You are on page 1of 46

0000: nop

0001: wait time [int]


0002: goto @label
0003: shake_cam intensity [int]
0004: [global var int] = [literal int]
0005: [global var float] = [literal float]
0006: [local var int] = [literal int]
0007: [local var float] = [literal float]
0008: [global var int] += [literal int]
0009: [global var float] += [literal float]
000A: [local var int] += [literal int]
000B: [local var float] += [literal float]
000C: [global var int] -= [literal int]
000D: [global var float] -= [literal float]
000E: [local var int] -= [literal int]
000F: [local var float] -= [literal float]
0010: [global var int] *= [literal int]
0011: [global var float] *= [literal float]
0012: [local var int] *= [literal int]
0013: [local var float] *= [literal float]
0014: [global var int] /= [literal int]
0015: [global var float] /= [literal float]
0016: [local var int] /= [literal int]
0017: [local var float] /= [literal float]
0018: [global var int] > [literal int]
0019: [local var int] > [literal int]
001A: [literal int] > [global var int]
001B: [literal int] > [local var int]
001C: [global var int] > [global var int]
001D: [local var int] > [local var int]
001E: [global var int] > [local var int]
001F: [local var int] > [global var int]
0020: [global var float] > [literal float]
0021: [local var float] > [literal float]
0022: [literal float] > [global var float]
0023: [literal float] > [local var float]
0024: [global var float] > [global var float]
0025: [local var float] > [local var float]
0026: [global var float] > [local var float]
0027: [local var float] > [global var float]
0028: [global var int] >= [literal int]
0029: [local var int] >= [literal int]
002A: [literal int] >= [global var int]
002B: [literal int] >= [local var int]
002C: [global var int] >= [global var int]
002D: [local var int] >= [local var int]
002E: [global var int] >= [local var int]
002F: [local var int] >= [global var int]
0030: [global var float] >= [literal float]
0031: [local var float] >= [literal float]
0032: [literal float] >= [global var float]
0033: [literal float] >= [local var float]
0034: [global var float] >= [global var float]
0035: [local var float] >= [local var float]
0036: [global var float] >= [local var float]
0037: [local var float] >= [global var float]
0038: [global var int] == [literal int]
0039: [local var int] == [literal int]
003A: [global var int] == [global var int]
003B: [local var int] == [local var int]
003C: [global var int] == [local var int]
0042: [global var float] == [literal float]
0043: [local var float] == [literal float]
0044: [global var float] == [global var float]
0045: [local var float] == [local var float]
0046: [global var float] == [local var float]
004D: goto_if_false @label
004E: terminate_this_script
004F: start_new_script @label [arguments]
0050: gosub @label
0051: return
0053: create_player playerIndex [int] x [float] y [float] z [float] handle [var
Player]
0058: [global var int] += [global var int]
0059: [global var float] += [global var float]
005A: [local var int] += [local var int]
005B: [local var float] += [local var float]
005C: [local var int] += [global var int]
005D: [local var float] += [global var float]
005E: [global var int] += [local var int]
005F: [global var float] += [local var float]
0060: [global var int] -= [global var int]
0061: [global var float] -= [global var float]
0062: [local var int] -= [local var int]
0063: [local var float] -= [local var float]
0064: [local var int] -= [global var int]
0065: [local var float] -= [global var float]
0066: [global var int] -= [local var int]
0067: [global var float] -= [local var float]
0068: [global var int] *= [global var int]
0069: [global var float] *= [global var float]
006A: [local var int] *= [local var int]
006B: [local var float] *= [local var float]
006C: [global var int] *= [local var int]
006D: [global var float] *= [local var float]
006E: [local var int] *= [global var int]
006F: [local var float] *= [global var float]
0070: [global var int] /= [global var int]
0071: [global var float] /= [global var float]
0072: [local var int] /= [local var int]
0073: [local var float] /= [local var float]
0074: [global var int] /= [local var int]
0075: [global var float] /= [local var float]
0076: [local var int] /= [global var int]
0077: [local var float] /= [global var float]
0078: [global var float] +=@ [literal float]
0079: [local var float] +=@ [literal float]
007A: [global var float] +=@ [global var float]
007B: [local var float] +=@ [local var float]
007C: [local var float] +=@ [global var float]
007D: [global var float] +=@ [local var float]
007E: [global var float] -=@ [literal float]
007F: [local var float] -=@ [literal float]
0080: [global var float] -=@ [global var float]
0081: [local var float] -=@ [local var float]
0082: [local var float] -=@ [global var float]
0083: [global var float] -=@ [local var float]
0084: [global var int] = [global var int]
0085: [local var int] = [local var int]
0086: [global var float] = [global var float]
0087: [local var float] = [local var float]
0088: [global var float] = [local var float]
0089: [local var float] = [global var float]
008A: [global var int] = [local var int]
008B: [local var int] = [global var int]
008C: [global var int] =# [global var float]
008D: [global var float] =# [global var int]
008E: [local var int] =# [global var float]
008F: [local var float] =# [global var int]
0090: [global var int] =# [local var float]
0091: [global var float] =# [local var int]
0092: [local var int] =# [local var float]
0093: [local var float] =# [local var int]
0094: abs_var_int number [global var int]
0095: abs_lvar_int number [local var int]
0096: abs_var_float number [global var float]
0097: abs_lvar_float number [local var float]
0098: generate_random_float [var float]
0099: generate_random_int [var int]
009A: create_char pedType [PedType] modelId [model_char] x [float] y [float] z
[float] handle [var Char]
009B: delete_char [Char]
00A0: get_char_coordinates [Char] x [var float] y [var float] z [var float]
00A1: set_char_coordinates [Char] x [float] y [float] z [float]
00A3: is_char_in_area_2d [Char] leftBottomX [float] leftBottomY [float] rightTopX
[float] rightTopY [float] drawSphere [bool]
00A4: is_char_in_area_3d [Char] leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
00A5: create_car modelId [model_vehicle] x [float] y [float] z [float] handle [var
Car]
00A6: delete_car [Car]
00A7: car_goto_coordinates [Car] x [float] y [float] z [float]
00A8: car_wander_randomly [Car]
00A9: car_set_idle [Car]
00AA: get_car_coordinates [Car] x [var float] y [var float] z [var float]
00AB: set_car_coordinates [Car] x [float] y [float] z [float]
00AD: set_car_cruise_speed [Car] maxSpeed [float]
00AE: set_car_driving_style [Car] drivingStyle [DrivingMode]
00AF: set_car_mission [Car] carMission [CarMission]
00B0: is_car_in_area_2d [Car] leftBottomX [float] leftBottomY [float] rightTopX
[float] rightTopY [float] drawSphere [bool]
00B1: is_car_in_area_3d [Car] leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float] drawSphere [bool]
00BA: print_big key [gxt_key] time [int] style [TextStyle]
00BB: print key [gxt_key] time [int] flag [int]
00BC: print_now key [gxt_key] time [int] flag [int]
00BE: clear_prints
00BF: get_time_of_day hours [var int] minutes [var int]
00C0: set_time_of_day hours [int] minutes [int]
00C1: get_minutes_to_time_of_day hours [int] minutes [int] minutesLeft [var int]
00C2: is_point_on_screen x [float] y [float] z [float] radius [float]
00D6: if [int]
00D7: launch_mission @label
00D8: mission_has_finished
00D9: store_car_char_is_in [Char] handle [var Car]
00DB: is_char_in_car [Char] vehicle [Car]
00DD: is_char_in_model [Char] modelId [model_vehicle]
00DF: is_char_in_any_car [Char]
00E1: is_button_pressed pad [PadId] buttonId [Button]
00E2: get_pad_state pad [PadId] buttonId [Button] state [var int]
00EC: locate_char_any_means_2d [Char] x [float] y [float] xRadius [float] yRadius
[float] drawSphere [bool]
00ED: locate_char_on_foot_2d [Char] x [float] y [float] xRadius [float] yRadius
[float] drawSphere [bool]
00EE: locate_char_in_car_2d [Char] x [float] y [float] xRadius [float] yRadius
[float] drawSphere [bool]
00EF: locate_stopped_char_any_means_2d [Char] x [float] y [float] xRadius [float]
yRadius [float] drawSphere [bool]
00F0: locate_stopped_char_on_foot_2d [Char] x [float] y [float] xRadius [float]
yRadius [float] drawSphere [bool]
00F1: locate_stopped_char_in_car_2d [Char] x [float] y [float] xRadius [float]
yRadius [float] drawSphere [bool]
00F2: locate_char_any_means_char_2d [Char] target [Char] xRadius [float] yRadius
[float] drawSphere [bool]
00F3: locate_char_on_foot_char_2d [Char] target [Char] xRadius [float] yRadius
[float] drawSphere [bool]
00F4: locate_char_in_car_char_2d [Char] otherChar [Char] xRadius [float] yRadius
[float] drawSphere [bool]
00FE: locate_char_any_means_3d [Char] x [float] y [float] z [float] xRadius
[float] yRadius [float] zRadius [float] drawSphere [bool]
00FF: locate_char_on_foot_3d [Char] x [float] y [float] z [float] xRadius [float]
yRadius [float] zRadius [float] drawSphere [bool]
0100: locate_char_in_car_3d [Char] x [float] y [float] z [float] xRadius [float]
yRadius [float] zRadius [float] drawSphere [bool]
0101: locate_stopped_char_any_means_3d [Char] x [float] y [float] z [float]
xRadius [float] yRadius [float] zRadius [float] drawSphere [bool]
0102: locate_stopped_char_on_foot_3d [Char] x [float] y [float] z [float] xRadius
[float] yRadius [float] zRadius [float] drawSphere [bool]
0103: locate_stopped_char_in_car_3d [Char] x [float] y [float] z [float] xRadius
[float] yRadius [float] zRadius [float] drawSphere [bool]
0104: locate_char_any_means_char_3d [Char] target [Char] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
0105: locate_char_on_foot_char_3d [Char] target [Char] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
0106: locate_char_in_car_char_3d [Char] target [Char] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
0107: create_object modelId [model_object] x [float] y [float] z [float] handle
[var Object]
0108: delete_object [Object]
0109: add_score [Player] money [int]
010A: is_score_greater [Player] money [int]
010B: store_score [Player] money [var int]
010D: alter_wanted_level [Player] wantedLevel [int]
010E: alter_wanted_level_no_drop [Player] wantedLevel [int]
010F: is_wanted_level_greater [Player] wantedLevel [int]
0110: clear_wanted_level [Player]
0111: set_deatharrest_state state [bool]
0112: has_deatharrest_been_executed
0114: add_ammo_to_char [Char] weaponType [WeaponType] ammo [int]
0117: is_player_dead handle [any]
0118: is_char_dead handle [any]
0119: is_car_dead handle [any]
0122: is_player_pressing_horn [Player]
0129: create_char_inside_car vehicle [Car] pedType [PedType] modelId [model_char]
handle [var Char]
0137: is_car_model [Car] modelId [model_vehicle]
014B: create_car_generator x [float] y [float] z [float] heading [float] modelId
[model_vehicle] primaryColor [int] secondaryColor [int] forceSpawn [bool]
alarmChance [int] doorLockChance [int] minDelay [int] maxDelay [int] handle [var
CarGenerator]
014C: switch_car_generator [CarGenerator] amount [int]
014E: display_onscreen_timer timer [int] direction [TimerDirection]
014F: clear_onscreen_timer timer [int]
0151: clear_onscreen_counter counter [int]
0154: is_char_in_zone [Char] zone [zone_key]
0158: point_camera_at_car vehicle [Car] mode [CameraMode] switchStyle [SwitchType]
0159: point_camera_at_char char [Char] mode [CameraMode] switchStyle [SwitchType]
015A: restore_camera
015B: shake_pad pad [PadId] time [int] intensity [int]
015D: set_time_scale scale [float]
015F: set_fixed_camera_position x [float] y [float] z [float] xRotation [float]
yRotation [float] zRotation [float]
0160: point_camera_at_point x [float] y [float] z [float] switchStyle [SwitchType]
0161: add_blip_for_car_old vehicle [Car] color [BlipColor] display [BlipDisplay]
handle [var Blip]
0164: remove_blip [Blip]
0165: change_blip_colour [Blip] color [BlipColor]
0167: add_blip_for_coord_old x [float] y [float] z [float] colour [BlipColor]
display [BlipDisplay] handle [var Blip]
0168: change_blip_scale [Blip] size [int]
0169: set_fading_colour r [int] g [int] b [int]
016A: do_fade time [int] direction [Fade]
016B: get_fading_status
016C: add_hospital_restart x [float] y [float] z [float] heading [float] townId
[Town]
016D: add_police_restart x [float] y [float] z [float] heading [float] townId
[Town]
016E: override_next_restart x [float] y [float] z [float] heading [float]
016F: draw_shadow textureType [ShadowTextureType] x [float] y [float] z [float]
angle [float] length [float] intensity [int] r [int] g [int] b [int]
0172: get_char_heading [Char] heading [var float]
0173: set_char_heading [Char] heading [float]
0174: get_car_heading [Car] heading [var float]
0175: set_car_heading [Car] heading [float]
0176: get_object_heading [Object] heading [var float]
0177: set_object_heading [Object] heading [float]
0179: is_char_touching_object [Char] object [Object]
017B: set_char_ammo [Char] weaponType [WeaponType] ammo [int]
0180: declare_mission_flag flag [int]
0184: is_char_health_greater [Char] health [int]
0185: is_car_health_greater [Car] health [int]
0186: add_blip_for_car vehicle [Car] handle [var Blip]
0187: add_blip_for_char char [Char] handle [var Blip]
0188: add_blip_for_object object [Object] handle [var Blip]
018A: add_blip_for_coord x [float] y [float] z [float] handle [var Blip]
018B: change_blip_display [Blip] display [BlipDisplay]
018C: add_one_off_sound x [float] y [float] z [float] soundId [ScriptSound]
018F: is_car_stuck_on_roof [Car]
0190: add_upsidedown_car_check [Car]
0191: remove_upsidedown_car_check [Car]
01A1: is_char_in_area_on_foot_2d [Char] leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] drawSphere [bool]
01A2: is_char_in_area_in_car_2d [Char] leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] drawSphere [bool]
01A3: is_char_stopped_in_area_2d [Char] leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] drawSphere [bool]
01A4: is_char_stopped_in_area_on_foot_2d [Char] leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] drawSphere [bool]
01A5: is_char_stopped_in_area_in_car_2d [Char] leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] drawSphere [bool]
01A6: is_char_in_area_on_foot_3d [Char] leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
01A7: is_char_in_area_in_car_3d [Char] leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
01A8: is_char_stopped_in_area_3d [Char] leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
01A9: is_char_stopped_in_area_on_foot_3d [Char] leftBottomX [float] leftBottomY
[float] leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
01AA: is_char_stopped_in_area_in_car_3d [Char] leftBottomX [float] leftBottomY
[float] leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
01AB: is_car_stopped_in_area_2d [Car] leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] drawSphere [bool]
01AC: is_car_stopped_in_area_3d [Car] leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
01AD: locate_car_2d [Car] x [float] y [float] xRadius [float] yRadius [float]
drawSphere [bool]
01AE: locate_stopped_car_2d [Car] x [float] y [float] xRadius [float] yRadius
[float] drawSphere [bool]
01AF: locate_car_3d [Car] x [float] y [float] z [float] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
01B0: locate_stopped_car_3d [Car] x [float] y [float] z [float] xRadius [float]
yRadius [float] zRadius [float] drawSphere [bool]
01B2: give_weapon_to_char [Char] weaponType [WeaponType] ammo [int]
01B4: set_player_control [Player] state [bool]
01B5: force_weather type [WeatherType]
01B6: force_weather_now type [WeatherType]
01B7: release_weather
01B9: set_current_char_weapon [Char] weaponType [WeaponType]
01BB: get_object_coordinates [Object] x [var float] y [var float] z [var float]
01BC: set_object_coordinates [Object] x [float] y [float] z [float]
01BD: get_game_timer time [var int]
01C0: store_wanted_level [Player] wantedLevel [var int]
01C1: is_car_stopped [Car]
01C2: mark_char_as_no_longer_needed [Char]
01C3: mark_car_as_no_longer_needed [Car]
01C4: mark_object_as_no_longer_needed [Object]
01C5: dont_remove_char [Char]
01C7: dont_remove_object [Object]
01C8: create_char_as_passenger vehicle [Car] pedType [PedType] modelId [model_char]
seatId [int] handle [var Char]
01E3: print_with_number_big key [gxt_key] num [int] duration [int] style
[TextStyle]
01E4: print_with_number key [gxt_key] num [int] duration [int] flag [int]
01E5: print_with_number_now key [gxt_key] num [int] duration [int] flag [int]
01E7: switch_roads_on leftBottomX [float] leftBottomY [float] leftBottomZ [float]
rightTopX [float] rightTopY [float] rightTopZ [float]
01E8: switch_roads_off leftBottomX [float] leftBottomY [float] leftBottomZ [float]
rightTopX [float] rightTopY [float] rightTopZ [float]
01E9: get_number_of_passengers [Car] count [var int]
01EA: get_maximum_number_of_passengers [Car] count [var int]
01EB: set_car_density_multiplier multiplier [float]
01EC: set_car_heavy [Car] state [bool]
01F0: set_max_wanted_level wantedLevel [int]
01F3: is_car_in_air_proper [Car]
01F4: is_car_upsidedown [Car]
01F5: get_player_char [Player] handle [var Char]
01F6: cancel_override_restart
01F7: set_police_ignore_player player [Player] state [bool]
01F9: start_kill_frenzy text [gxt_key] weaponType [WeaponType] timeInMs [int]
targetsNum [int] targetModel1 [model_any] targetModel2 [model_any] targetModel3
