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GTA SA Strippedmain+ExternScript Amunat-mod

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  1.  
  2. DEFINE OBJECTS 2
  3. DEFINE OBJECT (unused) // This is an unused object. You can put anything here.
  4. DEFINE OBJECT INFO // Object number -1
  5.  
  6. DEFINE MISSIONS 0
  7.  
  8. DEFINE EXTERNAL_SCRIPTS 1
  9. DEFINE SCRIPT AMMU AT @AMUNAT // 0
  10.  
  11. DEFINE UNKNOWN_EMPTY_SEGMENT 0
  12. DEFINE UNKNOWN_THREADS_MEMORY 0
  13.  
  14. //-------------MAIN---------------
  15.  
  16. :MAIN_1
  17. 03A4: name_thread 'MAIN'
  18. 016A: fade 0 (in) 0 ms
  19. 042C: set_total_missions_to 0
  20. 030D: set_total_mission_points_to 0
  21. 01F0: set_max_wanted_level_to 6
  22. 0111: set_wasted_busted_check_to 0 (disabled)
  23. 00C0: set_current_time 23 0
  24.  
  25. 04E4: unknown_refresh_game_renderer_at 1363.4333 -1276.53
  26. 03CB: set_camera 1363.4333 -1276.53 13.5469
  27. 0053: $PLAYER_CHAR = create_player #NULL at 1363.4333 -1276.53 13.5469
  28. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  29. 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
  30. 0173: set_actor $PLAYER_ACTOR z_angle_to 7.0
  31. 0373: set_camera_directly_behind_player
  32. 087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0
  33. 087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2
  34. 087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3
  35. 087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1
  36. 070D: $PLAYER_CHAR
  37. 0109: player $PLAYER_CHAR money += 500000
  38. 0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat
  39. 01B6: set_weather 1
  40. 04BB: select_interior 0 // select render area
  41. 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
  42. 01B7: release_weather
  43. 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 137.0 town_number 0
  44. 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 90.0 town_number 0
  45. 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 7.5465 town_number 1
  46. 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 267.2 town_number 1
  47. 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 7.5465 town_number 2
  48. 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 267.2 town_number 2
  49. 08DE: lose_stuff_after_busted 0
  50. 08DD: lose_stuff_after_wasted 0
  51. 016A: fade 1 (out) 1000 ms
  52. 0001: wait 100 ms
  53. 03E6: remove_text_box
  54. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  55. 0001: wait 0 ms
  56. 004F: create_thread @INTMAN
  57.  
  58. :MAIN_3
  59. 0001: wait 2500 ms
  60. jump @MAIN_3
  61.  
  62.  
  63.  
  64. :INTMAN
  65. 03A4: name_thread 'INTMAN'
  66. 0004: $INTERIOR_DECISION_MAKER_A = -1
  67.  
  68. :INTMAN_57
  69. 00D6: if
  70. 0256: player $PLAYER_CHAR defined
  71. 004D: jump_if_false @INTMAN_80
  72. 0050: gosub @INTMAN_91
  73.  
  74. :INTMAN_80
  75. 0001: wait 0 ms
  76. 0002: jump @INTMAN_57
  77.  
  78. :INTMAN_91
  79. 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
  80.  
  81. :INTMAN_154
  82. 0050: gosub @INTMAN_184
  83. 0002: jump @INTMAN_182
  84.  
  85. :INTMAN_168
  86. 0050: gosub @INTMAN_2976
  87. 0002: jump @INTMAN_182
  88.  
  89. :INTMAN_182
  90. 0051: return
  91.  
  92.  
  93.  
  94. :INTMAN_184
  95. 09E8: $1250 = actor $PLAYER_ACTOR active_interior
  96. 00D6: if
  97. 8038: not $1250 == 0
  98. 004D: jump_if_false @INTMAN_2974
  99. 094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string
  100. 00D6: if
  101. 8846: not string v$ACTIVE_INTERIOR_NAME empty // same as 0844
  102. 004D: jump_if_false @INTMAN_2974
  103. 0084: $1251 = $1250 // (int)
  104. 00D6: if
  105. 0256: player $PLAYER_CHAR defined
  106. 004D: jump_if_false @INTMAN_266
  107. 01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level
  108.  
  109. :INTMAN_266
  110. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  111. 0004: $1261 = 0
  112. 0004: $PLAYER_IN_INTERIOR = 0
  113. 0006: 2@ = 0
  114. 00D6: if
  115. 0038: $ONMISSION == 0
  116. 004D: jump_if_false @INTMAN_359
  117. 0004: $9472 = 0
  118. 0004: $9470 = 0
  119. 0004: $9471 = 0
  120. 0004: $FOOD_PLAYER_AGGRESSIVE_FLAG = 0
  121. 0004: $2881 = 0
  122. 0004: $9473 = 0
  123. 0004: $9526 = 0
  124.  
  125. :INTMAN_359
  126. 00D6: if or
  127. 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN1"
  128. 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN2"
  129. 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN3"
  130. 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN4"
  131. 08F9: v$ACTIVE_INTERIOR_NAME == "AMMUN5"
  132. 004D: jump_if_false @INTMAN_2869
  133. 0926: 1@ = external_script_status 0 (AMMU)
  134. 00D6: if
  135. 0039: 1@ == 0
  136. 004D: jump_if_false @INTMAN_2869
  137. 08A9: load_external_script 0 (AMMU)
  138. 038B: load_requested_models
  139. 00D6: if
  140. 08AB: external_script 0 (AMMU) loaded
  141. 004D: jump_if_false @INTMAN_2869
  142. 075D: set_shopping_item_pool_items_type_to "Weapons" // v$
  143. 075E: set_shopping_item_pool_items_section_to v$ACTIVE_INTERIOR_NAME
  144. 0913: run_external_script 0 (AMMU)
  145. 0004: $1261 = 1
  146. 000A: 0@ += 1
  147.  
  148. :INTMAN_2869
  149. 00D6: if
  150. 0038: $1261 == 1
  151. 004D: jump_if_false @INTMAN_2974
  152. 00D6: if
  153. 89F2: not decision_maker $INTERIOR_DECISION_MAKER_A exists
  154. 004D: jump_if_false @INTMAN_2927
  155. 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A
  156. 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27
  157. 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 48
  158.  
  159. :INTMAN_2927
  160. 00D6: if
  161. 89F2: not decision_maker $INTERIOR_DECISION_MAKER_B exists
  162. 004D: jump_if_false @INTMAN_2974
  163. 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B
  164. 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 27
  165. 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 48
  166. 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 9
  167.  
  168. :INTMAN_2974
  169. 0051: return
  170.  
  171.  
  172.  
  173.  
  174.  
  175.  
  176.  
  177.  
  178.  
  179.  
  180.  
  181.  
  182.  
  183.  
  184.  
  185.  
  186. :INTMAN_2976
  187. 09E8: $1250 = actor $PLAYER_ACTOR active_interior
  188. 00D6: if
  189. 803A: not $1250 == $1251 // (int)
  190. 004D: jump_if_false @INTMAN_3052
  191. 0050: gosub @INTMAN_3136
  192. 0004: $PLAYER_IN_INTERIOR = 0
  193. 0006: 2@ = 0
  194. 0004: $1260 = 0
  195. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  196. 000E: 0@ -= 1
  197. 0051: return
  198. 0002: jump @INTMAN_3134
  199.  
  200. :INTMAN_3052
  201. 00D6: if
  202. 0038: $1260 == 1
  203. 004D: jump_if_false @INTMAN_3095
  204. 00D6: if
  205. 82D8: not actor $PLAYER_ACTOR current_weapon == 56
  206. 004D: jump_if_false @INTMAN_3095
  207. 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
  208.  
  209. :INTMAN_3095
  210. 00D6: if and
  211. 0038: $PLAYER_IN_INTERIOR == 1
  212. 0039: 2@ == 0
  213. 004D: jump_if_false @INTMAN_3134
  214. 0050: gosub @INTMAN_3136
  215. 0006: 2@ = 1
  216.  
  217. :INTMAN_3134
  218. 0051: return
  219.  
  220. :INTMAN_3136
  221. 090F: end_external_script 0 (AMMU)
  222. 065C: release_decision_maker $INTERIOR_DECISION_MAKER_A
  223. 065C: release_decision_maker $INTERIOR_DECISION_MAKER_B
  224. 0004: $INTERIOR_DECISION_MAKER_A = -1
  225. 0004: $INTERIOR_DECISION_MAKER_B = -1
  226. 087C: release_shopping_data
  227. 0051: return
  228.  
  229.  
  230.  
  231.  
  232.  
  233.  
  234.  
  235.  
  236.  
  237.  
  238.  
  239.  
  240.  
  241.  
  242.  
  243.  
  244.  
  245.  
  246.  
  247.  
  248.  
  249.  
  250.  
  251.  
  252.  
  253.  
  254. //-------------External script 60 (AMMU)---------------
  255.  
  256. :AMUNAT
  257. 0005: $9585 = 0.0
  258. 0005: $9586 = 0.0
  259. 0005: $9587 = 0.0
  260. 0005: $AMMU_X_OFFSET = 0.0
  261. 0005: $AMMU_Y_OFFSET = 0.0
  262. 0005: $AMMU_Z_OFFSET = 0.0
  263. 0005: $X_CAMERA = 0.0
  264. 0005: $Y_CAMERA = 0.0
  265. 0005: $Z_CAMERA = 0.0
  266. 0005: $AMMU_X_AIM_CAMERA = 0.0
  267. 0005: $AMMU_Y_AIM_CAMERA = 0.0
  268. 0005: $AMMU_Z_AIM_CAMERA = 0.0
  269. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  270. 0005: $AMMU_SELLER_ANGLE = 0.0
  271. 0004: $2418 = 0
  272. 0005: $AMMU_X_SELLER = 0.0
  273. 0005: $AMMU_Y_SELLER = 0.0
  274. 0005: $AMMU_Z_SELLER = 0.0
  275. 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
  276. 0004: $AMMU_STAGE = 0
  277. 0005: $9575 = 0.0
  278. 0005: $9576 = 0.0
  279. 0005: $9577 = 0.0
  280. 0004: $9572 = 0
  281. 0004: $9573 = 0
  282. 0004: $9574 = 0
  283. 0004: $2418 = 0
  284. 0004: $2422 = 0
  285. 0004: $2545 = 0
  286. 0004: $2544 = 0
  287. 0004: $9595 = 0
  288. 0004: $9594 = 0
  289. 0004: $9596 = 0
  290. 0004: $9616 = 0
  291. 0004: $9597 = 0
  292. 0004: $2515 = 0
  293. 0004: $9598 = 0
  294. 0004: $9599 = 0
  295. 0004: $9600 = 0
  296. 0004: $9601 = 0
  297. 0004: $9602 = 0
  298. 0004: $9603 = 0
  299. 0004: $9604 = 0
  300. 0004: $9605 = 0
  301. 0004: $9606 = 0
  302. 0004: $9607 = 0
  303. 0004: $9608 = 0
  304. 0004: $9609 = 0
  305. 0004: $9610 = 0
  306. 0004: $9611 = 0
  307. 0004: $9612 = 0
  308. 0004: $9613 = 0
  309. 0004: $9614 = 0
  310. 0004: $9615 = 0
  311. 0004: $9661 = 0
  312. 0004: $9637 = 0
  313. 0004: $9638 = 0
  314. 0002: jump @AMUNAT_525
  315. 018D: NOP $9570 65535 $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
  316. 0107: $9571 = create_object $AMMU_SELECTED_WEAPON_MODEL at 1659.635 -1576.514 15.585
  317. 0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $9575 $9576 $9577
  318.  
