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Joshimuz

Big Smoke Code

Apr 16th, 2019
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  1. //-------------Mission 11---------------
  2. // Originally: Big Smoke
  3.  
  4. :INTRO1
  5. {455277} 03A4: name_thread 'INTRO1'
  6. {455288} 0050: gosub @INTRO1_914
  7. {455295} 00D6: if
  8. {455299} 0112: wasted_or_busted // mission only
  9. {455301} 004D: jump_if_false @INTRO1_38
  10. {455308} 0050: gosub @INTRO1_18170
  11.  
  12. :INTRO1_38
  13. {455315} 0050: gosub @INTRO1_18300
  14. {455322} 004E: end_thread
  15.  
  16. :INTRO1_47
  17. {455324} 0871: init_jump_table 46@ total_jumps 7 default_jump 0 @INTRO1_912 jumps 0 @INTRO1_110 1 @INTRO1_212 2 @INTRO1_314 3 @INTRO1_570 4 @INTRO1_628 5 @INTRO1_774 6 @INTRO1_854
  18.  
  19. :INTRO1_110
  20. {455387} 05A9: s$6475[0] = 'INT1_AB' // s$ // ~z~You want to drive?
  21. {455401} 05A9: s$6475[1] = 'INT1_AC' // s$ // ~z~Yeah, that's cool.
  22. {455415} 05A9: s$6475[2] = 'INT1_AR' // s$ // ~z~Nice car, Smoke.
  23. {455429} 05A9: s$6475[3] = 'INT1_AA' // s$ // ~z~You know me. It's not cut. Keep the value in it. Keep it real.
  24. {455443} 04AF: 93@ = 20001 // = constant
  25. {455451} 04AF: 94@ = 20002 // = constant
  26. {455459} 04AF: 95@ = 20016 // = constant
  27. {455467} 04AF: 96@ = 20000 // = constant
  28. {455475} 0006: 63@ = 3
  29. {455482} 0002: jump @INTRO1_912
  30.  
  31. :INTRO1_212
  32. {455489} 05A9: s$6475[0] = 'INT1_AI' // s$ // ~z~Ballas! Drive by! Incoming!
  33. {455503} 05A9: s$6475[1] = 'INT1_AJ' // s$ // ~z~Awww, motherfucker, my car!!
  34. {455517} 05A9: s$6475[2] = 'INT1_AK' // s$ // ~z~We gotta get back to the hood, man, it's too crazy round here!
  35. {455531} 05A9: s$6475[3] = 'INT1_AQ' // s$ // ~z~Follow my lead!
  36. {455545} 04AF: 93@ = 20008 // = constant
  37. {455553} 04AF: 94@ = 20009 // = constant
  38. {455561} 04AF: 95@ = 20010 // = constant
  39. {455569} 04AF: 96@ = 20015 // = constant
  40. {455577} 0006: 63@ = 3
  41. {455584} 0002: jump @INTRO1_912
  42.  
  43. :INTRO1_314
  44. {455591} 05A9: s$6475[0] = 'INT1_GN' // s$ // ~z~I got with them motherfuckers though - showed them niggaz who's gangsta. Ryder, nigga!
  45. {455605} 05A9: s$6475[1] = 'INT1_GA' // s$ // ~z~So when you leaving, Carl?
  46. {455619} 05A9: s$6475[2] = 'INT1_GB' // s$ // ~z~I ain't sure. Thought I might stay.
  47. {455633} 05A9: s$6475[3] = 'INT1_GC' // s$ // ~z~Things is fucked up.
  48. {455647} 05A9: s$6475[4] = 'INT1_GD' // s$ // ~z~Well, the last thing we need is your help.
  49. {455661} 05A9: s$6475[5] = 'INT1_GE' // s$ // ~z~Aw man, I won't let you down, I swear.
  50. {455675} 05A9: s$6475[6] = 'INT1_GH' // s$ // ~z~Hey, we're gonna call up some hood rats and chill the hell out. You want some?
  51. {455689} 05A9: s$6475[7] = 'INT1_GI' // s$ // ~z~I gotta whole lot going on, and I'm tired. I'll catch y'all later.
  52. {455703} 05A9: s$6475[8] = 'INT1_GJ' // s$ // ~z~Hey yo, just drop in. We all hangin' out.
  53. {455717} 05A9: s$6475[9] = 'INT1_GL' // s$ // ~z~Yeah, and get yourself some colors, fool.
  54. {455731} 05A9: s$6475[10] = 'INT1_GM' // s$ // ~z~And a haircut - it's embarrassing to be seen with you!
  55. {455745} 04AF: 93@ = 20072 // = constant
  56. {455753} 04AF: 94@ = 20059 // = constant
  57. {455761} 04AF: 95@ = 20060 // = constant
  58. {455769} 04AF: 96@ = 20061 // = constant
  59. {455777} 04AF: 97@ = 20062 // = constant
  60. {455785} 04AF: 98@ = 20063 // = constant
  61. {455793} 04AF: 99@ = 20066 // = constant
  62. {455801} 04AF: 100@ = 20067 // = constant
  63. {455809} 04AF: 101@ = 20068 // = constant
  64. {455817} 04AF: 102@ = 20070 // = constant
  65. {455825} 04AF: 103@ = 20071 // = constant
  66. {455833} 0006: 63@ = 10
  67. {455840} 0002: jump @INTRO1_912
  68.  
  69. :INTRO1_570
  70. {455847} 05A9: s$6475[0] = 'INT1_CA' // s$ // ~z~Shit! A Ballas car is onto us! Split up!
  71. {455861} 05A9: s$6475[1] = 'INT1_EI' // s$ // ~z~Keep up, motherfucker!
  72. {455875} 04AF: 93@ = 20028 // = constant
  73. {455883} 04AF: 94@ = 20048 // = constant
  74. {455891} 0006: 63@ = 1
  75. {455898} 0002: jump @INTRO1_912
  76.  
  77. :INTRO1_628
  78. {455905} 05A9: s$6475[0] = 'INT1_BA' // s$ // ~z~Takes you back some, huh, CJ? Yeah!
  79. {455919} 05A9: s$6475[1] = 'INT1_BC' // s$ // ~z~Things has changed round here!
  80. {455933} 05A9: s$6475[2] = 'INT1_BB' // s$ // ~z~CJ, watch your back 'round here, man.
  81. {455947} 05A9: s$6475[3] = 'INT1_BD' // s$ // ~z~How'd it get so bad?
  82. {455961} 05A9: s$6475[4] = 'INT1_AM' // s$ // ~z~I thought this was Families Turf?
  83. {455975} 05A9: s$6475[5] = 'INT1_AN' // s$ // ~z~Yeah, it's Temple Drive Families - we don't roll with them no more.
  84. {455989} 04AF: 93@ = 20017 // = constant
  85. {455997} 04AF: 94@ = 20019 // = constant
  86. {456005} 04AF: 95@ = 20018 // = constant
  87. {456013} 04AF: 96@ = 20020 // = constant
  88. {456021} 04AF: 97@ = 20011 // = constant
  89. {456029} 04AF: 98@ = 20012 // = constant
  90. {456037} 0006: 63@ = 5
  91. {456044} 0002: jump @INTRO1_912
  92.  
  93. :INTRO1_774
  94. {456051} 05A9: s$6475[0] = 'INT1_BF' // s$ // ~z~Straight back into the game, right dog?
  95. {456065} 05A9: s$6475[1] = 'INT1_BG' // s$ // ~z~Was it this bad before you left?
  96. {456079} 05A9: s$6475[2] = 'INT1_BH' // s$ // ~z~East Coast got you all thinned out, home.
  97. {456093} 04AF: 93@ = 20022 // = constant
  98. {456101} 04AF: 94@ = 20023 // = constant
  99. {456109} 04AF: 95@ = 20024 // = constant
  100. {456117} 0006: 63@ = 2
  101. {456124} 0002: jump @INTRO1_912
  102.  
  103. :INTRO1_854
  104. {456131} 05A9: s$6475[0] = 'INT1_BI' // s$ // ~z~You're just a liability, CJ!
  105. {456145} 05A9: s$6475[1] = 'INT1_BK' // s$ // ~z~Why'd you bother coming back?
  106. {456159} 04AF: 93@ = 20025 // = constant
  107. {456167} 04AF: 94@ = 20027 // = constant
  108. {456175} 0006: 63@ = 1
  109. {456182} 0002: jump @INTRO1_912
  110.  
  111. :INTRO1_912
  112. {456189} 0051: return
  113.  
  114. :INTRO1_914
  115. {456191} 0004: $ONMISSION = 1
  116. {456198} 008B: 65@ = $ACTOR_SMOKE // (int)
  117. {456206} 008B: 66@ = $ACTOR_RYDER // (int)
  118. {456214} 008B: 67@ = $ACTOR_SWEET // (int)
  119. {456222} 0085: 76@ = 34@ // (int)
  120. {456230} 0085: 77@ = 36@ // (int)
  121. {456238} 0085: 78@ = 35@ // (int)
  122. {456246} 0006: 79@ = 0
  123. {456253} 0006: 80@ = 0
  124. {456260} 0006: 81@ = 0
  125. {456267} 0006: 83@ = 0
  126. {456274} 0006: 84@ = 0
  127. {456281} 0006: 85@ = 0
  128. {456288} 0006: 58@ = 0
  129. {456295} 0006: 59@ = 0
  130. {456302} 0006: 60@ = 0
  131. {456309} 0006: 86@ = 0
  132. {456316} 0006: 48@ = 0
  133. {456323} 0006: 49@ = 0
  134. {456330} 0004: $HELP_BICYCLE_1_SHOWN = 0
  135. {456337} 0006: 68@ = 0
  136. {456344} 0006: 55@ = 0
  137. {456351} 0006: 57@ = 0
  138. {456358} 0006: 61@ = 0
  139. {456365} 0006: 62@ = 0
  140. {456372} 0006: 74@ = 0
  141. {456379} 0006: 92@ = 0
  142. {456386} 0006: 45@ = 0
  143. {456393} 0006: 54@ = 0
  144. {456400} 0006: 107@ = 3
  145. {456407} 0006: 115@ = 1
  146. {456414} 0006: 108@ = 1
  147. {456421} 0006: 87@ = 0
  148. {456428} 0317: increment_mission_attempts
  149. {456430} 054C: use_GXT_table 'INTRO1'
  150. {456441} 00C0: set_current_time_hours_to 9 minutes_to 0
  151. {456447} 0792: disembark_instantly_actor $PLAYER_ACTOR
  152. {456452} 04BB: select_interior 3
  153. {456456} 02E4: load_cutscene_data 'INTRO1A'
  154.  
  155. :INTRO1_1190
  156. {456467} 00D6: if
  157. {456471} 86B9: not cutscene_data_loaded
  158. {456473} 004D: jump_if_false @INTRO1_1214
  159. {456480} 0001: wait 0 ms
  160. {456484} 0002: jump @INTRO1_1190
  161.  
  162. :INTRO1_1214
  163. {456491} 02E7: start_cutscene
  164. {456493} 016A: fade 1 time 1000
  165.  
  166. :INTRO1_1223
  167. {456500} 00D6: if
  168. {456504} 82E9: not cutscene_reached_end
  169. {456506} 004D: jump_if_false @INTRO1_1247
  170. {456513} 0001: wait 0 ms
  171. {456517} 0002: jump @INTRO1_1223
  172.  
  173. :INTRO1_1247
  174. {456524} 01B4: set_player $PLAYER_CHAR can_move 0
  175. {456531} 016A: fade 0 time 0
  176.  
  177. :INTRO1_1260
  178. {456537} 00D6: if
  179. {456541} 016B: fading
  180. {456543} 004D: jump_if_false @INTRO1_1284
  181. {456550} 0001: wait 0 ms
  182. {456554} 0002: jump @INTRO1_1260
  183.  
  184. :INTRO1_1284
  185. {456561} 02EA: end_cutscene
  186. {456563} 04BB: select_interior 0
  187. {456567} 01EB: set_traffic_density_multiplier_to 0.0
  188. {456574} 03DE: set_pedestrians_density_multiplier_to 0.2
  189. {456581} 09D2: set_cops_chase_criminals 0
  190. {456585} 023C: load_special_actor 'SMOKE' as 10 // models 290-299
  191. {456598} 0247: load_model #PEREN
  192. {456603} 038B: load_requested_models
  193.  
  194. :INTRO1_1328
  195. {456605} 00D6: if or
  196. {456609} 8248: not model #PEREN available
  197. {456614} 823D: not special_actor 10 loaded
  198. {456618} 004D: jump_if_false @INTRO1_1359
  199. {456625} 0001: wait 0 ms
  200. {456629} 0002: jump @INTRO1_1328
  201.  
  202. :INTRO1_1359
  203. {456636} 02A3: enable_widescreen 1
  204. {456640} 01B4: set_player $PLAYER_CHAR can_move 0
  205. {456647} 0687: clear_actor $PLAYER_ACTOR task
  206. {456652} 0792: disembark_instantly_actor $PLAYER_ACTOR
  207. {456657} 009A: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL10 at 2498.91 -1680.5 12.37
  208. {456682} 0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN"
  209. {456695} 0173: set_actor $ACTOR_SMOKE Z_angle_to 90.0
  210. {456705} 00A5: 41@ = create_car #PEREN at 2494.91 -1682.17 12.32
  211. {456728} 0249: release_model #PEREN
  212. {456733} 0229: set_car 41@ primary_color_to 0 secondary_color_to 0
  213. {456742} 0175: set_car 41@ Z_angle_to 90.0
  214. {456752} 00A1: put_actor $PLAYER_ACTOR at 2495.59 -1686.96 12.51
  215. {456772} 05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms
  216. {456779} 0173: set_actor $PLAYER_ACTOR Z_angle_to 32.0
  217. {456789} 0792: disembark_instantly_actor $PLAYER_ACTOR
  218. {456794} 07A1: set_walk_speed 4
  219. {456798} 05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 time 10000
  220. {456811} 07A1: set_walk_speed 4
  221. {456815} 05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms
  222. {456826} 0395: clear_area 1 at 2494.91 -1682.17 12.32 radius 50.0
  223. {456850} 0A0B: set_rendering_origin_at_3D_coord 2495.59 -1686.96 12.51 angle 32.2
  224. {456872} 04BB: select_interior 0
  225. {456876} 041E: set_radio_station 3
  226. {456880} 0006: 86@ = 0
  227. {456887} 0006: 75@ = 0
  228. {456894} 0006: 109@ = 0
  229. {456901} 0006: 46@ = 0
  230. {456908} 0050: gosub @INTRO1_47
  231. {456915} 016A: fade 1 time 1500
  232. {456922} 015F: set_camera_position 2498.947 -1690.0 14.4011 rotation 0.0 0.0 0.0
  233. {456954} 0160: set_camera_point_at 2498.405 -1689.177 14.2309 switchstyle 2
  234. {456973} 0707: start_scene_skip_to @INTRO1_2033
  235.  
