Advertisement
Guest User

Untitled

a guest
May 20th, 2012
71
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 59.23 KB | None | 0 0
  1. //-------------Mission 31---------------
  2. // Originally: Life's a Beach
  3.  
  4. :MUSIC1
  5. thread 'MUSIC1'
  6. gosub @MUSIC1_47
  7. if
  8. wasted_or_busted
  9. else_jump @MUSIC1_38
  10. gosub @MUSIC1_15556
  11.  
  12. :MUSIC1_38
  13. gosub @MUSIC1_15629
  14. end_thread
  15.  
  16. :MUSIC1_47
  17. increment_mission_attempts
  18. 054C: use_GXT_table 'STRAP1'
  19. $ONMISSION = 1
  20. wait 0
  21. 34@ = 526.84
  22. 35@ = -1885.19
  23. 36@ = 2.4
  24. 0087: 39@ = 34@ // (float)
  25. 39@ += 2.5
  26. 0087: 40@ = 35@ // (float)
  27. 40@ += 3.5
  28. 41@ = 2.79
  29. 0087: 42@ = 34@ // (float)
  30. 42@ -= 7.0
  31. 0087: 43@ = 35@ // (float)
  32. 43@ -= 9.8
  33. 44@ = 2.06
  34. 0087: 48@ = 39@ // (float)
  35. 48@ += 9.0
  36. 0087: 49@ = 40@ // (float)
  37. 49@ += 4.0
  38. 0087: 50@ = 41@ // (float)
  39. 51@ = 340.0
  40. 52@ = 1643.42
  41. 53@ = -1524.69
  42. 54@ = 12.61
  43. 0087: 56@ = 48@ // (float)
  44. 56@ -= 1.08
  45. 0087: 57@ = 49@ // (float)
  46. 57@ -= 3.05
  47. 0087: 58@ = 56@ // (float)
  48. 58@ -= 0.54
  49. 0087: 59@ = 57@ // (float)
  50. 59@ -= 1.53
  51. 60@ = 3.14
  52. 61@ = 21
  53. 0087: 83@ = 39@ // (float)
  54. 83@ += 10.0
  55. 0087: 104@ = 40@ // (float)
  56. 104@ -= 6.0
  57. 125@ = 300.0
  58. 0087: 84@ = 83@ // (float)
  59. 84@ += 3.0
  60. 0087: 105@ = 104@ // (float)
  61. 0087: 126@ = 125@ // (float)
  62. 126@ += 120.0
  63. 0087: 85@ = 83@ // (float)
  64. 85@ += 3.0
  65. 0087: 106@ = 104@ // (float)
  66. 106@ += 3.0
  67. 0087: 127@ = 125@ // (float)
  68. 127@ += 240.0
  69. 0087: 86@ = 34@ // (float)
  70. 86@ += 17.5
  71. 0087: 107@ = 35@ // (float)
  72. 107@ += 3.0
  73. 128@ = 270.0
  74. 0087: 87@ = 86@ // (float)
  75. 87@ += 1.0
  76. 0087: 108@ = 107@ // (float)
  77. 0087: 129@ = 128@ // (float)
  78. 129@ -= 180.0
  79. 0087: 88@ = 39@ // (float)
  80. 88@ -= 2.0
  81. 0087: 109@ = 40@ // (float)
  82. 109@ -= 8.0
  83. 130@ = 315.0
  84. 0087: 89@ = 88@ // (float)
  85. 89@ += 2.5
  86. 0087: 110@ = 109@ // (float)
  87. 0087: 131@ = 130@ // (float)
  88. 131@ += 90.0
  89. 0087: 90@ = 88@ // (float)
  90. 90@ += 2.5
  91. 0087: 111@ = 109@ // (float)
  92. 111@ += 2.5
  93. 0087: 132@ = 130@ // (float)
  94. 132@ += 180.0
  95. 0087: 91@ = 88@ // (float)
  96. 0087: 112@ = 109@ // (float)
  97. 112@ += 2.5
  98. 0087: 133@ = 130@ // (float)
  99. 133@ += 270.0
  100. 0087: 92@ = 34@ // (float)
  101. 92@ += 12.0
  102. 0087: 113@ = 35@ // (float)
  103. 113@ -= 9.5
  104. 134@ = 0.0
  105. 0087: 93@ = 92@ // (float)
  106. 93@ -= 0.5
  107. 0087: 114@ = 113@ // (float)
  108. 114@ += 1.5
  109. 0087: 135@ = 134@ // (float)
  110. 135@ += 180.0
  111. 0087: 94@ = 42@ // (float)
  112. 0087: 115@ = 43@ // (float)
  113. 115@ += 5.0
  114. 136@ = 200.0
  115. 0087: 95@ = 42@ // (float)
  116. 95@ += 3.0
  117. 0087: 116@ = 43@ // (float)
  118. 116@ += 3.5
  119. 137@ = 170.0
  120. 0087: 96@ = 42@ // (float)
  121. 96@ += 4.0
  122. 0087: 117@ = 43@ // (float)
  123. 138@ = 0.0
  124. 0087: 97@ = 42@ // (float)
  125. 97@ += 5.0
  126. 0087: 118@ = 43@ // (float)
  127. 118@ += 2.0
  128. 139@ = 270.0
  129. 0087: 98@ = 39@ // (float)
  130. 98@ += 1.0
  131. 0087: 119@ = 40@ // (float)
  132. 119@ += 6.0
  133. 140@ = 270.0
  134. 0087: 99@ = 98@ // (float)
  135. 99@ += 1.5
  136. 0087: 120@ = 119@ // (float)
  137. 120@ += 1.5
  138. 0087: 141@ = 140@ // (float)
  139. 141@ -= 90.0
  140. 0087: 100@ = 98@ // (float)
  141. 100@ += 3.0
  142. 0087: 121@ = 119@ // (float)
  143. 0087: 142@ = 140@ // (float)
  144. 142@ -= 180.0
  145. 0087: 101@ = 98@ // (float)
  146. 101@ += 1.5
  147. 0087: 122@ = 119@ // (float)
  148. 122@ -= 1.5
  149. 0087: 143@ = 140@ // (float)
  150. 143@ -= 270.0
  151. 0087: 102@ = 48@ // (float)
  152. 102@ -= 3.0
  153. 0087: 123@ = 49@ // (float)
  154. 123@ -= 1.0
  155. 144@ = 0.0
  156. 0087: 103@ = 102@ // (float)
  157. 0087: 124@ = 123@ // (float)
  158. 124@ += 1.0
  159. 0087: 145@ = 144@ // (float)
  160. 145@ += 180.0
  161. 162@ = 20.0
  162. 0087: 163@ = 162@ // (float)
  163. 163@ *= 4.0
  164. 146@ = 7
  165. gosub @MUSIC1_13984
  166. 187@ = 0
  167. 188@ = 0
  168. 190@ = 0
  169. 192@ = 0
  170. 193@ = 0
  171. 194@ = 0
  172. 195@ = 0
  173. 197@ = 0
  174. 198@ = 0
  175. 199@ = 0
  176. 200@ = 0
  177. 201@ = 0
  178. 202@ = 0
  179. 203@ = 0
  180. 204@ = 0
  181. 207@ = 0
  182. 208@ = 0
  183. 205@ = 0
  184. 206@ = 0
  185. 209@ = 0
  186. 267@ = 0
  187. 268@ = 0
  188. 269@ = 0
  189. 231@ = 0
  190. 170@ = 0
  191.  
  192. :MUSIC1_1557
  193. if
  194. 001D:   61@ > 170@ // (int)
  195. else_jump @MUSIC1_1653
  196. 210@(170@,21i) = 0
  197. 232@(170@,21i) = 0
  198. if
  199. 001D:   146@ > 170@ // (int)
  200. else_jump @MUSIC1_1639
  201. 253@(170@,7i) = 0
  202. 260@(170@,7i) = 0
  203.  
  204. :MUSIC1_1639
  205. 170@ += 1
  206. jump @MUSIC1_1557
  207.  
  208. :MUSIC1_1653
  209. 0169: set_fade_color_RGB 0 0 0
  210. fade 0 2000
  211.  
  212. :MUSIC1_1668
  213. if
  214. fading
  215. else_jump @MUSIC1_1692
  216. wait 0
  217. jump @MUSIC1_1668
  218.  
  219. :MUSIC1_1692
  220. 0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0
  221. Camera.SetAtPos(809.5818, -1630.573, 12.5469)
  222. 08F5: save_player_group
  223. 02E4: load_cutscene_data 'STRAP1A'
  224.  
  225. :MUSIC1_1746
  226. if
  227. 86B9:   not cutscene_data_loaded
  228. else_jump @MUSIC1_1770
  229. wait 0
  230. jump @MUSIC1_1746
  231.  
  232. :MUSIC1_1770
  233. 02E7: start_cutscene
  234. fade 1 1000
  235.  
  236. :MUSIC1_1779
  237. if
  238. 82E9:   not cutscene_reached_end
  239. else_jump @MUSIC1_1803
  240. wait 0
  241. jump @MUSIC1_1779
  242.  
  243. :MUSIC1_1803
  244. fade 0 0
  245.  
  246. :MUSIC1_1809
  247. if
  248. fading
  249. else_jump @MUSIC1_1833
  250. wait 0
  251. jump @MUSIC1_1809
  252.  
  253. :MUSIC1_1833
  254. 02EA: end_cutscene
  255. Player.CanMove($PLAYER_CHAR) = False
  256. 08F6: restore_player_group
  257. Model.Load(#VOODOO)
  258. Model.Load(#ESPERANT)
  259. Model.Load(#OCEANIC)
  260. Model.Load(#PONY)
  261. Model.Load(#MP5LNG)
  262. Model.Load(#BFYST)
  263. Model.Load(#WFYST)
  264. Model.Load(#BMYST)
  265. Model.Load(#WMYRO)
  266. Model.Load(#WFYCLOT)
  267. Model.Load(#WMYST)
  268. Model.Load(#WMYCLOT)
  269. Model.Load(#BMYDJ)
  270. Model.Load(#WFYRI)
  271. Model.Load(#OFYRI)
  272. 06E9: load_car_component #WHEEL_OR1
  273. 08A9: load_external_script 35 (DANCE)
  274. 038B: load_requested_models
  275.  
  276. :MUSIC1_1922
  277. if or
  278.    not Model.Available(#VOODOO)
  279.    not Model.Available(#ESPERANT)
  280.    not Model.Available(#OCEANIC)
  281.    not Model.Available(#PONY)
  282.    not Model.Available(#MP5LNG)
  283. else_jump @MUSIC1_1969
  284. wait 0
  285. jump @MUSIC1_1922
  286.  
  287. :MUSIC1_1969
  288. if
  289.    not Model.Available(#BFYST)
  290. else_jump @MUSIC1_1995
  291. wait 0
  292. jump @MUSIC1_1969
  293.  
  294. :MUSIC1_1995
  295. if or
  296.    not Model.Available(#WFYST)
  297.    not Model.Available(#BMYST)
  298.    not Model.Available(#WMYRO)
  299.    not Model.Available(#WFYCLOT)
  300.    not Model.Available(#WMYST)
  301.    not Model.Available(#WMYCLOT)
  302. else_jump @MUSIC1_2043
  303. wait 0
  304. jump @MUSIC1_1995
  305.  
  306. :MUSIC1_2043
  307. if or
  308.    not Model.Available(#BMYDJ)
  309.    not Model.Available(#WFYRI)
  310.    not Model.Available(#OFYRI)
  311. else_jump @MUSIC1_2077
  312. wait 0
  313. jump @MUSIC1_2043
  314.  
  315. :MUSIC1_2077
  316. if or
  317. 86EA:   not car_component #WHEEL_OR1 available
  318. 88AB:   not external_script 35 (DANCE) loaded
  319. else_jump @MUSIC1_2108
  320. wait 0
  321. jump @MUSIC1_2077
  322.  
  323. :MUSIC1_2108
  324. Garage.ChangeType('MUL_LAN', 19)
  325. 022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
  326. Camera.SetAtPos(809.5818, -1630.573, 12.5469)
  327. set_weather 1
  328. Actor.PutAt($PLAYER_ACTOR, 809.5818, -1630.573, 12.5469)
  329. Actor.Angle($PLAYER_ACTOR) = 176.0
  330. Camera.SetBehindPlayer
  331. Camera.Restore_WithJumpCut
  332. 0169: set_fade_color_RGB 0 0 0
  333. wait 500
  334. fade 1 1500
  335. Player.CanMove($PLAYER_CHAR) = True
  336. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  337. 00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0  // ~s~Go to the ~y~beach party~s~.
