---
title: "杂项 Misc"
description: "无 class 的 SCM 原生命令（脚本控制 / 变量 / 条件 等）"
---

---
title: 杂项 Misc
description: 无 class 的 SCM 原生命令（脚本控制 / 变量 / 条件 等）
---

`sa` · 扩展 `default` · SCM 原生命令

共 879 条（旧站头注 1173，以正文 `##` 为准）。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 空操作

<Opcode id="0000" name="NOP">
无效果，常用来给 CLEO 脚本垫空间，规避跳转到零偏移 bug。

```text
0000 NOP
```

```lua
nop()
```

```js
native("NOP")
```
</Opcode>

## 等待

<Opcode id="0001" name="WAIT">
暂停脚本执行指定毫秒。

```text
0001 WAIT
in: time
```

```lua
wait(time)
```

```js
native("WAIT", time)
```
</Opcode>

## 无条件跳转

<Opcode id="0002" name="GOTO">
无条件跳转到标签。

```text
0002 GOTO
in: label
```

```lua
goto(label)
```

```js
native("GOTO", label)
```
</Opcode>

## 设 VAR 整型

<Opcode id="0004" name="SET_VAR_INT">
设置 VAR 整数值。

```text
0004 SET_VAR_INT
in: int, int
```

```lua
setVarInt(int, int)
```

```js
native("SET_VAR_INT", int, int)
```
</Opcode>

## 设 VAR 浮点

<Opcode id="0005" name="SET_VAR_FLOAT">
设置 VAR 浮点值。

```text
0005 SET_VAR_FLOAT
in: float, float
```

```lua
setVarFloat(float, float)
```

```js
native("SET_VAR_FLOAT", float, float)
```
</Opcode>

## 设 LVAR 整型

<Opcode id="0006" name="SET_LVAR_INT">
设置 LVAR 整数值。

```text
0006 SET_LVAR_INT
in: int, int
```

```lua
setLvarInt(int, int)
```

```js
native("SET_LVAR_INT", int, int)
```
</Opcode>

## 设 LVAR 浮点

<Opcode id="0007" name="SET_LVAR_FLOAT">
设置 LVAR 浮点值。

```text
0007 SET_LVAR_FLOAT
in: float, float
```

```lua
setLvarFloat(float, float)
```

```js
native("SET_LVAR_FLOAT", float, float)
```
</Opcode>

## VAR 整型加

<Opcode id="0008" name="ADD_VAL_TO_INT_VAR">
给 VAR 整型加值。

```text
0008 ADD_VAL_TO_INT_VAR
in: int, int
```

```lua
addValToIntVar(int, int)
```

```js
native("ADD_VAL_TO_INT_VAR", int, int)
```
</Opcode>

## VAR 浮点加

<Opcode id="0009" name="ADD_VAL_TO_FLOAT_VAR">
给 VAR 浮点加值。

```text
0009 ADD_VAL_TO_FLOAT_VAR
in: float, float
```

```lua
addValToFloatVar(float, float)
```

```js
native("ADD_VAL_TO_FLOAT_VAR", float, float)
```
</Opcode>

## LVAR 整型加

<Opcode id="000A" name="ADD_VAL_TO_INT_LVAR">
给 LVAR 整型加值。

```text
000A ADD_VAL_TO_INT_LVAR
in: int, int
```

```lua
addValToIntLvar(int, int)
```

```js
native("ADD_VAL_TO_INT_LVAR", int, int)
```
</Opcode>

## LVAR 浮点加

<Opcode id="000B" name="ADD_VAL_TO_FLOAT_LVAR">
给 LVAR 浮点加值。

```text
000B ADD_VAL_TO_FLOAT_LVAR
in: float, float
```

```lua
addValToFloatLvar(float, float)
```

```js
native("ADD_VAL_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## VAR 整型减

<Opcode id="000C" name="SUB_VAL_FROM_INT_VAR">
从 VAR 整型减值。

```text
000C SUB_VAL_FROM_INT_VAR
in: int, int
```

```lua
subValFromIntVar(int, int)
```

```js
native("SUB_VAL_FROM_INT_VAR", int, int)
```
</Opcode>

## VAR 浮点减

<Opcode id="000D" name="SUB_VAL_FROM_FLOAT_VAR">
从 VAR 浮点减值。

```text
000D SUB_VAL_FROM_FLOAT_VAR
in: float, float
```

```lua
subValFromFloatVar(float, float)
```

```js
native("SUB_VAL_FROM_FLOAT_VAR", float, float)
```
</Opcode>

## LVAR 整型减

<Opcode id="000E" name="SUB_VAL_FROM_INT_LVAR">
从 LVAR 整型减值。

```text
000E SUB_VAL_FROM_INT_LVAR
in: int, int
```

```lua
subValFromIntLvar(int, int)
```

```js
native("SUB_VAL_FROM_INT_LVAR", int, int)
```
</Opcode>

## LVAR 浮点减

<Opcode id="000F" name="SUB_VAL_FROM_FLOAT_LVAR">
从 LVAR 浮点减值。

```text
000F SUB_VAL_FROM_FLOAT_LVAR
in: float, float
```

```lua
subValFromFloatLvar(float, float)
```

```js
native("SUB_VAL_FROM_FLOAT_LVAR", float, float)
```
</Opcode>

## VAR 整型乘

<Opcode id="0010" name="MULT_INT_VAR_BY_VAL">
VAR 整型乘以值。

```text
0010 MULT_INT_VAR_BY_VAL
in: int, int
```

```lua
multIntVarByVal(int, int)
```

```js
native("MULT_INT_VAR_BY_VAL", int, int)
```
</Opcode>

## VAR 浮点乘

<Opcode id="0011" name="MULT_FLOAT_VAR_BY_VAL">
VAR 浮点乘以值。

```text
0011 MULT_FLOAT_VAR_BY_VAL
in: float, float
```

```lua
multFloatVarByVal(float, float)
```

```js
native("MULT_FLOAT_VAR_BY_VAL", float, float)
```
</Opcode>

## LVAR 整型乘

<Opcode id="0012" name="MULT_INT_LVAR_BY_VAL">
LVAR 整型乘以值。

```text
0012 MULT_INT_LVAR_BY_VAL
in: int, int
```

```lua
multIntLvarByVal(int, int)
```

```js
native("MULT_INT_LVAR_BY_VAL", int, int)
```
</Opcode>

## LVAR 浮点乘

<Opcode id="0013" name="MULT_FLOAT_LVAR_BY_VAL">
LVAR 浮点乘以值。

```text
0013 MULT_FLOAT_LVAR_BY_VAL
in: float, float
```

```lua
multFloatLvarByVal(float, float)
```

```js
native("MULT_FLOAT_LVAR_BY_VAL", float, float)
```
</Opcode>

## VAR 整型除

<Opcode id="0014" name="DIV_INT_VAR_BY_VAL">
VAR 整型除以值。

```text
0014 DIV_INT_VAR_BY_VAL
in: int, int
```

```lua
divIntVarByVal(int, int)
```

```js
native("DIV_INT_VAR_BY_VAL", int, int)
```
</Opcode>

## VAR 浮点除

<Opcode id="0015" name="DIV_FLOAT_VAR_BY_VAL">
VAR 浮点除以值。

```text
0015 DIV_FLOAT_VAR_BY_VAL
in: float, float
```

```lua
divFloatVarByVal(float, float)
```

```js
native("DIV_FLOAT_VAR_BY_VAL", float, float)
```
</Opcode>

## LVAR 整型除

<Opcode id="0016" name="DIV_INT_LVAR_BY_VAL">
LVAR 整型除以值。

```text
0016 DIV_INT_LVAR_BY_VAL
in: int, int
```

```lua
divIntLvarByVal(int, int)
```

```js
native("DIV_INT_LVAR_BY_VAL", int, int)
```
</Opcode>

## LVAR 浮点除

<Opcode id="0017" name="DIV_FLOAT_LVAR_BY_VAL">
LVAR 浮点除以值。

```text
0017 DIV_FLOAT_LVAR_BY_VAL
in: float, float
```

```lua
divFloatLvarByVal(float, float)
```

```js
native("DIV_FLOAT_LVAR_BY_VAL", float, float)
```
</Opcode>

## 整 VAR 大于数

<Opcode id="0018" name="IS_INT_VAR_GREATER_THAN_NUMBER">
用在 if：整型 VAR 是否大于数。

```text
0018 IS_INT_VAR_GREATER_THAN_NUMBER
in: int, int
```

```lua
isIntVarGreaterThanNumber(int, int)
```

```js
native("IS_INT_VAR_GREATER_THAN_NUMBER", int, int)
```
</Opcode>

## 整 LVAR 大于数

<Opcode id="0019" name="IS_INT_LVAR_GREATER_THAN_NUMBER">
用在 if：整型 LVAR 是否大于数。

```text
0019 IS_INT_LVAR_GREATER_THAN_NUMBER
in: int, int
```

```lua
isIntLvarGreaterThanNumber(int, int)
```

```js
native("IS_INT_LVAR_GREATER_THAN_NUMBER", int, int)
```
</Opcode>

## 数大于整 VAR

<Opcode id="001A" name="IS_NUMBER_GREATER_THAN_INT_VAR">
用在 if：数是否大于整型 VAR。

```text
001A IS_NUMBER_GREATER_THAN_INT_VAR
in: int, int
```

```lua
isNumberGreaterThanIntVar(int, int)
```

```js
native("IS_NUMBER_GREATER_THAN_INT_VAR", int, int)
```
</Opcode>

## 数大于整 LVAR

<Opcode id="001B" name="IS_NUMBER_GREATER_THAN_INT_LVAR">
用在 if：数是否大于整型 LVAR。

```text
001B IS_NUMBER_GREATER_THAN_INT_LVAR
in: int, int
```

```lua
isNumberGreaterThanIntLvar(int, int)
```

```js
native("IS_NUMBER_GREATER_THAN_INT_LVAR", int, int)
```
</Opcode>

## 整 VAR 大于整 VAR

<Opcode id="001C" name="IS_INT_VAR_GREATER_THAN_INT_VAR">
用在 if：整型 VAR 是否大于另一整型 VAR。

```text
001C IS_INT_VAR_GREATER_THAN_INT_VAR
in: int, int
```

```lua
isIntVarGreaterThanIntVar(int, int)
```

```js
native("IS_INT_VAR_GREATER_THAN_INT_VAR", int, int)
```
</Opcode>

## 整 LVAR 大于整 LVAR

<Opcode id="001D" name="IS_INT_LVAR_GREATER_THAN_INT_LVAR">
用在 if：整型 LVAR 是否大于另一整型 LVAR。

```text
001D IS_INT_LVAR_GREATER_THAN_INT_LVAR
in: int, int
```

```lua
isIntLvarGreaterThanIntLvar(int, int)
```

```js
native("IS_INT_LVAR_GREATER_THAN_INT_LVAR", int, int)
```
</Opcode>

## 整 VAR 大于整 LVAR

<Opcode id="001E" name="IS_INT_VAR_GREATER_THAN_INT_LVAR">
用在 if：整型 VAR 是否大于整型 LVAR。

```text
001E IS_INT_VAR_GREATER_THAN_INT_LVAR
in: int, int
```

```lua
isIntVarGreaterThanIntLvar(int, int)
```

```js
native("IS_INT_VAR_GREATER_THAN_INT_LVAR", int, int)
```
</Opcode>

## 整 LVAR 大于整 VAR

<Opcode id="001F" name="IS_INT_LVAR_GREATER_THAN_INT_VAR">
用在 if：整型 LVAR 是否大于整型 VAR。

```text
001F IS_INT_LVAR_GREATER_THAN_INT_VAR
in: int, int
```

```lua
isIntLvarGreaterThanIntVar(int, int)
```

```js
native("IS_INT_LVAR_GREATER_THAN_INT_VAR", int, int)
```
</Opcode>

## 浮 VAR 大于数

<Opcode id="0020" name="IS_FLOAT_VAR_GREATER_THAN_NUMBER">
用在 if：float VAR 是否大于该浮点值。

```text
0020 IS_FLOAT_VAR_GREATER_THAN_NUMBER
in: float, float
```

```lua
isFloatVarGreaterThanNumber(float, float)
```

```js
native("IS_FLOAT_VAR_GREATER_THAN_NUMBER", float, float)
```
</Opcode>

## 浮 LVAR 大于数

<Opcode id="0021" name="IS_FLOAT_LVAR_GREATER_THAN_NUMBER">
用在 if：float LVAR 是否大于该浮点值。

```text
0021 IS_FLOAT_LVAR_GREATER_THAN_NUMBER
in: float, float
```

```lua
isFloatLvarGreaterThanNumber(float, float)
```

```js
native("IS_FLOAT_LVAR_GREATER_THAN_NUMBER", float, float)
```
</Opcode>

## 数大于浮 VAR

<Opcode id="0022" name="IS_NUMBER_GREATER_THAN_FLOAT_VAR">
用在 if：该浮点值是否大于 float VAR。

```text
0022 IS_NUMBER_GREATER_THAN_FLOAT_VAR
in: float, float
```

```lua
isNumberGreaterThanFloatVar(float, float)
```

```js
native("IS_NUMBER_GREATER_THAN_FLOAT_VAR", float, float)
```
</Opcode>

## 数大于浮 LVAR

<Opcode id="0023" name="IS_NUMBER_GREATER_THAN_FLOAT_LVAR">
用在 if：该浮点值是否大于 float LVAR。

```text
0023 IS_NUMBER_GREATER_THAN_FLOAT_LVAR
in: float, float
```

```lua
isNumberGreaterThanFloatLvar(float, float)
```

```js
native("IS_NUMBER_GREATER_THAN_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 VAR 大于浮 VAR

<Opcode id="0024" name="IS_FLOAT_VAR_GREATER_THAN_FLOAT_VAR">
用在 if：float VAR 是否大于另一 float VAR。

```text
0024 IS_FLOAT_VAR_GREATER_THAN_FLOAT_VAR
in: float, float
```

```lua
isFloatVarGreaterThanFloatVar(float, float)
```

```js
native("IS_FLOAT_VAR_GREATER_THAN_FLOAT_VAR", float, float)
```
</Opcode>

## 浮 LVAR 大于浮 LVAR

<Opcode id="0025" name="IS_FLOAT_LVAR_GREATER_THAN_FLOAT_LVAR">
用在 if：float LVAR 是否大于另一 float LVAR。

```text
0025 IS_FLOAT_LVAR_GREATER_THAN_FLOAT_LVAR
in: float, float
```

```lua
isFloatLvarGreaterThanFloatLvar(float, float)
```

```js
native("IS_FLOAT_LVAR_GREATER_THAN_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 VAR 大于浮 LVAR

<Opcode id="0026" name="IS_FLOAT_VAR_GREATER_THAN_FLOAT_LVAR">
用在 if：float VAR 是否大于 float LVAR。

```text
0026 IS_FLOAT_VAR_GREATER_THAN_FLOAT_LVAR
in: float, float
```

```lua
isFloatVarGreaterThanFloatLvar(float, float)
```

```js
native("IS_FLOAT_VAR_GREATER_THAN_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 LVAR 大于浮 VAR

<Opcode id="0027" name="IS_FLOAT_LVAR_GREATER_THAN_FLOAT_VAR">
用在 if：float LVAR 是否大于 float VAR。

```text
0027 IS_FLOAT_LVAR_GREATER_THAN_FLOAT_VAR
in: float, float
```

```lua
isFloatLvarGreaterThanFloatVar(float, float)
```

```js
native("IS_FLOAT_LVAR_GREATER_THAN_FLOAT_VAR", float, float)
```
</Opcode>

## 整 VAR 大于等于数

<Opcode id="0028" name="IS_INT_VAR_GREATER_OR_EQUAL_TO_NUMBER">
用在 if：int VAR 是否大于等于该值。

```text
0028 IS_INT_VAR_GREATER_OR_EQUAL_TO_NUMBER
in: int, int
```

```lua
isIntVarGreaterOrEqualToNumber(int, int)
```

```js
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_NUMBER", int, int)
```
</Opcode>

## 整 LVAR 大于等于数

<Opcode id="0029" name="IS_INT_LVAR_GREATER_OR_EQUAL_TO_NUMBER">
用在 if：int LVAR 是否大于等于该值。

```text
0029 IS_INT_LVAR_GREATER_OR_EQUAL_TO_NUMBER
in: int, int
```

```lua
isIntLvarGreaterOrEqualToNumber(int, int)
```

```js
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_NUMBER", int, int)
```
</Opcode>

## 数大于等于整 VAR

<Opcode id="002A" name="IS_NUMBER_GREATER_OR_EQUAL_TO_INT_VAR">
用在 if：该值是否大于等于 int VAR。

```text
002A IS_NUMBER_GREATER_OR_EQUAL_TO_INT_VAR
in: int, int
```

```lua
isNumberGreaterOrEqualToIntVar(int, int)
```

```js
native("IS_NUMBER_GREATER_OR_EQUAL_TO_INT_VAR", int, int)
```
</Opcode>

## 数大于等于整 LVAR

<Opcode id="002B" name="IS_NUMBER_GREATER_OR_EQUAL_TO_INT_LVAR">
用在 if：该值是否大于等于 int LVAR。

```text
002B IS_NUMBER_GREATER_OR_EQUAL_TO_INT_LVAR
in: int, int
```

```lua
isNumberGreaterOrEqualToIntLvar(int, int)
```

```js
native("IS_NUMBER_GREATER_OR_EQUAL_TO_INT_LVAR", int, int)
```
</Opcode>

## 整 VAR 大于等于整 VAR

<Opcode id="002C" name="IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_VAR">
用在 if：int VAR 是否大于等于另一 int VAR。

```text
002C IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_VAR
in: int, int
```

```lua
isIntVarGreaterOrEqualToIntVar(int, int)
```

```js
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_VAR", int, int)
```
</Opcode>

## 整 LVAR 大于等于整 LVAR

<Opcode id="002D" name="IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_LVAR">
用在 if：int LVAR 是否大于等于另一 int LVAR。

```text
002D IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_LVAR
in: int, int
```

```lua
isIntLvarGreaterOrEqualToIntLvar(int, int)
```

```js
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_LVAR", int, int)
```
</Opcode>

## 整 VAR 大于等于整 LVAR

<Opcode id="002E" name="IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_LVAR">
用在 if：int VAR 是否大于等于 int LVAR。

```text
002E IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_LVAR
in: int, int
```

```lua
isIntVarGreaterOrEqualToIntLvar(int, int)
```

```js
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_INT_LVAR", int, int)
```
</Opcode>

## 整 LVAR 大于等于整 VAR

<Opcode id="002F" name="IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_VAR">
用在 if：int LVAR 是否大于等于 int VAR。

```text
002F IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_VAR
in: int, int
```

```lua
isIntLvarGreaterOrEqualToIntVar(int, int)
```

```js
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_INT_VAR", int, int)
```
</Opcode>

## 浮 VAR 大于等于数

<Opcode id="0030" name="IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_NUMBER">
用在 if：float VAR 是否大于等于该值。

```text
0030 IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_NUMBER
in: float, float
```

```lua
isFloatVarGreaterOrEqualToNumber(float, float)
```

```js
native("IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_NUMBER", float, float)
```
</Opcode>

## 浮 LVAR 大于等于数

<Opcode id="0031" name="IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_NUMBER">
用在 if：float LVAR 是否大于等于该值。

```text
0031 IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_NUMBER
in: float, float
```

```lua
isFloatLvarGreaterOrEqualToNumber(float, float)
```

```js
native("IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_NUMBER", float, float)
```
</Opcode>

## 数大于等于浮 VAR

<Opcode id="0032" name="IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_VAR">
用在 if：该值是否大于等于 float VAR。

```text
0032 IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_VAR
in: float, float
```

```lua
isNumberGreaterOrEqualToFloatVar(float, float)
```

```js
native("IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 数大于等于浮 LVAR

<Opcode id="0033" name="IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_LVAR">
用在 if：该值是否大于等于 float LVAR。

```text
0033 IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_LVAR
in: float, float
```

```lua
isNumberGreaterOrEqualToFloatLvar(float, float)
```

```js
native("IS_NUMBER_GREATER_OR_EQUAL_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 VAR 大于等于浮 VAR

<Opcode id="0034" name="IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_VAR">
用在 if：float VAR 是否大于等于另一 float VAR。

```text
0034 IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_VAR
in: float, float
```

```lua
isFloatVarGreaterOrEqualToFloatVar(float, float)
```

```js
native("IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 浮 LVAR 大于等于浮 LVAR

<Opcode id="0035" name="IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR">
用在 if：float LVAR 是否大于等于另一 float LVAR。

```text
0035 IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR
in: float, float
```

```lua
isFloatLvarGreaterOrEqualToFloatLvar(float, float)
```

```js
native("IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 VAR 大于等于浮 LVAR

<Opcode id="0036" name="IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR">
用在 if：float VAR 是否大于等于 LVAR。

```text
0036 IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR
in: float, float
```

```lua
isFloatVarGreaterOrEqualToFloatLvar(float, float)
```

```js
native("IS_FLOAT_VAR_GREATER_OR_EQUAL_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 LVAR 大于等于浮 VAR

<Opcode id="0037" name="IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_VAR">
用在 if：float LVAR 是否大于等于 float VAR。

```text
0037 IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_VAR
in: float, float
```

```lua
isFloatLvarGreaterOrEqualToFloatVar(float, float)
```

```js
native("IS_FLOAT_LVAR_GREATER_OR_EQUAL_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 整 VAR 等于数

<Opcode id="0038" name="IS_INT_VAR_EQUAL_TO_NUMBER">
用在 if：int VAR 是否等于该值。

```text
0038 IS_INT_VAR_EQUAL_TO_NUMBER
in: int, int
```

```lua
isIntVarEqualToNumber(int, int)
```

```js
native("IS_INT_VAR_EQUAL_TO_NUMBER", int, int)
```
</Opcode>

## 整 LVAR 等于数

<Opcode id="0039" name="IS_INT_LVAR_EQUAL_TO_NUMBER">
用在 if：int LVAR 是否等于该值。

```text
0039 IS_INT_LVAR_EQUAL_TO_NUMBER
in: int, int
```

```lua
isIntLvarEqualToNumber(int, int)
```

```js
native("IS_INT_LVAR_EQUAL_TO_NUMBER", int, int)
```
</Opcode>

## 整 VAR 等于整 VAR

<Opcode id="003A" name="IS_INT_VAR_EQUAL_TO_INT_VAR">
用在 if：int VAR 是否等于另一 int VAR。

```text
003A IS_INT_VAR_EQUAL_TO_INT_VAR
in: int, int
```

```lua
isIntVarEqualToIntVar(int, int)
```

```js
native("IS_INT_VAR_EQUAL_TO_INT_VAR", int, int)
```
</Opcode>

## 整 LVAR 等于整 LVAR

<Opcode id="003B" name="IS_INT_LVAR_EQUAL_TO_INT_LVAR">
用在 if：int LVAR 是否等于另一 int LVAR。

```text
003B IS_INT_LVAR_EQUAL_TO_INT_LVAR
in: int, int
```

```lua
isIntLvarEqualToIntLvar(int, int)
```

```js
native("IS_INT_LVAR_EQUAL_TO_INT_LVAR", int, int)
```
</Opcode>

## 整 VAR 等于整 LVAR

<Opcode id="003C" name="IS_INT_VAR_EQUAL_TO_INT_LVAR">
用在 if：int VAR 是否等于 int LVAR。

```text
003C IS_INT_VAR_EQUAL_TO_INT_LVAR
in: int, int
```

```lua
isIntVarEqualToIntLvar(int, int)
```

```js
native("IS_INT_VAR_EQUAL_TO_INT_LVAR", int, int)
```
</Opcode>

## 整 VAR 不等于数

<Opcode id="003D" name="IS_INT_VAR_NOT_EQUAL_TO_NUMBER">
用在 if：int VAR 是否不等于数。

```text
003D IS_INT_VAR_NOT_EQUAL_TO_NUMBER
```

```lua
isIntVarNotEqualToNumber()
```

```js
native("IS_INT_VAR_NOT_EQUAL_TO_NUMBER")
```
</Opcode>

## 整 LVAR 不等于数

<Opcode id="003E" name="IS_INT_LVAR_NOT_EQUAL_TO_NUMBER">
用在 if：int LVAR 是否不等于数。

```text
003E IS_INT_LVAR_NOT_EQUAL_TO_NUMBER
```

```lua
isIntLvarNotEqualToNumber()
```

```js
native("IS_INT_LVAR_NOT_EQUAL_TO_NUMBER")
```
</Opcode>

## 整 VAR 不等于整 VAR

<Opcode id="003F" name="IS_INT_VAR_NOT_EQUAL_TO_INT_VAR">
用在 if：int VAR 是否不等于另一 int VAR。

```text
003F IS_INT_VAR_NOT_EQUAL_TO_INT_VAR
```

```lua
isIntVarNotEqualToIntVar()
```

```js
native("IS_INT_VAR_NOT_EQUAL_TO_INT_VAR")
```
</Opcode>

## 整 LVAR 不等于整 LVAR

<Opcode id="0040" name="IS_INT_LVAR_NOT_EQUAL_TO_INT_LVAR">
用在 if：int LVAR 是否不等于另一 int LVAR。

```text
0040 IS_INT_LVAR_NOT_EQUAL_TO_INT_LVAR
```

```lua
isIntLvarNotEqualToIntLvar()
```

```js
native("IS_INT_LVAR_NOT_EQUAL_TO_INT_LVAR")
```
</Opcode>

## 整 VAR 不等于整 LVAR

<Opcode id="0041" name="IS_INT_VAR_NOT_EQUAL_TO_INT_LVAR">
用在 if：int VAR 是否不等于 int LVAR。

```text
0041 IS_INT_VAR_NOT_EQUAL_TO_INT_LVAR
```

```lua
isIntVarNotEqualToIntLvar()
```

```js
native("IS_INT_VAR_NOT_EQUAL_TO_INT_LVAR")
```
</Opcode>

## 浮 VAR 等于数

<Opcode id="0042" name="IS_FLOAT_VAR_EQUAL_TO_NUMBER">
用在 if：float VAR 是否等于该值。

```text
0042 IS_FLOAT_VAR_EQUAL_TO_NUMBER
in: float, float
```

```lua
isFloatVarEqualToNumber(float, float)
```

```js
native("IS_FLOAT_VAR_EQUAL_TO_NUMBER", float, float)
```
</Opcode>

## 浮 LVAR 等于数

<Opcode id="0043" name="IS_FLOAT_LVAR_EQUAL_TO_NUMBER">
用在 if：float LVAR 是否等于该值。

```text
0043 IS_FLOAT_LVAR_EQUAL_TO_NUMBER
in: float, float
```

```lua
isFloatLvarEqualToNumber(float, float)
```

```js
native("IS_FLOAT_LVAR_EQUAL_TO_NUMBER", float, float)
```
</Opcode>

## 浮 VAR 等于浮 VAR

<Opcode id="0044" name="IS_FLOAT_VAR_EQUAL_TO_FLOAT_VAR">
用在 if：float VAR 是否等于另一 float VAR。

```text
0044 IS_FLOAT_VAR_EQUAL_TO_FLOAT_VAR
in: float, float
```

```lua
isFloatVarEqualToFloatVar(float, float)
```

```js
native("IS_FLOAT_VAR_EQUAL_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 浮 LVAR 等于浮 LVAR

<Opcode id="0045" name="IS_FLOAT_LVAR_EQUAL_TO_FLOAT_LVAR">
用在 if：float LVAR 是否等于另一 float LVAR。

```text
0045 IS_FLOAT_LVAR_EQUAL_TO_FLOAT_LVAR
in: float, float
```

```lua
isFloatLvarEqualToFloatLvar(float, float)
```

```js
native("IS_FLOAT_LVAR_EQUAL_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 VAR 等于浮 LVAR

<Opcode id="0046" name="IS_FLOAT_VAR_EQUAL_TO_FLOAT_LVAR">
用在 if：float VAR 是否等于 float LVAR。

```text
0046 IS_FLOAT_VAR_EQUAL_TO_FLOAT_LVAR
in: float, float
```

```lua
isFloatVarEqualToFloatLvar(float, float)
```

```js
native("IS_FLOAT_VAR_EQUAL_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 浮 VAR 不等于数

<Opcode id="0047" name="IS_FLOAT_VAR_NOT_EQUAL_TO_NUMBER">
用在 if：float VAR 是否不等于数。

```text
0047 IS_FLOAT_VAR_NOT_EQUAL_TO_NUMBER
```

```lua
isFloatVarNotEqualToNumber()
```

```js
native("IS_FLOAT_VAR_NOT_EQUAL_TO_NUMBER")
```
</Opcode>

## 浮 LVAR 不等于数

<Opcode id="0048" name="IS_FLOAT_LVAR_NOT_EQUAL_TO_NUMBER">
用在 if：float LVAR 是否不等于数。

```text
0048 IS_FLOAT_LVAR_NOT_EQUAL_TO_NUMBER
```

```lua
isFloatLvarNotEqualToNumber()
```

```js
native("IS_FLOAT_LVAR_NOT_EQUAL_TO_NUMBER")
```
</Opcode>

## 浮 VAR 不等于浮 VAR

<Opcode id="0049" name="IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_VAR">
用在 if：float VAR 是否不等于另一 float VAR。

```text
0049 IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_VAR
```

```lua
isFloatVarNotEqualToFloatVar()
```

```js
native("IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_VAR")
```
</Opcode>

## 浮 LVAR 不等于浮 LVAR

<Opcode id="004A" name="IS_FLOAT_LVAR_NOT_EQUAL_TO_FLOAT_LVAR">
用在 if：float LVAR 是否不等于另一 float LVAR。

```text
004A IS_FLOAT_LVAR_NOT_EQUAL_TO_FLOAT_LVAR
```

```lua
isFloatLvarNotEqualToFloatLvar()
```

```js
native("IS_FLOAT_LVAR_NOT_EQUAL_TO_FLOAT_LVAR")
```
</Opcode>

## 浮 VAR 不等于浮 LVAR

<Opcode id="004B" name="IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_LVAR">
用在 if：float VAR 是否不等于 float LVAR。

```text
004B IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_LVAR
```

```lua
isFloatVarNotEqualToFloatLvar()
```

```js
native("IS_FLOAT_VAR_NOT_EQUAL_TO_FLOAT_LVAR")
```
</Opcode>

## 真则跳转

<Opcode id="004C" name="GOTO_IF_TRUE">
条件为真时跳转。

```text
004C GOTO_IF_TRUE
```

```lua
gotoIfTrue()
```

```js
native("GOTO_IF_TRUE")
```
</Opcode>

## 假则跳转

<Opcode id="004D" name="GOTO_IF_FALSE">
条件为假时跳转到标签。

```text
004D GOTO_IF_FALSE
in: label
```

```lua
gotoIfFalse(label)
```

```js
native("GOTO_IF_FALSE", label)
```
</Opcode>

## 结束脚本

<Opcode id="004E" name="TERMINATE_THIS_SCRIPT">
结束当前脚本，不再继续执行。

```text
004E TERMINATE_THIS_SCRIPT
```

```lua
terminateThisScript()
```

```js
native("TERMINATE_THIS_SCRIPT")
```
</Opcode>

## 启动新脚本

<Opcode id="004F" name="START_NEW_SCRIPT">
从指定标签启动新脚本。

```text
004F START_NEW_SCRIPT
in: label, arguments
```

```lua
startNewScript(label, arguments)
```

```js
native("START_NEW_SCRIPT", label, arguments)
```
</Opcode>

## 子程序调用

<Opcode id="0050" name="GOSUB">
以子程序方式跳转到标签。

```text
0050 GOSUB
in: label
```

```lua
gosub(label)
```

```js
native("GOSUB", label)
```
</Opcode>

## 子程序返回

<Opcode id="0051" name="RETURN">
从当前子程序返回（0050）。

```text
0051 RETURN
```

```lua
return()
```

```js
native("RETURN")
```
</Opcode>

## 取玩家坐标

<Opcode id="0054" name="GET_PLAYER_COORDINATES">
取玩家坐标。

```text
0054 GET_PLAYER_COORDINATES
```

```lua
getPlayerCoordinates()
```

```js
native("GET_PLAYER_COORDINATES")
```
</Opcode>

## 设玩家坐标

<Opcode id="0055" name="SET_PLAYER_COORDINATES">
设玩家坐标。

```text
0055 SET_PLAYER_COORDINATES
```

```lua
setPlayerCoordinates()
```

```js
native("SET_PLAYER_COORDINATES")
```
</Opcode>

## 玩家在 2D 区域

<Opcode id="0056" name="IS_PLAYER_IN_AREA_2D">
用在 if：玩家是否在 2D 区域。

```text
0056 IS_PLAYER_IN_AREA_2D
```

```lua
isPlayerInArea2D()
```

```js
native("IS_PLAYER_IN_AREA_2D")
```
</Opcode>

## 玩家在 3D 区域

<Opcode id="0057" name="IS_PLAYER_IN_AREA_3D">
用在 if：玩家是否在 3D 区域。

```text
0057 IS_PLAYER_IN_AREA_3D
```

```lua
isPlayerInArea3D()
```

```js
native("IS_PLAYER_IN_AREA_3D")
```
</Opcode>

## 整 VAR 加整 VAR

<Opcode id="0058" name="ADD_INT_VAR_TO_INT_VAR">
把 int VAR 加到另一 int VAR。

```text
0058 ADD_INT_VAR_TO_INT_VAR
in: int, int
```

```lua
addIntVarToIntVar(int, int)
```

```js
native("ADD_INT_VAR_TO_INT_VAR", int, int)
```
</Opcode>

## 浮 VAR 加浮 VAR

<Opcode id="0059" name="ADD_FLOAT_VAR_TO_FLOAT_VAR">
把 float VAR 加到另一 float VAR。

```text
0059 ADD_FLOAT_VAR_TO_FLOAT_VAR
in: float, float
```

```lua
addFloatVarToFloatVar(float, float)
```

```js
native("ADD_FLOAT_VAR_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 整 LVAR 加整 LVAR

<Opcode id="005A" name="ADD_INT_LVAR_TO_INT_LVAR">
把 int LVAR 加到另一 int LVAR。

```text
005A ADD_INT_LVAR_TO_INT_LVAR
in: int, int
```

```lua
addIntLvarToIntLvar(int, int)
```

```js
native("ADD_INT_LVAR_TO_INT_LVAR", int, int)
```
</Opcode>

## 浮 LVAR 加浮 LVAR

<Opcode id="005B" name="ADD_FLOAT_LVAR_TO_FLOAT_LVAR">
把 float LVAR 加到另一 float LVAR。

```text
005B ADD_FLOAT_LVAR_TO_FLOAT_LVAR
in: float, float
```

```lua
addFloatLvarToFloatLvar(float, float)
```

```js
native("ADD_FLOAT_LVAR_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 VAR 加整 LVAR

<Opcode id="005C" name="ADD_INT_VAR_TO_INT_LVAR">
把 int VAR 加到 int LVAR。

```text
005C ADD_INT_VAR_TO_INT_LVAR
in: int, int
```

```lua
addIntVarToIntLvar(int, int)
```

```js
native("ADD_INT_VAR_TO_INT_LVAR", int, int)
```
</Opcode>

## 浮 VAR 加浮 LVAR

<Opcode id="005D" name="ADD_FLOAT_VAR_TO_FLOAT_LVAR">
把 float VAR 加到 float LVAR。

```text
005D ADD_FLOAT_VAR_TO_FLOAT_LVAR
in: float, float
```

```lua
addFloatVarToFloatLvar(float, float)
```

```js
native("ADD_FLOAT_VAR_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 LVAR 加整 VAR

<Opcode id="005E" name="ADD_INT_LVAR_TO_INT_VAR">
把 int LVAR 加到 int VAR。

```text
005E ADD_INT_LVAR_TO_INT_VAR
in: int, int
```

```lua
addIntLvarToIntVar(int, int)
```

```js
native("ADD_INT_LVAR_TO_INT_VAR", int, int)
```
</Opcode>

## 浮 LVAR 加浮 VAR

<Opcode id="005F" name="ADD_FLOAT_LVAR_TO_FLOAT_VAR">
把 float LVAR 加到 float VAR。

```text
005F ADD_FLOAT_LVAR_TO_FLOAT_VAR
in: float, float
```

```lua
addFloatLvarToFloatVar(float, float)
```

```js
native("ADD_FLOAT_LVAR_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 整 VAR 减整 VAR

<Opcode id="0060" name="SUB_INT_VAR_FROM_INT_VAR">
从 int VAR 减去 int VAR。

```text
0060 SUB_INT_VAR_FROM_INT_VAR
in: int, int
```

```lua
subIntVarFromIntVar(int, int)
```

```js
native("SUB_INT_VAR_FROM_INT_VAR", int, int)
```
</Opcode>

## 浮 VAR 减浮 VAR

<Opcode id="0061" name="SUB_FLOAT_VAR_FROM_FLOAT_VAR">
从 float VAR 减去 float VAR。

```text
0061 SUB_FLOAT_VAR_FROM_FLOAT_VAR
in: float, float
```

```lua
subFloatVarFromFloatVar(float, float)
```

```js
native("SUB_FLOAT_VAR_FROM_FLOAT_VAR", float, float)
```
</Opcode>

## 整 LVAR 减整 LVAR

<Opcode id="0062" name="SUB_INT_LVAR_FROM_INT_LVAR">
从 int LVAR 减去 int LVAR。

```text
0062 SUB_INT_LVAR_FROM_INT_LVAR
in: int, int
```

```lua
subIntLvarFromIntLvar(int, int)
```

```js
native("SUB_INT_LVAR_FROM_INT_LVAR", int, int)
```
</Opcode>

## 浮 LVAR 减浮 LVAR

<Opcode id="0063" name="SUB_FLOAT_LVAR_FROM_FLOAT_LVAR">
从 float LVAR 减去 float LVAR。

```text
0063 SUB_FLOAT_LVAR_FROM_FLOAT_LVAR
in: float, float
```

```lua
subFloatLvarFromFloatLvar(float, float)
```

```js
native("SUB_FLOAT_LVAR_FROM_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 LVAR 减整 VAR

<Opcode id="0064" name="SUB_INT_VAR_FROM_INT_LVAR">
从 int LVAR 减去 int VAR。

```text
0064 SUB_INT_VAR_FROM_INT_LVAR
in: int, int
```

```lua
subIntVarFromIntLvar(int, int)
```

```js
native("SUB_INT_VAR_FROM_INT_LVAR", int, int)
```
</Opcode>

## 浮 LVAR 减浮 VAR

<Opcode id="0065" name="SUB_FLOAT_VAR_FROM_FLOAT_LVAR">
从 float LVAR 减去 float VAR。

```text
0065 SUB_FLOAT_VAR_FROM_FLOAT_LVAR
in: float, float
```

```lua
subFloatVarFromFloatLvar(float, float)
```

```js
native("SUB_FLOAT_VAR_FROM_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 VAR 减整 LVAR

<Opcode id="0066" name="SUB_INT_LVAR_FROM_INT_VAR">
从 int VAR 减去 int LVAR。

```text
0066 SUB_INT_LVAR_FROM_INT_VAR
in: int, int
```

```lua
subIntLvarFromIntVar(int, int)
```

```js
native("SUB_INT_LVAR_FROM_INT_VAR", int, int)
```
</Opcode>

## 浮 VAR 减浮 LVAR

<Opcode id="0067" name="SUB_FLOAT_LVAR_FROM_FLOAT_VAR">
从 float VAR 减去 float LVAR。

```text
0067 SUB_FLOAT_LVAR_FROM_FLOAT_VAR
in: float, float
```

```lua
subFloatLvarFromFloatVar(float, float)
```

```js
native("SUB_FLOAT_LVAR_FROM_FLOAT_VAR", float, float)
```
</Opcode>

## 整 VAR 乘整 VAR

<Opcode id="0068" name="MULT_INT_VAR_BY_INT_VAR">
int VAR 乘以 int VAR。

```text
0068 MULT_INT_VAR_BY_INT_VAR
in: int, int
```

```lua
multIntVarByIntVar(int, int)
```

```js
native("MULT_INT_VAR_BY_INT_VAR", int, int)
```
</Opcode>

## 浮 VAR 乘浮 VAR

<Opcode id="0069" name="MULT_FLOAT_VAR_BY_FLOAT_VAR">
float VAR 乘以 float VAR。

