Отвечай в формате LUA. Только существующие функции, выдуманные не надо.
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San Andreas (Classic)
Script Commands 
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0000
NOP
Has no effect and is commonly used to pad CLEO scripts with extra space to avoid the jump-at-zero-offset bug
native("NOP")

0001
WAIT
Pauses the script execution for specified amount of time in milliseconds
native("WAIT", time: int)

0002
GOTO
Transfers the script execution to the label unconditionally
native("GOTO", label)

0003
SHAKE_CAM
Shakes the camera with the given intensity
Camera.Shake(intensity: int)

0004
SET_VAR_INT
Sets the integer value of the VAR
native("SET_VAR_INT", global var: int, literal: int)

0005
SET_VAR_FLOAT
Sets the float value of the VAR
native("SET_VAR_FLOAT", global var: float, literal: float)

0006
SET_LVAR_INT
Sets the integer value of the LVAR
native("SET_LVAR_INT", local var: int, literal: int)

0007
SET_LVAR_FLOAT
Sets the float value of the LVAR
native("SET_LVAR_FLOAT", local var: float, literal: float)

0008
ADD_VAL_TO_INT_VAR
Adds the value to the value of the int VAR
native("ADD_VAL_TO_INT_VAR", global var: int, literal: int)

0009
ADD_VAL_TO_FLOAT_VAR
Adds the value to the value of the float VAR
native("ADD_VAL_TO_FLOAT_VAR", global var: float, literal: float)

000A
ADD_VAL_TO_INT_LVAR
Adds the value to the value of the integer LVAR
native("ADD_VAL_TO_INT_LVAR", local var: int, literal: int)

000B
ADD_VAL_TO_FLOAT_LVAR
Adds the value to the value of the float LVAR
native("ADD_VAL_TO_FLOAT_LVAR", local var: float, literal: float)

000C
SUB_VAL_FROM_INT_VAR
Subtracts the value from the value of the integer VAR
native("SUB_VAL_FROM_INT_VAR", global var: int, literal: int)

000D
SUB_VAL_FROM_FLOAT_VAR
Subtracts the value from the value of the float VAR
native("SUB_VAL_FROM_FLOAT_VAR", global var: float, literal: float)

000E
SUB_VAL_FROM_INT_LVAR
Subtracts the value from the value of the int LVAR
native("SUB_VAL_FROM_INT_LVAR", local var: int, literal: int)

000F
SUB_VAL_FROM_FLOAT_LVAR
Subtracts the value from the value of the float LVAR
native("SUB_VAL_FROM_FLOAT_LVAR", local var: float, literal: float)

0010
MULT_INT_VAR_BY_VAL
Multiplies the int VAR by the value
native("MULT_INT_VAR_BY_VAL", global var: int, literal: int)

0011
MULT_FLOAT_VAR_BY_VAL
Multiplies the float VAR by the value
native("MULT_FLOAT_VAR_BY_VAL", global var: float, literal: float)

0012
MULT_INT_LVAR_BY_VAL
Multiplies the int LVAR by the value
native("MULT_INT_LVAR_BY_VAL", local var: int, literal: int)

0013
MULT_FLOAT_LVAR_BY_VAL
Multiplies the float LVAR by the value
native("MULT_FLOAT_LVAR_BY_VAL", local var: float, literal: float)

0014
DIV_INT_VAR_BY_VAL
Divides the int VAR by the value
native("DIV_INT_VAR_BY_VAL", global var: int, literal: int)

0015
DIV_FLOAT_VAR_BY_VAL
Divides the float VAR by the value
native("DIV_FLOAT_VAR_BY_VAL", global var: float, literal: float)

0016
DIV_INT_LVAR_BY_VAL
Divides the int LVAR by the value
native("DIV_INT_LVAR_BY_VAL", local var: int, literal: int)

0017
DIV_FLOAT_LVAR_BY_VAL
Divides the float LVAR by the value
native("DIV_FLOAT_LVAR_BY_VAL", local var: float, literal: float)

0018
IS_INT_VAR_GREATER_THAN_NUMBER
Returns true if the int VAR value is greater than the value
native("IS_INT_VAR_GREATER_THAN_NUMBER", global var: int, literal: int)

0019
IS_INT_LVAR_GREATER_THAN_NUMBER
Returns true if the int LVAR value is greater than the value
native("IS_INT_LVAR_GREATER_THAN_NUMBER", local var: int, literal: int)

001A
IS_NUMBER_GREATER_THAN_INT_VAR
Returns true if the value is greater than the int VAR value
native("IS_NUMBER_GREATER_THAN_INT_VAR", literal: int, global var: int)

001B
IS_NUMBER_GREATER_THAN_INT_LVAR
Returns true if the value is greater than the int LVAR value
native("IS_NUMBER_GREATER_THAN_INT_LVAR", literal: int, local var: int)

001C
IS_INT_VAR_GREATER_THAN_INT_VAR
Returns true if the int VAR value is greater than the other int VAR value
native("IS_INT_VAR_GREATER_THAN_INT_VAR", global var: int, global var: int)

001D
IS_INT_LVAR_GREATER_THAN_INT_LVAR
Returns true if the int LVAR value is greater than the other int LVAR value
native("IS_INT_LVAR_GREATER_THAN_INT_LVAR", local var: int, local var: int)

001E
IS_INT_VAR_GREATER_THAN_INT_LVAR
Returns true if the int VAR value is greater than the int LVAR value
native("IS_INT_VAR_GREATER_THAN_INT_LVAR", global var: int, local var: int)

001F
IS_INT_LVAR_GREATER_THAN_INT_VAR
Returns true if the int LVAR value is greater than the int VAR value
native("IS_INT_LVAR_GREATER_THAN_INT_VAR", local var: int, global var: int)

0020
IS_FLOAT_VAR_GREATER_THAN_NUMBER
Returns true if the float VAR value is greater than the float value
native("IS_FLOAT_VAR_GREATER_THAN_NUMBER", global var: float, literal: float)

0021
IS_FLOAT_LVAR_GREATER_THAN_NUMBER
Returns true if the float LVAR value is greater than the float value
native("IS_FLOAT_LVAR_GREATER_THAN_NUMBER", local var: float, literal: float)

0022
IS_NUMBER_GREATER_THAN_FLOAT_VAR
Returns true if the float value is greater than the float VAR value
native("IS_NUMBER_GREATER_THAN_FLOAT_VAR", literal: float, global var: float)

0023
IS_NUMBER_GREATER_THAN_FLOAT_LVAR
Returns true if the float value is greater than the float LVAR value
native("IS_NUMBER_GREATER_THAN_FLOAT_LVAR", literal: float, local var: float)

0024
IS_FLOAT_VAR_GREATER_THAN_FLOAT_VAR
Returns true if the float VAR value is greater than the other float VAR value
native("IS_FLOAT_VAR_GREATER_THAN_FLOAT_VAR", global var: float, global var: float)

0025
IS_FLOAT_LVAR_GREATER_THAN_FLOAT_LVAR
Returns true if the float LVAR value is greater than the other float LVAR value
native("IS_FLOAT_LVAR_GREATER_THAN_FLOAT_LVAR", local var: float, local var: float)

0026
IS_FLOAT_VAR_GREATER_THAN_FLOAT_LVAR
Returns true if the float VAR value is greater than the float LVAR value
native("IS_FLOAT_VAR_GREATER_THAN_FLOAT_LVAR", global var: float, local var: float)

0027
IS_FLOAT_LVAR_GREATER_THAN_FLOAT_VAR
Returns true if the float LVAR value is greater than the float VAR value
native("IS_FLOAT_LVAR_GREATER_THAN_FLOAT_VAR", local var: float, global var: float)

0028
IS_INT_VAR_GREATER_OR_EQUAL_TO_NUMBER
Returns true if the int VAR value is greater or equal to the value
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_NUMBER", global var: int, literal: int)

0029
IS_INT_LVAR_GREATER_OR_EQUAL_TO_NUMBER
Returns true if the int LVAR value is greater or equal to the value
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_NUMBER", local var: int, literal: int)

002A
IS_NUMBER_GREATER_OR_EQUAL_TO_INT_VAR
Returns true if the value is greater or equal to the int VAR value
native("IS_NUMBER_GREATER_OR_EQUAL_TO_INT_VAR", literal: int, global var: int)

002B
IS_NUMBER_GREATER_OR_EQUAL_TO_INT_LVAR
Returns true if the value is greater or equal to the int LVAR value
native("IS_NUMBER_GREATER_OR_EQUAL_TO_INT_LVAR", literal: int, local var: int)

002C
IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_VAR
Returns true if the int VAR value is greater or equal to the other int VAR value
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_VAR", global var: int, global var: int)

002D
IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_LVAR
Returns true if the int LVAR value is greater or equal to the other int LVAR value
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_LVAR", local var: int, local var: int)

002E
IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_LVAR
Returns true if the int VAR value is greater or equal to the int LVAR value
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_LVAR", global var: int, local var: int)

002F
IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_VAR
Returns true if the int LVAR value is greater or equal to the int VAR value
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_VAR", local var: int, global var: int)

0030
IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_NUMBER
Returns true if the float VAR value is greater or equal to the value
native("IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_NUMBER", global var: float, literal: float)

0031
IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_NUMBER
Returns true if the float LVAR value is greater or equal to the value
native("IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_NUMBER", local var: float, literal: float)

0032
IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_VAR
Returns true if the value is greater or equal to the float VAR value
native("IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_VAR", literal: float, global var: float)

0033
IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_LVAR
Returns true if the value is greater or equal to the float LVAR value
native("IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_LVAR", literal: float, local var: float)

0034
IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_VAR
Returns true if the float VAR value is greater or equal to the other float VAR value
native("IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_VAR", global var: float, global var: float)

0035
IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR
Returns true if the float LVAR value is greater or equal to the other float LVAR value
native("IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR", local var: float, local var: float)

0036
IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR
Returns true if the float VAR value is greater or equal to the LVAR value
native("IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR", global var: float, local var: float)

0037
IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_VAR
Returns true if the float LVAR value is greater or equal to the float VAR value
native("IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_VAR", local var: float, global var: float)

0038
IS_INT_VAR_EQUAL_TO_NUMBER
Returns true if the int VAR value is equal to the value
native("IS_INT_VAR_EQUAL_TO_NUMBER", global var: int, literal: int)

0039
IS_INT_LVAR_EQUAL_TO_NUMBER
Returns true if the int LVAR value is equal to the value
native("IS_INT_LVAR_EQUAL_TO_NUMBER", local var: int, literal: int)

003A
IS_INT_VAR_EQUAL_TO_INT_VAR
Returns true if the int VAR value is equal to the other int VAR value
native("IS_INT_VAR_EQUAL_TO_INT_VAR", global var: int, global var: int)

003B
IS_INT_LVAR_EQUAL_TO_INT_LVAR
Returns true if the int LVAR value is equal to the other int LVAR value
native("IS_INT_LVAR_EQUAL_TO_INT_LVAR", local var: int, local var: int)

003C
IS_INT_VAR_EQUAL_TO_INT_LVAR
Returns true if the int VAR value is equal to the int LVAR value
native("IS_INT_VAR_EQUAL_TO_INT_LVAR", global var: int, local var: int)

0042
IS_FLOAT_VAR_EQUAL_TO_NUMBER
Returns true if the float VAR value is equal to the value
native("IS_FLOAT_VAR_EQUAL_TO_NUMBER", global var: float, literal: float)

0043
IS_FLOAT_LVAR_EQUAL_TO_NUMBER
Returns true if the float LVAR value is equal to the value
native("IS_FLOAT_LVAR_EQUAL_TO_NUMBER", local var: float, literal: float)

0044
IS_FLOAT_VAR_EQUAL_TO_FLOAT_VAR
Returns true if the float VAR value is equal to the other float VAR value
native("IS_FLOAT_VAR_EQUAL_TO_FLOAT_VAR", global var: float, global var: float)

0045
IS_FLOAT_LVAR_EQUAL_TO_FLOAT_LVAR
Returns true if the float LVAR value is equal to the other float LVAR value
native("IS_FLOAT_LVAR_EQUAL_TO_FLOAT_LVAR", local var: float, local var: float)

0046
IS_FLOAT_VAR_EQUAL_TO_FLOAT_LVAR
Returns true if the float VAR value is equal to the float LVAR value
native("IS_FLOAT_VAR_EQUAL_TO_FLOAT_LVAR", global var: float, local var: float)

004D
GOTO_IF_FALSE
Transfers the script execution to the label if the condition result is false
native("GOTO_IF_FALSE", label)

004E
TERMINATE_THIS_SCRIPT
Ends the current script, preventing further execution
native("TERMINATE_THIS_SCRIPT")

004F
START_NEW_SCRIPT
Starts a new script at the specified label
native("START_NEW_SCRIPT", label, arguments)

0050
GOSUB
Transfers the script execution to the label as a subroutine
native("GOSUB", label)

0051
RETURN
Returns from the current subroutine (0050)
native("RETURN")

0053
CREATE_PLAYER
Creates a player at the specified location
[var handle: Player] = Player.Create(playerIndex: int, x: float, y: float, z: float)

0058
ADD_INT_VAR_TO_INT_VAR
Adds the int VAR value to the other int VAR
native("ADD_INT_VAR_TO_INT_VAR", global var: int, global var: int)

0059
ADD_FLOAT_VAR_TO_FLOAT_VAR
Adds the float VAR value to the other float VAR
native("ADD_FLOAT_VAR_TO_FLOAT_VAR", global var: float, global var: float)

005A
ADD_INT_LVAR_TO_INT_LVAR
Adds the int LVAR value to the other int LVAR
native("ADD_INT_LVAR_TO_INT_LVAR", local var: int, local var: int)

005B
ADD_FLOAT_LVAR_TO_FLOAT_LVAR
Adds the float LVAR value to the other float LVAR
native("ADD_FLOAT_LVAR_TO_FLOAT_LVAR", local var: float, local var: float)

005C
ADD_INT_VAR_TO_INT_LVAR
Adds the int VAR value to the int LVAR
native("ADD_INT_VAR_TO_INT_LVAR", local var: int, global var: int)

005D
ADD_FLOAT_VAR_TO_FLOAT_LVAR
Adds the float VAR value to the float LVAR
native("ADD_FLOAT_VAR_TO_FLOAT_LVAR", local var: float, global var: float)

005E
ADD_INT_LVAR_TO_INT_VAR
Adds the float LVAR value to the float VAR
native("ADD_INT_LVAR_TO_INT_VAR", global var: int, local var: int)

005F
ADD_FLOAT_LVAR_TO_FLOAT_VAR
Adds the float LVAR value to the float VAR
native("ADD_FLOAT_LVAR_TO_FLOAT_VAR", global var: float, local var: float)

0060
SUB_INT_VAR_FROM_INT_VAR
Subtracts the int VAR value from the int VAR
native("SUB_INT_VAR_FROM_INT_VAR", global var: int, global var: int)

0061
SUB_FLOAT_VAR_FROM_FLOAT_VAR
Subtracts the float VAR value from the float VAR
native("SUB_FLOAT_VAR_FROM_FLOAT_VAR", global var: float, global var: float)

0062
SUB_INT_LVAR_FROM_INT_LVAR
Subtracts the int LVAR value from the int LVAR
native("SUB_INT_LVAR_FROM_INT_LVAR", local var: int, local var: int)

0063
SUB_FLOAT_LVAR_FROM_FLOAT_LVAR
Subtracts the float LVAR value from the float LVAR
native("SUB_FLOAT_LVAR_FROM_FLOAT_LVAR", local var: float, local var: float)

0064
SUB_INT_VAR_FROM_INT_LVAR
Subtracts the int VAR value from the int LVAR
native("SUB_INT_VAR_FROM_INT_LVAR", local var: int, global var: int)

0065
SUB_FLOAT_VAR_FROM_FLOAT_LVAR
Subtracts the float VAR value from the float LVAR
native("SUB_FLOAT_VAR_FROM_FLOAT_LVAR", local var: float, global var: float)

0066
SUB_INT_LVAR_FROM_INT_VAR
Subtracts the float LVAR value from the float VAR
native("SUB_INT_LVAR_FROM_INT_VAR", global var: int, local var: int)

0067
SUB_FLOAT_LVAR_FROM_FLOAT_VAR
Subtracts the float LVAR value from the float VAR
native("SUB_FLOAT_LVAR_FROM_FLOAT_VAR", global var: float, local var: float)

0068
MULT_INT_VAR_BY_INT_VAR
Multiplies the int VAR value by the int VAR
native("MULT_INT_VAR_BY_INT_VAR", global var: int, global var: int)

0069
MULT_FLOAT_VAR_BY_FLOAT_VAR
Multiplies the float VAR value by the float VAR
native("MULT_FLOAT_VAR_BY_FLOAT_VAR", global var: float, global var: float)

006A
MULT_INT_LVAR_BY_INT_LVAR
Multiplies the int LVAR value by the int LVAR
native("MULT_INT_LVAR_BY_INT_LVAR", local var: int, local var: int)

006B
MULT_FLOAT_LVAR_BY_FLOAT_LVAR
Multiplies the int LVAR value by the int LVAR
native("MULT_FLOAT_LVAR_BY_FLOAT_LVAR", local var: float, local var: float)

006C
MULT_INT_VAR_BY_INT_LVAR
Multiplies the int VAR value by the int LVAR
native("MULT_INT_VAR_BY_INT_LVAR", global var: int, local var: int)

006D
MULT_FLOAT_VAR_BY_FLOAT_LVAR
Multiplies the float VAR value by the float LVAR
native("MULT_FLOAT_VAR_BY_FLOAT_LVAR", global var: float, local var: float)

006E
MULT_INT_LVAR_BY_INT_VAR
Multiplies the int LVAR value by the int VAR
native("MULT_INT_LVAR_BY_INT_VAR", local var: int, global var: int)

006F
MULT_FLOAT_LVAR_BY_FLOAT_VAR
Multiplies the float LVAR value by the float VAR
native("MULT_FLOAT_LVAR_BY_FLOAT_VAR", local var: float, global var: float)

0070
DIV_INT_VAR_BY_INT_VAR
Divides the int VAR value by the int VAR
native("DIV_INT_VAR_BY_INT_VAR", global var: int, global var: int)

0071
DIV_FLOAT_VAR_BY_FLOAT_VAR
Divides the float VAR value by the float VAR
native("DIV_FLOAT_VAR_BY_FLOAT_VAR", global var: float, global var: float)

0072
DIV_INT_LVAR_BY_INT_LVAR
Divides the int LVAR by the int LVAR
native("DIV_INT_LVAR_BY_INT_LVAR", local var: int, local var: int)

0073
DIV_FLOAT_LVAR_BY_FLOAT_LVAR
Divides the float LVAR by the float LVAR
native("DIV_FLOAT_LVAR_BY_FLOAT_LVAR", local var: float, local var: float)

0074
DIV_INT_VAR_BY_INT_LVAR
Divides the int VAR by the int LVAR
native("DIV_INT_VAR_BY_INT_LVAR", global var: int, local var: int)

0075
DIV_FLOAT_VAR_BY_FLOAT_LVAR
Divides the float VAR by the float LVAR
native("DIV_FLOAT_VAR_BY_FLOAT_LVAR", global var: float, local var: float)

0076
DIV_INT_LVAR_BY_INT_VAR
Divides the int LVAR by the int VAR
native("DIV_INT_LVAR_BY_INT_VAR", local var: int, global var: int)

0077
DIV_FLOAT_LVAR_BY_FLOAT_VAR
Divides the float LVAR by the float VAR
native("DIV_FLOAT_LVAR_BY_FLOAT_VAR", local var: float, global var: float)

0078
ADD_TIMED_VAL_TO_FLOAT_VAR
Multiplies the delta time since the last frame by the specified value and adds the result to the specified variable
native("ADD_TIMED_VAL_TO_FLOAT_VAR", global var: float, literal: float)

0079
ADD_TIMED_VAL_TO_FLOAT_LVAR
Multiplies the delta time since the last frame by the specified value and adds the result to the specified variable
native("ADD_TIMED_VAL_TO_FLOAT_LVAR", local var: float, literal: float)

007A
ADD_TIMED_FLOAT_VAR_TO_FLOAT_VAR
Multiplies the delta time since the last frame by the float value of the specified global variable and adds the result to the specified global variable
native("ADD_TIMED_FLOAT_VAR_TO_FLOAT_VAR", global var: float, global var: float)

007B
ADD_TIMED_FLOAT_LVAR_TO_FLOAT_LVAR
Multiplies the delta time since the last frame by the float value of the specified local variable and adds the result to the specified local variable
native("ADD_TIMED_FLOAT_LVAR_TO_FLOAT_LVAR", local var: float, local var: float)

007C
ADD_TIMED_FLOAT_VAR_TO_FLOAT_LVAR
Multiplies the delta time since the last frame by the float value of the specified global variable and adds the result to the specified local variable
native("ADD_TIMED_FLOAT_VAR_TO_FLOAT_LVAR", local var: float, global var: float)

007D
ADD_TIMED_FLOAT_LVAR_TO_FLOAT_VAR
Multiplies the delta time since the last frame by the float value of the specified local variable and adds the result to the specified global variable
native("ADD_TIMED_FLOAT_LVAR_TO_FLOAT_VAR", global var: float, local var: float)

007E
SUB_TIMED_VAL_FROM_FLOAT_VAR
Multiplies the delta time since the last frame by the specified float value and subtracts the result from the specified global variable
native("SUB_TIMED_VAL_FROM_FLOAT_VAR", global var: float, literal: float)

007F
SUB_TIMED_VAL_FROM_FLOAT_LVAR
Multiplies the delta time since the last frame by the specified value and subtracts the result from the specified local variable
native("SUB_TIMED_VAL_FROM_FLOAT_LVAR", local var: float, literal: float)

0080
SUB_TIMED_FLOAT_VAR_FROM_FLOAT_VAR
Multiplies the delta time since the last frame by the value of the specified global variable and subtracts the result from the specified global variable
native("SUB_TIMED_FLOAT_VAR_FROM_FLOAT_VAR", global var: float, global var: float)

0081
SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_LVAR
Multiplies the delta time since the last frame by the value of the specified local variable and adds the result to the specified local variable
native("SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_LVAR", local var: float, local var: float)

0082
SUB_TIMED_FLOAT_VAR_FROM_FLOAT_LVAR
Multiplies the delta time since the last frame by the value of the specified global variable and subtracts the result from the specified local variable
native("SUB_TIMED_FLOAT_VAR_FROM_FLOAT_LVAR", local var: float, global var: float)

0083
SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_VAR
Multiplies the frame delta time (the time in milliseconds that has passed since the last frame) by float stored in the specified local variable
native("SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_VAR", global var: float, local var: float)

0084
SET_VAR_INT_TO_VAR_INT
Sets the int VAR to the VAR value
native("SET_VAR_INT_TO_VAR_INT", global var: int, global var: int)

0085
SET_LVAR_INT_TO_LVAR_INT
Sets the int LVAR to the LVAR value
native("SET_LVAR_INT_TO_LVAR_INT", local var: int, local var: int)

0086
SET_VAR_FLOAT_TO_VAR_FLOAT
Sets the float VAR to the VAR value
native("SET_VAR_FLOAT_TO_VAR_FLOAT", global var: float, global var: float)

0087
SET_LVAR_FLOAT_TO_LVAR_FLOAT
Sets the float LVAR to the LVAR value
native("SET_LVAR_FLOAT_TO_LVAR_FLOAT", local var: float, local var: float)

0088
SET_VAR_FLOAT_TO_LVAR_FLOAT
Sets the float VAR to the LVAR value
native("SET_VAR_FLOAT_TO_LVAR_FLOAT", global var: float, local var: float)

0089
SET_LVAR_FLOAT_TO_VAR_FLOAT
Sets the float LVAR to the VAR value
native("SET_LVAR_FLOAT_TO_VAR_FLOAT", local var: float, global var: float)

008A
SET_VAR_INT_TO_LVAR_INT
Sets the int VAR to the LVAR value
native("SET_VAR_INT_TO_LVAR_INT", global var: int, local var: int)

008B
SET_LVAR_INT_TO_VAR_INT
Sets the int LVAR to the VAR value
native("SET_LVAR_INT_TO_VAR_INT", local var: int, global var: int)

008C
CSET_VAR_INT_TO_VAR_FLOAT
Converts the float in the second global variable to an integer (via flooring) and stores the integer into the first global variable
native("CSET_VAR_INT_TO_VAR_FLOAT", global var: int, global var: float)

008D
CSET_VAR_FLOAT_TO_VAR_INT
Converts the integer value of the second global variable to a float and stores the result in the first global variable
native("CSET_VAR_FLOAT_TO_VAR_INT", global var: float, global var: int)

008E
CSET_LVAR_INT_TO_VAR_FLOAT
Converts the float value of the global variable to an integer (via flooring) and stores the result into a local variable
native("CSET_LVAR_INT_TO_VAR_FLOAT", local var: int, global var: float)

008F
CSET_LVAR_FLOAT_TO_VAR_INT
Converts the integer value of the global variable to a float and then stores the result in the local variable
native("CSET_LVAR_FLOAT_TO_VAR_INT", local var: float, global var: int)

0090
CSET_VAR_INT_TO_LVAR_FLOAT
Converts the float value of the local variable to an integer (via flooring) and stores the result to the global variable
native("CSET_VAR_INT_TO_LVAR_FLOAT", global var: int, local var: float)

0091
CSET_VAR_FLOAT_TO_LVAR_INT
Converts the integer value of the local variable to a float and stores the result in the global variable
native("CSET_VAR_FLOAT_TO_LVAR_INT", global var: float, local var: int)

0092
CSET_LVAR_INT_TO_LVAR_FLOAT
Converts a float value to an integer (via truncating)
native("CSET_LVAR_INT_TO_LVAR_FLOAT", local var: int, local var: float)

0093
CSET_LVAR_FLOAT_TO_LVAR_INT
Converts the integer value of the second local variable to a float and stores the result to the first local variable
native("CSET_LVAR_FLOAT_TO_LVAR_INT", local var: float, local var: int)

0094
ABS_VAR_INT
Returns the absolute value of the global integer variable
[global var number: int] = Math.Abs()

0095
ABS_LVAR_INT
Returns the absolute value of the local integer variable
[local var number: int] = Math.Abs()

0096
ABS_VAR_FLOAT
Returns the absolute value of the global float variable
[global var number: float] = Math.Abs()

0097
ABS_LVAR_FLOAT
Returns the absolute value of the local float variable
[local var number: float] = Math.Abs()

0098
GENERATE_RANDOM_FLOAT
Returns a random float between 0.0 to 1.0
[var: float] = Math.Random()

0099
GENERATE_RANDOM_INT
Returns a random integer between -32767 and 32767 (SA) or 0 and 65535 (III & VC)
[var: int] = Math.Random()

009A
CREATE_CHAR
Creates a character at the specified location, with the specified model and pedtype
[var handle: Char] = Char.Create(pedType: PedType, modelId: model_char, x: float, y: float, z: float)

009B
DELETE_CHAR
Removes the character from the game and mission cleanup list, freeing game memory
[Char].delete()

00A0
GET_CHAR_COORDINATES
Returns the character's coordinates
{ [var x: float], [var y: float], [var z: float] } = [Char].getCoordinates()

00A1
SET_CHAR_COORDINATES
Puts the character at the specified location
[Char].setCoordinates(x: float, y: float, z: float)

00A3
IS_CHAR_IN_AREA_2D
Returns true if the character is within the specified 2D area
[Char].isInArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

00A4
IS_CHAR_IN_AREA_3D
Returns true if the character is within the specified 3D area
[Char].isInArea3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

00A5
CREATE_CAR
Creates a vehicle at the specified location, with the specified model
[var handle: Car] = Car.Create(modelId: model_vehicle, x: float, y: float, z: float)

00A6
DELETE_CAR
Removes the vehicle from the game
[Car].delete()

00A7
CAR_GOTO_COORDINATES
Makes the AI drive to the specified location by any means
[Car].gotoCoordinates(x: float, y: float, z: float)

00A8
CAR_WANDER_RANDOMLY
Clears any current tasks the vehicle has and makes it drive around aimlessly
[Car].wanderRandomly()

00A9
CAR_SET_IDLE
Sets the car's mission to idle (MISSION_NONE), stopping any driving activity
[Car].setIdle()

00AA
GET_CAR_COORDINATES
Returns the vehicle's coordinates
{ [var x: float], [var y: float], [var z: float] } = [Car].getCoordinates()

00AB
SET_CAR_COORDINATES
Puts the vehicle at the specified location
[Car].setCoordinates(x: float, y: float, z: float)

00AD
SET_CAR_CRUISE_SPEED
Sets the vehicle's max speed
[Car].setCruiseSpeed(maxSpeed: float)

00AE
SET_CAR_DRIVING_STYLE
Sets the behavior of the vehicle's AI driver
[Car].setDrivingStyle(drivingStyle: DrivingMode)

00AF
SET_CAR_MISSION
Sets the mission of the vehicle's AI driver
[Car].setMission(carMission: CarMission)

00B0
IS_CAR_IN_AREA_2D
Returns true if the vehicle is located within the specified 2D area
[Car].isInArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

00B1
IS_CAR_IN_AREA_3D
Returns true if the vehicle is located within the specified 3D area
[Car].isInArea3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

00BA
PRINT_BIG
Displays a styled message for the specified time
Text.PrintBig(key: gxt_key, time: int, style: TextStyle)

00BB
PRINT
Displays a message positioned on the bottom of the screen for the specified time
Text.Print(key: gxt_key, time: int, flag: int)

00BC
PRINT_NOW
Displays a message positioned on the bottom of the screen for the specified time
Text.PrintNow(key: gxt_key, time: int, flag: int)

00BE
CLEAR_PRINTS
Clears all priority text and some styles of big texts
Text.ClearPrints()

00BF
GET_TIME_OF_DAY
Returns the number of hours and minutes passed since midnight
{ [var hours: int], [var minutes: int] } = Clock.GetTimeOfDay()

00C0
SET_TIME_OF_DAY
Sets the current in-game time
Clock.SetTimeOfDay(hours: int, minutes: int)

00C1
GET_MINUTES_TO_TIME_OF_DAY
Returns the number of minutes left until the clock matches the time specified
[var minutesLeft: int] = Clock.GetMinutesToTimeOfDay(hours: int, minutes: int)

00C2
IS_POINT_ON_SCREEN
Returns true if any part of the radius of the specified point is visible on screen
Camera.IsPointOnScreen(x: float, y: float, z: float, radius: float)

00C3
DEBUG_ON
Activates debug features in this script
Debugger.Enable()

00C4
DEBUG_OFF
Deactivates debug features in this script
Debugger.Disable()

00D6
IF
Begins a conditional statement with the specified number of conditions
native("IF", int)

00D7
LAUNCH_MISSION
Launches a submission script
native("LAUNCH_MISSION", label)

00D8
MISSION_HAS_FINISHED
Resets multiple settings that are usually set during missions and in some scripts
Mission.Finish()

00D9
STORE_CAR_CHAR_IS_IN
Returns the current vehicle of the character and adds it to the mission cleanup list (alts:03C0,0811,0484)
[var handle: Car] = [Char].storeCarIsIn()

00DB
IS_CHAR_IN_CAR
Returns true if the character is in the specified vehicle
[Char].isInCar(vehicle: Car)

00DD
IS_CHAR_IN_MODEL
Returns true if the character is driving a vehicle with the specified model
[Char].isInModel(modelId: model_vehicle)

00DF
IS_CHAR_IN_ANY_CAR
Returns true if the character has a vehicle, even if they are not actually sat inside it (opening and closing the door)
[Char].isInAnyCar()

00E1
IS_BUTTON_PRESSED
Returns true if the pad's button has been pressed
Pad.IsButtonPressed(pad: PadId, buttonId: Button)

00E2
GET_PAD_STATE
Stores the status of the specified key into a variable
[var state: int] = Pad.GetState(pad: PadId, buttonId: Button)

00EC
LOCATE_CHAR_ANY_MEANS_2D
Returns true if the character is within the 2D radius of the coordinates point
[Char].locateAnyMeans2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

00ED
LOCATE_CHAR_ON_FOOT_2D
Returns true if the character is within the 2D radius of the coordinates point on foot
[Char].locateOnFoot2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

00EE
LOCATE_CHAR_IN_CAR_2D
Returns true if the character is within the 2D radius of the coordinates point in a vehicle
[Char].locateInCar2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

00EF
LOCATE_STOPPED_CHAR_ANY_MEANS_2D
Returns true if the character stopped within the 2D radius of the coordinates point
[Char].locateStoppedAnyMeans2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

00F0
LOCATE_STOPPED_CHAR_ON_FOOT_2D
Returns true if the character stopped within the 2D radius of the coordinates point on foot
[Char].locateStoppedOnFoot2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

00F1
LOCATE_STOPPED_CHAR_IN_CAR_2D
Returns true if the character stopped within the 2D radius of the coordinates point in a vehicle
[Char].locateStoppedInCar2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

00F2
LOCATE_CHAR_ANY_MEANS_CHAR_2D
Returns true if the character is within the 2D radius of the other character
[Char].locateAnyMeansChar2D(target: Char, xRadius: float, yRadius: float, drawSphere: bool)

00F3
LOCATE_CHAR_ON_FOOT_CHAR_2D
Returns true if the character is within the 2D radius of the other character on foot
[Char].locateOnFootChar2D(target: Char, xRadius: float, yRadius: float, drawSphere: bool)

00F4
LOCATE_CHAR_IN_CAR_CHAR_2D
Returns true if the character is within the 2D radius of the other character in a vehicle
[Char].locateInCarChar2D(otherChar: Char, xRadius: float, yRadius: float, drawSphere: bool)

00FE
LOCATE_CHAR_ANY_MEANS_3D
Returns true if the character is within the 3D radius of the coordinates point
[Char].locateAnyMeans3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

00FF
LOCATE_CHAR_ON_FOOT_3D
Returns true if the character is within the 3D radius of the coordinates point on foot
[Char].locateOnFoot3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0100
LOCATE_CHAR_IN_CAR_3D
Returns true if the character is within the 3D radius of the coordinates point in a vehicle
[Char].locateInCar3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0101
LOCATE_STOPPED_CHAR_ANY_MEANS_3D
Returns true if the character stopped within the 3D radius of the coordinates point
[Char].locateStoppedAnyMeans3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0102
LOCATE_STOPPED_CHAR_ON_FOOT_3D
Returns true if the character stopped within the 3D radius of the coordinates point on foot
[Char].locateStoppedOnFoot3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0103
LOCATE_STOPPED_CHAR_IN_CAR_3D
Returns true if the character stopped within the 3D radius of the coordinates point in a vehicle
[Char].locateStoppedInCar3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0104
LOCATE_CHAR_ANY_MEANS_CHAR_3D
Returns true if the character is within the 3D radius of the other character
[Char].locateAnyMeansChar3D(target: Char, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0105
LOCATE_CHAR_ON_FOOT_CHAR_3D
Returns true if the character is within the 3D radius of the other character on foot
[Char].locateOnFootChar3D(target: Char, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0106
LOCATE_CHAR_IN_CAR_CHAR_3D
Returns true if the character is within the 3D radius of the other character in a vehicle
[Char].locateInCarChar3D(target: Char, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0107
CREATE_OBJECT
Creates an object at the specified location, with the specified model
[var handle: Object] = Object.Create(modelId: model_object, x: float, y: float, z: float)

0108
DELETE_OBJECT
Destroys the object, freeing game memory
[Object].delete()

0109
ADD_SCORE
Adds to the player's money
[Player].addScore(money: int)

010A
IS_SCORE_GREATER
Returns true if the player's money is over the specified value
[Player].isScoreGreater(money: int)

010B
STORE_SCORE
Returns the player's money
[var money: int] = [Player].storeScore()

010D
ALTER_WANTED_LEVEL
Sets the player's wanted level
[Player].alterWantedLevel(wantedLevel: int)

010E
ALTER_WANTED_LEVEL_NO_DROP
Sets the player's wanted level if the specified level is higher than the current one
[Player].alterWantedLevelNoDrop(wantedLevel: int)

010F
IS_WANTED_LEVEL_GREATER
Returns true if the player's wanted level is over the specified value
[Player].isWantedLevelGreater(wantedLevel: int)

0110
CLEAR_WANTED_LEVEL
Clears the player's wanted level
[Player].clearWantedLevel()

0111
SET_DEATHARREST_STATE
Sets the detection of death and arrest during a mission (0112)
native("SET_DEATHARREST_STATE", state: bool)

0112
HAS_DEATHARREST_BEEN_EXECUTED
Returns true if the player is dead (wasted) or arrested (busted)
native("HAS_DEATHARREST_BEEN_EXECUTED")

0114
ADD_AMMO_TO_CHAR
Adds the specified amount of ammo to the character's weapon, if the character has the weapon
[Char].addAmmo(weaponType: WeaponType, ammo: int)

0117
IS_PLAYER_DEAD
Returns true when player is dead (wasted)
[Player].isDead()

0118
IS_CHAR_DEAD
Returns true if the handle is an invalid character handle or the character is dead (wasted)
Char.IsDead(handle: any)

0119
IS_CAR_DEAD
Returns true if the handle is an invalid vehicle handle or the vehicle has been destroyed (wrecked)
Car.IsDead(handle: any)

0122
IS_PLAYER_PRESSING_HORN
Returns true if the player is honking the horn in a car
[Player].isPressingHorn()

0129
CREATE_CHAR_INSIDE_CAR
Creates a character in the driver's seat of the vehicle
[var handle: Char] = Char.CreateInsideCar(vehicle: Car, pedType: PedType, modelId: model_char)

0137
IS_CAR_MODEL
Returns true if the vehicle has the specified model
[Car].isModel(modelId: model_vehicle)

014B
CREATE_CAR_GENERATOR
Initializes a parked car generator
[var handle: CarGenerator] = CarGenerator.Create(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)

014C
SWITCH_CAR_GENERATOR
Specifies the number of times the car generator spawns a car (101 - infinite)
[CarGenerator].switch(amount: int)

014E
DISPLAY_ONSCREEN_TIMER
Creates a countdown or countup onscreen timer
Hud.DisplayTimer(global var timer: int, direction: TimerDirection)

014F
CLEAR_ONSCREEN_TIMER
Removes the onscreen timer
Hud.ClearTimer(global var timer: int)

0151
CLEAR_ONSCREEN_COUNTER
Removes the onscreen counter (0150 or 03C4)
Hud.ClearCounter(global var counter: int)

0154
IS_CHAR_IN_ZONE
Returns true if the character is in the specified map zone
[Char].isInZone(zone: zone_key)

0158
POINT_CAMERA_AT_CAR
Attaches the camera to the specified vehicle
Camera.PointAtCar(vehicle: Car, mode: CameraMode, switchStyle: SwitchType)

0159
POINT_CAMERA_AT_CHAR
Attaches the camera to the specified character
Camera.PointAtChar(char: Char, mode: CameraMode, switchStyle: SwitchType)

015A
RESTORE_CAMERA
Restores the camera to its usual position
Camera.Restore()

015B
SHAKE_PAD
Shakes the player's joypad at the specified intensity for the specified time
Pad.Shake(pad: PadId, time: int, intensity: int)

015D
SET_TIME_SCALE
Sets the game to run at the specified speed
Clock.SetTimeScale(scale: float)

015F
SET_FIXED_CAMERA_POSITION
Sets the fixed camera's position and up vector offset
Camera.SetFixedPosition(x: float, y: float, z: float, upVecOffsetX: float, upVecOffsetY: float, upVecOffsetZ: float)

0160
POINT_CAMERA_AT_POINT
Points the camera at the specified location and applies the position set by 0159
Camera.PointAtPoint(x: float, y: float, z: float, switchStyle: SwitchType)

0161
ADD_BLIP_FOR_CAR_OLD
Adds a blip with properties to the vehicle
[var handle: Blip] = Blip.AddForCarOld(vehicle: Car, color: BlipColor, display: BlipDisplay)

0164
REMOVE_BLIP
Removes the blip
[Blip].remove()

0165
CHANGE_BLIP_COLOUR
Sets the blip's color
[Blip].changeColor(color: BlipColor)

0167
ADD_BLIP_FOR_COORD_OLD
Adds a blip with properties at the location
[var handle: Blip] = Blip.AddForCoordOld(x: float, y: float, z: float, colour: BlipColor, display: BlipDisplay)

0168
CHANGE_BLIP_SCALE
Sets the blip's size
[Blip].changeScale(size: int)

0169
SET_FADING_COLOUR
Sets the RGB color of the fade command (016A)
Camera.SetFadingColor(r: int, g: int, b: int)

016A
DO_FADE
Fades the screen for the specified time
Camera.DoFade(time: int, direction: Fade)

016B
GET_FADING_STATUS
Returns true if the screen is fading (016A)
Camera.GetFadingStatus()

016C
ADD_HOSPITAL_RESTART
Adds a hospital restart, which is where the player will spawn after death (wasted) if the point is closer than any other hospital restart
Restart.AddHospital(x: float, y: float, z: float, heading: float, townId: Town)

016D
ADD_POLICE_RESTART
Adds a police restart, which is where the player will spawn after being arrested (busted) if the point is closer than any other police restart
Restart.AddPolice(x: float, y: float, z: float, heading: float, townId: Town)

016E
OVERRIDE_NEXT_RESTART
Forces this location to be the next respawn location
Restart.OverrideNext(x: float, y: float, z: float, heading: float)

016F
DRAW_SHADOW
Draws a shadow in the current frame
Fx.DrawShadow(textureType: ShadowTextureType, x: float, y: float, z: float, angle: float, length: float, intensity: int, r: int, g: int, b: int)

0172
GET_CHAR_HEADING
Returns the character's heading (z-angle)
[var heading: float] = [Char].getHeading()

0173
SET_CHAR_HEADING
Sets the character's heading (z-angle)
[Char].setHeading(heading: float)

0174
GET_CAR_HEADING
Returns the vehicle's heading (z-angle)
[var heading: float] = [Car].getHeading()

0175
SET_CAR_HEADING
Sets the vehicle's heading (z-angle)
[Car].setHeading(heading: float)

0176
GET_OBJECT_HEADING
Returns the object's heading (z-angle)
[var heading: float] = [Object].getHeading()

0177
SET_OBJECT_HEADING
Sets the object's heading (z-angle)
[Object].setHeading(heading: float)

0179
IS_CHAR_TOUCHING_OBJECT
Returns true if the character is colliding with the specified object
[Char].isTouchingObject(object: Object)

017B
SET_CHAR_AMMO
Sets the amount of ammo the character has in the specified weapon
[Char].setAmmo(weaponType: WeaponType, ammo: int)

0180
DECLARE_MISSION_FLAG
Links the global variable to the specific hardcoded flag that defines is there an active mission or not
native("DECLARE_MISSION_FLAG", global var flag: int)

0184
IS_CHAR_HEALTH_GREATER
Returns true if the character's health is over the specified value
[Char].isHealthGreater(health: int)

0185
IS_CAR_HEALTH_GREATER
Returns true if the car's health is over the specified value
[Car].isHealthGreater(health: int)

0186
ADD_BLIP_FOR_CAR
Adds a blip and a marker to the vehicle
[var handle: Blip] = Blip.AddForCar(vehicle: Car)

0187
ADD_BLIP_FOR_CHAR
Adds a blip and a marker to the character
[var handle: Blip] = Blip.AddForChar(char: Char)

0188
ADD_BLIP_FOR_OBJECT
Adds a blip and a marker to the object
[var handle: Blip] = Blip.AddForObject(object: Object)

018A
ADD_BLIP_FOR_COORD
Adds a blip to the location
[var handle: Blip] = Blip.AddForCoord(x: float, y: float, z: float)

018B
CHANGE_BLIP_DISPLAY
Changes the display of the specified blip
[Blip].changeDisplay(display: BlipDisplay)

018C
ADD_ONE_OFF_SOUND
Plays a sound with the specified ID at the location
Sound.AddOneOffSound(x: float, y: float, z: float, soundId: ScriptSound)

018F
IS_CAR_STUCK_ON_ROOF
Returns true if the car has been upside down for more than 2 seconds (requires 0190)
[Car].isStuckOnRoof()

0190
ADD_UPSIDEDOWN_CAR_CHECK
Activates upside-down car check for the car
[Car].addUpsidedownCheck()

0191
REMOVE_UPSIDEDOWN_CAR_CHECK
Deactivates upside-down car check (0190) for the car
[Car].removeUpsidedownCheck()

01A1
IS_CHAR_IN_AREA_ON_FOOT_2D
Returns true if the character is within the specified 2D area on foot
[Char].isInAreaOnFoot2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

01A2
IS_CHAR_IN_AREA_IN_CAR_2D
Returns true if the character is within the specified 2D area in a vehicle
[Char].isInAreaInCar2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

01A3
IS_CHAR_STOPPED_IN_AREA_2D
Returns true if the character stopped within the specified 2D area
[Char].isStoppedInArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

01A4
IS_CHAR_STOPPED_IN_AREA_ON_FOOT_2D
Returns true if the character stopped within the specified 2D area on foot
[Char].isStoppedInAreaOnFoot2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

01A5
IS_CHAR_STOPPED_IN_AREA_IN_CAR_2D
Returns true if the character stopped within the specified 2D area in a vehicle
[Char].isStoppedInAreaInCar2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

01A6
IS_CHAR_IN_AREA_ON_FOOT_3D
Returns true if the character is within the specified 3D area on foot
[Char].isInAreaOnFoot3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

01A7
IS_CHAR_IN_AREA_IN_CAR_3D
Returns true if the character is within the specified 3D area in a vehicle
[Char].isInAreaInCar3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

01A8
IS_CHAR_STOPPED_IN_AREA_3D
Returns true if the character stopped within the specified 3D area
[Char].isStoppedInArea3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

01A9
IS_CHAR_STOPPED_IN_AREA_ON_FOOT_3D
Returns true if the character stopped within the specified 3D area on foot
[Char].isStoppedInAreaOnFoot3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

01AA
IS_CHAR_STOPPED_IN_AREA_IN_CAR_3D
Returns true if the character stopped within the specified 3D area in a vehicle
[Char].isStoppedInAreaInCar3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

01AB
IS_CAR_STOPPED_IN_AREA_2D
[Car].isStoppedInArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

01AC
IS_CAR_STOPPED_IN_AREA_3D
[Car].isStoppedInArea3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

01AD
LOCATE_CAR_2D
[Car].locate2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

01AE
LOCATE_STOPPED_CAR_2D
[Car].locateStopped2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

01AF
LOCATE_CAR_3D
[Car].locate3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

01B0
LOCATE_STOPPED_CAR_3D
Returns true if the car is stopped in the radius of the specified point
[Car].locateStopped3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

01B2
GIVE_WEAPON_TO_CHAR
Gives the character the weapon with the specified amount of ammo
[Char].giveWeapon(weaponType: WeaponType, ammo: int)

01B4
SET_PLAYER_CONTROL
Sets whether player's control is enabled
[Player].setControl(state: bool)

01B5
FORCE_WEATHER
Forces the game weather to the specified type
Weather.Force(type: WeatherType)

01B6
FORCE_WEATHER_NOW
Forces the upcoming weather to the specified type
Weather.ForceNow(type: WeatherType)

01B7
RELEASE_WEATHER
Allows the game to continue its usual weather pattern after using 01B5
Weather.Release()

01B9
SET_CURRENT_CHAR_WEAPON
Sets the character's currently held weapon
[Char].setCurrentWeapon(weaponType: WeaponType)

01BB
GET_OBJECT_COORDINATES
Returns the object's coordinates
{ [var x: float], [var y: float], [var z: float] } = [Object].getCoordinates()

01BC
SET_OBJECT_COORDINATES
Puts the object at the specified location
[Object].setCoordinates(x: float, y: float, z: float)

01BD
GET_GAME_TIMER
Returns the time passed in milliseconds since the game started
[var time: int] = Clock.GetGameTimer()

01C0
STORE_WANTED_LEVEL
Returns the player's current wanted level
[var wantedLevel: int] = [Player].storeWantedLevel()

01C1
IS_CAR_STOPPED
Returns true if the vehicle is not moving
[Car].isStopped()

01C2
MARK_CHAR_AS_NO_LONGER_NEEDED
Allows the character to be deleted by the game if necessary, and also removes them from the mission cleanup list, if applicable
[Char].markAsNoLongerNeeded()

01C3
MARK_CAR_AS_NO_LONGER_NEEDED
Allows the vehicle to be deleted by the game if necessary, and also removes it from the mission cleanup list, if applicable
[Car].markAsNoLongerNeeded()

01C4
MARK_OBJECT_AS_NO_LONGER_NEEDED
Allows the object to be deleted by the game if necessary, and also removes it from the mission cleanup list, if applicable
[Object].markAsNoLongerNeeded()

01C5
DONT_REMOVE_CHAR
Removes the character from the mission cleanup list, preventing it from being deleted when the mission ends
[Char].dontRemove()

01C7
DONT_REMOVE_OBJECT
Removes the object from the mission cleanup list, preventing it from being deleted when the mission ends
[Object].dontRemove()

01C8
CREATE_CHAR_AS_PASSENGER
Creates a character with the specified model in the passenger seat of the vehicle
[var handle: Char] = Char.CreateAsPassenger(vehicle: Car, pedType: PedType, modelId: model_char, seat: SeatId)

01E3
PRINT_WITH_NUMBER_BIG
Displays a styled message in which the first string token~1~ is substituted with the specified number
Text.PrintWithNumberBig(key: gxt_key, num: int, duration: int, style: TextStyle)

01E4
PRINT_WITH_NUMBER
Displays a styled message in which the first string token ~1~ is substituted with the specified number
Text.PrintWithNumber(key: gxt_key, num: int, duration: int, flag: int)

01E5
PRINT_WITH_NUMBER_NOW
Displays a styled message in which the first string token ~1~ is substituted with the specified number
Text.PrintWithNumberNow(key: gxt_key, num: int, duration: int, flag: int)

01E7
SWITCH_ROADS_ON
Allows cars to drive in the specified 3D area
Path.SwitchRoadsOn(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

01E8
SWITCH_ROADS_OFF
Prevents cars from driving on roads in the specified 3D area
Path.SwitchRoadsOff(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

01E9
GET_NUMBER_OF_PASSENGERS
Returns the number of passengers sitting in the car
[var count: int] = [Car].getNumberOfPassengers()

01EA
GET_MAXIMUM_NUMBER_OF_PASSENGERS
Returns the maximum number of passengers that could sit in the car
[var count: int] = [Car].getMaximumNumberOfPassengers()

01EB
SET_CAR_DENSITY_MULTIPLIER
Sets the quantity of traffic that will spawn in the game
World.SetCarDensityMultiplier(multiplier: float)

01EC
SET_CAR_HEAVY
Sets whether the car is heavy
[Car].setHeavy(state: bool)

01F0
SET_MAX_WANTED_LEVEL
Sets the maximum wanted level the player can receive
Game.SetMaxWantedLevel(wantedLevel: int)

01F3
IS_CAR_IN_AIR_PROPER
Returns true if the vehicle is in the air
[Car].isInAirProper()

01F4
IS_CAR_UPSIDEDOWN
Returns true if the car is upside down
[Car].isUpsidedown()

01F5
GET_PLAYER_CHAR
Gets the character handle for the specified player
[var handle: Char] = [Player].getChar()

01F6
CANCEL_OVERRIDE_RESTART
Stops the player from spawning at the override location (016E)
Restart.CancelOverride()

01F7
SET_POLICE_IGNORE_PLAYER
Sets whether cops should ignore the player regardless of wanted level
Game.SetPoliceIgnorePlayer(player: Player, state: bool)

01F9
START_KILL_FRENZY
Starts a rampage
KillFrenzy.Start(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
Returns the status of the current rampage
[var status: int] = KillFrenzy.ReadStatus()

01FB
SQRT
Returns the square root of a number
[var result: float] = Math.Sqrt(num: float)

0202
LOCATE_CHAR_ANY_MEANS_CAR_2D
Returns true if the character is within the 2D radius of the vehicle
[Char].locateAnyMeansCar2D(vehicle: Car, xRadius: float, yRadius: float, drawSphere: bool)

0203
LOCATE_CHAR_ON_FOOT_CAR_2D
Returns true if the character is within the 2D radius of the vehicle on foot
[Char].locateOnFootCar2D(vehicle: Car, xRadius: float, yRadius: float, drawSphere: bool)

0204
LOCATE_CHAR_IN_CAR_CAR_2D
Returns true if the character is within the 2D radius of the vehicle in a vehicle
[Char].locateInCarCar2D(handle: Car, xRadius: float, yRadius: float, drawSphere: bool)

0205
LOCATE_CHAR_ANY_MEANS_CAR_3D
Returns true if the character is within the 3D radius of the vehicle
[Char].locateAnyMeansCar3D(vehicle: Car, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0206
LOCATE_CHAR_ON_FOOT_CAR_3D
Returns true if the character is within the 3D radius of the vehicle on foot
[Char].locateOnFootCar3D(vehicle: Car, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0207
LOCATE_CHAR_IN_CAR_CAR_3D
Returns true if the character is within the 3D radius of the vehicle in a vehicle
[Char].locateInCarCar3D(vehicle: Car, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0208
GENERATE_RANDOM_FLOAT_IN_RANGE
Returns a random float between the specified ranges
[var result: float] = Math.RandomFloatInRange(min: float, max: float)

0209
GENERATE_RANDOM_INT_IN_RANGE
Returns a random integer greater or equal to min and lesser or equal to max
[var result: int] = Math.RandomIntInRange(min: int, max: int)

020A
LOCK_CAR_DOORS
Sets the locked status of the car's doors
[Car].lockDoors(lockStatus: CarLock)

020B
EXPLODE_CAR
Makes the vehicle explode
[Car].explode()

020C
ADD_EXPLOSION
Creates an explosion at the point
Fx.AddExplosion(x: float, y: float, z: float, type: ExplosionType)

020D
IS_CAR_UPRIGHT
Returns true if the vehicle is in the normal position (upright)
[Car].isUpright()

0213
CREATE_PICKUP
Creates a pickup with the given model and type
[var handle: Pickup] = Pickup.Create(modelId: model_object, pickupType: PickupType, x: float, y: float, z: float)

0214
HAS_PICKUP_BEEN_COLLECTED
Returns true if specified pickup has been collected
[Pickup].hasBeenCollected()

0215
REMOVE_PICKUP
Destroys the specified pickup, freeing game memory
[Pickup].remove()

0216
SET_TAXI_LIGHTS
Sets whether the taxi's roof light is on
[Car].setTaxiLights(state: bool)

0217
PRINT_BIG_Q
Displays a low-priority styled message for the specified time
Text.PrintBigQ(key: gxt_key, duration: int, style: TextStyle)

021B
SET_TARGET_CAR_FOR_MISSION_GARAGE
Sets the specified garage to only accept the specified vehicle
Garage.SetTargetCarForMission(garageName: GarageName, vehicle: Car)

0221
APPLY_BRAKES_TO_PLAYERS_CAR
Applies brakes to the player's car
[Player].applyBrakesToCar(state: bool)

0223
SET_CHAR_HEALTH
Sets the character's health
[Char].setHealth(health: int)

0224
SET_CAR_HEALTH
Sets the vehicle's health
[Car].setHealth(health: int)

0226
GET_CHAR_HEALTH
Returns the character's health
[var health: int] = [Char].getHealth()

0227
GET_CAR_HEALTH
Returns the vehicle's health
[var health: int] = [Car].getHealth()

0229
CHANGE_CAR_COLOUR
Sets the car's primary and secondary colors. See also 0A11
[Car].changeColor(color1: int, color2: int)

022A
SWITCH_PED_ROADS_ON
Allows pedestrians to walk into the specified area
Path.SwitchPedRoadsOn(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

022B
SWITCH_PED_ROADS_OFF
Forbids pedestrians to walk into the specified area
Path.SwitchPedRoadsOff(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

0237
SET_GANG_WEAPONS
Sets the weapons that the specified gang can use
Gang.SetWeapons(gangId: GangType, weaponType1: WeaponType, weaponType2: WeaponType, weaponType3: WeaponType)

023B
IS_CHAR_TOUCHING_OBJECT_ON_FOOT
Returns true if the character is colliding with the specified object on foot
[Char].isTouchingObjectOnFoot(object: Object)

023C
LOAD_SPECIAL_CHARACTER
Requests a special character's model to be loaded into the specified slot
Streaming.LoadSpecialCharacter(slotId: int, modelName: string)

023D
HAS_SPECIAL_CHARACTER_LOADED
Returns true if the special character's model (023C) is available for creation
Streaming.HasSpecialCharacterLoaded(slotId: int)

0241
IS_PLAYER_IN_REMOTE_MODE
Returns true if the player is controlling a remote-control vehicle
[Player].isInRemoteMode()

0244
SET_CUTSCENE_OFFSET
Sets the position for a cutscene
Cutscene.SetOffset(x: float, y: float, z: float)

0245
SET_ANIM_GROUP_FOR_CHAR
Sets the animation group for the character
[Char].setAnimGroup(animGroup: AnimGroup)

0247
REQUEST_MODEL
Requests a new model to load
Streaming.RequestModel(modelId: model_any)

0248
HAS_MODEL_LOADED
Returns true if the model is available for creation
Streaming.HasModelLoaded(modelId: model_any)

0249
MARK_MODEL_AS_NO_LONGER_NEEDED
Releases the specified model, freeing game memory
Streaming.MarkModelAsNoLongerNeeded(modelId: model_any)

024F
DRAW_CORONA
Displays a corona at the specified location
Fx.DrawCorona(x: float, y: float, z: float, size: float, coronaType: CoronaType, flareType: FlareType, r: int, g: int, b: int)

0253
STORE_CLOCK
Saves the current time in game
Clock.Store()

0254
RESTORE_CLOCK
Restores the game time to the time when it was saved with 0253
Clock.Restore()

0256
IS_PLAYER_PLAYING
Returns true if the player hasn't been wasted or busted (the player is still playing)
[Player].isPlaying()

0293
GET_CONTROLLER_MODE
Returns the controller mode
[var mode: ControllerMode] = Pad.GetControllerMode()

0294
SET_CAN_RESPRAY_CAR
Makes car keep current colors when Pay'n'Spray is used
[Car].setCanRespray(changeColors: bool)

0296
UNLOAD_SPECIAL_CHARACTER
Releases the special character (023C), freeing game memory
Streaming.UnloadSpecialCharacter(slotId: int)

0297
RESET_NUM_OF_MODELS_KILLED_BY_PLAYER
Resets the count of how many times the player has destroyed a certain model
[Player].resetNumOfModelsKilled()

0298
GET_NUM_OF_MODELS_KILLED_BY_PLAYER
Returns the number of times the player has destroyed a specific model
[var amount: int] = [Player].getNumOfModelsKilled(modelId: model_any)

0299
ACTIVATE_GARAGE
Activates the garage
Garage.Activate(garageId: string)

029B
CREATE_OBJECT_NO_OFFSET
Creates an object without offset at the location
[var handle: Object] = Object.CreateNoOffset(modelId: model_object, x: float, y: float, z: float)

02A0
IS_CHAR_STOPPED
Returns true if the character is not moving
[Char].isStopped()

02A3
SWITCH_WIDESCREEN
Enables widescreen
Hud.SwitchWidescreen(state: bool)

02A7
ADD_SPRITE_BLIP_FOR_CONTACT_POINT
Adds a sprite blip to the contact point
[var handle: Blip] = Blip.AddSpriteForContactPoint(x: float, y: float, z: float, sprite: RadarSprite)

02A8
ADD_SPRITE_BLIP_FOR_COORD
Adds a sprite blip to the location
[var handle: Blip] = Blip.AddSpriteForCoord(x: float, y: float, z: float, sprite: RadarSprite)

02A9
SET_CHAR_ONLY_DAMAGED_BY_PLAYER
Makes a character immune to everything except the player
[Char].setOnlyDamagedByPlayer(state: bool)

02AA
SET_CAR_ONLY_DAMAGED_BY_PLAYER
Makes a vehicle immune to everything except the player
[Car].setOnlyDamagedByPlayer(state: bool)

02AB
SET_CHAR_PROOFS
Sets the character's immunities
[Char].setProofs(bulletProof: bool, fireProof: bool, explosionProof: bool, collisionProof: bool, meleeProof: bool)

02AC
SET_CAR_PROOFS
Sets the vehicle's immunities
[Car].setProofs(bulletProof: bool, fireProof: bool, explosionProof: bool, collisionProof: bool, meleeProof: bool)

02B9
DEACTIVATE_GARAGE
Deactivates the garage
Garage.Deactivate(garageId: string)

02BF
IS_CAR_IN_WATER
Returns true if the vehicle is submerged in water
[Car].isInWater()

02C0
GET_CLOSEST_CHAR_NODE
Returns the nearest path node from the specified coordinates that a pedestrian can walk on
{ [var nodeX: float], [var nodeY: float], [var nodeZ: float] } = Path.GetClosestCharNode(x: float, y: float, z: float)

02C1
GET_CLOSEST_CAR_NODE
Returns the nearest path note from the specified coordinates that a vehicle can drive on
{ [var nodeX: float], [var nodeY: float], [var nodeZ: float] } = Path.GetClosestCarNode(x: float, y: float, z: float)

02C2
CAR_GOTO_COORDINATES_ACCURATE
Makes the AI drive to the specified location obeying the traffic rules
[Car].gotoCoordinatesAccurate(x: float, y: float, z: float)

02CA
IS_CAR_ON_SCREEN
Returns true if the car is visible
[Car].isOnScreen()

02CB
IS_CHAR_ON_SCREEN
Returns true if the character is visible
[Char].isOnScreen()

02CC
IS_OBJECT_ON_SCREEN
Returns true if the object is visible
[Object].isOnScreen()

02CE
GET_GROUND_Z_FOR_3D_COORD
Stores the ground position at the location
[var groundZ: float] = World.GetGroundZFor3DCoord(x: float, y: float, z: float)

02CF
START_SCRIPT_FIRE
Creates a fire at the specified coordinates
[var handle: ScriptFire] = ScriptFire.Start(x: float, y: float, z: float, propagation: int, size: int)

02D0
IS_SCRIPT_FIRE_EXTINGUISHED
Returns true if the script fire has been put out
[ScriptFire].isExtinguished()

02D1
REMOVE_SCRIPT_FIRE
Removes the script fire
[ScriptFire].remove()

02D3
BOAT_GOTO_COORDS
Makes the boat sail to the location
[Boat].goto(x: float, y: float, z: float)

02D4
BOAT_STOP
Turns off the car's engine
[Boat].stop()

02D6
IS_CHAR_SHOOTING_IN_AREA
Returns true if the character fired a weapon within the specified 2D area
[Char].isShootingInArea(leftBottomX: float, leftBottomY: float, topRightX: float, topRightY: float, drawSphere: bool)

02D8
IS_CURRENT_CHAR_WEAPON
Returns true if the character is holding the given type of weapon
[Char].isCurrentWeapon(weaponType: WeaponType)

02DB
SET_BOAT_CRUISE_SPEED
Sets the boat's max speed
[Boat].setCruiseSpeed(maxSpeed: float)

02DD
GET_RANDOM_CHAR_IN_ZONE
Gets a random character in the specified zone whose pedtype matches the specified values
[var handle: Char] = Zone.GetRandomChar(zone: zone_key, civilian: bool, gang: bool, criminalOrProstitute: bool)

02E0
IS_CHAR_SHOOTING
Returns true if the character is firing a weapon
[Char].isShooting()

02E1
CREATE_MONEY_PICKUP
Creates a money pickup with the specified cash value
[var handle: Pickup] = Pickup.CreateMoney(x: float, y: float, z: float, cashAmount: int, permanent: bool)

02E2
SET_CHAR_ACCURACY
Affects how often the character will hit the target when attacking with a weapon
[Char].setAccuracy(accuracy: int)

02E3
GET_CAR_SPEED
Gets the car's speed
[var speed: float] = [Car].getSpeed()

02E4
LOAD_CUTSCENE
Loads the data for the specified cutscene
Cutscene.Load(name: string)

02E7
START_CUTSCENE
Starts the loaded cutscene (02E4)
Cutscene.Start()

02E8
GET_CUTSCENE_TIME
Returns the time in milliseconds passed since the cutscene has started (02E7)
[var time: int] = Cutscene.GetTime()

02E9
HAS_CUTSCENE_FINISHED
Returns true if the cutscene has finished
Cutscene.HasFinished()

02EA
CLEAR_CUTSCENE
Ends the current cutscene, freeing game memory
Cutscene.Clear()

02EB
RESTORE_CAMERA_JUMPCUT
Restores the camera, putting it back behind the player
Camera.RestoreJumpcut()

02ED
SET_COLLECTABLE1_TOTAL
Sets the total number of hidden packages to collect
Game.SetCollectableTotal(amount: int)

02EE
IS_PROJECTILE_IN_AREA
Returns true if a projectile is in the specified 3D area
World.IsProjectileInArea(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

