Zarkongo

GTA SA stripped main + Life is Beach Mission for SB 3.9.1

Aug 4th, 2025 (edited)
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  1. DEFINE OBJECTS 2
  2. DEFINE OBJECT ZAZ    
  3. DEFINE OBJECT DYN_WOODPILE2            // Object number -1
  4.  
  5. DEFINE MISSIONS  1
  6. DEFINE MISSION 0 AT @MUSIC1 // Life's a Beach
  7.  
  8. DEFINE EXTERNAL_SCRIPTS  1
  9. DEFINE SCRIPT DANCE AT @DANCE          // 0 // 35
  10.  
  11. DEFINE UNKNOWN_EMPTY_SEGMENT  0
  12.  
  13. DEFINE UNKNOWN_THREADS_MEMORY  0
  14.  
  15. //-------------MAIN---------------
  16.  
  17.  
  18. :MAIN_1
  19. 03A4: name_thread 'MAIN'
  20. 016A: fade  0 (in)  0 ms
  21. 042C: set_total_missions_to  0
  22. 030D: set_total_mission_points_to  0
  23. 01F0: set_max_wanted_level_to  6
  24. 0111: set_wasted_busted_check_to  0 (disabled)
  25. 00C0: set_current_time  7  0
  26. 04E4: unknown_refresh_game_renderer_at  817.7 -1624.1
  27. 03CB: set_camera  817.7 -1624.1 13.6
  28. 0053: $PLAYER_CHAR = create_player #NULL at  817.7 -1624.1 13.6
  29. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  30. 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
  31. 0173: set_actor $PLAYER_ACTOR z_angle_to  145.4
  32. 0373: set_camera_directly_behind_player
  33. 070D: $PLAYER_CHAR
  34. 0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat
  35. 01B6: set_weather  1
  36. 04BB: select_interior  0  // select render area
  37. 01B7: release_weather
  38. 016C: restart_if_wasted_at 817.7 -1624.1 13.6 angle 180.0 town_number 0
  39. 016D: restart_if_busted_at 817.7 -1624.1 13.6 angle 180.0 town_number 0
  40. 016C: restart_if_wasted_at 817.7 -1624.1 13.6 angle 180.0 town_number 1
  41. 016D: restart_if_busted_at 817.7 -1624.1 13.6 angle 180.0 town_number 1
  42. 016C: restart_if_wasted_at 817.7 -1624.1 13.6 angle 180.0 town_number 2
  43. 016D: restart_if_busted_at 817.7 -1624.1 13.6 angle 180.0 town_number 2
  44. 0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat
  45. 0998: add_respect 1000
  46. 062A: change_stat 165 (energy) to 800.0 // float
  47. 062A: change_stat 23 (muscle) to 800.0 // float
  48. 062A: change_stat 21 (fat) to 200.0 // float
  49. 062A: change_float_stat 160 (driving skill) to  1000.0  // float
  50. 062A: change_float_stat 223 (pilot skill) to  1000.0  // float
  51. 062A: change_float_stat 229 (bike skill) to  1000.0  // float
  52. 062A: change_float_stat 230 (cycling skill) to  1000.0  // float
  53. 0629: change_integer_stat 225 (lung capasity) to  1000  // integer see statdisp.dat
  54. 0629: change_integer_stat 22 (stamina) to  1000  // integer see statdisp.dat
  55. 0629: change_integer_stat 156 (dance skill) to  1000  // integer see statdisp.dat
  56. 062A: change_float_stat  81 (gambling skill) to  1000.0  // integer see statdisp.dat
  57. 0629: change_integer_stat  64 (respect) to  1000  // integer see statdisp.dat
  58. 0629: change_integer_stat  65 (GF Respect) to  1000  // GF Respect
  59. 062A: change_float_stat  69 (Weap skill: pistol) to  1000.0  // float
  60. 062A: change_float_stat  70 (Weap skill: silence) to  1000.0  // integer see statdisp.dat
  61. 062A: change_float_stat  71 (Weap skill: desert ) to  1000.0  // integer see statdisp.dat
  62. 062A: change_float_stat  72 (Weap skill: shotgun) to  1000.0  // integer see statdisp.dat
  63. 062A: change_float_stat  73 (Weap skill: sawn of) to  1000.0  // integer see statdisp.dat
  64. 062A: change_float_stat  74 (Weap skill: combat ) to  1000.0  // integer see statdisp.dat
  65. 062A: change_float_stat  75 (Weap skill: machine) to  1000.0  // integer see statdisp.dat
  66. 062A: change_float_stat  76 (Weap skill: smg) to  1000.0  // integer see statdisp.dat
  67. 062A: change_float_stat  77 (Weap skill: ak47) to  1000.0  // integer see statdisp.dat
  68. 062A: change_float_stat  78 (Weap skill: m4) to  1000.0  // integer see statdisp.dat
  69. 062A: change_float_stat  79 (Weap skill: rifle) to  1000.0  // integer see statdisp.dat
  70. 0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat
  71. 0A1F: increase_float_stat 24 by 500.0
  72. 087B: set_player $PLAYER_CHAR clothes_texture "HAWAIIRED" model "HAWAII" body_part 0
  73. 087B: set_player $PLAYER_CHAR clothes_texture "mohawk" model "mohawk" body_part  1
  74. 087B: set_player $PLAYER_CHAR clothes_texture "BASK2HEATBAND" model "BASK1" body_part 3
  75. 087B: set_player $PLAYER_CHAR clothes_texture "LEATHERTR" model "LEATHERTR" body_part 2
  76. 070D: rebuild_player $PLAYER_CHAR
  77. 055E: set_player $PLAYER_CHAR max_health += 150
  78. 055F: set_player $PLAYER_CHAR max_armour += 150
  79. 0223: set_actor $PLAYER_ACTOR health_to 250
  80. 035F: actor $PLAYER_ACTOR armour += 250
  81. 0330: set_player $PLAYER_CHAR infinite_run 1
  82. 07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6
  83. 0109: player $PLAYER_CHAR money += 350000
  84. 016A: fade  1 (out)  1000 ms
  85. 0001: wait  100 ms
  86. 03E6: remove_text_box
  87. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  88. 01B4: set_player $PLAYER_CHAR can_move True
  89.  
  90. 004F: create_thread @MissionStart1
  91. 032B: 1@ = create_weapon_pickup #MP5LNG 15 ammo 30000 at 813.5 -1626.1 13.5
  92. 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
  93. 014C: set_parked_car_generator 2@ cars_to_generate_to 101
  94.  
  95. :MAIN_3
  96. wait 2500
  97. //end_thread
  98. jump @MAIN_3
  99.  
  100.  
  101.  
  102.  
  103.  
  104.  
  105. :MissionStart1
  106. thread 'MST'
  107.  
  108. :MissionStart2
  109. wait  0
  110. if
  111. 0256:   player $PLAYER_CHAR defined
  112. jf @MissionStart2
  113. if
  114. $ONMISSION ==  0  // integer values
  115. else_jump @MissionStart2
  116. if
  117. 00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot 790.54 -1627.91 12.39 radius  1.2 1.2 2.0
  118. jf @MissionStart2
  119. $ONMISSION =  1  // integer values
  120. 0417: start_mission  0   // originally: TestMission
  121. jump @MissionStart2
  122.  
  123.  
  124.  
  125.  
  126.  
  127. //------------//------------//------------//------------
  128.  
  129.  
  130.  
  131.  
  132. //------------//------------//------------//------------
  133.  
  134.  
  135.  
  136.  
  137.  
  138. :BDISPLY
  139. 03A4: script_name 'BDISPLY'
  140. 00D6: if
  141. 0038:   $1048 == 0
  142. 004D: jump_if_false @BDISPLY_43
  143. 0004: $1048 = 1
  144. 0004: $1044 = 0
  145.  
  146. :BDISPLY_43
  147. 03F0: enable_text_draw 1
  148. 0390: load_txd_dictionary 'LD_BEAT'
  149. 038F: load_texture "DOWN" as 1  // Load dictionary with 0390 first
  150. 038F: load_texture "LEFT" as 2  // Load dictionary with 0390 first
  151. 038F: load_texture "UP" as 3  // Load dictionary with 0390 first
  152. 038F: load_texture "RIGHT" as 4  // Load dictionary with 0390 first
  153. 038F: load_texture "UP" as 13  // Load dictionary with 0390 first
  154. 038F: load_texture "DOWN" as 14  // Load dictionary with 0390 first
  155. 038F: load_texture "RIGHT" as 10  // Load dictionary with 0390 first
  156. 038F: load_texture "LEFT" as 9  // Load dictionary with 0390 first
  157. 038F: load_texture "UPR" as 11  // Load dictionary with 0390 first
  158. 038F: load_texture "DOWNR" as 16  // Load dictionary with 0390 first
  159. 038F: load_texture "DOWNL" as 12  // Load dictionary with 0390 first
  160. 038F: load_texture "UPL" as 15  // Load dictionary with 0390 first
  161. 038F: load_texture "CRING" as 17  // Load dictionary with 0390 first
  162. 038F: load_texture "CHIT" as 18  // Load dictionary with 0390 first
  163. 0004: $1036 = 4500
  164. 0004: $1037 = 800
  165. 0005: $1038 = 265.0
  166. 0005: $1039 = 390.0
  167. 0005: $1040 = 355.0
  168. 0005: $1041 = 32.0
  169. 0005: $1042 = 32.0
  170. 0007: 19@ = 64.0
  171. 0007: 20@ = 64.0
  172. 0007: 22@ = 64.0
  173. 0007: 21@ = 64.0
  174. 01BD: 16@ = current_time_in_ms
  175. 0001: wait 1000 ms
  176.  
  177. :BDISPLY_313
  178. 0001: wait 0 ms
  179. 00D6: if
  180. 09FA:   is_menu_closed
  181. 004D: jump_if_false @BDISPLY_344
  182. 0004: $1043 = 0
  183. 0006: 23@ = 0
  184.  
  185. :BDISPLY_344
  186. 0953: get_soundtrack_status_to 0@
  187. 00D6: if
  188. 04A4:   0@ == 3  //  == constant
  189. 004D: jump_if_false @BDISPLY_1198
  190. 01BD: 15@ = current_time_in_ms
  191. 0085: 17@ = 15@  // (int)
  192. 0062: 17@ -= 16@  // (int)
  193. 0085: 16@ = 15@  // (int)
  194. 008B: 0@ = $1037  // (int)
  195. 005C: 0@ += $1036  // (int)
  196. 0093: 5@ = integer 0@ to_float
  197. 008F: 6@ = integer $1037 to_float
  198. 0073: 6@ /= 5@  // (float)
  199. 006F: 6@ *= $1040  // (float)
  200. 0086: $tempvar_Float_1 = $1038  // (float)
  201. 005F: $tempvar_Float_1 += 6@  // (float)
  202. 0086: $tempvar_Float_2 = $1039  // (float)
  203. 03E3: set_texture_to_be_drawn_antialiased 1
  204. 038D: draw_texture 17 position $tempvar_Float_1 $tempvar_Float_2 size 20@ 19@ RGBA 128 128 128 255
  205. 01BD: $1047 = current_time_in_ms
  206. 0060: $1047 -= $1046  // (int)
  207. 0006: 0@ = 1
  208.  
  209. :BDISPLY_520
  210. 00D6: if
  211. 001B:   11 > 0@
  212. 004D: jump_if_false @BDISPLY_846
  213. 07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@
  214. 00D6: if
  215. 8039:   not 10@ == 0
  216. 004D: jump_if_false @BDISPLY_832
  217. 00D6: if
  218. 001E:   $1036 > 8@  // (int)
  219. 004D: jump_if_false @BDISPLY_832
  220. 0050: gosub @BDISPLY_1266
  221. 008B: 3@ = $1037  // (int)
  222. 005C: 3@ += $1036  // (int)
  223. 0085: 4@ = 8@  // (int)
  224. 005C: 4@ += $1037  // (int)
  225. 0093: 5@ = integer 4@ to_float
  226. 0093: 6@ = integer 3@ to_float
  227. 0073: 5@ /= 6@  // (float)
  228. 006F: 5@ *= $1040  // (float)
  229. 0086: $tempvar_Float_1 = $1038  // (float)
  230. 005F: $tempvar_Float_1 += 5@  // (float)
  231. 0086: $tempvar_Float_2 = $1039  // (float)
  232. 0093: 5@ = integer 8@ to_float
  233. 008F: 6@ = integer $1036 to_float
  234. 0073: 5@ /= 6@  // (float)
  235. 0013: 5@ *= -1.0
  236. 000B: 5@ += 1.0
  237. 00D6: if
  238. 001B:   0 > 8@
  239. 004D: jump_if_false @BDISPLY_756
  240. 0007: 5@ = 1.0
  241.  
  242. :BDISPLY_756
  243. 0013: 5@ *= 255.0
  244. 0092: 4@ = float 5@ to_integer
  245. 00D6: if
  246. 8039:   not 18@ == 0
  247. 004D: jump_if_false @BDISPLY_832
  248. 0050: gosub @BDISPLY_1575
  249. 03E3: set_texture_to_be_drawn_antialiased 1
  250. 038D: draw_texture 18@ position $tempvar_Float_1 $tempvar_Float_2 size $1042 $1041 RGBA 128 128 128 4@
  251.  
  252. :BDISPLY_832
  253. 000A: 0@ += 1
  254. 0002: jump @BDISPLY_520
  255.  
  256. :BDISPLY_846
  257. 00D6: if
  258. 0038:   $1045 == 0
  259. 004D: jump_if_false @BDISPLY_1191
  260. 0006: 0@ = -1
  261.  
  262. :BDISPLY_871
  263. 00D6: if
  264. 0019:   0@ > -11
  265. 004D: jump_if_false @BDISPLY_1191
  266. 07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@
  267. 0012: 8@ *= -1
  268. 00D6: if
  269. 8039:   not 10@ == 0
  270. 004D: jump_if_false @BDISPLY_1177
  271. 00D6: if
  272. 001E:   $1037 > 8@  // (int)
  273. 004D: jump_if_false @BDISPLY_1177
  274. 0050: gosub @BDISPLY_1266
  275. 0085: 4@ = 8@  // (int)
  276. 0012: 4@ *= -1
  277. 005C: 4@ += $1037  // (int)
  278. 008B: 3@ = $1037  // (int)
  279. 005C: 3@ += $1036  // (int)
  280. 0093: 5@ = integer 4@ to_float
  281. 0093: 6@ = integer 3@ to_float
  282. 0073: 5@ /= 6@  // (float)
  283. 006F: 5@ *= $1040  // (float)
  284. 0086: $tempvar_Float_1 = $1038  // (float)
  285. 005F: $tempvar_Float_1 += 5@  // (float)
  286. 0086: $tempvar_Float_2 = $1039  // (float)
  287. 0093: 5@ = integer 4@ to_float
  288. 008F: 6@ = integer $1037 to_float
  289. 0073: 5@ /= 6@  // (float)
  290. 00D6: if
  291. 001B:   0 > 8@
  292. 004D: jump_if_false @BDISPLY_1101
  293. 0007: 5@ = 1.0
  294.  
  295. :BDISPLY_1101
  296. 0013: 5@ *= 255.0
  297. 0092: 4@ = float 5@ to_integer
  298. 00D6: if
  299. 8039:   not 18@ == 0
  300. 004D: jump_if_false @BDISPLY_1177
  301. 0050: gosub @BDISPLY_1575
  302. 03E3: set_texture_to_be_drawn_antialiased 1
  303. 038D: draw_texture 18@ position $tempvar_Float_1 $tempvar_Float_2 size $1042 $1041 RGBA 128 128 128 4@
  304.  
  305. :BDISPLY_1177
  306. 000E: 0@ -= 1
  307. 0002: jump @BDISPLY_871
  308.  
  309. :BDISPLY_1191
  310. 0002: jump @BDISPLY_1205
  311.  
  312. :BDISPLY_1198
  313. 0002: jump @BDISPLY_1244
  314.  
  315. :BDISPLY_1205
  316. 00D6: if
  317. 0038:   $1044 == 0
  318. 004D: jump_if_false @BDISPLY_1237
  319. 0002: jump @BDISPLY_313
  320. 0002: jump @BDISPLY_1244
  321.  
  322. :BDISPLY_1237
  323. 0002: jump @BDISPLY_1244
  324.  
  325. :BDISPLY_1244
  326. 0004: $1044 = 0
  327. 0004: $1048 = 0
  328. 03F0: enable_text_draw 0
  329. 0391: release_textures
  330. 004E: terminate_this_script
  331.  
  332. :BDISPLY_1266
  333. 0006: 18@ = 0
  334. 00D6: if
  335. 0039:   10@ == 1
  336. 004D: jump_if_false @BDISPLY_1298
  337. 0006: 18@ = 1
  338.  
  339. :BDISPLY_1298
  340. 00D6: if
  341. 0039:   10@ == 2
  342. 004D: jump_if_false @BDISPLY_1323
  343. 0006: 18@ = 2
  344.  
  345. :BDISPLY_1323
  346. 00D6: if
  347. 0039:   10@ == 3
  348. 004D: jump_if_false @BDISPLY_1348
  349. 0006: 18@ = 3
  350.  
  351. :BDISPLY_1348
  352. 00D6: if
  353. 0039:   10@ == 4
  354. 004D: jump_if_false @BDISPLY_1373
  355. 0006: 18@ = 4
  356.  
  357. :BDISPLY_1373
  358. 00D6: if
  359. 0039:   10@ == 9
  360. 004D: jump_if_false @BDISPLY_1398
  361. 0006: 18@ = 9
  362.  
  363. :BDISPLY_1398
  364. 00D6: if
  365. 0039:   10@ == 10
  366. 004D: jump_if_false @BDISPLY_1423
  367. 0006: 18@ = 10
  368.  
  369. :BDISPLY_1423
  370. 00D6: if
  371. 0039:   10@ == 11
  372. 004D: jump_if_false @BDISPLY_1448
  373. 0006: 18@ = 11
  374.  
  375. :BDISPLY_1448
  376. 00D6: if
  377. 0039:   10@ == 12
  378. 004D: jump_if_false @BDISPLY_1473
  379. 0006: 18@ = 12
  380.  
  381. :BDISPLY_1473
  382. 00D6: if
  383. 0039:   10@ == 13
  384. 004D: jump_if_false @BDISPLY_1498
  385. 0006: 18@ = 13
  386.  
  387. :BDISPLY_1498
  388. 00D6: if
  389. 0039:   10@ == 14
  390. 004D: jump_if_false @BDISPLY_1523
  391. 0006: 18@ = 14
  392.  
  393. :BDISPLY_1523
  394. 00D6: if
  395. 0039:   10@ == 15
  396. 004D: jump_if_false @BDISPLY_1548
  397. 0006: 18@ = 15
  398.  
  399. :BDISPLY_1548
  400. 00D6: if
  401. 0039:   10@ == 16
  402. 004D: jump_if_false @BDISPLY_1573
  403. 0006: 18@ = 16
  404.  
  405. :BDISPLY_1573
  406. 0051: return
  407.  
  408. :BDISPLY_1575
  409. 00D6: if and
  410. 0018:   $1043 > 0
  411. 0039:   23@ == 0
  412. 004D: jump_if_false @BDISPLY_1627
  413. 07B1: unknown_get_dance_track 0 store_to 1@ 1@ 25@
  414. 000A: 25@ += 1
  415. 0006: 23@ = 1
  416.  
  417. :BDISPLY_1627
  418. 0085: 13@ = 12@  // (int)
  419. 005A: 13@ += 0@  // (int)
  420. 00D6: if
  421. 001B:   0 > 0@
  422. 004D: jump_if_false @BDISPLY_1675
  423. 0012: 8@ *= -1
  424. 000A: 13@ += 1
  425.  
  426. :BDISPLY_1675
  427. 00D6: if
  428. 003B:   13@ == 25@  // (int)
  429. 004D: jump_if_false @BDISPLY_1756
  430. 00D6: if and
  431. 002B:   3000 >= 8@
  432. 0019:   8@ > -400
  433. 004D: jump_if_false @BDISPLY_1735
  434. 0050: gosub @BDISPLY_1765
  435. 0002: jump @BDISPLY_1749
  436.  
  437. :BDISPLY_1735
  438. 0006: 23@ = 0
  439. 0004: $1043 = 0
  440.  
  441. :BDISPLY_1749
  442. 0002: jump @BDISPLY_1763
  443.  
  444. :BDISPLY_1756
  445. 0004: $1043 = 0
  446.  
  447. :BDISPLY_1763
  448. 0051: return
  449.  
  450. :BDISPLY_1765
  451. 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
  452.  
  453. :BDISPLY_1828
  454. 00D6: if
  455. 0038:   $1043 == 1
  456. 004D: jump_if_false @BDISPLY_1867
  457. 0006: 26@ = 90
  458. 0006: 27@ = 100
  459. 0002: jump @BDISPLY_1940
  460.  
  461. :BDISPLY_1867
  462. 00D6: if
  463. 0038:   $1043 == 2
  464. 004D: jump_if_false @BDISPLY_1907
  465. 0006: 26@ = 190
  466. 0006: 27@ = 80
  467. 0002: jump @BDISPLY_1940
  468.  
  469. :BDISPLY_1907
  470. 00D6: if
  471. 0038:   $1043 == 3
  472. 004D: jump_if_false @BDISPLY_1940
  473. 0006: 26@ = 255
  474. 0006: 27@ = 25
  475.  
  476. :BDISPLY_1940
  477. 0085: 24@ = 26@  // (int)
  478. 0006: TIMERB = 0
  479. 03E3: set_texture_to_be_drawn_antialiased 1
  480. 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
  481. 000A: 23@ += 1
  482. 0002: jump @BDISPLY_2214
  483.  
  484. :BDISPLY_2001
  485. 00D6: if
  486. 001D:   27@ > TIMERB  // (int)
  487. 004D: jump_if_false @BDISPLY_2059
  488. 03E3: set_texture_to_be_drawn_antialiased 1
  489. 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
  490. 0002: jump @BDISPLY_2098
  491.  
  492. :BDISPLY_2059
  493. 03E3: set_texture_to_be_drawn_antialiased 1
  494. 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
  495. 000A: 23@ += 1
  496.  
  497. :BDISPLY_2098
  498. 0002: jump @BDISPLY_2214
  499.  
  500. :BDISPLY_2105
  501. 0085: 1@ = 26@  // (int)
  502. 0072: 1@ /= 17@  // (int)
  503. 0012: 1@ *= 4
  504. 0062: 24@ -= 1@  // (int)
  505. 00D6: if
  506. 002B:   0 >= 24@
  507. 004D: jump_if_false @BDISPLY_2175
  508. 0006: 24@ = 0
  509. 0006: 23@ = 0
  510. 0004: $1043 = 0
  511.  
  512. :BDISPLY_2175
  513. 03E3: set_texture_to_be_drawn_antialiased 1
  514. 038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@
  515. 0002: jump @BDISPLY_2214
  516.  
  517. :BDISPLY_2214
  518. 0051: return
  519.  
  520.  
  521.  
  522.  
  523. //------------//------------//------------//------------
  524.  
  525.  
  526.  
  527.  
  528. //------------//------------//------------//------------
  529.  
  530.  
  531.  
  532.  
  533.  
  534.  
  535.  
  536.  
  537.  
  538.  
  539.  
  540.  
  541. //-------------Mission 0---------------
  542. //-------------Mission 31---------------
  543. // Originally: Life's a Beach
  544.  
  545. :MUSIC1
  546. 03A4: script_name 'MUSIC1'
  547. 03A4: script_name 'MUSIC1'
  548. 0050: gosub @MUSIC1_47
  549. 00D6: if
  550. 0112:   wasted_or_busted // mission only
  551. 004D: jump_if_false @MUSIC1_38
  552. 0050: gosub @MUSIC1_15556
  553.  
  554. :MUSIC1_38
  555. 0050: gosub @MUSIC1_15629
  556. 004E: terminate_this_script
  557.  
  558. :MUSIC1_47
  559. 0317: increment_mission_attempts
  560. 054C: use_GXT_table 'STRAP1'
  561. 0004: $ONMISSION = 1
  562. 0001: wait 0 ms
  563. 0007: 34@ = 526.84
  564. 0007: 35@ = -1885.19
  565. 0007: 36@ = 2.4
  566. 0087: 39@ = 34@  // (float)
  567. 000B: 39@ += 2.5
  568. 0087: 40@ = 35@  // (float)
  569. 000B: 40@ += 3.5
  570. 0007: 41@ = 2.79
  571. 0087: 42@ = 34@  // (float)
  572. 000F: 42@ -= 7.0
  573. 0087: 43@ = 35@  // (float)
  574. 000F: 43@ -= 9.8
  575. 0007: 44@ = 2.06
  576. 0087: 48@ = 39@  // (float)
  577. 000B: 48@ += 9.0
  578. 0087: 49@ = 40@  // (float)
  579. 000B: 49@ += 4.0
  580. 0087: 50@ = 41@  // (float)
  581. 0007: 51@ = 340.0
  582. 0007: 52@ = 1643.42
  583. 0007: 53@ = -1524.69
  584. 0007: 54@ = 12.61
  585. 0087: 56@ = 48@  // (float)
  586. 000F: 56@ -= 1.08
  587. 0087: 57@ = 49@  // (float)
  588. 000F: 57@ -= 3.05
  589. 0087: 58@ = 56@  // (float)
  590. 000F: 58@ -= 0.54
  591. 0087: 59@ = 57@  // (float)
  592. 000F: 59@ -= 1.53
  593. 0007: 60@ = 3.14
  594. 0006: 61@ = 21
  595. 0087: 83@ = 39@  // (float)
  596. 000B: 83@ += 10.0
  597. 0087: 104@ = 40@  // (float)
  598. 000F: 104@ -= 6.0
  599. 0007: 125@ = 300.0
  600. 0087: 84@ = 83@  // (float)
  601. 000B: 84@ += 3.0
  602. 0087: 105@ = 104@  // (float)
  603. 0087: 126@ = 125@  // (float)
  604. 000B: 126@ += 120.0
  605. 0087: 85@ = 83@  // (float)
  606. 000B: 85@ += 3.0
  607. 0087: 106@ = 104@  // (float)
  608. 000B: 106@ += 3.0
  609. 0087: 127@ = 125@  // (float)
  610. 000B: 127@ += 240.0
  611. 0087: 86@ = 34@  // (float)
  612. 000B: 86@ += 17.5
  613. 0087: 107@ = 35@  // (float)
  614. 000B: 107@ += 3.0
  615. 0007: 128@ = 270.0
  616. 0087: 87@ = 86@  // (float)
  617. 000B: 87@ += 1.0
  618. 0087: 108@ = 107@  // (float)
  619. 0087: 129@ = 128@  // (float)
  620. 000F: 129@ -= 180.0
  621. 0087: 88@ = 39@  // (float)
  622. 000F: 88@ -= 2.0
  623. 0087: 109@ = 40@  // (float)
  624. 000F: 109@ -= 8.0
  625. 0007: 130@ = 315.0
  626. 0087: 89@ = 88@  // (float)
  627. 000B: 89@ += 2.5
  628. 0087: 110@ = 109@  // (float)
  629. 0087: 131@ = 130@  // (float)
  630. 000B: 131@ += 90.0
  631. 0087: 90@ = 88@  // (float)
  632. 000B: 90@ += 2.5
  633. 0087: 111@ = 109@  // (float)
  634. 000B: 111@ += 2.5
  635. 0087: 132@ = 130@  // (float)
  636. 000B: 132@ += 180.0
  637. 0087: 91@ = 88@  // (float)
  638. 0087: 112@ = 109@  // (float)
  639. 000B: 112@ += 2.5
  640. 0087: 133@ = 130@  // (float)
  641. 000B: 133@ += 270.0
  642. 0087: 92@ = 34@  // (float)
  643. 000B: 92@ += 12.0
  644. 0087: 113@ = 35@  // (float)
  645. 000F: 113@ -= 9.5
  646. 0007: 134@ = 0.0
  647. 0087: 93@ = 92@  // (float)
  648. 000F: 93@ -= 0.5
  649. 0087: 114@ = 113@  // (float)
  650. 000B: 114@ += 1.5
  651. 0087: 135@ = 134@  // (float)
  652. 000B: 135@ += 180.0
  653. 0087: 94@ = 42@  // (float)
  654. 0087: 115@ = 43@  // (float)
  655. 000B: 115@ += 5.0
  656. 0007: 136@ = 200.0
  657. 0087: 95@ = 42@  // (float)
  658. 000B: 95@ += 3.0
  659. 0087: 116@ = 43@  // (float)
  660. 000B: 116@ += 3.5
  661. 0007: 137@ = 170.0
  662. 0087: 96@ = 42@  // (float)
  663. 000B: 96@ += 4.0
  664. 0087: 117@ = 43@  // (float)
  665. 0007: 138@ = 0.0
  666. 0087: 97@ = 42@  // (float)
  667. 000B: 97@ += 5.0
  668. 0087: 118@ = 43@  // (float)
  669. 000B: 118@ += 2.0
  670. 0007: 139@ = 270.0
  671. 0087: 98@ = 39@  // (float)
  672. 000B: 98@ += 1.0
  673. 0087: 119@ = 40@  // (float)
  674. 000B: 119@ += 6.0
  675. 0007: 140@ = 270.0
  676. 0087: 99@ = 98@  // (float)
  677. 000B: 99@ += 1.5
  678. 0087: 120@ = 119@  // (float)
  679. 000B: 120@ += 1.5
  680. 0087: 141@ = 140@  // (float)
  681. 000F: 141@ -= 90.0
  682. 0087: 100@ = 98@  // (float)
  683. 000B: 100@ += 3.0
  684. 0087: 121@ = 119@  // (float)
  685. 0087: 142@ = 140@  // (float)
  686. 000F: 142@ -= 180.0
  687. 0087: 101@ = 98@  // (float)
  688. 000B: 101@ += 1.5
  689. 0087: 122@ = 119@  // (float)
  690. 000F: 122@ -= 1.5
  691. 0087: 143@ = 140@  // (float)
  692. 000F: 143@ -= 270.0
  693. 0087: 102@ = 48@  // (float)
  694. 000F: 102@ -= 3.0
  695. 0087: 123@ = 49@  // (float)
  696. 000F: 123@ -= 1.0
  697. 0007: 144@ = 0.0
  698. 0087: 103@ = 102@  // (float)
  699. 0087: 124@ = 123@  // (float)
  700. 000B: 124@ += 1.0
  701. 0087: 145@ = 144@  // (float)
  702. 000B: 145@ += 180.0
  703. 0007: 162@ = 20.0
  704. 0087: 163@ = 162@  // (float)
  705. 0013: 163@ *= 4.0
  706. 0006: 146@ = 7
  707. 0050: gosub @MUSIC1_13984
  708. 0006: 187@ = 0
  709. 0006: 188@ = 0
  710. 0006: 190@ = 0
  711. 0006: 192@ = 0
  712. 0006: 193@ = 0
  713. 0006: 194@ = 0
  714. 0006: 195@ = 0
  715. 0006: 197@ = 0
  716. 0006: 198@ = 0
  717. 0006: 199@ = 0
  718. 0006: 200@ = 0
  719. 0006: 201@ = 0
  720. 0006: 202@ = 0
  721. 0006: 203@ = 0
  722. 0006: 204@ = 0
  723. 0006: 207@ = 0
  724. 0006: 208@ = 0
  725. 0006: 205@ = 0
  726. 0006: 206@ = 0
  727. 0006: 209@ = 0
  728. 0006: 267@ = 0
  729. 0006: 268@ = 0
  730. 0006: 269@ = 0
  731. 0006: 231@ = 0
  732. 0006: 170@ = 0
  733.  