  236. :INTRO1_1703
  237. {456980} 00D6: if
  238. {456984} 8039: not 86@ == 2
  239. {456991} 004D: jump_if_false @INTRO1_1739
  240. {456998} 0001: wait 0 ms
  241. {457002} 0050: gosub @INTRO1_20464
  242. {457009} 0002: jump @INTRO1_1703
  243.  
  244. :INTRO1_1739
  245. {457016} 0925: restore_camera_to_user_defined
  246. {457018} 092F: lock_camera_target_point 1
  247. {457022} 0930: lock_camera_position 1
  248. {457026} 0936: set_camera 2498.947 -1690.0 14.4011 position_to 2501.236 -1678.23 17.5252 time 9000 smooth_transition 1
  249. {457063} 0920: point_camera 2498.405 -1689.177 14.2309 transverse_to 2500.238 -1678.188 17.4907 time 9000 smooth_transition 1
  250. {457100} 00D6: if
  251. {457104} 8119: not car 41@ wrecked
  252. {457109} 004D: jump_if_false @INTRO1_1946
  253. {457116} 00D6: if
  254. {457120} 8118: not actor $ACTOR_SMOKE dead
  255. {457125} 004D: jump_if_false @INTRO1_1946
  256.  
  257. :INTRO1_1855
  258. {457132} 00D6: if or
  259. {457136} 80DB: not actor $PLAYER_ACTOR in_car 41@
  260. {457144} 80DB: not actor $ACTOR_SMOKE in_car 41@
  261. {457152} 004D: jump_if_false @INTRO1_1946
  262. {457159} 0001: wait 0 ms
  263. {457163} 00D6: if
  264. {457167} 0119: car 41@ wrecked
  265. {457172} 004D: jump_if_false @INTRO1_1909
  266. {457179} 0002: jump @INTRO1_18170
  267.  
  268. :INTRO1_1909
  269. {457186} 00D6: if
  270. {457190} 0118: actor $ACTOR_SMOKE dead
  271. {457195} 004D: jump_if_false @INTRO1_1932
  272. {457202} 0002: jump @INTRO1_18170
  273.  
  274. :INTRO1_1932
  275. {457209} 0050: gosub @INTRO1_20464
  276. {457216} 0002: jump @INTRO1_1855
  277.  
  278. :INTRO1_1946
  279. {457223} 00D6: if
  280. {457227} 8119: not car 41@ wrecked
  281. {457232} 004D: jump_if_false @INTRO1_1997
  282. {457239} 05D1: AS_actor $PLAYER_ACTOR drive_car 41@ to 2414.68 -1656.38 12.38 speed 10.0 0 model #PEREN 2
  283.  
  284. :INTRO1_1997
  285. {457274} 00D6: if
  286. {457278} 8039: not 86@ == 4
  287. {457285} 004D: jump_if_false @INTRO1_2033
  288. {457292} 0001: wait 0 ms
  289. {457296} 0050: gosub @INTRO1_20464
  290. {457303} 0002: jump @INTRO1_1997
  291.  
  292. :INTRO1_2033
  293. {457310} 0701: end_scene_skip
  294. {457312} 00BE: text_clear_all
  295. {457314} 0169: set_fade_color_RGB 0 0 0
  296. {457322} 016A: fade 0 time 1000
  297. {457329} 00BA: show_text_styled GXT 'FUNERAL' time 1000 style 2 // Sweet & Kendl
  298.  
  299. :INTRO1_2068
  300. {457345} 00D6: if
  301. {457349} 016B: fading
  302. {457351} 004D: jump_if_false @INTRO1_2092
  303. {457358} 0001: wait 0 ms
  304. {457362} 0002: jump @INTRO1_2068
  305.  
  306. :INTRO1_2092
  307. {457369} 0925: restore_camera_to_user_defined
  308. {457371} 009B: destroy_actor $ACTOR_SMOKE
  309. {457376} 0296: unload_special_actor 10
  310. {457380} 00D6: if
  311. {457384} 8119: not car 41@ wrecked
  312. {457389} 004D: jump_if_false @INTRO1_2227
  313. {457396} 0792: disembark_instantly_actor $PLAYER_ACTOR
  314. {457401} 00AB: put_car 41@ at 956.6 -1099.47 22.73
  315. {457421} 0175: set_car 41@ Z_angle_to 0.0
  316. {457431} 00D6: if
  317. {457435} 00DF: actor $PLAYER_ACTOR driving
  318. {457440} 004D: jump_if_false @INTRO1_2197
  319. {457447} 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 910.78 -1075.26 23.29
  320. {457467} 0002: jump @INTRO1_2217
  321.  
  322. :INTRO1_2197
  323. {457474} 00A1: put_actor $PLAYER_ACTOR at 910.78 -1075.26 23.29
  324.  
  325. :INTRO1_2217
  326. {457494} 0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0
  327.  
  328. :INTRO1_2227
  329. {457504} 03EF: player $PLAYER_CHAR make_safe
  330. {457509} 0A0B: set_rendering_origin_at_3D_coord 910.78 -1075.26 23.29 angle 265.0
  331. {457531} 02E4: load_cutscene_data 'INTRO1B'
  332.  
  333. :INTRO1_2265
  334. {457542} 00D6: if
  335. {457546} 86B9: not cutscene_data_loaded
  336. {457548} 004D: jump_if_false @INTRO1_2289
  337. {457555} 0001: wait 0 ms
  338. {457559} 0002: jump @INTRO1_2265
  339.  
  340. :INTRO1_2289
  341. {457566} 02E7: start_cutscene
  342. {457568} 016A: fade 1 time 1000
  343.  
  344. :INTRO1_2298
  345. {457575} 00D6: if
  346. {457579} 82E9: not cutscene_reached_end
  347. {457581} 004D: jump_if_false @INTRO1_2322
  348. {457588} 0001: wait 0 ms
  349. {457592} 0002: jump @INTRO1_2298
  350.  
  351. :INTRO1_2322
  352. {457599} 01B4: set_player $PLAYER_CHAR can_move 0
  353. {457606} 016A: fade 0 time 0
  354.  
  355. :INTRO1_2335
  356. {457612} 00D6: if
  357. {457616} 016B: fading
  358. {457618} 004D: jump_if_false @INTRO1_2359
  359. {457625} 0001: wait 0 ms
  360. {457629} 0002: jump @INTRO1_2335
  361.  
  362. :INTRO1_2359
  363. {457636} 02EA: end_cutscene
  364. {457638} 01EB: set_traffic_density_multiplier_to 0.0
  365. {457645} 03DE: set_pedestrians_density_multiplier_to 0.2
  366. {457652} 023C: load_special_actor 'SWEET' as 1 // models 290-299
  367. {457665} 023C: load_special_actor 'RYDER2' as 3 // models 290-299
  368. {457678} 023C: load_special_actor 'SMOKE' as 10 // models 290-299
  369. {457691} 0247: load_model #PEREN
  370. {457696} 0247: load_model #BMX
  371. {457701} 0247: load_model #MICRO_UZI
  372. {457706} 0247: load_model #VOODOO
  373. {457711} 0247: load_model #BALLAS1
  374. {457715} 0247: load_model #COLT45
  375. {457720} 07C0: load_path 201
  376. {457725} 038B: load_requested_models
  377.  
  378. :INTRO1_2450
  379. {457727} 00D6: if or
  380. {457731} 823D: not special_actor 1 loaded
  381. {457735} 823D: not special_actor 3 loaded
  382. {457739} 823D: not special_actor 10 loaded
  383. {457743} 8248: not model #PEREN available
  384. {457748} 8248: not model #BMX available
  385. {457753} 8248: not model #VOODOO available
  386. {457758} 004D: jump_if_false @INTRO1_2499
  387. {457765} 0001: wait 0 ms
  388. {457769} 0002: jump @INTRO1_2450
  389.  
  390. :INTRO1_2499
  391. {457776} 00D6: if or
  392. {457780} 8248: not model #MICRO_UZI available
  393. {457785} 8248: not model #BALLAS1 available
  394. {457789} 8248: not model #COLT45 available
  395. {457794} 87C1: not path 201 available
  396. {457799} 004D: jump_if_false @INTRO1_2540
  397. {457806} 0001: wait 0 ms
  398. {457810} 0002: jump @INTRO1_2499
  399.  
  400. :INTRO1_2540
  401. {457817} 02A3: enable_widescreen 1
  402. {457821} 01B4: set_player $PLAYER_CHAR can_move 0
  403. {457828} 041D: set_camera_near_clip 0.2
  404. {457835} 01EB: set_traffic_density_multiplier_to 0.0
  405. {457842} 03DE: set_pedestrians_density_multiplier_to 0.0
  406. {457849} 0395: clear_area 1 at 943.71 -1103.5 22.85 radius 70.0
  407. {457873} 0A0B: set_rendering_origin_at_3D_coord 943.71 -1103.5 22.85 angle 90.0
  408. {457895} 00A5: 51@ = create_car #VOODOO at 1038.5 -954.9 41.5
  409. {457918} 0732: random_car_generator_disable_model #VOODOO
  410. {457923} 0229: set_car 51@ primary_color_to 22 secondary_color_to 22
  411. {457932} 0587: enable_car 51@ validate_position 0
  412. {457939} 0129: 50@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ driverseat
  413. {457951} 01C8: 52@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ passenger_seat 0
  414. {457965} 060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files
  415. {457972} 02E2: set_actor 50@ weapon_accuracy_to 25
  416. {457979} 02E2: set_actor 52@ weapon_accuracy_to 25
  417. {457986} 07DD: set_actor 50@ attack_rate 30 // previously known as temper_to
  418. {457993} 07DD: set_actor 52@ attack_rate 30 // previously known as temper_to
  419. {458000} 077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
  420. {458009} 077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
  421. {458018} 0249: release_model #BALLAS1
  422. {458022} 01B2: give_actor 52@ weapon 28 ammo 30000 // Load the weapon model before using this
  423. {458032} 01B9: set_actor 52@ armed_weapon_to 28
  424. {458039} 01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this
  425. {458049} 0249: release_model #MICRO_UZI
  426. {458054} 01B9: set_actor 50@ armed_weapon_to 28
  427. {458061} 020A: set_car 51@ door_status_to 2
  428. {458068} 0175: set_car 51@ Z_angle_to 100.8
  429. {458078} 0224: set_car 51@ health_to 2000
  430. {458086} 00A5: 37@ = create_car #BMX at 971.8 -1108.0 23.1
  431. {458109} 0224: set_car 37@ health_to 2000
  432. {458117} 0175: set_car 37@ Z_angle_to 140.0
  433. {458127} 053F: set_car 37@ tires_vulnerability 0
  434. {458134} 00A5: 76@ = create_car #BMX at 971.4 -1110.5 23.3
  435. {458157} 0224: set_car 76@ health_to 2000
  436. {458165} 0175: set_car 76@ Z_angle_to 110.0
  437. {458175} 053F: set_car 76@ tires_vulnerability 0
  438. {458182} 04E0: car 76@ abandon_path_radius 30
  439. {458189} 00A5: 77@ = create_car #BMX at 971.8 -1115.5 23.1
  440. {458212} 0224: set_car 77@ health_to 2000
  441. {458220} 0175: set_car 77@ Z_angle_to 140.0
  442. {458230} 053F: set_car 77@ tires_vulnerability 0
  443. {458237} 04E0: car 77@ abandon_path_radius 30
  444. {458244} 00A5: 78@ = create_car #BMX at 971.8 -1113.0 23.1
  445. {458267} 0224: set_car 78@ health_to 2000
  446. {458275} 0175: set_car 78@ Z_angle_to 140.0
  447. {458285} 053F: set_car 78@ tires_vulnerability 0
  448. {458292} 04E0: car 78@ abandon_path_radius 30
  449. {458299} 0249: release_model #BMX
  450. {458304} 00D6: if
  451. {458308} 8119: not car 41@ wrecked
  452. {458313} 004D: jump_if_false @INTRO1_3087
  453. {458320} 01B4: set_player $PLAYER_CHAR can_move 0
  454. {458327} 03F5: set_car 41@ apply_damage_rules 1
  455. {458334} 00AB: put_car 41@ at 956.6 -1099.47 22.73
  456. {458354} 0175: set_car 41@ Z_angle_to 0.0
  457.  
  458. :INTRO1_3087
  459. {458364} 0792: disembark_instantly_actor $PLAYER_ACTOR
  460. {458369} 00D6: if
  461. {458373} 00DF: actor $PLAYER_ACTOR driving
  462. {458378} 004D: jump_if_false @INTRO1_3135
  463. {458385} 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 940.0 -1103.5 22.85
  464. {458405} 0002: jump @INTRO1_3155
  465.  
  466. :INTRO1_3135
  467. {458412} 00A1: put_actor $PLAYER_ACTOR at 940.0 -1103.5 22.85
  468.  
  469. :INTRO1_3155
  470. {458432} 0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5
  471. {458442} 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  472. {458449} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  473. {458456} 05D3: AS_actor $PLAYER_ACTOR goto_point 954.0 -1103.5 22.85 mode 4 time 20000 ms // versionA
  474. {458481} 009A: 65@ = create_actor_pedtype 24 model #SPECIAL10 at 942.79 -1104.41 22.85
  475. {458506} 0245: set_actor 65@ walk_style_to "FATMAN"
  476. {458519} 0223: set_actor 65@ health_to 2000
  477. {458527} 0173: set_actor 65@ Z_angle_to 184.0
  478. {458537} 0568: set_actor 65@ untargetable 1
  479. {458544} 0446: set_actor 65@ dismemberment_possible 0
  480. {458551} 039E: set_actor 65@ locked 1 while_in_car
  481. {458558} 0526: set_actor 65@ stay_in_car_when_jacked 1
  482. {458565} 05D3: AS_actor 65@ goto_point 954.0 -1104.41 22.85 mode 4 time 20000 ms // versionA
  483. {458590} 060B: set_actor 65@ decision_maker_to 110@
  484. {458598} 08C6: set_actor 65@ stay_on_bike 1
  485. {458605} 009A: 66@ = create_actor_pedtype 24 model #SPECIAL03 at 942.9 -1105.79 22.85
  486. {458630} 0245: set_actor 66@ walk_style_to "GANG1"
  487. {458642} 0223: set_actor 66@ health_to 2000
  488. {458650} 0173: set_actor 66@ Z_angle_to 50.0
  489. {458660} 0568: set_actor 66@ untargetable 1
  490. {458667} 0446: set_actor 66@ dismemberment_possible 0
  491. {458674} 039E: set_actor 66@ locked 1 while_in_car
  492. {458681} 0526: set_actor 66@ stay_in_car_when_jacked 1
  493. {458688} 05D3: AS_actor 66@ goto_point 954.0 -1105.79 22.85 mode 4 time 25000 ms // versionA
  494. {458713} 060B: set_actor 66@ decision_maker_to 110@
  495. {458721} 08C6: set_actor 66@ stay_on_bike 1
  496. {458728} 009A: 67@ = create_actor_pedtype 24 model #SPECIAL01 at 942.96 -1102.0 22.85
  497. {458753} 0245: set_actor 67@ walk_style_to "GANG2"
  498. {458765} 0223: set_actor 67@ health_to 2000
  499. {458773} 0173: set_actor 67@ Z_angle_to 96.0
  500. {458783} 0568: set_actor 67@ untargetable 1
  501. {458790} 0446: set_actor 67@ dismemberment_possible 0
  502. {458797} 039E: set_actor 67@ locked 1 while_in_car
  503. {458804} 0526: set_actor 67@ stay_in_car_when_jacked 1
  504. {458811} 05D3: AS_actor 67@ goto_point 954.0 -1102.0 22.85 mode 4 time 20000 ms // versionA
  505. {458836} 060B: set_actor 67@ decision_maker_to 110@
  506. {458844} 08C6: set_actor 67@ stay_on_bike 1
  507. {458851} 0187: 39@ = create_marker_above_actor 67@
  508. {458859} 07E0: set_marker 39@ type_to 1
  509. {458866} 0164: disable_marker 39@
  510. {458871} 0006: 33@ = 0
  511.  
