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- //-------------Mission 31---------------
- // Originally: Life's a Beach
- :MUSIC1
- thread 'MUSIC1'
- gosub @MUSIC1_47
- if
- wasted_or_busted
- else_jump @MUSIC1_38
- gosub @MUSIC1_15556
- :MUSIC1_38
- gosub @MUSIC1_15629
- end_thread
- :MUSIC1_47
- increment_mission_attempts
- 054C: use_GXT_table 'STRAP1'
- $ONMISSION = 1
- wait 0
- 34@ = 526.84
- 35@ = -1885.19
- 36@ = 2.4
- 0087: 39@ = 34@ // (float)
- 39@ += 2.5
- 0087: 40@ = 35@ // (float)
- 40@ += 3.5
- 41@ = 2.79
- 0087: 42@ = 34@ // (float)
- 42@ -= 7.0
- 0087: 43@ = 35@ // (float)
- 43@ -= 9.8
- 44@ = 2.06
- 0087: 48@ = 39@ // (float)
- 48@ += 9.0
- 0087: 49@ = 40@ // (float)
- 49@ += 4.0
- 0087: 50@ = 41@ // (float)
- 51@ = 340.0
- 52@ = 1643.42
- 53@ = -1524.69
- 54@ = 12.61
- 0087: 56@ = 48@ // (float)
- 56@ -= 1.08
- 0087: 57@ = 49@ // (float)
- 57@ -= 3.05
- 0087: 58@ = 56@ // (float)
- 58@ -= 0.54
- 0087: 59@ = 57@ // (float)
- 59@ -= 1.53
- 60@ = 3.14
- 61@ = 21
- 0087: 83@ = 39@ // (float)
- 83@ += 10.0
- 0087: 104@ = 40@ // (float)
- 104@ -= 6.0
- 125@ = 300.0
- 0087: 84@ = 83@ // (float)
- 84@ += 3.0
- 0087: 105@ = 104@ // (float)
- 0087: 126@ = 125@ // (float)
- 126@ += 120.0
- 0087: 85@ = 83@ // (float)
- 85@ += 3.0
- 0087: 106@ = 104@ // (float)
- 106@ += 3.0
- 0087: 127@ = 125@ // (float)
- 127@ += 240.0
- 0087: 86@ = 34@ // (float)
- 86@ += 17.5
- 0087: 107@ = 35@ // (float)
- 107@ += 3.0
- 128@ = 270.0
- 0087: 87@ = 86@ // (float)
- 87@ += 1.0
- 0087: 108@ = 107@ // (float)
- 0087: 129@ = 128@ // (float)
- 129@ -= 180.0
- 0087: 88@ = 39@ // (float)
- 88@ -= 2.0
- 0087: 109@ = 40@ // (float)
- 109@ -= 8.0
- 130@ = 315.0
- 0087: 89@ = 88@ // (float)
- 89@ += 2.5
- 0087: 110@ = 109@ // (float)
- 0087: 131@ = 130@ // (float)
- 131@ += 90.0
- 0087: 90@ = 88@ // (float)
- 90@ += 2.5
- 0087: 111@ = 109@ // (float)
- 111@ += 2.5
- 0087: 132@ = 130@ // (float)
- 132@ += 180.0
- 0087: 91@ = 88@ // (float)
- 0087: 112@ = 109@ // (float)
- 112@ += 2.5
- 0087: 133@ = 130@ // (float)
- 133@ += 270.0
- 0087: 92@ = 34@ // (float)
- 92@ += 12.0
- 0087: 113@ = 35@ // (float)
- 113@ -= 9.5
- 134@ = 0.0
- 0087: 93@ = 92@ // (float)
- 93@ -= 0.5
- 0087: 114@ = 113@ // (float)
- 114@ += 1.5
- 0087: 135@ = 134@ // (float)
- 135@ += 180.0
- 0087: 94@ = 42@ // (float)
- 0087: 115@ = 43@ // (float)
- 115@ += 5.0
- 136@ = 200.0
- 0087: 95@ = 42@ // (float)
- 95@ += 3.0
- 0087: 116@ = 43@ // (float)
- 116@ += 3.5
- 137@ = 170.0
- 0087: 96@ = 42@ // (float)
- 96@ += 4.0
- 0087: 117@ = 43@ // (float)
- 138@ = 0.0
- 0087: 97@ = 42@ // (float)
- 97@ += 5.0
- 0087: 118@ = 43@ // (float)
- 118@ += 2.0
- 139@ = 270.0
- 0087: 98@ = 39@ // (float)
- 98@ += 1.0
- 0087: 119@ = 40@ // (float)
- 119@ += 6.0
- 140@ = 270.0
- 0087: 99@ = 98@ // (float)
- 99@ += 1.5
- 0087: 120@ = 119@ // (float)
- 120@ += 1.5
- 0087: 141@ = 140@ // (float)
- 141@ -= 90.0
- 0087: 100@ = 98@ // (float)
- 100@ += 3.0
- 0087: 121@ = 119@ // (float)
- 0087: 142@ = 140@ // (float)
- 142@ -= 180.0
- 0087: 101@ = 98@ // (float)
- 101@ += 1.5
- 0087: 122@ = 119@ // (float)
- 122@ -= 1.5
- 0087: 143@ = 140@ // (float)
- 143@ -= 270.0
- 0087: 102@ = 48@ // (float)
- 102@ -= 3.0
- 0087: 123@ = 49@ // (float)
- 123@ -= 1.0
- 144@ = 0.0
- 0087: 103@ = 102@ // (float)
- 0087: 124@ = 123@ // (float)
- 124@ += 1.0
- 0087: 145@ = 144@ // (float)
- 145@ += 180.0
- 162@ = 20.0
- 0087: 163@ = 162@ // (float)
- 163@ *= 4.0
- 146@ = 7
- gosub @MUSIC1_13984
- 187@ = 0
- 188@ = 0
- 190@ = 0
- 192@ = 0
- 193@ = 0
- 194@ = 0
- 195@ = 0
- 197@ = 0
- 198@ = 0
- 199@ = 0
- 200@ = 0
- 201@ = 0
- 202@ = 0
- 203@ = 0
- 204@ = 0
- 207@ = 0
- 208@ = 0
- 205@ = 0
- 206@ = 0
- 209@ = 0
- 267@ = 0
- 268@ = 0
- 269@ = 0
- 231@ = 0
- 170@ = 0
- :MUSIC1_1557
- if
- 001D: 61@ > 170@ // (int)
- else_jump @MUSIC1_1653
- 210@(170@,21i) = 0
- 232@(170@,21i) = 0
- if
- 001D: 146@ > 170@ // (int)
- else_jump @MUSIC1_1639
- 253@(170@,7i) = 0
- 260@(170@,7i) = 0
- :MUSIC1_1639
- 170@ += 1
- jump @MUSIC1_1557
- :MUSIC1_1653
- 0169: set_fade_color_RGB 0 0 0
- fade 0 2000
- :MUSIC1_1668
- if
- fading
- else_jump @MUSIC1_1692
- wait 0
- jump @MUSIC1_1668
- :MUSIC1_1692
- 0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0
- Camera.SetAtPos(809.5818, -1630.573, 12.5469)
- 08F5: save_player_group
- 02E4: load_cutscene_data 'STRAP1A'
- :MUSIC1_1746
- if
- 86B9: not cutscene_data_loaded
- else_jump @MUSIC1_1770
- wait 0
- jump @MUSIC1_1746
- :MUSIC1_1770
- 02E7: start_cutscene
- fade 1 1000
- :MUSIC1_1779
- if
- 82E9: not cutscene_reached_end
- else_jump @MUSIC1_1803
- wait 0
- jump @MUSIC1_1779
- :MUSIC1_1803
- fade 0 0
- :MUSIC1_1809
- if
- fading
- else_jump @MUSIC1_1833
- wait 0
- jump @MUSIC1_1809
- :MUSIC1_1833
- 02EA: end_cutscene
- Player.CanMove($PLAYER_CHAR) = False
- 08F6: restore_player_group
- Model.Load(#VOODOO)
- Model.Load(#ESPERANT)
- Model.Load(#OCEANIC)
- Model.Load(#PONY)
- Model.Load(#MP5LNG)
- Model.Load(#BFYST)
- Model.Load(#WFYST)
- Model.Load(#BMYST)
- Model.Load(#WMYRO)
- Model.Load(#WFYCLOT)
- Model.Load(#WMYST)
- Model.Load(#WMYCLOT)
- Model.Load(#BMYDJ)
- Model.Load(#WFYRI)
- Model.Load(#OFYRI)
- 06E9: load_car_component #WHEEL_OR1
- 08A9: load_external_script 35 (DANCE)
- 038B: load_requested_models
- :MUSIC1_1922
- if or
- not Model.Available(#VOODOO)
- not Model.Available(#ESPERANT)
- not Model.Available(#OCEANIC)
- not Model.Available(#PONY)
- not Model.Available(#MP5LNG)
- else_jump @MUSIC1_1969
- wait 0
- jump @MUSIC1_1922
- :MUSIC1_1969
- if
- not Model.Available(#BFYST)
- else_jump @MUSIC1_1995
- wait 0
- jump @MUSIC1_1969
- :MUSIC1_1995
- if or
- not Model.Available(#WFYST)
- not Model.Available(#BMYST)
- not Model.Available(#WMYRO)
- not Model.Available(#WFYCLOT)
- not Model.Available(#WMYST)
- not Model.Available(#WMYCLOT)
- else_jump @MUSIC1_2043
- wait 0
- jump @MUSIC1_1995
- :MUSIC1_2043
- if or
- not Model.Available(#BMYDJ)
- not Model.Available(#WFYRI)
- not Model.Available(#OFYRI)
- else_jump @MUSIC1_2077
- wait 0
- jump @MUSIC1_2043
- :MUSIC1_2077
- if or
- 86EA: not car_component #WHEEL_OR1 available
- 88AB: not external_script 35 (DANCE) loaded
- else_jump @MUSIC1_2108
- wait 0
- jump @MUSIC1_2077
- :MUSIC1_2108
- Garage.ChangeType('MUL_LAN', 19)
- 022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
- Camera.SetAtPos(809.5818, -1630.573, 12.5469)
- set_weather 1
- Actor.PutAt($PLAYER_ACTOR, 809.5818, -1630.573, 12.5469)
- Actor.Angle($PLAYER_ACTOR) = 176.0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- 0169: set_fade_color_RGB 0 0 0
- wait 500
- fade 1 1500
- Player.CanMove($PLAYER_CHAR) = True
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- 00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0 // ~s~Go to the ~y~beach party~s~.