  734. :MUSIC1_1557
  735. 00D6: if
  736. 001D:   61@ > 170@  // (int)
  737. 004D: jump_if_false @MUSIC1_1653
  738. 0006: 210@(170@,21i) = 0
  739. 0006: 232@(170@,21i) = 0
  740. 00D6: if
  741. 001D:   146@ > 170@  // (int)
  742. 004D: jump_if_false @MUSIC1_1639
  743. 0006: 253@(170@,7i) = 0
  744. 0006: 260@(170@,7i) = 0
  745.  
  746. :MUSIC1_1639
  747. 000A: 170@ += 1
  748. 0002: jump @MUSIC1_1557
  749.  
  750. :MUSIC1_1653
  751. 0169: set_fade_color_RGB 0 0 0
  752. 016A: fade 0 time 2000
  753.  
  754. :MUSIC1_1668
  755. 00D6: if
  756. 016B:   fading
  757. 004D: jump_if_false @MUSIC1_1692
  758. 0001: wait 0 ms
  759. 0002: jump @MUSIC1_1668
  760.  
  761. :MUSIC1_1692
  762. 0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0
  763. 03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469
  764. 08F5: save_player_group
  765. 02E4: load_cutscene_data 'STRAP1A'
  766.  
  767. :MUSIC1_1746
  768. 00D6: if
  769. 86B9:   not cutscene_data_loaded
  770. 004D: jump_if_false @MUSIC1_1770
  771. 0001: wait 0 ms
  772. 0002: jump @MUSIC1_1746
  773.  
  774. :MUSIC1_1770
  775. 02E7: start_cutscene
  776. 016A: fade 1 time 1000
  777.  
  778. :MUSIC1_1779
  779. 00D6: if
  780. 82E9:   not cutscene_reached_end
  781. 004D: jump_if_false @MUSIC1_1803
  782. 0001: wait 0 ms
  783. 0002: jump @MUSIC1_1779
  784.  
  785. :MUSIC1_1803
  786. 016A: fade 0 time 0
  787.  
  788. :MUSIC1_1809
  789. 00D6: if
  790. 016B:   fading
  791. 004D: jump_if_false @MUSIC1_1833
  792. 0001: wait 0 ms
  793. 0002: jump @MUSIC1_1809
  794.  
  795. :MUSIC1_1833
  796. 02EA: end_cutscene
  797. 01B4: set_player $PLAYER_CHAR can_move False
  798. 08F6: restore_player_group
  799. 0247: load_model #VOODOO
  800. 0247: load_model #ESPERANT
  801. 0247: load_model #OCEANIC
  802. 0247: load_model #PONY
  803. 0247: load_model #MP5LNG
  804. 0247: load_model #BFYST
  805. 0247: load_model #WFYST
  806. 0247: load_model #BMYST
  807. 0247: load_model #WMYRO
  808. 0247: load_model #WFYCLOT
  809. 0247: load_model #WMYST
  810. 0247: load_model #WMYCLOT
  811. 0247: load_model #BMYDJ
  812. 0247: load_model #WFYRI
  813. 0247: load_model #OFYRI
  814. 06E9: load_car_component #WHEEL_OR1
  815. 08A9: load_external_script 0 (DANCE)
  816. 038B: load_requested_models
  817.  
  818. :MUSIC1_1922
  819. 00D6: if or
  820. 8248:   not model #VOODOO available
  821. 8248:   not model #ESPERANT available
  822. 8248:   not model #OCEANIC available
  823. 8248:   not model #PONY available
  824. 8248:   not model #MP5LNG available
  825. 004D: jump_if_false @MUSIC1_1969
  826. 0001: wait 0 ms
  827. 0002: jump @MUSIC1_1922
  828.  
  829. :MUSIC1_1969
  830. 00D6: if
  831. 8248:   not model #BFYST available
  832. 004D: jump_if_false @MUSIC1_1995
  833. 0001: wait 0 ms
  834. 0002: jump @MUSIC1_1969
  835.  
  836. :MUSIC1_1995
  837. 00D6: if or
  838. 8248:   not model #WFYST available
  839. 8248:   not model #BMYST available
  840. 8248:   not model #WMYRO available
  841. 8248:   not model #WFYCLOT available
  842. 8248:   not model #WMYST available
  843. 8248:   not model #WMYCLOT available
  844. 004D: jump_if_false @MUSIC1_2043
  845. 0001: wait 0 ms
  846. 0002: jump @MUSIC1_1995
  847.  
  848. :MUSIC1_2043
  849. 00D6: if or
  850. 8248:   not model #BMYDJ available
  851. 8248:   not model #WFYRI available
  852. 8248:   not model #OFYRI available
  853. 004D: jump_if_false @MUSIC1_2077
  854. 0001: wait 0 ms
  855. 0002: jump @MUSIC1_2043
  856.  
  857. :MUSIC1_2077
  858. 00D6: if or
  859. 86EA:   not car_component #WHEEL_OR1 available
  860. 88AB:   not external_script 0 (DANCE) loaded
  861. 004D: jump_if_false @MUSIC1_2108
  862. 0001: wait 0 ms
  863. 0002: jump @MUSIC1_2077
  864.  
  865. :MUSIC1_2108
  866. 02FA: set_garage 'MUL_LAN' type 19
  867. 022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
  868. 03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469
  869. 01B6: set_weather 1
  870. 00A1: put_actor $PLAYER_ACTOR at 809.5818 -1630.573 12.5469
  871. 0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0
  872. 0373: set_camera_directly_behind_player
  873. 02EB: restore_camera_with_jumpcut
  874. 0169: set_fade_color_RGB 0 0 0
  875. 0001: wait 500 ms
  876. 016A: fade 1 time 1500
  877. 01B4: set_player $PLAYER_CHAR can_move True
  878. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  879. 00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0 // ~s~Go to the ~y~beach party~s~.
  880. 00D6: if
  881. 0039:   192@ == 1
  882. 004D: jump_if_false @MUSIC1_2489
  883. 00A5: 47@ = create_car #PONY at 0.0 0.0 -100.0
  884. 0186: 272@ = create_marker_above_car 47@
  885. 009A: 55@ = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0
  886. 0615: define_AS_pack_begin 181@
  887. 05BA: AS_actor -1 move_mouth -2 ms
  888. 0616: define_AS_pack_end 181@
  889. 0006: 170@ = 0
  890.  
  891. :MUSIC1_2361
  892. 00D6: if
  893. 001D:   61@ > 170@  // (int)
  894. 004D: jump_if_false @MUSIC1_2422
  895. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0
  896. 000A: 170@ += 1
  897. 0002: jump @MUSIC1_2361
  898.  
  899. :MUSIC1_2422
  900. 0006: 170@ = 0
  901.  
  902. :MUSIC1_2429
  903. 00D6: if
  904. 001D:   146@ > 170@  // (int)
  905. 004D: jump_if_false @MUSIC1_2489
  906. 00A5: 147@(170@,7i) = create_car #VOODOO at 0.0 0.0 -100.0
  907. 000A: 170@ += 1
  908. 0002: jump @MUSIC1_2429
  909.  
  910. :MUSIC1_2489
  911. 0001: wait 0 ms
  912. 00D6: if
  913. 0735: is_keyboard_key_pressed 83
  914. 004D: jump_if_false @MUSIC1_2515
  915. 0002: jump @MUSIC1_15574
  916.  
  917. :MUSIC1_2515
  918. 01B6: set_weather 1
  919. 00D6: if
  920. 8039:   not 193@ == 1
  921. 004D: jump_if_false @MUSIC1_2925
  922. 00D6: if
  923. 00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 200.0 200.0
  924. 004D: jump_if_false @MUSIC1_2925
  925. 0395: clear_area 0 at 34@ 35@ 36@ radius 100.0
  926. 0050: gosub @MUSIC1_6819
  927. 0087: 274@ = 39@  // (float)
  928. 000B: 274@ += 0.15
  929. 0087: 275@ = 40@  // (float)
  930. 000B: 275@ += 0.15
  931. 029B: 45@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.6
  932. 0087: 274@ = 42@  // (float)
  933. 000B: 274@ += 0.15
  934. 0087: 275@ = 43@  // (float)
  935. 000B: 275@ += 0.15
  936. 029B: 46@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.31
  937. 08D2: object 45@ scale_model 0.5
  938. 08D2: object 46@ scale_model 0.5
  939. 07F7: set_object 45@ destructible False
  940. 07F7: set_object 46@ destructible False
  941. 0917: audio_zone 'BEACH' enable_sound 1
  942. 0001: wait 1500 ms
  943. 0050: gosub @MUSIC1_8085
  944. 00D6: if
  945. 8118:   not actor 55@ dead
  946. 004D: jump_if_false @MUSIC1_2788
  947. 04D7: set_actor 55@ locked True
  948.  
  949. :MUSIC1_2788
  950. 00D6: if
  951. 8119:   not car 47@ wrecked
  952. 004D: jump_if_false @MUSIC1_2811
  953. 0519: set_car 47@ locked True
  954.  
  955. :MUSIC1_2811
  956. 00D6: if
  957. 03CA:   object 45@ exists
  958. 004D: jump_if_false @MUSIC1_2834
  959. 0550: keep_object 45@ in_memory True
  960.  
  961. :MUSIC1_2834
  962. 00D6: if
  963. 03CA:   object 46@ exists
  964. 004D: jump_if_false @MUSIC1_2857
  965. 0550: keep_object 46@ in_memory True
  966.  
  967. :MUSIC1_2857
  968. 064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ type 1
  969. 064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ type 1
  970. 064C: make_particle 37@ visible
  971. 064C: make_particle 38@ visible
  972. 0006: 270@ = 1
  973. 0006: 193@ = 1
  974.  
  975. :MUSIC1_2925
  976. 00D6: if
  977. 0039:   193@ == 1
  978. 004D: jump_if_false @MUSIC1_6812
  979. 00BF: 175@ = current_time_hours, 176@ = current_time_minutes
  980. 00D6: if and
  981. 0029:   175@ >= 6
  982. 001B:   22 > 175@
  983. 004D: jump_if_false @MUSIC1_3018
  984. 00D6: if
  985. 0039:   270@ == 1
  986. 004D: jump_if_false @MUSIC1_3011
  987. 064E: stop_particle 37@
  988. 064E: stop_particle 38@
  989. 0006: 270@ = 0
  990.  
  991. :MUSIC1_3011
  992. 0002: jump @MUSIC1_3053
  993.  
  994. :MUSIC1_3018
  995. 00D6: if
  996. 0039:   270@ == 0
  997. 004D: jump_if_false @MUSIC1_3053
  998. 064C: make_particle 37@ visible
  999. 064C: make_particle 38@ visible
  1000. 0006: 270@ = 1
  1001.  
  1002. :MUSIC1_3053
  1003. 00D6: if and
  1004. 8039:   not 194@ == 1
  1005. 00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 50.0 50.0
  1006. 004D: jump_if_false @MUSIC1_3108
  1007. 0050: gosub @MUSIC1_14856
  1008. 0006: 194@ = 1
  1009.  
  1010. :MUSIC1_3108
  1011. 00D6: if
  1012. 0039:   203@ == 0
  1013. 004D: jump_if_false @MUSIC1_6025
  1014. 00D6: if and
  1015. 8039:   not 195@ == 1
  1016. 8039:   not 197@ == 1
  1017. 8039:   not 199@ == 1
  1018. 004D: jump_if_false @MUSIC1_3314
  1019. 00D6: if and
  1020. 8118:   not actor 55@ dead
  1021. 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  1022. 004D: jump_if_false @MUSIC1_3314
  1023. 0164: disable_marker 271@
  1024. 0687: clear_actor 55@ task
  1025. 0173: set_actor 55@ Z_angle_to 110.0
  1026. 0050: gosub @MUSIC1_12841
  1027. 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
  1028. 0006: 195@ = 1
  1029. 0006: 196@ = 0
  1030. 01B4: set_player $PLAYER_CHAR can_move False
  1031. 00A1: put_actor $PLAYER_ACTOR at 58@ 59@ 2.3
  1032. 0173: set_actor $PLAYER_ACTOR Z_angle_to 290.0
  1033. 0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152
  1034. 0001: wait 1000 ms
  1035. 01B4: set_player $PLAYER_CHAR can_move True
  1036.  
  1037. :MUSIC1_3314
  1038. 00D6: if and
  1039. 0039:   195@ == 1
  1040. 8039:   not 197@ == 1
  1041. 004D: jump_if_false @MUSIC1_4324
  1042. 00D6: if
  1043. 8118:   not actor 55@ dead
  1044. 004D: jump_if_false @MUSIC1_4324
  1045. 00D6: if
  1046. 071A:   actor 55@ current_dialogue_text == 287@s
  1047. 004D: jump_if_false @MUSIC1_4018
  1048. 01B4: set_player $PLAYER_CHAR can_move False
  1049. 00D6: if
  1050. 88AB:   not external_script 0 (DANCE) loaded
  1051. 004D: jump_if_false @MUSIC1_3400
  1052. 08A9: load_external_script 0 (DANCE)
  1053.  
  1054. :MUSIC1_3400
  1055. 016A: fade 0 time 1000
  1056.  
  1057. :MUSIC1_3407
  1058. 00D6: if or
  1059. 016B:   fading
  1060. 88AB:   not external_script 0 (DANCE) loaded
  1061. 004D: jump_if_false @MUSIC1_3435
  1062. 0001: wait 0 ms
  1063. 0002: jump @MUSIC1_3407
  1064.  
  1065. :MUSIC1_3435
  1066. 03E6: remove_text_box
  1067. 00D6: if
  1068. 00DF:   actor $PLAYER_ACTOR driving
  1069. 004D: jump_if_false @MUSIC1_3480
  1070. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0
  1071. 0002: jump @MUSIC1_3500
  1072.  
  1073. :MUSIC1_3480
  1074. 00A1: put_actor $PLAYER_ACTOR at 533.81 -1891.64 -100.0
  1075.  
  1076. :MUSIC1_3500
  1077. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  1078. 0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0
  1079. 0006: 170@ = 0
  1080.  
  1081. :MUSIC1_3538
  1082. 00D6: if
  1083. 001D:   146@ > 170@  // (int)
  1084. 004D: jump_if_false @MUSIC1_3668
  1085. 00D6: if
  1086. 8119:   not car 147@(170@,7i) wrecked
  1087. 004D: jump_if_false @MUSIC1_3645
  1088. 00D6: if
  1089. 01AF:   car 147@(170@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0
  1090. 004D: jump_if_false @MUSIC1_3638
  1091. 00A6: destroy_car 147@(170@,7i)
  1092.  
  1093. :MUSIC1_3638
  1094. 0002: jump @MUSIC1_3654
  1095.  
  1096. :MUSIC1_3645
  1097. 00A6: destroy_car 147@(170@,7i)
  1098.  
  1099. :MUSIC1_3654
  1100. 000A: 170@ += 1
  1101. 0002: jump @MUSIC1_3538
  1102.  
  1103. :MUSIC1_3668
  1104. 00D6: if
  1105. 8118:   not actor 55@ dead
  1106. 004D: jump_if_false @MUSIC1_3774
  1107. 08ED: remove_actor 55@ from_dialogue_mode
  1108. 0792: disembark_instantly_actor 55@
  1109. 0173: set_actor 55@ Z_angle_to 110.0
  1110. 0615: define_AS_pack_begin 182@
  1111. 0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1112. 0643: set_AS_pack 182@ loop 1
  1113. 0616: define_AS_pack_end 182@
  1114. 0618: assign_actor 55@ to_AS_pack 182@
  1115. 061B: remove_references_to_AS_pack 182@
  1116.  
  1117. :MUSIC1_3774
  1118. 0917: audio_zone 'BEACH' enable_sound 0
  1119. 00D6: if
  1120. 8118:   not actor 65@ dead
  1121. 004D: jump_if_false @MUSIC1_3808
  1122. 0792: disembark_instantly_actor 65@
  1123.  
  1124. :MUSIC1_3808
  1125. 00D6: if
  1126. 8118:   not actor 66@ dead
  1127. 004D: jump_if_false @MUSIC1_3829
  1128. 0792: disembark_instantly_actor 66@
  1129.  
  1130. :MUSIC1_3829
  1131. 00BE: text_clear_all
  1132. 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.
  1133. 0006: 170@ = 0
  1134.  
  1135. :MUSIC1_3854
  1136. 00D6: if
  1137. 001B:   5 > 170@
  1138. 004D: jump_if_false @MUSIC1_3970
  1139. 0005: $5315(170@,5f) = 531.18
  1140. 0005: $5320(170@,5f) = -1893.8
  1141. 0005: $5325(170@,5f) = 3.45
  1142. 0005: $5330(170@,5f) = 533.94
  1143. 0005: $5335(170@,5f) = -1891.82
  1144. 0005: $5340(170@,5f) = 3.44
  1145. 000A: 170@ += 1
  1146. 0002: jump @MUSIC1_3854
  1147.  
  1148. :MUSIC1_3970
  1149. 08BA: set $5295 bit 31
  1150. 0913: run_external_script 0 (DANCE) 533.81 -1891.64 -100.0 51@ 1 -1
  1151. 0006: 197@ = 1
  1152. 0002: jump @MUSIC1_4324
  1153.  
  1154. :MUSIC1_4018
  1155. 00D6: if
  1156. 8039:   not 196@ == 1
  1157. 004D: jump_if_false @MUSIC1_4215
  1158. 00D6: if or
  1159. 071A:   actor 55@ current_dialogue_text == 285@s
  1160. 071A:   actor 55@ current_dialogue_text == 289@s
  1161. 004D: jump_if_false @MUSIC1_4077
  1162. 0006: 196@ = 1
  1163. 0002: jump @MUSIC1_4208
  1164.  
  1165. :MUSIC1_4077
  1166. 00D6: if
  1167. 00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
  1168. 004D: jump_if_false @MUSIC1_4122
  1169. 0006: TIMERB = 0
  1170. 0002: jump @MUSIC1_4208
  1171.  
  1172. :MUSIC1_4122
  1173. 00D6: if
  1174. 0019:   TIMERB > 3000
  1175. 004D: jump_if_false @MUSIC1_4208
  1176. 08ED: remove_actor 55@ from_dialogue_mode
  1177. 03E6: remove_text_box
  1178. 00A1: put_actor 55@ at 56@ 57@ -100.0
  1179. 0173: set_actor 55@ Z_angle_to 51@
  1180. 0618: assign_actor 55@ to_AS_pack 181@
  1181. 0006: 195@ = 0
  1182. 0006: 196@ = 0
  1183. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  1184.  
  1185. :MUSIC1_4208
  1186. 0002: jump @MUSIC1_4324
  1187.  
  1188. :MUSIC1_4215
  1189. 00D6: if
  1190. 80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  1191. 004D: jump_if_false @MUSIC1_4324
  1192. 0006: 196@ = 0
  1193. 08ED: remove_actor 55@ from_dialogue_mode
  1194. 03E6: remove_text_box
  1195. 00A1: put_actor 55@ at 56@ 57@ -100.0
  1196. 0173: set_actor 55@ Z_angle_to 51@
  1197. 0618: assign_actor 55@ to_AS_pack 181@
  1198. 0006: 195@ = 0
  1199. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  1200.  
  1201. :MUSIC1_4324
  1202. 00D6: if and
  1203. 0039:   197@ == 1
  1204. 8039:   not 199@ == 1
  1205. 004D: jump_if_false @MUSIC1_4626
  1206. 00D6: if and
  1207. 88B4:   not test $5295 bit 31
  1208. 8039:   not 198@ == 1
  1209. 004D: jump_if_false @MUSIC1_4510
  1210. 01B4: set_player $PLAYER_CHAR can_move True
  1211. 00D6: if
  1212. 8118:   not actor 55@ dead
  1213. 004D: jump_if_false @MUSIC1_4402
  1214. 0792: disembark_instantly_actor 55@
  1215.  
  1216. :MUSIC1_4402
  1217. 00BE: text_clear_all
  1218. 00D6: if
  1219. 0028:   $DANCE_SCORE >= 2500
  1220. 004D: jump_if_false @MUSIC1_4482
  1221. 0917: audio_zone 'BEACH' enable_sound 1
  1222. 0050: gosub @MUSIC1_13655
  1223. 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
  1224. 0006: 199@ = 1
  1225. 0006: 200@ = 1
  1226. 0006: 196@ = 0
  1227. 0002: jump @MUSIC1_4510
  1228.  
  1229. :MUSIC1_4482
  1230. 0006: 191@ = 1
  1231. 0050: gosub @MUSIC1_15131
  1232. 0006: TIMERA = 0
  1233. 0006: 198@ = 1
  1234.  
  1235. :MUSIC1_4510
  1236. 00D6: if
  1237. 0039:   198@ == 1
  1238. 004D: jump_if_false @MUSIC1_4626
  1239. 00D6: if and
  1240. 001D:   189@ > 188@  // (int)
  1241. 0039:   191@ == 1
  1242. 004D: jump_if_false @MUSIC1_4584
  1243. 00D6: if
  1244. 8118:   not actor 55@ dead
  1245. 004D: jump_if_false @MUSIC1_4577
  1246. 0050: gosub @MUSIC1_15302
  1247.  
  1248. :MUSIC1_4577
  1249. 0002: jump @MUSIC1_4626
  1250.  
  1251. :MUSIC1_4584
  1252. 00D6: if
  1253. 0019:   TIMERA > 1000
  1254. 004D: jump_if_false @MUSIC1_4626
  1255. 00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0 // ~r~You need more practice!
  1256. 0002: jump @MUSIC1_15556
  1257.  
  1258. :MUSIC1_4626
  1259. 00D6: if and
  1260. 0039:   199@ == 1
  1261. 8039:   not 201@ == 1
  1262. 004D: jump_if_false @MUSIC1_5227
  1263. 00D6: if
  1264. 8118:   not actor 55@ dead
  1265. 004D: jump_if_false @MUSIC1_5227
  1266. 00D6: if
  1267. 8039:   not 200@ == 1
  1268. 004D: jump_if_false @MUSIC1_4786
  1269. 00D6: if
  1270. 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  1271. 004D: jump_if_false @MUSIC1_4779
  1272. 0164: disable_marker 271@
  1273. 0687: clear_actor 55@ task
  1274. 0173: set_actor 55@ Z_angle_to 110.0
  1275. 0050: gosub @MUSIC1_13655
  1276. 03E5: show_text_box 'TALK_1' // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
  1277. 0006: 200@ = 1
  1278. 0006: 196@ = 0
  1279.  
  1280. :MUSIC1_4779
  1281. 0002: jump @MUSIC1_5227
  1282.  
  1283. :MUSIC1_4786
  1284. 00D6: if or
  1285. 071A:   actor 55@ current_dialogue_text == 'VYES1' // ~z~C'mon, homeboy.
  1286. 071A:   actor 55@ current_dialogue_text == 'VYES2' // ~z~Let me take you into my office...
  1287. 004D: jump_if_false @MUSIC1_4923
  1288. 00D6: if
  1289. 8119:   not car 47@ wrecked
  1290. 004D: jump_if_false @MUSIC1_4916
  1291. 08ED: remove_actor 55@ from_dialogue_mode
  1292. 03E6: remove_text_box
  1293. 07A1: set_walk_speed 4
  1294. 04D7: set_actor 55@ locked False
  1295. 05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 time -1
  1296. 0186: 272@ = create_marker_above_car 47@
  1297. 07E0: set_marker 272@ type_to 1
  1298. 0006: 200@ = 0
  1299. 0006: 201@ = 1
  1300. 00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0 // ~s~Steal the ~b~sound van.
  1301.  
  1302. :MUSIC1_4916
  1303. 0002: jump @MUSIC1_5227
  1304.  
  1305. :MUSIC1_4923
  1306. 00D6: if
  1307. 8039:   not 196@ == 1
  1308. 004D: jump_if_false @MUSIC1_5118
  1309. 00D6: if
  1310. 071A:   actor 55@ current_dialogue_text == 'VLATE' // ~z~Well, I'm here for a while, if you change your mind!
  1311. 004D: jump_if_false @MUSIC1_4980
  1312. 0006: 196@ = 1
  1313. 0002: jump @MUSIC1_5111
  1314.  
  1315. :MUSIC1_4980
  1316. 00D6: if
  1317. 00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0
  1318. 004D: jump_if_false @MUSIC1_5025
  1319. 0006: TIMERB = 0
  1320. 0002: jump @MUSIC1_5111
  1321.  
  1322. :MUSIC1_5025
  1323. 00D6: if
  1324. 0019:   TIMERB > 3000
  1325. 004D: jump_if_false @MUSIC1_5111
  1326. 08ED: remove_actor 55@ from_dialogue_mode
  1327. 03E6: remove_text_box
  1328. 00A1: put_actor 55@ at 56@ 57@ -100.0
  1329. 0173: set_actor 55@ Z_angle_to 51@
  1330. 0618: assign_actor 55@ to_AS_pack 181@
  1331. 0006: 200@ = 0
  1332. 0006: 196@ = 0
  1333. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  1334.  
  1335. :MUSIC1_5111
  1336. 0002: jump @MUSIC1_5227
  1337.  
  1338. :MUSIC1_5118
  1339. 00D6: if
  1340. 80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot
  1341. 004D: jump_if_false @MUSIC1_5227
  1342. 0006: 196@ = 0
  1343. 08ED: remove_actor 55@ from_dialogue_mode
  1344. 03E6: remove_text_box
  1345. 00A1: put_actor 55@ at 56@ 57@ -100.0
  1346. 0173: set_actor 55@ Z_angle_to 51@
  1347. 0618: assign_actor 55@ to_AS_pack 181@
  1348. 0006: 200@ = 0
  1349. 018A: 271@ = create_checkpoint_at 58@ 59@ 60@
  1350.  
  1351. :MUSIC1_5227
  1352. 00D6: if and
  1353. 0039:   201@ == 1
  1354. 8039:   not 202@ == 1
  1355. 8118:   not actor 55@ dead
  1356. 8119:   not car 47@ wrecked
  1357. 004D: jump_if_false @MUSIC1_5330
  1358. 00D6: if
  1359. 00DB:   actor 55@ in_car 47@
  1360. 004D: jump_if_false @MUSIC1_5330
  1361. 020A: set_car 47@ door_status_to 1
  1362. 095E: set_car 47@ door 4 unlatch 1 angle -1.0
  1363. 095E: set_car 47@ door 5 unlatch 1 angle -1.0
  1364. 0852: set_car 47@ damages_visible 1
  1365. 0006: 202@ = 1
  1366.  
  1367. :MUSIC1_5330
  1368. 00D6: if
  1369. 8039:   not 268@ == 1
  1370. 004D: jump_if_false @MUSIC1_5770
  1371. 00D6: if and
  1372. 00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 162@ 162@
  1373. 02E0:   actor $PLAYER_ACTOR firing_weapon
  1374. 004D: jump_if_false @MUSIC1_5397
  1375. 0006: 268@ = 1
  1376. 0002: jump @MUSIC1_5571
  1377.  
  1378. :MUSIC1_5397
  1379. 00D6: if
  1380. 0118:   actor 55@ dead
  1381. 004D: jump_if_false @MUSIC1_5427
  1382. 0006: 268@ = 1
  1383. 0002: jump @MUSIC1_5460
  1384.  
  1385. :MUSIC1_5427
  1386. 00D6: if or
  1387. 051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR
  1388. 074F:   actor 55@ ped_event == 31
  1389. 004D: jump_if_false @MUSIC1_5460
  1390. 0006: 268@ = 1
  1391.  
  1392. :MUSIC1_5460
  1393. 0006: 170@ = 0
  1394.  
  1395. :MUSIC1_5467
  1396. 00D6: if and
  1397. 001D:   61@ > 170@  // (int)
  1398. 8039:   not 268@ == 1
  1399. 004D: jump_if_false @MUSIC1_5571
  1400. 00D6: if
  1401. 0118:   actor 62@(170@,21i) dead
  1402. 004D: jump_if_false @MUSIC1_5527
  1403. 0006: 268@ = 1
  1404. 0002: jump @MUSIC1_5557
  1405.  
  1406. :MUSIC1_5527
  1407. 00D6: if
  1408. 051A:   actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR
  1409. 004D: jump_if_false @MUSIC1_5557
  1410. 0006: 268@ = 1
  1411.  
  1412. :MUSIC1_5557
  1413. 000A: 170@ += 1
  1414. 0002: jump @MUSIC1_5467
  1415.  
  1416. :MUSIC1_5571
  1417. 00D6: if
  1418. 0039:   268@ == 1
  1419. 004D: jump_if_false @MUSIC1_5738
  1420. 040D: unload_wav 1
  1421. 00BE: text_clear_all
  1422. 00D6: if
  1423. 8039:   not 202@ == 1
  1424. 004D: jump_if_false @MUSIC1_5634
  1425. 0050: gosub @MUSIC1_10052
  1426. 0050: gosub @MUSIC1_10452
  1427. 0002: jump @MUSIC1_5718
  1428.  
  1429. :MUSIC1_5634
  1430. 00D6: if
  1431. 8039:   not 209@ == 1
  1432. 004D: jump_if_false @MUSIC1_5666
  1433. 0050: gosub @MUSIC1_10726
  1434. 0006: 209@ = 1
  1435.  
  1436. :MUSIC1_5666
  1437. 00D6: if and
  1438. 8118:   not actor 55@ dead
  1439. 8039:   not 231@ == 1
  1440. 004D: jump_if_false @MUSIC1_5718
  1441. 01B9: set_actor 55@ armed_weapon_to 29
  1442. 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
  1443. 0006: 231@ = 1
  1444. 0961: set_actor 55@ keep_tasks_after_cleanup 1
  1445.  
  1446. :MUSIC1_5718
  1447. 0917: audio_zone 'BEACH' enable_sound 0
  1448. 0002: jump @MUSIC1_5770
  1449.  
  1450. :MUSIC1_5738
  1451. 00D6: if or
  1452. 8039:   not 197@ == 1
  1453. 0039:   199@ == 1
  1454. 004D: jump_if_false @MUSIC1_5770
  1455. 0050: gosub @MUSIC1_9958
  1456.  
  1457. :MUSIC1_5770
  1458. 00D6: if and
  1459. 0039:   202@ == 1
  1460. 0039:   268@ == 1
  1461. 004D: jump_if_false @MUSIC1_5827
  1462. 00D6: if and
  1463. 0039:   209@ == 1
  1464. 8039:   not 269@ == 1
  1465. 004D: jump_if_false @MUSIC1_5827
  1466. 0050: gosub @MUSIC1_11354
  1467.  
  1468. :MUSIC1_5827
  1469. 00D6: if and
  1470. 8039:   not 207@ == 1
  1471. 8119:   not car 47@ wrecked
  1472. 004D: jump_if_false @MUSIC1_5927
  1473. 00D6: if
  1474. 00DB:   actor $PLAYER_ACTOR in_car 47@
  1475. 004D: jump_if_false @MUSIC1_5927
  1476. 0164: disable_marker 272@
  1477. 0006: 207@ = 1
  1478. 0006: 208@ = 1
  1479. 0519: set_car 47@ locked False
  1480. 0373: set_camera_directly_behind_player
  1481. 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0 // ~s~Get the van back to the ~y~garage.
