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GRG by nubbel, converted by ZAZ

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Nov 3rd, 2010
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  1. :GRG
  2. 03A4: name_thread 'GRG'
  3. 0004: 13@ = 0
  4. 0004: 14@ = 0
  5. 0004: 12@ = 0.0
  6. 0004: $11225 = 0
  7. 0004: $11226 = 0
  8.  
  9. :GRG_49
  10. 0001: wait 0 ms
  11. 00D6: if
  12. 0038: 13@ == 0
  13. 004D: jump_if_false @GRG_49
  14. 00D6: if
  15. 00A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0
  16. 004D: jump_if_false @GRG_49
  17. 03DE: set_pedestrians_density_multiplier_to 0.0
  18. 01EB: set_traffic_density_multiplier_to 0.0
  19. 054C: use_GXT_table 'MENU2P'
  20. 03F0: enable_text_draw 0
  21. 0001: wait 10 ms
  22. 0343: set_text_draw_linewidth 300.0
  23. 045A: draw_text_1number 40.0 40.0 GXT 'MENU_41' number $11227 // Cars ~1~
  24. 033E: set_draw_text_position 40.0 60.0 GXT 'MENU_28' // Car limit
  25. 045A: draw_text_1number 120.0 60.0 GXT 'NUMBER' number 80 // ~1~
  26. 00D6: if
  27. 0018: $11227 > 0
  28. 004D: jump_if_false @GRG_252
  29. 0050: gosub @GRG_1002
  30.  
  31. :GRG_252
  32. 00D6: if
  33. 00DF: actor $PLAYER_ACTOR driving
  34. 004D: jump_if_false @GRG_483
  35. 0811: $11228 = actor $PLAYER_ACTOR car // versionC
  36.  
  37. :GRG_276
  38. 0001: wait 0 ms
  39. 00D6: if
  40. 00A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0
  41. 004D: jump_if_false @GRG_542
  42. 00D6: if and
  43. 01AC: car $11228 sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0 stopped
  44. 00E1: player 0 pressed_key 15
  45. 004D: jump_if_false @GRG_276
  46. 0050: gosub @GRG_664
  47. 0004: 13@ = 1
  48. 03F0: enable_text_draw 1
  49. 03F0: enable_text_draw 0
  50. 0001: wait 10 ms
  51. 0343: set_text_draw_linewidth 300.0
  52. 045A: draw_text_1number 40.0 40.0 GXT 'MENU_41' number $11227 // Cars ~1~
  53. 033E: set_draw_text_position 40.0 60.0 GXT 'MENU_28' // Car limit
  54. 045A: draw_text_1number 120.0 60.0 GXT 'NUMBER' number 80 // ~1~
  55.  
  56. :GRG_483
  57. 0001: wait 0 ms
  58. 00D6: if
  59. 00A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0
  60. 004D: jump_if_false @GRG_542
  61. 0002: jump @GRG_483
  62.  
  63. :GRG_542
  64. 00D6: if
  65. 00DF: actor $PLAYER_ACTOR driving
  66. 004D: jump_if_false @GRG_565
  67. 0050: gosub @GRG_1508
  68.  
  69. :GRG_565
  70. 0050: gosub @GRG_1368
  71. 0395: clear_area 2 at 2300.0 1450.0 25.0 radius 300.0
  72. 03BA: clear_cars_from_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0
  73. 0001: wait 10 ms
  74. 03F0: enable_text_draw 1
  75. 03DE: set_pedestrians_density_multiplier_to 1.0
  76. 01EB: set_traffic_density_multiplier_to 1.0
  77. 0004: 13@ = 0
  78. 0002: jump @GRG_49
  79.  
  80. :GRG_664
  81. 00D6: if
  82. 001A: 80 > $11227
  83. 004D: jump_if_false @GRG_689
  84. 0008: $11227 += 1
  85.  
  86. :GRG_689
  87. 00D6: if
  88. 0018: $11227 > 1
  89. 004D: jump_if_false @GRG_893
  90. 0004: $11225 = 80
  91.  
