player handle | is player dead | ||
0118 | 1 | char handle | is char dead | ||
0119 | 1 | car handle | is car dead | ||
011A | 2 | char handle, int | set char hostility | ||
011B | unsupported | - | |||
011C | 1 | char handle | clear char objective | ||
011D | unsupported | - | |||
011E | unsupported | - | |||
011F | unsupported | - | |||
0120 | unsupported | - | |||
0121 | 2 | player handle, string | is player in zone | ||
0122 | 1 | player handle | is player pressing horn | ||
0123 | 2 | char handle, player handle | check char spotting player | ||
0124 | unsupported | - | special use for memory hacking in Vice City[1] | ||
0125 | unsupported | - | special use for memory hacking in Vice City[1] | ||
0126 | 1 | char handle | check char has finished walking | ||
0127 | unsupported | - | |||
0128 | unsupported | - | |||
0129 | 4 | car handle, char handle, int, var | create char inside car | parameters rearranged in SB | |
012A | 4 | player handle, flt, flt, flt | warp player from car to coord | ||
012B | unsupported | - | |||
012C | unsupported | - | |||
012D | unsupported | - | |||
012E | unsupported | - | |||
012F | unsupported | - | |||
0130 | 1 | player handle | check player is busted | simulated in LC mod | |
0131 | unsupported | - | |||
0132 | unsupported | - | |||
0133 | unsupported | - | |||
0134 | unsupported | - | |||
0135 | 2 | car handle, var | lock car doors | parameters rearranged in SB | |
0136 | unsupported | - | |||
0137 | 2 | car handle, int | is car model | ||
0138 | unsupported | - | |||
0139 | unsupported | - | |||
013A | unsupported | - | |||
013B | 6 | car handle, flt, flt, flt, flt, int | is car dead in 2D area | ||
013C | 8 | car handle, flt, flt, flt, flt, flt, flt, int | is car dead in 3D area | ||
013D | unsupported | - | |||
013E | unsupported | - | |||
013F | unsupported | - | |||
0140 | unsupported | - | |||
0141 | unsupported | - | |||
0142 | unsupported | - | |||
0143 | unsupported | - | |||
0144 | unsupported | - | |||
0145 | unsupported | - | |||
0146 | unsupported | - | |||
0147 | unsupported | - | |||
0148 | unsupported | - | |||
0149 | 1 | car handle | check car crushed by car crusher | ||
014A | unsupported | - | |||
014B | 13 | flt, flt, flt, flt, int, int, int, int, int, int, int, int, var | create car generator | parameters rearranged in SB | |
014C | 2 | car generator handle, int | switch car generator | ||
014D | 4 | string, int, int, int | print pager text | simulated in LC mod | |
014E | 1 2 |
global var global var, int |
display onscreen timer | ||
014F | 1 | global var | clear onscreen timer | ||
0150 | 2 | global var, int | display onscreen counter | ||
0151 | 1 | global var | clear onscreen counter | ||
0152 | 11 13 |
string, int, int, int, int, int, int, int, int, int, int string, int, int, int, int, int, int, int, int, int, int, int, int |
set zone car info | ||
0153 | unsupported | - | |||
0154 | 2 | char handle, string | is char in zone | ||
0155 | 3 | int, int, int | shake pad? | PS2 specific? | |
0156 | 3 | string, int, int | set zone ped density | ||
0157 | 3 | player handle, int, int | set camera on player | ||
0158 | 3 | car handle, int, int | set camera on car | ||
0159 | 3 | char handle, int, int | set camera on char | ||
015A | 0 | cam restore | |||
015B | 3 | int, int, int | |||
015C | 11 13 |
string, int, int, int, int, int, int, int, int, int, int string, int, int, int, int, int, int, int, int, int, int, int, int |
set zone gang info | ||
015D | 1 | flt | set timescale | ||
015E | 1 | car handle | check car wheels on ground | ||
015F | 6 | flt, flt, flt, flt, flt, flt | set camera position | ||
0160 | 4 | flt, flt, flt, int | point camera | ||
0161 | 4 | car handle, int, int, var | add blip to car | parameters rearranged in SB | |
0162 | 4 | char handle, int, int, var | add blip to char | parameters rearranged in SB | |
0163 | 4 | object handle, int, int, var | add blip to object | ||
0164 | 1 | blip handle | remove blip | ||
0165 | 2 | blip handle, int | change blip color | ||
0166 | 2 | blip handle, int | change blip brightness | ||
0167 | 6 | flt, flt, flt, int, int, var | add blip to coordinate | parameters rearranged in SB | |
0168 | 2 | blip handle, int | change blip scale | ||
0169 | 3 | int, int, int | set fade color | ||
016A | 2 | int, int | fade | ||
016B | 0 | check is fading | |||
016C | |
4 5 |
flt, flt, flt, flt flt, flt, flt, flt, int |
add hospital restart | |
016D | |
4 5 |
flt, flt, flt, flt flt, flt, flt, flt, int |
add police restart | |
016E | 4 | flt, flt, flt, flt | override restart | ||
016F | 10 | int, flt, flt, flt, flt, flt, int, int, int, int | create particle | ||
0170 | 2 | player handle, var | get player heading | parameters rearranged in SB | |
0171 | 2 | player handle, flt | set player heading | ||
0172 | 2 | char handle, var | get char heading | parameters rearranged in SB | |
0173 | 2 | char handle, flt | set char heading | ||
0174 | 2 | car handle, var | get car heading | parameters rearranged in SB | |
0175 | 2 | car handle, flt | set car heading | ||
0176 | 2 | object handle, var | get object heading | parameters rearranged in SB | |
0177 | 2 | object handle, flt | set object heading | ||
0178 | 2 | player handle, object handle | check player is touching object | simulated in LC mod | |
0179 | 2 | char handle, object handle | check char is touching object | ||
017A | 3 | player handle, int, int | set player weapon ammo | ||
017B | 3 | set char weapon ammo | |||
017C | unsupported | - | |||
017D | unsupported | - | |||
017E | unsupported | - | |||
017F | unsupported | - | |||
0180 | 1 | var | set on mission flag | ||
0181 | 2 | nop | no operation | ||
0182 | 2 | int, int | |||
0183 | 2 | player handle, int | check player health greater than value | ||
0184 | 2 | char handle, int | check char health greater than value | ||
0185 | 2 | car handle, int | check car health greater than value | ||
0186 | 2 | car handle, blip handle | add blip to car | parameters rearranged in SB | |
0187 | 2 | char handle, blip handle | add blip to char | parameters rearranged in SB | |
0188 | 2 | object handle, blip handle | add blip to object | parameters rearranged in SB | |
0189 | 2 | flt, flt, flt, blip handle | add blip with sphere to coordinate | parameters rearranged in SB | |
018A | 2 | flt, flt, flt, blip handle | add blip to coordinate | parameters rearranged in SB | |
018B | 2 | blip handle, int | change blip display | ||
018C | 4 | int, flt, flt, flt | play sound | ||
018D | 5 | int, flt, flt, flt, var | create sound | parameters rearranged in SB | |
018E | 1 | sound handle | stop sound | ||
018F | 1 | car handle | check car is flipped for 2 seconds | ||
0190 | 1 | car handle | add car to flipped check | ||
0191 | 1 | car handle | remove car from flipped check | ||
0192 | 1 | char handle | set char objective to stand still | ||
0193 | 1 | char handle | set char objective to act like ped | ||
0194 | 4 | char handle, flt, flt, flt | set char objective to go to point | ||
0195 | 5 | char handle, flt, flt, flt, flt | set char objective to guard area | ||
0196 | 1 | char handle | set char objective (?) | ||
0197 | 6 | player handle, flt, flt, flt, flt, int | check is player on foot in 2D area | parameters rearranged in SB | |
0198 | 6 | player handle, flt, flt, flt, flt, int | check is player in car in 2D area | parameters rearranged in SB | |
0199 | 6 | player handle, flt, flt, flt, flt, int | check is player stopped by any means in 2D area | parameters rearranged in SB | |
019A | 6 | player handle, flt, flt, flt, flt, int | check is player stopped on foot in 2D area | parameters rearranged in SB | |
019B | 6 | player handle, flt, flt, flt, flt, int | check is player stopped in car in 2D area | parameters rearranged in SB | |
019C | 8 | player handle, flt, flt, flt, flt, flt, flt, int | check is player on foot in 3D area | parameters rearranged in SB | |
019D | 8 | player handle, flt, flt, flt, flt, flt, flt, int | check is player in car in 3D area | parameters rearranged in SB | |
019E | 8 | player handle, flt, flt, flt, flt, flt, flt, int | check is player stopped by any means in 3D area | parameters rearranged in SB | |
019F | 8 | player handle, flt, flt, flt, flt, flt, flt, int | check is player stopped on foot in 3D area | parameters rearranged in SB | |
