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- // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
- DEFINE OBJECTS 389
- DEFINE OBJECT (noname)
- DEFINE OBJECT INFO // Object number -1
- DEFINE OBJECT KEYCARD // Object number -2
- DEFINE OBJECT AD_FLATDOOR // Object number -3
- DEFINE OBJECT KB_BANDIT_U // Object number -4
- DEFINE OBJECT ROULETTE_TBL // Object number -5
- DEFINE OBJECT OTB_MACHINE // Object number -6
- DEFINE OBJECT CJ_COIN_OP_3 // Object number -7
- DEFINE OBJECT CJ_COIN_OP_2 // Object number -8
- DEFINE OBJECT CJ_COIN_OP_1 // Object number -9
- DEFINE OBJECT CJ_COIN_OP // Object number -10
- DEFINE OBJECT SWANK_CONSOLE // Object number -11
- DEFINE OBJECT SNESISH // Object number -12
- DEFINE OBJECT LOW_CONSOLE // Object number -13
- DEFINE OBJECT VENDMACHFD // Object number -14
- DEFINE OBJECT VENDMACH // Object number -15
- DEFINE OBJECT VENDIN3 // Object number -16
- DEFINE OBJECT CJ_SPRUNK1 // Object number -17
- DEFINE OBJECT CJ_CANDYVENDOR // Object number -18
- DEFINE OBJECT CJ_EXT_CANDY // Object number -19
- DEFINE OBJECT CJ_EXT_SPRUNK // Object number -20
- DEFINE OBJECT ICESCART_PROP // Object number -21
- DEFINE OBJECT CHILLIDOGCART // Object number -22
- DEFINE OBJECT NOODLECART_PROP // Object number -23
- DEFINE OBJECT GATE_AUTOL // Object number -24
- DEFINE OBJECT GATE_AUTOR // Object number -25
- DEFINE OBJECT GYM_BIKE // Object number -26
- DEFINE OBJECT GYM_BENCH1 // Object number -27
- DEFINE OBJECT GYM_TREADMILL // Object number -28
- DEFINE OBJECT GYM_MAT1 // Object number -29
- DEFINE OBJECT BSKBALL_LAX // Object number -30
- DEFINE OBJECT BSKBALLHUB_LAX01 // Object number -31
- DEFINE OBJECT VGSXREFBBALLNET // Object number -32
- DEFINE OBJECT VGSXREFBBALLNET2 // Object number -33
- DEFINE OBJECT K_POOLTABLESM // Object number -34
- DEFINE OBJECT NEIL_SLOT // Object number -35
- DEFINE OBJECT CJ_SLOT_BANK // Object number -36
- DEFINE OBJECT BLCK_JACK // Object number -37
- DEFINE OBJECT WHEEL_O_FORTUNE // Object number -38
- DEFINE OBJECT CRACKFACT_SFS // Object number -39
- DEFINE OBJECT CF_EXT_DEM_SFS // Object number -40
- DEFINE OBJECT LODCRACKFACT_SFS // Object number -41
- DEFINE OBJECT LODEXT_DEM_SFS // Object number -42
- DEFINE OBJECT PICKUPSAVE // Object number -43
- DEFINE OBJECT WOODENBOX // Object number -44
- DEFINE OBJECT NF_BLACKBOARD // Object number -45
- DEFINE OBJECT NF_LIST_1 // Object number -46
- DEFINE OBJECT NF_LIST_2 // Object number -47
- DEFINE OBJECT NF_LIST_3 // Object number -48
- DEFINE OBJECT WANTED_CROSS_OFF // Object number -49
- DEFINE OBJECT WS_APGATE // Object number -50
- DEFINE OBJECT GEN_DOOREXT03 // Object number -51
- DEFINE OBJECT GEN_DOOREXT07 // Object number -52
- DEFINE OBJECT GEN_DOORSHOP02 // Object number -53
- DEFINE OBJECT GEN_DOOREXT04 // Object number -54
- DEFINE OBJECT GEN_DOORSHOP3 // Object number -55
- DEFINE OBJECT CUNTGIRLDOOR // Object number -56
- DEFINE OBJECT PIZZAHIGH // Object number -57
- DEFINE OBJECT CJ_PIZZA_1 // Object number -58
- DEFINE OBJECT CJ_PIZZA_2 // Object number -59
- DEFINE OBJECT BURGERHIGH // Object number -60
- DEFINE OBJECT CJ_BURG_1 // Object number -61
- DEFINE OBJECT CJ_BURG_2 // Object number -62
- DEFINE OBJECT CIGAR // Object number -63
- DEFINE OBJECT TRDCSGRGDOOR_LVS // Object number -64
- DEFINE OBJECT MD_POSTER // Object number -65
- DEFINE OBJECT CR_DOOR_01 // Object number -66
- DEFINE OBJECT CR_DOOR_03 // Object number -67
- DEFINE OBJECT SHUTTER_VEGAS // Object number -68
- DEFINE OBJECT CR1_DOOR // Object number -69
- DEFINE OBJECT CT_GATEXR // Object number -70
- DEFINE OBJECT A51_BLASTDOORR // Object number -71
- DEFINE OBJECT A51_BLASTDOORL // Object number -72
- DEFINE OBJECT A51_LABDOOR // Object number -73
- DEFINE OBJECT A51_JETDOOR // Object number -74
- DEFINE OBJECT PORTAKABIN // Object number -75
- DEFINE OBJECT FREIGHT_SFW_DOOR // Object number -76
- DEFINE OBJECT AB_CASDORLOK // Object number -77
- DEFINE OBJECT IMY_SHASH_WALL // Object number -78
- DEFINE OBJECT TWRCRANE_M_04 // Object number -79
- DEFINE OBJECT TWRCRANE_M_01 // Object number -80
- DEFINE OBJECT TWRCRANE_M_02 // Object number -81
- DEFINE OBJECT LODCRANE_M_04 // Object number -82
- DEFINE OBJECT LODCRANE_M_01 // Object number -83
- DEFINE OBJECT MAGNOCRANE_01 // Object number -84
- DEFINE OBJECT MAGNOCRANE_02 // Object number -85
- DEFINE OBJECT MAGNOCRANE_03 // Object number -86
- DEFINE OBJECT LODNOCRANE_01 // Object number -87
- DEFINE OBJECT LODNOCRANE_02 // Object number -88
- DEFINE OBJECT LODNOCRANE_03 // Object number -89
- DEFINE OBJECT QUARRY_CRANEBASE // Object number -90
- DEFINE OBJECT QUARRY_CRANE // Object number -91
- DEFINE OBJECT QUARRY_CRANEARM // Object number -92
- DEFINE OBJECT BODYARMOUR // Object number -93
- DEFINE OBJECT BRIBE // Object number -94
- DEFINE OBJECT A51_VENTCOVERB // Object number -95
- DEFINE OBJECT CARRIER_DOOR_SFSE // Object number -96
- DEFINE OBJECT CARRIER_LIFT2_SFSE // Object number -97
- DEFINE OBJECT CARRIER_LIFT1_SFSE // Object number -98
- DEFINE OBJECT GWFORUM1_LAE // Object number -99
- DEFINE OBJECT GANGSHOPS4_LAE2 // Object number -100
- DEFINE OBJECT CE_HILLSEAST06 // Object number -101
- DEFINE OBJECT CUNTEGROUND23 // Object number -102
- DEFINE OBJECT HILLSEAST05_LAE // Object number -103
- DEFINE OBJECT K_POOLQ // Object number -104
- DEFINE OBJECT K_POOLBALLCUE // Object number -105
- DEFINE OBJECT K_POOLBALLSPT01 // Object number -106
- DEFINE OBJECT K_POOLBALLSPT02 // Object number -107
- DEFINE OBJECT K_POOLBALLSPT03 // Object number -108
- DEFINE OBJECT K_POOLBALLSPT04 // Object number -109
- DEFINE OBJECT K_POOLBALLSPT05 // Object number -110
- DEFINE OBJECT K_POOLBALLSPT06 // Object number -111
- DEFINE OBJECT K_POOLBALLSPT07 // Object number -112
- DEFINE OBJECT K_POOLBALL8 // Object number -113
- DEFINE OBJECT K_POOLBALLSTP01 // Object number -114
- DEFINE OBJECT K_POOLBALLSTP02 // Object number -115
- DEFINE OBJECT K_POOLBALLSTP03 // Object number -116
- DEFINE OBJECT K_POOLBALLSTP04 // Object number -117
- DEFINE OBJECT K_POOLBALLSTP05 // Object number -118
- DEFINE OBJECT K_POOLBALLSTP06 // Object number -119
- DEFINE OBJECT K_POOLBALLSTP07 // Object number -120
- DEFINE OBJECT K_POOLQ2 // Object number -121
- DEFINE OBJECT CIGAR_GLOW // Object number -122
- DEFINE OBJECT DYN_WINE_BIG // Object number -123
- DEFINE OBJECT KB_BEER // Object number -124
- DEFINE OBJECT LAEROAD30 // Object number -125
- DEFINE OBJECT CASKET_LAW // Object number -126
- DEFINE OBJECT LAEJEFFERSALPHA // Object number -127
- DEFINE OBJECT LAELODPARK02 // Object number -128
- DEFINE OBJECT LAEMACPARK02 // Object number -129
- DEFINE OBJECT BD_WINDOW // Object number -130
- DEFINE OBJECT BREAK_WALL_1B // Object number -131
- DEFINE OBJECT BREAK_WALL_2B // Object number -132
- DEFINE OBJECT BREAK_WALL_3B // Object number -133
- DEFINE OBJECT BD_FIRE1_O // Object number -134
- DEFINE OBJECT CR_AMMOBOX // Object number -135
- DEFINE OBJECT BREAK_WALL_1A // Object number -136
- DEFINE OBJECT BREAK_WALL_2A // Object number -137
- DEFINE OBJECT BREAK_WALL_3A // Object number -138
- DEFINE OBJECT BD_WINDOW_SHATTER // Object number -139
- DEFINE OBJECT SEC_KEYPAD // Object number -140
- DEFINE OBJECT KMB_RAMP // Object number -141
- DEFINE OBJECT IMCMPTRKDRL_LAS // Object number -142
- DEFINE OBJECT IMCMPTRKDRR_LAS // Object number -143
- DEFINE OBJECT IMCOMPMOVEDR1_LAS // Object number -144
- DEFINE OBJECT BARREL4 // Object number -145
- DEFINE OBJECT HEALTH // Object number -146
- DEFINE OBJECT IMY_BBOX // Object number -147
- DEFINE OBJECT IMY_LA_DOOR // Object number -148
- DEFINE OBJECT DB_AMMO // Object number -149
- DEFINE OBJECT MED_BED_8 // Object number -150
- DEFINE OBJECT CR_GUNCRATE // Object number -151
- DEFINE OBJECT GUNBOX // Object number -152
- DEFINE OBJECT TMP_BIN // Object number -153
- DEFINE OBJECT AMMOTRN_OBJ // Object number -154
- DEFINE OBJECT KMB_FRONTGATE // Object number -155
- DEFINE OBJECT WAREHOUSE_DOOR2B // Object number -156
- DEFINE OBJECT WAREHOUSE_DOOR1 // Object number -157
- DEFINE OBJECT CJ_CARDBRD_PICKUP // Object number -158
- DEFINE OBJECT NF_PED_COLL // Object number -159
- DEFINE OBJECT CM_BOX // Object number -160
- DEFINE OBJECT FAKE_MULE_COL // Object number -161
- DEFINE OBJECT CARDBOARDBOX2 // Object number -162
- DEFINE OBJECT LAE_SMOKECUTSCENE // Object number -163
- DEFINE OBJECT IMMMCRAN // Object number -164
- DEFINE OBJECT TRNTRK8_LAS // Object number -165
- DEFINE OBJECT IMY_TRACK_BARRIER // Object number -166
- DEFINE OBJECT KMB_SKIP // Object number -167
- DEFINE OBJECT STORM_DRAIN_COVER // Object number -168
- DEFINE OBJECT WHEEL_OR1 // Object number -169
- DEFINE OBJECT DYN_WOODPILE2 // Object number -170
- DEFINE OBJECT KMB_RHYMESBOOK // Object number -171
- DEFINE OBJECT CJ_JUICE_CAN // Object number -172
- DEFINE OBJECT DYN_ROADBARRIER_2 // Object number -173
- DEFINE OBJECT KMB_GOFLAG // Object number -174
- DEFINE OBJECT IMY_SKYLIGHT // Object number -175
- DEFINE OBJECT KMB_TROLLEY // Object number -176
- DEFINE OBJECT LXR_MOTEL_DOORSIM // Object number -177
- DEFINE OBJECT LXR_MOTELVENT // Object number -178
- DEFINE OBJECT DYN_SCAFFOLD_4B // Object number -179
- DEFINE OBJECT MUNCH_DONUT // Object number -180
- DEFINE OBJECT CHOPCOP_ARMR // Object number -181
- DEFINE OBJECT CHOPCOP_LEGR // Object number -182
- DEFINE OBJECT CHOPCOP_HEAD // Object number -183
- DEFINE OBJECT CHOPCOP_TORSO // Object number -184
- DEFINE OBJECT WD_FENCE_ANIM // Object number -185
- DEFINE OBJECT CHOPCOP_ARML // Object number -186
- DEFINE OBJECT CHOPCOP_LEGL // Object number -187
- DEFINE OBJECT DYN_SCAFFOLD_3B // Object number -188
- DEFINE OBJECT ROADWORKBARRIER1 // Object number -189
- DEFINE OBJECT BRIEFCASE // Object number -190
- DEFINE OBJECT KMB_ATM1 // Object number -191
- DEFINE OBJECT KMB_ATM2 // Object number -192
- DEFINE OBJECT KMB_ATM3 // Object number -193
- DEFINE OBJECT MTSAFE // Object number -194
- DEFINE OBJECT CAT2_SAFE_COL // Object number -195
- DEFINE OBJECT MAN_SAFENEW // Object number -196
- DEFINE OBJECT KEV_SAFE // Object number -197
- DEFINE OBJECT RIDER1_DOOR // Object number -198
- DEFINE OBJECT KMB_MARIJUANA // Object number -199
- DEFINE OBJECT SW_HAYBREAK02 // Object number -200
- DEFINE OBJECT GRASSPLANT // Object number -201
- DEFINE OBJECT PARKBENCH1 // Object number -202
- DEFINE OBJECT PORTALOO // Object number -203
- DEFINE OBJECT HUBHOLE1_SFSE // Object number -204
- DEFINE OBJECT HUBHOLE2_SFSE // Object number -205
- DEFINE OBJECT HUBHOLE3_SFSE // Object number -206
- DEFINE OBJECT HUBHOLE4_SFSE // Object number -207
- DEFINE OBJECT CLOTHESP // Object number -208
- DEFINE OBJECT LAMPPOST3 // Object number -209
- DEFINE OBJECT CT_STALL1 // Object number -210
- DEFINE OBJECT CT_TABLE // Object number -211
- DEFINE OBJECT CHINATGARAGEDOOR // Object number -212
- DEFINE OBJECT CHINA_TOWN_GATEB // Object number -213
- DEFINE OBJECT A51_SPOTBASE // Object number -214
- DEFINE OBJECT A51_SPOTHOUSING // Object number -215
- DEFINE OBJECT A51_SPOTBULB // Object number -216
- DEFINE OBJECT KMB_CONTAINER_RED // Object number -217
- DEFINE OBJECT CJ_CHRIS_CRATE // Object number -218
- DEFINE OBJECT CJ_CHRIS_CRATE_LD // Object number -219
- DEFINE OBJECT CJ_CHRIS_CRATE_RD // Object number -220
- DEFINE OBJECT CJ_PADLOCK // Object number -221
- DEFINE OBJECT KATANA_ANIM // Object number -222
- DEFINE OBJECT KATANA_LHAND // Object number -223
- DEFINE OBJECT MOBILE1993B // Object number -224
- DEFINE OBJECT WONGS_GATE // Object number -225
- DEFINE OBJECT DYN_RAMP // Object number -226
- DEFINE OBJECT SNIPER_ANIM // Object number -227
- DEFINE OBJECT KMB_PACKET // Object number -228
- DEFINE OBJECT NTO_B_S // Object number -229
- DEFINE OBJECT CARDBOARDBOX // Object number -230
- DEFINE OBJECT DYN_ROADBARRIER_3 // Object number -231
- DEFINE OBJECT DYN_ROADBARRIER_4 // Object number -232
- DEFINE OBJECT DYN_DUMPSTER // Object number -233
- DEFINE OBJECT KMB_CONTAINER_BLUE // Object number -234
- DEFINE OBJECT KMB_CONTAINER_YEL // Object number -235
- DEFINE OBJECT KMB_CONTAINER_OPEN // Object number -236
- DEFINE OBJECT TEMP_STINGER2 // Object number -237
- DEFINE OBJECT TRAFFICCONE // Object number -238
- DEFINE OBJECT AD_JUMP // Object number -239
- DEFINE OBJECT GARYS_LUV_RAMP // Object number -240
- DEFINE OBJECT AD_ROADMARK1 // Object number -241
- DEFINE OBJECT AD_ROADMARK2 // Object number -242
- DEFINE OBJECT AD_FINISH // Object number -243
- DEFINE OBJECT MINIGUN_BASE // Object number -244
- DEFINE OBJECT WONGS_ERECTION // Object number -245
- DEFINE OBJECT WONGS_ERECTION2 // Object number -246
- DEFINE OBJECT RCBOMB // Object number -247
- DEFINE OBJECT BARREL2 // Object number -248
- DEFINE OBJECT MINI_MAGNET // Object number -249
- DEFINE OBJECT KMB_PLANK // Object number -250
- DEFINE OBJECT KMB_HOLDALL // Object number -251
- DEFINE OBJECT KMB_PARACHUTE // Object number -252
- DEFINE OBJECT AMMO_CAPSULE // Object number -253
- DEFINE OBJECT BARREL1 // Object number -254
- DEFINE OBJECT KB_BARREL // Object number -255
- DEFINE OBJECT CR_CRATESTACK // Object number -256
- DEFINE OBJECT D9_RUNWAY // Object number -257
- DEFINE OBJECT CARGO_TEST // Object number -258
- DEFINE OBJECT CARGO_STUFF // Object number -259
- DEFINE OBJECT CARGO_STORE // Object number -260
- DEFINE OBJECT KMILITARY_CRATE // Object number -261
- DEFINE OBJECT KMILITARY_BASE // Object number -262
- DEFINE OBJECT BLOCKPALLET // Object number -263
- DEFINE OBJECT TEMP_CRATE1 // Object number -264
- DEFINE OBJECT K_SMASHBOXES // Object number -265
- DEFINE OBJECT K_CARGO1 // Object number -266
- DEFINE OBJECT K_CARGO4 // Object number -267
- DEFINE OBJECT GREEN_GLOOP // Object number -268
- DEFINE OBJECT BASEJUMP_TARGET // Object number -269
- DEFINE OBJECT DES_QUARRYGATE2 // Object number -270
- DEFINE OBJECT DES_QUARRYGATE // Object number -271
- DEFINE OBJECT CJ_DYN_PLUNGE_1 // Object number -272
- DEFINE OBJECT DYNAMITE // Object number -273
- DEFINE OBJECT DYNO_BOX_A // Object number -274
- DEFINE OBJECT DYNO_BOX_B // Object number -275
- DEFINE OBJECT PRIVATESIGN3 // Object number -276
- DEFINE OBJECT PRIVATESIGN1 // Object number -277
- DEFINE OBJECT BARRIER_4ANDY // Object number -278
- DEFINE OBJECT CJ_CHIP_MAKER_BITS // Object number -279
- DEFINE OBJECT CJ_CHIP_MAKER // Object number -280
- DEFINE OBJECT CJ_WHEELCHAIR1 // Object number -281
- DEFINE OBJECT AB_CARCASS // Object number -282
- DEFINE OBJECT AB_HOOK // Object number -283
- DEFINE OBJECT FREEZER_DOOR // Object number -284
- DEFINE OBJECT CJ_MEAT_BAG_1 // Object number -285
- DEFINE OBJECT CJ_MEAT_1 // Object number -286
- DEFINE OBJECT CJ_MEAT_2 // Object number -287
- DEFINE OBJECT JET_BAGGAGE_DOOR // Object number -288
- DEFINE OBJECT JET_INTERIOR // Object number -289
- DEFINE OBJECT SMLPLANE_DOOR // Object number -290
- DEFINE OBJECT JET_DOOR // Object number -291
- DEFINE OBJECT SMASH_BOX_STAY // Object number -292
- DEFINE OBJECT SMASH_BOX_BRK // Object number -293
- DEFINE OBJECT SMASHBOXPILE // Object number -294
- DEFINE OBJECT ST_ARCH_PLAN // Object number -295
- DEFINE OBJECT GEN_DOORINT01 // Object number -296
- DEFINE OBJECT KMB_LOCKEDDOOR // Object number -297
- DEFINE OBJECT DYN_AIRCON // Object number -298
- DEFINE OBJECT SW_BIT_09 // Object number -299
- DEFINE OBJECT GENERATOR_BIG // Object number -300
- DEFINE OBJECT AB_VAULTDOOR // Object number -301
- DEFINE OBJECT GENERATOR_BIG_D // Object number -302
- DEFINE OBJECT CJ_MONEY_BAG // Object number -303
- DEFINE OBJECT PARA_PACK // Object number -304
