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Post by pixel on Feb 10, 2006 14:40:49 GMT 10
Something smells funny =\
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Post by ((UCoS))lo3-Ultramarine on Feb 12, 2006 15:33:20 GMT 10
could it be you're arm pits?
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Post by ((UCoS))lo3-Ultramarine on Feb 12, 2006 15:33:45 GMT 10
oh wait there mine sorry
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Post by ==|SGC|==Sgt Pain on Mar 2, 2006 15:46:35 GMT 10
MEDIC WE'VE GOT A DIEING THREAD OVER HERE WE NEED SOME HELP.
Im here what can i do.
Here is an idea SAVE THE GOD DAMN THREAD BOY!
i have an idea ill Bump it to teh top of the list *bump*
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Post by balanceofjudgmen on Mar 2, 2006 15:57:24 GMT 10
SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM
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Post by ((UCoS))lo3-Stryker on Mar 2, 2006 19:54:31 GMT 10
can someone enlighten the mood in this topic
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Post by ==|SGC|==Sgt Pain on Mar 5, 2006 15:26:44 GMT 10
ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN!
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Post by ((UCoS))lo3-Stryker on Mar 5, 2006 22:26:46 GMT 10
ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! ENLIGHTEN! I LOVE IT SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM
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Post by ((UCoS))-Netzy on Mar 6, 2006 1:29:37 GMT 10
[glow=lime green,2,300]; d% = anything ; p% = pointer ; t% = reference to '.ide' object models only ; o% = object models all types ; g% = gxt reference 8-byte strings ; x% = external script ; m% = statistics ; b:truestring/falsestring% = replace with truestring if nonzero, replace with falsestring if zero
[OPCODES] 0001=1,wait %1d% ms 0002=1,jump %1p% 0003=1,shake_camera %1d% 0004=2,%1d% = %2d% ;; integer values 0005=2,%1d% = %2d% ;; floating-point values 0006=2,%1d% = %2d% ;; integer values 0007=2,%1d% = %2d% ;; floating-point values 0008=2,%1d% += %2d% ;; integer values 0009=2,%1d% += %2d% ;; floating-point values 000A=2,%1d% += %2h% ;; integer values 000B=2,%1d% += %2d% ;; floating-point values 000c=2,%1d% -= %2d% ;; integer values 000d=2,%1d% -= %2d% ;; floating-point values 000E=2,%1d% -= %2h% ;; integer values 000F=2,%1d% -= %2d% ;; floating-point values 0010=2,%1d% *= %2d% ;; integer values 0011=2,%1d% *= %2d% ;; floating-point values 0012=2,%1d% *= %2d% ;; integer values 0013=2,%1d% *= %2d% ;; floating-point values 0014=2,%1d% /= %2d% ;; integer values 0015=2,%1d% /= %2d% ;; floating-point values 0016=2,%1d% /= %2d% ;; integer values 0017=2,%1d% /= %2d% ;; floating-point values 0018=2, %1d% > %2d% ;; integer values 0019=2, %1d% > %2d% ;; integer values 001a=2, %1d% > %2d% ;; integer values 001b=2, %1d% > %2d% ;; integer values 001c=2, %1d% > %2d% ;; integer values 001d=2, %1d% > %2d% ;; integer values 001E=2, %1d% > %2d% ;; integer values 001f=2, %1d% > %2d% ;; integer values 0020=2, %1d% > %2d% ;; floating-point values 0021=2, %1d% > %2d% ;; floating-point values 0022=2, %1d% > %2d% ;; floating-point values 0023=2, %1d% > %2d% ;; floating-point values 0024=2, %1d% > %2d% ;; floating-point values only 0025=2, %1d% > %2d% ;; floating-point values 0026=2, %1d% > %2d% ;; floating-point values 0027=2, %1d% > %2d% ;; floating-point values only 0028=2, %1d% >= %2d% ;; integer values 0029=2, %1d% >= %2d% ;; integer values 002a=2, %1d% >= %2d% ;; integer values 002b=2, %1d% >= %2d% ;; integer values 002c=2, %1d% >= %2d% ;; integer values 002d=2, %1d% >= %2d% ;; integer values 002e=2, %1d% >= %2d% ;; integer values 002F=2, %1d% >= %2d% ;; integer values 0030=2, %1d% >= %2d% ;; floating-point values 0031=2, %1d% >= %2d% ;; floating-point values 0032=2, %1d% >= %2d% ;; floating-point values 0033=2, %1d% >= %2d% ;; floating-point values 0034=2, %1d% >= %2d% ;; floating-point values 0035=2, %1d% >= %2d% ;; floating-point values 0036=2, %1d% >= %2d% ;; floating-point values 0037=2, %1d% >= %2d% ;; floating-point values 0038=2, %1d% == %2d% ;; integer values 0039=2, %1d% == %2d% ;; integer values 003a=2, %1d% == %2d% ;; integer values and handles 003b=2, %1d% == %2d% ;; integer values 003c=2, %1d% == %2d% ;; integer values 0042=2, %1d% == %2d% ;; floating-point values 0043=2, %1d% == %2d% ;; floating-point values 0044=2, %1d% == %2d% ;; floating-point values 0045=2, %1d% == %2d% ;; floating-point values 0046=2, %1d% == %2d% ;; floating-point values 004c=1,jump_if_true %1p% 004d=1,jump_if_false %1p% 004e=0,end_thread 004f=-1,create_thread 0050=1,gosub %1p% 0051=0,return 0052=6,%1d% %2d% %3d% %4d% %5d% %6d% 0053=5,%5d% = create_player %1t% at %2d% %3d% %4d% 0054=4,store_player %1d% position_to %2d% %3d% %4d% 0055=4,put_player %1d% at %2d% %3d% %4d% 0056=6, player %1d% %6b:in-sphere/%in_rectangle %2d% %3d% %4d% %5d% 0057=8, player %1d% %8b:in-sphere/%in_cube %2d% %3d% %4d% %5d% %6d% %7d% 