01A0 | 8 | player handle, flt, flt, flt, flt, flt, flt, int | check is player stopped in car in 3D area | parameters rearranged in SB | |
01A1 | 6 | char handle, flt, flt, flt, flt, int | check is char on foot in 2D area | parameters rearranged in SB | |
01A2 | 6 | char handle, flt, flt, flt, flt, int | check is char in car in 2D area | parameters rearranged in SB | |
01A3 | 6 | char handle, flt, flt, flt, flt, int | check is char stopped by any means in 2D area | parameters rearranged in SB | |
01A4 | 6 | char handle, flt, flt, flt, flt, int | check is char stopped on foot in 2D area | parameters rearranged in SB | |
01A5 | 6 | char handle, flt, flt, flt, flt, int | check is char stopped in car in 2D area | parameters rearranged in SB | |
01A6 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | check is char on foot in 3D area | parameters rearranged in SB | |
01A7 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | check is char in car in 3D area | parameters rearranged in SB | |
01A8 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | check is char stopped by any means in 3D area | parameters rearranged in SB | |
01A9 | 8 | char handle, flt, flt, flt, flt, flt, flt, int | check is char stopped on foot in 3D area | parameters rearranged in SB | |
01AA | 8 | char handle, flt, flt, flt, flt, flt, flt, int | check is char stopped in car in 3D area | parameters rearranged in SB | |
01AB | 6 | car handle, flt, flt, flt, flt, int | check is car stopped in 2D area | parameters rearranged in SB | |
01AC | 8 | car handle, flt, flt, flt, flt, flt, flt, int | check is car stopped in 3D area | parameters rearranged in SB | |
01AD | 6 | car handle, flt, flt, flt, flt, int | locate car in 2D radius | parameters rearranged in SB | |
01AE | 6 | car handle, flt, flt, flt, flt, int | locate car stopped in 2D radius | parameters rearranged in SB | |
01AF | 8 | car handle, flt, flt, flt, flt, flt, flt, int | locate car in 3D radius | parameters rearranged in SB | |
01B0 | 8 | car handle, flt, flt, flt, flt, flt, flt, int | locate car stopped in 3D radius | parameters rearranged in SB | |
01B1 | 3 | player handle, int, int | give player weapon | ||
01B2 | 3 | char handle, int, int | give char weapon | ||
01B3 | unsupported | - | |||
01B4 | 2 | player handle | set player control | ||
01B5 | 1 | int | force weather | ||
01B6 | 1 | int | force weather now | ||
01B7 | 0 | release weather | |||
01B8 | 2 | player handle, int | set current player weapon | ||
01B9 | 2 | char handle, int | set current char weapon | ||
01BA | unsupported | - | |||
01BB | 4 | object handle, var, var, var | get object coordinates | ||
01BC | 4 | object handle, flt, flt, flt | set object coordinates | ||
01BD | 1 | var | current time in ms | ||
01BE | 4 | char handle, flt, flt, flt | task look at coord | ||
01BF | 4 | player handle, flt, flt, flt | task look at coord | ||
01C0 | 2 | player handle, var | store wanted level | parameters rearranged in SB | |
01C1 | 1 | car handle | check car is stopped | ||
01C2 | 1 | char handle | mark char as no longer needed | ||
01C3 | 1 | car handle | mark car as no longer needed | ||
01C4 | 1 | object handle | mark object as no longer needed | ||
01C5 | 1 | char handle | remove char from mission cleanup list | ||
01C6 | 1 | car handle | remove car from mission cleanup list | ||
01C7 | 1 | object handle | remove object from mission cleanup list | ||
01C8 | 5 | car handle, int, int, int, var | create char as passenger | parameters rearranged in SB | |
01C9 | 2 | char handle, char handle | char kill char on foot | ||
01CA | 2 | char handle, player handle | char kill player on foot | ||
01CB | 2 | char handle, char handle | char kill char by any means | ||
01CC | 2 | char handle, player handle | char kill player by any means | ||
01CD | 2 | char handle, char handle | char avoid char on foot until safe | ||
01CE | 2 | char handle, player handle | char avoid player on foot until safe | ||
01CF | 2 | char handle, char handle | char avoid char on foot always | ||
01D0 | 2 | char handle, player handle | char avoid player on foot always | ||
01D1 | 2 | char handle, char handle | char go to char on foot | ||
01D2 | 2 | char handle, player handle | char go to player on foot | ||
01D3 | 2 | char handle, car handle | task leave car | ||
01D4 | 2 | char handle, car handle | task enter car as passenger | ||
01D5 | 2 | char handle, car handle | task enter car as driver | ||
01D6 | unsupported | - | |||
01D7 | unsupported | - | |||
01D8 | 2 | char handle, object handle | task char attack object | ||
01D9 | 2 | char handle, car handle | task char attack car | ||
01DA | 5 | char handle, flt, flt, flt, flt | task actor walk to area | ||
01DB | unsupported | - | |||
01DC | unsupported | - | |||
01DD | unsupported | - | |||
01DE | 2 | char handle, char handle | tie char to char | ||
01DF | 2 | char handle, player handle | tie char to player | ||
01E0 | 1 | char handle | clear tie | ||
01E1 | 3 | char handle, int, int | set char follow route | ||
01E2 | 4 | int, flt, flt, flt | add point to route | ||
01E3 | 4 | string, int, int, int | print text with number big | ||
01E4 | 4 | string, int, int, int | print text with number | ||
01E5 | 4 | string, int, int, int | print text with number now | ||
01E6 | unsupported | - | |||
01E7 | 6 | flt, flt, flt, flt, flt, flt | switch roads on | ||
01E8 | 6 | flt, flt, flt, flt, flt, flt | switch roads off | ||
01E9 | 2 | car handle, var | get number of passengers | parameters rearranged in SB | |
01EA | 2 | car handle, var | get maximum number of passengers | parameters rearranged in SB | |
01EB | 1 | flt | set car density multiplier | ||
01EC | 2 | car handle, int | set car heavy | ||
01ED | 1 | char handle | reset char flag | ||
01EE | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | activate crane | ||
01EF | 2 | flt, flt | deactivate crane | ||
01F0 | 1 | int | set max wanted level | ||
01F1 | unsupported | - | |||
01F2 | unsupported | - | |||
01F3 | 1 | car handle | is car airbourne | ||
01F4 | 1 | car handle | is car flipped | ||
01F5 | 2 | player handle, var | get player actor | parameters rearranged in SB | |
01F6 | 0 | cancel override restart | |||
01F7 | 2 | player handle, int | set police ignore player | ||
01F8 | 5 | string, int, int, int, int | print pager text with number | ||
01F9 | 9 | string, int, int, int, int, int, int, int, int | init rampage | ||
01FA | 1 | var | get rampage status | ||
01FB | 2 | var, int | get square root | ||
01FC | 5 | player handle, car handle, flt, flt, int | locate player by any means near car in 2D radius | ||
01FD | 5 | player handle, car handle, flt, flt, int | locate player on foot near car in 2D radius | ||
01FE | 5 | player handle, car handle, flt, flt, int | locate player in car near car in 2D radius | ||
01FF | 6 | player handle, car handle, flt, flt, flt, int | locate player by any means near car in 3D radius | ||
0200 | 6 | player handle, car handle, flt, flt, flt, int | locate player on foot near car in 3D radius | ||
0201 | 6 | player handle, car handle, flt, flt, flt, int | locate player in car near car in 3D radius | ||
0202 | 5 | char handle, car handle, flt, flt, int | locate char by any means near car in 2D radius | ||
0203 | 5 | char handle, car handle, flt, flt, int | locate char on foot near car in 2D radius | ||
0204 | 5 | char handle, car handle, flt, flt, int | locate char in car near car in 2D radius | ||
0205 | 6 | char handle, car handle, flt, flt, flt, int | locate char by any means near car in 3D radius | ||
0206 | 6 | char handle, car handle, flt, flt, flt, int | locate char on foot near car in 3D radius | ||
0207 | 6 | char handle, car handle, flt, flt, flt, int | locate char in car near car in 3D radius | ||
0208 | 2 | flt, flt, var | generate random float in range | parameters rearranged in SB | |
0209 | 2 | int, int, var | generate random int in range | parameters rearranged in SB | |
020A | 2 | car handle, int | lock car doors | ||
020B | 1 | car handle | explode car | ||
020C | 4 | flt, flt, flt, int | create explosion | parameters rearranged in SB | |
020D | 1 | car handle | check car flipped | ||
020E | 2 | char handle, char handle | task turn char to face char | ||
020F | 2 | char handle, player handle | task turn char to face player | ||
0210 | 2 | player handle, char handle | task turn player to face char | ||
