---
title: "载具 Car"
description: "车辆创建 / 驾驶 / 状态 / 改装"
---

---
title: 载具 Car
description: 车辆创建 / 驾驶 / 状态 / 改装
---

`sa` · 扩展 `default` · SCM 原生命令

共 196 条。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 创建车辆

<Opcode id="00A5" name="CREATE_CAR" member="Car.Create">
在坐标用指定模型创建车辆。

```text
00A5 CREATE_CAR
in: modelId, x, y, z
out: handle
```

```lua
local handle = createCar(modelId, x, y, z)
```

```js
Car.create(modelId, x, y, z)
```
</Opcode>

## 删除车辆

<Opcode id="00A6" name="DELETE_CAR" member="Car.Delete">
从游戏中移除车辆。

```text
00A6 DELETE_CAR
in: self
```

```lua
deleteCar(self)
```

```js
Car.delete(self)
```
</Opcode>

## 驶向坐标

<Opcode id="00A7" name="CAR_GOTO_COORDINATES" member="Car.GotoCoordinates">
AI 任意方式驶向坐标。

```text
00A7 CAR_GOTO_COORDINATES
in: self, x, y, z
```

```lua
carGotoCoordinates(self, x, y, z)
```

```js
Car.gotoCoordinates(self, x, y, z)
```
</Opcode>

## 漫无驾驶

<Opcode id="00A8" name="CAR_WANDER_RANDOMLY" member="Car.WanderRandomly">
清任务并漫游驾驶。

```text
00A8 CAR_WANDER_RANDOMLY
in: self
```

```lua
carWanderRandomly(self)
```

```js
Car.wanderRandomly(self)
```
</Opcode>

## 设空闲

<Opcode id="00A9" name="CAR_SET_IDLE" member="Car.SetIdle">
设为空闲任务，停止驾驶。

```text
00A9 CAR_SET_IDLE
in: self
```

```lua
carSetIdle(self)
```

```js
Car.setIdle(self)
```
</Opcode>

## 取坐标

<Opcode id="00AA" name="GET_CAR_COORDINATES" member="Car.GetCoordinates">
取车辆坐标。

```text
00AA GET_CAR_COORDINATES
in: self
out: x, y, z
```

```lua
local x, y, z = getCarCoordinates(self)
```

```js
Car.getCoordinates(self)
```
</Opcode>

## 设坐标

<Opcode id="00AB" name="SET_CAR_COORDINATES" member="Car.SetCoordinates">
放到指定坐标。

```text
00AB SET_CAR_COORDINATES
in: self, x, y, z
```

```lua
setCarCoordinates(self, x, y, z)
```

```js
Car.setCoordinates(self, x, y, z)
```
</Opcode>

## 巡航速度

<Opcode id="00AD" name="SET_CAR_CRUISE_SPEED" member="Car.SetCruiseSpeed">
设最高速度。

```text
00AD SET_CAR_CRUISE_SPEED
in: self, maxSpeed
```

```lua
setCarCruiseSpeed(self, maxSpeed)
```

```js
Car.setCruiseSpeed(self, maxSpeed)
```
</Opcode>

## 驾驶风格

<Opcode id="00AE" name="SET_CAR_DRIVING_STYLE" member="Car.SetDrivingStyle">
设 AI 驾驶行为。

```text
00AE SET_CAR_DRIVING_STYLE
in: self, drivingStyle
```

```lua
setCarDrivingStyle(self, drivingStyle)
```

```js
Car.setDrivingStyle(self, drivingStyle)
```
</Opcode>

## 驾驶任务类型

<Opcode id="00AF" name="SET_CAR_MISSION" member="Car.SetMission">
设 AI 驾驶任务类型。

```text
00AF SET_CAR_MISSION
in: self, carMission
```

```lua
setCarMission(self, carMission)
```

```js
Car.setMission(self, carMission)
```
</Opcode>

## 是否在 2D 区

<Opcode id="00B0" name="IS_CAR_IN_AREA_2D" member="Car.IsInArea2D">
用在 if：是否在 2D 区内。

```text
00B0 IS_CAR_IN_AREA_2D
in: self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere
```

```lua
isCarInArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere)
```

```js
Car.isInArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere)
```
</Opcode>

## 是否在 3D 区

<Opcode id="00B1" name="IS_CAR_IN_AREA_3D" member="Car.IsInArea3D">
用在 if：是否在 3D 区内。

```text
00B1 IS_CAR_IN_AREA_3D
in: self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere
```

```lua
isCarInArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere)
```

```js
Car.isInArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere)
```
</Opcode>

## 是否已毁

<Opcode id="0119" name="IS_CAR_DEAD" member="Car.IsDead">
用在 if：句柄无效或车已毁。

```text
0119 IS_CAR_DEAD
in: handle
```

```lua
isCarDead(handle)
```

```js
Car.isDead(handle)
```
</Opcode>

## 是否指定模型

<Opcode id="0137" name="IS_CAR_MODEL" member="Car.IsModel">
用在 if：是否为指定模型。

```text
0137 IS_CAR_MODEL
in: self, modelId
```

```lua
isCarModel(self, modelId)
```

```js
Car.isModel(self, modelId)
```
</Opcode>

## 取朝向

<Opcode id="0174" name="GET_CAR_HEADING" member="Car.GetHeading">
取朝向（Z 角）。

```text
0174 GET_CAR_HEADING
in: self
out: heading
```

```lua
local heading = getCarHeading(self)
```

```js
Car.getHeading(self)
```
</Opcode>

## 设朝向

<Opcode id="0175" name="SET_CAR_HEADING" member="Car.SetHeading">
设朝向（Z 角）。

```text
0175 SET_CAR_HEADING
in: self, heading
```

```lua
setCarHeading(self, heading)
```

```js
Car.setHeading(self, heading)
```
</Opcode>

## 生命是否更高

<Opcode id="0185" name="IS_CAR_HEALTH_GREATER" member="Car.IsHealthGreater">
用在 if：生命是否高于指定值。

```text
0185 IS_CAR_HEALTH_GREATER
in: self, health
```

```lua
isCarHealthGreater(self, health)
```

```js
Car.isHealthGreater(self, health)
```
</Opcode>

## 是否卡在车顶

<Opcode id="018F" name="IS_CAR_STUCK_ON_ROOF" member="Car.IsStuckOnRoof">
用在 if：翻车超过约 2 秒（需 0190）。

```text
018F IS_CAR_STUCK_ON_ROOF
in: self
```

```lua
isCarStuckOnRoof(self)
```

```js
Car.isStuckOnRoof(self)
```
</Opcode>

## 启用翻车检测

<Opcode id="0190" name="ADD_UPSIDEDOWN_CAR_CHECK" member="Car.AddUpsidedownCheck">
启用翻车检测。

```text
0190 ADD_UPSIDEDOWN_CAR_CHECK
in: self
```

```lua
addUpsidedownCarCheck(self)
```

```js
Car.addUpsidedownCheck(self)
```
</Opcode>

## 关闭翻车检测

<Opcode id="0191" name="REMOVE_UPSIDEDOWN_CAR_CHECK" member="Car.RemoveUpsidedownCheck">
关闭翻车检测（0190）。

```text
0191 REMOVE_UPSIDEDOWN_CAR_CHECK
in: self
```

```lua
removeUpsidedownCarCheck(self)
```

```js
Car.removeUpsidedownCheck(self)
```
</Opcode>

## 2D 区停下

<Opcode id="01AB" name="IS_CAR_STOPPED_IN_AREA_2D" member="Car.IsStoppedInArea2D">
用在 if：是否在 2D 区内停下。

```text
01AB IS_CAR_STOPPED_IN_AREA_2D
in: self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere
```

```lua
isCarStoppedInArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere)
```

```js
Car.isStoppedInArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere)
```
</Opcode>

## 3D 区停下

<Opcode id="01AC" name="IS_CAR_STOPPED_IN_AREA_3D" member="Car.IsStoppedInArea3D">
用在 if：是否在 3D 区内停下。

```text
01AC IS_CAR_STOPPED_IN_AREA_3D
in: self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere
```

```lua
isCarStoppedInArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere)
```

```js
Car.isStoppedInArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere)
```
</Opcode>

## 靠近 2D

<Opcode id="01AD" name="LOCATE_CAR_2D" member="Car.Locate2D">
用在 if：是否在点的 2D 半径内。

```text
01AD LOCATE_CAR_2D
in: self, x, y, xRadius, yRadius, drawSphere
```

```lua
locateCar2D(self, x, y, xRadius, yRadius, drawSphere)
```

```js
Car.locate2D(self, x, y, xRadius, yRadius, drawSphere)
```
</Opcode>

## 停下靠近 2D

<Opcode id="01AE" name="LOCATE_STOPPED_CAR_2D" member="Car.LocateStopped2D">
用在 if：是否在点的 2D 半径内停下。

```text
01AE LOCATE_STOPPED_CAR_2D
in: self, x, y, xRadius, yRadius, drawSphere
```

```lua
locateStoppedCar2D(self, x, y, xRadius, yRadius, drawSphere)
```

```js
Car.locateStopped2D(self, x, y, xRadius, yRadius, drawSphere)
```
</Opcode>

## 靠近 3D

<Opcode id="01AF" name="LOCATE_CAR_3D" member="Car.Locate3D">
用在 if：是否在点的 3D 半径内。

```text
01AF LOCATE_CAR_3D
in: self, x, y, z, xRadius, yRadius, zRadius, drawSphere
```

```lua
locateCar3D(self, x, y, z, xRadius, yRadius, zRadius, drawSphere)
```

```js
Car.locate3D(self, x, y, z, xRadius, yRadius, zRadius, drawSphere)
```
</Opcode>

