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- DEFINE OBJECTS 2
- DEFINE OBJECT (unused) // This is an unused object. You can put anything here.
- DEFINE OBJECT INFO // Object number -1
- DEFINE MISSIONS 0
- DEFINE EXTERNAL_SCRIPTS 1
- DEFINE SCRIPT AMMU AT @AMUNAT // 0
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 0
- //-------------MAIN---------------
- :MAIN_1
- 03A4: name_thread 'MAIN'
- 016A: fade 0 (in) 0 ms
- 042C: set_total_missions_to 0
- 030D: set_total_mission_points_to 0
- 01F0: set_max_wanted_level_to 6
- 0111: set_wasted_busted_check_to 0 (disabled)
- 00C0: set_current_time 23 0
- 04E4: unknown_refresh_game_renderer_at 1363.4333 -1276.53
- 03CB: set_camera 1363.4333 -1276.53 13.5469
- 0053: $PLAYER_CHAR = create_player #NULL at 1363.4333 -1276.53 13.5469
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
- 0173: set_actor $PLAYER_ACTOR z_angle_to 7.0
- 0373: set_camera_directly_behind_player
- 087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0
- 087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2
- 087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3
- 087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1
- 070D: $PLAYER_CHAR
- 0109: player $PLAYER_CHAR money += 500000
- 0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat
- 01B6: set_weather 1
- 04BB: select_interior 0 // select render area
- 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
- 01B7: release_weather
- 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 137.0 town_number 0
- 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 90.0 town_number 0
- 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 7.5465 town_number 1
- 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 267.2 town_number 1
- 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 7.5465 town_number 2
- 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 267.2 town_number 2
- 08DE: lose_stuff_after_busted 0
- 08DD: lose_stuff_after_wasted 0
- 016A: fade 1 (out) 1000 ms
- 0001: wait 100 ms
- 03E6: remove_text_box
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- 0001: wait 0 ms
- 004F: create_thread @INTMAN
- :MAIN_3
- 0001: wait 2500 ms
- jump @MAIN_3
- :INTMAN
- 03A4: name_thread 'INTMAN'
- 0004: $INTERIOR_DECISION_MAKER_A = -1
- :INTMAN_57
- 00D6: if
- 0256: player $PLAYER_CHAR defined
- 004D: jump_if_false @INTMAN_80
- 0050: gosub @INTMAN_91
- :INTMAN_80
- 0001: wait 0 ms
- 0002: jump @INTMAN_57
- :INTMAN_91
- 0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182
- :INTMAN_154
- 0050: gosub @INTMAN_184
- 0002: jump @INTMAN_182
- :INTMAN_168
- 0050: gosub @INTMAN_2976
- 0002: jump @INTMAN_182
- :INTMAN_182
- 0051: return
- :INTMAN_184
- 09E8: $1250 = actor $PLAYER_ACTOR active_interior
- 00D6: if
- 8038: not $1250 == 0
- 004D: jump_if_false @INTMAN_2974
- 094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string
- 00D6: if
- 8846: not string v$ACTIVE_INTERIOR_NAME empty // same as 0844
- 004D: jump_if_false @INTMAN_2974
- 0084: $1251 = $1250 // (int)
- 00D6: if
- 0256: player $PLAYER_CHAR defined
- 004D: jump_if_false @INTMAN_266
- 01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level
- :INTMAN_266
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 0004: $1261 = 0
- 0004: $PLAYER_IN_INTERIOR = 0
- 0006: 2@ = 0
- 00D6: if
- 0038: $ONMISSION == 0
- 004D: jump_if_false @INTMAN_359
- 0004: $9472 = 0
- 0004: $9470 = 0
- 0004: $9471 = 0
- 0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 0
- 0004: $2881 = 0
- 0004: $9473 = 0
- 0004: $9526 = 0
- :INTMAN_359
- 00D6: if or
- 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN1"
- 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN2"
- 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN3"
- 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN4"
- 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN5"
- 004D: jump_if_false @INTMAN_2869
- 0926: 1@ = external_script_status 0 (AMMU)
- 00D6: if
- 0039: 1@ == 0
- 004D: jump_if_false @INTMAN_2869
- 08A9: load_external_script 0 (AMMU)
- 038B: load_requested_models
- 00D6: if
- 08AB: external_script 0 (AMMU) loaded
- 004D: jump_if_false @INTMAN_2869
- 075D: set_shopping_item_pool_items_type_to "Weapons" // v$
- 075E: set_shopping_item_pool_items_section_to v$ACTIVE_INTERIOR_NAME
- 0913: run_external_script 0 (AMMU)
- 0004: $1261 = 1
- 000A: 0@ += 1
- :INTMAN_2869
- 00D6: if
- 0038: $1261 == 1
- 004D: jump_if_false @INTMAN_2974
- 00D6: if
- 89F2: not decision_maker $INTERIOR_DECISION_MAKER_A exists
- 004D: jump_if_false @INTMAN_2927
- 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A
- 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27
- 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 48
- :INTMAN_2927
- 00D6: if
- 89F2: not decision_maker $INTERIOR_DECISION_MAKER_B exists
- 004D: jump_if_false @INTMAN_2974
- 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B
- 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 27
- 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 48
- 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 9
- :INTMAN_2974
- 0051: return
- :INTMAN_2976
- 09E8: $1250 = actor $PLAYER_ACTOR active_interior
- 00D6: if
- 803A: not $1250 == $1251 // (int)
- 004D: jump_if_false @INTMAN_3052
- 0050: gosub @INTMAN_3136
- 0004: $PLAYER_IN_INTERIOR = 0
- 0006: 2@ = 0
- 0004: $1260 = 0
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 000E: 0@ -= 1
- 0051: return
- 0002: jump @INTMAN_3134
- :INTMAN_3052
- 00D6: if
- 0038: $1260 == 1
- 004D: jump_if_false @INTMAN_3095
- 00D6: if
- 82D8: not actor $PLAYER_ACTOR current_weapon == 56
- 004D: jump_if_false @INTMAN_3095
- 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
- :INTMAN_3095
- 00D6: if and
- 0038: $PLAYER_IN_INTERIOR == 1
- 0039: 2@ == 0
- 004D: jump_if_false @INTMAN_3134
- 0050: gosub @INTMAN_3136
- 0006: 2@ = 1
- :INTMAN_3134
- 0051: return
- :INTMAN_3136
- 090F: end_external_script 0 (AMMU)
- 065C: release_decision_maker $INTERIOR_DECISION_MAKER_A
- 065C: release_decision_maker $INTERIOR_DECISION_MAKER_B
- 0004: $INTERIOR_DECISION_MAKER_A = -1
- 0004: $INTERIOR_DECISION_MAKER_B = -1
- 087C: release_shopping_data
- 0051: return
- //-------------External script 60 (AMMU)---------------
- :AMUNAT
- 0005: $9585 = 0.0
- 0005: $9586 = 0.0
- 0005: $9587 = 0.0
- 0005: $AMMU_X_OFFSET = 0.0
- 0005: $AMMU_Y_OFFSET = 0.0
- 0005: $AMMU_Z_OFFSET = 0.0
- 0005: $X_CAMERA = 0.0
- 0005: $Y_CAMERA = 0.0
- 0005: $Z_CAMERA = 0.0
- 0005: $AMMU_X_AIM_CAMERA = 0.0
- 0005: $AMMU_Y_AIM_CAMERA = 0.0
- 0005: $AMMU_Z_AIM_CAMERA = 0.0
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 0005: $AMMU_SELLER_ANGLE = 0.0
- 0004: $2418 = 0
- 0005: $AMMU_X_SELLER = 0.0
- 0005: $AMMU_Y_SELLER = 0.0
- 0005: $AMMU_Z_SELLER = 0.0
- 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
- 0004: $AMMU_STAGE = 0
- 0005: $9575 = 0.0
- 0005: $9576 = 0.0
- 0005: $9577 = 0.0
- 0004: $9572 = 0
- 0004: $9573 = 0
- 0004: $9574 = 0
- 0004: $2418 = 0
- 0004: $2422 = 0
- 0004: $2545 = 0
- 0004: $2544 = 0
- 0004: $9595 = 0
- 0004: $9594 = 0
- 0004: $9596 = 0
- 0004: $9616 = 0
- 0004: $9597 = 0
- 0004: $2515 = 0
- 0004: $9598 = 0
- 0004: $9599 = 0
- 0004: $9600 = 0
- 0004: $9601 = 0
- 0004: $9602 = 0
- 0004: $9603 = 0
- 0004: $9604 = 0
- 0004: $9605 = 0
- 0004: $9606 = 0
- 0004: $9607 = 0
- 0004: $9608 = 0
- 0004: $9609 = 0
