deltaCJ

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Jun 30th, 2020
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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
  2. DEFINE OBJECTS 1
  3. DEFINE OBJECT SANNY BUILDER 3.3.3
  4.  
  5. DEFINE MISSIONS 1
  6. DEFINE MISSION 0 AT @INTRO // Initial 1
  7.  
  8. DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
  9.  
  10. DEFINE UNKNOWN_EMPTY_SEGMENT 0
  11.  
  12. DEFINE UNKNOWN_THREADS_MEMORY 0
  13.  
  14. //-------------MAIN---------------
  15. thread 'MAIN'
  16. 01F0: set_max_wanted_level_to 0
  17. fade 0 0
  18. set_wb_check_to 0
  19. 00C0: set_current_time_hours_to 22 minutes_to 30
  20. 04E4: refresh_game_renderer_at 2260.86 -1647.48
  21. Camera.SetAtPos(2260.86, -1647.48, 1015.26)
  22. $PLAYER_CHAR = Player.Create(0, 2260.86, -1647.48, 1014.26)
  23. $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
  24. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  25. Camera.SetBehindPlayer
  26. set_weather 0
  27. wait 0
  28. Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
  29. Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
  30. Player.SetClothes($PLAYER_CHAR, "timberfawn", "bask1", Shoes)
  31. Player.SetClothes($PLAYER_CHAR, "vest", "vest", Torso)
  32. Player.Build($PLAYER_CHAR)
  33. Player.CanMove($PLAYER_CHAR) = True
  34. select_interior 0
  35. //0860: link_actor $PLAYER_ACTOR to_interior 1
  36. 0629: change_integer_stat 181 to 4
  37. 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
  38. 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
  39. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  40. $DEFAULT_WAIT_TIME = 250
  41. 03E6: remove_text_box
  42. $1035 = 0
  43. //fade 1 1000
  44. start_mission 0 // Initial 1
  45. end_thread
  46.  
  47. :CUTSCEN
  48. thread 'CUTSCEN'
  49. wait 0
  50. if
  51. 00E1: player 0 pressed_key 10
  52. else_jump @CUTSCEN
  53. 054C: use_GXT_table 'BCESAR4'
  54. 0395: clear_area 1 at 2362.297 -1477.086 23.905 radius 100.0
  55. Player.MakeSafe($PLAYER_CHAR)
  56. 03AF: enable_streaming 0
  57. 02E4: load_cutscene_data 'INTRO'
  58.  
  59. :CUTSCEN_87
  60. if
  61. 86B9: not cutscene_data_loaded
  62. else_jump @CUTSCEN_111
  63. wait 0
  64. jump @CUTSCEN_87
  65.  
  66. :CUTSCEN_111
  67. 02E7: start_cutscene
  68. fade 1 1000
  69.  
  70. :CUTSCEN_120
  71. if
  72. 82E9: not cutscene_reached_end
  73. else_jump @CUTSCEN_144
  74. wait 0
  75. jump @CUTSCEN_120
  76.  
  77. :CUTSCEN_144
  78. Player.CanMove($PLAYER_CHAR) = False
  79. fade 0 0
  80.  
  81. :CUTSCEN_157
  82. if
  83. fading
  84. else_jump @CUTSCEN_181
  85. wait 0
  86. jump @CUTSCEN_157
  87.  
  88. :CUTSCEN_181
  89. 02EA: end_cutscene
  90. fade 1 1000
  91. jump @CUTSCEN
  92.  
  93. :CUTSCEN_197
  94. wait $DEFAULT_WAIT_TIME
  95. 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
  96. jump @CUTSCEN_197
  97.  
  98. :AUDIOL
  99. thread 'AUDIOL'
  100. 8@ = 0
  101. if
  102. 8@ == -1
  103. jf @AUDIOL_60
  104. 0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
  105.  
  106. :AUDIOL_60
  107. if
  108. not $AUDIO_LINE_IS_ACTIVE == 0
  109. jf @AUDIOL_169
  110. if
  111. 2@ == 1
  112. jf @AUDIOL_162
  113. 040D: unload_wav 3@
  114.  
