---
title: "游戏 Game"
description: "全局规则 / 通缉 / 双人 / 帮战"
---

---
title: 游戏 Game
description: 全局规则 / 通缉 / 双人 / 帮战
---

`sa` · 扩展 `default` · SCM 原生命令

共 83 条。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 最高通缉上限

<Opcode id="01F0" name="SET_MAX_WANTED_LEVEL" member="Game.SetMaxWantedLevel">
玩家可达到的最高通缉等级。

```text
01F0 SET_MAX_WANTED_LEVEL
in: wantedLevel
```

```lua
setMaxWantedLevel(wantedLevel)
```

```js
Game.setMaxWantedLevel(wantedLevel)
```
</Opcode>

## 警察无视玩家

<Opcode id="01F7" name="SET_POLICE_IGNORE_PLAYER" member="Game.SetPoliceIgnorePlayer">
警察是否无视玩家（与通缉无关）。

```text
01F7 SET_POLICE_IGNORE_PLAYER
in: player, state
```

```lua
setPoliceIgnorePlayer(player, state)
```

```js
Game.setPoliceIgnorePlayer(player, state)
```
</Opcode>

## 隐藏包裹总数

<Opcode id="02ED" name="SET_COLLECTABLE1_TOTAL" member="Game.SetCollectableTotal">
隐藏包裹总数。

```text
02ED SET_COLLECTABLE1_TOTAL
in: amount
```

```lua
setCollectable1Total(amount)
```

```js
Game.setCollectableTotal(amount)
```
</Opcode>

## 喷漆免费

<Opcode id="0335" name="SET_FREE_RESPRAYS" member="Game.SetFreeResprays">
喷漆店是否免费。

```text
0335 SET_FREE_RESPRAYS
in: state
```

```lua
setFreeResprays(state)
```

```js
Game.setFreeResprays(state)
```
</Opcode>

## 行人无视玩家

<Opcode id="03BF" name="SET_EVERYONE_IGNORE_PLAYER" member="Game.SetEveryoneIgnorePlayer">
行人是否无视玩家。

```text
03BF SET_EVERYONE_IGNORE_PLAYER
in: player, state
```

```lua
setEveryoneIgnorePlayer(player, state)
```

```js
Game.setEveryoneIgnorePlayer(player, state)
```
</Opcode>

## 通缉敏感度

<Opcode id="03C7" name="SET_WANTED_MULTIPLIER" member="Game.SetWantedMultiplier">
犯罪敏感度（多少罪才招警察）。

```text
03C7 SET_WANTED_MULTIPLIER
in: multiplier
```

```lua
setWantedMultiplier(multiplier)
```

```js
Game.setWantedMultiplier(multiplier)
```
</Opcode>

## 弹出存档菜单

<Opcode id="03D8" name="ACTIVATE_SAVE_MENU" member="Game.ActivateSaveMenu">
下一帧弹出存档菜单。

```text
03D8 ACTIVATE_SAVE_MENU
```

```lua
activateSaveMenu()
```

```js
Game.activateSaveMenu()
```
</Opcode>

## 存档是否完成

<Opcode id="03D9" name="HAS_SAVE_GAME_FINISHED" member="Game.HasSaveGameFinished">
用在 if：存档菜单请求后是否已处理完（未弹出完为假）。

```text
03D9 HAS_SAVE_GAME_FINISHED
```

```lua
hasSaveGameFinished()
```

```js
Game.hasSaveGameFinished()
```
</Opcode>

## 全车可受伤

<Opcode id="03F4" name="SET_ALL_CARS_CAN_BE_DAMAGED" member="Game.SetAllCarsCanBeDamaged">
是否所有车可受伤。

```text
03F4 SET_ALL_CARS_CAN_BE_DAMAGED
in: state
```

```lua
setAllCarsCanBeDamaged(state)
```

```js
Game.setAllCarsCanBeDamaged(state)
```
</Opcode>

## 是否德语版

<Opcode id="040C" name="IS_GERMAN_GAME" member="Game.IsGerman">
用在 if：语言是否为德语。

```text
040C IS_GERMAN_GAME
```

```lua
isGermanGame()
```

```js
Game.isGerman()
```
</Opcode>