- 0004: $9610 = 0
- 0004: $9611 = 0
- 0004: $9612 = 0
- 0004: $9613 = 0
- 0004: $9614 = 0
- 0004: $9615 = 0
- 0004: $9661 = 0
- 0004: $9637 = 0
- 0004: $9638 = 0
- 0002: jump @AMUNAT_525
- 018D: NOP $9570 65535 $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
- 0107: $9571 = create_object $AMMU_SELECTED_WEAPON_MODEL at 1659.635 -1576.514 15.585
- 0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $9575 $9576 $9577
- :AMUNAT_525
- 04AE: $SELLER_MODEL = 179 // $ = any
- 0247: load_model $SELLER_MODEL
- 0247: load_model #COLT45
- 0247: load_model #TEC9
- 0247: load_model #MICRO_UZI
- 0247: load_model #CHROMEGUN
- 0247: load_model #GRENADE
- 0247: load_model #ARMOUR
- 0247: load_model #MP5LNG
- 0247: load_model #SAWNOFF
- 0247: load_model #SILENCED
- 0247: load_model #SATCHEL
- 0247: load_model #BOMB
- 0247: load_model #CUNTGUN
- 0247: load_model #SNIPER
- 0247: load_model #AK47
- 0247: load_model #BAT
- 0247: load_model #DESERT_EAGLE
- 0247: load_model #SHOTGSPA
- 0247: load_model #ROCKETLA
- 0247: load_model #HEATSEEK
- 0247: load_model #FLAME
- 0247: load_model #MINIGUN
- 04ED: load_animation "WEAPONS"
- 038B: load_requested_models
- 0111: set_wasted_busted_check 0
- 03A4: name_thread 'AMUNAT'
- //////////////////////////
- :AMUNAT_640
- 0001: wait 0 ms
- 00D6: if
- 0256: player $PLAYER_CHAR defined
- 004D: jump_if_false @AMUNAT_7618
- 00D6: if
- 8844: not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846
- 004D: jump_if_false @AMUNAT_7604
- 00D6: if
- 0018: $AMMU_STAGE > 0
- 004D: jump_if_false @AMUNAT_762
- 00D6: if
- 0A0F: new_language_set
- 004D: jump_if_false @AMUNAT_762
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- 08DA: remove_panel $2423
- 08DA: remove_panel $2421
- 08DA: remove_panel $2417
- 0004: $2420 = 0
- 0004: $2424 = 0
- 0004: $2418 = 0
- 0004: $2422 = 0
- 09FB: $CURRENT_LANGUAGE = current_language
- :AMUNAT_762
- 00D6: if
- 0038: $AMMU_STAGE == 0
- 004D: jump_if_false @AMUNAT_1286
- 00D6: if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN1' // Ammu-Nation
- 004D: jump_if_false @AMUNAT_884
- 0005: $AMMU_X_OFFSET = 0.0
- 0005: $AMMU_Y_OFFSET = 0.0
- 0005: $AMMU_Z_OFFSET = 0.0
- 0005: $AMMU_PLAYER_ANGLE = 180.0
- 0005: $AMMU_SELLER_ANGLE = 0.0
- 0004: $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 1
- :AMUNAT_884
- 00D6: if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN2' // Ammu-Nation
- 004D: jump_if_false @AMUNAT_988
- 0005: $AMMU_X_OFFSET = -0.765
- 0005: $AMMU_Y_OFFSET = -42.311
- 0005: $AMMU_Z_OFFSET = -0.013
- 0005: $AMMU_PLAYER_ANGLE = 180.0
- 0005: $AMMU_SELLER_ANGLE = 0.0
- 0004: $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 1
- :AMUNAT_988
- 00D6: if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN3' // Ammu-Nation
- 004D: jump_if_false @AMUNAT_1092
- 0005: $AMMU_X_OFFSET = -6.264
- 0005: $AMMU_Y_OFFSET = -71.34
- 0005: $AMMU_Z_OFFSET = -0.002
- 0005: $AMMU_PLAYER_ANGLE = 180.0
- 0005: $AMMU_SELLER_ANGLE = 0.0
- 0004: $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 1
- :AMUNAT_1092
- 00D6: if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN4' // Ammu-Nation
- 004D: jump_if_false @AMUNAT_1189
- 0005: $AMMU_X_OFFSET = 11.642
- 0005: $AMMU_Y_OFFSET = -102.936
- 0005: $AMMU_Z_OFFSET = -1.929
- 0005: $AMMU_PLAYER_ANGLE = 180.0
- 0005: $AMMU_SELLER_ANGLE = 0.0
- 0004: $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
- 0004: $AMMU_STAGE = 1
- :AMUNAT_1189
- 00D6: if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN5' // Ammu-Nation
- 004D: jump_if_false @AMUNAT_1286
- 0005: $AMMU_X_OFFSET = 16.285
- 0005: $AMMU_Y_OFFSET = -127.781
- 0005: $AMMU_Z_OFFSET = -1.929
- 0005: $AMMU_PLAYER_ANGLE = 180.0
- 0005: $AMMU_SELLER_ANGLE = 0.0
- 0004: $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
- 0004: $AMMU_STAGE = 1
- /// $AMMU_STAGE = 1
- :AMUNAT_1286
- 00D6: if
- 0038: $AMMU_STAGE == 1
- 004D: jump_if_false @AMUNAT_2318
- 03F0: enable_text_draw 1
- 08F8: display_stat_update_box 0
- 0005: $X_BUY_MARKER = 296.506
- 0059: $X_BUY_MARKER += $AMMU_X_OFFSET // (float)
- 0005: $Y_BUY_MARKER = -38.168
- 0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // (float)
- 0005: $Z_BUY_MARKER = 1000.547
- 0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // (float)
- 0005: $AMMU_X_SELLER = 296.506
- 0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // (float)
- 0005: $AMMU_Y_SELLER = -40.35
- 0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // (float)
- 0005: $AMMU_Z_SELLER = 1000.54
- 0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // (float)
- 0005: $X_CAMERA = 296.585
- 0059: $X_CAMERA += $AMMU_X_OFFSET // (float)
- 0005: $Y_CAMERA = -38.345
- 0059: $Y_CAMERA += $AMMU_Y_OFFSET // (float)
- 0005: $Z_CAMERA = 1002.236
- 0059: $Z_CAMERA += $AMMU_Z_OFFSET // (float)
- 0005: $AMMU_X_AIM_CAMERA = 296.501
- 0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // (float)
- 0005: $AMMU_Y_AIM_CAMERA = -39.298
- 0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // (float)
- 0005: $AMMU_Z_AIM_CAMERA = 1001.943
- 0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // (float)
- 009A: $AMMU_SELLER = create_actor_pedtype 4 model $SELLER_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
- 0173: set_actor $AMMU_SELLER Z_angle_to $AMMU_SELLER_ANGLE
- 02A9: set_actor $AMMU_SELLER immune_to_nonplayer 1
- 060B: set_actor $AMMU_SELLER decision_maker_to 65542
- 00D6: if
- 0038: $11146 == 0
- 004D: jump_if_false @AMUNAT_1638
- 075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS
- 00D6: if
- 0038: $2574 == 0
- 004D: jump_if_false @AMUNAT_1631
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2574 = 1
- :AMUNAT_1631
- 0002: jump @AMUNAT_2311
- :AMUNAT_1638
- 00D6: if
- 0018: $TORENO_TOTAL_PASSED_MISSIONS > 7
- 004D: jump_if_false @AMUNAT_1706
- 0004: $AMMU_AVAILABLE_WEAPONS = 15
- 00D6: if
- 0038: $2573 == 0
- 004D: jump_if_false @AMUNAT_1699
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2573 = 1
- :AMUNAT_1699
- 0002: jump @AMUNAT_2311
- :AMUNAT_1706
- 00D6: if
- 0018: $SYNDICATE_TOTAL_PASSED_MISSIONS > 9
- 004D: jump_if_false @AMUNAT_1774
- 0004: $AMMU_AVAILABLE_WEAPONS = 14
- 00D6: if
- 0038: $2572 == 0
- 004D: jump_if_false @AMUNAT_1767
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2572 = 1
- :AMUNAT_1767
- 0002: jump @AMUNAT_2311
- :AMUNAT_1774
- 00D6: if
- 0018: $WUZIMU_TOTAL_PASSED_MISSIONS > 0
- 004D: jump_if_false @AMUNAT_1842
- 0004: $AMMU_AVAILABLE_WEAPONS = 13
- 00D6: if
- 0038: $2571 == 0
- 004D: jump_if_false @AMUNAT_1835
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2571 = 1
- :AMUNAT_1835
- 0002: jump @AMUNAT_2311
- :AMUNAT_1842
- 00D6: if
- 0018: $SYNDICATE_TOTAL_PASSED_MISSIONS > 7
- 004D: jump_if_false @AMUNAT_1910
- 0004: $AMMU_AVAILABLE_WEAPONS = 12
- 00D6: if
- 0038: $2570 == 0
- 004D: jump_if_false @AMUNAT_1903
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2570 = 1
- :AMUNAT_1903
- 0002: jump @AMUNAT_2311
- :AMUNAT_1910
- 00D6: if
- 0018: $TRUTH_TOTAL_PASSED_MISSIONS > 0
- 004D: jump_if_false @AMUNAT_1978
- 0004: $AMMU_AVAILABLE_WEAPONS = 11
- 00D6: if
- 0038: $2569 == 0
- 004D: jump_if_false @AMUNAT_1971
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2569 = 1
- :AMUNAT_1971
- 0002: jump @AMUNAT_2311
- :AMUNAT_1978
- 00D6: if
- 0038: $ALL_CATALINA_MISSIONS_PASSED == 1
- 004D: jump_if_false @AMUNAT_2046
- 0004: $AMMU_AVAILABLE_WEAPONS = 10