- DEFINE OBJECT CARGO_REAR // Object number -305
- DEFINE OBJECT D9_RAMP // Object number -306
- DEFINE OBJECT PARACHUTE // Object number -307
- DEFINE OBJECT OPMANS01_CUNTE // Object number -308
- DEFINE OBJECT CEHOLLYHIL06 // Object number -309
- DEFINE OBJECT SUNSET22_LAWN // Object number -310
- DEFINE OBJECT DRG_NU_EXT // Object number -311
- DEFINE OBJECT MISSILE_07_SFXR // Object number -312
- DEFINE OBJECT KMB_KEYPAD // Object number -313
- DEFINE OBJECT WATERJUMPX2 // Object number -314
- DEFINE OBJECT BBALL_INGAME // Object number -315
- DEFINE OBJECT CJ_WIN_POP2 // Object number -316
- DEFINE OBJECT LA_FUCKCAR1 // Object number -317
- DEFINE OBJECT LA_FUCKCAR2 // Object number -318
- DEFINE OBJECT TARGET_FRAME // Object number -319
- DEFINE OBJECT TARGET_LLEG // Object number -320
- DEFINE OBJECT TARGET_RLEG // Object number -321
- DEFINE OBJECT TARGET_LTORSO // Object number -322
- DEFINE OBJECT TARGET_RTORSO // Object number -323
- DEFINE OBJECT TARGET_LARM // Object number -324
- DEFINE OBJECT TARGET_RARM // Object number -325
- DEFINE OBJECT TARGET_HEAD // Object number -326
- DEFINE OBJECT DEAD_TIED_COP // Object number -327
- DEFINE OBJECT DYN_QUARRYROCK03 // Object number -328
- DEFINE OBJECT BLACKBAG2 // Object number -329
- DEFINE OBJECT DYN_WOODPILE // Object number -330
- DEFINE OBJECT DYN_QUARRYROCK02 // Object number -331
- DEFINE OBJECT BOUY // Object number -332
- DEFINE OBJECT WATERJUMP1 // Object number -333
- DEFINE OBJECT LANDJUMP2 // Object number -334
- DEFINE OBJECT BB_PICKUP // Object number -335
- DEFINE OBJECT PARA_COLLISION // Object number -336
- DEFINE OBJECT CJ_WHEEL_1 // Object number -337
- DEFINE OBJECT CJ_WHEEL_02 // Object number -338
- DEFINE OBJECT CJ_WHEEL_03 // Object number -339
- DEFINE OBJECT CHIP_STACK07 // Object number -340
- DEFINE OBJECT CHIP_STACK08 // Object number -341
- DEFINE OBJECT CHIP_STACK12 // Object number -342
- DEFINE OBJECT CHIP_STACK09 // Object number -343
- DEFINE OBJECT CHIP_STACK11 // Object number -344
- DEFINE OBJECT WHEEL_WEE // Object number -345
- DEFINE OBJECT ROULETTE_MARKER // Object number -346
- DEFINE OBJECT PEDALS // Object number -347
- DEFINE OBJECT BEACHTOWEL01 // Object number -348
- DEFINE OBJECT KMB_BPRESS // Object number -349
- DEFINE OBJECT BEACHTOWEL03 // Object number -350
- DEFINE OBJECT BEACHTOWEL04 // Object number -351
- DEFINE OBJECT KMB_DUMBBELL_R // Object number -352
- DEFINE OBJECT KMB_DUMBBELL_L // Object number -353
- DEFINE OBJECT BBALL_COL // Object number -354
- DEFINE OBJECT KMB_ROCK // Object number -355
- DEFINE OBJECT CHIP_STACK10 // Object number -356
- DEFINE OBJECT CHIP_STACK13 // Object number -357
- DEFINE OBJECT CHIP_STACK14 // Object number -358
- DEFINE OBJECT WHEEL_SUPPORT // Object number -359
- DEFINE OBJECT WHEEL_TABLE // Object number -360
- DEFINE OBJECT CLICKER // Object number -361
- DEFINE OBJECT MONEY // Object number -362
- DEFINE OBJECT CJ_FF_TILL_QUE // Object number -363
- DEFINE OBJECT CJ_BURG_CHAIR // Object number -364
- DEFINE OBJECT CJ_PIZZA_CHAIR // Object number -365
- DEFINE OBJECT CJ_PIZZA_CHAIR2 // Object number -366
- DEFINE OBJECT CJ_PIZZA_CHAIR3 // Object number -367
- DEFINE OBJECT TATTOO_KIT // Object number -368
- DEFINE OBJECT CJ_BARSTOOL // Object number -369
- DEFINE OBJECT CJ_BINCO_DOOR // Object number -370
- DEFINE OBJECT CJ_SUBURB_DOOR_2 // Object number -371
- DEFINE OBJECT CJ_PRO_DOOR_01 // Object number -372
- DEFINE OBJECT CJ_GAP_DOOR_ // Object number -373
- DEFINE OBJECT CJ_VICTIM_DOOR // Object number -374
- DEFINE OBJECT CJ_DS_DOOR // Object number -375
- DEFINE OBJECT PIZZALOW // Object number -376
- DEFINE OBJECT PIZZAMED // Object number -377
- DEFINE OBJECT PIZZA_HEALTHY // Object number -378
- DEFINE OBJECT CLUCKLOW // Object number -379
- DEFINE OBJECT CLUCKMED // Object number -380
- DEFINE OBJECT CLUCKHIGH // Object number -381
- DEFINE OBJECT CLUCK_HEALTHY // Object number -382
- DEFINE OBJECT BURGERLOW // Object number -383
- DEFINE OBJECT BURGERMED // Object number -384
- DEFINE OBJECT BURGER_HEALTHY // Object number -385
- DEFINE OBJECT POLICE_BARRIER // Object number -386
- DEFINE OBJECT KMB_SHUTTER // Object number -387
- DEFINE OBJECT SFCOPDR // Object number -388
- DEFINE MISSIONS 5
- DEFINE MISSION 0 AT @INTAL // Initial 1
- DEFINE MISSION 1 AT @INTRO // Initial 1
- DEFINE MISSION 2 AT @SEB1A // Initial 1
- DEFINE MISSION 3 AT @SEB2A
- DEFINE MISSION 4 AT @SEB3A
- DEFINE EXTERNAL_SCRIPTS 2 // Use -1 in order not to compile AAA script
- DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
- DEFINE SCRIPT PARACHUTE AT @PARACH // 1 // Use -1 in order not to compile AAA script
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 574
- //-------------MAIN---------------
- thread 'MAIN'
- 01F0: set_max_wanted_level_to 0
- fade 0 0
- set_wb_check_to 0
- 00C0: set_current_time_hours_to 8 minutes_to 30
- 04E4: refresh_game_renderer_at 2339.22 -1505.74
- //Camera.SetAtPos(2260.86, -1647.48, 1015.26)
- //$PLAYER_CHAR = Player.Create(0, 2260.86, -1647.48, 1014.26)
- Camera.SetAtPos(2715.3921, -1250.3429, 59.7109)
- $PLAYER_CHAR = Player.Create(0, 2715.3921, -1250.3429, 59.7109)
- $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- Camera.SetBehindPlayer
- set_weather 0
- wait 0
- Player.SetClothes($PLAYER_CHAR, "player_face", "head", Head)
- Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
- Player.SetClothes($PLAYER_CHAR, "timberfawn", "bask1", Shoes)
- Player.SetClothes($PLAYER_CHAR, "tshirt2horiz", "tshirt", Torso)
- Player.Build($PLAYER_CHAR)
- Player.CanMove($PLAYER_CHAR) = True
- actor.PutAt($PLAYER_ACTOR, 2375.6548, -1517.7461, 24.0)
- //2365.6912 -1716.6315 13.563
- //select_interior 4
- //0860: link_actor $PLAYER_ACTOR to_interior 4
- 0629: change_integer_stat 181 to 4
- 0629: change_integer_stat 68 to 0
- 062A: change_float_stat 23 to 50.0
- 062A: change_float_stat 21 to 200.0
- 062A: change_float_stat 1 to 0.0
- 062A: change_float_stat 68 to 0.0
- 062A: change_float_stat 69 to 999.0
- 062A: change_float_stat 70 to 999.0
- 062A: change_float_stat 71 to 999.0
- 062A: change_float_stat 72 to 999.0
- 062A: change_float_stat 73 to 999.0
- 062A: change_float_stat 74 to 999.0
- 062A: change_float_stat 75 to 999.0
- 062A: change_float_stat 76 to 999.0
- 062A: change_float_stat 77 to 999.0
- 062A: change_float_stat 78 to 999.0
- 062A: change_float_stat 79 to 999.0
- 062A: change_float_stat 225 to 999.0
- 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
- 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- $DEFAULT_WAIT_TIME = 250
- 03E6: remove_text_box
- 03E6: remove_text_box
- 03E6: remove_text_box
- 03E6: remove_text_box
- 03E6: remove_text_box
- $1035 = 0
- :MAIN_10
- 06CF: NOP 0
- 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0
- 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7
- 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9
- 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14
- 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0
- 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8
- 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9
- 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14
- 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0
- 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8
- 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7
- 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14
- 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0
- 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8
- 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7
- 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9
- 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11
- 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13
- 0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10
- 0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10
- 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11
- start_mission 0 // Initial 1
- wait 0
- 014B: $PARKED_RHINO = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0
- 014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0
- 014B: $PARKED_HYDRA = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2527.2 -1677.1 19.2 angle 90.0
- 014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 0
- 01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0
- //create_thread @SAVEGAME
- //create_thread_wb @CELLFON
- 0793: save_player_clothes
- 0169: set_fade_color_RGB 0 0 0
- 077E: get_active_interior_to $ACTIVE_INTERIOR
- 07D0: $WEEKDAY = weekday
- 09FB: $CURRENT_LANGUAGE = current_language
- 0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number
- 01BD: $MSTIME = current_time_in_ms
- //model.Load(#TOMMY)
- //model.Load(#CHROMEGUN)
- //038B: load_requested_models
- //032B: 0@ = create_weapon_pickup #TOMMY group 2 ammo 60 at 2353.1453 -1515.5979 1031.1951
- //032B: 1@ = create_weapon_pickup #CHROMEGUN group 2 ammo 60 at 2359.3962 -1509.7137 1031.1951
- //fade 1 1000
- start_mission 1 // Intro
- 03E6: remove_text_box
- 03E6: remove_text_box
- 03E6: remove_text_box
- :MAIN_13
- wait $DEFAULT_WAIT_TIME
- if
- Actor.HasWeapon($PLAYER_ACTOR, 46)
- jf @MAIN_15
- 0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE)
- if
- $SCRIPT_STATUS == 0
- jf @MAIN_14
- 08A9: load_external_script 0 (PLAYER_PARACHUTE)
- if
- 08AB: external_script 0 (PLAYER_PARACHUTE) loaded
- jf @MAIN_14
- 0913: run_external_script 0 (PLAYER_PARACHUTE)
- :MAIN_14
- jump @MAIN_LOOP
- :MAIN_15
- 090F: end_external_script 0 (PLAYER_PARACHUTE)
- :MAIN_LOOP
- wait 0
- 0000: NOP
- 0000: NOP
- 0000: NOP
- 0000: NOP
- 0000: NOP
- 0000: NOP
- 0000: NOP
- 0000: NOP
- 0489: set_actor $PLAYER_ACTOR muted 1
- 094E: set_actor $PLAYER_ACTOR mute_pain_audio 1
- 0A09: set_actor $PLAYER_ACTOR muted 1 // versionB
- jump @MAIN_13
- //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
- //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
- //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
- :MS_SEB
- thread 'MSSEB'
- wait $DEFAULT_WAIT_TIME
- if and
- $SEB_PASSED == 2
- $INTRO_PASSED == 1
- jf @MSSEB_10
- marker.Disable($PIGPEN)
- jump @MSSEB_9
- end_thread
- :MSSEB_9
- wait $DEFAULT_WAIT_TIME
- if and
- $SEB_PASSED == 3
- $INTRO_PASSED == 1
- jf @MSSEB_10
- marker.Disable($TORRANO)
- end_thread
- :MSSEB_10
- if
- player.Defined($PLAYER_CHAR)
- jf @MSSEB_13
- if
- $ONMISSION == 0
- jf @MSSEB_13
- if
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2421.3333 -1224.2568 25.225 radius 1.0 1.0 2.0 on_foot
- jf @MSSEB_11
- if
- $INTRO_PASSED == 1
- jf @MSSEB_11
- if
- $SEB_PASSED == 0
- jf @MSSEB_11
- $ONMISSION = 1
- 02A3: enable_widescreen 1
- player.CanMove($PLAYER_CHAR) = False
- camera.SetPosition(2433.936, -1238.8729, 24.5956, 0.0, 0.0, 0.0)
- camera.PointAt(2426.9883, -1222.9888, 29.7869, 2)
- 00BA: show_text_styled GXT 'SEB1A' time 1000 style 2 // Big Smoke
- fade 0 2000
- wait 3000
- start_mission 2
- :MSSEB_11
- if
- player.Defined($PLAYER_CHAR)
- jf @MSSEB_13
- if
- $ONMISSION == 0
- jf @MSSEB_13
- if
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2421.3333 -1224.2568 25.225 radius 1.0 1.0 2.0 on_foot
- jf @MSSEB_12
- if
- $INTRO_PASSED == 1
- jf @MSSEB_12
- if
- $SEB_PASSED == 1
- jf @MSSEB_12
- $ONMISSION = 1
- 02A3: enable_widescreen 1
- player.CanMove($PLAYER_CHAR) = False
- camera.SetPosition(2433.936, -1238.8729, 24.5956, 0.0, 0.0, 0.0)
- camera.PointAt(2426.9883, -1222.9888, 29.7869, 2)
- 00BA: show_text_styled GXT 'SEB2A' time 1000 style 2 // Big Smoke
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- fade 0 2000
- wait 3000
- start_mission 3
- :MSSEB_12
- if
- player.Defined($PLAYER_CHAR)
- jf @MSSEB_13
- if
- $ONMISSION == 0
- jf @MSSEB_13
- if
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2353.2263 -1512.9612 24.0 radius 1.0 1.0 2.0 on_foot
- jf @MSSEB_13
- if
- $INTRO_PASSED == 1
- jf @MSSEB_13
- if
- $SEB_PASSED == 2
- jf @MSSEB_13
- $ONMISSION = 1
- player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- camera.SetPosition(2349.606, -1525.2246, 25.8385, 0.0, 0.0, 0.0)
- camera.PointAt(2353.8943, -1515.6243, 27.3608, 2)
- 00BA: show_text_styled GXT 'SEB3A' time 1000 style 2 // Big Smoke
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- fade 0 2000
- wait 3000
- start_mission 4
- :MSSEB_13
- jump @MS_SEB
- //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
- //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
- //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
- //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- :AUDIOL
- thread 'AUDIOL'
- 8@ = 0
- if
- 8@ == -1
- jf @AUDIOL_60
- 0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
- :AUDIOL_60
- if
- not $AUDIO_LINE_IS_ACTIVE == 0
- jf @AUDIOL_169
- if
- 2@ == 1
- jf @AUDIOL_162
- 040D: unload_wav 3@
- :AUDIOL_101
- if
- not $AUDIO_LINE_IS_ACTIVE == 0
- jf @AUDIOL_155
- if
- $1035 == 1
- jf @AUDIOL_144
- jump @AUDIOL_737
- :AUDIOL_144
- wait 0
- jump @AUDIOL_101
- :AUDIOL_155
- jump @AUDIOL_169
- :AUDIOL_162
- jump @AUDIOL_737
- :AUDIOL_169
- 05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short'
- 008B: 7@ = $ACTOR_SPEECH_WAV_FILE // (int)
- $AUDIO_LINE_IS_ACTIVE = 1
- :AUDIOL_192
- if
- $1035 == 1
- jf @AUDIOL_217
- jump @AUDIOL_662
- :AUDIOL_217
- 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
- :AUDIOL_280
- if
- 4@ == 0
- jf @AUDIOL_311
- 040D: unload_wav 3@
- 03CF: load_wav 7@ as 3@
- :AUDIOL_311
- if
- not Actor.Dead(0@)
- jf @AUDIOL_341
- 094E: set_actor 0@ mute_pain_audio 1
- 0A09: set_actor 0@ muted 1 // versionB
- :AUDIOL_341
- TIMERA = 0
- 8@ += 1
- jump @AUDIOL_651
- :AUDIOL_362
- if
- 03D0: wav 3@ loaded
- jf @AUDIOL_498
- if
- not Actor.Dead(0@)
- jf @AUDIOL_444
- if
- 894D: not actor 0@ mutally_active
- jf @AUDIOL_436
- if
- 1@ == 1
- jf @AUDIOL_436
- 0949: link_wav 3@ to_actor 0@
- :AUDIOL_436
- 0967: actor 0@ move_mouth 10000 ms
- :AUDIOL_444
- 03D1: play_wav 3@
- if
- 85AE: not 5@s == 'DUMMY' // @s == 'short'
- jf @AUDIOL_484
- 00BC: show_text_highpriority GXT 5@s time 10000 flag 1
- :AUDIOL_484
- 8@ += 1
- jump @AUDIOL_524
- :AUDIOL_498
- if
- TIMERA > 5000
- jf @AUDIOL_524
- 8@ += 1
- :AUDIOL_524
- jump @AUDIOL_651
- :AUDIOL_531
- if
- 03D0: wav 3@ loaded
- jf @AUDIOL_623
- if
- 03D2: wav 3@ ended
- jf @AUDIOL_577
- 8@ += 1
- jump @AUDIOL_616
- :AUDIOL_577
- if
- 056D: actor 0@ defined
- jf @AUDIOL_616
- if
- Actor.Dead(0@)
- jf @AUDIOL_616
- 8@ += 1
- :AUDIOL_616
- jump @AUDIOL_630
- :AUDIOL_623
- 8@ += 1
- :AUDIOL_630
- jump @AUDIOL_651
- :AUDIOL_637
- jump @AUDIOL_662
- jump @AUDIOL_651
- :AUDIOL_651
- wait 0
- jump @AUDIOL_192
- :AUDIOL_662
- if
- not Actor.Dead(0@)
- jf @AUDIOL_695
- 094F: enable_actor 0@ pain_audio
- 0A09: set_actor 0@ muted 0 // versionB
- 0968: actor 0@ stop_mouth
- :AUDIOL_695
- 040D: unload_wav 3@
- if
- 85AE: not 5@s == 'DUMMY' // @s == 'short'
- jf @AUDIOL_730
- 03D5: remove_text 5@s
- :AUDIOL_730
- $AUDIO_LINE_IS_ACTIVE = 0
- :AUDIOL_737
- end_thread
- :CLEANAU
- thread 'CLEANAU'
- TIMERA = 0
- $1035 = 1
- :CLEANAU_25
- if
- not $AUDIO_LINE_IS_ACTIVE == 0
- jf @CLEANAU_80
- wait 0
- if
- TIMERA > 2000
- jf @CLEANAU_73
- $AUDIO_LINE_IS_ACTIVE = 0
- :CLEANAU_73
- jump @CLEANAU_25
- :CLEANAU_80
- end_thread_named 'AUDIOL'
- $1035 = 0
- end_thread
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- //
- //:GUNS
- //thread 'GUN'
- //model.Load(#COLT45)
- //model.Load(#CHROMEGUN)
- //model.Load(#MICRO_UZI)
- //model.Load(#ARMOUR)
- //model.Load(#BURRITO)
- //model.Load(#FAM2)
- //038B: load_requested_models
- //04ED: load_animation "GANGS"
- //