  1482. 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
  1483.  
  1484. :MUSIC1_5927
  1485. 00D6: if
  1486. 0039:   207@ == 1
  1487. 004D: jump_if_false @MUSIC1_6025
  1488. 0050: gosub @MUSIC1_14690
  1489. 00D6: if
  1490. 8119:   not car 47@ wrecked
  1491. 004D: jump_if_false @MUSIC1_6025
  1492. 00D6: if
  1493. 81AD:   not car 47@ sphere 0 near_point 34@ 35@ radius 162@ 162@
  1494. 004D: jump_if_false @MUSIC1_6025
  1495. 02AA: set_car 47@ immune_to_nonplayer False
  1496. 0006: 203@ = 1
  1497. 0917: audio_zone 'BEACH' enable_sound 0
  1498.  
  1499. :MUSIC1_6025
  1500. 00D6: if
  1501. 0039:   203@ == 1
  1502. 004D: jump_if_false @MUSIC1_6555
  1503. 00D6: if and
  1504. 8039:   not 204@ == 1
  1505. 8118:   not actor 55@ dead
  1506. 8119:   not car 47@ wrecked
  1507. 004D: jump_if_false @MUSIC1_6115
  1508. 0615: define_AS_pack_begin 177@
  1509. 0622: AS_actor -1 bail_car 47@
  1510. 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
  1511. 0616: define_AS_pack_end 177@
  1512. 0618: assign_actor 55@ to_AS_pack 177@
  1513. 061B: remove_references_to_AS_pack 177@
  1514. 0006: 204@ = 1
  1515.  
  1516. :MUSIC1_6115
  1517. 00D6: if and
  1518. 0039:   204@ == 1
  1519. 8118:   not actor 55@ dead
  1520. 8039:   not 205@ == 1
  1521. 004D: jump_if_false @MUSIC1_6228
  1522. 062E: get_actor 55@ task 1560 status_store_to 178@ // ret 7 if not found
  1523. 00D6: if
  1524. 84A4:   not 178@ == 7  //  == constant
  1525. 004D: jump_if_false @MUSIC1_6228
  1526. 0646: unknown_get_actor 55@ task_1560_status_store_to 179@ // similar to 062E
  1527. 00D6: if
  1528. 0029:   179@ >= 0
  1529. 004D: jump_if_false @MUSIC1_6228
  1530. 0006: 191@ = 0
  1531. 0050: gosub @MUSIC1_15131
  1532. 01B9: set_actor 55@ armed_weapon_to 29
  1533. 0006: 205@ = 1
  1534.  
  1535. :MUSIC1_6228
  1536. 00D6: if and
  1537. 0039:   205@ == 1
  1538. 8039:   not 206@ == 1
  1539. 004D: jump_if_false @MUSIC1_6336
  1540. 00D6: if and
  1541. 001D:   189@ > 188@  // (int)
  1542. 0039:   191@ == 0
  1543. 004D: jump_if_false @MUSIC1_6329
  1544. 00D6: if
  1545. 8118:   not actor 55@ dead
  1546. 004D: jump_if_false @MUSIC1_6309
  1547. 0050: gosub @MUSIC1_15302
  1548. 0002: jump @MUSIC1_6322
  1549.  
  1550. :MUSIC1_6309
  1551. 040D: unload_wav 1
  1552. 00BE: text_clear_all
  1553. 0006: 206@ = 1
  1554.  
  1555. :MUSIC1_6322
  1556. 0002: jump @MUSIC1_6336
  1557.  
  1558. :MUSIC1_6329
  1559. 0006: 206@ = 1
  1560.  
  1561. :MUSIC1_6336
  1562. 00D6: if
  1563. 8039:   not 209@ == 1
  1564. 004D: jump_if_false @MUSIC1_6368
  1565. 0050: gosub @MUSIC1_10726
  1566. 0006: 209@ = 1
  1567.  
  1568. :MUSIC1_6368
  1569. 00D6: if
  1570. 8039:   not 269@ == 1
  1571. 004D: jump_if_false @MUSIC1_6393
  1572. 0050: gosub @MUSIC1_11354
  1573.  
  1574. :MUSIC1_6393
  1575. 00D6: if and
  1576. 0039:   209@ == 1
  1577. 8039:   not 267@ == 1
  1578. 004D: jump_if_false @MUSIC1_6462
  1579. 00D6: if
  1580. 80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 163@ 163@
  1581. 004D: jump_if_false @MUSIC1_6462
  1582. 0050: gosub @MUSIC1_10228
  1583. 0006: 267@ = 1
  1584.  
  1585. :MUSIC1_6462
  1586. 00D6: if and
  1587. 0039:   209@ == 1
  1588. 8119:   not car 47@ wrecked
  1589. 8039:   not 269@ == 1
  1590. 004D: jump_if_false @MUSIC1_6548
  1591. 00D6: if and
  1592. 00DB:   actor $PLAYER_ACTOR in_car 47@
  1593. 00EE:   actor $PLAYER_ACTOR sphere 0 near_point 52@ 53@ radius 50.0 50.0 in_car
  1594. 004D: jump_if_false @MUSIC1_6548
  1595. 0050: gosub @MUSIC1_11771
  1596. 0006: 269@ = 1
  1597.  
  1598. :MUSIC1_6548
  1599. 0050: gosub @MUSIC1_14690
  1600.  
  1601. :MUSIC1_6555
  1602. 00D6: if
  1603. 8039:   not 202@ == 1
  1604. 004D: jump_if_false @MUSIC1_6664
  1605. 00D6: if
  1606. 0118:   actor 55@ dead
  1607. 004D: jump_if_false @MUSIC1_6621
  1608. 00BE: text_clear_all
  1609. 00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0 // ~r~The DJ died!
  1610. 0002: jump @MUSIC1_15556
  1611. 0002: jump @MUSIC1_6664
  1612.  
  1613. :MUSIC1_6621
  1614. 00D6: if
  1615. 0039:   268@ == 1
  1616. 004D: jump_if_false @MUSIC1_6664
  1617. 00BE: text_clear_all
  1618. 00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0 // ~r~You wrecked the party!
  1619. 0002: jump @MUSIC1_15556
  1620.  
  1621. :MUSIC1_6664
  1622. 00D6: if
  1623. 0119:   car 47@ wrecked
  1624. 004D: jump_if_false @MUSIC1_6712
  1625. 00BE: text_clear_all
  1626. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
  1627. 0002: jump @MUSIC1_15556
  1628. 0002: jump @MUSIC1_6812
  1629.  
  1630. :MUSIC1_6712
  1631. 00D6: if
  1632. 0039:   207@ == 1
  1633. 004D: jump_if_false @MUSIC1_6812
  1634. 00D6: if
  1635. 00DB:   actor $PLAYER_ACTOR in_car 47@
  1636. 004D: jump_if_false @MUSIC1_6812
  1637. 00D6: if
  1638. 01AF:   car 47@ sphere 1 in_sphere 52@ 53@ 54@ radius 4.0 4.0 2.0
  1639. 004D: jump_if_false @MUSIC1_6812
  1640. 01B4: set_player $PLAYER_CHAR can_move False
  1641. 0050: gosub @MUSIC1_11889
  1642. 0002: jump @MUSIC1_15574
  1643.  
  1644. :MUSIC1_6812
  1645. 0002: jump @MUSIC1_2489
  1646.  
  1647. :MUSIC1_6819
  1648. 0006: 170@ = 0
  1649. 0007: 164@ = -30.0
  1650.  
  1651. :MUSIC1_6836
  1652. 00D6: if
  1653. 001D:   146@ > 170@  // (int)
  1654. 004D: jump_if_false @MUSIC1_7108
  1655. 02F7: 165@ = cosine 164@ // (float)
  1656. 02F6: 166@ = sine 164@ // (float)
  1657. 006B: 165@ *= 162@  // (float)
  1658. 006B: 166@ *= 162@  // (float)
  1659. 005B: 165@ += 34@  // (float)
  1660. 005B: 166@ += 35@  // (float)
  1661. 00D6: if or
  1662. 0039:   170@ == 0
  1663. 0039:   170@ == 3
  1664. 0039:   170@ == 6
  1665. 004D: jump_if_false @MUSIC1_6965
  1666. 00A5: 147@(170@,7i) = create_car #VOODOO at 165@ 166@ -100.0
  1667. 0002: jump @MUSIC1_7043
  1668.  
  1669. :MUSIC1_6965
  1670. 00D6: if or
  1671. 0039:   170@ == 1
  1672. 0039:   170@ == 7
  1673. 004D: jump_if_false @MUSIC1_7020
  1674. 00A5: 147@(170@,7i) = create_car #OCEANIC at 165@ 166@ -100.0
  1675. 0002: jump @MUSIC1_7043
  1676.  
  1677. :MUSIC1_7020
  1678. 00A5: 147@(170@,7i) = create_car #ESPERANT at 165@ 166@ -100.0
  1679.  
  1680. :MUSIC1_7043
  1681. 0007: 168@ = 90.0
  1682. 005B: 168@ += 164@  // (float)
  1683. 0175: set_car 147@(170@,7i) Z_angle_to 168@
  1684. 020A: set_car 147@(170@,7i) door_status_to 2
  1685. 000B: 164@ += 37.0
  1686. 000A: 170@ += 1
  1687. 0002: jump @MUSIC1_6836
  1688.  
  1689. :MUSIC1_7108
  1690. 0506: set_car_model #PONY next_variation 0 0 // first param is useless
  1691. 00A5: 47@ = create_car #PONY at 48@ 49@ 50@
  1692. 06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@
  1693. 0175: set_car 47@ Z_angle_to 51@
  1694. 00A9: set_car 47@ to_normal_driver
  1695. 02AA: set_car 47@ immune_to_nonplayer True
  1696. 0224: set_car 47@ health_to 5000
  1697. 0229: set_car 47@ primary_color_to 4 secondary_color_to 4
  1698. 053F: set_car 47@ tires_vulnerability 0
  1699. 0423: set_car 47@ improved_handling_to 2.0 // (float)
  1700. 0657: car 47@ open_door 4
  1701. 0657: car 47@ open_door 5
  1702. 020A: set_car 47@ door_status_to 3
  1703. 0852: set_car 47@ damages_visible 0
  1704. 0001: wait 1000 ms
  1705. 009A: 55@ = create_actor_pedtype 24 model #BFYST at 56@ 57@ -100.0
  1706. 0173: set_actor 55@ Z_angle_to 51@
  1707. 02A9: set_actor 55@ immune_to_nonplayer 1
  1708. 01B2: give_actor 55@ weapon 29 ammo 99999  // Load the weapon model before using this
  1709. 01B9: set_actor 55@ armed_weapon_to 0
  1710. 0006: 231@ = 0
  1711. 07E5: copy_decision_maker 65542 to 180@
  1712. 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
  1713. 060B: set_actor 55@ decision_maker_to 180@
  1714. 0006: 170@ = 0
  1715.  
  1716. :MUSIC1_7352
  1717. 00D6: if
  1718. 001D:   61@ > 170@  // (int)
  1719. 004D: jump_if_false @MUSIC1_8025
  1720. 00D6: if or
  1721. 0039:   170@ == 0
  1722. 0039:   170@ == 4
  1723. 0039:   170@ == 7
  1724. 0039:   170@ == 11
  1725. 004D: jump_if_false @MUSIC1_7449
  1726. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYST at 83@(170@,21f) 104@(170@,21f) -100.0
  1727. 0002: jump @MUSIC1_7945
  1728.  
  1729. :MUSIC1_7449
  1730. 00D6: if or
  1731. 0039:   170@ == 6
  1732. 0039:   170@ == 3
  1733. 0039:   170@ == 2
  1734. 004D: jump_if_false @MUSIC1_7520
  1735. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYST at 83@(170@,21f) 104@(170@,21f) -100.0
  1736. 0002: jump @MUSIC1_7945
  1737.  
  1738. :MUSIC1_7520
  1739. 00D6: if or
  1740. 0039:   170@ == 9
  1741. 0039:   170@ == 14
  1742. 0039:   170@ == 17
  1743. 0039:   170@ == 19
  1744. 004D: jump_if_false @MUSIC1_7599
  1745. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0
  1746. 0002: jump @MUSIC1_7945
  1747.  
  1748. :MUSIC1_7599
  1749. 00D6: if
  1750. 0039:   170@ == 12
  1751. 004D: jump_if_false @MUSIC1_7656
  1752. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYRO at 83@(170@,21f) 104@(170@,21f) -100.0
  1753. 0002: jump @MUSIC1_7945
  1754.  
  1755. :MUSIC1_7656
  1756. 00D6: if or
  1757. 0039:   170@ == 16
  1758. 0039:   170@ == 10
  1759. 004D: jump_if_false @MUSIC1_7720
  1760. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYST at 83@(170@,21f) 104@(170@,21f) -100.0
  1761. 0002: jump @MUSIC1_7945
  1762.  
  1763. :MUSIC1_7720
  1764. 00D6: if or
  1765. 0039:   170@ == 5
  1766. 0039:   170@ == 15
  1767. 004D: jump_if_false @MUSIC1_7785
  1768. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0
  1769. 0002: jump @MUSIC1_7945
  1770.  
  1771. :MUSIC1_7785
  1772. 00D6: if or
  1773. 0039:   170@ == 8
  1774. 0039:   170@ == 13
  1775. 004D: jump_if_false @MUSIC1_7849
  1776. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYDJ at 83@(170@,21f) 104@(170@,21f) -100.0
  1777. 0002: jump @MUSIC1_7945
  1778.  
  1779. :MUSIC1_7849
  1780. 00D6: if or
  1781. 0039:   170@ == 1
  1782. 0039:   170@ == 20
  1783. 004D: jump_if_false @MUSIC1_7913
  1784. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #OFYRI at 83@(170@,21f) 104@(170@,21f) -100.0
  1785. 0002: jump @MUSIC1_7945
  1786.  
  1787. :MUSIC1_7913
  1788. 009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYRI at 83@(170@,21f) 104@(170@,21f) -100.0
  1789.  
  1790. :MUSIC1_7945
  1791. 0173: set_actor 62@(170@,21i) Z_angle_to 125@(170@,21f)
  1792. 01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999  // Load the weapon model before using this
  1793. 01B9: set_actor 62@(170@,21i) armed_weapon_to 0
  1794. 060B: set_actor 62@(170@,21i) decision_maker_to 180@
  1795. 0006: 210@(170@,21i) = 0
  1796. 000A: 170@ += 1
  1797. 0002: jump @MUSIC1_7352
  1798.  
  1799. :MUSIC1_8025
  1800. 0249: release_model #VOODOO
  1801. 0249: release_model #ESPERANT
  1802. 0249: release_model #OCEANIC
  1803. 0249: release_model #WFYST
  1804. 0249: release_model #BMYST
  1805. 0249: release_model #WMYRO
  1806. 0249: release_model #WFYCLOT
  1807. 0249: release_model #WMYST
  1808. 0249: release_model #WMYCLOT
  1809. 0249: release_model #BMYDJ
  1810. 0249: release_model #WFYRI
  1811. 0249: release_model #OFYRI
  1812. 06EB: release_car_component #WHEEL_OR1
  1813. 0051: return
  1814.  
  1815. :MUSIC1_8085
  1816. 04ED: load_animation "BAR"
  1817. 04ED: load_animation "DANCING"
  1818. 04ED: load_animation "BEACH"
  1819. 04ED: load_animation "SCRATCHING"
  1820.  
  1821. :MUSIC1_8126
  1822. 00D6: if or
  1823. 84EE:   not animation "BAR" loaded
  1824. 84EE:   not animation "DANCING" loaded
  1825. 84EE:   not animation "BEACH" loaded
  1826. 84EE:   not animation "SCRATCHING" loaded
  1827. 004D: jump_if_false @MUSIC1_8189
  1828. 0001: wait 0 ms
  1829. 0002: jump @MUSIC1_8126
  1830.  
  1831. :MUSIC1_8189
  1832. 0615: define_AS_pack_begin 181@
  1833. 0605: actor -1 perform_animation "SCLNG_R" IFP "SCRATCHING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1834. 0643: set_AS_pack 181@ loop 1
  1835. 0616: define_AS_pack_end 181@
  1836. 00D6: if
  1837. 8118:   not actor 55@ dead
  1838. 004D: jump_if_false @MUSIC1_8270
  1839. 0618: assign_actor 55@ to_AS_pack 181@
  1840.  
  1841. :MUSIC1_8270
  1842. 00D6: if
  1843. 8118:   not actor 62@ dead
  1844. 004D: jump_if_false @MUSIC1_8354
  1845. 0615: define_AS_pack_begin 183@
  1846. 0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1847. 0643: set_AS_pack 183@ loop 1
  1848. 0616: define_AS_pack_end 183@
  1849. 0618: assign_actor 62@ to_AS_pack 183@
  1850. 061B: remove_references_to_AS_pack 183@
  1851.  
  1852. :MUSIC1_8354
  1853. 00D6: if
  1854. 8118:   not actor 63@ dead
  1855. 004D: jump_if_false @MUSIC1_8438
  1856. 0615: define_AS_pack_begin 183@
  1857. 0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1858. 0643: set_AS_pack 183@ loop 1
  1859. 0616: define_AS_pack_end 183@
  1860. 0618: assign_actor 63@ to_AS_pack 183@
  1861. 061B: remove_references_to_AS_pack 183@
  1862.  
  1863. :MUSIC1_8438
  1864. 00D6: if
  1865. 8118:   not actor 64@ dead
  1866. 004D: jump_if_false @MUSIC1_8522
  1867. 0615: define_AS_pack_begin 183@
  1868. 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1869. 0643: set_AS_pack 183@ loop 1
  1870. 0616: define_AS_pack_end 183@
  1871. 0618: assign_actor 64@ to_AS_pack 183@
  1872. 061B: remove_references_to_AS_pack 183@
  1873.  
  1874. :MUSIC1_8522
  1875. 00D6: if and
  1876. 8118:   not actor 65@ dead
  1877. 8118:   not actor 66@ dead
  1878. 004D: jump_if_false @MUSIC1_8567
  1879. 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
  1880. 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
  1881.  
  1882. :MUSIC1_8567
  1883. 00D6: if
  1884. 8118:   not actor 67@ dead
  1885. 004D: jump_if_false @MUSIC1_8653
  1886. 0615: define_AS_pack_begin 183@
  1887. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1888. 0643: set_AS_pack 183@ loop 1
  1889. 0616: define_AS_pack_end 183@
  1890. 0618: assign_actor 67@ to_AS_pack 183@
  1891. 061B: remove_references_to_AS_pack 183@
  1892.  
  1893. :MUSIC1_8653
  1894. 00D6: if
  1895. 8118:   not actor 68@ dead
  1896. 004D: jump_if_false @MUSIC1_8741
  1897. 0615: define_AS_pack_begin 183@
  1898. 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1899. 0643: set_AS_pack 183@ loop 1
  1900. 0616: define_AS_pack_end 183@
  1901. 0618: assign_actor 68@ to_AS_pack 183@
  1902. 061B: remove_references_to_AS_pack 183@
  1903.  
  1904. :MUSIC1_8741
  1905. 00D6: if
  1906. 8118:   not actor 69@ dead
  1907. 004D: jump_if_false @MUSIC1_8827
  1908. 0615: define_AS_pack_begin 183@
  1909. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1910. 0643: set_AS_pack 183@ loop 1
  1911. 0616: define_AS_pack_end 183@
  1912. 0618: assign_actor 69@ to_AS_pack 183@
  1913. 061B: remove_references_to_AS_pack 183@
  1914.  
  1915. :MUSIC1_8827
  1916. 00D6: if
  1917. 8118:   not actor 70@ dead
  1918. 004D: jump_if_false @MUSIC1_8915
  1919. 0615: define_AS_pack_begin 183@
  1920. 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1921. 0643: set_AS_pack 183@ loop 1
  1922. 0616: define_AS_pack_end 183@
  1923. 0618: assign_actor 70@ to_AS_pack 183@
  1924. 061B: remove_references_to_AS_pack 183@
  1925.  
  1926. :MUSIC1_8915
  1927. 00D6: if
  1928. 8118:   not actor 71@ dead
  1929. 004D: jump_if_false @MUSIC1_9003
  1930. 0615: define_AS_pack_begin 183@
  1931. 0605: actor -1 perform_animation "PARKSIT_W_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1932. 0643: set_AS_pack 183@ loop 1
  1933. 0616: define_AS_pack_end 183@
  1934. 0618: assign_actor 71@ to_AS_pack 183@
  1935. 061B: remove_references_to_AS_pack 183@
  1936.  
  1937. :MUSIC1_9003
  1938. 00D6: if
  1939. 8118:   not actor 72@ dead
  1940. 004D: jump_if_false @MUSIC1_9091
  1941. 0615: define_AS_pack_begin 183@
  1942. 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1943. 0643: set_AS_pack 183@ loop 1
  1944. 0616: define_AS_pack_end 183@
  1945. 0618: assign_actor 72@ to_AS_pack 183@
  1946. 061B: remove_references_to_AS_pack 183@
  1947.  
  1948. :MUSIC1_9091
  1949. 00D6: if
  1950. 8118:   not actor 73@ dead
  1951. 004D: jump_if_false @MUSIC1_9179
  1952. 0615: define_AS_pack_begin 183@
  1953. 0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1954. 0643: set_AS_pack 183@ loop 1
  1955. 0616: define_AS_pack_end 183@
  1956. 0618: assign_actor 73@ to_AS_pack 183@
  1957. 061B: remove_references_to_AS_pack 183@
  1958.  
  1959. :MUSIC1_9179
  1960. 00D6: if
  1961. 8118:   not actor 74@ dead
  1962. 004D: jump_if_false @MUSIC1_9265
  1963. 0615: define_AS_pack_begin 183@
  1964. 0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1965. 0643: set_AS_pack 183@ loop 1
  1966. 0616: define_AS_pack_end 183@
  1967. 0618: assign_actor 74@ to_AS_pack 183@
  1968. 061B: remove_references_to_AS_pack 183@
  1969.  
  1970. :MUSIC1_9265
  1971. 00D6: if
  1972. 8118:   not actor 75@ dead
  1973. 004D: jump_if_false @MUSIC1_9345
  1974. 0615: define_AS_pack_begin 183@
  1975. 0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1976. 0643: set_AS_pack 183@ loop 1
  1977. 0616: define_AS_pack_end 183@
  1978. 0618: assign_actor 75@ to_AS_pack 183@
  1979. 061B: remove_references_to_AS_pack 183@
  1980.  
  1981. :MUSIC1_9345
  1982. 00D6: if
  1983. 8118:   not actor 76@ dead
  1984. 004D: jump_if_false @MUSIC1_9434
  1985. 0615: define_AS_pack_begin 183@
  1986. 0605: actor -1 perform_animation "SITNWAIT_LOOP_W" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1987. 0643: set_AS_pack 183@ loop 1
  1988. 0616: define_AS_pack_end 183@
  1989. 0618: assign_actor 76@ to_AS_pack 183@
  1990. 061B: remove_references_to_AS_pack 183@
  1991.  
  1992. :MUSIC1_9434
  1993. 00D6: if
  1994. 8118:   not actor 77@ dead
  1995. 004D: jump_if_false @MUSIC1_9518
  1996. 0615: define_AS_pack_begin 183@
  1997. 0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  1998. 0643: set_AS_pack 183@ loop 1
  1999. 0616: define_AS_pack_end 183@
  2000. 0618: assign_actor 77@ to_AS_pack 183@
  2001. 061B: remove_references_to_AS_pack 183@
  2002.  
  2003. :MUSIC1_9518
  2004. 00D6: if
  2005. 8118:   not actor 78@ dead
  2006. 004D: jump_if_false @MUSIC1_9602
  2007. 0615: define_AS_pack_begin 183@
  2008. 0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2009. 0643: set_AS_pack 183@ loop 1
  2010. 0616: define_AS_pack_end 183@
  2011. 0618: assign_actor 78@ to_AS_pack 183@
  2012. 061B: remove_references_to_AS_pack 183@
  2013.  
  2014. :MUSIC1_9602
  2015. 00D6: if
  2016. 8118:   not actor 79@ dead
  2017. 004D: jump_if_false @MUSIC1_9686
  2018. 0615: define_AS_pack_begin 183@
  2019. 0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2020. 0643: set_AS_pack 183@ loop 1
  2021. 0616: define_AS_pack_end 183@
  2022. 0618: assign_actor 79@ to_AS_pack 183@
  2023. 061B: remove_references_to_AS_pack 183@
  2024.  
  2025. :MUSIC1_9686
  2026. 00D6: if
  2027. 8118:   not actor 80@ dead
  2028. 004D: jump_if_false @MUSIC1_9770
  2029. 0615: define_AS_pack_begin 183@
  2030. 0605: actor -1 perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2031. 0643: set_AS_pack 183@ loop 1
  2032. 0616: define_AS_pack_end 183@
  2033. 0618: assign_actor 80@ to_AS_pack 183@
  2034. 061B: remove_references_to_AS_pack 183@
  2035.  
  2036. :MUSIC1_9770
  2037. 00D6: if
  2038. 8118:   not actor 81@ dead
  2039. 004D: jump_if_false @MUSIC1_9863
  2040. 0615: define_AS_pack_begin 173@
  2041. 0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  2042. 05B9: AS_actor -1 stay_idle 4000 ms
  2043. 0643: set_AS_pack 173@ loop 1
  2044. 0616: define_AS_pack_end 173@
  2045. 0618: assign_actor 81@ to_AS_pack 173@
  2046. 061B: remove_references_to_AS_pack 173@
  2047.  
  2048. :MUSIC1_9863
  2049. 00D6: if
  2050. 8118:   not actor 82@ dead
  2051. 004D: jump_if_false @MUSIC1_9956
  2052. 0615: define_AS_pack_begin 174@
  2053. 0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  2054. 05B9: AS_actor -1 stay_idle 2200 ms
  2055. 0643: set_AS_pack 174@ loop 1
  2056. 0616: define_AS_pack_end 174@
  2057. 0618: assign_actor 82@ to_AS_pack 174@
  2058. 061B: remove_references_to_AS_pack 174@
  2059.  
  2060. :MUSIC1_9956
  2061. 0051: return
  2062.  
  2063. :MUSIC1_9958
  2064. 00D6: if and
  2065. 8118:   not actor 65@ dead
  2066. 8118:   not actor 66@ dead
  2067. 004D: jump_if_false @MUSIC1_10050
  2068. 062E: get_actor 65@ task 1655 status_store_to 277@ // ret 7 if not found
  2069. 062E: get_actor 66@ task 1655 status_store_to 278@ // ret 7 if not found
  2070. 00D6: if and
  2071. 04A4:   277@ == 7  //  == constant
  2072. 04A4:   278@ == 7  //  == constant
  2073. 004D: jump_if_false @MUSIC1_10050
  2074. 0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1
  2075. 0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1
  2076.  
  2077. :MUSIC1_10050
  2078. 0051: return
  2079.  
  2080. :MUSIC1_10052
  2081. 0006: 170@ = 5
  2082.  
  2083. :MUSIC1_10059
  2084. 00D6: if
  2085. 002B:   8 >= 170@
  2086. 004D: jump_if_false @MUSIC1_10167
  2087. 00D6: if and
  2088. 8118:   not actor 62@(170@,21i) dead
  2089. 0039:   210@(170@,21i) == 0
  2090. 004D: jump_if_false @MUSIC1_10153
  2091. 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
  2092. 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
  2093. 0006: 210@(170@,21i) = 1
  2094. 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
  2095.  
  2096. :MUSIC1_10153
  2097. 000A: 170@ += 1
  2098. 0002: jump @MUSIC1_10059
  2099.  
  2100. :MUSIC1_10167
  2101. 00D6: if and
  2102. 8118:   not actor 55@ dead
  2103. 0039:   231@ == 0
  2104. 004D: jump_if_false @MUSIC1_10226
  2105. 01B9: set_actor 55@ armed_weapon_to 29
  2106. 04D7: set_actor 55@ locked False
  2107. 05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR
  2108. 0006: 231@ = 1
  2109. 0961: set_actor 55@ keep_tasks_after_cleanup 1
  2110.  
  2111. :MUSIC1_10226
  2112. 0051: return
  2113.  
  2114. :MUSIC1_10228
  2115. 0006: 170@ = 0
  2116.  
  2117. :MUSIC1_10235
  2118. 00D6: if
  2119. 001D:   61@ > 170@  // (int)
  2120. 004D: jump_if_false @MUSIC1_10339
  2121. 00D6: if
  2122. 8039:   not 232@(170@,21i) == 1
  2123. 004D: jump_if_false @MUSIC1_10325
  2124. 00D6: if
  2125. 8118:   not actor 62@(170@,21i) dead
  2126. 004D: jump_if_false @MUSIC1_10325
  2127. 00D6: if
  2128. 82CB:   not actor 62@(170@,21i) bounding_sphere_visible
  2129. 004D: jump_if_false @MUSIC1_10325
  2130. 009B: destroy_actor 62@(170@,21i)
  2131.  
  2132. :MUSIC1_10325
  2133. 000A: 170@ += 1
  2134. 0002: jump @MUSIC1_10235
  2135.  
  2136. :MUSIC1_10339
  2137. 0006: 170@ = 0
  2138.  
  2139. :MUSIC1_10346
  2140. 00D6: if
  2141. 001D:   146@ > 170@  // (int)
  2142. 004D: jump_if_false @MUSIC1_10450
  2143. 00D6: if
  2144. 8039:   not 253@(170@,7i) == 1
  2145. 004D: jump_if_false @MUSIC1_10436
  2146. 00D6: if
  2147. 8119:   not car 147@(170@,7i) wrecked
  2148. 004D: jump_if_false @MUSIC1_10436
  2149. 00D6: if
  2150. 82CA:   not car 147@(170@,7i) bounding_sphere_visible
  2151. 004D: jump_if_false @MUSIC1_10436
  2152. 00A6: destroy_car 147@(170@,7i)
  2153.  
  2154. :MUSIC1_10436
  2155. 000A: 170@ += 1
  2156. 0002: jump @MUSIC1_10346
  2157.  
  2158. :MUSIC1_10450
  2159. 0051: return
  2160.  
  2161. :MUSIC1_10452
  2162. 0006: 170@ = 0
  2163.  
  2164. :MUSIC1_10459
  2165. 00D6: if
  2166. 001D:   61@ > 170@  // (int)
  2167. 004D: jump_if_false @MUSIC1_10570
  2168. 00D6: if
  2169. 8118:   not actor 62@(170@,21i) dead
  2170. 004D: jump_if_false @MUSIC1_10556
  2171. 00D6: if or
  2172. 001B:   5 > 170@
  2173. 0019:   170@ > 8
  2174. 004D: jump_if_false @MUSIC1_10556
  2175. 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
  2176. 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
  2177.  
  2178. :MUSIC1_10556
  2179. 000A: 170@ += 1
  2180. 0002: jump @MUSIC1_10459
  2181.  