- 00D6: if
- 0038: $2568 == 0
- 004D: jump_if_false @AMUNAT_2039
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2568 = 1
- :AMUNAT_2039
- 0002: jump @AMUNAT_2311
- :AMUNAT_2046
- 00D6: if
- 0018: $OG_LOC_TOTAL_PASSED_MISSIONS > 4
- 004D: jump_if_false @AMUNAT_2114
- 0004: $AMMU_AVAILABLE_WEAPONS = 9
- 00D6: if
- 0038: $2567 == 0
- 004D: jump_if_false @AMUNAT_2107
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2567 = 1
- :AMUNAT_2107
- 0002: jump @AMUNAT_2311
- :AMUNAT_2114
- 00D6: if
- 0018: $SMOKE_TOTAL_PASSED_MISSIONS > 3
- 004D: jump_if_false @AMUNAT_2182
- 0004: $AMMU_AVAILABLE_WEAPONS = 8
- 00D6: if
- 0038: $2566 == 0
- 004D: jump_if_false @AMUNAT_2175
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2566 = 1
- :AMUNAT_2175
- 0002: jump @AMUNAT_2311
- :AMUNAT_2182
- 00D6: if
- 0018: $RYDER_TOTAL_PASSED_MISSIONS > 2
- 004D: jump_if_false @AMUNAT_2250
- 0004: $AMMU_AVAILABLE_WEAPONS = 7
- 00D6: if
- 0038: $2565 == 0
- 004D: jump_if_false @AMUNAT_2243
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2565 = 1
- :AMUNAT_2243
- 0002: jump @AMUNAT_2311
- :AMUNAT_2250
- 00D6: if
- 001A: 2 > $LS_FINAL_TOTAL_PASSED_MISSIONS
- 004D: jump_if_false @AMUNAT_2311
- 0004: $AMMU_AVAILABLE_WEAPONS = 6
- 00D6: if
- 0038: $2564 == 0
- 004D: jump_if_false @AMUNAT_2311
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- 0004: $2564 = 1
- :AMUNAT_2311
- 0004: $AMMU_STAGE = 2
- // $AMMU_STAGE = 2
- :AMUNAT_2318
- 00D6: if
- 0038: $AMMU_STAGE == 2
- 004D: jump_if_false @AMUNAT_2978
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 00D6: if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
- 004D: jump_if_false @AMUNAT_2367
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_2367
- 00D6: if
- 8118: not actor $AMMU_SELLER dead
- 004D: jump_if_false @AMUNAT_2933
- 00D6: if
- 0038: $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
- 004D: jump_if_false @AMUNAT_2881
- 00D6: if
- 0038: $9584 == 0
- 004D: jump_if_false @AMUNAT_2480
- 0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 0004: $9584 = 1
- :AMUNAT_2480
- 00D6: if
- 0038: $ONMISSION_SHOOTING == 0
- 004D: jump_if_false @AMUNAT_2700
- 00D6: if or
- 02E0: actor $PLAYER_ACTOR aggressive
- 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
- 031D: actor $AMMU_SELLER hit_by_weapon 57
- 004D: jump_if_false @AMUNAT_2613
- 09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947
- 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
- 081A: set_actor $AMMU_SELLER weapon_skill_to 2
- 01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this
- 02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80
- 0638: AS_actor $AMMU_SELLER stay_put 1
- 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
- 0004: $SHOW_SHOP_SPHERE = 0
- 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
- 0002: jump @AMUNAT_2693
- :AMUNAT_2613
- 0004: $SHOW_SHOP_SPHERE = 1
- 00D6: if
- 0102: actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot
- 004D: jump_if_false @AMUNAT_2693
- 00D6: if
- 03EE: player $PLAYER_CHAR controllable
- 004D: jump_if_false @AMUNAT_2693
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 3
- :AMUNAT_2693
- 0002: jump @AMUNAT_2874
- :AMUNAT_2700
- 00D6: if or
- 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
- 031D: actor $AMMU_SELLER hit_by_weapon 57
- 004D: jump_if_false @AMUNAT_2810
- 09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947
- 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
- 081A: set_actor $AMMU_SELLER weapon_skill_to 2
- 01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this
- 02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80
- 0638: AS_actor $AMMU_SELLER stay_put 1
- 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
- 0004: $SHOW_SHOP_SPHERE = 0
- 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
- 0002: jump @AMUNAT_2874
- :AMUNAT_2810
- 0004: $SHOW_SHOP_SPHERE = 1
- 00D6: if
- 0102: actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot
- 004D: jump_if_false @AMUNAT_2874
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 3
- :AMUNAT_2874
- 0002: jump @AMUNAT_2926
- :AMUNAT_2881
- 0050: gosub @AMUNAT_8273
- // $AMMU_STAGE = 2
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 00D6: if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
- 004D: jump_if_false @AMUNAT_2919
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_2919
- 0002: jump @AMUNAT_640
- // $AMMU_STAGE = 3
- :AMUNAT_2926
- 0002: jump @AMUNAT_2978
- :AMUNAT_2933
- 0050: gosub @AMUNAT_8273
- // $AMMU_STAGE = 2
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 00D6: if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
- 004D: jump_if_false @AMUNAT_2971
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_2971
- 0002: jump @AMUNAT_640
- // $AMMU_STAGE = 3
- :AMUNAT_2978
- 00D6: if
- 0038: $AMMU_STAGE == 3
- 004D: jump_if_false @AMUNAT_3062
- 01B4: set_player $PLAYER_CHAR can_move 0
- 09BD: unknown_flag 1
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 0006: 32@ = 0
- 0004: $AMMU_STAGE = 4
- :AMUNAT_3062
- 00D6: if
- 0038: $AMMU_STAGE == 4
- 004D: jump_if_false @AMUNAT_3421
- 00D6: if
- 0118: actor $AMMU_SELLER dead
- 004D: jump_if_false @AMUNAT_3141
- 0050: gosub @AMUNAT_8273
- // $AMMU_STAGE = 2
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 00D6: if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
- 004D: jump_if_false @AMUNAT_3134
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_3134
- 0002: jump @AMUNAT_640
- // $AMMU_STAGE = 4
- :AMUNAT_3141
- 00D6: if
- 0038: $9584 == 0
- 004D: jump_if_false @AMUNAT_3421
- 00D6: if
- 0029: 32@ >= 300
- 004D: jump_if_false @AMUNAT_3421
- 08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB
- 0173: set_actor $PLAYER_ACTOR Z_angle_to $AMMU_PLAYER_ANGLE
- 00A0: store_actor $AMMU_SELLER position_to $2755 $2756 $2757
- 00D6: if or
- 8044: not $2755 == $AMMU_X_SELLER // (float)
- 8044: not $2756 == $AMMU_Y_SELLER // (float)
- 8044: not $2757 == $AMMU_Z_SELLER // (float)
- 004D: jump_if_false @AMUNAT_3271
- 00A1: put_actor $AMMU_SELLER at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
- 0173: set_actor $AMMU_SELLER Z_angle_to $AMMU_SELLER_ANGLE
- :AMUNAT_3271
- 015F: set_camera_position $X_CAMERA $Y_CAMERA $Z_CAMERA rotation 0.0 0.0 0.0
- 0160: set_camera_point_at $AMMU_X_AIM_CAMERA $AMMU_Y_AIM_CAMERA $AMMU_Z_AIM_CAMERA mode 2
- 09D5: unknown_get_actor $AMMU_SELLER unknown 333 flags 0 0 1 store_to $10081 // extended 0947
- 00D6: if
- 0038: $2576 == 1
- 004D: jump_if_false @AMUNAT_3352
- 0004: $2575 = 1
- :AMUNAT_3352
- 00D6: if
- 0256: player $PLAYER_CHAR defined
- 004D: jump_if_false @AMUNAT_3389
- 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0002: jump @AMUNAT_3403
- :AMUNAT_3389
- 0050: gosub @AMUNAT_8535
- // Exit
- 0002: jump @AMUNAT_640
- :AMUNAT_3403
- 0581: enable_radar 0
- 0004: $AMMU_STAGE = 5
- 0004: $9584 = 0
- :AMUNAT_3421
- 00D6: if
- 0038: $AMMU_STAGE == 5
- 004D: jump_if_false @AMUNAT_4241
- 00D6: if
- 0118: actor $AMMU_SELLER dead
- 004D: jump_if_false @AMUNAT_3500
- 0050: gosub @AMUNAT_8273
- // $AMMU_STAGE = 2
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 00D6: if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
- 004D: jump_if_false @AMUNAT_3493
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_3493
- 0002: jump @AMUNAT_640
- //Dealing positioning finished
