**NewOpcodes.cleo help file**

**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.

Param 1: file path

Param 2: file path or NULL, used as alpha mask

Param 3: var to store texture

**0D62=2,set_car %1d% remap_texture %2d%**

Sets car remap (paintjob texture), which are textures with remap_ prefix.

Param 1: car handle

Param 2: texture, use NULL if you want to set default texture

**0D63=5,set_car %1d% color %2d% RGB %3d% %4d% %5d%**

Sets car color.

Param 1: car hanle

Param 2: car color, see Car colors in stdc

Param 3: red

Param 4: green

Param 5: blue

esto soluciona el problema de la inclinacion hacia adelante de los vehiculos?

ReplyDeleteHow to open file newOpcodes.cleo and IvLM.cs for look???

ReplyDeleteYou need to install newOpcodes first.

DeleteI haven't coded with cleo in 3 years, is there any possible way we could get a code example of rotating and/or moving a new node, or by chance would you know of an existing example? ..and for new dummies, we add that via model data and hierarchy in the 3d app before export to dff correct?

ReplyDeletehow to add newOpcodes

ReplyDeleteacabo de instalar gta sa le puse el imvehlm de dk22pac y se me sale tengo la version de cleo 4.1.130f o algo asi

ReplyDeleteacabo de instalar gta sa le puse el imvehlm de dk22pac y se me sale tengo la version de cleo 4.1.130f o algo asi

ReplyDeleteHello Mr. dk22

ReplyDeleteI thank you because you've designed a opcode that's helped me build my game GTA

I could movable components machines by using your opcode

Only now I have a problem, please help me

I want to write code that can do object connected to car component, so that when that move part of the car, such as dump trailers, object move with that part of the car

This mod is very important for me, please help me

This e-mail me, please email me the answer

alishmas3349@gmail.com

I want to be associated with you in the way of disigne my game to help me

I'm sorry because my English is not so good.

very very very Thanks