```text
0069 MULT_FLOAT_VAR_BY_FLOAT_VAR
in: float, float
```

```lua
multFloatVarByFloatVar(float, float)
```

```js
native("MULT_FLOAT_VAR_BY_FLOAT_VAR", float, float)
```
</Opcode>

## 整 LVAR 乘整 LVAR

<Opcode id="006A" name="MULT_INT_LVAR_BY_INT_LVAR">
int LVAR 乘以 int LVAR。

```text
006A MULT_INT_LVAR_BY_INT_LVAR
in: int, int
```

```lua
multIntLvarByIntLvar(int, int)
```

```js
native("MULT_INT_LVAR_BY_INT_LVAR", int, int)
```
</Opcode>

## 浮 LVAR 乘浮 LVAR

<Opcode id="006B" name="MULT_FLOAT_LVAR_BY_FLOAT_LVAR">
float LVAR 乘以 float LVAR。

```text
006B MULT_FLOAT_LVAR_BY_FLOAT_LVAR
in: float, float
```

```lua
multFloatLvarByFloatLvar(float, float)
```

```js
native("MULT_FLOAT_LVAR_BY_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 VAR 乘整 LVAR

<Opcode id="006C" name="MULT_INT_VAR_BY_INT_LVAR">
int VAR 乘以 int LVAR。

```text
006C MULT_INT_VAR_BY_INT_LVAR
in: int, int
```

```lua
multIntVarByIntLvar(int, int)
```

```js
native("MULT_INT_VAR_BY_INT_LVAR", int, int)
```
</Opcode>

## 浮 VAR 乘浮 LVAR

<Opcode id="006D" name="MULT_FLOAT_VAR_BY_FLOAT_LVAR">
float VAR 乘以 float LVAR。

```text
006D MULT_FLOAT_VAR_BY_FLOAT_LVAR
in: float, float
```

```lua
multFloatVarByFloatLvar(float, float)
```

```js
native("MULT_FLOAT_VAR_BY_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 LVAR 乘整 VAR

<Opcode id="006E" name="MULT_INT_LVAR_BY_INT_VAR">
int LVAR 乘以 int VAR。

```text
006E MULT_INT_LVAR_BY_INT_VAR
in: int, int
```

```lua
multIntLvarByIntVar(int, int)
```

```js
native("MULT_INT_LVAR_BY_INT_VAR", int, int)
```
</Opcode>

## 浮 LVAR 乘浮 VAR

<Opcode id="006F" name="MULT_FLOAT_LVAR_BY_FLOAT_VAR">
float LVAR 乘以 float VAR。

```text
006F MULT_FLOAT_LVAR_BY_FLOAT_VAR
in: float, float
```

```lua
multFloatLvarByFloatVar(float, float)
```

```js
native("MULT_FLOAT_LVAR_BY_FLOAT_VAR", float, float)
```
</Opcode>

## 整 VAR 除整 VAR

<Opcode id="0070" name="DIV_INT_VAR_BY_INT_VAR">
int VAR 除以 int VAR。

```text
0070 DIV_INT_VAR_BY_INT_VAR
in: int, int
```

```lua
divIntVarByIntVar(int, int)
```

```js
native("DIV_INT_VAR_BY_INT_VAR", int, int)
```
</Opcode>

## 浮 VAR 除浮 VAR

<Opcode id="0071" name="DIV_FLOAT_VAR_BY_FLOAT_VAR">
float VAR 除以 float VAR。

```text
0071 DIV_FLOAT_VAR_BY_FLOAT_VAR
in: float, float
```

```lua
divFloatVarByFloatVar(float, float)
```

```js
native("DIV_FLOAT_VAR_BY_FLOAT_VAR", float, float)
```
</Opcode>

## 整 LVAR 除整 LVAR

<Opcode id="0072" name="DIV_INT_LVAR_BY_INT_LVAR">
int LVAR 除以 int LVAR。

```text
0072 DIV_INT_LVAR_BY_INT_LVAR
in: int, int
```

```lua
divIntLvarByIntLvar(int, int)
```

```js
native("DIV_INT_LVAR_BY_INT_LVAR", int, int)
```
</Opcode>

## 浮 LVAR 除浮 LVAR

<Opcode id="0073" name="DIV_FLOAT_LVAR_BY_FLOAT_LVAR">
float LVAR 除以 float LVAR。

```text
0073 DIV_FLOAT_LVAR_BY_FLOAT_LVAR
in: float, float
```

```lua
divFloatLvarByFloatLvar(float, float)
```

```js
native("DIV_FLOAT_LVAR_BY_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 VAR 除整 LVAR

<Opcode id="0074" name="DIV_INT_VAR_BY_INT_LVAR">
int VAR 除以 int LVAR。

```text
0074 DIV_INT_VAR_BY_INT_LVAR
in: int, int
```

```lua
divIntVarByIntLvar(int, int)
```

```js
native("DIV_INT_VAR_BY_INT_LVAR", int, int)
```
</Opcode>

## 浮 VAR 除浮 LVAR

<Opcode id="0075" name="DIV_FLOAT_VAR_BY_FLOAT_LVAR">
float VAR 除以 float LVAR。

```text
0075 DIV_FLOAT_VAR_BY_FLOAT_LVAR
in: float, float
```

```lua
divFloatVarByFloatLvar(float, float)
```

```js
native("DIV_FLOAT_VAR_BY_FLOAT_LVAR", float, float)
```
</Opcode>

## 整 LVAR 除整 VAR

<Opcode id="0076" name="DIV_INT_LVAR_BY_INT_VAR">
int LVAR 除以 int VAR。

```text
0076 DIV_INT_LVAR_BY_INT_VAR
in: int, int
```

```lua
divIntLvarByIntVar(int, int)
```

```js
native("DIV_INT_LVAR_BY_INT_VAR", int, int)
```
</Opcode>

## 浮 LVAR 除浮 VAR

<Opcode id="0077" name="DIV_FLOAT_LVAR_BY_FLOAT_VAR">
float LVAR 除以 float VAR。

```text
0077 DIV_FLOAT_LVAR_BY_FLOAT_VAR
in: float, float
```

```lua
divFloatLvarByFloatVar(float, float)
```

```js
native("DIV_FLOAT_LVAR_BY_FLOAT_VAR", float, float)
```
</Opcode>

## 时基加值到浮 VAR

<Opcode id="0078" name="ADD_TIMED_VAL_TO_FLOAT_VAR">
用上一帧 delta 时间乘指定值再加到指定变量。

```text
0078 ADD_TIMED_VAL_TO_FLOAT_VAR
in: float, float
```

```lua
addTimedValToFloatVar(float, float)
```

```js
native("ADD_TIMED_VAL_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 时基加值到浮 LVAR

<Opcode id="0079" name="ADD_TIMED_VAL_TO_FLOAT_LVAR">
用上一帧 delta 时间乘指定值再加到指定变量。

```text
0079 ADD_TIMED_VAL_TO_FLOAT_LVAR
in: float, float
```

```lua
addTimedValToFloatLvar(float, float)
```

```js
native("ADD_TIMED_VAL_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 时基浮 VAR 加浮 VAR

<Opcode id="007A" name="ADD_TIMED_FLOAT_VAR_TO_FLOAT_VAR">
用上一帧 delta 时间乘全局浮点变量再加到该全局变量。

```text
007A ADD_TIMED_FLOAT_VAR_TO_FLOAT_VAR
in: float, float
```

```lua
addTimedFloatVarToFloatVar(float, float)
```

```js
native("ADD_TIMED_FLOAT_VAR_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 时基浮 LVAR 加浮 LVAR

<Opcode id="007B" name="ADD_TIMED_FLOAT_LVAR_TO_FLOAT_LVAR">
用上一帧 delta 时间乘局部浮点变量再加到该局部变量。

```text
007B ADD_TIMED_FLOAT_LVAR_TO_FLOAT_LVAR
in: float, float
```

```lua
addTimedFloatLvarToFloatLvar(float, float)
```

```js
native("ADD_TIMED_FLOAT_LVAR_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 时基浮 VAR 加浮 LVAR

<Opcode id="007C" name="ADD_TIMED_FLOAT_VAR_TO_FLOAT_LVAR">
用上一帧 delta 时间乘全局浮点变量再加到局部变量。

```text
007C ADD_TIMED_FLOAT_VAR_TO_FLOAT_LVAR
in: float, float
```

```lua
addTimedFloatVarToFloatLvar(float, float)
```

```js
native("ADD_TIMED_FLOAT_VAR_TO_FLOAT_LVAR", float, float)
```
</Opcode>

## 时基浮 LVAR 加浮 VAR

<Opcode id="007D" name="ADD_TIMED_FLOAT_LVAR_TO_FLOAT_VAR">
用上一帧 delta 时间乘局部浮点变量再加到全局变量。

```text
007D ADD_TIMED_FLOAT_LVAR_TO_FLOAT_VAR
in: float, float
```

```lua
addTimedFloatLvarToFloatVar(float, float)
```

```js
native("ADD_TIMED_FLOAT_LVAR_TO_FLOAT_VAR", float, float)
```
</Opcode>

## 时基从浮 VAR 减值

<Opcode id="007E" name="SUB_TIMED_VAL_FROM_FLOAT_VAR">
用上一帧 delta 时间乘指定浮点值再从全局变量减去。

```text
007E SUB_TIMED_VAL_FROM_FLOAT_VAR
in: float, float
```

```lua
subTimedValFromFloatVar(float, float)
```

```js
native("SUB_TIMED_VAL_FROM_FLOAT_VAR", float, float)
```
</Opcode>

## 时基从浮 LVAR 减值

<Opcode id="007F" name="SUB_TIMED_VAL_FROM_FLOAT_LVAR">
用上一帧 delta 时间乘指定值再从局部变量减去。

```text
007F SUB_TIMED_VAL_FROM_FLOAT_LVAR
in: float, float
```

```lua
subTimedValFromFloatLvar(float, float)
```

```js
native("SUB_TIMED_VAL_FROM_FLOAT_LVAR", float, float)
```
</Opcode>

## 时基浮 VAR 减浮 VAR

<Opcode id="0080" name="SUB_TIMED_FLOAT_VAR_FROM_FLOAT_VAR">
用上一帧 delta 时间乘全局变量再从该全局变量减去。

```text
0080 SUB_TIMED_FLOAT_VAR_FROM_FLOAT_VAR
in: float, float
```

```lua
subTimedFloatVarFromFloatVar(float, float)
```

```js
native("SUB_TIMED_FLOAT_VAR_FROM_FLOAT_VAR", float, float)
```
</Opcode>

## 时基浮 LVAR 减浮 LVAR

<Opcode id="0081" name="SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_LVAR">
用上一帧 delta 时间乘局部变量再从该局部变量减去。

```text
0081 SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_LVAR
in: float, float
```

```lua
subTimedFloatLvarFromFloatLvar(float, float)
```

```js
native("SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_LVAR", float, float)
```
</Opcode>

## 时基浮 VAR 减浮 LVAR

<Opcode id="0082" name="SUB_TIMED_FLOAT_VAR_FROM_FLOAT_LVAR">
用上一帧 delta 时间乘全局变量再从局部变量减去。

```text
0082 SUB_TIMED_FLOAT_VAR_FROM_FLOAT_LVAR
in: float, float
```

```lua
subTimedFloatVarFromFloatLvar(float, float)
```

```js
native("SUB_TIMED_FLOAT_VAR_FROM_FLOAT_LVAR", float, float)
```
</Opcode>

## 时基浮 LVAR 减浮 VAR

<Opcode id="0083" name="SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_VAR">
用帧 delta（距上一帧毫秒）乘指定局部变量中的浮点值。

```text
0083 SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_VAR
in: float, float
```

```lua
subTimedFloatLvarFromFloatVar(float, float)
```

```js
native("SUB_TIMED_FLOAT_LVAR_FROM_FLOAT_VAR", float, float)
```
</Opcode>

## 整 VAR 赋整 VAR

<Opcode id="0084" name="SET_VAR_INT_TO_VAR_INT">
把 int VAR 设为另一 VAR 的值。

```text
0084 SET_VAR_INT_TO_VAR_INT
in: int, int
```

```lua
setVarIntToVarInt(int, int)
```

```js
native("SET_VAR_INT_TO_VAR_INT", int, int)
```
</Opcode>

## 整 LVAR 赋整 LVAR

<Opcode id="0085" name="SET_LVAR_INT_TO_LVAR_INT">
把 int LVAR 设为另一 LVAR 的值。

```text
0085 SET_LVAR_INT_TO_LVAR_INT
in: int, int
```

```lua
setLvarIntToLvarInt(int, int)
```

```js
native("SET_LVAR_INT_TO_LVAR_INT", int, int)
```
</Opcode>

## 浮 VAR 赋浮 VAR

<Opcode id="0086" name="SET_VAR_FLOAT_TO_VAR_FLOAT">
把 float VAR 设为另一 VAR 的值。

```text
0086 SET_VAR_FLOAT_TO_VAR_FLOAT
in: float, float
```

```lua
setVarFloatToVarFloat(float, float)
```

```js
native("SET_VAR_FLOAT_TO_VAR_FLOAT", float, float)
```
</Opcode>

## 浮 LVAR 赋浮 LVAR

<Opcode id="0087" name="SET_LVAR_FLOAT_TO_LVAR_FLOAT">
把 float LVAR 设为另一 LVAR 的值。

```text
0087 SET_LVAR_FLOAT_TO_LVAR_FLOAT
in: float, float
```

```lua
setLvarFloatToLvarFloat(float, float)
```

```js
native("SET_LVAR_FLOAT_TO_LVAR_FLOAT", float, float)
```
</Opcode>

## 浮 VAR 赋浮 LVAR

<Opcode id="0088" name="SET_VAR_FLOAT_TO_LVAR_FLOAT">
把 float VAR 设为 LVAR 的值。

```text
0088 SET_VAR_FLOAT_TO_LVAR_FLOAT
in: float, float
```

```lua
setVarFloatToLvarFloat(float, float)
```

```js
native("SET_VAR_FLOAT_TO_LVAR_FLOAT", float, float)
```
</Opcode>

## 浮 LVAR 赋浮 VAR

<Opcode id="0089" name="SET_LVAR_FLOAT_TO_VAR_FLOAT">
把 float LVAR 设为 VAR 的值。

```text
0089 SET_LVAR_FLOAT_TO_VAR_FLOAT
in: float, float
```

```lua
setLvarFloatToVarFloat(float, float)
```

```js
native("SET_LVAR_FLOAT_TO_VAR_FLOAT", float, float)
```
</Opcode>

## 整 VAR 赋整 LVAR

<Opcode id="008A" name="SET_VAR_INT_TO_LVAR_INT">
把 int VAR 设为 LVAR 的值。

```text
008A SET_VAR_INT_TO_LVAR_INT
in: int, int
```

```lua
setVarIntToLvarInt(int, int)
```

```js
native("SET_VAR_INT_TO_LVAR_INT", int, int)
```
</Opcode>

## 整 LVAR 赋整 VAR

<Opcode id="008B" name="SET_LVAR_INT_TO_VAR_INT">
把 int LVAR 设为 VAR 的值。

```text
008B SET_LVAR_INT_TO_VAR_INT
in: int, int
```

```lua
setLvarIntToVarInt(int, int)
```

```js
native("SET_LVAR_INT_TO_VAR_INT", int, int)
```
</Opcode>

## 整 VAR 截断自浮 VAR

<Opcode id="008C" name="CSET_VAR_INT_TO_VAR_FLOAT">
把第二个全局变量浮点向下取整为整数写入第一个全局变量。

```text
008C CSET_VAR_INT_TO_VAR_FLOAT
in: int, float
```

```lua
csetVarIntToVarFloat(int, float)
```

```js
native("CSET_VAR_INT_TO_VAR_FLOAT", int, float)
```
</Opcode>

## 浮 VAR 转自整 VAR

<Opcode id="008D" name="CSET_VAR_FLOAT_TO_VAR_INT">
把第二个全局变量整数转为浮点写入第一个全局变量。

```text
008D CSET_VAR_FLOAT_TO_VAR_INT
in: float, int
```

```lua
csetVarFloatToVarInt(float, int)
```

```js
native("CSET_VAR_FLOAT_TO_VAR_INT", float, int)
```
</Opcode>

## 整 LVAR 截断自浮 VAR

<Opcode id="008E" name="CSET_LVAR_INT_TO_VAR_FLOAT">
把全局变量浮点向下取整为整数写入局部变量。

```text
008E CSET_LVAR_INT_TO_VAR_FLOAT
in: int, float
```

```lua
csetLvarIntToVarFloat(int, float)
```

```js
native("CSET_LVAR_INT_TO_VAR_FLOAT", int, float)
```
</Opcode>

## 浮 LVAR 转自整 VAR

<Opcode id="008F" name="CSET_LVAR_FLOAT_TO_VAR_INT">
把全局变量整数转为浮点写入局部变量。

```text
008F CSET_LVAR_FLOAT_TO_VAR_INT
in: float, int
```

```lua
csetLvarFloatToVarInt(float, int)
```

```js
native("CSET_LVAR_FLOAT_TO_VAR_INT", float, int)
```
</Opcode>

## 整 VAR 截断自浮 LVAR

<Opcode id="0090" name="CSET_VAR_INT_TO_LVAR_FLOAT">
把局部变量浮点向下取整为整数写入全局变量。

```text
0090 CSET_VAR_INT_TO_LVAR_FLOAT
in: int, float
```

```lua
csetVarIntToLvarFloat(int, float)
```

```js
native("CSET_VAR_INT_TO_LVAR_FLOAT", int, float)
```
</Opcode>

## 浮 VAR 转自整 LVAR

<Opcode id="0091" name="CSET_VAR_FLOAT_TO_LVAR_INT">
把局部变量整数转为浮点写入全局变量。

```text
0091 CSET_VAR_FLOAT_TO_LVAR_INT
in: float, int
```

```lua
csetVarFloatToLvarInt(float, int)
```

```js
native("CSET_VAR_FLOAT_TO_LVAR_INT", float, int)
```
</Opcode>

## 整 LVAR 截断自浮 LVAR

<Opcode id="0092" name="CSET_LVAR_INT_TO_LVAR_FLOAT">
把浮点截断为整数。

```text
0092 CSET_LVAR_INT_TO_LVAR_FLOAT
in: int, float
```

```lua
csetLvarIntToLvarFloat(int, float)
```

```js
native("CSET_LVAR_INT_TO_LVAR_FLOAT", int, float)
```
</Opcode>

## 浮 LVAR 转自整 LVAR

<Opcode id="0093" name="CSET_LVAR_FLOAT_TO_LVAR_INT">
把第二个局部变量整数转为浮点写入第一个局部变量。

```text
0093 CSET_LVAR_FLOAT_TO_LVAR_INT
in: float, int
```

```lua
csetLvarFloatToLvarInt(float, int)
```

```js
native("CSET_LVAR_FLOAT_TO_LVAR_INT", float, int)
```
</Opcode>

## 人物游荡方向

<Opcode id="009C" name="CHAR_WANDER_DIR">
CHAR_WANDER_DIR。

```text
009C CHAR_WANDER_DIR
```

```lua
charWanderDir()
```

```js
native("CHAR_WANDER_DIR")
```
</Opcode>

## 人物游荡范围

<Opcode id="009D" name="CHAR_WANDER_RANGE">
CHAR_WANDER_RANGE。

```text
009D CHAR_WANDER_RANGE
```

```lua
charWanderRange()
```

```js
native("CHAR_WANDER_RANGE")
```
</Opcode>

## 人物沿路径

<Opcode id="009E" name="CHAR_FOLLOW_PATH">
CHAR_FOLLOW_PATH。

```text
009E CHAR_FOLLOW_PATH
```

```lua
charFollowPath()
```

```js
native("CHAR_FOLLOW_PATH")
```
</Opcode>

## 人物设空闲

<Opcode id="009F" name="CHAR_SET_IDLE">
CHAR_SET_IDLE。

```text
009F CHAR_SET_IDLE
```

```lua
charSetIdle()
```

```js
native("CHAR_SET_IDLE")
```
</Opcode>

## 人物仍存活

<Opcode id="00A2" name="IS_CHAR_STILL_ALIVE">
IS_CHAR_STILL_ALIVE。

```text
00A2 IS_CHAR_STILL_ALIVE
```

```lua
isCharStillAlive()
```

```js
native("IS_CHAR_STILL_ALIVE")
```
</Opcode>

## 载具仍存活

<Opcode id="00AC" name="IS_CAR_STILL_ALIVE">
IS_CAR_STILL_ALIVE。

```text
00AC IS_CAR_STILL_ALIVE
```

```lua
isCarStillAlive()
```

```js
native("IS_CAR_STILL_ALIVE")
```
</Opcode>

## SPECIAL_0

<Opcode id="00B2" name="SPECIAL_0">
SPECIAL_0。

```text
00B2 SPECIAL_0
```

```lua
special0()
```

```js
native("SPECIAL_0")
```
</Opcode>

## SPECIAL_1

<Opcode id="00B3" name="SPECIAL_1">
SPECIAL_1。

```text
00B3 SPECIAL_1
```

```lua
special1()
```

```js
native("SPECIAL_1")
```
</Opcode>

## SPECIAL_2

<Opcode id="00B4" name="SPECIAL_2">
SPECIAL_2。

```text
00B4 SPECIAL_2
```

```lua
special2()
```

```js
native("SPECIAL_2")
```
</Opcode>

## SPECIAL_3

<Opcode id="00B5" name="SPECIAL_3">
SPECIAL_3。

```text
00B5 SPECIAL_3
```

```lua
special3()
```

```js
native("SPECIAL_3")
```
</Opcode>

## SPECIAL_4

<Opcode id="00B6" name="SPECIAL_4">
SPECIAL_4。

```text
00B6 SPECIAL_4
```

```lua
special4()
```

```js
native("SPECIAL_4")
```
</Opcode>

## SPECIAL_5

<Opcode id="00B7" name="SPECIAL_5">
SPECIAL_5。

```text
00B7 SPECIAL_5
```

```lua
special5()
```

```js
native("SPECIAL_5")
```
</Opcode>

## SPECIAL_6

<Opcode id="00B8" name="SPECIAL_6">
SPECIAL_6。

```text
00B8 SPECIAL_6
```

```lua
special6()
```

```js
native("SPECIAL_6")
```
</Opcode>

## SPECIAL_7

<Opcode id="00B9" name="SPECIAL_7">
SPECIAL_7。

```text
00B9 SPECIAL_7
```

```lua
special7()
```

```js
native("SPECIAL_7")
```
</Opcode>

## 即将打印

<Opcode id="00BD" name="PRINT_SOON">
PRINT_SOON。

```text
00BD PRINT_SOON
```

```lua
printSoon()
```

```js
native("PRINT_SOON")
```
</Opcode>

## 返回真

<Opcode id="00C5" name="RETURN_TRUE">
RETURN_TRUE。

```text
00C5 RETURN_TRUE
```

```lua
returnTrue()
```

```js
native("RETURN_TRUE")
```
</Opcode>

## 返回假

<Opcode id="00C6" name="RETURN_FALSE">
RETURN_FALSE。

```text
00C6 RETURN_FALSE
```

```lua
returnFalse()
```

```js
native("RETURN_FALSE")
```
</Opcode>

## 声明整 VAR

<Opcode id="00C7" name="VAR_INT">
VAR_INT。

```text
00C7 VAR_INT
```

```lua
varInt()
```

```js
native("VAR_INT")
```
</Opcode>

## 声明浮 VAR

<Opcode id="00C8" name="VAR_FLOAT">
VAR_FLOAT。

```text
00C8 VAR_FLOAT
```

```lua
varFloat()
```

```js
native("VAR_FLOAT")
```
</Opcode>

## 声明整 LVAR

<Opcode id="00C9" name="LVAR_INT">
LVAR_INT。

```text
00C9 LVAR_INT
```

```lua
lvarInt()
```

```js
native("LVAR_INT")
```
</Opcode>

## 声明浮 LVAR

<Opcode id="00CA" name="LVAR_FLOAT">
LVAR_FLOAT。

```text
00CA LVAR_FLOAT
```

```lua
lvarFloat()
```

```js
native("LVAR_FLOAT")
```
</Opcode>

## 块开始

<Opcode id="00CB" name="{">
`{` 块开始。

```text
00CB {
```

```lua
{()
```

```js
native("{")
```
</Opcode>

## 块结束

<Opcode id="00CC" name="}">
`}` 块结束。

```text
00CC }
```

```lua
}()
```

```js
native("}")
```
</Opcode>

## 内部 IF

<Opcode id="00CF" name="IF_INTERNAL">
IF_INTERNAL。

```text
00CF IF_INTERNAL
```

```lua
ifInternal()
```

```js
native("IF_INTERNAL")
```
</Opcode>

## IFNOT

<Opcode id="00D0" name="IFNOT">
IFNOT。

```text
00D0 IFNOT
```

```lua
ifnot()
```

```js
native("IFNOT")
```
</Opcode>

## ELSE

<Opcode id="00D1" name="ELSE">
ELSE。

```text
00D1 ELSE
```

```lua
else()
```

```js
native("ELSE")
```
</Opcode>

## ENDIF

<Opcode id="00D2" name="ENDIF">
ENDIF。

```text
00D2 ENDIF
```

```lua
endif()
```

```js
native("ENDIF")
```
</Opcode>

## WHILE

<Opcode id="00D3" name="WHILE">
WHILE。

```text
00D3 WHILE
```

```lua
while()
```

```js
native("WHILE")
```
</Opcode>

## WHILENOT

<Opcode id="00D4" name="WHILENOT">
WHILENOT。

```text
00D4 WHILENOT
```

```lua
whilenot()
```

```js
native("WHILENOT")
```
</Opcode>

## ENDWHILE

<Opcode id="00D5" name="ENDWHILE">
ENDWHILE。

```text
00D5 ENDWHILE
```

```lua
endwhile()
```

```js
native("ENDWHILE")
```
</Opcode>

## 条件 IF

<Opcode id="00D6" name="IF">
以指定条件数量开始条件语句。

```text
00D6 IF
in: int
```

```lua
if(int)
```

```js
native("IF", int)
```
</Opcode>

## 启动副任务

<Opcode id="00D7" name="LAUNCH_MISSION">
启动副任务脚本。

```text
00D7 LAUNCH_MISSION
in: label
```

```lua
launchMission(label)
```

```js
native("LAUNCH_MISSION", label)
```
</Opcode>

## 存玩家所在车

<Opcode id="00DA" name="STORE_CAR_PLAYER_IS_IN">
STORE_CAR_PLAYER_IS_IN。

```text
00DA STORE_CAR_PLAYER_IS_IN
```

```lua
storeCarPlayerIsIn()
```

```js
native("STORE_CAR_PLAYER_IS_IN")
```
</Opcode>

## 玩家在车内

<Opcode id="00DC" name="IS_PLAYER_IN_CAR">
IS_PLAYER_IN_CAR。

```text
00DC IS_PLAYER_IN_CAR
```

```lua
isPlayerInCar()
```

```js
native("IS_PLAYER_IN_CAR")
```
</Opcode>

## 玩家在指定车型

<Opcode id="00DE" name="IS_PLAYER_IN_MODEL">
IS_PLAYER_IN_MODEL。

```text
00DE IS_PLAYER_IN_MODEL
```

```lua
isPlayerInModel()
```

```js
native("IS_PLAYER_IN_MODEL")
```
</Opcode>

## 玩家在任意车

<Opcode id="00E0" name="IS_PLAYER_IN_ANY_CAR">
IS_PLAYER_IN_ANY_CAR。

```text
00E0 IS_PLAYER_IN_ANY_CAR
```

```lua
isPlayerInAnyCar()
```

```js
native("IS_PLAYER_IN_ANY_CAR")
```
</Opcode>

## 定位玩家任意方式 2D

<Opcode id="00E3" name="LOCATE_PLAYER_ANY_MEANS_2D">
LOCATE_PLAYER_ANY_MEANS_2D。

```text
00E3 LOCATE_PLAYER_ANY_MEANS_2D
```

```lua
locatePlayerAnyMeans2D()
```

```js
native("LOCATE_PLAYER_ANY_MEANS_2D")
```
</Opcode>

## 定位玩家步行 2D

<Opcode id="00E4" name="LOCATE_PLAYER_ON_FOOT_2D">
LOCATE_PLAYER_ON_FOOT_2D。

```text
00E4 LOCATE_PLAYER_ON_FOOT_2D
```

```lua
locatePlayerOnFoot2D()
```

```js
native("LOCATE_PLAYER_ON_FOOT_2D")
```
</Opcode>

## 定位玩家车内 2D

<Opcode id="00E5" name="LOCATE_PLAYER_IN_CAR_2D">
LOCATE_PLAYER_IN_CAR_2D。

```text
00E5 LOCATE_PLAYER_IN_CAR_2D
```

```lua
locatePlayerInCar2D()
```

```js
native("LOCATE_PLAYER_IN_CAR_2D")
```
</Opcode>

## 定位停下玩家任意 2D

<Opcode id="00E6" name="LOCATE_STOPPED_PLAYER_ANY_MEANS_2D">
LOCATE_STOPPED_PLAYER_ANY_MEANS_2D。

```text
00E6 LOCATE_STOPPED_PLAYER_ANY_MEANS_2D
```

```lua
locateStoppedPlayerAnyMeans2D()
```

```js
native("LOCATE_STOPPED_PLAYER_ANY_MEANS_2D")
```
</Opcode>

## 定位停下玩家步行 2D

<Opcode id="00E7" name="LOCATE_STOPPED_PLAYER_ON_FOOT_2D">
LOCATE_STOPPED_PLAYER_ON_FOOT_2D。

```text
00E7 LOCATE_STOPPED_PLAYER_ON_FOOT_2D
```

```lua
locateStoppedPlayerOnFoot2D()
```

```js
native("LOCATE_STOPPED_PLAYER_ON_FOOT_2D")
```
</Opcode>

## 定位停下玩家车内 2D

<Opcode id="00E8" name="LOCATE_STOPPED_PLAYER_IN_CAR_2D">
LOCATE_STOPPED_PLAYER_IN_CAR_2D。

```text
00E8 LOCATE_STOPPED_PLAYER_IN_CAR_2D
```

```lua
locateStoppedPlayerInCar2D()
```

```js
native("LOCATE_STOPPED_PLAYER_IN_CAR_2D")
```
</Opcode>

## 定位玩家相对人物任意 2D

<Opcode id="00E9" name="LOCATE_PLAYER_ANY_MEANS_CHAR_2D">
LOCATE_PLAYER_ANY_MEANS_CHAR_2D。

```text
00E9 LOCATE_PLAYER_ANY_MEANS_CHAR_2D
```

```lua
locatePlayerAnyMeansChar2D()
```

```js
native("LOCATE_PLAYER_ANY_MEANS_CHAR_2D")
```
</Opcode>

## 定位玩家相对人物步行 2D

<Opcode id="00EA" name="LOCATE_PLAYER_ON_FOOT_CHAR_2D">
LOCATE_PLAYER_ON_FOOT_CHAR_2D。

```text
00EA LOCATE_PLAYER_ON_FOOT_CHAR_2D
```

```lua
locatePlayerOnFootChar2D()
```

```js
native("LOCATE_PLAYER_ON_FOOT_CHAR_2D")
```
</Opcode>

## 定位玩家相对人物车内 2D

<Opcode id="00EB" name="LOCATE_PLAYER_IN_CAR_CHAR_2D">
LOCATE_PLAYER_IN_CAR_CHAR_2D。

```text
00EB LOCATE_PLAYER_IN_CAR_CHAR_2D
```

```lua
locatePlayerInCarChar2D()
```

```js
native("LOCATE_PLAYER_IN_CAR_CHAR_2D")
```
</Opcode>

## 定位玩家任意方式 3D

<Opcode id="00F5" name="LOCATE_PLAYER_ANY_MEANS_3D">
LOCATE_PLAYER_ANY_MEANS_3D。

```text
00F5 LOCATE_PLAYER_ANY_MEANS_3D
```

```lua
locatePlayerAnyMeans3D()
```

```js
native("LOCATE_PLAYER_ANY_MEANS_3D")
```
</Opcode>

## 定位玩家步行 3D

<Opcode id="00F6" name="LOCATE_PLAYER_ON_FOOT_3D">
LOCATE_PLAYER_ON_FOOT_3D。

```text
00F6 LOCATE_PLAYER_ON_FOOT_3D
```

```lua
locatePlayerOnFoot3D()
```

```js
native("LOCATE_PLAYER_ON_FOOT_3D")
```
</Opcode>

## 定位玩家车内 3D

<Opcode id="00F7" name="LOCATE_PLAYER_IN_CAR_3D">
LOCATE_PLAYER_IN_CAR_3D。

```text
00F7 LOCATE_PLAYER_IN_CAR_3D
```

```lua
locatePlayerInCar3D()
```

```js
native("LOCATE_PLAYER_IN_CAR_3D")
```
</Opcode>

## 定位停下玩家任意 3D

<Opcode id="00F8" name="LOCATE_STOPPED_PLAYER_ANY_MEANS_3D">
LOCATE_STOPPED_PLAYER_ANY_MEANS_3D。

```text
00F8 LOCATE_STOPPED_PLAYER_ANY_MEANS_3D
```

```lua
locateStoppedPlayerAnyMeans3D()
```

```js
native("LOCATE_STOPPED_PLAYER_ANY_MEANS_3D")
```
</Opcode>

## 定位停下玩家步行 3D

<Opcode id="00F9" name="LOCATE_STOPPED_PLAYER_ON_FOOT_3D">
LOCATE_STOPPED_PLAYER_ON_FOOT_3D。

```text
00F9 LOCATE_STOPPED_PLAYER_ON_FOOT_3D
```

```lua
locateStoppedPlayerOnFoot3D()
```

```js
native("LOCATE_STOPPED_PLAYER_ON_FOOT_3D")
```
</Opcode>

## 定位停下玩家车内 3D

<Opcode id="00FA" name="LOCATE_STOPPED_PLAYER_IN_CAR_3D">
LOCATE_STOPPED_PLAYER_IN_CAR_3D。

```text
00FA LOCATE_STOPPED_PLAYER_IN_CAR_3D
```

```lua
locateStoppedPlayerInCar3D()
```

```js
native("LOCATE_STOPPED_PLAYER_IN_CAR_3D")
```
</Opcode>

## 定位玩家相对人物任意 3D

<Opcode id="00FB" name="LOCATE_PLAYER_ANY_MEANS_CHAR_3D">
LOCATE_PLAYER_ANY_MEANS_CHAR_3D。

```text
00FB LOCATE_PLAYER_ANY_MEANS_CHAR_3D
```

```lua
locatePlayerAnyMeansChar3D()
```

```js
native("LOCATE_PLAYER_ANY_MEANS_CHAR_3D")
```
</Opcode>

## 定位玩家相对人物步行 3D

<Opcode id="00FC" name="LOCATE_PLAYER_ON_FOOT_CHAR_3D">
LOCATE_PLAYER_ON_FOOT_CHAR_3D。

```text
00FC LOCATE_PLAYER_ON_FOOT_CHAR_3D
```

```lua
locatePlayerOnFootChar3D()
```

```js
native("LOCATE_PLAYER_ON_FOOT_CHAR_3D")
```
</Opcode>

## 定位玩家相对人物车内 3D

<Opcode id="00FD" name="LOCATE_PLAYER_IN_CAR_CHAR_3D">
LOCATE_PLAYER_IN_CAR_CHAR_3D。

```text
00FD LOCATE_PLAYER_IN_CAR_CHAR_3D
```

```lua
locatePlayerInCarChar3D()
```

```js
native("LOCATE_PLAYER_IN_CAR_CHAR_3D")
```
</Opcode>

## 给玩家遥控车

<Opcode id="010C" name="GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER">
把遥控车控制权交给玩家。

```text
010C GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER
```

```lua
giveRemoteControlledCarToPlayer()
```

```js
native("GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER")
```
</Opcode>

## 设死亡逮捕检测

<Opcode id="0111" name="SET_DEATHARREST_STATE">
设置任务中是否检测死亡与逮捕（0112）。

```text
0111 SET_DEATHARREST_STATE
in: state
```

```lua
setDeatharrestState(state)
```

```js
native("SET_DEATHARREST_STATE", state)
```
</Opcode>

## 是否已死亡或逮捕

<Opcode id="0112" name="HAS_DEATHARREST_BEEN_EXECUTED">
用在 if：玩家是否已死（wasted）或被捕（busted）。

```text
0112 HAS_DEATHARREST_BEEN_EXECUTED
```

```lua
hasDeatharrestBeenExecuted()
```

```js
native("HAS_DEATHARREST_BEEN_EXECUTED")
```
</Opcode>

## 给玩家加弹药

<Opcode id="0113" name="ADD_AMMO_TO_PLAYER">
ADD_AMMO_TO_PLAYER。

```text
0113 ADD_AMMO_TO_PLAYER
```

```lua
addAmmoToPlayer()
```

```js
native("ADD_AMMO_TO_PLAYER")
```
</Opcode>

## 给车加弹药

<Opcode id="0115" name="ADD_AMMO_TO_CAR">
ADD_AMMO_TO_CAR。

```text
0115 ADD_AMMO_TO_CAR
```

```lua
addAmmoToCar()
```

```js
native("ADD_AMMO_TO_CAR")
```
</Opcode>

## 玩家仍存活

<Opcode id="0116" name="IS_PLAYER_STILL_ALIVE">
IS_PLAYER_STILL_ALIVE。

```text
0116 IS_PLAYER_STILL_ALIVE
```

```lua
isPlayerStillAlive()
```

```js
native("IS_PLAYER_STILL_ALIVE")
```
</Opcode>

## 设人物威胁搜索

<Opcode id="011A" name="SET_CHAR_THREAT_SEARCH">
SET_CHAR_THREAT_SEARCH。

```text
011A SET_CHAR_THREAT_SEARCH
```

```lua
setCharThreatSearch()
```

```js
native("SET_CHAR_THREAT_SEARCH")
```
</Opcode>

## 设人物威胁反应

<Opcode id="011B" name="SET_CHAR_THREAT_REACTION">
SET_CHAR_THREAT_REACTION。

```text
011B SET_CHAR_THREAT_REACTION
```

```lua
setCharThreatReaction()
```

```js
native("SET_CHAR_THREAT_REACTION")
```
</Opcode>

## 人物无目标

<Opcode id="011C" name="SET_CHAR_OBJ_NO_OBJ">
SET_CHAR_OBJ_NO_OBJ。

```text
011C SET_CHAR_OBJ_NO_OBJ
```

```lua
setCharObjNoObj()
```

```js
native("SET_CHAR_OBJ_NO_OBJ")
```
</Opcode>

## 令司机下车

<Opcode id="011D" name="ORDER_DRIVER_OUT_OF_CAR">
ORDER_DRIVER_OUT_OF_CAR。

```text
011D ORDER_DRIVER_OUT_OF_CAR
```

```lua
orderDriverOutOfCar()
```

```js
native("ORDER_DRIVER_OUT_OF_CAR")
```
</Opcode>

## 令人物驾车

<Opcode id="011E" name="ORDER_CHAR_TO_DRIVE_CAR">
ORDER_CHAR_TO_DRIVE_CAR。

```text
011E ORDER_CHAR_TO_DRIVE_CAR
```

```lua
orderCharToDriveCar()
```

```js
native("ORDER_CHAR_TO_DRIVE_CAR")
```
</Opcode>

## 加巡逻点

<Opcode id="011F" name="ADD_PATROL_POINT">
ADD_PATROL_POINT。

```text
011F ADD_PATROL_POINT
```

```lua
addPatrolPoint()
```

```js
native("ADD_PATROL_POINT")
```
</Opcode>

## 玩家在帮派区

<Opcode id="0120" name="IS_PLAYER_IN_GANGZONE">
IS_PLAYER_IN_GANGZONE。

```text
0120 IS_PLAYER_IN_GANGZONE
```

```lua
isPlayerInGangzone()
```

```js
native("IS_PLAYER_IN_GANGZONE")
```
</Opcode>