  92. :GRG_714
  93. 0001: wait 0 ms
  94. 00D6: if
  95. 0018: $11225 > 0
  96. 004D: jump_if_false @GRG_893
  97. 000C: $11225 -= 1
  98. 0084: $11226 = $11225 // (int)
  99. 000C: $11226 -= 1
  100. 0084: $11229($11225,80i) = $11229($11226,80i) // (int)
  101. 0085: $11309($11225,80f) = $11309($11226,80f) // (int)
  102. 0085: $11389($11225,80f) = $11389($11226,80f) // (int)
  103. 0085: $11469($11225,80f) = $11469($11226,80f) // (int)
  104. 0085: $11549($11225,80f) = $11549($11226,80f) // (int)
  105. 0084: $11629($11225,80i) = $11629($11226,80i) // (int)
  106. 0084: $11709($11225,80i) = $11709($11226,80i) // (int)
  107. 0084: $11789($11225,80i) = $11789($11226,80i) // (int)
  108. 0002: jump @GRG_714
  109.  
  110. :GRG_893
  111. 0001: wait 0 ms
  112. 0004: $11226 = 0
  113. 0084: $11789($11226,80i) = $11228 // (int)
  114. 0441: $11229($11226,80i) = car $11228 model
  115. 0407: store_coords_to $11309($11226,80f) $11389($11226,80f) $11469($11226,80f) from_car $11228 with_offset 0.0 0.0 0.0
  116. 0174: $11549($11226,80f) = car $11228 Z_angle
  117. 03F3: get_car $11228 primary_color_to $11629($11226,80i) secondary_color_to $11709($11226,80i)
  118. 0051: return
  119.  
  120. :GRG_1002
  121. 0004: $11226 = 0
  122. 0084: $11225 = $11227 // (int)
  123. 00D6: if
  124. 0018: $11227 > 0
  125. 004D: jump_if_false @GRG_1366
  126. 00D6: if
  127. 0018: $11227 > 1
  128. 004D: jump_if_false @GRG_1235
  129.  
  130. :GRG_1053
  131. 0001: wait 0 ms
  132. 00D6: if
  133. 0018: $11225 > 0
  134. 004D: jump_if_false @GRG_1235
  135. 000C: $11225 -= 1
  136. 0008: $11226 += 1
  137. 00D6: if
  138. 001C: $11227 > $11226 // (int)
  139. 004D: jump_if_false @GRG_1235
  140. 0247: load_model $11229($11225,80i)
  141. 038B: load_requested_models
  142.  
  143. :GRG_1119
  144. 0001: wait 0 ms
  145. 00D6: if
  146. 0248: model $11229($11225,80i) available
  147. 004D: jump_if_false @GRG_1119
  148. 00A5: $11789($11225,80i) = create_car $11229($11225,80i) at $11309($11225,80f) $11389($11225,80f) $11469($11225,80f)
  149. 0229: set_car $11789($11225,80i) primary_color_to $11629($11225,80i) secondary_color_to $11709($11225,80i)
  150. 0175: set_car $11789($11225,80i) Z_angle_to $11549($11225,80f)
  151. 0249: release_model $11229($11225,80i)
  152. 0002: jump @GRG_1053
  153.  
  154. :GRG_1235
  155. 0001: wait 0 ms
  156. 0004: $11226 = 0
  157. 0247: load_model $11229($11226,80i)
  158. 038B: load_requested_models
  159.  
  160. :GRG_1257
  161. 0001: wait 0 ms
  162. 00D6: if
  163. 0248: model $11229($11226,80i) available
  164. 004D: jump_if_false @GRG_1257
  165. 00A5: $11789($11226,80i) = create_car $11229($11226,80i) at $11309($11226,80f) $11389($11226,80f) $11469($11226,80f)
  166. 0229: set_car $11789($11226,80i) primary_color_to $11629($11226,80i) secondary_color_to $11709($11226,80i)
  167. 0175: set_car $11789($11226,80i) Z_angle_to $11549($11226,80f)
  168. 0249: release_model $11229($11226,80i)
  169.  
  170. :GRG_1366
  171. 0051: return
  172.  
  173. :GRG_1368
  174. 0004: $11226 = 0
  175. 0084: $11225 = $11227 // (int)
  176. 00D6: if
  177. 0018: $11227 > 0
  178. 004D: jump_if_false @GRG_1506
  179. 00D6: if
  180. 0018: $11227 > 1
  181. 004D: jump_if_false @GRG_1490
  182.  
  183. :GRG_1419
  184. 0001: wait 0 ms
  185. 00D6: if
  186. 0018: $11225 > 0
  187. 004D: jump_if_false @GRG_1490
  188. 000C: $11225 -= 1
  189. 0008: $11226 += 1
  190. 00D6: if
  191. 001C: $11227 > $11226 // (int)
  192. 004D: jump_if_false @GRG_1490
  193. 01C3: remove_references_to_car $11789($11225,80i) // Like turning a car into any random car
  194. 0002: jump @GRG_1419
  195.  