[model_any] targetModel4 [model_any] betaSoundsAndMessages [bool]
01FA: read_kill_frenzy_status status [var int]
01FB: sqrt num [float] result [var float]
0202: locate_char_any_means_car_2d [Char] vehicle [Car] xRadius [float] yRadius
[float] drawSphere [bool]
0203: locate_char_on_foot_car_2d [Char] vehicle [Car] xRadius [float] yRadius
[float] drawSphere [bool]
0204: locate_char_in_car_car_2d [Char] handle [Car] xRadius [float] yRadius
[float] drawSphere [bool]
0205: locate_char_any_means_car_3d [Char] vehicle [Car] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
0206: locate_char_on_foot_car_3d [Char] vehicle [Car] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
0207: locate_char_in_car_car_3d [Char] vehicle [Car] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
0208: generate_random_float_in_range min [float] max [float] result [var float]
0209: generate_random_int_in_range min [int] max [int] result [var int]
020A: lock_car_doors [Car] lockStatus [CarLock]
020B: explode_car [Car]
020C: add_explosion x [float] y [float] z [float] type [ExplosionType]
020D: is_car_upright [Car]
0213: create_pickup modelId [model_object] pickupType [PickupType] x [float] y
[float] z [float] handle [var Pickup]
0214: has_pickup_been_collected [Pickup]
0215: remove_pickup [Pickup]
0216: set_taxi_lights [Car] state [bool]
0217: print_big_q key [gxt_key] duration [int] style [TextStyle]
021B: set_target_car_for_mission_garage garageName [GarageName] vehicle [Car]
0221: apply_brakes_to_players_car [Player] state [bool]
0223: set_char_health [Char] health [int]
0224: set_car_health [Car] health [int]
0226: get_char_health [Char] health [var int]
0227: get_car_health [Car] health [var int]
0229: change_car_colour [Car] primaryColor [int] secondaryColor [int]
022A: switch_ped_roads_on leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float]
022B: switch_ped_roads_off leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float]
0237: set_gang_weapons gangId [GangType] weaponType1 [WeaponType] weaponType2
[WeaponType] weaponType3 [WeaponType]
023B: is_char_touching_object_on_foot [Char] object [Object]
023C: load_special_character slotId [int] modelName [string]
023D: has_special_character_loaded slotId [int]
0241: is_player_in_remote_mode [Player]
0242: arm_car_with_bomb [Car] bombType [BombType]
0244: set_cutscene_offset x [float] y [float] z [float]
0245: set_anim_group_for_char [Char] animGroup [AnimGroup]
0247: request_model modelId [model_any]
0248: has_model_loaded modelId [model_any]
0249: mark_model_as_no_longer_needed modelId [model_any]
024F: draw_corona x [float] y [float] z [float] size [float] coronaType
[CoronaType] flareType [FlareType] r [int] g [int] b [int]
0253: store_clock
0254: restore_clock
0256: is_player_playing [Player]
0293: get_controller_mode mode [var ControllerMode]
0294: set_can_respray_car [Car] state [bool]
0296: unload_special_character slotId [int]
0297: reset_num_of_models_killed_by_player [Player]
0298: get_num_of_models_killed_by_player [Player] modelId [model_any] amount [var
int]
0299: activate_garage garageId [string]
029B: create_object_no_offset modelId [model_object] x [float] y [float] z [float]
handle [var Object]
02A0: is_char_stopped [Char]
02A3: switch_widescreen state [bool]
02A7: add_sprite_blip_for_contact_point x [float] y [float] z [float] sprite
[RadarSprite] handle [var Blip]
02A8: add_sprite_blip_for_coord x [float] y [float] z [float] sprite [RadarSprite]
handle [var Blip]
02A9: set_char_only_damaged_by_player [Char] state [bool]
02AA: set_car_only_damaged_by_player [Car] state [bool]
02AB: set_char_proofs [Char] bulletProof [bool] fireProof [bool] explosionProof
[bool] collisionProof [bool] meleeProof [bool]
02AC: set_car_proofs [Car] bulletProof [bool] fireProof [bool] explosionProof
[bool] collisionProof [bool] meleeProof [bool]
02B9: deactivate_garage garageId [string]
02BF: is_car_in_water [Car]
02C0: get_closest_char_node x [float] y [float] z [float] nodeX [var float] nodeY
[var float] nodeZ [var float]
02C1: get_closest_car_node x [float] y [float] z [float] nodeX [var float] nodeY
[var float] nodeZ [var float]
02C2: car_goto_coordinates_accurate [Car] x [float] y [float] z [float]
02CA: is_car_on_screen [Car]
02CB: is_char_on_screen [Char]
02CC: is_object_on_screen [Object]
02CE: get_ground_z_for_3d_coord x [float] y [float] z [float] groundZ [var float]
02CF: start_script_fire x [float] y [float] z [float] propagation [int] size [int]
handle [var ScriptFire]
02D0: is_script_fire_extinguished [ScriptFire]
02D1: remove_script_fire [ScriptFire]
02D3: boat_goto_coords [Boat] x [float] y [float] z [float]
02D4: boat_stop [Boat]
02D6: is_char_shooting_in_area [Char] leftBottomX [float] leftBottomY [float]
topRightX [float] topRightY [float] drawSphere [bool]
02D8: is_current_char_weapon [Char] weaponType [WeaponType]
02DB: set_boat_cruise_speed [Boat] maxSpeed [float]
02DD: get_random_char_in_zone zone [zone_key] civilian [bool] gang [bool]
criminalOrProstitute [bool] handle [var Char]
02E0: is_char_shooting [Char]
02E1: create_money_pickup x [float] y [float] z [float] cashAmount [int] permanent
[bool] handle [var Pickup]
02E2: set_char_accuracy [Char] accuracy [int]
02E3: get_car_speed [Car] speed [var float]
02E4: load_cutscene name [string]
02E7: start_cutscene
02E8: get_cutscene_time time [var int]
02E9: has_cutscene_finished
02EA: clear_cutscene
02EB: restore_camera_jumpcut
02ED: set_collectable1_total amount [int]
02EE: is_projectile_in_area leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float]
02F2: is_char_model [Char] modelId [model_char]
02F6: sin angle [float] result [var float]
02F7: cos angle [float] result [var float]
02F8: get_car_forward_x [Car] x [var float]
02F9: get_car_forward_y [Car] y [var float]
02FA: change_garage_type garageId [string] type [GarageType]
02FD: print_with_2_numbers_now key [gxt_key] num1 [int] num2 [int] duration [int]
style [TextStyle]
02FF: print_with_3_numbers key [gxt_key] num1 [int] num2 [int] num3 [int] duration
[int] style [TextStyle]
0302: print_with_4_numbers key [gxt_key] num1 [int] num2 [int] num3 [int] num4
[int] duration [int] style [TextStyle]
0303: print_with_4_numbers_now key [gxt_key] num1 [int] num2 [int] num3 [int] num4
[int] duration [int] style [TextStyle]
0308: print_with_6_numbers key [gxt_key] num1 [int] num2 [int] num3 [int] num4
[int] num5 [int] num6 [int] duration [int] style [TextStyle]
030C: player_made_progress progress [int]
030D: set_progress_total maxProgress [int]
0317: register_mission_given
0318: register_mission_passed key [gxt_key]
031A: remove_all_script_fires
031D: has_char_been_damaged_by_weapon [Char] weaponType [WeaponType]
031E: has_car_been_damaged_by_weapon [Car] weaponType [WeaponType]
0321: explode_char_head [Char]
0323: anchor_boat [Boat] state [bool]
0325: start_car_fire vehicle [Car] handle [var ScriptFire]
0326: start_char_fire char [Char] handle [var ScriptFire]
0327: get_random_car_of_type_in_area leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] modelId [model_vehicle] handle [var Car]
032A: set_camera_zoom zoom [int]
032B: create_pickup_with_ammo modelId [model_object] pickupType [PickupType] ammo
[int] x [float] y [float] z [float] handle [var Pickup]
0330: set_player_never_gets_tired [Player] state [bool]
0331: set_player_fast_reload [Player] state [bool]
0332: set_char_bleeding [Char] state [bool]
0335: set_free_resprays state [bool]
0337: set_char_visible [Char] state [bool]
0338: set_car_visible [Car] state [bool]
0339: is_area_occupied leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float] solid [bool] car
[bool] char [bool] object [bool] particle [bool]
033E: display_text offsetLeft [float] offsetTop [float] key [gxt_key]
033F: set_text_scale widthScale [float] heightScale [float]
0340: set_text_colour red [int] green [int] blue [int] alpha [int]
0341: set_text_justify state [bool]
0342: set_text_centre state [bool]
0343: set_text_wrapx width [float]
0344: set_text_centre_size width [float]
0345: set_text_background state [bool]
0348: set_text_proportional state [bool]
0349: set_text_font font [Font]
034D: rotate_object [Object] fromAngle [float] toAngle [float] collisionCheck
[bool]
034E: slide_object [Object] fromX [float] fromY [float] fromZ [float] xSpeed
[float] ySpeed [float] zSpeed [float] collisionCheck [bool]
034F: remove_char_elegantly [Char]
0350: set_char_stay_in_same_place [Char] state [bool]
0356: is_explosion_in_area explosionType [ExplosionType] leftBottomX [float]
leftBottomY [float] leftBottomZ [float] rightTopX [float] rightTopY [float]
rightTopZ [float]
035C: place_object_relative_to_car [Object] vehicle [Car] xOffset [float] yOffset
[float] zOffset [float]
035D: make_object_targettable [Object] state [bool]
035F: add_armour_to_char [Char] amount [int]
0360: open_garage garageId [string]
0361: close_garage garageId [string]
0362: warp_char_from_car_to_coord [Char] x [float] y [float] z [float]
0363: set_visibility_of_closest_object_of_type x [float] y [float] z [float] radius
[float] modelId [model_object] state [bool]
0364: has_char_spotted_char [Char] target [Char]
0366: has_object_been_damaged [Object]
036A: warp_char_into_car [Char] vehicle [Car]
036D: print_with_2_numbers_big key [gxt_key] num1 [int] num2 [int] duration [int]
style [TextStyle]
0373: set_camera_behind_player
0376: create_random_char x [float] y [float] z [float] handle [var Char]
0381: set_object_velocity [Object] xSpeed [float] ySpeed [float] zSpeed [float]
0382: set_object_collision [Object] state [bool]
0384: print_string_in_string_now templateKey [gxt_key] replacementKey [gxt_key]
duration [int] style [TextStyle]
038A: is_point_obscured_by_a_mission_entity x [float] y [float] z [float] radiusX
[float] radiusY [float] radiusZ [float]
038B: load_all_models_now
038C: add_to_object_velocity [Object] x [float] y [float] z [float]
038D: draw_sprite memorySlot [int] offsetLeft [float] offsetTop [float] width
[float] height [float] r [int] g [int] b [int] a [int]
038E: draw_rect x [float] y [float] width [float] height [float] r [int] g [int] b
[int] a [int]
038F: load_sprite memorySlot [int] spriteName [string]
0390: load_texture_dictionary name [string]
0391: remove_texture_dictionary
0392: set_object_dynamic [Object] state [bool]
0393: set_char_anim_speed [Char] animName [string] animSpeed [float]
0394: play_mission_passed_tune soundId [int]
0395: clear_area x [float] y [float] z [float] radius [float] clearParticles [bool]
0396: freeze_onscreen_timer state [bool]
0397: switch_car_siren [Car] state [bool]
039C: set_car_watertight [Car] state [bool]
039E: set_char_cant_be_dragged_out [Char] state [bool]
039F: turn_car_to_face_coord [Car] x [float] y [float]
03A1: draw_sphere x [float] y [float] z [float] radius [float]
03A2: set_car_status [Car] status [EntityStatus]
03A3: is_char_male [Char]
03A4: script_name name [string]
03AB: set_car_strong [Car] state [bool]
03AF: switch_streaming state [bool]
03B0: is_garage_open garageId [string]
03B1: is_garage_closed garageId [string]
03B6: swap_nearest_building_model x [float] y [float] z [float] radius [float]
fromModelId [model_object] toModelId [model_object]
03B7: switch_world_processing state [bool]
03BA: clear_area_of_cars leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float]
03BC: add_sphere x [float] y [float] z [float] radius [float] handle [var Sphere]
03BD: remove_sphere [Sphere]
03BF: set_everyone_ignore_player player [Player] state [bool]
03C0: store_car_char_is_in_no_save [Char] handle [var Car]
03C3: display_onscreen_timer_with_string timer [int] direction [TimerDirection]
text [gxt_key]
03C4: display_onscreen_counter_with_string counter [int] display [CounterDisplay]
text [gxt_key]
03C5: create_random_car_for_car_park x [float] y [float] z [float] heading [float]
03C7: set_wanted_multiplier multiplier [float]
03C8: set_camera_in_front_of_player
03C9: is_car_visibly_damaged [Car]
03CA: does_object_exist handle [any]
03CB: load_scene x [float] y [float] z [float]
03CC: add_stuck_car_check vehicle [Car] distance [float] time [int]
03CD: remove_stuck_car_check vehicle [Car]
03CE: is_car_stuck vehicle [Car]
03CF: load_mission_audio slotId [MissionAudioSlot] audioId [int]
03D0: has_mission_audio_loaded slotId [MissionAudioSlot]
03D1: play_mission_audio slotId [MissionAudioSlot]
03D2: has_mission_audio_finished slotId [MissionAudioSlot]
03D3: get_closest_car_node_with_heading x [float] y [float] z [float] nodeX [var
float] nodeY [var float] nodeZ [var float] angle [var float]
03D5: clear_this_print key [gxt_key]
03D6: clear_this_big_print key [gxt_key]
03D7: set_mission_audio_position slotId [MissionAudioSlot] x [float] y [float] z
[float]
03D8: activate_save_menu
03D9: has_save_game_finished
03DC: add_blip_for_pickup pickup [Pickup] handle [var Blip]
03DE: set_ped_density_multiplier multiplier [float]
03E0: set_text_draw_before_fade state [bool]
03E3: set_sprites_draw_before_fade state [bool]
03E4: set_text_right_justify state [bool]
03E5: print_help key [gxt_key]
03E6: clear_help
03E7: flash_hud_object object [HudObject]
03EB: clear_small_prints
03ED: set_upsidedown_car_not_damaged [Car] state [bool]
03EE: can_player_start_mission [Player]
03EF: make_player_safe_for_cutscene [Player]
03F0: use_text_commands state [bool]
03F3: get_car_colours [Car] primaryColour [var int] secondaryColour [var int]
03F4: set_all_cars_can_be_damaged state [bool]
03F5: set_car_can_be_damaged [Car] state [bool]
03FD: set_drunk_input_delay pad [PadId] delay [int]
03FE: set_char_money [Char] amount [int]
0400: get_offset_from_object_in_world_coords [Object] xOffset [float] yOffset
[float] zOffset [float] x [var float] y [var float] z [var float]
0407: get_offset_from_car_in_world_coords [Car] xOffset [float] yOffset [float]
zOffset [float] x [var float] y [var float] z [var float]
040C: is_german_game
040D: clear_mission_audio slotId [MissionAudioSlot]
0414: set_free_health_care [Player] state [bool]
0417: load_and_launch_mission_internal index [int]
0418: set_object_draw_last [Object] state [bool]
041A: get_ammo_in_char_weapon [Char] weaponType [WeaponType] ammo [var int]
041D: set_near_clip value [float]
041E: set_radio_channel channel [RadioChannel]
0423: set_car_traction [Car] traction [float]
0424: are_measurements_in_metres
0425: convert_metres_to_feet meters [float] feet [var float]
0428: set_car_avoid_level_transitions [Car] state [bool]
042B: clear_area_of_chars leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float]
042C: set_total_number_of_missions numMissions [int]
042D: convert_metres_to_feet_int meters [int] feet [var int]
042E: register_fastest_time statId [int] value [int]
0430: warp_char_into_car_as_passenger [Char] handle [Car] seatId [int]
0431: is_car_passenger_seat_free [Car] seatIndex [SeatIndex]
0432: get_char_in_car_passenger_seat [Car] seatIndex [int] handle [var Char]
0433: set_char_is_chris_criminal [Char] state [bool]
0434: start_credits
0435: stop_credits
0436: are_credits_finished
043C: set_music_does_fade state [bool]
0441: get_car_model [Car] modelId [var model_vehicle]
0445: are_any_car_cheats_activated
0446: set_char_suffers_critical_hits [Char] state [bool]
0448: is_char_sitting_in_car [Char] vehicle [Car]
0449: is_char_sitting_in_any_car [Char]
044B: is_char_on_foot [Char]
0453: set_object_rotation [Object] x [float] y [float] z [float]
0454: get_debug_camera_coordinates x [var float] y [var float] z [var float]
0457: is_player_targetting_char [Player] handle [Char]
0458: is_player_targetting_object [Player] handle [Object]
0459: terminate_all_scripts_with_this_name name [string]
045A: display_text_with_number offsetLeft [float] offsetTop [float] key [gxt_key]
num [int]
045B: display_text_with_2_numbers offsetLeft [float] offsetTop [float] key
[gxt_key] num1 [int] num2 [int]
045C: fail_current_mission
0460: set_interpolation_parameters _p1 [float] time [int]
0463: get_debug_camera_point_at x [var float] y [var float] z [var float]
0464: attach_char_to_car [Char] vehicle [Car] xOffset [float] yOffset [float]
zOffset [float] position [int] angleLimit [float] weaponType [WeaponType]
0465: detach_char_from_car [Char]
0466: set_car_stay_in_fast_lane [Car] state [bool]
0467: clear_char_last_weapon_damage [Char]
0468: clear_car_last_weapon_damage [Car]
046C: get_driver_of_car [Car] handle [var Char]
046D: get_number_of_followers [Char] number [var int]
046E: give_remote_controlled_model_to_player handle [Player] x [float] y [float] z
[float] angle [float] modelId [model_vehicle]
0470: get_current_char_weapon [Char] weaponType [var WeaponType]
0471: locate_char_any_means_object_2d [Char] object [Object] xRadius [float]
yRadius [float] drawSphere [bool]
0472: locate_char_on_foot_object_2d [Char] object [Object] xRadius [float]
yRadius [float] drawSphere [bool]
0473: locate_char_in_car_object_2d [Char] object [Object] xRadius [float] yRadius
[float] drawSphere [bool]
0474: locate_char_any_means_object_3d [Char] object [Object] xRadius [float]
yRadius [float] zRadius [float] drawSphere [bool]
0475: locate_char_on_foot_object_3d [Char] object [Object] xRadius [float]
yRadius [float] zRadius [float] drawSphere [bool]
0476: locate_char_in_car_object_3d [Char] object [Object] xRadius [float] yRadius
[float] zRadius [float] drawSphere [bool]
0477: set_car_temp_action [Car] actionId [TempAction] timeInMs [int]
047A: is_char_on_any_bike [Char]
0480: can_char_see_dead_char [Char] pedType [PedType]
0484: get_remote_controlled_car player [Player] car [var Car]
0485: is_pc_version