- // $AMMU_STAGE = 5
- :AMUNAT_3500
- 00D6: if
- 001A: 1 > $9584
- 004D: jump_if_false @AMUNAT_3550
- 00D6: if
- 0038: $2420 == 0
- 004D: jump_if_false @AMUNAT_3550
- 0050: gosub @AMUNAT_9980//get shopping_data
- 0050: gosub @AMUNAT_10986// Main Menue
- :AMUNAT_3550
- 00D6: if
- 0038: $9584 == 0
- 004D: jump_if_false @AMUNAT_3616
- 00D6: if
- 00E1: player 0 pressed_key 16
- 004D: jump_if_false @AMUNAT_3592
- 0004: $9584 = 3
- :AMUNAT_3592
- 00D6: if
- 00E1: player 0 pressed_key 15
- 004D: jump_if_false @AMUNAT_3616
- 0004: $9584 = 1
- :AMUNAT_3616
- 00D6: if
- 0038: $9584 == 1
- 004D: jump_if_false @AMUNAT_3862
- 00D6: if
- 80E1: not player 0 pressed_key 15
- 004D: jump_if_false @AMUNAT_3862
- 00D6: if
- 0038: $2420 == 1
- 004D: jump_if_false @AMUNAT_3683
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- 0004: $2420 = 0
- :AMUNAT_3683
- 00D6: if
- 0038: $2424 == 1
- 004D: jump_if_false @AMUNAT_3715
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- 0004: $2424 = 0
- :AMUNAT_3715
- 00D6: if
- 0038: $2418 == 1
- 004D: jump_if_false @AMUNAT_3747
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- 0004: $2418 = 0
- :AMUNAT_3747
- 00D6: if
- 0038: $2422 == 1
- 004D: jump_if_false @AMUNAT_3777
- 08DA: remove_panel $2421
- 0004: $2422 = 0
- :AMUNAT_3777
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- 09D5: unknown_get_actor $AMMU_SELLER unknown 331 flags 0 0 1 store_to $10081 // extended 0947
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR can_move 1
- 09BD: unknown_flag 0
- 0581: enable_radar 1
- 0004: $9584 = 2
- :AMUNAT_3862
- 00D6: if
- 0038: $9584 == 2
- 004D: jump_if_false @AMUNAT_4090
- 00D6: if
- 0038: $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
- 004D: jump_if_false @AMUNAT_3999
- 00D6: if or
- 02E0: actor $PLAYER_ACTOR aggressive
- 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
- 031D: actor $AMMU_SELLER hit_by_weapon 57
- 004D: jump_if_false @AMUNAT_3999
- 09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947
- 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
- 081A: set_actor $AMMU_SELLER weapon_skill_to 2
- 01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this
- 02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80
- 0638: AS_actor $AMMU_SELLER stay_put 1
- 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
- 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
- :AMUNAT_3999
- 00D6: if
- 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot
- 004D: jump_if_false @AMUNAT_4090
- 0004: $2420 = 0
- 0004: $2424 = 0
- 0004: $9544 = 0
- 0004: $2418 = 0
- 0004: $2422 = 0
- 0004: $AMMU_STAGE = 2
- 0004: $9584 = 0
- :AMUNAT_4090
- 00D6: if
- 0038: $9584 == 3
- 004D: jump_if_false @AMUNAT_4241
- // keypress show submenue
- 00D6: if
- 80E1: not player 0 pressed_key 16
- 004D: jump_if_false @AMUNAT_4241
- 08D8: $9637 = panel $2419 selected_row
- 05A9: s$9549 = $2450($9637,12s)
- 00D6: if
- 001A: 0 > $9637
- 004D: jump_if_false @AMUNAT_4170
- 0004: $9637 = 0
- :AMUNAT_4170
- 00D6: if
- 0038: $2420 == 1
- 004D: jump_if_false @AMUNAT_4202
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- 0004: $2420 = 0
- :AMUNAT_4202
- 00D6: if
- 0038: $2424 == 0
- 004D: jump_if_false @AMUNAT_4227
- 0050: gosub @AMUNAT_11388// get_shopping_item
- :AMUNAT_4227
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 6
- :AMUNAT_4241
- 00D6: if
- 0038: $AMMU_STAGE == 6
- 004D: jump_if_false @AMUNAT_5565
- 00D6: if
- 0118: actor $AMMU_SELLER dead
- 004D: jump_if_false @AMUNAT_4320
- 0050: gosub @AMUNAT_8273
- // $AMMU_STAGE = 2
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 00D6: if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
- 004D: jump_if_false @AMUNAT_4313
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_4313
- 0002: jump @AMUNAT_640
- :AMUNAT_4320
- 00D6: if
- 001A: 1 > $9584
- 004D: jump_if_false @AMUNAT_4363
- 00D6: if
- 0038: $2424 == 0
- 004D: jump_if_false @AMUNAT_4363
- 0050: gosub @AMUNAT_11388// get_shopping_item
- :AMUNAT_4363
- 00D6: if
- 0038: $9584 == 0
- 004D: jump_if_false @AMUNAT_4429
- 00D6: if
- 00E1: player 0 pressed_key 16
- 004D: jump_if_false @AMUNAT_4405
- 0004: $9584 = 2
- :AMUNAT_4405
- 00D6: if
- 00E1: player 0 pressed_key 15
- 004D: jump_if_false @AMUNAT_4429
- 0004: $9584 = 1
- :AMUNAT_4429
- 00D6: if
- 0038: $9584 == 1
- 004D: jump_if_false @AMUNAT_4542
- 00D6: if
- 80E1: not player 0 pressed_key 15
- 004D: jump_if_false @AMUNAT_4542
- 00D6: if
- 0038: $2424 == 1
- 004D: jump_if_false @AMUNAT_4496
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- 0004: $2424 = 0
- :AMUNAT_4496
- 00D6: if
- 0038: $2420 == 0
- 004D: jump_if_false @AMUNAT_4528
- 0050: gosub @AMUNAT_9980//get shopping_data
- 0050: gosub @AMUNAT_10986// Main Menue
- :AMUNAT_4528
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 5
- :AMUNAT_4542
- 00D6: if
- 0038: $9584 == 2
- 004D: jump_if_false @AMUNAT_4834
- 00D6: if
- 80E1: not player 0 pressed_key 16
- 004D: jump_if_false @AMUNAT_4834
- 08D8: $9638 = panel $2423 selected_row
- 00D6: if
- 001A: 0 > $9638
- 004D: jump_if_false @AMUNAT_4610
- 0004: $9638 = 0
- :AMUNAT_4610
- 0084: $AMMU_SELECTED_WEAPON = $9633($9638,4i) // (int)
- 00D6: if///////////////////////-------------------modification-------------------
- 04A3: $AMMU_SELECTED_WEAPON == 35 // $ == any
- 004D: jump_if_false @AMUNAT_4611
- 05A9: s$AMMU_WEAPON_NAME = 'ROCKET' // Rocket Launcher
- 0004: $AMMU_WEAPON_COST = 2000
- 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
- 0004: $AMMU_SELECTED_WEAPON_MODEL = 359
- 0002: jump @AMUNAT_4687
- :AMUNAT_4611
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON == 36 // $ == any
- 004D: jump_if_false @AMUNAT_4612
- 05A9: s$AMMU_WEAPON_NAME = 'ROCKHS' // Rocket Launcher
- 0004: $AMMU_WEAPON_COST = 3000
- 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
- 0004: $AMMU_SELECTED_WEAPON_MODEL = 360
- 0002: jump @AMUNAT_4687
- :AMUNAT_4612
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON == 37 // $ == any
- 004D: jump_if_false @AMUNAT_4613
- 05A9: s$AMMU_WEAPON_NAME = 'FLAMET' // Rocket Launcher
- 0004: $AMMU_WEAPON_COST = 1900
- 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
- 0004: $AMMU_SELECTED_WEAPON_MODEL = 361
- 0002: jump @AMUNAT_4687
- :AMUNAT_4613
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON == 38 // $ == any
- 004D: jump_if_false @AMUNAT_4677
- 05A9: s$AMMU_WEAPON_NAME = 'MINIGU' // Rocket Launcher
- 0004: $AMMU_WEAPON_COST = 2200
- 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
- 0004: $AMMU_SELECTED_WEAPON_MODEL = 362
- 0002: jump @AMUNAT_4687
- :AMUNAT_4677///////////////////////-------------------modification-------------------
- 078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST
- 00D6: if
- 84A3: not $AMMU_SELECTED_WEAPON == 48 // $ == any
- 004D: jump_if_false @AMUNAT_4679
- 0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP
- 0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL
- 0002: jump @AMUNAT_4687
- :AMUNAT_4679
- 04AE: $AMMU_SELECTED_WEAPON_MODEL = 373 // $ = any
- :AMUNAT_4687
- 00D6: if
- 0038: $2424 == 1
- 004D: jump_if_false @AMUNAT_4719
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- 0004: $2424 = 0
- :AMUNAT_4719
- 0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_IN" IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_IN"
- 004D: jump_if_false @AMUNAT_4827