  512. :INTRO1_3601
  513. {458878} 00D6: if
  514. {458882} 001B: 900 > 33@
  515. {458890} 004D: jump_if_false @INTRO1_3631
  516. {458897} 0001: wait 0 ms
  517. {458901} 0002: jump @INTRO1_3601
  518.  
  519. :INTRO1_3631
  520. {458908} 0A0B: set_rendering_origin_at_3D_coord 940.0 -1103.5 22.85 angle 272.5
  521. {458930} 016A: fade 1 time 500
  522. {458937} 0395: clear_area 1 at 949.8 -1100.3 23.0 radius 500.0
  523. {458961} 015F: set_camera_position 947.9119 -1103.912 23.4476 rotation 0.0 0.0 0.0
  524. {458993} 0160: set_camera_point_at 946.9478 -1103.822 23.6977 switchstyle 2
  525. {459012} 0006: 86@ = 0
  526. {459019} 0006: 75@ = 0
  527. {459026} 0006: 109@ = 0
  528. {459033} 0006: 46@ = 1
  529. {459040} 0050: gosub @INTRO1_47
  530. {459047} 0006: 91@ = 0
  531. {459054} 0707: start_scene_skip_to @INTRO1_5528
  532. {459061} 0006: 33@ = 0
  533.  
  534. :INTRO1_3791
  535. {459068} 00D6: if
  536. {459072} 001B: 3300 > 33@
  537. {459080} 004D: jump_if_false @INTRO1_3821
  538. {459087} 0001: wait 0 ms
  539. {459091} 0002: jump @INTRO1_3791
  540.  
  541. :INTRO1_3821
  542. {459098} 00D6: if
  543. {459102} 8119: not car 51@ wrecked
  544. {459107} 004D: jump_if_false @INTRO1_3877
  545. {459114} 00D6: if
  546. {459118} 8118: not actor 50@ dead
  547. {459123} 004D: jump_if_false @INTRO1_3877
  548. {459130} 00D6: if
  549. {459134} 07C1: path 201 available
  550. {459139} 004D: jump_if_false @INTRO1_3877
  551. {459146} 05EB: assign_car 51@ to_path 201
  552.  
  553. :INTRO1_3877
  554. {459154} 00D6: if
  555. {459158} 8119: not car 41@ wrecked
  556. {459163} 004D: jump_if_false @INTRO1_4028
  557. {459170} 00D6: if
  558. {459174} 8118: not actor 52@ dead
  559. {459179} 004D: jump_if_false @INTRO1_3960
  560. {459186} 00D6: if
  561. {459190} 00DF: actor 52@ driving
  562. {459195} 004D: jump_if_false @INTRO1_3960
  563. {459202} 0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90
  564.  
  565. :INTRO1_3960
  566. {459237} 00D6: if
  567. {459241} 8118: not actor 50@ dead
  568. {459246} 004D: jump_if_false @INTRO1_4028
  569. {459253} 00D6: if
  570. {459257} 00DF: actor 50@ driving
  571. {459262} 004D: jump_if_false @INTRO1_4028
  572. {459269} 0713: actor 50@ driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90
  573.  
  574. :INTRO1_4028
  575. {459305} 0006: 33@ = 0
  576.  
  577. :INTRO1_4035
  578. {459312} 00D6: if
  579. {459316} 001B: 1500 > 33@
  580. {459324} 004D: jump_if_false @INTRO1_4065
  581. {459331} 0001: wait 0 ms
  582. {459335} 0002: jump @INTRO1_4035
  583.  
  584. :INTRO1_4065
  585. {459342} 0925: restore_camera_to_user_defined
  586. {459344} 015F: set_camera_position 951.3326 -1099.652 25.3079 rotation 0.0 0.0 0.0
  587. {459376} 0160: set_camera_point_at 951.9009 -1100.452 25.1184 switchstyle 2
  588. {459395} 0006: 33@ = 0
  589.  
  590. :INTRO1_4125
  591. {459402} 00D6: if
  592. {459406} 001B: 2500 > 33@
  593. {459414} 004D: jump_if_false @INTRO1_4155
  594. {459421} 0001: wait 0 ms
  595. {459425} 0002: jump @INTRO1_4125
  596.  
  597. :INTRO1_4155
  598. {459432} 00D6: if
  599. {459436} 8119: not car 51@ wrecked
  600. {459441} 004D: jump_if_false @INTRO1_4203
  601. {459448} 00D6: if
  602. {459452} 8118: not actor 66@ dead
  603. {459457} 004D: jump_if_false @INTRO1_4203
  604. {459464} 0647: AS_actor 66@ clear_look_task
  605. {459469} 05C0: AS_actor 66@ look_at_car 51@ 4000 ms
  606.  
  607. :INTRO1_4203
  608. {459480} 0006: 33@ = 0
  609.  
  610. :INTRO1_4210
  611. {459487} 00D6: if
  612. {459491} 001B: 1000 > 33@
  613. {459499} 004D: jump_if_false @INTRO1_4240
  614. {459506} 0001: wait 0 ms
  615. {459510} 0002: jump @INTRO1_4210
  616.  
  617. :INTRO1_4240
  618. {459517} 00D6: if
  619. {459521} 8039: not 86@ == 1
  620. {459528} 004D: jump_if_false @INTRO1_4742
  621. {459535} 0001: wait 0 ms
  622. {459539} 0050: gosub @INTRO1_20464
  623. {459546} 00D6: if
  624. {459550} 0039: 109@ == 0
  625. {459557} 004D: jump_if_false @INTRO1_4510
  626. {459564} 00D6: if
  627. {459568} 0039: 75@ == 2
  628. {459575} 004D: jump_if_false @INTRO1_4510
  629. {459582} 00D6: if
  630. {459586} 8119: not car 51@ wrecked
  631. {459591} 004D: jump_if_false @INTRO1_4426
  632. {459598} 00D6: if
  633. {459602} 8118: not actor 66@ dead
  634. {459607} 004D: jump_if_false @INTRO1_4426
  635. {459614} 0006: 33@ = 0
  636. {459621} 05C0: AS_actor $PLAYER_ACTOR look_at_car 51@ 4000 ms
  637. {459632} 00D6: if
  638. {459636} 8118: not actor 65@ dead
  639. {459641} 004D: jump_if_false @INTRO1_4387
  640. {459648} 0647: AS_actor 65@ clear_look_task
  641. {459653} 05C0: AS_actor 65@ look_at_car 51@ 4000 ms
  642.  
  643. :INTRO1_4387
  644. {459664} 00D6: if
  645. {459668} 8118: not actor 67@ dead
  646. {459673} 004D: jump_if_false @INTRO1_4419
  647. {459680} 0647: AS_actor 67@ clear_look_task
  648. {459685} 05C0: AS_actor 67@ look_at_car 51@ 4000 ms
  649.  
  650. :INTRO1_4419
  651. {459696} 0006: 109@ = 1
  652.  
  653. :INTRO1_4426
  654. {459703} 0925: restore_camera_to_user_defined
  655. {459705} 092F: lock_camera_target_point 1
  656. {459709} 0930: lock_camera_position 1
  657. {459713} 0936: set_camera 951.3326 -1099.652 25.3079 position_to 951.3326 -1099.652 25.3079 time 7500 smooth_transition 1
  658. {459750} 0920: point_camera 951.9009 -1100.452 25.1184 transverse_to 951.9258 -1098.847 25.3253 time 7500 smooth_transition 1
  659.  
  660. :INTRO1_4510
  661. {459787} 00D6: if
  662. {459791} 0019: 33@ > 1000
  663. {459799} 004D: jump_if_false @INTRO1_4735
  664. {459806} 00D6: if
  665. {459810} 0039: 109@ == 1
  666. {459817} 004D: jump_if_false @INTRO1_4735
  667. {459824} 00D6: if
  668. {459828} 8118: not actor 66@ dead
  669. {459833} 004D: jump_if_false @INTRO1_4728
  670. {459840} 0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms
  671. {459858} 00D6: if
  672. {459862} 8118: not actor 65@ dead
  673. {459867} 004D: jump_if_false @INTRO1_4654
  674. {459874} 01B2: give_actor 65@ weapon 22 ammo 50 // Load the weapon model before using this
  675. {459883} 0173: set_actor 65@ Z_angle_to 270.0
  676. {459893} 0350: set_actor 65@ maintain_position_when_attacked 1
  677. {459900} 00D6: if
  678. {459904} 8118: not actor 50@ dead
  679. {459909} 004D: jump_if_false @INTRO1_4654
  680. {459916} 04EB: AS_actor 65@ crouch 1
  681. {459923} 05E2: AS_actor 65@ kill_actor 50@
  682.  
  683. :INTRO1_4654
  684. {459931} 00D6: if
  685. {459935} 8118: not actor 67@ dead
  686. {459940} 004D: jump_if_false @INTRO1_4710
  687. {459947} 01B2: give_actor 67@ weapon 22 ammo 50 // Load the weapon model before using this
  688. {459956} 00D6: if
  689. {459960} 8118: not actor 50@ dead
  690. {459965} 004D: jump_if_false @INTRO1_4710
  691. {459972} 0634: AS_actor 67@ attack_using_weapon_actor 50@ flags 4 perform_actions_after_time 2000 chance_of_action 100
  692.  
  693. :INTRO1_4710
  694. {459987} 0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.5 -1.0 time_on_ground 1000 ms
  695.  
  696. :INTRO1_4728
  697. {460005} 0006: 109@ = 2
  698.  
  699. :INTRO1_4735
  700. {460012} 0002: jump @INTRO1_4240
  701.  
  702. :INTRO1_4742
  703. {460019} 0006: 33@ = 0
  704.  
  705. :INTRO1_4749
  706. {460026} 00D6: if
  707. {460030} 001B: 1000 > 33@
  708. {460038} 004D: jump_if_false @INTRO1_4779
  709. {460045} 0001: wait 0 ms
  710. {460049} 0002: jump @INTRO1_4749
  711.  
  712. :INTRO1_4779
  713. {460056} 00D6: if
  714. {460060} 8119: not car 41@ wrecked
  715. {460065} 004D: jump_if_false @INTRO1_4800
  716. {460072} 070C: explode_car_without_radius_damage 41@
  717.  
  718. :INTRO1_4800
  719. {460077} 0006: 33@ = 0
  720. {460084} 0006: 109@ = 0
  721.  
  722. :INTRO1_4814
  723. {460091} 00D6: if
  724. {460095} 8039: not 86@ == 2
  725. {460102} 004D: jump_if_false @INTRO1_4876
  726. {460109} 0001: wait 0 ms
  727. {460113} 0050: gosub @INTRO1_20464
  728. {460120} 00D6: if
  729. {460124} 0019: 33@ > 1600
  730. {460132} 004D: jump_if_false @INTRO1_4869
  731. {460139} 0002: jump @INTRO1_4876
  732.  
  733. :INTRO1_4869
  734. {460146} 0002: jump @INTRO1_4814
  735.  
  736. :INTRO1_4876
  737. {460153} 0395: clear_area 1 at 956.09 -1105.68 22.75 radius 50.0
  738. {460177} 00D6: if
  739. {460181} 8118: not actor 52@ dead
  740. {460186} 004D: jump_if_false @INTRO1_4955
  741. {460193} 0687: clear_actor 52@ task
  742. {460198} 0605: actor 52@ perform_animation "CAR_SIT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  743.  
  744. :INTRO1_4955
  745. {460232} 0792: disembark_instantly_actor $PLAYER_ACTOR
  746. {460237} 00A1: put_actor $PLAYER_ACTOR at 945.7507 -1103.549 23.0477
  747. {460257} 0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8
  748. {460267} 05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms
  749. {460274} 00D6: if
  750. {460278} 8118: not actor 65@ dead
  751. {460283} 004D: jump_if_false @INTRO1_5095
  752. {460290} 00D6: if
  753. {460294} 8119: not car 76@ wrecked
  754. {460299} 004D: jump_if_false @INTRO1_5095
  755. {460306} 0350: set_actor 65@ maintain_position_when_attacked 0
  756. {460313} 05BA: AS_actor 65@ move_mouth 1 ms
  757. {460320} 0647: AS_actor 65@ clear_look_task
  758. {460325} 04EB: AS_actor 65@ crouch 0
  759. {460332} 00A1: put_actor 65@ at 957.0725 -1106.504 22.7146
  760. {460352} 0173: set_actor 65@ Z_angle_to 251.1192
  761. {460362} 05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms
  762.  
  763. :INTRO1_5095
  764. {460372} 00D6: if
  765. {460376} 8118: not actor 66@ dead
  766. {460381} 004D: jump_if_false @INTRO1_5156
  767. {460388} 00D6: if
  768. {460392} 8119: not car 77@ wrecked
  769. {460397} 004D: jump_if_false @INTRO1_5156
  770. {460404} 0350: set_actor 66@ maintain_position_when_attacked 0
  771. {460411} 05BA: AS_actor 66@ move_mouth 1 ms
  772. {460418} 0647: AS_actor 66@ clear_look_task
  773. {460423} 05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms
  774.  
  775. :INTRO1_5156
  776. {460433} 00D6: if
  777. {460437} 8118: not actor 67@ dead
  778. {460442} 004D: jump_if_false @INTRO1_5237
  779. {460449} 00D6: if
  780. {460453} 8119: not car 78@ wrecked
  781. {460458} 004D: jump_if_false @INTRO1_5237
  782. {460465} 0350: set_actor 67@ maintain_position_when_attacked 0
  783. {460472} 05BA: AS_actor 67@ move_mouth 1 ms
  784. {460479} 0647: AS_actor 67@ clear_look_task
  785. {460484} 00A1: put_actor 67@ at 957.12 -1104.4 22.7146
  786. {460504} 05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms
  787.  
  788. :INTRO1_5237
  789. {460514} 0006: 33@ = 0
  790.  
  791. :INTRO1_5244
  792. {460521} 00D6: if
  793. {460525} 001B: 100 > 33@
  794. {460532} 004D: jump_if_false @INTRO1_5273
  795. {460539} 0001: wait 0 ms
  796. {460543} 0002: jump @INTRO1_5244
  797.  