  319. :AMUNAT_525
  320. 04AE: $SELLER_MODEL = 179 // $ = any
  321. 0247: load_model $SELLER_MODEL
  322. 0247: load_model #COLT45
  323. 0247: load_model #TEC9
  324. 0247: load_model #MICRO_UZI
  325. 0247: load_model #CHROMEGUN
  326. 0247: load_model #GRENADE
  327. 0247: load_model #ARMOUR
  328. 0247: load_model #MP5LNG
  329. 0247: load_model #SAWNOFF
  330. 0247: load_model #SILENCED
  331. 0247: load_model #SATCHEL
  332. 0247: load_model #BOMB
  333. 0247: load_model #CUNTGUN
  334. 0247: load_model #SNIPER
  335. 0247: load_model #AK47
  336. 0247: load_model #BAT
  337. 0247: load_model #DESERT_EAGLE
  338. 0247: load_model #SHOTGSPA
  339. 0247: load_model #ROCKETLA
  340. 0247: load_model #HEATSEEK
  341. 0247: load_model #FLAME
  342. 0247: load_model #MINIGUN
  343. 04ED: load_animation "WEAPONS"
  344. 038B: load_requested_models
  345. 0111: set_wasted_busted_check 0
  346. 03A4: name_thread 'AMUNAT'
  347.  
  348.  
  349.  
  350.  
  351.  
  352.  
  353.  
  354.  
  355.  
  356.  
  357.  
  358.  
  359. //////////////////////////
  360.  
  361.  
  362.  
  363.  
  364.  
  365.  
  366.  
  367.  
  368. :AMUNAT_640
  369. 0001: wait 0 ms
  370. 00D6: if
  371. 0256: player $PLAYER_CHAR defined
  372. 004D: jump_if_false @AMUNAT_7618
  373. 00D6: if
  374. 8844: not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846
  375. 004D: jump_if_false @AMUNAT_7604
  376. 00D6: if
  377. 0018: $AMMU_STAGE > 0
  378. 004D: jump_if_false @AMUNAT_762
  379. 00D6: if
  380. 0A0F: new_language_set
  381. 004D: jump_if_false @AMUNAT_762
  382. 03E6: remove_text_box
  383. 08DA: remove_panel $2419
  384. 08DA: remove_panel $2423
  385. 08DA: remove_panel $2421
  386. 08DA: remove_panel $2417
  387. 0004: $2420 = 0
  388. 0004: $2424 = 0
  389. 0004: $2418 = 0
  390. 0004: $2422 = 0
  391. 09FB: $CURRENT_LANGUAGE = current_language
  392.  
  393. :AMUNAT_762
  394. 00D6: if
  395. 0038: $AMMU_STAGE == 0
  396. 004D: jump_if_false @AMUNAT_1286
  397. 00D6: if
  398. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN1' // Ammu-Nation
  399. 004D: jump_if_false @AMUNAT_884
  400. 0005: $AMMU_X_OFFSET = 0.0
  401. 0005: $AMMU_Y_OFFSET = 0.0
  402. 0005: $AMMU_Z_OFFSET = 0.0
  403. 0005: $AMMU_PLAYER_ANGLE = 180.0
  404. 0005: $AMMU_SELLER_ANGLE = 0.0
  405. 0004: $SHOW_SHOP_SPHERE = 1
  406. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
  407. 0004: $9584 = 0
  408. 0004: $AMMU_STAGE = 1
  409.  
  410. :AMUNAT_884
  411. 00D6: if
  412. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN2' // Ammu-Nation
  413. 004D: jump_if_false @AMUNAT_988
  414. 0005: $AMMU_X_OFFSET = -0.765
  415. 0005: $AMMU_Y_OFFSET = -42.311
  416. 0005: $AMMU_Z_OFFSET = -0.013
  417. 0005: $AMMU_PLAYER_ANGLE = 180.0
  418. 0005: $AMMU_SELLER_ANGLE = 0.0
  419. 0004: $SHOW_SHOP_SPHERE = 1
  420. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
  421. 0004: $9584 = 0
  422. 0004: $AMMU_STAGE = 1
  423.  
  424. :AMUNAT_988
  425. 00D6: if
  426. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN3' // Ammu-Nation
  427. 004D: jump_if_false @AMUNAT_1092
  428. 0005: $AMMU_X_OFFSET = -6.264
  429. 0005: $AMMU_Y_OFFSET = -71.34
  430. 0005: $AMMU_Z_OFFSET = -0.002
  431. 0005: $AMMU_PLAYER_ANGLE = 180.0
  432. 0005: $AMMU_SELLER_ANGLE = 0.0
  433. 0004: $SHOW_SHOP_SPHERE = 1
  434. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
  435. 0004: $9584 = 0
  436. 0004: $AMMU_STAGE = 1
  437.  
  438. :AMUNAT_1092
  439. 00D6: if
  440. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN4' // Ammu-Nation
  441. 004D: jump_if_false @AMUNAT_1189
  442. 0005: $AMMU_X_OFFSET = 11.642
  443. 0005: $AMMU_Y_OFFSET = -102.936
  444. 0005: $AMMU_Z_OFFSET = -1.929
  445. 0005: $AMMU_PLAYER_ANGLE = 180.0
  446. 0005: $AMMU_SELLER_ANGLE = 0.0
  447. 0004: $SHOW_SHOP_SPHERE = 1
  448. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
  449. 0004: $AMMU_STAGE = 1
  450.  
  451. :AMUNAT_1189
  452. 00D6: if
  453. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN5' // Ammu-Nation
  454. 004D: jump_if_false @AMUNAT_1286
  455. 0005: $AMMU_X_OFFSET = 16.285
  456. 0005: $AMMU_Y_OFFSET = -127.781
  457. 0005: $AMMU_Z_OFFSET = -1.929
  458. 0005: $AMMU_PLAYER_ANGLE = 180.0
  459. 0005: $AMMU_SELLER_ANGLE = 0.0
  460. 0004: $SHOW_SHOP_SPHERE = 1
  461. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME
  462. 0004: $AMMU_STAGE = 1
  463.  
  464.  
  465.  
  466.  
  467.  
  468.  
  469.  
  470.  
  471.  
  472.  
  473.  
  474.  
  475. /// $AMMU_STAGE = 1
  476.  
  477.  
  478. :AMUNAT_1286
  479. 00D6: if
  480. 0038: $AMMU_STAGE == 1
  481. 004D: jump_if_false @AMUNAT_2318
  482. 03F0: enable_text_draw 1
  483. 08F8: display_stat_update_box 0
  484. 0005: $X_BUY_MARKER = 296.506
  485. 0059: $X_BUY_MARKER += $AMMU_X_OFFSET // (float)
  486. 0005: $Y_BUY_MARKER = -38.168
  487. 0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // (float)
  488. 0005: $Z_BUY_MARKER = 1000.547
  489. 0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // (float)
  490. 0005: $AMMU_X_SELLER = 296.506
  491. 0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // (float)
  492. 0005: $AMMU_Y_SELLER = -40.35
  493. 0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // (float)
  494. 0005: $AMMU_Z_SELLER = 1000.54
  495. 0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // (float)
  496. 0005: $X_CAMERA = 296.585
  497. 0059: $X_CAMERA += $AMMU_X_OFFSET // (float)
  498. 0005: $Y_CAMERA = -38.345
  499. 0059: $Y_CAMERA += $AMMU_Y_OFFSET // (float)
  500. 0005: $Z_CAMERA = 1002.236
  501. 0059: $Z_CAMERA += $AMMU_Z_OFFSET // (float)
  502. 0005: $AMMU_X_AIM_CAMERA = 296.501
  503. 0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // (float)
  504. 0005: $AMMU_Y_AIM_CAMERA = -39.298
  505. 0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // (float)
  506. 0005: $AMMU_Z_AIM_CAMERA = 1001.943
  507. 0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // (float)
  508. 009A: $AMMU_SELLER = create_actor_pedtype 4 model $SELLER_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
  509. 0173: set_actor $AMMU_SELLER Z_angle_to $AMMU_SELLER_ANGLE
  510. 02A9: set_actor $AMMU_SELLER immune_to_nonplayer 1
  511. 060B: set_actor $AMMU_SELLER decision_maker_to 65542
  512. 00D6: if
  513. 0038: $11146 == 0
  514. 004D: jump_if_false @AMUNAT_1638
  515. 075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS
  516. 00D6: if
  517. 0038: $2574 == 0
  518. 004D: jump_if_false @AMUNAT_1631
  519. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  520. 0004: $2574 = 1
  521.  
  522. :AMUNAT_1631
  523. 0002: jump @AMUNAT_2311
  524.  
  525. :AMUNAT_1638
  526. 00D6: if
  527. 0018: $TORENO_TOTAL_PASSED_MISSIONS > 7
  528. 004D: jump_if_false @AMUNAT_1706
  529. 0004: $AMMU_AVAILABLE_WEAPONS = 15
  530. 00D6: if
  531. 0038: $2573 == 0
  532. 004D: jump_if_false @AMUNAT_1699
  533. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  534. 0004: $2573 = 1
  535.  
  536. :AMUNAT_1699
  537. 0002: jump @AMUNAT_2311
  538.  
  539. :AMUNAT_1706
  540. 00D6: if
  541. 0018: $SYNDICATE_TOTAL_PASSED_MISSIONS > 9
  542. 004D: jump_if_false @AMUNAT_1774
  543. 0004: $AMMU_AVAILABLE_WEAPONS = 14
  544. 00D6: if
  545. 0038: $2572 == 0
  546. 004D: jump_if_false @AMUNAT_1767
  547. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  548. 0004: $2572 = 1
  549.  
  550. :AMUNAT_1767
  551. 0002: jump @AMUNAT_2311
  552.  
  553. :AMUNAT_1774
  554. 00D6: if
  555. 0018: $WUZIMU_TOTAL_PASSED_MISSIONS > 0
  556. 004D: jump_if_false @AMUNAT_1842
  557. 0004: $AMMU_AVAILABLE_WEAPONS = 13
  558. 00D6: if
  559. 0038: $2571 == 0
  560. 004D: jump_if_false @AMUNAT_1835
  561. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  562. 0004: $2571 = 1
  563.  
  564. :AMUNAT_1835
  565. 0002: jump @AMUNAT_2311
  566.  
  567. :AMUNAT_1842
  568. 00D6: if
  569. 0018: $SYNDICATE_TOTAL_PASSED_MISSIONS > 7
  570. 004D: jump_if_false @AMUNAT_1910
  571. 0004: $AMMU_AVAILABLE_WEAPONS = 12
  572. 00D6: if
  573. 0038: $2570 == 0
  574. 004D: jump_if_false @AMUNAT_1903
  575. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  576. 0004: $2570 = 1
  577.  
  578. :AMUNAT_1903
  579. 0002: jump @AMUNAT_2311
  580.  
  581. :AMUNAT_1910
  582. 00D6: if
  583. 0018: $TRUTH_TOTAL_PASSED_MISSIONS > 0
  584. 004D: jump_if_false @AMUNAT_1978
  585. 0004: $AMMU_AVAILABLE_WEAPONS = 11
  586. 00D6: if
  587. 0038: $2569 == 0
  588. 004D: jump_if_false @AMUNAT_1971
  589. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  590. 0004: $2569 = 1
  591.  
  592. :AMUNAT_1971
  593. 0002: jump @AMUNAT_2311
  594.  
  595. :AMUNAT_1978
  596. 00D6: if
  597. 0038: $ALL_CATALINA_MISSIONS_PASSED == 1
  598. 004D: jump_if_false @AMUNAT_2046
  599. 0004: $AMMU_AVAILABLE_WEAPONS = 10
  600. 00D6: if
  601. 0038: $2568 == 0
  602. 004D: jump_if_false @AMUNAT_2039
  603. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  604. 0004: $2568 = 1
  605.  
  606. :AMUNAT_2039
  607. 0002: jump @AMUNAT_2311
  608.  