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
- :AMUNAT_4827
- 0004: $9584 = 3
- :AMUNAT_4834
- 00D6: if
- 0038: $9584 == 3
- 004D: jump_if_false @AMUNAT_4934
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_IN"
- 004D: jump_if_false @AMUNAT_4906
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
- :AMUNAT_4906
- 00D6: if
- 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
- 004D: jump_if_false @AMUNAT_4934
- 0004: $9584 = 4
- :AMUNAT_4934
- 00D6: if
- 0038: $9584 == 4
- 004D: jump_if_false @AMUNAT_5110
- 0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
- 0050: gosub @AMUNAT_8960
- 0050: gosub @AMUNAT_9615
- 070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
- 0550: keep_object $9543 in_memory 0
- 0812: AS_actor $AMMU_SELLER perform_animation v$9554 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$9554
- 004D: jump_if_false @AMUNAT_5103
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
- :AMUNAT_5103
- 0004: $9584 = 5
- :AMUNAT_5110
- 00D6: if
- 0038: $9584 == 5
- 004D: jump_if_false @AMUNAT_5300
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$9554
- 004D: jump_if_false @AMUNAT_5158
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
- :AMUNAT_5158
- 00D6: if
- 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
- 004D: jump_if_false @AMUNAT_5300
- 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1131
- 01BC: put_object $9543 at $9585 $9586 $9587
- 0550: keep_object $9543 in_memory 1
- 0812: AS_actor $AMMU_SELLER perform_animation v$9558 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$9558
- 004D: jump_if_false @AMUNAT_5293
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
- :AMUNAT_5293
- 0004: $9584 = 6
- :AMUNAT_5300
- 00D6: if
- 0038: $9584 == 6
- 004D: jump_if_false @AMUNAT_5565
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$9558
- 004D: jump_if_false @AMUNAT_5348
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
- :AMUNAT_5348
- 00D6: if
- 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
- 004D: jump_if_false @AMUNAT_5565
- 0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 00D6: if
- 0038: $2418 == 0
- 004D: jump_if_false @AMUNAT_5448
- 0050: gosub @AMUNAT_7632// submenue
- :AMUNAT_5448
- 00D6: if
- 84A3: not $AMMU_SELECTED_WEAPON == 48 // $ == any
- 004D: jump_if_false @AMUNAT_5551
- 0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int)
- 0008: $9578 += 1
- 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group $9578 weapon $9572 ammo $9573 model $9574
- 00D6: if
- 803A: not $9572 == $AMMU_SELECTED_WEAPON // (int)
- 004D: jump_if_false @AMUNAT_5551
- 00D6: if
- 0018: $9573 > 0
- 004D: jump_if_false @AMUNAT_5551
- 00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1 // ~s~Buying this item will replace the weapon in this slot.
- :AMUNAT_5551
- 0004: $AMMU_STAGE = 7
- 0004: $9584 = 0
- :AMUNAT_5565
- 00D6: if
- 0038: $AMMU_STAGE == 7
- 004D: jump_if_false @AMUNAT_7597
- 00D6: if
- 0118: actor $AMMU_SELLER dead
- 004D: jump_if_false @AMUNAT_5644
- 0050: gosub @AMUNAT_8273
- // $AMMU_STAGE = 2
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
- 00D6: if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
- 004D: jump_if_false @AMUNAT_5637
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_5637
- 0002: jump @AMUNAT_640
- :AMUNAT_5644
- 00D6: if
- 001A: 1 > $9584
- 004D: jump_if_false @AMUNAT_5687
- 00D6: if
- 0038: $2418 == 0
- 004D: jump_if_false @AMUNAT_5687
- 0050: gosub @AMUNAT_7632// submenue
- :AMUNAT_5687
- 00D6: if
- 0038: $9584 == 0
- 004D: jump_if_false @AMUNAT_5753
- 00D6: if
- 00E1: player 0 pressed_key 16
- 004D: jump_if_false @AMUNAT_5729
- 0004: $9584 = 5
- :AMUNAT_5729
- 00D6: if
- 00E1: player 0 pressed_key 15
- 004D: jump_if_false @AMUNAT_5753
- 0004: $9584 = 1
- :AMUNAT_5753
- 00D6: if
- 0038: $9584 == 1
- 004D: jump_if_false @AMUNAT_5899
- 00D6: if
- 80E1: not player 0 pressed_key 15
- 004D: jump_if_false @AMUNAT_5899
- 00D6: if
- 0038: $2418 == 1
- 004D: jump_if_false @AMUNAT_5820
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- 0004: $2418 = 0
- :AMUNAT_5820
- 0812: AS_actor $AMMU_SELLER perform_animation v$AMMU_SELLER_ANIMATION IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$AMMU_SELLER_ANIMATION
- 004D: jump_if_false @AMUNAT_5892
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
- :AMUNAT_5892
- 0004: $9584 = 2
- :AMUNAT_5899
- 00D6: if
- 0038: $9584 == 2
- 004D: jump_if_false @AMUNAT_6095
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$AMMU_SELLER_ANIMATION
- 004D: jump_if_false @AMUNAT_5947
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
- :AMUNAT_5947
- 00D6: if
- 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
- 004D: jump_if_false @AMUNAT_6095
- 070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
- 0550: keep_object $9543 in_memory 0
- 0812: AS_actor $AMMU_SELLER perform_animation v$9566 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$9566
- 004D: jump_if_false @AMUNAT_6088
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
- :AMUNAT_6088
- 0004: $9584 = 3
- :AMUNAT_6095
- 00D6: if
- 0038: $9584 == 3
- 004D: jump_if_false @AMUNAT_6317
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation v$9566
- 004D: jump_if_false @AMUNAT_6143
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
- :AMUNAT_6143
- 00D6: if
- 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
- 004D: jump_if_false @AMUNAT_6317
- 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
- 01BC: put_object $9543 at $9585 $9586 $9587
- 0550: keep_object $9543 in_memory 1
- 0050: gosub @AMUNAT_8953
- 0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_OUT" IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_OUT"
- 004D: jump_if_false @AMUNAT_6310
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
- :AMUNAT_6310
- 0004: $9584 = 4
- :AMUNAT_6317
- 00D6: if
- 0038: $9584 == 4
- 004D: jump_if_false @AMUNAT_6480
- 00D6: if
- 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_OUT"
- 004D: jump_if_false @AMUNAT_6391
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
- :AMUNAT_6391
- 00D6: if
- 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
- 004D: jump_if_false @AMUNAT_6480
- 0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
- 0004: $9584 = 0
- 0004: $AMMU_STAGE = 6
- :AMUNAT_6480
- 00D6: if
- 0038: $9584 == 5
- 004D: jump_if_false @AMUNAT_7048
- 00D6: if
- 80E1: not player 0 pressed_key 16
- 004D: jump_if_false @AMUNAT_7048
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- 0004: $2544 = 0
- 0004: $9596 = 0
- 010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money
- 00D6: if
- 002C: $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // (int)
- 004D: jump_if_false @AMUNAT_6969
- 00D6: if
- 84A3: not $AMMU_SELECTED_WEAPON == 48 // $ == any
- 004D: jump_if_false @AMUNAT_6791
- 041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo
- 00D6: if
- 001A: 9999 > $9573
- 004D: jump_if_false @AMUNAT_6705
- 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
- 09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
- 0004: $9584 = 6
- 0006: 33@ = 0
- 0002: jump @AMUNAT_6784
- :AMUNAT_6705
- 00D6: if
- 0038: $9596 == 0
- 004D: jump_if_false @AMUNAT_6784
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
- 00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1 // ~s~You cannot buy any more ammunition for this weapon.
