NewOpcodes.cleo help file
[h] - handle
[p] - pointer
[t] - NO texture (pointer to pointer to RwRaster)
0D00=3,matrix %3d% = matrix %1d% * matrix %2d%
Matrix multiplication.
Param 1: pointer to matrix
Param 2: pointer to matrix
Param 3: pointer to matrix
0D01=6,rotate_matrix %1d% on_axis %2d% %3d% %4d% angle %5d% combine_op %6d%
Matrix rotation.
Param 1: pointer to matrix
Param 2: axis X
Param 2: axis Y
Param 3: axis Z
Param 4: angle in degrees
Param 5: combine variant
0D02=2,%2d% = matrix %1d% x_angle
Gets the X angle of matrix (in degrees)
Param 1: pointer to matrix
Param 2: var to store angle
0D03=2,%2d% = matrix %1d% y_angle
Gets the Y angle of matrix (in degrees)
Param 1: pointer to matrix
Param 2: var to store angle
0D04=2,%2d% = matrix %1d% z_angle
Gets the Z angle of matrix (in degrees)
Param 1: pointer to matrix
Param 2: var to store angle
0D05=4,set_matrix %1d% position %2d% %3d% %4d%
Sets position for matrix.
Param 1: pointer to matrix
Param 2: position X
Param 3: position Y
Param 4: position Z
0D06=4,get_matrix %1d% position_to %2d% %3d% %4d%
Gets position of matrix.
Param 1: pointer to matrix
Param 2: var to store position X
Param 3: var to store position Y
Param 4: var to store position Z
0D07=7,get_coords %1d% %2d% %3d% offsets_relative_to_matrix %4d% store_to %5d% %6d% %7d%
Gets point relative offset on matrix.
Param 1: point X
Param 2: point Y
Param 3: point Z
Param 4: pointer to matrix
Param 5: var to store X offset
Param 6: var to store Y offset
Param 7: var to store Z offset
0D08=4,set_matrix %1d% angles_XYZ %2d% %3d% %4d%
Sets matrix angles.
Param 1: pointer to matrix
Param 2: X angle
Param 3: Y angle
Param 4: Z angle
0D09=2,copy_matrix %1d% to %2d%
Copies matrix to another matrix.
Param 1: pointer to source matrix
Param 2: pointer to destination matrix
0D0A=7,store_coords_to %5d% %6d% %7d% from_matrix %1d% with_offsets %2d% %3d% %4d%
Gets coords on offset from matrix.
Param 1: pointer to matrix
Param 2: X offset
Param 3: Y offset
Param 4: Z offset
Param 5: var to store X coord
Param 6: var to store Y coord
Param 7: vat to store Z coord
0D0B=3,get_actor %1d% bone %2d% matrix_to %3d%
Gets actor's bone world matrix.
Param 1: actor handle
Param 2: bone, see Bones in stdc
Param 3: var to store pointer to matrix
0D0C=3,get_car %1d% component %2s% matrix_to %3d% // IF and SET
Gets world matrix of car component.
Param 1: car handle
Param 2: component name
Param 3: var to store pointer to matrix
Condition: returns true, if component is exist
0D0D=3,%3d% = get_car %1d% component %2s% // IF and SET
Gets car component.
Param 1: car handle
Param 2: component name
Param 3: var to store component
Condition: returns true, if component is exist
0D0E=3,set_car %1d% component %2s% state %3d% // IF and SET
Sets component state.
Param 1: car handle
Param 2: component name
Param 3: state, see Component states in stdc
0D0F=2,set_car %1d% model_alpha %2d%
Sets alpha value for car's model.
Param 1: car handle
Param 2: alpha (0-255)
0D10=2,set_actor %1d% model_alpha %2d%
Sets alpha value for actor's model.
Param 1: actor handle
Param 2: alpha (0-255)
0D11=2,set_object %1d% model_alpha %2d%
Sets alpha value for object's model.
Param 1: object handle
Param 2: alpha (0-255)
0D12=3,set_car %1d% component %2s% model_alpha %3d% // IF and SET
Sets alpha value for car's component model.
Param 1: car handle
Param 2: component name
Param 3: alpha (0-255)
Condition: returns true, if component is exist.
0D13=2,set_matrix %1d% x_angle %2d%
Sets matrix x angle.
