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Need explaination


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1.       0AA6: call_method 4509088 struct 12195720 num_params 4 pop 0 3@ 2@ 1@ 0@

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2.       0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0

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3.       call @Noname_1365 4 10 1 -1647 3 (especially the numbers)

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4.       Car.SetDriverBehaviour(0@, Nowhere)  (the nowhere/FollowRoad part)

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5.       0092: 10@ = float 4@ to_integer   (how to understand 'float')

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6.       0900: clear_object 'FREI_11' last_weapon_damage

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7.       0A9F: 1@ = current_thread_pointer 
          0A8E: 2@ = 1@ + 220 // int                                           
          0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0                     (All Of them)

 

 

how do these opcodes/lines work and what do they mean?

I want to learn and know more about scripting. So please teach me Gta SA coding masters ;D

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0AA6

0A8D

0092

0A9F

0A8E

 

 

00AF: set_car 0@ driver_behaviour_to 2

1 - follow road, drive back if way is blocked
2 - kill the player
4 - drive to player and stop
8 - ignore road-paths

 

 

 

 

 

 

0900: clear_object 2@ last_weapon_damage

 

sometimes does it need to check if an object is damaged

the problem is, as soon as the object is damaged, it returns permanently a damage flag, so that it is impossible to check if the object is damaged a second time

but it's possible, when you restore the damage flag be an clear_damage opcode

consider that there exist several opcodes to check an object damage

 

 

 

 

Edited by ZAZ
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