## 是否公制

<Opcode id="0424" name="ARE_MEASUREMENTS_IN_METRES" member="Game.AreMeasurementsInMeters">
用在 if：是否公制（米而非英尺）。

```text
0424 ARE_MEASUREMENTS_IN_METRES
```

```lua
areMeasurementsInMetres()
```

```js
Game.areMeasurementsInMeters()
```
</Opcode>

## 是否用过作弊

<Opcode id="0445" name="ARE_ANY_CAR_CHEATS_ACTIVATED" member="Game.AreAnyCarCheatsActivated">
用在 if：是否用过任何作弊。

```text
0445 ARE_ANY_CAR_CHEATS_ACTIVATED
```

```lua
areAnyCarCheatsActivated()
```

```js
Game.areAnyCarCheatsActivated()
```
</Opcode>

## 是否 PC 版

<Opcode id="0485" name="IS_PC_VERSION" member="Game.IsPcVersion">
用在 if：是否 PC 版。

```text
0485 IS_PC_VERSION
```

```lua
isPcVersion()
```

```js
Game.isPcVersion()
```
</Opcode>

## 取通缉上限

<Opcode id="050F" name="GET_MAX_WANTED_LEVEL" member="Game.GetMaxWantedLevel">
取最高通缉上限。

```text
050F GET_MAX_WANTED_LEVEL
out: level
```

```lua
local level = getMaxWantedLevel()
```

```js
Game.getMaxWantedLevel()
```
</Opcode>

## 出租带氮气

<Opcode id="0572" name="SET_ALL_TAXIS_HAVE_NITRO" member="Game.SetAllTaxisHaveNitro">
是否所有出租车带氮气。

```text
0572 SET_ALL_TAXIS_HAVE_NITRO
in: state
```

```lua
setAllTaxisHaveNitro(state)
```

```js
Game.setAllTaxisHaveNitro(state)
```
</Opcode>

## 体育场雷达灰

<Opcode id="057E" name="SET_PLAYER_IS_IN_STADIUM" member="Game.SetIsInStadium">
雷达变灰（体育场等）。

```text
057E SET_PLAYER_IS_IN_STADIUM
in: state
```

```lua
setPlayerIsInStadium(state)
```

```js
Game.setIsInStadium(state)
```
</Opcode>

## 是否澳洲版

<Opcode id="059A" name="IS_AUSTRALIAN_GAME" member="Game.IsAustralian">
用在 if：是否澳洲版。

```text
059A IS_AUSTRALIAN_GAME
```

```lua
isAustralianGame()
```

```js
Game.isAustralian()
```
</Opcode>

## 洛圣都暴乱

<Opcode id="06C8" name="SET_LA_RIOTS" member="Game.SetLaRiots">
开关洛圣都暴乱效果。

```text
06C8 SET_LA_RIOTS
in: state
```

```lua
setLaRiots(state)
```

```js
Game.setLaRiots(state)
```
</Opcode>

## 应急车辆

<Opcode id="06D0" name="SWITCH_EMERGENCY_SERVICES" member="Game.SwitchEmergencyServices">
是否刷应急车辆。

```text
06D0 SWITCH_EMERGENCY_SERVICES
in: state
```

```lua
switchEmergencyServices(state)
```

```js
Game.switchEmergencyServices(state)
```
</Opcode>

## 随机火车

<Opcode id="06D7" name="SWITCH_RANDOM_TRAINS" member="Game.SwitchRandomTrains">
是否生成火车。

```text
06D7 SWITCH_RANDOM_TRAINS
in: state
```

```lua
switchRandomTrains(state)
```

```js
Game.switchRandomTrains(state)
```
</Opcode>

## 双人最大距离

<Opcode id="06F1" name="LIMIT_TWO_PLAYER_DISTANCE" member="Game.LimitTwoPlayerDistance">
双人模式玩家最大距离。

```text
06F1 LIMIT_TWO_PLAYER_DISTANCE
in: distance
```

```lua
limitTwoPlayerDistance(distance)
```

```js
Game.limitTwoPlayerDistance(distance)
```
</Opcode>

## 解除双人距离

<Opcode id="06F2" name="RELEASE_TWO_PLAYER_DISTANCE" member="Game.ReleaseTwoPlayerDistance">
解除双人距离限制。

```text
06F2 RELEASE_TWO_PLAYER_DISTANCE
```

```lua
releaseTwoPlayerDistance()
```

```js
Game.releaseTwoPlayerDistance()
```
</Opcode>

