durtyfree / gta-sa-scripthook Goto Github PK
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GTA San Andreas .NET / C# ScriptHook
I would like to use api in my winform app, is it possible?
Am having troubles with the framework version, it's not working properly, i tried a very old version from somewhere else idk, is working, but your this latest build isn't working, please help buddy.
Please fix it, it will start working again if your project is migrated to v3.5 . I tested somehow. And bro am such a fan of your work, can i contribute in your project too please???
Log:
2020-12-30 01:13:37 - INFO: compiled for GTA: San Andreas
2020-12-30 01:13:37 - INFO: Game version: 1.0
2020-12-30 01:13:37 - WARNING: Exception: System.BadImageFormatException: Could not load file or assembly 'GTAScriptAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. This assembly is built by a runtime newer than the currently loaded runtime and cannot be loaded.
2020-12-30 01:13:37 - ERROR: System.BadImageFormatException: This assembly is built by a runtime newer than the currently loaded runtime and cannot be loaded. (Exception from HRESULT: 0x8013101B)
at System.Reflection.Assembly.nLoadFile(String path, Evidence evidence)
at System.Reflection.Assembly.LoadFile(String path)
at GTA.ScriptLoader.LoadAssemblies(String folder, String filter)
at GTA.ScriptLoader.LoadScripts()
at GoManaged()
If somebody feels like adding API for those native opcodes, do it. (Some of them are already available as API)
DEFINE_OPCODE(create_coord, 0x04C4, "vfffvvv"); // PLAYER_ACTOR, x, y, z, var_x, var_y, var_z
DEFINE_OPCODE(destroy_actor, 0x009B, "v"); // var_actor
DEFINE_OPCODE(actor_look_at_player, 0x020F, "vv"); // var_actor, PLAYER_CHAR
DEFINE_OPCODE(AT_rotate_to_actor, 0x0639, "vv"); // var_actor, PLAYER_CHAR
DEFINE_OPCODE(unload_special_actor, 0x0296, "i"); // var_actor,
DEFINE_OPCODE(get_car_color, 0x03F3, "vii"); // var_car col1 col2
DEFINE_OPCODE(create_panel, 0x08D4, "sfffiiiiv"); //Create Panel - Title, Left Pos x, Top Pos y, Width w, #of columns, interactive (1 yes, 0 no), background (1 yes 0 no), align (0 = center, 1 = left, 2 = right), var_panel (handle)
DEFINE_OPCODE(delete_panel, 0x08DA, "v"); //Remove Panel (var_panel)
DEFINE_OPCODE(set_panel_column_data, 0x08DB, "visssssssssssss"); // var_panel, #of column, text strings
DEFINE_OPCODE(set_panel_data_text1, 0x08EE, "viisi");
DEFINE_OPCODE(set_panel_data_text2, 0x08EF, "viisii");
DEFINE_OPCODE(set_panel_column_width, 0x09DB, "vii");
DEFINE_OPCODE(set_panel_column_align, 0x08D6, "vii");
DEFINE_OPCODE(set_panel_row_enable, 0x08D9, "vii"); //var_panel, #of row, enable 1, disable 0
DEFINE_OPCODE(text_draw, 0x033E, "ffs");
DEFINE_OPCODE(remove_text, 0x03D5, "s");
DEFINE_OPCODE(clear_all_text, 0x00BE, "");
DEFINE_OPCODE(text_draw_toggle, 0x03F0, "i");
DEFINE_OPCODE(get_time, 0x00BF, "ii");