- 09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947
- 0004: $9584 = 0
- 0004: $9596 = 1
- :AMUNAT_6784
- 0002: jump @AMUNAT_6962
- :AMUNAT_6791
- 04DD: $9594 = actor $PLAYER_ACTOR armour
- 0945: get_player $PLAYER_CHAR max_armour_to $9595
- 00D6: if
- 001C: $9595 > $9594 // (int)
- 004D: jump_if_false @AMUNAT_6883
- 09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947
- 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
- 0004: $9584 = 6
- 0006: 33@ = 0
- 0002: jump @AMUNAT_6962
- :AMUNAT_6883
- 00D6: if
- 0038: $9596 == 0
- 004D: jump_if_false @AMUNAT_6962
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
- 09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947
- 00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1 // ~s~You cannot buy any more armor.
- 0004: $9584 = 0
- 0004: $9596 = 1
- :AMUNAT_6962
- 0002: jump @AMUNAT_7048
- :AMUNAT_6969
- 00D6: if
- 0038: $2544 == 0
- 004D: jump_if_false @AMUNAT_7048
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
- 09D5: unknown_get_actor $AMMU_SELLER unknown 324 flags 0 0 1 store_to $10081 // extended 0947
- 00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1 // ~s~You don't have enough money to buy this item.
- 0004: $9584 = 0
- 0004: $2544 = 1
- :AMUNAT_7048
- 00D6: if
- 0038: $9584 == 6
- 004D: jump_if_false @AMUNAT_7480
- 00D6: if
- 0038: $2418 == 1
- 004D: jump_if_false @AMUNAT_7098
- 08DA: remove_panel $2417
- 03E6: remove_text_box
- 0004: $2418 = 0
- :AMUNAT_7098
- 00D6: if
- 0038: $2422 == 0
- 004D: jump_if_false @AMUNAT_7466
- 08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
- 08D6: set_panel $2421 column 0 alignment 1
- 08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Weapon // Purchased
- 08D6: set_panel $2421 column 1 alignment 0
- 08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
- 08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
- 09DB: set_panel $2421 column 0 width 140
- 09DB: set_panel $2421 column 1 width 46
- 0004: $2422 = 1
- :AMUNAT_7466
- 0006: 33@ = 0
- 0004: $9584 = 7
- :AMUNAT_7480
- 00D6: if
- 0038: $9584 == 7
- 004D: jump_if_false @AMUNAT_7597
- 00D6: if
- 0029: 33@ >= 1000
- 004D: jump_if_false @AMUNAT_7597
- 00D6: if
- 0038: $2422 == 1
- 004D: jump_if_false @AMUNAT_7547
- 08DA: remove_panel $2421
- 0004: $2422 = 0
- :AMUNAT_7547
- 0004: $9584 = 0
- 00D6: if
- 001A: 1 > $9584
- 004D: jump_if_false @AMUNAT_7597
- 00D6: if
- 0038: $2418 == 0
- 004D: jump_if_false @AMUNAT_7597
- 0050: gosub @AMUNAT_7632// submenue
- :AMUNAT_7597
- 0002: jump @AMUNAT_7611
- :AMUNAT_7604
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_7611
- 0002: jump @AMUNAT_7625
- :AMUNAT_7618
- 0050: gosub @AMUNAT_8535
- // Exit
- :AMUNAT_7625
- 0002: jump @AMUNAT_640
- :AMUNAT_7632// submenue
- 00D6: if
- 0038: $2418 == 0
- 004D: jump_if_false @AMUNAT_8271
- 0512: show_permanent_text_box 'AMMU_H3' // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 0 // $ == any
- 004D: jump_if_false @AMUNAT_7723
- 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_7964
- :AMUNAT_7723
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 1 // $ == any
- 004D: jump_if_false @AMUNAT_7785
- 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_7964
- :AMUNAT_7785
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 2 // $ == any
- 004D: jump_if_false @AMUNAT_7847
- 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_7964
- :AMUNAT_7847
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 3 // $ == any
- 004D: jump_if_false @AMUNAT_7909
- 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_7964
- :AMUNAT_7909
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 4 // $ == any
- 004D: jump_if_false @AMUNAT_7964
- 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
- :AMUNAT_7964
- 08D6: set_panel $2417 column 0 alignment 1
- 08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_WEAPON_NAME 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Weapon
- 08D6: set_panel $2417 column 1 alignment 0
- 08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
- 08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
- 09DB: set_panel $2417 column 0 width 140
- 09DB: set_panel $2417 column 1 width 46
- 0004: $2418 = 1
- :AMUNAT_8271
- 0051: return
- :AMUNAT_8273
- 00D6: if
- 0038: $2420 == 1
- 004D: jump_if_false @AMUNAT_8305
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- 0004: $2420 = 0
- :AMUNAT_8305
- 00D6: if
- 0038: $2424 == 1
- 004D: jump_if_false @AMUNAT_8337
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- 0004: $2424 = 0
- :AMUNAT_8337
- 00D6: if
- 0038: $2418 == 1
- 004D: jump_if_false @AMUNAT_8369
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- 0004: $2418 = 0
- :AMUNAT_8369
- 00D6: if
- 0038: $2422 == 1
- 004D: jump_if_false @AMUNAT_8399
- 08DA: remove_panel $2421
- 0004: $2422 = 0
- :AMUNAT_8399
- 00D6: if
- 0028: $AMMU_STAGE >= 1
- 004D: jump_if_false @AMUNAT_8419
- 03E6: remove_text_box
- :AMUNAT_8419
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- 0004: $2420 = 0
- 0004: $2424 = 0
- 0004: $9544 = 0
- 0004: $9584 = 0
- 0004: $2418 = 0
- 0004: $2422 = 0
- 0004: $2545 = 0
- 0004: $2544 = 0
- 0004: $9596 = 0
- 0004: $AMMU_STAGE = 2
- 0051: return
- :AMUNAT_8535
- 00D6: if
- 0038: $2420 == 1
- 004D: jump_if_false @AMUNAT_8567
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- 0004: $2420 = 0
- :AMUNAT_8567
- 00D6: if
- 0038: $2424 == 1
- 004D: jump_if_false @AMUNAT_8599
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- 0004: $2424 = 0
- :AMUNAT_8599
- 00D6: if
- 0038: $2418 == 1
- 004D: jump_if_false @AMUNAT_8631
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- 0004: $2418 = 0
- :AMUNAT_8631
- 00D6: if
- 0038: $2422 == 1
- 004D: jump_if_false @AMUNAT_8661
- 08DA: remove_panel $2421
- 0004: $2422 = 0
- :AMUNAT_8661
- 00D6: if
- 0028: $AMMU_STAGE >= 1
- 004D: jump_if_false @AMUNAT_8681
- 03E6: remove_text_box
- :AMUNAT_8681
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- 0004: $2420 = 0
- 0004: $2424 = 0
- 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
- 0004: $9544 = 0
- 0004: $9584 = 0
- 0004: $2418 = 0
- 0004: $2422 = 0
- 0004: $2545 = 0
- 0004: $2544 = 0
- 0004: $9596 = 0
- 0004: $AMMU_STAGE = 0
- 0249: release_model #COLT45
- 0249: release_model #SILENCED
- 0249: release_model #DESERT_EAGLE
- 0249: release_model #CHROMEGUN
- 0249: release_model #SAWNOFF
- 0249: release_model #SHOTGSPA
- 0249: release_model #GRENADE
- 0249: release_model #MICRO_UZI
- 0249: release_model #MP5LNG
- 0249: release_model #TEC9
- 0249: release_model #AK47
- 0249: release_model #BAT
- 0249: release_model #CUNTGUN
- 0249: release_model #SNIPER
- 0249: release_model #ARMOUR
- 0249: release_model #SATCHEL
- 0249: release_model #BOMB
- 03F0: enable_text_draw 0
- 0249: release_model $SELLER_MODEL
- 009B: destroy_actor $AMMU_SELLER
- 08F8: display_stat_update_box 1
- 0581: enable_radar 1
- 09BD: unknown_flag 0
- 00D6: if
- 0038: $5274 == 1
- 004D: jump_if_false @AMUNAT_8949
- 03E5: show_text_box 'ANR_56' // A new weapon challenge is available.
