Szerző Téma: [TuT] Kliens Crash megfejtése alapfokon  (Megtekintve 9797 alkalommal)

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #30 Dátum: 2012. Július 07. - 17:11:15 »
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Idézetet írta: Gabor.. date=1341670936\" data-ipsquote-contentapp=\"forums\" data-ipsquote-contenttype=\"forums\" data-ipsquote-contentid=\"9076\" data-ipsquote-contentclass=\"forums_Topic
...
 
Összeomlott az AddPlayerClass funkció. Hibásan tért vissza a fegyver.

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #31 Dátum: 2012. Július 07. - 17:24:16 »
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Idézetet írta: divkn date=1341673875\" data-ipsquote-contentapp=\"forums\" data-ipsquote-contenttype=\"forums\" data-ipsquote-contentid=\"9076\" data-ipsquote-contentclass=\"forums_Topic


...
 
Összeomlott az AddPlayerClass funkció. Hibásan tért vissza a fegyver.
 
[/quote]Értem. Tehát, lekell cserélnem az AddPlayerClass( ... ) függvényeket?

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #32 Dátum: 2012. Július 07. - 17:48:48 »
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Dehogy. AddPlayerClass funkcióval semmi probléma nincs. ( Tudtommal. )
Olyan mintha anticheat rendszert használnál. Lekérdezte a fegyvert, csak üresen fogadta ezt az értéket a kliens/szerver.

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #33 Dátum: 2012. Július 07. - 18:34:53 »
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Nemtudom, de ez nem a fegyver miatt.
Meg van egy olyan, ami az interiorra mutat.
Objectokkal kapcsolatos mind a kettõ.. -.-

[TuT] Kliens Crash megfejtése alapfokon
« Válasz #34 Dátum: 2012. Július 07. - 19:23:40 »
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Streamer nembirja az objecteket v mi?

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #35 Dátum: 2012. Július 07. - 19:37:40 »
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Nem, hanem maga a GTA motor. MTA-ba simán megy, sampba pedig crashel -.-
Rengeteg crashet kaptam már énis ezekkel az opcodekkal (Nemcsak én, hanem még rengetegen a hivatalos fórumon is), úgyhogy itt ez az opcodes megoldás nemsokat ér.

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #36 Dátum: 2012. Július 07. - 20:35:27 »
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Idézetet írta: kurta999 date=1341682660\" data-ipsquote-contentapp=\"forums\" data-ipsquote-contenttype=\"forums\" data-ipsquote-contentid=\"9076\" data-ipsquote-contentclass=\"forums_Topic
Nem, hanem maga a GTA motor. MTA-ba simán megy, sampba pedig crashel -.-
Rengeteg crashet kaptam már énis ezekkel az opcodekkal (Nemcsak én, hanem még rengetegen a hivatalos fórumon is), úgyhogy itt ez az opcodes megoldás nemsokat ér.
 
Ohh, francba. :( Elég sok crash van ez miatt a szerveremen. :S

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #37 Dátum: 2012. Július 12. - 10:49:09 »
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Nagyon nem értem mi okozhatja a hibát, egyre több crash van a szerveremen.  :-[ Azok a crashek, amiket az elõzõ hozzászólásokban írtam. :/
Szinte mindig ez a hibaüzenet jön:
 
SA-MP 0.3e
Exception At Address: 0x0071A190
Registers:
EAX: 0x00000000 EBX: 0x0F1E3900 ECX: 0x00000000 EDX: 0x0000018A
ESI: 0x00233FFF EDI: 0x434E4000 EBP: 0x0F1E3989 ESP: 0x0022F850
EFLAGS: 0x00210297
Stack:
+0000: 0x0F1E39BA   0x0F1E3900   0x007E797E   0x00000000
+0010: 0x7265707E   0x00002E63   0x00000000   0x00000000
+0020: 0x00000000   0x00000000   0x00000000   0x00000000
+0030: 0x00000000   0x00000000   0x00000000   0x00000000
+0040: 0x00000000   0x00000000   0x00000000   0x00000000
+0050: 0x00000000   0x00000000   0x00000000   0x00000000
+0060: 0x00000000   0x00000000   0x00000000   0x00000000
+0070: 0x00000000   0x00000000   0x00000000   0x00000000
+0080: 0x00000000   0x00000000   0x00000000   0x00000000
+0090: 0x00000000   0x00000000   0x00000000   0x00000000
+00A0: 0x00000000   0x00000000   0x00000000   0x00000000
+00B0: 0x00000000   0x00000000   0x00000000   0x00000000
+00C0: 0x00000000   0x00000000   0x00000000   0x00000000
+00D0: 0x00000000   0x00000000   0x00000000   0x00000000
+00E0: 0x00000000   0x00000000   0x00000000   0x00000000
+00F0: 0x00000000   0x00000000   0x00000000   0x00000000
+0100: 0x00000000   0x00000000   0x00000000   0x00000000
+0110: 0x00000000   0x00000000   0x00000000   0x00000000
+0120: 0x00000000   0x00000000   0x00000000   0x00000000
+0130: 0x00000000   0x00000000   0x00000000   0x00000000
+0140: 0x00000000   0x00000000   0x00000000   0x00000000
+0150: 0x00000000   0x00000000   0x00000000   0x00000000
+0160: 0x00000000   0x00000000   0x00000000   0x00000000
+0170: 0x00000000   0x00000000   0x00000000   0x00000000
+0180: 0x00000000   0x00000000   0x00000000   0x00000000
+0190: 0x00000000   0x00000000   0x00000000   0x00000000
+01A0: 0x0071A2AA   0x0F1E39BA   0x00000000   0x00000000
+01B0: 0x434E4000   0x43F87000   0x762D80E0   0x0F1E3989
+01C0: 0x72000000   0x43D8BFE6   0x00000000   0x00000000
+01D0: 0x43D8BFE6   0x00000007   0x43F87000   0x43D8BFE6
+01E0: 0x00000000   0xFFFFFFFF   0x00000000   0x00000000
+01F0: 0x00000000   0x00000000   0x00000000   0x00000000
+0200: 0x00000000   0x00000000   0x00000000   0x00000000
+0210: 0x00000000   0x00000000   0x00000000   0x00000000
+0220: 0x00000000   0x00000000   0x00000000   0x00000000
+0230: 0x00000000   0x00000000   0x00000000   0x00000000
+0240: 0x00000000   0x00000000   0x00000000   0x00000000
+0250: 0x00000000   0x00000000   0x00000000   0x00000000
+0260: 0x00000000   0x00000000   0x00000000   0x00000000
+0270: 0x00000000   0x00000000   0x00000000   0x00000000
SCM Op: 0x470, lDbg: 0
Game Version: EU 1.0
State Information: Ped Context: 0
P0 (0,0)
« Utoljára szerkesztve: 2012. Július 12. - 10:52:55 írta Gabor.. »

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #38 Dátum: 2012. Július 17. - 19:34:33 »
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Valaki nem találkozott olyan esettel, hogy beülök egy jármûbe söfõrként akkor crashel a SA-MP illetve a GTA, viszont ha utasként ülök be, akkor nem crashel.
 

SA-MP 0.3e
Exception At Address: 0x0000302E
Registers:
EAX: 0x4435000A   EBX: 0x0956CB89   ECX: 0x0000000A   EDX: 0x00000010
ESI: 0x4309F248   EDI: 0x44192000   EBP: 0x7E37DEB2   ESP: 0x0022FB64
EFLAGS: 0x00210216
Stack:
+0000: 0x00000000   0x44192000   0x4309F248   0x0956CB89
+0010: 0x0071A780   0x0022FB94   0x44192000   0x4309F248
+0020: 0x0956CB89   0x0956CB89   0x0956C788   0x00000000
+0030: 0x49742400   0xC9742400   0xC9742400   0x49742400
+0040: 0x022F3B6E   0x44192000   0x4309F248   0x0956CB89
+0050: 0x0956CB89   0x0956CB89   0xFFFFFFFF   0xFFFFFFFF
+0060: 0xFFFFFFFF   0xFFFFFFFF   0xFFFFFFFF   0xFFFFFFFF
+0070: 0x0956CB89   0x00000001   0x0951C420   0x00000001
+0080: 0x44192000   0x4309F248   0x00000000   0x3ACCCCCD
+0090: 0x44408000   0x3B124925   0x02267C06   0x00000000
+00A0: 0x00000000   0x022E784B   0x0B0A0908   0x00000000
+00B0: 0x00000000   0x412D8106   0x0022FC90   0x00000B7C
+00C0: 0x0000C0FE   0x0022FBD0   0x0022FC88   0xBEC08000
+00D0: 0x4537C000   0x452879FC   0xC4D51604   0x00000A88
+00E0: 0x00000000   0x452879FC   0x00000000   0x00C7DE28
+00F0: 0x00C7DDF8   0x00000001   0x00000001   0x00724D4F
+0100: 0x00C7DE28   0x00C7DDF8   0x00725921   0x450E9AF8
+0110: 0xC48F32E5   0x41D3CF1D   0x40000000   0x00BA873E
+0120: 0xF4A460FF   0x7E37DEB2   0x00000001   0x027D7F58
+0130: 0x00000000   0x450E9AF8   0xC48F32E5   0x41D3CF1D
+0140: 0x452879FC   0xC4D51604   0x412D8106   0x00000000
+0150: 0x00B7CD98   0x0000021B   0x0072859C   0x00000001
+0160: 0x00000000   0x00000005   0x00C80468   0x00000004
+0170: 0x00584954   0x42E6A2EC   0x4401C973   0x00000000
+0180: 0x44018B39   0x00725BF5   0x00020001   0x41600000
+0190: 0xC4D51604   0x40000000   0x000000FF   0x00000000
+01A0: 0x00000000   0x0000004C   0x00000800   0x3E4CCCCD
+01B0: 0x00000001   0x00000000   0x00000000   0x00000000
+01C0: 0x00000000   0x00585CE9   0x00020001   0x00000001
+01D0: 0x00BA8720   0x40000000   0x000000FF   0x022E8A94
+01E0: 0x000003EA   0x00585C2C   0x000003EA   0x00000001
+01F0: 0x00000000   0x00000000   0x00000000   0x7E37DEB2
+0200: 0x00000000   0x000000AF   0x80000000   0x00000000
+0210: 0x42D98000   0x43FFCDB7   0x00000000   0x432C8000
+0220: 0x43FFCDB7   0x450E9AF8   0xC48F32E5   0x41D3CF1D
+0230: 0x00000000   0x00000001   0x0058FCE9   0x00000001
+0240: 0x0053E504   0x00000001   0x00000001   0x7E37DEB2
+0250: 0x0022FDC8   0x00000000   0x80002101   0x00B6F028
+0260: 0x022F9ADC   0x0000001A   0x00000001   0x00000000
+0270: 0x0053EB17   0x43C80000   0x43960000   0x0053ECC2
SCM Op: 0x77E, lDbg: 0
Game Version: US 1.0
State Information: Ped Context: 0

 
Valaki?
« Utoljára szerkesztve: 2012. Július 17. - 19:36:56 írta DrAkE »

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #39 Dátum: 2012. Július 17. - 19:41:53 »
0
Idézetet írta: Koncz_Norbert date=1308862030\" data-ipsquote-contentapp=\"forums\" data-ipsquote-contenttype=\"forums\" data-ipsquote-contentid=\"9076\" data-ipsquote-contentclass=\"forums_Topic
A 0x77E lehet egy RPC (Remote Procedure Call) hiba, ami a samp.dll fájlból keletkezik.
 
get_active_interior_to $ACTIVE_INTERIOR

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #40 Dátum: 2012. Július 17. - 19:42:38 »
0
Rájöttem, viszont annyit tudni kell még, ha más módot rakok be (lvdm), akkor nem crashel, illetve más embernek sem, csak nekem.

