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- DEFINE OBJECTS 2
- DEFINE OBJECT ZAZ
- DEFINE OBJECT DYN_WOODPILE2 // Object number -1
- DEFINE MISSIONS 1
- DEFINE MISSION 0 AT @MUSIC1 // Life's a Beach
- DEFINE EXTERNAL_SCRIPTS 1
- DEFINE SCRIPT DANCE AT @DANCE // 0 // 35
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 0
- //-------------MAIN---------------
- :MAIN_1
- 03A4: name_thread 'MAIN'
- 016A: fade 0 (in) 0 ms
- 042C: set_total_missions_to 0
- 030D: set_total_mission_points_to 0
- 01F0: set_max_wanted_level_to 6
- 0111: set_wasted_busted_check_to 0 (disabled)
- 00C0: set_current_time 7 0
- 04E4: unknown_refresh_game_renderer_at 817.7 -1624.1
- 03CB: set_camera 817.7 -1624.1 13.6
- 0053: $PLAYER_CHAR = create_player #NULL at 817.7 -1624.1 13.6
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
- 0173: set_actor $PLAYER_ACTOR z_angle_to 145.4
- 0373: set_camera_directly_behind_player
- 070D: $PLAYER_CHAR
- 0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat
- 01B6: set_weather 1
- 04BB: select_interior 0 // select render area
- 01B7: release_weather
- 016C: restart_if_wasted_at 817.7 -1624.1 13.6 angle 180.0 town_number 0
- 016D: restart_if_busted_at 817.7 -1624.1 13.6 angle 180.0 town_number 0
- 016C: restart_if_wasted_at 817.7 -1624.1 13.6 angle 180.0 town_number 1
- 016D: restart_if_busted_at 817.7 -1624.1 13.6 angle 180.0 town_number 1
- 016C: restart_if_wasted_at 817.7 -1624.1 13.6 angle 180.0 town_number 2
- 016D: restart_if_busted_at 817.7 -1624.1 13.6 angle 180.0 town_number 2
- 0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat
- 0998: add_respect 1000
- 062A: change_stat 165 (energy) to 800.0 // float
- 062A: change_stat 23 (muscle) to 800.0 // float
- 062A: change_stat 21 (fat) to 200.0 // float
- 062A: change_float_stat 160 (driving skill) to 1000.0 // float
- 062A: change_float_stat 223 (pilot skill) to 1000.0 // float
- 062A: change_float_stat 229 (bike skill) to 1000.0 // float
- 062A: change_float_stat 230 (cycling skill) to 1000.0 // float
- 0629: change_integer_stat 225 (lung capasity) to 1000 // integer see statdisp.dat
- 0629: change_integer_stat 22 (stamina) to 1000 // integer see statdisp.dat
- 0629: change_integer_stat 156 (dance skill) to 1000 // integer see statdisp.dat
- 062A: change_float_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat
- 0629: change_integer_stat 64 (respect) to 1000 // integer see statdisp.dat
- 0629: change_integer_stat 65 (GF Respect) to 1000 // GF Respect
- 062A: change_float_stat 69 (Weap skill: pistol) to 1000.0 // float
- 062A: change_float_stat 70 (Weap skill: silence) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 71 (Weap skill: desert ) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 72 (Weap skill: shotgun) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 73 (Weap skill: sawn of) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 74 (Weap skill: combat ) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 75 (Weap skill: machine) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 76 (Weap skill: smg) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 77 (Weap skill: ak47) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 78 (Weap skill: m4) to 1000.0 // integer see statdisp.dat
- 062A: change_float_stat 79 (Weap skill: rifle) to 1000.0 // integer see statdisp.dat
- 0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat
- 0A1F: increase_float_stat 24 by 500.0
- 087B: set_player $PLAYER_CHAR clothes_texture "HAWAIIRED" model "HAWAII" body_part 0
- 087B: set_player $PLAYER_CHAR clothes_texture "mohawk" model "mohawk" body_part 1
- 087B: set_player $PLAYER_CHAR clothes_texture "BASK2HEATBAND" model "BASK1" body_part 3
- 087B: set_player $PLAYER_CHAR clothes_texture "LEATHERTR" model "LEATHERTR" body_part 2
- 070D: rebuild_player $PLAYER_CHAR
- 055E: set_player $PLAYER_CHAR max_health += 150
- 055F: set_player $PLAYER_CHAR max_armour += 150
- 0223: set_actor $PLAYER_ACTOR health_to 250
- 035F: actor $PLAYER_ACTOR armour += 250
- 0330: set_player $PLAYER_CHAR infinite_run 1
- 07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6
- 0109: player $PLAYER_CHAR money += 350000
- 016A: fade 1 (out) 1000 ms
- 0001: wait 100 ms
- 03E6: remove_text_box
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- 01B4: set_player $PLAYER_CHAR can_move True
- 004F: create_thread @MissionStart1
- 032B: 1@ = create_weapon_pickup #MP5LNG 15 ammo 30000 at 813.5 -1626.1 13.5
- 014B: 2@ = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 807.1 -1640.9 13.6 angle 167.0
- 014C: set_parked_car_generator 2@ cars_to_generate_to 101
- :MAIN_3
- wait 2500
- //end_thread
- jump @MAIN_3
- :MissionStart1
- thread 'MST'
- :MissionStart2
- wait 0
- if
- 0256: player $PLAYER_CHAR defined
- jf @MissionStart2
- if
- $ONMISSION == 0 // integer values
- else_jump @MissionStart2
- if
- 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 790.54 -1627.91 12.39 radius 1.2 1.2 2.0
- jf @MissionStart2
- $ONMISSION = 1 // integer values
- 0417: start_mission 0 // originally: TestMission
- jump @MissionStart2
- //------------//------------//------------//------------
- //------------//------------//------------//------------
- :BDISPLY
- 03A4: script_name 'BDISPLY'
- 00D6: if
- 0038: $1048 == 0
- 004D: jump_if_false @BDISPLY_43
- 0004: $1048 = 1
- 0004: $1044 = 0
- :BDISPLY_43
- 03F0: enable_text_draw 1
- 0390: load_txd_dictionary 'LD_BEAT'
- 038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first
- 038F: load_texture "LEFT" as 2 // Load dictionary with 0390 first
- 038F: load_texture "UP" as 3 // Load dictionary with 0390 first
- 038F: load_texture "RIGHT" as 4 // Load dictionary with 0390 first
- 038F: load_texture "UP" as 13 // Load dictionary with 0390 first
- 038F: load_texture "DOWN" as 14 // Load dictionary with 0390 first
- 038F: load_texture "RIGHT" as 10 // Load dictionary with 0390 first
- 038F: load_texture "LEFT" as 9 // Load dictionary with 0390 first
- 038F: load_texture "UPR" as 11 // Load dictionary with 0390 first
- 038F: load_texture "DOWNR" as 16 // Load dictionary with 0390 first
- 038F: load_texture "DOWNL" as 12 // Load dictionary with 0390 first
- 038F: load_texture "UPL" as 15 // Load dictionary with 0390 first
- 038F: load_texture "CRING" as 17 // Load dictionary with 0390 first
- 038F: load_texture "CHIT" as 18 // Load dictionary with 0390 first
- 0004: $1036 = 4500
- 0004: $1037 = 800
- 0005: $1038 = 265.0
- 0005: $1039 = 390.0
- 0005: $1040 = 355.0
- 0005: $1041 = 32.0
- 0005: $1042 = 32.0
- 0007: 19@ = 64.0
- 0007: 20@ = 64.0
- 0007: 22@ = 64.0
- 0007: 21@ = 64.0
- 01BD: 16@ = current_time_in_ms
- 0001: wait 1000 ms
- :BDISPLY_313
- 0001: wait 0 ms
- 00D6: if
- 09FA: is_menu_closed
- 004D: jump_if_false @BDISPLY_344
- 0004: $1043 = 0
- 0006: 23@ = 0
- :BDISPLY_344
- 0953: get_soundtrack_status_to 0@
- 00D6: if
- 04A4: 0@ == 3 // == constant
- 004D: jump_if_false @BDISPLY_1198
- 01BD: 15@ = current_time_in_ms
- 0085: 17@ = 15@ // (int)
- 0062: 17@ -= 16@ // (int)
- 0085: 16@ = 15@ // (int)
- 008B: 0@ = $1037 // (int)
- 005C: 0@ += $1036 // (int)
- 0093: 5@ = integer 0@ to_float
- 008F: 6@ = integer $1037 to_float
- 0073: 6@ /= 5@ // (float)
- 006F: 6@ *= $1040 // (float)
- 0086: $tempvar_Float_1 = $1038 // (float)
- 005F: $tempvar_Float_1 += 6@ // (float)
- 0086: $tempvar_Float_2 = $1039 // (float)
- 03E3: set_texture_to_be_drawn_antialiased 1
- 038D: draw_texture 17 position $tempvar_Float_1 $tempvar_Float_2 size 20@ 19@ RGBA 128 128 128 255
- 01BD: $1047 = current_time_in_ms
- 0060: $1047 -= $1046 // (int)
- 0006: 0@ = 1
- :BDISPLY_520
- 00D6: if
- 001B: 11 > 0@
- 004D: jump_if_false @BDISPLY_846
- 07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@
- 00D6: if
- 8039: not 10@ == 0
- 004D: jump_if_false @BDISPLY_832
- 00D6: if
- 001E: $1036 > 8@ // (int)
- 004D: jump_if_false @BDISPLY_832
- 0050: gosub @BDISPLY_1266
- 008B: 3@ = $1037 // (int)
- 005C: 3@ += $1036 // (int)
- 0085: 4@ = 8@ // (int)
- 005C: 4@ += $1037 // (int)
- 0093: 5@ = integer 4@ to_float
- 0093: 6@ = integer 3@ to_float
- 0073: 5@ /= 6@ // (float)
- 006F: 5@ *= $1040 // (float)
- 0086: $tempvar_Float_1 = $1038 // (float)
- 005F: $tempvar_Float_1 += 5@ // (float)
- 0086: $tempvar_Float_2 = $1039 // (float)
- 0093: 5@ = integer 8@ to_float
- 008F: 6@ = integer $1036 to_float
- 0073: 5@ /= 6@ // (float)
- 0013: 5@ *= -1.0
- 000B: 5@ += 1.0
- 00D6: if
- 001B: 0 > 8@
- 004D: jump_if_false @BDISPLY_756
- 0007: 5@ = 1.0
- :BDISPLY_756
- 0013: 5@ *= 255.0
- 0092: 4@ = float 5@ to_integer
- 00D6: if
- 8039: not 18@ == 0
- 004D: jump_if_false @BDISPLY_832
- 0050: gosub @BDISPLY_1575
- 03E3: set_texture_to_be_drawn_antialiased 1
- 038D: draw_texture 18@ position $tempvar_Float_1 $tempvar_Float_2 size $1042 $1041 RGBA 128 128 128 4@
- :BDISPLY_832
- 000A: 0@ += 1
- 0002: jump @BDISPLY_520
- :BDISPLY_846
- 00D6: if
- 0038: $1045 == 0
- 004D: jump_if_false @BDISPLY_1191
- 0006: 0@ = -1
- :BDISPLY_871
- 00D6: if
- 0019: 0@ > -11
- 004D: jump_if_false @BDISPLY_1191
- 07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@
- 0012: 8@ *= -1
- 00D6: if
- 8039: not 10@ == 0
- 004D: jump_if_false @BDISPLY_1177
- 00D6: if
- 001E: $1037 > 8@ // (int)
- 004D: jump_if_false @BDISPLY_1177
- 0050: gosub @BDISPLY_1266
- 0085: 4@ = 8@ // (int)
- 0012: 4@ *= -1
- 005C: 4@ += $1037 // (int)
- 008B: 3@ = $1037 // (int)
- 005C: 3@ += $1036 // (int)
- 0093: 5@ = integer 4@ to_float
- 0093: 6@ = integer 3@ to_float
- 0073: 5@ /= 6@ // (float)
- 006F: 5@ *= $1040 // (float)
- 0086: $tempvar_Float_1 = $1038 // (float)
- 005F: $tempvar_Float_1 += 5@ // (float)
- 0086: $tempvar_Float_2 = $1039 // (float)
- 0093: 5@ = integer 4@ to_float
- 008F: 6@ = integer $1037 to_float
- 0073: 5@ /= 6@ // (float)
- 00D6: if
- 001B: 0 > 8@
- 004D: jump_if_false @BDISPLY_1101
- 0007: 5@ = 1.0
- :BDISPLY_1101
- 0013: 5@ *= 255.0
- 0092: 4@ = float 5@ to_integer
- 00D6: if
- 8039: not 18@ == 0
- 004D: jump_if_false @BDISPLY_1177
- 0050: gosub @BDISPLY_1575
- 03E3: set_texture_to_be_drawn_antialiased 1
- 038D: draw_texture 18@ position $tempvar_Float_1 $tempvar_Float_2 size $1042 $1041 RGBA 128 128 128 4@
- :BDISPLY_1177
- 000E: 0@ -= 1
- 0002: jump @BDISPLY_871
- :BDISPLY_1191
- 0002: jump @BDISPLY_1205
- :BDISPLY_1198
- 0002: jump @BDISPLY_1244
- :BDISPLY_1205
- 00D6: if
- 0038: $1044 == 0
- 004D: jump_if_false @BDISPLY_1237
- 0002: jump @BDISPLY_313
- 0002: jump @BDISPLY_1244
- :BDISPLY_1237
- 0002: jump @BDISPLY_1244
- :BDISPLY_1244
- 0004: $1044 = 0
- 0004: $1048 = 0
- 03F0: enable_text_draw 0
- 0391: release_textures
- 004E: terminate_this_script
- :BDISPLY_1266
- 0006: 18@ = 0
- 00D6: if
- 0039: 10@ == 1
- 004D: jump_if_false @BDISPLY_1298
- 0006: 18@ = 1
- :BDISPLY_1298
- 00D6: if
- 0039: 10@ == 2
- 004D: jump_if_false @BDISPLY_1323
- 0006: 18@ = 2
- :BDISPLY_1323
- 00D6: if
- 0039: 10@ == 3
- 004D: jump_if_false @BDISPLY_1348
- 0006: 18@ = 3
- :BDISPLY_1348
- 00D6: if
- 0039: 10@ == 4
- 004D: jump_if_false @BDISPLY_1373
- 0006: 18@ = 4
- :BDISPLY_1373
- 00D6: if
- 0039: 10@ == 9
- 004D: jump_if_false @BDISPLY_1398
- 0006: 18@ = 9
- :BDISPLY_1398
- 00D6: if
- 0039: 10@ == 10
- 004D: jump_if_false @BDISPLY_1423
- 0006: 18@ = 10
- :BDISPLY_1423
- 00D6: if
- 0039: 10@ == 11
- 004D: jump_if_false @BDISPLY_1448
- 0006: 18@ = 11
- :BDISPLY_1448
- 00D6: if
- 0039: 10@ == 12
- 004D: jump_if_false @BDISPLY_1473
- 0006: 18@ = 12
- :BDISPLY_1473
- 00D6: if
- 0039: 10@ == 13
- 004D: jump_if_false @BDISPLY_1498
- 0006: 18@ = 13
- :BDISPLY_1498
- 00D6: if
- 0039: 10@ == 14
- 004D: jump_if_false @BDISPLY_1523
- 0006: 18@ = 14
- :BDISPLY_1523
- 00D6: if
- 0039: 10@ == 15
- 004D: jump_if_false @BDISPLY_1548
- 0006: 18@ = 15
- :BDISPLY_1548
- 00D6: if
- 0039: 10@ == 16
- 004D: jump_if_false @BDISPLY_1573
- 0006: 18@ = 16
- :BDISPLY_1573
- 0051: return
- :BDISPLY_1575
- 00D6: if and
- 0018: $1043 > 0
- 0039: 23@ == 0
- 004D: jump_if_false @BDISPLY_1627
- 07B1: unknown_get_dance_track 0 store_to 1@ 1@ 25@
- 000A: 25@ += 1
- 0006: 23@ = 1
- :BDISPLY_1627
- 0085: 13@ = 12@ // (int)
- 005A: 13@ += 0@ // (int)
- 00D6: if
- 001B: 0 > 0@
- 004D: jump_if_false @BDISPLY_1675
- 0012: 8@ *= -1
- 000A: 13@ += 1
- :BDISPLY_1675
- 00D6: if
- 003B: 13@ == 25@ // (int)
- 004D: jump_if_false @BDISPLY_1756
- 00D6: if and
- 002B: 3000 >= 8@
- 0019: 8@ > -400
- 004D: jump_if_false @BDISPLY_1735
- 0050: gosub @BDISPLY_1765
- 0002: jump @BDISPLY_1749
- :BDISPLY_1735
- 0006: 23@ = 0
- 0004: $1043 = 0
- :BDISPLY_1749
- 0002: jump @BDISPLY_1763
- :BDISPLY_1756
- 0004: $1043 = 0
- :BDISPLY_1763
- 0051: return
- :BDISPLY_1765
- 0871: init_jump_table 23@ total_jumps 3 default_jump 0 @BDISPLY_2214 jumps 1 @BDISPLY_1828 2 @BDISPLY_2001 3 @BDISPLY_2105 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214
- :BDISPLY_1828
- 00D6: if
- 0038: $1043 == 1
- 004D: jump_if_false @BDISPLY_1867
- 0006: 26@ = 90
- 0006: 27@ = 100
- 0002: jump @BDISPLY_1940
- :BDISPLY_1867
- 00D6: if
- 0038: $1043 == 2
- 004D: jump_if_false @BDISPLY_1907
- 0006: 26@ = 190
- 0006: 27@ = 80
- 0002: jump @BDISPLY_1940
- :BDISPLY_1907
- 00D6: if
- 0038: $1043 == 3
- 004D: jump_if_false @BDISPLY_1940
- 0006: 26@ = 255
- 0006: 27@ = 25
- :BDISPLY_1940
- 0085: 24@ = 26@ // (int)
- 0006: TIMERB = 0
- 03E3: set_texture_to_be_drawn_antialiased 1
- 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
- 000A: 23@ += 1
- 0002: jump @BDISPLY_2214
- :BDISPLY_2001
- 00D6: if
- 001D: 27@ > TIMERB // (int)
- 004D: jump_if_false @BDISPLY_2059
- 03E3: set_texture_to_be_drawn_antialiased 1
- 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
- 0002: jump @BDISPLY_2098
- :BDISPLY_2059
- 03E3: set_texture_to_be_drawn_antialiased 1
- 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
- 000A: 23@ += 1
- :BDISPLY_2098
- 0002: jump @BDISPLY_2214
- :BDISPLY_2105
- 0085: 1@ = 26@ // (int)
- 0072: 1@ /= 17@ // (int)
- 0012: 1@ *= 4
- 0062: 24@ -= 1@ // (int)
- 00D6: if
- 002B: 0 >= 24@
- 004D: jump_if_false @BDISPLY_2175
- 0006: 24@ = 0
- 0006: 23@ = 0
- 0004: $1043 = 0
- :BDISPLY_2175
- 03E3: set_texture_to_be_drawn_antialiased 1
- 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
- 0002: jump @BDISPLY_2214
- :BDISPLY_2214
- 0051: return
- //------------//------------//------------//------------
- //------------//------------//------------//------------
- //-------------Mission 0---------------
- //-------------Mission 31---------------
- // Originally: Life's a Beach
- :MUSIC1
- 03A4: script_name 'MUSIC1'
- 03A4: script_name 'MUSIC1'
- 0050: gosub @MUSIC1_47
- 00D6: if
- 0112: wasted_or_busted // mission only
- 004D: jump_if_false @MUSIC1_38
- 0050: gosub @MUSIC1_15556
- :MUSIC1_38
- 0050: gosub @MUSIC1_15629
- 004E: terminate_this_script
- :MUSIC1_47
- 0317: increment_mission_attempts
- 054C: use_GXT_table 'STRAP1'
- 0004: $ONMISSION = 1
- 0001: wait 0 ms
- 0007: 34@ = 526.84
- 0007: 35@ = -1885.19
- 0007: 36@ = 2.4
- 0087: 39@ = 34@ // (float)
- 000B: 39@ += 2.5
- 0087: 40@ = 35@ // (float)
- 000B: 40@ += 3.5
- 0007: 41@ = 2.79
- 0087: 42@ = 34@ // (float)
- 000F: 42@ -= 7.0
- 0087: 43@ = 35@ // (float)
- 000F: 43@ -= 9.8
- 0007: 44@ = 2.06
- 0087: 48@ = 39@ // (float)
- 000B: 48@ += 9.0
- 0087: 49@ = 40@ // (float)
- 000B: 49@ += 4.0
- 0087: 50@ = 41@ // (float)
- 0007: 51@ = 340.0
- 0007: 52@ = 1643.42
- 0007: 53@ = -1524.69
- 0007: 54@ = 12.61
- 0087: 56@ = 48@ // (float)
- 000F: 56@ -= 1.08
- 0087: 57@ = 49@ // (float)
- 000F: 57@ -= 3.05
- 0087: 58@ = 56@ // (float)
- 000F: 58@ -= 0.54
- 0087: 59@ = 57@ // (float)
- 000F: 59@ -= 1.53
- 0007: 60@ = 3.14
- 0006: 61@ = 21
- 0087: 83@ = 39@ // (float)
- 000B: 83@ += 10.0
- 0087: 104@ = 40@ // (float)
- 000F: 104@ -= 6.0
- 0007: 125@ = 300.0
- 0087: 84@ = 83@ // (float)
- 000B: 84@ += 3.0
- 0087: 105@ = 104@ // (float)
- 0087: 126@ = 125@ // (float)
- 000B: 126@ += 120.0
- 0087: 85@ = 83@ // (float)
- 000B: 85@ += 3.0
- 0087: 106@ = 104@ // (float)
- 000B: 106@ += 3.0
- 0087: 127@ = 125@ // (float)
- 000B: 127@ += 240.0
- 0087: 86@ = 34@ // (float)
- 000B: 86@ += 17.5
- 0087: 107@ = 35@ // (float)
- 000B: 107@ += 3.0
- 0007: 128@ = 270.0
- 0087: 87@ = 86@ // (float)
- 000B: 87@ += 1.0
- 0087: 108@ = 107@ // (float)
- 0087: 129@ = 128@ // (float)
- 000F: 129@ -= 180.0
- 0087: 88@ = 39@ // (float)
- 000F: 88@ -= 2.0
- 0087: 109@ = 40@ // (float)
- 000F: 109@ -= 8.0
