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	<updated>2026-04-09T17:28:14Z</updated>
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	<entry>
		<id>https://lbafileinfo.kaziq.net/index.php?title=LBA2:Life_script&amp;diff=2370</id>
		<title>LBA2:Life script</title>
		<link rel="alternate" type="text/html" href="https://lbafileinfo.kaziq.net/index.php?title=LBA2:Life_script&amp;diff=2370"/>
		<updated>2021-10-03T20:38:20Z</updated>

		<summary type="html">&lt;p&gt;Fraserjgordon: Add list of life script opcodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Life script opcodes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! (dec) !! Name !! Description !! Parameters&lt;br /&gt;
|-&lt;br /&gt;
|0x00||0||END||End of the life script||none&lt;br /&gt;
|-&lt;br /&gt;
|0x01||1||NOP||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x02||2||SNIF||(Script engine internal use) Jumps always then replaced with SWIF if condition succeeds||Condition + int16:relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x03||3||OFFSET||Unconditional jump||int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x04||4||NEVERIF||(Script engine internal use) Jumps always||Condition + int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x0A||10||PALETTE||Switches game palette||uint8: new palette number&lt;br /&gt;
|-&lt;br /&gt;
|0x0B||11||RETURN||Ends the current behaviour||none&lt;br /&gt;
|-&lt;br /&gt;
|0x0C||12||IF||Jumps if condition fails||Condition + int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x0D||13||SWIF||If condition fails, jumps to offset and then replaced by SNIF||Condition + int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x0E||14||ONEIF||Jumps if condition fails else replaced by NEVERIF||Condition + int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x0F||15||ELSE||Jumps always||int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x10||16||ENDIF||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x11||17||BODY||Changes body (model) of this actor||uint8: model index&lt;br /&gt;
|-&lt;br /&gt;
|0x12||18||BODY_OBJ||Changes body (model) of other actor||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint8: model index&lt;br /&gt;
|-&lt;br /&gt;
|0x13||19||ANIM||Changes animation of this actor||uint16: animation index&lt;br /&gt;
|-&lt;br /&gt;
|0x14||20||ANIM_OBJ||Changes animation of other actor||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint16: animation index&lt;br /&gt;
|-&lt;br /&gt;
|0x15||21||SET_CAMERA||Activates or deactivates a camera zone||&lt;br /&gt;
* uint8: zone number&lt;br /&gt;
* uint8: flag&lt;br /&gt;
|-&lt;br /&gt;
|0x16||22||CAMERA_CENTER||Recenter camera on followed object||uint8: angle adjustment&lt;br /&gt;
|-&lt;br /&gt;
|0x17||23||SET_TRACK||Set move script track of this actor||int16: track number&lt;br /&gt;
|-&lt;br /&gt;
|0x18||24||SET_TRACK_OBJ||Set move script track of other actor||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* int16: track number&lt;br /&gt;
|-&lt;br /&gt;
|0x19||25||MESSAGE||Say a line of dialogue||int16: dialogue index&lt;br /&gt;
|-&lt;br /&gt;
|0x1A||26||CAN_FALL||Controls whether the actor can fall||uint8: flag&lt;br /&gt;
* 0: actor can&#039;t fall&lt;br /&gt;
* 1: actor can fall&lt;br /&gt;
* 2: actor can&#039;t fall, stops fall in progress&lt;br /&gt;
|-&lt;br /&gt;
|0x1B||27||SET_DIRMODE||Sets movement mode of this actor||uint8: movement mode&lt;br /&gt;
