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AVS

Jul 23rd, 2015
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  1.  
  2. //-------------Mission 65---------------
  3. // Originally: A Volatile Situation (JD)
  4.  
  5. :JDT3
  6. 03A9: name_thread 'JDT3' // A Volatile Situation
  7. 0050: gosub @JDT3_931
  8. 00DB: if or
  9. 0117: wasted_or_busted
  10. $4015 == 0
  11. 004D: jump_if_false @JDT3_49
  12. 0050: gosub @JDT3_13163
  13. 0002: jump @JDT3_56
  14.  
  15. :JDT3_49
  16. 0050: gosub @JDT3_13222
  17.  
  18. :JDT3_56
  19. 0050: gosub @JDT3_13285
  20. 004E: end_thread
  21.  
  22. :JDT3_65
  23. 811E: not car 0@ wrecked
  24. 004D: jump_if_false @JDT3_129
  25. 020D: $3913 = random_float 3.0 6.0
  26. 020D: $3910 = random_float -2.0 2.0
  27. 020D: $3911 = random_float -5.0 2.0
  28. 020D: $3912 = random_float -2.0 2.0
  29. 060A: 0@ 0 0 $3913
  30. 0609: 0@ $3910 $3911 $3912
  31. 0210: explode_car 0@
  32.  
  33. :JDT3_129
  34. 0051: return
  35.  
  36. :JDT3_131
  37. 011D: actor 0@ dead
  38. 004D: jump_if_false @JDT3_148
  39. 3@ = -1
  40. 0051: return
  41.  
  42. :JDT3_148
  43. 00A0: 0@ 4@ 5@ 6@
  44. 0087: 7@ = 4@ // @ = @ (float)
  45. 0063: 7@ -= 1@ // @ -= @ (float)
  46. 0087: 8@ = 5@ // @ = @ (float)
  47. 0063: 8@ -= 1@ // @ -= @ (float)
  48. 0087: 9@ = 4@ // @ = @ (float)
  49. 005B: 9@ += 1@ // @ += @ (float)
  50. 0087: 10@ = 5@ // @ = @ (float)
  51. 005B: 10@ += 1@ // @ += @ (float)
  52. 11@ = 0
  53. 032C: 3@ = create_random_car_with_actors 2@ in_area 7@ 8@ 9@ 10@
  54. 0051: return
  55.  
  56. :JDT3_200
  57. 0087: 4@ = 0@ // @ = @ (float)
  58. 0063: 4@ -= 3@ // @ -= @ (float)
  59. 0087: 5@ = 1@ // @ = @ (float)
  60. 0063: 5@ -= 3@ // @ -= @ (float)
  61. 0087: 6@ = 0@ // @ = @ (float)
  62. 005B: 6@ += 3@ // @ += @ (float)
  63. 0087: 7@ = 1@ // @ = @ (float)
  64. 005B: 7@ += 3@ // @ += @ (float)
  65. 061B: 4@ 5@ -50.0 6@ 7@ 50.0
  66. 0051: return
  67.  
  68. :JDT3_246
  69. 4@ = 0
  70. 5@ = 0
  71. 0087: 6@ = 0@ // @ = @ (float)
  72. 0063: 6@ -= 3@ // @ -= @ (float)
  73. 0087: 7@ = 1@ // @ = @ (float)
  74. 0063: 7@ -= 3@ // @ -= @ (float)
  75. 0087: 8@ = 0@ // @ = @ (float)
  76. 005B: 8@ += 3@ // @ += @ (float)
  77. 0087: 9@ = 1@ // @ = @ (float)
  78. 005B: 9@ += 3@ // @ += @ (float)
  79. 4@ = 0
  80.  
  81. :JDT3_290
  82. 30 > 4@
  83. 004D: jump_if_false @JDT3_365
  84. 0001: wait 0 ms
  85. 5@ = 0
  86. 0615: 6@ 7@ 8@ 9@ -1 5@
  87. not 5@ == -1
  88. 004D: jump_if_false @JDT3_348
  89. 05AE: constant_params 1 variable_params 0 unknown 11 call_with_params @JDT3_65 5@
  90. 0002: jump @JDT3_353
  91.  
  92. :JDT3_348
  93. 4@ = 30
  94.  
  95. :JDT3_353
  96. 4@ += 1
  97. 0002: jump @JDT3_290
  98.  
  99. :JDT3_365
  100. 05AE: constant_params 4 variable_params 0 unknown 11 call_with_params @JDT3_200 0@ 1@ 2@ 3@
  101. 0051: return
  102.  
  103. :JDT3_381
  104. $1097 == 1
  105. 004D: jump_if_false @JDT3_406
  106. 2@ = 2
  107. 0002: jump @JDT3_411
  108.  
  109. :JDT3_406
  110. 2@ = 1
  111.  
  112. :JDT3_411
  113. 0@ == 0
  114. 004D: jump_if_false @JDT3_471
  115. 03D4: load_wav 'JDT3_AA' as 1 // ~w~Hey Toni, I can't come out right now, I'm busy... you know?
  116. 0001: wait 0 ms
  117.  
  118. :JDT3_437
  119. 83D5: not wav 1 loaded
  120. 004D: jump_if_false @JDT3_458
  121. 0001: wait 0 ms
  122. 0002: jump @JDT3_437
  123.  
  124. :JDT3_458
  125. $1097 = 1
  126. 0002: jump @JDT3_887
  127.  
  128. :JDT3_471
  129. 1@ == 0
  130. 004D: jump_if_false @JDT3_494
  131. 05AE: constant_params 1 variable_params 0 unknown 3 call_with_params @DEBMENU_1051 $1097
  132.  
  133. :JDT3_494
  134. 0@ == 1
  135. 004D: jump_if_false @JDT3_524
  136. 03D4: load_wav 'JDT3_AB' as 2@ // ~w~Why? What's going on in there? ...and what the hell is that smell?
  137. 0002: jump @JDT3_847
  138.  
  139. :JDT3_524
  140. 0@ == 2
  141. 004D: jump_if_false @JDT3_554
  142. 03D4: load_wav 'JDT3_AC' as 2@ // ~w~Look, Toni, we're catering for some real ah... specialists today.
  143. 0002: jump @JDT3_847
  144.  
  145. :JDT3_554
  146. 0@ == 3
  147. 004D: jump_if_false @JDT3_584
  148. 03D4: load_wav 'JDT3_AD' as 2@ // ~w~This stuff is internet gold-dust!
  149. 0002: jump @JDT3_847
  150.  
  151. :JDT3_584
  152. 0@ == 4
  153. 004D: jump_if_false @JDT3_614
  154. 03D4: load_wav 'JDT3_AE' as 2@ // ~w~What you should be concerning yourself with is that Leone gaming house, up in Saint Mark's.
  155. 0002: jump @JDT3_847
  156.  
  157. :JDT3_614
  158. 0@ == 5
  159. 004D: jump_if_false @JDT3_644
  160. 03D4: load_wav 'JDT3_AG' as 2@ // ~w~The Sindaccos are going nuts about it.
  161. 0002: jump @JDT3_847
  162.  
  163. :JDT3_644
  164. 0@ == 6
  165. 004D: jump_if_false @JDT3_674
  166. 03D4: load_wav 'JDT3_AH' as 2@ // ~w~I heard they're gonna blow the place off the map.
  167. 0002: jump @JDT3_847
  168.  
  169. :JDT3_674
  170. 0@ == 7
  171. 004D: jump_if_false @JDT3_704
  172. 03D4: load_wav 'JDT3_BA' as 2@ // ~w~Toni? It's JD.
  173. 0002: jump @JDT3_847
  174.  
  175. :JDT3_704
  176. 0@ == 8
  177. 004D: jump_if_false @JDT3_734
  178. 03D4: load_wav 'JDT3_BB' as 2@ // ~w~Look, I just heard there's a bunch of Sindacco goons coming your way.
  179. 0002: jump @JDT3_847
  180.  
  181. :JDT3_734
  182. 0@ == 9
  183. 004D: jump_if_false @JDT3_764
  184. 03D4: load_wav 'JDT3_BC' as 2@ // ~w~And they're packing, big-time!
  185. 0002: jump @JDT3_847
  186.  
  187. :JDT3_764
  188. 0@ == 10
  189. 004D: jump_if_false @JDT3_794
  190. 03D4: load_wav 'JDT3_BD' as 2@ // ~w~Watch yourself!
  191. 0002: jump @JDT3_847
  192.  
  193. :JDT3_794
  194. 0@ == 11
  195. 004D: jump_if_false @JDT3_824
  196. 03D4: load_wav 'JDT3_BE' as 2@ // ~w~Thanks JD!
  197. 0002: jump @JDT3_847
  198.  
  199. :JDT3_824
  200. 0@ == 12
  201. 004D: jump_if_false @JDT3_847
  202. 03D4: load_wav 'JDT3_BF' as 2@ // ~w~Appreciate it.
  203.  
  204. :JDT3_847
  205. 13 >= 0@
  206. 004D: jump_if_false @JDT3_882
  207. 0001: wait 0 ms
  208.  
  209. :JDT3_862
  210. 83D5: not wav 2@ loaded
  211. 004D: jump_if_false @JDT3_882
  212. 0001: wait 0 ms
  213. 0002: jump @JDT3_862
  214.  
  215. :JDT3_882
  216. 008A: $1097 = 2@ // $ = @ (int)
  217.  
  218. :JDT3_887
  219. 0051: return
  220.  
  221. :JDT3_889
  222. 03D4: load_wav 'JD_SLPN' as 2
  223. 0001: wait 0 ms
  224.  
  225. :JDT3_904
  226. 83D5: not wav 2 loaded
  227. 004D: jump_if_false @JDT3_925
  228. 0001: wait 0 ms
  229. 0002: jump @JDT3_904
  230.  
  231. :JDT3_925
  232. 03D6: play_wav 2
  233. 0051: return
  234.  
  235. :JDT3_931
  236. ONMISSION = 1
  237. 031C: increment_mission_attempts
  238. 0001: wait 0 ms
  239. 0551: use_GXT_table 'JDT3' // A Volatile Situation
  240. $3926 = 0
  241. $3941 = 0
  242. $3942 = -1
  243. 26@ = 0
  244. 27@ = 0
  245. 30@ = 0
  246. 31@ = 0
  247. 32@ = 0
  248. 45@ = 0
  249. 46@ = 0
  250. $3955 = 1041.0
  251. $3960 = -366.0
  252. $3965 = -100.0
  253. $3970 = 180.0
  254. $3975 = 1050.0
  255. $3980 = -379.0
  256. $3985 = 16.0
  257. $3956 = 937.0
  258. $3961 = -456.0
  259. $3966 = -100.0
  260. $3971 = 270.0
  261. $3976 = 948.0
  262. $3981 = -448.0
  263. $3986 = 16.0
  264. $3957 = 972.0
  265. $3962 = -337.0
  266. $3967 = -100.0
  267. $3972 = 90.0
  268. $3977 = 963.0
  269. $3982 = -346.0
  270. $3987 = 12.0
  271. $3958 = 908.0
  272. $3963 = -288.0
  273. $3968 = -100.0
  274. $3973 = 180.0
  275. $3978 = 918.0
  276. $3983 = -299.0
  277. $3988 = 6.0
  278. $3959 = 944.0
  279. $3964 = -392.0
  280. $3969 = -100.0
  281. $3974 = 270.0
  282. $3979 = 952.0
  283. $3984 = -382.0
  284. $3989 = 16.0
  285. $3993 = 1142.5
  286. $3995 = -432.5
  287. $3997 = -100.0
  288. $3999 = 0
  289. $3994 = 1139.5
  290. $3996 = -432.5
  291. $3998 = -100.0
  292. $4000 = 0
  293. $4015 = 100
  294. $4007 = 1141.0
  295. $4008 = -431.0
  296. $4009 = 20.0
  297. 025B: player PLAYER_CHAR defined
  298. 004D: jump_if_false @JDT3_1349
  299. 0115: clear_player PLAYER_CHAR wanted_level
  300.  
  301. :JDT3_1349
  302. 01F5: set_max_wanted_level_to 0
  303. 0050: gosub @JDT3_9566
  304. 018F: 12@ = create_checkpoint_at 1129.5 -439.0 20.0
  305. 00BC: text_highpriority 'JDT3_R' 5000 ms 1 // ~w~Check out the ~y~Casino.
  306. 0050: gosub @JDT3_12029
  307. 0050: gosub @JDT3_11665
  308. 0050: gosub @JDT3_8904
  309. 0050: gosub @JDT3_1553
  310. 825B: not player PLAYER_CHAR defined
  311. 004D: jump_if_false @JDT3_1429
  312. 0051: return
  313.  
  314. :JDT3_1429
  315. 0050: gosub @JDT3_2280
  316. 03CC: unknown_maby_cops_density 0
  317. 825B: not player PLAYER_CHAR defined
  318. 004D: jump_if_false @JDT3_1452
  319. 0051: return
  320.  
  321. :JDT3_1452
  322. 0050: gosub @JDT3_1711
  323. 00DB: if or
  324. 825B: not player PLAYER_CHAR defined
  325. $4015 == 0
  326. 004D: jump_if_false @JDT3_1481
  327. 0051: return
  328.  
  329. :JDT3_1481
  330. 0050: gosub @JDT3_1782
  331. 00DB: if or
  332. 825B: not player PLAYER_CHAR defined
  333. $4015 == 0
  334. 004D: jump_if_false @JDT3_1510
  335. 0051: return
  336.  
  337. :JDT3_1510
  338. 0050: gosub @JDT3_1854
  339. 00DB: if or
  340. 825B: not player PLAYER_CHAR defined
  341. $4015 == 0
  342. 004D: jump_if_false @JDT3_1539
  343. 0051: return
  344.  
  345. :JDT3_1539
  346. 0001: wait 2000 ms
  347. 0050: gosub @JDT3_1933
  348. 0051: return
  349.  
  350. :JDT3_1553
  351. 0161: set_zone_gang_info 'LITTLEI' day/night 1 17 0 0 0 0 0 0 0 0 0 20 // Saint Mark's
  352. 0161: set_zone_gang_info 'LITTLEI' day/night 0 11 0 0 0 0 0 0 0 0 0 10 // Saint Mark's
  353. 0157: set_zone_car_info 'LITTLEI' day/night 1 30 50 0 0 0 0 0 0 0 0 20 // Saint Mark's
  354. 0157: set_zone_car_info 'LITTLEI' day/night 0 20 50 0 0 0 0 0 0 0 0 10 // Saint Mark's
  355.  