- 0007: 130@ = 315.0
- 0087: 89@ = 88@ // (float)
- 000B: 89@ += 2.5
- 0087: 110@ = 109@ // (float)
- 0087: 131@ = 130@ // (float)
- 000B: 131@ += 90.0
- 0087: 90@ = 88@ // (float)
- 000B: 90@ += 2.5
- 0087: 111@ = 109@ // (float)
- 000B: 111@ += 2.5
- 0087: 132@ = 130@ // (float)
- 000B: 132@ += 180.0
- 0087: 91@ = 88@ // (float)
- 0087: 112@ = 109@ // (float)
- 000B: 112@ += 2.5
- 0087: 133@ = 130@ // (float)
- 000B: 133@ += 270.0
- 0087: 92@ = 34@ // (float)
- 000B: 92@ += 12.0
- 0087: 113@ = 35@ // (float)
- 000F: 113@ -= 9.5
- 0007: 134@ = 0.0
- 0087: 93@ = 92@ // (float)
- 000F: 93@ -= 0.5
- 0087: 114@ = 113@ // (float)
- 000B: 114@ += 1.5
- 0087: 135@ = 134@ // (float)
- 000B: 135@ += 180.0
- 0087: 94@ = 42@ // (float)
- 0087: 115@ = 43@ // (float)
- 000B: 115@ += 5.0
- 0007: 136@ = 200.0
- 0087: 95@ = 42@ // (float)
- 000B: 95@ += 3.0
- 0087: 116@ = 43@ // (float)
- 000B: 116@ += 3.5
- 0007: 137@ = 170.0
- 0087: 96@ = 42@ // (float)
- 000B: 96@ += 4.0
- 0087: 117@ = 43@ // (float)
- 0007: 138@ = 0.0
- 0087: 97@ = 42@ // (float)
- 000B: 97@ += 5.0
- 0087: 118@ = 43@ // (float)
- 000B: 118@ += 2.0
- 0007: 139@ = 270.0
- 0087: 98@ = 39@ // (float)
- 000B: 98@ += 1.0
- 0087: 119@ = 40@ // (float)
- 000B: 119@ += 6.0
- 0007: 140@ = 270.0
- 0087: 99@ = 98@ // (float)
- 000B: 99@ += 1.5
- 0087: 120@ = 119@ // (float)
- 000B: 120@ += 1.5
- 0087: 141@ = 140@ // (float)
- 000F: 141@ -= 90.0
- 0087: 100@ = 98@ // (float)
- 000B: 100@ += 3.0
- 0087: 121@ = 119@ // (float)
- 0087: 142@ = 140@ // (float)
- 000F: 142@ -= 180.0
- 0087: 101@ = 98@ // (float)
- 000B: 101@ += 1.5
- 0087: 122@ = 119@ // (float)
- 000F: 122@ -= 1.5
- 0087: 143@ = 140@ // (float)
- 000F: 143@ -= 270.0
- 0087: 102@ = 48@ // (float)
- 000F: 102@ -= 3.0
- 0087: 123@ = 49@ // (float)
- 000F: 123@ -= 1.0
- 0007: 144@ = 0.0
- 0087: 103@ = 102@ // (float)
- 0087: 124@ = 123@ // (float)
- 000B: 124@ += 1.0
- 0087: 145@ = 144@ // (float)
- 000B: 145@ += 180.0
- 0007: 162@ = 20.0
- 0087: 163@ = 162@ // (float)
- 0013: 163@ *= 4.0
- 0006: 146@ = 7
- 0050: gosub @MUSIC1_13984
- 0006: 187@ = 0
- 0006: 188@ = 0
- 0006: 190@ = 0
- 0006: 192@ = 0
- 0006: 193@ = 0
- 0006: 194@ = 0
- 0006: 195@ = 0
- 0006: 197@ = 0
- 0006: 198@ = 0
- 0006: 199@ = 0
- 0006: 200@ = 0
- 0006: 201@ = 0
- 0006: 202@ = 0
- 0006: 203@ = 0
- 0006: 204@ = 0
- 0006: 207@ = 0
- 0006: 208@ = 0
- 0006: 205@ = 0
- 0006: 206@ = 0
- 0006: 209@ = 0
- 0006: 267@ = 0
- 0006: 268@ = 0
- 0006: 269@ = 0
- 0006: 231@ = 0
- 0006: 170@ = 0
- :MUSIC1_1557
- 00D6: if
- 001D: 61@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_1653
- 0006: 210@(170@,21i) = 0
- 0006: 232@(170@,21i) = 0
- 00D6: if
- 001D: 146@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_1639
- 0006: 253@(170@,7i) = 0
- 0006: 260@(170@,7i) = 0
- :MUSIC1_1639
- 000A: 170@ += 1
- 0002: jump @MUSIC1_1557
- :MUSIC1_1653
- 0169: set_fade_color_RGB 0 0 0
- 016A: fade 0 time 2000
- :MUSIC1_1668
- 00D6: if
- 016B: fading
- 004D: jump_if_false @MUSIC1_1692
- 0001: wait 0 ms
- 0002: jump @MUSIC1_1668
- :MUSIC1_1692
- 0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0
- 03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469
- 08F5: save_player_group
- 02E4: load_cutscene_data 'STRAP1A'
- :MUSIC1_1746
- 00D6: if
- 86B9: not cutscene_data_loaded
- 004D: jump_if_false @MUSIC1_1770
- 0001: wait 0 ms
- 0002: jump @MUSIC1_1746
- :MUSIC1_1770
- 02E7: start_cutscene
- 016A: fade 1 time 1000
- :MUSIC1_1779
- 00D6: if
- 82E9: not cutscene_reached_end
- 004D: jump_if_false @MUSIC1_1803
- 0001: wait 0 ms
- 0002: jump @MUSIC1_1779
- :MUSIC1_1803
- 016A: fade 0 time 0
- :MUSIC1_1809
- 00D6: if
- 016B: fading
- 004D: jump_if_false @MUSIC1_1833
- 0001: wait 0 ms
- 0002: jump @MUSIC1_1809
- :MUSIC1_1833
- 02EA: end_cutscene
- 01B4: set_player $PLAYER_CHAR can_move False
- 08F6: restore_player_group
- 0247: load_model #VOODOO
- 0247: load_model #ESPERANT
- 0247: load_model #OCEANIC
- 0247: load_model #PONY
- 0247: load_model #MP5LNG
- 0247: load_model #BFYST
- 0247: load_model #WFYST
- 0247: load_model #BMYST
- 0247: load_model #WMYRO
- 0247: load_model #WFYCLOT
- 0247: load_model #WMYST
- 0247: load_model #WMYCLOT
- 0247: load_model #BMYDJ
- 0247: load_model #WFYRI
- 0247: load_model #OFYRI
- 06E9: load_car_component #WHEEL_OR1
- 08A9: load_external_script 0 (DANCE)
- 038B: load_requested_models
- :MUSIC1_1922
- 00D6: if or
- 8248: not model #VOODOO available
- 8248: not model #ESPERANT available
- 8248: not model #OCEANIC available
- 8248: not model #PONY available
- 8248: not model #MP5LNG available
- 004D: jump_if_false @MUSIC1_1969
- 0001: wait 0 ms
- 0002: jump @MUSIC1_1922
- :MUSIC1_1969
- 00D6: if
- 8248: not model #BFYST available
- 004D: jump_if_false @MUSIC1_1995
- 0001: wait 0 ms
- 0002: jump @MUSIC1_1969
- :MUSIC1_1995
- 00D6: if or
- 8248: not model #WFYST available
- 8248: not model #BMYST available
- 8248: not model #WMYRO available
- 8248: not model #WFYCLOT available
- 8248: not model #WMYST available
- 8248: not model #WMYCLOT available
- 004D: jump_if_false @MUSIC1_2043
- 0001: wait 0 ms
- 0002: jump @MUSIC1_1995
- :MUSIC1_2043
- 00D6: if or
- 8248: not model #BMYDJ available
- 8248: not model #WFYRI available
- 8248: not model #OFYRI available
- 004D: jump_if_false @MUSIC1_2077
- 0001: wait 0 ms
- 0002: jump @MUSIC1_2043
- :MUSIC1_2077
- 00D6: if or
- 86EA: not car_component #WHEEL_OR1 available
- 88AB: not external_script 0 (DANCE) loaded
- 004D: jump_if_false @MUSIC1_2108
- 0001: wait 0 ms
- 0002: jump @MUSIC1_2077
- :MUSIC1_2108
- 02FA: set_garage 'MUL_LAN' type 19
- 022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
- 03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469
- 01B6: set_weather 1
- 00A1: put_actor $PLAYER_ACTOR at 809.5818 -1630.573 12.5469
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0
- 0373: set_camera_directly_behind_player
- 02EB: restore_camera_with_jumpcut
- 0169: set_fade_color_RGB 0 0 0
- 0001: wait 500 ms
- 016A: fade 1 time 1500
- 01B4: set_player $PLAYER_CHAR can_move True
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- 00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0 // ~s~Go to the ~y~beach party~s~.
- 00D6: if
- 0039: 192@ == 1
- 004D: jump_if_false @MUSIC1_2489
- 00A5: 47@ = create_car #PONY at 0.0 0.0 -100.0
- 0186: 272@ = create_marker_above_car 47@
- 009A: 55@ = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0
- 0615: define_AS_pack_begin 181@
- 05BA: AS_actor -1 move_mouth -2 ms
- 0616: define_AS_pack_end 181@
- 0006: 170@ = 0
- :MUSIC1_2361
- 00D6: if
- 001D: 61@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_2422
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0
- 000A: 170@ += 1
- 0002: jump @MUSIC1_2361
- :MUSIC1_2422
- 0006: 170@ = 0
- :MUSIC1_2429
- 00D6: if
- 001D: 146@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_2489
- 00A5: 147@(170@,7i) = create_car #VOODOO at 0.0 0.0 -100.0
- 000A: 170@ += 1
- 0002: jump @MUSIC1_2429
- :MUSIC1_2489
- 0001: wait 0 ms
- 00D6: if
- 0735: is_keyboard_key_pressed 83
- 004D: jump_if_false @MUSIC1_2515
- 0002: jump @MUSIC1_15574
- :MUSIC1_2515
- 01B6: set_weather 1
- 00D6: if
- 8039: not 193@ == 1
- 004D: jump_if_false @MUSIC1_2925
- 00D6: if
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 200.0 200.0
- 004D: jump_if_false @MUSIC1_2925
- 0395: clear_area 0 at 34@ 35@ 36@ radius 100.0
- 0050: gosub @MUSIC1_6819
- 0087: 274@ = 39@ // (float)
- 000B: 274@ += 0.15
- 0087: 275@ = 40@ // (float)
- 000B: 275@ += 0.15
- 029B: 45@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.6
- 0087: 274@ = 42@ // (float)
- 000B: 274@ += 0.15
- 0087: 275@ = 43@ // (float)
- 000B: 275@ += 0.15
- 029B: 46@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.31
- 08D2: object 45@ scale_model 0.5
- 08D2: object 46@ scale_model 0.5
- 07F7: set_object 45@ destructible False
- 07F7: set_object 46@ destructible False
- 0917: audio_zone 'BEACH' enable_sound 1
- 0001: wait 1500 ms
- 0050: gosub @MUSIC1_8085
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_2788
- 04D7: set_actor 55@ locked True
- :MUSIC1_2788
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_2811
- 0519: set_car 47@ locked True
- :MUSIC1_2811
- 00D6: if
- 03CA: object 45@ exists
- 004D: jump_if_false @MUSIC1_2834
- 0550: keep_object 45@ in_memory True
- :MUSIC1_2834
- 00D6: if
- 03CA: object 46@ exists
- 004D: jump_if_false @MUSIC1_2857
- 0550: keep_object 46@ in_memory True
- :MUSIC1_2857
- 064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ type 1
- 064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ type 1
- 064C: make_particle 37@ visible
- 064C: make_particle 38@ visible
- 0006: 270@ = 1
- 0006: 193@ = 1
- :MUSIC1_2925
- 00D6: if
- 0039: 193@ == 1
- 004D: jump_if_false @MUSIC1_6812
- 00BF: 175@ = current_time_hours, 176@ = current_time_minutes
- 00D6: if and
- 0029: 175@ >= 6
- 001B: 22 > 175@
- 004D: jump_if_false @MUSIC1_3018
- 00D6: if
- 0039: 270@ == 1
- 004D: jump_if_false @MUSIC1_3011
- 064E: stop_particle 37@
- 064E: stop_particle 38@
- 0006: 270@ = 0
- :MUSIC1_3011
- 0002: jump @MUSIC1_3053
- :MUSIC1_3018
- 00D6: if
- 0039: 270@ == 0
- 004D: jump_if_false @MUSIC1_3053
- 064C: make_particle 37@ visible
- 064C: make_particle 38@ visible
- 0006: 270@ = 1
- :MUSIC1_3053
- 00D6: if and
- 8039: not 194@ == 1
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 50.0 50.0
- 004D: jump_if_false @MUSIC1_3108
- 0050: gosub @MUSIC1_14856
- 0006: 194@ = 1
- :MUSIC1_3108
- 00D6: if
- 0039: 203@ == 0
- 004D: jump_if_false @MUSIC1_6025
- 00D6: if and
- 8039: not 195@ == 1
- 8039: not 197@ == 1
- 8039: not 199@ == 1
- 004D: jump_if_false @MUSIC1_3314
- 00D6: if and
- 8118: not actor 55@ dead
- 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- 004D: jump_if_false @MUSIC1_3314
- 0164: disable_marker 271@
- 0687: clear_actor 55@ task
- 0173: set_actor 55@ Z_angle_to 110.0
- 0050: gosub @MUSIC1_12841
- 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
- 0006: 195@ = 1
- 0006: 196@ = 0
- 01B4: set_player $PLAYER_CHAR can_move False
- 00A1: put_actor $PLAYER_ACTOR at 58@ 59@ 2.3
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 290.0
- 0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152
- 0001: wait 1000 ms
- 01B4: set_player $PLAYER_CHAR can_move True
- :MUSIC1_3314
- 00D6: if and
- 0039: 195@ == 1
- 8039: not 197@ == 1
- 004D: jump_if_false @MUSIC1_4324
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_4324
- 00D6: if
- 071A: actor 55@ current_dialogue_text == 287@s
- 004D: jump_if_false @MUSIC1_4018
- 01B4: set_player $PLAYER_CHAR can_move False
- 00D6: if
- 88AB: not external_script 0 (DANCE) loaded
- 004D: jump_if_false @MUSIC1_3400
- 08A9: load_external_script 0 (DANCE)
- :MUSIC1_3400
- 016A: fade 0 time 1000
- :MUSIC1_3407
- 00D6: if or
- 016B: fading
- 88AB: not external_script 0 (DANCE) loaded
- 004D: jump_if_false @MUSIC1_3435
- 0001: wait 0 ms
- 0002: jump @MUSIC1_3407
- :MUSIC1_3435
- 03E6: remove_text_box
- 00D6: if
- 00DF: actor $PLAYER_ACTOR driving
- 004D: jump_if_false @MUSIC1_3480
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0
- 0002: jump @MUSIC1_3500
- :MUSIC1_3480
- 00A1: put_actor $PLAYER_ACTOR at 533.81 -1891.64 -100.0
- :MUSIC1_3500
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- 0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0
- 0006: 170@ = 0
- :MUSIC1_3538
- 00D6: if
- 001D: 146@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_3668
- 00D6: if
- 8119: not car 147@(170@,7i) wrecked
- 004D: jump_if_false @MUSIC1_3645
- 00D6: if
- 01AF: car 147@(170@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0
- 004D: jump_if_false @MUSIC1_3638
- 00A6: destroy_car 147@(170@,7i)
- :MUSIC1_3638
- 0002: jump @MUSIC1_3654
- :MUSIC1_3645
- 00A6: destroy_car 147@(170@,7i)
- :MUSIC1_3654
- 000A: 170@ += 1
- 0002: jump @MUSIC1_3538
- :MUSIC1_3668
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_3774
- 08ED: remove_actor 55@ from_dialogue_mode
- 0792: disembark_instantly_actor 55@
- 0173: set_actor 55@ Z_angle_to 110.0
- 0615: define_AS_pack_begin 182@
- 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 182@ loop 1
- 0616: define_AS_pack_end 182@
- 0618: assign_actor 55@ to_AS_pack 182@
- 061B: remove_references_to_AS_pack 182@
- :MUSIC1_3774
- 0917: audio_zone 'BEACH' enable_sound 0
- 00D6: if
- 8118: not actor 65@ dead
- 004D: jump_if_false @MUSIC1_3808
- 0792: disembark_instantly_actor 65@
- :MUSIC1_3808
- 00D6: if
- 8118: not actor 66@ dead
- 004D: jump_if_false @MUSIC1_3829
- 0792: disembark_instantly_actor 66@
- :MUSIC1_3829
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_4' time 10000 flag 0 // ~s~Get a score of 2500 or greater to gain access to the sound van.
- 0006: 170@ = 0
- :MUSIC1_3854
- 00D6: if
- 001B: 5 > 170@
- 004D: jump_if_false @MUSIC1_3970
- 0005: $5315(170@,5f) = 531.18
- 0005: $5320(170@,5f) = -1893.8
- 0005: $5325(170@,5f) = 3.45
- 0005: $5330(170@,5f) = 533.94
- 0005: $5335(170@,5f) = -1891.82
- 0005: $5340(170@,5f) = 3.44
- 000A: 170@ += 1
- 0002: jump @MUSIC1_3854
- :MUSIC1_3970
- 08BA: set $5295 bit 31
- 0913: run_external_script 0 (DANCE) 533.81 -1891.64 -100.0 51@ 1 -1
- 0006: 197@ = 1
- 0002: jump @MUSIC1_4324
- :MUSIC1_4018
- 00D6: if
- 8039: not 196@ == 1
- 004D: jump_if_false @MUSIC1_4215
- 00D6: if or
- 071A: actor 55@ current_dialogue_text == 285@s
- 071A: actor 55@ current_dialogue_text == 289@s
- 004D: jump_if_false @MUSIC1_4077
- 0006: 196@ = 1
- 0002: jump @MUSIC1_4208
- :MUSIC1_4077
- 00D6: if
- 00F2: actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
- 004D: jump_if_false @MUSIC1_4122
- 0006: TIMERB = 0
- 0002: jump @MUSIC1_4208
- :MUSIC1_4122
- 00D6: if
- 0019: TIMERB > 3000
- 004D: jump_if_false @MUSIC1_4208
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- 00A1: put_actor 55@ at 56@ 57@ -100.0
- 0173: set_actor 55@ Z_angle_to 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 0006: 195@ = 0
- 0006: 196@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_4208
- 0002: jump @MUSIC1_4324
- :MUSIC1_4215
- 00D6: if
- 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- 004D: jump_if_false @MUSIC1_4324
- 0006: 196@ = 0
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- 00A1: put_actor 55@ at 56@ 57@ -100.0
- 0173: set_actor 55@ Z_angle_to 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 0006: 195@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_4324
- 00D6: if and
- 0039: 197@ == 1
- 8039: not 199@ == 1
- 004D: jump_if_false @MUSIC1_4626
- 00D6: if and
- 88B4: not test $5295 bit 31
- 8039: not 198@ == 1
- 004D: jump_if_false @MUSIC1_4510
- 01B4: set_player $PLAYER_CHAR can_move True
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_4402
- 0792: disembark_instantly_actor 55@
- :MUSIC1_4402
- 00BE: text_clear_all
- 00D6: if
- 0028: $DANCE_SCORE >= 2500
- 004D: jump_if_false @MUSIC1_4482
- 0917: audio_zone 'BEACH' enable_sound 1
- 0050: gosub @MUSIC1_13655
- 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
- 0006: 199@ = 1
- 0006: 200@ = 1
- 0006: 196@ = 0
- 0002: jump @MUSIC1_4510
- :MUSIC1_4482
- 0006: 191@ = 1
- 0050: gosub @MUSIC1_15131
- 0006: TIMERA = 0
- 0006: 198@ = 1
- :MUSIC1_4510
- 00D6: if
- 0039: 198@ == 1
- 004D: jump_if_false @MUSIC1_4626
- 00D6: if and
- 001D: 189@ > 188@ // (int)
- 0039: 191@ == 1
- 004D: jump_if_false @MUSIC1_4584
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_4577
- 0050: gosub @MUSIC1_15302
- :MUSIC1_4577
- 0002: jump @MUSIC1_4626
- :MUSIC1_4584
- 00D6: if
- 0019: TIMERA > 1000
- 004D: jump_if_false @MUSIC1_4626
- 00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0 // ~r~You need more practice!
- 0002: jump @MUSIC1_15556
- :MUSIC1_4626
- 00D6: if and
- 0039: 199@ == 1
- 8039: not 201@ == 1
- 004D: jump_if_false @MUSIC1_5227
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_5227
- 00D6: if
- 8039: not 200@ == 1
- 004D: jump_if_false @MUSIC1_4786
- 00D6: if
- 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- 004D: jump_if_false @MUSIC1_4779
- 0164: disable_marker 271@
- 0687: clear_actor 55@ task
- 0173: set_actor 55@ Z_angle_to 110.0
- 0050: gosub @MUSIC1_13655
- 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
- 0006: 200@ = 1
- 0006: 196@ = 0
- :MUSIC1_4779
- 0002: jump @MUSIC1_5227
- :MUSIC1_4786
- 00D6: if or
- 071A: actor 55@ current_dialogue_text == 'VYES1' // ~z~C'mon, homeboy.