0488: is_model_available modelId [model_any]
0489: shut_char_up [Char] state [bool]
048A: set_enable_rc_detonate state [bool]
048B: set_car_random_route_seed [Car] routeSeed [int]
048C: is_any_pickup_at_coords x [float] y [float] z [float]
048F: remove_all_char_weapons [Char]
0491: has_char_got_weapon [Char] weaponType [WeaponType]
0494: get_position_of_analogue_sticks pad [PadId] leftStickX [var int] leftStickY
[var int] rightStickX [var int] rightStickY [var int]
0495: is_car_on_fire [Car]
0496: is_car_tyre_burst [Car] tireId [int]
04A2: heli_goto_coords [Heli] x [float] y [float] z [float] minAltitude [float]
maxAltitude [float]
04A3: [global var int] == [literal int]
04A4: [local var int] == [literal int]
04A5: get_dead_char_pickup_coords char [Char] x [var float] y [var float] z [var
float]
04A6: create_protection_pickup x [float] y [float] z [float] revenueLimit [int]
revenueRate [int] handle [var Pickup]
04A7: is_char_in_any_boat [Char]
04A9: is_char_in_any_heli [Char]
04AB: is_char_in_any_plane [Char]
04AD: is_char_in_water [Char]
04AE: [global var int] = [literal int]
04AF: [local var int] = [literal int]
04B0: [global var int] > [literal int]
04B1: [local var int] > [literal int]
04B2: [literal int] > [global var int]
04B3: [literal int] > [local var int]
04B4: [global var int] >= [literal int]
04B5: [global var int] >= [literal int]
04B6: [literal int] >= [global var int]
04B7: [literal int] >= [local var int]
04B8: get_char_weapon_in_slot [Char] weaponSlotId [WeaponSlot] weaponType [var
WeaponType] weaponAmmo [var int] weaponModel [var model_object]
04B9: get_closest_straight_road x [float] y [float] z [float] minDist [float]
maxDist [float] node1X [var float] node1Y [var float] node1Z [var float] node2X
[var float] node2Y [var float] node2Z [var float] angle [var float]
04BA: set_car_forward_speed [Car] forwardSpeed [float]
04BB: set_area_visible areaId [Interior]
04BD: mark_car_as_convoy_car [Car] state [bool]
04C0: create_script_roadblock leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float] type [int]
04C1: clear_all_script_roadblocks
04C4: get_offset_from_char_in_world_coords [Char] xOffset [float] yOffset [float]
zOffset [float] x [var float] y [var float] z [var float]
04C5: has_char_been_photographed [Char]
04C8: is_char_in_flying_vehicle [Char]
04CE: add_short_range_sprite_blip_for_coord x [float] y [float] z [float] sprite
[RadarSprite] handle [var Blip]
04D0: set_heli_orientation [Heli] angle [float]
04D1: clear_heli_orientation [Heli]
04D2: plane_goto_coords [Plane] x [float] y [float] z [float] minAltitude [float]
maxAltitude [float]
04D3: get_nth_closest_car_node fromX [float] fromY [float] fromZ [float] n [int] x
[var float] y [var float] z [var float]
04D5: draw_weaponshop_corona x [float] y [float] z [float] size [float] coronaType
[CoronaType] flareType [FlareType] r [int] g [int] b [int]
04D6: set_enable_rc_detonate_on_contact state [bool]
04D7: freeze_char_position [Char] state [bool]
04D8: set_char_drowns_in_water [Char] state [bool]
04D9: set_object_records_collisions [Object] state [bool]
04DA: has_object_collided_with_anything [Object]
04DB: remove_rc_buggy
04DD: get_char_armour [Char] armor [var int]
04DF: set_heli_stabiliser [Heli] state [bool]
04E0: set_car_straight_line_distance [Car] distance [int]
04E1: pop_car_boot [Car]
04E3: set_player_mood [Player] mood [PlayerMood] time [int]
04E4: request_collision x [float] y [float]
04E5: locate_object_2d [Object] x [float] y [float] xRadius [float] yRadius
[float] drawSphere [bool]
04E6: locate_object_3d [Object] x [float] y [float] z [float] xRadius [float]
yRadius [float] zRadius [float] drawSphere [bool]
04E7: is_object_in_water [Object]
04E9: is_object_in_area_2d [Object] leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] drawSphere [bool]
04EA: is_object_in_area_3d [Object] leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
drawSphere [bool]
04EB: task_toggle_duck handle [Char] state [bool]
04ED: request_animation animationFile [string]
04EE: has_animation_loaded animationFile [string]
04EF: remove_animation animationFile [string]
04F0: is_char_waiting_for_world_collision [Char]
04F1: is_car_waiting_for_world_collision [Car]
04F4: attach_char_to_object [Char] handle [Object] xOffset [float] yOffset [float]
zOffset [float] orientation [int] angleLimit [float] weaponType [WeaponType]
04F7: display_nth_onscreen_counter_with_string counter [int] display
[CounterDisplay] slot [int] text [gxt_key]
04F8: add_set_piece type [SetPieceType] fromX [float] fromY [float] toX [float] toY
[float] spawnPoliceAAtX [float] spawnPoliceAAtY [float] headedTowardsAAtX [float]
headedTowardsAAtY [float] spawnPoliceBAtX [float] spawnPoliceBAtY [float]
headedTowardsBAtX [float] headedTowardsBAtY [float]
04F9: set_extra_colours color [int] fade [bool]
04FA: clear_extra_colours withFade [bool]
04FC: get_wheelie_stats [Player] twoWheelsTime [var int] twoWheelsDistance [var
float] wheelieTime [var int] wheelieDistance [var float] stoppieTime [var int]
stoppieDistance [var float]
04FE: burst_car_tyre [Car] tireId [int]
0500: is_player_wearing [Player] modelName [string] bodyPart [BodyPart]
0501: set_player_can_do_drive_by [Player] state [bool]
0503: create_swat_rope pedType [PedType] modelId [model_char] x [float] y [float] z
[float] handle [var Char]
0506: set_car_model_components _unused [model_vehicle] component1 [int] component2
[int]
0508: close_all_car_doors [Car]
0509: get_distance_between_coords_2d fromX [float] fromY [float] toX [float] toZ
[float] distance [var float]
050A: get_distance_between_coords_3d fromX [float] fromY [float] fromZ [float] toX
[float] toY [float] toZ [float] distance [var float]
050E: sort_out_object_collision_with_car [Object] handle [Car]
050F: get_max_wanted_level level [var int]
0512: print_help_forever key [gxt_key]
0513: print_help_forever_with_number gxt [gxt_key] number [int]
0517: create_locked_property_pickup x [float] y [float] z [float] message [gxt_key]
handle [var Pickup]
0518: create_forsale_property_pickup x [float] y [float] z [float] price [int]
message [gxt_key] handle [var Pickup]
0519: freeze_car_position [Car] state [bool]
051A: has_char_been_damaged_by_char [Char] handle [Char]
051B: has_char_been_damaged_by_car [Char] handle [Car]
051C: has_car_been_damaged_by_char [Car] handle [Char]
051D: has_car_been_damaged_by_car [Car] other [Car]
051E: get_radio_channel channel [var RadioChannel]
0526: set_char_stay_in_car_when_jacked [Char] state [bool]
052C: set_player_drunkenness [Player] intensity [int]
053E: get_random_car_of_type_in_area_no_save leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] modelId [model_vehicle] handle [var
Car]
053F: set_can_burst_car_tyres [Car] state [bool]
0541: fire_hunter_gun [Heli]
0547: is_char_touching_vehicle [Char] handle [Car]
054A: set_char_can_be_shot_in_vehicle [Char] state [bool]
054C: load_mission_text tableName [string]
054E: clear_char_last_damage_entity [Char]
054F: clear_car_last_damage_entity [Car]
0550: freeze_object_position [Object] state [bool]
0555: remove_weapon_from_char [Char] weaponType [WeaponType]
055D: make_player_fire_proof [Player] state [bool]
055E: increase_player_max_health [Player] value [int]
055F: increase_player_max_armour [Player] value [int]
0560: create_random_char_as_driver vehicle [Car] handle [var Char]
0561: create_random_char_as_passenger vehicle [Car] seatId [int] handle [var Char]
0563: ensure_player_has_drive_by_weapon [Player] ammo [int]
0564: make_heli_come_crashing_down [Heli]
0565: add_explosion_no_sound x [float] y [float] z [float] type [ExplosionType]
0566: set_object_area_visible [Object] areaId [Interior]
0568: set_char_never_targetted [Char] state [bool]
056A: was_cutscene_skipped
056C: is_char_in_any_police_vehicle [Char]
056D: does_char_exist handle [any]
056E: does_vehicle_exist handle [any]
0570: add_short_range_sprite_blip_for_contact_point x [float] y [float] z [float]
sprite [RadarSprite] handle [var Blip]
0572: set_all_taxis_have_nitro state [bool]
0574: freeze_car_position_and_dont_load_collision [Car] state [bool]
0575: freeze_char_position_and_dont_load_collision [Char] state [bool]
057E: set_player_is_in_stadium state [bool]
0581: display_radar state [bool]
0582: register_best_position statId [int] position [int]
0583: is_player_in_info_zone [Player] infoZone [gxt_key]
0587: set_load_collision_for_car_flag [Car] state [bool]
0588: set_load_collision_for_char_flag [Char] state [bool]
058A: add_big_gun_flash fromX [float] fromY [float] fromZ [float] toX [float] toY
[float] toZ [float]
058C: get_progress_percentage percentage [var float]
0594: set_vehicle_to_fade_in [Car] alpha [int]
0595: register_oddjob_mission_passed
0597: is_char_ducking [Char]
059A: is_australian_game
059C: set_onscreen_counter_flash_when_first_displayed counter [int] state [bool]
059D: shuffle_card_decks type [int]
059E: fetch_next_card number [var int]
059F: get_object_velocity [Object] x [var float] y [var float] z [var float]
05A0: is_debug_camera_on
05A1: add_to_object_rotation_velocity [Object] x [float] y [float] z [float]
05A2: set_object_rotation_velocity [Object] x [float] y [float] z [float]
05A3: is_object_static [Object]
05A4: get_angle_between_2d_vectors x1 [float] y1 [float] x2 [float] y2 [float]
angle [var float]
05A5: do_2d_rectangles_collide rectangle1PositionX [float] rectangle1PositionY
[float] rectangle1SizeX [float] rectangle1SizeY [float] rectangle2PositionX [float]
rectangle2PositionY [float] rectangle2SizeX [float] rectangle2SizeY [float]
05A6: get_object_rotation_velocity [Object] x [var float] y [var float] z [var
float]
05A7: add_velocity_relative_to_object_velocity [Object] x [float] y [float] z
[float]
05A8: get_object_speed [Object] speed [var float]
05A9: [global var string] = [string]
05AA: [local var string] = [string]
05AD: [global var string] == [string]
05AE: [local var string] == [string]
05B0: get_2d_lines_intersect_point line1StartX [float] line1StartY [float]
line1EndX [float] line1EndY [float] line2StartX [float] line2StartY [float]
line2EndX [float] line2EndY [float] intersectPointX [var float] intersectPointY
[var float]
05B9: task_pause handle [Char] time [int]
05BA: task_stand_still handle [Char] time [int]
05BB: task_fall_and_get_up handle [Char] fallDown [bool] timeOnGround [int]
05BC: task_jump handle [Char] state [bool]
05BD: task_tired handle [Char] time [int]
05BE: task_die handle [Char]
05BF: task_look_at_char observer [Char] target [Char] time [int]
05C0: task_look_at_vehicle char [Char] vehicle [Car] time [int]
05C1: task_say handle [Char] phraseId [int]
05C2: task_shake_fist handle [Char]
05C3: task_cower handle [Char]
05C4: task_hands_up handle [Char] time [int]
05C5: task_duck handle [Char] time [int]
05C7: task_use_atm handle [Char]
05C8: task_scratch_head handle [Char]
05C9: task_look_about handle [Char] time [int]
05CA: task_enter_car_as_passenger char [Char] vehicle [Car] time [int] seatId [int]
05CB: task_enter_car_as_driver char [Char] vehicle [Car] time [int]
05CD: task_leave_car char [Char] vehicle [Car]
05CF: task_leave_car_and_flee char [Char] vehicle [Car] x [float] y [float] z
[float]
05D1: task_car_drive_to_coord driver [Char] vehicle [Car] x [float] y [float] z
[float] speed [float] _p7 [int] _p8 [int] drivingStyle [DrivingMode]
05D2: task_car_drive_wander char [Char] vehicle [Car] speed [float] drivingStyle
[int]
05D3: task_go_straight_to_coord handle [Char] x [float] y [float] z [float]
moveState [MoveState] time [int]
05D4: task_achieve_heading handle [Char] heading [float]
05D6: flush_route
05D7: extend_route x [float] y [float] z [float]
05D8: task_follow_point_route handle [Char] walkSpeed [int] flag [int]
05D9: task_goto_char walking [Char] target [Char] time [int] radius [float]
05DA: task_flee_point handle [Char] x [float] y [float] z [float] radius [float]
time [int]
05DB: task_flee_char handle [Char] threat [Char] radius [float] time [int]
05DC: task_smart_flee_point handle [Char] x [float] y [float] z [float] radius
[float] time [int]
05DD: task_smart_flee_char handle [Char] threat [Char] radius [float] time [int]
05DE: task_wander_standard handle [Char]
05E2: task_kill_char_on_foot killer [Char] target [Char]
05EB: start_playback_recorded_car [Car] path [int]
05EC: stop_playback_recorded_car [Car]
05ED: pause_playback_recorded_car [Car]
05EE: unpause_playback_recorded_car [Car]
05F1: set_car_escort_car_left [Car] handle [Car]
05F2: set_car_escort_car_right [Car] handle [Car]
05F3: set_car_escort_car_rear [Car] handle [Car]
05F4: set_car_escort_car_front [Car] handle [Car]
05F5: task_follow_path_nodes_to_coord handle [Char] x [float] y [float] z [float]
walkSpeed [int] time [int]
05F6: is_char_in_angled_area_2d [Char] leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] angle [float] drawSphere [bool]
05F7: is_char_in_angled_area_on_foot_2d [Char] leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] angle [float] drawSphere [bool]
05F8: is_char_in_angled_area_in_car_2d [Char] leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] angle [float] drawSphere [bool]
05F9: is_char_stopped_in_angled_area_2d [Char] leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] angle [float] drawSphere [bool]
05FA: is_char_stopped_in_angled_area_on_foot_2d [Char] leftBottomX [float]
leftBottomY [float] rightTopX [float] rightTopY [float] angle [float] drawSphere
[bool]
05FB: is_char_stopped_in_angled_area_in_car_2d [Char] leftBottomX [float]
leftBottomY [float] rightTopX [float] rightTopY [float] angle [float] drawSphere
[bool]
05FC: is_char_in_angled_area_3d [Char] leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float] angle
[float] drawSphere [bool]
05FD: is_char_in_angled_area_on_foot_3d [Char] leftBottomX [float] leftBottomY
[float] leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
angle [float] drawSphere [bool]
05FE: is_char_in_angled_area_in_car_3d [Char] leftBottomX [float] leftBottomY
[float] leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
angle [float] drawSphere [bool]
05FF: is_char_stopped_in_angled_area_3d [Char] leftBottomX [float] leftBottomY
[float] leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
angle [float] drawSphere [bool]
0600: is_char_stopped_in_angled_area_on_foot_3d [Char] leftBottomX [float]
leftBottomY [float] leftBottomZ [float] rightTopX [float] rightTopY [float]
rightTopZ [float] angle [float] drawSphere [bool]
0601: is_char_stopped_in_angled_area_in_car_3d [Char] leftBottomX [float]
leftBottomY [float] leftBottomZ [float] rightTopX [float] rightTopY [float]
rightTopZ [float] angle [float] drawSphere [bool]
0602: is_char_in_taxi [Char]
0603: task_go_to_coord_any_means char [Char] x [float] y [float] z [float]
walkSpeed [int] vehicle [Car]
0604: get_heading_from_vector_2d x [float] y [float] heading [var float]
0605: task_play_anim handle [Char] animationName [string] animationFile [string]
frameDelta [float] loop [bool] lockX [bool] lockY [bool] lockF [bool] time [int]
0606: load_path_nodes_in_area leftBottomX [float] leftBottomY [float] rightTopX
[float] rightTopY [float]
0607: release_path_nodes
060A: load_char_decision_maker type [int] handle [var DecisionMakerChar]
060B: set_char_decision_maker [Char] maskOrHandle [DecisionMakerChar]
060D: set_text_dropshadow intensity [int] red [int] green [int] blue [int] alpha
[int]
060E: is_playback_going_on_for_car [Car]
060F: set_sense_range [Char] meleeAccuracy [float]
0611: is_char_playing_anim [Char] animationName [string]
0612: set_char_anim_playing_flag [Char] animationName [string] flag [bool]
0613: get_char_anim_current_time [Char] animationName [string] time [var float]
0614: set_char_anim_current_time [Char] animationName [string] time [float]
0615: open_sequence_task handle [var Sequence]
0616: close_sequence_task [Sequence]
0618: perform_sequence_task [Char] sequence [Sequence]
0619: set_char_collision [Char] state [bool]
061A: get_char_anim_total_time [Char] animationName [string] totalTime [var float]
061B: clear_sequence_task [Sequence]
061D: add_attractor x [float] y [float] z [float] angle [float] _p5 [float]
sequence [Sequence] handle [var Attractor]
061E: clear_attractor [Attractor]
0621: create_char_at_attractor pedType [PedType] modelId [model_char] taskId [int]
attractor [Attractor] handle [var Char]
0622: task_leave_car_immediately char [Char] vehicle [Car]
0623: increment_int_stat statId [int] value [int]
0624: increment_float_stat statId [int] value [float]
0625: decrement_int_stat statId [int] value [int]
0626: decrement_float_stat statId [int] value [float]
0627: register_int_stat statId [int] value [int]
0628: register_float_stat statId [int] value [float]
0629: set_int_stat statId [int] value [int]
062A: set_float_stat statId [int] value [float]
062E: get_script_task_status [Char] taskId [int] status [var TaskStatus]
062F: create_group defaultTaskAllocator [DefaultTaskAllocator] handle [var Group]
0630: set_group_leader [Group] handle [Char]
0631: set_group_member [Group] handle [Char]
0632: remove_group [Group]
0633: task_leave_any_car handle [Char]
0634: task_kill_char_on_foot_while_ducking char [Char] target [Char] flags [int]
actionDelay [int] actionChance [int]
0635: task_aim_gun_at_char char [Char] target [Char] time [int]
0637: task_go_to_coord_while_shooting char [Char] x [float] y [float] z [float]
mode [int] turnRadius [float] stopRadius [float] target [Char]
0638: task_stay_in_same_place handle [Char] state [bool]
0639: task_turn_char_to_face_char char [Char] target [Char]