  338. if
  339.   192@ == 1
  340. else_jump @MUSIC1_2489
  341. 47@ = Car.Create(#PONY, 0.0, 0.0, -100.0)
  342. 272@ = Marker.CreateAboveCar(47@)
  343. 55@ = Actor.Create(Mission1, #BFYST, 0.0, 0.0, -100.0)
  344. 0615: define_AS_pack_begin 181@
  345. 05BA: AS_actor -1 move_mouth -2 ms
  346. 0616: define_AS_pack_end 181@
  347. 170@ = 0
  348.  
  349. :MUSIC1_2361
  350. if
  351. 001D:   61@ > 170@ // (int)
  352. else_jump @MUSIC1_2422
  353. 62@(170@,21i) = Actor.Create(Mission1, #BFYST, 0.0, 0.0, -100.0)
  354. 170@ += 1
  355. jump @MUSIC1_2361
  356.  
  357. :MUSIC1_2422
  358. 170@ = 0
  359.  
  360. :MUSIC1_2429
  361. if
  362. 001D:   146@ > 170@ // (int)
  363. else_jump @MUSIC1_2489
  364. 147@(170@,7i) = Car.Create(#VOODOO, 0.0, 0.0, -100.0)
  365. 170@ += 1
  366. jump @MUSIC1_2429
  367.  
  368. :MUSIC1_2489
  369. wait 0
  370. if
  371. 0735:   NOP_false 83
  372. else_jump @MUSIC1_2515
  373. jump @MUSIC1_15574
  374.  
  375. :MUSIC1_2515
  376. set_weather 1
  377. if
  378.    not 193@ == 1
  379. else_jump @MUSIC1_2925
  380. if
  381. 00EC:   actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 200.0 200.0
  382. else_jump @MUSIC1_2925
  383. 0395: clear_area 0 at 34@ 35@ 36@ radius 100.0
  384. gosub @MUSIC1_6819
  385. 0087: 274@ = 39@ // (float)
  386. 274@ += 0.15
  387. 0087: 275@ = 40@ // (float)
  388. 275@ += 0.15
  389. 45@ = Object.Init(#DYN_WOODPILE2, 274@, 275@, 2.6)
  390. 0087: 274@ = 42@ // (float)
  391. 274@ += 0.15
  392. 0087: 275@ = 43@ // (float)
  393. 275@ += 0.15
  394. 46@ = Object.Init(#DYN_WOODPILE2, 274@, 275@, 2.31)
  395. 08D2: object 45@ scale_model 0.5
  396. 08D2: object 46@ scale_model 0.5
  397. Object.Indestructibility(45@) = False
  398. Object.Indestructibility(46@) = False
  399. 0917: audio_zone 'BEACH' enable_sound 1
  400. wait 1500
  401. gosub @MUSIC1_8085
  402. if
  403.    not Actor.Dead(55@)
  404. else_jump @MUSIC1_2788
  405. Actor.LockInCurrentPosition(55@) = True
  406.  
  407. :MUSIC1_2788
  408. if
  409.    not Car.Wrecked(47@)
  410. else_jump @MUSIC1_2811
  411. Car.LockInCurrentPosition(47@) = True
  412.  
  413. :MUSIC1_2811
  414. if
  415.    Object.Exists(45@)
  416. else_jump @MUSIC1_2834
  417. Object.KeepInMemory(45@) = True
  418.  
  419. :MUSIC1_2834
  420. if
  421.    Object.Exists(46@)
  422. else_jump @MUSIC1_2857
  423. Object.KeepInMemory(46@) = True
  424.  
  425. :MUSIC1_2857
  426. 064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ type 1
  427. 064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ type 1
  428. 064C: make_particle 37@ visible
  429. 064C: make_particle 38@ visible
  430. 270@ = 1
  431. 193@ = 1
  432.  
  433. :MUSIC1_2925
  434. if
  435.   193@ == 1
  436. else_jump @MUSIC1_6812
  437. 00BF: 175@ = current_time_hours, 176@ = current_time_minutes
  438. if and
  439.   175@ >= 6
  440.   22 > 175@
  441. else_jump @MUSIC1_3018
  442. if
  443.   270@ == 1
  444. else_jump @MUSIC1_3011
  445. 064E: stop_particle 37@
  446. 064E: stop_particle 38@
  447. 270@ = 0
  448.  
  449. :MUSIC1_3011
  450. jump @MUSIC1_3053
  451.  
  452. :MUSIC1_3018
  453. if
  454.   270@ == 0
  455. else_jump @MUSIC1_3053
  456. 064C: make_particle 37@ visible
  457. 064C: make_particle 38@ visible
  458. 270@ = 1
  459.  
  460. :MUSIC1_3053
  461. if and
  462.    not 194@ == 1
  463. 00EC:   actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 50.0 50.0
  464. else_jump @MUSIC1_3108
  465. gosub @MUSIC1_14856
  466. 194@ = 1
  467.  
  468. :MUSIC1_3108
  469. if
  470.   203@ == 0
  471. else_jump @MUSIC1_6025
  472. if and
  473.    not 195@ == 1
  474.    not 197@ == 1
  475.    not 199@ == 1
  476. else_jump @MUSIC1_3314
  477. if and
  478.    not Actor.Dead(55@)
  479. 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  480. else_jump @MUSIC1_3314
  481. Marker.Disable(271@)
  482. 0687: clear_actor 55@ task
  483. Actor.Angle(55@) = 110.0
  484. gosub @MUSIC1_12841
  485. 03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
  486. 195@ = 1
  487. 196@ = 0
  488. Player.CanMove($PLAYER_CHAR) = False
  489. Actor.PutAt($PLAYER_ACTOR, 58@, 59@, 2.3)
  490. Actor.Angle($PLAYER_ACTOR) = 290.0
  491. 0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152
  492. wait 1000
  493. Player.CanMove($PLAYER_CHAR) = True
  494.  
  495. :MUSIC1_3314
  496. if and
  497.   195@ == 1
  498.    not 197@ == 1
  499. else_jump @MUSIC1_4324
  500. if
  501.    not Actor.Dead(55@)
  502. else_jump @MUSIC1_4324
  503. if
  504. 071A:   actor 55@ current_dialogue_text == 287@s
  505. else_jump @MUSIC1_4018
  506. Player.CanMove($PLAYER_CHAR) = False
  507. if
  508. 88AB:   not external_script 35 (DANCE) loaded
  509. else_jump @MUSIC1_3400
  510. 08A9: load_external_script 35 (DANCE)
  511.  
  512. :MUSIC1_3400
  513. fade 0 1000
  514.  
  515. :MUSIC1_3407
  516. if or
  517. fading
  518. 88AB:   not external_script 35 (DANCE) loaded
  519. else_jump @MUSIC1_3435
  520. wait 0
  521. jump @MUSIC1_3407
  522.  
  523. :MUSIC1_3435
  524. 03E6: remove_text_box
  525. if
  526.    Actor.Driving($PLAYER_ACTOR)
  527. else_jump @MUSIC1_3480
  528. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0
  529. jump @MUSIC1_3500
  530.  
  531. :MUSIC1_3480
  532. Actor.PutAt($PLAYER_ACTOR, 533.81, -1891.64, -100.0)
  533.  
  534. :MUSIC1_3500
  535. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  536. 0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0
  537. 170@ = 0
  538.  
  539. :MUSIC1_3538
  540. if
  541. 001D:   146@ > 170@ // (int)
  542. else_jump @MUSIC1_3668
  543. if
  544.    not Car.Wrecked(147@(170@,7i))
  545. else_jump @MUSIC1_3645
  546. if
  547. 01AF:   car 147@(170@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0
  548. else_jump @MUSIC1_3638
  549. Car.Destroy(147@(170@,7i))
  550.  
  551. :MUSIC1_3638
  552. jump @MUSIC1_3654
  553.  
  554. :MUSIC1_3645
  555. Car.Destroy(147@(170@,7i))
  556.  
  557. :MUSIC1_3654
  558. 170@ += 1
  559. jump @MUSIC1_3538
  560.  
  561. :MUSIC1_3668
  562. if
  563.    not Actor.Dead(55@)
  564. else_jump @MUSIC1_3774
  565. 08ED: remove_actor 55@ from_dialogue_mode
  566. 0792: disembark_instantly_actor 55@
  567. Actor.Angle(55@) = 110.0
  568. 0615: define_AS_pack_begin 182@
  569. 0605: actor -1 perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  570. 0643: set_AS_pack 182@ loop 1
  571. 0616: define_AS_pack_end 182@
  572. 0618: assign_actor 55@ to_AS_pack 182@
  573. 061B: remove_references_to_AS_pack 182@
  574.  
  575. :MUSIC1_3774
  576. 0917: audio_zone 'BEACH' enable_sound 0
  577. if
  578.    not Actor.Dead(65@)
  579. else_jump @MUSIC1_3808
  580. 0792: disembark_instantly_actor 65@
  581.  
  582. :MUSIC1_3808
  583. if
  584.    not Actor.Dead(66@)
  585. else_jump @MUSIC1_3829
  586. 0792: disembark_instantly_actor 66@
  587.  
  588. :MUSIC1_3829
  589. 00BE: text_clear_all
  590. 00BC: show_text_highpriority GXT 'MUS1_4' time 10000 flag 0  // ~s~Get a score of 2500 or greater to gain access to the sound van.
  591. 170@ = 0
  592.  
  593. :MUSIC1_3854
  594. if
  595.   5 > 170@
  596. else_jump @MUSIC1_3970
  597. $5315(170@,5f) = 531.18
  598. $5320(170@,5f) = -1893.8
  599. $5325(170@,5f) = 3.45
  600. $5330(170@,5f) = 533.94
  601. $5335(170@,5f) = -1891.82
  602. $5340(170@,5f) = 3.44
  603. 170@ += 1
  604. jump @MUSIC1_3854
  605.  
  606. :MUSIC1_3970
  607. 08BA: set $5295 bit 31
  608. 0913: run_external_script 35 (DANCE) 533.81 -1891.64 -100.0 51@ 1 -1  
  609. 197@ = 1
  610. jump @MUSIC1_4324
  611.  
  612. :MUSIC1_4018
  613. if
  614.    not 196@ == 1
  615. else_jump @MUSIC1_4215
  616. if or
  617. 071A:   actor 55@ current_dialogue_text == 285@s
  618. 071A:   actor 55@ current_dialogue_text == 289@s
  619. else_jump @MUSIC1_4077
  620. 196@ = 1
  621. jump @MUSIC1_4208
  622.  
  623. :MUSIC1_4077
  624. if
  625. 00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
  626. else_jump @MUSIC1_4122
  627. 33@ = 0
  628. jump @MUSIC1_4208
  629.  
  630. :MUSIC1_4122
  631. if
  632.   33@ > 3000
  633. else_jump @MUSIC1_4208
  634. 08ED: remove_actor 55@ from_dialogue_mode
  635. 03E6: remove_text_box
  636. Actor.PutAt(55@, 56@, 57@, -100.0)
  637. Actor.Angle(55@) = 51@
  638. 0618: assign_actor 55@ to_AS_pack 181@
  639. 195@ = 0
  640. 196@ = 0
  641. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  642.  
  643. :MUSIC1_4208
  644. jump @MUSIC1_4324
  645.  
  646. :MUSIC1_4215
  647. if
  648. 80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  649. else_jump @MUSIC1_4324
  650. 196@ = 0
  651. 08ED: remove_actor 55@ from_dialogue_mode
  652. 03E6: remove_text_box
  653. Actor.PutAt(55@, 56@, 57@, -100.0)
  654. Actor.Angle(55@) = 51@
  655. 0618: assign_actor 55@ to_AS_pack 181@
  656. 195@ = 0
  657. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  658.  
  659. :MUSIC1_4324
  660. if and
  661.   197@ == 1
  662.    not 199@ == 1
  663. else_jump @MUSIC1_4626
  664. if and
  665. 88B4:   not test $5295 bit 31
  666.    not 198@ == 1
  667. else_jump @MUSIC1_4510
  668. Player.CanMove($PLAYER_CHAR) = True
  669. if
  670.    not Actor.Dead(55@)
  671. else_jump @MUSIC1_4402
  672. 0792: disembark_instantly_actor 55@
  673.  
  674. :MUSIC1_4402
  675. 00BE: text_clear_all
  676. if
  677.   $DANCE_SCORE >= 2500
  678. else_jump @MUSIC1_4482
  679. 0917: audio_zone 'BEACH' enable_sound 1
  680. gosub @MUSIC1_13655
  681. 03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
  682. 199@ = 1
  683. 200@ = 1
  684. 196@ = 0
  685. jump @MUSIC1_4510
  686.  