  609. :AMUNAT_2046
  610. 00D6: if
  611. 0018: $OG_LOC_TOTAL_PASSED_MISSIONS > 4
  612. 004D: jump_if_false @AMUNAT_2114
  613. 0004: $AMMU_AVAILABLE_WEAPONS = 9
  614. 00D6: if
  615. 0038: $2567 == 0
  616. 004D: jump_if_false @AMUNAT_2107
  617. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  618. 0004: $2567 = 1
  619.  
  620. :AMUNAT_2107
  621. 0002: jump @AMUNAT_2311
  622.  
  623. :AMUNAT_2114
  624. 00D6: if
  625. 0018: $SMOKE_TOTAL_PASSED_MISSIONS > 3
  626. 004D: jump_if_false @AMUNAT_2182
  627. 0004: $AMMU_AVAILABLE_WEAPONS = 8
  628. 00D6: if
  629. 0038: $2566 == 0
  630. 004D: jump_if_false @AMUNAT_2175
  631. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  632. 0004: $2566 = 1
  633.  
  634. :AMUNAT_2175
  635. 0002: jump @AMUNAT_2311
  636.  
  637. :AMUNAT_2182
  638. 00D6: if
  639. 0018: $RYDER_TOTAL_PASSED_MISSIONS > 2
  640. 004D: jump_if_false @AMUNAT_2250
  641. 0004: $AMMU_AVAILABLE_WEAPONS = 7
  642. 00D6: if
  643. 0038: $2565 == 0
  644. 004D: jump_if_false @AMUNAT_2243
  645. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  646. 0004: $2565 = 1
  647.  
  648. :AMUNAT_2243
  649. 0002: jump @AMUNAT_2311
  650.  
  651. :AMUNAT_2250
  652. 00D6: if
  653. 001A: 2 > $LS_FINAL_TOTAL_PASSED_MISSIONS
  654. 004D: jump_if_false @AMUNAT_2311
  655. 0004: $AMMU_AVAILABLE_WEAPONS = 6
  656. 00D6: if
  657. 0038: $2564 == 0
  658. 004D: jump_if_false @AMUNAT_2311
  659. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  660. 0004: $2564 = 1
  661.  
  662. :AMUNAT_2311
  663. 0004: $AMMU_STAGE = 2
  664.  
  665.  
  666.  
  667.  
  668. // $AMMU_STAGE = 2
  669.  
  670.  
  671.  
  672.  
  673. :AMUNAT_2318
  674. 00D6: if
  675. 0038: $AMMU_STAGE == 2
  676. 004D: jump_if_false @AMUNAT_2978
  677. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  678. 00D6: if
  679. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
  680. 004D: jump_if_false @AMUNAT_2367
  681. 0050: gosub @AMUNAT_8535
  682. // Exit
  683.  
  684.  
  685. :AMUNAT_2367
  686. 00D6: if
  687. 8118: not actor $AMMU_SELLER dead
  688. 004D: jump_if_false @AMUNAT_2933
  689. 00D6: if
  690. 0038: $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
  691. 004D: jump_if_false @AMUNAT_2881
  692. 00D6: if
  693. 0038: $9584 == 0
  694. 004D: jump_if_false @AMUNAT_2480
  695. 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
  696. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  697. 0004: $9584 = 1
  698.  
  699. :AMUNAT_2480
  700. 00D6: if
  701. 0038: $ONMISSION_SHOOTING == 0
  702. 004D: jump_if_false @AMUNAT_2700
  703. 00D6: if or
  704. 02E0: actor $PLAYER_ACTOR aggressive
  705. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
  706. 031D: actor $AMMU_SELLER hit_by_weapon 57
  707. 004D: jump_if_false @AMUNAT_2613
  708. 09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947
  709. 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
  710. 081A: set_actor $AMMU_SELLER weapon_skill_to 2
  711. 01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this
  712. 02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80
  713. 0638: AS_actor $AMMU_SELLER stay_put 1
  714. 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
  715. 0004: $SHOW_SHOP_SPHERE = 0
  716. 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
  717. 0002: jump @AMUNAT_2693
  718.  
  719.  
  720. :AMUNAT_2613
  721. 0004: $SHOW_SHOP_SPHERE = 1
  722. 00D6: if
  723. 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
  724. 004D: jump_if_false @AMUNAT_2693
  725. 00D6: if
  726. 03EE: player $PLAYER_CHAR controllable
  727. 004D: jump_if_false @AMUNAT_2693
  728. 0004: $9584 = 0
  729. 0004: $AMMU_STAGE = 3
  730.  
  731. :AMUNAT_2693
  732. 0002: jump @AMUNAT_2874
  733.  
  734. :AMUNAT_2700
  735. 00D6: if or
  736. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
  737. 031D: actor $AMMU_SELLER hit_by_weapon 57
  738. 004D: jump_if_false @AMUNAT_2810
  739. 09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947
  740. 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
  741. 081A: set_actor $AMMU_SELLER weapon_skill_to 2
  742. 01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this
  743. 02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80
  744. 0638: AS_actor $AMMU_SELLER stay_put 1
  745. 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
  746. 0004: $SHOW_SHOP_SPHERE = 0
  747. 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
  748. 0002: jump @AMUNAT_2874
  749.  
  750.  
  751. :AMUNAT_2810
  752. 0004: $SHOW_SHOP_SPHERE = 1
  753. 00D6: if
  754. 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
  755. 004D: jump_if_false @AMUNAT_2874
  756. 0004: $9584 = 0
  757. 0004: $AMMU_STAGE = 3
  758.  
  759. :AMUNAT_2874
  760. 0002: jump @AMUNAT_2926
  761.  
  762. :AMUNAT_2881
  763. 0050: gosub @AMUNAT_8273
  764. // $AMMU_STAGE = 2
  765. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  766. 00D6: if
  767. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
  768. 004D: jump_if_false @AMUNAT_2919
  769. 0050: gosub @AMUNAT_8535
  770. // Exit
  771.  
  772. :AMUNAT_2919
  773. 0002: jump @AMUNAT_640
  774.  
  775.  
  776.  
  777. // $AMMU_STAGE = 3
  778.  
  779.  
  780.  
  781.  
  782.  
  783. :AMUNAT_2926
  784. 0002: jump @AMUNAT_2978
  785.  
  786. :AMUNAT_2933
  787. 0050: gosub @AMUNAT_8273
  788. // $AMMU_STAGE = 2
  789. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  790. 00D6: if
  791. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
  792. 004D: jump_if_false @AMUNAT_2971
  793. 0050: gosub @AMUNAT_8535
  794. // Exit
  795.  
  796. :AMUNAT_2971
  797. 0002: jump @AMUNAT_640
  798.  
  799.  
  800.  
  801. // $AMMU_STAGE = 3
  802.  
  803.  
  804.  
  805.  
  806.  
  807.  
  808. :AMUNAT_2978
  809. 00D6: if
  810. 0038: $AMMU_STAGE == 3
  811. 004D: jump_if_false @AMUNAT_3062
  812. 01B4: set_player $PLAYER_CHAR can_move 0
  813. 09BD: unknown_flag 1
  814. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  815. 0792: disembark_instantly_actor $PLAYER_ACTOR
  816. 0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0
  817. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  818. 0006: 32@ = 0
  819. 0004: $AMMU_STAGE = 4
  820.  
  821. :AMUNAT_3062
  822. 00D6: if
  823. 0038: $AMMU_STAGE == 4
  824. 004D: jump_if_false @AMUNAT_3421
  825. 00D6: if
  826. 0118: actor $AMMU_SELLER dead
  827. 004D: jump_if_false @AMUNAT_3141
  828. 0050: gosub @AMUNAT_8273
  829. // $AMMU_STAGE = 2
  830. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  831. 00D6: if
  832. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
  833. 004D: jump_if_false @AMUNAT_3134
  834. 0050: gosub @AMUNAT_8535
  835. // Exit
  836.  
  837. :AMUNAT_3134
  838. 0002: jump @AMUNAT_640
  839.  
  840.  
  841.  
  842.  
  843.  
  844. // $AMMU_STAGE = 4
  845.  
  846.  
  847.  
  848.  
  849.  
  850.  
  851.  
  852.  
  853.  
  854.  
  855. :AMUNAT_3141
  856. 00D6: if
  857. 0038: $9584 == 0
  858. 004D: jump_if_false @AMUNAT_3421
  859. 00D6: if
  860. 0029: 32@ >= 300
  861. 004D: jump_if_false @AMUNAT_3421
  862. 08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB
  863. 0173: set_actor $PLAYER_ACTOR Z_angle_to $AMMU_PLAYER_ANGLE
  864. 00A0: store_actor $AMMU_SELLER position_to $2755 $2756 $2757
  865. 00D6: if or
  866. 8044: not $2755 == $AMMU_X_SELLER // (float)
  867. 8044: not $2756 == $AMMU_Y_SELLER // (float)
  868. 8044: not $2757 == $AMMU_Z_SELLER // (float)
  869. 004D: jump_if_false @AMUNAT_3271
  870. 00A1: put_actor $AMMU_SELLER at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
  871. 0173: set_actor $AMMU_SELLER Z_angle_to $AMMU_SELLER_ANGLE
  872.  
  873. :AMUNAT_3271
  874. 015F: set_camera_position $X_CAMERA $Y_CAMERA $Z_CAMERA rotation 0.0 0.0 0.0
  875. 0160: set_camera_point_at $AMMU_X_AIM_CAMERA $AMMU_Y_AIM_CAMERA $AMMU_Z_AIM_CAMERA mode 2
  876. 09D5: unknown_get_actor $AMMU_SELLER unknown 333 flags 0 0 1 store_to $10081 // extended 0947
  877. 00D6: if
  878. 0038: $2576 == 1
  879. 004D: jump_if_false @AMUNAT_3352
  880. 0004: $2575 = 1
  881.  
  882. :AMUNAT_3352
  883. 00D6: if
  884. 0256: player $PLAYER_CHAR defined
  885. 004D: jump_if_false @AMUNAT_3389
  886. 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
  887. 0002: jump @AMUNAT_3403
  888.  
  889. :AMUNAT_3389
  890. 0050: gosub @AMUNAT_8535
  891. // Exit
  892. 0002: jump @AMUNAT_640
  893.  
  894.  
  895.  
  896.  
  897.  
  898.  
  899.  
  900.  
  901.  
  902.  
  903. :AMUNAT_3403
  904. 0581: enable_radar 0
  905. 0004: $AMMU_STAGE = 5
  906. 0004: $9584 = 0
  907.  
  908. :AMUNAT_3421
  909. 00D6: if
  910. 0038: $AMMU_STAGE == 5
  911. 004D: jump_if_false @AMUNAT_4241
  912. 00D6: if
  913. 0118: actor $AMMU_SELLER dead
  914. 004D: jump_if_false @AMUNAT_3500
  915. 0050: gosub @AMUNAT_8273
  916. // $AMMU_STAGE = 2
  917. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  918. 00D6: if
  919. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
  920. 004D: jump_if_false @AMUNAT_3493
  921. 0050: gosub @AMUNAT_8535
  922. // Exit
  923.  
  924. :AMUNAT_3493
  925. 0002: jump @AMUNAT_640
  926.  
  927. //Dealing positioning finished
  928. // $AMMU_STAGE = 5
  929.  
  930.  
  931.  
  932.  
  933. :AMUNAT_3500
  934. 00D6: if
  935. 001A: 1 > $9584
  936. 004D: jump_if_false @AMUNAT_3550
  937. 00D6: if
  938. 0038: $2420 == 0
  939. 004D: jump_if_false @AMUNAT_3550
  940. 0050: gosub @AMUNAT_9980//get shopping_data
  941. 0050: gosub @AMUNAT_10986// Main Menue
  942.  
  943.  