  115. :AUDIOL_101
  116. if
  117. not $AUDIO_LINE_IS_ACTIVE == 0
  118. jf @AUDIOL_155
  119. if
  120. $1035 == 1
  121. jf @AUDIOL_144
  122. jump @AUDIOL_737
  123.  
  124. :AUDIOL_144
  125. wait 0
  126. jump @AUDIOL_101
  127.  
  128. :AUDIOL_155
  129. jump @AUDIOL_169
  130.  
  131. :AUDIOL_162
  132. jump @AUDIOL_737
  133.  
  134. :AUDIOL_169
  135. 05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short'
  136. 008B: 7@ = $ACTOR_SPEECH_WAV_FILE // (int)
  137. $AUDIO_LINE_IS_ACTIVE = 1
  138.  
  139. :AUDIOL_192
  140. if
  141. $1035 == 1
  142. jf @AUDIOL_217
  143. jump @AUDIOL_662
  144.  
  145. :AUDIOL_217
  146. 0871: init_jump_table 8@ total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651
  147.  
  148. :AUDIOL_280
  149. if
  150. 4@ == 0
  151. jf @AUDIOL_311
  152. 040D: unload_wav 3@
  153. 03CF: load_wav 7@ as 3@
  154.  
  155. :AUDIOL_311
  156. if
  157. not Actor.Dead(0@)
  158. jf @AUDIOL_341
  159. 094E: set_actor 0@ mute_pain_audio 1
  160. 0A09: set_actor 0@ muted 1 // versionB
  161.  
  162. :AUDIOL_341
  163. TIMERA = 0
  164. 8@ += 1
  165. jump @AUDIOL_651
  166.  
  167. :AUDIOL_362
  168. if
  169. 03D0: wav 3@ loaded
  170. jf @AUDIOL_498
  171. if
  172. not Actor.Dead(0@)
  173. jf @AUDIOL_444
  174. if
  175. 894D: not actor 0@ mutally_active
  176. jf @AUDIOL_436
  177. if
  178. 1@ == 1
  179. jf @AUDIOL_436
  180. 0949: link_wav 3@ to_actor 0@
  181.  
  182. :AUDIOL_436
  183. 0967: actor 0@ move_mouth 10000 ms
  184.  
  185. :AUDIOL_444
  186. 03D1: play_wav 3@
  187. if
  188. 85AE: not 5@s == 'DUMMY' // @s == 'short'
  189. jf @AUDIOL_484
  190. 00BC: show_text_highpriority GXT 5@s time 10000 flag 1
  191.  
  192. :AUDIOL_484
  193. 8@ += 1
  194. jump @AUDIOL_524
  195.  
  196. :AUDIOL_498
  197. if
  198. TIMERA > 5000
  199. jf @AUDIOL_524
  200. 8@ += 1
  201.  
  202. :AUDIOL_524
  203. jump @AUDIOL_651
  204.  
  205. :AUDIOL_531
  206. if
  207. 03D0: wav 3@ loaded
  208. jf @AUDIOL_623
  209. if
  210. 03D2: wav 3@ ended
  211. jf @AUDIOL_577
  212. 8@ += 1
  213. jump @AUDIOL_616
  214.  
  215. :AUDIOL_577
  216. if
  217. 056D: actor 0@ defined
  218. jf @AUDIOL_616
  219. if
  220. Actor.Dead(0@)
  221. jf @AUDIOL_616
  222. 8@ += 1
  223.  
  224. :AUDIOL_616
  225. jump @AUDIOL_630
  226.  
  227. :AUDIOL_623
  228. 8@ += 1
  229.  
  230. :AUDIOL_630
  231. jump @AUDIOL_651
  232.  
  233. :AUDIOL_637
  234. jump @AUDIOL_662
  235. jump @AUDIOL_651
  236.  
  237. :AUDIOL_651
  238. wait 0
  239. jump @AUDIOL_192
  240.  
