Sanny Builder/VCSSCM.INI

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Revision as of 19:26, 14 August 2020 by Seemann (talk | contribs) (swap params to their original order!)
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This page contains the most up-to-date VCSSCM.INI file for Seemann's Sanny Builder program. Copy the content into \data\vcs in the directory containing the Sanny Builder installation.

; d% = anything
; p% = pointer
; s% = 8-byte string
; g% = gxt reference / 8-byte string
; z% = gxt reference / zone name
; o% = model name

DATE=2020-08-14

0001=1,wait %1d% ms
0002=1,jump %1p%
0003=1,shake_camera %1d%
0004=2,%1d% = %2d% ; (int)
0005=2,%1d% = %2d% ; (float)
0006=2,%1d% = %2g% ; (string)
0007=2,%1d% += %2d% ; (int)
0008=2,%1d% += %2d% ; (float)
0009=2,%1d% -= %2d% ; (int)
000A=2,%1d% -= %2d% ; (float)
000B=2,%1d% *= %2d% ; (int)
000C=2,%1d% *= %2d% ; (float)
000D=2,%1d% /= %2d% ; (int)
000E=2,%1d% /= %2d% ; (float)
000F=2,  %1d% > %2d% ; (int) var > num
0010=2,  %1d% > %2d% ; (int) num > var
0011=2,  %1d% > %2d% ; (int) var > var
0012=2,  %1d% > %2d% ; (float) var > num
0013=2,  %1d% > %2d% ; (float) num > var
0014=2,  %1d% > %2d% ; (float) var > var
0015=2,  %1d% >= %2d% ; (int) var >= num
0016=2,  %1d% >= %2d% ; (int) num >= var
0017=2,  %1d% >= %2d% ; (int) var >= var
0018=2,  %1d% >= %2d% ; (float) var >= num
0019=2,  %1d% >= %2d% ; (float) num >= var
001A=2,  %1d% >= %2d% ; (float) var >= var
001B=2,  %1d% == %2d% ; (int) var == num
001C=2,  %1d% == %2d% ; (int) var == var
001D=2,  %1d% == %2d% ; (float) var == num
001E=2,  %1d% == %2d% ; (float) var == var
001F=2,  %1d% == %2d% ; (string) var == str
0020=2,  %1d% == %2d% ; (string) var == var
0021=1,jump_if_true %1p%
0022=1,jump_if_false %1p%
0023=0,end_thread
0024=-1,create_thread %1p%
0025=1,gosub %1p%
0026=0,return
0027=6,
0028=5,create_player model %1o% at %2d% %3d% %4d% store_to %5d% 
0029=2,%1d% += %2d% ; (int vars)
002A=2,%1d% += %2d% ; (float vars)
002B=2,%1d% -= %2d% ; (int vars)
002C=2,%1d% -= %2d% ; (float vars)
002D=2,%1d% *= %2d% ; (int vars)
002E=2,%1d% *= %2d% ; (float vars)
002F=2,%1d% /= %2d% ; (int vars)
0030=2,%1d% /= %2d% ; (float vars)
0031=2,%1d% += frame_delta_time * %2d% ; (num)
0032=2,%1d% += frame_delta_time * %2d% ; (var)
0033=2,%1d% -= frame_delta_time * %2d% ; (num)
0034=2,%1d% -= frame_delta_time * %2d% ; (var)
0035=2,%1d% = %2d% ; (int vars)
0036=2,%1d% = %2d% ; (float vars)
0037=2,%1d% = %2d% ; (string vars)
0038=2,%1d% = float %2d% to_integer
0039=2,%1d% = integer %2d% to_float
003A=1,make %1d% absolute_integer
003B=1,make %1d% absolute_float
003C=1,%1d% = random_float_in_ranges_0.0_to_1.0