- if
- 192@ == 1
- else_jump @MUSIC1_2489
- 47@ = Car.Create(#PONY, 0.0, 0.0, -100.0)
- 272@ = Marker.CreateAboveCar(47@)
- 55@ = Actor.Create(Mission1, #BFYST, 0.0, 0.0, -100.0)
- 0615: define_AS_pack_begin 181@
- 05BA: AS_actor -1 move_mouth -2 ms
- 0616: define_AS_pack_end 181@
- 170@ = 0
- :MUSIC1_2361
- if
- 001D: 61@ > 170@ // (int)
- else_jump @MUSIC1_2422
- 62@(170@,21i) = Actor.Create(Mission1, #BFYST, 0.0, 0.0, -100.0)
- 170@ += 1
- jump @MUSIC1_2361
- :MUSIC1_2422
- 170@ = 0
- :MUSIC1_2429
- if
- 001D: 146@ > 170@ // (int)
- else_jump @MUSIC1_2489
- 147@(170@,7i) = Car.Create(#VOODOO, 0.0, 0.0, -100.0)
- 170@ += 1
- jump @MUSIC1_2429
- :MUSIC1_2489
- wait 0
- if
- 0735: NOP_false 83
- else_jump @MUSIC1_2515
- jump @MUSIC1_15574
- :MUSIC1_2515
- set_weather 1
- if
- not 193@ == 1
- else_jump @MUSIC1_2925
- if
- 00EC: actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 200.0 200.0
- else_jump @MUSIC1_2925
- 0395: clear_area 0 at 34@ 35@ 36@ radius 100.0
- gosub @MUSIC1_6819
- 0087: 274@ = 39@ // (float)
- 274@ += 0.15
- 0087: 275@ = 40@ // (float)
- 275@ += 0.15
- 45@ = Object.Init(#DYN_WOODPILE2, 274@, 275@, 2.6)
- 0087: 274@ = 42@ // (float)
- 274@ += 0.15
- 0087: 275@ = 43@ // (float)
- 275@ += 0.15
- 46@ = Object.Init(#DYN_WOODPILE2, 274@, 275@, 2.31)
- 08D2: object 45@ scale_model 0.5
- 08D2: object 46@ scale_model 0.5
- Object.Indestructibility(45@) = False
- Object.Indestructibility(46@) = False
- 0917: audio_zone 'BEACH' enable_sound 1
- wait 1500
- gosub @MUSIC1_8085
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_2788
- Actor.LockInCurrentPosition(55@) = True
- :MUSIC1_2788
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_2811
- Car.LockInCurrentPosition(47@) = True
- :MUSIC1_2811
- if
- Object.Exists(45@)
- else_jump @MUSIC1_2834
- Object.KeepInMemory(45@) = True
- :MUSIC1_2834
- if
- Object.Exists(46@)
- else_jump @MUSIC1_2857
- Object.KeepInMemory(46@) = True
- :MUSIC1_2857
- 064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ type 1
- 064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ type 1
- 064C: make_particle 37@ visible
- 064C: make_particle 38@ visible
- 270@ = 1
- 193@ = 1
- :MUSIC1_2925
- if
- 193@ == 1
- else_jump @MUSIC1_6812
- 00BF: 175@ = current_time_hours, 176@ = current_time_minutes
- if and
- 175@ >= 6
- 22 > 175@
- else_jump @MUSIC1_3018
- if
- 270@ == 1
- else_jump @MUSIC1_3011
- 064E: stop_particle 37@
- 064E: stop_particle 38@
- 270@ = 0
- :MUSIC1_3011
- jump @MUSIC1_3053
- :MUSIC1_3018
- if
- 270@ == 0
- else_jump @MUSIC1_3053
- 064C: make_particle 37@ visible
- 064C: make_particle 38@ visible
- 270@ = 1
- :MUSIC1_3053
- if and
- not 194@ == 1
- 00EC: actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 50.0 50.0
- else_jump @MUSIC1_3108
- gosub @MUSIC1_14856
- 194@ = 1
- :MUSIC1_3108
- if
- 203@ == 0
- else_jump @MUSIC1_6025
- if and
- not 195@ == 1
- not 197@ == 1
- not 199@ == 1
- else_jump @MUSIC1_3314
- if and
- not Actor.Dead(55@)
- 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- else_jump @MUSIC1_3314
- Marker.Disable(271@)
- 0687: clear_actor 55@ task
- Actor.Angle(55@) = 110.0
- gosub @MUSIC1_12841
- 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
- 195@ = 1
- 196@ = 0
- Player.CanMove($PLAYER_CHAR) = False
- Actor.PutAt($PLAYER_ACTOR, 58@, 59@, 2.3)
- Actor.Angle($PLAYER_ACTOR) = 290.0
- 0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152
- wait 1000
- Player.CanMove($PLAYER_CHAR) = True
- :MUSIC1_3314
- if and
- 195@ == 1
- not 197@ == 1
- else_jump @MUSIC1_4324
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_4324
- if
- 071A: actor 55@ current_dialogue_text == 287@s
- else_jump @MUSIC1_4018
- Player.CanMove($PLAYER_CHAR) = False
- if
- 88AB: not external_script 35 (DANCE) loaded
- else_jump @MUSIC1_3400
- 08A9: load_external_script 35 (DANCE)
- :MUSIC1_3400
- fade 0 1000
- :MUSIC1_3407
- if or
- fading
- 88AB: not external_script 35 (DANCE) loaded
- else_jump @MUSIC1_3435
- wait 0
- jump @MUSIC1_3407
- :MUSIC1_3435
- 03E6: remove_text_box
- if
- Actor.Driving($PLAYER_ACTOR)
- else_jump @MUSIC1_3480
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0
- jump @MUSIC1_3500
- :MUSIC1_3480
- Actor.PutAt($PLAYER_ACTOR, 533.81, -1891.64, -100.0)
- :MUSIC1_3500
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- 0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0
- 170@ = 0
- :MUSIC1_3538
- if
- 001D: 146@ > 170@ // (int)
- else_jump @MUSIC1_3668
- if
- not Car.Wrecked(147@(170@,7i))
- else_jump @MUSIC1_3645
- if
- 01AF: car 147@(170@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0
- else_jump @MUSIC1_3638
- Car.Destroy(147@(170@,7i))
- :MUSIC1_3638
- jump @MUSIC1_3654
- :MUSIC1_3645
- Car.Destroy(147@(170@,7i))
- :MUSIC1_3654
- 170@ += 1
- jump @MUSIC1_3538
- :MUSIC1_3668
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_3774
- 08ED: remove_actor 55@ from_dialogue_mode
- 0792: disembark_instantly_actor 55@
- Actor.Angle(55@) = 110.0
- 0615: define_AS_pack_begin 182@
- 0605: actor -1 perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 182@ loop 1
- 0616: define_AS_pack_end 182@
- 0618: assign_actor 55@ to_AS_pack 182@
- 061B: remove_references_to_AS_pack 182@
- :MUSIC1_3774
- 0917: audio_zone 'BEACH' enable_sound 0
- if
- not Actor.Dead(65@)
- else_jump @MUSIC1_3808
- 0792: disembark_instantly_actor 65@
- :MUSIC1_3808
- if
- not Actor.Dead(66@)
- else_jump @MUSIC1_3829
- 0792: disembark_instantly_actor 66@
- :MUSIC1_3829
- 00BE: text_clear_all
- 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.
