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- {$Cleo}
- // LoadMod by RenanMSV 5
- const
- carro = 1@
- variavel = 0@
- variavel2 = 2@
- variavel3 = 3@
- ator = 4@
- carro2 = 7@
- end
- var
- variavel : int = random(1,9)
- end
- if $intro_mission_passed == 0
- then
- 0A93: end_custom_thread
- end
- while not player.Defined($Player_Char)
- wait 0
- end
- wait 1000
- fade 0 500
- select_interior 0
- 0860: link_actor $Player_Actor to_interior 0
- actor.PutAt($Player_Actor ,0.0, 0.0, 1.0)
- if variavel == 1
- then
- variavel = random (1,4)
- if variavel == 1
- then
- #ADMIRAL.Load()
- while not #ADMIRAL.Available()
- wait 0
- variavel2 = 445
- end
- end
- if variavel == 2
- then
- #INFERNUS.Load()
- while not #INFERNUS.Available()
- wait 0
- variavel2 = 411
- end
- end
- if variavel == 3
- then
- #ZR350.Load()
- while not #ZR350.Available()
- wait 0
- variavel2 = 477
- end
- end
- car.Create(carro,variavel2,1804.8455, 1563.4705, 6.742)
- model.Destroy(variavel2)
- 072A: put_actor $Player_Actor into_car carro driverseat
- variavel = random (1,4)
- if variavel == 2
- then
- car.Health(carro) = 350
- 081D: set_car carro engine_broken 1
- end
- car.SetSpeedInstantly(carro,40.0)
- car.RemoveReferences(carro)
- 0581: enable_radar 0
- 0826: enable_hud 0
- camera.SetPosition(1760.4023, 1685.8041, 21.6859,0.0,0.0,0.0)
- camera.PointAt(1806.5425, 1604.8749, 6.7411,2)
- wait 1200
- fade 1 1000
- wait 2800
- 0581: enable_radar 1
- 0826: enable_hud 1
- camera.Restore_WithJumpCut()
- wait 200
- 0A93: end_custom_thread
- end
- if variavel == 2
- then
- actor.PutAt($Player_Actor,2478.6113, -1687.7021, 13.5078)
- 04ED: load_animation "SMOKING"
- while 84EE: not animation "SMOKING" loaded
- wait 0
- end
- 0581: enable_radar 0
- 0826: enable_hud 0
- 0812: AS_actor $Player_Actor perform_animation "M_smklean_loop" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6700 // versionB
- 04EF: release_animation "SMOKING"
- camera.SetPosition(2481.7603, -1670.8783, 13.3401,0.0,0.0,0.0)
- camera.PointAt(2478.6113, -1687.7021, 13.5078,2)
- fade 1 1000
- wait 6700
- variavel = random(1,5)
- if variavel == 2
- then
- #COPCARLA.Load()
- while not #COPCARLA.Available()
- wait 0
- end
- #LAPD1.Load()
- while not #LAPD1.Available()
- wait 0
- end
- #DESERT_EAGLE.Load()
- while not #DESERT_EAGLE.Available()
- wait 0
- end
- car.Create(carro,#COPCARLA,2468.7327, -1661.965, 13.3247)
- actor.CreateAsDriver(ator,6,#LAPD1,carro)
- car.Angle(carro) = 180.0
- actor.GiveWeaponAndAmmo(ator,24,100)
- car.DriveTo(carro,2480.2305, -1679.4049, 13.3392)
- 0397: enable_car carro siren 1
- while 80EE: not actor ator sphere 0 near_point 2480.2305 -1679.4049 radius 1.0 1.0 in_car
- wait 0
- end
- 01F0: set_max_wanted_level_to 6
- player.WantedLevel($Player_Char) = 2
- 0633: AS_actor ator exit_car
- 07A5: AS_actor ator attack_actor $Player_Actor time -1
- actor.RemoveReferences(ator)
- 0581: enable_radar 1
- 0826: enable_hud 1
- camera.Restore_WithJumpCut()
- 0A93: end_custom_thread
- end
- 0581: enable_radar 1
- 0826: enable_hud 1
- camera.Restore_WithJumpCut()
- 0A93: end_custom_thread
- end
- if variavel == 3
- then
- 087B: set_player $PLAYER_CHAR clothes_texture "player_torso" model "torso" body_part 0
- 087B: set_player $PLAYER_CHAR clothes_texture "player_legs" model "legs" body_part 2
- player.Build($Player_Char)
- 04ED: load_animation "CRACK"
- while 84EE: not animation "CRACK" loaded
- wait 0
- end
- 0581: enable_radar 0
- 0826: enable_hud 0
- actor.PutAt($Player_Actor,-127.9633, 2255.189, 27.9602)
- actor.Angle($Player_Actor) = 221.0
- 0812: AS_actor $Player_Actor perform_animation "crckidle4" IFP "CRACK" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5700 // versionB
- 04EF: release_animation "CRACK"
- camera.SetPosition(-127.9633, 2255.189, 35.9602,0.0,0.0,0.0)
- camera.PointAt(-127.9633, 2255.189, 27.9602,2)
- fade 1 1000
- wait 5700
- 0812: AS_actor $Player_Actor perform_animation "getup" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- wait 1370
- 0581: enable_radar 1
- 0826: enable_hud 1
- camera.Restore_WithJumpCut()
- 0A93: end_custom_thread
- end
- if variavel == 4
- then
