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LukasAws

Need explaination

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LukasAws

1.       0AA6: call_method 4509088 struct 12195720 num_params 4 pop 0 [email protected] [email protected] [email protected] [email protected]

_______________________________

2.       0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0

______________________________

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

________________________________

4.       Car.SetDriverBehaviour([email protected], Nowhere)  (the nowhere/FollowRoad part)

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5.       0092: [email protected] = float [email protected] 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: [email protected] = current_thread_pointer 
          0A8E: [email protected] = [email protected] + 220 // int                                           
          0A8D: [email protected] = read_memory [email protected] 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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ZAZ
Posted (edited)

 

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 [email protected] 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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LukasAws

Thank you. Finally found a website explaining all opcodes.

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