003D=1,%1d% = random_int_in_ranges_0_to_65535
003E=6,%6d% = create_actor_pedtype %1d% model %2o% at %3d% %4d% %5d%
003F=1,destroy_actor %1d%
0040=2,
0041=6,
0042=1,
0043=4,store_actor %1d% position_to %2d% %3d% %4d%
0044=4,put_actor %1d% at %2d% %3d% %4d%
0045=1,  actor %1d% defined
0046=6,  unknown_check
0047=8,  unknown_check
0048=5,%5d% = create_car %1o% at %2d% %3d% %4d%
0049=1,destroy_car %1d%
004A=4,car %1d% drive_to %2d% %3d% %4d%
004B=1,set_car %1d% to_psycho_driver
004C=1,set_car %1d% to_normal_driver
004D=4,store_car %1d% position_to %2d% %3d% %4d%
004E=4,put_car %1d% at %2d% %3d% %4d%
004F=1,  unknown_check
0050=2,set_car %1d% max_speed_to %2d%
0051=2,set_car %1d% traffic_behavior_to %2d%
0052=2,set_car %1d% driver_behaviour_to %2d%
0053=6,
0054=8,
0055=3,show_text_styled GXT %1g% time %2d% style %3d%
0056=3,show_text_lowpriority GXT %1g% time %2d% flag %3d%
0057=3,show_text_highpriority GXT %1g% time %2d% flag %3d%
0058=3,
0059=0,text_clear_all
005A=2,%1d% = current_time_hours, %2d% = current_time_minutes
005B=2,set_current_time_hours_to %1d% minutes_to %2d%
005C=3,%3d% = get_minutes_left_to_time_hours %1d% time_minutes %2d%
005D=4,  sphere_onscreen %1d% %2d% %3d% radius %4d%
005E=0,
005F=0,
0078=1,if %1d%
0079=1,create_thread %1p% // without extra params
007A=0,mission_cleanup
007B=2,%2d% = actor %1d% car
007C=2,  actor %1d% driving %2d%
007D=2,  actor %1d% driving_car_with_model %2o%
007E=1,  actor %1d% driving
007F=2,  player %1d% pressed_key %2d%
0080=6,  actor %1d% near_point %2d% %3d% radius %4d% %5d% sphere %6d%
0081=6,  actor %1d% near_point_on_foot %2d% %3d% radius %4d% %5d% sphere %6d%
0082=6,  actor %1d% near_point_in_car %2d% %3d% radius %4d% %5d% sphere %6d%
0083=6,  actor %1d% stopped_near_point %2d% %3d% radius %4d% %5d% sphere %6d%
0084=6,  actor %1d% stopped_near_point_on_foot %2d% %3d% radius %4d% %5d% sphere %6d%
0085=6,  actor %1d% stopped_near_point_in_car %2d% %3d% radius %4d% %5d% sphere %6d%
0086=5,  actor %1d% near_actor %2d% radius %3d% %4d% sphere %5h%
0087=5,  actor %1d% near_actor_on_foot %2d% radius %3d% %4d% sphere %5h%
0088=5,  actor %1d% near_actor_in_car %2d% radius %3d% %4d% sphere %5h%
0089=8,  actor %1d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
008A=8,  actor %1d% in_sphere_on_foot %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
008B=8,  actor %1d% in_sphere_in_car %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h%
008C=8,  actor %1d% stopped_in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h%
008D=8,  actor %1d% stopped_in_sphere_on_foot %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8h%