## 停下靠近 3D

<Opcode id="01B0" name="LOCATE_STOPPED_CAR_3D" member="Car.LocateStopped3D">
用在 if：是否在点半径内停下。

```text
01B0 LOCATE_STOPPED_CAR_3D
in: self, x, y, z, xRadius, yRadius, zRadius, drawSphere
```

```lua
locateStoppedCar3D(self, x, y, z, xRadius, yRadius, zRadius, drawSphere)
```

```js
Car.locateStopped3D(self, x, y, z, xRadius, yRadius, zRadius, drawSphere)
```
</Opcode>

## 是否静止

<Opcode id="01C1" name="IS_CAR_STOPPED" member="Car.IsStopped">
用在 if：是否静止。

```text
01C1 IS_CAR_STOPPED
in: self
```

```lua
isCarStopped(self)
```

```js
Car.isStopped(self)
```
</Opcode>

## 可卸载

<Opcode id="01C3" name="MARK_CAR_AS_NO_LONGER_NEEDED" member="Car.MarkAsNoLongerNeeded">
允许按需删除，并从任务清理列表移除。

```text
01C3 MARK_CAR_AS_NO_LONGER_NEEDED
in: self
```

```lua
markCarAsNoLongerNeeded(self)
```

```js
Car.markAsNoLongerNeeded(self)
```
</Opcode>

## 乘客人数

<Opcode id="01E9" name="GET_NUMBER_OF_PASSENGERS" member="Car.GetNumberOfPassengers">
当前乘客人数。

```text
01E9 GET_NUMBER_OF_PASSENGERS
in: self
out: count
```

```lua
local count = getNumberOfPassengers(self)
```

```js
Car.getNumberOfPassengers(self)
```
</Opcode>

## 最大载客

<Opcode id="01EA" name="GET_MAXIMUM_NUMBER_OF_PASSENGERS" member="Car.GetMaximumNumberOfPassengers">
最大载客数。

```text
01EA GET_MAXIMUM_NUMBER_OF_PASSENGERS
in: self
out: count
```

```lua
local count = getMaximumNumberOfPassengers(self)
```

```js
Car.getMaximumNumberOfPassengers(self)
```
</Opcode>

## 设加重

<Opcode id="01EC" name="SET_CAR_HEAVY" member="Car.SetHeavy">
是否加重。

```text
01EC SET_CAR_HEAVY
in: self, state
```

```lua
setCarHeavy(self, state)
```

```js
Car.setHeavy(self, state)
```
</Opcode>

## 是否腾空

<Opcode id="01F3" name="IS_CAR_IN_AIR_PROPER" member="Car.IsInAirProper">
用在 if：是否腾空。

```text
01F3 IS_CAR_IN_AIR_PROPER
in: self
```

```lua
isCarInAirProper(self)
```

```js
Car.isInAirProper(self)
```
</Opcode>

## 是否翻车

<Opcode id="01F4" name="IS_CAR_UPSIDEDOWN" member="Car.IsUpsidedown">
用在 if：是否翻车。

```text
01F4 IS_CAR_UPSIDEDOWN
in: self
```

```lua
isCarUpsidedown(self)
```

```js
Car.isUpsidedown(self)
```
</Opcode>

## 车门锁

<Opcode id="020A" name="LOCK_CAR_DOORS" member="Car.LockDoors">
车门锁状态。

```text
020A LOCK_CAR_DOORS
in: self, lockStatus
```

```lua
lockCarDoors(self, lockStatus)
```

```js
Car.lockDoors(self, lockStatus)
```
</Opcode>

## 引爆

<Opcode id="020B" name="EXPLODE_CAR" member="Car.Explode">
引爆车辆。

```text
020B EXPLODE_CAR
in: self
```

```lua
explodeCar(self)
```

```js
Car.explode(self)
```
</Opcode>

## 是否正立

<Opcode id="020D" name="IS_CAR_UPRIGHT" member="Car.IsUpright">
用在 if：是否正立。

```text
020D IS_CAR_UPRIGHT
in: self
```

```lua
isCarUpright(self)
```

```js
Car.isUpright(self)
```
</Opcode>

## 出租顶灯

<Opcode id="0216" name="SET_TAXI_LIGHTS" member="Car.SetTaxiLights">
出租车顶灯。

```text
0216 SET_TAXI_LIGHTS
in: self, state
```

```lua
setTaxiLights(self, state)
```

```js
Car.setTaxiLights(self, state)
```
</Opcode>

## 设生命

<Opcode id="0224" name="SET_CAR_HEALTH" member="Car.SetHealth">
设生命。

```text
0224 SET_CAR_HEALTH
in: self, health
```

```lua
setCarHealth(self, health)
```

```js
Car.setHealth(self, health)
```
</Opcode>

## 取生命

<Opcode id="0227" name="GET_CAR_HEALTH" member="Car.GetHealth">
取生命。

```text
0227 GET_CAR_HEALTH
in: self
out: health
```

```lua
local health = getCarHealth(self)
```

```js
Car.getHealth(self)
```
</Opcode>

## 改颜色

<Opcode id="0229" name="CHANGE_CAR_COLOUR" member="Car.ChangeColor">
设主副色。

```text
0229 CHANGE_CAR_COLOUR
in: self, color1, color2
```

```lua
changeCarColour(self, color1, color2)
```

```js
Car.changeColor(self, color1, color2)
```
</Opcode>

## 喷漆是否改色

<Opcode id="0294" name="SET_CAN_RESPRAY_CAR" member="Car.SetCanRespray">
喷漆店不改色。

```text
0294 SET_CAN_RESPRAY_CAR
in: self, changeColors
```

```lua
setCanResprayCar(self, changeColors)
```

```js
Car.setCanRespray(self, changeColors)
```
</Opcode>

## 仅玩家可伤

<Opcode id="02AA" name="SET_CAR_ONLY_DAMAGED_BY_PLAYER" member="Car.SetOnlyDamagedByPlayer">
除玩家外几乎全免疫。

```text
02AA SET_CAR_ONLY_DAMAGED_BY_PLAYER
in: self, state
```

```lua
setCarOnlyDamagedByPlayer(self, state)
```

```js
Car.setOnlyDamagedByPlayer(self, state)
```
</Opcode>

## 伤害免疫

<Opcode id="02AC" name="SET_CAR_PROOFS" member="Car.SetProofs">
设各类免疫。

```text
02AC SET_CAR_PROOFS
in: self, bulletProof, fireProof, explosionProof, collisionProof, meleeProof
```

```lua
setCarProofs(self, bulletProof, fireProof, explosionProof, collisionProof, meleeProof)
```

```js
Car.setProofs(self, bulletProof, fireProof, explosionProof, collisionProof, meleeProof)
```
</Opcode>

## 是否在水中

<Opcode id="02BF" name="IS_CAR_IN_WATER" member="Car.IsInWater">
用在 if：是否没入水中。

```text
02BF IS_CAR_IN_WATER
in: self
```

```lua
isCarInWater(self)
```

```js
Car.isInWater(self)
```
</Opcode>

## 精确驶向坐标

<Opcode id="02C2" name="CAR_GOTO_COORDINATES_ACCURATE" member="Car.GotoCoordinatesAccurate">
AI 遵守交规驶向坐标。

```text
02C2 CAR_GOTO_COORDINATES_ACCURATE
in: self, x, y, z
```

```lua
carGotoCoordinatesAccurate(self, x, y, z)
```

```js
Car.gotoCoordinatesAccurate(self, x, y, z)
```
</Opcode>

## 是否在屏上

<Opcode id="02CA" name="IS_CAR_ON_SCREEN" member="Car.IsOnScreen">
用在 if：是否可见。

```text
02CA IS_CAR_ON_SCREEN
in: self
```

```lua
isCarOnScreen(self)
```

```js
Car.isOnScreen(self)
```
</Opcode>

## 取速度

<Opcode id="02E3" name="GET_CAR_SPEED" member="Car.GetSpeed">
取速度。

```text
02E3 GET_CAR_SPEED
in: self
out: speed
```

```lua
local speed = getCarSpeed(self)
```

```js
Car.getSpeed(self)
```
</Opcode>

## 朝向 X

<Opcode id="02F8" name="GET_CAR_FORWARD_X" member="Car.GetForwardX">
朝向的 X 分量。

```text
02F8 GET_CAR_FORWARD_X
in: self
out: x
```

```lua
local x = getCarForwardX(self)
```

```js
Car.getForwardX(self)
```
</Opcode>

## 朝向 Y

<Opcode id="02F9" name="GET_CAR_FORWARD_Y" member="Car.GetForwardY">
朝向的 Y 分量。

```text
02F9 GET_CAR_FORWARD_Y
in: self
out: y
```

```lua
local y = getCarForwardY(self)
```

```js
Car.getForwardY(self)
```
</Opcode>

## 是否被武器打中

<Opcode id="031E" name="HAS_CAR_BEEN_DAMAGED_BY_WEAPON" member="Car.HasBeenDamagedByWeapon">
用在 if：是否被指定武器打中。

```text
031E HAS_CAR_BEEN_DAMAGED_BY_WEAPON
in: self, weaponType
```

```lua
hasCarBeenDamagedByWeapon(self, weaponType)
```

```js
Car.hasBeenDamagedByWeapon(self, weaponType)
```
</Opcode>