- 170@ = 0
- :MUSIC1_3854
- if
- 5 > 170@
- else_jump @MUSIC1_3970
- $5315(170@,5f) = 531.18
- $5320(170@,5f) = -1893.8
- $5325(170@,5f) = 3.45
- $5330(170@,5f) = 533.94
- $5335(170@,5f) = -1891.82
- $5340(170@,5f) = 3.44
- 170@ += 1
- jump @MUSIC1_3854
- :MUSIC1_3970
- 08BA: set $5295 bit 31
- 0913: run_external_script 35 (DANCE) 533.81 -1891.64 -100.0 51@ 1 -1
- 197@ = 1
- jump @MUSIC1_4324
- :MUSIC1_4018
- if
- not 196@ == 1
- else_jump @MUSIC1_4215
- if or
- 071A: actor 55@ current_dialogue_text == 285@s
- 071A: actor 55@ current_dialogue_text == 289@s
- else_jump @MUSIC1_4077
- 196@ = 1
- jump @MUSIC1_4208
- :MUSIC1_4077
- if
- 00F2: actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
- else_jump @MUSIC1_4122
- 33@ = 0
- jump @MUSIC1_4208
- :MUSIC1_4122
- if
- 33@ > 3000
- else_jump @MUSIC1_4208
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- Actor.PutAt(55@, 56@, 57@, -100.0)
- Actor.Angle(55@) = 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 195@ = 0
- 196@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_4208
- jump @MUSIC1_4324
- :MUSIC1_4215
- if
- 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- else_jump @MUSIC1_4324
- 196@ = 0
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- Actor.PutAt(55@, 56@, 57@, -100.0)
- Actor.Angle(55@) = 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 195@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_4324
- if and
- 197@ == 1
- not 199@ == 1
- else_jump @MUSIC1_4626
- if and
- 88B4: not test $5295 bit 31
- not 198@ == 1
- else_jump @MUSIC1_4510
- Player.CanMove($PLAYER_CHAR) = True
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_4402
- 0792: disembark_instantly_actor 55@
- :MUSIC1_4402
- 00BE: text_clear_all
- if
- $DANCE_SCORE >= 2500
- else_jump @MUSIC1_4482
- 0917: audio_zone 'BEACH' enable_sound 1
- gosub @MUSIC1_13655
- 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
- 199@ = 1
- 200@ = 1
- 196@ = 0
- jump @MUSIC1_4510
- :MUSIC1_4482
- 191@ = 1
- gosub @MUSIC1_15131
- 32@ = 0
- 198@ = 1
- :MUSIC1_4510
- if
- 198@ == 1
- else_jump @MUSIC1_4626
- if and
- 001D: 189@ > 188@ // (int)
- 191@ == 1
- else_jump @MUSIC1_4584
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_4577
- gosub @MUSIC1_15302
- :MUSIC1_4577
- jump @MUSIC1_4626
- :MUSIC1_4584
- if
- 32@ > 1000
- else_jump @MUSIC1_4626
- 00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0 // ~r~You need more practice!
- jump @MUSIC1_15556
- :MUSIC1_4626
- if and
- 199@ == 1
- not 201@ == 1
- else_jump @MUSIC1_5227
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_5227
- if
- not 200@ == 1
- else_jump @MUSIC1_4786
- if
- 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- else_jump @MUSIC1_4779
- Marker.Disable(271@)
- 0687: clear_actor 55@ task
- Actor.Angle(55@) = 110.0
- gosub @MUSIC1_13655
- 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
- 200@ = 1
- 196@ = 0
- :MUSIC1_4779
- jump @MUSIC1_5227
- :MUSIC1_4786
- if or
- 071A: actor 55@ current_dialogue_text == 'VYES1' // ~z~C'mon, homeboy.
- 071A: actor 55@ current_dialogue_text == 'VYES2' // ~z~Let me take you into my office...
- else_jump @MUSIC1_4923
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_4916
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- 07A1: set_walk_speed 4
- Actor.LockInCurrentPosition(55@) = False
- 05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 -1 ms
- 272@ = Marker.CreateAboveCar(47@)
- 07E0: set_marker 272@ type_to 1
- 200@ = 0
- 201@ = 1
- 00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0 // ~s~Steal the ~b~sound van.
- :MUSIC1_4916
- jump @MUSIC1_5227
- :MUSIC1_4923
- if
- not 196@ == 1
- else_jump @MUSIC1_5118
- if
- 071A: actor 55@ current_dialogue_text == 'VLATE' // ~z~Well, I'm here for a while, if you change your mind!
- else_jump @MUSIC1_4980
- 196@ = 1
- jump @MUSIC1_5111
- :MUSIC1_4980
- if
- 00F2: actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
- else_jump @MUSIC1_5025
- 33@ = 0
- jump @MUSIC1_5111
- :MUSIC1_5025
- if
- 33@ > 3000
- else_jump @MUSIC1_5111
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- Actor.PutAt(55@, 56@, 57@, -100.0)
- Actor.Angle(55@) = 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 200@ = 0
- 196@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_5111
- jump @MUSIC1_5227
- :MUSIC1_5118
- if
- 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- else_jump @MUSIC1_5227
- 196@ = 0
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- Actor.PutAt(55@, 56@, 57@, -100.0)
- Actor.Angle(55@) = 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 200@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_5227
- if and
- 201@ == 1
- not 202@ == 1
- not Actor.Dead(55@)
- not Car.Wrecked(47@)
- else_jump @MUSIC1_5330
- if
- Actor.InCar(55@, 47@)
- else_jump @MUSIC1_5330
- Car.DoorStatus(47@) = 1
- 095E: set_car 47@ componentA 4 manipulation 1 value -1.0
- 095E: set_car 47@ componentA 5 manipulation 1 value -1.0
- 0852: set_car 47@ damages_visible 1
- 202@ = 1
- :MUSIC1_5330
- if
- not 268@ == 1
- else_jump @MUSIC1_5770
- if and
- 00EC: actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 162@ 162@
- 02E0: actor $PLAYER_ACTOR aggressive
- else_jump @MUSIC1_5397
- 268@ = 1
- jump @MUSIC1_5571
- :MUSIC1_5397
- if
- Actor.Dead(55@)
- else_jump @MUSIC1_5427
- 268@ = 1
- jump @MUSIC1_5460
- :MUSIC1_5427
- if or
- 051A: actor 55@ damaged_by_actor $PLAYER_ACTOR
- 074F: actor 55@ ped_event == 31
- else_jump @MUSIC1_5460
- 268@ = 1
- :MUSIC1_5460
- 170@ = 0
- :MUSIC1_5467
- if and
- 001D: 61@ > 170@ // (int)
- not 268@ == 1
- else_jump @MUSIC1_5571
- if
- Actor.Dead(62@(170@,21i))
- else_jump @MUSIC1_5527
- 268@ = 1
- jump @MUSIC1_5557
- :MUSIC1_5527
- if
- 051A: actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR
- else_jump @MUSIC1_5557
- 268@ = 1
- :MUSIC1_5557
- 170@ += 1
- jump @MUSIC1_5467
- :MUSIC1_5571
- if
- 268@ == 1
- else_jump @MUSIC1_5738
- 040D: unload_wav 1
- 00BE: text_clear_all
- if
- not 202@ == 1
- else_jump @MUSIC1_5634
- gosub @MUSIC1_10052
- gosub @MUSIC1_10452
- jump @MUSIC1_5718
- :MUSIC1_5634
- if
- not 209@ == 1
- else_jump @MUSIC1_5666
- gosub @MUSIC1_10726
- 209@ = 1
- :MUSIC1_5666
- if and
- not Actor.Dead(55@)
- not 231@ == 1
- else_jump @MUSIC1_5718
- 01B9: set_actor 55@ armed_weapon_to 29
- 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
- 231@ = 1
- 0961: unknown_actor 55@ flag 1
- :MUSIC1_5718
- 0917: audio_zone 'BEACH' enable_sound 0
- jump @MUSIC1_5770
- :MUSIC1_5738
- if or
- not 197@ == 1
- 199@ == 1
- else_jump @MUSIC1_5770
- gosub @MUSIC1_9958
- :MUSIC1_5770
- if and
- 202@ == 1
- 268@ == 1
- else_jump @MUSIC1_5827
- if and
- 209@ == 1
- not 269@ == 1
- else_jump @MUSIC1_5827
- gosub @MUSIC1_11354
- :MUSIC1_5827
- if and
- not 207@ == 1
- not Car.Wrecked(47@)
- else_jump @MUSIC1_5927
- if
- Actor.InCar($PLAYER_ACTOR, 47@)
- else_jump @MUSIC1_5927
- Marker.Disable(272@)
- 207@ = 1
- 208@ = 1
- Car.LockInCurrentPosition(47@) = False
- Camera.SetBehindPlayer
- 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0 // ~s~Get the van back to the ~y~garage.