  2182. :MUSIC1_10570
  2183. 00D6: if
  2184. 8119:   not car 148@ wrecked
  2185. 004D: jump_if_false @MUSIC1_10647
  2186. 020A: set_car 148@ door_status_to 3
  2187. 00D6: if
  2188. 8118:   not actor 77@ dead
  2189. 004D: jump_if_false @MUSIC1_10619
  2190. 05CB: AS_actor 77@ enter_car 148@ as_driver -1 ms
  2191.  
  2192. :MUSIC1_10619
  2193. 00D6: if
  2194. 8118:   not actor 78@ dead
  2195. 004D: jump_if_false @MUSIC1_10647
  2196. 05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 time -1
  2197.  
  2198. :MUSIC1_10647
  2199. 00D6: if
  2200. 8119:   not car 149@ wrecked
  2201. 004D: jump_if_false @MUSIC1_10724
  2202. 020A: set_car 149@ door_status_to 3
  2203. 00D6: if
  2204. 8118:   not actor 79@ dead
  2205. 004D: jump_if_false @MUSIC1_10696
  2206. 05CB: AS_actor 79@ enter_car 149@ as_driver -1 ms
  2207.  
  2208. :MUSIC1_10696
  2209. 00D6: if
  2210. 8118:   not actor 80@ dead
  2211. 004D: jump_if_false @MUSIC1_10724
  2212. 05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 time -1
  2213.  
  2214. :MUSIC1_10724
  2215. 0051: return
  2216.  
  2217. :MUSIC1_10726
  2218. 00D6: if
  2219. 8119:   not car 47@ wrecked
  2220. 004D: jump_if_false @MUSIC1_11352
  2221. 0006: 169@ = 0
  2222. 0006: 172@ = 0
  2223.  
  2224. :MUSIC1_10756
  2225. 00D6: if
  2226. 001D:   146@ > 172@  // (int)
  2227. 004D: jump_if_false @MUSIC1_11063
  2228. 00D6: if
  2229. 8119:   not car 147@(172@,7i) wrecked
  2230. 004D: jump_if_false @MUSIC1_11049
  2231. 046C: 161@ = car 147@(172@,7i) driver
  2232. 00D6: if and
  2233. 0039:   161@ == -1
  2234. 8039:   not 253@(172@,7i) == 1
  2235. 001B:   2 > 169@
  2236. 004D: jump_if_false @MUSIC1_11049
  2237. 0006: 171@ = 0
  2238.  
  2239. :MUSIC1_10850
  2240. 00D6: if
  2241. 001D:   61@ > 171@  // (int)
  2242. 004D: jump_if_false @MUSIC1_11049
  2243. 00D6: if and
  2244. 8118:   not actor 62@(171@,21i) dead
  2245. 8039:   not 232@(171@,21i) == 1
  2246. 004D: jump_if_false @MUSIC1_11035
  2247. 020A: set_car 147@(172@,7i) door_status_to 3
  2248. 06E1: AS_actor 62@(171@,21i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
  2249. 0085: 154@(172@,7i) = 62@(171@,21i)  // (int)
  2250. 0006: 260@(172@,7i) = 1
  2251. 01EC: make_car 147@(172@,7i) very_heavy 1
  2252. 03AB: set_car 147@(172@,7i) strong 1
  2253. 02AA: set_car 147@(172@,7i) immune_to_nonplayer True
  2254. 0006: 232@(171@,21i) = 1
  2255. 0006: 253@(172@,7i) = 1
  2256. 000A: 169@ += 1
  2257. 0085: 171@ = 61@  // (int)
  2258.  
  2259. :MUSIC1_11035
  2260. 000A: 171@ += 1
  2261. 0002: jump @MUSIC1_10850
  2262.  
  2263. :MUSIC1_11049
  2264. 000A: 172@ += 1
  2265. 0002: jump @MUSIC1_10756
  2266.  
  2267. :MUSIC1_11063
  2268. 065C: release_decision_maker 180@
  2269. 07E5: copy_decision_maker -1 to 180@
  2270. 0708: reset_decision_maker 180@ event 7
  2271. 0006: 170@ = 0
  2272.  
  2273. :MUSIC1_11089
  2274. 00D6: if
  2275. 001D:   61@ > 170@  // (int)
  2276. 004D: jump_if_false @MUSIC1_11328
  2277. 00D6: if
  2278. 8118:   not actor 62@(170@,21i) dead
  2279. 004D: jump_if_false @MUSIC1_11314
  2280. 00D6: if
  2281. 8039:   not 232@(170@,21i) == 1
  2282. 004D: jump_if_false @MUSIC1_11291
  2283. 00D6: if and
  2284. 0029:   170@ >= 5
  2285. 002B:   8 >= 170@
  2286. 004D: jump_if_false @MUSIC1_11251
  2287. 0350: set_actor 62@(170@,21i) maintain_position_when_attacked 1
  2288. 01B9: set_actor 62@(170@,21i) armed_weapon_to 29
  2289. 05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR
  2290. 0006: 210@(170@,21i) = 1
  2291. 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
  2292. 077A: set_actor 62@(170@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat
  2293. 0002: jump @MUSIC1_11284
  2294.  
  2295. :MUSIC1_11251
  2296. 05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999
  2297. 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1
  2298.  
  2299. :MUSIC1_11284
  2300. 0002: jump @MUSIC1_11302
  2301.  
  2302. :MUSIC1_11291
  2303. 0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 0
  2304.  
  2305. :MUSIC1_11302
  2306. 060B: set_actor 62@(170@,21i) decision_maker_to 180@
  2307.  
  2308. :MUSIC1_11314
  2309. 000A: 170@ += 1
  2310. 0002: jump @MUSIC1_11089
  2311.  
  2312. :MUSIC1_11328
  2313. 00D6: if
  2314. 8118:   not actor 55@ dead
  2315. 004D: jump_if_false @MUSIC1_11352
  2316. 060B: set_actor 55@ decision_maker_to 180@
  2317.  
  2318. :MUSIC1_11352
  2319. 0051: return
  2320.  
  2321. :MUSIC1_11354
  2322. 00D6: if
  2323. 8119:   not car 47@ wrecked
  2324. 004D: jump_if_false @MUSIC1_11586
  2325. 0006: 172@ = 0
  2326.  
  2327. :MUSIC1_11377
  2328. 00D6: if
  2329. 001D:   146@ > 172@  // (int)
  2330. 004D: jump_if_false @MUSIC1_11586
  2331. 00D6: if and
  2332. 8119:   not car 147@(172@,7i) wrecked
  2333. 0039:   253@(172@,7i) == 1
  2334. 004D: jump_if_false @MUSIC1_11572
  2335. 00D6: if
  2336. 8118:   not actor 154@(172@,7i) dead
  2337. 004D: jump_if_false @MUSIC1_11572
  2338. 00D6: if and
  2339. 80DB:   not actor 154@(172@,7i) in_car 147@(172@,7i)
  2340. 0039:   260@(172@,7i) == 0
  2341. 004D: jump_if_false @MUSIC1_11523
  2342. 06E1: AS_actor 154@(172@,7i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2
  2343. 0006: 260@(172@,7i) = 1
  2344.  
  2345. :MUSIC1_11523
  2346. 00D6: if and
  2347. 00DB:   actor 154@(172@,7i) in_car 147@(172@,7i)
  2348. 0039:   260@(172@,7i) == 1
  2349. 004D: jump_if_false @MUSIC1_11572
  2350. 0006: 260@(172@,7i) = 0
  2351.  
  2352. :MUSIC1_11572
  2353. 000A: 172@ += 1
  2354. 0002: jump @MUSIC1_11377
  2355.  
  2356. :MUSIC1_11586
  2357. 0051: return
  2358. 0006: 170@ = 0
  2359.  
  2360. :MUSIC1_11595
  2361. 00D6: if
  2362. 001D:   146@ > 170@  // (int)
  2363. 004D: jump_if_false @MUSIC1_11769
  2364. 00D6: if and
  2365. 8119:   not car 147@(170@,7i) wrecked
  2366. 0039:   253@(170@,7i) == 1
  2367. 004D: jump_if_false @MUSIC1_11755
  2368. 046C: 161@ = car 147@(170@,7i) driver
  2369. 00D6: if and
  2370. 82CA:   not car 147@(170@,7i) bounding_sphere_visible
  2371. 8039:   not 161@ == -1
  2372. 8202:   not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 sphere 0
  2373. 004D: jump_if_false @MUSIC1_11755
  2374. 04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0
  2375. 00AB: put_car 147@(170@,7i) at 165@ 166@ 167@
  2376.  
  2377. :MUSIC1_11755
  2378. 000A: 170@ += 1
  2379. 0002: jump @MUSIC1_11595
  2380.  
  2381. :MUSIC1_11769
  2382. 0051: return
  2383.  
  2384. :MUSIC1_11771
  2385. 0006: 172@ = 0
  2386.  
  2387. :MUSIC1_11778
  2388. 00D6: if
  2389. 001D:   146@ > 172@  // (int)
  2390. 004D: jump_if_false @MUSIC1_11887
  2391. 00D6: if and
  2392. 8119:   not car 147@(172@,7i) wrecked
  2393. 8118:   not actor 154@(172@,7i) dead
  2394. 0039:   253@(172@,7i) == 1
  2395. 004D: jump_if_false @MUSIC1_11873
  2396. 05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 model #NULL  2
  2397.  
  2398. :MUSIC1_11873
  2399. 000A: 172@ += 1
  2400. 0002: jump @MUSIC1_11778
  2401.  
  2402. :MUSIC1_11887
  2403. 0051: return
  2404.  
  2405. :MUSIC1_11889
  2406. 016A: fade 0 time 1000
  2407.  
  2408. :MUSIC1_11896
  2409. 00D6: if
  2410. 016B:   fading
  2411. 004D: jump_if_false @MUSIC1_11920
  2412. 0001: wait 0 ms
  2413. 0002: jump @MUSIC1_11896
  2414.  
  2415. :MUSIC1_11920
  2416. 0360: open_garage 'MUL_LAN'
  2417.  
  2418. :MUSIC1_11931
  2419. 00D6: if
  2420. 83B0:   not garage 'MUL_LAN' door_open
  2421. 004D: jump_if_false @MUSIC1_11964
  2422. 0001: wait 0 ms
  2423. 0002: jump @MUSIC1_11931
  2424.  
  2425. :MUSIC1_11964
  2426. 00D6: if
  2427. 0119:   car 47@ wrecked
  2428. 004D: jump_if_false @MUSIC1_12005
  2429. 00BE: text_clear_all
  2430. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
  2431. 0002: jump @MUSIC1_15556
  2432.  
  2433. :MUSIC1_12005
  2434. 0395: clear_area 0 at 52@ 53@ 54@ radius 50.0
  2435. 0006: 172@ = 0
  2436.  
  2437. :MUSIC1_12030
  2438. 00D6: if
  2439. 001D:   146@ > 172@  // (int)
  2440. 004D: jump_if_false @MUSIC1_12103
  2441. 00D6: if
  2442. 0039:   253@(172@,7i) == 1
  2443. 004D: jump_if_false @MUSIC1_12089
  2444. 009B: destroy_actor 154@(172@,7i)
  2445. 00A6: destroy_car 147@(172@,7i)
  2446.  
  2447. :MUSIC1_12089
  2448. 000A: 172@ += 1
  2449. 0002: jump @MUSIC1_12030
  2450.  
  2451. :MUSIC1_12103
  2452. 01B4: set_player $PLAYER_CHAR can_move False
  2453. 02A3: enable_widescreen 1
  2454. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  2455. 00D6: if
  2456. 8119:   not car 47@ wrecked
  2457. 004D: jump_if_false @MUSIC1_12185
  2458. 00AB: put_car 47@ at 52@ 53@ 54@
  2459. 0175: set_car 47@ Z_angle_to 0.0
  2460. 00D6: if
  2461. 80DF:   not actor $PLAYER_ACTOR driving
  2462. 004D: jump_if_false @MUSIC1_12185
  2463. 036A: put_actor $PLAYER_ACTOR in_car 47@
  2464.  
  2465. :MUSIC1_12185
  2466. 0001: wait 500 ms
  2467. 015F: set_camera_position 1640.75 -1528.1 14.25 rotation 0.0 0.0 0.0
  2468. 0160: set_camera_point_at 1642.49 -1522.89 14.11 switchstyle 2
  2469. 016A: fade 1 time 500
  2470.  
  2471. :MUSIC1_12248
  2472. 00D6: if
  2473. 016B:   fading
  2474. 004D: jump_if_false @MUSIC1_12272
  2475. 0001: wait 0 ms
  2476. 0002: jump @MUSIC1_12248
  2477.  
  2478. :MUSIC1_12272
  2479. 00D6: if
  2480. 0119:   car 47@ wrecked
  2481. 004D: jump_if_false @MUSIC1_12313
  2482. 00BE: text_clear_all
  2483. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
  2484. 0002: jump @MUSIC1_15556
  2485.  
  2486. :MUSIC1_12313
  2487. 0006: 279@ = 1
  2488. 0707: start_scene_skip_to @MUSIC1_12579
  2489. 00D6: if
  2490. 8119:   not car 47@ wrecked
  2491. 004D: jump_if_false @MUSIC1_12452
  2492. 0615: define_AS_pack_begin 280@
  2493. 05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 model #NULL  2
  2494. 05CD: AS_actor -1 exit_car 47@
  2495. 05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 time -1 ms // versionA
  2496. 05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 time -1 ms // versionA
  2497. 0616: define_AS_pack_end 280@
  2498. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 280@
  2499. 061B: remove_references_to_AS_pack 280@
  2500.  
  2501. :MUSIC1_12452
  2502. 0001: wait 1000 ms
  2503. 062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
  2504. 00D6: if
  2505. 84A4:   not 178@ == 7  //  == constant
  2506. 004D: jump_if_false @MUSIC1_12567
  2507. 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
  2508.  
  2509. :MUSIC1_12494
  2510. 00D6: if and
  2511. 002B:   1 >= 179@
  2512. 84A4:   not 178@ == 7  //  == constant
  2513. 004D: jump_if_false @MUSIC1_12567
  2514. 0001: wait 0 ms
  2515. 062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found
  2516. 00D6: if
  2517. 84A4:   not 178@ == 7  //  == constant
  2518. 004D: jump_if_false @MUSIC1_12560
  2519. 0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E
  2520.  
  2521. :MUSIC1_12560
  2522. 0002: jump @MUSIC1_12494
  2523.  
  2524. :MUSIC1_12567
  2525. 0001: wait 2000 ms
  2526. 0006: 279@ = 0
  2527.  
  2528. :MUSIC1_12579
  2529. 0701: end_scene_skip
  2530. 00D6: if
  2531. 0039:   279@ == 1
  2532. 004D: jump_if_false @MUSIC1_12599
  2533.  
  2534. :MUSIC1_12599
  2535. 016A: fade 0 time 500
  2536.  
  2537. :MUSIC1_12606
  2538. 00D6: if
  2539. 016B:   fading
  2540. 004D: jump_if_false @MUSIC1_12630
  2541. 0001: wait 0 ms
  2542. 0002: jump @MUSIC1_12606
  2543.  
  2544. :MUSIC1_12630
  2545. 0361: close_garage 'MUL_LAN'
  2546.  
  2547. :MUSIC1_12641
  2548. 00D6: if
  2549. 83B1:   not garage 'MUL_LAN' door_closed
  2550. 004D: jump_if_false @MUSIC1_12674
  2551. 0001: wait 0 ms
  2552. 0002: jump @MUSIC1_12641
  2553.  
  2554. :MUSIC1_12674
  2555. 00D6: if
  2556. 0119:   car 47@ wrecked
  2557. 004D: jump_if_false @MUSIC1_12715
  2558. 00BE: text_clear_all
  2559. 00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0 // ~r~The van was destroyed!
  2560. 0002: jump @MUSIC1_15556
  2561.  
  2562. :MUSIC1_12715
  2563. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
  2564. 0792: disembark_instantly_actor $PLAYER_ACTOR
  2565. 00D6: if
  2566. 00DF:   actor $PLAYER_ACTOR driving
  2567. 004D: jump_if_false @MUSIC1_12764
  2568. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@
  2569. 0002: jump @MUSIC1_12778
  2570.  
  2571. :MUSIC1_12764
  2572. 00A1: put_actor $PLAYER_ACTOR at 52@ 53@ 54@
  2573.  
  2574. :MUSIC1_12778
  2575. 0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0
  2576. 00A6: destroy_car 47@
  2577. 02A3: enable_widescreen 0
  2578. 0373: set_camera_directly_behind_player
  2579. 02EB: restore_camera_with_jumpcut
  2580. 01B4: set_player $PLAYER_CHAR can_move True
  2581. 016A: fade 1 time 500
  2582.  
  2583. :MUSIC1_12815
  2584. 00D6: if
  2585. 016B:   fading
  2586. 004D: jump_if_false @MUSIC1_12839
  2587. 0001: wait 0 ms
  2588. 0002: jump @MUSIC1_12815
  2589.  
  2590. :MUSIC1_12839
  2591. 0051: return
  2592.  
  2593. :MUSIC1_12841
  2594. 0717: assign_actor 55@ to_dialogue_mode
  2595. 0209: $6900 = random_int_in_ranges 0 2
  2596. 0209: $6901 = random_int_in_ranges 0 3
  2597. 00D6: if
  2598. 0038:   $6900 == 0
  2599. 004D: jump_if_false @MUSIC1_13094
  2600. 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
  2601.  
  2602. :MUSIC1_12945
  2603. 05AA: 281@s = 'HI1'  // @s = 'short' // ~z~Hey, what's poppin'?
  2604. 04AF: 291@ = 21420  //  = constant
  2605. 04AF: 292@ = 21422  //  = constant
  2606. 04AF: 293@ = 21421  //  = constant
  2607. 0002: jump @MUSIC1_13087
  2608.  
  2609. :MUSIC1_12990
  2610. 05AA: 281@s = 'HI3'  // @s = 'short' // ~z~Whassup?
  2611. 04AF: 291@ = 21426  //  = constant
  2612. 04AF: 292@ = 21428  //  = constant
  2613. 04AF: 293@ = 21427  //  = constant
  2614. 0002: jump @MUSIC1_13087
  2615.  
  2616. :MUSIC1_13035
  2617. 05AA: 281@s = 'HI5'  // @s = 'short' // ~z~Hey, what's crackin'?
  2618. 04AF: 291@ = 21432  //  = constant
  2619. 04AF: 292@ = 21434  //  = constant
  2620. 04AF: 293@ = 21433  //  = constant
  2621. 0002: jump @MUSIC1_13087
  2622.  
  2623. :MUSIC1_13080
  2624. 0002: jump @MUSIC1_13087
  2625.  
  2626. :MUSIC1_13087
  2627. 0002: jump @MUSIC1_13299
  2628.  
  2629. :MUSIC1_13094
  2630. 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
  2631.  
  2632. :MUSIC1_13157
  2633. 05AA: 281@s = 'HI2'  // @s = 'short' // ~z~Hey, what's poppin'?
  2634. 04AF: 291@ = 21423  //  = constant
  2635. 04AF: 292@ = 21425  //  = constant
  2636. 04AF: 293@ = 21424  //  = constant
  2637. 0002: jump @MUSIC1_13299
  2638.  
  2639. :MUSIC1_13202
  2640. 05AA: 281@s = 'HI4'  // @s = 'short' // ~z~Whassup?
  2641. 04AF: 291@ = 21429  //  = constant
  2642. 04AF: 292@ = 21431  //  = constant
  2643. 04AF: 293@ = 21430  //  = constant
  2644. 0002: jump @MUSIC1_13299
  2645.  
  2646. :MUSIC1_13247
  2647. 05AA: 281@s = 'HI6'  // @s = 'short' // ~z~Hey, what's crackin'?
  2648. 04AF: 291@ = 21435  //  = constant
  2649. 04AF: 292@ = 21437  //  = constant
  2650. 04AF: 293@ = 21436  //  = constant
  2651. 0002: jump @MUSIC1_13299
  2652.  
  2653. :MUSIC1_13292
  2654. 0002: jump @MUSIC1_13299
  2655.  
  2656. :MUSIC1_13299
  2657. 0209: $6900 = random_int_in_ranges 0 2
  2658. 00D6: if
  2659. 0038:   $6900 == 0
  2660. 004D: jump_if_false @MUSIC1_13371
  2661. 05AA: 283@s = 'DOFFE1'  // @s = 'short' // ~z~Well why don't you come and dance?
  2662. 04AF: 294@ = 21404  //  = constant
  2663. 04AF: 295@ = 21406  //  = constant
  2664. 04AF: 296@ = 21405  //  = constant
  2665. 0002: jump @MUSIC1_13409
  2666.  
  2667. :MUSIC1_13371
  2668. 05AA: 283@s = 'DOFFE3'  // @s = 'short' // ~z~Well, hey, let's dance, sugar!
  2669. 04AF: 294@ = 21410  //  = constant
  2670. 04AF: 295@ = 21412  //  = constant
  2671. 04AF: 296@ = 21411  //  = constant
  2672.  
  2673. :MUSIC1_13409
  2674. 0209: $6900 = random_int_in_ranges 0 2
  2675. 00D6: if
  2676. 0038:   $6900 == 0
  2677. 004D: jump_if_false @MUSIC1_13465
  2678. 05AA: 285@s = 'BEXIT1'  // @s = 'short' // ~z~Suit yourself.
  2679. 04AF: 297@ = 21400  //  = constant
  2680. 0002: jump @MUSIC1_13487
  2681.  
  2682. :MUSIC1_13465
  2683. 05AA: 285@s = 'BEXIT2'  // @s = 'short' // ~z~Whatever. See you 'round.
  2684. 04AF: 297@ = 21401  //  = constant
  2685.  
  2686. :MUSIC1_13487
  2687. 05AA: 287@s = 'DSTAR2'  // @s = 'short' // ~z~Let's see what you got...
  2688. 04AF: 298@ = 21417  //  = constant
  2689. 0209: $6900 = random_int_in_ranges 0 2
  2690. 00D6: if
  2691. 0038:   $6900 == 0
  2692. 004D: jump_if_false @MUSIC1_13565
  2693. 05AA: 289@s = 'GEXIT1'  // @s = 'short' // ~z~Well, come on back when you ain't so rushed.
  2694. 04AF: 299@ = 21418  //  = constant
  2695. 0002: jump @MUSIC1_13587
  2696.  
  2697. :MUSIC1_13565
  2698. 05AA: 289@s = 'GEXIT2'  // @s = 'short' // ~z~If you change your mind you know where to find me.
  2699. 04AF: 299@ = 21419  //  = constant
  2700.  
  2701. :MUSIC1_13587
  2702. 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@
  2703. 0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@
  2704. 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@
  2705. 0A3C: set_dialogue_classA_end_GXT 287@s WAV 298@
  2706. 0A3C: set_dialogue_classA_end_GXT 289@s WAV 299@
  2707. 0719: enable_dialogue_mode
  2708. 0051: return
  2709.  
  2710. :MUSIC1_13655
  2711. 0717: assign_actor 55@ to_dialogue_mode
  2712. 0209: $6900 = random_int_in_ranges 0 2
  2713. 00D6: if
  2714. 0038:   $6900 == 0
  2715. 004D: jump_if_false @MUSIC1_13732
  2716. 05AA: 300@s = 'VOFFE1'  // @s = 'short' // ~z~You got some moves, wanna come and chat?
  2717. 04AF: 304@ = 21443  //  = constant
  2718. 04AF: 305@ = 21445  //  = constant
  2719. 04AF: 306@ = 21444  //  = constant
  2720. 0002: jump @MUSIC1_13770
  2721.  
  2722. :MUSIC1_13732
  2723. 05AA: 300@s = 'VOFFE2'  // @s = 'short' // ~z~You got some moves, wanna come and chat?
  2724. 04AF: 304@ = 21446  //  = constant
  2725. 04AF: 305@ = 21448  //  = constant
  2726. 04AF: 306@ = 21447  //  = constant
  2727.  
  2728. :MUSIC1_13770
  2729. 0209: $6900 = random_int_in_ranges 0 2
  2730. 00D6: if
  2731. 0038:   $6900 == 0
  2732. 004D: jump_if_false @MUSIC1_13842
  2733. 05AA: 302@s = 'VSURE1'  // @s = 'short' // ~z~You sure?
  2734. 04AF: 307@ = 21449  //  = constant
  2735. 04AF: 308@ = 21451  //  = constant
  2736. 04AF: 309@ = 21450  //  = constant
  2737. 0002: jump @MUSIC1_13880
  2738.  
  2739. :MUSIC1_13842
  2740. 05AA: 302@s = 'VSURE2'  // @s = 'short' // ~z~You sure?
  2741. 04AF: 307@ = 21452  //  = constant
  2742. 04AF: 308@ = 21454  //  = constant
  2743. 04AF: 309@ = 21453  //  = constant
  2744.  
  2745. :MUSIC1_13880
  2746. 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...
  2747. 0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456 // ~z~Let me take you into my office...
  2748. 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.
  2749. 0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442 // ~z~Well, I'm here for a while, if you change your mind!
  2750. 0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455 // ~z~C'mon, homeboy.
  2751. 0719: enable_dialogue_mode
  2752. 0051: return
  2753.  
  2754. :MUSIC1_13984
  2755. 0087: 310@ = 39@  // (float)
  2756. 0063: 310@ -= 34@  // (float)
  2757. 0087: 311@ = 40@  // (float)
  2758. 0063: 311@ -= 35@  // (float)
  2759. 0050: gosub @MUSIC1_14436
  2760. 0087: 39@ = 312@  // (float)
  2761. 0087: 40@ = 313@  // (float)
  2762. 0007: 41@ = 2.68
  2763. 0087: 310@ = 42@  // (float)
  2764. 0063: 310@ -= 34@  // (float)
  2765. 0087: 311@ = 43@  // (float)
  2766. 0063: 311@ -= 35@  // (float)
  2767. 0050: gosub @MUSIC1_14436
  2768. 0087: 42@ = 312@  // (float)
  2769. 0087: 43@ = 313@  // (float)
  2770. 0007: 44@ = 2.39
  2771. 0087: 310@ = 48@  // (float)
  2772. 0063: 310@ -= 34@  // (float)
  2773. 0087: 311@ = 49@  // (float)
  2774. 0063: 311@ -= 35@  // (float)
  2775. 0050: gosub @MUSIC1_14436
  2776. 0087: 48@ = 312@  // (float)
  2777. 0087: 49@ = 313@  // (float)
  2778. 0007: 50@ = 3.42
  2779. 000F: 51@ -= 51.0
  2780. 0087: 310@ = 56@  // (float)
  2781. 0063: 310@ -= 34@  // (float)
  2782. 0087: 311@ = 57@  // (float)
  2783. 0063: 311@ -= 35@  // (float)
  2784. 0050: gosub @MUSIC1_14436
  2785. 0087: 56@ = 312@  // (float)
  2786. 0087: 57@ = 313@  // (float)
  2787. 0087: 310@ = 58@  // (float)
  2788. 0063: 310@ -= 34@  // (float)
  2789. 0087: 311@ = 59@  // (float)
  2790. 0063: 311@ -= 35@  // (float)
  2791. 0050: gosub @MUSIC1_14436
  2792. 0087: 58@ = 312@  // (float)
  2793. 0087: 59@ = 313@  // (float)
  2794. 0007: 60@ = 2.31
  2795. 0006: 170@ = 0
  2796.  
  2797. :MUSIC1_14316
  2798. 00D6: if
  2799. 001D:   61@ > 170@  // (int)
  2800. 004D: jump_if_false @MUSIC1_14434
  2801. 0087: 310@ = 83@(170@,21f)  // (float)
  2802. 0063: 310@ -= 34@  // (float)
  2803. 0087: 311@ = 104@(170@,21f)  // (float)
  2804. 0063: 311@ -= 35@  // (float)
  2805. 0050: gosub @MUSIC1_14436
  2806. 0087: 83@(170@,21f) = 312@  // (float)
  2807. 0087: 104@(170@,21f) = 313@  // (float)
  2808. 000F: 125@(170@,21f) -= 51.0
  2809. 000A: 170@ += 1
  2810. 0002: jump @MUSIC1_14316
  2811.  
  2812. :MUSIC1_14434
  2813. 0051: return
  2814.  
  2815. :MUSIC1_14436
  2816. 0087: 314@ = 310@  // (float)
  2817. 006B: 314@ *= 310@  // (float)
  2818. 0087: 315@ = 311@  // (float)
  2819. 006B: 315@ *= 311@  // (float)
  2820. 0087: 317@ = 314@  // (float)
  2821. 005B: 317@ += 315@  // (float)
  2822. 01FB: 316@ = square_root 317@
  2823. 0087: 318@ = 311@  // (float)
  2824. 0073: 318@ /= 316@  // (float)
  2825. 0087: 319@ = 310@  // (float)
  2826. 0073: 319@ /= 316@  // (float)
  2827. 02F7: 320@ = cosine 51.0 // (float)
  2828. 02F6: 321@ = sine 51.0 // (float)
  2829. 0087: 322@ = 318@  // (float)
  2830. 006B: 322@ *= 320@  // (float)
  2831. 0087: 323@ = 319@  // (float)
  2832. 006B: 323@ *= 321@  // (float)
  2833. 0087: 324@ = 319@  // (float)
  2834. 006B: 324@ *= 320@  // (float)
  2835. 0087: 325@ = 318@  // (float)
  2836. 006B: 325@ *= 321@  // (float)
  2837. 0087: 326@ = 322@  // (float)
  2838. 0063: 326@ -= 323@  // (float)
  2839. 0087: 327@ = 324@  // (float)
  2840. 005B: 327@ += 325@  // (float)
  2841. 0087: 312@ = 316@  // (float)
  2842. 006B: 312@ *= 327@  // (float)
  2843. 0087: 313@ = 316@  // (float)
  2844. 006B: 313@ *= 326@  // (float)
  2845. 005B: 312@ += 34@  // (float)
  2846. 005B: 313@ += 35@  // (float)
  2847. 0051: return
  2848.  
  2849. :MUSIC1_14690
  2850. 00D6: if
  2851. 8119:   not car 47@ wrecked
  2852. 004D: jump_if_false @MUSIC1_14854
  2853. 00D6: if
  2854. 0039:   208@ == 1
  2855. 004D: jump_if_false @MUSIC1_14793
  2856. 00D6: if
  2857. 80DB:   not actor $PLAYER_ACTOR in_car 47@
  2858. 004D: jump_if_false @MUSIC1_14786
  2859. 0164: disable_marker 273@
  2860. 0186: 272@ = create_marker_above_car 47@
  2861. 07E0: set_marker 272@ type_to 1
  2862. 00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0 // ~s~Get back into the ~b~sound van~s~.
  2863. 0006: 208@ = 0
  2864.  
  2865. :MUSIC1_14786
  2866. 0002: jump @MUSIC1_14854
  2867.  
  2868. :MUSIC1_14793
  2869. 00D6: if
  2870. 00DB:   actor $PLAYER_ACTOR in_car 47@
  2871. 004D: jump_if_false @MUSIC1_14854
  2872. 0164: disable_marker 272@
  2873. 018A: 273@ = create_checkpoint_at 52@ 53@ 54@
  2874. 00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0 // ~s~Get the van back to the ~y~garage.
  2875. 0006: 208@ = 1
  2876.  
  2877. :MUSIC1_14854
  2878. 0051: return
  2879.  
