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- DEFINE OBJECTS 5
- DEFINE OBJECT (dummyobject) // This is an unused object. You can put anything here.
- DEFINE OBJECT BODYARMOUR // Object number -1
- DEFINE OBJECT BRIBE // Object number -2
- DEFINE OBJECT PARACHUTE // Object number -3
- DEFINE OBJECT PARA_COLLISION // Object number -4
- DEFINE MISSIONS 0
- DEFINE EXTERNAL_SCRIPTS -1
- 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 10 0
- 04E4: unknown_refresh_game_renderer_at 2494.5 -1668.5
- 03CB: set_camera 2494.5 -1668.5 13.4
- 0053: $PLAYER_CHAR = create_player #NULL at 2494.5 -1668.5 13.4
- 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
- 070D: $PLAYER_CHAR
- 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 2494.5 -1668.5 13.4 angle 180.0 unknown 0
- 016D: restart_if_busted at 2494.5 -1668.5 13.4 angle 180.0 unknown 0
- 0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat
- 0998: add_respect 1000
- 062A: change_stat 165 (energy) to 800.0 // float
- 062A: change_stat 23 (muscle) to 800.0 // float
- 062A: change_stat 21 (fat) to 200.0 // float
- 0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat
- 0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat
- 0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat
- 062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat
- 087B: set_player $PLAYER_CHAR clothes_texture "HAWAIIRED" model "HAWAII" body_part 0
- 087B: set_player $PLAYER_CHAR clothes_texture "BASK2HEATBAND" model "BASK1" body_part 3
- 087B: set_player $PLAYER_CHAR clothes_texture "GLASSES05DARK" model "GLASSES03" body_part 15
- 087B: set_player $PLAYER_CHAR clothes_texture "LEATHERTR" model "LEATHERTR" body_part 2
- 070D: rebuild_player $PLAYER_CHAR
- 0109: player $PLAYER_CHAR money += 350000
- 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
- 014B: 0@ = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0
- 014C: set_parked_car_generator 0@ cars_to_generate_to 101
- 032B: 1@ = create_weapon_pickup #AK47 15 ammo 3000 at 2490.0 -1662.0 13.5
- 032B: 2@ = create_weapon_pickup #JETPACK 15 ammo 0 at 2492.0 -1662.0 13.5
- 0213: 3@ = create_pickup #BODYARMOUR type 15 at 2494.0 -1662.0 13.5
- 0213: 4@ = create_pickup #GUN_PARA type 15 at 2496.0 -1662.0 13.5
- 0213: 5@ = create_pickup #BRIBE type 15 at 2498.0 -1662.0 13.5
- //0005: $1500 = 65.0
- //0005: $1501 = -0.01
- 0005: $1500 = 5.0
- 0005: $1501 = -5.0
- 0005: $1502 = 8.5
- 0005: $1503 = -1.5
- 0005: $1504 = -30.0
- 0005: $1505 = 32.0
- 0005: $1506 = 0.0
- 0004: $1512 = 0
- 0004: $FREEFALL_STAGE = 0
- 0004: $PARACHUTE_CREATION_STAGE = 0
- 004F: create_thread @PLAYER_PARACHUTE
- :MAIN_3
- 0001: wait 2500 ms
- //end_thread
- 0002: jump @MAIN_3
- //------------- (PLAYER_PARACHUTE)---------------
- :PLAYER_PARACHUTE
- 03A4: name_thread 'PLCHUTE'
- wait 1000
- :PLCHUTE_01
- wait 0
- if
- 0256: player $PLAYER_CHAR defined
- jf @PLCHUTE_01
- if
- 0491: actor $PLAYER_ACTOR has_weapon 46
- jf @PLCHUTE_01
- 0247: load_model #GUN_PARA
- :PLCHUTE_16
- 00D6: if
- 8248: not model #GUN_PARA available
- 004D: jump_if_false @PLCHUTE_43
- 0001: wait 0 ms
- 0002: jump @PLCHUTE_16
- :PLCHUTE_43
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_59
- :PLCHUTE_59
- 0004: $1498 = 0
- 0004: $FREEFALL_STAGE = 0