- 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
- :MUSIC1_5927
- if
- 207@ == 1
- else_jump @MUSIC1_6025
- gosub @MUSIC1_14690
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_6025
- if
- 81AD: not car 47@ sphere 0 near_point 34@ 35@ radius 162@ 162@
- else_jump @MUSIC1_6025
- Car.ImmuneToNonPlayer(47@) = False
- 203@ = 1
- 0917: audio_zone 'BEACH' enable_sound 0
- :MUSIC1_6025
- if
- 203@ == 1
- else_jump @MUSIC1_6555
- if and
- not 204@ == 1
- not Actor.Dead(55@)
- not Car.Wrecked(47@)
- else_jump @MUSIC1_6115
- 0615: define_AS_pack_begin 177@
- 0622: AS_actor -1 bail_car 47@
- 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
- 0616: define_AS_pack_end 177@
- 0618: assign_actor 55@ to_AS_pack 177@
- 061B: remove_references_to_AS_pack 177@
- 204@ = 1
- :MUSIC1_6115
- if and
- 204@ == 1
- not Actor.Dead(55@)
- not 205@ == 1
- else_jump @MUSIC1_6228
- 062E: unknown_get_actor 55@ task 1560 status_store_to 178@ // ret 7 if not found
- if
- 84A4: not 178@ == 7 // @ == any
- else_jump @MUSIC1_6228
- 0646: unknown_get_actor 55@ task_1560_status_store_to 179@ // similar to 062E
- if
- 179@ >= 0
- else_jump @MUSIC1_6228
- 191@ = 0
- gosub @MUSIC1_15131
- 01B9: set_actor 55@ armed_weapon_to 29
- 205@ = 1
- :MUSIC1_6228
- if and
- 205@ == 1
- not 206@ == 1
- else_jump @MUSIC1_6336
- if and
- 001D: 189@ > 188@ // (int)
- 191@ == 0
- else_jump @MUSIC1_6329
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_6309
- gosub @MUSIC1_15302
- jump @MUSIC1_6322
- :MUSIC1_6309
- 040D: unload_wav 1
- 00BE: text_clear_all
- 206@ = 1
- :MUSIC1_6322
- jump @MUSIC1_6336
- :MUSIC1_6329
- 206@ = 1
- :MUSIC1_6336
- if
- not 209@ == 1
- else_jump @MUSIC1_6368
- gosub @MUSIC1_10726
- 209@ = 1
- :MUSIC1_6368
- if
- not 269@ == 1
- else_jump @MUSIC1_6393
- gosub @MUSIC1_11354
- :MUSIC1_6393
- if and
- 209@ == 1
- not 267@ == 1
- else_jump @MUSIC1_6462
- if
- 80EC: not actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 163@ 163@
- else_jump @MUSIC1_6462
- gosub @MUSIC1_10228
- 267@ = 1
- :MUSIC1_6462
- if and
- 209@ == 1
- not Car.Wrecked(47@)
- not 269@ == 1
- else_jump @MUSIC1_6548
- if and
- Actor.InCar($PLAYER_ACTOR, 47@)
- 00EE: actor $PLAYER_ACTOR 0 near_point 52@ 53@ radius 50.0 50.0 in_car
- else_jump @MUSIC1_6548
- gosub @MUSIC1_11771
- 269@ = 1
- :MUSIC1_6548
- gosub @MUSIC1_14690
- :MUSIC1_6555
- if
- not 202@ == 1
- else_jump @MUSIC1_6664
- if
- Actor.Dead(55@)
- else_jump @MUSIC1_6621
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0 // ~r~The DJ died!
- jump @MUSIC1_15556
- jump @MUSIC1_6664
- :MUSIC1_6621
- if
- 268@ == 1
- else_jump @MUSIC1_6664
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0 // ~r~You wrecked the party!
- jump @MUSIC1_15556
- :MUSIC1_6664
- if
- Car.Wrecked(47@)
- else_jump @MUSIC1_6712
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- jump @MUSIC1_15556
- jump @MUSIC1_6812
- :MUSIC1_6712
- if
- 207@ == 1
- else_jump @MUSIC1_6812
- if
- Actor.InCar($PLAYER_ACTOR, 47@)
- else_jump @MUSIC1_6812
- if
- 01AF: car 47@ sphere 1 in_sphere 52@ 53@ 54@ radius 4.0 4.0 2.0
- else_jump @MUSIC1_6812
- Player.CanMove($PLAYER_CHAR) = False
- gosub @MUSIC1_11889
- jump @MUSIC1_15574
- :MUSIC1_6812
- jump @MUSIC1_2489
- :MUSIC1_6819
- 170@ = 0
- 164@ = -30.0
- :MUSIC1_6836
- if
- 001D: 146@ > 170@ // (int)
- else_jump @MUSIC1_7108
- 02F7: 165@ = cosine 164@ // (float)
- 02F6: 166@ = sine 164@ // (float)
- 006B: 165@ *= 162@ // (float)
- 006B: 166@ *= 162@ // (float)
- 005B: 165@ += 34@ // (float)
- 005B: 166@ += 35@ // (float)
- if or
- 170@ == 0
- 170@ == 3
- 170@ == 6
- else_jump @MUSIC1_6965
- 147@(170@,7i) = Car.Create(#VOODOO, 165@, 166@, -100.0)
- jump @MUSIC1_7043
- :MUSIC1_6965
- if or
- 170@ == 1
- 170@ == 7
- else_jump @MUSIC1_7020
- 147@(170@,7i) = Car.Create(#OCEANIC, 165@, 166@, -100.0)
- jump @MUSIC1_7043
- :MUSIC1_7020
- 147@(170@,7i) = Car.Create(#ESPERANT, 165@, 166@, -100.0)
- :MUSIC1_7043
- 168@ = 90.0
- 005B: 168@ += 164@ // (float)
- Car.Angle(147@(170@,7i)) = 168@
- Car.DoorStatus(147@(170@,7i)) = 2
- 164@ += 37.0
- 170@ += 1
- jump @MUSIC1_6836
- :MUSIC1_7108
- 0506: set_car_model #PONY next_variation 0 0 // first param is useless
- 47@ = Car.Create(#PONY, 48@, 49@, 50@)
- 06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@
- Car.Angle(47@) = 51@
- Car.SetToNormalDriver(47@)
- Car.ImmuneToNonPlayer(47@) = True
- Car.Health(47@) = 5000
- 0229: set_car 47@ primary_color_to 4 secondary_color_to 4
- 053F: set_car 47@ tires_vulnerability 0
- 0423: set_car 47@ improved_handling_to 2.0 // (float)
- 0657: car 47@ open_componentA 4
- 0657: car 47@ open_componentA 5
- Car.DoorStatus(47@) = 3
- 0852: set_car 47@ damages_visible 0
- wait 1000
- 55@ = Actor.Create(Mission1, #BFYST, 56@, 57@, -100.0)
- Actor.Angle(55@) = 51@
- 02A9: set_actor 55@ immune_to_nonplayer 1
- 01B2: give_actor 55@ weapon 29 ammo 99999 // Load the weapon model before using this
- 01B9: set_actor 55@ armed_weapon_to 0
- 231@ = 0
- 07E5: copy_decision_maker 65542 to 180@
- 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
- 060B: set_actor 55@ decision_maker_to 180@
- 170@ = 0
- :MUSIC1_7352
- if
- 001D: 61@ > 170@ // (int)
- else_jump @MUSIC1_8025
- if or
- 170@ == 0
- 170@ == 4
- 170@ == 7
- 170@ == 11
- else_jump @MUSIC1_7449
- 62@(170@,21i) = Actor.Create(Mission1, #BMYST, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7449
- if or
- 170@ == 6
- 170@ == 3
- 170@ == 2
- else_jump @MUSIC1_7520
- 62@(170@,21i) = Actor.Create(Mission1, #WMYST, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7520
- if or
- 170@ == 9
- 170@ == 14
- 170@ == 17
- 170@ == 19
- else_jump @MUSIC1_7599
- 62@(170@,21i) = Actor.Create(Mission1, #WFYCLOT, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7599
- if
- 170@ == 12
- else_jump @MUSIC1_7656
- 62@(170@,21i) = Actor.Create(Mission1, #WMYRO, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7656
- if or
- 170@ == 16
- 170@ == 10
- else_jump @MUSIC1_7720
- 62@(170@,21i) = Actor.Create(Mission1, #WFYST, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7720
- if or
- 170@ == 5
- 170@ == 15
- else_jump @MUSIC1_7785
- 62@(170@,21i) = Actor.Create(Mission1, #WMYCLOT, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7785
- if or
- 170@ == 8
- 170@ == 13
- else_jump @MUSIC1_7849
- 62@(170@,21i) = Actor.Create(Mission1, #BMYDJ, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7849
- if or
- 170@ == 1
- 170@ == 20
- else_jump @MUSIC1_7913
- 62@(170@,21i) = Actor.Create(Mission1, #OFYRI, 83@(170@,21f), 104@(170@,21f), -100.0)
- jump @MUSIC1_7945
- :MUSIC1_7913
- 62@(170@,21i) = Actor.Create(Mission1, #WFYRI, 83@(170@,21f), 104@(170@,21f), -100.0)
- :MUSIC1_7945
- Actor.Angle(62@(170@,21i)) = 125@(170@,21f)
- 01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999 // Load the weapon model before using this
- 01B9: set_actor 62@(170@,21i) armed_weapon_to 0
- 060B: set_actor 62@(170@,21i) decision_maker_to 180@
- 210@(170@,21i) = 0
- 170@ += 1
- jump @MUSIC1_7352
- :MUSIC1_8025
- Model.Destroy(#VOODOO)
- Model.Destroy(#ESPERANT)
- Model.Destroy(#OCEANIC)
- Model.Destroy(#WFYST)
- Model.Destroy(#BMYST)
- Model.Destroy(#WMYRO)
- Model.Destroy(#WFYCLOT)
- Model.Destroy(#WMYST)
- Model.Destroy(#WMYCLOT)
- Model.Destroy(#BMYDJ)
- Model.Destroy(#WFYRI)
- Model.Destroy(#OFYRI)
- 06EB: release_car_component #WHEEL_OR1
- return
- :MUSIC1_8085
- 04ED: load_animation "BAR"
- 04ED: load_animation "DANCING"
- 04ED: load_animation "BEACH"
- 04ED: load_animation "SCRATCHING"
- :MUSIC1_8126
- if or
- 84EE: not animation "BAR" loaded
- 84EE: not animation "DANCING" loaded
- 84EE: not animation "BEACH" loaded
- 84EE: not animation "SCRATCHING" loaded