  356. :JDT3_1653
  357. 80FA: not player PLAYER_CHAR near_point 1129.5 -439.0 20.0 radius 3.0 3.0 3.0 1
  358. 004D: jump_if_false @JDT3_1709
  359. 0001: wait 0 ms
  360. 825B: not player PLAYER_CHAR defined
  361. 004D: jump_if_false @JDT3_1702
  362. 0051: return
  363.  
  364. :JDT3_1702
  365. 0002: jump @JDT3_1653
  366.  
  367. :JDT3_1709
  368. 0051: return
  369.  
  370. :JDT3_1711
  371. $4010 = 2
  372. 18@ = 2
  373. 04B4: 21@ = 17
  374. 20@ = 274
  375. 19@ = 190
  376. 8@ = 1144.0
  377. 9@ = -433.0
  378. 10@ = -100.0
  379. 00BC: text_highpriority 'JDT3_B' 5000 ms 1 // ~w~Take out the ~r~Sindacco saboteurs!
  380. 0050: gosub @JDT3_2161
  381. 0051: return
  382.  
  383. :JDT3_1782
  384. $4010 = 3
  385. 18@ = 3
  386. 04B4: 21@ = 24
  387. 20@ = 283
  388. 19@ = 190
  389. 8@ = 1141.0
  390. 9@ = -433.0
  391. 10@ = -100.0
  392. 00BD: text_mediumpriority 'JDT3_H' 5000 ms 1 // ~w~More ~r~Sindaccos~w~ are on the way! Stop them!
  393. 0050: gosub @JDT3_2161
  394. 0051: return
  395.  
  396. :JDT3_1854
  397. $4010 = 4
  398. 18@ = 3
  399. 04B4: 21@ = 23
  400. 20@ = 282
  401. 19@ = 137
  402. 8@ = 1137.5
  403. 9@ = -433.0
  404. 10@ = -100.0
  405. 00BD: text_mediumpriority 'JDT3_L' 5000 ms 1 // ~r~Sindacco reinforcements~w~ are heading for the ~y~Casino!
  406. 050B: vehicle_model 137 set_variation 0 0
  407. 0050: gosub @JDT3_2161
  408. 0051: return
  409.  
  410. :JDT3_1933
  411. 18@ = 1
  412. 04B4: 21@ = 23
  413. 20@ = 282
  414. 19@ = 180
  415. 27@ = 1
  416. 0050: gosub @JDT3_8034
  417. 0050: gosub @JDT3_8592
  418. 022E: set_car $3914 color_to 54 71
  419. 00AE: set_car $3914 to_ignore_traffic_lights 3
  420. 01F1: make_car $3914 very_heavy 1
  421. 03B0: $3914 1
  422. 020F: set_car $3914 door_status_to 2
  423. 0428: car $3914 improve_handling 2.0
  424. 0050: gosub @JDT3_8716
  425. 811E: not car $3914 wrecked
  426. 004D: jump_if_false @JDT3_2036
  427. 00AF: set_car $3914 driver_behaviour_to 11
  428.  
  429. :JDT3_2036
  430. 0050: gosub @JDT3_11397
  431. 00BC: text_highpriority 'JDT3_S' 5000 ms 1 // ~w~Stop the ~r~truck-bomb~w~ destroying the ~y~Casino!
  432. 0050: gosub @JDT3_8176
  433. 811E: not car $3914 wrecked
  434. 004D: jump_if_false @JDT3_2081
  435. 00AF: set_car $3914 driver_behaviour_to 0
  436.  
  437. :JDT3_2081
  438. 0050: gosub @JDT3_10960
  439. 825B: not player PLAYER_CHAR defined
  440. 004D: jump_if_false @JDT3_2101
  441. 0051: return
  442.  
  443. :JDT3_2101
  444. 011E: car $3914 wrecked
  445. 004D: jump_if_false @JDT3_2114
  446. 0051: return
  447.  
  448. :JDT3_2114
  449. 0050: gosub @JDT3_9176
  450. 011E: car $3914 wrecked
  451. 004D: jump_if_false @JDT3_2134
  452. 0051: return
  453.  
  454. :JDT3_2134
  455. 825B: not player PLAYER_CHAR defined
  456. 004D: jump_if_false @JDT3_2147
  457. 0051: return
  458.  
  459. :JDT3_2147
  460. 0001: wait 2000 ms
  461. 0050: gosub @JDT3_3394
  462. 0051: return
  463.  
  464. :JDT3_2161
  465. 0050: gosub @JDT3_8034
  466. 0050: gosub @JDT3_8592
  467. $4010 == 4
  468. 004D: jump_if_false @JDT3_2196
  469. 022E: set_car $3914 color_to 40 42
  470.  
  471. :JDT3_2196
  472. 0050: gosub @JDT3_8716
  473. 0050: gosub @JDT3_8176
  474. 0050: gosub @JDT3_10960
  475. 825B: not player PLAYER_CHAR defined
  476. 004D: jump_if_false @JDT3_2230
  477. 0051: return
  478.  
  479. :JDT3_2230
  480. 011E: car $3914 wrecked
  481. 004D: jump_if_false @JDT3_2264
  482. not $3926 == 0
  483. 004D: jump_if_false @JDT3_2262
  484. 0169: disable_marker $3926
  485. $3926 = 0
  486.  
  487. :JDT3_2262
  488. 0051: return
  489.  
  490. :JDT3_2264
  491. 0050: gosub @JDT3_7883
  492. 0050: gosub @JDT3_4280
  493. 0051: return
  494.  
  495. :JDT3_2280
  496. 025B: player PLAYER_CHAR defined
  497. 004D: jump_if_false @JDT3_2308
  498. 00E5: player PLAYER_CHAR driving
  499. 004D: jump_if_false @JDT3_2308
  500. 00DF: get_player PLAYER_CHAR car_to $3914
  501.  
  502. :JDT3_2308
  503. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_2509 500
  504. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  505. 03E3: set_pedestrians_density_multiplier_to 0
  506. 0169: disable_marker 12@
  507. 025B: player PLAYER_CHAR defined
  508. 004D: jump_if_false @JDT3_2380
  509. 012F: put_player PLAYER_CHAR at 1138.0 -431.0 -100.0 and_remove_from_car
  510. 01C4: unknown_player PLAYER_CHAR 1140.73 -431.97 21.0
  511.  
  512. :JDT3_2380
  513. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_14 258
  514. 025B: player PLAYER_CHAR defined
  515. 004D: jump_if_false @JDT3_2409
  516. 01BD: set_player PLAYER_CHAR armed_weapon_to 0
  517.  
  518. :JDT3_2409
  519. 34@ = 0
  520.  
  521. :JDT3_2413
  522. 2 > 34@
  523. 004D: jump_if_false @JDT3_2484
  524. 811D: not actor $4001(34@,2) dead
  525. 004D: jump_if_false @JDT3_2472
  526. 00A1: $4001(34@,2) $3993(34@,2) $3995(34@,2) $3997(34@,2)
  527. 0178: set_actor $4001(34@,2) z_angle_to $3999(34@,2)
  528. 0197: set_actor $4001(34@,2) objective_to_stand_still
  529.  
  530. :JDT3_2472
  531. 34@ += 1
  532. 0002: jump @JDT3_2413
  533.  
  534. :JDT3_2484
  535. 0164: set_camera_position 1153.26 -416.23 26.23 0 0 0
  536. 0165: point_camera 1152.57 -416.94 26.09 2
  537. 0001: wait 0 ms
  538. 0465: set_camera_pointing_time 0 14000
  539. 0164: set_camera_position 1142.26 -414.43 24.22 0 0 0
  540. 0165: point_camera 1142.12 -415.42 24.1 1
  541. 039A: clear_area 1 at 1129.5 -439.0 range 20.0 20.0
  542. 01ED: create_forbidden_for_cars_cube 1164.0 -402.0 0 1116.0 -450.0 30.0
  543. 811D: not actor $540 dead
  544. 004D: jump_if_false @JDT3_2634
  545. 0216: actor $540 walk_to 1140.73 -431.97
  546.  
  547. :JDT3_2634
  548. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2412
  549. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 1000
  550. 004D: jump_if_false @JDT3_2671
  551. 0002: jump @JDT3_3261
  552.  
  553. :JDT3_2671
  554. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @DEBMENU_1092 1
  555. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 1000
  556. 004D: jump_if_false @JDT3_2710
  557. 0002: jump @JDT3_3261
  558.  
  559. :JDT3_2710
  560. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 7 1
  561. 025B: player PLAYER_CHAR defined
  562. 004D: jump_if_false @JDT3_2752
  563. 0055: put_player PLAYER_CHAR at 1140.73 -431.97 -100.0
  564.  
  565. :JDT3_2752
  566. 0164: set_camera_position 1141.11 -427.98 20.18 0 0 0
  567. 0165: point_camera 1141.08 -428.92 20.52 2
  568. 0001: wait 0 ms
  569. 0465: set_camera_pointing_time 0 12000
  570. 0164: set_camera_position 1144.11 -428.41 20.35 0 0 0
  571. 0165: point_camera 1143.39 -429.1 20.44 1
  572. 811D: not actor $540 dead
  573. 004D: jump_if_false @JDT3_2860
  574. 0121: actor $540 clear_objective
  575. 0530: $540 1
  576.  
  577. :JDT3_2860
  578. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 2000
  579. 004D: jump_if_false @JDT3_2887
  580. 0002: jump @JDT3_3261
  581.  
  582. :JDT3_2887
  583. 811D: not actor $540 dead
  584. 004D: jump_if_false @JDT3_2910
  585. 0216: actor $540 walk_to 1141.0 -429.5
  586.  
  587. :JDT3_2910
  588. 0655: 'JDT3_BA' 3000 0 // ~w~Toni? It's JD.
  589. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 8 0
  590. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  591. 004D: jump_if_false @JDT3_2961
  592. 0002: jump @JDT3_3261
  593.  
  594. :JDT3_2961
  595. 0655: 'JDT3_BB' 6000 0 // ~w~Look, I just heard there's a bunch of Sindacco goons coming your way.
  596. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 9 0
  597. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  598. 004D: jump_if_false @JDT3_3012
  599. 0002: jump @JDT3_3261
  600.  
  601. :JDT3_3012
  602. 0655: 'JDT3_BC' 4000 0 // ~w~And they're packing, big-time!
  603. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 10 0
  604. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  605. 004D: jump_if_false @JDT3_3063
  606. 0002: jump @JDT3_3261
  607.  
  608. :JDT3_3063
  609. 0655: 'JDT3_BD' 3000 0 // ~w~Watch yourself!
  610. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 11 0
  611. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  612. 004D: jump_if_false @JDT3_3114
  613. 0002: jump @JDT3_3261
  614.  
  615. :JDT3_3114
  616. 0655: 'JDT3_BE' 3000 0 // ~w~Thanks JD!
  617. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 12 0
  618. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  619. 004D: jump_if_false @JDT3_3165
  620. 0002: jump @JDT3_3261
  621.  
  622. :JDT3_3165
  623. 0655: 'JDT3_BF' 3000 0 // ~w~Appreciate it.
  624. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 13 0
  625. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  626. 004D: jump_if_false @JDT3_3216
  627. 0002: jump @JDT3_3261
  628.  
  629. :JDT3_3216
  630. 00BE: text_clear_all
  631. 811D: not actor $540 dead
  632. 004D: jump_if_false @JDT3_3234
  633. 0530: $540 0
  634.  
  635. :JDT3_3234
  636. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 1500
  637. 004D: jump_if_false @JDT3_3261
  638. 0002: jump @JDT3_3261
  639.  
  640. :JDT3_3261
  641. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  642. 00BE: text_clear_all
  643. 0412: unload_wav 1
  644. 0412: unload_wav 2
  645. 01EC: remove_forbidden_for_cars_cube 1164.0 -402.0 0 1116.0 -450.0 30.0
  646. 03E3: set_pedestrians_density_multiplier_to 1.0
  647. 811D: not actor $540 dead
  648. 004D: jump_if_false @JDT3_3346
  649. 0121: actor $540 clear_objective
  650. 0530: $540 0
  651. 00A1: $540 1141.0 -429.5 -100.0
  652. 0178: set_actor $540 z_angle_to 0
  653.  
  654. :JDT3_3346
  655. 0001: wait 1000 ms
  656. 024E: release_model 258
  657. 018F: 12@ = create_checkpoint_at 1141.0 -431.0 20.0
  658. 016D: show_on_radar 12@ 2
  659. 01C8: remove_references_to_car $3914
  660. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_2666 500
  661. 0051: return
  662.  
  663. :JDT3_3394
  664. 46@ = 1
  665. 0050: gosub @JDT3_12299
  666. 00BC: text_highpriority 'JDT3_T' 5000 ms 1 // ~w~Get the ~r~truck~w~ away from the ~y~Casino~w~ before it blows!
  667. $4014 = 25000
  668. 8@ = 1133.84
  669. 9@ = -432.05
  670. 10@ = -100.0
  671. $4017 = 0
  672. 811E: not car $3914 wrecked
  673. 004D: jump_if_false @JDT3_3516
  674. 00AA: $3914 0@ 1@ 2@
  675. 050E: 11@ = distance between point 0@ 1@ and_point 8@ 9@
  676. 11@ -= 2.0
  677. 0 > 11@
  678. 004D: jump_if_false @JDT3_3500
  679. 11@ = 0
  680.  
  681. :JDT3_3500
  682. 020F: set_car $3914 door_status_to 1
  683. 00A9: $3914
  684. 01F1: make_car $3914 very_heavy 1
  685.  
  686. :JDT3_3516
  687. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1048 5
  688. 03C8: set_timer_with_text_to $4014 type 1 text 'JDT3_D' // Bomb Explodes
  689. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1048 2
  690. 03C9: show_status_text $4017 1 'JDT3_O' // Safe Distance
  691.  
  692. :JDT3_3568
  693. $4014 > 0
  694. 004D: jump_if_false @JDT3_3804
  695. 0001: wait 0 ms
  696. 825B: not player PLAYER_CHAR defined
  697. 004D: jump_if_false @JDT3_3596
  698. 0051: return
  699.  
  700. :JDT3_3596
  701. 011E: car $3914 wrecked
  702. 004D: jump_if_false @JDT3_3619
  703. $4014 = 0
  704. 0002: jump @JDT3_3797
  705.  