DEFINE_OPCODE(set_time, 0x00C0, "ii");
DEFINE_OPCODE(text_draw_1number, 0x045A, "ffsi");
DEFINE_OPCODE(release_weather, 0x01B7, "");
DEFINE_OPCODE(cleanup_actor, 0x01C2, "v");
DEFINE_OPCODE(mission_cleanup, 0x00D8, "");
DEFINE_OPCODE(change_stat_int, 0x0629, "ii");
DEFINE_OPCODE(change_stat_float, 0x062A, "if");
DEFINE_OPCODE(set_total_missions, 0x042C, "i");
DEFINE_OPCODE(set_total_mission_points, 0x030D, "i");
DEFINE_OPCODE(interior_access, 0x07FB, "si");
DEFINE_OPCODE(activate_garage, 0x0299, "s");
DEFINE_OPCODE(init_object_in_obgroup, 0x0776, "s");
DEFINE_OPCODE(destroy_object_in_obgroup, 0x0777, "s");
DEFINE_OPCODE(set_burglar_houses_open, 0x09E6, "i");
DEFINE_OPCODE(reset_interior_colors, 0x04FA, "i");
DEFINE_OPCODE(set_entrance_on, 0x08E7, "i");
DEFINE_OPCODE(AT_jump, 0x05BC, "vi");
DEFINE_OPCODE(AT_finger, 0x05C2, "v");
DEFINE_OPCODE(AT_hands_cower, 0x05C3, "v");
DEFINE_OPCODE(AT_hands_up, 0x05C4, "vi");
DEFINE_OPCODE(request_animation, 0x04ED, "s");
DEFINE_OPCODE(release_animation, 0x04EF, "s");
DEFINE_OPCODE(AT_tired, 0x05BD, "vi");
DEFINE_OPCODE(AT_move_mouth, 0x0967, "vi");
DEFINE_OPCODE(AT_roll_sideways, 0x06E3, "vi");
DEFINE_OPCODE(AT_stop_mouth, 0x0968, "vi");
DEFINE_OPCODE(toggle_radar, 0x0581, "i");
DEFINE_OPCODE(toggle_hud, 0x0826, "i");
DEFINE_OPCODE(toggle_riot, 0x06C8, "i");
DEFINE_OPCODE(display_zone_text, 0x0A19, "s");
DEFINE_OPCODE(set_actor_health, 0x0223, "vi");
DEFINE_OPCODE(cellphone, 0x0729, "vi");
DEFINE_OPCODE(car_psycho, 0x00A8, "v");
DEFINE_OPCODE(car_normal, 0x00A9, "v");
DEFINE_OPCODE(car_immunities, 0x2AC, "viiiii");
DEFINE_OPCODE(car_max_speed, 0x00AD, "vf");
DEFINE_OPCODE(car_behav, 0x00AF, "vf");
DEFINE_OPCODE(AT_car_driver, 0x05CB, "vvi");
DEFINE_OPCODE(AT_car_pass, 0x05CA, "vvii");
DEFINE_OPCODE(car_drive_to, 0x02C2, "vfff");
DEFINE_OPCODE(AT_leave_car, 0x05CD, "vv");
DEFINE_OPCODE(AT_drive_to, 0x05D1, "vvffffiii");
DEFINE_OPCODE(AT_stay_put, 0x0638, "vi");
DEFINE_OPCODE(car_follow_car, 0x07F8, "vvf");
DEFINE_OPCODE(explode_car, 0x020B, "v");
DEFINE_OPCODE(AT_clear_AT, 0x0687, "v");
DEFINE_OPCODE(AT_go_to, 0x05D3, "vfffii");
DEFINE_OPCODE(AT_set_walk_speed, 0x07A1, "i");
DEFINE_OPCODE(actor_in_group, 0x0631, "vv");
DEFINE_OPCODE(release_group, 0x0632, "v");
DEFINE_OPCODE(create_player_group, 0x07AF, "vv");
DEFINE_OPCODE(create_group, 0x062F, "iv");
DEFINE_OPCODE(actor_group_leader, 0x0630, "vv");
DEFINE_OPCODE(UNK1, 0x07CB, "vi");
DEFINE_OPCODE(group_flag, 0x09DD, "i");
DEFINE_OPCODE(AT_chat, 0x0677, "vvii");
DEFINE_OPCODE(AT_animation, 0x0605, "vssfiiiii");
DEFINE_OPCODE(remove_actor_from_group, 0x06C9, "v");
DEFINE_OPCODE(text_box, 0x03E5, "s");
DEFINE_OPCODE(UNK_flag, 0x0816, "vi");
DEFINE_OPCODE(UNK_flag2, 0x074E, "vfi");
DEFINE_OPCODE(change_player_skin, 0x09C7, "vi");
DEFINE_OPCODE(max_wanted_level, 0x01F0, "i");