  687. :MUSIC1_4482
  688. 191@ = 1
  689. gosub @MUSIC1_15131
  690. 32@ = 0
  691. 198@ = 1
  692.  
  693. :MUSIC1_4510
  694. if
  695.   198@ == 1
  696. else_jump @MUSIC1_4626
  697. if and
  698. 001D:   189@ > 188@ // (int)
  699.   191@ == 1
  700. else_jump @MUSIC1_4584
  701. if
  702.    not Actor.Dead(55@)
  703. else_jump @MUSIC1_4577
  704. gosub @MUSIC1_15302
  705.  
  706. :MUSIC1_4577
  707. jump @MUSIC1_4626
  708.  
  709. :MUSIC1_4584
  710. if
  711.   32@ > 1000
  712. else_jump @MUSIC1_4626
  713. 00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0  // ~r~You need more practice!
  714. jump @MUSIC1_15556
  715.  
  716. :MUSIC1_4626
  717. if and
  718.   199@ == 1
  719.    not 201@ == 1
  720. else_jump @MUSIC1_5227
  721. if
  722.    not Actor.Dead(55@)
  723. else_jump @MUSIC1_5227
  724. if
  725.    not 200@ == 1
  726. else_jump @MUSIC1_4786
  727. if
  728. 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  729. else_jump @MUSIC1_4779
  730. Marker.Disable(271@)
  731. 0687: clear_actor 55@ task
  732. Actor.Angle(55@) = 110.0
  733. gosub @MUSIC1_13655
  734. 03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
  735. 200@ = 1
  736. 196@ = 0
  737.  
  738. :MUSIC1_4779
  739. jump @MUSIC1_5227
  740.  
  741. :MUSIC1_4786
  742. if or
  743. 071A:   actor 55@ current_dialogue_text == 'VYES1'  // ~z~C'mon, homeboy.
  744. 071A:   actor 55@ current_dialogue_text == 'VYES2'  // ~z~Let me take you into my office...
  745. else_jump @MUSIC1_4923
  746. if
  747.    not Car.Wrecked(47@)
  748. else_jump @MUSIC1_4916
  749. 08ED: remove_actor 55@ from_dialogue_mode
  750. 03E6: remove_text_box
  751. 07A1: set_walk_speed 4
  752. Actor.LockInCurrentPosition(55@) = False
  753. 05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 -1 ms
  754. 272@ = Marker.CreateAboveCar(47@)
  755. 07E0: set_marker 272@ type_to 1
  756. 200@ = 0
  757. 201@ = 1
  758. 00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0  // ~s~Steal the ~b~sound van.
  759.  
  760. :MUSIC1_4916
  761. jump @MUSIC1_5227
  762.  
  763. :MUSIC1_4923
  764. if
  765.    not 196@ == 1
  766. else_jump @MUSIC1_5118
  767. if
  768. 071A:   actor 55@ current_dialogue_text == 'VLATE'  // ~z~Well, I'm here for a while, if you change your mind!
  769. else_jump @MUSIC1_4980
  770. 196@ = 1
  771. jump @MUSIC1_5111
  772.  
  773. :MUSIC1_4980
  774. if
  775. 00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
  776. else_jump @MUSIC1_5025
  777. 33@ = 0
  778. jump @MUSIC1_5111
  779.  
  780. :MUSIC1_5025
  781. if
  782.   33@ > 3000
  783. else_jump @MUSIC1_5111
  784. 08ED: remove_actor 55@ from_dialogue_mode
  785. 03E6: remove_text_box
  786. Actor.PutAt(55@, 56@, 57@, -100.0)
  787. Actor.Angle(55@) = 51@
  788. 0618: assign_actor 55@ to_AS_pack 181@
  789. 200@ = 0
  790. 196@ = 0
  791. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  792.  
  793. :MUSIC1_5111
  794. jump @MUSIC1_5227
  795.  
  796. :MUSIC1_5118
  797. if
  798. 80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  799. else_jump @MUSIC1_5227
  800. 196@ = 0
  801. 08ED: remove_actor 55@ from_dialogue_mode
  802. 03E6: remove_text_box
  803. Actor.PutAt(55@, 56@, 57@, -100.0)
  804. Actor.Angle(55@) = 51@
  805. 0618: assign_actor 55@ to_AS_pack 181@
  806. 200@ = 0
  807. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  808.  
  809. :MUSIC1_5227
  810. if and
  811.   201@ == 1
  812.    not 202@ == 1
  813.    not Actor.Dead(55@)
  814.    not Car.Wrecked(47@)
  815. else_jump @MUSIC1_5330
  816. if
  817.    Actor.InCar(55@, 47@)
  818. else_jump @MUSIC1_5330
  819. Car.DoorStatus(47@) = 1
  820. 095E: set_car 47@ componentA 4 manipulation 1 value -1.0
  821. 095E: set_car 47@ componentA 5 manipulation 1 value -1.0
  822. 0852: set_car 47@ damages_visible 1
  823. 202@ = 1
  824.  
  825. :MUSIC1_5330
  826. if
  827.    not 268@ == 1
  828. else_jump @MUSIC1_5770
  829. if and
  830. 00EC:   actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 162@ 162@
  831. 02E0:   actor $PLAYER_ACTOR aggressive
  832. else_jump @MUSIC1_5397
  833. 268@ = 1
  834. jump @MUSIC1_5571
  835.  
  836. :MUSIC1_5397
  837. if
  838.    Actor.Dead(55@)
  839. else_jump @MUSIC1_5427
  840. 268@ = 1
  841. jump @MUSIC1_5460
  842.  
  843. :MUSIC1_5427
  844. if or
  845. 051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR
  846. 074F:   actor 55@ ped_event == 31
  847. else_jump @MUSIC1_5460
  848. 268@ = 1
  849.  
  850. :MUSIC1_5460
  851. 170@ = 0
  852.  
  853. :MUSIC1_5467
  854. if and
  855. 001D:   61@ > 170@ // (int)
  856.    not 268@ == 1
  857. else_jump @MUSIC1_5571
  858. if
  859.    Actor.Dead(62@(170@,21i))
  860. else_jump @MUSIC1_5527
  861. 268@ = 1
  862. jump @MUSIC1_5557
  863.  
  864. :MUSIC1_5527
  865. if
  866. 051A:   actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR
  867. else_jump @MUSIC1_5557
  868. 268@ = 1
  869.  
  870. :MUSIC1_5557
  871. 170@ += 1
  872. jump @MUSIC1_5467
  873.  
  874. :MUSIC1_5571
  875. if
  876.   268@ == 1
  877. else_jump @MUSIC1_5738
  878. 040D: unload_wav 1
  879. 00BE: text_clear_all
  880. if
  881.    not 202@ == 1
  882. else_jump @MUSIC1_5634
  883. gosub @MUSIC1_10052
  884. gosub @MUSIC1_10452
  885. jump @MUSIC1_5718
  886.  
  887. :MUSIC1_5634
  888. if
  889.    not 209@ == 1
  890. else_jump @MUSIC1_5666
  891. gosub @MUSIC1_10726
  892. 209@ = 1
  893.  
  894. :MUSIC1_5666
  895. if and
  896.    not Actor.Dead(55@)
  897.    not 231@ == 1
  898. else_jump @MUSIC1_5718
  899. 01B9: set_actor 55@ armed_weapon_to 29
  900. 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
  901. 231@ = 1
  902. 0961: unknown_actor 55@ flag 1
  903.  
  904. :MUSIC1_5718
  905. 0917: audio_zone 'BEACH' enable_sound 0
  906. jump @MUSIC1_5770
  907.  
  908. :MUSIC1_5738
  909. if or
  910.    not 197@ == 1
  911.   199@ == 1
  912. else_jump @MUSIC1_5770
  913. gosub @MUSIC1_9958
  914.  
  915. :MUSIC1_5770
  916. if and
  917.   202@ == 1
  918.   268@ == 1
  919. else_jump @MUSIC1_5827
  920. if and
  921.   209@ == 1
  922.    not 269@ == 1
  923. else_jump @MUSIC1_5827
  924. gosub @MUSIC1_11354
  925.  
  926. :MUSIC1_5827
  927. if and
  928.    not 207@ == 1
  929.    not Car.Wrecked(47@)
  930. else_jump @MUSIC1_5927
  931. if
  932.    Actor.InCar($PLAYER_ACTOR, 47@)
  933. else_jump @MUSIC1_5927
  934. Marker.Disable(272@)
  935. 207@ = 1
  936. 208@ = 1
  937. Car.LockInCurrentPosition(47@) = False
  938. Camera.SetBehindPlayer
  939. 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
  940. 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
  941.  
  942. :MUSIC1_5927
  943. if
  944.   207@ == 1
  945. else_jump @MUSIC1_6025
  946. gosub @MUSIC1_14690
  947. if
  948.    not Car.Wrecked(47@)
  949. else_jump @MUSIC1_6025
  950. if
  951. 81AD:   not car 47@ sphere 0 near_point 34@ 35@ radius 162@ 162@
  952. else_jump @MUSIC1_6025
  953. Car.ImmuneToNonPlayer(47@) = False
  954. 203@ = 1
  955. 0917: audio_zone 'BEACH' enable_sound 0
  956.  
  957. :MUSIC1_6025
  958. if
  959.   203@ == 1
  960. else_jump @MUSIC1_6555
  961. if and
  962.    not 204@ == 1
  963.    not Actor.Dead(55@)
  964.    not Car.Wrecked(47@)
  965. else_jump @MUSIC1_6115
  966. 0615: define_AS_pack_begin 177@
  967. 0622: AS_actor -1 bail_car 47@
  968. 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
  969. 0616: define_AS_pack_end 177@
  970. 0618: assign_actor 55@ to_AS_pack 177@
  971. 061B: remove_references_to_AS_pack 177@
  972. 204@ = 1
  973.  
  974. :MUSIC1_6115
  975. if and
  976.   204@ == 1
  977.    not Actor.Dead(55@)
  978.    not 205@ == 1
  979. else_jump @MUSIC1_6228
  980. 062E: unknown_get_actor 55@ task 1560 status_store_to 178@ // ret 7 if not found
  981. if
  982. 84A4:   not  178@ == 7 // @ == any
  983. else_jump @MUSIC1_6228
  984. 0646: unknown_get_actor 55@ task_1560_status_store_to 179@ // similar to 062E
  985. if
  986.   179@ >= 0
  987. else_jump @MUSIC1_6228
  988. 191@ = 0
  989. gosub @MUSIC1_15131
  990. 01B9: set_actor 55@ armed_weapon_to 29
  991. 205@ = 1
  992.  
  993. :MUSIC1_6228
  994. if and
  995.   205@ == 1
  996.    not 206@ == 1
  997. else_jump @MUSIC1_6336
  998. if and
  999. 001D:   189@ > 188@ // (int)
  1000.   191@ == 0
  1001. else_jump @MUSIC1_6329
  1002. if
  1003.    not Actor.Dead(55@)
  1004. else_jump @MUSIC1_6309
  1005. gosub @MUSIC1_15302
  1006. jump @MUSIC1_6322
  1007.  
  1008. :MUSIC1_6309
  1009. 040D: unload_wav 1
  1010. 00BE: text_clear_all
  1011. 206@ = 1
  1012.  
  1013. :MUSIC1_6322
  1014. jump @MUSIC1_6336
  1015.  
  1016. :MUSIC1_6329
  1017. 206@ = 1
  1018.  
  1019. :MUSIC1_6336
  1020. if
  1021.    not 209@ == 1
  1022. else_jump @MUSIC1_6368
  1023. gosub @MUSIC1_10726
  1024. 209@ = 1
  1025.  
  1026. :MUSIC1_6368
  1027. if
  1028.    not 269@ == 1
  1029. else_jump @MUSIC1_6393
  1030. gosub @MUSIC1_11354
  1031.  
  1032. :MUSIC1_6393
  1033. if and
  1034.   209@ == 1
  1035.    not 267@ == 1
  1036. else_jump @MUSIC1_6462
  1037. if
  1038. 80EC:   not actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 163@ 163@
  1039. else_jump @MUSIC1_6462
  1040. gosub @MUSIC1_10228
  1041. 267@ = 1
  1042.  
  1043. :MUSIC1_6462
  1044. if and
  1045.   209@ == 1
  1046.    not Car.Wrecked(47@)
  1047.    not 269@ == 1
  1048. else_jump @MUSIC1_6548
  1049. if and
  1050.    Actor.InCar($PLAYER_ACTOR, 47@)
  1051. 00EE:   actor $PLAYER_ACTOR 0 near_point 52@ 53@ radius 50.0 50.0 in_car
  1052. else_jump @MUSIC1_6548
  1053. gosub @MUSIC1_11771
  1054. 269@ = 1
  1055.  