0642: is_char_at_scripted_attractor [Char] handle [Attractor]
0643: set_sequence_to_repeat [Sequence] state [bool]
0646: get_sequence_progress [Char] progress [var int]
0647: clear_look_at [Char]
0648: set_follow_node_threshold_distance [Char] range [float]
064B: create_fx_system name [string] x [float] y [float] z [float] type [int]
handle [var Particle]
064C: play_fx_system [Particle]
064E: stop_fx_system [Particle]
064F: play_and_kill_fx_system [Particle]
0650: kill_fx_system [Particle]
0652: get_int_stat statId [int] value [var int]
0653: get_float_stat statId [int] value [var float]
0654: set_object_render_scorched [Object] state [bool]
0655: task_look_at_object char [Char] object [Object] time [any]
0656: limit_angle value [float] result [var float]
0657: open_car_door [Car] door [CarDoor]
065B: get_pickup_coordinates [Pickup] x [var float] y [var float] z [var float]
065C: remove_decision_maker [DecisionMaker]
0665: get_char_model [Char] modelId [var int]
0667: task_aim_gun_at_coord handle [Char] x [float] y [float] z [float] time [int]
0668: task_shoot_at_coord handle [Char] x [float] y [float] z [float] time [int]
0669: create_fx_system_on_char name [string] char [Char] xOffset [float] yOffset
[float] zOffset [float] type [int] handle [var Particle]
066A: create_fx_system_on_char_with_direction name [string] char [Char] xOffset
[float] yOffset [float] zOffset [float] xDirection [float] yDirection [float]
zDirection [float] type [int] handle [var Particle]
066B: create_fx_system_on_car name [string] vehicle [Car] xOffset [float] yOffset
[float] zOffset [float] type [float] handle [var Particle]
066C: create_fx_system_on_car_with_direction name [string] vehicle [Car] xOffset
[float] yOffset [float] zOffset [float] xDirection [float] yDirection [float]
zDirection [float] type [int] handle [var Particle]
066D: create_fx_system_on_object name [string] object [Object] xOffset [float]
yOffset [float] zOffset [float] type [int] handle [var Particle]
066E: create_fx_system_on_object_with_direction name [string] object [Object]
xOffset [float] yOffset [float] zOffset [float] xDirection [float] yDirection
[float] zDirection [float] type [int] handle [var Particle]
0672: task_destroy_car char [Char] vehicle [Car]
0673: task_dive_and_get_up handle [Char] directionX [float] directionY [float]
timeOnGround [int]
0674: custom_plate_for_next_car modelId [model_vehicle] plateText [string]
0676: task_shuffle_to_next_car_seat char [Char] vehicle [Car]
0677: task_chat_with_char char [Char] other [Char] leadSpeaker [bool] _p4 [int]
0679: attach_camera_to_vehicle handle [Car] xOffset [float] yOffset [float] zOffset
[float] xRotation [float] yRotation [float] zRotation [float] tilt [float]
switchStyle [SwitchType]
067A: attach_camera_to_vehicle_look_at_vehicle handle [Car] xOffset [float] yOffset
[float] zOffset [float] vehicle [Car] tilt [float] switchStyle [SwitchType]
067B: attach_camera_to_vehicle_look_at_char car [Car] xOffset [float] yOffset
[float] zOffset [float] char [Char] tilt [float] switchStyle [SwitchType]
067C: attach_camera_to_char handle [Char] xOffset [float] yOffset [float] zOffset
[float] xRotation [float] yRotation [float] zRotation [float] tilt [float]
switchStyle [SwitchType]
067D: attach_camera_to_char_look_at_vehicle char [Char] xOffset [float] yOffset
[float] zOffset [float] vehicle [Car] tilt [float] switchStyle [SwitchType]
067E: attach_camera_to_char_look_at_char handle [Char] xOffset [float] yOffset
[float] zOffset [float] char [Char] tilt [float] switchStyle [SwitchType]
067F: force_car_lights [Car] lightMode [CarLights]
0680: add_pedtype_as_attractor_user [Attractor] pedType [PedType]
0681: attach_object_to_car [Object] handle [Car] xOffset [float] yOffset [float]
zOffset [float] xRotation [float] yRotation [float] zRotation [float]
0682: detach_object [Object] x [float] y [float] z [float] collisionDetection
[bool]
0683: attach_car_to_car [Car] handle [Car] xOffset [float] yOffset [float] zOffset
[float] xRotation [float] yRotation [float] zRotation [float]
0684: detach_car [Car] x [float] y [float] z [float] collisionDetection [bool]
0685: is_object_attached [Object]
0686: is_vehicle_attached [Car]
0687: clear_char_tasks [Char]
0688: task_toggle_ped_threat_scanner handle [Char] _p2 [bool] _p3 [bool] _p4 [bool]
0689: pop_car_door [Car] door [CarDoor] visibility [bool]
068A: fix_car_door [Car] door [CarDoor]
068B: task_everyone_leave_car [Car]
068C: is_player_targetting_anything [Player]
068D: get_active_camera_coordinates x [var float] y [var float] z [var float]
068E: get_active_camera_point_at x [var float] y [var float] z [var float]
0697: pop_car_panel [Car] panelId [int] visibility [bool]
0698: fix_car_panel [Car] panelId [int]
0699: fix_car_tyre [Car] typeId [int]
069A: attach_object_to_object [Object] handle [Object] xOffset [float] yOffset
[float] zOffset [float] xRotation [float] yRotation [float] zRotation [float]
069B: attach_object_to_char [Object] handle [Char] xOffset [float] yOffset [float]
zOffset [float] xRotation [float] yRotation [float] zRotation [float]
06A2: get_car_speed_vector [Car] x [var float] y [var float] z [var float]
06A3: get_car_mass [Car] mass [var float]
06A5: task_dive_from_attachment_and_get_up handle [Char] time [int]
06A7: attach_char_to_bike [Char] vehicle [Car] xOffset [float] yOffset [float]
zOffset [float] position [int] _p7 [float] _p8 [float] weaponType [WeaponType]
06A8: task_goto_char_offset char [Char] target [Char] time [int] radius [float]
heading [float]
06A9: task_look_at_coord handle [Char] x [float] y [float] z [float] time [int]
06AB: hide_char_weapon_for_scripted_cutscene [Char] state [bool]
06AC: get_char_speed [Char] speed [var float]
06AD: set_group_decision_maker [Group] maskOrHandle [DecisionMakerGroup]
06AE: load_group_decision_maker type [int] handle [var DecisionMakerGroup]
06AF: disable_player_sprint [Player] state [bool]
06B0: task_sit_down handle [Char] time [int]
06B1: create_searchlight x [float] y [float] z [float] xPoint [float] yPoint
[float] zPoint [float] radius [float] radiusPoint [float] handle [var Searchlight]
06B2: delete_searchlight [Searchlight]
06B3: does_searchlight_exist handle [any]
06B4: move_searchlight_between_coords [Searchlight] fromX [float] fromY [float]
fromZ [float] toX [float] toY [float] toZ [float] speed [float]
06B5: point_searchlight_at_coord [Searchlight] x [float] y [float] z [float] speed
[float]
06B6: point_searchlight_at_char [Searchlight] handle [Char] speed [float]
06B7: is_char_in_searchlight [Searchlight] handle [Char]
06B9: has_cutscene_loaded
06BA: task_turn_char_to_face_coord handle [Char] x [float] y [float] z [float]
06BB: task_drive_point_route char [Char] vehicle [Car] speed [int]
06BC: fire_single_bullet fromX [float] fromY [float] fromZ [float] toX [float] toY
[float] toZ [float] energy [int]
06BD: is_line_of_sight_clear fromX [float] fromY [float] fromZ [float] toX
[float] toY [float] toZ [float] buildings [bool] cars [bool] chars [bool] objects
[bool] particles [bool]
06BE: get_car_roll [Car] angle [var float]
06BF: point_searchlight_at_vehicle [Searchlight] handle [Car] speed [float]
06C0: is_vehicle_in_searchlight [Searchlight] handle [Car]
06C1: create_searchlight_on_vehicle vehicle [Car] xOffset [float] yOffset [float]
zOffset [float] xPoint [float] yPoint [float] zPoint [float] pointRadius [float]
radius [float] handle [var Searchlight]
06C2: task_go_to_coord_while_aiming char [Char] x [float] y [float] z [float] mode
[int] turnRadius [float] stopRadius [float] target [Char] xOffset [float] yOffset
[float] zOffset [float]
06C3: get_number_of_fires_in_range x [float] y [float] z [float] radius [float]
numFires [var int]
06C4: add_blip_for_searchlight searchlight [Searchlight] handle [var Blip]
06C5: skip_to_end_and_stop_playback_recorded_car [Car]
06C7: task_car_temp_action char [Char] vehicle [Car] actionId [int] time [int]
06C8: set_la_riots state [bool]
06C9: remove_char_from_group [Char]
06CA: attach_searchlight_to_searchlight_object [Searchlight] spotTower [Object]
spotHousing [Object] spotBulb [Object] xOffset [float] yOffset [float] zOffset
[float]
06D0: switch_emergency_services state [bool]
06D1: [global var string] = [string]
06D2: [local var string] = [string]
06D5: create_checkpoint type [int] x [float] y [float] z [float] pointX [float]
pointY [float] pointZ [float] radius [float] handle [var Checkpoint]
06D6: delete_checkpoint [Checkpoint]
06D7: switch_random_trains state [bool]
06D8: create_mission_train type [int] x [float] y [float] z [float] direction
[bool] handle [var Train]
06D9: delete_mission_trains
06DA: mark_mission_trains_as_no_longer_needed
06DB: delete_all_trains
06DC: set_train_speed [Train] speed [float]
06DD: set_train_cruise_speed [Train] speed [float]
06DE: get_train_caboose [Train] caboose [var Car]
06DF: delete_player [Player]
06E0: set_two_player_camera_mode state [bool]
06E1: task_car_mission char [Char] vehicle [Car] targetVehicle [Car] missionId
[CarMission] cruiseSpeed [float] drivingStyle [DrivingMode]
06E2: task_go_to_object char [Char] object [Object] time [int] radius [float]
06E3: task_weapon_roll handle [Char] direction [bool]
06E4: task_char_arrest_char char [Char] target [Char]
06E5: get_available_vehicle_mod [Car] slotId [ModSlot] modelId [var model_object]
06E6: get_vehicle_mod_type modelId [model_object] slotId [var ModSlot]
06E7: add_vehicle_mod [Car] modelId [model_object] handle [var int]
06E8: remove_vehicle_mod [Car] modelId [model_object]
06E9: request_vehicle_mod modelId [model_object]
06EA: has_vehicle_mod_loaded modelId [model_object]
06EB: mark_vehicle_mod_as_no_longer_needed modelId [model_object]
06EC: get_num_available_paintjobs [Car] numPaintjobs [var int]
06ED: give_vehicle_paintjob [Car] paintjobId [int]
06EE: is_group_member [Char] handle [Group]
06EF: is_group_leader [Char] handle [Group]
06F0: set_group_separation_range [Group] range [float]
06F1: limit_two_player_distance distance [float]
06F2: release_two_player_distance
06F3: set_player_player_targetting state [bool]
06F5: get_script_fire_coords [ScriptFire] x [var float] y [var float] z [var float]
06F8: get_nth_closest_car_node_with_heading xCoord [float] yCoord [float] zCoord
[float] nth [int] x [var float] y [var float] z [var float] heading [var float]
06FA: set_players_can_be_in_separate_cars state [bool]
06FC: does_car_have_stuck_car_check [Car]
06FD: set_playback_speed [Car] speed [float]
06FF: are_any_chars_near_char [Char] radius [float]
0701: skip_cutscene_end
0702: get_percentage_tagged_in_area leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] percent [var int]
0703: set_tag_status_in_area leftBottomX [float] leftBottomY [float] rightTopX
[float] rightTopY [float] percent [int]
0704: car_goto_coordinates_racing [Car] x [float] y [float] z [float]
0705: start_playback_recorded_car_using_ai [Car] pathId [int]
0706: skip_in_playback_recorded_car [Car] amount [float]
0707: skip_cutscene_start_internal @label
0708: clear_char_decision_maker_event_response [DecisionMakerChar] eventId [int]
0709: add_char_decision_maker_event_response [DecisionMakerChar] eventId [int]
taskId [int] respect [float] hate [float] like [float] dislike [float] inCar [bool]
onFoot [bool]
070A: task_pick_up_object char [Char] object [Object] xOffset [float] yOffset
[float] zOffset [float] boneId [int] _p7 [int] animationName [string] animationFile
[string] time [int]
070B: drop_object [Char] state [bool]
070C: explode_car_in_cutscene [Car]
070D: build_player_model [Player]
070E: plane_attack_player [Plane] handle [Player] radius [float]
070F: plane_fly_in_direction [Plane] heading [float] minAltitude [float]
maxAltitude [float]
0710: plane_follow_entity [Plane] char [Char] vehicle [Car] radius [float]
0713: task_drive_by handle [Char] targetChar [Char] targetVehicle [Car] x [float] y
[float] z [float] radius [float] style [int] rightHandCarSeat [bool] fireRate [int]
0714: set_car_stay_in_slow_lane [Car] state [bool]
0715: take_remote_control_of_car player [Player] vehicle [Car]
0716: is_closest_object_of_type_smashed_or_damaged x [float] y [float] z [float]
radius [float] modelId [model_object] smashed [bool] damaged [bool]
0717: start_setting_up_conversation handle [Char]
0719: finish_setting_up_conversation
071A: is_conversation_at_node handle [Char] speech [gxt_key]
071E: get_object_health [Object] health [var int]
071F: set_object_health [Object] health [int]
0723: break_object [Object] intensity [int]
0724: heli_attack_player [Heli] handle [Player] radius [float]
0726: heli_follow_entity [Heli] char [Char] vehicle [Car] radius [float]
0727: police_heli_chase_entity [Heli] char [Char] vehicle [Car] radius [float]
0729: task_use_mobile_phone handle [Char] start [bool]
072A: task_warp_char_into_car_as_driver char [Char] vehicle [Car]
072B: task_warp_char_into_car_as_passenger char [Char] vehicle [Car] seatId [int]
072C: switch_cops_on_bikes state [bool]
072D: is_flame_in_angled_area_2d leftBottomX [float] leftBottomY [float]
rightTopX [float] rightTopY [float] angle [float] drawSphere [bool]
072E: is_flame_in_angled_area_3d leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float] angle
[float] drawSphere [bool]
072F: add_stuck_car_check_with_warp vehicle [Car] distance [float] time [int] stuck
[bool] flipped [bool] warp [bool] pathId [int]
0730: damage_car_panel [Car] panelId [int]
0731: set_car_roll [Car] yAngle [float]
0732: suppress_car_model model [model_vehicle]
0733: dont_suppress_car_model modelId [model_vehicle]
0734: dont_suppress_any_car_models
0737: is_char_holding_object [Char] handle [Object]
073B: set_car_can_go_against_traffic [Car] state [bool]
073C: damage_car_door [Car] door [CarDoor]
073E: get_random_car_in_sphere_no_save x [float] y [float] z [float] radius [float]
model [model_vehicle] handle [var Car]
073F: get_random_char_in_sphere x [float] y [float] z [float] radius [float]
civilian [bool] gang [bool] criminal [bool] handle [var Char]
0741: has_char_been_arrested [Char]
0742: set_plane_throttle [Plane] throttle [float]
0743: heli_land_at_coords [Heli] x [float] y [float] z [float] minAltitude [float]
maxAltitude [float]
0745: plane_starts_in_air [Plane]
0746: set_relationship relationshipType [RelationshipType] ofPedType [PedType]
toPedType [PedType]
0747: clear_relationship relationshipType [RelationshipType] ofPedType [PedType]
toPedType [PedType]
0749: clear_group_decision_maker_event_response [DecisionMakerGroup] eventId [int]
074A: add_group_decision_maker_event_response [DecisionMakerGroup] eventId [int]
taskId [int] respect [float] hate [float] like [float] dislike [float] inCar [bool]
onFoot [bool]
074B: draw_sprite_with_rotation memorySlot [int] offsetLeft [float] offsetTop
[float] width [float] height [float] angle [float] red [int] green [int] blue [int]
alpha [int]
074C: task_use_attractor char [Char] attractor [Attractor]
074D: task_shoot_at_char handle [Char] target [Char] time [int]
074E: set_inform_respected_friends [Char] radius [float] _p3 [int]
074F: is_char_responding_to_event [Char] eventId [int]
0750: set_object_visible [Object] state [bool]
0751: task_flee_char_any_means handle [Char] threat [Char] runDistance [float] time
[int] changeCourse [bool] _p6 [int] _p7 [int] radius [float]
0754: flush_patrol_route
0755: extend_patrol_route x [float] y [float] z [float] animationName [string]
animationFile [string]
075A: play_object_anim [Object] animationName [string] animationFile [string]
frameDelta [float] lockF [bool] loop [bool]
075B: set_radar_zoom zoom [int]
075C: does_blip_exist handle [any]
075D: load_prices sectionName [string]
075E: load_shop name [string]
075F: get_number_of_items_in_shop numItems [var int]
0760: get_item_in_shop nth [int] id [var int]
0761: get_price_of_item itemId [int] price [var int]
0762: task_dead handle [Char]
0763: set_car_as_mission_car [Car]
0767: set_zone_population_type zone [zone_key] type [int]
076A: set_zone_dealer_strength zone [zone_key] strength [int]
076B: get_zone_dealer_strength zone [zone_key] density [var int]
076C: set_zone_gang_strength zoneId [zone_key] gangId [GangType] density [int]
076D: get_zone_gang_strength zone [zone_key] gangId [GangType] density [var int]
076F: is_message_being_displayed
0770: set_char_is_target_priority [Char] state [bool]
0771: custom_plate_design_for_next_car modelId [model_vehicle] townId [Town]
0772: task_goto_car char [Char] vehicle [Car] time [int] radius [float]
0776: request_ipl iplName [string]
0777: remove_ipl iplName [string]
0778: remove_ipl_discreetly iplName [string]
077A: set_char_relationship [Char] relationshipType [RelationshipType] pedType
[PedType]
077B: clear_char_relationship [Char] relationshipType [RelationshipType] toPedType
[PedType]
077C: clear_all_char_relationships [Char] relationshipType [RelationshipType]
077D: get_car_pitch [Car] angle [var float]
077E: get_area_visible interiorId [var int]
0780: heli_keep_entity_in_view [Heli] char [Char] vehicle [Car] minAltitude [float]
maxAltitude [any]
0781: get_weapontype_model weaponType [WeaponType] modelId [var model_object]
0782: get_weapontype_slot weaponType [WeaponType] slot [var int]
0783: get_shopping_extra_info itemId [int] flag [int] value [var int]
0784: give_player_clothes [Player] textureHash [int] modelHash [int] bodyPart
[BodyPart]
0786: get_number_of_fires_in_area leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float] numFires
[var int]
0788: attach_winch_to_heli [Heli] state [bool]
0789: release_entity_from_winch [Heli]
078A: get_train_carriage [Train] number [int] carriage [var Car]
