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GTA SA Mision 12, Originally: Ryder

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  1. //-------------Mission 12---------------
  2. // Originally: Ryder
  3.  
  4. :INTRO2
  5. 03A4: name_thread 'INTRO2'
  6. 0050: gosub @INTRO2_908
  7. 00D6: if
  8. 0112: wasted_or_busted // mission only
  9. 004D: jump_if_false @INTRO2_38
  10. 0050: gosub @INTRO2_13667
  11.  
  12. :INTRO2_38
  13. 0050: gosub @INTRO2_14817
  14. 004E: end_thread
  15.  
  16. :INTRO2_47
  17. 0871: init_jump_table 40@ total_jumps 5 default_jump 0 @INTRO2_906 jumps 0 @INTRO2_110 1 @INTRO2_498 2 @INTRO2_600 3 @INTRO2_768 4 @INTRO2_848 -1 @INTRO2_906 -1 @INTRO2_906
  18.  
  19. :INTRO2_110
  20. 05A9: s$6503[0] = 'INT2_CA' // ~z~Hey, Old Reece still run the barber shop?
  21. 05A9: s$6503[1] = 'INT2_CB' // ~z~Like a raggedy-assed motherfucker!
  22. 05A9: s$6503[2] = 'INT2_CC' // ~z~He popped his membrane years ago!
  23. 05A9: s$6503[3] = 'INT2_CD' // ~z~No WAY I'd let that old fool near MY head!
  24. 05A9: s$6503[4] = 'INT2_CE' // ~z~Yeah, I think I'll get cut up.
  25. 05A9: s$6503[5] = 'INT2_CF' // ~z~Whatever. You got five minutes.
  26. 05A9: s$6503[6] = 'INT2_CG' // ~z~I'll be cutting you like a DJ.
  27. 05A9: s$6503[7] = 'INT2_BA' // ~z~So when you running off again?
  28. 05A9: s$6503[8] = 'INT2_BB' // ~z~I'm not, I'm thinkin' of staying.
  29. 05A9: s$6503[9] = 'INT2_BC' // ~z~Why?
  30. 05A9: s$6503[10] = 'INT2_BD' // ~z~My family, the homies is here.
  31. 05A9: s$6503[11] = 'INT2_BE' // ~z~We were always here, fool!
  32. 05A9: s$6503[12] = 'INT2_BF' // ~z~Yeah, but, now I'm back and I know what I've been missing.
  33. 05A9: s$6503[13] = 'INT2_BG' // ~z~Don't expect me to kiss your ass or nothing.
  34. 05A9: s$6503[14] = 'INT2_BH' // ~z~You still a buster to me.
  35. 05A9: s$6503[15] = 'INT2_BJ' // ~z~Yeah, OK. Thanks homie.
  36. 05A9: s$6503[16] = 'INT2_BK' // ~z~Yeah, don't mention it.
  37. 04AF: 70@ = 20211 // @ = any
  38. 04AF: 71@ = 20212 // @ = any
  39. 04AF: 72@ = 20213 // @ = any
  40. 04AF: 73@ = 20214 // @ = any
  41. 04AF: 74@ = 20215 // @ = any
  42. 04AF: 75@ = 20216 // @ = any
  43. 04AF: 76@ = 20217 // @ = any
  44. 04AF: 77@ = 20201 // @ = any
  45. 04AF: 78@ = 20202 // @ = any
  46. 04AF: 79@ = 20203 // @ = any
  47. 04AF: 80@ = 20204 // @ = any
  48. 04AF: 81@ = 20205 // @ = any
  49. 04AF: 82@ = 20206 // @ = any
  50. 04AF: 83@ = 20207 // @ = any
  51. 04AF: 84@ = 20208 // @ = any
  52. 04AF: 85@ = 20209 // @ = any
  53. 04AF: 86@ = 20210 // @ = any
  54. 0006: 50@ = 16
  55. 0002: jump @INTRO2_906
  56.  
  57. :INTRO2_498
  58. 05A9: s$6503[0] = 'INT2_FA' // ~z~Man, what's this? Shit looks ridiculous.
  59. 05A9: s$6503[1] = 'INT2_FB' // ~z~No respect for the 'hood, all clean and shit.
  60. 05A9: s$6503[2] = 'INT2_FC' // ~z~You're looking too skinny, CJ.
  61. 05A9: s$6503[3] = 'INT2_FD' // ~z~Go and get us something to eat. I'm gonna finish this. Then I'm going to take care of business.
  62. 04AF: 70@ = 20222 // @ = any
  63. 04AF: 71@ = 20223 // @ = any
  64. 04AF: 72@ = 20224 // @ = any
  65. 04AF: 73@ = 20225 // @ = any
  66. 0006: 50@ = 3
  67. 0002: jump @INTRO2_906
  68.  
  69. :INTRO2_600
  70. 05A9: s$6503[0] = 'INT2_GA' // ~z~Give up the money! This a raid!
  71. 05A9: s$6503[1] = 'INT2_GB' // ~z~Ryder! Not this again!
  72. 05A9: s$6503[2] = 'INT2_GC' // ~z~It ain't me, fool!
  73. 05A9: s$6503[3] = 'INT2_GD' // ~z~No one else is that small! I feel sorry for your dad!
  74. 05A9: s$6503[4] = 'INT2_GE' // ~z~Shit, you crazy! Let's get up outta here!
  75. 05A9: s$6503[5] = 'INT2_GF' // ~z~Same old CJ! Busta! Straight busta!
  76. 05A9: s$6503[6] = 'INT2_HB' // ~z~Oh, shit! RUN!
  77. 04AF: 70@ = 20226 // @ = any
  78. 04AF: 71@ = 20227 // @ = any
  79. 04AF: 72@ = 20228 // @ = any
  80. 04AF: 73@ = 20229 // @ = any
  81. 04AF: 74@ = 20230 // @ = any
  82. 04AF: 75@ = 20231 // @ = any
  83. 04AF: 76@ = 20233 // @ = any
  84. 0006: 50@ = 7
  85. 0002: jump @INTRO2_906
  86.  
  87. :INTRO2_768
  88. 05A9: s$6503[0] = 'INT2_NB' // ~z~Better drop by and see Sweet.
  89. 05A9: s$6503[1] = 'INT2_NC' // ~z~He's been yapping on about that graffiti, too.
  90. 05A9: s$6503[2] = 'INT2_ND' // ~z~Later, homie.
  91. 04AF: 70@ = 20246 // @ = any
  92. 04AF: 71@ = 20247 // @ = any
  93. 04AF: 72@ = 20248 // @ = any
  94. 0006: 50@ = 2
  95. 0002: jump @INTRO2_906
  96.  
  97. :INTRO2_848
  98. 05A9: s$6503[0] = 'INT2_JA' // ~z~What you waiting for, fool?
  99. 05A9: s$6503[1] = 'INT2_JB' // ~z~Take us back to the Grove, motherfucker!
  100. 04AF: 70@ = 20236 // @ = any
  101. 04AF: 71@ = 20237 // @ = any
  102. 0006: 50@ = 1
  103. 0002: jump @INTRO2_906
  104.  
  105. :INTRO2_906
  106. 0051: return
  107.  
  108. :INTRO2_908
  109. 0317: increment_mission_attempts
  110. 0004: $ONMISSION = 1
  111. 0006: 36@ = 0
  112. 0006: 38@ = 0
  113. 0004: $676 = 0
  114. 0006: 59@ = 0
  115. 0006: 60@ = 0
  116. 0004: $88 = 0
  117. 0006: 44@ = 0
  118. 0006: 66@ = 0
  119. 0004: $28 = 0
  120. 0006: 68@ = 0
  121. 0006: 61@ = 0
  122. 0006: 69@ = 0
  123. 0006: 48@ = 0
  124. 0006: 63@ = 0
  125. 0006: 57@ = 0
  126. 0006: 87@ = 0
  127. 0006: 88@ = 0
  128. 0006: 89@ = 0
  129. 0007: 90@ = 0.05
  130. 0007: 91@ = 0.12
  131. 0007: 92@ = 0.0
  132. 076C: set_zone 'IWD1' gang 0 density_to 5
  133. 076C: set_zone 'IWD2' gang 0 density_to 5
  134. 076C: set_zone 'IWD3A' gang 0 density_to 5
  135. 076C: set_zone 'IWD3B' gang 0 density_to 5
  136. 076C: set_zone 'IWD4' gang 0 density_to 5
  137. 076C: set_zone 'IWD5' gang 0 density_to 5
  138. 0001: wait 0 ms
  139. 054C: use_GXT_table 'INTRO2'
  140. 0002: jump @INTRO2_1204
  141. 009A: $FOOD_SELLER = create_actor_pedtype 24 model $SELLER_MODEL at $JFUD_X_FOOD_SELLER $JFUD_Y_FOOD_SELLER $JFUD_Z_FOOD_SELLER
  142.  
  143. :INTRO2_1204
  144. 04BB: select_interior 2
  145. 02E4: load_cutscene_data 'INTRO2A'
  146.  
  147. :INTRO2_1219
  148. 00D6: if
  149. 86B9: not cutscene_data_loaded
  150. 004D: jump_if_false @INTRO2_1243
  151. 0001: wait 0 ms
  152. 0002: jump @INTRO2_1219
  153.  
  154. :INTRO2_1243
  155. 02E7: start_cutscene
  156. 016A: fade 1 time 1000
  157.  
  158. :INTRO2_1252
  159. 00D6: if
  160. 82E9: not cutscene_reached_end
  161. 004D: jump_if_false @INTRO2_1276
  162. 0001: wait 0 ms
  163. 0002: jump @INTRO2_1252
  164.  
  165. :INTRO2_1276
  166. 016A: fade 0 time 0
  167.  
  168. :INTRO2_1282
  169. 00D6: if
  170. 016B: fading
  171. 004D: jump_if_false @INTRO2_1306
  172. 0001: wait 0 ms
  173. 0002: jump @INTRO2_1282
  174.  
  175. :INTRO2_1306
  176. 02EA: end_cutscene
  177. 01B4: set_player $PLAYER_CHAR can_move 0
  178. 04BB: select_interior 0
  179. 0164: disable_marker $449
  180. 023C: load_special_actor 'RYDER2' as 1 // models 290-299
  181. 0247: load_model #PICADOR
  182. 0247: load_model #CIGAR
  183. 0247: load_model #CIGAR_GLOW
  184. 038B: load_requested_models
  185.  
  186. :INTRO2_1352
  187. 00D6: if or
  188. 8248: not model #PICADOR available
  189. 8248: not model #CIGAR available
  190. 8248: not model #CIGAR_GLOW available
  191. 823D: not special_actor 1 loaded
  192. 004D: jump_if_false @INTRO2_1391
  193. 0001: wait 0 ms
  194. 0002: jump @INTRO2_1352
  195.  
  196. :INTRO2_1391
  197. 07FB: set_interior 'BARBERS' access 0 // Barber
  198. 07FB: set_interior 'BARBER2' access 0 // Barber
  199. 07FB: set_interior 'BARBER3' access 0 // Barber
  200. 07FB: set_interior 'FDPIZA' access 0 // Pizza Stack
  201. 07FB: set_interior 'FDCHICK' access 0 // Cluckin' Bell
  202. 07FB: set_interior 'FDBURG' access 0 // Burger Shot
  203. 0687: clear_actor $PLAYER_ACTOR task
  204. 0792: disembark_instantly_actor $PLAYER_ACTOR
  205. 014C: set_parked_car_generator $2764 cars_to_generate_to 0
  206. 0395: clear_area 1 at $142 $143 $144 radius 6.0
  207. 0674: set_car_model #PICADOR numberplate "_SHERM__"
  208. 00A5: $RYDER_CAR = create_car #PICADOR at $142 $143 $144
  209. 053F: set_car $RYDER_CAR tires_vulnerability 0
  210. 0229: set_car $RYDER_CAR primary_color_to 84 secondary_color_to 84
  211. 0175: set_car $RYDER_CAR Z_angle_to 0.0
  212. 0852: set_car $RYDER_CAR damages_visible 0
  213. 041E: set_radio_station 5
  214. 009A: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL01 at 2475.29 -1687.85 12.51
  215. 060A: create_decision_maker_type 0 store_to 67@ // decision\allowed\m_.ped files
  216. 060B: set_actor $ACTOR_RYDER decision_maker_to 67@
  217. 0245: set_actor $ACTOR_RYDER walk_style_to "GANG1"
  218. 0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0
  219. 0568: set_actor $ACTOR_RYDER targetable 1
  220. 0223: set_actor $ACTOR_RYDER health_to 500
  221. 08AF: set_actor $ACTOR_RYDER max_health_to 500
  222. 0446: set_actor $ACTOR_RYDER immune_to_headshots 0
  223. 07A1: set_walk_speed 4
  224. 05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms
  225. 039E: set_actor $ACTOR_RYDER locked 1 while_in_car
  226. 0526: set_actor $ACTOR_RYDER stay_in_car 1
  227. 09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0
  228. 0186: 37@ = create_marker_above_car $RYDER_CAR
  229. 07E0: set_marker 37@ type_to 1
  230. 018A: 34@ = create_checkpoint_at 2074.4 -1800.8 12.5
  231. 0164: disable_marker 34@
  232. 03CF: load_wav 20200 as 1
  233. 0792: disembark_instantly_actor $PLAYER_ACTOR
  234. 00A1: put_actor $PLAYER_ACTOR at 2464.03 -1687.61 12.51
  235. 0173: set_actor $PLAYER_ACTOR Z_angle_to 252.27
  236. 04BB: select_interior 0
  237. 03CB: set_rendering_origin_at 2464.03 -1687.61 12.51
  238. 02A3: enable_widescreen 0
  239. 01B4: set_player $PLAYER_CHAR can_move 1
  240. 0373: set_camera_directly_behind_player
  241. 02EB: restore_camera_with_jumpcut
  242. 016A: fade 1 time 1000
  243. 00D6: if
  244. 0119: car $RYDER_CAR wrecked
  245. 004D: jump_if_false @INTRO2_1851
  246. 0002: jump @INTRO2_13667
  247.  
  248. :INTRO2_1851
  249. 00D6: if
  250. 0118: actor $ACTOR_RYDER dead
  251. 004D: jump_if_false @INTRO2_1874
  252. 0002: jump @INTRO2_13667
  253.  
  254. :INTRO2_1874
  255. 00D6: if
  256. 83D0: not wav 1 loaded
  257. 004D: jump_if_false @INTRO2_1978
  258. 0001: wait 0 ms
  259. 00D6: if
  260. 0118: actor $ACTOR_RYDER dead
  261. 004D: jump_if_false @INTRO2_1932
  262. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  263. 0002: jump @INTRO2_13667
  264.  
  265. :INTRO2_1932
  266. 00D6: if
  267. 0119: car $RYDER_CAR wrecked
  268. 004D: jump_if_false @INTRO2_1971
  269. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  270. 0002: jump @INTRO2_13667
  271.  
  272. :INTRO2_1971
  273. 0002: jump @INTRO2_1874
  274.  
  275. :INTRO2_1978
  276. 03D1: play_wav 1
  277. 00BC: show_text_highpriority GXT 'INT2_AA' time 10000 flag 1 // ~z~Hey, show me how they drive on the East Coast, homie!
  278.  
  279. :INTRO2_1998
  280. 00D6: if
  281. 83D2: not wav 1 ended
  282. 004D: jump_if_false @INTRO2_2102
  283. 0001: wait 0 ms
  284. 00D6: if
  285. 0118: actor $ACTOR_RYDER dead
  286. 004D: jump_if_false @INTRO2_2056
  287. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  288. 0002: jump @INTRO2_13667
  289.  