Param 1: pointer to matrix
Param 2: angle (in degrees)
0D14=2,set_matrix %1d% y_angle %2d%
Sets matrix y angle.
Param 1: pointer to matrix
Param 2: angle (in degrees)
0D15=2,set_matrix %1d% z_angle %2d%
Sets matrix z angle.
Param 1: pointer to matrix
Param 2: angle (in degrees)
0D16=2,set_matrix %1d% rotation_from_quat %2d%
Sets matrix rotation from quaternion.
Param 1: pointer to matrix
Param 2: pointer to quat
0D17=2,convert_matrix %1d% to_quat %2d%
Sets quaternion from matrix.
Param 1: pointer to matrix
Param 2: pointer to quat
0D18=6,rotate_quat %1d% axis_vector %2d% %3d% %4d% angle %5d% combine_op %6d%
Rotates quaternion.
Param 1: pointer to quat
Param 2: axis X
Param 3: axis Y
Param 4: axis Z
Param 5: angle (in degrees)
Param 6: combine variant
0D19=2,get_normalized_quat %1d% to_quat %2d%
Normalizes quaternion.
Param 1: pointer to quat
Param 2: pointer to quat to store result
0D1A=3,quat %3d% = quat %1d% * quat %2d%
Quaternion multiplication.
Param 1: pointer to quat
Param 2: pointer to quat
0D1B=3,get_entity %1d% type_to %2d% class_to %3d%
Gets information about entity type.
Param 1: entity struct
Param 2: var to store entity type, see Entity types in stdc
Param 3: var to store entity class, see Entity classes in stdc
0D1C=1,normalize_vector %1d%
Normalizes vector.
Param 1: pointer to vector
0D1D=4,matrix_slerp %1d% %2d% %3d% %4d%
Performs matrix slerp.
Param 1: pointer to result matrix
Param 2: pointer to matrix
Param 3: pointer to matrix
Param 4: t
0D1E=4,quat_slerp %1d% %2d% %3d% %4d%
Performs quaternion slerp.
Param 1: pointer to result quat
Param 2: pointer to quat
Param 3: pointer to quat
Param 4: t
0D1F=2,%2d% = component %1d% child
Gets component child component.
Param 1: component
Param 2: var to store component
0D20=2,%2d% = component %1d% next_component
Gets component next component.
Param 1: component
Param 2: var to store componnt
0D21=2,%2s% = component %1d% name
Gets component name component.
Param 1: component
Param 2: var/adress to store component name
0D22=2,%2d% = component %1d% ltm
Gets component world matrix.
Param 1: component
Param 2: var to store matrix pointer
0D23=2,%2d% = component %1d% modelling_matrix
Gets component modelling matrix.
Param 1: component
Param 2: var to store matrix pointer
0D24=5,set_quat %1d% elements %2d% %3d% %4d% %5d%
Sets quaternion elements.
Param 1: pointer to quat
Param 2: X
Param 3: Y
Param 4: Z
Param 5: W
0D25=17,set_matrix %1d% elements %2d% %3d% %4d% %5d% %6d% %7d% %8d% %9d% %10d% %11d% %12d% %13d% %14d% %15d% %16d% %17d%
Sets matrix elements.
Param 1: pointer to matrix
Param 2: right X
Param 3: right Y
Param 4: right Z
Param 5: flags
Param 6: top X
Param 7: top Y
Param 8: top Z
Param 9: unused
Param 10: at X
Param 11: at Y
Param 12: at Z
Param 13: unused
Param 14: position X
Param 15: position Y
Param 16: position Z
Param 17: unused
0D26=4,set_vector %1d% elements %2d% %3d% %4d%
Sets vector elements.
Param 1: pointer to vector
Param 2: X
Param 3: Y
Param 4: Z
0D27=3,copy_memory_from %1d% to %2d% size %3d%
Copies block of memory.
Param 1: source
Param 2: destination
Param 3: size in bytes
0D28=4,get_vector %1d% elements_to %2d% %3d% %4d%
Gets vector elements.
Param 1: pointer to vector
Param 2: var to store X
Param 3: var to store Y
Param 4: var to store Z
0D29=5,get_quat %1d% elements_to %2d% %3d% %4d% %5d%
Gets quaternion elements.