- 0004: $PARACHUTE_CREATION_STAGE = 0
- 00D6: if
- 0038: $1498 == 999
- 004D: jump_if_false @PLCHUTE_118
- 0213: $PICKUP_PARACHUTE = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- :PLCHUTE_118
- 0001: wait 0 ms
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_5455
- 00D6: if
- 8800: not in_two_players_mode
- 004D: jump_if_false @PLCHUTE_5455
- 00D6: if
- 8038: not $FREEFALL_STAGE == 0
- 004D: jump_if_false @PLCHUTE_176
- 0992: set_player $PLAYER_CHAR weapons_scrollable 0
- :PLCHUTE_176
- 00D6: if
- 0018: $PARACHUTE_CREATION_STAGE > 0
- 004D: jump_if_false @PLCHUTE_219
- 00D6: if
- 8491: not actor $PLAYER_ACTOR has_weapon 46
- 004D: jump_if_false @PLCHUTE_219
- 0050: gosub @PLCHUTE_5521
- :PLCHUTE_219
- 00D6: if
- 0038: $PARACHUTE_CREATION_STAGE == 0
- 004D: jump_if_false @PLCHUTE_274
- 00D6: if
- 0491: actor $PLAYER_ACTOR has_weapon 46
- 004D: jump_if_false @PLCHUTE_274
- 0247: load_model #PARACHUTE
- 0004: $PARACHUTE_CREATION_STAGE = 1
- 0004: $1498 = 0
- :PLCHUTE_274
- 00D6: if
- 0038: $PARACHUTE_CREATION_STAGE == 1
- 004D: jump_if_false @PLCHUTE_377
- 00D6: if
- 0248: model #PARACHUTE available
- 004D: jump_if_false @PLCHUTE_377
- 0107: 17@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
- 0750: set_object 17@ visibility 0
- 0004: $PARACHUTE_CREATION_STAGE = 2
- :PLCHUTE_377
- 00D6: if and
- 0038: $PARACHUTE_CREATION_STAGE == 2
- 0038: $FREEFALL_STAGE == 1
- 004D: jump_if_false @PLCHUTE_409
- 0004: $PARACHUTE_CREATION_STAGE = 3
- :PLCHUTE_409
- 00D6: if and
- 0038: $FREEFALL_STAGE == 0
- 0018: $PARACHUTE_CREATION_STAGE > 0
- 004D: jump_if_false @PLCHUTE_565
- 00D6: if
- 0818: actor $PLAYER_ACTOR in_air
- 004D: jump_if_false @PLCHUTE_565
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
- 00D6: if
- 0022: -10.0 > $1509
- 004D: jump_if_false @PLCHUTE_565
- 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
- 00D6: if
- 0021: 7@ > 20.0
- 004D: jump_if_false @PLCHUTE_565
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037
- 0004: $FREEFALL_STAGE = 1
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
- 0006: 0@ = 0
- 0005: $8268 = 0.0
- :PLCHUTE_565
- 00D6: if
- 0038: $FREEFALL_STAGE == 1
- 004D: jump_if_false @PLCHUTE_2386
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_608
- 0006: 0@ = 2
- :PLCHUTE_608
- 00D6: if
- 0039: 0@ == 2
- 004D: jump_if_false @PLCHUTE_729
- 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
- 00D6: if
- 04A4: 27@ == 7 // @ == any
- 004D: jump_if_false @PLCHUTE_729
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 04ED: load_animation "PARACHUTE"
- 0006: 15@ = 1
- 0172: 1@ = actor $PLAYER_ACTOR Z_angle
- 0006: 0@ = 3
- :PLCHUTE_729
- 00D6: if
- 0039: 0@ == 3
- 004D: jump_if_false @PLCHUTE_2386
- 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
- 00D6: if
- 04A4: 27@ == 7 // @ == any
- 004D: jump_if_false @PLCHUTE_815
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- :PLCHUTE_815
- 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
- 00D6: if and
- 0023: 100.0 > 7@
- 0021: 7@ > 60.0
- 004D: jump_if_false @PLCHUTE_912
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_912
- 00D6: if
- 0038: $ONMISSION == 0
- 004D: jump_if_false @PLCHUTE_912
- 00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 // ~s~Open your parachute!