  2880. :MUSIC1_14856
  2881. 01B4: set_player $PLAYER_CHAR can_move False
  2882. 02A3: enable_widescreen 1
  2883. 00BE: text_clear_all
  2884. 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~.
  2885. 015F: set_camera_position 532.87 -1893.69 3.29 rotation 0.0 0.0 0.0
  2886. 0160: set_camera_point_at 533.97 -1892.67 3.3 switchstyle 2
  2887. 00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord
  2888. 00A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord -100.0
  2889. 0087: 328@ = 34@  // (float)
  2890. 0065: 328@ -= $tempvar_X_coord  // (float)
  2891. 0087: 329@ = 35@  // (float)
  2892. 0065: 329@ -= $tempvar_Y_coord  // (float)
  2893. 0604: get_Z_angle_for_point 328@ 329@ store_to $tempvar_Angle
  2894. 00D6: if
  2895. 80DF:   not actor $PLAYER_ACTOR driving
  2896. 004D: jump_if_false @MUSIC1_15040
  2897. 0173: set_actor $PLAYER_ACTOR Z_angle_to $tempvar_Angle
  2898. 0002: jump @MUSIC1_15061
  2899.  
  2900. :MUSIC1_15040
  2901. 03C0: 330@ = actor $PLAYER_ACTOR car
  2902. 00A9: set_car 330@ to_normal_driver
  2903. 0175: set_car 330@ Z_angle_to $tempvar_Angle
  2904.  
  2905. :MUSIC1_15061
  2906. 0001: wait 2000 ms
  2907. 0006: 279@ = 1
  2908. 0707: start_scene_skip_to @MUSIC1_15092
  2909. 0001: wait 8000 ms
  2910. 0006: 279@ = 0
  2911.  
  2912. :MUSIC1_15092
  2913. 0701: end_scene_skip
  2914. 00D6: if
  2915. 0039:   279@ == 1
  2916. 004D: jump_if_false @MUSIC1_15112
  2917.  
  2918. :MUSIC1_15112
  2919. 00BE: text_clear_all
  2920. 02A3: enable_widescreen 0
  2921. 0373: set_camera_directly_behind_player
  2922. 02EB: restore_camera_with_jumpcut
  2923. 01B4: set_player $PLAYER_CHAR can_move True
  2924. 0051: return
  2925.  
  2926. :MUSIC1_15131
  2927. 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
  2928.  
  2929. :MUSIC1_15194
  2930. 05AA: 184@s = 'LOC1_YT'  // @s = 'short' // ~z~He's stealing the sounds!
  2931. 04AF: 186@ = 21656  //  = constant
  2932. 0006: 189@ = 1
  2933. 0002: jump @MUSIC1_15273
  2934.  
  2935. :MUSIC1_15230
  2936. 05AA: 184@s = 'DNCEF1'  // @s = 'short' // ~z~You need to put more time in on the dance floor!
  2937. 04AF: 186@ = 21402  //  = constant
  2938. 0006: 189@ = 1
  2939. 0002: jump @MUSIC1_15273
  2940.  
  2941. :MUSIC1_15266
  2942. 0002: jump @MUSIC1_15273
  2943.  
  2944. :MUSIC1_15273
  2945. 0006: 187@ = 0
  2946. 0006: 188@ = 0
  2947. 0006: 190@ = 0
  2948. 040D: unload_wav 1
  2949. 00BE: text_clear_all
  2950. 0051: return
  2951.  
  2952. :MUSIC1_15302
  2953. 00D6: if or
  2954. 0039:   187@ == 0
  2955. 0039:   187@ == 1
  2956. 004D: jump_if_false @MUSIC1_15372
  2957. 00D6: if
  2958. 001D:   189@ > 188@  // (int)
  2959. 004D: jump_if_false @MUSIC1_15372
  2960. 00D6: if
  2961. 0019:   TIMERA > 1000
  2962. 004D: jump_if_false @MUSIC1_15372
  2963. 0050: gosub @MUSIC1_15430
  2964.  
  2965. :MUSIC1_15372
  2966. 00D6: if
  2967. 0039:   187@ == 2
  2968. 004D: jump_if_false @MUSIC1_15428
  2969. 00D6: if
  2970. 03D2:   wav 1 ended
  2971. 004D: jump_if_false @MUSIC1_15428
  2972. 0006: 187@ = 0
  2973. 000A: 188@ += 1
  2974. 00BE: text_clear_all
  2975. 0006: TIMERA = 0
  2976.  
  2977. :MUSIC1_15428
  2978. 0051: return
  2979.  
  2980. :MUSIC1_15430
  2981. 00D6: if
  2982. 0039:   187@ == 0
  2983. 004D: jump_if_false @MUSIC1_15466
  2984. 03CF: load_wav 186@(188@,1i) as 1
  2985. 0006: 187@ = 1
  2986.  
  2987. :MUSIC1_15466
  2988. 00D6: if
  2989. 0039:   187@ == 1
  2990. 004D: jump_if_false @MUSIC1_15554
  2991. 00D6: if
  2992. 03D0:   wav 1 loaded
  2993. 004D: jump_if_false @MUSIC1_15554
  2994. 00BC: show_text_highpriority GXT 184@(188@,1s) time 10000 flag 1
  2995. 00D6: if and
  2996. 0039:   191@ == 1
  2997. 8118:   not actor 55@ dead
  2998. 004D: jump_if_false @MUSIC1_15543
  2999. 0949: link_wav 1 to_actor 55@
  3000.  
  3001. :MUSIC1_15543
  3002. 03D1: play_wav 1
  3003. 0006: 187@ = 2
  3004.  
  3005. :MUSIC1_15554
  3006. 0051: return
  3007.  
  3008. :MUSIC1_15556
  3009. 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
  3010. 0051: return
  3011.  
  3012. :MUSIC1_15574
  3013. 0008: $OG_Loc_Total_Passed_Missions += 1
  3014. 0318: set_latest_mission_passed 'STRAP_1' // Life's a Beach
  3015. 030C: progress_made = 1
  3016. 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT +
  3017. 0998: add_respect 3
  3018. 0110: clear_player $PLAYER_CHAR wanted_level
  3019. 0394: play_music 1
  3020. 0051: return
  3021.  
  3022. :MUSIC1_15629
  3023. 0249: release_model #VOODOO
  3024. 0249: release_model #ESPERANT
  3025. 0249: release_model #OCEANIC
  3026. 0249: release_model #PONY
  3027. 0249: release_model #MP5LNG
  3028. 0249: release_model #BFYST
  3029. 0249: release_model #WFYST
  3030. 0249: release_model #BMYST
  3031. 0249: release_model #WMYRO
  3032. 0249: release_model #WFYCLOT
  3033. 0249: release_model #WMYST
  3034. 0249: release_model #WMYCLOT
  3035. 0249: release_model #BMYDJ
  3036. 0249: release_model #WFYRI
  3037. 0249: release_model #OFYRI
  3038. 06EB: release_car_component #WHEEL_OR1
  3039. 01C4: remove_references_to_object 45@  // This object will now disappear when the player looks away
  3040. 01C4: remove_references_to_object 46@  // This object will now disappear when the player looks away
  3041. 090F: end_external_script 0 (DANCE)
  3042. 04EF: release_animation "BAR"
  3043. 04EF: release_animation "DANCING"
  3044. 04EF: release_animation "BEACH"
  3045. 04EF: release_animation "SCRATCHING"
  3046. 0164: disable_marker 271@
  3047. 0164: disable_marker 272@
  3048. 0164: disable_marker 273@
  3049. 0650: destroy_particle 37@
  3050. 0650: destroy_particle 38@
  3051. 061B: remove_references_to_AS_pack 173@
  3052. 061B: remove_references_to_AS_pack 174@
  3053. 061B: remove_references_to_AS_pack 177@
  3054. 061B: remove_references_to_AS_pack 280@
  3055. 061B: remove_references_to_AS_pack 181@
  3056. 061B: remove_references_to_AS_pack 182@
  3057. 061B: remove_references_to_AS_pack 183@
  3058. 00D6: if
  3059. 0256:   player $PLAYER_CHAR defined
  3060. 004D: jump_if_false @MUSIC1_15839
  3061. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
  3062.  
  3063. :MUSIC1_15839
  3064. 00D6: if
  3065. 8118:   not actor 55@ dead
  3066. 004D: jump_if_false @MUSIC1_15867
  3067. 08ED: remove_actor 55@ from_dialogue_mode
  3068. 04D7: set_actor 55@ locked False
  3069.  
  3070. :MUSIC1_15867
  3071. 00D6: if
  3072. 8119:   not car 47@ wrecked
  3073. 004D: jump_if_false @MUSIC1_15890
  3074. 0852: set_car 47@ damages_visible 1
  3075.  
  3076. :MUSIC1_15890
  3077. 065C: release_decision_maker 180@
  3078. 03E6: remove_text_box
  3079. 0917: audio_zone 'BEACH' enable_sound 0
  3080. 091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0
  3081. 01BD: $Current_Time_in_ms = current_time_in_ms
  3082. 0004: $ONMISSION = 0
  3083. 00D8: mission_cleanup
  3084. 0051: return
  3085.  
  3086.  
  3087. //------------//------------//------------//------------
  3088.  
  3089.  
  3090.  
  3091.  
  3092. //------------//------------//------------//------------
  3093.  
  3094.  
  3095.  
  3096.  
  3097.  
  3098.  
  3099.  
  3100.  
  3101.  
  3102.  
  3103. //------------//------------//------------//------------
  3104.  
  3105.  
  3106.  
  3107.  
  3108.  
  3109. //-------------External script 0 (DANCE)---------------
  3110. //-------------External script 35 (DANCE)---------------
  3111.  
  3112. :DANCE
  3113. 03A4: script_name 'DANCE'
  3114. 08BA: set $5295 bit 31
  3115. 09BD: allow_other_scripts_to_display_text_boxes 1
  3116. 03F0: enable_text_draw 1
  3117. 09EE: set_status_text_stay_on_screen 1
  3118. 00D6: if
  3119. 0019:   13@ > 0
  3120. 004D: jump_if_false @DANCE_72
  3121. 009A: 5@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0
  3122.  
  3123. :DANCE_72
  3124. 0006: 18@ = 5
  3125. 0006: 23@ = 5
  3126. 0006: 16@ = -1
  3127. 0006: 24@ = -1
  3128. 0006: 17@ = -1
  3129. 0006: 13@ = 0
  3130. 0004: $DANCE_SCORE = 0
  3131. 0004: $9528 = 0
  3132. 0004: $9527 = -1
  3133. 0004: $9529 = 1
  3134. 0006: 22@ = 5
  3135. 0006: TIMERA = 10000
  3136.  
  3137. :DANCE_157
  3138. 0001: wait 0 ms
  3139. 00D6: if
  3140. 0256:   player $PLAYER_CHAR defined
  3141. 004D: jump_if_false @DANCE_367
  3142. 00D6: if
  3143. 0019:   6@ > 0
  3144. 004D: jump_if_false @DANCE_353
  3145. 00D6: if
  3146. 0038:   $5298 == 1
  3147. 004D: jump_if_false @DANCE_245
  3148. 00D6: if
  3149. 8039:   not 6@ == 2
  3150. 004D: jump_if_false @DANCE_245
  3151. 0006: 6@ = 2
  3152. 0006: 7@ = 0
  3153.  
  3154. :DANCE_245
  3155. 00D6: if
  3156. 0039:   5@ == -1
  3157. 004D: jump_if_false @DANCE_302
  3158. 00D6: if
  3159. 8039:   not 22@ == 5
  3160. 004D: jump_if_false @DANCE_288
  3161. 0050: gosub @DANCE_9479
  3162.  
  3163. :DANCE_288
  3164. 0050: gosub @DANCE_381
  3165. 0002: jump @DANCE_346
  3166.  
  3167. :DANCE_302
  3168. 00D6: if
  3169. 8118:   not actor 5@ dead
  3170. 004D: jump_if_false @DANCE_339
  3171. 0050: gosub @DANCE_9479
  3172. 0050: gosub @DANCE_381
  3173. 0002: jump @DANCE_346
  3174.  
  3175. :DANCE_339
  3176. 0050: gosub @DANCE_16653
  3177.  
  3178. :DANCE_346
  3179. 0002: jump @DANCE_360
  3180.  
  3181. :DANCE_353
  3182. 0050: gosub @DANCE_381
  3183.  
  3184. :DANCE_360
  3185. 0002: jump @DANCE_374
  3186.  
  3187. :DANCE_367
  3188. 0050: gosub @DANCE_16653
  3189.  
  3190. :DANCE_374
  3191. 0002: jump @DANCE_157
  3192.  
  3193. :DANCE_381
  3194. 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
  3195.  
  3196. :DANCE_444
  3197. 0050: gosub @DANCE_502
  3198. 0002: jump @DANCE_500
  3199.  
  3200. :DANCE_458
  3201. 0050: gosub @DANCE_1090
  3202. 0002: jump @DANCE_500
  3203.  
  3204. :DANCE_472
  3205. 0050: gosub @DANCE_2086
  3206. 0002: jump @DANCE_500
  3207.  
  3208. :DANCE_486
  3209. 0050: gosub @DANCE_2412
  3210. 0002: jump @DANCE_500
  3211.  
  3212. :DANCE_500
  3213. 0051: return
  3214.  
  3215. :DANCE_502
  3216. 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
  3217.  
  3218. :DANCE_565
  3219. 01B4: set_player $PLAYER_CHAR can_move False
  3220. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  3221. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  3222. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  3223. 03F4: set_all_cars_apply_damage_rules 0
  3224. 0826: enable_hud 0
  3225. 0581: enable_radar 0
  3226. 00D6: if
  3227. 8039:   not 5@ == -1
  3228. 004D: jump_if_false @DANCE_625
  3229. 0253: save_current_time
  3230.  
  3231. :DANCE_625
  3232. 016A: fade 0 time 500
  3233. 000A: 7@ += 1
  3234. 0002: jump @DANCE_1088
  3235.  
  3236. :DANCE_646
  3237. 00D6: if
  3238. 816B:   not fading
  3239. 004D: jump_if_false @DANCE_796
  3240. 0050: gosub @DANCE_2764
  3241. 04ED: load_animation v$DANCE_ANIM_IFP
  3242. 00D6: if
  3243. 84EE:   not animation v$DANCE_ANIM_IFP loaded
  3244. 004D: jump_if_false @DANCE_694
  3245. 0002: jump @DANCE_1088
  3246.  
  3247. :DANCE_694
  3248. 00D6: if
  3249. 8039:   not 5@ == -1
  3250. 004D: jump_if_false @DANCE_718
  3251. 00C0: set_current_time_hours_to 0 minutes_to 0
  3252.  
  3253. :DANCE_718
  3254. 0792: disembark_instantly_actor $PLAYER_ACTOR
  3255. 0395: clear_area 1 at 0@ 1@ 2@ radius 1.5
  3256. 00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@
  3257. 0173: set_actor $PLAYER_ACTOR Z_angle_to 3@
  3258. 0050: gosub @DANCE_6883
  3259. 0050: gosub @DANCE_5828
  3260. 0006: 17@ = 0
  3261. 0952: load_soundtrack 4@
  3262. 000A: 7@ += 1
  3263.  
  3264. :DANCE_796
  3265. 0002: jump @DANCE_1088
  3266.  
  3267. :DANCE_803
  3268. 0953: get_soundtrack_status_to 13@
  3269. 00D6: if
  3270. 04A4:   13@ == 2  //  == constant
  3271. 004D: jump_if_false @DANCE_941
  3272. 0954: start_playing_loaded_soundtrack
  3273. 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
  3274. 00D6: if
  3275. 8118:   not actor 5@ dead
  3276. 004D: jump_if_false @DANCE_920
  3277. 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
  3278.  
  3279. :DANCE_920
  3280. 016A: fade 1 time 500
  3281. 0006: TIMERB = 0
  3282. 000A: 7@ += 1
  3283.  
  3284. :DANCE_941
  3285. 0002: jump @DANCE_1088
  3286.  
  3287. :DANCE_948
  3288. 00D6: if
  3289. 816B:   not fading
  3290. 004D: jump_if_false @DANCE_1081
  3291. 00D6: if
  3292. 0039:   5@ == -1
  3293. 004D: jump_if_false @DANCE_1043
  3294. 00D6: if
  3295. 0029:   TIMERB >= 10000
  3296. 004D: jump_if_false @DANCE_1036
  3297. 004F: start_new_script @BDISPLY
  3298. 03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable
  3299. 0006: 6@ = 1
  3300. 0006: 7@ = 1
  3301.  
  3302. :DANCE_1036
  3303. 0002: jump @DANCE_1081
  3304.  
  3305. :DANCE_1043
  3306. 004F: start_new_script @BDISPLY
  3307. 03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable
  3308. 0006: 6@ = 1
  3309. 0006: 7@ = 1
  3310.  
  3311. :DANCE_1081
  3312. 0002: jump @DANCE_1088
  3313.  
  3314. :DANCE_1088
  3315. 0051: return
  3316.  
  3317. :DANCE_1090
  3318. 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
  3319.  
  3320. :DANCE_1153
  3321. 0050: gosub @DANCE_5692
  3322. 0050: gosub @DANCE_8068
  3323. 0050: gosub @DANCE_5723
  3324. 0050: gosub @DANCE_5504
  3325. 0050: gosub @DANCE_2932
  3326. 00D6: if
  3327. 0039:   6@ == 3
  3328. 004D: jump_if_false @DANCE_1213
  3329. 0002: jump @DANCE_2084
  3330.  
  3331. :DANCE_1213
  3332. 0050: gosub @DANCE_3662
  3333. 0050: gosub @DANCE_5367
  3334. 0050: gosub @DANCE_5828
  3335. 0050: gosub @DANCE_8952
  3336. 0050: gosub @DANCE_9617
  3337. 00D6: if
  3338. 0039:   22@ == 3
  3339. 004D: jump_if_false @DANCE_1387
  3340. 00D6: if
  3341. 001A:   99999999 > $DANCE_SCORE
  3342. 004D: jump_if_false @DANCE_1341
  3343. 00D6: if
  3344. 0039:   29@ == 2
  3345. 004D: jump_if_false @DANCE_1334
  3346. 0006: 30@ = 10
  3347. 0012: 30@ *= 2
  3348. 005E: $DANCE_SCORE += 30@  // (int)
  3349. 0002: jump @DANCE_1341
  3350.  
  3351. :DANCE_1334
  3352. 0008: $DANCE_SCORE += 10
  3353.  
  3354. :DANCE_1341
  3355. 000A: 26@ += 1
  3356. 0050: gosub @DANCE_8131
  3357. 00D6: if
  3358. 8039:   not 31@ == -1
  3359. 004D: jump_if_false @DANCE_1380
  3360. 0050: gosub @DANCE_4113
  3361.  
  3362. :DANCE_1380
  3363. 0002: jump @DANCE_2084
  3364.  
  3365. :DANCE_1387
  3366. 00D6: if
  3367. 0039:   22@ == 1
  3368. 004D: jump_if_false @DANCE_1526
  3369. 00D6: if
  3370. 001A:   99999999 > $DANCE_SCORE
  3371. 004D: jump_if_false @DANCE_1480
  3372. 00D6: if
  3373. 0039:   29@ == 2
  3374. 004D: jump_if_false @DANCE_1473
  3375. 0006: 30@ = 50
  3376. 0012: 30@ *= 2
  3377. 005E: $DANCE_SCORE += 30@  // (int)
  3378. 0002: jump @DANCE_1480
  3379.  
  3380. :DANCE_1473
  3381. 0008: $DANCE_SCORE += 50
  3382.  
  3383. :DANCE_1480
  3384. 000A: 28@ += 1
  3385. 0050: gosub @DANCE_8131
  3386. 00D6: if
  3387. 8039:   not 31@ == -1
  3388. 004D: jump_if_false @DANCE_1519
  3389. 0050: gosub @DANCE_4113
  3390.  
  3391. :DANCE_1519
  3392. 0002: jump @DANCE_2084
  3393.  
  3394. :DANCE_1526
  3395. 00D6: if
  3396. 0039:   22@ == 2
  3397. 004D: jump_if_false @DANCE_1665
  3398. 00D6: if
  3399. 001A:   99999999 > $DANCE_SCORE
  3400. 004D: jump_if_false @DANCE_1619
  3401. 00D6: if
  3402. 0039:   29@ == 2
  3403. 004D: jump_if_false @DANCE_1612
  3404. 0006: 30@ = 20
  3405. 0012: 30@ *= 2
  3406. 005E: $DANCE_SCORE += 30@  // (int)
  3407. 0002: jump @DANCE_1619
  3408.  
  3409. :DANCE_1612
  3410. 0008: $DANCE_SCORE += 20
  3411.  
  3412. :DANCE_1619
  3413. 000A: 26@ += 1
  3414. 0050: gosub @DANCE_8131
  3415. 00D6: if
  3416. 8039:   not 31@ == -1
  3417. 004D: jump_if_false @DANCE_1658
  3418. 0050: gosub @DANCE_4113
  3419.  
  3420. :DANCE_1658
  3421. 0002: jump @DANCE_2084
  3422.  
  3423. :DANCE_1665
  3424. 00D6: if
  3425. 0039:   22@ == 0
  3426. 004D: jump_if_false @DANCE_1768
  3427. 00D6: if
  3428. 0018:   $DANCE_SCORE > 0
  3429. 004D: jump_if_false @DANCE_1715
  3430. 000C: $DANCE_SCORE -= 0
  3431. 0002: jump @DANCE_1722
  3432.  
  3433. :DANCE_1715
  3434. 0004: $DANCE_SCORE = 0
  3435.  
  3436. :DANCE_1722
  3437. 000A: 27@ += 1
  3438. 0050: gosub @DANCE_8131
  3439. 00D6: if
  3440. 8039:   not 31@ == -1
  3441. 004D: jump_if_false @DANCE_1761
  3442. 0050: gosub @DANCE_4740
  3443.  
  3444. :DANCE_1761
  3445. 0002: jump @DANCE_2084
  3446.  
  3447. :DANCE_1768
  3448. 00D6: if
  3449. 0039:   22@ == 4
  3450. 004D: jump_if_false @DANCE_1871
  3451. 00D6: if
  3452. 0018:   $DANCE_SCORE > 0
  3453. 004D: jump_if_false @DANCE_1818
  3454. 000C: $DANCE_SCORE -= 0
  3455. 0002: jump @DANCE_1825
  3456.  
  3457. :DANCE_1818
  3458. 0004: $DANCE_SCORE = 0
  3459.  
  3460. :DANCE_1825
  3461. 000A: 27@ += 1
  3462. 0050: gosub @DANCE_8131
  3463. 00D6: if
  3464. 8039:   not 31@ == -1
  3465. 004D: jump_if_false @DANCE_1864
  3466. 0050: gosub @DANCE_4740
  3467.  
  3468. :DANCE_1864
  3469. 0002: jump @DANCE_2084
  3470.  
  3471. :DANCE_1871
  3472. 00D6: if
  3473. 0039:   22@ == 10
  3474. 004D: jump_if_false @DANCE_1974
  3475. 00D6: if
  3476. 0018:   $DANCE_SCORE > 0
  3477. 004D: jump_if_false @DANCE_1921
  3478. 000C: $DANCE_SCORE -= 0
  3479. 0002: jump @DANCE_1928
  3480.  
  3481. :DANCE_1921
  3482. 0004: $DANCE_SCORE = 0
  3483.  
  3484. :DANCE_1928
  3485. 000A: 27@ += 1
  3486. 0050: gosub @DANCE_8131
  3487. 00D6: if
  3488. 8039:   not 31@ == -1
  3489. 004D: jump_if_false @DANCE_1967
  3490. 0050: gosub @DANCE_4740
  3491.  
  3492. :DANCE_1967
  3493. 0002: jump @DANCE_2084
  3494.  
  3495. :DANCE_1974
  3496. 00D6: if
  3497. 0039:   22@ == 11
  3498. 004D: jump_if_false @DANCE_2077
  3499. 00D6: if
  3500. 0018:   $DANCE_SCORE > 0
  3501. 004D: jump_if_false @DANCE_2024
  3502. 000C: $DANCE_SCORE -= 0
  3503. 0002: jump @DANCE_2031
  3504.  
  3505. :DANCE_2024
  3506. 0004: $DANCE_SCORE = 0
  3507.  
  3508. :DANCE_2031
  3509. 000A: 27@ += 1
  3510. 0050: gosub @DANCE_8131
  3511. 00D6: if
  3512. 8039:   not 31@ == -1
  3513. 004D: jump_if_false @DANCE_2070
  3514. 0050: gosub @DANCE_4740
  3515.  
  3516. :DANCE_2070
  3517. 0002: jump @DANCE_2084
  3518.  
  3519. :DANCE_2077
  3520. 0002: jump @DANCE_2084
  3521.  
  3522. :DANCE_2084
  3523. 0051: return
  3524.  
  3525. :DANCE_2086
  3526. 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
  3527.  
  3528. :DANCE_2149
  3529. 016A: fade 0 time 500
  3530. 000A: 7@ += 1
  3531. 0002: jump @DANCE_2410
  3532.  
  3533. :DANCE_2170
  3534. 00D6: if
  3535. 816B:   not fading
  3536. 004D: jump_if_false @DANCE_2215
  3537. 0953: get_soundtrack_status_to 13@
  3538. 00D6: if
  3539. 04A4:   13@ == 3  //  == constant
  3540. 004D: jump_if_false @DANCE_2208
  3541. 0955: end_playing_loaded_soundtrack
  3542.  
  3543. :DANCE_2208
  3544. 000A: 7@ += 1
  3545.  
  3546. :DANCE_2215
  3547. 0002: jump @DANCE_2410
  3548.  
  3549. :DANCE_2222
  3550. 0151: remove_status_text $DANCE_SCORE
  3551. 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
  3552. 03F4: set_all_cars_apply_damage_rules 1
  3553. 0826: enable_hud 1
  3554. 0581: enable_radar 1
  3555. 03E6: remove_text_box
  3556. 0373: set_camera_directly_behind_player
  3557. 02EB: restore_camera_with_jumpcut
  3558. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  3559. 0792: disembark_instantly_actor $PLAYER_ACTOR
  3560. 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
  3561. 00D6: if
  3562. 8118:   not actor 5@ dead
  3563. 004D: jump_if_false @DANCE_2355
  3564. 0792: disembark_instantly_actor 5@
  3565. 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
  3566.  
  3567. :DANCE_2355
  3568. 00D6: if
  3569. 8039:   not 5@ == -1
  3570. 004D: jump_if_false @DANCE_2375
  3571. 0254: restore_current_time
  3572.  
  3573. :DANCE_2375
  3574. 016A: fade 1 time 1500
  3575. 000A: 7@ += 1
  3576. 0002: jump @DANCE_2410
  3577.  
  3578. :DANCE_2396
  3579. 0050: gosub @DANCE_16653
  3580. 0002: jump @DANCE_2410
  3581.  
  3582. :DANCE_2410
  3583. 0051: return
  3584.  
  3585. :DANCE_2412
  3586. 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
  3587.  
  3588. :DANCE_2475
  3589. 0991: set_soundtrack_paused 1
  3590. 00D6: if
  3591. 0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM
  3592. 004D: jump_if_false @DANCE_2508
  3593. 0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 0
  3594.  
  3595. :DANCE_2508
  3596. 00D6: if
  3597. 8118:   not actor 5@ dead
  3598. 004D: jump_if_false @DANCE_2553
  3599. 00D6: if
  3600. 0611:   actor 5@ performing_animation v$5303
  3601. 004D: jump_if_false @DANCE_2553
  3602. 0612: set_actor 5@ animation v$5303 paused 0
  3603.  
  3604. :DANCE_2553
  3605. 000A: 7@ += 1
  3606. 0002: jump @DANCE_2762
  3607.  
  3608. :DANCE_2567
  3609. 0050: gosub @DANCE_2932
  3610. 00D6: if
  3611. 0039:   18@ == 100
  3612. 004D: jump_if_false @DANCE_2620
  3613. 0004: $DANCE_SCORE = 0
  3614. 0006: 6@ = 2
  3615. 0006: 7@ = 0
  3616. 0002: jump @DANCE_2762
  3617.  
  3618. :DANCE_2620
  3619. 00D6: if
  3620. 0039:   18@ == 99
  3621. 004D: jump_if_false @DANCE_2755
  3622. 00D6: if
  3623. 0019:   6@ > 0
  3624. 004D: jump_if_false @DANCE_2755
  3625. 0991: set_soundtrack_paused 0
  3626. 00D6: if
  3627. 0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM
  3628. 004D: jump_if_false @DANCE_2689
  3629. 0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 1
  3630.  
  3631. :DANCE_2689
  3632. 00D6: if
  3633. 8118:   not actor 5@ dead
  3634. 004D: jump_if_false @DANCE_2734
  3635. 00D6: if
  3636. 0611:   actor 5@ performing_animation v$5303
  3637. 004D: jump_if_false @DANCE_2734
  3638. 0612: set_actor 5@ animation v$5303 paused 1
  3639.  
  3640. :DANCE_2734
  3641. 0006: 6@ = 1
  3642. 0006: 7@ = 1
  3643. 0002: jump @DANCE_2762
  3644.  
  3645. :DANCE_2755
  3646. 0002: jump @DANCE_2762
  3647.  
  3648. :DANCE_2762
  3649. 0051: return
  3650.  
  3651. :DANCE_2764
  3652. 0871: init_jump_table 4@ total_jumps 4 default_jump 1 @DANCE_2906 jumps 1 @DANCE_2827 2 @DANCE_2846 3 @DANCE_2865 4 @DANCE_2889 -1 @DANCE_2930 -1 @DANCE_2930 -1 @DANCE_2930
  3653.  
  3654. :DANCE_2827
  3655. 06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string
  3656. 0002: jump @DANCE_2930
  3657.  
  3658. :DANCE_2846
  3659. 06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string
  3660. 0002: jump @DANCE_2930
  3661.  
  3662. :DANCE_2865
  3663. 06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string
  3664. 0002: jump @DANCE_2930
  3665.  
  3666. :DANCE_2889
  3667. 06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string
  3668. 0002: jump @DANCE_2930
  3669.  
  3670. :DANCE_2906
  3671. 06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string
  3672. 0006: 4@ = 4
  3673. 0002: jump @DANCE_2930
  3674.  
  3675. :DANCE_2930
  3676. 0051: return
  3677.  
  3678. :DANCE_2932
  3679. 0050: gosub @DANCE_16964
  3680. 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
  3681.  
  3682. :DANCE_3002
  3683. 00D6: if
  3684. 0038:   $9534 == 10
  3685. 004D: jump_if_false @DANCE_3041
  3686. 0006: 18@ = 4
  3687. 0006: 23@ = 4
  3688. 0002: jump @DANCE_3660
  3689.  
  3690. :DANCE_3041
  3691. 00D6: if
  3692. 0038:   $9534 == 13
  3693. 004D: jump_if_false @DANCE_3080
  3694. 0006: 18@ = 3
  3695. 0006: 23@ = 3
  3696. 0002: jump @DANCE_3660
  3697.  
  3698. :DANCE_3080
  3699. 00D6: if
  3700. 0038:   $9534 == 9
  3701. 004D: jump_if_false @DANCE_3119
  3702. 0006: 18@ = 2
  3703. 0006: 23@ = 2
  3704. 0002: jump @DANCE_3660
  3705.  