0058=2,%1d% += %2d% ;; integer values 0059=2,%1d% += %2d% ;; floating-point values 005a=2,%1d% += %2d% ;; integer values 005b=2,%1d% += %2d% ;; floating-point values 005c=2,%1d% += %2d% ;; integer values 005d=2,%1d% += %2d% ;; floating-point values 005e=2,%1d% += %2d% ;; integer values 005f=2,%1d% += %2d% ;; floating-point values 0060=2,%1d% -= %2d% ;; integer values 0061=2,%1d% -= %2d% ;; floating-point values 0062=2,%1d% -= %2d% ;; integer values 0063=2,%1d% -= %2d% ;; floating-point values 0064=2,%1d% -= %2d% ;; integer values 0065=2,%1d% -= %2d% ;; floating-point values 0066=2,%1d% -= %2d% ;; integer values 0067=2,%1d% -= %2d% ;; floating-point values 0068=2,%1d% *= %2d% ;; integer values 0069=2,%1d% *= %2d% ;; floating-point values 006a=2,%1d% *= %2d% ;; integer values 006b=2,%1d% *= %2d% ;; floating-point values 006c=2,%1d% *= %2d% ;; integer values 006d=2,%1d% *= %2d% ;; floating-point values 006e=2,%1d% *= %2d% ;; integer values 006f=2,%1d% *= %2d% ;; floating-point values 0070=2,%1d% /= %2d% ;; integer values 0071=2,%1d% /= %2d% ;; floating-point values 0072=2,%1d% /= %2d% ;; integer values 0073=2,%1d% /= %2d% ;; floating-point values 0074=2,%1d% /= %2d% ;; integer values 0075=2,%1d% /= %2d% ;; floating-point values 0076=2,%1d% /= %2d% ;; integer values 0077=2,%1d% /= %2d% ;; floating-point values 0078=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point values 0079=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007a=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007b=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007c=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007d=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007E=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point values 007f=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0080=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0081=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0082=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0083=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0084=2,%1d% = %2d% ;; integer values and handles 0085=2,%1d% = %2d% ;; integer values and handles 0086=2,%1d% = %2d% ;; floating-point values only 0087=2,%1d% = %2d% ;; floating-point values only 0088=2,%1d% = %2d% ;; floating-point values only 0089=2,%1d% = %2d% ;; floating-point values only 008A=2,%1d% = %2d% ;; integer values and handles 008B=2,%1d% = %2d% ;; integer values and handles 008c=2,%1d% = float_to_integer %2d% 008d=2,%1d% = integer_to_float %2d% 008e=2,%1d% = float_to_integer %2d% 008f=2,%1d% = integer_to_float %2d% 0090=2,%1d% = float_to_integer %2d% 0091=2,%1d% = integer_to_float %2d% 0092=2,%1d% = float_to_integer %2d% 0093=2,%1d% = integer_to_float %2d% 0094=1,make %1d% absolute_integer 0095=1,make %1d% absolute_integer 0096=1,make %1d% absolute_float 0097=1,make %1d% absolute_float 0098=1,%1d% = random_float_0-to-1 0099=1,%1d% = random_integer_0-to-65535 009a=6,%6d% = create_actor %1d% %2t% at %3d% %4d% %5d% 009b=1,destroy_actor_instantly %1d% 009c=2,set_actor %1d% wander_path_to %2d% 009d=0,unknown_do_nothing 009E=6,set_actor %1d% path %2d% %3d% %4d% unknown %5d% %6h% 009f=1,set_actor %1d% objective_to-1 00a0=4,store_actor %1d% position_to %2d% %3d% %4d% 00a1=4,put_actor %1d% at %2d% %3d% %4d% 00a2=1, actor %1d% alive 00a3=6, actor %1d% %6b:in-sphere/%in_rectangle %2d% %3d% %4d% %5d% 00a4=8, actor %1d% %8b:in-sphere/%in_cube %2d% %3d% %4d% %5d% %6d% %7d% 00a5=5,%5d% = create_car %1t% at %2d% %3d% %4d% 00a6=1,destroy_car %1d% 00a7=4,car %1d% drive_to %2d% %3d% %4d% 00a8=1,set_car %1d% to_psycho_driver 00a9=1,set_car %1d% to_normal_driver 00aa=4,store_car %1d% position_to %2d% %3d% %4d% 00ab=4,put_car %1d% at %2d% %3d% %4d% 00ac=1, car %1d% on_land 00ad=2,set_car %1d% max_speed_to %2d% 00ae=2,unknown_set_car %1d% to_ignore_traffic_lights %2d% 00af=2,set_car %1d% driver_behaviour_to %2d% 00b0=6, car %1d% %6b:in-sphere/%in_rectangle %2d% %3d% %4d% %5d% 00b1=8, car %1d% %8b:in-sphere/%in_cube %2d% %3d% %4d% %5d% %6d% %7d% 00ba=3,text_styled %1g% %2d% ms %3d% 00bb=3,text_lowpriority %1g% %2d% ms %3d% 00bc=3,text_highpriority %1g% %2d% ms %3d% 00bd=3,text_mediumpriority %1g% %2d% ms %3d% 00be=0,text_clear_all 00bf=2,%1d% = current_time_hours, %2d% = current_time_minutes 00c0=2,set_current_time %1d% %2d% 00c1=3,%3d% = minutes_to_current_time %1d% %2d% 00c2=4, sphere_onscreen %1d% %2d% %3d% %4d% 00c3=0,enter_debugmode 00c4=0,exit_debugmode 00c5=0,true ;; GTA 3 only 00c6=0,false ;; GTA 3 only 00d6=1,if %1d% 00d7=1,create_thread_with_wasted_busted_check %1p% 00d8=0,mission_cleanup 00d9=2,%2d% = actor %1d% car 00da=2,%2d% = player %1d% car 00db=2, actor %1d% in_car %2d% 00dc=2, player %1d% driving %2d% 00DD=2, actor %1d% driving_vehicle_type %2t% 00de=2, player %1d% driving_vehicle_type %2t% 00df=1, actor %1d% driving 00e0=1, player %1d% driving 00e1=2, key_pressed %1d% %2d% 00e2=2,get_key_pressed %1d% %2d% 00e3=6, player %1d% %6b:in-sphere/%near_point %2d% %3d% radius %4d% %5d% 00e4=6, player %1d% %6b:in-sphere/%near_point_on_foot %2d% %3d% radius %4d% %5d% 00e5=6, player %1d% %6b:in-sphere/%near_point_in_car %2d% %3d% radius %4d% %5d% 00e6=6, player %1d% stopped %6b:in-sphere/%near_point %2d% %3d% radius %4d% %5d% 00e7=6, player %1d% stopped %6b:in-sphere/%near_point_on_foot %2d% %3d% radius %4d% %5d% 00e8=6, player %1d% stopped %6b:in-sphere/%near_point_in_car %2d% %3d% radius %4d% %5d% 00e9=5, player %1d% %5b:in-sphere/%near_actor %2d% radius %3d% %4d% 00ea=5, player %1d% %5b:in-sphere/%near_actor_on_foot %2d% radius %3d% %4d% 00eb=5, player %1d% %5b:in-sphere/%near_actor_in_car %2d% radius %3d% %4d% 00ec=6, actor %1d% %6b:in-sphere/%near_point %2d% %3d% radius %4d% %5d% 00ed=6, actor %1d% %6b:in-sphere/%near_point_on_foot %2d% %3d% radius %4d% %5d% 00ee=6, actor %1d% %6b:in-sphere/%near_point_in_car %2d% 01c9=2,actor %1d% kill_actor %2d% 01ca=2,actor %1d% kill_player %2d% 01cb=2,actor %1d% kill_actor %2d% 01cc=2,actor %1d% kill_player %2d% 01ce=2,actor %1d% avoid_player %2d% 01CF=2,unknown_actor %1d% actor %2d% 01d0=2,actor %1d% avoid_player %2d% 01d1=2,actor %1d% follow_actor %2d% 01d2=2,actor %1d% follow_player %2d% 01d3=2,actor %1d% leave_car %2d% 01d4=2,actor %1d% go_to_car %2d% and_enter_it_as_a_passenger 01d5=2,actor %1d% go_to_and_drive_car %2d% 01D8=2,unknown_actor %1d% unknown_fire_at_target %2d% 01d9=2,actor %1d% run_away_from_car %2d% 01de=2,tie_actor %1d% to_actor %2d% 01df=2,tie_actor %1d% to_player %2d% 01e0=1,clear_leader %1d% 01e1=3,set_actor %1d% follow_route %2d% %3d% 01e2=4,add_route_point %1d% at %2d% %3d% %4d% 01e3=4,text_1number_styled %1g% %2d% %3d% ms %4d% 01e4=4,text_1number_lowpriority %1g% %2d% %3d% ms %4d% 01e5=4,text_1number_highpriority %1g% %2d% %3d% ms %4d% 01e6=4,text_1number_lowpriority %1g% %2d% %3d% ms %4d% 01e7=6,remove_forbidden_for_cars_cube %1d% %2d% %3d% %4d% %5d% %6d% 01e8=6,create_forbidden_for_cars_cube %1d% %2d% %3d% %4d% %5d% %6d% 01e9=2,%2d% = car %1d% num_passengers 01ea=2,%2d% = car %1d% max_passengers 01eb=1,set_car_density_to %1d% 01EC=2,make_car %1d% very_heavy %2h% 01ed=1,reset_actor %1d% flags 01ee=10,activate_crane %1d% %2d% %3d% %4d% %5d% %6d% %7d% %% %9d% %10d% ;; gta 3 only 01ef=2,deactivate_crane %1d% %2d% ;; gta 3 only 01f0=1,set_max_wanted_level_to %1d% 01f3=1, car %1d% airborne 01f4=1, car %1d% flipped 01f5=2,%2d% = create_emulated_actor_from_player %1d% 01f6=0,cancel_override_restart 01f7=2,set_player %1d% ignored_by_cops_state_to %2b:true/false% 01f9=9,init_rampage %1g% %2d% %3d% %4d% %5d% %6d% %7d% %% %9d% 01fa=1,%1d% = rampage_status 01fb=2,%2d% = square_root %1d% 01fc=5, player %1d% near_car %2d% radius %3d% %4d% %5d% 01fd=5, player %1d% near_car_on_foot %2d% radius %3d% %4d% %5d% 01fe=5, player %1d% near_car_in_car %2d% radius %3d% %4d% %5d% 01FF=6, player %1d% near_car %2d% radius %3d% %4d% %5d% unknown %6h% 0200=6, player %1d% near_car_on_foot %2d% radius %3d% %4d% %5d% unknown %6h% 0201=6, player %1d% near_car_in_car %2d% radius %3d% %4d% %5d% unknown %6h% 0202=5, actor %1d% near_car %2d% radius %3d% %4d% unknown %5d% 0203=5, actor %1d% near_car_on_foot %2d% radius %3d% %4d% unknown %5d% 0204=5, actor %1d% near_car_in_car %2d% radius %3d% %4d% unknown %5d% 0205=6, actor %1d% near_car %2d% radius %3d% %4d% %5d% unknown %6h% 0206=6, actor %1d% near_car_on_foot %2d% radius %3d% %4d% %5d% unknown %6h% 0207=6, actor %1d% near_car_in_car %2d% radius %3d% %4d% %5d% unknown %6h% 0208=3,%3d% = random_float %1d% %2d% 0209=3,%3d% = random_int %1d% %2d% 020a=2,set_car %1d% door_status_to %2d% 020b=1,explode_car %1d% 020c=4,create_explosion_with_radius %4d% at %1d% %2d% %3d% 020d=1, car %1d% flipped 020e=2,actor %1d% look_at_actor %2d% 020f=2,actor %1d% look_at_player %2d% 0210=2,player %1d% look_at_actor %2d% 0211=3,actor %1d% walk_to %2d% %3d% 0213=6,%6d% = create_pickup %1o% type %2d% at %3d% %4d% %5d% 0214=1, pickup %1d% picked_up 0215=1,destroy_pickup %1d% 0216=2,set_car %1d% taxi_available_light_to %2b:on/off% 0217=3,text_styled %1g% %2d% ms %3d% 0218=4,text_1number_styled %1g% %2d% %3d% ms %4d% 0219=10,%10d% = create_garage_type %9h% door %1d% %2d% %3d% to %6d% %7d% %% depth %4d% %5d% 021b=2,set_garage %1d% to_accept_car %2d% 021c=1, car_inside_garage %1d% 021d=1,set_free_bomb_shop_to %1b:true/false% 0221=2,set_player %1d% trapped_in_car %2d% 0222=2,set_player %1d% health_to %2d% 0223=2,set_actor %1d% health_to %2d% 0224=2,set_car %1d% health_to %2d% 0225=2,%2d% = player %1d% health 0226=2,%2d% = actor %1d% health 0227=2,%2d% = car %1d% health 0228=2, car %1d% bomb_status == %2d% 0229=3,set_car %1d% color_to %2d% %3d% 022a=6,remove_forbidden_for_peds_cube %1d% %2d% %3d% %4d% %5d% %6d% 022b=6,create_forbidden_for_peds_cube %1d% %2d% %3d% %4d% %5d% %6d% 022c=2,set_actor %1d% to_look_at_actor %2d% 022d=2,set_actor %1d% to_look_at_player %2d% 022e=2,set_player %1d% to_look_at_actor %2d% 022f=1,set_actor %1d% stop_looking 0230=1,set_player %1d% stop_looking 0235=3,set_gang %1h% models_to %2t% %3t% 0236=2,set_gang %1d% car_to %2t% 0237=4,gang_weapons %1h% %2h% %3h% %4h% 0239=3,actor %1d% run_to %2d% %3d% 023a=2,has_player_collided_with_object %1d% %2d% 023b=2,has_actor_collided_with_object %1d% %2d% 023c=2,load_special_actor %1d% %2f% 023d=1, special_actor %1d% loaded 0240=2,unknown %1d% %2d% 0241=1, player %1d% in_remote_mode 0242=2,set_car %1d% bomb_status_to %2d% 0243=2,set_actor %1d% ped_stats_to %2d% 0244=3,set_cutscene_pos %1d% %2d% %3d% 0245=2,set_actor %1d% walk_style_to %2d% 0247=1,request_model %1o% 0248=1, model %1o% available 0249=1,release_model %1o% 024a=3,%3d% = create_phone_at %1d% %2d% 024b=2,text_phone_repeatedly %1d% %2g% 024c=2,text_phone %1d% %2g% 024d=1, phone_text_been_displayed %1d% 024e=1,disable_phone %1d% 024f=9,create_corona %4d% %5d% %6d% with_color %7d% %% %9d% at_point %1d% %2d% %3d% 0250=6,create_light_at %1d% %2d% %3d% RGB_values %4d% %5d% %6d% 0253=0,save_current_time 0254=0,restore_current_time 0255=4,set_critical_mission_restart_at %1d% %2d% %3d% angle %4d% 0256=1, player %1d% defined 0291=2,unknown_actor %1d% unknown_behavior_flag %2d% 0293=1,%1d% = current_controls 0294=2,unknown_car %1d% flag %2d% 0296=1,unload_special_actor %1d% 0297=1,%1d% 0298=3,%1d% %2d% %3d% 0299=1,activate_garage %1d% 029b=5,%5d% = init_object %1o% at %2d% %3d% %4d% 029c=1, %1d% stopped 029f=1, player %1d% stopped 02a0=1, actor %1d% stopped 02a1=2, 02a2=5,create_particle %1a% %5d% at %2d% %3d% %4d% 02a3=1,toggle_widescreen %1b:on/off% 02a7=5,%5d% = create_icon_marker_and_sphere %4d% at %1d% %2d% %3d% 02a8=5,%5d% = create_marker %4d% at %1d% %2d% %3d% 02a9=2,set_actor %1d% immune_to_nonplayer %2d% 02aa=2,set_car %1d% immune_to_nonplayer %2d% 02ab=6,set_actor %1d% immunities %2d% %3d% %4d% %5d% %6d% 02ac=6,set_car %1d% immunities %2d% %3d% %4d% %5d% %6d% 02AD=7, player %1d% in_area %2d% %3d% %4d% %5d% radius %6d% sphere %7h% 02AE=7, player %1d% in_area_on_foot %2d% %3d% %4d% %5d% radius %6d% sphere %7h% 02AF=7, player %1d% in_area_in_car %2d% %3d% %4d% %5d% radius %6d% sphere %7h% 02b0=7, player %1d% stopped_in_area %2d% %3d% %4d% %5d% radius %6d% sphere %7h% [/glow] SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM SPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAMSPAM ENLIGHTEN! 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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Mar 6, 2006 23:09:55 GMT 10
[glow=lime green,2,300]; d% = anything ; p% = pointer ; t% = reference to '.ide' object models only ; o% = object models all types ; g% = gxt reference 8-byte strings ; x% = external script ; m% = statistics ; b:truestring/falsestring% = replace with truestring if nonzero, replace with falsestring if zero
[OPCODES] 0001=1,wait %1d% ms 0002=1,jump %1p% 0003=1,shake_camera %1d% 0004=2,%1d% = %2d% ;; integer values 0005=2,%1d% = %2d% ;; floating-point values 0006=2,%1d% = %2d% ;; integer values 0007=2,%1d% = %2d% ;; floating-point values 0008=2,%1d% += %2d% ;; integer values 0009=2,%1d% += %2d% ;; floating-point values 000A=2,%1d% += %2h% ;; integer values 000B=2,%1d% += %2d% ;; floating-point values 000c=2,%1d% -= %2d% ;; integer values 000d=2,%1d% -= %2d% ;; floating-point values 000E=2,%1d% -= %2h% ;; integer values 000F=2,%1d% -= %2d% ;; floating-point values 0010=2,%1d% *= %2d% ;; integer values 0011=2,%1d% *= %2d% ;; floating-point values 0012=2,%1d% *= %2d% ;; integer values 0013=2,%1d% *= %2d% ;; floating-point values 0014=2,%1d% /= %2d% ;; integer values 0015=2,%1d% /= %2d% ;; floating-point values 0016=2,%1d% /= %2d% ;; integer values 0017=2,%1d% /= %2d% ;; floating-point values 0018=2, %1d% > %2d% ;; integer values 0019=2, %1d% > %2d% ;; integer values 001a=2, %1d% > %2d% ;; integer values 001b=2, %1d% > %2d% ;; integer values 001c=2, %1d% > %2d% ;; integer values 001d=2, %1d% > %2d% ;; integer values 001E=2, %1d% > %2d% ;; integer values 001f=2, %1d% > %2d% ;; integer values 0020=2, %1d% > %2d% ;; floating-point values 0021=2, %1d% > %2d% ;; floating-point values 0022=2, %1d% > %2d% ;; floating-point values 0023=2, %1d% > %2d% ;; floating-point values 0024=2, %1d% > %2d% ;; floating-point values only 0025=2, %1d% > %2d% ;; floating-point values 0026=2, %1d% > %2d% ;; floating-point values 0027=2, %1d% > %2d% ;; floating-point values only 0028=2, %1d% >= %2d% ;; integer values 0029=2, %1d% >= %2d% ;; integer values 002a=2, %1d% >= %2d% ;; integer values 002b=2, %1d% >= %2d% ;; integer values 002c=2, %1d% >= %2d% ;; integer values 002d=2, %1d% >= %2d% ;; integer values 002e=2, %1d% >= %2d% ;; integer values 002F=2, %1d% >= %2d% ;; integer values 0030=2, %1d% >= %2d% ;; floating-point values 0031=2, %1d% >= %2d% ;; floating-point values 0032=2, %1d% >= %2d% ;; floating-point values 0033=2, %1d% >= %2d% ;; floating-point values 0034=2, %1d% >= %2d% ;; floating-point values 0035=2, %1d% >= %2d% ;; floating-point values 0036=2, %1d% >= %2d% ;; floating-point values 0037=2, %1d% >= %2d% ;; floating-point values 0038=2, %1d% == %2d% ;; integer