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #41 Dátum: 2012. December 27. - 11:51:19 »
0
Vaa :(
Hibás link adna valaki egy újat ?? :)

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #42 Dátum: 2012. December 28. - 10:22:08 »
0
Ez a dolgok 90%-ában hülyeség így utólag mondva, de:
 

0000: NOP
0001: wait 0 ms
0002: jump @MAIN_177
0003: shake_camera 40
0004: $CUSTOM_TOURNAMENT_FLAG = 0
0005: $166 = 292.33
0006: 0@ = -1
0007: 7@ = 0.0
0008: $89 += 1
0009: $TEMPVAR_FLOAT_1 += 1.741
000A: 3@ += 3000
000B: 6@ += 0.1
000C: $1020 -= 1
000D: $TEMPVAR_Z_COORD -= 0.5
000E: 0@ -= 1
000F: 692@ -= 8.0
0010: $GS_GANG_CASH *= 100
0011: $HJ_TEMP_FLOAT *= 100.0
0012: 22@ *= -1
0013: 17@ *= 9.8
0014: $HJ_TWOWHEELS_TIME /= 1000
0015: $EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.0
0016: 4@ /= 2
0017: 14@ /= 1000.0
0018:   $CATALINA_TOTAL_PASSED_MISSIONS > 2
0019:   0@ > 0
001A:   10 > $SYNDICATE_TOTAL_PASSED_MISSIONS
001B:   3 > 20@
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int)
001D:   27@ > 33@  // (int)
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int)
001F:   9@ > $GIRL_PROGRESS[0] // (int)
0020:   $HJ_TWOWHEELS_DISTANCE_FLOAT > 0.0
0021:   26@ > 64.0
0022:   -180.0 > $1316
0023:   0.0 > 7@
0024:   $HJ_CAR_Z > $HJ_CAR_Z_MAX // (float)
0025:   3@ > 6@  // (float)
0026:   $TEMPVAR_FLOAT_1 > 513@(227@,10f)  // (float)
0027:   513@(227@,10f) > $TEMPVAR_FLOAT_2 // (float)
0028:   $5283 >= 180000
0029:   17@ >= 4
002A:   0 >= $GIRL_PROGRESS[4]
002B:   3000 >= 8@
002C:   $SAVE_PICKUPS_INDEX >= $TOTAL_AVAILABLE_SAVE_PICKUPS  // (int)
002D:   43@ >= 271@  // (int)
002E:   $DIALOG_ARRAY_SIZE >= 131@  // (int)
002F:   1@ >= $1264($1288,2i) // (int)
0030:   $STAT_PERCENTAGE_COMPLETED >= 100.0
0031:   42@ >= 0.05
0032:   8.0 >= $5925[0]
0033:   -0.05 >= 42@
0034:   $8276 >= $8278  // (float)
0035:   98@ >= 50@  // (float)
0036:   $TEMPVAR_FLOAT_1 >= 181@(217@,8f)  // (float)
0037:   189@(217@,8f) >= $TEMPVAR_FLOAT_2  // (float)
0038:   $672 == 1
0039:   1@ == 0
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int)
003B:   18@ == 21@  // (int)
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@  // (int)
0042:   $279 == 0.0
0043:   301@ == 0.2
0044:   $3499 == $3507($8549,151f)  // (float)
0045:   85@ == 69@  // (float)
0046:   $var == 0@  // (float)
004D: jump_if_false @MAIN_4068
004E: end_thread
004F: create_thread @MS_BIKE_MISSIONS
0050: gosub @SUB_FADE_500MS
0051: return
0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3
0053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.865 12.8757
0058: $1924 += $1929 // (int)
0059: $1316 += $1317 // (float)
005A: 3@ += 1@  // (int)
005B: 4@ += 17@  // (float)
005C: 17@ += $1029 // (int)
005D: 20@ += $TEMPVAR_FLOAT_1  // (float)
005E: $1923 += 25@  // (int)
005F: $TEMPVAR_FLOAT_3 += 18@  // (float)
0060: $5283 -= $5285 // (int)
0061: $HJ_TEMP_FLOAT -= $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT // (float)
0062: 13@ -= 11@  // (int)
0063: 18@ -= 6@  // (float)
0064: 3@ -= $GIRLRESPECT($GIRLFRIEND,6i)  // (int)
0065: 20@ -= $TEMPVAR_FLOAT_1  // (float)
0066: $6681 -= 171@  // (int)
0067: $TEMPVAR_FLOAT_1 -= 593@(227@,10f) // (float)
0068: $HJ_STUNT_BONUS *= $HJ_STUNT_BONUS_MULT // (int)
0069: $TEMPVAR_FLOAT_3 *= $DISTANCE_BETWEEN_POINTS // (float)
006A: 25@ *= 29@  // (int)
006B: 18@ *= 28@  // (float)
006C: $var *= 22@ // $ *= @ (int)
006D: $TEMPVAR_FLOAT_1 *= 17@ // (float)
006E: 44@ *= $PARAMEDIC_MISSION_LEVEL // (int)
006F: 6@ *= $1040 // (float)
0070: $var /= $var2  // (int)
0071: $5941 /= $5942 // (float)
0072: 1@ /= 17@ // (int)
0073: 18@ /= 17@ // (float)
0074: $8200 /= 51@ // (int)
0075: $TEMPVAR_FLOAT_1 /= 620@ // (float)
0076: 44@ /= $var // (int)
0077: 50@ /= $TEMPVAR_FLOAT_3 // (float)
0078: $5576 += frame_delta_time * 6.0 // (float)
0079: 351@ += frame_delta_time * -1.325 // (float)
007A: $5575 += frame_delta_time * $5574 // (float)
007B: 290@(227@,60f) += frame_delta_time * 425@ // (float)
007C: 423@ += frame_delta_time * $var // (float)
007D: $TEMPVAR_FLOAT_1 += frame_delta_time * 2@ // (float)
007E: $5576 -= frame_delta_time * 6.0 // (float)
007F: 421@ -= frame_delta_time * 1.0 // (float)
0080: $5588 -= frame_delta_time * $5589 // (float)
0081: 549@ -= frame_delta_time * 551@ // (float)
0082: 18@ -= frame_delta_time * $8736 // (float)
0083: $2739 -= frame_delta_time * 8@ // (float)
0084: $5283 = $5284 // (int)
0085: 13@ = 12@ // (int)
0086: $TEMPVAR_FLOAT_1 = $1038 // (float)
0087: 17@ = 3@ // (float)
0088: $TEMPVAR_FLOAT_3 = 17@ // (float)
0089: 14@ = $TEMPVAR_FLOAT_1 // (float)
008A: $3396 = 0@ // (int)
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int)
008C: $HJ_TWOWHEELS_DISTANCE_METERS_INT = float $HJ_TWOWHEELS_DISTANCE_FLOAT to_integer
008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METERS_INT to_float
008E: 25@ = float $DISTANCE_BETWEEN_POINTS to_integer
008F: 17@ = integer $1926 to_float
0090: $IMPORT_CAR_PRICE = float 12@ to_integer
0091: $EXPORT_PRICE_HEALTH_MULTIPLIER = integer 4@ to_float
0092: 22@ = float 17@ to_integer
0093: 14@ = integer 13@ to_float
0094: make $10937 absolute_integer
0095: make 9@ absolute_integer
0096: make $10755 absolute_float
0097: make 196@ absolute_float
0098: 0@ = random_float_in_ranges_0.0_to_1.0
0099: $8224 = random_int_in_ranges_0_to_32767
009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0
009B: destroy_actor 18@
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599
00A5: 0@ = create_car #PONY at 0.0 0.0 0.0
00A6: destroy_car 22@
00A7: car 99@ drive_to 252@ 253@ 254@
00A8: set_car 44@ to_psycho_driver
00A9: set_car 54@ to_normal_driver
00AA: store_car 0@ position_to 3@ 4@ 5@
00AB: put_car 22@ at -1577.942 52.6333 40.0
00AD: set_car 36@ max_speed_to 10.0
00AE: set_car 71@ traffic_behaviour_to 3
00AF: set_car 62@ driver_behaviour_to 5
00B0:   car 79@(163@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.5141
00B1:   car 73@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.0
00BA: show_text_styled GXT \'BEEFY\' time 1000 style 2  // Beefy Baron
00BB: show_text_lowpriority GXT \'IE23\' time 3000 flag 1  // ~s~This vehicle is not required for export.
00BC: show_text_highpriority GXT \'MTIME3\' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.
00BE: text_clear_all
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00C0: set_current_time 8 0
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@
00C2:   sphere_onscreen 159@ 160@ 161@ radius 5.0
00D6: if
00D7: create_thread @NONAME_1 // without extra params
00D8: mission_cleanup
00D9: 68@ = actor $PLAYER_ACTOR car // add to mission cleanup
00DB:   actor $PLAYER_ACTOR in_car 22@
00DD:   actor $PLAYER_ACTOR driving_car_with_model #AMBULAN
00DF:   actor $PLAYER_ACTOR driving
00E1:   player 0 pressed_key 19
00E2: get_player 0 key 15 state_to 4@
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.0
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car
00EF:   actor 72@ 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped
00F0:   actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot
00F1:   actor $PLAYER_ACTOR sphere 0 near_point 540.0 2000.0 radius 40.0 40.0 stopped_in_car
00F2:   actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0
00F3:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 on_foot
00F4:   actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 1.0 2.0 on_foot
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped
0102:   actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot
0103:   actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0
0105:   actor $PLAYER_ACTOR near_actor 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 in_car
0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5
0108: destroy_object $WANTED_LIST_OBJECT
0109: player $PLAYER_CHAR money += 1000000
010A:   player $PLAYER_CHAR money > 461@
010B: 4@ = player $PLAYER_CHAR money
010D: set_player $PLAYER_CHAR wanted_level_to 0
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
010F:   player $PLAYER_CHAR wanted_level > 0
0110: clear_player $PLAYER_CHAR wanted_level
0111: set_wasted_busted_check 0
0112:   wasted_or_busted // mission only
0114: set_actor $PLAYER_ACTOR weapon 38 ammo_to 200000 while_in_car
0117:   player $PLAYER_CHAR wasted
0118:   actor 0@ dead
0119:   car 0@ wrecked
0122:   player $PLAYER_CHAR pressing_horn
0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat
0137:   car 0@ model == #REMINGTN
014B: $PARKED_RHINO = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0
014E: set_timer_to $7234 type 1 // global_variable
014F: stop_timer $1923
0151: remove_status_text $1924
0154:   actor $PLAYER_ACTOR in_zone \'EASB\'  // Easter Basin
0158: camera_on_car 34@ 18 2
0159: camera_on_ped 215@ 15 2
015A: restore_camera
015B: unknown_shake_player_controller 0 time 200 unknown_intensity 255
015D: set_gamespeed 0.9
015F: set_camera_position 664.9277 -479.6112 16.1668 rotation 0.0 0.0 0.0
0160: set_camera_point_at 665.8948 -479.5685 16.4175 mode 2
0161: 341@ = create_marker_above_car 340@ unknown 0 visibility 1
0164: disable_marker $MARKER_CATALINA
0165: set_marker 42@ color_to 1
0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) flags 0 2
0168: set_marker 45@ size 2
0169: set_fade_color_RGB 0 0 0
016A: fade 0 time 0
016B:   fading
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
016E: override_restart at -1605.792 716.8598 11.0241 angle 355.2978
016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f)
0172: $TEMPVAR_ANGLE = actor 215@ Z_angle
0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0
0174: $HJ_CAR_ANGLE = car $HJ_PLAYER_CAR Z_angle
0175: set_car 22@ Z_angle_to 315.0
0176: 13@ = object 0@ Z_angle
0177: set_object 27@ Z_angle_to 180.0
0179:   actor $PLAYER_ACTOR colliding_with_object 73@
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
0184:   actor 35@ health >= 119
0185:   car 73@ health >= 700
0186: $61 = create_marker_above_car $60
0187: 39@ = create_marker_above_actor 67@
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i)
018A: 1@ = create_checkpoint_at 14@ 15@ 16@
018B: set_marker $1629 radar_mode 2
018C: play_sound 1052 at 0.0 0.0 0.0
018D: NOP 76@ 65535 2181.127 -2251.999 14.036
018E: stop_sound 82@
018F:   car 244@ flipped_for_2_seconds
0190: add_car 244@ to_flipped_check // 6 max
0191: remove_car 244@ from_flipped_check
01A1:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1028.2 449.6 cornerB 2@ 3@ on_foot
01A2:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 82@ 83@ cornerB 84@ 85@ in_car
01A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922
01A4:  actor 38@ sphere 0 in_rectangle_cornerA 2400.0 2800.0 cornerB 1000.0 1200.0 stopped_on_foot
01A5:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2@ 3@ cornerB 4@ 5@ stopped_in_car
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot
01A7:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 stopped
01A9:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2300.0 2500.0 50.0 cornerB 2500.0 2700.0 -50.0 stopped_on_foot
01AA:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1@ 2@ 3@ cornerB 4@ 5@ 6@ stopped_in_car
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped
01AD:   car 99@ sphere 0 near_point 252@ 253@ radius 6.0 6.0
01AE:   car 61@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0
01B0:   car 71@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped
01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this
01B4: set_player $PLAYER_CHAR can_move 1
01B5: force_weather 1
01B6: set_weather 1
01B7: release_weather
01B9: set_actor 2@ armed_weapon_to 0
01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
01BC: put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
01BD: $5284 = current_time_in_ms
01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level
01C1:   car $TEMPVAR_ACTOR_CAR stopped
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian
01C3: remove_references_to_car $IMPORT_CAR // Like turning a car into any random car
01C4: remove_references_to_object 82@(39@,16i) // This object will now disappear when the player looks away
01C5: remove_actor_from_mission_cleanup_list 1@
01C7: remove_object_from_mission_cleanup_list 27@
01C8: 40@ = create_actor_pedtype 23 model #SPECIAL01 in_car 35@ passenger_seat 0
01E3: show_text_1number_styled GXT \'BB_15\' number $1922 time 5000 style 1  // NEW HIGH SCORE!!~n~~w~~1~