## 玩家在区域

<Opcode id="0121" name="IS_PLAYER_IN_ZONE">
IS_PLAYER_IN_ZONE。

```text
0121 IS_PLAYER_IN_ZONE
```

```lua
isPlayerInZone()
```

```js
native("IS_PLAYER_IN_ZONE")
```
</Opcode>

## 人物发现玩家

<Opcode id="0123" name="HAS_CHAR_SPOTTED_PLAYER">
HAS_CHAR_SPOTTED_PLAYER。

```text
0123 HAS_CHAR_SPOTTED_PLAYER
```

```lua
hasCharSpottedPlayer()
```

```js
native("HAS_CHAR_SPOTTED_PLAYER")
```
</Opcode>

## 令人物走后门

<Opcode id="0124" name="ORDER_CHAR_TO_BACKDOOR">
ORDER_CHAR_TO_BACKDOOR。

```text
0124 ORDER_CHAR_TO_BACKDOOR
```

```lua
orderCharToBackdoor()
```

```js
native("ORDER_CHAR_TO_BACKDOOR")
```
</Opcode>

## 人物加入帮派

<Opcode id="0125" name="ADD_CHAR_TO_GANG">
ADD_CHAR_TO_GANG。

```text
0125 ADD_CHAR_TO_GANG
```

```lua
addCharToGang()
```

```js
native("ADD_CHAR_TO_GANG")
```
</Opcode>

## 人物目标完成

<Opcode id="0126" name="IS_CHAR_OBJECTIVE_PASSED">
IS_CHAR_OBJECTIVE_PASSED。

```text
0126 IS_CHAR_OBJECTIVE_PASSED
```

```lua
isCharObjectivePassed()
```

```js
native("IS_CHAR_OBJECTIVE_PASSED")
```
</Opcode>

## 设人物驾驶攻击性

<Opcode id="0127" name="SET_CHAR_DRIVE_AGGRESSION">
SET_CHAR_DRIVE_AGGRESSION。

```text
0127 SET_CHAR_DRIVE_AGGRESSION
```

```lua
setCharDriveAggression()
```

```js
native("SET_CHAR_DRIVE_AGGRESSION")
```
</Opcode>

## 设人物最大车速

<Opcode id="0128" name="SET_CHAR_MAX_DRIVESPEED">
SET_CHAR_MAX_DRIVESPEED。

```text
0128 SET_CHAR_MAX_DRIVESPEED
```

```lua
setCharMaxDrivespeed()
```

```js
native("SET_CHAR_MAX_DRIVESPEED")
```
</Opcode>

## 玩家下车到坐标

<Opcode id="012A" name="WARP_PLAYER_FROM_CAR_TO_COORD">
WARP_PLAYER_FROM_CAR_TO_COORD。

```text
012A WARP_PLAYER_FROM_CAR_TO_COORD
```

```lua
warpPlayerFromCarToCoord()
```

```js
native("WARP_PLAYER_FROM_CAR_TO_COORD")
```
</Opcode>

## 人物什么都不做

<Opcode id="012B" name="MAKE_CHAR_DO_NOTHING">
MAKE_CHAR_DO_NOTHING。

```text
012B MAKE_CHAR_DO_NOTHING
```

```lua
makeCharDoNothing()
```

```js
native("MAKE_CHAR_DO_NOTHING")
```
</Opcode>

## 设人物无敌

<Opcode id="012C" name="SET_CHAR_INVINCIBLE">
SET_CHAR_INVINCIBLE。

```text
012C SET_CHAR_INVINCIBLE
```

```lua
setCharInvincible()
```

```js
native("SET_CHAR_INVINCIBLE")
```
</Opcode>

## 设玩家无敌

<Opcode id="012D" name="SET_PLAYER_INVINCIBLE">
SET_PLAYER_INVINCIBLE。

```text
012D SET_PLAYER_INVINCIBLE
```

```lua
setPlayerInvincible()
```

```js
native("SET_PLAYER_INVINCIBLE")
```
</Opcode>

## 设人物图形类型

<Opcode id="012E" name="SET_CHAR_GRAPHIC_TYPE">
SET_CHAR_GRAPHIC_TYPE。

```text
012E SET_CHAR_GRAPHIC_TYPE
```

```lua
setCharGraphicType()
```

```js
native("SET_CHAR_GRAPHIC_TYPE")
```
</Opcode>

## 设玩家图形类型

<Opcode id="012F" name="SET_PLAYER_GRAPHIC_TYPE">
SET_PLAYER_GRAPHIC_TYPE。

```text
012F SET_PLAYER_GRAPHIC_TYPE
```

```lua
setPlayerGraphicType()
```

```js
native("SET_PLAYER_GRAPHIC_TYPE")
```
</Opcode>

## 玩家是否被捕

<Opcode id="0130" name="HAS_PLAYER_BEEN_ARRESTED">
HAS_PLAYER_BEEN_ARRESTED。

```text
0130 HAS_PLAYER_BEEN_ARRESTED
```

```lua
hasPlayerBeenArrested()
```

```js
native("HAS_PLAYER_BEEN_ARRESTED")
```
</Opcode>

## 停止人物驾驶

<Opcode id="0131" name="STOP_CHAR_DRIVING">
STOP_CHAR_DRIVING。

```text
0131 STOP_CHAR_DRIVING
```

```lua
stopCharDriving()
```

```js
native("STOP_CHAR_DRIVING")
```
</Opcode>

## 杀死人物

<Opcode id="0132" name="KILL_CHAR">
KILL_CHAR。

```text
0132 KILL_CHAR
```

```lua
killChar()
```

```js
native("KILL_CHAR")
```
</Opcode>

## 设人物喜好车型

<Opcode id="0133" name="SET_FAVOURITE_CAR_MODEL_FOR_CHAR">
SET_FAVOURITE_CAR_MODEL_FOR_CHAR。

```text
0133 SET_FAVOURITE_CAR_MODEL_FOR_CHAR
```

```lua
setFavouriteCarModelForChar()
```

```js
native("SET_FAVOURITE_CAR_MODEL_FOR_CHAR")
```
</Opcode>

## 设人物职业

<Opcode id="0134" name="SET_CHAR_OCCUPATION">
SET_CHAR_OCCUPATION。

```text
0134 SET_CHAR_OCCUPATION
```

```lua
setCharOccupation()
```

```js
native("SET_CHAR_OCCUPATION")
```
</Opcode>

## 改车锁

<Opcode id="0135" name="CHANGE_CAR_LOCK">
CHANGE_CAR_LOCK。

```text
0135 CHANGE_CAR_LOCK
```

```lua
changeCarLock()
```

```js
native("CHANGE_CAR_LOCK")
```
</Opcode>

## 按点震屏

<Opcode id="0136" name="SHAKE_CAM_WITH_POINT">
SHAKE_CAM_WITH_POINT。

```text
0136 SHAKE_CAM_WITH_POINT
```

```lua
shakeCamWithPoint()
```

```js
native("SHAKE_CAM_WITH_POINT")
```
</Opcode>

## 是否车贴图

<Opcode id="0138" name="IS_CAR_REMAP">
IS_CAR_REMAP。

```text
0138 IS_CAR_REMAP
```

```lua
isCarRemap()
```

```js
native("IS_CAR_REMAP")
```
</Opcode>

## 车刚沉没

<Opcode id="0139" name="HAS_CAR_JUST_SUNK">
HAS_CAR_JUST_SUNK。

```text
0139 HAS_CAR_JUST_SUNK
```

```lua
hasCarJustSunk()
```

```js
native("HAS_CAR_JUST_SUNK")
```
</Opcode>

## 车无碰撞

<Opcode id="013A" name="SET_CAR_NO_COLLIDE">
SET_CAR_NO_COLLIDE。

```text
013A SET_CAR_NO_COLLIDE
```

```lua
setCarNoCollide()
```

```js
native("SET_CAR_NO_COLLIDE")
```
</Opcode>

## 车死在 2D 区域

<Opcode id="013B" name="IS_CAR_DEAD_IN_AREA_2D">
IS_CAR_DEAD_IN_AREA_2D。

```text
013B IS_CAR_DEAD_IN_AREA_2D
```

```lua
isCarDeadInArea2D()
```

```js
native("IS_CAR_DEAD_IN_AREA_2D")
```
</Opcode>

## 车死在 3D 区域

<Opcode id="013C" name="IS_CAR_DEAD_IN_AREA_3D">
IS_CAR_DEAD_IN_AREA_3D。

```text
013C IS_CAR_DEAD_IN_AREA_3D
```

```lua
isCarDeadInArea3D()
```

```js
native("IS_CAR_DEAD_IN_AREA_3D")
```
</Opcode>

## 拖车已连接

<Opcode id="013D" name="IS_TRAILER_ATTACHED">
IS_TRAILER_ATTACHED。

```text
013D IS_TRAILER_ATTACHED
```

```lua
isTrailerAttached()
```

```js
native("IS_TRAILER_ATTACHED")
```
</Opcode>

## 车在拖车上

<Opcode id="013E" name="IS_CAR_ON_TRAILER">
IS_CAR_ON_TRAILER。

```text
013E IS_CAR_ON_TRAILER
```

```lua
isCarOnTrailer()
```

```js
native("IS_CAR_ON_TRAILER")
```
</Opcode>

## 车有武器

<Opcode id="013F" name="HAS_CAR_GOT_WEAPON">
HAS_CAR_GOT_WEAPON。

```text
013F HAS_CAR_GOT_WEAPON
```

```lua
hasCarGotWeapon()
```

```js
native("HAS_CAR_GOT_WEAPON")
```
</Opcode>

## 停车

<Opcode id="0140" name="PARK">
PARK。

```text
0140 PARK
```

```lua
park()
```

```js
native("PARK")
```
</Opcode>

## 停车完成

<Opcode id="0141" name="HAS_PARK_FINISHED">
HAS_PARK_FINISHED。

```text
0141 HAS_PARK_FINISHED
```

```lua
hasParkFinished()
```

```js
native("HAS_PARK_FINISHED")
```
</Opcode>

## 杀光乘客

<Opcode id="0142" name="KILL_ALL_PASSENGERS">
KILL_ALL_PASSENGERS。

```text
0142 KILL_ALL_PASSENGERS
```

```lua
killAllPassengers()
```

```js
native("KILL_ALL_PASSENGERS")
```
</Opcode>

## 车防弹

<Opcode id="0143" name="SET_CAR_BULLETPROOF">
SET_CAR_BULLETPROOF。

```text
0143 SET_CAR_BULLETPROOF
```

```lua
setCarBulletproof()
```

```js
native("SET_CAR_BULLETPROOF")
```
</Opcode>

## 车防火

<Opcode id="0144" name="SET_CAR_FLAMEPROOF">
SET_CAR_FLAMEPROOF。

```text
0144 SET_CAR_FLAMEPROOF
```

```lua
setCarFlameproof()
```

```js
native("SET_CAR_FLAMEPROOF")
```
</Opcode>

## 车防火箭

<Opcode id="0145" name="SET_CAR_ROCKETPROOF">
SET_CAR_ROCKETPROOF。

```text
0145 SET_CAR_ROCKETPROOF
```

```lua
setCarRocketproof()
```

```js
native("SET_CAR_ROCKETPROOF")
```
</Opcode>

## 汽车炸弹激活

<Opcode id="0146" name="IS_CARBOMB_ACTIVE">
IS_CARBOMB_ACTIVE。

```text
0146 IS_CARBOMB_ACTIVE
```

```lua
isCarbombActive()
```

```js
native("IS_CARBOMB_ACTIVE")
```
</Opcode>

## 给车装警报

<Opcode id="0147" name="GIVE_CAR_ALARM">
GIVE_CAR_ALARM。

```text
0147 GIVE_CAR_ALARM
```

```lua
giveCarAlarm()
```

```js
native("GIVE_CAR_ALARM")
```
</Opcode>

## 车放到拖车

<Opcode id="0148" name="PUT_CAR_ON_TRAILER">
PUT_CAR_ON_TRAILER。

```text
0148 PUT_CAR_ON_TRAILER
```

```lua
putCarOnTrailer()
```

```js
native("PUT_CAR_ON_TRAILER")
```
</Opcode>

## 车被压扁

<Opcode id="0149" name="IS_CAR_CRUSHED">
IS_CAR_CRUSHED。

```text
0149 IS_CAR_CRUSHED
```

```lua
isCarCrushed()
```

```js
native("IS_CAR_CRUSHED")
```
</Opcode>

## 创建帮派车

<Opcode id="014A" name="CREATE_GANG_CAR">
CREATE_GANG_CAR。

```text
014A CREATE_GANG_CAR
```

```lua
createGangCar()
```

```js
native("CREATE_GANG_CAR")
```
</Opcode>

## 加寻呼消息

<Opcode id="014D" name="ADD_PAGER_MESSAGE">
ADD_PAGER_MESSAGE。

```text
014D ADD_PAGER_MESSAGE
```

```lua
addPagerMessage()
```

```js
native("ADD_PAGER_MESSAGE")
```
</Opcode>

## 显示屏幕计数器

<Opcode id="0150" name="DISPLAY_ONSCREEN_COUNTER">
DISPLAY_ONSCREEN_COUNTER。

```text
0150 DISPLAY_ONSCREEN_COUNTER
```

```lua
displayOnscreenCounter()
```

```js
native("DISPLAY_ONSCREEN_COUNTER")
```
</Opcode>

## 设区域车信息

<Opcode id="0152" name="SET_ZONE_CAR_INFO">
SET_ZONE_CAR_INFO。

```text
0152 SET_ZONE_CAR_INFO
```

```lua
setZoneCarInfo()
```

```js
native("SET_ZONE_CAR_INFO")
```
</Opcode>

## 人物在帮派区

<Opcode id="0153" name="IS_CHAR_IN_GANG_ZONE">
IS_CHAR_IN_GANG_ZONE。

```text
0153 IS_CHAR_IN_GANG_ZONE
```

```lua
isCharInGangZone()
```

```js
native("IS_CHAR_IN_GANG_ZONE")
```
</Opcode>

## 设车密度

<Opcode id="0155" name="SET_CAR_DENSITY">
SET_CAR_DENSITY。

```text
0155 SET_CAR_DENSITY
```

```lua
setCarDensity()
```

```js
native("SET_CAR_DENSITY")
```
</Opcode>

## 设行人密度

<Opcode id="0156" name="SET_PED_DENSITY">
SET_PED_DENSITY。

```text
0156 SET_PED_DENSITY
```

```lua
setPedDensity()
```

```js
native("SET_PED_DENSITY")
```
</Opcode>

## 镜头对准玩家

<Opcode id="0157" name="POINT_CAMERA_AT_PLAYER">
POINT_CAMERA_AT_PLAYER。

```text
0157 POINT_CAMERA_AT_PLAYER
```

```lua
pointCameraAtPlayer()
```

```js
native("POINT_CAMERA_AT_PLAYER")
```
</Opcode>

## 设区域行人信息

<Opcode id="015C" name="SET_ZONE_PED_INFO">
SET_ZONE_PED_INFO。

```text
015C SET_ZONE_PED_INFO
```

```lua
setZonePedInfo()
```

```js
native("SET_ZONE_PED_INFO")
```
</Opcode>

## 车在空中

<Opcode id="015E" name="IS_CAR_IN_AIR">
IS_CAR_IN_AIR。

```text
015E IS_CAR_IN_AIR
```

```lua
isCarInAir()
```

```js
native("IS_CAR_IN_AIR")
```
</Opcode>

## 旧版人物标记

<Opcode id="0162" name="ADD_BLIP_FOR_CHAR_OLD">
ADD_BLIP_FOR_CHAR_OLD。

```text
0162 ADD_BLIP_FOR_CHAR_OLD
```

```lua
addBlipForCharOld()
```

```js
native("ADD_BLIP_FOR_CHAR_OLD")
```
</Opcode>

## 旧版物体标记

<Opcode id="0163" name="ADD_BLIP_FOR_OBJECT_OLD">
ADD_BLIP_FOR_OBJECT_OLD。

```text
0163 ADD_BLIP_FOR_OBJECT_OLD
```

```lua
addBlipForObjectOld()
```

```js
native("ADD_BLIP_FOR_OBJECT_OLD")
```
</Opcode>

## 标记变暗

<Opcode id="0166" name="DIM_BLIP">
DIM_BLIP。

```text
0166 DIM_BLIP
```

```lua
dimBlip()
```

```js
native("DIM_BLIP")
```
</Opcode>

## 取玩家朝向

<Opcode id="0170" name="GET_PLAYER_HEADING">
GET_PLAYER_HEADING。

```text
0170 GET_PLAYER_HEADING
```

```lua
getPlayerHeading()
```

```js
native("GET_PLAYER_HEADING")
```
</Opcode>

## 设玩家朝向

<Opcode id="0171" name="SET_PLAYER_HEADING">
SET_PLAYER_HEADING。

```text
0171 SET_PLAYER_HEADING
```

```lua
setPlayerHeading()
```

```js
native("SET_PLAYER_HEADING")
```
</Opcode>

## 玩家碰物体

<Opcode id="0178" name="IS_PLAYER_TOUCHING_OBJECT">
IS_PLAYER_TOUCHING_OBJECT。

```text
0178 IS_PLAYER_TOUCHING_OBJECT
```

```lua
isPlayerTouchingObject()
```

```js
native("IS_PLAYER_TOUCHING_OBJECT")
```
</Opcode>

## 设玩家弹药

<Opcode id="017A" name="SET_PLAYER_AMMO">
SET_PLAYER_AMMO。

```text
017A SET_PLAYER_AMMO
```

```lua
setPlayerAmmo()
```

```js
native("SET_PLAYER_AMMO")
```
</Opcode>

## 设车弹药

<Opcode id="017C" name="SET_CAR_AMMO">
SET_CAR_AMMO。

```text
017C SET_CAR_AMMO
```

```lua
setCarAmmo()
```

```js
native("SET_CAR_AMMO")
```
</Opcode>

## 加载镜头样条

<Opcode id="017D" name="LOAD_CAMERA_SPLINE">
LOAD_CAMERA_SPLINE。

```text
017D LOAD_CAMERA_SPLINE
```

```lua
loadCameraSpline()
```

```js
native("LOAD_CAMERA_SPLINE")
```
</Opcode>

## 沿样条移镜头

<Opcode id="017E" name="MOVE_CAMERA_ALONG_SPLINE">
MOVE_CAMERA_ALONG_SPLINE。

```text
017E MOVE_CAMERA_ALONG_SPLINE
```

```lua
moveCameraAlongSpline()
```

```js
native("MOVE_CAMERA_ALONG_SPLINE")
```
</Opcode>

## 取样条上镜头位置

<Opcode id="017F" name="GET_CAMERA_POSITION_ALONG_SPLINE">
GET_CAMERA_POSITION_ALONG_SPLINE。

```text
017F GET_CAMERA_POSITION_ALONG_SPLINE
```

```lua
getCameraPositionAlongSpline()
```

```js
native("GET_CAMERA_POSITION_ALONG_SPLINE")
```
</Opcode>

## 声明任务标志

<Opcode id="0180" name="DECLARE_MISSION_FLAG">
把全局变量绑定到“是否有活动任务”的硬编码标志。

```text
0180 DECLARE_MISSION_FLAG
in: flag
```

```lua
declareMissionFlag(flag)
```

```js
native("DECLARE_MISSION_FLAG", flag)
```
</Opcode>

## 联系人任务标志

<Opcode id="0181" name="DECLARE_MISSION_FLAG_FOR_CONTACT">
DECLARE_MISSION_FLAG_FOR_CONTACT。

```text
0181 DECLARE_MISSION_FLAG_FOR_CONTACT
```

```lua
declareMissionFlagForContact()
```

```js
native("DECLARE_MISSION_FLAG_FOR_CONTACT")
```
</Opcode>

## 联系人基础简报 ID

<Opcode id="0182" name="DECLARE_BASE_BRIEF_ID_FOR_CONTACT">
DECLARE_BASE_BRIEF_ID_FOR_CONTACT。

```text
0182 DECLARE_BASE_BRIEF_ID_FOR_CONTACT
```

```lua
declareBaseBriefIdForContact()
```

```js
native("DECLARE_BASE_BRIEF_ID_FOR_CONTACT")
```
</Opcode>

## 玩家生命大于

<Opcode id="0183" name="IS_PLAYER_HEALTH_GREATER">
IS_PLAYER_HEALTH_GREATER。

```text
0183 IS_PLAYER_HEALTH_GREATER
```

```lua
isPlayerHealthGreater()
```

```js
native("IS_PLAYER_HEALTH_GREATER")
```
</Opcode>

## 联系点标记

<Opcode id="0189" name="ADD_BLIP_FOR_CONTACT_POINT">
ADD_BLIP_FOR_CONTACT_POINT。

```text
0189 ADD_BLIP_FOR_CONTACT_POINT
```

```lua
addBlipForContactPoint()
```

```js
native("ADD_BLIP_FOR_CONTACT_POINT")
```
</Opcode>

## 加持续音效

<Opcode id="018D" name="ADD_CONTINUOUS_SOUND">
在指定坐标创建持续音效并返回句柄。

```text
018D ADD_CONTINUOUS_SOUND
in: _p1, _p2, _p3, _p4, _p5
```

```lua
addContinuousSound(_p1, _p2, _p3, _p4, _p5)
```

```js
native("ADD_CONTINUOUS_SOUND", _p1, _p2, _p3, _p4, _p5)
```
</Opcode>

## 人物步行等待

<Opcode id="0192" name="SET_CHAR_OBJ_WAIT_ON_FOOT">
SET_CHAR_OBJ_WAIT_ON_FOOT。

```text
0192 SET_CHAR_OBJ_WAIT_ON_FOOT
```

```lua
setCharObjWaitOnFoot()
```

```js
native("SET_CHAR_OBJ_WAIT_ON_FOOT")
```
</Opcode>

## 人物逃到安全

<Opcode id="0193" name="SET_CHAR_OBJ_FLEE_ON_FOOT_TILL_SAFE">
SET_CHAR_OBJ_FLEE_ON_FOOT_TILL_SAFE。

```text
0193 SET_CHAR_OBJ_FLEE_ON_FOOT_TILL_SAFE
```

```lua
setCharObjFleeOnFootTillSafe()
```

```js
native("SET_CHAR_OBJ_FLEE_ON_FOOT_TILL_SAFE")
```
</Opcode>

## 人物守卫点

<Opcode id="0194" name="SET_CHAR_OBJ_GUARD_SPOT">
SET_CHAR_OBJ_GUARD_SPOT。

```text
0194 SET_CHAR_OBJ_GUARD_SPOT
```

```lua
setCharObjGuardSpot()
```

```js
native("SET_CHAR_OBJ_GUARD_SPOT")
```
</Opcode>

## 人物守卫区域

<Opcode id="0195" name="SET_CHAR_OBJ_GUARD_AREA">
SET_CHAR_OBJ_GUARD_AREA。

```text
0195 SET_CHAR_OBJ_GUARD_AREA
```

```lua
setCharObjGuardArea()
```

```js
native("SET_CHAR_OBJ_GUARD_AREA")
```
</Opcode>

## 人物车内等待

<Opcode id="0196" name="SET_CHAR_OBJ_WAIT_IN_CAR">
SET_CHAR_OBJ_WAIT_IN_CAR。

```text
0196 SET_CHAR_OBJ_WAIT_IN_CAR
```

```lua
setCharObjWaitInCar()
```

```js
native("SET_CHAR_OBJ_WAIT_IN_CAR")
```
</Opcode>

## 玩家步行在区域 2D

<Opcode id="0197" name="IS_PLAYER_IN_AREA_ON_FOOT_2D">
IS_PLAYER_IN_AREA_ON_FOOT_2D。

```text
0197 IS_PLAYER_IN_AREA_ON_FOOT_2D
```

```lua
isPlayerInAreaOnFoot2D()
```

```js
native("IS_PLAYER_IN_AREA_ON_FOOT_2D")
```
</Opcode>

## 玩家车内在区域 2D

<Opcode id="0198" name="IS_PLAYER_IN_AREA_IN_CAR_2D">
IS_PLAYER_IN_AREA_IN_CAR_2D。

```text
0198 IS_PLAYER_IN_AREA_IN_CAR_2D
```

```lua
isPlayerInAreaInCar2D()
```

```js
native("IS_PLAYER_IN_AREA_IN_CAR_2D")
```
</Opcode>

## 玩家停下在区域 2D

<Opcode id="0199" name="IS_PLAYER_STOPPED_IN_AREA_2D">
IS_PLAYER_STOPPED_IN_AREA_2D。

```text
0199 IS_PLAYER_STOPPED_IN_AREA_2D
```

```lua
isPlayerStoppedInArea2D()
```

```js
native("IS_PLAYER_STOPPED_IN_AREA_2D")
```
</Opcode>

## 玩家停下步行区域 2D

<Opcode id="019A" name="IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_2D">
IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_2D。

```text
019A IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_2D
```

```lua
isPlayerStoppedInAreaOnFoot2D()
```

```js
native("IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_2D")
```
</Opcode>

## 玩家停下车内区域 2D

<Opcode id="019B" name="IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D">
IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D。

```text
019B IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D
```

```lua
isPlayerStoppedInAreaInCar2D()
```

```js
native("IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D")
```
</Opcode>

## 玩家步行在区域 3D

<Opcode id="019C" name="IS_PLAYER_IN_AREA_ON_FOOT_3D">
IS_PLAYER_IN_AREA_ON_FOOT_3D。

```text
019C IS_PLAYER_IN_AREA_ON_FOOT_3D
```

```lua
isPlayerInAreaOnFoot3D()
```

```js
native("IS_PLAYER_IN_AREA_ON_FOOT_3D")
```
</Opcode>

## 玩家车内在区域 3D

<Opcode id="019D" name="IS_PLAYER_IN_AREA_IN_CAR_3D">
IS_PLAYER_IN_AREA_IN_CAR_3D。

```text
019D IS_PLAYER_IN_AREA_IN_CAR_3D
```

```lua
isPlayerInAreaInCar3D()
```

```js
native("IS_PLAYER_IN_AREA_IN_CAR_3D")
```
</Opcode>

## 玩家停下在区域 3D

<Opcode id="019E" name="IS_PLAYER_STOPPED_IN_AREA_3D">
IS_PLAYER_STOPPED_IN_AREA_3D。

```text
019E IS_PLAYER_STOPPED_IN_AREA_3D
```

```lua
isPlayerStoppedInArea3D()
```

```js
native("IS_PLAYER_STOPPED_IN_AREA_3D")
```
</Opcode>

## 玩家停下步行区域 3D

<Opcode id="019F" name="IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_3D">
IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_3D。

```text
019F IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_3D
```

```lua
isPlayerStoppedInAreaOnFoot3D()
```

```js
native("IS_PLAYER_STOPPED_IN_AREA_ON_FOOT_3D")
```
</Opcode>

## 玩家停下车内区域 3D

<Opcode id="01A0" name="IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D">
IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D。

```text
01A0 IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D
```

```lua
isPlayerStoppedInAreaInCar3D()
```

```js
native("IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D")
```
</Opcode>

## 给玩家武器

<Opcode id="01B1" name="GIVE_WEAPON_TO_PLAYER">
GIVE_WEAPON_TO_PLAYER。

```text
01B1 GIVE_WEAPON_TO_PLAYER
```

```lua
giveWeaponToPlayer()
```

```js
native("GIVE_WEAPON_TO_PLAYER")
```
</Opcode>

## 给车武器

<Opcode id="01B3" name="GIVE_WEAPON_TO_CAR">
GIVE_WEAPON_TO_CAR。

```text
01B3 GIVE_WEAPON_TO_CAR
```

```lua
giveWeaponToCar()
```

```js
native("GIVE_WEAPON_TO_CAR")
```
</Opcode>

## 设玩家当前武器

<Opcode id="01B8" name="SET_CURRENT_PLAYER_WEAPON">
SET_CURRENT_PLAYER_WEAPON。

```text
01B8 SET_CURRENT_PLAYER_WEAPON
```

```lua
setCurrentPlayerWeapon()
```

```js
native("SET_CURRENT_PLAYER_WEAPON")
```
</Opcode>

## 设车当前武器

<Opcode id="01BA" name="SET_CURRENT_CAR_WEAPON">
SET_CURRENT_CAR_WEAPON。

```text
01BA SET_CURRENT_CAR_WEAPON
```

```lua
setCurrentCarWeapon()
```

```js
native("SET_CURRENT_CAR_WEAPON")
```
</Opcode>

## 人物转向坐标

<Opcode id="01BE" name="TURN_CHAR_TO_FACE_COORD">
TURN_CHAR_TO_FACE_COORD。

```text
01BE TURN_CHAR_TO_FACE_COORD
```

```lua
turnCharToFaceCoord()
```

```js
native("TURN_CHAR_TO_FACE_COORD")
```
</Opcode>

## 玩家转向坐标

<Opcode id="01BF" name="TURN_PLAYER_TO_FACE_COORD">
TURN_PLAYER_TO_FACE_COORD。

```text
01BF TURN_PLAYER_TO_FACE_COORD
```

```lua
turnPlayerToFaceCoord()
```

```js
native("TURN_PLAYER_TO_FACE_COORD")
```
</Opcode>

## 不要移除车

<Opcode id="01C6" name="DONT_REMOVE_CAR">
DONT_REMOVE_CAR。

```text
01C6 DONT_REMOVE_CAR
```

```lua
dontRemoveCar()
```

```js
native("DONT_REMOVE_CAR")
```
</Opcode>

## 人物步行杀人物

<Opcode id="01C9" name="SET_CHAR_OBJ_KILL_CHAR_ON_FOOT">
SET_CHAR_OBJ_KILL_CHAR_ON_FOOT。

```text
01C9 SET_CHAR_OBJ_KILL_CHAR_ON_FOOT
```

```lua
setCharObjKillCharOnFoot()
```

```js
native("SET_CHAR_OBJ_KILL_CHAR_ON_FOOT")
```
</Opcode>

## 人物步行杀玩家

<Opcode id="01CA" name="SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT">
SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT。

```text
01CA SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT
```

```lua
setCharObjKillPlayerOnFoot()
```

```js
native("SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT")
```
</Opcode>

## 人物任意方式杀人物

<Opcode id="01CB" name="SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS">
SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS。

```text
01CB SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS
```

```lua
setCharObjKillCharAnyMeans()
```

```js
native("SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS")
```
</Opcode>

## 人物任意方式杀玩家

<Opcode id="01CC" name="SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS">
SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS。

```text
01CC SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS
```

```lua
setCharObjKillPlayerAnyMeans()
```

```js
native("SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS")
```
</Opcode>

## 人物逃到安全相对人物

<Opcode id="01CD" name="SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE">
SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE。

```text
01CD SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE
```

```lua
setCharObjFleeCharOnFootTillSafe()
```

```js
native("SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE")
```
</Opcode>

## 人物逃到安全相对玩家

<Opcode id="01CE" name="SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE">
SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE。

```text
01CE SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE
```

```lua
setCharObjFleePlayerOnFootTillSafe()
```

```js
native("SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE")
```
</Opcode>

## 人物持续逃相对人物

<Opcode id="01CF" name="SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS">
SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS。

```text
01CF SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS
```

```lua
setCharObjFleeCharOnFootAlways()
```

```js
native("SET_CHAR_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS")
```
</Opcode>

## 人物持续逃相对玩家

<Opcode id="01D0" name="SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS">
SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS。

```text
01D0 SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS
```

```lua
setCharObjFleePlayerOnFootAlways()
```

```js
native("SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS")
```
</Opcode>

## 人物步行走向人物

<Opcode id="01D1" name="SET_CHAR_OBJ_GOTO_CHAR_ON_FOOT">
SET_CHAR_OBJ_GOTO_CHAR_ON_FOOT。

```text
01D1 SET_CHAR_OBJ_GOTO_CHAR_ON_FOOT
```

```lua
setCharObjGotoCharOnFoot()
```

```js
native("SET_CHAR_OBJ_GOTO_CHAR_ON_FOOT")
```
</Opcode>

## 人物步行走向玩家

<Opcode id="01D2" name="SET_CHAR_OBJ_GOTO_PLAYER_ON_FOOT">
SET_CHAR_OBJ_GOTO_PLAYER_ON_FOOT。

```text
01D2 SET_CHAR_OBJ_GOTO_PLAYER_ON_FOOT
```

```lua
setCharObjGotoPlayerOnFoot()
```

```js
native("SET_CHAR_OBJ_GOTO_PLAYER_ON_FOOT")
```
</Opcode>

## 人物下车

<Opcode id="01D3" name="SET_CHAR_OBJ_LEAVE_CAR">
SET_CHAR_OBJ_LEAVE_CAR。

```text
01D3 SET_CHAR_OBJ_LEAVE_CAR
```

```lua
setCharObjLeaveCar()
```

```js
native("SET_CHAR_OBJ_LEAVE_CAR")
```
</Opcode>

## 人物上车当乘客

<Opcode id="01D4" name="SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER">
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER。

```text
01D4 SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER
```

```lua
setCharObjEnterCarAsPassenger()
```

```js
native("SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER")
```
</Opcode>

## 人物上车当司机

<Opcode id="01D5" name="SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER">
SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER。

```text
01D5 SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER
```

```lua
setCharObjEnterCarAsDriver()
```

```js
native("SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER")
```
</Opcode>

## 人物车内跟车

<Opcode id="01D6" name="SET_CHAR_OBJ_FOLLOW_CAR_IN_CAR">
SET_CHAR_OBJ_FOLLOW_CAR_IN_CAR。

```text
01D6 SET_CHAR_OBJ_FOLLOW_CAR_IN_CAR
```

```lua
setCharObjFollowCarInCar()
```

```js
native("SET_CHAR_OBJ_FOLLOW_CAR_IN_CAR")
```
</Opcode>

## 人物车内射击物体

<Opcode id="01D7" name="SET_CHAR_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE">
SET_CHAR_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE。

```text
01D7 SET_CHAR_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE
```

```lua
setCharObjFireAtObjectFromVehicle()
```

```js
native("SET_CHAR_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE")
```
</Opcode>

## 人物摧毁物体

<Opcode id="01D8" name="SET_CHAR_OBJ_DESTROY_OBJECT">
SET_CHAR_OBJ_DESTROY_OBJECT。

```text
01D8 SET_CHAR_OBJ_DESTROY_OBJECT
```

```lua
setCharObjDestroyObject()
```

```js
native("SET_CHAR_OBJ_DESTROY_OBJECT")
```
</Opcode>

## 人物摧毁车

<Opcode id="01D9" name="SET_CHAR_OBJ_DESTROY_CAR">
SET_CHAR_OBJ_DESTROY_CAR。

```text
01D9 SET_CHAR_OBJ_DESTROY_CAR
```

```lua
setCharObjDestroyCar()
```

```js
native("SET_CHAR_OBJ_DESTROY_CAR")
```
</Opcode>

## 人物步行去区域

<Opcode id="01DA" name="SET_CHAR_OBJ_GOTO_AREA_ON_FOOT">
SET_CHAR_OBJ_GOTO_AREA_ON_FOOT。

```text
01DA SET_CHAR_OBJ_GOTO_AREA_ON_FOOT
```

```lua
setCharObjGotoAreaOnFoot()
```

```js
native("SET_CHAR_OBJ_GOTO_AREA_ON_FOOT")
```
</Opcode>

## 人物车内去区域

<Opcode id="01DB" name="SET_CHAR_OBJ_GOTO_AREA_IN_CAR">
SET_CHAR_OBJ_GOTO_AREA_IN_CAR。

```text
01DB SET_CHAR_OBJ_GOTO_AREA_IN_CAR
```

```lua
setCharObjGotoAreaInCar()
```

```js
native("SET_CHAR_OBJ_GOTO_AREA_IN_CAR")
```
</Opcode>

## 人物步行跟车带偏移

<Opcode id="01DC" name="SET_CHAR_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET">
SET_CHAR_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET。

```text
01DC SET_CHAR_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET
```

```lua
setCharObjFollowCarOnFootWithOffset()
```

```js
native("SET_CHAR_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET")
```
</Opcode>

## 人物守卫攻击

<Opcode id="01DD" name="SET_CHAR_OBJ_GUARD_ATTACK">
SET_CHAR_OBJ_GUARD_ATTACK。

```text
01DD SET_CHAR_OBJ_GUARD_ATTACK
```

```lua
setCharObjGuardAttack()
```

```js
native("SET_CHAR_OBJ_GUARD_ATTACK")
```
</Opcode>

## 设人物为队长

<Opcode id="01DE" name="SET_CHAR_AS_LEADER">
SET_CHAR_AS_LEADER。

```text
01DE SET_CHAR_AS_LEADER
```

```lua
setCharAsLeader()
```

```js
native("SET_CHAR_AS_LEADER")
```
</Opcode>

## 设玩家为队长

<Opcode id="01DF" name="SET_PLAYER_AS_LEADER">
SET_PLAYER_AS_LEADER。

```text
01DF SET_PLAYER_AS_LEADER
```

```lua
setPlayerAsLeader()
```

```js
native("SET_PLAYER_AS_LEADER")
```
</Opcode>

## 离开小组

<Opcode id="01E0" name="LEAVE_GROUP">
LEAVE_GROUP。

```text
01E0 LEAVE_GROUP
```

```lua
leaveGroup()
```

```js
native("LEAVE_GROUP")
```
</Opcode>

## 人物沿路线

<Opcode id="01E1" name="SET_CHAR_OBJ_FOLLOW_ROUTE">
SET_CHAR_OBJ_FOLLOW_ROUTE。

```text
01E1 SET_CHAR_OBJ_FOLLOW_ROUTE
```

```lua
setCharObjFollowRoute()
```

```js
native("SET_CHAR_OBJ_FOLLOW_ROUTE")
```
</Opcode>

## 加路线点

<Opcode id="01E2" name="ADD_ROUTE_POINT">
ADD_ROUTE_POINT。

```text
01E2 ADD_ROUTE_POINT
```

```lua
addRoutePoint()
```

```js
native("ADD_ROUTE_POINT")
```
</Opcode>

## 即将打印带数字

<Opcode id="01E6" name="PRINT_WITH_NUMBER_SOON">
PRINT_WITH_NUMBER_SOON。

```text
01E6 PRINT_WITH_NUMBER_SOON
```

```lua
printWithNumberSoon()
```

```js
native("PRINT_WITH_NUMBER_SOON")
```
</Opcode>

## 清除人物威胁搜索

<Opcode id="01ED" name="CLEAR_CHAR_THREAT_SEARCH">
CLEAR_CHAR_THREAT_SEARCH。

```text
01ED CLEAR_CHAR_THREAT_SEARCH
```

```lua
clearCharThreatSearch()
```

```js
native("CLEAR_CHAR_THREAT_SEARCH")
```
</Opcode>

## 激活吊车

<Opcode id="01EE" name="ACTIVATE_CRANE">
ACTIVATE_CRANE。

```text
01EE ACTIVATE_CRANE
```

```lua
activateCrane()
```

```js
native("ACTIVATE_CRANE")
```
</Opcode>

## 关闭吊车

<Opcode id="01EF" name="DEACTIVATE_CRANE">
DEACTIVATE_CRANE。

```text
01EF DEACTIVATE_CRANE
```

```lua
deactivateCrane()
```

```js
native("DEACTIVATE_CRANE")
```
</Opcode>

## 保存整 VAR

<Opcode id="01F1" name="SAVE_VAR_INT">
SAVE_VAR_INT。

```text
01F1 SAVE_VAR_INT
```

```lua
saveVarInt()
```

```js
native("SAVE_VAR_INT")
```
</Opcode>

## 保存浮 VAR

<Opcode id="01F2" name="SAVE_VAR_FLOAT">
SAVE_VAR_FLOAT。

```text
01F2 SAVE_VAR_FLOAT
```

```lua
saveVarFloat()
```

```js
native("SAVE_VAR_FLOAT")
```
</Opcode>

## 寻呼带数字

<Opcode id="01F8" name="ADD_PAGER_MESSAGE_WITH_NUMBER">
ADD_PAGER_MESSAGE_WITH_NUMBER。

```text
01F8 ADD_PAGER_MESSAGE_WITH_NUMBER
```

```lua
addPagerMessageWithNumber()
```

```js
native("ADD_PAGER_MESSAGE_WITH_NUMBER")
```
</Opcode>