Param 1: pointer to vector
Param 2: var to store X
Param 3: var to store Y
Param 4: var to store Z
Param 5: var to store W
0D2A=2,%2d% = get_car %1d% number_of_collided_entites
Gets car number of collided entities
Param 1: car handle
Param 2: var to store number
0D2B=2,%2d% = get_actor %1d% number_of_collided_entites
Gets actor number of collided entities
Param 1: actor handle
Param 2: var to store number
0D2C=2,%2d% = get_object %1d% number_of_collided_entites
Gets object number of collided entities
Param 1: object handle
Param 2: var to store number
0D2D=8,get_local_time_year_to %1d% month_to %2d% day_of_week_to %3d% day_to %4d% hour_to %5d% minute_to %6d% second_to %7d% milliseconds_to %8d%
Gets currents time from OS.
Param 1: var to store year, set -1 to ignore
Param 2: var to store month, set -1 to ignore
Param 3: var to store day of week, set -1 to ignore
Param 4: var to store day, set -1 to ignore
Param 5: var to store hour, set -1 to ignore
Param 6: var to store minute, set -1 to ignore
Param 7: var to store second, set -1 to ignore
Param 8: var to store milliseconds, set -1 to ignore
0D2E=3,set_thread %1d% var %2d% to %3d%
Sets value of thread's local variable.
Param 1: thread pointer
Param 2: var number
Param 3: value
0D2F=3,%3d% = get_thread %1d% var %2d%
Gets value of thread's local variable.
Param 1: thread pointer
Param 2: var number
Param 3: var to store value
0D30=3,%3d% = actor %1d% bone %2d%
Gets actor's bone.
Param 1: actor handle
Param 2: bone, see Bones in stdc
Param 3: var to store bone
0D31=2,%2d% = bone %1d% offset_vector
Gets bone offset.
Param 1: bone
Param 2: var to store pointer to vector
0D32=2,%2d% = bone %1d% quat
Gets bone quaternion.
Param 1: bone
Param 2: var to store pointer to quat
0D33=3,set_car %1d% door %2d% window_state %3d%
Sets car window state.
Param 1: car handle
Param 2: door, see Vehicle doors in stdc
Param 3: state, see Window states in stdc
0D34=7,store_car %1d% collided_entities_to %2d% %3d% %4d% %5d% %6d% %7d%
Stores car collided entities.
Param 1: car handle
Param 2: var to store entity struct, set -1 to ignore
Param 3: var to store entity struct, set -1 to ignore
Param 4: var to store entity struct, set -1 to ignore
Param 5: var to store entity struct, set -1 to ignore
Param 6: var to store entity struct, set -1 to ignore
Param 7: var to store entity struct, set -1 to ignore
0D35=7,store_actor %1d% collided_entities_to %2d% %3d% %4d% %5d% %6d% %7d%
Stores actor collided entities.
Param 1: actor handle
Param 2: var to store entity struct, set -1 to ignore
Param 3: var to store entity struct, set -1 to ignore
Param 4: var to store entity struct, set -1 to ignore
Param 5: var to store entity struct, set -1 to ignore
Param 6: var to store entity struct, set -1 to ignore
Param 7: var to store entity struct, set -1 to ignore
0D36=7,store_object %1d% collided_entities_to %2d% %3d% %4d% %5d% %6d% %7d%
Stores object collided entities.
Param 1: object handle
Param 2: var to store entity struct, set -1 to ignore
Param 3: var to store entity struct, set -1 to ignore
Param 4: var to store entity struct, set -1 to ignore
Param 5: var to store entity struct, set -1 to ignore
Param 6: var to store entity struct, set -1 to ignore
Param 7: var to store entity struct, set -1 to ignore
0D37=3,struct %1d% param %2d% = %3d%
Sets struct with 4b alignment param value.
Param 1: pointer to struct
Param 2: param index, start index is 0
Param 3: value
0D38=3,%3d% = struct %1d% param %2d%
Gets struct with 4b alignment param value.
Param 1: pointer to struct
Param 2: param index, start index is 0
Param 3: var to store value
0D39=2,%2d% = actor %1d% max_health
Gets actor max health value.