## 显隐

<Opcode id="0338" name="SET_CAR_VISIBLE" member="Car.SetVisible">
显隐车辆。

```text
0338 SET_CAR_VISIBLE
in: self, state
```

```lua
setCarVisible(self, state)
```

```js
Car.setVisible(self, state)
```
</Opcode>

## 警报器

<Opcode id="0397" name="SWITCH_CAR_SIREN" member="Car.SwitchSiren">
是否可触发警报。

```text
0397 SWITCH_CAR_SIREN
in: self, state
```

```lua
switchCarSiren(self, state)
```

```js
Car.switchSiren(self, state)
```
</Opcode>

## 水密

<Opcode id="039C" name="SET_CAR_WATERTIGHT" member="Car.SetWatertight">
水密：沉水时车内人不伤。

```text
039C SET_CAR_WATERTIGHT
in: self, state
```

```lua
setCarWatertight(self, state)
```

```js
Car.setWatertight(self, state)
```
</Opcode>

## 转向面对坐标

<Opcode id="039F" name="TURN_CAR_TO_FACE_COORD" member="Car.TurnToFaceCoord">
朝向正对 2D 坐标。

```text
039F TURN_CAR_TO_FACE_COORD
in: self, x, y
```

```lua
turnCarToFaceCoord(self, x, y)
```

```js
Car.turnToFaceCoord(self, x, y)
```
</Opcode>

## 设状态

<Opcode id="03A2" name="SET_CAR_STATUS" member="Car.SetStatus">
设车辆状态。

```text
03A2 SET_CAR_STATUS
in: self, status
```

```lua
setCarStatus(self, status)
```

```js
Car.setStatus(self, status)
```
</Opcode>

## 更耐碰撞

<Opcode id="03AB" name="SET_CAR_STRONG" member="Car.SetStrong">
是否更耐碰撞。

```text
03AB SET_CAR_STRONG
in: self, state
```

```lua
setCarStrong(self, state)
```

```js
Car.setStrong(self, state)
```
</Opcode>

## 是否明显损坏

<Opcode id="03C9" name="IS_CAR_VISIBLY_DAMAGED" member="Car.IsVisiblyDamaged">
用在 if：部件是否明显损坏/脱落。

```text
03C9 IS_CAR_VISIBLY_DAMAGED
in: self
```

```lua
isCarVisiblyDamaged(self)
```

```js
Car.isVisiblyDamaged(self)
```
</Opcode>

## 翻车不炸

<Opcode id="03ED" name="SET_UPSIDEDOWN_CAR_NOT_DAMAGED" member="Car.SetUpsidedownNotDamaged">
玩家不在车内时翻车不炸。

```text
03ED SET_UPSIDEDOWN_CAR_NOT_DAMAGED
in: self, state
```

```lua
setUpsidedownCarNotDamaged(self, state)
```

```js
Car.setUpsidedownNotDamaged(self, state)
```
</Opcode>

## 取颜色

<Opcode id="03F3" name="GET_CAR_COLOURS" member="Car.GetColors">
取主副色。

```text
03F3 GET_CAR_COLOURS
in: self
out: color1, color2
```

```lua
local color1, color2 = getCarColours(self)
```

```js
Car.getColors(self)
```
</Opcode>

## 是否可受伤

<Opcode id="03F5" name="SET_CAR_CAN_BE_DAMAGED" member="Car.SetCanBeDamaged">
是否可受伤。

```text
03F5 SET_CAR_CAN_BE_DAMAGED
in: self, state
```

```lua
setCarCanBeDamaged(self, state)
```

```js
Car.setCanBeDamaged(self, state)
```
</Opcode>

## 偏移世界坐标

<Opcode id="0407" name="GET_OFFSET_FROM_CAR_IN_WORLD_COORDS" member="Car.GetOffsetInWorldCoords">
按车身旋转取偏移世界坐标。

```text
0407 GET_OFFSET_FROM_CAR_IN_WORLD_COORDS
in: self, xOffset, yOffset, zOffset
out: x, y, z
```

```lua
local x, y, z = getOffsetFromCarInWorldCoords(self, xOffset, yOffset, zOffset)
```

```js
Car.getOffsetInWorldCoords(self, xOffset, yOffset, zOffset)
```
</Opcode>

## 抓地力

<Opcode id="0423" name="SET_CAR_TRACTION" member="Car.SetTraction">
覆盖 AI 车默认抓地 1.0。

```text
0423 SET_CAR_TRACTION
in: self, traction
```

```lua
setCarTraction(self, traction)
```

```js
Car.setTraction(self, traction)
```
</Opcode>

## 避开跨层

<Opcode id="0428" name="SET_CAR_AVOID_LEVEL_TRANSITIONS" member="Car.SetAvoidLevelTransitions">
是否避开跨层路径（0426）。

```text
0428 SET_CAR_AVOID_LEVEL_TRANSITIONS
in: self, state
```

```lua
setCarAvoidLevelTransitions(self, state)
```

```js
Car.setAvoidLevelTransitions(self, state)
```
</Opcode>

## 座位是否空

<Opcode id="0431" name="IS_CAR_PASSENGER_SEAT_FREE" member="Car.IsPassengerSeatFree">
用在 if：指定座位是否空。

```text
0431 IS_CAR_PASSENGER_SEAT_FREE
in: self, seat
```

```lua
isCarPassengerSeatFree(self, seat)
```

```js
Car.isPassengerSeatFree(self, seat)
```
</Opcode>

## 座位上的人

<Opcode id="0432" name="GET_CHAR_IN_CAR_PASSENGER_SEAT" member="Car.GetCharInPassengerSeat">
取座位上的角色句柄。

```text
0432 GET_CHAR_IN_CAR_PASSENGER_SEAT
in: self, seat
out: handle
```

```lua
local handle = getCharInCarPassengerSeat(self, seat)
```

```js
Car.getCharInPassengerSeat(self, seat)
```
</Opcode>

## 取车型

<Opcode id="0441" name="GET_CAR_MODEL" member="Car.GetModel">
取车型 ID。

```text
0441 GET_CAR_MODEL
in: self
out: modelId
```

```lua
local modelId = getCarModel(self)
```

```js
Car.getModel(self)
```
</Opcode>

## 快车道

<Opcode id="0466" name="SET_CAR_STAY_IN_FAST_LANE" member="Car.SetStayInFastLane">
是否尽量待在快车道。

```text
0466 SET_CAR_STAY_IN_FAST_LANE
in: self, state
```

```lua
setCarStayInFastLane(self, state)
```

```js
Car.setStayInFastLane(self, state)
```
</Opcode>

## 清武器伤害记录

<Opcode id="0468" name="CLEAR_CAR_LAST_WEAPON_DAMAGE" member="Car.ClearLastWeaponDamage">
清上次武器伤害记录（031E）。

```text
0468 CLEAR_CAR_LAST_WEAPON_DAMAGE
in: self
```

```lua
clearCarLastWeaponDamage(self)
```

```js
Car.clearLastWeaponDamage(self)
```
</Opcode>

## 取驾驶员

<Opcode id="046C" name="GET_DRIVER_OF_CAR" member="Car.GetDriver">
取驾驶员句柄。

```text
046C GET_DRIVER_OF_CAR
in: self
out: handle
```

```lua
local handle = getDriverOfCar(self)
```

```js
Car.getDriver(self)
```
</Opcode>

## 临时动作

<Opcode id="0477" name="SET_CAR_TEMP_ACTION" member="Car.SetTempAction">
AI 驾驶在车内做动作一段时间。

```text
0477 SET_CAR_TEMP_ACTION
in: self, actionId, time
```

```lua
setCarTempAction(self, actionId, time)
```

```js
Car.setTempAction(self, actionId, time)
```
</Opcode>

## 随机路线种子

<Opcode id="048B" name="SET_CAR_RANDOM_ROUTE_SEED" member="Car.SetRandomRouteSeed">
把车放到指定路线。

```text
048B SET_CAR_RANDOM_ROUTE_SEED
in: self, routeSeed
```

```lua
setCarRandomRouteSeed(self, routeSeed)
```

```js
Car.setRandomRouteSeed(self, routeSeed)
```
</Opcode>

## 是否着火

<Opcode id="0495" name="IS_CAR_ON_FIRE" member="Car.IsOnFire">
用在 if：是否着火。

```text
0495 IS_CAR_ON_FIRE
in: self
```

```lua
isCarOnFire(self)
```

```js
Car.isOnFire(self)
```
</Opcode>

## 轮胎是否瘪

<Opcode id="0496" name="IS_CAR_TYRE_BURST" member="Car.IsTireBurst">
用在 if：指定轮胎是否瘪。

```text
0496 IS_CAR_TYRE_BURST
in: self, tireId
```

```lua
isCarTyreBurst(self, tireId)
```

```js
Car.isTireBurst(self, tireId)
```
</Opcode>

## 设前进速度

<Opcode id="04BA" name="SET_CAR_FORWARD_SPEED" member="Car.SetForwardSpeed">
设车速。

```text
04BA SET_CAR_FORWARD_SPEED
in: self, forwardSpeed
```

```lua
setCarForwardSpeed(self, forwardSpeed)
```

```js
Car.setForwardSpeed(self, forwardSpeed)
```
</Opcode>

## 标记车队

<Opcode id="04BD" name="MARK_CAR_AS_CONVOY_CAR" member="Car.MarkAsConvoyCar">
标记为车队成员（跟 0994 路径）。

```text
04BD MARK_CAR_AS_CONVOY_CAR
in: self, state
```

```lua
markCarAsConvoyCar(self, state)
```

```js
Car.markAsConvoyCar(self, state)
```
</Opcode>

