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gta3/docs/SET_FREE_BOMBS.md

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This command sets all bomb shops to free. You can have your vehicle fitted even with no money, and no money will be deducted after using it. The value set with this command is saved in block `2` of the save file.
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This command turns on the payphone and sets it to the message with repeat. It behaves almost exactly the same as SET_PHONE_MESSAGE except the phone turns back on and is set to the same message one minute after the cutscene ends.

gta3/docs/START_CHASE_SCENE.md

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This command starts the chase scene as seen in the introduction sequence of GTA III. The scene consists of 13 unique cars following paths defined in the CHASE*.DAT files. The minimum to get the chase scene to look decent is to start the cutscene "JB" with the appropriate cutscene objects, make the player safe using MAKE_PLAYER_SAFE_FOR_CUTSCENE, and load the level collision using LOAD_COLLISION. Depending on the implementation of the code, anything less can result in many undesirable behaviors, including crashing the game, cycling of colors on cars, creating random collisional damages on cars, making the cars not move, or inability for the player to enter any cars. The game performs the loading of all car models for the scene so you do not need to load the models yourself. During the scene, many parts of the city's collision unloads.
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The following table is the initialization of cars and their properties when the command is called. The index corresponds to which chase path to use. The data is located in a function at memory address 0x435810 for US v1.0.
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| Index | Model ID | Car | X | Y | Z | Angle | Carcols.dat | Color |
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| ----: | -------: | -------- | -------: | ---------: | ------: | ----: | ----------: | ----: |
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| 0 | 116 | Police | 273.5422 | -1167.1907 | 24.9906 | 63.0 | 2 | 1 |
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| 1 | 117 | Enforcer | 231.1783 | -1388.8322 | 25.9782 | 90.0 | 2 | 1 |
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| 2 | 130 | Rumpo | -28.9762 | -1031.3367 | 25.9781 | 242.0 | 1 | 75 |
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| 3 | 96 | Patriot | 114.1564 | -796.6938 | 24.9782 | 180.0 | 0 | 0 |
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| 4 | 110 | Taxi | 184.3156 | -1473.251 | 25.9782 | 0.0 | 6 | 6 |
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| 6 | 105 | Cheetah | 173.8868 | -1377.6514 | 25.9782 | 0.0 | 4 | 5 |
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| 7 | 92 | Stinger | 102.5946 | -943.9363 | 25.9781 | 270.0 | 53 | 53 |
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| 10 | 105 | Cheetah | 177.7157 | -862.1865 | 25.9782 | 155.0 | 41 | 1 |
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| 11 | 92 | Stinger | 170.5698 | -889.0236 | 25.9782 | 154.0 | 10 | 10 |
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| 14 | 111 | Kuruma | 402.6081 | -917.4963 | 37.3810 | 90.0 | 34 | 1 |
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| 16 | 110 | Taxi | -33.4962 | -938.4563 | 25.9781 | 266.0 | 6 | 6 |
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| 18 | 111 | Kuruma | 49.3631 | -987.6050 | 25.9781 | 0.0 | 51 | 1 |
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| 19 | 110 | Taxi | 179.0049 | -1154.6686 | 25.9781 | 0.0 | 6 | 76 |
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This command sets the character to use the hail taxi animation "idle_taxi" in the `ped.ifp` file. The character periodically raises the right arm as long as the character is in control, e.g. simply standing. The periodicity can be ended using CHAR_SET_IDLE or by other actions like entering a vehicle.

shared/docs/SET_CHAR_WAIT_STATE.md

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This command plays an animation sequence on a character. Some animations can play for a set amount of time but some animations require to be looped in order to work. If played on the player, most animations allow some extent of control as the animations are trying to play.

shared/docs/SET_CUTSCENE_ANIM.md

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This command sets the cutscene object to the animation in a loaded cutscene. It is required for the model associated with the animation to be loaded. Usually the model has the same name as the animation but it is not always the case; the IFP file contains the relevant data. It is not required to assign the model to the associated animation as long as the model supports the animation it is assigned to.
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This command sets the player's coordinates point by warping the player character to the location. The player's feet is the point where the player character will be placed by. If the player is in a vehicle, the vehicle will also move along with the player.
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This command saves the highest value to the "Longest time in bloodring" stat (GXT key `ST_LTBR`). The stat will initially start with a value of `0` but it will not be displayed in the stats menu until the value is greater than `0`. Any value higher than the saved value will update the saved value with the new value; lower values have no effect on the stat. The value set with this command is saved in block `19` of the save file .

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