- :PLCHUTE_912
- 0494: get_joystick 0 data_to 10@ 11@ 12@ 12@
- 00D6: if
- 0038: $1511 == 1
- 004D: jump_if_false @PLCHUTE_960
- 0006: 10@ = 0
- 0006: 11@ = 0
- :PLCHUTE_960
- 0093: 21@ = integer 10@ to_float
- 0017: 21@ /= 4.267
- 0063: 21@ -= 2@ // (float)
- 0017: 21@ /= 20.0
- 005B: 2@ += 21@ // (float)
- 0087: 21@ = 2@ // (float)
- 0017: 21@ /= 5.0
- 0063: 1@ -= 21@ // (float)
- 00D6: if
- 0021: 1@ > 180.0
- 004D: jump_if_false @PLCHUTE_1061
- 000F: 1@ -= 360.0
- :PLCHUTE_1061
- 00D6: if
- 0023: -180.0 > 1@
- 004D: jump_if_false @PLCHUTE_1092
- 000B: 1@ += 360.0
- :PLCHUTE_1092
- 0093: 22@ = integer 11@ to_float
- 0017: 22@ /= 4.267
- 0063: 22@ -= 3@ // (float)
- 0017: 22@ /= 20.0
- 005B: 3@ += 22@ // (float)
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509
- 00D6: if
- 0024: $1504 > $1509 // (float)
- 004D: jump_if_false @PLCHUTE_1177
- 0086: $1509 = $1504 // (float)
- :PLCHUTE_1177
- 00D6: if
- 0024: $8268 > $1509 // (float)
- 004D: jump_if_false @PLCHUTE_1204
- 0086: $8268 = $1509 // (float)
- :PLCHUTE_1204
- 00D6: if
- 0024: $1504 > $8268 // (float)
- 004D: jump_if_false @PLCHUTE_1231
- 0086: $8268 = $1504 // (float)
- :PLCHUTE_1231
- 00D6: if and
- 0024: $1509 > $8268 // (float)
- 8038: not $1902 == 1
- 004D: jump_if_false @PLCHUTE_1407
- 00D6: if
- 84AD: not actor $PLAYER_ACTOR in_water
- 004D: jump_if_false @PLCHUTE_1361
- 00D6: if
- 0022: -20.0 > $8268
- 004D: jump_if_false @PLCHUTE_1308
- 0004: $FREEFALL_STAGE = 2
- 0002: jump @PLCHUTE_1354
- :PLCHUTE_1308
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
- 0004: $FREEFALL_STAGE = 7
- :PLCHUTE_1354
- 0002: jump @PLCHUTE_1407
- :PLCHUTE_1361
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
- 0004: $FREEFALL_STAGE = 7
- :PLCHUTE_1407
- 0087: 4@ = 3@ // (float)
- 0017: 4@ /= 30.0
- 006F: 4@ *= $1505 // (float)
- 02F6: $1507 = sine 1@ // (float)
- 02F7: $1508 = cosine 1@ // (float)
- 006D: $1507 *= 4@ // (float)
- 006D: $1508 *= 4@ // (float)
- 0011: $1508 *= -1.0
- 0059: $1508 += $1506 // (float)
- 0087: 21@ = 8@ // (float)
- 0065: 21@ -= $1507 // (float)
- 0013: 21@ *= 0.01
- 0088: $1507 = 8@ // (float)
- 0067: $1507 -= 21@ // (float)
- 0087: 21@ = 9@ // (float)
- 0065: 21@ -= $1508 // (float)
- 0013: 21@ *= 0.01
- 0088: $1508 = 9@ // (float)
- 0067: $1508 -= 21@ // (float)
- 0085: 12@ = 10@ // (int)
- 0085: 13@ = 11@ // (int)
- 0095: make 12@ absolute_integer
- 0095: make 13@ absolute_integer
- 00D6: if or
- 0019: 12@ > 40
- 0019: 13@ > 40
- 004D: jump_if_false @PLCHUTE_2109
- 00D6: if
- 001D: 12@ > 13@ // (int)
- 004D: jump_if_false @PLCHUTE_1872
- 00D6: if
- 0029: 10@ >= 0
- 004D: jump_if_false @PLCHUTE_1751
- 00D6: if
- 8039: not 15@ == 2
- 004D: jump_if_false @PLCHUTE_1751
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_1744
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1744
- 0006: 15@ = 2
- :PLCHUTE_1751
- 00D6: if