008E=8,  actor %1d% stopped_in_sphere_in_car %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
008F=6,  actor %1d% near_actor %2d% radius %3d% %4d% %5d% sphere %6h%
0090=6,  actor %1d% near_actor_on_foot %2d% radius %3d% %4d% %5d% sphere %6h%
0091=6,  actor %1d% near_actor_in_car %2d% radius %3d% %4d% %5d% sphere %6h%
0092=5,%5d% = init_object %1o% at %2d% %3d% %4d%
0093=1,destroy_object %1d%
0094=2,player %1d% money += %2d%
0095=2,  player %1d% money > %2d%
0096=2,%2d% = player %1d% money
0098=2,set_player %1d% wanted_level_to %2d%
0099=2,set_player %1d% minimum_wanted_level_to %2d%
009A=2,  player %1d% wanted_level > %2d%
009B=1,clear_player %1d% wanted_level
009C=1,toggle_wasted_busted_check %1d%
009D=0,  wasted_or_busted ; mission only
009E=3,set_actor %1d% weapon %2h% ammo_to %3d% while_in_car
009F=1,  actor %1d% dead
00A0=1,  car %1d% wrecked
00A1=2,
00A2=1,
00A3=1,
00A4=4,create_driver_in_car %1d% pedtype %2d% model %3o% store_to %4d%
00A5=1,  unknown_check
00A6=2,
00A7=1,
00A9=13,init_parked_car_generator_at %1d% %2d% %3d% angle %4d% model %5o% color %6d% %7d% %8d% alarm %9d% door_lock %10d% %11d% %12d% store_to %13d%
00AA=2,set_parked_car_generator %1d% cars_to_generate_to %2d%
00AB=4,
00AC=1,stop_timer %1d%
00AD=1,
00AE=1,remove_status_text %1d%
00AF=13,set_zone_car_info %1z% %2d% %3h% %4h% %5h% %6h% %7h% %8h% %9h% %10h% %11h% %12h% %13h%
00B0=2,  actor %1d% in_zone %2z%
00B1=3,
00B3=3,camera_on_ped %1d% %2d% %3d%
00B4=3,camera_on_car %1d% %2d% %3d%
00B5=3,
00B6=0,restore_camera
00B7=13,set_zone_gang_info %1z% %2d% %3h% %4h% %5h% %6h% %7h% %8h% %9h% %10h% %11h% %12h% %13d%
00B8=1,set_gamespeed %1d%
00B9=6,set_camera_position %1d% %2d% %3d% rotations %4d% %5d% %6d%
00BA=4,set_camera_point_at %1d% %2d% %3d% mode %4d%
00BB=1,
00BF=2,
00BC=2,
00BD=2,
00BE=4,
00C0=2,
00C1=2,
00C2=2,
00C3=4,
00C4=2,
00C5=5,
00C6=5,
00C7=5,
00C8=3,set_fade_color_RGB
00C9=2,fade %1d% ms %2d%
00CA=0,  fading
00CB=4,restart_if_wasted_at %1d% %2d% %3d% angle %4d%
00CC=4,restart_if_busted_at %1d% %2d% %3d% angle %4d%
00CE=2,%2d% = actor %1d% Z_angle
00CF=2,set_actor %1d% Z_angle_to %2d%
00D0=2,%2d% = car %1d% Z_angle
00D1=2,set_car %1d% Z_angle_to %2d%
00D2=2,%2d% = object %1d% z_angle
00D3=2,set_object %1d% z_angle_to %2d%
00D4=2,
00D5=3,
00D6=1,set_on_mission_flag_to %1d% ; Note: your missions have to use the variable defined here
00D7=2,  actor %1d% health >= %2d%
00D8=2,  car %1d% health >= %2d%
00D9=4,
00DA=5,
00DB=1,
00DC=1,
00DD=1,
00DE=1,
00DF=1,
00E0=1,
00E2=5,
00E3=1,
00E4=2,
00E5=2,
00E6=2,
00E7=2,
00E8=2,
00E9=2,
00EA=2,
00EB=2,
00EC=2,
00EE=3,
00F1=1,
00F2=2,
00F3=2,
00F4=2,
00F5=3,
0101=1,
0102=6,  car %1d% near_point %2d% %3d% radius %4d% %5d% sphere %6d%