  944. :AMUNAT_3550
  945. 00D6: if
  946. 0038: $9584 == 0
  947. 004D: jump_if_false @AMUNAT_3616
  948. 00D6: if
  949. 00E1: player 0 pressed_key 16
  950. 004D: jump_if_false @AMUNAT_3592
  951. 0004: $9584 = 3
  952.  
  953. :AMUNAT_3592
  954. 00D6: if
  955. 00E1: player 0 pressed_key 15
  956. 004D: jump_if_false @AMUNAT_3616
  957. 0004: $9584 = 1
  958.  
  959.  
  960.  
  961. :AMUNAT_3616
  962. 00D6: if
  963. 0038: $9584 == 1
  964. 004D: jump_if_false @AMUNAT_3862
  965. 00D6: if
  966. 80E1: not player 0 pressed_key 15
  967. 004D: jump_if_false @AMUNAT_3862
  968. 00D6: if
  969. 0038: $2420 == 1
  970. 004D: jump_if_false @AMUNAT_3683
  971. 03E6: remove_text_box
  972. 08DA: remove_panel $2419
  973. 0004: $2420 = 0
  974.  
  975. :AMUNAT_3683
  976. 00D6: if
  977. 0038: $2424 == 1
  978. 004D: jump_if_false @AMUNAT_3715
  979. 03E6: remove_text_box
  980. 08DA: remove_panel $2423
  981. 0004: $2424 = 0
  982.  
  983. :AMUNAT_3715
  984. 00D6: if
  985. 0038: $2418 == 1
  986. 004D: jump_if_false @AMUNAT_3747
  987. 03E6: remove_text_box
  988. 08DA: remove_panel $2417
  989. 0004: $2418 = 0
  990.  
  991. :AMUNAT_3747
  992. 00D6: if
  993. 0038: $2422 == 1
  994. 004D: jump_if_false @AMUNAT_3777
  995. 08DA: remove_panel $2421
  996. 0004: $2422 = 0
  997.  
  998. :AMUNAT_3777
  999. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  1000. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  1001. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  1002. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  1003. 09D5: unknown_get_actor $AMMU_SELLER unknown 331 flags 0 0 1 store_to $10081 // extended 0947
  1004. 02EB: restore_camera_with_jumpcut
  1005. 01B4: set_player $PLAYER_CHAR can_move 1
  1006. 09BD: unknown_flag 0
  1007. 0581: enable_radar 1
  1008. 0004: $9584 = 2
  1009.  
  1010.  
  1011.  
  1012.  
  1013. :AMUNAT_3862
  1014. 00D6: if
  1015. 0038: $9584 == 2
  1016. 004D: jump_if_false @AMUNAT_4090
  1017. 00D6: if
  1018. 0038: $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
  1019. 004D: jump_if_false @AMUNAT_3999
  1020. 00D6: if or
  1021. 02E0: actor $PLAYER_ACTOR aggressive
  1022. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
  1023. 031D: actor $AMMU_SELLER hit_by_weapon 57
  1024. 004D: jump_if_false @AMUNAT_3999
  1025. 09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947
  1026. 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
  1027. 081A: set_actor $AMMU_SELLER weapon_skill_to 2
  1028. 01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this
  1029. 02E2: set_actor $AMMU_SELLER weapon_accuracy_to 80
  1030. 0638: AS_actor $AMMU_SELLER stay_put 1
  1031. 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
  1032. 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
  1033.  
  1034. :AMUNAT_3999
  1035. 00D6: if
  1036. 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
  1037. 004D: jump_if_false @AMUNAT_4090
  1038. 0004: $2420 = 0
  1039. 0004: $2424 = 0
  1040. 0004: $9544 = 0
  1041. 0004: $2418 = 0
  1042. 0004: $2422 = 0
  1043. 0004: $AMMU_STAGE = 2
  1044. 0004: $9584 = 0
  1045.  
  1046.  
  1047.  
  1048.  
  1049.  
  1050.  
  1051.  
  1052.  
  1053. :AMUNAT_4090
  1054. 00D6: if
  1055. 0038: $9584 == 3
  1056. 004D: jump_if_false @AMUNAT_4241
  1057. // keypress show submenue
  1058. 00D6: if
  1059. 80E1: not player 0 pressed_key 16
  1060. 004D: jump_if_false @AMUNAT_4241
  1061. 08D8: $9637 = panel $2419 selected_row
  1062. 05A9: s$9549 = $2450($9637,12s)
  1063. 00D6: if
  1064. 001A: 0 > $9637
  1065. 004D: jump_if_false @AMUNAT_4170
  1066. 0004: $9637 = 0
  1067.  
  1068. :AMUNAT_4170
  1069. 00D6: if
  1070. 0038: $2420 == 1
  1071. 004D: jump_if_false @AMUNAT_4202
  1072. 03E6: remove_text_box
  1073. 08DA: remove_panel $2419
  1074. 0004: $2420 = 0
  1075.  
  1076. :AMUNAT_4202
  1077. 00D6: if
  1078. 0038: $2424 == 0
  1079. 004D: jump_if_false @AMUNAT_4227
  1080. 0050: gosub @AMUNAT_11388// get_shopping_item
  1081.  
  1082. :AMUNAT_4227
  1083. 0004: $9584 = 0
  1084. 0004: $AMMU_STAGE = 6
  1085.  
  1086. :AMUNAT_4241
  1087. 00D6: if
  1088. 0038: $AMMU_STAGE == 6
  1089. 004D: jump_if_false @AMUNAT_5565
  1090. 00D6: if
  1091. 0118: actor $AMMU_SELLER dead
  1092. 004D: jump_if_false @AMUNAT_4320
  1093. 0050: gosub @AMUNAT_8273
  1094. // $AMMU_STAGE = 2
  1095. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  1096. 00D6: if
  1097. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
  1098. 004D: jump_if_false @AMUNAT_4313
  1099. 0050: gosub @AMUNAT_8535
  1100. // Exit
  1101.  
  1102. :AMUNAT_4313
  1103. 0002: jump @AMUNAT_640
  1104.  
  1105.  
  1106.  
  1107.  
  1108.  
  1109.  
  1110.  
  1111.  
  1112.  
  1113. :AMUNAT_4320
  1114. 00D6: if
  1115. 001A: 1 > $9584
  1116. 004D: jump_if_false @AMUNAT_4363
  1117. 00D6: if
  1118. 0038: $2424 == 0
  1119. 004D: jump_if_false @AMUNAT_4363
  1120. 0050: gosub @AMUNAT_11388// get_shopping_item
  1121.  
  1122. :AMUNAT_4363
  1123. 00D6: if
  1124. 0038: $9584 == 0
  1125. 004D: jump_if_false @AMUNAT_4429
  1126. 00D6: if
  1127. 00E1: player 0 pressed_key 16
  1128. 004D: jump_if_false @AMUNAT_4405
  1129. 0004: $9584 = 2
  1130.  
  1131. :AMUNAT_4405
  1132. 00D6: if
  1133. 00E1: player 0 pressed_key 15
  1134. 004D: jump_if_false @AMUNAT_4429
  1135. 0004: $9584 = 1
  1136.  
  1137. :AMUNAT_4429
  1138. 00D6: if
  1139. 0038: $9584 == 1
  1140. 004D: jump_if_false @AMUNAT_4542
  1141. 00D6: if
  1142. 80E1: not player 0 pressed_key 15
  1143. 004D: jump_if_false @AMUNAT_4542
  1144. 00D6: if
  1145. 0038: $2424 == 1
  1146. 004D: jump_if_false @AMUNAT_4496
  1147. 03E6: remove_text_box
  1148. 08DA: remove_panel $2423
  1149. 0004: $2424 = 0
  1150.  
  1151. :AMUNAT_4496
  1152. 00D6: if
  1153. 0038: $2420 == 0
  1154. 004D: jump_if_false @AMUNAT_4528
  1155. 0050: gosub @AMUNAT_9980//get shopping_data
  1156. 0050: gosub @AMUNAT_10986// Main Menue
  1157.  
  1158. :AMUNAT_4528
  1159. 0004: $9584 = 0
  1160. 0004: $AMMU_STAGE = 5
  1161.  
  1162. :AMUNAT_4542
  1163. 00D6: if
  1164. 0038: $9584 == 2
  1165. 004D: jump_if_false @AMUNAT_4834
  1166. 00D6: if
  1167. 80E1: not player 0 pressed_key 16
  1168. 004D: jump_if_false @AMUNAT_4834
  1169. 08D8: $9638 = panel $2423 selected_row
  1170. 00D6: if
  1171. 001A: 0 > $9638
  1172. 004D: jump_if_false @AMUNAT_4610
  1173. 0004: $9638 = 0
  1174.  
  1175. :AMUNAT_4610
  1176. 0084: $AMMU_SELECTED_WEAPON = $9633($9638,4i) // (int)
  1177.  
  1178. 00D6: if///////////////////////-------------------modification-------------------
  1179. 04A3: $AMMU_SELECTED_WEAPON == 35 // $ == any
  1180. 004D: jump_if_false @AMUNAT_4611
  1181. 05A9: s$AMMU_WEAPON_NAME = 'ROCKET' // Rocket Launcher
  1182. 0004: $AMMU_WEAPON_COST = 2000
  1183. 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
  1184. 0004: $AMMU_SELECTED_WEAPON_MODEL = 359
  1185. 0002: jump @AMUNAT_4687
  1186.  
  1187. :AMUNAT_4611
  1188. 00D6: if
  1189. 04A3: $AMMU_SELECTED_WEAPON == 36 // $ == any
  1190. 004D: jump_if_false @AMUNAT_4612
  1191. 05A9: s$AMMU_WEAPON_NAME = 'ROCKHS' // Rocket Launcher
  1192. 0004: $AMMU_WEAPON_COST = 3000
  1193. 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
  1194. 0004: $AMMU_SELECTED_WEAPON_MODEL = 360
  1195. 0002: jump @AMUNAT_4687
  1196.  
  1197. :AMUNAT_4612
  1198. 00D6: if
  1199. 04A3: $AMMU_SELECTED_WEAPON == 37 // $ == any
  1200. 004D: jump_if_false @AMUNAT_4613
  1201. 05A9: s$AMMU_WEAPON_NAME = 'FLAMET' // Rocket Launcher
  1202. 0004: $AMMU_WEAPON_COST = 1900
  1203. 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
  1204. 0004: $AMMU_SELECTED_WEAPON_MODEL = 361
  1205. 0002: jump @AMUNAT_4687
  1206.  
  1207. :AMUNAT_4613
  1208. 00D6: if
  1209. 04A3: $AMMU_SELECTED_WEAPON == 38 // $ == any
  1210. 004D: jump_if_false @AMUNAT_4677
  1211. 05A9: s$AMMU_WEAPON_NAME = 'MINIGU' // Rocket Launcher
  1212. 0004: $AMMU_WEAPON_COST = 2200
  1213. 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 8
  1214. 0004: $AMMU_SELECTED_WEAPON_MODEL = 362
  1215. 0002: jump @AMUNAT_4687
  1216.  
  1217. :AMUNAT_4677///////////////////////-------------------modification-------------------
  1218.  
  1219. 078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1220. 0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST
  1221. 00D6: if
  1222. 84A3: not $AMMU_SELECTED_WEAPON == 48 // $ == any
  1223. 004D: jump_if_false @AMUNAT_4679
  1224. 0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP
  1225. 0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL
  1226. 0002: jump @AMUNAT_4687
  1227.  
  1228. :AMUNAT_4679
  1229. 04AE: $AMMU_SELECTED_WEAPON_MODEL = 373 // $ = any
  1230.  
  1231. :AMUNAT_4687
  1232. 00D6: if
  1233. 0038: $2424 == 1
  1234. 004D: jump_if_false @AMUNAT_4719
  1235. 03E6: remove_text_box
  1236. 08DA: remove_panel $2423
  1237. 0004: $2424 = 0
  1238.  