0211 | 3 | char handle, flt, flt | task char walk to coord | ||
0212 | unsupported | - | |||
0213 | 6 | int, int, flt, flt, flt, var | create pickup | parameters rearranged in SB | |
0214 | 1 | pickup handle | has pickup been collected | ||
0215 | 1 | pickup handle | remove pickup | ||
0216 | 2 | car handle, int | set taxi lights | ||
0217 | 3 | string, int, int | print text big soon | ||
0218 | 4 | string, int, int, int | print text with number big soon | ||
0219 | 8 10 |
flt, flt, flt, flt, flt, flt, int, var flt, flt, flt, flt, flt, flt, flt, flt, int, var |
create garage | parameters rearranged in SB | |
021A | 9 | flt, flt, flt, flt, flt, flt, int, int, garage handle | create garage with car model | ||
021B | 2 | garage handle, car handle | set target car for mission garage | ||
021C | 1 | garage handle | is car in garage area | ||
021D | 1 | int | set free bomb shop | simulated in LC mod | |
021E | unsupported | - | |||
021F | 1 | int | set all taxi lights | ||
0220 | 1 | car handle | check car has car bomb | ||
0221 | 2 | player handle, int | set player trapped in car | ||
0222 | 2 | player handle, int | set player health | ||
0223 | 2 | char handle, int | set char health | ||
0224 | 2 | car handle, int | set car health | ||
0225 | 2 | player handle, var | get player health | parameters rearranged in SB | |
0226 | 2 | char handle, var | get char health | parameters rearranged in SB | |
0227 | 2 | car handle, var | get car health | parameters rearranged in SB | |
0228 | 2 | car handle, var | get car bomb state | simulated in LC mod | |
0229 | 3 | car handle, int, int | change car color | ||
022A | 6 | flt, flt, flt, flt, flt, flt | switch ped paths on | ||
022B | 6 | flt, flt, flt, flt, flt, flt | switch ped paths off | ||
022C | 2 | char handle, char handle | task char look at char | ||
022D | 2 | char handle, player handle | task char look at player | ||
022E | 2 | player handle, char handle | task player look at char | ||
022F | 1 | char handle | task char clear look at | ||
0230 | 1 | player handle | task player clear look at | ||
0231 | 1 | int | set second police helicopter | ||
0232 | unsupported | - | |||
0233 | unsupported | - | |||
0234 | unsupported | - | |||
0235 | 3 | int, int, int | set gang models | ||
0236 | 2 | int, int | set gang car | ||
0237 | 3 | int, int, int | set gang weapons | ||
0238 | 5 | player handle, flt, flt, flt, flt | set char objective to run to area | ||
0239 | 3 | char handle, flt, flt | set char objective to run to coord | ||
023A | 2 | player handle, object handle | is player touching object on foot | ||
023B | 2 | char handle, object handle | is char touching object on foot | ||
023C | 2 | int, string | load special char | parameters rearranged in SB in Sn Andreas | |
023D | 1 | string | has special char loaded | ||
023E | 2 | car handle, int | flash car (unused) | ||
023F | 2 | char handle, int | flash char (unused) | ||
0240 | 2 | object handle, int | flash object (unused) | ||
0241 | 1 | player handle | is player in remote mode | ||
0242 | 2 | car handle | set car bomb status | simulated in LC mod | |
0243 | 2 | char handle, int | |||
0244 | 3 | flt, flt, flt | set cutscene position | ||
0245 | 2 | char handle, int | set char walk style | ||
0246 | 2 | player handle, int | set player walk style? | ||
0247 | 1 | int | request model | ||
0248 | 1 | int | has model loaded | ||
0249 | 1 | int | mark model as no longer needed | ||
024A | 3 | flt, flt, var | get phone | ||
024B | 2 | phone ID, string | |||
024C | 2 | phone ID, string | |||
024D | 1 | ||||
024E | 1 | phone ID | disable phone | ||
024F | 9 | flt, flt, flt, flt, int, int, int, int, int | create corona | ||
0250 | 6 | flt, flt, flt, int, int, int | create light | ||
0251 | 0 | store weather state | |||
0252 | 0 | restore weather state | |||
0253 | 0 | save current time | |||
0254 | 0 | restore current time | |||
0255 | 4 | flt, flt, flt, flt | set critical mission restart | simulated in LC mod | |
0256 | 1 | player handle | is player defined | ||
0257 | unsupported | - | |||
— | |||||
0291 | 2 | char handle, int | set char attack when provoked | ||
0292 | 2 | player handle, int | set player attack when provoked | ||
0293 | 1 | var | get controller mode | ||
0294 | 2 | car handle, int | set car can respray | ||
0295 | 1 | car handle | is car taxi vehicle | ||
0296 | 1 | int | release special char | ||
0297 | |
0 1 |
player handle |
reset number of models killed by player | |
0298 | |
2 3 |
int, var player handle, int, var |
get number of models killed by player | parameters rearranged in SB |
0299 | 1 | garage handle string |
activate garage | simulated in LC mod | |
029A | 1 | switch taxi timer (unused) | |||
029B | 5 | int, flt, flt, flt, object handle | create object with no offset | parameters rearranged in SB | |
029C | 1 | car handle | check car stopped | ||
029D | 5 | char handle, flt, flt, flt, flt | task actor drive then walk to area | ||
029E | unsupported | - | |||
029F | 1 | player handle | check player stopped | ||
02A0 | 1 | char handle | check char stopped | simulated in LC mod | |
02A1 | 2 | int, int | message wait | ||
02A2 | 5 | int, int, flt, flt, flt | add particle effect | ||
02A3 | 1 | int | set widescreen borders | ||
02A4 | 3 | car handle, int, var | add blip sprite to car | ||
02A5 | 3 | char handle, int, var | add blip sprite to char | ||
02A6 | 3 | object handle, int, var | add blip sprite to object | ||
02A7 | 5 | int, flt, flt, flt, var | add blip sprite for contact point | parameters rearranged in SB | |
02A8 | 5 | int, flt, flt, flt, var | add blip sprite for coord | parameters rearranged in SB | |
02A9 | 2 | char handle, int | set char only damaged by player | ||
02AA | 2 | car handle, int | set car only damaged by player | ||
02AB | 6 | char handle, int, int, int, int, int | set char proofs | ||
02AC | 6 | char handle, int, int, int, int, int | set car proofs | ||
02AD | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area 2D | ||
02AE | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area 2D (on foot) | ||
02AF | 7 | player handle, flt, flt, flt, flt, flt, int | is player in angled area 2D (in car) | ||
02B0 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area 2D | ||
02B1 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area 2D (on foot) | ||
02B2 | 7 | player handle, flt, flt, flt, flt, flt, int | is player stopped in angled area 2D (in car) | ||
02B3 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area 3D | ||
02B4 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area 3D (on foot) | ||
02B5 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player in angled area 3D (in car) | ||
02B6 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area 3D | ||
02B7 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area 3D (on foot) | ||
02B8 | 9 | player handle, flt, flt, flt, flt, flt, flt, flt, int | is player stopped in angled area 3D (in car) | ||
02B9 | 1 | garage handle | deactivate garage | simulated in LC mod | |
02BA | 2 | garage handle, var | get number of cars collected by garage (unsupported) | ||
02BB | 2 | garage handle, car handle | has specified car been taken to garage (unsupported) | ||
02BC | 1 | int | set swat required | ||
02BD | 0 | set FBI required (unsupported) | |||
02BE | 0 | set FBI required (unsupported) | |||
02BF | 1 | car handle | check car is in water | ||
02C0 | 6 | flt, flt, flt, var, var, var | parameters rearranged in SB | ||
02C1 | 6 | flt, flt, flt, var, var, var | parameters rearranged in SB | ||
02C2 | 4 | car handle, flt, flt, flt | set car drive to coordinates | ||
02C3 | 1 | int | create donkey mags | simulated in LC mod | |
02C4 | 0 | save player coords | has no related opcode to read them | ||
02C5 | 1 | var | get number of donkey mags picked up | simulated in LC mod | |
02C6 | 0 | simulated in LC mod | |||
02C7 | 5 | flt, flt, flt, flt, int | scatter platinum | parameters rearranged in SB | |
02C8 | 1 | var | get number of platinum in car | ||
02C9 | 0 | remove platinum from car | simulated in LC mod | ||
02CA | 1 | car handle | check car bounding sphere visible | ||
02CB | 1 | char handle | check char bounding sphere visible | ||
02CC | 1 | object handle | check object bounding sphere visible | ||
02CD | 2 | ||||
02CE | 4 | flt, flt, flt, var | get ground z for 3D coord | parameters rearranged in SB | |