  290. :INTRO2_2056
  291. 00D6: if
  292. 0119: car $RYDER_CAR wrecked
  293. 004D: jump_if_false @INTRO2_2095
  294. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  295. 0002: jump @INTRO2_13667
  296.  
  297. :INTRO2_2095
  298. 0002: jump @INTRO2_1998
  299.  
  300. :INTRO2_2102
  301. 0004: $127 = 0
  302. 0006: 49@ = 0
  303. 0006: 56@ = 0
  304. 0006: 64@ = 0
  305. 0006: 40@ = 0
  306. 0050: gosub @INTRO2_47
  307. 03D5: remove_text 'INT2_1' // ~s~Go and see Ryder, he lives down the street.
  308. 00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1 // ~s~Get in ~b~Ryder's car~s~!
  309. 00D6: if
  310. 0118: actor $ACTOR_RYDER dead
  311. 004D: jump_if_false @INTRO2_2210
  312. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  313. 0002: jump @INTRO2_13667
  314.  
  315. :INTRO2_2210
  316. 00D6: if
  317. 0119: car $RYDER_CAR wrecked
  318. 004D: jump_if_false @INTRO2_2249
  319. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  320. 0002: jump @INTRO2_13667
  321.  
  322. :INTRO2_2249
  323. 0004: $169 = 1
  324.  
  325. :INTRO2_2256
  326. 00D6: if or
  327. 81AF: not car $RYDER_CAR sphere $127 in_sphere 2077.84 -1792.59 12.38 radius 4.0 4.0 4.0
  328. 8448: not actor $PLAYER_ACTOR in_car $RYDER_CAR
  329. 80DB: not actor $ACTOR_RYDER in_car $RYDER_CAR
  330. 89D0: not car $RYDER_CAR on_wheels
  331. 004D: jump_if_false @INTRO2_2886
  332. 0001: wait 0 ms
  333. 00D6: if
  334. 0735: NOP_false 83
  335. 004D: jump_if_false @INTRO2_2352
  336. 0002: jump @INTRO2_13692
  337.  
  338. :INTRO2_2352
  339. 00D6: if
  340. 0039: 48@ == 0
  341. 004D: jump_if_false @INTRO2_2436
  342. 00D6: if
  343. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2077.84 -1792.59 12.38 radius 15.0 15.0 4.0
  344. 004D: jump_if_false @INTRO2_2436
  345. 03E5: show_text_box 'HELP44B' // Drive your vehicle onto the red marker.
  346. 0006: 48@ = 1
  347.  
  348. :INTRO2_2436
  349. 00D6: if
  350. 0118: actor $ACTOR_RYDER dead
  351. 004D: jump_if_false @INTRO2_2475
  352. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  353. 0002: jump @INTRO2_13667
  354.  
  355. :INTRO2_2475
  356. 00D6: if
  357. 0119: car $RYDER_CAR wrecked
  358. 004D: jump_if_false @INTRO2_2521
  359. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  360. 0002: jump @INTRO2_13667
  361. 0002: jump @INTRO2_2724
  362.  
  363. :INTRO2_2521
  364. 00D6: if
  365. 00DB: actor $PLAYER_ACTOR in_car $RYDER_CAR
  366. 004D: jump_if_false @INTRO2_2632
  367. 00D6: if
  368. 0039: 38@ == 0
  369. 004D: jump_if_false @INTRO2_2625
  370. 0164: disable_marker 37@
  371. 0164: disable_marker 34@
  372. 018A: 34@ = create_checkpoint_at 2077.84 -1792.59 12.56
  373. 0004: $127 = 1
  374. 00BC: show_text_highpriority GXT 'HOOD2_A' time 6000 flag 1 // ~s~Go with Ryder to the ~y~barbers~s~.
  375. 0006: 33@ = 0
  376. 0006: 38@ = 1
  377.  
  378. :INTRO2_2625
  379. 0002: jump @INTRO2_2724
  380.  
  381. :INTRO2_2632
  382. 00D6: if
  383. 0039: 38@ == 1
  384. 004D: jump_if_false @INTRO2_2724
  385. 0164: disable_marker 34@
  386. 0164: disable_marker 37@
  387. 0186: 37@ = create_marker_above_car $RYDER_CAR
  388. 07E0: set_marker 37@ type_to 1
  389. 0004: $127 = 0
  390. 0050: gosub @INTRO2_15117
  391. 00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1 // ~s~Get in ~b~Ryder's car~s~!
  392. 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB
  393. 0968: actor $PLAYER_ACTOR stop_mouth
  394. 0006: 38@ = 0
  395.  
  396. :INTRO2_2724
  397. 00D6: if
  398. 8118: not actor $ACTOR_RYDER dead
  399. 004D: jump_if_false @INTRO2_2801
  400. 00D6: if
  401. 8119: not car $RYDER_CAR wrecked
  402. 004D: jump_if_false @INTRO2_2801
  403. 00D6: if
  404. 00DB: actor $PLAYER_ACTOR in_car $RYDER_CAR
  405. 004D: jump_if_false @INTRO2_2801
  406. 00D6: if
  407. 0019: 33@ > 3000
  408. 004D: jump_if_false @INTRO2_2801
  409. 0050: gosub @INTRO2_16035
  410.  
  411. :INTRO2_2801
  412. 00D6: if
  413. 0118: actor $ACTOR_RYDER dead
  414. 004D: jump_if_false @INTRO2_2840
  415. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  416. 0002: jump @INTRO2_13667
  417.  
  418. :INTRO2_2840
  419. 00D6: if
  420. 0119: car $RYDER_CAR wrecked
  421. 004D: jump_if_false @INTRO2_2879
  422. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  423. 0002: jump @INTRO2_13667
  424.  
  425. :INTRO2_2879
  426. 0002: jump @INTRO2_2256
  427.  
  428. :INTRO2_2886
  429. 02A3: enable_widescreen 1
  430. 01B4: set_player $PLAYER_CHAR can_move 0
  431. 03E6: remove_text_box
  432. 07FB: set_interior 'BARBERS' access 1 // Barber
  433. 015F: set_camera_position 2086.424 -1783.578 16.9391 rotation 0.0 0.0 0.0
  434. 0160: set_camera_point_at 2085.603 -1784.143 16.8617 mode 2
  435. 0006: 33@ = 0
  436.  
  437. :INTRO2_2970
  438. 00D6: if
  439. 001B: 3000 > 33@
  440. 004D: jump_if_false @INTRO2_3058
  441. 0001: wait 0 ms
  442. 00D6: if
  443. 8118: not actor $ACTOR_RYDER dead
  444. 004D: jump_if_false @INTRO2_3051
  445. 00D6: if
  446. 8119: not car $RYDER_CAR wrecked
  447. 004D: jump_if_false @INTRO2_3051
  448. 00D6: if
  449. 00DB: actor $PLAYER_ACTOR in_car $RYDER_CAR
  450. 004D: jump_if_false @INTRO2_3051
  451. 0050: gosub @INTRO2_16035
  452.  
  453. :INTRO2_3051
  454. 0002: jump @INTRO2_2970
  455.  
  456. :INTRO2_3058
  457. 0707: start_scene_skip_to @INTRO2_3229
  458. 015F: set_camera_position 2075.418 -1794.748 14.3637 rotation 0.0 0.0 0.0
  459. 0160: set_camera_point_at 2074.44 -1794.564 14.2591 mode 2
  460. 03E5: show_text_box 'INT2_8' // Walk into the yellow marker to enter the barber shop.
  461. 01B4: set_player $PLAYER_CHAR can_move 1
  462. 0006: 33@ = 0
  463.  
  464. :INTRO2_3141
  465. 00D6: if
  466. 001B: 3000 > 33@
  467. 004D: jump_if_false @INTRO2_3229
  468. 0001: wait 0 ms
  469. 00D6: if
  470. 8118: not actor $ACTOR_RYDER dead
  471. 004D: jump_if_false @INTRO2_3222
  472. 00D6: if
  473. 8119: not car $RYDER_CAR wrecked
  474. 004D: jump_if_false @INTRO2_3222
  475. 00D6: if
  476. 00DB: actor $PLAYER_ACTOR in_car $RYDER_CAR
  477. 004D: jump_if_false @INTRO2_3222
  478. 0050: gosub @INTRO2_16035
  479.  
  480. :INTRO2_3222
  481. 0002: jump @INTRO2_3141
  482.  
  483. :INTRO2_3229
  484. 0701: end_scene_skip
  485. 02A3: enable_widescreen 0
  486. 01B4: set_player $PLAYER_CHAR can_move 1
  487. 0373: set_camera_directly_behind_player
  488. 02EB: restore_camera_with_jumpcut
  489. 0164: disable_marker 34@
  490. 018A: 34@ = create_checkpoint_at 413.6397 -19.9389 1000.812
  491. 08DC: create_interior_marker 34@ at 2073.042 -1794.563 radius 20.0
  492. 0004: $676 = 0
  493.  
  494. :INTRO2_3298
  495. 00D6: if or
  496. 0038: $676 == 0
  497. 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot
  498. 004D: jump_if_false @INTRO2_3809
  499. 0001: wait 0 ms
  500. 00D6: if
  501. 0119: car $RYDER_CAR wrecked
  502. 004D: jump_if_false @INTRO2_3396
  503. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  504. 0002: jump @INTRO2_13667
  505.  
  506. :INTRO2_3396
  507. 00D6: if
  508. 0118: actor $ACTOR_RYDER dead
  509. 004D: jump_if_false @INTRO2_3435
  510. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  511. 0002: jump @INTRO2_13667
  512.  
  513. :INTRO2_3435
  514. 00D6: if
  515. 0039: 57@ == 0
  516. 004D: jump_if_false @INTRO2_3525
  517. 00D6: if
  518. 8118: not actor $ACTOR_RYDER dead
  519. 004D: jump_if_false @INTRO2_3525
  520. 00D6: if
  521. 8119: not car $RYDER_CAR wrecked
  522. 004D: jump_if_false @INTRO2_3525
  523. 00D6: if
  524. 00DB: actor $PLAYER_ACTOR in_car $RYDER_CAR
  525. 004D: jump_if_false @INTRO2_3518
  526. 0050: gosub @INTRO2_16035
  527. 0002: jump @INTRO2_3525
  528.  
  529. :INTRO2_3518
  530. 0006: 57@ = 1
  531.  
  532. :INTRO2_3525
  533. 077E: get_active_interior_to 58@
  534. 00D6: if
  535. 0039: 58@ == 2
  536. 004D: jump_if_false @INTRO2_3654
  537. 00D6: if
  538. 0039: 59@ == 0
  539. 004D: jump_if_false @INTRO2_3647
  540. 00D6: if
  541. 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 411.68 -21.77 1000.79 radius 10.0 10.0 3.0 on_foot
  542. 004D: jump_if_false @INTRO2_3647
  543. 00BE: text_clear_all
  544. 00BC: show_text_highpriority GXT 'INT2_9' time 5000 flag 1 // ~s~Walk into the marker to get a haircut.
  545. 04ED: load_animation "SHOP"
  546. 0006: 59@ = 1
  547.  
  548. :INTRO2_3647
  549. 0002: jump @INTRO2_3743
  550.  
  551. :INTRO2_3654
  552. 00D6: if
  553. 0039: 59@ == 1
  554. 004D: jump_if_false @INTRO2_3743
  555. 00D6: if
  556. 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot
  557. 004D: jump_if_false @INTRO2_3743
  558. 00BC: show_text_highpriority GXT 'INT2_8' time 10000 flag 1 // Walk into the yellow marker to enter the barber shop.
  559. 0006: 59@ = 0
  560.  
  561. :INTRO2_3743
  562. 00D6: if
  563. 0038: $676 == 0
  564. 004D: jump_if_false @INTRO2_3802
  565. 00D6: if
  566. 0038: $2749 == 1
  567. 004D: jump_if_false @INTRO2_3802
  568. 00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1 // ~r~You've freaked out the shop keeper!
  569. 0002: jump @INTRO2_13667
  570.  
  571. :INTRO2_3802
  572. 0002: jump @INTRO2_3298
  573.  
  574. :INTRO2_3809
  575. 016A: fade 0 time 0
  576. 00BE: text_clear_all
  577. 0164: disable_marker 34@
  578. 07FB: set_interior 'FDPIZA' access 1 // Pizza Stack
  579. 02A3: enable_widescreen 1
  580. 01B4: set_player $PLAYER_CHAR can_move 0
  581. 0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0
  582. 01EB: set_traffic_density_multiplier_to 0.0
  583. 03DE: set_pedestrians_density_multiplier_to 0.0
  584. 041D: set_camera_near_clip 0.2
  585. 05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms
  586. //016A: fade 1 time 0// <--- ADD
  587. //JUMP @INTRO2_6576// <--- ADD
  588.  
  589. :INTRO2_7465
  590. wait 0
  591. if
  592. 0AB0: key_pressed 32 // spacebar
  593. jf @INTRO2_7465
  594. 016A: fade 1 time 0// <--- ADD
  595. JUMP @INTRO2_6576// <--- ADD
  596.  
  597. :INTRO2_3898
  598. 00D6: if
  599. 84EE: not animation "SHOP" loaded
  600. 004D: jump_if_false @INTRO2_3934
  601. 0001: wait 0 ms
  602. 016A: fade 0 time 0
  603. 0002: jump @INTRO2_3898
  604.  
  605. :INTRO2_3934
  606. 00D6: if
  607. 8119: not car $RYDER_CAR wrecked
  608. 004D: jump_if_false @INTRO2_4403
  609. 00D6: if
  610. 8118: not actor $ACTOR_RYDER dead
  611. 004D: jump_if_false @INTRO2_4373
  612.  
  613. :INTRO2_3966
  614. 00D6: if
  615. 04F1: unknown_car_check $RYDER_CAR
  616. 004D: jump_if_false @INTRO2_4038
  617. 0001: wait 0 ms
  618. 00D6: if
  619. 0119: car $RYDER_CAR wrecked
  620. 004D: jump_if_false @INTRO2_4025
  621. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  622. 0002: jump @INTRO2_13667
  623.  
  624. :INTRO2_4025
  625. 016A: fade 0 time 0
  626. 0002: jump @INTRO2_3966
  627.  
  628. :INTRO2_4038
  629. 00D6: if
  630. 8118: not actor $ACTOR_RYDER dead
  631. 004D: jump_if_false @INTRO2_4270
  632. 00A1: put_actor $PLAYER_ACTOR at 2072.55 -1794.67 12.56
  633. 0173: set_actor $PLAYER_ACTOR Z_angle_to 240.55
  634. 0792: disembark_instantly_actor $ACTOR_RYDER
  635. 00D6: if
  636. 00DF: actor $ACTOR_RYDER driving
  637. 004D: jump_if_false @INTRO2_4132
  638. 0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2076.492 -1796.413 12.5545
  639. 0002: jump @INTRO2_4152
  640.  
  641. :INTRO2_4132
  642. 00A1: put_actor $ACTOR_RYDER at 2076.492 -1796.413 12.5545
  643.  
  644. :INTRO2_4152
  645. 0173: set_actor $ACTOR_RYDER Z_angle_to 80.0
  646. 0223: set_actor $ACTOR_RYDER health_to 500
  647. 0107: 46@ = create_object #CIGAR at 2440.58 -1979.89 14.2
  648. 070A: AS_actor $ACTOR_RYDER attach_to_object 46@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
  649. 0605: actor $ACTOR_RYDER perform_animation_sequence "SMOKE_RYD" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
  650.  
