Professional Documents
Culture Documents
-------------------Change Log
-- 4.3.16 -* Fixed bugs with CLEO saves when saved scripts ended
-- 4.3.15 -* Improvemed compatibility fix for opcodes 0AE1, 0AE2 and 0AE3 with incorrect fi
nd_next usage
-- 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 r
are and hard to trace bugs)
-- 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
-- 4.3.12.1 -* Un-did the 'Scripts no longer load prematurely' fix as it caused scripts to no
t load certain circumstances (like before CLEO 4)
* Included 'cleo_text' folder in installation
-- 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 di
d 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
-- 4.3.11 -* Fixed crash with 0ADA in scripts beginning with an opcode ending in '00'
-- 4.3.10 -* Improvements to opcodes 0AE1, 0AE2 and 0AE3 - now loops around the pool even w
hen the 'find_next' flag isn't used correctly
* Fixed 0AD2 not returning peds targetted with the mouse, while targetting with
a pad worked
-- 4.3.9 -* Will now be able to start a CLEO mission after recently finishing a standard m
ission
* 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\di
r\demo.cs is now named 'demo.cs' and not 'dir\dem')
* Improved handling of script load errors
-- 4.3.8 -* Fixed crash which would occur when missions were ended with 004E
-- 4.3.7 -* Custom missions launched by CLEO scripts now inherit their compatibility mode
- possibly fixing incompatibilities with mods using custom missions
* The current directory set by 0A99 is now script-dependant and only affects run
ning CLEO scripts (not the entire game or the main.scm)
* Text and texture/sprite draws are now script-dependant (doesn't affect main.sc
m scripts)
-- 4.3 -* Replaced code which dynamically allocated and deallocated memory for script pa
rameters every time 0AA5-0AA8 were called with static arrays
* Removed a script execution loop replacement which wasn't used for anything imp
ortant and weirdly only worked with 1.0US that caused crashes with script loggin
g plugins
* Added support for Steam (v3) versions of gta_sa.exe
* Prevented the local storage from being initialized in SCM functions when the s
cript is in CLEO 3 compatibility mode ('.cs3' extension)
* Updates to behaviour of following opcodes:
0A99