  706. :JDT3_3619
  707. 02E8: 44@ = car $3914 speed
  708. 44@ > 3.0
  709. 004D: jump_if_false @JDT3_3644
  710. 04BF: set_car $3914 speed_instantly 3.0
  711.  
  712. :JDT3_3644
  713. 0050: gosub @JDT3_4153
  714. 00AA: $3914 0@ 1@ 2@
  715. 050E: 11@ = distance between point 0@ 1@ and_point 8@ 9@
  716. 11@ -= 2.0
  717. 0 > 11@
  718. 004D: jump_if_false @JDT3_3685
  719. 11@ = 0
  720.  
  721. :JDT3_3685
  722. 11@ > 20.0
  723. 004D: jump_if_false @JDT3_3755
  724. 11@ = 20.0
  725. 26@ == 0
  726. 004D: jump_if_false @JDT3_3748
  727. 00E1: player PLAYER_CHAR driving $3914
  728. 004D: jump_if_false @JDT3_3748
  729. 00BC: text_highpriority 'JDT3_J' 5000 ms 1 // ~w~The ~y~Casino~w~ is safe. Get out of there!
  730. 26@ = 1
  731.  
  732. :JDT3_3748
  733. 0002: jump @JDT3_3786
  734.  
  735. :JDT3_3755
  736. 26@ == 1
  737. 004D: jump_if_false @JDT3_3786
  738. 00BC: text_highpriority 'JDT3_T' 5000 ms 1 // ~w~Get the ~r~truck~w~ away from the ~y~Casino~w~ before it blows!
  739. 26@ = 0
  740.  
  741. :JDT3_3786
  742. 0090: $4017 = float_to_integer 11@
  743. $4017 *= 5
  744.  
  745. :JDT3_3797
  746. 0002: jump @JDT3_3568
  747.  
  748. :JDT3_3804
  749. 0154: stop_timer $4014
  750. 0156: remove_status_text $4017
  751. 811E: not car $3914 wrecked
  752. 004D: jump_if_false @JDT3_4018
  753. 025B: player PLAYER_CHAR defined
  754. 004D: jump_if_false @JDT3_4018
  755. 00E1: player PLAYER_CHAR driving $3914
  756. 004D: jump_if_false @JDT3_3897
  757. 0211: create_explosion_with_radius 6 at 0@ 1@ 2@
  758. 03A2: scatter_particles 17 3.0 0 0 0 1000 at 0@ 1@ 2@ 0 0 0
  759. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @JDT3_65 $3914
  760. 0227: set_player PLAYER_CHAR health_to 0
  761. 0001: wait 1000 ms
  762. 0051: return
  763.  
  764. :JDT3_3897
  765. 0201: player PLAYER_CHAR near_car $3914 radius 10.0 10.0 0
  766. 004D: jump_if_false @JDT3_4018
  767. 0211: create_explosion_with_radius 6 at 0@ 1@ 2@
  768. 03A2: scatter_particles 17 3.0 0 0 0 1000 at 0@ 1@ 2@ 0 0 0
  769. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @JDT3_65 $3914
  770. 0001: wait 300 ms
  771. 0573: unknown_check $2289
  772. 004D: jump_if_false @JDT3_4006
  773. 811E: not car $2289 wrecked
  774. 004D: jump_if_false @JDT3_3999
  775. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @JDT3_65 $2289
  776. 0227: set_player PLAYER_CHAR health_to 0
  777.  
  778. :JDT3_3999
  779. 0002: jump @JDT3_4011
  780.  
  781. :JDT3_4006
  782. 0227: set_player PLAYER_CHAR health_to 0
  783.  
  784. :JDT3_4011
  785. 0001: wait 1000 ms
  786. 0051: return
  787.  
  788. :JDT3_4018
  789. 20.0 > 11@
  790. 004D: jump_if_false @JDT3_4052
  791. 0050: gosub @JDT3_6288
  792. $4015 = 0
  793. 0051: return
  794. 0002: jump @JDT3_4146
  795.  
  796. :JDT3_4052
  797. 0211: create_explosion_with_radius 6 at 0@ 1@ 2@
  798. 03A2: scatter_particles 17 3.0 0 0 0 1000 at 0@ 1@ 2@ 0 0 0
  799. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @JDT3_65 $3914
  800. 025B: player PLAYER_CHAR defined
  801. 004D: jump_if_false @JDT3_4130
  802. 00FA: player PLAYER_CHAR near_point 0@ 1@ 2@ radius 100.0 100.0 100.0 0
  803. 004D: jump_if_false @JDT3_4130
  804. 0003: shake_camera 400 ms
  805.  
  806. :JDT3_4130
  807. 05AE: constant_params 4 variable_params 0 unknown 47 call_with_params @JDT3_246 0@ 1@ 2@ 10.0
  808.  
  809. :JDT3_4146
  810. 0001: wait 1000 ms
  811. 0051: return
  812.  
  813. :JDT3_4153
  814. 025B: player PLAYER_CHAR defined
  815. 004D: jump_if_false @JDT3_4278
  816. 811E: not car $3914 wrecked
  817. 004D: jump_if_false @JDT3_4278
  818. 00E1: player PLAYER_CHAR driving $3914
  819. 004D: jump_if_false @JDT3_4247
  820. 31@ == 0
  821. 004D: jump_if_false @JDT3_4219
  822. 00BC: text_highpriority 'JDT3_K' 5000 ms 1 // ~w~They must have crippled the truck - it's stuck in low gear!
  823. 31@ = 1
  824.  
  825. :JDT3_4219
  826. not $3926 == 0
  827. 004D: jump_if_false @JDT3_4240
  828. 0169: disable_marker $3926
  829. $3926 = 0
  830.  
  831. :JDT3_4240
  832. 0002: jump @JDT3_4278
  833.  
  834. :JDT3_4247
  835. $3926 == 0
  836. 004D: jump_if_false @JDT3_4278
  837. 20.0 > 11@
  838. 004D: jump_if_false @JDT3_4278
  839. 018B: $3926 = create_marker_above_car $3914
  840.  
  841. :JDT3_4278
  842. 0051: return
  843.  
  844. :JDT3_4280
  845. 22@ = 1
  846. 23@ = 0
  847. $4014 = 5000
  848. 29@ = 0
  849.  
  850. :JDT3_4300
  851. 00DB: if or
  852. 22@ == 1
  853. 23@ == 1
  854. 004D: jump_if_false @JDT3_5064
  855. 0001: wait 0 ms
  856. 22@ = 0
  857. 41@ += 1
  858. 34@ = 0
  859.  
  860. :JDT3_4337
  861. 001D: 18@ > 34@ // @ > @ (int)
  862. 004D: jump_if_false @JDT3_4396
  863. 011D: actor $3928(34@,4) dead
  864. 004D: jump_if_false @JDT3_4374
  865. 0169: disable_marker $3933(34@,4)
  866. 0002: jump @JDT3_4384
  867.  
  868. :JDT3_4374
  869. 22@ = 1
  870. 41@ += 1
  871.  
  872. :JDT3_4384
  873. 34@ += 1
  874. 0002: jump @JDT3_4337
  875.  
  876. :JDT3_4396
  877. 23@ == 0
  878. 004D: jump_if_false @JDT3_4736
  879. 0050: gosub @JDT3_5620
  880. 0050: gosub @JDT3_5830
  881. $4014 == 5000
  882. 004D: jump_if_false @JDT3_4729
  883. 29@ == 0
  884. 004D: jump_if_false @JDT3_4535
  885. 0050: gosub @JDT3_5073
  886. 811D: not actor 7@ dead
  887. 004D: jump_if_false @JDT3_4528
  888. 00F2: actor 7@ near_point 8@ 9@ radius 2.5 on_foot 2.5 0
  889. 004D: jump_if_false @JDT3_4528
  890. 0197: set_actor 7@ objective_to_stand_still
  891. 0377: set_actor 7@ anim 31 wait_state_time 99999 ms
  892. 04F0: actor 7@ crouch 1 999999 ms
  893. 0475: $4032 = actor 7@ armed_weapon
  894. 01BE: set_actor 7@ armed_weapon_to 0
  895. 32@ = 1
  896. 29@ = 1
  897. 11@ = 0
  898.  
  899. :JDT3_4528
  900. 0002: jump @JDT3_4729
  901.  
  902. :JDT3_4535
  903. 11@ > 5000
  904. 004D: jump_if_false @JDT3_4668
  905. 811D: not actor 7@ dead
  906. 004D: jump_if_false @JDT3_4661
  907. 0542: 7@
  908. 04F0: actor 7@ crouch 0 0 ms
  909. 32@ = 0
  910. 00A0: 7@ 0@ 1@ 2@
  911. 2@ -= 1.0
  912. 02A0: 6@ = init_object #JM_DYNAMITE at 0@ 1@ 2@
  913. 01BE: set_actor 7@ armed_weapon_to $4032
  914. 01CF: actor 7@ kill_player PLAYER_CHAR
  915. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1048 5
  916. 03C8: set_timer_with_text_to $4014 type 1 text 'JDT3_D' // Bomb Explodes
  917. 00BC: text_highpriority 'JDT3_C' 5000 ms 1 // ~r~They've~w~ planted a bomb outside the ~y~casino!
  918. 23@ = 1
  919. 0050: gosub @JDT3_12244
  920. 0050: gosub @JDT3_12120
  921.  
  922. :JDT3_4661
  923. 0002: jump @JDT3_4729
  924.  
  925. :JDT3_4668
  926. 811D: not actor 7@ dead
  927. 004D: jump_if_false @JDT3_4729
  928. 83EE: not 7@
  929. 004D: jump_if_false @JDT3_4703
  930. 11@ = 0
  931. 32@ = 0
  932. 0002: jump @JDT3_4729
  933.  
  934. :JDT3_4703
  935. 32@ == 0
  936. 004D: jump_if_false @JDT3_4729
  937. 04F0: actor 7@ crouch 1 999999 ms
  938. 32@ = 1
  939.  
  940. :JDT3_4729
  941. 0002: jump @JDT3_5057
  942.  
  943. :JDT3_4736
  944. $4014 == 0
  945. 004D: jump_if_false @JDT3_5057
  946. 23@ = 0
  947. 010D: destroy_object 6@
  948. 0211: create_explosion_with_radius 10 at 0@ 1@ 2@
  949. 05AE: constant_params 4 variable_params 0 unknown 47 call_with_params @JDT3_246 0@ 1@ 2@ 5.0
  950. 025B: player PLAYER_CHAR defined
  951. 004D: jump_if_false @JDT3_4887
  952. 00E8: player PLAYER_CHAR near_point 0@ 1@ radius 40.0 40.0 0
  953. 004D: jump_if_false @JDT3_4814
  954. 0003: shake_camera 400 ms
  955.  
  956. :JDT3_4814
  957. 00E8: player PLAYER_CHAR near_point 0@ 1@ radius 5.0 5.0 0
  958. 004D: jump_if_false @JDT3_4887
  959. 0573: unknown_check $2289
  960. 004D: jump_if_false @JDT3_4875
  961. 811E: not car $2289 wrecked
  962. 004D: jump_if_false @JDT3_4868
  963. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @JDT3_65 $2289
  964.  
  965. :JDT3_4868
  966. 0002: jump @JDT3_4880
  967.  
  968. :JDT3_4875
  969. 0227: set_player PLAYER_CHAR health_to 0
  970.  
  971. :JDT3_4880
  972. 0001: wait 1000 ms
  973. 0051: return
  974.  
  975. :JDT3_4887
  976. 0154: stop_timer $4014
  977. $4014 = -1
  978. $4015 -= 60
  979. 10 > $4015
  980. 004D: jump_if_false @JDT3_4937
  981. $4015 = 0
  982. 0050: gosub @JDT3_6288
  983. 0051: return
  984. 0002: jump @JDT3_5057
  985.  
  986. :JDT3_4937
  987. 02D4: 33@ = create_fire_at 1137.5 -433.2 20.5
  988. 02D4: 33@ = create_fire_at 1144.0 -433.2 20.5
  989. 02D4: 33@ = create_fire_at 1141.0 -433.2 19.5
  990. $3995 += 2.5
  991. $3996 += 2.5
  992. 0050: gosub @JDT3_11875
  993. 0050: gosub @JDT3_5620
  994. 0050: gosub @JDT3_5830
  995. 100 > $4015
  996. 004D: jump_if_false @JDT3_5057
  997. 4 > $4010
  998. 004D: jump_if_false @JDT3_5057
  999. 00BC: text_highpriority 'JDT3_F' 5000 ms 1 // ~w~One more and the ~y~Casino's~w~ gone!
  1000.  
  1001. :JDT3_5057
  1002. 0002: jump @JDT3_4300
  1003.  
  1004. :JDT3_5064
  1005. 0050: gosub @JDT3_11875
  1006. 0051: return
  1007.  
  1008. :JDT3_5073
  1009. $4034 == 0
  1010. 004D: jump_if_false @JDT3_5092
  1011. 0050: gosub @JDT3_5134
  1012.  
  1013. :JDT3_5092
  1014. $4034 == 1
  1015. 004D: jump_if_false @JDT3_5112
  1016. 0050: gosub @JDT3_5288
  1017.  
  1018. :JDT3_5112
  1019. $4034 == 2
  1020. 004D: jump_if_false @JDT3_5132
  1021. 0050: gosub @JDT3_5463
  1022.  
  1023. :JDT3_5132
  1024. 0051: return
  1025.  
  1026. :JDT3_5134
  1027. 011D: actor 7@ dead
  1028. 004D: jump_if_false @JDT3_5146
  1029. 0051: return
  1030.  
  1031. :JDT3_5146
  1032. 00F2: actor 7@ near_point 8@ 9@ radius 20.0 on_foot 20.0 0
  1033. 004D: jump_if_false @JDT3_5183
  1034. 023E: actor 7@ run_to 8@ 9@
  1035. 0416: 7@ 1
  1036. $4034 = 3
  1037. 0051: return
  1038.  