0103=6,  car %1d% stopped_near_point %2d% %3d% radius %4d% %5d% sphere %6d%
0104=8,  car %1d% in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
0105=8,  car %1d% stopped_in_sphere %2d% %3d% %4d% radius %5d% %6d% %7d% sphere %8d%
0106=3,give_actor %1d% weapon %2d% ammo %3d%  ; Load the weapon model before using this
0107=2,toggle_player %1d% can_move %2d%
0108=1,force_weather %1d%
0109=1,set_weather %1d%
010A=0,release_weather
010B=2,set_actor %1d% armed_weapon_to %2d%
010C=4,store_object %1d% position_to %2d% %3d% %4d%
010D=4,put_object %1d% at %2d% %3d% %4d%
010E=1,%1d% = current_time_in_ms
010F=4,
0110=2,player %1d% wanted_level_store_to %2d%
0111=1,  unknown_check
0112=1,remove_references_to_actor %1d%  ; Like turning an actor into a random pedestrian
0113=1,remove_references_to_car %1d%  ; Like turning a car into any random car
0114=1,remove_references_to_object %1d%  ; This object will now disappear when the player looks away
0115=1,remove_actor %1d% from_mission_cleanup_list
0116=1,remove_car %1d% from_mission_cleanup_list
0117=1,remove_object %1d% from_mission_cleanup_list
0118=5,create_passenger_in_car %1d% pedtype %2d% model %3o% seat %4d% store_to %5d%
0119=2,actor %1d% kill_actor %2d%
011A=1,
011B=2,actor %1d% follow_actor %2d%
011C=2,
011D=4,show_text_1number_styled GXT %1g% number %2d% time %3d% style %4d%
011E=4,show_text_1number_lowpriority GXT %1g% number %2d% time %3d% flag %4d%
011F=4,show_text_1number_highpriority GXT %1g% number %2d% time %3d% flag %4d%
0120=4,
0121=6,remove_forbidden_for_cars_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
0122=6,create_forbidden_for_cars_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
0123=2,car %1d% num_passengers store_to %2d%
0124=2,car %1d% max_passengers store_to %2d%
0125=1,set_traffic_density_multiplier_to %1d%
0126=2,make_car %1d% very_heavy %2h%
0127=1,reset_actor %1d% flags
0128=1,set_max_wanted_level_to %1d%
012C=1,  car %1d% in_air
012D=1,  car %1d% flipped
012E=2,toggle_player %1d% ignored_by_cops %2d%
012F=9,init_rampage %1g% %2d% time %3d% %4d% %5d% %6d% %7d% %8d% %9d%
0130=1,%1d% = rampage_status
0131=2,square_root %1d% store_to %2d%
0132=5,  actor %1d% near_car %2d% radius %3d% %4d% sphere %5d%
0133=5,  actor %1d% near_car_on_foot %2d% radius %3d% %4d% sphere %5d%
0134=5,  actor %1d% near_car_in_car %2d% radius %3d% %4d% sphere %5d%
0135=6,  actor %1d% near_car %2d% radius %3d% %4d% %5d% sphere %5d%
0136=6,  actor %1d% near_car_on_foot %2d% radius %3d% %4d% %5d% sphere %5d%
0137=6,  actor %1d% near_car_in_car %2d% radius %3d% %4d% %5d% sphere %5d%
0138=3,%3d% = random_float_in_ranges %1d% %2d%