## 定位玩家相对车任意 2D

<Opcode id="01FC" name="LOCATE_PLAYER_ANY_MEANS_CAR_2D">
LOCATE_PLAYER_ANY_MEANS_CAR_2D。

```text
01FC LOCATE_PLAYER_ANY_MEANS_CAR_2D
```

```lua
locatePlayerAnyMeansCar2D()
```

```js
native("LOCATE_PLAYER_ANY_MEANS_CAR_2D")
```
</Opcode>

## 定位玩家相对车步行 2D

<Opcode id="01FD" name="LOCATE_PLAYER_ON_FOOT_CAR_2D">
LOCATE_PLAYER_ON_FOOT_CAR_2D。

```text
01FD LOCATE_PLAYER_ON_FOOT_CAR_2D
```

```lua
locatePlayerOnFootCar2D()
```

```js
native("LOCATE_PLAYER_ON_FOOT_CAR_2D")
```
</Opcode>

## 定位玩家相对车车内 2D

<Opcode id="01FE" name="LOCATE_PLAYER_IN_CAR_CAR_2D">
LOCATE_PLAYER_IN_CAR_CAR_2D。

```text
01FE LOCATE_PLAYER_IN_CAR_CAR_2D
```

```lua
locatePlayerInCarCar2D()
```

```js
native("LOCATE_PLAYER_IN_CAR_CAR_2D")
```
</Opcode>

## 定位玩家相对车任意 3D

<Opcode id="01FF" name="LOCATE_PLAYER_ANY_MEANS_CAR_3D">
LOCATE_PLAYER_ANY_MEANS_CAR_3D。

```text
01FF LOCATE_PLAYER_ANY_MEANS_CAR_3D
```

```lua
locatePlayerAnyMeansCar3D()
```

```js
native("LOCATE_PLAYER_ANY_MEANS_CAR_3D")
```
</Opcode>

## 定位玩家相对车步行 3D

<Opcode id="0200" name="LOCATE_PLAYER_ON_FOOT_CAR_3D">
LOCATE_PLAYER_ON_FOOT_CAR_3D。

```text
0200 LOCATE_PLAYER_ON_FOOT_CAR_3D
```

```lua
locatePlayerOnFootCar3D()
```

```js
native("LOCATE_PLAYER_ON_FOOT_CAR_3D")
```
</Opcode>

## 定位玩家相对车车内 3D

<Opcode id="0201" name="LOCATE_PLAYER_IN_CAR_CAR_3D">
LOCATE_PLAYER_IN_CAR_CAR_3D。

```text
0201 LOCATE_PLAYER_IN_CAR_CAR_3D
```

```lua
locatePlayerInCarCar3D()
```

```js
native("LOCATE_PLAYER_IN_CAR_CAR_3D")
```
</Opcode>

## 人物转向人物

<Opcode id="020E" name="TURN_CHAR_TO_FACE_CHAR">
TURN_CHAR_TO_FACE_CHAR。

```text
020E TURN_CHAR_TO_FACE_CHAR
```

```lua
turnCharToFaceChar()
```

```js
native("TURN_CHAR_TO_FACE_CHAR")
```
</Opcode>

## 人物转向玩家

<Opcode id="020F" name="TURN_CHAR_TO_FACE_PLAYER">
TURN_CHAR_TO_FACE_PLAYER。

```text
020F TURN_CHAR_TO_FACE_PLAYER
```

```lua
turnCharToFacePlayer()
```

```js
native("TURN_CHAR_TO_FACE_PLAYER")
```
</Opcode>

## 玩家转向人物

<Opcode id="0210" name="TURN_PLAYER_TO_FACE_CHAR">
TURN_PLAYER_TO_FACE_CHAR。

```text
0210 TURN_PLAYER_TO_FACE_CHAR
```

```lua
turnPlayerToFaceChar()
```

```js
native("TURN_PLAYER_TO_FACE_CHAR")
```
</Opcode>

## 人物步行去坐标

<Opcode id="0211" name="SET_CHAR_OBJ_GOTO_COORD_ON_FOOT">
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT。

```text
0211 SET_CHAR_OBJ_GOTO_COORD_ON_FOOT
```

```lua
setCharObjGotoCoordOnFoot()
```

```js
native("SET_CHAR_OBJ_GOTO_COORD_ON_FOOT")
```
</Opcode>

## 人物车内去坐标

<Opcode id="0212" name="SET_CHAR_OBJ_GOTO_COORD_IN_CAR">
SET_CHAR_OBJ_GOTO_COORD_IN_CAR。

```text
0212 SET_CHAR_OBJ_GOTO_COORD_IN_CAR
```

```lua
setCharObjGotoCoordInCar()
```

```js
native("SET_CHAR_OBJ_GOTO_COORD_IN_CAR")
```
</Opcode>

## 大字打印带数字 Q

<Opcode id="0218" name="PRINT_WITH_NUMBER_BIG_Q">
PRINT_WITH_NUMBER_BIG_Q。

```text
0218 PRINT_WITH_NUMBER_BIG_Q
```

```lua
printWithNumberBigQ()
```

```js
native("PRINT_WITH_NUMBER_BIG_Q")
```
</Opcode>

## 设车库

<Opcode id="0219" name="SET_GARAGE">
SET_GARAGE。

```text
0219 SET_GARAGE
```

```lua
setGarage()
```

```js
native("SET_GARAGE")
```
</Opcode>

## 设车库带车型

<Opcode id="021A" name="SET_GARAGE_WITH_CAR_MODEL">
SET_GARAGE_WITH_CAR_MODEL。

```text
021A SET_GARAGE_WITH_CAR_MODEL
```

```lua
setGarageWithCarModel()
```

```js
native("SET_GARAGE_WITH_CAR_MODEL")
```
</Opcode>

## 车在任务车库

<Opcode id="021C" name="IS_CAR_IN_MISSION_GARAGE">
IS_CAR_IN_MISSION_GARAGE。

```text
021C IS_CAR_IN_MISSION_GARAGE
```

```lua
isCarInMissionGarage()
```

```js
native("IS_CAR_IN_MISSION_GARAGE")
```
</Opcode>

## 设免费炸弹

<Opcode id="021D" name="SET_FREE_BOMBS">
SET_FREE_BOMBS。

```text
021D SET_FREE_BOMBS
```

```lua
setFreeBombs()
```

```js
native("SET_FREE_BOMBS")
```
</Opcode>

## 设电源点

<Opcode id="021E" name="SET_POWERPOINT">
SET_POWERPOINT。

```text
021E SET_POWERPOINT
```

```lua
setPowerpoint()
```

```js
native("SET_POWERPOINT")
```
</Opcode>

## 设全部出租车灯

<Opcode id="021F" name="SET_ALL_TAXI_LIGHTS">
SET_ALL_TAXI_LIGHTS。

```text
021F SET_ALL_TAXI_LIGHTS
```

```lua
setAllTaxiLights()
```

```js
native("SET_ALL_TAXI_LIGHTS")
```
</Opcode>

## 车装有任意炸弹

<Opcode id="0220" name="IS_CAR_ARMED_WITH_ANY_BOMB">
IS_CAR_ARMED_WITH_ANY_BOMB。

```text
0220 IS_CAR_ARMED_WITH_ANY_BOMB
```

```lua
isCarArmedWithAnyBomb()
```

```js
native("IS_CAR_ARMED_WITH_ANY_BOMB")
```
</Opcode>

## 设玩家生命

<Opcode id="0222" name="SET_PLAYER_HEALTH">
SET_PLAYER_HEALTH。

```text
0222 SET_PLAYER_HEALTH
```

```lua
setPlayerHealth()
```

```js
native("SET_PLAYER_HEALTH")
```
</Opcode>

## 取玩家生命

<Opcode id="0225" name="GET_PLAYER_HEALTH">
GET_PLAYER_HEALTH。

```text
0225 GET_PLAYER_HEALTH
```

```lua
getPlayerHealth()
```

```js
native("GET_PLAYER_HEALTH")
```
</Opcode>

## 车装有指定炸弹

<Opcode id="0228" name="IS_CAR_ARMED_WITH_BOMB">
IS_CAR_ARMED_WITH_BOMB。

```text
0228 IS_CAR_ARMED_WITH_BOMB
```

```lua
isCarArmedWithBomb()
```

```js
native("IS_CAR_ARMED_WITH_BOMB")
```
</Opcode>

## 人物持续看人物

<Opcode id="022C" name="CHAR_LOOK_AT_CHAR_ALWAYS">
CHAR_LOOK_AT_CHAR_ALWAYS。

```text
022C CHAR_LOOK_AT_CHAR_ALWAYS
```

```lua
charLookAtCharAlways()
```

```js
native("CHAR_LOOK_AT_CHAR_ALWAYS")
```
</Opcode>

## 人物持续看玩家

<Opcode id="022D" name="CHAR_LOOK_AT_PLAYER_ALWAYS">
CHAR_LOOK_AT_PLAYER_ALWAYS。

```text
022D CHAR_LOOK_AT_PLAYER_ALWAYS
```

```lua
charLookAtPlayerAlways()
```

```js
native("CHAR_LOOK_AT_PLAYER_ALWAYS")
```
</Opcode>

## 玩家持续看人物

<Opcode id="022E" name="PLAYER_LOOK_AT_CHAR_ALWAYS">
PLAYER_LOOK_AT_CHAR_ALWAYS。

```text
022E PLAYER_LOOK_AT_CHAR_ALWAYS
```

```lua
playerLookAtCharAlways()
```

```js
native("PLAYER_LOOK_AT_CHAR_ALWAYS")
```
</Opcode>

## 停止人物看

<Opcode id="022F" name="STOP_CHAR_LOOKING">
STOP_CHAR_LOOKING。

```text
022F STOP_CHAR_LOOKING
```

```lua
stopCharLooking()
```

```js
native("STOP_CHAR_LOOKING")
```
</Opcode>

## 停止玩家看

<Opcode id="0230" name="STOP_PLAYER_LOOKING">
STOP_PLAYER_LOOKING。

```text
0230 STOP_PLAYER_LOOKING
```

```lua
stopPlayerLooking()
```

```js
native("STOP_PLAYER_LOOKING")
```
</Opcode>

## 脚本警用直升机追人物

<Opcode id="0231" name="SET_SCRIPT_POLICE_HELI_TO_CHASE_CHAR">
SET_SCRIPT_POLICE_HELI_TO_CHASE_CHAR。

```text
0231 SET_SCRIPT_POLICE_HELI_TO_CHASE_CHAR
```

```lua
setScriptPoliceHeliToChaseChar()
```

```js
native("SET_SCRIPT_POLICE_HELI_TO_CHASE_CHAR")
```
</Opcode>

## 设帮派态度

<Opcode id="0232" name="SET_GANG_ATTITUDE">
SET_GANG_ATTITUDE。

```text
0232 SET_GANG_ATTITUDE
```

```lua
setGangAttitude()
```

```js
native("SET_GANG_ATTITUDE")
```
</Opcode>

## 设帮派对帮派态度

<Opcode id="0233" name="SET_GANG_GANG_ATTITUDE">
SET_GANG_GANG_ATTITUDE。

```text
0233 SET_GANG_GANG_ATTITUDE
```

```lua
setGangGangAttitude()
```

```js
native("SET_GANG_GANG_ATTITUDE")
```
</Opcode>

## 设帮派对玩家态度

<Opcode id="0234" name="SET_GANG_PLAYER_ATTITUDE">
SET_GANG_PLAYER_ATTITUDE。

```text
0234 SET_GANG_PLAYER_ATTITUDE
```

```lua
setGangPlayerAttitude()
```

```js
native("SET_GANG_PLAYER_ATTITUDE")
```
</Opcode>

## 设帮派行人模型

<Opcode id="0235" name="SET_GANG_PED_MODELS">
设置指定帮派成员使用的模型。

```text
0235 SET_GANG_PED_MODELS
in: _p1, _p2, _p3
```

```lua
setGangPedModels(_p1, _p2, _p3)
```

```js
native("SET_GANG_PED_MODELS", _p1, _p2, _p3)
```
</Opcode>

## 设帮派车型

<Opcode id="0236" name="SET_GANG_CAR_MODEL">
设置指定帮派成员使用的车辆。

```text
0236 SET_GANG_CAR_MODEL
in: _p1, _p2
```

```lua
setGangCarModel(_p1, _p2)
```

```js
native("SET_GANG_CAR_MODEL", _p1, _p2)
```
</Opcode>

## 人物跑向区域

<Opcode id="0238" name="SET_CHAR_OBJ_RUN_TO_AREA">
SET_CHAR_OBJ_RUN_TO_AREA。

```text
0238 SET_CHAR_OBJ_RUN_TO_AREA
```

```lua
setCharObjRunToArea()
```

```js
native("SET_CHAR_OBJ_RUN_TO_AREA")
```
</Opcode>

## 人物跑向坐标

<Opcode id="0239" name="SET_CHAR_OBJ_RUN_TO_COORD">
SET_CHAR_OBJ_RUN_TO_COORD。

```text
0239 SET_CHAR_OBJ_RUN_TO_COORD
```

```lua
setCharObjRunToCoord()
```

```js
native("SET_CHAR_OBJ_RUN_TO_COORD")
```
</Opcode>

## 玩家步行碰物体

<Opcode id="023A" name="IS_PLAYER_TOUCHING_OBJECT_ON_FOOT">
IS_PLAYER_TOUCHING_OBJECT_ON_FOOT。

```text
023A IS_PLAYER_TOUCHING_OBJECT_ON_FOOT
```

```lua
isPlayerTouchingObjectOnFoot()
```

```js
native("IS_PLAYER_TOUCHING_OBJECT_ON_FOOT")
```
</Opcode>

## 闪烁车

<Opcode id="023E" name="FLASH_CAR">
FLASH_CAR。

```text
023E FLASH_CAR
```

```lua
flashCar()
```

```js
native("FLASH_CAR")
```
</Opcode>

## 闪烁人物

<Opcode id="023F" name="FLASH_CHAR">
FLASH_CHAR。

```text
023F FLASH_CHAR
```

```lua
flashChar()
```

```js
native("FLASH_CHAR")
```
</Opcode>

## 闪烁物体

<Opcode id="0240" name="FLASH_OBJECT">
FLASH_OBJECT。

```text
0240 FLASH_OBJECT
```

```lua
flashObject()
```

```js
native("FLASH_OBJECT")
```
</Opcode>

## 给车装炸弹

<Opcode id="0242" name="ARM_CAR_WITH_BOMB">
ARM_CAR_WITH_BOMB。

```text
0242 ARM_CAR_WITH_BOMB
```

```lua
armCarWithBomb()
```

```js
native("ARM_CAR_WITH_BOMB")
```
</Opcode>

## 设人物性格

<Opcode id="0243" name="SET_CHAR_PERSONALITY">
SET_CHAR_PERSONALITY。

```text
0243 SET_CHAR_PERSONALITY
```

```lua
setCharPersonality()
```

```js
native("SET_CHAR_PERSONALITY")
```
</Opcode>

## 设玩家动画组

<Opcode id="0246" name="SET_ANIM_GROUP_FOR_PLAYER">
SET_ANIM_GROUP_FOR_PLAYER。

```text
0246 SET_ANIM_GROUP_FOR_PLAYER
```

```lua
setAnimGroupForPlayer()
```

```js
native("SET_ANIM_GROUP_FOR_PLAYER")
```
</Opcode>

## 抓电话

<Opcode id="024A" name="GRAB_PHONE">
GRAB_PHONE。

```text
024A GRAB_PHONE
```

```lua
grabPhone()
```

```js
native("GRAB_PHONE")
```
</Opcode>

## 设重复电话消息

<Opcode id="024B" name="SET_REPEATED_PHONE_MESSAGE">
SET_REPEATED_PHONE_MESSAGE。

```text
024B SET_REPEATED_PHONE_MESSAGE
```

```lua
setRepeatedPhoneMessage()
```

```js
native("SET_REPEATED_PHONE_MESSAGE")
```
</Opcode>

## 设电话消息

<Opcode id="024C" name="SET_PHONE_MESSAGE">
SET_PHONE_MESSAGE。

```text
024C SET_PHONE_MESSAGE
```

```lua
setPhoneMessage()
```

```js
native("SET_PHONE_MESSAGE")
```
</Opcode>

## 电话已显示消息

<Opcode id="024D" name="HAS_PHONE_DISPLAYED_MESSAGE">
HAS_PHONE_DISPLAYED_MESSAGE。

```text
024D HAS_PHONE_DISPLAYED_MESSAGE
```

```lua
hasPhoneDisplayedMessage()
```

```js
native("HAS_PHONE_DISPLAYED_MESSAGE")
```
</Opcode>

## 关电话

<Opcode id="024E" name="TURN_PHONE_OFF">
TURN_PHONE_OFF。

```text
024E TURN_PHONE_OFF
```

```lua
turnPhoneOff()
```

```js
native("TURN_PHONE_OFF")
```
</Opcode>

## 绘制光

<Opcode id="0250" name="DRAW_LIGHT">
DRAW_LIGHT。

```text
0250 DRAW_LIGHT
```

```lua
drawLight()
```

```js
native("DRAW_LIGHT")
```
</Opcode>

## 保存天气

<Opcode id="0251" name="STORE_WEATHER">
STORE_WEATHER。

```text
0251 STORE_WEATHER
```

```lua
storeWeather()
```

```js
native("STORE_WEATHER")
```
</Opcode>

## 恢复天气

<Opcode id="0252" name="RESTORE_WEATHER">
RESTORE_WEATHER。

```text
0252 RESTORE_WEATHER
```

```lua
restoreWeather()
```

```js
native("RESTORE_WEATHER")
```
</Opcode>

## 重启关键任务

<Opcode id="0255" name="RESTART_CRITICAL_MISSION">
RESTART_CRITICAL_MISSION。

```text
0255 RESTART_CRITICAL_MISSION
```

```lua
restartCriticalMission()
```

```js
native("RESTART_CRITICAL_MISSION")
```
</Opcode>

## 碰撞对象无目标

<Opcode id="0257" name="SET_COLL_OBJ_NO_OBJ">
SET_COLL_OBJ_NO_OBJ。

```text
0257 SET_COLL_OBJ_NO_OBJ
```

```lua
setCollObjNoObj()
```

```js
native("SET_COLL_OBJ_NO_OBJ")
```
</Opcode>

## 碰撞对象步行等待

<Opcode id="0258" name="SET_COLL_OBJ_WAIT_ON_FOOT">
SET_COLL_OBJ_WAIT_ON_FOOT。

```text
0258 SET_COLL_OBJ_WAIT_ON_FOOT
```

```lua
setCollObjWaitOnFoot()
```

```js
native("SET_COLL_OBJ_WAIT_ON_FOOT")
```
</Opcode>

## 碰撞对象逃到安全

<Opcode id="0259" name="SET_COLL_OBJ_FLEE_ON_FOOT_TILL_SAFE">
SET_COLL_OBJ_FLEE_ON_FOOT_TILL_SAFE。

```text
0259 SET_COLL_OBJ_FLEE_ON_FOOT_TILL_SAFE
```

```lua
setCollObjFleeOnFootTillSafe()
```

```js
native("SET_COLL_OBJ_FLEE_ON_FOOT_TILL_SAFE")
```
</Opcode>

## 碰撞对象守卫点

<Opcode id="025A" name="SET_COLL_OBJ_GUARD_SPOT">
SET_COLL_OBJ_GUARD_SPOT。

```text
025A SET_COLL_OBJ_GUARD_SPOT
```

```lua
setCollObjGuardSpot()
```

```js
native("SET_COLL_OBJ_GUARD_SPOT")
```
</Opcode>

## 碰撞对象守卫区域

<Opcode id="025B" name="SET_COLL_OBJ_GUARD_AREA">
SET_COLL_OBJ_GUARD_AREA。

```text
025B SET_COLL_OBJ_GUARD_AREA
```

```lua
setCollObjGuardArea()
```

```js
native("SET_COLL_OBJ_GUARD_AREA")
```
</Opcode>

## 碰撞对象车内等待

<Opcode id="025C" name="SET_COLL_OBJ_WAIT_IN_CAR">
SET_COLL_OBJ_WAIT_IN_CAR。

```text
025C SET_COLL_OBJ_WAIT_IN_CAR
```

```lua
setCollObjWaitInCar()
```

```js
native("SET_COLL_OBJ_WAIT_IN_CAR")
```
</Opcode>

## 碰撞对象步行杀人物

<Opcode id="025D" name="SET_COLL_OBJ_KILL_CHAR_ON_FOOT">
SET_COLL_OBJ_KILL_CHAR_ON_FOOT。

```text
025D SET_COLL_OBJ_KILL_CHAR_ON_FOOT
```

```lua
setCollObjKillCharOnFoot()
```

```js
native("SET_COLL_OBJ_KILL_CHAR_ON_FOOT")
```
</Opcode>

## 碰撞对象步行杀玩家

<Opcode id="025E" name="SET_COLL_OBJ_KILL_PLAYER_ON_FOOT">
SET_COLL_OBJ_KILL_PLAYER_ON_FOOT。

```text
025E SET_COLL_OBJ_KILL_PLAYER_ON_FOOT
```

```lua
setCollObjKillPlayerOnFoot()
```

```js
native("SET_COLL_OBJ_KILL_PLAYER_ON_FOOT")
```
</Opcode>

## 碰撞对象任意杀人物

<Opcode id="025F" name="SET_COLL_OBJ_KILL_CHAR_ANY_MEANS">
SET_COLL_OBJ_KILL_CHAR_ANY_MEANS。

```text
025F SET_COLL_OBJ_KILL_CHAR_ANY_MEANS
```

```lua
setCollObjKillCharAnyMeans()
```

```js
native("SET_COLL_OBJ_KILL_CHAR_ANY_MEANS")
```
</Opcode>

## 碰撞对象任意杀玩家

<Opcode id="0260" name="SET_COLL_OBJ_KILL_PLAYER_ANY_MEANS">
SET_COLL_OBJ_KILL_PLAYER_ANY_MEANS。

```text
0260 SET_COLL_OBJ_KILL_PLAYER_ANY_MEANS
```

```lua
setCollObjKillPlayerAnyMeans()
```

```js
native("SET_COLL_OBJ_KILL_PLAYER_ANY_MEANS")
```
</Opcode>

## 碰撞对象逃到安全相对人物

<Opcode id="0261" name="SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE">
SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE。

```text
0261 SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE
```

```lua
setCollObjFleeCharOnFootTillSafe()
```

```js
native("SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_TILL_SAFE")
```
</Opcode>

## 碰撞对象逃到安全相对玩家

<Opcode id="0262" name="SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE">
SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE。

```text
0262 SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE
```

```lua
setCollObjFleePlayerOnFootTillSafe()
```

```js
native("SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_TILL_SAFE")
```
</Opcode>

## 碰撞对象持续逃相对人物

<Opcode id="0263" name="SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS">
SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS。

```text
0263 SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS
```

```lua
setCollObjFleeCharOnFootAlways()
```

```js
native("SET_COLL_OBJ_FLEE_CHAR_ON_FOOT_ALWAYS")
```
</Opcode>

## 碰撞对象持续逃相对玩家

<Opcode id="0264" name="SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS">
SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS。

```text
0264 SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS
```

```lua
setCollObjFleePlayerOnFootAlways()
```

```js
native("SET_COLL_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS")
```
</Opcode>

## 碰撞对象步行走向人物

<Opcode id="0265" name="SET_COLL_OBJ_GOTO_CHAR_ON_FOOT">
SET_COLL_OBJ_GOTO_CHAR_ON_FOOT。

```text
0265 SET_COLL_OBJ_GOTO_CHAR_ON_FOOT
```

```lua
setCollObjGotoCharOnFoot()
```

```js
native("SET_COLL_OBJ_GOTO_CHAR_ON_FOOT")
```
</Opcode>

## 碰撞对象步行走向玩家

<Opcode id="0266" name="SET_COLL_OBJ_GOTO_PLAYER_ON_FOOT">
SET_COLL_OBJ_GOTO_PLAYER_ON_FOOT。

```text
0266 SET_COLL_OBJ_GOTO_PLAYER_ON_FOOT
```

```lua
setCollObjGotoPlayerOnFoot()
```

```js
native("SET_COLL_OBJ_GOTO_PLAYER_ON_FOOT")
```
</Opcode>

## 碰撞对象下车

<Opcode id="0267" name="SET_COLL_OBJ_LEAVE_CAR">
SET_COLL_OBJ_LEAVE_CAR。

```text
0267 SET_COLL_OBJ_LEAVE_CAR
```

```lua
setCollObjLeaveCar()
```

```js
native("SET_COLL_OBJ_LEAVE_CAR")
```
</Opcode>

## 碰撞对象上车当乘客

<Opcode id="0268" name="SET_COLL_OBJ_ENTER_CAR_AS_PASSENGER">
SET_COLL_OBJ_ENTER_CAR_AS_PASSENGER。

```text
0268 SET_COLL_OBJ_ENTER_CAR_AS_PASSENGER
```

```lua
setCollObjEnterCarAsPassenger()
```

```js
native("SET_COLL_OBJ_ENTER_CAR_AS_PASSENGER")
```
</Opcode>

## 碰撞对象上车当司机

<Opcode id="0269" name="SET_COLL_OBJ_ENTER_CAR_AS_DRIVER">
SET_COLL_OBJ_ENTER_CAR_AS_DRIVER。

```text
0269 SET_COLL_OBJ_ENTER_CAR_AS_DRIVER
```

```lua
setCollObjEnterCarAsDriver()
```

```js
native("SET_COLL_OBJ_ENTER_CAR_AS_DRIVER")
```
</Opcode>

## 碰撞对象车内跟车

<Opcode id="026A" name="SET_COLL_OBJ_FOLLOW_CAR_IN_CAR">
SET_COLL_OBJ_FOLLOW_CAR_IN_CAR。

```text
026A SET_COLL_OBJ_FOLLOW_CAR_IN_CAR
```

```lua
setCollObjFollowCarInCar()
```

```js
native("SET_COLL_OBJ_FOLLOW_CAR_IN_CAR")
```
</Opcode>

## 碰撞对象车内射击物体

<Opcode id="026B" name="SET_COLL_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE">
SET_COLL_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE。

```text
026B SET_COLL_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE
```

```lua
setCollObjFireAtObjectFromVehicle()
```

```js
native("SET_COLL_OBJ_FIRE_AT_OBJECT_FROM_VEHICLE")
```
</Opcode>

## 碰撞对象摧毁物体

<Opcode id="026C" name="SET_COLL_OBJ_DESTROY_OBJECT">
SET_COLL_OBJ_DESTROY_OBJECT。

```text
026C SET_COLL_OBJ_DESTROY_OBJECT
```

```lua
setCollObjDestroyObject()
```

```js
native("SET_COLL_OBJ_DESTROY_OBJECT")
```
</Opcode>

## 碰撞对象摧毁车

<Opcode id="026D" name="SET_COLL_OBJ_DESTROY_CAR">
SET_COLL_OBJ_DESTROY_CAR。

```text
026D SET_COLL_OBJ_DESTROY_CAR
```

```lua
setCollObjDestroyCar()
```

```js
native("SET_COLL_OBJ_DESTROY_CAR")
```
</Opcode>

## 碰撞对象步行去区域

<Opcode id="026E" name="SET_COLL_OBJ_GOTO_AREA_ON_FOOT">
SET_COLL_OBJ_GOTO_AREA_ON_FOOT。

```text
026E SET_COLL_OBJ_GOTO_AREA_ON_FOOT
```

```lua
setCollObjGotoAreaOnFoot()
```

```js
native("SET_COLL_OBJ_GOTO_AREA_ON_FOOT")
```
</Opcode>

## 碰撞对象车内去区域

<Opcode id="026F" name="SET_COLL_OBJ_GOTO_AREA_IN_CAR">
SET_COLL_OBJ_GOTO_AREA_IN_CAR。

```text
026F SET_COLL_OBJ_GOTO_AREA_IN_CAR
```

```lua
setCollObjGotoAreaInCar()
```

```js
native("SET_COLL_OBJ_GOTO_AREA_IN_CAR")
```
</Opcode>

## 碰撞对象步行跟车带偏移

<Opcode id="0270" name="SET_COLL_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET">
SET_COLL_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET。

```text
0270 SET_COLL_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET
```

```lua
setCollObjFollowCarOnFootWithOffset()
```

```js
native("SET_COLL_OBJ_FOLLOW_CAR_ON_FOOT_WITH_OFFSET")
```
</Opcode>

## 碰撞对象守卫攻击

<Opcode id="0271" name="SET_COLL_OBJ_GUARD_ATTACK">
SET_COLL_OBJ_GUARD_ATTACK。

```text
0271 SET_COLL_OBJ_GUARD_ATTACK
```

```lua
setCollObjGuardAttack()
```

```js
native("SET_COLL_OBJ_GUARD_ATTACK")
```
</Opcode>

## 碰撞对象沿路线

<Opcode id="0272" name="SET_COLL_OBJ_FOLLOW_ROUTE">
SET_COLL_OBJ_FOLLOW_ROUTE。

```text
0272 SET_COLL_OBJ_FOLLOW_ROUTE
```

```lua
setCollObjFollowRoute()
```

```js
native("SET_COLL_OBJ_FOLLOW_ROUTE")
```
</Opcode>

## 碰撞对象步行去坐标

<Opcode id="0273" name="SET_COLL_OBJ_GOTO_COORD_ON_FOOT">
SET_COLL_OBJ_GOTO_COORD_ON_FOOT。

```text
0273 SET_COLL_OBJ_GOTO_COORD_ON_FOOT
```

```lua
setCollObjGotoCoordOnFoot()
```

```js
native("SET_COLL_OBJ_GOTO_COORD_ON_FOOT")
```
</Opcode>

## 碰撞对象车内去坐标

<Opcode id="0274" name="SET_COLL_OBJ_GOTO_COORD_IN_CAR">
SET_COLL_OBJ_GOTO_COORD_IN_CAR。

```text
0274 SET_COLL_OBJ_GOTO_COORD_IN_CAR
```

```lua
setCollObjGotoCoordInCar()
```

```js
native("SET_COLL_OBJ_GOTO_COORD_IN_CAR")
```
</Opcode>

## 碰撞对象跑向区域

<Opcode id="0275" name="SET_COLL_OBJ_RUN_TO_AREA">
SET_COLL_OBJ_RUN_TO_AREA。

```text
0275 SET_COLL_OBJ_RUN_TO_AREA
```

```lua
setCollObjRunToArea()
```

```js
native("SET_COLL_OBJ_RUN_TO_AREA")
```
</Opcode>

## 碰撞对象跑向坐标

<Opcode id="0276" name="SET_COLL_OBJ_RUN_TO_COORD">
SET_COLL_OBJ_RUN_TO_COORD。

```text
0276 SET_COLL_OBJ_RUN_TO_COORD
```

```lua
setCollObjRunToCoord()
```

```js
native("SET_COLL_OBJ_RUN_TO_COORD")
```
</Opcode>

## 区域行人加入碰撞组

<Opcode id="0277" name="ADD_PEDS_IN_AREA_TO_COLL">
ADD_PEDS_IN_AREA_TO_COLL。

```text
0277 ADD_PEDS_IN_AREA_TO_COLL
```

```lua
addPedsInAreaToColl()
```

```js
native("ADD_PEDS_IN_AREA_TO_COLL")
```
</Opcode>

## 车内行人加入碰撞组

<Opcode id="0278" name="ADD_PEDS_IN_VEHICLE_TO_COLL">
ADD_PEDS_IN_VEHICLE_TO_COLL。

```text
0278 ADD_PEDS_IN_VEHICLE_TO_COLL
```

```lua
addPedsInVehicleToColl()
```

```js
native("ADD_PEDS_IN_VEHICLE_TO_COLL")
```
</Opcode>

## 清除碰撞组

<Opcode id="0279" name="CLEAR_COLL">
CLEAR_COLL。

```text
0279 CLEAR_COLL
```

```lua
clearColl()
```

```js
native("CLEAR_COLL")
```
</Opcode>

## 碰撞组是否在车内

<Opcode id="027A" name="IS_COLL_IN_CARS">
IS_COLL_IN_CARS。

```text
027A IS_COLL_IN_CARS
```

```lua
isCollInCars()
```

```js
native("IS_COLL_IN_CARS")
```
</Opcode>

## 定位碰撞组任意 2D

<Opcode id="027B" name="LOCATE_COLL_ANY_MEANS_2D">
LOCATE_COLL_ANY_MEANS_2D。

```text
027B LOCATE_COLL_ANY_MEANS_2D
```

```lua
locateCollAnyMeans2D()
```

```js
native("LOCATE_COLL_ANY_MEANS_2D")
```
</Opcode>

## 定位碰撞组步行 2D

<Opcode id="027C" name="LOCATE_COLL_ON_FOOT_2D">
LOCATE_COLL_ON_FOOT_2D。

```text
027C LOCATE_COLL_ON_FOOT_2D
```

```lua
locateCollOnFoot2D()
```

```js
native("LOCATE_COLL_ON_FOOT_2D")
```
</Opcode>

## 定位碰撞组车内 2D

<Opcode id="027D" name="LOCATE_COLL_IN_CAR_2D">
LOCATE_COLL_IN_CAR_2D。

```text
027D LOCATE_COLL_IN_CAR_2D
```

```lua
locateCollInCar2D()
```

```js
native("LOCATE_COLL_IN_CAR_2D")
```
</Opcode>

## 定位停下碰撞组任意 2D

<Opcode id="027E" name="LOCATE_STOPPED_COLL_ANY_MEANS_2D">
LOCATE_STOPPED_COLL_ANY_MEANS_2D。

```text
027E LOCATE_STOPPED_COLL_ANY_MEANS_2D
```

```lua
locateStoppedCollAnyMeans2D()
```

```js
native("LOCATE_STOPPED_COLL_ANY_MEANS_2D")
```
</Opcode>

## 定位停下碰撞组步行 2D

<Opcode id="027F" name="LOCATE_STOPPED_COLL_ON_FOOT_2D">
LOCATE_STOPPED_COLL_ON_FOOT_2D。

```text
027F LOCATE_STOPPED_COLL_ON_FOOT_2D
```

```lua
locateStoppedCollOnFoot2D()
```

```js
native("LOCATE_STOPPED_COLL_ON_FOOT_2D")
```
</Opcode>

## 定位停下碰撞组车内 2D

<Opcode id="0280" name="LOCATE_STOPPED_COLL_IN_CAR_2D">
LOCATE_STOPPED_COLL_IN_CAR_2D。

```text
0280 LOCATE_STOPPED_COLL_IN_CAR_2D
```

```lua
locateStoppedCollInCar2D()
```

```js
native("LOCATE_STOPPED_COLL_IN_CAR_2D")
```
</Opcode>

## 定位碰撞组相对人物任意 2D

<Opcode id="0281" name="LOCATE_COLL_ANY_MEANS_CHAR_2D">
LOCATE_COLL_ANY_MEANS_CHAR_2D。

```text
0281 LOCATE_COLL_ANY_MEANS_CHAR_2D
```

```lua
locateCollAnyMeansChar2D()
```

```js
native("LOCATE_COLL_ANY_MEANS_CHAR_2D")
```
</Opcode>

## 定位碰撞组相对人物步行 2D

<Opcode id="0282" name="LOCATE_COLL_ON_FOOT_CHAR_2D">
LOCATE_COLL_ON_FOOT_CHAR_2D。

```text
0282 LOCATE_COLL_ON_FOOT_CHAR_2D
```

```lua
locateCollOnFootChar2D()
```

```js
native("LOCATE_COLL_ON_FOOT_CHAR_2D")
```
</Opcode>

## 定位碰撞组相对人物车内 2D

<Opcode id="0283" name="LOCATE_COLL_IN_CAR_CHAR_2D">
LOCATE_COLL_IN_CAR_CHAR_2D。

```text
0283 LOCATE_COLL_IN_CAR_CHAR_2D
```

```lua
locateCollInCarChar2D()
```

```js
native("LOCATE_COLL_IN_CAR_CHAR_2D")
```
</Opcode>

## 定位碰撞组相对车任意 2D

<Opcode id="0284" name="LOCATE_COLL_ANY_MEANS_CAR_2D">
LOCATE_COLL_ANY_MEANS_CAR_2D。

```text
0284 LOCATE_COLL_ANY_MEANS_CAR_2D
```

```lua
locateCollAnyMeansCar2D()
```

```js
native("LOCATE_COLL_ANY_MEANS_CAR_2D")
```
</Opcode>

## 定位碰撞组相对车步行 2D

<Opcode id="0285" name="LOCATE_COLL_ON_FOOT_CAR_2D">
LOCATE_COLL_ON_FOOT_CAR_2D。

```text
0285 LOCATE_COLL_ON_FOOT_CAR_2D
```

```lua
locateCollOnFootCar2D()
```

```js
native("LOCATE_COLL_ON_FOOT_CAR_2D")
```
</Opcode>

## 定位碰撞组相对车车内 2D

<Opcode id="0286" name="LOCATE_COLL_IN_CAR_CAR_2D">
LOCATE_COLL_IN_CAR_CAR_2D。

```text
0286 LOCATE_COLL_IN_CAR_CAR_2D
```

```lua
locateCollInCarCar2D()
```

```js
native("LOCATE_COLL_IN_CAR_CAR_2D")
```
</Opcode>

## 定位碰撞组相对玩家任意 2D

<Opcode id="0287" name="LOCATE_COLL_ANY_MEANS_PLAYER_2D">
LOCATE_COLL_ANY_MEANS_PLAYER_2D。

```text
0287 LOCATE_COLL_ANY_MEANS_PLAYER_2D
```

```lua
locateCollAnyMeansPlayer2D()
```

```js
native("LOCATE_COLL_ANY_MEANS_PLAYER_2D")
```
</Opcode>

## 定位碰撞组相对玩家步行 2D

<Opcode id="0288" name="LOCATE_COLL_ON_FOOT_PLAYER_2D">
LOCATE_COLL_ON_FOOT_PLAYER_2D。

```text
0288 LOCATE_COLL_ON_FOOT_PLAYER_2D
```

```lua
locateCollOnFootPlayer2D()
```

```js
native("LOCATE_COLL_ON_FOOT_PLAYER_2D")
```
</Opcode>

## 定位碰撞组相对玩家车内 2D

<Opcode id="0289" name="LOCATE_COLL_IN_CAR_PLAYER_2D">
LOCATE_COLL_IN_CAR_PLAYER_2D。

```text
0289 LOCATE_COLL_IN_CAR_PLAYER_2D
```

```lua
locateCollInCarPlayer2D()
```

```js
native("LOCATE_COLL_IN_CAR_PLAYER_2D")
```
</Opcode>

## 碰撞组在区域 2D

<Opcode id="028A" name="IS_COLL_IN_AREA_2D">
IS_COLL_IN_AREA_2D。

```text
028A IS_COLL_IN_AREA_2D
```

```lua
isCollInArea2D()
```

```js
native("IS_COLL_IN_AREA_2D")
```
</Opcode>

## 碰撞组步行在区域 2D

<Opcode id="028B" name="IS_COLL_IN_AREA_ON_FOOT_2D">
IS_COLL_IN_AREA_ON_FOOT_2D。

```text
028B IS_COLL_IN_AREA_ON_FOOT_2D
```

```lua
isCollInAreaOnFoot2D()
```

```js
native("IS_COLL_IN_AREA_ON_FOOT_2D")
```
</Opcode>

## 碰撞组车内在区域 2D

<Opcode id="028C" name="IS_COLL_IN_AREA_IN_CAR_2D">
IS_COLL_IN_AREA_IN_CAR_2D。

```text
028C IS_COLL_IN_AREA_IN_CAR_2D
```

```lua
isCollInAreaInCar2D()
```

```js
native("IS_COLL_IN_AREA_IN_CAR_2D")
```
</Opcode>

## 碰撞组停下在区域 2D

<Opcode id="028D" name="IS_COLL_STOPPED_IN_AREA_2D">
IS_COLL_STOPPED_IN_AREA_2D。

```text
028D IS_COLL_STOPPED_IN_AREA_2D
```

```lua
isCollStoppedInArea2D()
```

```js
native("IS_COLL_STOPPED_IN_AREA_2D")
```
</Opcode>