- //0395: clear_area 1 at 2300.6248 -1641.2623 14.6695 radius 20.0
- //01E8: create_forbidden_for_cars_cube_cornerA 2294.3611 -1648.3184 14.873 cornerB 2310.3867 -1629.6853 20.5027
- //022B: create_forbidden_for_peds_cube_cornerA 2294.3611 -1648.3184 14.873 cornerB 2310.3867 -1629.6853 20.5027
- //
- //:GUN_8
- //wait 0
- //if and
- // model.Available(#COLT45)
- // model.Available(#CHROMEGUN)
- // model.Available(#MICRO_UZI)
- // model.Available(#ARMOUR)
- // model.Available(#BURRITO)
- // model.Available(#FAM2)
- // 04EE: animation "GANGS" loaded
- //jf @GUN_8
- //wait 50
- //if
- //00EC: actor $PLAYER_ACTOR sphere 0 near_point 2297.5483 -1634.0052 14.3208 radius 20.0 20.0
- //jf @GUN_8
- //if
- // $SEB_PASSED >= 0
- //jf @GUN_8
- //if
- // $ONMISSION == 0
- //jf @GUN_8
- //if
- //810F: not player $PLAYER_CHAR wanted_level > 0
- //jf @GUN_8
- //$GUNS_LB = actor.Create(CivMale, #FAM2,2295.1091, -1629.8566, 14.7343)
- //actor.Angle($GUNS_LB) = 268.3342
- //$GUNS_CAR = car.Create(#BURRITO, 2297.5483, -1634.0052, 14.3207)
- //car.Angle($GUNS_CAR) = 91.2481
- //02AC: set_car $GUNS_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
- //0519: set_car $GUNS_CAR locked 1
- //0812: AS_actor $GUNS_LB perform_animation "LEANIDLE" IFP_file "GANGS" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1
- //02AB: set_actor $GUNS_LB immunities BP 1 FP 1 EP 1 CP 1 MP 1
- //0638: AS_actor $GUNS_LB stay_put 1
- //end_thread
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
- :INTAL
- thread 'INTAL'
- 076C: set_zone 'IWD1' gang 0 density_to 40
- 076C: set_zone 'IWD2' gang 0 density_to 40
- 076C: set_zone 'IWD3A' gang 0 density_to 40
- 076C: set_zone 'IWD3B' gang 0 density_to 40
- 076C: set_zone 'IWD4' gang 0 density_to 40
- 076C: set_zone 'IWD5' gang 0 density_to 40
- 076C: set_zone 'ELS1A' gang 0 density_to 40
- 076C: set_zone 'ELS1B' gang 0 density_to 40
- 076C: set_zone 'ELS2' gang 0 density_to 40
- 076C: set_zone 'ELS3A' gang 0 density_to 40
- 076C: set_zone 'ELS3B' gang 0 density_to 40
- 076C: set_zone 'ELS4' gang 0 density_to 40
- 076C: set_zone 'ELCO1' gang 7 density_to 40
- 076C: set_zone 'ELCO2' gang 7 density_to 40
- 076C: set_zone 'GAN1' gang 1 density_to 40
- 076C: set_zone 'GAN2' gang 1 density_to 40
- 076C: set_zone 'GAN1' gang 0 density_to 40
- 076C: set_zone 'GAN2' gang 0 density_to 40
- 076C: set_zone 'SMB1' gang 1 density_to 40
- 076C: set_zone 'SMB2' gang 1 density_to 40
- 07FB: set_interior 'GYM1' access 0 // Ganton Gym
- 07FB: set_interior 'GYM2' access 0 // Cobra Marital Arts
- 07FB: set_interior 'GYM3' access 0 // Below the Belt Gym
- 07FB: set_interior 'CLOTHGP' access 0 // Zip
- 07FB: set_interior 'CSDESGN' access 0 // Victim
- 07FB: set_interior 'CSEXL' access 0 // Didier Sachs
- 07FB: set_interior 'FDREST1' access 0 // World of Coq
- 07FB: set_interior 'REST2' access 0 // Secret Valley
- 07FB: set_interior 'DINER1' access 0 // Diner
- 07FB: set_interior 'DINER2' access 0 // Diner
- 07FB: set_interior 'TSDINER' access 0 // Truck Stop
- 07FB: set_interior 'GF1' access 0
- 07FB: set_interior 'GF2' access 0
- 07FB: set_interior 'GF3' access 0
- 07FB: set_interior 'GF4' access 0
- 07FB: set_interior 'GF5' access 0
- 07FB: set_interior 'GF6' access 0
- 07FB: set_interior 'AMMUN1' access 0 // Ammu-Nation
- 07FB: set_interior 'AMMUN2' access 0 // Ammu-Nation
- 07FB: set_interior 'AMMUN3' access 0 // Ammu-Nation
- 07FB: set_interior 'AMMUN4' access 0 // Ammu-Nation
- 07FB: set_interior 'AMMUN5' access 0 // Ammu-Nation
- 07FB: set_interior 'BARBERS' access 0 // Barber
- 07FB: set_interior 'BARBER2' access 0 // Barber
- 07FB: set_interior 'BARBER3' access 0 // Barber
- 07FB: set_interior 'FDPIZA' access 0 // Pizza Stack
- 07FB: set_interior 'FDCHICK' access 0 // Cluckin' Bell
- 07FB: set_interior 'FDBURG' access 0 // Burger Shot
- 07FB: set_interior 'TATTOO' access 0 // Tattoo Parlor
- 07FB: set_interior 'CSCHP' access 0 // Binco
- 07FB: set_interior 'CSSPRT' access 0 // Pro-Laps
- 07FB: set_interior 'LACS1' access 0 // Sub Urban
- 07FB: set_interior 'BAR1' access 0 // Club
- 07FB: set_interior 'BAR2' access 0 // Bar
- 07FB: set_interior 'UFOBAR' access 0 // Lil' Probe Inn
- 07FB: set_interior 'PDOMES' access 0 // The Pleasure Domes
- 07FB: set_interior 'PDOMES2' access 0 // The Pleasure Domes
- 07FB: set_interior 'MADDOGS' access 0 // Madd Dogg's Crib
- 07FB: set_interior 'MDDOGS' access 0 // Madd Dogg's Crib
- 07FB: set_interior 'RCPLAY' access 0 // Zero's RC Shop
- 07FB: set_interior 'PAPER' access 0 // Planning Department
- 07FB: set_interior 'ABATOIR' access 0 // Sindacco Abattoir
- 07FB: set_interior 'LACRAK' access 0 // Crack Den
- 07FB: set_interior 'LAHS1A' access 0 // House
- 07FB: set_interior 'MOTEL2' access 0 // Motel
- 07FB: set_interior 'MOTEL1' access 0 // Jefferson Motel
- 07FB: set_interior 'GENOTB' access 0 // Inside Track Betting
- 07FB: set_interior 'DAMIN' access 0 // Generator Hall
- 07FB: set_interior 'DAMOUT' access 0
- 07FB: set_interior 'JUMP1' access 0 // Caligula's Roof
- 07FB: set_interior 'JUMP2' access 0 // Caligula's Roof
- 07FB: set_interior 'MAFCAS' access 0 // Caligula's Casino
- 07FB: set_interior 'MAFCAS2' access 0 // Penthouse Suites
- 07FB: set_interior 'CARMOD1' access 0 // TransFender
- 07FB: set_interior 'CARMOD2' access 0 // Loco Low Co.
- 07FB: set_interior 'CARMOD3' access 0 // Wheel Arch Angels
- 07FB: set_interior 'GANG' access 0 // Vagos Gang House
- 07FB: set_interior 'CARLS' access 0 // The Johnson House
- 07FB: set_interior 'DESHOUS' access 0 // Abandoned AC tower
- 04AE: $ICON_SEB = 38 // = constant
- 04AE: $ICON_LOCO = 46 // = constant
- 04AE: $ICON_CHULO = 23 // = constant
- 04AE: $ICON_GOLDO = 34 // = constant
- 04AE: $ICON_STRANGER = 37 // = constant
- 04AE: $ICON_MONEY = 52 // = constant
- 04AE: $ICON_CRACK = 47 // = constant
- 04AE: $ICON_CAI = 24 // = constant
- 04AE: $ICON_TORRANO = 25 // = constant
- 04AE: $ICON_CARCITY = 26 // = constant
- 04AE: $ICON_MANHUNT = 13 // = constant
- 04AE: $ICON_DIRECTOR = 18 // = constant
- 04AE: $ICON_JAIL = 30 // = constant
- 04AE: $ICON_PROPERTY = 31 // = constant
- 04AE: $ICON_GROVE = 62 // = constant
- 04AE: $INTRO_PASSED = 0
- 04AE: $SEB_PASSED = 0
- 04AE: $STING = 73
- 04AE: $HUNGVK = 74
- 04AE: $RAPTOR = 75
- 04AE: $COLTSNUB = 76
- 04AE: $COLTGOLD = 77
- 04AE: $AKGOLD = 78
- 04AE: $VIPERSILV = 79
- 04AE: $VIPERGOLD = 80
- 04AE: $TOMMYGUN = 81
- end_thread
- //-------------Mission 1---------------
- //\
- :INTRO
- thread 'INTRO'
- gosub @INTRO_49
- if
- wasted_or_busted
- else_jump @INTRO_38
- gosub @INTRO_2076
- :INTRO_38
- $ONMISSION = 0
- mission_cleanup
- end_thread
- :INTRO_49
- increment_mission_attempts
- Model.Load(#REMINGTN)
- Model.Load(#SEBAS)
- 038B: load_requested_models
- 07C0: load_path 1
- 02A3: enable_widescreen 1
- 054C: use_GXT_table 'INTRO1'
- 03DE: set_pedestrians_density_multiplier_to 0.1
- 01EB: set_traffic_density_multiplier_to 0.1
- Player.CanMove($PLAYER_CHAR) = False
- 041E: set_radio_station 11
- :INTRO_102
- wait 0
- if and
- Model.Available(#REMINGTN)
- Model.Available(#SEBAS)
- 07C1: path 1 available
- else_jump @INTRO_102
- 0@ = Car.Create(#REMINGTN, 2612.785, -1607.189, 19.3758)
- Camera.SetPosition(2634.659, -1639.211, 34.173, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- 0229: set_car 0@ primary_color_to 0 secondary_color_to 0
- 1@ = Actor.CreateAsDriver(CivMale, #SEBAS, 0@)
- 0430: put_actor $PLAYER_ACTOR into_car 0@ passenger_seat 0
- wait 2000
- 0705: car 0@ assign_to_path 1 and_drive_normal
- 00AE: set_car 0@ traffic_behaviour_to 0
- Car.SetMaxSpeed(0@, 3.0)
- wait 1000
- fade 1 2000
- wait 4000
- Camera.SetPosition(2454.525, -1623.861, 18.4674, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- wait 10000
- Camera.SetPosition(2335.121, -1571.676, 24.4827, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- wait 2000
- Camera.SetPosition(2324.1873, -1506.8694, 26.8437, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- :INTRO_464
- wait 0
- if
- 00FE: actor 1@ sphere 0 in_sphere 2351.003 -1477.97 23.9533 radius 15.0 15.0 15.0
- else_jump @INTRO_464
- 0873: release_path 1
- fade 0 3000
- wait 3000
- 0395: clear_area 1 at 2362.297 -1477.086 23.905 radius 100.0
- 02E4: load_cutscene_data 'INTRO'
- :INTRO_576
- if
- 86B9: not cutscene_data_loaded
- else_jump @INTRO_600
- wait 0
- jump @INTRO_576
- :INTRO_600
- 02E7: start_cutscene
- fade 1 1000
- :INTRO_609
- if
- 82E9: not cutscene_reached_end
- else_jump @INTRO_633
- wait 0
- jump @INTRO_609
- :INTRO_633
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 0
- :INTRO_646
- if
- fading
- else_jump @INTRO_670
- wait 0
- jump @INTRO_646
- :INTRO_670
- 02EA: end_cutscene
- 05D6: clear_scmpath
- 05D7: add_point_to_scmpath 2370.949 -1477.291 23.6076
- 05D7: add_point_to_scmpath 2403.9358 -1474.8381 23.4329
- 05D7: add_point_to_scmpath 2429.2812 -1481.2151 23.4509
- 05D7: add_point_to_scmpath 2429.7009 -1500.481 23.4621
- Player.CanMove($PLAYER_CHAR) = False
- Camera.Restore_WithJumpCut
- 02A3: enable_widescreen 0
- 05EC: release_car 0@ from_path
- Car.PutAt(0@, 2370.949, -1477.291, 23.6076)
- Car.Angle(0@) = 270.0887
- 0362: remove_actor 1@ from_car_and_place_at 2369.854 -1476.351 23.8713
- 0972: put_actor 1@ at 2369.854 -1476.351 23.8713 no_offset
- Actor.Angle(1@) = 85.4488
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2368.238 -1476.295 23.872
- 0972: put_actor $PLAYER_ACTOR at 2368.238 -1476.295 23.872 no_offset
- Actor.Angle($PLAYER_ACTOR) = 273.3437
- 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -2
- 074D: AS_actor 1@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
- Camera.SetPosition(2365.132, -1472.901, 23.8798, 0.0, 0.0, 0.0)
- Camera.OnPed(1@, 15, 2)
- wait 2000
- fade 1 3000
- wait 4000
- 00BC: show_text_highpriority GXT 'INTAL' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- 05C2: AS_actor 1@ show_the_finger
- wait 1000
- 05CB: AS_actor 1@ enter_car 0@ as_driver 10000 ms
- wait 2000
- 06BB: set_actor 1@ drive_car 0@ speed 20.0 along_SCM_path
- wait 2750
- fade 0 2000
- wait 2000
- Car.RemoveReferences(0@)
- Car.Destroy(0@)
- Actor.DestroyInstantly(1@)
- Actor.PutAt($PLAYER_ACTOR, 2352.796, -1473.046, 23.8719)
- Actor.Angle($PLAYER_ACTOR) = 91.5596
- Camera.SetPosition(2347.834, -1470.324, 23.9112, 0.0, 0.0, 0.0)
- Camera.OnPed($PLAYER_ACTOR, 15, 2)
- 0460: set_camera_transverse_delay 0.0 time 25000
- wait 4000
- fade 1 2000
- wait 2000
- Camera.SetPosition(2347.813, -1480.316, 24.0, 0.0, 0.0, 0.0)
- Camera.OnPed($PLAYER_ACTOR, 15, 1)
- wait 7000
- fade 0 3000
- wait 3000
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- Model.Load(#CLOVER)
- Model.Load(#WMYPIZZ)
- Model.Load(#CELLPHONE)
- 038B: load_requested_models
- :INTRO_1128
- wait 0
- if and
- Model.Available(#CLOVER)
- Model.Available(#WMYPIZZ)
- Model.Available(#CELLPHONE)
- else_jump @INTRO_1128
- 0@ = Car.Create(#CLOVER, 2390.831, -1488.273, 23.4527)
- Car.Angle(0@) = 90.6062
- 2@ = Actor.CreateAsDriver(Gang1, #WMYPIZZ, 0@)
- wait 1000
- fade 1 1000
- 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
- wait 2500
- :INTRO_1299
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @INTRO_1299
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAM' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 7000 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- 040D: unload_wav 2
- 03CF: load_wav 7001 as 2
- :INTRO_1387
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @INTRO_1387
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAN' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 7001 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 2 0
- 040D: unload_wav 1
- 03CF: load_wav 7003 as 1
- wait 3997
- :INTRO_1390
- wait 0
- if
- actor.Dead($PLAYER_ACTOR)
- jf @INTRO_1391
- jump @INTRO_2076
- :INTRO_1391
- 00BE: text_clear_all
- wait 0
- 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
- wait 2000
- Camera.SetPosition(2400.283, -1494.356, 23.8349, 0.0, 0.0, 0.0)
- Camera.OnVehicle(0@, 15, 2)
- 0615: define_AS_pack_begin 15@
- 0633: AS_actor -1 exit_car
- 05D3: AS_actor -1 goto_point 2396.646 -1504.694 23.8349 mode 4 time 100000 ms // versionA
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 2@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAO' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 7002 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- wait 6000
- 00BC: show_text_highpriority GXT 'INTBB' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- Player.CanMove($PLAYER_CHAR) = True
- 1@ = Marker.CreateAboveCar(0@)
- Marker.SetColor(1@, 4)
- Actor.PutAt(2@, 0.0, 0.0, 0.0)
- :INTRO_1392
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @INTRO_1392
- if
- 0206: actor $PLAYER_ACTOR near_car 0@ radius 8.0 8.0 8.0 flag 0 on_foot
- jf @INTRO_1392
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAP' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 7003 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- jump @INTRO_1393
- :INTRO_1393
- wait 0
- if
- Actor.InCar($PLAYER_ACTOR, 0@)
- else_jump @INTRO_1393
- Marker.Disable(1@)
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- wait 1000
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 2392.469 -1494.473 23.8349 mode 7 time 100000 ms // versionA
- 05C2: AS_actor -1 show_the_finger
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 2@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- Camera.SetPosition(2385.57, -1485.935, 24.0, 0.0, 0.0, 0.0)
- Camera.PointAt(2395.797, -1497.721, 23.8349, 2)
- Actor.PutAt(2@, 2396.646, -1504.694, 23.8349)
- wait 1000
- fade 1 2000
- wait 1000
- 00BE: text_clear_all
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAQ' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 7004 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- :INTRO_1502
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @INTRO_1502
- 0633: AS_actor $PLAYER_ACTOR exit_car
- fade 0 2000
- wait 2000
- wait 1000
- Actor.Health(2@) = 115
- 1@ = Marker.CreateAboveActor(2@)
- Marker.SetColor(1@, 0)
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- fade 1 1000
- wait 1000
- 00BC: show_text_highpriority GXT 'INTAS' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
- Player.CanMove($PLAYER_CHAR) = True
- :INTRO_1673
- wait 0
- if
- Car.Wrecked(0@)
- else_jump @INTRO_1700
- //the car was wrecked!
- jump @INTRO_2076
- :INTRO_1700
- if
- actor.Dead(2@)
- else_jump @INTRO_1673
- Marker.Disable(1@)
- :INTRO_1801
- fade 0 1000
- wait 1000
- 0395: clear_area 1 at 2390.577 -1503.011 23.8349 radius 100.0
- 02E4: load_cutscene_data 'KILPI'
- :INTRO_1869
- if
- 86B9: not cutscene_data_loaded
- else_jump @INTRO_1893
- wait 0
- jump @INTRO_1869
- :INTRO_1893
- 02E7: start_cutscene
- fade 1 1000
- :INTRO_1902
- if
- 82E9: not cutscene_reached_end
- else_jump @INTRO_1926
- wait 0
- jump @INTRO_1902
- :INTRO_1926
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 0
- :INTRO_1939
- if
- fading
- else_jump @INTRO_1963
- wait 0
- jump @INTRO_1939
- :INTRO_1963
- 02EA: end_cutscene
- wait 1000
- fade 1 2000
- 4@ = Marker.CreateAboveCar(0@)
- 00BC: show_text_highpriority GXT 'INTAW' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- Camera.Restore_WithJumpCut
- Camera.SetBehindPlayer
- :INTRO_1994
- wait 0
- if
- Actor.InCar($PLAYER_ACTOR, 0@)
- else_jump @INTRO_1994
- Marker.Disable(4@)
- 018A: 5@ = create_checkpoint_at 2357.1152 -1710.504 13.2882
- 00BC: show_text_highpriority GXT 'INTAX' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- //go home.
- :INTRO_1995
- wait 0
- if
- car.Wrecked(0@)
- jf @INTRO_1996
- //the car was wrecked!