  798. :INTRO1_5273
  799. {460550} 0925: restore_camera_to_user_defined
  800. {460552} 015F: set_camera_position 953.489 -1100.465 24.8611 rotation 0.0 0.0 0.0
  801. {460584} 0160: set_camera_point_at 954.1205 -1101.236 24.7823 switchstyle 2
  802. {460603} 03CF: load_wav 20014 as 2
  803. {460610} 0006: 109@ = 0
  804.  
  805. :INTRO1_5340
  806. {460617} 00D6: if
  807. {460621} 8039: not 86@ == 3
  808. {460628} 004D: jump_if_false @INTRO1_5449
  809. {460635} 0001: wait 0 ms
  810. {460639} 0050: gosub @INTRO1_20464
  811. {460646} 00D6: if
  812. {460650} 0039: 109@ == 0
  813. {460657} 004D: jump_if_false @INTRO1_5442
  814. {460664} 00D6: if
  815. {460668} 0039: 75@ == 2
  816. {460675} 004D: jump_if_false @INTRO1_5442
  817. {460682} 0792: disembark_instantly_actor $PLAYER_ACTOR
  818. {460687} 05D3: AS_actor $PLAYER_ACTOR goto_point 971.181 -1108.193 22.8672 mode 6 time 10000 ms // versionA
  819. {460712} 0006: 109@ = 1
  820.  
  821. :INTRO1_5442
  822. {460719} 0002: jump @INTRO1_5340
  823.  
  824. :INTRO1_5449
  825. {460726} 00D6: if
  826. {460730} 83D0: not wav 2 loaded
  827. {460734} 004D: jump_if_false @INTRO1_5475
  828. {460741} 0001: wait 0 ms
  829. {460745} 0002: jump @INTRO1_5449
  830.  
  831. :INTRO1_5475
  832. {460752} 03D1: play_wav 2
  833. {460756} 00BC: show_text_highpriority GXT 'INT1_AP' time 10000 flag 1 // ~z~Grab a bike and pedal. Even you ain't forgotten that.
  834.  
  835. :INTRO1_5495
  836. {460772} 00D6: if
  837. {460776} 83D2: not wav 2 ended
  838. {460780} 004D: jump_if_false @INTRO1_5521
  839. {460787} 0001: wait 0 ms
  840. {460791} 0002: jump @INTRO1_5495
  841.  
  842. :INTRO1_5521
  843. {460798} 0006: 91@ = 1
  844.  
  845. :INTRO1_5528
  846. {460805} 0701: end_scene_skip
  847. {460807} 00D6: if
  848. {460811} 0039: 91@ == 0
  849. {460818} 004D: jump_if_false @INTRO1_5817
  850. {460825} 00BE: text_clear_all
  851. {460827} 0169: set_fade_color_RGB 0 0 0
  852. {460835} 016A: fade 0 time 1000
  853.  
  854. :INTRO1_5565
  855. {460842} 00D6: if
  856. {460846} 016B: fading
  857. {460848} 004D: jump_if_false @INTRO1_5589
  858. {460855} 0001: wait 0 ms
  859. {460859} 0002: jump @INTRO1_5565
  860.  
  861. :INTRO1_5589
  862. {460866} 01B4: set_player $PLAYER_CHAR can_move 0
  863. {460873} 00D6: if
  864. {460877} 8118: not actor 65@ dead
  865. {460882} 004D: jump_if_false @INTRO1_5665
  866. {460889} 00D6: if
  867. {460893} 8119: not car 76@ wrecked
  868. {460898} 004D: jump_if_false @INTRO1_5665
  869. {460905} 00A1: put_actor 65@ at 969.2067 -1110.3 22.8672
  870. {460925} 0173: set_actor 65@ Z_angle_to 273.1099
  871. {460935} 04EB: AS_actor 65@ crouch 0
  872.  
  873. :INTRO1_5665
  874. {460942} 00D6: if
  875. {460946} 8118: not actor 66@ dead
  876. {460951} 004D: jump_if_false @INTRO1_5727
  877. {460958} 00D6: if
  878. {460962} 8119: not car 77@ wrecked
  879. {460967} 004D: jump_if_false @INTRO1_5727
  880. {460974} 00A1: put_actor 66@ at 969.1187 -1116.561 22.8552
  881. {460994} 0173: set_actor 66@ Z_angle_to 298.5085
  882.  
  883. :INTRO1_5727
  884. {461004} 00D6: if
  885. {461008} 8118: not actor 67@ dead
  886. {461013} 004D: jump_if_false @INTRO1_5794
  887. {461020} 00D6: if
  888. {461024} 8119: not car 78@ wrecked
  889. {461029} 004D: jump_if_false @INTRO1_5794
  890. {461036} 0647: AS_actor 67@ clear_look_task
  891. {461041} 00A1: put_actor 67@ at 969.436 -1113.775 22.8593
  892. {461061} 0173: set_actor 67@ Z_angle_to 267.2885
  893.  
  894. :INTRO1_5794
  895. {461071} 0925: restore_camera_to_user_defined
  896. {461073} 00D6: if
  897. {461077} 8119: not car 41@ wrecked
  898. {461082} 004D: jump_if_false @INTRO1_5817
  899. {461089} 070C: explode_car_without_radius_damage 41@
  900.  
  901. :INTRO1_5817
  902. {461094} 00D6: if
  903. {461098} 8118: not actor 65@ dead
  904. {461103} 004D: jump_if_false @INTRO1_5866
  905. {461110} 00D6: if
  906. {461114} 8119: not car 76@ wrecked
  907. {461119} 004D: jump_if_false @INTRO1_5866
  908. {461126} 04EB: AS_actor 65@ crouch 0
  909. {461133} 05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms
  910.  
  911. :INTRO1_5866
  912. {461143} 00D6: if
  913. {461147} 8118: not actor 66@ dead
  914. {461152} 004D: jump_if_false @INTRO1_5908
  915. {461159} 00D6: if
  916. {461163} 8119: not car 77@ wrecked
  917. {461168} 004D: jump_if_false @INTRO1_5908
  918. {461175} 05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms
  919.  
  920. :INTRO1_5908
  921. {461185} 00D6: if
  922. {461189} 8118: not actor 67@ dead
  923. {461194} 004D: jump_if_false @INTRO1_5955
  924. {461201} 00D6: if
  925. {461205} 8119: not car 78@ wrecked
  926. {461210} 004D: jump_if_false @INTRO1_5955
  927. {461217} 0647: AS_actor 67@ clear_look_task
  928. {461222} 05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms
  929.  
  930. :INTRO1_5955
  931. {461232} 01C3: remove_references_to_car 41@
  932. {461237} 0249: release_model #PEREN
  933. {461242} 00D6: if
  934. {461246} 8118: not actor 65@ dead
  935. {461251} 004D: jump_if_false @INTRO1_5988
  936. {461258} 0555: remove_weapon 22 from_actor 65@
  937.  
  938. :INTRO1_5988
  939. {461265} 00D6: if
  940. {461269} 8118: not actor 67@ dead
  941. {461274} 004D: jump_if_false @INTRO1_6011
  942. {461281} 0555: remove_weapon 22 from_actor 67@
  943.  
  944. :INTRO1_6011
  945. {461288} 0249: release_model #COLT45
  946. {461293} 00D6: if
  947. {461297} 8119: not car 51@ wrecked
  948. {461302} 004D: jump_if_false @INTRO1_6044
  949. {461309} 05EC: release_car 51@ from_path
  950. {461314} 0002: jump @INTRO1_6049
  951.  
  952. :INTRO1_6044
  953. {461321} 05EC: release_car 51@ from_path
  954.  
  955. :INTRO1_6049
  956. {461326} 0873: release_path 201
  957. {461331} 0006: 33@ = 0
  958.  
  959. :INTRO1_6061
  960. {461338} 00D6: if
  961. {461342} 001B: 100 > 33@
  962. {461349} 004D: jump_if_false @INTRO1_6090
  963. {461356} 0001: wait 0 ms
  964. {461360} 0002: jump @INTRO1_6061
  965.  
  966. :INTRO1_6090
  967. {461367} 0373: set_camera_directly_behind_player
  968. {461369} 02A3: enable_widescreen 0
  969. {461373} 01B4: set_player $PLAYER_CHAR can_move 1
  970. {461380} 02EB: restore_camera_with_jumpcut
  971. {461382} 0647: AS_actor $PLAYER_ACTOR clear_look_task
  972. {461387} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
  973. {461394} 00D6: if
  974. {461398} 8119: not car 37@ wrecked
  975. {461403} 004D: jump_if_false @INTRO1_6148
  976. {461410} 0186: 43@ = create_marker_above_car 37@
  977. {461418} 07E0: set_marker 43@ type_to 1
  978.  
  979. :INTRO1_6148
  980. {461425} 00D6: if
  981. {461429} 8119: not car 51@ wrecked
  982. {461434} 004D: jump_if_false @INTRO1_6209
  983. {461441} 00AA: store_car 51@ position_to 116@ 117@ 118@
  984. {461455} 000F: 118@ -= 50.0
  985. {461465} 00AB: put_car 51@ at 116@ 117@ 118@
  986. {461479} 0574: set_car 51@ keep_position 1
  987.  
  988. :INTRO1_6209
  989. {461486} 00D6: if
  990. {461490} 0039: 91@ == 0
  991. {461497} 004D: jump_if_false @INTRO1_6352
  992. {461504} 0169: set_fade_color_RGB 0 0 0
  993. {461512} 0792: disembark_instantly_actor $PLAYER_ACTOR
  994. {461517} 00A1: put_actor $PLAYER_ACTOR at 970.0873 -1107.776 22.8672
  995. {461537} 0173: set_actor $PLAYER_ACTOR Z_angle_to 254.4577
  996. {461547} 0006: 33@ = 0
  997. {461554} 01B4: set_player $PLAYER_CHAR can_move 0
  998.  
  999. :INTRO1_6284
  1000. {461561} 00D6: if
  1001. {461565} 001B: 1000 > 33@
  1002. {461573} 004D: jump_if_false @INTRO1_6314
  1003. {461580} 0001: wait 0 ms
  1004. {461584} 0002: jump @INTRO1_6284
  1005.  
  1006. :INTRO1_6314
  1007. {461591} 016A: fade 1 time 500
  1008.  
  1009. :INTRO1_6321
  1010. {461598} 00D6: if
  1011. {461602} 016B: fading
  1012. {461604} 004D: jump_if_false @INTRO1_6345
  1013. {461611} 0001: wait 0 ms
  1014. {461615} 0002: jump @INTRO1_6321
  1015.  
  1016. :INTRO1_6345
  1017. {461622} 01B4: set_player $PLAYER_CHAR can_move 1
  1018.  
  1019. :INTRO1_6352
  1020. {461629} 0615: define_AS_pack_begin 82@
  1021. {461634} 05D1: AS_actor -1 drive_car -1 to 962.5424 -1128.6 22.6656 speed 8.0 0 model #BMX 2
  1022. {461667} 05D1: AS_actor -1 drive_car -1 to 1036.603 -1148.943 22.6562 speed 16.0 0 model #BMX 2
  1023. {461700} 05D1: AS_actor -1 drive_car -1 to 1325.583 -1150.183 22.6484 speed 23.0 0 model #BMX 2
  1024. {461733} 05D1: AS_actor -1 drive_car -1 to 1644.773 -1051.334 22.8984 speed 23.0 0 model #BMX 2
  1025. {461766} 0616: define_AS_pack_end 82@
  1026. {461771} 0615: define_AS_pack_begin 72@
  1027. {461776} 05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 21.0 0 model #BMX 2
  1028. {461809} 05D1: AS_actor -1 drive_car -1 to 1786.54 -1191.3 22.95 speed 20.0 0 model #BMX 2
  1029. {461842} 05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2
  1030. {461875} 05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 21.0 0 model #BMX 2
  1031. {461908} 05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 21.0 0 model #BMX 2
  1032. {461941} 05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 21.0 0 model #BMX 2
  1033. {461974} 05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 25.0 0 model #BMX 2
  1034. {462007} 0616: define_AS_pack_end 72@
  1035. {462012} 0615: define_AS_pack_begin 111@
  1036. {462017} 05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 20.0 0 model #BMX 2
  1037. {462050} 05D1: AS_actor -1 drive_car -1 to 1784.54 -1191.3 22.95 speed 19.0 0 model #BMX 2
  1038. {462083} 05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2
  1039. {462116} 05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 20.0 0 model #BMX 2
  1040. {462149} 05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 20.0 0 model #BMX 2
  1041. {462182} 05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 20.0 0 model #BMX 2
  1042. {462215} 05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 24.0 0 model #BMX 2
  1043. {462248} 0616: define_AS_pack_end 111@
  1044. {462253} 00D6: if
  1045. {462257} 0119: car 37@ wrecked
  1046. {462262} 004D: jump_if_false @INTRO1_7015
  1047. {462269} 00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1 // ~r~Your BMX is trashed!
  1048. {462285} 0002: jump @INTRO1_18170
  1049.  
  1050. :INTRO1_7015
  1051. {462292} 0006: 75@ = 0
  1052. {462299} 0006: 86@ = 3
  1053.  
  1054. :INTRO1_7029
  1055. {462306} 00D6: if
  1056. {462310} 8039: not 86@ == 4
  1057. {462317} 004D: jump_if_false @INTRO1_7104
  1058. {462324} 0001: wait 0 ms
  1059. {462328} 0050: gosub @INTRO1_20464
  1060. {462335} 0050: gosub @INTRO1_18572
  1061. {462342} 0050: gosub @INTRO1_20140
  1062. {462349} 00D6: if
  1063. {462353} 0039: 45@ == 1
  1064. {462360} 004D: jump_if_false @INTRO1_7097
  1065. {462367} 0002: jump @INTRO1_18170
  1066.  
  1067. :INTRO1_7097
  1068. {462374} 0002: jump @INTRO1_7029
  1069.  
  1070. :INTRO1_7104
  1071. {462381} 00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1 // ~s~Get on the ~b~bike~s~.
  1072. {462397} 04ED: load_animation "MISC"
  1073. {462405} 0004: $127 = 1
  1074. {462412} 0006: 32@ = 0
  1075. {462419} 00D6: if
  1076. {462423} 0118: actor 67@ dead
  1077. {462428} 004D: jump_if_false @INTRO1_7181
  1078. {462435} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead!
  1079. {462451} 0002: jump @INTRO1_18170
  1080.  
  1081. :INTRO1_7181
  1082. {462458} 0006: 92@ = 0
  1083. {462465} 0006: 114@ = 0
  1084. {462472} 0006: 86@ = 0
  1085. {462479} 0006: 75@ = 0
  1086. {462486} 0006: 109@ = 0
  1087. {462493} 0006: 46@ = 4
  1088. {462500} 0050: gosub @INTRO1_47
  1089.  