- 001B: 0 > 10@
- 004D: jump_if_false @PLCHUTE_1865
- 00D6: if
- 8039: not 15@ == 3
- 004D: jump_if_false @PLCHUTE_1865
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_1858
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1858
- 0006: 15@ = 3
- :PLCHUTE_1865
- 0002: jump @PLCHUTE_2102
- :PLCHUTE_1872
- 00D6: if
- 0029: 11@ >= 0
- 004D: jump_if_false @PLCHUTE_1984
- 00D6: if
- 8039: not 15@ == 4
- 004D: jump_if_false @PLCHUTE_1984
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_1977
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1977
- 0006: 15@ = 4
- :PLCHUTE_1984
- 00D6: if
- 001B: 0 > 11@
- 004D: jump_if_false @PLCHUTE_2102
- 00D6: if
- 8039: not 15@ == 5
- 004D: jump_if_false @PLCHUTE_2102
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2095
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_2095
- 0006: 15@ = 5
- :PLCHUTE_2102
- 0002: jump @PLCHUTE_2203
- :PLCHUTE_2109
- 00D6: if
- 8039: not 15@ == 1
- 004D: jump_if_false @PLCHUTE_2203
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2203
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 0006: 15@ = 1
- :PLCHUTE_2203
- 00D6: if or
- 00E1: player 0 pressed_key 17
- 0038: $1512 == 1
- 004D: jump_if_false @PLCHUTE_2386
- 00D6: if
- 8038: not $1902 == 1
- 004D: jump_if_false @PLCHUTE_2386
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2386
- 00D6: if and
- 0038: $PARACHUTE_CREATION_STAGE == 3
- 0038: $1511 == 0
- 004D: jump_if_false @PLCHUTE_2386
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038
- 008A: $8270 = 32@ // (int)
- 0008: $8270 += 1100
- 0004: $FREEFALL_STAGE = 3
- 0006: 0@ = 0
- :PLCHUTE_2386
- 00D6: if
- 0038: $FREEFALL_STAGE == 2
- 004D: jump_if_false @PLCHUTE_2504
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2492
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 1@
- 0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 09F1: play_audio_at_actor $PLAYER_ACTOR event 1189
- 0002: jump @PLCHUTE_2497
- :PLCHUTE_2492
- 05BE: AS_kill_actor $PLAYER_ACTOR
- :PLCHUTE_2497
- 0050: gosub @PLCHUTE_5521
- :PLCHUTE_2504
- 00D6: if
- 0038: $FREEFALL_STAGE == 3
- 004D: jump_if_false @PLCHUTE_4781
- 00D6: if
- 0018: $8270 > 0
- 004D: jump_if_false @PLCHUTE_2586
- 00D6: if
- 001F: 32@ > $8270 // (int)
- 004D: jump_if_false @PLCHUTE_2586
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039
- 0004: $8270 = 0
- :PLCHUTE_2586
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_2689
- 0087: 25@ = 3@ // (float)
- 0017: 25@ /= 500.0
- 0087: 26@ = 2@ // (float)
- 0017: 26@ /= 500.0
- 0085: 18@ = 32@ // (int)
- 0085: 19@ = 32@ // (int)
- 0087: 5@ = 4@ // (float)
- 0013: 5@ *= -1.0
- 0089: 6@ = $1509 // (float)
- 0006: 0@ = 1
- :PLCHUTE_2689
- 00D6: if
- 0039: 0@ == 1
- 004D: jump_if_false @PLCHUTE_2856
- 0085: 10@ = 32@ // (int)
- 0062: 10@ -= 19@ // (int)
- 00D6: if
- 001B: 500 > 10@
- 004D: jump_if_false @PLCHUTE_2829