## 双人互瞄

<Opcode id="06F3" name="SET_PLAYER_PLAYER_TARGETTING" member="Game.SetPlayerPlayerTargeting">
双人是否可互瞄。

```text
06F3 SET_PLAYER_PLAYER_TARGETTING
in: state
```

```lua
setPlayerPlayerTargetting(state)
```

```js
Game.setPlayerPlayerTargeting(state)
```
</Opcode>

## 双人分乘

<Opcode id="06FA" name="SET_PLAYERS_CAN_BE_IN_SEPARATE_CARS" member="Game.SetPlayersCanBeInSeparateCars">
双人任务是否可分乘不同车。

```text
06FA SET_PLAYERS_CAN_BE_IN_SEPARATE_CARS
in: state
```

```lua
setPlayersCanBeInSeparateCars(state)
```

```js
Game.setPlayersCanBeInSeparateCars(state)
```
</Opcode>

## 警用摩托

<Opcode id="072C" name="SWITCH_COPS_ON_BIKES" member="Game.SwitchCopsOnBikes">
是否禁止刷警用摩托及骑手。

```text
072C SWITCH_COPS_ON_BIKES
in: state
```

```lua
switchCopsOnBikes(state)
```

```js
Game.switchCopsOnBikes(state)
```
</Opcode>

## 设置 ped 关系

<Opcode id="0746" name="SET_RELATIONSHIP" member="Game.SetRelationship">
设置两类 pedtype 之间关系。

```text
0746 SET_RELATIONSHIP
in: relationshipType, ofPedType, toPedType
```

```lua
setRelationship(relationshipType, ofPedType, toPedType)
```

```js
Game.setRelationship(relationshipType, ofPedType, toPedType)
```
</Opcode>

## 清除 ped 关系

<Opcode id="0747" name="CLEAR_RELATIONSHIP" member="Game.ClearRelationship">
清除 pedtype 关系。

```text
0747 CLEAR_RELATIONSHIP
in: relationshipType, ofPedType, toPedType
```

```lua
clearRelationship(relationshipType, ofPedType, toPedType)
```

```js
Game.clearRelationship(relationshipType, ofPedType, toPedType)
```
</Opcode>

## 51 区导弹

<Opcode id="07A8" name="SET_AREA51_SAM_SITE" member="Game.SetArea51SamSite">
开关 51 区防空导弹。

```text
07A8 SET_AREA51_SAM_SITE
in: state
```

```lua
setArea51SamSite(state)
```

```js
Game.setArea51SamSite(state)
```
</Opcode>

## 关系是否已设

<Opcode id="07E8" name="IS_RELATIONSHIP_SET" member="Game.IsRelationshipSet">
用在 if：指定 pedtype 关系是否已设。

```text
07E8 IS_RELATIONSHIP_SET
in: relationshipType, ofPedType, toPedType
```

```lua
isRelationshipSet(relationshipType, ofPedType, toPedType)
```

```js
Game.isRelationshipSet(relationshipType, ofPedType, toPedType)
```
</Opcode>

## 是否双人模式

<Opcode id="0800" name="IS_2PLAYER_GAME_GOING_ON" member="Game.Is2PlayerGameGoingOn">
用在 if：是否双人模式。

```text
0800 IS_2PLAYER_GAME_GOING_ON
```

```lua
is2playerGameGoingOn()
```

```js
Game.is2PlayerGameGoingOn()
```
</Opcode>

## 火蔓延上限

<Opcode id="0828" name="SET_MAX_FIRE_GENERATIONS" member="Game.SetMaxFireGenerations">
火势蔓延时最多生成多少火（配合 02CF）。

```text
0828 SET_MAX_FIRE_GENERATIONS
in: limit
```

```lua
setMaxFireGenerations(limit)
```

```js
Game.setMaxFireGenerations(limit)
```
</Opcode>

## 室内刷行人

<Opcode id="084D" name="ACTIVATE_INTERIOR_PEDS" member="Game.ActivateInteriorPeds">
室内是否刷行人。

```text
084D ACTIVATE_INTERIOR_PEDS
in: state
```

```lua
activateInteriorPeds(state)
```

```js
Game.activateInteriorPeds(state)
```
</Opcode>

