---
title: "世界 World"
description: "区域清理 / 密度 / 查询 / 世界状态"
---

---
title: 世界 World
description: 区域清理 / 密度 / 查询 / 世界状态
---

`sa` · 扩展 `default` · SCM 原生命令

共 65 条。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 车流量密度

<Opcode id="01EB" name="SET_CAR_DENSITY_MULTIPLIER" member="World.SetCarDensityMultiplier">
车流量密度倍率。

```text
01EB SET_CAR_DENSITY_MULTIPLIER
in: multiplier
```

```lua
setCarDensityMultiplier(multiplier)
```

```js
World.setCarDensityMultiplier(multiplier)
```
</Opcode>

## 地面高度 Z

<Opcode id="02CE" name="GET_GROUND_Z_FOR_3D_COORD" member="World.GetGroundZFor3DCoord">
该点对应地面高度 Z。

```text
02CE GET_GROUND_Z_FOR_3D_COORD
in: x, y, z
out: groundZ
```

```lua
local groundZ = getGroundZFor3DCoord(x, y, z)
```

```js
World.getGroundZFor3DCoord(x, y, z)
```
</Opcode>

## 区内是否有抛射物

<Opcode id="02EE" name="IS_PROJECTILE_IN_AREA" member="World.IsProjectileInArea">
用在 if：3D 区内是否有抛射物。

```text
02EE IS_PROJECTILE_IN_AREA
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
```

```lua
isProjectileInArea(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.isProjectileInArea(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 清全部脚本火

<Opcode id="031A" name="REMOVE_ALL_SCRIPT_FIRES" member="World.RemoveAllScriptFires">
清掉全部脚本火（`02CF`）。

```text
031A REMOVE_ALL_SCRIPT_FIRES
```

```lua
removeAllScriptFires()
```

```js
World.removeAllScriptFires()
```
</Opcode>

## 区内随机车型

<Opcode id="0327" name="GET_RANDOM_CAR_OF_TYPE_IN_AREA" member="World.GetRandomCarOfTypeInArea">
2D 区内随机一辆指定型号车，无则 -1。

```text
0327 GET_RANDOM_CAR_OF_TYPE_IN_AREA
in: leftBottomX, leftBottomY, rightTopX, rightTopY, modelId
out: handle
```

```lua
local handle = getRandomCarOfTypeInArea(leftBottomX, leftBottomY, rightTopX, rightTopY, modelId)
```

```js
World.getRandomCarOfTypeInArea(leftBottomX, leftBottomY, rightTopX, rightTopY, modelId)
```
</Opcode>

## 区是否被占用

<Opcode id="0339" name="IS_AREA_OCCUPIED" member="World.IsAreaOccupied">
用在 if：3D 区内是否有指定类型占用。

```text
0339 IS_AREA_OCCUPIED
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, solid, car, char, object, particle
```

```lua
isAreaOccupied(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, solid, car, char, object, particle)
```

```js
World.isAreaOccupied(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, solid, car, char, object, particle)
```
</Opcode>

## 区内是否有爆炸

<Opcode id="0356" name="IS_EXPLOSION_IN_AREA" member="World.IsExplosionInArea">
用在 if：3D 区内是否有指定类型爆炸。

```text
0356 IS_EXPLOSION_IN_AREA
in: explosionType, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
```

```lua
isExplosionInArea(explosionType, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.isExplosionInArea(explosionType, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 最近物体显隐

<Opcode id="0363" name="SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE" member="World.SetVisibilityOfClosestObjectOfType">
坐标附近最近匹配模型的物体显隐。

```text
0363 SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE
in: x, y, z, radius, modelId, state
```

```lua
setVisibilityOfClosestObjectOfType(x, y, z, radius, modelId, state)
```

```js
World.setVisibilityOfClosestObjectOfType(x, y, z, radius, modelId, state)
```
</Opcode>