02F2
IS_CHAR_MODEL
Returns true if the character's model ID is equivalent to the model ID passed
[Char].isModel(modelId: model_char)

02F6
SIN
Returns the sine of the angle
[var result: float] = Math.Sin(angle: float)

02F7
COS
Returns the cosine of the angle
[var result: float] = Math.Cos(angle: float)

02F8
GET_CAR_FORWARD_X
Returns the X coord of the vehicle's angle
[var x: float] = [Car].getForwardX()

02F9
GET_CAR_FORWARD_Y
Returns the Y coord of the vehicle's angle
[var y: float] = [Car].getForwardY()

02FA
CHANGE_GARAGE_TYPE
Sets the garage's type
Garage.ChangeType(garageId: string, type: GarageType)

02FD
PRINT_WITH_2_NUMBERS_NOW
Displays a styled message in which the first two ~1~ tokens are substituted with the specified numbers
Text.PrintWith2NumbersNow(key: gxt_key, num1: int, num2: int, duration: int, style: TextStyle)

02FF
PRINT_WITH_3_NUMBERS
Displays a styled message in which the first three ~1~ tokens are substituted with the specified numbers
Text.PrintWith3Numbers(key: gxt_key, num1: int, num2: int, num3: int, duration: int, style: TextStyle)

0302
PRINT_WITH_4_NUMBERS
Displays a styled message in which the first four ~1~ tokens are substituted with the specified numbers
Text.PrintWith4Numbers(key: gxt_key, num1: int, num2: int, num3: int, num4: int, duration: int, style: TextStyle)

0303
PRINT_WITH_4_NUMBERS_NOW
Displays a styled message in which the first four ~1~ tokens are substituted with the specified numbers
Text.PrintWith4NumbersNow(key: gxt_key, num1: int, num2: int, num3: int, num4: int, duration: int, style: TextStyle)

0308
PRINT_WITH_6_NUMBERS
Displays a styled message in which the first six ~1~ tokens are substituted with the specified numbers
Text.PrintWith6Numbers(key: gxt_key, num1: int, num2: int, num3: int, num4: int, num5: int, num6: int, duration: int, style: TextStyle)

030C
PLAYER_MADE_PROGRESS
Increases the progress made stat by the specified amount
Stat.PlayerMadeProgress(progress: int)

030D
SET_PROGRESS_TOTAL
Sets the maximum progress the player can reach
Stat.SetProgressTotal(maxProgress: int)

0317
REGISTER_MISSION_GIVEN
Increments the number of mission attempts stat by one
Stat.RegisterMissionGiven()

0318
REGISTER_MISSION_PASSED
Sets the GXT of the last mission passed
Stat.RegisterMissionPassed(key: gxt_key)

031A
REMOVE_ALL_SCRIPT_FIRES
Removes all script fires (02CF)
World.RemoveAllScriptFires()

031D
HAS_CHAR_BEEN_DAMAGED_BY_WEAPON
Returns true if the character has been hit by the specified weapon
[Char].hasBeenDamagedByWeapon(weaponType: WeaponType)

031E
HAS_CAR_BEEN_DAMAGED_BY_WEAPON
Returns true if the vehicle has been hit by the specified weapon
[Car].hasBeenDamagedByWeapon(weaponType: WeaponType)

0321
EXPLODE_CHAR_HEAD
Dismembers the character
[Char].explodeHead()

0323
ANCHOR_BOAT
Makes the boat stay motionless in the water
[Boat].anchor(state: bool)

0325
START_CAR_FIRE
Creates a script fire on the vehicle
[var handle: ScriptFire] = ScriptFire.CreateCarFire(vehicle: Car)

0326
START_CHAR_FIRE
Creates a script fire on the character
[var handle: ScriptFire] = ScriptFire.CreateCharFire(char: Char)

0327
GET_RANDOM_CAR_OF_TYPE_IN_AREA
Returns the handle of a random car with the specified model in the specified 2D area, or -1 otherwise
[var handle: Car] = World.GetRandomCarOfTypeInArea(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, modelId: model_vehicle)

032A
SET_CAMERA_ZOOM
Sets how far behind the camera is from the player
Camera.SetZoom(zoom: int)

032B
CREATE_PICKUP_WITH_AMMO
Creates a weapon pickup, giving the player the specified amount of ammo when they pick it up
[var handle: Pickup] = Pickup.CreateWithAmmo(modelId: model_object, pickupType: PickupType, ammo: int, x: float, y: float, z: float)

0330
SET_PLAYER_NEVER_GETS_TIRED
Defines whether the player can run fast forever
[Player].setNeverGetsTired(state: bool)

0331
SET_PLAYER_FAST_RELOAD
Defines whether the player can reload their gun 4x times faster
[Player].setFastReload(state: bool)

0332
SET_CHAR_BLEEDING
Makes a character bleed
[Char].setBleeding(state: bool)

0335
SET_FREE_RESPRAYS
Defines whether the player can respray their car for free
Game.SetFreeResprays(state: bool)

0337
SET_CHAR_VISIBLE
Sets whether the character is visible or not
[Char].setVisible(state: bool)

0338
SET_CAR_VISIBLE
Sets whether the vehicle is visible or not
[Car].setVisible(state: bool)

0339
IS_AREA_OCCUPIED
Returns true if there is anything with the specified properties within the 3D area
World.IsAreaOccupied(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
Draws text at the specified on-screen position
Text.Display(offsetLeft: float, offsetTop: float, key: gxt_key)

033F
SET_TEXT_SCALE
Scales the width and height of the text letters
Text.SetScale(widthScale: float, heightScale: float)

0340
SET_TEXT_COLOUR
Sets the color of the text letters
Text.SetColor(red: int, green: int, blue: int, alpha: int)

0341
SET_TEXT_JUSTIFY
Sets the text to be drawn justified, which means the text will wrap in order to fill an even rectangle of space
Text.SetJustify(state: bool)

0342
SET_TEXT_CENTRE
Centers the text
Text.SetCenter(state: bool)

0343
SET_TEXT_WRAPX
Sets the line width of the text
Text.SetWrapX(width: float)

0344
SET_TEXT_CENTRE_SIZE
Sets the line width of the centered text
Text.SetCenterSize(width: float)

0345
SET_TEXT_BACKGROUND
Gives the text a background (0346)
Text.SetBackground(state: bool)

0348
SET_TEXT_PROPORTIONAL
Makes the text size proportionate
Text.SetProportional(state: bool)

0349
SET_TEXT_FONT
Sets the text draw font
Text.SetFont(font: Font)

034D
ROTATE_OBJECT
Rotates the object from one angle to another, optionally accounting for a collision during the rotation
[Object].rotate(fromAngle: float, toAngle: float, collisionCheck: bool)

034E
SLIDE_OBJECT
Returns true if the object has finished moving
[Object].slide(fromX: float, fromY: float, fromZ: float, xSpeed: float, ySpeed: float, zSpeed: float, collisionCheck: bool)

034F
REMOVE_CHAR_ELEGANTLY
Removes the character with a fade, freeing game memory
[Char].removeElegantly()

0350
SET_CHAR_STAY_IN_SAME_PLACE
Makes the character maintain their position when attacked
[Char].setStayInSamePlace(state: bool)

0356
IS_EXPLOSION_IN_AREA
Returns true if there is an explosion of the specified type in the 3D area
World.IsExplosionInArea(explosionType: ExplosionType, leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

035C
PLACE_OBJECT_RELATIVE_TO_CAR
Places the object at an offset from the car
[Object].placeRelativeToCar(vehicle: Car, xOffset: float, yOffset: float, zOffset: float)

035D
MAKE_OBJECT_TARGETTABLE
Sets whether the object can be targeted (auto-aimed) or not
[Object].makeTargetable(state: bool)

035F
ADD_ARMOUR_TO_CHAR
Increases the character's armor by the specified value to the maximum of 100
[Char].addArmor(amount: int)

0360
OPEN_GARAGE
Opens the garage
Garage.Open(garageId: string)

0361
CLOSE_GARAGE
Closes the garage
Garage.Close(garageId: string)

0362
WARP_CHAR_FROM_CAR_TO_COORD
Pulls the character out of their car and places at the location
[Char].warpFromCarToCoord(x: float, y: float, z: float)

0363
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE
Sets the visibility of the object closest to the specified coordinates, matching the specified model
World.SetVisibilityOfClosestObjectOfType(x: float, y: float, z: float, radius: float, modelId: model_object, state: bool)

0364
HAS_CHAR_SPOTTED_CHAR
Returns true if the character can see the target character
[Char].hasSpottedChar(target: Char)

0366
HAS_OBJECT_BEEN_DAMAGED
Returns true if the object is damaged
[Object].hasBeenDamaged()

036A
WARP_CHAR_INTO_CAR
Puts the character in the specified vehicle
[Char].warpIntoCar(vehicle: Car)

036D
PRINT_WITH_2_NUMBERS_BIG
Displays a styled message in which the first two ~1~ tokens are substituted with the specified numbers
Text.PrintWith2NumbersBig(key: gxt_key, num1: int, num2: int, duration: int, style: TextStyle)

0373
SET_CAMERA_BEHIND_PLAYER
Puts the camera behind the player
Camera.SetBehindPlayer()

0376
CREATE_RANDOM_CHAR
Creates a character with a randomised model and pedtype at the specified coordinates
[var handle: Char] = Char.CreateRandom(x: float, y: float, z: float)

0381
SET_OBJECT_VELOCITY
Sets the object's velocity
[Object].setVelocity(xSpeed: float, ySpeed: float, zSpeed: float)

0382
SET_OBJECT_COLLISION
Sets the object's collision detection
[Object].setCollision(state: bool)

0384
PRINT_STRING_IN_STRING_NOW
Displays a styled message in which the first string token ~a~ is substituted with the specified text
Text.PrintStringInStringNow(templateKey: gxt_key, replacementKey: gxt_key, duration: int, style: TextStyle)

038A
IS_POINT_OBSCURED_BY_A_MISSION_ENTITY
Returns true if there is a vehicle in the specified area
World.IsPointObscuredByAMissionEntity(x: float, y: float, z: float, radiusX: float, radiusY: float, radiusZ: float)

038B
LOAD_ALL_MODELS_NOW
Loads any requested models (0247 or 0353) synchronously
Streaming.LoadAllModelsNow()

038C
ADD_TO_OBJECT_VELOCITY
Adds the given vector to the object's velocity (0381)
[Object].addToVelocity(x: float, y: float, z: float)

038D
DRAW_SPRITE
Draws a loaded texture (038F) at the specified on-screen X and Y coordinates, with the specified size and RGBA color
Hud.DrawSprite(memorySlot: int, offsetLeft: float, offsetTop: float, width: float, height: float, r: int, g: int, b: int, a: int)

038E
DRAW_RECT
Draws a box at the specified screen X and Y position, with the specified size and RGBA colors
Hud.DrawRect(x: float, y: float, width: float, height: float, r: int, g: int, b: int, a: int)

038F
LOAD_SPRITE
Loads a sprite from the most recently loaded texture dictionary (0390)
Txd.LoadSprite(memorySlot: int, spriteName: string)

0390
LOAD_TEXTURE_DICTIONARY
Loads the texture dictionary for use in drawing sprites (038D) on the screen
Txd.LoadDictionary(name: string)

0391
REMOVE_TEXTURE_DICTIONARY
Unloads all currently loaded textures (038F), as well as texture dictionaries (0390), freeing game memory
Txd.Remove()

0392
SET_OBJECT_DYNAMIC
Defines whether or not the object is moveable
[Object].setDynamic(state: bool)

0393
SET_CHAR_ANIM_SPEED
Makes an actor perform an animation at the specified speed
[Char].setAnimSpeed(animName: string, animSpeed: float)

0394
PLAY_MISSION_PASSED_TUNE
Plays an audio file with the specified ID from the Audio directory
Audio.PlayMissionPassedTune(soundId: int)

0395
CLEAR_AREA
Clears the area, removing all vehicles and pedestrians
World.ClearArea(x: float, y: float, z: float, radius: float, clearParticles: bool)

0396
FREEZE_ONSCREEN_TIMER
Makes the on-screen timer stop updating
Hud.FreezeTimer(state: bool)

0397
SWITCH_CAR_SIREN
Sets whether the car's alarm can be activated
[Car].switchSiren(state: bool)

039C
SET_CAR_WATERTIGHT
Makes the vehicle watertight, meaning characters inside will not be harmed if the vehicle is submerged in water
[Car].setWatertight(state: bool)

039E
SET_CHAR_CANT_BE_DRAGGED_OUT
Locks the character while in a car
[Char].setCantBeDraggedOut(state: bool)

039F
TURN_CAR_TO_FACE_COORD
Sets the car's heading so that it is facing the 2D coordinate
[Car].turnToFaceCoord(x: float, y: float)

03A1
DRAW_SPHERE
Displays a red cylinder sphere
Sphere.Draw(x: float, y: float, z: float, diameter: float)

03A2
SET_CAR_STATUS
Sets the car's status
[Car].setStatus(status: EntityStatus)

03A3
IS_CHAR_MALE
Returns true if the character is male
[Char].isMale()

03A4
SCRIPT_NAME
Assigns a new name to the current script
native("SCRIPT_NAME", name: string)

03AB
SET_CAR_STRONG
Defines whether the car is more resistant to collisions than normal
[Car].setStrong(state: bool)

03AF
SWITCH_STREAMING
Sets the streaming of additional models like peds, cars, and maps
Streaming.Switch(state: bool)

03B0
IS_GARAGE_OPEN
Returns true if the garage's door is open
Garage.IsOpen(garageId: string)

03B1
IS_GARAGE_CLOSED
Returns true if the garage's door is closed
Garage.IsClosed(garageId: string)

03B6
SWAP_NEAREST_BUILDING_MODEL
Swaps a map model with another map model nearest to the center of the search area
World.SwapNearestBuildingModel(x: float, y: float, z: float, radius: float, fromModelId: model_object, toModelId: model_object)

03B7
SWITCH_WORLD_PROCESSING
Sets whether the game should render the world or only the cutscene objects
World.SwitchProcessing(state: bool)

03BA
CLEAR_AREA_OF_CARS
Clears all cars in the specified 3D area
World.ClearAreaOfCars(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

03BC
ADD_SPHERE
Creates a static sphere at the location, with the specified radius
[var handle: Sphere] = Sphere.Create(x: float, y: float, z: float, radius: float)

03BD
REMOVE_SPHERE
Destroys a static sphere
[Sphere].remove()

03BF
SET_EVERYONE_IGNORE_PLAYER
Makes pedestrians pay no attention to the player
Game.SetEveryoneIgnorePlayer(player: Player, state: bool)

03C0
STORE_CAR_CHAR_IS_IN_NO_SAVE
Returns the character's vehicle handle without marking it as used by the script, therefore allowing it to be deleted by the game at any time (alts:00D9,0811,0484)
[var handle: Car] = [Char].storeCarIsInNoSave()

03C3
DISPLAY_ONSCREEN_TIMER_WITH_STRING
Creates a countdown or countup onscreen timer with the text
Hud.DisplayTimerWithString(global var timer: int, direction: TimerDirection, text: gxt_key)

03C4
DISPLAY_ONSCREEN_COUNTER_WITH_STRING
Displays an onscreen counter with the text, either shown in numbers or as a bar
Hud.DisplayCounterWithString(global var counter: int, display: CounterDisplay, text: gxt_key)

03C5
CREATE_RANDOM_CAR_FOR_CAR_PARK
Starts spawning random cars at the specified location
World.CreateRandomCarForCarPark(x: float, y: float, z: float, heading: float)

03C7
SET_WANTED_MULTIPLIER
Sets sensitivity to crime, changing how many crimes a player can commit before police begin to pursue
Game.SetWantedMultiplier(multiplier: float)

03C8
SET_CAMERA_IN_FRONT_OF_PLAYER
Puts the camera in front of the player, pointing towards the player
Camera.SetInFrontOfPlayer()

03C9
IS_CAR_VISIBLY_DAMAGED
Returns true if any of the car components is visibly damaged or lost
[Car].isVisiblyDamaged()

03CA
DOES_OBJECT_EXIST
Returns true if the handle is a valid object handle
Object.DoesExist(handle: any)

03CB
LOAD_SCENE
Starts loading a specific location, just like if the player was there, removing LOD textures
Streaming.LoadScene(x: float, y: float, z: float)

03CC
ADD_STUCK_CAR_CHECK
Adds the vehicle to the stuck cars array
StuckCarCheck.Add(vehicle: Car, distance: float, time: int)

03CD
REMOVE_STUCK_CAR_CHECK
Removes the vehicle from the stuck cars array
StuckCarCheck.Remove(vehicle: Car)

03CE
IS_CAR_STUCK
Returns true if the car is stuck
StuckCarCheck.IsCarStuck(vehicle: Car)

03CF
LOAD_MISSION_AUDIO
Loads the file from the audio directory
Audio.LoadMissionAudio(slotId: MissionAudioSlot, audioId: int)

03D0
HAS_MISSION_AUDIO_LOADED
Returns true if the mission audio requested with LOAD_MISSION_AUDIO has loaded
Audio.HasMissionAudioLoaded(slotId: MissionAudioSlot)

03D1
PLAY_MISSION_AUDIO
Plays the loaded sound (03CF)
Audio.PlayMissionAudio(slotId: MissionAudioSlot)

03D2
HAS_MISSION_AUDIO_FINISHED
Returns true if the audio (03CF) is no longer playing
Audio.HasMissionAudioFinished(slotId: MissionAudioSlot)

03D3
GET_CLOSEST_CAR_NODE_WITH_HEADING
Returns the position and heading of the closest vehicle path node to the specified position
{ [var nodeX: float], [var nodeY: float], [var nodeZ: float], [var angle: float] } = Path.GetClosestCarNodeWithHeading(x: float, y: float, z: float)

03D5
CLEAR_THIS_PRINT
Removes the priority text from the screen
Text.ClearThisPrint(key: gxt_key)

03D6
CLEAR_THIS_BIG_PRINT
Removes the styled text from the screen
Text.ClearThisBigPrint(key: gxt_key)

03D7
SET_MISSION_AUDIO_POSITION
Sets the location of the mission audio (03CF) where it can be heard
Audio.SetMissionAudioPosition(slotId: MissionAudioSlot, x: float, y: float, z: float)

03D8
ACTIVATE_SAVE_MENU
Displays a screen prompting the player to save
Game.ActivateSaveMenu()

03D9
HAS_SAVE_GAME_FINISHED
Returns true if the player has saved their game
Game.HasSaveGameFinished()

03DC
ADD_BLIP_FOR_PICKUP
Adds a blip and a marker to the pickup
[var handle: Blip] = Blip.AddForPickup(pickup: Pickup)

03DE
SET_PED_DENSITY_MULTIPLIER
Sets the quantity of pedestrians to spawn in the game
World.SetPedDensityMultiplier(multiplier: float)

03E0
SET_TEXT_DRAW_BEFORE_FADE
Causes the next text to be drawn before the fade is drawn
Text.SetDrawBeforeFade(state: bool)

03E3
SET_SPRITES_DRAW_BEFORE_FADE
Causes the next texture to be drawn (038D) before the fade is drawn
Hud.SetSpritesDrawBeforeFade(state: bool)

03E4
SET_TEXT_RIGHT_JUSTIFY
Sets the text draw to be aligned to the right
Text.SetRightJustify(state: bool)

03E5
PRINT_HELP
Displays a black text box for a few seconds
Text.PrintHelp(key: gxt_key)

03E6
CLEAR_HELP
Removes the text box from the screen
Text.ClearHelp()

03E7
FLASH_HUD_OBJECT
Makes a specific part of the HUD disappear and reappear several times
Hud.FlashObject(object: HudObject)

03EB
CLEAR_SMALL_PRINTS
Clears small messages from the screen
Text.ClearSmallPrints()

03ED
SET_UPSIDEDOWN_CAR_NOT_DAMAGED
Disables the car from exploding when it is upside down, as long as the player is not in the vehicle
[Car].setUpsidedownNotDamaged(state: bool)

03EE
CAN_PLAYER_START_MISSION
Returns true if the player can move
[Player].canStartMission()

03EF
MAKE_PLAYER_SAFE_FOR_CUTSCENE
Makes the player safe, putting the character in a safe location
[Player].makeSafeForCutscene()

03F0
USE_TEXT_COMMANDS
Enables text and texture drawing
Text.UseCommands(state: bool)

03F3
GET_CAR_COLOURS
Gets the car's primary and secondary colors. See also 0A12
{ [var color1: int], [var color2: int] } = [Car].getColors()

03F4
SET_ALL_CARS_CAN_BE_DAMAGED
Sets whether all cars receive damage
Game.SetAllCarsCanBeDamaged(state: bool)

03F5
SET_CAR_CAN_BE_DAMAGED
Sets whether the car receives damage
[Car].setCanBeDamaged(state: bool)

03FD
SET_DRUNK_INPUT_DELAY
Affects the delay to the left and right steering while driving
Pad.SetDrunkInputDelay(pad: PadId, delay: int)

03FE
SET_CHAR_MONEY
Sets the character's cash sum, setting how much cash they will drop when dead
[Char].setMoney(amount: int)

0400
GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS
Returns the object's coordinates with an offset
{ [var x: float], [var y: float], [var z: float] } = [Object].getOffsetInWorldCoords(xOffset: float, yOffset: float, zOffset: float)

0407
GET_OFFSET_FROM_CAR_IN_WORLD_COORDS
Returns the coordinates of an offset of the vehicle's position, depending on the vehicle's rotation
{ [var x: float], [var y: float], [var z: float] } = [Car].getOffsetInWorldCoords(xOffset: float, yOffset: float, zOffset: float)

040C
IS_GERMAN_GAME
Returns true if the game language is set to German
Game.IsGerman()

040D
CLEAR_MISSION_AUDIO
Unloads the mission audio (03CF), freeing game memory
Audio.ClearMissionAudio(slotId: MissionAudioSlot)

0414
SET_FREE_HEALTH_CARE
Sets whether the player loses the cash when gets wasted (works once)
[Player].setFreeHealthCare(state: bool)

0417
LOAD_AND_LAUNCH_MISSION_INTERNAL
Loads a mission from the list defined in the main.scm header
Mission.LoadAndLaunchInternal(index: int)

0418
SET_OBJECT_DRAW_LAST
Sets the specified object to always draw on top of other objects
[Object].setDrawLast(state: bool)

041A
GET_AMMO_IN_CHAR_WEAPON
Gets the amount of ammo in the specified weapon of the character
[var ammo: int] = [Char].getAmmoInWeapon(weaponType: WeaponType)

041D
SET_NEAR_CLIP
Sets camera minimum drawing distance
Camera.SetNearClip(distance: float)

041E
SET_RADIO_CHANNEL
Sets the current radio station that is playing, if the player is in a vehicle
Audio.SetRadioChannel(channel: RadioChannel)

0423
SET_CAR_TRACTION
Overrides the default AI controlled vehicle traction value of 1.0
[Car].setTraction(traction: float)

0424
ARE_MEASUREMENTS_IN_METRES
Returns true if the game uses metric measurements (meters instead of feet)
Game.AreMeasurementsInMeters()

0425
CONVERT_METRES_TO_FEET
Returns the result of converting meters to feet
[var feet: float] = Math.ConvertMetersToFeet(meters: float)

0428
SET_CAR_AVOID_LEVEL_TRANSITIONS
Sets whether the vehicle will avoid paths between levels (0426)
[Car].setAvoidLevelTransitions(state: bool)

042B
CLEAR_AREA_OF_CHARS
Clears all pedestrians from the given area
World.ClearAreaOfChars(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

042C
SET_TOTAL_NUMBER_OF_MISSIONS
Sets the total number of missions that can be completed
Stat.SetTotalNumberOfMissions(numMissions: int)

042D
CONVERT_METRES_TO_FEET_INT
Returns the result of converting meters to feet
[var feet: int] = Math.ConvertMetersToFeet(meters: int)

042E
REGISTER_FASTEST_TIME
Updates the stat if the value is lower than the current stat value
Stat.RegisterFastestTime(id: StatId, value: int)

0430
WARP_CHAR_INTO_CAR_AS_PASSENGER
Puts the character into a vehicle's passenger seat
[Char].warpIntoCarAsPassenger(handle: Car, seat: SeatId)

0431
IS_CAR_PASSENGER_SEAT_FREE
Returns true if the specified car seat is empty
[Car].isPassengerSeatFree(seat: SeatId)

0432
GET_CHAR_IN_CAR_PASSENGER_SEAT
Returns the handle of a character sitting in the specified car seat
[var handle: Char] = [Car].getCharInPassengerSeat(seat: SeatId)

0433
SET_CHAR_IS_CHRIS_CRIMINAL
Sets whether the character is a psychotic killer or not
[Char].setIsChrisCriminal(state: bool)

0434
START_CREDITS
Makes the credits scroll up the screen
Credits.Start()

0435
STOP_CREDITS
Stops the credits text from showing
Credits.Stop()

0436
ARE_CREDITS_FINISHED
Returns true if the credits have finished
Credits.AreFinished()

043C
SET_MUSIC_DOES_FADE
Sets whether sounds should fade along with the screen
Audio.SetMusicDoesFade(state: bool)

0441
GET_CAR_MODEL
Returns the car's model id
[var modelId: model_vehicle] = [Car].getModel()

0445
ARE_ANY_CAR_CHEATS_ACTIVATED
Returns true if the player has used any of the cheats
Game.AreAnyCarCheatsActivated()

0446
SET_CHAR_SUFFERS_CRITICAL_HITS
Sets whether the specified character is immune to headshots
[Char].setSuffersCriticalHits(state: bool)

0448
IS_CHAR_SITTING_IN_CAR
Returns true if the character is sitting in the specified vehicle
[Char].isSittingInCar(vehicle: Car)

0449
IS_CHAR_SITTING_IN_ANY_CAR
Returns true if the character is sitting in any vehicle
[Char].isSittingInAnyCar()

044B
IS_CHAR_ON_FOOT
Returns true if the character is on foot, and not occupying a vehicle
[Char].isOnFoot()

0453
SET_OBJECT_ROTATION
Sets the object rotation along X, Y and Z axis
[Object].setRotation(x: float, y: float, z: float)

0454
GET_DEBUG_CAMERA_COORDINATES
Returns the debug camera position
{ [var x: float], [var y: float], [var z: float] } = Camera.GetDebugCoordinates()

0457
IS_PLAYER_TARGETTING_CHAR
Returns true if the player is aiming at the specified character
[Player].isTargetingChar(handle: Char)

0458
IS_PLAYER_TARGETTING_OBJECT
Returns true if the player is aiming at the specified object
[Player].isTargetingObject(handle: Object)

0459
TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME
Ends any script whose name (03A4) matches the given string
native("TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME", name: string)

045A
DISPLAY_TEXT_WITH_NUMBER
Draws text with one number
Text.DisplayWithNumber(offsetLeft: float, offsetTop: float, key: gxt_key, num: int)

045B
DISPLAY_TEXT_WITH_2_NUMBERS
Draws text with two numbers
Text.DisplayWith2Numbers(offsetLeft: float, offsetTop: float, key: gxt_key, num1: int, num2: int)

045C
FAIL_CURRENT_MISSION
Terminates the active mission by executing its mission cleanup routine
Mission.Fail()

0460
SET_INTERPOLATION_PARAMETERS
Sets how long the camera transition will last
Camera.SetInterpolationParameters(_p1: float, time: int)

0463
GET_DEBUG_CAMERA_POINT_AT
Stores the location the debug camera is pointing to
{ [var x: float], [var y: float], [var z: float] } = Camera.GetDebugPointAt()

0464
ATTACH_CHAR_TO_CAR
Puts character into a turret on the vehicle, allowing them to shoot
[Char].attachToCar(vehicle: Car, xOffset: float, yOffset: float, zOffset: float, position: int, angleLimit: float, weaponType: WeaponType)

0465
DETACH_CHAR_FROM_CAR
Takes the character out of turret mode (0464)
[Char].detachFromCar()

0466
SET_CAR_STAY_IN_FAST_LANE
[Car].setStayInFastLane(state: bool)

0467
CLEAR_CHAR_LAST_WEAPON_DAMAGE
Clears the character's last weapon damage (see 031D)
[Char].clearLastWeaponDamage()

0468
CLEAR_CAR_LAST_WEAPON_DAMAGE
Clears the vehicle's last weapon damage (see 031E)
[Car].clearLastWeaponDamage()

046C
GET_DRIVER_OF_CAR
Returns the car's driver handle
[var handle: Char] = [Car].getDriver()

046D
GET_NUMBER_OF_FOLLOWERS
Returns the number of members which are in a group of the character (01DE)
[var number: int] = [Char].getNumberOfFollowers()

046E
GIVE_REMOTE_CONTROLLED_MODEL_TO_PLAYER
Puts the player in control of a remote-control vehicle
Rc.GiveModelToPlayer(handle: Player, x: float, y: float, z: float, angle: float, modelId: model_vehicle)

0470
GET_CURRENT_CHAR_WEAPON
Returns the type of weapon that the character is currently holding
[var weaponType: WeaponType] = [Char].getCurrentWeapon()

0471
LOCATE_CHAR_ANY_MEANS_OBJECT_2D
Returns true if the character is within the 2D radius of the object
[Char].locateAnyMeansObject2D(object: Object, xRadius: float, yRadius: float, drawSphere: bool)

0472
LOCATE_CHAR_ON_FOOT_OBJECT_2D
Returns true if the character is within the 2D radius of the object on foot
[Char].locateOnFootObject2D(object: Object, xRadius: float, yRadius: float, drawSphere: bool)

0473
LOCATE_CHAR_IN_CAR_OBJECT_2D
Returns true if the character is within the 2D radius of the object in a vehicle
[Char].locateInCarObject2D(object: Object, xRadius: float, yRadius: float, drawSphere: bool)

0474
LOCATE_CHAR_ANY_MEANS_OBJECT_3D
Returns true if the character is within the 3D radius of the object
[Char].locateAnyMeansObject3D(object: Object, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0475
LOCATE_CHAR_ON_FOOT_OBJECT_3D
Returns true if the character is within the 3D radius of the object on foot
[Char].locateOnFootObject3D(object: Object, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0476
LOCATE_CHAR_IN_CAR_OBJECT_3D
Returns true if the character is within the 3D radius of the object in a vehicle
[Char].locateInCarObject3D(object: Object, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

0477
SET_CAR_TEMP_ACTION
Makes the AI driver perform the action in the vehicle for the specified period of time
[Car].setTempAction(actionId: TempAction, time: int)

047A
IS_CHAR_ON_ANY_BIKE
Returns true if the character is riding a bike
[Char].isOnAnyBike()

0480
CAN_CHAR_SEE_DEAD_CHAR
Returns true if the character sees a dead body of the given type
[Char].canSeeDeadChar(pedType: PedType)

0484
GET_REMOTE_CONTROLLED_CAR
Returns the player's radio-controlled vehicle (alts:00D9,03C0,0811)
[var car: Car] = Rc.GetCar(player: Player)

0485
IS_PC_VERSION
Returns true on PC versions of the game
Game.IsPcVersion()

0488
IS_MODEL_AVAILABLE
Returns true if the specified model exists in the loaded
Streaming.IsModelAvailable(modelId: model_any)

0489
SHUT_CHAR_UP
Sets the character's ability to talk
[Char].shutUp(state: bool)

048A
SET_ENABLE_RC_DETONATE
Enables a remote-control vehicle detonation
Rc.SetEnableDetonate(state: bool)

048B
SET_CAR_RANDOM_ROUTE_SEED
Sets the car on a specific route
[Car].setRandomRouteSeed(routeSeed: int)

048C
IS_ANY_PICKUP_AT_COORDS
Returns true if the pickup at the specified coordinates is available to be picked up
World.IsAnyPickupAtCoords(x: float, y: float, z: float)

048F
REMOVE_ALL_CHAR_WEAPONS
Removes the characters weapons
[Char].removeAllWeapons()

0491
HAS_CHAR_GOT_WEAPON
Returns true if the character has the specified weapon
[Char].hasGotWeapon(weaponType: WeaponType)

0494
GET_POSITION_OF_ANALOGUE_STICKS
Returns the offset of the specified Left/Right, Up/Down, Look Left/Look Right and Look Up/Look Down keys
{ [var leftStickX: int], [var leftStickY: int], [var rightStickX: int], [var rightStickY: int] } = Pad.GetPositionOfAnalogueSticks(pad: PadId)

0495
IS_CAR_ON_FIRE
Returns true if the car is burning
[Car].isOnFire()

0496
IS_CAR_TYRE_BURST
Returns true if a given tire on the car is deflated
[Car].isTireBurst(tireId: WheelId)

04A2
HELI_GOTO_COORDS
Makes the helicopter fly to the specified location, keeping a specific Z height/altitude
[Heli].gotoCoords(x: float, y: float, z: float, minAltitude: float, maxAltitude: float)

04A3
IS_INT_VAR_EQUAL_TO_CONSTANT
Returns true if the value of the global variable is equal to the integer constant
native("IS_INT_VAR_EQUAL_TO_CONSTANT", global var: int, literal: int)

04A4
IS_INT_LVAR_EQUAL_TO_CONSTANT
Returns true if the value of the local variable is equal to the integer constant
native("IS_INT_LVAR_EQUAL_TO_CONSTANT", local var: int, literal: int)

04A5
GET_DEAD_CHAR_PICKUP_COORDS
Returns appropriate coordinates for creating a pickup by a dead character
{ [var x: float], [var y: float], [var z: float] } = World.GetDeadCharPickupCoords(char: Char)

04A6
CREATE_PROTECTION_PICKUP
Creates an asset revenue pickup
[var handle: Pickup] = Pickup.CreateProtection(x: float, y: float, z: float, revenueLimit: int, revenueRate: int)

04A7
IS_CHAR_IN_ANY_BOAT
Returns true if the character is driving a boat
[Char].isInAnyBoat()

04A9
IS_CHAR_IN_ANY_HELI
Returns true if the character is flying a helicopter
[Char].isInAnyHeli()

04AB
IS_CHAR_IN_ANY_PLANE
Returns true if the character is in a plane
[Char].isInAnyPlane()

04AD
IS_CHAR_IN_WATER
Returns true if the character is in water
[Char].isInWater()

04AE
SET_VAR_INT_TO_CONSTANT
Assigns the global variable to the integer constant
native("SET_VAR_INT_TO_CONSTANT", global var: int, literal: int)

04AF
SET_LVAR_INT_TO_CONSTANT
Assigns the local variable to the integer constant
native("SET_LVAR_INT_TO_CONSTANT", local var: int, literal: int)

04B0
IS_INT_VAR_GREATER_THAN_CONSTANT
Returns true if the value of the global variable is greater than the integer constant
native("IS_INT_VAR_GREATER_THAN_CONSTANT", global var: int, literal: int)

04B1
IS_INT_LVAR_GREATER_THAN_CONSTANT
Returns true if the value of the local variable is greater than the integer constant
native("IS_INT_LVAR_GREATER_THAN_CONSTANT", local var: int, literal: int)

04B2
IS_CONSTANT_GREATER_THAN_INT_VAR
Returns true if the integer constant is greater than the value of the global variable
native("IS_CONSTANT_GREATER_THAN_INT_VAR", literal: int, global var: int)

04B3
IS_CONSTANT_GREATER_THAN_INT_LVAR
Returns true if the integer constant is greater than the value of the local variable
native("IS_CONSTANT_GREATER_THAN_INT_LVAR", literal: int, local var: int)

04B4
IS_INT_VAR_GREATER_OR_EQUAL_TO_CONSTANT
Returns true if the value of the global variable is equal to or greater than the integer constant
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_CONSTANT", global var: int, literal: int)

04B5
IS_INT_LVAR_GREATER_OR_EQUAL_TO_CONSTANT
Returns true if the value of the local variable is greater than or equal to the integer constant
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_CONSTANT", global var: int, literal: int)

04B6
IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_VAR
Returns true if the integer constant is equal to or greater than the value of the global variable
native("IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_VAR", literal: int, global var: int)

04B7
IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_LVAR
Returns true if the integer constant is equal to or greater than the value of the local variable
native("IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_LVAR", literal: int, local var: int)

04B8
GET_CHAR_WEAPON_IN_SLOT
Returns the weapon type, ammo and model from the specified slot
{ [var weaponType: WeaponType], [var weaponAmmo: int], [var weaponModel: model_object] } = [Char].getWeaponInSlot(weaponSlotId: WeaponSlot)

04B9
GET_CLOSEST_STRAIGHT_ROAD
Gets two closest path nodes within the specified distance range
{ [var node1X: float], [var node1Y: float], [var node1Z: float], [var node2X: float], [var node2Y: float], [var node2Z: float], [var angle: float] } = Path.GetClosestStraightRoad(x: float, y: float, z: float, minDist: float, maxDist: float)

04BA
SET_CAR_FORWARD_SPEED
Sets the speed of the car
[Car].setForwardSpeed(forwardSpeed: float)

04BB
SET_AREA_VISIBLE
Sets the visibility of an interior area
Streaming.SetAreaVisible(areaId: int)

04BD
MARK_CAR_AS_CONVOY_CAR
Marks the car as being part of a convoy, which seems to follow a path set by 0994
[Car].markAsConvoyCar(state: bool)

04C0
CREATE_SCRIPT_ROADBLOCK
Creates a roadblock in the specified area with the specified type
World.CreateScriptRoadblock(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, type: int)

04C1
CLEAR_ALL_SCRIPT_ROADBLOCKS
Removes references to all created roadblocks (04C0), freeing game memory
World.ClearAllScriptRoadblocks()

04C4
GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS
Returns the coordinates of the character, with an offset
{ [var x: float], [var y: float], [var z: float] } = [Char].getOffsetInWorldCoords(xOffset: float, yOffset: float, zOffset: float)

04C5
HAS_CHAR_BEEN_PHOTOGRAPHED
Returns true if the character has been photographed
[Char].hasBeenPhotographed()

04C8
IS_CHAR_IN_FLYING_VEHICLE
Returns true if the character is in a flying vehicle
[Char].isInFlyingVehicle()

04CE
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_COORD
Adds a sprite blip for the specified coordinates
[var handle: Blip] = Blip.AddShortRangeSpriteForCoord(x: float, y: float, z: float, sprite: RadarSprite)

04D0
SET_HELI_ORIENTATION
Forces the heli rotation relative to the north
[Heli].setOrientation(angle: float)

04D1
CLEAR_HELI_ORIENTATION
Resets the heli rotation set with 04D0
[Heli].clearOrientation()

04D2
PLANE_GOTO_COORDS
[Plane].gotoCoords(x: float, y: float, z: float, minAltitude: float, maxAltitude: float)

04D3
GET_NTH_CLOSEST_CAR_NODE
Gets the coordinates of the nth car path node closest to the given coordinates
{ [var x: float], [var y: float], [var z: float] } = Path.GetNthClosestCarNode(fromX: float, fromY: float, fromZ: float, n: int)

04D5
DRAW_WEAPONSHOP_CORONA
Displays a corona with the lowered draw distance at the specified coordinates
Fx.DrawWeaponshopCorona(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
Sets whether RC Bandits detonate on contact with the wheels of any four-wheeled vehicles
Rc.SetEnableDetonateOnContact(state: bool)

04D7
FREEZE_CHAR_POSITION
Sets whether the character's position remains unchanged
[Char].freezePosition(state: bool)

04D8
SET_CHAR_DROWNS_IN_WATER
Controls whether the character can drown in water
[Char].setDrownsInWater(state: bool)

04D9
SET_OBJECT_RECORDS_COLLISIONS
Enables the use of collision checking for the object
[Object].setRecordsCollisions(state: bool)

04DA
HAS_OBJECT_COLLIDED_WITH_ANYTHING
Returns true if the object has collided
[Object].hasCollidedWithAnything()

04DB
REMOVE_RC_BUGGY
Exits remote-control mode
Rc.RemoveBuggy()

04DD
GET_CHAR_ARMOUR
Returns the character's armor amount
[var armor: int] = [Char].getArmor()

04DF
SET_HELI_STABILISER
Limits the amount a helicopter can tilt
[Heli].setStabiliser(state: bool)

04E0
SET_CAR_STRAIGHT_LINE_DISTANCE
Sets the minimum distance for the AI driver to start ignoring car paths and go straight to the target
[Car].setStraightLineDistance(distance: int)

04E1
POP_CAR_BOOT
Opens the car's trunk and keeps it open
[Car].popBoot()

04E3
SET_PLAYER_MOOD
Sets the players mood, affecting the dialogue spoken by the player
[Player].setMood(mood: PlayerMood, time: int)

04E4
REQUEST_COLLISION
Reloads the area at the specified coordinates
Streaming.RequestCollision(x: float, y: float)

04E5
LOCATE_OBJECT_2D
Returns true if the object is near the specified coordinates
[Object].locate2D(x: float, y: float, xRadius: float, yRadius: float, drawSphere: bool)

04E6
LOCATE_OBJECT_3D
Returns true if the object is near the specified point
[Object].locate3D(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, drawSphere: bool)

04E7
IS_OBJECT_IN_WATER
Returns true if the object is in water
[Object].isInWater()

04E9
IS_OBJECT_IN_AREA_2D
Returns true if object is in the specified area
[Object].isInArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, drawSphere: bool)

04EA
IS_OBJECT_IN_AREA_3D
Returns true if the object is in the specified area
[Object].isInArea3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, drawSphere: bool)

04EB
TASK_TOGGLE_DUCK
Makes the character crouch
Task.ToggleDuck(handle: Char, state: bool)

04ED
REQUEST_ANIMATION
Loads the specified IFP File
Streaming.RequestAnimation(animationFile: string)

04EE
HAS_ANIMATION_LOADED
Returns true if the specified IFP file is loaded
Streaming.HasAnimationLoaded(animationFile: string)

04EF
REMOVE_ANIMATION
Releases the specified IFP file, freeing game memory
Streaming.RemoveAnimation(animationFile: string)

04F0
IS_CHAR_WAITING_FOR_WORLD_COLLISION
[Char].isWaitingForWorldCollision()

04F1
IS_CAR_WAITING_FOR_WORLD_COLLISION
[Car].isWaitingForWorldCollision()

04F4
ATTACH_CHAR_TO_OBJECT
Attaches the character to the specified object, in turret mode
[Char].attachToObject(handle: Object, xOffset: float, yOffset: float, zOffset: float, orientation: int, angleLimit: float, weaponType: WeaponType)

04F7
DISPLAY_NTH_ONSCREEN_COUNTER_WITH_STRING
Displays an onscreen counter with the text in the specified slot, either shown in numbers or as a bar
Hud.DisplayNthCounterWithString(global var counter: int, display: CounterDisplay, slot: int, text: gxt_key)

04F8
ADD_SET_PIECE
Creates a trigger zone for police to appear during chases
World.AddSetPiece(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
Sets the extra color of the sky
World.SetExtraColors(color: int, fade: bool)

04FA
CLEAR_EXTRA_COLOURS
Clears the extra color of the sky
World.ClearExtraColors(withFade: bool)

04FC
GET_WHEELIE_STATS
Returns the stats of the most recent wheelie or stoppie attempt
{ [var twoWheelsTime: int], [var twoWheelsDistance: float], [var wheelieTime: int], [var wheelieDistance: float], [var stoppieTime: int], [var stoppieDistance: float] } = [Player].getWheelieStats()

04FE
BURST_CAR_TYRE
Deflates the car's tire
[Car].burstTire(tireId: WheelId)

0500
IS_PLAYER_WEARING
Returns true if the player's bodypart has the specified model (0784 or 087B)
[Player].isWearing(bodyPart: BodyPart, modelName: string)

0501
SET_PLAYER_CAN_DO_DRIVE_BY
Sets the players driveby mode
[Player].setCanDoDriveBy(state: bool)

0503
CREATE_SWAT_ROPE
Creates a character descending from a rope
[var handle: Char] = Char.CreateSwatRope(pedType: PedType, modelId: model_char, x: float, y: float, z: float)

0506
SET_CAR_MODEL_COMPONENTS
Sets the variation of the next car to be created
Car.SetModelComponents(_unused: model_vehicle, component1: int, component2: int)

0508
CLOSE_ALL_CAR_DOORS
Closes all car doors, hoods and boots
[Car].closeAllDoors()

0509
GET_DISTANCE_BETWEEN_COORDS_2D
Gets the distance between two points
[var distance: float] = Math.GetDistanceBetweenCoords2D(fromX: float, fromY: float, toX: float, toZ: float)

050A
GET_DISTANCE_BETWEEN_COORDS_3D
Gets the distance between two points
[var distance: float] = Math.GetDistanceBetweenCoords3D(fromX: float, fromY: float, fromZ: float, toX: float, toY: float, toZ: float)

050E
SORT_OUT_OBJECT_COLLISION_WITH_CAR
Makes the specified car have no collision with the specified object
[Object].sortOutCollisionWithCar(handle: Car)

050F
GET_MAX_WANTED_LEVEL
Gets the maximum wanted level the player can receive
[var level: int] = Game.GetMaxWantedLevel()

0512
PRINT_HELP_FOREVER
Shows a text box which stays on screen until it is removed by another command
Text.PrintHelpForever(key: gxt_key)

0513
PRINT_HELP_FOREVER_WITH_NUMBER
Shows a text box with one number
Text.PrintHelpForeverWithNumber(gxt: gxt_key, number: int)

0517
CREATE_LOCKED_PROPERTY_PICKUP
Creates an asset icon for an asset that is not for sale
[var handle: Pickup] = Pickup.CreateLockedProperty(x: float, y: float, z: float, message: gxt_key)

0518
CREATE_FORSALE_PROPERTY_PICKUP
Creates an asset pickup for an asset which can be bought
[var handle: Pickup] = Pickup.CreateForSaleProperty(x: float, y: float, z: float, price: int, message: gxt_key)

0519
FREEZE_CAR_POSITION
Locks the vehicle's position
[Car].freezePosition(state: bool)

051A
HAS_CHAR_BEEN_DAMAGED_BY_CHAR
Returns true if the character has been hurt by the other character
[Char].hasBeenDamagedByChar(handle: Char)

051B
HAS_CHAR_BEEN_DAMAGED_BY_CAR
Returns true if the actor has been hurt by the specified vehicle
[Char].hasBeenDamagedByCar(handle: Car)

051C
HAS_CAR_BEEN_DAMAGED_BY_CHAR
Returns true if the car has been damaged by the specified actor
[Car].hasBeenDamagedByChar(handle: Char)

051D
HAS_CAR_BEEN_DAMAGED_BY_CAR
Returns true if the vehicle has been damaged by another specified vehicle
[Car].hasBeenDamagedByCar(other: Car)

051E
GET_RADIO_CHANNEL
Returns the current radio station that is being played
[var channel: RadioChannel] = Audio.GetRadioChannel()

0526
SET_CHAR_STAY_IN_CAR_WHEN_JACKED
Makes the character stay in the vehicle when it is jacked (characters let themselves get "kidnapped")
[Char].setStayInCarWhenJacked(state: bool)

052C
SET_PLAYER_DRUNKENNESS
Makes the camera start moving around in a swirling motion with the specified intensity as if drunk
[Player].setDrunkenness(intensity: int)

053E
GET_RANDOM_CAR_OF_TYPE_IN_AREA_NO_SAVE
Loops through the pool of vehicles to retrieve one that matches the specified model in the specified 2D area
[var handle: Car] = World.GetRandomCarOfTypeInAreaNoSave(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, modelId: model_vehicle)

053F
SET_CAN_BURST_CAR_TYRES
Sets whether the car's tires can be deflated
[Car].setCanBurstTires(state: bool)

0541
FIRE_HUNTER_GUN
Makes the Hunter helicopter fire cannon gun
[Heli].fireHunterGun()

0547
IS_CHAR_TOUCHING_VEHICLE
Returns true if the character is colliding with a car
[Char].isTouchingVehicle(handle: Car)

054A
SET_CHAR_CAN_BE_SHOT_IN_VEHICLE
Makes the character immune to a damage while in a vehicle
[Char].setCanBeShotInVehicle(state: bool)

054C
LOAD_MISSION_TEXT
Makes the game use GXT Entries from the specified GXT Table
Text.LoadMissionText(tableName: string)

054E
CLEAR_CHAR_LAST_DAMAGE_ENTITY
[Char].clearLastDamageEntity()

054F
CLEAR_CAR_LAST_DAMAGE_ENTITY
Clears the car's last damage entity
[Car].clearLastDamageEntity()

0550
FREEZE_OBJECT_POSITION
Sets whether the object's position remains unchanged
[Object].freezePosition(state: bool)

0555
REMOVE_WEAPON_FROM_CHAR
Removes the weapon from the character
[Char].removeWeapon(weaponType: WeaponType)

055D
MAKE_PLAYER_FIRE_PROOF
Makes the player immune to fire
[Player].makeFireProof(state: bool)

055E
INCREASE_PLAYER_MAX_HEALTH
Increases the players maximum health by the specified amount
[Player].increaseMaxHealth(value: int)

055F
INCREASE_PLAYER_MAX_ARMOUR
Increases the players armor by the specified amount
[Player].increaseMaxArmor(value: int)

0560
CREATE_RANDOM_CHAR_AS_DRIVER
Creates a driver in the vehicle
[var handle: Char] = Char.CreateRandomAsDriver(vehicle: Car)

0561
CREATE_RANDOM_CHAR_AS_PASSENGER
Creates a random character in the passenger seat of the vehicle
[var handle: Char] = Char.CreateRandomAsPassenger(vehicle: Car, seat: SeatId)

0563
ENSURE_PLAYER_HAS_DRIVE_BY_WEAPON
Sets the amount of ammo a player has during a driveby
[Player].ensureHasDriveByWeapon(ammo: int)

0564
MAKE_HELI_COME_CRASHING_DOWN
Makes helicopter simulate crash landing, exploding on the way if high up
[Heli].makeComeCrashingDown()

0565
ADD_EXPLOSION_NO_SOUND
Creates an explosion with no sound
Fx.AddExplosionNoSound(x: float, y: float, z: float, type: ExplosionType)

0566
SET_OBJECT_AREA_VISIBLE
Sets the visibility of the object to the specified interior
[Object].setAreaVisible(areaId: int)

0568
SET_CHAR_NEVER_TARGETTED
Sets whether the character won't be targeted by the autoaim system
[Char].setNeverTargeted(state: bool)

056A
WAS_CUTSCENE_SKIPPED
Returns true if the cutscene was skipped
Cutscene.WasSkipped()

056C
IS_CHAR_IN_ANY_POLICE_VEHICLE
Returns true if the character is driving a police vehicle
[Char].isInAnyPoliceVehicle()

056D
DOES_CHAR_EXIST
Returns true if the handle is a valid character handle
Char.DoesExist(handle: any)

056E
DOES_VEHICLE_EXIST
Returns true if the handle is a valid vehicle handle
Car.DoesExist(handle: any)

0570
ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT
Adds a contact sprite blip for the specified coordinates
[var handle: Blip] = Blip.AddShortRangeSpriteForContactPoint(x: float, y: float, z: float, sprite: RadarSprite)

0572
SET_ALL_TAXIS_HAVE_NITRO
Toggles whether all taxis have nitrous
Game.SetAllTaxisHaveNitro(state: bool)

0574
FREEZE_CAR_POSITION_AND_DONT_LOAD_COLLISION
Makes the car maintain its position
[Car].freezePositionAndDontLoadCollision(state: bool)

0575
FREEZE_CHAR_POSITION_AND_DONT_LOAD_COLLISION
[Char].freezePositionAndDontLoadCollision(state: bool)

057E
SET_PLAYER_IS_IN_STADIUM
Greys out the radar
Game.SetIsInStadium(state: bool)

0581
DISPLAY_RADAR
Displays or hides the radar
Hud.DisplayRadar(state: bool)

0582
REGISTER_BEST_POSITION
Updates the race best position
Stat.RegisterBestPosition(id: StatId, position: int)

0583
IS_PLAYER_IN_INFO_ZONE
Returns true if the player is in the specified zone
[Player].isInInfoZone(infoZone: gxt_key)

0587
SET_LOAD_COLLISION_FOR_CAR_FLAG
[Car].setLoadCollisionFlag(state: bool)

0588
SET_LOAD_COLLISION_FOR_CHAR_FLAG
[Char].setLoadCollisionFlag(state: bool)

058A
ADD_BIG_GUN_FLASH
Creates a gun flash particle effect
Fx.AddBigGunFlash(fromX: float, fromY: float, fromZ: float, toX: float, toY: float, toZ: float)

058C
GET_PROGRESS_PERCENTAGE
Gets the progress of completion as a percentage
[var percentage: float] = Stat.GetProgressPercentage()

0594
SET_VEHICLE_TO_FADE_IN
Sets the alpha transparency of a distant vehicle
[Car].setToFadeIn(alpha: int)

0595
REGISTER_ODDJOB_MISSION_PASSED
Sets the latest odd job mission passed
Stat.RegisterOddjobMissionPassed()

0597
IS_CHAR_DUCKING
Returns true if the specified character is crouching
[Char].isDucking()

059A
IS_AUSTRALIAN_GAME
Returns true if the current game is an Australian release
Game.IsAustralian()

059C
SET_ONSCREEN_COUNTER_FLASH_WHEN_FIRST_DISPLAYED
Hud.SetCounterFlashWhenFirstDisplayed(global var counter: int, state: bool)

059D
SHUFFLE_CARD_DECKS
CardDecks.Shuffle(type: int)

059E
FETCH_NEXT_CARD
Returns a random number between 1 and 52, inclusive
[var number: int] = CardDecks.FetchNextCard()

059F
GET_OBJECT_VELOCITY
Returns the object's X, Y, and Z velocity
{ [var x: float], [var y: float], [var z: float] } = [Object].getVelocity()

05A0
IS_DEBUG_CAMERA_ON
Debugger.IsDebugCameraOn()

05A1
ADD_TO_OBJECT_ROTATION_VELOCITY
Sets the object's rotation velocity from the center of its body
[Object].addToRotationVelocity(x: float, y: float, z: float)

05A2
SET_OBJECT_ROTATION_VELOCITY
Sets the object's rotation velocity with frame sync applied?
[Object].setRotationVelocity(x: float, y: float, z: float)

05A3
IS_OBJECT_STATIC
Returns true if the object is not moving
[Object].isStatic()

05A4
GET_ANGLE_BETWEEN_2D_VECTORS
Gets the angle between the two 2D vectors
[var angle: float] = Math.GetAngleBetween2DVectors(x1: float, y1: float, x2: float, y2: float)

05A5
DO_2D_RECTANGLES_COLLIDE
Returns true if rectangle1 is inside rectangle2 or partially intersects it
Math.Do2DRectanglesCollide(rectangle1PositionX: float, rectangle1PositionY: float, rectangle1SizeX: float, rectangle1SizeY: float, rectangle2PositionX: float, rectangle2PositionY: float, rectangle2SizeX: float, rectangle2SizeY: float)

05A6
GET_OBJECT_ROTATION_VELOCITY
{ [var x: float], [var y: float], [var z: float] } = [Object].getRotationVelocity()

05A7
ADD_VELOCITY_RELATIVE_TO_OBJECT_VELOCITY
Sets the object's velocity
[Object].addVelocityRelative(x: float, y: float, z: float)

05A8
GET_OBJECT_SPEED
Gets the speed of the object
[var speed: float] = [Object].getSpeed()

05A9
SET_VAR_TEXT_LABEL
Copies up to 8 characters from src to dest
native("SET_VAR_TEXT_LABEL", global var dest: string, src: string)

05AA
SET_LVAR_TEXT_LABEL
Copies up to 8 characters from src to dest
native("SET_LVAR_TEXT_LABEL", local var dest: string, src: string)

05AD
IS_VAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL
Returns true if the two null-terminated strings are equivalent
native("IS_VAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL", global var str1: string, str2: string)

05AE
IS_LVAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL
Returns true if the two null-terminated strings are equivalent
native("IS_LVAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL", local var str1: string, str2: string)

05B0
GET_2D_LINES_INTERSECT_POINT
Returns the point of intersection of two lines. If they do not intersect, both returned values are -1000000.0 and the condition result is false
{ [var intersectPointX: float], [var intersectPointY: float] } = Math.Get2DLinesIntersectPoint(line1StartX: float, line1StartY: float, line1EndX: float, line1EndY: float, line2StartX: float, line2StartY: float, line2EndX: float, line2EndY: float)

05B9
TASK_PAUSE
Makes the character pause for the specified amount of time
Task.Pause(handle: Char, time: int)

05BA
TASK_STAND_STILL
Makes the character stand still
Task.StandStill(handle: Char, time: int)

05BB
TASK_FALL_AND_GET_UP
Makes actor fall to the ground and stay there for the specified time
Task.FallAndGetUp(handle: Char, fallDown: bool, timeOnGround: int)

05BC
TASK_JUMP
Makes the actor perform a jump
Task.Jump(handle: Char, state: bool)

05BD
TASK_TIRED
Makes the actor stop to regain breath
Task.Tired(handle: Char, time: int)

05BE
TASK_DIE
Kills the character
Task.Die(handle: Char)

05BF
TASK_LOOK_AT_CHAR
Makes the character look at another character
Task.LookAtChar(observer: Char, target: Char, time: int)

05C0
TASK_LOOK_AT_VEHICLE
Makes the actor look at the specified vehicle
Task.LookAtVehicle(char: Char, vehicle: Car, time: int)

05C1
TASK_SAY
Makes the character say a phrase from the specified audio table
Task.Say(handle: Char, phrase: SpeechId)

05C2
TASK_SHAKE_FIST
Makes the actor lift their hand up in the air angrily
Task.ShakeFist(handle: Char)

05C3
TASK_COWER
Makes the actor stumble backwards with their arms in front of their face as if he is backing away from something in fear
Task.Cower(handle: Char)

05C4
TASK_HANDS_UP
Makes the actor put their hands in the air
Task.HandsUp(handle: Char, time: int)

05C5
TASK_DUCK
Makes a character duck with their arms over head
Task.Duck(handle: Char, time: int)

05C7
TASK_USE_ATM
Makes a character use an ATM machine
Task.UseAtm(handle: Char)

05C8
TASK_SCRATCH_HEAD
Makes a character scratch their head while looking around
Task.ScratchHead(handle: Char)

05C9
TASK_LOOK_ABOUT
Makes a character look out ahead
Task.LookAbout(handle: Char, time: int)

05CA
TASK_ENTER_CAR_AS_PASSENGER
Makes a character approach the car and occupy the specified passenger seat
Task.EnterCarAsPassenger(char: Char, vehicle: Car, time: int, seat: SeatId)

05CB
TASK_ENTER_CAR_AS_DRIVER
Makes a character approach the car and occupy the driver seat
Task.EnterCarAsDriver(char: Char, vehicle: Car, time: int)

05CD
TASK_LEAVE_CAR
Makes the character exit the specified vehicle, if they are currently in it
Task.LeaveCar(char: Char, vehicle: Car)

05CF
TASK_LEAVE_CAR_AND_FLEE
Makes the character exit the vehicle and flee to the specified position
Task.LeaveCarAndFlee(char: Char, vehicle: Car, x: float, y: float, z: float)

05D1
TASK_CAR_DRIVE_TO_COORD
Task.CarDriveToCoord(driver: Char, vehicle: Car, x: float, y: float, z: float, speed: float, driveStyle: DriveMode, modelId: model_vehicle, drivingStyle: DrivingMode)

05D2
TASK_CAR_DRIVE_WANDER
Makes the character drive around aimlessly in a vehicle
Task.CarDriveWander(char: Char, vehicle: Car, speed: float, drivingMode: DrivingMode)

05D3
TASK_GO_STRAIGHT_TO_COORD
Makes the character walk to the specified coordinates
Task.GoStraightToCoord(handle: Char, x: float, y: float, z: float, speed: MoveState, time: int)

05D4
TASK_ACHIEVE_HEADING
Rotates a character to the specified angle
Task.AchieveHeading(handle: Char, heading: float)

05D6
FLUSH_ROUTE
Flushes the task route
Path.FlushRoute()

05D7
EXTEND_ROUTE
Adds a point to the task route
Path.ExtendRoute(x: float, y: float, z: float)

05D8
TASK_FOLLOW_POINT_ROUTE
Makes the character follow the path route
Task.FollowPointRoute(handle: Char, speed: MoveState, mode: RouteMode)

05D9
TASK_GOTO_CHAR
Approaches the character from any direction within the specified radius
Task.GotoChar(walking: Char, target: Char, time: int, radius: float)

05DA
TASK_FLEE_POINT
Makes the character run away from a point, scared and often screaming
Task.FleePoint(handle: Char, x: float, y: float, z: float, radius: float, time: int)

05DB
TASK_FLEE_CHAR
Makes the character run away from another character
Task.FleeChar(handle: Char, threat: Char, radius: float, time: int)

05DC
TASK_SMART_FLEE_POINT
Makes the character run away from the specified coordinates
Task.SmartFleePoint(handle: Char, x: float, y: float, z: float, radius: float, time: int)

05DD
TASK_SMART_FLEE_CHAR
Makes the character flee from another character
Task.SmartFleeChar(handle: Char, threat: Char, radius: float, time: int)

05DE
TASK_WANDER_STANDARD
Makes the character walk around the ped path
Task.WanderStandard(handle: Char)

05E2
TASK_KILL_CHAR_ON_FOOT
Makes a character attack another character on foot
Task.KillCharOnFoot(killer: Char, target: Char)

05EB
START_PLAYBACK_RECORDED_CAR
Assigns a car to a path
[Car].startPlayback(path: int)

05EC
STOP_PLAYBACK_RECORDED_CAR
Stops car from following path
[Car].stopPlayback()

05ED
PAUSE_PLAYBACK_RECORDED_CAR
Freezes the car on its path
[Car].pausePlayback()

05EE
UNPAUSE_PLAYBACK_RECORDED_CAR
Unfreezes the vehicle on its path
[Car].unpausePlayback()

05F1
SET_CAR_ESCORT_CAR_LEFT
Makes the vehicle stay on the other vehicle's left side, keeping parallel
[Car].setEscortCarLeft(handle: Car)

05F2
SET_CAR_ESCORT_CAR_RIGHT
Makes the vehicle stay by the right side of the other vehicle, keeping parallel
[Car].setEscortCarRight(handle: Car)

05F3
SET_CAR_ESCORT_CAR_REAR
Makes the vehicle stay behind the other car, keeping parallel
[Car].setEscortCarRear(handle: Car)

05F4
SET_CAR_ESCORT_CAR_FRONT
Makes the vehicle stay in front of the other, keeping parallel
[Car].setEscortCarFront(handle: Car)

05F5
TASK_FOLLOW_PATH_NODES_TO_COORD
Makes the character go to the specified coordinates
Task.FollowPathNodesToCoord(handle: Char, x: float, y: float, z: float, walkSpeed: int, time: int)

05F6
IS_CHAR_IN_ANGLED_AREA_2D
Checks if the character is within the angled 2D area
[Char].isInAngledArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

05F7
IS_CHAR_IN_ANGLED_AREA_ON_FOOT_2D
Checks if the character is within the angled 2D area
[Char].isInAngledAreaOnFoot2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

05F8
IS_CHAR_IN_ANGLED_AREA_IN_CAR_2D
Checks if the character is in a car which is within the angled 2D area
[Char].isInAngledAreaInCar2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

05F9
IS_CHAR_STOPPED_IN_ANGLED_AREA_2D
Checks if the character is within the angled 2D area and is motionless
[Char].isStoppedInAngledArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

05FA
IS_CHAR_STOPPED_IN_ANGLED_AREA_ON_FOOT_2D
Checks if the character is within the angled 2D area
[Char].isStoppedInAngledAreaOnFoot2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

05FB
IS_CHAR_STOPPED_IN_ANGLED_AREA_IN_CAR_2D
Checks if the character is in a motionless car within the angled 2D area
[Char].isStoppedInAngledAreaInCar2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

05FC
IS_CHAR_IN_ANGLED_AREA_3D
Checks if the character is within the angled 3D area
[Char].isInAngledArea3D(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
Checks if the character is within the angled 3D area
[Char].isInAngledAreaOnFoot3D(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].isInAngledAreaInCar3D(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].isStoppedInAngledArea3D(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].isStoppedInAngledAreaOnFoot3D(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].isStoppedInAngledAreaInCar3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, angle: float, drawSphere: bool)

0602
IS_CHAR_IN_TAXI
Returns true if the character is driving a taxi
[Char].isInTaxi()

0603
TASK_GO_TO_COORD_ANY_MEANS
Assigns the character the task of getting to the specified coordinates
Task.GoToCoordAnyMeans(char: Char, x: float, y: float, z: float, speed: MoveState, vehicle: Car)

0604
GET_HEADING_FROM_VECTOR_2D
Gets the angle for the XY offset
[var heading: float] = Math.GetHeadingFromVector2D(x: float, y: float)