- 0085: 10@ = 32@ // (int)
- 0062: 10@ -= 18@ // (int)
- 0085: 18@ = 32@ // (int)
- 0093: 21@ = integer 10@ to_float
- 0087: 22@ = 25@ // (float)
- 006B: 22@ *= 21@ // (float)
- 0087: 23@ = 26@ // (float)
- 006B: 23@ *= 21@ // (float)
- 0063: 3@ -= 22@ // (float)
- 0063: 2@ -= 23@ // (float)
- 0002: jump @PLCHUTE_2856
- :PLCHUTE_2829
- 0007: 2@ = 0.0
- 0007: 3@ = 0.0
- 0006: 0@ = 2
- :PLCHUTE_2856
- 00D6: if
- 0039: 0@ == 2
- 004D: jump_if_false @PLCHUTE_2964
- 00D6: if
- 03CA: object 17@ exists
- 004D: jump_if_false @PLCHUTE_2964
- 0750: set_object 17@ visibility 1
- 08D2: object 17@ scale_model 0.0
- 0085: 19@ = 32@ // (int)
- 0001: wait 0 ms
- 075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 0006: 0@ = 3
- :PLCHUTE_2964
- 00D6: if
- 0039: 0@ == 3
- 004D: jump_if_false @PLCHUTE_3067
- 0085: 10@ = 32@ // (int)
- 0062: 10@ -= 19@ // (int)
- 00D6: if
- 001B: 500 > 10@
- 004D: jump_if_false @PLCHUTE_3050
- 0093: 21@ = integer 10@ to_float
- 0017: 21@ /= 500.0
- 08D2: object 17@ scale_model 21@
- 0002: jump @PLCHUTE_3067
- :PLCHUTE_3050
- 08D2: object 17@ scale_model 1.0
- 0006: 0@ = 4
- :PLCHUTE_3067
- 00D6: if
- 0039: 0@ == 5
- 004D: jump_if_false @PLCHUTE_3136
- 0107: 20@ = create_object #PARA_COLLISION at 0.0 0.0 0.0
- 0750: set_object 20@ visibility 0
- 0392: make_object 20@ moveable 1
- 04D9: object 20@ set_scripted_collision_check 1
- 0006: 0@ = 6
- :PLCHUTE_3136
- 00D6: if
- 0039: 0@ == 6
- 004D: jump_if_false @PLCHUTE_4354
- 0494: get_joystick 0 data_to 10@ 11@ 12@ 12@
- 00D6: if
- 0038: $1511 == 1
- 004D: jump_if_false @PLCHUTE_3202
- 0006: 10@ = 0
- 0006: 11@ = 0
- :PLCHUTE_3202
- 0093: 21@ = integer 10@ to_float
- 0017: 21@ /= 4.267
- 0063: 21@ -= 2@ // (float)
- 0017: 21@ /= 20.0
- 005B: 2@ += 21@ // (float)
- 0087: 21@ = 2@ // (float)
- 0017: 21@ /= 15.0
- 0063: 1@ -= 21@ // (float)
- 00D6: if
- 0021: 1@ > 180.0
- 004D: jump_if_false @PLCHUTE_3303
- 000F: 1@ -= 360.0
- :PLCHUTE_3303
- 00D6: if
- 0023: -180.0 > 1@
- 004D: jump_if_false @PLCHUTE_3334
- 000B: 1@ += 360.0
- :PLCHUTE_3334
- 02F6: $1507 = sine 1@ // (float)
- 02F7: $1508 = cosine 1@ // (float)
- 0069: $1507 *= $1500 // (float)
- 0069: $1508 *= $1500 // (float)
- 0011: $1507 *= -1.0
- 0085: 12@ = 10@ // (int)
- 0085: 13@ = 11@ // (int)
- 0095: make 12@ absolute_integer
- 0095: make 13@ absolute_integer
- 00D6: if or
- 0019: 12@ > 40
- 0019: 13@ > 40
- 004D: jump_if_false @PLCHUTE_4066
- 00D6: if
- 001D: 12@ > 13@ // (int)
- 004D: jump_if_false @PLCHUTE_3741
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 0029: 10@ >= 0
- 004D: jump_if_false @PLCHUTE_3607
- 00D6: if
- 8039: not 15@ == 2
- 004D: jump_if_false @PLCHUTE_3607
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 2
- :PLCHUTE_3607
- 00D6: if
- 001B: 0 > 10@
- 004D: jump_if_false @PLCHUTE_3734
- 00D6: if
- 8039: not 15@ == 3
- 004D: jump_if_false @PLCHUTE_3734