- 071A: actor 55@ current_dialogue_text == 'VYES2' // ~z~Let me take you into my office...
- 004D: jump_if_false @MUSIC1_4923
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_4916
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- 07A1: set_walk_speed 4
- 04D7: set_actor 55@ locked False
- 05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 time -1
- 0186: 272@ = create_marker_above_car 47@
- 07E0: set_marker 272@ type_to 1
- 0006: 200@ = 0
- 0006: 201@ = 1
- 00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0 // ~s~Steal the ~b~sound van.
- :MUSIC1_4916
- 0002: jump @MUSIC1_5227
- :MUSIC1_4923
- 00D6: if
- 8039: not 196@ == 1
- 004D: jump_if_false @MUSIC1_5118
- 00D6: if
- 071A: actor 55@ current_dialogue_text == 'VLATE' // ~z~Well, I'm here for a while, if you change your mind!
- 004D: jump_if_false @MUSIC1_4980
- 0006: 196@ = 1
- 0002: jump @MUSIC1_5111
- :MUSIC1_4980
- 00D6: if
- 00F2: actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
- 004D: jump_if_false @MUSIC1_5025
- 0006: TIMERB = 0
- 0002: jump @MUSIC1_5111
- :MUSIC1_5025
- 00D6: if
- 0019: TIMERB > 3000
- 004D: jump_if_false @MUSIC1_5111
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- 00A1: put_actor 55@ at 56@ 57@ -100.0
- 0173: set_actor 55@ Z_angle_to 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 0006: 200@ = 0
- 0006: 196@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_5111
- 0002: jump @MUSIC1_5227
- :MUSIC1_5118
- 00D6: if
- 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
- 004D: jump_if_false @MUSIC1_5227
- 0006: 196@ = 0
- 08ED: remove_actor 55@ from_dialogue_mode
- 03E6: remove_text_box
- 00A1: put_actor 55@ at 56@ 57@ -100.0
- 0173: set_actor 55@ Z_angle_to 51@
- 0618: assign_actor 55@ to_AS_pack 181@
- 0006: 200@ = 0
- 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
- :MUSIC1_5227
- 00D6: if and
- 0039: 201@ == 1
- 8039: not 202@ == 1
- 8118: not actor 55@ dead
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_5330
- 00D6: if
- 00DB: actor 55@ in_car 47@
- 004D: jump_if_false @MUSIC1_5330
- 020A: set_car 47@ door_status_to 1
- 095E: set_car 47@ door 4 unlatch 1 angle -1.0
- 095E: set_car 47@ door 5 unlatch 1 angle -1.0
- 0852: set_car 47@ damages_visible 1
- 0006: 202@ = 1
- :MUSIC1_5330
- 00D6: if
- 8039: not 268@ == 1
- 004D: jump_if_false @MUSIC1_5770
- 00D6: if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 162@ 162@
- 02E0: actor $PLAYER_ACTOR firing_weapon
- 004D: jump_if_false @MUSIC1_5397
- 0006: 268@ = 1
- 0002: jump @MUSIC1_5571
- :MUSIC1_5397
- 00D6: if
- 0118: actor 55@ dead
- 004D: jump_if_false @MUSIC1_5427
- 0006: 268@ = 1
- 0002: jump @MUSIC1_5460
- :MUSIC1_5427
- 00D6: if or
- 051A: actor 55@ damaged_by_actor $PLAYER_ACTOR
- 074F: actor 55@ ped_event == 31
- 004D: jump_if_false @MUSIC1_5460
- 0006: 268@ = 1
- :MUSIC1_5460
- 0006: 170@ = 0
- :MUSIC1_5467
- 00D6: if and
- 001D: 61@ > 170@ // (int)
- 8039: not 268@ == 1
- 004D: jump_if_false @MUSIC1_5571
- 00D6: if
- 0118: actor 62@(170@,21i) dead
- 004D: jump_if_false @MUSIC1_5527
- 0006: 268@ = 1
- 0002: jump @MUSIC1_5557
- :MUSIC1_5527
- 00D6: if
- 051A: actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR
- 004D: jump_if_false @MUSIC1_5557
- 0006: 268@ = 1
- :MUSIC1_5557
- 000A: 170@ += 1
- 0002: jump @MUSIC1_5467
- :MUSIC1_5571
- 00D6: if
- 0039: 268@ == 1
- 004D: jump_if_false @MUSIC1_5738
- 040D: unload_wav 1
- 00BE: text_clear_all
- 00D6: if
- 8039: not 202@ == 1
- 004D: jump_if_false @MUSIC1_5634
- 0050: gosub @MUSIC1_10052
- 0050: gosub @MUSIC1_10452
- 0002: jump @MUSIC1_5718
- :MUSIC1_5634
- 00D6: if
- 8039: not 209@ == 1
- 004D: jump_if_false @MUSIC1_5666
- 0050: gosub @MUSIC1_10726
- 0006: 209@ = 1
- :MUSIC1_5666
- 00D6: if and
- 8118: not actor 55@ dead
- 8039: not 231@ == 1
- 004D: jump_if_false @MUSIC1_5718
- 01B9: set_actor 55@ armed_weapon_to 29
- 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
- 0006: 231@ = 1
- 0961: set_actor 55@ keep_tasks_after_cleanup 1
- :MUSIC1_5718
- 0917: audio_zone 'BEACH' enable_sound 0
- 0002: jump @MUSIC1_5770
- :MUSIC1_5738
- 00D6: if or
- 8039: not 197@ == 1
- 0039: 199@ == 1
- 004D: jump_if_false @MUSIC1_5770
- 0050: gosub @MUSIC1_9958
- :MUSIC1_5770
- 00D6: if and
- 0039: 202@ == 1
- 0039: 268@ == 1
- 004D: jump_if_false @MUSIC1_5827
- 00D6: if and
- 0039: 209@ == 1
- 8039: not 269@ == 1
- 004D: jump_if_false @MUSIC1_5827
- 0050: gosub @MUSIC1_11354
- :MUSIC1_5827
- 00D6: if and
- 8039: not 207@ == 1
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_5927
- 00D6: if
- 00DB: actor $PLAYER_ACTOR in_car 47@
- 004D: jump_if_false @MUSIC1_5927
- 0164: disable_marker 272@
- 0006: 207@ = 1
- 0006: 208@ = 1
- 0519: set_car 47@ locked False
- 0373: set_camera_directly_behind_player
- 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0 // ~s~Get the van back to the ~y~garage.
- 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
- :MUSIC1_5927
- 00D6: if
- 0039: 207@ == 1
- 004D: jump_if_false @MUSIC1_6025
- 0050: gosub @MUSIC1_14690
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_6025
- 00D6: if
- 81AD: not car 47@ sphere 0 near_point 34@ 35@ radius 162@ 162@
- 004D: jump_if_false @MUSIC1_6025
- 02AA: set_car 47@ immune_to_nonplayer False
- 0006: 203@ = 1
- 0917: audio_zone 'BEACH' enable_sound 0
- :MUSIC1_6025
- 00D6: if
- 0039: 203@ == 1
- 004D: jump_if_false @MUSIC1_6555
- 00D6: if and
- 8039: not 204@ == 1
- 8118: not actor 55@ dead
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_6115
- 0615: define_AS_pack_begin 177@
- 0622: AS_actor -1 bail_car 47@
- 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
- 0616: define_AS_pack_end 177@
- 0618: assign_actor 55@ to_AS_pack 177@
- 061B: remove_references_to_AS_pack 177@
- 0006: 204@ = 1
- :MUSIC1_6115
- 00D6: if and
- 0039: 204@ == 1
- 8118: not actor 55@ dead
- 8039: not 205@ == 1
- 004D: jump_if_false @MUSIC1_6228
- 062E: get_actor 55@ task 1560 status_store_to 178@ // ret 7 if not found
- 00D6: if
- 84A4: not 178@ == 7 // == constant
- 004D: jump_if_false @MUSIC1_6228
- 0646: unknown_get_actor 55@ task_1560_status_store_to 179@ // similar to 062E
- 00D6: if
- 0029: 179@ >= 0
- 004D: jump_if_false @MUSIC1_6228
- 0006: 191@ = 0
- 0050: gosub @MUSIC1_15131
- 01B9: set_actor 55@ armed_weapon_to 29
- 0006: 205@ = 1
- :MUSIC1_6228
- 00D6: if and
- 0039: 205@ == 1
- 8039: not 206@ == 1
- 004D: jump_if_false @MUSIC1_6336
- 00D6: if and
- 001D: 189@ > 188@ // (int)
- 0039: 191@ == 0
- 004D: jump_if_false @MUSIC1_6329
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_6309
- 0050: gosub @MUSIC1_15302
- 0002: jump @MUSIC1_6322
- :MUSIC1_6309
- 040D: unload_wav 1
- 00BE: text_clear_all
- 0006: 206@ = 1
- :MUSIC1_6322
- 0002: jump @MUSIC1_6336
- :MUSIC1_6329
- 0006: 206@ = 1
- :MUSIC1_6336
- 00D6: if
- 8039: not 209@ == 1
- 004D: jump_if_false @MUSIC1_6368
- 0050: gosub @MUSIC1_10726
- 0006: 209@ = 1
- :MUSIC1_6368
- 00D6: if
- 8039: not 269@ == 1
- 004D: jump_if_false @MUSIC1_6393
- 0050: gosub @MUSIC1_11354
- :MUSIC1_6393
- 00D6: if and
- 0039: 209@ == 1
- 8039: not 267@ == 1
- 004D: jump_if_false @MUSIC1_6462
- 00D6: if
- 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 163@ 163@
- 004D: jump_if_false @MUSIC1_6462
- 0050: gosub @MUSIC1_10228
- 0006: 267@ = 1
- :MUSIC1_6462
- 00D6: if and
- 0039: 209@ == 1
- 8119: not car 47@ wrecked
- 8039: not 269@ == 1
- 004D: jump_if_false @MUSIC1_6548
- 00D6: if and
- 00DB: actor $PLAYER_ACTOR in_car 47@
- 00EE: actor $PLAYER_ACTOR sphere 0 near_point 52@ 53@ radius 50.0 50.0 in_car
- 004D: jump_if_false @MUSIC1_6548
- 0050: gosub @MUSIC1_11771
- 0006: 269@ = 1
- :MUSIC1_6548
- 0050: gosub @MUSIC1_14690
- :MUSIC1_6555
- 00D6: if
- 8039: not 202@ == 1
- 004D: jump_if_false @MUSIC1_6664
- 00D6: if
- 0118: actor 55@ dead
- 004D: jump_if_false @MUSIC1_6621
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0 // ~r~The DJ died!
- 0002: jump @MUSIC1_15556
- 0002: jump @MUSIC1_6664
- :MUSIC1_6621
- 00D6: if
- 0039: 268@ == 1
- 004D: jump_if_false @MUSIC1_6664
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0 // ~r~You wrecked the party!
- 0002: jump @MUSIC1_15556
- :MUSIC1_6664
- 00D6: if
- 0119: car 47@ wrecked
- 004D: jump_if_false @MUSIC1_6712
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- 0002: jump @MUSIC1_15556
- 0002: jump @MUSIC1_6812
- :MUSIC1_6712
- 00D6: if
- 0039: 207@ == 1
- 004D: jump_if_false @MUSIC1_6812
- 00D6: if
- 00DB: actor $PLAYER_ACTOR in_car 47@
- 004D: jump_if_false @MUSIC1_6812
- 00D6: if
- 01AF: car 47@ sphere 1 in_sphere 52@ 53@ 54@ radius 4.0 4.0 2.0
- 004D: jump_if_false @MUSIC1_6812
- 01B4: set_player $PLAYER_CHAR can_move False
- 0050: gosub @MUSIC1_11889
- 0002: jump @MUSIC1_15574
- :MUSIC1_6812
- 0002: jump @MUSIC1_2489
- :MUSIC1_6819
- 0006: 170@ = 0
- 0007: 164@ = -30.0
- :MUSIC1_6836
- 00D6: if
- 001D: 146@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_7108
- 02F7: 165@ = cosine 164@ // (float)
- 02F6: 166@ = sine 164@ // (float)
- 006B: 165@ *= 162@ // (float)
- 006B: 166@ *= 162@ // (float)
- 005B: 165@ += 34@ // (float)
- 005B: 166@ += 35@ // (float)
- 00D6: if or
- 0039: 170@ == 0
- 0039: 170@ == 3
- 0039: 170@ == 6
- 004D: jump_if_false @MUSIC1_6965
- 00A5: 147@(170@,7i) = create_car #VOODOO at 165@ 166@ -100.0
- 0002: jump @MUSIC1_7043
- :MUSIC1_6965
- 00D6: if or
- 0039: 170@ == 1
- 0039: 170@ == 7
- 004D: jump_if_false @MUSIC1_7020
- 00A5: 147@(170@,7i) = create_car #OCEANIC at 165@ 166@ -100.0
- 0002: jump @MUSIC1_7043
- :MUSIC1_7020
- 00A5: 147@(170@,7i) = create_car #ESPERANT at 165@ 166@ -100.0
- :MUSIC1_7043
- 0007: 168@ = 90.0
- 005B: 168@ += 164@ // (float)
- 0175: set_car 147@(170@,7i) Z_angle_to 168@
- 020A: set_car 147@(170@,7i) door_status_to 2
- 000B: 164@ += 37.0
- 000A: 170@ += 1
- 0002: jump @MUSIC1_6836
- :MUSIC1_7108
- 0506: set_car_model #PONY next_variation 0 0 // first param is useless
- 00A5: 47@ = create_car #PONY at 48@ 49@ 50@
- 06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@
- 0175: set_car 47@ Z_angle_to 51@
- 00A9: set_car 47@ to_normal_driver
- 02AA: set_car 47@ immune_to_nonplayer True
- 0224: set_car 47@ health_to 5000
- 0229: set_car 47@ primary_color_to 4 secondary_color_to 4
- 053F: set_car 47@ tires_vulnerability 0
- 0423: set_car 47@ improved_handling_to 2.0 // (float)
- 0657: car 47@ open_door 4
- 0657: car 47@ open_door 5
- 020A: set_car 47@ door_status_to 3
- 0852: set_car 47@ damages_visible 0
- 0001: wait 1000 ms
- 009A: 55@ = create_actor_pedtype 24 model #BFYST at 56@ 57@ -100.0
- 0173: set_actor 55@ Z_angle_to 51@
- 02A9: set_actor 55@ immune_to_nonplayer 1
- 01B2: give_actor 55@ weapon 29 ammo 99999 // Load the weapon model before using this
- 01B9: set_actor 55@ armed_weapon_to 0
- 0006: 231@ = 0
- 07E5: copy_decision_maker 65542 to 180@
- 0709: set_decision_maker 180@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files
- 060B: set_actor 55@ decision_maker_to 180@
- 0006: 170@ = 0
- :MUSIC1_7352
- 00D6: if
- 001D: 61@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_8025
- 00D6: if or
- 0039: 170@ == 0
- 0039: 170@ == 4
- 0039: 170@ == 7
- 0039: 170@ == 11
- 004D: jump_if_false @MUSIC1_7449
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYST at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7449
- 00D6: if or
- 0039: 170@ == 6
- 0039: 170@ == 3
- 0039: 170@ == 2
- 004D: jump_if_false @MUSIC1_7520
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYST at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7520
- 00D6: if or
- 0039: 170@ == 9
- 0039: 170@ == 14
- 0039: 170@ == 17
- 0039: 170@ == 19
- 004D: jump_if_false @MUSIC1_7599
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7599
- 00D6: if
- 0039: 170@ == 12
- 004D: jump_if_false @MUSIC1_7656
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYRO at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7656
- 00D6: if or
- 0039: 170@ == 16
- 0039: 170@ == 10
- 004D: jump_if_false @MUSIC1_7720
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYST at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7720
- 00D6: if or
- 0039: 170@ == 5
- 0039: 170@ == 15
- 004D: jump_if_false @MUSIC1_7785
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7785
- 00D6: if or
- 0039: 170@ == 8
- 0039: 170@ == 13
- 004D: jump_if_false @MUSIC1_7849
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYDJ at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7849
- 00D6: if or
- 0039: 170@ == 1
- 0039: 170@ == 20
- 004D: jump_if_false @MUSIC1_7913
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #OFYRI at 83@(170@,21f) 104@(170@,21f) -100.0
- 0002: jump @MUSIC1_7945
- :MUSIC1_7913
- 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYRI at 83@(170@,21f) 104@(170@,21f) -100.0
- :MUSIC1_7945
- 0173: set_actor 62@(170@,21i) Z_angle_to 125@(170@,21f)
- 01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999 // Load the weapon model before using this
- 01B9: set_actor 62@(170@,21i) armed_weapon_to 0
- 060B: set_actor 62@(170@,21i) decision_maker_to 180@
- 0006: 210@(170@,21i) = 0
- 000A: 170@ += 1
- 0002: jump @MUSIC1_7352
- :MUSIC1_8025
- 0249: release_model #VOODOO
- 0249: release_model #ESPERANT
- 0249: release_model #OCEANIC
- 0249: release_model #WFYST
- 0249: release_model #BMYST
- 0249: release_model #WMYRO
- 0249: release_model #WFYCLOT
- 0249: release_model #WMYST
- 0249: release_model #WMYCLOT
- 0249: release_model #BMYDJ
- 0249: release_model #WFYRI
- 0249: release_model #OFYRI
- 06EB: release_car_component #WHEEL_OR1
- 0051: return
- :MUSIC1_8085
- 04ED: load_animation "BAR"
- 04ED: load_animation "DANCING"
- 04ED: load_animation "BEACH"
- 04ED: load_animation "SCRATCHING"
- :MUSIC1_8126
- 00D6: if or
- 84EE: not animation "BAR" loaded
- 84EE: not animation "DANCING" loaded
- 84EE: not animation "BEACH" loaded
- 84EE: not animation "SCRATCHING" loaded
- 004D: jump_if_false @MUSIC1_8189
- 0001: wait 0 ms
- 0002: jump @MUSIC1_8126
- :MUSIC1_8189
- 0615: define_AS_pack_begin 181@
- 0605: actor -1 perform_animation "SCLNG_R" IFP "SCRATCHING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 181@ loop 1
- 0616: define_AS_pack_end 181@
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_8270
- 0618: assign_actor 55@ to_AS_pack 181@
- :MUSIC1_8270
- 00D6: if
- 8118: not actor 62@ dead
- 004D: jump_if_false @MUSIC1_8354
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 62@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8354
- 00D6: if
- 8118: not actor 63@ dead
- 004D: jump_if_false @MUSIC1_8438
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 63@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8438
- 00D6: if
- 8118: not actor 64@ dead
- 004D: jump_if_false @MUSIC1_8522
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 64@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8522
- 00D6: if and
- 8118: not actor 65@ dead
- 8118: not actor 66@ dead
- 004D: jump_if_false @MUSIC1_8567
- 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
- 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
- :MUSIC1_8567
- 00D6: if
- 8118: not actor 67@ dead
- 004D: jump_if_false @MUSIC1_8653
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 67@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8653
- 00D6: if
- 8118: not actor 68@ dead
- 004D: jump_if_false @MUSIC1_8741
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 68@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8741
- 00D6: if
- 8118: not actor 69@ dead
- 004D: jump_if_false @MUSIC1_8827
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 69@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8827
- 00D6: if
- 8118: not actor 70@ dead
- 004D: jump_if_false @MUSIC1_8915
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 70@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_8915
- 00D6: if
- 8118: not actor 71@ dead
- 004D: jump_if_false @MUSIC1_9003
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "PARKSIT_W_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 71@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9003
- 00D6: if
- 8118: not actor 72@ dead
- 004D: jump_if_false @MUSIC1_9091
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 72@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9091
- 00D6: if
- 8118: not actor 73@ dead
- 004D: jump_if_false @MUSIC1_9179
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 73@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9179
- 00D6: if
- 8118: not actor 74@ dead
- 004D: jump_if_false @MUSIC1_9265
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 74@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9265
- 00D6: if
- 8118: not actor 75@ dead
- 004D: jump_if_false @MUSIC1_9345
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 75@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9345
- 00D6: if
- 8118: not actor 76@ dead
- 004D: jump_if_false @MUSIC1_9434
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "SITNWAIT_LOOP_W" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 76@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9434
- 00D6: if
- 8118: not actor 77@ dead
- 004D: jump_if_false @MUSIC1_9518
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 77@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9518
- 00D6: if
- 8118: not actor 78@ dead
- 004D: jump_if_false @MUSIC1_9602
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 78@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9602
- 00D6: if
- 8118: not actor 79@ dead
- 004D: jump_if_false @MUSIC1_9686
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 79@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9686
- 00D6: if
- 8118: not actor 80@ dead
- 004D: jump_if_false @MUSIC1_9770
- 0615: define_AS_pack_begin 183@