  1056. :MUSIC1_6548
  1057. gosub @MUSIC1_14690
  1058.  
  1059. :MUSIC1_6555
  1060. if
  1061.    not 202@ == 1
  1062. else_jump @MUSIC1_6664
  1063. if
  1064.    Actor.Dead(55@)
  1065. else_jump @MUSIC1_6621
  1066. 00BE: text_clear_all
  1067. 00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0  // ~r~The DJ died!
  1068. jump @MUSIC1_15556
  1069. jump @MUSIC1_6664
  1070.  
  1071. :MUSIC1_6621
  1072. if
  1073.   268@ == 1
  1074. else_jump @MUSIC1_6664
  1075. 00BE: text_clear_all
  1076. 00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0  // ~r~You wrecked the party!
  1077. jump @MUSIC1_15556
  1078.  
  1079. :MUSIC1_6664
  1080. if
  1081.    Car.Wrecked(47@)
  1082. else_jump @MUSIC1_6712
  1083. 00BE: text_clear_all
  1084. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
  1085. jump @MUSIC1_15556
  1086. jump @MUSIC1_6812
  1087.  
  1088. :MUSIC1_6712
  1089. if
  1090.   207@ == 1
  1091. else_jump @MUSIC1_6812
  1092. if
  1093.    Actor.InCar($PLAYER_ACTOR, 47@)
  1094. else_jump @MUSIC1_6812
  1095. if
  1096. 01AF:   car 47@ sphere 1 in_sphere 52@ 53@ 54@ radius 4.0 4.0 2.0
  1097. else_jump @MUSIC1_6812
  1098. Player.CanMove($PLAYER_CHAR) = False
  1099. gosub @MUSIC1_11889
  1100. jump @MUSIC1_15574
  1101.  
  1102. :MUSIC1_6812
  1103. jump @MUSIC1_2489
  1104.  
  1105. :MUSIC1_6819
  1106. 170@ = 0
  1107. 164@ = -30.0
  1108.  
  1109. :MUSIC1_6836
  1110. if
  1111. 001D:   146@ > 170@ // (int)
  1112. else_jump @MUSIC1_7108
  1113. 02F7: 165@ = cosine 164@ // (float)
  1114. 02F6: 166@ = sine 164@ // (float)
  1115. 006B: 165@ *= 162@ // (float)
  1116. 006B: 166@ *= 162@ // (float)
  1117. 005B: 165@ += 34@ // (float)
  1118. 005B: 166@ += 35@ // (float)
  1119. if or
  1120.   170@ == 0
  1121.   170@ == 3
  1122.   170@ == 6
  1123. else_jump @MUSIC1_6965
  1124. 147@(170@,7i) = Car.Create(#VOODOO, 165@, 166@, -100.0)
  1125. jump @MUSIC1_7043
  1126.  
  1127. :MUSIC1_6965
  1128. if or
  1129.   170@ == 1
  1130.   170@ == 7
  1131. else_jump @MUSIC1_7020
  1132. 147@(170@,7i) = Car.Create(#OCEANIC, 165@, 166@, -100.0)
  1133. jump @MUSIC1_7043
  1134.  
  1135. :MUSIC1_7020
  1136. 147@(170@,7i) = Car.Create(#ESPERANT, 165@, 166@, -100.0)
  1137.  
  1138. :MUSIC1_7043
  1139. 168@ = 90.0
  1140. 005B: 168@ += 164@ // (float)
  1141. Car.Angle(147@(170@,7i)) = 168@
  1142. Car.DoorStatus(147@(170@,7i)) = 2
  1143. 164@ += 37.0
  1144. 170@ += 1
  1145. jump @MUSIC1_6836
  1146.  
  1147. :MUSIC1_7108
  1148. 0506: set_car_model #PONY next_variation 0 0 // first param is useless
  1149. 47@ = Car.Create(#PONY, 48@, 49@, 50@)
  1150. 06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@
  1151. Car.Angle(47@) = 51@
  1152. Car.SetToNormalDriver(47@)
  1153. Car.ImmuneToNonPlayer(47@) = True
  1154. Car.Health(47@) = 5000
  1155. 0229: set_car 47@ primary_color_to 4 secondary_color_to 4
  1156. 053F: set_car 47@ tires_vulnerability 0
  1157. 0423: set_car 47@ improved_handling_to 2.0 // (float)
  1158. 0657: car 47@ open_componentA 4
  1159. 0657: car 47@ open_componentA 5
  1160. Car.DoorStatus(47@) = 3
  1161. 0852: set_car 47@ damages_visible 0
  1162. wait 1000
  1163. 55@ = Actor.Create(Mission1, #BFYST, 56@, 57@, -100.0)
  1164. Actor.Angle(55@) = 51@
  1165. 02A9: set_actor 55@ immune_to_nonplayer 1
  1166. 01B2: give_actor 55@ weapon 29 ammo 99999 // Load the weapon model before using this
  1167. 01B9: set_actor 55@ armed_weapon_to 0
  1168. 231@ = 0
  1169. 07E5: copy_decision_maker 65542 to 180@
  1170. 0709: set_decision_maker 180@ on_event 31 taskID 413 unknown 100.0 100.0 chance 100.0 unknown 100.0 0 1 // see *.ped files
  1171. 060B: set_actor 55@ decision_maker_to 180@
  1172. 170@ = 0
  1173.  
  1174. :MUSIC1_7352
  1175. if
  1176. 001D:   61@ > 170@ // (int)
  1177. else_jump @MUSIC1_8025
  1178. if or
  1179.   170@ == 0
  1180.   170@ == 4
  1181.   170@ == 7
  1182.   170@ == 11
  1183. else_jump @MUSIC1_7449
  1184. 62@(170@,21i) = Actor.Create(Mission1, #BMYST, 83@(170@,21f), 104@(170@,21f), -100.0)
  1185. jump @MUSIC1_7945
  1186.  
  1187. :MUSIC1_7449
  1188. if or
  1189.   170@ == 6
  1190.   170@ == 3
  1191.   170@ == 2
  1192. else_jump @MUSIC1_7520
  1193. 62@(170@,21i) = Actor.Create(Mission1, #WMYST, 83@(170@,21f), 104@(170@,21f), -100.0)
  1194. jump @MUSIC1_7945
  1195.  
  1196. :MUSIC1_7520
  1197. if or
  1198.   170@ == 9
  1199.   170@ == 14
  1200.   170@ == 17
  1201.   170@ == 19
  1202. else_jump @MUSIC1_7599
  1203. 62@(170@,21i) = Actor.Create(Mission1, #WFYCLOT, 83@(170@,21f), 104@(170@,21f), -100.0)
  1204. jump @MUSIC1_7945
  1205.  
  1206. :MUSIC1_7599
  1207. if
  1208.   170@ == 12
  1209. else_jump @MUSIC1_7656
  1210. 62@(170@,21i) = Actor.Create(Mission1, #WMYRO, 83@(170@,21f), 104@(170@,21f), -100.0)
  1211. jump @MUSIC1_7945
  1212.  
  1213. :MUSIC1_7656
  1214. if or
  1215.   170@ == 16
  1216.   170@ == 10
  1217. else_jump @MUSIC1_7720
  1218. 62@(170@,21i) = Actor.Create(Mission1, #WFYST, 83@(170@,21f), 104@(170@,21f), -100.0)
  1219. jump @MUSIC1_7945
  1220.  
  1221. :MUSIC1_7720
  1222. if or
  1223.   170@ == 5
  1224.   170@ == 15
  1225. else_jump @MUSIC1_7785
  1226. 62@(170@,21i) = Actor.Create(Mission1, #WMYCLOT, 83@(170@,21f), 104@(170@,21f), -100.0)
  1227. jump @MUSIC1_7945
  1228.  
  1229. :MUSIC1_7785
  1230. if or
  1231.   170@ == 8
  1232.   170@ == 13
  1233. else_jump @MUSIC1_7849
  1234. 62@(170@,21i) = Actor.Create(Mission1, #BMYDJ, 83@(170@,21f), 104@(170@,21f), -100.0)
  1235. jump @MUSIC1_7945
  1236.  
  1237. :MUSIC1_7849
  1238. if or
  1239.   170@ == 1
  1240.   170@ == 20
  1241. else_jump @MUSIC1_7913
  1242. 62@(170@,21i) = Actor.Create(Mission1, #OFYRI, 83@(170@,21f), 104@(170@,21f), -100.0)
  1243. jump @MUSIC1_7945
  1244.  
  1245. :MUSIC1_7913
  1246. 62@(170@,21i) = Actor.Create(Mission1, #WFYRI, 83@(170@,21f), 104@(170@,21f), -100.0)
  1247.  
  1248. :MUSIC1_7945
  1249. Actor.Angle(62@(170@,21i)) = 125@(170@,21f)
  1250. 01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999 // Load the weapon model before using this
  1251. 01B9: set_actor 62@(170@,21i) armed_weapon_to 0
  1252. 060B: set_actor 62@(170@,21i) decision_maker_to 180@
  1253. 210@(170@,21i) = 0
  1254. 170@ += 1
  1255. jump @MUSIC1_7352
  1256.  
  1257. :MUSIC1_8025
  1258. Model.Destroy(#VOODOO)
  1259. Model.Destroy(#ESPERANT)
  1260. Model.Destroy(#OCEANIC)
  1261. Model.Destroy(#WFYST)
  1262. Model.Destroy(#BMYST)
  1263. Model.Destroy(#WMYRO)
  1264. Model.Destroy(#WFYCLOT)
  1265. Model.Destroy(#WMYST)
  1266. Model.Destroy(#WMYCLOT)
  1267. Model.Destroy(#BMYDJ)
  1268. Model.Destroy(#WFYRI)
  1269. Model.Destroy(#OFYRI)
  1270. 06EB: release_car_component #WHEEL_OR1
  1271. return
  1272.  
  1273. :MUSIC1_8085
  1274. 04ED: load_animation "BAR"
  1275. 04ED: load_animation "DANCING"
  1276. 04ED: load_animation "BEACH"
  1277. 04ED: load_animation "SCRATCHING"
  1278.  
  1279. :MUSIC1_8126
  1280. if or
  1281. 84EE:   not animation "BAR" loaded
  1282. 84EE:   not animation "DANCING" loaded
  1283. 84EE:   not animation "BEACH" loaded
  1284. 84EE:   not animation "SCRATCHING" loaded
  1285. else_jump @MUSIC1_8189
  1286. wait 0
  1287. jump @MUSIC1_8126
  1288.  
  1289. :MUSIC1_8189
  1290. 0615: define_AS_pack_begin 181@
  1291. 0605: actor -1 perform_animation_sequence "SCLNG_R" IFP_file "SCRATCHING" 4.0 loop 1 0 0 0 time -1 // versionA
  1292. 0643: set_AS_pack 181@ loop 1
  1293. 0616: define_AS_pack_end 181@
  1294. if
  1295.    not Actor.Dead(55@)
  1296. else_jump @MUSIC1_8270
  1297. 0618: assign_actor 55@ to_AS_pack 181@
  1298.  
  1299. :MUSIC1_8270
  1300. if
  1301.    not Actor.Dead(62@)
  1302. else_jump @MUSIC1_8354
  1303. 0615: define_AS_pack_begin 183@
  1304. 0605: actor -1 perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  1305. 0643: set_AS_pack 183@ loop 1
  1306. 0616: define_AS_pack_end 183@
  1307. 0618: assign_actor 62@ to_AS_pack 183@
  1308. 061B: remove_references_to_AS_pack 183@
  1309.  
  1310. :MUSIC1_8354
  1311. if
  1312.    not Actor.Dead(63@)
  1313. else_jump @MUSIC1_8438
  1314. 0615: define_AS_pack_begin 183@
  1315. 0605: actor -1 perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  1316. 0643: set_AS_pack 183@ loop 1
  1317. 0616: define_AS_pack_end 183@
  1318. 0618: assign_actor 63@ to_AS_pack 183@
  1319. 061B: remove_references_to_AS_pack 183@
  1320.  
  1321. :MUSIC1_8438
  1322. if
  1323.    not Actor.Dead(64@)
  1324. else_jump @MUSIC1_8522
  1325. 0615: define_AS_pack_begin 183@
  1326. 0605: actor -1 perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  1327. 0643: set_AS_pack 183@ loop 1
  1328. 0616: define_AS_pack_end 183@
  1329. 0618: assign_actor 64@ to_AS_pack 183@
  1330. 061B: remove_references_to_AS_pack 183@
  1331.  
