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CLEO 4 Change Log | ||
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4.3.22 | ||
* Now creates cleo, cleo/cleo_saves and cleo/cleo_text folders on startup if they do not exist | ||
* Fix to issue with 0AE9 not returning result | ||
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4.3.21 | ||
* Fix to issue with 0AB1 in missions not storing mission locals | ||
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4.3.20 | ||
* Fixed issue with 0AB1 passing incorrect variable scope in missions | ||
* Updated SDK version | ||
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4.3.17 | ||
* Fixed potential future problem with 0AB0 which used methods with undefined behaviour | ||
* Fixed incorrect method used for 0AB7 | ||
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4.3.16 | ||
* Fixed bugs with CLEO saves when saved scripts ended | ||
* Prevented crashing when invalid audiostream handles are used | ||
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4.3.15 | ||
* Improvemed compatibility fix for opcodes 0AE1, 0AE2 and 0AE3 with incorrect find_next usage | ||
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4.3.14 | ||
* Fixed 0AAA only returning custom scripts | ||
* Fixed many things which use the 'SCM Block' or 'Mission Local Storage' space | ||
* Fixed parameters being passed to script local storage instead of mission local storage through 0A94 | ||
* Fixed potential problems with iteration through the script queues (may cause rare and hard to trace bugs) | ||
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4.3.13 | ||
* Fixed crashing when starting a new game after a game has already started with CLEO scripts installed | ||
* Possibly fixed other issues with starting a game with CLEO scripts installed | ||
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4.3.12 | ||
* Fixed string parameter skipping in 'SkipOpcodeParams' used by CLEO plugins | ||
* 0AC8 now returns a NULL value to the output var if allocation failed (as it did before 4.3a) | ||
* 0AC9 now checks the memory was allocated by 0AC8 before attempting to free it | ||
* FXT references are now case insensitive (as they were before 4.3a) | ||
* File operations now check the input handle isn't null (as it seems was the way before 4.3a) | ||
* 'Loaded mission' status now reset on new/loaded game (as it was before 4.3a) | ||
* Scripts no longer load prematurely (like before 4.3a) | ||
* Resolved conflicts with other menu hooks such as 'HUME' | ||
* Other minor tweaks | ||
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4.3.11 | ||
* Fixed crash with 0ADA in scripts beginning with an opcode ending in '00' | ||
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4.3.10 | ||
* Improvements to opcodes 0AE1, 0AE2 and 0AE3 - now loops around the pool even when the 'find_next' flag isn't used correctly | ||
* Fixed 0AD2 not returning peds targetted with the mouse, while targetting with a pad worked | ||
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4.3.09 | ||
* Will now be able to start a CLEO mission after recently finishing a standard mission | ||
* Will no longer error & terminate when scripts fail to open and instead simply log the error | ||
* Will no longer terminate on warnings | ||
* No longer includes paths in automatically generated script names (e.g. cleo\dir\demo.cs is now named 'demo.cs' and not 'dir\dem') | ||
* Improved handling of script load errors | ||
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4.3b | ||
========= | ||
* Added support for steam (gta_sa.exe v3) executables | ||
* Added 'legacy' script modes. Scripts with the extension .cs3 will be treated as CLEO 3 scripts and opened in legacy mode. | ||
0A99 CHANGE_DIRECTORY can now correctly change to the program directory | ||
0A9A OPEN_FILE now uses legacy mode when using an integer mode parameter for compatibility of CLEO file handles and SA file handles | ||
Note that you should really not pass CLEO file handles to game functions. However, this legacy mode now ensures that the handles are compatible. | ||
Other file functions have also been updated ensuring that game file handles are passed to relevant game functions. | ||
It is recommended to not rely on passing files to game functions and instead use CLEO's in-built file functions in future. | ||
0AD1 CALL now accepts string input, which is passed as a string pointer following string convention | ||
CALL now does not initialise local storage to 0 when in CLEO 3 legacy mode | ||
0AD4 SCAN_STRING now returns a condition result | ||
0AE6 FIND_FIRST_FILE now accepts string array output | ||
0AE3 FIND_ALL_RANDOM_OBJECTS_IN_SPHERE now ensures no fading objects are returned and returns -1 instead of 0 on failure | ||
0AE2 FIND_ALL_RANDOM_CARS_IN_SPHERE now ensures no script vehicles or fading vehicle are returned and returns -1 instead of 0 on failure | ||
0AE1 FIND_ALL_RANDOM_CHARS_IN_SPHERE now ensures no script characters or fading characters are returned and returns -1 instead of 0 on failure | ||
0ADF ADD_TEXT_LABEL now updates existing text labels if they already exist | ||
0AD6 IS_END_OF_FILE_REACHED now returns true if a file error occured | ||
0AD2 GET_CHAR_PLAYER_IS_TARGETING now returns -1 instead of 0 when no target is found | ||
0AB5 STORE_CLOSEST_ENTITIES now ensures no script entities or fading entities are returned and ensures the player ped is not returned |
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