## 点是否被任务实体挡

<Opcode id="038A" name="IS_POINT_OBSCURED_BY_A_MISSION_ENTITY" member="World.IsPointObscuredByAMissionEntity">
用在 if：点半径内是否被任务实体挡住（常查车）。

```text
038A IS_POINT_OBSCURED_BY_A_MISSION_ENTITY
in: x, y, z, radiusX, radiusY, radiusZ
```

```lua
isPointObscuredByAMissionEntity(x, y, z, radiusX, radiusY, radiusZ)
```

```js
World.isPointObscuredByAMissionEntity(x, y, z, radiusX, radiusY, radiusZ)
```
</Opcode>

## 清区域

<Opcode id="0395" name="CLEAR_AREA" member="World.ClearArea">
清区域：非任务占用的车/人（可选粒子）。

```text
0395 CLEAR_AREA
in: x, y, z, radius, clearParticles
```

```lua
clearArea(x, y, z, radius, clearParticles)
```

```js
World.clearArea(x, y, z, radius, clearParticles)
```
</Opcode>

## 替换最近建筑

<Opcode id="03B6" name="SWAP_NEAREST_BUILDING_MODEL" member="World.SwapNearestBuildingModel">
搜索中心附近最近建筑模型替换。

```text
03B6 SWAP_NEAREST_BUILDING_MODEL
in: x, y, z, radius, fromModelId, toModelId
```

```lua
swapNearestBuildingModel(x, y, z, radius, fromModelId, toModelId)
```

```js
World.swapNearestBuildingModel(x, y, z, radius, fromModelId, toModelId)
```
</Opcode>

## 开关世界处理

<Opcode id="03B7" name="SWITCH_WORLD_PROCESSING" member="World.SwitchProcessing">
是否处理/渲染世界（可只留过场物体）。

```text
03B7 SWITCH_WORLD_PROCESSING
in: state
```

```lua
switchWorldProcessing(state)
```

```js
World.switchProcessing(state)
```
</Opcode>

## 清区内车

<Opcode id="03BA" name="CLEAR_AREA_OF_CARS" member="World.ClearAreaOfCars">
清 3D 区内所有车。

```text
03BA CLEAR_AREA_OF_CARS
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
```

```lua
clearAreaOfCars(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.clearAreaOfCars(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 停车场随机车

<Opcode id="03C5" name="CREATE_RANDOM_CAR_FOR_CAR_PARK" member="World.CreateRandomCarForCarPark">
在坐标生成停车场用随机车。

```text
03C5 CREATE_RANDOM_CAR_FOR_CAR_PARK
in: x, y, z, heading
```

```lua
createRandomCarForCarPark(x, y, z, heading)
```

```js
World.createRandomCarForCarPark(x, y, z, heading)
```
</Opcode>

## 行人密度

<Opcode id="03DE" name="SET_PED_DENSITY_MULTIPLIER" member="World.SetPedDensityMultiplier">
行人密度倍率。

```text
03DE SET_PED_DENSITY_MULTIPLIER
in: multiplier
```

```lua
setPedDensityMultiplier(multiplier)
```

```js
World.setPedDensityMultiplier(multiplier)
```
</Opcode>

## 清区内人

<Opcode id="042B" name="CLEAR_AREA_OF_CHARS" member="World.ClearAreaOfChars">
清 3D 区内行人。

```text
042B CLEAR_AREA_OF_CHARS
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
```

```lua
clearAreaOfChars(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.clearAreaOfChars(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 坐标是否有拾取

<Opcode id="048C" name="IS_ANY_PICKUP_AT_COORDS" member="World.IsAnyPickupAtCoords">
用在 if：坐标处拾取物是否可捡。

```text
048C IS_ANY_PICKUP_AT_COORDS
in: x, y, z
```

```lua
isAnyPickupAtCoords(x, y, z)
```

```js
World.isAnyPickupAtCoords(x, y, z)
```
</Opcode>

## 尸体旁拾取坐标

<Opcode id="04A5" name="GET_DEAD_CHAR_PICKUP_COORDS" member="World.GetDeadCharPickupCoords">
在尸体旁适合刷拾取物的坐标。

```text
04A5 GET_DEAD_CHAR_PICKUP_COORDS
in: char
out: x, y, z
```

```lua
local x, y, z = getDeadCharPickupCoords(char)
```

```js
World.getDeadCharPickupCoords(char)
```
</Opcode>