  241. :AUDIOL_662
  242. if
  243. not Actor.Dead(0@)
  244. jf @AUDIOL_695
  245. 094F: enable_actor 0@ pain_audio
  246. 0A09: set_actor 0@ muted 0 // versionB
  247. 0968: actor 0@ stop_mouth
  248.  
  249. :AUDIOL_695
  250. 040D: unload_wav 3@
  251. if
  252. 85AE: not 5@s == 'DUMMY' // @s == 'short'
  253. jf @AUDIOL_730
  254. 03D5: remove_text 5@s
  255.  
  256. :AUDIOL_730
  257. $AUDIO_LINE_IS_ACTIVE = 0
  258.  
  259. :AUDIOL_737
  260. end_thread
  261.  
  262. :CLEANAU
  263. thread 'CLEANAU'
  264. TIMERA = 0
  265. $1035 = 1
  266.  
  267. :CLEANAU_25
  268. if
  269. not $AUDIO_LINE_IS_ACTIVE == 0
  270. jf @CLEANAU_80
  271. wait 0
  272. if
  273. TIMERA > 2000
  274. jf @CLEANAU_73
  275. $AUDIO_LINE_IS_ACTIVE = 0
  276.  
  277. :CLEANAU_73
  278. jump @CLEANAU_25
  279.  
  280. :CLEANAU_80
  281. end_thread_named 'AUDIOL'
  282. $1035 = 0
  283. end_thread
  284.  
  285. //-------------Mission 0---------------
  286. // Originally: Initial 1
  287.  
  288. :INTRO
  289. thread 'INTRO'
  290. gosub @INTRO_49
  291. if
  292. wasted_or_busted
  293. else_jump @INTRO_38
  294. gosub @INTRO_2076
  295.  
  296. :INTRO_38
  297. $ONMISSION = 0
  298. mission_cleanup
  299. end_thread
  300.  
  301. :INTRO_49
  302. increment_mission_attempts
  303. $ONMISSION = 1
  304. Model.Load(#REMINGTN)
  305. Model.Load(#VMAFF1)
  306. 038B: load_requested_models
  307. 07C0: load_path 1
  308. 02A3: enable_widescreen 1
  309. 054C: use_GXT_table 'INTRO1'
  310. 03DE: set_pedestrians_density_multiplier_to 0.1
  311. 01EB: set_traffic_density_multiplier_to 0.1
  312. Player.CanMove($PLAYER_CHAR) = False
  313.  
  314. :INTRO_102
  315. wait 0
  316. if and
  317. Model.Available(#REMINGTN)
  318. Model.Available(#VMAFF1)
  319. 07C1: path 1 available
  320. else_jump @INTRO_102
  321. 0@ = Car.Create(#REMINGTN, 2612.785, -1607.189, 19.3758)
  322. Camera.SetPosition(2634.659, -1639.211, 34.173, 0.0, 0.0, 0.0)
  323. Camera.OnVehicle(0@, 15, 2)
  324. 0229: set_car 0@ primary_color_to 0 secondary_color_to 0
  325. 1@ = Actor.CreateAsDriver(CivMale, #VMAFF1, 0@)
  326. 0430: put_actor $PLAYER_ACTOR into_car 0@ passenger_seat 0
  327. wait 2000
  328. 0705: car 0@ assign_to_path 1 and_drive_normal
  329. 00AE: set_car 0@ traffic_behaviour_to 0
  330. Car.SetMaxSpeed(0@, 3.0)
  331. wait 1000
  332. fade 1 2000
  333. wait 4000
  334. Camera.SetPosition(2454.525, -1623.861, 18.4674, 0.0, 0.0, 0.0)
  335. Camera.OnVehicle(0@, 15, 2)
  336. wait 10000
  337. Camera.SetPosition(2335.121, -1571.676, 24.4827, 0.0, 0.0, 0.0)
  338. Camera.OnVehicle(0@, 15, 2)
  339. wait 2000
  340. Camera.SetPosition(2324.1873, -1506.8694, 26.8437, 0.0, 0.0, 0.0)
  341. Camera.OnVehicle(0@, 15, 2)
  342.  