01E4: show_text_1number_lowpriority GXT \'HJ_IS\' number $HJ_STUNT_BONUS time 2000 flag 1  // INSANE STUNT BONUS: $~1~
01E5: show_text_1number_highpriority GXT \'LOW_38\' number 271@ time 5000 flag 1  // ~s~You need $~1~ to compete.
01E7: remove_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505
01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0
01E9: 43@ = car 71@ num_passengers
01EA: 60@ = car 59@ max_passengers
01EB: set_traffic_density_multiplier_to 0.0
01EC: make_car 34@ very_heavy 1
01F0: set_max_wanted_level_to 6
01F3:   car $HJ_PLAYER_CAR in_air
01F4:   car 108@ flipped
01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR
01F6: cancel_override_restart
01F7: set_player $PLAYER_CHAR ignored_by_cops 1
01F9: init_rampage_gxt \'RAMPAGE\' weapon 22 time_limit 30000 targets 30 target_models #CABBIE #TAXI #CABBIE #TAXI completed_text 1
01FA: 17@ = rampage_status
01FB: 28@ = square_root 18@
0202:   actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 flag 0
0203:   actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot
0204:   actor 66@ near_car 34@ radius 15.0 15.0 flag 0 in_car
0205:   actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 flag 0
0206:   actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 3.0 flag 0 on_foot
0207:   actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car
0208: 17@ = random_float_in_ranges -0.2 0.2
0209: 17@ = random_int_in_ranges 0 10
020A: set_car 0@ door_status_to 4
020B: explode_car 57@
020C: create_explosion_with_radius 0 at 72@ 73@ 74@
020D:   car $HJ_PLAYER_CAR flipped
0213: $PICKUP_INFO_HOSPITAL = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49
0214:   pickup $BUY_ASSET_PICKUPS[0] picked_up
0215: destroy_pickup $BUY_ASSET_PICKUPS[0]
0216: enable_taxi 87@ light 0
0217: show_text_styled GXT \'MYTEXT\' time 3000 style 1  // versionB
021B: set_garage \'BODLAWN\' to_accept_only_car $PLAYER_CAR
0221: set_player $PLAYER_CHAR trapped_in_car 1
0223: set_actor 2@ health_to 500
0224: set_car 34@ health_to 1000
0226: $6459 = actor 164@ health
0227: 4@ = car 22@ health
0229: set_car $IMPORT_CAR primary_color_to 11 secondary_color_to 0
022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0
022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0
0237: set_gang 1 weapons_to 24 29 4
023B:   actor 70@(43@,6i) colliding_with_object 105@
023C: load_special_actor \'TENPEN\' as 1 // models 290-299
023D:   special_actor 1 loaded
0241:   player $PLAYER_CHAR in_remote_mode
0244: set_cutscene_pos 4@ 7@ 10@
0245: set_actor $ACTOR_SMOKE walk_style_to \"FATMAN\"
0247: load_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i)
0248:   model 15@ available
0249: release_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i)
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0253: save_current_time
0254: restore_current_time
0256:   player $PLAYER_CHAR defined
0293: 38@ = get_current_controls
0294: set_car 37@ sprayable 0
0296: unload_special_actor 1
0297: reset_player $PLAYER_CHAR destroyed_model_counters
0298: get_player $PLAYER_CHAR destroyed_model #TOPFUN quantity_to $BEEFYBARON_SCORE
0299: activate_garage \'VECMOD\'
029B: 27@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0
02A0:   actor $PLAYER_ACTOR stopped
02A3: enable_widescreen 1
02A7: $439 = create_icon_marker_and_sphere $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE
02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE
02A9: set_actor 1@ immune_to_nonplayer 1
02AA: set_car 69@ immune_to_nonplayer 1
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0
02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
02B9: deactivate_garage \'BEACSV\'
02BF:   car 51@ sunk
02C0: store_to 137@ 138@ 139@ ped_path_coords_closest_to 141@ 142@ 143@
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@
02C2: car 71@ drive_to 2644.462 -2016.282 12.5547
02CA:   car 61@ bounding_sphere_visible
02CB:   actor $ACTOR_SMOKE bounding_sphere_visible
02CC:   object 0@ bounding_sphere_visible
02CE: 16@ = ground_z_at 2@ 3@ 4@
02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1
02D0:   fire 163@ extinguished
02D1: remove_fire 138@
02D3: boat 290@($7257,2i) sail_to 343@(366@,6f) 349@(367@,4f) 0.0
02D4: car 290@($7257,2i) turn_off_engine
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24
02D8:   actor $PLAYER_ACTOR current_weapon == 28
02DB: set_boat 379@(253@,16i) speed_to 50.0
02DD: 88@ = get_random_ped_in_zone \'SAN_AND\' with_pedtype_civilian 1 gang 0 criminal/prostitute 1
02E0:   actor $PLAYER_ACTOR aggressive
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 1
02E2: set_actor 2@ weapon_accuracy_to 75
02E3: 188@ = car 59@ speed
02E4: load_cutscene_data \'PROLOG1\'
02E7: start_cutscene
02E8: $129 = cutscenetime
02E9:   cutscene_reached_end
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
02ED: set_total_hidden_packages_to 75
02EE:   projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@
02F2:   actor 164@ model == #BMYPOL1
02F6: 14@ = sine 45.0 // (float)
02F7: 13@ = cosine 45.0 // (float)
02F8: get_car 95@ Z_angle_sine_to 294@
02F9: get_car 95@ Z_angle_cosine_to 295@
02FA: set_garage \'MICHDR\' type 5
02FD: show_text_2numbers_lowpriority GXT \'BB_05\' numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m
0302: show_text_4numbers GXT \'WHEEL01\' numbers $HJ_BONUS
0303: show_text_4numbers_highpriority GXT \'QUAR_P6\' numbers 208@ 209@ 210@ 211@ time 10000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.
0308: show_text_6numbers GXT \'HJSTAT\' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STUNT_DISTANCE_MAX_REM $HJ_STUNT_HEIGHT $HJ_STUNT_HEIGHT_REM $HJ_STUNT_FLIPS $HJ_STUNT_ROTATION_INT time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation:
030C: progress_made += 1
030D: set_max_progress 187
0317: increment_mission_attempts
0318: set_latest_mission_passed \'INTRO_1\'  // Big Smoke
031A: remove_all_fires
031D:   actor $ACTOR_RYDER hit_by_weapon 51
031E:   car 35@(328@,10i) hit_by_weapon 38
0321: AS_actor $ACTOR_SMOKE die_headshotted
0323: enable_boat 290@ anchor 1
0325: 49@ = create_car 35@ fire
0326: 138@ = create_actor 94@ fire
0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115
032A: set_behind_camera_mode_to 1
032B: $811 = create_weapon_pickup #M4 group 15 ammo 60 at 2021.879 1001.467 10.3203
0330: set_player $PLAYER_CHAR infinite_run 0
0331: set_player $PLAYER_CHAR fast_reload 1
0332: set_actor 66@ bleeding 1
0335: enable_free_respray 1
0337: set_actor 18@ visibility 0
0338: set_car 59@ visibility 0
0339:   anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 0 actor 1 object 0 particle 0
033E: set_draw_text_position 320.0 180.333 GXT \'BJ_PUSH\'  // Push
033F: set_text_draw_letter_size 1.3 3.36
0340: set_text_draw_RGBA 180 180 180 255
0341: set_text_draw_align_justify 0
0342: set_text_draw_centered 1
0343: set_text_draw_linewidth 640.0
0344: set_text_draw_linewidth 580.0 for_centered_text
0345: enable_text_draw_background 0
0348: enable_text_draw_proportional 1
0349: set_text_draw_font 3
034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0
034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ collision_check 1
034F: destroy_actor_with_fade 2@
0350: set_actor 2@ maintain_position_when_attacked 1
0356:   explosion_type -1 in_cube_cornerA 107@ 108@ 109@ cornerB 110@ 111@ 112@
035C: place_object $201[7] relative_to_car $198 with_offset -7.0 74.0 -0.5
035D: set_object $1754[0] targetable 1
035F: actor 98@ armour += 100
0360: open_garage \'BURG_LK\'
0361: close_garage \'MICHDR\'
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1
0364:   actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR
0366:   object $1754[0] damaged
036A: put_actor 93@ in_car 70@
036D: show_text_2numbers_styled GXT \'TX_SEQ\' numbers $8198 115@ time 5000 style 5  // ~1~ IN A ROW bonus! $~1~
0373: set_camera_directly_behind_player
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@
0382: set_object 0@ collision_detection 1
0384: show_text_1string GXT 98@s string 100@s time 15000 1
038A:   any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0
038B: load_requested_models
038C: object 102@ scatter 0.0 0.0 -2.0
038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RGBA 128 128 128 255
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255
038F: load_texture \"DOWN\" as 1 // Load dictionary with 0390 first
0390: load_txd_dictionary \'LD_BEAT\'
0391: release_textures
0392: make_object 0@ moveable 1
0393: actor 215@ perform_animation \"POOL_SHORT_SHOT\" at 248@ times_normal_rate
0394: play_music 2
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0
0396: pause_timer 0
0397: enable_car 103@ siren 1
039C: unknown_car 379@(253@,16i) flag 1
039E: set_actor 65@ locked 1 while_in_car
039F: set_car 51@ race_to 116@ 117@
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2
03A2: set_car 69@ action 3
03A3:   actor 0@ male
03A4: name_thread \'MAIN\'
03A7: NOP $CURRENT_WANTED_LIST
03A8: NOP 208@
03A9: NOP
03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3
03AB: set_car 95@ stability_on_turning_movements 1
03AD: NOP 0
03AF: enable_streaming 0
03B0:   garage \'BODLAWN\' door_open
03B1:   garage \'HBGDSFS\' door_closed
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE
03B7: process_cutscene_only 0
03BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.31
03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0
03BD: destroy_sphere 149@
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
03C0: $2197 = actor $PLAYER_ACTOR car
03C3: set_timer_to $1923 type 1 GXT \'BB_19\' // global_variable  // Time
03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT \'ZER2_43\' // global_variable  // Score ~1~
03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383
03C7: set_sensitivity_to_crime 0.7
03C8: rotate_player-180-degrees
03C9:   car 73@ damaged
03CA:   object $2727 exists
03CB: set_rendering_origin_at 2488.562 -1666.865 13.3757
03CC: enable_car 79@ stuck_check_distance_to 2.0 time_to 2000
03CD: disable_car 73@ stuck_check
03CE:   car 79@(163@,4i) stuck
03CF: load_wav 43205 as 1
03D0:   wav 3@ loaded
03D1: play_wav 1
03D2:   wav 3@ ended
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE
03D5: remove_text \'TTUTOR\'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
03D6: remove_styled_text \'BOXBURG\'  // Boxville
03D7: set_wav 3 location 884.9761 -1079.983 23.3133
03D8: show_save_screen
03D9:   save_done
03DC: 167@ = create_marker_above_pickup 50@
03DE: set_pedestrians_density_multiplier_to 0.0
03E0: draw_text_behind_textures 0
03E3: set_texture_to_be_drawn_antialiased 1
03E4: set_text_draw_align_right 0
03E5: show_text_box \'HELP101\'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
03E6: remove_text_box
03E7: flash_hud_component 10
03EB: clear_small_messages_only
03ED: set_car 379@(253@,16i) disable_flipped_explosion_when_empty 1
03EE:   player $PLAYER_CHAR controllable
03EF: player $PLAYER_CHAR make_safe
03F0: enable_text_draw 1
03F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@
03F4: set_all_cars_apply_damage_rules 0
03F5: set_car 41@ apply_damage_rules 1
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@
03FE: set_actor 1@ money 0
0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@
0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.337 1.566 0.657
040C:   is_german_game
040D: unload_wav 3@
0414: set_player $PLAYER_CHAR free_treatment_once 1
0417: start_mission 0  // Initial 1
0418: set_object 238@ draw_last 1
041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo
041D: set_camera_near_clip 0.1
041E: set_radio_station 3
0423: set_car 96@ improved_handling_to 2.0 // (float)
0424:   is_system_metric
0425: 17@ = meters 17@ to_feet
0428: unknown_car 35@ flag 1
042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0
042C: set_total_missions_to 147
042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial
042E: downdate_integer_stat 212 to 448@ // same as 0582
0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0
0431:   car $TEMPVAR_ACTOR_CAR passenger_seat_free 0
0432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0
0433: set_actor 50@ criminal_flag 1
0434: show_credits
0435: end_credits
0436:   credits_ended
043C: disable_sounds_after_fade 0
0441: 6@ = car $TEMPVAR_ACTOR_CAR model
0445:   improved_handling_cheat_used
0446: set_actor 2@ dismemberment_possible 0
0448:   actor $ACTOR_RYDER in_car $RYDER_CAR
0449:   actor $PLAYER_ACTOR in_a_car
044B:   actor $PLAYER_ACTOR on_foot