Param 1: actor handle
Param 2: var to store value
0D3A=20,get_collision_between_points %1d% %2d% %3d% and %4d% %5d% %6d% flags %7d% %8d% %9d% %10d% %11d% %12d% %13d% %14d% ignore_entity %15d% store_point_to %17d% %18d% %19d% entity_to %20d% colpoint_data_to %16d% // IF and SET
Gets collision data between two points.
Param 1: start X
Param 2: start Y
Param 3: start Z
Param 4: end X
Param 5: end Y
Param 6: end Z
Param 7: check solid objects
Param 8: check vehicles
Param 9: check peds
Param 10: check dynamic objects
Param 11: chack dummies
Param 12: ignore see-through stuff
Param 13: ignore some objects for camera
Param 14: ignore shoot-through stuff
Param 15: entity to ignore
Param 16: pointer to colpoint data, use STD_COLPOINT_DATA to use standart data buffer
Param 17: var to store result X
Param 18: var to store result Y
Param 19: var to store resilt Z
Param 20: var to store collided entity
Condition: returns true if there is an obstacle between points
0D3B=4,get_colpoint_data %1d% normal_XYZ_to %2d% %3d% %4d%
Gets colpoint normal vector.
Param 1: pointer to colpoint data
Param 2: var to store normal X
Param 3: var to store normal Y
Param 4: var to store normal Z
0D3C=2,get_colpoint_data %1d% surface_to %2d%
Gets colpoint data surface ID.
Param 1: pointer to colpoint data
Param 2: var to store surface ID
0D3D=2,get_colpoint_data %1d% lighting_to %2d%
Gets colpoint data lighting value.
Param 1: pointer to colpoint data
Param 2: var to store value
0D3E=2,get_colpoint_data %1d% depth_to %2d%
Gets colpoint data depth value.
Param 1: pointer to colpoint data
Param 2: var to store value
0D3F=10,find_intersrction_between_circles %1d% %2d% %3d% and %4d% %5d% %6d% store_point1_to %7d% %8d% point2_to %9d% %10d%
Finds intersrction coordinaes between tow circles.
Param 1: circleA X
Param 2: circleA Y
Param 3: circleA radius
Param 4: circleB X
Param 5: circleB Y
Param 6: circleB radius
Param 7: var to store first intersection point X
Param 8: var to store first intersection point Y
Param 9: var to store second intersection point X
Param 10: var to store second intersection point Y
0D40=8,draw_2d_shape_type %3d% texture %4d% numVerts %2d% pVerts %1d% vertexAlpha %5d% srcBlend %6d% dstBlend %7d% priority %8d%
Draws 2D shape.
Param 1: pointer to vertex buffer, use STD_VERTEX_BUFFER to use standart vertex buffer
Param 2: number if vertices, maximal number is 100
Param 3: shape type, see Primitive types in stdc
Param 4: texture, use NULL if you want to draw without texture
Param 5: enable vertex alpha
Param 6: source-blending, see Blend values in stdc
Param 7: destination-blending, see Blend values in stdc
Param 8: drawing priority, Shape priority in stdc
0D41=14,set_vertices %1d% vertex %2d% xyz %5d% %6d% %7d% rhw %8d% RGBA %9d% %10d% %11d% %12d% uv %13d% %14d% invertX %3d% invertY %4d%
Sets vertex params.
Param 1: pointer to vertex buffer, use STD_VERTEX_BUFFER to use standart vertex buffer
Param 2: vertex ID, start index is 1
Param 3: invert on X
Param 4: invert on Y
Param 5: X coord
Param 6: Y coord
Param 7: Z coord
Param 8: RHW
Param 9: red
Param 10: green
Param 11: blue
Param 12: alpha
Param 13: u-coord of texture
Param 14: v-coord of texture
0D42=2,load_txd %1s% from %2s%
Lods txd from file.
Param 1: name for new txd
Param 2: file path
0D43=2,%2d% = txd %1s% id
Gets txd's id.
Param 1: txd name
Param 2: var to store id
0D44=3,%3d% = find_texture %1s% in_dictionary_named %2s% // IF and SET
Finds texture in txd.
Param 1: texture name
Param 2: txd name
Param 3: var to store texture
Condition: returns true if texture was found
0D45=5,rotate_2d_vertices_shape %1d% num_verts %2d% aroundXY %3d% %4d% angle %5d%
Rotates vetices of 2D shape around point.