078B: grab_entity_on_winch [Heli] char [var Char] vehicle [var Car] object [var
Object]
078C: get_name_of_item itemId [int] name [var string]
078F: task_climb handle [Char] flag [bool]
0790: buy_item itemId [int]
0792: clear_char_tasks_immediately [Char]
0793: store_clothes_state
0794: restore_clothes_state
0796: get_rope_height_for_object [Object] height [var float]
0797: set_rope_height_for_object [Object] height [float]
0798: grab_entity_on_rope_for_object [Object] vehicle [var Car] char [var Char]
object [var Object]
0799: release_entity_from_rope_for_object [Object]
079D: player_entered_dock_crane
079E: player_entered_buildingsite_crane
079F: player_left_crane
07A0: perform_sequence_task_from_progress [Char] sequence [Sequence] _p3 [int] _p4
[int]
07A1: set_next_desired_move_state moveState [MoveState]
07A3: task_goto_char_aiming handle [Char] target [Char] radiusFrom [float] radiusTo
[float]
07A4: get_sequence_progress_recursive [Char] _p2 [var int] _p3 [var int]
07A5: task_kill_char_on_foot_timed handle [Char] target [Char] time [int]
07A6: get_nearest_tag_position xCoord [float] yCoord [float] zCoord [float] x [var
float] y [var float] z [var float]
07A7: task_jetpack handle [Char]
07A8: set_area51_sam_site state [bool]
07A9: is_char_in_any_searchlight [Char] handle [var Searchlight]
07AB: is_trailer_attached_to_cab [Trailer] cab [Car]
07AC: detach_trailer_from_cab [Trailer] cab [Car]
07AF: get_player_group [Player] handle [var Group]
07B0: get_loaded_shop name [var string]
07B1: get_beat_proximity _p1 [int] _p2 [var int] _p3 [var int] _p4 [var int]
07B3: set_group_default_task_allocator [Group] defaultTaskAllocator
[DefaultTaskAllocator]
07B4: set_player_group_recruitment [Player] state [bool]
07BB: activate_heli_speed_cheat [Heli] power [int]
07BC: task_set_char_decision_maker char [Char] decisionMakerChar
[DecisionMakerChar]
07BD: delete_mission_train [Train]
07BE: mark_mission_train_as_no_longer_needed [Train]
07BF: set_blip_always_display_on_zoomed_radar [Blip] state [bool]
07C0: request_car_recording pathId [int]
07C1: has_car_recording_been_loaded pathId [int]
07C3: get_object_quaternion [Object] x [var float] y [var float] z [var float] w
[var float]
07C4: set_object_quaternion [Object] x [float] y [float] z [float] w [float]
07C5: get_vehicle_quaternion [Car] x [var float] y [var float] z [var float] w [var
float]
07C6: set_vehicle_quaternion [Car] x [float] y [float] z [float] w [float]
07C7: set_mission_train_coordinates [Train] x [float] y [float] z [float]
07C9: task_complex_pickup_object char [Char] object [Object]
07CB: listen_to_player_group_commands [Char] state [bool]
07CC: set_player_enter_car_button playerId [Player] state [bool]
07CD: task_char_slide_to_coord handle [Char] x [float] y [float] z [float] angle
[float] radius [float]
07D0: get_current_day_of_week day [var int]
07D3: register_script_brain_for_code_use id [script_id] _p2 [string]
07D5: apply_force_to_car [Car] xOffset [float] yOffset [float] zOffset [float]
xRotation [float] yRotation [float] zRotation [float]
07D6: [local var int] == [global var int]
07D7: [local var float] == [global var float]
07DA: add_to_car_rotation_velocity [Car] x [float] y [float] z [float]
07DB: set_car_rotation_velocity [Car] x [float] y [float] z [float]
07DD: set_char_shoot_rate [Char] rate [int]
07DE: is_model_in_cdimage modeId [model_any]
07DF: remove_oil_puddles_in_area leftBottomX [float] leftBottomY [float] rightTopX
[float] rightTopY [float]
07E0: set_blip_as_friendly [Blip] state [bool]
07E1: task_swim_to_coord handle [Char] x [float] y [float] z [float]
07E4: get_model_dimensions modelId [model_any] leftBottomBackX [var float]
leftBottomBackY [var float] leftBottomBackZ [var float] rightTopFrontX [var float]
rightTopFrontY [var float] rightTopFrontZ [var float]
07E5: copy_char_decision_maker maskOrOtherHandle [DecisionMakerChar] handle [var
DecisionMakerChar]
07E6: copy_group_decision_maker mask [int] handle [var DecisionMakerGroup]
07E7: task_drive_point_route_advanced char [Char] vehicle [Car] speed [float] _p4
[int] _p5 [int] _p6 [int]
07E8: is_relationship_set relationshipType [RelationshipType] ofPedType [PedType]
toPedType [PedType]
07EE: set_car_always_create_skids [Car] state [bool]
07EF: get_city_from_coords x [float] y [float] z [float] townId [var Town]
07F0: has_object_of_type_been_smashed x [float] y [float] z [float] radius
[float] modelId [model_object]
07F1: is_player_performing_wheelie [Player]
07F2: is_player_performing_stoppie [Player]
07F3: set_checkpoint_coords [Checkpoint] x [float] y [float] z [float]
07F5: control_car_hydraulics [Car] _p2 [float] _p3 [float] _p4 [float] _p5 [float]
07F6: get_group_size [Group] numLeaders [var int] numMembers [var int]
07F7: set_object_collision_damage_effect [Object] state [bool]
07F8: set_car_follow_car [Car] handle [Car] radius [float]
07F9: player_entered_quarry_crane
07FA: player_entered_las_vegas_crane
07FB: switch_entry_exit interiorName [string] state [bool]
07FC: display_text_with_float leftTopX [float] leftTopY [float] key [gxt_key] value
[float] precision [int]
07FD: does_group_exist handle [any]
07FE: give_melee_attack_to_char [Char] fightStyle [FightStyle] moveId [int]
07FF: set_car_hydraulics [Car] state [bool]
0800: is_2player_game_going_on
0801: get_camera_fov fov [var float]
0803: does_car_have_hydraulics [Car]
0804: task_char_slide_to_coord_and_play_anim handle [Char] x [float] y [float] z
[float] angle [float] radius [float] animationName [string] animationFile [string]
frameDelta [float] loop [bool] lockX [bool] lockY [bool] lockF [bool] time [int]
0806: get_total_number_of_peds_killed_by_player [Player] numPeds [var int]
080A: get_level_design_coords_for_object [Object] nth [int] x [var float] y [var
float] z [var float]
080E: get_char_highest_priority_event [Char] eventId [var int]
0810: get_parking_node_in_area leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float] x [var float] y [var
float] z [var float]
0811: get_car_char_is_using [Char] handle [var Car]
0812: task_play_anim_non_interruptable handle [Char] animationName [string]
animationFile [string] frameDelta [float] loop [bool] lockX [bool] lockY [bool]
lockF [bool] time [int]
0814: add_stunt_jump startX [float] startY [float] startZ [float] startRadiusX
[float] startRadiusY [float] startRadiusZ [float] finishX [float] finishY [float]
finishZ [float] finishRadiusX [float] finishRadiusY [float] finishRadiusZ [float]
cameraX [float] cameraY [float] cameraZ [float] reward [int]
0815: set_object_coordinates_and_velocity [Object] x [float] y [float] z [float]
0816: set_char_kinda_stay_in_same_place [Char] state [bool]
0817: task_follow_patrol_route handle [Char] walkSpeed [int] routeMode [int]
0818: is_char_in_air [Char]
0819: get_char_height_above_ground [Char] height [var float]
081A: set_char_weapon_skill [Char] skillId [int]
081C: set_text_edge size [int] red [int] green [int] blue [int] alpha [int]
081D: set_car_engine_broken [Car] state [bool]
081E: is_this_model_a_boat modelId [model_any]
081F: is_this_model_a_plane modelId [model_any]
0820: is_this_model_a_heli modelId [model_any]
0822: set_first_person_in_car_camera_mode state [bool]
0823: task_greet_partner handle [Char] partner [Char] _p3 [float] _p4 [int]
0825: set_heli_blades_full_speed [Heli]
0826: display_hud state [bool]
0827: connect_lods [Object] lodObject [Object]
0828: set_max_fire_generations limit [int]
0829: task_die_named_anim handle [Char] animationName [string] animationFile
[string] frameDelta [float] time [int]
082A: set_player_duck_button playerId [Player] state [bool]
0830: set_pool_table_coords leftBottomX [float] leftBottomY [float] leftBottomZ
[float] rightTopX [float] rightTopY [float] rightTopZ [float]
0833: has_object_been_photographed [Object]
0834: do_camera_bump xOffset [float] yOffset [float]
0835: get_current_date day [var int] month [var int]
0836: set_object_anim_speed [Object] animationName [string] speed [float]
0837: is_object_playing_anim [Object] animationName [string]
0839: get_object_anim_current_time [Object] animationName [string] time [var float]
083A: set_object_anim_current_time [Object] animationName [string] time [float]
083C: set_char_velocity [Char] x [float] y [float] z [float]
083D: get_char_velocity [Char] x [var float] y [var float] z [var float]
083E: set_char_rotation [Char] x [float] y [float] z [float]
083F: get_car_upright_value [Car] value [var float]
0840: set_vehicle_area_visible [Car] interiorId [int]
0841: select_weapons_for_vehicle [Car] _p2 [int]
0842: get_city_player_is_in [Player] townId [var Town]
0843: get_name_of_zone x [float] y [float] z [float] name [var string]
0844: is_var_text_label_empty text [string]
0845: is_lvar_text_label_empty text [string]
0846: is_var_text_label16_empty text [string]
0847: is_lvar_text_label16_empty text [string]
084D: activate_interior_peds state [bool]
084E: set_vehicle_can_be_targetted [Car] state [bool]
0850: task_follow_footsteps handle [Char] target [Char]
0851: damage_char [Char] amount [int] damageArmour [bool]
0852: set_car_can_be_visibly_damaged [Car] state [bool]
0853: set_heli_reached_target_distance [Heli] distance [int]
0855: get_sound_level_at_coords handle [Char] x [float] y [float] z [float] level
[var float]
0856: set_char_allowed_to_duck [Char] state [bool]
0858: set_heading_for_attached_player [Player] heading [float] rotationSpeed
[float]
0859: task_walk_alongside_char handle [Char] target [Char]
085A: create_emergency_services_car model [model_vehicle] x [float] y [float] z
[float]
085B: task_kinda_stay_in_same_place handle [Char] state [bool]
085E: start_playback_recorded_car_looped [Car] pathId [int]
0860: set_char_area_visible [Char] interiorId [int]
0861: is_attached_player_heading_achieved [Player]
0864: enable_entry_exit_player_group_warping x [float] y [float] radius [float]
state [bool]
0866: get_closest_stealable_object x [float] y [float] z [float] radius [float]
handle [var Object]
0867: is_procedural_interior_active interiorId [int]
0871: switch_start caseId [int] numCases [int] hasDefaultCase [bool] @label
caseNum1 [int] @label caseNum2 [int] @label caseNum3 [int] @label caseNum4 [int]
@label caseNum5 [int] @label caseNum6 [int] @label caseNum7 [int] @label
0872: switch_continued caseNum1 [int] @label caseNum2 [int] @label caseNum3 [int]
@label caseNum4 [int] @label caseNum5 [int] @label caseNum6 [int] @label caseNum7
[int] @label caseNum8 [int] @label caseNum9 [int] @label
0873: remove_car_recording pathId [int]
0874: set_zone_population_race zone [zone_key] _p2 [int]
0875: set_object_only_damaged_by_player [Object] state [bool]
0876: create_birds xFrom [float] yFrom [float] zFrom [float] xTo [float] yTo
[float] zTo [float] quantity [int] type [int]
0878: set_vehicle_dirt_level [Car] level [float]
0879: set_gang_wars_active state [bool]
087A: is_gang_war_going_on
087B: give_player_clothes_outside_shop [Player] textureName [string] modelName
[string] bodyPart [BodyPart]
087C: clear_loaded_shop
087D: set_group_sequence [Group] sequence [Sequence]
087E: set_char_drops_weapons_when_dead [Char] state [bool]
087F: set_char_never_leaves_group [Char] state [bool]
0881: set_player_fire_button playerId [Player] state [bool]
0883: attach_fx_system_to_char_bone [Particle] handle [Char] boneId [int]
0884: register_attractor_script_brain_for_code_use id [script_id] _p2 [string]
0887: set_heading_limit_for_attached_char [Char] orientation [int] headingLimit
[float]
0888: add_blip_for_dead_char char [Char] handle [var Blip]
0889: get_dead_char_coordinates [Char] x [var float] y [var float] z [var float]
088A: task_play_anim_with_flags handle [Char] animationName [string] animationFile
[string] frameDelta [float] loop [bool] lockX [bool] lockY [bool] lockF [bool] time
[int] disableForce [bool] disableLockZ [bool]
088B: set_vehicle_air_resistance_multiplier [Car] multiplier [float]
088C: set_car_coordinates_no_offset [Car] x [float] y [float] z [float]
088D: set_uses_collision_of_closest_object_of_type x [float] y [float] z [float]
radius [float] modelId [model_object] state [bool]
088E: set_time_one_day_forward
0890: set_timer_beep_countdown_time timer [int] timeInSec [int]
0893: attach_trailer_to_cab [Trailer] cab [Car]
0897: is_vehicle_touching_object [Car] handle [Object]
0898: enable_crane_controls up [bool] down [bool] release [bool]
089B: is_player_in_position_for_conversation handle [Char]
089C: enable_conversation handle [Char] state [bool]
089E: get_random_char_in_sphere_only_drugs_buyers x [float] y [float] z [float]
radius [float] handle [var Char]
089F: get_ped_type [Char] pedType [var int]
08A0: task_use_closest_map_attractor handle [Char] radius [float] modelId
[model_object] fromX [float] fromY [float] fromZ [float] name [string]
08A2: plane_attack_player_using_dog_fight [Plane] player [Player] radius [float]
08A3: can_trigger_gang_war_when_on_a_mission state [bool]
08A4: control_movable_vehicle_part [Car] range [float]
08A5: winch_can_pick_vehicle_up [Car] state [bool]
08A6: open_car_door_a_bit [Car] door [CarDoor] value [float]
08A7: is_car_door_fully_open [Car] door [CarDoor]
08A8: set_always_draw_3d_markers state [bool]
08A9: stream_script id [script_id]
08AB: has_streamed_script_loaded id [script_id]
08AC: set_gang_wars_training_mission state [bool]
08AD: set_char_has_used_entry_exit [Char] x [float] y [float] radius [float]
08AF: set_char_max_health [Char] maxHealth [int]
08B1: set_night_vision state [bool]
08B2: set_infrared_vision state [bool]
08B3: set_zone_for_gang_wars_training zone [zone_key]
08B4: is_global_var_bit_set_const number [int] n [int]
08B5: is_global_var_bit_set_var number [int] n [int]
08B6: is_global_var_bit_set_lvar number [int] n [int]
08B7: is_local_var_bit_set_const number [int] n [int]
08B8: is_local_var_bit_set_var number [int] n [int]
08B9: is_local_var_bit_set_lvar number [int] n [int]
08BA: set_global_var_bit_const number [int] n [int]
08BB: set_global_var_bit_var number [int] n [int]
08BC: set_global_var_bit_lvar number [int] n [int]
08BD: set_local_var_bit_const number [int] n [int]
08BE: set_local_var_bit_var number [int] n [int]
08BF: set_local_var_bit_lvar number [int] n [int]
08C0: clear_global_var_bit_const number [int] n [int]
08C1: clear_global_var_bit_var number [int] n [int]
08C2: clear_global_var_bit_lvar number [int] n [int]
08C3: clear_local_var_bit_const number [int] n [int]
08C4: clear_local_var_bit_var number [int] n [int]
08C5: clear_local_var_bit_lvar number [int] n [int]
08C6: set_char_can_be_knocked_off_bike [Char] stayOnBike [bool]
08C7: set_char_coordinates_dont_warp_gang [Char] x [float] y [float] z [float]
08C8: add_price_modifier itemId [int] modifier [int]
08C9: remove_price_modifier itemId [int]
08CA: init_zone_population_settings
08CB: explode_car_in_cutscene_shake_and_bits [Car] shake [bool] effect [bool] sound
[bool]
08D0: is_skip_cutscene_button_pressed
08D1: get_cutscene_offset xOffset [var float] yOffset [var float] zOffset [var
float]
08D2: set_object_scale [Object] scale [float]
08D3: get_current_population_zone_type type [var int]
08D4: create_menu header [gxt_key] topLeftX [float] topLeftY [float] width [float]
numColumns [int] interactive [bool] background [bool] alignment [int] handle [var
Menu]
08D6: set_menu_column_orientation [Menu] column [int] alignment [int]
08D7: get_menu_item_selected [Menu] row [var int]
08D8: get_menu_item_accepted [Menu] row [var int]
08D9: activate_menu_item [Menu] row [int] state [bool]
08DA: delete_menu [Menu]
08DB: set_menu_column [Menu] column [int] title [gxt_key] row0 [gxt_key] row1
[gxt_key] row2 [gxt_key] row3 [gxt_key] row4 [gxt_key] row5 [gxt_key] row6
[gxt_key] row7 [gxt_key] row8 [gxt_key] row9 [gxt_key] row10 [gxt_key] row11
[gxt_key]
08DC: set_blip_entry_exit [Blip] x [float] y [float] radius [float]
08DD: switch_death_penalties state [bool]
08DE: switch_arrest_penalties state [bool]
08DF: set_extra_hospital_restart_point x [float] y [float] z [float] radius [float]
heading [float]
08E0: set_extra_police_station_restart_point x [float] y [float] z [float] radius
[float] heading [float]
08E1: find_number_tags_tagged numTags [var int]
08E2: get_territory_under_control_percentage percentage [var int]
08E3: is_object_in_angled_area_2d [Object] leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] angle [float] drawSphere [bool]
08E4: is_object_in_angled_area_3d [Object] leftBottomX [float] leftBottomY
[float] leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
angle [float] drawSphere [bool]
08E5: get_random_char_in_sphere_no_brain x [float] y [float] z [float] radius
[float] handle [var Char]
08E6: set_plane_undercarriage_up [Plane] state [bool]
08E7: disable_all_entry_exits state [bool]
08E8: attach_anims_to_model pedModelId [int] animationFile [string]
08E9: set_object_as_stealable [Object] state [bool]
08EA: set_create_random_gang_members state [bool]
08EB: add_sparks x [float] y [float] z [float] velocityX [float] velocityY [float]
velocityZ [float] density [int]
08EC: get_vehicle_class [Car] class [var VehicleClass]
08ED: clear_conversation_for_char handle [Char]
08EE: set_menu_item_with_number [Menu] column [int] row [int] gxt [gxt_key] number
[int]
08EF: set_menu_item_with_2_numbers [Menu] column [int] row [int] gxt [gxt_key]
number1 [int] number2 [int]
08F0: append_to_next_cutscene _p1 [string] _p2 [string]
08F1: get_name_of_info_zone x [float] y [float] z [float] name [var string]
08F2: vehicle_can_be_targetted_by_hs_missile [Car] state [bool]