0453: set_object $CRANE_MAGNET XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0457:   player $PLAYER_CHAR aiming_at_actor 101@
0458:   player $PLAYER_CHAR aiming_at_object $1754[0]
0459: end_thread_named \'INT\'
045A: draw_text_1number 320.0 155.333 GXT \'ALLRACE\' number 0@  // ALL RACES WON!~n~~w~$~1~
045B: draw_text_2numbers 320.0 390.0 GXT \'TIME\' numbers $TIME_MINS $6228  // ~1~:~1~
045C: abort_mission
0460: set_camera_transverse_delay 0.0 time 3000
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0466: unknown_car 39@ flag 1
0467: clear_actor $ACTOR_RYDER last_weapon_damage
0468: clear_car 68@ last_weapon_damage
046C: 125@ = car 42@ driver
046D: 55@ = actor 36@ members_in_group
046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON
0470: 76@ = actor $PLAYER_ACTOR current_weapon
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 sphere 0
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot
0474:   actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 flag 0
0475:   actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 flag 0 on_foot
0477: set_car 77@ animation 3 time 6000
047A:   actor $PLAYER_ACTOR driving_bike
0480:   actor 131@(52@,6i) looking_at_death_of_actor_pedtype 25
0484: 34@ = player $PLAYER_CHAR RC_car
0485: return_true
0488:   model #TAXI exists  // versionA
0489: set_actor $PLAYER_ACTOR muted 1
048A: set_RC_car_detonation 0 // or opcode 04D6
048B: set_car 35@ route_seed $8224
048C:   pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up
048F: actor $PLAYER_ACTOR remove_weapons
0491:   actor $PLAYER_ACTOR has_weapon 46
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y
0495:   car 78@ burning
0496:   tire 2 on_car 34@ deflated
04A2: set_heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f)
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any
04A4:   17@ == 3  // @ == any
04A5: get_dead_actor_pickup_coords 72@(43@,4i) store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_GANG_CASH
04A7:   actor $PLAYER_ACTOR driving_boat
04A9:   actor 395@(253@,16i) driving_heli
04AB:   actor 395@(253@,16i) driving_plane
04AD:   actor $PLAYER_ACTOR in_water
04AE: $ICON_CJ = 15 // $ = any
04AF: 157@ = 43200  // @ = any
04B0:   $var > 4  // $ > any
04B1:   2@ > 4.0  // @ > any
04B2:   6 > $var  // any > $
04B3:   1243 > 44@  // any > @
04B4:   $var >= 410.3  // $ >= any
04B5:   2@ >= 180  // @ >= any
04B6:   42 >= 37@  ; any >= $
04B7:   3000 >= 34@  // any >= @
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon 380@ ammo 381@ model 381@
04B9: unknown_get_at 153@ 154@ 145@ height 10.0 radius 500.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@
04BA: set_car 34@ speed_to 0.0
04BB: select_interior 0
04BD: set_car 72@ is_part_of_convoy 1
04C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 1
04C1: remove_references_to_roadblocks
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0
04C5:   actor 284@ photographed
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle
04CE: $MARKER_EMMETS_GUN = create_icon_marker_without_sphere 18 at 2447.364 -1974.496 12.5469
04D0: force_heli 58@ looking_angle_to 270.0
04D1: reset_heli 4@ looking_angle
04D2: set_plane 379@(253@,16i) fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f)
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@
04D5: create_corona_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 110@ type 2 flare 2 RGB 0 255 0
04D6: enable_RC_car_detonation 0 // or opcode 048A
04D7: set_actor $PLAYER_ACTOR locked 1
04D8: set_actor 395@(253@,16i) drowns_in_water 0
04D9: object 0@ set_scripted_collision_check 1
04DA:   has_object 110@(176@,10i) collided
04DB: exit_RC_mode // on foot version
04DD: $9594 = actor $PLAYER_ACTOR armour
04DF: set_heli 71@ lean_and_thrust_limiter 0
04E0: car 76@ abandon_path_radius 30
04E1: open_and_freeze_car_trunk 524@
04E2: NOP $PLAYER_CHAR 1
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000
04E4: refresh_game_renderer_at 2488.562 -1666.865
04E5:   object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 flag 0
04E6:   object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0
04E7:   object 117@(34@,7i) in_water
04E9:   object 95@ in_rectangle_cornerA 400.0 500.0 cornerB 200.0 300.0 sphere 0
04EA:   object 62@(42@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 0
04EB: AS_actor 65@ crouch 1
04ED: load_animation \"LOWRIDER\"
04EE:   animation \"GANGS\" loaded
04EF: release_animation \"LOWRIDER\"
04F0:   unknown_is_actor_waiting_for_world_collision $PLAYER_ACTOR
04F1:   unknown_is_car_waiting_for_world_collision $RYDER_CAR
04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
04F7: status_text $1924 type 0 line 1 GXT \'BB_18\' // global_variable  // Score
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 spawn_policeB_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0
04F9: set_sky_color 1 fade 0
04FA: reset_interior 0 colors
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $HJ_TWOWHEELS_TIME $HJ_TWOWHEELS_DISTANCE_FLOAT wheelie: $HJ_WHEELIE_TIME $HJ_WHEELIE_DISTANCE_FLOAT stoppie: $HJ_STOPPIE_TIME $HJ_STOPPIE_DISTANCE_FLOAT
04FE: deflate_tire 2 on_car 280@
0500:   player $PLAYER_CHAR skin == \"GIMPLEG\" on_bodypart 17
0501: set_player $PLAYER_CHAR driveby_mode 0
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2223.56 -1168.05 32.28 handle_as 47@
0506: set_car_model #PICADOR next_variation 4 4 // first param is useless
0508: car 35@ close_all_doors
0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 14@ 15@
050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 4@ 5@ 6@
050E: set_object 281@ no_collision_with_car 95@
050F: get_max_wanted_level_to 53@
0512: show_permanent_text_box \'HOSP_1\'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
0513: show_text_box_1number \'SLOT_02\' number 14@  // ~k~~VEHICLE_ENTER_EXIT~ Use Slot Machine $~1~
0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup \'PROP_4\' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0]  // You cannot buy this property yet.
0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup \'PROP_3\' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $1653  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0519: set_car 22@ locked 1
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR
051B:   actor 4@ damaged_by_car 5@
051C:   car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR
051D:   car 57@ damaged_by_car 40@
051E: 196@ = get_current_radio_station
0526: set_actor 65@ stay_in_car 1
052C: set_player $PLAYER_CHAR drunk_visuals 100
053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@
053F: set_car 37@ tires_vulnerability 0
0541: car 35@ enable_guns_sound
0547:   actor 234@ colliding_with_car $SWEET_CAR
054A: set_actor $ACTOR_SWEET immune_to_car_headshots 0
054C: use_GXT_table \'INTRO1\'
054E: clear_actor 219@ damage
054F: clear_car 87@ damage
0550: keep_object 0@ in_memory 1
0555: remove_weapon 22 from_actor 65@
055D: make_player $PLAYER_CHAR fireproof 1
055E: set_player $PLAYER_CHAR max_health += 100
055F: set_player $PLAYER_CHAR max_armour += 50
0560: create_random_actor_in_car 148@ handle_as 149@
0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 0
0563: set_player $PLAYER_CHAR driveby_ammo_to 78
0564: heli 34@ simulate_crash_landing
0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 7
0566: link_object $2703 to_interior 1
0568: set_actor 2@ untargetable 1
056A:   intro_skipped
056C:   actor $PLAYER_ACTOR driving_police_car
056D:   actor 0@ defined
056E:   car 0@ defined
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369
0572: enable_taxi_nitros 1
0574: set_car 51@ keep_position 1
0575: set_actor 67@ pinned_position 0
057E: set_radar_grey 1
0581: enable_radar 0
0582: downdate_integer_stat 175@($RACE_INDEX,30i) to 450@ // same as 042E
0583:   player $PLAYER_CHAR in_zone \'GAN1\'
0587: enable_car 35@ validate_position 0
0588: disable_actor 65@ validate_position 1
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed
0594: unknown_car 289@ flag 0
0595: mission_complete
0597:   actor $PLAYER_ACTOR crouching
059A: return_false
059C: enable_status_text $6705 flashing 0 // global_variable
059D: shuffle_card_decks 1
059E: get_card_to 12@
059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
05A0:   unknown_camera_B6F07E_check
05A1: set_object 225@(224@,15i) rotation_velocity_about_an_axis 0.0 151@ 0.0 through_center_of_body
05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass
05A3:   object 38@(119@,4i) stopped
05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@
05A5:   is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@
05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0
05A8: get_object 82@ speed_to 48@
05A9: s$IMPORT_DAYS[0] = \'IE16\' // s$ // Sunday
05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = \'short\'
05AD:   $5365(227@,10s) == 142@s // s$ == \'short\'
05AE:   377@(40@,10s) == 108@s // @s == \'short\'
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET
05B6: CURRENT_WANTED_LIST = 1
05B9: AS_actor -1 stay_idle 1 ms
05BA: AS_actor 2@ move_mouth -1 ms
05BB: AS_actor -1 fall_down 0 time_on_ground 500
05BC: AS_actor -1 jump 1
05BD: AS_actor 71@ tired 60000 ms
05BE: AS_actor 54@ die
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms
05C0: AS_actor 66@ look_at_car 51@ 4000 ms
05C1: AS_actor -1 speak_from_audio_table 230
05C2: AS_actor 98@ show_the_finger
05C3: AS_actor 35@ hands_cower
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms
05C5: AS_actor 34@ cower -1 ms
05C7: AS_actor -1 use_atm
05C8: AS_actor -1 look_around
05C9: AS_actor -1 on_guard 2000 ms
05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 10000 ms
05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms
05CD: AS_actor -1 exit_car 22@
05CF: AS_actor 102@ exit_car 73@ in_direction 2316.4 -1519.2 24.3
05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 model #NULL 0
05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2
05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA
05D4: AS_actor -1 rotate_angle 77.0
05D6: clear_scmpath
05D7: add_point_to_scmpath 372.0 -120.1 1000.5
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0
05D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.0
05DA: AS_actor 133@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -1
05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000
05DE: AS_actor 54@ walk_around_ped_path
05E2: AS_actor 65@ kill_actor 50@
05EB: assign_car 35@ to_path 706
05EC: release_car 51@ from_path
05ED: freeze_car 71@ while_on_path
05EE: unfreeze_car 71@ while_on_path
05F1: set_car 37@ follow_car 35@ keep_9o_clock
05F2: set_car 36@ follow_car 35@ keep_3o_clock
05F3: set_car 530@ follow_car 535@ keep_6o_clock
05F4: set_car 99@ follow_car 299@ keep_12o_clock
05F5: AS_actor 43@ goto_point 2516.686 -1675.861 13.1227 mode 4 5500 ms // versionB
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 height 82.0 flag 0
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ height 1.0 flag 0 in_car
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 depth -20.0 flag 0
05FD:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 depth 2.0 flag 0 on_foot
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car
0602:   actor $PLAYER_ACTOR driving_taxi
0603: AS_actor 65@(48@,3i) goto 2493.82 -1669.91 12.8 mode 7 timelimit -1 // versionC
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE
0605: actor -1 perform_animation \"M_SMKLEAN_LOOP\" IFP \"LOWRIDER\" rate 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0606: create_forbidden_for_scripted_cars_cornerA -1695.1 587.6 cornerB -1771.3 -1310.0
0607: remove_forbidden_for_scripted_cars
060A: create_decision_maker_type 0 store_to 207@ // decision\\allowed\\m_.ped files
060B: set_actor 1@ decision_maker_to 65543
060D: draw_text_shadow 0 color_RGBA 0 0 0 255
060E:   car 35@ assigned_to_path
060F: set_actor 102@(42@,9i) melee_accuracy_to 100.0
0611:   actor 2@ performing_animation \"LRGIRL_IDLE_TO_L0\"
0612: set_actor 66@ animation \"SHP_HANDSUP_SCR\" paused 0
0613: 26@ = actor 2@ animation \"LRGIRL_IDLE_TO_L0\" time
0614: set_actor 215@ animation \"POOL_SHORT_SHOT\" progress_to 247@ // 0.0 to 1.0
0615: define_AS_pack_begin 15@
0616: define_AS_pack_end 15@
0618: assign_actor 2@ to_AS_pack 15@
0619: enable_actor 164@ collision_detection 0
061A: get_actor $PLAYER_ACTOR animation \"LAPDAN_P\" total_time_to 23@
061B: remove_references_to_AS_pack 15@