  1239. :AMUNAT_4719
  1240. 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
  1241. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1242. 00D6: if
  1243. 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_IN"
  1244. 004D: jump_if_false @AMUNAT_4827
  1245. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
  1246.  
  1247. :AMUNAT_4827
  1248. 0004: $9584 = 3
  1249.  
  1250. :AMUNAT_4834
  1251. 00D6: if
  1252. 0038: $9584 == 3
  1253. 004D: jump_if_false @AMUNAT_4934
  1254. 00D6: if
  1255. 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_IN"
  1256. 004D: jump_if_false @AMUNAT_4906
  1257. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
  1258.  
  1259. :AMUNAT_4906
  1260. 00D6: if
  1261. 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
  1262. 004D: jump_if_false @AMUNAT_4934
  1263. 0004: $9584 = 4
  1264.  
  1265. :AMUNAT_4934
  1266. 00D6: if
  1267. 0038: $9584 == 4
  1268. 004D: jump_if_false @AMUNAT_5110
  1269. 0107: $9543 = create_object $AMMU_SELECTED_WEAPON_MODEL at $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
  1270. 0050: gosub @AMUNAT_8960
  1271. 0050: gosub @AMUNAT_9615
  1272. 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
  1273. 0550: keep_object $9543 in_memory 0
  1274. 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
  1275. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1276. 00D6: if
  1277. 0611: actor $AMMU_SELLER performing_animation v$9554
  1278. 004D: jump_if_false @AMUNAT_5103
  1279. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
  1280.  
  1281. :AMUNAT_5103
  1282. 0004: $9584 = 5
  1283.  
  1284. :AMUNAT_5110
  1285. 00D6: if
  1286. 0038: $9584 == 5
  1287. 004D: jump_if_false @AMUNAT_5300
  1288. 00D6: if
  1289. 0611: actor $AMMU_SELLER performing_animation v$9554
  1290. 004D: jump_if_false @AMUNAT_5158
  1291. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
  1292.  
  1293. :AMUNAT_5158
  1294. 00D6: if
  1295. 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
  1296. 004D: jump_if_false @AMUNAT_5300
  1297. 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
  1298. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1131
  1299. 01BC: put_object $9543 at $9585 $9586 $9587
  1300. 0550: keep_object $9543 in_memory 1
  1301. 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
  1302. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1303. 00D6: if
  1304. 0611: actor $AMMU_SELLER performing_animation v$9558
  1305. 004D: jump_if_false @AMUNAT_5293
  1306. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
  1307.  
  1308. :AMUNAT_5293
  1309. 0004: $9584 = 6
  1310.  
  1311. :AMUNAT_5300
  1312. 00D6: if
  1313. 0038: $9584 == 6
  1314. 004D: jump_if_false @AMUNAT_5565
  1315. 00D6: if
  1316. 0611: actor $AMMU_SELLER performing_animation v$9558
  1317. 004D: jump_if_false @AMUNAT_5348
  1318. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
  1319.  
  1320. :AMUNAT_5348
  1321. 00D6: if
  1322. 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
  1323. 004D: jump_if_false @AMUNAT_5565
  1324. 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
  1325. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1326. 00D6: if
  1327. 0038: $2418 == 0
  1328. 004D: jump_if_false @AMUNAT_5448
  1329. 0050: gosub @AMUNAT_7632// submenue
  1330.  
  1331. :AMUNAT_5448
  1332. 00D6: if
  1333. 84A3: not $AMMU_SELECTED_WEAPON == 48 // $ == any
  1334. 004D: jump_if_false @AMUNAT_5551
  1335. 0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int)
  1336. 0008: $9578 += 1
  1337. 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group $9578 weapon $9572 ammo $9573 model $9574
  1338. 00D6: if
  1339. 803A: not $9572 == $AMMU_SELECTED_WEAPON // (int)
  1340. 004D: jump_if_false @AMUNAT_5551
  1341. 00D6: if
  1342. 0018: $9573 > 0
  1343. 004D: jump_if_false @AMUNAT_5551
  1344. 00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1 // ~s~Buying this item will replace the weapon in this slot.
  1345.  
  1346. :AMUNAT_5551
  1347. 0004: $AMMU_STAGE = 7
  1348. 0004: $9584 = 0
  1349.  
  1350. :AMUNAT_5565
  1351. 00D6: if
  1352. 0038: $AMMU_STAGE == 7
  1353. 004D: jump_if_false @AMUNAT_7597
  1354. 00D6: if
  1355. 0118: actor $AMMU_SELLER dead
  1356. 004D: jump_if_false @AMUNAT_5644
  1357. 0050: gosub @AMUNAT_8273
  1358. // $AMMU_STAGE = 2
  1359. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string
  1360. 00D6: if
  1361. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME
  1362. 004D: jump_if_false @AMUNAT_5637
  1363. 0050: gosub @AMUNAT_8535
  1364. // Exit
  1365.  
  1366. :AMUNAT_5637
  1367. 0002: jump @AMUNAT_640
  1368.  
  1369.  
  1370.  
  1371.  
  1372.  
  1373.  
  1374.  
  1375.  
  1376.  
  1377.  
  1378.  
  1379. :AMUNAT_5644
  1380. 00D6: if
  1381. 001A: 1 > $9584
  1382. 004D: jump_if_false @AMUNAT_5687
  1383. 00D6: if
  1384. 0038: $2418 == 0
  1385. 004D: jump_if_false @AMUNAT_5687
  1386. 0050: gosub @AMUNAT_7632// submenue
  1387.  
  1388. :AMUNAT_5687
  1389. 00D6: if
  1390. 0038: $9584 == 0
  1391. 004D: jump_if_false @AMUNAT_5753
  1392. 00D6: if
  1393. 00E1: player 0 pressed_key 16
  1394. 004D: jump_if_false @AMUNAT_5729
  1395. 0004: $9584 = 5
  1396.  
  1397. :AMUNAT_5729
  1398. 00D6: if
  1399. 00E1: player 0 pressed_key 15
  1400. 004D: jump_if_false @AMUNAT_5753
  1401. 0004: $9584 = 1
  1402.  
  1403. :AMUNAT_5753
  1404. 00D6: if
  1405. 0038: $9584 == 1
  1406. 004D: jump_if_false @AMUNAT_5899
  1407. 00D6: if
  1408. 80E1: not player 0 pressed_key 15
  1409. 004D: jump_if_false @AMUNAT_5899
  1410. 00D6: if
  1411. 0038: $2418 == 1
  1412. 004D: jump_if_false @AMUNAT_5820
  1413. 03E6: remove_text_box
  1414. 08DA: remove_panel $2417
  1415. 0004: $2418 = 0
  1416.  
  1417. :AMUNAT_5820
  1418. 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
  1419. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1420. 00D6: if
  1421. 0611: actor $AMMU_SELLER performing_animation v$AMMU_SELLER_ANIMATION
  1422. 004D: jump_if_false @AMUNAT_5892
  1423. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
  1424.  
  1425. :AMUNAT_5892
  1426. 0004: $9584 = 2
  1427.  
  1428. :AMUNAT_5899
  1429. 00D6: if
  1430. 0038: $9584 == 2
  1431. 004D: jump_if_false @AMUNAT_6095
  1432. 00D6: if
  1433. 0611: actor $AMMU_SELLER performing_animation v$AMMU_SELLER_ANIMATION
  1434. 004D: jump_if_false @AMUNAT_5947
  1435. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
  1436.  
  1437. :AMUNAT_5947
  1438. 00D6: if
  1439. 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
  1440. 004D: jump_if_false @AMUNAT_6095
  1441. 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
  1442. 0550: keep_object $9543 in_memory 0
  1443. 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
  1444. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1445. 00D6: if
  1446. 0611: actor $AMMU_SELLER performing_animation v$9566
  1447. 004D: jump_if_false @AMUNAT_6088
  1448. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
  1449.  
  1450. :AMUNAT_6088
  1451. 0004: $9584 = 3
  1452.  
  1453. :AMUNAT_6095
  1454. 00D6: if
  1455. 0038: $9584 == 3
  1456. 004D: jump_if_false @AMUNAT_6317
  1457. 00D6: if
  1458. 0611: actor $AMMU_SELLER performing_animation v$9566
  1459. 004D: jump_if_false @AMUNAT_6143
  1460. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
  1461.  
  1462. :AMUNAT_6143
  1463. 00D6: if
  1464. 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
  1465. 004D: jump_if_false @AMUNAT_6317
  1466. 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
  1467. 01BC: put_object $9543 at $9585 $9586 $9587
  1468. 0550: keep_object $9543 in_memory 1
  1469. 0050: gosub @AMUNAT_8953
  1470. 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
  1471. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1472. 00D6: if
  1473. 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_OUT"
  1474. 004D: jump_if_false @AMUNAT_6310
  1475. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
  1476.  
  1477. :AMUNAT_6310
  1478. 0004: $9584 = 4
  1479.  
  1480. :AMUNAT_6317
  1481. 00D6: if
  1482. 0038: $9584 == 4
  1483. 004D: jump_if_false @AMUNAT_6480
  1484. 00D6: if
  1485. 0611: actor $AMMU_SELLER performing_animation "SHP_G_LIFT_OUT"
  1486. 004D: jump_if_false @AMUNAT_6391
  1487. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
  1488.  
  1489. :AMUNAT_6391
  1490. 00D6: if
  1491. 0042: $AMMU_SELLER_ANIMATION_TIME == 1.0
  1492. 004D: jump_if_false @AMUNAT_6480
  1493. 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
  1494. 0005: $AMMU_SELLER_ANIMATION_TIME = 0.0
  1495. 0004: $9584 = 0
  1496. 0004: $AMMU_STAGE = 6
  1497.  
  1498. :AMUNAT_6480
  1499. 00D6: if
  1500. 0038: $9584 == 5
  1501. 004D: jump_if_false @AMUNAT_7048
  1502. 00D6: if
  1503. 80E1: not player 0 pressed_key 16
  1504. 004D: jump_if_false @AMUNAT_7048
  1505. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  1506. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  1507. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  1508. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  1509. 0004: $2544 = 0
  1510. 0004: $9596 = 0
  1511. 010B: $SHOPS_PLAYER_CASH = player $PLAYER_CHAR money
  1512. 00D6: if
  1513. 002C: $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // (int)
  1514. 004D: jump_if_false @AMUNAT_6969
  1515. 00D6: if
  1516. 84A3: not $AMMU_SELECTED_WEAPON == 48 // $ == any
  1517. 004D: jump_if_false @AMUNAT_6791
  1518. 041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo
  1519. 00D6: if
  1520. 001A: 9999 > $9573
  1521. 004D: jump_if_false @AMUNAT_6705
  1522. 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
  1523. 09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947
  1524. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
  1525. 0004: $9584 = 6
  1526. 0006: 33@ = 0
  1527. 0002: jump @AMUNAT_6784
  1528.  
  1529. :AMUNAT_6705
  1530. 00D6: if
  1531. 0038: $9596 == 0
  1532. 004D: jump_if_false @AMUNAT_6784
  1533. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
  1534. 00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1 // ~s~You cannot buy any more ammunition for this weapon.
  1535. 09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947
  1536. 0004: $9584 = 0
  1537. 0004: $9596 = 1
  1538.  
  1539. :AMUNAT_6784
  1540. 0002: jump @AMUNAT_6962
  1541.  
  1542. :AMUNAT_6791
  1543. 04DD: $9594 = actor $PLAYER_ACTOR armour
  1544. 0945: get_player $PLAYER_CHAR max_armour_to $9595
  1545. 00D6: if
  1546. 001C: $9595 > $9594 // (int)
  1547. 004D: jump_if_false @AMUNAT_6883
  1548. 09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947
  1549. 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
  1550. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
  1551. 0004: $9584 = 6
  1552. 0006: 33@ = 0
  1553. 0002: jump @AMUNAT_6962
  1554.  