- 0605: actor -1 perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- 0643: set_AS_pack 183@ loop 1
- 0616: define_AS_pack_end 183@
- 0618: assign_actor 80@ to_AS_pack 183@
- 061B: remove_references_to_AS_pack 183@
- :MUSIC1_9770
- 00D6: if
- 8118: not actor 81@ dead
- 004D: jump_if_false @MUSIC1_9863
- 0615: define_AS_pack_begin 173@
- 0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 05B9: AS_actor -1 stay_idle 4000 ms
- 0643: set_AS_pack 173@ loop 1
- 0616: define_AS_pack_end 173@
- 0618: assign_actor 81@ to_AS_pack 173@
- 061B: remove_references_to_AS_pack 173@
- :MUSIC1_9863
- 00D6: if
- 8118: not actor 82@ dead
- 004D: jump_if_false @MUSIC1_9956
- 0615: define_AS_pack_begin 174@
- 0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 05B9: AS_actor -1 stay_idle 2200 ms
- 0643: set_AS_pack 174@ loop 1
- 0616: define_AS_pack_end 174@
- 0618: assign_actor 82@ to_AS_pack 174@
- 061B: remove_references_to_AS_pack 174@
- :MUSIC1_9956
- 0051: return
- :MUSIC1_9958
- 00D6: if and
- 8118: not actor 65@ dead
- 8118: not actor 66@ dead
- 004D: jump_if_false @MUSIC1_10050
- 062E: get_actor 65@ task 1655 status_store_to 277@ // ret 7 if not found
- 062E: get_actor 66@ task 1655 status_store_to 278@ // ret 7 if not found
- 00D6: if and
- 04A4: 277@ == 7 // == constant
- 04A4: 278@ == 7 // == constant
- 004D: jump_if_false @MUSIC1_10050
- 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
- 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
- :MUSIC1_10050
- 0051: return
- :MUSIC1_10052
- 0006: 170@ = 5
- :MUSIC1_10059
- 00D6: if
- 002B: 8 >= 170@
- 004D: jump_if_false @MUSIC1_10167
- 00D6: if and
- 8118: not actor 62@(170@,21i) dead
- 0039: 210@(170@,21i) == 0
- 004D: jump_if_false @MUSIC1_10153
- 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
- 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
- 0006: 210@(170@,21i) = 1
- 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
- :MUSIC1_10153
- 000A: 170@ += 1
- 0002: jump @MUSIC1_10059
- :MUSIC1_10167
- 00D6: if and
- 8118: not actor 55@ dead
- 0039: 231@ == 0
- 004D: jump_if_false @MUSIC1_10226
- 01B9: set_actor 55@ armed_weapon_to 29
- 04D7: set_actor 55@ locked False
- 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
- 0006: 231@ = 1
- 0961: set_actor 55@ keep_tasks_after_cleanup 1
- :MUSIC1_10226
- 0051: return
- :MUSIC1_10228
- 0006: 170@ = 0
- :MUSIC1_10235
- 00D6: if
- 001D: 61@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_10339
- 00D6: if
- 8039: not 232@(170@,21i) == 1
- 004D: jump_if_false @MUSIC1_10325
- 00D6: if
- 8118: not actor 62@(170@,21i) dead
- 004D: jump_if_false @MUSIC1_10325
- 00D6: if
- 82CB: not actor 62@(170@,21i) bounding_sphere_visible
- 004D: jump_if_false @MUSIC1_10325
- 009B: destroy_actor 62@(170@,21i)
- :MUSIC1_10325
- 000A: 170@ += 1
- 0002: jump @MUSIC1_10235
- :MUSIC1_10339
- 0006: 170@ = 0
- :MUSIC1_10346
- 00D6: if
- 001D: 146@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_10450
- 00D6: if
- 8039: not 253@(170@,7i) == 1
- 004D: jump_if_false @MUSIC1_10436
- 00D6: if
- 8119: not car 147@(170@,7i) wrecked
- 004D: jump_if_false @MUSIC1_10436
- 00D6: if
- 82CA: not car 147@(170@,7i) bounding_sphere_visible
- 004D: jump_if_false @MUSIC1_10436
- 00A6: destroy_car 147@(170@,7i)
- :MUSIC1_10436
- 000A: 170@ += 1
- 0002: jump @MUSIC1_10346
- :MUSIC1_10450
- 0051: return
- :MUSIC1_10452
- 0006: 170@ = 0
- :MUSIC1_10459
- 00D6: if
- 001D: 61@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_10570
- 00D6: if
- 8118: not actor 62@(170@,21i) dead
- 004D: jump_if_false @MUSIC1_10556
- 00D6: if or
- 001B: 5 > 170@
- 0019: 170@ > 8
- 004D: jump_if_false @MUSIC1_10556
- 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
- 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
- :MUSIC1_10556
- 000A: 170@ += 1
- 0002: jump @MUSIC1_10459
- :MUSIC1_10570
- 00D6: if
- 8119: not car 148@ wrecked
- 004D: jump_if_false @MUSIC1_10647
- 020A: set_car 148@ door_status_to 3
- 00D6: if
- 8118: not actor 77@ dead
- 004D: jump_if_false @MUSIC1_10619
- 05CB: AS_actor 77@ enter_car 148@ as_driver -1 ms
- :MUSIC1_10619
- 00D6: if
- 8118: not actor 78@ dead
- 004D: jump_if_false @MUSIC1_10647
- 05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 time -1
- :MUSIC1_10647
- 00D6: if
- 8119: not car 149@ wrecked
- 004D: jump_if_false @MUSIC1_10724
- 020A: set_car 149@ door_status_to 3
- 00D6: if
- 8118: not actor 79@ dead
- 004D: jump_if_false @MUSIC1_10696
- 05CB: AS_actor 79@ enter_car 149@ as_driver -1 ms
- :MUSIC1_10696
- 00D6: if
- 8118: not actor 80@ dead
- 004D: jump_if_false @MUSIC1_10724
- 05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 time -1
- :MUSIC1_10724
- 0051: return
- :MUSIC1_10726
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_11352
- 0006: 169@ = 0
- 0006: 172@ = 0
- :MUSIC1_10756
- 00D6: if
- 001D: 146@ > 172@ // (int)
- 004D: jump_if_false @MUSIC1_11063
- 00D6: if
- 8119: not car 147@(172@,7i) wrecked
- 004D: jump_if_false @MUSIC1_11049
- 046C: 161@ = car 147@(172@,7i) driver
- 00D6: if and
- 0039: 161@ == -1
- 8039: not 253@(172@,7i) == 1
- 001B: 2 > 169@
- 004D: jump_if_false @MUSIC1_11049
- 0006: 171@ = 0
- :MUSIC1_10850
- 00D6: if
- 001D: 61@ > 171@ // (int)
- 004D: jump_if_false @MUSIC1_11049
- 00D6: if and
- 8118: not actor 62@(171@,21i) dead
- 8039: not 232@(171@,21i) == 1
- 004D: jump_if_false @MUSIC1_11035
- 020A: set_car 147@(172@,7i) door_status_to 3
- 06E1: AS_actor 62@(171@,21i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
- 0085: 154@(172@,7i) = 62@(171@,21i) // (int)
- 0006: 260@(172@,7i) = 1
- 01EC: make_car 147@(172@,7i) very_heavy 1
- 03AB: set_car 147@(172@,7i) strong 1
- 02AA: set_car 147@(172@,7i) immune_to_nonplayer True
- 0006: 232@(171@,21i) = 1
- 0006: 253@(172@,7i) = 1
- 000A: 169@ += 1
- 0085: 171@ = 61@ // (int)
- :MUSIC1_11035
- 000A: 171@ += 1
- 0002: jump @MUSIC1_10850
- :MUSIC1_11049
- 000A: 172@ += 1
- 0002: jump @MUSIC1_10756
- :MUSIC1_11063
- 065C: release_decision_maker 180@
- 07E5: copy_decision_maker -1 to 180@
- 0708: reset_decision_maker 180@ event 7
- 0006: 170@ = 0
- :MUSIC1_11089
- 00D6: if
- 001D: 61@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_11328
- 00D6: if
- 8118: not actor 62@(170@,21i) dead
- 004D: jump_if_false @MUSIC1_11314
- 00D6: if
- 8039: not 232@(170@,21i) == 1
- 004D: jump_if_false @MUSIC1_11291
- 00D6: if and
- 0029: 170@ >= 5
- 002B: 8 >= 170@
- 004D: jump_if_false @MUSIC1_11251
- 0350: set_actor 62@(170@,21i) maintain_position_when_attacked 1
- 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
- 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
- 0006: 210@(170@,21i) = 1
- 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
- 077A: set_actor 62@(170@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
- 0002: jump @MUSIC1_11284
- :MUSIC1_11251
- 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
- 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
- :MUSIC1_11284
- 0002: jump @MUSIC1_11302
- :MUSIC1_11291
- 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 0
- :MUSIC1_11302
- 060B: set_actor 62@(170@,21i) decision_maker_to 180@
- :MUSIC1_11314
- 000A: 170@ += 1
- 0002: jump @MUSIC1_11089
- :MUSIC1_11328
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_11352
- 060B: set_actor 55@ decision_maker_to 180@
- :MUSIC1_11352
- 0051: return
- :MUSIC1_11354
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_11586
- 0006: 172@ = 0
- :MUSIC1_11377
- 00D6: if
- 001D: 146@ > 172@ // (int)
- 004D: jump_if_false @MUSIC1_11586
- 00D6: if and
- 8119: not car 147@(172@,7i) wrecked
- 0039: 253@(172@,7i) == 1
- 004D: jump_if_false @MUSIC1_11572
- 00D6: if
- 8118: not actor 154@(172@,7i) dead
- 004D: jump_if_false @MUSIC1_11572
- 00D6: if and
- 80DB: not actor 154@(172@,7i) in_car 147@(172@,7i)
- 0039: 260@(172@,7i) == 0
- 004D: jump_if_false @MUSIC1_11523
- 06E1: AS_actor 154@(172@,7i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
- 0006: 260@(172@,7i) = 1
- :MUSIC1_11523
- 00D6: if and
- 00DB: actor 154@(172@,7i) in_car 147@(172@,7i)
- 0039: 260@(172@,7i) == 1
- 004D: jump_if_false @MUSIC1_11572
- 0006: 260@(172@,7i) = 0
- :MUSIC1_11572
- 000A: 172@ += 1
- 0002: jump @MUSIC1_11377
- :MUSIC1_11586
- 0051: return
- 0006: 170@ = 0
- :MUSIC1_11595
- 00D6: if
- 001D: 146@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_11769
- 00D6: if and
- 8119: not car 147@(170@,7i) wrecked
- 0039: 253@(170@,7i) == 1
- 004D: jump_if_false @MUSIC1_11755
- 046C: 161@ = car 147@(170@,7i) driver
- 00D6: if and
- 82CA: not car 147@(170@,7i) bounding_sphere_visible
- 8039: not 161@ == -1
- 8202: not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 sphere 0
- 004D: jump_if_false @MUSIC1_11755
- 04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0
- 00AB: put_car 147@(170@,7i) at 165@ 166@ 167@
- :MUSIC1_11755
- 000A: 170@ += 1
- 0002: jump @MUSIC1_11595
- :MUSIC1_11769
- 0051: return
- :MUSIC1_11771
- 0006: 172@ = 0
- :MUSIC1_11778
- 00D6: if
- 001D: 146@ > 172@ // (int)
- 004D: jump_if_false @MUSIC1_11887
- 00D6: if and
- 8119: not car 147@(172@,7i) wrecked
- 8118: not actor 154@(172@,7i) dead
- 0039: 253@(172@,7i) == 1
- 004D: jump_if_false @MUSIC1_11873
- 05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 model #NULL 2
- :MUSIC1_11873
- 000A: 172@ += 1
- 0002: jump @MUSIC1_11778
- :MUSIC1_11887
- 0051: return
- :MUSIC1_11889
- 016A: fade 0 time 1000
- :MUSIC1_11896
- 00D6: if
- 016B: fading
- 004D: jump_if_false @MUSIC1_11920
- 0001: wait 0 ms
- 0002: jump @MUSIC1_11896
- :MUSIC1_11920
- 0360: open_garage 'MUL_LAN'
- :MUSIC1_11931
- 00D6: if
- 83B0: not garage 'MUL_LAN' door_open
- 004D: jump_if_false @MUSIC1_11964
- 0001: wait 0 ms
- 0002: jump @MUSIC1_11931
- :MUSIC1_11964
- 00D6: if
- 0119: car 47@ wrecked
- 004D: jump_if_false @MUSIC1_12005
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- 0002: jump @MUSIC1_15556
- :MUSIC1_12005
- 0395: clear_area 0 at 52@ 53@ 54@ radius 50.0
- 0006: 172@ = 0
- :MUSIC1_12030
- 00D6: if
- 001D: 146@ > 172@ // (int)
- 004D: jump_if_false @MUSIC1_12103
- 00D6: if
- 0039: 253@(172@,7i) == 1
- 004D: jump_if_false @MUSIC1_12089
- 009B: destroy_actor 154@(172@,7i)
- 00A6: destroy_car 147@(172@,7i)
- :MUSIC1_12089
- 000A: 172@ += 1
- 0002: jump @MUSIC1_12030
- :MUSIC1_12103
- 01B4: set_player $PLAYER_CHAR can_move False
- 02A3: enable_widescreen 1
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_12185
- 00AB: put_car 47@ at 52@ 53@ 54@
- 0175: set_car 47@ Z_angle_to 0.0
- 00D6: if
- 80DF: not actor $PLAYER_ACTOR driving
- 004D: jump_if_false @MUSIC1_12185
- 036A: put_actor $PLAYER_ACTOR in_car 47@
- :MUSIC1_12185
- 0001: wait 500 ms
- 015F: set_camera_position 1640.75 -1528.1 14.25 rotation 0.0 0.0 0.0
- 0160: set_camera_point_at 1642.49 -1522.89 14.11 switchstyle 2
- 016A: fade 1 time 500
- :MUSIC1_12248
- 00D6: if
- 016B: fading
- 004D: jump_if_false @MUSIC1_12272
- 0001: wait 0 ms
- 0002: jump @MUSIC1_12248
- :MUSIC1_12272
- 00D6: if
- 0119: car 47@ wrecked
- 004D: jump_if_false @MUSIC1_12313
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- 0002: jump @MUSIC1_15556
- :MUSIC1_12313
- 0006: 279@ = 1
- 0707: start_scene_skip_to @MUSIC1_12579
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_12452
- 0615: define_AS_pack_begin 280@
- 05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 model #NULL 2
- 05CD: AS_actor -1 exit_car 47@
- 05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 time -1 ms // versionA
- 05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 time -1 ms // versionA
- 0616: define_AS_pack_end 280@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 280@
- 061B: remove_references_to_AS_pack 280@
- :MUSIC1_12452
- 0001: wait 1000 ms
- 062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
- 00D6: if
- 84A4: not 178@ == 7 // == constant
- 004D: jump_if_false @MUSIC1_12567
- 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
- :MUSIC1_12494
- 00D6: if and
- 002B: 1 >= 179@
- 84A4: not 178@ == 7 // == constant
- 004D: jump_if_false @MUSIC1_12567
- 0001: wait 0 ms
- 062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
- 00D6: if
- 84A4: not 178@ == 7 // == constant
- 004D: jump_if_false @MUSIC1_12560
- 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
- :MUSIC1_12560
- 0002: jump @MUSIC1_12494
- :MUSIC1_12567
- 0001: wait 2000 ms
- 0006: 279@ = 0
- :MUSIC1_12579
- 0701: end_scene_skip
- 00D6: if
- 0039: 279@ == 1
- 004D: jump_if_false @MUSIC1_12599
- :MUSIC1_12599
- 016A: fade 0 time 500
- :MUSIC1_12606
- 00D6: if
- 016B: fading
- 004D: jump_if_false @MUSIC1_12630
- 0001: wait 0 ms
- 0002: jump @MUSIC1_12606
- :MUSIC1_12630
- 0361: close_garage 'MUL_LAN'
- :MUSIC1_12641
- 00D6: if
- 83B1: not garage 'MUL_LAN' door_closed
- 004D: jump_if_false @MUSIC1_12674
- 0001: wait 0 ms
- 0002: jump @MUSIC1_12641
- :MUSIC1_12674
- 00D6: if
- 0119: car 47@ wrecked
- 004D: jump_if_false @MUSIC1_12715
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
- 0002: jump @MUSIC1_15556
- :MUSIC1_12715
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 00D6: if
- 00DF: actor $PLAYER_ACTOR driving
- 004D: jump_if_false @MUSIC1_12764
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@
- 0002: jump @MUSIC1_12778
- :MUSIC1_12764
- 00A1: put_actor $PLAYER_ACTOR at 52@ 53@ 54@
- :MUSIC1_12778
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0
- 00A6: destroy_car 47@
- 02A3: enable_widescreen 0
- 0373: set_camera_directly_behind_player
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR can_move True
- 016A: fade 1 time 500
- :MUSIC1_12815
- 00D6: if
- 016B: fading
- 004D: jump_if_false @MUSIC1_12839
- 0001: wait 0 ms
- 0002: jump @MUSIC1_12815
- :MUSIC1_12839
- 0051: return
- :MUSIC1_12841
- 0717: assign_actor 55@ to_dialogue_mode
- 0209: $6900 = random_int_in_ranges 0 2
- 0209: $6901 = random_int_in_ranges 0 3
- 00D6: if
- 0038: $6900 == 0
- 004D: jump_if_false @MUSIC1_13094
- 0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13080 jumps 0 @MUSIC1_12945 1 @MUSIC1_12990 2 @MUSIC1_13035 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087
- :MUSIC1_12945
- 05AA: 281@s = 'HI1' // @s = 'short' // ~z~Hey, what's poppin'?
- 04AF: 291@ = 21420 // = constant
- 04AF: 292@ = 21422 // = constant
- 04AF: 293@ = 21421 // = constant
- 0002: jump @MUSIC1_13087
- :MUSIC1_12990
- 05AA: 281@s = 'HI3' // @s = 'short' // ~z~Whassup?
- 04AF: 291@ = 21426 // = constant
- 04AF: 292@ = 21428 // = constant
- 04AF: 293@ = 21427 // = constant
- 0002: jump @MUSIC1_13087
- :MUSIC1_13035
- 05AA: 281@s = 'HI5' // @s = 'short' // ~z~Hey, what's crackin'?
- 04AF: 291@ = 21432 // = constant
- 04AF: 292@ = 21434 // = constant
- 04AF: 293@ = 21433 // = constant
- 0002: jump @MUSIC1_13087
- :MUSIC1_13080
- 0002: jump @MUSIC1_13087
- :MUSIC1_13087
- 0002: jump @MUSIC1_13299
- :MUSIC1_13094
- 0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13292 jumps 0 @MUSIC1_13157 1 @MUSIC1_13202 2 @MUSIC1_13247 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299
- :MUSIC1_13157
- 05AA: 281@s = 'HI2' // @s = 'short' // ~z~Hey, what's poppin'?
- 04AF: 291@ = 21423 // = constant
- 04AF: 292@ = 21425 // = constant
- 04AF: 293@ = 21424 // = constant
- 0002: jump @MUSIC1_13299
- :MUSIC1_13202
- 05AA: 281@s = 'HI4' // @s = 'short' // ~z~Whassup?
- 04AF: 291@ = 21429 // = constant
- 04AF: 292@ = 21431 // = constant
- 04AF: 293@ = 21430 // = constant
- 0002: jump @MUSIC1_13299
- :MUSIC1_13247
- 05AA: 281@s = 'HI6' // @s = 'short' // ~z~Hey, what's crackin'?
- 04AF: 291@ = 21435 // = constant
- 04AF: 292@ = 21437 // = constant
- 04AF: 293@ = 21436 // = constant
- 0002: jump @MUSIC1_13299
- :MUSIC1_13292
- 0002: jump @MUSIC1_13299
- :MUSIC1_13299
- 0209: $6900 = random_int_in_ranges 0 2
- 00D6: if
- 0038: $6900 == 0
- 004D: jump_if_false @MUSIC1_13371
- 05AA: 283@s = 'DOFFE1' // @s = 'short' // ~z~Well why don't you come and dance?
- 04AF: 294@ = 21404 // = constant
- 04AF: 295@ = 21406 // = constant
- 04AF: 296@ = 21405 // = constant
- 0002: jump @MUSIC1_13409
- :MUSIC1_13371
- 05AA: 283@s = 'DOFFE3' // @s = 'short' // ~z~Well, hey, let's dance, sugar!
- 04AF: 294@ = 21410 // = constant
- 04AF: 295@ = 21412 // = constant
- 04AF: 296@ = 21411 // = constant
- :MUSIC1_13409
- 0209: $6900 = random_int_in_ranges 0 2
- 00D6: if
- 0038: $6900 == 0
- 004D: jump_if_false @MUSIC1_13465
- 05AA: 285@s = 'BEXIT1' // @s = 'short' // ~z~Suit yourself.
- 04AF: 297@ = 21400 // = constant
- 0002: jump @MUSIC1_13487
- :MUSIC1_13465
- 05AA: 285@s = 'BEXIT2' // @s = 'short' // ~z~Whatever. See you 'round.
- 04AF: 297@ = 21401 // = constant
- :MUSIC1_13487
- 05AA: 287@s = 'DSTAR2' // @s = 'short' // ~z~Let's see what you got...
- 04AF: 298@ = 21417 // = constant
- 0209: $6900 = random_int_in_ranges 0 2
- 00D6: if
- 0038: $6900 == 0
- 004D: jump_if_false @MUSIC1_13565
- 05AA: 289@s = 'GEXIT1' // @s = 'short' // ~z~Well, come on back when you ain't so rushed.
- 04AF: 299@ = 21418 // = constant
- 0002: jump @MUSIC1_13587
- :MUSIC1_13565
- 05AA: 289@s = 'GEXIT2' // @s = 'short' // ~z~If you change your mind you know where to find me.
- 04AF: 299@ = 21419 // = constant
- :MUSIC1_13587
- 0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@
- 0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@
- 0A18: set_dialogue_classA_question_GXT 283@s answer_yes_GXT 287@s answer_no_GXT 289@s question_WAV 294@ answer_yes_WAV 295@ answer_no_WAV 296@
- 0A3C: set_dialogue_classA_end_GXT 287@s WAV 298@
- 0A3C: set_dialogue_classA_end_GXT 289@s WAV 299@
- 0719: enable_dialogue_mode
- 0051: return
- :MUSIC1_13655
- 0717: assign_actor 55@ to_dialogue_mode
- 0209: $6900 = random_int_in_ranges 0 2
- 00D6: if
- 0038: $6900 == 0
- 004D: jump_if_false @MUSIC1_13732
- 05AA: 300@s = 'VOFFE1' // @s = 'short' // ~z~You got some moves, wanna come and chat?