0139=3,%3d% = random_int_in_ranges %1d% %2d%
013A=2,set_car %1d% door_status_to %2d%
013B=1,explode_car %1d%
013C=4,create_explosion_at %1d% %2d% %3d% radius %4d%
013D=1,  car %1d% flipped
013E=2,actor %1d% look_at_actor %2d%
013F=6,%6d% = create_pickup %1o% type %2d% at %3d% %4d% %5d%
0140=1,  pickup %1d% picked_up
0141=1,destroy_pickup %1d%
0142=2,
0143=3,show_text_styled GXT %1g% time %2d% style %3d% ; versionB
0144=4,show_text_1number_styled GXT %1g% num %2d% time %3d% style %4d%
0145=10,create_garage_from %1d% %2d% %3d% depth %4d% %5d% to %6d% %7d% %8d% type %9h% store_to %10d%
0146=2,
0147=1,
0149=1,  car %1d% inside_garage
014A=2,
014B=2,set_actor %1d% health_to %2d%
014C=2,set_car %1d% health_to %2d%
014D=2,actor %1d% health store_to %2d%
014E=2,car %1d% health store_to %2d%
014F=2,  car %1d% bomb_status == %2d%
0150=3,set_car %1d% color_to %2d% %3d%
0151=6,remove_forbidden_for_peds_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
0152=6,create_forbidden_for_peds_cube_cornerA %1d% %2d% %3d% cornerB %4d% %5d% %6d%
0153=2,
0154=1,
0155=3,set_gang %1h% models_to %2o% %3o%
0156=2,set_gang %1d% car_to %2o%
0157=3,set_gang %1d% primary_weapon_to %2d% secondary_weapon_to %3d%
0158=3,actor %1d% run_to %2d% %3d%
015D=2,
015F=2,
0160=1,load_model %1o%
0161=1,  model %1o% available
0162=1,release_model %1o%
0165=9,
017A=2,
0189=2,
018E=1,
01A4=2,
01A8=0,
01A9=2,
01AA=5,%5d% = create_object %1o% at %2d% %3d% %4d%
01AB=1,  unknown_check
01AC=1,  unknown_check
01AD=2,
01AE=1,
01AF=2,
01B0=2,
01B1=6,
01B2=6,
01B3=1,  unknown_check
01B4=6,
01B5=6,
01B6=4,
01B7=1,  unknown_check
01B8=1,  unknown_check
01B9=1,
01BA=2,gosub %1p% unknown %2p%
01BB=4,
01BC=4,
01BD=1,  unknown_check
01BE=1,
01BF=4,
01C0=1,
01C1=6,
01C2=2,  unknown_check
01C3=2,
01C4=8,
01C7=1,  unknown_check
01C8=5,
01C9=2,
01CA=2,
01CB=1,
01CC=0,
01CD=0,
01CE=0,
01CF=0,
01D0=2,  unknown_check
01D2=2,
01D3=2,
01D4=2,
01D5=2,
01D6=2,
01D8=5,
01D9=5,
01DA=5,show_text_2numbers GXT %1g% numbers %2d% %3d% time %4d% flag %5h%
01DB=6,show_text_3numbers GXT %1g% numbers %2d% %3d% %4d% time %5d% flag %6h%
01DC=6,show_text_3numbers GXT %1g% numbers %2d% %3d% %4d% time %5d% flag %6h%
01DD=7,show_text_4numbers GXT %1g% numbers %2d% %3d% %4d% %5d% time %6d% flag %7d%
01DE=9,show_text_6numbers GXT %1g% numbers %2d% %3d% %4d% %5d% %6d% %7d% time %8d% flag %9d%
01DF=1,progress_made += %1d%
01E0=1,set_max_progress %1d%
01E1=1,
01E2=1,
01E3=1,
01E4=1,
01E5=1,
01E6=0,
01E7=1,
01E9=1,
01EA=0,increment_mission_attempts
01EB=1,set_latest_mission_passed %1g%
01EC=2,
01ED=0,
01EE=2,
01EF=2,
01F0=2,  actor %1d% in_range_of_player %2d%
01F1=1,kill_actor %1d%