  651. :INTRO2_4270
  652. 00D6: if
  653. 8119: not car $RYDER_CAR wrecked
  654. 004D: jump_if_false @INTRO2_4340
  655. 0395: clear_area 1 at 2078.09 -1796.21 12.3828 radius 100.0
  656. 00AB: put_car $RYDER_CAR at 2078.09 -1796.21 12.3828
  657. 0175: set_car $RYDER_CAR Z_angle_to 176.9536
  658.  
  659. :INTRO2_4340
  660. 068A: set_car $RYDER_CAR repair_componentA 2
  661. 068A: set_car $RYDER_CAR repair_componentA 3
  662. 0508: car $RYDER_CAR close_all_doors
  663. 020A: set_car $RYDER_CAR door_status_to 3
  664. 0002: jump @INTRO2_4396
  665.  
  666. :INTRO2_4373
  667. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  668. 0002: jump @INTRO2_13667
  669.  
  670. :INTRO2_4396
  671. 0002: jump @INTRO2_4426
  672.  
  673. :INTRO2_4403
  674. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  675. 0002: jump @INTRO2_13667
  676.  
  677. :INTRO2_4426
  678. 0006: 32@ = 0
  679.  
  680. :INTRO2_4433
  681. 00D6: if
  682. 8019: not 32@ > 400
  683. 004D: jump_if_false @INTRO2_4469
  684. 0001: wait 0 ms
  685. 016A: fade 0 time 0
  686. 0002: jump @INTRO2_4433
  687.  
  688. :INTRO2_4469
  689. 00BE: text_clear_all
  690. 00D6: if
  691. 8118: not actor $ACTOR_RYDER dead
  692. 004D: jump_if_false @INTRO2_4535
  693. 0615: define_AS_pack_begin 45@
  694. 05D3: AS_actor -1 goto_point 2075.53 -1796.32 12.55 mode 4 10000 ms // versionA
  695. 0647: unknown_actor -1 look_task
  696. 05BF: AS_actor -1 look_at_actor $ACTOR_RYDER 4500 ms
  697. 0616: define_AS_pack_end 45@
  698.  
  699. :INTRO2_4535
  700. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@
  701. 061B: remove_references_to_AS_pack 45@
  702. 015F: set_camera_position 2074.866 -1800.882 13.4518 rotation 0.0 0.0 0.0
  703. 0160: set_camera_point_at 2075.067 -1799.903 13.4124 mode 2
  704. 00BE: text_clear_all
  705. 016A: fade 1 time 500
  706. 0006: 63@ = 0
  707. 0006: 49@ = 0
  708. 0006: 56@ = 0
  709. 0006: 64@ = 0
  710. 0006: 40@ = 1
  711. 0050: gosub @INTRO2_47
  712. 0006: 32@ = 0
  713.  
  714. :INTRO2_4657
  715. 00D6: if
  716. 8019: not 32@ > 1700
  717. 004D: jump_if_false @INTRO2_4694
  718. 0001: wait 0 ms
  719. 0050: gosub @INTRO2_15726
  720. 0002: jump @INTRO2_4657
  721.  
  722. :INTRO2_4694
  723. 00D6: if
  724. 0038: $1514 == 1
  725. 004D: jump_if_false @INTRO2_4719
  726. 0707: start_scene_skip_to @INTRO2_6566
  727.  
  728. :INTRO2_4719
  729. 00D6: if
  730. 8118: not actor $ACTOR_RYDER dead
  731. 004D: jump_if_false @INTRO2_4751
  732. 0647: unknown_actor $ACTOR_RYDER look_task
  733. 05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 2000 ms
  734.  
  735. :INTRO2_4751
  736. 00D6: if
  737. 8118: not actor $ACTOR_RYDER dead
  738. 004D: jump_if_false @INTRO2_4804
  739. 0669: 55@ = attach_particle "EXHALE" to_actor $ACTOR_RYDER with_offset 90@ 91@ 92@ flag 1
  740. 0883: attach_particle 55@ to_actor $ACTOR_RYDER mode 5
  741.  
  742. :INTRO2_4804
  743. 00D6: if
  744. 8118: not actor $ACTOR_RYDER dead
  745. 004D: jump_if_false @INTRO2_4825
  746. 0968: actor $ACTOR_RYDER stop_mouth
  747.  
  748. :INTRO2_4825
  749. 00D6: if or
  750. 0500: player $PLAYER_CHAR skin == "TASH" on_bodypart 1
  751. 0500: player $PLAYER_CHAR skin == "GOATEE" on_bodypart 1
  752. 0500: player $PLAYER_CHAR skin == "BEARD" on_bodypart 1
  753. 0500: player $PLAYER_CHAR skin == "PLAYER_FACE" on_bodypart 1
  754. 0500: player $PLAYER_CHAR skin == "HIGHFADE" on_bodypart 1
  755. 0500: player $PLAYER_CHAR skin == "FLATTOP" on_bodypart 1
  756. 004D: jump_if_false @INTRO2_5442
  757. 03CF: load_wav 20218 as 1
  758. 03CF: load_wav 20219 as 2
  759. 0006: 64@ = 0
  760.  
  761. :INTRO2_4952
  762. 00D6: if
  763. 83D0: not wav 1 loaded
  764. 004D: jump_if_false @INTRO2_5021
  765. 0001: wait 0 ms
  766. 0050: gosub @INTRO2_15726
  767. 00D6: if
  768. 0039: 64@ == 0
  769. 004D: jump_if_false @INTRO2_5014
  770. 00D6: if
  771. 0039: 56@ == 2
  772. 004D: jump_if_false @INTRO2_5014
  773.  
  774. :INTRO2_5014
  775. 0002: jump @INTRO2_4952
  776.  
  777. :INTRO2_5021
  778. 03D1: play_wav 1
  779. 00BC: show_text_highpriority GXT 'INT2_DA' time 10000 flag 1 // ~z~Shit! I told you he was crazy!
  780. 00D6: if
  781. 8118: not actor $ACTOR_RYDER dead
  782. 004D: jump_if_false @INTRO2_5065
  783. 0967: actor $ACTOR_RYDER move_mouth 2000 ms
  784.  
  785. :INTRO2_5065
  786. 0006: 64@ = 0
  787.  
  788. :INTRO2_5072
  789. 00D6: if
  790. 83D2: not wav 1 ended
  791. 004D: jump_if_false @INTRO2_5141
  792. 0001: wait 0 ms
  793. 0050: gosub @INTRO2_15726
  794. 00D6: if
  795. 0039: 64@ == 0
  796. 004D: jump_if_false @INTRO2_5134
  797. 00D6: if
  798. 0039: 56@ == 2
  799. 004D: jump_if_false @INTRO2_5134
  800.  
  801. :INTRO2_5134
  802. 0002: jump @INTRO2_5072
  803.  
  804. :INTRO2_5141
  805. 00D6: if
  806. 8118: not actor $ACTOR_RYDER dead
  807. 004D: jump_if_false @INTRO2_5162
  808. 0968: actor $ACTOR_RYDER stop_mouth
  809.  
  810. :INTRO2_5162
  811. 015F: set_camera_position 2074.827 -1797.414 14.233 rotation 0.0 0.0 0.0
  812. 0160: set_camera_point_at 2075.432 -1796.664 13.9678 mode 2
  813. 0001: wait 1000 ms
  814. 0006: 64@ = 0
  815.  
  816. :INTRO2_5225
  817. 00D6: if
  818. 83D0: not wav 2 loaded
  819. 004D: jump_if_false @INTRO2_5294
  820. 0001: wait 0 ms
  821. 0050: gosub @INTRO2_15726
  822. 00D6: if
  823. 0039: 64@ == 0
  824. 004D: jump_if_false @INTRO2_5287
  825. 00D6: if
  826. 0039: 56@ == 2
  827. 004D: jump_if_false @INTRO2_5287
  828.  
  829. :INTRO2_5287
  830. 0002: jump @INTRO2_5225
  831.  
  832. :INTRO2_5294
  833. 03D1: play_wav 2
  834. 00BC: show_text_highpriority GXT 'INT2_DB' time 10000 flag 1 // ~z~Man, you jacked up!
  835. 00D6: if
  836. 8118: not actor $ACTOR_RYDER dead
  837. 004D: jump_if_false @INTRO2_5338
  838. 0967: actor $ACTOR_RYDER move_mouth 2000 ms
  839.  
  840. :INTRO2_5338
  841. 0006: 64@ = 0
  842.  
  843. :INTRO2_5345
  844. 00D6: if
  845. 83D2: not wav 2 ended
  846. 004D: jump_if_false @INTRO2_5414
  847. 0001: wait 0 ms
  848. 0050: gosub @INTRO2_15726
  849. 00D6: if
  850. 0039: 64@ == 0
  851. 004D: jump_if_false @INTRO2_5407
  852. 00D6: if
  853. 0039: 56@ == 2
  854. 004D: jump_if_false @INTRO2_5407
  855.  
  856. :INTRO2_5407
  857. 0002: jump @INTRO2_5345
  858.  
  859. :INTRO2_5414
  860. 00D6: if
  861. 8118: not actor $ACTOR_RYDER dead
  862. 004D: jump_if_false @INTRO2_5435
  863. 0968: actor $ACTOR_RYDER stop_mouth
  864.  
  865. :INTRO2_5435
  866. 0002: jump @INTRO2_5731
  867.  
  868. :INTRO2_5442
  869. 03CF: load_wav 20221 as 1
  870. 03CF: load_wav 65535 as 2
  871. 0006: 64@ = 0
  872.  
  873. :INTRO2_5465
  874. 00D6: if
  875. 83D0: not wav 1 loaded
  876. 004D: jump_if_false @INTRO2_5534
  877. 0001: wait 0 ms
  878. 0050: gosub @INTRO2_15726
  879. 00D6: if
  880. 0039: 64@ == 0
  881. 004D: jump_if_false @INTRO2_5527
  882. 00D6: if
  883. 0039: 56@ == 2
  884. 004D: jump_if_false @INTRO2_5527
  885.  
  886. :INTRO2_5527
  887. 0002: jump @INTRO2_5465
  888.  
  889. :INTRO2_5534
  890. 03D1: play_wav 1
  891. 00BC: show_text_highpriority GXT 'INT2_EA' time 10000 flag 1 // ~z~You know something? I take it back. Old Reece still got it cracking.
  892. 00D6: if
  893. 8118: not actor $ACTOR_RYDER dead
  894. 004D: jump_if_false @INTRO2_5578
  895. 0967: actor $ACTOR_RYDER move_mouth 2000 ms
  896.  
  897. :INTRO2_5578
  898. 0006: 64@ = 0
  899.  
  900. :INTRO2_5585
  901. 00D6: if
  902. 83D2: not wav 1 ended
  903. 004D: jump_if_false @INTRO2_5654
  904. 0001: wait 0 ms
  905. 0050: gosub @INTRO2_15726
  906. 00D6: if
  907. 0039: 64@ == 0
  908. 004D: jump_if_false @INTRO2_5647
  909. 00D6: if
  910. 0039: 56@ == 2
  911. 004D: jump_if_false @INTRO2_5647
  912.  
  913. :INTRO2_5647
  914. 0002: jump @INTRO2_5585
  915.  
  916. :INTRO2_5654
  917. 00D6: if
  918. 8118: not actor $ACTOR_RYDER dead
  919. 004D: jump_if_false @INTRO2_5675
  920. 0968: actor $ACTOR_RYDER stop_mouth
  921.  
  922. :INTRO2_5675
  923. 015F: set_camera_position 2075.19 -1797.282 14.4799 rotation 0.0 0.0 0.0
  924. 0160: set_camera_point_at 2075.638 -1796.471 14.103 mode 2
  925. 0001: wait 1000 ms
  926.  
  927. :INTRO2_5731
  928. 00D6: if
  929. 8118: not actor $ACTOR_RYDER dead
  930. 004D: jump_if_false @INTRO2_5752
  931. 0968: actor $ACTOR_RYDER stop_mouth
  932.  
  933. :INTRO2_5752
  934. 0006: 32@ = 0
  935.  
  936. :INTRO2_5759
  937. 00D6: if
  938. 8019: not 32@ > 1000
  939. 004D: jump_if_false @INTRO2_5796
  940. 0001: wait 0 ms
  941. 0050: gosub @INTRO2_15726
  942. 0002: jump @INTRO2_5759
  943.  
  944. :INTRO2_5796
  945. 00D6: if
  946. 8118: not actor $ACTOR_RYDER dead
  947. 004D: jump_if_false @INTRO2_5817
  948. 0968: actor $ACTOR_RYDER stop_mouth
  949.  
  950. :INTRO2_5817
  951. 00D6: if
  952. 8118: not actor $ACTOR_RYDER dead
  953. 004D: jump_if_false @INTRO2_5861
  954. 0647: unknown_actor $ACTOR_RYDER look_task
  955. 06A9: AS_actor $ACTOR_RYDER look_at_point 2102.0 -1806.0 14.0 3000 ms
  956.  
  957. :INTRO2_5861
  958. 0006: 64@ = 0
  959.  
  960. :INTRO2_5868
  961. 00D6: if
  962. 8039: not 49@ == 1
  963. 004D: jump_if_false @INTRO2_5954
  964. 0001: wait 0 ms
  965. 0050: gosub @INTRO2_16035
  966. 00D6: if
  967. 0039: 64@ == 0
  968. 004D: jump_if_false @INTRO2_5940
  969. 00D6: if
  970. 0039: 56@ == 2
  971. 004D: jump_if_false @INTRO2_5940
  972. 0006: 64@ = 1
  973.  
  974. :INTRO2_5940
  975. 0050: gosub @INTRO2_15726
  976. 0002: jump @INTRO2_5868
  977.  
  978. :INTRO2_5954
  979. 0647: unknown_actor $PLAYER_ACTOR look_task
  980. 06A9: AS_actor $PLAYER_ACTOR look_at_point 2102.0 -1806.0 14.0 3000 ms
  981. 0925: restore_camera_to_user_defined
  982. 092F: lock_camera_target_point 1
  983. 0930: lock_camera_position 1
  984. 0936: set_camera 2074.23 -1795.03 14.4282 position_to 2074.983 -1798.671 14.4451 time 12000 drop_mode 1
  985. 0920: point_camera 2077.167 -1795.729 14.1884 transverse_to 2075.973 -1798.734 14.5649 time 12000 mode 1
  986. 0006: 64@ = 0
  987.  
  988. :INTRO2_6073
  989. 00D6: if
  990. 8039: not 49@ == 2
  991. 004D: jump_if_false @INTRO2_6175
  992. 0001: wait 0 ms
  993. 0050: gosub @INTRO2_16035
  994. 00D6: if
  995. 0039: 64@ == 0
  996. 004D: jump_if_false @INTRO2_6161
  997. 00D6: if
  998. 0039: 56@ == 2
  999. 004D: jump_if_false @INTRO2_6161
  1000. 00D6: if
  1001. 8118: not actor $ACTOR_RYDER dead
  1002. 004D: jump_if_false @INTRO2_6154
  1003.  
  1004. :INTRO2_6154
  1005. 0006: 64@ = 1
  1006.  
  1007. :INTRO2_6161
  1008. 0050: gosub @INTRO2_15726
  1009. 0002: jump @INTRO2_6073
  1010.  
  1011. :INTRO2_6175
  1012. 0006: 33@ = 0
  1013. 0006: 64@ = 0
  1014.  