## 脚本路障

<Opcode id="04C0" name="CREATE_SCRIPT_ROADBLOCK" member="World.CreateScriptRoadblock">
指定区域脚本路障。

```text
04C0 CREATE_SCRIPT_ROADBLOCK
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, type
```

```lua
createScriptRoadblock(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, type)
```

```js
World.createScriptRoadblock(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, type)
```
</Opcode>

## 清脚本路障

<Opcode id="04C1" name="CLEAR_ALL_SCRIPT_ROADBLOCKS" member="World.ClearAllScriptRoadblocks">
清全部脚本路障引用。

```text
04C1 CLEAR_ALL_SCRIPT_ROADBLOCKS
```

```lua
clearAllScriptRoadblocks()
```

```js
World.clearAllScriptRoadblocks()
```
</Opcode>

## 追车刷警区

<Opcode id="04F8" name="ADD_SET_PIECE" member="World.AddSetPiece">
追车时刷警察的触发区。

```text
04F8 ADD_SET_PIECE
in: type, fromX, fromY, toX, toY, spawnPoliceAAtX, spawnPoliceAAtY, headedTowardsAAtX, headedTowardsAAtY, spawnPoliceBAtX, spawnPoliceBAtY, headedTowardsBAtX, headedTowardsBAtY
```

```lua
addSetPiece(type, fromX, fromY, toX, toY, spawnPoliceAAtX, spawnPoliceAAtY, headedTowardsAAtX, headedTowardsAAtY, spawnPoliceBAtX, spawnPoliceBAtY, headedTowardsBAtX, headedTowardsBAtY)
```

```js
World.addSetPiece(type, fromX, fromY, toX, toY, spawnPoliceAAtX, spawnPoliceAAtY, headedTowardsAAtX, headedTowardsAAtY, spawnPoliceBAtX, spawnPoliceBAtY, headedTowardsBAtX, headedTowardsBAtY)
```
</Opcode>

## 天空额外色

<Opcode id="04F9" name="SET_EXTRA_COLOURS" member="World.SetExtraColors">
天空额外色调。

```text
04F9 SET_EXTRA_COLOURS
in: color, fade
```

```lua
setExtraColours(color, fade)
```

```js
World.setExtraColors(color, fade)
```
</Opcode>

## 清天空额外色

<Opcode id="04FA" name="CLEAR_EXTRA_COLOURS" member="World.ClearExtraColors">
清天空额外色调。

```text
04FA CLEAR_EXTRA_COLOURS
in: withFade
```

```lua
clearExtraColours(withFade)
```

```js
World.clearExtraColors(withFade)
```
</Opcode>

## 区内随机车 no save

<Opcode id="053E" name="GET_RANDOM_CAR_OF_TYPE_IN_AREA_NO_SAVE" member="World.GetRandomCarOfTypeInAreaNoSave">
2D 区池遍历取匹配车型（不 save 标记）。

```text
053E GET_RANDOM_CAR_OF_TYPE_IN_AREA_NO_SAVE
in: leftBottomX, leftBottomY, rightTopX, rightTopY, modelId
out: handle
```

```lua
local handle = getRandomCarOfTypeInAreaNoSave(leftBottomX, leftBottomY, rightTopX, rightTopY, modelId)
```

```js
World.getRandomCarOfTypeInAreaNoSave(leftBottomX, leftBottomY, rightTopX, rightTopY, modelId)
```
</Opcode>

## 打一发子弹

<Opcode id="06BC" name="FIRE_SINGLE_BULLET" member="World.FireSingleBullet">
两点间打一发弹道（有痕迹可伤）。

```text
06BC FIRE_SINGLE_BULLET
in: fromX, fromY, fromZ, toX, toY, toZ, damage
```

```lua
fireSingleBullet(fromX, fromY, fromZ, toX, toY, toZ, damage)
```

```js
World.fireSingleBullet(fromX, fromY, fromZ, toX, toY, toZ, damage)
```
</Opcode>