  1039. :JDT3_5183
  1040. 811D: not actor 7@ dead
  1041. 004D: jump_if_false @JDT3_5286
  1042. 80E4: not actor 7@ driving
  1043. 004D: jump_if_false @JDT3_5286
  1044. 05AE: constant_params 3 variable_params 1 unknown 47 call_with_params @JDT3_131 7@ 20.0 -1 $3925
  1045. not $3925 == -1
  1046. 004D: jump_if_false @JDT3_5286
  1047. 00DB: if and
  1048. 80E1: not player PLAYER_CHAR driving $3925
  1049. 018A: car $3925 health >= 800
  1050. 004D: jump_if_false @JDT3_5282
  1051. 01DA: actor 7@ go_to_and_drive_car $3925
  1052. 0195: add_car $3925 to_flipped_check
  1053. $4034 = 1
  1054. 0051: return
  1055. 0002: jump @JDT3_5286
  1056.  
  1057. :JDT3_5282
  1058. 01C8: remove_references_to_car $3925
  1059.  
  1060. :JDT3_5286
  1061. 0051: return
  1062.  
  1063. :JDT3_5288
  1064. 011D: actor 7@ dead
  1065. 004D: jump_if_false @JDT3_5300
  1066. 0051: return
  1067.  
  1068. :JDT3_5300
  1069. 011E: car $3925 wrecked
  1070. 004D: jump_if_false @JDT3_5327
  1071. 0196: remove_car $3925 from_flipped_check
  1072. 023E: actor 7@ run_to 8@ 9@
  1073. $4034 = 0
  1074. 0051: return
  1075.  
  1076. :JDT3_5327
  1077. 844D: not actor 7@ in_car $3925
  1078. 004D: jump_if_false @JDT3_5400
  1079. 00DB: if or
  1080. 01F9: car $3925 flipped
  1081. 049A: unknown_car_check $3925
  1082. 8207: not actor 7@ near_car $3925 radius 30.0 30.0 unknown 0
  1083. 004D: jump_if_false @JDT3_5393
  1084. 01C8: remove_references_to_car $3925
  1085. 0196: remove_car $3925 from_flipped_check
  1086. 0121: actor 7@ clear_objective
  1087. 023E: actor 7@ run_to 8@ 9@
  1088. $4034 = 0
  1089. 0051: return
  1090.  
  1091. :JDT3_5393
  1092. 0002: jump @JDT3_5461
  1093.  
  1094. :JDT3_5400
  1095. 0121: actor 7@ clear_objective
  1096. 00AF: set_car $3925 driver_behaviour_to 0
  1097. 00AF: set_car $3925 driver_behaviour_to 8
  1098. 00A7: $3925 1133.01 -426.21 19.82
  1099. 03D1: car $3925 add_to_stuck_car_check 2.0 = 5000
  1100. 00AE: set_car $3925 to_ignore_traffic_lights 2
  1101. 00AD: set_car $3925 max_speed_to 25.0
  1102. $4034 = 2
  1103.  
  1104. :JDT3_5461
  1105. 0051: return
  1106.  
  1107. :JDT3_5463
  1108. 011D: actor 7@ dead
  1109. 004D: jump_if_false @JDT3_5475
  1110. 0051: return
  1111.  
  1112. :JDT3_5475
  1113. 011E: car $3925 wrecked
  1114. 004D: jump_if_false @JDT3_5498
  1115. 023E: actor 7@ run_to 8@ 9@
  1116. $4034 = 0
  1117. 0051: return
  1118.  
  1119. :JDT3_5498
  1120. 81B2: not car $3925 0 3@ 4@ 15.0 15.0
  1121. 004D: jump_if_false @JDT3_5593
  1122. 00DB: if or
  1123. 01F9: car $3925 flipped
  1124. 049A: unknown_car_check $3925
  1125. 03D3: car $3925 stuck
  1126. 004D: jump_if_false @JDT3_5586
  1127. 018A: car $3925 health >= 800
  1128. 004D: jump_if_false @JDT3_5562
  1129. 0229: set_car $3925 health_to 800
  1130.  
  1131. :JDT3_5562
  1132. 01C8: remove_references_to_car $3925
  1133. 0196: remove_car $3925 from_flipped_check
  1134. 03D2: car $3925 remove_from_stuck_car_check
  1135. 023E: actor 7@ run_to 8@ 9@
  1136. $4034 = 0
  1137. 0051: return
  1138.  
  1139. :JDT3_5586
  1140. 0002: jump @JDT3_5618
  1141.  
  1142. :JDT3_5593
  1143. 00A9: $3925
  1144. 0196: remove_car $3925 from_flipped_check
  1145. 03D2: car $3925 remove_from_stuck_car_check
  1146. 023E: actor 7@ run_to 8@ 9@
  1147. $4034 = 3
  1148. 0051: return
  1149.  
  1150. :JDT3_5618
  1151. 0051: return
  1152.  
  1153. :JDT3_5620
  1154. 22@ == 1
  1155. 004D: jump_if_false @JDT3_5828
  1156. 34@ = 0
  1157.  
  1158. :JDT3_5636
  1159. 2 > 34@
  1160. 004D: jump_if_false @JDT3_5828
  1161. 811D: not actor $4001(34@,2) dead
  1162. 004D: jump_if_false @JDT3_5816
  1163. $4003(34@,2) == 0
  1164. 004D: jump_if_false @JDT3_5796
  1165. 38@ = 0
  1166.  
  1167. :JDT3_5679
  1168. 10 > 38@
  1169. 004D: jump_if_false @JDT3_5789
  1170. 020E: $3941 = random_int 0 18@
  1171. 008B: 36@ = $3941 // @ = $ (int)
  1172. 0572: unknown_actor $3928(36@,4) dead_but_valid
  1173. 004D: jump_if_false @JDT3_5777
  1174. 811D: not actor $3928(36@,4) dead
  1175. 004D: jump_if_false @JDT3_5777
  1176. 00F1: actor $3928(36@,4) near_point $4007 $4008 radius 25.0 25.0 0
  1177. 004D: jump_if_false @JDT3_5777
  1178. 0084: $4003(34@,2) = $3928(36@,4) // $ = $ (int)
  1179. 01CE: set_actor $4001(34@,2) kill_actor $3928(36@,4)
  1180. 38@ = 100
  1181.  
  1182. :JDT3_5777
  1183. 38@ += 1
  1184. 0002: jump @JDT3_5679
  1185.  
  1186. :JDT3_5789
  1187. 0002: jump @JDT3_5816
  1188.  
  1189. :JDT3_5796
  1190. 011D: actor $4003(34@,2) dead
  1191. 004D: jump_if_false @JDT3_5816
  1192. $4003(34@,2) = 0
  1193.  
  1194. :JDT3_5816
  1195. 34@ += 1
  1196. 0002: jump @JDT3_5636
  1197.  
  1198. :JDT3_5828
  1199. 0051: return
  1200.  
  1201. :JDT3_5830
  1202. $4014 > 0
  1203. 004D: jump_if_false @JDT3_5868
  1204. 18@ == 1
  1205. 004D: jump_if_false @JDT3_5856
  1206. 0051: return
  1207.  
  1208. :JDT3_5856
  1209. 34@ = 1
  1210. 0002: jump @JDT3_5872
  1211.  
  1212. :JDT3_5868
  1213. 34@ = 0
  1214.  
  1215. :JDT3_5872
  1216. 001D: 18@ > 34@ // @ > @ (int)
  1217. 004D: jump_if_false @JDT3_6286
  1218. 811D: not actor $3928(34@,4) dead
  1219. 004D: jump_if_false @JDT3_6185
  1220. $3937(34@,4) == 0
  1221. 004D: jump_if_false @JDT3_6165
  1222. 38@ = 0
  1223.  
  1224. :JDT3_5914
  1225. 10 > 38@
  1226. 004D: jump_if_false @JDT3_6119
  1227. 020E: $3941 = random_int 0 2
  1228. 008B: 36@ = $3941 // @ = $ (int)
  1229. 0572: unknown_actor $4001(36@,2) dead_but_valid
  1230. 004D: jump_if_false @JDT3_6107
  1231. 811D: not actor $4001(36@,2) dead
  1232. 004D: jump_if_false @JDT3_6107
  1233. 025B: player PLAYER_CHAR defined
  1234. 004D: jump_if_false @JDT3_6107
  1235. 00A0: $4001(36@,2) $4022 $4023 $4024
  1236. 00A0: $3928(34@,4) $4028 $4029 $4030
  1237. 0054: store_player PLAYER_CHAR position_to $4025 $4026 $4027
  1238. 05A4: $4022 $4023 $4028 $4029 43@
  1239. 05A4: $4025 $4026 $4028 $4029 42@
  1240. 00DB: if and
  1241. 0025: 43@ > 42@ // @ > @ (float)
  1242. 0128: actor $3928(34@,4) spotted_player PLAYER_CHAR
  1243. 004D: jump_if_false @JDT3_6082
  1244. 0084: $3937(34@,4) = $540 // $ = $ (int)
  1245. 01CF: actor $3928(34@,4) kill_player PLAYER_CHAR
  1246. 38@ = 100
  1247. 0002: jump @JDT3_6107
  1248.  
  1249. :JDT3_6082
  1250. 0084: $3937(34@,4) = $4001(36@,2) // $ = $ (int)
  1251. 01CE: set_actor $3928(34@,4) kill_actor $4001(36@,2)
  1252. 38@ = 100
  1253.  
  1254. :JDT3_6107
  1255. 38@ += 1
  1256. 0002: jump @JDT3_5914
  1257.  
  1258. :JDT3_6119
  1259. 38@ == 10
  1260. 004D: jump_if_false @JDT3_6158
  1261. 025B: player PLAYER_CHAR defined
  1262. 004D: jump_if_false @JDT3_6158
  1263. 0084: $3937(34@,4) = $540 // $ = $ (int)
  1264. 01CF: actor $3928(34@,4) kill_player PLAYER_CHAR
  1265.  
  1266. :JDT3_6158
  1267. 0002: jump @JDT3_6185
  1268.  
  1269. :JDT3_6165
  1270. 011D: actor $3937(34@,4) dead
  1271. 004D: jump_if_false @JDT3_6185
  1272. $3937(34@,4) = 0
  1273.  
  1274. :JDT3_6185
  1275. 025B: player PLAYER_CHAR defined
  1276. 004D: jump_if_false @JDT3_6274
  1277. 811D: not actor $3928(34@,4) dead
  1278. 004D: jump_if_false @JDT3_6274
  1279. 003A: $3937(34@,4) == $540 // $ == $ (int)
  1280. 004D: jump_if_false @JDT3_6274
  1281. 8128: not actor $3928(34@,4) spotted_player PLAYER_CHAR
  1282. 004D: jump_if_false @JDT3_6266
  1283. 0054: store_player PLAYER_CHAR position_to $4025 $4026 $4027
  1284. 0507: unknown_actor $3928(34@,4) sprint_to $4025 $4026
  1285. 0002: jump @JDT3_6274
  1286.  
  1287. :JDT3_6266
  1288. 01CF: actor $3928(34@,4) kill_player PLAYER_CHAR
  1289.  
  1290. :JDT3_6274
  1291. 34@ += 1
  1292. 0002: jump @JDT3_5872
  1293.  
  1294. :JDT3_6286
  1295. 0051: return
  1296.  
  1297. :JDT3_6288
  1298. $1116 == 1
  1299. 004D: jump_if_false @JDT3_6303
  1300. 0051: return
  1301.  
  1302. :JDT3_6303
  1303. 025B: player PLAYER_CHAR defined
  1304. 004D: jump_if_false @JDT3_6325
  1305. 01B9: set_player PLAYER_CHAR frozen_state 0
  1306. 03C4: set_player PLAYER_CHAR ignored_by_everyone_to 1
  1307.  
  1308. :JDT3_6325
  1309. 0370: toggle_unknown 0
  1310. 00BE: text_clear_all
  1311. 8126: not player PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's
  1312. 004D: jump_if_false @JDT3_6378
  1313. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  1314. 039A: clear_area 1 at 1117.75 -410.17 range -50.0 200.0
  1315.  
  1316. :JDT3_6378
  1317. 02A8: toggle_widescreen 1
  1318. $1086 = 1
  1319. 00E8: player PLAYER_CHAR near_point 1138.0 -436.0 radius 45.0 45.0 0
  1320. 004D: jump_if_false @JDT3_6466
  1321. 012F: put_player PLAYER_CHAR at 1117.75 -410.17 -50.0 and_remove_from_car
  1322. 01C4: unknown_player PLAYER_CHAR 1141.0 -431.0 20.0
  1323. 811D: not actor $540 dead
  1324. 004D: jump_if_false @JDT3_6461
  1325. 04DC: lock_actor $540 in_current_position 1
  1326.  
  1327. :JDT3_6461
  1328. 30@ = 1
  1329.  
  1330. :JDT3_6466
  1331. 34@ = 0
  1332.  
  1333. :JDT3_6470
  1334. 001D: 45@ > 34@ // @ > @ (int)
  1335. 004D: jump_if_false @JDT3_6499
  1336. 01C8: remove_references_to_car $3915(34@,10)
  1337. 34@ += 1
  1338. 0002: jump @JDT3_6470
  1339.  
  1340. :JDT3_6499
  1341. 01C8: remove_references_to_car $3925
  1342. 46@ == 1
  1343. 004D: jump_if_false @JDT3_6722
  1344. 811E: not car $3914 wrecked
  1345. 004D: jump_if_false @JDT3_6715
  1346. 00AA: $3914 0@ 1@ 2@
  1347. 04D8: unknown_race_stuff 0@ 1@ 2@ 2 $4022 $4023 $4024
  1348. $4024 += 8.0
  1349. 0164: set_camera_position $4022 $4023 $4024 0 0 0
  1350. 015D: camera_on_vehicle $3914 15 2
  1351. 8126: not player PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's
  1352. 004D: jump_if_false @JDT3_6602
  1353. 016E: set_fade_color 0 0 0
  1354. 016F: fade 1 500 ms
  1355.  
  1356. :JDT3_6602
  1357. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 500
  1358. 004D: jump_if_false @JDT3_6629
  1359. 0002: jump @JDT3_7752
  1360.  
  1361. :JDT3_6629
  1362. 0211: create_explosion_with_radius 6 at 0@ 1@ 2@
  1363. 03A2: scatter_particles 17 3.0 0 0 0 1000 at 0@ 1@ 2@ 0 0 0
  1364. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @JDT3_65 $3914
  1365. 0003: shake_camera 500 ms
  1366. 05AE: constant_params 4 variable_params 0 unknown 47 call_with_params @JDT3_246 0@ 1@ 2@ 10.0
  1367. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 400
  1368. 004D: jump_if_false @JDT3_6715
  1369. 0002: jump @JDT3_7752
  1370.  