  343. :INTRO_464
  344. wait 0
  345. if
  346. 00FE: actor 1@ sphere 0 in_sphere 2351.003 -1477.97 23.9533 radius 15.0 15.0 15.0
  347. else_jump @INTRO_464
  348. 0873: release_path 1
  349. fade 0 3000
  350. wait 3000
  351. 0395: clear_area 1 at 2362.297 -1477.086 23.905 radius 100.0
  352. Player.MakeSafe($PLAYER_CHAR)
  353. 03AF: enable_streaming 0
  354. 02E4: load_cutscene_data 'INTRO' //ignore the cutscene data, they will most likely just skip for you.
  355.  
  356. :INTRO_576
  357. if
  358. 86B9: not cutscene_data_loaded
  359. else_jump @INTRO_600
  360. wait 0
  361. jump @INTRO_576
  362.  
  363. :INTRO_600
  364. 02E7: start_cutscene
  365. fade 1 1000
  366.  
  367. :INTRO_609
  368. if
  369. 82E9: not cutscene_reached_end
  370. else_jump @INTRO_633
  371. wait 0
  372. jump @INTRO_609
  373.  
  374. :INTRO_633
  375. Player.CanMove($PLAYER_CHAR) = False
  376. fade 0 0
  377.  
  378. :INTRO_646
  379. if
  380. fading
  381. else_jump @INTRO_670
  382. wait 0
  383. jump @INTRO_646
  384.  
  385. :INTRO_670
  386. 02EA: end_cutscene
  387. Player.CanMove($PLAYER_CHAR) = False
  388. Camera.Restore_WithJumpCut
  389. 02A3: enable_widescreen 0
  390. 05EC: release_car 0@ from_path
  391. Car.PutAt(0@, 2370.949, -1477.291, 23.6076)
  392. Car.Angle(0@) = 270.0887
  393. 0362: remove_actor 1@ from_car_and_place_at 2369.854 -1476.351 23.8713
  394. 0972: put_actor 1@ at 2369.854 -1476.351 23.8713 no_offset
  395. Actor.Angle(1@) = 85.4488
  396. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2368.238 -1476.295 23.872
  397. 0972: put_actor $PLAYER_ACTOR at 2368.238 -1476.295 23.872 no_offset
  398. Actor.Angle($PLAYER_ACTOR) = 273.3437
  399. 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -2
  400. 074D: AS_actor 1@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
  401. Camera.SetPosition(2365.132, -1472.901, 23.8798, 0.0, 0.0, 0.0)
  402. Camera.OnPed(1@, 15, 2)
  403. wait 2000
  404. fade 1 3000
  405. wait 4000
  406. 00BC: show_text_highpriority GXT 'INTAL' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
  407. 05C2: AS_actor 1@ show_the_finger
  408. wait 1000
  409. 05CB: AS_actor 1@ enter_car 0@ as_driver 10000 ms
  410. wait 3000
  411. fade 0 2000
  412. wait 2000
  413. Car.RemoveReferences(0@)
  414. Car.Destroy(0@)
  415. Actor.DestroyInstantly(1@)
  416. Actor.PutAt($PLAYER_ACTOR, 2352.796, -1473.046, 23.8719)
  417. Actor.Angle($PLAYER_ACTOR) = 91.5596
  418. Camera.SetPosition(2347.834, -1470.324, 23.9112, 0.0, 0.0, 0.0)
  419. Camera.OnPed($PLAYER_ACTOR, 15, 2)
  420. 0460: set_camera_transverse_delay 0.0 time 25000
  421. wait 4000
  422. fade 1 2000
  423. wait 2000
  424. Camera.SetPosition(2347.813, -1480.316, 24.0, 0.0, 0.0, 0.0)
  425. Camera.OnPed($PLAYER_ACTOR, 15, 1)
  426. wait 7000
  427. fade 0 3000
  428. wait 3000
  429. Camera.Restore_WithJumpCut
  430. Camera.SetBehindPlayer
  431. Model.Load(#CLOVER)
  432. Model.Load(#WMYPIZZ)
  433. Model.Load(#CELLPHONE)
  434. 038B: load_requested_models
  435.  