  3706. :DANCE_3119
  3707. 00D6: if
  3708. 0038:   $9534 == 14
  3709. 004D: jump_if_false @DANCE_3158
  3710. 0006: 18@ = 1
  3711. 0006: 23@ = 1
  3712. 0002: jump @DANCE_3660
  3713.  
  3714. :DANCE_3158
  3715. 00D6: if
  3716. 00E1:   player 0 pressed_key 15
  3717. 004D: jump_if_false @DANCE_3203
  3718. 0006: 18@ = 99
  3719. 0006: 23@ = 99
  3720. 0006: TIMERB = 0
  3721. 0002: jump @DANCE_3660
  3722.  
  3723. :DANCE_3203
  3724. 00D6: if
  3725. 00E1:   player 0 pressed_key 16
  3726. 004D: jump_if_false @DANCE_3241
  3727. 0006: 18@ = 100
  3728. 0006: 23@ = 100
  3729. 0002: jump @DANCE_3660
  3730.  
  3731. :DANCE_3241
  3732. 0002: jump @DANCE_3660
  3733.  
  3734. :DANCE_3248
  3735. 0006: 18@ = 5
  3736. 00D6: if
  3737. 0038:   $9534 == 0
  3738. 004D: jump_if_false @DANCE_3287
  3739. 0006: 23@ = 5
  3740. 0002: jump @DANCE_3660
  3741.  
  3742. :DANCE_3287
  3743. 0002: jump @DANCE_3660
  3744.  
  3745. :DANCE_3294
  3746. 0006: 18@ = 5
  3747. 00D6: if
  3748. 0038:   $9534 == 0
  3749. 004D: jump_if_false @DANCE_3333
  3750. 0006: 23@ = 5
  3751. 0002: jump @DANCE_3660
  3752.  
  3753. :DANCE_3333
  3754. 0002: jump @DANCE_3660
  3755.  
  3756. :DANCE_3340
  3757. 0006: 18@ = 5
  3758. 00D6: if
  3759. 0038:   $9534 == 0
  3760. 004D: jump_if_false @DANCE_3379
  3761. 0006: 23@ = 5
  3762. 0002: jump @DANCE_3660
  3763.  
  3764. :DANCE_3379
  3765. 0002: jump @DANCE_3660
  3766.  
  3767. :DANCE_3386
  3768. 0006: 18@ = 5
  3769. 00D6: if
  3770. 0038:   $9534 == 0
  3771. 004D: jump_if_false @DANCE_3425
  3772. 0006: 23@ = 5
  3773. 0002: jump @DANCE_3660
  3774.  
  3775. :DANCE_3425
  3776. 0002: jump @DANCE_3660
  3777.  
  3778. :DANCE_3432
  3779. 0006: 18@ = 5
  3780. 00D6: if
  3781. 80E1:   not player 0 pressed_key 15
  3782. 004D: jump_if_false @DANCE_3477
  3783. 0006: 23@ = 5
  3784. 0002: jump @DANCE_3660
  3785. 0002: jump @DANCE_3608
  3786.  
  3787. :DANCE_3477
  3788. 00D6: if
  3789. 0039:   5@ == -1
  3790. 004D: jump_if_false @DANCE_3564
  3791. 00D6: if
  3792. 8039:   not 22@ == 5
  3793. 004D: jump_if_false @DANCE_3557
  3794. 00D6: if and
  3795. 8039:   not 6@ == 3
  3796. 0029:   TIMERB >= 800
  3797. 004D: jump_if_false @DANCE_3557
  3798. 03E6: remove_text_box
  3799. 0006: 6@ = 3
  3800. 0006: 7@ = 0
  3801. 0051: return
  3802.  
  3803. :DANCE_3557
  3804. 0002: jump @DANCE_3608
  3805.  
  3806. :DANCE_3564
  3807. 00D6: if and
  3808. 8039:   not 6@ == 3
  3809. 0029:   TIMERB >= 800
  3810. 004D: jump_if_false @DANCE_3608
  3811. 03E6: remove_text_box
  3812. 0006: 6@ = 3
  3813. 0006: 7@ = 0
  3814. 0051: return
  3815.  
  3816. :DANCE_3608
  3817. 0002: jump @DANCE_3660
  3818.  
  3819. :DANCE_3615
  3820. 0006: 18@ = 5
  3821. 00D6: if
  3822. 80E1:   not player 0 pressed_key 16
  3823. 004D: jump_if_false @DANCE_3653
  3824. 0006: 23@ = 5
  3825. 0002: jump @DANCE_3660
  3826.  
  3827. :DANCE_3653
  3828. 0002: jump @DANCE_3660
  3829.  
  3830. :DANCE_3660
  3831. 0051: return
  3832.  
  3833. :DANCE_3662
  3834. 07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@
  3835. 00D6: if
  3836. 0019:   14@ > 3000
  3837. 004D: jump_if_false @DANCE_3708
  3838. 0006: 22@ = 5
  3839. 0002: jump @DANCE_4111
  3840.  
  3841. :DANCE_3708
  3842. 00D6: if
  3843. 001D:   15@ > 16@  // (int)
  3844. 004D: jump_if_false @DANCE_4022
  3845. 00D6: if
  3846. 0039:   18@ == 5
  3847. 004D: jump_if_false @DANCE_3787
  3848. 00D6: if
  3849. 001B:   -110 > 14@
  3850. 004D: jump_if_false @DANCE_3780
  3851. 0006: 22@ = 0
  3852. 0085: 16@ = 15@  // (int)
  3853. 0051: return
  3854.  
  3855. :DANCE_3780
  3856. 0002: jump @DANCE_4015
  3857.  
  3858. :DANCE_3787
  3859. 0004: $1043 = 1
  3860. 00D6: if
  3861. 003B:   18@ == 13@  // (int)
  3862. 004D: jump_if_false @DANCE_3998
  3863. 00D6: if and
  3864. 002B:   35 >= 14@
  3865. 0029:   14@ >= -35
  3866. 004D: jump_if_false @DANCE_3869
  3867. 0006: 22@ = 1
  3868. 0004: $1043 = 3
  3869. 0085: 16@ = 15@  // (int)
  3870. 0051: return
  3871. 0002: jump @DANCE_3991
  3872.  
  3873. :DANCE_3869
  3874. 00D6: if and
  3875. 002B:   60 >= 14@
  3876. 0029:   14@ >= -60
  3877. 004D: jump_if_false @DANCE_3925
  3878. 0006: 22@ = 2
  3879. 0004: $1043 = 2
  3880. 0085: 16@ = 15@  // (int)
  3881. 0051: return
  3882. 0002: jump @DANCE_3991
  3883.  
  3884. :DANCE_3925
  3885. 00D6: if and
  3886. 002B:   110 >= 14@
  3887. 0029:   14@ >= -110
  3888. 004D: jump_if_false @DANCE_3974
  3889. 0006: 22@ = 3
  3890. 0085: 16@ = 15@  // (int)
  3891. 0051: return
  3892. 0002: jump @DANCE_3991
  3893.  
  3894. :DANCE_3974
  3895. 0006: 22@ = 11
  3896. 0085: 16@ = 15@  // (int)
  3897. 0051: return
  3898.  
  3899. :DANCE_3991
  3900. 0002: jump @DANCE_4015
  3901.  
  3902. :DANCE_3998
  3903. 0006: 22@ = 10
  3904. 0085: 16@ = 15@  // (int)
  3905. 0051: return
  3906.  
  3907. :DANCE_4015
  3908. 0002: jump @DANCE_4111
  3909.  
  3910. :DANCE_4022
  3911. 00D6: if or
  3912. 0039:   22@ == 1
  3913. 0039:   22@ == 2
  3914. 0039:   22@ == 3
  3915. 004D: jump_if_false @DANCE_4063
  3916. 0006: 22@ = 8
  3917. 0051: return
  3918.  
  3919. :DANCE_4063
  3920. 00D6: if or
  3921. 0039:   22@ == 0
  3922. 0039:   22@ == 4
  3923. 0039:   22@ == 10
  3924. 0039:   22@ == 11
  3925. 004D: jump_if_false @DANCE_4111
  3926. 0006: 22@ = 9
  3927. 0051: return
  3928.  
  3929. :DANCE_4111
  3930. 0051: return
  3931.  
  3932. :DANCE_4113
  3933. 0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4241 jumps 2 @DANCE_4270 3 @DANCE_4299 4 @DANCE_4328 5 @DANCE_4357 6 @DANCE_4386 7 @DANCE_4415 8 @DANCE_4444
  3934. 0872: jump_table_jumps 9 @DANCE_4473 10 @DANCE_4502 11 @DANCE_4532 12 @DANCE_4562 13 @DANCE_4592 14 @DANCE_4622 15 @DANCE_4652 16 @DANCE_4682 -1 @DANCE_4712
  3935.  
  3936. :DANCE_4241
  3937. 06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string
  3938. 0006: 17@ = 2
  3939. 0002: jump @DANCE_4712
  3940.  
  3941. :DANCE_4270
  3942. 06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string
  3943. 000A: 17@ += 1
  3944. 0002: jump @DANCE_4712
  3945.  
  3946. :DANCE_4299
  3947. 06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string
  3948. 000A: 17@ += 1
  3949. 0002: jump @DANCE_4712
  3950.  
  3951. :DANCE_4328
  3952. 06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string
  3953. 000A: 17@ += 1
  3954. 0002: jump @DANCE_4712
  3955.  
  3956. :DANCE_4357
  3957. 06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string
  3958. 000A: 17@ += 1
  3959. 0002: jump @DANCE_4712
  3960.  
  3961. :DANCE_4386
  3962. 06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string
  3963. 000A: 17@ += 1
  3964. 0002: jump @DANCE_4712
  3965.  
  3966. :DANCE_4415
  3967. 06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string
  3968. 000A: 17@ += 1
  3969. 0002: jump @DANCE_4712
  3970.  
  3971. :DANCE_4444
  3972. 06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string
  3973. 000A: 17@ += 1
  3974. 0002: jump @DANCE_4712
  3975.  
  3976. :DANCE_4473
  3977. 06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string
  3978. 000A: 17@ += 1
  3979. 0002: jump @DANCE_4712
  3980.  
  3981. :DANCE_4502
  3982. 06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string
  3983. 000A: 17@ += 1
  3984. 0002: jump @DANCE_4712
  3985.  
  3986. :DANCE_4532
  3987. 06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string
  3988. 000A: 17@ += 1
  3989. 0002: jump @DANCE_4712
  3990.  
  3991. :DANCE_4562
  3992. 06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string
  3993. 000A: 17@ += 1
  3994. 0002: jump @DANCE_4712
  3995.  
  3996. :DANCE_4592
  3997. 06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string
  3998. 000A: 17@ += 1
  3999. 0002: jump @DANCE_4712
  4000.  
  4001. :DANCE_4622
  4002. 06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string
  4003. 000A: 17@ += 1
  4004. 0002: jump @DANCE_4712
  4005.  
  4006. :DANCE_4652
  4007. 06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string
  4008. 000A: 17@ += 1
  4009. 0002: jump @DANCE_4712
  4010.  
  4011. :DANCE_4682
  4012. 06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string
  4013. 000A: 17@ += 1
  4014. 0002: jump @DANCE_4712
  4015.  
  4016. :DANCE_4712
  4017. 0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
  4018. 0051: return
  4019.  
  4020. :DANCE_4740
  4021. 0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4868 jumps 2 @DANCE_4897 3 @DANCE_4926 4 @DANCE_4955 5 @DANCE_4984 6 @DANCE_5013 7 @DANCE_5042 8 @DANCE_5071
  4022. 0872: jump_table_jumps 9 @DANCE_5100 10 @DANCE_5129 11 @DANCE_5159 12 @DANCE_5189 13 @DANCE_5219 14 @DANCE_5249 15 @DANCE_5279 16 @DANCE_5309 -1 @DANCE_5339
  4023.  
  4024. :DANCE_4868
  4025. 06D1: v$DANCE_ANIM = "DANCE_B1" // v$ = string
  4026. 0006: 17@ = 2
  4027. 0002: jump @DANCE_5339
  4028.  
  4029. :DANCE_4897
  4030. 06D1: v$DANCE_ANIM = "DANCE_B2" // v$ = string
  4031. 000A: 17@ += 1
  4032. 0002: jump @DANCE_5339
  4033.  
  4034. :DANCE_4926
  4035. 06D1: v$DANCE_ANIM = "DANCE_B3" // v$ = string
  4036. 000A: 17@ += 1
  4037. 0002: jump @DANCE_5339
  4038.  
  4039. :DANCE_4955
  4040. 06D1: v$DANCE_ANIM = "DANCE_B4" // v$ = string
  4041. 000A: 17@ += 1
  4042. 0002: jump @DANCE_5339
  4043.  
  4044. :DANCE_4984
  4045. 06D1: v$DANCE_ANIM = "DANCE_B5" // v$ = string
  4046. 000A: 17@ += 1
  4047. 0002: jump @DANCE_5339
  4048.  
  4049. :DANCE_5013
  4050. 06D1: v$DANCE_ANIM = "DANCE_B6" // v$ = string
  4051. 000A: 17@ += 1
  4052. 0002: jump @DANCE_5339
  4053.  
  4054. :DANCE_5042
  4055. 06D1: v$DANCE_ANIM = "DANCE_B7" // v$ = string
  4056. 000A: 17@ += 1
  4057. 0002: jump @DANCE_5339
  4058.  
  4059. :DANCE_5071
  4060. 06D1: v$DANCE_ANIM = "DANCE_B8" // v$ = string
  4061. 000A: 17@ += 1
  4062. 0002: jump @DANCE_5339
  4063.  
  4064. :DANCE_5100
  4065. 06D1: v$DANCE_ANIM = "DANCE_B9" // v$ = string
  4066. 000A: 17@ += 1
  4067. 0002: jump @DANCE_5339
  4068.  
  4069. :DANCE_5129
  4070. 06D1: v$DANCE_ANIM = "DANCE_B10" // v$ = string
  4071. 000A: 17@ += 1
  4072. 0002: jump @DANCE_5339
  4073.  
  4074. :DANCE_5159
  4075. 06D1: v$DANCE_ANIM = "DANCE_B11" // v$ = string
  4076. 000A: 17@ += 1
  4077. 0002: jump @DANCE_5339
  4078.  
  4079. :DANCE_5189
  4080. 06D1: v$DANCE_ANIM = "DANCE_B12" // v$ = string
  4081. 000A: 17@ += 1
  4082. 0002: jump @DANCE_5339
  4083.  
  4084. :DANCE_5219
  4085. 06D1: v$DANCE_ANIM = "DANCE_B13" // v$ = string
  4086. 000A: 17@ += 1
  4087. 0002: jump @DANCE_5339
  4088.  
  4089. :DANCE_5249
  4090. 06D1: v$DANCE_ANIM = "DANCE_B14" // v$ = string
  4091. 000A: 17@ += 1
  4092. 0002: jump @DANCE_5339
  4093.  
  4094. :DANCE_5279
  4095. 06D1: v$DANCE_ANIM = "DANCE_B15" // v$ = string
  4096. 000A: 17@ += 1
  4097. 0002: jump @DANCE_5339
  4098.  
  4099. :DANCE_5309
  4100. 06D1: v$DANCE_ANIM = "DANCE_B16" // v$ = string
  4101. 000A: 17@ += 1
  4102. 0002: jump @DANCE_5339
  4103.  
  4104. :DANCE_5339
  4105. 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
  4106. 0051: return
  4107.  
  4108. :DANCE_5367
  4109. 00D6: if
  4110. 0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM
  4111. 004D: jump_if_false @DANCE_5493
  4112. 061A: get_actor $PLAYER_ACTOR animation v$DANCE_ANIM total_time_to 12@
  4113. 0613: 11@ = actor $PLAYER_ACTOR animation v$DANCE_ANIM time
  4114. 0093: 8@ = integer 21@ to_float
  4115. 0087: 0@ = 8@  // (float)
  4116. 0073: 0@ /= 12@  // (float)
  4117. 005B: 11@ += 0@  // (float)
  4118. 00D6: if
  4119. 0031:   11@ >= 1.0
  4120. 004D: jump_if_false @DANCE_5477
  4121. 0006: 31@ = 1
  4122. 0051: return
  4123. 0002: jump @DANCE_5486
  4124.  
  4125. :DANCE_5477
  4126. 0006: 31@ = -1
  4127. 0051: return
  4128.  
  4129. :DANCE_5486
  4130. 0002: jump @DANCE_5502
  4131.  
  4132. :DANCE_5493
  4133. 0006: 31@ = 0
  4134. 0051: return
  4135.  
  4136. :DANCE_5502
  4137. 0051: return
  4138.  
  4139. :DANCE_5504
  4140. 00D6: if
  4141. 0019:   5@ > -1
  4142. 004D: jump_if_false @DANCE_5690
  4143. 00D6: if
  4144. 0611:   actor 5@ performing_animation v$5303
  4145. 004D: jump_if_false @DANCE_5632
  4146. 061A: get_actor 5@ animation v$5303 total_time_to 12@
  4147. 0613: 11@ = actor 5@ animation v$5303 time
  4148. 0093: 8@ = integer 21@ to_float
  4149. 0087: 0@ = 8@  // (float)
  4150. 0073: 0@ /= 12@  // (float)
  4151. 005B: 11@ += 0@  // (float)
  4152. 00D6: if
  4153. 0031:   11@ >= 1.0
  4154. 004D: jump_if_false @DANCE_5625
  4155. 0050: gosub @DANCE_7066
  4156. 0051: return
  4157.  
  4158. :DANCE_5625
  4159. 0002: jump @DANCE_5690
  4160.  
  4161. :DANCE_5632
  4162. 07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@
  4163. 00D6: if
  4164. 0039:   15@ == 0
  4165. 004D: jump_if_false @DANCE_5690
  4166. 00D6: if
  4167. 002B:   25 >= 14@
  4168. 004D: jump_if_false @DANCE_5690
  4169. 0050: gosub @DANCE_7066
  4170. 0051: return
  4171.  
  4172. :DANCE_5690
  4173. 0051: return
  4174.  
  4175. :DANCE_5692
  4176. 01BD: 19@ = current_time_in_ms
  4177. 0085: 21@ = 19@  // (int)
  4178. 0062: 21@ -= 20@  // (int)
  4179. 0085: 20@ = 19@  // (int)
  4180. 0051: return
  4181.  
  4182. :DANCE_5723
  4183. 0050: gosub @DANCE_5367
  4184. 00D6: if
  4185. 0039:   31@ == 1
  4186. 004D: jump_if_false @DANCE_5826
  4187. 00D6: if or
  4188. 0039:   22@ == 1
  4189. 0039:   22@ == 2
  4190. 0039:   22@ == 3
  4191. 0039:   22@ == 8
  4192. 004D: jump_if_false @DANCE_5810
  4193. 0050: gosub @DANCE_4113
  4194. 0006: 31@ = -1
  4195. 0051: return
  4196. 0002: jump @DANCE_5826
  4197.  
  4198. :DANCE_5810
  4199. 0050: gosub @DANCE_4740
  4200. 0006: 31@ = -1
  4201. 0051: return
  4202.  
  4203. :DANCE_5826
  4204. 0051: return
  4205.  
  4206. :DANCE_5828
  4207. 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
  4208.  
  4209. :DANCE_5891
  4210. 00D6: if and
  4211. 0039:   5@ == -1
  4212. 0020:   $5315[0] > 0.0
  4213. 004D: jump_if_false @DANCE_5965
  4214. 015F: set_camera_position $5315[0] $5320[0] $5325[0] rotation 0.0 0.0 0.0
  4215. 0160: set_camera_point_at $5330[0] $5335[0] $5340[0] switchstyle 2
  4216. 0002: jump @DANCE_6082
  4217.  
  4218. :DANCE_5965
  4219. 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.3176 0.9635 0.5141
  4220. 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.3381 0.8235 0.6587
  4221. 000F: 10@ -= 1.0
  4222. 000F: 2@ -= 1.0
  4223. 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
  4224. 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
  4225.  
  4226. :DANCE_6082
  4227. 0002: jump @DANCE_6881
  4228.  
  4229. :DANCE_6089
  4230. 00D6: if and
  4231. 0039:   5@ == -1
  4232. 0020:   $5315[1] > 0.0
  4233. 004D: jump_if_false @DANCE_6163
  4234. 015F: set_camera_position $5315[1] $5320[1] $5325[1] rotation 0.0 0.0 0.0
  4235. 0160: set_camera_point_at $5330[1] $5335[1] $5340[1] switchstyle 2
  4236. 0002: jump @DANCE_6280
  4237.  
  4238. :DANCE_6163
  4239. 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 3.5814 0.8987 0.6651
  4240. 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.6071 0.853 0.8857
  4241. 000F: 10@ -= 1.0
  4242. 000F: 2@ -= 1.0
  4243. 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
  4244. 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
  4245.  
  4246. :DANCE_6280
  4247. 0002: jump @DANCE_6881
  4248.  
  4249. :DANCE_6287
  4250. 00D6: if and
  4251. 0039:   5@ == -1
  4252. 0020:   $5315[2] > 0.0
  4253. 004D: jump_if_false @DANCE_6361
  4254. 015F: set_camera_position $5315[2] $5320[2] $5325[2] rotation 0.0 0.0 0.0
  4255. 0160: set_camera_point_at $5330[2] $5335[2] $5340[2] switchstyle 2
  4256. 0002: jump @DANCE_6478
  4257.  
  4258. :DANCE_6361
  4259. 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.3843 2.9502 1.8476
  4260. 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.461 2.0089 1.5188
  4261. 000F: 10@ -= 1.0
  4262. 000F: 2@ -= 1.0
  4263. 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
  4264. 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
  4265.  
  4266. :DANCE_6478
  4267. 0002: jump @DANCE_6881
  4268.  
  4269. :DANCE_6485
  4270. 00D6: if and
  4271. 0039:   5@ == -1
  4272. 0020:   $5315[3] > 0.0
  4273. 004D: jump_if_false @DANCE_6559
  4274. 015F: set_camera_position $5315[3] $5320[3] $5325[3] rotation 0.0 0.0 0.0
  4275. 0160: set_camera_point_at $5330[3] $5335[3] $5340[3] switchstyle 2
  4276. 0002: jump @DANCE_6676
  4277.  
  4278. :DANCE_6559
  4279. 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.2621 0.1226 0.6863
  4280. 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.2706 0.1649 0.8096
  4281. 000F: 10@ -= 1.0
  4282. 000F: 2@ -= 1.0
  4283. 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
  4284. 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
  4285.  
  4286. :DANCE_6676
  4287. 0002: jump @DANCE_6881
  4288.  
  4289. :DANCE_6683
  4290. 00D6: if and
  4291. 0039:   5@ == -1
  4292. 0020:   $5315[4] > 0.0
  4293. 004D: jump_if_false @DANCE_6757
  4294. 015F: set_camera_position $5315[4] $5320[4] $5325[4] rotation 0.0 0.0 0.0
  4295. 0160: set_camera_point_at $5330[4] $5335[4] $5340[4] switchstyle 2
  4296. 0002: jump @DANCE_6874
  4297.  
  4298. :DANCE_6757
  4299. 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -1.6647 1.7322 2.3217
  4300. 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.8677 1.3108 1.889
  4301. 000F: 10@ -= 1.0
  4302. 000F: 2@ -= 1.0
  4303. 015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0
  4304. 0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2
  4305.  
  4306. :DANCE_6874
  4307. 0002: jump @DANCE_6881
  4308.  
  4309. :DANCE_6881
  4310. 0051: return
  4311.  
  4312. :DANCE_6883
  4313. 00D6: if
  4314. 8039:   not 5@ == -1
  4315. 004D: jump_if_false @DANCE_7064
  4316. 04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 1.0 1.3 0.0
  4317. 02CE: 10@ = ground_z_at 8@ 9@ 10@
  4318. 00D6: if
  4319. 0118:   actor 5@ dead
  4320. 004D: jump_if_false @DANCE_6974
  4321. 0050: gosub @DANCE_7709
  4322. 0002: jump @DANCE_7017
  4323.  
  4324. :DANCE_6974
  4325. 00D6: if
  4326. 06EE:   actor 5@ in_group $PLAYER_GROUP
  4327. 004D: jump_if_false @DANCE_6998
  4328. 06C9: remove_actor 5@ from_group
  4329.  
  4330. :DANCE_6998
  4331. 0792: disembark_instantly_actor 5@
  4332. 00A1: put_actor 5@ at 8@ 9@ 10@
  4333.  
  4334. :DANCE_7017
  4335. 00D6: if and
  4336. 8118:   not actor 5@ dead
  4337. 8118:   not actor $PLAYER_ACTOR dead
  4338. 004D: jump_if_false @DANCE_7064
  4339. 0172: 11@ = actor $PLAYER_ACTOR Z_angle
  4340. 000B: 11@ += 180.0
  4341. 0173: set_actor 5@ Z_angle_to 11@
  4342.  
  4343. :DANCE_7064
  4344. 0051: return
  4345.  
  4346. :DANCE_7066
  4347. 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
  4348. 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
  4349.  
  4350. :DANCE_7194
  4351. 06D1: v$5303 = "DANCE_G1" // v$ = string
  4352. 0006: 25@ = 2
  4353. 0002: jump @DANCE_7665
  4354.  
  4355. :DANCE_7223
  4356. 06D1: v$5303 = "DANCE_G2" // v$ = string
  4357. 000A: 25@ += 1
  4358. 0002: jump @DANCE_7665
  4359.  
  4360. :DANCE_7252
  4361. 06D1: v$5303 = "DANCE_G3" // v$ = string
  4362. 000A: 25@ += 1
  4363. 0002: jump @DANCE_7665
  4364.  
  4365. :DANCE_7281
  4366. 06D1: v$5303 = "DANCE_G4" // v$ = string
  4367. 000A: 25@ += 1
  4368. 0002: jump @DANCE_7665
  4369.  
  4370. :DANCE_7310
  4371. 06D1: v$5303 = "DANCE_G5" // v$ = string
  4372. 000A: 25@ += 1
  4373. 0002: jump @DANCE_7665
  4374.  
  4375. :DANCE_7339
  4376. 06D1: v$5303 = "DANCE_G6" // v$ = string
  4377. 000A: 25@ += 1
  4378. 0002: jump @DANCE_7665
  4379.  
  4380. :DANCE_7368
  4381. 06D1: v$5303 = "DANCE_G7" // v$ = string
  4382. 000A: 25@ += 1
  4383. 0002: jump @DANCE_7665
  4384.  
  4385. :DANCE_7397
  4386. 06D1: v$5303 = "DANCE_G8" // v$ = string
  4387. 000A: 25@ += 1
  4388. 0002: jump @DANCE_7665
  4389.  
  4390. :DANCE_7426
  4391. 06D1: v$5303 = "DANCE_G9" // v$ = string
  4392. 000A: 25@ += 1
  4393. 0002: jump @DANCE_7665
  4394.  
  4395. :DANCE_7455
  4396. 06D1: v$5303 = "DANCE_G10" // v$ = string
  4397. 000A: 25@ += 1
  4398. 0002: jump @DANCE_7665
  4399.  
  4400. :DANCE_7485
  4401. 06D1: v$5303 = "DANCE_G11" // v$ = string
  4402. 000A: 25@ += 1
  4403. 0002: jump @DANCE_7665
  4404.  
  4405. :DANCE_7515
  4406. 06D1: v$5303 = "DANCE_G12" // v$ = string
  4407. 000A: 25@ += 1
  4408. 0002: jump @DANCE_7665
  4409.  
  4410. :DANCE_7545
  4411. 06D1: v$5303 = "DANCE_G13" // v$ = string
  4412. 000A: 25@ += 1
  4413. 0002: jump @DANCE_7665
  4414.  
  4415. :DANCE_7575
  4416. 06D1: v$5303 = "DANCE_G14" // v$ = string
  4417. 000A: 25@ += 1
  4418. 0002: jump @DANCE_7665
  4419.  
  4420. :DANCE_7605
  4421. 06D1: v$5303 = "DANCE_G15" // v$ = string
  4422. 000A: 25@ += 1
  4423. 0002: jump @DANCE_7665
  4424.  
  4425. :DANCE_7635
  4426. 06D1: v$5303 = "DANCE_G16" // v$ = string
  4427. 000A: 25@ += 1
  4428. 0002: jump @DANCE_7665
  4429.  
  4430. :DANCE_7665
  4431. 00D6: if
  4432. 8118:   not actor 5@ dead
  4433. 004D: jump_if_false @DANCE_7707
  4434. 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
  4435.  
  4436. :DANCE_7707
  4437. 0051: return
  4438.  
  4439. :DANCE_7709
  4440. 0209: 13@ = random_int_in_ranges 1 5
  4441. 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
  4442.  
  4443. :DANCE_7781
  4444. 00D6: if
  4445. 8248:   not model 12 available
  4446. 004D: jump_if_false @DANCE_7811
  4447. 0247: load_model 12
  4448. 0001: wait 0 ms
  4449. 0002: jump @DANCE_7781
  4450.  
  4451. :DANCE_7811
  4452. 009A: 5@ = create_actor_pedtype 5 model 12 at 8@ 9@ 10@
  4453. 0051: return
  4454. 0002: jump @DANCE_8066
  4455.  
  4456. :DANCE_7838
  4457. 00D6: if
  4458. 8248:   not model 56 available
  4459. 004D: jump_if_false @DANCE_7868
  4460. 0247: load_model 56
  4461. 0001: wait 0 ms
  4462. 0002: jump @DANCE_7838
  4463.  
  4464. :DANCE_7868
  4465. 009A: 5@ = create_actor_pedtype 5 model 56 at 8@ 9@ 10@
  4466. 0051: return
  4467. 0002: jump @DANCE_8066
  4468.  
  4469. :DANCE_7895
  4470. 00D6: if
  4471. 8248:   not model 93 available
  4472. 004D: jump_if_false @DANCE_7925
  4473. 0247: load_model 93
  4474. 0001: wait 0 ms
  4475. 0002: jump @DANCE_7895
  4476.  
  4477. :DANCE_7925
  4478. 009A: 5@ = create_actor_pedtype 5 model 93 at 8@ 9@ 10@
  4479. 0051: return
  4480. 0002: jump @DANCE_8066
  4481.  
  4482. :DANCE_7952
  4483. 00D6: if
  4484. 8248:   not model 40 available
  4485. 004D: jump_if_false @DANCE_7982
  4486. 0247: load_model 40
  4487. 0001: wait 0 ms
  4488. 0002: jump @DANCE_7952
  4489.  
  4490. :DANCE_7982
  4491. 009A: 5@ = create_actor_pedtype 5 model 40 at 8@ 9@ 10@
  4492. 0051: return
  4493. 0002: jump @DANCE_8066
  4494.  
  4495. :DANCE_8009
  4496. 00D6: if
  4497. 8248:   not model 91 available
  4498. 004D: jump_if_false @DANCE_8039
  4499. 0247: load_model 91
  4500. 0001: wait 0 ms
  4501. 0002: jump @DANCE_8009
  4502.  
  4503. :DANCE_8039
  4504. 009A: 5@ = create_actor_pedtype 5 model 91 at 8@ 9@ 10@
  4505. 0051: return
  4506. 0002: jump @DANCE_8066
  4507.  