  1555. :AMUNAT_6883
  1556. 00D6: if
  1557. 0038: $9596 == 0
  1558. 004D: jump_if_false @AMUNAT_6962
  1559. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
  1560. 09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947
  1561. 00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1 // ~s~You cannot buy any more armor.
  1562. 0004: $9584 = 0
  1563. 0004: $9596 = 1
  1564.  
  1565. :AMUNAT_6962
  1566. 0002: jump @AMUNAT_7048
  1567.  
  1568. :AMUNAT_6969
  1569. 00D6: if
  1570. 0038: $2544 == 0
  1571. 004D: jump_if_false @AMUNAT_7048
  1572. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
  1573. 09D5: unknown_get_actor $AMMU_SELLER unknown 324 flags 0 0 1 store_to $10081 // extended 0947
  1574. 00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1 // ~s~You don't have enough money to buy this item.
  1575. 0004: $9584 = 0
  1576. 0004: $2544 = 1
  1577.  
  1578. :AMUNAT_7048
  1579. 00D6: if
  1580. 0038: $9584 == 6
  1581. 004D: jump_if_false @AMUNAT_7480
  1582. 00D6: if
  1583. 0038: $2418 == 1
  1584. 004D: jump_if_false @AMUNAT_7098
  1585. 08DA: remove_panel $2417
  1586. 03E6: remove_text_box
  1587. 0004: $2418 = 0
  1588.  
  1589. :AMUNAT_7098
  1590. 00D6: if
  1591. 0038: $2422 == 0
  1592. 004D: jump_if_false @AMUNAT_7466
  1593. 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
  1594. 08D6: set_panel $2421 column 0 alignment 1
  1595. 08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Weapon // Purchased
  1596. 08D6: set_panel $2421 column 1 alignment 0
  1597. 08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
  1598. 08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
  1599. 09DB: set_panel $2421 column 0 width 140
  1600. 09DB: set_panel $2421 column 1 width 46
  1601. 0004: $2422 = 1
  1602.  
  1603. :AMUNAT_7466
  1604. 0006: 33@ = 0
  1605. 0004: $9584 = 7
  1606.  
  1607. :AMUNAT_7480
  1608. 00D6: if
  1609. 0038: $9584 == 7
  1610. 004D: jump_if_false @AMUNAT_7597
  1611. 00D6: if
  1612. 0029: 33@ >= 1000
  1613. 004D: jump_if_false @AMUNAT_7597
  1614. 00D6: if
  1615. 0038: $2422 == 1
  1616. 004D: jump_if_false @AMUNAT_7547
  1617. 08DA: remove_panel $2421
  1618. 0004: $2422 = 0
  1619.  
  1620. :AMUNAT_7547
  1621. 0004: $9584 = 0
  1622. 00D6: if
  1623. 001A: 1 > $9584
  1624. 004D: jump_if_false @AMUNAT_7597
  1625. 00D6: if
  1626. 0038: $2418 == 0
  1627. 004D: jump_if_false @AMUNAT_7597
  1628. 0050: gosub @AMUNAT_7632// submenue
  1629.  
  1630. :AMUNAT_7597
  1631. 0002: jump @AMUNAT_7611
  1632.  
  1633. :AMUNAT_7604
  1634. 0050: gosub @AMUNAT_8535
  1635. // Exit
  1636.  
  1637. :AMUNAT_7611
  1638. 0002: jump @AMUNAT_7625
  1639.  
  1640. :AMUNAT_7618
  1641. 0050: gosub @AMUNAT_8535
  1642. // Exit
  1643.  
  1644. :AMUNAT_7625
  1645. 0002: jump @AMUNAT_640
  1646.  
  1647.  
  1648.  
  1649.  
  1650.  
  1651.  
  1652.  
  1653.  
  1654.  
  1655.  
  1656. :AMUNAT_7632// submenue
  1657. 00D6: if
  1658. 0038: $2418 == 0
  1659. 004D: jump_if_false @AMUNAT_8271
  1660. 0512: show_permanent_text_box 'AMMU_H3' // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
  1661. 00D6: if
  1662. 04A3: $CURRENT_LANGUAGE == 0 // $ == any
  1663. 004D: jump_if_false @AMUNAT_7723
  1664. 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
  1665. 0002: jump @AMUNAT_7964
  1666.  
  1667. :AMUNAT_7723
  1668. 00D6: if
  1669. 04A3: $CURRENT_LANGUAGE == 1 // $ == any
  1670. 004D: jump_if_false @AMUNAT_7785
  1671. 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
  1672. 0002: jump @AMUNAT_7964
  1673.  
  1674. :AMUNAT_7785
  1675. 00D6: if
  1676. 04A3: $CURRENT_LANGUAGE == 2 // $ == any
  1677. 004D: jump_if_false @AMUNAT_7847
  1678. 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
  1679. 0002: jump @AMUNAT_7964
  1680.  
  1681. :AMUNAT_7847
  1682. 00D6: if
  1683. 04A3: $CURRENT_LANGUAGE == 3 // $ == any
  1684. 004D: jump_if_false @AMUNAT_7909
  1685. 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
  1686. 0002: jump @AMUNAT_7964
  1687.  
  1688. :AMUNAT_7909
  1689. 00D6: if
  1690. 04A3: $CURRENT_LANGUAGE == 4 // $ == any
  1691. 004D: jump_if_false @AMUNAT_7964
  1692. 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
  1693.  
  1694. :AMUNAT_7964
  1695. 08D6: set_panel $2417 column 0 alignment 1
  1696. 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
  1697. 08D6: set_panel $2417 column 1 alignment 0
  1698. 08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
  1699. 08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
  1700. 09DB: set_panel $2417 column 0 width 140
  1701. 09DB: set_panel $2417 column 1 width 46
  1702. 0004: $2418 = 1
  1703.  
  1704. :AMUNAT_8271
  1705. 0051: return
  1706.  
  1707.  
  1708.  
  1709.  
  1710.  
  1711.  
  1712.  
  1713.  
  1714.  
  1715.  
  1716.  
  1717.  
  1718.  
  1719.  
  1720.  
  1721.  
  1722.  
  1723.  
  1724. :AMUNAT_8273
  1725. 00D6: if
  1726. 0038: $2420 == 1
  1727. 004D: jump_if_false @AMUNAT_8305
  1728. 03E6: remove_text_box
  1729. 08DA: remove_panel $2419
  1730. 0004: $2420 = 0
  1731.  
  1732. :AMUNAT_8305
  1733. 00D6: if
  1734. 0038: $2424 == 1
  1735. 004D: jump_if_false @AMUNAT_8337
  1736. 03E6: remove_text_box
  1737. 08DA: remove_panel $2423
  1738. 0004: $2424 = 0
  1739.  
  1740. :AMUNAT_8337
  1741. 00D6: if
  1742. 0038: $2418 == 1
  1743. 004D: jump_if_false @AMUNAT_8369
  1744. 03E6: remove_text_box
  1745. 08DA: remove_panel $2417
  1746. 0004: $2418 = 0
  1747.  
  1748. :AMUNAT_8369
  1749. 00D6: if
  1750. 0038: $2422 == 1
  1751. 004D: jump_if_false @AMUNAT_8399
  1752. 08DA: remove_panel $2421
  1753. 0004: $2422 = 0
  1754.  
  1755. :AMUNAT_8399
  1756. 00D6: if
  1757. 0028: $AMMU_STAGE >= 1
  1758. 004D: jump_if_false @AMUNAT_8419
  1759. 03E6: remove_text_box
  1760.  
  1761. :AMUNAT_8419
  1762. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  1763. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  1764. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  1765. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  1766. 0004: $2420 = 0
  1767. 0004: $2424 = 0
  1768. 0004: $9544 = 0
  1769. 0004: $9584 = 0
  1770. 0004: $2418 = 0
  1771. 0004: $2422 = 0
  1772. 0004: $2545 = 0
  1773. 0004: $2544 = 0
  1774. 0004: $9596 = 0
  1775. 0004: $AMMU_STAGE = 2
  1776. 0051: return
  1777.  
  1778.  
  1779.  
  1780.  
  1781.  
  1782.  
  1783.  
  1784.  
  1785.  
  1786.  
  1787.  
  1788.  
  1789.  
  1790.  
  1791.  
  1792. :AMUNAT_8535
  1793. 00D6: if
  1794. 0038: $2420 == 1
  1795. 004D: jump_if_false @AMUNAT_8567
  1796. 03E6: remove_text_box
  1797. 08DA: remove_panel $2419
  1798. 0004: $2420 = 0
  1799.  
  1800. :AMUNAT_8567
  1801. 00D6: if
  1802. 0038: $2424 == 1
  1803. 004D: jump_if_false @AMUNAT_8599
  1804. 03E6: remove_text_box
  1805. 08DA: remove_panel $2423
  1806. 0004: $2424 = 0
  1807.  
  1808. :AMUNAT_8599
  1809. 00D6: if
  1810. 0038: $2418 == 1
  1811. 004D: jump_if_false @AMUNAT_8631
  1812. 03E6: remove_text_box
  1813. 08DA: remove_panel $2417
  1814. 0004: $2418 = 0
  1815.  
  1816. :AMUNAT_8631
  1817. 00D6: if
  1818. 0038: $2422 == 1
  1819. 004D: jump_if_false @AMUNAT_8661
  1820. 08DA: remove_panel $2421
  1821. 0004: $2422 = 0
  1822.  
  1823. :AMUNAT_8661
  1824. 00D6: if
  1825. 0028: $AMMU_STAGE >= 1
  1826. 004D: jump_if_false @AMUNAT_8681
  1827. 03E6: remove_text_box
  1828.  
  1829. :AMUNAT_8681
  1830. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  1831. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  1832. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  1833. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  1834. 0004: $2420 = 0
  1835. 0004: $2424 = 0
  1836. 0004: $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
  1837. 0004: $9544 = 0
  1838. 0004: $9584 = 0
  1839. 0004: $2418 = 0
  1840. 0004: $2422 = 0
  1841. 0004: $2545 = 0
  1842. 0004: $2544 = 0
  1843. 0004: $9596 = 0
  1844. 0004: $AMMU_STAGE = 0
  1845. 0249: release_model #COLT45
  1846. 0249: release_model #SILENCED
  1847. 0249: release_model #DESERT_EAGLE
  1848. 0249: release_model #CHROMEGUN
  1849. 0249: release_model #SAWNOFF
  1850. 0249: release_model #SHOTGSPA
  1851. 0249: release_model #GRENADE
  1852. 0249: release_model #MICRO_UZI
  1853. 0249: release_model #MP5LNG
  1854. 0249: release_model #TEC9
  1855. 0249: release_model #AK47
  1856. 0249: release_model #BAT
  1857. 0249: release_model #CUNTGUN
  1858. 0249: release_model #SNIPER
  1859. 0249: release_model #ARMOUR
  1860. 0249: release_model #SATCHEL
  1861. 0249: release_model #BOMB
  1862. 03F0: enable_text_draw 0
  1863. 0249: release_model $SELLER_MODEL
  1864. 009B: destroy_actor $AMMU_SELLER
  1865. 08F8: display_stat_update_box 1
  1866. 0581: enable_radar 1
  1867. 09BD: unknown_flag 0
  1868. 00D6: if
  1869. 0038: $5274 == 1
  1870. 004D: jump_if_false @AMUNAT_8949
  1871. 03E5: show_text_box 'ANR_56' // A new weapon challenge is available.
  1872. 0004: $5274 = 0
  1873.  
  1874. :AMUNAT_8949
  1875. 004E: end_thread
  1876. 0051: return
  1877.  