- else_jump @MUSIC1_8189
- wait 0
- jump @MUSIC1_8126
- :MUSIC1_8189
- 0615: define_AS_pack_begin 181@
- 0605: actor -1 perform_animation_sequence "SCLNG_R" IFP_file "SCRATCHING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 181@ loop 1
- 0616: define_AS_pack_end 181@
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_8270
- 0618: assign_actor 55@ to_AS_pack 181@
- :MUSIC1_8270
- if
- not Actor.Dead(62@)
- else_jump @MUSIC1_8354
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 62@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8354
- if
- not Actor.Dead(63@)
- else_jump @MUSIC1_8438
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 63@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8438
- if
- not Actor.Dead(64@)
- else_jump @MUSIC1_8522
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 64@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8522
- if and
- not Actor.Dead(65@)
- not Actor.Dead(66@)
- else_jump @MUSIC1_8567
- 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
- 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
- :MUSIC1_8567
- if
- not Actor.Dead(67@)
- else_jump @MUSIC1_8653
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 67@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8653
- if
- not Actor.Dead(68@)
- else_jump @MUSIC1_8741
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 68@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8741
- if
- not Actor.Dead(69@)
- else_jump @MUSIC1_8827
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 69@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8827
- if
- not Actor.Dead(70@)
- else_jump @MUSIC1_8915
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 70@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8915
- if
- not Actor.Dead(71@)
- else_jump @MUSIC1_9003
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "PARKSIT_W_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 71@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9003
- if
- not Actor.Dead(72@)
- else_jump @MUSIC1_9091
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 72@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9091
- if
- not Actor.Dead(73@)
- else_jump @MUSIC1_9179
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 73@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9179
- if
- not Actor.Dead(74@)
- else_jump @MUSIC1_9265
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 74@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9265
- if
- not Actor.Dead(75@)
- else_jump @MUSIC1_9345
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "BATHER" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 75@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9345
- if
- not Actor.Dead(76@)
- else_jump @MUSIC1_9434
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "SITNWAIT_LOOP_W" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 76@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9434
- if
- not Actor.Dead(77@)
- else_jump @MUSIC1_9518
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 77@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9518
- if
- not Actor.Dead(78@)
- else_jump @MUSIC1_9602
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 78@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9602
- if
- not Actor.Dead(79@)
- else_jump @MUSIC1_9686
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 79@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9686
- if
- not Actor.Dead(80@)
- else_jump @MUSIC1_9770
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation_sequence "DNCE_M_E" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 80@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9770
- if
- not Actor.Dead(81@)
- else_jump @MUSIC1_9863
- 0615: define_AS_pack_begin 173@
- 0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 0 0 0 1 time -1 // versionA
- 05B9: AS_actor -1 stay_idle 4000 ms
- 0643: set_AS_pack 173@ loop 1
- 0616: define_AS_pack_end 173@
- 0618: assign_actor 81@ to_AS_pack 173@
- 061B: remove_references_to_AS_pack 173@
- :MUSIC1_9863
- if
- not Actor.Dead(82@)
- else_jump @MUSIC1_9956
- 0615: define_AS_pack_begin 174@
- 0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 0 0 0 1 time -1 // versionA
- 05B9: AS_actor -1 stay_idle 2200 ms
- 0643: set_AS_pack 174@ loop 1
- 0616: define_AS_pack_end 174@
- 0618: assign_actor 82@ to_AS_pack 174@
- 061B: remove_references_to_AS_pack 174@
- :MUSIC1_9956
- return
- :MUSIC1_9958
- if and
- not Actor.Dead(65@)
- not Actor.Dead(66@)
- else_jump @MUSIC1_10050
- 062E: unknown_get_actor 65@ task 1655 status_store_to 277@ // ret 7 if not found
- 062E: unknown_get_actor 66@ task 1655 status_store_to 278@ // ret 7 if not found
- if and
- 04A4: 277@ == 7 // @ == any
- 04A4: 278@ == 7 // @ == any
- else_jump @MUSIC1_10050
- 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
- 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
- :MUSIC1_10050
- return
- :MUSIC1_10052
- 170@ = 5
- :MUSIC1_10059
- if
- 8 >= 170@
- else_jump @MUSIC1_10167
- if and
- not Actor.Dead(62@(170@,21i))
- 210@(170@,21i) == 0
- else_jump @MUSIC1_10153
- 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
- 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
- 210@(170@,21i) = 1
- 0961: unknown_actor 62@(170@,21i) flag 1
- :MUSIC1_10153
- 170@ += 1
- jump @MUSIC1_10059
- :MUSIC1_10167
- if and
- not Actor.Dead(55@)
- 231@ == 0
- else_jump @MUSIC1_10226
- 01B9: set_actor 55@ armed_weapon_to 29
- Actor.LockInCurrentPosition(55@) = False
- 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
- 231@ = 1
- 0961: unknown_actor 55@ flag 1
- :MUSIC1_10226
- return
- :MUSIC1_10228
- 170@ = 0
- :MUSIC1_10235
- if
- 001D: 61@ > 170@ // (int)
- else_jump @MUSIC1_10339
- if
- not 232@(170@,21i) == 1
- else_jump @MUSIC1_10325
- if
- not Actor.Dead(62@(170@,21i))
- else_jump @MUSIC1_10325
- if
- 82CB: not actor 62@(170@,21i) bounding_sphere_visible
- else_jump @MUSIC1_10325
- Actor.DestroyInstantly(62@(170@,21i))
- :MUSIC1_10325
- 170@ += 1
- jump @MUSIC1_10235
- :MUSIC1_10339
- 170@ = 0
- :MUSIC1_10346
- if
- 001D: 146@ > 170@ // (int)
- else_jump @MUSIC1_10450
- if
- not 253@(170@,7i) == 1
- else_jump @MUSIC1_10436
- if
- not Car.Wrecked(147@(170@,7i))
- else_jump @MUSIC1_10436
- if
- 82CA: not car 147@(170@,7i) bounding_sphere_visible
- else_jump @MUSIC1_10436
- Car.Destroy(147@(170@,7i))
- :MUSIC1_10436
- 170@ += 1
- jump @MUSIC1_10346
- :MUSIC1_10450
- return
- :MUSIC1_10452
- 170@ = 0
- :MUSIC1_10459
- if
- 001D: 61@ > 170@ // (int)
- else_jump @MUSIC1_10570
- if
- not Actor.Dead(62@(170@,21i))
- else_jump @MUSIC1_10556
- if or
- 5 > 170@
- 170@ > 8
- else_jump @MUSIC1_10556
- 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
- 0961: unknown_actor 62@(170@,21i) flag 1
- :MUSIC1_10556
- 170@ += 1
- jump @MUSIC1_10459
- :MUSIC1_10570
- if
- not Car.Wrecked(148@)
- else_jump @MUSIC1_10647
- Car.DoorStatus(148@) = 3
- if
- not Actor.Dead(77@)
- else_jump @MUSIC1_10619
- 05CB: AS_actor 77@ enter_car 148@ as_driver -1 ms
- :MUSIC1_10619
- if
- not Actor.Dead(78@)
- else_jump @MUSIC1_10647
- 05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 -1 ms
- :MUSIC1_10647
- if
- not Car.Wrecked(149@)
- else_jump @MUSIC1_10724
- Car.DoorStatus(149@) = 3
- if
- not Actor.Dead(79@)
- else_jump @MUSIC1_10696
- 05CB: AS_actor 79@ enter_car 149@ as_driver -1 ms
- :MUSIC1_10696
- if
- not Actor.Dead(80@)
- else_jump @MUSIC1_10724
- 05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 -1 ms
- :MUSIC1_10724
- return
- :MUSIC1_10726
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_11352
- 169@ = 0
- 172@ = 0
- :MUSIC1_10756
- if