## 入口小组跟随

<Opcode id="0864" name="ENABLE_ENTRY_EXIT_PLAYER_GROUP_WARPING" member="Game.EnableEntryExitPlayerGroupWarping">
坐标半径内开关入口标记（小组跟随）。

```text
0864 ENABLE_ENTRY_EXIT_PLAYER_GROUP_WARPING
in: x, y, radius, state
```

```lua
enableEntryExitPlayerGroupWarping(x, y, radius, state)
```

```js
Game.enableEntryExitPlayerGroupWarping(x, y, radius, state)
```
</Opcode>

## 程序化室内

<Opcode id="0867" name="IS_PROCEDURAL_INTERIOR_ACTIVE" member="Game.IsProceduralInteriorActive">
用在 if：程序化室内是否激活。

```text
0867 IS_PROCEDURAL_INTERIOR_ACTIVE
in: areaId
```

```lua
isProceduralInteriorActive(areaId)
```

```js
Game.isProceduralInteriorActive(areaId)
```
</Opcode>

## 帮战开关

<Opcode id="0879" name="SET_GANG_WARS_ACTIVE" member="Game.SetGangWarsActive">
是否可开帮战。

```text
0879 SET_GANG_WARS_ACTIVE
in: state
```

```lua
setGangWarsActive(state)
```

```js
Game.setGangWarsActive(state)
```
</Opcode>

## 是否在帮战

<Opcode id="087A" name="IS_GANG_WAR_GOING_ON" member="Game.IsGangWarGoingOn">
用在 if：是否正在帮战。

```text
087A IS_GANG_WAR_GOING_ON
```

```lua
isGangWarGoingOn()
```

```js
Game.isGangWarGoingOn()
```
</Opcode>

## 任务中可帮战

<Opcode id="08A3" name="CAN_TRIGGER_GANG_WAR_WHEN_ON_A_MISSION" member="Game.CanTriggerGangWarWhenOnAMission">
任务中是否可挑起地盘战。

```text
08A3 CAN_TRIGGER_GANG_WAR_WHEN_ON_A_MISSION
in: state
```

```lua
canTriggerGangWarWhenOnAMission(state)
```

```js
Game.canTriggerGangWarWhenOnAMission(state)
```
</Opcode>

## 3D 标记更远

<Opcode id="08A8" name="SET_ALWAYS_DRAW_3D_MARKERS" member="Game.SetAlwaysDraw3DMarkers">
实体头顶标记更远可见。

```text
08A8 SET_ALWAYS_DRAW_3D_MARKERS
in: state
```

```lua
setAlwaysDraw3DMarkers(state)
```

```js
Game.setAlwaysDraw3DMarkers(state)
```
</Opcode>

## 帮战训练任务

<Opcode id="08AC" name="SET_GANG_WARS_TRAINING_MISSION" member="Game.SetGangWarsTrainingMission">
地图/雷达不亮帮派地盘（训练任务）。

```text
08AC SET_GANG_WARS_TRAINING_MISSION
in: state
```

```lua
setGangWarsTrainingMission(state)
```

```js
Game.setGangWarsTrainingMission(state)
```
</Opcode>

## 夜视

<Opcode id="08B1" name="SET_NIGHT_VISION" member="Game.SetNightVision">
夜视效果。

```text
08B1 SET_NIGHT_VISION
in: state
```

```lua
setNightVision(state)
```

```js
Game.setNightVision(state)
```
</Opcode>

## 热成像

<Opcode id="08B2" name="SET_INFRARED_VISION" member="Game.SetInfraredVision">
热成像效果。

```text
08B2 SET_INFRARED_VISION
in: state
```

```lua
setInfraredVision(state)
```

```js
Game.setInfraredVision(state)
```
</Opcode>

## 死亡没收

<Opcode id="08DD" name="SWITCH_DEATH_PENALTIES" member="Game.SwitchDeathPenalties">
送医是否没收武器与物品。

```text
08DD SWITCH_DEATH_PENALTIES
in: state
```

```lua
switchDeathPenalties(state)
```

```js
Game.switchDeathPenalties(state)
```
</Opcode>