  1332. :MUSIC1_8522
  1333. if and
  1334.    not Actor.Dead(65@)
  1335.    not Actor.Dead(66@)
  1336. else_jump @MUSIC1_8567
  1337. 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
  1338. 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
  1339.  
  1340. :MUSIC1_8567
  1341. if
  1342.    not Actor.Dead(67@)
  1343. else_jump @MUSIC1_8653
  1344. 0615: define_AS_pack_begin 183@
  1345. 0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1346. 0643: set_AS_pack 183@ loop 1
  1347. 0616: define_AS_pack_end 183@
  1348. 0618: assign_actor 67@ to_AS_pack 183@
  1349. 061B: remove_references_to_AS_pack 183@
  1350.  
  1351. :MUSIC1_8653
  1352. if
  1353.    not Actor.Dead(68@)
  1354. else_jump @MUSIC1_8741
  1355. 0615: define_AS_pack_begin 183@
  1356. 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1357. 0643: set_AS_pack 183@ loop 1
  1358. 0616: define_AS_pack_end 183@
  1359. 0618: assign_actor 68@ to_AS_pack 183@
  1360. 061B: remove_references_to_AS_pack 183@
  1361.  
  1362. :MUSIC1_8741
  1363. if
  1364.    not Actor.Dead(69@)
  1365. else_jump @MUSIC1_8827
  1366. 0615: define_AS_pack_begin 183@
  1367. 0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1368. 0643: set_AS_pack 183@ loop 1
  1369. 0616: define_AS_pack_end 183@
  1370. 0618: assign_actor 69@ to_AS_pack 183@
  1371. 061B: remove_references_to_AS_pack 183@
  1372.  
  1373. :MUSIC1_8827
  1374. if
  1375.    not Actor.Dead(70@)
  1376. else_jump @MUSIC1_8915
  1377. 0615: define_AS_pack_begin 183@
  1378. 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1379. 0643: set_AS_pack 183@ loop 1
  1380. 0616: define_AS_pack_end 183@
  1381. 0618: assign_actor 70@ to_AS_pack 183@
  1382. 061B: remove_references_to_AS_pack 183@
  1383.  
  1384. :MUSIC1_8915
  1385. if
  1386.    not Actor.Dead(71@)
  1387. else_jump @MUSIC1_9003
  1388. 0615: define_AS_pack_begin 183@
  1389. 0605: actor -1 perform_animation_sequence "PARKSIT_W_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1390. 0643: set_AS_pack 183@ loop 1
  1391. 0616: define_AS_pack_end 183@
  1392. 0618: assign_actor 71@ to_AS_pack 183@
  1393. 061B: remove_references_to_AS_pack 183@
  1394.  
  1395. :MUSIC1_9003
  1396. if
  1397.    not Actor.Dead(72@)
  1398. else_jump @MUSIC1_9091
  1399. 0615: define_AS_pack_begin 183@
  1400. 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1401. 0643: set_AS_pack 183@ loop 1
  1402. 0616: define_AS_pack_end 183@
  1403. 0618: assign_actor 72@ to_AS_pack 183@
  1404. 061B: remove_references_to_AS_pack 183@
  1405.  
  1406. :MUSIC1_9091
  1407. if
  1408.    not Actor.Dead(73@)
  1409. else_jump @MUSIC1_9179
  1410. 0615: define_AS_pack_begin 183@
  1411. 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1412. 0643: set_AS_pack 183@ loop 1
  1413. 0616: define_AS_pack_end 183@
  1414. 0618: assign_actor 73@ to_AS_pack 183@
  1415. 061B: remove_references_to_AS_pack 183@
  1416.  
  1417. :MUSIC1_9179
  1418. if
  1419.    not Actor.Dead(74@)
  1420. else_jump @MUSIC1_9265
  1421. 0615: define_AS_pack_begin 183@
  1422. 0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1423. 0643: set_AS_pack 183@ loop 1
  1424. 0616: define_AS_pack_end 183@
  1425. 0618: assign_actor 74@ to_AS_pack 183@
  1426. 061B: remove_references_to_AS_pack 183@
  1427.  
  1428. :MUSIC1_9265
  1429. if
  1430.    not Actor.Dead(75@)
  1431. else_jump @MUSIC1_9345
  1432. 0615: define_AS_pack_begin 183@
  1433. 0605: actor -1 perform_animation_sequence "BATHER" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1434. 0643: set_AS_pack 183@ loop 1
  1435. 0616: define_AS_pack_end 183@
  1436. 0618: assign_actor 75@ to_AS_pack 183@
  1437. 061B: remove_references_to_AS_pack 183@
  1438.  
  1439. :MUSIC1_9345
  1440. if
  1441.    not Actor.Dead(76@)
  1442. else_jump @MUSIC1_9434
  1443. 0615: define_AS_pack_begin 183@
  1444. 0605: actor -1 perform_animation_sequence "SITNWAIT_LOOP_W" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
  1445. 0643: set_AS_pack 183@ loop 1
  1446. 0616: define_AS_pack_end 183@
  1447. 0618: assign_actor 76@ to_AS_pack 183@
  1448. 061B: remove_references_to_AS_pack 183@
  1449.  
  1450. :MUSIC1_9434
  1451. if
  1452.    not Actor.Dead(77@)
  1453. else_jump @MUSIC1_9518
  1454. 0615: define_AS_pack_begin 183@
  1455. 0605: actor -1 perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  1456. 0643: set_AS_pack 183@ loop 1
  1457. 0616: define_AS_pack_end 183@
  1458. 0618: assign_actor 77@ to_AS_pack 183@
  1459. 061B: remove_references_to_AS_pack 183@
  1460.  
  1461. :MUSIC1_9518
  1462. if
  1463.    not Actor.Dead(78@)
  1464. else_jump @MUSIC1_9602
  1465. 0615: define_AS_pack_begin 183@
  1466. 0605: actor -1 perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  1467. 0643: set_AS_pack 183@ loop 1
  1468. 0616: define_AS_pack_end 183@
  1469. 0618: assign_actor 78@ to_AS_pack 183@
  1470. 061B: remove_references_to_AS_pack 183@
  1471.  
  1472. :MUSIC1_9602
  1473. if
  1474.    not Actor.Dead(79@)
  1475. else_jump @MUSIC1_9686
  1476. 0615: define_AS_pack_begin 183@
  1477. 0605: actor -1 perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  1478. 0643: set_AS_pack 183@ loop 1
  1479. 0616: define_AS_pack_end 183@
  1480. 0618: assign_actor 79@ to_AS_pack 183@
  1481. 061B: remove_references_to_AS_pack 183@
  1482.  
  1483. :MUSIC1_9686
  1484. if
  1485.    not Actor.Dead(80@)
  1486. else_jump @MUSIC1_9770
  1487. 0615: define_AS_pack_begin 183@
  1488. 0605: actor -1 perform_animation_sequence "DNCE_M_E" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
  1489. 0643: set_AS_pack 183@ loop 1
  1490. 0616: define_AS_pack_end 183@
  1491. 0618: assign_actor 80@ to_AS_pack 183@
  1492. 061B: remove_references_to_AS_pack 183@
  1493.  
  1494. :MUSIC1_9770
  1495. if
  1496.    not Actor.Dead(81@)
  1497. else_jump @MUSIC1_9863
  1498. 0615: define_AS_pack_begin 173@
  1499. 0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 0 0 0 1 time -1 // versionA
  1500. 05B9: AS_actor -1 stay_idle 4000 ms
  1501. 0643: set_AS_pack 173@ loop 1
  1502. 0616: define_AS_pack_end 173@
  1503. 0618: assign_actor 81@ to_AS_pack 173@
  1504. 061B: remove_references_to_AS_pack 173@
  1505.  
  1506. :MUSIC1_9863
  1507. if
  1508.    not Actor.Dead(82@)
  1509. else_jump @MUSIC1_9956
  1510. 0615: define_AS_pack_begin 174@
  1511. 0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 0 0 0 1 time -1 // versionA
  1512. 05B9: AS_actor -1 stay_idle 2200 ms
  1513. 0643: set_AS_pack 174@ loop 1
  1514. 0616: define_AS_pack_end 174@
  1515. 0618: assign_actor 82@ to_AS_pack 174@
  1516. 061B: remove_references_to_AS_pack 174@
  1517.  
  1518. :MUSIC1_9956
  1519. return
  1520.  
  1521. :MUSIC1_9958
  1522. if and
  1523.    not Actor.Dead(65@)
  1524.    not Actor.Dead(66@)
  1525. else_jump @MUSIC1_10050
  1526. 062E: unknown_get_actor 65@ task 1655 status_store_to 277@ // ret 7 if not found
  1527. 062E: unknown_get_actor 66@ task 1655 status_store_to 278@ // ret 7 if not found
  1528. if and
  1529. 04A4:   277@ == 7 // @ == any
  1530. 04A4:   278@ == 7 // @ == any
  1531. else_jump @MUSIC1_10050
  1532. 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
  1533. 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
  1534.  
  1535. :MUSIC1_10050
  1536. return
  1537.  
  1538. :MUSIC1_10052
  1539. 170@ = 5
  1540.  
  1541. :MUSIC1_10059
  1542. if
  1543.   8 >= 170@
  1544. else_jump @MUSIC1_10167
  1545. if and
  1546.    not Actor.Dead(62@(170@,21i))
  1547.   210@(170@,21i) == 0
  1548. else_jump @MUSIC1_10153
  1549. 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
  1550. 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
  1551. 210@(170@,21i) = 1
  1552. 0961: unknown_actor 62@(170@,21i) flag 1
  1553.  
  1554. :MUSIC1_10153
  1555. 170@ += 1
  1556. jump @MUSIC1_10059
  1557.  
  1558. :MUSIC1_10167
  1559. if and
  1560.    not Actor.Dead(55@)
  1561.   231@ == 0
  1562. else_jump @MUSIC1_10226
  1563. 01B9: set_actor 55@ armed_weapon_to 29
  1564. Actor.LockInCurrentPosition(55@) = False
  1565. 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
  1566. 231@ = 1
  1567. 0961: unknown_actor 55@ flag 1
  1568.  
  1569. :MUSIC1_10226
  1570. return
  1571.  
  1572. :MUSIC1_10228
  1573. 170@ = 0
  1574.  
  1575. :MUSIC1_10235
  1576. if
  1577. 001D:   61@ > 170@ // (int)
  1578. else_jump @MUSIC1_10339
  1579. if
  1580.    not 232@(170@,21i) == 1
  1581. else_jump @MUSIC1_10325
  1582. if
  1583.    not Actor.Dead(62@(170@,21i))
  1584. else_jump @MUSIC1_10325
  1585. if
  1586. 82CB:   not actor 62@(170@,21i) bounding_sphere_visible
  1587. else_jump @MUSIC1_10325
  1588. Actor.DestroyInstantly(62@(170@,21i))
  1589.  
  1590. :MUSIC1_10325
  1591. 170@ += 1
  1592. jump @MUSIC1_10235
  1593.  
  1594. :MUSIC1_10339
  1595. 170@ = 0
  1596.  
  1597. :MUSIC1_10346
  1598. if
  1599. 001D:   146@ > 170@ // (int)
  1600. else_jump @MUSIC1_10450
  1601. if
  1602.    not 253@(170@,7i) == 1
  1603. else_jump @MUSIC1_10436
  1604. if
  1605.    not Car.Wrecked(147@(170@,7i))
  1606. else_jump @MUSIC1_10436
  1607. if
  1608. 82CA:   not car 147@(170@,7i) bounding_sphere_visible
  1609. else_jump @MUSIC1_10436
  1610. Car.Destroy(147@(170@,7i))
  1611.  
  1612. :MUSIC1_10436
  1613. 170@ += 1
  1614. jump @MUSIC1_10346
  1615.  
  1616. :MUSIC1_10450
  1617. return
  1618.  
  1619. :MUSIC1_10452
  1620. 170@ = 0
  1621.  
  1622. :MUSIC1_10459
  1623. if
  1624. 001D:   61@ > 170@ // (int)
  1625. else_jump @MUSIC1_10570
  1626. if
  1627.    not Actor.Dead(62@(170@,21i))
  1628. else_jump @MUSIC1_10556
  1629. if or
  1630.   5 > 170@
  1631.   170@ > 8
  1632. else_jump @MUSIC1_10556
  1633. 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
  1634. 0961: unknown_actor 62@(170@,21i) flag 1
  1635.  