  436. :INTRO_1128
  437. wait 0
  438. if and
  439. Model.Available(#CLOVER)
  440. Model.Available(#WMYPIZZ)
  441. Model.Available(#CELLPHONE)
  442. else_jump @INTRO_1128
  443. 0@ = Car.Create(#CLOVER, 2390.831, -1488.273, 23.4527)
  444. Car.Angle(0@) = 90.6062
  445. 2@ = Actor.CreateAsDriver(Gang1, #WMYPIZZ, 0@)
  446. wait 1000
  447. fade 1 1000
  448. 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
  449. wait 2500
  450.  
  451. :INTRO_1299
  452. wait 0
  453. if
  454. $AUDIO_LINE_IS_ACTIVE == 0 <---------------- This thread is not working? Or the audio at least?
  455. jf @INTRO_1299
  456. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAM' // s$ // ~z~Hey Carl.
  457. 04AE: $ACTOR_SPEECH_WAV_FILE = 7000 // = constant
  458. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  459.  
  460. :INTRO_1387
  461. wait 0
  462. if
  463. $AUDIO_LINE_IS_ACTIVE == 0
  464. jf @INTRO_1387
  465. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAN' // s$ // ~z~Hey Carl.
  466. 04AE: $ACTOR_SPEECH_WAV_FILE = 7001 // = constant
  467. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 2 0
  468. wait 3997
  469.  
  470. :INTRO_1390
  471. wait 0
  472. if
  473. actor.Dead($PLAYER_ACTOR)
  474. jf @INTRO_1391
  475. jump @INTRO_2076
  476.  
  477. :INTRO_1391
  478. 00BE: text_clear_all
  479. wait 0
  480. 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
  481. wait 2000
  482. Camera.SetPosition(2400.283, -1494.356, 23.8349, 0.0, 0.0, 0.0)
  483. Camera.OnVehicle(0@, 15, 2)
  484. 0615: define_AS_pack_begin 15@
  485. 0633: AS_actor -1 exit_car
  486. 05D3: AS_actor -1 goto_point 2396.646 -1504.694 23.8349 mode 4 time 100000 ms // versionA
  487. 0616: define_AS_pack_end 15@
  488. 0618: assign_actor 2@ to_AS_pack 15@
  489. 061B: remove_references_to_AS_pack 15@
  490. 00BC: show_text_highpriority GXT 'INTAO' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
  491. //16@ = audiostream.Load("CLEO\dialogue\nice.mp3")
  492. //audiostream.PerformAction(16@, PLAY)
  493. wait 6000
  494. 00BC: show_text_highpriority GXT 'INTBB' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
  495. Camera.Restore_WithJumpCut
  496. Camera.SetBehindPlayer
  497. Player.CanMove($PLAYER_CHAR) = True
  498. 1@ = Marker.CreateAboveCar(0@)
  499. Marker.SetColor(1@, 4)
  500. Actor.PutAt(2@, 0.0, 0.0, 0.0)
  501.  
  502. :INTRO_1392
  503. wait 0
  504. if
  505. $AUDIO_LINE_IS_ACTIVE == 0
  506. jf @INTRO_1392
  507. if
  508. 0206: actor $PLAYER_ACTOR near_car 0@ radius 8.0 8.0 8.0 flag 0 on_foot
  509. jf @INTRO_1392
  510. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAP' // s$ // ~z~Hey Carl.
  511. 04AE: $ACTOR_SPEECH_WAV_FILE = 5002 // = constant
  512. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  513. jump @INTRO_1393
  514.  
  515.  