  1015. :INTRO2_6189
  1016. 00D6: if
  1017. 8039: not 49@ == 3
  1018. 004D: jump_if_false @INTRO2_6291
  1019. 0001: wait 0 ms
  1020. 0050: gosub @INTRO2_16035
  1021. 00D6: if
  1022. 0039: 64@ == 0
  1023. 004D: jump_if_false @INTRO2_6277
  1024. 00D6: if
  1025. 0039: 56@ == 2
  1026. 004D: jump_if_false @INTRO2_6277
  1027. 00D6: if
  1028. 8118: not actor $ACTOR_RYDER dead
  1029. 004D: jump_if_false @INTRO2_6270
  1030.  
  1031. :INTRO2_6270
  1032. 0006: 64@ = 1
  1033.  
  1034. :INTRO2_6277
  1035. 0050: gosub @INTRO2_15726
  1036. 0002: jump @INTRO2_6189
  1037.  
  1038. :INTRO2_6291
  1039. 0006: 64@ = 0
  1040.  
  1041. :INTRO2_6298
  1042. 00D6: if
  1043. 8039: not 49@ == 4
  1044. 004D: jump_if_false @INTRO2_6400
  1045. 0001: wait 0 ms
  1046. 0050: gosub @INTRO2_16035
  1047. 00D6: if
  1048. 0039: 64@ == 0
  1049. 004D: jump_if_false @INTRO2_6386
  1050. 00D6: if
  1051. 0039: 56@ == 2
  1052. 004D: jump_if_false @INTRO2_6386
  1053. 00D6: if
  1054. 8118: not actor $ACTOR_RYDER dead
  1055. 004D: jump_if_false @INTRO2_6379
  1056.  
  1057. :INTRO2_6379
  1058. 0006: 64@ = 1
  1059.  
  1060. :INTRO2_6386
  1061. 0050: gosub @INTRO2_15726
  1062. 0002: jump @INTRO2_6298
  1063.  
  1064. :INTRO2_6400
  1065. 00D6: if
  1066. 8019: not 33@ > 18000
  1067. 004D: jump_if_false @INTRO2_6548
  1068. 0001: wait 0 ms
  1069. 00D6: if
  1070. 0039: 44@ == 0
  1071. 004D: jump_if_false @INTRO2_6482
  1072. 00D6: if
  1073. 0019: 33@ > 7500
  1074. 004D: jump_if_false @INTRO2_6482
  1075. 03E5: show_text_box 'FUDHLP1' // If you do not eat you will lose weight and eventually energy. The red bar shows how much energy you have.
  1076. 03E7: flash_hud_component 4
  1077. 0006: 44@ = 1
  1078.  
  1079. :INTRO2_6482
  1080. 00D6: if
  1081. 0039: 44@ == 1
  1082. 004D: jump_if_false @INTRO2_6541
  1083. 00D6: if
  1084. 0019: 33@ > 13500
  1085. 004D: jump_if_false @INTRO2_6541
  1086. 03E5: show_text_box 'FUDHLP2' // When you eat, you gain energy but eat too much and you will become fat.
  1087. 03E7: flash_hud_component -1
  1088. 0006: 44@ = 2
  1089.  
  1090. :INTRO2_6541
  1091. 0002: jump @INTRO2_6400
  1092.  
  1093. :INTRO2_6548
  1094. 00D6: if
  1095. 0038: $1514 == 1
  1096. 004D: jump_if_false @INTRO2_6576
  1097.  
  1098. :INTRO2_6566
  1099. 0701: end_scene_skip
  1100. 040D: unload_wav 1
  1101. 040D: unload_wav 2
  1102.  
  1103. :INTRO2_6576
  1104. 03E6: remove_text_box
  1105. 0925: restore_camera_to_user_defined
  1106. 00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1 // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
  1107. 02A3: enable_widescreen 0
  1108. 0373: set_camera_directly_behind_player
  1109. 02EB: restore_camera_with_jumpcut
  1110. 01B4: set_player $PLAYER_CHAR can_move 1
  1111. 00D6: if
  1112. 8119: not car $RYDER_CAR wrecked
  1113. 004D: jump_if_false @INTRO2_6634
  1114. 0852: set_car $RYDER_CAR damages_visible 1
  1115.  
  1116. :INTRO2_6634
  1117. 0164: disable_marker 34@
  1118. 018A: 34@ = create_checkpoint_at 372.9 -118.8 1000.57
  1119. 08DC: create_interior_marker 34@ at 2103.376 -1806.311 radius 20.0
  1120. 0006: 59@ = 0
  1121. 0004: $88 = 1
  1122. 01EB: set_traffic_density_multiplier_to 0.5
  1123. 03DE: set_pedestrians_density_multiplier_to 0.5
  1124. 0006: 33@ = 0
  1125. 0004: $127 = 1
  1126.  
  1127. :INTRO2_6721
  1128. 00D6: if or
  1129. 8102: not actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 3.0 sphere 0 stopped_on_foot
  1130. 8038: not $88 == 3
  1131. 004D: jump_if_false @INTRO2_7480
  1132. 0001: wait 0 ms
  1133. 00D6: if
  1134. 0039: 87@ == 0
  1135. 004D: jump_if_false @INTRO2_6829
  1136. 00D6: if
  1137. 0019: 33@ > 2000
  1138. 004D: jump_if_false @INTRO2_6829
  1139. 03E5: show_text_box 'FUDHLP3' // Press ~k~~PED_ANSWER_PHONE~ to view stats. This shows CJ's current condition. Whenever a stat changes it will appear at the top left of the screen.
  1140. 0006: 87@ = 1
  1141.  
  1142. :INTRO2_6829
  1143. 00D6: if
  1144. 0119: car $RYDER_CAR wrecked
  1145. 004D: jump_if_false @INTRO2_6868
  1146. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  1147. 0002: jump @INTRO2_13667
  1148.  
  1149. :INTRO2_6868
  1150. 00D6: if
  1151. 0118: actor $ACTOR_RYDER dead
  1152. 004D: jump_if_false @INTRO2_6907
  1153. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  1154. 0002: jump @INTRO2_13667
  1155.  
  1156. :INTRO2_6907
  1157. 0050: gosub @INTRO2_15726
  1158. 00D6: if
  1159. 8038: not $88 == 3
  1160. 004D: jump_if_false @INTRO2_7083
  1161. 00D6: if
  1162. 0038: $FOOD_SELLER_EXISTS == 1
  1163. 004D: jump_if_false @INTRO2_7083
  1164. 00D6: if
  1165. 0118: actor $FOOD_SELLER dead
  1166. 004D: jump_if_false @INTRO2_6996
  1167. 00BC: show_text_highpriority GXT 'INT2_10' time 10000 flag 1 // ~r~You're not meant to kill the shop keeper!
  1168. 0002: jump @INTRO2_13667
  1169. 0002: jump @INTRO2_7083
  1170.  
  1171. :INTRO2_6996
  1172. 00D6: if
  1173. 8184: not actor $FOOD_SELLER health >= 99
  1174. 004D: jump_if_false @INTRO2_7083
  1175. 00D6: if
  1176. 8118: not actor $FOOD_SELLER dead
  1177. 004D: jump_if_false @INTRO2_7083
  1178. 01B2: give_actor $FOOD_SELLER weapon 25 ammo 30 // Load the weapon model before using this
  1179. 01B9: set_actor $FOOD_SELLER armed_weapon_to 25
  1180. 077A: set_actor $FOOD_SELLER acquaintance 4 to_actors_pedtype 0 // see ped.dat
  1181. 0001: wait 1000 ms
  1182. 00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1 // ~r~You've freaked out the shop keeper!
  1183. 0002: jump @INTRO2_13667
  1184.  
  1185. :INTRO2_7083
  1186. 00D6: if
  1187. 8118: not actor $ACTOR_RYDER dead
  1188. 004D: jump_if_false @INTRO2_7209
  1189. 00D6: if
  1190. 8119: not car $RYDER_CAR wrecked
  1191. 004D: jump_if_false @INTRO2_7209
  1192. 00D6: if
  1193. 0039: 68@ == 0
  1194. 004D: jump_if_false @INTRO2_7209
  1195. 00D6: if or
  1196. 81AF: not car $RYDER_CAR sphere 0 in_sphere 2078.09 -1796.2 12.38 radius 0.2 0.2 2.0
  1197. 8184: not actor $ACTOR_RYDER health >= 499
  1198. 004D: jump_if_false @INTRO2_7209
  1199. 05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms
  1200. 0006: 68@ = 1
  1201.  
  1202. :INTRO2_7209
  1203. 077E: get_active_interior_to 58@
  1204. 00D6: if
  1205. 0039: 58@ == 5
  1206. 004D: jump_if_false @INTRO2_7405
  1207. 00D6: if
  1208. 0039: 59@ == 0
  1209. 004D: jump_if_false @INTRO2_7309
  1210. 04ED: load_animation "GANGS"
  1211. 04ED: load_animation "FOOD"
  1212. 0247: load_model #COLT45
  1213. 0247: load_model #CHROMEGUN
  1214. 023C: load_special_actor 'RYDER3' as 2 // models 290-299
  1215. 0247: load_model #WMYPIZZ
  1216. 0006: 32@ = 0
  1217. 0006: 59@ = 1
  1218.  
  1219. :INTRO2_7309
  1220. 00D6: if
  1221. 0039: 59@ == 1
  1222. 004D: jump_if_false @INTRO2_7398
  1223. 00D6: if
  1224. 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 372.05 -130.63 1000.49 radius 20.0 20.0 3.0 on_foot
  1225. 004D: jump_if_false @INTRO2_7398
  1226. 00BC: show_text_highpriority GXT 'INT2_13' time 5000 flag 1 // ~s~Walk into the marker to buy a pizza.
  1227. 0006: 59@ = 2
  1228.  
  1229. :INTRO2_7398
  1230. 0002: jump @INTRO2_7432
  1231.  
  1232. :INTRO2_7405
  1233. 00D6: if
  1234. 0039: 59@ == 2
  1235. 004D: jump_if_false @INTRO2_7432
  1236. 00BE: text_clear_all
  1237. 0006: 59@ = 1
  1238.  
  1239. :INTRO2_7432
  1240. 00D6: if
  1241. 0038: $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1
  1242. 004D: jump_if_false @INTRO2_7473
  1243. 00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1 // ~r~You've freaked out the shop keeper!
  1244. 0002: jump @INTRO2_13667
  1245.  
  1246. :INTRO2_7473
  1247. 0002: jump @INTRO2_6721
  1248.  
  1249. :INTRO2_7480
  1250. 02A3: enable_widescreen 1
  1251. 01B4: set_player $PLAYER_CHAR can_move 0
  1252. 00BE: text_clear_all
  1253. 041D: set_camera_near_clip 0.1
  1254. 064E: stop_particle 55@
  1255. 0249: release_model #CIGAR
  1256. 0249: release_model #CIGAR_GLOW
  1257. 03CF: load_wav 1828 as 4
  1258.  
  1259. :INTRO2_7520
  1260. 00D6: if or
  1261. 84EE: not animation "FOOD" loaded
  1262. 84EE: not animation "GANGS" loaded
  1263. 823D: not special_actor 2 loaded
  1264. 8248: not model #WMYPIZZ available
  1265. 8248: not model #COLT45 available
  1266. 8248: not model #CHROMEGUN available
  1267. 004D: jump_if_false @INTRO2_7697
  1268. 0001: wait 0 ms
  1269. 00D6: if
  1270. 0119: car $RYDER_CAR wrecked
  1271. 004D: jump_if_false @INTRO2_7610
  1272. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  1273. 0002: jump @INTRO2_13667
  1274.  
  1275. :INTRO2_7610
  1276. 00D6: if
  1277. 0118: actor $ACTOR_RYDER dead
  1278. 004D: jump_if_false @INTRO2_7649
  1279. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  1280. 0002: jump @INTRO2_13667
  1281.  
  1282. :INTRO2_7649
  1283. 00D6: if
  1284. 0038: $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1
  1285. 004D: jump_if_false @INTRO2_7690
  1286. 00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1 // ~r~You've freaked out the shop keeper!
  1287. 0002: jump @INTRO2_13667
  1288.  
  1289. :INTRO2_7690
  1290. 0002: jump @INTRO2_7520
  1291.  
  1292. :INTRO2_7697
  1293. 00D6: if
  1294. 8118: not actor $ACTOR_RYDER dead
  1295. 004D: jump_if_false @INTRO2_7816
  1296. 070B: set_actor $ACTOR_RYDER onbone_attached_object_operation 1
  1297. 0792: disembark_instantly_actor $ACTOR_RYDER
  1298. 05BA: AS_actor $ACTOR_RYDER move_mouth 100 ms
  1299. 00A1: put_actor $ACTOR_RYDER at 375.7327 -125.2345 1000.53
  1300. 0173: set_actor $ACTOR_RYDER Z_angle_to 201.2298
  1301. 0223: set_actor $ACTOR_RYDER health_to 500
  1302. 08AF: set_actor $ACTOR_RYDER max_health_to 500
  1303. 0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_SHIFTY" IFP_file "SHOP" 4.0 loop 0 0 0 0 time -1 // versionA
  1304.  
  1305. :INTRO2_7816
  1306. 0395: clear_area 1 at 372.9 -118.8 1000.57 radius 20.0
  1307. 0395: clear_area 1 at 369.058 -4.92 1000.883 radius 20.0
  1308. 009A: 35@ = create_actor_pedtype 24 model #WMYPIZZ at 373.14 -117.11 1000.57
  1309. 0173: set_actor 35@ Z_angle_to 180.0
  1310. 060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files
  1311. 060B: set_actor 35@ decision_maker_to 43@
  1312. 0647: unknown_actor 35@ look_task
  1313. 05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 4700 ms
  1314. 0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR
  1315. 00A1: put_actor $PLAYER_ACTOR at 372.9 -118.8 1000.57
  1316. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 35@
  1317. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  1318. 0615: define_AS_pack_begin 51@
  1319. 05D3: AS_actor -1 goto_point 375.2 -119.8 1000.5 mode 4 7000 ms // versionA
  1320. 0605: actor -1 perform_animation_sequence "ROB_STICKUP_IN" IFP_file "SHOP" 4.0 loop 0 0 0 1 time -1 // versionA
  1321. 0605: actor -1 perform_animation_sequence "ROB_LOOP_THREAT" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
  1322. 0616: define_AS_pack_end 51@
  1323. 0006: 49@ = 0
  1324. 0006: 56@ = 0
  1325. 0006: 64@ = 0
  1326. 0006: 40@ = 2
  1327. 0050: gosub @INTRO2_47
  1328. 0001: wait 200 ms
  1329. 00D6: if
  1330. 0038: $28 == 0
  1331. 004D: jump_if_false @INTRO2_8192
  1332. 0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_PIZZA" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA
  1333. 0002: jump @INTRO2_8332
  1334.  
  1335. :INTRO2_8192
  1336. 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
  1337. 0089: 90@ = $TEMPVAR_X_COORD // (float)
  1338. 000B: 90@ += 0.355
  1339. 0089: 91@ = $TEMPVAR_Y_COORD // (float)
  1340. 000F: 91@ -= 0.116
  1341. 0089: 92@ = $TEMPVAR_Z_COORD // (float)
  1342. 000F: 92@ -= 0.048
  1343. 064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ type 1
  1344. 0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  1345. 0947: unknown_actor $PLAYER_ACTOR play_audio_event 353 store_to $2563
  1346.  