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@
061E: remove_references_to_AS_origin 205@
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@
0622: AS_actor $PLAYER_ACTOR bail_car 35@
0623: add 1 to_integer_stat 214
0624: add 40.0 to_float_stat 160
0625: decrease_integer_stat 184 by 1
0626: decrease_float_stat 21 by 8.0
0627: update_integer_stat 215 to $1922
0628: add 17@ to_float_stat 2
0629: change_integer_stat 181 to 0
062A: change_float_stat 165 to 800.0
062E: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found
062F: 192@ = create_group_type 0
0630: put_actor 423@ in_group 192@ as_leader
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP
0632: release_group $PLAYER_GROUP
0633: AS_actor 50@ exit_car
0634: AS_actor 67@ attack_using_weapon_actor 50@ unknown 4 unknown 2000 unknown 100
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms
0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR
0638: AS_actor 429@ stay_put 1
0639: AS_actor -1 rotate_to_actor 86@
0642:   actor 39@ at_AS_origin 205@
0643: set_AS_pack 15@ loop 1
0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E
0647: clear_actor 164@ look_task
0648: unknown_actor 109@ task_set 150.0 // float
064B: 62@ = create_particle \"PUKE\" at 90@ 91@ 92@ type 1
064C: make_particle 62@ visible
064E: stop_particle 55@
064F: remove_references_to_particle 167@
0650: destroy_particle 177@
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181
0653: $STAT_FAT = float_stat 21
0654: make_object 114@(50@,7i) fireproof 1
0655: AS_actor 214@ look_at_object 82@ 10000 ms
0656: get_angle 351@ absolute_degrees_to 351@
0657: car 35@ open_componentA 4
065B: store_pickup 95@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
065C: release_decision_maker $1230
065D: NOP $6443 \"M_STAGE\"
065E: NOP $6451 \"CUE_BALL_SPEED\"
0661: NOP \"string\"
0662: NOP \"AAAAAAAAA\"
0663: NOP \"IGFIDX\" $GIRLFRIEND
0664: NOP \"CHIP_SET_Z\" $9387
0665: get_actor 88@ model_to 94@
0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms
0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms
0669: 55@ = attach_particle \"EXHALE\" to_actor $ACTOR_RYDER with_offset 90@ 91@ 92@ type 1
066A: 137@ = attach_particle \"PETROLCAN\" to_actor 71@ with_offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ type 1
066B: 280@ = attach_particle \"PRT_SPARK\" to_car 152@ with_offset -1.69 3.607 -0.271 type 1
066C: 179@ = attach_particle \"CEMENT\" to_car 90@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 type 1
066D: 100@ = attach_particle \"SMOKE_FLARE\" to_object 94@ with_offset 0.0 0.0 0.1 type 1
066E: 20@ = create_particle \"COKE_TRAIL\" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 type 1
0672: AS_actor -1 attack_car 543@
0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate \"N13_LLF_\"
0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1
0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ tilt 0.0 mode 2
067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 mode 2
067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 mode 2
067E: put_camera_on_actor 70@ with_offset 0.0 -5.0 4.0 point_to_actor 70@ tilt 0.0 mode 2
067F: set_car 35@ lights 2
0680: unknown_assign_AS_origin 205@ to_actors_pedtype 24
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0
0682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 0
0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0
0684: detach_car 208@ 20.0 180.0 0.0 collision_detection 0
0685:   object 62@(42@,25i) attached
0686:   car 89@ attached
0687: clear_actor $PLAYER_ACTOR task
0688: unknown_actor -1 flags 0 0 0
0689: set_car 95@ remove_componentA 1 visible_effect_flag 0
068A: set_car $RYDER_CAR repair_componentA 2
068B: set_car 150@ all_disembark
068C:   unknown_player_check $PLAYER_CHAR
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0697: set_car 543@ remove_componentB 4 visible_effect_flag 1
0698: set_car 543@ repair_componentB 4
0699: set_car 34@ repair_tire 2
069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0
06A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
06A3: get_car 90@ mass_to 46@
06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back
06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms
06AA:   NOP_false 244@
06AB: set_actor 213@ all_weapons_hidden 1
06AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed
06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@
06AE: create_group_decision_maker_type 0 store_to 42@ // decision\\\\allowed\\\\mission.grp
06AF: set_player $PLAYER_CHAR sprint_mode 0
06B0: AS_actor 41@ sit_down 400000 ms
06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0
06B2: destroy_searchlight 58@
06B3:   searchlight 58@ active
06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5
06B5: set_searchlight 4@ travel_to 0.0 0.0 0.0 speed 0.0
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2
06B7:   searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR
06B9:   cutscene_data_loaded
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997
06BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path
06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 1
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0
06BE: 274@ = car 95@ x_angle
06BF: set_searchlight 4@ follow_car 1@ speed 1.0
06C0:   searchlight 4@ spotted_car 1@
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0
06C2: AS_actor -1 goto -1762.369 951.1278 23.7487 mode 4 turn_radius 1.0 stop_radius 1.0 actor 37@ with_offset 0.0 0.0 0.0
06C3: get_number_of_fires_within_sphere_at 282@ 283@ 284@ radius 1.2 store_to 215@
06C4: create_marker_above_searchlight 383@ handle_as 407@
06C5: release_car 62@ from_path
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000
06C8: enable_riot 0
06C9: remove_actor $ACTOR_RYDER from_group
06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_offset 0.0 1.181 0.768
06CF: NOP 0
06D0: enable_emergency_traffic 1
06D1: v$1225 = \"NIL\" // v$ = string
06D2: 28@v = \"LAPDAN1\" // @v = string
06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205@ radius 6.0
06D6: disable_racing_checkpoint 449@
06D7: enable_train_traffic 0
06D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1
06D9: destroy_defined_trains
06DA: reset_train_directions
06DB: destroy_all_trains
06DC: set_train 36@ acc 0.0
06DD: set_train 36@ speed 0.0
06DE: 163@ = get_train 129@ last_carriage_handle
06DF: destroy_player $SECOND_PLAYER
06E0: set_2_player_camera_mode_to 1
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2
06E2: AS_actor 54@(119@,4i) run_to_object 38@(119@,4i) timelimit -1 stop_within_radius 1.0
06E3: AS_actor -1 roll_sideways 1
06E4: AS_actor 55@(141@,9i) attempt_to_bust_actor $PLAYER_ACTOR
06E5: get_car $CARMOD_CAR possible_to_built_in_component_pool_index $10449($2515,16i) itemID_to $10465($2515,16i)
06E6: get_itemID $10188 destinated_component_slot_to $10189
06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@
06E8: car 4@ destroy_component 2
06E9: load_car_component #WHEEL_OR1
06EA:   car_component $10415 available
06EB: release_car_component #WHEEL_OR1
06EC: get_car $CARMOD_CAR number_of_color_indices_to $10446
06ED: set_car 34@ paintjob 0
06EE:   actor 263@ in_group 260@
06EF:   actor 37@ leading_group 274@
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0
06F1: set_2_player_distance_limit_to 50.0
06F2: release_2_players_distance_limit
06F3: unknown_2_players_flag 0
06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@,21i)
06F8: get_nearest_route_for 62@ 63@ 64@ in_direction 1 store_to 342@ 343@ 344@ Z_angle_to 345@
06FA: unknown 0
06FC:   car 125@ stuck_check_enabled
06FD: set_car 77@ speed_on_path_to 1.0
06FF:   any_ped_near_actor 0@ in_range 20.0
0701: end_scene_skip
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0
0704: car 17@ drive_to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f)
0705: car 54@ assign_to_path 342 and_drive_normal
0706: advance_car 108@ further_along_path 1.0
0707: start_scene_skip_to @INTRO_3132
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27
0709: set_decision_maker 0@ on_event 31 task 413 respect 0.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation \"NULL\" IFP_file \"NULL\" time 1
070B: set_actor 164@ onbone_attached_object_operation 0
070C: explode_car_without_radius_damage 41@
070D: rebuild_player $PLAYER_CHAR
070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0
070F: plane 38@ fly_direction 180.0 altitude_between 200.0 and 200.0
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0
0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
0714: unknown_car 38@ flag 1
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1
0717: assign_actor 55@ to_dialogue_mode
0719: enable_dialogue_mode
071A:   actor 55@ current_dialogue_text == 287@s
071E: get_object 102@ health_to 103@
071F: set_object 109@(214@,5i) health_to 1
0723: break_object $1754[0] intensity 1
0724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.0
0726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0
0727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat
072B: put_actor $ACTOR_OG_LOC into_car 36@ passengerseat -1
072C: generate_police_bikes 0
072D:   unknown_check %1d% %2d% %3d% %4d% %5d% %6h%
072E:  unknown_check %1d% %2d% %3d% %4d% %5d% %6h% %7d% %8d%
072F: enable_car 96@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
0730: car 280@ damage_componentA 1
0731: set_car 34@ y_angle_to 73@
0732: random_car_generator_disable_model #SAVANNA
0733: random_car_generator_enable_model #SAVANNA
0734: reset_random_car_generator_models
0735:   NOP_false 49
0736:   NOP_false 32
0737:   actor $PLAYER_ACTOR lifting_object 117@(34@,7i)
073B: unknown_car 62@ flag 1
073C: car 280@ damage_componentB 0
073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $TEMPVAR_ACTOR_CAR
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@
0741:   actor $PLAYER_ACTOR busted
0742: unknown_plane 35@(328@,10i) unknown_set -0.8
0743: heli 37@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.0
0745: set_hydra 35@(328@,10i) thrust_to_horizontal
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0
0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat
0749: reset_group_decision_maker 42@ event 54
074A: set_group_decision_maker 146@ on_event 54 taskID 1513 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files
074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@
074C: AS_actor -1 goto_AS_origin 205@
074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2
074E: unknown_actor 40@ unknown_set 5.0 unknown_flag 1
074F:   actor 55@ ped_event == 31
0750: set_object $GIRLDOORS[6] visibility 0
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 unknown 1 3000 5000 away_radius 50.0
0752: NOP 244@
0754: define_new_animation_path
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation \"NONE\" IFP_file \"NONE\"
075A: set_object 359@ animation \"POOL_XLONG_SHOT_O\" IFP \"POOL\" rate 10000.0 lockF 0 loop 1 // IF AND SET
075B: zoom_radar 0
075C:   marker 1@ enabled
075D: load_shopping_data_SHOPS_subsection \"CLOTHES\" // \"string\"
075E: load_shopping_data_PRICES_subsection $9921($9872,12s) // \"string\"
075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS
0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON
0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST
0762: AS_actor 1@ dies
0763: add_car_reference 34@ // mission only
0767: set_zone \'MARKST\' popcycle_group_for_peds_and_cars_to 14  // Market Station
076A: set_zone \'CHC1A\' dealer_density_to 4
076B: get_zone 17@s dealer_density_to 16@
076C: set_zone \'ELCO1\' gang 2 density_to 40
076D: get_zone \'GAN1\' gang 1 density_to 35@
076F:   text_priority_displayed
0770: set_actor 37@ target_priority 1
0771: set_model_numplate #BFINJECT town_texture 2
0772: AS_actor -1 run_to_car 79@(43@,4i) 60000 ms stop_at_distance 5.0
0776: create_objects_in_object_group \"CRACK\"
0777: delete_objects_in_object_group \"BARRIERS1\"
0778: recreate_objects_in_object_group \"TRUTHSFARM\"
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat
077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat
077D: $7513 = car 35@ y_angle
077E: get_active_interior_to $ACTIVE_INTERIOR
0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0
0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL
0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17
0786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@