- 001D: 146@ > 172@ // (int)
- else_jump @MUSIC1_11063
- if
- not Car.Wrecked(147@(172@,7i))
- else_jump @MUSIC1_11049
- 046C: 161@ = car 147@(172@,7i) driver
- if and
- 161@ == -1
- not 253@(172@,7i) == 1
- 2 > 169@
- else_jump @MUSIC1_11049
- 171@ = 0
- :MUSIC1_10850
- if
- 001D: 61@ > 171@ // (int)
- else_jump @MUSIC1_11049
- if and
- not Actor.Dead(62@(171@,21i))
- not 232@(171@,21i) == 1
- else_jump @MUSIC1_11035
- Car.DoorStatus(147@(172@,7i)) = 3
- 06E1: AS_actor 62@(171@,21i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
- 0085: 154@(172@,7i) = 62@(171@,21i) // (int)
- 260@(172@,7i) = 1
- 01EC: make_car 147@(172@,7i) very_heavy 1
- 03AB: unknown_car 147@(172@,7i) flag 1
- Car.ImmuneToNonPlayer(147@(172@,7i)) = True
- 232@(171@,21i) = 1
- 253@(172@,7i) = 1
- 169@ += 1
- 0085: 171@ = 61@ // (int)
- :MUSIC1_11035
- 171@ += 1
- jump @MUSIC1_10850
- :MUSIC1_11049
- 172@ += 1
- jump @MUSIC1_10756
- :MUSIC1_11063
- 065C: release_decision_maker 180@
- 07E5: copy_decision_maker -1 to 180@
- 0708: reset_decision_maker 180@ event 7
- 170@ = 0
- :MUSIC1_11089
- if
- 001D: 61@ > 170@ // (int)
- else_jump @MUSIC1_11328
- if
- not Actor.Dead(62@(170@,21i))
- else_jump @MUSIC1_11314
- if
- not 232@(170@,21i) == 1
- else_jump @MUSIC1_11291
- if and
- 170@ >= 5
- 8 >= 170@
- else_jump @MUSIC1_11251
- 0350: set_actor 62@(170@,21i) maintain_position_when_attacked 1
- 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
- 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
- 210@(170@,21i) = 1
- 0961: unknown_actor 62@(170@,21i) flag 1
- 077A: set_actor 62@(170@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
- jump @MUSIC1_11284
- :MUSIC1_11251
- 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
- 0961: unknown_actor 62@(170@,21i) flag 1
- :MUSIC1_11284
- jump @MUSIC1_11302
- :MUSIC1_11291
- 0961: unknown_actor 62@(170@,21i) flag 0
- :MUSIC1_11302
- 060B: set_actor 62@(170@,21i) decision_maker_to 180@
- :MUSIC1_11314
- 170@ += 1
- jump @MUSIC1_11089
- :MUSIC1_11328
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_11352
- 060B: set_actor 55@ decision_maker_to 180@
- :MUSIC1_11352
- return
- :MUSIC1_11354
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_11586
- 172@ = 0
- :MUSIC1_11377
- if
- 001D: 146@ > 172@ // (int)
- else_jump @MUSIC1_11586
- if and
- not Car.Wrecked(147@(172@,7i))
- 253@(172@,7i) == 1
- else_jump @MUSIC1_11572
- if
- not Actor.Dead(154@(172@,7i))
- else_jump @MUSIC1_11572
- if and
- not Actor.InCar(154@(172@,7i), 147@(172@,7i))
- 260@(172@,7i) == 0
- else_jump @MUSIC1_11523
- 06E1: AS_actor 154@(172@,7i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
- 260@(172@,7i) = 1
- :MUSIC1_11523
- if and
- Actor.InCar(154@(172@,7i), 147@(172@,7i))
- 260@(172@,7i) == 1
- else_jump @MUSIC1_11572
- 260@(172@,7i) = 0
- :MUSIC1_11572
- 172@ += 1
- jump @MUSIC1_11377
- :MUSIC1_11586
- return
- 170@ = 0
- :MUSIC1_11595
- if
- 001D: 146@ > 170@ // (int)
- else_jump @MUSIC1_11769
- if and
- not Car.Wrecked(147@(170@,7i))
- 253@(170@,7i) == 1
- else_jump @MUSIC1_11755
- 046C: 161@ = car 147@(170@,7i) driver
- if and
- 82CA: not car 147@(170@,7i) bounding_sphere_visible
- not 161@ == -1
- 8202: not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 flag 0
- else_jump @MUSIC1_11755
- 04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0
- Car.PutAt(147@(170@,7i), 165@, 166@, 167@)
- :MUSIC1_11755
- 170@ += 1
- jump @MUSIC1_11595
- :MUSIC1_11769
- return
- :MUSIC1_11771
- 172@ = 0
- :MUSIC1_11778
- if
- 001D: 146@ > 172@ // (int)
- else_jump @MUSIC1_11887
- if and
- not Car.Wrecked(147@(172@,7i))
- not Actor.Dead(154@(172@,7i))
- 253@(172@,7i) == 1
- else_jump @MUSIC1_11873
- 05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 model #NULL 2
- :MUSIC1_11873
- 172@ += 1
- jump @MUSIC1_11778
- :MUSIC1_11887
- return
- :MUSIC1_11889
- fade 0 1000
- :MUSIC1_11896
- if
- fading
- else_jump @MUSIC1_11920
- wait 0
- jump @MUSIC1_11896
- :MUSIC1_11920
- Garage.Open('MUL_LAN')
- :MUSIC1_11931
- if
- not Garage.IsOpen('MUL_LAN')
- else_jump @MUSIC1_11964
- wait 0
- jump @MUSIC1_11931
- :MUSIC1_11964
- if
- Car.Wrecked(47@)
- else_jump @MUSIC1_12005
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- jump @MUSIC1_15556
- :MUSIC1_12005
- 0395: clear_area 0 at 52@ 53@ 54@ radius 50.0
- 172@ = 0
- :MUSIC1_12030
- if
- 001D: 146@ > 172@ // (int)
- else_jump @MUSIC1_12103
- if
- 253@(172@,7i) == 1
- else_jump @MUSIC1_12089
- Actor.DestroyInstantly(154@(172@,7i))
- Car.Destroy(147@(172@,7i))
- :MUSIC1_12089
- 172@ += 1
- jump @MUSIC1_12030
- :MUSIC1_12103
- Player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_12185
- Car.PutAt(47@, 52@, 53@, 54@)
- Car.Angle(47@) = 0.0
- if
- not Actor.Driving($PLAYER_ACTOR)
- else_jump @MUSIC1_12185
- 036A: put_actor $PLAYER_ACTOR in_car 47@
- :MUSIC1_12185
- wait 500
- Camera.SetPosition(1640.75, -1528.1, 14.25, 0.0, 0.0, 0.0)
- Camera.PointAt(1642.49, -1522.89, 14.11, 2)
- fade 1 500
- :MUSIC1_12248
- if
- fading
- else_jump @MUSIC1_12272
- wait 0
- jump @MUSIC1_12248
- :MUSIC1_12272
- if
- Car.Wrecked(47@)
- else_jump @MUSIC1_12313
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- jump @MUSIC1_15556
- :MUSIC1_12313
- 279@ = 1
- 0707: start_scene_skip_to @MUSIC1_12579
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_12452
- 0615: define_AS_pack_begin 280@
- 05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 model #NULL 2
- 05CD: AS_actor -1 exit_car 47@
- 05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 -1 ms // versionA
- 05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 -1 ms // versionA
- 0616: define_AS_pack_end 280@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 280@
- 061B: remove_references_to_AS_pack 280@
- :MUSIC1_12452
- wait 1000
- 062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
- if
- 84A4: not 178@ == 7 // @ == any
- else_jump @MUSIC1_12567
- 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
- :MUSIC1_12494
- if and
- 1 >= 179@
- 84A4: not 178@ == 7 // @ == any
- else_jump @MUSIC1_12567
- wait 0
- 062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
- if
- 84A4: not 178@ == 7 // @ == any
- else_jump @MUSIC1_12560
- 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
- :MUSIC1_12560
- jump @MUSIC1_12494
- :MUSIC1_12567
- wait 2000
- 279@ = 0
- :MUSIC1_12579
- 0701: end_scene_skip
- if
- 279@ == 1
- else_jump @MUSIC1_12599
- :MUSIC1_12599
- fade 0 500
- :MUSIC1_12606
- if
- fading
- else_jump @MUSIC1_12630
- wait 0
- jump @MUSIC1_12606
- :MUSIC1_12630
- Garage.Close('MUL_LAN')
- :MUSIC1_12641
- if
- not Garage.IsClosed('MUL_LAN')
- else_jump @MUSIC1_12674
- wait 0
- jump @MUSIC1_12641
- :MUSIC1_12674
- if
- Car.Wrecked(47@)
- else_jump @MUSIC1_12715
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- jump @MUSIC1_15556
- :MUSIC1_12715
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- if
- Actor.Driving($PLAYER_ACTOR)
- else_jump @MUSIC1_12764
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@
- jump @MUSIC1_12778
- :MUSIC1_12764
- Actor.PutAt($PLAYER_ACTOR, 52@, 53@, 54@)
- :MUSIC1_12778
- Actor.Angle($PLAYER_ACTOR) = 180.0
- Car.Destroy(47@)
- 02A3: enable_widescreen 0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Player.CanMove($PLAYER_CHAR) = True
- fade 1 500
- :MUSIC1_12815
- if
- fading
- else_jump @MUSIC1_12839
- wait 0
- jump @MUSIC1_12815
- :MUSIC1_12839
- return
- :MUSIC1_12841
- 0717: assign_actor 55@ to_dialogue_mode
- 0209: $6900 = random_int_in_ranges 0 2
- 0209: $6901 = random_int_in_ranges 0 3
- if
- $6900 == 0
- else_jump @MUSIC1_13094
- 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
- :MUSIC1_12945
- 05AA: 281@s = 'HI1' // ~z~Hey, what's poppin'?