  1347. :INTRO2_8332
  1348. 016A: fade 1 time 500
  1349. 043C: disable_sounds_after_fade 1
  1350. 015F: set_camera_position 376.4939 -126.0317 1002.396 rotation 0.0 0.0 0.0
  1351. 0160: set_camera_point_at 375.9087 -125.2215 1002.361 mode 2
  1352. 0001: wait 4500 ms
  1353. 0925: restore_camera_to_user_defined
  1354. 092F: lock_camera_target_point 1
  1355. 0930: lock_camera_position 1
  1356. 0936: set_camera 377.0709 -121.8843 1000.714 position_to 377.3563 -119.1986 1002.57 time 7000 drop_mode 1
  1357. 0920: point_camera 376.4134 -122.6288 1000.598 transverse_to 376.423 -119.1806 1002.211 time 7000 mode 1
  1358. 009B: destroy_actor $ACTOR_RYDER
  1359. 0296: unload_special_actor 1
  1360. 009A: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL02 at 376.3327 -125.2345 1000.53
  1361. 0245: set_actor $ACTOR_RYDER walk_style_to "GANG1"
  1362. 0568: set_actor $ACTOR_RYDER targetable 1
  1363. 0223: set_actor $ACTOR_RYDER health_to 500
  1364. 08AF: set_actor $ACTOR_RYDER max_health_to 500
  1365. 0446: set_actor $ACTOR_RYDER immune_to_headshots 0
  1366. 039E: set_actor $ACTOR_RYDER locked 1 while_in_car
  1367. 0526: set_actor $ACTOR_RYDER stay_in_car 1
  1368. 060B: set_actor $ACTOR_RYDER decision_maker_to 67@
  1369. 09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0
  1370. 00D6: if
  1371. 8118: not actor $ACTOR_RYDER dead
  1372. 004D: jump_if_false @INTRO2_8649
  1373. 01B2: give_actor $ACTOR_RYDER weapon 22 ammo 30 // Load the weapon model before using this
  1374. 01B9: set_actor $ACTOR_RYDER armed_weapon_to 22
  1375. 00D6: if
  1376. 8118: not actor 35@ dead
  1377. 004D: jump_if_false @INTRO2_8649
  1378. 0618: assign_actor $ACTOR_RYDER to_AS_pack 51@
  1379. 061B: remove_references_to_AS_pack 51@
  1380.  
  1381. :INTRO2_8649
  1382. 0006: 41@ = 0
  1383. 0707: start_scene_skip_to @INTRO2_10954
  1384. 0006: 32@ = 0
  1385. 0006: 63@ = 0
  1386.  
  1387. :INTRO2_8677
  1388. 00D6: if
  1389. 80FE: not actor $ACTOR_RYDER sphere 0 in_sphere 375.2 -119.8 1000.5 radius 0.4 0.6 2.0
  1390. 004D: jump_if_false @INTRO2_9124
  1391. 0001: wait 0 ms
  1392. 00D6: if
  1393. 0611: actor $PLAYER_ACTOR performing_animation "EAT_VOMIT_P"
  1394. 004D: jump_if_false @INTRO2_8899
  1395. 0613: 93@ = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time
  1396. 00D6: if
  1397. 0039: 63@ == 0
  1398. 004D: jump_if_false @INTRO2_8848
  1399. 00D6: if
  1400. 0031: 93@ >= 0.463
  1401. 004D: jump_if_false @INTRO2_8848
  1402. 00D6: if
  1403. 03D0: wav 4 loaded
  1404. 004D: jump_if_false @INTRO2_8841
  1405. 09F1: play_audio_at_actor $PLAYER_ACTOR event 1169
  1406.  
  1407. :INTRO2_8841
  1408. 0006: 63@ = 1
  1409.  
  1410. :INTRO2_8848
  1411. 00D6: if
  1412. 0039: 63@ == 1
  1413. 004D: jump_if_false @INTRO2_8899
  1414. 00D6: if
  1415. 0031: 93@ >= 0.52
  1416. 004D: jump_if_false @INTRO2_8899
  1417. 064C: make_particle 62@ visible
  1418. 0006: 63@ = 2
  1419.  
  1420. :INTRO2_8899
  1421. 00D6: if
  1422. 0119: car $RYDER_CAR wrecked
  1423. 004D: jump_if_false @INTRO2_8938
  1424. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  1425. 0002: jump @INTRO2_13667
  1426.  
  1427. :INTRO2_8938
  1428. 00D6: if
  1429. 0118: actor $ACTOR_RYDER dead
  1430. 004D: jump_if_false @INTRO2_8977
  1431. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  1432. 0002: jump @INTRO2_13667
  1433.  
  1434. :INTRO2_8977
  1435. 00D6: if
  1436. 0038: $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1
  1437. 004D: jump_if_false @INTRO2_9018
  1438. 00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1 // ~r~You've freaked out the shop keeper!
  1439. 0002: jump @INTRO2_13667
  1440.  
  1441. :INTRO2_9018
  1442. 00D6: if
  1443. 0039: 69@ == 0
  1444. 004D: jump_if_false @INTRO2_9117
  1445. 00D6: if
  1446. 0019: 32@ > 1000
  1447. 004D: jump_if_false @INTRO2_9117
  1448. 00D6: if
  1449. 0038: $28 == 0
  1450. 004D: jump_if_false @INTRO2_9110
  1451. 0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 3000 // versionA
  1452.  
  1453. :INTRO2_9110
  1454. 0006: 69@ = 1
  1455.  
  1456. :INTRO2_9117
  1457. 0002: jump @INTRO2_8677
  1458.  
  1459. :INTRO2_9124
  1460. 00D6: if
  1461. 8118: not actor 35@ dead
  1462. 004D: jump_if_false @INTRO2_9253
  1463. 00D6: if
  1464. 8118: not actor $ACTOR_RYDER dead
  1465. 004D: jump_if_false @INTRO2_9253
  1466. 0687: clear_actor 35@ task
  1467. 0647: unknown_actor 35@ look_task
  1468. 05BF: AS_actor 35@ look_at_actor $ACTOR_RYDER 12500 ms
  1469. 05BA: AS_actor $PLAYER_ACTOR move_mouth 100 ms
  1470. 0647: unknown_actor $PLAYER_ACTOR look_task
  1471. 05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms
  1472. 0173: set_actor 35@ Z_angle_to 200.0
  1473. 0605: actor 35@ perform_animation_sequence "SHP_ROB_HANDSUP" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
  1474.  
  1475. :INTRO2_9253
  1476. 0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 1
  1477. 0006: 64@ = 0
  1478.  
  1479. :INTRO2_9267
  1480. 00D6: if
  1481. 8039: not 49@ == 1
  1482. 004D: jump_if_false @INTRO2_9378
  1483. 0001: wait 0 ms
  1484. 0050: gosub @INTRO2_16035
  1485. 00D6: if
  1486. 0039: 64@ == 0
  1487. 004D: jump_if_false @INTRO2_9371
  1488. 00D6: if
  1489. 0039: 56@ == 2
  1490. 004D: jump_if_false @INTRO2_9371
  1491. 00D6: if
  1492. 8118: not actor $ACTOR_RYDER dead
  1493. 004D: jump_if_false @INTRO2_9364
  1494. 0647: unknown_actor $PLAYER_ACTOR look_task
  1495. 05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms
  1496.  
  1497. :INTRO2_9364
  1498. 0006: 64@ = 1
  1499.  
  1500. :INTRO2_9371
  1501. 0002: jump @INTRO2_9267
  1502.  
  1503. :INTRO2_9378
  1504. 0006: 64@ = 0
  1505.  
  1506. :INTRO2_9385
  1507. 00D6: if
  1508. 8039: not 49@ == 2
  1509. 004D: jump_if_false @INTRO2_9548
  1510. 0001: wait 0 ms
  1511. 0050: gosub @INTRO2_16035
  1512. 00D6: if
  1513. 0039: 64@ == 0
  1514. 004D: jump_if_false @INTRO2_9541
  1515. 00D6: if
  1516. 0039: 56@ == 2
  1517. 004D: jump_if_false @INTRO2_9541
  1518. 00D6: if
  1519. 8118: not actor $ACTOR_RYDER dead
  1520. 004D: jump_if_false @INTRO2_9502
  1521. 0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
  1522.  
  1523. :INTRO2_9502
  1524. 00D6: if
  1525. 8118: not actor 35@ dead
  1526. 004D: jump_if_false @INTRO2_9534
  1527. 0647: unknown_actor $PLAYER_ACTOR look_task
  1528. 05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms
  1529.  
  1530. :INTRO2_9534
  1531. 0006: 64@ = 1
  1532.  
  1533. :INTRO2_9541
  1534. 0002: jump @INTRO2_9385
  1535.  
  1536. :INTRO2_9548
  1537. 0006: 64@ = 0
  1538.  
  1539. :INTRO2_9555
  1540. 00D6: if
  1541. 8039: not 49@ == 3
  1542. 004D: jump_if_false @INTRO2_9778
  1543. 0001: wait 0 ms
  1544. 0050: gosub @INTRO2_16035
  1545. 00D6: if
  1546. 0039: 64@ == 0
  1547. 004D: jump_if_false @INTRO2_9771
  1548. 00D6: if
  1549. 0039: 56@ == 2
  1550. 004D: jump_if_false @INTRO2_9771
  1551. 00D6: if
  1552. 8118: not actor $ACTOR_RYDER dead
  1553. 004D: jump_if_false @INTRO2_9679
  1554. 0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP_THREAT" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
  1555.  
  1556. :INTRO2_9679
  1557. 00D6: if
  1558. 8118: not actor $ACTOR_RYDER dead
  1559. 004D: jump_if_false @INTRO2_9711
  1560. 0647: unknown_actor $PLAYER_ACTOR look_task
  1561. 05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms
  1562.  
  1563. :INTRO2_9711
  1564. 0925: restore_camera_to_user_defined
  1565. 015F: set_camera_position 374.9156 -121.7312 1002.5 rotation 0.0 0.0 0.0
  1566. 0160: set_camera_point_at 374.7307 -120.7778 1002.262 mode 2
  1567. 0006: 64@ = 1
  1568.  
  1569. :INTRO2_9771
  1570. 0002: jump @INTRO2_9555
  1571.  
  1572. :INTRO2_9778
  1573. 0006: 64@ = 0
  1574.  
  1575. :INTRO2_9785
  1576. 00D6: if
  1577. 8039: not 49@ == 4
  1578. 004D: jump_if_false @INTRO2_9948
  1579. 0001: wait 0 ms
  1580. 0050: gosub @INTRO2_16035
  1581. 00D6: if
  1582. 0039: 64@ == 0
  1583. 004D: jump_if_false @INTRO2_9941
  1584. 00D6: if
  1585. 0039: 56@ == 2
  1586. 004D: jump_if_false @INTRO2_9941
  1587. 00D6: if
  1588. 8118: not actor 35@ dead
  1589. 004D: jump_if_false @INTRO2_9882
  1590. 0647: unknown_actor $PLAYER_ACTOR look_task
  1591. 05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms
  1592.  
  1593. :INTRO2_9882
  1594. 00D6: if
  1595. 8118: not actor $ACTOR_RYDER dead
  1596. 004D: jump_if_false @INTRO2_9934
  1597. 0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
  1598.  
  1599. :INTRO2_9934
  1600. 0006: 64@ = 1
  1601.  
  1602. :INTRO2_9941
  1603. 0002: jump @INTRO2_9785
  1604.  
  1605. :INTRO2_9948
  1606. 0615: define_AS_pack_begin 42@
  1607. 0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR
  1608. 0605: actor -1 perform_animation_sequence "ROB_2IDLE" IFP_file "SHOP" 4.0 loop 0 0 0 1 time -1 // versionA
  1609. 0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA
  1610. 0616: define_AS_pack_end 42@
  1611. 0006: 64@ = 0
  1612.  
  1613. :INTRO2_10050
  1614. 00D6: if
  1615. 8039: not 49@ == 5
  1616. 004D: jump_if_false @INTRO2_10289
  1617. 0001: wait 0 ms
  1618. 0050: gosub @INTRO2_16035
  1619. 00D6: if
  1620. 0039: 64@ == 0
  1621. 004D: jump_if_false @INTRO2_10282
  1622. 00D6: if
  1623. 0039: 56@ == 2
  1624. 004D: jump_if_false @INTRO2_10282
  1625. 015F: set_camera_position 371.562 -120.1569 1002.404 rotation 0.0 0.0 0.0
  1626. 0160: set_camera_point_at 372.4125 -119.6767 1002.19 mode 2
  1627. 00D6: if
  1628. 8118: not actor $ACTOR_RYDER dead
  1629. 004D: jump_if_false @INTRO2_10275
  1630. 0687: clear_actor $PLAYER_ACTOR task
  1631. 0647: unknown_actor $PLAYER_ACTOR look_task
  1632. 05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms
  1633. 0687: clear_actor $ACTOR_RYDER task
  1634. 0647: unknown_actor $ACTOR_RYDER look_task
  1635. 05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 10000 ms
  1636. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_RYDER
  1637. 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA
  1638.  
  1639. :INTRO2_10275
  1640. 0006: 64@ = 1
  1641.  
  1642. :INTRO2_10282
  1643. 0002: jump @INTRO2_10050
  1644.  
  1645. :INTRO2_10289
  1646. 0006: 64@ = 0
  1647.  
  1648. :INTRO2_10296
  1649. 00D6: if
  1650. 8039: not 49@ == 6
  1651. 004D: jump_if_false @INTRO2_10455
  1652. 0001: wait 0 ms
  1653. 0050: gosub @INTRO2_16035
  1654. 00D6: if
  1655. 0039: 64@ == 0
  1656. 004D: jump_if_false @INTRO2_10448
  1657. 00D6: if
  1658. 0039: 56@ == 2
  1659. 004D: jump_if_false @INTRO2_10448
  1660. 015F: set_camera_position 374.6357 -121.6844 1001.637 rotation 0.0 0.0 0.0
  1661. 0160: set_camera_point_at 374.5972 -120.6883 1001.716 mode 2
  1662. 00D6: if
  1663. 8118: not actor $ACTOR_RYDER dead
  1664. 004D: jump_if_false @INTRO2_10441
  1665. 0618: assign_actor $ACTOR_RYDER to_AS_pack 42@
  1666. 061B: remove_references_to_AS_pack 42@
  1667.  
  1668. :INTRO2_10441
  1669. 0006: 64@ = 1
  1670.  
  1671. :INTRO2_10448
  1672. 0002: jump @INTRO2_10296
  1673.  
  1674. :INTRO2_10455
  1675. 00D6: if
  1676. 8118: not actor $ACTOR_RYDER dead
  1677. 004D: jump_if_false @INTRO2_10476
  1678. 0687: clear_actor $ACTOR_RYDER task
  1679.  
  1680. :INTRO2_10476
  1681. 00D6: if
  1682. 8118: not actor 35@ dead
  1683. 004D: jump_if_false @INTRO2_10542
  1684. 0173: set_actor 35@ Z_angle_to 180.0
  1685. 0605: actor 35@ perform_animation_sequence "SHP_GUN_GRAB" IFP_file "SHOP" 4.0 loop 0 0 0 1 time -1 // versionA
  1686.  
  1687. :INTRO2_10542
  1688. 0001: wait 500 ms
  1689. 00D6: if
  1690. 8118: not actor 35@ dead
  1691. 004D: jump_if_false @INTRO2_10580
  1692. 01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this
  1693. 01B9: set_actor 35@ armed_weapon_to 25
  1694.  
  1695. :INTRO2_10580
  1696. 0001: wait 500 ms
  1697. 015F: set_camera_position 373.03 -116.1498 1002.375 rotation 0.0 0.0 0.0
  1698. 0160: set_camera_point_at 373.0192 -117.1292 1002.173 mode 2
  1699. 0001: wait 300 ms
  1700. 00D6: if
  1701. 8118: not actor 35@ dead
  1702. 004D: jump_if_false @INTRO2_10680
  1703. 0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms
  1704.  