- 04AF: 304@ = 21443 // = constant
- 04AF: 305@ = 21445 // = constant
- 04AF: 306@ = 21444 // = constant
- 0002: jump @MUSIC1_13770
- :MUSIC1_13732
- 05AA: 300@s = 'VOFFE2' // @s = 'short' // ~z~You got some moves, wanna come and chat?
- 04AF: 304@ = 21446 // = constant
- 04AF: 305@ = 21448 // = constant
- 04AF: 306@ = 21447 // = constant
- :MUSIC1_13770
- 0209: $6900 = random_int_in_ranges 0 2
- 00D6: if
- 0038: $6900 == 0
- 004D: jump_if_false @MUSIC1_13842
- 05AA: 302@s = 'VSURE1' // @s = 'short' // ~z~You sure?
- 04AF: 307@ = 21449 // = constant
- 04AF: 308@ = 21451 // = constant
- 04AF: 309@ = 21450 // = constant
- 0002: jump @MUSIC1_13880
- :MUSIC1_13842
- 05AA: 302@s = 'VSURE2' // @s = 'short' // ~z~You sure?
- 04AF: 307@ = 21452 // = constant
- 04AF: 308@ = 21454 // = constant
- 04AF: 309@ = 21453 // = constant
- :MUSIC1_13880
- 0A18: set_dialogue_classA_question_GXT 300@s answer_yes_GXT 'VYES2' answer_no_GXT 302@s question_WAV 304@ answer_yes_WAV 305@ answer_no_WAV 306@ // ~z~Let me take you into my office...
- 0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456 // ~z~Let me take you into my office...
- 0A18: set_dialogue_classA_question_GXT 302@s answer_yes_GXT 'VLATE' answer_no_GXT 'VYES1' question_WAV 307@ answer_yes_WAV 308@ answer_no_WAV 309@ // ~z~Well, I'm here for a while, if you change your mind! // ~z~C'mon, homeboy.
- 0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442 // ~z~Well, I'm here for a while, if you change your mind!
- 0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455 // ~z~C'mon, homeboy.
- 0719: enable_dialogue_mode
- 0051: return
- :MUSIC1_13984
- 0087: 310@ = 39@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 40@ // (float)
- 0063: 311@ -= 35@ // (float)
- 0050: gosub @MUSIC1_14436
- 0087: 39@ = 312@ // (float)
- 0087: 40@ = 313@ // (float)
- 0007: 41@ = 2.68
- 0087: 310@ = 42@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 43@ // (float)
- 0063: 311@ -= 35@ // (float)
- 0050: gosub @MUSIC1_14436
- 0087: 42@ = 312@ // (float)
- 0087: 43@ = 313@ // (float)
- 0007: 44@ = 2.39
- 0087: 310@ = 48@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 49@ // (float)
- 0063: 311@ -= 35@ // (float)
- 0050: gosub @MUSIC1_14436
- 0087: 48@ = 312@ // (float)
- 0087: 49@ = 313@ // (float)
- 0007: 50@ = 3.42
- 000F: 51@ -= 51.0
- 0087: 310@ = 56@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 57@ // (float)
- 0063: 311@ -= 35@ // (float)
- 0050: gosub @MUSIC1_14436
- 0087: 56@ = 312@ // (float)
- 0087: 57@ = 313@ // (float)
- 0087: 310@ = 58@ // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 59@ // (float)
- 0063: 311@ -= 35@ // (float)
- 0050: gosub @MUSIC1_14436
- 0087: 58@ = 312@ // (float)
- 0087: 59@ = 313@ // (float)
- 0007: 60@ = 2.31
- 0006: 170@ = 0
- :MUSIC1_14316
- 00D6: if
- 001D: 61@ > 170@ // (int)
- 004D: jump_if_false @MUSIC1_14434
- 0087: 310@ = 83@(170@,21f) // (float)
- 0063: 310@ -= 34@ // (float)
- 0087: 311@ = 104@(170@,21f) // (float)
- 0063: 311@ -= 35@ // (float)
- 0050: gosub @MUSIC1_14436
- 0087: 83@(170@,21f) = 312@ // (float)
- 0087: 104@(170@,21f) = 313@ // (float)
- 000F: 125@(170@,21f) -= 51.0
- 000A: 170@ += 1
- 0002: jump @MUSIC1_14316
- :MUSIC1_14434
- 0051: return
- :MUSIC1_14436
- 0087: 314@ = 310@ // (float)
- 006B: 314@ *= 310@ // (float)
- 0087: 315@ = 311@ // (float)
- 006B: 315@ *= 311@ // (float)
- 0087: 317@ = 314@ // (float)
- 005B: 317@ += 315@ // (float)
- 01FB: 316@ = square_root 317@
- 0087: 318@ = 311@ // (float)
- 0073: 318@ /= 316@ // (float)
- 0087: 319@ = 310@ // (float)
- 0073: 319@ /= 316@ // (float)
- 02F7: 320@ = cosine 51.0 // (float)
- 02F6: 321@ = sine 51.0 // (float)
- 0087: 322@ = 318@ // (float)
- 006B: 322@ *= 320@ // (float)
- 0087: 323@ = 319@ // (float)
- 006B: 323@ *= 321@ // (float)
- 0087: 324@ = 319@ // (float)
- 006B: 324@ *= 320@ // (float)
- 0087: 325@ = 318@ // (float)
- 006B: 325@ *= 321@ // (float)
- 0087: 326@ = 322@ // (float)
- 0063: 326@ -= 323@ // (float)
- 0087: 327@ = 324@ // (float)
- 005B: 327@ += 325@ // (float)
- 0087: 312@ = 316@ // (float)
- 006B: 312@ *= 327@ // (float)
- 0087: 313@ = 316@ // (float)
- 006B: 313@ *= 326@ // (float)
- 005B: 312@ += 34@ // (float)
- 005B: 313@ += 35@ // (float)
- 0051: return
- :MUSIC1_14690
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_14854
- 00D6: if
- 0039: 208@ == 1
- 004D: jump_if_false @MUSIC1_14793
- 00D6: if
- 80DB: not actor $PLAYER_ACTOR in_car 47@
- 004D: jump_if_false @MUSIC1_14786
- 0164: disable_marker 273@
- 0186: 272@ = create_marker_above_car 47@
- 07E0: set_marker 272@ type_to 1
- 00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0 // ~s~Get back into the ~b~sound van~s~.
- 0006: 208@ = 0
- :MUSIC1_14786
- 0002: jump @MUSIC1_14854
- :MUSIC1_14793
- 00D6: if
- 00DB: actor $PLAYER_ACTOR in_car 47@
- 004D: jump_if_false @MUSIC1_14854
- 0164: disable_marker 272@
- 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
- 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0 // ~s~Get the van back to the ~y~garage.
- 0006: 208@ = 1
- :MUSIC1_14854
- 0051: return
- :MUSIC1_14856
- 01B4: set_player $PLAYER_CHAR can_move False
- 02A3: enable_widescreen 1
- 00BE: text_clear_all
- 00BC: show_text_highpriority GXT 'MUS1_2' time 10000 flag 0 // ~s~When you get to the beach party, go and talk to the ~y~DJ~s~.
- 015F: set_camera_position 532.87 -1893.69 3.29 rotation 0.0 0.0 0.0
- 0160: set_camera_point_at 533.97 -1892.67 3.3 switchstyle 2
- 00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord
- 00A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord -100.0
- 0087: 328@ = 34@ // (float)
- 0065: 328@ -= $tempvar_X_coord // (float)
- 0087: 329@ = 35@ // (float)
- 0065: 329@ -= $tempvar_Y_coord // (float)
- 0604: get_Z_angle_for_point 328@ 329@ store_to $tempvar_Angle
- 00D6: if
- 80DF: not actor $PLAYER_ACTOR driving
- 004D: jump_if_false @MUSIC1_15040
- 0173: set_actor $PLAYER_ACTOR Z_angle_to $tempvar_Angle
- 0002: jump @MUSIC1_15061
- :MUSIC1_15040
- 03C0: 330@ = actor $PLAYER_ACTOR car
- 00A9: set_car 330@ to_normal_driver
- 0175: set_car 330@ Z_angle_to $tempvar_Angle
- :MUSIC1_15061
- 0001: wait 2000 ms
- 0006: 279@ = 1
- 0707: start_scene_skip_to @MUSIC1_15092
- 0001: wait 8000 ms
- 0006: 279@ = 0
- :MUSIC1_15092
- 0701: end_scene_skip
- 00D6: if
- 0039: 279@ == 1
- 004D: jump_if_false @MUSIC1_15112
- :MUSIC1_15112
- 00BE: text_clear_all
- 02A3: enable_widescreen 0
- 0373: set_camera_directly_behind_player
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR can_move True
- 0051: return
- :MUSIC1_15131
- 0871: init_jump_table 191@ total_jumps 2 default_jump 1 @MUSIC1_15266 jumps 0 @MUSIC1_15194 1 @MUSIC1_15230 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273
- :MUSIC1_15194
- 05AA: 184@s = 'LOC1_YT' // @s = 'short' // ~z~He's stealing the sounds!
- 04AF: 186@ = 21656 // = constant
- 0006: 189@ = 1
- 0002: jump @MUSIC1_15273
- :MUSIC1_15230
- 05AA: 184@s = 'DNCEF1' // @s = 'short' // ~z~You need to put more time in on the dance floor!
- 04AF: 186@ = 21402 // = constant
- 0006: 189@ = 1
- 0002: jump @MUSIC1_15273
- :MUSIC1_15266
- 0002: jump @MUSIC1_15273
- :MUSIC1_15273
- 0006: 187@ = 0
- 0006: 188@ = 0
- 0006: 190@ = 0
- 040D: unload_wav 1
- 00BE: text_clear_all
- 0051: return
- :MUSIC1_15302
- 00D6: if or
- 0039: 187@ == 0
- 0039: 187@ == 1
- 004D: jump_if_false @MUSIC1_15372
- 00D6: if
- 001D: 189@ > 188@ // (int)
- 004D: jump_if_false @MUSIC1_15372
- 00D6: if
- 0019: TIMERA > 1000
- 004D: jump_if_false @MUSIC1_15372
- 0050: gosub @MUSIC1_15430
- :MUSIC1_15372
- 00D6: if
- 0039: 187@ == 2
- 004D: jump_if_false @MUSIC1_15428
- 00D6: if
- 03D2: wav 1 ended
- 004D: jump_if_false @MUSIC1_15428
- 0006: 187@ = 0
- 000A: 188@ += 1
- 00BE: text_clear_all
- 0006: TIMERA = 0
- :MUSIC1_15428
- 0051: return
- :MUSIC1_15430
- 00D6: if
- 0039: 187@ == 0
- 004D: jump_if_false @MUSIC1_15466
- 03CF: load_wav 186@(188@,1i) as 1
- 0006: 187@ = 1
- :MUSIC1_15466
- 00D6: if
- 0039: 187@ == 1
- 004D: jump_if_false @MUSIC1_15554
- 00D6: if
- 03D0: wav 1 loaded
- 004D: jump_if_false @MUSIC1_15554
- 00BC: show_text_highpriority GXT 184@(188@,1s) time 10000 flag 1
- 00D6: if and
- 0039: 191@ == 1
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_15543
- 0949: link_wav 1 to_actor 55@
- :MUSIC1_15543
- 03D1: play_wav 1
- 0006: 187@ = 2
- :MUSIC1_15554
- 0051: return
- :MUSIC1_15556
- 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
- 0051: return
- :MUSIC1_15574
- 0008: $OG_Loc_Total_Passed_Missions += 1
- 0318: set_latest_mission_passed 'STRAP_1' // Life's a Beach
- 030C: progress_made = 1
- 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT +
- 0998: add_respect 3
- 0110: clear_player $PLAYER_CHAR wanted_level
- 0394: play_music 1
- 0051: return
- :MUSIC1_15629
- 0249: release_model #VOODOO
- 0249: release_model #ESPERANT
- 0249: release_model #OCEANIC
- 0249: release_model #PONY
- 0249: release_model #MP5LNG
- 0249: release_model #BFYST
- 0249: release_model #WFYST
- 0249: release_model #BMYST
- 0249: release_model #WMYRO
- 0249: release_model #WFYCLOT
- 0249: release_model #WMYST
- 0249: release_model #WMYCLOT
- 0249: release_model #BMYDJ
- 0249: release_model #WFYRI
- 0249: release_model #OFYRI
- 06EB: release_car_component #WHEEL_OR1
- 01C4: remove_references_to_object 45@ // This object will now disappear when the player looks away
- 01C4: remove_references_to_object 46@ // This object will now disappear when the player looks away
- 090F: end_external_script 0 (DANCE)
- 04EF: release_animation "BAR"
- 04EF: release_animation "DANCING"
- 04EF: release_animation "BEACH"
- 04EF: release_animation "SCRATCHING"
- 0164: disable_marker 271@
- 0164: disable_marker 272@
- 0164: disable_marker 273@
- 0650: destroy_particle 37@
- 0650: destroy_particle 38@
- 061B: remove_references_to_AS_pack 173@
- 061B: remove_references_to_AS_pack 174@
- 061B: remove_references_to_AS_pack 177@
- 061B: remove_references_to_AS_pack 280@
- 061B: remove_references_to_AS_pack 181@
- 061B: remove_references_to_AS_pack 182@
- 061B: remove_references_to_AS_pack 183@
- 00D6: if
- 0256: player $PLAYER_CHAR defined
- 004D: jump_if_false @MUSIC1_15839
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
- :MUSIC1_15839
- 00D6: if
- 8118: not actor 55@ dead
- 004D: jump_if_false @MUSIC1_15867
- 08ED: remove_actor 55@ from_dialogue_mode
- 04D7: set_actor 55@ locked False
- :MUSIC1_15867
- 00D6: if
- 8119: not car 47@ wrecked
- 004D: jump_if_false @MUSIC1_15890
- 0852: set_car 47@ damages_visible 1
- :MUSIC1_15890
- 065C: release_decision_maker 180@
- 03E6: remove_text_box
- 0917: audio_zone 'BEACH' enable_sound 0
- 091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
- 01BD: $Current_Time_in_ms = current_time_in_ms
- 0004: $ONMISSION = 0
- 00D8: mission_cleanup
- 0051: return
- //------------//------------//------------//------------
- //------------//------------//------------//------------
- //------------//------------//------------//------------
- //-------------External script 0 (DANCE)---------------
- //-------------External script 35 (DANCE)---------------
- :DANCE
- 03A4: script_name 'DANCE'
- 08BA: set $5295 bit 31
- 09BD: allow_other_scripts_to_display_text_boxes 1
- 03F0: enable_text_draw 1
- 09EE: set_status_text_stay_on_screen 1
- 00D6: if
- 0019: 13@ > 0
- 004D: jump_if_false @DANCE_72
- 009A: 5@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0
- :DANCE_72
- 0006: 18@ = 5
- 0006: 23@ = 5
- 0006: 16@ = -1
- 0006: 24@ = -1
- 0006: 17@ = -1
- 0006: 13@ = 0
- 0004: $DANCE_SCORE = 0
- 0004: $9528 = 0
- 0004: $9527 = -1
- 0004: $9529 = 1
- 0006: 22@ = 5
- 0006: TIMERA = 10000
- :DANCE_157
- 0001: wait 0 ms
- 00D6: if
- 0256: player $PLAYER_CHAR defined
- 004D: jump_if_false @DANCE_367
- 00D6: if
- 0019: 6@ > 0
- 004D: jump_if_false @DANCE_353
- 00D6: if
- 0038: $5298 == 1
- 004D: jump_if_false @DANCE_245
- 00D6: if
- 8039: not 6@ == 2
- 004D: jump_if_false @DANCE_245
- 0006: 6@ = 2
- 0006: 7@ = 0
- :DANCE_245
- 00D6: if
- 0039: 5@ == -1
- 004D: jump_if_false @DANCE_302
- 00D6: if
- 8039: not 22@ == 5
- 004D: jump_if_false @DANCE_288
- 0050: gosub @DANCE_9479
- :DANCE_288
- 0050: gosub @DANCE_381
- 0002: jump @DANCE_346
- :DANCE_302
- 00D6: if
- 8118: not actor 5@ dead
- 004D: jump_if_false @DANCE_339
- 0050: gosub @DANCE_9479
- 0050: gosub @DANCE_381
- 0002: jump @DANCE_346
- :DANCE_339
- 0050: gosub @DANCE_16653
- :DANCE_346
- 0002: jump @DANCE_360
- :DANCE_353
- 0050: gosub @DANCE_381
- :DANCE_360
- 0002: jump @DANCE_374
- :DANCE_367
- 0050: gosub @DANCE_16653
- :DANCE_374
- 0002: jump @DANCE_157
- :DANCE_381
- 0871: init_jump_table 6@ total_jumps 4 default_jump 0 @DANCE_500 jumps 0 @DANCE_444 1 @DANCE_458 2 @DANCE_472 3 @DANCE_486 -1 @DANCE_500 -1 @DANCE_500 -1 @DANCE_500
- :DANCE_444
- 0050: gosub @DANCE_502
- 0002: jump @DANCE_500
- :DANCE_458
- 0050: gosub @DANCE_1090
- 0002: jump @DANCE_500
- :DANCE_472
- 0050: gosub @DANCE_2086
- 0002: jump @DANCE_500
- :DANCE_486
- 0050: gosub @DANCE_2412
- 0002: jump @DANCE_500
- :DANCE_500
- 0051: return
- :DANCE_502
- 0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_1088 jumps 0 @DANCE_565 1 @DANCE_646 2 @DANCE_803 3 @DANCE_948 -1 @DANCE_1088 -1 @DANCE_1088 -1 @DANCE_1088
- :DANCE_565
- 01B4: set_player $PLAYER_CHAR can_move False
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 03F4: set_all_cars_apply_damage_rules 0
- 0826: enable_hud 0
- 0581: enable_radar 0
- 00D6: if
- 8039: not 5@ == -1
- 004D: jump_if_false @DANCE_625
- 0253: save_current_time
- :DANCE_625
- 016A: fade 0 time 500
- 000A: 7@ += 1
- 0002: jump @DANCE_1088
- :DANCE_646
- 00D6: if
- 816B: not fading
- 004D: jump_if_false @DANCE_796
- 0050: gosub @DANCE_2764
- 04ED: load_animation v$DANCE_ANIM_IFP
- 00D6: if
- 84EE: not animation v$DANCE_ANIM_IFP loaded
- 004D: jump_if_false @DANCE_694
- 0002: jump @DANCE_1088
- :DANCE_694
- 00D6: if
- 8039: not 5@ == -1
- 004D: jump_if_false @DANCE_718
- 00C0: set_current_time_hours_to 0 minutes_to 0
- :DANCE_718
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0395: clear_area 1 at 0@ 1@ 2@ radius 1.5
- 00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 3@
- 0050: gosub @DANCE_6883
- 0050: gosub @DANCE_5828
- 0006: 17@ = 0
- 0952: load_soundtrack 4@
- 000A: 7@ += 1
- :DANCE_796
- 0002: jump @DANCE_1088
- :DANCE_803
- 0953: get_soundtrack_status_to 13@
- 00D6: if
- 04A4: 13@ == 2 // == constant
- 004D: jump_if_false @DANCE_941
- 0954: start_playing_loaded_soundtrack
- 0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB
- 00D6: if
- 8118: not actor 5@ dead
- 004D: jump_if_false @DANCE_920
- 0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB
- :DANCE_920
- 016A: fade 1 time 500
- 0006: TIMERB = 0
- 000A: 7@ += 1
- :DANCE_941
- 0002: jump @DANCE_1088
- :DANCE_948
- 00D6: if
- 816B: not fading
- 004D: jump_if_false @DANCE_1081
- 00D6: if
- 0039: 5@ == -1
- 004D: jump_if_false @DANCE_1043
- 00D6: if
- 0029: TIMERB >= 10000
- 004D: jump_if_false @DANCE_1036
- 004F: start_new_script @BDISPLY
- 03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable
- 0006: 6@ = 1
- 0006: 7@ = 1
- :DANCE_1036
- 0002: jump @DANCE_1081
- :DANCE_1043
- 004F: start_new_script @BDISPLY
- 03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable
- 0006: 6@ = 1
- 0006: 7@ = 1
- :DANCE_1081
- 0002: jump @DANCE_1088
- :DANCE_1088
- 0051: return
- :DANCE_1090
- 0871: init_jump_table 7@ total_jumps 1 default_jump 0 @DANCE_2084 jumps 1 @DANCE_1153 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084
- :DANCE_1153
- 0050: gosub @DANCE_5692
- 0050: gosub @DANCE_8068
- 0050: gosub @DANCE_5723
- 0050: gosub @DANCE_5504
- 0050: gosub @DANCE_2932
- 00D6: if
- 0039: 6@ == 3
- 004D: jump_if_false @DANCE_1213
- 0002: jump @DANCE_2084
- :DANCE_1213
- 0050: gosub @DANCE_3662
- 0050: gosub @DANCE_5367
- 0050: gosub @DANCE_5828
- 0050: gosub @DANCE_8952
- 0050: gosub @DANCE_9617
- 00D6: if
- 0039: 22@ == 3
- 004D: jump_if_false @DANCE_1387
- 00D6: if
- 001A: 99999999 > $DANCE_SCORE
- 004D: jump_if_false @DANCE_1341
- 00D6: if
- 0039: 29@ == 2
- 004D: jump_if_false @DANCE_1334
- 0006: 30@ = 10
- 0012: 30@ *= 2
- 005E: $DANCE_SCORE += 30@ // (int)
- 0002: jump @DANCE_1341
- :DANCE_1334
- 0008: $DANCE_SCORE += 10
- :DANCE_1341
- 000A: 26@ += 1
- 0050: gosub @DANCE_8131
- 00D6: if
- 8039: not 31@ == -1
- 004D: jump_if_false @DANCE_1380
- 0050: gosub @DANCE_4113
- :DANCE_1380
- 0002: jump @DANCE_2084
- :DANCE_1387
- 00D6: if
- 0039: 22@ == 1
- 004D: jump_if_false @DANCE_1526
- 00D6: if
- 001A: 99999999 > $DANCE_SCORE
- 004D: jump_if_false @DANCE_1480
- 00D6: if
- 0039: 29@ == 2
- 004D: jump_if_false @DANCE_1473
- 0006: 30@ = 50
- 0012: 30@ *= 2
- 005E: $DANCE_SCORE += 30@ // (int)
- 0002: jump @DANCE_1480
- :DANCE_1473
- 0008: $DANCE_SCORE += 50
- :DANCE_1480
- 000A: 28@ += 1
- 0050: gosub @DANCE_8131
- 00D6: if
- 8039: not 31@ == -1
- 004D: jump_if_false @DANCE_1519
- 0050: gosub @DANCE_4113
- :DANCE_1519
- 0002: jump @DANCE_2084
- :DANCE_1526
- 00D6: if
- 0039: 22@ == 2
- 004D: jump_if_false @DANCE_1665
- 00D6: if
- 001A: 99999999 > $DANCE_SCORE
- 004D: jump_if_false @DANCE_1619
- 00D6: if
- 0039: 29@ == 2
- 004D: jump_if_false @DANCE_1612
- 0006: 30@ = 20
- 0012: 30@ *= 2
- 005E: $DANCE_SCORE += 30@ // (int)
- 0002: jump @DANCE_1619
- :DANCE_1612
- 0008: $DANCE_SCORE += 20
- :DANCE_1619
- 000A: 26@ += 1
- 0050: gosub @DANCE_8131
- 00D6: if
- 8039: not 31@ == -1
- 004D: jump_if_false @DANCE_1658
- 0050: gosub @DANCE_4113
- :DANCE_1658
- 0002: jump @DANCE_2084
- :DANCE_1665
- 00D6: if
- 0039: 22@ == 0
- 004D: jump_if_false @DANCE_1768
- 00D6: if
- 0018: $DANCE_SCORE > 0
- 004D: jump_if_false @DANCE_1715
- 000C: $DANCE_SCORE -= 0
- 0002: jump @DANCE_1722
- :DANCE_1715
- 0004: $DANCE_SCORE = 0
- :DANCE_1722
- 000A: 27@ += 1
- 0050: gosub @DANCE_8131
- 00D6: if
- 8039: not 31@ == -1
- 004D: jump_if_false @DANCE_1761
- 0050: gosub @DANCE_4740
- :DANCE_1761
- 0002: jump @DANCE_2084
- :DANCE_1768
- 00D6: if
- 0039: 22@ == 4
- 004D: jump_if_false @DANCE_1871
- 00D6: if
- 0018: $DANCE_SCORE > 0
- 004D: jump_if_false @DANCE_1818
- 000C: $DANCE_SCORE -= 0
- 0002: jump @DANCE_1825
- :DANCE_1818
- 0004: $DANCE_SCORE = 0
- :DANCE_1825
- 000A: 27@ += 1
- 0050: gosub @DANCE_8131
- 00D6: if
- 8039: not 31@ == -1
- 004D: jump_if_false @DANCE_1864
- 0050: gosub @DANCE_4740
- :DANCE_1864
- 0002: jump @DANCE_2084
- :DANCE_1871
- 00D6: if
- 0039: 22@ == 10
- 004D: jump_if_false @DANCE_1974
- 00D6: if
- 0018: $DANCE_SCORE > 0
- 004D: jump_if_false @DANCE_1921
- 000C: $DANCE_SCORE -= 0
- 0002: jump @DANCE_1928
- :DANCE_1921
- 0004: $DANCE_SCORE = 0
- :DANCE_1928
- 000A: 27@ += 1
- 0050: gosub @DANCE_8131
- 00D6: if
- 8039: not 31@ == -1
- 004D: jump_if_false @DANCE_1967
- 0050: gosub @DANCE_4740
- :DANCE_1967
- 0002: jump @DANCE_2084