## 直线冲刺距离

<Opcode id="04E0" name="SET_CAR_STRAIGHT_LINE_DISTANCE" member="Car.SetStraightLineDistance">
AI 近目标时忽略路径直线冲。

```text
04E0 SET_CAR_STRAIGHT_LINE_DISTANCE
in: self, distance
```

```lua
setCarStraightLineDistance(self, distance)
```

```js
Car.setStraightLineDistance(self, distance)
```
</Opcode>

## 打开后备箱

<Opcode id="04E1" name="POP_CAR_BOOT" member="Car.PopBoot">
打开并保持后备箱开。

```text
04E1 POP_CAR_BOOT
in: self
```

```lua
popCarBoot(self)
```

```js
Car.popBoot(self)
```
</Opcode>

## 等世界碰撞

<Opcode id="04F1" name="IS_CAR_WAITING_FOR_WORLD_COLLISION" member="Car.IsWaitingForWorldCollision">
用在 if：是否在等世界碰撞加载。

```text
04F1 IS_CAR_WAITING_FOR_WORLD_COLLISION
in: self
```

```lua
isCarWaitingForWorldCollision(self)
```

```js
Car.isWaitingForWorldCollision(self)
```
</Opcode>

## 扎胎

<Opcode id="04FE" name="BURST_CAR_TYRE" member="Car.BurstTire">
扎瘪轮胎。

```text
04FE BURST_CAR_TYRE
in: self, tireId
```

```lua
burstCarTyre(self, tireId)
```

```js
Car.burstTire(self, tireId)
```
</Opcode>

## 模型变体

<Opcode id="0506" name="SET_CAR_MODEL_COMPONENTS" member="Car.SetModelComponents">
下一辆创建车的变体。

```text
0506 SET_CAR_MODEL_COMPONENTS
in: _unused, component1, component2
```

```lua
setCarModelComponents(_unused, component1, component2)
```

```js
Car.setModelComponents(_unused, component1, component2)
```
</Opcode>

## 关全部门

<Opcode id="0508" name="CLOSE_ALL_CAR_DOORS" member="Car.CloseAllDoors">
关全部车门/机盖/后备箱。

```text
0508 CLOSE_ALL_CAR_DOORS
in: self
```

```lua
closeAllCarDoors(self)
```

```js
Car.closeAllDoors(self)
```
</Opcode>

## 锁定位置

<Opcode id="0519" name="FREEZE_CAR_POSITION" member="Car.FreezePosition">
锁定车辆位置。

```text
0519 FREEZE_CAR_POSITION
in: self, state
```

```lua
freezeCarPosition(self, state)
```

```js
Car.freezePosition(self, state)
```
</Opcode>

## 被角色损坏

<Opcode id="051C" name="HAS_CAR_BEEN_DAMAGED_BY_CHAR" member="Car.HasBeenDamagedByChar">
用在 if：是否被指定角色损坏。

```text
051C HAS_CAR_BEEN_DAMAGED_BY_CHAR
in: self, handle
```

```lua
hasCarBeenDamagedByChar(self, handle)
```

```js
Car.hasBeenDamagedByChar(self, handle)
```
</Opcode>

## 被车损坏

<Opcode id="051D" name="HAS_CAR_BEEN_DAMAGED_BY_CAR" member="Car.HasBeenDamagedByCar">
用在 if：是否被指定车损坏。

```text
051D HAS_CAR_BEEN_DAMAGED_BY_CAR
in: self, other
```

```lua
hasCarBeenDamagedByCar(self, other)
```

```js
Car.hasBeenDamagedByCar(self, other)
```
</Opcode>

## 轮胎可扎

<Opcode id="053F" name="SET_CAN_BURST_CAR_TYRES" member="Car.SetCanBurstTires">
轮胎是否可被扎。

```text
053F SET_CAN_BURST_CAR_TYRES
in: self, state
```

```lua
setCanBurstCarTyres(self, state)
```

```js
Car.setCanBurstTires(self, state)
```
</Opcode>

## 清伤害来源

<Opcode id="054F" name="CLEAR_CAR_LAST_DAMAGE_ENTITY" member="Car.ClearLastDamageEntity">
清上次伤害来源实体。

```text
054F CLEAR_CAR_LAST_DAMAGE_ENTITY
in: self
```

```lua
clearCarLastDamageEntity(self)
```

```js
Car.clearLastDamageEntity(self)
```
</Opcode>

## 车辆是否存在

<Opcode id="056E" name="DOES_VEHICLE_EXIST" member="Car.DoesExist">
用在 if：句柄是否有效车辆。

```text
056E DOES_VEHICLE_EXIST
in: handle
```

```lua
doesVehicleExist(handle)
```

```js
Car.doesExist(handle)
```
</Opcode>

## 冻结且不加载碰撞

<Opcode id="0574" name="FREEZE_CAR_POSITION_AND_DONT_LOAD_COLLISION" member="Car.FreezePositionAndDontLoadCollision">
保持当前位置。

```text
0574 FREEZE_CAR_POSITION_AND_DONT_LOAD_COLLISION
in: self, state
```

```lua
freezeCarPositionAndDontLoadCollision(self, state)
```

```js
Car.freezePositionAndDontLoadCollision(self, state)
```
</Opcode>

## 碰撞加载标志

<Opcode id="0587" name="SET_LOAD_COLLISION_FOR_CAR_FLAG" member="Car.SetLoadCollisionFlag">
是否为该车加载碰撞。

```text
0587 SET_LOAD_COLLISION_FOR_CAR_FLAG
in: self, state
```

```lua
setLoadCollisionForCarFlag(self, state)
```

```js
Car.setLoadCollisionFlag(self, state)
```
</Opcode>

## 淡入透明度

<Opcode id="0594" name="SET_VEHICLE_TO_FADE_IN" member="Car.SetToFadeIn">
远处车辆半透明 alpha。

```text
0594 SET_VEHICLE_TO_FADE_IN
in: self, alpha
```

```lua
setVehicleToFadeIn(self, alpha)
```

```js
Car.setToFadeIn(self, alpha)
```
</Opcode>

## 开始录像回放

<Opcode id="05EB" name="START_PLAYBACK_RECORDED_CAR" member="Car.StartPlayback">
分配到路径。

```text
05EB START_PLAYBACK_RECORDED_CAR
in: self, path
```

```lua
startPlaybackRecordedCar(self, path)
```

```js
Car.startPlayback(self, path)
```
</Opcode>

## 停止回放

<Opcode id="05EC" name="STOP_PLAYBACK_RECORDED_CAR" member="Car.StopPlayback">
停止沿路径行驶。

```text
05EC STOP_PLAYBACK_RECORDED_CAR
in: self
```

```lua
stopPlaybackRecordedCar(self)
```

```js
Car.stopPlayback(self)
```
</Opcode>

## 暂停回放

<Opcode id="05ED" name="PAUSE_PLAYBACK_RECORDED_CAR" member="Car.PausePlayback">
冻结在路径上。

```text
05ED PAUSE_PLAYBACK_RECORDED_CAR
in: self
```

```lua
pausePlaybackRecordedCar(self)
```

```js
Car.pausePlayback(self)
```
</Opcode>

## 继续回放

<Opcode id="05EE" name="UNPAUSE_PLAYBACK_RECORDED_CAR" member="Car.UnpausePlayback">
解冻路径上的车。

```text
05EE UNPAUSE_PLAYBACK_RECORDED_CAR
in: self
```

```lua
unpausePlaybackRecordedCar(self)
```

```js
Car.unpausePlayback(self)
```
</Opcode>

## 贴左侧护送

<Opcode id="05F1" name="SET_CAR_ESCORT_CAR_LEFT" member="Car.SetEscortCarLeft">
平行贴在另一车左侧。

```text
05F1 SET_CAR_ESCORT_CAR_LEFT
in: self, handle
```

```lua
setCarEscortCarLeft(self, handle)
```

```js
Car.setEscortCarLeft(self, handle)
```
</Opcode>

## 贴右侧护送

<Opcode id="05F2" name="SET_CAR_ESCORT_CAR_RIGHT" member="Car.SetEscortCarRight">
平行贴在另一车右侧。

```text
05F2 SET_CAR_ESCORT_CAR_RIGHT
in: self, handle
```

```lua
setCarEscortCarRight(self, handle)
```

```js
Car.setEscortCarRight(self, handle)
```
</Opcode>

## 跟车后护送

<Opcode id="05F3" name="SET_CAR_ESCORT_CAR_REAR" member="Car.SetEscortCarRear">
平行跟在另一车后。

```text
05F3 SET_CAR_ESCORT_CAR_REAR
in: self, handle
```

```lua
setCarEscortCarRear(self, handle)
```

```js
Car.setEscortCarRear(self, handle)
```
</Opcode>

## 堵车前护送

<Opcode id="05F4" name="SET_CAR_ESCORT_CAR_FRONT" member="Car.SetEscortCarFront">
平行堵在另一车前。

```text
05F4 SET_CAR_ESCORT_CAR_FRONT
in: self, handle
```

```lua
setCarEscortCarFront(self, handle)
```

```js
Car.setEscortCarFront(self, handle)
```
</Opcode>

## 是否在回放

<Opcode id="060E" name="IS_PLAYBACK_GOING_ON_FOR_CAR" member="Car.IsPlaybackGoingOn">
用在 if：是否已分配路径。

```text
060E IS_PLAYBACK_GOING_ON_FOR_CAR
in: self
```

```lua
isPlaybackGoingOnForCar(self)
```

```js
Car.isPlaybackGoingOn(self)
```
</Opcode>