  1636. :MUSIC1_10556
  1637. 170@ += 1
  1638. jump @MUSIC1_10459
  1639.  
  1640. :MUSIC1_10570
  1641. if
  1642.    not Car.Wrecked(148@)
  1643. else_jump @MUSIC1_10647
  1644. Car.DoorStatus(148@) = 3
  1645. if
  1646.    not Actor.Dead(77@)
  1647. else_jump @MUSIC1_10619
  1648. 05CB: AS_actor 77@ enter_car 148@ as_driver -1 ms
  1649.  
  1650. :MUSIC1_10619
  1651. if
  1652.    not Actor.Dead(78@)
  1653. else_jump @MUSIC1_10647
  1654. 05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 -1 ms
  1655.  
  1656. :MUSIC1_10647
  1657. if
  1658.    not Car.Wrecked(149@)
  1659. else_jump @MUSIC1_10724
  1660. Car.DoorStatus(149@) = 3
  1661. if
  1662.    not Actor.Dead(79@)
  1663. else_jump @MUSIC1_10696
  1664. 05CB: AS_actor 79@ enter_car 149@ as_driver -1 ms
  1665.  
  1666. :MUSIC1_10696
  1667. if
  1668.    not Actor.Dead(80@)
  1669. else_jump @MUSIC1_10724
  1670. 05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 -1 ms
  1671.  
  1672. :MUSIC1_10724
  1673. return
  1674.  
  1675. :MUSIC1_10726
  1676. if
  1677.    not Car.Wrecked(47@)
  1678. else_jump @MUSIC1_11352
  1679. 169@ = 0
  1680. 172@ = 0
  1681.  
  1682. :MUSIC1_10756
  1683. if
  1684. 001D:   146@ > 172@ // (int)
  1685. else_jump @MUSIC1_11063
  1686. if
  1687.    not Car.Wrecked(147@(172@,7i))
  1688. else_jump @MUSIC1_11049
  1689. 046C: 161@ = car 147@(172@,7i) driver
  1690. if and
  1691.   161@ == -1
  1692.    not 253@(172@,7i) == 1
  1693.   2 > 169@
  1694. else_jump @MUSIC1_11049
  1695. 171@ = 0
  1696.  
  1697. :MUSIC1_10850
  1698. if
  1699. 001D:   61@ > 171@ // (int)
  1700. else_jump @MUSIC1_11049
  1701. if and
  1702.    not Actor.Dead(62@(171@,21i))
  1703.    not 232@(171@,21i) == 1
  1704. else_jump @MUSIC1_11035
  1705. Car.DoorStatus(147@(172@,7i)) = 3
  1706. 06E1: AS_actor 62@(171@,21i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
  1707. 0085: 154@(172@,7i) = 62@(171@,21i) // (int)
  1708. 260@(172@,7i) = 1
  1709. 01EC: make_car 147@(172@,7i) very_heavy 1
  1710. 03AB: unknown_car 147@(172@,7i) flag 1
  1711. Car.ImmuneToNonPlayer(147@(172@,7i)) = True
  1712. 232@(171@,21i) = 1
  1713. 253@(172@,7i) = 1
  1714. 169@ += 1
  1715. 0085: 171@ = 61@ // (int)
  1716.  
  1717. :MUSIC1_11035
  1718. 171@ += 1
  1719. jump @MUSIC1_10850
  1720.  
  1721. :MUSIC1_11049
  1722. 172@ += 1
  1723. jump @MUSIC1_10756
  1724.  
  1725. :MUSIC1_11063
  1726. 065C: release_decision_maker 180@
  1727. 07E5: copy_decision_maker -1 to 180@
  1728. 0708: reset_decision_maker 180@ event 7
  1729. 170@ = 0
  1730.  
  1731. :MUSIC1_11089
  1732. if
  1733. 001D:   61@ > 170@ // (int)
  1734. else_jump @MUSIC1_11328
  1735. if
  1736.    not Actor.Dead(62@(170@,21i))
  1737. else_jump @MUSIC1_11314
  1738. if
  1739.    not 232@(170@,21i) == 1
  1740. else_jump @MUSIC1_11291
  1741. if and
  1742.   170@ >= 5
  1743.   8 >= 170@
  1744. else_jump @MUSIC1_11251
  1745. 0350: set_actor 62@(170@,21i) maintain_position_when_attacked 1
  1746. 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
  1747. 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
  1748. 210@(170@,21i) = 1
  1749. 0961: unknown_actor 62@(170@,21i) flag 1
  1750. 077A: set_actor 62@(170@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
  1751. jump @MUSIC1_11284
  1752.  
  1753. :MUSIC1_11251
  1754. 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
  1755. 0961: unknown_actor 62@(170@,21i) flag 1
  1756.  
  1757. :MUSIC1_11284
  1758. jump @MUSIC1_11302
  1759.  
  1760. :MUSIC1_11291
  1761. 0961: unknown_actor 62@(170@,21i) flag 0
  1762.  
  1763. :MUSIC1_11302
  1764. 060B: set_actor 62@(170@,21i) decision_maker_to 180@
  1765.  
  1766. :MUSIC1_11314
  1767. 170@ += 1
  1768. jump @MUSIC1_11089
  1769.  
  1770. :MUSIC1_11328
  1771. if
  1772.    not Actor.Dead(55@)
  1773. else_jump @MUSIC1_11352
  1774. 060B: set_actor 55@ decision_maker_to 180@
  1775.  
  1776. :MUSIC1_11352
  1777. return
  1778.  
  1779. :MUSIC1_11354
  1780. if
  1781.    not Car.Wrecked(47@)
  1782. else_jump @MUSIC1_11586
  1783. 172@ = 0
  1784.  
  1785. :MUSIC1_11377
  1786. if
  1787. 001D:   146@ > 172@ // (int)
  1788. else_jump @MUSIC1_11586
  1789. if and
  1790.    not Car.Wrecked(147@(172@,7i))
  1791.   253@(172@,7i) == 1
  1792. else_jump @MUSIC1_11572
  1793. if
  1794.    not Actor.Dead(154@(172@,7i))
  1795. else_jump @MUSIC1_11572
  1796. if and
  1797.    not Actor.InCar(154@(172@,7i), 147@(172@,7i))
  1798.   260@(172@,7i) == 0
  1799. else_jump @MUSIC1_11523
  1800. 06E1: AS_actor 154@(172@,7i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
  1801. 260@(172@,7i) = 1
  1802.  
  1803. :MUSIC1_11523
  1804. if and
  1805.    Actor.InCar(154@(172@,7i), 147@(172@,7i))
  1806.   260@(172@,7i) == 1
  1807. else_jump @MUSIC1_11572
  1808. 260@(172@,7i) = 0
  1809.  
  1810. :MUSIC1_11572
  1811. 172@ += 1
  1812. jump @MUSIC1_11377
  1813.  
  1814. :MUSIC1_11586
  1815. return
  1816. 170@ = 0
  1817.  
  1818. :MUSIC1_11595
  1819. if
  1820. 001D:   146@ > 170@ // (int)
  1821. else_jump @MUSIC1_11769
  1822. if and
  1823.    not Car.Wrecked(147@(170@,7i))
  1824.   253@(170@,7i) == 1
  1825. else_jump @MUSIC1_11755
  1826. 046C: 161@ = car 147@(170@,7i) driver
  1827. if and
  1828. 82CA:   not car 147@(170@,7i) bounding_sphere_visible
  1829.    not 161@ == -1
  1830. 8202:   not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 flag 0
  1831. else_jump @MUSIC1_11755
  1832. 04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0
  1833. Car.PutAt(147@(170@,7i), 165@, 166@, 167@)
  1834.  
  1835. :MUSIC1_11755
  1836. 170@ += 1
  1837. jump @MUSIC1_11595
  1838.  
  1839. :MUSIC1_11769
  1840. return
  1841.  
  1842. :MUSIC1_11771
  1843. 172@ = 0
  1844.  
  1845. :MUSIC1_11778
  1846. if
  1847. 001D:   146@ > 172@ // (int)
  1848. else_jump @MUSIC1_11887
  1849. if and
  1850.    not Car.Wrecked(147@(172@,7i))
  1851.    not Actor.Dead(154@(172@,7i))
  1852.   253@(172@,7i) == 1
  1853. else_jump @MUSIC1_11873
  1854. 05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 model #NULL 2
  1855.  
  1856. :MUSIC1_11873
  1857. 172@ += 1
  1858. jump @MUSIC1_11778
  1859.  
  1860. :MUSIC1_11887
  1861. return
  1862.  
  1863. :MUSIC1_11889
  1864. fade 0 1000
  1865.  
  1866. :MUSIC1_11896
  1867. if
  1868. fading
  1869. else_jump @MUSIC1_11920
  1870. wait 0
  1871. jump @MUSIC1_11896
  1872.  
  1873. :MUSIC1_11920
  1874. Garage.Open('MUL_LAN')
  1875.  
  1876. :MUSIC1_11931
  1877. if
  1878.    not Garage.IsOpen('MUL_LAN')
  1879. else_jump @MUSIC1_11964
  1880. wait 0
  1881. jump @MUSIC1_11931
  1882.  
  1883. :MUSIC1_11964
  1884. if
  1885.    Car.Wrecked(47@)
  1886. else_jump @MUSIC1_12005
  1887. 00BE: text_clear_all
  1888. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
  1889. jump @MUSIC1_15556
  1890.  
  1891. :MUSIC1_12005
  1892. 0395: clear_area 0 at 52@ 53@ 54@ radius 50.0
  1893. 172@ = 0
  1894.  
  1895. :MUSIC1_12030
  1896. if
  1897. 001D:   146@ > 172@ // (int)
  1898. else_jump @MUSIC1_12103
  1899. if
  1900.   253@(172@,7i) == 1
  1901. else_jump @MUSIC1_12089
  1902. Actor.DestroyInstantly(154@(172@,7i))
  1903. Car.Destroy(147@(172@,7i))
  1904.  
  1905. :MUSIC1_12089
  1906. 172@ += 1
  1907. jump @MUSIC1_12030
  1908.  
  1909. :MUSIC1_12103
  1910. Player.CanMove($PLAYER_CHAR) = False
  1911. 02A3: enable_widescreen 1
  1912. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  1913. if
  1914.    not Car.Wrecked(47@)
  1915. else_jump @MUSIC1_12185
  1916. Car.PutAt(47@, 52@, 53@, 54@)
  1917. Car.Angle(47@) = 0.0
  1918. if
  1919.    not Actor.Driving($PLAYER_ACTOR)
  1920. else_jump @MUSIC1_12185
  1921. 036A: put_actor $PLAYER_ACTOR in_car 47@
  1922.  
  1923. :MUSIC1_12185
  1924. wait 500
  1925. Camera.SetPosition(1640.75, -1528.1, 14.25, 0.0, 0.0, 0.0)
  1926. Camera.PointAt(1642.49, -1522.89, 14.11, 2)
  1927. fade 1 500
  1928.  
  1929. :MUSIC1_12248
  1930. if
  1931. fading
  1932. else_jump @MUSIC1_12272
  1933. wait 0
  1934. jump @MUSIC1_12248
  1935.  
  1936. :MUSIC1_12272
  1937. if
  1938.    Car.Wrecked(47@)
  1939. else_jump @MUSIC1_12313
  1940. 00BE: text_clear_all
  1941. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
  1942. jump @MUSIC1_15556
  1943.  
  1944. :MUSIC1_12313
  1945. 279@ = 1
  1946. 0707: start_scene_skip_to @MUSIC1_12579
  1947. if
  1948.    not Car.Wrecked(47@)
  1949. else_jump @MUSIC1_12452
  1950. 0615: define_AS_pack_begin 280@
  1951. 05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 model #NULL 2
  1952. 05CD: AS_actor -1 exit_car 47@
  1953. 05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 -1 ms // versionA
  1954. 05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 -1 ms // versionA
  1955. 0616: define_AS_pack_end 280@
  1956. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 280@
  1957. 061B: remove_references_to_AS_pack 280@
  1958.  
  1959. :MUSIC1_12452
  1960. wait 1000
  1961. 062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
  1962. if
  1963. 84A4:   not  178@ == 7 // @ == any
  1964. else_jump @MUSIC1_12567
  1965. 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
  1966.  
  1967. :MUSIC1_12494
  1968. if and
  1969.   1 >= 179@
  1970. 84A4:   not  178@ == 7 // @ == any
  1971. else_jump @MUSIC1_12567
  1972. wait 0
  1973. 062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
  1974. if
  1975. 84A4:   not  178@ == 7 // @ == any
  1976. else_jump @MUSIC1_12560
  1977. 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
  1978.  