- :DANCE_1974
- 00D6: if
- 0039: 22@ == 11
- 004D: jump_if_false @DANCE_2077
- 00D6: if
- 0018: $DANCE_SCORE > 0
- 004D: jump_if_false @DANCE_2024
- 000C: $DANCE_SCORE -= 0
- 0002: jump @DANCE_2031
- :DANCE_2024
- 0004: $DANCE_SCORE = 0
- :DANCE_2031
- 000A: 27@ += 1
- 0050: gosub @DANCE_8131
- 00D6: if
- 8039: not 31@ == -1
- 004D: jump_if_false @DANCE_2070
- 0050: gosub @DANCE_4740
- :DANCE_2070
- 0002: jump @DANCE_2084
- :DANCE_2077
- 0002: jump @DANCE_2084
- :DANCE_2084
- 0051: return
- :DANCE_2086
- 0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_2410 jumps 0 @DANCE_2149 1 @DANCE_2170 2 @DANCE_2222 3 @DANCE_2396 -1 @DANCE_2410 -1 @DANCE_2410 -1 @DANCE_2410
- :DANCE_2149
- 016A: fade 0 time 500
- 000A: 7@ += 1
- 0002: jump @DANCE_2410
- :DANCE_2170
- 00D6: if
- 816B: not fading
- 004D: jump_if_false @DANCE_2215
- 0953: get_soundtrack_status_to 13@
- 00D6: if
- 04A4: 13@ == 3 // == constant
- 004D: jump_if_false @DANCE_2208
- 0955: end_playing_loaded_soundtrack
- :DANCE_2208
- 000A: 7@ += 1
- :DANCE_2215
- 0002: jump @DANCE_2410
- :DANCE_2222
- 0151: remove_status_text $DANCE_SCORE
- 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
- 03F4: set_all_cars_apply_damage_rules 1
- 0826: enable_hud 1
- 0581: enable_radar 1
- 03E6: remove_text_box
- 0373: set_camera_directly_behind_player
- 02EB: restore_camera_with_jumpcut
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 00D6: if
- 8118: not actor 5@ dead
- 004D: jump_if_false @DANCE_2355
- 0792: disembark_instantly_actor 5@
- 0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
- :DANCE_2355
- 00D6: if
- 8039: not 5@ == -1
- 004D: jump_if_false @DANCE_2375
- 0254: restore_current_time
- :DANCE_2375
- 016A: fade 1 time 1500
- 000A: 7@ += 1
- 0002: jump @DANCE_2410
- :DANCE_2396
- 0050: gosub @DANCE_16653
- 0002: jump @DANCE_2410
- :DANCE_2410
- 0051: return
- :DANCE_2412
- 0871: init_jump_table 7@ total_jumps 2 default_jump 0 @DANCE_2762 jumps 0 @DANCE_2475 1 @DANCE_2567 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762
- :DANCE_2475
- 0991: set_soundtrack_paused 1
- 00D6: if
- 0611: actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM
- 004D: jump_if_false @DANCE_2508
- 0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 0
- :DANCE_2508
- 00D6: if
- 8118: not actor 5@ dead
- 004D: jump_if_false @DANCE_2553
- 00D6: if
- 0611: actor 5@ performing_animation v$5303
- 004D: jump_if_false @DANCE_2553
- 0612: set_actor 5@ animation v$5303 paused 0
- :DANCE_2553
- 000A: 7@ += 1
- 0002: jump @DANCE_2762
- :DANCE_2567
- 0050: gosub @DANCE_2932
- 00D6: if
- 0039: 18@ == 100
- 004D: jump_if_false @DANCE_2620
- 0004: $DANCE_SCORE = 0
- 0006: 6@ = 2
- 0006: 7@ = 0
- 0002: jump @DANCE_2762
- :DANCE_2620
- 00D6: if
- 0039: 18@ == 99
- 004D: jump_if_false @DANCE_2755
- 00D6: if
- 0019: 6@ > 0
- 004D: jump_if_false @DANCE_2755
- 0991: set_soundtrack_paused 0
- 00D6: if
- 0611: actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM
- 004D: jump_if_false @DANCE_2689
- 0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 1
- :DANCE_2689
- 00D6: if
- 8118: not actor 5@ dead
- 004D: jump_if_false @DANCE_2734
- 00D6: if
- 0611: actor 5@ performing_animation v$5303
- 004D: jump_if_false @DANCE_2734
- 0612: set_actor 5@ animation v$5303 paused 1
- :DANCE_2734
- 0006: 6@ = 1
- 0006: 7@ = 1
- 0002: jump @DANCE_2762
- :DANCE_2755
- 0002: jump @DANCE_2762
- :DANCE_2762
- 0051: return
- :DANCE_2764
- 0871: init_jump_table 4@ total_jumps 4 default_jump 1 @DANCE_2906 jumps 1 @DANCE_2827 2 @DANCE_2846 3 @DANCE_2865 4 @DANCE_2889 -1 @DANCE_2930 -1 @DANCE_2930 -1 @DANCE_2930
- :DANCE_2827
- 06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string
- 0002: jump @DANCE_2930
- :DANCE_2846
- 06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string
- 0002: jump @DANCE_2930
- :DANCE_2865
- 06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string
- 0002: jump @DANCE_2930
- :DANCE_2889
- 06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string
- 0002: jump @DANCE_2930
- :DANCE_2906
- 06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string
- 0006: 4@ = 4
- 0002: jump @DANCE_2930
- :DANCE_2930
- 0051: return
- :DANCE_2932
- 0050: gosub @DANCE_16964
- 0871: init_jump_table 23@ total_jumps 7 default_jump 0 @DANCE_3660 jumps 1 @DANCE_3386 2 @DANCE_3340 3 @DANCE_3294 4 @DANCE_3248 5 @DANCE_3002 99 @DANCE_3432 100 @DANCE_3615
- :DANCE_3002
- 00D6: if
- 0038: $9534 == 10
- 004D: jump_if_false @DANCE_3041
- 0006: 18@ = 4
- 0006: 23@ = 4
- 0002: jump @DANCE_3660
- :DANCE_3041
- 00D6: if
- 0038: $9534 == 13
- 004D: jump_if_false @DANCE_3080
- 0006: 18@ = 3
- 0006: 23@ = 3
- 0002: jump @DANCE_3660
- :DANCE_3080
- 00D6: if
- 0038: $9534 == 9
- 004D: jump_if_false @DANCE_3119
- 0006: 18@ = 2
- 0006: 23@ = 2
- 0002: jump @DANCE_3660
- :DANCE_3119
- 00D6: if
- 0038: $9534 == 14
- 004D: jump_if_false @DANCE_3158
- 0006: 18@ = 1
- 0006: 23@ = 1
- 0002: jump @DANCE_3660
- :DANCE_3158
- 00D6: if
- 00E1: player 0 pressed_key 15
- 004D: jump_if_false @DANCE_3203
- 0006: 18@ = 99
- 0006: 23@ = 99
- 0006: TIMERB = 0
- 0002: jump @DANCE_3660
- :DANCE_3203
- 00D6: if
- 00E1: player 0 pressed_key 16
- 004D: jump_if_false @DANCE_3241
- 0006: 18@ = 100
- 0006: 23@ = 100
- 0002: jump @DANCE_3660
- :DANCE_3241
- 0002: jump @DANCE_3660
- :DANCE_3248
- 0006: 18@ = 5
- 00D6: if
- 0038: $9534 == 0
- 004D: jump_if_false @DANCE_3287
- 0006: 23@ = 5
- 0002: jump @DANCE_3660
- :DANCE_3287
- 0002: jump @DANCE_3660
- :DANCE_3294
- 0006: 18@ = 5
- 00D6: if
- 0038: $9534 == 0
- 004D: jump_if_false @DANCE_3333
- 0006: 23@ = 5
- 0002: jump @DANCE_3660
- :DANCE_3333
- 0002: jump @DANCE_3660
- :DANCE_3340
- 0006: 18@ = 5
- 00D6: if
- 0038: $9534 == 0
- 004D: jump_if_false @DANCE_3379
- 0006: 23@ = 5
- 0002: jump @DANCE_3660
- :DANCE_3379
- 0002: jump @DANCE_3660
- :DANCE_3386
- 0006: 18@ = 5
- 00D6: if
- 0038: $9534 == 0
- 004D: jump_if_false @DANCE_3425
- 0006: 23@ = 5
- 0002: jump @DANCE_3660
- :DANCE_3425
- 0002: jump @DANCE_3660
- :DANCE_3432
- 0006: 18@ = 5
- 00D6: if
- 80E1: not player 0 pressed_key 15
- 004D: jump_if_false @DANCE_3477
- 0006: 23@ = 5
- 0002: jump @DANCE_3660
- 0002: jump @DANCE_3608
- :DANCE_3477
- 00D6: if
- 0039: 5@ == -1
- 004D: jump_if_false @DANCE_3564
- 00D6: if
- 8039: not 22@ == 5
- 004D: jump_if_false @DANCE_3557
- 00D6: if and
- 8039: not 6@ == 3
- 0029: TIMERB >= 800
- 004D: jump_if_false @DANCE_3557
- 03E6: remove_text_box
- 0006: 6@ = 3
- 0006: 7@ = 0
- 0051: return
- :DANCE_3557
- 0002: jump @DANCE_3608
- :DANCE_3564
- 00D6: if and
- 8039: not 6@ == 3
- 0029: TIMERB >= 800
- 004D: jump_if_false @DANCE_3608
- 03E6: remove_text_box
- 0006: 6@ = 3
- 0006: 7@ = 0
- 0051: return
- :DANCE_3608
- 0002: jump @DANCE_3660
- :DANCE_3615
- 0006: 18@ = 5
- 00D6: if
- 80E1: not player 0 pressed_key 16
- 004D: jump_if_false @DANCE_3653
- 0006: 23@ = 5
- 0002: jump @DANCE_3660
- :DANCE_3653
- 0002: jump @DANCE_3660
- :DANCE_3660
- 0051: return
- :DANCE_3662
- 07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@
- 00D6: if
- 0019: 14@ > 3000
- 004D: jump_if_false @DANCE_3708
- 0006: 22@ = 5
- 0002: jump @DANCE_4111
- :DANCE_3708
- 00D6: if
- 001D: 15@ > 16@ // (int)
- 004D: jump_if_false @DANCE_4022
- 00D6: if
- 0039: 18@ == 5
- 004D: jump_if_false @DANCE_3787
- 00D6: if
- 001B: -110 > 14@
- 004D: jump_if_false @DANCE_3780
- 0006: 22@ = 0
- 0085: 16@ = 15@ // (int)
- 0051: return
- :DANCE_3780
- 0002: jump @DANCE_4015
- :DANCE_3787
- 0004: $1043 = 1
- 00D6: if
- 003B: 18@ == 13@ // (int)
- 004D: jump_if_false @DANCE_3998
- 00D6: if and
- 002B: 35 >= 14@
- 0029: 14@ >= -35
- 004D: jump_if_false @DANCE_3869
- 0006: 22@ = 1
- 0004: $1043 = 3
- 0085: 16@ = 15@ // (int)
- 0051: return
- 0002: jump @DANCE_3991
- :DANCE_3869
- 00D6: if and
- 002B: 60 >= 14@
- 0029: 14@ >= -60
- 004D: jump_if_false @DANCE_3925
- 0006: 22@ = 2
- 0004: $1043 = 2
- 0085: 16@ = 15@ // (int)
- 0051: return
- 0002: jump @DANCE_3991
- :DANCE_3925
- 00D6: if and
- 002B: 110 >= 14@
- 0029: 14@ >= -110
- 004D: jump_if_false @DANCE_3974
- 0006: 22@ = 3
- 0085: 16@ = 15@ // (int)
- 0051: return
- 0002: jump @DANCE_3991
- :DANCE_3974
- 0006: 22@ = 11
- 0085: 16@ = 15@ // (int)
- 0051: return
- :DANCE_3991
- 0002: jump @DANCE_4015
- :DANCE_3998
- 0006: 22@ = 10
- 0085: 16@ = 15@ // (int)
- 0051: return
- :DANCE_4015
- 0002: jump @DANCE_4111
- :DANCE_4022
- 00D6: if or
- 0039: 22@ == 1
- 0039: 22@ == 2
- 0039: 22@ == 3
- 004D: jump_if_false @DANCE_4063
- 0006: 22@ = 8
- 0051: return
- :DANCE_4063
- 00D6: if or
- 0039: 22@ == 0
- 0039: 22@ == 4
- 0039: 22@ == 10
- 0039: 22@ == 11
- 004D: jump_if_false @DANCE_4111
- 0006: 22@ = 9
- 0051: return
- :DANCE_4111
- 0051: return
- :DANCE_4113
- 0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4241 jumps 2 @DANCE_4270 3 @DANCE_4299 4 @DANCE_4328 5 @DANCE_4357 6 @DANCE_4386 7 @DANCE_4415 8 @DANCE_4444
- 0872: jump_table_jumps 9 @DANCE_4473 10 @DANCE_4502 11 @DANCE_4532 12 @DANCE_4562 13 @DANCE_4592 14 @DANCE_4622 15 @DANCE_4652 16 @DANCE_4682 -1 @DANCE_4712
- :DANCE_4241
- 06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string
- 0006: 17@ = 2
- 0002: jump @DANCE_4712
- :DANCE_4270
- 06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4299
- 06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4328
- 06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4357
- 06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4386
- 06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4415
- 06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4444
- 06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4473
- 06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4502
- 06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4532
- 06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4562
- 06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4592
- 06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4622
- 06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4652
- 06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4682
- 06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_4712
- :DANCE_4712
- 0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 0051: return
- :DANCE_4740
- 0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4868 jumps 2 @DANCE_4897 3 @DANCE_4926 4 @DANCE_4955 5 @DANCE_4984 6 @DANCE_5013 7 @DANCE_5042 8 @DANCE_5071
- 0872: jump_table_jumps 9 @DANCE_5100 10 @DANCE_5129 11 @DANCE_5159 12 @DANCE_5189 13 @DANCE_5219 14 @DANCE_5249 15 @DANCE_5279 16 @DANCE_5309 -1 @DANCE_5339
- :DANCE_4868
- 06D1: v$DANCE_ANIM = "DANCE_B1" // v$ = string
- 0006: 17@ = 2
- 0002: jump @DANCE_5339
- :DANCE_4897
- 06D1: v$DANCE_ANIM = "DANCE_B2" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_4926
- 06D1: v$DANCE_ANIM = "DANCE_B3" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_4955
- 06D1: v$DANCE_ANIM = "DANCE_B4" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_4984
- 06D1: v$DANCE_ANIM = "DANCE_B5" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5013
- 06D1: v$DANCE_ANIM = "DANCE_B6" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5042
- 06D1: v$DANCE_ANIM = "DANCE_B7" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5071
- 06D1: v$DANCE_ANIM = "DANCE_B8" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5100
- 06D1: v$DANCE_ANIM = "DANCE_B9" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5129
- 06D1: v$DANCE_ANIM = "DANCE_B10" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5159
- 06D1: v$DANCE_ANIM = "DANCE_B11" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5189
- 06D1: v$DANCE_ANIM = "DANCE_B12" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5219
- 06D1: v$DANCE_ANIM = "DANCE_B13" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5249
- 06D1: v$DANCE_ANIM = "DANCE_B14" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5279
- 06D1: v$DANCE_ANIM = "DANCE_B15" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5309
- 06D1: v$DANCE_ANIM = "DANCE_B16" // v$ = string
- 000A: 17@ += 1
- 0002: jump @DANCE_5339
- :DANCE_5339
- 0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
- 0051: return
- :DANCE_5367
- 00D6: if
- 0611: actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM
- 004D: jump_if_false @DANCE_5493
- 061A: get_actor $PLAYER_ACTOR animation v$DANCE_ANIM total_time_to 12@
- 0613: 11@ = actor $PLAYER_ACTOR animation v$DANCE_ANIM time
- 0093: 8@ = integer 21@ to_float
- 0087: 0@ = 8@ // (float)
- 0073: 0@ /= 12@ // (float)
- 005B: 11@ += 0@ // (float)
- 00D6: if
- 0031: 11@ >= 1.0
- 004D: jump_if_false @DANCE_5477
- 0006: 31@ = 1
- 0051: return
- 0002: jump @DANCE_5486
- :DANCE_5477
- 0006: 31@ = -1
- 0051: return
- :DANCE_5486
- 0002: jump @DANCE_5502
- :DANCE_5493
- 0006: 31@ = 0
- 0051: return
- :DANCE_5502
- 0051: return
- :DANCE_5504
- 00D6: if
- 0019: 5@ > -1
- 004D: jump_if_false @DANCE_5690
- 00D6: if
- 0611: actor 5@ performing_animation v$5303
- 004D: jump_if_false @DANCE_5632
- 061A: get_actor 5@ animation v$5303 total_time_to 12@
- 0613: 11@ = actor 5@ animation v$5303 time
- 0093: 8@ = integer 21@ to_float
- 0087: 0@ = 8@ // (float)
- 0073: 0@ /= 12@ // (float)
- 005B: 11@ += 0@ // (float)
- 00D6: if
- 0031: 11@ >= 1.0
- 004D: jump_if_false @DANCE_5625
- 0050: gosub @DANCE_7066
- 0051: return
- :DANCE_5625
- 0002: jump @DANCE_5690
- :DANCE_5632
- 07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@
- 00D6: if
- 0039: 15@ == 0
- 004D: jump_if_false @DANCE_5690
- 00D6: if
- 002B: 25 >= 14@
- 004D: jump_if_false @DANCE_5690
- 0050: gosub @DANCE_7066
- 0051: return
- :DANCE_5690
- 0051: return
- :DANCE_5692
- 01BD: 19@ = current_time_in_ms
- 0085: 21@ = 19@ // (int)
- 0062: 21@ -= 20@ // (int)
- 0085: 20@ = 19@ // (int)
- 0051: return
- :DANCE_5723
- 0050: gosub @DANCE_5367
- 00D6: if
- 0039: 31@ == 1
- 004D: jump_if_false @DANCE_5826
- 00D6: if or
- 0039: 22@ == 1
- 0039: 22@ == 2
- 0039: 22@ == 3
- 0039: 22@ == 8
- 004D: jump_if_false @DANCE_5810
- 0050: gosub @DANCE_4113
- 0006: 31@ = -1
- 0051: return
- 0002: jump @DANCE_5826
- :DANCE_5810
- 0050: gosub @DANCE_4740
- 0006: 31@ = -1
- 0051: return
- :DANCE_5826
- 0051: return
- :DANCE_5828
- 0871: init_jump_table 17@ total_jumps 5 default_jump 0 @DANCE_6881 jumps -1 @DANCE_5891 4 @DANCE_6089 8 @DANCE_6287 12 @DANCE_6485 16 @DANCE_6683 -1 @DANCE_6881 -1 @DANCE_6881
- :DANCE_5891
- 00D6: if and
- 0039: 5@ == -1
- 0020: $5315[0] > 0.0
- 004D: jump_if_false @DANCE_5965
- 015F: set_camera_position $5315[0] $5320[0] $5325[0] rotation 0.0 0.0 0.0
- 0160: set_camera_point_at $5330[0] $5335[0] $5340[0] switchstyle 2
- 0002: jump @DANCE_6082
- :DANCE_5965
- 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.3176 0.9635 0.5141
- 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.3381 0.8235 0.6587
- 000F: 10@ -= 1.0
- 000F: 2@ -= 1.0
- 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
- 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
- :DANCE_6082
- 0002: jump @DANCE_6881
- :DANCE_6089
- 00D6: if and
- 0039: 5@ == -1
- 0020: $5315[1] > 0.0
- 004D: jump_if_false @DANCE_6163
- 015F: set_camera_position $5315[1] $5320[1] $5325[1] rotation 0.0 0.0 0.0
- 0160: set_camera_point_at $5330[1] $5335[1] $5340[1] switchstyle 2
- 0002: jump @DANCE_6280
- :DANCE_6163
- 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 3.5814 0.8987 0.6651
- 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.6071 0.853 0.8857
- 000F: 10@ -= 1.0
- 000F: 2@ -= 1.0
- 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
- 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
- :DANCE_6280
- 0002: jump @DANCE_6881
- :DANCE_6287
- 00D6: if and
- 0039: 5@ == -1
- 0020: $5315[2] > 0.0
- 004D: jump_if_false @DANCE_6361
- 015F: set_camera_position $5315[2] $5320[2] $5325[2] rotation 0.0 0.0 0.0
- 0160: set_camera_point_at $5330[2] $5335[2] $5340[2] switchstyle 2
- 0002: jump @DANCE_6478
- :DANCE_6361
- 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.3843 2.9502 1.8476
- 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.461 2.0089 1.5188
- 000F: 10@ -= 1.0
- 000F: 2@ -= 1.0
- 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
- 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
- :DANCE_6478
- 0002: jump @DANCE_6881
- :DANCE_6485
- 00D6: if and
- 0039: 5@ == -1
- 0020: $5315[3] > 0.0
- 004D: jump_if_false @DANCE_6559
- 015F: set_camera_position $5315[3] $5320[3] $5325[3] rotation 0.0 0.0 0.0
- 0160: set_camera_point_at $5330[3] $5335[3] $5340[3] switchstyle 2
- 0002: jump @DANCE_6676
- :DANCE_6559
- 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.2621 0.1226 0.6863
- 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.2706 0.1649 0.8096
- 000F: 10@ -= 1.0
- 000F: 2@ -= 1.0
- 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
- 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
- :DANCE_6676
- 0002: jump @DANCE_6881
- :DANCE_6683
- 00D6: if and
- 0039: 5@ == -1
- 0020: $5315[4] > 0.0
- 004D: jump_if_false @DANCE_6757
- 015F: set_camera_position $5315[4] $5320[4] $5325[4] rotation 0.0 0.0 0.0
- 0160: set_camera_point_at $5330[4] $5335[4] $5340[4] switchstyle 2
- 0002: jump @DANCE_6874
- :DANCE_6757
- 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -1.6647 1.7322 2.3217
- 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.8677 1.3108 1.889
- 000F: 10@ -= 1.0
- 000F: 2@ -= 1.0
- 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
- 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
- :DANCE_6874
- 0002: jump @DANCE_6881
- :DANCE_6881
- 0051: return
- :DANCE_6883
- 00D6: if
- 8039: not 5@ == -1
- 004D: jump_if_false @DANCE_7064
- 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 1.0 1.3 0.0
- 02CE: 10@ = ground_z_at 8@ 9@ 10@
- 00D6: if
- 0118: actor 5@ dead
- 004D: jump_if_false @DANCE_6974
- 0050: gosub @DANCE_7709
- 0002: jump @DANCE_7017
- :DANCE_6974
- 00D6: if
- 06EE: actor 5@ in_group $PLAYER_GROUP
- 004D: jump_if_false @DANCE_6998
- 06C9: remove_actor 5@ from_group
- :DANCE_6998
- 0792: disembark_instantly_actor 5@
- 00A1: put_actor 5@ at 8@ 9@ 10@
- :DANCE_7017
- 00D6: if and
- 8118: not actor 5@ dead
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @DANCE_7064
- 0172: 11@ = actor $PLAYER_ACTOR Z_angle
- 000B: 11@ += 180.0
- 0173: set_actor 5@ Z_angle_to 11@
- :DANCE_7064
- 0051: return
- :DANCE_7066
- 0871: init_jump_table 25@ total_jumps 15 default_jump 1 @DANCE_7194 jumps 2 @DANCE_7223 3 @DANCE_7252 4 @DANCE_7281 5 @DANCE_7310 6 @DANCE_7339 7 @DANCE_7368 8 @DANCE_7397
- 0872: jump_table_jumps 9 @DANCE_7426 10 @DANCE_7455 11 @DANCE_7485 12 @DANCE_7515 13 @DANCE_7545 14 @DANCE_7575 15 @DANCE_7605 16 @DANCE_7635 -1 @DANCE_7665
- :DANCE_7194
- 06D1: v$5303 = "DANCE_G1" // v$ = string
- 0006: 25@ = 2
- 0002: jump @DANCE_7665
- :DANCE_7223
- 06D1: v$5303 = "DANCE_G2" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7252