  196. :GRG_1490
  197. 0004: $11226 = 0
  198. 01C3: remove_references_to_car $11789($11226,80i) // Like turning a car into any random car
  199.  
  200. :GRG_1506
  201. 0051: return
  202.  
  203. :GRG_1508
  204. 0004: $11226 = 0
  205. 0084: $11225 = $11227 // (int)
  206. 0084: $11869 = $11227 // (int)
  207. 000C: $11869 -= 1
  208. 00D6: if
  209. 0018: $11227 > 0
  210. 004D: jump_if_false @GRG_2194
  211. 00D6: if
  212. 0018: $11227 > 1
  213. 004D: jump_if_false @GRG_1890
  214.  
  215. :GRG_1574
  216. 0001: wait 0 ms
  217. 00D6: if
  218. 0018: $11225 > 0
  219. 004D: jump_if_false @GRG_1890
  220. 000C: $11225 -= 1
  221. 0008: $11226 += 1
  222. 00D6: if
  223. 001C: $11227 > $11226 // (int)
  224. 004D: jump_if_false @GRG_1890
  225. 00D6: if
  226. 00DB: actor $PLAYER_ACTOR in_car $11789($11225,80i)
  227. 004D: jump_if_false @GRG_1574
  228. 000C: $11227 -= 1
  229. 0084: $11229($11225,80i) = $11229($11869,80i) // (int)
  230. 0085: $11309($11225,80f) = $11309($11869,80f) // (int)
  231. 0085: $11389($11225,80f) = $11389($11869,80f) // (int)
  232. 0085: $11469($11225,80f) = $11469($11869,80f) // (int)
  233. 0085: $11549($11225,80f) = $11549($11869,80f) // (int)
  234. 0084: $11629($11225,80i) = $11629($11869,80i) // (int)
  235. 0084: $11709($11225,80i) = $11709($11869,80i) // (int)
  236. 0084: $11789($11225,80i) = $11789($11869,80i) // (int)
  237. 0084: $11229($11869,80i) = 14@ // (int)
  238. 0085: $11309($11869,80f) = 12@ // (int)
  239. 0085: $11389($11869,80f) = 12@ // (int)
  240. 0085: $11469($11869,80f) = 12@ // (int)
  241. 0085: $11549($11869,80f) = 12@ // (int)
  242. 0084: $11629($11869,80i) = 14@ // (int)
  243. 0084: $11709($11869,80i) = 14@ // (int)
  244. 0084: $11789($11869,80i) = 14@ // (int)
  245. 0002: jump @GRG_2194
  246.  
  247. :GRG_1890
  248. 0001: wait 0 ms
  249. 0004: $11226 = 0
  250. 00D6: if
  251. 00DB: actor $PLAYER_ACTOR in_car $11789($11226,80i)
  252. 004D: jump_if_false @GRG_2194
  253. 00D6: if
  254. 0018: $11227 > 1
  255. 004D: jump_if_false @GRG_2084
  256. 000C: $11227 -= 1
  257. 0084: $11229($11226,80i) = $11229($11869,80i) // (int)
  258. 0085: $11309($11226,80f) = $11309($11869,80f) // (int)
  259. 0085: $11389($11226,80f) = $11389($11869,80f) // (int)
  260. 0085: $11469($11226,80f) = $11469($11869,80f) // (int)
  261. 0085: $11549($11226,80f) = $11549($11869,80f) // (int)
  262. 0084: $11629($11226,80i) = $11629($11869,80i) // (int)
  263. 0084: $11709($11226,80i) = $11709($11869,80i) // (int)
  264. 0084: $11789($11226,80i) = $11789($11869,80i) // (int)
  265. 0002: jump @GRG_2194
  266.  
  267. :GRG_2084
  268. 000C: $11227 -= 1
  269. 0084: $11229($11226,80i) = 14@ // (int)
  270. 0085: $11309($11226,80f) = 12@ // (int)
  271. 0085: $11389($11226,80f) = 12@ // (int)
  272. 0085: $11469($11226,80f) = 12@ // (int)
  273. 0085: $11549($11226,80f) = 12@ // (int)
  274. 0084: $11629($11226,80i) = 14@ // (int)
  275. 0084: $11709($11226,80i) = 14@ // (int)
  276. 0084: $11789($11226,80i) = 14@ // (int)
  277. 0002: jump @GRG_2194
  278.  
  279. :GRG_2194
  280. 0051: return
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