- 04AF: 291@ = 21420 // @ = any
- 04AF: 292@ = 21422 // @ = any
- 04AF: 293@ = 21421 // @ = any
- jump @MUSIC1_13087
- :MUSIC1_12990
- 05AA: 281@s = 'HI3' // ~z~Whassup?
- 04AF: 291@ = 21426 // @ = any
- 04AF: 292@ = 21428 // @ = any
- 04AF: 293@ = 21427 // @ = any
- jump @MUSIC1_13087
- :MUSIC1_13035
- 05AA: 281@s = 'HI5' // ~z~Hey, what's crackin'?
- 04AF: 291@ = 21432 // @ = any
- 04AF: 292@ = 21434 // @ = any
- 04AF: 293@ = 21433 // @ = any
- jump @MUSIC1_13087
- :MUSIC1_13080
- jump @MUSIC1_13087
- :MUSIC1_13087
- jump @MUSIC1_13299
- :MUSIC1_13094
- 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
- :MUSIC1_13157
- 05AA: 281@s = 'HI2' // ~z~Hey, what's poppin'?
- 04AF: 291@ = 21423 // @ = any
- 04AF: 292@ = 21425 // @ = any
- 04AF: 293@ = 21424 // @ = any
- jump @MUSIC1_13299
- :MUSIC1_13202
- 05AA: 281@s = 'HI4' // ~z~Whassup?
- 04AF: 291@ = 21429 // @ = any
- 04AF: 292@ = 21431 // @ = any
- 04AF: 293@ = 21430 // @ = any
- jump @MUSIC1_13299
- :MUSIC1_13247
- 05AA: 281@s = 'HI6' // ~z~Hey, what's crackin'?
- 04AF: 291@ = 21435 // @ = any
- 04AF: 292@ = 21437 // @ = any
- 04AF: 293@ = 21436 // @ = any
- jump @MUSIC1_13299
- :MUSIC1_13292
- jump @MUSIC1_13299
- :MUSIC1_13299
- 0209: $6900 = random_int_in_ranges 0 2
- if
- $6900 == 0
- else_jump @MUSIC1_13371
- 05AA: 283@s = 'DOFFE1' // ~z~Well why don't you come and dance?
- 04AF: 294@ = 21404 // @ = any
- 04AF: 295@ = 21406 // @ = any
- 04AF: 296@ = 21405 // @ = any
- jump @MUSIC1_13409
- :MUSIC1_13371
- 05AA: 283@s = 'DOFFE3' // ~z~Well, hey, let's dance, sugar!
- 04AF: 294@ = 21410 // @ = any
- 04AF: 295@ = 21412 // @ = any
- 04AF: 296@ = 21411 // @ = any
- :MUSIC1_13409
- 0209: $6900 = random_int_in_ranges 0 2
- if
- $6900 == 0
- else_jump @MUSIC1_13465
- 05AA: 285@s = 'BEXIT1' // ~z~Suit yourself.
- 04AF: 297@ = 21400 // @ = any
- jump @MUSIC1_13487
- :MUSIC1_13465
- 05AA: 285@s = 'BEXIT2' // ~z~Whatever. See you 'round.
- 04AF: 297@ = 21401 // @ = any
- :MUSIC1_13487
- 05AA: 287@s = 'DSTAR2' // ~z~Let's see what you got...
- 04AF: 298@ = 21417 // @ = any
- 0209: $6900 = random_int_in_ranges 0 2
- if
- $6900 == 0
- else_jump @MUSIC1_13565
- 05AA: 289@s = 'GEXIT1' // ~z~Well, come on back when you ain't so rushed.
- 04AF: 299@ = 21418 // @ = any
- jump @MUSIC1_13587
- :MUSIC1_13565
- 05AA: 289@s = 'GEXIT2' // ~z~If you change your mind you know where to find me.
- 04AF: 299@ = 21419 // @ = any
- :MUSIC1_13587
- 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@
- 0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@
- 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@
- 0A3C: set_dialogue_classA_end_GXT 287@s WAV 298@
- 0A3C: set_dialogue_classA_end_GXT 289@s WAV 299@
- 0719: enable_dialogue_mode
- return
- :MUSIC1_13655
- 0717: assign_actor 55@ to_dialogue_mode
- 0209: $6900 = random_int_in_ranges 0 2
- if
- $6900 == 0
- else_jump @MUSIC1_13732
- 05AA: 300@s = 'VOFFE1' // ~z~You got some moves, wanna come and chat?
- 04AF: 304@ = 21443 // @ = any
- 04AF: 305@ = 21445 // @ = any
- 04AF: 306@ = 21444 // @ = any
- jump @MUSIC1_13770
- :MUSIC1_13732
- 05AA: 300@s = 'VOFFE2' // ~z~You got some moves, wanna come and chat?
- 04AF: 304@ = 21446 // @ = any
- 04AF: 305@ = 21448 // @ = any
- 04AF: 306@ = 21447 // @ = any
- :MUSIC1_13770
- 0209: $6900 = random_int_in_ranges 0 2
- if
- $6900 == 0
- else_jump @MUSIC1_13842
- 05AA: 302@s = 'VSURE1' // ~z~You sure?
- 04AF: 307@ = 21449 // @ = any
- 04AF: 308@ = 21451 // @ = any
- 04AF: 309@ = 21450 // @ = any
- jump @MUSIC1_13880
- :MUSIC1_13842
- 05AA: 302@s = 'VSURE2' // ~z~You sure?
- 04AF: 307@ = 21452 // @ = any
- 04AF: 308@ = 21454 // @ = any
- 04AF: 309@ = 21453 // @ = any
- :MUSIC1_13880
- 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...
- 0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456 // ~z~Let me take you into my office...
- 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.
- 0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442 // ~z~Well, I'm here for a while, if you change your mind!
- 0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455 // ~z~C'mon, homeboy.