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[TuT] Kliens Crash megfejtése alapfokon
« Válasz #43 Dátum: 2012. December 28. - 11:32:17 »
0
Van ennél rövidebb lista is SCM Op hibakeresésre.
 

const SCRIPT_COMMAND create_arrow_above_actor         = { 0x0187, \"iv\" };
const SCRIPT_COMMAND set_player_skin               = { 0x09C7, \"ii\" };
const SCRIPT_COMMAND request_model                  = { 0x0247, \"i\" };      // (CAR_*|BIKE_*|BOAT_*|WEAPON_*|OBJECT_*)
const SCRIPT_COMMAND load_requested_models            = { 0x038B, \"\" };      // -/-
const SCRIPT_COMMAND create_car                     = { 0x00A5, \"ifffv\" };   // (CAR_*|BIKE_*|BOAT_*), x, y, z, var_car
const SCRIPT_COMMAND load_special_actor               = { 0x023C, \"is\" };      // SPECIAL_*, MODEL_*
const SCRIPT_COMMAND create_actor                  = { 0x009A, \"iifffv\" };   // PEDTYPE_*, #MODEL, x, y, z, var_actor
const SCRIPT_COMMAND destroy_actor_fading            = { 0x034F, \"i\" };      // var_actor
const SCRIPT_COMMAND destroy_actor                  = { 0x009b, \"i\" };      // var_actor
const SCRIPT_COMMAND set_weather                  = { 0x01B6, \"i\" };      // WEATHER_*
const SCRIPT_COMMAND set_fade_color                  = { 0x0169, \"iii\" };   // Red(0-255), Green(0-255), Blue(0-255)
const SCRIPT_COMMAND fade                        = { 0x016A, \"ii\" };      // (time in ms), FADE_*
const SCRIPT_COMMAND is_fading                     = { 0x016B, \"\" };      // -/-
const SCRIPT_COMMAND freeze_player                  = { 0x01B4, \"ii\" };      // PLAYER_CHAR, Freeze(1/0)
const SCRIPT_COMMAND name_thread                  = { 0x03A4, \"s\" };      // \"MAIN\"
const SCRIPT_COMMAND set_max_wanted_level            = { 0x01F0, \"i\" };      // MaxLevel
const SCRIPT_COMMAND set_wasted_busted_check         = { 0x0111, \"i\" };      // Check(1/0)
const SCRIPT_COMMAND set_current_time               = { 0x00C0, \"ii\" };      // Hours, Minutes
const SCRIPT_COMMAND get_current_time               = { 0x00C0, \"vv\" };      // Hours, Minutes
const SCRIPT_COMMAND refresh_screen                  = { 0x04E4, \"ff\" };      // x, y
const SCRIPT_COMMAND set_camera                     = { 0x03CB, \"fff\" };   // x, y, z
const SCRIPT_COMMAND create_player                  = { 0x0053, \"vfffv\" };   // 0, x, y, z, PLAYER_CHAR
const SCRIPT_COMMAND create_actor_from_player         = { 0x01F5, \"vv\" };      // PLAYER_CHAR, PLAYER_ACTOR
const SCRIPT_COMMAND set_actor_skin                  = { 0x0352, \"vs\" };      // var_actor, MODEL_*
const SCRIPT_COMMAND refresh_actor_skin               = { 0x0353, \"v\" };      // var_actor
const SCRIPT_COMMAND select_interior               = { 0x04BB, \"i\" };      // INTERIOR_*
const SCRIPT_COMMAND make_actor_leave_vehicle         = { 0x03E2, \"v\" };      // var_actor
const SCRIPT_COMMAND clear_actor_objective            = { 0x011C, \"v\" };      // var_actor
const SCRIPT_COMMAND set_car_color                  = { 0x0229, \"iii\" };   // var_car col1 col2
const SCRIPT_COMMAND wait                        = { 0x0001, \"i\" };      // time_in_ms
const SCRIPT_COMMAND create_thread                  = { 0x00D7, \"iz\" };      // StartIP (4F)
const SCRIPT_COMMAND end_thread                     = { 0x004E, \"\" };      // -/-
const SCRIPT_COMMAND destroy_car                  = { 0x00A6, \"i\" };      // var_car
const SCRIPT_COMMAND set_car_z_angle               = { 0x0175, \"if\" };      // var_car, angle
const SCRIPT_COMMAND car_relative_coordinates         = { 0x0407, \"vfffvvv\" };// var_car, x, y, z, var_x, var_y, var_z
const SCRIPT_COMMAND set_car_max_speed               = { 0x00AD, \"if\" };      // var_car, speed
const SCRIPT_COMMAND is_model_available               = { 0x0248, \"i\" };      // #MODEL
const SCRIPT_COMMAND create_actor_in_driverseat         = { 0x0129, \"viiv\" };   // var_car, pedtype, #MODEL, var_actor
const SCRIPT_COMMAND create_actor_in_passenger         = { 0x01c8, \"viiiv\" };   // var_car, pedtype, #MODEL, seat, var_actor
const SCRIPT_COMMAND drive_car_to_point1            = { 0x02c2, \"ifff\" };   // var_car, x, y, z
const SCRIPT_COMMAND car_ignore_traffic               = { 0x00AE, \"vi\" };      // var_car, flag
const SCRIPT_COMMAND set_car_immune_to_nonplayer      = { 0x02aa, \"vi\" };      // var_car, immune(1/0)
const SCRIPT_COMMAND give_actor_weapon               = { 0x01B2, \"iii\" };   // var_actor, weapon, ammo
const SCRIPT_COMMAND reset_actor_flags               = { 0x01ED, \"v\" };      // var_actor
const SCRIPT_COMMAND set_actor_ped_stats            = { 0x0243, \"vi\" };      // var_actor, pedstats
const SCRIPT_COMMAND toggle_actor_wander            = { 0x0319, \"vi\" };      // var_actor, wander(1/0)
const SCRIPT_COMMAND play_music                     = { 0x0394, \"i\" };      // music
const SCRIPT_COMMAND clear_player_wanted_level         = { 0x0110, \"v\" };      // PLAYER_CHAR
const SCRIPT_COMMAND set_car_door_status            = { 0x020A, \"ii\" };      // var_car, status
const SCRIPT_COMMAND remove_references_to_actor         = { 0x01C2, \"v\" };      // var_actor
const SCRIPT_COMMAND remove_references_to_car         = { 0x01C3, \"v\" };      // var_car
const SCRIPT_COMMAND set_player_wanted_level         = { 0x010D, \"vi\" };      // PLAYER_CHAR, level
const SCRIPT_COMMAND set_player_health               = { 0x0222, \"vi\" };      // PLAYER_CHAR, health
const SCRIPT_COMMAND get_car_health                  = { 0x0227, \"vv\" };      // var_car, var_health
const SCRIPT_COMMAND text_styled                  = { 0x00BA, \"sii\" };   // TEXT, time, style
const SCRIPT_COMMAND text_now                     = { 0x00BC, \"sii\" };   // TEXT, time, style
const SCRIPT_COMMAND text_1number_styled            = { 0x01E3, \"siii\" };   // TEXT, number, time, style
const SCRIPT_COMMAND toggle_car_siren               = { 0x0397, \"vi\" };      // var_car, siren(1/0)
const SCRIPT_COMMAND toggle_widescreen               = { 0x02A3, \"i\" };      // widescreen(1/0)
const SCRIPT_COMMAND set_camera_behind_player         = { 0x0373, \"\" };      // -/-
const SCRIPT_COMMAND camera_on_player               = { 0x0157, \"vii\" };   // var_player, ukn, ukn
const SCRIPT_COMMAND camera_on_vehicle               = { 0x0158, \"iii\" };   // var_car, ukn, ukn
const SCRIPT_COMMAND camera_on_actor               = { 0x0159, \"iii\" };   // var_actor, ukn, ukn
const SCRIPT_COMMAND restore_camera                  = { 0x015A, \"\" };      // -/-
const SCRIPT_COMMAND point_camera                  = { 0x0160, \"fffi\" };   // x, y, z, type
const SCRIPT_COMMAND restore_camera_jumpcut            = { 0x02EB, \"\" };      // -/-
const SCRIPT_COMMAND set_camera_position            = { 0x015F, \"ffffff\" }; // x, y, z, vx, vy, vz
const SCRIPT_COMMAND tie_actor_to_player            = { 0x01DF, \"vv\" };      // var_actor, PLAYER_CHAR
const SCRIPT_COMMAND tie_marker_to_car               = { 0x0161, \"iiiv\" };   // var_car, ukn, ukn, var_marker
const SCRIPT_COMMAND tie_marker_to_actor            = { 0x0162, \"iiiv\" };   // var_actor, ukn, ukn, var_marker
const SCRIPT_COMMAND disable_marker                  = { 0x0164, \"i\" };      // var_marker
const SCRIPT_COMMAND set_marker_color               = { 0x0165, \"ii\" };      // var_marker, color
const SCRIPT_COMMAND set_marker_brightness            = { 0x0166, \"ii\" };      // var_marker, brightness
const SCRIPT_COMMAND create_marker                  = { 0x0167, \"fffiiv\" };   // x, y, z, ukn, ukn, var_marker
const SCRIPT_COMMAND create_radar_marker_without_sphere   = { 0x04CE, \"fffiv\" };   // x, y, z, marker_type, var_marker