  1371. :JDT3_6715
  1372. 0002: jump @JDT3_6791
  1373.  
  1374. :JDT3_6722
  1375. 0164: set_camera_position 1117.5 -411.53 28.02 0 0 0
  1376. 0165: point_camera 1118.16 -412.26 27.84 2
  1377. 8126: not player PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's
  1378. 004D: jump_if_false @JDT3_6791
  1379. 016E: set_fade_color 0 0 0
  1380. 016F: fade 1 500 ms
  1381.  
  1382. :JDT3_6791
  1383. 0164: set_camera_position 1117.5 -411.53 28.02 0 0 0
  1384. 0165: point_camera 1118.16 -412.26 27.84 2
  1385. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 100
  1386. 004D: jump_if_false @JDT3_6855
  1387. 0002: jump @JDT3_7752
  1388.  
  1389. :JDT3_6855
  1390. 010C: $4031 = create_object #WOODENBOX at 1137.5 -433.2 20.5
  1391. 03A2: scatter_particles 17 3.0 0 0 0 300 at 1137.5 -433.2 20.5 0 0 0
  1392. 0211: create_explosion_with_radius 10 at 1137.5 -433.2 20.5
  1393. 02D4: 33@ = create_fire_at 1137.5 -433.2 20.5
  1394. 0003: shake_camera 300 ms
  1395. 01C9: remove_references_to_object $4031
  1396. 05AE: constant_params 4 variable_params 0 unknown 47 call_with_params @JDT3_246 1138.0 -436.0 -100.0 10.0
  1397. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 400
  1398. 004D: jump_if_false @JDT3_6992
  1399. 0002: jump @JDT3_7752
  1400.  
  1401. :JDT3_6992
  1402. 010C: $4031 = create_object #WOODENBOX at 1144.0 -433.2 20.5
  1403. 03A2: scatter_particles 17 3.0 0 0 0 300 at 1144.0 -433.2 20.5 0 0 0
  1404. 0211: create_explosion_with_radius 10 at 1144.0 -433.2 20.5
  1405. 02D4: 33@ = create_fire_at 1144.0 -433.2 20.5
  1406. 01C9: remove_references_to_object $4031
  1407. 0003: shake_camera 200 ms
  1408. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 500
  1409. 004D: jump_if_false @JDT3_7102
  1410. 0002: jump @JDT3_7752
  1411.  
  1412. :JDT3_7102
  1413. 010C: $4031 = create_object #WOODENBOX at 1141.0 -433.2 19.5
  1414. 03A2: scatter_particles 17 3.0 0 0 0 300 at 1141.0 -433.2 19.5 0 0 0
  1415. 0211: create_explosion_with_radius 10 at 1141.0 -433.2 19.5
  1416. 02D4: 33@ = create_fire_at 1141.0 -433.2 19.5
  1417. 01C9: remove_references_to_object $4031
  1418. 0003: shake_camera 700 ms
  1419. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 350
  1420. 004D: jump_if_false @JDT3_7216
  1421. 0002: jump @JDT3_7752
  1422.  
  1423. :JDT3_7216
  1424. 010C: $4031 = create_object #WOODENBOX at 1139.5 -433.2 24.3
  1425. 03A2: scatter_particles 17 3.0 0 0 0 300 at 1139.5 -433.2 24.3 0 0 0
  1426. 0211: create_explosion_with_radius 10 at 1139.5 -433.2 24.3
  1427. 02D4: 33@ = create_fire_at 1139.5 -433.2 24.3
  1428. 01C9: remove_references_to_object $4031
  1429. 0003: shake_camera 400 ms
  1430. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 450
  1431. 004D: jump_if_false @JDT3_7338
  1432. 0002: jump @JDT3_7752
  1433.  
  1434. :JDT3_7338
  1435. 010C: $4031 = create_object #WOODENBOX at 1144.5 -433.2 24.8
  1436. 03A2: scatter_particles 17 3.0 0 0 0 300 at 1144.5 -433.2 24.8 0 0 0
  1437. 0211: create_explosion_with_radius 10 at 1144.5 -433.2 24.8
  1438. 02D4: 33@ = create_fire_at 1144.5 -433.2 24.8
  1439. 01C9: remove_references_to_object $4031
  1440. 0003: shake_camera 300 ms
  1441. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 300
  1442. 004D: jump_if_false @JDT3_7460
  1443. 0002: jump @JDT3_7752
  1444.  
  1445. :JDT3_7460
  1446. 0164: set_camera_position 1126.52 -405.87 19.47 0 0 0
  1447. 0165: point_camera 1127.04 -406.7 19.67 2
  1448. 039A: clear_area 1 at 1126.52 -405.87 range 19.47 3.0
  1449. 010C: $4031 = create_object #WOODENBOX at 1134.84 -434.51 27.01
  1450. 03A2: scatter_particles 17 3.0 0 0 0 300 at 1134.84 -434.51 27.01 0 0 0
  1451. 0211: create_explosion_with_radius 10 at 1134.84 -434.51 27.01
  1452. 02D4: 33@ = create_fire_at 1134.84 -434.51 27.01
  1453. 01C9: remove_references_to_object $4031
  1454. 0003: shake_camera 200 ms
  1455. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 400
  1456. 004D: jump_if_false @JDT3_7647
  1457. 0002: jump @JDT3_7752
  1458.  
  1459. :JDT3_7647
  1460. 03A2: scatter_particles 17 5.0 0 0 0 3000 at 1141.0 -434.9 20.5 0 0 0
  1461. 0211: create_explosion_with_radius 6 at 1141.0 -434.9 20.5
  1462. 0003: shake_camera 800 ms
  1463. 05AE: constant_params 4 variable_params 0 unknown 47 call_with_params @JDT3_246 1138.0 -436.0 -100.0 40.0
  1464. 43@ = 40.0
  1465. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 5000
  1466. 004D: jump_if_false @JDT3_7752
  1467. 0002: jump @JDT3_7752
  1468.  
  1469. :JDT3_7752
  1470. 01C9: remove_references_to_object $4031
  1471. 03EF: generate_cars_around_camera 0
  1472. 30@ == 1
  1473. 004D: jump_if_false @JDT3_7829
  1474. 811D: not actor $540 dead
  1475. 004D: jump_if_false @JDT3_7829
  1476. 00A1: $540 1117.75 -410.17 -100.0
  1477. 01C3: set_actor $540 to_look_at_point 1141.0 -431.0 20.0
  1478. 0377: set_actor $540 anim 0 wait_state_time -1 ms
  1479. 0542: $540
  1480. 04DC: lock_actor $540 in_current_position 0
  1481.  
  1482. :JDT3_7829
  1483. 0050: gosub @JDT3_12843
  1484. 00BE: text_clear_all
  1485. 0378: set_camera_directly_behind_player
  1486. 02F0: restore_camera_with_jumpcut
  1487. 02A8: toggle_widescreen 0
  1488. 0370: toggle_unknown 1
  1489. 025B: player PLAYER_CHAR defined
  1490. 004D: jump_if_false @JDT3_7876
  1491. 01B9: set_player PLAYER_CHAR frozen_state 1
  1492. 03C4: set_player PLAYER_CHAR ignored_by_everyone_to 0
  1493. 01FC: set_player PLAYER_CHAR ignored_by_cops_state_to 0
  1494.  
  1495. :JDT3_7876
  1496. $1086 = 0
  1497. 0051: return
  1498.  
  1499. :JDT3_7883
  1500. 34@ = 0
  1501.  
  1502. :JDT3_7887
  1503. 001D: 18@ > 34@ // @ > @ (int)
  1504. 004D: jump_if_false @JDT3_8011
  1505. 008B: 17@ = $3928(34@,4) // @ = $ (int)
  1506. 811D: not actor 17@ dead
  1507. 004D: jump_if_false @JDT3_7999
  1508. 018C: $3933(34@,4) = create_marker_above_actor 17@
  1509. 34@ == 0
  1510. 004D: jump_if_false @JDT3_7978
  1511. 0085: 7@ = 17@ // @ = @ (int)
  1512. 023E: actor 7@ run_to 8@ 9@
  1513. 3@ = 1133.01
  1514. 4@ = -426.21
  1515. 5@ = 19.82
  1516. $4034 = 0
  1517. 0002: jump @JDT3_7999
  1518.  
  1519. :JDT3_7978
  1520. 025B: player PLAYER_CHAR defined
  1521. 004D: jump_if_false @JDT3_7999
  1522. 01CF: actor 17@ kill_player PLAYER_CHAR
  1523. 031E: set_actor 17@ wander_state_to 1
  1524.  
  1525. :JDT3_7999
  1526. 34@ += 1
  1527. 0002: jump @JDT3_7887
  1528.  
  1529. :JDT3_8011
  1530. not $3926 == 0
  1531. 004D: jump_if_false @JDT3_8032
  1532. 0169: disable_marker $3926
  1533. $3926 = 0
  1534.  
  1535. :JDT3_8032
  1536. 0051: return
  1537.  
  1538. :JDT3_8034
  1539. 28@ = 0
  1540. 34@ = 10
  1541.  
  1542. :JDT3_8043
  1543. 00DB: if and
  1544. 28@ == 0
  1545. 34@ > 0
  1546. 004D: jump_if_false @JDT3_8174
  1547. 020E: $3941 = random_int 0 5
  1548. 008B: 36@ = $3941 // @ = $ (int)
  1549. 0089: 13@ = $3955(36@,5) // @ = $ (float)
  1550. 0089: 14@ = $3960(36@,5) // @ = $ (float)
  1551. 0089: 15@ = $3965(36@,5) // @ = $ (float)
  1552. 0089: 16@ = $3970(36@,5) // @ = $ (float)
  1553. 0086: $3990 = $3975(36@,5) // $ = $ (float)
  1554. 0086: $3991 = $3980(36@,5) // $ = $ (float)
  1555. 0086: $3992 = $3985(36@,5) // $ = $ (float)
  1556. 025B: player PLAYER_CHAR defined
  1557. 004D: jump_if_false @JDT3_8162
  1558. 80E8: not player PLAYER_CHAR near_point 13@ 14@ radius 40.0 40.0 0
  1559. 004D: jump_if_false @JDT3_8162
  1560. 28@ = 1
  1561.  
  1562. :JDT3_8162
  1563. 34@ -= 1
  1564. 0002: jump @JDT3_8043
  1565.  
  1566. :JDT3_8174
  1567. 0051: return
  1568.  
  1569. :JDT3_8176
  1570. 020E: $3941 = random_int 0 4
  1571. 003A: $3941 == $3942 // $ == $ (int)
  1572. 004D: jump_if_false @JDT3_8241
  1573. 34@ = 10
  1574.  
  1575. :JDT3_8201
  1576. 00DB: if and
  1577. 34@ > 0
  1578. 003A: $3941 == $3942 // $ == $ (int)
  1579. 004D: jump_if_false @JDT3_8241
  1580. 020E: $3941 = random_int 0 4
  1581. 34@ -= 1
  1582. 0002: jump @JDT3_8201
  1583.  
  1584. :JDT3_8241
  1585. 0084: $3942 = $3941 // $ = $ (int)
  1586. $3941 == 0
  1587. 004D: jump_if_false @JDT3_8327
  1588. $3943 = 1049.0
  1589. $3947 = -507.0
  1590. $3951 = -100.0
  1591. $3944 = 1124.0
  1592. $3948 = -507.0
  1593. $3952 = -100.0
  1594. $3945 = 1129.0
  1595. $3949 = -452.0
  1596. $3953 = -100.0
  1597.  
  1598. :JDT3_8327
  1599. $3941 == 1
  1600. 004D: jump_if_false @JDT3_8405
  1601. $3943 = 1059.0
  1602. $3947 = -217.0
  1603. $3951 = -100.0
  1604. $3944 = 1129.0
  1605. $3948 = -217.0
  1606. $3952 = -100.0
  1607. $3945 = 1128.0
  1608. $3949 = -316.0
  1609. $3953 = -100.0
  1610.  
  1611. :JDT3_8405
  1612. $3941 == 2
  1613. 004D: jump_if_false @JDT3_8484
  1614. $3943 = 1059.0
  1615. $3947 = -217.0
  1616. $3951 = -100.0
  1617. $3944 = 1198.0
  1618. $3948 = -216.0
  1619. $3952 = -100.0
  1620. $3945 = 1198.0
  1621. $3949 = -406.0
  1622. $3953 = -100.0
  1623.  
  1624. :JDT3_8484
  1625. $3941 == 3
  1626. 004D: jump_if_false @JDT3_8563
  1627. $3943 = 1198.0
  1628. $3947 = -502.0
  1629. $3951 = -100.0
  1630. $3944 = 1198.0
  1631. $3948 = -502.0
  1632. $3952 = -100.0
  1633. $3945 = 1198.0
  1634. $3949 = -420.0
  1635. $3953 = -100.0
  1636.  
  1637. :JDT3_8563
  1638. $3946 = 1133.01
  1639. $3950 = -426.21
  1640. $3954 = 19.82
  1641. 0051: return
  1642.  
  1643. :JDT3_8592
  1644. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_14 19@
  1645. 27@ == 1
  1646. 004D: jump_if_false @JDT3_8641
  1647. 050B: vehicle_model 180 set_variation 2 2
  1648. 00A5: $3914 = create_car 180 at 13@ 14@ 15@
  1649. 0002: jump @JDT3_8649
  1650.  
  1651. :JDT3_8641
  1652. 00A5: $3914 = create_car 19@ at 13@ 14@ 15@
  1653.  
  1654. :JDT3_8649
  1655. 017A: set_car $3914 z_angle_to 16@
  1656. 02AF: set_car $3914 immune_to_nonplayer 1
  1657. 042D: unknown_car $3914 flag 1
  1658. 00AE: set_car $3914 to_ignore_traffic_lights 2
  1659. 00AD: set_car $3914 max_speed_to 20.0
  1660. $3926 == 0
  1661. 004D: jump_if_false @JDT3_8697
  1662. 018B: $3926 = create_marker_above_car $3914
  1663.  
  1664. :JDT3_8697
  1665. 25@ = 0
  1666. 0084: $3915(45@,10) = $3914 // $ = $ (int)
  1667. 45@ += 1
  1668. 0051: return
  1669.  
  1670. :JDT3_8716
  1671. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_14 20@
  1672. 0050: gosub @JDT3_8904
  1673. 34@ = 0
  1674.  