- select_interior 2
- 0860: link_actor $PLAYER_ACTOR to_interior 2
- actor.PutAt($Player_Actor,1202.1926, -1.753, 1000.9219)
- actor.Angle($Player_Actor) = 270.0
- 0581: enable_radar 0
- 0826: enable_hud 0
- 04ED: load_animation "DANCING"
- while 84EE: not animation "DANCING" loaded
- wait 0
- end
- #VHFYST3.Load()
- while not #VHFYST3.Available()
- wait 0
- end
- actor.Create(ator,22,#VHFYST3,1202.9109, -0.4245, 1000.9219)
- 0860: link_actor ator to_interior 2
- actor.Angle(ator) = 234.0
- 0812: AS_actor $Player_Actor perform_animation "seat_idle" IFP "ped" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 4300 // versionB
- 0812: AS_actor ator perform_animation "dnce_M_b" IFP "dancing" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 4300 // versionB
- camera.SetPosition(1206.4126, -3.2234, 1000.9219,0.0,0.0,0.0)
- camera.PointAt(1202.1926, -1.753, 1000.9219,2)
- fade 1 1000
- wait 4300
- 0812: AS_actor $Player_Actor perform_animation "seat_up" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- wait 1100
- 0581: enable_radar 1
- 0826: enable_hud 1
- camera.Restore_WithJumpCut()
- 04EF: release_animation "DANCING"
- #VHFYST3.Destroy()
- actor.RemoveReferences(ator)
- 0A93: end_custom_thread
- end
- if variavel == 5
- then
- 01F0: set_max_wanted_level_to 6
- player.WantedLevel($Player_Char) = 4
- #INFERNUS.Load()
- while not #INFERNUS.Available()
- wait 0
- end
- #COPCARSF.Load()
- while not #COPCARSF.Available()
- wait 0
- end
- #SFPD1.Load()
- while not #SFPD1.Available()
- wait 0
- end
- camera.SetPosition(-1518.8641, 862.905, 22.901,0.0,0.0,0.0)
- camera.PointAt(-1559.0472, 786.3181, 6.5321,2)
- car.Create(carro,#INFERNUS,-1560.8864, 889.5909, 6.5302)
- car.Angle(carro) = 180.0
- 072A: put_actor $Player_Actor into_car carro driverseat
- car.Create(carro2,#COPCARSF,-1560.8864, 910.153, 6.5307)
- car.Angle(carro2) = 180.0
- actor.CreateAsDriver(ator,6,#SFPD1,carro2)
- 0397: enable_car carro2 siren 1
- actor.RemoveReferences(ator)
- car.RemoveReferences(carro2)
- 32@ = 0
- while 32@ < 1500
- wait 0
- end
- fade 1 1000
- #INFERNUS.Destroy()
- #COPCARSF.Destroy()
- #SFPD1.Destroy()
- 32@ = 0
- while 32@ < 4000
- wait 0
- car.SetSpeedInstantly(carro,40.0)
- car.SetSpeedInstantly(carro2,40.0)
- end
- car.RemoveReferences(carro)
- camera.Restore_WithJumpCut()
- 0A93: end_custom_thread
- end
- if variavel == 6
- then
- #MAVERICK.Load()
- while not #MAVERICK.available()
- wait 0
- end
- car.Create(carro,#MAVERICK,-2264.7124, -257.3289, 128.7511)
- #MAVERICK.Destroy()
- car.Angle(carro) = 200.0
- car.SetSpeedInstantly(carro,70.0)
- 036A: $Player_Actor carro
- car.RemoveReferences(carro)
- fade 1 1000
- 0A93: end_custom_thread
- end
- if variavel == 7
- then
- #DODO.Load()
- while not #DODO.available()
- wait 0
- end
- car.Create(carro,#DODO,966.2891, -1575.5026, 106.6453)
- #DODO.Destroy()
- car.Angle(carro) = 286.0
- car.SetSpeedInstantly(carro,70.0)
- 036A: $Player_Actor carro
- car.RemoveReferences(carro)
- fade 1 1000
- 0A93: end_custom_thread
- end
- if variavel == 8
- then
- select_interior 17
- 0860: link_actor $Player_Actor to_interior 17
- actor.PutAt($Player_Actor,488.7235, -13.1248, 1000.6797)
- #OFYST.Load()
- while not #OFYST.Available()
- wait 0
- end
- actor.Create(ator,5,#OFYST,485.9657, -10.9595, 1000.6797)
- 0860: link_actor ator to_interior 17
- actor.Angle(ator) = 226.0
- 04ED: load_animation "DANCING"
- while 84EE: not animation "DANCING" loaded
- wait 0
- end
- 0581: enable_radar 0
- 0826: enable_hud 0
- 0812: AS_actor $Player_Actor perform_animation "dnce_M_e" IFP "dancing" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6700 // versionB
- 0812: AS_actor ator perform_animation "dnce_M_e" IFP "dancing" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 6700 // versionB
- 04EF: release_animation "DANCING"
- camera.SetPosition(484.1937, -4.6025, 1002.0781,0.0,0.0,0.0)
- camera.PointAt(490.9389, -16.0337, 1000.6797,2)
- fade 1 1000
- wait 6700
- 0581: enable_radar 1
- 0826: enable_hud 1
- actor.RemoveReferences(ator)
- camera.Restore_WithJumpCut()
- 0A93: end_custom_thread
- end
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