## 视线是否通

<Opcode id="06BD" name="IS_LINE_OF_SIGHT_CLEAR" member="World.IsLineOfSightClear">
用在 if：两点视线是否被指定类型挡住。

```text
06BD IS_LINE_OF_SIGHT_CLEAR
in: fromX, fromY, fromZ, toX, toY, toZ, buildings, cars, chars, objects, particles
```

```lua
isLineOfSightClear(fromX, fromY, fromZ, toX, toY, toZ, buildings, cars, chars, objects, particles)
```

```js
World.isLineOfSightClear(fromX, fromY, fromZ, toX, toY, toZ, buildings, cars, chars, objects, particles)
```
</Opcode>

## 球内火点数

<Opcode id="06C3" name="GET_NUMBER_OF_FIRES_IN_RANGE" member="World.GetNumberOfFiresInRange">
球范围内火点数。

```text
06C3 GET_NUMBER_OF_FIRES_IN_RANGE
in: x, y, z, radius
out: numFires
```

```lua
local numFires = getNumberOfFiresInRange(x, y, z, radius)
```

```js
World.getNumberOfFiresInRange(x, y, z, radius)
```
</Opcode>

## 删脚本火车

<Opcode id="06D9" name="DELETE_MISSION_TRAINS" member="World.DeleteMissionTrains">
删全部脚本火车。

```text
06D9 DELETE_MISSION_TRAINS
```

```lua
deleteMissionTrains()
```

```js
World.deleteMissionTrains()
```
</Opcode>

## 删全部火车

<Opcode id="06DB" name="DELETE_ALL_TRAINS" member="World.DeleteAllTrains">
删全部火车（含非脚本）。

```text
06DB DELETE_ALL_TRAINS
```

```lua
deleteAllTrains()
```

```js
World.deleteAllTrains()
```
</Opcode>

## 涂鸦完成百分比

<Opcode id="0702" name="GET_PERCENTAGE_TAGGED_IN_AREA" member="World.GetPercentageTaggedInArea">
区域内已喷涂鸦百分比。

```text
0702 GET_PERCENTAGE_TAGGED_IN_AREA
in: leftBottomX, leftBottomY, rightTopX, rightTopY
out: percent
```

```lua
local percent = getPercentageTaggedInArea(leftBottomX, leftBottomY, rightTopX, rightTopY)
```

```js
World.getPercentageTaggedInArea(leftBottomX, leftBottomY, rightTopX, rightTopY)
```
</Opcode>

## 设涂鸦状态

<Opcode id="0703" name="SET_TAG_STATUS_IN_AREA" member="World.SetTagStatusInArea">
设置区域内涂鸦完成度。

```text
0703 SET_TAG_STATUS_IN_AREA
in: leftBottomX, leftBottomY, rightTopX, rightTopY, percent
```

```lua
setTagStatusInArea(leftBottomX, leftBottomY, rightTopX, rightTopY, percent)
```

```js
World.setTagStatusInArea(leftBottomX, leftBottomY, rightTopX, rightTopY, percent)
```
</Opcode>

## 最近物体是否损坏

<Opcode id="0716" name="IS_CLOSEST_OBJECT_OF_TYPE_SMASHED_OR_DAMAGED" member="World.IsClosestObjectOfTypeSmashedOrDamaged">
用在 if：最近匹配物体是否砸碎/损坏。

```text
0716 IS_CLOSEST_OBJECT_OF_TYPE_SMASHED_OR_DAMAGED
in: x, y, z, radius, modelId, smashed, damaged
```

```lua
isClosestObjectOfTypeSmashedOrDamaged(x, y, z, radius, modelId, smashed, damaged)
```

```js
World.isClosestObjectOfTypeSmashedOrDamaged(x, y, z, radius, modelId, smashed, damaged)
```
</Opcode>

## 倾斜 2D 是否有火

<Opcode id="072D" name="IS_FLAME_IN_ANGLED_AREA_2D" member="World.IsFlameInAngledArea2D">
用在 if：倾斜 2D 区是否有火焰粒子。

```text
072D IS_FLAME_IN_ANGLED_AREA_2D
in: leftBottomX, leftBottomY, rightTopX, rightTopY, angle, drawSphere
```

```lua
isFlameInAngledArea2D(leftBottomX, leftBottomY, rightTopX, rightTopY, angle, drawSphere)
```

```js
World.isFlameInAngledArea2D(leftBottomX, leftBottomY, rightTopX, rightTopY, angle, drawSphere)
```
</Opcode>