- jump @INTRO_2076
- :INTRO_1996
- if
- 0100: actor $PLAYER_ACTOR in_sphere 2357.1152 -1710.504 13.2882 radius 4.0 4.0 4.0 sphere 1 in_car
- jf @INTRO_1995
- marker.Disable(5@)
- 06C7: AS_actor $PLAYER_ACTOR driver_of_car 0@ perform_action 6 timelimit 2000000
- player.CanMove($PLAYER_CHAR) = false
- fade 0 1000
- wait 1000
- camera.SetPosition(2357.0747, -1725.2726, 13.5391, 0.0, 0.0, 0.0)
- camera.PointAt(2361.2153, -1715.948, 14.924, 2)
- 02A3: enable_widescreen 1
- wait 1000
- fade 1 1000
- //this is your safe house.
- //come here for accesories, weapons, and to save your progress.
- 03E5: show_text_box 'INTAY' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
- wait 6000
- fade 0 2000
- wait 2000
- camera.Restore_WithJumpCut()
- 02A3: enable_widescreen 0
- player.CanMove($PLAYER_CHAR) = True
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2355.2705 -1713.6254 13.5696
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 178.785
- wait 2000
- fade 1 2000
- wait 2000
- 03E6: remove_text_box
- car.RemoveReferences(0@)
- //go inside.
- :INTRO_1997
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2255.9033 -1643.9048 1014.5069 radius 1.0 1.0 2.0 on_foot
- jf @INTRO_1997
- select_interior 4
- 0860: link_actor $PLAYER_ACTOR to_interior 4
- actor.PutAt($PLAYER_ACTOR, 2255.396, -1645.6006, 1014.5069)
- player.CanMove($PLAYER_CHAR) = False
- fade 0 500
- wait 1000
- camera.SetPosition(2262.8777, -1648.1731, 1014.5143, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- 0460: set_camera_transverse_delay 0.0 time 30000
- fade 1 2000
- wait 2000
- //This is your pad
- 03E5: show_text_box 'INTAZ' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
- wait 4000
- camera.SetPosition(2261.8123, -1645.1212, 1014.5143, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 1)
- //Yet, this won't be the only property you'll be able to stay in.
- wait 5000
- camera.SetPosition(2259.2322, -1650.6149, 1014.5069, 0.0, 0.0, 0.0)
- camera.PointAt(2255.1665, -1651.4249, 1014.4599, 2)
- 03E5: show_text_box 'INTBA' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
- // all safe houses will contain a bed to save your game.
- wait 7000
- 03E6: remove_text_box
- fade 0 2000
- wait 2000
- camera.Restore_WithJumpCut()
- player.CanMove($PLAYER_CHAR) = True
- wait 1000
- fade 1 1000
- wait 1000
- 03E6: remove_text_box
- :INTRO_1998
- 0318: set_latest_mission_passed 'INTRO'
- 01E3: show_text_1number_styled GXT 'M_PASSS' number 0 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
- 0998: add_respect 5
- Player.ClearWantedLevel($PLAYER_CHAR)
- marker.CreateIconAndSphere($PIGPEN,$ICON_SEB, 2421.3333, -1224.2568, 25.225)
- 0394: play_music 1
- $INTRO_PASSED = 1
- create_thread @MS_SEB
- //create_thread @GUNS
- return
- :INTRO_2076
- 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
- mission_cleanup
- return
- //-------------Mission 2---------------
- // Originally: Initial 1
- :SEB1A
- thread 'SEB1A'
- gosub @SEB1A_40
- if
- wasted_or_busted
- jf @SEB1A_38
- gosub @SEB1A_18145
- :SEB1A_38
- $ONMISSION = 0
- mission_cleanup
- end_thread
- :SEB1A_40
- increment_mission_attempts
- 02A3: enable_widescreen 1
- 054C: use_GXT_table 'SEB1A'
- 0395: clear_area 1 at 2429.4312 -1224.4052 24.998 radius 9.0
- model.Load(#SEBAS)
- model.Load(#HECK1)
- model.Load(#VMAFF1)
- model.Load(#VMAFF2)
- model.Load(#MAFBOSS)
- model.Load(#PEREN)
- model.Load(#ADMIRAL)
- model.Load(#BAT)
- 038B: load_requested_models
- 048F: actor $PLAYER_ACTOR remove_weapons
- camera.SetPosition(2425.342, -1226.3645, 25.1327, 0.0, 0.0, 0.0)
- camera.PointAt(2433.0481, -1233.3494, 24.2155, 2)
- player.CanMove($PLAYER_CHAR) = False
- :SEB1A_41
- wait 0
- if
- player.Defined($PLAYER_CHAR)
- jf @SEB1A_41
- if and
- model.Available(#SEBAS)
- model.Available(#HECK1)
- model.Available(#VMAFF1)
- model.Available(#VMAFF2)
- model.Available(#MAFBOSS)
- model.Available(#PEREN)
- model.Available(#ADMIRAL)
- model.Available(#BAT)
- jf @SEB1A_41
- wait 500
- actor.Create(0@, CivMale, #VMAFF1, 2432.7573, -1224.5236, 25.2712)
- actor.Angle(0@) = 0.9087
- 1@ = actor.Create(CivMale, #VMAFF2, 2434.8313, -1224.0769, 25.1098)
- actor.Angle(1@) = 1.4309
- 2@ = actor.create(CivMale, #SEBAS, 2431.7009, -1229.252, 25.127)
- actor.Angle(2@) = 117.4465
- actor.PutAt($PLAYER_ACTOR, 2430.3271, -1230.2966, 24.907)
- actor.Angle($PLAYER_ACTOR) = 303.7538
- 3@ = car.Create(#PEREN, 2429.4319, -1224.4047, 24.9993)
- car.Angle(3@) = 0.1327
- 074D: AS_actor 2@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
- 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 2@ timelimit -2
- wait 2000
- fade 1 2000
- wait 2000
- :SEB1A_42
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_42
- 00BE: text_clear_all
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A07' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5000 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- 0812: AS_actor 2@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- jump @SEB1A_43
- :SEB1A_43
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_43
- 00BE: text_clear_all
- wait 50
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A08' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5001 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- 0812: AS_actor 2@ perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- jump @SEB1A_44
- :SEB1A_44
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_44
- 00BE: text_clear_all
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A09' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5002 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- wait 1500
- 05CA: AS_actor 0@ enter_car 3@ passenger_seat 1 time 10000
- 05CA: AS_actor 1@ enter_car 3@ passenger_seat 2 time 10000
- jump @SEB1A_45
- :SEB1A_45
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_45
- 05CA: AS_actor 2@ enter_car 3@ passenger_seat 0 time 10000
- wait 3000
- fade 0 1000
- wait 1000
- camera.Restore_WithJumpCut()
- 02A3: enable_widescreen 0
- player.CanMove($PLAYER_CHAR) = TRUE
- 02AB: set_actor 2@ immunities BP 0 FP 1 EP 1 CP 1 MP 1
- 02AB: set_actor 1@ immunities BP 0 FP 1 EP 1 CP 1 MP 1
- 02AB: set_actor 0@ immunities BP 0 FP 1 EP 1 CP 1 MP 1
- 054A: set_actor 2@ can_be_shot_in_a_car 0
- 054A: set_actor 1@ can_be_shot_in_a_car 0
- 054A: set_actor 0@ can_be_shot_in_a_car 0
- wait 1000
- fade 1 2000
- wait 2000
- 00BC: show_text_highpriority GXT 'SE1A10' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- marker.CreateAboveCar(5@, 3@)
- //text: Go pick up the throwaway vehicle.
- :SEB1A_CAR
- wait 0
- if
- 00DB: actor $PLAYER_ACTOR in_car 3@
- jf @SEB1A_CAR
- 018A: 4@ = create_checkpoint_at 2137.6252 -1281.7672 24.7147
- marker.Disable(5@)
- 03D5: remove_text 'SE1A10' // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
- 00BC: show_text_highpriority GXT 'SE1A11' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- jump @SEB1A_46
- :SEB1A_46
- wait 0
- if or
- actor.Dead(1@)
- actor.Dead(0@)
- jf @SEB1A_47
- marker.Disable(4@)
- //A wise guy got killed!
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'SE1B03' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- jump @SEB1A_18145
- :SEB1A_47
- if
- actor.Dead(2@)
- jf @SEB1A_48
- //Sebastian Died!
- marker.Disable(4@)
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'SE1B04' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- jump @SEB1A_18145
- :SEB1A_48
- if
- car.Wrecked(3@)
- jf @SEB1A_49
- marker.Disable(4@)
- //the car got wrecked!
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'SE1B05' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- jump @SEB1A_18145
- :SEB1A_49
- if
- 80DB: not actor $PLAYER_ACTOR in_car 3@
- jf @SEB1A_50
- //get back in the car!
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'SE1A12' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- marker.CreateAboveCar(5@, 3@)
- marker.Disable(4@)
- jump @SEB1A_CAR2
- :SEB1A_CAR2
- wait 0
- if
- 00DB: actor $PLAYER_ACTOR in_car 3@
- jf @SEB1A_CAR2
- 00BE: text_clear_all
- marker.Disable(5@)
- 018A: 4@ = create_checkpoint_at 2137.6252 -1281.7672 24.7147
- 00BC: show_text_highpriority GXT 'SE1A11' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- jump @SEB1A_50
- :SEB1A_50
- if
- 0100: actor $PLAYER_ACTOR in_sphere 2137.6262 -1281.7603 24.7133 radius 4.0 4.0 4.0 sphere 1 in_car
- jf @SEB1A_46
- marker.Disable(4@)
- 06C7: AS_actor $PLAYER_ACTOR driver_of_car 3@ perform_action 6 timelimit 2000000
- player.CanMove($PLAYER_CHAR) = False
- fade 0 2000
- wait 2000
- camera.SetPosition(2140.5254, -1293.1121, 23.9803, 0.0, 0.0, 0.0)
- camera.OnVehicle(3@, 15, 2)
- 02A3: enable_widescreen 1
- wait 1000
- fade 1 1000
- wait 1000
- :SEB1A_51
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_51
- 00BE: text_clear_all
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A13' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5004 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- wait 2000
- 0633: AS_actor $PLAYER_ACTOR exit_car
- camera.SetPosition(2140.5254, -1293.1121, 23.9803, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- :SEB1A_52
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_52
- 00BE: text_clear_all
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A14' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5005 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- wait 1000
- 0676: AS_actor 2@ in_car 3@ move_from_passengerseat_to_driverseat
- wait 2000
- 06C7: AS_actor 2@ driver_of_car 3@ perform_action 3 timelimit 1000
- car.SetMaxSpeed(3@, 1.0)
- wait 500
- fade 0 1000
- wait 1000
- car.Destroy(3@)
- actor.DestroyInstantly(2@)
- actor.DestroyInstantly(1@)
- actor.DestroyInstantly(0@)
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- camera.SetPosition(2125.0439, -1308.2875, 25.2344, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- 02A3: enable_widescreen 0
- 03BA: clear_cars_from_cube_cornerA 2189.2676 -1310.4949 23.9844 cornerB 2075.2095 -1291.4916 27.8203
- 0395: clear_area 0 at 2142.7336 -1297.2198 23.8281 radius 50.0
- 0395: clear_area 0 at 2116.1243 -1299.8981 23.819 radius 50.0
- actor.PutAt($PLAYER_ACTOR, 2127.3552, -1289.5385, 24.8887)
- actor.Angle($PLAYER_ACTOR) = 182.7682
- actor.RemoveReferences(0@)
- actor.RemoveReferences(1@)
- actor.RemoveReferences(2@)
- car.Create(6@, #ADMIRAL, 2179.042, -1298.095, 23.8987)
- car.Angle(6@) = 91.3421
- actor.CreateAsDriver(0@, CivMale, #VMAFF1,6@)
- wait 500
- fade 1 1000
- wait 1000
- car.DriveTo(6@, 2137.9004, -1296.5016, 23.5766)
- 00AF: set_car 6@ driver_behaviour_to 5
- 05C0: AS_actor $PLAYER_ACTOR look_at_car 6@ 10000 ms
- :SEB1A_53
- wait 0
- if
- 0100: actor 0@ in_sphere 2137.9004 -1296.5016 23.5766 radius 2.0 2.0 2.0 sphere 0 in_car
- jf @SEB1A_53
- 06C7: AS_actor 0@ driver_of_car 6@ perform_action 6 timelimit 2000000
- 0647: AS_actor $PLAYER_ACTOR clear_look_task
- wait 900
- 0633: AS_actor 0@ exit_car
- wait 975
- 05C8: AS_actor 0@ look_around
- wait 1000
- 05D3: AS_actor 0@ goto_point 2115.2261 -1294.2794 23.9748 mode 4 time 10000 ms // versionA
- wait 3000
- fade 0 1000
- wait 1000
- actor.DestroyInstantly(0@)
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- player.CanMove($PLAYER_CHAR) = True
- marker.CreateAboveCar(7@, 6@)
- marker.SetColor(7@, 4)
- wait 1000
- fade 1 1000
- wait 2000
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A15' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5005 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- :SEB1A_54
- wait 0
- if
- actor.InCar($PLAYER_ACTOR, 6@)
- jf @SEB1A_54
- 00BC: show_text_highpriority GXT 'SE1A16' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- marker.Disable(7@)
- 018A: 8@ = create_checkpoint_at 2515.7268 -1188.641 52.5762
- :SEB1A_CAR3
- wait 0
- if
- car.Wrecked(6@)
- jf @SEB1A_55
- //The Throwaway got wrecked!
- 00BC: show_text_highpriority GXT 'SE1B05' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- jump @SEB1A_18145
- :SEB1A_55
- wait 0
- if
- 0100: actor $PLAYER_ACTOR in_sphere 2515.7268 -1188.641 52.5762 radius 4.0 4.0 4.0 sphere 1 in_car
- jf @SEB1A_CAR3
- 06C7: AS_actor $PLAYER_ACTOR driver_of_car 6@ perform_action 6 timelimit 2000000
- player.CanMove($PLAYER_CHAR) = False
- actor.RemoveReferences(0@)
- marker.Disable(8@)
- fade 0 500
- wait 1000
- model.Load(#MAFFA)
- model.Load(#MAFFB)
- model.Load(#COLT45)
- model.Load(#BRASSKNUCKLE)
- 038B: load_requested_models
- actor.Create(0@, Mission1,#MAFBOSS, 2524.4143, -1211.4535, 50.2812)
- actor.Angle(0@) = 89.2569
- :SEB1A_56
- wait 0
- if and
- model.Available(#MAFFA)
- model.Available(#MAFFB)
- model.Available(#COLT45)
- model.Available(#BRASSKNUCKLE)
- jf @SEB1A_56
- wait 500
- actor.Create(1@, Mission1, #MAFFA, 2520.6289, -1213.3413, 50.315)
- actor.Angle(1@) = 289.792
- actor.Create(2@, Mission1, #MAFFB, 2520.2109, -1210.7931, 50.2969)
- actor.Angle(2@) = 256.6827
- actor.GiveWeaponAndAmmo(0@, Pistol, 9999)
- 018A: 10@ = create_checkpoint_at 2523.5093 -1212.1129 50.2812
- marker.SetColor(10@, 0)
- actor.GiveWeaponAndAmmo($PLAYER_ACTOR, BaseballBat, 1)
- 05CD: AS_actor $PLAYER_ACTOR exit_car 6@
- fade 1 1000
- player.CanMove($PLAYER_CHAR) = True
- wait 1000
- 00BC: show_text_highpriority GXT 'SE1A16' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- //Go to Richie Razor's patio...
- :SEB1A_57
- wait 0
- if
- 0104: actor $PLAYER_ACTOR near_actor 1@ radius 6.0 6.0 6.0 sphere 0
- jf @SEB1A_57
- marker.Disable(10@)
- fade 0 500
- player.CanMove($PLAYER_CHAR) = False
- wait 1000
- camera.SetPosition(2528.5852, -1216.5677, 50.9321, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- 0460: set_camera_transverse_delay 0.0 time 30000
- 02A3: enable_widescreen 1
- wait 500
- fade 1 1000
- wait 1000
- camera.SetPosition(2514.2971, -1218.729, 50.9303, 0.0, 0.0, 0.0)
- camera.PointAt(2526.3198, -1211.9673, 50.2812, 1)
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 2517.2393 -1211.1488 50.3606 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 2517.6702 -1212.2786 50.3661 mode 4 time -1 ms // versionA
- 0A1D: AS_actor -1 rotate_to_and_look_at_actor 0@
- 0616: define_AS_pack_end 15@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AU' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5006 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- jump @SEB1A_58
- :SEB1A_58
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_58
- 0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR
- 0A1D: AS_actor 1@ rotate_to_and_look_at_actor $PLAYER_ACTOR
- 0A1D: AS_actor 2@ rotate_to_and_look_at_actor $PLAYER_ACTOR
- wait 1000
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AV' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5007 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- jump @SEB1A_59
- :SEB1A_59
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_59
- wait 1000
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AW' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5008 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- 0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- camera.SetPosition(2510.5996, -1208.4272, 51.4855, 0.0, 0.0, 0.0)
- camera.PointAt(2526.3198, -1211.9673, 50.2812, 2)
- jump @SEB1A_60
- :SEB1A_60
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_60
- 0687: clear_actor $PLAYER_ACTOR task
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_BB' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5009 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- 0812: AS_actor 0@ perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB
- camera.SetPosition(2510.3818, -1213.9406, 50.2355, 0.0, 0.0, 0.0)
- camera.PointAt(2526.3198, -1211.9673, 50.2812, 1)
- wait 1000
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 2524.5605 -1213.9222 50.2812 mode 7 time 3000 ms // versionA
- 05BC: AS_actor -1 jump 1
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 0@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- wait 1000
- 05D9: AS_actor 1@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.0
- 05D9: AS_actor 2@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.0
- wait 2000
- jump @SEB1A_61
- :SEB1A_61
- fade 0 1000
- wait 1000
- 02A3: enable_widescreen 0
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- actor.GiveWeaponAndAmmo(2@, BrassKnuckles, 1)
- actor.GiveWeaponAndAmmo(1@, BaseballBat, 1)
- marker.CreateAboveActor(11@, 1@)
- marker.CreateAboveActor(12@, 2@)
- marker.SetColor(11@, 0)
- marker.SetColor(12@, 0)
- player.CanMove($PLAYER_CHAR) = True
- wait 1000
- fade 1 500
- wait 500
- 00BC: show_text_highpriority GXT 'SEB_AX' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
- :SEB1A_62
- wait 0
- if
- actor.Dead(1@)
- jf @SEB1A_63
- marker.Disable(11@)
- jump @SEB1A_63
- :SEB1A_63
- if
- actor.Dead(2@)
- jf @SEB1A_64
- marker.Disable(12@)
- jump @SEB1A_64
- :SEB1A_64
- if and
- actor.Dead(1@)
- actor.Dead(2@)
- jf @SEB1A_62
- wait 500
- fade 0 500
- wait 1000
- camera.SetPosition(2539.0789, -1220.744, 49.9352, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- actor.PutAt(0@, 2531.4788, -1217.6458, 48.1014)
- actor.Angle(0@) = 89.9267
- actor.PutAt($PLAYER_ACTOR, 2526.9006, -1213.9247, 50.1212)
- actor.Angle($PLAYER_ACTOR) = 188.6276
- player.CanMove($PLAYER_CHAR) = False
- 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ 30000 ms
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 2527.1794 -1218.6515 46.959 mode 7 time 3000 ms // versionA
- 0616: define_AS_pack_end 15@
- wait 1000
- fade 1 500
- 0618: assign_actor 0@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- wait 500
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AY' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5010 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB
- wait 1000
- :SEB1A_65
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB1A_65
- camera.SetPosition(2516.5386, -1226.2369, 46.2612, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- 0668: AS_actor 0@ rotate_and_shoot_at 2527.884 -1215.4589 49.7641 2000 ms
- 04EB: AS_actor $PLAYER_ACTOR crouch 1
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AZ' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 5011 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- wait 2000
- 04EB: AS_actor $PLAYER_ACTOR crouch 0
- 05D3: AS_actor 0@ goto_point 2507.9839 -1219.3323 39.5539 mode 7 time 3000 ms // versionA
- wait 2000
- fade 0 500
- wait 500
- 05D6: clear_scmpath
- 05D7: add_point_to_scmpath 2509.2944 -1219.1821 40.085
- 05D7: add_point_to_scmpath 2504.9602 -1223.4402 38.333
- 05D7: add_point_to_scmpath 2504.7986 -1241.5937 36.1188
- 05D7: add_point_to_scmpath 2503.9829 -1299.2345 34.8516
- 05D7: add_point_to_scmpath 2503.8906 -1309.9324 34.8483
- 05D7: add_point_to_scmpath 2481.9812 -1310.1034 34.8532
- 05D7: add_point_to_scmpath 2480.8862 -1352.1285 34.8593
- 05D7: add_point_to_scmpath 2497.9246 -1352.8065 38.6685
- player.CanMove($PLAYER_CHAR) = True
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- 02A3: enable_widescreen 0
- 05D8: AS_assign_scmpath to_actor 0@ flags 6 0
- marker.CreateAboveActor(13@, 0@)
- marker.SetColor(13@, 0)
- fade 1 500
- wait 1000
- 087E: set_actor 0@ weapon_droppable 0
- 00BC: show_text_highpriority GXT 'SEB_BC' time 3000 flag 1 // ~s~Come back between 9:00 and 17:00.
