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- {$CLEO .cs}
- 0000:
- WHILE TRUE
- wait 0
- if actor.Driving($PLAYER_ACTOR)
- then 1@ = actor.CurrentCar($PLAYER_ACTOR)
- IF 056E: car 1@ defined
- THEN
- if 0495: car 1@ burning
- then
- WHILE 80E1: player 0 pressed_key 15
- WAIT 0
- 0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_Lsit" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- END
- 0633: AS_actor $PLAYER_ACTOR exit_car
- 0687: clear_actor $PLAYER_ACTOR task
- END
- END
- END
- END
- 04ED: load_animation "CAR"
- model.Load(#LAPD1)
- 038B: load_requested_models
- while true
- wait 0
- {
- Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
- 3@ += 1.0
- 5@ = actor.Create(cop,#lapd1 ,1@,2@,3@)
- 0337: set_actor 5@ visibility 0
- Actor.SetImmunities(5@, 1, 1, 1, 1, 1)
- 7@ = object.Create(#gun_vibe2,1@,2@,3@)
- 0750: set_object 7@ visibility 1
- 0619: enable_actor $PLAYER_ACTOR collision_detection 0
- Object.CollisionDetection(7@) = false
- }
- while true
- wait 0
- // 9@ = actor.Angle(5@)
- //actor.Angle($PLAYER_ACTOR) = 9@
- //069B: attach_object 7@ to_actor 5@ with_offset 0.1 0.1 0.2 rotation 0.0 0.0 9@
- //04F4: put_actor $PLAYER_ACTOR into_turret_on_object 7@ offset_from_object_origin 0.0 0.0 -0.2 orientation 0 both_side_angle_limit 9@ lock_weapon 0
- ///0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 500
- //05DE: AS_actor 5@ walk_around_ped_path
- IF 0AB0: 52
- THEN
- END_THREAD
- END
- end
- end
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