  1090. :INTRO1_7230
  1091. {462507} 00D6: if or
  1092. {462511} 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0
  1093. {462548} 80FE: not actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0
  1094. {462585} 004D: jump_if_false @INTRO1_9160
  1095. {462592} 0001: wait 0 ms
  1096. {462596} 00D6: if
  1097. {462600} 0735: is_keyboard_key_pressed 83
  1098. {462604} 004D: jump_if_false @INTRO1_7361
  1099. {462611} 00A1: put_actor $PLAYER_ACTOR at 2473.692 -1684.215 12.4625
  1100. {462631} 0002: jump @INTRO1_18188
  1101.  
  1102. :INTRO1_7361
  1103. {462638} 0050: gosub @INTRO1_18572
  1104. {462645} 0050: gosub @INTRO1_20140
  1105. {462652} 00D6: if
  1106. {462656} 8119: not car 37@ wrecked
  1107. {462661} 004D: jump_if_false @INTRO1_7421
  1108. {462668} 00D6: if
  1109. {462672} 00DB: actor $PLAYER_ACTOR in_car 37@
  1110. {462680} 004D: jump_if_false @INTRO1_7421
  1111. {462687} 03D5: remove_text 'INTRO2E' // ~s~Get on the ~b~bike~s~.
  1112.  
  1113. :INTRO1_7421
  1114. {462698} 00D6: if
  1115. {462702} 0039: 45@ == 1
  1116. {462709} 004D: jump_if_false @INTRO1_7446
  1117. {462716} 0002: jump @INTRO1_18170
  1118.  
  1119. :INTRO1_7446
  1120. {462723} 00D6: if
  1121. {462727} 0039: 92@ == 0
  1122. {462734} 004D: jump_if_false @INTRO1_7504
  1123. {462741} 00D6: if
  1124. {462745} 0019: 32@ > 6000
  1125. {462753} 004D: jump_if_false @INTRO1_7504
  1126. {462760} 01EB: set_traffic_density_multiplier_to 1.0
  1127. {462767} 03DE: set_pedestrians_density_multiplier_to 1.0
  1128. {462774} 0006: 92@ = 1
  1129.  
  1130. :INTRO1_7504
  1131. {462781} 00D6: if
  1132. {462785} 0039: 68@ == 0
  1133. {462792} 004D: jump_if_false @INTRO1_7964
  1134. {462799} 00D6: if
  1135. {462803} 8119: not car 51@ wrecked
  1136. {462808} 004D: jump_if_false @INTRO1_7957
  1137. {462815} 00D6: if
  1138. {462819} 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 949.4 -1102.1 23.2 radius 50.0 60.0 25.0
  1139. {462856} 004D: jump_if_false @INTRO1_7957
  1140. {462863} 00AB: put_car 51@ at 1079.15 -1084.73 25.43
  1141. {462883} 0175: set_car 51@ Z_angle_to 175.95
  1142. {462893} 0574: set_car 51@ keep_position 0
  1143. {462900} 00D6: if
  1144. {462904} 00DF: actor $PLAYER_ACTOR driving
  1145. {462909} 004D: jump_if_false @INTRO1_7816
  1146. {462916} 00D6: if
  1147. {462920} 8118: not actor 52@ dead
  1148. {462925} 004D: jump_if_false @INTRO1_7712
  1149. {462932} 00D6: if
  1150. {462936} 00DF: actor 52@ driving
  1151. {462941} 004D: jump_if_false @INTRO1_7712
  1152. {462948} 0687: clear_actor 52@ task
  1153. {462953} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40
  1154.  
  1155. :INTRO1_7712
  1156. {462989} 00D6: if
  1157. {462993} 00DF: actor $PLAYER_ACTOR driving
  1158. {462998} 004D: jump_if_false @INTRO1_7809
  1159. {463005} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup
  1160. {463013} 00D6: if
  1161. {463017} 8118: not actor 50@ dead
  1162. {463022} 004D: jump_if_false @INTRO1_7809
  1163. {463029} 00D6: if
  1164. {463033} 8119: not car 51@ wrecked
  1165. {463038} 004D: jump_if_false @INTRO1_7809
  1166. {463045} 0687: clear_actor 50@ task
  1167. {463050} 00D6: if
  1168. {463054} 00DF: actor 50@ driving
  1169. {463059} 004D: jump_if_false @INTRO1_7809
  1170. {463066} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2
  1171.  
  1172. :INTRO1_7809
  1173. {463086} 0002: jump @INTRO1_7950
  1174.  
  1175. :INTRO1_7816
  1176. {463093} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0
  1177. {463122} 00D6: if
  1178. {463126} 8118: not actor 50@ dead
  1179. {463131} 004D: jump_if_false @INTRO1_7950
  1180. {463138} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found
  1181. {463149} 00D6: if
  1182. {463153} 04A4: 53@ == 7 // == constant
  1183. {463160} 004D: jump_if_false @INTRO1_7950
  1184. {463167} 00D6: if
  1185. {463171} 8118: not actor 50@ dead
  1186. {463176} 004D: jump_if_false @INTRO1_7950
  1187. {463183} 00D6: if
  1188. {463187} 8119: not car 51@ wrecked
  1189. {463192} 004D: jump_if_false @INTRO1_7950
  1190. {463199} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2
  1191.  
  1192. :INTRO1_7950
  1193. {463227} 0006: 68@ = 1
  1194.  
  1195. :INTRO1_7957
  1196. {463234} 0002: jump @INTRO1_8795
  1197.  
  1198. :INTRO1_7964
  1199. {463241} 00D6: if
  1200. {463245} 8119: not car 51@ wrecked
  1201. {463250} 004D: jump_if_false @INTRO1_8717
  1202. {463257} 00D6: if
  1203. {463261} 8118: not actor 50@ dead
  1204. {463266} 004D: jump_if_false @INTRO1_8658
  1205. {463273} 00D6: if
  1206. {463277} 8118: not actor 52@ dead
  1207. {463282} 004D: jump_if_false @INTRO1_8592
  1208. {463289} 00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@
  1209. {463303} 00D6: if and
  1210. {463307} 81AD: not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0
  1211. {463330} 82CA: not car 51@ bounding_sphere_visible
  1212. {463335} 004D: jump_if_false @INTRO1_8161
  1213. {463342} 0687: clear_actor 50@ task
  1214. {463347} 04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0
  1215. {463376} 02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@
  1216. {463396} 00AB: put_car 51@ at 119@ 120@ 121@
  1217. {463410} 039F: set_car 51@ race_to 116@ 117@
  1218. {463421} 04BA: set_car 51@ speed_to 20.0
  1219. {463431} 0002: jump @INTRO1_8585
  1220.  
  1221. :INTRO1_8161
  1222. {463438} 00D6: if
  1223. {463442} 00DF: actor $PLAYER_ACTOR driving
  1224. {463447} 004D: jump_if_false @INTRO1_8370
  1225. {463454} 062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found
  1226. {463465} 00D6: if
  1227. {463469} 04A4: 53@ == 7 // == constant
  1228. {463476} 004D: jump_if_false @INTRO1_8266
  1229. {463483} 00D6: if
  1230. {463487} 00DF: actor $PLAYER_ACTOR driving
  1231. {463492} 004D: jump_if_false @INTRO1_8266
  1232. {463499} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup
  1233. {463507} 00D6: if
  1234. {463511} 00DF: actor 50@ driving
  1235. {463516} 004D: jump_if_false @INTRO1_8266
  1236. {463523} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2
  1237.  
  1238. :INTRO1_8266
  1239. {463543} 00D6: if
  1240. {463547} 8118: not actor 52@ dead
  1241. {463552} 004D: jump_if_false @INTRO1_8363
  1242. {463559} 00D6: if
  1243. {463563} 00DF: actor 52@ driving
  1244. {463568} 004D: jump_if_false @INTRO1_8363
  1245. {463575} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found
  1246. {463586} 00D6: if
  1247. {463590} 04A4: 53@ == 7 // == constant
  1248. {463597} 004D: jump_if_false @INTRO1_8363
  1249. {463604} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40
  1250.  
  1251. :INTRO1_8363
  1252. {463640} 0002: jump @INTRO1_8585
  1253.  
  1254. :INTRO1_8370
  1255. {463647} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0
  1256. {463676} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found
  1257. {463687} 00D6: if
  1258. {463691} 04A4: 53@ == 7 // == constant
  1259. {463698} 004D: jump_if_false @INTRO1_8488
  1260. {463705} 00D6: if
  1261. {463709} 8118: not actor 50@ dead
  1262. {463714} 004D: jump_if_false @INTRO1_8488
  1263. {463721} 00D6: if
  1264. {463725} 8119: not car 51@ wrecked
  1265. {463730} 004D: jump_if_false @INTRO1_8488
  1266. {463737} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2
  1267.  
  1268. :INTRO1_8488
  1269. {463765} 00D6: if
  1270. {463769} 8118: not actor 52@ dead
  1271. {463774} 004D: jump_if_false @INTRO1_8585
  1272. {463781} 00D6: if
  1273. {463785} 00DF: actor 52@ driving
  1274. {463790} 004D: jump_if_false @INTRO1_8585
  1275. {463797} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found
  1276. {463808} 00D6: if
  1277. {463812} 04A4: 53@ == 7 // == constant
  1278. {463819} 004D: jump_if_false @INTRO1_8585
  1279. {463826} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40
  1280.  
  1281. :INTRO1_8585
  1282. {463862} 0002: jump @INTRO1_8651
  1283.  
  1284. :INTRO1_8592
  1285. {463869} 00D6: if
  1286. {463873} 0039: 114@ == 0
  1287. {463880} 004D: jump_if_false @INTRO1_8651
  1288. {463887} 00D6: if
  1289. {463891} 8118: not actor 50@ dead
  1290. {463896} 004D: jump_if_false @INTRO1_8651
  1291. {463903} 0687: clear_actor 50@ task
  1292. {463908} 0633: AS_actor 50@ exit_car
  1293. {463913} 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR
  1294. {463921} 0006: 114@ = 1
  1295.  
  1296. :INTRO1_8651
  1297. {463928} 0002: jump @INTRO1_8717
  1298.  
  1299. :INTRO1_8658
  1300. {463935} 00D6: if
  1301. {463939} 0039: 114@ == 0
  1302. {463946} 004D: jump_if_false @INTRO1_8717
  1303. {463953} 00D6: if
  1304. {463957} 8118: not actor 52@ dead
  1305. {463962} 004D: jump_if_false @INTRO1_8717
  1306. {463969} 0687: clear_actor 52@ task
  1307. {463974} 0633: AS_actor 52@ exit_car
  1308. {463979} 05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR
  1309. {463987} 0006: 114@ = 1
  1310.  
  1311. :INTRO1_8717
  1312. {463994} 00D6: if
  1313. {463998} 00DB: actor $PLAYER_ACTOR in_car 37@
  1314. {464006} 004D: jump_if_false @INTRO1_8795
  1315. {464013} 00D6: if
  1316. {464017} 8118: not actor 67@ dead
  1317. {464022} 004D: jump_if_false @INTRO1_8795
  1318. {464029} 00D6: if
  1319. {464033} 0104: actor $PLAYER_ACTOR near_actor 67@ radius 20.0 20.0 10.0 sphere 0
  1320. {464058} 004D: jump_if_false @INTRO1_8795
  1321. {464065} 0050: gosub @INTRO1_20464
  1322.  
  1323. :INTRO1_8795
  1324. {464072} 00D6: if
  1325. {464076} 00DD: actor $PLAYER_ACTOR driving_car_with_model #BMX
  1326. {464084} 004D: jump_if_false @INTRO1_9036
  1327. {464091} 00D6: if
  1328. {464095} 0038: $HELP_BICYCLE_1_SHOWN == 0
  1329. {464102} 004D: jump_if_false @INTRO1_8864
  1330. {464109} 03E5: show_text_box 'INTRO2C' // To pedal the bike faster repeatedly tap ~k~~VEHICLE_ACCELERATE~.
  1331. {464120} 0006: 32@ = 0
  1332. {464127} 0004: $HELP_BICYCLE_1_SHOWN = 1
  1333. {464134} 0002: jump @INTRO1_9036
  1334.  
  1335. :INTRO1_8864
  1336. {464141} 00D6: if
  1337. {464145} 0038: $HELP_BICYCLE_1_SHOWN == 1
  1338. {464152} 004D: jump_if_false @INTRO1_8926
  1339. {464159} 00D6: if
  1340. {464163} 0019: 32@ > 10000
  1341. {464171} 004D: jump_if_false @INTRO1_8926
  1342. {464178} 03E5: show_text_box 'INTRO2D' // You can do a bunny hop by holding down ~k~~VEHICLE_FIREWEAPON_ALT~ then releasing it. The longer you hold the button the higher the jump.
  1343. {464189} 0006: 32@ = 0
  1344. {464196} 0004: $HELP_BICYCLE_1_SHOWN = 2
  1345.  
  1346. :INTRO1_8926
  1347. {464203} 00D6: if
  1348. {464207} 0038: $HELP_BICYCLE_1_SHOWN == 2
  1349. {464214} 004D: jump_if_false @INTRO1_8981
  1350. {464221} 00D6: if
  1351. {464225} 0019: 32@ > 20000
  1352. {464233} 004D: jump_if_false @INTRO1_8981
  1353. {464240} 03E5: show_text_box 'HELP3B' // You can only cycle fast or sprint for a limited amount of time.
  1354. {464251} 0004: $HELP_BICYCLE_1_SHOWN = 3
  1355.  
  1356. :INTRO1_8981
  1357. {464258} 00D6: if
  1358. {464262} 0038: $HELP_BICYCLE_1_SHOWN == 3
  1359. {464269} 004D: jump_if_false @INTRO1_9036
  1360. {464276} 00D6: if
  1361. {464280} 0019: 32@ > 28000
  1362. {464288} 004D: jump_if_false @INTRO1_9036
  1363. {464295} 03E5: show_text_box 'HELP3B2' // The more exercise you get the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer.
  1364. {464306} 0004: $HELP_BICYCLE_1_SHOWN = 4
  1365.  
  1366. :INTRO1_9036
  1367. {464313} 00D6: if
  1368. {464317} 0118: actor 65@ dead
  1369. {464322} 004D: jump_if_false @INTRO1_9075
  1370. {464329} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead!
  1371. {464345} 0002: jump @INTRO1_18170
  1372.  
  1373. :INTRO1_9075
  1374. {464352} 00D6: if
  1375. {464356} 0118: actor 66@ dead
  1376. {464361} 004D: jump_if_false @INTRO1_9114
  1377. {464368} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead!
  1378. {464384} 0002: jump @INTRO1_18170
  1379.  
  1380. :INTRO1_9114
  1381. {464391} 00D6: if
  1382. {464395} 0118: actor 67@ dead
  1383. {464400} 004D: jump_if_false @INTRO1_9153
  1384. {464407} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead!
  1385. {464423} 0002: jump @INTRO1_18170
  1386.  
  1387. :INTRO1_9153
  1388. {464430} 0002: jump @INTRO1_7230
  1389.  
  1390. :INTRO1_9160
  1391. {464437} 0006: 113@ = 0
  1392. {464444} 016A: fade 0 time 500
  1393.  