0605
TASK_PLAY_ANIM
Makes the character perform an animation
Task.PlayAnim(handle: Char, animationName: string, animationFile: string, blendSpeed: float, loop: bool, lockX: bool, lockY: bool, keepLastFrame: bool, time: int)

0606
LOAD_PATH_NODES_IN_AREA
Adds an area where script created cars will avoid driving in
Path.LoadPathNodesInArea(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float)

0607
RELEASE_PATH_NODES
Removes areas forbidden for scripted cars set up by 0606
Path.ReleaseNodes()

060A
LOAD_CHAR_DECISION_MAKER
Creates a decision maker with the specified type and adds it to mission cleanup list. Otherwise should be released with REMOVE_DECISION_MAKER
[var handle: DecisionMakerChar] = DecisionMakerChar.Load(type: DecisionMakerType)

060B
SET_CHAR_DECISION_MAKER
Sets the decision maker for the character
[Char].setDecisionMaker(handleOrTemplate: DecisionMakerCharTemplate)

060D
SET_TEXT_DROPSHADOW
Sets shadow for the current text draw
Text.SetDropshadow(intensity: int, red: int, green: int, blue: int, alpha: int)

060E
IS_PLAYBACK_GOING_ON_FOR_CAR
Returns true if the car is assigned to a path
[Car].isPlaybackGoingOn()

060F
SET_SENSE_RANGE
Sets the seeing and hearing range for the specified character or for all mission characters when handle is -1
Char.SetSenseRange(handle: Char, range: float)

0611
IS_CHAR_PLAYING_ANIM
Returns true if character is performing the specified animation
[Char].isPlayingAnim(animationName: string)

0612
SET_CHAR_ANIM_PLAYING_FLAG
Sets whether the animation is playing
[Char].setAnimPlayingFlag(animationName: string, flag: bool)

0613
GET_CHAR_ANIM_CURRENT_TIME
Returns the progress of the animation on the actor, ranging from 0.0 to 1.0
[var time: float] = [Char].getAnimCurrentTime(animationName: string)

0614
SET_CHAR_ANIM_CURRENT_TIME
Sets how far through the animation the character is, with 1
[Char].setAnimCurrentTime(animationName: string, time: float)

0615
OPEN_SEQUENCE_TASK
Begins a sequence of up to 8 tasks
[var handle: Sequence] = Sequence.Open()

0616
CLOSE_SEQUENCE_TASK
Ends the task sequence
[Sequence].close()

0618
PERFORM_SEQUENCE_TASK
Assigns the character to the specified action sequence
[Char].performSequence(sequence: Sequence)

0619
SET_CHAR_COLLISION
Sets whether collision detection is enabled for the character
[Char].setCollision(state: bool)

061A
GET_CHAR_ANIM_TOTAL_TIME
Returns a float of the length of the animation in milliseconds
[var totalTime: float] = [Char].getAnimTotalTime(animationName: string)

061B
CLEAR_SEQUENCE_TASK
Clears the task sequence
[Sequence].clear()

061D
ADD_ATTRACTOR
Adds a ped attractor
[var handle: Attractor] = Attractor.Add(x: float, y: float, z: float, angle: float, _p5: float, sequence: Sequence)

061E
CLEAR_ATTRACTOR
[Attractor].clear()

0621
CREATE_CHAR_AT_ATTRACTOR
[var handle: Char] = Char.CreateAtAttractor(pedType: PedType, modelId: model_char, taskId: int, attractor: Attractor)

0622
TASK_LEAVE_CAR_IMMEDIATELY
Makes the character jump out of the vehicle while it is in motion
Task.LeaveCarImmediately(char: Char, vehicle: Car)

0623
INCREMENT_INT_STAT
Increases the integer stat by the value given
Stat.IncrementInt(id: StatId, value: int)

0624
INCREMENT_FLOAT_STAT
Increases the float stat by the value specified
Stat.IncrementFloat(id: StatId, value: float)

0625
DECREMENT_INT_STAT
Decreases the integer stat by the value given
Stat.DecrementInt(id: StatId, value: int)

0626
DECREMENT_FLOAT_STAT
Decreases the float stat by the value given
Stat.DecrementFloat(id: StatId, value: float)

0627
REGISTER_INT_STAT
Updates the specified integer stat
Stat.RegisterInt(id: StatId, value: int)

0628
REGISTER_FLOAT_STAT
Sets the specified stat to the specified value, if the specified value is greater than the current stat value
Stat.RegisterFloat(id: StatId, value: float)

0629
SET_INT_STAT
Sets the integer stat to the specified value
Stat.SetInt(id: StatId, value: int)

062A
SET_FLOAT_STAT
Sets the float stat to the specified value
Stat.SetFloat(id: StatId, value: float)

062E
GET_SCRIPT_TASK_STATUS
Returns the status of the specified script task of the character
[var status: TaskStatus] = [Char].getScriptTaskStatus(taskId: int)

062F
CREATE_GROUP
Creates a new group, which multiple characters can be assigned to, allowing control over all of them as a group
[var handle: Group] = Group.Create(defaultTaskAllocator: DefaultTaskAllocator)

0630
SET_GROUP_LEADER
Puts the specified character into the group as the leader
[Group].setLeader(handle: Char)

0631
SET_GROUP_MEMBER
Puts the specified character into the group as a member
[Group].setMember(handle: Char)

0632
REMOVE_GROUP
Releases the group
[Group].remove()

0633
TASK_LEAVE_ANY_CAR
Makes the actor exit the car, if he is in one
Task.LeaveAnyCar(handle: Char)

0634
TASK_KILL_CHAR_ON_FOOT_WHILE_DUCKING
Task.KillCharOnFootWhileDucking(char: Char, target: Char, flags: int, actionDelay: int, actionChance: int)

0635
TASK_AIM_GUN_AT_CHAR
Makes a character aim at another character
Task.AimGunAtChar(char: Char, target: Char, time: int)

0637
TASK_GO_TO_COORD_WHILE_SHOOTING
Makes a character go to the location while shooting at another character
Task.GoToCoordWhileShooting(char: Char, x: float, y: float, z: float, speed: MoveState, turnRadius: float, stopRadius: float, target: Char)

0638
TASK_STAY_IN_SAME_PLACE
Makes the character stay in the same place
Task.StayInSamePlace(handle: Char, state: bool)

0639
TASK_TURN_CHAR_TO_FACE_CHAR
Makes a character face another character
Task.TurnCharToFaceChar(char: Char, target: Char)

0642
IS_CHAR_AT_SCRIPTED_ATTRACTOR
[Char].isAtScriptedAttractor(handle: Attractor)

0643
SET_SEQUENCE_TO_REPEAT
Sets whether the task sequence repeats continuously
[Sequence].setToRepeat(state: bool)

0646
GET_SEQUENCE_PROGRESS
Gets the characters task sequence progress, as started by 0618
[var progress: int] = [Char].getSequenceProgress()

0647
CLEAR_LOOK_AT
Clears the actor's look task, making them stop looking at whatever they were assigned to look at
[Char].clearLookAt()

0648
SET_FOLLOW_NODE_THRESHOLD_DISTANCE
Sets the range within which the char responds to events
[Char].setFollowNodeThresholdDistance(range: float)

064B
CREATE_FX_SYSTEM
Creates a particle effect
[var handle: Particle] = Particle.Create(name: string, x: float, y: float, z: float, ignoreBoundingChecks: bool)

064C
PLAY_FX_SYSTEM
Makes the specified particle visible
[Particle].play()

064E
STOP_FX_SYSTEM
Stops the specified particle at the source
[Particle].stop()

064F
PLAY_AND_KILL_FX_SYSTEM
Starts the particle effect and relinquishes script control over it
[Particle].playAndKill()

0650
KILL_FX_SYSTEM
Stops the particle and deletes it
[Particle].kill()

0652
GET_INT_STAT
Returns the value of the specified integer stat
[var value: int] = Stat.GetInt(id: StatId)

0653
GET_FLOAT_STAT
Returns the value of the specified float stat
[var value: float] = Stat.GetFloat(id: StatId)

0654
SET_OBJECT_RENDER_SCORCHED
Makes the object look like it has been burnt
[Object].setRenderScorched(state: bool)

0655
TASK_LOOK_AT_OBJECT
Makes the character look at an object
Task.LookAtObject(char: Char, object: Object, time: any)

0656
LIMIT_ANGLE
Gets the exact angle of an angle
[var result: float] = Math.LimitAngle(value: float)

0657
OPEN_CAR_DOOR
Opens the specified car door
[Car].openDoor(door: CarDoor)

065B
GET_PICKUP_COORDINATES
Returns the X, Y and Z coordinates of the pickup
{ [var x: float], [var y: float], [var z: float] } = [Pickup].getCoordinates()

065C
REMOVE_DECISION_MAKER
Removes the decision maker
[DecisionMaker].remove()

0665
GET_CHAR_MODEL
Returns the characters model
[var modelId: int] = [Char].getModel()

0667
TASK_AIM_GUN_AT_COORD
Makes the character aim at the specified coordinates
Task.AimGunAtCoord(handle: Char, x: float, y: float, z: float, time: int)

0668
TASK_SHOOT_AT_COORD
Makes the character turn round and shoot at the specified coordinates
Task.ShootAtCoord(handle: Char, x: float, y: float, z: float, time: int)

0669
CREATE_FX_SYSTEM_ON_CHAR
Creates a particle attached to a character
[var handle: Particle] = Particle.CreateOnChar(name: string, char: Char, xOffset: float, yOffset: float, zOffset: float, ignoreBoundingChecks: bool)

066A
CREATE_FX_SYSTEM_ON_CHAR_WITH_DIRECTION
Creates a particle effect attached to a character
[var handle: Particle] = Particle.CreateOnCharWithDirection(name: string, char: Char, xOffset: float, yOffset: float, zOffset: float, xDirection: float, yDirection: float, zDirection: float, ignoreBoundingChecks: bool)

066B
CREATE_FX_SYSTEM_ON_CAR
Creates a particle effect attached to a vehicle
[var handle: Particle] = Particle.CreateOnCar(name: string, vehicle: Car, xOffset: float, yOffset: float, zOffset: float, ignoreBoundingChecks: bool)

066C
CREATE_FX_SYSTEM_ON_CAR_WITH_DIRECTION
Creates a particle and attaches it to the specified vehicle with the specified offset and direction
[var handle: Particle] = Particle.CreateOnCarWithDirection(name: string, vehicle: Car, xOffset: float, yOffset: float, zOffset: float, xDirection: float, yDirection: float, zDirection: float, ignoreBoundingChecks: bool)

066D
CREATE_FX_SYSTEM_ON_OBJECT
Creates a particle effect on an object
[var handle: Particle] = Particle.CreateOnObject(name: string, object: Object, xOffset: float, yOffset: float, zOffset: float, ignoreBoundingChecks: bool)

066E
CREATE_FX_SYSTEM_ON_OBJECT_WITH_DIRECTION
Creates particle effect on an object
[var handle: Particle] = Particle.CreateOnObjectWithDirection(name: string, object: Object, xOffset: float, yOffset: float, zOffset: float, xDirection: float, yDirection: float, zDirection: float, ignoreBoundingChecks: bool)

0672
TASK_DESTROY_CAR
Makes the character attack a vehicle
Task.DestroyCar(char: Char, vehicle: Car)

0673
TASK_DIVE_AND_GET_UP
Makes the character perform a dive in the specified direction
Task.DiveAndGetUp(handle: Char, directionX: float, directionY: float, timeOnGround: int)

0674
CUSTOM_PLATE_FOR_NEXT_CAR
Sets the numberplate of the next car to be spawned with the specified model
Car.CustomPlateForNextCar(modelId: model_vehicle, text: string)

0676
TASK_SHUFFLE_TO_NEXT_CAR_SEAT
Makes the character move to the seat on the right
Task.ShuffleToNextCarSeat(char: Char, vehicle: Car)

0677
TASK_CHAT_WITH_CHAR
Makes the character chat with another character
Task.ChatWithChar(char: Char, other: Char, leadSpeaker: bool, _p4: int)

0679
ATTACH_CAMERA_TO_VEHICLE
Keeps the camera relative to the car with the specified offset
Camera.AttachToVehicle(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
Puts the camera on the vehicle like in 0679
Camera.AttachToVehicleLookAtVehicle(handle: Car, xOffset: float, yOffset: float, zOffset: float, vehicle: Car, tilt: float, switchStyle: SwitchType)

067B
ATTACH_CAMERA_TO_VEHICLE_LOOK_AT_CHAR
Attaches the camera to the vehicle and points it at the specified character
Camera.AttachToVehicleLookAtChar(car: Car, xOffset: float, yOffset: float, zOffset: float, char: Char, tilt: float, switchStyle: SwitchType)

067C
ATTACH_CAMERA_TO_CHAR
Keeps the camera relative to the actor with the specified offset
Camera.AttachToChar(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
Camera.AttachToCharLookAtVehicle(char: Char, xOffset: float, yOffset: float, zOffset: float, vehicle: Car, tilt: float, switchStyle: SwitchType)

067E
ATTACH_CAMERA_TO_CHAR_LOOK_AT_CHAR
Puts the camera on the character like with 067C
Camera.AttachToCharLookAtChar(handle: Char, xOffset: float, yOffset: float, zOffset: float, char: Char, tilt: float, switchStyle: SwitchType)

067F
FORCE_CAR_LIGHTS
Sets an override for the car's lights
[Car].forceLights(lightMode: CarLights)

0680
ADD_PEDTYPE_AS_ATTRACTOR_USER
[Attractor].addPedTypeAsUser(pedType: PedType)

0681
ATTACH_OBJECT_TO_CAR
[Object].attachToCar(handle: Car, xOffset: float, yOffset: float, zOffset: float, xRotation: float, yRotation: float, zRotation: float)

0682
DETACH_OBJECT
[Object].detach(x: float, y: float, z: float, collisionDetection: bool)

0683
ATTACH_CAR_TO_CAR
[Car].attachToCar(handle: Car, xOffset: float, yOffset: float, zOffset: float, xRotation: float, yRotation: float, zRotation: float)

0684
DETACH_CAR
[Car].detach(x: float, y: float, z: float, collisionDetection: bool)

0685
IS_OBJECT_ATTACHED
[Object].isAttached()

0686
IS_VEHICLE_ATTACHED
[Car].isAttached()

0687
CLEAR_CHAR_TASKS
Clears the char's task, making them quit whatever they were doing
[Char].clearTasks()

0688
TASK_TOGGLE_PED_THREAT_SCANNER
Task.TogglePedThreatScanner(handle: Char, onFoot: bool, inCar: bool, duringScriptTask: bool)

0689
POP_CAR_DOOR
Removes the specified car door component from the car
[Car].popDoor(door: CarDoor, visibility: bool)

068A
FIX_CAR_DOOR
Repairs the car door
[Car].fixDoor(door: CarDoor)

068B
TASK_EVERYONE_LEAVE_CAR
Makes all passengers of the car leave it
[Car].taskEveryoneLeave()

068C
IS_PLAYER_TARGETTING_ANYTHING
Returns true if the specified player is aiming at anything using autoaim
[Player].isTargetingAnything()

068D
GET_ACTIVE_CAMERA_COORDINATES
Stores the cameras coordinates
{ [var x: float], [var y: float], [var z: float] } = Camera.GetActiveCoordinates()

068E
GET_ACTIVE_CAMERA_POINT_AT
Gets the coordinates the camera is pointing to
{ [var x: float], [var y: float], [var z: float] } = Camera.GetActivePointAt()

0697
POP_CAR_PANEL
[Car].popPanel(panelId: int, visibility: bool)

0698
FIX_CAR_PANEL
[Car].fixPanel(panelId: int)

0699
FIX_CAR_TYRE
Repairs a car's tire
[Car].fixTire(tireId: WheelId)

069A
ATTACH_OBJECT_TO_OBJECT
[Object].attachToObject(handle: Object, xOffset: float, yOffset: float, zOffset: float, xRotation: float, yRotation: float, zRotation: float)

069B
ATTACH_OBJECT_TO_CHAR
[Object].attachToChar(handle: Char, xOffset: float, yOffset: float, zOffset: float, xRotation: float, yRotation: float, zRotation: float)

06A2
GET_CAR_SPEED_VECTOR
{ [var x: float], [var y: float], [var z: float] } = [Car].getSpeedVector()

06A3
GET_CAR_MASS
Returns the vehicle's mass
[var mass: float] = [Car].getMass()

06A5
TASK_DIVE_FROM_ATTACHMENT_AND_GET_UP
Task.DiveFromAttachmentAndGetUp(handle: Char, time: int)

06A7
ATTACH_CHAR_TO_BIKE
[Char].attachToBike(vehicle: Car, xOffset: float, yOffset: float, zOffset: float, position: int, _p7: float, _p8: float, weaponType: WeaponType)

06A8
TASK_GOTO_CHAR_OFFSET
Approaches the char at the specified offset, specified by the radius and angle
Task.GotoCharOffset(char: Char, target: Char, time: int, radius: float, heading: float)

06A9
TASK_LOOK_AT_COORD
Makes the actor look at the specified coordinates
Task.LookAtCoord(handle: Char, x: float, y: float, z: float, time: int)

06AB
HIDE_CHAR_WEAPON_FOR_SCRIPTED_CUTSCENE
Hides all of the specified actor's weapons
[Char].hideWeaponForScriptedCutscene(state: bool)

06AC
GET_CHAR_SPEED
Returns the actor's movement speed
[var speed: float] = [Char].getSpeed()

06AD
SET_GROUP_DECISION_MAKER
Sets the decision maker for a group of characters
[Group].setDecisionMaker(handleOrTemplate: DecisionMakerGroupTemplate)

06AE
LOAD_GROUP_DECISION_MAKER
Creates a decision maker for use on groups of actors
[var handle: DecisionMakerGroup] = DecisionMakerGroup.Load(type: int)

06AF
DISABLE_PLAYER_SPRINT
[Player].disableSprint(state: bool)

06B0
TASK_SIT_DOWN
Makes the actor sit down for the specified amount of time
Task.SitDown(handle: Char, time: int)

06B1
CREATE_SEARCHLIGHT
[var handle: Searchlight] = Searchlight.Create(x: float, y: float, z: float, xPoint: float, yPoint: float, zPoint: float, radius: float, radiusPoint: float)

06B2
DELETE_SEARCHLIGHT
[Searchlight].delete()

06B3
DOES_SEARCHLIGHT_EXIST
Returns true if the handle is a valid searchlight handle
Searchlight.DoesExist(handle: any)

06B4
MOVE_SEARCHLIGHT_BETWEEN_COORDS
Makes the specified searchlight travel between the two specified points with the specified speed
[Searchlight].moveBetweenCoords(fromX: float, fromY: float, fromZ: float, toX: float, toY: float, toZ: float, speed: float)

06B5
POINT_SEARCHLIGHT_AT_COORD
Makes the searchlight target move/travel to the specified coords
[Searchlight].pointAtCoord(x: float, y: float, z: float, speed: float)

06B6
POINT_SEARCHLIGHT_AT_CHAR
Makes the searchlight follow the specified actor
[Searchlight].pointAtChar(handle: Char, speed: float)

06B7
IS_CHAR_IN_SEARCHLIGHT
Returns true if the searchlight has spotted the actor
[Searchlight].isCharIn(handle: Char)

06B9
HAS_CUTSCENE_LOADED
Returns true if the cutscene has finished loading
Cutscene.HasLoaded()

06BA
TASK_TURN_CHAR_TO_FACE_COORD
Task.TurnCharToFaceCoord(handle: Char, x: float, y: float, z: float)

06BB
TASK_DRIVE_POINT_ROUTE
Task.DrivePointRoute(char: Char, vehicle: Car, speed: int)

06BC
FIRE_SINGLE_BULLET
World.FireSingleBullet(fromX: float, fromY: float, fromZ: float, toX: float, toY: float, toZ: float, energy: int)

06BD
IS_LINE_OF_SIGHT_CLEAR
Checks if there is something in the range of the two specified points
World.IsLineOfSightClear(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
Returns the Y Angle of the vehicle
[var angle: float] = [Car].getRoll()

06BF
POINT_SEARCHLIGHT_AT_VEHICLE
[Searchlight].pointAtVehicle(handle: Car, speed: float)

06C0
IS_VEHICLE_IN_SEARCHLIGHT
Returns true if the searchlights light is on the vehicle
[Searchlight].isVehicleIn(handle: Car)

06C1
CREATE_SEARCHLIGHT_ON_VEHICLE
Creates a searchlight-styled light cone on a car with the specified offset and points to a certain point
[var handle: Searchlight] = Searchlight.CreateOnVehicle(vehicle: Car, xOffset: float, yOffset: float, zOffset: float, xPoint: float, yPoint: float, zPoint: float, pointRadius: float, radius: float)

06C2
TASK_GO_TO_COORD_WHILE_AIMING
Task.GoToCoordWhileAiming(char: Char, x: float, y: float, z: float, speed: MoveState, turnRadius: float, stopRadius: float, target: Char, xOffset: float, yOffset: float, zOffset: float)

06C3
GET_NUMBER_OF_FIRES_IN_RANGE
[var numFires: int] = World.GetNumberOfFiresInRange(x: float, y: float, z: float, radius: float)

06C4
ADD_BLIP_FOR_SEARCHLIGHT
Creates a blip indicating the searchlights position on the radar
[var handle: Blip] = Blip.AddForSearchlight(searchlight: Searchlight)

06C5
SKIP_TO_END_AND_STOP_PLAYBACK_RECORDED_CAR
[Car].skipToEndAndStopPlayback()

06C7
TASK_CAR_TEMP_ACTION
Makes the AI driver perform the action in the vehicle for the specified period of time
Task.CarTempAction(char: Char, vehicle: Car, actionId: TempAction, time: int)

06C8
SET_LA_RIOTS
Enables the LS Riots, making smoke appear on houses, random car fires occur, peds stealing things and attacking each other in a frenzy
Game.SetLaRiots(state: bool)

06C9
REMOVE_CHAR_FROM_GROUP
Removes the character from their current group
[Char].removeFromGroup()

06CA
ATTACH_SEARCHLIGHT_TO_SEARCHLIGHT_OBJECT
Attaches the searchlight to the specified objects
[Searchlight].attachToObject(spotTower: Object, spotHousing: Object, spotBulb: Object, xOffset: float, yOffset: float, zOffset: float)

06D0
SWITCH_EMERGENCY_SERVICES
Sets whether emergency traffic spawns
Game.SwitchEmergencyServices(state: bool)

06D1
SET_VAR_TEXT_LABEL16
Copies up to 16 characters from src to dest
native("SET_VAR_TEXT_LABEL16", global var dest: string, src: string)

06D2
SET_LVAR_TEXT_LABEL16
Copies up to 16 characters from src to dest
native("SET_LVAR_TEXT_LABEL16", local var dest: string, src: string)

06D5
CREATE_CHECKPOINT
Creates racing/flight style red checkpoint object
[var handle: Checkpoint] = Checkpoint.Create(type: CheckpointType, x: float, y: float, z: float, pointX: float, pointY: float, pointZ: float, radius: float)

06D6
DELETE_CHECKPOINT
[Checkpoint].delete()

06D7
SWITCH_RANDOM_TRAINS
Sets whether trains are generated
Game.SwitchRandomTrains(state: bool)

06D8
CREATE_MISSION_TRAIN
Creates a script handled train from a predefined type (the type dictates how long the train is and the varieties of carriages) and sets the direction for the train to head in
[var handle: Train] = Train.Create(type: int, x: float, y: float, z: float, direction: bool)

06D9
DELETE_MISSION_TRAINS
Destroys all script-created trains
World.DeleteMissionTrains()

06DA
MARK_MISSION_TRAINS_AS_NO_LONGER_NEEDED
Marks the train as no longer needed by the script, allowing it to be deleted by the game
Streaming.MarkMissionTrainsAsNoLongerNeeded()

06DB
DELETE_ALL_TRAINS
Destroys all trains, including those that are not created by the script
World.DeleteAllTrains()

06DC
SET_TRAIN_SPEED
Sets the trains acceleration
[Train].setSpeed(speed: float)

06DD
SET_TRAIN_CRUISE_SPEED
Sets the trains speed
[Train].setCruiseSpeed(speed: float)

06DE
GET_TRAIN_CABOOSE
Gets the handle of the last carriage (known as the "caboose")
[var caboose: Car] = [Train].getCaboose()

06DF
DELETE_PLAYER
Removes the specified player
[Player].delete()

06E0
SET_TWO_PLAYER_CAMERA_MODE
Enables the cooperative camera mode
Camera.SetTwoPlayerMode(state: bool)

06E1
TASK_CAR_MISSION
Sets the car's current mission with various parameters
Task.CarMission(char: Char, vehicle: Car, targetVehicle: Car, missionId: CarMission, cruiseSpeed: float, drivingStyle: DrivingMode)

06E2
TASK_GO_TO_OBJECT
Makes the character go to an object
Task.GoToObject(char: Char, object: Object, time: int, radius: float)

06E3
TASK_WEAPON_ROLL
Task.WeaponRoll(handle: Char, direction: bool)

06E4
TASK_CHAR_ARREST_CHAR
Makes the character attempt to arrest another character
Task.CharArrestChar(char: Char, target: Char)

06E5
GET_AVAILABLE_VEHICLE_MOD
Returns a model id available for the vehicle's mod slot, or -1 otherwise
[var modelId: model_object] = [Car].getAvailableMod(slotId: ModSlot)

06E6
GET_VEHICLE_MOD_TYPE
Returns a slot the upgrade model is for
[var slotId: ModSlot] = Streaming.GetVehicleModType(modelId: model_object)

06E7
ADD_VEHICLE_MOD
Adds a new mod with the model to the vehicle
[var handle: int] = [Car].addMod(modelId: model_object)

06E8
REMOVE_VEHICLE_MOD
Removes the vehicle's mod with the specified model
[Car].removeMod(modelId: model_object)

06E9
REQUEST_VEHICLE_MOD
Loads the upgrade model and any associated models
Streaming.RequestVehicleMod(modelId: model_object)

06EA
HAS_VEHICLE_MOD_LOADED
Returns true if the vehicle upgrade model has loaded
Streaming.HasVehicleModLoaded(modelId: model_object)

06EB
MARK_VEHICLE_MOD_AS_NO_LONGER_NEEDED
Marks the vehicle upgrade model as no longer needed, allowing it to be unloaded by the streamer
Streaming.MarkVehicleModAsNoLongerNeeded(modelId: model_object)

06EC
GET_NUM_AVAILABLE_PAINTJOBS
Gets the number of possible paintjobs that can be applied to the car
[var numPaintjobs: int] = [Car].getNumAvailablePaintjobs()

06ED
GIVE_VEHICLE_PAINTJOB
Sets the car's paintjob
[Car].givePaintjob(paintjobId: int)

06EE
IS_GROUP_MEMBER
Returns true if the character is a member of the specified group
[Char].isGroupMember(handle: Group)

06EF
IS_GROUP_LEADER
Returns true if the character is the leader of the specified group
[Char].isGroupLeader(handle: Group)

06F0
SET_GROUP_SEPARATION_RANGE
Sets how far members of the group can be from the leader before they are removed from the group
[Group].setSeparationRange(range: float)

06F1
LIMIT_TWO_PLAYER_DISTANCE
Sets how far apart players can get on 2-player mode
Game.LimitTwoPlayerDistance(distance: float)

06F2
RELEASE_TWO_PLAYER_DISTANCE
Releases the distance limit set by LIMIT_TWO_PLAYER_DISTANCE
Game.ReleaseTwoPlayerDistance()

06F3
SET_PLAYER_PLAYER_TARGETTING
Enables each player to target the other player
Game.SetPlayerPlayerTargeting(state: bool)

06F5
GET_SCRIPT_FIRE_COORDS
Gets the coordinates of the fire
{ [var x: float], [var y: float], [var z: float] } = [ScriptFire].getCoords()

06F8
GET_NTH_CLOSEST_CAR_NODE_WITH_HEADING
{ [var x: float], [var y: float], [var z: float], [var heading: float] } = Path.GetNthClosestCarNodeWithHeading(xCoord: float, yCoord: float, zCoord: float, nth: int)

06FA
SET_PLAYERS_CAN_BE_IN_SEPARATE_CARS
Sets whether the players can be in separate cars during a 2-player mission
Game.SetPlayersCanBeInSeparateCars(state: bool)

06FC
DOES_CAR_HAVE_STUCK_CAR_CHECK
Returns true if the car has car stuck check enabled
[Car].doesHaveStuckCarCheck()

06FD
SET_PLAYBACK_SPEED
Sets the playback speed of the car playing a car recording
[Car].setPlaybackSpeed(speed: float)

06FF
ARE_ANY_CHARS_NEAR_CHAR
Returns true if any characters are within range of the character
[Char].isNearAnyChars(radius: float)

0701
SKIP_CUTSCENE_END
native("SKIP_CUTSCENE_END")

0702
GET_PERCENTAGE_TAGGED_IN_AREA
Gets the percentage of the number of tags sprayed in the area
[var percent: int] = World.GetPercentageTaggedInArea(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float)

0703
SET_TAG_STATUS_IN_AREA
Sets whether all tags in the area are sprayed
World.SetTagStatusInArea(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, percent: int)

0704
CAR_GOTO_COORDINATES_RACING
Makes the AI drive to the destination as fast as possible, trying to overtake other vehicles
[Car].gotoCoordinatesRacing(x: float, y: float, z: float)

0705
START_PLAYBACK_RECORDED_CAR_USING_AI
Starts the playback of a recorded car with driver AI enabled
[Car].startPlaybackUsingAi(pathId: int)

0706
SKIP_IN_PLAYBACK_RECORDED_CAR
Advances the recorded car playback by the specified amount
[Car].skipInPlayback(amount: float)

0707
SKIP_CUTSCENE_START_INTERNAL
Enables skipping of the current scene
native("SKIP_CUTSCENE_START_INTERNAL", label)

0708
CLEAR_CHAR_DECISION_MAKER_EVENT_RESPONSE
Resets the task for the event of the specified decision maker
[DecisionMakerChar].clearEventResponse(event: Event)

0709
ADD_CHAR_DECISION_MAKER_EVENT_RESPONSE
Sets which action should occur according to the event on the following parameters
[DecisionMakerChar].addEventResponse(event: Event, taskId: TaskId, respect: float, hate: float, like: float, dislike: float, inCar: bool, onFoot: bool)

070A
TASK_PICK_UP_OBJECT
Attaches the specified actor to an object with the optional addition of having it perform an animation
Task.PickUpObject(char: Char, object: Object, xOffset: float, yOffset: float, zOffset: float, boneId: int, _p7: int, animationName: string, animationFile: string, time: int)

070B
DROP_OBJECT
[Char].dropObject(state: bool)

070C
EXPLODE_CAR_IN_CUTSCENE
Makes the vehicle explode without affecting its surroundings
[Car].explodeInCutscene()

070D
BUILD_PLAYER_MODEL
Rebuilds the player model, applying any required texture changes
[Player].buildModel()

070E
PLANE_ATTACK_PLAYER
Sets the planes mission to attack the player
[Plane].attackPlayer(handle: Player, radius: float)

070F
PLANE_FLY_IN_DIRECTION
[Plane].flyInDirection(heading: float, minAltitude: float, maxAltitude: float)

0710
PLANE_FOLLOW_ENTITY
[Plane].followEntity(char: Char, vehicle: Car, altitude: float)

0713
TASK_DRIVE_BY
Task.DriveBy(handle: Char, targetChar: Char, targetVehicle: Car, x: float, y: float, z: float, radius: float, type: DriveByType, rightHandCarSeat: bool, fireRate: int)

0714
SET_CAR_STAY_IN_SLOW_LANE
[Car].setStayInSlowLane(state: bool)

0715
TAKE_REMOTE_CONTROL_OF_CAR
Puts the specified player in control of a remote-control vehicle
Rc.TakeCar(player: Player, vehicle: Car)

0716
IS_CLOSEST_OBJECT_OF_TYPE_SMASHED_OR_DAMAGED
World.IsClosestObjectOfTypeSmashedOrDamaged(x: float, y: float, z: float, radius: float, modelId: model_object, smashed: bool, damaged: bool)

0717
START_SETTING_UP_CONVERSATION
Starts a conversation between the character and the player and clears the conversation lines
Conversation.StartSettingUp(handle: Char)

0719
FINISH_SETTING_UP_CONVERSATION
Begins a script-controlled conversation
Conversation.FinishSettingUp()

071A
IS_CONVERSATION_AT_NODE
Returns true if the conversation is at the specified node
Conversation.IsAtNode(handle: Char, speech: gxt_key)

071E
GET_OBJECT_HEALTH
[var health: int] = [Object].getHealth()

071F
SET_OBJECT_HEALTH
[Object].setHealth(health: int)

0723
BREAK_OBJECT
Smashes the object to pieces
[Object].break(intensity: int)

0724
HELI_ATTACK_PLAYER
Makes the heli follow and attack the current player in the given radius
[Heli].attackPlayer(handle: Player, radius: float)

0726
HELI_FOLLOW_ENTITY
Makes the heli follow the specified actor or vehicle in the air
[Heli].followEntity(char: Char, vehicle: Car, radius: float)

0727
POLICE_HELI_CHASE_ENTITY
Makes the helicopter hunt down the character or the vehicle within the specified radius
[Heli].chaseEntity(char: Char, vehicle: Car, radius: float)

0729
TASK_USE_MOBILE_PHONE
Makes a character pull out a cellphone, answer it, and hold it to their ear
Task.UseMobilePhone(handle: Char, start: bool)

072A
TASK_WARP_CHAR_INTO_CAR_AS_DRIVER
Warps the character into the specified vehicle's driver seat
Task.WarpCharIntoCarAsDriver(char: Char, vehicle: Car)

072B
TASK_WARP_CHAR_INTO_CAR_AS_PASSENGER
Task.WarpCharIntoCarAsPassenger(char: Char, vehicle: Car, seatId: int)

072C
SWITCH_COPS_ON_BIKES
Disables the game from creating police bikes and their riders on the roads
Game.SwitchCopsOnBikes(state: bool)

072D
IS_FLAME_IN_ANGLED_AREA_2D
Returns true if there's any fire particles within the specified area
World.IsFlameInAngledArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

072E
IS_FLAME_IN_ANGLED_AREA_3D
Returns true if there's any flames within the specified area
World.IsFlameInAngledArea3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, angle: float, drawSphere: bool)

072F
ADD_STUCK_CAR_CHECK_WITH_WARP
Attempts to automatically restore vehicles that get stuck or flipped
StuckCarCheck.AddWithWarp(vehicle: Car, distance: float, time: int, stuck: bool, flipped: bool, warp: bool, pathId: int)

0730
DAMAGE_CAR_PANEL
Damages a panel on the car
[Car].damagePanel(panelId: int)

0731
SET_CAR_ROLL
Sets the Y Angle of the vehicle to the specified value
[Car].setRoll(yAngle: float)

0732
SUPPRESS_CAR_MODEL
Prevents the specified car model from spawning for car generators
CarGenerator.SuppressCarModel(model: model_vehicle)

0733
DONT_SUPPRESS_CAR_MODEL
Allows the specified car model to spawn for car generators
CarGenerator.DontSuppressCarModel(modelId: model_vehicle)

0734
DONT_SUPPRESS_ANY_CAR_MODELS
Resets the disabled car model list for car generators
CarGenerator.DontSuppressAnyCarModels()

0737
IS_CHAR_HOLDING_OBJECT
Returns true if the actor is lifting the specified object
[Char].isHoldingObject(handle: Object)

073B
SET_CAR_CAN_GO_AGAINST_TRAFFIC
Sets whether the vehicle will drive the wrong way on roads
[Car].setCanGoAgainstTraffic(state: bool)

073C
DAMAGE_CAR_DOOR
Damages a component on the vehicle
[Car].damageDoor(door: CarDoor)

073E
GET_RANDOM_CAR_IN_SPHERE_NO_SAVE
[var handle: Car] = World.GetRandomCarInSphereNoSave(x: float, y: float, z: float, radius: float, model: model_vehicle)

073F
GET_RANDOM_CHAR_IN_SPHERE
[var handle: Char] = World.GetRandomCharInSphere(x: float, y: float, z: float, radius: float, civilian: bool, gang: bool, criminal: bool)

0741
HAS_CHAR_BEEN_ARRESTED
Returns true if the character has been arrested
[Char].hasBeenArrested()

0742
SET_PLANE_THROTTLE
[Plane].setThrottle(throttle: float)

0743
HELI_LAND_AT_COORDS
[Heli].landAtCoords(x: float, y: float, z: float, minAltitude: float, maxAltitude: float)

0745
PLANE_STARTS_IN_AIR
Provides the aircraft with full power so it can start flying mid-air
[Plane].startsInAir()

0746
SET_RELATIONSHIP
Sets the attitude of peds with one pedtype towards peds of another pedtype
Game.SetRelationship(relationshipType: RelationshipType, ofPedType: PedType, toPedType: PedType)

0747
CLEAR_RELATIONSHIP
Game.ClearRelationship(relationshipType: RelationshipType, ofPedType: PedType, toPedType: PedType)

0749
CLEAR_GROUP_DECISION_MAKER_EVENT_RESPONSE
Resets the task for the event of the specified group decision maker
[DecisionMakerGroup].clearEventResponse(event: Event)

074A
ADD_GROUP_DECISION_MAKER_EVENT_RESPONSE
Sets which action should occur according to the event on the following parameters
[DecisionMakerGroup].addEventResponse(event: Event, taskId: TaskId, respect: float, hate: float, like: float, dislike: float, inCar: bool, onFoot: bool)

074B
DRAW_SPRITE_WITH_ROTATION
This is an extended version of 038D with scale and angle parameters
Hud.DrawSpriteWithRotation(memorySlot: int, offsetLeft: float, offsetTop: float, width: float, height: float, angle: float, red: int, green: int, blue: int, alpha: int)

074C
TASK_USE_ATTRACTOR
Task.UseAttractor(char: Char, attractor: Attractor)

074D
TASK_SHOOT_AT_CHAR
Task.ShootAtChar(handle: Char, target: Char, time: int)

074E
SET_INFORM_RESPECTED_FRIENDS
[Char].setInformRespectedFriends(radius: float, _p3: int)

074F
IS_CHAR_RESPONDING_TO_EVENT
Returns true if the character is responding to the specified ped event
[Char].isRespondingToEvent(event: Event)

0750
SET_OBJECT_VISIBLE
Sets whether the object is visible
[Object].setVisible(state: bool)

0751
TASK_FLEE_CHAR_ANY_MEANS
Task.FleeCharAnyMeans(handle: Char, threat: Char, runDistance: float, time: int, changeCourse: bool, _p6: int, _p7: int, radius: float)

0754
FLUSH_PATROL_ROUTE
Clears all previous patrol data to start a new patrol route, which can be used in combination with 0755 to create patrol routes
Path.FlushPatrolRoute()

0755
EXTEND_PATROL_ROUTE
Adds a new point to the patrol route
Path.ExtendPatrolRoute(x: float, y: float, z: float, animationName: string, animationFile: string)

075A
PLAY_OBJECT_ANIM
Plays an object animation
[Object].playAnim(animationName: string, animationFile: string, frameDelta: float, lockF: bool, loop: bool)

075B
SET_RADAR_ZOOM
Hud.SetRadarZoom(zoom: int)

075C
DOES_BLIP_EXIST
Returns true if the handle is a valid blip handle
Blip.DoesExist(handle: any)

075D
LOAD_PRICES
Shopping.LoadPrices(sectionName: string)

075E
LOAD_SHOP
Shopping.Load(name: string)

075F
GET_NUMBER_OF_ITEMS_IN_SHOP
[var numItems: int] = Shopping.GetNumberOfItems()

0760
GET_ITEM_IN_SHOP
Returns an identifier for an item associated with the shopping data entry
[var id: int] = Shopping.GetItem(nth: int)

0761
GET_PRICE_OF_ITEM
[var price: int] = Shopping.GetPriceOfItem(itemId: int)

0762
TASK_DEAD
Kills the character
Task.Dead(handle: Char)

0763
SET_CAR_AS_MISSION_CAR
Sets the script as the owner of the vehicle and adds it to the mission cleanup list
[Car].setAsMissionCar()

0767
SET_ZONE_POPULATION_TYPE
Zone.SetPopulationType(zone: zone_key, type: ZoneType)

076A
SET_ZONE_DEALER_STRENGTH
Sets the total number of drug dealers in the zone
Zone.SetDealerStrength(zone: zone_key, strength: int)

076B
GET_ZONE_DEALER_STRENGTH
Returns the drug dealer density of the specified zone
[var density: int] = Zone.GetDealerStrength(zone: zone_key)

076C
SET_ZONE_GANG_STRENGTH
Sets the density of the gang members in the specified zone
Zone.SetGangStrength(zoneId: zone_key, gangId: GangType, density: int)

076D
GET_ZONE_GANG_STRENGTH
Returns the density of the gang members in the specified zone
[var density: int] = Zone.GetGangStrength(zone: zone_key, gangId: GangType)

076F
IS_MESSAGE_BEING_DISPLAYED
Returns true if a priority GXT string is displayed on screen
Text.IsMessageBeingDisplayed()

0770
SET_CHAR_IS_TARGET_PRIORITY
Causes the auto aim to be more likely to target the specified actor than actors without this flag
[Char].setIsTargetPriority(state: bool)

0771
CUSTOM_PLATE_DESIGN_FOR_NEXT_CAR
Sets the town ID of the license plate which is created on the specified model, affecting which texture is chosen for the plate
Streaming.CustomPlateDesignForNextCar(modelId: model_vehicle, townId: Town)

0772
TASK_GOTO_CAR
Task.GotoCar(char: Char, vehicle: Car, time: int, radius: float)

0776
REQUEST_IPL
Streaming.RequestIpl(iplName: string)

0777
REMOVE_IPL
Streaming.RemoveIpl(iplName: string)

0778
REMOVE_IPL_DISCREETLY
Streaming.RemoveIplDiscreetly(iplName: string)

077A
SET_CHAR_RELATIONSHIP
[Char].setRelationship(relationshipType: RelationshipType, pedType: PedType)

077B
CLEAR_CHAR_RELATIONSHIP
[Char].clearRelationship(relationshipType: RelationshipType, toPedType: PedType)

077C
CLEAR_ALL_CHAR_RELATIONSHIPS
[Char].clearAllRelationships(relationshipType: RelationshipType)

077D
GET_CAR_PITCH
Returns the X Angle of the vehicle
[var angle: float] = [Car].getPitch()

077E
GET_AREA_VISIBLE
Gets the current interior ID
[var areaId: int] = Streaming.GetAreaVisible()

0780
HELI_KEEP_ENTITY_IN_VIEW
[Heli].keepEntityInView(char: Char, vehicle: Car, minAltitude: float, maxAltitude: any)

0781
GET_WEAPONTYPE_MODEL
Gets the model ID of the weapon according to the weapon type
[var modelId: model_object] = Weapon.GetModel(weaponType: WeaponType)

0782
GET_WEAPONTYPE_SLOT
[var slot: int] = Weapon.GetSlot(weaponType: WeaponType)

0783
GET_SHOPPING_EXTRA_INFO
[var value: int] = Shopping.GetExtraInfo(itemId: int, flag: int)

0784
GIVE_PLAYER_CLOTHES
[Player].giveClothes(textureHash: int, modelHash: int, bodyPart: BodyPart)

0786
GET_NUMBER_OF_FIRES_IN_AREA
Gets the number of fires within the specified area
[var numFires: int] = World.GetNumberOfFiresInArea(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

0788
ATTACH_WINCH_TO_HELI
[Heli].attachWinch(state: bool)

0789
RELEASE_ENTITY_FROM_WINCH
[Heli].releaseEntityFromWinch()

078A
GET_TRAIN_CARRIAGE
Gets the nth train carriage
[var carriage: Car] = [Train].getCarriage(number: int)

078B
GRAB_ENTITY_ON_WINCH
Retrieves the entity attached to the heli's magnet and returns to specific variables depending on the entities type
{ [var char: Char], [var vehicle: Car], [var object: Object] } = [Heli].grabEntityOnWinch()

078C
GET_NAME_OF_ITEM
[var name: string] = Shopping.GetNameOfItem(itemId: int)

078F
TASK_CLIMB
Makes the character jump and climb on an object
Task.Climb(handle: Char, flag: bool)

0790
BUY_ITEM
Charges the player for the purchase of the item and in many cases, automatically gives the item to the player
Shopping.BuyItem(itemId: int)

0792
CLEAR_CHAR_TASKS_IMMEDIATELY
Clears all the characters tasks immediately, resetting the character to an idle state
[Char].clearTasksImmediately()

0793
STORE_CLOTHES_STATE
Stores the players current clothes to later be restored with 0794
Player.StoreClothesState()

0794
RESTORE_CLOTHES_STATE
Restores the players clothes stored with 0793
Player.RestoreClothesState()

0796
GET_ROPE_HEIGHT_FOR_OBJECT
[var height: float] = [Object].getRopeHeight()

0797
SET_ROPE_HEIGHT_FOR_OBJECT
[Object].setRopeHeight(height: float)

0798
GRAB_ENTITY_ON_ROPE_FOR_OBJECT
{ [var vehicle: Car], [var char: Char], [var object: Object] } = [Object].grabEntityOnRope()

0799
RELEASE_ENTITY_FROM_ROPE_FOR_OBJECT
[Object].releaseEntityFromRope()

079D
PLAYER_ENTERED_DOCK_CRANE
Puts the player in the San Fierro dock crane
Crane.PlayerEnteredDockCrane()

079E
PLAYER_ENTERED_BUILDINGSITE_CRANE
Puts the player in the San Fierro building site crane
Crane.PlayerEnteredBuildingsiteCrane()

079F
PLAYER_LEFT_CRANE
Removes the player from the current crane
Crane.PlayerLeftCrane()

07A0
PERFORM_SEQUENCE_TASK_FROM_PROGRESS
[Char].performSequenceFromProgress(sequence: Sequence, _p3: int, _p4: int)

07A1
SET_NEXT_DESIRED_MOVE_STATE
Sets how the character chooses to go to their destination in the next task without a parameter specifying this
Char.SetNextDesiredMoveState(moveState: MoveState)

07A3
TASK_GOTO_CHAR_AIMING
Task.GotoCharAiming(handle: Char, target: Char, radiusFrom: float, radiusTo: float)

07A4
GET_SEQUENCE_PROGRESS_RECURSIVE
{ [var _p2: int], [var _p3: int] } = [Char].getSequenceProgressRecursive()

07A5
TASK_KILL_CHAR_ON_FOOT_TIMED
Makes the character attack the specified character
Task.KillCharOnFootTimed(handle: Char, target: Char, time: int)

07A6
GET_NEAREST_TAG_POSITION
{ [var x: float], [var y: float], [var z: float] } = World.GetNearestTagPosition(xCoord: float, yCoord: float, zCoord: float)

07A7
TASK_JETPACK
Task.Jetpack(handle: Char)

07A8
SET_AREA51_SAM_SITE
Enables or disables the SAM site at the Area 51
Game.SetArea51SamSite(state: bool)

07A9
IS_CHAR_IN_ANY_SEARCHLIGHT
Returns the handle for the searchlight that's targeting the character
[var handle: Searchlight] = [Char].isInAnySearchlight()

07AB
IS_TRAILER_ATTACHED_TO_CAB
Returns true if CAR A has CAR B attached to it like a trailer
[Trailer].isAttachedToCab(cab: Car)

07AC
DETACH_TRAILER_FROM_CAB
Detaches the trailer from the car which it is attached to
[Trailer].detachFromCab(cab: Car)

07AF
GET_PLAYER_GROUP
[var handle: Group] = [Player].getGroup()

07B0
GET_LOADED_SHOP
Returns the name of currently loaded subsection in shopping
[var name: string] = Shopping.GetLoaded()

07B1
GET_BEAT_PROXIMITY
{ [var _p2: int], [var _p3: int], [var _p4: int] } = Audio.GetBeatProximity(_p1: int)

07B3
SET_GROUP_DEFAULT_TASK_ALLOCATOR
[Group].setDefaultTaskAllocator(defaultTaskAllocator: DefaultTaskAllocator)

07B4
SET_PLAYER_GROUP_RECRUITMENT
[Player].setGroupRecruitment(state: bool)

07BB
ACTIVATE_HELI_SPEED_CHEAT
Provides the heli with extra thrust power
[Heli].activateSpeedCheat(power: int)

07BC
TASK_SET_CHAR_DECISION_MAKER
Sets the decision maker used by the specified actor
Task.SetCharDecisionMaker(char: Char, handleOrTemplate: DecisionMakerCharTemplate)

07BD
DELETE_MISSION_TRAIN
Removes the specified script created train
[Train].delete()

07BE
MARK_MISSION_TRAIN_AS_NO_LONGER_NEEDED
Removes the specified script created train from the list of trains that the game shouldn't delete
[Train].markAsNoLongerNeeded()

07BF
SET_BLIP_ALWAYS_DISPLAY_ON_ZOOMED_RADAR
Sets whether the tracking blip will remain regardless of the entities existance
[Blip].setAlwaysDisplayOnZoomedRadar(state: bool)

07C0
REQUEST_CAR_RECORDING
Loads the specified car recording
Streaming.RequestCarRecording(pathId: int)

07C1
HAS_CAR_RECORDING_BEEN_LOADED
Returns true if the car recording has finished loading
Streaming.HasCarRecordingBeenLoaded(pathId: int)

07C3
GET_OBJECT_QUATERNION
Gets the object's quaternion
{ [var x: float], [var y: float], [var z: float], [var w: float] } = [Object].getQuaternion()

07C4
SET_OBJECT_QUATERNION
Sets the object's quaternion
[Object].setQuaternion(x: float, y: float, z: float, w: float)

07C5
GET_VEHICLE_QUATERNION
Gets the quaternion values of the car
{ [var x: float], [var y: float], [var z: float], [var w: float] } = [Car].getQuaternion()

07C6
SET_VEHICLE_QUATERNION
Sets the rotation of a vehicle using quaternion values
[Car].setQuaternion(x: float, y: float, z: float, w: float)

07C7
SET_MISSION_TRAIN_COORDINATES
Puts the train on the rails nearest to the specified coordinates
[Train].setCoordinates(x: float, y: float, z: float)

07C9
TASK_COMPLEX_PICKUP_OBJECT
Task.ComplexPickupObject(char: Char, object: Object)

07CB
LISTEN_TO_PLAYER_GROUP_COMMANDS
[Char].listenToPlayerGroupCommands(state: bool)

07CC
SET_PLAYER_ENTER_CAR_BUTTON
Sets whether the player can enter and exit vehicles
Pad.SetPlayerEnterCarButton(playerId: Player, state: bool)

07CD
TASK_CHAR_SLIDE_TO_COORD
Task.CharSlideToCoord(handle: Char, x: float, y: float, z: float, angle: float, radius: float)

07D0
GET_CURRENT_DAY_OF_WEEK
Returns an integer representation of the in-game day of the week
[var day: int] = Clock.GetCurrentDayOfWeek()

07D3
REGISTER_SCRIPT_BRAIN_FOR_CODE_USE
Sets the name for the script brain, enabling it to be initiated by the EXE
StreamedScript.RegisterScriptBrainForCodeUse(id: script_id, _p2: string)

07D5
APPLY_FORCE_TO_CAR
[Car].applyForce(xOffset: float, yOffset: float, zOffset: float, xRotation: float, yRotation: float, zRotation: float)

07D6
IS_INT_LVAR_EQUAL_TO_INT_VAR
Returns true if the integer value of the local variable is equivalent to the integer value of the global variable
native("IS_INT_LVAR_EQUAL_TO_INT_VAR", local var _p1: int, global var _p2: int)

07D7
IS_FLOAT_LVAR_EQUAL_TO_FLOAT_VAR
Returns true if the float value of the local variable is equivalent to the float value of the global variable
native("IS_FLOAT_LVAR_EQUAL_TO_FLOAT_VAR", local var _p1: float, global var _p2: float)

07DA
ADD_TO_CAR_ROTATION_VELOCITY
[Car].addToRotationVelocity(x: float, y: float, z: float)

07DB
SET_CAR_ROTATION_VELOCITY
[Car].setRotationVelocity(x: float, y: float, z: float)

07DD
SET_CHAR_SHOOT_RATE
Sets the attack rate of the actor
[Char].setShootRate(rate: int)

07DE
IS_MODEL_IN_CDIMAGE
Returns true if a file for the model exists
Streaming.IsModelInCdimage(modelId: model_any)

07DF
REMOVE_OIL_PUDDLES_IN_AREA
World.RemoveOilPuddlesInArea(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float)

07E0
SET_BLIP_AS_FRIENDLY
[Blip].setAsFriendly(state: bool)

07E1
TASK_SWIM_TO_COORD
Task.SwimToCoord(handle: Char, x: float, y: float, z: float)

07E4
GET_MODEL_DIMENSIONS
{ [var leftBottomBackX: float], [var leftBottomBackY: float], [var leftBottomBackZ: float], [var rightTopFrontX: float], [var rightTopFrontY: float], [var rightTopFrontZ: float] } = Streaming.GetModelDimensions(modelId: model_any)

07E5
COPY_CHAR_DECISION_MAKER
Copies a decision makers data to another decision maker
[var handle: DecisionMakerChar] = DecisionMakerChar.Copy(handleOrTemplate: DecisionMakerCharTemplate)

07E6
COPY_GROUP_DECISION_MAKER
Creates copy of group decision maker and adds it to mission cleanup list. Otherwise should be released with REMOVE_DECISION_MAKER
[var handle: DecisionMakerGroup] = DecisionMakerGroup.Copy(handleOrTemplate: DecisionMakerGroupTemplate)

07E7
TASK_DRIVE_POINT_ROUTE_ADVANCED
Task.DrivePointRouteAdvanced(char: Char, vehicle: Car, speed: float, driveStyle: DriveMode, modelId: model_vehicle, drivingStyle: DrivingMode)

07E8
IS_RELATIONSHIP_SET
Returns true if the specified relationship between ped types is set
Game.IsRelationshipSet(relationshipType: RelationshipType, ofPedType: PedType, toPedType: PedType)

07EE
SET_CAR_ALWAYS_CREATE_SKIDS
[Car].setAlwaysCreateSkids(state: bool)

07EF
GET_CITY_FROM_COORDS
Returns the town the specified location is within
[var townId: Town] = World.GetCityFromCoords(x: float, y: float, z: float)

07F0
HAS_OBJECT_OF_TYPE_BEEN_SMASHED
World.HasObjectOfTypeBeenSmashed(x: float, y: float, z: float, radius: float, modelId: model_object)

07F1
IS_PLAYER_PERFORMING_WHEELIE
[Player].isPerformingWheelie()

07F2
IS_PLAYER_PERFORMING_STOPPIE
Returns true if the player is performing a stoppie
[Player].isPerformingStoppie()

07F3
SET_CHECKPOINT_COORDS
[Checkpoint].setCoords(x: float, y: float, z: float)

07F5
CONTROL_CAR_HYDRAULICS
[Car].controlHydraulics(_p2: float, _p3: float, _p4: float, _p5: float)

07F6
GET_GROUP_SIZE
{ [var numLeaders: int], [var numMembers: int] } = [Group].getSize()

07F7
SET_OBJECT_COLLISION_DAMAGE_EFFECT
Sets whether the object can be destroyed or not
[Object].setCollisionDamageEffect(state: bool)

07F8
SET_CAR_FOLLOW_CAR
[Car].setFollowCar(handle: Car, radius: float)

07F9
PLAYER_ENTERED_QUARRY_CRANE
Puts the player in the crane at the quarry near Las Venturras
Crane.PlayerEnteredQuarryCrane()

07FA
PLAYER_ENTERED_LAS_VEGAS_CRANE
Puts the player in the crane at the building site in Las Venturras
Crane.PlayerEnteredLasVegasCrane()

07FB
SWITCH_ENTRY_EXIT
Locates the enex marker via the specified name and sets whether it is visible and usable
World.SwitchEntryExit(interiorName: string, state: bool)

07FC
DISPLAY_TEXT_WITH_FLOAT
Converts the float to two separate numbers to use in a 2-numbered GXT entry, and draws the text
Text.DisplayWithFloat(leftTopX: float, leftTopY: float, key: gxt_key, value: float, precision: int)

07FD
DOES_GROUP_EXIST
Returns true if the handle is a valid group handle
Group.DoesExist(handle: any)

07FE
GIVE_MELEE_ATTACK_TO_CHAR
Sets the specified characters fighting style and moves
[Char].giveMeleeAttack(fightStyle: FightStyle, moveId: int)

07FF
SET_CAR_HYDRAULICS
Enables hydraulic suspension on the car
[Car].setHydraulics(state: bool)

0800
IS_2PLAYER_GAME_GOING_ON
Returns true if the game is in 2-player mode
Game.Is2PlayerGameGoingOn()

0801
GET_CAMERA_FOV
Returns the cameras field of view
[var fov: float] = Camera.GetFov()

0803
DOES_CAR_HAVE_HYDRAULICS
Returns true if the car has hydraulics installed
[Car].doesHaveHydraulics()

0804
TASK_CHAR_SLIDE_TO_COORD_AND_PLAY_ANIM
Makes a character walk to the specified point, trun to heading, then play an animation
Task.CharSlideToCoordAndPlayAnim(handle: Char, x: float, y: float, z: float, heading: float, radius: float, animationName: string, animationFile: string, blendSpeed: float, loop: bool, lockX: bool, lockY: bool, keepLastFrame: bool, time: int)

0806
GET_TOTAL_NUMBER_OF_PEDS_KILLED_BY_PLAYER
Returns the number of peds killed by the player since the last reset (0297)
[var numPeds: int] = [Player].getTotalNumberOfPedsKilled()

080A
GET_LEVEL_DESIGN_COORDS_FOR_OBJECT
{ [var x: float], [var y: float], [var z: float] } = [Object].getLevelDesignCoords(nth: int)

080E
GET_CHAR_HIGHEST_PRIORITY_EVENT
Gets the characters active ped event
[var event: Event] = [Char].getHighestPriorityEvent()

0810
GET_PARKING_NODE_IN_AREA
Stores the coordinates of the nearest car park node in the specified area
{ [var x: float], [var y: float], [var z: float] } = World.GetParkingNodeInArea(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

0811
GET_CAR_CHAR_IS_USING
Stores a handle for the vehicle the character is in or entering (alts: 00D9,03C0,0484)
[var handle: Car] = [Char].getCarIsUsing()

0812
TASK_PLAY_ANIM_NON_INTERRUPTABLE
Makes the character perform an animation like TASK_PLAY_ANIM, except it will not be disturbed by any events
Task.PlayAnimNonInterruptable(handle: Char, animationName: string, animationFile: string, blendSpeed: float, loop: bool, lockX: bool, lockY: bool, keepLastFrame: bool, time: int)

0814
ADD_STUNT_JUMP
Creates a trigger for a Unique Jump bonus
World.AddStuntJump(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
Sets the object's coordinates without affecting the rotation
[Object].setCoordinatesAndVelocity(x: float, y: float, z: float)

0816
SET_CHAR_KINDA_STAY_IN_SAME_PLACE
Sets whether the character shouldn't chase their victim far (to attempt a melee attack or get in weapon range)
[Char].setKindaStayInSamePlace(state: bool)

0817
TASK_FOLLOW_PATROL_ROUTE
Assigns the character to the patrol path
Task.FollowPatrolRoute(handle: Char, speed: MoveState, mode: RouteMode)

0818
IS_CHAR_IN_AIR
Returns true if the character is in the air
[Char].isInAir()

0819
GET_CHAR_HEIGHT_ABOVE_GROUND
Returns the actor's distance from ground
[var height: float] = [Char].getHeightAboveGround()

081A
SET_CHAR_WEAPON_SKILL
Sets the characters fire arms wielding style
[Char].setWeaponSkill(skill: WeaponSkill)

081C
SET_TEXT_EDGE
Adds an outline to the next text drawn using a text draw command
Text.SetEdge(size: int, red: int, green: int, blue: int, alpha: int)

081D
SET_CAR_ENGINE_BROKEN
Sets whether the car's engine is broken
[Car].setEngineBroken(state: bool)

081E
IS_THIS_MODEL_A_BOAT
Returns true if the model is the model of a boat
Streaming.IsThisModelABoat(modelId: model_any)

081F
IS_THIS_MODEL_A_PLANE
Returns true if the model is the model of a plane
Streaming.IsThisModelAPlane(modelId: model_any)

0820
IS_THIS_MODEL_A_HELI
Returns true if the model is the model of a helicopter
Streaming.IsThisModelAHeli(modelId: model_any)

0822
SET_FIRST_PERSON_IN_CAR_CAMERA_MODE
Enables vehicle bumper view for the camera
Camera.SetFirstPersonInCarMode(state: bool)

0823
TASK_GREET_PARTNER
Makes a character greet another character with a handshake
Task.GreetPartner(handle: Char, partner: Char, approachRatio: float, greetStyle: int)

0825
SET_HELI_BLADES_FULL_SPEED
Makes the helicopter rotor spin at full speed instantly
[Heli].setBladesFullSpeed()

0826
DISPLAY_HUD
Sets whether the HUD displays
Hud.Display(state: bool)

0827
CONNECT_LODS
Sets which LOD object should show when the object is being viewed from far away
[Object].connectLods(lodObject: Object)

0828
SET_MAX_FIRE_GENERATIONS
Sets the limit on how many fires can be created from other fires when "propagation" was enabled on 02CF
Game.SetMaxFireGenerations(limit: int)

0829
TASK_DIE_NAMED_ANIM
Makes the actor perform an animation similarly to 0605
Task.DieNamedAnim(handle: Char, animationName: string, animationFile: string, blendSpeed: float, time: int)

082A
SET_PLAYER_DUCK_BUTTON
Sets whether the player can use the crouch button
Pad.SetPlayerDuckButton(playerId: Player, state: bool)

0830
SET_POOL_TABLE_COORDS
Creates a pool collision object
World.SetPoolTableCoords(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

0833
HAS_OBJECT_BEEN_PHOTOGRAPHED
Returns true if the object has been photographed
[Object].hasBeenPhotographed()

0834
DO_CAMERA_BUMP
Bumps the camera in the specified direction as if it had collided
Camera.DoBump(xOffset: float, yOffset: float)

0835
GET_CURRENT_DATE
Returns the in-game day of the month and month of the year
{ [var day: int], [var month: int] } = Clock.GetCurrentDate()

0836
SET_OBJECT_ANIM_SPEED
Sets the object's animation speed
[Object].setAnimSpeed(animationName: string, speed: float)

0837
IS_OBJECT_PLAYING_ANIM
Returns true if the object is playing the specified animation
[Object].isPlayingAnim(animationName: string)

0839
GET_OBJECT_ANIM_CURRENT_TIME
Gets the current progress of the object's animation
[var time: float] = [Object].getAnimCurrentTime(animationName: string)

083A
SET_OBJECT_ANIM_CURRENT_TIME
Sets the progress of an animation, with 0
[Object].setAnimCurrentTime(animationName: string, time: float)

083C
SET_CHAR_VELOCITY
Sets the characters velocity
[Char].setVelocity(x: float, y: float, z: float)

083D
GET_CHAR_VELOCITY
Gets the characters velocity
{ [var x: float], [var y: float], [var z: float] } = [Char].getVelocity()

083E
SET_CHAR_ROTATION
Sets the characters rotation
[Char].setRotation(x: float, y: float, z: float)

083F
GET_CAR_UPRIGHT_VALUE
Gets the car's vertical angle
[var value: float] = [Car].getUprightValue()

0840
SET_VEHICLE_AREA_VISIBLE
[Car].setAreaVisible(interiorId: int)

0841
SELECT_WEAPONS_FOR_VEHICLE
Sets the vehicle to use its secondary guns
[Car].selectWeapons(_p2: int)

0842
GET_CITY_PLAYER_IS_IN
Gets the players current town ID
[var townId: Town] = [Player].getCityIsIn()

0843
GET_NAME_OF_ZONE
Returns the GXT key associated with the zone at the specified coordinates
[var key: gxt_key] = Zone.GetTextKey(x: float, y: float, z: float)

0844
IS_VAR_TEXT_LABEL_EMPTY
Returns true if the string is empty
Text.IsEmpty(global var text: string)

0845
IS_LVAR_TEXT_LABEL_EMPTY
Returns true if the string is empty
Text.IsEmpty(local var text: string)

0846
IS_VAR_TEXT_LABEL16_EMPTY
Returns true if the string is empty
Text.IsEmpty(global var text: string)

0847
IS_LVAR_TEXT_LABEL16_EMPTY
Returns true if the string is empty
Text.IsEmpty(local var text: string)

084D
ACTIVATE_INTERIOR_PEDS
Enables ped spawning in interiors
Game.ActivateInteriorPeds(state: bool)