values 0039=2, %1d% == %2d% ;; integer values 003a=2, %1d% == %2d% ;; integer values and handles 003b=2, %1d% == %2d% ;; integer values 003c=2, %1d% == %2d% ;; integer values 0042=2, %1d% == %2d% ;; floating-point values 0043=2, %1d% == %2d% ;; floating-point values 0044=2, %1d% == %2d% ;; floating-point values 0045=2, %1d% == %2d% ;; floating-point values 0046=2, %1d% == %2d% ;; floating-point values 004c=1,jump_if_true %1p% 004d=1,jump_if_false %1p% 004e=0,end_thread 004f=-1,create_thread 0050=1,gosub %1p% 0051=0,return 0052=6,%1d% %2d% %3d% %4d% %5d% %6d% 0053=5,%5d% = create_player %1t% at %2d% %3d% %4d% 0054=4,store_player %1d% position_to %2d% %3d% %4d% 0055=4,put_player %1d% at %2d% %3d% %4d% 0056=6, player %1d% %6b:in-sphere/%in_rectangle %2d% %3d% %4d% %5d% 0057=8, player %1d% %8b:in-sphere/%in_cube %2d% %3d% %4d% %5d% %6d% %7d% 0058=2,%1d% += %2d% ;; integer values 0059=2,%1d% += %2d% ;; floating-point values 005a=2,%1d% += %2d% ;; integer values 005b=2,%1d% += %2d% ;; floating-point values 005c=2,%1d% += %2d% ;; integer values 005d=2,%1d% += %2d% ;; floating-point values 005e=2,%1d% += %2d% ;; integer values 005f=2,%1d% += %2d% ;; floating-point values 0060=2,%1d% -= %2d% ;; integer values 0061=2,%1d% -= %2d% ;; floating-point values 0062=2,%1d% -= %2d% ;; integer values 0063=2,%1d% -= %2d% ;; floating-point values 0064=2,%1d% -= %2d% ;; integer values 0065=2,%1d% -= %2d% ;; floating-point values 0066=2,%1d% -= %2d% ;; integer values 0067=2,%1d% -= %2d% ;; floating-point values 0068=2,%1d% *= %2d% ;; integer values 0069=2,%1d% *= %2d% ;; floating-point values 006a=2,%1d% *= %2d% ;; integer values 006b=2,%1d% *= %2d% ;; floating-point values 006c=2,%1d% *= %2d% ;; integer values 006d=2,%1d% *= %2d% ;; floating-point values 006e=2,%1d% *= %2d% ;; integer values 006f=2,%1d% *= %2d% ;; floating-point values 0070=2,%1d% /= %2d% ;; integer values 0071=2,%1d% /= %2d% ;; floating-point values 0072=2,%1d% /= %2d% ;; integer values 0073=2,%1d% /= %2d% ;; floating-point values 0074=2,%1d% /= %2d% ;; integer values 0075=2,%1d% /= %2d% ;; floating-point values 0076=2,%1d% /= %2d% ;; integer values 0077=2,%1d% /= %2d% ;; floating-point values 0078=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point values 0079=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007a=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007b=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007c=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007d=2,%1d% += unknown_inaccurate_float_timer %2d% ;; floating-point 007E=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point values 007f=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0080=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0081=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0082=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0083=2,%1d% -= unknown_inaccurate_float_timer %2d% ;; floating-point 0084=2,%1d% = %2d% ;; integer values and handles 0085=2,%1d% = %2d% ;; integer values and handles 0086=2,%1d% = %2d% ;; floating-point values only 0087=2,%1d% = %2d% ;; floating-point values only 0088=2,%1d% = %2d% ;; floating-point values only 0089=2,%1d% = %2d% ;; floating-point values only 008A=2,%1d% = %2d% ;; integer values and handles 008B=2,%1d% = %2d% ;; integer values and handles 008c=2,%1d% = float_to_integer %2d% 008d=2,%1d% = integer_to_float %2d% 008e=2,%1d% = float_to_integer %2d% 008f=2,%1d% = integer_to_float %2d% 0090=2,%1d% = float_to_integer %2d% 0091=2,%1d% = integer_to_float %2d% 0092=2,%1d% = float_to_integer %2d% 0093=2,%1d% = integer_to_float %2d% 0094=1,make %1d% absolute_integer 0095=1,make %1d% absolute_integer 0096=1,make %1d% absolute_float 0097=1,make %1d% absolute_float 0098=1,%1d% = random_float_0-to-1 0099=1,%1d% = random_integer_0-to-65535 009a=6,%6d% = create_actor %1d% %2t% at %3d% %4d% %5d% 009b=1,destroy_actor_instantly %1d% 009c=2,set_actor %1d% wander_path_to %2d% 009d=0,unknown_do_nothing 009E=6,set_actor %1d% path %2d% %3d% %4d% unknown %5d% %6h% 009f=1,set_actor %1d% objective_to-1 00a0=4,store_actor %1d% position_to %2d% %3d% %4d% 00a1=4,put_actor %1d% at %2d% %3d% %4d% 00a2=1, actor %1d% alive 00a3=6, actor %1d% %6b:in-sphere/%in_rectangle %2d% %3d% %4d% %5d% 00a4=8, actor %1d% %8b:in-sphere/%in_cube %2d% %3d% %4d% %5d% %6d% %7d% 00a5=5,%5d% = create_car %1t% at %2d% %3d% %4d% 00a6=1,destroy_car %1d% 00a7=4,car %1d% drive_to %2d% %3d% %4d% 00a8=1,set_car %1d% to_psycho_driver 00a9=1,set_car %1d% to_normal_driver 00aa=4,store_car %1d% position_to %2d% %3d% %4d% 00ab=4,put_car %1d% at %2d% %3d% %4d% 00ac=1, car %1d% on_land 00ad=2,set_car %1d% max_speed_to %2d% 00ae=2,unknown_set_car %1d% to_ignore_traffic_lights %2d% 00af=2,set_car %1d% driver_behaviour_to %2d% 00b0=6, car %1d% %6b:in-sphere/%in_rectangle %2d% %3d% %4d% %5d% 00b1=8, car %1d% %8b:in-sphere/%in_cube %2d% %3d% %4d% %5d% %6d% %7d% 00ba=3,text_styled %1g% %2d% ms %3d% 00bb=3,text_lowpriority %1g% %2d% ms %3d% 