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 3
- :PLCHUTE_3734
- 0002: jump @PLCHUTE_4059
- :PLCHUTE_3741
- 00D6: if
- 0029: 11@ >= 0
- 004D: jump_if_false @PLCHUTE_3900
- 0089: 21@ = $1503 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 8039: not 15@ == 4
- 004D: jump_if_false @PLCHUTE_3900
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 4
- :PLCHUTE_3900
- 00D6: if
- 001B: 0 > 11@
- 004D: jump_if_false @PLCHUTE_4059
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 8039: not 15@ == 5
- 004D: jump_if_false @PLCHUTE_4059
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 5
- :PLCHUTE_4059
- 0002: jump @PLCHUTE_4225
- :PLCHUTE_4066
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 8039: not 15@ == 5
- 004D: jump_if_false @PLCHUTE_4225
- 00D6: if
- 8039: not 15@ == 1
- 004D: jump_if_false @PLCHUTE_4225
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 1
- :PLCHUTE_4225
- 01BB: store_object 17@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- 0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation
- 00D6: if
- 04DA: has_object 20@ collided
- 004D: jump_if_false @PLCHUTE_4318
- 075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET
- 0006: 0@ = 7
- :PLCHUTE_4318
- 00D6: if
- 00E1: player 0 pressed_key 15
- 004D: jump_if_false @PLCHUTE_4354
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0004: $FREEFALL_STAGE = 6
- 0004: $1498 = 3
- :PLCHUTE_4354
- 00D6: if
- 03CA: object 17@ exists
- 004D: jump_if_false @PLCHUTE_4593
- 00D6: if
- 0837: object 17@ animation == "PARA_OPEN_O"
- 004D: jump_if_false @PLCHUTE_4593
- 0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@
- 0087: 22@ = 6@ // (float)
- 0065: 22@ -= $1501 // (float)
- 0087: 23@ = 22@ // (float)
- 006B: 23@ *= 21@ // (float)
- 0088: $1509 = 6@ // (float)
- 0067: $1509 -= 23@ // (float)
- 0087: 22@ = 5@ // (float)
- 0065: 22@ -= $1500 // (float)
- 0087: 23@ = 22@ // (float)
- 006B: 23@ *= 21@ // (float)
- 0087: 4@ = 5@ // (float)
- 0063: 4@ -= 23@ // (float)
- 02F6: $1507 = sine 1@ // (float)
- 02F7: $1508 = cosine 1@ // (float)
- 006D: $1507 *= 4@ // (float)
- 006D: $1508 *= 4@ // (float)
- 0011: $1507 *= -1.0
- 00D6: if and
- 0043: 21@ == 1.0
- 0039: 0@ == 4
- 004D: jump_if_false @PLCHUTE_4593
- 0006: 0@ = 5
- :PLCHUTE_4593
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_4781
- 00D6: if
- 04AD: actor $PLAYER_ACTOR in_water
- 004D: jump_if_false @PLCHUTE_4732
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB
- 075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 0004: $FREEFALL_STAGE = 5
- 0006: 0@ = 0
- :PLCHUTE_4732
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@
- 00D6: if
- 0021: 23@ > -0.1
- 004D: jump_if_false @PLCHUTE_4781
- 0004: $FREEFALL_STAGE = 4
- 0006: 0@ = 0
- :PLCHUTE_4781
- 00D6: if
- 0038: $FREEFALL_STAGE == 4
- 004D: jump_if_false @PLCHUTE_5271
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_5168