084E
SET_VEHICLE_CAN_BE_TARGETTED
Sets whether the vehicle can be targeted
[Car].setCanBeTargeted(state: bool)

0850
TASK_FOLLOW_FOOTSTEPS
Makes one actor follow another
Task.FollowFootsteps(handle: Char, target: Char)

0851
DAMAGE_CHAR
Decreases the characters health
[Char].damage(amount: int, damageArmour: bool)

0852
SET_CAR_CAN_BE_VISIBLY_DAMAGED
Sets whether the vehicle can be visibly damaged
[Car].setCanBeVisiblyDamaged(state: bool)

0853
SET_HELI_REACHED_TARGET_DISTANCE
[Heli].setReachedTargetDistance(distance: int)

0855
GET_SOUND_LEVEL_AT_COORDS
Gets the level that the character can hear noise at the specified position
[var level: float] = World.GetSoundLevelAtCoords(handle: Char, x: float, y: float, z: float)

0856
SET_CHAR_ALLOWED_TO_DUCK
Sets whether the character can crouch
[Char].setAllowedToDuck(state: bool)

0858
SET_HEADING_FOR_ATTACHED_PLAYER
Sets the view angle for the player attached to an object or vehicle
[Player].setHeadingForAttached(heading: float, rotationSpeed: float)

0859
TASK_WALK_ALONGSIDE_CHAR
Makes the character walk alongside the specified character
Task.WalkAlongsideChar(handle: Char, target: Char)

085A
CREATE_EMERGENCY_SERVICES_CAR
Creates an emergency service vehicle on the closest road to the specified coordinates
World.CreateEmergencyServicesCar(model: model_vehicle, x: float, y: float, z: float)

085B
TASK_KINDA_STAY_IN_SAME_PLACE
Makes the character stay near their current position
Task.KindaStayInSamePlace(handle: Char, state: bool)

085E
START_PLAYBACK_RECORDED_CAR_LOOPED
Starts looped playback of a recorded car path
[Car].startPlaybackLooped(pathId: int)

0860
SET_CHAR_AREA_VISIBLE
Sets the interior that the char is in
[Char].setAreaVisible(areaId: int)

0861
IS_ATTACHED_PLAYER_HEADING_ACHIEVED
Returns true if the heading has finished being applied, as started by 0858
[Player].isAttachedHeadingAchieved()

0864
ENABLE_ENTRY_EXIT_PLAYER_GROUP_WARPING
Enables the entry/exit marker in the specified radius of the coordinates
Game.EnableEntryExitPlayerGroupWarping(x: float, y: float, radius: float, state: bool)

0866
GET_CLOSEST_STEALABLE_OBJECT
Gets the closest object which can be stolen for burglary missions
[var handle: Object] = World.GetClosestStealableObject(x: float, y: float, z: float, radius: float)

0867
IS_PROCEDURAL_INTERIOR_ACTIVE
Returns true in interactive interiors
Game.IsProceduralInteriorActive(areaId: int)

0871
SWITCH_START
Takes an input value and uses it to determine which label to go to in the code
native("SWITCH_START", caseId: int, numCases: int, hasDefaultCase: bool, defaultLabel: label, caseNum1: int, caseLabel1: label, caseNum2: int, caseLabel2: label, caseNum3: int, caseLabel3: label, caseNum4: int, caseLabel4: label, caseNum5: int, caseLabel5: label, caseNum6: int, caseLabel6: label, caseNum7: int, caseLabel7: label)

0872
SWITCH_CONTINUED
Accompanies 0871, increasing the number of possible cases (max 75)
native("SWITCH_CONTINUED", caseNum1: int, caseLabel1: label, caseNum2: int, caseLabel2: label, caseNum3: int, caseLabel3: label, caseNum4: int, caseLabel4: label, caseNum5: int, caseLabel5: label, caseNum6: int, caseLabel6: label, caseNum7: int, caseLabel7: label, caseNum8: int, caseLabel8: label, caseNum9: int, caseLabel9: label)

0873
REMOVE_CAR_RECORDING
Unloads the car recording
Streaming.RemoveCarRecording(pathId: int)

0874
SET_ZONE_POPULATION_RACE
Zone.SetPopulationRace(zone: zone_key, races: RaceSet)

0875
SET_OBJECT_ONLY_DAMAGED_BY_PLAYER
Makes the object damageable only by the player
[Object].setOnlyDamagedByPlayer(state: bool)

0876
CREATE_BIRDS
Creates a flock of birds flying in the specified direction
World.CreateBirds(xFrom: float, yFrom: float, zFrom: float, xTo: float, yTo: float, zTo: float, quantity: int, type: int)

0878
SET_VEHICLE_DIRT_LEVEL
Sets the dirt level of the car
[Car].setDirtLevel(level: float)

0879
SET_GANG_WARS_ACTIVE
Sets whether gang wars can be started by the player or enemy gangs
Game.SetGangWarsActive(state: bool)

087A
IS_GANG_WAR_GOING_ON
Returns true if there is a gang war happening
Game.IsGangWarGoingOn()

087B
GIVE_PLAYER_CLOTHES_OUTSIDE_SHOP
Sets the players clothing
[Player].giveClothesOutsideShop(textureName: string, modelName: string, bodyPart: BodyPart)

087C
CLEAR_LOADED_SHOP
Releases the loaded shopping data
Shopping.ClearLoaded()

087D
SET_GROUP_SEQUENCE
Sets the default task sequence for members of the group
[Group].setSequence(sequence: Sequence)

087E
SET_CHAR_DROPS_WEAPONS_WHEN_DEAD
Sets whether the character will drop any of their weapons when they die
[Char].setDropsWeaponsWhenDead(state: bool)

087F
SET_CHAR_NEVER_LEAVES_GROUP
Prevents the character from leaving their group
[Char].setNeverLeavesGroup(state: bool)

0881
SET_PLAYER_FIRE_BUTTON
Sets whether the player is able to use weapons
Pad.SetPlayerFireButton(playerId: Player, state: bool)

0883
ATTACH_FX_SYSTEM_TO_CHAR_BONE
Attaches the specified particle to the specified character
[Particle].attachToCharBone(handle: Char, boneId: int)

0884
REGISTER_ATTRACTOR_SCRIPT_BRAIN_FOR_CODE_USE
Registers a script brain for the specified ped attractor
StreamedScript.RegisterAttractorScriptBrainForCodeUse(id: script_id, _p2: string)

0887
SET_HEADING_LIMIT_FOR_ATTACHED_CHAR
Sets the heading limit for a character attached to an object or vehicle
[Char].setHeadingLimitForAttached(orientation: int, headingLimit: float)

0888
ADD_BLIP_FOR_DEAD_CHAR
Adds a blip and a marker to the character (identical to 0187)
[var handle: Blip] = Blip.AddForDeadChar(char: Char)

0889
GET_DEAD_CHAR_COORDINATES
{ [var x: float], [var y: float], [var z: float] } = [Char].getCoordinatesOfDied()

088A
TASK_PLAY_ANIM_WITH_FLAGS
Makes the actor perform an animation
Task.PlayAnimWithFlags(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
Sets the air resistance for the vehicle
[Car].setAirResistanceMultiplier(multiplier: float)

088C
SET_CAR_COORDINATES_NO_OFFSET
Sets the vehicle coordinates without applying offsets to account for the height of the vehicle
[Car].setCoordinatesNoOffset(x: float, y: float, z: float)

088D
SET_USES_COLLISION_OF_CLOSEST_OBJECT_OF_TYPE
Toggles collision of the object closest to the given coordinates and matching the model
World.SetUsesCollisionOfClosestObjectOfType(x: float, y: float, z: float, radius: float, modelId: model_object, state: bool)

088E
SET_TIME_ONE_DAY_FORWARD
Progresses the game to the next day
Clock.SetTimeOneDayForward()

0890
SET_TIMER_BEEP_COUNTDOWN_TIME
Starts a sound when the countdown timer reaches the specified number of seconds
Hud.SetTimerBeepCountdownTime(global var timer: int, timeInSec: int)

0893
ATTACH_TRAILER_TO_CAB
[Trailer].attachToCab(cab: Car)

0897
IS_VEHICLE_TOUCHING_OBJECT
Returns true if the vehicle is in contact with the object
[Car].isTouchingObject(handle: Object)

0898
ENABLE_CRANE_CONTROLS
Enables/disables individual crane controls
Crane.EnableControls(up: bool, down: bool, release: bool)

089B
IS_PLAYER_IN_POSITION_FOR_CONVERSATION
Returns true if there is a conversation going on between the character and the player and both the character and the player are able to communicate with one another
Conversation.IsPlayerInPosition(handle: Char)

089C
ENABLE_CONVERSATION
Pauses the scripted conversation assigned to the specified character
Conversation.Enable(handle: Char, state: bool)

089E
GET_RANDOM_CHAR_IN_SPHERE_ONLY_DRUGS_BUYERS
Loops through the ped pool and returns the first character that is within the specified radius and has the "buys drugs" flag set in peds
[var handle: Char] = World.GetRandomCharInSphereOnlyDrugsBuyers(x: float, y: float, z: float, radius: float)

089F
GET_PED_TYPE
Gets the ped type of the character
[var pedType: PedType] = [Char].getPedType()

08A0
TASK_USE_CLOSEST_MAP_ATTRACTOR
Task.UseClosestMapAttractor(handle: Char, radius: float, modelId: model_object, fromX: float, fromY: float, fromZ: float, name: string)

08A2
PLANE_ATTACK_PLAYER_USING_DOG_FIGHT
[Plane].attackPlayerUsingDogFight(player: Player, radius: float)

08A3
CAN_TRIGGER_GANG_WAR_WHEN_ON_A_MISSION
Allows the player to provoke turf wars while a mission is active
Game.CanTriggerGangWarWhenOnAMission(state: bool)

08A4
CONTROL_MOVABLE_VEHICLE_PART
Sets the angle of a vehicle's extra
[Car].controlMovablePart(range: float)

08A5
WINCH_CAN_PICK_VEHICLE_UP
Sets whether the vehicle can be picked up using the magnocrane
[Car].winchCanPickUp(state: bool)

08A6
OPEN_CAR_DOOR_A_BIT
Sets the angle of a car door
[Car].openDoorABit(door: CarDoor, value: float)

08A7
IS_CAR_DOOR_FULLY_OPEN
[Car].isDoorFullyOpen(door: CarDoor)

08A8
SET_ALWAYS_DRAW_3D_MARKERS
Enables an increase in the distance that markers hovering above entities can be seen from
Game.SetAlwaysDraw3DMarkers(state: bool)

08A9
STREAM_SCRIPT
Loads the ambient script with the specified ID from the script.img file
StreamedScript.Stream(id: script_id)

08AB
HAS_STREAMED_SCRIPT_LOADED
Returns true if the ambient script has finished loading (08A9)
StreamedScript.HasLoaded(id: script_id)

08AC
SET_GANG_WARS_TRAINING_MISSION
Disables highlighting of gang territory on the map and radar
Game.SetGangWarsTrainingMission(state: bool)

08AD
SET_CHAR_HAS_USED_ENTRY_EXIT
Locates the entry/exit marker in the specified radius of the specified coordinates and links it to the character, also setting the appropriate interior ID for the character and setting the appropriate sky color if the character is player-controlled
[Char].setHasUsedEntryExit(x: float, y: float, radius: float)

08AF
SET_CHAR_MAX_HEALTH
Sets the characters max health
[Char].setMaxHealth(maxHealth: int)

08B1
SET_NIGHT_VISION
Enables night vision effects
Game.SetNightVision(state: bool)

08B2
SET_INFRARED_VISION
Enables thermal vision effects
Game.SetInfraredVision(state: bool)

08B3
SET_ZONE_FOR_GANG_WARS_TRAINING
Sets the zone as the only zone where a turf war can be provoked
Zone.SetForGangWarsTraining(zone: zone_key)

08B4
IS_GLOBAL_VAR_BIT_SET_CONST
Checks if the nth bit of the number is set
Math.IsBitSet(global var number: int, literal bitIndex: int)

08B5
IS_GLOBAL_VAR_BIT_SET_VAR
Checks if the nth bit of the number is set
Math.IsBitSet(global var number: int, global var bitIndex: int)

08B6
IS_GLOBAL_VAR_BIT_SET_LVAR
Checks if the nth bit of the number is set
Math.IsBitSet(global var number: int, local var bitIndex: int)

08B7
IS_LOCAL_VAR_BIT_SET_CONST
Checks if the nth bit of the number is set
Math.IsBitSet(local var number: int, literal bitIndex: int)

08B8
IS_LOCAL_VAR_BIT_SET_VAR
Checks if the nth bit of the number is set
Math.IsBitSet(local var number: int, global var bitIndex: int)

08B9
IS_LOCAL_VAR_BIT_SET_LVAR
Checks if the nth bit of the number is set
Math.IsBitSet(local var number: int, local var bitIndex: int)

08BA
SET_GLOBAL_VAR_BIT_CONST
Sets the nth bit of the number
Math.SetBit(global var number: int, literal bitIndex: int)

08BB
SET_GLOBAL_VAR_BIT_VAR
Sets the nth bit of the number
Math.SetBit(global var number: int, global var bitIndex: int)

08BC
SET_GLOBAL_VAR_BIT_LVAR
Sets the nth bit of the number
Math.SetBit(global var number: int, local var bitIndex: int)

08BD
SET_LOCAL_VAR_BIT_CONST
Sets the nth bit of the number
Math.SetBit(local var number: int, literal bitIndex: int)

08BE
SET_LOCAL_VAR_BIT_VAR
Sets the nth bit of the number
Math.SetBit(local var number: int, global var bitIndex: int)

08BF
SET_LOCAL_VAR_BIT_LVAR
Sets the nth bit of the number
Math.SetBit(local var number: int, local var bitIndex: int)

08C0
CLEAR_GLOBAL_VAR_BIT_CONST
Clears the nth bit of the number
Math.ClearBit(global var number: int, literal bitIndex: int)

08C1
CLEAR_GLOBAL_VAR_BIT_VAR
Clears the nth bit of the number
Math.ClearBit(global var number: int, global var bitIndex: int)

08C2
CLEAR_GLOBAL_VAR_BIT_LVAR
Clears the nth bit of the number
Math.ClearBit(global var number: int, local var bitIndex: int)

08C3
CLEAR_LOCAL_VAR_BIT_CONST
Clears the nth bit of the number
Math.ClearBit(local var number: int, literal bitIndex: int)

08C4
CLEAR_LOCAL_VAR_BIT_VAR
Clears the nth bit of the number
Math.ClearBit(local var number: int, global var bitIndex: int)

08C5
CLEAR_LOCAL_VAR_BIT_LVAR
Clears the nth bit of the number
Math.ClearBit(local var number: int, local var bitIndex: int)

08C6
SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE
Sets whether the character always stays on bike in collisions
[Char].setCanBeKnockedOffBike(stayOnBike: bool)

08C7
SET_CHAR_COORDINATES_DONT_WARP_GANG
Sets the character's coordinates without warping the rest of their group
[Char].setCoordinatesDontWarpGang(x: float, y: float, z: float)

08C8
ADD_PRICE_MODIFIER
Shopping.AddPriceModifier(itemId: int, modifier: int)

08C9
REMOVE_PRICE_MODIFIER
Shopping.RemovePriceModifier(itemId: int)

08CA
INIT_ZONE_POPULATION_SETTINGS
Resets all changes made to the zone info
Zone.InitPopulationSettings()

08CB
EXPLODE_CAR_IN_CUTSCENE_SHAKE_AND_BITS
Causes the vehicle to explode, without damage to surrounding entities
[Car].explodeInCutsceneShakeAndBits(shake: bool, effect: bool, sound: bool)

08D0
IS_SKIP_CUTSCENE_BUTTON_PRESSED
Returns true if the player is pressing a key used to skip cutscenes or the game has been minimised
Pad.IsSkipCutsceneButtonPressed()

08D1
GET_CUTSCENE_OFFSET
Stores the offset of the currently loaded cutscene
{ [var xOffset: float], [var yOffset: float], [var zOffset: float] } = Cutscene.GetOffset()

08D2
SET_OBJECT_SCALE
Sets the scale of the object
[Object].setScale(scale: float)

08D3
GET_CURRENT_POPULATION_ZONE_TYPE
[var type: int] = Zone.GetCurrentPopulationZoneType()

08D4
CREATE_MENU
Creates the specified panel on the screen with basic settings
[var handle: Menu] = Menu.Create(header: gxt_key, topLeftX: float, topLeftY: float, width: float, numColumns: int, interactive: bool, background: bool, alignment: Align)

08D6
SET_MENU_COLUMN_ORIENTATION
[Menu].setColumnOrientation(column: int, alignment: Align)

08D7
GET_MENU_ITEM_SELECTED
Returns the currently highlighted row in a panel
[var row: int] = [Menu].getItemSelected()

08D8
GET_MENU_ITEM_ACCEPTED
Returns the last row of a panel selected with the sprint key
[var row: int] = [Menu].getItemAccepted()

08D9
ACTIVATE_MENU_ITEM
[Menu].activateItem(row: int, state: bool)

08DA
DELETE_MENU
Removes the specified panel from the screen
[Menu].delete()

08DB
SET_MENU_COLUMN
[Menu].setColumn(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
Assigns the blip to the specified entrance/exit marker
[Blip].setEntryExit(x: float, y: float, radius: float)

08DD
SWITCH_DEATH_PENALTIES
Sets whether or not the player loses their weapons and inventory when taken to hospital
Game.SwitchDeathPenalties(state: bool)

08DE
SWITCH_ARREST_PENALTIES
Sets whether or not the player loses their weapons and inventory when busted
Game.SwitchArrestPenalties(state: bool)

08DF
SET_EXTRA_HOSPITAL_RESTART_POINT
Restart.SetExtraHospitalRestartPoint(x: float, y: float, z: float, radius: float, heading: float)

08E0
SET_EXTRA_POLICE_STATION_RESTART_POINT
Restart.SetExtraPoliceStationRestartPoint(x: float, y: float, z: float, radius: float, heading: float)

08E1
FIND_NUMBER_TAGS_TAGGED
Gets the number of spraytags painted over
[var numTags: int] = Stat.FindNumberTagsTagged()

08E2
GET_TERRITORY_UNDER_CONTROL_PERCENTAGE
[var percentage: int] = Stat.GetTerritoryUnderControlPercentage()

08E3
IS_OBJECT_IN_ANGLED_AREA_2D
[Object].isInAngledArea2D(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, drawSphere: bool)

08E4
IS_OBJECT_IN_ANGLED_AREA_3D
[Object].isInAngledArea3D(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float, angle: float, drawSphere: bool)

08E5
GET_RANDOM_CHAR_IN_SPHERE_NO_BRAIN
Finds the nearest character to the specified point, in the specified radius
[var handle: Char] = World.GetRandomCharInSphereNoBrain(x: float, y: float, z: float, radius: float)

08E6
SET_PLANE_UNDERCARRIAGE_UP
Sets whether the plane's landing wheels are up
[Plane].setUndercarriageUp(state: bool)

08E7
DISABLE_ALL_ENTRY_EXITS
Disables all entry/exit markers
World.DisableAllEntryExits(state: bool)

08E8
ATTACH_ANIMS_TO_MODEL
Sets an animation pack to be loaded along with the specified model
Streaming.AttachAnimsToModel(pedModelId: int, animationFile: string)

08E9
SET_OBJECT_AS_STEALABLE
Sets whether the object can be picked up and carried
[Object].setAsStealable(state: bool)

08EA
SET_CREATE_RANDOM_GANG_MEMBERS
Sets whether gang members will spawn
Game.SetCreateRandomGangMembers(state: bool)

08EB
ADD_SPARKS
Fx.AddSparks(x: float, y: float, z: float, velocityX: float, velocityY: float, velocityZ: float, density: int)

08EC
GET_VEHICLE_CLASS
Returns the vehicle's class as defined in vehicles.ide
[var class: VehicleClass] = [Car].getClass()

08ED
CLEAR_CONVERSATION_FOR_CHAR
Conversation.ClearForChar(handle: Char)

08EE
SET_MENU_ITEM_WITH_NUMBER
Sets the numbered GXT of the specified panel row
[Menu].setItemWithNumber(column: int, row: int, gxt: gxt_key, number: int)

08EF
SET_MENU_ITEM_WITH_2_NUMBERS
[Menu].setItemWith2Numbers(column: int, row: int, gxt: gxt_key, number1: int, number2: int)

08F0
APPEND_TO_NEXT_CUTSCENE
Cutscene.AppendToNext(_p1: string, _p2: string)

08F1
GET_NAME_OF_INFO_ZONE
Returns the name of the zone at the specified coordinates
[var name: string] = Zone.GetName(x: float, y: float, z: float)

08F2
VEHICLE_CAN_BE_TARGETTED_BY_HS_MISSILE
Sets whether the player can target this vehicle with a heatseeking rocket launcher
[Car].canBeTargetedByHsMissile(state: bool)

08F3
SET_FREEBIES_IN_VEHICLE
Sets whether the player can receive items from this vehicle, such as shotgun ammo from a police car and cash from a taxi
[Car].setFreebies(state: bool)

08F4
SET_SCRIPT_LIMIT_TO_GANG_SIZE
Sets the maximum number of members that the player can recruit
Game.SetScriptLimitToGangSize(maxSize: int)

08F5
MAKE_PLAYER_GANG_DISAPPEAR
Player.MakeGangDisappear()

08F6
MAKE_PLAYER_GANG_REAPPEAR
Player.MakeGangReappear()

08F7
GET_CLOTHES_ITEM
{ [var textureHash: int], [var modelHash: int] } = [Player].getClothesItem(bodyPart: BodyPart)

08F8
SHOW_UPDATE_STATS
Displays help boxes indicating that the players stats have been updated
Stat.ShowUpdateStats(state: bool)

08F9
IS_VAR_TEXT_LABEL16_EQUAL_TO_TEXT_LABEL
Returns true if the two strings are equivalent
native("IS_VAR_TEXT_LABEL16_EQUAL_TO_TEXT_LABEL", global var _p1: string, _p2: string)

08FA
IS_LVAR_TEXT_LABEL16_EQUAL_TO_TEXT_LABEL
Returns true if the two strings are equivalent
native("IS_LVAR_TEXT_LABEL16_EQUAL_TO_TEXT_LABEL", local var _p1: string, _p2: string)

08FB
SET_COORD_BLIP_APPEARANCE
Works similar to 0165, except this command does not work on tracking blips, has different colors and does not support direct RGBA setting
[Blip].setCoordAppearance(color: CoordAppearance)

08FD
SET_HEATHAZE_EFFECT
Specifies whether the heat haze effect should be enabled in sunny conditions
Weather.SetHeathazeEffect(state: bool)

08FE
IS_HELP_MESSAGE_BEING_DISPLAYED
Returns true if any help message is being displayed
Text.IsHelpMessageBeingDisplayed()

08FF
HAS_OBJECT_BEEN_DAMAGED_BY_WEAPON
Returns true if the object has been damaged by the specified weapon or damage type
[Object].hasBeenDamagedByWeapon(weaponType: WeaponType)

0900
CLEAR_OBJECT_LAST_WEAPON_DAMAGE
Clears the object's last damaging weapon ID
[Object].clearLastWeaponDamage()

0901
SET_PLAYER_JUMP_BUTTON
Sets whether the player can jump
Pad.SetPlayerJumpButton(playerId: Player, state: bool)

0904
GET_HUD_COLOUR
Returns the RGBA of the specified HUD color
{ [var red: int], [var green: int], [var blue: int], [var alpha: int] } = Hud.GetColor(hudObject: HudObject)

0905
LOCK_DOOR
Sets whether the door object is locked at its current rotation and allows it to be pushed open by entities once
[Object].lockDoor(state: bool)

0906
SET_OBJECT_MASS
Sets the object's mass
[Object].setMass(mass: float)

0907
GET_OBJECT_MASS
Returns the object's mass
[var mass: float] = [Object].getMass()

0908
SET_OBJECT_TURN_MASS
Sets the object's turn mass
[Object].setTurnMass(turnMass: float)

0909
GET_OBJECT_TURN_MASS
Returns the object's turn mass
[var turnMass: float] = [Object].getTurnMass()

090C
SET_SPECIFIC_ZONE_TO_TRIGGER_GANG_WAR
Zone.SetTriggerGangWar(zone: zone_key)

090D
CLEAR_SPECIFIC_ZONES_TO_TRIGGER_GANG_WAR
Enables turf wars to be provoked in all zones
Game.ClearSpecificZonesToTriggerGangWar()

090E
SET_ACTIVE_MENU_ITEM
[Menu].setActiveItem(row: int)

090F
MARK_STREAMED_SCRIPT_AS_NO_LONGER_NEEDED
Ends the specified script brain
StreamedScript.MarkAsNoLongerNeeded(id: script_id)

0910
REMOVE_STREAMED_SCRIPT
Releases the ambient script with the specified ID, freeing game memory
StreamedScript.Remove(id: script_id)

0912
SET_MESSAGE_FORMATTING
Overrides the position of the text on screen
Text.SetMessageFormatting(_p1: bool, margin: int, width: int)

0913
START_NEW_STREAMED_SCRIPT
Runs the ambient script with the specified ID
StreamedScript.StartNew(id: script_id, args: arguments)

0915
SET_WEATHER_TO_APPROPRIATE_TYPE_NOW
Sets the current weather ID according to the game clock and the players current town number
Weather.SetToAppropriateTypeNow()

0916
WINCH_CAN_PICK_OBJECT_UP
Sets whether the object can be picked up with the magnocrane
[Object].winchCanPickUp(state: bool)

0917
SWITCH_AUDIO_ZONE
Sets whether the IPL defined audio for the specified area should play
Zone.SwitchAudio(zone: zone_key, state: bool)

0918
SET_CAR_ENGINE_ON
Sets whether the vehicle's engine is turned on or off
[Car].setEngineOn(state: bool)

0919
SET_CAR_LIGHTS_ON
Sets whether the vehicle's lights are on
[Car].setLightsOn(state: bool)

091C
GET_USER_OF_CLOSEST_MAP_ATTRACTOR
Returns the character using a map attractor with the specified model in the specified area
[var handle: Char] = World.GetUserOfClosestMapAttractor(x: float, y: float, z: float, radius: float, modelId: model_object, attractorName: string)

091D
SWITCH_ROADS_BACK_TO_ORIGINAL
Path.SwitchRoadsBackToOriginal(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

091E
SWITCH_PED_ROADS_BACK_TO_ORIGINAL
Path.SwitchPedRoadsBackToOriginal(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

091F
GET_PLANE_UNDERCARRIAGE_POSITION
[var position: float] = [Plane].getUndercarriagePosition()

0920
CAMERA_SET_VECTOR_TRACK
Makes the camera point at the first coordinates and then rotate to point at the second coordinates
Camera.SetVectorTrack(fromX: float, fromY: float, fromZ: float, toX: float, toY: float, toZ: float, time: int, ease: bool)

0922
CAMERA_SET_LERP_FOV
Sets the cameras zoom factors
Camera.SetLerpFov(from: float, to: float, time: int, ease: bool)

0923
SWITCH_AMBIENT_PLANES
Enables or disables planes
Game.SwitchAmbientPlanes(state: bool)

0924
SET_DARKNESS_EFFECT
Darkens the game
Camera.SetDarknessEffect(enable: bool, pitchBlack: int)

0925
CAMERA_RESET_NEW_SCRIPTABLES
Stops the camera propagating, interpolating, shaking and zooming
Camera.ResetNewScriptables()

0926
GET_NUMBER_OF_INSTANCES_OF_STREAMED_SCRIPT
Gets the number of instances of a script
[var numScripts: int] = StreamedScript.GetNumberOfInstances(id: script_id)

0928
ALLOCATE_STREAMED_SCRIPT_TO_RANDOM_PED
Makes the game start an ambient script when the player is nearby a character of the specified model
StreamedScript.AllocateToRandomPed(id: script_id, modelId: model_char, priority: int)

0929
ALLOCATE_STREAMED_SCRIPT_TO_OBJECT
Makes the game start an ambient script when the player is nearby an object of the specified model
StreamedScript.AllocateToObject(id: script_id, modelId: model_object, priority: int, radius: float, type: int)

092B
GET_GROUP_MEMBER
Returns the nth group member
[var handle: Char] = [Group].getMember(slotId: int)

092E
GET_WATER_HEIGHT_AT_COORDS
Gets the height of the water at the specified 2D coordinates
[var height: float] = World.GetWaterHeightAtCoords(x: float, y: float, waves: bool)

092F
CAMERA_PERSIST_TRACK
Locks the camera target point in position after propagating
Camera.PersistTrack(state: bool)

0930
CAMERA_PERSIST_POS
Locks the cameras position
Camera.PersistPos(state: bool)

0931
CAMERA_PERSIST_FOV
Locks the zoom level after the camera has finished zooming
Camera.PersistFov(state: bool)

0933
CAMERA_IS_VECTOR_MOVE_RUNNING
Returns true if the camera is moving in position
Camera.IsVectorMoveRunning()

0934
CAMERA_IS_VECTOR_TRACK_RUNNING
Returns true if the camera is moving in angle
Camera.IsVectorTrackRunning()

0936
CAMERA_SET_VECTOR_MOVE
Puts the camera at the position of the first passed coordinates and moves it to the second passed coordinates
Camera.SetVectorMove(fromX: float, fromY: float, fromZ: float, toX: float, toY: float, toZ: float, time: int, ease: bool)

0937
DRAW_WINDOW
Draws a black box with styled text from corner A to corner B
Hud.DrawWindow(leftTopX: float, leftTopY: float, rightBottomX: float, rightBottomY: float, header: gxt_key, zIndex: int)

0939
ATTACH_CAR_TO_OBJECT
Attaches the car to object with offset and rotation
[Car].attachToObject(handle: Object, xOffset: float, yOffset: float, zOffset: float, xRotation: float, yRotation: float, zRotation: float)

093A
SET_GARAGE_RESPRAY_FREE
Garage.SetResprayFree(garageId: string, state: bool)

093B
SET_CHAR_BULLETPROOF_VEST
Specifies that the character should only use upper-body damage animations, meaning they can still run if shot in the legs etc
[Char].setBulletproofVest(state: bool)

093D
SET_CINEMA_CAMERA
Locks the camera on cinematic vehicle mode
Camera.SetCinema(state: bool)

0940
SET_GROUP_FOLLOW_STATUS
Sets whether the group members enter a car when the leader does
[Group].setFollowStatus(state: bool)

0941
SET_SEARCHLIGHT_CLIP_IF_COLLIDING
[Searchlight].setClipIfColliding(state: bool)

0942
HAS_PLAYER_BOUGHT_ITEM
Returns true if the shopping item has been bought
Shopping.HasPlayerBoughtItem(itemId: int)

0944
SET_CAMERA_IN_FRONT_OF_CHAR
Puts the camera in front of the specified character
Camera.SetInFrontOfChar(handle: Char)

0945
GET_PLAYER_MAX_ARMOUR
[var maxArmour: int] = [Player].getMaxArmor()

0946
SET_CHAR_USES_UPPERBODY_DAMAGE_ANIMS_ONLY
[Char].setUsesUpperbodyDamageAnimsOnly(state: bool)

0947
SET_CHAR_SAY_CONTEXT
Works similar to 05C1, but returns which phrase was spoken and is not run as a task
[var _p3: int] = [Char].setSayContext(phrase: SpeechId)

0948
ADD_EXPLOSION_VARIABLE_SHAKE
Creates an explosion at the specified coordinates
Fx.AddExplosionVariableShake(x: float, y: float, z: float, type: int, shake: float)

0949
ATTACH_MISSION_AUDIO_TO_CHAR
Sets the loaded audio to play at the char's location
Audio.AttachMissionAudioToChar(slotId: MissionAudioSlot, handle: Char)

094A
UPDATE_PICKUP_MONEY_PER_DAY
[Pickup].updateMoneyPerDay(value: int)

094B
GET_NAME_OF_ENTRY_EXIT_CHAR_USED
Gets the name of the characters interior
[var interiorName: string] = [Char].getNameOfEntryExitUsed()

094C
GET_POSITION_OF_ENTRY_EXIT_CHAR_USED
Returns the coordinates and heading of the entry (enex) marker the character used to get to the current interior
{ [var x: float], [var y: float], [var z: float], [var heading: float] } = [Char].getPositionOfEntryExitCharUsed()

094D
IS_CHAR_TALKING
Returns true if the character is playing any speech
[Char].isTalking()

094E
DISABLE_CHAR_SPEECH
Prevents any character speech from playing
[Char].disableSpeech(stopNow: bool)

094F
ENABLE_CHAR_SPEECH
Enables pain audio if it was disabled using 094E
[Char].enableSpeech()

0950
SET_UP_SKIP
Fades out the screen and teleports the player to the specified coordinates and angle
Skip.SetUp(x: float, y: float, z: float, heading: float)

0951
CLEAR_SKIP
Skip.Clear()

0952
PRELOAD_BEAT_TRACK
Audio.PreloadBeatTrack(trackId: int)

0953
GET_BEAT_TRACK_STATUS
[var status: int] = Audio.GetBeatTrackStatus()

0954
PLAY_BEAT_TRACK
Audio.PlayBeatTrack()

0955
STOP_BEAT_TRACK
Audio.StopBeatTrack()

0956
FIND_MAX_NUMBER_OF_GROUP_MEMBERS
[var maxNum: int] = Game.FindMaxNumberOfGroupMembers()

0957
VEHICLE_DOES_PROVIDE_COVER
Sets whether characters in combat will choose to use the vehicle as cover from gunfire
[Car].doesProvideCover(state: bool)

0958
CREATE_SNAPSHOT_PICKUP
Creates a collectible snapshot at the specified coordinates
[var handle: Pickup] = Pickup.CreateSnapshot(x: float, y: float, z: float)

0959
CREATE_HORSESHOE_PICKUP
Creates a collectible horseshoe at the specified coordinates
[var handle: Pickup] = Pickup.CreateHorseshoe(x: float, y: float, z: float)

095A
CREATE_OYSTER_PICKUP
Creates a collectible oyster at the specified coordinates
[var handle: Pickup] = Pickup.CreateOyster(x: float, y: float, z: float)

095B
HAS_OBJECT_BEEN_UPROOTED
Returns true if the object has been made moveable by the 0392
[Object].hasBeenUprooted()

095C
ADD_SMOKE_PARTICLE
Fx.AddSmokeParticle(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
Returns true if the actor is stuck under a car
[Char].isStuckUnderCar()

095E
CONTROL_CAR_DOOR
Sets the car's door angle and latch state
[Car].controlDoor(door: CarDoor, state: CarDoorState, angle: float)

095F
GET_DOOR_ANGLE_RATIO
Gets the specified car doors angle, relative to the hinge
[var ratio: float] = [Car].getDoorAngleRatio(door: CarDoor)

0960
SET_PLAYER_DISPLAY_VITAL_STATS_BUTTON
Sets whether a player can use the ACTION key to display their stats
Pad.SetPlayerDisplayVitalStatsButton(playerId: Player, state: bool)

0961
SET_CHAR_KEEP_TASK
Sets whether the character should keep their tasks after mission cleanup (basically cleanup will be skipped for this character)
[Char].setKeepTask(state: bool)

0964
CREATE_MENU_GRID
Creates the same color chart that you see in car modification shops
[var handle: MenuGrid] = MenuGrid.Create(header: gxt_key, topLeftX: float, topLeftY: float, width: float, numColumns: int, interactive: bool, background: bool, alignment: Align)

0965
IS_CHAR_SWIMMING
[Char].isSwimming()

0966
GET_CHAR_SWIM_STATE
[var state: int] = [Char].getSwimState()

0967
START_CHAR_FACIAL_TALK
Makes a character move their mouth as if they were talking
[Char].startFacialTalk(duration: int)

0968
STOP_CHAR_FACIAL_TALK
Stops the character moving their mouth as if they were talking
[Char].stopFacialTalk()

0969
IS_BIG_VEHICLE
Returns true if the specified vehicle has the 'is big' flag set in vehicles
[Car].isBig()

096A
SWITCH_POLICE_HELIS
Sets whether ghetto birds spawn
Game.SwitchPoliceHelis(state: bool)

096B
STORE_CAR_MOD_STATE
Car.StoreModState()

096C
RESTORE_CAR_MOD_STATE
Car.RestoreModState()

096D
GET_CURRENT_CAR_MOD
Returns the model of the component installed on the specified slot of the vehicle, or -1 otherwise
[var modelId: model_object] = [Car].getCurrentMod(slot: ModSlot)

096E
IS_CAR_LOW_RIDER
Returns true if the vehicle is a low rider
[Car].isLowRider()

096F
IS_CAR_STREET_RACER
Returns true if the vehicle is a street racer
[Car].isStreetRacer()

0970
FORCE_DEATH_RESTART
Game.ForceDeathRestart()

0971
SYNC_WATER
Flattens water waves
World.SyncWater()

0972
SET_CHAR_COORDINATES_NO_OFFSET
Puts the characters at the coordinates by the center of body instead of the feet
[Char].setCoordinatesNoOffset(x: float, y: float, z: float)

0973
DOES_SCRIPT_FIRE_EXIST
Returns true if the handle is a valid script fire handle
ScriptFire.DoesExist(handle: any)

0974
RESET_STUFF_UPON_RESURRECTION
Emulates the shared effects of being wasted or busted
Game.ResetStuffUponResurrection()

0975
IS_EMERGENCY_SERVICES_VEHICLE
Returns true if the vehicle is an emergency vehicle
[Car].isEmergencyServices()

0976
KILL_FX_SYSTEM_NOW
Destroys the specified particle
[Particle].killNow()

0977
IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE
Returns true if the object is within the external script trigger radius
[Object].isWithinBrainActivationRange()

0978
COPY_SHARED_CHAR_DECISION_MAKER
Creates decision maker instance based on template. Adds itself to mission cleanup list. Otherwise should be released with REMOVE_DECISION_MAKER
[var handle: DecisionMakerChar] = DecisionMakerChar.CopyShared(template: DecisionMakerCharTemplate)

097A
REPORT_MISSION_AUDIO_EVENT_AT_POSITION
Audio.ReportMissionAudioEventAtPosition(x: float, y: float, z: float, soundId: ScriptSound)

097B
REPORT_MISSION_AUDIO_EVENT_AT_OBJECT
Audio.ReportMissionAudioEventAtObject(handle: Object, soundId: ScriptSound)

097C
ATTACH_MISSION_AUDIO_TO_OBJECT
Sets the loaded audio to play at the object's location
Audio.AttachMissionAudioToObject(slotId: MissionAudioSlot, handle: Object)

097D
GET_NUM_CAR_COLOURS
[var count: int] = [Car].getNumColors()

0980
EXTINGUISH_FIRE_AT_POINT
Removes all fires within the specified area
World.ExtinguishFireAtPoint(x: float, y: float, z: float, radius: float)

0981
HAS_TRAIN_DERAILED
Returns true if the train has derailed (usually from going too fast)
[Train].hasDerailed()

0982
SET_CHAR_FORCE_DIE_IN_CAR
Makes a character remain in the car upon death
[Char].setForceDieInCar(state: bool)

0983
SET_ONLY_CREATE_GANG_MEMBERS
Sets whether gangs appear everywhere, like when "Gangs control the streets" cheat is activated
Game.SetOnlyCreateGangMembers(state: bool)

0984
GET_OBJECT_MODEL
Returns the object's model index
[var model: int] = [Object].getModel()

0985
SET_CHAR_USES_COLLISION_CLOSEST_OBJECT_OF_TYPE
Sets whether collision of the object closest to the given coordinates and matching the model applies to the target character
World.SetCharUsesCollisionClosestObjectOfType(x: float, y: float, z: float, radius: float, modelId: model_object, state: bool, target: Char)

0986
CLEAR_ALL_SCRIPT_FIRE_FLAGS
Marks all fires as no longer needed, allowing them to disappear
World.ClearAllScriptFireFlags()

0987
GET_CAR_BLOCKING_CAR
Returns a handle of the vehicle preventing this car from getting to its destination
[var handle: Car] = [Car].getBlockingCar()

0988
GET_CURRENT_VEHICLE_PAINTJOB
Gets the car's paintjob
[var paintjobNumber: int] = [Car].getCurrentPaintjob()

0989
SET_HELP_MESSAGE_BOX_SIZE
Sets the global width of text boxes displayed on screen
Text.SetHelpMessageBoxSize(size: int)

098A
SET_GUNSHOT_SENSE_RANGE_FOR_RIOT2
Game.SetGunshotSenseRangeForRiot2(range: float)

098B
STRING_CAT16
Combines two null-terminated strings and stores the result to a string variable. The final string can not exceed 16 characters
[var result: string] = native("STRING_CAT16", var str1: string, var str2: string)

098C
STRING_CAT8
Combines two null-terminated strings and stores the result to a string variable. The final string can not exceed 8 characters
[var result: string] = native("STRING_CAT8", var str1: string, var str2: string)

098D
GET_CAR_MOVING_COMPONENT_OFFSET
Sets the angle of a vehicle's extra
[var offset: float] = [Car].getMovingComponentOffset()

098E
SET_NAMED_ENTRY_EXIT_FLAG
Sets the specified enex flag
Game.SetNamedEntryExitFlag(name: string, flag: EntryexitsFlag, state: bool)

0991
PAUSE_CURRENT_BEAT_TRACK
Sets whether the loaded soundtrack is paused
Audio.PauseCurrentBeatTrack(state: bool)

0992
SET_PLAYER_CYCLE_WEAPON_BUTTON
Pad.SetPlayerCycleWeaponButton(playerId: Player, state: bool)

0994
MARK_ROAD_NODE_AS_DONT_WANDER
Path.MarkRoadNodeAsDontWander(x: float, y: float, z: float)

0995
UNMARK_ALL_ROAD_NODES_AS_DONT_WANDER
Path.UnmarkAllRoadNodesAsDontWander()

0996
SET_CHECKPOINT_HEADING
[Checkpoint].setHeading(heading: float)

0997
SET_MISSION_RESPECT_TOTAL
Stat.SetMissionRespectTotal(totalRespect: int)

0998
AWARD_PLAYER_MISSION_RESPECT
Stat.AwardPlayerMissionRespect(value: int)

099A
SET_CAR_COLLISION
[Car].setCollision(state: bool)

099B
CHANGE_PLAYBACK_TO_USE_AI
Changes vehicle control from playback to AI driven
[Car].changePlaybackToUseAi()

099C
CAMERA_SET_SHAKE_SIMULATION_SIMPLE
Jiggles the camera in a variety of different ways
Camera.SetShakeSimulationSimple(type: int, timeInMs: float, intensity: float)

099D
IS_NIGHT_VISION_ACTIVE
Returns true if night vision is active
Game.IsNightVisionActive()

099E
SET_CREATE_RANDOM_COPS
Game.SetCreateRandomCops(state: bool)

099F
TASK_SET_IGNORE_WEAPON_RANGE_FLAG
Task.SetIgnoreWeaponRangeFlag(handle: Char, state: bool)

09A0
TASK_PICK_UP_SECOND_OBJECT
Task.PickUpSecondObject(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].dropSecondObject(state: bool)

09A2
REMOVE_OBJECT_ELEGANTLY
Fades the object out of existence, freeing game memory
[Object].removeElegantly()

09A3
DRAW_CROSSHAIR
Sets whether the HUD should always display weapon aiming crosshairs, used in the mission 'Catalyst' where the player must throw crates of ammo to Ryder
Hud.DrawCrosshair(state: bool)

09A4
SET_UP_CONVERSATION_NODE_WITH_SPEECH
Specifies the dialogue GXT's and audio ID's
Conversation.SetUpNodeWithSpeech(question: gxt_key, positiveAnswer: gxt_key, negativeAnswer: gxt_key, questionPhrase: SpeechId, positiveAnswerPhrase: SpeechId, negativeAnswerPhrase: SpeechId)

09A6
SHOW_BLIPS_ON_ALL_LEVELS
Enables entity blips showing on the radar and map while in interiors
Game.ShowBlipsOnAllLevels(state: bool)

09A7
SET_CHAR_DRUGGED_UP
[Char].setDruggedUp(state: bool)

09A8
IS_CHAR_HEAD_MISSING
Returns true if the character has had its head shot off
[Char].isHeadMissing()

09A9
GET_HASH_KEY
Returns the CRC hash of the input string
[var hash: int] = Text.GetHashKey(text: string)

09AA
SET_UP_CONVERSATION_END_NODE_WITH_SPEECH
Sets the speech sound for the specified conversation response node
Conversation.SetUpEndNodeWithSpeech(text: gxt_key, phrase: SpeechId)

09AB
RANDOM_PASSENGER_SAY
Makes a passenger in the vehicle speak from an ambient speech ID, if one exists for the character
[Car].randomPassengerSay(phrase: SpeechId)

09AC
HIDE_ALL_FRONTEND_BLIPS
Game.HideAllFrontendBlips(state: bool)

09AD
SET_PLAYER_IN_CAR_CAMERA_MODE
Changes the camera mode on the current vehicle, just like when the user presses the 'change view' key
Camera.SetPlayerInCarMode(mode: int)

09AE
IS_CHAR_IN_ANY_TRAIN
Returns true if the specified character is in a train
[Char].isInAnyTrain()

09AF
SET_UP_SKIP_AFTER_MISSION
Fades the screen out and teleports the player to the specified coordinates and angle
Skip.SetUpAfterMission(x: float, y: float, z: float, heading: float)

09B0
SET_VEHICLE_IS_CONSIDERED_BY_PLAYER
Makes player character ignore the car when enter vehicle key is used
[Car].setIsConsideredByPlayer(state: bool)

09B2
GET_RANDOM_CAR_MODEL_IN_MEMORY
{ [var modelId: model_vehicle], [var class: int] } = Streaming.GetRandomCarModelInMemory(_p1: bool)

09B3
GET_CAR_DOOR_LOCK_STATUS
Returns the door lock mode of the vehicle
[var lockStatus: CarLock] = [Car].getDoorLockStatus()

09B4
SET_CLOSEST_ENTRY_EXIT_FLAG
This command is like 098E, except it finds the appropriate enex marker via its position instead of its name
World.SetClosestEntryExitFlag(x: float, y: float, radius: float, flag: EntryexitsFlag, state: bool)

09B5
SET_CHAR_SIGNAL_AFTER_KILL
Sets whether the character signals after killing
[Char].setSignalAfterKill(state: bool)

09B6
SET_CHAR_WANTED_BY_POLICE
Sets whether police should chase the character
[Char].setWantedByPolice(state: bool)

09B7
SET_ZONE_NO_COPS
Sets whether cops should be prevented from spawning in the specified area
Zone.SetNoCops(zone: zone_key, state: bool)

09B8
ADD_BLOOD
Fx.AddBlood(x: float, y: float, z: float, offsetX: float, offsetY: float, offsetZ: float, density: int, handle: Char)

09B9
DISPLAY_CAR_NAMES
Sets whether the name of the current vehicle should be displayed
Hud.DisplayCarNames(state: bool)

09BA
DISPLAY_ZONE_NAMES
Sets whether the area text for the current area should show
Hud.DisplayZoneNames(state: bool)

09BB
IS_CAR_DOOR_DAMAGED
Returns true if the specified vehicle part is visibly damaged
[Car].isDoorDamaged(door: CarDoor)

09BC
SET_CHAR_COORDINATES_DONT_WARP_GANG_NO_OFFSET
This command is a combination of 0972 and 08C7
[Char].setCoordinatesDontWarpGangNoOffset(x: float, y: float, z: float)

09BD
SET_MINIGAME_IN_PROGRESS
Disables displaying help messages in other scripts
Game.SetMinigameInProgress(state: bool)

09BE
IS_MINIGAME_IN_PROGRESS
Returns true if 09BD has been used in any script to disable help messages
Game.IsMinigameInProgress()

09BF
SET_FORCE_RANDOM_CAR_MODEL
Forces all cars spawned to be of the specified model
Game.SetForceRandomCarModel(modelId: model_vehicle)

09C0
GET_RANDOM_CAR_OF_TYPE_IN_ANGLED_AREA_NO_SAVE
[var vehicle: Car] = World.GetRandomCarOfTypeInAngledAreaNoSave(leftBottomX: float, leftBottomY: float, rightTopX: float, rightTopY: float, angle: float, modelId: model_vehicle)

09C1
ADD_NEXT_MESSAGE_TO_PREVIOUS_BRIEFS
Sets whether the next text is added to the brief in the menu
Text.AddNextMessageToPreviousBriefs(state: bool)

09C2
FAIL_KILL_FRENZY
Cancels current rampage, setting the rampage status to failed
KillFrenzy.Fail()

09C3
IS_COP_VEHICLE_IN_AREA_3D_NO_SAVE
Returns true if there's any kind of police vehicle in the specified 3D area
World.IsCopVehicleInArea3DNoSave(leftBottomX: float, leftBottomY: float, leftBottomZ: float, rightTopX: float, rightTopY: float, rightTopZ: float)

09C4
SET_PETROL_TANK_WEAKPOINT
Sets whether the car can be blown up by shooting at the petrol tank
[Car].setPetrolTankWeakpoint(state: bool)

09C5
IS_CHAR_USING_MAP_ATTRACTOR
Returns true if the character is using a map attractor
[Char].isUsingMapAttractor()

09C7
SET_PLAYER_MODEL
Changes the player to use the specified model
[Player].setModel(modelId: int)

09C8
ARE_SUBTITLES_SWITCHED_ON
Returns true if subtitles are switched on in the settings menu
Game.AreSubtitlesSwitchedOn()

09C9
REMOVE_CHAR_FROM_CAR_MAINTAIN_POSITION
Removes the character from the vehicle
[Char].removeFromCarMaintainPosition(vehicle: Car)

09CA
SET_OBJECT_PROOFS
Sets what immunities the object has
[Object].setProofs(bulletProof: bool, fireProof: bool, explosionProof: bool, collisionProof: bool, meleeProof: bool)

09CB
IS_CAR_TOUCHING_CAR
Returns true if the car is touching the other car
[Car].isTouchingCar(handle: Car)

09CC
DOES_OBJECT_HAVE_THIS_MODEL
Returns true if the object's model is the model specified
[Object].doesHaveThisModel(modelId: model_any)

09CF
SET_TRAIN_FORCED_TO_SLOW_DOWN
Sets whether the train should stop at each station it encounters
[Train].setForcedToSlowDown(state: bool)

09D0
IS_VEHICLE_ON_ALL_WHEELS
Returns true if all the vehicle's wheels are touching the ground
[Car].isOnAllWheels()

09D1
DOES_PICKUP_EXIST
Returns true if the handle is a valid pickup handle
Pickup.DoesExist(handle: any)

09D2
ENABLE_AMBIENT_CRIME
Sets whether cops will chase and kill criminals when their task is 'TASK_COMPLEX_KILL_CRIMINAL'
Game.EnableAmbientCrime(state: bool)

09D4
CLEAR_WANTED_LEVEL_IN_GARAGE
Suspends the current players wanted level
Game.ClearWantedLevelInGarage()

09D5
SET_CHAR_SAY_CONTEXT_IMPORTANT
[var _p6: int] = [Char].setSayContextImportant(phrase: SpeechId, _p3: bool, _p4: bool, _p5: bool)

09D6
SET_CHAR_SAY_SCRIPT
[Char].setSayScript(_p2: int, _p3: bool, _p4: bool, _p5: bool)

09D7
FORCE_INTERIOR_LIGHTING_FOR_PLAYER
[Player].forceInteriorLighting(state: bool)

09D9
USE_DETONATOR
Detonates all satchel charges and car bombs planted by the player
Player.UseDetonator()

09DA
IS_MONEY_PICKUP_AT_COORDS
Returns true if a money pickup exists near the specified coordinates
World.IsMoneyPickupAtCoords(x: float, y: float, z: float)

09DB
SET_MENU_COLUMN_WIDTH
Sets the width of the specified menu column
[Menu].setColumnWidth(column: int, width: int)

09DD
MAKE_ROOM_IN_PLAYER_GANG_FOR_MISSION_PEDS
Ensures there is x amount of space for new members to be added to the players gang
Game.MakeRoomInPlayerGangForMissionPeds(_p1: int)

09DE
IS_CHAR_GETTING_IN_TO_A_CAR
Returns true if the character is entering a car, but is not in the car
[Char].isGettingInToACar()

09E0
SET_UP_SKIP_FOR_SPECIFIC_VEHICLE
Teleports the player to the specified coordinates and sets the specified angle when in the specified car
Skip.SetUpForSpecificVehicle(x: float, y: float, z: float, heading: float, handle: Car)

09E1
GET_CAR_MODEL_VALUE
Returns the value of the specified car model
[var value: int] = Car.GetModelValue(model: model_vehicle)

09E2
CREATE_CAR_GENERATOR_WITH_PLATE
Creates a parked car generator with a number plate
[var handle: CarGenerator] = CarGenerator.CreateWithPlate(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)

09E3
FIND_TRAIN_DIRECTION
Returns true if the train is travelling clockwise, around San Andreas
[Train].findDirection()

09E4
SET_AIRCRAFT_CARRIER_SAM_SITE
Enables missiles to be fired from the aircraft carrier by Easter Bay Naval Station, San Fierro
Game.SetAircraftCarrierSamSite(state: bool)

09E5
DRAW_LIGHT_WITH_RANGE
Draws colored light in radius of the specified point
Fx.DrawLightWithRange(x: float, y: float, z: float, red: int, green: int, blue: int, radius: float)

09E6
ENABLE_BURGLARY_HOUSES
Switches enex markers used for burglary missions on or off
Game.EnableBurglaryHouses(state: bool)

09E7
IS_PLAYER_CONTROL_ON
Returns true if the player control hasn't been disabled using 01B4
[Player].isControlOn()

09E8
GET_CHAR_AREA_VISIBLE
Returns the interior ID that the character is in
[var areaId: int] = [Char].getAreaVisible()

09E9
GIVE_NON_PLAYER_CAR_NITRO
Makes the car have one nitro
[Car].giveNonPlayerNitro()

09EB
PLAYER_TAKE_OFF_GOGGLES
Removes the players Goggles and disables night/heat vision
[Player].takeOffGoggles(animate: bool)

09EC
ALLOW_FIXED_CAMERA_COLLISION
Makes the camera remain behind the player when in any garage
Camera.AllowFixedCollision(state: bool)

09ED
HAS_CHAR_SPOTTED_CHAR_IN_FRONT
Returns true if the character can see the other character in front of them
[Char].hasSpottedCharInFront(handle: Char)

09EE
FORCE_BIG_MESSAGE_AND_COUNTER
Prevents timers and big texts from being hidden if there is another conflicting type of text on screen
Hud.ForceBigMessageAndCounter(state: bool)

09EF
SET_VEHICLE_CAMERA_TWEAK
Sets the position the camera automatically moves to while driving a vehicle of the specified type
Camera.SetVehicleTweak(modelId: model_vehicle, distance: float, altitude: float, angle: float)

09F0
RESET_VEHICLE_CAMERA_TWEAK
Resets any changes made with 09EF
Camera.ResetVehicleTweak()

09F1
REPORT_MISSION_AUDIO_EVENT_AT_CHAR
Audio.ReportMissionAudioEventAtChar(handle: Char, soundId: ScriptSound)

09F2
DOES_DECISION_MAKER_EXIST
Returns true if the handle is a valid decision maker handle
DecisionMaker.DoesExist(handle: any)

09F4
IGNORE_HEIGHT_DIFFERENCE_FOLLOWING_NODES
[Char].ignoreHeightDifferenceFollowingNodes(state: bool)

09F5
SHUT_ALL_CHARS_UP
Prevents all peds from attempting to start conversations with the player
Game.ShutAllCharsUp(state: bool)

09F6
SET_CHAR_GET_OUT_UPSIDE_DOWN_CAR
Controls whether the character will try to exit an upside-down car until it is on fire
[Char].setGetOutUpsideDownCar(state: bool)

09F7
REPORT_MISSION_AUDIO_EVENT_AT_CAR
Plays the audio event at the car's position
Audio.ReportMissionAudioEventAtCar(handle: Car, soundId: ScriptSound)

09F8
DO_WEAPON_STUFF_AT_START_OF_2P_GAME
Gives all the weapons of player 1 to player 2 during a cooperative mission
Game.DoWeaponStuffAtStartOf2PGame()

09FA
HAS_GAME_JUST_RETURNED_FROM_FRONTEND
Returns true if the player just exited the menu on the last frame
Game.HasGameJustReturnedFromFrontend()

09FB
GET_CURRENT_LANGUAGE
Returns the current language set in the menu language settings
[var languageSlot: int] = Game.GetCurrentLanguage()

09FC
IS_OBJECT_INTERSECTING_WORLD
Appears to return true if something had entered the object's position since it was created or its position was changed
[Object].isIntersectingWorld()

09FD
GET_STRING_WIDTH
Gets the width of the GXT entry string
[var width: int] = Text.GetStringWidth(entry: gxt_key)

09FE
RESET_VEHICLE_HYDRAULICS
This resets all the hydraulics on the car, making it "sit"
[Car].resetHydraulics()

09FF
SET_RESPAWN_POINT_FOR_DURATION_OF_MISSION
Overrides the respawn point
Restart.SetRespawnPointForDurationOfMission(x: float, y: float, z: float)

0A01
IS_THIS_MODEL_A_CAR
Returns true if a valid car model is passed
Streaming.IsThisModelACar(modelId: model_any)

0A02
SWITCH_ON_GROUND_SEARCHLIGHT
Sets whether the searchlight shows a shadow effect on the surface it hits
[Searchlight].switchOnGround(state: bool)

0A03
IS_GANG_WAR_FIGHTING_GOING_ON
Returns true if the player provoked a gang war or is defending territory
Game.IsGangWarFightingGoingOn()

0A06
IS_NEXT_STATION_ALLOWED
Returns true if the next station is accessible (at the start of the game, railroad blocks prevent the player from travelling to stations whose area is not unlocked)
[Train].isNextStationAllowed()

0A07
SKIP_TO_NEXT_ALLOWED_STATION
Puts the script created train at the next allowed station
[Train].skipToNextAllowedStation()

0A08
GET_STRING_WIDTH_WITH_NUMBER
Gets the width of the GXT entry string with the specified number
[var width: int] = Text.GetStringWidthWithNumber(gxtEntry: gxt_key, number: any)

0A09
SHUT_CHAR_UP_FOR_SCRIPTED_SPEECH
Works similar to 0489, but mutes more things, including ambient speeches (needs confirming)
[Char].shutUpForScriptedSpeech(state: bool)

0A0A
ENABLE_DISABLED_ATTRACTORS_ON_OBJECT
Sets whether the object attracts spawned peds to interact with it
[Object].enableDisabledAttractors(state: bool)

0A0B
LOAD_SCENE_IN_DIRECTION
Streaming.LoadSceneInDirection(x: float, y: float, z: float, heading: float)

0A0C
IS_PLAYER_USING_JETPACK
Returns true if player is using a jetpack
[Player].isUsingJetpack()

0A0E
CLEAR_THIS_PRINT_BIG_NOW
Removes the print big text with the specified style from the screen
Text.ClearThisPrintBigNow(textStyle: TextStyle)

0A0F
HAS_LANGUAGE_CHANGED
Returns true if the current language set is different from the previous language set
Game.HasLanguageChanged()

0A10
INCREMENT_INT_STAT_NO_MESSAGE
Increases the integer stat by the value given without displaying popup message
Stat.IncrementIntNoMessage(id: StatId, value: int)

0A11
SET_EXTRA_CAR_COLOURS
Sets the car's ternary and quaternary colors. See also 0229
[Car].setExtraColors(color3: int, color4: int)

0A12
GET_EXTRA_CAR_COLOURS
Returns the car's tertiary and quaternary colors (0A11)
{ [var color3: int], [var color4: int] } = [Car].getExtraColors()

0A13
MANAGE_ALL_POPULATION
Game.ManageAllPopulation()

0A14
SET_NO_RESPRAYS
Disables respray garages from opening for the player
Game.SetNoResprays(state: bool)

0A15
HAS_CAR_BEEN_RESPRAYED
Returns true if the vehicle was resprayed in the last frame
[Car].hasBeenResprayed()

0A16
ATTACH_MISSION_AUDIO_TO_CAR
Sets the loaded audio to play at the vehicle's location
Audio.AttachMissionAudioToCar(slotId: MissionAudioSlot, handle: Car)

0A17
SET_HAS_BEEN_OWNED_FOR_CAR_GENERATOR
Sets whether the player will not receive a wanted level when entering a vehicle from this generator when the police is around
[CarGenerator].setHasBeenOwned(state: bool)

0A18
SET_UP_CONVERSATION_NODE_WITH_SCRIPTED_SPEECH
Adds a new line to the scripted conversation
Conversation.SetUpNodeWithScriptedSpeech(question: gxt_key, positiveAnswer: gxt_key, negativeAnswer: gxt_key, questionSoundId: int, positiveAnswerSoundId: int, negativeAnswerSoundId: int)

0A19
SET_AREA_NAME
Displays the text of the specified GXT entry using San Andreas' area name text style
Text.SetAreaName(name: string)

0A1A
TASK_PLAY_ANIM_SECONDARY
Makes a character play an animation that affects only the upper half of their body
Task.PlayAnimSecondary(handle: Char, animationName: string, animationFile: string, blendSpeed: float, loop: bool, lockX: bool, lockY: bool, keepLastFrame: bool, time: int)

0A1B
IS_CHAR_TOUCHING_CHAR
Returns true if the character is touching the other character
[Char].isTouchingChar(handle: Char)

0A1C
DISABLE_HELI_AUDIO
Sets whether the helicopter sound is muted
[Heli].disableAudio(state: bool)

0A1D
TASK_HAND_GESTURE
Makes a character face the other character and make a gesture
Task.HandGesture(handle: Char, target: Char)

0A1E
TAKE_PHOTO
Takes a screenshot of the screen without any HUD elements and stores the file in the "GTA San Andreas User FilesGallery" folder
Camera.TakePhoto(_p1: bool)

0A1F
INCREMENT_FLOAT_STAT_NO_MESSAGE
Increases the float stat by the value given without displaying popup message
Stat.IncrementFloatNoMessage(id: StatId, value: float)

0A20
SET_PLAYER_GROUP_TO_FOLLOW_ALWAYS
Controls the players ability to tell their group to wait and automatically orders any group members to continue following
[Player].setGroupToFollowAlways(state: bool)

0A21
IMPROVE_CAR_BY_CHEATING
Sets whether a ped driven vehicle's handling is affected by the 'perfect handling' cheat
[Car].improveByCheating(state: bool)

0A22
CHANGE_CAR_COLOUR_FROM_MENU
[Menu].changeCarColor(vehicle: Car, colorSlot: int, row: int)

0A23
HIGHLIGHT_MENU_ITEM
Highlights the menu item - used to indicate an owned shopping item
[Menu].highlightItem(row: int, state: bool)

0A24
SET_DISABLE_MILITARY_ZONES
Causes the players wanted level to be set at 4 when in restricted areas
Zone.SetDisableMilitaryZones(state: bool)

0A25
SET_CAMERA_POSITION_UNFIXED
Sets the position of the camera to an offset of the targeted entity
Camera.SetPositionUnfixed(xOffset: float, yOffset: float)

0A26
SET_RADIO_TO_PLAYERS_FAVOURITE_STATION
Sets the radio station of the vehicle the player is currently in to the favourite station, retrieved from the stats (ID 326)
Audio.SetRadioToPlayersFavouriteStation()

0A27
SET_DEATH_WEAPONS_PERSIST
Prevents pickups, which are created when this character dies, from disappearing until picked up by the player
[Char].setDeathWeaponsPersist(state: bool)

0A28
SET_SWIM_SPEED
Sets the speed that the character swims at, changing their swimming animation speed
[Char].setSwimSpeed(speed: float)

0A29
IS_PLAYER_CLIMBING
Returns true if the player is climbing
[Player].isClimbing()

0A2A
IS_THIS_HELP_MESSAGE_BEING_DISPLAYED
Returns true if a help message with the specified GXT entry is being displayed
Text.IsThisHelpMessageBeingDisplayed(gxt: gxt_key)

0A2B
IS_WIDESCREEN_ON_IN_OPTIONS
Returns true if widescreen is switched on in the display settings
Game.IsWidescreenOnInOptions()

0A2C
DRAW_SUBTITLES_BEFORE_FADE
Sets whether the text stays on the screen when it fades out
Text.DrawSubtitlesBeforeFade(state: bool)

0A2D
DRAW_ODDJOB_TITLE_BEFORE_FADE
Sets whether the styled text stays on the screen when it fades out
Text.DrawOddjobTitleBeforeFade(state: bool)

0A2E
TASK_FOLLOW_PATH_NODES_TO_COORD_WITH_RADIUS
Makes the specified character run in panic to the specified position
Task.FollowPathNodesToCoordWithRadius(handle: Char, x: float, y: float, z: float, mode: int, time: int, radius: float)