Param 1: pointer to vertex buffer
Param 2: number of vertices
Param 3: point X
Param 4: point Y
Param 5: angle (in degrees)
0D46=3,%3d% = find_texture %1s% in_dictionary_with_id %2d% // IF and SET
Finds texture in txd.
Param 1: texture name
Param 2: txd id
Param 3: var to store texture
Condition: returns true if texture was found
0D47=2,%2d% = model %1d% txd_id
Gets txd's id for model.
Param 1: model id
Param 2: var to store txd id
0D48=2,%2d% = model %1d% crc32_key
Gets model's CRC32 key.
Param 1: model id
Param 2: var to store key
0D49=3, %3d% = compare_strings %1s% %2s% // IF and SET
Compares two strings.
Param 1: string/pointer to string
Param 2: string/pointer to string
Condition: returns true if strings are equal
0D4A=2,concatenate_strings %1d% %2s%
Concatenate strings.
Param 1: pointer to string
Param 2: string/pointer to string
0D4B=3, %3d% = locate_substring %1d% %2s% // IF and SET
Finds the first occurrence of a string.
Param 1: pointer to string
Param 2: string/pointer to string
Param 3: var to store pointer to string
Condition: returns true if occurence was found
0D4C=2,%2d% = string %1s% length
Gets string length.
Param 1: string/pointer to string
Param 2: var to store length
0D4D=2,copy_string %1s% to %2s%
Copies string to another string
Param 1: string/pointer to string
Param 2: string/poiner to string
0D4E=4,%4d% = struct %1d% offset %2d% size %3d%
Gets value at struct offset.
Param 1: pointer to struct
Param 2: offset (in bytes)
Param 3: size (BYTE/WORD/DWORD)
Param 4: var to store value
0D4F=4,struct %1d% offset %2d% size %3d% = %4d%
Sets value at struct offset.
Param 1: pointer to struct
Param 2: offset (in bytes)
Param 3: size (BYTE/WORD/DWORD)
Param 4: value
0D50=14,draw_shadow_type %1d% position %2d% %3d% %4d% width %5d% height %6d% rotation %7d% distance %8d% texture %9d% intensity %10d% RGB %11d% %12d% %13d% shadow_data %14d%
Draws shadow.
Param 1: shadow type, see Shadow types in stdc
Param 2: position X
Param 3: position Y
Param 4: position Z
Param 5: width
Param 6: height
Param 7: rotation (in degrees)
Param 8: z-distance
Param 9: texture (you can also use some default shadow textures, see Shadow textures in stdc)
Param 10: intensity
Param 11: red
Param 12: green
Param 13: blue
Param 14: pointer to shadow data (use NULL is shadow don't use shadow data)
0D51=14,draw_permanent_shadow_type %1d% position %2d% %3d% %4d% width %5d% height %6d% rotation %7d% distance %8d% texture %9d% intensity %10d% RGB %11d% %12d% %13d% time %14d%
Draws permanent shadow.
Param 1: shadow type, see Shadow types in stdc
Param 2: position X
Param 3: position Y
Param 4: position Z
Param 5: width
Param 6: height
Param 7: rotation (in degrees)
Param 8: z-distance
Param 9: texture (you can also use some default shadow textures, see Shadow textures in stdc)
Param 10: intensity
Param 11: red
Param 12: green
Param 13: blue
Param 14: time (ms)
0D52=12,draw_light_type %1d% position %2d% %3d% %4d% direction %5d% %6d% %7d% radius %8d% RGBA %9d% %10d% %11d% affect_entity %12d%
Draws light.
Param 1: light type, see Light types in stdc
Param 2: position X
Param 3: position Y
Param 4: position Z
Param 5: direction X
Param 6: direction Y
Param 7: direction Z
Param 8: radius
Param 9: red
Param 10: green
Param 11: blue
Param 12: affected entity (use NULL if there's no entity to be affected)
0D53=10,draw_corona_with_texture %1d% color %2d% %3d% %4d% %5d% on_entity %6d% at %7d% %8d% %9d% size %10d%
Draws corona.