## 碰撞组停下步行区域 2D

<Opcode id="028E" name="IS_COLL_STOPPED_IN_AREA_ON_FOOT_2D">
IS_COLL_STOPPED_IN_AREA_ON_FOOT_2D。

```text
028E IS_COLL_STOPPED_IN_AREA_ON_FOOT_2D
```

```lua
isCollStoppedInAreaOnFoot2D()
```

```js
native("IS_COLL_STOPPED_IN_AREA_ON_FOOT_2D")
```
</Opcode>

## 碰撞组停下车内区域 2D

<Opcode id="028F" name="IS_COLL_STOPPED_IN_AREA_IN_CAR_2D">
IS_COLL_STOPPED_IN_AREA_IN_CAR_2D。

```text
028F IS_COLL_STOPPED_IN_AREA_IN_CAR_2D
```

```lua
isCollStoppedInAreaInCar2D()
```

```js
native("IS_COLL_STOPPED_IN_AREA_IN_CAR_2D")
```
</Opcode>

## 碰撞组人数

<Opcode id="0290" name="GET_NUMBER_OF_PEDS_IN_COLL">
GET_NUMBER_OF_PEDS_IN_COLL。

```text
0290 GET_NUMBER_OF_PEDS_IN_COLL
```

```lua
getNumberOfPedsInColl()
```

```js
native("GET_NUMBER_OF_PEDS_IN_COLL")
```
</Opcode>

## 人物留意威胁

<Opcode id="0291" name="SET_CHAR_HEED_THREATS">
SET_CHAR_HEED_THREATS。

```text
0291 SET_CHAR_HEED_THREATS
```

```lua
setCharHeedThreats()
```

```js
native("SET_CHAR_HEED_THREATS")
```
</Opcode>

## 玩家留意威胁

<Opcode id="0292" name="SET_PLAYER_HEED_THREATS">
SET_PLAYER_HEED_THREATS。

```text
0292 SET_PLAYER_HEED_THREATS
```

```lua
setPlayerHeedThreats()
```

```js
native("SET_PLAYER_HEED_THREATS")
```
</Opcode>

## 是否出租车

<Opcode id="0295" name="IS_TAXI">
IS_TAXI。

```text
0295 IS_TAXI
```

```lua
isTaxi()
```

```js
native("IS_TAXI")
```
</Opcode>

## 开关出租车计时

<Opcode id="029A" name="SWITCH_TAXI_TIMER">
SWITCH_TAXI_TIMER。

```text
029A SWITCH_TAXI_TIMER
```

```lua
switchTaxiTimer()
```

```js
native("SWITCH_TAXI_TIMER")
```
</Opcode>

## 是否船

<Opcode id="029C" name="IS_BOAT">
IS_BOAT。

```text
029C IS_BOAT
```

```lua
isBoat()
```

```js
native("IS_BOAT")
```
</Opcode>

## 人物任意方式去区域

<Opcode id="029D" name="SET_CHAR_OBJ_GOTO_AREA_ANY_MEANS">
SET_CHAR_OBJ_GOTO_AREA_ANY_MEANS。

```text
029D SET_CHAR_OBJ_GOTO_AREA_ANY_MEANS
```

```lua
setCharObjGotoAreaAnyMeans()
```

```js
native("SET_CHAR_OBJ_GOTO_AREA_ANY_MEANS")
```
</Opcode>

## 碰撞对象任意方式去区域

<Opcode id="029E" name="SET_COLL_OBJ_GOTO_AREA_ANY_MEANS">
SET_COLL_OBJ_GOTO_AREA_ANY_MEANS。

```text
029E SET_COLL_OBJ_GOTO_AREA_ANY_MEANS
```

```lua
setCollObjGotoAreaAnyMeans()
```

```js
native("SET_COLL_OBJ_GOTO_AREA_ANY_MEANS")
```
</Opcode>

## 玩家是否停下

<Opcode id="029F" name="IS_PLAYER_STOPPED">
IS_PLAYER_STOPPED。

```text
029F IS_PLAYER_STOPPED
```

```lua
isPlayerStopped()
```

```js
native("IS_PLAYER_STOPPED")
```
</Opcode>

## 消息等待

<Opcode id="02A1" name="MESSAGE_WAIT">
MESSAGE_WAIT。

```text
02A1 MESSAGE_WAIT
```

```lua
messageWait()
```

```js
native("MESSAGE_WAIT")
```
</Opcode>

## 加粒子效果

<Opcode id="02A2" name="ADD_PARTICLE_EFFECT">
ADD_PARTICLE_EFFECT。

```text
02A2 ADD_PARTICLE_EFFECT
```

```lua
addParticleEffect()
```

```js
native("ADD_PARTICLE_EFFECT")
```
</Opcode>

## 车精灵标记

<Opcode id="02A4" name="ADD_SPRITE_BLIP_FOR_CAR">
无操作。

```text
02A4 ADD_SPRITE_BLIP_FOR_CAR
```

```lua
addSpriteBlipForCar()
```

```js
native("ADD_SPRITE_BLIP_FOR_CAR")
```
</Opcode>

## 人物精灵标记

<Opcode id="02A5" name="ADD_SPRITE_BLIP_FOR_CHAR">
无操作。

```text
02A5 ADD_SPRITE_BLIP_FOR_CHAR
```

```lua
addSpriteBlipForChar()
```

```js
native("ADD_SPRITE_BLIP_FOR_CHAR")
```
</Opcode>

## 物体精灵标记

<Opcode id="02A6" name="ADD_SPRITE_BLIP_FOR_OBJECT">
ADD_SPRITE_BLIP_FOR_OBJECT。

```text
02A6 ADD_SPRITE_BLIP_FOR_OBJECT
```

```lua
addSpriteBlipForObject()
```

```js
native("ADD_SPRITE_BLIP_FOR_OBJECT")
```
</Opcode>

## 玩家在倾斜区域 2D

<Opcode id="02AD" name="IS_PLAYER_IN_ANGLED_AREA_2D">
IS_PLAYER_IN_ANGLED_AREA_2D。

```text
02AD IS_PLAYER_IN_ANGLED_AREA_2D
```

```lua
isPlayerInAngledArea2D()
```

```js
native("IS_PLAYER_IN_ANGLED_AREA_2D")
```
</Opcode>

## 玩家步行在倾斜区域 2D

<Opcode id="02AE" name="IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_2D">
IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_2D。

```text
02AE IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_2D
```

```lua
isPlayerInAngledAreaOnFoot2D()
```

```js
native("IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_2D")
```
</Opcode>

## 玩家车内在倾斜区域 2D

<Opcode id="02AF" name="IS_PLAYER_IN_ANGLED_AREA_IN_CAR_2D">
IS_PLAYER_IN_ANGLED_AREA_IN_CAR_2D。

```text
02AF IS_PLAYER_IN_ANGLED_AREA_IN_CAR_2D
```

```lua
isPlayerInAngledAreaInCar2D()
```

```js
native("IS_PLAYER_IN_ANGLED_AREA_IN_CAR_2D")
```
</Opcode>

## 玩家停下在倾斜区域 2D

<Opcode id="02B0" name="IS_PLAYER_STOPPED_IN_ANGLED_AREA_2D">
IS_PLAYER_STOPPED_IN_ANGLED_AREA_2D。

```text
02B0 IS_PLAYER_STOPPED_IN_ANGLED_AREA_2D
```

```lua
isPlayerStoppedInAngledArea2D()
```

```js
native("IS_PLAYER_STOPPED_IN_ANGLED_AREA_2D")
```
</Opcode>

## 玩家停下步行倾斜区域 2D

<Opcode id="02B1" name="IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_2D">
IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_2D。

```text
02B1 IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_2D
```

```lua
isPlayerStoppedInAngledAreaOnFoot2D()
```

```js
native("IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_2D")
```
</Opcode>

## 玩家停下车内倾斜区域 2D

<Opcode id="02B2" name="IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_2D">
IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_2D。

```text
02B2 IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_2D
```

```lua
isPlayerStoppedInAngledAreaInCar2D()
```

```js
native("IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_2D")
```
</Opcode>

## 玩家在倾斜区域 3D

<Opcode id="02B3" name="IS_PLAYER_IN_ANGLED_AREA_3D">
IS_PLAYER_IN_ANGLED_AREA_3D。

```text
02B3 IS_PLAYER_IN_ANGLED_AREA_3D
```

```lua
isPlayerInAngledArea3D()
```

```js
native("IS_PLAYER_IN_ANGLED_AREA_3D")
```
</Opcode>

## 玩家步行在倾斜区域 3D

<Opcode id="02B4" name="IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D">
IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D。

```text
02B4 IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D
```

```lua
isPlayerInAngledAreaOnFoot3D()
```

```js
native("IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D")
```
</Opcode>

## 玩家车内在倾斜区域 3D

<Opcode id="02B5" name="IS_PLAYER_IN_ANGLED_AREA_IN_CAR_3D">
IS_PLAYER_IN_ANGLED_AREA_IN_CAR_3D。

```text
02B5 IS_PLAYER_IN_ANGLED_AREA_IN_CAR_3D
```

```lua
isPlayerInAngledAreaInCar3D()
```

```js
native("IS_PLAYER_IN_ANGLED_AREA_IN_CAR_3D")
```
</Opcode>

## 玩家停下在倾斜区域 3D

<Opcode id="02B6" name="IS_PLAYER_STOPPED_IN_ANGLED_AREA_3D">
IS_PLAYER_STOPPED_IN_ANGLED_AREA_3D。

```text
02B6 IS_PLAYER_STOPPED_IN_ANGLED_AREA_3D
```

```lua
isPlayerStoppedInAngledArea3D()
```

```js
native("IS_PLAYER_STOPPED_IN_ANGLED_AREA_3D")
```
</Opcode>

## 玩家停下步行倾斜区域 3D

<Opcode id="02B7" name="IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_3D">
IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_3D。

```text
02B7 IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_3D
```

```lua
isPlayerStoppedInAngledAreaOnFoot3D()
```

```js
native("IS_PLAYER_STOPPED_IN_ANGLED_AREA_ON_FOOT_3D")
```
</Opcode>

## 玩家停下车内倾斜区域 3D

<Opcode id="02B8" name="IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_3D">
IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_3D。

```text
02B8 IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_3D
```

```lua
isPlayerStoppedInAngledAreaInCar3D()
```

```js
native("IS_PLAYER_STOPPED_IN_ANGLED_AREA_IN_CAR_3D")
```
</Opcode>

## 车库收车数

<Opcode id="02BA" name="GET_NUMBER_OF_CARS_COLLECTED_BY_GARAGE">
GET_NUMBER_OF_CARS_COLLECTED_BY_GARAGE。

```text
02BA GET_NUMBER_OF_CARS_COLLECTED_BY_GARAGE
```

```lua
getNumberOfCarsCollectedByGarage()
```

```js
native("GET_NUMBER_OF_CARS_COLLECTED_BY_GARAGE")
```
</Opcode>

## 车已送入车库

<Opcode id="02BB" name="HAS_CAR_BEEN_TAKEN_TO_GARAGE">
HAS_CAR_BEEN_TAKEN_TO_GARAGE。

```text
02BB HAS_CAR_BEEN_TAKEN_TO_GARAGE
```

```lua
hasCarBeenTakenToGarage()
```

```js
native("HAS_CAR_BEEN_TAKEN_TO_GARAGE")
```
</Opcode>

## 需要特警

<Opcode id="02BC" name="SET_SWAT_REQUIRED">
SET_SWAT_REQUIRED。

```text
02BC SET_SWAT_REQUIRED
```

```lua
setSwatRequired()
```

```js
native("SET_SWAT_REQUIRED")
```
</Opcode>

## 需要 FBI

<Opcode id="02BD" name="SET_FBI_REQUIRED">
SET_FBI_REQUIRED。

```text
02BD SET_FBI_REQUIRED
```

```lua
setFbiRequired()
```

```js
native("SET_FBI_REQUIRED")
```
</Opcode>

## 需要军队

<Opcode id="02BE" name="SET_ARMY_REQUIRED">
SET_ARMY_REQUIRED。

```text
02BE SET_ARMY_REQUIRED
```

```lua
setArmyRequired()
```

```js
native("SET_ARMY_REQUIRED")
```
</Opcode>

## 开始吃豆人竞速

<Opcode id="02C3" name="START_PACMAN_RACE">
START_PACMAN_RACE。

```text
02C3 START_PACMAN_RACE
```

```lua
startPacmanRace()
```

```js
native("START_PACMAN_RACE")
```
</Opcode>

## 开始吃豆人记录

<Opcode id="02C4" name="START_PACMAN_RECORD">
START_PACMAN_RECORD。

```text
02C4 START_PACMAN_RECORD
```

```lua
startPacmanRecord()
```

```js
native("START_PACMAN_RECORD")
```
</Opcode>

## 已吃能量豆数

<Opcode id="02C5" name="GET_NUMBER_OF_POWER_PILLS_EATEN">
GET_NUMBER_OF_POWER_PILLS_EATEN。

```text
02C5 GET_NUMBER_OF_POWER_PILLS_EATEN
```

```lua
getNumberOfPowerPillsEaten()
```

```js
native("GET_NUMBER_OF_POWER_PILLS_EATEN")
```
</Opcode>

## 清除吃豆人

<Opcode id="02C6" name="CLEAR_PACMAN">
CLEAR_PACMAN。

```text
02C6 CLEAR_PACMAN
```

```lua
clearPacman()
```

```js
native("CLEAR_PACMAN")
```
</Opcode>

## 开始吃豆人争抢

<Opcode id="02C7" name="START_PACMAN_SCRAMBLE">
START_PACMAN_SCRAMBLE。

```text
02C7 START_PACMAN_SCRAMBLE
```

```lua
startPacmanScramble()
```

```js
native("START_PACMAN_SCRAMBLE")
```
</Opcode>

## 携带能量豆数

<Opcode id="02C8" name="GET_NUMBER_OF_POWER_PILLS_CARRIED">
GET_NUMBER_OF_POWER_PILLS_CARRIED。

```text
02C8 GET_NUMBER_OF_POWER_PILLS_CARRIED
```

```lua
getNumberOfPowerPillsCarried()
```

```js
native("GET_NUMBER_OF_POWER_PILLS_CARRIED")
```
</Opcode>

## 清携带能量豆

<Opcode id="02C9" name="CLEAR_NUMBER_OF_POWER_PILLS_CARRIED">
CLEAR_NUMBER_OF_POWER_PILLS_CARRIED。

```text
02C9 CLEAR_NUMBER_OF_POWER_PILLS_CARRIED
```

```lua
clearNumberOfPowerPillsCarried()
```

```js
native("CLEAR_NUMBER_OF_POWER_PILLS_CARRIED")
```
</Opcode>

## 文件 GOSUB

<Opcode id="02CD" name="GOSUB_FILE">
GOSUB_FILE。

```text
02CD GOSUB_FILE
```

```lua
gosubFile()
```

```js
native("GOSUB_FILE")
```
</Opcode>

## 喜剧操控

<Opcode id="02D2" name="SET_COMEDY_CONTROLS">
SET_COMEDY_CONTROLS。

```text
02D2 SET_COMEDY_CONTROLS
```

```lua
setComedyControls()
```

```js
native("SET_COMEDY_CONTROLS")
```
</Opcode>

## 玩家在区域内射击

<Opcode id="02D5" name="IS_PLAYER_SHOOTING_IN_AREA">
IS_PLAYER_SHOOTING_IN_AREA。

```text
02D5 IS_PLAYER_SHOOTING_IN_AREA
```

```lua
isPlayerShootingInArea()
```

```js
native("IS_PLAYER_SHOOTING_IN_AREA")
```
</Opcode>

## 玩家当前武器

<Opcode id="02D7" name="IS_CURRENT_PLAYER_WEAPON">
IS_CURRENT_PLAYER_WEAPON。

```text
02D7 IS_CURRENT_PLAYER_WEAPON
```

```lua
isCurrentPlayerWeapon()
```

```js
native("IS_CURRENT_PLAYER_WEAPON")
```
</Opcode>

## 清已吃能量豆

<Opcode id="02D9" name="CLEAR_NUMBER_OF_POWER_PILLS_EATEN">
CLEAR_NUMBER_OF_POWER_PILLS_EATEN。

```text
02D9 CLEAR_NUMBER_OF_POWER_PILLS_EATEN
```

```lua
clearNumberOfPowerPillsEaten()
```

```js
native("CLEAR_NUMBER_OF_POWER_PILLS_EATEN")
```
</Opcode>

## 加能量豆

<Opcode id="02DA" name="ADD_POWER_PILL">
ADD_POWER_PILL。

```text
02DA ADD_POWER_PILL
```

```lua
addPowerPill()
```

```js
native("ADD_POWER_PILL")
```
</Opcode>

## 区域内随机人物

<Opcode id="02DC" name="GET_RANDOM_CHAR_IN_AREA">
GET_RANDOM_CHAR_IN_AREA。

```text
02DC GET_RANDOM_CHAR_IN_AREA
```

```lua
getRandomCharInArea()
```

```js
native("GET_RANDOM_CHAR_IN_AREA")
```
</Opcode>

## 玩家在出租车

<Opcode id="02DE" name="IS_PLAYER_IN_TAXI">
IS_PLAYER_IN_TAXI。

```text
02DE IS_PLAYER_IN_TAXI
```

```lua
isPlayerInTaxi()
```

```js
native("IS_PLAYER_IN_TAXI")
```
</Opcode>

## 玩家正在射击

<Opcode id="02DF" name="IS_PLAYER_SHOOTING">
IS_PLAYER_SHOOTING。

```text
02DF IS_PLAYER_SHOOTING
```

```lua
isPlayerShooting()
```

```js
native("IS_PLAYER_SHOOTING")
```
</Opcode>

## 创建过场物体

<Opcode id="02E5" name="CREATE_CUTSCENE_OBJECT">
CREATE_CUTSCENE_OBJECT。

```text
02E5 CREATE_CUTSCENE_OBJECT
```

```lua
createCutsceneObject()
```

```js
native("CREATE_CUTSCENE_OBJECT")
```
</Opcode>

## 设过场动画

<Opcode id="02E6" name="SET_CUTSCENE_ANIM">
SET_CUTSCENE_ANIM。

```text
02E6 SET_CUTSCENE_ANIM
```

```lua
setCutsceneAnim()
```

```js
native("SET_CUTSCENE_ANIM")
```
</Opcode>

## 创建收藏品1

<Opcode id="02EC" name="CREATE_COLLECTABLE1">
无操作。

```text
02EC CREATE_COLLECTABLE1
in: _p1, _p2, _p3
```

```lua
createCollectable1(_p1, _p2, _p3)
```

```js
native("CREATE_COLLECTABLE1", _p1, _p2, _p3)
```
</Opcode>

## 销毁区域内抛射物

<Opcode id="02EF" name="DESTROY_PROJECTILES_IN_AREA">
DESTROY_PROJECTILES_IN_AREA。

```text
02EF DESTROY_PROJECTILES_IN_AREA
```

```lua
destroyProjectilesInArea()
```

```js
native("DESTROY_PROJECTILES_IN_AREA")
```
</Opcode>

## 投放地雷

<Opcode id="02F0" name="DROP_MINE">
DROP_MINE。

```text
02F0 DROP_MINE
```

```lua
dropMine()
```

```js
native("DROP_MINE")
```
</Opcode>

## 投放水雷

<Opcode id="02F1" name="DROP_NAUTICAL_MINE">
DROP_NAUTICAL_MINE。

```text
02F1 DROP_NAUTICAL_MINE
```

```lua
dropNauticalMine()
```

```js
native("DROP_NAUTICAL_MINE")
```
</Opcode>

## 加载特殊模型

<Opcode id="02F3" name="LOAD_SPECIAL_MODEL">
LOAD_SPECIAL_MODEL。

```text
02F3 LOAD_SPECIAL_MODEL
```

```lua
loadSpecialModel()
```

```js
native("LOAD_SPECIAL_MODEL")
```
</Opcode>

## 创建过场头

<Opcode id="02F4" name="CREATE_CUTSCENE_HEAD">
CREATE_CUTSCENE_HEAD。

```text
02F4 CREATE_CUTSCENE_HEAD
```

```lua
createCutsceneHead()
```

```js
native("CREATE_CUTSCENE_HEAD")
```
</Opcode>

## 设过场头动画

<Opcode id="02F5" name="SET_CUTSCENE_HEAD_ANIM">
SET_CUTSCENE_HEAD_ANIM。

```text
02F5 SET_CUTSCENE_HEAD_ANIM
```

```lua
setCutsceneHeadAnim()
```

```js
native("SET_CUTSCENE_HEAD_ANIM")
```
</Opcode>

## 激活压碎吊车

<Opcode id="02FB" name="ACTIVATE_CRUSHER_CRANE">
ACTIVATE_CRUSHER_CRANE。

```text
02FB ACTIVATE_CRUSHER_CRANE
```

```lua
activateCrusherCrane()
```

```js
native("ACTIVATE_CRUSHER_CRANE")
```
</Opcode>

## 打印两数字

<Opcode id="02FC" name="PRINT_WITH_2_NUMBERS">
PRINT_WITH_2_NUMBERS。

```text
02FC PRINT_WITH_2_NUMBERS
```

```lua
printWith2Numbers()
```

```js
native("PRINT_WITH_2_NUMBERS")
```
</Opcode>

## 即将打印两数字

<Opcode id="02FE" name="PRINT_WITH_2_NUMBERS_SOON">
PRINT_WITH_2_NUMBERS_SOON。

```text
02FE PRINT_WITH_2_NUMBERS_SOON
```

```lua
printWith2NumbersSoon()
```

```js
native("PRINT_WITH_2_NUMBERS_SOON")
```
</Opcode>

## 立即打印三数字

<Opcode id="0300" name="PRINT_WITH_3_NUMBERS_NOW">
PRINT_WITH_3_NUMBERS_NOW。

```text
0300 PRINT_WITH_3_NUMBERS_NOW
```

```lua
printWith3NumbersNow()
```

```js
native("PRINT_WITH_3_NUMBERS_NOW")
```
</Opcode>

## 即将打印三数字

<Opcode id="0301" name="PRINT_WITH_3_NUMBERS_SOON">
PRINT_WITH_3_NUMBERS_SOON。

```text
0301 PRINT_WITH_3_NUMBERS_SOON
```

```lua
printWith3NumbersSoon()
```

```js
native("PRINT_WITH_3_NUMBERS_SOON")
```
</Opcode>

## 即将打印四数字

<Opcode id="0304" name="PRINT_WITH_4_NUMBERS_SOON">
PRINT_WITH_4_NUMBERS_SOON。

```text
0304 PRINT_WITH_4_NUMBERS_SOON
```

```lua
printWith4NumbersSoon()
```

```js
native("PRINT_WITH_4_NUMBERS_SOON")
```
</Opcode>

## 打印五数字

<Opcode id="0305" name="PRINT_WITH_5_NUMBERS">
PRINT_WITH_5_NUMBERS。

```text
0305 PRINT_WITH_5_NUMBERS
```

```lua
printWith5Numbers()
```

```js
native("PRINT_WITH_5_NUMBERS")
```
</Opcode>

## 立即打印五数字

<Opcode id="0306" name="PRINT_WITH_5_NUMBERS_NOW">
PRINT_WITH_5_NUMBERS_NOW。

```text
0306 PRINT_WITH_5_NUMBERS_NOW
```

```lua
printWith5NumbersNow()
```

```js
native("PRINT_WITH_5_NUMBERS_NOW")
```
</Opcode>

## 即将打印五数字

<Opcode id="0307" name="PRINT_WITH_5_NUMBERS_SOON">
PRINT_WITH_5_NUMBERS_SOON。

```text
0307 PRINT_WITH_5_NUMBERS_SOON
```

```lua
printWith5NumbersSoon()
```

```js
native("PRINT_WITH_5_NUMBERS_SOON")
```
</Opcode>

## 立即打印六数字

<Opcode id="0309" name="PRINT_WITH_6_NUMBERS_NOW">
PRINT_WITH_6_NUMBERS_NOW。

```text
0309 PRINT_WITH_6_NUMBERS_NOW
```

```lua
printWith6NumbersNow()
```

```js
native("PRINT_WITH_6_NUMBERS_NOW")
```
</Opcode>

## 即将打印六数字

<Opcode id="030A" name="PRINT_WITH_6_NUMBERS_SOON">
PRINT_WITH_6_NUMBERS_SOON。

```text
030A PRINT_WITH_6_NUMBERS_SOON
```

```lua
printWith6NumbersSoon()
```

```js
native("PRINT_WITH_6_NUMBERS_SOON")
```
</Opcode>

## 人物编队跟随人物

<Opcode id="030B" name="SET_CHAR_OBJ_FOLLOW_CHAR_IN_FORMATION">
SET_CHAR_OBJ_FOLLOW_CHAR_IN_FORMATION。

```text
030B SET_CHAR_OBJ_FOLLOW_CHAR_IN_FORMATION
```

```lua
setCharObjFollowCharInFormation()
```

```js
native("SET_CHAR_OBJ_FOLLOW_CHAR_IN_FORMATION")
```
</Opcode>

## 登记跳跃距离

<Opcode id="030E" name="REGISTER_JUMP_DISTANCE">
REGISTER_JUMP_DISTANCE。

```text
030E REGISTER_JUMP_DISTANCE
```

```lua
registerJumpDistance()
```

```js
native("REGISTER_JUMP_DISTANCE")
```
</Opcode>

## 登记跳跃高度

<Opcode id="030F" name="REGISTER_JUMP_HEIGHT">
REGISTER_JUMP_HEIGHT。

```text
030F REGISTER_JUMP_HEIGHT
```

```lua
registerJumpHeight()
```

```js
native("REGISTER_JUMP_HEIGHT")
```
</Opcode>

## 登记跳跃翻转

<Opcode id="0310" name="REGISTER_JUMP_FLIPS">
REGISTER_JUMP_FLIPS。

```text
0310 REGISTER_JUMP_FLIPS
```

```lua
registerJumpFlips()
```

```js
native("REGISTER_JUMP_FLIPS")
```
</Opcode>

## 登记跳跃旋转

<Opcode id="0311" name="REGISTER_JUMP_SPINS">
REGISTER_JUMP_SPINS。

```text
0311 REGISTER_JUMP_SPINS
```

```lua
registerJumpSpins()
```

```js
native("REGISTER_JUMP_SPINS")
```
</Opcode>

## 登记跳跃特技

<Opcode id="0312" name="REGISTER_JUMP_STUNT">
REGISTER_JUMP_STUNT。

```text
0312 REGISTER_JUMP_STUNT
```

```lua
registerJumpStunt()
```

```js
native("REGISTER_JUMP_STUNT")
```
</Opcode>

## 登记独特跳跃

<Opcode id="0313" name="REGISTER_UNIQUE_JUMP_FOUND">
REGISTER_UNIQUE_JUMP_FOUND。

```text
0313 REGISTER_UNIQUE_JUMP_FOUND
```

```lua
registerUniqueJumpFound()
```

```js
native("REGISTER_UNIQUE_JUMP_FOUND")
```
</Opcode>

## 设独特跳跃总数

<Opcode id="0314" name="SET_UNIQUE_JUMPS_TOTAL">
SET_UNIQUE_JUMPS_TOTAL。

```text
0314 SET_UNIQUE_JUMPS_TOTAL
```

```lua
setUniqueJumpsTotal()
```

```js
native("SET_UNIQUE_JUMPS_TOTAL")
```
</Opcode>

## 登记出租车下客

<Opcode id="0315" name="REGISTER_PASSENGER_DROPPED_OFF_TAXI">
REGISTER_PASSENGER_DROPPED_OFF_TAXI。

```text
0315 REGISTER_PASSENGER_DROPPED_OFF_TAXI
```

```lua
registerPassengerDroppedOffTaxi()
```

```js
native("REGISTER_PASSENGER_DROPPED_OFF_TAXI")
```
</Opcode>

## 登记出租车收入

<Opcode id="0316" name="REGISTER_MONEY_MADE_TAXI">
REGISTER_MONEY_MADE_TAXI。

```text
0316 REGISTER_MONEY_MADE_TAXI
```

```lua
registerMoneyMadeTaxi()
```

```js
native("REGISTER_MONEY_MADE_TAXI")
```
</Opcode>

## 设人物奔跑

<Opcode id="0319" name="SET_CHAR_RUNNING">
SET_CHAR_RUNNING。

```text
0319 SET_CHAR_RUNNING
```

```lua
setCharRunning()
```

```js
native("SET_CHAR_RUNNING")
```
</Opcode>

## 是否第一车色

<Opcode id="031B" name="IS_FIRST_CAR_COLOUR">
IS_FIRST_CAR_COLOUR。

```text
031B IS_FIRST_CAR_COLOUR
```

```lua
isFirstCarColour()
```

```js
native("IS_FIRST_CAR_COLOUR")
```
</Opcode>

## 是否第二车色

<Opcode id="031C" name="IS_SECOND_CAR_COLOUR">
IS_SECOND_CAR_COLOUR。

```text
031C IS_SECOND_CAR_COLOUR
```

```lua
isSecondCarColour()
```

```js
native("IS_SECOND_CAR_COLOUR")
```
</Opcode>

## 人物在人物组

<Opcode id="031F" name="IS_CHAR_IN_CHARS_GROUP">
IS_CHAR_IN_CHARS_GROUP。

```text
031F IS_CHAR_IN_CHARS_GROUP
```

```lua
isCharInCharsGroup()
```

```js
native("IS_CHAR_IN_CHARS_GROUP")
```
</Opcode>

## 人物在玩家组

<Opcode id="0320" name="IS_CHAR_IN_PLAYERS_GROUP">
IS_CHAR_IN_PLAYERS_GROUP。

```text
0320 IS_CHAR_IN_PLAYERS_GROUP
```

```lua
isCharInPlayersGroup()
```

```js
native("IS_CHAR_IN_PLAYERS_GROUP")
```
</Opcode>

## 炸玩家头

<Opcode id="0322" name="EXPLODE_PLAYER_HEAD">
EXPLODE_PLAYER_HEAD。

```text
0322 EXPLODE_PLAYER_HEAD
```

```lua
explodePlayerHead()
```

```js
native("EXPLODE_PLAYER_HEAD")
```
</Opcode>

## 设区域组

<Opcode id="0324" name="SET_ZONE_GROUP">
SET_ZONE_GROUP。

```text
0324 SET_ZONE_GROUP
```

```lua
setZoneGroup()
```

```js
native("SET_ZONE_GROUP")
```
</Opcode>

## 区域内随机指定车型

<Opcode id="0328" name="GET_RANDOM_CAR_OF_TYPE_IN_ZONE">
GET_RANDOM_CAR_OF_TYPE_IN_ZONE。

```text
0328 GET_RANDOM_CAR_OF_TYPE_IN_ZONE
```

```lua
getRandomCarOfTypeInZone()
```

```js
native("GET_RANDOM_CAR_OF_TYPE_IN_ZONE")
```
</Opcode>

## 是否刚喷漆

<Opcode id="0329" name="HAS_RESPRAY_HAPPENED">
用在 if：玩家车辆是否刚被车库喷漆。

```text
0329 HAS_RESPRAY_HAPPENED
```

```lua
hasResprayHappened()
```

```js
native("HAS_RESPRAY_HAPPENED")
```
</Opcode>

## 车撞击目标车

<Opcode id="032C" name="SET_CAR_RAM_CAR">
设置车辆目标为撞击另一辆车。

```text
032C SET_CAR_RAM_CAR
```

```lua
setCarRamCar()
```

```js
native("SET_CAR_RAM_CAR")
```
</Opcode>

## 车堵住目标车

<Opcode id="032D" name="SET_CAR_BLOCK_CAR">
SET_CAR_BLOCK_CAR。

```text
032D SET_CAR_BLOCK_CAR
```

```lua
setCarBlockCar()
```

```js
native("SET_CAR_BLOCK_CAR")
```
</Opcode>

## 人物赶火车

<Opcode id="032E" name="SET_CHAR_OBJ_CATCH_TRAIN">
SET_CHAR_OBJ_CATCH_TRAIN。

```text
032E SET_CHAR_OBJ_CATCH_TRAIN
```

```lua
setCharObjCatchTrain()
```

```js
native("SET_CHAR_OBJ_CATCH_TRAIN")
```
</Opcode>

## 碰撞对象赶火车

<Opcode id="032F" name="SET_COLL_OBJ_CATCH_TRAIN">
SET_COLL_OBJ_CATCH_TRAIN。

```text
032F SET_COLL_OBJ_CATCH_TRAIN
```

```lua
setCollObjCatchTrain()
```

```js
native("SET_COLL_OBJ_CATCH_TRAIN")
```
</Opcode>

## 车搞笑悬挂

<Opcode id="0333" name="SET_CAR_FUNNY_SUSPENSION">
SET_CAR_FUNNY_SUSPENSION。

```text
0333 SET_CAR_FUNNY_SUSPENSION
```

```lua
setCarFunnySuspension()
```

```js
native("SET_CAR_FUNNY_SUSPENSION")
```
</Opcode>

## 车大轮子

<Opcode id="0334" name="SET_CAR_BIG_WHEELS">
SET_CAR_BIG_WHEELS。

```text
0334 SET_CAR_BIG_WHEELS
```

```lua
setCarBigWheels()
```

```js
native("SET_CAR_BIG_WHEELS")
```
</Opcode>

## 设玩家可见

<Opcode id="0336" name="SET_PLAYER_VISIBLE">
SET_PLAYER_VISIBLE。

```text
0336 SET_PLAYER_VISIBLE
```

```lua
setPlayerVisible()
```

```js
native("SET_PLAYER_VISIBLE")
```
</Opcode>

## 开始运毒

<Opcode id="033A" name="START_DRUG_RUN">
START_DRUG_RUN。

```text
033A START_DRUG_RUN
```

```lua
startDrugRun()
```

```js
native("START_DRUG_RUN")
```
</Opcode>

## 运毒是否完成

<Opcode id="033B" name="HAS_DRUG_RUN_BEEN_COMPLETED">
HAS_DRUG_RUN_BEEN_COMPLETED。

```text
033B HAS_DRUG_RUN_BEEN_COMPLETED
```

```lua
hasDrugRunBeenCompleted()
```

```js
native("HAS_DRUG_RUN_BEEN_COMPLETED")
```
</Opcode>

## 运毒飞机是否被击落

<Opcode id="033C" name="HAS_DRUG_PLANE_BEEN_SHOT_DOWN">
HAS_DRUG_PLANE_BEEN_SHOT_DOWN。

```text
033C HAS_DRUG_PLANE_BEEN_SHOT_DOWN
```

```lua
hasDrugPlaneBeenShotDown()
```

```js
native("HAS_DRUG_PLANE_BEEN_SHOT_DOWN")
```
</Opcode>

## 救玩家于火

<Opcode id="033D" name="SAVE_PLAYER_FROM_FIRES">
SAVE_PLAYER_FROM_FIRES。

```text
033D SAVE_PLAYER_FROM_FIRES
```

```lua
savePlayerFromFires()
```

```js
native("SAVE_PLAYER_FROM_FIRES")
```
</Opcode>

## 设文字背景色

<Opcode id="0346" name="SET_TEXT_BACKGROUND_COLOUR">
SET_TEXT_BACKGROUND_COLOUR。

```text
0346 SET_TEXT_BACKGROUND_COLOUR
```

```lua
setTextBackgroundColour()
```

```js
native("SET_TEXT_BACKGROUND_COLOUR")
```
</Opcode>

## 文字背景仅文字

<Opcode id="0347" name="SET_TEXT_BACKGROUND_ONLY_TEXT">
SET_TEXT_BACKGROUND_ONLY_TEXT。

```text
0347 SET_TEXT_BACKGROUND_ONLY_TEXT
```

```lua
setTextBackgroundOnlyText()
```

```js
native("SET_TEXT_BACKGROUND_ONLY_TEXT")
```
</Opcode>

## 工业区通关

<Opcode id="034A" name="INDUSTRIAL_PASSED">
INDUSTRIAL_PASSED。

```text
034A INDUSTRIAL_PASSED
```

```lua
industrialPassed()
```

```js
native("INDUSTRIAL_PASSED")
```
</Opcode>

## 商业区通关

<Opcode id="034B" name="COMMERCIAL_PASSED">
COMMERCIAL_PASSED。

```text
034B COMMERCIAL_PASSED
```

```lua
commercialPassed()
```

```js
native("COMMERCIAL_PASSED")
```
</Opcode>

## 郊区通关

<Opcode id="034C" name="SUBURBAN_PASSED">
SUBURBAN_PASSED。

```text
034C SUBURBAN_PASSED
```

```lua
suburbanPassed()
```

```js
native("SUBURBAN_PASSED")
```
</Opcode>

## 是否暴力版

<Opcode id="0351" name="IS_NASTY_GAME">
IS_NASTY_GAME。

```text
0351 IS_NASTY_GAME
```

```lua
isNastyGame()
```

```js
native("IS_NASTY_GAME")
```
</Opcode>

## 脱人物衣服

<Opcode id="0352" name="UNDRESS_CHAR">
UNDRESS_CHAR。

```text
0352 UNDRESS_CHAR
```

```lua
undressChar()
```

```js
native("UNDRESS_CHAR")
```
</Opcode>

## 穿人物衣服

<Opcode id="0353" name="DRESS_CHAR">
DRESS_CHAR。

```text
0353 DRESS_CHAR
```

```lua
dressChar()
```

```js
native("DRESS_CHAR")
```
</Opcode>

## 开始追逐场景

<Opcode id="0354" name="START_CHASE_SCENE">
START_CHASE_SCENE。

```text
0354 START_CHASE_SCENE
```

```lua
startChaseScene()
```

```js
native("START_CHASE_SCENE")
```
</Opcode>

## 停止追逐场景

<Opcode id="0355" name="STOP_CHASE_SCENE">
STOP_CHASE_SCENE。

```text
0355 STOP_CHASE_SCENE
```

```lua
stopChaseScene()
```

```js
native("STOP_CHASE_SCENE")
```
</Opcode>

## 区域内有爆炸

<Opcode id="0357" name="IS_EXPLOSION_IN_ZONE">
IS_EXPLOSION_IN_ZONE。

```text
0357 IS_EXPLOSION_IN_ZONE
```

```lua
isExplosionInZone()
```

```js
native("IS_EXPLOSION_IN_ZONE")
```
</Opcode>

## 开始毒品投放

<Opcode id="0358" name="START_DRUG_DROP_OFF">
START_DRUG_DROP_OFF。

```text
0358 START_DRUG_DROP_OFF
```

```lua
startDrugDropOff()
```

```js
native("START_DRUG_DROP_OFF")
```
</Opcode>

## 投放机是否被击落

<Opcode id="0359" name="HAS_DROP_OFF_PLANE_BEEN_SHOT_DOWN">
HAS_DROP_OFF_PLANE_BEEN_SHOT_DOWN。

```text
0359 HAS_DROP_OFF_PLANE_BEEN_SHOT_DOWN
```

```lua
hasDropOffPlaneBeenShotDown()
```

```js
native("HAS_DROP_OFF_PLANE_BEEN_SHOT_DOWN")
```
</Opcode>

## 找投放机坐标

<Opcode id="035A" name="FIND_DROP_OFF_PLANE_COORDINATES">
FIND_DROP_OFF_PLANE_COORDINATES。

```text
035A FIND_DROP_OFF_PLANE_COORDINATES
```

```lua
findDropOffPlaneCoordinates()
```

```js
native("FIND_DROP_OFF_PLANE_COORDINATES")
```
</Opcode>

## 创建漂浮包裹

<Opcode id="035B" name="CREATE_FLOATING_PACKAGE">
CREATE_FLOATING_PACKAGE。

```text
035B CREATE_FLOATING_PACKAGE
```

```lua
createFloatingPackage()
```

```js
native("CREATE_FLOATING_PACKAGE")
```
</Opcode>

## 给玩家加护甲

<Opcode id="035E" name="ADD_ARMOUR_TO_PLAYER">
ADD_ARMOUR_TO_PLAYER。

```text
035E ADD_ARMOUR_TO_PLAYER
```

```lua
addArmourToPlayer()
```

```js
native("ADD_ARMOUR_TO_PLAYER")
```
</Opcode>

## 人物招出租车

<Opcode id="0365" name="SET_CHAR_OBJ_HAIL_TAXI">
SET_CHAR_OBJ_HAIL_TAXI。

```text
0365 SET_CHAR_OBJ_HAIL_TAXI
```

```lua
setCharObjHailTaxi()
```

```js
native("SET_CHAR_OBJ_HAIL_TAXI")
```
</Opcode>