  1675. :JDT3_8738
  1676. 001D: 18@ > 34@ // @ > @ (int)
  1677. 004D: jump_if_false @JDT3_8902
  1678. 011E: car $3914 wrecked
  1679. 004D: jump_if_false @JDT3_8783
  1680. not $3926 == 0
  1681. 004D: jump_if_false @JDT3_8781
  1682. 0169: disable_marker $3926
  1683. $3926 = 0
  1684.  
  1685. :JDT3_8781
  1686. 0051: return
  1687.  
  1688. :JDT3_8783
  1689. 34@ == 0
  1690. 004D: jump_if_false @JDT3_8821
  1691. 012E: $3928(34@,4) = create_driver pedtype 15 model 95 in_car $3914
  1692. 0364: set_actor $3928(34@,4) armour_to 100
  1693. 0002: jump @JDT3_8835
  1694.  
  1695. :JDT3_8821
  1696. 01CD: $3928(34@,4) = create_actor 15 96 in_car $3914 passenger_seat -1
  1697.  
  1698. :JDT3_8835
  1699. 0248: set_actor $3928(34@,4) ped_stats_to 18
  1700. 054F: unknown_actor $3928(34@,4) flag 0
  1701. 01B7: give_actor $3928(34@,4) weapon 21@ ammo 9999
  1702. 02E7: set_actor $3928(34@,4) weapon_accuracy_to 50
  1703. 0296: set_actor $3928(34@,4) shooting_fear_behavior_flag 0
  1704. 044B: $3928(34@,4) 0
  1705. 0416: $3928(34@,4) 1
  1706. 34@ += 1
  1707. 0002: jump @JDT3_8738
  1708.  
  1709. :JDT3_8902
  1710. 0051: return
  1711.  
  1712. :JDT3_8904
  1713. 024C: request_model 95
  1714. 024C: request_model 96
  1715.  
  1716. :JDT3_8912
  1717. 00DB: if and
  1718. 824D: not model 95 available
  1719. 824D: not model 96 available
  1720. 004D: jump_if_false @JDT3_8941
  1721. 0001: wait 0 ms
  1722. 0002: jump @JDT3_8912
  1723.  
  1724. :JDT3_8941
  1725. 0051: return
  1726.  
  1727. :JDT3_8943
  1728. 011E: car $3914 wrecked
  1729. 004D: jump_if_false @JDT3_8977
  1730. not $3926 == 0
  1731. 004D: jump_if_false @JDT3_8975
  1732. 0169: disable_marker $3926
  1733. $3926 = 0
  1734.  
  1735. :JDT3_8975
  1736. 0051: return
  1737.  
  1738. :JDT3_8977
  1739. 00A7: $3914 3@ 4@ 5@
  1740.  
  1741. :JDT3_8984
  1742. 81B2: not car $3914 0 3@ 4@ 15.0 15.0
  1743. 004D: jump_if_false @JDT3_9174
  1744. 0001: wait 0 ms
  1745. 011E: car $3914 wrecked
  1746. 004D: jump_if_false @JDT3_9041
  1747. not $3926 == 0
  1748. 004D: jump_if_false @JDT3_9039
  1749. 0169: disable_marker $3926
  1750. $3926 = 0
  1751.  
  1752. :JDT3_9039
  1753. 0051: return
  1754.  
  1755. :JDT3_9041
  1756. 022C: 35@ = car $3914 health
  1757. 27@ == 0
  1758. 004D: jump_if_false @JDT3_9113
  1759. 00DB: if or
  1760. 700 > 35@
  1761. 03D3: car $3914 stuck
  1762. 004D: jump_if_false @JDT3_9080
  1763. 0051: return
  1764.  
  1765. :JDT3_9080
  1766. 811D: not actor $3928 dead
  1767. 004D: jump_if_false @JDT3_9106
  1768. 80E0: not actor $3928 in_car $3914
  1769. 004D: jump_if_false @JDT3_9106
  1770. 0051: return
  1771.  
  1772. :JDT3_9106
  1773. 0002: jump @JDT3_9120
  1774.  
  1775. :JDT3_9113
  1776. 0050: gosub @JDT3_11362
  1777.  
  1778. :JDT3_9120
  1779. 25@ == 0
  1780. 004D: jump_if_false @JDT3_9160
  1781. 03CE: car $3914 damaged
  1782. 004D: jump_if_false @JDT3_9160
  1783. 00AE: set_car $3914 to_ignore_traffic_lights 2
  1784. 00AD: set_car $3914 max_speed_to 25.0
  1785. 25@ = 1
  1786.  
  1787. :JDT3_9160
  1788. 0050: gosub @JDT3_9421
  1789. 0002: jump @JDT3_8984
  1790.  
  1791. :JDT3_9174
  1792. 0051: return
  1793.  
  1794. :JDT3_9176
  1795. 011E: car $3914 wrecked
  1796. 004D: jump_if_false @JDT3_9210
  1797. not $3926 == 0
  1798. 004D: jump_if_false @JDT3_9208
  1799. 0169: disable_marker $3926
  1800. $3926 = 0
  1801.  
  1802. :JDT3_9208
  1803. 0051: return
  1804.  
  1805. :JDT3_9210
  1806. 3@ = 1133.84
  1807. 4@ = -432.05
  1808. 5@ = -100.0
  1809. 02C7: car $3914 drive_to_point 3@ 4@ 5@
  1810. 04E5: car $3914 abandon_path_radius 20
  1811.  
  1812. :JDT3_9245
  1813. 81B2: not car $3914 0 3@ 4@ 5.0 5.0
  1814. 004D: jump_if_false @JDT3_9368
  1815. 0001: wait 0 ms
  1816. 011E: car $3914 wrecked
  1817. 004D: jump_if_false @JDT3_9302
  1818. not $3926 == 0
  1819. 004D: jump_if_false @JDT3_9300
  1820. 0169: disable_marker $3926
  1821. $3926 = 0
  1822.  
  1823. :JDT3_9300
  1824. 0051: return
  1825.  
  1826. :JDT3_9302
  1827. 25@ == 0
  1828. 004D: jump_if_false @JDT3_9342
  1829. 03CE: car $3914 damaged
  1830. 004D: jump_if_false @JDT3_9342
  1831. 00AE: set_car $3914 to_ignore_traffic_lights 2
  1832. 00AD: set_car $3914 max_speed_to 25.0
  1833. 25@ = 1
  1834.  
  1835. :JDT3_9342
  1836. 022C: 35@ = car $3914 health
  1837. 0050: gosub @JDT3_11362
  1838. 0050: gosub @JDT3_9421
  1839. 0002: jump @JDT3_9245
  1840.  
  1841. :JDT3_9368
  1842. 00AF: set_car $3914 driver_behaviour_to 10
  1843. 811E: not car $3914 wrecked
  1844. 004D: jump_if_false @JDT3_9419
  1845. 049A: unknown_car_check $3914
  1846. 004D: jump_if_false @JDT3_9419
  1847.  
  1848. :JDT3_9396
  1849. 811E: not car $3914 wrecked
  1850. 004D: jump_if_false @JDT3_9417
  1851. 0001: wait 0 ms
  1852. 0002: jump @JDT3_9396
  1853.  
  1854. :JDT3_9417
  1855. 0051: return
  1856.  
  1857. :JDT3_9419
  1858. 0051: return
  1859.  
  1860. :JDT3_9421
  1861. 39@ = 0
  1862.  
  1863. :JDT3_9425
  1864. 2 > 39@
  1865. 004D: jump_if_false @JDT3_9564
  1866. 008B: 17@ = $4001(39@,2) // @ = $ (int)
  1867. 811D: not actor 17@ dead
  1868. 004D: jump_if_false @JDT3_9552
  1869. $4003(39@,2) == -1
  1870. 004D: jump_if_false @JDT3_9552
  1871. 00F2: actor 17@ near_point $3993(39@,2) $3995(39@,2) radius 1.0 on_foot 1.0 0
  1872. 004D: jump_if_false @JDT3_9523
  1873. 0197: set_actor 17@ objective_to_stand_still
  1874. 0178: set_actor 17@ z_angle_to $3999(39@,2)
  1875. 031E: set_actor 17@ wander_state_to 1
  1876. $4003(39@,2) = 0
  1877. 0002: jump @JDT3_9552
  1878.  
  1879. :JDT3_9523
  1880. 00F2: actor 17@ near_point $3993(39@,2) $3995(39@,2) radius 5.0 on_foot 5.0 0
  1881. 004D: jump_if_false @JDT3_9552
  1882. 031E: set_actor 17@ wander_state_to 0
  1883.  
  1884. :JDT3_9552
  1885. 39@ += 1
  1886. 0002: jump @JDT3_9425
  1887.  
  1888. :JDT3_9564
  1889. 0051: return
  1890.  
  1891. :JDT3_9566
  1892. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_2509 0
  1893. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @MDLMAC_26234 9 1
  1894. 04C0: select_interiour 1
  1895. 811D: not actor $540 dead
  1896. 004D: jump_if_false @JDT3_9646
  1897. 01F2: reset_actor $540 flags
  1898. 00A1: $540 888.9 -417.11 -100.0
  1899. 01C3: set_actor $540 to_look_at_point 891.35 -416.9 14.66
  1900.  
  1901. :JDT3_9646
  1902. 061C: 83
  1903. 0241: load_special_actor 1 'TOOL_01'
  1904. 0390: load_requested_models
  1905. 009A: $3932 = create_actor pedtype 21 model 109 at 891.35 -416.9 14.66
  1906. 0178: set_actor $3932 z_angle_to 90.0
  1907. 04DC: lock_actor $3932 in_current_position 1
  1908. 811D: not actor $540 dead
  1909. 004D: jump_if_false @JDT3_9728
  1910. 00A1: $540 890.69 -417.2 -100.0
  1911.  
  1912. :JDT3_9728
  1913. 0164: set_camera_position 889.11 -419.22 16.12 0 0 0
  1914. 0165: point_camera 889.6 -418.35 16.12 2
  1915. 03D4: load_wav 'DRKNOCK' as 1
  1916.  
  1917. :JDT3_9779
  1918. 83D5: not wav 1 loaded
  1919. 004D: jump_if_false @JDT3_9800
  1920. 0001: wait 0 ms
  1921. 0002: jump @JDT3_9779
  1922.  
  1923. :JDT3_9800
  1924. 03D6: play_wav 1
  1925. 811D: not actor $540 dead
  1926. 004D: jump_if_false @JDT3_9826
  1927. 0377: set_actor $540 anim 83 wait_state_time 999999999 ms
  1928.  
  1929. :JDT3_9826
  1930. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2412
  1931. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 1000
  1932. 004D: jump_if_false @JDT3_9863
  1933. 0002: jump @JDT3_10820
  1934.  
  1935. :JDT3_9863
  1936. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @JDT3_889
  1937. 0164: set_camera_position 890.16 -416.98 16.31 0 0 0
  1938. 0165: point_camera 891.16 -417.0 16.3 2
  1939. 811D: not actor $3932 dead
  1940. 004D: jump_if_false @JDT3_9960
  1941. 811D: not actor $540 dead
  1942. 004D: jump_if_false @JDT3_9960
  1943. 0542: $540
  1944. 0231: set_actor $540 to_look_at_actor $3932
  1945. 00A1: $540 890.36 -416.93 -100.0
  1946.  
  1947. :JDT3_9960
  1948. 03CF: object $1244 exists
  1949. 004D: jump_if_false @JDT3_10074
  1950. 01C0: store_object $1244 position_to $4019 $4020 $4021
  1951. 0086: $4011 = $4019 // $ = $ (float)
  1952. 0086: $4012 = $4020 // $ = $ (float)
  1953. 0086: $4013 = $4021 // $ = $ (float)
  1954. $4012 -= 0.3
  1955. $4018 = 0
  1956.  
  1957. :JDT3_10013
  1958. 8353: not move_object $1244 to $4011 $4012 $4013 speed_in_coord_difference 0 0.07 0 0
  1959. 004D: jump_if_false @JDT3_10074
  1960. 0001: wait 0 ms
  1961. 05AB: 44 $4018
  1962. $4018 == 1
  1963. 004D: jump_if_false @JDT3_10067
  1964. 0002: jump @JDT3_10820
  1965.  
  1966. :JDT3_10067
  1967. 0002: jump @JDT3_10013
  1968.  
  1969. :JDT3_10074
  1970. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 500
  1971. 004D: jump_if_false @JDT3_10101
  1972. 0002: jump @JDT3_10820
  1973.  
  1974. :JDT3_10101
  1975. 811D: not actor $3932 dead
  1976. 004D: jump_if_false @JDT3_10123
  1977. 0377: set_actor $3932 anim 0 wait_state_time 1 ms
  1978. 0542: $3932
  1979.  
  1980. :JDT3_10123
  1981. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 0 1
  1982. 0655: 'JDT3_AA' 6000 1 // ~w~Hey Toni, I can't come out right now, I'm busy... you know?
  1983. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 1 0
  1984. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 1000
  1985. 004D: jump_if_false @JDT3_10191
  1986. 0002: jump @JDT3_10820
  1987.  
  1988. :JDT3_10191
  1989. 0164: set_camera_position 888.26 -419.89 16.47 0 0 0
  1990. 0165: point_camera 888.89 -419.11 16.46 2
  1991. 0001: wait 0 ms
  1992. 0465: set_camera_pointing_time 0 21000
  1993. 0164: set_camera_position 889.45 -418.41 16.44 0 0 0
  1994. 0165: point_camera 890.08 -417.64 16.42 1
  1995. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  1996. 004D: jump_if_false @JDT3_10302
  1997. 0002: jump @JDT3_10820
  1998.  
  1999. :JDT3_10302
  2000. 0655: 'JDT3_AB' 5000 1 // ~w~Why? What's going on in there? ...and what the hell is that smell?
  2001. 811D: not actor $540 dead
  2002. 004D: jump_if_false @JDT3_10337
  2003. 0377: set_actor $540 anim 19 wait_state_time 5500 ms
  2004.  
  2005. :JDT3_10337
  2006. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 2 0
  2007. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  2008. 004D: jump_if_false @JDT3_10374
  2009. 0002: jump @JDT3_10820
  2010.  
  2011. :JDT3_10374
  2012. 811D: not actor $540 dead
  2013. 004D: jump_if_false @JDT3_10396
  2014. 0377: set_actor $540 anim 0 wait_state_time 1 ms
  2015. 0542: $540
  2016.  
