Difference between revisions of "0248"

From GTAMods Wiki
Jump to navigation Jump to search
 
(correction)
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
<code>0248=1,  %1o%</code><br>
+
{{OpCode
'''Description''': Checks if the model is loaded<br>
+
| games      = {{Icon|t}}
'''Parameter 1''': [[DFF]] model ID or name as defined at the beginning of the <code>main.scm</code><br>
+
| command    = HAS_MODEL_LOADED
'''Supports''': GTA3, Vice City, San Andreas<br>
+
| description = Checks if the model has been loaded
 +
| syntax1    = 0248: &nbsp; model [''int''] available
 +
| syntax2    = Model.Available( [''int''] )
 +
| p1t        = [''int'']
 +
| p1d        = Valid model index as defined in the [[IDE]] file; also acceptable is model's [[DFF]] name with a hash character
 +
| native      = [[HAS_MODEL_LOADED]]
 +
}}
  
This opcode checks if the model is loaded after using [[0247]].
+
This opcode returns true if the model has been loaded. A model can load in a number of ways, including using opcode [[0247]] or traveling to the location of a [[IPL|placed object]] that uses the model. The check can be avoided if opcode [[038B]] is used.
  
==Keywords==
+
== Keywords ==
check, model, loaded, available
+
has, check, model, loaded, available
 
 
[[Category:OpCodes]]
 

Latest revision as of 14:24, 16 December 2016

GTA III Vice City San Andreas HAS_MODEL_LOADED


Description
Checks if the model has been loaded
Syntax
0248:   model [int] available
Model.Available( [int] )
Parameter
[int]
Valid model index as defined in the IDE file; also acceptable is model's DFF name with a hash character
Native analog
HAS_MODEL_LOADED

This opcode returns true if the model has been loaded. A model can load in a number of ways, including using opcode 0247 or traveling to the location of a placed object that uses the model. The check can be avoided if opcode 038B is used.

Keywords

has, check, model, loaded, available