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Restore RETURN_TRUE and RETURN_FALSE in SA #113
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What do you mean by restore? 00C5/00C6 are functional in III/VC |
Opss... I meant VC/SA. It's functional in VC? Nice then. |
It is functional in VC via http://www.gtamodding.com/wiki/Opcodes_Restoration_Project or with alternate opcodes 0485, 059A. Those are valid for SA either. |
Yes, that's the question in here, Whether RETURN_TRUE should be mapped to those commands, or re-implemented at runtime.
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Do we really need this opcode in such constructions? For example, Sanny Builder treats
If you want to use return_true/return_false as a result of CLEO functions then they still could be omitted:
essentially the same as
See what I mean? The compiler might do some optimizations to omit useless code, so in runtime there will be no differences, but they will be in the decompiled code (no 1-to-1 match). In general I think it's OK. |
Everything is a command in GTA3script. As such, to have a infinite loop you need an always true command within the while. Such condition is Indeed, both can be taken out by the optimizer (only if Yeah, the language do not have any infinite loop construct, Rockstar used labels and gotos when those were needed.
But |
I just add a copy of these commands in cleo.xml, whatever...
I taught this in my gta3script tutorial and most people do the same. |
Not sure if that should be done at compile time (translating to other command), or at a runtime implementation.
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