Param 1: textue (you can also use some default corona textures, see Corona textures in stdc)
Param 2: red
Param 3: green
Param 4: blue
Param 5: alpha
Param 6: enity (use NULL if there is no entity)
Param 7: X position
Param 8: Y position
Param 9: Z position
Param 10: size
0D54=18,draw_corona_with_extra_params_texture %1d% color %2d% %3d% %4d% %5d% on_entity %6d% at %7d% %8d% %9d% size %10d% far_clip %11d% near_clip %12d% flare %13d% enable_reflection %14d% check_obstacles %15d% flash_while_fading %16d% fade_speed %17d% only_from_below %18d%
Draws corona with some extra parameters.
Param 1: textue (you can also use some default corona textures, see Corona textures in stdc)
Param 2: red
Param 3: green
Param 4: blue
Param 5: alpha
Param 6: enity (use NULL if there is no entity)
Param 7: X position
Param 8: Y position
Param 9: Z position
Param 10: size
Param 11: far clip
Param 12: near clip
Param 13: flare type
Param 14: enable reflection at wet weather
Param 15: check obstacles
Param 16: flash while fading
Param 17: fade speed
Param 18: is seen only from below
0D55=6,get_sun_colors_core_to %1d% %2d% %3d% glow_to %4d% %5d% %6d%
Gets sun colors.
Param 1: var to store sun core red
Param 2: var to store sun core green
Param 3: var to store sun core blue
Param 4: var to store sun glow red
Param 5: var to store sun glow green
Param 6: var to store sun glow blue
0D56=2,get_sun_screen_coords_XY_to %1d% %2d%
Gets sun 2D position.
Param 1: var to store X position
Param 2: var to store Y position
0D57=3,get_sun_position_to %1d% %2d% %3d% // IF and SET
Gets sun 3D position.
Param 1: var to store X position
Param 2: var to store Y position
Param 3: var to store Z position
Returns true, if sun can be shown at the sky
0D58=2,get_sun_size_core_to %1d% glow_to %2d%
Gets sun size.
Param 1: var to store sun core size
Param 1: var to store sun glow size
0D59=1,%1d% = current_weather
Gets current weather.
Param 1: var to store weather id
0D5A=2,get_trafficlights_type_NS_current_color_to %1d% type_WE_current_color_to %2d%
Gets trafficlight colors.
Param 1: var to store color of NS trafficlights
Param 2: var to store color of WE trafficlights
0D5B=12,draw_spotlight_from %1d% %2d% %3d% to %4d% %5d% %6d% base_radius %7d% target_radius %8d% enable_shadow %9d% shadow_intensity %10d% flag1 %11d% flag2 %12d%
Draws spotlight.
Param 1: origin X
Param 2: origin Y
Param 3: origin Z
Param 4: target X
Param 5: target Y
Param 6: target Z
Param 7: base radius
Param 8: target radius
Param 9: draw shadow at target place
Param 10: intensity of shadow
Param 11: flag1
Param 12: flag2
0D5C=3,%3d% = get_car %1d% light %2d% damage_state
Gets car light damaging state.
Param 1: car handle
Param 2: car light, see Light types in stdc
Param 3: var to store light damaging state, see Light states in stdc
0D5D=3,set_car %1d% light %2d% damage_state %3d%
Sets car light damaging state.
Param 1: car handle
Param 2: car light, see Light types in stdc
Param 3: light damaging state, see Light states in stdc
0D5E=3,get_vehicle %1d% class_to %2d% subclass_to %3d%
Gets vehicle class and subclass.
Param 1: vehicle handle
Param 2: var to store vehicle's class, see Vehicle classes in stdc
Param 3: var to store vehicle's subclass, see Vehicle classes in stdc
0D5F=7,get_vehicle %1d% dummy_element %2d% position %3d% to %5d% %6d% %7d% invert_x %4d%
Gets vehicle dummy position.
Param 1: car handle
Param 2: dummy element, see Vehicle dummies in stdc
Param 3: position type, see Position type in stdc
0D60=10,create_projectile_type %1d% launched_from_entity %2d% origin %3d% %4d% %5d% target %6d% %7% %8d% target_entity %9d% force %10d% // IF and SET
Creates projectile.
Param 1: projectile type, see Projectile types in stdc
Param 2: pointer to entity struct
Param 3: origin X
Param 4: origin Y
Param 5: origin Z
Param 6: target X
Param 7: target Y
Param 8: target Z
Param 9: pointer to struct or NULL
Param 10: force
Condition: returns true if projectile was created
0D61=3, %3d% = load_texture_from %1s% with_mask %2s% // IF and SET
Loads texture from BMP file. Can be used with texturememory option to load file from memory.