08F3: set_freebies_in_vehicle [Car] state [bool]
08F4: set_script_limit_to_gang_size maxSize [int]
08F5: make_player_gang_disappear
08F6: make_player_gang_reappear
08F7: get_clothes_item [Player] bodyPart [BodyPart] textureHash [var int] modelHash
[var int]
08F8: show_update_stats state [bool]
08F9: [global var string] == [string]
08FA: [local var string] == [string]
08FB: set_coord_blip_appearance [Blip] color [int]
08FD: set_heathaze_effect state [bool]
08FE: is_help_message_being_displayed
08FF: has_object_been_damaged_by_weapon [Object] weaponType [WeaponType]
0900: clear_object_last_weapon_damage [Object]
0901: set_player_jump_button playerId [Player] state [bool]
0904: get_hud_colour hudObject [HudObject] red [var int] green [var int] blue [var
int] alpha [var int]
0905: lock_door [Object] state [bool]
0906: set_object_mass [Object] mass [float]
0907: get_object_mass [Object] mass [var float]
0908: set_object_turn_mass [Object] turnMass [float]
0909: get_object_turn_mass [Object] turnMass [var float]
090C: set_specific_zone_to_trigger_gang_war zone [zone_key]
090D: clear_specific_zones_to_trigger_gang_war
090E: set_active_menu_item [Menu] row [int]
090F: mark_streamed_script_as_no_longer_needed id [script_id]
0910: remove_streamed_script id [script_id]
0912: set_message_formatting _p1 [bool] margin [int] width [int]
0913: start_new_streamed_script id [script_id] args [arguments]
0915: set_weather_to_appropriate_type_now
0916: winch_can_pick_object_up [Object] state [bool]
0917: switch_audio_zone zone [zone_key] state [bool]
0918: set_car_engine_on [Car] state [bool]
0919: set_car_lights_on [Car] state [bool]
091C: get_user_of_closest_map_attractor x [float] y [float] z [float] radius
[float] modelId [model_object] attractorName [string] handle [var Char]
091D: switch_roads_back_to_original leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
091E: switch_ped_roads_back_to_original leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
091F: get_plane_undercarriage_position [Plane] position [var float]
0920: camera_set_vector_track fromX [float] fromY [float] fromZ [float] toX [float]
toY [float] toZ [float] time [int] ease [bool]
0922: camera_set_lerp_fov from [float] to [float] time [int] ease [bool]
0923: switch_ambient_planes state [bool]
0924: set_darkness_effect enable [bool] pitchBlack [int]
0925: camera_reset_new_scriptables
0926: get_number_of_instances_of_streamed_script id [script_id] numScripts [var
int]
0928: allocate_streamed_script_to_random_ped id [script_id] modelId [model_char]
priority [int]
0929: allocate_streamed_script_to_object id [script_id] modelId [model_object]
priority [int] radius [float] type [int]
092B: get_group_member [Group] slotId [int] handle [var Char]
092E: get_water_height_at_coords x [float] y [float] ignoreWaves [bool] height [var
float]
092F: camera_persist_track state [bool]
0930: camera_persist_pos state [bool]
0931: camera_persist_fov state [bool]
0933: camera_is_vector_move_running
0934: camera_is_vector_track_running
0936: camera_set_vector_move fromX [float] fromY [float] fromZ [float] toX [float]
toY [float] toZ [float] time [int] ease [bool]
0937: draw_window leftTopX [float] leftTopY [float] rightBottomX [float]
rightBottomY [float] header [gxt_key] zIndex [int]
0939: attach_car_to_object [Car] handle [Object] xOffset [float] yOffset [float]
zOffset [float] xRotation [float] yRotation [float] zRotation [float]
093A: set_garage_respray_free garageId [string] state [bool]
093B: set_char_bulletproof_vest [Char] state [bool]
093D: set_cinema_camera state [bool]
0940: set_group_follow_status [Group] state [bool]
0941: set_searchlight_clip_if_colliding [Searchlight] state [bool]
0942: has_player_bought_item itemId [int]
0944: set_camera_in_front_of_char handle [Char]
0945: get_player_max_armour [Player] maxArmour [var int]
0946: set_char_uses_upperbody_damage_anims_only [Char] state [bool]
0947: set_char_say_context [Char] speech [int] _p3 [var int]
0948: add_explosion_variable_shake x [float] y [float] z [float] type [int] shake
[float]
0949: attach_mission_audio_to_char slotId [MissionAudioSlot] handle [Char]
094A: update_pickup_money_per_day [Pickup] value [int]
094B: get_name_of_entry_exit_char_used [Char] interiorName [var string]
094C: get_position_of_entry_exit_char_used [Char] x [var float] y [var float] z
[var float] heading [var float]
094D: is_char_talking [Char]
094E: disable_char_speech [Char] stopNow [bool]
094F: enable_char_speech [Char]
0950: set_up_skip x [float] y [float] z [float] heading [float]
0951: clear_skip
0952: preload_beat_track trackId [int]
0953: get_beat_track_status status [var int]
0954: play_beat_track
0955: stop_beat_track
0956: find_max_number_of_group_members maxNum [var int]
0957: vehicle_does_provide_cover [Car] state [bool]
0958: create_snapshot_pickup x [float] y [float] z [float] handle [var Pickup]
0959: create_horseshoe_pickup x [float] y [float] z [float] handle [var Pickup]
095A: create_oyster_pickup x [float] y [float] z [float] handle [var Pickup]
095B: has_object_been_uprooted [Object]
095C: add_smoke_particle x [float] y [float] z [float] velocityX [float] velocityY
[float] velocityZ [float] red [int] green [int] blue [int] alpha [int] size [float]
lastFactor [float]
095D: is_char_stuck_under_car [Char]
095E: control_car_door [Car] door [CarDoor] latch [int] angle [float]
095F: get_door_angle_ratio [Car] door [CarDoor] ratio [var float]
0960: set_player_display_vital_stats_button playerId [Player] state [bool]
0961: set_char_keep_task [Char] state [bool]
0964: create_menu_grid header [gxt_key] topLeftX [float] topLeftY [float] width
[float] numColumns [int] interactive [bool] background [bool] alignment [int]
handle [var MenuGrid]
0965: is_char_swimming [Char]
0966: get_char_swim_state [Char] state [var int]
0967: start_char_facial_talk [Char] duration [int]
0968: stop_char_facial_talk [Char]
0969: is_big_vehicle [Car]
096A: switch_police_helis state [bool]
096B: store_car_mod_state
096C: restore_car_mod_state
096D: get_current_car_mod [Car] slot [ModSlot] modelId [var model_object]
096E: is_car_low_rider [Car]
096F: is_car_street_racer [Car]
0970: force_death_restart
0971: sync_water
0972: set_char_coordinates_no_offset [Char] x [float] y [float] z [float]
0973: does_script_fire_exist handle [any]
0974: reset_stuff_upon_resurrection
0975: is_emergency_services_vehicle [Car]
0976: kill_fx_system_now [Particle]
0977: is_object_within_brain_activation_range [Object]
0978: copy_shared_char_decision_maker mask [int] handle [var DecisionMakerChar]
097A: report_mission_audio_event_at_position x [float] y [float] z [float] soundId
[int]
097B: report_mission_audio_event_at_object handle [Object] soundId [int]
097C: attach_mission_audio_to_object slotId [MissionAudioSlot] handle [Object]
097D: get_num_car_colours [Car] count [var int]
0980: extinguish_fire_at_point x [float] y [float] z [float] radius [float]
0981: has_train_derailed [Train]
0982: set_char_force_die_in_car [Char] state [bool]
0983: set_only_create_gang_members state [bool]
0984: get_object_model [Object] model [var int]
0985: set_char_uses_collision_closest_object_of_type x [float] y [float] z [float]
radius [float] modelId [model_object] state [bool] target [Char]
0986: clear_all_script_fire_flags
0987: get_car_blocking_car [Car] handle [var Car]
0988: get_current_vehicle_paintjob [Car] paintjobNumber [var int]
0989: set_help_message_box_size size [int]
098A: set_gunshot_sense_range_for_riot2 range [float]
098B: [var string] = [var string] + [var string]
098C: [var string] = [var string] + [var string]
098D: get_car_moving_component_offset [Car] offset [var float]
098E: set_named_entry_exit_flag name [string] entryexitsFlag [EntryexitsFlag] state
[bool]
0991: pause_current_beat_track state [bool]
0992: set_player_cycle_weapon_button playerId [Player] state [bool]
0994: mark_road_node_as_dont_wander x [float] y [float] z [float]
0995: unmark_all_road_nodes_as_dont_wander
0996: set_checkpoint_heading [Checkpoint] heading [float]
0997: set_mission_respect_total totalRespect [int]
0998: award_player_mission_respect value [int]
099A: set_car_collision [Car] state [bool]
099B: change_playback_to_use_ai [Car]
099C: camera_set_shake_simulation_simple type [int] timeInMs [float] intensity
[float]
099D: is_night_vision_active
099E: set_create_random_cops state [bool]
099F: task_set_ignore_weapon_range_flag handle [Char] state [bool]
09A0: task_pick_up_second_object char [Char] object [Object] xOffset [float]
yOffset [float] zOffset [float] boneId [int] _p7 [int] animationName [string]
animationFile [string] time [int]
09A1: drop_second_object [Char] state [bool]
09A2: remove_object_elegantly [Object]
09A3: draw_crosshair state [bool]
09A4: set_up_conversation_node_with_speech question [gxt_key] positiveAnswer
[gxt_key] negativeAnswer [gxt_key] questionSoundId [int] positiveAnswerSoundId
[int] negativeAnswerSoundId [int]
09A6: show_blips_on_all_levels state [bool]
09A7: set_char_drugged_up [Char] state [bool]
09A8: is_char_head_missing [Char]
09A9: get_hash_key text [string] hash [var int]
09AA: set_up_conversation_end_node_with_speech speech [gxt_key] speechSoundId [int]
09AB: random_passenger_say [Car] speechId [int]
09AC: hide_all_frontend_blips state [bool]
09AD: set_player_in_car_camera_mode mode [int]
09AE: is_char_in_any_train [Char]
09AF: set_up_skip_after_mission x [float] y [float] z [float] heading [float]
09B0: set_vehicle_is_considered_by_player [Car] state [bool]
09B2: get_random_car_model_in_memory _p1 [bool] modelId [var model_vehicle] class
[var int]
09B3: get_car_door_lock_status [Car] lockStatus [var CarLock]
09B4: set_closest_entry_exit_flag x [float] y [float] radius [float] entryexitsFlag
[EntryexitsFlag] state [bool]
09B5: set_char_signal_after_kill [Char] state [bool]
09B6: set_char_wanted_by_police [Char] state [bool]
09B7: set_zone_no_cops zone [zone_key] state [bool]
09B8: add_blood x [float] y [float] z [float] offsetX [float] offsetY [float]
offsetZ [float] density [int] handle [Char]
09B9: display_car_names state [bool]
09BA: display_zone_names state [bool]
09BB: is_car_door_damaged [Car] door [CarDoor]
09BC: set_char_coordinates_dont_warp_gang_no_offset [Char] x [float] y [float] z
[float]
09BD: set_minigame_in_progress state [bool]
09BE: is_minigame_in_progress
09BF: set_force_random_car_model modelId [model_vehicle]
09C0: get_random_car_of_type_in_angled_area_no_save leftBottomX [float] leftBottomY
[float] rightTopX [float] rightTopY [float] angle [float] modelId [model_vehicle]
vehicle [var Car]
09C1: add_next_message_to_previous_briefs state [bool]
09C2: fail_kill_frenzy
09C3: is_cop_vehicle_in_area_3d_no_save leftBottomX [float] leftBottomY [float]
leftBottomZ [float] rightTopX [float] rightTopY [float] rightTopZ [float]
09C4: set_petrol_tank_weakpoint [Car] state [bool]
09C5: is_char_using_map_attractor [Char]
09C7: set_player_model [Player] modelId [int]
09C8: are_subtitles_switched_on
09C9: remove_char_from_car_maintain_position [Char] handle [Car]
09CA: set_object_proofs [Object] bulletProof [bool] fireProof [bool] explosionProof
[bool] collisionProof [bool] meleeProof [bool]
09CB: is_car_touching_car [Car] handle [Car]
09CC: does_object_have_this_model [Object] modelId [model_any]
09CF: set_train_forced_to_slow_down [Train] state [bool]
09D0: is_vehicle_on_all_wheels [Car]
09D1: does_pickup_exist handle [any]
09D2: enable_ambient_crime state [bool]
09D4: clear_wanted_level_in_garage
09D5: set_char_say_context_important [Char] _p2 [int] _p3 [bool] _p4 [bool] _p5
[bool] _p6 [var int]
09D6: set_char_say_script [Char] _p2 [int] _p3 [bool] _p4 [bool] _p5 [bool]
09D7: force_interior_lighting_for_player [Player] state [bool]
09D9: use_detonator
09DA: is_money_pickup_at_coords x [float] y [float] z [float]
09DB: set_menu_column_width [Menu] column [int] width [int]
09DD: make_room_in_player_gang_for_mission_peds _p1 [int]
09DE: is_char_getting_in_to_a_car [Char]
09E0: set_up_skip_for_specific_vehicle x [float] y [float] z [float] heading
[float] handle [Car]
09E1: get_car_model_value model [model_vehicle] value [var int]
09E2: create_car_generator_with_plate x [float] y [float] z [float] heading [float]
modelId [int] primaryColor [int] secondaryColor [int] forceSpawn [bool] alarmChance
[int] doorLockChance [int] minDelay [int] maxDelay [int] plateName [string] handle
[var CarGenerator]
09E3: find_train_direction [Train]
09E4: set_aircraft_carrier_sam_site state [bool]
09E5: draw_light_with_range x [float] y [float] z [float] red [int] green [int]
blue [int] radius [float]
09E6: enable_burglary_houses state [bool]
09E7: is_player_control_on [Player]
09E8: get_char_area_visible [Char] interiorId [var int]
09E9: give_non_player_car_nitro [Car]
09EB: player_take_off_goggles [Player] animate [bool]
09EC: allow_fixed_camera_collision state [bool]
09ED: has_char_spotted_char_in_front [Char] handle [Char]
09EE: force_big_message_and_counter state [bool]
09EF: set_vehicle_camera_tweak modelId [model_vehicle] distance [float] altitude
[float] angle [float]
09F0: reset_vehicle_camera_tweak
09F1: report_mission_audio_event_at_char handle [Char] soundId [int]
09F2: does_decision_maker_exist handle [any]
09F4: ignore_height_difference_following_nodes [Char] state [bool]
09F5: shut_all_chars_up state [bool]
09F6: set_char_get_out_upside_down_car [Char] state [bool]
09F7: report_mission_audio_event_at_car handle [Car] soundId [int]
09F8: do_weapon_stuff_at_start_of_2p_game
09FA: has_game_just_returned_from_frontend
09FB: get_current_language languageSlot [var int]
09FC: is_object_intersecting_world [Object]
09FD: get_string_width entry [gxt_key] width [var int]
09FE: reset_vehicle_hydraulics [Car]
09FF: set_respawn_point_for_duration_of_mission x [float] y [float] z [float]
0A01: is_this_model_a_car modelId [model_any]
0A02: switch_on_ground_searchlight [Searchlight] state [bool]
0A03: is_gang_war_fighting_going_on
0A06: is_next_station_allowed [Train]
0A07: skip_to_next_allowed_station [Train]
0A08: get_string_width_with_number gxtEntry [gxt_key] number [any] width [var int]
0A09: shut_char_up_for_scripted_speech [Char] state [bool]
0A0A: enable_disabled_attractors_on_object [Object] state [bool]
0A0B: load_scene_in_direction x [float] y [float] z [float] heading [float]
0A0C: is_player_using_jetpack [Player]
0A0E: clear_this_print_big_now textStyle [TextStyle]
0A0F: has_language_changed
0A10: increment_int_stat_no_message statId [int] value [int]
0A11: set_extra_car_colours [Car] color1 [int] color2 [int]
0A12: get_extra_car_colours [Car] color1 [var int] color2 [var int]
0A13: manage_all_population
0A14: set_no_resprays state [bool]
0A15: has_car_been_resprayed [Car]
0A16: attach_mission_audio_to_car slotId [MissionAudioSlot] handle [Car]
0A17: set_has_been_owned_for_car_generator [CarGenerator] state [bool]
0A18: set_up_conversation_node_with_scripted_speech question [gxt_key]
positiveAnswer [gxt_key] negativeAnswer [gxt_key] questionSoundId [int]
positiveAnswerSoundId [int] negativeAnswerSoundId [int]
0A19: set_area_name name [string]
0A1A: task_play_anim_secondary handle [Char] animationFile [string] animationName
[string] frameDelta [float] loop [bool] lockX [bool] lockY [bool] lockF [bool] time
[int]
0A1B: is_char_touching_char [Char] handle [Char]
0A1C: disable_heli_audio [Heli] state [bool]
0A1D: task_hand_gesture handle [Char] target [Char]
0A1E: take_photo _p1 [bool]
0A1F: increment_float_stat_no_message statId [int] value [float]
0A20: set_player_group_to_follow_always [Player] state [bool]
0A21: improve_car_by_cheating [Car] state [bool]
0A22: change_car_colour_from_menu [Menu] vehicle [Car] colorSlot [int] row [int]
0A23: highlight_menu_item [Menu] row [int] state [bool]
0A24: set_disable_military_zones state [bool]
0A25: set_camera_position_unfixed xOffset [float] yOffset [float]
0A26: set_radio_to_players_favourite_station
0A27: set_death_weapons_persist [Char] state [bool]
0A28: set_swim_speed [Char] speed [float]
0A29: is_player_climbing [Player]
0A2A: is_this_help_message_being_displayed gxt [gxt_key]
0A2B: is_widescreen_on_in_options
0A2C: draw_subtitles_before_fade state [bool]
0A2D: draw_oddjob_title_before_fade state [bool]
0A2E: task_follow_path_nodes_to_coord_with_radius handle [Char] x [float] y [float]
z [float] mode [int] time [int] radius [float]
0A2F: set_photo_camera_effect state [bool]
0A30: fix_car [Car]
0A31: set_player_group_to_follow_never [Player] state [bool]
0A32: is_char_attached_to_any_car [Char]
0A33: store_car_char_is_attached_to_no_save [Char] handle [var Car]
0A35: set_up_skip_for_vehicle_finished_by_script x [float] y [float] z [float]
heading [float] vehicle [Car]
0A36: is_skip_waiting_for_script_to_fade_in
0A37: force_all_vehicle_lights_off state [bool]
0A39: get_player_in_car_camera_mode mode [var int]
0A3A: is_last_building_model_shot_by_player [Player] modelId [model_any]
0A3B: clear_last_building_model_shot_by_player [Player]
0A3C: set_up_conversation_end_node_with_scripted_speech speech [gxt_key]
speechSoundId [int]
0A3D: activate_pimp_cheat state [bool]
0A3E: get_random_char_in_area_offset_no_save x [float] y [float] z [float] radiusX
[float] radiusY [float] radiusZ [float] handle [var Char]
0A3F: set_script_coop_game state [bool]
0A40: create_user_3d_marker x [float] y [float] z [float] color [int] handle [var
User3DMarker]
0A41: remove_user_3d_marker [User3DMarker]
0A43: get_rid_of_player_prostitute
0A44: display_non_minigame_help_messages state [bool]
0A45: set_railtrack_resistance_mult mult [float]