  516. :INTRO_1393
  517. wait 0
  518. if
  519. Actor.InCar($PLAYER_ACTOR, 0@)
  520. else_jump @INTRO_1393
  521. Marker.Disable(1@)
  522. Player.CanMove($PLAYER_CHAR) = False
  523. fade 0 1000
  524. wait 1000
  525. 0615: define_AS_pack_begin 15@
  526. 05D3: AS_actor -1 goto_point 2392.469 -1494.473 23.8349 mode 7 time 100000 ms // versionA
  527. 05C2: AS_actor -1 show_the_finger
  528. 0616: define_AS_pack_end 15@
  529. 0618: assign_actor 2@ to_AS_pack 15@
  530. 061B: remove_references_to_AS_pack 15@
  531. Camera.SetPosition(2385.57, -1485.935, 24.0, 0.0, 0.0, 0.0)
  532. Camera.PointAt(2395.797, -1497.721, 23.8349, 2)
  533. Actor.PutAt(2@, 2396.646, -1504.694, 23.8349)
  534. wait 1000
  535. fade 1 2000
  536. wait 1000
  537. 00BE: text_clear_all
  538. 00BC: show_text_highpriority GXT 'INTAQ' time 9000 flag 1 // ~s~Come back between 9:00 and 17:00.
  539. //17@ = audiostream.Load("CLEO\dialogue\pboy_mycar.mp3")
  540. audiostream.PerformAction(17@, PLAY)
  541. wait 4071
  542. 00BE: text_clear_all
  543. Player.CanMove($PLAYER_CHAR) = True
  544. 0633: AS_actor $PLAYER_ACTOR exit_car
  545. fade 0 2000
  546. wait 2000
  547. 00BC: show_text_highpriority GXT 'INTAS' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
  548. wait 1000
  549. 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
  550. Actor.Health(2@) = 115
  551. 1@ = Marker.CreateAboveActor(2@)
  552. Marker.SetColor(1@, 0)
  553. fade 1 1000
  554. wait 1000
  555. Camera.Restore_WithJumpCut
  556. Camera.SetBehindPlayer
  557.  
  558. :INTRO_1673
  559. wait 0
  560. if
  561. Car.Wrecked(0@)
  562. else_jump @INTRO_1700
  563. jump @INTRO_2076
  564.  
  565. :INTRO_1700
  566. if
  567. actor.Dead(2@)
  568. else_jump @INTRO_1673
  569. Marker.Disable(1@)
  570.  
  571.  
  572. :INTRO_1801
  573. fade 0 1000
  574. wait 1000
  575. 0395: clear_area 1 at 2390.577 -1503.011 23.8349 radius 100.0
  576. Player.MakeSafe($PLAYER_CHAR)
  577. 03AF: enable_streaming 0
  578. 02E4: load_cutscene_data 'KILPI'
  579.  
  580. :INTRO_1869
  581. if
  582. 86B9: not cutscene_data_loaded
  583. else_jump @INTRO_1893
  584. wait 0
  585. jump @INTRO_1869
  586.  
  587. :INTRO_1893
  588. 02E7: start_cutscene
  589. fade 1 1000
  590.  
  591. :INTRO_1902
  592. if
  593. 82E9: not cutscene_reached_end
  594. else_jump @INTRO_1926
  595. wait 0
  596. jump @INTRO_1902
  597.  
  598. :INTRO_1926
  599. Player.CanMove($PLAYER_CHAR) = False
  600. fade 0 0
  601.  
  602. :INTRO_1939
  603. if
  604. fading
  605. else_jump @INTRO_1963
  606. wait 0
  607. jump @INTRO_1939
  608.  
  609. :INTRO_1963
  610. 02EA: end_cutscene
  611. wait 1000
  612. fade 1 2000
  613. 4@ = Marker.CreateAboveCar(0@)
  614. 00BC: show_text_highpriority GXT 'INTAW' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
  615. Camera.Restore_WithJumpCut
  616. Camera.SetBehindPlayer
  617.  