DEFINE_OPCODE(set_wanted_level, 0x010D, "i");
DEFINE_OPCODE(clear_wanted_level, 0x0110, "v");
DEFINE_OPCODE(AT_kill_actor, 0x05E2, "vv");
DEFINE_OPCODE(camera_on_ped, 0x0159, "vii");
DEFINE_OPCODE(actor_swim_ability, 0x04D8, "vi");
DEFINE_OPCODE(AT_bail_from_car, 0x0633, "v");
DEFINE_OPCODE(AT_sit_down, 0x06B0, "vi");
DEFINE_OPCODE(AT_perform_driveby, 0x0713, "iiiffffiii");
DEFINE_OPCODE(AT_look_around, 0x05C8, "v");
DEFINE_OPCODE(AT_cower, 0x05C5, "vi");
DEFINE_OPCODE(start_AS, 0x0615, "v");
DEFINE_OPCODE(end_AS, 0x0616, "v");
DEFINE_OPCODE(assign_AS, 0x0618, "vv");
DEFINE_OPCODE(AS_loop_flag, 0x0643, "vi");
DEFINE_OPCODE(AS_remove_ref, 0x061B, "v");
DEFINE_OPCODE(AT_kill, 0x05BE, "v");
DEFINE_OPCODE(car_door_status, 0x020A, "vi");
DEFINE_OPCODE(create_weapon_pickup, 0x032B, "iiifffv");
DEFINE_OPCODE(create_pickup, 0x0213, "iifffv");
DEFINE_OPCODE(create_object, 0x0107, "ifffv");
DEFINE_OPCODE(attach_obj_to_actor, 0x070A, "vvfffiissi");
DEFINE_OPCODE(attach_particle_to_actor, 0x0669, "svfffiv");
DEFINE_OPCODE(destroy_object, 0x0108, "v");
DEFINE_OPCODE(set_rubbish, 0x03AD, "i");
DEFINE_OPCODE(heat_wave, 0x08FD, "i");
DEFINE_OPCODE(create_cash_pickup, 0x02E1, "fffiiv");
DEFINE_OPCODE(get_random_ped, 0x08E5, "ffffv");
DEFINE_OPCODE(object_solid_in_area, 0x0985, "ffffiiv");
DEFINE_OPCODE(get_object_in_3d_area, 0x0866, "ffffi");
DEFINE_OPCODE(get_object_model_ID, 0x0984, "vi");
DEFINE_OPCODE(get_object_in_3d_area_radius, 0x0A3E, "ffffffi");
DEFINE_OPCODE(is_modelID_boat, 0x081E, "v");
DEFINE_OPCODE(is_modelID_airplane, 0x081F, "v");
DEFINE_OPCODE(is_modelID_heli, 0x0820, "v");
DEFINE_OPCODE(airplane_follow, 0x0710, "vvvf");
DEFINE_OPCODE(heli_follow, 0x0726, "vvvf");
DEFINE_OPCODE(hydra_thrust_horizontal, 0x0745, "v");
DEFINE_OPCODE(landing_gear_up, 0x08E6, "vi");
DEFINE_OPCODE(put_actor_in_car, 0x036A, "vv");
DEFINE_OPCODE(car_abandon_path, 0x04E0, "vi");
DEFINE_OPCODE(hydra_attack_player_vehicle, 0x070E, "vvf");
DEFINE_OPCODE(hunter_attack_player, 0x0724, "vvf");
DEFINE_OPCODE(get_driver_from_car, 0x046C, "iv");
DEFINE_OPCODE(set_panel_active_row, 0x090E, "vi");
DEFINE_OPCODE(get_panel_active_row, 0x08D7, "vv");
DEFINE_OPCODE(perm_text_box, 0x0512, "s");
DEFINE_OPCODE(clear_text_box, 0x03E6, "");
DEFINE_OPCODE(set_gamespeed, 0x015D, "f");
DEFINE_OPCODE(AS_with_object, 0x075A, "vssffi");
DEFINE_OPCODE(AT_animation_group, 0x0812, "vssfiiiii");
DEFINE_OPCODE(attach_obj_to_actor2, 0x069B, "vvffffff");
DEFINE_OPCODE(lock_actor_position, 0x04D7, "vi");
DEFINE_OPCODE(player_ignored, 0x03BF, "vi");
DEFINE_OPCODE(cinematic_camera, 0x093D, "i");
DEFINE_OPCODE(first_person_camera, 0x0A2F, "i");
DEFINE_OPCODE(camera_FOV_inout, 0x0922, "ffii");
DEFINE_OPCODE(camera_jiggle, 0x099C, "iff");
DEFINE_OPCODE(camera_on_ped_offset_point_actor, 0x067E, "vfffvfi");```
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