0A2F
SET_PHOTO_CAMERA_EFFECT
Puts the camera in first-person mode if the player is holding a weapon with a first-person shooting mode (such as a sniper rifle or camera)
Camera.SetPhotoEffect(state: bool)

0A30
FIX_CAR
Restores the vehicle to full health and removes the damage
[Car].fix()

0A31
SET_PLAYER_GROUP_TO_FOLLOW_NEVER
Sets whether the player's group stops following the player, even if the player uses the "group follow" button
[Player].setGroupToFollowNever(state: bool)

0A32
IS_CHAR_ATTACHED_TO_ANY_CAR
Returns true if the actor is turreted on any vehicle
[Char].isAttachedToAnyCar()

0A33
STORE_CAR_CHAR_IS_ATTACHED_TO_NO_SAVE
Returns the vehicle the character is attached to
[var handle: Car] = [Char].storeCarIsAttachedToNoSave()

0A35
SET_UP_SKIP_FOR_VEHICLE_FINISHED_BY_SCRIPT
Teleports the player to the specified coordinates and sets the specified angle with the screen fading in when in the specified car
Skip.SetUpForVehicleFinishedByScript(x: float, y: float, z: float, heading: float, vehicle: Car)

0A36
IS_SKIP_WAITING_FOR_SCRIPT_TO_FADE_IN
Returns true if the trip skip created with 0A35 has finished teleporting the vehicle and is ready to allow the script to fade in
Skip.IsWaitingForScriptToFadeIn()

0A37
FORCE_ALL_VEHICLE_LIGHTS_OFF
Disables all vehicle lights from being rendered if enabled
Game.ForceAllVehicleLightsOff(state: bool)

0A39
GET_PLAYER_IN_CAR_CAMERA_MODE
Gets the players chosen camera mode of the current vehicle
[var mode: int] = Camera.GetPlayerInCarMode()

0A3A
IS_LAST_BUILDING_MODEL_SHOT_BY_PLAYER
Returns true if the player's last shot model is the model specified
[Player].isLastBuildingModelShot(modelId: model_any)

0A3B
CLEAR_LAST_BUILDING_MODEL_SHOT_BY_PLAYER
Resets the status of the last model the player has shot
[Player].clearLastBuildingModelShot()

0A3C
SET_UP_CONVERSATION_END_NODE_WITH_SCRIPTED_SPEECH
Sets the script audio ID (see 03CF) for the specified conversation response node
Conversation.SetUpEndNodeWithScriptedSpeech(speech: gxt_key, speechSoundId: int)

0A3D
ACTIVATE_PIMP_CHEAT
Sets whether sleeping with a prostitute earns you money instead of taking it away from you
Game.ActivatePimpCheat(state: bool)

0A3E
GET_RANDOM_CHAR_IN_AREA_OFFSET_NO_SAVE
Returns the first char in the ped pool within radius of the specified point
[var handle: Char] = World.GetRandomCharInAreaOffsetNoSave(x: float, y: float, z: float, radiusX: float, radiusY: float, radiusZ: float)

0A3F
SET_SCRIPT_COOP_GAME
Sets an unused flag at address 0x96A8A8
Game.SetScriptCoopGame(state: bool)

0A40
CREATE_USER_3D_MARKER
Creates a marker similar to the yellow enex markers
[var handle: User3DMarker] = User3DMarker.Create(x: float, y: float, z: float, color: HudColors)

0A41
REMOVE_USER_3D_MARKER
Destroys a marker created with 0A40
[User3DMarker].remove()

0A43
GET_RID_OF_PLAYER_PROSTITUTE
Cancels any prostitute invitations received in-game and makes any current prostitutes quit
Game.GetRidOfPlayerProstitute()

0A44
DISPLAY_NON_MINIGAME_HELP_MESSAGES
Overrides the text block set by 09BD
Text.DisplayNonMinigameHelpMessages(state: bool)

0A45
SET_RAILTRACK_RESISTANCE_MULT
Sets the friction/slowdown rate on all rail tracks
World.SetRailtrackResistanceMult(mult: float)

0A46
SWITCH_OBJECT_BRAINS
Enables or disables all triggers of the specified type (0928 or 0929)
Game.SwitchObjectBrains(type: ScriptBrainAttachType, state: bool)

0A47
FINISH_SETTING_UP_CONVERSATION_NO_SUBTITLES
Conversation.FinishSettingUpNoSubtitles()

0A48
ALLOW_PAUSE_IN_WIDESCREEN
Enables the player to access the pause menu while widescreen is enabled
Game.AllowPauseInWidescreen(state: bool)

0A4A
GET_PC_MOUSE_MOVEMENT
Gives the offset of the mouse or right thumbstick movement
{ [var deltaX: float], [var deltaY: float] } = Mouse.GetMovement()

0A4B
IS_PC_USING_JOYPAD
Returns true if players controls are set to joystick and not mouse+keyboard
Game.IsPcUsingJoypad()

0A4C
IS_MOUSE_USING_VERTICAL_INVERSION
Returns true if the players settings are set to invert the mouse
Mouse.IsUsingVerticalInversion()

0A4E
IS_XBOX_PLAYER2_PRESSING_START
Returns true on Xbox versions of the game if player 2 is pressing the start button
native("IS_XBOX_PLAYER2_PRESSING_START")

0A8C
WRITE_MEMORY
Writes the value at the memory address
Memory.Write(address: int, size: int, value: any, vp: bool)
CLEO

0A8D
READ_MEMORY
Reads a value from the game memory
[var result: any] = Memory.Read(address: int, size: int, vp: bool)
CLEO

0A8E
INT_ADD
Adds together two integer values and writes the result into the variable
[var: int] = native("INT_ADD", int, int)
CLEO

0A8F
INT_SUB
Subtracts the integer value from another integer value and writes the result into the variable
[var: int] = native("INT_SUB", int, int)
CLEO

0A90
INT_MUL
Multiplies two integer values and writes the result into the variable
[var: int] = native("INT_MUL", int, int)
CLEO

0A91
INT_DIV
Divides the integer value by another integer value and writes the result into the variable
[var: int] = native("INT_DIV", int, int)
CLEO

0A92
STREAM_CUSTOM_SCRIPT
Loads a file with compiled SCM instructions at the given path and runs a new custom script
native("STREAM_CUSTOM_SCRIPT", scriptFileName: string, arguments)
CLEO

0A93
TERMINATE_THIS_CUSTOM_SCRIPT
Ends the current custom script, preventing further execution
native("TERMINATE_THIS_CUSTOM_SCRIPT")
CLEO

0A94
LOAD_AND_LAUNCH_CUSTOM_MISSION
native("LOAD_AND_LAUNCH_CUSTOM_MISSION", scriptFileName: string, arguments)
CLEO

0A95
SAVE_THIS_CUSTOM_SCRIPT
Marks this script to be saved whenever game is saved. After savegame load all local variables are restored and execution continues from saved position
native("SAVE_THIS_CUSTOM_SCRIPT")
CLEO

0A96
GET_PED_POINTER
Gets the address of the ped struct in the game memory by its handle
[var address: int] = Memory.GetPedPointer(char: Char)
CLEO

0A97
GET_VEHICLE_POINTER
Gets the address of the vehicle struct in the game memory by its handle
[var address: int] = Memory.GetVehiclePointer(handle: Car)
CLEO

0A98
GET_OBJECT_POINTER
Gets the address of the object struct in the game memory by its handle
[var address: int] = Memory.GetObjectPointer(object: Object)
CLEO

0A99
SET_CURRENT_DIRECTORY
Sets the current working directory (cwd) to a predefined location with a value of 0 or 1, or to an arbitrary path with a string value
Fs.SetCurrentDirectory(path: any)
CLEO

0A9A
OPEN_FILE
Opens the file in the specified mode, sets the condition result to True if the open operation has been successful, or to False otherwise, and writes the file handle to the variable
[var handle: File] = File.Open(filePathName: string, mode: FileMode)
CLEO

0A9B
CLOSE_FILE
Closes the file and frees the memory
[File].close()
CLEO

0A9C
GET_FILE_SIZE
Gets the file size in bytes
[var size: int] = [File].getSize()
CLEO

0A9D
READ_FROM_FILE
Reads the specified number of bytes from the opened file and writes them to the memory region starting from the address of the destination variable
[var destination: int] = [File].read(size: int)
CLEO

0A9E
WRITE_TO_FILE
Copies the specified number of bytes of the memory region starting from the address of the source variable to the file
[File].write(size: int, var source: int)
CLEO

0A9F
GET_THIS_SCRIPT_STRUCT
Gets the address of the current script structure in the game memory
[var address: int] = Memory.GetThisScriptStruct()
CLEO

0AA0
GOSUB_IF_FALSE
Transfers the script execution to the label as a subroutine if the result of the condition is false
native("GOSUB_IF_FALSE", label)
CLEO

0AA1
RETURN_IF_FALSE
Returns from the current subroutine if the result of the condition is false
native("RETURN_IF_FALSE")
CLEO

0AA2
LOAD_DYNAMIC_LIBRARY
Loads the specified module (usually a dynamic-link library (DLL)) into the address space of the game
[var handle: DynamicLibrary] = DynamicLibrary.Load(fileName: string)
CLEO

0AA3
FREE_DYNAMIC_LIBRARY
Frees the loaded dynamic-link library (DLL) module and unloads it from the address space of the game
[DynamicLibrary].free()
CLEO

0AA4
GET_DYNAMIC_LIBRARY_PROCEDURE
Retrieves the address of an exported function or variable from the specified dynamic-link library (DLL)
[var address: int] = [DynamicLibrary].getProcedure(procName: string)
CLEO

0AA5
CALL_FUNCTION
Calls a function at the address with the given arguments and the calling convention defined by the pop parameter where 0 means 'stdcall' and a value equal to numParams means 'cdecl'
Memory.CallFunction(address: int, numParams: int, pop: int, funcParams: arguments)
CLEO

0AA6
CALL_METHOD
Calls a method of the object (struct) with the given arguments and the 'thiscall' calling convention (pop is always 0)
Memory.CallMethod(address: int, struct: int, numParams: int, pop: int, funcParams: arguments)
CLEO

0AA7
CALL_FUNCTION_RETURN
Calls a function similarly to 0AA5 and writes the result into the variable following the arguments list
[var funcRet: any] = Memory.CallFunctionReturn(address: int, numParams: int, pop: int, funcParams: arguments)
CLEO

0AA8
CALL_METHOD_RETURN
Calls a method of the object (struct) similarly to 0AA6 and writes the result into the variable following the arguments list
[var funcRet: any] = Memory.CallMethodReturn(address: int, struct: int, numParams: int, pop: int, funcParams: arguments)
CLEO

0AA9
IS_GAME_VERSION_ORIGINAL
Returns true if the game version is vanilla 1.0
Game.IsVersionOriginal()
CLEO

0AAA
GET_SCRIPT_STRUCT_NAMED
Gets the address of a running script which name matches the given string or 0 otherwise
[var address: int] = Memory.GetScriptStructNamed(scriptName: string)
CLEO

0AAB
DOES_FILE_EXIST
Returns true if a file at the given path exists
Fs.DoesFileExist(path: string)
CLEO

0AB0
IS_KEY_PRESSED
Returns true if the player is pressing a keyboard button with the specified code
Pad.IsKeyPressed(keyCode: KeyCode)
CLEO

0AB1
CLEO_CALL
Starts the execution of the SCM function with given params, optionally receiving one or more numbers as the result. Return from function is performed with 0051, 0AB2, or 2002
native("CLEO_CALL", label, numParams: int, params: arguments)
CLEO

0AB2
CLEO_RETURN
Returns the flow of the execution to the last CLEO_CALL instruction, optionally returning one or more numbers as the result
native("CLEO_RETURN", numRet: int, retParams: arguments)
CLEO

0AB3
SET_CLEO_SHARED_VAR
Sets the value of an element in the global array maintained by CLEO (index is between 0-1023)
native("SET_CLEO_SHARED_VAR", index: int, value: any)
CLEO

0AB4
GET_CLEO_SHARED_VAR
Reads the value of an element in the global array maintained by CLEO (index is between 0-1023)
[var result: any] = native("GET_CLEO_SHARED_VAR", index: int)
CLEO

0AB5
STORE_CLOSEST_ENTITIES
Stores the handles of a vehicle and ped closest to the char or -1 otherwise
{ [var carHandle: Car], [var charHandle: Char] } = [Char].storeClosestEntities()
CLEO

0AB6
GET_TARGET_BLIP_COORDS
Gets the coordinates of the location targeted in the game map
{ [var x: float], [var y: float], [var z: float] } = World.GetTargetCoords()
CLEO

0AB7
GET_CAR_NUMBER_OF_GEARS
Gets the total number of gears of the vehicle and stores it to the variable
[var numGear: int] = [Car].getNumberOfGears()
CLEO

0AB8
GET_CAR_CURRENT_GEAR
Returns the current gear of the vehicle
[var gear: int] = [Car].getCurrentGear()
CLEO

0ABA
TERMINATE_ALL_CUSTOM_SCRIPTS_WITH_THIS_NAME
Ends the custom CLEO scripts with the specified name, freeing game memory
native("TERMINATE_ALL_CUSTOM_SCRIPTS_WITH_THIS_NAME", name: string)
CLEO

0ABD
IS_CAR_SIREN_ON
[Car].isSirenOn()
CLEO

0ABE
IS_CAR_ENGINE_ON
[Car].isEngineOn()
CLEO

0ABF
CLEO_SET_CAR_ENGINE_ON
Sets whether the vehicle's engine is turned on or off
[Car].cleoSetEngineOn(state: bool)
CLEO

0AC6
GET_LABEL_POINTER
Stores the absolute address of a code location marked with the label
[var address: int] = Memory.GetLabelPointer(label)
CLEO

0AC7
GET_VAR_POINTER
Stores the absolute address of the variable
[var address: int] = Memory.GetVarPointer(var: any)
CLEO

0AC8
ALLOCATE_MEMORY
Allocates a chunk of memory of the given size and stores its address to the variable
[var address: int] = Memory.Allocate(size: int)
CLEO

0AC9
FREE_MEMORY
Frees the memory allocated with 0AC8
Memory.Free(address: int)
CLEO

0ACA
PRINT_HELP_STRING
Displays a custom text (provided as a literal or an address) in a black box similarly to PRINT_HELP
Text.PrintHelpString(text: string)
CLEO

0ACB
PRINT_BIG_STRING
Displays a custom text (provided as a literal or an address) similarly to PRINT_BIG
Text.PrintBigString(text: string, time: int, style: TextStyle)
CLEO

0ACC
PRINT_STRING
Displays a custom text (provided as a literal or an address) similarly to PRINT
Text.PrintString(text: string, time: int)
CLEO

0ACD
PRINT_STRING_NOW
Displays a custom text (provided as a literal or an address) similarly to PRINT_NOW
Text.PrintStringNow(text: string, time: int)
CLEO

0ACE
PRINT_HELP_FORMATTED
Displays a black text box for a few seconds respecting the format of the String entered
Text.PrintHelpFormatted(text: string, args: arguments)
CLEO

0ACF
PRINT_BIG_FORMATTED
Formats args according to the format string, then displays it similarly to PRINT_BIG
Text.PrintBigFormatted(format: string, time: int, style: TextStyle, args: arguments)
CLEO

0AD0
PRINT_FORMATTED
Formats args according to the format string, then displays it similarly to PRINT
Text.PrintFormatted(format: string, time: int, args: arguments)
CLEO

0AD1
PRINT_FORMATTED_NOW
Formats args according to the format string, then displays it similarly to PRINT_NOW
Text.PrintFormattedNow(format: string, time: int, args: arguments)
CLEO

0AD2
GET_CHAR_PLAYER_IS_TARGETING
[var handle: Char] = [Player].getCharIsTargeting()
CLEO

0AD3
STRING_FORMAT
Formats a text according to the format string and given arguments and writes it in the buffer
Text.StringFormat(buffer: int, format: string, args: arguments)
CLEO

0AD4
SCAN_STRING
Extracts data from a string using sscanf
{ [var nValues: int], [var values: arguments] } = Text.ScanString(string: string, format: string)
CLEO

0AD5
FILE_SEEK
Sets the position of the file to the given offset from the origin
[File].seek(offset: int, origin: SeekOrigin)
CLEO

0AD6
IS_END_OF_FILE_REACHED
Returns true if all data has been read or any file error occurred
[File].isEndReached()
CLEO

0AD7
READ_STRING_FROM_FILE
Reads up to maxLength-1 text characters from the file until the newline or the end-of-file is reached. Result will be null-terminated string
[File].readString(storeTo: string, maxLength: int)
CLEO

0AD8
WRITE_STRING_TO_FILE
Copies data from the source string to the file up to but not including the null character
[File].writeString(source: string)
CLEO

0AD9
WRITE_FORMATTED_STRING_TO_FILE
Writes a formatted string to the file
[File].writeFormattedString(format: string, args: arguments)
CLEO

0ADA
SCAN_FILE
Extracts data from a file using fscanf
{ [var nValues: int], [var values: arguments] } = [File].scan(format: string)
CLEO

0ADB
GET_NAME_OF_VEHICLE_MODEL
[var carName: string] = Streaming.GetNameOfVehicleModel(modelId: model_vehicle)
CLEO

0ADC
TEST_CHEAT
Returns true if the specified string of letters has been typed on the keyboard
Pad.TestCheat(input: string)
CLEO

0ADD
SPAWN_VEHICLE_BY_CHEATING
Creates a vehicle with the model (no pre-loading needed) in front of the player
World.SpawnVehicleByCheating(modelId: model_vehicle)
CLEO

0ADE
GET_TEXT_LABEL_STRING
Returns the text associated with the GXT key
[var text: string] = Text.GetLabelString(key: gxt_key)
CLEO

0ADF
ADD_TEXT_LABEL
Adds or updates the text associated with the dynamic GXT key. It does nothing if the same key is defined in a FXT file
Text.AddLabel(dynamicKey: gxt_key, text: string)
CLEO

0AE0
REMOVE_TEXT_LABEL
Deletes the key and associated text created with ADD_TEXT_LABEL or defined in a FXT file
Text.RemoveLabel(key: gxt_key)
CLEO

0AE1
GET_RANDOM_CHAR_IN_SPHERE_NO_SAVE_RECURSIVE
[var handle: Char] = World.GetRandomCharInSphereNoSaveRecursive(x: float, y: float, z: float, radius: float, findNext: bool, skipDead: bool)
CLEO

0AE2
GET_RANDOM_CAR_IN_SPHERE_NO_SAVE_RECURSIVE
[var handle: Car] = World.GetRandomCarInSphereNoSaveRecursive(x: float, y: float, z: float, radius: float, findNext: bool, skipWrecked: bool)
CLEO

0AE3
GET_RANDOM_OBJECT_IN_SPHERE_NO_SAVE_RECURSIVE
[var handle: Object] = World.GetRandomObjectInSphereNoSaveRecursive(x: float, y: float, z: float, radius: float, findNext: bool)
CLEO

0AE4
DOES_DIRECTORY_EXIST
Returns true if a directory at the given path exists
Fs.DoesDirectoryExist(path: string)
CLEO

0AE5
CREATE_DIRECTORY
Creates a directory at the given path
Fs.CreateDirectory(path: string)
CLEO

0AE6
FIND_FIRST_FILE
Searches a directory for a file or subdirectory with a name that matches a specific name (or partial name if wildcards are used)
{ [var handle: FindFile], [var fileName: string] } = FindFile.First(searchMask: string)
CLEO

0AE7
FIND_NEXT_FILE
Continues a file search from a previous call to 0AE6
[var fileName: string] = [FindFile].next()
CLEO

0AE8
FIND_CLOSE
Closes a file search handle opened by 0AE6
[FindFile].close()
CLEO

0AE9
POP_FLOAT
Returns a floating-point number stored as the result of the function called (0AA5, 0AA6, 0AA7, 0AA8) immediately before this command
[var number: float] = Memory.PopFloat()
CLEO

0AEA
GET_PED_REF
Gets the corresponding handle of the char located at the given address in memory
[var handle: Char] = Memory.GetPedRef(address: int)
CLEO

0AEB
GET_VEHICLE_REF
Gets the corresponding handle of the vehicle located at the given address in memory
[var handle: Car] = Memory.GetVehicleRef(address: int)
CLEO

0AEC
GET_OBJECT_REF
Gets the corresponding handle of the object located at the given address in memory
[var handle: Object] = Memory.GetObjectRef(address: int)
CLEO

0AED
STRING_FLOAT_FORMAT
[var text: string] = Text.StringFloatFormat(number: float, format: string)
CLEO

0AEE
POW
Returns the specified number raised to the specified power
[var result: float] = Math.Pow(number: float, power: float)
CLEO

0AEF
LOG
Returns the logarithm of the specified number in the specified base
[var result: float] = Math.Log(number: float, base: float)
CLEO

0DD5
GET_GAME_PLATFORM
Returns platform type info (device/operating system)
[var platform: Platform] = Game.GetPlatform()
CLEO

2000
GET_CLEO_ARG_COUNT
Gets argument count used to call current cleo function (0AB1)
[var count: int] = native("GET_CLEO_ARG_COUNT", )
CLEO

2002
CLEO_RETURN_WITH
Returns from the current SCM function (0AB1) and sets the condition result to specified value
native("CLEO_RETURN_WITH", conditionResult: bool, retArgs: arguments)
CLEO

2003
CLEO_RETURN_FAIL
Returns from the current SCM function (0AB1) and sets the condition result to false, skipping variables in 0AB1
native("CLEO_RETURN_FAIL", arguments)
CLEO

0B20
READ_CLIPBOARD_DATA
Copies the specified number of bytes of text from the clipboard to the address
Clipboard.ReadData(address: int, number: int)
CLEO+

0B21
WRITE_CLIPBOARD_DATA
Clipboard.WriteData(address: int, number: int)
CLEO+

0D01
ROTATE_MATRIX_ON_AXIS
native("ROTATE_MATRIX_ON_AXIS", matrix: int, x: float, y: float, z: float, angle: float, rwCombine: RwCombine)
CLEO+

0D02
GET_MATRIX_X_ANGLE
[var angle: float] = native("GET_MATRIX_X_ANGLE", matrix: int)
CLEO+

0D03
GET_MATRIX_Y_ANGLE
[var angle: float] = native("GET_MATRIX_Y_ANGLE", matrix: int)
CLEO+

0D04
GET_MATRIX_Z_ANGLE
[var angle: float] = native("GET_MATRIX_Z_ANGLE", matrix: int)
CLEO+

0D0A
GET_OFFSET_FROM_MATRIX_IN_WORLD_COORDS
{ [var x: float], [var y: float], [var z: float] } = native("GET_OFFSET_FROM_MATRIX_IN_WORLD_COORDS", matrix: int, x: float, y: float, z: float)
CLEO+

0D0B
GET_CHAR_BONE_MATRIX
Returns the address of the character's specified bone matrix
[var matrix: int] = [Char].getBoneMatrix(pedBone: PedBone)
CLEO+

0D0F
SET_CAR_MODEL_ALPHA
Set's the specified car's transparency alpha
[Car].setModelAlpha(alpha: int)
CLEO+

0D10
SET_CHAR_MODEL_ALPHA
Set's the specified character's transparency alpha
[Char].setModelAlpha(alpha: int)
CLEO+

0D11
SET_OBJECT_MODEL_ALPHA
Set's the specified object's transparency alpha
[Object].setModelAlpha(alpha: int)
CLEO+

0D16
SET_MATRIX_ROTATION_FROM_QUAT
native("SET_MATRIX_ROTATION_FROM_QUAT", matrix: int, quat: int)
CLEO+

0D17
SET_QUAT_FROM_MATRIX
native("SET_QUAT_FROM_MATRIX", quat: int, matrix: int)
CLEO+

0D18
ROTATE_QUAT_ON_AXIS
native("ROTATE_QUAT_ON_AXIS", quat: int, x: float, y: float, z: float, angle: float, rwCombine: RwCombine)
CLEO+

0D19
GET_NORMALISED_QUAT
[var quat: int] = native("GET_NORMALISED_QUAT", quat: int)
CLEO+

0D1A
MULTIPLY_QUATS
[var quatResult: int] = native("MULTIPLY_QUATS", quat1: int, quat2: int)
CLEO+

0D1E
QUAT_SLERP
[var result: int] = native("QUAT_SLERP", from: int, to: int, lambda: float)
CLEO+

0D24
INITIALISE_QUAT
native("INITIALISE_QUAT", quat: int, x: float, y: float, z: float, real: float)
CLEO+

0D27
COPY_MEMORY
Copies each memory byte from src address to dest address
Memory.Copy(src: int, dest: int, size: int)
CLEO+

0D29
GET_QUAT_ELEMENTS
{ [var x: float], [var y: float], [var z: float], [var real: float] } = native("GET_QUAT_ELEMENTS", quat: int)
CLEO+

0D2D
GET_LOCAL_TIME
Returns the full local time of the player's PC
{ [var year: int], [var month: int], [var weekDay: int], [var day: int], [var hour: int], [var minute: int], [var second: int], [var millisecond: int] } = Clock.GetLocalTime()
CLEO+

0D2E
SET_SCRIPT_VAR
Sets value for script variable in index
native("SET_SCRIPT_VAR", scriptPointer: int, varIndex: int, value: any)
CLEO+

0D2F
GET_SCRIPT_VAR
Gets value from script variable index
[var result: any] = native("GET_SCRIPT_VAR", scriptPointer: int, varIndex: int)
CLEO+

0D30
GET_CHAR_BONE
[var address: int] = [Char].getBone(pedBone: PedBone)
CLEO+

0D31
GET_BONE_OFFSET_VECTOR
[var offsetVector: int] = Char.GetBoneOffsetVector(pedBone: PedBone)
CLEO+

0D32
GET_BONE_QUAT
Returns pointer to the quaterion under bone address obtained with GET_CHAR_BONE
[var quat: int] = Char.GetBoneQuat(bone: int)
CLEO+

0D33
SET_CAR_DOOR_WINDOW_STATE
Sets the window state of the specified door of the car
[Car].setDoorWindowState(door: CarNodeDoor, state: bool)
CLEO+

0D37
WRITE_STRUCT_PARAM
Writes the dword value to the struct address by index (index*4+address) see: 0E28
Memory.WriteStructParam(address: int, index: int, value: arguments)
CLEO+

0D38
READ_STRUCT_PARAM
Reads the dword value from the struct address by index (index*4+address) see: 0D4E
[var value: arguments] = Memory.ReadStructParam(address: int, index: int)
CLEO+

0D39
GET_CHAR_MAX_HEALTH
Returns the character's maximum health (08AF)
[var maxHealth: float] = [Char].getMaxHealth()
CLEO+

0D3A
GET_COLLISION_BETWEEN_POINTS
Returns the colPoint, coordinates, and collision entity between two points
{ [var handle: ColPoint], [var outX: float], [var outY: float], [var outZ: float], [var entity: int] } = ColPoint.GetCollisionBetweenPoints(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)
CLEO+

0D3B
GET_COLPOINT_NORMAL_VECTOR
Returns the vector of the specified ColPoint
{ [var x: float], [var y: float], [var z: float] } = [ColPoint].getNormalVector()
CLEO+

0D3C
GET_COLPOINT_SURFACE
Returns the surfaceType of the specified ColPoint
[var surfaceType: SurfaceType] = [ColPoint].getSurface()
CLEO+

0D3E
GET_COLPOINT_DEPTH
Returns the depth of the specified ColPoint
[var depth: float] = [ColPoint].getDepth()
CLEO+

0D4C
GET_STRING_LENGTH
Returns the string length
[var length: int] = Text.GetStringLength(text: string)
CLEO+

0D4D
COPY_STRING
Copies the string to the specified address
Text.CopyString(string: string, address: int)
CLEO+

0D4E
READ_STRUCT_OFFSET
Reads a value from the given offset from the memory address (see: 0D38)
[var result: any] = Memory.ReadStructOffset(address: int, offset: int, size: int)
CLEO+

0D59
GET_CURRENT_WEATHER
Gets weather type that is being blended from
[var type: WeatherType] = Weather.GetCurrent()
CLEO+

0E00
GET_CAR_ALARM
Returns the status of the car's alarm
[var status: CarAlarm] = [Car].getAlarm()
CLEO+

0E01
CREATE_OBJECT_NO_SAVE
Creates an no save game object at the specified location, with the specified model
[var handle: Object] = Object.CreateNoSave(modelId: model_object, x: float, y: float, z: float, useOffset: bool, useGround: bool)
CLEO+

0E02
SET_CAR_GENERATOR_NO_SAVE
[CarGenerator].setNoSave()
CLEO+

0E03
PERLIN_NOISE
Calculates the 1D Perlin simplex noise
[var result: float] = Math.PerlinNoise(x: float)
CLEO+

0E04
GET_NEXT_WEATHER
Gets weather type that is being blended to
[var type: WeatherType] = Weather.GetNext()
CLEO+

0E05
SET_NEXT_WEATHER
Sets weather type which will be blend to
Weather.SetNext(type: WeatherType)
CLEO+

0E06
GET_RAIN_INTENSITY
Gets rain intensity in range of 0.0 to 1.0
[var intensity: float] = Weather.GetRainIntensity()
CLEO+

0E07
SET_RAIN_INTENSITY
Sets rain intensity in range of 0.0 to 1.0
Weather.SetRainIntensity(intensity: float)
CLEO+

0E08
IS_CAR_SCRIPT_CONTROLLED
Returns true if the specified vehicle is controlled by script
[Car].isScriptControlled()
CLEO+

0E09
MARK_CAR_AS_NEEDED
Marks the vehicle as script controlled
[Car].markAsNeeded()
CLEO+

0E0A
IS_CHAR_SCRIPT_CONTROLLED
Returns true if the specified character is controlled by script
[Char].isScriptControlled()
CLEO+

0E0B
MARK_CHAR_AS_NEEDED
Marks the character as script controlled
[Char].markAsNeeded()
CLEO+

0E0C
IS_OBJECT_SCRIPT_CONTROLLED
Returns true if the specified object is controlled by a script
[Object].isScriptControlled()
CLEO+

0E0D
MARK_OBJECT_AS_NEEDED
marks object as script controlled
[Object].markAsNeeded()
CLEO+

0E0E
GET_CURRENT_RESOLUTION
Gets the game window width and height resolution
{ [var width: int], [var height: int] } = Game.GetCurrentResolution()
CLEO+

0E0F
GET_FIXED_XY_ASPECT_RATIO
Gets x and y values based on window aspect ratio, useful for text and hud scaling
{ [var x: float], [var y: float] } = Hud.GetFixedXyAspectRatio(x: float, y: float)
CLEO+

0E10
IS_MOUSE_WHEEL_UP
Returns true if the mouse wheel has been scrolled up
Mouse.IsWheelUp()
CLEO+

0E11
IS_MOUSE_WHEEL_DOWN
Returns true if the mouse wheel has been scrolled down
Mouse.IsWheelDown()
CLEO+

0E12
GET_VEHICLE_SUBCLASS
Returns vehicle subclass, useful to check if vehicle is motorbike, bicycle, trailer etc
[var subclass: VehicleSubclass] = [Car].getSubclass()
CLEO+

0E13
GET_ENTITY_TYPE
Gets the type of the entity
[var type: EntityType] = Entity.GetType(entity: any)
CLEO+

0E14
INIT_EXTENDED_CHAR_VARS
Inits additional variables for this char. Identifier can be "AUTO" for unique ID based on script pointer
[Char].initExtendedVars(identifier: string, totalVars: int)
CLEO+

0E15
SET_EXTENDED_CHAR_VAR
Sets extended var value for this char. Requires initialization (0E14), otherwise returns false
[Char].setExtendedVar(identifier: string, varNumber: int, value: any)
CLEO+

0E16
GET_EXTENDED_CHAR_VAR
Gets extended var value for this char. Returns false if not initialized (0E14)
[var value: any] = [Char].getExtendedVar(identifier: string, varNumber: int)
CLEO+

0E17
INIT_EXTENDED_CAR_VARS
Inits additional variables for this car. Identifier can be "AUTO" for unique ID based on script pointer
[Car].initExtendedVars(identifier: string, totalVars: int)
CLEO+

0E18
SET_EXTENDED_CAR_VAR
Sets extended var value for this car. Requires initialization (0E17), otherwise returns false
[Car].setExtendedVar(identifier: string, varNumber: int, value: any)
CLEO+

0E19
GET_EXTENDED_CAR_VAR
Gets extended var value for this car. Returns false if not initialized (0E17)
[var value: any] = [Car].getExtendedCarVar(identifier: string, varNumber: int)
CLEO+

0E1A
INIT_EXTENDED_OBJECT_VARS
Inits additional variables for this object. Identifier can be "AUTO" for unique ID based on script pointer
[Object].initExtendedVars(identifier: string, totalVars: int)
CLEO+

0E1B
SET_EXTENDED_OBJECT_VAR
Sets extended var value for this object. Requires initialization (0E1A), otherwise returns false
[Object].setExtendedVar(identifier: string, varNumber: int, value: any)
CLEO+

0E1C
GET_EXTENDED_OBJECT_VAR
Gets extended var value for this char. Returns false if not initialized (0E1A)
[var value: any] = [Object].getExtendedVar(identifier: string, varNumber: int)
CLEO+

0E1D
IS_ON_MISSION
Returns true if the player is on a mission (the variable set in 0180 is not zero)
Mission.IsOn()
CLEO+

0E1E
DRAW_TEXTURE_PLUS
Draws RwTexture or sprite ID once on specific drawing event and optional mask, no limits
Txd.DrawTexturePlus(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)
CLEO+

0E1F
EASE
Eases k value in range of 0.0 to 1.0, resulting in a easing value based on mode and way, useful for smooth animations
[var result: float] = Math.Ease(k: float, mode: EaseMode, way: EaseWay)
CLEO+

0E20
IS_ON_SAMP
Returns true if the current game runs on San Andreas Multiplayer (SA-MP)
Game.IsSamp()
CLEO+

0E21
GET_AUDIO_SFX_VOLUME
Gets the SFX volume set in the game options
[var volume: float] = Audio.GetSfxVolume()
CLEO+

0E22
GET_AUDIO_RADIO_VOLUME
Gets the radio volume set in the game options
[var volume: float] = Audio.GetRadioVolume()
CLEO+

0E23
GET_MOUSE_SENSIBILITY
Gets the mouse sensibility set in the game options
[var sensibility: float] = Mouse.GetSensibility()
CLEO+

0E24
FIX_CHAR_GROUND_BRIGHTNESS_AND_FADE_IN
[Char].fixGroundBrightnessAndFadeIn(fixGround: bool, fixBrightness: bool, fadeIn: bool)
CLEO+

0E25
IS_ON_CUTSCENE
Returns true if a cutscene is active (02E7)
Cutscene.IsOn()
CLEO+

0E26
IS_WEAPON_FIRE_TYPE
Checks if the weapon has the specified fire type
Weapon.IsFireType(weaponType: WeaponType, weaponFire: WeaponFire)
CLEO+

0E27
GET_ANGLE_FROM_TWO_COORDS
[var angle: float] = Math.GetAngleFromTwoCoords(x1: float, y1: float, x2: float, y2: float)
CLEO+

0E28
WRITE_STRUCT_OFFSET
Writes the value at the given offset from the memory address (see: 0D37)
Memory.WriteStructOffset(address: int, offset: int, size: int, value: arguments)
CLEO+

0E29
PERLIN_NOISE_FRACTAL
Calculates the Fractal Brownian Motion (fBm) summation of 1D Perlin Simplex noise
[var result: float] = Math.PerlinNoiseFractal(x: float, octaves: int, frequency: float, amplitude: float, lacunarity: float, persistence: float)
CLEO+

0E2A
ADD_CLEO_BLIP
Creates a blip that don't saves, supports any texture, alpha and don't hits the blip limit
[var handle: CleoBlip] = CleoBlip.Add(rwTextureOrRadarSprite: any, x: float, y: float, short: bool, red: int, green: int, blue: int, alpha: int)
CLEO+

0E2B
REMOVE_CLEO_BLIP
Removes a cleo blip
[CleoBlip].remove()
CLEO+

0E2C
GET_CURRENT_SAVE_SLOT
Gets loaded save slot number. -1 if new game
[var slot: int] = Game.GetCurrentSaveSlot()
CLEO+

0E2D
IS_GAME_FIRST_START
Is first gameplay start (game was not reloaded)
Game.IsFirstStart()
CLEO+

0E2E
CREATE_RENDER_OBJECT_TO_CHAR_BONE
Creates renderObject to character bone
[var handle: RenderObject] = RenderObject.CreateToCharBone(char: Char, modelId: model_char, pedBone: PedBone, x: float, y: float, z: float, rx: float, ry: float, rz: float)
CLEO+

0E2F
DELETE_RENDER_OBJECT
Deletes the renderObject
[RenderObject].delete()
CLEO+

0E30
SET_RENDER_OBJECT_AUTO_HIDE
Sets the renderObject to AutoHide if the character is dead, is using a weapon, or enters a car
[Char].setRenderObjectAutoHide(dead: bool, weapon: bool, car: bool)
CLEO+

0E31
SET_RENDER_OBJECT_VISIBLE
Sets the visible status of the renderObject
[RenderObject].setVisible(visible: bool)
CLEO+

0E32
SET_CHAR_COORDINATES_SIMPLE
Sets the character's coordinates without exception protocols
[Char].setCoordinatesSimple(x: float, y: float, z: float)
CLEO+

0E33
GET_PICKUP_THIS_COORD
Returns the handle of a pickup at the specified coordinates
[var handle: Pickup] = World.GetPickupThisCoord(x: float, y: float, z: float, onlyValid: bool)
CLEO+

0E34
GET_PICKUP_MODEL
Returns the model of a specified pickup
[var modelId: model_any] = [Pickup].getModel()
CLEO+

0E35
SET_RENDER_OBJECT_POSITION
Sets the position of a renderObject
[RenderObject].setPosition(x: float, y: float, z: float)
CLEO+

0E36
SET_RENDER_OBJECT_ROTATION
Sets the rotation of the renderObject
[RenderObject].setRotation(x: float, y: float, z: float)
CLEO+

0E37
SET_RENDER_OBJECT_SCALE
Sets the scale of the renderObject
[RenderObject].setScale(x: float, y: float, z: float)
CLEO+

0E38
GET_PICKUP_POINTER
Returns a pointer to the struct of a specified pickup
[var pointer: int] = [Pickup].getPointer()
CLEO+

0E39
GET_PICKUP_TYPE
Returns the type of a specified pickup
[var type: PickupType] = [Pickup].getType()
CLEO+

0E3A
SET_RENDER_OBJECT_DISTORTION
Sets the renderObject's distortion
[RenderObject].setDistortion(x: float, y: float, z: float, w: float)
CLEO+

0E3B
GET_AUDIOSTREAM_INTERNAL
Returns the internal reference of a given AUDIOSTREAM to be used in bass.dll functions
[var address: int] = [AudioStream].getInternal()
CLEO+

0E3C
GET_TEXTURE_FROM_SPRITE
Returns the rwTexture pointer from sprite index
[var rwTexture: int] = Txd.GetTextureFromSprite(sprite: int)
CLEO+

0E3D
IS_KEY_JUST_PRESSED
Returns true if the player has just started to press a specified key this frame
Pad.IsKeyJustPressed(keyCode: KeyCode)
CLEO+

0E3E
IS_BUTTON_JUST_PRESSED
Returns true if the pad's button has just started to be pressed this frame
Pad.IsButtonJustPressed(pad: PadId, buttonId: Button)
CLEO+

0E3F
CONVERT_3D_TO_SCREEN_2D
Returns 2D screen position and distance related text size for world coordinates between nearClip and farClip
{ [var x: float], [var y: float], [var sizeX: float], [var sizeY: float] } = World.Convert3DToScreen2D(x: float, y: float, z: float, nearClip: bool, farClip: bool)
CLEO+

0E40
GET_CURRENT_HOUR
Returns the clock's current hour
[var hour: int] = Clock.GetCurrentHour()
CLEO+

0E41
GET_CURRENT_MINUTE
Returns the clock's current minute
[var minute: int] = Clock.GetCurrentMinute()
CLEO+

0E42
IS_CHAR_DOING_TASK_ID
Returns true if the character is performing the specified task
[Char].isDoingTaskId(taskId: TaskId)
CLEO+

0E43
GET_CHAR_TASK_POINTER_BY_ID
Returns the address of the character's task by taskId
[var address: int] = [Char].getTaskPointerById(taskId: TaskId)
CLEO+

0E44
GET_CHAR_KILL_TARGET_CHAR
Returns the handle of the killTarget of the specified character
[var killTarget: Char] = [Char].getKillTargetChar()
CLEO+

0E45
FRAME_MOD
Returns True every mod number of frames
Game.FrameMod(mod: int)
CLEO+

0E46
IS_CHAR_USING_GUN
Returns true if the specified character is using a gun
[Char].isUsingGun()
CLEO+

0E47
IS_CHAR_FIGHTING
Returns true if the specified character is fighting
[Char].isFighting()
CLEO+

0E48
IS_CHAR_FALLEN_ON_GROUND
Returns true if the specified character has fallen on the ground
[Char].isFallenOnGround()
CLEO+

0E49
IS_CHAR_ENTERING_ANY_CAR
Returns true if the specified character is entering any car
[Char].isEnteringAnyCar()
CLEO+

0E4A
IS_CHAR_EXITING_ANY_CAR
Returns true if the specified character is exiting any car
[Char].isExitingAnyCar()
CLEO+

0E4B
IS_CHAR_PLAYING_ANY_SCRIPT_ANIMATION
Returns true if the specified character is playing any script animation
[Char].isPlayingAnyScriptAnimation()
CLEO+

0E4C
IS_CHAR_DOING_ANY_IMPORTANT_TASK
Returns true if the specified character is doing any important task
[Char].isDoingAnyImportantTask()
CLEO+

0E4D
RANDOM_PERCENT
Returns randomly True the specified percent of the time
Math.RandomPercent(percent: int)
CLEO+

0E4E
DISPLAY_ONSCREEN_TIMER_LOCAL
Creates a countdown or countup onscreen timer
Hud.DisplayTimerLocal(var timer: int, direction: TimerDirection)
CLEO+

0E4F
DISPLAY_ONSCREEN_TIMER_WITH_STRING_LOCAL
Creates a countdown or countup onscreen timer with the text
Hud.DisplayTimerWithStringLocal(var timer: int, direction: TimerDirection, text: gxt_key)
CLEO+

0E50
DISPLAY_ONSCREEN_COUNTER_LOCAL
Displays an onscreen counter, either shown in numbers or as a bar
Hud.DisplayCounterLocal(var timer: int, display: CounterDisplay)
CLEO+

0E51
DISPLAY_ONSCREEN_COUNTER_WITH_STRING_LOCAL
Displays an onscreen counter with the text, either shown in numbers or as a bar
Hud.DisplayCounterWithStringLocal(var counter: int, display: CounterDisplay, text: gxt_key)
CLEO+

0E52
DISPLAY_TWO_ONSCREEN_COUNTERS_LOCAL
Displays two onscreen counters separated by a slash
Hud.DisplayTwoCountersLocal(var leftCounter: int, var rightCounter: int)
CLEO+

0E53
DISPLAY_TWO_ONSCREEN_COUNTERS_WITH_STRING_LOCAL
Displays two onscreen counters separated by a slash with the text
Hud.DisplayTwoCountersWithStringLocal(var leftCounter: int, var rightCounter: int, text: gxt_key)
CLEO+

0E54
CLEAR_ONSCREEN_TIMER_LOCAL
Removes the local onscreen timer
Hud.ClearTimerLocal(var timer: int)
CLEO+

0E55
CLEAR_ONSCREEN_COUNTER_LOCAL
Removes the local onscreen counter
Hud.ClearCounterLocal(var counter: int)
CLEO+

0E56
SET_ONSCREEN_COUNTER_FLASH_WHEN_FIRST_DISPLAYED_LOCAL
Sets the local counter to flash when first displayed
Hud.SetCounterFlashWhenFirstDisplayedLocal(var counter: int, state: bool)
CLEO+

0E57
SET_TIMER_BEEP_COUNTDOWN_TIME_LOCAL
Starts a sound when the countdown timer reaches the specified number of seconds
Hud.SetTimerBeepCountdownTimeLocal(var timer: int, timeInSec: int)
CLEO+

0E58
SET_ONSCREEN_COUNTER_COLOUR_LOCAL
Sets the color of the specified local counter
Hud.SetCounterColorLocal(var counter: int, color: HudColors)
CLEO+

0E59
GET_TRAILER_FROM_CAR
Returns the handle of a trailer towed by this car
[var trailer: Car] = [Car].getTrailer()
CLEO+

0E5A
GET_CAR_FROM_TRAILER
Returns the handle of a tractor towing this car
[var tractor: Car] = [Car].getTractor()
CLEO+

0E5B
GET_CAR_DUMMY_COORD
Returns the coordinates of the specified car's vehicleDummy
{ [var x: float], [var y: float], [var z: float] } = [Car].getDummyCoord(vehicleDummy: VehicleDummy, worldCoords: bool, invertX: bool)
CLEO+

0E5C
GET_CHAR_HEALTH_PERCENT
Returns the character's health as a floating-point percentage
[var healthPercent: float] = [Char].getHealthPercent()
CLEO+

0E5D
IS_CHEAT_ACTIVE
Returns True if the specified cheat is togglable and active
Game.IsCheatActive(cheat: Cheats)
CLEO+

0E5E
CHANGE_PLAYER_MONEY
Changes player money by set, add or remove
[Player].changeMoney(mode: ChangeMoney, value: int)
CLEO+

0E5F
CAR_HORN
Plays the car's horn (if the player is driving the car)
[Car].playHorn()
CLEO+

0E60
SET_CAMERA_CONTROL
Enables rotational control of the camera
Camera.SetCameraControl(state: bool)
CLEO+

0E61
SET_CAR_ALARM
Sets the status of the car's alarm
[Car].setAlarm(status: CarAlarm)
CLEO+

0E62
DRAW_STRING
Draws string once on specific drawing event
Text.DrawString(string: string, drawEvent: DrawEvent, posX: float, posY: float, sizeX: float, sizeY: float, fixAr: bool, font: Font)
CLEO+

0E63
DRAW_STRING_EXT
Draws string once on specific drawing event with extended text styling
Text.DrawStringExt(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)
CLEO+

0E64
GET_CURRENT_CAMERA_MODE
Returns the current camera mode
[var mode: CameraMode] = Camera.GetCurrentMode()
CLEO+

0E65
GET_CAR_COLLISION_INTENSITY
Returns the intensity of the last collision of the specified car
[var intensity: float] = [Car].getCollisionIntensity()
CLEO+

0E66
GET_CAR_COLLISION_COORDINATES
Returns the coordinates of the last collision of the specified car
{ [var x: float], [var y: float], [var z: float] } = [Car].getCollisionCoordinates()
CLEO+

0E67
IS_AIM_BUTTON_PRESSED
Returns True if the pad's aim button is pressed
Pad.IsAimButtonPressed(pad: PadId)
CLEO+

0E68
SET_PLAYER_CONTROL_PAD
Enables the specified control pad
Pad.SetControl(pad: PadId, enabled: bool)
CLEO+

0E69
SET_PLAYER_CONTROL_PAD_MOVEMENT
Enables the specified control pad's movement
Pad.SetMovement(pad: PadId, movement: bool)
CLEO+

0E6A
MAKE_NOP
Fills memory address with 0x90 with given size
Memory.MakeNop(address: int, size: int)
CLEO+

0E6B
GET_COLPOINT_LIGHTING
Returns the lighting of the specified ColPoint
[var lighting: int] = [ColPoint].getLighting(fromNight: bool)
CLEO+

0E6C
GET_DAY_NIGHT_BALANCE
Returns the intensity of the night filter
[var intensity: float] = Weather.GetDayNightBalance()
CLEO+

0E6D
GET_UNDERWATERNESS
Returns the intensity of the underwater filter
[var intensity: float] = Weather.GetUnderwaterness()
CLEO+

0E6E
IS_SELECT_MENU_JUST_PRESSED
Returns True if menu Select was just pressed
Game.IsSelectMenuJustPressed()
CLEO+

0E6F
STREAM_CUSTOM_SCRIPT_FROM_LABEL
Loads a custom script at the specified label
native("STREAM_CUSTOM_SCRIPT_FROM_LABEL", label: label, params: arguments)
CLEO+

0E70
GET_LAST_CREATED_CUSTOM_SCRIPT
Gets the address of the last created custom script
[var address: int] = Memory.GetLastCreatedCustomScript()
CLEO+

0E71
GET_OBJECT_CENTRE_OF_MASS_TO_BASE_OF_MODEL
Gets the distance between the object model's center of mass to its base
[var distance: float] = [Object].getDistanceFromCenterOfMassToBaseOfModel()
CLEO+

0E72
CREATE_LIST
Creates a list of the specified type
[var handle: List] = List.Create(type: ListType)
CLEO+

0E73
DELETE_LIST
Deletes the specified list
[List].delete()
CLEO+

0E74
LIST_ADD
Adds a numerical value to the specified list
[List].add(value: any)
CLEO+

0E75
LIST_REMOVE_VALUE
Removes a numerical value from the specified list
[List].removeValue(value: any)
CLEO+

0E76
LIST_REMOVE_INDEX
Removes an entry from the specified list by index
[List].removeIndex(index: int)
CLEO+

0E77
GET_LIST_SIZE
Returns the number of entries in the specified list
[var entries: int] = [List].getSize()
CLEO+

0E78
GET_LIST_VALUE_BY_INDEX
Returns a numerical value from the specified list by index
[var value: any] = [List].getValueByIndex(index: int)
CLEO+

0E79
RESET_LIST
Resets all entries within the specified list
[List].reset()
CLEO+

0E7A
GET_LIST_STRING_VALUE_BY_INDEX
Returns a string value from the specified list by index
[var string: string] = [List].getStringValueByIndex(index: int)
CLEO+

0E7B
LIST_ADD_STRING
Adds a string value to the specified list
[List].addString(string: string)
CLEO+

0E7C
LIST_REMOVE_STRING_VALUE
Removes a string value from the specified list
[List].removeStringValue(string: string)
CLEO+

0E7D
LIST_REMOVE_INDEX_RANGE
Removes entries from the specified list by index range
[List].removeIndexRange(start: int, stop: int)
CLEO+

0E7E
REVERSE_LIST
Reverses the order of entries within the specified list
[List].reverse()
CLEO+

0E7F
GET_MODEL_TYPE
Returns the type of the specified model
[var type: ModelInfoType] = Streaming.GetModelType(model: model_any)
CLEO+

0E80
IS_STRING_EQUAL
Returns True if string1 and string2 match
Text.IsStringEqual(string1: string, string2: string, maxSize: int, caseSensitive: bool, ignoreCharacter: string)
CLEO+

0E81
IS_STRING_COMMENT
Returns True if the string starts with a hash (#), semicolon (;) or double slash (//)
Text.IsStringComment(string: string)
CLEO+

0E82
DOES_CAR_HAVE_PART_NODE
Returns True if the car has the specified carNode part
[Car].doesHavePartNode(carNode: CarNode)
CLEO+

0E83
GET_CURRENT_CHAR_WEAPONINFO
Returns a pointer to the character's current weaponInfo struct
[var handle: WeaponInfo] = [Char].getCurrentWeaponinfo()
CLEO+

0E84
GET_WEAPONINFO
Returns a pointer to the CWeaponInfo struct of the the specified weaponType and weaponSkill
[var handle: WeaponInfo] = Weapon.GetWeaponInfo(weaponType: WeaponType, weaponSkill: WeaponSkill)
CLEO+

0E85
GET_WEAPONINFO_MODELS
Returns the model1 and model2 of the current weaponInfo struct
{ [var model1: model_any], [var model2: model_any] } = [WeaponInfo].getModels()
CLEO+

0E86
GET_WEAPONINFO_FLAGS
Returns the flags of the specified WeaponInfo struct
[var flags: int] = [WeaponInfo].getFlags()
CLEO+

0E87
GET_WEAPONINFO_ANIMGROUP
Returns the FireType of the current weaponInfo struct
[var animGroup: AnimGrp] = [WeaponInfo].getAnimgroup()
CLEO+

0E88
GET_WEAPONINFO_TOTAL_CLIP
Returns the totalClip size for the current weaponInfo struct
[var totalClip: int] = [WeaponInfo].getTotalClip()
CLEO+

0E89
GET_WEAPONINFO_FIRE_TYPE
Returns the FireType of the current weaponInfo struct
[var fireType: WeaponFire] = [WeaponInfo].getFireType()
CLEO+

0E8A
GET_WEAPONINFO_SLOT
Returns the weaponSlot of the current weaponInfo struct
[var weaponSlot: WeaponSlot] = [WeaponInfo].getSlot()
CLEO+

0E8B
GET_CHAR_WEAPON_STATE
Returns the character's current weaponState
[var weaponState: WeaponState] = [Char].getWeaponState()
CLEO+

0E8C
GET_CHAR_WEAPON_CLIP
Returns the character's current WeaponClip
[var weaponClip: int] = [Char].getCharWeaponClip()
CLEO+

0E8D
IS_ANY_FIRE_BUTTON_PRESSED
Returns True if the pad's primary or secondary fire button is pressed
Pad.IsAnyFireButtonPressed(pad: PadId)
CLEO+

0E8E
GET_CHAR_COLLISION_SURFACE
Returns the specified character's collision surfaceType
[var surfaceType: SurfaceType] = [Char].getCollisionSurface()
CLEO+

0E8F
GET_CHAR_COLLISION_LIGHTING
Returns the specified character's collision lighting
[var lighting: float] = [Char].getCollisionLighting()
CLEO+

0E90
GET_CAR_COLLISION_SURFACE
Returns the specified car's collision surfaceType
[var surfaceType: SurfaceType] = [Car].getCollisionSurface()
CLEO+

0E91
GET_CAR_COLLISION_LIGHTING
Returns the specified car's collision lighting
[var lighting: float] = [Car].getCollisionLighting()
CLEO+

0E92
IS_CHAR_REALLY_IN_AIR
Returns True when the character is really in air, including while using a parachute or jetpack
[Char].isReallyInAir()
CLEO+

0E93
IS_CAR_REALLY_IN_AIR
Returns True if the specified car is really in the air, and False for boats floating on water
[Car].isReallyInAir()
CLEO+

0E94
IS_OBJECT_REALLY_IN_AIR
Returns True if the specified object is not on a solid surface and not submerged
[Object].isReallyInAir()
CLEO+

0E95
SIMULATE_OBJECT_DAMAGE
Simulates the specified damage amount and weaponType on the object
[Object].simulateDamage(damage: float, weaponType: WeaponType)
CLEO+

0E96
CLEAR_CHAR_PRIMARY_TASKS
Clears the specified character's primary tasks
[Char].clearPrimaryTasks()
CLEO+

0E97
CLEAR_CHAR_SECONDARY_TASKS
Clears the character's secondary tasks
[Char].clearSecondaryTasks()
CLEO+

0E98
REQUEST_PRIORITY_MODEL
Requests a priority modelID to be loaded
Streaming.RequestPriorityModel(modelId: model_any)
CLEO+

0E99
LOAD_ALL_PRIORITY_MODELS_NOW
This is a duplicate of LOAD_ALL_MODELS_NOW
Streaming.LoadAllPriorityModelsNow()
CLEO+

0E9A
LOAD_SPECIAL_CHARACTER_FOR_ID
Streaming.LoadSpecialCharacterForId(id: int, name: string)
CLEO+

0E9B
UNLOAD_SPECIAL_CHARACTER_FROM_ID
Streaming.UnloadSpecialCharacterFromId(id: int)
CLEO+

0E9C
GET_MODEL_BY_NAME
Returns the modelID by name
[var modelId: model_any] = Streaming.GetModelByName(name: string)
CLEO+

0E9D
IS_MODEL_AVAILABLE_BY_NAME
Returns True if the specified special character name is loaded
Streaming.IsModelAvailableByName(name: string)
CLEO+

0E9E
GET_MODEL_DOESNT_EXIST_IN_RANGE
[var modelId: model_any] = native("GET_MODEL_DOESNT_EXIST_IN_RANGE", start: int, end: int)
CLEO+

0E9F
REMOVE_ALL_UNUSED_MODELS
Streaming.RemoveAllUnusedModels()
CLEO+

0EA0
SET_CHAR_SECOND_PLAYER
Sets this char as controlled by player two
[Char].setSecondPlayer(enableCamera: bool, separateCars: bool)
CLEO+

0EA1
DISABLE_SECOND_PLAYER
Game.DisableSecondPlayer(restoreCamera: bool)
CLEO+

0EA2
FIX_TWO_PLAYERS_SEPARATED_CARS
Enables fixes for making two players use separated cars
Game.FixTwoPlayersSeparatedCars()
CLEO+

0EA3
REMOVE_MODEL_IF_UNUSED
Removes the specified ModelID from memory if unused
Streaming.RemoveModelIfUnused(modelId: model_any)
CLEO+

0EA4
IS_CHAR_ON_FIRE
Returns True if the character is on fire
[Char].isOnFire()
CLEO+

0EA5
GET_CLOSEST_COP_NEAR_CHAR
Returns the handle of the closestCop to the specified character
[var closestCop: Char] = [Char].getClosestCop(radius: float, alive: bool, inCar: bool, onFoot: bool, seenInFront: bool)
CLEO+

0EA6
GET_CLOSEST_COP_NEAR_POS
Returns the closestCop to the specified coordinates
[var closestCop: Char] = World.GetClosestCopNearPos(x: float, y: float, z: float, radius: float, alive: bool, inCar: bool, onFoot: bool)
CLEO+

0EA7
GET_ANY_CHAR_NO_SAVE_RECURSIVE
Returns the handle of anyChar in the pool, starting at the previously returned progress index
{ [var progress: int], [var anyChar: Char] } = World.GetAnyCharNoSaveRecursive(progress: int)
CLEO+

0EA8
GET_ANY_CAR_NO_SAVE_RECURSIVE
Returns the handle of anyCar in the pool, starting at the previously returned progress index
{ [var progress: int], [var anyCar: Car] } = World.GetAnyCarNoSaveRecursive(progress: int)
CLEO+

0EA9
GET_ANY_OBJECT_NO_SAVE_RECURSIVE
Returns the handle of anyObject in the pool, starting at the previously returned progress index
{ [var progress: int], [var anyObject: Object] } = World.GetAnyObjectNoSaveRecursive(progress: int)
CLEO+

0EAA
SET_CHAR_ARRESTED
Sets the specified character's pedState to Arrested
[Char].setArrested()
CLEO+

0EAB
GET_CHAR_PEDSTATE
Returns the specified character's pedState
[var pedState: PedState] = [Char].getPedState()
CLEO+

0EAC
GET_CHAR_PROOFS
Returns the specified character's damage proofs
{ [var bullet: bool], [var fire: bool], [var explosion: bool], [var collision: bool], [var melee: bool] } = [Char].getProofs()
CLEO+

0EAD
GET_CAR_PROOFS
Returns the specified car's damage proofs
{ [var bullet: bool], [var fire: bool], [var explosion: bool], [var collision: bool], [var melee: bool] } = [Car].getProofs()
CLEO+

0EAE
GET_OBJECT_PROOFS
Returns the specified object's damage proofs
{ [var bullet: bool], [var fire: bool], [var explosion: bool], [var collision: bool], [var melee: bool] } = [Object].getProofs()
CLEO+

0EAF
IS_CHAR_WEAPON_VISIBLE_SET
Returns true if the specified character has weapon visible set
[Char].isWeaponVisibleSet()
CLEO+

0EB0
GET_FORCED_WEATHER
Returns the forced weather type
[var weather: WeatherType] = Weather.GetForced()
CLEO+

0EB1
GET_CHAR_STAT_ID
Returns the specified character's pedStat ID (data\pedstats.dat)
[var pedStat: PedStat] = [Char].getStatId()
CLEO+

0EB2
GET_OFFSET_FROM_CAMERA_IN_WORLD_COORDS
Returns world coordinates for the offset from the camera
{ [var x: float], [var y: float], [var z: float] } = Camera.GetOffsetFromCameraInWorldCoords(offsetX: float, offsetY: float, offsetZ: float)
CLEO+

0EB3
CONVERT_DIRECTION_TO_QUAT
native("CONVERT_DIRECTION_TO_QUAT", quat: int, x: float, y: float, z: float)
CLEO+

0EB4
SET_CAR_COORDINATES_SIMPLE
Sets the specified car's coordinates without exception protocols
[Car].setCoordinatesSimple(x: float, y: float, z: float)
CLEO+

0EB5
GET_CHAR_DAMAGE_LAST_FRAME
Returns the character's damaging entity and weaponType, bodyPart damaged, and intensity of damage last frame
{ [var entity: Char], [var weaponType: WeaponType], [var bodyPart: BodyPart], [var intensity: float] } = [Char].getDamageLastFrame()
CLEO+

0EB6
GET_CAR_WEAPON_DAMAGE_LAST_FRAME
Gets car damage by weapon last frame. Char can be invalid, and returns false if no damage last frame
{ [var char: Char], [var weaponType: WeaponType], [var intensity: float] } = [Car].getWeaponDamageLastFrame()
CLEO+

0EB7
IS_ON_SCRIPTED_CUTSCENE
Checks if is playing scripted mission cutscene, that is, original widescreen borders are toggled on
Mission.IsOnScriptedCutscene()
CLEO+

0EB8
IS_RADAR_VISIBLE
Hud.IsRadarVisible()
CLEO+

0EB9
IS_HUD_VISIBLE
Hud.IsVisible()
CLEO+

0EBA
GET_MODEL_PED_TYPE_AND_STAT
Returns the pedType and pedStat ID for the specified modelID
{ [var pedType: PedType], [var pedStat: PedStat] } = native("GET_MODEL_PED_TYPE_AND_STAT", modelId: model_char)
CLEO+

0EBB
PASS_TIME
Simulates the passage of time on the clock, calendar and environment
Clock.PassTime(minutes: int)
CLEO+

0EBC
GENERATE_RANDOM_INT_IN_RANGE_WITH_SEED
Generates a randomInteger from min to < max with seed
[var randomInteger: int] = Math.GenerateRandomIntInRangeWithSeed(seed: int, min: int, max: int)
CLEO+

0EBD
GENERATE_RANDOM_FLOAT_IN_RANGE_WITH_SEED
Generates a randomFloat from min to < max with seed
[var randomFloat: float] = Math.GenerateRandomFloatInRangeWithSeed(seed: int, min: float, max: float)
CLEO+

0EBE
LOCATE_CAMERA_DISTANCE_TO_COORDINATES
Returns True if the camera is located within the specified radius of the coordinates
Camera.LocateDistanceToCoordinates(x: float, y: float, z: float, radius: float)
CLEO+

0EBF
GET_FX_SYSTEM_POINTER
Returns the address of the specified FX system associated with the given particle, or 0 if handle is invalid
[var address: int] = Fx.GetAddress(particle: Particle)
CLEO+

0EC0
ADD_FX_SYSTEM_PARTICLE
Adds an FX system particle
Fx.AddParticle(particle: Particle, 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)
CLEO+

0EC1
IS_FX_SYSTEM_AVAILABLE_WITH_NAME
Returns True if an FX system with the specified name is available
Fx.IsAvailableWithName(name: string)
CLEO+

0EC2
SET_STRING_UPPER
Sets the string at the specified address to all upper case
Text.SetStringUpper(stringAddress: int)
CLEO+

0EC3
SET_STRING_LOWER
Sets the string at the specified address to all lower case
Text.SetStringLower(stringAddress: int)
CLEO+

0EC4
STRING_FIND
Returns the character index where strFind is found within stringOrigin
[var index: int] = Text.StringFind(stringFind: StringFind, stringOrigin: string, strFind: string)
CLEO+

0EC5
CUT_STRING_AT
Cuts stringAddress at the specified character index
Text.CutStringAt(stringAddress: int, index: int)
CLEO+

0EC6
IS_STRING_CHARACTER_AT
Returns True if the specified characters are found at the index of the string
Text.IsStringCharacterAt(string: string, characters: string, index: int)
CLEO+

0EC7
GET_FADE_ALPHA
Returns the current alpha of the fade being performed ( < 255.0 max )
[var alpha: float] = Camera.GetFadeAlpha()
CLEO+

0EC8
GET_CHAR_RANDOM_SEED
Returns the randomSeed of the specified character
[var randomSeed: int] = [Char].getRandomSeed()
CLEO+

0EC9
GET_CAR_RANDOM_SEED
Returns the randomSeed of the specified car
[var randomSeed: int] = [Car].getRandomSeed()
CLEO+

0ECA
GET_OBJECT_RANDOM_SEED
Returns the randomSeed of the specified object
[var randomSeed: int] = [Object].getRandomSeed()
CLEO+

0ECB
GET_CHAR_MOVE_STATE
[var moveState: MoveState] = [Char].getMoveState()
CLEO+