  2017. :JDT3_10396
  2018. 0655: 'JDT3_AC' 7000 1 // ~w~Look, Toni, we're catering for some real ah... specialists today.
  2019. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 3 0
  2020. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  2021. 004D: jump_if_false @JDT3_10448
  2022. 0002: jump @JDT3_10820
  2023.  
  2024. :JDT3_10448
  2025. 0655: 'JDT3_AD' 5000 1 // ~w~This stuff is internet gold-dust!
  2026. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 4 0
  2027. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  2028. 004D: jump_if_false @JDT3_10500
  2029. 0002: jump @JDT3_10820
  2030.  
  2031. :JDT3_10500
  2032. 0655: 'JDT3_AE' 8000 1 // ~w~What you should be concerning yourself with is that Leone gaming house, up in Saint Mark's.
  2033. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 5 0
  2034. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  2035. 004D: jump_if_false @JDT3_10552
  2036. 0002: jump @JDT3_10820
  2037.  
  2038. :JDT3_10552
  2039. 0655: 'JDT3_AG' 6000 1 // ~w~The Sindaccos are going nuts about it.
  2040. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 6 0
  2041. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  2042. 004D: jump_if_false @JDT3_10604
  2043. 0002: jump @JDT3_10820
  2044.  
  2045. :JDT3_10604
  2046. 0655: 'JDT3_AH' 6000 1 // ~w~I heard they're gonna blow the place off the map.
  2047. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @JDT3_381 7 0
  2048. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2108
  2049. 004D: jump_if_false @JDT3_10656
  2050. 0002: jump @JDT3_10820
  2051.  
  2052. :JDT3_10656
  2053. 00BE: text_clear_all
  2054. 00A2: unknown_check $540
  2055. 004D: jump_if_false @JDT3_10692
  2056. 0234: set_actor $540 stop_looking
  2057. 0216: actor $540 walk_to 887.25 -416.59
  2058. 031E: set_actor $540 wander_state_to 1
  2059.  
  2060. :JDT3_10692
  2061. 03CF: object $1244 exists
  2062. 004D: jump_if_false @JDT3_10793
  2063. 01C0: store_object $1244 position_to $4011 $4012 $4013
  2064. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @JDT3_889
  2065. $4012 += 0.3
  2066.  
  2067. :JDT3_10732
  2068. 8353: not move_object $1244 to $4011 $4012 $4013 speed_in_coord_difference 0 0.1 0 0
  2069. 004D: jump_if_false @JDT3_10793
  2070. 0001: wait 0 ms
  2071. 05AB: 44 $4018
  2072. $4018 == 1
  2073. 004D: jump_if_false @JDT3_10786
  2074. 0002: jump @JDT3_10820
  2075.  
  2076. :JDT3_10786
  2077. 0002: jump @JDT3_10732
  2078.  
  2079. :JDT3_10793
  2080. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 750
  2081. 004D: jump_if_false @JDT3_10820
  2082. 0002: jump @JDT3_10820
  2083.  
  2084. :JDT3_10820
  2085. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  2086. 00BE: text_clear_all
  2087. 0412: unload_wav 1
  2088. 0412: unload_wav 2
  2089. 811D: not actor $540 dead
  2090. 004D: jump_if_false @JDT3_10899
  2091. 0542: $540
  2092. 0377: set_actor $540 anim 0 wait_state_time 1 ms
  2093. 0121: actor $540 clear_objective
  2094. 031E: set_actor $540 wander_state_to 0
  2095. 00A1: $540 888.11 -425.8 -100.0
  2096. 0178: set_actor $540 z_angle_to 270.0
  2097. 0234: set_actor $540 stop_looking
  2098.  
  2099. :JDT3_10899
  2100. 009B: $3932
  2101. 03CF: object $1244 exists
  2102. 004D: jump_if_false @JDT3_10933
  2103. 01C1: put_object $1244 at 891.174 -416.408 16.321
  2104.  
  2105. :JDT3_10933
  2106. 061D: 83
  2107. 0001: wait 300 ms
  2108. 04C0: select_interiour 0
  2109. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_2666 500
  2110. 0051: return
  2111.  
  2112. :JDT3_10960
  2113. 811E: not car $3914 wrecked
  2114. 004D: jump_if_false @JDT3_10980
  2115. 03D1: car $3914 add_to_stuck_car_check 2.0 = 5000
  2116.  
  2117. :JDT3_10980
  2118. 34@ = 0
  2119.  
  2120. :JDT3_10984
  2121. 4 > 34@
  2122. 004D: jump_if_false @JDT3_11280
  2123. 0001: wait 0 ms
  2124. 3 > 34@
  2125. 004D: jump_if_false @JDT3_11035
  2126. 02C6: set 3@ 4@ 5@ to_car_path_coords_closest_to $3943(34@,4) $3947(34@,4) $3951(34@,4)
  2127. 0002: jump @JDT3_11116
  2128.  
  2129. :JDT3_11035
  2130. 27@ == 1
  2131. 004D: jump_if_false @JDT3_11078
  2132. 3@ = 1133.01
  2133. 4@ = -426.21
  2134. 5@ = 19.82
  2135. 0002: jump @JDT3_11099
  2136.  
  2137. :JDT3_11078
  2138. 0089: 3@ = $3943(34@,4) // @ = $ (float)
  2139. 0089: 4@ = $3947(34@,4) // @ = $ (float)
  2140. 0089: 5@ = $3951(34@,4) // @ = $ (float)
  2141.  
  2142. :JDT3_11099
  2143. 811E: not car $3914 wrecked
  2144. 004D: jump_if_false @JDT3_11116
  2145. 00AE: set_car $3914 to_ignore_traffic_lights 3
  2146.  
  2147. :JDT3_11116
  2148. 0050: gosub @JDT3_8943
  2149. 011E: car $3914 wrecked
  2150. 004D: jump_if_false @JDT3_11164
  2151. not $3926 == 0
  2152. 004D: jump_if_false @JDT3_11155
  2153. 0169: disable_marker $3926
  2154. $3926 = 0
  2155.  
  2156. :JDT3_11155
  2157. 0051: return
  2158. 0002: jump @JDT3_11268
  2159.  
  2160. :JDT3_11164
  2161. 022C: 35@ = car $3914 health
  2162. 27@ == 0
  2163. 004D: jump_if_false @JDT3_11261
  2164. 00DB: if or
  2165. 700 > 35@
  2166. 03D3: car $3914 stuck
  2167. 004D: jump_if_false @JDT3_11221
  2168. 811E: not car $3914 wrecked
  2169. 004D: jump_if_false @JDT3_11219
  2170. 0050: gosub @JDT3_11286
  2171.  
  2172. :JDT3_11219
  2173. 0051: return
  2174.  
  2175. :JDT3_11221
  2176. 811D: not actor $3928 dead
  2177. 004D: jump_if_false @JDT3_11254
  2178. 80E0: not actor $3928 in_car $3914
  2179. 004D: jump_if_false @JDT3_11254
  2180. 0050: gosub @JDT3_11286
  2181. 0051: return
  2182.  
  2183. :JDT3_11254
  2184. 0002: jump @JDT3_11268
  2185.  
  2186. :JDT3_11261
  2187. 0050: gosub @JDT3_11362
  2188.  
  2189. :JDT3_11268
  2190. 34@ += 1
  2191. 0002: jump @JDT3_10984
  2192.  
  2193. :JDT3_11280
  2194. 03D2: car $3914 remove_from_stuck_car_check
  2195. 0051: return
  2196.  
  2197. :JDT3_11286
  2198. 03D2: car $3914 remove_from_stuck_car_check
  2199. 01C8: remove_references_to_car $3914
  2200. 0001: wait 1000 ms
  2201. 34@ = 0
  2202.  
  2203. :JDT3_11303
  2204. 001D: 18@ > 34@ // @ > @ (int)
  2205. 004D: jump_if_false @JDT3_11360
  2206. 008B: 17@ = $3928(34@,4) // @ = $ (int)
  2207. 811D: not actor 17@ dead
  2208. 004D: jump_if_false @JDT3_11348
  2209. 00BC: text_highpriority 'JDT3_N' 5000 ms 1 // ~w~They're getting out. Don't let any ~r~Sindaccos~w~ escape!
  2210. 0051: return
  2211.  
  2212. :JDT3_11348
  2213. 34@ += 1
  2214. 0002: jump @JDT3_11303
  2215.  
  2216. :JDT3_11360
  2217. 0051: return
  2218.  
  2219. :JDT3_11362
  2220. 0323: vehicle $3914 hit_by_weapon 31
  2221. 004D: jump_if_false @JDT3_11395
  2222. 35@ > 200
  2223. 004D: jump_if_false @JDT3_11395
  2224. 0229: set_car $3914 health_to 200
  2225.  
  2226. :JDT3_11395
  2227. 0051: return
  2228.  
  2229. :JDT3_11397
  2230. $1116 == 1
  2231. 004D: jump_if_false @JDT3_11432
  2232. 00BC: text_highpriority 'JDT3_P' 5000 ms 1 // ~w~The Sindaccos have rigged a huge truck bomb! They're going to take out the Casino in one go!
  2233. 0001: wait 5000 ms
  2234. 0051: return
  2235.  
  2236. :JDT3_11432
  2237. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_2509 500
  2238. 03D0: set_camera $3990 $3991 $3992
  2239. 039A: clear_area 1 at $3990 $3991 range $3992 10.0
  2240. 811E: not car $3914 wrecked
  2241. 004D: jump_if_false @JDT3_11496
  2242. 0164: set_camera_position $3990 $3991 $3992 0 0 0
  2243. 015D: camera_on_vehicle $3914 15 2
  2244.  
  2245. :JDT3_11496
  2246. 0003: shake_camera 0 ms
  2247. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2412
  2248. 00BC: text_highpriority 'JDT3_P' 5000 ms 1 // ~w~The Sindaccos have rigged a huge truck bomb! They're going to take out the Casino in one go!
  2249. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 1000
  2250. 004D: jump_if_false @JDT3_11551
  2251. 0002: jump @JDT3_11584
  2252.  
  2253. :JDT3_11551
  2254. 811E: not car $3914 wrecked
  2255. 004D: jump_if_false @JDT3_11571
  2256. 047C: set_car $3914 animation 8 6000 ms
  2257.  
  2258. :JDT3_11571
  2259. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 4000
  2260.  
  2261. :JDT3_11584
  2262. 00BE: text_clear_all
  2263. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  2264. 0378: set_camera_directly_behind_player
  2265. 02F0: restore_camera_with_jumpcut
  2266. 02A8: toggle_widescreen 0
  2267. 811E: not car $3914 wrecked
  2268. 004D: jump_if_false @JDT3_11621
  2269. 047C: set_car $3914 animation 0 100 ms
  2270.  
  2271. :JDT3_11621
  2272. 025B: player PLAYER_CHAR defined
  2273. 004D: jump_if_false @JDT3_11650
  2274. 0054: store_player PLAYER_CHAR position_to $4025 $4026 $4027
  2275. 03D0: set_camera $4025 $4026 $4027
  2276.  
  2277. :JDT3_11650
  2278. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_2666 500
  2279. 0051: return
  2280.  
  2281. :JDT3_11665
  2282. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_14 79
  2283. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_14 80
  2284. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_14 274
  2285. 34@ = 0
  2286.  
  2287. :JDT3_11706
  2288. 2 > 34@
  2289. 004D: jump_if_false @JDT3_11865
  2290. 34@ == 0
  2291. 004D: jump_if_false @JDT3_11758
  2292. 009A: $4001(34@,2) = create_actor pedtype 22 model 79 at $3993(34@,2) $3995(34@,2) $3997(34@,2)
  2293. 0002: jump @JDT3_11780
  2294.  
  2295. :JDT3_11758
  2296. 009A: $4001(34@,2) = create_actor pedtype 22 model 80 at $3993(34@,2) $3995(34@,2) $3997(34@,2)
  2297.  
  2298. :JDT3_11780
  2299. 0178: set_actor $4001(34@,2) z_angle_to $3999(34@,2)
  2300. 0197: set_actor $4001(34@,2) objective_to_stand_still
  2301. 01B7: give_actor $4001(34@,2) weapon 17 ammo 1000
  2302. 031E: set_actor $4001(34@,2) wander_state_to 1
  2303. 056D: $4001(34@,2) 1
  2304. 02E7: set_actor $4001(34@,2) weapon_accuracy_to 20
  2305. 0296: set_actor $4001(34@,2) shooting_fear_behavior_flag 0
  2306. 0416: $4001(34@,2) 1
  2307. $4003(34@,2) = 0
  2308. 34@ += 1
  2309. 0002: jump @JDT3_11706
  2310.  
  2311. :JDT3_11865
  2312. 024E: release_model 79
  2313. 024E: release_model 80
  2314. 0051: return
  2315.  
  2316. :JDT3_11875
  2317. 34@ = 0
  2318.  
  2319. :JDT3_11879
  2320. 2 > 34@
  2321. 004D: jump_if_false @JDT3_12027
  2322. 811D: not actor $4001(34@,2) dead
  2323. 004D: jump_if_false @JDT3_12015
  2324. 0216: actor $4001(34@,2) walk_to $3993(34@,2) $3995(34@,2)
  2325. 01F2: reset_actor $4001(34@,2) flags
  2326. 011F: set_actor $4001(34@,2) unknown_flag 32768
  2327. 0296: set_actor $4001(34@,2) shooting_fear_behavior_flag 0
  2328. $4003(34@,2) = -1
  2329. 80F2: not actor $4001(34@,2) near_point $3993(34@,2) $3995(34@,2) radius 10.0 on_foot 10.0 0
  2330. 004D: jump_if_false @JDT3_12000
  2331. 031E: set_actor $4001(34@,2) wander_state_to 1
  2332. 0416: $4001(34@,2) 0
  2333. 0002: jump @JDT3_12015
  2334.  
  2335. :JDT3_12000
  2336. 031E: set_actor $4001(34@,2) wander_state_to 0
  2337. 0416: $4001(34@,2) 1
  2338.  
  2339. :JDT3_12015
  2340. 34@ += 1
  2341. 0002: jump @JDT3_11879
  2342.  
  2343. :JDT3_12027
  2344. 0051: return
  2345.  