02CF | 4 | flt, flt, flt, var | create fire | parameters rearranged in SB | |
02D0 | 1 | fire handle | is fire extinguished | ||
02D1 | 1 | fire handle | remove fire | ||
02D2 | 2 | car handle, int | set car flag? | ||
02D3 | 4 | car handle, flt, flt, flt | set car drive to coord ignore paths | ||
02D4 | 1 | car handle | turn off car engine | ||
02D5 | 6 | player handle, flt, flt, flt, flt, int | check player is shooting in area | ||
02D6 | 6 | char handle, flt, flt, flt, flt, int | check char is shooting in area | ||
02D7 | 2 | player handle, int | check player current weapon | ||
02D8 | 2 | char handle, int | check char current weapon | ||
02D9 | 0 | reset number of donkey mags picked up | simulated in LC mod | ||
02DA | 3 | flt, flt, flt | create single donkey mag at coords | ||
02DB | 2 | car handle, flt | set boat cruise speed (unused?) | ||
02DC | 5 | flt, flt, flt, flt, var | get random char in area | ||
02DD | 3 5 |
string, var string, flt, flt, flt, var |
get random char in zone | parameters rearranged in GTA III in SB | |
02DE | 1 | player handle | check player is in taxi | ||
02DF | 1 | player handle | check player is aggressive | ||
02E0 | 1 | char handle | check char is aggressive | ||
02E1 | 5 | flt, flt, flt, int, var | create money pickup | parameters rearranged in SB | |
02E2 | 2 | char handle, int | set char accuracy | ||
02E3 | 2 | car handle, var | get car speed | parameters rearranged in SB | |
02E4 | 1 | string | load cutscene data | ||
02E5 | 2 | int, var | create cutscene object | parameters rearranged in SB | |
02E6 | 2 | object handle, string | set cutscene anim | ||
02E7 | 0 | start cutscene | |||
02E8 | 1 | var | get cutscene time | ||
02E9 | 0 | check cutscene has finished | |||
02EA | 0 | end cutscene | |||
02EB | 0 | cam restore jumpcut | |||
02EC | 3 | flt, flt, flt | put hidden package | ||
02ED | 1 | int | set total hidden packages | ||
02EE | 6 | flt, flt, flt, flt, flt, flt | check projectile is in area | simulated in LC mod | |
02EF | 6 | flt, flt, flt, flt, flt, flt | remove projectile in area | simulated in LC mod | |
02F0 | 3 | flt, flt, flt | create explosive barrel pickup | simulated in LC mod | |
02F1 | 3 | flt, flt, flt | create explosive barrel pickup | simulated in LC mod | |
02F2 | 2 | char handle, int | check char is model | ||
02F3 | 2 | int, string | load special object | ||
02F4 | 3 | object handle, int, object handle | create cutscene actor | parameters rearranged in SB | |
02F5 | 2 | object handle, string | set head anim | ||
02F6 | 2 | float, var | get sine | parameters rearranged in SB | |
02F7 | 2 | float, var | get cosine | parameters rearranged in SB | |
02F8 | 2 | car handle, var | get car z angle sine | ||
02F9 | 2 | car handle, var | get car z angle cosine | ||
02FA | 2 | garage handle, int | change garage type | ||
02FB | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | create crusher crane | ||
02FC | 5 | string, int, int, int, int | print text with 2 numbers | ||
02FD | 5 | string, int, int, int, int | print text with 2 numbers now | ||
02FE | 5 | string, int, int, int, int | print text with 2 numbers soon | ||
02FF | 6 | string, int, int, int, int, int | print text with 3 numbers | ||
0300 | 6 | string, int, int, int, int, int | print text with 3 numbers now | ||
0301 | unsupported | - | |||
0302 | 7 | string, int, int, int, int, int, int | print text with 4 numbers | ||
0303 | 7 | string, int, int, int, int, int, int | print text with 4 numbers now | ||
0304 | unsupported | - | |||
0305 | 8 | string, int, int, int, int, int, int, int | print text with 5 numbers | ||
0306 | 8 | string, int, int, int, int, int, int, int | print text with 5 numbers now | ||
0307 | unsupported | - | |||
0308 | 9 | string, int, int, int, int, int, int, int, int | print text with 6 numbers | ||
0309 | 9 | string, int, int, int, int, int, int, int, int | print text with 6 numbers now | ||
030A | unsupported | - | |||
030B | 3 | char handle, char handle, int | ? | ||
030C | 1 | int | add to progress made | ||
030D | 1 | int | set max progress | ||
030E | 1 | flt | set jump distance | ||
030F | 1 | flt | set jump height | ||
0310 | 1 | int | set jump flips | ||
0311 | 1 | int | set jump rotation | ||
0312 | 1 | int | set jump type | ||
0313 | 0 | increment unique jumps found | |||
0314 | 1 | int | set total unique jumps | ||
0315 | 0 | increment taxi dropoffs | |||
0316 | 1 | int | add taxi earnings | ||
0317 | 0 | increment mission attempts | |||
0318 | 1 | string | set latest mission passed | ||
0319 | 2 | char handle, int | set char running | ||
031A | 0 | remove all fires | |||
031B | ? | check? | |||
031C | ? | check? | |||
031D | 2 | char handle, int | check char has been damaged by weapon | ||
031E | 2 | car handle, int | check car has been damaged by weapon | ||
031F | 2 | char handle, char handle | is char in chars group | ||
0320 | 2 | char handle, player handle | is char in players group | ||
0321 | 1 | char handle | set char to die | ||
0322 | 1 | player handle | set player to die | ||
0323 | 2 | car handle, int | anchor boat | ||
0324 | 3 | string, int, int | set pedgroup info | ||
0325 | 2 | car handle, fire handle | start car fire | parameters rearranged in SB | |
0326 | 2 | char handle, fire handle | start char fire | parameters rearranged in SB | |
0327 | 6 | int, flt, flt, flt, flt, char handle | get random char in area | parameters rearranged in SB | |
0328 | ? | ? | |||
0329 | 1 | garage handle | check garage respray done | ||
032A | 1 | set camera zoom | |||
032B | 7 | int, int, int, flt, flt, flt, var | create weapon pickup | parameters rearranged in SB | |
032C | 2 | car handle, car handle | set car to ram car | ||
032D | 2 | car handle, car handle | set char to block car | simulated in LC mod | |
032E | ? | unsupported | |||
032F | unsupported | - | |||
0330 | 2 | player handle, int | set player never gets tired | ||
0331 | 2 | player handle, int | set player fast reload | ||
0332 | 2 | char handle, int | set char bleeding | ||
0333 | ? | unsupported | |||
0334 | ? | unsupported | |||
0335 | 1 | int | set free resprays | ||
0336 | 2 | player handle, int | set player visibility | ||
0337 | 2 | char handle, int | set char visibility | ||
0338 | 2 | car handle, int | set car visibility | ||
0339 | 11 | flt, flt, flt, flt, flt, flt, int, int, int, int, int | check anything in area | ||
033A | 0 | create incoming cessna | |||
033B | 0 | check incoming cessna completed path | |||
033C | 0 | check incoming cessna is destroyed | |||
033D | 1 | player handle | put out fire on player | ||
033E | 3 | string, int, int | display text | ||
033F | 2 | flt, flt | set text draw size | ||
0340 | 4 | int, int, int, int | set text draw colors | ||
0341 | 1 | int | set text justify | ||
0342 | 1 | int | set text draw centered | ||
0343 | 1 | flt | set text draw line width | ||
0344 | 1 | set text center size | |||
0345 | 1 | int | set text draw background | ||
0346 | 4 | int, int, int, int | set text background color | ||
0347 | 1 | set text background only text (unsupported) | |||
0348 | 1 | int | set text draw proportional | ||
0349 | 1 | int | set text draw font | ||
034A | 0 | portland (industrial) passed | |||
034B | 0 | staunton (commercial) passed | |||
034C | 0 | shoreside (suburban) passed | |||
034D | 4 | object handle, flt, flt, int | rotate object | IF and SET | |
034E | 8 | object handle, flt, flt, flt, flt, flt, flt, int | move object | IF and SET | |
034F | 1 | char handle | remove char with fade out (I think, not tested) | ||
0350 | 2 | char handle, int | set char maintain position when attacked | ||
0351 | 0 | check gore is enabled | |||
0352 | 2 | char handle, string | set char skin | ||
0353 | 1 | char handle | refresh char | ||
0354 | 1 | flt | set up chase scene | ||
0355 | 0 | clean up chase scene | |||
0356 | 7 | int, flt, flt, flt, flt, flt, flt | check is explosion in area | ||
0357 | 2 | int, string | is explosion in zone | ||
0358 | 0 | create drop off cessna | |||
0359 | 0 | check drop off cessna is destroyed | |||
035A | 3 | var, var, var | get drop off cessna coordinates | ||
035B | 4 | flt, flt, flt, var | create drop off package | parameters rearranged in SB | |
035C | 5 | object handle, car handle, flt, flt, flt | place object relative to car | ||
035D | |
1 2 |