## 开车门

<Opcode id="0657" name="OPEN_CAR_DOOR" member="Car.OpenDoor">
打开指定车门。

```text
0657 OPEN_CAR_DOOR
in: self, door
```

```lua
openCarDoor(self, door)
```

```js
Car.openDoor(self, door)
```
</Opcode>

## 下一辆车牌

<Opcode id="0674" name="CUSTOM_PLATE_FOR_NEXT_CAR" member="Car.CustomPlateForNextCar">
下一辆该模型车的车牌。

```text
0674 CUSTOM_PLATE_FOR_NEXT_CAR
in: modelId, text
```

```lua
customPlateForNextCar(modelId, text)
```

```js
Car.customPlateForNextCar(modelId, text)
```
</Opcode>

## 强制车灯

<Opcode id="067F" name="FORCE_CAR_LIGHTS" member="Car.ForceLights">
覆盖车灯状态。

```text
067F FORCE_CAR_LIGHTS
in: self, lightMode
```

```lua
forceCarLights(self, lightMode)
```

```js
Car.forceLights(self, lightMode)
```
</Opcode>

## 附着到车

<Opcode id="0683" name="ATTACH_CAR_TO_CAR" member="Car.AttachToCar">
附着到另一车上。

```text
0683 ATTACH_CAR_TO_CAR
in: self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation
```

```lua
attachCarToCar(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```

```js
Car.attachToCar(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```
</Opcode>

## 分离车辆

<Opcode id="0684" name="DETACH_CAR" member="Car.Detach">
分离车辆（可选旋转与力）。

```text
0684 DETACH_CAR
in: self, pitch, heading, strength, applyTurnForce
```

```lua
detachCar(self, pitch, heading, strength, applyTurnForce)
```

```js
Car.detach(self, pitch, heading, strength, applyTurnForce)
```
</Opcode>

## 是否附着中

<Opcode id="0686" name="IS_VEHICLE_ATTACHED" member="Car.IsAttached">
用在 if：是否附着中。

```text
0686 IS_VEHICLE_ATTACHED
in: self
```

```lua
isVehicleAttached(self)
```

```js
Car.isAttached(self)
```
</Opcode>

## 拆车门

<Opcode id="0689" name="POP_CAR_DOOR" member="Car.PopDoor">
拆掉指定车门部件。

```text
0689 POP_CAR_DOOR
in: self, door, visibility
```

```lua
popCarDoor(self, door, visibility)
```

```js
Car.popDoor(self, door, visibility)
```
</Opcode>

## 修车门

<Opcode id="068A" name="FIX_CAR_DOOR" member="Car.FixDoor">
修复车门。

```text
068A FIX_CAR_DOOR
in: self, door
```

```lua
fixCarDoor(self, door)
```

```js
Car.fixDoor(self, door)
```
</Opcode>

## 全员下车

<Opcode id="068B" name="TASK_EVERYONE_LEAVE_CAR" member="Car.TaskEveryoneLeave">
全体乘客下车。

```text
068B TASK_EVERYONE_LEAVE_CAR
in: self
```

```lua
taskEveryoneLeaveCar(self)
```

```js
Car.taskEveryoneLeave(self)
```
</Opcode>

## 拆面板

<Opcode id="0697" name="POP_CAR_PANEL" member="Car.PopPanel">
拆掉或删除车身部件。

```text
0697 POP_CAR_PANEL
in: self, panelId, drop
```

```lua
popCarPanel(self, panelId, drop)
```

```js
Car.popPanel(self, panelId, drop)
```
</Opcode>

## 修面板

<Opcode id="0698" name="FIX_CAR_PANEL" member="Car.FixPanel">
修复或重装车身部件。

```text
0698 FIX_CAR_PANEL
in: self, panelId
```

```lua
fixCarPanel(self, panelId)
```

```js
Car.fixPanel(self, panelId)
```
</Opcode>

## 修轮胎

<Opcode id="0699" name="FIX_CAR_TYRE" member="Car.FixTire">
修好轮胎。

```text
0699 FIX_CAR_TYRE
in: self, tireId
```

```lua
fixCarTyre(self, tireId)
```

```js
Car.fixTire(self, tireId)
```
</Opcode>

## 取速度向量

<Opcode id="06A2" name="GET_CAR_SPEED_VECTOR" member="Car.GetSpeedVector">
取速度向量。

```text
06A2 GET_CAR_SPEED_VECTOR
in: self
out: x, y, z
```

```lua
local x, y, z = getCarSpeedVector(self)
```

```js
Car.getSpeedVector(self)
```
</Opcode>

## 取质量

<Opcode id="06A3" name="GET_CAR_MASS" member="Car.GetMass">
取质量。

```text
06A3 GET_CAR_MASS
in: self
out: mass
```

```lua
local mass = getCarMass(self)
```

```js
Car.getMass(self)
```
</Opcode>

## 取俯仰角

<Opcode id="06BE" name="GET_CAR_ROLL" member="Car.GetRoll">
取俯仰角 Y。

```text
06BE GET_CAR_ROLL
in: self
out: angle
```

```lua
local angle = getCarRoll(self)
```

```js
Car.getRoll(self)
```
</Opcode>

## 跳到录像末尾

<Opcode id="06C5" name="SKIP_TO_END_AND_STOP_PLAYBACK_RECORDED_CAR" member="Car.SkipToEndAndStopPlayback">
跳到录像末尾并停。

```text
06C5 SKIP_TO_END_AND_STOP_PLAYBACK_RECORDED_CAR
in: self
```

```lua
skipToEndAndStopPlaybackRecordedCar(self)
```

```js
Car.skipToEndAndStopPlayback(self)
```
</Opcode>

## 改装槽可用模型

<Opcode id="06E5" name="GET_AVAILABLE_VEHICLE_MOD" member="Car.GetAvailableMod">
改装槽可用模型，无则 -1。

```text
06E5 GET_AVAILABLE_VEHICLE_MOD
in: self, slotId
out: modelId
```

```lua
local modelId = getAvailableVehicleMod(self, slotId)
```

```js
Car.getAvailableMod(self, slotId)
```
</Opcode>

## 安装改装

<Opcode id="06E7" name="ADD_VEHICLE_MOD" member="Car.AddMod">
安装改装件。

```text
06E7 ADD_VEHICLE_MOD
in: self, modelId
out: handle
```

```lua
local handle = addVehicleMod(self, modelId)
```

```js
Car.addMod(self, modelId)
```
</Opcode>

## 卸下改装

<Opcode id="06E8" name="REMOVE_VEHICLE_MOD" member="Car.RemoveMod">
卸下指定模型改装。

```text
06E8 REMOVE_VEHICLE_MOD
in: self, modelId
```

```lua
removeVehicleMod(self, modelId)
```

```js
Car.removeMod(self, modelId)
```
</Opcode>

## 喷漆方案数量

<Opcode id="06EC" name="GET_NUM_AVAILABLE_PAINTJOBS" member="Car.GetNumAvailablePaintjobs">
可选喷漆方案数量。

```text
06EC GET_NUM_AVAILABLE_PAINTJOBS
in: self
out: numPaintjobs
```

```lua
local numPaintjobs = getNumAvailablePaintjobs(self)
```

```js
Car.getNumAvailablePaintjobs(self)
```
</Opcode>

## 设喷漆方案

<Opcode id="06ED" name="GIVE_VEHICLE_PAINTJOB" member="Car.GivePaintjob">
设喷漆方案。

```text
06ED GIVE_VEHICLE_PAINTJOB
in: self, paintjobId
```

```lua
giveVehiclePaintjob(self, paintjobId)
```

```js
Car.givePaintjob(self, paintjobId)
```
</Opcode>

## 是否有卡住检测

<Opcode id="06FC" name="DOES_CAR_HAVE_STUCK_CAR_CHECK" member="Car.DoesHaveStuckCarCheck">
用在 if：是否启用卡住检测。

```text
06FC DOES_CAR_HAVE_STUCK_CAR_CHECK
in: self
```

```lua
doesCarHaveStuckCarCheck(self)
```

```js
Car.doesHaveStuckCarCheck(self)
```
</Opcode>

## 回放速度

<Opcode id="06FD" name="SET_PLAYBACK_SPEED" member="Car.SetPlaybackSpeed">
录像回放速度。

```text
06FD SET_PLAYBACK_SPEED
in: self, speed
```

```lua
setPlaybackSpeed(self, speed)
```

```js
Car.setPlaybackSpeed(self, speed)
```
</Opcode>

## 狂奔驶向坐标

<Opcode id="0704" name="CAR_GOTO_COORDINATES_RACING" member="Car.GotoCoordinatesRacing">
AI 尽量超车狂奔到目的地。

```text
0704 CAR_GOTO_COORDINATES_RACING
in: self, x, y, z
```

```lua
carGotoCoordinatesRacing(self, x, y, z)
```

```js
Car.gotoCoordinatesRacing(self, x, y, z)
```
</Opcode>

## AI 录像回放

<Opcode id="0705" name="START_PLAYBACK_RECORDED_CAR_USING_AI" member="Car.StartPlaybackUsingAi">
开始录像回放并启用司机 AI。

```text
0705 START_PLAYBACK_RECORDED_CAR_USING_AI
in: self, pathId
```

```lua
startPlaybackRecordedCarUsingAi(self, pathId)
```

```js
Car.startPlaybackUsingAi(self, pathId)
```
</Opcode>