## 被捕没收

<Opcode id="08DE" name="SWITCH_ARREST_PENALTIES" member="Game.SwitchArrestPenalties">
被捕是否没收武器与物品。

```text
08DE SWITCH_ARREST_PENALTIES
in: state
```

```lua
switchArrestPenalties(state)
```

```js
Game.switchArrestPenalties(state)
```
</Opcode>

## 刷帮派成员

<Opcode id="08EA" name="SET_CREATE_RANDOM_GANG_MEMBERS" member="Game.SetCreateRandomGangMembers">
是否刷帮派成员。

```text
08EA SET_CREATE_RANDOM_GANG_MEMBERS
in: state
```

```lua
setCreateRandomGangMembers(state)
```

```js
Game.setCreateRandomGangMembers(state)
```
</Opcode>

## 招募人数上限

<Opcode id="08F4" name="SET_SCRIPT_LIMIT_TO_GANG_SIZE" member="Game.SetScriptLimitToGangSize">
玩家可招募人数上限。

```text
08F4 SET_SCRIPT_LIMIT_TO_GANG_SIZE
in: maxSize
```

```lua
setScriptLimitToGangSize(maxSize)
```

```js
Game.setScriptLimitToGangSize(maxSize)
```
</Opcode>

## 全区可帮战

<Opcode id="090D" name="CLEAR_SPECIFIC_ZONES_TO_TRIGGER_GANG_WAR" member="Game.ClearSpecificZonesToTriggerGangWar">
所有区域可挑起地盘战。

```text
090D CLEAR_SPECIFIC_ZONES_TO_TRIGGER_GANG_WAR
```

```lua
clearSpecificZonesToTriggerGangWar()
```

```js
Game.clearSpecificZonesToTriggerGangWar()
```
</Opcode>

## 环境飞机

<Opcode id="0923" name="SWITCH_AMBIENT_PLANES" member="Game.SwitchAmbientPlanes">
开关环境飞机。

```text
0923 SWITCH_AMBIENT_PLANES
in: state
```

```lua
switchAmbientPlanes(state)
```

```js
Game.switchAmbientPlanes(state)
```
</Opcode>

## 按声望可招人数

<Opcode id="0956" name="FIND_MAX_NUMBER_OF_GROUP_MEMBERS" member="Game.FindMaxNumberOfGroupMembers">
按当前声望可招募人数。

```text
0956 FIND_MAX_NUMBER_OF_GROUP_MEMBERS
out: maxNum
```

```lua
local maxNum = findMaxNumberOfGroupMembers()
```

```js
Game.findMaxNumberOfGroupMembers()
```
</Opcode>

## 警用直升机

<Opcode id="096A" name="SWITCH_POLICE_HELIS" member="Game.SwitchPoliceHelis">
是否刷警用直升机。

```text
096A SWITCH_POLICE_HELIS
in: state
```

```lua
switchPoliceHelis(state)
```

```js
Game.switchPoliceHelis(state)
```
</Opcode>

## 强制死亡重启

<Opcode id="0970" name="FORCE_DEATH_RESTART" member="Game.ForceDeathRestart">
强制死亡重启流程（医院重生等）。

```text
0970 FORCE_DEATH_RESTART
```

```lua
forceDeathRestart()
```

```js
Game.forceDeathRestart()
```
</Opcode>

## 复活共用后果

<Opcode id="0974" name="RESET_STUFF_UPON_RESURRECTION" member="Game.ResetStuffUponResurrection">
模拟死亡/被捕的共用后果。

```text
0974 RESET_STUFF_UPON_RESURRECTION
```

```lua
resetStuffUponResurrection()
```

```js
Game.resetStuffUponResurrection()
```
</Opcode>

## 只刷帮派

<Opcode id="0983" name="SET_ONLY_CREATE_GANG_MEMBERS" member="Game.SetOnlyCreateGangMembers">
是否到处刷帮派（类似作弊）。

```text
0983 SET_ONLY_CREATE_GANG_MEMBERS
in: state
```

```lua
setOnlyCreateGangMembers(state)
```

```js
Game.setOnlyCreateGangMembers(state)
```
</Opcode>