01F2=2,
01F3=3,
01F4=2,
01F5=2,
01F6=6,create_random_car_in_area %1d% %2d% %3d% %4d% model %5d% store_to %6d% 
01F7=1,  garage %1d% respray_done
01F8=1,
01F9=7,%7d% = create_weapon_pickup %1o% type %2d% ammo %3d% at %4d% %5d% %6d%
01FA=2,
01FB=2,
01FD=2,
01FF=1,  unknown_check
0200=2,
0201=2,
0202=11,  unknown_check
0203=3,set_draw_text_position %1d% %2d% GXT %3g%
0204=2,set_text_draw_letter_size %1d% %2d%
0205=4,set_text_draw_RGBA %1d% %2d% %3d% %4d%
0206=1,
0207=1,%1d%
0208=1,set_text_draw_linewidth %1d%
0209=1,
020A=1,
020B=4,
020C=8,  unknown_check
020D=1,
020E=2,
020F=2,
0210=7,
0212=1,
0213=2,
0214=1,
0215=1,
0216=4,
0217=6,
0218=2,  unknown_check
0219=1,
021A=1,  unknown_check
021C=2,
021D=1,
021E=5,show_text_2numbers_styled GXT %1g% numbers %2d% %3d% time %4d% flag %5d%
0220=3,
0221=0,
0222=4,
0224=4,
0225=2,
0226=4,show_text_1string GXT %1g% string %2g% time %3d% %4d%
0227=6,
0228=0,
0229=4,
022A=2,
022B=1,
022C=5,
022D=1,
022E=2,
0230=2,
0231=12,
0232=2,
0233=3,
0235=4,
0236=2,
0238=1,name_thread %1s%
0239=1,
023A=1,
023B=0,
023D=2,
023F=1,
0240=6,
0241=1,
0242=1,
0243=1,
0245=1,
0246=6,
0247=1,
0248=5,
0249=1,
024A=2,
024B=2,
024C=3,set_timer_with_text_to %1d% type %2h% GXT %3g%
024D=3,
024E=4,
024F=1,
0250=0,
0251=1,
0252=1,  object %1d% exists
0253=3,
0254=3,enable_car %1d% stuck_check_distance_to %2d% time_to %3d%
0255=1,
0256=1,  unknown_check
0257=2,
0258=1,
0259=2,
025A=1,  unknown_check
025B=7,
025D=1,remove_text %1g%
025E=1,remove_styled_text %1g%
025F=4,
0260=0,
0263=2,
0264=1,
0265=1,
0266=1,
0267=1,%1g%
0268=0,
0269=1,
026A=1,  unknown_check
026C=0,
026D=2,
026E=1,  unknown_check
0270=1,
0271=2,
0272=2,
0273=3,
0275=2,
0276=3,
0277=2,
0278=2,
0279=7,
027C=1,
027F=7,get_actor %1d% coords_with_offset %2d% %3d% %4d% store_to %5d% %6d% %7d% 
0280=1,set_total_rampages_to %1d%
0284=1,
0285=2,
0289=1,start_mission %1d%
028B=3,
028D=1,
028E=2,
028F=2,
0290=2,
0291=0,  is_system_metric
0292=2,
0293=6,
0294=2,
0295=6,
0296=1,
0297=2,%2d% = meters %1d% to_feet
0298=3,
0299=2,  unknown_check
029A=3,
029C=1,
029F=8,
02A0=1,
02A1=1,
02A2=0,
02A3=2,
02A4=0,  unknown_check
02A5=2,
02A6=2,
02A7=1,  unknown_check
02A8=1,  unknown_check
02AA=0,
02AC=4,
02AD=3,
02AE=2,
02B1=4,draw_text_1number %1d% %2d% GXT %3g% number %4d%
02B2=5,
02B3=1,
02B4=2,set_camera_transverse_delay %1d% time %2d%
02B5=3,
02B6=8,
02B7=1,
02B9=2,
02BB=1,
02BD=2,
02C0=2,
02C1=5,  unknown_check
02C4=6,  unknown_check
02C5=6,  unknown_check
02C7=3,
02C8=1,  unknown_check
02C9=2,
02CA=1,
02CB=1,
02CC=2,
02CF=1,  unknown_check
02D0=2,
02D3=4,  unknown_check
02D4=1,
02D5=2,
02D7=5,
02D8=1,  unknown_check
02D9=2,  unknown_check
02DA=5,