## 倾斜 3D 是否有火

<Opcode id="072E" name="IS_FLAME_IN_ANGLED_AREA_3D" member="World.IsFlameInAngledArea3D">
用在 if：倾斜 3D 区是否有火。

```text
072E IS_FLAME_IN_ANGLED_AREA_3D
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, angle, drawSphere
```

```lua
isFlameInAngledArea3D(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, angle, drawSphere)
```

```js
World.isFlameInAngledArea3D(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, angle, drawSphere)
```
</Opcode>

## 球内随机车

<Opcode id="073E" name="GET_RANDOM_CAR_IN_SPHERE_NO_SAVE" member="World.GetRandomCarInSphereNoSave">
球内随机车（可限型号）。

```text
073E GET_RANDOM_CAR_IN_SPHERE_NO_SAVE
in: x, y, z, radius, model
out: handle
```

```lua
local handle = getRandomCarInSphereNoSave(x, y, z, radius, model)
```

```js
World.getRandomCarInSphereNoSave(x, y, z, radius, model)
```
</Opcode>

## 球内随机行人

<Opcode id="073F" name="GET_RANDOM_CHAR_IN_SPHERE" member="World.GetRandomCharInSphere">
球内随机行人（平民/帮/罪犯过滤）。

```text
073F GET_RANDOM_CHAR_IN_SPHERE
in: x, y, z, radius, civilian, gang, criminal
out: handle
```

```lua
local handle = getRandomCharInSphere(x, y, z, radius, civilian, gang, criminal)
```

```js
World.getRandomCharInSphere(x, y, z, radius, civilian, gang, criminal)
```
</Opcode>

## 区内火点数

<Opcode id="0786" name="GET_NUMBER_OF_FIRES_IN_AREA" member="World.GetNumberOfFiresInArea">
3D 区内火点数。

```text
0786 GET_NUMBER_OF_FIRES_IN_AREA
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
out: numFires
```

```lua
local numFires = getNumberOfFiresInArea(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.getNumberOfFiresInArea(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 最近涂鸦位置

<Opcode id="07A6" name="GET_NEAREST_TAG_POSITION" member="World.GetNearestTagPosition">
最近涂鸦位置。

```text
07A6 GET_NEAREST_TAG_POSITION
in: xCoord, yCoord, zCoord
out: x, y, z
```

```lua
local x, y, z = getNearestTagPosition(xCoord, yCoord, zCoord)
```

```js
World.getNearestTagPosition(xCoord, yCoord, zCoord)
```
</Opcode>

## 清油渍

<Opcode id="07DF" name="REMOVE_OIL_PUDDLES_IN_AREA" member="World.RemoveOilPuddlesInArea">
清 2D 区内油渍。

```text
07DF REMOVE_OIL_PUDDLES_IN_AREA
in: leftBottomX, leftBottomY, rightTopX, rightTopY
```

```lua
removeOilPuddlesInArea(leftBottomX, leftBottomY, rightTopX, rightTopY)
```

```js
World.removeOilPuddlesInArea(leftBottomX, leftBottomY, rightTopX, rightTopY)
```
</Opcode>

## 坐标所属城市

<Opcode id="07EF" name="GET_CITY_FROM_COORDS" member="World.GetCityFromCoords">
坐标所属城市/关卡。

```text
07EF GET_CITY_FROM_COORDS
in: x, y, z
out: level
```

```lua
local level = getCityFromCoords(x, y, z)
```

```js
World.getCityFromCoords(x, y, z)
```
</Opcode>

## 物体是否被砸

<Opcode id="07F0" name="HAS_OBJECT_OF_TYPE_BEEN_SMASHED" member="World.HasObjectOfTypeBeenSmashed">
用在 if：半径内该模型物体是否被砸。

```text
07F0 HAS_OBJECT_OF_TYPE_BEEN_SMASHED
in: x, y, z, radius, modelId
```

```lua
hasObjectOfTypeBeenSmashed(x, y, z, radius, modelId)
```

```js
World.hasObjectOfTypeBeenSmashed(x, y, z, radius, modelId)
```
</Opcode>

## 开关室内入口

<Opcode id="07FB" name="SWITCH_ENTRY_EXIT" member="World.SwitchEntryExit">
按名称开关室内入口标记。