* 0: no movement&lt;br /&gt;
* 1: player control&lt;br /&gt;
* 2: follow actor; has extra param uint8: actor index&lt;br /&gt;
* 3: ???&lt;br /&gt;
* 4: ???&lt;br /&gt;
* 5: ???&lt;br /&gt;
* 6: same XZ position as other actor&lt;br /&gt;
* 7: MecaPenguin movement&lt;br /&gt;
* 8: rail cart movement&lt;br /&gt;
* 9: circle a point; has extra param uint8: point index&lt;br /&gt;
* 10: circle a point while facing it; has extra param uint8: point index&lt;br /&gt;
* 11: same XZ position and angle as other actor&lt;br /&gt;
* 12: car movement&lt;br /&gt;
* 13: car movement, player control#&lt;br /&gt;
|-&lt;br /&gt;
|0x1C||28||SET_DIRMODE_OBJ||Sets movement mode of other actor||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint8: movement mode&lt;br /&gt;
|-&lt;br /&gt;
|0x1D||29||CAMERA_FOLLOW||Make camera follow actor||uint8: actor index&lt;br /&gt;
|-&lt;br /&gt;
|0x1E||30||SET_HERO_BEHAVIOUR||Set behaviour mode for Twinsen||uint8: behaviour&lt;br /&gt;
* 0: normal&lt;br /&gt;
* 1: athletic&lt;br /&gt;
* 2: aggressive&lt;br /&gt;
* 3: discreet&lt;br /&gt;
* 4: protopack&lt;br /&gt;
* 5: walking with Zoe&lt;br /&gt;
* 6: healing horn&lt;br /&gt;
* 7: spacesuit normal (interior)&lt;br /&gt;
* 8: jetpack&lt;br /&gt;
* 9: spacesuit athletic (interior)&lt;br /&gt;
* 10: spacesuit normal (exterior)&lt;br /&gt;
* 11: spacesuit athletic (exterior)&lt;br /&gt;
* 12: car&lt;br /&gt;
* 13: skeleton&lt;br /&gt;
|-&lt;br /&gt;
|0x1F||31||SET_VAR_CUBE||Sets a scene variable||&lt;br /&gt;
* uint8: var index&lt;br /&gt;
* uint8: value&lt;br /&gt;
|-&lt;br /&gt;
|0x20||32||BEHAVIOUR||Start of a new life script behaviour||uint8: behaviour ID&lt;br /&gt;
|-&lt;br /&gt;
|0x21||33||SET_BEHAVIOUR||Sets the life script behaviour of this actor||int16: absolute offset of behaviour&lt;br /&gt;
|-&lt;br /&gt;
|0x22||34||SET_BEHAVIOUR_OBJ||Sets the life script behaviour of another actor||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* int16: absolute offset of behaviour&lt;br /&gt;
|-&lt;br /&gt;
|0x23||35||END_BEHAVIOUR||Marks the end of this life script behaviour||none&lt;br /&gt;
|-&lt;br /&gt;
|0x24||36||SET_VAR_GAME||Sets a game variable||&lt;br /&gt;
* uint8: var index&lt;br /&gt;
* uint8: value&lt;br /&gt;
|-&lt;br /&gt;
|0x25||37||KILL_OBJ||Kills the given actor||uint8: actor index&lt;br /&gt;
|-&lt;br /&gt;
|0x26||38||SUICIDE||Kills this actor||none&lt;br /&gt;
|-&lt;br /&gt;
|0x27||39||USE_ONE_LITTLE_KEY||Uses and subtracts one generic key||none&lt;br /&gt;
|-&lt;br /&gt;
|0x28||40||SUB_MONEY||Takes the given amount of money from Twinsen||int16: money to subtract&lt;br /&gt;
|-&lt;br /&gt;
|0x29||41||END_LIFE||Stops running this life script||none&lt;br /&gt;
|-&lt;br /&gt;
|0x2A||42||SAVE_CURRENT_TRACK||Saves current move script track number then stops move script||none&lt;br /&gt;
|-&lt;br /&gt;
|0x2B||43||RESTORE_LAST_TRACK||Restores move script track and starts move script||none&lt;br /&gt;
|-&lt;br /&gt;
|0x2C||44||MESSAGE_OBJ||Causes an actor to say a line of dialogue||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* int16: dialogue index&lt;br /&gt;
|-&lt;br /&gt;
|0x2D||45||INC_CHAPTER||Increases the chapter number||none&lt;br /&gt;
|-&lt;br /&gt;
|0x2E||46||FOUND_OBJECT||Show item found screen||uint8: object number&lt;br /&gt;
|-&lt;br /&gt;
|0x2F||47||SET_DOOR_LEFT||Moves this door left||int16: distance to move&lt;br /&gt;