  1394. :INTRO1_9174
  1395. {464451} 00D6: if
  1396. {464455} 016B: fading
  1397. {464457} 004D: jump_if_false @INTRO1_9198
  1398. {464464} 0001: wait 0 ms
  1399. {464468} 0002: jump @INTRO1_9174
  1400.  
  1401. :INTRO1_9198
  1402. {464475} 015F: set_camera_position 1647.208 -1085.232 24.1633 rotation 0.0 0.0 0.0
  1403. {464507} 0160: set_camera_point_at 1646.354 -1084.712 24.164 switchstyle 2
  1404. {464526} 01B4: set_player $PLAYER_CHAR can_move 0
  1405. {464533} 0A0B: set_rendering_origin_at_3D_coord 1637.642 -1063.702 22.8984 angle 152.0807
  1406. {464555} 040D: unload_wav 1
  1407. {464559} 040D: unload_wav 2
  1408.  
  1409. :INTRO1_9286
  1410. {464563} 00D6: if
  1411. {464567} 84EE: not animation "MISC" loaded
  1412. {464575} 004D: jump_if_false @INTRO1_9330
  1413. {464582} 0001: wait 0 ms
  1414. {464586} 04ED: load_animation "MISC"
  1415. {464594} 016A: fade 0 time 0
  1416. {464600} 0002: jump @INTRO1_9286
  1417.  
  1418. :INTRO1_9330
  1419. {464607} 0006: 107@ = 2
  1420. {464614} 00D6: if
  1421. {464618} 0119: car 51@ wrecked
  1422. {464623} 004D: jump_if_false @INTRO1_9374
  1423. {464630} 0006: 113@ = 1
  1424. {464637} 0006: 107@ = 3
  1425. {464644} 0002: jump @INTRO1_9414
  1426.  
  1427. :INTRO1_9374
  1428. {464651} 00D6: if or
  1429. {464655} 02BF: car 51@ sunk
  1430. {464660} 0118: actor 50@ dead
  1431. {464665} 0118: actor 52@ dead
  1432. {464670} 004D: jump_if_false @INTRO1_9414
  1433. {464677} 0006: 113@ = 1
  1434. {464684} 0006: 107@ = 3
  1435.  
  1436. :INTRO1_9414
  1437. {464691} 022B: create_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0
  1438. {464723} 041D: set_camera_near_clip 0.2
  1439. {464730} 0006: 86@ = 0
  1440. {464737} 0006: 75@ = 0
  1441. {464744} 0006: 109@ = 0
  1442. {464751} 0006: 46@ = 3
  1443. {464758} 0050: gosub @INTRO1_47
  1444. {464765} 00D6: if
  1445. {464769} 8119: not car 78@ wrecked
  1446. {464774} 004D: jump_if_false @INTRO1_9862
  1447. {464781} 00D6: if
  1448. {464785} 8118: not actor 67@ dead
  1449. {464790} 004D: jump_if_false @INTRO1_9862
  1450. {464797} 0575: set_actor 67@ keep_position 0
  1451. {464804} 0574: set_car 78@ keep_position 0
  1452. {464811} 00D6: if
  1453. {464815} 80DB: not actor 67@ in_car 78@
  1454. {464823} 004D: jump_if_false @INTRO1_9561
  1455. {464830} 036A: put_actor 67@ in_car 78@
  1456.  
  1457. :INTRO1_9561
  1458. {464838} 0395: clear_area 1 at 1644.47 -1072.658 22.9062 radius 4.0
  1459. {464862} 00D6: if
  1460. {464866} 0039: 113@ == 0
  1461. {464873} 004D: jump_if_false @INTRO1_9827
  1462. {464880} 00AB: put_car 78@ at 1644.47 -1072.658 22.9062
  1463. {464900} 0175: set_car 78@ Z_angle_to 170.0
  1464. {464910} 05D1: AS_actor 67@ drive_car 78@ to 1540.298 -1159.188 22.9062 speed 20.0 0 model #BMX 2
  1465. {464945} 04BA: set_car 78@ speed_to 10.0
  1466. {464955} 00D6: if
  1467. {464959} 8119: not car 51@ wrecked
  1468. {464964} 004D: jump_if_false @INTRO1_9820
  1469. {464971} 0395: clear_area 1 at 1637.08 -1061.001 22.9114 radius 4.0
  1470. {464995} 00AB: put_car 51@ at 1637.08 -1061.001 22.9114
  1471. {465015} 0175: set_car 51@ Z_angle_to 182.2789
  1472. {465025} 04BA: set_car 51@ speed_to 5.0
  1473. {465035} 00D6: if
  1474. {465039} 8118: not actor 52@ dead
  1475. {465044} 004D: jump_if_false @INTRO1_9779
  1476. {465051} 0687: clear_actor 52@ task
  1477.  
  1478. :INTRO1_9779
  1479. {465056} 00D6: if
  1480. {465060} 8118: not actor 50@ dead
  1481. {465065} 004D: jump_if_false @INTRO1_9820
  1482. {465072} 0687: clear_actor 50@ task
  1483. {465077} 06E1: AS_actor 50@ using_car 51@ target_car 78@ with_order 29 max_speed 40.0 traffic_flag 2
  1484.  
  1485. :INTRO1_9820
  1486. {465097} 0002: jump @INTRO1_9857
  1487.  
  1488. :INTRO1_9827
  1489. {465104} 00AB: put_car 78@ at 1638.166 -1056.298 22.9062
  1490. {465124} 0175: set_car 78@ Z_angle_to 272.6299
  1491.  
  1492. :INTRO1_9857
  1493. {465134} 0164: disable_marker 39@
  1494.  
  1495. :INTRO1_9862
  1496. {465139} 0395: clear_area 1 at 1638.712 -1050.319 22.8984 radius 4.0
  1497. {465163} 00D6: if
  1498. {465167} 8118: not actor 65@ dead
  1499. {465172} 004D: jump_if_false @INTRO1_10013
  1500. {465179} 00D6: if
  1501. {465183} 8119: not car 76@ wrecked
  1502. {465188} 004D: jump_if_false @INTRO1_10013
  1503. {465195} 0575: set_actor 65@ keep_position 0
  1504. {465202} 0574: set_car 76@ keep_position 0
  1505. {465209} 00D6: if
  1506. {465213} 80DB: not actor 65@ in_car 76@
  1507. {465221} 004D: jump_if_false @INTRO1_9959
  1508. {465228} 036A: put_actor 65@ in_car 76@
  1509.  
  1510. :INTRO1_9959
  1511. {465236} 0395: clear_area 1 at 1640.649 -1055.473 22.9062 radius 4.0
  1512. {465260} 00AB: put_car 76@ at 1640.649 -1055.473 22.9062
  1513. {465280} 0175: set_car 76@ Z_angle_to 260.0
  1514.  
  1515. :INTRO1_10013
  1516. {465290} 00D6: if
  1517. {465294} 8118: not actor 66@ dead
  1518. {465299} 004D: jump_if_false @INTRO1_10140
  1519. {465306} 00D6: if
  1520. {465310} 8119: not car 77@ wrecked
  1521. {465315} 004D: jump_if_false @INTRO1_10140
  1522. {465322} 0575: set_actor 66@ keep_position 0
  1523. {465329} 0574: set_car 77@ keep_position 0
  1524. {465336} 00D6: if
  1525. {465340} 80DB: not actor 66@ in_car 77@
  1526. {465348} 004D: jump_if_false @INTRO1_10086
  1527. {465355} 036A: put_actor 66@ in_car 77@
  1528.  
  1529. :INTRO1_10086
  1530. {465363} 0395: clear_area 1 at 1644.913 -1050.538 22.8984 radius 4.0
  1531. {465387} 00AB: put_car 77@ at 1644.913 -1050.538 22.8984
  1532. {465407} 0175: set_car 77@ Z_angle_to 270.0
  1533.  
  1534. :INTRO1_10140
  1535. {465417} 02A3: enable_widescreen 1
  1536. {465421} 0001: wait 100 ms
  1537. {465425} 00D6: if or
  1538. {465429} 00DF: actor $PLAYER_ACTOR driving
  1539. {465434} 047A: actor $PLAYER_ACTOR driving_bike
  1540. {465439} 004D: jump_if_false @INTRO1_10214
  1541. {465446} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup
  1542. {465454} 00AB: put_car 69@ at 1638.712 -1050.319 22.8984
  1543. {465474} 0175: set_car 69@ Z_angle_to 252.8
  1544. {465484} 0002: jump @INTRO1_10244
  1545.  
  1546. :INTRO1_10214
  1547. {465491} 00A1: put_actor $PLAYER_ACTOR at 1638.712 -1050.319 22.8984
  1548. {465511} 0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8
  1549.  
  1550. :INTRO1_10244
  1551. {465521} 0395: clear_area 1 at 1636.084 -1093.459 23.7139 radius 100.0
  1552. {465545} 00D6: if
  1553. {465549} 0039: 113@ == 1
  1554. {465556} 004D: jump_if_false @INTRO1_10293
  1555. {465563} 0002: jump @INTRO1_10494
  1556.  
  1557. :INTRO1_10293
  1558. {465570} 0925: restore_camera_to_user_defined
  1559. {465572} 092F: lock_camera_target_point 1
  1560. {465576} 0930: lock_camera_position 1
  1561. {465580} 0936: set_camera 1647.208 -1085.232 24.1633 position_to 1647.969 -1098.429 24.1724 time 4100 smooth_transition 1
  1562. {465617} 0920: point_camera 1646.354 -1084.712 24.164 transverse_to 1647.523 -1099.323 24.1731 time 4100 smooth_transition 1
  1563. {465654} 016A: fade 1 time 500
  1564. {465661} 0006: 32@ = 0
  1565.  
  1566. :INTRO1_10391
  1567. {465668} 00D6: if
  1568. {465672} 001B: 500 > 32@
  1569. {465680} 004D: jump_if_false @INTRO1_10421
  1570. {465687} 0001: wait 0 ms
  1571. {465691} 0002: jump @INTRO1_10391
  1572.  
  1573. :INTRO1_10421
  1574. {465698} 00D6: if
  1575. {465702} 8039: not 86@ == 1
  1576. {465709} 004D: jump_if_false @INTRO1_10457
  1577. {465716} 0001: wait 0 ms
  1578. {465720} 0050: gosub @INTRO1_20464
  1579. {465727} 0002: jump @INTRO1_10421
  1580.  
  1581. :INTRO1_10457
  1582. {465734} 0006: 32@ = 0
  1583.  
  1584. :INTRO1_10464
  1585. {465741} 00D6: if
  1586. {465745} 001B: 1000 > 32@
  1587. {465753} 004D: jump_if_false @INTRO1_10494
  1588. {465760} 0001: wait 0 ms
  1589. {465764} 0002: jump @INTRO1_10464
  1590.  
  1591. :INTRO1_10494
  1592. {465771} 00D6: if
  1593. {465775} 0039: 113@ == 1
  1594. {465782} 004D: jump_if_false @INTRO1_10526
  1595. {465789} 0006: 86@ = 1
  1596. {465796} 016A: fade 1 time 500
  1597.  
  1598. :INTRO1_10526
  1599. {465803} 0925: restore_camera_to_user_defined
  1600. {465805} 015F: set_camera_position 1646.476 -1049.43 23.0659 rotation 0.0 0.0 0.0
  1601. {465837} 0160: set_camera_point_at 1645.693 -1049.997 23.3176 switchstyle 2
  1602.  
  1603. :INTRO1_10579
  1604. {465856} 00D6: if
  1605. {465860} 8039: not 86@ == 2
  1606. {465867} 004D: jump_if_false @INTRO1_10723
  1607. {465874} 0001: wait 0 ms
  1608. {465878} 0050: gosub @INTRO1_20464
  1609. {465885} 00D6: if
  1610. {465889} 0039: 109@ == 0
  1611. {465896} 004D: jump_if_false @INTRO1_10716
  1612. {465903} 00D6: if
  1613. {465907} 0039: 75@ == 2
  1614. {465914} 004D: jump_if_false @INTRO1_10716
  1615. {465921} 00D6: if
  1616. {465925} 8118: not actor 66@ dead
  1617. {465930} 004D: jump_if_false @INTRO1_10709
  1618. {465937} 0605: actor 66@ perform_animation "BMX_COMEON" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  1619. {465975} 062E: get_actor 66@ task 1541 status_store_to 53@ // ret 7 if not found
  1620.  
  1621. :INTRO1_10709
  1622. {465986} 0006: 109@ = 1
  1623.  
  1624. :INTRO1_10716
  1625. {465993} 0002: jump @INTRO1_10579
  1626.  
  1627. :INTRO1_10723
  1628. {466000} 00D6: if
  1629. {466004} 8118: not actor 66@ dead
  1630. {466009} 004D: jump_if_false @INTRO1_10797
  1631. {466016} 00D6: if
  1632. {466020} 8119: not car 37@ wrecked
  1633. {466025} 004D: jump_if_false @INTRO1_10789
  1634. {466032} 00D6: if
  1635. {466036} 00DB: actor $PLAYER_ACTOR in_car 37@
  1636. {466044} 004D: jump_if_false @INTRO1_10789
  1637. {466051} 0187: 40@ = create_marker_above_actor 66@
  1638. {466059} 07E0: set_marker 40@ type_to 1
  1639.  
  1640. :INTRO1_10789
  1641. {466066} 0618: assign_actor 66@ to_AS_pack 72@
  1642.  
  1643. :INTRO1_10797
  1644. {466074} 00D6: if
  1645. {466078} 8118: not actor 65@ dead
  1646. {466083} 004D: jump_if_false @INTRO1_10842
  1647. {466090} 00D6: if
  1648. {466094} 8119: not car 76@ wrecked
  1649. {466099} 004D: jump_if_false @INTRO1_10842
  1650. {466106} 0618: assign_actor 65@ to_AS_pack 111@
  1651. {466114} 061B: remove_references_to_AS_pack 111@
  1652.  
  1653. :INTRO1_10842
  1654. {466119} 00D6: if
  1655. {466123} 0039: 113@ == 0
  1656. {466130} 004D: jump_if_false @INTRO1_11149
  1657. {466137} 00D6: if
  1658. {466141} 8118: not actor 67@ dead
  1659. {466146} 004D: jump_if_false @INTRO1_10991
  1660. {466153} 00D6: if
  1661. {466157} 8119: not car 78@ wrecked
  1662. {466162} 004D: jump_if_false @INTRO1_10991
  1663. {466169} 0792: disembark_instantly_actor 67@
  1664. {466174} 00AB: put_car 78@ at 1540.298 -1159.188 -50.3438
  1665. {466194} 0001: wait 0 ms
  1666. {466198} 00D6: if
  1667. {466202} 8118: not actor 67@ dead
  1668. {466207} 004D: jump_if_false @INTRO1_10991
  1669. {466214} 00D6: if
  1670. {466218} 8119: not car 78@ wrecked
  1671. {466223} 004D: jump_if_false @INTRO1_10991
  1672. {466230} 00D6: if
  1673. {466234} 80DF: not actor 67@ driving
  1674. {466239} 004D: jump_if_false @INTRO1_10977
  1675. {466246} 036A: put_actor 67@ in_car 78@
  1676.  