- //Kill Richie Razor.
- :SEB1A_66
- wait 0
- if
- actor.Dead(0@)
- jf @SEB1A_66
- marker.Disable(13@)
- :SEB1A_18100
- 0318: set_latest_mission_passed 'SEB1A'
- 01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 4000 style 1
- Player.Money($PLAYER_CHAR) += 100
- Player.ClearWantedLevel($PLAYER_CHAR)
- 0394: play_music 1
- $INTRO_PASSED = 1
- $SEB_PASSED = 1
- return
- :SEB1A_18140 //if PLAYER_ACTOR wasted or busted
- return
- :SEB1A_18145
- 00BA: text_styled 'M_FAIL' 5000 ms 1
- return
- //-------------Mission 3---------------
- // NAME: Eviction Notice
- :SEB2A
- thread 'SEB2A'
- gosub @SEB2A_40
- if
- wasted_or_busted
- jf @SEB2A_38
- gosub @SEB2A_18145
- :SEB2A_38
- $ONMISSION = 0
- mission_cleanup
- end_thread
- :SEB2A_40
- increment_mission_attempts
- player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- //gxt table SEB2A
- model.Load(#SEBAS)
- model.Load(#SNUBCOLT)
- model.Load(#WFYRI)
- model.Load(#REMINGTN)
- model.Load(#WMYRI)
- 04ED: load_animation "BLOWJOBZ"
- 038B: load_requested_models
- :SEB2A_41
- wait 0
- if and
- model.Available(#SEBAS)
- model.Available(#SNUBCOLT)
- model.Available(#WFYRI)
- model.Available(#REMINGTN)
- model.Available(#WMYRI)
- jf @SEB2A_41
- if
- 04EE: animation "BLOWJOBZ" loaded
- jf @SEB2A_41
- 02E4: load_cutscene_data 'SEB2A'
- :SEB2A_42
- if
- 86B9: not cutscene_data_loaded
- else_jump @SEB2A_43
- wait 0
- jump @SEB2A_42
- :SEB2A_43
- 02E7: start_cutscene
- fade 1 1000
- :SEB2A_44
- if
- 82E9: not cutscene_reached_end
- else_jump @SEB2A_45
- wait 0
- jump @SEB2A_44
- :SEB2A_45
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- :SEB2A_46
- if
- fading
- else_jump @SEB2A_47
- wait 0
- jump @SEB2A_46
- :SEB2A_47
- 02EA: end_cutscene
- fade 1 1000
- :SEB2A_48
- 02A3: enable_widescreen 1
- 0@ = actor.Create(Mission1, #SEBAS, 2393.9382, -1211.4803, 26.3059)
- actor.Angle(0@) = 178.3206
- actor.PutAt($PLAYER_ACTOR, 2392.074, -1212.0394, 26.323)
- actor.Angle($PLAYER_ACTOR) = 185.4228
- camera.SetPosition(2395.5725, -1220.5907, 26.7744, 0.0, 0.0, 0.0)
- camera.PointAt(2393.8933, -1214.9951, 27.536, 2)
- 0647: AS_actor $PLAYER_ACTOR clear_look_task
- 0647: AS_actor 0@ clear_look_task
- 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ -1 ms
- 05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
- 0460: set_camera_transverse_delay 0.0 time 30000
- Player.CanMove($PLAYER_CHAR) = False
- 0707: start_scene_skip_to @SEB2A_SKIP
- :SEB2A_61
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AA' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20000 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- 0615: define_AS_pack_begin 15@
- 0A1A: actor -1 perform_walk_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC
- 05D3: AS_actor -1 goto_point 2394.2048 -1216.6251 27.0132 mode 4 time -1 ms // versionA
- 0A1A: actor -1 perform_walk_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC
- 074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 0@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- 05D3: AS_actor $PLAYER_ACTOR goto_point 2392.9521 -1216.858 26.8748 mode 4 time -1 ms // versionA
- fade 1 2000
- wait 1000
- camera.SetPosition(2391.6523, -1224.4989, 26.357, 0.0, 0.0, 0.0)
- camera.PointAt(2393.8933, -1214.9951, 27.536, 1)
- wait 3000
- 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 0@ timelimit -2
- :SEB2A_62A
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_62A
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AB' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20001 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- 0812: AS_actor 0@ perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- wait 3000
- :SEB2A_62B
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_62B
- wait 50
- jump @SEB2A_SKIP
- :SEB2A_SKIP
- 0701: end_scene_skip
- create_thread @CLEANAU
- fade 0 1000
- wait 1000
- actor.PutAt($PLAYER_ACTOR, 2366.6675, -1718.8806, 13.558)
- actor.Angle($PLAYER_ACTOR) = 179.7952
- 1@ = car.Create(#REMINGTN, 2409.3425, -1729.2631, 13.0682)
- car.Angle(1@) = 87.9343
- 072A: put_actor 0@ into_car 1@ driverseat
- 00AF: set_car 1@ driver_behaviour_to 2
- car.DriveTo(1@, 2365.342, -1729.1135, 12.9961)
- camera.SetPosition(2357.1584, -1713.0701, 13.5708, 0.0, 0.0, 0.0)
- camera.PointAt(2363.2969, -1726.8292, 14.364, 2)
- wait 2000
- fade 1 1500
- wait 1000
- :SEB2A_63
- wait 0
- if
- 00EE: actor 0@ sphere 0 near_point 2365.342 -1729.1135 radius 2.0 2.0 in_car
- jf @SEB2A_63
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_63
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AC' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20002 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- 06C7: AS_actor 0@ driver_of_car 1@ perform_action 6 timelimit 2000000
- 0812: AS_actor $PLAYER_ACTOR perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1500 // versionB
- wait 1500
- 05CA: AS_actor $PLAYER_ACTOR enter_car 1@ passenger_seat 0 time 10000
- :SEB2A_64
- wait 0
- if
- actor.InCar($PLAYER_ACTOR, 1@)
- jf @SEB2A_64
- wait 1000
- fade 0 1000
- wait 1000
- :SEB2A_65
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_65
- car.PutAt(1@, 1598.1066, -1351.9419, 15.8689)
- car.Angle(1@) = 355.6766
- wait 2000
- camera.SetPosition(1606.1439, -1357.7902, 15.7918, 0.0, 0.0, 0.0)
- camera.PointAt(1592.8849, -1339.3235, 17.9268, 2)
- 0460: set_camera_transverse_delay 0.0 time 45000
- actor.Create(2@, CivFemale, #WFYRI, 1590.6781, -1315.7651, 17.4983)
- 3@ = actor.Create(CivMale, #WMYRI, 1596.9657, -1310.2938, 17.4531)
- 0337: set_actor 3@ visibility 0
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 1580.9843 -1326.187 16.4844 mode 4 time -1 ms // versionA
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 2@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- wait $DEFAULT_WAIT_TIME
- fade 1 1000
- wait 1000
- 0707: start_scene_skip_to @SEB2A_SKIP2
- :SEB2A_66
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_66
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AE' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20003 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- camera.SetPosition(1604.7654, -1344.2308, 16.7408, 0.0, 0.0, 0.0)
- camera.PointAt(1592.8849, -1339.3235, 17.9268, 1)
- 05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR 1000 ms
- 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ 2000 ms
- wait 5000
- :SEB2A_67
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_67
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AF' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20004 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- camera.SetPosition(1599.848, -1344.3331, 16.7218, 0.0, 0.0, 0.0)
- camera.OnPed(0@, 15, 2)
- 0922: set_camera_zoom_from 70.0 to 30.0 timelimit 20000 smooth_transition 1
- 05BF: AS_actor 0@ look_at_actor 2@ 3000 ms
- wait 8000
- 0922: set_camera_zoom_from 70.0 to 70.0 timelimit 0 smooth_transition 0
- camera.SetPosition(1565.627, -1320.0807, 16.4844, 0.0, 0.0, 0.0)
- camera.OnPed(2@, 15, 2)
- 0687: clear_actor 2@ task
- 05C8: AS_actor 2@ look_around
- wait 2000
- 05D3: AS_actor 2@ goto_point 1573.8804 -1336.9783 16.4844 mode 4 time -1 ms // versionA
- wait 5000
- fade 0 1000
- wait 1000
- 0337: set_actor 2@ visibility 0
- 0337: set_actor 3@ visibility 1
- camera.SetPosition(1594.4282, -1341.0369, 17.0969, 0.0, 0.0, 0.0)
- camera.PointAt(1583.7596, -1331.9586, 16.4844, 2)
- wait 1000
- fade 1 1000
- :SEB2A_68
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_68
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AG' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20005 // = constant
- 004F: create_thread @AUDIOL 0@ 0 1 1 0
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 1580.9843 -1326.187 16.4844 mode 4 time -1 ms // versionA
- 05C8: AS_actor -1 look_around
- 05D3: AS_actor -1 goto_point 1573.8804 -1336.9783 16.4844 mode 4 time -1 ms // versionA
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 3@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- camera.SetPosition(1580.0093, -1310.2787, 17.4967, 0.0, 0.0, 0.0)
- camera.PointAt(1583.973, -1322.0908, 18.3967, 2)
- wait 3000
- camera.SetPosition(1575.3862, -1316.3423, 16.4784, 0.0, 0.0, 0.0)
- camera.PointAt(1580.3944, -1321.6487, 17.1798, 1)
- wait 19000
- :SEB2A_69
- wait 0
- if and
- model.Available(#SNUBCOLT)
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_69
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AH' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20006 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- :SEB2A_SKIP2
- 0701: end_scene_skip
- fade 0 2000
- wait 2000
- camera.SetPosition(1595.8794, -1360.562, 15.7775, 0.0, 0.0, 0.0)
- camera.PointAt(1600.0524, -1347.12, 17.3302, 2)
- 0337: set_actor 2@ visibility 0
- 0337: set_actor 3@ visibility 0
- 02A3: enable_widescreen 0
- 0633: AS_actor $PLAYER_ACTOR exit_car
- actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $COLTSNUB, 30)
- wait 2000
- create_thread @CLEANAU
- fade 1 2000
- wait 1000
- camera.SetPosition(1601.9581, -1345.1368, 16.6723, 0.0, 0.0, 0.0)
- camera.PointAt(1600.0524, -1347.12, 17.3302, 1)
- 00AE: set_car 1@ traffic_behaviour_to 3
- 05D1: AS_actor 0@ drive_car 1@ to 1642.156 -1303.6647 15.6897 speed 5.0 0 model #NULL 0
- wait 5000
- //go to the roof
- car.RemoveReferences(1@)
- actor.RemoveReferences(0@)
- actor.DestroyWithFade(0@)
- wait 2000
- 05D3: AS_actor $PLAYER_ACTOR goto_point 1596.3695 -1352.3453 16.3328 mode 4 time -1 ms // versionA
- 06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 1596.5342 -1347.906 16.6439
- wait 2000
- camera.Restore()
- camera.SetBehindPlayer()
- 02A3: enable_widescreen 0
- player.CanMove($PLAYER_CHAR) = True
- 0647: AS_actor $PLAYER_ACTOR clear_look_task
- 0687: clear_actor $PLAYER_ACTOR task
- 018A: 4@ = create_checkpoint_at 1541.2458 -1363.1117 329.7969
- 04ED: load_animation "BLOWJOBZ"
- :SEB2A_70
- wait 0
- if
- 04EE: animation "BLOWJOBZ" loaded
- jf @SEB2A_70
- 0337: set_actor 2@ visibility 1
- 0337: set_actor 3@ visibility 1
- actor.PutAt(2@, 1540.7413, -1352.9824, 329.47)
- actor.Angle(2@) = 264.7138
- actor.PutAt(3@, 1541.6203, -1352.9824, 329.47)
- actor.Angle(3@) = 84.296
- 0687: clear_actor 3@ task
- 0687: clear_actor 2@ task
- 0647: AS_actor 3@ clear_look_task
- 0647: AS_actor 2@ clear_look_task
- wait 50
- 0812: AS_actor 3@ perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0812: AS_actor 2@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- :SEB2A_71
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 1541.2458 -1363.1117 329.7969 radius 1.0 1.0 1.0 on_foot
- jf @SEB2A_71
- marker.Disable(4@)
- player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- fade 0 500
- wait 1000
- camera.SetPosition(1534.693, -1364.1969, 329.4609, 0.0, 0.0, 0.0)
- camera.PointAt(1542.4463, -1353.4265, 329.4736, 2)
- 0460: set_camera_transverse_delay 0.0 time 35000
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 1541.2705 -1360.3514 329.4615 mode 4 time -1 ms // versionA
- 0812: AS_actor -1 perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0635: AS_actor -1 aim_at_actor 2@ 99999 ms
- 0616: define_AS_pack_end 15@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- //0643: set_AS_pack 15@ loop 1 // EXTRA
- //07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version
- fade 1 500
- wait 500
- :SEB2A_72
- wait 0
- if and
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 1541.2705 -1360.3514 329.4615 radius 1.0 1.0 1.0 on_foot
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_72
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AI' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20007 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- camera.SetPosition(1535.3505, -1359.754, 329.4611, 0.0, 0.0, 0.0)
- camera.PointAt(1542.4463, -1353.4265, 329.4736, 1)
- 0687: clear_actor 2@ task
- 0687: clear_actor 3@ task
- 074D: AS_actor 2@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
- 074D: AS_actor 3@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
- :SEB2A_73
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_73
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AI' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20008 // = constant
- 004F: create_thread @AUDIOL 3@ 1 1 1 0
- wait 3000
- 0635: AS_actor $PLAYER_ACTOR aim_at_actor 3@ 9999 ms
- 05E2: AS_actor $PLAYER_ACTOR kill_actor 3@
- wait 400
- 0321: AS_actor 3@ die_headshotted
- :SEB2A_74
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_74
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AI' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20009 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- 05C5: AS_actor 2@ cower -1 ms
- :SEB2A_75
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB2A_75
- fade 0 500
- wait 1500
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- 02A3: enable_widescreen 0
- player.CanMove($PLAYER_CHAR) = True
- 0687: clear_actor 2@ task
- marker.CreateAboveActor(6@, 2@)
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 1537.9795 -1339.3785 329.6866 mode 6 time -1 ms // versionA
- 05C5: AS_actor -1 cower -1 ms
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 2@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- fade 1 1000
- wait 1000
- :SEB2A_76
- wait 0
- if
- not actor.Dead(2@)
- jf @SEB2A_77
- :SEB2A_77
- if and
- 0104: actor $PLAYER_ACTOR near_actor 2@ radius 2.0 2.0 2.0 sphere 0
- 0AB0: key_pressed 18
- jf @SEB2A_76
- jump @SEB2A_79
- :SEB2A_79
- player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- wait 1000
- 04ED: load_animation "ANIMNINE"
- 04ED: load_animation "GANGS"
- :SEB2A_80
- wait 0
- if and
- 04EE: animation "GANGS" loaded
- 04EE: animation "ANIMNINE" loaded
- jf @SEB2A_80
- camera.SetPosition(1548.981, -1338.0813, 333.197, 0.0, 0.0, 0.0)
- camera.OnPed(2@, 15, 2)
- marker.Disable(6@)
- fade 1 1000
- wait 1000
- 0812: AS_actor $PLAYER_ACTOR perform_animation "SHAKE_CARK" IFP "GANGS" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AJ' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 20010 // = constant
- 004F: create_thread @AUDIOL 2@ 1 1 1 0
- wait 500
- 083C: set_actor 2@ velocity_in_direction_XYZ 0.0 0.0 8.0
- 0812: AS_actor 2@ perform_animation "LADY_FALL" IFP "ANIMNINE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB
- camera.SetPosition(1526.6005, -1343.4601, 331.3273, 0.0, 0.0, 0.0)
- camera.OnPed(2@, 15, 2)
- wait 50
- 083C: set_actor 2@ velocity_in_direction_XYZ 0.0 6.0 4.0
- wait 4000
- camera.SetPosition(1543.252, -1281.9966, 17.4062, 0.0, 0.0, 0.0)
- camera.OnPed(2@, 15, 2)
- wait 5000
- fade 0 1000
- wait 1000
- actor.PutAt($PLAYER_ACTOR, 1575.917, -1331.0256, 16.4844)
- actor.Angle($PLAYER_ACTOR) = 314.9399
- camera.SetPosition(1590.5291, -1330.9209, 16.475, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15 ,2)
- 048F: actor $PLAYER_ACTOR remove_weapons
- 04EF: release_animation "GANGS"
- 04EF: release_animation "ANIMNINE"
- 04EF: release_animation "BLOWJOBZ"
- 05D3: AS_actor $PLAYER_ACTOR goto_point 1581.4399 -1327.1747 16.4844 mode 4 time -2 ms // versionA
- wait 1000
- fade 1 1000
- wait 4000
- camera.SetBehindPlayer()
- :SEB2A_18100
- 0318: set_latest_mission_passed 'SEB2A'
- 01E3: show_text_1number_styled GXT 'M_PASSS' number 1000 time 5000 style 1
- Player.Money($PLAYER_CHAR) += 1000
- Player.ClearWantedLevel($PLAYER_CHAR)
- 0394: play_music 1
- $SEB_PASSED = 2
- marker.CreateIconAndSphere($TORRANO,$ICON_TORRANO, 2353.2349, -1512.9401, 24.0)
- return
- :SEB2A_18140 //if PLAYER_ACTOR wasted or busted
- return
- :SEB2A_18145
- 00BA: text_styled 'M_FAIL' 5000 ms 1
- mission_cleanup
- actor.RemoveReferences(2@)
- actor.RemoveReferences(3@)
- actor.RemoveReferences(0@)
- car.Destroy(1@)
- return
- :SEB3A
- thread 'SEB3A'
- gosub @SEB3A_40
- if
- wasted_or_busted
- jf @SEB3A_38
- gosub @SEB3A_18145
- :SEB3A_38
- $ONMISSION = 0
- mission_cleanup
- end_thread
- :SEB3A_40
- increment_mission_attempts
- $ONMISSION = 1
- 02A3: enable_widescreen 1
- player.CanMove($PLAYER_CHAR) = False
- model.Load(#SEBAS)
- model.Load(#CARLO)
- model.Load(#REMINGTN)
- model.Load(#SENTINEL)
- model.Load(#KNIFECUR)
- 038B: load_requested_models
- 04BB: select_interior 4
- 00C0: set_current_time 22 0
- 060A: create_decision_maker_type 0 store_to 10@ // decision\allowed\m_.ped files
- 0860: link_actor $PLAYER_ACTOR to_interior 4
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- :SEB3A_41
- wait 0
- if and
- model.Available(#SEBAS)
- model.Available(#CARLO)
- model.Available(#REMINGTN)
- model.Available(#SENTINEL)
- model.Available(#KNIFECUR)
- jf @SEB3A_41
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB3A_41
- 0@ = actor.Create(Mission1, #SEBAS, 2349.1428, -1511.3391, 1031.2023)
- actor.Angle(0@) = 290.773
- 0860: link_actor 0@ to_interior 4
- 1@ = actor.Create(Mission1, #CARLO, 2352.084, -1510.1068, 1031.1951)
- 032B: 20@ = create_weapon_pickup #KNIFECUR group 5 ammo 1 at 2380.4749 -1477.3673 23.9111
- actor.Angle(1@) = 114.4053
- actor.PutAt($PLAYER_ACTOR, 2351.1875, -1512.2233, 1030.1951)
- actor.Angle($PLAYER_ACTOR) = 23.12
- actor.SetWalkStyle(0@,"DRUNKMAN")
- actor.SetWalkStyle(1@,"DRUNKMAN")
- 060B: set_actor 0@ decision_maker_to 10@
- 060B: set_actor 1@ decision_maker_to 10@
- 3@ = car.Create(#REMINGTN, 2390.9006, -1510.6343, 23.4888)
- car.Angle(3@) = 91.8675
- 4@ = car.Create(#SENTINEL, 2391.1997, -1501.132, 23.4998)
- car.Angle(4@) = 89.0566
- 0860: link_actor 0@ to_interior 4
- 0860: link_actor 1@ to_interior 4
- 09DD: unknown_player_group 1
- 0631: put_actor 0@ in_group $PLAYER_GROUP
- 087F: set_actor 0@ never_leave_group 1
- 07CB: set_actor 0@ supporting_fire 0
- 0850: AS_actor 0@ follow_actor $PLAYER_ACTOR
- 0631: put_actor 1@ in_group $PLAYER_GROUP
- 087F: set_actor 1@ never_leave_group 1
- 07CB: set_actor 1@ supporting_fire 0
- 0850: AS_actor 1@ follow_actor $PLAYER_ACTOR
- 0A20: disable_player $PLAYER_CHAR group_control_back 1
- camera.SetPosition(2357.4509, -1513.0649, 1031.138, 0.0, 0.0, 0.0)
- camera.PointAt(2351.24, -1511.05, 1031.1951, 2)
- 0460: set_camera_transverse_delay 0.0 time 30000
- 05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR 30000 ms
- 05BF: AS_actor 1@ look_at_actor 0@ 30000 ms
- 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ 30000 ms
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE3_AA' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 14000 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- fade 1 1000
- wait 1000
- camera.SetPosition(2357.2129, -1506.12, 1031.2023, 0.0, 0.0, 0.0)
- camera.PointAt(2351.24, -1511.05, 1031.1951, 1)
- wait 5000
- fade 0 1000
- wait 1000
- camera.Restore_withjumpcut()
- camera.SetBehindPlayer()
- player.CanMove($PLAYER_CHAR) = True
- 02A3: enable_widescreen 0
- 018A: 2@ = create_checkpoint_at 2336.0354 -1512.6063 1031.1951
- fade 1 1000
- wait 1000
- :SEB3A_42
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2336.9878 -1512.3151 1031.1951 radius 0.5 0.5 2.0 on_foot
- jf @SEB3A_42
- marker.Disable(2@)
- 018A: 6@ = create_checkpoint_at 2390.0803 -1505.4342 23.8828
- actor.PutAt(0@, 2377.6829, -1516.4011, 24.0)
- actor.PutAt(1@, 2372.7837, -1515.2865, 24.0)
- 0860: link_actor 0@ to_interior 0
- 0860: link_actor 1@ to_interior 0
- :SEB3A_43
- wait 0
- if
- actor.Dead(0@)
- jf @SEB3A_44
- jump @SEB3A_18145
- :SEB3A_44
- if
- actor.Dead(1@)
- jf @SEB3A_45A
- jump @SEB3A_18145
- :SEB3A_45A
- if and
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2390.0803 -1505.4342 23.8828 radius 8.0 8.0 2.0 on_foot
- 00FF: actor 1@ sphere 0 in_sphere 2390.0803 -1505.4342 23.8828 radius 8.0 8.0 2.0 on_foot
- 00FF: actor 0@ sphere 0 in_sphere 2390.0803 -1505.4342 23.8828 radius 8.0 8.0 2.0 on_foot
- jf @SEB3A_43
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB3A_43
- marker.Disable(6@)
- player.CanMove($PLAYER_CHAR) = False
- wait 1000
- camera.SetPosition(2384.4331, -1504.4095, 24.0, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR, 15, 2)
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@
- 0639: AS_actor 1@ rotate_to_actor 0@
- //we taking your car?