## 暴乱枪声感知

<Opcode id="098A" name="SET_GUNSHOT_SENSE_RANGE_FOR_RIOT2" member="Game.SetGunshotSenseRangeForRiot2">
暴乱对枪声的感知距离。

```text
098A SET_GUNSHOT_SENSE_RANGE_FOR_RIOT2
in: range
```

```lua
setGunshotSenseRangeForRiot2(range)
```

```js
Game.setGunshotSenseRangeForRiot2(range)
```
</Opcode>

## enex 标志

<Opcode id="098E" name="SET_NAMED_ENTRY_EXIT_FLAG" member="Game.SetNamedEntryExitFlag">
设置指定 enex 标志。

```text
098E SET_NAMED_ENTRY_EXIT_FLAG
in: name, flag, state
```

```lua
setNamedEntryExitFlag(name, flag, state)
```

```js
Game.setNamedEntryExitFlag(name, flag, state)
```
</Opcode>

## 夜视是否开

<Opcode id="099D" name="IS_NIGHT_VISION_ACTIVE" member="Game.IsNightVisionActive">
用在 if：夜视是否开着。

```text
099D IS_NIGHT_VISION_ACTIVE
```

```lua
isNightVisionActive()
```

```js
Game.isNightVisionActive()
```
</Opcode>

## 刷随机警察

<Opcode id="099E" name="SET_CREATE_RANDOM_COPS" member="Game.SetCreateRandomCops">
是否刷随机警察。

```text
099E SET_CREATE_RANDOM_COPS
in: state
```

```lua
setCreateRandomCops(state)
```

```js
Game.setCreateRandomCops(state)
```
</Opcode>

## 室内也显示光点

<Opcode id="09A6" name="SHOW_BLIPS_ON_ALL_LEVELS" member="Game.ShowBlipsOnAllLevels">
室内时实体光点是否显示在雷达/地图。

```text
09A6 SHOW_BLIPS_ON_ALL_LEVELS
in: state
```

```lua
showBlipsOnAllLevels(state)
```

```js
Game.showBlipsOnAllLevels(state)
```
</Opcode>

## 隐藏前端光点

<Opcode id="09AC" name="HIDE_ALL_FRONTEND_BLIPS" member="Game.HideAllFrontendBlips">
隐藏前端全部光点。

```text
09AC HIDE_ALL_FRONTEND_BLIPS
in: state
```

```lua
hideAllFrontendBlips(state)
```

```js
Game.hideAllFrontendBlips(state)
```
</Opcode>

## 小游戏进行中

<Opcode id="09BD" name="SET_MINIGAME_IN_PROGRESS" member="Game.SetMinigameInProgress">
禁止其它脚本显示帮助。

```text
09BD SET_MINIGAME_IN_PROGRESS
in: state
```

```lua
setMinigameInProgress(state)
```

```js
Game.setMinigameInProgress(state)
```
</Opcode>

## 是否小游戏禁帮助

<Opcode id="09BE" name="IS_MINIGAME_IN_PROGRESS" member="Game.IsMinigameInProgress">
用在 if：是否有脚本用 09BD 禁了帮助。

```text
09BE IS_MINIGAME_IN_PROGRESS
```

```lua
isMinigameInProgress()
```

```js
Game.isMinigameInProgress()
```
</Opcode>

## 强制随机车型

<Opcode id="09BF" name="SET_FORCE_RANDOM_CAR_MODEL" member="Game.SetForceRandomCarModel">
强制刷出的车都用该模型。

```text
09BF SET_FORCE_RANDOM_CAR_MODEL
in: modelId
```

```lua
setForceRandomCarModel(modelId)
```

```js
Game.setForceRandomCarModel(modelId)
```
</Opcode>

## 字幕是否开

<Opcode id="09C8" name="ARE_SUBTITLES_SWITCHED_ON" member="Game.AreSubtitlesSwitchedOn">
用在 if：设置里字幕是否开启。

```text
09C8 ARE_SUBTITLES_SWITCHED_ON
```

```lua
areSubtitlesSwitchedOn()
```

```js
Game.areSubtitlesSwitchedOn()
```
</Opcode>

## 环境犯罪

<Opcode id="09D2" name="ENABLE_AMBIENT_CRIME" member="Game.EnableAmbientCrime">
警察是否追杀罪犯任务。

```text
09D2 ENABLE_AMBIENT_CRIME
in: state
```

```lua
enableAmbientCrime(state)
```

```js
Game.enableAmbientCrime(state)
```
</Opcode>