|-&lt;br /&gt;
|0x30||48||SET_DOOR_RIGHT||Moves this door right||int16: distance to move&lt;br /&gt;
|-&lt;br /&gt;
|0x31||49||SET_DOOR_UP||Moves this door up||int16: distance to move&lt;br /&gt;
|-&lt;br /&gt;
|0x32||50||SET_DOOR_DOWN||Moves this door down||int16: distance to move&lt;br /&gt;
|-&lt;br /&gt;
|0x33||51||GIVE_BONUS||Spawns a bonus (life, magic, etc) from this actor||uint8: if set, blocks on-death bonus&lt;br /&gt;
|-&lt;br /&gt;
|0x34||52||CHANGE_CUBE||Changes to a new scene||uint8: scene index&lt;br /&gt;
|-&lt;br /&gt;
|0x35||53||OBJ_COL||Sets or clears the collides-with-objects flag for this actor||uint8: flag&lt;br /&gt;
|-&lt;br /&gt;
|0x36||54||BRICK_COL||Sets or clears the collides-with-bricks flags for this actor||uint8: flag&lt;br /&gt;
* 0: no brick collisions&lt;br /&gt;
* 1: brick collisions&lt;br /&gt;
* 2: low brick collisions&lt;br /&gt;
|-&lt;br /&gt;
|0x37||55||OR_IF||Jumps if condition succeeds||condition + int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x38||56||INVISIBLE||Sets or clears this object&#039;s invisible flag||uint8: flag&lt;br /&gt;
|-&lt;br /&gt;
|0x39||57||SHADOW_OBJ||Sets or clears this object&#039;s shadow flag||uint8: flag&lt;br /&gt;
|-&lt;br /&gt;
|0x3A||58||POS_POINT||Move actor to the given point||uint8: point index&lt;br /&gt;
|-&lt;br /&gt;
|0x3B||59||SET_MAGIC_LEVEL||Sets Twinsen&#039;s magic level||uint8: level&lt;br /&gt;
|-&lt;br /&gt;
|0x3C||60||SUB_MAGIC_POINT||Subtracts from Twinsen&#039;s mana||uint8: magic to subtract&lt;br /&gt;
|-&lt;br /&gt;
|0x3D||61||SET_LIFE_POINT_OBJ||Sets an actor&#039;s life points (can resurrect dead actors)||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint8: life points&lt;br /&gt;
|-&lt;br /&gt;
|0x3E||62||SUB_LIFE_POINT_OBJ||Subtracts from an actor&#039;s life points||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint8: life points to subtract&lt;br /&gt;
|-&lt;br /&gt;
|0x3F||63||HIT||Deals damage to an actor, caused by this actor||&lt;br /&gt;
* uint8: victim actor index&lt;br /&gt;
* uint8: damage&lt;br /&gt;
|-&lt;br /&gt;
|0x40||64||PLAY_VIDEO||Play a video||char[]: name of video to play&lt;br /&gt;
|-&lt;br /&gt;
|0x41||65||LIGHTNING||Lightning flash||uint8: duration&lt;br /&gt;
|-&lt;br /&gt;
|0x42||66||INC_CLOVER_BOX||Give clover box to Twinsen||none&lt;br /&gt;
|-&lt;br /&gt;
|0x43||67||SET_USED_INVENTORY||Marks the given inventory item as used||uint8: item index&lt;br /&gt;
|-&lt;br /&gt;
|0x44||68||ADD_CHOICE||Adds a choice to the next ask dialogue||int16: message index&lt;br /&gt;
|-&lt;br /&gt;
|0x45||69||ASK_CHOICE||This actor asks queued choices||int16: message index for question&lt;br /&gt;
|-&lt;br /&gt;
|0x46||70||INIT_BUGGY||Sets up Twinsen&#039;s car||uint8: init flag&lt;br /&gt;
* 0: no init&lt;br /&gt;
* 1: init if needed&lt;br /&gt;
* 2: force init&lt;br /&gt;
|-&lt;br /&gt;
|0x47||71||MEMO_SLATE||Adds a slide to the memo slate||uint8: picture index&lt;br /&gt;
|-&lt;br /&gt;
|0x48||72||SET_HOLO_POS||Adds a marker to the Holomap||uint8: marker index&lt;br /&gt;
|-&lt;br /&gt;
|0x49||73||CLR_HOLO_POS||Removes a marker from the Holomap||uint8: marker index&lt;br /&gt;
|-&lt;br /&gt;
|0x4A||74||ADD_FUEL||Does nothing||uint8: ignored&lt;br /&gt;
|-&lt;br /&gt;
|0x4B||75||SUB_FUEL||Does nothing||uint8: ignored&lt;br /&gt;
|-&lt;br /&gt;
|0x4C||76||SET_GRM||Enables or disables a map fragment||&lt;br /&gt;