- 0004: $5274 = 0
- :AMUNAT_8949
- 004E: end_thread
- 0051: return
- :AMUNAT_8953
- 0108: destroy_object $9543
- 0051: return
- :AMUNAT_8960
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any
- 004D: jump_if_false @AMUNAT_9113
- 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- 0009: $9585 += 0.231
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- 0009: $9586 += 0.636
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- 0009: $9587 += 1.053
- :AMUNAT_9113
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any
- 004D: jump_if_false @AMUNAT_9226
- 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- 0009: $9585 += 0.231
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- 0009: $9586 += 0.636
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- 0009: $9587 += 1.053
- :AMUNAT_9226
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any
- 004D: jump_if_false @AMUNAT_9379
- 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- 0009: $9585 += 0.108
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- 0009: $9586 += 0.654
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- 0009: $9587 += 1.053
- :AMUNAT_9379
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any
- 004D: jump_if_false @AMUNAT_9500
- 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- 0009: $9585 += 0.108
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- 0009: $9586 += 0.654
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- 0009: $9587 += 1.053
- :AMUNAT_9500
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any
- 004D: jump_if_false @AMUNAT_9510//---------------------------jump label changed
- 06D1: v$9554 = "SHP_AR_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- 0009: $9585 += 0.175
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- 0009: $9586 += 0.676
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- 0009: $9587 += 1.5
- :AMUNAT_9510///////////////////////-------------------modification-------------------
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 359 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 360 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 361 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 362 // $ == any
- 004D: jump_if_false @AMUNAT_9613
- 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- 0009: $9585 += 0.231
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- 0009: $9586 += 0.636
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- 0009: $9587 += 1.053
- ///////////////////////-------------------modification-------------------
- :AMUNAT_9613
- 0051: return
- :AMUNAT_9615
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any
- 004D: jump_if_false @AMUNAT_9710
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_2H_RET" // v$ = string
- :AMUNAT_9710
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any
- 004D: jump_if_false @AMUNAT_9765
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_2H_RET" // v$ = string
- :AMUNAT_9765
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any
- 004D: jump_if_false @AMUNAT_9860
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_1H_RET" // v$ = string
- :AMUNAT_9860
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any
- 004D: jump_if_false @AMUNAT_9923
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_1H_RET" // v$ = string
- :AMUNAT_9923
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any
- 004D: jump_if_false @AMUNAT_9955//---------------------------jump label changed
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_AR_RET" // v$ = string
- :AMUNAT_9955///////////////////////-------------------modification-------------------
- 00D6: if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 359 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 360 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 361 // $ == any
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 362 // $ == any
- 004D: jump_if_false @AMUNAT_9978
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_2H_RET" // v$ = string
- ///////////////////////-------------------modification-------------------
- :AMUNAT_9978
- 0051: return
- :AMUNAT_9980//get shopping_data
- 0004: $9597 = 0
- 0004: $9616 = 0
- 0004: $2515 = 0
- 0004: $9598 = 0
- 0004: $9599 = 0
- 0004: $9600 = 0
- 0004: $9601 = 0
- 0004: $9602 = 0
- 0004: $9603 = 0
- 0004: $9604 = 0
- 0004: $9605 = 0
- 0004: $9606 = 0
- 0004: $9607 = 0
- 0004: $9608 = 0
- 0004: $9609 = 0
- 0004: $9610 = 0
- 0004: $9611 = 0
- 0004: $9612 = 0
- 0004: $9613 = 0
- 0004: $9614 = 0
- 0004: $9615 = 0
- :AMUNAT_10127
- 00D6: if
- 001C: $AMMU_AVAILABLE_WEAPONS > $9597 // (int)
- 004D: jump_if_false @AMUNAT_10904
- 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON
- 0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 16 default_jump 0 @AMUNAT_10890 jumps 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 27 @AMUNAT_10358
- 0872: jump_table_jumps 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 48 @AMUNAT_10814
- :AMUNAT_10282
- 0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9598 += 1
- 00D6: if
- 0038: $9607 == 0
- 004D: jump_if_false @AMUNAT_10351
- 05A9: $2450($9616,12s) = 'GUN1' // Pistols
- 0008: $9616 += 1
- 0004: $9607 = 1
- :AMUNAT_10351
- 0002: jump @AMUNAT_10890
- :AMUNAT_10358
- 0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9599 += 1
- 00D6: if
- 0038: $9608 == 0
- 004D: jump_if_false @AMUNAT_10427
- 05A9: $2450($9616,12s) = 'GUN2' // Shotguns
- 0008: $9616 += 1
- 0004: $9608 = 1
- :AMUNAT_10427
- 0002: jump @AMUNAT_10890
- :AMUNAT_10434
- 0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9600 += 1
- 00D6: if
- 0038: $9609 == 0
- 004D: jump_if_false @AMUNAT_10503
- 05A9: $2450($9616,12s) = 'GUN3' // Micro SMGs
- 0008: $9616 += 1
- 0004: $9609 = 1
- :AMUNAT_10503
- 0002: jump @AMUNAT_10890
- :AMUNAT_10510
- 0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9601 += 1
- 00D6: if
- 0038: $9610 == 0
- 004D: jump_if_false @AMUNAT_10579
- 05A9: $2450($9616,12s) = 'GUN4' // SMG
- 0008: $9616 += 1
- 0004: $9610 = 1
- :AMUNAT_10579
- 0002: jump @AMUNAT_10890
- :AMUNAT_10586
- 0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9602 += 1
- 00D6: if
- 0038: $9611 == 0
- 004D: jump_if_false @AMUNAT_10655
- 05A9: $2450($9616,12s) = 'GUN5' // Assault
- 0008: $9616 += 1
- 0004: $9611 = 1
- :AMUNAT_10655
- 0002: jump @AMUNAT_10890
- :AMUNAT_10662
- 0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9604 += 1
- 00D6: if
- 0038: $9612 == 0
- 004D: jump_if_false @AMUNAT_10731
- 05A9: $2450($9616,12s) = 'GUN6' // Rifles
- 0008: $9616 += 1
- 0004: $9612 = 1
- :AMUNAT_10731
- 0002: jump @AMUNAT_10890
- :AMUNAT_10738
- 0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9603 += 1
- 00D6: if
- 0038: $9613 == 0
- 004D: jump_if_false @AMUNAT_10807
- 05A9: $2450($9616,12s) = 'GUN7' // Thrown
- 0008: $9616 += 1
- 0004: $9613 = 1
- :AMUNAT_10807
- 0002: jump @AMUNAT_10890
- :AMUNAT_10814
- 0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // (int)
- 0008: $9605 += 1
- 00D6: if
- 0038: $9614 == 0
- 004D: jump_if_false @AMUNAT_10883
- 05A9: $2450($9616,12s) = 'GUN8' // Armor
- 0008: $9616 += 1
- 0004: $9614 = 1
- :AMUNAT_10883
- 0002: jump @AMUNAT_10890
- :AMUNAT_10890
- 0008: $9597 += 1
- 0002: jump @AMUNAT_10127
- :AMUNAT_10904///////////////////////-------------------modification-------------------
- 0004: $9661[0] = 35
- 0004: $9661[1] = 36 // $9636 changed to $9661
- 0004: $9661[2] = 37
- 0004: $9661[3] = 38
- 0004: $9606 = 3
- 05A9: $2450($9616,12s) = 'GYM1_1' // Power
- 0008: $9616 += 1
- 0004: $9615 = 1
- 0008: $9597 += 1
- ///////////////////////-------------------modification-------------------
- 0084: $2515 = $9616 // (int)
- :AMUNAT_10912
- 00D6: if
- 001A: 12 > $2515
- 004D: jump_if_false @AMUNAT_10984
- 0004: $2438($2515,12i) = -1
- 0004: $2426($2515,12i) = 0
- 05A9: $2450($2515,12s) = 'DUMMY'
- 0008: $2515 += 1
- 0002: jump @AMUNAT_10912
- :AMUNAT_10984
- 0051: return
- :AMUNAT_10986// Main Menue
- 00D6: if
- 0038: $2420 == 0
- 004D: jump_if_false @AMUNAT_11386
- 0512: show_permanent_text_box 'AMMU_H' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit.