  4508. :DANCE_8066
  4509. 0051: return
  4510.  
  4511. :DANCE_8068
  4512. 00D6: if
  4513. 8846:   not string v$DANCE_ANIM empty // v$
  4514. 004D: jump_if_false @DANCE_8129
  4515. 07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@
  4516. 00D6: if
  4517. 0039:   13@ == 33
  4518. 004D: jump_if_false @DANCE_8129
  4519. 0006: 6@ = 2
  4520. 0006: 7@ = 0
  4521.  
  4522. :DANCE_8129
  4523. 0051: return
  4524.  
  4525. :DANCE_8131
  4526. 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
  4527.  
  4528. :DANCE_8194
  4529. 00D6: if
  4530. 0039:   22@ == 1
  4531. 004D: jump_if_false @DANCE_8228
  4532. 00BA: show_text_styled GXT 'DNC_005' time 1000 style 5
  4533.  
  4534. :DANCE_8228
  4535. 00D6: if
  4536. 0039:   22@ == 2
  4537. 004D: jump_if_false @DANCE_8262
  4538. 00BA: show_text_styled GXT 'DNC_006' time 1000 style 5
  4539.  
  4540. :DANCE_8262
  4541. 00D6: if
  4542. 0039:   22@ == 3
  4543. 004D: jump_if_false @DANCE_8296
  4544. 00BA: show_text_styled GXT 'DNC_007' time 1000 style 5
  4545.  
  4546. :DANCE_8296
  4547. 00D6: if
  4548. 0039:   22@ == 0
  4549. 004D: jump_if_false @DANCE_8330
  4550. 00BA: show_text_styled GXT 'DNC_008' time 1000 style 5
  4551.  
  4552. :DANCE_8330
  4553. 00D6: if
  4554. 0039:   22@ == 4
  4555. 004D: jump_if_false @DANCE_8364
  4556. 00BA: show_text_styled GXT 'DNC_009' time 1000 style 5
  4557.  
  4558. :DANCE_8364
  4559. 00D6: if
  4560. 0039:   22@ == 10
  4561. 004D: jump_if_false @DANCE_8398
  4562. 00BA: show_text_styled GXT 'DNC_010' time 1000 style 5
  4563.  
  4564. :DANCE_8398
  4565. 00D6: if
  4566. 0039:   22@ == 11
  4567. 004D: jump_if_false @DANCE_8432
  4568. 00BA: show_text_styled GXT 'DNC_011' time 1000 style 5
  4569.  
  4570. :DANCE_8432
  4571. 0006: 24@ = 2
  4572. 0002: jump @DANCE_8950
  4573.  
  4574. :DANCE_8446
  4575. 00D6: if
  4576. 0039:   22@ == 1
  4577. 004D: jump_if_false @DANCE_8480
  4578. 00BA: show_text_styled GXT 'DNC_012' time 1000 style 5
  4579.  
  4580. :DANCE_8480
  4581. 00D6: if
  4582. 0039:   22@ == 2
  4583. 004D: jump_if_false @DANCE_8514
  4584. 00BA: show_text_styled GXT 'DNC_013' time 1000 style 5
  4585.  
  4586. :DANCE_8514
  4587. 00D6: if
  4588. 0039:   22@ == 3
  4589. 004D: jump_if_false @DANCE_8548
  4590. 00BA: show_text_styled GXT 'DNC_014' time 1000 style 5
  4591.  
  4592. :DANCE_8548
  4593. 00D6: if
  4594. 0039:   22@ == 0
  4595. 004D: jump_if_false @DANCE_8582
  4596. 00BA: show_text_styled GXT 'DNC_015' time 1000 style 5
  4597.  
  4598. :DANCE_8582
  4599. 00D6: if
  4600. 0039:   22@ == 4
  4601. 004D: jump_if_false @DANCE_8616
  4602. 00BA: show_text_styled GXT 'DNC_016' time 1000 style 5
  4603.  
  4604. :DANCE_8616
  4605. 00D6: if
  4606. 0039:   22@ == 10
  4607. 004D: jump_if_false @DANCE_8650
  4608. 00BA: show_text_styled GXT 'DNC_017' time 1000 style 5
  4609.  
  4610. :DANCE_8650
  4611. 00D6: if
  4612. 0039:   22@ == 11
  4613. 004D: jump_if_false @DANCE_8684
  4614. 00BA: show_text_styled GXT 'DNC_018' time 1000 style 5
  4615.  
  4616. :DANCE_8684
  4617. 000A: 24@ += 1
  4618. 0002: jump @DANCE_8950
  4619.  
  4620. :DANCE_8698
  4621. 00D6: if
  4622. 0039:   22@ == 1
  4623. 004D: jump_if_false @DANCE_8732
  4624. 00BA: show_text_styled GXT 'DNC_019' time 1000 style 5
  4625.  
  4626. :DANCE_8732
  4627. 00D6: if
  4628. 0039:   22@ == 2
  4629. 004D: jump_if_false @DANCE_8766
  4630. 00BA: show_text_styled GXT 'DNC_020' time 1000 style 5
  4631.  
  4632. :DANCE_8766
  4633. 00D6: if
  4634. 0039:   22@ == 3
  4635. 004D: jump_if_false @DANCE_8800
  4636. 00BA: show_text_styled GXT 'DNC_021' time 1000 style 5
  4637.  
  4638. :DANCE_8800
  4639. 00D6: if
  4640. 0039:   22@ == 0
  4641. 004D: jump_if_false @DANCE_8834
  4642. 00BA: show_text_styled GXT 'DNC_022' time 1000 style 5
  4643.  
  4644. :DANCE_8834
  4645. 00D6: if
  4646. 0039:   22@ == 4
  4647. 004D: jump_if_false @DANCE_8868
  4648. 00BA: show_text_styled GXT 'DNC_023' time 1000 style 5
  4649.  
  4650. :DANCE_8868
  4651. 00D6: if
  4652. 0039:   22@ == 10
  4653. 004D: jump_if_false @DANCE_8902
  4654. 00BA: show_text_styled GXT 'DNC_024' time 1000 style 5
  4655.  
  4656. :DANCE_8902
  4657. 00D6: if
  4658. 0039:   22@ == 11
  4659. 004D: jump_if_false @DANCE_8936
  4660. 00BA: show_text_styled GXT 'DNC_025' time 1000 style 5
  4661.  
  4662. :DANCE_8936
  4663. 000A: 24@ += 1
  4664. 0002: jump @DANCE_8950
  4665.  
  4666. :DANCE_8950
  4667. 0051: return
  4668.  
  4669. :DANCE_8952
  4670. 0085: 13@ = 26@  // (int)
  4671. 005A: 13@ += 27@  // (int)
  4672. 005A: 13@ += 28@  // (int)
  4673. 00D6: if
  4674. 0019:   13@ > 0
  4675. 004D: jump_if_false @DANCE_9477
  4676. 00D6: if
  4677. 0029:   13@ >= 4
  4678. 004D: jump_if_false @DANCE_9477
  4679. 00D6: if
  4680. 0039:   28@ == 4
  4681. 004D: jump_if_false @DANCE_9147
  4682. 00D6: if or
  4683. 0039:   29@ == 1
  4684. 0039:   29@ == 2
  4685. 004D: jump_if_false @DANCE_9101
  4686. 0004: $9527 = 2
  4687. 0006: TIMERA = 0
  4688. 00BA: show_text_styled GXT 'DNC_002' time 50000 style 7
  4689. 0006: 29@ = 2
  4690. 0002: jump @DANCE_9140
  4691.  
  4692. :DANCE_9101
  4693. 0004: $9527 = 2
  4694. 0006: TIMERA = 0
  4695. 00BA: show_text_styled GXT 'DNC_004' time 50000 style 7
  4696. 0006: 29@ = 1
  4697.  
  4698. :DANCE_9140
  4699. 0002: jump @DANCE_9456
  4700.  
  4701. :DANCE_9147
  4702. 00D6: if
  4703. 001D:   26@ > 27@  // (int)
  4704. 004D: jump_if_false @DANCE_9270
  4705. 00D6: if
  4706. 8039:   not 29@ == 1
  4707. 004D: jump_if_false @DANCE_9205
  4708. 0004: $9527 = 4
  4709. 0006: TIMERA = 0
  4710. 0002: jump @DANCE_9238
  4711.  
  4712. :DANCE_9205
  4713. 00D6: if
  4714. 0029:   TIMERA >= 10000
  4715. 004D: jump_if_false @DANCE_9238
  4716. 0004: $9527 = 4
  4717. 0006: TIMERA = 0
  4718.  
  4719. :DANCE_9238
  4720. 00BA: show_text_styled GXT 'DNC_004' time 50000 style 7
  4721. 0006: 29@ = 1
  4722. 0002: jump @DANCE_9456
  4723.  
  4724. :DANCE_9270
  4725. 00D6: if
  4726. 0039:   29@ == 2
  4727. 004D: jump_if_false @DANCE_9334
  4728. 0004: $9527 = 3
  4729. 0006: TIMERA = 0
  4730. 00BA: show_text_styled GXT 'DNC_004' time 50000 style 7
  4731. 0006: 29@ = 1
  4732. 0002: jump @DANCE_9456
  4733.  
  4734. :DANCE_9334
  4735. 00D6: if
  4736. 0039:   29@ == 1
  4737. 004D: jump_if_false @DANCE_9398
  4738. 0004: $9527 = 5
  4739. 0006: TIMERA = 0
  4740. 00BA: show_text_styled GXT 'DNC_003' time 50000 style 7
  4741. 0006: 29@ = 0
  4742. 0002: jump @DANCE_9456
  4743.  
  4744. :DANCE_9398
  4745. 00D6: if
  4746. 0029:   TIMERA >= 10000
  4747. 004D: jump_if_false @DANCE_9431
  4748. 0004: $9527 = 5
  4749. 0006: TIMERA = 0
  4750.  
  4751. :DANCE_9431
  4752. 00BA: show_text_styled GXT 'DNC_003' time 50000 style 7
  4753. 0006: 29@ = 0
  4754.  
  4755. :DANCE_9456
  4756. 0006: 28@ = 0
  4757. 0006: 26@ = 0
  4758. 0006: 27@ = 0
  4759.  
  4760. :DANCE_9477
  4761. 0051: return
  4762.  
  4763. :DANCE_9479
  4764. 03E4: set_text_draw_align_right 0
  4765. 0348: enable_text_draw_proportional 1
  4766. 0345: enable_text_draw_background 1
  4767. 033F: set_text_draw_letter_size 0.5014 1.8889
  4768. 081C: draw_text_outline 2 RGBA 0 0 0 255
  4769. 00D6: if
  4770. 0039:   6@ == 3
  4771. 004D: jump_if_false @DANCE_9569
  4772. 0343: set_text_draw_linewidth 240.0
  4773. 033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H2'
  4774. 0002: jump @DANCE_9615
  4775.  
  4776. :DANCE_9569
  4777. 00D6: if
  4778. 8039:   not 6@ == 2
  4779. 004D: jump_if_false @DANCE_9615
  4780. 0343: set_text_draw_linewidth 220.0
  4781. 033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H1'
  4782.  
  4783. :DANCE_9615
  4784. 0051: return
  4785.  
  4786. :DANCE_9617
  4787. 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
  4788.  
  4789. :DANCE_9680
  4790. 00D6: if
  4791. 0038:   $9527 == 2
  4792. 004D: jump_if_false @DANCE_9719
  4793. 0004: $9528 = 6
  4794. 0004: $9527 = -1
  4795. 0002: jump @DANCE_10043
  4796.  
  4797. :DANCE_9719
  4798. 00D6: if
  4799. 0038:   $9527 == 3
  4800. 004D: jump_if_false @DANCE_9758
  4801. 0004: $9528 = 8
  4802. 0004: $9527 = -1
  4803. 0002: jump @DANCE_10043
  4804.  
  4805. :DANCE_9758
  4806. 00D6: if
  4807. 0038:   $9527 == 4
  4808. 004D: jump_if_false @DANCE_9797
  4809. 0004: $9528 = 9
  4810. 0004: $9527 = -1
  4811. 0002: jump @DANCE_10043
  4812.  
  4813. :DANCE_9797
  4814. 00D6: if
  4815. 0038:   $9527 == 5
  4816. 004D: jump_if_false @DANCE_9836
  4817. 0004: $9528 = 10
  4818. 0004: $9527 = -1
  4819. 0002: jump @DANCE_10043
  4820.  
  4821. :DANCE_9836
  4822. 0002: jump @DANCE_10043
  4823.  
  4824. :DANCE_9843
  4825. 00D6: if
  4826. 03D2:   wav 4 ended
  4827. 004D: jump_if_false @DANCE_9876
  4828. 040D: unload_wav 4
  4829. 0050: gosub @DANCE_10045
  4830. 0004: $9528 = 1
  4831.  
  4832. :DANCE_9876
  4833. 0002: jump @DANCE_10043
  4834.  
  4835. :DANCE_9883
  4836. 00D6: if
  4837. 03D2:   wav 4 ended
  4838. 004D: jump_if_false @DANCE_9916
  4839. 040D: unload_wav 4
  4840. 0050: gosub @DANCE_11697
  4841. 0004: $9528 = 1
  4842.  
  4843. :DANCE_9916
  4844. 0002: jump @DANCE_10043
  4845.  
  4846. :DANCE_9923
  4847. 00D6: if
  4848. 03D2:   wav 4 ended
  4849. 004D: jump_if_false @DANCE_9956
  4850. 040D: unload_wav 4
  4851. 0050: gosub @DANCE_13349
  4852. 0004: $9528 = 1
  4853.  
  4854. :DANCE_9956
  4855. 0002: jump @DANCE_10043
  4856.  
  4857. :DANCE_9963
  4858. 00D6: if
  4859. 03D2:   wav 4 ended
  4860. 004D: jump_if_false @DANCE_9996
  4861. 040D: unload_wav 4
  4862. 0050: gosub @DANCE_15001
  4863. 0004: $9528 = 1
  4864.  
  4865. :DANCE_9996
  4866. 0002: jump @DANCE_10043
  4867.  
  4868. :DANCE_10003
  4869. 00D6: if
  4870. 03D0:   wav 4 loaded
  4871. 004D: jump_if_false @DANCE_10036
  4872. 0949: link_wav 4 to_actor $PLAYER_ACTOR
  4873. 03D1: play_wav 4
  4874. 0004: $9528 = 0
  4875.  
  4876. :DANCE_10036
  4877. 0002: jump @DANCE_10043
  4878.  
  4879. :DANCE_10043
  4880. 0051: return
  4881.  
  4882. :DANCE_10045
  4883. 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
  4884. 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
  4885. 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
  4886. 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
  4887. 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
  4888. 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
  4889. 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
  4890.  
  4891. :DANCE_10498
  4892. 03CF: load_wav 11455 as 4
  4893. 0004: $9529 = 1
  4894. 0002: jump @DANCE_11695
  4895.  
  4896. :DANCE_10519
  4897. 03CF: load_wav 11400 as 4
  4898. 0008: $9529 += 1
  4899. 0002: jump @DANCE_11695
  4900.  
  4901. :DANCE_10540
  4902. 03CF: load_wav 11401 as 4
  4903. 0008: $9529 += 1
  4904. 0002: jump @DANCE_11695
  4905.  
  4906. :DANCE_10561
  4907. 03CF: load_wav 11402 as 4
  4908. 0008: $9529 += 1
  4909. 0002: jump @DANCE_11695
  4910.  
  4911. :DANCE_10582
  4912. 03CF: load_wav 11403 as 4
  4913. 0008: $9529 += 1
  4914. 0002: jump @DANCE_11695
  4915.  
  4916. :DANCE_10603
  4917. 03CF: load_wav 11404 as 4
  4918. 0008: $9529 += 1
  4919. 0002: jump @DANCE_11695
  4920.  
  4921. :DANCE_10624
  4922. 03CF: load_wav 11405 as 4
  4923. 0008: $9529 += 1
  4924. 0002: jump @DANCE_11695
  4925.  
  4926. :DANCE_10645
  4927. 03CF: load_wav 11406 as 4
  4928. 0008: $9529 += 1
  4929. 0002: jump @DANCE_11695
  4930.  
  4931. :DANCE_10666
  4932. 03CF: load_wav 11407 as 4
  4933. 0008: $9529 += 1
  4934. 0002: jump @DANCE_11695
  4935.  
  4936. :DANCE_10687
  4937. 03CF: load_wav 11408 as 4
  4938. 0008: $9529 += 1
  4939. 0002: jump @DANCE_11695
  4940.  
  4941. :DANCE_10708
  4942. 03CF: load_wav 11409 as 4
  4943. 0008: $9529 += 1
  4944. 0002: jump @DANCE_11695
  4945.  
  4946. :DANCE_10729
  4947. 03CF: load_wav 11410 as 4
  4948. 0008: $9529 += 1
  4949. 0002: jump @DANCE_11695
  4950.  
  4951. :DANCE_10750
  4952. 03CF: load_wav 11411 as 4
  4953. 0008: $9529 += 1
  4954. 0002: jump @DANCE_11695
  4955.  
  4956. :DANCE_10771
  4957. 03CF: load_wav 11412 as 4
  4958. 0008: $9529 += 1
  4959. 0002: jump @DANCE_11695
  4960.  
  4961. :DANCE_10792
  4962. 03CF: load_wav 11413 as 4
  4963. 0008: $9529 += 1
  4964. 0002: jump @DANCE_11695
  4965.  
  4966. :DANCE_10813
  4967. 03CF: load_wav 11414 as 4
  4968. 0008: $9529 += 1
  4969. 0002: jump @DANCE_11695
  4970.  
  4971. :DANCE_10834
  4972. 03CF: load_wav 11415 as 4
  4973. 0008: $9529 += 1
  4974. 0002: jump @DANCE_11695
  4975.  
  4976. :DANCE_10855
  4977. 03CF: load_wav 11416 as 4
  4978. 0008: $9529 += 1
  4979. 0002: jump @DANCE_11695
  4980.  
  4981. :DANCE_10876
  4982. 03CF: load_wav 11417 as 4
  4983. 0008: $9529 += 1
  4984. 0002: jump @DANCE_11695
  4985.  
  4986. :DANCE_10897
  4987. 03CF: load_wav 11418 as 4
  4988. 0008: $9529 += 1
  4989. 0002: jump @DANCE_11695
  4990.  
  4991. :DANCE_10918
  4992. 03CF: load_wav 11419 as 4
  4993. 0008: $9529 += 1
  4994. 0002: jump @DANCE_11695
  4995.  
  4996. :DANCE_10939
  4997. 03CF: load_wav 11420 as 4
  4998. 0008: $9529 += 1
  4999. 0002: jump @DANCE_11695
  5000.  
  5001. :DANCE_10960
  5002. 03CF: load_wav 11421 as 4
  5003. 0008: $9529 += 1
  5004. 0002: jump @DANCE_11695
  5005.  
  5006. :DANCE_10981
  5007. 03CF: load_wav 11422 as 4
  5008. 0008: $9529 += 1
  5009. 0002: jump @DANCE_11695
  5010.  
  5011. :DANCE_11002
  5012. 03CF: load_wav 11423 as 4
  5013. 0008: $9529 += 1
  5014. 0002: jump @DANCE_11695
  5015.  
  5016. :DANCE_11023
  5017. 03CF: load_wav 11424 as 4
  5018. 0008: $9529 += 1
  5019. 0002: jump @DANCE_11695
  5020.  
  5021. :DANCE_11044
  5022. 03CF: load_wav 11425 as 4
  5023. 0008: $9529 += 1
  5024. 0002: jump @DANCE_11695
  5025.  
  5026. :DANCE_11065
  5027. 03CF: load_wav 11426 as 4
  5028. 0008: $9529 += 1
  5029. 0002: jump @DANCE_11695
  5030.  
  5031. :DANCE_11086
  5032. 03CF: load_wav 11427 as 4
  5033. 0008: $9529 += 1
  5034. 0002: jump @DANCE_11695
  5035.  
  5036. :DANCE_11107
  5037. 03CF: load_wav 11428 as 4
  5038. 0008: $9529 += 1
  5039. 0002: jump @DANCE_11695
  5040.  
  5041. :DANCE_11128
  5042. 03CF: load_wav 11429 as 4
  5043. 0008: $9529 += 1
  5044. 0002: jump @DANCE_11695
  5045.  
  5046. :DANCE_11149
  5047. 03CF: load_wav 11430 as 4
  5048. 0008: $9529 += 1
  5049. 0002: jump @DANCE_11695
  5050.  
  5051. :DANCE_11170
  5052. 03CF: load_wav 11431 as 4
  5053. 0008: $9529 += 1
  5054. 0002: jump @DANCE_11695
  5055.  
  5056. :DANCE_11191
  5057. 03CF: load_wav 11432 as 4
  5058. 0008: $9529 += 1
  5059. 0002: jump @DANCE_11695
  5060.  
  5061. :DANCE_11212
  5062. 03CF: load_wav 11433 as 4
  5063. 0008: $9529 += 1
  5064. 0002: jump @DANCE_11695
  5065.  
  5066. :DANCE_11233
  5067. 03CF: load_wav 11434 as 4
  5068. 0008: $9529 += 1
  5069. 0002: jump @DANCE_11695
  5070.  
  5071. :DANCE_11254
  5072. 03CF: load_wav 11435 as 4
  5073. 0008: $9529 += 1
  5074. 0002: jump @DANCE_11695
  5075.  
  5076. :DANCE_11275
  5077. 03CF: load_wav 11436 as 4
  5078. 0008: $9529 += 1
  5079. 0002: jump @DANCE_11695
  5080.  
  5081. :DANCE_11296
  5082. 03CF: load_wav 11437 as 4
  5083. 0008: $9529 += 1
  5084. 0002: jump @DANCE_11695
  5085.  
  5086. :DANCE_11317
  5087. 03CF: load_wav 11438 as 4
  5088. 0008: $9529 += 1
  5089. 0002: jump @DANCE_11695
  5090.  
  5091. :DANCE_11338
  5092. 03CF: load_wav 11439 as 4
  5093. 0008: $9529 += 1
  5094. 0002: jump @DANCE_11695
  5095.  
  5096. :DANCE_11359
  5097. 03CF: load_wav 11440 as 4
  5098. 0008: $9529 += 1
  5099. 0002: jump @DANCE_11695
  5100.  
  5101. :DANCE_11380
  5102. 03CF: load_wav 11441 as 4
  5103. 0008: $9529 += 1
  5104. 0002: jump @DANCE_11695
  5105.  
  5106. :DANCE_11401
  5107. 03CF: load_wav 11442 as 4
  5108. 0008: $9529 += 1
  5109. 0002: jump @DANCE_11695
  5110.  
  5111. :DANCE_11422
  5112. 03CF: load_wav 11443 as 4
  5113. 0008: $9529 += 1
  5114. 0002: jump @DANCE_11695
  5115.  
  5116. :DANCE_11443
  5117. 03CF: load_wav 11444 as 4
  5118. 0008: $9529 += 1
  5119. 0002: jump @DANCE_11695
  5120.  
  5121. :DANCE_11464
  5122. 03CF: load_wav 11445 as 4
  5123. 0008: $9529 += 1
  5124. 0002: jump @DANCE_11695
  5125.  
  5126. :DANCE_11485
  5127. 03CF: load_wav 11446 as 4
  5128. 0008: $9529 += 1
  5129. 0002: jump @DANCE_11695
  5130.  
  5131. :DANCE_11506
  5132. 03CF: load_wav 11447 as 4
  5133. 0008: $9529 += 1
  5134. 0002: jump @DANCE_11695
  5135.  
  5136. :DANCE_11527
  5137. 03CF: load_wav 11448 as 4
  5138. 0008: $9529 += 1
  5139. 0002: jump @DANCE_11695
  5140.  
  5141. :DANCE_11548
  5142. 03CF: load_wav 11449 as 4
  5143. 0008: $9529 += 1
  5144. 0002: jump @DANCE_11695
  5145.  
  5146. :DANCE_11569
  5147. 03CF: load_wav 11450 as 4
  5148. 0008: $9529 += 1
  5149. 0002: jump @DANCE_11695
  5150.  
  5151. :DANCE_11590
  5152. 03CF: load_wav 11451 as 4
  5153. 0008: $9529 += 1
  5154. 0002: jump @DANCE_11695
  5155.  
  5156. :DANCE_11611
  5157. 03CF: load_wav 11452 as 4
  5158. 0008: $9529 += 1
  5159. 0002: jump @DANCE_11695
  5160.  
  5161. :DANCE_11632
  5162. 03CF: load_wav 11453 as 4
  5163. 0008: $9529 += 1
  5164. 0002: jump @DANCE_11695
  5165.  
  5166. :DANCE_11653
  5167. 03CF: load_wav 11454 as 4
  5168. 0008: $9529 += 1
  5169. 0002: jump @DANCE_11695
  5170.  
  5171. :DANCE_11674
  5172. 03CF: load_wav 11455 as 4
  5173. 0004: $9529 = 1
  5174. 0002: jump @DANCE_11695
  5175.  
  5176. :DANCE_11695
  5177. 0051: return
  5178.  
  5179. :DANCE_11697
  5180. 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
  5181. 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
  5182. 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
  5183. 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
  5184. 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
  5185. 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
  5186. 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
  5187.  
  5188. :DANCE_12150
  5189. 03CF: load_wav 11655 as 4
  5190. 0004: $9529 = 1
  5191. 0002: jump @DANCE_13347
  5192.  
  5193. :DANCE_12171
  5194. 03CF: load_wav 11600 as 4
  5195. 0008: $9529 += 1
  5196. 0002: jump @DANCE_13347
  5197.  
  5198. :DANCE_12192
  5199. 03CF: load_wav 11601 as 4
  5200. 0008: $9529 += 1
  5201. 0002: jump @DANCE_13347
  5202.  
  5203. :DANCE_12213
  5204. 03CF: load_wav 11602 as 4
  5205. 0008: $9529 += 1
  5206. 0002: jump @DANCE_13347
  5207.  
  5208. :DANCE_12234
  5209. 03CF: load_wav 11603 as 4
  5210. 0008: $9529 += 1
  5211. 0002: jump @DANCE_13347
  5212.  
  5213. :DANCE_12255
  5214. 03CF: load_wav 11604 as 4
  5215. 0008: $9529 += 1
  5216. 0002: jump @DANCE_13347
  5217.  
  5218. :DANCE_12276
  5219. 03CF: load_wav 11605 as 4
  5220. 0008: $9529 += 1
  5221. 0002: jump @DANCE_13347
  5222.  
  5223. :DANCE_12297
  5224. 03CF: load_wav 11606 as 4
  5225. 0008: $9529 += 1
  5226. 0002: jump @DANCE_13347
  5227.  
  5228. :DANCE_12318
  5229. 03CF: load_wav 11607 as 4
  5230. 0008: $9529 += 1
  5231. 0002: jump @DANCE_13347
  5232.  
  5233. :DANCE_12339
  5234. 03CF: load_wav 11608 as 4
  5235. 0008: $9529 += 1
  5236. 0002: jump @DANCE_13347
  5237.  
  5238. :DANCE_12360
  5239. 03CF: load_wav 11609 as 4
  5240. 0008: $9529 += 1
  5241. 0002: jump @DANCE_13347
  5242.  
  5243. :DANCE_12381
  5244. 03CF: load_wav 11610 as 4
  5245. 0008: $9529 += 1
  5246. 0002: jump @DANCE_13347
  5247.  
  5248. :DANCE_12402
  5249. 03CF: load_wav 11611 as 4
  5250. 0008: $9529 += 1
  5251. 0002: jump @DANCE_13347
  5252.  
  5253. :DANCE_12423
  5254. 03CF: load_wav 11612 as 4
  5255. 0008: $9529 += 1
  5256. 0002: jump @DANCE_13347
  5257.  
  5258. :DANCE_12444
  5259. 03CF: load_wav 11613 as 4
  5260. 0008: $9529 += 1
  5261. 0002: jump @DANCE_13347
  5262.  
  5263. :DANCE_12465
  5264. 03CF: load_wav 11614 as 4
  5265. 0008: $9529 += 1
  5266. 0002: jump @DANCE_13347
  5267.  
  5268. :DANCE_12486
  5269. 03CF: load_wav 11615 as 4
  5270. 0008: $9529 += 1
  5271. 0002: jump @DANCE_13347
  5272.  
  5273. :DANCE_12507
  5274. 03CF: load_wav 11616 as 4
  5275. 0008: $9529 += 1
  5276. 0002: jump @DANCE_13347
  5277.  
  5278. :DANCE_12528
  5279. 03CF: load_wav 11617 as 4
  5280. 0008: $9529 += 1
  5281. 0002: jump @DANCE_13347
  5282.  
  5283. :DANCE_12549
  5284. 03CF: load_wav 11618 as 4
  5285. 0008: $9529 += 1
  5286. 0002: jump @DANCE_13347
  5287.  
  5288. :DANCE_12570
  5289. 03CF: load_wav 11619 as 4
  5290. 0008: $9529 += 1
  5291. 0002: jump @DANCE_13347
  5292.  
  5293. :DANCE_12591
  5294. 03CF: load_wav 11620 as 4
  5295. 0008: $9529 += 1
  5296. 0002: jump @DANCE_13347
  5297.  
  5298. :DANCE_12612
  5299. 03CF: load_wav 11621 as 4
  5300. 0008: $9529 += 1
  5301. 0002: jump @DANCE_13347
  5302.  
  5303. :DANCE_12633
  5304. 03CF: load_wav 11622 as 4
  5305. 0008: $9529 += 1
  5306. 0002: jump @DANCE_13347
  5307.  
  5308. :DANCE_12654
  5309. 03CF: load_wav 11623 as 4
  5310. 0008: $9529 += 1
  5311. 0002: jump @DANCE_13347
  5312.  
  5313. :DANCE_12675
  5314. 03CF: load_wav 11624 as 4
  5315. 0008: $9529 += 1
  5316. 0002: jump @DANCE_13347
  5317.  
  5318. :DANCE_12696
  5319. 03CF: load_wav 11625 as 4
  5320. 0008: $9529 += 1
  5321. 0002: jump @DANCE_13347
  5322.  
  5323. :DANCE_12717
  5324. 03CF: load_wav 11626 as 4
  5325. 0008: $9529 += 1
  5326. 0002: jump @DANCE_13347
  5327.  
  5328. :DANCE_12738
  5329. 03CF: load_wav 11627 as 4
  5330. 0008: $9529 += 1
  5331. 0002: jump @DANCE_13347
  5332.  
  5333. :DANCE_12759
  5334. 03CF: load_wav 11628 as 4
  5335. 0008: $9529 += 1
  5336. 0002: jump @DANCE_13347
  5337.  
  5338. :DANCE_12780
  5339. 03CF: load_wav 11629 as 4
  5340. 0008: $9529 += 1
  5341. 0002: jump @DANCE_13347
  5342.  
  5343. :DANCE_12801
  5344. 03CF: load_wav 11630 as 4
  5345. 0008: $9529 += 1
  5346. 0002: jump @DANCE_13347
  5347.  
  5348. :DANCE_12822
  5349. 03CF: load_wav 11631 as 4
  5350. 0008: $9529 += 1
  5351. 0002: jump @DANCE_13347
  5352.  