object handle object handle, int |
make object targettable | |
035E | 2 | player handle, int | add armour to player | ||
035F | 2 | char handle, int | add armour to char | ||
0360 | 1 | garage handle | open garage | ||
0361 | 1 | garage handle | close garage | ||
0362 | 4 | char handle, flt, flt, flt | warp char from car to coord | ||
0363 | 6 | flt, flt, flt, flt, int, int | set object model visibility | ||
0364 | 2 | char handle, char handle | check has char spotted char | ||
0365 | 1 | char handle | set character objective to hail taxi | ||
0366 | 1 | object handle | check has object been damaged | ||
0367 | 9 | start headshot kill frenzy (?) | |||
0368 | 10 | flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | create ev crane | ||
0369 | 2 | player handle, car handle | warp player into car | ||
036A | 2 | char handle, car handle | warp char into car | ||
036B | unsupported | - | |||
036C | unsupported | - | |||
036D | 5 | string, int, int, int, int | print text with 2 numbers big | ||
036E | 6 | string, int, int, int, int, int | print text with 3 numbers big | ||
036F | 7 | string, int, int, int, int, int, int | print text with 4 numbers big | ||
0370 | 8 | string, int, int, int, int, int, int, int | print text with 5 numbers big | ||
0371 | 9 | string, int, int, int, int, int, int, int, int | print text with 6 numbers big | ||
0372 | 3 | char handle, int, int | set char animation | ||
0373 | 0 | set camera directly behind player | |||
0374 | 1 | set motion blur | |||
0375 | 4 | print string in string | |||
0376 | 4 | flt, flt, flt, var | create random char | parameters rearranged in SB | |
0377 | 1 | char handle | set character objective to steal any car | ||
0378 | 3 | set 2 repeated phone messages | |||
0379 | 3 | set 2 phone messages | |||
037A | 4 | set 3 repeated phone messages | |||
037B | 4 | set 3 phone messages | |||
037C | 5 | set 4 repeated phone messages | |||
037D | 5 | set 4 phone messages | |||
037E | 6 | flt, flt, flt, flt, flt, flt | check sniper bullet is in area | ||
037F | 0 | give player detonator | |||
0380 | unsupported | - | |||
0381 | 4 | object handle, flt, flt, flt | throw object | ||
0382 | 2 | object handle, int | set object collision detection | ||
0383 | 1 | car handle | is special car horn on | ||
0384 | 4 | string, string, int, int | print string in string now | ||
0385 | 4 | string, string, int, int | print string in string soon | ||
0386 | 6 | set 5 repeated phone messages | |||
0387 | 6 | set 5 phone messages | |||
0388 | 7 | set 6 repeated phone messages | |||
0389 | 7 | set 6 phone messages | |||
038A | 6 | flt, flt, flt, flt, flt, flt | check if point is obscured by a mission entity | ||
038B | 0 | load requested models | |||
038C | 4 | object handle, flt, flt, flt | scatter object | ||
038D | 9 | int, flt, flt, flt, flt, int, int, int, int, | draw texture | ||
038E | 8 | flt, flt, flt, flt, int, int, int, int | draw rectangle | ||
038F | 2 | int, string | get texture from txd | parameters rearranged in SB in San Andreas | |
0390 | 1 | string | load txd | ||
0391 | 0 | release txd | |||
0392 | 2 | object handle, int | set object dynamic | ||
0393 | 3 | set character animation speed | |||
0394 | 1 | int | play music | ||
0395 | 5 | int, float, float, float, float | clear area | parameters rearranged in SB | |
0396 | 1 | global var | freeze onscreen timer | ||
0397 | 2 | car handle, int | switch car siren | ||
0398 | 7 | float, float, float, float, float, float, float | switch ped roads on angled | ||
0399 | 7 | float, float, float, float, float, float, float | switch ped roads off angled | ||
039A | 7 | float, float, float, float, float, float, float | switch roads on angled | ||
039B | 7 | float, float, float, float, float, float, float | switch roads off angled | ||
039C | 2 | car handle, int | set car waterproof | ||
039D | 12 | add moving particle effect | parameters rearranged in SB | ||
039E | 2 | char handle, int | set char unable to be jacked (untested) | ||
039F | 3 | car handle, float, float | turn car to face coord | ||
03A0 | 3 | car handle, float, float | check car is picked up by crane | ||
03A1 | 4 | float, float, float, float | show sphere at coord | ||
03A2 | 2 | car handle, int | set car action | ||
03A3 | 1 | char handle | check is char male | ||
03A4 | 1 | string | name thread | ||
03A5 | 3 | garage handle, int, int | change garage type with car model | ||
03A6 | 3 | var, var, var | get incoming cessna coordinates | ||
03A7 | 1 | nop | no operation | ||
03A8 | 1 | nop | no operation | used in mobile GTA III | |
03A9 | 0 | nop | no operation | used in mobile GTA III | |
03AA | 3 | float, float, float | play suspect last seen | ||
03AB | 2 | car handle, int | set car strong | ||
03AC | 1 | int | remove route | ||
03AD | 1 | int | toggle rubbish | ||
03AE | 6 | float, float, float, float, float, float | remove particle effects in area | ||
03AF | 1 | int | toggle streaming | ||
03B0 | 1 | garage handle | check garage is open | ||
03B1 | 1 | garage handle | check garage is closed | ||
03B2 | 0 | start Catalina's helicopter flyby | |||
03B3 | 0 | start Catalina's helicopter take off | |||
03B4 | 0 | remove Catalina's helicopter | |||
03B5 | 0 | check Catalina's helicopter is shot down | |||
03B6 | 6 | flt, flt, flt, flt, int, int | swap nearest building model | ||
03B7 | 1 | int | toggle world processing | ||
03B8 | 1 | player handle | remove all player weapons | ||
03B9 | 1 | car handle | get Catalina's helicopter | ||
03BA | 6 | flt, flt, flt, flt, flt, flt | clear area of cars | ||
03BB | 1 | garage handle | set garage door to swing open | ||
03BC | 5 | flt, flt, flt, flt, sphere ID | parameters rearranged in SB | ||
03BD | 1 | sphere ID | remove sphere | ||
03BE | 0 | set Catalina's helicopter fly up | |||
03BF | 2 | player handle, int | set everyone ignore player | ||
03C0 | 2 | char handle, var | parameters rearranged in SB | ||
03C1 | 2 | player handle, var | parameters rearranged in SB | ||
03C2 | 1 | phone ID | check phone is answered | ||
03C3 | 3 | global var, int, string | display onscreen timer with string | ||
03C4 | 3 | global var, int, string | display onscreen counter with string | ||
03C5 | 4 | flt, flt, flt, flt | create random car for car park | ||
03C6 | 1 | int | |||
03C7 | 1 | float | set wanted multiplier (untested) | ||
03C8 | 0 | set camera in front of player | |||
03C9 | 1 | car handle | check is car visibly damaged | simulated in LC mod | |
03CA | 1 | object handle | does object exist? | ||
03CB | 3 | flt, flt, flt | load cutscene (?) | ||
03CC | 3 | car handle, flt, int | add stuck car check | ||
03CD | 1 | car handle | remove stuck car check | ||
03CE | 1 | car handle | check car is stuck | ||
03CF | 1 2 |
string int, string |
load mission audio | parameters rearranged in SB | |
03D0 | 0 1 |
int |
is mission audio loaded | ||
03D1 | 0 1 |
int |
play mission audio | ||
03D2 | 0 1 |
int |
has mission audio finished | ||
03D3 | 7 | flt, flt, flt, var, var, var, var | get closest car node with heading | ||
03D4 | 2 | garage handle, car handle | check garage contains needed car | ||
03D5 | 1 | string | clear this print | ||
03D6 | 1 | string | clear this big print | ||
03D7 | 3 4 |
flt, flt, flt int, flt, flt, flt |
set mission audio position | ||
03D8 | 0 | activate save menu | |||
03D9 | 0 | check save did complete successfully | |||
03DA | 1 | garage handle | set garage camera follows player | ||
03DB | ? | unsupported | |||
03DC | 2 | pickup handle, marker handle | parameters rearranged in SB | ||
03DD | 3 | pickup handle, int, blip handle | add blip sprite to pickup | ||
03DE | 1 | flt | set ped density multiplier | ||
03DF | 1 | int | force random ped type | ||
03E0 | 1 | int | set text draw before fade | ||
03E1 | 1 | var | get number of packages found | ||
03E2 | 1 1 |
int char handle |
register el burro time task char exit any car |
||
03E3 | 1 | int | set next texture antialiased | ||
03E4 | 1 | int | set text right justify | ||
03E5 | 1 | string | print help | ||
03E6 | 0 | clear help | |||
03E7 | 1 | int | flash hud | ||
03E8 | unsupported | - | |||
03E9 | unsupported | - | |||
03EA | 1 | int | toggle generating cars around camera (?) | ||
03EB | 0 | clear small prints | |||
03EC | 0 | check ev crane collected all cars | |||
03ED | 2 | car handle, int | set upsidedown car not damaged | ||