0ECC
DONT_DELETE_CHAR_UNTIL_TIME
Prevents the deletion of the specified character until MsFromNow
[Char].dontDeleteUntilTime(msFromNow: int)
CLEO+

0ECD
DONT_DELETE_CAR_UNTIL_TIME
Prevents the deletion of the specified car until MsFromNow
[Car].dontDeleteUntilTime(msFromNow: int)
CLEO+

0ECE
GET_TIME_CHAR_IS_DEAD
Returns the TimeIsDead in milliseconds since the specified character is dead
[var timeIsDead: int] = [Char].getTimeIsDead()
CLEO+

0ECF
GET_TIME_CAR_IS_DEAD
Returns the TimeIsDead in milliseconds since the specified car is dead
[var timeIsDead: int] = [Car].getTimeIsDead()
CLEO+

0ED0
RETURN_SCRIPT_EVENT
Returns from script event
native("RETURN_SCRIPT_EVENT")
CLEO+

0ED1
SET_SCRIPT_EVENT_SAVE_CONFIRMATION
Toggles script event during save, just before the game is saved
native("SET_SCRIPT_EVENT_SAVE_CONFIRMATION", add: bool, label: label, varSaveSlot: any)
CLEO+

0ED2
SET_SCRIPT_EVENT_CHAR_DELETE
Toggles script event just after varChar is deleted
native("SET_SCRIPT_EVENT_CHAR_DELETE", add: bool, label: label, varChar: Char)
CLEO+

0ED3
SET_SCRIPT_EVENT_CHAR_CREATE
Toggles script event just after varChar is created
native("SET_SCRIPT_EVENT_CHAR_CREATE", add: bool, label: label, varChar: Char)
CLEO+

0ED4
SET_SCRIPT_EVENT_CAR_DELETE
Toggles script event just before some car is being deleted
native("SET_SCRIPT_EVENT_CAR_DELETE", add: bool, label: label, varCar: Car)
CLEO+

0ED5
SET_SCRIPT_EVENT_CAR_CREATE
Toggles script event just after some car is created
native("SET_SCRIPT_EVENT_CAR_CREATE", add: bool, label: label, varCar: Car)
CLEO+

0ED6
SET_SCRIPT_EVENT_OBJECT_DELETE
Toggles script event just before some object is being deleted
native("SET_SCRIPT_EVENT_OBJECT_DELETE", add: bool, label: label, varObject: Object)
CLEO+

0ED7
SET_SCRIPT_EVENT_OBJECT_CREATE
Toggles script event just after some object is created
native("SET_SCRIPT_EVENT_OBJECT_CREATE", add: bool, label: label, varObject: Object)
CLEO+

0ED8
SET_SCRIPT_EVENT_ON_MENU
Toggles script event to run during pause menu, or when just paused the game
native("SET_SCRIPT_EVENT_ON_MENU", add: bool, label: label, varJustPaused: bool)
CLEO+

0ED9
SET_CHAR_IGNORE_DAMAGE_ANIMS
[Char].setIgnoreDamageAnims(state: bool)
CLEO+

0EDA
SET_SCRIPT_EVENT_CHAR_PROCESS
Toggles script event to run on each char once per frame
native("SET_SCRIPT_EVENT_CHAR_PROCESS", add: bool, label: label, varChar: Char)
CLEO+

0EDB
SET_SCRIPT_EVENT_CAR_PROCESS
Toggles script event to run on each car once per frame
native("SET_SCRIPT_EVENT_CAR_PROCESS", add: bool, label: label, varCar: Car)
CLEO+

0EDC
SET_SCRIPT_EVENT_OBJECT_PROCESS
Toggles script event to run on each object once per frame. May be slow
native("SET_SCRIPT_EVENT_OBJECT_PROCESS", add: bool, label: label, varObject: Object)
CLEO+

0EDD
SET_SCRIPT_EVENT_BUILDING_PROCESS
Toggles script event to run on each building (CBuilding/Entity) once per frame. CAUTION! Very slow
native("SET_SCRIPT_EVENT_BUILDING_PROCESS", add: bool, label: label, entity: any)
CLEO+

0EDE
SET_SCRIPT_EVENT_CHAR_DAMAGE
Toggles script event when some char receives any damage. Use 0EB5 to get damage data
native("SET_SCRIPT_EVENT_CHAR_DAMAGE", add: bool, label: label, varChar: Char)
CLEO+

0EDF
SET_SCRIPT_EVENT_CAR_WEAPON_DAMAGE
Toggles script event to run when some car is damaged by weapon. Use 0EB6 to get damage data
native("SET_SCRIPT_EVENT_CAR_WEAPON_DAMAGE", add: bool, label: label, varCar: Car)
CLEO+

0EE0
SET_SCRIPT_EVENT_BULLET_IMPACT
Toggles script event to run when bullet impact. Char and entity can be invalid
native("SET_SCRIPT_EVENT_BULLET_IMPACT", add: bool, label: label, varCharOwner: Char, varEntityVictim: any, varWeaponType: WeaponType, varColPoint: any)
CLEO+

0EE1
GET_COLPOINT_COORDINATES
Returns the coordinates of the specified ColPoint
{ [var x: float], [var y: float], [var z: float] } = [ColPoint].getCoordinates()
CLEO+

0EE2
READ_STRUCT_OFFSET_MULTI
Reads a value from the given offset from the memory address multiple times as array/vector
[var results: arguments] = Memory.ReadStructOffsetMulti(address: int, offset: int, count: int, size: int)
CLEO+

0EE3
WRITE_STRUCT_OFFSET_MULTI
Writes the value at the given offset from the memory address multiple times as array/vector
Memory.WriteStructOffsetMulti(address: int, offset: int, count: int, size: int, params: arguments)
CLEO+

0EE4
LOCATE_CHAR_DISTANCE_TO_CHAR
Returns True if the character(self) is within the radius of the specified character
[Char].locateDistanceToChar(character: Char, radius: float)
CLEO+

0EE5
LOCATE_CHAR_DISTANCE_TO_CAR
Returns True if the character is within the radius of the specified car
[Char].locateDistanceToCar(car: Car, radius: float)
CLEO+

0EE6
LOCATE_CHAR_DISTANCE_TO_OBJECT
Returns True if the character is within the radius of the specified object
[Char].locateDistanceToObject(object: Object, radius: float)
CLEO+

0EE7
LOCATE_CAR_DISTANCE_TO_OBJECT
Returns True if the car is within the radius of the specified object
[Car].locateDistanceToObject(object: Object, radius: float)
CLEO+

0EE8
LOCATE_CAR_DISTANCE_TO_CAR
Returns True if the car(self) is within the radius of the specified car
[Car].locateDistanceToCar(car: Car, radius: float)
CLEO+

0EE9
LOCATE_OBJECT_DISTANCE_TO_OBJECT
Returns True if the object(self) is within the radius of the specified object
[Object].locateDistanceToObject(object: Object, radius: float)
CLEO+

0EEA
LOCATE_CHAR_DISTANCE_TO_COORDINATES
Returns True if the character is within the radius of the specified coordinates
[Char].locateDistanceToCoordinates(x: float, y: float, z: float, radius: float)
CLEO+

0EEB
LOCATE_CAR_DISTANCE_TO_COORDINATES
Returns True if the car is within the radius of the specified coordinates
[Car].locateDistanceToCoordinates(x: float, y: float, z: float, radius: float)
CLEO+

0EEC
LOCATE_OBJECT_DISTANCE_TO_COORDINATES
Returns True if the object is within the radius of the specified coordinates
[Object].locateDistanceToCoordinates(x: float, y: float, z: float, radius: float)
CLEO+

0EED
LOCATE_ENTITY_DISTANCE_TO_ENTITY
Returns True if entityB is within the radius of entityA
Entity.LocateDistanceToEntity(entityA: int, entityB: int, radius: float)
CLEO+

0EEE
GET_ENTITY_COORDINATES
Returns the coordinates of the entity at the specified address
{ [var x: float], [var y: float], [var z: float] } = Entity.GetCoordinates(address: int)
CLEO+

0EEF
GET_ENTITY_HEADING
Returns the heading of the entity at the specified address
[var heading: float] = Entity.GetHeading(address: int)
CLEO+

0EF0
GET_COORD_FROM_ANGLED_DISTANCE
Returns 2D coordinates for a location relative to x and y at the specified angle and distance
{ [var x: float], [var y: float] } = World.GetCoordFromAngledDistance(x: float, y: float, angle: float, distance: float)
CLEO+

0EF1
PERLIN_NOISE_FRACTAL_2D
Calculates the Fractal Brownian Motion (fBm) summation of 2D Perlin Simplex noise
[var result: float] = Math.PerlinNoiseFractal2D(x: float, y: float, octaves: int, frequency: float, amplitude: float, lacunarity: float, persistence: float)
CLEO+

0EF2
PERLIN_NOISE_FRACTAL_3D
Calculates the Fractal Brownian Motion (fBm) summation of 3D Perlin Simplex noise
[var result: float] = Math.PerlinNoiseFractal3D(x: float, y: float, z: float, octaves: int, frequency: float, amplitude: float, lacunarity: float, persistence: float)
CLEO+

0EF3
LERP
[var result: float] = native("LERP", a: float, b: float, t: float)
CLEO+

0EF4
CLAMP_FLOAT
Returns the clamped value of the specified float between the min and max values
[var clamped: float] = Math.ClampFloat(float: float, min: float, max: float)
CLEO+

0EF5
IS_CAR_OWNED_BY_PLAYER
Returns True if the specified car is owned by the player
[Car].isOwnedByPlayer()
CLEO+

0EF6
SET_CAR_OWNED_BY_PLAYER
Sets the specified car as OwnedByPlayer
[Car].setOwnedByPlayer(ownedByPlayer: bool)
CLEO+

0EF7
CLAMP_INT
Returns the clamped value of the specified integer between the min and max values
[var clamped: int] = Math.ClampInt(integer: int, min: int, max: int)
CLEO+

0EF8
GET_MODEL_INFO
Returns the address of the modelInfo of the specified modelId
[var modelInfo: int] = Streaming.GetModelInfo(modelId: model_any)
CLEO+

0EF9
GET_CAR_ANIMGROUP
Returns the carAnimGroup of the specified car
[var carAnimGroup: CarAnimGroup] = [Car].getAnimGroup()
CLEO+

0EFA
GET_CHAR_FEAR
Returns the specified character's fear level (see pedstats.dat)
[var fear: int] = [Char].getFear()
CLEO+

0EFB
IS_CAR_CONVERTIBLE
Returns True if the specified car is a convertible
[Car].isConvertible()
CLEO+

0EFC
GET_CAR_VALUE
Returns the monetary value of the car
[var value: int] = [Car].getValue()
CLEO+

0EFD
GET_CAR_PEDALS
Returns the value of the car's gas and brake pedals
{ [var gas: float], [var brake: float] } = [Car].getPedals()
CLEO+

0EFE
GET_LOADED_LIBRARY
Returns the address of a loaded dynamic-link library (DLL)
[var handle: DynamicLibrary] = DynamicLibrary.GetLoadedLibrary(fileName: string)
CLEO+

0EFF
GET_CHAR_SIMPLEST_ACTIVE_TASK
Returns the character's simplest active taskId and the address of the task
{ [var taskId: TaskId], [var address: int] } = [Char].getSimplestActiveTask()
CLEO+

0F00
LOAD_SPECIAL_MODEL
[var specialModel: int] = Streaming.LoadSpecialModel(dff: string, txd: string)
CLEO+

0F01
REMOVE_SPECIAL_MODEL
Streaming.RemoveSpecialModel(specialModel: int)
CLEO+

0F02
CREATE_RENDER_OBJECT_TO_CHAR_BONE_FROM_SPECIAL
[var renderobject: int] = [Char].createRenderObjectToCharBoneFromSpecial(specialModel: int, pedBone: PedBone, x: float, y: float, z: float, rx: float, ry: float, rz: float)
CLEO+

0F03
CREATE_RENDER_OBJECT_TO_OBJECT
[var renderobject: int] = [Object].createRenderObjectToObject(modelId: model_any, x: float, y: float, z: float, rx: float, ry: float, rz: float)
CLEO+

0F04
CREATE_RENDER_OBJECT_TO_OBJECT_FROM_SPECIAL
[var renderobject: int] = [Object].createRenderObjectToObjectFromSpecial(specialModel: int, x: float, y: float, z: float, rx: float, ry: float, rz: float)
CLEO+

0F05
GET_SPECIAL_MODEL_DATA
{ [var clump: int], [var atomic: int], [var txdIndex: int] } = Streaming.GetSpecialModelData(specialModel: int)
CLEO+

0F06
REPLACE_LIST_VALUE_BY_INDEX
Replaces a value on a list by index
[List].replaceValueByIndex(index: int, value: any)
CLEO+

0F07
REPLACE_LIST_STRING_VALUE_BY_INDEX
Replaces a string value on a list by index
[List].replaceStringValueByIndex(index: int, string: string)
CLEO+

0F08
INSERT_LIST_VALUE_BY_INDEX
Inserts a value into a list by index
[List].insertValueByIndex(index: int, value: any)
CLEO+

0F09
INSERT_LIST_STRING_VALUE_BY_INDEX
Inserts a string value into a list by index
[List].insertStringValueByIndex(index: int, string: string)
CLEO+

0F0A
RETURN_TIMES
Returns runReturns number of gosub levels
native("RETURN_TIMES", numReturns: int)
CLEO+

0F0B
SET_SCRIPT_EVENT_BEFORE_GAME_PROCESS
native("SET_SCRIPT_EVENT_BEFORE_GAME_PROCESS", add: int, label: label)
CLEO+

0F0C
SET_SCRIPT_EVENT_AFTER_GAME_PROCESS
native("SET_SCRIPT_EVENT_AFTER_GAME_PROCESS", add: int, label: label)
CLEO+

0F0D
SET_MATRIX_LOOK_DIRECTION
Sets the matrix look direction
native("SET_MATRIX_LOOK_DIRECTION", matrix: int, originX: float, originY: float, originZ: float, dirX: float, dirY: float, dirZ: float)
CLEO+

0F0E
GET_THIRD_PERSON_CAMERA_TARGET
Returns the third person camera target
{ [var startX: float], [var startY: float], [var startZ: float], [var endX: float], [var endY: float], [var endZ: float] } = Camera.GetThirdPersonTarget(range: float, sourceX: float, sourceY: float, sourceZ: float)
CLEO+

0F0F
GET_DISTANCE_MULTIPLIER
Returns the games drawing and generating distance multipliers
{ [var drawing: float], [var generating: float] } = native("GET_DISTANCE_MULTIPLIER", )
CLEO+

0F10
GET_ACTIVE_CAMERA_ROTATION
Returns the active camera rotation
{ [var x: float], [var y: float], [var z: float] } = Camera.GetActiveRotation()
CLEO+

0F11
GET_CLOSEST_WATER_DISTANCE
Returns the closest water distance and z level
{ [var distance: float], [var closestZ: float] } = native("GET_CLOSEST_WATER_DISTANCE", )
CLEO+

0F12
GET_CAMERA_STRUCT
Returns the address of TheCamera (CCamera) and ActiveCam (CCam)
[var activeCCam: int] = Camera.GetStruct(cCamera: int)
CLEO+

0F13
GET_TIME_NOT_TOUCHING_PAD
Returns the time in milliseconds since the pad has been touched
[var timeInMs: int] = Pad.GetTimeNotTouching(pad: PadId)
CLEO+

0F14
GET_CAMERA_ROTATION_INPUT_VALUES
Returns the camera's rotation input values
{ [var x: float], [var y: float] } = Camera.GetRotationInputValues()
CLEO+

0F15
SET_CAMERA_ROTATION_INPUT_VALUES
Sets the camera's rotation Input values
Camera.SetRotationInputValues(x: float, y: float)
CLEO+

0F16
SET_ON_MISSION
Sets the game's On Mission status without referencing a global variable
Game.SetOnMission(status: bool)
CLEO+

0F17
GET_MODEL_NAME_POINTER
Returns the address of the name of any modelId
[var address: int] = native("GET_MODEL_NAME_POINTER", modelId: model_any)
CLEO+

0D00
MULTIPLY_MATRICES
Multiplies matrices
[var handle: Matrix] = Matrix.Multiply(matrixA: Matrix, matrixB: Matrix)
NewOpcodes

0D01
ROTATE_MATRIX_ON_AXIS
Rotates matrix on axis
[Matrix].rotateOnAxis(axisX: float, axisY: float, axisZ: float, angle: float, combineOp: RwCombine)
NewOpcodes

0D02
GET_MATRIX_X_ANGLE
Gets the X angle of matrix (in degrees)
[var xAngle: float] = [Matrix].getXAngle()
NewOpcodes

0D03
GET_MATRIX_Y_ANGLE
Gets the Y angle of matrix (in degrees)
[var yAngle: float] = [Matrix].getYAngle()
NewOpcodes

0D04
GET_MATRIX_Z_ANGLE
Gets the Z angle of matrix (in degrees)
[var zAngle: float] = [Matrix].getZAngle()
NewOpcodes

0D05
SET_MATRIX_POSITION
Sets position for matrix
[Matrix].setPosition(x: float, y: float, z: float)
NewOpcodes

0D06
GET_MATRIX_POSITION
Gets position of matrix
{ [var x: float], [var y: float], [var z: float] } = native("GET_MATRIX_POSITION", matrix: Matrix)
NewOpcodes

0D07
GET_COORDS_OFFSETS_RELATIVE_TO_MATRIX
Gets point relative offset on matrix
{ [var x: float], [var y: float], [var z: float] } = native("GET_COORDS_OFFSETS_RELATIVE_TO_MATRIX", x: float, y: float, z: float, matrix: Matrix)
NewOpcodes

0D08
SET_MATRIX_ROTATION
Sets matrix angles
[Matrix].rotate(x: float, y: float, z: float)
NewOpcodes

0D09
COPY_MATRIX
Copies matrix to another matrix
[Matrix].copy(destination: Matrix)
NewOpcodes

0D0A
GET_OFFSET_FROM_MATRIX_IN_WORLD_COORDS
Gets coords on offset from matrix
{ [var x: float], [var y: float], [var z: float] } = [Matrix].getOffset(x: float, y: float, z: float)
NewOpcodes

0D0B
GET_CHAR_BONE_MATRIX
Gets actor's bone world matrix
[var matrix: any] = native("GET_CHAR_BONE_MATRIX", char: Char, bone: PedBone)
NewOpcodes

0D0C
GET_CAR_COMPONENT_MATRIX
Gets matrix of car component
[var handle: Matrix] = [Car].getComponentMatrix(componentName: string)
NewOpcodes

0D0D
GET_CAR_COMPONENT
Gets car component by name
[var handle: Component] = [Car].getComponent(name: string)
NewOpcodes

0D0E
SET_CAR_COMPONENT_STATE
Sets component state
native("SET_CAR_COMPONENT_STATE", car: Car, component: string, state: ComponentStates)
NewOpcodes

0D0F
SET_CAR_MODEL_ALPHA
Sets alpha value for car's model
native("SET_CAR_MODEL_ALPHA", car: Car, alpha: int)
NewOpcodes

0D10
SET_CHAR_MODEL_ALPHA
Sets alpha value for actor's model
native("SET_CHAR_MODEL_ALPHA", char: Char, alpha: int)
NewOpcodes

0D11
SET_OBJECT_MODEL_ALPHA
Sets alpha value for object's model
native("SET_OBJECT_MODEL_ALPHA", object: Object, alpha: any)
NewOpcodes

0D12
SET_CAR_COMPONENT_MODEL_ALPHA
Sets alpha value for car's component model
[Car].setComponentModelAlpha(componentName: string, alpha: int)
NewOpcodes

0D13
SET_MATRIX_X_ROTATION
Sets matrix x angle
native("SET_MATRIX_X_ROTATION", matrix: any, angle: float)
NewOpcodes

0D14
SET_MATRIX_Y_ROTATION
Sets matrix y angle
native("SET_MATRIX_Y_ROTATION", matrix: any, angle: float)
NewOpcodes

0D15
SET_MATRIX_Z_ROTATION
Sets matrix z angle
native("SET_MATRIX_Z_ROTATION", matrix: any, angle: float)
NewOpcodes

0D16
SET_MATRIX_ROTATION_FROM_QUAT
Sets matrix rotation from quaternion
native("SET_MATRIX_ROTATION_FROM_QUAT", matrix: any, quat: any)
NewOpcodes

0D17
SET_QUAT_FROM_MATRIX
Sets quaternion from matrix
native("SET_QUAT_FROM_MATRIX", matrix: any, quat: any)
NewOpcodes

0D18
ROTATE_QUAT_ON_AXIS
Rotates quaternion
native("ROTATE_QUAT_ON_AXIS", quat: any, x: float, y: float, z: float, angle: float, combineOp: RwCombine)
NewOpcodes

0D19
GET_NORMALISED_QUAT
Normalizes quaternion
[var quat: any] = native("GET_NORMALISED_QUAT", quat: any)
NewOpcodes

0D1A
MULTIPLY_QUATS
Multiplies quaternions
[var quat: any] = native("MULTIPLY_QUATS", quat1: any, quat2: any)
NewOpcodes

0D1B
GET_ENTITY_TYPE_AND_CLASS
Gets information about entity type
{ [var type: EntityTypes], [var class: EntityClasses] } = native("GET_ENTITY_TYPE_AND_CLASS", entity: any)
NewOpcodes

0D1C
NORMALISE_VECTOR
Normalizes vector
native("NORMALISE_VECTOR", vector: any)
NewOpcodes

0D1D
INTERPOLATE_MATRIX
Performs matrix slerp
native("INTERPOLATE_MATRIX", slerp: any, matrix1: any, matrix2: any, t: float)
NewOpcodes

0D1E
QUAT_SLERP
Performs quaternion slerp
native("QUAT_SLERP", quatSlerp: any, fromQuat: any, toQuat: any, t: float)
NewOpcodes

0D1F
GET_COMPONENT_CHILD_COMPONENT
Gets component child component
[var child: Component] = [Component].getChildComponent()
NewOpcodes

0D20
GET_COMPONENT_NEXT_COMPONENT
Gets component next component
[var nextComponent: Component] = [Component].getNextComponent()
NewOpcodes

0D21
GET_COMPONENT_NAME
Gets component name component
[var name: string] = [Component].getName()
NewOpcodes

0D22
GET_COMPONENT_WORLD_MATRIX
Gets component world matrix
[var worldMatrix: any] = [Component].getWorldMatrix()
NewOpcodes

0D23
GET_COMPONENT_MODELLING_MATRIX
Gets component modelling matrix
[var modellingMatrix: any] = [Component].getModellingMatrix()
NewOpcodes

0D24
INITIALISE_QUAT
Sets quaternion elements
native("INITIALISE_QUAT", quat: any, x: float, y: float, z: float, angle: float)
NewOpcodes

0D25
INITIALISE_MATRIX
Sets matrix elements
native("INITIALISE_MATRIX", matrix: any, a: float, b: float, c: float, d: int, e: float, f: float, g: float, h: int, i: float, j: float, k: float, l: int, m: float, n: float, o: float, p: int)
NewOpcodes

0D26
INITIALISE_VECTOR
Sets vector elements
native("INITIALISE_VECTOR", vector: any, x: float, y: float, z: float)
NewOpcodes

0D27
MEMCPY
Copies block of memory
native("MEMCPY", source: any, destination: any, size: int)
NewOpcodes

0D28
GET_VECTOR_ELEMENTS
Gets vector elements
{ [var x: float], [var y: float], [var z: float] } = native("GET_VECTOR_ELEMENTS", vector: any)
NewOpcodes

0D29
GET_QUAT_ELEMENTS
Gets quaternion elements
{ [var x: float], [var y: float], [var z: float], [var angle: float] } = native("GET_QUAT_ELEMENTS", quat: any)
NewOpcodes

0D2A
GET_CAR_NUM_COLLIDED_ENTITIES
Gets car number of collided entities
[var numCollidedEntities: int] = native("GET_CAR_NUM_COLLIDED_ENTITIES", car: Car)
NewOpcodes

0D2B
GET_CHAR_NUM_COLLIDED_ENTITIES
Gets actor number of collided entities
[var numCollidedEntities: int] = native("GET_CHAR_NUM_COLLIDED_ENTITIES", char: Char)
NewOpcodes

0D2C
GET_OBJECT_NUM_COLLIDED_ENTITIES
Gets object number of collided entities
[var numCollidedEntities: any] = native("GET_OBJECT_NUM_COLLIDED_ENTITIES", object: Object)
NewOpcodes

0D2D
GET_LOCAL_TIME
Gets current time from OS
{ [var year: any], [var month: any], [var dayOfWeek: any], [var day: any], [var hour: any], [var minute: any], [var second: any], [var milliseconds: any] } = native("GET_LOCAL_TIME", )
NewOpcodes

0D2E
SET_THREAD_VAR
Sets value of thread's local variable
native("SET_THREAD_VAR", thread: any, var: int, value: any)
NewOpcodes

0D2F
GET_THREAD_VAR
Gets value of thread's local variable
[var result: any] = native("GET_THREAD_VAR", thread: any, var: int)
NewOpcodes

0D30
GET_CHAR_BONE
Gets actor's bone
[var bone: PedBone] = native("GET_CHAR_BONE", char: Char, bone: PedBone)
NewOpcodes

0D31
GET_BONE_OFFSET
Gets bone offset
[var offsetVector: any] = native("GET_BONE_OFFSET", bone: any)
NewOpcodes

0D32
GET_BONE_QUAT
Returns pointer to the quaterion under bone address obtained with GET_CHAR_BONE
[var quat: int] = native("GET_BONE_QUAT", bone: int)
NewOpcodes

0D33
SET_CAR_DOOR_WINDOW_STATE
Sets car window state
native("SET_CAR_DOOR_WINDOW_STATE", car: Car, door: VehicleDoors, windowState: WeaponState)
NewOpcodes

0D34
GET_CAR_COLLIDED_ENTITIES
Stores car collided entities
{ [var entity0: int], [var entity1: int], [var entity2: int], [var entity3: int], [var entity4: int], [var entity5: int] } = native("GET_CAR_COLLIDED_ENTITIES", car: Car)
NewOpcodes

0D35
GET_CHAR_COLLIDED_ENTITIES
Stores actor collided entities
{ [var entity0: int], [var entity1: int], [var entity2: int], [var entity3: int], [var entity4: int], [var entity5: int] } = native("GET_CHAR_COLLIDED_ENTITIES", char: Char)
NewOpcodes

0D36
GET_OBJECT_COLLIDED_ENTITIES
Stores object collided entities
{ [var entity0: int], [var entity1: int], [var entity2: int], [var entity3: int], [var entity4: int], [var entity5: int] } = native("GET_OBJECT_COLLIDED_ENTITIES", object: Object)
NewOpcodes

0D37
SET_STRUCT_PARAM
Sets struct with 4b alignment param value
native("SET_STRUCT_PARAM", struct: int, param: int, value: any)
NewOpcodes

0D38
GET_STRUCT_PARAM
Gets struct with 4b alignment param value
[var value: any] = native("GET_STRUCT_PARAM", struc: int, param: int)
NewOpcodes

0D39
GET_CHAR_MAX_HEALTH
Gets actor max health value
[var maxHealth: float] = native("GET_CHAR_MAX_HEALTH", char: Char)
NewOpcodes

0D3A
GET_COLLISION_BETWEEN_POINTS
Gets collision data between two points
{ [var colPoint: any], [var outX: float], [var outY: float], [var outZ: float], [var entity: float] } = native("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)
NewOpcodes

0D3B
GET_COL_DATA_NORMAL_VECTOR
Gets colpoint normal vector
{ [var x: float], [var y: float], [var z: float] } = native("GET_COL_DATA_NORMAL_VECTOR", colPoint: any)
NewOpcodes

0D3C
GET_COL_DATA_SURFACE
Gets colpoint data surface ID
[var surface: SurfaceType] = native("GET_COL_DATA_SURFACE", colpoint: any)
NewOpcodes

0D3D
GET_COL_DATA_LIGHTING
Gets colpoint data lighting value
[var lighting: int] = native("GET_COL_DATA_LIGHTING", colPoint: any)
NewOpcodes

0D3E
GET_COL_DATA_DEPTH
Gets colpoint data depth value
[var depth: float] = native("GET_COL_DATA_DEPTH", colPoint: any)
NewOpcodes

0D3F
FIND_INTERSECTION_BETWEEN_CIRCLES
Finds intersection coordinates between two circles
{ [var p1X: float], [var p1Y: float], [var p2X: float], [var p2Y: float] } = native("FIND_INTERSECTION_BETWEEN_CIRCLES", x1: float, y1: float, r1: float, x2: float, y2: float, r2: float)
NewOpcodes

0D40
DRAW_SHAPE
Draws 2D shape
native("DRAW_SHAPE", type: int, texture: int, numVerts: int, pVerts: int, vertexAlpha: int, srcBlend: BlendValues, dstBlend: BlendValues, unused: int)
NewOpcodes

0D41
SETUP_SHAPE_VERTEX
Sets vertex params
native("SETUP_SHAPE_VERTEX", shape: any, vertex: int, x: float, y: float, z: float, rhw: float, r: int, g: int, b: int, a: int, u: float, v: float, invertX: bool, invertY: bool)
NewOpcodes

0D42
LOAD_TXD
Loads txd from file
native("LOAD_TXD", txd: string, path: string)
NewOpcodes

0D43
GET_TXD_ID
Gets txd's id
[var id: int] = native("GET_TXD_ID", txd: string)
NewOpcodes

0D44
FIND_TEXTURE_IN_TXD_WITH_NAME
Finds texture in txd
[var texture: int] = native("FIND_TEXTURE_IN_TXD_WITH_NAME", texture: string, dictionary: string)
NewOpcodes

0D45
ROTATE_SHAPE_VERTICES
Rotates vertices of 2D shape around point
native("ROTATE_SHAPE_VERTICES", shape: any, numVerts: int, x: float, y: float, angle: float)
NewOpcodes

0D46
FIND_TEXTURE_IN_TXD_WITH_ID
Finds texture in txd
[var texture: int] = native("FIND_TEXTURE_IN_TXD_WITH_ID", texture: string, dictionary: int)
NewOpcodes

0D47
GET_MODEL_TXD_ID
Gets txd's id for model
[var txdId: int] = native("GET_MODEL_TXD_ID", model: model_any)
NewOpcodes

0D48
GET_MODEL_CRC
Gets model's CRC32 key
[var crc32Key: int] = native("GET_MODEL_CRC", model: model_any)
NewOpcodes

0D49
STRING_CMP
Compares two strings
[var result: bool] = native("STRING_CMP", strA: string, strB: string)
NewOpcodes

0D4A
STRING_CAT
Concatenates two strings
native("STRING_CAT", var string: string, append: string)
NewOpcodes

0D4B
STRING_STR
Finds the first occurrence of a string
[var result: int] = native("STRING_STR", var string: string, substring: string)
NewOpcodes

0D4C
STRING_LEN
Gets string length
[var length: int] = native("STRING_LEN", string: string)
NewOpcodes

0D4D
STRING_CPY
Copies string to another string
native("STRING_CPY", source: string, var destination: string)
NewOpcodes

0D4E
GET_STRUCT_FIELD
Gets value at struct offset
[var result: any] = native("GET_STRUCT_FIELD", struct: any, offset: int, size: int)
NewOpcodes

0D4F
SET_STRUCT_FIELD
Sets value at struct offset
native("SET_STRUCT_FIELD", struct: int, offset: int, size: int, value: any)
NewOpcodes

0D50
DRAW_TEMPORARY_SHADOW
Draws shadow
native("DRAW_TEMPORARY_SHADOW", type: ShadowTypes, x: float, y: float, z: float, width: float, height: float, rotation: float, distance: float, texture: ShadowTextures, intensity: int, red: int, blue: int, green: int, shadowData: any)
NewOpcodes

0D51
DRAW_PERMANENT_SHADOW
Draws permanent shadow
native("DRAW_PERMANENT_SHADOW", type: ShadowTypes, x: float, y: float, z: float, width: float, height: float, rotation: float, distance: float, texture: ShadowTextures, intensity: int, red: int, green: int, blue: int, time: int)
NewOpcodes

0D52
DRAW_TEMPORARY_LIGHT
Draws light
native("DRAW_TEMPORARY_LIGHT", type: LightTypes, x: float, y: float, z: float, dirX: float, dirY: float, dirZ: float, radius: float, red: int, blue: int, green: int, affectEntity: int)
NewOpcodes

0D53
DRAW_TEMPORARY_CORONA
Draws corona
native("DRAW_TEMPORARY_CORONA", texture: CoronaType, red: int, blue: int, green: int, alpha: int, entity: int, x: float, y: float, z: float, size: float)
NewOpcodes

0D54
DRAW_TEMPORARY_CORONA_EX
Draws corona with some extra parameters
native("DRAW_TEMPORARY_CORONA_EX", texture: CoronaType, red: int, green: int, blue: int, alpha: int, entity: int, x: float, y: float, z: float, size: float, farClip: float, nearClip: float, flare: int, enableReflection: bool, checkObstacles: bool, flashWhileFading: bool, fadeSpeed: float, onlyFromBelow: bool)
NewOpcodes

0D55
GET_SUN_COLORS
Gets sun colors
{ [var coreRed: int], [var coreBlue: int], [var coreGreen: int], [var glowRed: int], [var glowBlue: int], [var glowGreen: int] } = native("GET_SUN_COLORS", )
NewOpcodes

0D56
GET_SUN_SCREEN_COORS
Gets sun 2D position
{ [var x: float], [var y: float] } = native("GET_SUN_SCREEN_COORS", )
NewOpcodes

0D57
GET_SUN_WORLD_COORS
Gets sun 3D position
{ [var x: float], [var y: float], [var z: float] } = native("GET_SUN_WORLD_COORS", )
NewOpcodes

0D58
GET_SUN_SIZE
Gets sun size
{ [var core: float], [var glow: float] } = native("GET_SUN_SIZE", )
NewOpcodes

0D59
GET_CURRENT_WEATHER
Gets current weather
[var currentWeather: WeatherType] = native("GET_CURRENT_WEATHER", )
NewOpcodes

0D5A
GET_TRAFFICLIGHTS_CURRENT_COLOR
Gets trafficlight colors
{ [var ns: TrafficLightColors], [var we: TrafficLightColors] } = native("GET_TRAFFICLIGHTS_CURRENT_COLOR", )
NewOpcodes

0D5B
DRAW_SPOTLIGHT
Draws spotlight
native("DRAW_SPOTLIGHT", fromX: float, fromY: float, fromZ: float, toX: float, toY: float, toZ: float, baseRadius: float, targetRadius: float, enableShadow: bool, shadowIntensity: int, flag1: bool, flag2: bool)
NewOpcodes

0D5C
GET_CAR_LIGHT_DAMAGE_STATUS
Gets car light damaging state
[var damageState: bool] = native("GET_CAR_LIGHT_DAMAGE_STATUS", car: Car, light: LightTypesCar)
NewOpcodes

0D5D
SET_CAR_LIGHT_DAMAGE_STATUS
Sets car light damaging state
native("SET_CAR_LIGHT_DAMAGE_STATUS", car: Car, light: CarLights, damageState: bool)
NewOpcodes

0D5E
GET_VEHICLE_CLASS_AND_SUBCLASS
Gets vehicle class and subclass
{ [var class: VehicleClasses], [var subclass: VehicleSubclass] } = native("GET_VEHICLE_CLASS_AND_SUBCLASS", vehicle: Car)
NewOpcodes

0D5F
GET_VEHICLE_DUMMY_POSN
Gets vehicle dummy position
{ [var x: float], [var y: float], [var z: float] } = native("GET_VEHICLE_DUMMY_POSN", vehicle: Car, dummyElement: VehicleDummy, position: PositionTypes, invertX: bool)
NewOpcodes

0D60
CREATE_PROJECTILE
Creates projectile
native("CREATE_PROJECTILE", type: ProjectileTypes, launchedFromEntity: int, originX: float, originY: float, originZ: float, targetX: float, targetY: float, targetZ: float, targetEntity: int, force: float)
NewOpcodes

0D61
LOAD_TEXTURE_FROM_BMP_FILE
Loads texture from BMP file. Can be used with texture memory option to load file from memory
[var texture: any] = Texture.LoadFromBmpFile(bmp: string, mask: string)
NewOpcodes

0D64
LOAD_TEXTURE_FROM_PNG_FILE
Loads texture from PNG file. Can be used with texturememory option to load file from memory
[var texture: any] = Texture.LoadFromPngFile(png: string)
NewOpcodes

0D65
PRINT_TEMPORARY_TEXT
Prints a text into display ("light" version)
native("PRINT_TEMPORARY_TEXT", text: string, x: float, y: float, widthScale: float, heightScale: float, style: Font)
NewOpcodes

0D66
PRINT_TEMPORARY_TEXT_EX
Prints a text into display
native("PRINT_TEMPORARY_TEXT_EX", text: string, x: float, y: float, widthScale: float, heightScale: float, style: Font, prop: bool, align: Align, wrap: float, justify: int, red: int, green: int, blue: int, alpha: int, outline: int, shadow: int, dropRed: int, dropGreen: int, dropBlue: int, dropAlpha: int, background: int, backRed: int, backGreen: int, backBlue: int, backAlpha: int)
NewOpcodes

0D72
GET_GAME_VOLUME
Gets game sfx and radio volume
{ [var sfxVolume: float], [var radioVolume: float] } = native("GET_GAME_VOLUME", type: ParamTypes)
NewOpcodes

0D73
GET_SCREEN_WIDTH_AND_HEIGHT
Gets screen width and height
{ [var width: float], [var height: float] } = native("GET_SCREEN_WIDTH_AND_HEIGHT", type: ParamTypes)
NewOpcodes

0D74
GET_COMPONENT_PARENT_COMPONENT
Gets component parent component
[var parentComponent: Component] = [Component].getParentComponent()
NewOpcodes

0D75
GET_COMPONENT_NUM_OBJECTS
Gets component number of objects
[var numObjects: int] = [Component].getNumObjects()
NewOpcodes

0D76
GET_COMPONENT_OBJECT
Gets component object
[var componentObject: any] = native("GET_COMPONENT_OBJECT", component: any, object: any)
NewOpcodes

0D77
HIDE_OBJECT_ATOMIC
Hides object atomic
native("HIDE_OBJECT_ATOMIC", objectAtomic: any, hide: bool)
NewOpcodes

0D78
GET_OBJECT_ATOMIC_FLAG
Gets object atomic flag
[var state: bool] = native("GET_OBJECT_ATOMIC_FLAG", object: Object, atomicFlag: int)
NewOpcodes

0D79
SET_OBJECT_ATOMIC_FLAG
Sets object atomic flag
native("SET_OBJECT_ATOMIC_FLAG", object: any, atomicFlag: int, state: bool)
NewOpcodes

0D7A
GET_OBJECT_ATOMIC_NUM_MATERIALS
Gets object atomic material texture
[var numMaterials: int] = native("GET_OBJECT_ATOMIC_NUM_MATERIALS", object: any)
NewOpcodes

0D7B
GET_OBJECT_ATOMIC_MATERIAL_TEXTURE
Gets object atomic material texture
[var texture: any] = native("GET_OBJECT_ATOMIC_MATERIAL_TEXTURE", object: any, material: int)
NewOpcodes

0D7C
LOAD_TEXTURE_FROM_DDS_FILE
Loads texture from DDS file
[var texture: any] = Texture.LoadFromDdsFile(dds: string)
NewOpcodes

0D7D
CLEAN_LOADED_TEXTURE
Cleans loaded texture
[Texture].cleanLoaded()
NewOpcodes

0D7E
DRAW_2D_SPRITE
Draws 2D sprite
Sprite.Draw2D(texture: int, cornerAx: float, cornerAy: float, cornerBx: float, cornerBy: float, red: int, blue: int, green: int, aplha: int, angle: float)
NewOpcodes

0D7F
DRAW_2D_SPRITE_WITH_GRADIENT
Draws 2D sprite with gradient
Sprite.Draw2DWithGradient(texture: int, cornerAx: float, cornerAy: float, cornerBx: float, cornerBy: float, red0: int, green0: int, blue0: int, alpha0: int, red1: int, green1: int, blue1: int, alpha1: int, red2: int, green2: int, blue2: int, alpha2: int, red3: int, green3: int, blue3: int, alpha3: int, angle: float)
NewOpcodes

0AAC
LOAD_AUDIO_STREAM
Loads an audio file and creates a new audio stream (see 0AC1)
[var handle: AudioStream] = AudioStream.Load(audioFileName: string)
audio

0AAD
SET_AUDIO_STREAM_STATE
Sets the state of the audio stream
[AudioStream].setState(action: AudioStreamAction)
audio

0AAE
REMOVE_AUDIO_STREAM
Unloads the audio stream and frees the memory
[AudioStream].remove()
audio

0AAF
GET_AUDIO_STREAM_LENGTH
Gets the audio stream length in seconds
[var length: int] = [AudioStream].getLength()
audio

0AB9
GET_AUDIO_STREAM_STATE
Returns the state of the audio stream
[var state: AudioStreamState] = [AudioStream].getState()
audio

0ABB
GET_AUDIO_STREAM_VOLUME
Returns the audio stream volume (from 0.0 to 1.0)
[var volume: float] = [AudioStream].getVolume()
audio

0ABC
SET_AUDIO_STREAM_VOLUME
Sets the audio stream volume (default is 1.0). Pauses/Starts stream playback if neccesarry
[AudioStream].setVolume(volume: float)
audio

0AC0
SET_AUDIO_STREAM_LOOPED
Makes the audio stream repeat endlessly
[AudioStream].setLooped(state: bool)
audio

0AC1
LOAD_3D_AUDIO_STREAM
Loads an audio file and creates a new 3d audio stream (see 0AAC)
[var handle: AudioStream3D] = AudioStream3D.Load(audioFileName: string)
audio

0AC2
SET_PLAY_3D_AUDIO_STREAM_AT_COORDS
Sets sound source position to specific world location
[AudioStream3D].setPlayAtCoords(x: float, y: float, z: float)
audio

0AC3
SET_PLAY_3D_AUDIO_STREAM_AT_OBJECT
Attaches sound source to the object
[AudioStream3D].setPlayAtObject(object: Object)
audio

0AC4
SET_PLAY_3D_AUDIO_STREAM_AT_CHAR
Attaches sound source to the character
[AudioStream3D].setPlayAtChar(char: Char)
audio

0AC5
SET_PLAY_3D_AUDIO_STREAM_AT_CAR
Attaches sound source to the vehicle
[AudioStream3D].setPlayAtCar(car: Car)
audio

2500
IS_AUDIO_STREAM_PLAYING
Checks if audio stream is currently in 'play' state
[AudioStream].isPlaying()
audio

2501
GET_AUDIO_STREAM_DURATION
Gets the audio stream total duration considering its speed (see 2505)
[var seconds: float] = [AudioStream].getDuration()
audio

2502
GET_AUDIO_STREAM_SPEED
Gets audio stream playback speed multiplier
[var speed: float] = [AudioStream].getSpeed()
audio

2503
SET_AUDIO_STREAM_SPEED
Sets audio stream playback speed multiplier
[AudioStream].setSpeed(speed: float)
audio

2504
SET_AUDIO_STREAM_VOLUME_WITH_TRANSITION
Changes stream volume with smooth transition
[AudioStream].setVolumeWithTransition(volume: float, timeMs: int)
audio

2505
SET_AUDIO_STREAM_SPEED_WITH_TRANSITION
Changes stream speed with smooth transition. Pauses/Starts stream playback if neccesarry
[AudioStream].setSpeedWithTransition(speed: float, timeMs: int)
audio

2506
SET_AUDIO_STREAM_SOURCE_SIZE
Sets size of 3d audio stream sound source in the world. Volume will not decay within the specified distance
[AudioStream3D].setSourceSize(radius: float)
audio

2507
GET_AUDIO_STREAM_PROGRESS
Gets audio stream playback progress as value from 0.0 to 1.0
[var progress: float] = [AudioStream].getProgress()
audio

2508
SET_AUDIO_STREAM_PROGRESS
Sets audio stream playback position. Progress range is from 0.0 to 1.0
[AudioStream].setProgress(progress: float)
audio

2509
GET_AUDIO_STREAM_TYPE
Returns current volume settings type group of the stream
[var type: AudioStreamType] = [AudioStream].getType()
audio

250A
SET_AUDIO_STREAM_TYPE
Sets which game's master volume settings the stream should follow
[AudioStream].setType(type: AudioStreamType)
audio

0B10
BIT_AND
Returns a result of the bitwise AND operation on the corresponding bits of the first and second operands
[var: int] = native("BIT_AND", int, int)
bitwise

0B11
BIT_OR
Returns a result of the bitwise OR operation on the corresponding bits of the first and second operands
[var: int] = native("BIT_OR", int, int)
bitwise

0B12
BIT_XOR
Returns a result of the bitwise XOR operation on the corresponding bits of the first and second operands
[var: int] = native("BIT_XOR", int, int)
bitwise

0B13
BIT_NOT
Returns a signed number calculated by logical negation of each bit of the input value
[var: int] = native("BIT_NOT", int)
bitwise

0B14
MOD
Returns the modulo; remainder of a division, after the first number is divided by the second number
[var: int] = native("MOD", int, int)
bitwise

0B15
BIT_SHR
Returns a number calculated by shifting right all the bits of the value by n bits
[var: int] = native("BIT_SHR", value: int, n: int)
bitwise

0B16
BIT_SHL
Returns a number calculated by shifting left all the bits of the value by n bits
[var: int] = native("BIT_SHL", value: int, n: int)
bitwise

0B17
BIT_AND_COMPOUND
Reads a value from the variable, performs bitwise AND operation on it and the operand (BIT_AND) and stores the result back to the variable
native("BIT_AND_COMPOUND", var: int, int)
bitwise

0B18
BIT_OR_COMPOUND
Reads a value from the variable, performs bitwise OR operation on it and the operand (BIT_OR) and stores the result back to the variable
native("BIT_OR_COMPOUND", var: int, int)
bitwise

0B19
BIT_XOR_COMPOUND
Reads a value from the variable, performs bitwise XOR operation on it and the operand (BIT_XOR) and stores the result back to the variable
native("BIT_XOR_COMPOUND", var: int, int)
bitwise

0B1A
BIT_NOT_COMPOUND
Reads a value from the variable, performs bitwise NOT operation on it (BIT_NOT) and stores the result back to the variable
native("BIT_NOT_COMPOUND", var: int)
bitwise

0B1B
MOD_COMPOUND
Reads a value from the variable, divides it by the number and stores the remainder (MOD) back to the variable
native("MOD_COMPOUND", var: int, number: int)
bitwise

0B1C
BIT_SHR_COMPOUND
Reads a value from the variable, shifts right by n bits (BIT_SHR) and stores the result back to the variable
native("BIT_SHR_COMPOUND", var: int, n: int)
bitwise

0B1D
BIT_SHL_COMPOUND
Reads a value from the variable, shifts left by n bits (BIT_SHL) and stores the result back to the variable
native("BIT_SHL_COMPOUND", var: int, n: int)
bitwise

0B1E
SIGN_EXTEND
Extends a 1-, 2- or 3-byte long integer value to a 4-byte (32-bit), while preserving the sign (+/-)
Math.SignExtend(var value: int, fromSize: int)
bitwise

0B20
READ_CLIPBOARD_DATA
Copies the specified number of bytes of text from the clipboard to the address
Clipboard.ReadData(address: int, number: int)
clipboard

0B21
WRITE_CLIPBOARD_DATA
Copies the specified number of bytes of text from the address to the clipboard
Clipboard.WriteData(address: int, number: int)
clipboard

0662
WRITE_DEBUG
native("WRITE_DEBUG", _p1: any)
debug

0663
WRITE_DEBUG_WITH_INT
native("WRITE_DEBUG_WITH_INT", _p1: any, _p2: any)
debug

0664
WRITE_DEBUG_WITH_FLOAT
native("WRITE_DEBUG_WITH_FLOAT", _p1: any, _p2: any)
debug

2100
BREAKPOINT
Creates debug breakpoint in script. If debug features are currently enabled for this script the command, depending on blocking argument value, will pause entire game or block execution of just this script. Additional message parameter and following arguments can be used to display formatted message on screen when breakpoint is triggered. Execution can be continued by pressing key assigned to this breakpoint (F5-F12, depending on currently catched breakpoint count)
Debugger.Breakpoint(literal blocking: bool, text: string, args: arguments)
debug

2101
TRACE
Prints debug message on screen and writes new line into cleo.log file. If debug features are not enabled for this script then command is ignored. Printing on screen requires 'Level' property in DebugUtils.ini to be '2' or higher
Debugger.Trace(text: string, args: arguments)
debug

2102
LOG_TO_FILE
Appends new line to file. Timestamp parameter decides if datetime prefix in format 'DD/MM/YYYY hh:mm:ss.fraction' will be added. Command is not affected by debug mode status
Debugger.LogLine(filename: string, timestamp: bool, text: string, args: arguments)
debug

0B00
DELETE_FILE
Deletes a file at the given path and returns true if the operation is successful
Fs.DeleteFile(path: string)
file

0B01
DELETE_DIRECTORY
Deletes a directory at the given path and returns true if the operation is successful
Fs.DeleteDirectory(path: string, recursive: bool)
file

0B02
MOVE_FILE
Moves an existing file and returns true if the operation is successful
Fs.MoveFile(fileName: string, newFileName: string)
file

0B03
MOVE_DIRECTORY
Moves an existing directory and returns true if the operation is successful
Fs.MoveDirectory(dirPath: string, newDirPath: string)
file

0B04
COPY_FILE
Copies an existing file to a new file and returns true if the operation is successful
Fs.CopyFile(fileName: string, newFileName: string)
file

0B05
COPY_DIRECTORY
Copies an existing directory to a new directory and returns true if the operation is successful
Fs.CopyDirectory(dirPath: string, newDirPath: string)
file

2300
GET_FILE_POSITION
Gets current offset of read-write carret within the file stream
[var position: int] = [File].getPosition()
file

2301
READ_BLOCK_FROM_FILE
Reads data from file into buffer at specified address
[File].readBlock(size: int, address: int)
file

2302
WRITE_BLOCK_TO_FILE
Writes data from memory address into file
[File].writeBlock(size: int, address: int)
file

2303
RESOLVE_FILEPATH
Resolves absolute filepath. Input path can be relative, starts with 'virtual path' prefix or be already absolute filepath
[var resolved: string] = Fs.ResolvePath(path: string)
file

2304
GET_SCRIPT_FILENAME
Returns a file name or full file path of a script at the address (0A9F, 0AAA, 2404). If the address is -1 then this script is used. If no script with a given pointer is found, then the condition result is set to false and output argument is not modified
[var filenameOrPath: string] = Fs.GetScriptFilename(address: int, fullPath: bool)
file

2305
GET_FILE_WRITE_TIME
Gets last modification time of the file. On fail condition result is set to false, output parameters remain unchanged
{ [var year: int], [var month: int], [var day: int], [var hour: int], [var minute: int], [var second: int], [var milisecond: int] } = Fs.GetFileWriteTime(fileName: string)
file

2200
IMGUI_BEGIN_FRAME
Creates a unique frame with its own space in memory. Must be enclosed with IMGUI_END_FRAME
ImGui.BeginFrame(uniqueId: string)
imgui

2201
IMGUI_END_FRAME
Ends unique ImGui frame created with IMGUI_BEGIN_FRAME
ImGui.EndFrame()
imgui

2202
IMGUI_BEGIN
Creates the window
[var state: bool] = ImGui.Begin(windowName: string, state: bool, noTitleBar: bool, noResize: bool, noMove: bool, autoResize: bool)
imgui

2203
IMGUI_END
Ends the window
ImGui.End()
imgui

2204
IMGUI_BEGIN_MAINMENUBAR
Creates the main menu bar
ImGui.BeginMainMenuBar(uniqueId: string)
imgui

2205
IMGUI_END_MAINMENUBAR
Ends the main menu bar
ImGui.EndMainMenuBar()
imgui

2206
IMGUI_BEGIN_CHILD
Creates a child window widget inside the main window
ImGui.BeginChild(uniqueId: string)
imgui

2207
IMGUI_END_CHILD
Ends the child window widget created with 0C25
ImGui.EndChild()
imgui

2208
IMGUI_TABS
Pass tab names separated by comma. Returns the index of the visible tab
[var index: int] = ImGui.Tabs(name: string, tabNames: string)
imgui

2209
IMGUI_COLLAPSING_HEADER
Adds the collapsing header
ImGui.CollapsingHeader(label: string)
imgui

220A
IMGUI_SET_WINDOW_POS
Sets the current window position. Must be called inside Begin()...End()
ImGui.SetWindowPos(x: float, y: float, imGuiCond: ImGuiCond)
imgui

220B
IMGUI_SET_WINDOW_SIZE
Sets the current window size. Must be called inside Begin()...End()
ImGui.SetWindowSize(width: float, height: float, imGuiCond: ImGuiCond)
imgui

220C
IMGUI_SET_NEXT_WINDOW_POS
Sets the current window position. Applies to the next window ( aka Begin() )
ImGui.SetNextWindowPos(x: float, y: float, imGuiCond: ImGuiCond)
imgui

220D
IMGUI_SET_NEXT_WINDOW_SIZE
Sets the current window size. Applies to the next window ( aka Begin() )
ImGui.SetNextWindowSize(width: float, height: float, imGuiCond: ImGuiCond)
imgui

220E
IMGUI_TEXT
Creates the text line
ImGui.Text(text: string)
imgui

220F
IMGUI_TEXT_CENTERED
Displays a center aligned ImGui text widget
ImGui.TextCentered(text: string)
imgui

2210
IMGUI_TEXT_DISABLED
Creates the text line with the disabled color ( Grayish by default )
ImGui.TextDisabled(text: string)
imgui

2211
IMGUI_TEXT_WRAPPED
Creates the text line that wraps to a newline if the text goes beyond the window width
ImGui.TextWrapped(text: string)
imgui

2212
IMGUI_TEXT_COLORED
Creates the text line of the given RGBA color (0.0f-1.0f)
ImGui.TextColored(text: string, red: float, green: float, blue: float, alpha: float)
imgui

2213
IMGUI_BULLET_TEXT
Creates the text line with a bullet point
ImGui.TextWithBullet(text: string)
imgui

2214
IMGUI_BULLET
Creates a bullet point
ImGui.Bullet()
imgui

2215
IMGUI_CHECKBOX
Creates the checkbox
[var state: bool] = ImGui.Checkbox(label: string, isChecked: bool)
imgui

2216
IMGUI_COMBO
Creates a combo box widget. Pass options separated by commas "item1,item2,item3"
[var selected: int] = ImGui.ComboBox(name: string, options: string, selection: int)
imgui

2217
IMGUI_SET_TOOLTIP
Creates the popup window with the given text
ImGui.SetTooltip(text: string)
imgui

2218
IMGUI_BUTTON
Creates the button
ImGui.Button(buttonName: string, width: float, height: float)
imgui

2219
IMGUI_IMAGE_BUTTON
Creates a ImGui button with specified image
ImGui.ButtonImage(name: string, image: int, width: float, height: float)
imgui

221A
IMGUI_INVISIBLE_BUTTON
Creates the invisible button
ImGui.ButtonInvisible(buttonName: string, width: float, height: float)
imgui

221B
IMGUI_COLOR_BUTTON
Creates the button with custom colors
ImGui.ButtonColored(buttonName: string, red: float, green: float, blue: float, alpha: float, width: float, height: float)
imgui

221C
IMGUI_ARROW_BUTTON
Creates the arrow button in the specified direction
ImGui.ButtonArrow(name: string, imGuiDir: ImGuiDir)
imgui

221D
IMGUI_SLIDER_INT
Creates the int slider input
[var val: int] = ImGui.SliderInt(label: string, initValue: int, min: int, max: int)
imgui

221E
IMGUI_SLIDER_FLOAT
Creates the float slider input
[var val: float] = ImGui.SliderFloat(label: string, initValue: float, min: float, max: float)
imgui

221F
IMGUI_INPUT_INT
Creates the int input
[var val: int] = ImGui.InputInt(label: string, initValue: int, min: int, max: int)
imgui

2220
IMGUI_INPUT_FLOAT
Creates the float input
[var val: float] = ImGui.InputFloat(label: string, initValue: float, min: float, max: float)
imgui

2221
IMGUI_INPUT_TEXT
Creates the text input
[var text: string] = ImGui.InputText(label: string)
imgui

2222
IMGUI_RADIO_BUTTON
Creates the radio button
[var val: int] = ImGui.RadioButton(label: string, selectedBtn: int, btnNo: int)
imgui

2223
IMGUI_COLOR_PICKER
Creates the color picker and sets the default color (0-255)
{ [var red: int], [var green: int], [var blue: int], [var alpha: int] } = ImGui.ColorPicker(label: string)
imgui

2224
IMGUI_MENU_ITEM
Adds the menu item
ImGui.MenuItem(text: string, selected: bool, enabled: bool)
imgui

2225
IMGUI_SELECTABLE
Adds the selectable widget
ImGui.Selectable(text: string, selected: bool)
imgui

2226
IMGUI_DUMMY
Creates the dummy widget. Used for spacing
ImGui.Dummy(width: float, height: float)
imgui

2227
IMGUI_SAMELINE
Appends the next widget to the same line as the previous widget
ImGui.SameLine()
imgui

2228
IMGUI_NEWLINE
Creates a new line for the next widget
ImGui.NewLine()
imgui

2229
IMGUI_COLUMNS
Divides the window width into N columns. Close this with Columns(1)
ImGui.Columns(count: int)
imgui

222A
IMGUI_NEXT_COLUMN
Puts the next widgets on the next column. Used alongside 0C16
ImGui.NextColumn()
imgui

222B
IMGUI_SPACING
Adds some spacing after the previous widget
ImGui.Spacing()
imgui

222C
IMGUI_SEPARATOR
Adds a horizontal separator line
ImGui.Separator()
imgui

222D
IMGUI_PUSH_ITEM_WIDTH
Sets the item width for the next widgets
ImGui.PushItemWidth(width: float)
imgui

222E
IMGUI_POP_ITEM_WIDTH
Removes the pushed item width (0C27) from the stack
ImGui.PopItemWidth()
imgui

222F
IMGUI_IS_ITEM_ACTIVE
Returns true if the previous widget is in active state
ImGui.IsItemActive(uniqueId: string)
imgui

2230
IMGUI_IS_ITEM_CLICKED
Returns true if the previous widget is clicked
ImGui.IsItemClicked(uniqueId: string)
imgui

2231
IMGUI_IS_ITEM_FOCUSED
Returns true if the previous widget is focused
ImGui.IsItemFocused(uniqueId: string)
imgui

2232
IMGUI_IS_ITEM_HOVERED
Returns true if the previous widget is hovered with mouse
ImGui.IsItemHovered(uniqueId: string)
imgui

2233
IMGUI_SET_ITEM_INT
Sets the value of input int & slider int widget
ImGui.SetItemValueInt(id: string, val: int)
imgui

2234
IMGUI_SET_ITEM_FLOAT
Sets the value of input float & slider float widget
ImGui.SetItemValueFloat(id: string, val: float)
imgui

2235
IMGUI_SET_ITEM_TEXT
Sets value of input text widget
ImGui.SetItemValueText(id: string, val: string)
imgui

2236
IMGUI_SET_IMAGE_BG_COLOR
Sets image background color
ImGui.SetImageBgColor(r: float, g: float, b: float, a: float)
imgui

2237
IMGUI_SET_IMAGE_TINT_COLOR
Sets image tint color
ImGui.SetImageTintColor(r: float, g: float, b: float, a: float)
imgui

2238
IMGUI_LOAD_IMAGE
Loads a image file from disk. Relative to CLEO directory
[var image: int] = ImGui.LoadImage(path: string)
imgui

2239
IMGUI_FREE_IMAGE
Frees a loaded image data
ImGui.FreeImage(image: int)
imgui

223A
IMGUI_PUSH_STYLE_VAR
Pushes a ImGuiStyleVar value to the stack. Use PopStyleVar to undo the effect
ImGui.PushStyleVar(imGuiStyleVar: ImGuiStyleVar, val: float)
imgui

223B
IMGUI_PUSH_STYLE_VAR2
Pushes a ImGuiStyleVar value to the stack. Use PopStyleVar to undo the effect
ImGui.PushStyleVar2(imGuiStyleVar: ImGuiStyleVar, x: float, y: float)
imgui

223C
IMGUI_PUSH_STYLE_COLOR
Pushes a ImGuiCol value to the stack. Use PopStyleColor to undo the effect
ImGui.PushStyleColor(imGuiCol: ImGuiCol, r: int, g: int, b: int, a: int)
imgui

223D
IMGUI_POP_STYLE_VAR
Removes the recent imGuiStyleVar from the stack
ImGui.PopStyleVar(count: int)
imgui

223E
IMGUI_POP_STYLE_COLOR
Removes the recent ImGuiCol from the stack
ImGui.PopStyleColor(count: int)
imgui

223F
IMGUI_GET_FOREGROUND_DRAWLIST
Returns pointer to foreground draw list
[var drawList: int] = ImGui.GetForegroundDrawList()
imgui

2240
IMGUI_GET_BACKGROUND_DRAWLIST
Returns pointer to ImGui background drawlist
[var drawList: int] = ImGui.GetBackgroundDrawList()
imgui

2241
IMGUI_GET_WINDOW_DRAWLIST
Returns pointer to ImGui window drawList
[var drawList: int] = ImGui.GetWindowDrawlist()
imgui

2242
IMGUI_DRAWLIST_ADD_TEXT
Adds text at specified position
ImGui.AddText(drawList: int, posX: float, posY: float, r: int, g: int, b: int, a: int, text: string)
imgui

2243
IMGUI_DRAWLIST_ADD_LINE
Adds a line form point A to B
ImGui.AddLine(drawList: int, p1X: float, p1Y: float, p2X: float, p2Y: float, r: int, g: int, b: int, a: int, thickness: float)
imgui

2244
GET_FRAMERATE
Returns game FPS
[var fps: int] = Game.GetFramerate()
imgui

2245
IMGUI_GET_VERSION
Returns the ImGui version
[var version: int] = ImGui.GetVersion()
imgui

2246
IMGUI_GET_PLUGIN_VERSION
Returns the ImGuiRedux version
[var version: int] = ImGui.GetPluginVersion()
imgui

2247
IMGUI_SET_CURSOR_VISIBLE
Toggles the cursor
ImGui.SetCursorVisible(show: bool)
imgui

2248
IMGUI_GET_FRAME_HEIGHT
Returns the ImGui frame height
[var height: float] = ImGui.GetFrameHeight()
imgui

2249
IMGUI_GET_WINDOW_POS
Returns the x,y coordinates of the window on the screen
{ [var x: float], [var y: float] } = ImGui.GetWindowPos(uniqueId: string)
imgui

224A
IMGUI_GET_WINDOW_SIZE
Returns the width and height of the window
{ [var width: float], [var height: float] } = ImGui.GetWindowSize(uniqueId: string)
imgui

224B
IMGUI_CALC_TEXT_SIZE
Returns the width and height of the given text
{ [var width: float], [var height: float] } = ImGui.CalcTextSize(text: string)
imgui

224C
IMGUI_GET_WINDOW_CONTENT_REGION_WIDTH
Returns the content region width of the window
[var width: float] = ImGui.GetWindowContentRegionWidth(uniqueId: string)
imgui

224D
IMGUI_GET_SCALING_SIZE
Returns the width and height scaling factor based on the window size
{ [var x: float], [var y: float] } = ImGui.GetScalingSize(uniqueId: string, count: int, spacing: bool)
imgui

224E
IMGUI_GET_DISPLAY_SIZE
Returns the width & height of the display
{ [var width: float], [var height: float] } = ImGui.GetDisplaySize()
imgui

224F
IMGUI_SET_NEXT_WINDOW_TRANSPARENCY
Sets the background transparency of next window (0.0f-1.0f)
ImGui.SetNextWindowTransparency(alpha: float)
imgui

2250
IMGUI_SET_MESSAGE
Displays a text message on top left corner of the screen. Useful for games without `showTextBox(...)` support
ImGui.SetMessage(text: string)
imgui

2251
IMGUI_SET_COLUMN_WIDTH
Sets the width of the column
ImGui.SetColumnWidth(index: int, width: float)
imgui

2252
IMGUI_BEGIN_CHILDEX
Creates a child window widget inside the main window
ImGui.BeginChildEx(uniqueId: string, width: float, height: float, border: bool, flags: int)
imgui

2253
IMGUI_BEGIN_DISABLED
Disables ImGui widgets inside this block
ImGui.BeginDisabled(disabled: bool)
imgui

2254
IMGUI_END_DISABLED
Closes the ImGui disable block
ImGui.EndDisabled()
imgui

2255
IMGUI_BEGIN_MENU
Begins a ImGui menu block
ImGui.BeginMenu(label: string, enabled: bool)
imgui

2256
IMGUI_END_MENU
Ends a ImGui menu block
ImGui.EndMenu()
imgui

0AF0
READ_INT_FROM_INI_FILE
Reads an integer value from the ini file
[var value: int] = IniFile.ReadInt(path: string, section: string, key: string)
ini

0AF1
WRITE_INT_TO_INI_FILE
Writes the integer value to the ini file
IniFile.WriteInt(value: int, path: string, section: string, key: string)
ini

0AF2
READ_FLOAT_FROM_INI_FILE
Reads a floating-point value from the ini file
[var value: float] = IniFile.ReadFloat(path: string, section: string, key: string)
ini

0AF3
WRITE_FLOAT_TO_INI_FILE
Writes the floating-point value to the ini file
IniFile.WriteFloat(value: float, path: string, section: string, key: string)
ini

0AF4
READ_STRING_FROM_INI_FILE
Reads a string value from the ini file
[var value: string] = IniFile.ReadString(path: string, section: string, key: string)
ini

0AF5
WRITE_STRING_TO_INI_FILE
Writes the string value to the ini file
IniFile.WriteString(value: string, path: string, section: string, key: string)
ini

2700
IS_BIT_SET
Checks if n-th bit of the number is set
Math.IsBitSet(number: int, bitIndex: int)
math

2701
SET_BIT
Sets n-th bit of the number
Math.SetBit(var number: int, bitIndex: int)
math

2702
CLEAR_BIT
Clears n-th bit of the number
Math.ClearBit(var number: int, bitIndex: int)
math

2703
TOGGLE_BIT
Sets state of n-th bit in the number
Math.ToggleBit(var number: int, bitIndex: int, state: bool)
math

2704
IS_TRUTHY
Checks if value contains number different than 0 or not empty string
Math.IsTruthy(value: any)
math

2705
PICK_RANDOM_INT
Selects one random integer from provided values
[var result: int] = Math.RandomPick(values: arguments)
math

2706
PICK_RANDOM_FLOAT
Selects one random float from provided values
[var result: float] = Math.RandomPick(values: arguments)
math

2707
PICK_RANDOM_TEXT
Selects one random text from provided values
[var result: string] = Math.RandomPick(values: arguments)
math

2708
RANDOM_CHANCE
Sets random condition result, with percent chance to be true
Math.RandomChance(percent: float)
math

2400
COPY_MEMORY
Copies data from src address to dest address
Memory.Copy(src: int, dest: int, size: int)
memory

2401
READ_MEMORY_WITH_OFFSET
Reads a value from the given offset from the memory address (see: 2402)
[var result: int] = Memory.ReadWithOffset(address: int, offset: int, size: int)
memory

2402
WRITE_MEMORY_WITH_OFFSET
Writes the value at the given offset from the memory address (see: 2401)
Memory.WriteWithOffset(address: int, offset: int, size: int, value: any)
memory

2403
FORGET_MEMORY
Makes the memory chunk allocated with 0AC8 persistent across load/start new game events. The memory is still released when game closes causing no leaks
Memory.Forget(address: int)
memory

2404
GET_SCRIPT_STRUCT_JUST_CREATED
Returns the address of a most recently (globally) created script (004F, 00D7, 0A92, 0A94)
[var address: int] = Memory.GetScriptStructJustCreated()
memory

2405
IS_SCRIPT_RUNNING
Checks if address points at valid and running script
Memory.IsScriptRunning(address: int)
memory

2407
IS_MEMORY_EQUAL
Compares two memory blocks
Memory.IsEqual(addressA: int, addressB: int, size: int)
memory

2408
TERMINATE_SCRIPT
Terminates script pointed by the address
native("TERMINATE_SCRIPT", address: int)
memory

2600
IS_TEXT_EMPTY
Checks if string length is equal to zero
Text.IsEmpty(string: string)
text

2601
IS_TEXT_EQUAL
Compares two texts
Text.IsEqual(text: string, another: string, ignoreCase: bool)
text

2602
IS_TEXT_IN_TEXT
Checks if text contains specified text
Text.Contains(text: string, subText: string, ignoreCase: bool)
text

2603
IS_TEXT_PREFIX
Checks if text starts with specified prefix text
Text.StartsWith(text: string, prefix: string, ignoreCase: bool)
text

2604
IS_TEXT_SUFFIX
Checks if text ends with specified suffix text
Text.EndsWith(text: string, suffix: string, ignoreCase: bool)
text

2605
DISPLAY_TEXT_FORMATTED
Formats args according to the format string then draws text at the specified on-screen position. See 033E
Text.DisplayFormatted(offsetLeft: float, offsetTop: float, format: string, args: arguments)
text

2606
LOAD_FXT
Loads GXT texts from selected FXT dictionary file
Text.LoadFxt(filepath: string)
text

2607
UNLOAD_FXT
Unloads GXT labels defined in selected Fxt file
Text.UnloadFxt(filepath: string)
text

2608
GET_TEXT_LENGTH
Returns count of characters in the text
[var length: int] = Text.GetLength(text: string)
text

2609
ADD_TEXT_LABEL_FORMATTED
Adds or updates the text associated with the dynamic GXT key. It does nothing if the same key is defined in a FXT file
Text.AddLabelFromatted(dynamicKey: string, format: string, args: arguments)
text
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About | v0.815 | Last update: Jan 2, 2025, 6:19:21 AM


Modding Wiki
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GTA: San Andreas
MoonLoader
SAMPFUNCS
SA-MP

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Скриптовый API
Последнее изменение
Нико229
23.12.2024
Здесь перечислены все глобальные функции, события, переменные и константы, которые добавляет MoonLoader для Lua скриптов. Список включает и те, для которых ещё не написаны статьи.
Для получения статей из определенных категорий можно воспользоваться фильтром по тегам: функции, события, переменные, константы, классы.
Информация о типах параметров располагается на странице Типы данных MoonLoader.