## 车库挂起通缉

<Opcode id="09D4" name="CLEAR_WANTED_LEVEL_IN_GARAGE" member="Game.ClearWantedLevelInGarage">
挂起当前通缉。

```text
09D4 CLEAR_WANTED_LEVEL_IN_GARAGE
```

```lua
clearWantedLevelInGarage()
```

```js
Game.clearWantedLevelInGarage()
```
</Opcode>

## 帮派空位

<Opcode id="09DD" name="MAKE_ROOM_IN_PLAYER_GANG_FOR_MISSION_PEDS" member="Game.MakeRoomInPlayerGangForMissionPeds">
保证玩家帮派还能再加人的空位。

```text
09DD MAKE_ROOM_IN_PLAYER_GANG_FOR_MISSION_PEDS
in: _p1
```

```lua
makeRoomInPlayerGangForMissionPeds(_p1)
```

```js
Game.makeRoomInPlayerGangForMissionPeds(_p1)
```
</Opcode>

## 航母导弹

<Opcode id="09E4" name="SET_AIRCRAFT_CARRIER_SAM_SITE" member="Game.SetAircraftCarrierSamSite">
开关航母导弹（圣辉海军站）。

```text
09E4 SET_AIRCRAFT_CARRIER_SAM_SITE
in: state
```

```lua
setAircraftCarrierSamSite(state)
```

```js
Game.setAircraftCarrierSamSite(state)
```
</Opcode>

## 入室 enex

<Opcode id="09E6" name="ENABLE_BURGLARY_HOUSES" member="Game.EnableBurglaryHouses">
开关入室任务用的 enex 标记。

```text
09E6 ENABLE_BURGLARY_HOUSES
in: state
```

```lua
enableBurglaryHouses(state)
```

```js
Game.enableBurglaryHouses(state)
```
</Opcode>

## 禁行人搭话

<Opcode id="09F5" name="SHUT_ALL_CHARS_UP" member="Game.ShutAllCharsUp">
禁止行人找玩家搭话。

```text
09F5 SHUT_ALL_CHARS_UP
in: state
```

```lua
shutAllCharsUp(state)
```

```js
Game.shutAllCharsUp(state)
```
</Opcode>

## 双人拷武器

<Opcode id="09F8" name="DO_WEAPON_STUFF_AT_START_OF_2P_GAME" member="Game.DoWeaponStuffAtStartOf2PGame">
合作任务：P1 武器拷给 P2。

```text
09F8 DO_WEAPON_STUFF_AT_START_OF_2P_GAME
```

```lua
doWeaponStuffAtStartOf2PGame()
```

```js
Game.doWeaponStuffAtStartOf2PGame()
```
</Opcode>

## 刚退出菜单

<Opcode id="09FA" name="HAS_GAME_JUST_RETURNED_FROM_FRONTEND" member="Game.HasGameJustReturnedFromFrontend">
用在 if：上一帧刚退出菜单。

```text
09FA HAS_GAME_JUST_RETURNED_FROM_FRONTEND
```

```lua
hasGameJustReturnedFromFrontend()
```

```js
Game.hasGameJustReturnedFromFrontend()
```
</Opcode>

## 当前语言

<Opcode id="09FB" name="GET_CURRENT_LANGUAGE" member="Game.GetCurrentLanguage">
菜单语言设置当前语言。

```text
09FB GET_CURRENT_LANGUAGE
out: languageSlot
```

```lua
local languageSlot = getCurrentLanguage()
```

```js
Game.getCurrentLanguage()
```
</Opcode>

## 是否在地盘战

<Opcode id="0A03" name="IS_GANG_WAR_FIGHTING_GOING_ON" member="Game.IsGangWarFightingGoingOn">
用在 if：是否挑起/防守地盘战。

```text
0A03 IS_GANG_WAR_FIGHTING_GOING_ON
```

```lua
isGangWarFightingGoingOn()
```

```js
Game.isGangWarFightingGoingOn()
```
</Opcode>