  5353. :DANCE_12843
  5354. 03CF: load_wav 11632 as 4
  5355. 0008: $9529 += 1
  5356. 0002: jump @DANCE_13347
  5357.  
  5358. :DANCE_12864
  5359. 03CF: load_wav 11633 as 4
  5360. 0008: $9529 += 1
  5361. 0002: jump @DANCE_13347
  5362.  
  5363. :DANCE_12885
  5364. 03CF: load_wav 11634 as 4
  5365. 0008: $9529 += 1
  5366. 0002: jump @DANCE_13347
  5367.  
  5368. :DANCE_12906
  5369. 03CF: load_wav 11635 as 4
  5370. 0008: $9529 += 1
  5371. 0002: jump @DANCE_13347
  5372.  
  5373. :DANCE_12927
  5374. 03CF: load_wav 11636 as 4
  5375. 0008: $9529 += 1
  5376. 0002: jump @DANCE_13347
  5377.  
  5378. :DANCE_12948
  5379. 03CF: load_wav 11637 as 4
  5380. 0008: $9529 += 1
  5381. 0002: jump @DANCE_13347
  5382.  
  5383. :DANCE_12969
  5384. 03CF: load_wav 11638 as 4
  5385. 0008: $9529 += 1
  5386. 0002: jump @DANCE_13347
  5387.  
  5388. :DANCE_12990
  5389. 03CF: load_wav 11639 as 4
  5390. 0008: $9529 += 1
  5391. 0002: jump @DANCE_13347
  5392.  
  5393. :DANCE_13011
  5394. 03CF: load_wav 11640 as 4
  5395. 0008: $9529 += 1
  5396. 0002: jump @DANCE_13347
  5397.  
  5398. :DANCE_13032
  5399. 03CF: load_wav 11641 as 4
  5400. 0008: $9529 += 1
  5401. 0002: jump @DANCE_13347
  5402.  
  5403. :DANCE_13053
  5404. 03CF: load_wav 11642 as 4
  5405. 0008: $9529 += 1
  5406. 0002: jump @DANCE_13347
  5407.  
  5408. :DANCE_13074
  5409. 03CF: load_wav 11643 as 4
  5410. 0008: $9529 += 1
  5411. 0002: jump @DANCE_13347
  5412.  
  5413. :DANCE_13095
  5414. 03CF: load_wav 11644 as 4
  5415. 0008: $9529 += 1
  5416. 0002: jump @DANCE_13347
  5417.  
  5418. :DANCE_13116
  5419. 03CF: load_wav 11645 as 4
  5420. 0008: $9529 += 1
  5421. 0002: jump @DANCE_13347
  5422.  
  5423. :DANCE_13137
  5424. 03CF: load_wav 11646 as 4
  5425. 0008: $9529 += 1
  5426. 0002: jump @DANCE_13347
  5427.  
  5428. :DANCE_13158
  5429. 03CF: load_wav 11647 as 4
  5430. 0008: $9529 += 1
  5431. 0002: jump @DANCE_13347
  5432.  
  5433. :DANCE_13179
  5434. 03CF: load_wav 11648 as 4
  5435. 0008: $9529 += 1
  5436. 0002: jump @DANCE_13347
  5437.  
  5438. :DANCE_13200
  5439. 03CF: load_wav 11649 as 4
  5440. 0008: $9529 += 1
  5441. 0002: jump @DANCE_13347
  5442.  
  5443. :DANCE_13221
  5444. 03CF: load_wav 11650 as 4
  5445. 0008: $9529 += 1
  5446. 0002: jump @DANCE_13347
  5447.  
  5448. :DANCE_13242
  5449. 03CF: load_wav 11651 as 4
  5450. 0008: $9529 += 1
  5451. 0002: jump @DANCE_13347
  5452.  
  5453. :DANCE_13263
  5454. 03CF: load_wav 11652 as 4
  5455. 0008: $9529 += 1
  5456. 0002: jump @DANCE_13347
  5457.  
  5458. :DANCE_13284
  5459. 03CF: load_wav 11653 as 4
  5460. 0008: $9529 += 1
  5461. 0002: jump @DANCE_13347
  5462.  
  5463. :DANCE_13305
  5464. 03CF: load_wav 11654 as 4
  5465. 0008: $9529 += 1
  5466. 0002: jump @DANCE_13347
  5467.  
  5468. :DANCE_13326
  5469. 03CF: load_wav 11655 as 4
  5470. 0004: $9529 = 1
  5471. 0002: jump @DANCE_13347
  5472.  
  5473. :DANCE_13347
  5474. 0051: return
  5475.  
  5476. :DANCE_13349
  5477. 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
  5478. 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
  5479. 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
  5480. 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
  5481. 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
  5482. 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
  5483. 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
  5484.  
  5485. :DANCE_13802
  5486. 03CF: load_wav 11855 as 4
  5487. 0004: $9529 = 1
  5488. 0002: jump @DANCE_14999
  5489.  
  5490. :DANCE_13823
  5491. 03CF: load_wav 11800 as 4
  5492. 0008: $9529 += 1
  5493. 0002: jump @DANCE_14999
  5494.  
  5495. :DANCE_13844
  5496. 03CF: load_wav 11801 as 4
  5497. 0008: $9529 += 1
  5498. 0002: jump @DANCE_14999
  5499.  
  5500. :DANCE_13865
  5501. 03CF: load_wav 11802 as 4
  5502. 0008: $9529 += 1
  5503. 0002: jump @DANCE_14999
  5504.  
  5505. :DANCE_13886
  5506. 03CF: load_wav 11803 as 4
  5507. 0008: $9529 += 1
  5508. 0002: jump @DANCE_14999
  5509.  
  5510. :DANCE_13907
  5511. 03CF: load_wav 11804 as 4
  5512. 0008: $9529 += 1
  5513. 0002: jump @DANCE_14999
  5514.  
  5515. :DANCE_13928
  5516. 03CF: load_wav 11805 as 4
  5517. 0008: $9529 += 1
  5518. 0002: jump @DANCE_14999
  5519.  
  5520. :DANCE_13949
  5521. 03CF: load_wav 11806 as 4
  5522. 0008: $9529 += 1
  5523. 0002: jump @DANCE_14999
  5524.  
  5525. :DANCE_13970
  5526. 03CF: load_wav 11807 as 4
  5527. 0008: $9529 += 1
  5528. 0002: jump @DANCE_14999
  5529.  
  5530. :DANCE_13991
  5531. 03CF: load_wav 11808 as 4
  5532. 0008: $9529 += 1
  5533. 0002: jump @DANCE_14999
  5534.  
  5535. :DANCE_14012
  5536. 03CF: load_wav 11809 as 4
  5537. 0008: $9529 += 1
  5538. 0002: jump @DANCE_14999
  5539.  
  5540. :DANCE_14033
  5541. 03CF: load_wav 11810 as 4
  5542. 0008: $9529 += 1
  5543. 0002: jump @DANCE_14999
  5544.  
  5545. :DANCE_14054
  5546. 03CF: load_wav 11811 as 4
  5547. 0008: $9529 += 1
  5548. 0002: jump @DANCE_14999
  5549.  
  5550. :DANCE_14075
  5551. 03CF: load_wav 11812 as 4
  5552. 0008: $9529 += 1
  5553. 0002: jump @DANCE_14999
  5554.  
  5555. :DANCE_14096
  5556. 03CF: load_wav 11813 as 4
  5557. 0008: $9529 += 1
  5558. 0002: jump @DANCE_14999
  5559.  
  5560. :DANCE_14117
  5561. 03CF: load_wav 11814 as 4
  5562. 0008: $9529 += 1
  5563. 0002: jump @DANCE_14999
  5564.  
  5565. :DANCE_14138
  5566. 03CF: load_wav 11815 as 4
  5567. 0008: $9529 += 1
  5568. 0002: jump @DANCE_14999
  5569.  
  5570. :DANCE_14159
  5571. 03CF: load_wav 11816 as 4
  5572. 0008: $9529 += 1
  5573. 0002: jump @DANCE_14999
  5574.  
  5575. :DANCE_14180
  5576. 03CF: load_wav 11817 as 4
  5577. 0008: $9529 += 1
  5578. 0002: jump @DANCE_14999
  5579.  
  5580. :DANCE_14201
  5581. 03CF: load_wav 11818 as 4
  5582. 0008: $9529 += 1
  5583. 0002: jump @DANCE_14999
  5584.  
  5585. :DANCE_14222
  5586. 03CF: load_wav 11819 as 4
  5587. 0008: $9529 += 1
  5588. 0002: jump @DANCE_14999
  5589.  
  5590. :DANCE_14243
  5591. 03CF: load_wav 11820 as 4
  5592. 0008: $9529 += 1
  5593. 0002: jump @DANCE_14999
  5594.  
  5595. :DANCE_14264
  5596. 03CF: load_wav 11821 as 4
  5597. 0008: $9529 += 1
  5598. 0002: jump @DANCE_14999
  5599.  
  5600. :DANCE_14285
  5601. 03CF: load_wav 11822 as 4
  5602. 0008: $9529 += 1
  5603. 0002: jump @DANCE_14999
  5604.  
  5605. :DANCE_14306
  5606. 03CF: load_wav 11823 as 4
  5607. 0008: $9529 += 1
  5608. 0002: jump @DANCE_14999
  5609.  
  5610. :DANCE_14327
  5611. 03CF: load_wav 11824 as 4
  5612. 0008: $9529 += 1
  5613. 0002: jump @DANCE_14999
  5614.  
  5615. :DANCE_14348
  5616. 03CF: load_wav 11825 as 4
  5617. 0008: $9529 += 1
  5618. 0002: jump @DANCE_14999
  5619.  
  5620. :DANCE_14369
  5621. 03CF: load_wav 11826 as 4
  5622. 0008: $9529 += 1
  5623. 0002: jump @DANCE_14999
  5624.  
  5625. :DANCE_14390
  5626. 03CF: load_wav 11827 as 4
  5627. 0008: $9529 += 1
  5628. 0002: jump @DANCE_14999
  5629.  
  5630. :DANCE_14411
  5631. 03CF: load_wav 11828 as 4
  5632. 0008: $9529 += 1
  5633. 0002: jump @DANCE_14999
  5634.  
  5635. :DANCE_14432
  5636. 03CF: load_wav 11829 as 4
  5637. 0008: $9529 += 1
  5638. 0002: jump @DANCE_14999
  5639.  
  5640. :DANCE_14453
  5641. 03CF: load_wav 11830 as 4
  5642. 0008: $9529 += 1
  5643. 0002: jump @DANCE_14999
  5644.  
  5645. :DANCE_14474
  5646. 03CF: load_wav 11831 as 4
  5647. 0008: $9529 += 1
  5648. 0002: jump @DANCE_14999
  5649.  
  5650. :DANCE_14495
  5651. 03CF: load_wav 11832 as 4
  5652. 0008: $9529 += 1
  5653. 0002: jump @DANCE_14999
  5654.  
  5655. :DANCE_14516
  5656. 03CF: load_wav 11833 as 4
  5657. 0008: $9529 += 1
  5658. 0002: jump @DANCE_14999
  5659.  
  5660. :DANCE_14537
  5661. 03CF: load_wav 11834 as 4
  5662. 0008: $9529 += 1
  5663. 0002: jump @DANCE_14999
  5664.  
  5665. :DANCE_14558
  5666. 03CF: load_wav 11835 as 4
  5667. 0008: $9529 += 1
  5668. 0002: jump @DANCE_14999
  5669.  
  5670. :DANCE_14579
  5671. 03CF: load_wav 11836 as 4
  5672. 0008: $9529 += 1
  5673. 0002: jump @DANCE_14999
  5674.  
  5675. :DANCE_14600
  5676. 03CF: load_wav 11837 as 4
  5677. 0008: $9529 += 1
  5678. 0002: jump @DANCE_14999
  5679.  
  5680. :DANCE_14621
  5681. 03CF: load_wav 11838 as 4
  5682. 0008: $9529 += 1
  5683. 0002: jump @DANCE_14999
  5684.  
  5685. :DANCE_14642
  5686. 03CF: load_wav 11839 as 4
  5687. 0008: $9529 += 1
  5688. 0002: jump @DANCE_14999
  5689.  
  5690. :DANCE_14663
  5691. 03CF: load_wav 11840 as 4
  5692. 0008: $9529 += 1
  5693. 0002: jump @DANCE_14999
  5694.  
  5695. :DANCE_14684
  5696. 03CF: load_wav 11841 as 4
  5697. 0008: $9529 += 1
  5698. 0002: jump @DANCE_14999
  5699.  
  5700. :DANCE_14705
  5701. 03CF: load_wav 11842 as 4
  5702. 0008: $9529 += 1
  5703. 0002: jump @DANCE_14999
  5704.  
  5705. :DANCE_14726
  5706. 03CF: load_wav 11843 as 4
  5707. 0008: $9529 += 1
  5708. 0002: jump @DANCE_14999
  5709.  
  5710. :DANCE_14747
  5711. 03CF: load_wav 11844 as 4
  5712. 0008: $9529 += 1
  5713. 0002: jump @DANCE_14999
  5714.  
  5715. :DANCE_14768
  5716. 03CF: load_wav 11845 as 4
  5717. 0008: $9529 += 1
  5718. 0002: jump @DANCE_14999
  5719.  
  5720. :DANCE_14789
  5721. 03CF: load_wav 11846 as 4
  5722. 0008: $9529 += 1
  5723. 0002: jump @DANCE_14999
  5724.  
  5725. :DANCE_14810
  5726. 03CF: load_wav 11847 as 4
  5727. 0008: $9529 += 1
  5728. 0002: jump @DANCE_14999
  5729.  
  5730. :DANCE_14831
  5731. 03CF: load_wav 11848 as 4
  5732. 0008: $9529 += 1
  5733. 0002: jump @DANCE_14999
  5734.  
  5735. :DANCE_14852
  5736. 03CF: load_wav 11849 as 4
  5737. 0008: $9529 += 1
  5738. 0002: jump @DANCE_14999
  5739.  
  5740. :DANCE_14873
  5741. 03CF: load_wav 11850 as 4
  5742. 0008: $9529 += 1
  5743. 0002: jump @DANCE_14999
  5744.  
  5745. :DANCE_14894
  5746. 03CF: load_wav 11851 as 4
  5747. 0008: $9529 += 1
  5748. 0002: jump @DANCE_14999
  5749.  
  5750. :DANCE_14915
  5751. 03CF: load_wav 11852 as 4
  5752. 0008: $9529 += 1
  5753. 0002: jump @DANCE_14999
  5754.  
  5755. :DANCE_14936
  5756. 03CF: load_wav 11853 as 4
  5757. 0008: $9529 += 1
  5758. 0002: jump @DANCE_14999
  5759.  
  5760. :DANCE_14957
  5761. 03CF: load_wav 11854 as 4
  5762. 0008: $9529 += 1
  5763. 0002: jump @DANCE_14999
  5764.  
  5765. :DANCE_14978
  5766. 03CF: load_wav 11855 as 4
  5767. 0004: $9529 = 1
  5768. 0002: jump @DANCE_14999
  5769.  
  5770. :DANCE_14999
  5771. 0051: return
  5772.  
  5773. :DANCE_15001
  5774. 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
  5775. 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
  5776. 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
  5777. 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
  5778. 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
  5779. 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
  5780. 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
  5781.  
  5782. :DANCE_15454
  5783. 03CF: load_wav 12055 as 4
  5784. 0004: $9529 = 1
  5785. 0002: jump @DANCE_16651
  5786.  
  5787. :DANCE_15475
  5788. 03CF: load_wav 12000 as 4
  5789. 0008: $9529 += 1
  5790. 0002: jump @DANCE_16651
  5791.  
  5792. :DANCE_15496
  5793. 03CF: load_wav 12001 as 4
  5794. 0008: $9529 += 1
  5795. 0002: jump @DANCE_16651
  5796.  
  5797. :DANCE_15517
  5798. 03CF: load_wav 12002 as 4
  5799. 0008: $9529 += 1
  5800. 0002: jump @DANCE_16651
  5801.  
  5802. :DANCE_15538
  5803. 03CF: load_wav 12003 as 4
  5804. 0008: $9529 += 1
  5805. 0002: jump @DANCE_16651
  5806.  
  5807. :DANCE_15559
  5808. 03CF: load_wav 12004 as 4
  5809. 0008: $9529 += 1
  5810. 0002: jump @DANCE_16651
  5811.  
  5812. :DANCE_15580
  5813. 03CF: load_wav 12005 as 4
  5814. 0008: $9529 += 1
  5815. 0002: jump @DANCE_16651
  5816.  
  5817. :DANCE_15601
  5818. 03CF: load_wav 12006 as 4
  5819. 0008: $9529 += 1
  5820. 0002: jump @DANCE_16651
  5821.  
  5822. :DANCE_15622
  5823. 03CF: load_wav 12007 as 4
  5824. 0008: $9529 += 1
  5825. 0002: jump @DANCE_16651
  5826.  
  5827. :DANCE_15643
  5828. 03CF: load_wav 12008 as 4
  5829. 0008: $9529 += 1
  5830. 0002: jump @DANCE_16651
  5831.  
  5832. :DANCE_15664
  5833. 03CF: load_wav 12009 as 4
  5834. 0008: $9529 += 1
  5835. 0002: jump @DANCE_16651
  5836.  
  5837. :DANCE_15685
  5838. 03CF: load_wav 12010 as 4
  5839. 0008: $9529 += 1
  5840. 0002: jump @DANCE_16651
  5841.  
  5842. :DANCE_15706
  5843. 03CF: load_wav 12011 as 4
  5844. 0008: $9529 += 1
  5845. 0002: jump @DANCE_16651
  5846.  
  5847. :DANCE_15727
  5848. 03CF: load_wav 12012 as 4
  5849. 0008: $9529 += 1
  5850. 0002: jump @DANCE_16651
  5851.  
  5852. :DANCE_15748
  5853. 03CF: load_wav 12013 as 4
  5854. 0008: $9529 += 1
  5855. 0002: jump @DANCE_16651
  5856.  
  5857. :DANCE_15769
  5858. 03CF: load_wav 12014 as 4
  5859. 0008: $9529 += 1
  5860. 0002: jump @DANCE_16651
  5861.  
  5862. :DANCE_15790
  5863. 03CF: load_wav 12015 as 4
  5864. 0008: $9529 += 1
  5865. 0002: jump @DANCE_16651
  5866.  
  5867. :DANCE_15811
  5868. 03CF: load_wav 12016 as 4
  5869. 0008: $9529 += 1
  5870. 0002: jump @DANCE_16651
  5871.  
  5872. :DANCE_15832
  5873. 03CF: load_wav 12017 as 4
  5874. 0008: $9529 += 1
  5875. 0002: jump @DANCE_16651
  5876.  
  5877. :DANCE_15853
  5878. 03CF: load_wav 12018 as 4
  5879. 0008: $9529 += 1
  5880. 0002: jump @DANCE_16651
  5881.  
  5882. :DANCE_15874
  5883. 03CF: load_wav 12019 as 4
  5884. 0008: $9529 += 1
  5885. 0002: jump @DANCE_16651
  5886.  
  5887. :DANCE_15895
  5888. 03CF: load_wav 12020 as 4
  5889. 0008: $9529 += 1
  5890. 0002: jump @DANCE_16651
  5891.  
  5892. :DANCE_15916
  5893. 03CF: load_wav 12021 as 4
  5894. 0008: $9529 += 1
  5895. 0002: jump @DANCE_16651
  5896.  
  5897. :DANCE_15937
  5898. 03CF: load_wav 12022 as 4
  5899. 0008: $9529 += 1
  5900. 0002: jump @DANCE_16651
  5901.  
  5902. :DANCE_15958
  5903. 03CF: load_wav 12023 as 4
  5904. 0008: $9529 += 1
  5905. 0002: jump @DANCE_16651
  5906.  
  5907. :DANCE_15979
  5908. 03CF: load_wav 12024 as 4
  5909. 0008: $9529 += 1
  5910. 0002: jump @DANCE_16651
  5911.  
  5912. :DANCE_16000
  5913. 03CF: load_wav 12025 as 4
  5914. 0008: $9529 += 1
  5915. 0002: jump @DANCE_16651
  5916.  
  5917. :DANCE_16021
  5918. 03CF: load_wav 12026 as 4
  5919. 0008: $9529 += 1
  5920. 0002: jump @DANCE_16651
  5921.  
  5922. :DANCE_16042
  5923. 03CF: load_wav 12027 as 4
  5924. 0008: $9529 += 1
  5925. 0002: jump @DANCE_16651
  5926.  
  5927. :DANCE_16063
  5928. 03CF: load_wav 12028 as 4
  5929. 0008: $9529 += 1
  5930. 0002: jump @DANCE_16651
  5931.  
  5932. :DANCE_16084
  5933. 03CF: load_wav 12029 as 4
  5934. 0008: $9529 += 1
  5935. 0002: jump @DANCE_16651
  5936.  
  5937. :DANCE_16105
  5938. 03CF: load_wav 12030 as 4
  5939. 0008: $9529 += 1
  5940. 0002: jump @DANCE_16651
  5941.  
  5942. :DANCE_16126
  5943. 03CF: load_wav 12031 as 4
  5944. 0008: $9529 += 1
  5945. 0002: jump @DANCE_16651
  5946.  
  5947. :DANCE_16147
  5948. 03CF: load_wav 12032 as 4
  5949. 0008: $9529 += 1
  5950. 0002: jump @DANCE_16651
  5951.  
  5952. :DANCE_16168
  5953. 03CF: load_wav 12033 as 4
  5954. 0008: $9529 += 1
  5955. 0002: jump @DANCE_16651
  5956.  
  5957. :DANCE_16189
  5958. 03CF: load_wav 12034 as 4
  5959. 0008: $9529 += 1
  5960. 0002: jump @DANCE_16651
  5961.  
  5962. :DANCE_16210
  5963. 03CF: load_wav 12035 as 4
  5964. 0008: $9529 += 1
  5965. 0002: jump @DANCE_16651
  5966.  
  5967. :DANCE_16231
  5968. 03CF: load_wav 12036 as 4
  5969. 0008: $9529 += 1
  5970. 0002: jump @DANCE_16651
  5971.  
  5972. :DANCE_16252
  5973. 03CF: load_wav 12037 as 4
  5974. 0008: $9529 += 1
  5975. 0002: jump @DANCE_16651
  5976.  
  5977. :DANCE_16273
  5978. 03CF: load_wav 12038 as 4
  5979. 0008: $9529 += 1
  5980. 0002: jump @DANCE_16651
  5981.  
  5982. :DANCE_16294
  5983. 03CF: load_wav 12039 as 4
  5984. 0008: $9529 += 1
  5985. 0002: jump @DANCE_16651
  5986.  
  5987. :DANCE_16315
  5988. 03CF: load_wav 12040 as 4
  5989. 0008: $9529 += 1
  5990. 0002: jump @DANCE_16651
  5991.  
  5992. :DANCE_16336
  5993. 03CF: load_wav 12041 as 4
  5994. 0008: $9529 += 1
  5995. 0002: jump @DANCE_16651
  5996.  
  5997. :DANCE_16357
  5998. 03CF: load_wav 12042 as 4
  5999. 0008: $9529 += 1
  6000. 0002: jump @DANCE_16651
  6001.  
  6002. :DANCE_16378
  6003. 03CF: load_wav 12043 as 4
  6004. 0008: $9529 += 1
  6005. 0002: jump @DANCE_16651
  6006.  
  6007. :DANCE_16399
  6008. 03CF: load_wav 12044 as 4
  6009. 0008: $9529 += 1
  6010. 0002: jump @DANCE_16651
  6011.  
  6012. :DANCE_16420
  6013. 03CF: load_wav 12045 as 4
  6014. 0008: $9529 += 1
  6015. 0002: jump @DANCE_16651
  6016.  
  6017. :DANCE_16441
  6018. 03CF: load_wav 12046 as 4
  6019. 0008: $9529 += 1
  6020. 0002: jump @DANCE_16651
  6021.  
  6022. :DANCE_16462
  6023. 03CF: load_wav 12047 as 4
  6024. 0008: $9529 += 1
  6025. 0002: jump @DANCE_16651
  6026.  
  6027. :DANCE_16483
  6028. 03CF: load_wav 12048 as 4
  6029. 0008: $9529 += 1
  6030. 0002: jump @DANCE_16651
  6031.  
  6032. :DANCE_16504
  6033. 03CF: load_wav 12049 as 4
  6034. 0008: $9529 += 1
  6035. 0002: jump @DANCE_16651
  6036.  
  6037. :DANCE_16525
  6038. 03CF: load_wav 12050 as 4
  6039. 0008: $9529 += 1
  6040. 0002: jump @DANCE_16651
  6041.  
  6042. :DANCE_16546
  6043. 03CF: load_wav 12051 as 4
  6044. 0008: $9529 += 1
  6045. 0002: jump @DANCE_16651
  6046.  
  6047. :DANCE_16567
  6048. 03CF: load_wav 12052 as 4
  6049. 0008: $9529 += 1
  6050. 0002: jump @DANCE_16651
  6051.  
  6052. :DANCE_16588
  6053. 03CF: load_wav 12053 as 4
  6054. 0008: $9529 += 1
  6055. 0002: jump @DANCE_16651
  6056.  
  6057. :DANCE_16609
  6058. 03CF: load_wav 12054 as 4
  6059. 0008: $9529 += 1
  6060. 0002: jump @DANCE_16651
  6061.  
  6062. :DANCE_16630
  6063. 03CF: load_wav 12055 as 4
  6064. 0004: $9529 = 1
  6065. 0002: jump @DANCE_16651
  6066.  
  6067. :DANCE_16651
  6068. 0051: return
  6069.  
  6070. :DANCE_16653
  6071. 0004: $1044 = 1
  6072. 0004: $5298 = 0
  6073. 04EF: release_animation v$DANCE_ANIM_IFP
  6074. 00BE: text_clear_all
  6075. 00D6: if
  6076. 8118:   not actor 5@ dead
  6077. 004D: jump_if_false @DANCE_16767
  6078. 00D6: if and
  6079. 82F2:   not actor 5@ model == 195
  6080. 82F2:   not actor 5@ model == 192
  6081. 82F2:   not actor 5@ model == 191
  6082. 82F2:   not actor 5@ model == 190
  6083. 82F2:   not actor 5@ model == 193
  6084. 82F2:   not actor 5@ model == 194
  6085. 004D: jump_if_false @DANCE_16767
  6086. 0665: get_actor 5@ model_to 13@
  6087. 0249: release_model 13@
  6088. 009B: destroy_actor 5@
  6089.  
  6090. :DANCE_16767
  6091. 0953: get_soundtrack_status_to 13@
  6092. 00D6: if
  6093. 04A4:   13@ == 3  //  == constant
  6094. 004D: jump_if_false @DANCE_16792
  6095. 0955: end_playing_loaded_soundtrack
  6096.  
  6097. :DANCE_16792
  6098. 0006: 13@ = 0
  6099.  
  6100. :DANCE_16799
  6101. 0005: $5315(13@,5f) = 0.0
  6102. 0005: $5320(13@,5f) = 0.0
  6103. 0005: $5325(13@,5f) = 0.0
  6104. 0005: $5330(13@,5f) = 0.0
  6105. 0005: $5335(13@,5f) = 0.0
  6106. 0005: $5340(13@,5f) = 0.0
  6107. 000A: 13@ += 1
  6108. 0029:   13@ >= 5
  6109. 004D: jump_if_false @DANCE_16799
  6110. 09EE: set_status_text_stay_on_screen 0
  6111. 03F0: enable_text_draw 0
  6112. 00D6: if
  6113. 0028:   $DANCE_SCORE >= 0
  6114. 004D: jump_if_false @DANCE_16938
  6115. 0629: change_integer_stat 156 to $DANCE_SCORE
  6116.  
  6117. :DANCE_16938
  6118. 040D: unload_wav 4
  6119. 01B4: set_player $PLAYER_CHAR can_move True
  6120. 08C0: clear $5295 bit 31
  6121. 09BD: allow_other_scripts_to_display_text_boxes 0
  6122. 004E: terminate_this_script
  6123. 0051: return
  6124.  
  6125. :DANCE_16964
  6126. 0494: get_joystick 0 direction_offset_to $9530 $9531 $9532 $9533
  6127. 008D: $9535 = integer $9530 to_float
  6128. 0086: $9536 = $9535  // (float)
  6129. 008D: $9535 = integer $9531 to_float
  6130. 0086: $9537 = $9535  // (float)
  6131. 0509: $9535 = distance_between_XY 0.0 0.0 and_XY $9536 $9537
  6132. 0004: $9534 = 0
  6133. 00D6: if
  6134. 0020:   $9535 > 64.0
  6135. 004D: jump_if_false @DANCE_17325
  6136. 05A4: get_angle_between_vectors_origin_to $9536 $9537 and_origin_to 0.0 -1.0 store_to $9535
  6137. 00D6: if
  6138. 0022:   15.0 > $9535
  6139. 004D: jump_if_false @DANCE_17117
  6140. 0004: $9534 = 13
  6141. 0002: jump @DANCE_17325
  6142.  
  6143. :DANCE_17117
  6144. 00D6: if
  6145. 0022:   75.0 > $9535
  6146. 004D: jump_if_false @DANCE_17184
  6147. 00D6: if
  6148. 0018:   $9530 > 0
  6149. 004D: jump_if_false @DANCE_17170
  6150. 0004: $9534 = 11
  6151. 0002: jump @DANCE_17177
  6152.  
  6153. :DANCE_17170
  6154. 0004: $9534 = 15
  6155.  
  6156. :DANCE_17177
  6157. 0002: jump @DANCE_17325
  6158.  
  6159. :DANCE_17184
  6160. 00D6: if
  6161. 0022:   105.0 > $9535
  6162. 004D: jump_if_false @DANCE_17251
  6163. 00D6: if
  6164. 0018:   $9530 > 0
  6165. 004D: jump_if_false @DANCE_17237
  6166. 0004: $9534 = 10
  6167. 0002: jump @DANCE_17244
  6168.  
  6169. :DANCE_17237
  6170. 0004: $9534 = 9
  6171.  
  6172. :DANCE_17244
  6173. 0002: jump @DANCE_17325
  6174.  
  6175. :DANCE_17251
  6176. 00D6: if
  6177. 0022:   165.0 > $9535
  6178. 004D: jump_if_false @DANCE_17318
  6179. 00D6: if
  6180. 0018:   $9530 > 0
  6181. 004D: jump_if_false @DANCE_17304
  6182. 0004: $9534 = 16
  6183. 0002: jump @DANCE_17311
  6184.  
  6185. :DANCE_17304
  6186. 0004: $9534 = 12
  6187.  
  6188. :DANCE_17311
  6189. 0002: jump @DANCE_17325
  6190.  
  6191. :DANCE_17318
  6192. 0004: $9534 = 14
  6193.  
  6194. :DANCE_17325
  6195. 0051: return
  6196. 0662: printstring v$DANCE_ANIM
  6197. 07B1: unknown_get_dance_track 1 store_to 13@ 13@ 13@
  6198. 0663: printint "NEXT_BEAT_NUMBER" 13@
  6199. 0051: return
  6200. 004E: terminate_this_script
  6201.  
  6202.  
  6203.  
  6204.  
  6205.  
  6206.  
  6207.  
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