00bc=3,text_highpriority %1g% %2d% ms %3d% 00bd=3,text_mediumpriority %1g% %2d% ms %3d% 00be=0,text_clear_all 00bf=2,%1d% = current_time_hours, %2d% = current_time_minutes 00c0=2,set_current_time %1d% %2d% 00c1=3,%3d% = minutes_to_current_time %1d% %2d% 00c2=4, sphere_onscreen %1d% %2d% %3d% %4d% 00c3=0,enter_debugmode 00c4=0,exit_debugmode 00c5=0,true ;; GTA 3 only 00c6=0,false ;; GTA 3 only 00d6=1,if %1d% 00d7=1,create_thread_with_wasted_busted_check %1p% 00d8=0,mission_cleanup 00d9=2,%2d% = actor %1d% car 00da=2,%2d% = player %1d% car 00db=2, actor %1d% in_car %2d% 00dc=2, player %1d% driving %2d% 00DD=2, actor %1d% driving_vehicle_type %2t% 00de=2, player %1d% driving_vehicle_type %2t% 00df=1, actor %1d% driving 00e0=1, player %1d% driving 00e1=2, key_pressed %1d% %2d% 00e2=2,get_key_pressed %1d% %2d% 00e3=6, player %1d% %6b:in-sphere/%near_point %2d% %3d% radius %4d% %5d% 00e4=6, player %1d% %6b:in-sphere/%near_point_on_foot %2d% %3d% radius %4d% %5d% 00e5=6, player %1d% %6b:in-sphere/%near_point_in_car %2d% %3d% radius %4d% %5d% 00e6=6, player %1d% stopped %6b:in-sphere/%near_point %2d% %3d% radius %4d% %5d% 00e7=6, player %1d% stopped %6b:in-sphere/%near_point_on_foot %2d% %3d% radius %4d% %5d% 00e8=6, player %1d% stopped %6b:in-sphere/%near_point_in_car %2d% %3d% radius %4d% %5d% 00e9=5, player %1d% %5b:in-sphere/%near_actor %2d% radius %3d% %4d% 00ea=5, player %1d% %5b:in-sphere/%near_actor_on_foot %2d% radius %3d% %4d% 00eb=5, player %1d% %5b:in-sphere/%near_actor_in_car %2d% radius %3d% %4d% 00ec=6, actor %1d% %6b:in-sphere/%near_point %2d% %3d% radius %4d% %5d% 00ed=6, actor %1d% %6b:in-sphere/%near_point_on_foot %2d% %3d% radius %4d% %5d% 00ee=6, actor %1d% %6b:in-sphere/%near_point_in_car %2d% 01c9=2,actor %1d% kill_actor %2d% 01ca=2,actor %1d% kill_player %2d% 01cb=2,actor %1d% kill_actor %2d% 01cc=2,actor %1d% kill_player %2d% 01ce=2,actor %1d% avoid_player %2d% 01CF=2,unknown_actor %1d% actor %2d% 01d0=2,actor %1d% avoid_player %2d% 01d1=2,actor %1d% follow_actor %2d% 01d2=2,actor %1d% follow_player %2d% 01d3=2,actor %1d% leave_car %2d% 01d4=2,actor %1d% go_to_car %2d% and_enter_it_as_a_passenger 01d5=2,actor %1d% go_to_and_drive_car %2d% 01D8=2,unknown_actor %1d% unknown_fire_at_target %2d% 01d9=2,actor %1d% run_away_from_car %2d% 01de=2,tie_actor %1d% to_actor %2d% 01df=2,tie_actor %1d% to_player %2d% 01e0=1,clear_leader %1d% 01e1=3,set_actor %1d% follow_route %2d% %3d% 01e2=4,add_route_point %1d% at %2d% %3d% %4d% 01e3=4,text_1number_styled %1g% %2d% %3d% ms %4d% 01e4=4,text_1number_lowpriority %1g% %2d% %3d% ms %4d% 01e5=4,text_1number_highpriority %1g% %2d% %3d% ms %4d% 01e6=4,text_1number_lowpriority %1g% %2d% %3d% ms %4d% 01e7=6,remove_forbidden_for_cars_cube %1d% %2d% %3d% %4d% %5d% %6d% 01e8=6,create_forbidden_for_cars_cube %1d% %2d% %3d% %4d% %5d% %6d% 01e9=2,%2d% = car %1d% num_passengers 01ea=2,%2d% = car %1d% max_passengers 01eb=1,set_car_density_to %1d% 01EC=2,make_car %1d% very_heavy %2h% 01ed=1,reset_actor %1d% flags 01ee=10,activate_crane %1d% %2d% %3d% %4d% %5d% %6d% %7d% %% %9d% %10d% ;; gta 3 only 01ef=2,deactivate_crane %1d% %2d% ;; gta 3 only 01f0=1,set_max_wanted_level_to %1d% 01f3=1, car %1d% airborne 01f4=1, car %1d% flipped 01f5=2,%2d% = create_emulated_actor_from_player %1d% 01f6=0,cancel_override_restart 01f7=2,set_player %1d% ignored_by_cops_state_to %2b:true/false% 01f9=9,init_rampage %1g% %2d% %3d% %4d% %5d% %6d% %7d% %% %9d% 01fa=1,%1d% = rampage_status 01fb=2,%2d% = square_root %1d% 01fc=5, player %1d% near_car %2d% radius %3d% %4d% %5d% 01fd=5, player %1d% near_car_on_foot %2d% radius %3d% %4d% %5d% 01fe=5, player %1d% near_car_in_car %2d% radius %3d% %4d% %5d% 01FF=6, player %1d% near_car %2d% radius %3d% %4d% %5d% unknown %6h% 0200=6, player %1d% near_car_on_foot %2d% radius %3d% %4d% %5d% unknown %6h% 0201=6, player %1d% near_car_in_car %2d% radius %3d% %4d% %5d% unknown %6h% 0202=5, actor %1d% near_car %2d% radius %3d% %4d% unknown %5d% 0203=5, actor %1d% near_car_on_foot %2d% radius %3d% %4d% unknown %5d% 0204=5, actor %1d% near_car_in_car %2d% radius %3d% %4d% unknown %5d% 0205=6, actor %1d% near_car %2d% radius %3d% %4d% %5d% unknown %6h% 0206=6, actor %1d% near_car_on_foot %2d% radius %3d% %4d% %5d% unknown %6h% 0207=6, actor %1d% near_car_in_car %2d% radius %3d% %4d% %5d% unknown %6h% 0208=3,%3d% = random_float %1d% %2d% 0209=3,%3d% = random_int %1d% %2d% 020a=2,set_car %1d% door_status_to %2d% 020b=1,explode_car %1d% 020c=4,create_explosion_with_radius %4d% at %1d% %2d% %3d% 020d=1, car %1d% flipped 020e=2,actor %1d% look_at_actor %2d% 020f=2,actor %1d% look_at_player %2d% 0210=2,player %1d% look_at_actor %2d% 0211=3,actor %1d% walk_to %2d% %3d% 0213=6,%6d% = create_pickup %1o% type %2d% at %3d% %4d% %5d% 0214=1, pickup %1d% picked_up 0215=1,destroy_pickup %1d% 0216=2,set_car %1d% taxi_available_light_to %2b:on/off% 0217=3,text_styled %1g% %2d% ms %3d% 0218=4,text_1number_styled %1g% %2d% %3d% ms %4d% 0219=10,%10d% = create_garage_type %9h% door %1d% %2d% %3d% to %6d% %7d% %% depth %4d% %5d% 021b=2,set_garage %1d% to_accept_car %2d% 021c=1, car_inside_garage %1d% 021d=1,set_free_bomb_shop_to %1b:true/false% 0221=2,set_player %1d% trapped_in_car %2d% 0222=2,set_player %1d% health_to %2d% 0223=2,set_actor %1d% health_to %2d% 0224=2,set_car %1d% health_to %2d% 0225=2,%2d% = player %1d% health 0226=2,%2d% = actor %1d% health 0227=2,%2d% = car %1d% health 0228=2, car %1d% bomb_status == %2d% 0229=3,set_car %1d% color_to %2d% %3d% 022a=6,remove_forbidden_for_peds_cube %1d% %2d% %3d% %4d% %5d% %6d% 022b=6,create_forbidden_for_peds_cube %1d% %2d% %3d% %4d% %5d% %6d% 022c=2,set_actor %1d% to_look_at_actor %2d% 022d=2,set_actor %1d% to_look_at_player %2d% 022e=2,set_player %1d% to_look_at_actor %2d% 022f=1,set_actor %1d% stop_looking 0230=1,set_player %1d% stop_looking 0235=3,set_gang %1h% models_to %2t% %3t% 0236=2,set_gang %1d% car_to %2t% 0237=4,gang_weapons %1h% %2h% %3h% %4h% 0239=3,actor %1d% run_to %2d% %3d% 023a=2,has_player_collided_with_object %1d% %2d% 023b=2,has_actor_collided_with_object %1d% %2d% 023c=2,load_special_actor %1d% %2f% 023d=1, special_actor %1d% loaded 0240=2,unknown %1d% %2d% 0241=1, player %1d% in_remote_mode 0242=2,set_car %1d% bomb_status_to %2d% 0243=2,set_actor %1d% ped_stats_to %2d% 0244=3,set_cutscene_pos %1d% %2d% %3d% 0245=2,set_actor %1d% walk_style_to %2d% 0247=1,request_model %1o% 0248=1, model %1o% available 0249=1,release_model %1o% 024a=3,%3d% = create_phone_at %1d% %2d% 024b=2,text_phone_repeatedly %1d% %2g% 024c=2,text_phone %1d% %2g% 024d=1, phone_text_been_displayed %1d% 024e=1,disable_phone %1d% 024f=9,create_corona %4d% %5d% %6d% with_color %7d% %% %9d% at_point %1d% %2d% %3d% 0250=6,create_light_at %1d% %2d% %3d% RGB_values %4d% %5d% %6d% 0253=0,save_current_time 0254=0,restore_current_time 0255=4,set_critical_mission_restart_at %1d% %2d% %3d% angle %4d% 0256=1, player %1d% defined 0291=2,unknown_actor %1d% unknown_behavior_flag %2d% 0293=1,%1d% = current_controls 0294=2,unknown_car %1d% flag %2d% 0296=1,unload_special_actor %1d% 0297=1,%1d% 0298=3,%1d% %2d% %3d% 0299=1,activate_garage %1d% 029b=5,%5d% = init_object %1o% at %2d% %3d% %4d% 029c=1, %1d% stopped 029f=1, player %1d% stopped 02a0=1, actor %1d% stopped 02a1=2, 02a2=5,create_particle %1a% %5d% at %2d% %3d% %4d% 02a3=1,toggle_widescreen %1b:on/off% 02a7=5,%5d% = create_icon_marker_and_sphere %4d% at %1d% %2d% %3d% 02a8=5,%5d% = create_marker %4d% at %1d% %2d% %3d% 02a9=2,set_actor %1d% immune_to_nonplayer %2d% 02aa=2,set_car %1d% immune_to_nonplayer %2d% 02ab=6,set_actor %1d% immunities %2d% %3d% %4d% %5d% %6d% 02ac=6,set_car %1d% immunities %2d% %3d% %4d% %5d% %6d% 02AD=7, player %1d% in_area %2d% %3d% %4d% %5d% radius %6d% sphere %7h% 02AE=7, player %1d% in_area_on_foot %2d% %3d% %4d% %5d% radius %6d% sphere %7h% 02AF=7, player %1d% in_area_in_car %2d% %3d% %4d% %5d% radius %6d% sphere %7h% 02b0=7, player %1d% stopped_in_area %2d% %3d% %4d% %5d% radius %6d% sphere %7h% [/glow] I LOVE IT SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM SPAM [glow=lime green,2,300]; d% = anything ; p% = pointer ; t% = reference to '.ide' object models only ; o% = object models all types ; g% = gxt reference 8-byte strings ; x% = external script ; m% = statistics ; b:truestring/falsestring% = replace with truestring if nonzero, replace with falsestring if zero
[OPCODES] 0001=1,wait %1d% ms 0002=1,jump %1p% 0003=1,shake_camera %1d% 0004=2,%1d% = %2d% ;; integer values 0005=2,%1d% = %2d% ;; floating-point values 0006=2,%1d% = %2d% ;; integer values 0007=2,%1d% = %2d% ;; floating-point values 0008=2,%1d% += %2d% ;; integer values 0009=2,%1d% += %2d% ;; floating-point values 000A=2,%1d% += %2h% ;; integer values 000B=2,%1d% += %2d% ;; floating-point values 000c=2,%1d% -= %2d% ;; integer values 000d=2,%1d% -= %2d% ;; floating-point values 000E=2,%1d% -= %2h% ;; integer values 000F=2,%1d% -= %2d% ;; floating-point values 0010=2,%1d% *= %2d% ;; integer values 0011=2,%1d% *= %2d% ;; floating-point values 0012=2,%1d% *= %2d% ;; integer values 0013=2,%1d% *= %2d% ;; floating-point values 0014=2,%1d% /= %2d% ;; integer values 0015=2,%1d% /= %2d% ;; floating-point values 0016=2,%1d% /= %2d% ;; integer values 0017=2,%1d% /= %2d% ;; floating-point values 0018=2, %1d% > %2d% ;; integer values 0019=2, %1d% > %2d% ;; integer values 001a=2, %1d% > %2d% ;; integer values 001b=2, %1d% > %2d% ;; integer values 001c=2, %1d% > %2d% ;; integer values 001d=2, %1d% > %2d% ;; integer values 001E=2, %1d% > %2d% ;; integer values 001f=2, %1d% > %2d% ;; integer values 0020=2, %1d% > %2d% ;; floating-point values 0021=2, %1d% > %2d% ;; floating-point values 0022=2, %1d% > %2d% ;; floating-point values 0023=2, %1d% > %2d% ;; floating-point values 0024=2, %1d% > %2d% ;; floating-point values only 0025=2, %1d% > %2d% ;; floating-point values 0026=2, %1d% > %2d% ;; floating-point values 0027=2, %1d% > %2d% ;; floating-point values only 0028=2, %1d% >= %2d% ;; integer values 