Param 1: file path (or pointer to file dump).....................................[text][p text][string var][p]
Param 2: file path (or pointer to file dump) or NULL, used as alpha mask.........[text][p text][string var][p][NULL]
Param 3: var to store texture....................................................[var: t]
Condition: returns true if texture limit isn't reached (1000)
0D62=2,set_car %1d% remap_texture %2d%
Sets car remap (paintjob texture), which are textures with remap_ prefix.
Param 1: car handle..............................................................[h car]
Param 2: texture, use NULL if you want to set default texture....................[t][NULL]
0D63=5,set_car %1d% color %2d% RGB %3d% %4d% %5d%
Sets car color.
Param 1: car hanle...............................................................[h car]
Param 2: car color, see Car colors in stdc.......................................[int Car colors]
Param 3: red.....................................................................[int]
Param 4: green...................................................................[int]
Param 5: blue....................................................................[int]
0D64=2, %2d% = load_texture_png_from %1s% // IF and SET
Loads texture from PNG file. Can be used with texturememory option to load file from memory.
Param 1: file path (or pointer to file dump).....................................[text][p text][string var][p]
Param 2: var to store texture....................................................[var: t]
Condition: returns true if texture limit isn't reached (1000)
0D65=6,print %1s% at %2d% %3d% scale %4d% %5d% style %6d%
Prints a text into display ("light" version).
Param 1: text to show............................................................[text][p text][string var]
Param 2: screen X coord..........................................................[float]
Param 3: screen Y coord..........................................................[float]
Param 4: width...................................................................[float]
Param 5: height..................................................................[float]
Param 6: font type, see Font styles in stdc......................................[int Font styles]
0D66=25,print %1s% at %2d% %3d% scale %4d% %5d% style %6d% prop %7d% align %8d% wrap %9d% justify %10d% color %11d% %12d% %13d% %14d% outline %15d% shadow %16d% dropColor %17d% %18d% %19d% %20d% background %21d% backColor %22d% %23d% %24d% %25d%
Prints a text into display.
Param 1: text to show............................................................[text][p text][string var]
Param 2: screen X coord..........................................................[float]
Param 3: screen Y coord..........................................................[float]
Param 4: width...................................................................[float]
Param 5: height..................................................................[float]
Param 6: font type, see Font styles in stdc......................................[int Font styles]
Param 7: use proportional values.................................................[int TRUE/FALSE]
Param 8: text alignment, see Text alignment in stdc..............................[int Text alignment]
Param 9: text wrap (line range - screen X coord (f.e: X=100.0, wrap=700.0))......[float]
Param 10: text justify...........................................................[int TRUE/FALSE]
Param 11: text color R...........................................................[int]
Param 12: text color G...........................................................[int]
Param 13: text color B...........................................................[int]
Param 14: text color A...........................................................[int]
Param 15: outline size, use 0 to disable.........................................[int]
Param 16: shadow size, use 0 to disable. Text can't use shadow with outline ast..[int]
Param 17: outline/shadow color R.................................................[int]
Param 18: outline/shadow color G.................................................[int]
Param 19: outline/shadow color B.................................................[int]
Param 20: outline/shadow color A.................................................[int]
Param 21: draw background rectangle..............................................[int TRUE/FALSE]
Param 22: background color R.....................................................[int]
Param 23: background color G.....................................................[int]
Param 24: background color B.....................................................[int]
Param 25: background color A.....................................................[int]
0D67=2,set_audiostream %1d% position_time %2d%
Sets audiostream time position.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: time in seconds.........................................................[float]
0D68=2,%2d% = get_audiostream %1d% position_time
Gets audiostream time position.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: var to store audiostream time position..................................[var: float]
0D69=4,%4d% = set_audiostream %1d% effect %2d% priority %3d%
Sets audiostream effect.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: effect type, see Audiostream effects in stdc............................[int Audiostream effects]
Param 3: effect priority.........................................................[int]
Param 4: var to store created audiostream effect.................................[var: h audiostreameffect]
See BASS_ChannelSetFX in BASS documentation to get more info.