  1677. :INTRO1_10977
  1678. {466254} 0575: set_actor 67@ keep_position 1
  1679. {466261} 0574: set_car 78@ keep_position 1
  1680.  
  1681. :INTRO1_10991
  1682. {466268} 00D6: if
  1683. {466272} 8118: not actor 50@ dead
  1684. {466277} 004D: jump_if_false @INTRO1_11142
  1685. {466284} 00D6: if
  1686. {466288} 8118: not actor 52@ dead
  1687. {466293} 004D: jump_if_false @INTRO1_11142
  1688. {466300} 00D6: if
  1689. {466304} 8119: not car 51@ wrecked
  1690. {466309} 004D: jump_if_false @INTRO1_11142
  1691. {466316} 0792: disembark_instantly_actor 50@
  1692. {466321} 0792: disembark_instantly_actor 52@
  1693. {466326} 00AB: put_car 51@ at 1540.298 -1171.188 -50.3438
  1694. {466346} 0001: wait 0 ms
  1695. {466350} 00D6: if
  1696. {466354} 8118: not actor 50@ dead
  1697. {466359} 004D: jump_if_false @INTRO1_11142
  1698. {466366} 00D6: if
  1699. {466370} 8118: not actor 52@ dead
  1700. {466375} 004D: jump_if_false @INTRO1_11142
  1701. {466382} 00D6: if
  1702. {466386} 8119: not car 51@ wrecked
  1703. {466391} 004D: jump_if_false @INTRO1_11142
  1704. {466398} 0575: set_actor 50@ keep_position 1
  1705. {466405} 0575: set_actor 52@ keep_position 1
  1706. {466412} 0574: set_car 51@ keep_position 1
  1707.  
  1708. :INTRO1_11142
  1709. {466419} 0002: jump @INTRO1_11189
  1710.  
  1711. :INTRO1_11149
  1712. {466426} 00D6: if
  1713. {466430} 8118: not actor 67@ dead
  1714. {466435} 004D: jump_if_false @INTRO1_11189
  1715. {466442} 00D6: if
  1716. {466446} 8119: not car 78@ wrecked
  1717. {466451} 004D: jump_if_false @INTRO1_11189
  1718. {466458} 0618: assign_actor 67@ to_AS_pack 72@
  1719.  
  1720. :INTRO1_11189
  1721. {466466} 061B: remove_references_to_AS_pack 72@
  1722. {466471} 0001: wait 1000 ms
  1723. {466476} 0373: set_camera_directly_behind_player
  1724. {466478} 02A3: enable_widescreen 0
  1725. {466482} 01B4: set_player $PLAYER_CHAR can_move 1
  1726. {466489} 02EB: restore_camera_with_jumpcut
  1727. {466491} 0006: 74@ = 1
  1728. {466498} 00D6: if
  1729. {466502} 8119: not car 37@ wrecked
  1730. {466507} 004D: jump_if_false @INTRO1_11295
  1731. {466514} 00D6: if
  1732. {466518} 00DB: actor $PLAYER_ACTOR in_car 37@
  1733. {466526} 004D: jump_if_false @INTRO1_11279
  1734. {466533} 00BC: show_text_highpriority GXT 'INTRO2K' time 1000 flag 1 // ~s~Follow ~b~Ryder~s~.
  1735. {466549} 0002: jump @INTRO1_11295
  1736.  
  1737. :INTRO1_11279
  1738. {466556} 00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1 // ~s~Get on the ~b~bike~s~.
  1739.  
  1740. :INTRO1_11295
  1741. {466572} 0006: 92@ = 2
  1742. {466579} 00D6: if
  1743. {466583} 0119: car 37@ wrecked
  1744. {466588} 004D: jump_if_false @INTRO1_11341
  1745. {466595} 00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1 // ~r~Your BMX is trashed!
  1746. {466611} 0002: jump @INTRO1_18170
  1747.  
  1748. :INTRO1_11341
  1749. {466618} 00D6: if
  1750. {466622} 0118: actor 66@ dead
  1751. {466627} 004D: jump_if_false @INTRO1_11364
  1752. {466634} 0002: jump @INTRO1_18170
  1753.  
  1754. :INTRO1_11364
  1755. {466641} 00D6: if
  1756. {466645} 8119: not car 37@ wrecked
  1757. {466650} 004D: jump_if_false @INTRO1_11420
  1758. {466657} 00D6: if
  1759. {466661} 00DB: actor $PLAYER_ACTOR in_car 37@
  1760. {466669} 004D: jump_if_false @INTRO1_11413
  1761. {466676} 0004: $127 = 1
  1762. {466683} 0002: jump @INTRO1_11420
  1763.  
  1764. :INTRO1_11413
  1765. {466690} 0004: $127 = 0
  1766.  
  1767. :INTRO1_11420
  1768. {466697} 0006: 68@ = 0
  1769. {466704} 0006: 57@ = 0
  1770. {466711} 0006: 86@ = 0
  1771. {466718} 0006: 75@ = 0
  1772. {466725} 0006: 109@ = 0
  1773. {466732} 0006: 46@ = 6
  1774. {466739} 0006: 64@ = 0
  1775. {466746} 0050: gosub @INTRO1_47
  1776. {466753} 0006: 32@ = 0
  1777. {466760} 0006: 112@ = 0
  1778.  
  1779. :INTRO1_11490
  1780. {466767} 00D6: if or
  1781. {466771} 80FE: not actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0
  1782. {466808} 8104: not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0
  1783. {466833} 004D: jump_if_false @INTRO1_13589
  1784. {466840} 0001: wait 0 ms
  1785. {466844} 0050: gosub @INTRO1_18572
  1786. {466851} 0050: gosub @INTRO1_20140
  1787. {466858} 00D6: if
  1788. {466862} 0039: 45@ == 1
  1789. {466869} 004D: jump_if_false @INTRO1_11606
  1790. {466876} 0002: jump @INTRO1_18170
  1791.  
  1792. :INTRO1_11606
  1793. {466883} 00D6: if
  1794. {466887} 0039: 57@ == 0
  1795. {466894} 004D: jump_if_false @INTRO1_13040
  1796. {466901} 00D6: if
  1797. {466905} 0039: 68@ == 0
  1798. {466912} 004D: jump_if_false @INTRO1_12164
  1799. {466919} 00D6: if
  1800. {466923} 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1981.292 -1510.219 2.3844 radius 40.0 40.0 15.0
  1801. {466960} 004D: jump_if_false @INTRO1_12157
  1802. {466967} 00D6: if
  1803. {466971} 8118: not actor 50@ dead
  1804. {466976} 004D: jump_if_false @INTRO1_12157
  1805. {466983} 00D6: if
  1806. {466987} 8118: not actor 52@ dead
  1807. {466992} 004D: jump_if_false @INTRO1_12157
  1808. {466999} 00D6: if
  1809. {467003} 8119: not car 51@ wrecked
  1810. {467008} 004D: jump_if_false @INTRO1_11896
  1811. {467015} 0575: set_actor 50@ keep_position 0
  1812. {467022} 0575: set_actor 52@ keep_position 0
  1813. {467029} 0574: set_car 51@ keep_position 0
  1814. {467036} 00AB: put_car 51@ at 1809.0 -1519.0 7.0
  1815. {467056} 0175: set_car 51@ Z_angle_to 270.0
  1816. {467066} 00D6: if
  1817. {467070} 80DF: not actor 50@ driving
  1818. {467075} 004D: jump_if_false @INTRO1_11813
  1819. {467082} 036A: put_actor 50@ in_car 51@
  1820.  
  1821. :INTRO1_11813
  1822. {467090} 00D6: if
  1823. {467094} 80DF: not actor 52@ driving
  1824. {467099} 004D: jump_if_false @INTRO1_11839
  1825. {467106} 0430: put_actor 52@ into_car 51@ passenger_seat 0
  1826.  
  1827. :INTRO1_11839
  1828. {467116} 0687: clear_actor 52@ task
  1829. {467121} 00D6: if
  1830. {467125} 00DF: actor 52@ driving
  1831. {467130} 004D: jump_if_false @INTRO1_11896
  1832. {467137} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40
  1833.  
  1834. :INTRO1_11896
  1835. {467173} 00D6: if
  1836. {467177} 00DF: actor $PLAYER_ACTOR driving
  1837. {467182} 004D: jump_if_false @INTRO1_12000
  1838. {467189} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup
  1839. {467197} 00D6: if
  1840. {467201} 8118: not actor 50@ dead
  1841. {467206} 004D: jump_if_false @INTRO1_11993
  1842. {467213} 00D6: if
  1843. {467217} 8119: not car 51@ wrecked
  1844. {467222} 004D: jump_if_false @INTRO1_11993
  1845. {467229} 0687: clear_actor 50@ task
  1846. {467234} 00D6: if
  1847. {467238} 00DF: actor 50@ driving
  1848. {467243} 004D: jump_if_false @INTRO1_11993
  1849. {467250} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2
  1850.  
  1851. :INTRO1_11993
  1852. {467270} 0002: jump @INTRO1_12150
  1853.  
  1854. :INTRO1_12000
  1855. {467277} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0
  1856. {467306} 00D6: if
  1857. {467310} 8118: not actor 50@ dead
  1858. {467315} 004D: jump_if_false @INTRO1_12150
  1859. {467322} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found
  1860. {467333} 00D6: if
  1861. {467337} 04A4: 53@ == 7 // == constant
  1862. {467344} 004D: jump_if_false @INTRO1_12150
  1863. {467351} 00D6: if
  1864. {467355} 8118: not actor 50@ dead
  1865. {467360} 004D: jump_if_false @INTRO1_12150
  1866. {467367} 00D6: if
  1867. {467371} 8119: not car 51@ wrecked
  1868. {467376} 004D: jump_if_false @INTRO1_12150
  1869. {467383} 00D6: if
  1870. {467387} 00DF: actor 50@ driving
  1871. {467392} 004D: jump_if_false @INTRO1_12150
  1872. {467399} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2
  1873.  
  1874. :INTRO1_12150
  1875. {467427} 0006: 68@ = 1
  1876.  
  1877. :INTRO1_12157
  1878. {467434} 0002: jump @INTRO1_12933
  1879.  
  1880. :INTRO1_12164
  1881. {467441} 00D6: if
  1882. {467445} 8119: not car 51@ wrecked
  1883. {467450} 004D: jump_if_false @INTRO1_12933
  1884. {467457} 00D6: if
  1885. {467461} 8118: not actor 50@ dead
  1886. {467466} 004D: jump_if_false @INTRO1_12874
  1887. {467473} 00D6: if
  1888. {467477} 8118: not actor 52@ dead
  1889. {467482} 004D: jump_if_false @INTRO1_12808
  1890. {467489} 00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@
  1891. {467503} 00D6: if and
  1892. {467507} 81AD: not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0
  1893. {467530} 82CA: not car 51@ bounding_sphere_visible
  1894. {467535} 004D: jump_if_false @INTRO1_12361
  1895. {467542} 0687: clear_actor 50@ task
  1896. {467547} 04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0
  1897. {467576} 02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@
  1898. {467596} 00AB: put_car 51@ at 119@ 120@ 121@
  1899. {467610} 039F: set_car 51@ race_to 116@ 117@
  1900. {467621} 04BA: set_car 51@ speed_to 20.0
  1901. {467631} 0002: jump @INTRO1_12801
  1902.  
  1903. :INTRO1_12361
  1904. {467638} 00D6: if
  1905. {467642} 00DF: actor $PLAYER_ACTOR driving
  1906. {467647} 004D: jump_if_false @INTRO1_12570
  1907. {467654} 062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found
  1908. {467665} 00D6: if
  1909. {467669} 04A4: 53@ == 7 // == constant
  1910. {467676} 004D: jump_if_false @INTRO1_12466
  1911. {467683} 00D6: if
  1912. {467687} 00DF: actor $PLAYER_ACTOR driving
  1913. {467692} 004D: jump_if_false @INTRO1_12466
  1914. {467699} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup
  1915. {467707} 00D6: if
  1916. {467711} 00DF: actor 50@ driving
  1917. {467716} 004D: jump_if_false @INTRO1_12466
  1918. {467723} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2
  1919.  
  1920. :INTRO1_12466
  1921. {467743} 00D6: if
  1922. {467747} 8118: not actor 52@ dead
  1923. {467752} 004D: jump_if_false @INTRO1_12563
  1924. {467759} 00D6: if
  1925. {467763} 00DF: actor 52@ driving
  1926. {467768} 004D: jump_if_false @INTRO1_12563
  1927. {467775} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found
  1928. {467786} 00D6: if
  1929. {467790} 04A4: 53@ == 7 // == constant
  1930. {467797} 004D: jump_if_false @INTRO1_12563
  1931. {467804} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40
  1932.  
  1933. :INTRO1_12563
  1934. {467840} 0002: jump @INTRO1_12801
  1935.  
  1936. :INTRO1_12570
  1937. {467847} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0
  1938. {467876} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found
  1939. {467887} 00D6: if
  1940. {467891} 04A4: 53@ == 7 // == constant
  1941. {467898} 004D: jump_if_false @INTRO1_12704
  1942. {467905} 00D6: if
  1943. {467909} 8118: not actor 50@ dead
  1944. {467914} 004D: jump_if_false @INTRO1_12704
  1945. {467921} 00D6: if
  1946. {467925} 8119: not car 51@ wrecked
  1947. {467930} 004D: jump_if_false @INTRO1_12704
  1948. {467937} 00D6: if
  1949. {467941} 00DF: actor 50@ driving
  1950. {467946} 004D: jump_if_false @INTRO1_12704
  1951. {467953} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2
  1952.  
  1953. :INTRO1_12704
  1954. {467981} 00D6: if
  1955. {467985} 8118: not actor 52@ dead
  1956. {467990} 004D: jump_if_false @INTRO1_12801
  1957. {467997} 00D6: if
  1958. {468001} 00DF: actor 52@ driving
  1959. {468006} 004D: jump_if_false @INTRO1_12801
  1960. {468013} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found
  1961. {468024} 00D6: if
  1962. {468028} 04A4: 53@ == 7 // == constant
  1963. {468035} 004D: jump_if_false @INTRO1_12801
  1964. {468042} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40
  1965.  
  1966. :INTRO1_12801
  1967. {468078} 0002: jump @INTRO1_12867
  1968.  
  1969. :INTRO1_12808
  1970. {468085} 00D6: if
  1971. {468089} 0039: 114@ == 0
  1972. {468096} 004D: jump_if_false @INTRO1_12867
  1973. {468103} 00D6: if
  1974. {468107} 8118: not actor 50@ dead
  1975. {468112} 004D: jump_if_false @INTRO1_12867
  1976. {468119} 0687: clear_actor 50@ task
  1977. {468124} 0633: AS_actor 50@ exit_car
  1978. {468129} 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR
  1979. {468137} 0006: 114@ = 1
  1980.  