- 06D1: v$5303 = "DANCE_G3" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7281
- 06D1: v$5303 = "DANCE_G4" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7310
- 06D1: v$5303 = "DANCE_G5" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7339
- 06D1: v$5303 = "DANCE_G6" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7368
- 06D1: v$5303 = "DANCE_G7" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7397
- 06D1: v$5303 = "DANCE_G8" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7426
- 06D1: v$5303 = "DANCE_G9" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7455
- 06D1: v$5303 = "DANCE_G10" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7485
- 06D1: v$5303 = "DANCE_G11" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7515
- 06D1: v$5303 = "DANCE_G12" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7545
- 06D1: v$5303 = "DANCE_G13" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7575
- 06D1: v$5303 = "DANCE_G14" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7605
- 06D1: v$5303 = "DANCE_G15" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7635
- 06D1: v$5303 = "DANCE_G16" // v$ = string
- 000A: 25@ += 1
- 0002: jump @DANCE_7665
- :DANCE_7665
- 00D6: if
- 8118: not actor 5@ dead
- 004D: jump_if_false @DANCE_7707
- 0812: AS_actor 5@ perform_animation v$5303 IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
- :DANCE_7707
- 0051: return
- :DANCE_7709
- 0209: 13@ = random_int_in_ranges 1 5
- 0871: init_jump_table 13@ total_jumps 5 default_jump 0 @DANCE_8066 jumps 1 @DANCE_7781 2 @DANCE_7838 3 @DANCE_7895 4 @DANCE_7952 5 @DANCE_8009 -1 @DANCE_8066 -1 @DANCE_8066
- :DANCE_7781
- 00D6: if
- 8248: not model 12 available
- 004D: jump_if_false @DANCE_7811
- 0247: load_model 12
- 0001: wait 0 ms
- 0002: jump @DANCE_7781
- :DANCE_7811
- 009A: 5@ = create_actor_pedtype 5 model 12 at 8@ 9@ 10@
- 0051: return
- 0002: jump @DANCE_8066
- :DANCE_7838
- 00D6: if
- 8248: not model 56 available
- 004D: jump_if_false @DANCE_7868
- 0247: load_model 56
- 0001: wait 0 ms
- 0002: jump @DANCE_7838
- :DANCE_7868
- 009A: 5@ = create_actor_pedtype 5 model 56 at 8@ 9@ 10@
- 0051: return
- 0002: jump @DANCE_8066
- :DANCE_7895
- 00D6: if
- 8248: not model 93 available
- 004D: jump_if_false @DANCE_7925
- 0247: load_model 93
- 0001: wait 0 ms
- 0002: jump @DANCE_7895
- :DANCE_7925
- 009A: 5@ = create_actor_pedtype 5 model 93 at 8@ 9@ 10@
- 0051: return
- 0002: jump @DANCE_8066
- :DANCE_7952
- 00D6: if
- 8248: not model 40 available
- 004D: jump_if_false @DANCE_7982
- 0247: load_model 40
- 0001: wait 0 ms
- 0002: jump @DANCE_7952
- :DANCE_7982
- 009A: 5@ = create_actor_pedtype 5 model 40 at 8@ 9@ 10@
- 0051: return
- 0002: jump @DANCE_8066
- :DANCE_8009
- 00D6: if
- 8248: not model 91 available
- 004D: jump_if_false @DANCE_8039
- 0247: load_model 91
- 0001: wait 0 ms
- 0002: jump @DANCE_8009
- :DANCE_8039
- 009A: 5@ = create_actor_pedtype 5 model 91 at 8@ 9@ 10@
- 0051: return
- 0002: jump @DANCE_8066
- :DANCE_8066
- 0051: return
- :DANCE_8068
- 00D6: if
- 8846: not string v$DANCE_ANIM empty // v$
- 004D: jump_if_false @DANCE_8129
- 07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@
- 00D6: if
- 0039: 13@ == 33
- 004D: jump_if_false @DANCE_8129
- 0006: 6@ = 2
- 0006: 7@ = 0
- :DANCE_8129
- 0051: return
- :DANCE_8131
- 0871: init_jump_table 24@ total_jumps 2 default_jump 1 @DANCE_8194 jumps 2 @DANCE_8446 3 @DANCE_8698 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950
- :DANCE_8194
- 00D6: if
- 0039: 22@ == 1
- 004D: jump_if_false @DANCE_8228
- 00BA: show_text_styled GXT 'DNC_005' time 1000 style 5
- :DANCE_8228
- 00D6: if
- 0039: 22@ == 2
- 004D: jump_if_false @DANCE_8262
- 00BA: show_text_styled GXT 'DNC_006' time 1000 style 5
- :DANCE_8262
- 00D6: if
- 0039: 22@ == 3
- 004D: jump_if_false @DANCE_8296
- 00BA: show_text_styled GXT 'DNC_007' time 1000 style 5
- :DANCE_8296
- 00D6: if
- 0039: 22@ == 0
- 004D: jump_if_false @DANCE_8330
- 00BA: show_text_styled GXT 'DNC_008' time 1000 style 5
- :DANCE_8330
- 00D6: if
- 0039: 22@ == 4
- 004D: jump_if_false @DANCE_8364
- 00BA: show_text_styled GXT 'DNC_009' time 1000 style 5
- :DANCE_8364
- 00D6: if
- 0039: 22@ == 10
- 004D: jump_if_false @DANCE_8398
- 00BA: show_text_styled GXT 'DNC_010' time 1000 style 5
- :DANCE_8398
- 00D6: if
- 0039: 22@ == 11
- 004D: jump_if_false @DANCE_8432
- 00BA: show_text_styled GXT 'DNC_011' time 1000 style 5
- :DANCE_8432
- 0006: 24@ = 2
- 0002: jump @DANCE_8950
- :DANCE_8446
- 00D6: if
- 0039: 22@ == 1
- 004D: jump_if_false @DANCE_8480
- 00BA: show_text_styled GXT 'DNC_012' time 1000 style 5
- :DANCE_8480
- 00D6: if
- 0039: 22@ == 2
- 004D: jump_if_false @DANCE_8514
- 00BA: show_text_styled GXT 'DNC_013' time 1000 style 5
- :DANCE_8514
- 00D6: if
- 0039: 22@ == 3
- 004D: jump_if_false @DANCE_8548
- 00BA: show_text_styled GXT 'DNC_014' time 1000 style 5
- :DANCE_8548
- 00D6: if
- 0039: 22@ == 0
- 004D: jump_if_false @DANCE_8582
- 00BA: show_text_styled GXT 'DNC_015' time 1000 style 5
- :DANCE_8582
- 00D6: if
- 0039: 22@ == 4
- 004D: jump_if_false @DANCE_8616
- 00BA: show_text_styled GXT 'DNC_016' time 1000 style 5
- :DANCE_8616
- 00D6: if
- 0039: 22@ == 10
- 004D: jump_if_false @DANCE_8650
- 00BA: show_text_styled GXT 'DNC_017' time 1000 style 5
- :DANCE_8650
- 00D6: if
- 0039: 22@ == 11
- 004D: jump_if_false @DANCE_8684
- 00BA: show_text_styled GXT 'DNC_018' time 1000 style 5
- :DANCE_8684
- 000A: 24@ += 1
- 0002: jump @DANCE_8950
- :DANCE_8698
- 00D6: if
- 0039: 22@ == 1
- 004D: jump_if_false @DANCE_8732
- 00BA: show_text_styled GXT 'DNC_019' time 1000 style 5
- :DANCE_8732
- 00D6: if
- 0039: 22@ == 2
- 004D: jump_if_false @DANCE_8766
- 00BA: show_text_styled GXT 'DNC_020' time 1000 style 5
- :DANCE_8766
- 00D6: if
- 0039: 22@ == 3
- 004D: jump_if_false @DANCE_8800
- 00BA: show_text_styled GXT 'DNC_021' time 1000 style 5
- :DANCE_8800
- 00D6: if
- 0039: 22@ == 0
- 004D: jump_if_false @DANCE_8834
- 00BA: show_text_styled GXT 'DNC_022' time 1000 style 5
- :DANCE_8834
- 00D6: if
- 0039: 22@ == 4
- 004D: jump_if_false @DANCE_8868
- 00BA: show_text_styled GXT 'DNC_023' time 1000 style 5
- :DANCE_8868
- 00D6: if
- 0039: 22@ == 10
- 004D: jump_if_false @DANCE_8902
- 00BA: show_text_styled GXT 'DNC_024' time 1000 style 5
- :DANCE_8902
- 00D6: if
- 0039: 22@ == 11
- 004D: jump_if_false @DANCE_8936
- 00BA: show_text_styled GXT 'DNC_025' time 1000 style 5
- :DANCE_8936
- 000A: 24@ += 1
- 0002: jump @DANCE_8950
- :DANCE_8950
- 0051: return
- :DANCE_8952
- 0085: 13@ = 26@ // (int)
- 005A: 13@ += 27@ // (int)
- 005A: 13@ += 28@ // (int)
- 00D6: if
- 0019: 13@ > 0
- 004D: jump_if_false @DANCE_9477
- 00D6: if
- 0029: 13@ >= 4
- 004D: jump_if_false @DANCE_9477
- 00D6: if
- 0039: 28@ == 4
- 004D: jump_if_false @DANCE_9147
- 00D6: if or
- 0039: 29@ == 1
- 0039: 29@ == 2
- 004D: jump_if_false @DANCE_9101
- 0004: $9527 = 2
- 0006: TIMERA = 0
- 00BA: show_text_styled GXT 'DNC_002' time 50000 style 7
- 0006: 29@ = 2
- 0002: jump @DANCE_9140
- :DANCE_9101
- 0004: $9527 = 2
- 0006: TIMERA = 0
- 00BA: show_text_styled GXT 'DNC_004' time 50000 style 7
- 0006: 29@ = 1
- :DANCE_9140
- 0002: jump @DANCE_9456
- :DANCE_9147
- 00D6: if
- 001D: 26@ > 27@ // (int)
- 004D: jump_if_false @DANCE_9270
- 00D6: if
- 8039: not 29@ == 1
- 004D: jump_if_false @DANCE_9205
- 0004: $9527 = 4
- 0006: TIMERA = 0
- 0002: jump @DANCE_9238
- :DANCE_9205
- 00D6: if
- 0029: TIMERA >= 10000
- 004D: jump_if_false @DANCE_9238
- 0004: $9527 = 4
- 0006: TIMERA = 0
- :DANCE_9238
- 00BA: show_text_styled GXT 'DNC_004' time 50000 style 7
- 0006: 29@ = 1
- 0002: jump @DANCE_9456
- :DANCE_9270
- 00D6: if
- 0039: 29@ == 2
- 004D: jump_if_false @DANCE_9334
- 0004: $9527 = 3
- 0006: TIMERA = 0
- 00BA: show_text_styled GXT 'DNC_004' time 50000 style 7
- 0006: 29@ = 1
- 0002: jump @DANCE_9456
- :DANCE_9334
- 00D6: if
- 0039: 29@ == 1
- 004D: jump_if_false @DANCE_9398
- 0004: $9527 = 5
- 0006: TIMERA = 0
- 00BA: show_text_styled GXT 'DNC_003' time 50000 style 7
- 0006: 29@ = 0
- 0002: jump @DANCE_9456
- :DANCE_9398
- 00D6: if
- 0029: TIMERA >= 10000
- 004D: jump_if_false @DANCE_9431
- 0004: $9527 = 5
- 0006: TIMERA = 0
- :DANCE_9431
- 00BA: show_text_styled GXT 'DNC_003' time 50000 style 7
- 0006: 29@ = 0
- :DANCE_9456
- 0006: 28@ = 0
- 0006: 26@ = 0
- 0006: 27@ = 0
- :DANCE_9477
- 0051: return
- :DANCE_9479
- 03E4: set_text_draw_align_right 0
- 0348: enable_text_draw_proportional 1
- 0345: enable_text_draw_background 1
- 033F: set_text_draw_letter_size 0.5014 1.8889
- 081C: draw_text_outline 2 RGBA 0 0 0 255
- 00D6: if
- 0039: 6@ == 3
- 004D: jump_if_false @DANCE_9569
- 0343: set_text_draw_linewidth 240.0
- 033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H2'
- 0002: jump @DANCE_9615
- :DANCE_9569
- 00D6: if
- 8039: not 6@ == 2
- 004D: jump_if_false @DANCE_9615
- 0343: set_text_draw_linewidth 220.0
- 033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H1'
- :DANCE_9615
- 0051: return
- :DANCE_9617
- 0871: init_jump_table $9528 total_jumps 6 default_jump 0 @DANCE_10043 jumps 0 @DANCE_9680 1 @DANCE_10003 6 @DANCE_9843 8 @DANCE_9883 9 @DANCE_9923 10 @DANCE_9963 -1 @DANCE_10043
- :DANCE_9680
- 00D6: if
- 0038: $9527 == 2
- 004D: jump_if_false @DANCE_9719
- 0004: $9528 = 6
- 0004: $9527 = -1
- 0002: jump @DANCE_10043
- :DANCE_9719
- 00D6: if
- 0038: $9527 == 3
- 004D: jump_if_false @DANCE_9758
- 0004: $9528 = 8
- 0004: $9527 = -1
- 0002: jump @DANCE_10043
- :DANCE_9758
- 00D6: if
- 0038: $9527 == 4
- 004D: jump_if_false @DANCE_9797
- 0004: $9528 = 9
- 0004: $9527 = -1
- 0002: jump @DANCE_10043
- :DANCE_9797
- 00D6: if
- 0038: $9527 == 5
- 004D: jump_if_false @DANCE_9836
- 0004: $9528 = 10
- 0004: $9527 = -1
- 0002: jump @DANCE_10043
- :DANCE_9836
- 0002: jump @DANCE_10043
- :DANCE_9843
- 00D6: if
- 03D2: wav 4 ended
- 004D: jump_if_false @DANCE_9876
- 040D: unload_wav 4
- 0050: gosub @DANCE_10045
- 0004: $9528 = 1
- :DANCE_9876
- 0002: jump @DANCE_10043
- :DANCE_9883
- 00D6: if
- 03D2: wav 4 ended
- 004D: jump_if_false @DANCE_9916
- 040D: unload_wav 4
- 0050: gosub @DANCE_11697
- 0004: $9528 = 1
- :DANCE_9916
- 0002: jump @DANCE_10043
- :DANCE_9923
- 00D6: if
- 03D2: wav 4 ended
- 004D: jump_if_false @DANCE_9956
- 040D: unload_wav 4
- 0050: gosub @DANCE_13349
- 0004: $9528 = 1
- :DANCE_9956
- 0002: jump @DANCE_10043
- :DANCE_9963
- 00D6: if
- 03D2: wav 4 ended
- 004D: jump_if_false @DANCE_9996
- 040D: unload_wav 4
- 0050: gosub @DANCE_15001
- 0004: $9528 = 1
- :DANCE_9996
- 0002: jump @DANCE_10043
- :DANCE_10003
- 00D6: if
- 03D0: wav 4 loaded
- 004D: jump_if_false @DANCE_10036
- 0949: link_wav 4 to_actor $PLAYER_ACTOR
- 03D1: play_wav 4
- 0004: $9528 = 0
- :DANCE_10036
- 0002: jump @DANCE_10043
- :DANCE_10043
- 0051: return
- :DANCE_10045
- 0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_10498 jumps 1 @DANCE_10519 2 @DANCE_10540 3 @DANCE_10561 4 @DANCE_10582 5 @DANCE_10603 6 @DANCE_10624 7 @DANCE_10645
- 0872: jump_table_jumps 8 @DANCE_10666 9 @DANCE_10687 10 @DANCE_10708 11 @DANCE_10729 12 @DANCE_10750 13 @DANCE_10771 14 @DANCE_10792 15 @DANCE_10813 16 @DANCE_10834
- 0872: jump_table_jumps 17 @DANCE_10855 18 @DANCE_10876 19 @DANCE_10897 20 @DANCE_10918 21 @DANCE_10939 22 @DANCE_10960 23 @DANCE_10981 24 @DANCE_11002 25 @DANCE_11023
- 0872: jump_table_jumps 26 @DANCE_11044 27 @DANCE_11065 28 @DANCE_11086 29 @DANCE_11107 30 @DANCE_11128 31 @DANCE_11149 32 @DANCE_11170 33 @DANCE_11191 34 @DANCE_11212
- 0872: jump_table_jumps 35 @DANCE_11233 36 @DANCE_11254 37 @DANCE_11275 38 @DANCE_11296 39 @DANCE_11317 40 @DANCE_11338 41 @DANCE_11359 42 @DANCE_11380 43 @DANCE_11401
- 0872: jump_table_jumps 44 @DANCE_11422 45 @DANCE_11443 46 @DANCE_11464 47 @DANCE_11485 48 @DANCE_11506 49 @DANCE_11527 50 @DANCE_11548 51 @DANCE_11569 52 @DANCE_11590
- 0872: jump_table_jumps 53 @DANCE_11611 54 @DANCE_11632 55 @DANCE_11653 56 @DANCE_11674 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695
- :DANCE_10498
- 03CF: load_wav 11455 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_11695
- :DANCE_10519
- 03CF: load_wav 11400 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10540
- 03CF: load_wav 11401 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10561
- 03CF: load_wav 11402 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10582
- 03CF: load_wav 11403 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10603
- 03CF: load_wav 11404 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10624
- 03CF: load_wav 11405 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10645
- 03CF: load_wav 11406 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10666
- 03CF: load_wav 11407 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10687
- 03CF: load_wav 11408 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10708
- 03CF: load_wav 11409 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10729
- 03CF: load_wav 11410 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10750
- 03CF: load_wav 11411 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10771
- 03CF: load_wav 11412 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10792
- 03CF: load_wav 11413 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10813
- 03CF: load_wav 11414 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10834
- 03CF: load_wav 11415 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10855
- 03CF: load_wav 11416 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10876
- 03CF: load_wav 11417 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10897
- 03CF: load_wav 11418 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10918
- 03CF: load_wav 11419 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10939
- 03CF: load_wav 11420 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10960
- 03CF: load_wav 11421 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_10981
- 03CF: load_wav 11422 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11002
- 03CF: load_wav 11423 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11023
- 03CF: load_wav 11424 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11044
- 03CF: load_wav 11425 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11065
- 03CF: load_wav 11426 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11086
- 03CF: load_wav 11427 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11107
- 03CF: load_wav 11428 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11128
- 03CF: load_wav 11429 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11149
- 03CF: load_wav 11430 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11170
- 03CF: load_wav 11431 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11191
- 03CF: load_wav 11432 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11212
- 03CF: load_wav 11433 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11233
- 03CF: load_wav 11434 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11254
- 03CF: load_wav 11435 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11275
- 03CF: load_wav 11436 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11296
- 03CF: load_wav 11437 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11317
- 03CF: load_wav 11438 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11338
- 03CF: load_wav 11439 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11359
- 03CF: load_wav 11440 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11380
- 03CF: load_wav 11441 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11401
- 03CF: load_wav 11442 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11422
- 03CF: load_wav 11443 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11443
- 03CF: load_wav 11444 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11464
- 03CF: load_wav 11445 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11485
- 03CF: load_wav 11446 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11506
- 03CF: load_wav 11447 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11527
- 03CF: load_wav 11448 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11548
- 03CF: load_wav 11449 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11569
- 03CF: load_wav 11450 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11590
- 03CF: load_wav 11451 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11611
- 03CF: load_wav 11452 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11632
- 03CF: load_wav 11453 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11653
- 03CF: load_wav 11454 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_11695
- :DANCE_11674
- 03CF: load_wav 11455 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_11695
- :DANCE_11695
- 0051: return
- :DANCE_11697
- 0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_12150 jumps 1 @DANCE_12171 2 @DANCE_12192 3 @DANCE_12213 4 @DANCE_12234 5 @DANCE_12255 6 @DANCE_12276 7 @DANCE_12297
- 0872: jump_table_jumps 8 @DANCE_12318 9 @DANCE_12339 10 @DANCE_12360 11 @DANCE_12381 12 @DANCE_12402 13 @DANCE_12423 14 @DANCE_12444 15 @DANCE_12465 16 @DANCE_12486
- 0872: jump_table_jumps 17 @DANCE_12507 18 @DANCE_12528 19 @DANCE_12549 20 @DANCE_12570 21 @DANCE_12591 22 @DANCE_12612 23 @DANCE_12633 24 @DANCE_12654 25 @DANCE_12675
- 0872: jump_table_jumps 26 @DANCE_12696 27 @DANCE_12717 28 @DANCE_12738 29 @DANCE_12759 30 @DANCE_12780 31 @DANCE_12801 32 @DANCE_12822 33 @DANCE_12843 34 @DANCE_12864
- 0872: jump_table_jumps 35 @DANCE_12885 36 @DANCE_12906 37 @DANCE_12927 38 @DANCE_12948 39 @DANCE_12969 40 @DANCE_12990 41 @DANCE_13011 42 @DANCE_13032 43 @DANCE_13053
- 0872: jump_table_jumps 44 @DANCE_13074 45 @DANCE_13095 46 @DANCE_13116 47 @DANCE_13137 48 @DANCE_13158 49 @DANCE_13179 50 @DANCE_13200 51 @DANCE_13221 52 @DANCE_13242
- 0872: jump_table_jumps 53 @DANCE_13263 54 @DANCE_13284 55 @DANCE_13305 56 @DANCE_13326 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347
- :DANCE_12150
- 03CF: load_wav 11655 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_13347
- :DANCE_12171
- 03CF: load_wav 11600 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12192
- 03CF: load_wav 11601 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12213
- 03CF: load_wav 11602 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12234
- 03CF: load_wav 11603 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12255
- 03CF: load_wav 11604 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12276
- 03CF: load_wav 11605 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12297
- 03CF: load_wav 11606 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12318
- 03CF: load_wav 11607 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12339
- 03CF: load_wav 11608 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12360
- 03CF: load_wav 11609 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12381