Если функция помечена красным цветом, то страница с описанием отсутствует, его следует искать на сайте Sanny Builder.

Lua
bool result = isCursorActive()
table pickups = getAllPickups()
int handle = getPickupPointerHandle(Pickup pickup)
int pointer = getPickupPointer(Pickup pickup)
int type = getPickupType(Pickup pickup)
int model = getPickupModel(Pickup pickup)
float x, float y, float z, float w = getObjectQuaternion(Object object)
setObjectQuaternion(Object object, float x, float y, float z, float w)
float x, float y, float z, float w = getVehicleQuaternion(Vehicle car)
setVehicleQuaternion(Vehicle car, float x, float y, float z, float w)
float x, float y, float z, float w = getCharQuaternion(Ped ped)
setCharQuaternion(Ped ped, float x, float y, float z, float w)
AudioStream handle = loadAudioStream(zstring audio)
setAudioStreamState(AudioStream handle, int state)
releaseAudioStream(AudioStream handle)
double length = getAudioStreamLength(AudioStream handle)
int state = getAudioStreamState(AudioStream handle)
float volume = getAudioStreamVolume(AudioStream audio)
setAudioStreamVolume(AudioStream audio, float volume)
setAudioStreamLooped(AudioStream audio, bool loop)
AudioStream handle = load3dAudioStream(zstring audio)
setPlay3dAudioStreamAtCoordinates(AudioStream handle, float posX, float posY, float posZ)
setPlay3dAudioStreamAtObject(AudioStream audio, Object object)
setPlay3dAudioStreamAtChar(AudioStream audio, Ped ped)
setPlay3dAudioStreamAtCar(AudioStream audio, Vehicle car)
AudioStream handle = loadAudioStreamFromMemory(uint address, uint size)
AudioStream handle = load3dAudioStreamFromMemory(uint address, uint size)
renderDrawLine(float pos1X, float pos1Y, float pos2X, float pos2Y, float width, uint color)
renderDrawBox(float posX, float posY, float sizeX, float sizeY, uint color)
renderDrawBoxWithBorder(float posX, float posY, float sizeX, float sizeY, uint color, float bsize, uint bcolor)
float length = renderGetFontDrawTextLength(DxFont font, zstring text, [bool ignoreColorTags=false])
float height = renderGetFontDrawHeight(DxFont font)
uint index = renderGetFontCharIndexAt(DxFont font, string text, float x, [bool ignoreColorTags=false])
float width = renderGetFontCharWidth(DxFont font, string/uint char)
DxFont font = renderCreateFont(zstring font, int height, uint flags, [uint charset])
renderReleaseFont(DxFont font)
renderFontDrawText(DxFont font, zstring text, float posX, float posY, uint color, [bool ignoreColorTags=false])
renderDrawPolygon(float posX, float posY, float sizeX, float sizeY, int corners, float rotation, uint color)
DxTexture texture = renderLoadTextureFromFile(zstring file)
renderReleaseTexture(DxTexture texture)
renderDrawTexture(DxTexture texture, float posX, float posY, float sizeX, float sizeY, float rotation, uint color)
renderBegin(int type)
renderEnd()
renderColor(uint color)
renderVertex(float vX, float vY)
renderSetTexCoord(float posX, float posY)
renderBindTexture(DxTexture texture)
uint struct = renderGetTextureStruct(DxTexture texture)
uint sprite = renderGetTextureSprite(DxTexture texture)
uint sizeX, uint sizeY = renderGetTextureSize(DxTexture texture)
renderSetRenderState(int state, uint value)
DxTexture texture = renderLoadTextureFromFileInMemory(uint pointer, uint size)
script_version_number(int version)
script_version(string version)
script_name(string name)
script_description(string description)
script_authors(string author, ...)
script_author(string author)
script_dependencies(string name, ...)
script_moonloader(int version)
LuaScript s = thisScript()
wait(int time)
print(any value, ...)
int value = getGameGlobal(int index)
setGameGlobal(int index, int value)
uint ptr = getGameGlobalPtr(int index)
bool loaded = isSampfuncsLoaded()
bool loaded = isCleoLoaded()
bool loaded = isSampLoaded()
bool state = isKeyDown(int keyId)
reloadScripts()
bool status = isOpcodesAvailable()
int i = representFloatAsInt(float f)
float i = representIntAsFloat(int i)
setGxtEntry(string key, string text)
string key = setFreeGxtEntry(string text)
string key = getFreeGxtKey()
string text = getGxtText(string key)
clearGxtEntry(string key)
bool active = isPauseMenuActive()
bool foreground = isGameWindowForeground()
int major, int minor, int majorRev, int minorRev, int game, int region, bool steam, bool cracked = getGameVersion()
int version = getMoonloaderVersion()
double time = localClock()
freeTextures()
string path = getWorkingDirectory()
string path = getGameDirectory()
useRenderCommands(bool enable)
writeMemory(uint address, uint size, int value, bool virtualProtect)
int value = readMemory(uint address, uint size, bool virtualProtect)
bool result, uint handle = loadDynamicLibrary(string library)
freeDynamicLibrary(uint handle)
bool result, uint proc = getDynamicLibraryProcedure(string proc, uint handle)
bool result = doesFileExist(string file)
bool result = doesDirectoryExist(string directory)
bool result = createDirectory(string directory)
float val = popFloat()
bool result = isGameVersionOriginal()
uint memory = allocateMemory(uint size)
freeMemory(uint memory)
Filesearch handle, string name = findFirstFile(string mask)
string file = findNextFile(Filesearch handle)
findClose(Filesearch handle)
bool result, Ped ped = findAllRandomCharsInSphere(float posX, float posY, float posZ, float radius, bool findNext, bool skipDead)
bool result, Vehicle car = findAllRandomVehiclesInSphere(float posX, float posY, float posZ, float radius, bool findNext, bool skipWrecked)
bool result, Object object = findAllRandomObjectsInSphere(float posX, float posY, float posZ, float radius, bool findNext)
uint ptr = getCharPointer(Ped ped)
uint ptr = getCarPointer(Vehicle car)
uint struct = getObjectPointer(Object object)
int returnValue = callFunction(uint address, int params, int pop, ...)
int returnValue = callMethod(uint address, int struct, int params, int pop, ...)
Vehicle car, Ped ped = storeClosestEntities(Ped ped)
switchCarEngine(Vehicle car, bool state)
bool result, float posX, float posY, float posZ = getTargetBlipCoordinates()
int gears = getCarNumberOfGears(Vehicle car)
int gear = getCarCurrentGear(Vehicle car)
bool state = isCarSirenOn(Vehicle car)
bool state = isCarEngineOn(Vehicle car)
printHelpString(string text)
printStyledString(string text, int time, int style)
printString(string text, int time)
printStringNow(string text, int time)
bool result, Ped ped = getCharPlayerIsTargeting(Player player)
GxtString name = getNameOfVehicleModel(Model modelId)
bool result = testCheat(string text)
bool result = spawnVehicleByCheating(Model modelId)
Ped handle = getCharPointerHandle(uint ptr)
Vehicle handle = getVehiclePointerHandle(uint ptr)
Object handle = getObjectPointerHandle(uint ptr)
bool result, table colPoint = processLineOfSight(float originX, float originY, float originZ, float targetX, float targetY, float targetZ, [bool checkSolid=true], [bool car=false], [bool ped=false], [bool object=false], [bool particle=false], [bool seeThrough=false], [bool ignoreSomeObjects=false], [bool shootThrough=false])
bool result = setClipboardText(string text)
string text = getClipboardText()
int value = getStructElement(uint struct, int offset, uint size, [bool unprotect=false])
setStructElement(uint struct, int offset, uint size, int value, [bool unprotect=false])
float w, float x, float y, float z = convertMatrixToQuaternion(float rightX, float rightY, float rightZ, float frontX, float frontY, float frontZ, float upX, float upY, float upZ)
float rightX, float rightY, float rightZ, float frontX, float frontY, float frontZ, float upX, float upY, float upZ = convertQuaternionToMatrix(float w, float x, float y, float z)
float wposX, float wposY = convert3DCoordsToScreen(float posX, float posY, float posZ)
setGameKeyState(int key, int state)
int posX, int posY = getCursorPos()
float gposX, float gposY = convertWindowScreenCoordsToGameScreenCoords(float wposX, float wposY)
float wposX, float wposY = convertGameScreenCoordsToWindowScreenCoords(float gposX, float gposY)
float posX, float posY, float posZ = convertScreenCoordsToWorld3D(float posX, float posY, float depth)
uint handle = getModuleHandle(string module)
uint address = getModuleProcAddress(string module, string proc)
setVirtualKeyDown(int vkey, bool down)
setCharKeyDown(int ckey, bool down)
int index = downloadUrlToFile(string url, string file, function statusCallback)
bool state = isKeyJustPressed(int key)
bool result, float x, float y, float z, float w, float h = convert3DCoordsToScreenEx(float posX, float posY, float posZ, [bool checkMin=false], [bool checkMax=false])
float value = getStructFloatElement(uint struct, int offset, [bool unprotect=false])
setStructFloatElement(uint struct, int offset, float value, [bool unprotect=false])
bool state = wasKeyPressed(int key)
bool state = wasKeyReleased(int key)
int delta = getMousewheelDelta()
consumeWindowMessage([bool game=true], [bool scripts=true])
addEventHandler(string eventName, function callback)
bool paused = isGamePaused()
double time = gameClock()
script_properties(string property, ...)
script_url(string url)
any imports = import(string filename)
string json = encodeJson(table data)
table data = decodeJson(string json)
showCursor(bool show, [bool lockControls])
lockPlayerControl(bool lock)
bool locked = isPlayerControlLocked()
bool result = setBlipCoordinates(Marker blip, float x, float y, float z)
bool result = setTargetBlipCoordinates(float x, float y, float z)
bool result = placeWaypoint(float x, float y, float z)
bool result = removeWaypoint()
string path = getFolderPath(int csidl)
float value = getTimeStepValue()
uint devicePtr = getD3DDevicePtr()
table objects = getAllObjects()
table peds = getAllChars()
table vehicles = getAllVehicles()
float value = getGameGlobalFloat(int index)
setGameGlobalFloat(int index, float value)
LuaScript s = script.load(string file)
LuaScript s = script.find(string name)
table list = script.list()
LuaScript script = script.get(int scriptId)
script.this
table data = inicfg.load([table default], [string file])
bool result = inicfg.save(table data, [string file])
int value = memory.read(uint address, uint size, [bool unprotect=false])
memory.write(uint address, int value, uint size, [bool unprotect=false])
int value = memory.getint8(uint address, [bool unprotect=false])
bool result = memory.setint8(uint address, int byte, [bool unprotect=false])
int value = memory.getint16(uint address, [bool unprotect=false])
bool result = memory.setint16(uint address, int word, [bool unprotect=false])
int value = memory.getint32(uint address, [bool unprotect=false])
bool result = memory.setint32(uint address, int dword, [bool unprotect=false])
double value = memory.getint64(uint address, [bool unprotect=false])
bool result = memory.setint64(uint address, double qword, [bool unprotect=false])
int value = memory.getuint8(uint address, [bool unprotect=false])
bool result = memory.setuint8(uint address, int byte, [bool unprotect=false])
int value = memory.getuint16(uint address, [bool unprotect=false])
bool result = memory.setuint16(uint address, int word, [bool unprotect=false])
int value = memory.getuint32(uint address, [bool unprotect=false])
bool result = memory.setuint32(uint address, int dword, [bool unprotect=false])
double value = memory.getuint64(uint address, [bool unprotect=false])
bool result = memory.setuint64(uint address, double qword, [bool unprotect=false])
float value = memory.getfloat(uint address, [bool unprotect=false])
bool result = memory.setfloat(uint address, float value, [bool unprotect=false])
double value = memory.getdouble(uint address, [bool unprotect=false])
bool result = memory.setdouble(uint address, double value, [bool unprotect=false])
int oldProtection = memory.unprotect(uint address, uint size)
int oldProtection = memory.protect(uint address, uint size, int newProtection)
memory.copy(uint destAddress, uint srcAddress, uint size, [bool unprotect=false])
bool result = memory.compare(uint address1, uint address2, uint size, [bool unprotect=false])
string str = memory.tostring(uint address, [uint size], [bool unprotect=false])
string hexstr = memory.tohex(uint address, uint size, [bool unprotect=false])
bool result = memory.hex2bin(string hex, uint dstAddress, uint size)
string bin = memory.hex2bin(string hex)
memory.fill(uint address, int value, uint size, [bool unprotect=false])
uint address = memory.strptr(string str)
LuaThread thread = lua_thread.create(function func, ...)
LuaThread thread = lua_thread.create_suspended(function func)
shakeCam(int shake)
Player player = createPlayer(Model modelId, float atX, float atY, float atZ)
Ped ped = createChar(int pedtype, Model modelId, float atX, float atY, float atZ)
deleteChar(Ped ped)
float positionX, float positionY, float positionZ = getCharCoordinates(Ped ped)
setCharCoordinates(Ped ped, float posX, float posY, float posZ)
bool result = isCharInArea2d(Ped ped, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCharInArea3d(Ped ped, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
Vehicle car = createCar(Model modelId, float atX, float atY, float atZ)
deleteCar(Vehicle car)
carGotoCoordinates(Vehicle car, float driveToX, float driveToY, float driveToZ)
carWanderRandomly(Vehicle car)
carSetIdle(Vehicle car)
float positionX, float positionY, float positionZ = getCarCoordinates(Vehicle car)
setCarCoordinates(Vehicle car, float atX, float atY, float atZ)
setCarCruiseSpeed(Vehicle car, float maxSpeed)
setCarDrivingStyle(Vehicle car, int behaviour)
setCarMission(Vehicle car, int driverBehaviour)
bool result = isCarInArea2d(Vehicle car, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCarInArea3d(Vehicle car, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
printBig(GxtString gxtString, int time, int style)
printText(GxtString gxtString, int time, int flag)
printTextNow(GxtString gxtString, int time, int flag)
clearPrints()
int hours, int mins = getTimeOfDay()
setTimeOfDay(int hours, int minutes)
int minutes = getMinutesToTimeOfDay(int hours, int minutes)
bool result = isPointOnScreen(float sphereX, float sphereY, float sphereZ, float radius)
Vehicle car = storeCarCharIsIn(Ped ped)
bool result = isCharInCar(Ped ped, Vehicle car)
bool result = isCharInModel(Ped ped, Model carModel)
bool result = isCharInAnyCar(Ped ped)
bool result = isButtonPressed(Player player, int key)
int state = getPadState(Player player, int key)
bool result = locateCharAnyMeans2d(Ped ped, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateCharOnFoot2d(Ped ped, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateCharInCar2d(Ped ped, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateStoppedCharAnyMeans2d(Ped ped, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateStoppedCharOnFoot2d(Ped ped, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateStoppedCharInCar2d(Ped ped, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateCharAnyMeansChar2d(Ped ped, Ped nearPed, float radiusX, float radiusY, bool sphere)
locateCharOnFootChar2d(Ped ped, Ped nearPed, float radiusX, float radiusY, bool sphere)
bool result = locateCharInCarChar2d(Ped ped, Ped nearPed, float radiusX, float radiusY, bool sphere)
bool result = locateCharAnyMeans3d(Ped ped, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateCharOnFoot3d(Ped ped, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateCharInCar3d(Ped ped, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateStoppedCharAnyMeans3d(Ped ped, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateStoppedCharOnFoot3d(Ped ped, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateStoppedCharInCar3d(Ped ped, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateCharAnyMeansChar3d(Ped ped, Ped nearPed, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateCharOnFootChar3d(Ped ped, Ped nearPed, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateCharInCarChar3d(Ped ped, Ped nearPed, float radiusX, float radiusY, float radiusZ, bool sphere)
Object object = createObject(Model modelId, float atX, float atY, float atZ)
deleteObject(Object object)
givePlayerMoney(Player player, int money)
int money = getPlayerMoney(Player player)
giveRemoteControlledCarToPlayer(Player player, float float2, float float3, float float4)
alterWantedLevel(Player player, int wantedLevel)
alterWantedLevelNoDrop(Player player, int minimumWantedLevel)
bool result = isWantedLevelGreater(Player player, int level)
clearWantedLevel(Player player)
setDeatharrestState(bool value)
bool result = hasDeatharrestBeenExecuted()
addAmmoToChar(Ped ped, int weapon, int ammo)
bool result = isPlayerDead(Player player)
bool result = isCharDead(Ped ped)
bool result = isCarDead(Vehicle car)
bool result = isPlayerPressingHorn(Player player)
Ped ped = createCharInsideCar(Vehicle car, Model pedtype, int model)
bool result = isCarModel(Vehicle car, Model modelId)
int carGenerator = createCarGenerator(float atX, float atY, float atZ, float angle, Model modelId, int color1, int color2, bool forceSpawn, int alarm, int doorLock, int minDelay, int maxDelay)
switchCarGenerator(int carGenerator, int carsToGenerate)
displayOnscreenTimer(VarId var, bool countInDirection)
clearOnscreenTimer(VarId var)
clearOnscreenCounter(VarId var)
bool result = isCharInZone(Ped ped, GxtString zoneName)
pointCameraAtCar(Vehicle car, int mode, int switchstyle)
pointCameraAtChar(Ped ped, int mode, int switchstyle)
restoreCamera()
shakePad(Player player, int time, int intensity)
setTimeScale(float gamespeed)
setFixedCameraPosition(float positionX, float positionY, float positionZ, float rotationX, float rotationY, float rotationZ)
pointCameraAtPoint(float pointAtX, float pointAtY, float pointAtZ, int switchstyle)
Marker marker = addBlipForCarOld(Vehicle car, int unused, bool visibility)
Marker marker = addBlipForCharOld(Ped ped, int int2, int int3)
removeBlip(Marker marker)
changeBlipColour(Marker marker, int color)
Marker marker = addBlipForCoordOld(float atX, float atY, float atZ, int color, int flag)
changeBlipScale(Marker marker, int size)
setFadingColour(int r, int g, int b)
doFade(bool in, int time)
bool result = getFadingStatus()
addHospitalRestart(float atX, float atY, float atZ, float angle, int townNumber)
addPoliceRestart(float atX, float atY, float atZ, float angle, int townNumber)
overrideNextRestart(float atX, float atY, float atZ, float angle)
drawShadow(Particle particle, float atX, float atY, float atZ, float rotationFactor, float size, int intensity, int flags1, int flags2, int flags3)
float angle = getCharHeading(Ped ped)
setCharHeading(Ped ped, float angle)
float angle = getCarHeading(Vehicle car)
setCarHeading(Vehicle car, float angle)
float angle = getObjectHeading(Object object)
setObjectHeading(Object object, float angle)
bool result = isCharTouchingObject(Ped ped, Object object)
setCharAmmo(Ped ped, int weapon, int ammo)
declareMissionFlag(VarId flag)
Marker marker = addBlipForCar(Vehicle car)
Marker marker = addBlipForChar(Ped ped)
Marker marker = addBlipForObject(Object object)
Checkpoint checkpoint = addBlipForCoord(float atX, float atY, float atZ)
changeBlipDisplay(Marker marker, int mode)
addOneOffSound(float atX, float atY, float atZ, int sound)
int unk = addContinuousSound(float atX, float atY, float atZ, int sound)
removeSound(int sound)
bool result = isCarStuckOnRoof(Vehicle car)
addUpsidedownCarCheck(Vehicle car)
removeUpsidedownCarCheck(Vehicle car)
bool result = isCharInAreaOnFoot2d(Ped ped, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCharInAreaInCar2d(Ped ped, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCharStoppedInArea2d(Ped ped, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCharStoppedInAreaOnFoot2d(Ped ped, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCharStoppedInAreaInCar2d(Ped ped, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCharInAreaOnFoot3d(Ped ped, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
bool result = isCharInAreaInCar3d(Ped ped, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
bool result = isCharStoppedInArea3d(Ped ped, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
bool result = isCharStoppedInAreaOnFoot3d(Ped ped, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
bool result = isCharStoppedInAreaInCar3d(Ped ped, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
bool result = isCarStoppedInArea2d(Vehicle car, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isCarStoppedInArea3d(Vehicle car, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool sphere)
bool result = locateCar2d(Vehicle car, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateStoppedCar2d(Vehicle car, float pointX, float pointY, float radiusX, float radiusY, bool sphere)
bool result = locateCar3d(Vehicle car, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateStoppedCar3d(Vehicle car, float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ, bool sphere)
giveWeaponToChar(Ped ped, int weapon, int ammo)
bool result = setPlayerControl(Player player, bool canMove)
bool result = forceWeather(int weather)
bool result = forceWeatherNow(int weather)
releaseWeather()
setCurrentCharWeapon(Ped ped, int weapon)
bool result, float positionX, float positionY, float positionZ = getObjectCoordinates(Object object)
bool result = setObjectCoordinates(Object object, float atX, float atY, float atZ)
int timeMs = getGameTimer()
bool result, int level = storeWantedLevel(Player player)
bool result = isCarStopped(Vehicle car)
markCharAsNoLongerNeeded(Ped ped)
markCarAsNoLongerNeeded(Vehicle car)
markObjectAsNoLongerNeeded(Object object)
dontRemoveChar(Ped ped)
dontRemoveObject(Object object)
bool result, Ped ped = createCharAsPassenger(Vehicle car, Model pedtype, int model, int passengerSeat)
bool result = printWithNumberBig(GxtString gxtString, int number, int time, int style)
bool result = printWithNumber(GxtString gxtString, int number, int time, int flag)
bool result = printWithNumberNow(GxtString gxtString, int number, int time, int flag)
bool result = switchRoadsOn(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
switchRoadsOff(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
bool result, int passengers = getNumberOfPassengers(Vehicle car)
int maxPassengers = getMaximumNumberOfPassengers(Vehicle car)
bool result = setCarDensityMultiplier(float multiplier)
bool result = setCarHeavy(Vehicle car, bool heavy)
setMaxWantedLevel(int level)
bool result = isCarInAirProper(Vehicle car)
bool result = isCarUpsidedown(Vehicle car)
bool result, Ped ped = getPlayerChar(Player player)
bool result = cancelOverrideRestart()
bool result = setPoliceIgnorePlayer(Player player, bool ignored)
bool result = startKillFrenzy(GxtString gxtString, int weapon, int timeLimit, int targets, Model targetModels1, Model targetModels2, Model targetModels3, Model targetModels4, bool completedText)
bool result, int status = readKillFrenzyStatus()
bool result = locateCharAnyMeansCar2d(Ped ped, Vehicle car, float radiusX, float radiusY, bool sphere)
bool result = locateCharOnFootCar2d(Ped ped, Vehicle car, float radiusX, float radiusY, bool flag)
bool result = locateCharInCarCar2d(Ped ped, Vehicle car, float radiusX, float radiusY, bool sphere)
bool result = locateCharAnyMeansCar3d(Ped ped, Vehicle car, float radiusX, float radiusY, float radiusZ, bool flag)
bool result = locateCharOnFootCar3d(Ped ped, Vehicle car, float radiusX, float radiusY, float radiusZ, bool flag)
bool result = locateCharInCarCar3d(Ped ped, Vehicle car, float radiusX, float radiusY, float radiusZ, bool flag)
lockCarDoors(Vehicle car, int status)
bool result = explodeCar(Vehicle car)
bool result = addExplosion(float atX, float atY, float atZ, int radius)
bool result = isCarUpright(Vehicle car)
bool result, Pickup pickup = createPickup(Model modelId, int type, float atX, float atY, float atZ)
bool result = hasPickupBeenCollected(Pickup pickup)
bool result = removePickup(Pickup pickup)
bool result = setTaxiLights(Vehicle taxi, bool light)
bool result = printBigQ(GxtString gxtString, int time, int style)
bool result = setTargetCarForMissionGarage(GxtString garage, Vehicle car)
bool result = applyBrakesToPlayersCar(Player player, bool apply)
setCharHealth(Ped ped, int health)
setCarHealth(Vehicle car, int health)
int health = getCharHealth(Ped ped)
int health = getCarHealth(Vehicle car)
bool result = changeCarColour(Vehicle car, int primaryColor, int secondaryColor)
switchPedRoadsOn(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
switchPedRoadsOff(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
setGangWeapons(int gang, int weapons1, int weapons2, int weapons3)
bool result = isCharTouchingObjectOnFoot(Ped ped, Object object)
loadSpecialCharacter(GxtString gxtString, int id)
bool result = hasSpecialCharacterLoaded(int id)
bool result = isPlayerInRemoteMode(Player player)
setCutsceneOffset(float posX, float posY, float posZ)
setAnimGroupForChar(Ped ped, string style)
requestModel(Model modelId)
bool result = hasModelLoaded(Model modelId)
markModelAsNoLongerNeeded(Model modelId)
drawCorona(float atX, float atY, float atZ, float radius, int type, bool lensflares, int r, int g, int b)
storeClock()
restoreClock()
bool result = isPlayerPlaying(Player player)
int mode = getControllerMode()
setCanResprayCar(Vehicle car, bool sprayable)
unloadSpecialCharacter(int id)
resetNumOfModelsKilledByPlayer(Player player)
int quantity = getNumOfModelsKilledByPlayer(Player player, Model modelId)
activateGarage(GxtString garage)
Object object = createObjectNoOffset(Model modelId, float atX, float atY, float atZ)
bool result = isCharStopped(Ped ped)
switchWidescreen(bool enable)
Marker marker = addSpriteBlipForContactPoint(float atX, float atY, float atZ, int icon)
Marker marker = addSpriteBlipForCoord(float atX, float atY, float atZ, int type)
setCharOnlyDamagedByPlayer(Ped ped, bool enabled)
setCarOnlyDamagedByPlayer(Vehicle car, bool enabled)
setCharProofs(Ped ped, bool BP, bool FP, bool EP, bool CP, bool MP)
setCarProofs(Vehicle car, bool BP, bool FP, bool EP, bool CP, bool MP)
deactivateGarage(GxtString garage)
bool result = isCarInWater(Vehicle car)
float nodeX, float nodeY, float nodeZ = getClosestCharNode(float closestToX, float closestToY, float closestToZ)
float nodeX, float nodeY, float nodeZ = getClosestCarNode(float closestToX, float closestToY, float closestToZ)
carGotoCoordinatesAccurate(Vehicle car, float toX, float toY, float toZ)
bool result = isCarOnScreen(Vehicle car)
bool result = isCharOnScreen(Ped ped)
bool result = isObjectOnScreen(Object object)
float z = getGroundZFor3dCoord(float atX, float atY, float atZ)
int fire = startScriptFire(float atX, float atY, float atZ, int propagation, int size)
bool result = isScriptFireExtinguished(int fire)
removeScriptFire(int fire)
boatGotoCoords(Vehicle boat, float toX, float toY, float toZ)
boatStop(Vehicle car)
bool result = isCharShootingInArea(Ped ped, float cornerAX, float cornerAY, float cornerBX, float cornerBY, int weapon)
bool result = isCurrentCharWeapon(Ped ped, int weapon)
setBoatCruiseSpeed(Vehicle boat, float speed)
Ped ped = getRandomCharInZone(GxtString zone, bool pedtype, bool gang, bool criminal_prostitute)
bool result = isCharShooting(Ped ped)
Pickup pickup = createMoneyPickup(float atX, float atY, float atZ, int cash, bool permanenceFlag)
setCharAccuracy(Ped ped, int accuracy)
float speed = getCarSpeed(Vehicle car)
loadCutscene(GxtString cutscene)
Object object = createCutsceneObject(Model modelId)
setCutsceneAnim(int cutscene, GxtString anim)
startCutscene()
int time = getCutsceneTime()
bool result = hasCutsceneFinished()
clearCutscene()
restoreCameraJumpcut()
setCollectable1Total(int total)
bool result = isProjectileInArea(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
bool result = isCharModel(Ped ped, Model modelId)
loadSpecialModel(Model modelId, GxtString gxtString)
float forwardX = getCarForwardX(Vehicle car)
float forwardY = getCarForwardY(Vehicle car)
changeGarageType(GxtString garage, int type)
printWith2NumbersNow(GxtString gxtString, int numbers1, int numbers2, int time, int flag)
printWith3Numbers(GxtString gxtString, int numbers1, int numbers2, int numbers3, int time, int flag)
printWith4Numbers(GxtString gxtString, int numbers1, int numbers2, int numbers3, int numbers4, int time, int flag)
printWith4NumbersNow(GxtString gxtString, int numbers1, int numbers2, int numbers3, int numbers4, int time, int flag)
printWith6Numbers(GxtString gxtString, int numbers1, int numbers2, int numbers3, int numbers4, int numbers5, int numbers6, int time, int flag)
playerMadeProgress(int progress)
setProgressTotal(int maxProgress)
registerMissionGiven()
registerMissionPassed(GxtString mission)
removeAllScriptFires()
bool result = hasCharBeenDamagedByWeapon(Ped ped, int weapon)
bool result = hasCarBeenDamagedByWeapon(Vehicle car, int weapon)
explodeCharHead(Ped ped)
anchorBoat(Vehicle boat, bool anchor)
int fire = startCarFire(Vehicle car)
int fire = startCharFire(Ped ped)
Vehicle car = getRandomCarOfTypeInArea(float cornerAX, float cornerAY, float cornerBX, float cornerBY, Model modelId)
bool result = hasResprayHappened(Vehicle car)
setCameraZoom(int mode)
Pickup pickup = createPickupWithAmmo(Model modelId, int type, int ammo, float atX, float atY, float atZ)
setCarRamCar(Vehicle car, Vehicle car)
setPlayerNeverGetsTired(Player player, bool infiniteRun)
setPlayerFastReload(Player player, bool fastReload)
setCharBleeding(Ped ped, bool bleeding)
setFreeResprays(bool enable)
setCharVisible(Ped ped, bool visible)
setCarVisible(Vehicle car, bool visible)
bool result = isAreaOccupied(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool solid, bool car, bool actor, bool object, bool particle)
displayText(float posX, float posY, GxtString gxtString)
setTextScale(float sizeX, float sizeY)
setTextColour(int r, int g, int b, int a)
setTextJustify(bool alignJustify)
setTextCentre(bool centered)
setTextWrapx(float linewidth)
setTextCentreSize(float linewidth)
setTextBackground(bool background)
setTextProportional(bool proportional)
setTextFont(int font)
bool result = rotateObject(Object object, float fromAngle, float toAngle, bool flag)
bool result = slideObject(Object object, float toX, float toY, float toZ, float speedX, float speedY, float speedZ, bool collisionCheck)
removeCharElegantly(Ped ped)
setCharStayInSamePlace(Ped ped, bool enabled)
bool result = isExplosionInArea(int explosionType, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
placeObjectRelativeToCar(Object object, Vehicle car, float offsetX, float offsetY, float offsetZ)
makeObjectTargettable(Object object, bool targetable)
addArmourToChar(Ped ped, int points)
openGarage(GxtString garage)
closeGarage(GxtString garage)
warpCharFromCarToCoord(Ped ped, float placeAtX, float placeAtY, float placeAtZ)
setVisibilityOfClosestObjectOfType(float atX, float atY, float atZ, float radius, Model modelId, bool visibility)
bool result = hasCharSpottedChar(Ped ped, Ped ped)
bool result = hasObjectBeenDamaged(Object object)
warpCharIntoCar(Ped ped, Vehicle car)
printWith2NumbersBig(GxtString gxtString, int numbers1, int numbers2, int time, int style)
setCameraBehindPlayer()
Ped ped = createRandomChar(float atX, float atY, float atZ)
bool result = isSniperBulletInArea(float float1, float float2, float float3, float float4, float float5, float float6)
setObjectVelocity(Object object, float velocityInDirectionX, float velocityInDirectionY, float velocityInDirectionZ)
setObjectCollision(Object object, bool collision)
printStringInStringNow(GxtString gxtString, GxtString string, int time1, int time2)
bool result = isPointObscuredByAMissionEntity(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
loadAllModelsNow()
addToObjectVelocity(Object object, float velocityX, float velocityY, float velocityZ)
drawSprite(int texture, float positionX, float positionY, float width, float height, int r, int g, int b, int a)
drawRect(float positionX, float positionY, float width, float height, int r, int g, int b, int a)
int id = loadSprite(string name)
bool result = loadTextureDictionary(zstring txd)
removeTextureDictionary()
setObjectDynamic(Object object, bool moveable)
setCharAnimSpeed(Ped ped, string animation, float speed)
playMissionPassedTune(int music)
clearArea(float atX, float atY, float atZ, float radius, bool area)
freezeOnscreenTimer(bool timer)
switchCarSiren(Vehicle car, bool siren)
setCarWatertight(Vehicle car, bool watertight)
setCharCantBeDraggedOut(Ped ped, bool locked)
turnCarToFaceCoord(Vehicle car, float coordX, float coordY)
drawSphere(float atX, float atY, float atZ, float radius)
setCarStatus(Vehicle car, int action)
bool result = isCharMale(Ped ped)
policeRadioMessage(float float1, float float2, float float3)
setCarStrong(Vehicle car, bool strong)
switchRubbish(bool int1)
switchStreaming(bool streaming)
bool result = isGarageOpen(GxtString garage)
bool result = isGarageClosed(GxtString garage)
swapNearestBuildingModel(float atX, float atY, float atZ, float radius, Model from, Model to)
switchWorldProcessing(bool cutsceneOnly)
clearAreaOfCars(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
int sphere = addSphere(float atX, float atY, float atZ, float radius)
removeSphere(int sphere)
setEveryoneIgnorePlayer(Player player, bool ignored)
Vehicle car = storeCarCharIsInNoSave(Ped ped)
displayOnscreenTimerWithString(VarId timer, int type, GxtString gxtString)
displayOnscreenCounterWithString(VarId var, bool type, GxtString gxtString)
createRandomCarForCarPark(float coordsX, float coordsY, float coordsZ, float zAngle)
setWantedMultiplier(float sensitivity)
setCameraInFrontOfPlayer()
bool result = isCarVisiblyDamaged(Vehicle car)
bool result = doesObjectExist(Object object)
loadScene(float atX, float atY, float atZ)
addStuckCarCheck(Vehicle car, float stuckCheckDistance, int time)
removeStuckCarCheck(Vehicle car)
bool result = isCarStuck(Vehicle car)
loadMissionAudio(int asId, int name)
bool result = hasMissionAudioLoaded(int id)
playMissionAudio(int id)
bool result = hasMissionAudioFinished(int id)
float nodeX, float nodeY, float nodeZ, float angle = getClosestCarNodeWithHeading(float X, float Y, float Z)
bool result = hasImportGarageSlotBeenFilled(int int1, int int2)
clearThisPrint(GxtString text)
clearThisBigPrint(GxtString text)
setMissionAudioPosition(int id, float locationX, float locationY, float locationZ)
activateSaveMenu()
bool result = hasSaveGameFinished()
noSpecialCameraForThisGarage(int int1)
Marker marker = addBlipForPickup(Pickup pickup)
setPedDensityMultiplier(float multiplier)
setTextDrawBeforeFade(bool int1)
int collected = getCollectable1sCollected()
setSpritesDrawBeforeFade(bool antialiased)
setTextRightJustify(bool alignRight)
printHelp(GxtString gxtString)
clearHelp()
flashHudObject(int hudComponent)
setGenerateCarsAroundCamera(bool int1)
clearSmallPrints()
setUpsidedownCarNotDamaged(Vehicle car, bool disableFlippedExplosion)
bool result = isPlayerControllable(Player player)
makePlayerSafe(Player player)
int primaryColor, int secondaryColor = getCarColours(Vehicle car)
setAllCarsCanBeDamaged(bool enable)
setCarCanBeDamaged(Vehicle car, bool enable)
setDrunkInputDelay(Player player, int handlingResponsiveness)
setCharMoney(Ped ped, int money)
float X, float Y, float Z = getOffsetFromObjectInWorldCoords(Object object, float offsetX, float offsetY, float offsetZ)
float X, float Y, float Z = getOffsetFromCarInWorldCoords(Vehicle car, float offsetX, float offsetY, float offsetZ)
clearMissionAudio(int id)
setFreeHealthCare(Player player, bool free)
loadAndLaunchMissionInternal(int mission)
setObjectDrawLast(Object object, bool drawLast)
int ammo = getAmmoInCharWeapon(Ped ped, int int)
setNearClip(float clip)
setRadioChannel(int radioStation)
setCarTraction(Vehicle car, float traction)
bool result = areMeasurementsInMetres()
float feet = convertMetresToFeet(float meters)
setCarAvoidLevelTransitions(Vehicle car, bool avoidLevelTransitions)
clearAreaOfChars(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
setTotalNumberOfMissions(int totalMissions)
int imperial = convertMetresToFeetInt(int metric)
registerFastestTime(int stat, int to)
registerHighestScore(int int1, int int2)
warpCharIntoCarAsPassenger(Ped ped, Vehicle car, int passengerSeat)
bool result = isCarPassengerSeatFree(Vehicle car, int seat)
Ped ped = getCharInCarPassengerSeat(Vehicle car, int seat)
setCharIsChrisCriminal(Ped ped, bool flag)
startCredits()
stopCredits()
bool result = areCreditsFinished()
setMusicDoesFade(bool enable)
Model modelId = getCarModel(Vehicle veh)
bool result = areAnyCarCheatsActivated()
setCharSuffersCriticalHits(Ped ped, bool enable)
bool result = isCharSittingInCar(Ped ped, Vehicle car)
bool result = isCharSittingInAnyCar(Ped ped)
bool result = isCharOnFoot(Ped ped)
loadSplashScreen(GxtString gxtString)
setJamesCarOnPathToPlayer(int int1)
setObjectRotation(Object object, float rotationX, float rotationY, float rotationZ)
float X, float Y, float Z = getDebugCameraCoordinates()
bool result = isPlayerTargettingChar(Player player, Ped ped)
bool result = isPlayerTargettingObject(Player player, Object object)
displayTextWithNumber(float x, float y, GxtString gxtString, int number)
displayTextWith2Numbers(float x, float y, GxtString gxtString, int numbersX, int numbersY)
failCurrentMission()
setInterpolationParameters(float delay, int time)
float X, float Y, float Z = getDebugCameraPointAt()
attachCharToCar(Ped ped, Vehicle car, float offsetX, float offsetY, float offsetZ, int position, float shootingAngleLimit, int weapon)
detachCharFromCar(Ped ped)
setCarStayInFastLane(Vehicle car, bool flag)
clearCharLastWeaponDamage(Ped ped)
clearCarLastWeaponDamage(Vehicle car)
int int10 = getRandomCopInArea(float float1, float float2, float float3, float float4, bool int5, bool int6, bool int7, bool int8, bool int9)
Ped ped = getDriverOfCar(Vehicle car)
int followers = getNumberOfFollowers(Ped ped)
giveRemoteControlledModelToPlayer(Player player, float atX, float atY, float atZ, float angle, Model RCModel)
int weapon = getCurrentCharWeapon(Ped ped)
bool result = locateCharAnyMeansObject2d(Ped ped, Object object, float radiusX, float radiusY, bool sphere)
bool result = locateCharOnFootObject2d(Ped ped, Object object, float radiusX, float radiusY, bool sphere)
bool result = locateCharInCarObject2d(Ped ped, Object object, float radiusX, float radiusY, bool sphere)
bool result = locateCharAnyMeansObject3d(Ped ped, Object object, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateCharOnFootObject3d(Ped ped, Object object, float radiusX, float radiusY, float radiusZ, bool sphere)
bool result = locateCharInCarObject3d(Ped ped, Object object, float radiusX, float radiusY, float radiusZ, bool sphere)
setCarTempAction(Vehicle car, int action, int time)
bool result = isCharOnAnyBike(Ped ped)
bool result = canCharSeeDeadChar(Ped ped, int pedtype)
setEnterCarRangeMultiplier(float float1)
Vehicle car = getRemoteControlledCar(Player player)
bool result = isPcVersion()
bool result = isModelAvailable(Model modelId)
shutCharUp(Ped ped, bool muted)
setEnableRcDetonate(bool detonation)
setCarRandomRouteSeed(Vehicle car, int routeSeed)
bool result = isAnyPickupAtCoords(float pickupX, float pickupY, float pickupZ)
removeAllCharWeapons(Ped ped)
bool result = hasCharGotWeapon(Ped ped, int weapon)
setTankDetonateCars(int tank, bool detonate)
int offset1, int offset2, int offset3, int offset4 = getPositionOfAnalogueSticks(int joystick)
bool result = isCarOnFire(Vehicle car)
bool result = isCarTireBurst(Vehicle car, int tire)
initialiseObjectPath(int int1, float float2)
setObjectPathSpeed(int int1, int int2)
setObjectPathPosition(int int1, float float2)
clearObjectPath(int int1)
heliGotoCoords(Vehicle heli, float toX, float toY, float toZ, float altitudeMin, float altitudeMax)
float coordsX, float coordsY, float coordsZ = getDeadCharPickupCoords(Ped ped)
Pickup pickup = createProtectionPickup(float atX, float atY, float atZ, int int4, int int5)
bool result = isCharInAnyBoat(Ped ped)
bool result = isCharInAnyHeli(Ped ped)
bool result = isCharInAnyPlane(Ped ped)
bool result = isCharInWater(Ped ped)
int weapon, int ammo, Model modelId = getCharWeaponInSlot(Ped ped, int slot)
float float6, float float7, float float8, float float9, float float10, float float11, float float12 = getClosestStraightRoad(float atX, float atY, float atZ, float height, float radius)
setCarForwardSpeed(Vehicle car, float speed)
setInteriorVisible(int interior)
markCarAsConvoyCar(Vehicle car, bool convoy)
resetHavocCausedByPlayer(int int1)
int int2 = getHavocCausedByPlayer(int int1)
createScriptRoadblock(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, int type)
clearAllScriptRoadblocks()
float X, float Y, float Z = getOffsetFromCharInWorldCoords(Ped ped, float offsetX, float offsetY, float offsetZ)
bool result = hasCharBeenPhotographed(Ped ped)
switchSecurityCamera(bool int1)
bool result = isCharInFlyingVehicle(Ped ped)
Marker marker = addShortRangeSpriteBlipForCoord(float atX, float atY, float atZ, int icon)
setHeliOrientation(Vehicle heli, float angle)
clearHeliOrientation(Vehicle heli)
planeGotoCoords(int plane, float X, float Y, float Z, float z1, float z2)
float X, float Y, float Z = getNthClosestCarNode(float X, float Y, float Z, int type)
drawWeaponshopCorona(float X, float Y, float Z, float radius, int type, int flare, int r, int g, int b)
setEnableRcDetonateOnContact(bool enable)
freezeCharPosition(Ped ped, bool locked)
setCharDrownsInWater(Ped ped, bool drowns)
setObjectRecordsCollisions(Object object, bool set)
bool result = hasObjectCollidedWithAnything(Object object)
removeRcBuggy()
int armour = getCharArmour(Ped ped)
setHeliStabiliser(Vehicle heli, bool limiter)
setCarStraightLineDistance(Vehicle car, int radius)
popCarBoot(Vehicle car)
shutPlayerUp(Player player, bool shut)
setPlayerMood(Player player, int flag, int time)
requestCollision(float X, float Y)
bool result = locateObject2d(Object object, float X, float Y, float radiusX, float radiusY, bool sphere)
bool result = locateObject3d(Object object, float X, float Y, float Z, float radiusX, float radiusY, float radiusZ, bool flag)
bool result = isObjectInWater(Object object)
bool result = isObjectInArea2d(Object object, float cornerAX, float cornerAY, float cornerBX, float cornerBY, bool sphere)
bool result = isObjectInArea3d(Object object, float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ, bool flag)
taskToggleDuck(Ped ped, bool crouch)
requestAnimation(string animation)
bool result = hasAnimationLoaded(string animation)
removeAnimation(string animation)
bool result = isCharWaitingForWorldCollision(Ped ped)
bool result = isCarWaitingForWorldCollision(Vehicle car)
attachCharToObject(Ped ped, Object object, float offsetX, float offsetY, float offsetZ, int orientation, float angle, int lockWeapon)
displayNthOnscreenCounterWithString(VarId text, int type, int line, GxtString gxtString)
addSetPiece(int type, float rectX1, float rectY1, float rectX2, float rectY2, float spawnAX, float spawnAY, float headedTowards1X, float headedTowards1Y, float spawnBX, float spawnBY, float headedTowards2X, float headedTowards2Y)
setExtraColours(int color, bool fade)
clearExtraColours(bool fade)
int twowheelstime, float twowheelsdistance, int wheelietime, float wheelieDistance, int stoppieTime, float stoppieDistance = getWheelieStats(Player player)
burstCarTire(Vehicle car, int tire)
bool result = isPlayerWearing(Player player, string bodypart, int skin)
setPlayerCanDoDriveBy(Player player, bool mode)
int handleAs = createSwatRope(int pedtype, Model modelId, float X, float Y, float Z)
setCarModelComponents(Model car, int variation1, int variation2)
closeAllCarDoors(Vehicle car)
float distance = getDistanceBetweenCoords2d(float x1, float y1, float x2, float y2)
float distance = getDistanceBetweenCoords3d(float x1, float y1, float z1, float x2, float y2, float z2)
sortOutObjectCollisionWithCar(Object object, Vehicle car)
int level = getMaxWantedLevel()
printHelpForever(GxtString text)
printHelpForeverWithNumber(GxtString text, int number)
Pickup pickup = createLockedPropertyPickup(float pX, float pY, float pZ, GxtString gxtString)
Pickup pickup = createForsalePropertyPickup(float pX, float pY, float pZ, int price, GxtString gxtString)
freezeCarPosition(Vehicle car, bool locked)
bool result = hasCharBeenDamagedByChar(Ped ped, Ped byActor)
bool result = hasCharBeenDamagedByCar(Ped ped, Vehicle byCar)
bool result = hasCarBeenDamagedByChar(Vehicle car, Ped byActor)
bool result = hasCarBeenDamagedByCar(Vehicle car, Vehicle byCar)
int radio = getRadioChannel()
setCharStayInCarWhenJacked(Ped ped, bool stay)
setPlayerDrunkenness(Player player, int drunk)
Vehicle car = getRandomCarOfTypeInAreaNoSave(float x1, float y1, float x2, float y2, Model modelId)
setCanBurstCarTires(Vehicle car, bool vulnerability)
fireHunterGun(Vehicle car)
bool result = isCharTouchingVehicle(Ped ped, Vehicle car)
setCharCanBeShotInVehicle(Ped ped, bool can)
loadMissionText(GxtString table)
clearCharLastDamageEntity(Ped ped)
clearCarLastDamageEntity(Vehicle car)
freezeObjectPosition(Object object, bool freeze)
removeWeaponFromChar(Ped ped, int weapon)
makePlayerFireProof(Player player, bool fireproof)
increasePlayerMaxHealth(Player player, int increase)
increasePlayerMaxArmour(Player player, int increase)
Ped ped = createRandomCharAsDriver(Vehicle car)
Ped ped = createRandomCharAsPassenger(Vehicle car, int seat)
ensurePlayerHasDriveByWeapon(Player player, int ammo)
makeHeliComeCrashingDown(Vehicle heli)
addExplosionNoSound(float pX, float pY, float pZ, int type)
linkObjectToInterior(Object object, int interior)
setCharNeverTargetted(Ped ped, bool untargetable)
bool result = wasCutsceneSkipped()
bool result = isCharInAnyPoliceVehicle(Ped ped)
bool result = doesCharExist(Ped ped)
bool result = doesVehicleExist(Vehicle car)
Marker blip = addShortRangeSpriteBlipForContactPoint(float pX, float pY, float pZ, int icon)
setAllTaxisHaveNitro(bool toggle)
freezeCarPositionAndDontLoadCollision(Vehicle car, bool keep)
freezeCharPositionAndDontLoadCollision(Ped ped, bool keep)
setPlayerIsInStadium(bool set)
displayRadar(bool enable)
registerBestPosition(int stat, float float)
bool result = isPlayerInInfoZone(Player player, GxtString zone)
setLoadCollisionForCarFlag(Vehicle car, bool enable)
setLoadCollisionForCharFlag(Ped ped, bool enable)
addBigGunFlash(float fromX, float fromY, float fromZ, float toX, float toY, float toZ)
float progress = getProgressPercentage()
setVehicleToFadeIn(Vehicle car, int flag)
registerOddjobMissionPassed()
bool result = isPlayerInShortcutTaxi(Player player)
bool result = isCharDucking(Ped ped)
setOnscreenCounterFlashWhenFirstDisplayed(VarId text, bool flashing)
shuffleCardDecks(bool shuffle)
int card = fetchNextCard()
float vecX, float vecY, float vecZ = getObjectVelocity(Object object)
bool result = isDebugCameraOn()
addToObjectRotationVelocity(Object object, float vecX, float vecY, float vecZ)
setObjectRotationVelocity(Object object, float vecX, float vecY, float vecZ)
bool result = isObjectStatic(Object object)
float angle = getAngleBetween2dVectors(float vecX, float vecY, float vecX, float vecY)
bool result = do2dRectanglesCollide(float areaX, float areaY, float scaleX, float scaleY, float overlapareaX, float overlapareaY, float overlapscaleX, float overlapscaleY)
float axisX, float axisY, float axisZ = getObjectRotationVelocity(Object object)
addVelocityRelativeToObjectVelocity(Object object, float vecX, float vecY, float vecZ)
float speed = getObjectSpeed(Object object)
bool result, float X, float Y = get2dLinesIntersectPoint(float l1x1, float l1y1, float l1x2, float l1y2, float l2x1, float l2y1, float l2x2, float l2y2)
taskPause(Ped ped, int timeMS)
taskStandStill(Ped ped, int timeMS)
taskFallAndGetUp(Ped ped, bool int2, int time)
taskJump(Ped ped, bool jump)
taskTired(Ped ped, int timeMS)
taskDie(Ped ped)
taskLookAtChar(Ped ped, int lookAt, int timeMS)
taskLookAtVehicle(Ped ped, int lookAt, int timeMS)
taskSay(Ped ped, int audio)
taskShakeFist(Ped ped)
taskCower(Ped ped)
taskHandsUp(Ped ped, int timeMS)
taskDuck(Ped ped, int timeMS)
taskUseAtm(Ped ped)
taskScratchHead(Ped ped)
taskLookAbout(Ped ped, int timeMS)
taskEnterCarAsPassenger(Ped ped, Vehicle car, int time, int passengerSeat)
taskEnterCarAsDriver(Ped ped, Vehicle car, int timeMS)
taskLeaveCar(Ped ped, Vehicle car)
taskLeaveCarAndFlee(Ped ped, Vehicle car, float X, float Y, float Z)
taskCarDriveToCoord(Ped ped, Vehicle car, float toX, float toY, float toZ, float speed, int int7, int model, int int9)
taskCarDriveWander(Ped ped, Vehicle hijackCar, float searchRadius, int trafficBehavior)
taskGoStraightToCoord(Ped ped, float toX, float toY, float toZ, int mode, int time)
taskAchieveHeading(Ped ped, float angle)
flushRoute()
extendRoute(float pointX, float pointY, float pointZ)
taskFollowPointRoute(Ped ped, int flags1, int flags2)
taskGotoChar(Ped ped, Ped toActor, int timelimit, float stopWithinRadius)
taskFleePoint(Ped ped, float fromX, float fromY, float fromZ, float awayRadius, int timelimit)
taskFleeChar(Ped ped, Ped fromActor, float radius, int timelimit)
taskSmartFleePoint(Ped ped, float fromX, float fromY, float fromZ, float stopAtRadius, int timelimit)
taskSmartFleeChar(Ped ped, Ped fromActor, float originRadius, int timelimit)
taskWanderStandard(Ped ped)
taskKillCharOnFoot(Ped ped, Ped killActor)
startPlaybackRecordedCar(Vehicle car, int path)
stopPlaybackRecordedCar(Vehicle car)
pausePlaybackRecordedCar(Vehicle car)
unpausePlaybackRecordedCar(Vehicle car)
setCarEscortCarLeft(Vehicle car, Vehicle followCar)
setCarEscortCarRight(Vehicle car, Vehicle followCar)
setCarEscortCarRear(Vehicle car, Vehicle followCar)
setCarEscortCarFront(Vehicle car, Vehicle followCar)
taskFollowPathNodesToCoord(Ped ped, float pathX, float pathY, float pathZ, int mode, int time)
bool result = isCharInAngledArea2d(Ped ped, float x1, float y1, float x2, float y2, float angle, bool sphere)
bool result = isCharInAngledAreaOnFoot2d(Ped ped, float x1, float y1, float x2, float y2, float angle, bool sphere)
bool result = isCharInAngledAreaInCar2d(Ped ped, float x1, float y1, float x2, float y2, float angle, bool sphere)
bool result = isCharStoppedInAngledArea2d(Ped ped, float x1, float y1, float x2, float y2, float height, bool flag)
bool result = isCharStoppedInAngledAreaOnFoot2d(Ped ped, float x1, float y1, float x2, float y2, float angle, bool sphere)
bool result = isCharStoppedInAngledAreaInCar2d(Ped ped, float x1, float y1, float x2, float y2, float height, bool flag)
bool result = isCharInAngledArea3d(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float angle, bool sphere)
bool result = isCharInAngledAreaOnFoot3d(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float angle, bool sphere)
bool result = isCharInAngledAreaInCar3d(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float depth, bool flag)
bool result = isCharStoppedInAngledArea3d(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float depth, bool flag)
bool result = isCharStoppedInAngledAreaOnFoot3d(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float depth, bool flag)
bool result = isCharStoppedInAngledAreaInCar3d(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float depth, bool flag)
bool result = isCharInTaxi(Ped ped)
taskGoToCoordAnyMeans(Ped ped, float toX, float toY, float toZ, int mode, Vehicle useCar)
float zAngle = getHeadingFromVector2d(float pX, float pY)
taskPlayAnim(Ped ped, string animation, string IFP, float framedelta, bool loop, bool lockX, bool lockY, bool lockF, int time)
loadPathNodesInArea(float x1, float y1, float x2, float y2)
releasePathNodes()
int maker = loadCharDecisionMaker(int type)
setCharDecisionMaker(Ped ped, int maker)
setTextDropshadow(int shadow, int r, int g, int b, int a)
bool result = isPlaybackGoingOnForCar(Vehicle car)
setSenseRange(Ped ped, float accuracy)
bool result = isCharPlayingAnim(Ped ped, string animation)
setCharAnimPlayingFlag(Ped ped, string animation, bool flag)
float time = getCharAnimCurrentTime(Ped ped, string animation)
setCharAnimCurrentTime(Ped ped, string animation, float time)
int task = openSequenceTask()
closeSequenceTask(int task)
performSequenceTask(Ped ped, int task)
setCharCollision(Ped ped, bool enable)
float totalTime = getCharAnimTotalTime(Ped ped, string animation)
clearSequenceTask(int task)
int handle = addAttractor(float originX, float originY, float originZ, float zAngle, float unknownAngle, int taskSequence)
clearAttractor(int handle)
Ped ped = createCharAtAttractor(int pedtype, Model modelId, int ASOrigin, int task)
taskLeaveCarImmediately(Ped ped, Vehicle car)
incrementIntStat(int stat, int add)
incrementFloatStat(int stat, float add)
decrementIntStat(int stat, int int)
decrementFloatStat(int stat, float float)
registerIntStat(int stat, int int)
registerFloatStat(int stat, float value)
setIntStat(int stat, int int)
setFloatStat(int stat, float float)
int status = getScriptTaskStatus(Ped ped, int task)
int group = createGroup(int type)
setGroupLeader(int group, Ped ped)
setGroupMember(int group, Ped ped)
removeGroup(int group)
taskLeaveAnyCar(Ped ped)
taskKillCharOnFootWhileDucking(Ped ped, int weapon, int flags, int time, int chance)
taskAimGunAtChar(Ped ped, int aimAt, int timeMS)
taskGoToCoordWhileShooting(Ped ped, float toX, float toY, float toZ, int mode, float turnRadius, float stopRadius, int lookAtActor)
taskStayInSamePlace(Ped ped, bool stay)
taskTurnCharToFaceChar(Ped ped, int rotateTo)
bool result = isCharAtScriptedAttractor(Ped ped, int origin)
setSequenceToRepeat(int pack, bool loop)
int progess = getSequenceProgress(Ped ped)
clearLookAt(Ped ped)
setFollowNodeThresholdDistance(Ped ped, float dist)
Particle particle = createFxSystem(string particle, float pX, float pY, float pZ, int type)
playFxSystem(Particle particle)
stopFxSystem(Particle particle)
playAndKillFxSystem(Particle particle)
killFxSystem(Particle particle)
int stat = getIntStat(int stat)
float stat = getFloatStat(int stat)
setObjectRenderScorched(Object object, bool fireproof)
taskLookAtObject(Ped ped, int lookAt, int timeMS)
float float = limitAngle(float angle)
openCarDoor(Vehicle car, int door)
float X, float Y, float Z = getPickupCoordinates(Pickup pickup)
removeDecisionMaker(int maker)
Model modelId = getCharModel(Ped ped)
taskAimGunAtCoord(Ped ped, float atX, float atY, float atZ, int timeMS)
taskShootAtCoord(Ped ped, float atX, float atY, float atZ, int timeMS)
Particle particle = createFxSystemOnChar(string particle, Ped ped, float offsetX, float offsetY, float offsetZ, int type)
Particle particle = createFxSystemOnCharWithDirection(string particle, Ped ped, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ, int type)
Particle particle = createFxSystemOnCar(string particle, Vehicle car, float offsetX, float offsetY, float offsetZ, int type)
Particle particle = createFxSystemOnCarWithDirection(string particle, Vehicle car, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ, int type)
Particle particle = createFxSystemOnObject(string particle, Object object, float offsetX, float offsetY, float offsetZ, int type)
Particle particle = createFxSystemOnObjectWithDirection(string particle, Object object, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ, int flag)
taskDestroyCar(Ped ped, Vehicle car)
taskDiveAndGetUp(Ped ped, float toOffsetX, float toOffsetY, int time)
customPlateForNextCar(Model modelId, string numberplate)
taskShuffleToNextCarSeat(Ped ped, Vehicle car)
taskChatWithChar(Ped ped, int withActor, bool flag, int unknownFlag)
attachCameraToVehicle(Vehicle car, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ, float tilt, int switchstyle)
attachCameraToVehicleLookAtVehicle(Vehicle car, float offsetX, float offsetY, float offsetZ, int toCar, float tilt, int switchstyle)
attachCameraToVehicleLookAtChar(Vehicle car, float offsetX, float offsetY, float offsetZ, Ped ped, float tilt, int switchstyle)
attachCameraToChar(Ped ped, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ, float tilt, int switchstyle)
attachCameraToCharLookAtChar(Ped ped, float offsetX, float offsetY, float offsetZ, int targetActor, float tilt, int switchstyle)
forceCarLights(Vehicle car, int lights)
addPedtypeAsAttractorUser(int ASOrigin, int pedtype)
attachObjectToCar(Object object, Vehicle car, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ)
detachObject(Object object, float X, float Y, float Z, bool collisionDetection)
attachCarToCar(Vehicle car, int toCar, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ)
detachCar(Vehicle car, float X, float Y, float Z, bool collisionDetection)
bool result = isObjectAttached(Object object)
bool result = isVehicleAttached(Vehicle car)
clearCharTasks(Ped ped)
taskTogglePedThreatScanner(Ped ped, bool unknownFlag1, bool unknownFlag2, bool unknownFlag3)
popCarDoor(Vehicle car, int door, bool visible)
fixCarDoor(Vehicle car, int door)
taskEveryoneLeaveCar(Vehicle car)
bool result = isPlayerTargettingAnything(Player player)
float X, float Y, float Z = getActiveCameraCoordinates()
float X, float Y, float Z = getActiveCameraPointAt()