  1979. :MUSIC1_12560
  1980. jump @MUSIC1_12494
  1981.  
  1982. :MUSIC1_12567
  1983. wait 2000
  1984. 279@ = 0
  1985.  
  1986. :MUSIC1_12579
  1987. 0701: end_scene_skip
  1988. if
  1989.   279@ == 1
  1990. else_jump @MUSIC1_12599
  1991.  
  1992. :MUSIC1_12599
  1993. fade 0 500
  1994.  
  1995. :MUSIC1_12606
  1996. if
  1997. fading
  1998. else_jump @MUSIC1_12630
  1999. wait 0
  2000. jump @MUSIC1_12606
  2001.  
  2002. :MUSIC1_12630
  2003. Garage.Close('MUL_LAN')
  2004.  
  2005. :MUSIC1_12641
  2006. if
  2007.    not Garage.IsClosed('MUL_LAN')
  2008. else_jump @MUSIC1_12674
  2009. wait 0
  2010. jump @MUSIC1_12641
  2011.  
  2012. :MUSIC1_12674
  2013. if
  2014.    Car.Wrecked(47@)
  2015. else_jump @MUSIC1_12715
  2016. 00BE: text_clear_all
  2017. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
  2018. jump @MUSIC1_15556
  2019.  
  2020. :MUSIC1_12715
  2021. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
  2022. 0792: disembark_instantly_actor $PLAYER_ACTOR
  2023. if
  2024.    Actor.Driving($PLAYER_ACTOR)
  2025. else_jump @MUSIC1_12764
  2026. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@
  2027. jump @MUSIC1_12778
  2028.  
  2029. :MUSIC1_12764
  2030. Actor.PutAt($PLAYER_ACTOR, 52@, 53@, 54@)
  2031.  
  2032. :MUSIC1_12778
  2033. Actor.Angle($PLAYER_ACTOR) = 180.0
  2034. Car.Destroy(47@)
  2035. 02A3: enable_widescreen 0
  2036. Camera.SetBehindPlayer
  2037. Camera.Restore_WithJumpCut
  2038. Player.CanMove($PLAYER_CHAR) = True
  2039. fade 1 500
  2040.  
  2041. :MUSIC1_12815
  2042. if
  2043. fading
  2044. else_jump @MUSIC1_12839
  2045. wait 0
  2046. jump @MUSIC1_12815
  2047.  
  2048. :MUSIC1_12839
  2049. return
  2050.  
  2051. :MUSIC1_12841
  2052. 0717: assign_actor 55@ to_dialogue_mode
  2053. 0209: $6900 = random_int_in_ranges 0 2
  2054. 0209: $6901 = random_int_in_ranges 0 3
  2055. if
  2056.   $6900 == 0
  2057. else_jump @MUSIC1_13094
  2058. 0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13080 jumps 0 @MUSIC1_12945 1 @MUSIC1_12990 2 @MUSIC1_13035 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087
  2059.  
  2060. :MUSIC1_12945
  2061. 05AA: 281@s = 'HI1'  // ~z~Hey, what's poppin'?
  2062. 04AF: 291@ = 21420 // @ = any
  2063. 04AF: 292@ = 21422 // @ = any
  2064. 04AF: 293@ = 21421 // @ = any
  2065. jump @MUSIC1_13087
  2066.  
  2067. :MUSIC1_12990
  2068. 05AA: 281@s = 'HI3'  // ~z~Whassup?
  2069. 04AF: 291@ = 21426 // @ = any
  2070. 04AF: 292@ = 21428 // @ = any
  2071. 04AF: 293@ = 21427 // @ = any
  2072. jump @MUSIC1_13087
  2073.  
  2074. :MUSIC1_13035
  2075. 05AA: 281@s = 'HI5'  // ~z~Hey, what's crackin'?
  2076. 04AF: 291@ = 21432 // @ = any
  2077. 04AF: 292@ = 21434 // @ = any
  2078. 04AF: 293@ = 21433 // @ = any
  2079. jump @MUSIC1_13087
  2080.  
  2081. :MUSIC1_13080
  2082. jump @MUSIC1_13087
  2083.  
  2084. :MUSIC1_13087
  2085. jump @MUSIC1_13299
  2086.  
  2087. :MUSIC1_13094
  2088. 0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13292 jumps 0 @MUSIC1_13157 1 @MUSIC1_13202 2 @MUSIC1_13247 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299
  2089.  
  2090. :MUSIC1_13157
  2091. 05AA: 281@s = 'HI2'  // ~z~Hey, what's poppin'?
  2092. 04AF: 291@ = 21423 // @ = any
  2093. 04AF: 292@ = 21425 // @ = any
  2094. 04AF: 293@ = 21424 // @ = any
  2095. jump @MUSIC1_13299
  2096.  
  2097. :MUSIC1_13202
  2098. 05AA: 281@s = 'HI4'  // ~z~Whassup?
  2099. 04AF: 291@ = 21429 // @ = any
  2100. 04AF: 292@ = 21431 // @ = any
  2101. 04AF: 293@ = 21430 // @ = any
  2102. jump @MUSIC1_13299
  2103.  
  2104. :MUSIC1_13247
  2105. 05AA: 281@s = 'HI6'  // ~z~Hey, what's crackin'?
  2106. 04AF: 291@ = 21435 // @ = any
  2107. 04AF: 292@ = 21437 // @ = any
  2108. 04AF: 293@ = 21436 // @ = any
  2109. jump @MUSIC1_13299
  2110.  
  2111. :MUSIC1_13292
  2112. jump @MUSIC1_13299
  2113.  
  2114. :MUSIC1_13299
  2115. 0209: $6900 = random_int_in_ranges 0 2
  2116. if
  2117.   $6900 == 0
  2118. else_jump @MUSIC1_13371
  2119. 05AA: 283@s = 'DOFFE1'  // ~z~Well why don't you come and dance?
  2120. 04AF: 294@ = 21404 // @ = any
  2121. 04AF: 295@ = 21406 // @ = any
  2122. 04AF: 296@ = 21405 // @ = any
  2123. jump @MUSIC1_13409
  2124.  
  2125. :MUSIC1_13371
  2126. 05AA: 283@s = 'DOFFE3'  // ~z~Well, hey, let's dance, sugar!
  2127. 04AF: 294@ = 21410 // @ = any
  2128. 04AF: 295@ = 21412 // @ = any
  2129. 04AF: 296@ = 21411 // @ = any
  2130.  
  2131. :MUSIC1_13409
  2132. 0209: $6900 = random_int_in_ranges 0 2
  2133. if
  2134.   $6900 == 0
  2135. else_jump @MUSIC1_13465
  2136. 05AA: 285@s = 'BEXIT1'  // ~z~Suit yourself.
  2137. 04AF: 297@ = 21400 // @ = any
  2138. jump @MUSIC1_13487
  2139.  
  2140. :MUSIC1_13465
  2141. 05AA: 285@s = 'BEXIT2'  // ~z~Whatever. See you 'round.
  2142. 04AF: 297@ = 21401 // @ = any
  2143.  
  2144. :MUSIC1_13487
  2145. 05AA: 287@s = 'DSTAR2'  // ~z~Let's see what you got...
  2146. 04AF: 298@ = 21417 // @ = any
  2147. 0209: $6900 = random_int_in_ranges 0 2
  2148. if
  2149.   $6900 == 0
  2150. else_jump @MUSIC1_13565
  2151. 05AA: 289@s = 'GEXIT1'  // ~z~Well, come on back when you ain't so rushed.
  2152. 04AF: 299@ = 21418 // @ = any
  2153. jump @MUSIC1_13587
  2154.  
  2155. :MUSIC1_13565
  2156. 05AA: 289@s = 'GEXIT2'  // ~z~If you change your mind you know where to find me.
  2157. 04AF: 299@ = 21419 // @ = any
  2158.  
  2159. :MUSIC1_13587
  2160. 0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@
  2161. 0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@
  2162. 0A18: set_dialogue_classA_question_GXT 283@s answer_yes_GXT 287@s answer_no_GXT 289@s question_WAV 294@ answer_yes_WAV 295@ answer_no_WAV 296@
  2163. 0A3C: set_dialogue_classA_end_GXT 287@s WAV 298@
  2164. 0A3C: set_dialogue_classA_end_GXT 289@s WAV 299@
  2165. 0719: enable_dialogue_mode
  2166. return
  2167.  
  2168. :MUSIC1_13655
  2169. 0717: assign_actor 55@ to_dialogue_mode
  2170. 0209: $6900 = random_int_in_ranges 0 2
  2171. if
  2172.   $6900 == 0
  2173. else_jump @MUSIC1_13732
  2174. 05AA: 300@s = 'VOFFE1'  // ~z~You got some moves, wanna come and chat?
  2175. 04AF: 304@ = 21443 // @ = any
  2176. 04AF: 305@ = 21445 // @ = any
  2177. 04AF: 306@ = 21444 // @ = any
  2178. jump @MUSIC1_13770
  2179.  
  2180. :MUSIC1_13732
  2181. 05AA: 300@s = 'VOFFE2'  // ~z~You got some moves, wanna come and chat?
  2182. 04AF: 304@ = 21446 // @ = any
  2183. 04AF: 305@ = 21448 // @ = any
  2184. 04AF: 306@ = 21447 // @ = any
  2185.  
  2186. :MUSIC1_13770
  2187. 0209: $6900 = random_int_in_ranges 0 2
  2188. if
  2189.   $6900 == 0
  2190. else_jump @MUSIC1_13842
  2191. 05AA: 302@s = 'VSURE1'  // ~z~You sure?
  2192. 04AF: 307@ = 21449 // @ = any
  2193. 04AF: 308@ = 21451 // @ = any
  2194. 04AF: 309@ = 21450 // @ = any
  2195. jump @MUSIC1_13880
  2196.  
  2197. :MUSIC1_13842
  2198. 05AA: 302@s = 'VSURE2'  // ~z~You sure?
  2199. 04AF: 307@ = 21452 // @ = any
  2200. 04AF: 308@ = 21454 // @ = any
  2201. 04AF: 309@ = 21453 // @ = any
  2202.  
  2203. :MUSIC1_13880
  2204. 0A18: set_dialogue_classA_question_GXT 300@s answer_yes_GXT 'VYES2' answer_no_GXT 302@s question_WAV 304@ answer_yes_WAV 305@ answer_no_WAV 306@  // ~z~Let me take you into my office...
  2205. 0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456  // ~z~Let me take you into my office...
  2206. 0A18: set_dialogue_classA_question_GXT 302@s answer_yes_GXT 'VLATE' answer_no_GXT 'VYES1' question_WAV 307@ answer_yes_WAV 308@ answer_no_WAV 309@  // ~z~Well, I'm here for a while, if you change your mind! // ~z~C'mon, homeboy.
  2207. 0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442  // ~z~Well, I'm here for a while, if you change your mind!
  2208. 0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455  // ~z~C'mon, homeboy.
  2209. 0719: enable_dialogue_mode
  2210. return
  2211.  
  2212. :MUSIC1_13984
  2213. 0087: 310@ = 39@ // (float)
  2214. 0063: 310@ -= 34@ // (float)
  2215. 0087: 311@ = 40@ // (float)
  2216. 0063: 311@ -= 35@ // (float)
  2217. gosub @MUSIC1_14436
  2218. 0087: 39@ = 312@ // (float)
  2219. 0087: 40@ = 313@ // (float)
  2220. 41@ = 2.68
  2221. 0087: 310@ = 42@ // (float)
  2222. 0063: 310@ -= 34@ // (float)
  2223. 0087: 311@ = 43@ // (float)
  2224. 0063: 311@ -= 35@ // (float)
  2225. gosub @MUSIC1_14436
  2226. 0087: 42@ = 312@ // (float)
  2227. 0087: 43@ = 313@ // (float)
  2228. 44@ = 2.39
  2229. 0087: 310@ = 48@ // (float)
  2230. 0063: 310@ -= 34@ // (float)
  2231. 0087: 311@ = 49@ // (float)
  2232. 0063: 311@ -= 35@ // (float)
  2233. gosub @MUSIC1_14436
  2234. 0087: 48@ = 312@ // (float)
  2235. 0087: 49@ = 313@ // (float)
  2236. 50@ = 3.42
  2237. 51@ -= 51.0
  2238. 0087: 310@ = 56@ // (float)
  2239. 0063: 310@ -= 34@ // (float)
  2240. 0087: 311@ = 57@ // (float)
  2241. 0063: 311@ -= 35@ // (float)
  2242. gosub @MUSIC1_14436
  2243. 0087: 56@ = 312@ // (float)
  2244. 0087: 57@ = 313@ // (float)
  2245. 0087: 310@ = 58@ // (float)
  2246. 0063: 310@ -= 34@ // (float)
  2247. 0087: 311@ = 59@ // (float)
  2248. 0063: 311@ -= 35@ // (float)
  2249. gosub @MUSIC1_14436
  2250. 0087: 58@ = 312@ // (float)
  2251. 0087: 59@ = 313@ // (float)
  2252. 60@ = 2.31
  2253. 170@ = 0
  2254.  
