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update docs
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This conditional command supposedly returns true if there is a sniper bullet within the specified 2d area, but its area detection seems to be bugged. It returns true if a sniper bullet is within any x-coordinate greater than the specified x-coordinate minus the x-radius, and any y-coordinate greater than the specified y-coordinate minus the y-radius. Its cylindrical marker does not reflect the bug and behaves similarly to IS_PLAYER_IN_AREA_2D.
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This conditional command supposedly returns true if there is a sniper bullet within the specified 3d area, but its area detection seems to be bugged. It returns true if a sniper bullet is within any x-coordinate greater than the specified x-coordinate minus the x-radius, any y-coordinate greater than the specified y-coordinate minus the y-radius, and any z-coordinate greater than the specified z-coordinate minus the z-radius. Its cylindrical marker does not reflect the bug and behaves similarly to IS_PLAYER_IN_AREA_3D.

sa/docs/IS_VAR_TEXT_LABEL_EMPTY.md

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This conditional command returns true if the string represented by the global variable is empty, i.e. contains no characters, only zero bytes.
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IS_LVAR_TEXT_LABEL_EMPTY, IS_VAR_TEXT_LABEL16_EMPTY, and IS_LVAR_TEXT_LABEL16_EMPTY behave similarly to this command.

sa/docs/OPEN_SEQUENCE_TASK.md

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This command opens a sequence task. A sequence task is a group of commands between OPEN_SEQUENCE_TASK and CLOSE_SEQUENCE_TASK that can be assigned to a character or multiple characters.
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Use `-1` as the character handle for tasks within the sequence if you want the assigned character to perform the tasks.
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This conditional command returns true if any projectile is within the cubic area. A projectile can be a Grenade, Molotov Cocktail, or Missile.
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This command will make a helicopter simulate a crash landing. The tail rotor will smoke and spin the helicopter out of control (like in GTA IV). When the helicopter gets close to the ground, it will explode but the helicopter will still be intact and occupants will still be alive. The helicopter can become a flyable wreck. This command has no effect on any other types of vehicles.
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This command makes the object targetable (ability to be auto-aimed). Auto-aim only has an effect when using classic or joypad controls; it has no use in standard controls. In GTA III and Vice City, there is no way to remove this property from the object without deleting and recreating the object. There can only be four targetable objects at a time. Trying to make more objects targetable yields no effect. This property of the object is saved in block `1` of the save file in GTA III and block `1` in Vice City.
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This command allows the player to be fire proof. Similar to SET_CHAR_PROOFS's fire proof property, fire does not reduce the health of the player. Unlike SET_CHAR_PROOFS, the player can still be set on fire and react to the fire, and the command's setting can be loaded from a saved game. The value set with this command is saved in block `18` of the save file in Vice City and block `15` in San Andreas.
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By default, when a garage is created, entering the garage places the camera outside the garage at a fixed position and the camera will track the player character as you move around in the garage (this does not happen when in standard controls on foot in Vice City). This command disables that special camera for the garage, allowing the regular game camera to be in control.

vc/docs/PLAY_ANNOUNCEMENT.md

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This command plays the bridge status audio over the radio. The audio will play once the player is in a vehicle. The radio station will abruptly stop and will play the audio. Once the audio is playing, radio stations cannot be switched. When the audio ends, the radio station will fade back in. The audio will play in any vehicles, even if the radio is turned off (Caddy) or if the vehicle doesn't have changeable radio stations (police vehicles). The audio can only be heard once so when the player exits the vehicle while the audio is playing and reenters it, the vehicle will play its normal radio station.
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| Value | Enum | File name |
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| ----- | -------------------------------- | ----------- |
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| 0 | ANNOUNCEMENT_TRACK_BRIDGE_CLOSED | bclosed.mp3 |
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| 1 | ANNOUNCEMENT_TRACK_BRIDGE_OPEN | bopen.mp3 |
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This command can actually play many audio files within the Audio directory, not just the bridge announcement audio, and it accepts negative values down to `-25` and positive values up to `230`. From the list of positions of Vice City's audio , offset the position by `-25` to get the appropriate value. For example, a value of `16 - 25 = -9` can play the mall ambiance audio as the announcement, or a value of `66 - 25 = 41` can play the finale cutscene audio as the announcement. At a value of `231`, it overflows back to the beginning of the audio position (i.e. `231` will play audio in position `0`) and will overflow in increments of `256` (i.e. `487` will play audio in position `0`).

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