  1705. :INTRO2_10680
  1706. 0006: 64@ = 0
  1707.  
  1708. :INTRO2_10687
  1709. 00D6: if
  1710. 8039: not 49@ == 7
  1711. 004D: jump_if_false @INTRO2_10947
  1712. 0001: wait 0 ms
  1713. 0050: gosub @INTRO2_16035
  1714. 00D6: if
  1715. 0039: 64@ == 0
  1716. 004D: jump_if_false @INTRO2_10940
  1717. 00D6: if
  1718. 0039: 56@ == 2
  1719. 004D: jump_if_false @INTRO2_10940
  1720. 05D6: clear_scmpath
  1721. 05D7: add_point_to_scmpath 372.0 -120.1 1000.5
  1722. 05D7: add_point_to_scmpath 370.5 -132.3 1000.4
  1723. 05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0
  1724. 05D6: clear_scmpath
  1725. 05D7: add_point_to_scmpath 376.3 -121.0 1000.5
  1726. 05D7: add_point_to_scmpath 375.9 -132.0 1000.5
  1727. 00D6: if
  1728. 8118: not actor $ACTOR_RYDER dead
  1729. 004D: jump_if_false @INTRO2_10858
  1730. 05D8: AS_assign_scmpath to_actor $ACTOR_RYDER flags 6 0
  1731.  
  1732. :INTRO2_10858
  1733. 00D6: if and
  1734. 8118: not actor $ACTOR_RYDER dead
  1735. 8118: not actor 35@ dead
  1736. 004D: jump_if_false @INTRO2_10894
  1737. 0647: unknown_actor $ACTOR_RYDER look_task
  1738. 0647: unknown_actor $PLAYER_ACTOR look_task
  1739. 0647: unknown_actor 35@ look_task
  1740.  
  1741. :INTRO2_10894
  1742. 00D6: if
  1743. 8118: not actor 35@ dead
  1744. 004D: jump_if_false @INTRO2_10933
  1745. 0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 1500 ms
  1746.  
  1747. :INTRO2_10933
  1748. 0006: 64@ = 1
  1749.  
  1750. :INTRO2_10940
  1751. 0002: jump @INTRO2_10687
  1752.  
  1753. :INTRO2_10947
  1754. 0006: 41@ = 1
  1755.  
  1756. :INTRO2_10954
  1757. 0701: end_scene_skip
  1758. 00D6: if
  1759. 0039: 41@ == 0
  1760. 004D: jump_if_false @INTRO2_11013
  1761. 016A: fade 0 time 0
  1762. 00BE: text_clear_all
  1763.  
  1764. :INTRO2_10982
  1765. 00D6: if
  1766. 016B: fading
  1767. 004D: jump_if_false @INTRO2_11006
  1768. 0001: wait 0 ms
  1769. 0002: jump @INTRO2_10982
  1770.  
  1771. :INTRO2_11006
  1772. 0002: jump @INTRO2_11046
  1773.  
  1774. :INTRO2_11013
  1775. 016A: fade 0 time 500
  1776. 00BE: text_clear_all
  1777.  
  1778. :INTRO2_11022
  1779. 00D6: if
  1780. 016B: fading
  1781. 004D: jump_if_false @INTRO2_11046
  1782. 0001: wait 0 ms
  1783. 0002: jump @INTRO2_11022
  1784.  
  1785. :INTRO2_11046
  1786. 0925: restore_camera_to_user_defined
  1787. 0395: clear_area 1 at 372.9 -118.8 1000.57 radius 100.0
  1788. 04BB: select_interior 0
  1789. 05BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms
  1790. 00A1: put_actor $PLAYER_ACTOR at 2102.21 -1806.65 12.4
  1791. 0173: set_actor $PLAYER_ACTOR Z_angle_to 75.0
  1792. 039E: set_actor $PLAYER_ACTOR locked 1 while_in_car
  1793. 0860: link_actor $PLAYER_ACTOR to_interior 0
  1794. 0001: wait 0 ms
  1795. 00D6: if
  1796. 8118: not actor $ACTOR_RYDER dead
  1797. 004D: jump_if_false @INTRO2_11322
  1798. 00D6: if
  1799. 8119: not car $RYDER_CAR wrecked
  1800. 004D: jump_if_false @INTRO2_11322
  1801. 0647: unknown_actor $ACTOR_RYDER look_task
  1802. 0647: unknown_actor $PLAYER_ACTOR look_task
  1803. 0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 100.0
  1804. 00AB: put_car $RYDER_CAR at 2077.57 -1796.41 12.0
  1805. 0175: set_car $RYDER_CAR Z_angle_to 180.0
  1806. 0224: set_car $RYDER_CAR health_to 1000
  1807. 0395: clear_area 1 at 2098.61 -1801.62 12.39 radius 100.0
  1808. 00A1: put_actor $ACTOR_RYDER at 2092.61 -1801.62 12.39
  1809. 0173: set_actor $ACTOR_RYDER Z_angle_to 72.0
  1810. 0860: link_actor $ACTOR_RYDER to_interior 0
  1811. 020A: set_car $RYDER_CAR door_status_to 1
  1812. 07A1: set_walk_speed 6
  1813. 05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 40000 ms
  1814.  
  1815. :INTRO2_11322
  1816. 01B7: release_weather
  1817. 02A3: enable_widescreen 0
  1818. 0373: set_camera_directly_behind_player
  1819. 02EB: restore_camera_with_jumpcut
  1820. 01B4: set_player $PLAYER_CHAR can_move 1
  1821. 00BE: text_clear_all
  1822. 087C: release_shopping_data
  1823. 04FA: reset_interior 0 colors
  1824. 04EF: release_animation "SHOP"
  1825. 04EF: release_animation "GANGS"
  1826. 04EF: release_animation "FOOD"
  1827. 0006: 38@ = 0
  1828. 00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1 // ~s~Get in ~b~Ryder's car~s~!
  1829. 00D6: if
  1830. 0118: actor $ACTOR_RYDER dead
  1831. 004D: jump_if_false @INTRO2_11425
  1832. 0002: jump @INTRO2_13667
  1833. 0002: jump @INTRO2_11454
  1834.  
  1835. :INTRO2_11425
  1836. 0223: set_actor $ACTOR_RYDER health_to 500
  1837. 08AF: set_actor $ACTOR_RYDER max_health_to 500
  1838. 0187: 47@ = create_marker_above_actor $ACTOR_RYDER
  1839. 0164: disable_marker 47@
  1840.  
  1841. :INTRO2_11454
  1842. 0164: disable_marker 34@
  1843. 00D6: if
  1844. 8119: not car $RYDER_CAR wrecked
  1845. 004D: jump_if_false @INTRO2_11502
  1846. 0164: disable_marker 37@
  1847. 0186: 37@ = create_marker_above_car $RYDER_CAR
  1848. 07E0: set_marker 37@ type_to 1
  1849. 0002: jump @INTRO2_11509
  1850.  
  1851. :INTRO2_11502
  1852. 0002: jump @INTRO2_13667
  1853.  
  1854. :INTRO2_11509
  1855. 07FB: set_interior 'FDPIZA' access 0 // Pizza Stack
  1856. 0004: $127 = 1
  1857. 0006: 60@ = 0
  1858. 0615: define_AS_pack_begin 54@
  1859. 05D3: AS_actor -1 goto_point 2102.77 -1806.35 12.55 mode 6 4000 ms // versionA
  1860. 0668: AS_actor -1 rotate_and_shoot_at 2092.67 -1803.64 15.56 1000 ms
  1861. 0616: define_AS_pack_end 54@
  1862. 040D: unload_wav 1
  1863. 040D: unload_wav 2
  1864. 03CF: load_wav 20232 as 1
  1865.  
  1866. :INTRO2_11607
  1867. 00D6: if
  1868. 83D0: not wav 1 loaded
  1869. 004D: jump_if_false @INTRO2_11633
  1870. 0001: wait 0 ms
  1871. 0002: jump @INTRO2_11607
  1872.  
  1873. :INTRO2_11633
  1874. 0A0B: set_rendering_origin_at_3D_coord 2102.21 -1806.65 12.4 angle 75.0
  1875. 016A: fade 1 time 500
  1876. 00D6: if
  1877. 0119: car $RYDER_CAR wrecked
  1878. 004D: jump_if_false @INTRO2_11701
  1879. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  1880. 0002: jump @INTRO2_13667
  1881.  
  1882. :INTRO2_11701
  1883. 00D6: if
  1884. 0118: actor $ACTOR_RYDER dead
  1885. 004D: jump_if_false @INTRO2_11740
  1886. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  1887. 0002: jump @INTRO2_13667
  1888.  
  1889. :INTRO2_11740
  1890. 0006: 49@ = 0
  1891. 0006: 56@ = 0
  1892. 0006: 64@ = 0
  1893. 0006: 40@ = 4
  1894. 0050: gosub @INTRO2_47
  1895. 0006: 32@ = 0
  1896. 0006: 33@ = 0
  1897. 0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 20.0
  1898.  
  1899. :INTRO2_11813
  1900. 00D6: if or
  1901. 81AF: not car $RYDER_CAR sphere $127 in_sphere 2473.88 -1692.81 12.52 radius 4.0 4.0 4.0
  1902. 80DB: not actor $ACTOR_RYDER in_car $RYDER_CAR
  1903. 8448: not actor $PLAYER_ACTOR in_car $RYDER_CAR
  1904. 89D0: not car $RYDER_CAR on_wheels
  1905. 004D: jump_if_false @INTRO2_12919
  1906. 0001: wait 0 ms
  1907. 00D6: if
  1908. 0119: car $RYDER_CAR wrecked
  1909. 004D: jump_if_false @INTRO2_11926
  1910. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  1911. 0002: jump @INTRO2_13667
  1912.  
  1913. :INTRO2_11926
  1914. 00D6: if
  1915. 0118: actor $ACTOR_RYDER dead
  1916. 004D: jump_if_false @INTRO2_11965
  1917. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  1918. 0002: jump @INTRO2_13667
  1919.  
  1920. :INTRO2_11965
  1921. 00D6: if
  1922. 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere 2104.62 -1806.54 12.55 radius 7.0 6.0 3.0 on_foot
  1923. 004D: jump_if_false @INTRO2_12304
  1924. 00D6: if
  1925. 0039: 66@ == 0
  1926. 004D: jump_if_false @INTRO2_12187
  1927. 00D6: if
  1928. 8118: not actor 35@ dead
  1929. 004D: jump_if_false @INTRO2_12180
  1930. 0687: clear_actor 35@ task
  1931. 0792: disembark_instantly_actor 35@
  1932. 00A1: put_actor 35@ at 2105.32 -1806.24 12.55
  1933. 0173: set_actor 35@ Z_angle_to 90.0
  1934. 01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this
  1935. 01B9: set_actor 35@ armed_weapon_to 25
  1936. 02E2: set_actor 35@ weapon_accuracy_to 30
  1937. 041D: set_camera_near_clip 0.1
  1938. 00D6: if
  1939. 03D0: wav 1 loaded
  1940. 004D: jump_if_false @INTRO2_12153
  1941. 03D1: play_wav 1
  1942. 00BC: show_text_highpriority GXT 'INT2_HA' time 2000 flag 1 // ~z~This pizza parlor is no push-over!
  1943.  
  1944. :INTRO2_12153
  1945. 0618: assign_actor 35@ to_AS_pack 54@
  1946. 061B: remove_references_to_AS_pack 54@
  1947. 0006: 32@ = 0
  1948. 0006: 66@ = 1
  1949.  
  1950. :INTRO2_12180
  1951. 0002: jump @INTRO2_12304
  1952.  
  1953. :INTRO2_12187
  1954. 00D6: if
  1955. 0019: 32@ > 2000
  1956. 004D: jump_if_false @INTRO2_12304
  1957. 00D6: if
  1958. 0039: 66@ == 1
  1959. 004D: jump_if_false @INTRO2_12304
  1960. 00D6: if
  1961. 8118: not actor 35@ dead
  1962. 004D: jump_if_false @INTRO2_12304
  1963. 00D6: if
  1964. 00FF: actor 35@ sphere 0 in_sphere 2102.77 -1806.35 12.55 radius 1.0 1.0 3.0 on_foot
  1965. 004D: jump_if_false @INTRO2_12304
  1966. 077A: set_actor 35@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
  1967. 0006: 66@ = 2
  1968.  
  1969. :INTRO2_12304
  1970. 00D6: if
  1971. 8118: not actor $ACTOR_RYDER dead
  1972. 004D: jump_if_false @INTRO2_12413
  1973. 00D6: if
  1974. 8119: not car $RYDER_CAR wrecked
  1975. 004D: jump_if_false @INTRO2_12413
  1976. 00D6: if
  1977. 00DB: actor $PLAYER_ACTOR in_car $RYDER_CAR
  1978. 004D: jump_if_false @INTRO2_12413
  1979. 00D6: if
  1980. 0448: actor $ACTOR_RYDER in_car $RYDER_CAR
  1981. 004D: jump_if_false @INTRO2_12413
  1982. 0050: gosub @INTRO2_16035
  1983. 00D6: if
  1984. 0039: 88@ == 0
  1985. 004D: jump_if_false @INTRO2_12413
  1986. 0006: 33@ = 0
  1987. 0006: 88@ = 1
  1988.  
  1989. :INTRO2_12413
  1990. 00D6: if
  1991. 8118: not actor $ACTOR_RYDER dead
  1992. 004D: jump_if_false @INTRO2_12834
  1993. 00D6: if
  1994. 8119: not car $RYDER_CAR wrecked
  1995. 004D: jump_if_false @INTRO2_12811
  1996. 00D6: if
  1997. 00DB: actor $PLAYER_ACTOR in_car $RYDER_CAR
  1998. 004D: jump_if_false @INTRO2_12712
  1999. 00D6: if
  2000. 0448: actor $ACTOR_RYDER in_car $RYDER_CAR
  2001. 004D: jump_if_false @INTRO2_12610
  2002. 00D6: if
  2003. 0039: 38@ == 0
  2004. 004D: jump_if_false @INTRO2_12603
  2005. 0164: disable_marker 47@
  2006. 0164: disable_marker 37@
  2007. 0164: disable_marker 34@
  2008. 018A: 34@ = create_checkpoint_at 2473.88 -1692.81 12.52
  2009. 0004: $127 = 1
  2010. 00D6: if
  2011. 0039: 88@ == 1
  2012. 004D: jump_if_false @INTRO2_12603
  2013. 00D6: if
  2014. 0019: 33@ > 7000
  2015. 004D: jump_if_false @INTRO2_12603
  2016. 00BC: show_text_highpriority GXT 'INT2_O' time 10000 flag 1 // ~s~Drive Ryder ~y~home~s~.
  2017. 0006: 38@ = 1
  2018.  
  2019. :INTRO2_12603
  2020. 0002: jump @INTRO2_12705
  2021.  
  2022. :INTRO2_12610
  2023. 0164: disable_marker 37@
  2024. 0164: disable_marker 34@
  2025. 0164: disable_marker 47@
  2026. 0187: 47@ = create_marker_above_actor $ACTOR_RYDER
  2027. 07E0: set_marker 47@ type_to 1
  2028. 00BC: show_text_highpriority GXT 'INT2_5' time 1000 flag 1 // ~s~You've left ~b~Ryder~s~ behind!