0D6A=2,remove_audiostream %1d% effect %2d%
Removes audiostream effect.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: audiostream effect handle...............................................[h audiostreameffect]
See BASS_ChannelRemoveFX in BASS documentation to get more info.
0D6B=2,set_audiostream_effect %1d% parameters_from_buf %2d%
Sets audiostream effect parameters.
Param 1: audiostream effect handle...............................................[h audiostreameffect]
Param 2: pointer to parameters structure.........................................[p]
See BASS_FXSetParameters in BASS documentation to get more info.
0D6C=2,get_audiostream_effect %1d% parameters_to_buf %2d%
Stores audiostream effect parameters.
Param 1: audiostream effect handle...............................................[h audiostreameffect]
Param 2: pointer to parameters structure to fill.................................[p]
See BASS_FXGetParameters in BASS documentation to get more info.
0D6D=1,reset_audiostream_effect %1d%
Resets audiostream effect. This doesn't work with audiostream handle.
Param 1: audiostream effect handle...............................................[h audiostreameffect]
See BASS_FXReset in BASS documentation to get more info.
0D6E=3,set_audiostream %1d% attribute %2d% to %3d%
Sets audiostream attribute value.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: an attribute to set, see Audiostream attributes in stdc.................[int Audiostream attributes]
Param 3: attribute value.........................................................[float]
See BASS_ChannelSetAttribute in BASS documentation to get more info.
Notice MUSIC attributes won't work with CLEO audiostreams.
0D6F=3,%3d% = get_audiostream %1d% attribute %2d%
Gets audiostream attribute value.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: an attribute, see Audiostream attributes in stdc........................[int Audiostream attributes]
Param 3: var to store attribute value............................................[var: float]
See BASS_ChannelGetAttribute in BASS documentation to get more info.
Notice MUSIC attributes won't work with CLEO audiostreams.
0D70=7,set_3d_audiostream %1d% _3d_attributes_mode %2d% min %3d% max %4d% iangle %5d% oangle %6d% outvol %7d%
Sets 3d audiostream attributes. This works only with audiostreams loaded with 0AC1.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: mode, see 3d audiostream modes in stdc..................................[int 3d audiostream modes]
Param 3: min.....................................................................[float]
Param 4: max.....................................................................[float]
Param 5: iangle..................................................................[int]
Param 6: oangle..................................................................[int]
Param 7: outvol..................................................................[float]
See BASS_ChannelSet3DAttributes in BASS documentation to get more info.
Notice MUSIC attributes won't work with CLEO audiostreams.
0D71=7,get_3d_audiostream %1d% _3d_attributes_mode_to %2d% min_to %3d% max_to %4d% iangle_to %5d% oangle_to %6d% outvol_to %7d%
Gets 3d audiostream attributes. This works only with audiostreams loaded with 0AC1.
Param 1: audiostream handle......................................................[h audiostream]
Param 2: var to store mode, see 3d audiostream modes in stdc.....................[var: int 3d audiostream modes]
Param 3: var to store min........................................................[var: float]
Param 4: var to store max........................................................[var: float]
Param 5: var to store iangle.....................................................[var: int]
Param 6: var to store oangle.....................................................[var: int]
Param 7: var to store outvol.....................................................[var: float]
See BASS_ChannelGet3DAttributes in BASS documentation to get more info.
Notice MUSIC attributes won't work with CLEO audiostreams.
0D72=3,get_sfx_volume_to %2d% radio_volume_to %3d% type %1d%
Gets game sfx and radio volume.
Param 1: value type to return, see Param types in stdc. If using TYPE INT, it ...[int Param types]
.........returns a value in ranges 0...64. If using TYPE_FLOAT, it returns a.....
.........value in ranges 0.0...1.0...............................................
Param 2: var to store sfx volume, or NULL if this value is not needed............[var: int|float]
Param 3: var to store radio volume, or NULL if this value is not needed..........[var: int|float]
0D73=3,get_screen_width_to %2d% height_to %3d% type %1d%
Gets game sfx and radio volume.
Param 1: value type to return, see Param types in stdc...........................[int Param types]
Param 2: var to store screen width, or NULL if this value is not needed..........[var: int|float]
Param 3: var to store screen height, or NULL if this value is not needed.........[var: int|float]