  1878. :AMUNAT_8953
  1879. 0108: destroy_object $9543
  1880. 0051: return
  1881.  
  1882.  
  1883.  
  1884.  
  1885.  
  1886.  
  1887.  
  1888.  
  1889.  
  1890.  
  1891.  
  1892.  
  1893.  
  1894. :AMUNAT_8960
  1895. 00D6: if or
  1896. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any
  1897. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any
  1898. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any
  1899. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any
  1900. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any
  1901. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any
  1902. 004D: jump_if_false @AMUNAT_9113
  1903. 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
  1904. 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
  1905. 0086: $9585 = $AMMU_X_SELLER // (float)
  1906. 0009: $9585 += 0.231
  1907. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1908. 0009: $9586 += 0.636
  1909. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1910. 0009: $9587 += 1.053
  1911.  
  1912. :AMUNAT_9113
  1913. 00D6: if
  1914. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any
  1915. 004D: jump_if_false @AMUNAT_9226
  1916. 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
  1917. 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
  1918. 0086: $9585 = $AMMU_X_SELLER // (float)
  1919. 0009: $9585 += 0.231
  1920. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1921. 0009: $9586 += 0.636
  1922. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1923. 0009: $9587 += 1.053
  1924.  
  1925. :AMUNAT_9226
  1926. 00D6: if or
  1927. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any
  1928. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any
  1929. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any
  1930. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any
  1931. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any
  1932. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any
  1933. 004D: jump_if_false @AMUNAT_9379
  1934. 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
  1935. 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
  1936. 0086: $9585 = $AMMU_X_SELLER // (float)
  1937. 0009: $9585 += 0.108
  1938. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1939. 0009: $9586 += 0.654
  1940. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1941. 0009: $9587 += 1.053
  1942.  
  1943. :AMUNAT_9379
  1944. 00D6: if or
  1945. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any
  1946. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any
  1947. 004D: jump_if_false @AMUNAT_9500
  1948. 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
  1949. 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
  1950. 0086: $9585 = $AMMU_X_SELLER // (float)
  1951. 0009: $9585 += 0.108
  1952. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1953. 0009: $9586 += 0.654
  1954. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1955. 0009: $9587 += 1.053
  1956.  
  1957. :AMUNAT_9500
  1958. 00D6: if
  1959. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any
  1960. 004D: jump_if_false @AMUNAT_9510//---------------------------jump label changed
  1961. 06D1: v$9554 = "SHP_AR_LIFT" // v$ = string
  1962. 06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string
  1963. 0086: $9585 = $AMMU_X_SELLER // (float)
  1964. 0009: $9585 += 0.175
  1965. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1966. 0009: $9586 += 0.676
  1967. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1968. 0009: $9587 += 1.5
  1969.  
  1970.  
  1971. :AMUNAT_9510///////////////////////-------------------modification-------------------
  1972. 00D6: if or
  1973. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 359 // $ == any
  1974. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 360 // $ == any
  1975. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 361 // $ == any
  1976. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 362 // $ == any
  1977. 004D: jump_if_false @AMUNAT_9613
  1978. 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
  1979. 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
  1980. 0086: $9585 = $AMMU_X_SELLER // (float)
  1981. 0009: $9585 += 0.231
  1982. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1983. 0009: $9586 += 0.636
  1984. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1985. 0009: $9587 += 1.053
  1986. ///////////////////////-------------------modification-------------------
  1987.  
  1988.  
  1989.  
  1990. :AMUNAT_9613
  1991. 0051: return
  1992.  
  1993.  
  1994.  
  1995.  
  1996.  
  1997.  
  1998. :AMUNAT_9615
  1999. 00D6: if or
  2000. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any
  2001. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any
  2002. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any
  2003. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any
  2004. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any
  2005. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any
  2006. 004D: jump_if_false @AMUNAT_9710
  2007. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
  2008. 06D1: v$9566 = "SHP_2H_RET" // v$ = string
  2009.  
  2010. :AMUNAT_9710
  2011. 00D6: if
  2012. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any
  2013. 004D: jump_if_false @AMUNAT_9765
  2014. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
  2015. 06D1: v$9566 = "SHP_2H_RET" // v$ = string
  2016.  
  2017. :AMUNAT_9765
  2018. 00D6: if or
  2019. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any
  2020. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any
  2021. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any
  2022. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any
  2023. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any
  2024. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any
  2025. 004D: jump_if_false @AMUNAT_9860
  2026. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
  2027. 06D1: v$9566 = "SHP_1H_RET" // v$ = string
  2028.  
  2029. :AMUNAT_9860
  2030. 00D6: if or
  2031. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any
  2032. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any
  2033. 004D: jump_if_false @AMUNAT_9923
  2034. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
  2035. 06D1: v$9566 = "SHP_1H_RET" // v$ = string
  2036.  
  2037. :AMUNAT_9923
  2038. 00D6: if
  2039. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any
  2040. 004D: jump_if_false @AMUNAT_9955//---------------------------jump label changed
  2041. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string
  2042. 06D1: v$9566 = "SHP_AR_RET" // v$ = string
  2043.  
  2044.  
  2045.  
  2046. :AMUNAT_9955///////////////////////-------------------modification-------------------
  2047. 00D6: if or
  2048. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 359 // $ == any
  2049. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 360 // $ == any
  2050. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 361 // $ == any
  2051. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 362 // $ == any
  2052. 004D: jump_if_false @AMUNAT_9978
  2053. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
  2054. 06D1: v$9566 = "SHP_2H_RET" // v$ = string
  2055. ///////////////////////-------------------modification-------------------
  2056.  
  2057.  
  2058. :AMUNAT_9978
  2059. 0051: return
  2060.  
  2061.  
  2062.  
  2063.  
  2064.  
  2065.  
  2066.  
  2067.  
  2068.  
  2069.  
  2070.  
  2071.  
  2072.  
  2073.  
  2074.  
  2075.  
  2076. :AMUNAT_9980//get shopping_data
  2077. 0004: $9597 = 0
  2078. 0004: $9616 = 0
  2079. 0004: $2515 = 0
  2080. 0004: $9598 = 0
  2081. 0004: $9599 = 0
  2082. 0004: $9600 = 0
  2083. 0004: $9601 = 0
  2084. 0004: $9602 = 0
  2085. 0004: $9603 = 0
  2086. 0004: $9604 = 0
  2087. 0004: $9605 = 0
  2088. 0004: $9606 = 0
  2089. 0004: $9607 = 0
  2090. 0004: $9608 = 0
  2091. 0004: $9609 = 0
  2092. 0004: $9610 = 0
  2093. 0004: $9611 = 0
  2094. 0004: $9612 = 0
  2095. 0004: $9613 = 0
  2096. 0004: $9614 = 0
  2097. 0004: $9615 = 0
  2098.  
  2099. :AMUNAT_10127
  2100. 00D6: if
  2101. 001C: $AMMU_AVAILABLE_WEAPONS > $9597 // (int)
  2102. 004D: jump_if_false @AMUNAT_10904
  2103. 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON
  2104. 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
  2105. 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
  2106.  
  2107. :AMUNAT_10282
  2108. 0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // (int)
  2109. 0008: $9598 += 1
  2110. 00D6: if
  2111. 0038: $9607 == 0
  2112. 004D: jump_if_false @AMUNAT_10351
  2113. 05A9: $2450($9616,12s) = 'GUN1' // Pistols
  2114. 0008: $9616 += 1
  2115. 0004: $9607 = 1
  2116.  
  2117. :AMUNAT_10351
  2118. 0002: jump @AMUNAT_10890
  2119.  
  2120. :AMUNAT_10358
  2121. 0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // (int)
  2122. 0008: $9599 += 1
  2123. 00D6: if
  2124. 0038: $9608 == 0
  2125. 004D: jump_if_false @AMUNAT_10427
  2126. 05A9: $2450($9616,12s) = 'GUN2' // Shotguns
  2127. 0008: $9616 += 1
  2128. 0004: $9608 = 1
  2129.  
  2130. :AMUNAT_10427
  2131. 0002: jump @AMUNAT_10890
  2132.  
  2133. :AMUNAT_10434
  2134. 0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // (int)
  2135. 0008: $9600 += 1
  2136. 00D6: if
  2137. 0038: $9609 == 0
  2138. 004D: jump_if_false @AMUNAT_10503
  2139. 05A9: $2450($9616,12s) = 'GUN3' // Micro SMGs
  2140. 0008: $9616 += 1
  2141. 0004: $9609 = 1
  2142.  
  2143. :AMUNAT_10503
  2144. 0002: jump @AMUNAT_10890
  2145.  
  2146. :AMUNAT_10510
  2147. 0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // (int)
  2148. 0008: $9601 += 1
  2149. 00D6: if
  2150. 0038: $9610 == 0
  2151. 004D: jump_if_false @AMUNAT_10579
  2152. 05A9: $2450($9616,12s) = 'GUN4' // SMG
  2153. 0008: $9616 += 1
  2154. 0004: $9610 = 1
  2155.  
  2156. :AMUNAT_10579
  2157. 0002: jump @AMUNAT_10890
  2158.  
  2159. :AMUNAT_10586
  2160. 0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // (int)
  2161. 0008: $9602 += 1
  2162. 00D6: if
  2163. 0038: $9611 == 0
  2164. 004D: jump_if_false @AMUNAT_10655
  2165. 05A9: $2450($9616,12s) = 'GUN5' // Assault
  2166. 0008: $9616 += 1
  2167. 0004: $9611 = 1
  2168.  
  2169. :AMUNAT_10655
  2170. 0002: jump @AMUNAT_10890
  2171.  
  2172. :AMUNAT_10662
  2173. 0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // (int)
  2174. 0008: $9604 += 1
  2175. 00D6: if
  2176. 0038: $9612 == 0
  2177. 004D: jump_if_false @AMUNAT_10731
  2178. 05A9: $2450($9616,12s) = 'GUN6' // Rifles
  2179. 0008: $9616 += 1
  2180. 0004: $9612 = 1
  2181.  
  2182. :AMUNAT_10731
  2183. 0002: jump @AMUNAT_10890
  2184.  
  2185. :AMUNAT_10738
  2186. 0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // (int)
  2187. 0008: $9603 += 1
  2188. 00D6: if
  2189. 0038: $9613 == 0
  2190. 004D: jump_if_false @AMUNAT_10807
  2191. 05A9: $2450($9616,12s) = 'GUN7' // Thrown
  2192. 0008: $9616 += 1
  2193. 0004: $9613 = 1
  2194.  
  2195. :AMUNAT_10807
  2196. 0002: jump @AMUNAT_10890
  2197.  
  2198. :AMUNAT_10814
  2199. 0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // (int)
  2200. 0008: $9605 += 1
  2201. 00D6: if
  2202. 0038: $9614 == 0
  2203. 004D: jump_if_false @AMUNAT_10883
  2204. 05A9: $2450($9616,12s) = 'GUN8' // Armor
  2205. 0008: $9616 += 1
  2206. 0004: $9614 = 1
  2207.  
  2208. :AMUNAT_10883
  2209. 0002: jump @AMUNAT_10890
  2210.  
  2211. :AMUNAT_10890
  2212. 0008: $9597 += 1
  2213. 0002: jump @AMUNAT_10127
  2214.  
  2215. :AMUNAT_10904///////////////////////-------------------modification-------------------
  2216. 0004: $9661[0] = 35
  2217. 0004: $9661[1] = 36 // $9636 changed to $9661
  2218. 0004: $9661[2] = 37
  2219. 0004: $9661[3] = 38
  2220. 0004: $9606 = 3
  2221. 05A9: $2450($9616,12s) = 'GYM1_1' // Power
  2222. 0008: $9616 += 1
  2223. 0004: $9615 = 1
  2224. 0008: $9597 += 1
  2225. ///////////////////////-------------------modification-------------------
  2226.  