03EE | 1 | player handle | can player start mission? | ||
03EF | 1 | player handle | make player safe for cutscene | only use before cutscenes | |
03F0 | 1 | int | enable text draw | ||
03F1 | 2 | int, int | set pedtype add threat | ||
03F2 | 2 | int, int | set pedtype remove threat | ||
03F3 | 3 | car handle, var, var | get car colors | ||
03F4 | 1 | int | set all cars can be damaged | ||
03F5 | 2 | car handle, int | set car can be damaged | ||
03F6 | unsupported | - | |||
03F7 | 1 | int | load island collision data | ||
03F8 | 1 | var | |||
03F9 | 3 | char handle, char handle, int | make char converse with char | ||
03FA | unsupported | - | |||
03FB | 2 | car handle, int | set car to stay on current island | ||
03FC | 2 | char handle, int | set char to stay on current island | ||
03FD | 1 2 |
int player handle, int |
save Patriot Playground time set player handling responsiveness |
||
03FE | 1 2 |
int char handle, int |
save A Ride in the Park time set char money |
||
03FF | 1 | save Gripped! time; increase char money in VC/SA | |||
0400 | 1 7 |
int object handle, flt, flt, flt, var, var, var |
save Multistorey Mayhem time; get offset from object in world coords | 1parameters rearranged in SB | |
0401 | 0 | increment people saved in ambulance | |||
0402 | 0 | increment criminals stopped | |||
0403 | 1 | int | set highest ambulance level | ||
0404 | 0 | increment fires extinguished | |||
0405 | 1 | phone ID | enable phone | ||
0406 | 1 | var | save longest flight in Dodo | ||
0407 | 1 7 |
int car handle, flt, flt, flt, var, var, var |
save Rigged to Blow time get offset from car in world coords |
parameters rearranged in SB | |
0408 | 1 | int | set total number of rampages | ||
0409 | 0 | detonate rc buggy | |||
040A | 1 | int | remove car from chase | ||
040B | 0 | check is French version | |||
040C | 0 | check is German version | |||
040D | 0 1 |
int |
clear mission audio | ||
040E | 1 | ||||
040F | 1 | ||||
0410 | 2 | set gang ped model preference | |||
0411 | 2 | char handle, int | |||
0412 | 2 | ||||
0413 | 2 | player handle, int | |||
0414 | 2 | player handle, int | set free health care | ||
0415 | 2 | ||||
0416 | 0 | unsupported | |||
0417 | 1 | int | |||
0418 | 2 | ||||
0419 | 3 | player handle, int, var | get ammo in player weapon | parameters rearranged in SB | |
041A | ? | get ammo in char weapon | |||
041B | 0 | increment rampages passed | |||
041C | 2 | char handle, int | make char say dialogue | ||
041D | 1 | flt | |||
041E | 2 | int, int | set radio station | ||
041F | 1 | int | override hospital level | ||
0420 | 1 | override police station level | |||
0421 | 1 | int | set rain | ||
0422 | 2 | garage handle, car handle | check if garage contains car | ||
0423 | 2 | car handle, flt | set car improve handling | ||
0424 | 0 | are measurements in meters? | |||
0425 | 2 | flt, var | convert meters to feet | parameters rearranged in SB | |
0426 | 6 | flt, flt, flt, flt, flt, flt | |||
0427 | 6 | flt, flt, flt, flt, flt, flt | |||
0428 | 2 | car handle, int | set car to avoid level transitions | ||
0429 | ? | set char to avoid level transitions | |||
042A | 2 | int, int | check pedtype threat exists | ||
042B | 6 | flt, flt, flt, flt, flt, flt | clear area of chars | ||
042C | 1 | int | set total missions | ||
042D | 2 | int, var | convert meters to feet int | parameters rearranged in SB | |
042E | 2 | int, int/flt | register fastest time (for what?) | ||
042F | 2 | int, int/flt | register highest score (for what?) | ||
0430 | 3 | char handle, car handle, int | warp char into car as passenger | ||
0431 | 2 | car handle, int | check is car passenger seat free | ||
0432 | 3 | car handle, int, var | get char in passenger seat | ||
0433 | 2 | char handle, int | set char as criminal | ||
0434 | 0 | start credits | |||
0435 | 0 | stop credits | |||
0436 | 0 | check credits are finished | |||
0437 | 8 | int, flt, flt, flt, flt, flt, flt, flt | scatter single particle | parameters rearranged in SB | |
0438 | 2 | char handle, int | set character to ignore level transitions | ||
0439 | ? | unsupported | |||
043A | 0 | start foam animation | |||
043B | 1 | object handle | update foam animation around object | ||
043C | 1 | int | set game sounds disable on fade | ||
043D | 1 | int | set intro is playing | ||
043E | ? | unsupported | |||
043F | 0 | play finale audio | |||
0440 | 0 | stop finale audio | |||
0441 | 2 | car handle, var | get car model | parameters rearranged in SB | |
0442 | 2 | player handle, car handle | check player is in car | ||
0443 | 1 | player handle | check player is in any car | ||
0444 | 2 | fire handle, int | play fire audio | ||
0445 | 0 | check improved handling cheat used | |||
0446 | 2 | char handle, int | set char decapitation | ||
0447 | 1 | player handle | is player at phone (?) | ||
0448 | 2 | char handle, car handle | check char is in car | ||
0449 | 1 | char handle | check char is in any car | ||
044A | 1 | player handle | check player is on foot | ||
044B | 1 | char handle | check char is on foot | ||
044C | 1 | int | load collision with screen | ||
044D | 1 | string | load splash | ||
044E | 2 | car handle, int | set car to ignore level transitions | ||
044F | 2 | car handle, int | |||
0450 | 1 | car handle | |||
0451 | 0 | load end of game audio | |||
0452 | ? | unsupported | |||
0453 | 4 | object handle, flt, flt, flt | set object rotation | ||
0454 | 3 | ||||
0455 | ? | unsupported | |||
0456 | ? | unsupported | |||
0457 | 2 | player handle, char handle | check player is targeting char | ||
0458 | 2 | check player is targeting object | |||
0459 | 1 | string | terminate all scripts with this name | ||
045A | 4 | flt, flt, string, int | display text with number | ||
045B | 5 | flt, flt, string, int, int | display text with 2 numbers | ||
045C | 0 | abort mission | |||
045D | ? | ||||
045E | 5 | object handle, object handle, flt, flt, flt | place object relative to object | ||
045F | 2 | car handle, int | make all occupants of specified car to exit the car | ||
0460 | 2 | flt, int | |||
0461 | ? | unsupported | |||
0462 | ? | unsupported | |||
0463 | 3 | ||||
0464 | 8 | char handle, car handle, flt, flt, flt, int, flt, int | attach char to car | ||
0465 | 1 | char handle | detach char from car | ||
0466 | 2 | car handle, int | set car to stay in "fast" lane | ||
0467 | 1 | char handle | clear char last weapon damage | ||
0468 | 1 | car handle | clear car last weapon damage | ||
0469 | 10 | flt, flt, flt, flt, int, int, int, int, int, var | get random law enforcement in area | parameters rearranged in SB | |
046A | ? | unsupported | |||
046B | 2 | char handle, car handle | task leave car and flee | ||
046C | 2 | car handle, var | get driver of car | parameters rearranged in SB | |
046D | 2 | char handle, var | get char number of followers | parameters rearranged in SB | |
046E | 6 | player handle, flt, flt, flt, flt, int | give remote controlled model to player | ||
046F | 2 | player handle, var | get current player weapon | ||
0470 | 2 | char handle, var | get current char weapon | parameters rearranged in SB | |
0471 | 5 | char handle, object handle, flt, flt, int | locate char by any means near object in 2D radius | ||
0472 | 5 | char handle, object handle, flt, flt, int | locate char on foot near object in 2D radius | ||
0473 | 5 | char handle, object handle, flt, flt, int | locate char in car near object in 2D radius | ||
0474 | 6 | char handle, object handle, flt, flt, flt, int | locate char by any means near object in 3D radius | ||
0475 | 6 | char handle, object handle, flt, flt, flt, int | locate char on foot near object in 3D radius | ||
0476 | 6 | char handle, object handle, flt, flt, flt, int | locate char in car near object in 3D radius | ||
0477 | 3 | car handle, int, int | set car driving behavior | ||
0478 | ? | unsupported | |||
0479 | ? | unsupported | |||
047A | 1 | char handle | is char on any bike | ||
047B | ? | unsupported | |||
047C | ? | unsupported | |||
047D | ? | unsupported | |||
047E | 1 | player handle | is player on any bike | ||
047F | ? | unsupported | |||
0480 | 2 | char handle, int | is char looking at death of char with pedtype | ||
0481 | 1 | flt | set enter car range multiplier | ||
0482 | 1 | flt | set threat reaction range multiplier | last opcode available for GTA III | |
0483 | 2 | char handle, int | |||