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE3_AB' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 14001 // = constant
- 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
- jump @SEB3A_45B
- :SEB3A_45B
- wait 0
- if
- $AUDIO_LINE_IS_ACTIVE == 0
- jf @SEB3A_45B
- 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE3_AC' // s$ // ~z~Hey Carl.
- 04AE: $ACTOR_SPEECH_WAV_FILE = 14002 // = constant
- 004F: create_thread @AUDIOL 0@ 1 1 1 0
- 0812: AS_actor 0@ perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- //*hic*hell*hic*no.
- wait 3000
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
- 0639: AS_actor 0@ rotate_to_actor 1@
- //You prick. We'll take mine then.
- wait 1000
- 05CA: AS_actor 1@ enter_car 4@ passenger_seat 0 time -1
- 05CA: AS_actor 0@ enter_car 4@ passenger_seat 1 time -1
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- player.CanMove($PLAYER_CHAR) = True
- marker.CreateAboveCar(5@,4@)
- :SEB3A_46
- wait 0
- if or
- actor.Dead(0@)
- actor.Dead(1@)
- jf @SEB3A_47
- jump @SEB3A_18145
- :SEB3A_47
- if and
- actor.InCar(0@, 4@)
- actor.InCar(1@, 4@)
- jf @SEB3A_46
- marker.Disable(5@)
- 0687: clear_actor 0@ task
- 0687: clear_actor 1@ task
- 087F: set_actor 0@ never_leave_group 0
- 087F: set_actor 1@ never_leave_group 0
- 0526: set_actor 0@ stay_in_car_when_jacked 1
- 0526: set_actor 1@ stay_in_car_when_jacked 1
- 054A: set_actor 0@ can_be_shot_in_a_car 0
- 054A: set_actor 1@ can_be_shot_in_a_car 0
- 06C9: remove_actor 0@ from_group
- 06C9: remove_actor 1@ from_group
- 018A: 7@ = create_checkpoint_at 2156.085 -1801.4313 13.1199
- 03BC: 8@ = create_sphere_at 2156.085 -1801.4313 13.1199 radius 4.0
- :SEB3A_48
- wait 0
- if or
- actor.Dead(0@)
- actor.Dead(1@)
- jf @SEB3A_49
- jump @SEB3A_18145
- :SEB3A_49
- if
- car.Wrecked(4@)
- jf @SEB3A_50
- jump @SEB3A_18145
- :SEB3A_50
- if and
- 0100: actor $PLAYER_ACTOR in_sphere 2156.085 -1801.4313 13.1199 radius 4.0 4.0 4.0 sphere 0 in_car
- 0100: actor 1@ in_sphere 2156.085 -1801.4313 13.1199 radius 4.0 4.0 4.0 sphere 0 in_car
- 0100: actor 0@ in_sphere 2156.085 -1801.4313 13.1199 radius 4.0 4.0 4.0 sphere 0 in_car
- jf @SEB3A_48
- marker.Disable(7@)
- 03BD: destroy_sphere 8@
- 06C7: AS_actor $PLAYER_ACTOR driver_of_car 4@ perform_action 6 timelimit 2000000
- player.CanMove($PLAYER_CHAR) = False
- 02A3: enable_widescreen 1
- 05D6: clear_scmpath
- 05D7: add_point_to_scmpath 2155.2673 -1797.3367 13.5371
- 05D7: add_point_to_scmpath 2150.4709 -1800.6144 13.5617
- 05D7: add_point_to_scmpath 2149.4597 -1796.6666 14.7636
- 05D7: add_point_to_scmpath 2147.7168 -1796.3835 14.7559
- 05D7: add_point_to_scmpath 2147.3833 -1802.5128 16.1499
- 05D7: add_point_to_scmpath 2141.7739 -1802.73 16.1475
- camera.SetPosition(2156.719, -1792.2894, 17.6158, 0.0, 0.0, 0.0)
- camera.PointAt(2151.2773, -1798.1124, 14.3585, 2)
- 0615: define_AS_pack_begin 11@
- 0633: AS_actor -1 exit_car
- 05D8: AS_assign_scmpath to_actor -1 flags 4 0
- 0616: define_AS_pack_end 11@
- 0618: assign_actor 1@ to_AS_pack 11@
- 061B: remove_references_to_AS_pack 11@
- 0615: define_AS_pack_begin 13@
- 0633: AS_actor -1 exit_car
- 05CA: AS_actor -1 enter_car 4@ passenger_seat 0 time 10000
- 0616: define_AS_pack_end 13@
- 0618: assign_actor 0@ to_AS_pack 13@
- 061B: remove_references_to_AS_pack 13@
- wait 12000
- 02A3: enable_widescreen 0
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- player.CanMove($PLAYER_CHAR) = True
- 018A: 9@ = create_checkpoint_at 2759.9729 -1176.99 69.0844
- 03BC: 11@ = create_sphere_at 2759.9729 -1176.99 69.0844 radius 4.0
- :SEB3A_51
- wait 0
- if
- actor.Dead(0@)
- jf @SEB3A_52
- jump @SEB3A_18145
- :SEB3A_52
- if
- car.Wrecked(4@)
- jf @SEB3A_53A
- jump @SEB3A_18145
- :SEB3A_53A
- if and
- 0100: actor $PLAYER_ACTOR in_sphere 2759.9729 -1176.99 69.0844 radius 4.0 4.0 4.0 sphere 0 in_car
- 0100: actor 0@ in_sphere 2759.9729 -1176.99 69.0844 radius 4.0 4.0 4.0 sphere 0 in_car
- jf @SEB3A_51
- 06C7: AS_actor $PLAYER_ACTOR driver_of_car 4@ perform_action 6 timelimit 2000000
- marker.Disable(9@)
- player.CanMove($PLAYER_CHAR) = False
- 03BD: destroy_sphere 11@
- actor.DestroyInstantly(1@)
- wait 2000
- camera.SetPosition(2768.1753, -1177.0336, 70.8214, 0.0, 0.0, 0.0)
- camera.OnVehicle(4@, 15, 2)
- 05D6: clear_scmpath
- 05D7: add_point_to_scmpath 2762.1628 -1179.2717 69.4015
- 05D7: add_point_to_scmpath 2766.4836 -1179.4277 69.4023
- 05D7: add_point_to_scmpath 2766.635 -1192.9155 69.4079
- 0615: define_AS_pack_begin 11@
- 0633: AS_actor -1 exit_car
- 05D8: AS_assign_scmpath to_actor -1 flags 4 0
- 0616: define_AS_pack_end 11@
- 0618: assign_actor 0@ to_AS_pack 11@
- 061B: remove_references_to_AS_pack 11@
- wait 8000
- 018A: 14@ = create_checkpoint_at 2410.8848 -1226.8049 24.3872
- camera.Restore_WithJumpCut()
- player.CanMove($PLAYER_CHAR) = True
- camera.SetBehindPlayer()
- model.Load(#SPOOKY)
- model.Load(#LSV1)
- model.Load(#LSV2)
- model.Load(#BAT)
- model.Load(#SHOVEL)
- :SEB3A_53B
- wait 0
- if and
- model.Available(#SPOOKY)
- model.Available(#LSV1)
- model.Available(#LSV2)
- model.Available(#BAT)
- model.Available(#SHOVEL)
- jf @SEB3A_53B
- jump @SEB3A_54
- :SEB3A_54
- wait 0
- if
- car.Wrecked(4@)
- jf @SEB3A_55
- marker.Disable(14@)
- jump @SEB3A_18145
- :SEB3A_55
- if
- 0100: actor $PLAYER_ACTOR in_sphere 2410.9753 -1224.4645 24.3615 radius 4.0 4.0 4.0 sphere 1 in_car
- jf @SEB3A_54
- marker.Disable(14@)
- actor.DestroyWithFade(0@)
- player.CanMove($PLAYER_CHAR) = False
- 06C7: AS_actor $PLAYER_ACTOR driver_of_car 4@ perform_action 6 timelimit 2000000
- wait 1000
- 01EB: set_traffic_density_multiplier_to 0.1
- camera.SetPosition(2405.5291, -1221.0518, 25.2866, 0.0, 0.0, 0.0)
- camera.OnVehicle(4@, 15, 2)
- 02A3: enable_widescreen 1
- 0615: define_AS_pack_begin 11@
- 0633: AS_actor -1 exit_car
- 05D3: AS_actor -1 goto_point 2409.5996 -1248.7179 23.8125 mode 4 time -1 ms // versionA
- 0616: define_AS_pack_end 11@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 11@
- wait 5000
- camera.SetPosition(2404.8679, -1246.6117, 23.8125, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR,15, 2)
- :SEB3A_56
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2409.5996 -1248.7179 23.8125 radius 1.0 1.0 2.0 on_foot
- jf @SEB3A_56
- 061B: remove_references_to_AS_pack 11@
- 12@ = actor.Create(Mission1, #SPOOKY, 2394.2881, -1242.1592, 24.4285)
- actor.Angle(12@) = 187.8398
- 0615: define_AS_pack_begin 11@
- 05D3: AS_actor -1 goto_point 2395.7886 -1247.9943 24.103 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 2401.4329 -1248.2642 23.8125 mode 4 time -1 ms // versionA
- 0616: define_AS_pack_end 11@
- 0618: assign_actor 12@ to_AS_pack 11@
- 061B: remove_references_to_AS_pack 11@
- 05C8: AS_actor $PLAYER_ACTOR look_around
- wait 6000
- camera.SetPosition(2390.8296, -1247.6368, 24.2614, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR,15, 2)
- wait 5000
- camera.SetPosition(2411.4431, -1241.6378, 23.8125, 0.0, 0.0, 0.0)
- camera.OnPed($PLAYER_ACTOR,15, 2)
- 0615: define_AS_pack_begin 11@
- 05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 1.0
- 074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
- 0812: AS_actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 11@
- 0618: assign_actor 12@ to_AS_pack 11@
- 061B: remove_references_to_AS_pack 11@
- //Ay puto, have I seen you somewhere?
- wait 3000
- :SEB3A_57
- wait 0
- if
- 00F2: actor 12@ near_actor $PLAYER_ACTOR radius 2.0 2.0 sphere 0
- jf @SEB3A_57
- 0687: clear_actor $PLAYER_ACTOR task
- 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 12@ timelimit -2
- wait 1500
- 0615: define_AS_pack_begin 11@
- 0812: AS_actor -1 perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0812: AS_actor -1 perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 11@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 11@
- 061B: remove_references_to_AS_pack 11@
- //nah bro I just moved here...
- wait 3000
- 0812: AS_actor 12@ perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- //haha yeah vario de las putas! you're one of them grove cats.
- wait 4300
- // ay nigga just leave me alone bro, i dont know what you're talking about
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 05BF: AS_actor $PLAYER_ACTOR look_at_actor 12@ 30000 ms
- 05BF: AS_actor 12@ look_at_actor $PLAYER_ACTOR 3000 ms
- 05D3: AS_actor 12@ goto_point 2395.7886 -1247.9943 24.103 mode 4 time -1 ms // versionA
- wait 13000
- 0687: clear_actor $PLAYER_ACTOR task
- actor.PutAt(12@, 2394.8613, -1222.9019, 26.3896)
- 14@ = actor.Create(Mission1, #LSV1, 2394.168, -1226.0046, 25.8506)
- 16@ = actor.Create(Mission1, #LSV2, 2395.0559, -1222.1034, 26.5269)
- actor.GiveWeaponAndAmmo(12@, 6, 1)
- actor.GiveWeaponAndAmmo(14@, 4, 1)
- actor.GiveWeaponAndAmmo(16@, 5, 1)
- camera.SetPosition(2409.2722, -1257.015, 23.8274, 0.0, 0.0, 0.0)
- camera.OnVehicle(4@, 15, 2)
- 07DD: set_actor 12@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 14@ attack_rate 50 // previously known as temper_to
- 07DD: set_actor 16@ attack_rate 50 // previously known as temper_to
- wait 1000
- 070C: explode_car_without_radius_damage 4@
- 05C5: AS_actor $PLAYER_ACTOR cower 2000 ms
- wait 2000
- 06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2411.3098 -1228.5792 24.2762
- wait 1500
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- actor.PutAt(12@, 2393.051, -1229.8448, 25.094)
- actor.PutAt(14@, 2394.5183, -1230.182, 25.001)
- actor.PutAt(16@, 2391.7998, -1230.3832, 25.2151)
- actor.Angle(12@) = 177.3642
- actor.Angle(14@) = 177.3642
- actor.Angle(16@) = 177.3642
- 0638: AS_actor 12@ stay_put 0
- 0638: AS_actor 14@ stay_put 0
- 0638: AS_actor 16@ stay_put 0
- wait 1500
- camera.SetPosition(2394.1855, -1227.6046, 24.5423, 0.0, 0.0, 0.0)
- camera.OnPed(12@, 15, 2)
- 05D3: AS_actor 12@ goto_point 2393.4993 -1244.4617 24.3004 mode 4 time 4000 ms // versionA
- 0859: AS_actor 14@ walk_alongisde_actor 12@
- 0859: AS_actor 16@ walk_alongisde_actor 12@
- wait 3500
- actor.PutAt(12@, 2398.208, -1247.3501, 23.3413)
- actor.PutAt(14@, 2396.292, -1245.2551, 24.0265)
- actor.PutAt(16@, 2396.6887, -1248.7227, 24.0577)
- actor.Angle(12@) = 270.7383
- actor.Angle(14@) = 257.9959
- actor.Angle(16@) = 271.6783
- camera.SetPosition(2414.5945, -1253.3276, 23.822, 0.0, 0.0, 0.0)
- camera.PointAt(2414.5945, -1253.3276, 23.822, 2)
- wait 1000
- camera.SetPosition(2414.5945, -1253.3276, 23.822, 0.0, 0.0, 0.0)
- camera.OnPed(12@, 15, 1)
- 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 12@ timelimit -2
- 0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- wait 2000
- camera.Restore_WithJumpCut()
- camera.SetBehindPlayer()
- 02A3: enable_widescreen 0
- player.CanMove($PLAYER_CHAR) = True
- marker.CreateAboveActor(17@, 12@)
- marker.CreateAboveActor(18@, 14@)
- marker.CreateAboveActor(19@, 16@)
- 05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
- :SEB3A_58
- wait 0
- if
- actor.Dead(12@)
- jf @SEB3A_59
- marker.Disable(17@)
- jump @SEB3A_59
- :SEB3A_59
- if
- actor.Dead(14@)
- jf @SEB3A_60
- marker.Disable(18@)
- jump @SEB3A_60
- :SEB3A_60
- if
- actor.Dead(16@)
- jf @SEB3A_61
- marker.Disable(19@)
- jump @SEB3A_61
- :SEB3A_61
- if and
- actor.Dead(12@)
- actor.Dead(14@)
- actor.Dead(16@)
- jf @SEB3A_58
- wait 1000
- :SEB3A_18100
- 0318: set_latest_mission_passed 'SEB3A'
- 01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1
- 0998: add_respect 3
- Player.Money($PLAYER_CHAR) += 100
- Player.ClearWantedLevel($PLAYER_CHAR)
- 0394: play_music 1
- return
- :SEB3A_18140 //if PLAYER_ACTOR wasted or busted
- return
- :SEB3A_18145
- 00BA: text_styled 'M_FAIL' 5000 ms 1
- return
- //-------------External script 1 (PARACHUTE)---------------
- :PLCHUTE
- thread 'PLCHUTE'
- Model.Load(#GUN_PARA)
- :PLCHUTE_16
- if
- not Model.Available(#GUN_PARA)
- jf @PLCHUTE_43
- wait 0
- jump @PLCHUTE_16
- :PLCHUTE_43
- if
- not Actor.Dead($PLAYER_ACTOR)
- jf @PLCHUTE_59
- :PLCHUTE_59
- $1498 = 0
- $FREEFALL_STAGE = 0
- $PARACHUTE_CREATION_STAGE = 0
- if
- $1498 == 999
- jf @PLCHUTE_118
- $PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- :PLCHUTE_118
- wait 0
- if
- not Actor.Dead($PLAYER_ACTOR)
- jf @PLCHUTE_5455
- if
- 8800: not in_two_players_mode
- jf @PLCHUTE_5455
- if
- not $FREEFALL_STAGE == 0
- jf @PLCHUTE_176
- 0992: set_player $PLAYER_CHAR weapons_scrollable 0
- :PLCHUTE_176
- if
- $PARACHUTE_CREATION_STAGE > 0
- jf @PLCHUTE_219
- if
- not Actor.HasWeapon($PLAYER_ACTOR, 46)
- jf @PLCHUTE_219
- gosub @PLCHUTE_5521
- :PLCHUTE_219
- if
- $PARACHUTE_CREATION_STAGE == 0
- jf @PLCHUTE_274
- if
- Actor.HasWeapon($PLAYER_ACTOR, 46)
- jf @PLCHUTE_274
- Model.Load(#PARACHUTE)
- $PARACHUTE_CREATION_STAGE = 1
- $1498 = 0
- :PLCHUTE_274
- if
- $PARACHUTE_CREATION_STAGE == 1
- jf @PLCHUTE_377
- if
- Model.Available(#PARACHUTE)
- jf @PLCHUTE_377
- 17@ = Object.Create(#PARACHUTE, $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
- $PARACHUTE_CREATION_STAGE = 2
- :PLCHUTE_377
- if and
- $PARACHUTE_CREATION_STAGE == 2
- $FREEFALL_STAGE == 1
- jf @PLCHUTE_409
- $PARACHUTE_CREATION_STAGE = 3
- :PLCHUTE_409
- if and
- $FREEFALL_STAGE == 0
- $PARACHUTE_CREATION_STAGE > 0
- jf @PLCHUTE_565
- if
- 0818: actor $PLAYER_ACTOR in_air
- jf @PLCHUTE_565
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
- if
- -10.0 > $1509
- jf @PLCHUTE_565
- 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
- if
- 7@ > 20.0
- jf @PLCHUTE_565
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037
- $FREEFALL_STAGE = 1
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
- 0@ = 0
- $8268 = 0.0
- :PLCHUTE_565
- if
- $FREEFALL_STAGE == 1
- jf @PLCHUTE_2386
- if
- 0@ == 0
- jf @PLCHUTE_608
- 0@ = 2
- :PLCHUTE_608
- if
- 0@ == 2
- jf @PLCHUTE_729
- 062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
- if
- 04A4: 27@ == 7 // == constant
- jf @PLCHUTE_729
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 04ED: load_animation "PARACHUTE"
- 15@ = 1
- 1@ = Actor.Angle($PLAYER_ACTOR)
- 0@ = 3
- :PLCHUTE_729
- if
- 0@ == 3
- jf @PLCHUTE_2386
- 062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
- if
- 04A4: 27@ == 7 // == constant
- jf @PLCHUTE_815
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- :PLCHUTE_815
- 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
- if and
- 100.0 > 7@
- 7@ > 60.0
- jf @PLCHUTE_912
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_912
- if
- $ONMISSION == 0
- jf @PLCHUTE_912
- 00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 // ~s~Open your parachute!