0029=2, %1d% >= %2d% ;; integer values 002a=2, %1d% >= %2d% ;; integer values 002b=2, %1d% >= %2d% ;; integer values 002c=2, %1d% >= %2d% ;; integer values 002d=2, %1d% >= %2d% ;; integer values 002e=2, %1d% >= %2d% ;; integer values 002F=2, %1d% >= %2d% ;; integer values 0030=2, %1d% >= %2d% ;; floating-point values 0031=2, %1d% >= %2d% ;; floating-point values 0032=2, %1d% >= %2d% ;; floating-point values 0033=2, %1d% >= %2d% ;; floating-point values 0034=2, %1d% >= %2d% ;; floating-point values 0035=2, %1d% >= %2d% ;; floating-point values 0036=2, %1d% >= %2d% ;; floating-point values 0037=2, %1d% >= %2d% ;; floating-point values 0038=2, %1d% == %2d% ;; integer values 0039=2, %1d% == %2d% ;; integer values 003a=2, %1d% == %2d% ;; integer values and handles 003b=2, %1d% == %2d% ;; integer values 003c=2, %1d% == %2d% ;; integer values 0042=2, %1d% == %2d% ;; floating-point values 0043=2, %1d% == %2d% ;; floating-point values 0044=2, %1d% == %2d% ;; floating-point values 0045=2, %1d% == %2d% ;; floating-point values 0046=2, %1d% == %2d% ;; floating-point values 004c=1,jump_if_true %1p% 004d=1,jump_if_false %1p% 004e=0,end_thread 004f=-1,create_thread 0050=1,gosub %1p% 0051=0,return 0052=6,%1d% %2d% %3d% %4d% %5d% %6d% 0053=5,%5d% = create_player %1t% at %2d% %3d% %4d% 0054=4,store_player %1d% position_to %2d% %3d% %4d% 0055=4,put_player %1d% at %2d% %3d% %4d%
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Post by ((UCoS))-Tunicle on Mar 7, 2006 1:54:27 GMT 10
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Post by ((UCoS))-Netzy on Mar 7, 2006 13:14:01 GMT 10
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Mar 7, 2006 17:43:43 GMT 10
o.O
f**ken hell u have some issues Nets
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Post by ((UCoS))-Netzy on Mar 8, 2006 19:17:49 GMT 10
it was for you ;D
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Mar 9, 2006 0:26:09 GMT 10
f**ken hell, i paid u your money not 2 tell
I want my mil back now
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Post by ((UCoS))tdf-BlackHawk on Mar 9, 2006 14:47:57 GMT 10
OMFG that is FUNNY BlackHAwk hesitates should i lock this monstor while i can ? or do i let it phizzle out BUTT what if it doesnt HUH WHAT IF IT DOesNT HUH ANSWER ME MEADY U OBSSED TOLIET SLASH GIRL lol no wonder when i take a break u say toliot i know i know ROFL JKING WITH YOU NO WTHIS IS THE ORGINAL SPAM BACK IN THE DAY
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Post by ((UCoS))-Dark_angle on Mar 9, 2006 21:34:33 GMT 10
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Post by ==|SGC|==Sgt Pain on Mar 10, 2006 17:50:38 GMT 10
DUCK!
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Post by ((UCoS))-Netzy on Mar 10, 2006 18:11:02 GMT 10
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Post by ((UCoS))lo3-Stryker on Mar 11, 2006 0:22:51 GMT 10
WOOT SPAM FOR ALL
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Post by ((UCoS))-Tunicle on Mar 11, 2006 8:06:53 GMT 10
Oh SPAM(tm)! Oh SPAM(tm)! Gourmet delight! My food by day, my dreams by night. To carve, to slice, to dice you up - pureed in a blender and sipped from a cup.
What shining deity from Olympus knelt down to the earth and hog butt smelt? Creating then man's eternal desire for swine entrails congealed by fire.
On some corporate farm, a pig has died. Eyes, tongue, and snout end up inside that cube of SPAM(tm) hidden in the can I now hold in my trembling hand.
More than mere food, SPAM(tm) is for me a hedonistic expression of gluttonous glee. Mottled with pork fat, the pink cube engrosses. My mouth takes it in, my intestine disposes.
Long have my arteries clogged to the sound of sizzling SPAM(tm) when there's no one around - furtively chewing or swallowing whole. Triple bypass by forty, my medical goal.
Other processed meat products I've tried or declined Vienna Sausages, Treet, even pig's feet in brine. Though each may be tasty in different ways, none matches SPAM(tm) for gelatinous glaze.
That glistening pinkness beckons me
with gristle, fat, and BHT. Oh SPAM(tm), my SPAM(tm) - the taste, the smell! The sacred meat product, from Hormel.
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Mar 18, 2006 1:59:15 GMT 10
My feet hurt
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Post by ((UCoS))-Dark_angle on Mar 18, 2006 2:39:55 GMT 10
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morlock
UBER ULTIMATE NEWB !!
Posts: 11
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Post by morlock on Mar 18, 2006 4:14:56 GMT 10
lol some of u guys are really really really crazy
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Post by ((UCoS))Rika Nanaka on Mar 18, 2006 4:17:23 GMT 10
Of course we are. Look at who we hang out with
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Mar 20, 2006 22:24:44 GMT 10
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Mar 20, 2006 22:30:43 GMT 10
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