0228

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GTA III IS_CAR_ARMED_WITH_BOMB


Description

Checks current type of bomb armed in the vehicle

Syntax

0228:   car [car handle] bomb_status == [int]

Parameter

[car handle]
The handle of the vehicle
[int]
Bomb type

This conditional opcode returns true if the vehicle contains the current status type of the bomb.

Bomb types

Type Enum Description
0 CARBOMB_NONE No bomb
1 CARBOMB_TIMED Inactive timed bomb, can be obtained from garage type 2
2 CARBOMB_ONIGNITION Inactive ignition bomb, can be obtained from garage type 3
3 CARBOMB_REMOTE Remote detonation bomb, can be obtained from garage type 4
4 CARBOMB_TIMEDACTIVE Active timed bomb, activated from bomb type 1
5 CARBOMB_ONIGNITIONACTIVE Active ignition bomb, activated from bomb type 2

For Vice City

This opcode does not exist in Vice City but the status of the car bomb can still be retrieved. 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.

:opcode_0228
// 0@ - input param (car handle)
// 1@ - input param (bomb type)
05E7: 0@ = car 0@ struct
0@ += 0x1FE  // car bomb offset
05E0: 0@ = read_memory 0@ size 1 virtual_protect 0
0@ -= 8  // subtract to reflect bomb type used in script
003B:   0@ == 1@  // check bomb type in car against input
05F6: ret 0

Use this line as a substitute for opcode 0228. This can be placed anywhere within the external script as a conditional statement.

05F5: call_scm_func @opcode_0228 inputs 2 car_handle [car handle] bomb_type [int]  // change [car handle] to the actual handle of the car

Keywords

check, car, vehicle, bomb, status

See also

  • 0242, arms the car with the type of bomb