  2029. 062E: unknown_get_actor $ACTOR_RYDER task 1482 status_store_to 65@ // ret 7 if not found
  2030. 00D6: if
  2031. 04A4: 65@ == 7 // @ == any
  2032. 004D: jump_if_false @INTRO2_12698
  2033. 05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms
  2034.  
  2035. :INTRO2_12698
  2036. 0004: $127 = 0
  2037.  
  2038. :INTRO2_12705
  2039. 0002: jump @INTRO2_12804
  2040.  
  2041. :INTRO2_12712
  2042. 00D6: if
  2043. 0039: 38@ == 1
  2044. 004D: jump_if_false @INTRO2_12804
  2045. 0164: disable_marker 34@
  2046. 0164: disable_marker 37@
  2047. 0186: 37@ = create_marker_above_car $RYDER_CAR
  2048. 07E0: set_marker 37@ type_to 1
  2049. 0004: $127 = 0
  2050. 0050: gosub @INTRO2_15117
  2051. 00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1 // ~s~Get in ~b~Ryder's car~s~!
  2052. 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB
  2053. 0968: actor $PLAYER_ACTOR stop_mouth
  2054. 0006: 38@ = 0
  2055.  
  2056. :INTRO2_12804
  2057. 0002: jump @INTRO2_12834
  2058.  
  2059. :INTRO2_12811
  2060. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  2061. 0002: jump @INTRO2_13667
  2062.  
  2063. :INTRO2_12834
  2064. 00D6: if
  2065. 0118: actor $ACTOR_RYDER dead
  2066. 004D: jump_if_false @INTRO2_12873
  2067. 00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1 // ~r~Ryder is dead!
  2068. 0002: jump @INTRO2_13667
  2069.  
  2070. :INTRO2_12873
  2071. 00D6: if
  2072. 0119: car $RYDER_CAR wrecked
  2073. 004D: jump_if_false @INTRO2_12912
  2074. 00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1 // ~r~Ryder's car is wrecked!
  2075. 0002: jump @INTRO2_13667
  2076.  
  2077. :INTRO2_12912
  2078. 0002: jump @INTRO2_11813
  2079.  
  2080. :INTRO2_12919
  2081. 01B4: set_player $PLAYER_CHAR can_move 0
  2082. 0006: 49@ = 0
  2083. 0006: 56@ = 0
  2084. 0006: 64@ = 0
  2085. 0006: 40@ = 3
  2086. 0050: gosub @INTRO2_47
  2087. 00D6: if
  2088. 8118: not actor $ACTOR_RYDER dead
  2089. 004D: jump_if_false @INTRO2_13030
  2090. 00D6: if
  2091. 8119: not car $RYDER_CAR wrecked
  2092. 004D: jump_if_false @INTRO2_13030
  2093. 05CD: AS_actor $ACTOR_RYDER exit_car $RYDER_CAR
  2094. 0001: wait 700 ms
  2095. 00D6: if
  2096. 8119: not car $RYDER_CAR wrecked
  2097. 004D: jump_if_false @INTRO2_13030
  2098. 05CD: AS_actor $PLAYER_ACTOR exit_car $RYDER_CAR
  2099.  
  2100. :INTRO2_13030
  2101. 016A: fade 0 time 1600
  2102.  
  2103. :INTRO2_13037
  2104. 00D6: if
  2105. 016B: fading
  2106. 004D: jump_if_false @INTRO2_13061
  2107. 0001: wait 0 ms
  2108. 0002: jump @INTRO2_13037
  2109.  
  2110. :INTRO2_13061
  2111. 02A3: enable_widescreen 1
  2112. 016A: fade 1 time 1500
  2113. 00D6: if
  2114. 8118: not actor $ACTOR_RYDER dead
  2115. 004D: jump_if_false @INTRO2_13151
  2116. 00D6: if
  2117. 00DF: actor $ACTOR_RYDER driving
  2118. 004D: jump_if_false @INTRO2_13131
  2119. 0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2467.345 -1688.22 12.5156
  2120. 0002: jump @INTRO2_13151
  2121.  
  2122. :INTRO2_13131
  2123. 00A1: put_actor $ACTOR_RYDER at 2467.345 -1688.22 12.5156
  2124.  
  2125. :INTRO2_13151
  2126. 0173: set_actor $ACTOR_RYDER Z_angle_to 284.0
  2127. 00D6: if
  2128. 00DF: actor $PLAYER_ACTOR driving
  2129. 004D: jump_if_false @INTRO2_13204
  2130. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2468.359 -1687.39 12.518
  2131. 0002: jump @INTRO2_13224
  2132.  
  2133. :INTRO2_13204
  2134. 00A1: put_actor $PLAYER_ACTOR at 2468.359 -1687.39 12.5189
  2135.  
  2136. :INTRO2_13224
  2137. 0173: set_actor $PLAYER_ACTOR Z_angle_to 108.0
  2138. 015F: set_camera_position 2464.771 -1687.493 14.2709 rotation 0.0 0.0 0.0
  2139. 0160: set_camera_point_at 2465.75 -1687.675 14.1833 mode 2
  2140. 0006: 64@ = 0
  2141.  
  2142. :INTRO2_13292
  2143. 00D6: if
  2144. 8039: not 49@ == 1
  2145. 004D: jump_if_false @INTRO2_13371
  2146. 0001: wait 0 ms
  2147. 0050: gosub @INTRO2_16035
  2148. 00D6: if
  2149. 0039: 64@ == 0
  2150. 004D: jump_if_false @INTRO2_13364
  2151. 00D6: if
  2152. 0039: 56@ == 2
  2153. 004D: jump_if_false @INTRO2_13364
  2154. 0006: 64@ = 1
  2155.  
  2156. :INTRO2_13364
  2157. 0002: jump @INTRO2_13292
  2158.  
  2159. :INTRO2_13371
  2160. 0006: 64@ = 0
  2161.  
  2162. :INTRO2_13378
  2163. 00D6: if
  2164. 8039: not 49@ == 2
  2165. 004D: jump_if_false @INTRO2_13457
  2166. 0001: wait 0 ms
  2167. 0050: gosub @INTRO2_16035
  2168. 00D6: if
  2169. 0039: 64@ == 0
  2170. 004D: jump_if_false @INTRO2_13450
  2171. 00D6: if
  2172. 0039: 56@ == 2
  2173. 004D: jump_if_false @INTRO2_13450
  2174. 0006: 64@ = 1
  2175.  
  2176. :INTRO2_13450
  2177. 0002: jump @INTRO2_13378
  2178.  
  2179. :INTRO2_13457
  2180. 0006: 64@ = 0
  2181.  
  2182. :INTRO2_13464
  2183. 00D6: if
  2184. 8039: not 49@ == 3
  2185. 004D: jump_if_false @INTRO2_13584
  2186. 0001: wait 0 ms
  2187. 0050: gosub @INTRO2_16035
  2188. 00D6: if
  2189. 0039: 64@ == 0
  2190. 004D: jump_if_false @INTRO2_13577
  2191. 00D6: if
  2192. 0039: 56@ == 2
  2193. 004D: jump_if_false @INTRO2_13577
  2194. 00D6: if
  2195. 8118: not actor $ACTOR_RYDER dead
  2196. 004D: jump_if_false @INTRO2_13570
  2197. 05D3: AS_actor $ACTOR_RYDER goto_point 2459.79 -1688.18 12.56 mode 4 3000 ms // versionA
  2198.  
  2199. :INTRO2_13570
  2200. 0006: 64@ = 1
  2201.  
  2202. :INTRO2_13577
  2203. 0002: jump @INTRO2_13464
  2204.  
  2205. :INTRO2_13584
  2206. 05D3: AS_actor $PLAYER_ACTOR goto_point 2471.58 -1685.73 12.51 mode 4 3000 ms // versionA
  2207. 00D6: if
  2208. 8118: not actor $ACTOR_RYDER dead
  2209. 004D: jump_if_false @INTRO2_13630
  2210. 0968: actor $ACTOR_RYDER stop_mouth
  2211.  
  2212. :INTRO2_13630
  2213. 0001: wait 1000 ms
  2214. 0687: clear_actor $PLAYER_ACTOR task
  2215. 0373: set_camera_directly_behind_player
  2216. 02A3: enable_widescreen 0
  2217. 01B4: set_player $PLAYER_CHAR can_move 1
  2218. 02EB: restore_camera_with_jumpcut
  2219. 009B: destroy_actor $ACTOR_RYDER
  2220. 0002: jump @INTRO2_13692
  2221.  
  2222. :INTRO2_13667
  2223. 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
  2224. 0004: $1514 = 1
  2225. 0051: return
  2226.  
  2227. :INTRO2_13692
  2228. 0318: set_latest_mission_passed 'INTRO_2' // Ryder
  2229. 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT +
  2230. 0998: add_respect 3
  2231. 014C: set_parked_car_generator $2764 cars_to_generate_to 101
  2232. 0008: $INTRO_TOTAL_PASSED_MISSIONS += 1
  2233. 0164: disable_marker $439
  2234. 004F: create_thread @SWEET
  2235. 0164: disable_marker $MARKER_SWEET_HOUSE
  2236. 02A7: $MARKER_SWEET_HOUSE = create_icon_marker_and_sphere $ICON_SWEET at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE
  2237. 0110: clear_player $PLAYER_CHAR wanted_level
  2238. 07FB: set_interior 'BARBERS' access 1 // Barber
  2239. 07FB: set_interior 'BARBER2' access 1 // Barber
  2240. 07FB: set_interior 'BARBER3' access 1 // Barber
  2241. 07FB: set_interior 'FDPIZA' access 1 // Pizza Stack
  2242. 07FB: set_interior 'FDCHICK' access 1 // Cluckin' Bell
  2243. 07FB: set_interior 'FDBURG' access 1 // Burger Shot
  2244. 07FB: set_interior 'TATTOO' access 1 // Tattoo Parlor
  2245. 0164: disable_marker $MARKER_IDLEWOOD_BARBER
  2246. 04CE: $MARKER_IDLEWOOD_BARBER = create_icon_marker_without_sphere 7 at 2070.27 -1791.092 17.1484
  2247. 0164: disable_marker $MARKER_IDLEWOOD_PIZZERIA
  2248. 04CE: $MARKER_IDLEWOOD_PIZZERIA = create_icon_marker_without_sphere 29 at 2107.624 -1807.516 21.2114
  2249. 0394: play_music 1
  2250. 00D6: if
  2251. 0038: $2655 == 0
  2252. 004D: jump_if_false @INTRO2_14811
  2253. 04CE: $2591 = create_icon_marker_without_sphere 7 at 822.6 -1590.3 13.5
  2254. 04CE: $2592 = create_icon_marker_without_sphere 7 at -2570.1 245.4 10.3
  2255. 04CE: $2593 = create_icon_marker_without_sphere 7 at 2726.6 -2026.4 17.5
  2256. 04CE: $2594 = create_icon_marker_without_sphere 7 at 2080.3 2119.0 10.8
  2257. 04CE: $2595 = create_icon_marker_without_sphere 7 at 675.7 -496.6 16.8
  2258. 04CE: $2596 = create_icon_marker_without_sphere 29 at -1805.7 943.2 24.8
  2259. 04CE: $2597 = create_icon_marker_without_sphere 29 at 2750.9 2470.9 11.0
  2260. 04CE: $2598 = create_icon_marker_without_sphere 29 at 2351.8 2529.0 10.8
  2261. 04CE: $2599 = create_icon_marker_without_sphere 29 at 2635.5 1847.4 11.0
  2262. 04CE: $2600 = create_icon_marker_without_sphere 29 at 2083.4 2221.0 11.0
  2263. 04CE: $2601 = create_icon_marker_without_sphere 29 at -1719.1 1359.4 8.6
  2264. 04CE: $2602 = create_icon_marker_without_sphere 29 at 2330.2 75.2 31.0
  2265. 04CE: $2603 = create_icon_marker_without_sphere 29 at 203.2 -200.4 6.5
  2266. 04CE: $2604 = create_icon_marker_without_sphere 10 at 812.9 -1616.1 13.6
  2267. 04CE: $2605 = create_icon_marker_without_sphere 10 at 1199.1 -924.0 43.3
  2268. 04CE: $2606 = create_icon_marker_without_sphere 10 at 2362.2 2069.9 10.8
  2269. 04CE: $2607 = create_icon_marker_without_sphere 10 at 2469.5 2033.8 10.8
  2270. 04CE: $2608 = create_icon_marker_without_sphere 10 at 2172.9 2795.7 10.8
  2271. 04CE: $2609 = create_icon_marker_without_sphere 10 at 1875.3 2072.0 10.8
  2272. 04CE: $2610 = create_icon_marker_without_sphere 10 at 1161.5 2072.0 10.8
  2273. 04CE: $2611 = create_icon_marker_without_sphere 10 at -2356.0 1009.0 49.0
  2274. 04CE: $2612 = create_icon_marker_without_sphere 10 at -1913.3 826.2 36.9
  2275. 04CE: $2613 = create_icon_marker_without_sphere 10 at -2335.6 -165.6 39.5
  2276. 04CE: $2614 = create_icon_marker_without_sphere 14 at 2397.8 -1895.6 13.7
  2277. 04CE: $2615 = create_icon_marker_without_sphere 14 at 2421.6 -1509.6 24.1
  2278. 04CE: $2616 = create_icon_marker_without_sphere 14 at -2671.6 257.4 4.6
  2279. 04CE: $2617 = create_icon_marker_without_sphere 14 at 2392.4 2046.5 10.8
  2280. 04CE: $2618 = create_icon_marker_without_sphere 14 at 2844.5 2401.1 11.0
  2281. 04CE: $2619 = create_icon_marker_without_sphere 14 at 2635.5 1674.3 11.0
  2282. 04CE: $2620 = create_icon_marker_without_sphere 14 at 2105.7 2228.7 11.0
  2283. 04CE: $2621 = create_icon_marker_without_sphere 14 at -2154.0 -2461.2 30.8
  2284. 04CE: $2622 = create_icon_marker_without_sphere 14 at -1816.2 620.8 37.5
  2285. 04CE: $2623 = create_icon_marker_without_sphere 14 at -1216.0 1831.4 45.3
  2286. 04CE: $2624 = create_icon_marker_without_sphere 14 at 172.73 1176.76 13.7
  2287. 04CE: $2625 = create_icon_marker_without_sphere 14 at 932.0 -1353.0 14.0
  2288. 04CE: $2626 = create_icon_marker_without_sphere 39 at 1971.7 -2036.6 13.5
  2289. 04CE: $2627 = create_icon_marker_without_sphere 39 at 2071.6 -1779.9 13.5
  2290. 04CE: $2628 = create_icon_marker_without_sphere 39 at 2094.6 2119.0 10.8
  2291. 04CE: $2629 = create_icon_marker_without_sphere 39 at -2490.5 -40.1 39.3
  2292. 0004: $2655 = 1
  2293.  
  2294. :INTRO2_14811
  2295. 030C: progress_made += 1
  2296. 0051: return
  2297.  
  2298. :INTRO2_14817
  2299. 0004: $ONMISSION = 0
  2300. 00D6: if
  2301. 0256: player $PLAYER_CHAR defined
  2302. 004D: jump_if_false @INTRO2_14852
  2303. 039E: set_actor $PLAYER_ACTOR locked 0 while_in_car
  2304. 0647: unknown_actor $PLAYER_ACTOR look_task
  2305.  
  2306. :INTRO2_14852
  2307. 00D6: if
  2308. 8119: not car $RYDER_CAR wrecked
  2309. 004D: jump_if_false @INTRO2_14875
  2310. 053F: set_car $RYDER_CAR tires_vulnerability 1
  2311.  