## 语言是否变了

<Opcode id="0A0F" name="HAS_LANGUAGE_CHANGED" member="Game.HasLanguageChanged">
用在 if：语言设置相对上次是否变了。

```text
0A0F HAS_LANGUAGE_CHANGED
```

```lua
hasLanguageChanged()
```

```js
Game.hasLanguageChanged()
```
</Opcode>

## 清理人口

<Opcode id="0A13" name="MANAGE_ALL_POPULATION" member="Game.ManageAllPopulation">
清远处无用物体与世界 dummy。

```text
0A13 MANAGE_ALL_POPULATION
```

```lua
manageAllPopulation()
```

```js
Game.manageAllPopulation()
```
</Opcode>

## 禁喷漆店

<Opcode id="0A14" name="SET_NO_RESPRAYS" member="Game.SetNoResprays">
禁止喷漆店对玩家开门。

```text
0A14 SET_NO_RESPRAYS
in: state
```

```lua
setNoResprays(state)
```

```js
Game.setNoResprays(state)
```
</Opcode>

## 是否宽屏

<Opcode id="0A2B" name="IS_WIDESCREEN_ON_IN_OPTIONS" member="Game.IsWidescreenOnInOptions">
用在 if：显示设置是否宽屏。

```text
0A2B IS_WIDESCREEN_ON_IN_OPTIONS
```

```lua
isWidescreenOnInOptions()
```

```js
Game.isWidescreenOnInOptions()
```
</Opcode>

## 关全部车灯

<Opcode id="0A37" name="FORCE_ALL_VEHICLE_LIGHTS_OFF" member="Game.ForceAllVehicleLightsOff">
开启时不渲染任何车灯。

```text
0A37 FORCE_ALL_VEHICLE_LIGHTS_OFF
in: state
```

```lua
forceAllVehicleLightsOff(state)
```

```js
Game.forceAllVehicleLightsOff(state)
```
</Opcode>

## 嫖妓反过来给钱

<Opcode id="0A3D" name="ACTIVATE_PIMP_CHEAT" member="Game.ActivatePimpCheat">
嫖妓是否反过来给钱。

```text
0A3D ACTIVATE_PIMP_CHEAT
in: state
```

```lua
activatePimpCheat(state)
```

```js
Game.activatePimpCheat(state)
```
</Opcode>

## 脚本合作标志

<Opcode id="0A3F" name="SET_SCRIPT_COOP_GAME" member="Game.SetScriptCoopGame">
设未用标志（地址 0x96A8A8）。

```text
0A3F SET_SCRIPT_COOP_GAME
in: state
```

```lua
setScriptCoopGame(state)
```

```js
Game.setScriptCoopGame(state)
```
</Opcode>

## 取消嫖妓

<Opcode id="0A43" name="GET_RID_OF_PLAYER_PROSTITUTE" member="Game.GetRidOfPlayerProstitute">
取消嫖妓邀请并让当前妓女离开。

```text
0A43 GET_RID_OF_PLAYER_PROSTITUTE
```

```lua
getRidOfPlayerProstitute()
```

```js
Game.getRidOfPlayerProstitute()
```
</Opcode>

## 物体 brain 组

<Opcode id="0A46" name="SWITCH_OBJECT_BRAINS" member="Game.SwitchObjectBrains">
开关指定分组（0929）的物体触发。

```text
0A46 SWITCH_OBJECT_BRAINS
in: groupingId, state
```

```lua
switchObjectBrains(groupingId, state)
```

```js
Game.switchObjectBrains(groupingId, state)
```
</Opcode>

## 宽屏可暂停

<Opcode id="0A48" name="ALLOW_PAUSE_IN_WIDESCREEN" member="Game.AllowPauseInWidescreen">
宽屏时仍可进暂停菜单。

```text
0A48 ALLOW_PAUSE_IN_WIDESCREEN
in: state
```

```lua
allowPauseInWidescreen(state)
```

```js
Game.allowPauseInWidescreen(state)
```
</Opcode>

## 是否手柄

<Opcode id="0A4B" name="IS_PC_USING_JOYPAD" member="Game.IsPcUsingJoypad">
用在 if：操控是手柄而非键鼠。

```text
0A4B IS_PC_USING_JOYPAD
```

```lua
isPcUsingJoypad()
```

```js
Game.isPcUsingJoypad()
```
</Opcode>