- 0004: $1498 = 1
- 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 000D: $TEMPVAR_Z_COORD -= 1.0
- 00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- 00D6: if
- 0022: -10.0 > $1509
- 004D: jump_if_false @PLCHUTE_4922
- 0004: $FREEFALL_STAGE = 2
- 0006: 0@ = 0
- 0002: jump @PLCHUTE_5092
- :PLCHUTE_4922
- 00D6: if
- 0022: -4.0 > $1509
- 004D: jump_if_false @PLCHUTE_5047
- 0615: define_AS_pack_begin 14@
- 0812: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB
- 0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB
- 0616: define_AS_pack_end 14@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@
- 061B: remove_references_to_AS_pack 14@
- 0002: jump @PLCHUTE_5085
- :PLCHUTE_5047
- 0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB
- :PLCHUTE_5085
- 0006: 0@ = 1
- :PLCHUTE_5092
- 075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0
- 0085: 18@ = 32@ // (int)
- 000A: 18@ += 1000
- :PLCHUTE_5168
- 00D6: if
- 0039: 0@ == 1
- 004D: jump_if_false @PLCHUTE_5271
- 00D6: if
- 0837: object 17@ animation == "PARA_LAND_O"
- 004D: jump_if_false @PLCHUTE_5271
- 0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@
- 00D6: if
- 0043: 21@ == 1.0
- 004D: jump_if_false @PLCHUTE_5271
- 0004: $1498 = 2
- 0050: gosub @PLCHUTE_5521
- :PLCHUTE_5271
- 00D6: if
- 0038: $FREEFALL_STAGE == 5
- 004D: jump_if_false @PLCHUTE_5328
- 0004: $1498 = 1
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_5328
- 0004: $1498 = 2
- 0050: gosub @PLCHUTE_5521
- :PLCHUTE_5328
- 00D6: if and
- 0018: $FREEFALL_STAGE > 0
- 001A: 4 > $FREEFALL_STAGE
- 004D: jump_if_false @PLCHUTE_5405
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_5405
- 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 1@
- 083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air
- :PLCHUTE_5405
- 00D6: if
- 0038: $FREEFALL_STAGE == 6
- 004D: jump_if_false @PLCHUTE_5430
- 0050: gosub @PLCHUTE_5521
- :PLCHUTE_5430
- 00D6: if
- 0038: $FREEFALL_STAGE == 7
- 004D: jump_if_false @PLCHUTE_5455
- 0050: gosub @PLCHUTE_5462
- :PLCHUTE_5455
- 0002: jump @PLCHUTE_118
- :PLCHUTE_5462
- 0004: $FREEFALL_STAGE = 0
- 0006: 0@ = 0
- 0249: release_model #PARACHUTE
- 04EF: release_animation "PARACHUTE"
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- 0992: set_player $PLAYER_CHAR weapons_scrollable 1
- 0051: return
- :PLCHUTE_5521
- 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0
- 09A2: destroy_object_with_fade 17@
- 0108: destroy_object 20@
- 0555: remove_weapon 46 from_actor $PLAYER_ACTOR
- 0004: $FREEFALL_STAGE = 0
- 0004: $PARACHUTE_CREATION_STAGE = 0
- 0006: 0@ = 0
- 0249: release_model #PARACHUTE
- 04EF: release_animation "PARACHUTE"
- 0249: release_model #GUN_PARA
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- 0992: set_player $PLAYER_CHAR weapons_scrollable 1
- jump @PLCHUTE_01
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