## 开始爆头杀戮狂潮

<Opcode id="0367" name="START_KILL_FRENZY_HEADSHOT">
START_KILL_FRENZY_HEADSHOT。

```text
0367 START_KILL_FRENZY_HEADSHOT
```

```lua
startKillFrenzyHeadshot()
```

```js
native("START_KILL_FRENZY_HEADSHOT")
```
</Opcode>

## 激活军用吊车

<Opcode id="0368" name="ACTIVATE_MILITARY_CRANE">
ACTIVATE_MILITARY_CRANE。

```text
0368 ACTIVATE_MILITARY_CRANE
```

```lua
activateMilitaryCrane()
```

```js
native("ACTIVATE_MILITARY_CRANE")
```
</Opcode>

## 传送玩家上车

<Opcode id="0369" name="WARP_PLAYER_INTO_CAR">
WARP_PLAYER_INTO_CAR。

```text
0369 WARP_PLAYER_INTO_CAR
```

```lua
warpPlayerIntoCar()
```

```js
native("WARP_PLAYER_INTO_CAR")
```
</Opcode>

## 开关车载电台

<Opcode id="036B" name="SWITCH_CAR_RADIO">
SWITCH_CAR_RADIO。

```text
036B SWITCH_CAR_RADIO
```

```lua
switchCarRadio()
```

```js
native("SWITCH_CAR_RADIO")
```
</Opcode>

## 设音频流

<Opcode id="036C" name="SET_AUDIO_STREAM">
SET_AUDIO_STREAM。

```text
036C SET_AUDIO_STREAM
```

```lua
setAudioStream()
```

```js
native("SET_AUDIO_STREAM")
```
</Opcode>

## 大字三数字

<Opcode id="036E" name="PRINT_WITH_3_NUMBERS_BIG">
PRINT_WITH_3_NUMBERS_BIG。

```text
036E PRINT_WITH_3_NUMBERS_BIG
```

```lua
printWith3NumbersBig()
```

```js
native("PRINT_WITH_3_NUMBERS_BIG")
```
</Opcode>

## 大字四数字

<Opcode id="036F" name="PRINT_WITH_4_NUMBERS_BIG">
PRINT_WITH_4_NUMBERS_BIG。

```text
036F PRINT_WITH_4_NUMBERS_BIG
```

```lua
printWith4NumbersBig()
```

```js
native("PRINT_WITH_4_NUMBERS_BIG")
```
</Opcode>

## 大字五数字

<Opcode id="0370" name="PRINT_WITH_5_NUMBERS_BIG">
PRINT_WITH_5_NUMBERS_BIG。

```text
0370 PRINT_WITH_5_NUMBERS_BIG
```

```lua
printWith5NumbersBig()
```

```js
native("PRINT_WITH_5_NUMBERS_BIG")
```
</Opcode>

## 大字六数字

<Opcode id="0371" name="PRINT_WITH_6_NUMBERS_BIG">
PRINT_WITH_6_NUMBERS_BIG。

```text
0371 PRINT_WITH_6_NUMBERS_BIG
```

```lua
printWith6NumbersBig()
```

```js
native("PRINT_WITH_6_NUMBERS_BIG")
```
</Opcode>

## 设人物等待状态

<Opcode id="0372" name="SET_CHAR_WAIT_STATE">
SET_CHAR_WAIT_STATE。

```text
0372 SET_CHAR_WAIT_STATE
```

```lua
setCharWaitState()
```

```js
native("SET_CHAR_WAIT_STATE")
```
</Opcode>

## 设运动模糊

<Opcode id="0374" name="SET_MOTION_BLUR">
SET_MOTION_BLUR。

```text
0374 SET_MOTION_BLUR
```

```lua
setMotionBlur()
```

```js
native("SET_MOTION_BLUR")
```
</Opcode>

## 字符串内嵌打印

<Opcode id="0375" name="PRINT_STRING_IN_STRING">
PRINT_STRING_IN_STRING。

```text
0375 PRINT_STRING_IN_STRING
```

```lua
printStringInString()
```

```js
native("PRINT_STRING_IN_STRING")
```
</Opcode>

## 人物偷任意车

<Opcode id="0377" name="SET_CHAR_OBJ_STEAL_ANY_CAR">
SET_CHAR_OBJ_STEAL_ANY_CAR。

```text
0377 SET_CHAR_OBJ_STEAL_ANY_CAR
```

```lua
setCharObjStealAnyCar()
```

```js
native("SET_CHAR_OBJ_STEAL_ANY_CAR")
```
</Opcode>

## 两条重复电话

<Opcode id="0378" name="SET_2_REPEATED_PHONE_MESSAGES">
SET_2_REPEATED_PHONE_MESSAGES。

```text
0378 SET_2_REPEATED_PHONE_MESSAGES
```

```lua
set2RepeatedPhoneMessages()
```

```js
native("SET_2_REPEATED_PHONE_MESSAGES")
```
</Opcode>

## 两条电话

<Opcode id="0379" name="SET_2_PHONE_MESSAGES">
SET_2_PHONE_MESSAGES。

```text
0379 SET_2_PHONE_MESSAGES
```

```lua
set2PhoneMessages()
```

```js
native("SET_2_PHONE_MESSAGES")
```
</Opcode>

## 三条重复电话

<Opcode id="037A" name="SET_3_REPEATED_PHONE_MESSAGES">
SET_3_REPEATED_PHONE_MESSAGES。

```text
037A SET_3_REPEATED_PHONE_MESSAGES
```

```lua
set3RepeatedPhoneMessages()
```

```js
native("SET_3_REPEATED_PHONE_MESSAGES")
```
</Opcode>

## 三条电话

<Opcode id="037B" name="SET_3_PHONE_MESSAGES">
SET_3_PHONE_MESSAGES。

```text
037B SET_3_PHONE_MESSAGES
```

```lua
set3PhoneMessages()
```

```js
native("SET_3_PHONE_MESSAGES")
```
</Opcode>

## 四条重复电话

<Opcode id="037C" name="SET_4_REPEATED_PHONE_MESSAGES">
SET_4_REPEATED_PHONE_MESSAGES。

```text
037C SET_4_REPEATED_PHONE_MESSAGES
```

```lua
set4RepeatedPhoneMessages()
```

```js
native("SET_4_REPEATED_PHONE_MESSAGES")
```
</Opcode>

## 四条电话

<Opcode id="037D" name="SET_4_PHONE_MESSAGES">
SET_4_PHONE_MESSAGES。

```text
037D SET_4_PHONE_MESSAGES
```

```lua
set4PhoneMessages()
```

```js
native("SET_4_PHONE_MESSAGES")
```
</Opcode>

## 区域有狙击子弹

<Opcode id="037E" name="IS_SNIPER_BULLET_IN_AREA">
用在 if：指定区域内是否有狙击子弹。

```text
037E IS_SNIPER_BULLET_IN_AREA
```

```lua
isSniperBulletInArea()
```

```js
native("IS_SNIPER_BULLET_IN_AREA")
```
</Opcode>

## 给玩家雷管

<Opcode id="037F" name="GIVE_PLAYER_DETONATOR">
GIVE_PLAYER_DETONATOR。

```text
037F GIVE_PLAYER_DETONATOR
```

```lua
givePlayerDetonator()
```

```js
native("GIVE_PLAYER_DETONATOR")
```
</Opcode>

## 碰撞对象偷任意车

<Opcode id="0380" name="SET_COLL_OBJ_STEAL_ANY_CAR">
SET_COLL_OBJ_STEAL_ANY_CAR。

```text
0380 SET_COLL_OBJ_STEAL_ANY_CAR
```

```lua
setCollObjStealAnyCar()
```

```js
native("SET_COLL_OBJ_STEAL_ANY_CAR")
```
</Opcode>

## 冰淇淋铃是否开

<Opcode id="0383" name="IS_ICECREAM_JINGLE_ON">
用在 if：车辆警笛是否开启。

```text
0383 IS_ICECREAM_JINGLE_ON
```

```lua
isIcecreamJingleOn()
```

```js
native("IS_ICECREAM_JINGLE_ON")
```
</Opcode>

## 即将字符串内嵌打印

<Opcode id="0385" name="PRINT_STRING_IN_STRING_SOON">
PRINT_STRING_IN_STRING_SOON。

```text
0385 PRINT_STRING_IN_STRING_SOON
```

```lua
printStringInStringSoon()
```

```js
native("PRINT_STRING_IN_STRING_SOON")
```
</Opcode>

## 五条重复电话

<Opcode id="0386" name="SET_5_REPEATED_PHONE_MESSAGES">
SET_5_REPEATED_PHONE_MESSAGES。

```text
0386 SET_5_REPEATED_PHONE_MESSAGES
```

```lua
set5RepeatedPhoneMessages()
```

```js
native("SET_5_REPEATED_PHONE_MESSAGES")
```
</Opcode>

## 五条电话

<Opcode id="0387" name="SET_5_PHONE_MESSAGES">
SET_5_PHONE_MESSAGES。

```text
0387 SET_5_PHONE_MESSAGES
```

```lua
set5PhoneMessages()
```

```js
native("SET_5_PHONE_MESSAGES")
```
</Opcode>

## 六条重复电话

<Opcode id="0388" name="SET_6_REPEATED_PHONE_MESSAGES">
SET_6_REPEATED_PHONE_MESSAGES。

```text
0388 SET_6_REPEATED_PHONE_MESSAGES
```

```lua
set6RepeatedPhoneMessages()
```

```js
native("SET_6_REPEATED_PHONE_MESSAGES")
```
</Opcode>

## 六条电话

<Opcode id="0389" name="SET_6_PHONE_MESSAGES">
SET_6_PHONE_MESSAGES。

```text
0389 SET_6_PHONE_MESSAGES
```

```lua
set6PhoneMessages()
```

```js
native("SET_6_PHONE_MESSAGES")
```
</Opcode>

## 倾斜开行人路

<Opcode id="0398" name="SWITCH_PED_ROADS_ON_ANGLED">
SWITCH_PED_ROADS_ON_ANGLED。

```text
0398 SWITCH_PED_ROADS_ON_ANGLED
```

```lua
switchPedRoadsOnAngled()
```

```js
native("SWITCH_PED_ROADS_ON_ANGLED")
```
</Opcode>

## 倾斜关行人路

<Opcode id="0399" name="SWITCH_PED_ROADS_OFF_ANGLED">
SWITCH_PED_ROADS_OFF_ANGLED。

```text
0399 SWITCH_PED_ROADS_OFF_ANGLED
```

```lua
switchPedRoadsOffAngled()
```

```js
native("SWITCH_PED_ROADS_OFF_ANGLED")
```
</Opcode>

## 倾斜开车路

<Opcode id="039A" name="SWITCH_ROADS_ON_ANGLED">
SWITCH_ROADS_ON_ANGLED。

```text
039A SWITCH_ROADS_ON_ANGLED
```

```lua
switchRoadsOnAngled()
```

```js
native("SWITCH_ROADS_ON_ANGLED")
```
</Opcode>

## 倾斜关车路

<Opcode id="039B" name="SWITCH_ROADS_OFF_ANGLED">
SWITCH_ROADS_OFF_ANGLED。

```text
039B SWITCH_ROADS_OFF_ANGLED
```

```lua
switchRoadsOffAngled()
```

```js
native("SWITCH_ROADS_OFF_ANGLED")
```
</Opcode>

## 加移动粒子

<Opcode id="039D" name="ADD_MOVING_PARTICLE_EFFECT">
ADD_MOVING_PARTICLE_EFFECT。

```text
039D ADD_MOVING_PARTICLE_EFFECT
```

```lua
addMovingParticleEffect()
```

```js
native("ADD_MOVING_PARTICLE_EFFECT")
```
</Opcode>

## 吊车是否吊着车

<Opcode id="03A0" name="IS_CRANE_LIFTING_CAR">
IS_CRANE_LIFTING_CAR。

```text
03A0 IS_CRANE_LIFTING_CAR
```

```lua
isCraneLiftingCar()
```

```js
native("IS_CRANE_LIFTING_CAR")
```
</Opcode>

## 脚本命名

<Opcode id="03A4" name="SCRIPT_NAME">
给当前脚本指定新名称。

```text
03A4 SCRIPT_NAME
in: name
```

```lua
scriptName(name)
```

```js
native("SCRIPT_NAME", name)
```
</Opcode>

## 改车库类型带车型

<Opcode id="03A5" name="CHANGE_GARAGE_TYPE_WITH_CAR_MODEL">
CHANGE_GARAGE_TYPE_WITH_CAR_MODEL。

```text
03A5 CHANGE_GARAGE_TYPE_WITH_CAR_MODEL
```

```lua
changeGarageTypeWithCarModel()
```

```js
native("CHANGE_GARAGE_TYPE_WITH_CAR_MODEL")
```
</Opcode>

## 找运毒飞机坐标

<Opcode id="03A6" name="FIND_DRUG_PLANE_COORDINATES">
FIND_DRUG_PLANE_COORDINATES。

```text
03A6 FIND_DRUG_PLANE_COORDINATES
```

```lua
findDrugPlaneCoordinates()
```

```js
native("FIND_DRUG_PLANE_COORDINATES")
```
</Opcode>

## 整型写调试文件

<Opcode id="03A7" name="SAVE_INT_TO_DEBUG_FILE">
把整数写入调试文件。

```text
03A7 SAVE_INT_TO_DEBUG_FILE
in: _p1
```

```lua
saveIntToDebugFile(_p1)
```

```js
native("SAVE_INT_TO_DEBUG_FILE", _p1)
```
</Opcode>

## 浮点写调试文件

<Opcode id="03A8" name="SAVE_FLOAT_TO_DEBUG_FILE">
把浮点写入调试文件。

```text
03A8 SAVE_FLOAT_TO_DEBUG_FILE
in: _p1
```

```lua
saveFloatToDebugFile(_p1)
```

```js
native("SAVE_FLOAT_TO_DEBUG_FILE", _p1)
```
</Opcode>

## 调试文件换行

<Opcode id="03A9" name="SAVE_NEWLINE_TO_DEBUG_FILE">
向调试文件写入换行。

```text
03A9 SAVE_NEWLINE_TO_DEBUG_FILE
```

```lua
saveNewlineToDebugFile()
```

```js
native("SAVE_NEWLINE_TO_DEBUG_FILE")
```
</Opcode>

## 警方电台消息

<Opcode id="03AA" name="POLICE_RADIO_MESSAGE">
播放警方电台，报告嫌犯最后出现在坐标所在区域。

```text
03AA POLICE_RADIO_MESSAGE
in: _p1, _p2, _p3
```

```lua
policeRadioMessage(_p1, _p2, _p3)
```

```js
native("POLICE_RADIO_MESSAGE", _p1, _p2, _p3)
```
</Opcode>

## 移除路线

<Opcode id="03AC" name="REMOVE_ROUTE">
REMOVE_ROUTE。

```text
03AC REMOVE_ROUTE
```

```lua
removeRoute()
```

```js
native("REMOVE_ROUTE")
```
</Opcode>

## 开关垃圾

<Opcode id="03AD" name="SWITCH_RUBBISH">
切换垃圾生成。

```text
03AD SWITCH_RUBBISH
in: _p1
```

```lua
switchRubbish(_p1)
```

```js
native("SWITCH_RUBBISH", _p1)
```
</Opcode>

## 移除区域粒子

<Opcode id="03AE" name="REMOVE_PARTICLE_EFFECTS_IN_AREA">
REMOVE_PARTICLE_EFFECTS_IN_AREA。

```text
03AE REMOVE_PARTICLE_EFFECTS_IN_AREA
```

```lua
removeParticleEffectsInArea()
```

```js
native("REMOVE_PARTICLE_EFFECTS_IN_AREA")
```
</Opcode>

## 开始卡塔琳娜直升机

<Opcode id="03B2" name="START_CATALINA_HELI">
START_CATALINA_HELI。

```text
03B2 START_CATALINA_HELI
```

```lua
startCatalinaHeli()
```

```js
native("START_CATALINA_HELI")
```
</Opcode>

## 卡塔琳娜直升机起飞

<Opcode id="03B3" name="CATALINA_HELI_TAKE_OFF">
CATALINA_HELI_TAKE_OFF。

```text
03B3 CATALINA_HELI_TAKE_OFF
```

```lua
catalinaHeliTakeOff()
```

```js
native("CATALINA_HELI_TAKE_OFF")
```
</Opcode>

## 移除卡塔琳娜直升机

<Opcode id="03B4" name="REMOVE_CATALINA_HELI">
REMOVE_CATALINA_HELI。

```text
03B4 REMOVE_CATALINA_HELI
```

```lua
removeCatalinaHeli()
```

```js
native("REMOVE_CATALINA_HELI")
```
</Opcode>

## 卡塔琳娜直升机被击落

<Opcode id="03B5" name="HAS_CATALINA_HELI_BEEN_SHOT_DOWN">
HAS_CATALINA_HELI_BEEN_SHOT_DOWN。

```text
03B5 HAS_CATALINA_HELI_BEEN_SHOT_DOWN
```

```lua
hasCatalinaHeliBeenShotDown()
```

```js
native("HAS_CATALINA_HELI_BEEN_SHOT_DOWN")
```
</Opcode>

## 移除玩家全部武器

<Opcode id="03B8" name="REMOVE_ALL_PLAYER_WEAPONS">
REMOVE_ALL_PLAYER_WEAPONS。

```text
03B8 REMOVE_ALL_PLAYER_WEAPONS
```

```lua
removeAllPlayerWeapons()
```

```js
native("REMOVE_ALL_PLAYER_WEAPONS")
```
</Opcode>

## 抓取卡塔琳娜直升机

<Opcode id="03B9" name="GRAB_CATALINA_HELI">
GRAB_CATALINA_HELI。

```text
03B9 GRAB_CATALINA_HELI
```

```lua
grabCatalinaHeli()
```

```js
native("GRAB_CATALINA_HELI")
```
</Opcode>

## 旋转车库门

<Opcode id="03BB" name="SET_ROTATING_GARAGE_DOOR">
SET_ROTATING_GARAGE_DOOR。

```text
03BB SET_ROTATING_GARAGE_DOOR
```

```lua
setRotatingGarageDoor()
```

```js
native("SET_ROTATING_GARAGE_DOOR")
```
</Opcode>

## 卡塔琳娜直升机飞走

<Opcode id="03BE" name="CATALINA_HELI_FLY_AWAY">
CATALINA_HELI_FLY_AWAY。

```text
03BE CATALINA_HELI_FLY_AWAY
```

```lua
catalinaHeliFlyAway()
```

```js
native("CATALINA_HELI_FLY_AWAY")
```
</Opcode>

## 存玩家所在车不存档

<Opcode id="03C1" name="STORE_CAR_PLAYER_IS_IN_NO_SAVE">
STORE_CAR_PLAYER_IS_IN_NO_SAVE。

```text
03C1 STORE_CAR_PLAYER_IS_IN_NO_SAVE
```

```lua
storeCarPlayerIsInNoSave()
```

```js
native("STORE_CAR_PLAYER_IS_IN_NO_SAVE")
```
</Opcode>

## 电话是否显示消息

<Opcode id="03C2" name="IS_PHONE_DISPLAYING_MESSAGE">
IS_PHONE_DISPLAYING_MESSAGE。

```text
03C2 IS_PHONE_DISPLAYING_MESSAGE
```

```lua
isPhoneDisplayingMessage()
```

```js
native("IS_PHONE_DISPLAYING_MESSAGE")
```
</Opcode>

## 碰撞是否在内存

<Opcode id="03C6" name="IS_COLLISION_IN_MEMORY">
IS_COLLISION_IN_MEMORY。

```text
03C6 IS_COLLISION_IN_MEMORY
```

```lua
isCollisionInMemory()
```

```js
native("IS_COLLISION_IN_MEMORY")
```
</Opcode>

## 进口车库槽已填

<Opcode id="03D4" name="HAS_IMPORT_GARAGE_SLOT_BEEN_FILLED">
用在 if：进口车槽是否已填。

```text
03D4 HAS_IMPORT_GARAGE_SLOT_BEEN_FILLED
```

```lua
hasImportGarageSlotBeenFilled()
```

```js
native("HAS_IMPORT_GARAGE_SLOT_BEEN_FILLED")
```
</Opcode>

## 车库无特殊镜头

<Opcode id="03DA" name="NO_SPECIAL_CAMERA_FOR_THIS_GARAGE">
NO_SPECIAL_CAMERA_FOR_THIS_GARAGE。

```text
03DA NO_SPECIAL_CAMERA_FOR_THIS_GARAGE
```

```lua
noSpecialCameraForThisGarage()
```

```js
native("NO_SPECIAL_CAMERA_FOR_THIS_GARAGE")
```
</Opcode>

## 旧版拾取物标记

<Opcode id="03DB" name="ADD_BLIP_FOR_PICKUP_OLD">
ADD_BLIP_FOR_PICKUP_OLD。

```text
03DB ADD_BLIP_FOR_PICKUP_OLD
```

```lua
addBlipForPickupOld()
```

```js
native("ADD_BLIP_FOR_PICKUP_OLD")
```
</Opcode>

## 拾取物精灵标记

<Opcode id="03DD" name="ADD_SPRITE_BLIP_FOR_PICKUP">
ADD_SPRITE_BLIP_FOR_PICKUP。

```text
03DD ADD_SPRITE_BLIP_FOR_PICKUP
```

```lua
addSpriteBlipForPickup()
```

```js
native("ADD_SPRITE_BLIP_FOR_PICKUP")
```
</Opcode>

## 强制随机行人类型

<Opcode id="03DF" name="FORCE_RANDOM_PED_TYPE">
强制所有随机生成行人使用该模型。

```text
03DF FORCE_RANDOM_PED_TYPE
```

```lua
forceRandomPedType()
```

```js
native("FORCE_RANDOM_PED_TYPE")
```
</Opcode>

## 已收集收藏品1数

<Opcode id="03E1" name="GET_COLLECTABLE1S_COLLECTED">
获取已收集的 collectable1 数量。

```text
03E1 GET_COLLECTABLE1S_COLLECTED
```

```lua
getCollectable1sCollected()
```

```js
native("GET_COLLECTABLE1S_COLLECTED")
```
</Opcode>

## 人物离开任意车

<Opcode id="03E2" name="SET_CHAR_OBJ_LEAVE_ANY_CAR">
SET_CHAR_OBJ_LEAVE_ANY_CAR。

```text
03E2 SET_CHAR_OBJ_LEAVE_ANY_CAR
```

```lua
setCharObjLeaveAnyCar()
```

```js
native("SET_CHAR_OBJ_LEAVE_ANY_CAR")
```
</Opcode>

## 闪烁雷达标记

<Opcode id="03E8" name="FLASH_RADAR_BLIP">
无操作。

```text
03E8 FLASH_RADAR_BLIP
```

```lua
flashRadarBlip()
```

```js
native("FLASH_RADAR_BLIP")
```
</Opcode>

## 人物在控制中

<Opcode id="03E9" name="IS_CHAR_IN_CONTROL">
IS_CHAR_IN_CONTROL。

```text
03E9 IS_CHAR_IN_CONTROL
```

```lua
isCharInControl()
```

```js
native("IS_CHAR_IN_CONTROL")
```
</Opcode>

## 镜头周围生成车

<Opcode id="03EA" name="SET_GENERATE_CARS_AROUND_CAMERA">
SET_GENERATE_CARS_AROUND_CAMERA。

```text
03EA SET_GENERATE_CARS_AROUND_CAMERA
```

```lua
setGenerateCarsAroundCamera()
```

```js
native("SET_GENERATE_CARS_AROUND_CAMERA")
```
</Opcode>

## 军用吊车收齐车

<Opcode id="03EC" name="HAS_MILITARY_CRANE_COLLECTED_ALL_CARS">
HAS_MILITARY_CRANE_COLLECTED_ALL_CARS。

```text
03EC HAS_MILITARY_CRANE_COLLECTED_ALL_CARS
```

```lua
hasMilitaryCraneCollectedAllCars()
```

```js
native("HAS_MILITARY_CRANE_COLLECTED_ALL_CARS")
```
</Opcode>

## 设行人类型威胁

<Opcode id="03F1" name="SET_THREAT_FOR_PED_TYPE">
SET_THREAT_FOR_PED_TYPE。

```text
03F1 SET_THREAT_FOR_PED_TYPE
```

```lua
setThreatForPedType()
```

```js
native("SET_THREAT_FOR_PED_TYPE")
```
</Opcode>

## 清除行人类型威胁

<Opcode id="03F2" name="CLEAR_THREAT_FOR_PED_TYPE">
CLEAR_THREAT_FOR_PED_TYPE。

```text
03F2 CLEAR_THREAT_FOR_PED_TYPE
```

```lua
clearThreatForPedType()
```

```js
native("CLEAR_THREAT_FOR_PED_TYPE")
```
</Opcode>

## 玩家不安全

<Opcode id="03F6" name="MAKE_PLAYER_UNSAFE">
MAKE_PLAYER_UNSAFE。

```text
03F6 MAKE_PLAYER_UNSAFE
```

```lua
makePlayerUnsafe()
```

```js
native("MAKE_PLAYER_UNSAFE")
```
</Opcode>

## 加载碰撞

<Opcode id="03F7" name="LOAD_COLLISION">
LOAD_COLLISION。

```text
03F7 LOAD_COLLISION
```

```lua
loadCollision()
```

```js
native("LOAD_COLLISION")
```
</Opcode>

## 取石膏生命

<Opcode id="03F8" name="GET_BODY_CAST_HEALTH">
GET_BODY_CAST_HEALTH。

```text
03F8 GET_BODY_CAST_HEALTH
```

```lua
getBodyCastHealth()
```

```js
native("GET_BODY_CAST_HEALTH")
```
</Opcode>

## 设人物聊天

<Opcode id="03F9" name="SET_CHARS_CHATTING">
SET_CHARS_CHATTING。

```text
03F9 SET_CHARS_CHATTING
```

```lua
setCharsChatting()
```

```js
native("SET_CHARS_CHATTING")
```
</Opcode>

## 玩家安全

<Opcode id="03FA" name="MAKE_PLAYER_SAFE">
MAKE_PLAYER_SAFE。

```text
03FA MAKE_PLAYER_SAFE
```

```lua
makePlayerSafe()
```

```js
native("MAKE_PLAYER_SAFE")
```
</Opcode>

## 车留在当前关

<Opcode id="03FB" name="SET_CAR_STAYS_IN_CURRENT_LEVEL">
SET_CAR_STAYS_IN_CURRENT_LEVEL。

```text
03FB SET_CAR_STAYS_IN_CURRENT_LEVEL
```

```lua
setCarStaysInCurrentLevel()
```

```js
native("SET_CAR_STAYS_IN_CURRENT_LEVEL")
```
</Opcode>

## 人物留在当前关

<Opcode id="03FC" name="SET_CHAR_STAYS_IN_CURRENT_LEVEL">
SET_CHAR_STAYS_IN_CURRENT_LEVEL。

```text
03FC SET_CHAR_STAYS_IN_CURRENT_LEVEL
```

```lua
setCharStaysInCurrentLevel()
```

```js
native("SET_CHAR_STAYS_IN_CURRENT_LEVEL")
```
</Opcode>

## 增加人物金钱

<Opcode id="03FF" name="INCREASE_CHAR_MONEY">
INCREASE_CHAR_MONEY。

```text
03FF INCREASE_CHAR_MONEY
```

```lua
increaseCharMoney()
```

```js
native("INCREASE_CHAR_MONEY")
```
</Opcode>

## 登记救人

<Opcode id="0401" name="REGISTER_LIFE_SAVED">
REGISTER_LIFE_SAVED。

```text
0401 REGISTER_LIFE_SAVED
```

```lua
registerLifeSaved()
```

```js
native("REGISTER_LIFE_SAVED")
```
</Opcode>

## 登记抓罪犯

<Opcode id="0402" name="REGISTER_CRIMINAL_CAUGHT">
REGISTER_CRIMINAL_CAUGHT。

```text
0402 REGISTER_CRIMINAL_CAUGHT
```

```lua
registerCriminalCaught()
```

```js
native("REGISTER_CRIMINAL_CAUGHT")
```
</Opcode>

## 登记救护车关卡

<Opcode id="0403" name="REGISTER_AMBULANCE_LEVEL">
REGISTER_AMBULANCE_LEVEL。

```text
0403 REGISTER_AMBULANCE_LEVEL
```

```lua
registerAmbulanceLevel()
```

```js
native("REGISTER_AMBULANCE_LEVEL")
```
</Opcode>

## 登记灭火

<Opcode id="0404" name="REGISTER_FIRE_EXTINGUISHED">
REGISTER_FIRE_EXTINGUISHED。

```text
0404 REGISTER_FIRE_EXTINGUISHED
```

```lua
registerFireExtinguished()
```

```js
native("REGISTER_FIRE_EXTINGUISHED")
```
</Opcode>

## 开电话

<Opcode id="0405" name="TURN_PHONE_ON">
TURN_PHONE_ON。

```text
0405 TURN_PHONE_ON
```

```lua
turnPhoneOn()
```

```js
native("TURN_PHONE_ON")
```
</Opcode>

## 登记最长渡渡鸟飞行

<Opcode id="0406" name="REGISTER_LONGEST_DODO_FLIGHT">
REGISTER_LONGEST_DODO_FLIGHT。

```text
0406 REGISTER_LONGEST_DODO_FLIGHT
```

```lua
registerLongestDodoFlight()
```

```js
native("REGISTER_LONGEST_DODO_FLIGHT")
```
</Opcode>

## 设杀戮狂潮总数

<Opcode id="0408" name="SET_TOTAL_NUMBER_OF_KILL_FRENZIES">
SET_TOTAL_NUMBER_OF_KILL_FRENZIES。

```text
0408 SET_TOTAL_NUMBER_OF_KILL_FRENZIES
```

```lua
setTotalNumberOfKillFrenzies()
```

```js
native("SET_TOTAL_NUMBER_OF_KILL_FRENZIES")
```
</Opcode>

## 炸掉遥控车

<Opcode id="0409" name="BLOW_UP_RC_BUGGY">
BLOW_UP_RC_BUGGY。

```text
0409 BLOW_UP_RC_BUGGY
```

```lua
blowUpRcBuggy()
```

```js
native("BLOW_UP_RC_BUGGY")
```
</Opcode>

## 从追逐移除车

<Opcode id="040A" name="REMOVE_CAR_FROM_CHASE">
REMOVE_CAR_FROM_CHASE。

```text
040A REMOVE_CAR_FROM_CHASE
```

```lua
removeCarFromChase()
```

```js
native("REMOVE_CAR_FROM_CHASE")
```
</Opcode>

## 是否法语版

<Opcode id="040B" name="IS_FRENCH_GAME">
用在 if：游戏语言是否为法语。

```text
040B IS_FRENCH_GAME
```

```lua
isFrenchGame()
```

```js
native("IS_FRENCH_GAME")
```
</Opcode>

## 下次逮捕后淡入

<Opcode id="040E" name="SET_FADE_IN_AFTER_NEXT_ARREST">
SET_FADE_IN_AFTER_NEXT_ARREST。

```text
040E SET_FADE_IN_AFTER_NEXT_ARREST
```

```lua
setFadeInAfterNextArrest()
```

```js
native("SET_FADE_IN_AFTER_NEXT_ARREST")
```
</Opcode>

## 下次死亡后淡入

<Opcode id="040F" name="SET_FADE_IN_AFTER_NEXT_DEATH">
SET_FADE_IN_AFTER_NEXT_DEATH。

```text
040F SET_FADE_IN_AFTER_NEXT_DEATH
```

```lua
setFadeInAfterNextDeath()
```

```js
native("SET_FADE_IN_AFTER_NEXT_DEATH")
```
</Opcode>

## 帮派行人模型偏好

<Opcode id="0410" name="SET_GANG_PED_MODEL_PREFERENCE">
SET_GANG_PED_MODEL_PREFERENCE。

```text
0410 SET_GANG_PED_MODEL_PREFERENCE
```

```lua
setGangPedModelPreference()
```

```js
native("SET_GANG_PED_MODEL_PREFERENCE")
```
</Opcode>

## 人物用行人节点寻路

<Opcode id="0411" name="SET_CHAR_USE_PEDNODE_SEEK">
SET_CHAR_USE_PEDNODE_SEEK。

```text
0411 SET_CHAR_USE_PEDNODE_SEEK
```

```lua
setCharUsePednodeSeek()
```

```js
native("SET_CHAR_USE_PEDNODE_SEEK")
```
</Opcode>

## 开关载具武器

<Opcode id="0412" name="SWITCH_VEHICLE_WEAPONS">
SWITCH_VEHICLE_WEAPONS。

```text
0412 SWITCH_VEHICLE_WEAPONS
```

```lua
switchVehicleWeapons()
```

```js
native("SWITCH_VEHICLE_WEAPONS")
```
</Opcode>

## 免费出狱

<Opcode id="0413" name="SET_GET_OUT_OF_JAIL_FREE">
SET_GET_OUT_OF_JAIL_FREE。

```text
0413 SET_GET_OUT_OF_JAIL_FREE
```

```lua
setGetOutOfJailFree()
```

```js
native("SET_GET_OUT_OF_JAIL_FREE")
```
</Opcode>

## 车门是否关

<Opcode id="0415" name="IS_CAR_DOOR_CLOSED">
IS_CAR_DOOR_CLOSED。

```text
0415 IS_CAR_DOOR_CLOSED
```

```lua
isCarDoorClosed()
```

```js
native("IS_CAR_DOOR_CLOSED")
```
</Opcode>

## 加载并启动任务

<Opcode id="0416" name="LOAD_AND_LAUNCH_MISSION">
无操作。

```text
0416 LOAD_AND_LAUNCH_MISSION
```

```lua
loadAndLaunchMission()
```

```js
native("LOAD_AND_LAUNCH_MISSION")
```
</Opcode>

## 取玩家武器弹药

<Opcode id="0419" name="GET_AMMO_IN_PLAYER_WEAPON">
GET_AMMO_IN_PLAYER_WEAPON。

```text
0419 GET_AMMO_IN_PLAYER_WEAPON
```

```lua
getAmmoInPlayerWeapon()
```

```js
native("GET_AMMO_IN_PLAYER_WEAPON")
```
</Opcode>

## 登记杀戮狂潮通关

<Opcode id="041B" name="REGISTER_KILL_FRENZY_PASSED">
REGISTER_KILL_FRENZY_PASSED。

```text
041B REGISTER_KILL_FRENZY_PASSED
```

```lua
registerKillFrenzyPassed()
```

```js
native("REGISTER_KILL_FRENZY_PASSED")
```
</Opcode>

## 人物说话

<Opcode id="041C" name="SET_CHAR_SAY">
SET_CHAR_SAY。

```text
041C SET_CHAR_SAY
```

```lua
setCharSay()
```

```js
native("SET_CHAR_SAY")
```
</Opcode>

## 覆盖医院关卡

<Opcode id="041F" name="OVERRIDE_HOSPITAL_LEVEL">
OVERRIDE_HOSPITAL_LEVEL。

```text
041F OVERRIDE_HOSPITAL_LEVEL
```

```lua
overrideHospitalLevel()
```

```js
native("OVERRIDE_HOSPITAL_LEVEL")
```
</Opcode>

## 覆盖警局关卡

<Opcode id="0420" name="OVERRIDE_POLICE_STATION_LEVEL">
OVERRIDE_POLICE_STATION_LEVEL。

```text
0420 OVERRIDE_POLICE_STATION_LEVEL
```

```lua
overridePoliceStationLevel()
```

```js
native("OVERRIDE_POLICE_STATION_LEVEL")
```
</Opcode>

## 强制下雨

<Opcode id="0421" name="FORCE_RAIN">
FORCE_RAIN。

```text
0421 FORCE_RAIN
```

```lua
forceRain()
```

```js
native("FORCE_RAIN")
```
</Opcode>

## 车库是否含车

<Opcode id="0422" name="DOES_GARAGE_CONTAIN_CAR">
DOES_GARAGE_CONTAIN_CAR。

```text
0422 DOES_GARAGE_CONTAIN_CAR
```

```lua
doesGarageContainCar()
```

```js
native("DOES_GARAGE_CONTAIN_CAR")
```
</Opcode>

## 标记关卡间车路

<Opcode id="0426" name="MARK_ROADS_BETWEEN_LEVELS">
MARK_ROADS_BETWEEN_LEVELS。

```text
0426 MARK_ROADS_BETWEEN_LEVELS
```

```lua
markRoadsBetweenLevels()
```

```js
native("MARK_ROADS_BETWEEN_LEVELS")
```
</Opcode>

## 标记关卡间行人路

<Opcode id="0427" name="MARK_PED_ROADS_BETWEEN_LEVELS">
MARK_PED_ROADS_BETWEEN_LEVELS。

```text
0427 MARK_PED_ROADS_BETWEEN_LEVELS
```

```lua
markPedRoadsBetweenLevels()
```

```js
native("MARK_PED_ROADS_BETWEEN_LEVELS")
```
</Opcode>

## 人物避开关卡切换

<Opcode id="0429" name="SET_CHAR_AVOID_LEVEL_TRANSITIONS">
SET_CHAR_AVOID_LEVEL_TRANSITIONS。

```text
0429 SET_CHAR_AVOID_LEVEL_TRANSITIONS
```

```lua
setCharAvoidLevelTransitions()
```

```js
native("SET_CHAR_AVOID_LEVEL_TRANSITIONS")
```
</Opcode>

## 是否行人类型威胁

<Opcode id="042A" name="IS_THREAT_FOR_PED_TYPE">
IS_THREAT_FOR_PED_TYPE。

```text
042A IS_THREAT_FOR_PED_TYPE
```

```lua
isThreatForPedType()
```

```js
native("IS_THREAT_FOR_PED_TYPE")
```
</Opcode>

## 登记最高分

<Opcode id="042F" name="REGISTER_HIGHEST_SCORE">
REGISTER_HIGHEST_SCORE。

```text
042F REGISTER_HIGHEST_SCORE
```

```lua
registerHighestScore()
```

```js
native("REGISTER_HIGHEST_SCORE")
```
</Opcode>

## 创建单粒子

<Opcode id="0437" name="CREATE_SINGLE_PARTICLE">
CREATE_SINGLE_PARTICLE。

```text
0437 CREATE_SINGLE_PARTICLE
```

```lua
createSingleParticle()
```

```js
native("CREATE_SINGLE_PARTICLE")
```
</Opcode>

## 人物忽略关卡切换

<Opcode id="0438" name="SET_CHAR_IGNORE_LEVEL_TRANSITIONS">
SET_CHAR_IGNORE_LEVEL_TRANSITIONS。

```text
0438 SET_CHAR_IGNORE_LEVEL_TRANSITIONS
```

```lua
setCharIgnoreLevelTransitions()
```

```js
native("SET_CHAR_IGNORE_LEVEL_TRANSITIONS")
```
</Opcode>

## 取追逐车

<Opcode id="0439" name="GET_CHASE_CAR">
GET_CHASE_CAR。

```text
0439 GET_CHASE_CAR
```

```lua
getChaseCar()
```

```js
native("GET_CHASE_CAR")
```
</Opcode>

## 开始船泡沫动画

<Opcode id="043A" name="START_BOAT_FOAM_ANIMATION">
START_BOAT_FOAM_ANIMATION。

```text
043A START_BOAT_FOAM_ANIMATION
```

```lua
startBoatFoamAnimation()
```

```js
native("START_BOAT_FOAM_ANIMATION")
```
</Opcode>

## 更新船泡沫动画

<Opcode id="043B" name="UPDATE_BOAT_FOAM_ANIMATION">
UPDATE_BOAT_FOAM_ANIMATION。

```text
043B UPDATE_BOAT_FOAM_ANIMATION
```

```lua
updateBoatFoamAnimation()
```

```js
native("UPDATE_BOAT_FOAM_ANIMATION")
```
</Opcode>

## 设开场播放中

<Opcode id="043D" name="SET_INTRO_IS_PLAYING">
SET_INTRO_IS_PLAYING。

```text
043D SET_INTRO_IS_PLAYING
```

```lua
setIntroIsPlaying()
```

```js
native("SET_INTRO_IS_PLAYING")
```
</Opcode>