02DB=2,  unknown_check
02DC=4,
02DE=1,
02E1=1,  actor %1d% in_water
02E2=2,%1d% = %2d% ; (any)
02E7=5,get_weapon_data_from_actor %1d% weapon_group %2h% weapon %3d% ammo %4d% model %5d%
02E8=12,unknown_get_at %1d% %2d% %3d% height %4d% radius %5d% store_to %6d% %7d% %8d% %9d% %10d% %11d% %12d%
02E9=2,set_car %1d% speed_to %2d%
02EA=1,select_interior %1h%
02EE=7,get_actor %1d% coords_to %5d% %6d% %7d% with_offset %2d% %3d% %4d%
02EF=1,
02F0=1,  actor %1d% photographed
02F1=1,  actor %1d% driving_flying_vehicle
02F2=2,
02F3=1,
02F5=7,
02F6=7,
02F8=2,
02F9=2,
02FA=2,
02FB=1,  unknown_check
02FE=2,
02FF=2,
0300=2,
0301=1,
0304=6,  unknown_check
0305=8,  unknown_check
0306=1,  unknown_check
0307=0,
030A=15,set_zone_car_class_info %1s% %2h% %3d% %4h% %5d% %6d% %7h% %8h% %9h% %10h% %11h% %12d% %13d% %14d% %15d%
030E=1,
030F=8,
0309=3,
0310=3,
0311=4,status_text %1d% type %2h% line %3h% GXT %4g% ; global_variable
0312=13,
0313=2,
0314=1,
0315=7,
0317=1,  unknown_check
0318=2,  unknown_check
031B=3,
031C=1,
031D=5,
031E=7,
031F=1,
0321=2,
0322=5,
0323=1,show_text_box %1g%
0324=3,
0325=2,
0326=2,  unknown_check
0327=2,  unknown_check
0328=2,  unknown_check
0329=2,
032A=1,
032D=2,
032E=1,
032F=2,
0331=2
0332=1,
0333=6,
0334=2,
0335=1,
0336=2,  unknown_check
0339=2,
033A=1,use_GXT_table %1s%
033B=1,
033C=1,
033D=2,
033F=0,
0340=2,set_player %1d% max_health += %2d%
0341=2,set_player %1d% max_armour += %2d%
0342=2,
0343=3,
0344=2,
0347=2,
0348=2,
034A=1,  unknown_check
034B=1,  unknown_check
034D=1,
034E=1,
034F=2,
0351=1,
0352=1,
0353=2,
0356=1,
035B=2,  unknown_check %1d% %2z%
0362=1,%1d% = percentage_completed
0363=4,
0364=4,
0367=2,
0368=2,
0369=2,
036A=0,
036E=1,
0372=5,
0373=7,
0374=3,
0375=4,
0376=5,
0377=2,
037A=-1,args %1d% out %2d% locals_base_index %3d% call_func %4p%
037B=-1,  args %1d% out %2d% locals_base_index %3d% call_func %4p%
037C=1,
037D=1,  unknown_check
037E=1,
037F=1,  unknown_check
0393=2,
0395=10,
0396=1,
0397=1,
0398=1,  unknown_check
0399=2,
039C=1,  unknown_check
039E=0,
039F=1,
03A0=1,
03A1=1,
03A2=5,
03A3=5,
03A4=2,
03A5=2,
03A6=1,
03A7=2,
03A9=4,
03AA=4,
03AB=0,  unknown_check
03AC=1,
03AE=2,
03AF=1
03B0=0,
03B3=4,
03B4=4,
03B5=6,
03B6=1,
03B7=1,
03B8=4,
03B9=4,
03BA=0,
03BB=1,
03BC=2,
03BD=1,
03BE=1,
03BF=6,
03C0=0,  unknown_check
03C1=0,  unknown_check
03C2=0,
03C3=6,
03C6=1,
03CF=4,
03D0=4,
03D1=1,
03D2=7,
03D3=1,
03D4=1,
03D5=2,
03D6=2,
03D7=2,
03D8=1,
03DE=2,
03DF=1,
03E0=1,
03E1=1,
03E2=10,
03E5=0,  unknown_check
03E6=1,unknown
03E7=5,
03E8=1,
03E9=2,
03EC=3,
03ED=4,
03EE=5,
03F0=1,
03F1=1,
03F2=1,
03F5=4,
03F6=4,
03F7=2,
03F8=1,
03F9=4,
03FA=1,
03FB=3,
03FC=2,
03FD=0,  unknown_check