```text
07FB SWITCH_ENTRY_EXIT
in: interiorName, state
```

```lua
switchEntryExit(interiorName, state)
```

```js
World.switchEntryExit(interiorName, state)
```
</Opcode>

## 停车节点

<Opcode id="0810" name="GET_PARKING_NODE_IN_AREA" member="World.GetParkingNodeInArea">
区内最近停车节点坐标。

```text
0810 GET_PARKING_NODE_IN_AREA
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
out: x, y, z
```

```lua
local x, y, z = getParkingNodeInArea(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.getParkingNodeInArea(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 飞跃触发器

<Opcode id="0814" name="ADD_STUNT_JUMP" member="World.AddStuntJump">
飞跃奖励 Unique Jump 触发器。

```text
0814 ADD_STUNT_JUMP
in: startX, startY, startZ, startRadiusX, startRadiusY, startRadiusZ, finishX, finishY, finishZ, finishRadiusX, finishRadiusY, finishRadiusZ, cameraX, cameraY, cameraZ, reward
```

```lua
addStuntJump(startX, startY, startZ, startRadiusX, startRadiusY, startRadiusZ, finishX, finishY, finishZ, finishRadiusX, finishRadiusY, finishRadiusZ, cameraX, cameraY, cameraZ, reward)
```

```js
World.addStuntJump(startX, startY, startZ, startRadiusX, startRadiusY, startRadiusZ, finishX, finishY, finishZ, finishRadiusX, finishRadiusY, finishRadiusZ, cameraX, cameraY, cameraZ, reward)
```
</Opcode>

## 台球桌区

<Opcode id="0830" name="SET_POOL_TABLE_COORDS" member="World.SetPoolTableCoords">
台球桌碰撞区。

```text
0830 SET_POOL_TABLE_COORDS
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
```

```lua
setPoolTableCoords(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.setPoolTableCoords(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 噪声等级

<Opcode id="0855" name="GET_SOUND_LEVEL_AT_COORDS" member="World.GetSoundLevelAtCoords">
角色在该点能听到的噪声等级。

```text
0855 GET_SOUND_LEVEL_AT_COORDS
in: handle, x, y, z
out: level
```

```lua
local level = getSoundLevelAtCoords(handle, x, y, z)
```

```js
World.getSoundLevelAtCoords(handle, x, y, z)
```
</Opcode>

## 刷应急车

<Opcode id="085A" name="CREATE_EMERGENCY_SERVICES_CAR" member="World.CreateEmergencyServicesCar">
最近道路上刷应急服务车。

```text
085A CREATE_EMERGENCY_SERVICES_CAR
in: model, x, y, z
```

```lua
createEmergencyServicesCar(model, x, y, z)
```

```js
World.createEmergencyServicesCar(model, x, y, z)
```
</Opcode>

## 最近可偷物体

<Opcode id="0866" name="GET_CLOSEST_STEALABLE_OBJECT" member="World.GetClosestStealableObject">
最近可偷的入室任务物体。

```text
0866 GET_CLOSEST_STEALABLE_OBJECT
in: x, y, z, radius
out: handle
```

```lua
local handle = getClosestStealableObject(x, y, z, radius)
```

```js
World.getClosestStealableObject(x, y, z, radius)
```
</Opcode>

## 刷鸟群

<Opcode id="0876" name="CREATE_BIRDS" member="World.CreateBirds">
沿方向飞过的鸟群。

```text
0876 CREATE_BIRDS
in: xFrom, yFrom, zFrom, xTo, yTo, zTo, quantity, type
```

```lua
createBirds(xFrom, yFrom, zFrom, xTo, yTo, zTo, quantity, type)
```

```js
World.createBirds(xFrom, yFrom, zFrom, xTo, yTo, zTo, quantity, type)
```
</Opcode>

## 最近物体碰撞

<Opcode id="088D" name="SET_USES_COLLISION_OF_CLOSEST_OBJECT_OF_TYPE" member="World.SetUsesCollisionOfClosestObjectOfType">
最近匹配物体碰撞开关。