0A46: switch_object_brains type [ScriptBrainAttachType] state [bool]
0A47: finish_setting_up_conversation_no_subtitles
0A48: allow_pause_in_widescreen state [bool]
0A4A: get_pc_mouse_movement offsetX [var float] offsetY [var float]
0A4B: is_pc_using_joypad
0A4C: is_mouse_using_vertical_inversion
0A4E: is_xbox_player2_pressing_start
0A8C: write_memory address [int] size [int] value [any] vp [bool]
0A8D: read_memory address [int] size [int] vp [bool] result [var any]
0A8E: [var int] = [int] + [int]
0A8F: [var int] = [int] - [int]
0A90: [var int] = [int] * [int]
0A91: [var int] = [int] / [int]
0A92: stream_custom_script scriptFileName [string] [arguments]
0A93: terminate_this_custom_script
0A94: load_and_launch_custom_mission scriptFileName [string] [arguments]
0A95: save_this_custom_script
0A96: get_ped_pointer char [Char] address [var int]
0A97: get_vehicle_pointer vehicle [Car] address [var int]
0A98: get_object_pointer object [Object] address [var int]
0A99: set_current_directory path [any]
0A9A: open_file filePathName [string] mode [FileMode] handle [var File]
0A9B: close_file [File]
0A9C: get_file_size [File] size [var int]
0A9D: read_from_file [File] size [int] destination [var int]
0A9E: write_to_file [File] size [int] source [int]
0A9F: get_this_script_struct address [var int]
0AA0: gosub_if_false @label
0AA1: return_if_false
0AA2: load_dynamic_library libraryFileName [string] handle [var DynamicLibrary]
0AA3: free_dynamic_library [DynamicLibrary]
0AA4: get_dynamic_library_procedure procName [string] [DynamicLibrary] address
[var int]
0AA5: call_function address [int] numParams [int] pop [int] funcParams [arguments]
0AA6: call_method address [int] struct [int] numParams [int] pop [int] funcParams
[arguments]
0AA7: call_function_return address [int] numParams [int] pop [int] funcParams
[arguments] funcRet [var any]
0AA8: call_method_return address [int] struct [int] numParams [int] pop [int]
funcParams [arguments] funcRet [var any]
0AA9: is_game_version_original
0AAA: get_script_struct_named scriptName [string] address [var int]
0AAB: does_file_exist path [string]
0AAC: load_audio_stream audioFileName [string] handle [var AudioStream]
0AAD: set_audio_stream_state [AudioStream] state [AudioStreamState]
0AAE: remove_audio_stream [AudioStream]
0AAF: get_audio_stream_length [AudioStream] length [var int]
0AB0: is_key_pressed keyCode [KeyCode]
0AB1: cleo_call @label numParams [int] params [arguments]
0AB2: cleo_return numRet [int] retParams [arguments]
0AB3: set_cleo_shared_var index [int] value [any]
0AB4: get_cleo_shared_var index [int] result [var any]
0AB5: store_closest_entities [Char] carHandle [var Car] charHandle [var Char]
0AB6: get_target_blip_coords x [var float] y [var float] z [var float]
0AB7: get_car_number_of_gears [Car] numGear [var int]
0AB8: get_car_current_gear [Car] gear [var int]
0AB9: get_audio_stream_state [AudioStream] state [var int]
0ABA: terminate_all_custom_scripts_with_this_name name [string]
0ABB: get_audio_stream_volume [AudioStream] volume [var float]
0ABC: set_audio_stream_volume [AudioStream] volume [float]
0ABD: is_car_siren_on [Car]
0ABE: is_car_engine_on [Car]
0ABF: cleo_set_car_engine_on [Car] state [bool]
0AC0: set_audio_stream_looped [AudioStream] state [bool]
0AC1: load_3d_audio_stream audioFileName [string] handle [var AudioStream3D]
0AC2: set_play_3d_audio_stream_at_coords [AudioStream] x [float] y [float] z
[float]
0AC3: set_play_3d_audio_stream_at_object [AudioStream] handle [Object]
0AC4: set_play_3d_audio_stream_at_char [AudioStream] handle [Char]
0AC5: set_play_3d_audio_stream_at_car [AudioStream] handle [Car]
0AC6: get_label_pointer @label address [var int]
0AC7: get_var_pointer [any] address [var int]
0AC8: allocate_memory size [int] address [var int]
0AC9: free_memory address [int]
0ACA: print_help_string text [string]
0ACB: print_big_string text [string] time [int] style [TextStyle]
0ACC: print_string text [string] time [int]
0ACD: print_string_now text [string] time [int]
0ACE: print_help_formatted text [string] args [arguments]
0ACF: print_big_formatted fmt [string] time [int] style [TextStyle] args
[arguments]
0AD0: print_formatted fmt [string] time [int] arg [arguments]
0AD1: print_formatted_now fmt [string] time [int] arg [arguments]
0AD2: get_char_player_is_targeting [Player] handle [var Char]
0AD3: string_format result [string] format [string] args [arguments]
0AD4: scan_string string [string] format [string] nValues [var int] values [var
arguments]
0AD5: file_seek [File] offset [int] origin [SeekOrigin]
0AD6: is_end_of_file_reached [File]
0AD7: read_string_from_file [File] buffer [int] size [int]
0AD8: write_string_to_file [File] source [string]
0AD9: write_formatted_string_to_file [File] format [string] args [arguments]
0ADA: scan_file [File] format [string] nValues [var int] values [var arguments]
0ADB: get_name_of_vehicle_model modelId [model_vehicle] carName [var string]
0ADC: test_cheat input [string]
0ADD: spawn_vehicle_by_cheating modelId [model_vehicle]
0ADE: get_text_label_string key [gxt_key] text [var string]
0ADF: add_text_label dynamicKey [gxt_key] text [string]
0AE0: remove_text_label key [gxt_key]
0AE1: get_random_char_in_sphere_no_save_recursive x [float] y [float] z [float]
radius [float] findNext [bool] skipDead [bool] handle [var Char]
0AE2: get_random_car_in_sphere_no_save_recursive x [float] y [float] z [float]
radius [float] findNext [bool] skipWrecked [bool] handle [var Car]
0AE3: get_random_object_in_sphere_no_save_recursive x [float] y [float] z [float]
radius [float] findNext [bool] handle [var Object]
0AE4: does_directory_exist dirPath [string]
0AE5: create_directory dirName [string]
0AE6: find_first_file searchMask [string] fileName [string] handle [var FindFile]
0AE7: find_next_file [FindFile] fileName [var string]
0AE8: find_close [FindFile]
0AE9: pop_float number [var float]
0AEA: get_ped_ref address [int] handle [var Char]
0AEB: get_vehicle_ref address [int] handle [var Car]
0AEC: get_object_ref address [int] handle [var Object]
0AED: string_float_format number [float] format [string] text [var string]
0AEE: pow number [float] power [float] result [var float]
0AEF: log number [float] base [float] result [var float]
0DD5: get_game_platform platform [var Platform]
2000: resolve_filepath path [string] resolved [var string]
2001: get_script_filename scriptStruct [script_id] fullPath [bool] [var string]
2002: cleo_return_with conditionResult [bool] retArgs [arguments]
2003: cleo_return_fail
0D01: rotate_matrix_on_axis matrix [int] x [float] y [float] z [float] angle
[float] rwCombine [RwCombine]
0D02: get_matrix_x_angle matrix [int] angle [var float]
0D03: get_matrix_y_angle matrix [int] angle [var float]
0D04: get_matrix_z_angle matrix [int] angle [var float]
0D0A: get_offset_from_matrix_in_world_coords matrix [int] x [float] y [float] z
[float] x [var float] y [var float] z [var float]
0D0B: get_char_bone_matrix [Char] pedBone [PedBone] matrix [var int]
0D0F: set_car_model_alpha [Car] alpha [int]
0D10: set_char_model_alpha [Char] alpha [int]
0D11: set_object_model_alpha [Object] alpha [int]
0D16: set_matrix_rotation_from_quat matrix [int] quat [int]
0D17: set_quat_from_matrix quat [int] matrix [int]
0D18: rotate_quat_on_axis quat [int] x [float] y [float] z [float] angle [float]
rwCombine [RwCombine]
0D19: get_normalised_quat quat [int] quat [var int]
0D1A: multiply_quats quat1 [int] quat2 [int] quatResult [var int]
0D1E: quat_slerp from [int] to [int] lambda [float] result [var int]
0D24: initialise_quat quat [int] x [float] y [float] z [float] real [float]
0D27: copy_memory src [int] dest [int] size [int]
0D29: get_quat_elements quat [int] x [var float] y [var float] z [var float] real
[var float]
0D2D: get_local_time year [var int] month [var int] weekDay [var int] day [var int]
hour [var int] minute [var int] second [var int] millisecond [var int]
0D2E: set_script_var scriptPointer [int] varIndex [int] value [any]
0D2F: get_script_var scriptPointer [int] varIndex [int] result [var any]
0D30: get_char_bone [Char] pedBone [PedBone] address [var int]
0D31: get_bone_offset_vector pedBone [PedBone] offsetVector [var int]
0D32: get_bone_quat pedBone [PedBone] quat [var int]
0D33: set_car_door_window_state [Car] door [CarNodeDoor] state [bool]
0D37: write_struct_param address [int] index [int] value [arguments]
0D38: read_struct_param address [int] index [int] value [var arguments]
0D39: get_char_max_health [Char] maxHealth [var float]
0D3A: get_collision_between_points fromX [float] fromY [float] fromZ [float] toX
[float] toY [float] toZ [float] buildings [bool] vehicles [bool] peds [bool]
objects [bool] dummies [bool] seeThroughCheck [bool] cameraIgnoreCheck [bool]
shotThroughCheck [bool] entityToIgnore [int] address [var ColPoint] outX [var
float] outY [var float] outZ [var float] entity [var int]
0D3B: get_colpoint_normal_vector [ColPoint] x [var float] y [var float] z [var
float]
0D3C: get_colpoint_surface [ColPoint] surfaceType [var SurfaceType]
0D3E: get_colpoint_depth [ColPoint] depth [var float]
0D4C: get_string_length text [string] length [var int]
0D4D: copy_string string [string] address [int]
0D4E: read_struct_offset address [int] offset [int] size [int] result [var any]
0D59: get_current_weather type [var WeatherType]
0E00: get_car_alarm [Car] status [var CarAlarm]
0E01: create_object_no_save modelId [model_object] x [float] y [float] z [float]
useOffset [bool] useGround [bool] handle [var Object]
0E02: set_car_generator_no_save [CarGenerator]
0E03: perlin_noise x [float] result [var float]
0E04: get_next_weather type [var WeatherType]
0E05: set_next_weather type [WeatherType]
0E06: get_rain_intensity intensity [var float]
0E07: set_rain_intensity intensity [float]
0E08: is_car_script_controlled [Car]
0E09: mark_car_as_needed [Car]
0E0A: is_char_script_controlled [Char]
0E0B: mark_char_as_needed [Char]
0E0C: is_object_script_controlled [Object]
0E0D: mark_object_as_needed [Object]
0E0E: get_current_resolution width [var int] height [var int]
0E0F: get_fixed_xy_aspect_ratio x [float] y [float] x [var float] y [var float]
0E10: is_mouse_wheel_up
0E11: is_mouse_wheel_down
0E12: get_vehicle_subclass [Car] subclass [var VehicleSubclass]
0E13: get_entity_type entity [any] type [var EntityType]
0E14: init_extended_char_vars [Char] identifier [string] totalVars [int]
0E15: set_extended_char_var [Char] identifier [string] varNumber [int] value
[any]
0E16: get_extended_char_var [Char] identifier [string] varNumber [int] value [var
any]
0E17: init_extended_car_vars [Car] identifier [string] totalVars [int]
0E18: set_extended_car_var [Car] identifier [string] varNumber [int]
0E19: get_extended_car_var [Car] identifier [string] varNumber [int] value [var
any]
0E1A: init_extended_object_vars [Object] identifier [string] totalVars [int]
0E1B: set_extended_object_var [Object] identifier [string] varNumber [int] value
[any]
0E1C: get_extended_object_var [Object] identifier [string] varNumber [int] value
[var any]
0E1D: is_on_mission
0E1E: draw_texture_plus rwTextureOrSprite [int] drawEvent [DrawEvent] posX [float]
posY [float] sizeX [float] sizeY [float] angle [float] depth [float] fixAr [bool]
maskVertCount [int] maskVertArray [int] red [int] green [int] blue [int] alpha
[int]
0E1F: ease k [float] mode [EaseMode] way [EaseWay] result [var float]
0E20: is_on_samp
0E21: get_audio_sfx_volume volume [var float]
0E22: get_audio_radio_volume volume [var float]
0E23: get_mouse_sensibility sensibility [var float]
0E24: fix_char_ground_brightness_and_fade_in [Char] fixGround [bool] fixBrightness
[bool] fadeIn [bool]
0E25: is_on_cutscene
0E26: is_weapon_fire_type weaponType [WeaponType] weaponFire [WeaponFire]
0E27: get_angle_from_two_coords x1 [float] y1 [float] x2 [float] y2 [float] angle
[var float]
0E28: write_struct_offset address [int] offset [int] size [int] value [arguments]
0E29: perlin_noise_fractal x [float] octaves [int] frequency [float] amplitude
[float] lacunarity [float] persistence [float] result [var float]
0E2A: add_cleo_blip rwTextureOrRadarSprite [any] x [float] y [float] short [bool]
red [int] green [int] blue [int] alpha [int] handle [var CleoBlip]
0E2B: remove_cleo_blip [CleoBlip]
0E2C: get_current_save_slot [var int]
0E2D: is_game_first_start
0E2E: create_render_object_to_char_bone char [Char] modelId [model_char] pedBone
[PedBone] x [float] y [float] z [float] rx [float] ry [float] rz [float] handle
[var RenderObject]
0E2F: delete_render_object [RenderObject]
0E30: set_render_object_auto_hide [Char] dead [bool] weapon [bool] car [bool]
0E31: set_render_object_visible [RenderObject] visible [bool]
0E32: set_char_coordinates_simple [Char] x [float] y [float] z [float]
0E33: get_pickup_this_coord x [float] y [float] z [float] onlyValid [bool] handle
[var Pickup]
0E34: get_pickup_model [Pickup] modelId [var model_any]
0E35: set_render_object_position [RenderObject] x [float] y [float] z [float]
0E36: set_render_object_rotation [RenderObject] x [float] y [float] z [float]
0E37: set_render_object_scale [RenderObject] x [float] y [float] z [float]
0E38: get_pickup_pointer [Pickup] pointer [var int]
0E39: get_pickup_type [Pickup] type [var PickupType]
0E3A: set_render_object_distortion [RenderObject] x [float] y [float] z [float] w
[float]
0E3B: get_audiostream_internal [AudioStream] address [var int]
0E3C: get_texture_from_sprite sprite [int] rwTexture [var int]
0E3D: is_key_just_pressed keyCode [KeyCode]
0E3E: is_button_just_pressed pad [PadId] buttonId [Button]
0E3F: convert_3d_to_screen_2d x [float] y [float] z [float] nearClip [int]
farClip [int] x [var float] y [var float] sizeX [var float] sizeY [var float]
0E40: get_current_hour hour [var int]
0E41: get_current_minute minute [var int]
0E42: is_char_doing_task_id [Char] taskId [int]
0E43: get_char_task_pointer_by_id [Char] taskId [TaskId] address [var int]
0E44: get_char_kill_target_char [Char] killTarget [var Char]
0E45: frame_mod mod [int]
0E46: is_char_using_gun [Char]
0E47: is_char_fighting [Char]
0E48: is_char_fallen_on_ground [Char]
0E49: is_char_entering_any_car [Char]
0E4A: is_char_exiting_any_car [Char]
0E4B: is_char_playing_any_script_animation [Char]
0E4C: is_char_doing_any_important_task [Char]
0E4D: random_percent percent [int]
0E4E: display_onscreen_timer_local timer [int] direction [TimerDirection]
0E4F: display_onscreen_timer_with_string_local timer [int] direction
[TimerDirection] text [gxt_key]
0E50: display_onscreen_counter_local timer [int] display [CounterDisplay]
0E51: display_onscreen_counter_with_string_local counter [int] display
[CounterDisplay] text [gxt_key]
0E52: display_two_onscreen_counters_local leftCounter [int] rightCounter [int]
0E53: display_two_onscreen_counters_with_string_local leftCounter [int]
rightCounter [int] text [gxt_key]
0E54: clear_onscreen_timer_local timer [int]
0E55: clear_onscreen_counter_local counter [int]
0E56: set_onscreen_counter_flash_when_first_displayed_local counter [int] state
[bool]
0E57: set_timer_beep_countdown_time_local timer [int] timeInSec [int]
0E58: set_onscreen_counter_colour_local counter [int] color [HudColors]
0E59: get_trailer_from_car [Car] trailer [var Car]
0E5A: get_car_from_trailer [Car] tractor [var Car]
0E5B: get_car_dummy_coord [Car] vehicleDummy [VehicleDummy] worldCoords [bool]
invertX [bool] x [var float] y [var float] z [var float]
0E5C: get_char_health_percent [Char] healthPercent [var float]
0E5D: is_cheat_active cheat [Cheats]
0E5E: change_player_money [Player] mode [ChangeMoney] value [int]
0E5F: car_horn [Car]
0E60: set_camera_control state [bool]
0E61: set_car_alarm [Car] status [CarAlarm]
0E62: draw_string string [string] drawEvent [DrawEvent] posX [float] posY [float]
sizeX [float] sizeY [float] fixAr [bool] font [Font]
0E63: draw_string_ext string [string] drawEvent [DrawEvent] posX [float] posY
[float] sizeX [float] sizeY [float] fixAr [bool] font [Font] prop [bool] align
[Align] wrap [float] justify [bool] red [int] green [int] blue [int] alpha [int]
edge [int] shadow [int] dropRed [int] dropGreen [int] dropBlue [int] dropAlpha
[int] background [bool] backRed [int] backGreen [int] backBlue [int] backAlpha
[int]
0E64: get_current_camera_mode mode [var CameraMode]
0E65: get_car_collision_intensity [Car] intensity [var float]
0E66: get_car_collision_coordinates [Car] x [var float] y [var float] z [var float]
0E67: is_aim_button_pressed pad [PadId]
0E68: set_player_control_pad pad [PadId] enabled [bool]
0E69: set_player_control_pad_movement pad [PadId] movement [bool]
0E6A: make_nop address [int] size [int]
0E6B: get_colpoint_lighting [ColPoint] fromNight [bool] lighting [var int]
0E6C: get_day_night_balance intensity [var float]
0E6D: get_underwaterness intensity [var float]
0E6E: is_select_menu_just_pressed
0E6F: stream_custom_script_from_label @label
0E70: get_last_created_custom_script address [var int]
0E71: get_object_centre_of_mass_to_base_of_model [Object] distance [float]
0E72: create_list type [ListType] handle [var List]
0E73: delete_list [List]
0E74: list_add [List] value [any]
0E75: list_remove_value [List] value [any]
0E76: list_remove_index [List] index [int]
0E77: get_list_size [List] entries [var int]
0E78: get_list_value_by_index [List] index [int] value [var any]
0E79: reset_list [List]
0E7A: get_list_string_value_by_index [List] index [int] string [var string]
0E7B: list_add_string [List] string [string]
0E7C: list_remove_string_value [List] string [string]
0E7D: list_remove_index_range [List] start [int] stop [int]