0484 | 2 | player handle, var | get remote controlled car | parameters rearranged in SB | |
0485 | 0 | check if game is PC version | exact opposite to 059A | ||
0486 | unsupported | - | |||
0487 | unsupported | - | |||
0488 | 1 | is model available | |||
0489 | 2 | char handle, int | shut character up | ||
048A | 1 | int | set enable rc detonate | ||
048B | 2 | car handle, int | |||
048C | 3 | flt, flt, flt | is any pickup at coords | ||
048D | unsupported | - | |||
048E | unsupported | - | |||
048F | 1 | char handle | remove all char weapons | ||
0490 | 2 | player handle, int | check player has weapon | ||
0491 | 2 | char handle, int | check char has weapon | ||
0492 | unsupported | - | |||
0493 | 2 | car handle, int | set tank contact explosion | ||
0494 | 5 | int, var, var, var, var | get joystick data | ||
0495 | 1 | car handle | check car is on fire | ||
0496 | 2 | car handle, int | check car tire is burst | ||
0497 | unsupported | - | |||
0498 | unsupported | - | |||
0499 | unsupported | - | |||
049A | unsupported | - | |||
049B | unsupported | - | |||
049C | 3 | int, flt, var | create script path | parameters rearranged in SB | |
049D | 2 | spath ID, object handle | attach script path to object | ||
049E | 2 | spath ID, flt | set script path speed | ||
049F | 2 | spath ID, flt | set script path distance | ||
04A0 | unsupported | - | |||
04A1 | 1 | spath ID | reset script path | ||
04A2 | 5 6 |
car handle, flt, flt, flt, int car handle, flt, flt, flt, flt, flt |
set heli fly to coord | ||
04A3 | 2 | ||||
04A4 | 2 | ||||
04A5 | 4 | char handle, flt, flt, flt | |||
04A6 | 6 | flt, flt, flt, int, int, var | create protection pickup | parameters rearranged in SB | |
04A7 | 1 | char handle | is char in any boat | ||
04A8 | 1 | player handle | is player in any boat | ||
04A9 | 1 | char handle | is char in any heli | ||
04AA | 1 | player handle | is player in any heli | ||
04AB | 1 | char handle | is char in any plane | ||
04AC | 1 | player handle | is player in any plane | ||
04AD | 1 | char handle | is char in water | ||
04AE | 2 | ||||
04AF | 2 | ||||
04B0 | 2 | ||||
04B1 | 2 | ||||
04B2 | 2 | ||||
04B3 | 2 | ||||
04B4 | 2 | ||||
04B5 | 2 | ||||
04B6 | 2 | ||||
04B7 | 2 | ||||
04B8 | 5 | char handle, int, var, var, var | get char weapon in slot | ||
04B9 | 12 | flt, flt, flt, flt, flt, var, var, var, var, var, var, var | get closest straight road (?) | ||
04BA | 2 | car handle, flt | set car forward speed | ||
04BB | 1 | int | set interior | ||
04BC | 1 | string | set cutscene animation to loop | ||
04BD | 2 | car handle, int | mark car as convoy car | ||
04BE | 1 | player handle | reset player chaos level | ||
04BF | 2 | player handle, var | get player chaos level | parameters rearranged in SB | |
04C0 | 6 | flt, flt, flt, flt, flt, flt | create police roadblock | ||
04C1 | 0 | release police roadblock | |||
04C2 | 2 | char handle, char handle | task char go to char | ||
04C3 | unsupported | - | |||
04C4 | 7 | char handle, flt, flt, flt, var, var, var | get offset from char in world coords | parameters rearranged in SB | |
04C5 | 1 | char handle | check char has been photographed | ||
04C6 | 2 | char handle, char handle | task aim gun at char | ||
04C7 | 1 | int | set green scanlines | ||
04C8 | 1 | char handle | check char is in flying vehicle | ||
04C9 | 1 | player handle | check player is in flying vehicle | ||
04CA | unsupported | - | |||
04CB | unsupported | - | |||
04CC | unsupported | - | |||
04CD | unsupported | - | |||
04CE | 5 | flt, flt, flt, int, var | create icon marker | parameters rearranged in SB | |
04CF | 1 | int | add to money spent on fashion stat | ||
04D0 | 2 | car handle, flt | force heli looking angle | ||
04D1 | 1 | car handle | reset heli looking angle | ||
04D2 | 5 6 |
car handle, flt, flt, flt, int car handle, flt, flt, flt, flt, flt |
set plane fly to coord | ||
04D3 | 7 | flt, flt, flt, int, var, var, var | get Nth closest car node | ||
04D4 | unsupported | - | |||
04D5 | 9 | flt, flt, flt, flt, int, int, int, int, int | draw corona | ||
04D6 | 1 | int | set enable rc detonate on contact | ||
04D7 | 2 | char handle, int | freeze char position | ||
04D8 | 2 | char handle, int | set char drowns in water | ||
04D9 | 2 | object handle, int | set object records collisions | ||
04DA | 1 | object handle | has object collided with anything? | ||
04DB | 0 | remove rc buggy | |||
04DC | unsupported | - | |||
04DD | 2 | char handle, var | get char armour | parameters rearranged in SB | |
04DE | unsupported | - | |||
04DF | 2 | car handle, int | |||
04E0 | 2 | car handle, int | |||
04E1 | 1 | car handle | open and freeze car trunk | ||
04E2 | 2 | player handle | shut player up | ||
04E3 | 3 | player handle, int, int | set player mood (??) | ||
04E4 | 2 | flt, flt | request collision | ||
04E5 | 6 | object handle, flt, flt, flt, flt, int | locate object in 2D radius | ||
04E6 | 8 | object handle, flt, flt, flt, flt, flt, flt, int | locate object in 3D radius | ||
04E7 | 1 | object handle | check object is in water | ||
04E8 | unsupported | - | |||
04E9 | 6 | object handle, flt, flt, flt, flt, int | check object is in 2D area | ||
04EA | 8 | object handle, flt, flt, flt, flt, flt, flt, int | check object is in 3D area | ||
04EB | 3 | char handle, int, int | task duck | ||
04EC | 13 | string, int, int, int, int, int, int, int, int, int, int, int, int | set zone car class info | ||
04ED | 1 | string | request anims | ||
04EE | 1 | string | check anims have loaded | ||
04EF | 1 | string | remove anims | ||
04F0 | 1 | char handle | |||
04F1 | 1 | car handle | |||
04F2 | unsupported | - | |||
04F3 | 1 | char handle | move char from passenger seat to driver seat | ||
04F4 | 8 | char handle, object handle, flt, flt, flt, int, flt, int | attach char to object | ||
04F5 | 3 | char handle, player handle, int | |||
04F6 | unsupported | - | |||
04F7 | 4 | global var, int, int, string | display nth onscreen counter with string | ||
04F8 | 13 | int, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt, flt | define police trigger | ||
04F9 | 2 | int, int | set sky colors | ||
04FA | 1 | int | reset interior colors | ||
04FB | unsupported | - | |||
04FC | 7 | player handle, var, var, var, var, var, var | store stunt data | ||
04FD | unsupported | - | |||
04FE | 2 | car handle, int | burst car tire | ||
04FF | 1 | char handle | |||
0500 | 2 3 |
player handle, string player handle, string, string |
change player skin | ||
0501 | 2 | player handle, int | set player can do drive by | ||
0502 | 3 | char handle, flt, flt | task flee to point | ||
0503 | 3 | flt, flt, flt | create rappel | ||
0504 | unsupported | - | |||
0505 | unsupported | - | |||
0506 | 3 | int, int, int | set car model components | ||
0507 | 1 | int | set camera interference | ||
0508 | 1 | car handle | close all car doors | ||
0509 | 5 | flt, flt, flt, flt, var | get distance between 2D coords | parameters rearranged in SB | |
050A | 7 | flt, flt, flt, flt, flt, flt, var | get distance between 3D coords | parameters rearranged in SB | |
050B | 1 | car handle | pop car boot | ||
050C | unsupported | - | |||
050D | 1 | char handle | is char leaving vehicle to die? | ||
050E | 2 | object handle, car handle | |||
050F | 1 | var | get max wanted level | ||
0510 | 5 | char handle, flt, flt, flt, flt | |||
0511 | unsupported | - | |||
0512 | 1 | string | print help forever | ||
0513 | 2 | string, int | print help forever with number | ||
0514 | 3 | char handle, int, int | set char can be damaged by gang members | ||
0515 | ? | unsupported | |||
0516 | unsupported | - | |||
0517 | 5 | string, flt, flt, flt, var | create locked property pickup | parameters rearranged in SB | |
0518 | 6 | string, flt, flt, flt, int, var | create forsale property pickup | parameters rearranged in SB | |
0519 | 2 | car handle, int | freeze car position | ||
051A | 2 | char handle, char handle | check char has been damaged by char | ||
051B | 2 | char handle, car handle | check char has been damaged by car | ||
051C | 2 | car handle, char handle | check car has been damaged by char | ||
051D | 2 | car handle, car handle | check car has been damaged by car | ||
051E | 1 | var | get current radio station | ||
051F | unsupported | - | |||
0520 | unsupported | - | |||
0521 | 1 | char handle | is char drowning in water? | ||