const SCRIPT_COMMAND show_on_radar                  = { 0x0168, \"ii\" };      // var_marker, size
const SCRIPT_COMMAND set_car_driver_behaviour         = { 0x00AF, \"vi\" };      // var_car, behaviour
const SCRIPT_COMMAND set_actor_to_kill_actor         = { 0x01C9, \"vv\" };      // var_actor, var_actor
const SCRIPT_COMMAND set_actor_to_kill_player         = { 0x01CA, \"vv\" };      // var_actor, PLAYER_CHAR
const SCRIPT_COMMAND is_actor_dead                  = { 0x0118, \"v\" };      // var_actor
const SCRIPT_COMMAND player_near_point_on_foot         = { 0x00F6, \"vffffffi\" };//   PLAYER_CHAR, x, y, z, rx, ry, rz, b
const SCRIPT_COMMAND create_icon_marker_sphere         = { 0x02A7, \"fffiv\" };
const SCRIPT_COMMAND is_player_near_point_3d         = { 0x00F5, \"iffffffi\" };//   PLAYER_CHAR, x, y, z, rx, ry, rz, b
const SCRIPT_COMMAND is_actor_near_point_3d            = { 0x00FE, \"iffffffi\" };//   var_actor, x, y, z, rx, ry, rz, b
const SCRIPT_COMMAND is_car_near_point_3d            = { 0x01AF, \"iffffffi\" };//   var_car, x, y, z, rx, ry, rz, b
const SCRIPT_COMMAND set_player_z_angle               = { 0x0171, \"vf\" };
const SCRIPT_COMMAND give_player_weapon               = { 0x01B1, \"iii\" };   // PLAYER_CHAR, weapon, ammo
const SCRIPT_COMMAND get_line_of_sight               = { 0x06BD, \"ffffffiiiii\" }; // x1, y1, z1, x2, y2, z2, solid, vehicle, actor, obj, fx
const SCRIPT_COMMAND add_to_player_money            = { 0x0109, \"ii\" };      // PLAYER_CHAR, money
const SCRIPT_COMMAND get_player_money               = { 0x010b, \"iv\" };    // PlayerNum, VarInt
const SCRIPT_COMMAND restart_if_busted_at            = { 0x016D, \"ffff\" };   // x, y, z, a
const SCRIPT_COMMAND is_marker_enabled               = { 0x075c, \"i\" };      // markerID
const SCRIPT_COMMAND has_car_sunk                  = { 0x02bf, \"i\" };   // CarID
const SCRIPT_COMMAND is_car_wrecked                  = { 0x0119, \"i\" }; // CarID
const SCRIPT_COMMAND get_ground_z                  = { 0x02ce, \"fffv\" };   // x, y, z, var_ground_z
const SCRIPT_COMMAND create_checkpoint1               = { 0x0189, \"fffv\" };   // x, y, z, var_checkpoint
const SCRIPT_COMMAND create_checkpoint2               = { 0x018a, \"fffv\" };   // x, y, z, var_checkpoint
//const SCRIPT_COMMAND is_actor_near_point_3d      = {0x00FE,   \"iffffffi\"};
const SCRIPT_COMMAND create_racing_checkpoint         = { 0x06d5,   \"ifffffffv\"};   // type, x, y, z, nx, ny. nz, size, $id (n=next checkpoint)
/* 0       = Street Checkpoint with arrow to the next checkpoint
   1 and 2 = Street Checkpoint
   3 and 4 = Flight Checkpoint (circle) */
const SCRIPT_COMMAND destroy_racing_checkpoint         = { 0x06d6,   \"i\" };
// added by kyeman. (I don\'t use correct conventions so don\'t copy elsewhere
// without double checking they\'re how you want them, yalls.
const SCRIPT_COMMAND restart_if_wasted_at            = { 0x016C, \"ffffi\" };
const SCRIPT_COMMAND toggle_player_infinite_run         = { 0x0330, \"ii\" };
const SCRIPT_COMMAND toggle_player_controllable       = { 0x01B4, \"ii\" };
const SCRIPT_COMMAND toggle_player_fast_reload          = { 0x0331, \"ii\" };
const SCRIPT_COMMAND set_actor_armed_weapon            = { 0x01b9, \"ii\" };
const SCRIPT_COMMAND get_actor_armed_weapon            = { 0x0470, \"iv\" };
const SCRIPT_COMMAND remove_player_weapons            = { 0x03b8, \"i\"  };
const SCRIPT_COMMAND put_actor_in_car               = { 0x036A, \"ii\" };
const SCRIPT_COMMAND put_player_at_and_remove_from_car   = { 0x012a, \"ifff\" };
const SCRIPT_COMMAND set_actor_immunities            = { 0x02ab, \"iiiiii\" };
const SCRIPT_COMMAND set_car_immunities               = { 0x02ac, \"iiiiii\" };
const SCRIPT_COMMAND set_actor_can_be_decapitated      = { 0x0446, \"ii\" };
const SCRIPT_COMMAND create_object                  = { 0x0107, \"ifffv\" };
const SCRIPT_COMMAND set_object_z_angle               = { 0x0177, \"if\" };
const SCRIPT_COMMAND set_object_rotation            = { 0x0453, \"ifff\" };
const SCRIPT_COMMAND set_object_collision            = { 0x0382, \"ii\" };
const SCRIPT_COMMAND put_object_at                  = { 0x01Bc, \"ifff\" };
const SCRIPT_COMMAND move_object                   = { 0x034e, \"iffffffi\" };
const SCRIPT_COMMAND make_object_moveable            = { 0x0392, \"ii\" };
const SCRIPT_COMMAND toggle_object_collision         = { 0x0382, \"ii\" };
const SCRIPT_COMMAND play_sound                     = { 0x018c, \"fffi\" };
const SCRIPT_COMMAND create_sound                  = { 0x018d,   \"fffiv\" };
const SCRIPT_COMMAND remove_actor_from_car_and_put_at   = { 0x0362, \"ifff\" };
const SCRIPT_COMMAND send_actor_to_car_driverseat      = { 0x05CB, \"iii\" };
const SCRIPT_COMMAND send_actor_to_car_passenger      = { 0x05CA, \"iiii\" };
const SCRIPT_COMMAND make_actor_leave_car            = { 0x05CD, \"ii\" };
const SCRIPT_COMMAND get_car_z_angle               = { 0x0174, \"iv\" };
const SCRIPT_COMMAND get_player_z_angle               = { 0x0170, \"iv\" };
const SCRIPT_COMMAND create_train                   = { 0x06D8, \"ifffiv\" };
const SCRIPT_COMMAND destroy_train                  = { 0x07bd, \"i\" };
const SCRIPT_COMMAND set_train_acceleration            = { 0x06DC, \"if\" };
const SCRIPT_COMMAND set_train_speed               = { 0x06DD, \"if\" };
const SCRIPT_COMMAND set_vehicle_speed               = { 0x04BA, \"if\" };
const SCRIPT_COMMAND is_train_wrecked               = { 0x0981, \"i\" };
const SCRIPT_COMMAND actor_driving_train            = { 0x09AE, \"i\" };
const SCRIPT_COMMAND enable_train_traffic            = { 0x06d7, \"i\" };
const SCRIPT_COMMAND unknown_train_attr               = { 0x0A07, \"i\" }; // vehicle discardable?
const SCRIPT_COMMAND car_gas_tank_explosion            = { 0x09C4, \"ii\" };
const SCRIPT_COMMAND lock_car                     = { 0x0519, \"ii\" };
const SCRIPT_COMMAND put_train_at                  = { 0x07c7, \"ifff\" };
const SCRIPT_COMMAND turn_off_car_engine            = { 0x02d4,   \"i\" };
const SCRIPT_COMMAND release_model                  = { 0x0249,   \"i\" };
const SCRIPT_COMMAND get_active_interior            = { 0x077e, \"v\" };
const SCRIPT_COMMAND get_actor_z_angle               = { 0x0172, \"iv\" };
const SCRIPT_COMMAND set_actor_z_angle               = { 0x0173, \"if\" };
const SCRIPT_COMMAND actor_set_collision            = { 0x0619, \"ii\" };
const SCRIPT_COMMAND actor_unknown1                  = { 0x094f, \"i\" };
const SCRIPT_COMMAND toggle_player_ignored_by_all      = { 0x03bf, \"ii\" };
const SCRIPT_COMMAND enter_passenger_driveby            = { 0x0713, \"iiiffffiii\" };
const SCRIPT_COMMAND lock_actor                     = { 0x04d7, \"ii\" };
const SCRIPT_COMMAND refresh_streaming_at            = { 0x04E4, \"ff\" };
const SCRIPT_COMMAND put_actor_in_car2               = { 0x0430, \"iii\" };
const SCRIPT_COMMAND toggle_vehicle_headlights         = { 0x067F, \"ii\" };
const SCRIPT_COMMAND drive_car_to_point               = { 0x05D1, \"iiffffiii\" };
const SCRIPT_COMMAND toggle_goggles                  = { 0x09EB, \"ii\" };
const SCRIPT_COMMAND kill_actor                     = { 0x0321, \"i\" };
//const SCRIPT_COMMAND kill_actor               = { 0x5BE, \"i\" };
const SCRIPT_COMMAND set_actor_animation_set            = { 0x0245, \"is\" };
const SCRIPT_COMMAND request_animation               = { 0x04ED, \"s\" };
const SCRIPT_COMMAND is_animation_loaded            = { 0x04EE, \"s\" };
const SCRIPT_COMMAND release_animation               = { 0x04EF, \"s\" };
const SCRIPT_COMMAND apply_animation               = { 0x0812, \"issfiiiii\" }; // actor,animation,library,floatunk,bool,bool,bool,bool,int