03FF=6,
0400=2,
0401=1,
0402=1,  unknown_check
0403=3,
0404=3,
0407=1,%1g%
0409=1,
040C=5,
040D=4,
040F=2,
0410=1,
0412=1,
0413=4,
0414=3,
0415=10,set_actor %1d% immunities %2d% %3d% %4d% %5d% %6d%
0416=6,set_car %1d% immunities %2d% %3d% %4d% %5d% %6d%
0417=5,
0418=3,
0419=5,
0420=1,
041A=2,%1s% %2d%
041B=2,
041E=1,
041F=1,
0421=5,
0422=4,
0423=4,
0424=1,  unknown_check
0425=9,
0426=4,
0427=4,
0428=13,
0429=2,
042A=2,
042B=2,
042C=2,
042D=2,  unknown_check
042E=1,  unknown_check
042F=2,
0430=2,
0433=6,
0434=2,
0436=1,  unknown_check
0438=1,
0439=1,
043C=3,
0442=2,
0443=1,
0444=1,
0445=1,
0446=1,
0447=2,
0448=4,
044C=1,
044D=4,
044E=2,
044F=0,
0450=3,
0451=3,
0452=5,
0453=5,
0454=5,%1g%
0455=12,%1g%
0456=1,
0457=5,
0458=2,
0459=2,
045A=2,
045F=2,
0460=2,
0461=2,
0462=2,
0463=2,
0464=2,
0465=4,
046C=2,
0470=3,
0472=4,
0473=5,
0478=13,
0479=5,
0475=3,
047A=1,
047B=2,
047D=3,
047E=7,
047F=5,
0480=9,
0481=2,
0482=2,
0483=2,
0484=2,
0485=2,  unknown_check
0486=5,
0487=1,
0488=1,
0489=0,
048A=0,
048B=7,
048D=3,
048E=3,
048F=2,  unknown_check
0490=2,
0492=1,
0493=2,
0494=4,
0495=2,
0496=2,
0497=2,
049B=1,
049C=2,
049D=1,
049E=2,
049F=1,
04A0=8,
04A1=2,
04A2=9,  unknown_check
04A3=2,
04A4=2,
04A5=1,
04A6=2,
04A7=1,
04A8=2,
04A9=2,
04AA=2,
04AB=2,
04AD=2,
04AE=2,
04B0=2,
04B2=2,
04B4=4,
04B5=2,
04B6=2,
04B7=2,
04B8=2,
04B9=4,
04BA=1,
04BB=0,
04BC=11,
04BD=1,
04BE=3,
04BF=10,
04C0=6,
04C1=1,
04C2=2,
04C3=1,
04C4=6,
04C5=1,
04C6=1,
04C8=0,
04CA=2,
04CB=2,
04CD=2,
04CE=2,
04CF=2,
04D0=2,
04D2=2,
04D3=1,
04D4=1,
04D5=5,
04D6=2,
04D7=3,
04D8=1,  unknown_check
04D9=1,
04DA=1,set_total_balloons_to %1d%
04DD=1,
04DE=1,
04DF=1,  unknown_check
04E0=0,
04E1=0,
04E2=1,
04E3=11,
04E4=2,
04E5=2,
04E6=2,
04E7=3,  unknown_check
04E8=1,
04E9=1,
04EB=1,
04EC=5,
04EE=1,
04EF=1,
04F0=2,
04F1=8,  unknown_check
04F2=0,
04F3=1,
04F4=2,
04F5=1,
04F6=1,
04F7=3,
04F8=1,  unknown_check
04FA=2,
04FB=1,
04FC=2,
04FF=3,
0500=2,
0501=2,
0503=2,
0504=4,
0505=4,
0506=2,
0507=2,
0509=3,
050C=0,
050E=1,
050F=1,
0510=1,
0511=1,
0514=1,
0515=1,
0517=1,
0518=1,
0519=1,
051A=1,
051B=1,
051C=2,
051D=2,
051E=2,
051F=2,
0520=2,
0521=2,
0522=2,
0523=3,
0524=1,
0525=1,
0526=2,
0527=1,
0528=3,
0529=3,
052A=3,
052B=1,
052C=1,
052D=9,
052E=2,
052F=0,
0530=1,
0531=2,
0532=2,
0533=2,
0534=1,
0535=1,
0536=1,
0537=2,
0538=2,
0539=1,
053A=2,
053B=2,
053C=1,
053D=1,
053E=1,
053F=1,
0540=2,
0541=5,
0542=2,
0543=2,
0544=1,
0546=1,
0547=2,
0548=3,
0549=1,
054A=1,
054B=3,
054C=2,
054D=2,
054E=1,
0550=1,
0551=1,
0552=1,
0553=1,
0554=4,
0555=12, unknown_check
0556=1,
0557=2,
0558=2,
0559=1,
055B=1,
055C=1,
055D=1,
055E=1,
055F=1,
0560=1,
0561=1,
0562=1,
0563=2,
0564=1,