0522 | 0 | disable cutscene shadows | |||
0523 | 3 | flt, flt, flt | glass has been shattered nearby | ||
0524 | 3 | object handle, object handle, int | attach object to object/bone | only works on cutscene objects | |
0525 | 3 | object handle, object handle, string | attach object to component of object | only works on cutscene objects | |
0526 | 2 | char handle, int | set char to stay in car when jacked | ||
0527 | unsupported | - | |||
0528 | 1 | int | add to money spent on weapon stat | ||
0529 | 1 | int | add to money spent on property stat | ||
052A | unsupported | - | |||
052B | 2 | char handle, int | task use mobile phone | ||
052C | 2 | player handle, int | set drunk cam | ||
052D | unsupported | - | |||
052E | unsupported | - | |||
052F | unsupported | - | |||
0530 | unsupported | - | |||
0531 | 1 | int | add to stores knocked off stat | ||
0532 | unsupported | - | |||
0533 | 1 | int | add to assassination contracts stat | ||
0534 | 1 | int | add to pizzas delivered stat | ||
0535 | unsupported | - | |||
0536 | 1 | int | add to drug deals made ("ice cream sold") stat | ||
0537 | unsupported | - | |||
0538 | unsupported | - | |||
0539 | unsupported | - | |||
053A | unsupported | - | |||
053B | unsupported | - | |||
053C | 2 | char handle, int | set char in players group can fight | ||
053D | 1 | char handle | clear char wait state | ||
053E | 6 | int, flt, flt, flt, flt, var | get random car of specific type in area (no save) | parameters rearranged in SB | |
053F | 2 | car handle, int | set can burst car tires | ||
0540 | 2 | player handle, int | set player auto aim | ||
0541 | 1 | car handle | fire vehicle gun | ||
0542 | 1 | int | add property to property owned stat | ||
0543 | 1 | int | add bloodring kills stat | ||
0544 | 1 | int | save longest time in bloodring stat | ||
0545 | 0 | remove everything for giant cutscene (?) | |||
0546 | 2 | player handle, car handle | is player touching vehicle | ||
0547 | 2 | char handle, car handle | is char touching vehicle | ||
0548 | 6 | player handle, int, int, flt, flt, flt | check for ped model around player | ||
0549 | 1 | char handle | clear char follow path | ||
054A | 2 | char handle, int | set char can be shot in vehicle | ||
054B | 2 | object handle, car handle | attach object to car | only works on cutscene objects | |
054C | 1 | string | load mission text | ||
054D | 1 | int | set stadium message | ||
054E | 1 | char handle | clear char last damage entity | ||
054F | 1 | car handle | clear car last damage entity | ||
0550 | 2 | object handle, int | |||
0551 | 1 | int | set Kaufman Cabs radio | ||
0552 | 1 | int | set riot noise | ||
0553 | unsupported | - | |||
0554 | unsupported | - | |||
0555 | 2 | remove weapon from char | |||
0556 | 8 | flt, flt, flt, flt, flt, flt, flt, flt | create cab | ||
0557 | 0 | release cab | |||
0558 | unsupported | - | |||
0559 | unsupported | - | |||
055A | 1 | int | set secondary trash | ||
055B | 5 | int, flt, flt, flt, var | create clothes pickup | parameters rearranged in SB | |
055C | unsupported | - | |||
055D | 2 | player handle, int | make player fire proof | ||
055E | 2 | player handle, int | increase player max health | ||
055F | 2 | player handle, int | increase player max armour | ||
0560 | 2 | car handle, var | create random char as driver | ||
0561 | 3 | car handle, int, var | create random char as passenger | parameters rearranged in SB | |
0562 | 2 | char handle, int | set char ignore threats behind objects | ||
0563 | 2 | player handle, int | ensure player has a drive-by weapon | ||
0564 | 1 | car handle | set helicopter simulate crash land | only works on helicopters | |
0565 | 4 | flt, flt, flt, int | add explosion with no sound | ||
0566 | 2 | object handle, int | set object area visible | ||
0567 | unsupported | - | |||
0568 | 2 | char handle, int | set char never targetted | ||
0569 | 1 | string | load uncompressed animation | ||
056A | 0 | has cutscene finished | |||
056B | 2 | char handle, int | set char to crouch when threatened | ||
056C | 1 | char handle | is char in any police vehicle | ||
056D | 1 | char handle | does char exist | ||
056E | 1 | car handle | does car exist | ||
056F | unsupported | - | |||
0570 | 5 | int, flt, flt, flt, var | create asset radar marker with icon | parameters rearranged in SB | |
0571 | 1 | char handle | is char stuck? | ||
0572 | 1 | int | set all taxis have jump boost and nitro | nitro unavailable in Vice City | |
0573 | 2 | char handle, int | |||
0574 | 2 | car handle, int | |||
0575 | 2 | ||||
0576 | unsupported | - | |||
0577 | unsupported | - | |||
0578 | 1 | int | save highest vigilante level stat | ||
0579 | 1 | char handle | clear all char anims | ||
057A | 2 | garage handle, int | set garage to max cars | ||
057B | 0 | are wanted stars flashing | |||
057C | 1 | int | set weather table | ||
057D | 1 | int | force radio to play audio | ||
057E | 1 | int | set radar gray | ||
057F | 2 | player handle, var | get player number of coach passengers dropped off | ||
0580 | 3 | char handle, car handle, var | parameters rearranged in SB | ||
0581 | 1 | int | display radar | ||
0582 | 2 | int, int | register best position | ||
0583 | 2 | player handle, string | |||
0584 | ? | char handle | unsupported | ||
0585 | 0 | is pressing fire button in car | |||
0586 | 1 | char handle | is distribution ped finished dealing | ||
0587 | 2 | car handle, int | |||
0588 | 2 | char handle, int | |||
0589 | unsupported | - | |||
058A | 6 | flt, flt, flt, flt, flt, flt | |||
058B | 1 | char handle | has char bought ice cream? | ||
058C | 1 | var | get progress percentage | ||
058D | 4 | flt, flt, flt, flt | set mission restart taxi start | ||
058E | 4 | flt, flt, flt, flt | set mission restart taxi destination | ||
058F | 8 | char handle, flt, flt, flt, flt, int, int, int | set random ice cream customer in area | ||
0590 | unsupported | - | |||
0591 | 4 | flt, flt, flt, flt | unlock all car doors in area | ||
0592 | 2 | int, int | set gang to attack player with cops | ||
0593 | 2 | char handle, int | set char frightened in jacked car | ||
0594 | 2 | car handle, int | set vehicle to fade in | ||
0595 | 0 | register odd job mission passed | |||
0596 | 1 | player handle | is player in mission restart taxi | ||
0597 | 1 | char handle | is char ducking | ||
0598 | 3 | object handle, flt, int | stir ground around object | ||
0599 | 1 | int | register highest firefighter level | ||
059A | 0 | is australian game? | exact opposite to 0485 | ||
059B | 1 | car handle | disarm car bomb | ||
059C | 1 2 |
||||
059D | 1 | int | |||
059E | 1 | var | |||
059F | 4 | object handle, var, var, var | get object velocity | ||
05A0 | ? | ||||
05A1 | 4 | object handle, flt, flt, flt | |||
05A2 | 4 | object handle, flt, flt, flt | |||
05A3 | 1 | object handle | is object static? | ||
05A4 | 5 | flt, flt, flt, flt, var | get angle between 2D vectors | ||
05A5 | 8 | flt, flt, flt, flt, flt, flt, flt, flt | |||
05A6 | 4 | object handle, var, var, var | get object rotation velocity | ||
05A7 | 4 | object handle, var, var, var | add velocity relative to object velocity | ||
05A8 | 2 | object handle, var | get object speed | last opcode available for Vice City |
Some abbreviations and phrases used in this list:
- int
- integer value
- flt
- floating-point value
- var
- variable to store a value or handle, either global or local unless specified
- char
- character including actor and ped, apart from the player and special actor
- car
- vehicle including car, bike, helicopter, plane, etc. unless specified
- parameters rearranged...
- opcodes' parameters were rearranged from their original order mainly for sake of readability
- simulated in LC mod
- opcode has been correctly or mostly simulated to work in the GTA: Liberty City mod for Vice City
Reference
^ GTAForums: manipulating game memory for fun and profit
External links
- GTAForums: Opcodes for Bartons Editor (GTA3 + VC)
- GTAForums: GTA:SA Opcodes
- GTAForums: MISSION CODING IV - GTA: Liberty City project
- List of opcodes - by CyQ for use with GTAMA and VCDisAsm
- Latest Vice City opcodes - last update by spaceeinstein
- Vice City Opcode Database - retrieved from archive.org
- San Andreas Opcode Database - retrieved from archive.org
- Unified Opcode Database - by PLPynton, hosted by ZAZ
- Opcode Database - last update by Deji at GTAGaming.com