```text
088D SET_USES_COLLISION_OF_CLOSEST_OBJECT_OF_TYPE
in: x, y, z, radius, modelId, state
```

```lua
setUsesCollisionOfClosestObjectOfType(x, y, z, radius, modelId, state)
```

```js
World.setUsesCollisionOfClosestObjectOfType(x, y, z, radius, modelId, state)
```
</Opcode>

## 球内买药行人

<Opcode id="089E" name="GET_RANDOM_CHAR_IN_SPHERE_ONLY_DRUGS_BUYERS" member="World.GetRandomCharInSphereOnlyDrugsBuyers">
球内第一个带「买药」标记的行人。

```text
089E GET_RANDOM_CHAR_IN_SPHERE_ONLY_DRUGS_BUYERS
in: x, y, z, radius
out: handle
```

```lua
local handle = getRandomCharInSphereOnlyDrugsBuyers(x, y, z, radius)
```

```js
World.getRandomCharInSphereOnlyDrugsBuyers(x, y, z, radius)
```
</Opcode>

## 球内行人无脑

<Opcode id="08E5" name="GET_RANDOM_CHAR_IN_SPHERE_NO_BRAIN" member="World.GetRandomCharInSphereNoBrain">
球内最近行人（无脑/简化）。

```text
08E5 GET_RANDOM_CHAR_IN_SPHERE_NO_BRAIN
in: x, y, z, radius
out: handle
```

```lua
local handle = getRandomCharInSphereNoBrain(x, y, z, radius)
```

```js
World.getRandomCharInSphereNoBrain(x, y, z, radius)
```
</Opcode>

## 禁用全部 enex

<Opcode id="08E7" name="DISABLE_ALL_ENTRY_EXITS" member="World.DisableAllEntryExits">
禁用全部室内入口标记。

```text
08E7 DISABLE_ALL_ENTRY_EXITS
in: state
```

```lua
disableAllEntryExits(state)
```

```js
World.disableAllEntryExits(state)
```
</Opcode>

## 吸引点使用者

<Opcode id="091C" name="GET_USER_OF_CLOSEST_MAP_ATTRACTOR" member="World.GetUserOfClosestMapAttractor">
最近地图吸引点上的使用者角色。

```text
091C GET_USER_OF_CLOSEST_MAP_ATTRACTOR
in: x, y, z, radius, modelId, attractorName
out: handle
```

```lua
local handle = getUserOfClosestMapAttractor(x, y, z, radius, modelId, attractorName)
```

```js
World.getUserOfClosestMapAttractor(x, y, z, radius, modelId, attractorName)
```
</Opcode>

## 水面高度

<Opcode id="092E" name="GET_WATER_HEIGHT_AT_COORDS" member="World.GetWaterHeightAtCoords">
2D 坐标处水面高度（可选波浪）。

```text
092E GET_WATER_HEIGHT_AT_COORDS
in: x, y, waves
out: height
```

```lua
local height = getWaterHeightAtCoords(x, y, waves)
```

```js
World.getWaterHeightAtCoords(x, y, waves)
```
</Opcode>

## 抚平水面

<Opcode id="0971" name="SYNC_WATER" member="World.SyncWater">
抚平水面波浪。

```text
0971 SYNC_WATER
```

```lua
syncWater()
```

```js
World.syncWater()
```
</Opcode>

## 灭火

<Opcode id="0980" name="EXTINGUISH_FIRE_AT_POINT" member="World.ExtinguishFireAtPoint">
半径内灭火。

```text
0980 EXTINGUISH_FIRE_AT_POINT
in: x, y, z, radius
```

```lua
extinguishFireAtPoint(x, y, z, radius)
```

```js
World.extinguishFireAtPoint(x, y, z, radius)
```
</Opcode>

## 角色与最近物体碰撞

<Opcode id="0985" name="SET_CHAR_USES_COLLISION_CLOSEST_OBJECT_OF_TYPE" member="World.SetCharUsesCollisionClosestObjectOfType">
目标角色是否与最近匹配物体碰撞。

```text
0985 SET_CHAR_USES_COLLISION_CLOSEST_OBJECT_OF_TYPE
in: x, y, z, radius, modelId, state, target
```