- 03CF: load_wav 11610 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12402
- 03CF: load_wav 11611 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12423
- 03CF: load_wav 11612 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12444
- 03CF: load_wav 11613 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12465
- 03CF: load_wav 11614 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12486
- 03CF: load_wav 11615 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12507
- 03CF: load_wav 11616 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12528
- 03CF: load_wav 11617 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12549
- 03CF: load_wav 11618 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12570
- 03CF: load_wav 11619 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12591
- 03CF: load_wav 11620 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12612
- 03CF: load_wav 11621 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12633
- 03CF: load_wav 11622 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12654
- 03CF: load_wav 11623 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12675
- 03CF: load_wav 11624 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12696
- 03CF: load_wav 11625 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12717
- 03CF: load_wav 11626 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12738
- 03CF: load_wav 11627 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12759
- 03CF: load_wav 11628 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12780
- 03CF: load_wav 11629 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12801
- 03CF: load_wav 11630 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12822
- 03CF: load_wav 11631 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12843
- 03CF: load_wav 11632 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12864
- 03CF: load_wav 11633 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12885
- 03CF: load_wav 11634 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12906
- 03CF: load_wav 11635 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12927
- 03CF: load_wav 11636 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12948
- 03CF: load_wav 11637 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12969
- 03CF: load_wav 11638 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_12990
- 03CF: load_wav 11639 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13011
- 03CF: load_wav 11640 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13032
- 03CF: load_wav 11641 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13053
- 03CF: load_wav 11642 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13074
- 03CF: load_wav 11643 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13095
- 03CF: load_wav 11644 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13116
- 03CF: load_wav 11645 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13137
- 03CF: load_wav 11646 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13158
- 03CF: load_wav 11647 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13179
- 03CF: load_wav 11648 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13200
- 03CF: load_wav 11649 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13221
- 03CF: load_wav 11650 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13242
- 03CF: load_wav 11651 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13263
- 03CF: load_wav 11652 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13284
- 03CF: load_wav 11653 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13305
- 03CF: load_wav 11654 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_13347
- :DANCE_13326
- 03CF: load_wav 11655 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_13347
- :DANCE_13347
- 0051: return
- :DANCE_13349
- 0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_13802 jumps 1 @DANCE_13823 2 @DANCE_13844 3 @DANCE_13865 4 @DANCE_13886 5 @DANCE_13907 6 @DANCE_13928 7 @DANCE_13949
- 0872: jump_table_jumps 8 @DANCE_13970 9 @DANCE_13991 10 @DANCE_14012 11 @DANCE_14033 12 @DANCE_14054 13 @DANCE_14075 14 @DANCE_14096 15 @DANCE_14117 16 @DANCE_14138
- 0872: jump_table_jumps 17 @DANCE_14159 18 @DANCE_14180 19 @DANCE_14201 20 @DANCE_14222 21 @DANCE_14243 22 @DANCE_14264 23 @DANCE_14285 24 @DANCE_14306 25 @DANCE_14327
- 0872: jump_table_jumps 26 @DANCE_14348 27 @DANCE_14369 28 @DANCE_14390 29 @DANCE_14411 30 @DANCE_14432 31 @DANCE_14453 32 @DANCE_14474 33 @DANCE_14495 34 @DANCE_14516
- 0872: jump_table_jumps 35 @DANCE_14537 36 @DANCE_14558 37 @DANCE_14579 38 @DANCE_14600 39 @DANCE_14621 40 @DANCE_14642 41 @DANCE_14663 42 @DANCE_14684 43 @DANCE_14705
- 0872: jump_table_jumps 44 @DANCE_14726 45 @DANCE_14747 46 @DANCE_14768 47 @DANCE_14789 48 @DANCE_14810 49 @DANCE_14831 50 @DANCE_14852 51 @DANCE_14873 52 @DANCE_14894
- 0872: jump_table_jumps 53 @DANCE_14915 54 @DANCE_14936 55 @DANCE_14957 56 @DANCE_14978 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999
- :DANCE_13802
- 03CF: load_wav 11855 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_14999
- :DANCE_13823
- 03CF: load_wav 11800 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13844
- 03CF: load_wav 11801 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13865
- 03CF: load_wav 11802 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13886
- 03CF: load_wav 11803 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13907
- 03CF: load_wav 11804 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13928
- 03CF: load_wav 11805 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13949
- 03CF: load_wav 11806 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13970
- 03CF: load_wav 11807 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_13991
- 03CF: load_wav 11808 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14012
- 03CF: load_wav 11809 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14033
- 03CF: load_wav 11810 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14054
- 03CF: load_wav 11811 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14075
- 03CF: load_wav 11812 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14096
- 03CF: load_wav 11813 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14117
- 03CF: load_wav 11814 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14138
- 03CF: load_wav 11815 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14159
- 03CF: load_wav 11816 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14180
- 03CF: load_wav 11817 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14201
- 03CF: load_wav 11818 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14222
- 03CF: load_wav 11819 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14243
- 03CF: load_wav 11820 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14264
- 03CF: load_wav 11821 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14285
- 03CF: load_wav 11822 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14306
- 03CF: load_wav 11823 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14327
- 03CF: load_wav 11824 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14348
- 03CF: load_wav 11825 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14369
- 03CF: load_wav 11826 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14390
- 03CF: load_wav 11827 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14411
- 03CF: load_wav 11828 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14432
- 03CF: load_wav 11829 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14453
- 03CF: load_wav 11830 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14474
- 03CF: load_wav 11831 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14495
- 03CF: load_wav 11832 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14516
- 03CF: load_wav 11833 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14537
- 03CF: load_wav 11834 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14558
- 03CF: load_wav 11835 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14579
- 03CF: load_wav 11836 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14600
- 03CF: load_wav 11837 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14621
- 03CF: load_wav 11838 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14642
- 03CF: load_wav 11839 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14663
- 03CF: load_wav 11840 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14684
- 03CF: load_wav 11841 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14705
- 03CF: load_wav 11842 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14726
- 03CF: load_wav 11843 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14747
- 03CF: load_wav 11844 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14768
- 03CF: load_wav 11845 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14789
- 03CF: load_wav 11846 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14810
- 03CF: load_wav 11847 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14831
- 03CF: load_wav 11848 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14852
- 03CF: load_wav 11849 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14873
- 03CF: load_wav 11850 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14894
- 03CF: load_wav 11851 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14915
- 03CF: load_wav 11852 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14936
- 03CF: load_wav 11853 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14957
- 03CF: load_wav 11854 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_14999
- :DANCE_14978
- 03CF: load_wav 11855 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_14999
- :DANCE_14999
- 0051: return
- :DANCE_15001
- 0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_15454 jumps 1 @DANCE_15475 2 @DANCE_15496 3 @DANCE_15517 4 @DANCE_15538 5 @DANCE_15559 6 @DANCE_15580 7 @DANCE_15601
- 0872: jump_table_jumps 8 @DANCE_15622 9 @DANCE_15643 10 @DANCE_15664 11 @DANCE_15685 12 @DANCE_15706 13 @DANCE_15727 14 @DANCE_15748 15 @DANCE_15769 16 @DANCE_15790
- 0872: jump_table_jumps 17 @DANCE_15811 18 @DANCE_15832 19 @DANCE_15853 20 @DANCE_15874 21 @DANCE_15895 22 @DANCE_15916 23 @DANCE_15937 24 @DANCE_15958 25 @DANCE_15979
- 0872: jump_table_jumps 26 @DANCE_16000 27 @DANCE_16021 28 @DANCE_16042 29 @DANCE_16063 30 @DANCE_16084 31 @DANCE_16105 32 @DANCE_16126 33 @DANCE_16147 34 @DANCE_16168
- 0872: jump_table_jumps 35 @DANCE_16189 36 @DANCE_16210 37 @DANCE_16231 38 @DANCE_16252 39 @DANCE_16273 40 @DANCE_16294 41 @DANCE_16315 42 @DANCE_16336 43 @DANCE_16357
- 0872: jump_table_jumps 44 @DANCE_16378 45 @DANCE_16399 46 @DANCE_16420 47 @DANCE_16441 48 @DANCE_16462 49 @DANCE_16483 50 @DANCE_16504 51 @DANCE_16525 52 @DANCE_16546
- 0872: jump_table_jumps 53 @DANCE_16567 54 @DANCE_16588 55 @DANCE_16609 56 @DANCE_16630 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651
- :DANCE_15454
- 03CF: load_wav 12055 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_16651
- :DANCE_15475
- 03CF: load_wav 12000 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15496
- 03CF: load_wav 12001 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15517
- 03CF: load_wav 12002 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15538
- 03CF: load_wav 12003 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15559
- 03CF: load_wav 12004 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15580
- 03CF: load_wav 12005 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15601
- 03CF: load_wav 12006 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15622
- 03CF: load_wav 12007 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15643
- 03CF: load_wav 12008 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15664
- 03CF: load_wav 12009 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15685
- 03CF: load_wav 12010 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15706
- 03CF: load_wav 12011 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15727
- 03CF: load_wav 12012 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15748
- 03CF: load_wav 12013 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15769
- 03CF: load_wav 12014 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15790
- 03CF: load_wav 12015 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15811
- 03CF: load_wav 12016 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15832
- 03CF: load_wav 12017 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15853
- 03CF: load_wav 12018 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15874
- 03CF: load_wav 12019 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15895
- 03CF: load_wav 12020 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15916
- 03CF: load_wav 12021 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15937
- 03CF: load_wav 12022 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15958
- 03CF: load_wav 12023 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_15979
- 03CF: load_wav 12024 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16000
- 03CF: load_wav 12025 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16021
- 03CF: load_wav 12026 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16042
- 03CF: load_wav 12027 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16063
- 03CF: load_wav 12028 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16084
- 03CF: load_wav 12029 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16105
- 03CF: load_wav 12030 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16126
- 03CF: load_wav 12031 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16147
- 03CF: load_wav 12032 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16168
- 03CF: load_wav 12033 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16189
- 03CF: load_wav 12034 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16210
- 03CF: load_wav 12035 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16231
- 03CF: load_wav 12036 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16252
- 03CF: load_wav 12037 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16273
- 03CF: load_wav 12038 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16294
- 03CF: load_wav 12039 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16315
- 03CF: load_wav 12040 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16336
- 03CF: load_wav 12041 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16357
- 03CF: load_wav 12042 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16378
- 03CF: load_wav 12043 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16399
- 03CF: load_wav 12044 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16420
- 03CF: load_wav 12045 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16441
- 03CF: load_wav 12046 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16462
- 03CF: load_wav 12047 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16483
- 03CF: load_wav 12048 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16504
- 03CF: load_wav 12049 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16525
- 03CF: load_wav 12050 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16546
- 03CF: load_wav 12051 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16567
- 03CF: load_wav 12052 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16588
- 03CF: load_wav 12053 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16609
- 03CF: load_wav 12054 as 4
- 0008: $9529 += 1
- 0002: jump @DANCE_16651
- :DANCE_16630
- 03CF: load_wav 12055 as 4
- 0004: $9529 = 1
- 0002: jump @DANCE_16651
- :DANCE_16651
- 0051: return
- :DANCE_16653
- 0004: $1044 = 1
- 0004: $5298 = 0
- 04EF: release_animation v$DANCE_ANIM_IFP
- 00BE: text_clear_all
- 00D6: if
- 8118: not actor 5@ dead
- 004D: jump_if_false @DANCE_16767
- 00D6: if and
- 82F2: not actor 5@ model == 195
- 82F2: not actor 5@ model == 192
- 82F2: not actor 5@ model == 191
- 82F2: not actor 5@ model == 190
- 82F2: not actor 5@ model == 193
- 82F2: not actor 5@ model == 194
- 004D: jump_if_false @DANCE_16767
- 0665: get_actor 5@ model_to 13@
- 0249: release_model 13@
- 009B: destroy_actor 5@
- :DANCE_16767
- 0953: get_soundtrack_status_to 13@
- 00D6: if
- 04A4: 13@ == 3 // == constant
- 004D: jump_if_false @DANCE_16792
- 0955: end_playing_loaded_soundtrack
- :DANCE_16792
- 0006: 13@ = 0
- :DANCE_16799
- 0005: $5315(13@,5f) = 0.0
- 0005: $5320(13@,5f) = 0.0
- 0005: $5325(13@,5f) = 0.0
- 0005: $5330(13@,5f) = 0.0
- 0005: $5335(13@,5f) = 0.0
- 0005: $5340(13@,5f) = 0.0
- 000A: 13@ += 1
- 0029: 13@ >= 5
- 004D: jump_if_false @DANCE_16799
- 09EE: set_status_text_stay_on_screen 0
- 03F0: enable_text_draw 0
- 00D6: if
- 0028: $DANCE_SCORE >= 0
- 004D: jump_if_false @DANCE_16938
- 0629: change_integer_stat 156 to $DANCE_SCORE
- :DANCE_16938
- 040D: unload_wav 4
- 01B4: set_player $PLAYER_CHAR can_move True
- 08C0: clear $5295 bit 31
- 09BD: allow_other_scripts_to_display_text_boxes 0
- 004E: terminate_this_script
- 0051: return
- :DANCE_16964
- 0494: get_joystick 0 direction_offset_to $9530 $9531 $9532 $9533
- 008D: $9535 = integer $9530 to_float
- 0086: $9536 = $9535 // (float)
- 008D: $9535 = integer $9531 to_float
- 0086: $9537 = $9535 // (float)
- 0509: $9535 = distance_between_XY 0.0 0.0 and_XY $9536 $9537
- 0004: $9534 = 0
- 00D6: if
- 0020: $9535 > 64.0
- 004D: jump_if_false @DANCE_17325
- 05A4: get_angle_between_vectors_origin_to $9536 $9537 and_origin_to 0.0 -1.0 store_to $9535
- 00D6: if
- 0022: 15.0 > $9535
- 004D: jump_if_false @DANCE_17117
- 0004: $9534 = 13
- 0002: jump @DANCE_17325
- :DANCE_17117
- 00D6: if
- 0022: 75.0 > $9535
- 004D: jump_if_false @DANCE_17184
- 00D6: if
- 0018: $9530 > 0
- 004D: jump_if_false @DANCE_17170
- 0004: $9534 = 11
- 0002: jump @DANCE_17177
- :DANCE_17170
- 0004: $9534 = 15
- :DANCE_17177
- 0002: jump @DANCE_17325
- :DANCE_17184
- 00D6: if
- 0022: 105.0 > $9535
- 004D: jump_if_false @DANCE_17251
- 00D6: if
- 0018: $9530 > 0
- 004D: jump_if_false @DANCE_17237
- 0004: $9534 = 10
- 0002: jump @DANCE_17244
- :DANCE_17237
- 0004: $9534 = 9
- :DANCE_17244
- 0002: jump @DANCE_17325
- :DANCE_17251
- 00D6: if
- 0022: 165.0 > $9535
- 004D: jump_if_false @DANCE_17318
- 00D6: if
- 0018: $9530 > 0
- 004D: jump_if_false @DANCE_17304
- 0004: $9534 = 16
- 0002: jump @DANCE_17311
- :DANCE_17304
- 0004: $9534 = 12
- :DANCE_17311
- 0002: jump @DANCE_17325
- :DANCE_17318
- 0004: $9534 = 14
- :DANCE_17325
- 0051: return
- 0662: printstring v$DANCE_ANIM
- 07B1: unknown_get_dance_track 1 store_to 13@ 13@ 13@
- 0663: printint "NEXT_BEAT_NUMBER" 13@
- 0051: return
- 004E: terminate_this_script
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