## 录像快进

<Opcode id="0706" name="SKIP_IN_PLAYBACK_RECORDED_CAR" member="Car.SkipInPlayback">
录像进度快进。

```text
0706 SKIP_IN_PLAYBACK_RECORDED_CAR
in: self, amount
```

```lua
skipInPlaybackRecordedCar(self, amount)
```

```js
Car.skipInPlayback(self, amount)
```
</Opcode>

## 过场爆炸

<Opcode id="070C" name="EXPLODE_CAR_IN_CUTSCENE" member="Car.ExplodeInCutscene">
爆炸但不波及周围。

```text
070C EXPLODE_CAR_IN_CUTSCENE
in: self
```

```lua
explodeCarInCutscene(self)
```

```js
Car.explodeInCutscene(self)
```
</Opcode>

## 慢车道

<Opcode id="0714" name="SET_CAR_STAY_IN_SLOW_LANE" member="Car.SetStayInSlowLane">
尽量待在慢车道。

```text
0714 SET_CAR_STAY_IN_SLOW_LANE
in: self, state
```

```lua
setCarStayInSlowLane(self, state)
```

```js
Car.setStayInSlowLane(self, state)
```
</Opcode>

## 损坏面板

<Opcode id="0730" name="DAMAGE_CAR_PANEL" member="Car.DamagePanel">
损坏车身面板。

```text
0730 DAMAGE_CAR_PANEL
in: self, panelId
```

```lua
damageCarPanel(self, panelId)
```

```js
Car.damagePanel(self, panelId)
```
</Opcode>

## 设俯仰角

<Opcode id="0731" name="SET_CAR_ROLL" member="Car.SetRoll">
设俯仰角 Y。

```text
0731 SET_CAR_ROLL
in: self, yAngle
```

```lua
setCarRoll(self, yAngle)
```

```js
Car.setRoll(self, yAngle)
```
</Opcode>

## 允许逆行

<Opcode id="073B" name="SET_CAR_CAN_GO_AGAINST_TRAFFIC" member="Car.SetCanGoAgainstTraffic">
是否允许逆行。

```text
073B SET_CAR_CAN_GO_AGAINST_TRAFFIC
in: self, state
```

```lua
setCarCanGoAgainstTraffic(self, state)
```

```js
Car.setCanGoAgainstTraffic(self, state)
```
</Opcode>

## 损坏车门

<Opcode id="073C" name="DAMAGE_CAR_DOOR" member="Car.DamageDoor">
损坏部件。

```text
073C DAMAGE_CAR_DOOR
in: self, door
```

```lua
damageCarDoor(self, door)
```

```js
Car.damageDoor(self, door)
```
</Opcode>

## 标记任务车

<Opcode id="0763" name="SET_CAR_AS_MISSION_CAR" member="Car.SetAsMissionCar">
标记脚本拥有并进任务清理列表。

```text
0763 SET_CAR_AS_MISSION_CAR
in: self
```

```lua
setCarAsMissionCar(self)
```

```js
Car.setAsMissionCar(self)
```
</Opcode>

## 取横滚角

<Opcode id="077D" name="GET_CAR_PITCH" member="Car.GetPitch">
取横滚角 X。

```text
077D GET_CAR_PITCH
in: self
out: angle
```

```lua
local angle = getCarPitch(self)
```

```js
Car.getPitch(self)
```
</Opcode>

## 取四元数

<Opcode id="07C5" name="GET_VEHICLE_QUATERNION" member="Car.GetQuaternion">
取四元数。

```text
07C5 GET_VEHICLE_QUATERNION
in: self
out: x, y, z, w
```

```lua
local x, y, z, w = getVehicleQuaternion(self)
```

```js
Car.getQuaternion(self)
```
</Opcode>

## 设四元数

<Opcode id="07C6" name="SET_VEHICLE_QUATERNION" member="Car.SetQuaternion">
用四元数设旋转。

```text
07C6 SET_VEHICLE_QUATERNION
in: self, x, y, z, w
```

```lua
setVehicleQuaternion(self, x, y, z, w)
```

```js
Car.setQuaternion(self, x, y, z, w)
```
</Opcode>

## 施加力

<Opcode id="07D5" name="APPLY_FORCE_TO_CAR" member="Car.ApplyForce">
相对质心施加力。

```text
07D5 APPLY_FORCE_TO_CAR
in: self, xDir, yDir, zDir, xOffset, yOffset, zOffset
```

```lua
applyForceToCar(self, xDir, yDir, zDir, xOffset, yOffset, zOffset)
```

```js
Car.applyForce(self, xDir, yDir, zDir, xOffset, yOffset, zOffset)
```
</Opcode>

## 叠加角速度

<Opcode id="07DA" name="ADD_TO_CAR_ROTATION_VELOCITY" member="Car.AddToRotationVelocity">
叠加角速度。

```text
07DA ADD_TO_CAR_ROTATION_VELOCITY
in: self, x, y, z
```

```lua
addToCarRotationVelocity(self, x, y, z)
```

```js
Car.addToRotationVelocity(self, x, y, z)
```
</Opcode>

## 设角速度

<Opcode id="07DB" name="SET_CAR_ROTATION_VELOCITY" member="Car.SetRotationVelocity">
设角速度。

```text
07DB SET_CAR_ROTATION_VELOCITY
in: self, x, y, z
```

```lua
setCarRotationVelocity(self, x, y, z)
```

```js
Car.setRotationVelocity(self, x, y, z)
```
</Opcode>

## 总是拖胎印

<Opcode id="07EE" name="SET_CAR_ALWAYS_CREATE_SKIDS" member="Car.SetAlwaysCreateSkids">
是否总是拖胎印。

```text
07EE SET_CAR_ALWAYS_CREATE_SKIDS
in: self, state
```

```lua
setCarAlwaysCreateSkids(self, state)
```

```js
Car.setAlwaysCreateSkids(self, state)
```
</Opcode>

## 控制液压

<Opcode id="07F5" name="CONTROL_CAR_HYDRAULICS" member="Car.ControlHydraulics">
改悬挂高度。

```text
07F5 CONTROL_CAR_HYDRAULICS
in: self, frontLeftWheelSuspension, rearLeftWheelSuspension, frontRightWheelSuspension, rearRightWheelSuspension
```

```lua
controlCarHydraulics(self, frontLeftWheelSuspension, rearLeftWheelSuspension, frontRightWheelSuspension, rearRightWheelSuspension)
```

```js
Car.controlHydraulics(self, frontLeftWheelSuspension, rearLeftWheelSuspension, frontRightWheelSuspension, rearRightWheelSuspension)
```
</Opcode>

## 跟随车辆

<Opcode id="07F8" name="SET_CAR_FOLLOW_CAR" member="Car.SetFollowCar">
跟随另一辆车。

```text
07F8 SET_CAR_FOLLOW_CAR
in: self, handle, radius
```

```lua
setCarFollowCar(self, handle, radius)
```

```js
Car.setFollowCar(self, handle, radius)
```
</Opcode>

## 启用液压

<Opcode id="07FF" name="SET_CAR_HYDRAULICS" member="Car.SetHydraulics">
启用液压悬挂。

```text
07FF SET_CAR_HYDRAULICS
in: self, state
```

```lua
setCarHydraulics(self, state)
```

```js
Car.setHydraulics(self, state)
```
</Opcode>

## 是否有液压

<Opcode id="0803" name="DOES_CAR_HAVE_HYDRAULICS" member="Car.DoesHaveHydraulics">
用在 if：是否装了液压。

```text
0803 DOES_CAR_HAVE_HYDRAULICS
in: self
```

```lua
doesCarHaveHydraulics(self)
```

```js
Car.doesHaveHydraulics(self)
```
</Opcode>

## 引擎损坏

<Opcode id="081D" name="SET_CAR_ENGINE_BROKEN" member="Car.SetEngineBroken">
引擎是否损坏。

```text
081D SET_CAR_ENGINE_BROKEN
in: self, state
```

```lua
setCarEngineBroken(self, state)
```

```js
Car.setEngineBroken(self, state)
```
</Opcode>

## 竖直倾角

<Opcode id="083F" name="GET_CAR_UPRIGHT_VALUE" member="Car.GetUprightValue">
取竖直倾角。

```text
083F GET_CAR_UPRIGHT_VALUE
in: self
out: value
```

```lua
local value = getCarUprightValue(self)
```

```js
Car.getUprightValue(self)
```
</Opcode>

## 可见 interior

<Opcode id="0840" name="SET_VEHICLE_AREA_VISIBLE" member="Car.SetAreaVisible">
可见 interior 区域。

```text
0840 SET_VEHICLE_AREA_VISIBLE
in: self, interiorId
```

```lua
setVehicleAreaVisible(self, interiorId)
```

```js
Car.setAreaVisible(self, interiorId)
```
</Opcode>

## 选副武器

<Opcode id="0841" name="SELECT_WEAPONS_FOR_VEHICLE" member="Car.SelectWeapons">
使用副武器。

```text
0841 SELECT_WEAPONS_FOR_VEHICLE
in: self, weapon
```

```lua
selectWeaponsForVehicle(self, weapon)
```

```js
Car.selectWeapons(self, weapon)
```
</Opcode>

## 可被瞄准

<Opcode id="084E" name="SET_VEHICLE_CAN_BE_TARGETTED" member="Car.SetCanBeTargeted">
是否可被瞄准。

```text
084E SET_VEHICLE_CAN_BE_TARGETTED
in: self, state
```

```lua
setVehicleCanBeTargetted(self, state)
```

```js
Car.setCanBeTargeted(self, state)
```
</Opcode>