0E7E: reverse_list [List]
0E7F: get_model_type model [model_any] type [var ModelInfoType]
0E80: is_string_equal string1 [string] string2 [string] maxSize [int]
caseSensitive [bool] ignoreCharacter [string]
0E81: is_string_comment string [string]
0E82: does_car_have_part_node [Car] carNode [CarNode]
0E83: get_current_char_weaponinfo [Char] weaponInfo [var int]
0E84: get_weaponinfo weaponType [WeaponType] weaponSkill [WeaponSkill] weaponInfo
[var int]
0E85: get_weaponinfo_models weaponInfo [int] model1 [var model_any] model2 [var
model_any]
0E86: get_weaponinfo_flags weaponInfo [int] flags [var int]
0E87: get_weaponinfo_animgroup weaponInfo [int] animGroup [var AnimGrp]
0E88: get_weaponinfo_total_clip weaponInfo [int] totalClip [var int]
0E89: get_weaponinfo_fire_type weaponInfo [int] fireType [var WeaponFire]
0E8A: get_weaponinfo_slot weaponInfo [int] weaponSlot [var WeaponSlot]
0E8B: get_char_weapon_state [Char] weaponState [var WeaponState]
0E8C: get_char_weapon_clip [Char] weaponClip [var int]
0E8D: is_any_fire_button_pressed pad [PadId]
0E8E: get_char_collision_surface [Char] surfaceType [var SurfaceType]
0E8F: get_char_collision_lighting [Char] lighting [var float]
0E90: get_car_collision_surface [Car] surfaceType [var SurfaceType]
0E91: get_car_collision_lighting [Char] lighting [var float]
0E92: is_char_really_in_air [Char]
0E93: is_car_really_in_air [Car]
0E94: is_object_really_in_air [Object]
0E95: simulate_object_damage [Object] damage [float] weaponType [WeaponType]
0E96: clear_char_primary_tasks [Char]
0E97: clear_char_secondary_tasks [Char]
0E98: request_priority_model modelId [model_any]
0E99: load_all_priority_models_now
0E9A: load_special_character_for_id id [int] name [string]
0E9B: unload_special_character_from_id id [int]
0E9C: get_model_by_name name [string] modelId [var model_any]
0E9D: is_model_available_by_name name [string]
0E9E: get_model_doesnt_exist_in_range start [int] end [int] modelId [var model_any]
0E9F: remove_all_unused_models
0EA0: set_char_second_player [Char] enableCamera [bool] separateCars [bool]
0EA1: disable_second_player restoreCamera [bool]
0EA2: fix_two_players_separated_cars
0EA3: remove_model_if_unused modelId [model_any]
0EA4: is_char_on_fire [Char]
0EA5: get_closest_cop_near_char [Char] radius [float] alive [bool] inCar [bool]
onFoot [bool] seenInFront [bool] closestCop [var Char]
0EA6: get_closest_cop_near_pos x [float] y [float] z [float] radius [float] alive
[bool] inCar [bool] onFoot [bool] closestCop [var Char]
0EA7: get_any_char_no_save_recursive progress [int] progress [var int] anyChar
[var Char]
0EA8: get_any_car_no_save_recursive progress [int] progress [var int] anyCar [var
Car]
0EA9: get_any_object_no_save_recursive progress [int] progress [var int]
anyObject [var Object]
0EAA: set_char_arrested [Char]
0EAB: get_char_pedstate [Char] pedState [var PedState]
0EAC: get_char_proofs [Char] bullet [var bool] fire [var bool] explosion [var bool]
collision [var bool] melee [var bool]
0EAD: get_car_proofs [Car] bullet [var bool] fire [var bool] explosion [var bool]
collision [var bool] melee [var bool]
0EAE: get_object_proofs [Object] bullet [var bool] fire [var bool] explosion [var
bool] collision [var bool] melee [var bool]
0EAF: is_char_weapon_visible_set [Char]
0EB0: get_forced_weather weather [var WeatherType]
0EB1: get_char_stat_id [Char] pedStat [var PedStat]
0EB2: get_offset_from_camera_in_world_coords offsetX [float] offsetY [float]
offsetZ [float] x [var float] y [var float] z [var float]
0EB3: convert_direction_to_quat quat [int] x [float] y [float] z [float]
0EB4: set_car_coordinates_simple [Car] x [float] y [float] z [float]
0EB5: get_char_damage_last_frame [Char] entity [var Char] weaponType [var
WeaponType] bodyPart [var BodyPart] intensity [var float]
0EB6: get_car_weapon_damage_last_frame [Car] char [var Char] weaponType [var
WeaponType] intensity [var float]
0EB7: is_on_scripted_cutscene
0EB8: is_radar_visible
0EB9: is_hud_visible
0EBA: get_model_ped_type_and_stat modelId [model_char] pedType [var PedType]
pedStat [var PedStat]
0EBB: pass_time minutes [int]
0EBC: generate_random_int_in_range_with_seed seed [int] min [int] max [int]
randomInteger [var int]
0EBD: generate_random_float_in_range_with_seed seed [int] min [float] max [float]
randomFloat [var float]
0EBE: locate_camera_distance_to_coordinates x [float] y [float] z [float] radius
[float]
0EBF: get_fx_system_pointer [Fx] address [var int]
0EC0: add_fx_system_particle [Fx] posX [float] posY [float] posZ [float] velX
[float] velY [float] velZ [float] size [float] brightness [float] r [float] g
[float] b [float] a [float] lastFactor [float]
0EC1: is_fx_system_available_with_name name [string]
0EC2: set_string_upper stringAddress [int]
0EC3: set_string_lower stringAddress [int]
0EC4: string_find stringFind [StringFind] stringOrigin [string] strFind [string]
index [var int]
0EC5: cut_string_at stringAddress [int] index [int]
0EC6: is_string_character_at string [string] characters [string] index [int]
0EC7: get_fade_alpha alpha [var float]
0EC8: get_char_random_seed [Car] randomSeed [var int]
0EC9: get_car_random_seed [Car] randomSeed [var int]
0ECA: get_object_random_seed [Car] randomSeed [var int]
0ECB: get_char_move_state [Char] moveState [var MoveState]
0ECC: dont_delete_char_until_time [Char] msFromNow [int]
0ECD: dont_delete_car_until_time [Car] msFromNow [int]
0ECE: get_time_char_is_dead [Char] timeIsDead [var int]
0ECF: get_time_car_is_dead [Car] timeIsDead [var int]
0ED0: return_script_event
0ED1: set_script_event_save_confirmation add [bool] @label varSaveSlot [any]
0ED2: set_script_event_char_delete add [bool] @label varChar [Char]
0ED3: set_script_event_char_create add [bool] @label varChar [Char]
0ED4: set_script_event_car_delete add [bool] @label varCar [Car]
0ED5: set_script_event_car_create add [bool] @label varCar [Car]
0ED6: set_script_event_object_delete add [bool] @label varObject [Object]
0ED7: set_script_event_object_create add [bool] @label varObject [Object]
0ED8: set_script_event_on_menu add [bool] @label varJustPaused [bool]
0ED9: set_char_ignore_damage_anims [Char] [bool]
0EDA: set_script_event_char_process add [bool] @label varChar [Char]
0EDB: set_script_event_car_process add [bool] @label varCar [Car]
0EDC: set_script_event_object_process add [bool] @label varObject [Object]
0EDD: set_script_event_building_process add [bool] @label entity [any]
0EDE: set_script_event_char_damage add [bool] @label varChar [Char]
0EDF: set_script_event_car_weapon_damage add [bool] @label varCar [Car]
0EE0: set_script_event_bullet_impact add [bool] @label varCharOwner [Char]
varEntityVictim [any] varWeaponType [WeaponType] varColPoint [any]
0EE1: get_colpoint_coordinates [ColPoint] x [var float] y [var float] z [var float]
0EE2: read_struct_offset_multi address [int] offset [int] count [int] size [int]
results [var arguments]
0EE3: write_struct_offset_multi address [int] offset [int] count [int] size [int]
params [arguments]
0EE4: locate_char_distance_to_char [Char] character [Char] radius [float]
0EE5: locate_char_distance_to_car [Char] car [Car] radius [float]
0EE6: locate_char_distance_to_object [Char] object [Object] radius [float]
0EE7: locate_car_distance_to_object [Car] object [Object] radius [float]
0EE8: locate_car_distance_to_car [Car] car [Car] radius [float]
0EE9: locate_object_distance_to_object [Object] object [Object] radius [float]
0EEA: locate_char_distance_to_coordinates [Char] x [float] y [float] z [float]
radius [float]
0EEB: locate_car_distance_to_coordinates [Car] x [float] y [float] z [float]
radius [float]
0EEC: locate_object_distance_to_coordinates [Object] x [float] y [float] z
[float] radius [float]
0EED: locate_entity_distance_to_entity entityA [int] entityB [int] radius [float]
0EEE: get_entity_coordinates address [int] x [var float] y [var float] z [var
float]
0EEF: get_entity_heading address [int] heading [var float]
0EF0: get_coord_from_angled_distance x [float] y [float] angle [float] distance
[float] x [var float] y [var float]
0EF1: perlin_noise_fractal_2d x [float] y [float] octaves [int] frequency [float]
amplitude [float] lacunarity [float] persistence [float] result [var float]
0EF2: perlin_noise_fractal_3d x [float] y [float] z [float] octaves [int] frequency
[float] amplitude [float] lacunarity [float] persistence [float] result [var float]
0EF3: lerp a [float] b [float] t [float] result [var float]
0EF4: clamp_float float [float] min [float] max [float] clamped [var float]
0EF5: is_car_owned_by_player [Car]
0EF6: set_car_owned_by_player [Car] ownedByPlayer [bool]
0EF7: clamp_int integer [float] min [float] max [float] clamped [var float]
0EF8: get_model_info modelId [model_any] modelInfo [var int]
0EF9: get_car_animgroup [Car] carAnimGroup [var CarAnimGroup]
0EFA: get_char_fear [Char] fear [var int]
0EFB: is_car_convertible [Car]
0EFC: get_car_value [Car] value [var int]
0EFD: get_car_pedals [Car] gas [var float] brake [var float]
0EFE: get_loaded_library library [string] address [var int]
0EFF: get_char_simplest_active_task [Char] taskId [var TaskId] address [var int]
0F00: load_special_model dff [string] txd [string] specialModel [var int]
0F01: remove_special_model specialModel [int]
0F02: create_render_object_to_char_bone_from_special [Char] specialModel [int]
pedBone [PedBone] x [float] y [float] z [float] rx [float] ry [float] rz [float]
renderobject [var int]
0F03: create_render_object_to_object [Object] modelId [model_any] x [float] y
[float] z [float] rx [float] ry [float] rz [float] renderobject [var int]
0F04: create_render_object_to_object_from_special [Object] specialModel [int] x
[float] y [float] z [float] rx [float] ry [float] rz [float] renderobject [var int]
0F05: get_special_model_data specialModel [int] clump [var int] atomic [var int]
txdIndex [var int]
0F06: replace_list_value_by_index [List] index [int] value [any]
0F07: replace_list_string_value_by_index [List] index [int] string [string]
0F08: insert_list_value_by_index [List] index [int] value [any]
0F09: insert_list_string_value_by_index [List] index [int] string [string]
0F0A: return_times numReturns [int]
0F0B: set_script_event_before_game_process add [int] @label
0F0C: set_script_event_after_game_process add [int] @label
0F0D: set_matrix_look_direction matrix [int] originX [float] originY [float]
originZ [float] dirX [float] dirY [float] dirZ [float]
0F0E: get_third_person_camera_target range [float] sourceX [float] sourceY [float]
sourceZ [float] startX [var float] startY [var float] startZ [var float] endX [var
float] endY [var float] endZ [var float]
0F0F: get_distance_multiplier drawing [var float] generating [var float]
0F10: get_active_camera_rotation x [var float] y [var float] z [var float]
0F11: get_closest_water_distance distance [var float] closestZ [var float]
0F12: get_camera_struct cCamera [int] activeCCam [var int]
0F13: get_time_not_touching_pad [PadId] timeInMs [var int]
0F14: get_camera_rotation_input_values x [var float] y [var float]
0F15: set_camera_rotation_input_values x [float] y [float]
0F16: set_on_mission status [bool]
0F17: get_model_name_pointer modelId [model_any] address [var int]
0B10: [var int] = [int] & [int]
0B11: [var int] = [int] | [int]
0B12: [var int] = [int] ^ [int]
0B13: [var int] = ~[int]
0B14: [var int] = [int] % [int]
0B15: [var int] = [int] >> [int]
0B16: [var int] = [int] << [int]
0B17: [var int] &= [int]
0B18: [var int] |= [int]
0B19: [var int] ^= [int]
0B1A: ~[var int]
0B1B: [var int] %= [int]
0B1C: [var int] >>= [int]
0B1D: [var int] <<= [int]
0B1E: sign_extend value [int] fromSize [int]
0B20: read_clipboard_data memory [any] size [int]
0B21: write_clipboard_data memory [any] size [int]
00C3: debug_on
00C4: debug_off
2100: breakpoint blocking [bool] text [string] args [arguments]
2101: trace text [string] args [arguments]
2102: log_to_file filename [string] timestamp [bool] text [string] args [arguments]
0B00: delete_file fileName [string]
0B01: delete_directory dirPath [string] recursive [bool]
0B02: move_file fileName [string] newFileName [string]
0B03: move_directory dirPath [string] newDirPath [string]
0B04: copy_file fileName [string] newFileName [string]
0B05: copy_directory dirPath [string] newDirPath [string]
2203: imgui_end
2215: imgui_checkbox label [string] isChecked [bool] state [var bool]
2218: imgui_button buttonName [string] width [float] height [float]
221B: imgui_color_button buttonName [string] red [float] green [float] blue
[float] alpha [float] width [float] height [float]
221A: imgui_invisible_button buttonName [string] width [float] height [float]
220A: imgui_set_window_pos x [float] y [float] imGuiCond [ImGuiCond]
220B: imgui_set_window_size width [float] height [float] imGuiCond [ImGuiCond]
220C: imgui_set_next_window_pos x [float] y [float] imGuiCond [ImGuiCond]
220D: imgui_set_next_window_size width [float] height [float] imGuiCond [ImGuiCond]
2226: imgui_dummy width [float] height [float]
220E: imgui_text text [string]
2210: imgui_text_disabled text [string]
2211: imgui_text_wrapped text [string]
2212: imgui_text_colored text [string] red [float] green [float] blue [float] alpha
[float]
2213: imgui_bullet_text text [string]
2217: imgui_set_tooltip text [string]
2227: imgui_sameline
2228: imgui_newline
222B: imgui_spacing
222C: imgui_separator
222A: imgui_next_column
2229: imgui_columns count [int]
2244: get_framerate fps [var int]
2245: imgui_get_version version [var string]
2246: imgui_get_plugin_version version [var float]
2247: imgui_set_cursor_visible show [bool]
224E: imgui_get_display_size width [var float] height [var float]
2248: imgui_get_frame_height height [var float]
2249: imgui_get_window_pos uniqueId [string] x [var float] y [var float]
224A: imgui_get_window_size uniqueId [string] width [var float] height [var float]
224B: imgui_calc_text_size text [string] width [var float] height [var float]
224C: imgui_get_window_content_region_width uniqueId [string] width [var float]
2204: imgui_begin_mainmenubar uniqueId [string]
2205: imgui_end_mainmenubar
2224: imgui_menu_item text [string] selected [bool] enabled [bool]
2225: imgui_selectable text [string] selected [bool]
2206: imgui_begin_child uniqueId [string]
2207: imgui_end_child
222D: imgui_push_item_width width [float]
222E: imgui_pop_item_width
2209: imgui_collapsing_header label [string]
221D: imgui_slider_int label [string] initValue [int] min [int] max [int] val [var
int]
221E: imgui_slider_float label [string] initValue [float] min [float] max [float]
val [var float]
2220: imgui_input_float label [string] initValue [float] min [float] max [float]
val [var float]
221F: imgui_input_int label [string] initValue [int] min [int] max [int] val [var
int]
2221: imgui_input_text label [string] text [var string]
2222: imgui_radio_button label [string] selectedBtn [int] btnNo [int] val [var int]
2223: imgui_color_picker label [string] red [var int] green [var int] blue [var
int] alpha [var int]
2200: imgui_begin_frame uniqueId [string]
2201: imgui_end_frame
222F: imgui_is_item_active uniqueId [string]
2230: imgui_is_item_clicked uniqueId [string]
2231: imgui_is_item_focused uniqueId [string]
2232: imgui_is_item_hovered uniqueId [string]
224D: imgui_get_scaling_size uniqueId [string] count [int] spacing [bool] x [var
float] y [var float]
224F: imgui_set_next_window_transparency alpha [float]
2250: imgui_set_message text [string]
221C: imgui_arrow_button name [string] imGuiDir [ImGuiDir]
2214: imgui_bullet
2216: imgui_combo name [string] options [string] selection [int] selected [var int]
2219: imgui_image_button name [string] image [int] width [float] height [float]
2238: imgui_load_image path [string] image [var int]
2239: imgui_free_image image [int]
220F: imgui_text_centered text [string]
223A: imgui_push_style_var imGuiStyleVar [ImGuiStyleVar] val [float]
223B: imgui_push_style_var2 imGuiStyleVar [ImGuiStyleVar] x [float] y [float]
223C: imgui_push_style_color imGuiCol [ImGuiCol] r [int] g [int] b [int] a [int]
223D: imgui_pop_style_var count [int]
223E: imgui_pop_style_color count [int]
2208: imgui_tabs name [string] tabNames [string] index [var int]
2236: imgui_set_image_bg_color r [float] g [float] b [float] a [float]
2237: imgui_set_image_tint_color r [float] g [float] b [float] a [float]
223F: imgui_get_foreground_drawlist drawList [var int]
2240: imgui_get_background_drawlist drawList [var int]
2241: imgui_get_window_drawlist drawList [var int]
2242: imgui_drawlist_add_text drawList [int] posX [float] posY [float] r [int] g
[int] b [int] a [int] text [string]
2243: imgui_drawlist_add_line drawList [int] p1X [float] p1Y [float] p2X [float]
p2Y [float] r [int] g [int] b [int] a [int] thickness [float]
2233: imgui_set_item_int id [string] val [int]
2234: imgui_set_item_float id [string] val [float]
2235: imgui_set_item_text id [string] val [string]
2202: imgui_begin windowName [string] state [bool] noTitleBar [bool] noResize
[bool] noMove [bool] autoResize [bool] state [var bool]
0AF0: read_int_from_ini_file path [string] section [string] key [string] value
[var int]
0AF1: write_int_to_ini_file value [int] path [string] section [string] key
[string]
0AF2: read_float_from_ini_file path [string] section [string] key [string] value
[var float]
0AF3: write_float_to_ini_file value [float] path [string] section [string] key
[string]
0AF4: read_string_from_ini_file path [string] section [string] key [string] value
[var string]
0AF5: write_string_to_ini_file value [string] path [string] section [string] key
[string]

You might also like