  2227. 0084: $2515 = $9616 // (int)
  2228.  
  2229. :AMUNAT_10912
  2230. 00D6: if
  2231. 001A: 12 > $2515
  2232. 004D: jump_if_false @AMUNAT_10984
  2233. 0004: $2438($2515,12i) = -1
  2234. 0004: $2426($2515,12i) = 0
  2235. 05A9: $2450($2515,12s) = 'DUMMY'
  2236. 0008: $2515 += 1
  2237. 0002: jump @AMUNAT_10912
  2238.  
  2239. :AMUNAT_10984
  2240. 0051: return
  2241.  
  2242.  
  2243.  
  2244.  
  2245.  
  2246.  
  2247.  
  2248.  
  2249.  
  2250.  
  2251.  
  2252.  
  2253.  
  2254.  
  2255.  
  2256.  
  2257.  
  2258.  
  2259. :AMUNAT_10986// Main Menue
  2260. 00D6: if
  2261. 0038: $2420 == 0
  2262. 004D: jump_if_false @AMUNAT_11386
  2263. 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.
  2264. 00D6: if
  2265. 04A3: $CURRENT_LANGUAGE == 0 // $ == any
  2266. 004D: jump_if_false @AMUNAT_11077
  2267. 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
  2268. 0002: jump @AMUNAT_11318
  2269.  
  2270. :AMUNAT_11077
  2271. 00D6: if
  2272. 04A3: $CURRENT_LANGUAGE == 1 // $ == any
  2273. 004D: jump_if_false @AMUNAT_11139
  2274. 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
  2275. 0002: jump @AMUNAT_11318
  2276.  
  2277. :AMUNAT_11139
  2278. 00D6: if
  2279. 04A3: $CURRENT_LANGUAGE == 2 // $ == any
  2280. 004D: jump_if_false @AMUNAT_11201
  2281. 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
  2282. 0002: jump @AMUNAT_11318
  2283.  
  2284. :AMUNAT_11201
  2285. 00D6: if
  2286. 04A3: $CURRENT_LANGUAGE == 3 // $ == any
  2287. 004D: jump_if_false @AMUNAT_11263
  2288. 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
  2289. 0002: jump @AMUNAT_11318
  2290.  
  2291. :AMUNAT_11263
  2292. 00D6: if
  2293. 04A3: $CURRENT_LANGUAGE == 4 // $ == any
  2294. 004D: jump_if_false @AMUNAT_11318
  2295. 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
  2296.  
  2297. :AMUNAT_11318
  2298. 08D6: set_panel $2419 column 0 alignment 1
  2299. 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]
  2300. 0004: $2420 = 1
  2301.  
  2302. :AMUNAT_11386
  2303. 0051: return
  2304.  
  2305.  
  2306.  
  2307.  
  2308.  
  2309.  
  2310.  
  2311.  
  2312.  
  2313.  
  2314.  
  2315.  
  2316.  
  2317. :AMUNAT_11388// get_shopping_item
  2318. 0004: $9661 = 0
  2319. 00D6: if
  2320. 05AD: s$9549 == 'GUN1' // Pistols
  2321. 004D: jump_if_false @AMUNAT_11493
  2322.  
  2323. :AMUNAT_11420
  2324. 00D6: if
  2325. 001C: $9598 > $9661 // (int)
  2326. 004D: jump_if_false @AMUNAT_11493
  2327. 078C: get_shopping_item_with_textureCRC $9617($9661,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2328. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2329. 0084: $9633($9661,3i) = $9617($9661,3i) // (int)
  2330. 0008: $9661 += 1
  2331. 0002: jump @AMUNAT_11420
  2332.  
  2333. :AMUNAT_11493
  2334. 00D6: if
  2335. 05AD: s$9549 == 'GUN2' // Shotguns
  2336. 004D: jump_if_false @AMUNAT_11591
  2337.  
  2338. :AMUNAT_11518
  2339. 00D6: if
  2340. 001C: $9599 > $9661 // (int)
  2341. 004D: jump_if_false @AMUNAT_11591
  2342. 078C: get_shopping_item_with_textureCRC $9620($9661,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2343. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2344. 0084: $9633($9661,3i) = $9620($9661,3i) // (int)
  2345. 0008: $9661 += 1
  2346. 0002: jump @AMUNAT_11518
  2347.  
  2348. :AMUNAT_11591
  2349. 00D6: if
  2350. 05AD: s$9549 == 'GUN3' // Micro SMGs
  2351. 004D: jump_if_false @AMUNAT_11689
  2352.  
  2353. :AMUNAT_11616
  2354. 00D6: if
  2355. 001C: $9600 > $9661 // (int)
  2356. 004D: jump_if_false @AMUNAT_11689
  2357. 078C: get_shopping_item_with_textureCRC $9623($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2358. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2359. 0084: $9633($9661,3i) = $9623($9661,2i) // (int)
  2360. 0008: $9661 += 1
  2361. 0002: jump @AMUNAT_11616
  2362.  
  2363. :AMUNAT_11689
  2364. 00D6: if
  2365. 05AD: s$9549 == 'GUN4' // SMG
  2366. 004D: jump_if_false @AMUNAT_11787
  2367.  
  2368. :AMUNAT_11714
  2369. 00D6: if
  2370. 001C: $9601 > $9661 // (int)
  2371. 004D: jump_if_false @AMUNAT_11787
  2372. 078C: get_shopping_item_with_textureCRC $9625($9661,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2373. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2374. 0084: $9633($9661,3i) = $9625($9661,1i) // (int)
  2375. 0008: $9661 += 1
  2376. 0002: jump @AMUNAT_11714
  2377.  
  2378. :AMUNAT_11787
  2379. 00D6: if
  2380. 05AD: s$9549 == 'GUN5' // Assault
  2381. 004D: jump_if_false @AMUNAT_11885
  2382.  
  2383. :AMUNAT_11812
  2384. 00D6: if
  2385. 001C: $9602 > $9661 // (int)
  2386. 004D: jump_if_false @AMUNAT_11885
  2387. 078C: get_shopping_item_with_textureCRC $9626($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2388. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2389. 0084: $9633($9661,3i) = $9626($9661,2i) // (int)
  2390. 0008: $9661 += 1
  2391. 0002: jump @AMUNAT_11812
  2392.  
  2393. :AMUNAT_11885
  2394. 00D6: if
  2395. 05AD: s$9549 == 'GUN6' // Rifles
  2396. 004D: jump_if_false @AMUNAT_11983
  2397.  
  2398. :AMUNAT_11910
  2399. 00D6: if
  2400. 001C: $9604 > $9661 // (int)
  2401. 004D: jump_if_false @AMUNAT_11983
  2402. 078C: get_shopping_item_with_textureCRC $9628($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2403. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2404. 0084: $9633($9661,3i) = $9628($9661,2i) // (int)
  2405. 0008: $9661 += 1
  2406. 0002: jump @AMUNAT_11910
  2407.  
  2408. :AMUNAT_11983
  2409. 00D6: if
  2410. 05AD: s$9549 == 'GUN7' // Thrown
  2411. 004D: jump_if_false @AMUNAT_12081
  2412.  
  2413. :AMUNAT_12008
  2414. 00D6: if
  2415. 001C: $9603 > $9661 // (int)
  2416. 004D: jump_if_false @AMUNAT_12081
  2417. 078C: get_shopping_item_with_textureCRC $9630($9661,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2418. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2419. 0084: $9633($9661,3i) = $9630($9661,2i) // (int)
  2420. 0008: $9661 += 1
  2421. 0002: jump @AMUNAT_12008
  2422.  
  2423. :AMUNAT_12081
  2424. 00D6: if
  2425. 05AD: s$9549 == 'GUN8' // Armor
  2426. 004D: jump_if_false @AMUNAT_12150//---------------------------jump label changed
  2427.  
  2428. :AMUNAT_12106
  2429. 00D6: if
  2430. 001C: $9605 > $9661 // (int)
  2431. 004D: jump_if_false @AMUNAT_12179
  2432. 078C: get_shopping_item_with_textureCRC $9632($9661,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  2433. 05A9: $2450($9661,12s) = s$AMMU_WEAPON_NAME
  2434. 0084: $9633($9661,3i) = $9632($9661,1i) // (int)
  2435. 0008: $9661 += 1
  2436. 0002: jump @AMUNAT_12106
  2437.  
  2438.  
  2439.  
  2440.  
  2441.  
  2442. :AMUNAT_12150///////////////////////-------------------modification-------------------
  2443. 00D6: if
  2444. 05AD: s$9549 == 'GYM1_1' // POWER
  2445. 004D: jump_if_false @AMUNAT_12179
  2446. 05A9: s$2450[0] = 'ROCKET' // Rocket Launcher
  2447. 05A9: s$2450[1] = 'ROCKHS' // Heat Seeking Rocket Launcher
  2448. 05A9: s$2450[2] = 'FLAMET' // Flamethrower
  2449. 05A9: s$2450[3] = 'MINIGU' // Minigun
  2450. 0004: $9633[0] = 35
  2451. 0004: $9633[1] = 36
  2452. 0004: $9633[2] = 37
  2453. 0004: $9633[3] = 38
  2454. 0004: $9661 = 4
  2455. 0002: jump @AMUNAT_12179///////////////////////-------------------modification-------------------
  2456.  
  2457.  
  2458.  
  2459.  
  2460.  
  2461.  
  2462. :AMUNAT_12179
  2463. 0084: $2515 = $9661 // (int)
  2464.  
  2465. :AMUNAT_12187
  2466. 00D6: if
  2467. 001A: 12 > $2515
  2468. 004D: jump_if_false @AMUNAT_12259
  2469. 0004: $2438($2515,12i) = -1
  2470. 0004: $2426($2515,12i) = 0
  2471. 05A9: $2450($2515,12s) = 'DUMMY'
  2472. 0008: $2515 += 1
  2473. 0002: jump @AMUNAT_12187
  2474.  
  2475. :AMUNAT_12259
  2476. 00D6: if
  2477. 0038: $2424 == 0
  2478. 004D: jump_if_false @AMUNAT_12659
  2479. 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.
  2480. 00D6: if
  2481. 04A3: $CURRENT_LANGUAGE == 0 // $ == any
  2482. 004D: jump_if_false @AMUNAT_12350
  2483. 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
  2484. 0002: jump @AMUNAT_12591
  2485.  
  2486. :AMUNAT_12350
  2487. 00D6: if
  2488. 04A3: $CURRENT_LANGUAGE == 1 // $ == any
  2489. 004D: jump_if_false @AMUNAT_12412
  2490. 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
  2491. 0002: jump @AMUNAT_12591
  2492.  
  2493. :AMUNAT_12412
  2494. 00D6: if
  2495. 04A3: $CURRENT_LANGUAGE == 2 // $ == any
  2496. 004D: jump_if_false @AMUNAT_12474
  2497. 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
  2498. 0002: jump @AMUNAT_12591
  2499.  
  2500. :AMUNAT_12474
  2501. 00D6: if
  2502. 04A3: $CURRENT_LANGUAGE == 3 // $ == any
  2503. 004D: jump_if_false @AMUNAT_12536
  2504. 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
  2505. 0002: jump @AMUNAT_12591
  2506.  
  2507. :AMUNAT_12536
  2508. 00D6: if
  2509. 04A3: $CURRENT_LANGUAGE == 4 // $ == any
  2510. 004D: jump_if_false @AMUNAT_12591
  2511. 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
  2512.  
  2513. :AMUNAT_12591
  2514. 08D6: set_panel $2423 column 0 alignment 1
  2515. 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]
  2516. 0004: $2424 = 1
  2517.  
  2518. :AMUNAT_12659
  2519. 0051: return
  2520. 004E: end_thread
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