## 显示可见损伤

<Opcode id="0852" name="SET_CAR_CAN_BE_VISIBLY_DAMAGED" member="Car.SetCanBeVisiblyDamaged">
是否显示可见损伤。

```text
0852 SET_CAR_CAN_BE_VISIBLY_DAMAGED
in: self, state
```

```lua
setCarCanBeVisiblyDamaged(self, state)
```

```js
Car.setCanBeVisiblyDamaged(self, state)
```
</Opcode>

## 循环录像回放

<Opcode id="085E" name="START_PLAYBACK_RECORDED_CAR_LOOPED" member="Car.StartPlaybackLooped">
循环播放录像路径。

```text
085E START_PLAYBACK_RECORDED_CAR_LOOPED
in: self, pathId
```

```lua
startPlaybackRecordedCarLooped(self, pathId)
```

```js
Car.startPlaybackLooped(self, pathId)
```
</Opcode>

## 脏污程度

<Opcode id="0878" name="SET_VEHICLE_DIRT_LEVEL" member="Car.SetDirtLevel">
设置车辆脏污程度。

```text
0878 SET_VEHICLE_DIRT_LEVEL
in: self, level
```

```lua
setVehicleDirtLevel(self, level)
```

```js
Car.setDirtLevel(self, level)
```
</Opcode>

## 空气阻力

<Opcode id="088B" name="SET_VEHICLE_AIR_RESISTANCE_MULTIPLIER" member="Car.SetAirResistanceMultiplier">
设置车辆空气阻力。

```text
088B SET_VEHICLE_AIR_RESISTANCE_MULTIPLIER
in: self, multiplier
```

```lua
setVehicleAirResistanceMultiplier(self, multiplier)
```

```js
Car.setAirResistanceMultiplier(self, multiplier)
```
</Opcode>

## 无偏移设坐标

<Opcode id="088C" name="SET_CAR_COORDINATES_NO_OFFSET" member="Car.SetCoordinatesNoOffset">
直接设置车辆坐标，不按车高做偏移。

```text
088C SET_CAR_COORDINATES_NO_OFFSET
in: self, x, y, z
```

```lua
setCarCoordinatesNoOffset(self, x, y, z)
```

```js
Car.setCoordinatesNoOffset(self, x, y, z)
```
</Opcode>

## 碰到物体

<Opcode id="0897" name="IS_VEHICLE_TOUCHING_OBJECT" member="Car.IsTouchingObject">
用在 if：车辆是否碰到该物体。

```text
0897 IS_VEHICLE_TOUCHING_OBJECT
in: self, handle
```

```lua
isVehicleTouchingObject(self, handle)
```

```js
Car.isTouchingObject(self, handle)
```
</Opcode>

## 控制活动部件

<Opcode id="08A4" name="CONTROL_MOVABLE_VEHICLE_PART" member="Car.ControlMovablePart">
设置车辆 extra 部件角度。

```text
08A4 CONTROL_MOVABLE_VEHICLE_PART
in: self, range
```

```lua
controlMovableVehiclePart(self, range)
```

```js
Car.controlMovablePart(self, range)
```
</Opcode>

## 可被吊起

<Opcode id="08A5" name="WINCH_CAN_PICK_VEHICLE_UP" member="Car.WinchCanPickUp">
设置车辆能否被磁力吊车吊起。

```text
08A5 WINCH_CAN_PICK_VEHICLE_UP
in: self, state
```

```lua
winchCanPickVehicleUp(self, state)
```

```js
Car.winchCanPickUp(self, state)
```
</Opcode>

## 车门开合角度

<Opcode id="08A6" name="OPEN_CAR_DOOR_A_BIT" member="Car.OpenDoorABit">
设置车门开合角度。

```text
08A6 OPEN_CAR_DOOR_A_BIT
in: self, door, value
```

```lua
openCarDoorABit(self, door, value)
```

```js
Car.openDoorABit(self, door, value)
```
</Opcode>

## 车门是否全开

<Opcode id="08A7" name="IS_CAR_DOOR_FULLY_OPEN" member="Car.IsDoorFullyOpen">
用在 if：指定车门是否全开。

```text
08A7 IS_CAR_DOOR_FULLY_OPEN
in: self, door
```

```lua
isCarDoorFullyOpen(self, door)
```

```js
Car.isDoorFullyOpen(self, door)
```
</Opcode>

## 过场爆炸特效

<Opcode id="08CB" name="EXPLODE_CAR_IN_CUTSCENE_SHAKE_AND_BITS" member="Car.ExplodeInCutsceneShakeAndBits">
让车辆爆炸，不伤及周围实体。

```text
08CB EXPLODE_CAR_IN_CUTSCENE_SHAKE_AND_BITS
in: self, shake, effect, sound
```

```lua
explodeCarInCutsceneShakeAndBits(self, shake, effect, sound)
```

```js
Car.explodeInCutsceneShakeAndBits(self, shake, effect, sound)
```
</Opcode>

## 车辆类别

<Opcode id="08EC" name="GET_VEHICLE_CLASS" member="Car.GetClass">
返回 vehicles.ide 中定义的车辆类别。

```text
08EC GET_VEHICLE_CLASS
in: self
out: class
```

```lua
local class = getVehicleClass(self)
```

```js
Car.getClass(self)
```
</Opcode>

## 热导锁定

<Opcode id="08F2" name="VEHICLE_CAN_BE_TARGETTED_BY_HS_MISSILE" member="Car.CanBeTargetedByHsMissile">
设置玩家能否用热导火箭锁定此车。

```text
08F2 VEHICLE_CAN_BE_TARGETTED_BY_HS_MISSILE
in: self, state
```

```lua
vehicleCanBeTargettedByHsMissile(self, state)
```

```js
Car.canBeTargetedByHsMissile(self, state)
```
</Opcode>

## 车内赠品

<Opcode id="08F3" name="SET_FREEBIES_IN_VEHICLE" member="Car.SetFreebies">
设置玩家能否从此车获得物品（如警车散弹弹药、出租车现金）。

```text
08F3 SET_FREEBIES_IN_VEHICLE
in: self, state
```

```lua
setFreebiesInVehicle(self, state)
```

```js
Car.setFreebies(self, state)
```
</Opcode>

## 引擎开关

<Opcode id="0918" name="SET_CAR_ENGINE_ON" member="Car.SetEngineOn">
设置车辆引擎开关。

```text
0918 SET_CAR_ENGINE_ON
in: self, state
```

```lua
setCarEngineOn(self, state)
```

```js
Car.setEngineOn(self, state)
```
</Opcode>

## 灯光开关

<Opcode id="0919" name="SET_CAR_LIGHTS_ON" member="Car.SetLightsOn">
设置车辆灯光开关。

```text
0919 SET_CAR_LIGHTS_ON
in: self, state
```

```lua
setCarLightsOn(self, state)
```

```js
Car.setLightsOn(self, state)
```
</Opcode>

## 附着到物体

<Opcode id="0939" name="ATTACH_CAR_TO_OBJECT" member="Car.AttachToObject">
按偏移与旋转把车附着到物体上。

```text
0939 ATTACH_CAR_TO_OBJECT
in: self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation
```

```lua
attachCarToObject(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```

```js
Car.attachToObject(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```
</Opcode>

## 可当掩体

<Opcode id="0957" name="VEHICLE_DOES_PROVIDE_COVER" member="Car.DoesProvideCover">
设置战斗中角色是否会把此车当掩体。

```text
0957 VEHICLE_DOES_PROVIDE_COVER
in: self, state
```

```lua
vehicleDoesProvideCover(self, state)
```

```js
Car.doesProvideCover(self, state)
```
</Opcode>

## 控制车门

<Opcode id="095E" name="CONTROL_CAR_DOOR" member="Car.ControlDoor">
设置车门角度与闩锁状态。

```text
095E CONTROL_CAR_DOOR
in: self, door, state, angle
```

```lua
controlCarDoor(self, door, state, angle)
```

```js
Car.controlDoor(self, door, state, angle)
```
</Opcode>

## 车门角度比

<Opcode id="095F" name="GET_DOOR_ANGLE_RATIO" member="Car.GetDoorAngleRatio">
获取指定车门相对铰链的角度。

```text
095F GET_DOOR_ANGLE_RATIO
in: self, door
out: ratio
```

```lua
local ratio = getDoorAngleRatio(self, door)
```

```js
Car.getDoorAngleRatio(self, door)
```
</Opcode>

## 是否大车

<Opcode id="0969" name="IS_BIG_VEHICLE" member="Car.IsBig">
用在 if：车辆在 vehicles 中是否标了 is big。

```text
0969 IS_BIG_VEHICLE
in: self
```

```lua
isBigVehicle(self)
```

```js
Car.isBig(self)
```
</Opcode>

## 存改装状态

<Opcode id="096B" name="STORE_CAR_MOD_STATE" member="Car.StoreModState">
保存改装状态。

```text
096B STORE_CAR_MOD_STATE
```

```lua
storeCarModState()
```

```js
Car.storeModState()
```
</Opcode>

## 恢复改装状态

<Opcode id="096C" name="RESTORE_CAR_MOD_STATE" member="Car.RestoreModState">
恢复改装状态。

```text
096C RESTORE_CAR_MOD_STATE
```

```lua
restoreCarModState()
```

```js
Car.restoreModState()
```
</Opcode>

## 当前改装

<Opcode id="096D" name="GET_CURRENT_CAR_MOD" member="Car.GetCurrentMod">
返回车辆指定槽位已装组件模型，否则 -1。

```text
096D GET_CURRENT_CAR_MOD
in: self, slot
out: modelId
```

```lua
local modelId = getCurrentCarMod(self, slot)
```

```js
Car.getCurrentMod(self, slot)
```
</Opcode>

