Difference between revisions of "02B9"

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(Created page with '{{OpCode | ini = 02B9=1, %1d% | description = Deactivates a garage. | p1 = Garage name (Short String) | game = GTA 3, Vice City, San Andreas …')
 
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{{OpCode
 
{{OpCode
| ini        = 02B9=1, %1d%
+
| games      = {{Icon|3}} {{Icon|SA}}
| description = Deactivates a garage.
+
| command    = DEACTIVATE_GARAGE
| p1          = Garage name (Short String)  
+
| description = Deactivates the [[garage]]
| game        = [[GTA 3]], [[Vice City]], [[San Andreas]]
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| syntax1    = {{Icon|3}} 02B9: deactivate_garage [''garage handle'']
 +
| syntax2    = {{Icon|SA}} 02B9: deactivate_garage '[''string'']'
 +
| syntax3    = {{Icon|SA}} Garage.Deactivate( '[''string'']' )
 +
| p1t        = [''garage handle'']
 +
| p1d        = The [[Garage#GTA III 2|handle of the garage]], for GTA III
 +
| p2t        = [''string'']
 +
| p2d        = The [[Garage#San Andreas 2|name of the garage]], for San Andreas
 
}}
 
}}
This opcode deactivates a garage. 
 
  
==Sanny Builder Example==
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This opcode deactivates the garage. It can be reactivated by using opcode [[0299]]. Normal garage functions will be limited, like save garages not opening, spray shops not being able to finish spraying, and bomb shops not being able to finish fitting the bomb.
  
<source lang="scm">02B9: deactivate_garage 'VECMOD'</source>
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== For Vice City ==
 +
This opcode does not exist in Vice City, but the deactivation behavior of the garage remains. The following example, using Sanny Builder with [[CLEO]] for Vice City in an external script (not the main one), and tested on US v1.0, should work similarly to this opcode. Place this at the end of the file:
 +
{{Pre|class=sb-code|1=
 +
<span class="nl">:opcode_02B9</span>
 +
<span class="c1">// 0@ - input param (garage handle)</span>
 +
<span class="nv">0@</span> *= <span class="m">0xA8</span>  <span class="c1">// size of each garage struct</span>
 +
<span class="nv">0@</span> += <span class="m">0x812668</span>  <span class="c1">// base address for garages</span>
 +
<span class="nv">0@</span> += <span class="m">0x5</span>  <span class="c1">// activation offset</span>
 +
05DF: write_memory <span class="nv">0@</span> size <span class="m">1</span> value <span class="m">1</span> virtual_protect <span class="m">0</span>  <span class="c1">// deactivate garage</span>
 +
05F6: ret <span class="m">0</span>
 +
}}
  
==Related Opcodes==
+
Use this line as a substitute for opcode 02B9. This can be placed anywhere within the external script:
 
+
{{Pre|class=sb-code|1=
*[[0219]] - Creates a garage<br>
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05F5: call_scm_func <span class="nl">@opcode_02B9</span> inputs <span class="m">1</span> garage_handle [garage handle]
*[[021B]] - Sets the garage to accept a specific vehicle<br>
+
}}
*[[021C]] - Checks if a vehicle is in the garage<br>
 
*[[0299]] - Activates a garage<br>
 
*[[02FA]] - Changes the type of garage<br>
 
*[[0360]] - Opens a garage door, if there is one<br>
 
*[[0361]] - Closes a garage door, if there is one<br>
 
*[[03B0]] - Checks if a garage's door is opened<br>
 
*[[03B1]] - Checks if a garage's door is closed<br>
 
*[[03BB]] - Sets the garage door to swing open instead of sliding open<br>
 
*[[03DA]] - Disables remote camera control of the player when in a garage<br>
 
*[[057A]] - Sets the maximum amount of cars it can store<br>
 
*[[0A14]] - Sets a paint shop type of garage to disable
 
 
 
 
 
==See Also==
 
 
 
* [[Garage]]
 
  
==Keywords==
+
== Keywords ==
garage, deactivate
+
garage, deactivate, disable

Latest revision as of 18:42, 24 December 2016

GTA III San Andreas DEACTIVATE_GARAGE


Description
Deactivates the garage
Syntax
GTA III 02B9: deactivate_garage [garage handle]
San Andreas 02B9: deactivate_garage '[string]'
San Andreas Garage.Deactivate( '[string]' )
Parameter
[garage handle]
The handle of the garage, for GTA III
[string]
The name of the garage, for San Andreas

This opcode deactivates the garage. It can be reactivated by using opcode 0299. Normal garage functions will be limited, like save garages not opening, spray shops not being able to finish spraying, and bomb shops not being able to finish fitting the bomb.

For Vice City

This opcode does not exist in Vice City, but the deactivation behavior of the garage remains. The following example, using Sanny Builder with CLEO for Vice City in an external script (not the main one), and tested on US v1.0, should work similarly to this opcode. Place this at the end of the file:

:opcode_02B9
// 0@ - input param (garage handle)
0@ *= 0xA8  // size of each garage struct
0@ += 0x812668  // base address for garages
0@ += 0x5  // activation offset
05DF: write_memory 0@ size 1 value 1 virtual_protect 0  // deactivate garage
05F6: ret 0

Use this line as a substitute for opcode 02B9. This can be placed anywhere within the external script:

05F5: call_scm_func @opcode_02B9 inputs 1 garage_handle [garage handle]

Keywords

garage, deactivate, disable