## 设玩家妓女

<Opcode id="043E" name="SET_PLAYER_HOOKER">
无操作。

```text
043E SET_PLAYER_HOOKER
```

```lua
setPlayerHooker()
```

```js
native("SET_PLAYER_HOOKER")
```
</Opcode>

## 播放结局曲

<Opcode id="043F" name="PLAY_END_OF_GAME_TUNE">
播放主题曲。

```text
043F PLAY_END_OF_GAME_TUNE
```

```lua
playEndOfGameTune()
```

```js
native("PLAY_END_OF_GAME_TUNE")
```
</Opcode>

## 停止结局曲

<Opcode id="0440" name="STOP_END_OF_GAME_TUNE">
停止主题曲。

```text
0440 STOP_END_OF_GAME_TUNE
```

```lua
stopEndOfGameTune()
```

```js
native("STOP_END_OF_GAME_TUNE")
```
</Opcode>

## 玩家坐在指定车

<Opcode id="0442" name="IS_PLAYER_SITTING_IN_CAR">
IS_PLAYER_SITTING_IN_CAR。

```text
0442 IS_PLAYER_SITTING_IN_CAR
```

```lua
isPlayerSittingInCar()
```

```js
native("IS_PLAYER_SITTING_IN_CAR")
```
</Opcode>

## 玩家坐在任意车

<Opcode id="0443" name="IS_PLAYER_SITTING_IN_ANY_CAR">
IS_PLAYER_SITTING_IN_ANY_CAR。

```text
0443 IS_PLAYER_SITTING_IN_ANY_CAR
```

```lua
isPlayerSittingInAnyCar()
```

```js
native("IS_PLAYER_SITTING_IN_ANY_CAR")
```
</Opcode>

## 设脚本火音效

<Opcode id="0444" name="SET_SCRIPT_FIRE_AUDIO">
SET_SCRIPT_FIRE_AUDIO。

```text
0444 SET_SCRIPT_FIRE_AUDIO
```

```lua
setScriptFireAudio()
```

```js
native("SET_SCRIPT_FIRE_AUDIO")
```
</Opcode>

## 玩家是否拿电话

<Opcode id="0447" name="IS_PLAYER_LIFTING_A_PHONE">
IS_PLAYER_LIFTING_A_PHONE。

```text
0447 IS_PLAYER_LIFTING_A_PHONE
```

```lua
isPlayerLiftingAPhone()
```

```js
native("IS_PLAYER_LIFTING_A_PHONE")
```
</Opcode>

## 玩家是否步行

<Opcode id="044A" name="IS_PLAYER_ON_FOOT">
IS_PLAYER_ON_FOOT。

```text
044A IS_PLAYER_ON_FOOT
```

```lua
isPlayerOnFoot()
```

```js
native("IS_PLAYER_ON_FOOT")
```
</Opcode>

## 带画面加载碰撞

<Opcode id="044C" name="LOAD_COLLISION_WITH_SCREEN">
LOAD_COLLISION_WITH_SCREEN。

```text
044C LOAD_COLLISION_WITH_SCREEN
```

```lua
loadCollisionWithScreen()
```

```js
native("LOAD_COLLISION_WITH_SCREEN")
```
</Opcode>

## 加载启动画面

<Opcode id="044D" name="LOAD_SPLASH_SCREEN">
加载指定启动画面。

```text
044D LOAD_SPLASH_SCREEN
```

```lua
loadSplashScreen()
```

```js
native("LOAD_SPLASH_SCREEN")
```
</Opcode>

## 车忽略关卡切换

<Opcode id="044E" name="SET_CAR_IGNORE_LEVEL_TRANSITIONS">
SET_CAR_IGNORE_LEVEL_TRANSITIONS。

```text
044E SET_CAR_IGNORE_LEVEL_TRANSITIONS
```

```lua
setCarIgnoreLevelTransitions()
```

```js
native("SET_CAR_IGNORE_LEVEL_TRANSITIONS")
```
</Opcode>

## 加强 Craig 的车

<Opcode id="044F" name="MAKE_CRAIGS_CAR_A_BIT_STRONGER">
MAKE_CRAIGS_CAR_A_BIT_STRONGER。

```text
044F MAKE_CRAIGS_CAR_A_BIT_STRONGER
```

```lua
makeCraigsCarABitStronger()
```

```js
native("MAKE_CRAIGS_CAR_A_BIT_STRONGER")
```
</Opcode>

## James 车驶向玩家

<Opcode id="0450" name="SET_JAMES_CAR_ON_PATH_TO_PLAYER">
SET_JAMES_CAR_ON_PATH_TO_PLAYER。

```text
0450 SET_JAMES_CAR_ON_PATH_TO_PLAYER
```

```lua
setJamesCarOnPathToPlayer()
```

```js
native("SET_JAMES_CAR_ON_PATH_TO_PLAYER")
```
</Opcode>

## 加载结局曲

<Opcode id="0451" name="LOAD_END_OF_GAME_TUNE">
加载结局音乐。

```text
0451 LOAD_END_OF_GAME_TUNE
```

```lua
loadEndOfGameTune()
```

```js
native("LOAD_END_OF_GAME_TUNE")
```
</Opcode>

## 启用玩家镜头控制

<Opcode id="0452" name="ENABLE_PLAYER_CONTROL_CAMERA">
ENABLE_PLAYER_CONTROL_CAMERA。

```text
0452 ENABLE_PLAYER_CONTROL_CAMERA
```

```lua
enablePlayerControlCamera()
```

```js
native("ENABLE_PLAYER_CONTROL_CAMERA")
```
</Opcode>

## 取调试镜头前向

<Opcode id="0455" name="GET_DEBUG_CAMERA_FRONT_VECTOR">
GET_DEBUG_CAMERA_FRONT_VECTOR。

```text
0455 GET_DEBUG_CAMERA_FRONT_VECTOR
```

```lua
getDebugCameraFrontVector()
```

```js
native("GET_DEBUG_CAMERA_FRONT_VECTOR")
```
</Opcode>

## 玩家是否瞄准任意人物

<Opcode id="0456" name="IS_PLAYER_TARGETTING_ANY_CHAR">
IS_PLAYER_TARGETTING_ANY_CHAR。

```text
0456 IS_PLAYER_TARGETTING_ANY_CHAR
```

```lua
isPlayerTargettingAnyChar()
```

```js
native("IS_PLAYER_TARGETTING_ANY_CHAR")
```
</Opcode>

## 结束同名全部脚本

<Opcode id="0459" name="TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME">
结束名称（03A4）匹配给定字符串的所有脚本。

```text
0459 TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME
in: name
```

```lua
terminateAllScriptsWithThisName(name)
```

```js
native("TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME", name)
```
</Opcode>

## 最近指定类型物体

<Opcode id="045D" name="GET_CLOSEST_OBJECT_OF_TYPE">
无操作。

```text
045D GET_CLOSEST_OBJECT_OF_TYPE
```

```lua
getClosestObjectOfType()
```

```js
native("GET_CLOSEST_OBJECT_OF_TYPE")
```
</Opcode>

## 物体相对物体放置

<Opcode id="045E" name="PLACE_OBJECT_RELATIVE_TO_OBJECT">
PLACE_OBJECT_RELATIVE_TO_OBJECT。

```text
045E PLACE_OBJECT_RELATIVE_TO_OBJECT
```

```lua
placeObjectRelativeToObject()
```

```js
native("PLACE_OBJECT_RELATIVE_TO_OBJECT")
```
</Opcode>

## 车内所有人下车

<Opcode id="045F" name="SET_ALL_OCCUPANTS_OF_CAR_LEAVE_CAR">
SET_ALL_OCCUPANTS_OF_CAR_LEAVE_CAR。

```text
045F SET_ALL_OCCUPANTS_OF_CAR_LEAVE_CAR
```

```lua
setAllOccupantsOfCarLeaveCar()
```

```js
native("SET_ALL_OCCUPANTS_OF_CAR_LEAVE_CAR")
```
</Opcode>

## 最近车节点朝向目标

<Opcode id="0461" name="GET_CLOSEST_CAR_NODE_WITH_HEADING_TOWARDS_POINT">
GET_CLOSEST_CAR_NODE_WITH_HEADING_TOWARDS_POINT。

```text
0461 GET_CLOSEST_CAR_NODE_WITH_HEADING_TOWARDS_POINT
```

```lua
getClosestCarNodeWithHeadingTowardsPoint()
```

```js
native("GET_CLOSEST_CAR_NODE_WITH_HEADING_TOWARDS_POINT")
```
</Opcode>

## 最近车节点背离点

<Opcode id="0462" name="GET_CLOSEST_CAR_NODE_WITH_HEADING_AWAY_POINT">
GET_CLOSEST_CAR_NODE_WITH_HEADING_AWAY_POINT。

```text
0462 GET_CLOSEST_CAR_NODE_WITH_HEADING_AWAY_POINT
```

```lua
getClosestCarNodeWithHeadingAwayPoint()
```

```js
native("GET_CLOSEST_CAR_NODE_WITH_HEADING_AWAY_POINT")
```
</Opcode>

## 区域内随机警察

<Opcode id="0469" name="GET_RANDOM_COP_IN_AREA">
在 2D 区域内随机取指定类型的执法行人。

```text
0469 GET_RANDOM_COP_IN_AREA
```

```lua
getRandomCopInArea()
```

```js
native("GET_RANDOM_COP_IN_AREA")
```
</Opcode>

## 区域内随机警察（区）

<Opcode id="046A" name="GET_RANDOM_COP_IN_ZONE">
GET_RANDOM_COP_IN_ZONE。

```text
046A GET_RANDOM_COP_IN_ZONE
```

```lua
getRandomCopInZone()
```

```js
native("GET_RANDOM_COP_IN_ZONE")
```
</Opcode>

## 人物逃离车

<Opcode id="046B" name="SET_CHAR_OBJ_FLEE_CAR">
SET_CHAR_OBJ_FLEE_CAR。

```text
046B SET_CHAR_OBJ_FLEE_CAR
```

```lua
setCharObjFleeCar()
```

```js
native("SET_CHAR_OBJ_FLEE_CAR")
```
</Opcode>

## 取玩家当前武器

<Opcode id="046F" name="GET_CURRENT_PLAYER_WEAPON">
GET_CURRENT_PLAYER_WEAPON。

```text
046F GET_CURRENT_PLAYER_WEAPON
```

```lua
getCurrentPlayerWeapon()
```

```js
native("GET_CURRENT_PLAYER_WEAPON")
```
</Opcode>

## 车手刹右转

<Opcode id="0478" name="SET_CAR_HANDBRAKE_TURN_RIGHT">
SET_CAR_HANDBRAKE_TURN_RIGHT。

```text
0478 SET_CAR_HANDBRAKE_TURN_RIGHT
```

```lua
setCarHandbrakeTurnRight()
```

```js
native("SET_CAR_HANDBRAKE_TURN_RIGHT")
```
</Opcode>

## 车手刹停车

<Opcode id="0479" name="SET_CAR_HANDBRAKE_STOP">
SET_CAR_HANDBRAKE_STOP。

```text
0479 SET_CAR_HANDBRAKE_STOP
```

```lua
setCarHandbrakeStop()
```

```js
native("SET_CAR_HANDBRAKE_STOP")
```
</Opcode>

## 定位狙击子弹 2D

<Opcode id="047B" name="LOCATE_SNIPER_BULLET_2D">
LOCATE_SNIPER_BULLET_2D。

```text
047B LOCATE_SNIPER_BULLET_2D
```

```lua
locateSniperBullet2d()
```

```js
native("LOCATE_SNIPER_BULLET_2D")
```
</Opcode>

## 定位狙击子弹 3D

<Opcode id="047C" name="LOCATE_SNIPER_BULLET_3D">
LOCATE_SNIPER_BULLET_3D。

```text
047C LOCATE_SNIPER_BULLET_3D
```

```lua
locateSniperBullet3d()
```

```js
native("LOCATE_SNIPER_BULLET_3D")
```
</Opcode>

## 模型座位数

<Opcode id="047D" name="GET_NUMBER_OF_SEATS_IN_MODEL">
GET_NUMBER_OF_SEATS_IN_MODEL。

```text
047D GET_NUMBER_OF_SEATS_IN_MODEL
```

```lua
getNumberOfSeatsInModel()
```

```js
native("GET_NUMBER_OF_SEATS_IN_MODEL")
```
</Opcode>

## 玩家是否在摩托

<Opcode id="047E" name="IS_PLAYER_ON_ANY_BIKE">
IS_PLAYER_ON_ANY_BIKE。

```text
047E IS_PLAYER_ON_ANY_BIKE
```

```lua
isPlayerOnAnyBike()
```

```js
native("IS_PLAYER_ON_ANY_BIKE")
```
</Opcode>

## 人物是否躺下

<Opcode id="047F" name="IS_CHAR_LYING_DOWN">
IS_CHAR_LYING_DOWN。

```text
047F IS_CHAR_LYING_DOWN
```

```lua
isCharLyingDown()
```

```js
native("IS_CHAR_LYING_DOWN")
```
</Opcode>

## 上车距离倍数

<Opcode id="0481" name="SET_ENTER_CAR_RANGE_MULTIPLIER">
SET_ENTER_CAR_RANGE_MULTIPLIER。

```text
0481 SET_ENTER_CAR_RANGE_MULTIPLIER
```

```lua
setEnterCarRangeMultiplier()
```

```js
native("SET_ENTER_CAR_RANGE_MULTIPLIER")
```
</Opcode>

## 威胁反应距离倍数

<Opcode id="0482" name="SET_THREAT_REACTION_RANGE_MULTIPLIER">
无操作。

```text
0482 SET_THREAT_REACTION_RANGE_MULTIPLIER
```

```lua
setThreatReactionRangeMultiplier()
```

```js
native("SET_THREAT_REACTION_RANGE_MULTIPLIER")
```
</Opcode>

## 人物停止攻击计时

<Opcode id="0483" name="SET_CHAR_CEASE_ATTACK_TIMER">
SET_CHAR_CEASE_ATTACK_TIMER。

```text
0483 SET_CHAR_CEASE_ATTACK_TIMER
```

```lua
setCharCeaseAttackTimer()
```

```js
native("SET_CHAR_CEASE_ATTACK_TIMER")
```
</Opcode>

## 回放

<Opcode id="0486" name="REPLAY">
REPLAY。

```text
0486 REPLAY
```

```lua
replay()
```

```js
native("REPLAY")
```
</Opcode>

## 是否回放中

<Opcode id="0487" name="IS_REPLAY_PLAYING">
IS_REPLAY_PLAYING。

```text
0487 IS_REPLAY_PLAYING
```

```lua
isReplayPlaying()
```

```js
native("IS_REPLAY_PLAYING")
```
</Opcode>

## 第一个拾取物坐标

<Opcode id="048D" name="GET_FIRST_PICKUP_COORDS">
GET_FIRST_PICKUP_COORDS。

```text
048D GET_FIRST_PICKUP_COORDS
```

```lua
getFirstPickupCoords()
```

```js
native("GET_FIRST_PICKUP_COORDS")
```
</Opcode>

## 下一个拾取物坐标

<Opcode id="048E" name="GET_NEXT_PICKUP_COORDS">
GET_NEXT_PICKUP_COORDS。

```text
048E GET_NEXT_PICKUP_COORDS
```

```lua
getNextPickupCoords()
```

```js
native("GET_NEXT_PICKUP_COORDS")
```
</Opcode>

## 玩家是否有武器

<Opcode id="0490" name="HAS_PLAYER_GOT_WEAPON">
HAS_PLAYER_GOT_WEAPON。

```text
0490 HAS_PLAYER_GOT_WEAPON
```

```lua
hasPlayerGotWeapon()
```

```js
native("HAS_PLAYER_GOT_WEAPON")
```
</Opcode>

## 玩家是否面向人物

<Opcode id="0492" name="IS_PLAYER_FACING_CHAR">
IS_PLAYER_FACING_CHAR。

```text
0492 IS_PLAYER_FACING_CHAR
```

```lua
isPlayerFacingChar()
```

```js
native("IS_PLAYER_FACING_CHAR")
```
</Opcode>

## 坦克引爆车

<Opcode id="0493" name="SET_TANK_DETONATE_CARS">
SET_TANK_DETONATE_CARS。

```text
0493 SET_TANK_DETONATE_CARS
```

```lua
setTankDetonateCars()
```

```js
native("SET_TANK_DETONATE_CARS")
```
</Opcode>

## 车直线行驶

<Opcode id="0497" name="SET_CAR_DRIVE_STRAIGHT_AHEAD">
SET_CAR_DRIVE_STRAIGHT_AHEAD。

```text
0497 SET_CAR_DRIVE_STRAIGHT_AHEAD
```

```lua
setCarDriveStraightAhead()
```

```js
native("SET_CAR_DRIVE_STRAIGHT_AHEAD")
```
</Opcode>

## 车等待

<Opcode id="0498" name="SET_CAR_WAIT">
SET_CAR_WAIT。

```text
0498 SET_CAR_WAIT
```

```lua
setCarWait()
```

```js
native("SET_CAR_WAIT")
```
</Opcode>

## 玩家站在载具上

<Opcode id="0499" name="IS_PLAYER_STANDING_ON_A_VEHICLE">
IS_PLAYER_STANDING_ON_A_VEHICLE。

```text
0499 IS_PLAYER_STANDING_ON_A_VEHICLE
```

```lua
isPlayerStandingOnAVehicle()
```

```js
native("IS_PLAYER_STANDING_ON_A_VEHICLE")
```
</Opcode>

## 玩家脚着地

<Opcode id="049A" name="IS_PLAYER_FOOT_DOWN">
IS_PLAYER_FOOT_DOWN。

```text
049A IS_PLAYER_FOOT_DOWN
```

```lua
isPlayerFootDown()
```

```js
native("IS_PLAYER_FOOT_DOWN")
```
</Opcode>

## 人物脚着地

<Opcode id="049B" name="IS_CHAR_FOOT_DOWN">
IS_CHAR_FOOT_DOWN。

```text
049B IS_CHAR_FOOT_DOWN
```

```lua
isCharFootDown()
```

```js
native("IS_CHAR_FOOT_DOWN")
```
</Opcode>

## 初始化物体路径

<Opcode id="049C" name="INITIALISE_OBJECT_PATH">
INITIALISE_OBJECT_PATH。

```text
049C INITIALISE_OBJECT_PATH
```

```lua
initialiseObjectPath()
```

```js
native("INITIALISE_OBJECT_PATH")
```
</Opcode>

## 物体开始沿路径

<Opcode id="049D" name="START_OBJECT_ON_PATH">
START_OBJECT_ON_PATH。

```text
049D START_OBJECT_ON_PATH
```

```lua
startObjectOnPath()
```

```js
native("START_OBJECT_ON_PATH")
```
</Opcode>

## 设物体路径速度

<Opcode id="049E" name="SET_OBJECT_PATH_SPEED">
无操作。

```text
049E SET_OBJECT_PATH_SPEED
```

```lua
setObjectPathSpeed()
```

```js
native("SET_OBJECT_PATH_SPEED")
```
</Opcode>

## 设物体路径位置

<Opcode id="049F" name="SET_OBJECT_PATH_POSITION">
无操作。

```text
049F SET_OBJECT_PATH_POSITION
```

```lua
setObjectPathPosition()
```

```js
native("SET_OBJECT_PATH_POSITION")
```
</Opcode>

## 物体路径路程

<Opcode id="04A0" name="GET_OBJECT_DISTANCE_ALONG_PATH">
GET_OBJECT_DISTANCE_ALONG_PATH。

```text
04A0 GET_OBJECT_DISTANCE_ALONG_PATH
```

```lua
getObjectDistanceAlongPath()
```

```js
native("GET_OBJECT_DISTANCE_ALONG_PATH")
```
</Opcode>

## 清除物体路径

<Opcode id="04A1" name="CLEAR_OBJECT_PATH">
CLEAR_OBJECT_PATH。

```text
04A1 CLEAR_OBJECT_PATH
```

```lua
clearObjectPath()
```

```js
native("CLEAR_OBJECT_PATH")
```
</Opcode>

## 整 VAR 等于常量

<Opcode id="04A3" name="IS_INT_VAR_EQUAL_TO_CONSTANT">
用在 if：全局变量是否等于该整数常量。

```text
04A3 IS_INT_VAR_EQUAL_TO_CONSTANT
in: int, int
```

```lua
isIntVarEqualToConstant(int, int)
```

```js
native("IS_INT_VAR_EQUAL_TO_CONSTANT", int, int)
```
</Opcode>

## 整 LVAR 等于常量

<Opcode id="04A4" name="IS_INT_LVAR_EQUAL_TO_CONSTANT">
用在 if：局部变量是否等于该整数常量。

```text
04A4 IS_INT_LVAR_EQUAL_TO_CONSTANT
in: int, int
```

```lua
isIntLvarEqualToConstant(int, int)
```

```js
native("IS_INT_LVAR_EQUAL_TO_CONSTANT", int, int)
```
</Opcode>

## 玩家在任意船

<Opcode id="04A8" name="IS_PLAYER_IN_ANY_BOAT">
IS_PLAYER_IN_ANY_BOAT。

```text
04A8 IS_PLAYER_IN_ANY_BOAT
```

```lua
isPlayerInAnyBoat()
```

```js
native("IS_PLAYER_IN_ANY_BOAT")
```
</Opcode>

## 玩家在任意直升机

<Opcode id="04AA" name="IS_PLAYER_IN_ANY_HELI">
IS_PLAYER_IN_ANY_HELI。

```text
04AA IS_PLAYER_IN_ANY_HELI
```

```lua
isPlayerInAnyHeli()
```

```js
native("IS_PLAYER_IN_ANY_HELI")
```
</Opcode>

## 玩家在任意飞机

<Opcode id="04AC" name="IS_PLAYER_IN_ANY_PLANE">
IS_PLAYER_IN_ANY_PLANE。

```text
04AC IS_PLAYER_IN_ANY_PLANE
```

```lua
isPlayerInAnyPlane()
```

```js
native("IS_PLAYER_IN_ANY_PLANE")
```
</Opcode>

## 整 VAR 赋常量

<Opcode id="04AE" name="SET_VAR_INT_TO_CONSTANT">
把全局变量赋为该整数常量。

```text
04AE SET_VAR_INT_TO_CONSTANT
in: int, int
```

```lua
setVarIntToConstant(int, int)
```

```js
native("SET_VAR_INT_TO_CONSTANT", int, int)
```
</Opcode>

## 整 LVAR 赋常量

<Opcode id="04AF" name="SET_LVAR_INT_TO_CONSTANT">
把局部变量赋为该整数常量。

```text
04AF SET_LVAR_INT_TO_CONSTANT
in: int, int
```

```lua
setLvarIntToConstant(int, int)
```

```js
native("SET_LVAR_INT_TO_CONSTANT", int, int)
```
</Opcode>

## 整 VAR 大于常量

<Opcode id="04B0" name="IS_INT_VAR_GREATER_THAN_CONSTANT">
用在 if：全局变量是否大于该整数常量。

```text
04B0 IS_INT_VAR_GREATER_THAN_CONSTANT
in: int, int
```

```lua
isIntVarGreaterThanConstant(int, int)
```

```js
native("IS_INT_VAR_GREATER_THAN_CONSTANT", int, int)
```
</Opcode>

## 整 LVAR 大于常量

<Opcode id="04B1" name="IS_INT_LVAR_GREATER_THAN_CONSTANT">
用在 if：局部变量是否大于该整数常量。

```text
04B1 IS_INT_LVAR_GREATER_THAN_CONSTANT
in: int, int
```

```lua
isIntLvarGreaterThanConstant(int, int)
```

```js
native("IS_INT_LVAR_GREATER_THAN_CONSTANT", int, int)
```
</Opcode>

## 常量大于整 VAR

<Opcode id="04B2" name="IS_CONSTANT_GREATER_THAN_INT_VAR">
用在 if：该整数常量是否大于全局变量。

```text
04B2 IS_CONSTANT_GREATER_THAN_INT_VAR
in: int, int
```

```lua
isConstantGreaterThanIntVar(int, int)
```

```js
native("IS_CONSTANT_GREATER_THAN_INT_VAR", int, int)
```
</Opcode>

## 常量大于整 LVAR

<Opcode id="04B3" name="IS_CONSTANT_GREATER_THAN_INT_LVAR">
用在 if：该整数常量是否大于局部变量。

```text
04B3 IS_CONSTANT_GREATER_THAN_INT_LVAR
in: int, int
```

```lua
isConstantGreaterThanIntLvar(int, int)
```

```js
native("IS_CONSTANT_GREATER_THAN_INT_LVAR", int, int)
```
</Opcode>

## 整 VAR 大于等于常量

<Opcode id="04B4" name="IS_INT_VAR_GREATER_OR_EQUAL_TO_CONSTANT">
用在 if：全局变量是否大于等于该整数常量。

```text
04B4 IS_INT_VAR_GREATER_OR_EQUAL_TO_CONSTANT
in: int, int
```

```lua
isIntVarGreaterOrEqualToConstant(int, int)
```

```js
native("IS_INT_VAR_GREATER_OR_EQUAL_TO_CONSTANT", int, int)
```
</Opcode>

## 整 LVAR 大于等于常量

<Opcode id="04B5" name="IS_INT_LVAR_GREATER_OR_EQUAL_TO_CONSTANT">
用在 if：局部变量是否大于等于该整数常量。

```text
04B5 IS_INT_LVAR_GREATER_OR_EQUAL_TO_CONSTANT
in: int, int
```

```lua
isIntLvarGreaterOrEqualToConstant(int, int)
```

```js
native("IS_INT_LVAR_GREATER_OR_EQUAL_TO_CONSTANT", int, int)
```
</Opcode>

## 常量大于等于整 VAR

<Opcode id="04B6" name="IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_VAR">
用在 if：该整数常量是否大于等于全局变量。

```text
04B6 IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_VAR
in: int, int
```

```lua
isConstantGreaterOrEqualToIntVar(int, int)
```

```js
native("IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_VAR", int, int)
```
</Opcode>

## 常量大于等于整 LVAR

<Opcode id="04B7" name="IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_LVAR">
用在 if：该整数常量是否大于等于局部变量。

```text
04B7 IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_LVAR
in: int, int
```

```lua
isConstantGreaterOrEqualToIntLvar(int, int)
```

```js
native("IS_CONSTANT_GREATER_OR_EQUAL_TO_INT_LVAR", int, int)
```
</Opcode>

## 过场动画循环

<Opcode id="04BC" name="SET_CUTSCENE_ANIM_TO_LOOP">
无操作。

```text
04BC SET_CUTSCENE_ANIM_TO_LOOP
```

```lua
setCutsceneAnimToLoop()
```

```js
native("SET_CUTSCENE_ANIM_TO_LOOP")
```
</Opcode>

## 重置玩家破坏度

<Opcode id="04BE" name="RESET_HAVOC_CAUSED_BY_PLAYER">
RESET_HAVOC_CAUSED_BY_PLAYER。

```text
04BE RESET_HAVOC_CAUSED_BY_PLAYER
```

```lua
resetHavocCausedByPlayer()
```

```js
native("RESET_HAVOC_CAUSED_BY_PLAYER")
```
</Opcode>

## 取玩家破坏度

<Opcode id="04BF" name="GET_HAVOC_CAUSED_BY_PLAYER">
无操作。

```text
04BF GET_HAVOC_CAUSED_BY_PLAYER
```

```lua
getHavocCausedByPlayer()
```

```js
native("GET_HAVOC_CAUSED_BY_PLAYER")
```
</Opcode>

## 人物走向人物

<Opcode id="04C2" name="SET_CHAR_OBJ_WALK_TO_CHAR">
SET_CHAR_OBJ_WALK_TO_CHAR。

```text
04C2 SET_CHAR_OBJ_WALK_TO_CHAR
```

```lua
setCharObjWalkToChar()
```

```js
native("SET_CHAR_OBJ_WALK_TO_CHAR")
```
</Opcode>

## 拾取物在区域

<Opcode id="04C3" name="IS_PICKUP_IN_ZONE">
IS_PICKUP_IN_ZONE。

```text
04C3 IS_PICKUP_IN_ZONE
```

```lua
isPickupInZone()
```

```js
native("IS_PICKUP_IN_ZONE")
```
</Opcode>

## 人物瞄准人物

<Opcode id="04C6" name="SET_CHAR_OBJ_AIM_GUN_AT_CHAR">
SET_CHAR_OBJ_AIM_GUN_AT_CHAR。

```text
04C6 SET_CHAR_OBJ_AIM_GUN_AT_CHAR
```

```lua
setCharObjAimGunAtChar()
```

```js
native("SET_CHAR_OBJ_AIM_GUN_AT_CHAR")
```
</Opcode>

## 开关安保镜头

<Opcode id="04C7" name="SWITCH_SECURITY_CAMERA">
SWITCH_SECURITY_CAMERA。

```text
04C7 SWITCH_SECURITY_CAMERA
```

```lua
switchSecurityCamera()
```

```js
native("SWITCH_SECURITY_CAMERA")
```
</Opcode>

## 玩家在飞行载具

<Opcode id="04C9" name="IS_PLAYER_IN_FLYING_VEHICLE">
IS_PLAYER_IN_FLYING_VEHICLE。

```text
04C9 IS_PLAYER_IN_FLYING_VEHICLE
```

```lua
isPlayerInFlyingVehicle()
```

```js
native("IS_PLAYER_IN_FLYING_VEHICLE")
```
</Opcode>

## Sony CD 是否已读

<Opcode id="04CA" name="HAS_SONY_CD_BEEN_READ">
HAS_SONY_CD_BEEN_READ。

```text
04CA HAS_SONY_CD_BEEN_READ
```

```lua
hasSonyCdBeenRead()
```

```js
native("HAS_SONY_CD_BEEN_READ")
```
</Opcode>

## 已读 Sony CD 数

<Opcode id="04CB" name="GET_NUMBER_OF_SONY_CDS_READ">
GET_NUMBER_OF_SONY_CDS_READ。

```text
04CB GET_NUMBER_OF_SONY_CDS_READ
```

```lua
getNumberOfSonyCdsRead()
```

```js
native("GET_NUMBER_OF_SONY_CDS_READ")
```
</Opcode>

## 旧版短距坐标标记

<Opcode id="04CC" name="ADD_SHORT_RANGE_BLIP_FOR_COORD_OLD">
ADD_SHORT_RANGE_BLIP_FOR_COORD_OLD。

```text
04CC ADD_SHORT_RANGE_BLIP_FOR_COORD_OLD
```

```lua
addShortRangeBlipForCoordOld()
```

```js
native("ADD_SHORT_RANGE_BLIP_FOR_COORD_OLD")
```
</Opcode>

## 短距坐标标记

<Opcode id="04CD" name="ADD_SHORT_RANGE_BLIP_FOR_COORD">
ADD_SHORT_RANGE_BLIP_FOR_COORD。

```text
04CD ADD_SHORT_RANGE_BLIP_FOR_COORD
```

```lua
addShortRangeBlipForCoord()
```

```js
native("ADD_SHORT_RANGE_BLIP_FOR_COORD")
```
</Opcode>

## 加服装花费

<Opcode id="04CF" name="ADD_MONEY_SPENT_ON_CLOTHES">
ADD_MONEY_SPENT_ON_CLOTHES。

```text
04CF ADD_MONEY_SPENT_ON_CLOTHES
```

```lua
addMoneySpentOnClothes()
```

```js
native("ADD_MONEY_SPENT_ON_CLOTHES")
```
</Opcode>

## 第 N 近人物节点

<Opcode id="04D4" name="GET_NTH_CLOSEST_CHAR_NODE">
GET_NTH_CLOSEST_CHAR_NODE。

```text
04D4 GET_NTH_CLOSEST_CHAR_NODE
```

```lua
getNthClosestCharNode()
```

```js
native("GET_NTH_CLOSEST_CHAR_NODE")
```
</Opcode>

## 是否已拍照

<Opcode id="04DC" name="HAS_PHOTOGRAPH_BEEN_TAKEN">
HAS_PHOTOGRAPH_BEEN_TAKEN。

```text
04DC HAS_PHOTOGRAPH_BEEN_TAKEN
```

```lua
hasPhotographBeenTaken()
```

```js
native("HAS_PHOTOGRAPH_BEEN_TAKEN")
```
</Opcode>

## 设人物护甲

<Opcode id="04DE" name="SET_CHAR_ARMOUR">
SET_CHAR_ARMOUR。

```text
04DE SET_CHAR_ARMOUR
```

```lua
setCharArmour()
```

```js
native("SET_CHAR_ARMOUR")
```
</Opcode>

## 让玩家闭嘴

<Opcode id="04E2" name="SHUT_PLAYER_UP">
让玩家闭嘴。

```text
04E2 SHUT_PLAYER_UP
in: _p1, _p2
```

```lua
shutPlayerUp(_p1, _p2)
```

```js
native("SHUT_PLAYER_UP", _p1, _p2)
```
</Opcode>

## 人物偷任意含任务车

<Opcode id="04E8" name="SET_CHAR_OBJ_STEAL_ANY_CAR_EVEN_MISSION_CAR">
SET_CHAR_OBJ_STEAL_ANY_CAR_EVEN_MISSION_CAR。

```text
04E8 SET_CHAR_OBJ_STEAL_ANY_CAR_EVEN_MISSION_CAR
```

```lua
setCharObjStealAnyCarEvenMissionCar()
```

```js
native("SET_CHAR_OBJ_STEAL_ANY_CAR_EVEN_MISSION_CAR")
```
</Opcode>

## 设区域民用车信息

<Opcode id="04EC" name="SET_ZONE_CIVILIAN_CAR_INFO">
SET_ZONE_CIVILIAN_CAR_INFO。

```text
04EC SET_ZONE_CIVILIAN_CAR_INFO
```

```lua
setZoneCivilianCarInfo()
```

```js
native("SET_ZONE_CIVILIAN_CAR_INFO")
```
</Opcode>

## 物体等世界碰撞

<Opcode id="04F2" name="IS_OBJECT_WAITING_FOR_WORLD_COLLISION">
IS_OBJECT_WAITING_FOR_WORLD_COLLISION。

```text
04F2 IS_OBJECT_WAITING_FOR_WORLD_COLLISION
```

```lua
isObjectWaitingForWorldCollision()
```

```js
native("IS_OBJECT_WAITING_FOR_WORLD_COLLISION")
```
</Opcode>

## 人物挪到驾驶座

<Opcode id="04F3" name="SET_CHAR_SHUFFLE_INTO_DRIVERS_SEAT">
SET_CHAR_SHUFFLE_INTO_DRIVERS_SEAT。

```text
04F3 SET_CHAR_SHUFFLE_INTO_DRIVERS_SEAT
```

```lua
setCharShuffleIntoDriversSeat()
```

```js
native("SET_CHAR_SHUFFLE_INTO_DRIVERS_SEAT")
```
</Opcode>

## 人物为玩家朋友

<Opcode id="04F5" name="SET_CHAR_AS_PLAYER_FRIEND">
SET_CHAR_AS_PLAYER_FRIEND。

```text
04F5 SET_CHAR_AS_PLAYER_FRIEND
```

```lua
setCharAsPlayerFriend()
```

```js
native("SET_CHAR_AS_PLAYER_FRIEND")
```
</Opcode>

## 显示第 N 屏幕计数器

<Opcode id="04F6" name="DISPLAY_NTH_ONSCREEN_COUNTER">
DISPLAY_NTH_ONSCREEN_COUNTER。

```text
04F6 DISPLAY_NTH_ONSCREEN_COUNTER
```

```lua
displayNthOnscreenCounter()
```

```js
native("DISPLAY_NTH_ONSCREEN_COUNTER")
```
</Opcode>

## 关后备箱

<Opcode id="04FB" name="CLOSE_CAR_BOOT">
CLOSE_CAR_BOOT。

```text
04FB CLOSE_CAR_BOOT
```

```lua
closeCarBoot()
```

```js
native("CLOSE_CAR_BOOT")
```
</Opcode>

## 解除人物武装

<Opcode id="04FD" name="DISARM_CHAR">
DISARM_CHAR。

```text
04FD DISARM_CHAR
```

```lua
disarmChar()
```

```js
native("DISARM_CHAR")
```
</Opcode>

## 人物无目标

<Opcode id="04FF" name="IS_CHAR_OBJ_NO_OBJ">
IS_CHAR_OBJ_NO_OBJ。

```text
04FF IS_CHAR_OBJ_NO_OBJ
```

```lua
isCharObjNoObj()
```

```js
native("IS_CHAR_OBJ_NO_OBJ")
```
</Opcode>

## 人物冲刺到坐标

<Opcode id="0502" name="SET_CHAR_OBJ_SPRINT_TO_COORD">
SET_CHAR_OBJ_SPRINT_TO_COORD。

```text
0502 SET_CHAR_OBJ_SPRINT_TO_COORD
```

```lua
setCharObjSprintToCoord()
```

```js
native("SET_CHAR_OBJ_SPRINT_TO_COORD")
```
</Opcode>

## 第一人称控制镜头

<Opcode id="0504" name="SET_FIRST_PERSON_CONTROL_CAMERA">
SET_FIRST_PERSON_CONTROL_CAMERA。

```text
0504 SET_FIRST_PERSON_CONTROL_CAMERA
```

```lua
setFirstPersonControlCamera()
```

```js
native("SET_FIRST_PERSON_CONTROL_CAMERA")
```
</Opcode>

## 最近点最近轮胎

<Opcode id="0505" name="GET_NEAREST_TYRE_TO_POINT">
GET_NEAREST_TYRE_TO_POINT。

```text
0505 GET_NEAREST_TYRE_TO_POINT
```

```lua
getNearestTyreToPoint()
```

```js
native("GET_NEAREST_TYRE_TO_POINT")
```
</Opcode>

## 开关电梯镜头

<Opcode id="0507" name="SWITCH_LIFT_CAMERA">
SWITCH_LIFT_CAMERA。

```text
0507 SWITCH_LIFT_CAMERA
```

```lua
switchLiftCamera()
```

```js
native("SWITCH_LIFT_CAMERA")
```
</Opcode>

## 物理弹开后备箱

<Opcode id="050B" name="POP_CAR_BOOT_USING_PHYSICS">
打开车辆后备箱/引擎盖部件。

```text
050B POP_CAR_BOOT_USING_PHYSICS
```

```lua
popCarBootUsingPhysics()
```

```js
native("POP_CAR_BOOT_USING_PHYSICS")
```
</Opcode>

## 第一人称武器镜头

<Opcode id="050C" name="SET_FIRST_PERSON_WEAPON_CAMERA">
SET_FIRST_PERSON_WEAPON_CAMERA。

```text
050C SET_FIRST_PERSON_WEAPON_CAMERA
```

```lua
setFirstPersonWeaponCamera()
```

```js
native("SET_FIRST_PERSON_WEAPON_CAMERA")
```
</Opcode>

## 人物下车赴死

<Opcode id="050D" name="IS_CHAR_LEAVING_VEHICLE_TO_DIE">
IS_CHAR_LEAVING_VEHICLE_TO_DIE。

```text
050D IS_CHAR_LEAVING_VEHICLE_TO_DIE
```

```lua
isCharLeavingVehicleToDie()
```

```js
native("IS_CHAR_LEAVING_VEHICLE_TO_DIE")
```
</Opcode>

## 人物游荡路径畅通

<Opcode id="0510" name="IS_CHAR_WANDER_PATH_CLEAR">
IS_CHAR_WANDER_PATH_CLEAR。

```text
0510 IS_CHAR_WANDER_PATH_CLEAR
```

```lua
isCharWanderPathClear()
```

```js
native("IS_CHAR_WANDER_PATH_CLEAR")
```
</Opcode>

## 帮助带数字

<Opcode id="0511" name="PRINT_HELP_WITH_NUMBER">
PRINT_HELP_WITH_NUMBER。

```text
0511 PRINT_HELP_WITH_NUMBER
```

```lua
printHelpWithNumber()
```

```js
native("PRINT_HELP_WITH_NUMBER")
```
</Opcode>

## 人物可被帮派伤害

<Opcode id="0514" name="SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG">
SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG。

```text
0514 SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG
```

```lua
setCharCanBeDamagedByMembersOfGang()
```

```js
native("SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG")
```
</Opcode>