## 是否低底盘

<Opcode id="096E" name="IS_CAR_LOW_RIDER" member="Car.IsLowRider">
用在 if：是否低底盘车。

```text
096E IS_CAR_LOW_RIDER
in: self
```

```lua
isCarLowRider(self)
```

```js
Car.isLowRider(self)
```
</Opcode>

## 是否街头赛车

<Opcode id="096F" name="IS_CAR_STREET_RACER" member="Car.IsStreetRacer">
用在 if：是否街头赛车。

```text
096F IS_CAR_STREET_RACER
in: self
```

```lua
isCarStreetRacer(self)
```

```js
Car.isStreetRacer(self)
```
</Opcode>

## 是否应急车

<Opcode id="0975" name="IS_EMERGENCY_SERVICES_VEHICLE" member="Car.IsEmergencyServices">
用在 if：是否应急车辆。

```text
0975 IS_EMERGENCY_SERVICES_VEHICLE
in: self
```

```lua
isEmergencyServicesVehicle(self)
```

```js
Car.isEmergencyServices(self)
```
</Opcode>

## 配色种数

<Opcode id="097D" name="GET_NUM_CAR_COLOURS" member="Car.GetNumColors">
返回 carcols.dat 中该车模型定义的配色种数。

```text
097D GET_NUM_CAR_COLOURS
in: self
out: count
```

```lua
local count = getNumCarColours(self)
```

```js
Car.getNumColors(self)
```
</Opcode>

## 挡路车辆

<Opcode id="0987" name="GET_CAR_BLOCKING_CAR" member="Car.GetBlockingCar">
返回挡住此车去路的车辆句柄。

```text
0987 GET_CAR_BLOCKING_CAR
in: self
out: handle
```

```lua
local handle = getCarBlockingCar(self)
```

```js
Car.getBlockingCar(self)
```
</Opcode>

## 当前喷漆

<Opcode id="0988" name="GET_CURRENT_VEHICLE_PAINTJOB" member="Car.GetCurrentPaintjob">
获取车辆喷漆方案。

```text
0988 GET_CURRENT_VEHICLE_PAINTJOB
in: self
out: paintjobNumber
```

```lua
local paintjobNumber = getCurrentVehiclePaintjob(self)
```

```js
Car.getCurrentPaintjob(self)
```
</Opcode>

## 活动部件偏移

<Opcode id="098D" name="GET_CAR_MOVING_COMPONENT_OFFSET" member="Car.GetMovingComponentOffset">
取车辆 extra 部件偏移。

```text
098D GET_CAR_MOVING_COMPONENT_OFFSET
in: self
out: offset
```

```lua
local offset = getCarMovingComponentOffset(self)
```

```js
Car.getMovingComponentOffset(self)
```
</Opcode>

## 碰撞开关

<Opcode id="099A" name="SET_CAR_COLLISION" member="Car.SetCollision">
设置车辆碰撞开关。

```text
099A SET_CAR_COLLISION
in: self, state
```

```lua
setCarCollision(self, state)
```

```js
Car.setCollision(self, state)
```
</Opcode>

## 回放切 AI

<Opcode id="099B" name="CHANGE_PLAYBACK_TO_USE_AI" member="Car.ChangePlaybackToUseAi">
把车辆控制从录像回放切到 AI 驾驶。

```text
099B CHANGE_PLAYBACK_TO_USE_AI
in: self
```

```lua
changePlaybackToUseAi(self)
```

```js
Car.changePlaybackToUseAi(self)
```
</Opcode>

## 乘客随机说话

<Opcode id="09AB" name="RANDOM_PASSENGER_SAY" member="Car.RandomPassengerSay">
让车内乘客按环境语音 ID 说话（若角色有对应语音）。

```text
09AB RANDOM_PASSENGER_SAY
in: self, phrase
```

```lua
randomPassengerSay(self, phrase)
```

```js
Car.randomPassengerSay(self, phrase)
```
</Opcode>

## 玩家是否考虑上车

<Opcode id="09B0" name="SET_VEHICLE_IS_CONSIDERED_BY_PLAYER" member="Car.SetIsConsideredByPlayer">
玩家按上车键时忽略此车。

```text
09B0 SET_VEHICLE_IS_CONSIDERED_BY_PLAYER
in: self, state
```

```lua
setVehicleIsConsideredByPlayer(self, state)
```

```js
Car.setIsConsideredByPlayer(self, state)
```
</Opcode>

## 门锁状态

<Opcode id="09B3" name="GET_CAR_DOOR_LOCK_STATUS" member="Car.GetDoorLockStatus">
返回车辆门锁模式。

```text
09B3 GET_CAR_DOOR_LOCK_STATUS
in: self
out: lockStatus
```

```lua
local lockStatus = getCarDoorLockStatus(self)
```

```js
Car.getDoorLockStatus(self)
```
</Opcode>

## 车门是否损坏

<Opcode id="09BB" name="IS_CAR_DOOR_DAMAGED" member="Car.IsDoorDamaged">
用在 if：指定车身部位是否可见损坏。

```text
09BB IS_CAR_DOOR_DAMAGED
in: self, door
```

```lua
isCarDoorDamaged(self, door)
```

```js
Car.isDoorDamaged(self, door)
```
</Opcode>

## 油箱弱点

<Opcode id="09C4" name="SET_PETROL_TANK_WEAKPOINT" member="Car.SetPetrolTankWeakpoint">
设置能否通过射击油箱引爆车辆。

```text
09C4 SET_PETROL_TANK_WEAKPOINT
in: self, state
```

```lua
setPetrolTankWeakpoint(self, state)
```

```js
Car.setPetrolTankWeakpoint(self, state)
```
</Opcode>

## 碰到另一车

<Opcode id="09CB" name="IS_CAR_TOUCHING_CAR" member="Car.IsTouchingCar">
用在 if：此车是否碰到另一辆车。

```text
09CB IS_CAR_TOUCHING_CAR
in: self, handle
```

```lua
isCarTouchingCar(self, handle)
```

```js
Car.isTouchingCar(self, handle)
```
</Opcode>

## 全轮着地

<Opcode id="09D0" name="IS_VEHICLE_ON_ALL_WHEELS" member="Car.IsOnAllWheels">
用在 if：全部车轮是否都着地。

```text
09D0 IS_VEHICLE_ON_ALL_WHEELS
in: self
```

```lua
isVehicleOnAllWheels(self)
```

```js
Car.isOnAllWheels(self)
```
</Opcode>

## 车型价值

<Opcode id="09E1" name="GET_CAR_MODEL_VALUE" member="Car.GetModelValue">
返回指定车型的价值。

```text
09E1 GET_CAR_MODEL_VALUE
in: model
out: value
```

```lua
local value = getCarModelValue(model)
```

```js
Car.getModelValue(model)
```
</Opcode>

## 给氮气

<Opcode id="09E9" name="GIVE_NON_PLAYER_CAR_NITRO" member="Car.GiveNonPlayerNitro">
给车装一瓶氮气。

```text
09E9 GIVE_NON_PLAYER_CAR_NITRO
in: self
```

```lua
giveNonPlayerCarNitro(self)
```

```js
Car.giveNonPlayerNitro(self)
```
</Opcode>

## 重置液压

<Opcode id="09FE" name="RESET_VEHICLE_HYDRAULICS" member="Car.ResetHydraulics">
重置车辆全部液压，使车身落回。

```text
09FE RESET_VEHICLE_HYDRAULICS
in: self
```

```lua
resetVehicleHydraulics(self)
```

```js
Car.resetHydraulics(self)
```
</Opcode>

## 设附加色

<Opcode id="0A11" name="SET_EXTRA_CAR_COLOURS" member="Car.SetExtraColors">
设置车辆第三、第四配色。另见 0229。

```text
0A11 SET_EXTRA_CAR_COLOURS
in: self, color3, color4
```

```lua
setExtraCarColours(self, color3, color4)
```

```js
Car.setExtraColors(self, color3, color4)
```
</Opcode>

## 取附加色

<Opcode id="0A12" name="GET_EXTRA_CAR_COLOURS" member="Car.GetExtraColors">
返回车辆第三、第四配色。另见 03F3。

```text
0A12 GET_EXTRA_CAR_COLOURS
in: self
out: color3, color4
```

```lua
local color3, color4 = getExtraCarColours(self)
```

```js
Car.getExtraColors(self)
```
</Opcode>

## 是否刚喷漆

<Opcode id="0A15" name="HAS_CAR_BEEN_RESPRAYED" member="Car.HasBeenResprayed">
用在 if：上一帧是否刚喷漆过，并会把喷漆状态清回 false。

```text
0A15 HAS_CAR_BEEN_RESPRAYED
in: self
```

```lua
hasCarBeenResprayed(self)
```

```js
Car.hasBeenResprayed(self)
```
</Opcode>

## 完美操控作弊

<Opcode id="0A21" name="IMPROVE_CAR_BY_CHEATING" member="Car.ImproveByCheating">
设置 NPC 驾驶时是否受完美操控作弊影响。

```text
0A21 IMPROVE_CAR_BY_CHEATING
in: self, state
```

```lua
improveCarByCheating(self, state)
```

```js
Car.improveByCheating(self, state)
```
</Opcode>

## 修好车辆

<Opcode id="0A30" name="FIX_CAR" member="Car.Fix">
把车辆修好并恢复满血。

```text
0A30 FIX_CAR
in: self
```

```lua
fixCar(self)
```

```js
Car.fix(self)
```
</Opcode>