* uint8: zone index&lt;br /&gt;
* uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x4D||77||SET_CHANGE_CUBE||Enables or disables teleport zones||&lt;br /&gt;
* uint8: index of the teleport zone&#039;s destination (not the index of the zone itself!)&lt;br /&gt;
* uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x4E||78||MESSAGE_ZOE||Like MESSAGE but makes Twinsen speak using Zoe&#039;s text colour||int16: message index&lt;br /&gt;
|-&lt;br /&gt;
|0x4F||79||FULL_POINT||Fully restores Twinsen&#039;s health and magic (inc. horn)||none&lt;br /&gt;
|-&lt;br /&gt;
|0x50||80||BETA||Sets the actor&#039;s angle||int16: new angle&lt;br /&gt;
|-&lt;br /&gt;
|0x51||81||FADE_TO_PAL||Fades from the current palette to the given palette||uint8: palette index&lt;br /&gt;
|-&lt;br /&gt;
|0x52||82||ACTION||Triggers Twinsen&#039;s action (Z-key)||none&lt;br /&gt;
|-&lt;br /&gt;
|0x53||83||SET_FRAME||Sets the animation frame of this actor, if it has a 3D model||uint8: frame number&lt;br /&gt;
|-&lt;br /&gt;
|0x54||84||SET_SPRITE||Sets the sprite of this actor, if it is a sprite||int16: sprite index&lt;br /&gt;
|-&lt;br /&gt;
|0x55||85||SET_FRAME_3DS||Sets the sprite animation of this actor, if it is an animated sprite||uint8: animation index&lt;br /&gt;
|-&lt;br /&gt;
|0x56||86||IMPACT_OBJ||Run an impact animation centered on an actor||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* int16: impact animation index&lt;br /&gt;
|-&lt;br /&gt;
|0x57||87||IMPACT_POINT||Run an impact animation centered on a point||&lt;br /&gt;
* uint8: point index&lt;br /&gt;
* int16: impact animation index&lt;br /&gt;
|-&lt;br /&gt;
|0x58||88||ADD_MESSAGE||Same as MESSAGE||int16: message index&lt;br /&gt;
|-&lt;br /&gt;
|0x59||89||BALLOON||Controls display of speech balloons||uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x5A||90||NO_SHOCK||If set, actor ignores hits||uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x5B||91||ASK_CHOICE_OBJ||Give actor asks queued choices||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* int16: message index&lt;br /&gt;
|-&lt;br /&gt;
|0x5C||92||CINEMA_MODE||Enables or disables cinema mode||uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x5D||93||SAVE_HERO||Saves Twinsen&#039;s behaviour and model||none&lt;br /&gt;
|-&lt;br /&gt;
|0x5E||94||RESTORE_HERO||Restores Twinsen&#039;s behaviour and model||none&lt;br /&gt;
|-&lt;br /&gt;
|0x5F||95||ANIM_SET||Sets this actor&#039;s animation||int16: animation index&lt;br /&gt;
|-&lt;br /&gt;
|0x60||96||RAIN||Makes it rain||uint8: duration&lt;br /&gt;
|-&lt;br /&gt;
|0x61||97||GAME_OVER||Kills Twinsen and gives a Game Over||none&lt;br /&gt;
|-&lt;br /&gt;
|0x62||98||THE_END||Ends the game and displays the credits||none&lt;br /&gt;
|-&lt;br /&gt;
|0x63||99||ESCALATOR||Enables or disables an escalator||&lt;br /&gt;
* uint8: escalator zone index&lt;br /&gt;
* uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x64||100||PLAY_MUSIC||Plays a music track||uint8: track index&lt;br /&gt;
|-&lt;br /&gt;
|0x65||101||TRACK_TO_VAR_GAME||Saves this actor&#039;s move script track to the given game var||uint8: game var index&lt;br /&gt;
|-&lt;br /&gt;
|0x66||102||VAR_GAME_TO_TRACK||Sets this actor&#039;s move script track to the value of the given game var||uint8: game var index&lt;br /&gt;
|-&lt;br /&gt;