## 独占加载启动任务

<Opcode id="0515" name="LOAD_AND_LAUNCH_MISSION_EXCLUSIVE">
无操作。

```text
0515 LOAD_AND_LAUNCH_MISSION_EXCLUSIVE
```

```lua
loadAndLaunchMissionExclusive()
```

```js
native("LOAD_AND_LAUNCH_MISSION_EXCLUSIVE")
```
</Opcode>

## 任务音频播放中

<Opcode id="0516" name="IS_MISSION_AUDIO_PLAYING">
IS_MISSION_AUDIO_PLAYING。

```text
0516 IS_MISSION_AUDIO_PLAYING
```

```lua
isMissionAudioPlaying()
```

```js
native("IS_MISSION_AUDIO_PLAYING")
```
</Opcode>

## 显示三数字文本

<Opcode id="051F" name="DISPLAY_TEXT_WITH_3_NUMBERS">
DISPLAY_TEXT_WITH_3_NUMBERS。

```text
051F DISPLAY_TEXT_WITH_3_NUMBERS
```

```lua
displayTextWith3Numbers()
```

```js
native("DISPLAY_TEXT_WITH_3_NUMBERS")
```
</Opcode>

## 车在水中溺

<Opcode id="0520" name="IS_CAR_DROWNING_IN_WATER">
IS_CAR_DROWNING_IN_WATER。

```text
0520 IS_CAR_DROWNING_IN_WATER
```

```lua
isCarDrowningInWater()
```

```js
native("IS_CAR_DROWNING_IN_WATER")
```
</Opcode>

## 人物在水中溺

<Opcode id="0521" name="IS_CHAR_DROWNING_IN_WATER">
IS_CHAR_DROWNING_IN_WATER。

```text
0521 IS_CHAR_DROWNING_IN_WATER
```

```lua
isCharDrowningInWater()
```

```js
native("IS_CHAR_DROWNING_IN_WATER")
```
</Opcode>

## 关闭过场阴影

<Opcode id="0522" name="DISABLE_CUTSCENE_SHADOWS">
无操作。

```text
0522 DISABLE_CUTSCENE_SHADOWS
```

```lua
disableCutsceneShadows()
```

```js
native("DISABLE_CUTSCENE_SHADOWS")
```
</Opcode>

## 附近玻璃已碎

<Opcode id="0523" name="HAS_GLASS_BEEN_SHATTERED_NEARBY">
HAS_GLASS_BEEN_SHATTERED_NEARBY。

```text
0523 HAS_GLASS_BEEN_SHATTERED_NEARBY
```

```lua
hasGlassBeenShatteredNearby()
```

```js
native("HAS_GLASS_BEEN_SHATTERED_NEARBY")
```
</Opcode>

## 过场物体绑骨骼

<Opcode id="0524" name="ATTACH_CUTSCENE_OBJECT_TO_BONE">
无操作。

```text
0524 ATTACH_CUTSCENE_OBJECT_TO_BONE
```

```lua
attachCutsceneObjectToBone()
```

```js
native("ATTACH_CUTSCENE_OBJECT_TO_BONE")
```
</Opcode>

## 过场物体绑组件

<Opcode id="0525" name="ATTACH_CUTSCENE_OBJECT_TO_COMPONENT">
ATTACH_CUTSCENE_OBJECT_TO_COMPONENT。

```text
0525 ATTACH_CUTSCENE_OBJECT_TO_COMPONENT
```

```lua
attachCutsceneObjectToComponent()
```

```js
native("ATTACH_CUTSCENE_OBJECT_TO_COMPONENT")
```
</Opcode>

## 任务音频加载中

<Opcode id="0527" name="IS_MISSION_AUDIO_LOADING">
IS_MISSION_AUDIO_LOADING。

```text
0527 IS_MISSION_AUDIO_LOADING
```

```lua
isMissionAudioLoading()
```

```js
native("IS_MISSION_AUDIO_LOADING")
```
</Opcode>

## 加武器花费

<Opcode id="0528" name="ADD_MONEY_SPENT_ON_WEAPONS">
ADD_MONEY_SPENT_ON_WEAPONS。

```text
0528 ADD_MONEY_SPENT_ON_WEAPONS
```

```lua
addMoneySpentOnWeapons()
```

```js
native("ADD_MONEY_SPENT_ON_WEAPONS")
```
</Opcode>

## 加房产花费

<Opcode id="0529" name="ADD_MONEY_SPENT_ON_PROPERTY">
ADD_MONEY_SPENT_ON_PROPERTY。

```text
0529 ADD_MONEY_SPENT_ON_PROPERTY
```

```lua
addMoneySpentOnProperty()
```

```js
native("ADD_MONEY_SPENT_ON_PROPERTY")
```
</Opcode>

## 加喷漆花费

<Opcode id="052A" name="ADD_MONEY_SPENT_ON_AUTO_PAINTING">
ADD_MONEY_SPENT_ON_AUTO_PAINTING。

```text
052A ADD_MONEY_SPENT_ON_AUTO_PAINTING
```

```lua
addMoneySpentOnAutoPainting()
```

```js
native("ADD_MONEY_SPENT_ON_AUTO_PAINTING")
```
</Opcode>

## 人物接手机

<Opcode id="052B" name="SET_CHAR_ANSWERING_MOBILE">
SET_CHAR_ANSWERING_MOBILE。

```text
052B SET_CHAR_ANSWERING_MOBILE
```

```lua
setCharAnsweringMobile()
```

```js
native("SET_CHAR_ANSWERING_MOBILE")
```
</Opcode>

## 取玩家醉酒度

<Opcode id="052D" name="GET_PLAYER_DRUNKENNESS">
GET_PLAYER_DRUNKENNESS。

```text
052D GET_PLAYER_DRUNKENNESS
```

```lua
getPlayerDrunkenness()
```

```js
native("GET_PLAYER_DRUNKENNESS")
```
</Opcode>

## 设玩家毒瘾等级

<Opcode id="052E" name="SET_PLAYER_DRUG_LEVEL">
SET_PLAYER_DRUG_LEVEL。

```text
052E SET_PLAYER_DRUG_LEVEL
```

```lua
setPlayerDrugLevel()
```

```js
native("SET_PLAYER_DRUG_LEVEL")
```
</Opcode>

## 取玩家毒瘾等级

<Opcode id="052F" name="GET_PLAYER_DRUG_LEVEL">
GET_PLAYER_DRUG_LEVEL。

```text
052F GET_PLAYER_DRUG_LEVEL
```

```lua
getPlayerDrugLevel()
```

```js
native("GET_PLAYER_DRUG_LEVEL")
```
</Opcode>

## 加放贷访问

<Opcode id="0530" name="ADD_LOAN_SHARK_VISITS">
ADD_LOAN_SHARK_VISITS。

```text
0530 ADD_LOAN_SHARK_VISITS
```

```lua
addLoanSharkVisits()
```

```js
native("ADD_LOAN_SHARK_VISITS")
```
</Opcode>

## 加打砸店铺

<Opcode id="0531" name="ADD_STORES_KNOCKED_OFF">
ADD_STORES_KNOCKED_OFF。

```text
0531 ADD_STORES_KNOCKED_OFF
```

```lua
addStoresKnockedOff()
```

```js
native("ADD_STORES_KNOCKED_OFF")
```
</Opcode>

## 加电影特技

<Opcode id="0532" name="ADD_MOVIE_STUNTS">
ADD_MOVIE_STUNTS。

```text
0532 ADD_MOVIE_STUNTS
```

```lua
addMovieStunts()
```

```js
native("ADD_MOVIE_STUNTS")
```
</Opcode>

## 加暗杀次数

<Opcode id="0533" name="ADD_NUMBER_OF_ASSASSINATIONS">
ADD_NUMBER_OF_ASSASSINATIONS。

```text
0533 ADD_NUMBER_OF_ASSASSINATIONS
```

```lua
addNumberOfAssassinations()
```

```js
native("ADD_NUMBER_OF_ASSASSINATIONS")
```
</Opcode>

## 加披萨配送

<Opcode id="0534" name="ADD_PIZZAS_DELIVERED">
ADD_PIZZAS_DELIVERED。

```text
0534 ADD_PIZZAS_DELIVERED
```

```lua
addPizzasDelivered()
```

```js
native("ADD_PIZZAS_DELIVERED")
```
</Opcode>

## 加垃圾收集

<Opcode id="0535" name="ADD_GARBAGE_PICKUPS">
ADD_GARBAGE_PICKUPS。

```text
0535 ADD_GARBAGE_PICKUPS
```

```lua
addGarbagePickups()
```

```js
native("ADD_GARBAGE_PICKUPS")
```
</Opcode>

## 加冰淇淋销售

<Opcode id="0536" name="ADD_ICE_CREAMS_SOLD">
ADD_ICE_CREAMS_SOLD。

```text
0536 ADD_ICE_CREAMS_SOLD
```

```lua
addIceCreamsSold()
```

```js
native("ADD_ICE_CREAMS_SOLD")
```
</Opcode>

## 设射击场最高分

<Opcode id="0537" name="SET_TOP_SHOOTING_RANGE_SCORE">
SET_TOP_SHOOTING_RANGE_SCORE。

```text
0537 SET_TOP_SHOOTING_RANGE_SCORE
```

```lua
setTopShootingRangeScore()
```

```js
native("SET_TOP_SHOOTING_RANGE_SCORE")
```
</Opcode>

## 加射击场段位

<Opcode id="0538" name="ADD_SHOOTING_RANGE_RANK">
ADD_SHOOTING_RANGE_RANK。

```text
0538 ADD_SHOOTING_RANGE_RANK
```

```lua
addShootingRangeRank()
```

```js
native("ADD_SHOOTING_RANGE_RANK")
```
</Opcode>

## 加赌博花费

<Opcode id="0539" name="ADD_MONEY_SPENT_ON_GAMBLING">
ADD_MONEY_SPENT_ON_GAMBLING。

```text
0539 ADD_MONEY_SPENT_ON_GAMBLING
```

```lua
addMoneySpentOnGambling()
```

```js
native("ADD_MONEY_SPENT_ON_GAMBLING")
```
</Opcode>

## 加赌博赢钱

<Opcode id="053A" name="ADD_MONEY_WON_ON_GAMBLING">
ADD_MONEY_WON_ON_GAMBLING。

```text
053A ADD_MONEY_WON_ON_GAMBLING
```

```lua
addMoneyWonOnGambling()
```

```js
native("ADD_MONEY_WON_ON_GAMBLING")
```
</Opcode>

## 设最大赌博赢额

<Opcode id="053B" name="SET_LARGEST_GAMBLING_WIN">
SET_LARGEST_GAMBLING_WIN。

```text
053B SET_LARGEST_GAMBLING_WIN
```

```lua
setLargestGamblingWin()
```

```js
native("SET_LARGEST_GAMBLING_WIN")
```
</Opcode>

## 玩家组人物可战斗

<Opcode id="053C" name="SET_CHAR_IN_PLAYERS_GROUP_CAN_FIGHT">
SET_CHAR_IN_PLAYERS_GROUP_CAN_FIGHT。

```text
053C SET_CHAR_IN_PLAYERS_GROUP_CAN_FIGHT
```

```lua
setCharInPlayersGroupCanFight()
```

```js
native("SET_CHAR_IN_PLAYERS_GROUP_CAN_FIGHT")
```
</Opcode>

## 清除人物等待状态

<Opcode id="053D" name="CLEAR_CHAR_WAIT_STATE">
CLEAR_CHAR_WAIT_STATE。

```text
053D CLEAR_CHAR_WAIT_STATE
```

```lua
clearCharWaitState()
```

```js
native("CLEAR_CHAR_WAIT_STATE")
```
</Opcode>

## 设玩家自动瞄准

<Opcode id="0540" name="SET_PLAYER_AUTO_AIM">
SET_PLAYER_AUTO_AIM。

```text
0540 SET_PLAYER_AUTO_AIM
```

```lua
setPlayerAutoAim()
```

```js
native("SET_PLAYER_AUTO_AIM")
```
</Opcode>

## 房产已拥有

<Opcode id="0542" name="SET_PROPERTY_AS_OWNED">
SET_PROPERTY_AS_OWNED。

```text
0542 SET_PROPERTY_AS_OWNED
```

```lua
setPropertyAsOwned()
```

```js
native("SET_PROPERTY_AS_OWNED")
```
</Opcode>

## 加血环击杀

<Opcode id="0543" name="ADD_BLOOD_RING_KILLS">
ADD_BLOOD_RING_KILLS。

```text
0543 ADD_BLOOD_RING_KILLS
```

```lua
addBloodRingKills()
```

```js
native("ADD_BLOOD_RING_KILLS")
```
</Opcode>

## 设血环最长时长

<Opcode id="0544" name="SET_LONGEST_TIME_IN_BLOOD_RING">
SET_LONGEST_TIME_IN_BLOOD_RING。

```text
0544 SET_LONGEST_TIME_IN_BLOOD_RING
```

```lua
setLongestTimeInBloodRing()
```

```js
native("SET_LONGEST_TIME_IN_BLOOD_RING")
```
</Opcode>

## 大过场清空一切

<Opcode id="0545" name="REMOVE_EVERYTHING_FOR_HUGE_CUTSCENE">
无操作。

```text
0545 REMOVE_EVERYTHING_FOR_HUGE_CUTSCENE
```

```lua
removeEverythingForHugeCutscene()
```

```js
native("REMOVE_EVERYTHING_FOR_HUGE_CUTSCENE")
```
</Opcode>

## 玩家碰载具

<Opcode id="0546" name="IS_PLAYER_TOUCHING_VEHICLE">
IS_PLAYER_TOUCHING_VEHICLE。

```text
0546 IS_PLAYER_TOUCHING_VEHICLE
```

```lua
isPlayerTouchingVehicle()
```

```js
native("IS_PLAYER_TOUCHING_VEHICLE")
```
</Opcode>

## 玩家附近行人模型

<Opcode id="0548" name="CHECK_FOR_PED_MODEL_AROUND_PLAYER">
无操作。

```text
0548 CHECK_FOR_PED_MODEL_AROUND_PLAYER
```

```lua
checkForPedModelAroundPlayer()
```

```js
native("CHECK_FOR_PED_MODEL_AROUND_PLAYER")
```
</Opcode>

## 清除人物跟随路径

<Opcode id="0549" name="CLEAR_CHAR_FOLLOW_PATH">
CLEAR_CHAR_FOLLOW_PATH。

```text
0549 CLEAR_CHAR_FOLLOW_PATH
```

```lua
clearCharFollowPath()
```

```js
native("CLEAR_CHAR_FOLLOW_PATH")
```
</Opcode>

## 过场物体绑载具

<Opcode id="054B" name="ATTACH_CUTSCENE_OBJECT_TO_VEHICLE">
无操作。

```text
054B ATTACH_CUTSCENE_OBJECT_TO_VEHICLE
```

```lua
attachCutsceneObjectToVehicle()
```

```js
native("ATTACH_CUTSCENE_OBJECT_TO_VEHICLE")
```
</Opcode>

## 今晚活动

<Opcode id="054D" name="SET_TONIGHTS_EVENT">
设置是否在体育场显示消息。

```text
054D SET_TONIGHTS_EVENT
```

```lua
setTonightsEvent()
```

```js
native("SET_TONIGHTS_EVENT")
```
</Opcode>

## 玩家见过 Debbie Harry

<Opcode id="0551" name="SET_PLAYER_HAS_MET_DEBBIE_HARRY">
SET_PLAYER_HAS_MET_DEBBIE_HARRY。

```text
0551 SET_PLAYER_HAS_MET_DEBBIE_HARRY
```

```lua
setPlayerHasMetDebbieHarry()
```

```js
native("SET_PLAYER_HAS_MET_DEBBIE_HARRY")
```
</Opcode>

## 设暴乱强度

<Opcode id="0552" name="SET_RIOT_INTENSITY">
SET_RIOT_INTENSITY。

```text
0552 SET_RIOT_INTENSITY
```

```lua
setRiotIntensity()
```

```js
native("SET_RIOT_INTENSITY")
```
</Opcode>

## 车在倾斜区域 2D

<Opcode id="0553" name="IS_CAR_IN_ANGLED_AREA_2D">
IS_CAR_IN_ANGLED_AREA_2D。

```text
0553 IS_CAR_IN_ANGLED_AREA_2D
```

```lua
isCarInAngledArea2d()
```

```js
native("IS_CAR_IN_ANGLED_AREA_2D")
```
</Opcode>

## 车在倾斜区域 3D

<Opcode id="0554" name="IS_CAR_IN_ANGLED_AREA_3D">
IS_CAR_IN_ANGLED_AREA_3D。

```text
0554 IS_CAR_IN_ANGLED_AREA_3D
```

```lua
isCarInAngledArea3d()
```

```js
native("IS_CAR_IN_ANGLED_AREA_3D")
```
</Opcode>

## 设出租车捷径

<Opcode id="0556" name="SET_UP_TAXI_SHORTCUT">
SET_UP_TAXI_SHORTCUT。

```text
0556 SET_UP_TAXI_SHORTCUT
```

```lua
setUpTaxiShortcut()
```

```js
native("SET_UP_TAXI_SHORTCUT")
```
</Opcode>

## 清除出租车捷径

<Opcode id="0557" name="CLEAR_TAXI_SHORTCUT">
CLEAR_TAXI_SHORTCUT。

```text
0557 CLEAR_TAXI_SHORTCUT
```

```lua
clearTaxiShortcut()
```

```js
native("CLEAR_TAXI_SHORTCUT")
```
</Opcode>

## 人物步行走向车

<Opcode id="0558" name="SET_CHAR_OBJ_GOTO_CAR_ON_FOOT">
SET_CHAR_OBJ_GOTO_CAR_ON_FOOT。

```text
0558 SET_CHAR_OBJ_GOTO_CAR_ON_FOOT
```

```lua
setCharObjGotoCarOnFoot()
```

```js
native("SET_CHAR_OBJ_GOTO_CAR_ON_FOOT")
```
</Opcode>

## 最近水节点

<Opcode id="0559" name="GET_CLOSEST_WATER_NODE">
GET_CLOSEST_WATER_NODE。

```text
0559 GET_CLOSEST_WATER_NODE
```

```lua
getClosestWaterNode()
```

```js
native("GET_CLOSEST_WATER_NODE")
```
</Opcode>

## 加色情传单到垃圾

<Opcode id="055A" name="ADD_PORN_LEAFLET_TO_RUBBISH">
ADD_PORN_LEAFLET_TO_RUBBISH。

```text
055A ADD_PORN_LEAFLET_TO_RUBBISH
```

```lua
addPornLeafletToRubbish()
```

```js
native("ADD_PORN_LEAFLET_TO_RUBBISH")
```
</Opcode>

## 创建衣服拾取

<Opcode id="055B" name="CREATE_CLOTHES_PICKUP">
无操作。

```text
055B CREATE_CLOTHES_PICKUP
```

```lua
createClothesPickup()
```

```js
native("CREATE_CLOTHES_PICKUP")
```
</Opcode>

## 改标记阈值

<Opcode id="055C" name="CHANGE_BLIP_THRESHOLD">
CHANGE_BLIP_THRESHOLD。

```text
055C CHANGE_BLIP_THRESHOLD
```

```lua
changeBlipThreshold()
```

```js
native("CHANGE_BLIP_THRESHOLD")
```
</Opcode>

## 人物忽略物体后威胁

<Opcode id="0562" name="SET_CHAR_IGNORE_THREATS_BEHIND_OBJECTS">
SET_CHAR_IGNORE_THREATS_BEHIND_OBJECTS。

```text
0562 SET_CHAR_IGNORE_THREATS_BEHIND_OBJECTS
```

```lua
setCharIgnoreThreatsBehindObjects()
```

```js
native("SET_CHAR_IGNORE_THREATS_BEHIND_OBJECTS")
```
</Opcode>

## 载具是否曾为警车

<Opcode id="0567" name="WAS_VEHICLE_EVER_POLICE">
WAS_VEHICLE_EVER_POLICE。

```text
0567 WAS_VEHICLE_EVER_POLICE
```

```lua
wasVehicleEverPolice()
```

```js
native("WAS_VEHICLE_EVER_POLICE")
```
</Opcode>

## 加载未压缩动画

<Opcode id="0569" name="LOAD_UNCOMPRESSED_ANIM">
无操作。

```text
0569 LOAD_UNCOMPRESSED_ANIM
```

```lua
loadUncompressedAnim()
```

```js
native("LOAD_UNCOMPRESSED_ANIM")
```
</Opcode>

## 受威胁时蹲伏

<Opcode id="056B" name="SET_CHAR_CROUCH_WHEN_THREATENED">
SET_CHAR_CROUCH_WHEN_THREATENED。

```text
056B SET_CHAR_CROUCH_WHEN_THREATENED
```

```lua
setCharCrouchWhenThreatened()
```

```js
native("SET_CHAR_CROUCH_WHEN_THREATENED")
```
</Opcode>

## 联系点短距标记

<Opcode id="056F" name="ADD_SHORT_RANGE_BLIP_FOR_CONTACT_POINT">
ADD_SHORT_RANGE_BLIP_FOR_CONTACT_POINT。

```text
056F ADD_SHORT_RANGE_BLIP_FOR_CONTACT_POINT
```

```lua
addShortRangeBlipForContactPoint()
```

```js
native("ADD_SHORT_RANGE_BLIP_FOR_CONTACT_POINT")
```
</Opcode>

## 人物卡住

<Opcode id="0571" name="IS_CHAR_STUCK">
IS_CHAR_STUCK。

```text
0571 IS_CHAR_STUCK
```

```lua
isCharStuck()
```

```js
native("IS_CHAR_STUCK")
```
</Opcode>

## 停止射击不寻实体

<Opcode id="0573" name="SET_CHAR_STOP_SHOOT_DONT_SEEK_ENTITY">
SET_CHAR_STOP_SHOOT_DONT_SEEK_ENTITY。

```text
0573 SET_CHAR_STOP_SHOOT_DONT_SEEK_ENTITY
```

```lua
setCharStopShootDontSeekEntity()
```

```js
native("SET_CHAR_STOP_SHOOT_DONT_SEEK_ENTITY")
```
</Opcode>

## 冻结物体且不加载碰撞

<Opcode id="0576" name="FREEZE_OBJECT_POSITION_AND_DONT_LOAD_COLLISION">
FREEZE_OBJECT_POSITION_AND_DONT_LOAD_COLLISION。

```text
0576 FREEZE_OBJECT_POSITION_AND_DONT_LOAD_COLLISION
```

```lua
freezeObjectPositionAndDontLoadCollision()
```

```js
native("FREEZE_OBJECT_POSITION_AND_DONT_LOAD_COLLISION")
```
</Opcode>

## RC 爆炸后淡入切镜

<Opcode id="0577" name="SET_FADE_AND_JUMPCUT_AFTER_RC_EXPLOSION">
SET_FADE_AND_JUMPCUT_AFTER_RC_EXPLOSION。

```text
0577 SET_FADE_AND_JUMPCUT_AFTER_RC_EXPLOSION
```

```lua
setFadeAndJumpcutAfterRcExplosion()
```

```js
native("SET_FADE_AND_JUMPCUT_AFTER_RC_EXPLOSION")
```
</Opcode>

## 登记义警关卡

<Opcode id="0578" name="REGISTER_VIGILANTE_LEVEL">
REGISTER_VIGILANTE_LEVEL。

```text
0578 REGISTER_VIGILANTE_LEVEL
```

```lua
registerVigilanteLevel()
```

```js
native("REGISTER_VIGILANTE_LEVEL")
```
</Opcode>

## 清除人物全部动画

<Opcode id="0579" name="CLEAR_ALL_CHAR_ANIMS">
CLEAR_ALL_CHAR_ANIMS。

```text
0579 CLEAR_ALL_CHAR_ANIMS
```

```lua
clearAllCharAnims()
```

```js
native("CLEAR_ALL_CHAR_ANIMS")
```
</Opcode>

## 车库最大车数

<Opcode id="057A" name="SET_MAXIMUM_NUMBER_OF_CARS_IN_GARAGE">
SET_MAXIMUM_NUMBER_OF_CARS_IN_GARAGE。

```text
057A SET_MAXIMUM_NUMBER_OF_CARS_IN_GARAGE
```

```lua
setMaximumNumberOfCarsInGarage()
```

```js
native("SET_MAXIMUM_NUMBER_OF_CARS_IN_GARAGE")
```
</Opcode>

## 通缉星闪烁

<Opcode id="057B" name="WANTED_STARS_ARE_FLASHING">
无操作。

```text
057B WANTED_STARS_ARE_FLASHING
```

```lua
wantedStarsAreFlashing()
```

```js
native("WANTED_STARS_ARE_FLASHING")
```
</Opcode>

## 允许飓风

<Opcode id="057C" name="SET_ALLOW_HURRICANES">
SET_ALLOW_HURRICANES。

```text
057C SET_ALLOW_HURRICANES
```

```lua
setAllowHurricanes()
```

```js
native("SET_ALLOW_HURRICANES")
```
</Opcode>

## 播放公告

<Opcode id="057D" name="PLAY_ANNOUNCEMENT">
播放公告语音。

```text
057D PLAY_ANNOUNCEMENT
```

```lua
playAnnouncement()
```

```js
native("PLAY_ANNOUNCEMENT")
```
</Opcode>

## 取大巴车费数

<Opcode id="057F" name="GET_BUS_FARES_COLLECTED_BY_PLAYER">
返回大巴乘客数量。

```text
057F GET_BUS_FARES_COLLECTED_BY_PLAYER
```

```lua
getBusFaresCollectedByPlayer()
```

```js
native("GET_BUS_FARES_COLLECTED_BY_PLAYER")
```
</Opcode>

## 人物买冰淇淋

<Opcode id="0580" name="SET_CHAR_OBJ_BUY_ICE_CREAM">
SET_CHAR_OBJ_BUY_ICE_CREAM。

```text
0580 SET_CHAR_OBJ_BUY_ICE_CREAM
```

```lua
setCharObjBuyIceCream()
```

```js
native("SET_CHAR_OBJ_BUY_ICE_CREAM")
```
</Opcode>

## 清除人物冰淇淋购买

<Opcode id="0584" name="CLEAR_CHAR_ICE_CREAM_PURCHASE">
CLEAR_CHAR_ICE_CREAM_PURCHASE。

```text
0584 CLEAR_CHAR_ICE_CREAM_PURCHASE
```

```lua
clearCharIceCreamPurchase()
```

```js
native("CLEAR_CHAR_ICE_CREAM_PURCHASE")
```
</Opcode>

## 车内开火键按下

<Opcode id="0585" name="IS_IN_CAR_FIRE_BUTTON_PRESSED">
用在 if：攻击键是否按下。

```text
0585 IS_IN_CAR_FIRE_BUTTON_PRESSED
```

```lua
isInCarFireButtonPressed()
```

```js
native("IS_IN_CAR_FIRE_BUTTON_PRESSED")
```
</Opcode>

## 人物尝试过吸引点

<Opcode id="0586" name="HAS_CHAR_ATTEMPTED_ATTRACTOR">
HAS_CHAR_ATTEMPTED_ATTRACTOR。

```text
0586 HAS_CHAR_ATTEMPTED_ATTRACTOR
```

```lua
hasCharAttemptedAttractor()
```

```js
native("HAS_CHAR_ATTEMPTED_ATTRACTOR")
```
</Opcode>

## 物体加载碰撞标志

<Opcode id="0589" name="SET_LOAD_COLLISION_FOR_OBJECT_FLAG">
SET_LOAD_COLLISION_FOR_OBJECT_FLAG。

```text
0589 SET_LOAD_COLLISION_FOR_OBJECT_FLAG
```

```lua
setLoadCollisionForObjectFlag()
```

```js
native("SET_LOAD_COLLISION_FOR_OBJECT_FLAG")
```
</Opcode>

## 人物已买冰淇淋

<Opcode id="058B" name="HAS_CHAR_BOUGHT_ICE_CREAM">
HAS_CHAR_BOUGHT_ICE_CREAM。

```text
058B HAS_CHAR_BOUGHT_ICE_CREAM
```

```lua
hasCharBoughtIceCream()
```

```js
native("HAS_CHAR_BOUGHT_ICE_CREAM")
```
</Opcode>

## 捷径上车点

<Opcode id="058D" name="SET_SHORTCUT_PICKUP_POINT">
无操作。

```text
058D SET_SHORTCUT_PICKUP_POINT
```

```lua
setShortcutPickupPoint()
```

```js
native("SET_SHORTCUT_PICKUP_POINT")
```
</Opcode>

## 任务捷径下车点

<Opcode id="058E" name="SET_SHORTCUT_DROPOFF_POINT_FOR_MISSION">
SET_SHORTCUT_DROPOFF_POINT_FOR_MISSION。

```text
058E SET_SHORTCUT_DROPOFF_POINT_FOR_MISSION
```

```lua
setShortcutDropoffPointForMission()
```

```js
native("SET_SHORTCUT_DROPOFF_POINT_FOR_MISSION")
```
</Opcode>

## 区域内随机冰淇淋顾客

<Opcode id="058F" name="GET_RANDOM_ICE_CREAM_CUSTOMER_IN_AREA">
GET_RANDOM_ICE_CREAM_CUSTOMER_IN_AREA。

```text
058F GET_RANDOM_ICE_CREAM_CUSTOMER_IN_AREA
```

```lua
getRandomIceCreamCustomerInArea()
```

```js
native("GET_RANDOM_ICE_CREAM_CUSTOMER_IN_AREA")
```
</Opcode>

## 区内随机冰淇淋顾客

<Opcode id="0590" name="GET_RANDOM_ICE_CREAM_CUSTOMER_IN_ZONE">
GET_RANDOM_ICE_CREAM_CUSTOMER_IN_ZONE。

```text
0590 GET_RANDOM_ICE_CREAM_CUSTOMER_IN_ZONE
```

```lua
getRandomIceCreamCustomerInZone()
```

```js
native("GET_RANDOM_ICE_CREAM_CUSTOMER_IN_ZONE")
```
</Opcode>

## 解锁区域全部车门

<Opcode id="0591" name="UNLOCK_ALL_CAR_DOORS_IN_AREA">
UNLOCK_ALL_CAR_DOORS_IN_AREA。

```text
0591 UNLOCK_ALL_CAR_DOORS_IN_AREA
```

```lua
unlockAllCarDoorsInArea()
```

```js
native("UNLOCK_ALL_CAR_DOORS_IN_AREA")
```
</Opcode>

## 帮派带警察打玩家

<Opcode id="0592" name="SET_GANG_ATTACK_PLAYER_WITH_COPS">
SET_GANG_ATTACK_PLAYER_WITH_COPS。

```text
0592 SET_GANG_ATTACK_PLAYER_WITH_COPS
```

```lua
setGangAttackPlayerWithCops()
```

```js
native("SET_GANG_ATTACK_PLAYER_WITH_COPS")
```
</Opcode>

## 劫车后人物惊慌

<Opcode id="0593" name="SET_CHAR_FRIGHTENED_IN_JACKED_CAR">
SET_CHAR_FRIGHTENED_IN_JACKED_CAR。

```text
0593 SET_CHAR_FRIGHTENED_IN_JACKED_CAR
```

```lua
setCharFrightenedInJackedCar()
```

```js
native("SET_CHAR_FRIGHTENED_IN_JACKED_CAR")
```
</Opcode>

## 玩家在捷径出租车

<Opcode id="0596" name="IS_PLAYER_IN_SHORTCUT_TAXI">
IS_PLAYER_IN_SHORTCUT_TAXI。

```text
0596 IS_PLAYER_IN_SHORTCUT_TAXI
in: _p1
```

```lua
isPlayerInShortcutTaxi(_p1)
```

```js
native("IS_PLAYER_IN_SHORTCUT_TAXI", _p1)
```
</Opcode>

## 过场直升机扬尘

<Opcode id="0598" name="CREATE_DUST_EFFECT_FOR_CUTSCENE_HELI">
CREATE_DUST_EFFECT_FOR_CUTSCENE_HELI。

```text
0598 CREATE_DUST_EFFECT_FOR_CUTSCENE_HELI
```

```lua
createDustEffectForCutsceneHeli()
```

```js
native("CREATE_DUST_EFFECT_FOR_CUTSCENE_HELI")
```
</Opcode>

## 登记灭火关卡

<Opcode id="0599" name="REGISTER_FIRE_LEVEL">
REGISTER_FIRE_LEVEL。

```text
0599 REGISTER_FIRE_LEVEL
```

```lua
registerFireLevel()
```

```js
native("REGISTER_FIRE_LEVEL")
```
</Opcode>

## 拆除车载炸弹

<Opcode id="059B" name="DISARM_CAR_BOMB">
无操作。

```text
059B DISARM_CAR_BOMB
```

```lua
disarmCarBomb()
```

```js
native("DISARM_CAR_BOMB")
```
</Opcode>

## 设全局文本标签

<Opcode id="05A9" name="SET_VAR_TEXT_LABEL">
从 src 向 dest 最多复制 8 个字符。

```text
05A9 SET_VAR_TEXT_LABEL
in: dest, src
```

```lua
setVarTextLabel(dest, src)
```

```js
native("SET_VAR_TEXT_LABEL", dest, src)
```
</Opcode>

## 设局部文本标签

<Opcode id="05AA" name="SET_LVAR_TEXT_LABEL">
从 src 向 dest 最多复制 8 个字符。

```text
05AA SET_LVAR_TEXT_LABEL
in: dest, src
```

```lua
setLvarTextLabel(dest, src)
```

```js
native("SET_LVAR_TEXT_LABEL", dest, src)
```
</Opcode>

## 声明全局文本标签

<Opcode id="05AB" name="VAR_TEXT_LABEL">
VAR_TEXT_LABEL。

```text
05AB VAR_TEXT_LABEL
```

```lua
varTextLabel()
```

```js
native("VAR_TEXT_LABEL")
```
</Opcode>

## 声明局部文本标签

<Opcode id="05AC" name="LVAR_TEXT_LABEL">
LVAR_TEXT_LABEL。

```text
05AC LVAR_TEXT_LABEL
```

```lua
lvarTextLabel()
```

```js
native("LVAR_TEXT_LABEL")
```
</Opcode>

## 全局文本标签相等

<Opcode id="05AD" name="IS_VAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL">
用在 if：两个以 null 结尾的字符串是否相等。

```text
05AD IS_VAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL
in: string, string
```

```lua
isVarTextLabelEqualToTextLabel(string, string)
```

```js
native("IS_VAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL", string, string)
```
</Opcode>

## 局部文本标签相等

<Opcode id="05AE" name="IS_LVAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL">
用在 if：两个以 null 结尾的字符串是否相等。

```text
05AE IS_LVAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL
in: string, string
```

```lua
isLvarTextLabelEqualToTextLabel(string, string)
```

```js
native("IS_LVAR_TEXT_LABEL_EQUAL_TO_TEXT_LABEL", string, string)
```
</Opcode>

## 二维线段相交

<Opcode id="05AF" name="DO_2D_LINES_INTERSECT">
DO_2D_LINES_INTERSECT。

```text
05AF DO_2D_LINES_INTERSECT
```

```lua
do2dLinesIntersect()
```

```js
native("DO_2D_LINES_INTERSECT")
```
</Opcode>

## 点在三角形内

<Opcode id="05B1" name="IS_2D_POINT_IN_TRIANGLE">
无操作。

```text
05B1 IS_2D_POINT_IN_TRIANGLE
```

```lua
is2dPointInTriangle()
```

```js
native("IS_2D_POINT_IN_TRIANGLE")
```
</Opcode>

## 点在矩形且线左侧

<Opcode id="05B2" name="IS_2D_POINT_IN_RECTANGLE_ON_LEFT_SIDE_OF_LINE">
无操作。

```text
05B2 IS_2D_POINT_IN_RECTANGLE_ON_LEFT_SIDE_OF_LINE
```

```lua
is2dPointInRectangleOnLeftSideOfLine()
```

```js
native("IS_2D_POINT_IN_RECTANGLE_ON_LEFT_SIDE_OF_LINE")
```
</Opcode>

## 点在二维线左侧

<Opcode id="05B3" name="IS_2D_POINT_ON_LEFT_SIDE_OF_2D_LINE">
无操作。

```text
05B3 IS_2D_POINT_ON_LEFT_SIDE_OF_2D_LINE
```

```lua
is2dPointOnLeftSideOf2dLine()
```

```js
native("IS_2D_POINT_ON_LEFT_SIDE_OF_2D_LINE")
```
</Opcode>

## 人物持续看物体

<Opcode id="05B4" name="CHAR_LOOK_AT_OBJECT_ALWAYS">
CHAR_LOOK_AT_OBJECT_ALWAYS。

```text
05B4 CHAR_LOOK_AT_OBJECT_ALWAYS
```

```lua
charLookAtObjectAlways()
```

```js
native("CHAR_LOOK_AT_OBJECT_ALWAYS")
```
</Opcode>

## 对物体施加碰撞

<Opcode id="05B5" name="APPLY_COLLISION_ON_OBJECT">
无操作。

```text
05B5 APPLY_COLLISION_ON_OBJECT
```

```lua
applyCollisionOnObject()
```

```js
native("APPLY_COLLISION_ON_OBJECT")
```
</Opcode>

## 任务玩家步行

<Opcode id="05B7" name="TASK_PLAYER_ON_FOOT">
无操作。

```text
05B7 TASK_PLAYER_ON_FOOT
```

```lua
taskPlayerOnFoot()
```

```js
native("TASK_PLAYER_ON_FOOT")
```
</Opcode>

## 任务玩家在车

<Opcode id="05B8" name="TASK_PLAYER_IN_CAR">
无操作。

```text
05B8 TASK_PLAYER_IN_CAR
```

```lua
taskPlayerInCar()
```

```js
native("TASK_PLAYER_IN_CAR")
```
</Opcode>

## 任务引爆

<Opcode id="05C6" name="TASK_DETONATE">
TASK_DETONATE。

```text
05C6 TASK_DETONATE
```

```lua
taskDetonate()
```

```js
native("TASK_DETONATE")
```
</Opcode>

## 任务偷车

<Opcode id="05CC" name="TASK_STEAL_CAR">
TASK_STEAL_CAR。

```text
05CC TASK_STEAL_CAR
```

```lua
taskStealCar()
```

```js
native("TASK_STEAL_CAR")
```
</Opcode>

## 任务下车并死亡

<Opcode id="05CE" name="TASK_LEAVE_CAR_AND_DIE">
无操作。

```text
05CE TASK_LEAVE_CAR_AND_DIE
```

```lua
taskLeaveCarAndDie()
```

```js
native("TASK_LEAVE_CAR_AND_DIE")
```
</Opcode>

## 任务驾车

<Opcode id="05D0" name="TASK_CAR_DRIVE">
无操作。

```text
05D0 TASK_CAR_DRIVE
```

```lua
taskCarDrive()
```

```js
native("TASK_CAR_DRIVE")
```
</Opcode>

## 人物伪装

<Opcode id="05D5" name="SET_CHAR_IN_DISGUISE">
SET_CHAR_IN_DISGUISE。

```text
05D5 SET_CHAR_IN_DISGUISE
```

```lua
setCharInDisguise()
```

```js
native("SET_CHAR_IN_DISGUISE")
```
</Opcode>

## 任务警察游荡

<Opcode id="05DF" name="TASK_WANDER_COP">
TASK_WANDER_COP。

```text
05DF TASK_WANDER_COP
```

```lua
taskWanderCop()
```

```js
native("TASK_WANDER_COP")
```
</Opcode>

## 任务罪犯游荡

<Opcode id="05E0" name="TASK_WANDER_CRIMINAL">
读取游戏内存并写入变量。

```text
05E0 TASK_WANDER_CRIMINAL
```

```lua
taskWanderCriminal()
```

```js
native("TASK_WANDER_CRIMINAL")
```
</Opcode>

## 任务编队跟随领袖

<Opcode id="05E1" name="TASK_FOLLOW_LEADER_IN_FORMATION">
TASK_FOLLOW_LEADER_IN_FORMATION。

```text
05E1 TASK_FOLLOW_LEADER_IN_FORMATION
```

```lua
taskFollowLeaderInFormation()
```

```js
native("TASK_FOLLOW_LEADER_IN_FORMATION")
```
</Opcode>