- :PLCHUTE_912
- 0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@
- if
- $1511 == 1
- jf @PLCHUTE_960
- 10@ = 0
- 11@ = 0
- :PLCHUTE_960
- 0093: 21@ = integer 10@ to_float
- 21@ /= 4.267
- 0063: 21@ -= 2@ // (float)
- 21@ /= 20.0
- 005B: 2@ += 21@ // (float)
- 0087: 21@ = 2@ // (float)
- 21@ /= 5.0
- 0063: 1@ -= 21@ // (float)
- if
- 1@ > 180.0
- jf @PLCHUTE_1061
- 1@ -= 360.0
- :PLCHUTE_1061
- if
- -180.0 > 1@
- jf @PLCHUTE_1092
- 1@ += 360.0
- :PLCHUTE_1092
- 0093: 22@ = integer 11@ to_float
- 22@ /= 4.267
- 0063: 22@ -= 3@ // (float)
- 22@ /= 20.0
- 005B: 3@ += 22@ // (float)
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509
- if
- 0024: $1504 > $1509 // (float)
- jf @PLCHUTE_1177
- 0086: $1509 = $1504 // (float)
- :PLCHUTE_1177
- if
- 0024: $8268 > $1509 // (float)
- jf @PLCHUTE_1204
- 0086: $8268 = $1509 // (float)
- :PLCHUTE_1204
- if
- 0024: $1504 > $8268 // (float)
- jf @PLCHUTE_1231
- 0086: $8268 = $1504 // (float)
- :PLCHUTE_1231
- if and
- 0024: $1509 > $8268 // (float)
- not $1902 == 1
- jf @PLCHUTE_1407
- if
- 84AD: not actor $PLAYER_ACTOR in_water
- jf @PLCHUTE_1361
- if
- -20.0 > $8268
- jf @PLCHUTE_1308
- $FREEFALL_STAGE = 2
- jump @PLCHUTE_1354
- :PLCHUTE_1308
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
- $FREEFALL_STAGE = 7
- :PLCHUTE_1354
- jump @PLCHUTE_1407
- :PLCHUTE_1361
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
- $FREEFALL_STAGE = 7
- :PLCHUTE_1407
- 0087: 4@ = 3@ // (float)
- 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)
- $1508 *= -1.0
- 0059: $1508 += $1506 // (float)
- 0087: 21@ = 8@ // (float)
- 0065: 21@ -= $1507 // (float)
- 21@ *= 0.01
- 0088: $1507 = 8@ // (float)
- 0067: $1507 -= 21@ // (float)
- 0087: 21@ = 9@ // (float)
- 0065: 21@ -= $1508 // (float)
- 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
- if or
- 12@ > 40
- 13@ > 40
- jf @PLCHUTE_2109
- if
- 001D: 12@ > 13@ // (int)
- jf @PLCHUTE_1872
- if
- 10@ >= 0
- jf @PLCHUTE_1751
- if
- not 15@ == 2
- jf @PLCHUTE_1751
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_1744
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1744
- 15@ = 2
- :PLCHUTE_1751
- if
- 0 > 10@
- jf @PLCHUTE_1865
- if
- not 15@ == 3
- jf @PLCHUTE_1865
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_1858
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1858
- 15@ = 3
- :PLCHUTE_1865
- jump @PLCHUTE_2102
- :PLCHUTE_1872
- if
- 11@ >= 0
- jf @PLCHUTE_1984
- if
- not 15@ == 4
- jf @PLCHUTE_1984
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_1977
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1977
- 15@ = 4
- :PLCHUTE_1984
- if
- 0 > 11@
- jf @PLCHUTE_2102
- if
- not 15@ == 5
- jf @PLCHUTE_2102
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_2095
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_2095
- 15@ = 5
- :PLCHUTE_2102
- jump @PLCHUTE_2203
- :PLCHUTE_2109
- if
- not 15@ == 1
- jf @PLCHUTE_2203
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_2203
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 15@ = 1
- :PLCHUTE_2203
- if or
- 00E1: player 0 pressed_key 17
- $1512 == 1
- jf @PLCHUTE_2386
- if
- not $1902 == 1
- jf @PLCHUTE_2386
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_2386
- if and
- $PARACHUTE_CREATION_STAGE == 3
- $1511 == 0
- jf @PLCHUTE_2386
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 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 = TIMERA // (int)
- $8270 += 1100
- $FREEFALL_STAGE = 3
- 0@ = 0
- :PLCHUTE_2386
- if
- $FREEFALL_STAGE == 2
- jf @PLCHUTE_2504
- if
- 04EE: animation "PARACHUTE" loaded
- jf @PLCHUTE_2492
- Actor.Angle($PLAYER_ACTOR) = 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
- jump @PLCHUTE_2497
- :PLCHUTE_2492
- 05BE: AS_actor $PLAYER_ACTOR die
- :PLCHUTE_2497
- gosub @PLCHUTE_5521
- :PLCHUTE_2504
- if
- $FREEFALL_STAGE == 3
- jf @PLCHUTE_4781
- if
- $8270 > 0
- jf @PLCHUTE_2586
- if
- 001F: TIMERA > $8270 // (int)
- jf @PLCHUTE_2586
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039
- $8270 = 0
- :PLCHUTE_2586
- if
- 0@ == 0
- jf @PLCHUTE_2689
- 0087: 25@ = 3@ // (float)
- 25@ /= 500.0
- 0087: 26@ = 2@ // (float)
- 26@ /= 500.0
- 0085: 18@ = TIMERA // (int)
- 0085: 19@ = TIMERA // (int)
- 0087: 5@ = 4@ // (float)
- 5@ *= -1.0
- 0089: 6@ = $1509 // (float)
- 0@ = 1
- :PLCHUTE_2689
- if
- 0@ == 1
- jf @PLCHUTE_2856
- 0085: 10@ = TIMERA // (int)
- 0062: 10@ -= 19@ // (int)
- if
- 500 > 10@
- jf @PLCHUTE_2829
- 0085: 10@ = TIMERA // (int)
- 0062: 10@ -= 18@ // (int)
- 0085: 18@ = TIMERA // (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)
- jump @PLCHUTE_2856
- :PLCHUTE_2829
- 2@ = 0.0
- 3@ = 0.0
- 0@ = 2
- :PLCHUTE_2856
- if
- 0@ == 2
- jf @PLCHUTE_2964
- if
- 03CA: object 17@ exists
- jf @PLCHUTE_2964
- 0750: set_object 17@ visibility 1
- 08D2: object 17@ scale_model 0.0
- 0085: 19@ = TIMERA // (int)
- wait 0
- 075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 0@ = 3
- :PLCHUTE_2964
- if
- 0@ == 3
- jf @PLCHUTE_3067
- 0085: 10@ = TIMERA // (int)
- 0062: 10@ -= 19@ // (int)
- if
- 500 > 10@
- jf @PLCHUTE_3050
- 0093: 21@ = integer 10@ to_float
- 21@ /= 500.0
- 08D2: object 17@ scale_model 21@
- jump @PLCHUTE_3067
- :PLCHUTE_3050
- 08D2: object 17@ scale_model 1.0
- 0@ = 4
- :PLCHUTE_3067
- if
- 0@ == 5
- jf @PLCHUTE_3136
- 20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0)
- 0750: set_object 20@ visibility 0
- Object.ToggleInMovingList(20@) = True
- 04D9: object 20@ set_scripted_collision_check 1
- 0@ = 6
- :PLCHUTE_3136
- if
- 0@ == 6
- jf @PLCHUTE_4354
- 0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@
- if
- $1511 == 1
- jf @PLCHUTE_3202
- 10@ = 0
- 11@ = 0
- :PLCHUTE_3202
- 0093: 21@ = integer 10@ to_float
- 21@ /= 4.267
- 0063: 21@ -= 2@ // (float)
- 21@ /= 20.0
- 005B: 2@ += 21@ // (float)
- 0087: 21@ = 2@ // (float)
- 21@ /= 15.0
- 0063: 1@ -= 21@ // (float)
- if
- 1@ > 180.0
- jf @PLCHUTE_3303
- 1@ -= 360.0
- :PLCHUTE_3303
- if
- -180.0 > 1@
- jf @PLCHUTE_3334
- 1@ += 360.0
- :PLCHUTE_3334
- 02F6: $1507 = sine 1@ // (float)
- 02F7: $1508 = cosine 1@ // (float)
- 0069: $1507 *= $1500 // (float)
- 0069: $1508 *= $1500 // (float)
- $1507 *= -1.0
- 0085: 12@ = 10@ // (int)
- 0085: 13@ = 11@ // (int)
- 0095: make 12@ absolute_integer
- 0095: make 13@ absolute_integer
- if or
- 12@ > 40
- 13@ > 40
- jf @PLCHUTE_4066
- if
- 001D: 12@ > 13@ // (int)
- jf @PLCHUTE_3741
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- if
- 10@ >= 0
- jf @PLCHUTE_3607
- if
- not 15@ == 2
- jf @PLCHUTE_3607
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 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
- 15@ = 2
- :PLCHUTE_3607
- if
- 0 > 10@
- jf @PLCHUTE_3734
- if
- not 15@ == 3
- jf @PLCHUTE_3734
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 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
- 15@ = 3
- :PLCHUTE_3734
- jump @PLCHUTE_4059
- :PLCHUTE_3741
- if
- 11@ >= 0
- jf @PLCHUTE_3900
- 0089: 21@ = $1503 // (float)
- 0065: 21@ -= $1509 // (float)
- 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- if
- not 15@ == 4
- jf @PLCHUTE_3900
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 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
- 15@ = 4
- :PLCHUTE_3900
- if
- 0 > 11@
- jf @PLCHUTE_4059
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- if
- not 15@ == 5
- jf @PLCHUTE_4059
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 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
- 15@ = 5
- :PLCHUTE_4059
- jump @PLCHUTE_4225
- :PLCHUTE_4066
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- if
- not 15@ == 5
- jf @PLCHUTE_4225
- if
- not 15@ == 1
- jf @PLCHUTE_4225
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 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
- 15@ = 1
- :PLCHUTE_4225
- Object.StorePos(17@, $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
- if
- 04DA: has_object 20@ collided
- jf @PLCHUTE_4318
- 075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET
- 0@ = 7
- :PLCHUTE_4318
- if
- 00E1: player 0 pressed_key 15
- jf @PLCHUTE_4354
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- $FREEFALL_STAGE = 6
- $1498 = 3
- :PLCHUTE_4354
- if
- 03CA: object 17@ exists
- jf @PLCHUTE_4593
- if
- 0837: object 17@ animation == "PARA_OPEN_O"
- jf @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)
- $1507 *= -1.0
- if and
- 21@ == 1.0
- 0@ == 4
- jf @PLCHUTE_4593
- 0@ = 5
- :PLCHUTE_4593
- if
- not Actor.Dead($PLAYER_ACTOR)
- jf @PLCHUTE_4781
- if
- 04AD: actor $PLAYER_ACTOR in_water
- jf @PLCHUTE_4732
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 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
- $FREEFALL_STAGE = 5
- 0@ = 0
- :PLCHUTE_4732
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@
- if
- 23@ > -0.1
- jf @PLCHUTE_4781
- $FREEFALL_STAGE = 4
- 0@ = 0
- :PLCHUTE_4781
- if
- $FREEFALL_STAGE == 4
- jf @PLCHUTE_5271
- if
- 0@ == 0
- jf @PLCHUTE_5168
- $1498 = 1
- Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- $TEMPVAR_Z_COORD -= 1.0
- Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- if
- -10.0 > $1509
- jf @PLCHUTE_4922
- $FREEFALL_STAGE = 2
- 0@ = 0
- jump @PLCHUTE_5092
- :PLCHUTE_4922
- if
- -4.0 > $1509
- jf @PLCHUTE_5047
- 0615: define_AS_pack_begin 14@
- 0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB
- 0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 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@
- jump @PLCHUTE_5085
- :PLCHUTE_5047
- 0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB
- :PLCHUTE_5085
- 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@ = TIMERA // (int)
- 18@ += 1000
- :PLCHUTE_5168
- if
- 0@ == 1
- jf @PLCHUTE_5271
- if
- 0837: object 17@ animation == "PARA_LAND_O"
- jf @PLCHUTE_5271
- 0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@
- if
- 21@ == 1.0
- jf @PLCHUTE_5271
- $1498 = 2
- gosub @PLCHUTE_5521
- :PLCHUTE_5271
- if
- $FREEFALL_STAGE == 5
- jf @PLCHUTE_5328
- $1498 = 1
- if
- 0@ == 0
- jf @PLCHUTE_5328
- $1498 = 2
- gosub @PLCHUTE_5521
- :PLCHUTE_5328
- if and
- $FREEFALL_STAGE > 0
- 4 > $FREEFALL_STAGE
- jf @PLCHUTE_5405
- if
- not Actor.Dead($PLAYER_ACTOR)
- jf @PLCHUTE_5405
- 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
- Actor.Angle($PLAYER_ACTOR) = 1@
- 083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air
- :PLCHUTE_5405
- if
- $FREEFALL_STAGE == 6
- jf @PLCHUTE_5430
- gosub @PLCHUTE_5521
- :PLCHUTE_5430
- if
- $FREEFALL_STAGE == 7
- jf @PLCHUTE_5455
- gosub @PLCHUTE_5462
- :PLCHUTE_5455
- jump @PLCHUTE_118
- :PLCHUTE_5462
- $FREEFALL_STAGE = 0
- 0@ = 0
- Model.Destroy(#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
- return
- :PLCHUTE_5521
- 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0
- 09A2: destroy_object_with_fade 17@
- Object.Destroy(20@)
- 0555: remove_weapon 46 from_actor $PLAYER_ACTOR
- $FREEFALL_STAGE = 0
- $PARACHUTE_CREATION_STAGE = 0
- 0@ = 0
- Model.Destroy(#PARACHUTE)
- 04EF: release_animation "PARACHUTE"
- Model.Destroy(#GUN_PARA)
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- 0992: set_player $PLAYER_CHAR weapons_scrollable 1
- end_thread
- :PARACH
- thread 'PARACH'
- $8275 = 0
- 0209: 31@ = random_int_in_ranges 0 6
- 11@ = 10
- 17@ = 0
- 12@ = 0
- $8289 = 0
- if
- 12@ == 100
- jf @PARACH_122
- 0@ = Pickup.Create(#BRIEFCASE, 3, 32.1527, 2239.726, 125.672)
- 8@ = Actor.Create(CivMale, #WMYPLT, 32.1527, 2239.726, 125.672)
- :PARACH_122
- if
- not Actor.Dead(8@)
- jf @PARACH_146
- 0819: 30@ = actor 8@ distance_from_ground
- :PARACH_146
- wait 0
- 008A: $8290 = 17@ // (int)
- if
- $8289 == 2
- jf @PARACH_202
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_202
- gosub @PARACH_6417
- :PARACH_202
- if
- not 0@ == -1
- jf @PARACH_293
- if
- 11@ == 10
- jf @PARACH_293
- if
- not 0@ == -1
- jf @PARACH_286
- if
- Pickup.Picked_up(0@)
- jf @PARACH_279
- 11@ = 0
- :PARACH_279
- jump @PARACH_293
- :PARACH_286
- 11@ = 0
- :PARACH_293
- if
- 0@ == -1
- jf @PARACH_336
- if
- 11@ == 10
- jf @PARACH_336
- 11@ = 0
- :PARACH_336
- if
- 11@ == 0
- jf @PARACH_384
- 04ED: load_animation "PARACHUTE"
- Model.Load(#PARACHUTE)
- Model.Load(#PARA_PACK)
- 11@ = 1
- :PARACH_384
- if
- 11@ == 1
- jf @PARACH_443
- if and
- 04EE: animation "PARACHUTE" loaded
- Model.Available(#PARACHUTE)
- Model.Available(#PARA_PACK)
- jf @PARACH_443
- 11@ = 2
- :PARACH_443
- if
- 11@ == 2
- jf @PARACH_654
- if
- not Actor.Dead(8@)
- jf @PARACH_491
- Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- :PARACH_491
- 9@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- 10@ = Object.Create(#PARA_PACK, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- 0750: set_object 9@ visibility 0
- if
- not Actor.Dead(8@)
- jf @PARACH_647
- 069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
- 0453: set_object 10@ XYZ_rotation 90.0 90.0 90.0
- 070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0
- :PARACH_647
- 11@ = 3
- :PARACH_654
- if
- 11@ == 3
- jf @PARACH_6053
- if
- not Actor.Dead(8@)
- jf @PARACH_6053
- if
- 31@ == 0
- jf @PARACH_756
- 0819: 30@ = actor 8@ distance_from_ground
- if
- 5.0 > 30@
- jf @PARACH_749
- 31@ = 2
- jump @PARACH_756
- :PARACH_749
- 31@ = 5
- :PARACH_756
- 31@ -= 1
- if
- 87D6: not 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_789
- gosub @PARACH_6503
- :PARACH_789
- if
- Actor.Driving(8@)
- jf @PARACH_819
- $8302 = 1
- jump @PARACH_826
- :PARACH_819
- $8302 = 0
- :PARACH_826
- if
- not Actor.Dead(8@)
- jf @PARACH_1186
- if or
- 0818: actor 8@ in_air
- $8302 == 0
- jf @PARACH_1186
- if and
- 17@ == 0
- 14@ == 0
- 30@ > 5.0
- jf @PARACH_1186
- if
- $8302 == 0
- jf @PARACH_988
- 02F6: $8303 = sine $8301 // (float)
- 0069: $8303 *= $8300 // (float)
- $8303 *= -1.0
- 02F7: $8304 = cosine $8301 // (float)
- 0069: $8304 *= $8300 // (float)
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8276
- 083C: set_actor 8@ velocity_in_direction_XYZ $8303 $8304 $8276
- :PARACH_988
- 17@ = 1
- $8275 = 1
- 0085: 18@ = TIMERA // (int)
- 27@ = Actor.Angle(8@)
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_1071
- $8297 = 3.0
- $8298 = -2.0
- 16@ = 0
- gosub @PARACH_6083
- :PARACH_1071
- if
- 7@ == 0
- jf @PARACH_1141
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- jump @PARACH_1186
- :PARACH_1141
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- :PARACH_1186
- if
- 17@ == 1
- jf @PARACH_2838
- if
- 04AD: actor 8@ in_water
- jf @PARACH_1268
- 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 17@ = 2
- :PARACH_1268
- if
- 3.0 > 30@
- jf @PARACH_1337
- 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 17@ = 2
- :PARACH_1337
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8277
- if
- 0027: 1@ > $8277 // (float)
- jf @PARACH_1378
- 0088: $8277 = 1@ // (float)
- :PARACH_1378
- 008A: $8282 = TIMERA // (int)
- 0066: $8282 -= 18@ // (int)
- 008F: 28@ = integer $8282 to_float
- 28@ /= 2000.0
- if
- 28@ > 1.0
- jf @PARACH_1443
- 28@ = 1.0
- :PARACH_1443
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_1490
- if
- 1.0 >= 28@
- jf @PARACH_1490
- gosub @PARACH_6307
- :PARACH_1490
- if
- 28@ == 1.0
- jf @PARACH_2431
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_2413
- 0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8284
- 008D: $8279 = integer $8282 to_float
- $8279 /= 256.0
- 005D: 25@ += $8279 // (float)
- 0088: $8280 = 25@ // (float)
- $8280 /= 30.0
- if
- -1.6 > $8280
- jf @PARACH_1621
- $8280 = -1.6
- :PARACH_1621
- if
- $8280 > 1.6
- jf @PARACH_1652
- $8280 = 1.6
- :PARACH_1652
- 0065: 27@ -= $8280 // (float)
- if
- $8279 == 0.0
- jf @PARACH_1712
- if
- not 25@ == 0.0
- jf @PARACH_1712
- 25@ *= 0.95
- :PARACH_1712
- 0088: $8278 = 26@ // (float)
- $8278 *= 6.0
- 008D: $8281 = integer $8283 to_float
- 0061: $8281 -= $8278 // (float)
- $8281 /= 256.0
- 005D: 26@ += $8281 // (float)
- if
- -30.0 > 26@
- jf @PARACH_1795
- 26@ = -30.0
- :PARACH_1795
- if
- 26@ > 30.0
- jf @PARACH_1826
- 26@ = 30.0
- :PARACH_1826
- if
- $8281 == 0.0
- jf @PARACH_1878
- if
- not 26@ == 0.0
- jf @PARACH_1878
- 26@ *= 0.97
- :PARACH_1878
- 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
- 0088: $8279 = 26@ // (float)
- $8279 /= -5.0
- 006D: $TEMPVAR_FLOAT_1 *= 2@ // (float)
- 0069: $TEMPVAR_FLOAT_1 *= $8279 // (float)
- $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 2@ // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $8279 // (float)
- 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- $TEMPVAR_FLOAT_1 *= -1.0
- 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
- $TEMPVAR_FLOAT_1 *= 0.1
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- $TEMPVAR_FLOAT_2 *= -1.0
- 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
- $TEMPVAR_FLOAT_2 *= 0.1
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277
- 083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air
- if
- -100 > $8283
- jf @PARACH_2171
- if
- not 15@ == 4
- jf @PARACH_2164
- 15@ = 4
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2164
- jump @PARACH_2406
- :PARACH_2171
- if and
- $8282 == 0
- not 15@ == 0
- jf @PARACH_2248
- 15@ = 0
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2248
- if and
- 0 > $8282
- not 15@ == -1
- jf @PARACH_2327
- 15@ = -1
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2327
- if and
- $8282 > 0
- not 15@ == 1
- jf @PARACH_2406
- 15@ = 1
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2406
- jump @PARACH_2431
- :PARACH_2413
- 083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@
- :PARACH_2431
- if or
- 00E1: player 0 pressed_key 17
- $8299 == 1
- jf @PARACH_2652
- if
- not $8299 == 2
- jf @PARACH_2652
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_2652
- 17@ = 0
- 15@ = 0
- 14@ = 1
- 0750: set_object 9@ visibility 1
- wait 0
- if
- not Actor.Dead(8@)
- jf @PARACH_2652
- 0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@
- 0088: $8288 = 24@ // (float)
- $8288 += 5.0
- :PARACH_2652
- if and
- 12@ == 1
- 87D6: not 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_2838
- 17@ = 0
- 15@ = 0
- 14@ = 1
- 0750: set_object 9@ visibility 1
- wait 0
- if
- not Actor.Dead(8@)
- jf @PARACH_2838
- 0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@
- 0088: $8288 = 24@ // (float)
- $8288 += 5.0
- :PARACH_2838
- if
- 14@ == 1
- jf @PARACH_3568
- if
- not Actor.Dead(8@)
- jf @PARACH_3540
- if
- Actor.Animation(8@) == "PARA_OPEN"
- jf @PARACH_3540
- 0613: $8274 = actor 8@ animation "PARA_OPEN" time
- Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- $8274 *= 2.0
- $8274 -= 0.5
- if
- $8274 > 1.0
- jf @PARACH_2983
- $8274 = 1.0
- :PARACH_2983
- if
- 0.0 > $8274
- jf @PARACH_3014
- $8274 = 0.0
- :PARACH_3014
- if and
- 0.25 >= $8274
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_3120
- $8297 = -2.0
- $8298 = -2.0
- 0089: 28@ = $8274 // (float)
- 28@ *= 4.0
- if
- 16@ == 1
- jf @PARACH_3113
- 16@ = 2
- gosub @PARACH_6083
- :PARACH_3113
- gosub @PARACH_6307
- :PARACH_3120
- if and
- $8274 > 0.25
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_3236
- $8297 = 5.0
- $8298 = -5.0
- 0089: 28@ = $8274 // (float)
- 28@ -= 0.25
- 28@ *= 1.333
- if
- 16@ == 2
- jf @PARACH_3229
- 16@ = 3
- gosub @PARACH_6083
- :PARACH_3229
- gosub @PARACH_6307
- :PARACH_3236
- 0086: $8276 = $8288 // (float)
- 0069: $8276 *= $8274 // (float)
- $8276 *= -1.0
- 005F: $8276 += 24@ // (float)
- 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277
- 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
- 006D: $TEMPVAR_FLOAT_1 *= 5@ // (float)
- $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 5@ // (float)
- $TEMPVAR_FLOAT_1 *= -1.0
- 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
- $TEMPVAR_FLOAT_1 *= 0.01
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- $TEMPVAR_FLOAT_2 *= -1.0
- 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
- $TEMPVAR_FLOAT_2 *= 0.01
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- if
- $8274 == 1.0
- jf @PARACH_3540
- 0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET
- 14@ = 2
- 0089: 29@ = $8276 // (float)
- 25@ = 0.0
- :PARACH_3540
- if
- 3.0 > 30@
- jf @PARACH_3568
- 14@ = 3
- :PARACH_3568
- if
- 14@ == 2
- jf @PARACH_5824
- if and
- not 13@ == 5
- 04AD: actor 8@ in_water
- jf @PARACH_3616
- 13@ = 4
- :PARACH_3616
- if
- 13@ == 0
- jf @PARACH_4766
- 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
- $8284 = 0
- $8285 = 0
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_3706
- 0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8285
- jump @PARACH_3728
- :PARACH_3706
- 008A: $8282 = 22@ // (int)
- $8283 = 0
- $8284 = 0
- :PARACH_3728
- if and
- not $8284 == 0
- not $8285 == 0
- jf @PARACH_3753
- :PARACH_3753
- if or
- $8283 > 100
- 12@ == 2
- jf @PARACH_3811
- 006D: $TEMPVAR_FLOAT_1 *= 6@ // (float)
- $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 6@ // (float)
- jump @PARACH_3837
- :PARACH_3811
- 006D: $TEMPVAR_FLOAT_1 *= 5@ // (float)
- $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 5@ // (float)
- :PARACH_3837
- 0084: $8285 = $8283 // (int)
- 083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air
- if
- 30@ > 3.0
- jf @PARACH_4574
- 008D: $8281 = integer $8282 to_float
- $8281 /= 128.0
- 005D: 25@ += $8281 // (float)
- if
- 25@ > 45.0
- jf @PARACH_3939
- 25@ = 45.0
- :PARACH_3939
- if
- -45.0 > 25@
- jf @PARACH_3970
- 25@ = -45.0
- :PARACH_3970
- 0088: $8280 = 25@ // (float)
- $8280 /= 15.0
- 0065: 27@ -= $8280 // (float)
- if
- $8281 == 0.0
- jf @PARACH_4048
- if
- not 25@ == 0.0
- jf @PARACH_4048
- 25@ *= 0.95
- :PARACH_4048
- 083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air
- if or
- $8283 > 100
- 12@ == 2
- jf @PARACH_4211
- 0088: $TEMPVAR_FLOAT_3 = 4@ // (float)
- if
- not 15@ == 4
- jf @PARACH_4204
- 15@ = 4
- 0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4204
- jump @PARACH_4574
- :PARACH_4211
- 0088: $TEMPVAR_FLOAT_3 = 3@ // (float)
- if and
- $8281 == 0.0
- not 15@ == 0
- jf @PARACH_4336
- 15@ = 0
- 0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4336
- if and
- 0.0 > $8281
- not 15@ == -1
- jf @PARACH_4455
- 15@ = -1
- 0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4455
- if and
- $8281 > 0.0
- not 15@ == 1
- jf @PARACH_4574
- 15@ = 1
- 0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4574
- 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- $TEMPVAR_FLOAT_1 *= -1.0
- 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
- $TEMPVAR_FLOAT_1 *= 0.1
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- $TEMPVAR_FLOAT_2 *= -1.0
- 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
- $TEMPVAR_FLOAT_2 *= 0.1
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- $TEMPVAR_FLOAT_3 *= -1.0
- 005F: $TEMPVAR_FLOAT_3 += 29@ // (float)
- $TEMPVAR_FLOAT_3 *= 0.2
- 0088: $8276 = 29@ // (float)
- 0061: $8276 -= $TEMPVAR_FLOAT_3 // (float)
- 0089: 29@ = $8276 // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- 0069: $8278 *= $8278 // (float)
- 0069: $8279 *= $8279 // (float)
- 0086: $8280 = $8278 // (float)
- 0059: $8280 += $8279 // (float)
- 01FB: $8280 = square_root $8280
- :PARACH_4766
- if
- 3.0 > 30@
- jf @PARACH_5104
- Actor.Angle(8@) = 27@
- 25@ = 0.0
- 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
- 006D: $TEMPVAR_FLOAT_1 *= 6@ // (float)
- $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 6@ // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -2.0
- if
- 13@ == 0
- jf @PARACH_5012
- 13@ = 1
- 0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_5012
- 0086: $8297 = $8292 // (float)
- 0086: $8298 = $8291 // (float)
- gosub @PARACH_6083
- :PARACH_5012
- if and
- 13@ == 1
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_5104
- 28@ = 3.0
- 0063: 28@ -= 30@ // (float)
- 28@ *= 0.75
- if
- 28@ > 1.0
- jf @PARACH_5097
- 28@ = 1.0
- :PARACH_5097
- gosub @PARACH_6307
- :PARACH_5104
- if and
- 1.5 > 30@
- 13@ == 1
- jf @PARACH_5219
- 13@ = 2
- 0812: AS_actor 8@ perform_animation "PARA_LAND" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- :PARACH_5219
- if
- 13@ == 2
- jf @PARACH_5496
- if
- Actor.Animation(8@) == "PARA_LAND"
- jf @PARACH_5496
- 0613: $8274 = actor 8@ animation "PARA_LAND" time
- if
- $8274 == 1.0
- jf @PARACH_5496
- Object.Destroy(9@)
- Object.Destroy(10@)
- Actor.StoreDeadActorPos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- if
- not 0@ == -1
- jf @PARACH_5351
- Pickup.Destroy(0@)
- :PARACH_5351
- 05B9: AS_actor 8@ stay_idle 1 ms
- 0792: disembark_instantly_actor 8@
- 14@ = 3
- 083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air
- Actor.Angle(8@) = 27@
- Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_5438
- $8289 = 1
- :PARACH_5438
- if
- $ONMISSION == 1
- jf @PARACH_5463
- gosub @PARACH_6417
- :PARACH_5463
- 0@ = 0
- 0@ = Pickup.Create(#BRIEFCASE, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- 13@ = 3
- :PARACH_5496
- if
- 13@ == 4
- jf @PARACH_5623
- 0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET
- 13@ = 5
- $8274 = 0.0
- :PARACH_5623
- if
- 13@ == 5
- jf @PARACH_5824
- if
- Actor.Animation(8@) == "PARA_LAND_WATER"
- jf @PARACH_5699
- 0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time
- :PARACH_5699
- if
- $8274 == 1.0
- jf @PARACH_5824
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_5746
- $8289 = 1
- :PARACH_5746
- Object.Destroy(9@)
- Object.Destroy(10@)
- 13@ = 3
- 05B9: AS_actor 8@ stay_idle 1 ms
- 0792: disembark_instantly_actor 8@
- 14@ = 3
- 083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air
- Actor.Angle(8@) = 27@
- Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- :PARACH_5824
- if and
- 14@ == 3
- 13@ == 0
- jf @PARACH_5935
- 075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET
- 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 13@ = 1
- :PARACH_5935
- if
- 14@ == 3
- jf @PARACH_6053
- if
- Pickup.Picked_up(0@)
- jf @PARACH_6004
- 11@ = 10
- 17@ = 0
- 14@ = 0
- 7@ = 0
- 13@ = 0
- :PARACH_6004
- if
- 80FE: not actor 8@ sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 50.0 50.0 50.0
- jf @PARACH_6053
- jump @PARACH_6417
- :PARACH_6053
- if
- Actor.Dead(8@)
- jf @PARACH_6076
- jump @PARACH_6417
- :PARACH_6076
- jump @PARACH_146
- :PARACH_6083
- 068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- 0086: $8278 = $TEMPVAR_X_COORD // (float)
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- 0086: $8279 = $TEMPVAR_Y_COORD // (float)
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- 0086: $8293 = $TEMPVAR_FLOAT_3 // (float)
- 0061: $8293 -= $TEMPVAR_Z_COORD // (float)
- 0086: $8276 = $8278 // (float)
- 0069: $8276 *= $8278 // (float)
- 0086: $8277 = $8279 // (float)
- 0069: $8277 *= $8279 // (float)
- 0086: $8294 = $8276 // (float)
- 0059: $8294 += $8277 // (float)
- $8294 *= -1.0
- 01FB: $8294 = square_root $8294
- 0086: $8295 = $8297 // (float)
- 0061: $8295 -= $8293 // (float)
- $8294 *= -1.0
- 0086: $8296 = $8298 // (float)
- 0061: $8296 -= $8294 // (float)
- if
- 16@ == 0
- jf @PARACH_6305
- 16@ = 1
- 0086: $8291 = $8294 // (float)
- 0086: $8292 = $8293 // (float)
- :PARACH_6305
- return
- :PARACH_6307
- Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- 0088: $8278 = 28@ // (float)
- $8278 *= 180.0
- 02F7: $8278 = cosine $8278 // (float)
- $8278 -= 1.0
- $8278 *= -0.5
- 0086: $TEMPVAR_FLOAT_3 = $8295 // (float)
- 0069: $TEMPVAR_FLOAT_3 *= $8278 // (float)
- 0059: $TEMPVAR_FLOAT_3 += $8293 // (float)
- 0086: $TEMPVAR_FLOAT_2 = $8296 // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $8278 // (float)
- 0059: $TEMPVAR_FLOAT_2 += $8294 // (float)
- return
- :PARACH_6417
- 04EF: release_animation "PARACHUTE"
- Model.Destroy(#PARACHUTE)
- Model.Destroy(#PARA_PACK)
- if
- not 0@ == -1
- jf @PARACH_6463
- Pickup.Destroy(0@)
- :PARACH_6463
- Object.Destroy(9@)
- Object.Destroy(10@)
- if
- 07D6: 8@ == $PLAYER_ACTOR // @ == $ (int)
- jf @PARACH_6499
- $8299 = 0
- :PARACH_6499
- end_thread
- return
- :PARACH_6503
- Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- 0086: $TEMPVAR_FLOAT_1 = $8271 // (float)
- 0061: $TEMPVAR_FLOAT_1 -= $TEMPVAR_X_COORD // (float)
- 0086: $TEMPVAR_FLOAT_2 = $8272 // (float)
- 0061: $TEMPVAR_FLOAT_2 -= $TEMPVAR_Y_COORD // (float)
- 0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_Z_COORD // (float)
- 0061: $TEMPVAR_FLOAT_3 -= $8273 // (float)
- if
- 17@ == 1
- jf @PARACH_6683
- 0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float)
- 0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float)
- 01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1
- 0086: $8276 = $TEMPVAR_FLOAT_3 // (float)
- 0071: $8276 /= $TEMPVAR_FLOAT_1 // (float)
- 0088: $8277 = 3@ // (float)
- 0075: $8277 /= 5@ // (float)
- $8277 *= -1.2
- if
- 0024: $8277 > $8276 // (float)
- jf @PARACH_6683
- 12@ = 1
- :PARACH_6683
- if
- 14@ == 2
- jf @PARACH_7350
- 0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 20@
- 19@ = Actor.Angle(8@)
- 3@ -= 1.0
- 4@ -= 1.0
- 0087: 21@ = 20@ // (float)
- 0063: 21@ -= 19@ // (float)
- if
- 001D: TIMERA > 23@ // (int)
- jf @PARACH_7137
- 0085: 23@ = TIMERA // (int)
- 23@ += 3000
- 0208: $8286 = random_float_in_ranges -20.0 0.0
- 0208: $8287 = random_float_in_ranges 0.0 20.0
- 0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float)
- 0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float)
- 01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1
- 0086: $8277 = $TEMPVAR_FLOAT_1 // (float)
- 0075: $8277 /= 5@ // (float)
- 0086: $8276 = $TEMPVAR_FLOAT_3 // (float)
- 0071: $8276 /= $8277 // (float)
- 0088: $8277 = 3@ // (float)
- 005F: $8277 += 4@ // (float)
- $8277 /= 2.0
- 0088: $8278 = 3@ // (float)
- 0067: $8278 -= 4@ // (float)
- $8278 /= 4.0
- 0059: $8278 += $8277 // (float)
- 0088: $8279 = 3@ // (float)
- 0067: $8279 -= 4@ // (float)
- $8279 /= -4.0
- 0059: $8279 += $8277 // (float)
- $8278 *= -1.0
- $8279 *= -1.0
- if and
- 0024: $8278 > $8276 // (float)
- 0024: $8276 > $8279 // (float)
- jf @PARACH_7085
- 0209: $8282 = random_int_in_ranges 0 2
- if
- $8282 == 0
- jf @PARACH_7060
- 12@ = 2
- :PARACH_7060
- if
- $8282 == 1
- jf @PARACH_7085
- 12@ = 0
- :PARACH_7085
- if
- 0034: $8276 >= $8278 // (float)
- jf @PARACH_7111
- 12@ = 0
- :PARACH_7111
- if
- 0034: $8279 >= $8276 // (float)
- jf @PARACH_7137
- 12@ = 2
- :PARACH_7137
- if or
- 0026: $8286 > 21@ // (float)
- 0027: 21@ > $8287 // (float)
- jf @PARACH_7323
- if
- -180.0 > 21@
- jf @PARACH_7195
- 21@ += 360.0
- :PARACH_7195
- if
- 21@ > 180.0
- jf @PARACH_7226
- 21@ -= 360.0
- :PARACH_7226
- 21@ /= 180.0
- if
- 21@ > 1.0
- jf @PARACH_7267
- 21@ = 1.0
- :PARACH_7267
- if
- -1.0 > 21@
- jf @PARACH_7298
- 21@ = -1.0
- :PARACH_7298
- 21@ *= -128.0
- 0092: 22@ = float 21@ to_integer
- jump @PARACH_7330
- :PARACH_7323
- 22@ = 0
- :PARACH_7330
- 3@ += 1.0
- 4@ += 1.0
- :PARACH_7350
- return
- end_thread
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