  2346. :JDT3_12029
  2347. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_14 172
  2348. 00A5: $4005 = create_car 172 at 1139.5 -447.0 -100.0
  2349. 017A: set_car $4005 z_angle_to 90.0
  2350. 0084: $3915(45@,10) = $4005 // $ = $ (int)
  2351. 45@ += 1
  2352. 00A5: $4006 = create_car 172 at 1142.5 -450.5 -100.0
  2353. 017A: set_car $4006 z_angle_to 270.0
  2354. 0084: $3915(45@,10) = $4006 // $ = $ (int)
  2355. 45@ += 1
  2356. 0051: return
  2357.  
  2358. :JDT3_12120
  2359. 34@ = 0
  2360.  
  2361. :JDT3_12124
  2362. 001D: 18@ > 34@ // @ > @ (int)
  2363. 004D: jump_if_false @JDT3_12242
  2364. 008B: 17@ = $3928(34@,4) // @ = $ (int)
  2365. 0572: unknown_actor 17@ dead_but_valid
  2366. 004D: jump_if_false @JDT3_12230
  2367. 811D: not actor 17@ dead
  2368. 004D: jump_if_false @JDT3_12230
  2369. 025B: player PLAYER_CHAR defined
  2370. 004D: jump_if_false @JDT3_12230
  2371. 80EE: not player PLAYER_CHAR near_actor 17@ radius 150.0 150.0 0
  2372. 004D: jump_if_false @JDT3_12215
  2373. 009B: 17@
  2374. 0169: disable_marker $3933(34@,4)
  2375. $3933(34@,4) = 0
  2376. 0002: jump @JDT3_12230
  2377.  
  2378. :JDT3_12215
  2379. 0198: set_actor 17@ objective_to_act_like_ped
  2380. 031E: set_actor 17@ wander_state_to 1
  2381. $3937(34@,4) = 0
  2382.  
  2383. :JDT3_12230
  2384. 34@ += 1
  2385. 0002: jump @JDT3_12124
  2386.  
  2387. :JDT3_12242
  2388. 0051: return
  2389.  
  2390. :JDT3_12244
  2391. 34@ = 0
  2392.  
  2393. :JDT3_12248
  2394. 2 > 34@
  2395. 004D: jump_if_false @JDT3_12297
  2396. 008B: 17@ = $4001(34@,2) // @ = $ (int)
  2397. 811D: not actor 17@ dead
  2398. 004D: jump_if_false @JDT3_12285
  2399. 0198: set_actor 17@ objective_to_act_like_ped
  2400. 031E: set_actor 17@ wander_state_to 1
  2401.  
  2402. :JDT3_12285
  2403. 34@ += 1
  2404. 0002: jump @JDT3_12248
  2405.  
  2406. :JDT3_12297
  2407. 0051: return
  2408.  
  2409. :JDT3_12299
  2410. 00BE: text_clear_all
  2411. $1116 == 1
  2412. 004D: jump_if_false @JDT3_12331
  2413. 00BC: text_highpriority 'JDT3_I' 5000 ms 1 // ~w~The truck-bomb's armed!
  2414. 0051: return
  2415.  
  2416. :JDT3_12331
  2417. 025B: player PLAYER_CHAR defined
  2418. 004D: jump_if_false @JDT3_12353
  2419. 01B9: set_player PLAYER_CHAR frozen_state 0
  2420. 03C4: set_player PLAYER_CHAR ignored_by_everyone_to 1
  2421.  
  2422. :JDT3_12353
  2423. 34@ = 0
  2424.  
  2425. :JDT3_12357
  2426. 001D: 45@ > 34@ // @ > @ (int)
  2427. 004D: jump_if_false @JDT3_12386
  2428. 01C8: remove_references_to_car $3915(34@,10)
  2429. 34@ += 1
  2430. 0002: jump @JDT3_12357
  2431.  
  2432. :JDT3_12386
  2433. 811E: not car $3914 wrecked
  2434. 004D: jump_if_false @JDT3_12401
  2435. 01CB: remove_car_from_mission_cleanup_list $3914
  2436.  
  2437. :JDT3_12401
  2438. 0370: toggle_unknown 0
  2439. 8126: not player PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's
  2440. 004D: jump_if_false @JDT3_12520
  2441. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  2442. 0164: set_camera_position 1128.38 -418.8 26.85 0 0 0
  2443. 811E: not car $3914 wrecked
  2444. 004D: jump_if_false @JDT3_12506
  2445. 015D: camera_on_vehicle $3914 15 2
  2446. 811E: not car $3914 wrecked
  2447. 004D: jump_if_false @JDT3_12506
  2448. 00AA: $3914 $4035 $4036 $4037
  2449. 039A: clear_area 1 at $4035 $4036 range $4037 5.0
  2450.  
  2451. :JDT3_12506
  2452. 016F: fade 1 500 ms
  2453. 0002: jump @JDT3_12554
  2454.  
  2455. :JDT3_12520
  2456. 811E: not car $3914 wrecked
  2457. 004D: jump_if_false @JDT3_12554
  2458. 00AA: $3914 $4035 $4036 $4037
  2459. 039A: clear_area 1 at $4035 $4036 range $4037 5.0
  2460.  
  2461. :JDT3_12554
  2462. 02A8: toggle_widescreen 1
  2463. 0164: set_camera_position 1128.38 -418.8 26.85 0 0 0
  2464. $1086 = 1
  2465. 811E: not car $3914 wrecked
  2466. 004D: jump_if_false @JDT3_12603
  2467. 015D: camera_on_vehicle $3914 15 2
  2468.  
  2469. :JDT3_12603
  2470. 0001: wait 0 ms
  2471. 0465: set_camera_pointing_time 0 6000
  2472. 0164: set_camera_position 1127.58 -434.52 25.6 0 0 0
  2473. 811E: not car $3914 wrecked
  2474. 004D: jump_if_false @JDT3_12651
  2475. 015D: camera_on_vehicle $3914 15 1
  2476.  
  2477. :JDT3_12651
  2478. 0050: gosub @JDT3_12244
  2479. 34@ = 0
  2480.  
  2481. :JDT3_12662
  2482. 001D: 18@ > 34@ // @ > @ (int)
  2483. 004D: jump_if_false @JDT3_12723
  2484. 008B: 17@ = $3928(34@,4) // @ = $ (int)
  2485. 811D: not actor 17@ dead
  2486. 004D: jump_if_false @JDT3_12711
  2487. 025B: player PLAYER_CHAR defined
  2488. 004D: jump_if_false @JDT3_12711
  2489. 01D5: actor 17@ avoid_player PLAYER_CHAR
  2490. 031E: set_actor 17@ wander_state_to 1
  2491.  
  2492. :JDT3_12711
  2493. 34@ += 1
  2494. 0002: jump @JDT3_12662
  2495.  
  2496. :JDT3_12723
  2497. 00BC: text_highpriority 'JDT3_I' 5000 ms 1 // ~w~The truck-bomb's armed!
  2498. 05AE: constant_params 1 variable_params 0 unknown 47 call_with_params @MDLMAC_1959 6000
  2499. 00BE: text_clear_all
  2500. 025B: player PLAYER_CHAR defined
  2501. 004D: jump_if_false @JDT3_12780
  2502. 01B9: set_player PLAYER_CHAR frozen_state 1
  2503. 03C4: set_player PLAYER_CHAR ignored_by_everyone_to 0
  2504. 01FC: set_player PLAYER_CHAR ignored_by_cops_state_to 0
  2505.  
  2506. :JDT3_12780
  2507. 0370: toggle_unknown 1
  2508. 8126: not player PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's
  2509. 004D: jump_if_false @JDT3_12829
  2510. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  2511. 0378: set_camera_directly_behind_player
  2512. 02F0: restore_camera_with_jumpcut
  2513. 016E: set_fade_color 0 0 0
  2514. 016F: fade 1 500 ms
  2515.  
  2516. :JDT3_12829
  2517. 02A8: toggle_widescreen 0
  2518. 0378: set_camera_directly_behind_player
  2519. 02F0: restore_camera_with_jumpcut
  2520. $1086 = 0
  2521. 0051: return
  2522.  
  2523. :JDT3_12843
  2524. 05AE: constant_params 0 variable_params 0 unknown 47 call_with_params @MDLMAC_2379
  2525. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @MDLMAC_26234 9 0
  2526. 0156: remove_status_text $4017
  2527. 0154: stop_timer $4014
  2528. 00A6: $3914
  2529. 00A6: $4005
  2530. 00A6: $4006
  2531. 00A6: $3925
  2532. 039A: clear_area 1 at 1141.0 -431.0 range 20.0 50.0
  2533. 024E: release_model 258
  2534. not $3926 == 0
  2535. 004D: jump_if_false @JDT3_12929
  2536. 0169: disable_marker $3926
  2537.  
  2538. :JDT3_12929
  2539. 0169: disable_marker 12@
  2540. 34@ = 0
  2541.  
  2542. :JDT3_12936
  2543. 001D: 18@ > 34@ // @ > @ (int)
  2544. 004D: jump_if_false @JDT3_12971
  2545. 009B: $3928(34@,4)
  2546. 0169: disable_marker $3933(34@,4)
  2547. 34@ += 1
  2548. 0002: jump @JDT3_12936
  2549.  
  2550. :JDT3_12971
  2551. 34@ = 0
  2552.  
  2553. :JDT3_12975
  2554. 2 > 34@
  2555. 004D: jump_if_false @JDT3_13005
  2556. 009B: $4001(34@,2)
  2557. 34@ += 1
  2558. 0002: jump @JDT3_12975
  2559.  
  2560. :JDT3_13005
  2561. 34@ = 0
  2562.  
  2563. :JDT3_13009
  2564. 001D: 45@ > 34@ // @ > @ (int)
  2565. 004D: jump_if_false @JDT3_13038
  2566. 00A6: $3915(34@,10)
  2567. 34@ += 1
  2568. 0002: jump @JDT3_13009
  2569.  
  2570. :JDT3_13038
  2571. 03CF: object 6@ exists
  2572. 004D: jump_if_false @JDT3_13051
  2573. 010D: destroy_object 6@
  2574.  
  2575. :JDT3_13051
  2576. 031F: remove_all_fires
  2577. 025B: player PLAYER_CHAR defined
  2578. 004D: jump_if_false @JDT3_13144
  2579. 0054: store_player PLAYER_CHAR position_to $4025 $4026 $4027
  2580. 0057: player PLAYER_CHAR in_cube 892.39 -429.68 13.4 876.53 -403.05 29.46 sphere 0
  2581. 004D: jump_if_false @JDT3_13140
  2582. 0055: put_player PLAYER_CHAR at 903.91 -425.55 -100.0
  2583. 0176: set_player PLAYER_CHAR z_angle_to -90.0
  2584.  
  2585. :JDT3_13140
  2586. 0378: set_camera_directly_behind_player
  2587. 02F0: restore_camera_with_jumpcut
  2588.  
  2589. :JDT3_13144
  2590. 0001: wait 2000 ms
  2591. 016E: set_fade_color 0 0 0
  2592. 016F: fade 1 500 ms
  2593. 0051: return
  2594.  
  2595. :JDT3_13163
  2596. 00BE: text_clear_all
  2597. 00BA: text_styled 'M_FAIL' 1000 ms 1 // MISSION FAILED!
  2598. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @MDLMAC_26234 9 0
  2599. $4015 == 0
  2600. 004D: jump_if_false @JDT3_13220
  2601. 00BA: text_styled 'JDT3_G' 5000 ms 8 // ~r~The Casino was destroyed!
  2602.  
  2603. :JDT3_13220
  2604. 0051: return
  2605.  
  2606. :JDT3_13222
  2607. 05AE: constant_params 2 variable_params 0 unknown 47 call_with_params @MARGOV_509 2 3
  2608. 01E8: text_1number_styled 'M_PASS' 1000 1000 ms 1 // ~Y~MISSION PASSED! ~n~$~1~
  2609. 010E: player PLAYER_CHAR money += 1000
  2610. 0399: play_music 1
  2611. 0115: clear_player PLAYER_CHAR wanted_level
  2612. 0311: progress_made += 1
  2613. 031D: set_latest_mission_passed 'JDT3' // A Volatile Situation
  2614. 0051: return
  2615.  
  2616. :JDT3_13285
  2617. 0156: remove_status_text $4017
  2618. 0154: stop_timer $4014
  2619. 01C8: remove_references_to_car $3914
  2620. 01C8: remove_references_to_car $4005
  2621. 01C8: remove_references_to_car $4006
  2622. 01C8: remove_references_to_car $3925
  2623. 34@ = 0
  2624.  
  2625. :JDT3_13313
  2626. 001D: 45@ > 34@ // @ > @ (int)
  2627. 004D: jump_if_false @JDT3_13342
  2628. 01C8: remove_references_to_car $3915(34@,10)
  2629. 34@ += 1
  2630. 0002: jump @JDT3_13313
  2631.  
  2632. :JDT3_13342
  2633. 024E: release_model 258
  2634. not $3926 == 0
  2635. 004D: jump_if_false @JDT3_13363
  2636. 0169: disable_marker $3926
  2637.  
  2638. :JDT3_13363
  2639. 0169: disable_marker 12@
  2640. 34@ = 0
  2641.  
  2642. :JDT3_13370
  2643. 001D: 18@ > 34@ // @ > @ (int)
  2644. 004D: jump_if_false @JDT3_13419
  2645. 01C7: remove_references_to_actor $3928(34@,4)
  2646. not $3933(34@,4) == 0
  2647. 004D: jump_if_false @JDT3_13407
  2648. 0169: disable_marker $3933(34@,4)
  2649.  
  2650. :JDT3_13407
  2651. 34@ += 1
  2652. 0002: jump @JDT3_13370
  2653.  
  2654. :JDT3_13419
  2655. 34@ = 0
  2656.  
  2657. :JDT3_13423
  2658. 2 > 34@
  2659. 004D: jump_if_false @JDT3_13453
  2660. 01C7: remove_references_to_actor $4001(34@,2)
  2661. 34@ += 1
  2662. 0002: jump @JDT3_13423
  2663.  
  2664. :JDT3_13453
  2665. 03CF: object 6@ exists
  2666. 004D: jump_if_false @JDT3_13466
  2667. 010D: destroy_object 6@
  2668.  
  2669. :JDT3_13466
  2670. 031F: remove_all_fires
  2671. 01C9: remove_references_to_object $4031
  2672. 009B: $3932
  2673. 029B: unload_special_actor 1
  2674. 01F5: set_max_wanted_level_to 4
  2675. 061D: 83
  2676. ONMISSION = 0
  2677. 00DD: mission_cleanup
  2678. 0051: return
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