|0x67||103||ANIM_TEXTURE||Enable or disable texture animation||uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x68||104||ADD_MESSAGE_OBJ||Same as MESSAGE_OBJ||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* int16: message index&lt;br /&gt;
|-&lt;br /&gt;
|0x69||105||BRUTAL_EXIT||Ends the game without displaying credits||none&lt;br /&gt;
|-&lt;br /&gt;
|0x6A||106||COMMENT||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x6B||107||LADDER||Enables or disables a ladder zone||&lt;br /&gt;
* uint8: zone index&lt;br /&gt;
* uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x6C||108||SET_ARMOUR||Sets this actor&#039;s armour value||uint8: armour value&lt;br /&gt;
|-&lt;br /&gt;
|0x6D||109||SET_ARMOUR_OBJ||Sets the given actor&#039;s armour value||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint8: armour value&lt;br /&gt;
|-&lt;br /&gt;
|0x6E||110||ADD_LIFE_POINT_OBJ||Adds life points to the given actor (can resurrect actors)||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint8: life points to give&lt;br /&gt;
|-&lt;br /&gt;
|0x6F||111||STATE_INVENTORY||Sets inventory item variant (e.g. different Pisto-Laser states)||&lt;br /&gt;
* uint8: item index&lt;br /&gt;
* uint8: variant&lt;br /&gt;
|-&lt;br /&gt;
|0x70||112||AND_IF||Same as IF||condition + int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x71||113||SWITCH||Begins a switch statement||none&lt;br /&gt;
|-&lt;br /&gt;
|0x72||114||OR_CASE||Jumps if switch value comparison fails||int16: relative offset + condition&lt;br /&gt;
|-&lt;br /&gt;
|0x73||115||CASE||Jumps if switch value comparison succeeds||int16: relative offfset + condition&lt;br /&gt;
|-&lt;br /&gt;
|0x74||116||DEFAULT||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x75||117||BREAK||Jumps to relative offset||int16: relative offset&lt;br /&gt;
|-&lt;br /&gt;
|0x76||118||END_SWITCH||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x77||119||SET_HIT_ZONE||Enables or disables a trap (&amp;quot;hit&amp;quot;) zone||&lt;br /&gt;
* uint8: zone index&lt;br /&gt;
* uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x78||120||SAVE_BEHAVIOUR||Saves the life script behaviour number of this actor||none&lt;br /&gt;
|-&lt;br /&gt;
|0x79||121||RESTORE_BEHAVIOUR||Restores the life script behaviour of this actor||none&lt;br /&gt;
|-&lt;br /&gt;
|0x7A||122||SAMPLE||Plays a sound sample from this actor||int16: sample index&lt;br /&gt;
|-&lt;br /&gt;
|0x7B||123||SAMPLE_RND||Plays a sample with a randomly-lowered frequency from this actor||int16: sample index&lt;br /&gt;
|-&lt;br /&gt;
|0x7C||125||SAMPLE_ALWAYS||Plays a sample continuously from this actor||int16: sample index&lt;br /&gt;
|-&lt;br /&gt;
|0x7D||125||SAMPLE_STOP||Stops a continuous sample from this actor, if playing||int16: sample index&lt;br /&gt;
|-&lt;br /&gt;
|0x7E||126||REPEAT_SAMPLE||Plays a sound sample multiple times from this actor||&lt;br /&gt;
* int16: sample index&lt;br /&gt;
* uint8: repeat count&lt;br /&gt;
|-&lt;br /&gt;
|0x7F||127||BACKGROUND||Sets or clears the &amp;quot;background&amp;quot; (don&#039;t actively redraw) flag for this actor||uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x80||128||ADD_VAR_GAME||Adds a value to a game var||&lt;br /&gt;
* uint8: game var index&lt;br /&gt;
* int16: addend&lt;br /&gt;
|-&lt;br /&gt;
|0x81||129||SUB_VAR_GAME||Subtracts a value from a game var||&lt;br /&gt;
* uint8: game var index&lt;br /&gt;
* int16: subtrahend&lt;br /&gt;