- 0719: enable_dialogue_mode
- return
- :MUSIC1_13984
- 0087: 310@ = 39@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 40@ // (float)
- 0063: 311@ -= 35@ // (float)
- gosub @MUSIC1_14436
- 0087: 39@ = 312@ // (float)
- 0087: 40@ = 313@ // (float)
- 41@ = 2.68
- 0087: 310@ = 42@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 43@ // (float)
- 0063: 311@ -= 35@ // (float)
- gosub @MUSIC1_14436
- 0087: 42@ = 312@ // (float)
- 0087: 43@ = 313@ // (float)
- 44@ = 2.39
- 0087: 310@ = 48@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 49@ // (float)
- 0063: 311@ -= 35@ // (float)
- gosub @MUSIC1_14436
- 0087: 48@ = 312@ // (float)
- 0087: 49@ = 313@ // (float)
- 50@ = 3.42
- 51@ -= 51.0
- 0087: 310@ = 56@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 57@ // (float)
- 0063: 311@ -= 35@ // (float)
- gosub @MUSIC1_14436
- 0087: 56@ = 312@ // (float)
- 0087: 57@ = 313@ // (float)
- 0087: 310@ = 58@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 59@ // (float)
- 0063: 311@ -= 35@ // (float)
- gosub @MUSIC1_14436
- 0087: 58@ = 312@ // (float)
- 0087: 59@ = 313@ // (float)
- 60@ = 2.31
- 170@ = 0
- :MUSIC1_14316
- if
- 001D: 61@ > 170@ // (int)
- else_jump @MUSIC1_14434
- 0087: 310@ = 83@(170@,21f) // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 104@(170@,21f) // (float)
- 0063: 311@ -= 35@ // (float)
- gosub @MUSIC1_14436
- 0087: 83@(170@,21f) = 312@ // (float)
- 0087: 104@(170@,21f) = 313@ // (float)
- 125@(170@,21f) -= 51.0
- 170@ += 1
- jump @MUSIC1_14316
- :MUSIC1_14434
- return
- :MUSIC1_14436
- 0087: 314@ = 310@ // (float)
- 006B: 314@ *= 310@ // (float)
- 0087: 315@ = 311@ // (float)
- 006B: 315@ *= 311@ // (float)
- 0087: 317@ = 314@ // (float)
- 005B: 317@ += 315@ // (float)
- 01FB: 316@ = square_root 317@
- 0087: 318@ = 311@ // (float)
- 0073: 318@ /= 316@ // (float)
- 0087: 319@ = 310@ // (float)
- 0073: 319@ /= 316@ // (float)
- 02F7: 320@ = cosine 51.0 // (float)
- 02F6: 321@ = sine 51.0 // (float)
- 0087: 322@ = 318@ // (float)
- 006B: 322@ *= 320@ // (float)
- 0087: 323@ = 319@ // (float)
- 006B: 323@ *= 321@ // (float)
- 0087: 324@ = 319@ // (float)
- 006B: 324@ *= 320@ // (float)
- 0087: 325@ = 318@ // (float)
- 006B: 325@ *= 321@ // (float)
- 0087: 326@ = 322@ // (float)
- 0063: 326@ -= 323@ // (float)
- 0087: 327@ = 324@ // (float)
- 005B: 327@ += 325@ // (float)
- 0087: 312@ = 316@ // (float)
- 006B: 312@ *= 327@ // (float)
- 0087: 313@ = 316@ // (float)
- 006B: 313@ *= 326@ // (float)
- 005B: 312@ += 34@ // (float)
- 005B: 313@ += 35@ // (float)
- return
- :MUSIC1_14690
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_14854
- if
- 208@ == 1
- else_jump @MUSIC1_14793
- if
- not Actor.InCar($PLAYER_ACTOR, 47@)
- else_jump @MUSIC1_14786
- Marker.Disable(273@)
- 272@ = Marker.CreateAboveCar(47@)
- 07E0: set_marker 272@ type_to 1
- 00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0 // ~s~Get back into the ~b~sound van~s~.
- 208@ = 0
- :MUSIC1_14786
- jump @MUSIC1_14854
- :MUSIC1_14793
- if
- Actor.InCar($PLAYER_ACTOR, 47@)
- else_jump @MUSIC1_14854
- Marker.Disable(272@)
- 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
- 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0 // ~s~Get the van back to the ~y~garage.
- 208@ = 1
- :MUSIC1_14854
- return
- :MUSIC1_14856
- Player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- 00BE: text_clear_all
- 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~.
- Camera.SetPosition(532.87, -1893.69, 3.29, 0.0, 0.0, 0.0)
- Camera.PointAt(533.97, -1892.67, 3.3, 2)
- Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, -100.0)
- 0087: 328@ = 34@ // (float)
- 0065: 328@ -= $TEMPVAR_X_COORD // (float)
- 0087: 329@ = 35@ // (float)
- 0065: 329@ -= $TEMPVAR_Y_COORD // (float)
- 0604: get_Z_angle_for_point 328@ 329@ store_to $TEMPVAR_ANGLE
- if
- not Actor.Driving($PLAYER_ACTOR)
- else_jump @MUSIC1_15040
- Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE
- jump @MUSIC1_15061
- :MUSIC1_15040
- 03C0: 330@ = actor $PLAYER_ACTOR car
- Car.SetToNormalDriver(330@)
- Car.Angle(330@) = $TEMPVAR_ANGLE
- :MUSIC1_15061
- wait 2000
- 279@ = 1
- 0707: start_scene_skip_to @MUSIC1_15092
- wait 8000
- 279@ = 0
- :MUSIC1_15092
- 0701: end_scene_skip
- if
- 279@ == 1
- else_jump @MUSIC1_15112
- :MUSIC1_15112
- 00BE: text_clear_all
- 02A3: enable_widescreen 0
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Player.CanMove($PLAYER_CHAR) = True
- return
- :MUSIC1_15131
- 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
- :MUSIC1_15194
- 05AA: 184@s = 'LOC1_YT' // ~z~He's stealing the sounds!
- 04AF: 186@ = 21656 // @ = any
- 189@ = 1
- jump @MUSIC1_15273
- :MUSIC1_15230
- 05AA: 184@s = 'DNCEF1' // ~z~You need to put more time in on the dance floor!
- 04AF: 186@ = 21402 // @ = any
- 189@ = 1
- jump @MUSIC1_15273
- :MUSIC1_15266
- jump @MUSIC1_15273
- :MUSIC1_15273
- 187@ = 0
- 188@ = 0
- 190@ = 0
- 040D: unload_wav 1
- 00BE: text_clear_all
- return
- :MUSIC1_15302
- if or
- 187@ == 0
- 187@ == 1
- else_jump @MUSIC1_15372
- if
- 001D: 189@ > 188@ // (int)
- else_jump @MUSIC1_15372
- if
- 32@ > 1000
- else_jump @MUSIC1_15372
- gosub @MUSIC1_15430
- :MUSIC1_15372
- if
- 187@ == 2
- else_jump @MUSIC1_15428
- if
- 03D2: wav 1 ended
- else_jump @MUSIC1_15428
- 187@ = 0
- 188@ += 1
- 00BE: text_clear_all
- 32@ = 0
- :MUSIC1_15428
- return
- :MUSIC1_15430
- if
- 187@ == 0
- else_jump @MUSIC1_15466
- 03CF: load_wav 186@(188@,1i) as 1
- 187@ = 1
- :MUSIC1_15466
- if
- 187@ == 1
- else_jump @MUSIC1_15554
- if
- 03D0: wav 1 loaded
- else_jump @MUSIC1_15554
- 00BC: show_text_highpriority GXT 184@(188@,1s) time 10000 flag 1
- if and
- 191@ == 1
- not Actor.Dead(55@)
- else_jump @MUSIC1_15543
- 0949: link_wav 1 to_actor 55@
- :MUSIC1_15543
- 03D1: play_wav 1
- 187@ = 2
- :MUSIC1_15554
- return
- :MUSIC1_15556
- 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
- return
- :MUSIC1_15574
- $OG_LOC_TOTAL_PASSED_MISSIONS += 1
- 0318: set_latest_mission_passed 'STRAP_1' // Life's a Beach
- 030C: progress_made += 1
- 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT +
- 0998: add_respect 3
- Player.ClearWantedLevel($PLAYER_CHAR)
- 0394: play_music 1
- return
- :MUSIC1_15629
- Model.Destroy(#VOODOO)
- Model.Destroy(#ESPERANT)
- Model.Destroy(#OCEANIC)
- Model.Destroy(#PONY)
- Model.Destroy(#MP5LNG)
- Model.Destroy(#BFYST)
- Model.Destroy(#WFYST)
- Model.Destroy(#BMYST)
- Model.Destroy(#WMYRO)
- Model.Destroy(#WFYCLOT)
- Model.Destroy(#WMYST)
- Model.Destroy(#WMYCLOT)
- Model.Destroy(#BMYDJ)
- Model.Destroy(#WFYRI)
- Model.Destroy(#OFYRI)
- 06EB: release_car_component #WHEEL_OR1
- Object.RemoveReferences(45@)
- Object.RemoveReferences(46@)
- 090F: end_external_script 35 (DANCE)
- 04EF: release_animation "BAR"
- 04EF: release_animation "DANCING"
- 04EF: release_animation "BEACH"
- 04EF: release_animation "SCRATCHING"
- Marker.Disable(271@)
- Marker.Disable(272@)
- Marker.Disable(273@)
- 0650: destroy_particle 37@
- 0650: destroy_particle 38@
- 061B: remove_references_to_AS_pack 173@
- 061B: remove_references_to_AS_pack 174@
- 061B: remove_references_to_AS_pack 177@
- 061B: remove_references_to_AS_pack 280@
- 061B: remove_references_to_AS_pack 181@
- 061B: remove_references_to_AS_pack 182@
- 061B: remove_references_to_AS_pack 183@
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @MUSIC1_15839
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
- :MUSIC1_15839
- if
- not Actor.Dead(55@)
- else_jump @MUSIC1_15867
- 08ED: remove_actor 55@ from_dialogue_mode
- Actor.LockInCurrentPosition(55@) = False
- :MUSIC1_15867
- if
- not Car.Wrecked(47@)
- else_jump @MUSIC1_15890
- 0852: set_car 47@ damages_visible 1
- :MUSIC1_15890
- 065C: release_decision_maker 180@
- 03E6: remove_text_box
- 0917: audio_zone 'BEACH' enable_sound 0
- 091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
- 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
- $ONMISSION = 0
- mission_cleanup
- return
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