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 0 // $ == any
- 004D: jump_if_false @AMUNAT_11077
- 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_11318
- :AMUNAT_11077
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 1 // $ == any
- 004D: jump_if_false @AMUNAT_11139
- 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_11318
- :AMUNAT_11139
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 2 // $ == any
- 004D: jump_if_false @AMUNAT_11201
- 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_11318
- :AMUNAT_11201
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 3 // $ == any
- 004D: jump_if_false @AMUNAT_11263
- 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_11318
- :AMUNAT_11263
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 4 // $ == any
- 004D: jump_if_false @AMUNAT_11318
- 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- :AMUNAT_11318
- 08D6: set_panel $2419 column 0 alignment 1
- 08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]
- 0004: $2420 = 1
- :AMUNAT_11386
- 0051: return
- :AMUNAT_11388// get_shopping_item
- 0004: $9661 = 0
- 00D6: if
- 05AD: s$9549 == 'GUN1' // Pistols
- 004D: jump_if_false @AMUNAT_11493
- :AMUNAT_11420
- 00D6: if
- 001C: $9598 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_11493
- 078C: get_shopping_item_with_textureCRC $9617($9661,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9617($9661,3i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_11420
- :AMUNAT_11493
- 00D6: if
- 05AD: s$9549 == 'GUN2' // Shotguns
- 004D: jump_if_false @AMUNAT_11591
- :AMUNAT_11518
- 00D6: if
- 001C: $9599 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_11591
- 078C: get_shopping_item_with_textureCRC $9620($9661,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9620($9661,3i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_11518
- :AMUNAT_11591
- 00D6: if
- 05AD: s$9549 == 'GUN3' // Micro SMGs
- 004D: jump_if_false @AMUNAT_11689
- :AMUNAT_11616
- 00D6: if
- 001C: $9600 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_11689
- 078C: get_shopping_item_with_textureCRC $9623($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9623($9661,2i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_11616
- :AMUNAT_11689
- 00D6: if
- 05AD: s$9549 == 'GUN4' // SMG
- 004D: jump_if_false @AMUNAT_11787
- :AMUNAT_11714
- 00D6: if
- 001C: $9601 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_11787
- 078C: get_shopping_item_with_textureCRC $9625($9661,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9625($9661,1i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_11714
- :AMUNAT_11787
- 00D6: if
- 05AD: s$9549 == 'GUN5' // Assault
- 004D: jump_if_false @AMUNAT_11885
- :AMUNAT_11812
- 00D6: if
- 001C: $9602 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_11885
- 078C: get_shopping_item_with_textureCRC $9626($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9626($9661,2i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_11812
- :AMUNAT_11885
- 00D6: if
- 05AD: s$9549 == 'GUN6' // Rifles
- 004D: jump_if_false @AMUNAT_11983
- :AMUNAT_11910
- 00D6: if
- 001C: $9604 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_11983
- 078C: get_shopping_item_with_textureCRC $9628($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9628($9661,2i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_11910
- :AMUNAT_11983
- 00D6: if
- 05AD: s$9549 == 'GUN7' // Thrown
- 004D: jump_if_false @AMUNAT_12081
- :AMUNAT_12008
- 00D6: if
- 001C: $9603 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_12081
- 078C: get_shopping_item_with_textureCRC $9630($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9630($9661,2i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_12008
- :AMUNAT_12081
- 00D6: if
- 05AD: s$9549 == 'GUN8' // Armor
- 004D: jump_if_false @AMUNAT_12150//---------------------------jump label changed
- :AMUNAT_12106
- 00D6: if
- 001C: $9605 > $9661 // (int)
- 004D: jump_if_false @AMUNAT_12179
- 078C: get_shopping_item_with_textureCRC $9632($9661,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
- 0084: $9633($9661,3i) = $9632($9661,1i) // (int)
- 0008: $9661 += 1
- 0002: jump @AMUNAT_12106
- :AMUNAT_12150///////////////////////-------------------modification-------------------
- 00D6: if
- 05AD: s$9549 == 'GYM1_1' // POWER
- 004D: jump_if_false @AMUNAT_12179
- 05A9: s$2450[0] = 'ROCKET' // Rocket Launcher
- 05A9: s$2450[1] = 'ROCKHS' // Heat Seeking Rocket Launcher
- 05A9: s$2450[2] = 'FLAMET' // Flamethrower
- 05A9: s$2450[3] = 'MINIGU' // Minigun
- 0004: $9633[0] = 35
- 0004: $9633[1] = 36
- 0004: $9633[2] = 37
- 0004: $9633[3] = 38
- 0004: $9661 = 4
- 0002: jump @AMUNAT_12179///////////////////////-------------------modification-------------------
- :AMUNAT_12179
- 0084: $2515 = $9661 // (int)
- :AMUNAT_12187
- 00D6: if
- 001A: 12 > $2515
- 004D: jump_if_false @AMUNAT_12259
- 0004: $2438($2515,12i) = -1
- 0004: $2426($2515,12i) = 0
- 05A9: $2450($2515,12s) = 'DUMMY'
- 0008: $2515 += 1
- 0002: jump @AMUNAT_12187
- :AMUNAT_12259
- 00D6: if
- 0038: $2424 == 0
- 004D: jump_if_false @AMUNAT_12659
- 0512: show_permanent_text_box 'AMMU_H2' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back.
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 0 // $ == any
- 004D: jump_if_false @AMUNAT_12350
- 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_12591
- :AMUNAT_12350
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 1 // $ == any
- 004D: jump_if_false @AMUNAT_12412
- 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_12591
- :AMUNAT_12412
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 2 // $ == any
- 004D: jump_if_false @AMUNAT_12474
- 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_12591
- :AMUNAT_12474
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 3 // $ == any
- 004D: jump_if_false @AMUNAT_12536
- 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- 0002: jump @AMUNAT_12591
- :AMUNAT_12536
- 00D6: if
- 04A3: $CURRENT_LANGUAGE == 4 // $ == any
- 004D: jump_if_false @AMUNAT_12591
- 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
- :AMUNAT_12591
- 08D6: set_panel $2423 column 0 alignment 1
- 08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]
- 0004: $2424 = 1
- :AMUNAT_12659
- 0051: return
- 004E: end_thread
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