|-&lt;br /&gt;
|0x82||130||ADD_VAR_CUBE||Adds a value to a scene var||&lt;br /&gt;
* uint8: scene var index&lt;br /&gt;
* int16: addend&lt;br /&gt;
|-&lt;br /&gt;
|0x83||131||SUB_VAR_GAME||Subtracts a value from a scene var||&lt;br /&gt;
* uint8: scene var index&lt;br /&gt;
* int16: subtrahend&lt;br /&gt;
|-&lt;br /&gt;
|0x84||132||NOP||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x85||133||SET_RAIL||Enables or disables a rail zone||&lt;br /&gt;
* uint8: zone index&lt;br /&gt;
* uint8: enable/disable flag&lt;br /&gt;
|-&lt;br /&gt;
|0x86||134||INVERSE_BETA||Rotates this actor to face the opposite direction||none&lt;br /&gt;
|-&lt;br /&gt;
|0x87||135||NO_BODY||Hides the model for this actor||none&lt;br /&gt;
|-&lt;br /&gt;
|0x88||136||ADD_MONEY||Gives some money to Twinsen (max 999)||int16: money to add&lt;br /&gt;
|-&lt;br /&gt;
|0x89||137||SAVE_CURRENT_TRACK_OBJ||Saves and stops the move script track of another actor||uint8: actor index&lt;br /&gt;
|-&lt;br /&gt;
|0x8A||138||RESTORE_LAST_TRACK_OBJ||Restores and starts the move script track of another object||uint8: actor index&lt;br /&gt;
|-&lt;br /&gt;
|0x8B||139||SAVE_BEHAVIOUR_OBJ||Saves the life script behaviour of another actor||uint8: actor index&lt;br /&gt;
|-&lt;br /&gt;
|0x8C||140||RESTORE_BEHAVIOUR_OBJ||Restores the life script behaviour of another actor||uint8: actor index&lt;br /&gt;
|-&lt;br /&gt;
|0x8D||141||SPY||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x8E||142||DEBUG||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x8F||143||DEBUG_OBJ||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x90||144||POPCORN||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x91||145||FLOW_POINT||Starts a particle flow from the given point||&lt;br /&gt;
* uint8: point index&lt;br /&gt;
* uint8: particle flow index&lt;br /&gt;
|-&lt;br /&gt;
|0x92||146||FLOW_OBJ||Starts a particle from from the given actor||&lt;br /&gt;
* uint8: actor index&lt;br /&gt;
* uint8: particle flow index&lt;br /&gt;
|-&lt;br /&gt;
|0x93||147||SET_ANIM_DIAL||Sets the animation to be used during dialogue||uint16: animation index&lt;br /&gt;
|-&lt;br /&gt;
|0x94||148||PCX||Display a still image||uint8: image index&lt;br /&gt;
|-&lt;br /&gt;
|0x95||149||END_MESSAGE||Does nothing||none&lt;br /&gt;
|-&lt;br /&gt;
|0x96||150||END_MESSAGE_OBJ||Does nothing||uint8: ignored&lt;br /&gt;
|-&lt;br /&gt;
|0x97||151||PARM_SAMPLE||Sets audio sample parameters||&lt;br /&gt;
* int16: frequency range&lt;br /&gt;
* uint8: volume&lt;br /&gt;
* int16: base frequency&lt;br /&gt;
|-&lt;br /&gt;
|0x98||152||NEW_SAMPLE||Plays an audio sample with parameters||&lt;br /&gt;
* int16: sample index&lt;br /&gt;
* int16: frequency range&lt;br /&gt;
* uint8: volume&lt;br /&gt;
* int16: base frequency&lt;br /&gt;
|-&lt;br /&gt;
|0x99||153||POS_OBJ_AROUND||Positions on actor near to another||&lt;br /&gt;
* uint8: index of actor to move&lt;br /&gt;
* uint8: index of destination actor&lt;br /&gt;
|-&lt;br /&gt;
|0x9A||154||PCX_MESS_OBJ||Show a message on a still background image||&lt;br /&gt;
* uint8: image index&lt;br /&gt;
* uint8: effect&lt;br /&gt;
* uint8: index of actor speaking the message&lt;br /&gt;
* int16: message index&lt;br /&gt;
Effects are:&lt;br /&gt;
* 0: no effect&lt;br /&gt;
* 1: venetian blinds effect&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fraserjgordon</name></author>
	</entry>
</feed>