  618. :INTRO_1994
  619. wait 0
  620. if
  621. Actor.InCar($PLAYER_ACTOR, 0@)
  622. else_jump @INTRO_1994
  623. Marker.Disable(4@)
  624. 018A: 5@ = create_checkpoint_at 2357.1152 -1710.504 13.2882
  625. 00BC: show_text_highpriority GXT 'INTAX' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
  626. //go home.
  627.  
  628. :INTRO_1995
  629. wait 0
  630. if
  631. car.Wrecked(0@)
  632. jf @INTRO_1996
  633. //the car was wrecked!
  634. jump @INTRO_2076
  635.  
  636. :INTRO_1996
  637. if
  638. 0100: actor $PLAYER_ACTOR in_sphere 2357.1152 -1710.504 13.2882 radius 4.0 4.0 4.0 sphere 1 in_car
  639. jf @INTRO_1995
  640. marker.Disable(5@)
  641. 06C7: AS_actor $PLAYER_ACTOR driver_of_car 0@ perform_action 6 timelimit 2000000
  642. player.CanMove($PLAYER_CHAR) = false
  643. fade 0 1000
  644. wait 1000
  645. camera.SetPosition(2357.0747, -1725.2726, 13.5391, 0.0, 0.0, 0.0)
  646. camera.PointAt(2361.2153, -1715.948, 14.924, 2)
  647. 02A3: enable_widescreen 1
  648. wait 1000
  649. fade 1 1000
  650. //this is your safe house.
  651. //come here for accesories, weapons, and to save your progress.
  652. 03E5: show_text_box 'INTAY' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
  653. wait 6000
  654. fade 0 2000
  655. wait 2000
  656. camera.Restore_WithJumpCut()
  657. 02A3: enable_widescreen 0
  658. player.CanMove($PLAYER_CHAR) = True
  659. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2355.2705 -1713.6254 13.5696
  660. 0173: set_actor $PLAYER_ACTOR Z_angle_to 178.785
  661. wait 2000
  662. fade 1 2000
  663. wait 2000
  664. 03E6: remove_text_box
  665. //go inside.
  666.  
  667. :INTRO_1997
  668. wait 0
  669. if
  670. 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2255.9033 -1643.9048 1014.5069 radius 1.0 1.0 2.0 on_foot
  671. jf @INTRO_1997
  672. fade 0 0
  673. player.CanMove($PLAYER_CHAR) = False
  674. camera.SetPosition(2262.3311, -1647.2908, 1014.5143, 0.0, 0.0, 0.0)
  675. camera.OnPed($PLAYER_ACTOR, 15, 2)
  676. wait 1000
  677. fade 1 2000
  678. wait 2000
  679. //This is your pad
  680. 03E5: show_text_box 'INTAZ' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
  681. wait 4000
  682. camera.SetPosition(2256.1401, -1652.9569, 1014.5069, 0.0, 0.0, 0.0)
  683. camera.OnPed($PLAYER_ACTOR, 15, 2)
  684. //Yet, this won't be the only property you'll be able to stay in.
  685. wait 5000
  686. camera.SetPosition(2259.2322, -1650.6149, 1014.5069, 0.0, 0.0, 0.0)
  687. camera.PointAt(2255.1665, -1651.4249, 1014.4599, 2)
  688. 03E5: show_text_box 'INTBA' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
  689. // all safe houses will contain a bed to save your game.
  690. wait 7000
  691. fade 0 2000
  692. wait 2000
  693. camera.Restore_WithJumpCut()
  694. player.CanMove($PLAYER_CHAR) = True
  695. wait 1000
  696. fade 1 1000
  697. wait 1000
  698. 03E6: remove_text_box
  699.  
  700.  
  701.  
  702. :INTRO_1998
  703. 0318: set_latest_mission_passed 'INTRO'
  704. 01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
  705. 0998: add_respect 3
  706. Player.Money($PLAYER_CHAR) += 100
  707. Player.ClearWantedLevel($PLAYER_CHAR)
  708. 0394: play_music 1
  709. return
  710.  
  711. :INTRO_2076
  712. 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
  713. mission_cleanup
  714. return
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