  2255. :MUSIC1_14316
  2256. if
  2257. 001D:   61@ > 170@ // (int)
  2258. else_jump @MUSIC1_14434
  2259. 0087: 310@ = 83@(170@,21f) // (float)
  2260. 0063: 310@ -= 34@ // (float)
  2261. 0087: 311@ = 104@(170@,21f) // (float)
  2262. 0063: 311@ -= 35@ // (float)
  2263. gosub @MUSIC1_14436
  2264. 0087: 83@(170@,21f) = 312@ // (float)
  2265. 0087: 104@(170@,21f) = 313@ // (float)
  2266. 125@(170@,21f) -= 51.0
  2267. 170@ += 1
  2268. jump @MUSIC1_14316
  2269.  
  2270. :MUSIC1_14434
  2271. return
  2272.  
  2273. :MUSIC1_14436
  2274. 0087: 314@ = 310@ // (float)
  2275. 006B: 314@ *= 310@ // (float)
  2276. 0087: 315@ = 311@ // (float)
  2277. 006B: 315@ *= 311@ // (float)
  2278. 0087: 317@ = 314@ // (float)
  2279. 005B: 317@ += 315@ // (float)
  2280. 01FB: 316@ = square_root 317@
  2281. 0087: 318@ = 311@ // (float)
  2282. 0073: 318@ /= 316@ // (float)
  2283. 0087: 319@ = 310@ // (float)
  2284. 0073: 319@ /= 316@ // (float)
  2285. 02F7: 320@ = cosine 51.0 // (float)
  2286. 02F6: 321@ = sine 51.0 // (float)
  2287. 0087: 322@ = 318@ // (float)
  2288. 006B: 322@ *= 320@ // (float)
  2289. 0087: 323@ = 319@ // (float)
  2290. 006B: 323@ *= 321@ // (float)
  2291. 0087: 324@ = 319@ // (float)
  2292. 006B: 324@ *= 320@ // (float)
  2293. 0087: 325@ = 318@ // (float)
  2294. 006B: 325@ *= 321@ // (float)
  2295. 0087: 326@ = 322@ // (float)
  2296. 0063: 326@ -= 323@ // (float)
  2297. 0087: 327@ = 324@ // (float)
  2298. 005B: 327@ += 325@ // (float)
  2299. 0087: 312@ = 316@ // (float)
  2300. 006B: 312@ *= 327@ // (float)
  2301. 0087: 313@ = 316@ // (float)
  2302. 006B: 313@ *= 326@ // (float)
  2303. 005B: 312@ += 34@ // (float)
  2304. 005B: 313@ += 35@ // (float)
  2305. return
  2306.  
  2307. :MUSIC1_14690
  2308. if
  2309.    not Car.Wrecked(47@)
  2310. else_jump @MUSIC1_14854
  2311. if
  2312.   208@ == 1
  2313. else_jump @MUSIC1_14793
  2314. if
  2315.    not Actor.InCar($PLAYER_ACTOR, 47@)
  2316. else_jump @MUSIC1_14786
  2317. Marker.Disable(273@)
  2318. 272@ = Marker.CreateAboveCar(47@)
  2319. 07E0: set_marker 272@ type_to 1
  2320. 00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0  // ~s~Get back into the ~b~sound van~s~.
  2321. 208@ = 0
  2322.  
  2323. :MUSIC1_14786
  2324. jump @MUSIC1_14854
  2325.  
  2326. :MUSIC1_14793
  2327. if
  2328.    Actor.InCar($PLAYER_ACTOR, 47@)
  2329. else_jump @MUSIC1_14854
  2330. Marker.Disable(272@)
  2331. 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
  2332. 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
  2333. 208@ = 1
  2334.  
  2335. :MUSIC1_14854
  2336. return
  2337.  
  2338. :MUSIC1_14856
  2339. Player.CanMove($PLAYER_CHAR) = False
  2340. 02A3: enable_widescreen 1
  2341. 00BE: text_clear_all
  2342. 00BC: show_text_highpriority GXT 'MUS1_2' time 10000 flag 0  // ~s~When you get to the beach party, go and talk to the ~y~DJ~s~.
  2343. Camera.SetPosition(532.87, -1893.69, 3.29, 0.0, 0.0, 0.0)
  2344. Camera.PointAt(533.97, -1892.67, 3.3, 2)
  2345. Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  2346. Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, -100.0)
  2347. 0087: 328@ = 34@ // (float)
  2348. 0065: 328@ -= $TEMPVAR_X_COORD // (float)
  2349. 0087: 329@ = 35@ // (float)
  2350. 0065: 329@ -= $TEMPVAR_Y_COORD // (float)
  2351. 0604: get_Z_angle_for_point 328@ 329@ store_to $TEMPVAR_ANGLE
  2352. if
  2353.    not Actor.Driving($PLAYER_ACTOR)
  2354. else_jump @MUSIC1_15040
  2355. Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE
  2356. jump @MUSIC1_15061
  2357.  
  2358. :MUSIC1_15040
  2359. 03C0: 330@ = actor $PLAYER_ACTOR car
  2360. Car.SetToNormalDriver(330@)
  2361. Car.Angle(330@) = $TEMPVAR_ANGLE
  2362.  
  2363. :MUSIC1_15061
  2364. wait 2000
  2365. 279@ = 1
  2366. 0707: start_scene_skip_to @MUSIC1_15092
  2367. wait 8000
  2368. 279@ = 0
  2369.  
  2370. :MUSIC1_15092
  2371. 0701: end_scene_skip
  2372. if
  2373.   279@ == 1
  2374. else_jump @MUSIC1_15112
  2375.  
  2376. :MUSIC1_15112
  2377. 00BE: text_clear_all
  2378. 02A3: enable_widescreen 0
  2379. Camera.SetBehindPlayer
  2380. Camera.Restore_WithJumpCut
  2381. Player.CanMove($PLAYER_CHAR) = True
  2382. return
  2383.  
  2384. :MUSIC1_15131
  2385. 0871: init_jump_table 191@ total_jumps 2 default_jump 1 @MUSIC1_15266 jumps 0 @MUSIC1_15194 1 @MUSIC1_15230 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273
  2386.  
  2387. :MUSIC1_15194
  2388. 05AA: 184@s = 'LOC1_YT'  // ~z~He's stealing the sounds!
  2389. 04AF: 186@ = 21656 // @ = any
  2390. 189@ = 1
  2391. jump @MUSIC1_15273
  2392.  
  2393. :MUSIC1_15230
  2394. 05AA: 184@s = 'DNCEF1'  // ~z~You need to put more time in on the dance floor!
  2395. 04AF: 186@ = 21402 // @ = any
  2396. 189@ = 1
  2397. jump @MUSIC1_15273
  2398.  
  2399. :MUSIC1_15266
  2400. jump @MUSIC1_15273
  2401.  
  2402. :MUSIC1_15273
  2403. 187@ = 0
  2404. 188@ = 0
  2405. 190@ = 0
  2406. 040D: unload_wav 1
  2407. 00BE: text_clear_all
  2408. return
  2409.  
  2410. :MUSIC1_15302
  2411. if or
  2412.   187@ == 0
  2413.   187@ == 1
  2414. else_jump @MUSIC1_15372
  2415. if
  2416. 001D:   189@ > 188@ // (int)
  2417. else_jump @MUSIC1_15372
  2418. if
  2419.   32@ > 1000
  2420. else_jump @MUSIC1_15372
  2421. gosub @MUSIC1_15430
  2422.  
  2423. :MUSIC1_15372
  2424. if
  2425.   187@ == 2
  2426. else_jump @MUSIC1_15428
  2427. if
  2428. 03D2:   wav 1 ended
  2429. else_jump @MUSIC1_15428
  2430. 187@ = 0
  2431. 188@ += 1
  2432. 00BE: text_clear_all
  2433. 32@ = 0
  2434.  
  2435. :MUSIC1_15428
  2436. return
  2437.  
  2438. :MUSIC1_15430
  2439. if
  2440.   187@ == 0
  2441. else_jump @MUSIC1_15466
  2442. 03CF: load_wav 186@(188@,1i) as 1
  2443. 187@ = 1
  2444.  
  2445. :MUSIC1_15466
  2446. if
  2447.   187@ == 1
  2448. else_jump @MUSIC1_15554
  2449. if
  2450. 03D0:   wav 1 loaded
  2451. else_jump @MUSIC1_15554
  2452. 00BC: show_text_highpriority GXT 184@(188@,1s) time 10000 flag 1
  2453. if and
  2454.   191@ == 1
  2455.    not Actor.Dead(55@)
  2456. else_jump @MUSIC1_15543
  2457. 0949: link_wav 1 to_actor 55@
  2458.  
  2459. :MUSIC1_15543
  2460. 03D1: play_wav 1
  2461. 187@ = 2
  2462.  
  2463. :MUSIC1_15554
  2464. return
  2465.  
  2466. :MUSIC1_15556
  2467. 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
  2468. return
  2469.  
  2470. :MUSIC1_15574
  2471. $OG_LOC_TOTAL_PASSED_MISSIONS += 1
  2472. 0318: set_latest_mission_passed 'STRAP_1'  // Life's a Beach
  2473. 030C: progress_made += 1
  2474. 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
  2475. 0998: add_respect 3
  2476. Player.ClearWantedLevel($PLAYER_CHAR)
  2477. 0394: play_music 1
  2478. return
  2479.  
  2480. :MUSIC1_15629
  2481. Model.Destroy(#VOODOO)
  2482. Model.Destroy(#ESPERANT)
  2483. Model.Destroy(#OCEANIC)
  2484. Model.Destroy(#PONY)
  2485. Model.Destroy(#MP5LNG)
  2486. Model.Destroy(#BFYST)
  2487. Model.Destroy(#WFYST)
  2488. Model.Destroy(#BMYST)
  2489. Model.Destroy(#WMYRO)
  2490. Model.Destroy(#WFYCLOT)
  2491. Model.Destroy(#WMYST)
  2492. Model.Destroy(#WMYCLOT)
  2493. Model.Destroy(#BMYDJ)
  2494. Model.Destroy(#WFYRI)
  2495. Model.Destroy(#OFYRI)
  2496. 06EB: release_car_component #WHEEL_OR1
  2497. Object.RemoveReferences(45@)
  2498. Object.RemoveReferences(46@)
  2499. 090F: end_external_script 35 (DANCE)
  2500. 04EF: release_animation "BAR"
  2501. 04EF: release_animation "DANCING"
  2502. 04EF: release_animation "BEACH"
  2503. 04EF: release_animation "SCRATCHING"
  2504. Marker.Disable(271@)
  2505. Marker.Disable(272@)
  2506. Marker.Disable(273@)
  2507. 0650: destroy_particle 37@
  2508. 0650: destroy_particle 38@
  2509. 061B: remove_references_to_AS_pack 173@
  2510. 061B: remove_references_to_AS_pack 174@
  2511. 061B: remove_references_to_AS_pack 177@
  2512. 061B: remove_references_to_AS_pack 280@
  2513. 061B: remove_references_to_AS_pack 181@
  2514. 061B: remove_references_to_AS_pack 182@
  2515. 061B: remove_references_to_AS_pack 183@
  2516. if
  2517.    Player.Defined($PLAYER_CHAR)
  2518. else_jump @MUSIC1_15839
  2519. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
  2520.  
  2521. :MUSIC1_15839
  2522. if
  2523.    not Actor.Dead(55@)
  2524. else_jump @MUSIC1_15867
  2525. 08ED: remove_actor 55@ from_dialogue_mode
  2526. Actor.LockInCurrentPosition(55@) = False
  2527.  
  2528. :MUSIC1_15867
  2529. if
  2530.    not Car.Wrecked(47@)
  2531. else_jump @MUSIC1_15890
  2532. 0852: set_car 47@ damages_visible 1
  2533.  
  2534. :MUSIC1_15890
  2535. 065C: release_decision_maker 180@
  2536. 03E6: remove_text_box
  2537. 0917: audio_zone 'BEACH' enable_sound 0
  2538. 091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
  2539. 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
  2540. $ONMISSION = 0
  2541. mission_cleanup
  2542. return
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement