deltaCJ

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Oct 12th, 2020
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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
  2. DEFINE OBJECTS 389
  3. DEFINE OBJECT (noname)                
  4. DEFINE OBJECT INFO                     // Object number -1
  5. DEFINE OBJECT KEYCARD                  // Object number -2
  6. DEFINE OBJECT AD_FLATDOOR              // Object number -3
  7. DEFINE OBJECT KB_BANDIT_U              // Object number -4
  8. DEFINE OBJECT ROULETTE_TBL             // Object number -5
  9. DEFINE OBJECT OTB_MACHINE              // Object number -6
  10. DEFINE OBJECT CJ_COIN_OP_3             // Object number -7
  11. DEFINE OBJECT CJ_COIN_OP_2             // Object number -8
  12. DEFINE OBJECT CJ_COIN_OP_1             // Object number -9
  13. DEFINE OBJECT CJ_COIN_OP               // Object number -10
  14. DEFINE OBJECT SWANK_CONSOLE            // Object number -11
  15. DEFINE OBJECT SNESISH                  // Object number -12
  16. DEFINE OBJECT LOW_CONSOLE              // Object number -13
  17. DEFINE OBJECT VENDMACHFD               // Object number -14
  18. DEFINE OBJECT VENDMACH                 // Object number -15
  19. DEFINE OBJECT VENDIN3                  // Object number -16
  20. DEFINE OBJECT CJ_SPRUNK1               // Object number -17
  21. DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18
  22. DEFINE OBJECT CJ_EXT_CANDY             // Object number -19
  23. DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20
  24. DEFINE OBJECT ICESCART_PROP            // Object number -21
  25. DEFINE OBJECT CHILLIDOGCART            // Object number -22
  26. DEFINE OBJECT NOODLECART_PROP          // Object number -23
  27. DEFINE OBJECT GATE_AUTOL               // Object number -24
  28. DEFINE OBJECT GATE_AUTOR               // Object number -25
  29. DEFINE OBJECT GYM_BIKE                 // Object number -26
  30. DEFINE OBJECT GYM_BENCH1               // Object number -27
  31. DEFINE OBJECT GYM_TREADMILL            // Object number -28
  32. DEFINE OBJECT GYM_MAT1                 // Object number -29
  33. DEFINE OBJECT BSKBALL_LAX              // Object number -30
  34. DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31
  35. DEFINE OBJECT VGSXREFBBALLNET          // Object number -32
  36. DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33
  37. DEFINE OBJECT K_POOLTABLESM            // Object number -34
  38. DEFINE OBJECT NEIL_SLOT                // Object number -35
  39. DEFINE OBJECT CJ_SLOT_BANK             // Object number -36
  40. DEFINE OBJECT BLCK_JACK                // Object number -37
  41. DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38
  42. DEFINE OBJECT CRACKFACT_SFS            // Object number -39
  43. DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40
  44. DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41
  45. DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42
  46. DEFINE OBJECT PICKUPSAVE               // Object number -43
  47. DEFINE OBJECT WOODENBOX                // Object number -44
  48. DEFINE OBJECT NF_BLACKBOARD            // Object number -45
  49. DEFINE OBJECT NF_LIST_1                // Object number -46
  50. DEFINE OBJECT NF_LIST_2                // Object number -47
  51. DEFINE OBJECT NF_LIST_3                // Object number -48
  52. DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49
  53. DEFINE OBJECT WS_APGATE                // Object number -50
  54. DEFINE OBJECT GEN_DOOREXT03            // Object number -51
  55. DEFINE OBJECT GEN_DOOREXT07            // Object number -52
  56. DEFINE OBJECT GEN_DOORSHOP02           // Object number -53
  57. DEFINE OBJECT GEN_DOOREXT04            // Object number -54
  58. DEFINE OBJECT GEN_DOORSHOP3            // Object number -55
  59. DEFINE OBJECT CUNTGIRLDOOR             // Object number -56
  60. DEFINE OBJECT PIZZAHIGH                // Object number -57
  61. DEFINE OBJECT CJ_PIZZA_1               // Object number -58
  62. DEFINE OBJECT CJ_PIZZA_2               // Object number -59
  63. DEFINE OBJECT BURGERHIGH               // Object number -60
  64. DEFINE OBJECT CJ_BURG_1                // Object number -61
  65. DEFINE OBJECT CJ_BURG_2                // Object number -62
  66. DEFINE OBJECT CIGAR                    // Object number -63
  67. DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64
  68. DEFINE OBJECT MD_POSTER                // Object number -65
  69. DEFINE OBJECT CR_DOOR_01               // Object number -66
  70. DEFINE OBJECT CR_DOOR_03               // Object number -67
  71. DEFINE OBJECT SHUTTER_VEGAS            // Object number -68
  72. DEFINE OBJECT CR1_DOOR                 // Object number -69
  73. DEFINE OBJECT CT_GATEXR                // Object number -70
  74. DEFINE OBJECT A51_BLASTDOORR           // Object number -71
  75. DEFINE OBJECT A51_BLASTDOORL           // Object number -72
  76. DEFINE OBJECT A51_LABDOOR              // Object number -73
  77. DEFINE OBJECT A51_JETDOOR              // Object number -74
  78. DEFINE OBJECT PORTAKABIN               // Object number -75
  79. DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76
  80. DEFINE OBJECT AB_CASDORLOK             // Object number -77
  81. DEFINE OBJECT IMY_SHASH_WALL           // Object number -78
  82. DEFINE OBJECT TWRCRANE_M_04            // Object number -79
  83. DEFINE OBJECT TWRCRANE_M_01            // Object number -80
  84. DEFINE OBJECT TWRCRANE_M_02            // Object number -81
  85. DEFINE OBJECT LODCRANE_M_04            // Object number -82
  86. DEFINE OBJECT LODCRANE_M_01            // Object number -83
  87. DEFINE OBJECT MAGNOCRANE_01            // Object number -84
  88. DEFINE OBJECT MAGNOCRANE_02            // Object number -85
  89. DEFINE OBJECT MAGNOCRANE_03            // Object number -86
  90. DEFINE OBJECT LODNOCRANE_01            // Object number -87
  91. DEFINE OBJECT LODNOCRANE_02            // Object number -88
  92. DEFINE OBJECT LODNOCRANE_03            // Object number -89
  93. DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90
  94. DEFINE OBJECT QUARRY_CRANE             // Object number -91
  95. DEFINE OBJECT QUARRY_CRANEARM          // Object number -92
  96. DEFINE OBJECT BODYARMOUR               // Object number -93
  97. DEFINE OBJECT BRIBE                    // Object number -94
  98. DEFINE OBJECT A51_VENTCOVERB           // Object number -95
  99. DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96
  100. DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97
  101. DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98
  102. DEFINE OBJECT GWFORUM1_LAE             // Object number -99
  103. DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100
  104. DEFINE OBJECT CE_HILLSEAST06           // Object number -101
  105. DEFINE OBJECT CUNTEGROUND23            // Object number -102
  106. DEFINE OBJECT HILLSEAST05_LAE          // Object number -103
  107. DEFINE OBJECT K_POOLQ                  // Object number -104
  108. DEFINE OBJECT K_POOLBALLCUE            // Object number -105
  109. DEFINE OBJECT K_POOLBALLSPT01          // Object number -106
  110. DEFINE OBJECT K_POOLBALLSPT02          // Object number -107
  111. DEFINE OBJECT K_POOLBALLSPT03          // Object number -108
  112. DEFINE OBJECT K_POOLBALLSPT04          // Object number -109
  113. DEFINE OBJECT K_POOLBALLSPT05          // Object number -110
  114. DEFINE OBJECT K_POOLBALLSPT06          // Object number -111
  115. DEFINE OBJECT K_POOLBALLSPT07          // Object number -112
  116. DEFINE OBJECT K_POOLBALL8              // Object number -113
  117. DEFINE OBJECT K_POOLBALLSTP01          // Object number -114
  118. DEFINE OBJECT K_POOLBALLSTP02          // Object number -115
  119. DEFINE OBJECT K_POOLBALLSTP03          // Object number -116
  120. DEFINE OBJECT K_POOLBALLSTP04          // Object number -117
  121. DEFINE OBJECT K_POOLBALLSTP05          // Object number -118
  122. DEFINE OBJECT K_POOLBALLSTP06          // Object number -119
  123. DEFINE OBJECT K_POOLBALLSTP07          // Object number -120
  124. DEFINE OBJECT K_POOLQ2                 // Object number -121
  125. DEFINE OBJECT CIGAR_GLOW               // Object number -122
  126. DEFINE OBJECT DYN_WINE_BIG             // Object number -123
  127. DEFINE OBJECT KB_BEER                  // Object number -124
  128. DEFINE OBJECT LAEROAD30                // Object number -125
  129. DEFINE OBJECT CASKET_LAW               // Object number -126
  130. DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127
  131. DEFINE OBJECT LAELODPARK02             // Object number -128
  132. DEFINE OBJECT LAEMACPARK02             // Object number -129
  133. DEFINE OBJECT BD_WINDOW                // Object number -130
  134. DEFINE OBJECT BREAK_WALL_1B            // Object number -131
  135. DEFINE OBJECT BREAK_WALL_2B            // Object number -132
  136. DEFINE OBJECT BREAK_WALL_3B            // Object number -133
  137. DEFINE OBJECT BD_FIRE1_O               // Object number -134
  138. DEFINE OBJECT CR_AMMOBOX               // Object number -135
  139. DEFINE OBJECT BREAK_WALL_1A            // Object number -136
  140. DEFINE OBJECT BREAK_WALL_2A            // Object number -137
  141. DEFINE OBJECT BREAK_WALL_3A            // Object number -138
  142. DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139
  143. DEFINE OBJECT SEC_KEYPAD               // Object number -140
  144. DEFINE OBJECT KMB_RAMP                 // Object number -141
  145. DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142
  146. DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143
  147. DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144
  148. DEFINE OBJECT BARREL4                  // Object number -145
  149. DEFINE OBJECT HEALTH                   // Object number -146
  150. DEFINE OBJECT IMY_BBOX                 // Object number -147
  151. DEFINE OBJECT IMY_LA_DOOR              // Object number -148
  152. DEFINE OBJECT DB_AMMO                  // Object number -149
  153. DEFINE OBJECT MED_BED_8                // Object number -150
  154. DEFINE OBJECT CR_GUNCRATE              // Object number -151
  155. DEFINE OBJECT GUNBOX                   // Object number -152
  156. DEFINE OBJECT TMP_BIN                  // Object number -153
  157. DEFINE OBJECT AMMOTRN_OBJ              // Object number -154
  158. DEFINE OBJECT KMB_FRONTGATE            // Object number -155
  159. DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156
  160. DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157
  161. DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158
  162. DEFINE OBJECT NF_PED_COLL              // Object number -159
  163. DEFINE OBJECT CM_BOX                   // Object number -160
  164. DEFINE OBJECT FAKE_MULE_COL            // Object number -161
  165. DEFINE OBJECT CARDBOARDBOX2            // Object number -162
  166. DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163
  167. DEFINE OBJECT IMMMCRAN                 // Object number -164
  168. DEFINE OBJECT TRNTRK8_LAS              // Object number -165
  169. DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166
  170. DEFINE OBJECT KMB_SKIP                 // Object number -167
  171. DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168
  172. DEFINE OBJECT WHEEL_OR1                // Object number -169
  173. DEFINE OBJECT DYN_WOODPILE2            // Object number -170
  174. DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171
  175. DEFINE OBJECT CJ_JUICE_CAN             // Object number -172
  176. DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173
  177. DEFINE OBJECT KMB_GOFLAG               // Object number -174
  178. DEFINE OBJECT IMY_SKYLIGHT             // Object number -175
  179. DEFINE OBJECT KMB_TROLLEY              // Object number -176
  180. DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177
  181. DEFINE OBJECT LXR_MOTELVENT            // Object number -178
  182. DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179
  183. DEFINE OBJECT MUNCH_DONUT              // Object number -180
  184. DEFINE OBJECT CHOPCOP_ARMR             // Object number -181
  185. DEFINE OBJECT CHOPCOP_LEGR             // Object number -182
  186. DEFINE OBJECT CHOPCOP_HEAD             // Object number -183
  187. DEFINE OBJECT CHOPCOP_TORSO            // Object number -184
  188. DEFINE OBJECT WD_FENCE_ANIM            // Object number -185
  189. DEFINE OBJECT CHOPCOP_ARML             // Object number -186
  190. DEFINE OBJECT CHOPCOP_LEGL             // Object number -187
  191. DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188
  192. DEFINE OBJECT ROADWORKBARRIER1         // Object number -189
  193. DEFINE OBJECT BRIEFCASE                // Object number -190
  194. DEFINE OBJECT KMB_ATM1                 // Object number -191
  195. DEFINE OBJECT KMB_ATM2                 // Object number -192
  196. DEFINE OBJECT KMB_ATM3                 // Object number -193
  197. DEFINE OBJECT MTSAFE                   // Object number -194
  198. DEFINE OBJECT CAT2_SAFE_COL            // Object number -195
  199. DEFINE OBJECT MAN_SAFENEW              // Object number -196
  200. DEFINE OBJECT KEV_SAFE                 // Object number -197
  201. DEFINE OBJECT RIDER1_DOOR              // Object number -198
  202. DEFINE OBJECT KMB_MARIJUANA            // Object number -199
  203. DEFINE OBJECT SW_HAYBREAK02            // Object number -200
  204. DEFINE OBJECT GRASSPLANT               // Object number -201
  205. DEFINE OBJECT PARKBENCH1               // Object number -202
  206. DEFINE OBJECT PORTALOO                 // Object number -203
  207. DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204
  208. DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205
  209. DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206
  210. DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207
  211. DEFINE OBJECT CLOTHESP                 // Object number -208
  212. DEFINE OBJECT LAMPPOST3                // Object number -209
  213. DEFINE OBJECT CT_STALL1                // Object number -210
  214. DEFINE OBJECT CT_TABLE                 // Object number -211
  215. DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212
  216. DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213
  217. DEFINE OBJECT A51_SPOTBASE             // Object number -214
  218. DEFINE OBJECT A51_SPOTHOUSING          // Object number -215
  219. DEFINE OBJECT A51_SPOTBULB             // Object number -216
  220. DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217
  221. DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218
  222. DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219
  223. DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220
  224. DEFINE OBJECT CJ_PADLOCK               // Object number -221
  225. DEFINE OBJECT KATANA_ANIM              // Object number -222
  226. DEFINE OBJECT KATANA_LHAND             // Object number -223
  227. DEFINE OBJECT MOBILE1993B              // Object number -224
  228. DEFINE OBJECT WONGS_GATE               // Object number -225
  229. DEFINE OBJECT DYN_RAMP                 // Object number -226
  230. DEFINE OBJECT SNIPER_ANIM              // Object number -227
  231. DEFINE OBJECT KMB_PACKET               // Object number -228
  232. DEFINE OBJECT NTO_B_S                  // Object number -229
  233. DEFINE OBJECT CARDBOARDBOX             // Object number -230
  234. DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231
  235. DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232
  236. DEFINE OBJECT DYN_DUMPSTER             // Object number -233
  237. DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234
  238. DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235
  239. DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236
  240. DEFINE OBJECT TEMP_STINGER2            // Object number -237
  241. DEFINE OBJECT TRAFFICCONE              // Object number -238
  242. DEFINE OBJECT AD_JUMP                  // Object number -239
  243. DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240
  244. DEFINE OBJECT AD_ROADMARK1             // Object number -241
  245. DEFINE OBJECT AD_ROADMARK2             // Object number -242
  246. DEFINE OBJECT AD_FINISH                // Object number -243
  247. DEFINE OBJECT MINIGUN_BASE             // Object number -244
  248. DEFINE OBJECT WONGS_ERECTION           // Object number -245
  249. DEFINE OBJECT WONGS_ERECTION2          // Object number -246
  250. DEFINE OBJECT RCBOMB                   // Object number -247
  251. DEFINE OBJECT BARREL2                  // Object number -248
  252. DEFINE OBJECT MINI_MAGNET              // Object number -249
  253. DEFINE OBJECT KMB_PLANK                // Object number -250
  254. DEFINE OBJECT KMB_HOLDALL              // Object number -251
  255. DEFINE OBJECT KMB_PARACHUTE            // Object number -252
  256. DEFINE OBJECT AMMO_CAPSULE             // Object number -253
  257. DEFINE OBJECT BARREL1                  // Object number -254
  258. DEFINE OBJECT KB_BARREL                // Object number -255
  259. DEFINE OBJECT CR_CRATESTACK            // Object number -256
  260. DEFINE OBJECT D9_RUNWAY                // Object number -257
  261. DEFINE OBJECT CARGO_TEST               // Object number -258
  262. DEFINE OBJECT CARGO_STUFF              // Object number -259
  263. DEFINE OBJECT CARGO_STORE              // Object number -260
  264. DEFINE OBJECT KMILITARY_CRATE          // Object number -261
  265. DEFINE OBJECT KMILITARY_BASE           // Object number -262
  266. DEFINE OBJECT BLOCKPALLET              // Object number -263
  267. DEFINE OBJECT TEMP_CRATE1              // Object number -264
  268. DEFINE OBJECT K_SMASHBOXES             // Object number -265
  269. DEFINE OBJECT K_CARGO1                 // Object number -266
  270. DEFINE OBJECT K_CARGO4                 // Object number -267
  271. DEFINE OBJECT GREEN_GLOOP              // Object number -268
  272. DEFINE OBJECT BASEJUMP_TARGET          // Object number -269
  273. DEFINE OBJECT DES_QUARRYGATE2          // Object number -270
  274. DEFINE OBJECT DES_QUARRYGATE           // Object number -271
  275. DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272
  276. DEFINE OBJECT DYNAMITE                 // Object number -273
  277. DEFINE OBJECT DYNO_BOX_A               // Object number -274
  278. DEFINE OBJECT DYNO_BOX_B               // Object number -275
  279. DEFINE OBJECT PRIVATESIGN3             // Object number -276
  280. DEFINE OBJECT PRIVATESIGN1             // Object number -277
  281. DEFINE OBJECT BARRIER_4ANDY            // Object number -278
  282. DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279
  283. DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280
  284. DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281
  285. DEFINE OBJECT AB_CARCASS               // Object number -282
  286. DEFINE OBJECT AB_HOOK                  // Object number -283
  287. DEFINE OBJECT FREEZER_DOOR             // Object number -284
  288. DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285
  289. DEFINE OBJECT CJ_MEAT_1                // Object number -286
  290. DEFINE OBJECT CJ_MEAT_2                // Object number -287
  291. DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288
  292. DEFINE OBJECT JET_INTERIOR             // Object number -289
  293. DEFINE OBJECT SMLPLANE_DOOR            // Object number -290
  294. DEFINE OBJECT JET_DOOR                 // Object number -291
  295. DEFINE OBJECT SMASH_BOX_STAY           // Object number -292
  296. DEFINE OBJECT SMASH_BOX_BRK            // Object number -293
  297. DEFINE OBJECT SMASHBOXPILE             // Object number -294
  298. DEFINE OBJECT ST_ARCH_PLAN             // Object number -295
  299. DEFINE OBJECT GEN_DOORINT01            // Object number -296
  300. DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297
  301. DEFINE OBJECT DYN_AIRCON               // Object number -298
  302. DEFINE OBJECT SW_BIT_09                // Object number -299
  303. DEFINE OBJECT GENERATOR_BIG            // Object number -300
  304. DEFINE OBJECT AB_VAULTDOOR             // Object number -301
  305. DEFINE OBJECT GENERATOR_BIG_D          // Object number -302
  306. DEFINE OBJECT CJ_MONEY_BAG             // Object number -303
  307. DEFINE OBJECT PARA_PACK                // Object number -304
  308. DEFINE OBJECT CARGO_REAR               // Object number -305
  309. DEFINE OBJECT D9_RAMP                  // Object number -306
  310. DEFINE OBJECT PARACHUTE                // Object number -307
  311. DEFINE OBJECT OPMANS01_CUNTE           // Object number -308
  312. DEFINE OBJECT CEHOLLYHIL06             // Object number -309
  313. DEFINE OBJECT SUNSET22_LAWN            // Object number -310
  314. DEFINE OBJECT DRG_NU_EXT               // Object number -311
  315. DEFINE OBJECT MISSILE_07_SFXR          // Object number -312
  316. DEFINE OBJECT KMB_KEYPAD               // Object number -313
  317. DEFINE OBJECT WATERJUMPX2              // Object number -314
  318. DEFINE OBJECT BBALL_INGAME             // Object number -315
  319. DEFINE OBJECT CJ_WIN_POP2              // Object number -316
  320. DEFINE OBJECT LA_FUCKCAR1              // Object number -317
  321. DEFINE OBJECT LA_FUCKCAR2              // Object number -318
  322. DEFINE OBJECT TARGET_FRAME             // Object number -319
  323. DEFINE OBJECT TARGET_LLEG              // Object number -320
  324. DEFINE OBJECT TARGET_RLEG              // Object number -321
  325. DEFINE OBJECT TARGET_LTORSO            // Object number -322
  326. DEFINE OBJECT TARGET_RTORSO            // Object number -323
  327. DEFINE OBJECT TARGET_LARM              // Object number -324
  328. DEFINE OBJECT TARGET_RARM              // Object number -325
  329. DEFINE OBJECT TARGET_HEAD              // Object number -326
  330. DEFINE OBJECT DEAD_TIED_COP            // Object number -327
  331. DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328
  332. DEFINE OBJECT BLACKBAG2                // Object number -329
  333. DEFINE OBJECT DYN_WOODPILE             // Object number -330
  334. DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331
  335. DEFINE OBJECT BOUY                     // Object number -332
  336. DEFINE OBJECT WATERJUMP1               // Object number -333
  337. DEFINE OBJECT LANDJUMP2                // Object number -334
  338. DEFINE OBJECT BB_PICKUP                // Object number -335
  339. DEFINE OBJECT PARA_COLLISION           // Object number -336
  340. DEFINE OBJECT CJ_WHEEL_1               // Object number -337
  341. DEFINE OBJECT CJ_WHEEL_02              // Object number -338
  342. DEFINE OBJECT CJ_WHEEL_03              // Object number -339
  343. DEFINE OBJECT CHIP_STACK07             // Object number -340
  344. DEFINE OBJECT CHIP_STACK08             // Object number -341
  345. DEFINE OBJECT CHIP_STACK12             // Object number -342
  346. DEFINE OBJECT CHIP_STACK09             // Object number -343
  347. DEFINE OBJECT CHIP_STACK11             // Object number -344
  348. DEFINE OBJECT WHEEL_WEE                // Object number -345
  349. DEFINE OBJECT ROULETTE_MARKER          // Object number -346
  350. DEFINE OBJECT PEDALS                   // Object number -347
  351. DEFINE OBJECT BEACHTOWEL01             // Object number -348
  352. DEFINE OBJECT KMB_BPRESS               // Object number -349
  353. DEFINE OBJECT BEACHTOWEL03             // Object number -350
  354. DEFINE OBJECT BEACHTOWEL04             // Object number -351
  355. DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352
  356. DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353
  357. DEFINE OBJECT BBALL_COL                // Object number -354
  358. DEFINE OBJECT KMB_ROCK                 // Object number -355
  359. DEFINE OBJECT CHIP_STACK10             // Object number -356
  360. DEFINE OBJECT CHIP_STACK13             // Object number -357
  361. DEFINE OBJECT CHIP_STACK14             // Object number -358
  362. DEFINE OBJECT WHEEL_SUPPORT            // Object number -359
  363. DEFINE OBJECT WHEEL_TABLE              // Object number -360
  364. DEFINE OBJECT CLICKER                  // Object number -361
  365. DEFINE OBJECT MONEY                    // Object number -362
  366. DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363
  367. DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364
  368. DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365
  369. DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366
  370. DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367
  371. DEFINE OBJECT TATTOO_KIT               // Object number -368
  372. DEFINE OBJECT CJ_BARSTOOL              // Object number -369
  373. DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370
  374. DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371
  375. DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372
  376. DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373
  377. DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374
  378. DEFINE OBJECT CJ_DS_DOOR               // Object number -375
  379. DEFINE OBJECT PIZZALOW                 // Object number -376
  380. DEFINE OBJECT PIZZAMED                 // Object number -377
  381. DEFINE OBJECT PIZZA_HEALTHY            // Object number -378
  382. DEFINE OBJECT CLUCKLOW                 // Object number -379
  383. DEFINE OBJECT CLUCKMED                 // Object number -380
  384. DEFINE OBJECT CLUCKHIGH                // Object number -381
  385. DEFINE OBJECT CLUCK_HEALTHY            // Object number -382
  386. DEFINE OBJECT BURGERLOW                // Object number -383
  387. DEFINE OBJECT BURGERMED                // Object number -384
  388. DEFINE OBJECT BURGER_HEALTHY           // Object number -385
  389. DEFINE OBJECT POLICE_BARRIER           // Object number -386
  390. DEFINE OBJECT KMB_SHUTTER              // Object number -387
  391. DEFINE OBJECT SFCOPDR                  // Object number -388
  392.  
  393. DEFINE MISSIONS 5                                
  394. DEFINE MISSION 0 AT @INTAL             // Initial 1
  395. DEFINE MISSION 1 AT @INTRO             // Initial 1
  396. DEFINE MISSION 2 AT @SEB1A             // Initial 1
  397. DEFINE MISSION 3 AT @SEB2A
  398. DEFINE MISSION 4 AT @SEB3A
  399.  
  400. DEFINE EXTERNAL_SCRIPTS 2 // Use -1 in order not to compile AAA script
  401. DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
  402. DEFINE SCRIPT PARACHUTE AT @PARACH     // 1 // Use -1 in order not to compile AAA script
  403.  
  404. DEFINE UNKNOWN_EMPTY_SEGMENT 0
  405.  
  406. DEFINE UNKNOWN_THREADS_MEMORY 574
  407.  
  408. //-------------MAIN---------------
  409. thread 'MAIN'
  410. 01F0: set_max_wanted_level_to 0
  411. fade 0 0
  412. set_wb_check_to 0
  413. 00C0: set_current_time_hours_to 8 minutes_to 30
  414. 04E4: refresh_game_renderer_at 2339.22 -1505.74
  415. //Camera.SetAtPos(2260.86, -1647.48, 1015.26)
  416. //$PLAYER_CHAR = Player.Create(0, 2260.86, -1647.48, 1014.26)
  417. Camera.SetAtPos(2715.3921, -1250.3429, 59.7109)
  418. $PLAYER_CHAR = Player.Create(0, 2715.3921, -1250.3429, 59.7109)
  419. $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
  420. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  421. Camera.SetBehindPlayer
  422. set_weather 0
  423. wait 0
  424. Player.SetClothes($PLAYER_CHAR, "player_face", "head", Head)
  425. Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
  426. Player.SetClothes($PLAYER_CHAR, "timberfawn", "bask1", Shoes)
  427. Player.SetClothes($PLAYER_CHAR, "tshirt2horiz", "tshirt", Torso)
  428. Player.Build($PLAYER_CHAR)
  429. Player.CanMove($PLAYER_CHAR) = True
  430. actor.PutAt($PLAYER_ACTOR, 2375.6548, -1517.7461, 24.0)
  431.  
  432.  
  433. //2365.6912 -1716.6315 13.563
  434.  
  435. //select_interior 4
  436. //0860: link_actor $PLAYER_ACTOR to_interior 4
  437. 0629: change_integer_stat 181 to 4
  438. 0629: change_integer_stat 68 to 0
  439. 062A: change_float_stat 23 to 50.0
  440. 062A: change_float_stat 21 to 200.0  
  441. 062A: change_float_stat 1 to 0.0
  442. 062A: change_float_stat 68 to 0.0
  443. 062A: change_float_stat 69 to 999.0
  444. 062A: change_float_stat 70 to 999.0
  445. 062A: change_float_stat 71 to 999.0
  446. 062A: change_float_stat 72 to 999.0
  447. 062A: change_float_stat 73 to 999.0
  448. 062A: change_float_stat 74 to 999.0
  449. 062A: change_float_stat 75 to 999.0
  450. 062A: change_float_stat 76 to 999.0
  451. 062A: change_float_stat 77 to 999.0
  452. 062A: change_float_stat 78 to 999.0
  453. 062A: change_float_stat 79 to 999.0
  454. 062A: change_float_stat 225 to 999.0
  455. 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
  456. 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
  457. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  458. $DEFAULT_WAIT_TIME = 250
  459. 03E6: remove_text_box
  460. 03E6: remove_text_box
  461. 03E6: remove_text_box
  462. 03E6: remove_text_box
  463. 03E6: remove_text_box
  464. $1035 = 0
  465.  
  466.      
  467. :MAIN_10
  468. 06CF: NOP 0
  469. 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0
  470. 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7
  471. 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9
  472. 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14
  473. 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0
  474. 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8
  475. 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9
  476. 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14
  477. 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0
  478. 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8
  479. 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7
  480. 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14
  481. 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0
  482. 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8
  483. 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7
  484. 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9
  485. 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11
  486. 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13
  487. 0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10
  488. 0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10
  489. 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11
  490. start_mission 0  // Initial 1
  491. wait 0
  492.  
  493. 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
  494. 014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0
  495. 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
  496. 014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 0
  497. 01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0  
  498. //create_thread @SAVEGAME
  499. //create_thread_wb @CELLFON
  500. 0793: save_player_clothes
  501. 0169: set_fade_color_RGB 0 0 0
  502. 077E: get_active_interior_to $ACTIVE_INTERIOR
  503. 07D0: $WEEKDAY = weekday
  504. 09FB: $CURRENT_LANGUAGE = current_language
  505. 0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number
  506. 01BD: $MSTIME = current_time_in_ms
  507. //model.Load(#TOMMY)
  508. //model.Load(#CHROMEGUN)
  509. //038B: load_requested_models
  510. //032B: 0@ = create_weapon_pickup #TOMMY group 2 ammo 60 at 2353.1453 -1515.5979 1031.1951
  511. //032B: 1@ = create_weapon_pickup #CHROMEGUN group 2 ammo 60 at 2359.3962 -1509.7137 1031.1951
  512. //fade 1 1000
  513. start_mission 1  // Intro
  514. 03E6: remove_text_box
  515. 03E6: remove_text_box
  516. 03E6: remove_text_box
  517.  
  518.  
  519. :MAIN_13
  520. wait $DEFAULT_WAIT_TIME
  521. if
  522.    Actor.HasWeapon($PLAYER_ACTOR, 46)
  523. jf @MAIN_15
  524. 0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE)
  525. if
  526.   $SCRIPT_STATUS == 0
  527. jf @MAIN_14
  528. 08A9: load_external_script 0 (PLAYER_PARACHUTE)
  529. if
  530. 08AB:   external_script 0 (PLAYER_PARACHUTE) loaded
  531. jf @MAIN_14
  532. 0913: run_external_script 0 (PLAYER_PARACHUTE)
  533.  
  534. :MAIN_14
  535. jump @MAIN_LOOP
  536.  
  537. :MAIN_15
  538. 090F: end_external_script 0 (PLAYER_PARACHUTE)  
  539.  
  540. :MAIN_LOOP
  541. wait 0
  542. 0000: NOP
  543. 0000: NOP
  544. 0000: NOP
  545. 0000: NOP
  546. 0000: NOP
  547. 0000: NOP
  548. 0000: NOP
  549. 0000: NOP
  550. 0489: set_actor $PLAYER_ACTOR muted 1
  551. 094E: set_actor $PLAYER_ACTOR mute_pain_audio 1
  552. 0A09: set_actor $PLAYER_ACTOR muted 1 // versionB
  553. jump @MAIN_13
  554.  
  555.  
  556. //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
  557. //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
  558. //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
  559.  
  560. :MS_SEB
  561. thread 'MSSEB'
  562. wait $DEFAULT_WAIT_TIME
  563. if and
  564.     $SEB_PASSED == 2
  565.     $INTRO_PASSED == 1
  566. jf @MSSEB_10
  567. marker.Disable($PIGPEN)
  568. jump @MSSEB_9
  569. end_thread
  570.  
  571. :MSSEB_9
  572. wait $DEFAULT_WAIT_TIME
  573. if and
  574.     $SEB_PASSED == 3
  575.     $INTRO_PASSED == 1
  576. jf @MSSEB_10
  577. marker.Disable($TORRANO)
  578. end_thread
  579.  
  580.  
  581. :MSSEB_10
  582. if
  583.     player.Defined($PLAYER_CHAR)
  584. jf @MSSEB_13
  585. if
  586.   $ONMISSION == 0
  587. jf @MSSEB_13
  588. if
  589. 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2421.3333 -1224.2568 25.225 radius 1.0 1.0 2.0 on_foot
  590. jf @MSSEB_11
  591. if
  592.     $INTRO_PASSED == 1
  593. jf @MSSEB_11
  594. if
  595.     $SEB_PASSED == 0
  596. jf @MSSEB_11
  597. $ONMISSION = 1
  598. 02A3: enable_widescreen 1
  599. player.CanMove($PLAYER_CHAR) = False
  600. camera.SetPosition(2433.936, -1238.8729, 24.5956, 0.0, 0.0, 0.0)
  601. camera.PointAt(2426.9883, -1222.9888, 29.7869, 2)
  602. 00BA: show_text_styled GXT 'SEB1A' time 1000 style 2  // Big Smoke
  603. fade 0 2000
  604. wait 3000
  605. start_mission 2
  606.  
  607. :MSSEB_11
  608. if
  609.     player.Defined($PLAYER_CHAR)
  610. jf @MSSEB_13
  611. if
  612.   $ONMISSION == 0
  613. jf @MSSEB_13
  614. if
  615. 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2421.3333 -1224.2568 25.225 radius 1.0 1.0 2.0 on_foot
  616. jf @MSSEB_12
  617. if
  618.     $INTRO_PASSED == 1
  619. jf @MSSEB_12
  620. if
  621.     $SEB_PASSED == 1
  622. jf @MSSEB_12
  623. $ONMISSION = 1
  624. 02A3: enable_widescreen 1
  625. player.CanMove($PLAYER_CHAR) = False
  626. camera.SetPosition(2433.936, -1238.8729, 24.5956, 0.0, 0.0, 0.0)
  627. camera.PointAt(2426.9883, -1222.9888, 29.7869, 2)
  628. 00BA: show_text_styled GXT 'SEB2A' time 1000 style 2  // Big Smoke
  629. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  630. fade 0 2000
  631. wait 3000  
  632. start_mission 3
  633.  
  634. :MSSEB_12
  635. if
  636.     player.Defined($PLAYER_CHAR)
  637. jf @MSSEB_13
  638. if
  639.   $ONMISSION == 0
  640. jf @MSSEB_13
  641. if
  642. 00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2353.2263 -1512.9612 24.0 radius 1.0 1.0 2.0 on_foot
  643. jf @MSSEB_13
  644. if
  645.     $INTRO_PASSED == 1
  646. jf @MSSEB_13
  647. if
  648.     $SEB_PASSED == 2
  649. jf @MSSEB_13
  650. $ONMISSION = 1            
  651. player.CanMove($PLAYER_CHAR) = False
  652. 02A3: enable_widescreen 1
  653. camera.SetPosition(2349.606, -1525.2246, 25.8385, 0.0, 0.0, 0.0)
  654. camera.PointAt(2353.8943, -1515.6243, 27.3608, 2)
  655. 00BA: show_text_styled GXT 'SEB3A' time 1000 style 2  // Big Smoke
  656. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  657. fade 0 2000
  658. wait 3000  
  659. start_mission 4
  660.  
  661. :MSSEB_13
  662. jump @MS_SEB
  663. //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
  664. //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
  665. //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
  666. //--------------------------------------------------MISSION SNIFFER SCRIPTS-------------------------------------------------
  667.  
  668.  
  669.  
  670.  
  671. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  672. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  673. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  674. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  675. :AUDIOL
  676. thread 'AUDIOL'
  677. 8@ = 0
  678. if
  679.   8@ == -1
  680. jf @AUDIOL_60
  681. 0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
  682.  
  683. :AUDIOL_60
  684. if
  685.    not $AUDIO_LINE_IS_ACTIVE == 0
  686. jf @AUDIOL_169
  687. if
  688.   2@ == 1
  689. jf @AUDIOL_162
  690. 040D: unload_wav 3@
  691.  
  692. :AUDIOL_101
  693. if
  694.    not $AUDIO_LINE_IS_ACTIVE == 0
  695. jf @AUDIOL_155
  696. if
  697.   $1035 == 1
  698. jf @AUDIOL_144
  699. jump @AUDIOL_737
  700.  
  701. :AUDIOL_144
  702. wait 0
  703. jump @AUDIOL_101
  704.  
  705. :AUDIOL_155
  706. jump @AUDIOL_169
  707.  
  708. :AUDIOL_162
  709. jump @AUDIOL_737
  710.  
  711. :AUDIOL_169
  712. 05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short'
  713. 008B: 7@ = $ACTOR_SPEECH_WAV_FILE // (int)
  714. $AUDIO_LINE_IS_ACTIVE = 1
  715.  
  716. :AUDIOL_192
  717. if
  718.   $1035 == 1
  719. jf @AUDIOL_217
  720. jump @AUDIOL_662
  721.  
  722. :AUDIOL_217
  723. 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
  724.  
  725. :AUDIOL_280
  726. if
  727.   4@ == 0
  728. jf @AUDIOL_311
  729. 040D: unload_wav 3@
  730. 03CF: load_wav 7@ as 3@
  731.  
  732. :AUDIOL_311
  733. if
  734.    not Actor.Dead(0@)
  735. jf @AUDIOL_341
  736. 094E: set_actor 0@ mute_pain_audio 1
  737. 0A09: set_actor 0@ muted 1 // versionB
  738.  
  739. :AUDIOL_341
  740. TIMERA = 0
  741. 8@ += 1
  742. jump @AUDIOL_651
  743.  
  744. :AUDIOL_362
  745. if
  746. 03D0:   wav 3@ loaded
  747. jf @AUDIOL_498
  748. if
  749.    not Actor.Dead(0@)
  750. jf @AUDIOL_444
  751. if
  752. 894D:   not actor 0@ mutally_active
  753. jf @AUDIOL_436
  754. if
  755.   1@ == 1
  756. jf @AUDIOL_436
  757. 0949: link_wav 3@ to_actor 0@
  758.  
  759. :AUDIOL_436
  760. 0967: actor 0@ move_mouth 10000 ms
  761.  
  762. :AUDIOL_444
  763. 03D1: play_wav 3@
  764. if
  765. 85AE:   not  5@s == 'DUMMY' // @s == 'short'
  766. jf @AUDIOL_484
  767. 00BC: show_text_highpriority GXT 5@s time 10000 flag 1
  768.  
  769. :AUDIOL_484
  770. 8@ += 1
  771. jump @AUDIOL_524
  772.  
  773. :AUDIOL_498
  774. if
  775.   TIMERA > 5000
  776. jf @AUDIOL_524
  777. 8@ += 1
  778.  
  779. :AUDIOL_524
  780. jump @AUDIOL_651
  781.  
  782. :AUDIOL_531
  783. if
  784. 03D0:   wav 3@ loaded
  785. jf @AUDIOL_623
  786. if
  787. 03D2:   wav 3@ ended
  788. jf @AUDIOL_577
  789. 8@ += 1
  790. jump @AUDIOL_616
  791.  
  792. :AUDIOL_577
  793. if
  794. 056D:   actor 0@ defined
  795. jf @AUDIOL_616
  796. if
  797.    Actor.Dead(0@)
  798. jf @AUDIOL_616
  799. 8@ += 1
  800.  
  801. :AUDIOL_616
  802. jump @AUDIOL_630
  803.  
  804. :AUDIOL_623
  805. 8@ += 1
  806.  
  807. :AUDIOL_630
  808. jump @AUDIOL_651
  809.  
  810. :AUDIOL_637
  811. jump @AUDIOL_662
  812. jump @AUDIOL_651
  813.  
  814. :AUDIOL_651
  815. wait 0
  816. jump @AUDIOL_192
  817.  
  818. :AUDIOL_662
  819. if
  820.    not Actor.Dead(0@)
  821. jf @AUDIOL_695
  822. 094F: enable_actor 0@ pain_audio
  823. 0A09: set_actor 0@ muted 0 // versionB
  824. 0968: actor 0@ stop_mouth
  825.  
  826. :AUDIOL_695
  827. 040D: unload_wav 3@
  828. if
  829. 85AE:   not  5@s == 'DUMMY' // @s == 'short'
  830. jf @AUDIOL_730
  831. 03D5: remove_text 5@s
  832.  
  833. :AUDIOL_730
  834. $AUDIO_LINE_IS_ACTIVE = 0
  835.  
  836. :AUDIOL_737
  837. end_thread
  838.  
  839. :CLEANAU
  840. thread 'CLEANAU'
  841. TIMERA = 0
  842. $1035 = 1
  843.  
  844. :CLEANAU_25
  845. if
  846.    not $AUDIO_LINE_IS_ACTIVE == 0
  847. jf @CLEANAU_80
  848. wait 0
  849. if
  850.   TIMERA > 2000
  851. jf @CLEANAU_73
  852. $AUDIO_LINE_IS_ACTIVE = 0
  853.  
  854. :CLEANAU_73
  855. jump @CLEANAU_25
  856.  
  857. :CLEANAU_80
  858. end_thread_named 'AUDIOL'
  859. $1035 = 0
  860. end_thread
  861.  
  862.  
  863. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  864. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  865. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  866. //--------------------------------------------------DIALOGUE SCRIPTS-------------------------------------------------
  867.  
  868.  
  869. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  870. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  871. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  872. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  873. //
  874. //:GUNS
  875. //thread 'GUN'
  876. //model.Load(#COLT45)
  877. //model.Load(#CHROMEGUN)
  878. //model.Load(#MICRO_UZI)
  879. //model.Load(#ARMOUR)
  880. //model.Load(#BURRITO)
  881. //model.Load(#FAM2)
  882. //038B: load_requested_models
  883. //04ED: load_animation  "GANGS"
  884. //
  885. //0395: clear_area 1 at 2300.6248 -1641.2623 14.6695 radius 20.0
  886. //01E8: create_forbidden_for_cars_cube_cornerA 2294.3611 -1648.3184 14.873 cornerB 2310.3867 -1629.6853 20.5027
  887. //022B: create_forbidden_for_peds_cube_cornerA  2294.3611 -1648.3184 14.873 cornerB 2310.3867 -1629.6853 20.5027
  888. //
  889. //:GUN_8
  890. //wait 0
  891. //if and
  892. //    model.Available(#COLT45)
  893. //    model.Available(#CHROMEGUN)
  894. //    model.Available(#MICRO_UZI)
  895. //    model.Available(#ARMOUR)
  896. //    model.Available(#BURRITO)
  897. //    model.Available(#FAM2)
  898. //    04EE:   animation "GANGS" loaded
  899. //jf @GUN_8
  900. //wait 50
  901. //if
  902. //00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2297.5483 -1634.0052 14.3208 radius 20.0 20.0
  903. //jf @GUN_8
  904. //if  
  905. //    $SEB_PASSED >= 0
  906. //jf @GUN_8
  907. //if
  908. //    $ONMISSION == 0
  909. //jf @GUN_8
  910. //if
  911. //810F:  not player $PLAYER_CHAR wanted_level > 0
  912. //jf @GUN_8
  913. //$GUNS_LB = actor.Create(CivMale, #FAM2,2295.1091, -1629.8566, 14.7343)
  914. //actor.Angle($GUNS_LB) = 268.3342
  915. //$GUNS_CAR = car.Create(#BURRITO, 2297.5483, -1634.0052, 14.3207)
  916. //car.Angle($GUNS_CAR) = 91.2481
  917. //02AC: set_car $GUNS_CAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
  918. //0519: set_car $GUNS_CAR locked 1
  919. //0812: AS_actor $GUNS_LB perform_animation "LEANIDLE" IFP_file "GANGS" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1
  920. //02AB: set_actor $GUNS_LB immunities BP 1 FP 1 EP 1 CP 1 MP 1
  921. //0638: AS_actor $GUNS_LB stay_put 1
  922. //end_thread
  923.  
  924.  
  925.  
  926.  
  927.  
  928.  
  929.  
  930.  
  931.  
  932.  
  933.  
  934.  
  935.  
  936.  
  937.  
  938.  
  939.  
  940.  
  941.  
  942.  
  943.  
  944.  
  945.  
  946.  
  947.  
  948.  
  949.  
  950.  
  951.  
  952.  
  953.  
  954.  
  955.  
  956.  
  957.  
  958.  
  959. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  960. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  961. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  962. //--------------------------------------------------EXTRA SCRIPTS-------------------------------------------------
  963. :INTAL
  964. thread 'INTAL'
  965. 076C: set_zone 'IWD1' gang 0 density_to 40
  966. 076C: set_zone 'IWD2' gang 0 density_to 40
  967. 076C: set_zone 'IWD3A' gang 0 density_to 40
  968. 076C: set_zone 'IWD3B' gang 0 density_to 40
  969. 076C: set_zone 'IWD4' gang 0 density_to 40
  970. 076C: set_zone 'IWD5' gang 0 density_to 40
  971. 076C: set_zone 'ELS1A' gang 0 density_to 40
  972. 076C: set_zone 'ELS1B' gang 0 density_to 40
  973. 076C: set_zone 'ELS2' gang 0 density_to 40
  974. 076C: set_zone 'ELS3A' gang 0 density_to 40
  975. 076C: set_zone 'ELS3B' gang 0 density_to 40
  976. 076C: set_zone 'ELS4' gang 0 density_to 40  
  977. 076C: set_zone 'ELCO1' gang 7 density_to 40
  978. 076C: set_zone 'ELCO2' gang 7 density_to 40  
  979. 076C: set_zone 'GAN1' gang 1 density_to 40
  980. 076C: set_zone 'GAN2' gang 1 density_to 40
  981. 076C: set_zone 'GAN1' gang 0 density_to 40
  982. 076C: set_zone 'GAN2' gang 0 density_to 40
  983. 076C: set_zone 'SMB1' gang 1 density_to 40
  984. 076C: set_zone 'SMB2' gang 1 density_to 40
  985. 07FB: set_interior 'GYM1' access 0  // Ganton Gym
  986. 07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
  987. 07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
  988. 07FB: set_interior 'CLOTHGP' access 0  // Zip
  989. 07FB: set_interior 'CSDESGN' access 0  // Victim
  990. 07FB: set_interior 'CSEXL' access 0  // Didier Sachs
  991. 07FB: set_interior 'FDREST1' access 0  // World of Coq
  992. 07FB: set_interior 'REST2' access 0  // Secret Valley
  993. 07FB: set_interior 'DINER1' access 0  // Diner
  994. 07FB: set_interior 'DINER2' access 0  // Diner
  995. 07FB: set_interior 'TSDINER' access 0  // Truck Stop
  996. 07FB: set_interior 'GF1' access 0
  997. 07FB: set_interior 'GF2' access 0
  998. 07FB: set_interior 'GF3' access 0
  999. 07FB: set_interior 'GF4' access 0
  1000. 07FB: set_interior 'GF5' access 0
  1001. 07FB: set_interior 'GF6' access 0
  1002. 07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
  1003. 07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
  1004. 07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
  1005. 07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
  1006. 07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
  1007. 07FB: set_interior 'BARBERS' access 0  // Barber
  1008. 07FB: set_interior 'BARBER2' access 0  // Barber
  1009. 07FB: set_interior 'BARBER3' access 0  // Barber
  1010. 07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
  1011. 07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
  1012. 07FB: set_interior 'FDBURG' access 0  // Burger Shot
  1013. 07FB: set_interior 'TATTOO' access 0  // Tattoo Parlor
  1014. 07FB: set_interior 'CSCHP' access 0  // Binco
  1015. 07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
  1016. 07FB: set_interior 'LACS1' access 0  // Sub Urban
  1017. 07FB: set_interior 'BAR1' access 0  // Club
  1018. 07FB: set_interior 'BAR2' access 0  // Bar
  1019. 07FB: set_interior 'UFOBAR' access 0  // Lil' Probe Inn
  1020. 07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
  1021. 07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
  1022. 07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
  1023. 07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
  1024. 07FB: set_interior 'RCPLAY' access 0  // Zero's RC Shop
  1025. 07FB: set_interior 'PAPER' access 0  // Planning Department
  1026. 07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
  1027. 07FB: set_interior 'LACRAK' access 0  // Crack Den
  1028. 07FB: set_interior 'LAHS1A' access 0  // House
  1029. 07FB: set_interior 'MOTEL2' access 0  // Motel
  1030. 07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel
  1031. 07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
  1032. 07FB: set_interior 'DAMIN' access 0  // Generator Hall
  1033. 07FB: set_interior 'DAMOUT' access 0
  1034. 07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
  1035. 07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
  1036. 07FB: set_interior 'MAFCAS' access 0  // Caligula's Casino
  1037. 07FB: set_interior 'MAFCAS2' access 0  // Penthouse Suites
  1038. 07FB: set_interior 'CARMOD1' access 0  // TransFender
  1039. 07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
  1040. 07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
  1041. 07FB: set_interior 'GANG' access 0  // Vagos Gang House
  1042. 07FB: set_interior 'CARLS' access 0  // The Johnson House
  1043. 07FB: set_interior 'DESHOUS' access 0  // Abandoned AC tower
  1044. 04AE: $ICON_SEB = 38 // = constant
  1045. 04AE: $ICON_LOCO = 46 // = constant
  1046. 04AE: $ICON_CHULO = 23 // = constant
  1047. 04AE: $ICON_GOLDO = 34 // = constant
  1048. 04AE: $ICON_STRANGER = 37 // = constant
  1049. 04AE: $ICON_MONEY = 52 // = constant
  1050. 04AE: $ICON_CRACK = 47 // = constant
  1051. 04AE: $ICON_CAI = 24 // = constant
  1052. 04AE: $ICON_TORRANO = 25 // = constant
  1053. 04AE: $ICON_CARCITY = 26 // = constant
  1054. 04AE: $ICON_MANHUNT = 13 // = constant
  1055. 04AE: $ICON_DIRECTOR = 18 // = constant
  1056. 04AE: $ICON_JAIL = 30 // = constant
  1057. 04AE: $ICON_PROPERTY = 31 // = constant
  1058. 04AE: $ICON_GROVE = 62 // = constant
  1059. 04AE: $INTRO_PASSED = 0
  1060. 04AE: $SEB_PASSED = 0
  1061. 04AE: $STING = 73
  1062. 04AE: $HUNGVK = 74
  1063. 04AE: $RAPTOR = 75
  1064. 04AE: $COLTSNUB = 76
  1065. 04AE: $COLTGOLD = 77
  1066. 04AE: $AKGOLD = 78
  1067. 04AE: $VIPERSILV = 79
  1068. 04AE: $VIPERGOLD = 80
  1069. 04AE: $TOMMYGUN = 81
  1070. end_thread
  1071.  
  1072.  
  1073.  
  1074.  
  1075.  
  1076.  
  1077. //-------------Mission 1---------------
  1078. //\
  1079.  
  1080. :INTRO
  1081. thread 'INTRO'
  1082. gosub @INTRO_49
  1083. if
  1084. wasted_or_busted
  1085. else_jump @INTRO_38
  1086. gosub @INTRO_2076
  1087.  
  1088. :INTRO_38
  1089. $ONMISSION = 0
  1090. mission_cleanup
  1091. end_thread
  1092.  
  1093. :INTRO_49
  1094. increment_mission_attempts
  1095. Model.Load(#REMINGTN)
  1096. Model.Load(#SEBAS)
  1097. 038B: load_requested_models
  1098. 07C0: load_path 1
  1099. 02A3: enable_widescreen 1
  1100. 054C: use_GXT_table 'INTRO1'
  1101. 03DE: set_pedestrians_density_multiplier_to 0.1
  1102. 01EB: set_traffic_density_multiplier_to 0.1
  1103. Player.CanMove($PLAYER_CHAR) = False
  1104. 041E: set_radio_station 11
  1105.  
  1106. :INTRO_102
  1107. wait 0
  1108. if and
  1109.    Model.Available(#REMINGTN)
  1110.    Model.Available(#SEBAS)
  1111. 07C1:   path 1 available
  1112. else_jump @INTRO_102
  1113. 0@ = Car.Create(#REMINGTN, 2612.785, -1607.189, 19.3758)
  1114. Camera.SetPosition(2634.659, -1639.211, 34.173, 0.0, 0.0, 0.0)
  1115. Camera.OnVehicle(0@, 15, 2)
  1116. 0229: set_car 0@ primary_color_to 0 secondary_color_to 0
  1117. 1@ = Actor.CreateAsDriver(CivMale, #SEBAS, 0@)
  1118. 0430: put_actor $PLAYER_ACTOR into_car 0@ passenger_seat 0
  1119. wait 2000
  1120. 0705: car 0@ assign_to_path 1 and_drive_normal
  1121. 00AE: set_car 0@ traffic_behaviour_to 0
  1122. Car.SetMaxSpeed(0@, 3.0)
  1123. wait 1000
  1124. fade 1 2000
  1125. wait 4000
  1126. Camera.SetPosition(2454.525, -1623.861, 18.4674, 0.0, 0.0, 0.0)
  1127. Camera.OnVehicle(0@, 15, 2)  
  1128. wait 10000
  1129. Camera.SetPosition(2335.121, -1571.676, 24.4827, 0.0, 0.0, 0.0)
  1130. Camera.OnVehicle(0@, 15, 2)
  1131. wait 2000
  1132. Camera.SetPosition(2324.1873, -1506.8694, 26.8437, 0.0, 0.0, 0.0)
  1133. Camera.OnVehicle(0@, 15, 2)
  1134.  
  1135. :INTRO_464
  1136. wait 0
  1137. if
  1138. 00FE:   actor 1@ sphere 0 in_sphere 2351.003 -1477.97 23.9533 radius 15.0 15.0 15.0
  1139. else_jump @INTRO_464
  1140. 0873: release_path 1
  1141. fade 0 3000
  1142. wait 3000
  1143. 0395: clear_area 1 at 2362.297 -1477.086 23.905 radius 100.0
  1144. 02E4: load_cutscene_data 'INTRO'
  1145.  
  1146. :INTRO_576
  1147. if
  1148. 86B9:   not cutscene_data_loaded
  1149. else_jump @INTRO_600
  1150. wait 0
  1151. jump @INTRO_576
  1152.  
  1153. :INTRO_600
  1154. 02E7: start_cutscene
  1155. fade 1 1000
  1156.  
  1157. :INTRO_609
  1158. if
  1159. 82E9:   not cutscene_reached_end
  1160. else_jump @INTRO_633
  1161. wait 0
  1162. jump @INTRO_609
  1163.  
  1164. :INTRO_633
  1165. Player.CanMove($PLAYER_CHAR) = False
  1166. fade 0 0
  1167.  
  1168. :INTRO_646
  1169. if
  1170. fading
  1171. else_jump @INTRO_670
  1172. wait 0
  1173. jump @INTRO_646
  1174.  
  1175. :INTRO_670
  1176. 02EA: end_cutscene
  1177. 05D6: clear_scmpath
  1178. 05D7: add_point_to_scmpath 2370.949 -1477.291 23.6076
  1179. 05D7: add_point_to_scmpath 2403.9358 -1474.8381 23.4329
  1180. 05D7: add_point_to_scmpath 2429.2812 -1481.2151 23.4509
  1181. 05D7: add_point_to_scmpath 2429.7009 -1500.481 23.4621
  1182. Player.CanMove($PLAYER_CHAR) = False
  1183. Camera.Restore_WithJumpCut
  1184. 02A3: enable_widescreen 0
  1185. 05EC: release_car 0@ from_path
  1186. Car.PutAt(0@, 2370.949, -1477.291, 23.6076)
  1187. Car.Angle(0@) = 270.0887
  1188. 0362: remove_actor 1@ from_car_and_place_at 2369.854 -1476.351 23.8713
  1189. 0972: put_actor 1@ at 2369.854 -1476.351 23.8713 no_offset
  1190. Actor.Angle(1@) = 85.4488
  1191. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2368.238 -1476.295 23.872
  1192. 0972: put_actor $PLAYER_ACTOR at 2368.238 -1476.295 23.872 no_offset
  1193. Actor.Angle($PLAYER_ACTOR) = 273.3437
  1194. 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -2
  1195. 074D: AS_actor 1@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
  1196. Camera.SetPosition(2365.132, -1472.901, 23.8798, 0.0, 0.0, 0.0)
  1197. Camera.OnPed(1@, 15, 2)
  1198. wait 2000
  1199. fade 1 3000
  1200. wait 4000
  1201. 00BC: show_text_highpriority GXT 'INTAL' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1202. 05C2: AS_actor 1@ show_the_finger
  1203. wait 1000
  1204. 05CB: AS_actor 1@ enter_car 0@ as_driver 10000 ms
  1205. wait 2000
  1206. 06BB: set_actor 1@ drive_car 0@ speed 20.0 along_SCM_path
  1207. wait 2750
  1208. fade 0 2000
  1209. wait 2000
  1210. Car.RemoveReferences(0@)
  1211. Car.Destroy(0@)
  1212. Actor.DestroyInstantly(1@)
  1213. Actor.PutAt($PLAYER_ACTOR, 2352.796, -1473.046, 23.8719)
  1214. Actor.Angle($PLAYER_ACTOR) = 91.5596
  1215. Camera.SetPosition(2347.834, -1470.324, 23.9112, 0.0, 0.0, 0.0)
  1216. Camera.OnPed($PLAYER_ACTOR, 15, 2)
  1217. 0460: set_camera_transverse_delay 0.0 time 25000
  1218. wait 4000
  1219. fade 1 2000
  1220. wait 2000
  1221. Camera.SetPosition(2347.813, -1480.316, 24.0, 0.0, 0.0, 0.0)
  1222. Camera.OnPed($PLAYER_ACTOR, 15, 1)
  1223. wait 7000
  1224. fade 0 3000
  1225. wait 3000
  1226. Camera.Restore_WithJumpCut
  1227. Camera.SetBehindPlayer
  1228. Model.Load(#CLOVER)
  1229. Model.Load(#WMYPIZZ)
  1230. Model.Load(#CELLPHONE)
  1231. 038B: load_requested_models
  1232.  
  1233. :INTRO_1128
  1234. wait 0
  1235. if and
  1236.    Model.Available(#CLOVER)
  1237.    Model.Available(#WMYPIZZ)
  1238.    Model.Available(#CELLPHONE)
  1239. else_jump @INTRO_1128
  1240. 0@ = Car.Create(#CLOVER, 2390.831, -1488.273, 23.4527)
  1241. Car.Angle(0@) = 90.6062
  1242. 2@ = Actor.CreateAsDriver(Gang1, #WMYPIZZ, 0@)
  1243. wait 1000
  1244. fade 1 1000
  1245. 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
  1246. wait 2500
  1247.  
  1248. :INTRO_1299
  1249. wait 0
  1250. if
  1251.     $AUDIO_LINE_IS_ACTIVE == 0
  1252. jf @INTRO_1299
  1253. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAM' // s$  // ~z~Hey Carl.
  1254. 04AE: $ACTOR_SPEECH_WAV_FILE = 7000 // = constant
  1255. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  1256. 040D: unload_wav 2
  1257. 03CF: load_wav 7001 as 2
  1258.  
  1259. :INTRO_1387
  1260. wait 0
  1261. if
  1262.     $AUDIO_LINE_IS_ACTIVE == 0
  1263. jf @INTRO_1387
  1264. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAN' // s$  // ~z~Hey Carl.
  1265. 04AE: $ACTOR_SPEECH_WAV_FILE = 7001 // = constant
  1266. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 2 0
  1267. 040D: unload_wav 1
  1268. 03CF: load_wav 7003 as 1
  1269. wait 3997
  1270.  
  1271. :INTRO_1390
  1272. wait 0
  1273. if
  1274.     actor.Dead($PLAYER_ACTOR)
  1275. jf @INTRO_1391
  1276. jump @INTRO_2076
  1277.  
  1278. :INTRO_1391
  1279. 00BE: text_clear_all
  1280. wait 0  
  1281. 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
  1282. wait 2000
  1283. Camera.SetPosition(2400.283, -1494.356, 23.8349, 0.0, 0.0, 0.0)
  1284. Camera.OnVehicle(0@, 15, 2)
  1285. 0615: define_AS_pack_begin 15@
  1286. 0633: AS_actor -1 exit_car
  1287. 05D3: AS_actor -1 goto_point 2396.646 -1504.694 23.8349 mode 4 time 100000 ms // versionA
  1288. 0616: define_AS_pack_end 15@
  1289. 0618: assign_actor 2@ to_AS_pack 15@
  1290. 061B: remove_references_to_AS_pack 15@
  1291. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAO' // s$  // ~z~Hey Carl.
  1292. 04AE: $ACTOR_SPEECH_WAV_FILE = 7002 // = constant
  1293. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  1294. wait 6000
  1295. 00BC: show_text_highpriority GXT 'INTBB' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1296. Camera.Restore_WithJumpCut
  1297. Camera.SetBehindPlayer
  1298. Player.CanMove($PLAYER_CHAR) = True
  1299. 1@ = Marker.CreateAboveCar(0@)
  1300. Marker.SetColor(1@, 4)
  1301. Actor.PutAt(2@, 0.0, 0.0, 0.0)
  1302.  
  1303. :INTRO_1392
  1304. wait 0
  1305. if
  1306.     $AUDIO_LINE_IS_ACTIVE == 0
  1307. jf @INTRO_1392
  1308. if
  1309.     0206:   actor $PLAYER_ACTOR near_car 0@ radius 8.0 8.0 8.0 flag 0 on_foot
  1310. jf @INTRO_1392
  1311. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAP' // s$  // ~z~Hey Carl.
  1312. 04AE: $ACTOR_SPEECH_WAV_FILE = 7003 // = constant
  1313. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  1314. jump @INTRO_1393
  1315.  
  1316.  
  1317. :INTRO_1393
  1318. wait 0
  1319. if
  1320.    Actor.InCar($PLAYER_ACTOR, 0@)
  1321. else_jump @INTRO_1393
  1322. Marker.Disable(1@)
  1323. Player.CanMove($PLAYER_CHAR) = False
  1324. fade 0 1000
  1325. wait 1000
  1326. 0615: define_AS_pack_begin 15@
  1327. 05D3: AS_actor -1 goto_point 2392.469 -1494.473 23.8349 mode 7 time 100000 ms // versionA
  1328. 05C2: AS_actor -1 show_the_finger
  1329. 0616: define_AS_pack_end 15@
  1330. 0618: assign_actor 2@ to_AS_pack 15@
  1331. 061B: remove_references_to_AS_pack 15@
  1332. Camera.SetPosition(2385.57, -1485.935, 24.0, 0.0, 0.0, 0.0)
  1333. Camera.PointAt(2395.797, -1497.721, 23.8349, 2)
  1334. Actor.PutAt(2@, 2396.646, -1504.694, 23.8349)
  1335. wait 1000
  1336. fade 1 2000
  1337. wait 1000
  1338. 00BE: text_clear_all
  1339. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'INTAQ' // s$  // ~z~Hey Carl.
  1340. 04AE: $ACTOR_SPEECH_WAV_FILE = 7004 // = constant
  1341. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  1342.  
  1343.  
  1344. :INTRO_1502
  1345. wait 0
  1346. if
  1347.     $AUDIO_LINE_IS_ACTIVE == 0
  1348. jf @INTRO_1502
  1349. 0633: AS_actor $PLAYER_ACTOR exit_car
  1350. fade 0 2000
  1351. wait 2000
  1352. wait 1000
  1353. Actor.Health(2@) = 115
  1354. 1@ = Marker.CreateAboveActor(2@)
  1355. Marker.SetColor(1@, 0)
  1356. Camera.Restore_WithJumpCut
  1357. Camera.SetBehindPlayer
  1358. fade 1 1000
  1359. wait 1000
  1360. 00BC: show_text_highpriority GXT 'INTAS' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.  
  1361. 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
  1362. Player.CanMove($PLAYER_CHAR) = True
  1363.  
  1364. :INTRO_1673
  1365. wait 0
  1366. if
  1367.    Car.Wrecked(0@)
  1368. else_jump @INTRO_1700
  1369. //the car was wrecked!
  1370. jump @INTRO_2076
  1371.  
  1372. :INTRO_1700
  1373. if
  1374.    actor.Dead(2@)
  1375. else_jump @INTRO_1673
  1376. Marker.Disable(1@)
  1377.  
  1378.  
  1379.  
  1380. :INTRO_1801
  1381. fade 0 1000
  1382. wait 1000
  1383. 0395: clear_area 1 at 2390.577 -1503.011 23.8349 radius 100.0
  1384. 02E4: load_cutscene_data 'KILPI'
  1385.  
  1386. :INTRO_1869
  1387. if
  1388. 86B9:   not cutscene_data_loaded
  1389. else_jump @INTRO_1893
  1390. wait 0
  1391. jump @INTRO_1869
  1392.  
  1393. :INTRO_1893
  1394. 02E7: start_cutscene
  1395. fade 1 1000
  1396.  
  1397. :INTRO_1902
  1398. if
  1399. 82E9:   not cutscene_reached_end
  1400. else_jump @INTRO_1926
  1401. wait 0
  1402. jump @INTRO_1902
  1403.  
  1404. :INTRO_1926
  1405. Player.CanMove($PLAYER_CHAR) = False
  1406. fade 0 0
  1407.  
  1408.  
  1409. :INTRO_1939
  1410. if
  1411. fading
  1412. else_jump @INTRO_1963
  1413. wait 0
  1414. jump @INTRO_1939
  1415.  
  1416. :INTRO_1963
  1417. 02EA: end_cutscene
  1418. wait 1000
  1419. fade 1 2000
  1420. 4@ = Marker.CreateAboveCar(0@)
  1421. 00BC: show_text_highpriority GXT 'INTAW' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1422. Camera.Restore_WithJumpCut
  1423. Camera.SetBehindPlayer
  1424.  
  1425. :INTRO_1994
  1426. wait 0
  1427. if
  1428.    Actor.InCar($PLAYER_ACTOR, 0@)
  1429. else_jump @INTRO_1994
  1430. Marker.Disable(4@)
  1431. 018A: 5@ = create_checkpoint_at 2357.1152 -1710.504 13.2882
  1432. 00BC: show_text_highpriority GXT 'INTAX' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1433. //go home.
  1434.  
  1435. :INTRO_1995
  1436. wait 0
  1437. if
  1438. car.Wrecked(0@)
  1439. jf @INTRO_1996
  1440. //the car was wrecked!
  1441. jump @INTRO_2076
  1442.  
  1443. :INTRO_1996
  1444. if
  1445.     0100:   actor $PLAYER_ACTOR in_sphere 2357.1152 -1710.504 13.2882 radius 4.0 4.0 4.0 sphere 1 in_car
  1446. jf @INTRO_1995
  1447. marker.Disable(5@)
  1448. 06C7: AS_actor $PLAYER_ACTOR driver_of_car 0@ perform_action 6 timelimit 2000000
  1449. player.CanMove($PLAYER_CHAR) = false
  1450. fade 0 1000
  1451. wait 1000
  1452. camera.SetPosition(2357.0747, -1725.2726, 13.5391, 0.0, 0.0, 0.0)
  1453. camera.PointAt(2361.2153, -1715.948, 14.924, 2)
  1454. 02A3: enable_widescreen 1
  1455. wait 1000
  1456. fade 1 1000
  1457. //this is your safe house.
  1458. //come here for accesories, weapons, and to save your progress.
  1459. 03E5: show_text_box 'INTAY'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
  1460. wait 6000
  1461. fade 0 2000
  1462. wait 2000
  1463. camera.Restore_WithJumpCut()
  1464. 02A3: enable_widescreen 0
  1465. player.CanMove($PLAYER_CHAR) = True
  1466. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2355.2705 -1713.6254 13.5696
  1467. 0173: set_actor $PLAYER_ACTOR Z_angle_to 178.785
  1468. wait 2000
  1469. fade 1 2000
  1470. wait 2000
  1471. 03E6: remove_text_box
  1472. car.RemoveReferences(0@)
  1473. //go inside.
  1474.  
  1475.  
  1476. :INTRO_1997
  1477. wait 0
  1478. if
  1479.     00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2255.9033 -1643.9048 1014.5069 radius 1.0 1.0 2.0 on_foot
  1480. jf @INTRO_1997
  1481. select_interior 4
  1482. 0860: link_actor $PLAYER_ACTOR to_interior 4
  1483. actor.PutAt($PLAYER_ACTOR, 2255.396, -1645.6006, 1014.5069)
  1484. player.CanMove($PLAYER_CHAR) = False
  1485. fade 0 500
  1486. wait 1000
  1487. camera.SetPosition(2262.8777, -1648.1731, 1014.5143, 0.0, 0.0, 0.0)
  1488. camera.OnPed($PLAYER_ACTOR, 15, 2)
  1489. 0460: set_camera_transverse_delay 0.0 time 30000
  1490. fade 1 2000
  1491. wait 2000
  1492. //This is your pad
  1493. 03E5: show_text_box 'INTAZ'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
  1494. wait 4000
  1495. camera.SetPosition(2261.8123, -1645.1212, 1014.5143, 0.0, 0.0, 0.0)
  1496. camera.OnPed($PLAYER_ACTOR, 15, 1)
  1497. //Yet, this won't be the only property you'll be able to stay in.
  1498. wait 5000
  1499. camera.SetPosition(2259.2322, -1650.6149, 1014.5069, 0.0, 0.0, 0.0)
  1500. camera.PointAt(2255.1665, -1651.4249, 1014.4599, 2)
  1501. 03E5: show_text_box 'INTBA'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
  1502. // all safe houses will contain a bed to save your game.
  1503. wait 7000
  1504. 03E6: remove_text_box
  1505. fade 0 2000
  1506. wait 2000
  1507. camera.Restore_WithJumpCut()
  1508. player.CanMove($PLAYER_CHAR) = True
  1509. wait 1000
  1510. fade 1 1000
  1511. wait 1000
  1512. 03E6: remove_text_box
  1513.  
  1514.  
  1515. :INTRO_1998
  1516. 0318: set_latest_mission_passed 'INTRO'
  1517. 01E3: show_text_1number_styled GXT 'M_PASSS' number 0 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
  1518. 0998: add_respect 5
  1519. Player.ClearWantedLevel($PLAYER_CHAR)
  1520. marker.CreateIconAndSphere($PIGPEN,$ICON_SEB, 2421.3333, -1224.2568, 25.225)
  1521. 0394: play_music 1
  1522. $INTRO_PASSED = 1
  1523. create_thread @MS_SEB
  1524. //create_thread @GUNS
  1525. return
  1526.  
  1527. :INTRO_2076
  1528. 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
  1529. mission_cleanup
  1530. return
  1531.  
  1532.  
  1533.  
  1534. //-------------Mission 2---------------
  1535. // Originally: Initial 1
  1536. :SEB1A
  1537. thread 'SEB1A'
  1538. gosub @SEB1A_40
  1539. if
  1540. wasted_or_busted
  1541. jf @SEB1A_38
  1542. gosub @SEB1A_18145
  1543.  
  1544. :SEB1A_38
  1545. $ONMISSION = 0
  1546. mission_cleanup
  1547. end_thread
  1548.  
  1549. :SEB1A_40
  1550. increment_mission_attempts
  1551. 02A3: enable_widescreen 1
  1552. 054C: use_GXT_table 'SEB1A'
  1553. 0395: clear_area 1 at 2429.4312 -1224.4052 24.998 radius 9.0
  1554. model.Load(#SEBAS)
  1555. model.Load(#HECK1)
  1556. model.Load(#VMAFF1)
  1557. model.Load(#VMAFF2)
  1558. model.Load(#MAFBOSS)
  1559. model.Load(#PEREN)
  1560. model.Load(#ADMIRAL)
  1561. model.Load(#BAT)
  1562. 038B: load_requested_models
  1563. 048F: actor $PLAYER_ACTOR remove_weapons
  1564. camera.SetPosition(2425.342, -1226.3645, 25.1327, 0.0, 0.0, 0.0)
  1565. camera.PointAt(2433.0481, -1233.3494, 24.2155, 2)
  1566. player.CanMove($PLAYER_CHAR) = False
  1567.  
  1568. :SEB1A_41
  1569. wait 0
  1570. if
  1571.     player.Defined($PLAYER_CHAR)
  1572. jf @SEB1A_41
  1573. if and
  1574.     model.Available(#SEBAS)
  1575.     model.Available(#HECK1)
  1576.     model.Available(#VMAFF1)
  1577.     model.Available(#VMAFF2)
  1578.     model.Available(#MAFBOSS)
  1579.     model.Available(#PEREN)
  1580.     model.Available(#ADMIRAL)
  1581.     model.Available(#BAT)
  1582. jf @SEB1A_41
  1583. wait 500
  1584. actor.Create(0@, CivMale, #VMAFF1, 2432.7573, -1224.5236, 25.2712)
  1585. actor.Angle(0@) = 0.9087
  1586. 1@ = actor.Create(CivMale, #VMAFF2, 2434.8313, -1224.0769, 25.1098)
  1587. actor.Angle(1@) = 1.4309
  1588. 2@ = actor.create(CivMale, #SEBAS, 2431.7009, -1229.252, 25.127)
  1589. actor.Angle(2@) = 117.4465
  1590. actor.PutAt($PLAYER_ACTOR, 2430.3271, -1230.2966, 24.907)
  1591. actor.Angle($PLAYER_ACTOR) = 303.7538
  1592. 3@ = car.Create(#PEREN, 2429.4319, -1224.4047, 24.9993)
  1593. car.Angle(3@) = 0.1327
  1594. 074D: AS_actor 2@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
  1595. 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 2@ timelimit -2
  1596. wait 2000
  1597. fade 1 2000
  1598. wait 2000
  1599.  
  1600. :SEB1A_42
  1601. wait 0
  1602. if
  1603.     $AUDIO_LINE_IS_ACTIVE == 0
  1604. jf @SEB1A_42
  1605. 00BE: text_clear_all
  1606. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A07' // s$  // ~z~Hey Carl.
  1607. 04AE: $ACTOR_SPEECH_WAV_FILE = 5000 // = constant
  1608. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  1609. 0812: AS_actor 2@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  1610. jump @SEB1A_43
  1611.  
  1612. :SEB1A_43
  1613. wait 0
  1614. if
  1615.     $AUDIO_LINE_IS_ACTIVE == 0
  1616. jf @SEB1A_43
  1617. 00BE: text_clear_all
  1618. wait 50
  1619. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A08' // s$  // ~z~Hey Carl.
  1620. 04AE: $ACTOR_SPEECH_WAV_FILE = 5001 // = constant
  1621. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  1622. 0812: AS_actor 2@ perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  1623. jump @SEB1A_44
  1624.  
  1625. :SEB1A_44
  1626. wait 0
  1627. if
  1628.     $AUDIO_LINE_IS_ACTIVE == 0
  1629. jf @SEB1A_44
  1630. 00BE: text_clear_all
  1631. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A09' // s$  // ~z~Hey Carl.
  1632. 04AE: $ACTOR_SPEECH_WAV_FILE = 5002 // = constant
  1633. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  1634. wait 1500
  1635. 05CA: AS_actor 0@ enter_car 3@ passenger_seat 1 time 10000
  1636. 05CA: AS_actor 1@ enter_car 3@ passenger_seat 2 time 10000
  1637. jump @SEB1A_45
  1638.  
  1639. :SEB1A_45
  1640. wait 0
  1641. if
  1642.     $AUDIO_LINE_IS_ACTIVE == 0
  1643. jf @SEB1A_45
  1644. 05CA: AS_actor 2@ enter_car 3@ passenger_seat 0 time 10000
  1645. wait 3000
  1646. fade 0 1000
  1647. wait 1000
  1648. camera.Restore_WithJumpCut()
  1649. 02A3: enable_widescreen 0
  1650. player.CanMove($PLAYER_CHAR) = TRUE
  1651. 02AB: set_actor 2@ immunities BP 0 FP 1 EP 1 CP 1 MP 1
  1652. 02AB: set_actor 1@ immunities BP 0 FP 1 EP 1 CP 1 MP 1
  1653. 02AB: set_actor 0@ immunities BP 0 FP 1 EP 1 CP 1 MP 1
  1654. 054A: set_actor 2@ can_be_shot_in_a_car 0
  1655. 054A: set_actor 1@ can_be_shot_in_a_car 0
  1656. 054A: set_actor 0@ can_be_shot_in_a_car 0
  1657. wait 1000
  1658. fade 1 2000
  1659. wait 2000
  1660. 00BC: show_text_highpriority GXT 'SE1A10' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1661. marker.CreateAboveCar(5@, 3@)
  1662. //text: Go pick up the throwaway vehicle.
  1663.  
  1664. :SEB1A_CAR
  1665. wait 0
  1666. if
  1667.     00DB:   actor $PLAYER_ACTOR in_car 3@
  1668. jf @SEB1A_CAR
  1669. 018A: 4@ = create_checkpoint_at 2137.6252 -1281.7672 24.7147
  1670. marker.Disable(5@)
  1671. 03D5: remove_text 'SE1A10'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
  1672. 00BC: show_text_highpriority GXT 'SE1A11' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1673. jump @SEB1A_46
  1674.  
  1675. :SEB1A_46
  1676. wait 0
  1677. if or
  1678.     actor.Dead(1@)
  1679.     actor.Dead(0@)
  1680. jf @SEB1A_47
  1681. marker.Disable(4@)
  1682. //A wise guy got killed!
  1683. 00BE: text_clear_all
  1684. 00BC: show_text_highpriority GXT 'SE1B03' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1685. jump @SEB1A_18145
  1686.  
  1687. :SEB1A_47
  1688. if
  1689.     actor.Dead(2@)
  1690. jf @SEB1A_48
  1691. //Sebastian Died!
  1692. marker.Disable(4@)
  1693. 00BE: text_clear_all
  1694. 00BC: show_text_highpriority GXT 'SE1B04' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1695. jump @SEB1A_18145
  1696.  
  1697. :SEB1A_48
  1698. if
  1699.     car.Wrecked(3@)
  1700. jf @SEB1A_49
  1701. marker.Disable(4@)
  1702. //the car got wrecked!
  1703. 00BE: text_clear_all
  1704. 00BC: show_text_highpriority GXT 'SE1B05' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1705. jump @SEB1A_18145
  1706.  
  1707. :SEB1A_49
  1708. if
  1709.     80DB:  not actor $PLAYER_ACTOR in_car 3@
  1710. jf @SEB1A_50
  1711. //get back in the car!
  1712. 00BE: text_clear_all
  1713. 00BC: show_text_highpriority GXT 'SE1A12' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1714. marker.CreateAboveCar(5@, 3@)
  1715. marker.Disable(4@)
  1716. jump @SEB1A_CAR2
  1717.  
  1718. :SEB1A_CAR2
  1719. wait 0
  1720. if
  1721.     00DB:   actor $PLAYER_ACTOR in_car 3@
  1722. jf @SEB1A_CAR2
  1723. 00BE: text_clear_all
  1724. marker.Disable(5@)
  1725. 018A: 4@ = create_checkpoint_at 2137.6252 -1281.7672 24.7147
  1726. 00BC: show_text_highpriority GXT 'SE1A11' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1727. jump @SEB1A_50
  1728.  
  1729.    
  1730.  
  1731.  
  1732. :SEB1A_50
  1733. if
  1734.     0100:   actor $PLAYER_ACTOR in_sphere 2137.6262 -1281.7603 24.7133 radius 4.0 4.0 4.0 sphere 1 in_car
  1735. jf @SEB1A_46
  1736. marker.Disable(4@)
  1737. 06C7: AS_actor $PLAYER_ACTOR driver_of_car 3@ perform_action 6 timelimit 2000000
  1738. player.CanMove($PLAYER_CHAR) = False
  1739. fade 0 2000
  1740. wait 2000
  1741. camera.SetPosition(2140.5254, -1293.1121, 23.9803, 0.0, 0.0, 0.0)
  1742. camera.OnVehicle(3@, 15, 2)
  1743. 02A3: enable_widescreen 1
  1744. wait 1000
  1745. fade 1 1000
  1746. wait 1000
  1747.  
  1748. :SEB1A_51
  1749. wait 0
  1750. if
  1751.     $AUDIO_LINE_IS_ACTIVE == 0
  1752. jf @SEB1A_51
  1753. 00BE: text_clear_all
  1754. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A13' // s$  // ~z~Hey Carl.
  1755. 04AE: $ACTOR_SPEECH_WAV_FILE = 5004 // = constant
  1756. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  1757. wait 2000
  1758. 0633: AS_actor $PLAYER_ACTOR exit_car
  1759. camera.SetPosition(2140.5254, -1293.1121, 23.9803, 0.0, 0.0, 0.0)
  1760. camera.OnPed($PLAYER_ACTOR, 15, 2)
  1761.  
  1762. :SEB1A_52
  1763. wait 0
  1764. if
  1765.     $AUDIO_LINE_IS_ACTIVE == 0
  1766. jf @SEB1A_52
  1767. 00BE: text_clear_all
  1768. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A14' // s$  // ~z~Hey Carl.
  1769. 04AE: $ACTOR_SPEECH_WAV_FILE = 5005 // = constant
  1770. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  1771. wait 1000
  1772. 0676: AS_actor 2@ in_car 3@ move_from_passengerseat_to_driverseat
  1773. wait 2000
  1774. 06C7: AS_actor 2@ driver_of_car 3@ perform_action 3 timelimit 1000
  1775. car.SetMaxSpeed(3@, 1.0)
  1776. wait 500
  1777. fade 0 1000
  1778. wait 1000
  1779. car.Destroy(3@)
  1780. actor.DestroyInstantly(2@)
  1781. actor.DestroyInstantly(1@)
  1782. actor.DestroyInstantly(0@)
  1783. camera.Restore_WithJumpCut()
  1784. camera.SetBehindPlayer()
  1785. camera.SetPosition(2125.0439, -1308.2875, 25.2344, 0.0, 0.0, 0.0)
  1786. camera.OnPed($PLAYER_ACTOR, 15, 2)
  1787. 02A3: enable_widescreen 0
  1788. 03BA: clear_cars_from_cube_cornerA 2189.2676 -1310.4949 23.9844 cornerB 2075.2095 -1291.4916 27.8203
  1789. 0395: clear_area 0 at 2142.7336 -1297.2198 23.8281 radius 50.0
  1790. 0395: clear_area 0 at 2116.1243 -1299.8981 23.819 radius 50.0
  1791. actor.PutAt($PLAYER_ACTOR, 2127.3552, -1289.5385, 24.8887)
  1792. actor.Angle($PLAYER_ACTOR) = 182.7682
  1793. actor.RemoveReferences(0@)
  1794. actor.RemoveReferences(1@)
  1795. actor.RemoveReferences(2@)
  1796. car.Create(6@, #ADMIRAL, 2179.042, -1298.095, 23.8987)
  1797. car.Angle(6@) = 91.3421
  1798. actor.CreateAsDriver(0@, CivMale, #VMAFF1,6@)
  1799. wait 500
  1800. fade 1 1000
  1801. wait 1000
  1802. car.DriveTo(6@, 2137.9004, -1296.5016, 23.5766)
  1803. 00AF: set_car 6@ driver_behaviour_to 5
  1804. 05C0: AS_actor $PLAYER_ACTOR look_at_car 6@ 10000 ms
  1805.  
  1806. :SEB1A_53
  1807. wait 0
  1808. if
  1809. 0100:   actor 0@ in_sphere 2137.9004 -1296.5016 23.5766 radius 2.0 2.0 2.0 sphere 0 in_car
  1810. jf @SEB1A_53
  1811. 06C7: AS_actor 0@ driver_of_car 6@ perform_action 6 timelimit 2000000
  1812. 0647: AS_actor $PLAYER_ACTOR clear_look_task
  1813. wait 900
  1814. 0633: AS_actor 0@ exit_car
  1815. wait 975
  1816. 05C8: AS_actor 0@ look_around
  1817. wait 1000
  1818. 05D3: AS_actor 0@ goto_point 2115.2261 -1294.2794 23.9748 mode 4 time 10000 ms // versionA
  1819. wait 3000
  1820. fade 0 1000
  1821. wait 1000
  1822. actor.DestroyInstantly(0@)
  1823. camera.Restore_WithJumpCut()
  1824. camera.SetBehindPlayer()
  1825. player.CanMove($PLAYER_CHAR) = True
  1826. marker.CreateAboveCar(7@, 6@)
  1827. marker.SetColor(7@, 4)
  1828. wait 1000
  1829. fade 1 1000
  1830. wait 2000
  1831. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE1A15' // s$  // ~z~Hey Carl.
  1832. 04AE: $ACTOR_SPEECH_WAV_FILE = 5005 // = constant
  1833. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  1834.  
  1835. :SEB1A_54
  1836. wait 0
  1837. if
  1838. actor.InCar($PLAYER_ACTOR, 6@)
  1839. jf @SEB1A_54
  1840. 00BC: show_text_highpriority GXT 'SE1A16' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1841. marker.Disable(7@)
  1842. 018A: 8@ = create_checkpoint_at 2515.7268 -1188.641 52.5762
  1843.  
  1844. :SEB1A_CAR3
  1845. wait 0
  1846. if
  1847.     car.Wrecked(6@)
  1848. jf @SEB1A_55
  1849. //The Throwaway got wrecked!
  1850. 00BC: show_text_highpriority GXT 'SE1B05' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1851. jump @SEB1A_18145
  1852.  
  1853. :SEB1A_55
  1854. wait 0
  1855. if
  1856. 0100:   actor $PLAYER_ACTOR in_sphere 2515.7268 -1188.641 52.5762 radius 4.0 4.0 4.0 sphere 1 in_car
  1857. jf @SEB1A_CAR3
  1858. 06C7: AS_actor $PLAYER_ACTOR driver_of_car 6@ perform_action 6 timelimit 2000000
  1859. player.CanMove($PLAYER_CHAR) = False
  1860. actor.RemoveReferences(0@)
  1861. marker.Disable(8@)
  1862. fade 0 500
  1863. wait 1000
  1864. model.Load(#MAFFA)
  1865. model.Load(#MAFFB)
  1866. model.Load(#COLT45)
  1867. model.Load(#BRASSKNUCKLE)
  1868. 038B: load_requested_models
  1869. actor.Create(0@, Mission1,#MAFBOSS, 2524.4143, -1211.4535, 50.2812)
  1870. actor.Angle(0@) = 89.2569
  1871.  
  1872. :SEB1A_56
  1873. wait 0
  1874. if and
  1875.     model.Available(#MAFFA)
  1876.     model.Available(#MAFFB)
  1877.     model.Available(#COLT45)
  1878.     model.Available(#BRASSKNUCKLE)
  1879. jf @SEB1A_56
  1880. wait 500
  1881. actor.Create(1@, Mission1, #MAFFA, 2520.6289, -1213.3413, 50.315)
  1882. actor.Angle(1@) = 289.792
  1883. actor.Create(2@, Mission1, #MAFFB, 2520.2109, -1210.7931, 50.2969)
  1884. actor.Angle(2@) = 256.6827
  1885. actor.GiveWeaponAndAmmo(0@, Pistol, 9999)
  1886. 018A: 10@ = create_checkpoint_at 2523.5093 -1212.1129 50.2812
  1887. marker.SetColor(10@, 0)
  1888. actor.GiveWeaponAndAmmo($PLAYER_ACTOR, BaseballBat, 1)
  1889. 05CD: AS_actor $PLAYER_ACTOR exit_car 6@
  1890. fade 1 1000
  1891. player.CanMove($PLAYER_CHAR) = True
  1892. wait 1000
  1893. 00BC: show_text_highpriority GXT 'SE1A16' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1894. //Go to Richie Razor's patio...
  1895.  
  1896. :SEB1A_57
  1897. wait 0
  1898. if
  1899. 0104:   actor $PLAYER_ACTOR near_actor 1@ radius 6.0 6.0 6.0 sphere 0
  1900. jf @SEB1A_57
  1901. marker.Disable(10@)
  1902. fade 0 500
  1903. player.CanMove($PLAYER_CHAR) = False
  1904. wait 1000
  1905. camera.SetPosition(2528.5852, -1216.5677, 50.9321, 0.0, 0.0, 0.0)
  1906. camera.OnPed($PLAYER_ACTOR, 15, 2)
  1907. 0460: set_camera_transverse_delay 0.0 time 30000
  1908. 02A3: enable_widescreen 1
  1909. wait 500
  1910. fade 1 1000
  1911. wait 1000
  1912. camera.SetPosition(2514.2971, -1218.729, 50.9303, 0.0, 0.0, 0.0)
  1913. camera.PointAt(2526.3198, -1211.9673, 50.2812, 1)
  1914. 0615: define_AS_pack_begin 15@
  1915. 05D3: AS_actor -1 goto_point 2517.2393 -1211.1488 50.3606 mode 4 time -1 ms // versionA
  1916. 05D3: AS_actor -1 goto_point 2517.6702 -1212.2786 50.3661 mode 4 time -1 ms // versionA
  1917. 0A1D: AS_actor -1 rotate_to_and_look_at_actor 0@
  1918. 0616: define_AS_pack_end 15@
  1919. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
  1920. 061B: remove_references_to_AS_pack 15@
  1921. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AU' // s$  // ~z~Hey Carl.
  1922. 04AE: $ACTOR_SPEECH_WAV_FILE = 5006 // = constant
  1923. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  1924. jump @SEB1A_58
  1925.  
  1926. :SEB1A_58
  1927. wait 0
  1928. if
  1929.     $AUDIO_LINE_IS_ACTIVE == 0
  1930. jf @SEB1A_58
  1931. 0A1D: AS_actor 0@ rotate_to_and_look_at_actor $PLAYER_ACTOR
  1932. 0A1D: AS_actor 1@ rotate_to_and_look_at_actor $PLAYER_ACTOR
  1933. 0A1D: AS_actor 2@ rotate_to_and_look_at_actor $PLAYER_ACTOR
  1934. wait 1000
  1935. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AV' // s$  // ~z~Hey Carl.
  1936. 04AE: $ACTOR_SPEECH_WAV_FILE = 5007 // = constant
  1937. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  1938. jump @SEB1A_59
  1939.  
  1940. :SEB1A_59
  1941. wait 0
  1942. if
  1943.     $AUDIO_LINE_IS_ACTIVE == 0
  1944. jf @SEB1A_59
  1945. wait 1000
  1946. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AW' // s$  // ~z~Hey Carl.
  1947. 04AE: $ACTOR_SPEECH_WAV_FILE = 5008 // = constant
  1948. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  1949. 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
  1950. camera.SetPosition(2510.5996, -1208.4272, 51.4855, 0.0, 0.0, 0.0)
  1951. camera.PointAt(2526.3198, -1211.9673, 50.2812, 2)
  1952. jump @SEB1A_60
  1953.  
  1954. :SEB1A_60
  1955. wait 0
  1956. if
  1957.     $AUDIO_LINE_IS_ACTIVE == 0
  1958. jf @SEB1A_60
  1959. 0687: clear_actor $PLAYER_ACTOR task
  1960. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_BB' // s$  // ~z~Hey Carl.
  1961. 04AE: $ACTOR_SPEECH_WAV_FILE = 5009 // = constant
  1962. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  1963. 0812: AS_actor 0@ perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000  // versionB
  1964. camera.SetPosition(2510.3818, -1213.9406, 50.2355, 0.0, 0.0, 0.0)
  1965. camera.PointAt(2526.3198, -1211.9673, 50.2812, 1)
  1966. wait 1000
  1967. 0615: define_AS_pack_begin 15@
  1968. 05D3: AS_actor -1 goto_point 2524.5605 -1213.9222 50.2812 mode 7 time 3000 ms // versionA
  1969. 05BC: AS_actor -1 jump 1
  1970. 0616: define_AS_pack_end 15@
  1971. 0618: assign_actor 0@ to_AS_pack 15@
  1972. 061B: remove_references_to_AS_pack 15@
  1973. wait 1000
  1974. 05D9: AS_actor 1@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.0
  1975. 05D9: AS_actor 2@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.0
  1976. wait 2000
  1977. jump @SEB1A_61
  1978.  
  1979.  
  1980. :SEB1A_61
  1981. fade 0 1000
  1982. wait 1000
  1983. 02A3: enable_widescreen 0
  1984. camera.Restore_WithJumpCut()
  1985. camera.SetBehindPlayer()
  1986. actor.GiveWeaponAndAmmo(2@, BrassKnuckles, 1)
  1987. actor.GiveWeaponAndAmmo(1@, BaseballBat, 1)
  1988. marker.CreateAboveActor(11@, 1@)
  1989. marker.CreateAboveActor(12@, 2@)
  1990. marker.SetColor(11@, 0)
  1991. marker.SetColor(12@, 0)
  1992. player.CanMove($PLAYER_CHAR) = True
  1993. wait 1000
  1994. fade 1 500
  1995. wait 500
  1996. 00BC: show_text_highpriority GXT 'SEB_AX' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  1997. 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
  1998. 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
  1999.  
  2000. :SEB1A_62
  2001. wait 0
  2002. if
  2003.     actor.Dead(1@)
  2004. jf @SEB1A_63
  2005. marker.Disable(11@)
  2006. jump @SEB1A_63
  2007.  
  2008. :SEB1A_63
  2009. if
  2010.     actor.Dead(2@)
  2011. jf @SEB1A_64
  2012. marker.Disable(12@)
  2013. jump @SEB1A_64
  2014.  
  2015. :SEB1A_64
  2016. if and
  2017.     actor.Dead(1@)
  2018.     actor.Dead(2@)
  2019. jf @SEB1A_62
  2020. wait 500
  2021. fade 0 500
  2022. wait 1000
  2023. camera.SetPosition(2539.0789, -1220.744, 49.9352, 0.0, 0.0, 0.0)
  2024. camera.OnPed($PLAYER_ACTOR, 15, 2)
  2025. actor.PutAt(0@, 2531.4788, -1217.6458, 48.1014)
  2026. actor.Angle(0@) = 89.9267
  2027. actor.PutAt($PLAYER_ACTOR, 2526.9006, -1213.9247, 50.1212)
  2028. actor.Angle($PLAYER_ACTOR) = 188.6276
  2029. player.CanMove($PLAYER_CHAR) = False
  2030. 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ 30000 ms
  2031. 0615: define_AS_pack_begin 15@
  2032. 05D3: AS_actor -1 goto_point 2527.1794 -1218.6515 46.959 mode 7 time 3000 ms // versionA
  2033. 0616: define_AS_pack_end 15@
  2034. wait 1000
  2035. fade 1 500
  2036. 0618: assign_actor 0@ to_AS_pack 15@
  2037. 061B: remove_references_to_AS_pack 15@
  2038. wait 500
  2039. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AY' // s$  // ~z~Hey Carl.
  2040. 04AE: $ACTOR_SPEECH_WAV_FILE = 5010 // = constant
  2041. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  2042. 0812: AS_actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000  // versionB
  2043. wait 1000
  2044.  
  2045. :SEB1A_65
  2046. wait 0
  2047. if
  2048.     $AUDIO_LINE_IS_ACTIVE == 0
  2049. jf @SEB1A_65
  2050. camera.SetPosition(2516.5386, -1226.2369, 46.2612, 0.0, 0.0, 0.0)
  2051. camera.OnPed($PLAYER_ACTOR, 15, 2)
  2052. 0668: AS_actor 0@ rotate_and_shoot_at 2527.884 -1215.4589 49.7641 2000 ms
  2053. 04EB: AS_actor $PLAYER_ACTOR crouch 1
  2054. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SEB_AZ' // s$  // ~z~Hey Carl.
  2055. 04AE: $ACTOR_SPEECH_WAV_FILE = 5011 // = constant
  2056. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  2057. wait 2000
  2058. 04EB: AS_actor $PLAYER_ACTOR crouch 0
  2059. 05D3: AS_actor 0@ goto_point 2507.9839 -1219.3323 39.5539 mode 7 time 3000 ms // versionA
  2060. wait 2000
  2061. fade 0 500
  2062. wait 500
  2063. 05D6: clear_scmpath
  2064. 05D7: add_point_to_scmpath 2509.2944 -1219.1821 40.085
  2065. 05D7: add_point_to_scmpath 2504.9602 -1223.4402 38.333
  2066. 05D7: add_point_to_scmpath 2504.7986 -1241.5937 36.1188
  2067. 05D7: add_point_to_scmpath 2503.9829 -1299.2345 34.8516
  2068. 05D7: add_point_to_scmpath 2503.8906 -1309.9324 34.8483
  2069. 05D7: add_point_to_scmpath 2481.9812 -1310.1034 34.8532
  2070. 05D7: add_point_to_scmpath 2480.8862 -1352.1285 34.8593
  2071. 05D7: add_point_to_scmpath 2497.9246 -1352.8065 38.6685
  2072. player.CanMove($PLAYER_CHAR) = True
  2073. camera.Restore_WithJumpCut()
  2074. camera.SetBehindPlayer()
  2075. 02A3: enable_widescreen 0
  2076. 05D8: AS_assign_scmpath to_actor 0@ flags 6 0
  2077.  
  2078. marker.CreateAboveActor(13@, 0@)
  2079. marker.SetColor(13@, 0)
  2080. fade 1 500
  2081. wait 1000
  2082. 087E: set_actor 0@ weapon_droppable 0
  2083. 00BC: show_text_highpriority GXT 'SEB_BC' time 3000 flag 1  // ~s~Come back between 9:00 and 17:00.
  2084. //Kill Richie Razor.
  2085.  
  2086. :SEB1A_66
  2087. wait 0
  2088. if
  2089.     actor.Dead(0@)
  2090. jf @SEB1A_66
  2091. marker.Disable(13@)
  2092.  
  2093.  
  2094.  
  2095. :SEB1A_18100
  2096. 0318: set_latest_mission_passed 'SEB1A'
  2097. 01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 4000 style 1
  2098. Player.Money($PLAYER_CHAR) += 100
  2099. Player.ClearWantedLevel($PLAYER_CHAR)
  2100. 0394: play_music 1
  2101. $INTRO_PASSED = 1
  2102. $SEB_PASSED = 1
  2103. return
  2104.  
  2105. :SEB1A_18140 //if PLAYER_ACTOR wasted or busted
  2106. return
  2107.  
  2108. :SEB1A_18145
  2109. 00BA: text_styled 'M_FAIL' 5000 ms 1
  2110. return
  2111.  
  2112.  
  2113.  
  2114.  
  2115.  
  2116. //-------------Mission 3---------------
  2117. // NAME: Eviction Notice
  2118. :SEB2A
  2119. thread 'SEB2A'
  2120. gosub @SEB2A_40
  2121. if
  2122. wasted_or_busted
  2123. jf @SEB2A_38
  2124. gosub @SEB2A_18145
  2125.  
  2126. :SEB2A_38
  2127. $ONMISSION = 0
  2128. mission_cleanup
  2129. end_thread
  2130.  
  2131. :SEB2A_40
  2132. increment_mission_attempts
  2133. player.CanMove($PLAYER_CHAR) = False
  2134. 02A3: enable_widescreen 1
  2135. //gxt table SEB2A
  2136. model.Load(#SEBAS)
  2137. model.Load(#SNUBCOLT)
  2138. model.Load(#WFYRI)
  2139. model.Load(#REMINGTN)
  2140. model.Load(#WMYRI)
  2141. 04ED: load_animation  "BLOWJOBZ"
  2142. 038B: load_requested_models
  2143.  
  2144.  
  2145.  
  2146. :SEB2A_41
  2147. wait 0
  2148. if and
  2149.     model.Available(#SEBAS)
  2150.     model.Available(#SNUBCOLT)
  2151.     model.Available(#WFYRI)
  2152.     model.Available(#REMINGTN)
  2153.     model.Available(#WMYRI)
  2154. jf @SEB2A_41
  2155. if
  2156.     04EE:   animation "BLOWJOBZ" loaded
  2157. jf @SEB2A_41
  2158. 02E4: load_cutscene_data 'SEB2A'
  2159.  
  2160. :SEB2A_42
  2161. if
  2162. 86B9:   not cutscene_data_loaded
  2163. else_jump @SEB2A_43
  2164. wait 0
  2165. jump @SEB2A_42
  2166.  
  2167. :SEB2A_43
  2168. 02E7: start_cutscene
  2169. fade 1 1000
  2170.  
  2171. :SEB2A_44
  2172. if
  2173. 82E9:   not cutscene_reached_end
  2174. else_jump @SEB2A_45
  2175. wait 0
  2176. jump @SEB2A_44
  2177.  
  2178. :SEB2A_45
  2179. Player.CanMove($PLAYER_CHAR) = False
  2180. fade 0 1000
  2181.  
  2182. :SEB2A_46
  2183. if
  2184. fading
  2185. else_jump @SEB2A_47
  2186. wait 0
  2187. jump @SEB2A_46
  2188.  
  2189. :SEB2A_47
  2190. 02EA: end_cutscene
  2191. fade 1 1000
  2192.  
  2193. :SEB2A_48
  2194. 02A3: enable_widescreen 1
  2195. 0@ = actor.Create(Mission1, #SEBAS, 2393.9382, -1211.4803, 26.3059)
  2196. actor.Angle(0@) = 178.3206
  2197. actor.PutAt($PLAYER_ACTOR, 2392.074, -1212.0394, 26.323)
  2198. actor.Angle($PLAYER_ACTOR) = 185.4228
  2199. camera.SetPosition(2395.5725, -1220.5907, 26.7744, 0.0, 0.0, 0.0)
  2200. camera.PointAt(2393.8933, -1214.9951, 27.536, 2)
  2201. 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2202. 0647: AS_actor 0@ clear_look_task
  2203. 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ -1 ms
  2204. 05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms
  2205. 0460: set_camera_transverse_delay 0.0 time 30000
  2206. Player.CanMove($PLAYER_CHAR) = False
  2207. 0707: start_scene_skip_to @SEB2A_SKIP  
  2208.  
  2209. :SEB2A_61
  2210. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AA' // s$  // ~z~Hey Carl.
  2211. 04AE: $ACTOR_SPEECH_WAV_FILE = 20000  // = constant
  2212. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  2213. 0615: define_AS_pack_begin 15@
  2214. 0A1A: actor -1 perform_walk_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC  
  2215. 05D3: AS_actor -1 goto_point 2394.2048 -1216.6251 27.0132 mode 4 time -1 ms // versionA
  2216. 0A1A: actor -1 perform_walk_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC
  2217. 074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
  2218. 0616: define_AS_pack_end 15@
  2219. 0618: assign_actor 0@ to_AS_pack 15@
  2220. 061B: remove_references_to_AS_pack 15@
  2221. 05D3: AS_actor $PLAYER_ACTOR goto_point 2392.9521 -1216.858 26.8748 mode 4 time -1 ms // versionA
  2222. fade 1 2000
  2223. wait 1000
  2224. camera.SetPosition(2391.6523, -1224.4989, 26.357, 0.0, 0.0, 0.0)
  2225. camera.PointAt(2393.8933, -1214.9951, 27.536, 1)
  2226. wait 3000
  2227. 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 0@ timelimit -2
  2228.  
  2229.  
  2230. :SEB2A_62A
  2231. wait 0
  2232. if
  2233.     $AUDIO_LINE_IS_ACTIVE == 0
  2234. jf @SEB2A_62A
  2235. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AB' // s$  // ~z~Hey Carl.
  2236. 04AE: $ACTOR_SPEECH_WAV_FILE = 20001  // = constant
  2237. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  2238. 0812: AS_actor 0@ perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  2239. wait 3000
  2240.  
  2241. :SEB2A_62B
  2242. wait 0
  2243. if
  2244.     $AUDIO_LINE_IS_ACTIVE == 0
  2245. jf @SEB2A_62B
  2246. wait 50
  2247. jump @SEB2A_SKIP
  2248.  
  2249. :SEB2A_SKIP
  2250. 0701: end_scene_skip
  2251. create_thread @CLEANAU
  2252. fade 0 1000
  2253. wait 1000
  2254. actor.PutAt($PLAYER_ACTOR, 2366.6675, -1718.8806, 13.558)
  2255. actor.Angle($PLAYER_ACTOR) = 179.7952
  2256. 1@ = car.Create(#REMINGTN, 2409.3425, -1729.2631, 13.0682)
  2257. car.Angle(1@) = 87.9343
  2258. 072A: put_actor 0@ into_car 1@ driverseat
  2259. 00AF: set_car 1@ driver_behaviour_to 2
  2260. car.DriveTo(1@, 2365.342, -1729.1135, 12.9961)
  2261. camera.SetPosition(2357.1584, -1713.0701, 13.5708, 0.0, 0.0, 0.0)
  2262. camera.PointAt(2363.2969, -1726.8292, 14.364, 2)
  2263. wait 2000
  2264. fade 1 1500
  2265. wait 1000
  2266.  
  2267.  
  2268. :SEB2A_63
  2269. wait 0
  2270. if
  2271. 00EE:   actor 0@ sphere 0 near_point 2365.342 -1729.1135 radius 2.0 2.0 in_car
  2272. jf @SEB2A_63
  2273. if
  2274.     $AUDIO_LINE_IS_ACTIVE == 0
  2275. jf @SEB2A_63
  2276. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AC' // s$  // ~z~Hey Carl.
  2277. 04AE: $ACTOR_SPEECH_WAV_FILE = 20002  // = constant
  2278. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  2279. 06C7: AS_actor 0@ driver_of_car 1@ perform_action 6 timelimit 2000000
  2280. 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
  2281. wait 1500
  2282. 05CA: AS_actor $PLAYER_ACTOR enter_car 1@ passenger_seat 0 time 10000
  2283.  
  2284.  
  2285. :SEB2A_64
  2286. wait 0
  2287. if
  2288. actor.InCar($PLAYER_ACTOR, 1@)
  2289. jf @SEB2A_64
  2290. wait 1000
  2291. fade 0 1000
  2292. wait 1000
  2293.  
  2294.  
  2295. :SEB2A_65
  2296. wait 0
  2297. if
  2298.     $AUDIO_LINE_IS_ACTIVE == 0
  2299. jf @SEB2A_65
  2300. car.PutAt(1@, 1598.1066, -1351.9419, 15.8689)
  2301. car.Angle(1@) = 355.6766
  2302. wait 2000
  2303. camera.SetPosition(1606.1439, -1357.7902, 15.7918, 0.0, 0.0, 0.0)
  2304. camera.PointAt(1592.8849, -1339.3235, 17.9268, 2)
  2305. 0460: set_camera_transverse_delay 0.0 time 45000
  2306. actor.Create(2@, CivFemale, #WFYRI, 1590.6781, -1315.7651, 17.4983)
  2307. 3@ = actor.Create(CivMale, #WMYRI, 1596.9657, -1310.2938, 17.4531)
  2308. 0337: set_actor 3@ visibility 0
  2309. 0615: define_AS_pack_begin 15@
  2310. 05D3: AS_actor -1 goto_point 1580.9843 -1326.187 16.4844 mode 4 time -1 ms // versionA
  2311. 0616: define_AS_pack_end 15@
  2312. 0618: assign_actor 2@ to_AS_pack 15@
  2313. 061B: remove_references_to_AS_pack 15@
  2314. wait $DEFAULT_WAIT_TIME  
  2315. fade 1 1000
  2316. wait 1000
  2317. 0707: start_scene_skip_to @SEB2A_SKIP2
  2318.  
  2319. :SEB2A_66
  2320. wait 0
  2321. if
  2322.     $AUDIO_LINE_IS_ACTIVE == 0
  2323. jf @SEB2A_66
  2324. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AE' // s$  // ~z~Hey Carl.
  2325. 04AE: $ACTOR_SPEECH_WAV_FILE = 20003  // = constant
  2326. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  2327. camera.SetPosition(1604.7654, -1344.2308, 16.7408, 0.0, 0.0, 0.0)
  2328. camera.PointAt(1592.8849, -1339.3235, 17.9268, 1)
  2329. 05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR 1000 ms
  2330. 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ 2000 ms
  2331. wait 5000
  2332.  
  2333. :SEB2A_67
  2334. wait 0
  2335. if
  2336.     $AUDIO_LINE_IS_ACTIVE == 0
  2337. jf @SEB2A_67
  2338. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AF' // s$  // ~z~Hey Carl.
  2339. 04AE: $ACTOR_SPEECH_WAV_FILE = 20004  // = constant
  2340. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  2341. camera.SetPosition(1599.848, -1344.3331, 16.7218, 0.0, 0.0, 0.0)
  2342. camera.OnPed(0@, 15, 2)
  2343. 0922: set_camera_zoom_from 70.0 to 30.0 timelimit 20000 smooth_transition 1
  2344. 05BF: AS_actor 0@ look_at_actor 2@ 3000 ms
  2345. wait 8000
  2346. 0922: set_camera_zoom_from 70.0 to 70.0 timelimit 0 smooth_transition 0
  2347. camera.SetPosition(1565.627, -1320.0807, 16.4844, 0.0, 0.0, 0.0)
  2348. camera.OnPed(2@, 15, 2)
  2349. 0687: clear_actor 2@ task
  2350. 05C8: AS_actor 2@ look_around
  2351. wait 2000
  2352. 05D3: AS_actor 2@ goto_point 1573.8804 -1336.9783 16.4844 mode 4 time -1 ms // versionA
  2353. wait 5000
  2354. fade 0 1000
  2355. wait 1000
  2356. 0337: set_actor 2@ visibility 0
  2357. 0337: set_actor 3@ visibility 1
  2358. camera.SetPosition(1594.4282, -1341.0369, 17.0969, 0.0, 0.0, 0.0)
  2359. camera.PointAt(1583.7596, -1331.9586, 16.4844, 2)
  2360. wait 1000
  2361. fade 1 1000
  2362.  
  2363. :SEB2A_68
  2364. wait 0
  2365. if
  2366.     $AUDIO_LINE_IS_ACTIVE == 0
  2367. jf @SEB2A_68
  2368. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AG' // s$  // ~z~Hey Carl.
  2369. 04AE: $ACTOR_SPEECH_WAV_FILE = 20005  // = constant
  2370. 004F: create_thread @AUDIOL 0@ 0 1 1 0
  2371. 0615: define_AS_pack_begin 15@
  2372. 05D3: AS_actor -1 goto_point 1580.9843 -1326.187 16.4844 mode 4 time -1 ms // versionA
  2373. 05C8: AS_actor -1 look_around
  2374. 05D3: AS_actor -1 goto_point 1573.8804 -1336.9783 16.4844 mode 4 time -1 ms // versionA
  2375. 0616: define_AS_pack_end 15@
  2376. 0618: assign_actor 3@ to_AS_pack 15@
  2377. 061B: remove_references_to_AS_pack 15@
  2378. camera.SetPosition(1580.0093, -1310.2787, 17.4967, 0.0, 0.0, 0.0)
  2379. camera.PointAt(1583.973, -1322.0908, 18.3967, 2)
  2380. wait 3000
  2381. camera.SetPosition(1575.3862, -1316.3423, 16.4784, 0.0, 0.0, 0.0)
  2382. camera.PointAt(1580.3944, -1321.6487, 17.1798, 1)
  2383. wait 19000                                        
  2384.  
  2385.  
  2386. :SEB2A_69
  2387. wait 0
  2388. if and
  2389.     model.Available(#SNUBCOLT)
  2390.     $AUDIO_LINE_IS_ACTIVE == 0
  2391. jf @SEB2A_69
  2392. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AH' // s$  // ~z~Hey Carl.
  2393. 04AE: $ACTOR_SPEECH_WAV_FILE = 20006  // = constant
  2394. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  2395.  
  2396. :SEB2A_SKIP2
  2397. 0701: end_scene_skip
  2398. fade 0 2000
  2399. wait 2000
  2400. camera.SetPosition(1595.8794, -1360.562, 15.7775, 0.0, 0.0, 0.0)
  2401. camera.PointAt(1600.0524, -1347.12, 17.3302, 2)
  2402. 0337: set_actor 2@ visibility 0
  2403. 0337: set_actor 3@ visibility 0
  2404. 02A3: enable_widescreen 0
  2405. 0633: AS_actor $PLAYER_ACTOR exit_car
  2406. actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $COLTSNUB, 30)
  2407. wait 2000
  2408. create_thread @CLEANAU
  2409. fade 1 2000
  2410. wait 1000
  2411. camera.SetPosition(1601.9581, -1345.1368, 16.6723, 0.0, 0.0, 0.0)
  2412. camera.PointAt(1600.0524, -1347.12, 17.3302, 1)
  2413. 00AE: set_car 1@ traffic_behaviour_to 3
  2414. 05D1: AS_actor 0@ drive_car 1@ to 1642.156 -1303.6647 15.6897 speed 5.0 0 model #NULL 0
  2415. wait 5000
  2416. //go to the roof
  2417. car.RemoveReferences(1@)
  2418. actor.RemoveReferences(0@)
  2419. actor.DestroyWithFade(0@)
  2420. wait 2000
  2421. 05D3: AS_actor $PLAYER_ACTOR goto_point 1596.3695 -1352.3453 16.3328 mode 4 time -1 ms // versionA
  2422. 06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 1596.5342 -1347.906 16.6439
  2423. wait 2000
  2424. camera.Restore()
  2425. camera.SetBehindPlayer()
  2426. 02A3: enable_widescreen 0
  2427. player.CanMove($PLAYER_CHAR) = True
  2428. 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2429. 0687: clear_actor $PLAYER_ACTOR task
  2430. 018A: 4@ = create_checkpoint_at 1541.2458 -1363.1117 329.7969
  2431. 04ED: load_animation  "BLOWJOBZ"
  2432.  
  2433. :SEB2A_70
  2434. wait 0
  2435. if
  2436.     04EE:   animation "BLOWJOBZ" loaded
  2437. jf @SEB2A_70
  2438. 0337: set_actor 2@ visibility 1
  2439. 0337: set_actor 3@ visibility 1
  2440. actor.PutAt(2@, 1540.7413, -1352.9824, 329.47)
  2441. actor.Angle(2@) = 264.7138
  2442. actor.PutAt(3@, 1541.6203, -1352.9824, 329.47)
  2443. actor.Angle(3@) = 84.296
  2444. 0687: clear_actor 3@ task
  2445. 0687: clear_actor 2@ task
  2446. 0647: AS_actor 3@ clear_look_task
  2447. 0647: AS_actor 2@ clear_look_task
  2448. wait 50
  2449. 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
  2450. 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
  2451.  
  2452. :SEB2A_71
  2453. wait 0
  2454. if
  2455.     00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1541.2458 -1363.1117 329.7969 radius 1.0 1.0 1.0 on_foot
  2456. jf @SEB2A_71
  2457. marker.Disable(4@)
  2458. player.CanMove($PLAYER_CHAR) = False
  2459. 02A3: enable_widescreen 1
  2460. fade 0 500
  2461. wait 1000
  2462. camera.SetPosition(1534.693, -1364.1969, 329.4609, 0.0, 0.0, 0.0)
  2463. camera.PointAt(1542.4463, -1353.4265, 329.4736, 2)
  2464. 0460: set_camera_transverse_delay 0.0 time 35000
  2465. 0615: define_AS_pack_begin 15@
  2466. 05D3: AS_actor -1 goto_point 1541.2705 -1360.3514 329.4615 mode 4 time -1 ms // versionA
  2467. 0812: AS_actor -1 perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  2468. 0635: AS_actor -1 aim_at_actor 2@ 99999 ms
  2469. 0616: define_AS_pack_end 15@
  2470. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
  2471. 061B: remove_references_to_AS_pack 15@
  2472. //0643: set_AS_pack 15@ loop 1               // EXTRA
  2473. //07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version
  2474. fade 1 500
  2475. wait 500
  2476.  
  2477. :SEB2A_72
  2478. wait 0
  2479. if and
  2480.     00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1541.2705 -1360.3514 329.4615 radius 1.0 1.0 1.0 on_foot
  2481.     $AUDIO_LINE_IS_ACTIVE == 0
  2482. jf @SEB2A_72
  2483. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AI' // s$  // ~z~Hey Carl.
  2484. 04AE: $ACTOR_SPEECH_WAV_FILE = 20007  // = constant
  2485. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  2486. camera.SetPosition(1535.3505, -1359.754, 329.4611, 0.0, 0.0, 0.0)
  2487. camera.PointAt(1542.4463, -1353.4265, 329.4736, 1)
  2488. 0687: clear_actor 2@ task
  2489. 0687: clear_actor 3@ task
  2490. 074D: AS_actor 2@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
  2491. 074D: AS_actor 3@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
  2492.  
  2493.  
  2494.  
  2495. :SEB2A_73
  2496. wait 0
  2497. if
  2498.     $AUDIO_LINE_IS_ACTIVE == 0
  2499. jf @SEB2A_73
  2500. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AI' // s$  // ~z~Hey Carl.
  2501. 04AE: $ACTOR_SPEECH_WAV_FILE = 20008  // = constant
  2502. 004F: create_thread @AUDIOL 3@ 1 1 1 0
  2503. wait 3000
  2504. 0635: AS_actor $PLAYER_ACTOR aim_at_actor 3@ 9999 ms
  2505. 05E2: AS_actor $PLAYER_ACTOR kill_actor 3@
  2506. wait 400
  2507. 0321: AS_actor 3@ die_headshotted
  2508.  
  2509. :SEB2A_74
  2510. wait 0
  2511. if
  2512.     $AUDIO_LINE_IS_ACTIVE == 0
  2513. jf @SEB2A_74
  2514. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AI' // s$  // ~z~Hey Carl.
  2515. 04AE: $ACTOR_SPEECH_WAV_FILE = 20009  // = constant
  2516. 004F: create_thread @AUDIOL 2@ 1 1 1 0
  2517. 05C5: AS_actor 2@ cower -1 ms
  2518.  
  2519.  
  2520. :SEB2A_75
  2521. wait 0
  2522. if
  2523.     $AUDIO_LINE_IS_ACTIVE == 0
  2524. jf @SEB2A_75
  2525. fade 0 500
  2526. wait 1500
  2527. camera.Restore_WithJumpCut()
  2528. camera.SetBehindPlayer()
  2529. 02A3: enable_widescreen 0
  2530. player.CanMove($PLAYER_CHAR) = True
  2531. 0687: clear_actor 2@ task
  2532. marker.CreateAboveActor(6@, 2@)
  2533. 0615: define_AS_pack_begin 15@
  2534. 05D3: AS_actor -1 goto_point 1537.9795 -1339.3785 329.6866 mode 6 time -1 ms // versionA
  2535. 05C5: AS_actor -1 cower -1 ms
  2536. 0616: define_AS_pack_end 15@
  2537. 0618: assign_actor 2@ to_AS_pack 15@
  2538. 061B: remove_references_to_AS_pack 15@
  2539. fade 1 1000
  2540. wait 1000
  2541.  
  2542. :SEB2A_76
  2543. wait 0
  2544. if
  2545.     not actor.Dead(2@)
  2546. jf @SEB2A_77
  2547.  
  2548. :SEB2A_77
  2549. if and
  2550. 0104:  actor $PLAYER_ACTOR near_actor 2@ radius 2.0 2.0 2.0 sphere 0
  2551. 0AB0:  key_pressed 18
  2552. jf @SEB2A_76
  2553. jump @SEB2A_79
  2554.  
  2555. :SEB2A_79
  2556. player.CanMove($PLAYER_CHAR) = False
  2557. fade 0 1000
  2558. wait 1000
  2559. 04ED: load_animation  "ANIMNINE"
  2560. 04ED: load_animation  "GANGS"
  2561.  
  2562. :SEB2A_80
  2563. wait 0
  2564. if and
  2565. 04EE:   animation "GANGS" loaded
  2566. 04EE:   animation "ANIMNINE" loaded
  2567. jf @SEB2A_80
  2568. camera.SetPosition(1548.981, -1338.0813, 333.197, 0.0, 0.0, 0.0)
  2569. camera.OnPed(2@, 15, 2)
  2570. marker.Disable(6@)
  2571. fade 1 1000
  2572. wait 1000
  2573. 0812: AS_actor $PLAYER_ACTOR perform_animation "SHAKE_CARK" IFP "GANGS" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2  // versionB
  2574. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE2_AJ' // s$  // ~z~Hey Carl.
  2575. 04AE: $ACTOR_SPEECH_WAV_FILE = 20010  // = constant
  2576. 004F: create_thread @AUDIOL 2@ 1 1 1 0  
  2577. wait 500
  2578. 083C: set_actor 2@ velocity_in_direction_XYZ 0.0 0.0 8.0
  2579. 0812: AS_actor 2@ perform_animation "LADY_FALL" IFP "ANIMNINE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2  // versionB
  2580. camera.SetPosition(1526.6005, -1343.4601, 331.3273, 0.0, 0.0, 0.0)
  2581. camera.OnPed(2@, 15, 2)
  2582. wait 50
  2583. 083C: set_actor 2@ velocity_in_direction_XYZ 0.0 6.0 4.0
  2584. wait 4000
  2585. camera.SetPosition(1543.252, -1281.9966, 17.4062, 0.0, 0.0, 0.0)
  2586. camera.OnPed(2@, 15, 2)
  2587. wait 5000
  2588. fade 0 1000
  2589. wait 1000
  2590. actor.PutAt($PLAYER_ACTOR, 1575.917, -1331.0256, 16.4844)
  2591. actor.Angle($PLAYER_ACTOR) = 314.9399
  2592. camera.SetPosition(1590.5291, -1330.9209, 16.475, 0.0, 0.0, 0.0)
  2593. camera.OnPed($PLAYER_ACTOR, 15 ,2)
  2594. 048F: actor $PLAYER_ACTOR remove_weapons
  2595. 04EF: release_animation "GANGS"
  2596. 04EF: release_animation "ANIMNINE"
  2597. 04EF: release_animation "BLOWJOBZ"
  2598. 05D3: AS_actor $PLAYER_ACTOR goto_point 1581.4399 -1327.1747 16.4844 mode 4 time -2 ms // versionA
  2599. wait 1000
  2600. fade 1 1000
  2601. wait 4000
  2602. camera.SetBehindPlayer()
  2603.  
  2604.  
  2605. :SEB2A_18100
  2606. 0318: set_latest_mission_passed 'SEB2A'
  2607. 01E3: show_text_1number_styled GXT 'M_PASSS' number 1000 time 5000 style 1
  2608. Player.Money($PLAYER_CHAR) += 1000
  2609. Player.ClearWantedLevel($PLAYER_CHAR)
  2610. 0394: play_music 1
  2611. $SEB_PASSED = 2
  2612. marker.CreateIconAndSphere($TORRANO,$ICON_TORRANO, 2353.2349, -1512.9401, 24.0)
  2613. return
  2614.  
  2615. :SEB2A_18140 //if PLAYER_ACTOR wasted or busted
  2616. return
  2617.  
  2618. :SEB2A_18145
  2619. 00BA: text_styled 'M_FAIL' 5000 ms 1
  2620. mission_cleanup
  2621. actor.RemoveReferences(2@)
  2622. actor.RemoveReferences(3@)
  2623. actor.RemoveReferences(0@)
  2624. car.Destroy(1@)
  2625. return
  2626.  
  2627.  
  2628.  
  2629.  
  2630. :SEB3A
  2631. thread 'SEB3A'
  2632. gosub @SEB3A_40
  2633. if
  2634. wasted_or_busted
  2635. jf @SEB3A_38
  2636. gosub @SEB3A_18145
  2637.  
  2638. :SEB3A_38
  2639. $ONMISSION = 0
  2640. mission_cleanup
  2641. end_thread
  2642.  
  2643. :SEB3A_40
  2644. increment_mission_attempts
  2645. $ONMISSION = 1
  2646. 02A3: enable_widescreen 1
  2647. player.CanMove($PLAYER_CHAR) = False
  2648. model.Load(#SEBAS)
  2649. model.Load(#CARLO)
  2650. model.Load(#REMINGTN)
  2651. model.Load(#SENTINEL)
  2652. model.Load(#KNIFECUR)
  2653. 038B: load_requested_models
  2654. 04BB: select_interior 4
  2655. 00C0: set_current_time 22 0
  2656. 060A: create_decision_maker_type 0 store_to 10@ // decision\allowed\m_.ped files
  2657. 0860: link_actor $PLAYER_ACTOR to_interior 4
  2658. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  2659.  
  2660. :SEB3A_41
  2661. wait 0
  2662. if and
  2663.     model.Available(#SEBAS)
  2664.     model.Available(#CARLO)
  2665.     model.Available(#REMINGTN)
  2666.     model.Available(#SENTINEL)
  2667.     model.Available(#KNIFECUR)
  2668. jf @SEB3A_41
  2669. if
  2670.     $AUDIO_LINE_IS_ACTIVE == 0
  2671. jf @SEB3A_41
  2672. 0@ = actor.Create(Mission1, #SEBAS, 2349.1428, -1511.3391, 1031.2023)
  2673. actor.Angle(0@) = 290.773
  2674. 0860: link_actor 0@ to_interior 4
  2675. 1@ = actor.Create(Mission1, #CARLO, 2352.084, -1510.1068, 1031.1951)
  2676. 032B: 20@ = create_weapon_pickup #KNIFECUR group 5 ammo 1 at 2380.4749 -1477.3673 23.9111
  2677. actor.Angle(1@) = 114.4053
  2678. actor.PutAt($PLAYER_ACTOR, 2351.1875, -1512.2233, 1030.1951)
  2679. actor.Angle($PLAYER_ACTOR) = 23.12
  2680. actor.SetWalkStyle(0@,"DRUNKMAN")
  2681. actor.SetWalkStyle(1@,"DRUNKMAN")
  2682. 060B: set_actor 0@ decision_maker_to 10@
  2683. 060B: set_actor 1@ decision_maker_to 10@
  2684. 3@ = car.Create(#REMINGTN, 2390.9006, -1510.6343, 23.4888)
  2685. car.Angle(3@) = 91.8675
  2686. 4@ = car.Create(#SENTINEL, 2391.1997, -1501.132, 23.4998)
  2687. car.Angle(4@) = 89.0566
  2688. 0860: link_actor 0@ to_interior 4
  2689. 0860: link_actor 1@ to_interior 4
  2690. 09DD: unknown_player_group 1
  2691. 0631: put_actor 0@ in_group $PLAYER_GROUP
  2692. 087F: set_actor 0@ never_leave_group 1
  2693. 07CB: set_actor 0@ supporting_fire 0
  2694. 0850: AS_actor 0@ follow_actor $PLAYER_ACTOR
  2695. 0631: put_actor 1@ in_group $PLAYER_GROUP
  2696. 087F: set_actor 1@ never_leave_group 1
  2697. 07CB: set_actor 1@ supporting_fire 0
  2698. 0850: AS_actor 1@ follow_actor $PLAYER_ACTOR  
  2699. 0A20: disable_player $PLAYER_CHAR group_control_back 1
  2700. camera.SetPosition(2357.4509, -1513.0649, 1031.138, 0.0, 0.0, 0.0)
  2701. camera.PointAt(2351.24, -1511.05, 1031.1951, 2)
  2702. 0460: set_camera_transverse_delay 0.0 time 30000
  2703. 05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR 30000 ms
  2704. 05BF: AS_actor 1@ look_at_actor 0@ 30000 ms
  2705. 05BF: AS_actor $PLAYER_ACTOR look_at_actor 0@ 30000 ms
  2706. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE3_AA' // s$  // ~z~Hey Carl.
  2707. 04AE: $ACTOR_SPEECH_WAV_FILE = 14000  // = constant
  2708. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  2709. fade 1 1000
  2710. wait 1000
  2711. camera.SetPosition(2357.2129, -1506.12, 1031.2023, 0.0, 0.0, 0.0)
  2712. camera.PointAt(2351.24, -1511.05, 1031.1951, 1)
  2713. wait 5000
  2714. fade 0 1000
  2715. wait 1000
  2716. camera.Restore_withjumpcut()
  2717. camera.SetBehindPlayer()
  2718. player.CanMove($PLAYER_CHAR) = True
  2719. 02A3: enable_widescreen 0
  2720. 018A: 2@ = create_checkpoint_at 2336.0354 -1512.6063 1031.1951
  2721. fade 1 1000
  2722. wait 1000
  2723.  
  2724. :SEB3A_42
  2725. wait 0
  2726. if
  2727.     00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2336.9878 -1512.3151 1031.1951 radius 0.5 0.5 2.0 on_foot
  2728. jf @SEB3A_42
  2729. marker.Disable(2@)
  2730. 018A: 6@ = create_checkpoint_at 2390.0803 -1505.4342 23.8828
  2731. actor.PutAt(0@, 2377.6829, -1516.4011, 24.0)
  2732. actor.PutAt(1@, 2372.7837, -1515.2865, 24.0)
  2733. 0860: link_actor 0@ to_interior 0
  2734. 0860: link_actor 1@ to_interior 0
  2735.  
  2736. :SEB3A_43
  2737. wait 0
  2738. if
  2739.     actor.Dead(0@)
  2740. jf @SEB3A_44
  2741. jump @SEB3A_18145
  2742.  
  2743. :SEB3A_44
  2744. if
  2745.     actor.Dead(1@)
  2746. jf @SEB3A_45A
  2747. jump @SEB3A_18145
  2748.  
  2749. :SEB3A_45A
  2750. if and
  2751.     00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2390.0803 -1505.4342 23.8828 radius 8.0 8.0 2.0 on_foot
  2752.     00FF:   actor 1@ sphere 0 in_sphere 2390.0803 -1505.4342 23.8828 radius 8.0 8.0 2.0 on_foot
  2753.     00FF:   actor 0@ sphere 0 in_sphere 2390.0803 -1505.4342 23.8828 radius 8.0 8.0 2.0 on_foot
  2754. jf @SEB3A_43
  2755. if
  2756.     $AUDIO_LINE_IS_ACTIVE == 0
  2757. jf @SEB3A_43
  2758. marker.Disable(6@)
  2759. player.CanMove($PLAYER_CHAR) = False
  2760. wait 1000
  2761. camera.SetPosition(2384.4331, -1504.4095, 24.0, 0.0, 0.0, 0.0)
  2762. camera.OnPed($PLAYER_ACTOR, 15, 2)
  2763. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@
  2764. 0639: AS_actor 1@ rotate_to_actor 0@
  2765. //we taking your car?
  2766. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE3_AB' // s$  // ~z~Hey Carl.
  2767. 04AE: $ACTOR_SPEECH_WAV_FILE = 14001  // = constant
  2768. 004F: create_thread @AUDIOL $PLAYER_ACTOR 1 1 1 0
  2769. jump @SEB3A_45B
  2770.  
  2771. :SEB3A_45B
  2772. wait 0
  2773. if
  2774.     $AUDIO_LINE_IS_ACTIVE == 0
  2775. jf @SEB3A_45B
  2776. 05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SE3_AC' // s$  // ~z~Hey Carl.
  2777. 04AE: $ACTOR_SPEECH_WAV_FILE = 14002  // = constant
  2778. 004F: create_thread @AUDIOL 0@ 1 1 1 0
  2779. 0812: AS_actor 0@ perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  2780. //*hic*hell*hic*no.
  2781.  
  2782. wait 3000
  2783. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
  2784. 0639: AS_actor 0@ rotate_to_actor 1@
  2785. //You prick. We'll take mine then.
  2786. wait 1000
  2787. 05CA: AS_actor 1@ enter_car 4@ passenger_seat 0 time -1
  2788. 05CA: AS_actor 0@ enter_car 4@ passenger_seat 1 time -1
  2789. camera.Restore_WithJumpCut()
  2790. camera.SetBehindPlayer()
  2791. player.CanMove($PLAYER_CHAR) = True
  2792. marker.CreateAboveCar(5@,4@)
  2793.  
  2794. :SEB3A_46
  2795. wait 0
  2796. if or
  2797.     actor.Dead(0@)
  2798.     actor.Dead(1@)
  2799. jf @SEB3A_47
  2800. jump @SEB3A_18145
  2801.  
  2802. :SEB3A_47
  2803. if and
  2804.     actor.InCar(0@, 4@)
  2805.     actor.InCar(1@, 4@)
  2806. jf @SEB3A_46
  2807. marker.Disable(5@)
  2808. 0687: clear_actor 0@ task
  2809. 0687: clear_actor 1@ task
  2810. 087F: set_actor 0@ never_leave_group 0  
  2811. 087F: set_actor 1@ never_leave_group 0
  2812. 0526: set_actor 0@ stay_in_car_when_jacked  1
  2813. 0526: set_actor 1@ stay_in_car_when_jacked  1
  2814. 054A: set_actor 0@ can_be_shot_in_a_car 0
  2815. 054A: set_actor 1@ can_be_shot_in_a_car 0
  2816. 06C9: remove_actor 0@ from_group
  2817. 06C9: remove_actor 1@ from_group
  2818. 018A: 7@ = create_checkpoint_at 2156.085 -1801.4313 13.1199
  2819. 03BC: 8@ = create_sphere_at 2156.085 -1801.4313 13.1199 radius 4.0
  2820.  
  2821. :SEB3A_48
  2822. wait 0
  2823. if or
  2824.     actor.Dead(0@)
  2825.     actor.Dead(1@)
  2826. jf @SEB3A_49
  2827. jump @SEB3A_18145
  2828.  
  2829. :SEB3A_49
  2830. if
  2831.     car.Wrecked(4@)
  2832. jf @SEB3A_50
  2833. jump @SEB3A_18145
  2834.  
  2835.  
  2836. :SEB3A_50
  2837. if and
  2838.     0100:   actor $PLAYER_ACTOR in_sphere 2156.085 -1801.4313 13.1199 radius 4.0 4.0 4.0 sphere 0 in_car
  2839.     0100:   actor 1@ in_sphere 2156.085 -1801.4313 13.1199 radius 4.0 4.0 4.0 sphere 0 in_car
  2840.     0100:   actor 0@ in_sphere 2156.085 -1801.4313 13.1199 radius 4.0 4.0 4.0 sphere 0 in_car
  2841. jf @SEB3A_48
  2842. marker.Disable(7@)
  2843. 03BD: destroy_sphere 8@
  2844. 06C7: AS_actor $PLAYER_ACTOR driver_of_car 4@ perform_action 6 timelimit 2000000
  2845. player.CanMove($PLAYER_CHAR) = False
  2846. 02A3: enable_widescreen 1
  2847. 05D6: clear_scmpath
  2848. 05D7: add_point_to_scmpath 2155.2673 -1797.3367 13.5371
  2849. 05D7: add_point_to_scmpath 2150.4709 -1800.6144 13.5617
  2850. 05D7: add_point_to_scmpath 2149.4597 -1796.6666 14.7636
  2851. 05D7: add_point_to_scmpath 2147.7168 -1796.3835 14.7559
  2852. 05D7: add_point_to_scmpath 2147.3833 -1802.5128 16.1499
  2853. 05D7: add_point_to_scmpath 2141.7739 -1802.73 16.1475
  2854. camera.SetPosition(2156.719, -1792.2894, 17.6158, 0.0, 0.0, 0.0)
  2855. camera.PointAt(2151.2773, -1798.1124, 14.3585, 2)
  2856. 0615: define_AS_pack_begin 11@
  2857. 0633: AS_actor -1 exit_car
  2858. 05D8: AS_assign_scmpath to_actor -1 flags 4 0
  2859. 0616: define_AS_pack_end 11@
  2860. 0618: assign_actor 1@ to_AS_pack 11@
  2861. 061B: remove_references_to_AS_pack 11@
  2862. 0615: define_AS_pack_begin 13@
  2863. 0633: AS_actor -1 exit_car
  2864. 05CA: AS_actor -1 enter_car 4@ passenger_seat 0 time 10000
  2865. 0616: define_AS_pack_end 13@
  2866. 0618: assign_actor 0@ to_AS_pack 13@
  2867. 061B: remove_references_to_AS_pack 13@
  2868. wait 12000
  2869. 02A3: enable_widescreen 0
  2870. camera.Restore_WithJumpCut()
  2871. camera.SetBehindPlayer()
  2872. player.CanMove($PLAYER_CHAR) = True
  2873. 018A: 9@ = create_checkpoint_at 2759.9729 -1176.99 69.0844
  2874. 03BC: 11@ = create_sphere_at 2759.9729 -1176.99 69.0844 radius 4.0
  2875.  
  2876. :SEB3A_51
  2877. wait 0
  2878. if
  2879.     actor.Dead(0@)
  2880. jf @SEB3A_52
  2881. jump @SEB3A_18145
  2882.  
  2883. :SEB3A_52
  2884. if
  2885.     car.Wrecked(4@)
  2886. jf @SEB3A_53A
  2887. jump @SEB3A_18145
  2888.  
  2889. :SEB3A_53A
  2890. if and
  2891.     0100:   actor $PLAYER_ACTOR in_sphere 2759.9729 -1176.99 69.0844 radius 4.0 4.0 4.0 sphere 0 in_car
  2892.     0100:   actor 0@ in_sphere 2759.9729 -1176.99 69.0844 radius 4.0 4.0 4.0 sphere 0 in_car
  2893. jf @SEB3A_51
  2894. 06C7: AS_actor $PLAYER_ACTOR driver_of_car 4@ perform_action 6 timelimit 2000000
  2895. marker.Disable(9@)
  2896. player.CanMove($PLAYER_CHAR) = False
  2897. 03BD: destroy_sphere 11@
  2898. actor.DestroyInstantly(1@)
  2899. wait 2000
  2900. camera.SetPosition(2768.1753, -1177.0336, 70.8214, 0.0, 0.0, 0.0)
  2901. camera.OnVehicle(4@, 15, 2)
  2902. 05D6: clear_scmpath
  2903. 05D7: add_point_to_scmpath 2762.1628 -1179.2717 69.4015
  2904. 05D7: add_point_to_scmpath 2766.4836 -1179.4277 69.4023
  2905. 05D7: add_point_to_scmpath 2766.635 -1192.9155 69.4079
  2906. 0615: define_AS_pack_begin 11@
  2907. 0633: AS_actor -1 exit_car
  2908. 05D8: AS_assign_scmpath to_actor -1 flags 4 0
  2909. 0616: define_AS_pack_end 11@
  2910. 0618: assign_actor 0@ to_AS_pack 11@
  2911. 061B: remove_references_to_AS_pack 11@
  2912. wait 8000
  2913. 018A: 14@ = create_checkpoint_at 2410.8848 -1226.8049 24.3872
  2914. camera.Restore_WithJumpCut()
  2915. player.CanMove($PLAYER_CHAR) = True
  2916. camera.SetBehindPlayer()
  2917. model.Load(#SPOOKY)
  2918. model.Load(#LSV1)
  2919. model.Load(#LSV2)
  2920. model.Load(#BAT)
  2921. model.Load(#SHOVEL)
  2922.  
  2923. :SEB3A_53B
  2924. wait 0
  2925. if and
  2926.     model.Available(#SPOOKY)
  2927.     model.Available(#LSV1)
  2928.     model.Available(#LSV2)
  2929.     model.Available(#BAT)
  2930.     model.Available(#SHOVEL)
  2931. jf @SEB3A_53B
  2932. jump @SEB3A_54
  2933.  
  2934. :SEB3A_54
  2935. wait 0
  2936. if
  2937.     car.Wrecked(4@)
  2938. jf @SEB3A_55
  2939. marker.Disable(14@)
  2940. jump @SEB3A_18145
  2941.  
  2942. :SEB3A_55
  2943. if
  2944.     0100:   actor $PLAYER_ACTOR in_sphere 2410.9753 -1224.4645 24.3615 radius 4.0 4.0 4.0 sphere 1 in_car
  2945. jf @SEB3A_54
  2946. marker.Disable(14@)
  2947. actor.DestroyWithFade(0@)
  2948. player.CanMove($PLAYER_CHAR) = False
  2949. 06C7: AS_actor $PLAYER_ACTOR driver_of_car 4@ perform_action 6 timelimit 2000000
  2950. wait 1000
  2951. 01EB: set_traffic_density_multiplier_to 0.1
  2952. camera.SetPosition(2405.5291, -1221.0518, 25.2866, 0.0, 0.0, 0.0)
  2953. camera.OnVehicle(4@, 15, 2)
  2954. 02A3: enable_widescreen 1
  2955. 0615: define_AS_pack_begin 11@
  2956. 0633: AS_actor -1 exit_car
  2957. 05D3: AS_actor -1 goto_point 2409.5996 -1248.7179 23.8125 mode 4 time -1 ms // versionA
  2958. 0616: define_AS_pack_end 11@
  2959. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 11@
  2960. wait 5000
  2961. camera.SetPosition(2404.8679, -1246.6117, 23.8125, 0.0, 0.0, 0.0)
  2962. camera.OnPed($PLAYER_ACTOR,15, 2)
  2963.  
  2964. :SEB3A_56
  2965. wait 0
  2966. if
  2967.     00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2409.5996 -1248.7179 23.8125  radius 1.0 1.0 2.0 on_foot
  2968. jf @SEB3A_56
  2969. 061B: remove_references_to_AS_pack 11@
  2970. 12@ = actor.Create(Mission1, #SPOOKY, 2394.2881, -1242.1592, 24.4285)
  2971. actor.Angle(12@) = 187.8398
  2972. 0615: define_AS_pack_begin 11@
  2973. 05D3: AS_actor -1 goto_point 2395.7886 -1247.9943 24.103 mode 4 time -1 ms // versionA
  2974. 05D3: AS_actor -1 goto_point 2401.4329 -1248.2642 23.8125 mode 4 time -1 ms // versionA
  2975. 0616: define_AS_pack_end 11@
  2976. 0618: assign_actor 12@ to_AS_pack 11@
  2977. 061B: remove_references_to_AS_pack 11@
  2978. 05C8: AS_actor $PLAYER_ACTOR look_around
  2979. wait 6000
  2980. camera.SetPosition(2390.8296, -1247.6368, 24.2614, 0.0, 0.0, 0.0)
  2981. camera.OnPed($PLAYER_ACTOR,15, 2)
  2982. wait 5000
  2983. camera.SetPosition(2411.4431, -1241.6378, 23.8125, 0.0, 0.0, 0.0)
  2984. camera.OnPed($PLAYER_ACTOR,15, 2)
  2985. 0615: define_AS_pack_begin 11@
  2986. 05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 1.0
  2987. 074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2
  2988. 0812: AS_actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  2989. 0616: define_AS_pack_end 11@
  2990. 0618: assign_actor 12@ to_AS_pack 11@
  2991. 061B: remove_references_to_AS_pack 11@
  2992. //Ay puto, have I seen you somewhere?
  2993. wait 3000
  2994.  
  2995. :SEB3A_57
  2996. wait 0
  2997. if
  2998.     00F2:   actor 12@ near_actor $PLAYER_ACTOR radius 2.0 2.0 sphere 0
  2999. jf @SEB3A_57
  3000. 0687: clear_actor $PLAYER_ACTOR task
  3001. 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 12@ timelimit -2
  3002. wait 1500
  3003. 0615: define_AS_pack_begin 11@
  3004. 0812: AS_actor -1 perform_animation "ENDCHAT_02" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  3005. 0812: AS_actor -1 perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  3006. 0616: define_AS_pack_end 11@
  3007. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 11@
  3008. 061B: remove_references_to_AS_pack 11@
  3009. //nah bro I just moved here...
  3010. wait 3000
  3011. 0812: AS_actor 12@ perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  3012. //haha yeah vario de las putas! you're one of them grove cats.
  3013. wait 4300
  3014. // ay nigga just leave me alone bro, i dont know what you're talking about
  3015. 0812: AS_actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  3016. 05BF: AS_actor $PLAYER_ACTOR look_at_actor 12@ 30000 ms
  3017. 05BF: AS_actor 12@ look_at_actor $PLAYER_ACTOR 3000 ms
  3018. 05D3: AS_actor 12@ goto_point 2395.7886 -1247.9943 24.103 mode 4 time -1 ms // versionA
  3019. wait 13000
  3020. 0687: clear_actor $PLAYER_ACTOR task
  3021. actor.PutAt(12@, 2394.8613, -1222.9019, 26.3896)
  3022. 14@ = actor.Create(Mission1, #LSV1, 2394.168, -1226.0046, 25.8506)
  3023. 16@ = actor.Create(Mission1, #LSV2, 2395.0559, -1222.1034, 26.5269)
  3024. actor.GiveWeaponAndAmmo(12@, 6, 1)
  3025. actor.GiveWeaponAndAmmo(14@, 4, 1)
  3026. actor.GiveWeaponAndAmmo(16@, 5, 1)
  3027. camera.SetPosition(2409.2722, -1257.015, 23.8274, 0.0, 0.0, 0.0)
  3028. camera.OnVehicle(4@, 15, 2)
  3029. 07DD: set_actor 12@ attack_rate 100 // previously known as temper_to
  3030. 07DD: set_actor 14@ attack_rate 50 // previously known as temper_to
  3031. 07DD: set_actor 16@ attack_rate 50 // previously known as temper_to
  3032. wait 1000
  3033. 070C: explode_car_without_radius_damage 4@
  3034. 05C5: AS_actor $PLAYER_ACTOR cower 2000 ms
  3035. wait 2000
  3036. 06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2411.3098 -1228.5792 24.2762
  3037. wait 1500
  3038. 0812: AS_actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  3039. actor.PutAt(12@, 2393.051, -1229.8448, 25.094)
  3040. actor.PutAt(14@, 2394.5183, -1230.182, 25.001)
  3041. actor.PutAt(16@, 2391.7998, -1230.3832, 25.2151)
  3042. actor.Angle(12@) = 177.3642
  3043. actor.Angle(14@) = 177.3642
  3044. actor.Angle(16@) = 177.3642
  3045. 0638: AS_actor 12@ stay_put 0
  3046. 0638: AS_actor 14@ stay_put 0
  3047. 0638: AS_actor 16@ stay_put 0
  3048. wait 1500
  3049. camera.SetPosition(2394.1855, -1227.6046, 24.5423, 0.0, 0.0, 0.0)
  3050. camera.OnPed(12@, 15, 2)
  3051. 05D3: AS_actor 12@ goto_point 2393.4993 -1244.4617 24.3004 mode 4 time 4000 ms // versionA
  3052. 0859: AS_actor 14@ walk_alongisde_actor 12@
  3053. 0859: AS_actor 16@ walk_alongisde_actor 12@
  3054. wait 3500
  3055. actor.PutAt(12@, 2398.208, -1247.3501, 23.3413)
  3056. actor.PutAt(14@, 2396.292, -1245.2551, 24.0265)
  3057. actor.PutAt(16@, 2396.6887, -1248.7227, 24.0577)
  3058. actor.Angle(12@) = 270.7383
  3059. actor.Angle(14@) = 257.9959
  3060. actor.Angle(16@) = 271.6783
  3061. camera.SetPosition(2414.5945, -1253.3276, 23.822, 0.0, 0.0, 0.0)
  3062. camera.PointAt(2414.5945, -1253.3276, 23.822, 2)
  3063. wait 1000
  3064. camera.SetPosition(2414.5945, -1253.3276, 23.822, 0.0, 0.0, 0.0)
  3065. camera.OnPed(12@, 15, 1)
  3066. 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 12@ timelimit -2
  3067. 0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
  3068. wait 2000
  3069. camera.Restore_WithJumpCut()
  3070. camera.SetBehindPlayer()
  3071. 02A3: enable_widescreen 0
  3072. player.CanMove($PLAYER_CHAR) = True
  3073. marker.CreateAboveActor(17@, 12@)
  3074. marker.CreateAboveActor(18@, 14@)
  3075. marker.CreateAboveActor(19@, 16@)
  3076. 05E2: AS_actor 12@ kill_actor $PLAYER_ACTOR
  3077. 05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR
  3078. 05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR
  3079.  
  3080. :SEB3A_58
  3081. wait 0
  3082. if
  3083.     actor.Dead(12@)
  3084. jf @SEB3A_59
  3085. marker.Disable(17@)
  3086. jump @SEB3A_59
  3087.  
  3088. :SEB3A_59
  3089. if
  3090.     actor.Dead(14@)
  3091. jf @SEB3A_60
  3092. marker.Disable(18@)
  3093. jump @SEB3A_60
  3094.  
  3095. :SEB3A_60
  3096. if
  3097.     actor.Dead(16@)
  3098. jf @SEB3A_61
  3099. marker.Disable(19@)
  3100. jump @SEB3A_61
  3101.  
  3102.  
  3103. :SEB3A_61
  3104. if and
  3105.     actor.Dead(12@)
  3106.     actor.Dead(14@)
  3107.     actor.Dead(16@)
  3108. jf @SEB3A_58
  3109. wait 1000
  3110.  
  3111.  
  3112.  
  3113.  
  3114.  
  3115.  
  3116.  
  3117.  
  3118.  
  3119.  
  3120.  
  3121.    
  3122.  
  3123.  
  3124.  
  3125.  
  3126.  
  3127.  
  3128.  
  3129.  
  3130.  
  3131.  
  3132.  
  3133.  
  3134.    
  3135.  
  3136.  
  3137.  
  3138.  
  3139.  
  3140.  
  3141.  
  3142.  
  3143.  
  3144.  
  3145.  
  3146. :SEB3A_18100
  3147. 0318: set_latest_mission_passed 'SEB3A'
  3148. 01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1
  3149. 0998: add_respect 3
  3150. Player.Money($PLAYER_CHAR) += 100
  3151. Player.ClearWantedLevel($PLAYER_CHAR)
  3152. 0394: play_music 1
  3153. return
  3154.  
  3155. :SEB3A_18140 //if PLAYER_ACTOR wasted or busted
  3156. return
  3157.  
  3158. :SEB3A_18145
  3159. 00BA: text_styled 'M_FAIL' 5000 ms 1
  3160. return
  3161.  
  3162.  
  3163.  
  3164.  
  3165.  
  3166. //-------------External script 1 (PARACHUTE)---------------
  3167.  
  3168.  
  3169.  
  3170. :PLCHUTE
  3171. thread 'PLCHUTE'
  3172. Model.Load(#GUN_PARA)
  3173.  
  3174. :PLCHUTE_16
  3175. if
  3176.    not Model.Available(#GUN_PARA)
  3177. jf @PLCHUTE_43
  3178. wait 0
  3179. jump @PLCHUTE_16
  3180.  
  3181. :PLCHUTE_43
  3182. if
  3183.    not Actor.Dead($PLAYER_ACTOR)
  3184. jf @PLCHUTE_59
  3185.  
  3186. :PLCHUTE_59
  3187. $1498 = 0
  3188. $FREEFALL_STAGE = 0
  3189. $PARACHUTE_CREATION_STAGE = 0
  3190. if
  3191.   $1498 == 999
  3192. jf @PLCHUTE_118
  3193. $PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  3194.  
  3195. :PLCHUTE_118
  3196. wait 0
  3197. if
  3198.    not Actor.Dead($PLAYER_ACTOR)
  3199. jf @PLCHUTE_5455
  3200. if
  3201. 8800:   not in_two_players_mode
  3202. jf @PLCHUTE_5455
  3203. if
  3204.    not $FREEFALL_STAGE == 0
  3205. jf @PLCHUTE_176
  3206. 0992: set_player $PLAYER_CHAR weapons_scrollable 0
  3207.  
  3208. :PLCHUTE_176
  3209. if
  3210.   $PARACHUTE_CREATION_STAGE > 0
  3211. jf @PLCHUTE_219
  3212. if
  3213.    not Actor.HasWeapon($PLAYER_ACTOR, 46)
  3214. jf @PLCHUTE_219
  3215. gosub @PLCHUTE_5521
  3216.  
  3217. :PLCHUTE_219
  3218. if
  3219.   $PARACHUTE_CREATION_STAGE == 0
  3220. jf @PLCHUTE_274
  3221. if
  3222.    Actor.HasWeapon($PLAYER_ACTOR, 46)
  3223. jf @PLCHUTE_274
  3224. Model.Load(#PARACHUTE)
  3225. $PARACHUTE_CREATION_STAGE = 1
  3226. $1498 = 0
  3227.  
  3228. :PLCHUTE_274
  3229. if
  3230.   $PARACHUTE_CREATION_STAGE == 1
  3231. jf @PLCHUTE_377
  3232. if
  3233.    Model.Available(#PARACHUTE)
  3234. jf @PLCHUTE_377
  3235. 17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  3236. 069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
  3237. 0750: set_object 17@ visibility 0
  3238. $PARACHUTE_CREATION_STAGE = 2
  3239.  
  3240. :PLCHUTE_377
  3241. if and
  3242.   $PARACHUTE_CREATION_STAGE == 2
  3243.   $FREEFALL_STAGE == 1
  3244. jf @PLCHUTE_409
  3245. $PARACHUTE_CREATION_STAGE = 3
  3246.  
  3247. :PLCHUTE_409
  3248. if and
  3249.   $FREEFALL_STAGE == 0
  3250.   $PARACHUTE_CREATION_STAGE > 0
  3251. jf @PLCHUTE_565
  3252. if
  3253. 0818:   actor $PLAYER_ACTOR in_air
  3254. jf @PLCHUTE_565
  3255. 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
  3256. if
  3257.   -10.0 > $1509
  3258. jf @PLCHUTE_565
  3259. 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
  3260. if
  3261.   7@ > 20.0
  3262. jf @PLCHUTE_565
  3263. 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037
  3264. $FREEFALL_STAGE = 1
  3265. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
  3266. 0@ = 0
  3267. $8268 = 0.0
  3268.  
  3269. :PLCHUTE_565
  3270. if
  3271.   $FREEFALL_STAGE == 1
  3272. jf @PLCHUTE_2386
  3273. if
  3274.   0@ == 0
  3275. jf @PLCHUTE_608
  3276. 0@ = 2
  3277.  
  3278. :PLCHUTE_608
  3279. if
  3280.   0@ == 2
  3281. jf @PLCHUTE_729
  3282. 062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
  3283. if
  3284. 04A4:   27@ == 7 // == constant
  3285. jf @PLCHUTE_729
  3286. 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  3287. 04ED: load_animation "PARACHUTE"
  3288. 15@ = 1
  3289. 1@ = Actor.Angle($PLAYER_ACTOR)
  3290. 0@ = 3
  3291.  
  3292. :PLCHUTE_729
  3293. if
  3294.   0@ == 3
  3295. jf @PLCHUTE_2386
  3296. 062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
  3297. if
  3298. 04A4:   27@ == 7 // == constant
  3299. jf @PLCHUTE_815
  3300. 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
  3301.  
  3302. :PLCHUTE_815
  3303. 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
  3304. if and
  3305.   100.0 > 7@
  3306.   7@ > 60.0
  3307. jf @PLCHUTE_912
  3308. if
  3309. 04EE:   animation "PARACHUTE" loaded
  3310. jf @PLCHUTE_912
  3311. if
  3312.   $ONMISSION == 0
  3313. jf @PLCHUTE_912
  3314. 00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!
  3315.  
  3316. :PLCHUTE_912
  3317. 0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@
  3318. if
  3319.   $1511 == 1
  3320. jf @PLCHUTE_960
  3321. 10@ = 0
  3322. 11@ = 0
  3323.  
  3324. :PLCHUTE_960
  3325. 0093: 21@ = integer 10@ to_float
  3326. 21@ /= 4.267
  3327. 0063: 21@ -= 2@ // (float)
  3328. 21@ /= 20.0
  3329. 005B: 2@ += 21@ // (float)
  3330. 0087: 21@ = 2@ // (float)
  3331. 21@ /= 5.0
  3332. 0063: 1@ -= 21@ // (float)
  3333. if
  3334.   1@ > 180.0
  3335. jf @PLCHUTE_1061
  3336. 1@ -= 360.0
  3337.  
  3338. :PLCHUTE_1061
  3339. if
  3340.   -180.0 > 1@
  3341. jf @PLCHUTE_1092
  3342. 1@ += 360.0
  3343.  
  3344. :PLCHUTE_1092
  3345. 0093: 22@ = integer 11@ to_float
  3346. 22@ /= 4.267
  3347. 0063: 22@ -= 3@ // (float)
  3348. 22@ /= 20.0
  3349. 005B: 3@ += 22@ // (float)
  3350. 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509
  3351. if
  3352. 0024:   $1504 > $1509 // (float)
  3353. jf @PLCHUTE_1177
  3354. 0086: $1509 = $1504 // (float)
  3355.  
  3356. :PLCHUTE_1177
  3357. if
  3358. 0024:   $8268 > $1509 // (float)
  3359. jf @PLCHUTE_1204
  3360. 0086: $8268 = $1509 // (float)
  3361.  
  3362. :PLCHUTE_1204
  3363. if
  3364. 0024:   $1504 > $8268 // (float)
  3365. jf @PLCHUTE_1231
  3366. 0086: $8268 = $1504 // (float)
  3367.  
  3368. :PLCHUTE_1231
  3369. if and
  3370. 0024:   $1509 > $8268 // (float)
  3371.    not $1902 == 1
  3372. jf @PLCHUTE_1407
  3373. if
  3374. 84AD:   not actor $PLAYER_ACTOR in_water
  3375. jf @PLCHUTE_1361
  3376. if
  3377.   -20.0 > $8268
  3378. jf @PLCHUTE_1308
  3379. $FREEFALL_STAGE = 2
  3380. jump @PLCHUTE_1354
  3381.  
  3382. :PLCHUTE_1308
  3383. 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
  3384. $FREEFALL_STAGE = 7
  3385.  
  3386. :PLCHUTE_1354
  3387. jump @PLCHUTE_1407
  3388.  
  3389. :PLCHUTE_1361
  3390. 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
  3391. $FREEFALL_STAGE = 7
  3392.  
  3393. :PLCHUTE_1407
  3394. 0087: 4@ = 3@ // (float)
  3395. 4@ /= 30.0
  3396. 006F: 4@ *= $1505 // (float)
  3397. 02F6: $1507 = sine 1@ // (float)
  3398. 02F7: $1508 = cosine 1@ // (float)
  3399. 006D: $1507 *= 4@ // (float)
  3400. 006D: $1508 *= 4@ // (float)
  3401. $1508 *= -1.0
  3402. 0059: $1508 += $1506 // (float)
  3403. 0087: 21@ = 8@ // (float)
  3404. 0065: 21@ -= $1507 // (float)
  3405. 21@ *= 0.01
  3406. 0088: $1507 = 8@ // (float)
  3407. 0067: $1507 -= 21@ // (float)
  3408. 0087: 21@ = 9@ // (float)
  3409. 0065: 21@ -= $1508 // (float)
  3410. 21@ *= 0.01
  3411. 0088: $1508 = 9@ // (float)
  3412. 0067: $1508 -= 21@ // (float)
  3413. 0085: 12@ = 10@ // (int)
  3414. 0085: 13@ = 11@ // (int)
  3415. 0095: make 12@ absolute_integer
  3416. 0095: make 13@ absolute_integer
  3417. if or
  3418.   12@ > 40
  3419.   13@ > 40
  3420. jf @PLCHUTE_2109
  3421. if
  3422. 001D:   12@ > 13@ // (int)
  3423. jf @PLCHUTE_1872
  3424. if
  3425.   10@ >= 0
  3426. jf @PLCHUTE_1751
  3427. if
  3428.    not 15@ == 2
  3429. jf @PLCHUTE_1751
  3430. if
  3431. 04EE:   animation "PARACHUTE" loaded
  3432. jf @PLCHUTE_1744
  3433. 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
  3434.  
  3435. :PLCHUTE_1744
  3436. 15@ = 2
  3437.  
  3438. :PLCHUTE_1751
  3439. if
  3440.   0 > 10@
  3441. jf @PLCHUTE_1865
  3442. if
  3443.    not 15@ == 3
  3444. jf @PLCHUTE_1865
  3445. if
  3446. 04EE:   animation "PARACHUTE" loaded
  3447. jf @PLCHUTE_1858
  3448. 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
  3449.  
  3450. :PLCHUTE_1858
  3451. 15@ = 3
  3452.  
  3453. :PLCHUTE_1865
  3454. jump @PLCHUTE_2102
  3455.  
  3456. :PLCHUTE_1872
  3457. if
  3458.   11@ >= 0
  3459. jf @PLCHUTE_1984
  3460. if
  3461.    not 15@ == 4
  3462. jf @PLCHUTE_1984
  3463. if
  3464. 04EE:   animation "PARACHUTE" loaded
  3465. jf @PLCHUTE_1977
  3466. 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
  3467.  
  3468. :PLCHUTE_1977
  3469. 15@ = 4
  3470.  
  3471. :PLCHUTE_1984
  3472. if
  3473.   0 > 11@
  3474. jf @PLCHUTE_2102
  3475. if
  3476.    not 15@ == 5
  3477. jf @PLCHUTE_2102
  3478. if
  3479. 04EE:   animation "PARACHUTE" loaded
  3480. jf @PLCHUTE_2095
  3481. 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
  3482.  
  3483. :PLCHUTE_2095
  3484. 15@ = 5
  3485.  
  3486. :PLCHUTE_2102
  3487. jump @PLCHUTE_2203
  3488.  
  3489. :PLCHUTE_2109
  3490. if
  3491.    not 15@ == 1
  3492. jf @PLCHUTE_2203
  3493. if
  3494. 04EE:   animation "PARACHUTE" loaded
  3495. jf @PLCHUTE_2203
  3496. 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
  3497. 15@ = 1
  3498.  
  3499. :PLCHUTE_2203
  3500. if or
  3501. 00E1:   player 0 pressed_key 17
  3502.   $1512 == 1
  3503. jf @PLCHUTE_2386
  3504. if
  3505.    not $1902 == 1
  3506. jf @PLCHUTE_2386
  3507. if
  3508. 04EE:   animation "PARACHUTE" loaded
  3509. jf @PLCHUTE_2386
  3510. if and
  3511.   $PARACHUTE_CREATION_STAGE == 3
  3512.   $1511 == 0
  3513. jf @PLCHUTE_2386
  3514. 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
  3515. 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038
  3516. 008A: $8270 = TIMERA // (int)
  3517. $8270 += 1100
  3518. $FREEFALL_STAGE = 3
  3519. 0@ = 0
  3520.  
  3521. :PLCHUTE_2386
  3522. if
  3523.   $FREEFALL_STAGE == 2
  3524. jf @PLCHUTE_2504
  3525. if
  3526. 04EE:   animation "PARACHUTE" loaded
  3527. jf @PLCHUTE_2492
  3528. Actor.Angle($PLAYER_ACTOR) = 1@
  3529. 0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
  3530. 09F1: play_audio_at_actor $PLAYER_ACTOR event 1189
  3531. jump @PLCHUTE_2497
  3532.  
  3533. :PLCHUTE_2492
  3534. 05BE: AS_actor $PLAYER_ACTOR die
  3535.  
  3536. :PLCHUTE_2497
  3537. gosub @PLCHUTE_5521
  3538.  
  3539. :PLCHUTE_2504
  3540. if
  3541.   $FREEFALL_STAGE == 3
  3542. jf @PLCHUTE_4781
  3543. if
  3544.   $8270 > 0
  3545. jf @PLCHUTE_2586
  3546. if
  3547. 001F:   TIMERA > $8270 // (int)
  3548. jf @PLCHUTE_2586
  3549. 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039
  3550. $8270 = 0
  3551.  
  3552. :PLCHUTE_2586
  3553. if
  3554.   0@ == 0
  3555. jf @PLCHUTE_2689
  3556. 0087: 25@ = 3@ // (float)
  3557. 25@ /= 500.0
  3558. 0087: 26@ = 2@ // (float)
  3559. 26@ /= 500.0
  3560. 0085: 18@ = TIMERA // (int)
  3561. 0085: 19@ = TIMERA // (int)
  3562. 0087: 5@ = 4@ // (float)
  3563. 5@ *= -1.0
  3564. 0089: 6@ = $1509 // (float)
  3565. 0@ = 1
  3566.  
  3567. :PLCHUTE_2689
  3568. if
  3569.   0@ == 1
  3570. jf @PLCHUTE_2856
  3571. 0085: 10@ = TIMERA // (int)
  3572. 0062: 10@ -= 19@ // (int)
  3573. if
  3574.   500 > 10@
  3575. jf @PLCHUTE_2829
  3576. 0085: 10@ = TIMERA // (int)
  3577. 0062: 10@ -= 18@ // (int)
  3578. 0085: 18@ = TIMERA // (int)
  3579. 0093: 21@ = integer 10@ to_float
  3580. 0087: 22@ = 25@ // (float)
  3581. 006B: 22@ *= 21@ // (float)
  3582. 0087: 23@ = 26@ // (float)
  3583. 006B: 23@ *= 21@ // (float)
  3584. 0063: 3@ -= 22@ // (float)
  3585. 0063: 2@ -= 23@ // (float)
  3586. jump @PLCHUTE_2856
  3587.  
  3588. :PLCHUTE_2829
  3589. 2@ = 0.0
  3590. 3@ = 0.0
  3591. 0@ = 2
  3592.  
  3593. :PLCHUTE_2856
  3594. if
  3595.   0@ == 2
  3596. jf @PLCHUTE_2964
  3597. if
  3598. 03CA:   object 17@ exists
  3599. jf @PLCHUTE_2964
  3600. 0750: set_object 17@ visibility 1
  3601. 08D2: object 17@ scale_model 0.0
  3602. 0085: 19@ = TIMERA // (int)
  3603. wait 0
  3604. 075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
  3605. 0@ = 3
  3606.  
  3607. :PLCHUTE_2964
  3608. if
  3609.   0@ == 3
  3610. jf @PLCHUTE_3067
  3611. 0085: 10@ = TIMERA // (int)
  3612. 0062: 10@ -= 19@ // (int)
  3613. if
  3614.   500 > 10@
  3615. jf @PLCHUTE_3050
  3616. 0093: 21@ = integer 10@ to_float
  3617. 21@ /= 500.0
  3618. 08D2: object 17@ scale_model 21@
  3619. jump @PLCHUTE_3067
  3620.  
  3621. :PLCHUTE_3050
  3622. 08D2: object 17@ scale_model 1.0
  3623. 0@ = 4
  3624.  
  3625. :PLCHUTE_3067
  3626. if
  3627.   0@ == 5
  3628. jf @PLCHUTE_3136
  3629. 20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0)
  3630. 0750: set_object 20@ visibility 0
  3631. Object.ToggleInMovingList(20@) = True
  3632. 04D9: object 20@ set_scripted_collision_check 1
  3633. 0@ = 6
  3634.  
  3635. :PLCHUTE_3136
  3636. if
  3637.   0@ == 6
  3638. jf @PLCHUTE_4354
  3639. 0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@
  3640. if
  3641.   $1511 == 1
  3642. jf @PLCHUTE_3202
  3643. 10@ = 0
  3644. 11@ = 0
  3645.  
  3646. :PLCHUTE_3202
  3647. 0093: 21@ = integer 10@ to_float
  3648. 21@ /= 4.267
  3649. 0063: 21@ -= 2@ // (float)
  3650. 21@ /= 20.0
  3651. 005B: 2@ += 21@ // (float)
  3652. 0087: 21@ = 2@ // (float)
  3653. 21@ /= 15.0
  3654. 0063: 1@ -= 21@ // (float)
  3655. if
  3656.   1@ > 180.0
  3657. jf @PLCHUTE_3303
  3658. 1@ -= 360.0
  3659.  
  3660. :PLCHUTE_3303
  3661. if
  3662.   -180.0 > 1@
  3663. jf @PLCHUTE_3334
  3664. 1@ += 360.0
  3665.  
  3666. :PLCHUTE_3334
  3667. 02F6: $1507 = sine 1@ // (float)
  3668. 02F7: $1508 = cosine 1@ // (float)
  3669. 0069: $1507 *= $1500 // (float)
  3670. 0069: $1508 *= $1500 // (float)
  3671. $1507 *= -1.0
  3672. 0085: 12@ = 10@ // (int)
  3673. 0085: 13@ = 11@ // (int)
  3674. 0095: make 12@ absolute_integer
  3675. 0095: make 13@ absolute_integer
  3676. if or
  3677.   12@ > 40
  3678.   13@ > 40
  3679. jf @PLCHUTE_4066
  3680. if
  3681. 001D:   12@ > 13@ // (int)
  3682. jf @PLCHUTE_3741
  3683. 0089: 21@ = $1501 // (float)
  3684. 0065: 21@ -= $1509 // (float)
  3685. 21@ /= 20.0
  3686. 005F: $1509 += 21@ // (float)
  3687. if
  3688.   10@ >= 0
  3689. jf @PLCHUTE_3607
  3690. if
  3691.    not 15@ == 2
  3692. jf @PLCHUTE_3607
  3693. 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
  3694. 075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  3695. 15@ = 2
  3696.  
  3697. :PLCHUTE_3607
  3698. if
  3699.   0 > 10@
  3700. jf @PLCHUTE_3734
  3701. if
  3702.    not 15@ == 3
  3703. jf @PLCHUTE_3734
  3704. 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
  3705. 075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  3706. 15@ = 3
  3707.  
  3708. :PLCHUTE_3734
  3709. jump @PLCHUTE_4059
  3710.  
  3711. :PLCHUTE_3741
  3712. if
  3713.   11@ >= 0
  3714. jf @PLCHUTE_3900
  3715. 0089: 21@ = $1503 // (float)
  3716. 0065: 21@ -= $1509 // (float)
  3717. 21@ /= 20.0
  3718. 005F: $1509 += 21@ // (float)
  3719. if
  3720.    not 15@ == 4
  3721. jf @PLCHUTE_3900
  3722. 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
  3723. 075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  3724. 15@ = 4
  3725.  
  3726. :PLCHUTE_3900
  3727. if
  3728.   0 > 11@
  3729. jf @PLCHUTE_4059
  3730. 0089: 21@ = $1501 // (float)
  3731. 0065: 21@ -= $1509 // (float)
  3732. 21@ /= 20.0
  3733. 005F: $1509 += 21@ // (float)
  3734. if
  3735.    not 15@ == 5
  3736. jf @PLCHUTE_4059
  3737. 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
  3738. 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  3739. 15@ = 5
  3740.  
  3741. :PLCHUTE_4059
  3742. jump @PLCHUTE_4225
  3743.  
  3744. :PLCHUTE_4066
  3745. 0089: 21@ = $1501 // (float)
  3746. 0065: 21@ -= $1509 // (float)
  3747. 21@ /= 20.0
  3748. 005F: $1509 += 21@ // (float)
  3749. if
  3750.    not 15@ == 5
  3751. jf @PLCHUTE_4225
  3752. if
  3753.    not 15@ == 1
  3754. jf @PLCHUTE_4225
  3755. 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
  3756. 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  3757. 15@ = 1
  3758.  
  3759. :PLCHUTE_4225
  3760. Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
  3761. 0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation
  3762. if
  3763. 04DA:   has_object 20@ collided
  3764. jf @PLCHUTE_4318
  3765. 075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET
  3766. 0@ = 7
  3767.  
  3768. :PLCHUTE_4318
  3769. if
  3770. 00E1:   player 0 pressed_key 15
  3771. jf @PLCHUTE_4354
  3772. 0792: disembark_instantly_actor $PLAYER_ACTOR
  3773. $FREEFALL_STAGE = 6
  3774. $1498 = 3
  3775.  
  3776. :PLCHUTE_4354
  3777. if
  3778. 03CA:   object 17@ exists
  3779. jf @PLCHUTE_4593
  3780. if
  3781. 0837:   object 17@ animation == "PARA_OPEN_O"
  3782. jf @PLCHUTE_4593
  3783. 0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@
  3784. 0087: 22@ = 6@ // (float)
  3785. 0065: 22@ -= $1501 // (float)
  3786. 0087: 23@ = 22@ // (float)
  3787. 006B: 23@ *= 21@ // (float)
  3788. 0088: $1509 = 6@ // (float)
  3789. 0067: $1509 -= 23@ // (float)
  3790. 0087: 22@ = 5@ // (float)
  3791. 0065: 22@ -= $1500 // (float)
  3792. 0087: 23@ = 22@ // (float)
  3793. 006B: 23@ *= 21@ // (float)
  3794. 0087: 4@ = 5@ // (float)
  3795. 0063: 4@ -= 23@ // (float)
  3796. 02F6: $1507 = sine 1@ // (float)
  3797. 02F7: $1508 = cosine 1@ // (float)
  3798. 006D: $1507 *= 4@ // (float)
  3799. 006D: $1508 *= 4@ // (float)
  3800. $1507 *= -1.0
  3801. if and
  3802.   21@ == 1.0
  3803.   0@ == 4
  3804. jf @PLCHUTE_4593
  3805. 0@ = 5
  3806.  
  3807. :PLCHUTE_4593
  3808. if
  3809.    not Actor.Dead($PLAYER_ACTOR)
  3810. jf @PLCHUTE_4781
  3811. if
  3812. 04AD:   actor $PLAYER_ACTOR in_water
  3813. jf @PLCHUTE_4732
  3814. 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
  3815. 075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
  3816. $FREEFALL_STAGE = 5
  3817. 0@ = 0
  3818.  
  3819. :PLCHUTE_4732
  3820. 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@
  3821. if
  3822.   23@ > -0.1
  3823. jf @PLCHUTE_4781
  3824. $FREEFALL_STAGE = 4
  3825. 0@ = 0
  3826.  
  3827. :PLCHUTE_4781
  3828. if
  3829.   $FREEFALL_STAGE == 4
  3830. jf @PLCHUTE_5271
  3831. if
  3832.   0@ == 0
  3833. jf @PLCHUTE_5168
  3834. $1498 = 1
  3835. Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  3836. $TEMPVAR_Z_COORD -= 1.0
  3837. Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  3838. 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
  3839. if
  3840.   -10.0 > $1509
  3841. jf @PLCHUTE_4922
  3842. $FREEFALL_STAGE = 2
  3843. 0@ = 0
  3844. jump @PLCHUTE_5092
  3845.  
  3846. :PLCHUTE_4922
  3847. if
  3848.   -4.0 > $1509
  3849. jf @PLCHUTE_5047
  3850. 0615: define_AS_pack_begin 14@
  3851. 0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB
  3852. 0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB
  3853. 0616: define_AS_pack_end 14@
  3854. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@
  3855. 061B: remove_references_to_AS_pack 14@
  3856. jump @PLCHUTE_5085
  3857.  
  3858. :PLCHUTE_5047
  3859. 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
  3860.  
  3861. :PLCHUTE_5085
  3862. 0@ = 1
  3863.  
  3864. :PLCHUTE_5092
  3865. 075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
  3866. 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0
  3867. 0085: 18@ = TIMERA // (int)
  3868. 18@ += 1000
  3869.  
  3870. :PLCHUTE_5168
  3871. if
  3872.   0@ == 1
  3873. jf @PLCHUTE_5271
  3874. if
  3875. 0837:   object 17@ animation == "PARA_LAND_O"
  3876. jf @PLCHUTE_5271
  3877. 0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@
  3878. if
  3879.   21@ == 1.0
  3880. jf @PLCHUTE_5271
  3881. $1498 = 2
  3882. gosub @PLCHUTE_5521
  3883.  
  3884. :PLCHUTE_5271
  3885. if
  3886.   $FREEFALL_STAGE == 5
  3887. jf @PLCHUTE_5328
  3888. $1498 = 1
  3889. if
  3890.   0@ == 0
  3891. jf @PLCHUTE_5328
  3892. $1498 = 2
  3893. gosub @PLCHUTE_5521
  3894.  
  3895. :PLCHUTE_5328
  3896. if and
  3897.   $FREEFALL_STAGE > 0
  3898.   4 > $FREEFALL_STAGE
  3899. jf @PLCHUTE_5405
  3900. if
  3901.    not Actor.Dead($PLAYER_ACTOR)
  3902. jf @PLCHUTE_5405
  3903. 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
  3904. Actor.Angle($PLAYER_ACTOR) = 1@
  3905. 083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air
  3906.  
  3907. :PLCHUTE_5405
  3908. if
  3909.   $FREEFALL_STAGE == 6
  3910. jf @PLCHUTE_5430
  3911. gosub @PLCHUTE_5521
  3912.  
  3913. :PLCHUTE_5430
  3914. if
  3915.   $FREEFALL_STAGE == 7
  3916. jf @PLCHUTE_5455
  3917. gosub @PLCHUTE_5462
  3918.  
  3919. :PLCHUTE_5455
  3920. jump @PLCHUTE_118
  3921.  
  3922. :PLCHUTE_5462
  3923. $FREEFALL_STAGE = 0
  3924. 0@ = 0
  3925. Model.Destroy(#PARACHUTE)
  3926. 04EF: release_animation "PARACHUTE"
  3927. 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
  3928. 0992: set_player $PLAYER_CHAR weapons_scrollable 1
  3929. return
  3930.  
  3931. :PLCHUTE_5521
  3932. 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0
  3933. 09A2: destroy_object_with_fade 17@
  3934. Object.Destroy(20@)
  3935. 0555: remove_weapon 46 from_actor $PLAYER_ACTOR
  3936. $FREEFALL_STAGE = 0
  3937. $PARACHUTE_CREATION_STAGE = 0
  3938. 0@ = 0
  3939. Model.Destroy(#PARACHUTE)
  3940. 04EF: release_animation "PARACHUTE"
  3941. Model.Destroy(#GUN_PARA)
  3942. 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
  3943. 0992: set_player $PLAYER_CHAR weapons_scrollable 1
  3944. end_thread
  3945.  
  3946. :PARACH
  3947. thread 'PARACH'
  3948. $8275 = 0
  3949. 0209: 31@ = random_int_in_ranges 0 6
  3950. 11@ = 10
  3951. 17@ = 0
  3952. 12@ = 0
  3953. $8289 = 0
  3954. if
  3955.   12@ == 100
  3956. jf @PARACH_122
  3957. 0@ = Pickup.Create(#BRIEFCASE, 3, 32.1527, 2239.726, 125.672)
  3958. 8@ = Actor.Create(CivMale, #WMYPLT, 32.1527, 2239.726, 125.672)
  3959.  
  3960. :PARACH_122
  3961. if
  3962.    not Actor.Dead(8@)
  3963. jf @PARACH_146
  3964. 0819: 30@ = actor 8@ distance_from_ground
  3965.  
  3966. :PARACH_146
  3967. wait 0
  3968. 008A: $8290 = 17@ // (int)
  3969. if
  3970.   $8289 == 2
  3971. jf @PARACH_202
  3972. if
  3973. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  3974. jf @PARACH_202
  3975. gosub @PARACH_6417
  3976.  
  3977. :PARACH_202
  3978. if
  3979.    not 0@ == -1
  3980. jf @PARACH_293
  3981. if
  3982.   11@ == 10
  3983. jf @PARACH_293
  3984. if
  3985.    not 0@ == -1
  3986. jf @PARACH_286
  3987. if
  3988.    Pickup.Picked_up(0@)
  3989. jf @PARACH_279
  3990. 11@ = 0
  3991.  
  3992. :PARACH_279
  3993. jump @PARACH_293
  3994.  
  3995. :PARACH_286
  3996. 11@ = 0
  3997.  
  3998. :PARACH_293
  3999. if
  4000.   0@ == -1
  4001. jf @PARACH_336
  4002. if
  4003.   11@ == 10
  4004. jf @PARACH_336
  4005. 11@ = 0
  4006.  
  4007. :PARACH_336
  4008. if
  4009.   11@ == 0
  4010. jf @PARACH_384
  4011. 04ED: load_animation "PARACHUTE"
  4012. Model.Load(#PARACHUTE)
  4013. Model.Load(#PARA_PACK)
  4014. 11@ = 1
  4015.  
  4016. :PARACH_384
  4017. if
  4018.   11@ == 1
  4019. jf @PARACH_443
  4020. if and
  4021. 04EE:   animation "PARACHUTE" loaded
  4022.    Model.Available(#PARACHUTE)
  4023.    Model.Available(#PARA_PACK)
  4024. jf @PARACH_443
  4025. 11@ = 2
  4026.  
  4027. :PARACH_443
  4028. if
  4029.   11@ == 2
  4030. jf @PARACH_654
  4031. if
  4032.    not Actor.Dead(8@)
  4033. jf @PARACH_491
  4034. Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4035.  
  4036. :PARACH_491
  4037. 9@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4038. 10@ = Object.Create(#PARA_PACK, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4039. 0750: set_object 9@ visibility 0
  4040. if
  4041.    not Actor.Dead(8@)
  4042. jf @PARACH_647
  4043. 069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
  4044. 0453: set_object 10@ XYZ_rotation 90.0 90.0 90.0
  4045. 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
  4046.  
  4047. :PARACH_647
  4048. 11@ = 3
  4049.  
  4050. :PARACH_654
  4051. if
  4052.   11@ == 3
  4053. jf @PARACH_6053
  4054. if
  4055.    not Actor.Dead(8@)
  4056. jf @PARACH_6053
  4057. if
  4058.   31@ == 0
  4059. jf @PARACH_756
  4060. 0819: 30@ = actor 8@ distance_from_ground
  4061. if
  4062.   5.0 > 30@
  4063. jf @PARACH_749
  4064. 31@ = 2
  4065. jump @PARACH_756
  4066.  
  4067. :PARACH_749
  4068. 31@ = 5
  4069.  
  4070. :PARACH_756
  4071. 31@ -= 1
  4072. if
  4073. 87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int)
  4074. jf @PARACH_789
  4075. gosub @PARACH_6503
  4076.  
  4077. :PARACH_789
  4078. if
  4079.    Actor.Driving(8@)
  4080. jf @PARACH_819
  4081. $8302 = 1
  4082. jump @PARACH_826
  4083.  
  4084. :PARACH_819
  4085. $8302 = 0
  4086.  
  4087. :PARACH_826
  4088. if
  4089.    not Actor.Dead(8@)
  4090. jf @PARACH_1186
  4091. if or
  4092. 0818:   actor 8@ in_air
  4093.   $8302 == 0
  4094. jf @PARACH_1186
  4095. if and
  4096.   17@ == 0
  4097.   14@ == 0
  4098.   30@ > 5.0
  4099. jf @PARACH_1186
  4100. if
  4101.   $8302 == 0
  4102. jf @PARACH_988
  4103. 02F6: $8303 = sine $8301 // (float)
  4104. 0069: $8303 *= $8300 // (float)
  4105. $8303 *= -1.0
  4106. 02F7: $8304 = cosine $8301 // (float)
  4107. 0069: $8304 *= $8300 // (float)
  4108. 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8276
  4109. 083C: set_actor 8@ velocity_in_direction_XYZ $8303 $8304 $8276
  4110.  
  4111. :PARACH_988
  4112. 17@ = 1
  4113. $8275 = 1
  4114. 0085: 18@ = TIMERA // (int)
  4115. 27@ = Actor.Angle(8@)
  4116. if
  4117. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4118. jf @PARACH_1071
  4119. $8297 = 3.0
  4120. $8298 = -2.0
  4121. 16@ = 0
  4122. gosub @PARACH_6083
  4123.  
  4124. :PARACH_1071
  4125. if
  4126.   7@ == 0
  4127. jf @PARACH_1141
  4128. 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4129. jump @PARACH_1186
  4130.  
  4131. :PARACH_1141
  4132. 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4133.  
  4134. :PARACH_1186
  4135. if
  4136.   17@ == 1
  4137. jf @PARACH_2838
  4138. if
  4139. 04AD:   actor 8@ in_water
  4140. jf @PARACH_1268
  4141. 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
  4142. 17@ = 2
  4143.  
  4144. :PARACH_1268
  4145. if
  4146.   3.0 > 30@
  4147. jf @PARACH_1337
  4148. 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
  4149. 17@ = 2
  4150.  
  4151. :PARACH_1337
  4152. 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8277
  4153. if
  4154. 0027:   1@ > $8277 // (float)
  4155. jf @PARACH_1378
  4156. 0088: $8277 = 1@ // (float)
  4157.  
  4158. :PARACH_1378
  4159. 008A: $8282 = TIMERA // (int)
  4160. 0066: $8282 -= 18@ // (int)
  4161. 008F: 28@ = integer $8282 to_float
  4162. 28@ /= 2000.0
  4163. if
  4164.   28@ > 1.0
  4165. jf @PARACH_1443
  4166. 28@ = 1.0
  4167.  
  4168. :PARACH_1443
  4169. if
  4170. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4171. jf @PARACH_1490
  4172. if
  4173.   1.0 >= 28@
  4174. jf @PARACH_1490
  4175. gosub @PARACH_6307
  4176.  
  4177. :PARACH_1490
  4178. if
  4179.   28@ == 1.0
  4180. jf @PARACH_2431
  4181. if
  4182. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4183. jf @PARACH_2413
  4184. 0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8284
  4185. 008D: $8279 = integer $8282 to_float
  4186. $8279 /= 256.0
  4187. 005D: 25@ += $8279 // (float)
  4188. 0088: $8280 = 25@ // (float)
  4189. $8280 /= 30.0
  4190. if
  4191.   -1.6 > $8280
  4192. jf @PARACH_1621
  4193. $8280 = -1.6
  4194.  
  4195. :PARACH_1621
  4196. if
  4197.   $8280 > 1.6
  4198. jf @PARACH_1652
  4199. $8280 = 1.6
  4200.  
  4201. :PARACH_1652
  4202. 0065: 27@ -= $8280 // (float)
  4203. if
  4204.   $8279 == 0.0
  4205. jf @PARACH_1712
  4206. if
  4207.    not 25@ == 0.0
  4208. jf @PARACH_1712
  4209. 25@ *= 0.95
  4210.  
  4211. :PARACH_1712
  4212. 0088: $8278 = 26@ // (float)
  4213. $8278 *= 6.0
  4214. 008D: $8281 = integer $8283 to_float
  4215. 0061: $8281 -= $8278 // (float)
  4216. $8281 /= 256.0
  4217. 005D: 26@ += $8281 // (float)
  4218. if
  4219.   -30.0 > 26@
  4220. jf @PARACH_1795
  4221. 26@ = -30.0
  4222.  
  4223. :PARACH_1795
  4224. if
  4225.   26@ > 30.0
  4226. jf @PARACH_1826
  4227. 26@ = 30.0
  4228.  
  4229. :PARACH_1826
  4230. if
  4231.   $8281 == 0.0
  4232. jf @PARACH_1878
  4233. if
  4234.    not 26@ == 0.0
  4235. jf @PARACH_1878
  4236. 26@ *= 0.97
  4237.  
  4238. :PARACH_1878
  4239. 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
  4240. 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
  4241. 0088: $8279 = 26@ // (float)
  4242. $8279 /= -5.0
  4243. 006D: $TEMPVAR_FLOAT_1 *= 2@ // (float)
  4244. 0069: $TEMPVAR_FLOAT_1 *= $8279 // (float)
  4245. $TEMPVAR_FLOAT_1 *= -1.0
  4246. 006D: $TEMPVAR_FLOAT_2 *= 2@ // (float)
  4247. 0069: $TEMPVAR_FLOAT_2 *= $8279 // (float)
  4248. 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
  4249. $TEMPVAR_FLOAT_1 *= -1.0
  4250. 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
  4251. $TEMPVAR_FLOAT_1 *= 0.1
  4252. 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
  4253. $TEMPVAR_FLOAT_2 *= -1.0
  4254. 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
  4255. $TEMPVAR_FLOAT_2 *= 0.1
  4256. 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
  4257. 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277
  4258. 083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air
  4259. if
  4260.   -100 > $8283
  4261. jf @PARACH_2171
  4262. if
  4263.    not 15@ == 4
  4264. jf @PARACH_2164
  4265. 15@ = 4
  4266. 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
  4267.  
  4268. :PARACH_2164
  4269. jump @PARACH_2406
  4270.  
  4271. :PARACH_2171
  4272. if and
  4273.   $8282 == 0
  4274.    not 15@ == 0
  4275. jf @PARACH_2248
  4276. 15@ = 0
  4277. 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4278.  
  4279. :PARACH_2248
  4280. if and
  4281.   0 > $8282
  4282.    not 15@ == -1
  4283. jf @PARACH_2327
  4284. 15@ = -1
  4285. 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
  4286.  
  4287. :PARACH_2327
  4288. if and
  4289.   $8282 > 0
  4290.    not 15@ == 1
  4291. jf @PARACH_2406
  4292. 15@ = 1
  4293. 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
  4294.  
  4295. :PARACH_2406
  4296. jump @PARACH_2431
  4297.  
  4298. :PARACH_2413
  4299. 083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@
  4300.  
  4301. :PARACH_2431
  4302. if or
  4303. 00E1:   player 0 pressed_key 17
  4304.   $8299 == 1
  4305. jf @PARACH_2652
  4306. if
  4307.    not $8299 == 2
  4308. jf @PARACH_2652
  4309. if
  4310. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4311. jf @PARACH_2652
  4312. 17@ = 0
  4313. 15@ = 0
  4314. 14@ = 1
  4315. 0750: set_object 9@ visibility 1
  4316. wait 0
  4317. if
  4318.    not Actor.Dead(8@)
  4319. jf @PARACH_2652
  4320. 0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4321. 075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
  4322. 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@
  4323. 0088: $8288 = 24@ // (float)
  4324. $8288 += 5.0
  4325.  
  4326. :PARACH_2652
  4327. if and
  4328.   12@ == 1
  4329. 87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int)
  4330. jf @PARACH_2838
  4331. 17@ = 0
  4332. 15@ = 0
  4333. 14@ = 1
  4334. 0750: set_object 9@ visibility 1
  4335. wait 0
  4336. if
  4337.    not Actor.Dead(8@)
  4338. jf @PARACH_2838
  4339. 0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4340. 075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
  4341. 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@
  4342. 0088: $8288 = 24@ // (float)
  4343. $8288 += 5.0
  4344.  
  4345. :PARACH_2838
  4346. if
  4347.   14@ == 1
  4348. jf @PARACH_3568
  4349. if
  4350.    not Actor.Dead(8@)
  4351. jf @PARACH_3540
  4352. if
  4353.    Actor.Animation(8@) == "PARA_OPEN"
  4354. jf @PARACH_3540
  4355. 0613: $8274 = actor 8@ animation "PARA_OPEN" time
  4356. Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4357. $8274 *= 2.0
  4358. $8274 -= 0.5
  4359. if
  4360.   $8274 > 1.0
  4361. jf @PARACH_2983
  4362. $8274 = 1.0
  4363.  
  4364. :PARACH_2983
  4365. if
  4366.   0.0 > $8274
  4367. jf @PARACH_3014
  4368. $8274 = 0.0
  4369.  
  4370. :PARACH_3014
  4371. if and
  4372.   0.25 >= $8274
  4373. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4374. jf @PARACH_3120
  4375. $8297 = -2.0
  4376. $8298 = -2.0
  4377. 0089: 28@ = $8274 // (float)
  4378. 28@ *= 4.0
  4379. if
  4380.   16@ == 1
  4381. jf @PARACH_3113
  4382. 16@ = 2
  4383. gosub @PARACH_6083
  4384.  
  4385. :PARACH_3113
  4386. gosub @PARACH_6307
  4387.  
  4388. :PARACH_3120
  4389. if and
  4390.   $8274 > 0.25
  4391. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4392. jf @PARACH_3236
  4393. $8297 = 5.0
  4394. $8298 = -5.0
  4395. 0089: 28@ = $8274 // (float)
  4396. 28@ -= 0.25
  4397. 28@ *= 1.333
  4398. if
  4399.   16@ == 2
  4400. jf @PARACH_3229
  4401. 16@ = 3
  4402. gosub @PARACH_6083
  4403.  
  4404. :PARACH_3229
  4405. gosub @PARACH_6307
  4406.  
  4407. :PARACH_3236
  4408. 0086: $8276 = $8288 // (float)
  4409. 0069: $8276 *= $8274 // (float)
  4410. $8276 *= -1.0
  4411. 005F: $8276 += 24@ // (float)
  4412. 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277
  4413. 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
  4414. 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
  4415. 006D: $TEMPVAR_FLOAT_1 *= 5@ // (float)
  4416. $TEMPVAR_FLOAT_1 *= -1.0
  4417. 006D: $TEMPVAR_FLOAT_2 *= 5@ // (float)
  4418. $TEMPVAR_FLOAT_1 *= -1.0
  4419. 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
  4420. $TEMPVAR_FLOAT_1 *= 0.01
  4421. 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
  4422. $TEMPVAR_FLOAT_2 *= -1.0
  4423. 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
  4424. $TEMPVAR_FLOAT_2 *= 0.01
  4425. 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
  4426. 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
  4427. if
  4428.   $8274 == 1.0
  4429. jf @PARACH_3540
  4430. 0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4431. 075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET
  4432. 14@ = 2
  4433. 0089: 29@ = $8276 // (float)
  4434. 25@ = 0.0
  4435.  
  4436. :PARACH_3540
  4437. if
  4438.   3.0 > 30@
  4439. jf @PARACH_3568
  4440. 14@ = 3
  4441.  
  4442. :PARACH_3568
  4443. if
  4444.   14@ == 2
  4445. jf @PARACH_5824
  4446. if and
  4447.    not 13@ == 5
  4448. 04AD:   actor 8@ in_water
  4449. jf @PARACH_3616
  4450. 13@ = 4
  4451.  
  4452. :PARACH_3616
  4453. if
  4454.   13@ == 0
  4455. jf @PARACH_4766
  4456. 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
  4457. 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
  4458. $8284 = 0
  4459. $8285 = 0
  4460. if
  4461. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4462. jf @PARACH_3706
  4463. 0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8285
  4464. jump @PARACH_3728
  4465.  
  4466. :PARACH_3706
  4467. 008A: $8282 = 22@ // (int)
  4468. $8283 = 0
  4469. $8284 = 0
  4470.  
  4471. :PARACH_3728
  4472. if and
  4473.    not $8284 == 0
  4474.    not $8285 == 0
  4475. jf @PARACH_3753
  4476.  
  4477. :PARACH_3753
  4478. if or
  4479.   $8283 > 100
  4480.   12@ == 2
  4481. jf @PARACH_3811
  4482. 006D: $TEMPVAR_FLOAT_1 *= 6@ // (float)
  4483. $TEMPVAR_FLOAT_1 *= -1.0
  4484. 006D: $TEMPVAR_FLOAT_2 *= 6@ // (float)
  4485. jump @PARACH_3837
  4486.  
  4487. :PARACH_3811
  4488. 006D: $TEMPVAR_FLOAT_1 *= 5@ // (float)
  4489. $TEMPVAR_FLOAT_1 *= -1.0
  4490. 006D: $TEMPVAR_FLOAT_2 *= 5@ // (float)
  4491.  
  4492. :PARACH_3837
  4493. 0084: $8285 = $8283 // (int)
  4494. 083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air
  4495. if
  4496.   30@ > 3.0
  4497. jf @PARACH_4574
  4498. 008D: $8281 = integer $8282 to_float
  4499. $8281 /= 128.0
  4500. 005D: 25@ += $8281 // (float)
  4501. if
  4502.   25@ > 45.0
  4503. jf @PARACH_3939
  4504. 25@ = 45.0
  4505.  
  4506. :PARACH_3939
  4507. if
  4508.   -45.0 > 25@
  4509. jf @PARACH_3970
  4510. 25@ = -45.0
  4511.  
  4512. :PARACH_3970
  4513. 0088: $8280 = 25@ // (float)
  4514. $8280 /= 15.0
  4515. 0065: 27@ -= $8280 // (float)
  4516. if
  4517.   $8281 == 0.0
  4518. jf @PARACH_4048
  4519. if
  4520.    not 25@ == 0.0
  4521. jf @PARACH_4048
  4522. 25@ *= 0.95
  4523.  
  4524. :PARACH_4048
  4525. 083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air
  4526. if or
  4527.   $8283 > 100
  4528.   12@ == 2
  4529. jf @PARACH_4211
  4530. 0088: $TEMPVAR_FLOAT_3 = 4@ // (float)
  4531. if
  4532.    not 15@ == 4
  4533. jf @PARACH_4204
  4534. 15@ = 4
  4535. 0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4536. 075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  4537.  
  4538. :PARACH_4204
  4539. jump @PARACH_4574
  4540.  
  4541. :PARACH_4211
  4542. 0088: $TEMPVAR_FLOAT_3 = 3@ // (float)
  4543. if and
  4544.   $8281 == 0.0
  4545.    not 15@ == 0
  4546. jf @PARACH_4336
  4547. 15@ = 0
  4548. 0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4549. 075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  4550.  
  4551. :PARACH_4336
  4552. if and
  4553.   0.0 > $8281
  4554.    not 15@ == -1
  4555. jf @PARACH_4455
  4556. 15@ = -1
  4557. 0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4558. 075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  4559.  
  4560. :PARACH_4455
  4561. if and
  4562.   $8281 > 0.0
  4563.    not 15@ == 1
  4564. jf @PARACH_4574
  4565. 15@ = 1
  4566. 0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4567. 075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
  4568.  
  4569. :PARACH_4574
  4570. 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
  4571. $TEMPVAR_FLOAT_1 *= -1.0
  4572. 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
  4573. $TEMPVAR_FLOAT_1 *= 0.1
  4574. 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
  4575. $TEMPVAR_FLOAT_2 *= -1.0
  4576. 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
  4577. $TEMPVAR_FLOAT_2 *= 0.1
  4578. 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
  4579. $TEMPVAR_FLOAT_3 *= -1.0
  4580. 005F: $TEMPVAR_FLOAT_3 += 29@ // (float)
  4581. $TEMPVAR_FLOAT_3 *= 0.2
  4582. 0088: $8276 = 29@ // (float)
  4583. 0061: $8276 -= $TEMPVAR_FLOAT_3 // (float)
  4584. 0089: 29@ = $8276 // (float)
  4585. 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
  4586. 0069: $8278 *= $8278 // (float)
  4587. 0069: $8279 *= $8279 // (float)
  4588. 0086: $8280 = $8278 // (float)
  4589. 0059: $8280 += $8279 // (float)
  4590. 01FB: $8280 = square_root $8280
  4591.  
  4592. :PARACH_4766
  4593. if
  4594.   3.0 > 30@
  4595. jf @PARACH_5104
  4596. Actor.Angle(8@) = 27@
  4597. 25@ = 0.0
  4598. 02F6: $TEMPVAR_FLOAT_1 = sine 27@ // (float)
  4599. 02F7: $TEMPVAR_FLOAT_2 = cosine 27@ // (float)
  4600. 006D: $TEMPVAR_FLOAT_1 *= 6@ // (float)
  4601. $TEMPVAR_FLOAT_1 *= -1.0
  4602. 006D: $TEMPVAR_FLOAT_2 *= 6@ // (float)
  4603. 083C: set_actor 8@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -2.0
  4604. if
  4605.   13@ == 0
  4606. jf @PARACH_5012
  4607. 13@ = 1
  4608. 0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
  4609. 075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET
  4610. if
  4611. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4612. jf @PARACH_5012
  4613. 0086: $8297 = $8292 // (float)
  4614. 0086: $8298 = $8291 // (float)
  4615. gosub @PARACH_6083
  4616.  
  4617. :PARACH_5012
  4618. if and
  4619.   13@ == 1
  4620. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4621. jf @PARACH_5104
  4622. 28@ = 3.0
  4623. 0063: 28@ -= 30@ // (float)
  4624. 28@ *= 0.75
  4625. if
  4626.   28@ > 1.0
  4627. jf @PARACH_5097
  4628. 28@ = 1.0
  4629.  
  4630. :PARACH_5097
  4631. gosub @PARACH_6307
  4632.  
  4633. :PARACH_5104
  4634. if and
  4635.   1.5 > 30@
  4636.   13@ == 1
  4637. jf @PARACH_5219
  4638. 13@ = 2
  4639. 0812: AS_actor 8@ perform_animation "PARA_LAND" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB
  4640. 075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
  4641.  
  4642. :PARACH_5219
  4643. if
  4644.   13@ == 2
  4645. jf @PARACH_5496
  4646. if
  4647.    Actor.Animation(8@) == "PARA_LAND"
  4648. jf @PARACH_5496
  4649. 0613: $8274 = actor 8@ animation "PARA_LAND" time
  4650. if
  4651.   $8274 == 1.0
  4652. jf @PARACH_5496
  4653. Object.Destroy(9@)
  4654. Object.Destroy(10@)
  4655. Actor.StoreDeadActorPos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4656. if
  4657.    not 0@ == -1
  4658. jf @PARACH_5351
  4659. Pickup.Destroy(0@)
  4660.  
  4661. :PARACH_5351
  4662. 05B9: AS_actor 8@ stay_idle 1 ms
  4663. 0792: disembark_instantly_actor 8@
  4664. 14@ = 3
  4665. 083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air
  4666. Actor.Angle(8@) = 27@
  4667. Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4668. if
  4669. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4670. jf @PARACH_5438
  4671. $8289 = 1
  4672.  
  4673. :PARACH_5438
  4674. if
  4675.   $ONMISSION == 1
  4676. jf @PARACH_5463
  4677. gosub @PARACH_6417
  4678.  
  4679. :PARACH_5463
  4680. 0@ = 0
  4681. 0@ = Pickup.Create(#BRIEFCASE, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4682. 13@ = 3
  4683.  
  4684. :PARACH_5496
  4685. if
  4686.   13@ == 4
  4687. jf @PARACH_5623
  4688. 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
  4689. 075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET
  4690. 13@ = 5
  4691. $8274 = 0.0
  4692.  
  4693. :PARACH_5623
  4694. if
  4695.   13@ == 5
  4696. jf @PARACH_5824
  4697. if
  4698.    Actor.Animation(8@) == "PARA_LAND_WATER"
  4699. jf @PARACH_5699
  4700. 0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time
  4701.  
  4702. :PARACH_5699
  4703. if
  4704.   $8274 == 1.0
  4705. jf @PARACH_5824
  4706. if
  4707. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4708. jf @PARACH_5746
  4709. $8289 = 1
  4710.  
  4711. :PARACH_5746
  4712. Object.Destroy(9@)
  4713. Object.Destroy(10@)
  4714. 13@ = 3
  4715. 05B9: AS_actor 8@ stay_idle 1 ms
  4716. 0792: disembark_instantly_actor 8@
  4717. 14@ = 3
  4718. 083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air
  4719. Actor.Angle(8@) = 27@
  4720. Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4721.  
  4722. :PARACH_5824
  4723. if and
  4724.   14@ == 3
  4725.   13@ == 0
  4726. jf @PARACH_5935
  4727. 075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET
  4728. 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
  4729. 13@ = 1
  4730.  
  4731. :PARACH_5935
  4732. if
  4733.   14@ == 3
  4734. jf @PARACH_6053
  4735. if
  4736.    Pickup.Picked_up(0@)
  4737. jf @PARACH_6004
  4738. 11@ = 10
  4739. 17@ = 0
  4740. 14@ = 0
  4741. 7@ = 0
  4742. 13@ = 0
  4743.  
  4744. :PARACH_6004
  4745. if
  4746. 80FE:   not actor 8@ sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 50.0 50.0 50.0
  4747. jf @PARACH_6053
  4748. jump @PARACH_6417
  4749.  
  4750. :PARACH_6053
  4751. if
  4752.    Actor.Dead(8@)
  4753. jf @PARACH_6076
  4754. jump @PARACH_6417
  4755.  
  4756. :PARACH_6076
  4757. jump @PARACH_146
  4758.  
  4759. :PARACH_6083
  4760. 068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
  4761. Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4762. 0086: $8278 = $TEMPVAR_X_COORD // (float)
  4763. 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
  4764. 0086: $8279 = $TEMPVAR_Y_COORD // (float)
  4765. 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
  4766. 0086: $8293 = $TEMPVAR_FLOAT_3 // (float)
  4767. 0061: $8293 -= $TEMPVAR_Z_COORD // (float)
  4768. 0086: $8276 = $8278 // (float)
  4769. 0069: $8276 *= $8278 // (float)
  4770. 0086: $8277 = $8279 // (float)
  4771. 0069: $8277 *= $8279 // (float)
  4772. 0086: $8294 = $8276 // (float)
  4773. 0059: $8294 += $8277 // (float)
  4774. $8294 *= -1.0
  4775. 01FB: $8294 = square_root $8294
  4776. 0086: $8295 = $8297 // (float)
  4777. 0061: $8295 -= $8293 // (float)
  4778. $8294 *= -1.0
  4779. 0086: $8296 = $8298 // (float)
  4780. 0061: $8296 -= $8294 // (float)
  4781. if
  4782.   16@ == 0
  4783. jf @PARACH_6305
  4784. 16@ = 1
  4785. 0086: $8291 = $8294 // (float)
  4786. 0086: $8292 = $8293 // (float)
  4787.  
  4788. :PARACH_6305
  4789. return
  4790.  
  4791. :PARACH_6307
  4792. Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4793. 0088: $8278 = 28@ // (float)
  4794. $8278 *= 180.0
  4795. 02F7: $8278 = cosine $8278 // (float)
  4796. $8278 -= 1.0
  4797. $8278 *= -0.5
  4798. 0086: $TEMPVAR_FLOAT_3 = $8295 // (float)
  4799. 0069: $TEMPVAR_FLOAT_3 *= $8278 // (float)
  4800. 0059: $TEMPVAR_FLOAT_3 += $8293 // (float)
  4801. 0086: $TEMPVAR_FLOAT_2 = $8296 // (float)
  4802. 0069: $TEMPVAR_FLOAT_2 *= $8278 // (float)
  4803. 0059: $TEMPVAR_FLOAT_2 += $8294 // (float)
  4804. return
  4805.  
  4806. :PARACH_6417
  4807. 04EF: release_animation "PARACHUTE"
  4808. Model.Destroy(#PARACHUTE)
  4809. Model.Destroy(#PARA_PACK)
  4810. if
  4811.    not 0@ == -1
  4812. jf @PARACH_6463
  4813. Pickup.Destroy(0@)
  4814.  
  4815. :PARACH_6463
  4816. Object.Destroy(9@)
  4817. Object.Destroy(10@)
  4818. if
  4819. 07D6:   8@ == $PLAYER_ACTOR // @ == $ (int)
  4820. jf @PARACH_6499
  4821. $8299 = 0
  4822.  
  4823. :PARACH_6499
  4824. end_thread
  4825. return
  4826.  
  4827. :PARACH_6503
  4828. Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  4829. 0086: $TEMPVAR_FLOAT_1 = $8271 // (float)
  4830. 0061: $TEMPVAR_FLOAT_1 -= $TEMPVAR_X_COORD // (float)
  4831. 0086: $TEMPVAR_FLOAT_2 = $8272 // (float)
  4832. 0061: $TEMPVAR_FLOAT_2 -= $TEMPVAR_Y_COORD // (float)
  4833. 0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_Z_COORD // (float)
  4834. 0061: $TEMPVAR_FLOAT_3 -= $8273 // (float)
  4835. if
  4836.   17@ == 1
  4837. jf @PARACH_6683
  4838. 0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float)
  4839. 0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float)
  4840. 0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float)
  4841. 01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1
  4842. 0086: $8276 = $TEMPVAR_FLOAT_3 // (float)
  4843. 0071: $8276 /= $TEMPVAR_FLOAT_1 // (float)
  4844. 0088: $8277 = 3@ // (float)
  4845. 0075: $8277 /= 5@ // (float)
  4846. $8277 *= -1.2
  4847. if
  4848. 0024:   $8277 > $8276 // (float)
  4849. jf @PARACH_6683
  4850. 12@ = 1
  4851.  
  4852. :PARACH_6683
  4853. if
  4854.   14@ == 2
  4855. jf @PARACH_7350
  4856. 0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 20@
  4857. 19@ = Actor.Angle(8@)
  4858. 3@ -= 1.0
  4859. 4@ -= 1.0
  4860. 0087: 21@ = 20@ // (float)
  4861. 0063: 21@ -= 19@ // (float)
  4862. if
  4863. 001D:   TIMERA > 23@ // (int)
  4864. jf @PARACH_7137
  4865. 0085: 23@ = TIMERA // (int)
  4866. 23@ += 3000
  4867. 0208: $8286 = random_float_in_ranges -20.0 0.0
  4868. 0208: $8287 = random_float_in_ranges 0.0 20.0
  4869. 0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float)
  4870. 0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float)
  4871. 0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float)
  4872. 01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1
  4873. 0086: $8277 = $TEMPVAR_FLOAT_1 // (float)
  4874. 0075: $8277 /= 5@ // (float)
  4875. 0086: $8276 = $TEMPVAR_FLOAT_3 // (float)
  4876. 0071: $8276 /= $8277 // (float)
  4877. 0088: $8277 = 3@ // (float)
  4878. 005F: $8277 += 4@ // (float)
  4879. $8277 /= 2.0
  4880. 0088: $8278 = 3@ // (float)
  4881. 0067: $8278 -= 4@ // (float)
  4882. $8278 /= 4.0
  4883. 0059: $8278 += $8277 // (float)
  4884. 0088: $8279 = 3@ // (float)
  4885. 0067: $8279 -= 4@ // (float)
  4886. $8279 /= -4.0
  4887. 0059: $8279 += $8277 // (float)
  4888. $8278 *= -1.0
  4889. $8279 *= -1.0
  4890. if and
  4891. 0024:   $8278 > $8276 // (float)
  4892. 0024:   $8276 > $8279 // (float)
  4893. jf @PARACH_7085
  4894. 0209: $8282 = random_int_in_ranges 0 2
  4895. if
  4896.   $8282 == 0
  4897. jf @PARACH_7060
  4898. 12@ = 2
  4899.  
  4900. :PARACH_7060
  4901. if
  4902.   $8282 == 1
  4903. jf @PARACH_7085
  4904. 12@ = 0
  4905.  
  4906. :PARACH_7085
  4907. if
  4908. 0034:   $8276 >= $8278 // (float)
  4909. jf @PARACH_7111
  4910. 12@ = 0
  4911.  
  4912. :PARACH_7111
  4913. if
  4914. 0034:   $8279 >= $8276 // (float)
  4915. jf @PARACH_7137
  4916. 12@ = 2
  4917.  
  4918. :PARACH_7137
  4919. if or
  4920. 0026:   $8286 > 21@ // (float)
  4921. 0027:   21@ > $8287 // (float)
  4922. jf @PARACH_7323
  4923. if
  4924.   -180.0 > 21@
  4925. jf @PARACH_7195
  4926. 21@ += 360.0
  4927.  
  4928. :PARACH_7195
  4929. if
  4930.   21@ > 180.0
  4931. jf @PARACH_7226
  4932. 21@ -= 360.0
  4933.  
  4934. :PARACH_7226
  4935. 21@ /= 180.0
  4936. if
  4937.   21@ > 1.0
  4938. jf @PARACH_7267
  4939. 21@ = 1.0
  4940.  
  4941. :PARACH_7267
  4942. if
  4943.   -1.0 > 21@
  4944. jf @PARACH_7298
  4945. 21@ = -1.0
  4946.  
  4947. :PARACH_7298
  4948. 21@ *= -128.0
  4949. 0092: 22@ = float 21@ to_integer
  4950. jump @PARACH_7330
  4951.  
  4952. :PARACH_7323
  4953. 22@ = 0
  4954.  
  4955. :PARACH_7330
  4956. 3@ += 1.0
  4957. 4@ += 1.0
  4958.  
  4959. :PARACH_7350
  4960. return
  4961. end_thread
  4962.  
  4963.  
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