popCarPanel(Vehicle car, int component, bool effectFlag)
fixCarPanel(Vehicle car, int componentB)
fixCarTire(Vehicle car, int tire)
attachObjectToObject(Object object, int toObject, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ)
attachObjectToChar(Object object, Ped ped, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ)
float vecX, float vecY, float vecZ = getCarSpeedVector(Vehicle car)
float mass = getCarMass(Vehicle car)
taskDiveFromAttachmentAndGetUp(Ped ped, int timeMS)
attachCharToBike(Ped ped, Vehicle car, float offsetX, float offsetY, float offsetZ, int position, float shootingAngle1, float shootingAngle2, int weapon)
taskGotoCharOffset(Ped ped, int toActor, int timelimit, float approachDistance, float approachAngle)
taskLookAtCoord(Ped ped, float toX, float toY, float toZ, int timeMS)
hideCharWeaponForScriptedCutscene(Ped ped, bool hide)
float speed = getCharSpeed(Ped ped)
setGroupDecisionMaker(int group, int maker)
int maker = loadGroupDecisionMaker(int type)
disablePlayerSprint(Player player, bool mode)
taskSitDown(Ped ped, int timeMS)
Searchlight searchlight = createSearchlight(float atX, float atY, float atZ, float targetX, float targetY, float targetZ, float radius1, float radius2)
deleteSearchlight(Searchlight searchlight)
bool result = doesSearchlightExist(Searchlight searchlight)
moveSearchlightBetweenCoords(Searchlight searchlight, float fromX, float fromY, float fromZ, float toX, float toY, float toZ, float speed)
pointSearchlightAtCoord(Searchlight searchlight, float toX, float toY, float toZ, float speed)
pointSearchlightAtChar(Searchlight searchlight, Ped ped, float speed)
bool result = isCharInSearchlight(Searchlight searchlight, Ped ped)
bool result = hasCutsceneLoaded()
taskTurnCharToFaceCoord(Ped ped, float atX, float atY, float atZ)
taskDrivePointRoute(Ped ped, Vehicle car, float speed)
fireSingleBullet(float fromX, float fromY, float fromZ, float targetX, float targetY, float targetZ, int energy)
bool result = isLineOfSightClear(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool checkBuildings, bool checkVehicles, bool checkActors, bool checkObjects, bool checkParticles)
float roll = getCarRoll(Vehicle car)
pointSearchlightAtVehicle(Searchlight searchlight, Vehicle car, float speed)
bool result = isVehicleInSearchlight(int int, Vehicle car)
Searchlight searchlight = createSearchlightOnVehicle(Vehicle car, float offsetX, float offsetY, float offsetZ, float targetX, float targetY, float targetZ, float radius, float radius)
taskGoToCoordWhileAiming(Ped ped, float toX, float toY, float toZ, int mode, float turnRadius, float stopRadius, Ped ped, float offsetX, float offsetY, float offsetZ)
int num = getNumberOfFiresInRange(float atX, float atY, float atZ, float radius)
Marker marker = addBlipForSearchlight(Searchlight searchlight)
skipToEndAndStopPlaybackRecordedCar(Vehicle car)
taskCarTempAction(Ped ped, Vehicle car, int performAction, int timelimit)
setLaRiots(bool enable)
removeCharFromGroup(Ped ped)
attachSearchlightToSearchlightObject(Searchlight searchlight, int tower, int housing, int bulb, float offsetX, float offsetY, float offsetZ)
switchEmergencyServices(bool enable)
Checkpoint checkpoint = createCheckpoint(int type, float atX, float atY, float atZ, float pointX, float pointY, float pointZ, float radius)
deleteCheckpoint(Checkpoint checkpoint)
switchRandomTrains(bool enable)
Vehicle train = createMissionTrain(int type, float atX, float atY, float atZ, bool direction)
deleteMissionTrains()
markMissionTrainsAsNoLongerNeeded()
deleteAllTrains()
setTrainSpeed(Vehicle train, float speed)
setTrainCruiseSpeed(Vehicle train, float speed)
int caboose = getTrainCaboose(Vehicle train)
deletePlayer(Player player)
setTwoPlayerCameraMode(bool mode)
taskCarMission(Ped ped, Vehicle car, int targetCar, int order, float maxSpeed, int trafficFlag)
taskGoToObject(Ped ped, int toObject, int timelimit, float stopWithinRadius)
taskWeaponRoll(Ped ped, bool roll)
taskCharArrestChar(Ped ped, int bustActor)
Model itemID = getAvailableVehicleMod(Vehicle car, int poolIndex)
int type = getVehicleModType(Model component)
int componentId = addVehicleMod(Vehicle car, Model component)
removeVehicleMod(Vehicle car, int componentId)
requestVehicleMod(Model component)
bool result = hasVehicleModLoaded(Model component)
markVehicleModAsNoLongerNeeded(Model component)
int num = getNumAvailablePaintjobs(Vehicle car)
giveVehiclePaintjob(int set, int paintjob)
bool result = isGroupMember(Ped ped, int group)
bool result = isGroupLeader(Ped ped, int group)
setGroupSeparationRange(int group, float range)
limitTwoPlayerDistance(float distance)
releaseTwoPlayerDistance()
setPlayerPlayerTargetting(bool can)
float X, float Y, float Z = getScriptFireCoords(int fire)
float X, float Y, float Z, float ZAngle = getNthClosestCarNodeWithHeading(float forX, float forY, float forZ, int direction)
setPlayersCanBeInSeparateCars(bool allow)
bool result = doesCarHaveStuckCarCheck(Vehicle car)
setPlaybackSpeed(Vehicle car, float speed)
bool result = areAnyCharsNearChar(Ped ped, float range)
skipCutsceneEnd()
int percentage = getPercentageTaggedInArea(float x1, float y1, float x2, float y2)
setTagStatusInArea(float x1, float y1, float x2, float y2, bool value)
carGotoCoordinatesRacing(Vehicle car, float toX, float toY, float toZ)
startPlaybackRecordedCarUsingAi(Vehicle car, int path)
skipInPlaybackRecordedCar(Vehicle car, float path)
clearCharDecisionMakerEventResponse(int maker, int event)
addCharDecisionMakerEventResponse(int maker, int event, int taskID, float respect, float hate, float like, float dislike, bool inCar, bool onFoot)
taskPickUpObject(Ped ped, Object object, float offsetX, float offsetY, float offsetZ, int boneId1, int boneId2, string performAnimation, int IFPFile, int time)
dropObject(Ped ped, bool object)
explodeCarInCutscene(Vehicle car)
buildPlayerModel(Player player)
planeAttackPlayer(int hydra, Vehicle car, float radius)
planeFlyInDirection(int plane, float direction, float altitudemin, float altitudemax)
planeFollowEntity(int plane, Ped ped, Vehicle car, float radius)
taskDriveBy(Ped ped, int drivebyActor, Vehicle car, float pX, float pY, float pZ, float radiusX, int radiusY, bool radiusZ, int firingRate)
setCarStayInSlowLane(Vehicle car, bool stay)
takeRemoteControlOfCar(Player player, Vehicle car)
bool result = isClosestObjectOfTypeSmashedOrDamaged(Model object, float atX, float atY, float atZ, float radius, bool smashed, bool damaged)
startSettingUpConversation(Ped ped)
finishSettingUpConversation()
bool result = isConversationAtNode(Ped ped, GxtString gxtString)
int health = getObjectHealth(Object object)
setObjectHealth(Object object, int health)
breakObject(Object object, int intensity)
heliAttackPlayer(Vehicle heli, Player player, float radius)
heliFollowEntity(Vehicle heli, Ped ped, Vehicle car, float radius)
policeHeliChaseEntity(Vehicle heli, Ped ped, Vehicle car, float radius)
taskUseMobilePhone(Ped ped, bool hold)
taskWarpCharIntoCarAsDriver(Ped ped, Vehicle car)
taskWarpCharIntoCarAsPassenger(Ped ped, Vehicle car, int passengerseat)
switchCopsOnBikes(bool generate)
bool result = isFlameInAngledArea2d(float x1, float y1, float x2, float y2, float angle, bool sphere)
bool result = isFlameInAngledArea3d(float x1, float y1, float z1, float x2, float y2, float z2, float angle, bool sphere)
addStuckCarCheckWithWarp(Vehicle car, float checkDistance, int time, bool stuck, bool flipped, bool warp, int path)
damageCarPanel(Vehicle car, int door)
setCarRoll(Vehicle car, float roll)
bool result = suppressCarModel(Model modelId)
dontSuppressCarModel(Model modelId)
dontSuppressAnyCarModels()
bool result = isPs2KeyboardKeyPressed(int key)
bool result = isPs2KeyboardKeyJustPressed(int key)
bool result = isCharHoldingObject(Ped ped, int liftingObject)
setCarCanGoAgainstTraffic(Vehicle car, bool can)
damageCarDoor(Vehicle car, int door)
Vehicle car = getRandomCarInSphereNoSave(float X, float Y, float Z, float radius, int model)
Ped ped = getRandomCharInSphere(float X, float Y, float Z, float radius, bool pedtypeCivilian, bool gang, bool prostitute)
bool result = hasCharBeenArrested(Ped ped)
setPlaneThrottle(int plane, float throttle)
heliLandAtCoords(Vehicle heli, float X, float Y, float Z, float minaltitude, float maxaltitude)
planeStartsInAir(int hydra)
setRelationship(int acquaintance, int pedtype, int toPedtype)
clearRelationship(int acquaintance, int pedtype, int toPedtype)
clearGroupDecisionMakerEventResponse(int maker, int event)
addGroupDecisionMakerEventResponse(int maker, int event, int taskID, float respect, float hate, float like, float dislike, bool inCar, bool onFoot)
drawSpriteWithRotation(int texture, float x, float y, float scaleX, float scaleY, float angle, int r, int g, int b, int a)
taskUseAttractor(Ped ped, int attractor)
taskShootAtChar(Ped ped, int atActor, int timelimit)
setInformRespectedFriends(int flags, float radius, int pedsToScan)
bool result = isCharRespondingToEvent(Ped ped, int event)
setObjectVisible(Object object, bool visibility)
taskFleeCharAnyMeans(Ped ped, int fleeFrom, float runDistance, int time, bool changeCourse, int unkTime1, int unkTime2, float awayRadius)
flushPatrolRoute()
extendPatrolRoute(float X, float Y, float Z, string animation, string IFPFile)
bool result = playObjectAnim(Object object, string animation, string IFPFile, float framedelta, bool lockF, bool loop)
setRadarZoom(int zoom)
bool result = doesBlipExist(Marker marker)
loadPrices(GxtString shopping)
loadShop(GxtString shopping)
int num = getNumberOfItemsInShop()
int item = getItemInShop(int index)
int price = getPriceOfItem(int item)
taskDead(Ped ped)
setCarAsMissionCar(Vehicle car)
setZonePopulationType(GxtString zone, int popcycle)
setZoneDealerStrength(GxtString zone, int density)
int strength = getZoneDealerStrength(GxtString zone)
setZoneGangStrength(GxtString zone, int gang, int density)
int density = getZoneGangStrength(GxtString zone, int gang)
bool result = isMessageBeingDisplayed()
setCharIsTargetPriority(Ped ped, bool targetPriority)
customPlateDesignForNextCar(Model modelNumplate, int townTexture)
taskGotoCar(Ped ped, Vehicle car, int timeMS, float stopAtDistance)
requestIpl(string group)
removeIpl(string group)
removeIplDiscreetly(string group)
setCharRelationship(Ped ped, int acquaintance, int pedtype)
clearCharRelationship(Ped ped, int acquaintance, int pedtype)
clearAllCharRelationships(Ped ped, int acquaintance)
float pitch = getCarPitch(Vehicle car)
int interior = getActiveInterior()
heliKeepEntityInView(Vehicle heli, Ped ped, Vehicle car, float minaltitude, float maxaltitude)
int model = getWeapontypeModel(int id)
int slot = getWeapontypeSlot(int id)
int info = getShoppingExtraInfo(int item, int flag)
givePlayerClothes(Player player, int texture, int model, int bodypart)
int num = getNumberOfFiresInArea(float x1, float y1, float z1, float x2, float y2, float z2)
attachWinchToHeli(Vehicle heli, bool magnet)
releaseEntityFromWinch(Vehicle heli)
int carriage = getTrainCarriage(Vehicle train, int handle)
Vehicle carHandle, Ped pedHandle, Object objectHandle = grabEntityOnWinch(Vehicle heli)
GxtString name = getNameOfItem(int item)
taskClimb(Ped ped, bool climb)
buyItem(int item)
clearCharTasksImmediately(Ped ped)
storeClothesState()
restoreClothesState()
float length = getRopeHeightForObject(int magnet)
setRopeHeightForObject(int magnet, float length)
Vehicle carHandle, Ped pedHandle, Object objectHandle = grabEntityOnRopeForObject(int magnet)
releaseEntityFromRopeForObject(int magnet)
playerEnteredDockCrane()
playerEnteredBuildingsiteCrane()
playerLeftCrane()
performSequenceTaskFromProgress(Ped ped, int sequence, int unkProgress1, int unkProgress2)
setNextDesiredMoveState(int speed)
taskGotoCharAiming(Ped ped, int followActor, float minradius, float maxradius)
int unkProgress1, int unkProgress2 = getSequenceProgressRecursive(Ped ped)
taskKillCharOnFootTimed(Ped ped, int attackActor, int time)
float X, float Y, float Z = getNearestTagPosition(float X, float Y, float Z)
taskJetpack(Ped ped)
setArea51SamSite(bool enable)
bool result, Searchlight searchlight = isCharInAnySearchlight(Ped ped)
bool result = isTrailerAttachedToCab(Vehicle trailer, Vehicle car)
detachTrailerFromCab(Vehicle trailer, Vehicle cab)
int group = getPlayerGroup(Player player)
GxtString shop = getLoadedShop()
int int2, int int3, int int4 = getBeatProximity(int track)
setGroupDefaultTaskAllocator(int group, int command)
setPlayerGroupRecruitment(Player player, bool enabled)
activateHeliSpeedCheat(Vehicle heli, int power)
taskSetCharDecisionMaker(Ped ped, int maker)
deleteMissionTrain(Vehicle train)
markMissionTrainAsNoLongerNeeded(Vehicle train)
setBlipAlwaysDisplayOnZoomedRadar(Marker marker, bool displayAlways)
requestCarRecording(int path)
bool result = hasCarRecordingBeenLoaded(int path)
setMissionTrainCoordinates(Vehicle train, float X, float Y, float Z)
taskComplexPickupObject(Ped ped, Object object)
listenToPlayerGroupCommands(Ped ped, bool listen)
setPlayerEnterCarButton(Player player, bool can)
taskCharSlideToCoord(Ped ped, float toX, float toY, float toZ, float angle, float withinRadius)
int weekday = getCurrentDayOfWeek()
registerScriptBrainForCodeUse(int id, GxtString gxtString)
applyForceToCar(Vehicle car, float vecX, float vecY, float vecZ, float rotationX, float rotationY, float rotationZ)
addToCarRotationVelocity(Vehicle car, float vecX, float vecY, float vecZ)
setCarRotationVelocity(Vehicle car, float vecX, float vecY, float vecZ)
setCharShootRate(Ped ped, int rate)
bool result = isModelInCdimage(Model modelId)
removeOilPuddlesInArea(float x1, float y1, float x2, float y2)
setBlipAsFriendly(Marker marker, bool type)
taskSwimToCoord(Ped ped, float toX, float toY, float toZ)
float x1, float y1, float z1, float x2, float y2, float z2 = getModelDimensions(Model modelId)
int maker = copyCharDecisionMaker(Ped ped)
int maker = copyGroupDecisionMaker(int group)
taskDrivePointRouteAdvanced(Ped ped, Vehicle car, float speed, int flag1, int flag2, int flag3)
bool result = isRelationshipSet(int acquaintance, int ofActors, int toActors)
setCarAlwaysCreateSkids(Vehicle car, bool enable)
int city = getCityFromCoords(float X, float Y, float Z)
bool result = hasObjectOfTypeBeenSmashed(float X, float Y, float Z, float radius, Model modelId)
bool result = isPlayerPerformingWheelie(Player player)
bool result = isPlayerPerformingStoppie(Player player)
setCheckpointCoords(Checkpoint checkpoint, float X, float Y, float Z)
controlCarHydraulics(Vehicle car, float f1, float f2, float f3, float f4)
int numberOfLeaders, int numberOfMembers = getGroupSize(int group)
setObjectCollisionDamageEffect(Object object, bool destructible)
setCarFollowCar(Vehicle car, int followCar, float radius)
playerEnteredQuarryCrane()
playerEnteredLasVegasCrane()
switchEntryExit(GxtString interior, bool access)
displayTextWithFloat(float X, float Y, GxtString GXT, float value, int flag)
bool result = doesGroupExist(int group)
giveMeleeAttackToChar(Ped ped, int fightingStyle, int moves)
setCarHydraulics(Vehicle car, bool hydraulics)
bool result = is2playerGameGoingOn()
float fov = getCameraFov()
bool result = doesCarHaveHydraulics(Vehicle car)
taskCharSlideToCoordAndPlayAnim(Ped ped, float toX, float toY, float toZ, float angle, float radius, string animation, int ifp1, float ifp2, bool LA, bool LX, bool LY, bool LF, int LT)
int number = getTotalNumberOfPedsKilledByPlayer(Player player)
float X, float Y, float Z = getLevelDesignCoordsForObject(Object object, int spoot)
int event = getCharHighestPriorityEvent(Ped ped)
float X, float Y, float Z = getParkingNodeInArea(float x1, float y1, float z1, float x2, float y2, float z2)
Vehicle car = getCarCharIsUsing(Ped ped)
taskPlayAnimNonInterruptable(Ped ped, string animation, string IFP, float framedelta, bool loopA, bool lockX, bool lockY, bool lockF, int time)
addStuntJump(float startX, float startY, float startZ, float radiusX, float radiusY, float radiusZ, float goalX, float goalY, float goalZ, float radius2X, float radius2Y, float radius2Z, float cameraX, float cameraY, float cameraZ, int reward)
setObjectCoordinatesAndVelocity(Object object, float X, float Y, float Z)
setCharKindaStayInSamePlace(Ped ped, bool stay)
taskFollowPatrolRoute(Ped ped, int walkMode, int routeMode)
bool result = isCharInAir(Ped ped)
float height = getCharHeightAboveGround(Ped ped)
setCharWeaponSkill(Ped ped, int skill)
setTextEdge(int size, int r, int g, int b, int a)
setCarEngineBroken(Vehicle car, bool broken)
bool result = isThisModelABoat(Model modelId)
bool result = isThisModelAPlane(Model modelId)
bool result = isThisModelAHeli(Model modelId)
setFirstPersonInCarCameraMode(bool enable)
taskGreetPartner(Ped ped, Ped ped2, float unk1, int unk2)
setHeliBladesFullSpeed(Vehicle heli)
displayHud(bool enable)
connectLods(Object object, int lod)
setMaxFireGenerations(int max)
taskDieNamedAnim(Ped ped, string animation, string ifp1, float ifp2, int time)
setPlayerDuckButton(Player player, bool able)
setPoolTableCoords(float x1, float y1, float z1, float x2, float y2, float z2)
bool result = hasObjectBeenPhotographed(Object object)
doCameraBump(float rotationZ, float rotationY)
int day, int month = getCurrentDate()
setObjectAnimSpeed(Object object, string animation, float speed)
bool result = isObjectPlayingAnim(Object object, string anim)
float progress = getObjectAnimCurrentTime(Object object, string animation)
setObjectAnimCurrentTime(Object object, string animation, float progress)
setCharVelocity(Ped ped, float vecX, float vecY, float vecZ)
float vecX, float vecY, float vecZ = getCharVelocity(Ped ped)
setCharRotation(Ped ped, float vecX, float vecY, float vecZ)
float value = getCarUprightValue(Vehicle car)
setVehicleInterior(Vehicle car, int interior)
selectWeaponsForVehicle(Vehicle car, bool gun)
int city = getCityPlayerIsIn(Player player)
GxtString name = getNameOfZone(float X, float Y, float Z)
activateInteriorPeds(bool activate)
setVehicleCanBeTargetted(Vehicle car, bool unk)
taskFollowFootsteps(Ped ped, int followActor)
damageChar(Ped ped, int health, bool affectArmour)
setCarCanBeVisiblyDamaged(Vehicle car, bool can)
setHeliReachedTargetDistance(Vehicle heli, int dist)
float level = getSoundLevelAtCoords(Ped ped, float X, float Y, float Z)
setCharAllowedToDuck(Ped ped, bool enable)
setHeadingForAttachedPlayer(Player player, float toAngle, float rotationSpeed)
taskWalkAlongsideChar(Ped ped, int alongisdeActor)
createEmergencyServicesCar(Model car, float X, float Y, float Z)
taskKindaStayInSamePlace(Ped ped, bool stay)
startPlaybackRecordedCarLooped(Vehicle car, int path)
setCharInterior(Ped ped, int interior)
bool result = isAttachedPlayerHeadingAchieved(Player player)
enableEntryExitPlayerGroupWarping(float X, float Y, float radius, bool access)
Object object = getClosestStealableObject(float X, float Y, float Z, float radius)
bool result = isProceduralInteriorActive(int interior)
removeCarRecording(int path)
setZonePopulationRace(GxtString zone, int popcycle)
setObjectOnlyDamagedByPlayer(Object object, bool player)
createBirds(float x1, float y1, float z1, float x2, float y2, float z2, int flag1, int flag2)
setVehicleDirtLevel(Vehicle car, float level)
setGangWarsActive(bool enable)
bool result = isGangWarGoingOn()
givePlayerClothesOutsideShop(Player player, string clothes, string model, int bodyPart)
clearLoadedShop()
setGroupSequence(int group, int Aspack)
setCharDropsWeaponsWhenDead(Ped ped, bool droppable)
setCharNeverLeavesGroup(Ped ped, bool set)
setPlayerFireButton(Player player, bool able)
attachFxSystemToCharBone(Particle particle, Ped ped, int mode)
registerAttractorScriptBrainForCodeUse(int handle, GxtString script)
setHeadingLimitForAttachedChar(Ped ped, int orientation, float limit)
Marker blip = addBlipForDeadChar(Ped ped)
float X, float Y, float Z = getDeadCharCoordinates(Ped ped)
taskPlayAnimWithFlags(Ped ped, string animation, string ifp, float framedelta, bool loopA, bool lockX, bool lockY, bool lockF, int time, bool force, bool lockZ)
setVehicleAirResistanceMultiplier(Vehicle car, float multiplier)
setCarCoordinatesNoOffset(Vehicle car, float X, float Y, float Z)
setUsesCollisionOfClosestObjectOfType(float X, float Y, float Z, float radius, Model modelId, bool collisionDetection)
setTimeOneDayForward()
setTimerBeepCountdownTime(VarId timer, int reach)
attachTrailerToCab(int trailer, int cab)
bool result = isVehicleTouchingObject(Vehicle car, Object object)
enableCraneControls(bool UP, bool DOWN, bool RELEASE)
bool result = isPlayerInPositionForConversation(Ped ped)
enableConversation(Ped ped, bool enable)
Ped ped = getRandomCharInSphereOnlyDrugsBuyers(float X, float Y, float Z, float radius)
int pedtype = getPedType(Ped ped)
bool result = taskUseClosestMapAttractor(Ped ped, float radius, Model nearModel, float offsetX, float offsetY, float offsetZ, string scriptNamed)
planeAttackPlayerUsingDogFight(int hydra, Player player, float radius)
canTriggerGangWarWhenOnAMission(bool can)
controlMovableVehiclePart(Vehicle car, float angle)
winchCanPickVehicleUp(Vehicle car, bool attractive)
openCarDoorABit(Vehicle car, int door, float rotation)
bool result = isCarDoorFullyOpen(Vehicle car, int door)
setAlwaysDraw3dMarkers(bool set)
streamScript(int script)
bool result = hasStreamedScriptLoaded(int script)
setGangWarsTrainingMission(bool set)
setCharHasUsedEntryExit(Ped ped, float X, float Y, float radius)
setCharMaxHealth(Ped ped, int health)
setNightVision(bool enable)
setInfraredVision(bool enable)
setZoneForGangWarsTraining(GxtString zone)
setCharCanBeKnockedOffBike(Ped ped, bool can)
setCharCoordinatesDontWarpGang(Ped ped, float X, float Y, float Z)
addPriceModifier(int item, int price)
removePriceModifier(int item)
initZonePopulationSettings()
explodeCarInCutsceneShakeAndBits(Vehicle car, bool shake, bool effect, bool sound)
bool result = isSkipCutsceneButtonPressed()
bool result, float X, float Y, float Z = getCutsceneOffset()
setObjectScale(Object object, float scale)
int popcycle = getCurrentPopulationZoneType()
int menu = createMenu(GxtString title, float posX, float posY, float width, int columns, bool interactive, bool background, int alignment)
setMenuColumnOrientation(int menu, int column, int alignment)
int item = getMenuItemSelected(int menu)
int item = getMenuItemAccepted(int menu)
activateMenuItem(int menu, int row, bool enable)
deleteMenu(int menu)
setMenuColumn(int menu, int column, GxtString header, GxtString data1, GxtString data2, GxtString data3, GxtString data4, GxtString data5, GxtString data6, GxtString data7, GxtString data8, GxtString data9, GxtString data10, GxtString data11, GxtString data12)
setBlipEntryExit(Marker marker, float X, float Y, float radius)
switchDeathPenalties(bool lose)
switchArrestPenalties(bool lose)
setExtraHospitalRestartPoint(float X, float Y, float Z, float radius, float angle)
setExtraPoliceStationRestartPoint(float X, float Y, float Z, float radius, float angle)
int num = findNumberTagsTagged()
int percentage = getTerritoryUnderControlPercentage()
bool result = isObjectInAngledArea2d(Object object, float x1, float y1, float x2, float y2, float radius, bool sphere)
bool result = isObjectInAngledArea3d(Object object, float x1, float y1, float z1, float x2, float y2, float z2, float depth, bool flag)
Ped ped = getRandomCharInSphereNoBrain(float X, float Y, float Z, float radius)
setPlaneUndercarriageUp(int plane, bool set)
disableAllEntryExits(bool disable)
attachAnimsToModel(Model modelId, GxtString externalScript)
setObjectAsStealable(Object object, bool liftable)
setCreateRandomGangMembers(bool enable)
addSparks(float posX, float posY, float posZ, float vecX, float vecY, float vecZ, int density)
int class = getVehicleClass(Vehicle car)
clearConversationForChar(Ped ped)
setMenuItemWithNumber(int panel, int column, int row, GxtString gxtString, int number)
setMenuItemWith2Numbers(int panel, int column, int row, GxtString gxtString, int numbers1, int numbers2)
setCutsceneModelTexture(GxtString cutsceneModel, GxtString textureName)
GxtString nameB = getNameOfInfoZone(float atX, float atY, float atZ)
vehicleCanBeTargettedByHsMissile(Vehicle car, bool targetable)
setFreebiesInVehicle(Vehicle car, bool containsGoodies)
setScriptLimitToGangSize(bool max)
makePlayerGangDisappear()
makePlayerGangReappear()
int textureCRC, int modelCRC = getClothesItem(Player player, int bodypart)
showUpdateStats(bool display)
setCoordBlipAppearance(Checkpoint checkpoint, int type)
setHeathazeEffect(bool enable)
bool result = isHelpMessageBeingDisplayed()
bool result = hasObjectBeenDamagedByWeapon(Object object, int type)
clearObjectLastWeaponDamage(Object object)
setPlayerJumpButton(Player player, bool enable)
int r, int g, int b, int a = getHudColour(int interface)
lockDoor(int door, bool lock)
setObjectMass(Object object, float mass)
float mass = getObjectMass(int int)
setObjectTurnMass(Object object, float turnMass)
float turnMass = getObjectTurnMass(Object object)
setSpecificZoneToTriggerGangWar(GxtString zone)
clearSpecificZonesToTriggerGangWar()
setActiveMenuItem(int panel, int activeRow)
markStreamedScriptAsNoLongerNeeded(int externalScript)
removeStreamedScript(int externalScript)
setMessageFormatting(bool priority, int leftmargin, int maxwidth)
startNewStreamedScript(int externalScript, table args)
setWeatherToAppropriateTypeNow()
winchCanPickObjectUp(Object object, bool enable)
switchAudioZone(GxtString zone, bool enableSound)
setCarEngineOn(Vehicle car, bool on)
setCarLightsOn(Vehicle car, bool lights)
Ped ped = getUserOfClosestMapAttractor(float sphereX, float sphereY, float sphereZ, float radius, Model modelId, string externalScriptNamed)
switchRoadsBackToOriginal(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
switchPedRoadsBackToOriginal(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
int landingGearStatus = getPlaneUndercarriagePosition(int plane)
cameraSetVectorTrack(float pointX, float pointY, float pointZ, float transverseX, float transverseY, float transverseZ, int time, bool smooth)
cameraSetLerpFov(float from, float to, int timelimit, bool smoothTransition)
switchAmbientPlanes(bool enable)
setDarknessEffect(bool enable, int value)
cameraResetNewScriptables()
int value = getNumberOfInstancesOfStreamedScript(int externalScript)
allocateStreamedScriptToRandomPed(int externalScript, Model actorModel, int priority)
allocateStreamedScriptToObject(int externalScript, Model objectModel, int priority, float radius, int type)
int handle = getGroupMember(int group, int member)
float height = getWaterHeightAtCoords(float atX, float atY, bool ignoreWaves)
cameraPersistTrack(bool lock)
cameraPersistPos(bool lock)
cameraPersistFov(bool lock)
bool result = cameraIsVectorMoveRunning()
bool result = cameraIsVectorTrackRunning()
cameraSetVectorMove(float cameraX, float cameraY, float cameraZ, float positionX, float positionY, float positionZ, int time, bool smoothTransition)
drawWindow(float cornerAX, float cornerAY, float cornerBX, float cornerBY, GxtString gxtString, int style)
attachCarToObject(Vehicle car, Object object, float offsetX, float offsetY, float offsetZ, float rotationX, float rotationY, float rotationZ)
setGarageResprayFree(GxtString garage, bool free)
setCharBulletproofVest(Ped ped, bool enable)
setCinemaCamera(bool lock)
setCharFireDamageMultiplier(Ped ped, float multiplier)
setGroupFollowStatus(int group, bool status)
setSearchlightClipIfColliding(Searchlight searchlight, bool flag)
bool result = hasPlayerBoughtItem(int item)
setCameraInFrontOfChar(Ped ped)
int maxArmour = getPlayerMaxArmour(Player player)
setCharUsesUpperbodyDamageAnimsOnly(Ped ped, bool uninterupted)
int spokenPhrase = setCharSayContext(Ped ped, int speech)
addExplosionVariableShake(float atX, float atY, float atZ, int type, float cameraShake)
attachMissionAudioToChar(int id, Ped ped)
updatePickupMoneyPerDay(Pickup pickup, int cash)
GxtString interiorName = getNameOfEntryExitCharUsed(Ped ped)
float coordX, float coordY, float coordZ, int number = getPositionOfEntryExitCharUsed(Ped ped)
bool result = isCharTalking(Ped ped)
disableCharSpeech(Ped ped, bool disable)
enableCharSpeech(Ped ped)
setUpSkip(float posX, float posY, float posZ, float angle)
clearSkip()
preloadBeatTrack(int soundtrack)
int status = getBeatTrackStatus()
playBeatTrack()
stopBeatTrack()
int max = findMaxNumberOfGroupMembers()
vehicleDoesProvideCover(Vehicle car, bool providesCover)
Pickup pickup = createSnapshotPickup(float atX, float atY, float atZ)
Pickup pickup = createHorseshoePickup(float atX, float atY, float atZ)
Pickup pickup = createOysterPickup(float atX, float atY, float atZ)
bool result = hasObjectBeenUprooted(Object object)
addSmokeParticle(float atX, float atY, float atZ, float velocityX, float velocityY, float velocityZ, int r, int g, int b, int a, float size, float factor)
bool result = isCharStuckUnderCar(Ped ped)
controlCarDoor(Vehicle car, int door, int unlatch, float angle)
float angle = getDoorAngleRatio(Vehicle car, int door)
setPlayerDisplayVitalStatsButton(Player player, bool display)
setCharKeepTask(Ped ped, bool keepTasks)
int id = createMenuGrid(GxtString gxtString, int positionX, int positionY, float width, int columns, bool interactive, bool background, int alignment)
bool result = isCharSwimming(Ped ped)
int status = getCharSwimState(Ped ped)
startCharFacialTalk(Ped ped, int time)
stopCharFacialTalk(Ped ped)
bool result = isBigVehicle(Vehicle car)
switchPoliceHelis(bool enable)
storeCarModState()
restoreCarModState()
Model modelId = getCurrentCarMod(Vehicle car, int slot)
bool result = isCarLowRider(Vehicle car)
bool result = isCarStreetRacer(Vehicle car)
forceDeathRestart()
syncWater()
setCharCoordinatesNoOffset(Ped ped, float atX, float atY, float atZ)
bool result = doesScriptFireExist(int fire)
resetStuffUponResurrection()
bool result = isEmergencyServicesVehicle(Vehicle car)
killFxSystemNow(Particle particle)
bool result = isObjectWithinBrainActivationRange(Player player)
int to = copySharedCharDecisionMaker(int from)
reportMissionAudioEventAtPosition(float atX, float atY, float atZ, int event)
reportMissionAudioEventAtObject(int at, int event)
attachMissionAudioToObject(int id, Object object)
int colours = getNumCarColours(Vehicle car)
extinguishFireAtPoint(float atX, float atY, float atZ, float radius)
bool result = hasTrainDerailed(Vehicle train)
setCharForceDieInCar(Ped ped, bool stayInCarWhenDead)
setOnlyCreateGangMembers(bool enable)
Model modelId = getObjectModel(Object object)
setCharUsesCollisionClosestObjectOfType(float sphereX, float sphereY, float sphereZ, float radius, Model modelId, bool solid, int forActor)
clearAllScriptFireFlags()
int blockingCar = getCarBlockingCar(Vehicle car)
int paintjob = getCurrentVehiclePaintjob(Vehicle car)
setHelpMessageBoxSize(int width)
setGunshotSenseRangeForRiot2(float range)
float angle = getCarMovingComponentOffset(Vehicle car)
setNamedEntryExitFlag(GxtString interior, int bitmask, bool flag)
pauseCurrentBeatTrack(bool paused)
setPlayerWeaponsScrollable(Player player, bool scrollable)
markRoadNodeAsDontWander(float atX, float atY, float atZ)
unmarkAllRoadNodesAsDontWander()
setCheckpointHeading(Checkpoint checkpoint, float angle)
setMissionRespectTotal(int respect)
awardPlayerMissionRespect(int respect)
setCarCollision(Vehicle car, bool collision)
changePlaybackToUseAi(Vehicle car)
cameraSetShakeSimulationSimple(int type, float timelimit, float intensity)
bool result = isNightVisionActive()
setCreateRandomCops(bool enable)
taskSetIgnoreWeaponRangeFlag(Ped ped, bool ignore)
taskPickUpSecondObject(Ped ped, Object object, float offsetX, float offsetY, float offsetZ, int bone, int int7, string animation, string file, int time)
dropSecondObject(Ped ped, bool to)
removeObjectElegantly(Object object)
drawCrosshair(bool draw)
setUpConversationNodeWithSpeech(GxtString question, GxtString answerY, GxtString answerN, int questionWav, int answerYWav, int answerNWav)
showBlipsOnAllLevels(bool enable)
setCharDruggedUp(Ped ped, bool druggedUp)
bool result = isCharHeadMissing(Ped ped)
int CRC32 = getHashKey(string string)
setUpConversationEndNodeWithSpeech(GxtString gxtString, int speech)
randomPassengerSay(int passengers, int audioTable)
hideAllFrontendBlips(bool hide)
setPlayerInCarCameraMode(int mode)
bool result = isCharInAnyTrain(Ped ped)
setUpSkipAfterMission(float posX, float posY, float posZ, float angle)
setVehicleIsConsideredByPlayer(Vehicle car, bool accessible)
Model modelId, int class = getRandomCarModelInMemory(bool unk)
int doorStatus = getCarDoorLockStatus(Vehicle car)
setClosestEntryExitFlag(float atX, float atY, float radius, int bitmask, bool flag)
setCharSignalAfterKill(Ped ped, bool signal)
setCharWantedByPolice(Ped ped, bool wanted)
setZoneNoCops(GxtString zone, bool disableCops)
addBlood(float atX, float atY, float atZ, float offsetX, float offsetY, float offsetZ, int density, int onActor)
displayCarNames(bool show)
displayZoneNames(bool show)
bool result = isCarDoorDamaged(Vehicle car, int door)
setCharCoordinatesDontWarpGangNoOffset(Ped ped, float atX, float atY, float atZ)
setMinigameInProgress(bool enable)
bool result = isMinigameInProgress()
setForceRandomCarModel(Model modelId)
Vehicle car = getRandomCarOfTypeInAngledAreaNoSave(float x1, float y1, float x2, float y2, float angle, int int6)
addNextMessageToPreviousBriefs(bool int1)
failKillFrenzy()
bool result = isCopVehicleInArea3dNoSave(float cornerAX, float cornerAY, float cornerAZ, float cornerBX, float cornerBY, float cornerBZ)
setPetrolTankWeakpoint(Vehicle car, bool enabled)
bool result = isCharUsingMapAttractor(Ped ped)
setPlayerModel(Player player, Model modelId)
bool result = areSubtitlesSwitchedOn()
removeCharFromCarMaintainPosition(Ped ped, Vehicle car)
setObjectProofs(Object object, bool BP, bool FP, bool EP, bool CP, bool MP)
bool result = isCarTouchingCar(Vehicle car1, Vehicle car2)
bool result = doesObjectHaveThisModel(Object object, Model modelId)
setTrainForcedToSlowDown(Vehicle train, bool forced)
bool result = isVehicleOnAllWheels(Vehicle car)
bool result = doesPickupExist(Pickup pickup)
enableAmbientCrime(bool enable)
clearWantedLevelInGarage()
int unk = setCharSayContextImportant(Ped ped, int soundslot, bool flags1, bool flags2, bool flags3)
setCharSayScript(Ped ped, int sound, bool flags1, bool flags2, bool flags3)
forceInteriorLightingForPlayer(Player player, bool force)
useDetonator()
bool result = isMoneyPickupAtCoords(float atX, float atY, float atZ)
setMenuColumnWidth(int panel, int column, int width)
makeRoomInPlayerGangForMissionPeds(int group)
bool result = isCharGettingInToACar(Ped ped)
setUpSkipForSpecificVehicle(float posX, float posY, float posZ, float angle, Vehicle car)
int price = getCarModelValue(Model modelId)
int generator = createCarGeneratorWithPlate(float atX, float atY, float atZ, float angle, Model modelId, int color1, int color2, bool forceSpawn, int alarm, int doorLock, int minDelay, int maxDelay, string plate)
bool result = findTrainDirection(Vehicle train)
setAircraftCarrierSamSite(bool enable)
drawLightWithRange(float atX, float atY, float atZ, int r, int g, int b, float radius)
enableBurglaryHouses(bool enable)
bool result = isPlayerControlOn(Player player)
int interior = getCharActiveInterior(Ped ped)
giveNonPlayerCarNitro(Vehicle car)
playerTakeOffGoggles(Player player, bool useAnim)
allowFixedCameraCollision(bool allow)
bool result = hasCharSpottedCharInFront(Ped ped, Ped ped2)
forceBigMessageAndCounter(bool stayOnScreen)
setVehicleCameraTweak(Model carModel, float distance, float altitudeMultiplier, float angleX)
resetVehicleCameraTweak()
reportMissionAudioEventAtChar(Ped ped, int event)
bool result = doesDecisionMakerExist(int maker)
ignoreHeightDifferenceFollowingNodes(Ped ped, bool ignore)
shutAllCharsUp(bool enable)
setCharGetOutUpsideDownCar(Ped ped, bool canGetOut)
reportMissionAudioEventAtCar(Vehicle car, int event)
doWeaponStuffAtStartOf2pGame()
bool result = hasGameJustReturnedFromFrontend()
int language = getCurrentLanguage()
bool result = isObjectIntersectingWorld(Object object)
int width = getStringWidth(GxtString gxtString)
resetVehicleHydraulics(Vehicle car)
setRespawnPointForDurationOfMission(float posX, float posY, float posZ)
bool result = isThisModelACar(Model modelId)
switchOnGroundSearchlight(Searchlight searchlight, bool lightsThroughObstacles)
bool result = isGangWarFightingGoingOn()
bool result = isNextStationAllowed(Vehicle train)
skipToNextAllowedStation(Vehicle train)
int width = getStringWidthWithNumber(GxtString gxtString, int number)
shutCharUpForScriptedSpeech(Ped ped, bool muted)
enableDisabledAttractorsOnObject(Object object, bool enable)
loadSceneInDirection(float coordX, float coordY, float coordZ, float angle)
bool result = isPlayerUsingJetpack(Player player)
clearThisPrintBigNow(int style)
bool result = hasLanguageChanged()
incrementIntStatNoMessage(int stat, int value)
setExtraCarColours(Vehicle car, int tertiaryColor, int quaternaryColor)
int tertiaryColor, int quaternaryColor = getExtraCarColours(Vehicle car)
manageAllPopulation()
setNoResprays(bool enable)
bool result = hasCarBeenResprayed(Vehicle car)
attachMissionAudioToCar(int audioId, Vehicle car)
setHasBeenOwnedForCarGenerator(int generator, bool owned)
setUpConversationNodeWithScriptedSpeech(GxtString questionGXT, GxtString answerYesGXT, GxtString answerNoGXT, int questionWAV, int answerYesWAV, int answerNoWAV)
setAreaName(GxtString gxtString)
taskPlayAnimSecondary(Ped ped, string animation, string IFP, float framedelta, bool loopA, bool lockX, bool lockY, bool lockF, int time)
bool result = isCharTouchingChar(Ped ped, Ped ped2)
disableHeliAudio(Vehicle helicopter, bool disable)
taskHandGesture(Ped ped, Ped ped2)
takePhoto(bool unk)
incrementFloatStatNoMessage(int stat, float value)
setPlayerGroupToFollowAlways(Player player, bool followAlways)
improveCarByCheating(Vehicle car, bool affectedByCheats)
changeCarColourFromMenu(int panelID, Vehicle car, int colorslot, int activeRow)
highlightMenuItem(int panel, int row, bool highlight)
setDisableMilitaryZones(bool disable)
setCameraPositionUnfixed(float xAngle, float zAngle)
setRadioToPlayersFavouriteStation()
setDeathWeaponsPersist(Ped ped, bool persist)
setCharSwimSpeed(Ped ped, float speed)
bool result = isPlayerClimbing(Player player)
bool result = isThisHelpMessageBeingDisplayed(GxtString gxtString)
bool result = isWidescreenOnInOptions()
drawSubtitlesBeforeFade(bool flag)
drawOddjobTitleBeforeFade(bool flag)
taskFollowPathNodesToCoordWithRadius(Ped ped, float toX, float toY, float toZ, int mode, int time, float stopRadius)
setPhotoCameraEffect(bool firstPersonView)
fixCar(Vehicle car)
setPlayerGroupToFollowNever(Player player, bool neverFollow)
bool result = isCharAttachedToAnyCar(Ped ped)
Ped ped = storeCarCharIsAttachedToNoSave(Vehicle car)
setUpSkipForVehicleFinishedByScript(float posX, float posY, float posZ, float angle, Vehicle car)
bool result = isSkipWaitingForScriptToFadeIn()
forceAllVehicleLightsOff(bool off)
int mode = getPlayerInCarCameraMode()
bool result = isLastBuildingModelShotByPlayer(Player player, Model modelId)
clearLastBuildingModelShotByPlayer(Player player)
setUpConversationEndNodeWithScriptedSpeech(GxtString dialogueGxt, int wav)
activatePimpCheat(bool enable)
Ped ped = getRandomCharInAreaOffsetNoSave(float sphereX, float sphereY, float sphereZ, float radiusX, float radiusY, float radiusZ)
setScriptCoopGame(bool enable)
Marker marker = createUser3dMarker(float atX, float atY, float atZ, int color)
removeUser3dMarker(Marker marker)
getRidOfPlayerProstitute()
displayNonMinigameHelpMessages(bool display)
setRailtrackResistanceMult(float tracksFriction)
switchObjectBrains(int externalScript, bool canBeStreamedIn)
finishSettingUpConversationNoSubtitles()
allowPauseInWidescreen(bool enable)
float x, float y = getPcMouseMovement()
bool result = isPcUsingJoypad()
bool result = isMouseUsingVerticalInversion()
bool result = startNewCustomScript(zstring filepath, table args)
launchCustomMission(zstring filepath, table args)
int handle = getScmThreadStructNamed(GxtString thread)
setCleoSharedVar(int var, int value)
int value = getCleoSharedVar(int var)
sampSpawnPlayer()
uint handle = sampGetBase()
sampAddChatMessage(zstring text, uint color)
sampSendChat(zstring text)
bool result = isSampAvailable()
sampRequestClass(int class)
sampSendScmEvent(int event, int id, int param1, int param2)
sampSetSpecialAction(int action)
sampSendDeathByPlayer(int playerId, int reason)
bool result, Vehicle car = sampGetCarHandleBySampVehicleId(int id)
bool result, Ped ped = sampGetCharHandleBySampPlayerId(int id)
bool result = sampIsChatInputActive()
sampSetSendrate(int type, int rate)
bool result = sampIsPlayerConnected(int id)
uint structPtr = sampGetPlayerStructPtr(int id)
int health = sampGetPlayerHealth(int id)
int armor = sampGetPlayerArmor(int id)
sampSetGamestate(int gamestate)
sampDisconnectWithReason(bool timeout)
sampSetLocalPlayerName(zstring name)
int ping = sampGetPlayerPing(int id)
bool result, int id = sampGetPlayerIdByCharHandle(Ped ped)
bool result, int id = sampGetVehicleIdByCarHandle(Vehicle car)
bool result, float posX, float posY, float posZ = sampGetStreamedOutPlayerPos(int id)
sampSendEnterVehicle(int id, bool passenger)
sampSendExitVehicle(int id)
sampSendSpawn()
sampSendDamageVehicle(Vehicle car, int panel, int doors, int lights, int tires)
bool result = sampRegisterChatCommand(zstring cmd, function func)
zstring name = sampGetPlayerNickname(int id)
uint color = sampGetPlayerColor(int id)
sampConnectToServer(zstring ip, uint port)
zstring ip, uint port = sampGetCurrentServerAddress()
zstring name = sampGetCurrentServerName()
sampShowDialog(int id, zstring caption, zstring text, zstring button1, zstring button2, int style)
bool result, int button, int list, zstring input = sampHasDialogRespond(int id)
Bitstream bs = raknetNewBitStream()
raknetDeleteBitStream(Bitstream bs)
raknetResetBitStream(Bitstream bs)
raknetBitStreamWriteBool(Bitstream bs, bool value)
raknetBitStreamWriteInt8(Bitstream bs, int value)
raknetBitStreamWriteInt16(Bitstream bs, int value)
raknetBitStreamWriteInt32(Bitstream bs, int value)
raknetBitStreamWriteFloat(Bitstream bs, float value)
raknetBitStreamWriteBuffer(Bitstream bs, uint dest, uint size)
raknetBitStreamWriteBitStream(Bitstream bs, Bitstream bitStream)
raknetBitStreamWriteString(Bitstream bs, string str)
raknetSendRpcEx(int rpc, Bitstream bs, int priority, int reliability, int channel, bool timestamp)
raknetSendBitStreamEx(Bitstream bs, int priority, int reliability, int channel)
int textlabel = sampCreate3dText(zstring text, uint color, float posX, float posY, float posZ, float distance, bool ignoreWalls, int playerId, int vehicleId)
sampDestroy3dText(int textlabel)
bool result = sampIs3dTextDefined(int 3dText)
sampCloseCurrentDialogWithButton(int button)
int list = sampGetCurrentDialogListItem()
sampSetCurrentDialogListItem(int list)
zstring text = sampGetCurrentDialogEditboxText()
sampSetCurrentDialogEditboxText(zstring text)
bool result = sampIsDialogActive()
int type = sampGetCurrentDialogType()
int id = sampGetCurrentDialogId()
int gamestate = sampGetGamestate()
Object object = sampGetObjectHandleBySampId(int id)
Pickup pickup = sampGetPickupHandleBySampId(int id)
int objectId = sampGetObjectSampIdByHandle(Object object)
int pickupId = sampGetPickupSampIdByHandle(Pickup pickup)
int count = sampGetListboxItemsCount()
int animid = sampGetPlayerAnimationId(int playerId)
zstring file, zstring name = sampGetAnimationNameAndFile(int animid)
int id = sampFindAnimationIdByNameAndFile(zstring name, zstring file)
int resX, int resY = getScreenResolution()
zstring text = sampGetListboxItemText(int item)
bool result = sampIsPlayerPaused(int id)
sampToggleCursor(bool show)
bool result = sampIsLocalPlayerSpawned()
int action = sampGetPlayerSpecialAction(int id)
bool result = sampUnregisterChatCommand(zstring cmd)
bool result = sampIsPlayerNpc(int id)
int score = sampGetPlayerScore(int id)
sampSetChatString(int id, zstring text, zstring prefix, uint color, uint pcolor)
zstring text, zstring prefix, uint color, uint pcolor = sampGetChatString(int id)
sampSetChatInputText(zstring text)
zstring text = sampGetChatInputText()
sampfuncsLog(zstring msg)
sampSetChatInputEnabled(bool enabled)
uint rakclientPtr = sampGetRakclientInterface()
uint rakpeer = sampGetRakpeer()
uint address = sampGetRakclientFuncAddressByIndex(int index)
uint callbackAddress = sampGetRpcCallbackByRpcId(int index)
uint node = sampGetRpcNodeByRpcId(int index)
uint sampPtr = sampGetSampInfoPtr()
DxutDialog dialog = dxutCreateDialog(zstring name)
bool result, int event, int id = dxutPopEvent(DxutDialog dialog)
dxutAddButton(DxutDialog dialog, int id, zstring text, int posX, int posY, int sizeX, int sizeY)
dxutAddCheckbox(DxutDialog dialog, int id, zstring text, int posX, int posY, int sizeX, int sizeY)
dxutSetDialogPos(DxutDialog dialog, int posX, int posY, int sizeX, int sizeY)
int posX, int posY, int sizeX, int sizeY = dxutGetDialogPosAndSize(DxutDialog dialog)
dxutSetDialogVisible(DxutDialog dialog, bool visible)
bool result = dxutIsDialogVisible(DxutDialog dialog)
dxutAddEditbox(DxutDialog dialog, int id, zstring text, int posX, int posY, int sizeX, int sizeY)
zstring text = dxutGetControlText(DxutDialog dialog, int id)
raknetSendRpc(int rpc, Bitstream bs)
raknetSendBitStream(Bitstream bs)
bool result = sampIsCursorActive()
sampSetCursorMode(int mode)
int mode = sampGetCursorMode()
dxutSetControlVisible(DxutDialog dialog, int id, bool visible)
dxutAddStatic(DxutDialog dialog, int id, zstring text, int posX, int posY, int sizeX, int sizeY)
bool result = dxutIsCheckboxChecked(DxutDialog dialog, int id)
dxutSetDialogBackgroundColor(DxutDialog dialog, uint color)
dxutSetControlText(DxutDialog dialog, int id, zstring text)
bool result = dxutControlIsVisible(DxutDialog dialog, int id)
dxutAddSlider(DxutDialog dialog, int id, int posX, int posY, int sizeX, int sizeY, int max)
int value = dxutGetSliderValue(DxutDialog dialog, int id)
dxutSetSliderValue(DxutDialog dialog, int id, int value)
dxutAddListbox(DxutDialog dialog, int id, int posX, int posY, int sizeX, int sizeY)
dxutListboxInsertItem(DxutDialog dialog, int id, zstring element, uint data, int after)
int element, int count = dxutGetListboxSelectedItemAndCount(DxutDialog dialog, int id)
dxutListboxDeleteItem(DxutDialog dialog, int id, int element)
zstring text, uint data = dxutGetListboxItemTextAndData(DxutDialog dialog, int id, int element)
dxutCheckboxSetChecked(DxutDialog dialog, int id, bool checked)
dxutEnableDialogCaption(DxutDialog dialog, bool enable)
bool result = dxutIsDialogCaptionEnabled(DxutDialog dialog)
dxutSetDialogMinimized(DxutDialog dialog, bool minimized)
bool result = dxutIsDialogMinimized(DxutDialog dialog)
dxutDeleteControl(DxutDialog dialog, int id)
dxutDeleteDialog(DxutDialog dialog)
dxutSetFocusOnControl(DxutDialog dialog, int id)
dxutSetControlSize(DxutDialog dialog, int id, int sizeX, int sizeY)
int sizeX, int sizeY = dxutGetControlSize(DxutDialog dialog, int id)
dxutSetControlPos(DxutDialog dialog, int id, int posX, int posY)
int posX, int posY = dxutGetControlPos(DxutDialog dialog, int id)
dxutSetCheckboxColor(DxutDialog dialog, int id, uint color)
bool result = dxutIsDialogExists(DxutDialog dialog)
uint settingsPtr = sampGetServerSettingsPtr()
uint poolsPtr = sampGetSampPoolsPtr()
uint chatPtr = sampGetChatInfoPtr()
uint inputPtr = sampGetInputInfoPtr()
uint dialogPtr = sampGetDialogInfoPtr()
uint kill = sampGetKillInfoPtr()
uint miscPtr = sampGetMiscInfoPtr()
uint tdpoolPtr = sampGetTextdrawPoolPtr()
int objpoolPtr = sampGetObjectPoolPtr()
uint gzpoolPtr = sampGetGangzonePoolPtr()
uint tlabelpoolPtr = sampGetTextlabelPoolPtr()
uint playerpoolPtr = sampGetPlayerPoolPtr()
uint vehpoolPtr = sampGetVehiclePoolPtr()
uint pickuppoolPtr = sampGetPickupPoolPtr()
sampStorePlayerOnfootData(int id, uint dstBuffer)
sampStorePlayerIncarData(int id, uint dstBuffer)
sampStorePlayerPassengerData(int id, uint dstBuffer)
sampStorePlayerTrailerData(int id, uint dstBuffer)
sampStorePlayerAimData(int id, uint dstBuffer)
sampSendRconCommand(zstring cmd)
sampSendOnfootData(uint dataPtr)
sampSendIncarData(uint dataPtr)
sampSendPassengerData(uint dataPtr)
sampSendAimData(uint dataPtr)
sampSendBulletData(uint dataPtr)
sampSendTrailerData(uint dataPtr)
sampSendUnoccupiedData(uint dataPtr)
sampSendSpectatorData(uint dataPtr)
sampSendClickPlayer(int id, int source)
sampSendDialogResponse(int id, int button, int listitem, zstring input)
sampSendClickTextdraw(int id)
sampSendGiveDamage(int id, float damage, int weapon, int bodypart)
sampSendTakeDamage(int id, float damage, int weapon, int bodypart)
sampSendEditObject(bool playerObject, int objectId, int response, float posX, float posY, float posZ, float rotX, float rotY, float rotZ)
sampSendEditAttachedObject(int response, int index, int model, int bone, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ)
sampSendInteriorChange(int id)
sampSendRequestSpawn()
sampSendPickedUpPickup(int id)
sampSendMenuSelectRow(int id)
sampSendMenuQuit()
sampSendVehicleDestroyed(int id)
bool result = sampIsScoreboardOpen()
sampToggleScoreboard(bool show)
zstring text = sampGetDialogText()
zstring caption = sampGetDialogCaption()
sampSetDialogClientside(bool clientside)
bool result = sampIsDialogClientside()
bool result = sampIsChatVisible()
int mode = sampGetChatDisplayMode()
sampSetChatDisplayMode(int mode)
pauseScmThread(uint thread)
resumeScmThread(uint thread)
bool value = raknetBitStreamReadBool(Bitstream bs)
int value = raknetBitStreamReadInt8(Bitstream bs)
int value = raknetBitStreamReadInt16(Bitstream bs)
int value = raknetBitStreamReadInt32(Bitstream bs)
float value = raknetBitStreamReadFloat(Bitstream bs)
raknetBitStreamReadBuffer(Bitstream bs, uint dest, uint size)
string value = raknetBitStreamReadString(Bitstream bs, uint size)
raknetBitStreamResetReadPointer(Bitstream bs)
raknetBitStreamResetWritePointer(Bitstream bs)
raknetBitStreamIgnoreBits(Bitstream bs, int amount)
raknetBitStreamSetWriteOffset(Bitstream bs, int offset)
raknetBitStreamSetReadOffset(Bitstream bs, int offset)
uint value = raknetBitStreamGetNumberOfBitsUsed(Bitstream bs)
uint value = raknetBitStreamGetNumberOfBytesUsed(Bitstream bs)
uint value = raknetBitStreamGetNumberOfUnreadBits(Bitstream bs)
int value = raknetBitStreamGetWriteOffset(Bitstream bs)
int value = raknetBitStreamGetReadOffset(Bitstream bs)
uint value = raknetBitStreamGetDataPtr(Bitstream bs)
zstring string = raknetBitStreamDecodeString(Bitstream bs, int size)
raknetBitStreamEncodeString(Bitstream bs, zstring string)
raknetEmulRpcReceiveBitStream(int rpc, Bitstream bs)
raknetEmulPacketReceiveBitStream(int packet, Bitstream bs)
zstring name = raknetGetRpcName(int rpc)
zstring name = raknetGetPacketName(int packet)
bool result = setSampfuncsGlobalVar(zstring var, int value)
bool result, int value = getSampfuncsGlobalVar(zstring var)
sampCreate3dTextEx(int id, zstring text, uint color, float posX, float posY, float posZ, float distance, bool ignoreWalls, int playerId, int vehicleId)
zstring string, uint color, float posX, float posY, float posZ, float distance, bool ignoreWalls, int playerId, int vehicleId = sampGet3dTextInfoById(int id)
sampSet3dTextString(int id, zstring text)
sampTextdrawCreate(int id, zstring text, float posX, float posY)
sampTextdrawSetBoxColorAndSize(int id, int box, uint color, float sizeX, float sizeY)
sampTextdrawSetAlign(int id, int align)
sampTextdrawSetProportional(int id, int proportional)
sampTextdrawSetStyle(int id, int style)
sampTextdrawSetShadow(int id, int shadow, uint color)
sampTextdrawSetOutlineColor(int id, int outline, uint color)
sampTextdrawSetModelRotationZoomVehColor(int id, int model, float rotX, float rotY, float rotZ, float zoom, int clr1, int clr2)
sampTextdrawSetString(int id, zstring text)
sampTextdrawSetPos(int id, float posX, float posY)
sampTextdrawSetLetterSizeAndColor(int id, float letSizeX, float letSizeY, uint color)
int box, uint color, float sizeX, float sizeY = sampTextdrawGetBoxEnabledColorAndSize(int id)
int align = sampTextdrawGetAlign(int id)
int prop = sampTextdrawGetProportional(int id)
int style = sampTextdrawGetStyle(int id)
int shadow, uint color = sampTextdrawGetShadowColor(int id)
int outline, uint color = sampTextdrawGetOutlineColor(int id)
int model, float rotX, float rotY, float rotZ, float zoom, int clr1, int clr2 = sampTextdrawGetModelRotationZoomVehColor(int id)
zstring text = sampTextdrawGetString(int id)
float posX, float posY = sampTextdrawGetPos(int id)
float letSizeX, float letSizeY, uint color = sampTextdrawGetLetterSizeAndColor(int id)
bool result = sampTextdrawIsExists(int id)
sampTextdrawDelete(int id)
bool result = isSampfuncsGlobalVarDefined(zstring var)
bool read, bool write = getSampfuncsGlobalVarAccessForThread(zstring var, uint thread)
runSampfuncsConsoleCommand(zstring cmd)
bool result = sampfuncsRegisterConsoleCommand(zstring cmd, function func)
bool result = sampfuncsUnregisterConsoleCommand(zstring cmd)
uint thread = createScmThreadAtPointer(uint pointer, table args)
setScmThreadLocalVar(uint thread, int var, any value)
int value = getScmThreadLocalVar(uint thread, int var)
destroyScmThread(uint thread)
restartScmThread(uint thread, table args)
bool result = isSampfuncsConsoleActive()
sampSetClientCommandDescription(zstring cmd, zstring text)
setSampfuncsConsoleCommandDescription(zstring cmd, zstring text)
sampForceVehicleSync(int id)
sampForceUnoccupiedSyncSeatId(int id, int seatId)
sampForceOnfootSync()
sampForceAimSync()
sampForceTrailerSync(int id)
sampForcePassengerSyncSeatId(int id, int seatId)
sampForceStatsSync()
sampForceWeaponsSync()
int id = sampGetMaxPlayerId(bool streamed)
int count = sampGetPlayerCount(bool streamed)
sampProcessChatInput(zstring text)
bool result = sampIsChatCommandDefined(zstring cmd)
bool result = isSampfuncsConsoleCommandDefined(zstring cmd)
int version = getCleoLibraryVersion()
main()
onExitScript(bool quitGame)
onQuitGame()
onScriptLoad(LuaScript s)
onScriptTerminate(LuaScript s, bool quitGame)
onSystemInitialized()
onScriptMessage(string msg, LuaScript s)
onSystemMessage(string msg, int type, LuaScript s)
bool process=true, int id, bitstream bitStream = onReceivePacket(int id, bitstream bitStream)
bool process=true, int id, bitstream bitStream = onReceiveRpc(int id, bitstream bitStream)
bool process=true, int id, bitstream bitStream, int priority, int reliability, int orderingChannel = onSendPacket(int id, bitstream bitStream, int priority, int reliability, int orderingChannel)
bool process=true, int id, bitstream bitStream, int priority, int reliability, int orderingChannel, bool shiftTs = onSendRpc(int id, bitstream bitStream, int priority, int reliability, int orderingChannel, bool shiftTs)
onWindowMessage(uint msg, uint wparam, int lparam)
onStartNewGame(int mpack)
onLoadGame(table saveData)
table newSaveData = onSaveGame(table saveData)
Ped PLAYER_PED
Player PLAYER_HANDLE
Ped playerPed
Player playerHandle
Powered by Wiki.js
")
КАКОЙ ФУНКЦИЕЙ МОЖНО ЗАМЕНИТЬ taskGoStraightToCoord(PLAYER_PED, objectPos.x, objectPos.y, objectPos.z, 8, time)?
```lua
local vector = require"vector3d"
function calculateDistance(v1, v2)
    return getDistanceBetweenCoords3d(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z)
end

function CheckObjectsInRadius(radius, targetModelIDs)
    local playerPos = vector(getCharCoordinates(PLAYER_PED))
    local objects = getAllObjects()
    for _, object in pairs(objects) do
        if doesObjectExist(object) then
            local objectPos = vector(getObjectCoordinates(object))
            local distance = calculateDistance(playerPos, objectPos)
            if distance <= radius then
                local objectModel = getObjectModel(object)
                for _, modelID in ipairs(targetModelIDs) do
                    if objectModel == modelID then return true, object, objectPos, playerPos end
                end
            end
        end
    end
    return false
end

function IsPlayerNearObject(object, radius)
    local objectPos = vector(getObjectCoordinates(object))
    local players = getAllChars()
    for _, player in pairs(players) do
        if doesCharExist(player) and not isCharDead(player) and player ~= PLAYER_PED then
            local playerPos = vector(getCharCoordinates(player))
            if calculateDistance(objectPos, playerPos) <= radius then return true end
        end
    end
    return false
end

function main()
    while not isSampAvailable() do
        wait(0)
    end

    sampRegisterChatCommand("mainbot", function()
        local found, object, objectPos, playerPos = CheckObjectsInRadius(10, {19300, 854, 3930})
        if found and not IsPlayerNearObject(object, 10) then
            local time = calculateDistance(playerPos, objectPos) / 8 * 1000
            sampAddChatMessage("Игрок не находится рядом с найденным объектом, бежим туда.", -1)
            taskGoStraightToCoord(PLAYER_PED, objectPos.x, objectPos.y, objectPos.z, 8, time)
        end
    end)

    while true do
        wait(0)
    end
end
```