```lua
setCharUsesCollisionClosestObjectOfType(x, y, z, radius, modelId, state, target)
```

```js
World.setCharUsesCollisionClosestObjectOfType(x, y, z, radius, modelId, state, target)
```
</Opcode>

## 脚本火可消散

<Opcode id="0986" name="CLEAR_ALL_SCRIPT_FIRE_FLAGS" member="World.ClearAllScriptFireFlags">
脚本火标记为可消散。

```text
0986 CLEAR_ALL_SCRIPT_FIRE_FLAGS
```

```lua
clearAllScriptFireFlags()
```

```js
World.clearAllScriptFireFlags()
```
</Opcode>

## 最近 enex 标志

<Opcode id="09B4" name="SET_CLOSEST_ENTRY_EXIT_FLAG" member="World.SetClosestEntryExitFlag">
按位置找最近 enex 设标志（类 `098E`）。

```text
09B4 SET_CLOSEST_ENTRY_EXIT_FLAG
in: x, y, radius, flag, state
```

```lua
setClosestEntryExitFlag(x, y, radius, flag, state)
```

```js
World.setClosestEntryExitFlag(x, y, radius, flag, state)
```
</Opcode>

## 倾斜区随机车

<Opcode id="09C0" name="GET_RANDOM_CAR_OF_TYPE_IN_ANGLED_AREA_NO_SAVE" member="World.GetRandomCarOfTypeInAngledAreaNoSave">
倾斜 2D 区内随机匹配车型。

```text
09C0 GET_RANDOM_CAR_OF_TYPE_IN_ANGLED_AREA_NO_SAVE
in: leftBottomX, leftBottomY, rightTopX, rightTopY, angle, modelId
out: vehicle
```

```lua
local vehicle = getRandomCarOfTypeInAngledAreaNoSave(leftBottomX, leftBottomY, rightTopX, rightTopY, angle, modelId)
```

```js
World.getRandomCarOfTypeInAngledAreaNoSave(leftBottomX, leftBottomY, rightTopX, rightTopY, angle, modelId)
```
</Opcode>

## 区内是否有警车

<Opcode id="09C3" name="IS_COP_VEHICLE_IN_AREA_3D_NO_SAVE" member="World.IsCopVehicleInArea3DNoSave">
用在 if：3D 区是否有警用车。

```text
09C3 IS_COP_VEHICLE_IN_AREA_3D_NO_SAVE
in: leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ
```

```lua
isCopVehicleInArea3DNoSave(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```

```js
World.isCopVehicleInArea3DNoSave(leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ)
```
</Opcode>

## 是否有钱堆

<Opcode id="09DA" name="IS_MONEY_PICKUP_AT_COORDS" member="World.IsMoneyPickupAtCoords">
用在 if：坐标附近是否有钱堆拾取。

```text
09DA IS_MONEY_PICKUP_AT_COORDS
in: x, y, z
```

```lua
isMoneyPickupAtCoords(x, y, z)
```

```js
World.isMoneyPickupAtCoords(x, y, z)
```
</Opcode>

## 偏移盒内行人

<Opcode id="0A3E" name="GET_RANDOM_CHAR_IN_AREA_OFFSET_NO_SAVE" member="World.GetRandomCharInAreaOffsetNoSave">
偏移盒内第一个行人。

```text
0A3E GET_RANDOM_CHAR_IN_AREA_OFFSET_NO_SAVE
in: x, y, z, radiusX, radiusY, radiusZ
out: handle
```

```lua
local handle = getRandomCharInAreaOffsetNoSave(x, y, z, radiusX, radiusY, radiusZ)
```

```js
World.getRandomCharInAreaOffsetNoSave(x, y, z, radiusX, radiusY, radiusZ)
```
</Opcode>

## 轨道阻力倍率

<Opcode id="0A45" name="SET_RAILTRACK_RESISTANCE_MULT" member="World.SetRailtrackResistanceMult">
全轨道路面阻力/减速倍率。

```text
0A45 SET_RAILTRACK_RESISTANCE_MULT
in: mult
```

```lua
setRailtrackResistanceMult(mult)
```

```js
World.setRailtrackResistanceMult(mult)
```
</Opcode>