const SCRIPT_COMMAND is_actor_performing_anim         = { 0x0611, \"is\" };
const SCRIPT_COMMAND set_actor_weapon_droppable       = { 0x087e, \"ii\" };
const SCRIPT_COMMAND set_actor_money               = { 0x03fe, \"ii\" };
const SCRIPT_COMMAND toggle_radar_blank               = { 0x0581, \"i\" };
const SCRIPT_COMMAND text_clear_all                  = { 0x00be, \"\" };
const SCRIPT_COMMAND link_actor_to_interior            = { 0x0860, \"ii\" };
const SCRIPT_COMMAND repair_car                     = { 0x0A30, \"i\" };
const SCRIPT_COMMAND toggle_player_trapped_incar      = { 0x07cc, \"ii\" };
const SCRIPT_COMMAND set_car_hydraulics               = { 0x07FF,   \"ii\" }; //iCar, i (0=off/1=on)
const SCRIPT_COMMAND toggle_player_weapons_changable   = { 0x0992, \"ii\" }; // iPlayer,yes/no
const SCRIPT_COMMAND apply_object_animation            = { 0x075a, \"issfii\" }; // object,szAnim,szIFP,fUnk,iUnk,iUnk2
const SCRIPT_COMMAND remove_weapon_from_actor         = { 0x0555, \"ii\" }; // iActor,iWeapon
const SCRIPT_COMMAND get_actor_move_velocity         = { 0x083d, \"ivvv\" }; // iActor,fRetZ,fRetY,fRetZ
const SCRIPT_COMMAND get_actor_distance_from_ground    = { 0x0819, \"iv\" }; // iActor,fRet
const SCRIPT_COMMAND is_actor_falling_think            = { 0x0818, \"i\" }; // iActor
const SCRIPT_COMMAND attach_object_to_actor            = { 0x069b, \"iiffffff\" };
const SCRIPT_COMMAND set_object_visible               = { 0x0750, \"ii\" };
const SCRIPT_COMMAND destroy_object_with_fade         = { 0x09A2, \"i\" };
const SCRIPT_COMMAND disassociate_object            = { 0x0682, \"ifffi\" };
const SCRIPT_COMMAND set_object_scaling               = { 0x08d2, \"if\" };
const SCRIPT_COMMAND set_actor_rotation_angles         = { 0x083e, \"ifff\" };
const SCRIPT_COMMAND is_actor_in_the_water            = { 0x04ad, \"i\" };
const SCRIPT_COMMAND create_pickup                  = { 0x0213, \"iifffv\" };
const SCRIPT_COMMAND create_pickup_with_ammo         = { 0x032b, \"iiifffv\" };
const SCRIPT_COMMAND is_pickup_picked_up            = { 0x0214, \"i\" };
const SCRIPT_COMMAND is_pickup_created               = { 0x09D1, \"i\" };
const SCRIPT_COMMAND destroy_pickup                  = { 0x0215, \"i\" };
const SCRIPT_COMMAND set_event                     = { 0x09C6, \"iiii\" };
const SCRIPT_COMMAND change_car_skin               = { 0x06ED,   \"ii\" };
const SCRIPT_COMMAND add_car_component               = { 0x06E7, \"iiv\" };   // CAR, COMPONENT, COMPONENT VAR NAME
const SCRIPT_COMMAND is_component_available            = { 0x06EA, \"i\" };
const SCRIPT_COMMAND request_car_component            = { 0x06E9, \"i\" };
const SCRIPT_COMMAND remove_component               = { 0x06E8, \"ii\" };
const SCRIPT_COMMAND unknown_arrow                  = { 0x07e0, \"ii\" };
const SCRIPT_COMMAND show_on_radar2                  = { 0x018b, \"ii\" };
//[21:14] <@jax> 0360 open_garage
//[21:14] <@jax> 0361 close_garage
const SCRIPT_COMMAND open_garage                  = { 0x0360, \"s\" };
const SCRIPT_COMMAND close_garage                  = { 0x0361, \"s\" };
const SCRIPT_COMMAND find_ground_z                  = { 0x02CE, \"fffv\" };
const SCRIPT_COMMAND put_car_at                     = { 0x00AB, \"vfff\" };
const SCRIPT_COMMAND is_actor_crouching               = { 0x0597, \"i\" };
const SCRIPT_COMMAND is_ped_bounding_sphere_visible      = { 0x02CB, \"i\" };
const SCRIPT_COMMAND is_player_in_a_car               = { 0x0443, \"i\" };
const SCRIPT_COMMAND set_camera_pos                  = { 0x03cb, \"fff\" };
const SCRIPT_COMMAND set_actor_collision_detection      = { 0x0619, \"ii\" };
const SCRIPT_COMMAND toggle_actor_cellphone            = { 0x0729, \"ii\" };
const SCRIPT_COMMAND actor_task_sit                  = { 0x06b0, \"ii\" };
const SCRIPT_COMMAND actor_task_handsup               = { 0x5c4, \"ii\" };
const SCRIPT_COMMAND actor_task_use_atm               = { 0x5c7, \"ii\" };
const SCRIPT_COMMAND change_stat                  = { 0x0629, \"ii\" };
const SCRIPT_COMMAND unk_gang_war1                  = { 0x08A3, \"i\" };
const SCRIPT_COMMAND unk_gang_war2                  = { 0x0879, \"i\" };
const SCRIPT_COMMAND set_zone_owned_by               = { 0x076C, \"sii\" };
const SCRIPT_COMMAND toggle_car_tires_vulnerable      = { 0x053f, \"ii\" };
const SCRIPT_COMMAND set_fighting_style               = { 0x07fe, \"iii\" };
const SCRIPT_COMMAND link_vehicle_to_interior         = { 0x0840, \"ii\" };
const SCRIPT_COMMAND destroy_object                  = { 0x0108, \"i\" };
const SCRIPT_COMMAND create_radar_marker_icon         = { 0x0570, \"fffii\" };
const SCRIPT_COMMAND put_trailer_on_cab               = { 0x893, \"ii\" };
const SCRIPT_COMMAND detach_trailer_from_cab         = { 0x7AC, \"ii\" };
const SCRIPT_COMMAND is_trailer_on_cab               = { 0x7AB, \"ii\" };
const SCRIPT_COMMAND enable_heli_magnet               = { 0x0788, \"ii\" };
//const SCRIPT_COMMAND create_icon_marker_without_sphere   = { 0x04CE, \"fffii\" };
const SCRIPT_COMMAND get_player_weapon_ammo            = { 0x0419, \"iiv\" };
const SCRIPT_COMMAND set_player_weapon_ammo            = { 0x017A, \"iii\" };
const SCRIPT_COMMAND set_train_flag                  = { 0x09CF, \"ii\" };
const SCRIPT_COMMAND put_camera_on_vehicle            = { 0x0679, \"ifffffffi\" };
const SCRIPT_COMMAND put_camera_on_actor            = { 0x067C, \"ifffffffi\" };
const SCRIPT_COMMAND create_explosion_with_radius      = { 0x0948, \"fffii\" };
const SCRIPT_COMMAND set_car_numberplate            = { 0x0674, \"is\" };
const SCRIPT_COMMAND enable_zone_names               = { 0x09BA, \"i\" };
const SCRIPT_COMMAND remove_panel                  = { 0x08DA, \"i\" };
const SCRIPT_COMMAND create_panel                  = { 0x08D4, \"sfffiiiiv\" };
const SCRIPT_COMMAND set_panel_column_data            = { 0x08DB, \"iisssssssssssss\" };
const SCRIPT_COMMAND set_panel_column_width            = { 0x09DB, \"iii\" };
const SCRIPT_COMMAND set_panel_row_enable            = { 0x08D9, \"iii\" };
const SCRIPT_COMMAND get_panel_selected_row            = { 0x08D8, \"iv\" };
const SCRIPT_COMMAND get_panel_active_row            = { 0x08D7, \"iv\" };
const SCRIPT_COMMAND destroy_particle               = { 0x650, \"i\" };
//opcode_066a(\'PETROLCAN\', lhActor47, 0.0, 0.116, 0.048, lf05f, lf060, lf061, 1, l0089);
const SCRIPT_COMMAND attach_particle_to_actor2         = { 0x066a, \"siffffffiv\" };
const SCRIPT_COMMAND make_particle_visible            = { 0x64c, \"i\" };
const SCRIPT_COMMAND create_property_pickup            = { 0x518, \"i\" };
const SCRIPT_COMMAND set_actor_not_react_to_gun_point   = { 0x350, \"ii\" };
const SCRIPT_COMMAND set_actor_targetable            = { 0x568, \"ii\" };
const SCRIPT_COMMAND set_actor_behaviour            = { 0x11a, \"ii\" };
const SCRIPT_COMMAND set_actor_unk5                  = { 0x446, \"ii\" };
const SCRIPT_COMMAND set_actor_dicision               = { 0x60B, \"ii\" };
const SCRIPT_COMMAND walk_actor_to_point            = { 0x0211, \"vff\" }; // iActor, fX, fY
const SCRIPT_COMMAND damage_car                     = { 0x730, \"ii\"}; // iVehicle, component ID
//opcode_077a(ghActor93, 0, 0);
//opcode_0446(ghActor93, 0);
const SCRIPT_COMMAND set_helicopter_fly_to            = { 0x04A2, \"ifffff\" }; // iVehicle, fX, fY, fZ, fAltitudeMin, fAltitudeMax
const SCRIPT_COMMAND set_player_drunk_visuals         = { 0x052c, \"ii\" }; // player, severity (0-255)
const SCRIPT_COMMAND handling_responsiveness         = { 0x03fd, \"ii\" }; // player, severity (0-255)

 

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