  2312. :INTRO2_14875
  2313. 0249: release_model #WMYPIZZ
  2314. 0249: release_model #PICADOR
  2315. 0249: release_model #COLT45
  2316. 0249: release_model #CHROMEGUN
  2317. 0249: release_model #CIGAR
  2318. 0249: release_model #CIGAR_GLOW
  2319. 04EF: release_animation "SHOP"
  2320. 04EF: release_animation "GANGS"
  2321. 04EF: release_animation "FOOD"
  2322. 0004: $88 = 0
  2323. 0004: $676 = 0
  2324. 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
  2325. 0164: disable_marker 47@
  2326. 0164: disable_marker 34@
  2327. 0164: disable_marker 37@
  2328. 034F: destroy_actor_with_fade $ACTOR_RYDER
  2329. 01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian
  2330. 0296: unload_special_actor 1
  2331. 0296: unload_special_actor 2
  2332. 04CE: $449 = create_icon_marker_without_sphere 63 at 2067.4 -1831.2 13.5
  2333. 01EB: set_traffic_density_multiplier_to 1.0
  2334. 03DE: set_pedestrians_density_multiplier_to 1.0
  2335. 076C: set_zone 'IWD1' gang 0 density_to 20
  2336. 076C: set_zone 'IWD2' gang 0 density_to 20
  2337. 076C: set_zone 'IWD3A' gang 0 density_to 20
  2338. 076C: set_zone 'IWD3B' gang 0 density_to 20
  2339. 076C: set_zone 'IWD4' gang 0 density_to 20
  2340. 076C: set_zone 'IWD5' gang 0 density_to 20
  2341. 0004: $169 = 0
  2342. 00D8: mission_cleanup
  2343. 0051: return
  2344.  
  2345. :INTRO2_15117
  2346. 040D: unload_wav 2
  2347. 00D6: if
  2348. 0039: 89@ == 0
  2349. 004D: jump_if_false @INTRO2_15148
  2350. 03CF: load_wav 34200 as 2
  2351.  
  2352. :INTRO2_15148
  2353. 00D6: if
  2354. 0039: 89@ == 1
  2355. 004D: jump_if_false @INTRO2_15175
  2356. 03CF: load_wav 34201 as 2
  2357.  
  2358. :INTRO2_15175
  2359. 00D6: if
  2360. 0039: 89@ == 2
  2361. 004D: jump_if_false @INTRO2_15202
  2362. 03CF: load_wav 34202 as 2
  2363.  
  2364. :INTRO2_15202
  2365. 00D6: if
  2366. 0039: 89@ == 3
  2367. 004D: jump_if_false @INTRO2_15229
  2368. 03CF: load_wav 34203 as 2
  2369.  
  2370. :INTRO2_15229
  2371. 00D6: if
  2372. 0039: 89@ == 4
  2373. 004D: jump_if_false @INTRO2_15256
  2374. 03CF: load_wav 34204 as 2
  2375.  
  2376. :INTRO2_15256
  2377. 00D6: if
  2378. 0039: 89@ == 5
  2379. 004D: jump_if_false @INTRO2_15283
  2380. 03CF: load_wav 34205 as 2
  2381.  
  2382. :INTRO2_15283
  2383. 00D6: if
  2384. 0039: 89@ == 6
  2385. 004D: jump_if_false @INTRO2_15310
  2386. 03CF: load_wav 34206 as 2
  2387.  
  2388. :INTRO2_15310
  2389. 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB
  2390. 0968: actor $PLAYER_ACTOR stop_mouth
  2391. 040D: unload_wav 1
  2392.  
  2393. :INTRO2_15326
  2394. 00D6: if
  2395. 83D0: not wav 2 loaded
  2396. 004D: jump_if_false @INTRO2_15388
  2397. 0001: wait 0 ms
  2398. 00D6: if
  2399. 0119: car $RYDER_CAR wrecked
  2400. 004D: jump_if_false @INTRO2_15363
  2401. 0051: return
  2402.  
  2403. :INTRO2_15363
  2404. 00D6: if
  2405. 0118: actor $ACTOR_RYDER dead
  2406. 004D: jump_if_false @INTRO2_15381
  2407. 0051: return
  2408.  
  2409. :INTRO2_15381
  2410. 0002: jump @INTRO2_15326
  2411.  
  2412. :INTRO2_15388
  2413. 03D1: play_wav 2
  2414. 00D6: if
  2415. 0039: 89@ == 0
  2416. 004D: jump_if_false @INTRO2_15426
  2417. 00BC: show_text_highpriority GXT 'RYDX_AA' time 3000 flag 1 // ~z~Hop in, CJ.
  2418.  
  2419. :INTRO2_15426
  2420. 00D6: if
  2421. 0039: 89@ == 1
  2422. 004D: jump_if_false @INTRO2_15460
  2423. 00BC: show_text_highpriority GXT 'RYDX_AB' time 3000 flag 1 // ~z~Jump in.
  2424.  
  2425. :INTRO2_15460
  2426. 00D6: if
  2427. 0039: 89@ == 2
  2428. 004D: jump_if_false @INTRO2_15494
  2429. 00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1 // ~z~Get in fool!
  2430.  
  2431. :INTRO2_15494
  2432. 00D6: if
  2433. 0039: 89@ == 3
  2434. 004D: jump_if_false @INTRO2_15528
  2435. 00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1 // ~z~All aboard, CJ.
  2436.  
  2437. :INTRO2_15528
  2438. 00D6: if
  2439. 0039: 89@ == 4
  2440. 004D: jump_if_false @INTRO2_15562
  2441. 00BC: show_text_highpriority GXT 'RYDX_AE' time 3000 flag 1 // ~z~Guess you drivin, huh?
  2442.  
  2443. :INTRO2_15562
  2444. 00D6: if
  2445. 0039: 89@ == 5
  2446. 004D: jump_if_false @INTRO2_15596
  2447. 00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1 // ~z~C'mon CJ, earn your keep!
  2448.  
  2449. :INTRO2_15596
  2450. 00D6: if
  2451. 0039: 89@ == 6
  2452. 004D: jump_if_false @INTRO2_15630
  2453. 00BC: show_text_highpriority GXT 'RYDX_AG' time 3000 flag 1 // ~z~I'm tripping man, you drive.
  2454.  
  2455. :INTRO2_15630
  2456. 00D6: if
  2457. 83D2: not wav 2 ended
  2458. 004D: jump_if_false @INTRO2_15692
  2459. 0001: wait 0 ms
  2460. 00D6: if
  2461. 0119: car $RYDER_CAR wrecked
  2462. 004D: jump_if_false @INTRO2_15667
  2463. 0051: return
  2464.  
  2465. :INTRO2_15667
  2466. 00D6: if
  2467. 0118: actor $ACTOR_RYDER dead
  2468. 004D: jump_if_false @INTRO2_15685
  2469. 0051: return
  2470.  
  2471. :INTRO2_15685
  2472. 0002: jump @INTRO2_15630
  2473.  
  2474. :INTRO2_15692
  2475. 000A: 89@ += 1
  2476. 00D6: if
  2477. 0019: 89@ > 6
  2478. 004D: jump_if_false @INTRO2_15724
  2479. 0006: 89@ = 0
  2480.  
  2481. :INTRO2_15724
  2482. 0051: return
  2483.  
  2484. :INTRO2_15726
  2485. 00D6: if
  2486. 8118: not actor $ACTOR_RYDER dead
  2487. 004D: jump_if_false @INTRO2_16033
  2488. 00D6: if
  2489. 0611: actor $ACTOR_RYDER performing_animation "SMOKE_RYD"
  2490. 004D: jump_if_false @INTRO2_16028
  2491. 0613: 93@ = actor $ACTOR_RYDER animation "SMOKE_RYD" time
  2492. 00D6: if
  2493. 0039: 63@ == 0
  2494. 004D: jump_if_false @INTRO2_15894
  2495. 00D6: if
  2496. 0031: 93@ >= 0.785
  2497. 004D: jump_if_false @INTRO2_15894
  2498. 0107: 39@ = create_object #CIGAR_GLOW at 2440.58 -1979.89 14.2
  2499. 069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
  2500. 0006: 63@ = 1
  2501.  
  2502. :INTRO2_15894
  2503. 00D6: if
  2504. 0039: 63@ == 1
  2505. 004D: jump_if_false @INTRO2_15960
  2506. 00D6: if and
  2507. 0031: 93@ >= 0.15
  2508. 0023: 0.335 > 93@
  2509. 004D: jump_if_false @INTRO2_15960
  2510. 064C: make_particle 55@ visible
  2511. 0108: destroy_object 39@
  2512. 0006: 63@ = 2
  2513.  
  2514. :INTRO2_15960
  2515. 00D6: if
  2516. 0039: 63@ == 2
  2517. 004D: jump_if_false @INTRO2_16021
  2518. 00D6: if or
  2519. 0031: 93@ >= 0.335
  2520. 0023: 0.15 > 93@
  2521. 004D: jump_if_false @INTRO2_16021
  2522. 064E: stop_particle 55@
  2523. 0006: 63@ = 0
  2524.  
  2525. :INTRO2_16021
  2526. 0002: jump @INTRO2_16033
  2527.  
  2528. :INTRO2_16028
  2529. 064E: stop_particle 55@
  2530.  
  2531. :INTRO2_16033
  2532. 0051: return
  2533.  
  2534. :INTRO2_16035
  2535. 00D6: if or
  2536. 0039: 56@ == 0
  2537. 0039: 56@ == 1
  2538. 004D: jump_if_false @INTRO2_16105
  2539. 00D6: if
  2540. 002D: 50@ >= 49@ // (int)
  2541. 004D: jump_if_false @INTRO2_16105
  2542. 00D6: if
  2543. 0019: 32@ > 200
  2544. 004D: jump_if_false @INTRO2_16105
  2545. 0050: gosub @INTRO2_16177
  2546.  
  2547. :INTRO2_16105
  2548. 00D6: if
  2549. 0039: 56@ == 2
  2550. 004D: jump_if_false @INTRO2_16175
  2551. 00D6: if
  2552. 03D2: wav 1 ended
  2553. 004D: jump_if_false @INTRO2_16175
  2554. 0050: gosub @INTRO2_16526
  2555. 0006: 56@ = 0
  2556. 000A: 49@ += 1
  2557. 0006: 64@ = 0
  2558. 00BE: text_clear_all
  2559. 0006: 32@ = 0
  2560.  
  2561. :INTRO2_16175
  2562. 0051: return
  2563.  
  2564. :INTRO2_16177
  2565. 00D6: if
  2566. 0039: 56@ == 0
  2567. 004D: jump_if_false @INTRO2_16213
  2568. 03CF: load_wav 70@(49@,17i) as 1
  2569. 0006: 56@ = 1
  2570.  
  2571. :INTRO2_16213
  2572. 00D6: if
  2573. 0039: 56@ == 1
  2574. 004D: jump_if_false @INTRO2_16278
  2575. 00D6: if
  2576. 03D0: wav 1 loaded
  2577. 004D: jump_if_false @INTRO2_16278
  2578. 00BC: show_text_highpriority GXT $6503(49@,17s) time 4000 flag 1
  2579. 03D1: play_wav 1
  2580. 0050: gosub @INTRO2_16280
  2581. 0006: 56@ = 2
  2582.  
  2583. :INTRO2_16278
  2584. 0051: return
  2585.  
  2586. :INTRO2_16280
  2587. 00D6: if or
  2588. 04A4: 70@(49@,17i) == 20227 // @ == any
  2589. 04A4: 70@(49@,17i) == 20229 // @ == any
  2590. 004D: jump_if_false @INTRO2_16348
  2591. 00D6: if
  2592. 8118: not actor 35@ dead
  2593. 004D: jump_if_false @INTRO2_16348
  2594. 0A09: set_actor 35@ muted 1 // versionB
  2595. 0967: actor 35@ move_mouth 3000 ms
  2596. 0051: return
  2597.  
  2598. :INTRO2_16348
  2599. 00D6: if or
  2600. 04A4: 70@(49@,17i) == 20211 // @ == any
  2601. 04A4: 70@(49@,17i) == 20215 // @ == any
  2602. 04A4: 70@(49@,17i) == 20202 // @ == any
  2603. 04A4: 70@(49@,17i) == 20204 // @ == any
  2604. 04A4: 70@(49@,17i) == 20206 // @ == any
  2605. 004D: jump_if_false @INTRO2_16436
  2606. 0A09: set_actor $PLAYER_ACTOR muted 1 // versionB
  2607. 0967: actor $PLAYER_ACTOR move_mouth 3000 ms
  2608. 0051: return
  2609.  
  2610. :INTRO2_16436
  2611. 00D6: if or
  2612. 04A4: 70@(49@,17i) == 20209 // @ == any
  2613. 04A4: 70@(49@,17i) == 20230 // @ == any
  2614. 004D: jump_if_false @INTRO2_16493
  2615. 0A09: set_actor $PLAYER_ACTOR muted 1 // versionB
  2616. 0967: actor $PLAYER_ACTOR move_mouth 3000 ms
  2617. 0002: jump @INTRO2_16524
  2618.  
  2619. :INTRO2_16493
  2620. 00D6: if
  2621. 8118: not actor $ACTOR_RYDER dead
  2622. 004D: jump_if_false @INTRO2_16524
  2623. 0A09: set_actor $ACTOR_RYDER muted 1 // versionB
  2624. 0967: actor $ACTOR_RYDER move_mouth 3000 ms
  2625.  
  2626. :INTRO2_16524
  2627. 0051: return
  2628.  
  2629. :INTRO2_16526
  2630. 00D6: if or
  2631. 04A4: 70@(49@,17i) == 20227 // @ == any
  2632. 04A4: 70@(49@,17i) == 20229 // @ == any
  2633. 004D: jump_if_false @INTRO2_16591
  2634. 00D6: if
  2635. 8118: not actor 35@ dead
  2636. 004D: jump_if_false @INTRO2_16591
  2637. 0A09: set_actor 35@ muted 0 // versionB
  2638. 0968: actor 35@ stop_mouth
  2639. 0051: return
  2640.  
  2641. :INTRO2_16591
  2642. 00D6: if or
  2643. 04A4: 70@(49@,17i) == 20211 // @ == any
  2644. 04A4: 70@(49@,17i) == 20215 // @ == any
  2645. 04A4: 70@(49@,17i) == 20202 // @ == any
  2646. 04A4: 70@(49@,17i) == 20204 // @ == any
  2647. 04A4: 70@(49@,17i) == 20206 // @ == any
  2648. 004D: jump_if_false @INTRO2_16676
  2649. 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB
  2650. 0968: actor $PLAYER_ACTOR stop_mouth
  2651. 0051: return
  2652.  
  2653. :INTRO2_16676
  2654. 00D6: if or
  2655. 04A4: 70@(49@,17i) == 20209 // @ == any
  2656. 04A4: 70@(49@,17i) == 20230 // @ == any
  2657. 004D: jump_if_false @INTRO2_16730
  2658. 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB
  2659. 0968: actor $PLAYER_ACTOR stop_mouth
  2660. 0002: jump @INTRO2_16758
  2661.  
  2662. :INTRO2_16730
  2663. 00D6: if
  2664. 8118: not actor $ACTOR_RYDER dead
  2665. 004D: jump_if_false @INTRO2_16758
  2666. 0A09: set_actor $ACTOR_RYDER muted 0 // versionB
  2667. 0968: actor $ACTOR_RYDER stop_mouth
  2668.  
  2669. :INTRO2_16758
  2670. 0051: return
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