  1981. :INTRO1_12867
  1982. {468144} 0002: jump @INTRO1_12933
  1983.  
  1984. :INTRO1_12874
  1985. {468151} 00D6: if
  1986. {468155} 0039: 114@ == 0
  1987. {468162} 004D: jump_if_false @INTRO1_12933
  1988. {468169} 00D6: if
  1989. {468173} 8118: not actor 52@ dead
  1990. {468178} 004D: jump_if_false @INTRO1_12933
  1991. {468185} 0687: clear_actor 52@ task
  1992. {468190} 0633: AS_actor 52@ exit_car
  1993. {468195} 05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR
  1994. {468203} 0006: 114@ = 1
  1995.  
  1996. :INTRO1_12933
  1997. {468210} 00D6: if
  1998. {468214} 8118: not actor 50@ dead
  1999. {468219} 004D: jump_if_false @INTRO1_13040
  2000. {468226} 00D6: if
  2001. {468230} 8119: not car 51@ wrecked
  2002. {468235} 004D: jump_if_false @INTRO1_13040
  2003. {468242} 00D6: if
  2004. {468246} 00FE: actor 50@ sphere 0 in_sphere 2341.85 -1658.92 12.39 radius 30.0 30.0 30.0
  2005. {468283} 004D: jump_if_false @INTRO1_13040
  2006. {468290} 0687: clear_actor 50@ task
  2007. {468295} 05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2
  2008. {468310} 0006: 57@ = 1
  2009.  
  2010. :INTRO1_13040
  2011. {468317} 00D6: if
  2012. {468321} 0039: 112@ == 0
  2013. {468328} 004D: jump_if_false @INTRO1_13210
  2014. {468335} 00D6: if
  2015. {468339} 0019: 32@ > 1500
  2016. {468347} 004D: jump_if_false @INTRO1_13178
  2017. {468354} 00D6: if
  2018. {468358} 8118: not actor 66@ dead
  2019. {468363} 004D: jump_if_false @INTRO1_13178
  2020. {468370} 00D6: if
  2021. {468374} 8119: not car 77@ wrecked
  2022. {468379} 004D: jump_if_false @INTRO1_13178
  2023. {468386} 00D6: if
  2024. {468390} 00DB: actor $PLAYER_ACTOR in_car 37@
  2025. {468398} 004D: jump_if_false @INTRO1_13178
  2026. {468405} 00D6: if
  2027. {468409} 0104: actor $PLAYER_ACTOR near_actor 66@ radius 20.0 20.0 10.0 sphere 0
  2028. {468434} 004D: jump_if_false @INTRO1_13178
  2029. {468441} 0050: gosub @INTRO1_20464
  2030. {468448} 0006: 115@ = 1
  2031.  
  2032. :INTRO1_13178
  2033. {468455} 00D6: if
  2034. {468459} 0019: 86@ > 1
  2035. {468466} 004D: jump_if_false @INTRO1_13203
  2036. {468473} 0006: 112@ = 1
  2037.  
  2038. :INTRO1_13203
  2039. {468480} 0002: jump @INTRO1_13447
  2040.  
  2041. :INTRO1_13210
  2042. {468487} 00D6: if
  2043. {468491} 0039: 112@ == 1
  2044. {468498} 004D: jump_if_false @INTRO1_13284
  2045. {468505} 0006: 86@ = 0
  2046. {468512} 0006: 75@ = 0
  2047. {468519} 0006: 109@ = 0
  2048. {468526} 0006: 46@ = 5
  2049. {468533} 0006: 64@ = 0
  2050. {468540} 0050: gosub @INTRO1_47
  2051. {468547} 0006: 32@ = 0
  2052. {468554} 0006: 112@ = 2
  2053.  
  2054. :INTRO1_13284
  2055. {468561} 00D6: if
  2056. {468565} 0039: 112@ == 2
  2057. {468572} 004D: jump_if_false @INTRO1_13447
  2058. {468579} 00D6: if
  2059. {468583} 0019: 32@ > 1500
  2060. {468591} 004D: jump_if_false @INTRO1_13422
  2061. {468598} 00D6: if
  2062. {468602} 8118: not actor 65@ dead
  2063. {468607} 004D: jump_if_false @INTRO1_13422
  2064. {468614} 00D6: if
  2065. {468618} 8119: not car 76@ wrecked
  2066. {468623} 004D: jump_if_false @INTRO1_13422
  2067. {468630} 00D6: if
  2068. {468634} 00DB: actor $PLAYER_ACTOR in_car 37@
  2069. {468642} 004D: jump_if_false @INTRO1_13422
  2070. {468649} 00D6: if
  2071. {468653} 0104: actor $PLAYER_ACTOR near_actor 65@ radius 20.0 20.0 10.0 sphere 0
  2072. {468678} 004D: jump_if_false @INTRO1_13422
  2073. {468685} 0050: gosub @INTRO1_20464
  2074. {468692} 0006: 108@ = 1
  2075.  
  2076. :INTRO1_13422
  2077. {468699} 00D6: if
  2078. {468703} 0019: 86@ > 2
  2079. {468710} 004D: jump_if_false @INTRO1_13447
  2080. {468717} 0006: 112@ = 3
  2081.  
  2082. :INTRO1_13447
  2083. {468724} 00D6: if
  2084. {468728} 0118: actor 65@ dead
  2085. {468733} 004D: jump_if_false @INTRO1_13486
  2086. {468740} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead!
  2087. {468756} 0002: jump @INTRO1_18170
  2088.  
  2089. :INTRO1_13486
  2090. {468763} 00D6: if
  2091. {468767} 0118: actor 66@ dead
  2092. {468772} 004D: jump_if_false @INTRO1_13525
  2093. {468779} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead!
  2094. {468795} 0002: jump @INTRO1_18170
  2095.  
  2096. :INTRO1_13525
  2097. {468802} 00D6: if
  2098. {468806} 0039: 113@ == 1
  2099. {468813} 004D: jump_if_false @INTRO1_13582
  2100. {468820} 00D6: if
  2101. {468824} 0118: actor 67@ dead
  2102. {468829} 004D: jump_if_false @INTRO1_13582
  2103. {468836} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead!
  2104. {468852} 0002: jump @INTRO1_18170
  2105.  
  2106. :INTRO1_13582
  2107. {468859} 0002: jump @INTRO1_11490
  2108.  
  2109. :INTRO1_13589
  2110. {468866} 01B4: set_player $PLAYER_CHAR can_move 0
  2111. {468873} 0006: 113@ = 0
  2112. {468880} 00D6: if
  2113. {468884} 8119: not car 37@ wrecked
  2114. {468889} 004D: jump_if_false @INTRO1_13679
  2115. {468896} 00D6: if
  2116. {468900} 00DB: actor $PLAYER_ACTOR in_car 37@
  2117. {468908} 004D: jump_if_false @INTRO1_13679
  2118. {468915} 0605: actor $PLAYER_ACTOR perform_animation "BMX_CELEBRATE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  2119.  
  2120. :INTRO1_13679
  2121. {468956} 0001: wait 1000 ms
  2122. {468961} 016A: fade 0 time 1500
  2123.  
  2124. :INTRO1_13691
  2125. {468968} 00D6: if
  2126. {468972} 016B: fading
  2127. {468974} 004D: jump_if_false @INTRO1_13715
  2128. {468981} 0001: wait 0 ms
  2129. {468985} 0002: jump @INTRO1_13691
  2130.  
  2131. :INTRO1_13715
  2132. {468992} 040D: unload_wav 1
  2133. {468996} 040D: unload_wav 2
  2134. {469000} 0110: clear_player $PLAYER_CHAR wanted_level
  2135. {469005} 07C0: load_path 205
  2136. {469010} 07C0: load_path 206
  2137. {469015} 04ED: load_animation "MISC"
  2138. {469023} 04ED: load_animation "GANGS"
  2139. {469032} 038B: load_requested_models
  2140.  
  2141. :INTRO1_13757
  2142. {469034} 00D6: if or
  2143. {469038} 87C1: not path 205 available
  2144. {469043} 87C1: not path 206 available
  2145. {469048} 84EE: not animation "MISC" loaded
  2146. {469056} 84EE: not animation "GANGS" loaded
  2147. {469065} 004D: jump_if_false @INTRO1_13806
  2148. {469072} 0001: wait 0 ms
  2149. {469076} 0002: jump @INTRO1_13757
  2150.  
  2151. :INTRO1_13806
  2152. {469083} 02A3: enable_widescreen 1
  2153. {469087} 041D: set_camera_near_clip 0.2
  2154. {469094} 0006: 86@ = 0
  2155. {469101} 0006: 75@ = 0
  2156. {469108} 0006: 109@ = 0
  2157. {469115} 0006: 46@ = 2
  2158. {469122} 0050: gosub @INTRO1_47
  2159. {469129} 00D6: if
  2160. {469133} 8119: not car 37@ wrecked
  2161. {469138} 004D: jump_if_false @INTRO1_14035
  2162. {469145} 00D6: if
  2163. {469149} 80DB: not actor $PLAYER_ACTOR in_car 37@
  2164. {469157} 004D: jump_if_false @INTRO1_14005
  2165. {469164} 00D6: if
  2166. {469168} 00DF: actor $PLAYER_ACTOR driving
  2167. {469173} 004D: jump_if_false @INTRO1_13954
  2168. {469180} 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2487.309 -1668.372 12.3438
  2169. {469200} 0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0
  2170. {469210} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  2171. {469217} 0006: 113@ = 1
  2172. {469224} 0002: jump @INTRO1_13998
  2173.  
  2174. :INTRO1_13954
  2175. {469231} 00A1: put_actor $PLAYER_ACTOR at 2487.309 -1668.372 12.3438
  2176. {469251} 0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0
  2177. {469261} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
  2178. {469268} 0006: 113@ = 1
  2179.  
  2180. :INTRO1_13998
  2181. {469275} 0002: jump @INTRO1_14035
  2182.  
  2183. :INTRO1_14005
  2184. {469282} 00AB: put_car 37@ at 2487.309 -1668.372 12.3438
  2185. {469302} 0175: set_car 37@ Z_angle_to 80.0
  2186.  
  2187. :INTRO1_14035
  2188. {469312} 0395: clear_area 1 at 2487.309 -1668.372 12.3438 radius 50.0
  2189. {469336} 00D6: if
  2190. {469340} 8118: not actor 65@ dead
  2191. {469345} 004D: jump_if_false @INTRO1_14164
  2192. {469352} 00D6: if
  2193. {469356} 8119: not car 76@ wrecked
  2194. {469361} 004D: jump_if_false @INTRO1_14164
  2195. {469368} 0792: disembark_instantly_actor 65@
  2196. {469373} 0575: set_actor 65@ keep_position 0
  2197. {469380} 0574: set_car 76@ keep_position 0
  2198. {469387} 00D6: if
  2199. {469391} 80DF: not actor 65@ driving
  2200. {469396} 004D: jump_if_false @INTRO1_14134
  2201. {469403} 036A: put_actor 65@ in_car 76@
  2202.  
  2203. :INTRO1_14134
  2204. {469411} 00AB: put_car 76@ at 2487.172 -1666.301 12.3438
  2205. {469431} 0175: set_car 76@ Z_angle_to 124.2698
  2206.  
  2207. :INTRO1_14164
  2208. {469441} 00D6: if
  2209. {469445} 8118: not actor 66@ dead
  2210. {469450} 004D: jump_if_false @INTRO1_14239
  2211. {469457} 00D6: if
  2212. {469461} 8119: not car 77@ wrecked
  2213. {469466} 004D: jump_if_false @INTRO1_14239
  2214. {469473} 0792: disembark_instantly_actor 66@
  2215. {469478} 0575: set_actor 66@ keep_position 0
  2216. {469485} 0574: set_car 77@ keep_position 0
  2217. {469492} 00D6: if
  2218. {469496} 80DF: not actor 66@ driving
  2219. {469501} 004D: jump_if_false @INTRO1_14239
  2220. {469508} 036A: put_actor 66@ in_car 77@
  2221.  
  2222. :INTRO1_14239
  2223. {469516} 00D6: if
  2224. {469520} 8118: not actor 67@ dead
  2225. {469525} 004D: jump_if_false @INTRO1_14334
  2226. {469532} 00D6: if
  2227. {469536} 8119: not car 78@ wrecked
  2228. {469541} 004D: jump_if_false @INTRO1_14334
  2229. {469548} 0792: disembark_instantly_actor 67@
  2230. {469553} 0575: set_actor 67@ keep_position 0
  2231. {469560} 0574: set_car 78@ keep_position 0
  2232. {469567} 00D6: if
  2233. {469571} 80DF: not actor 67@ driving
  2234. {469576} 004D: jump_if_false @INTRO1_14314
  2235. {469583} 036A: put_actor 67@ in_car 78@
  2236.  
  2237. :INTRO1_14314
  2238. {469591} 00AB: put_car 78@ at 2371.5 -1654.895 12.3826
  2239.  
  2240. :INTRO1_14334
  2241. {469611} 009B: destroy_actor 50@
  2242. {469616} 009B: destroy_actor 52@
  2243. {469621} 00A6: destroy_car 51@
  2244. {469626} 015F: set_camera_position 2409.037 -1672.324 18.3556 rotation 0.0 0.0 0.0
  2245. {469658} 0160: set_camera_point_at 2409.954 -1671.944 18.2334 switchstyle 2
  2246. {469677} 03CB: set_rendering_origin_at 2480.689 -1670.006 13.0061
  2247. {469694} 015F: set_camera_position 2479.827 -1670.506 12.9206 rotation 0.0 0.0 0.0
  2248. {469726} 0160: set_camera_point_at 2480.689 -1670.006 13.0061 switchstyle 2
  2249. {469745} 0001: wait 1000 ms
  2250. {469750} 016A: fade 1 time 1000
  2251. {469757} 00D6: if
  2252. {469761} 8118: not actor 66@ dead
  2253. {469766} 004D: jump_if_false @INTRO1_14530
  2254. {469773} 00D6: if
  2255. {469777} 8119: not car 77@ wrecked
  2256. {469782} 004D: jump_if_false @INTRO1_14530
  2257. {469789} 05EB: assign_car 77@ to_path 206
  2258. {469797} 06FD: set_car 77@ speed_on_path_to 1.0
  2259.  
  2260. :INTRO1_14530
  2261. {469807} 0006: 109@ = 0
  2262.  
  2263. :INTRO1_14537
  2264. {469814} 00D6: if
  2265. {469818} 8039: not 86@ == 1
  2266. {469825} 004D: jump_if_false @INTRO1_14842
  2267. {469832} 0001: wait 0 ms
  2268. {469836} 0050: gosub @INTRO1_20464
  2269. {469843} 00D6: if
  2270. {469847} 0039: 109@ == 0
  2271. {469854} 004D: jump_if_false @INTRO1_14835
  2272. {469861} 00D6: if
  2273. {469865} 0039: 75@ == 2
  2274. {469872} 004D: jump_if_false @INTRO1_14835
  2275. {469879} 00D6: if
  2276. {469883} 8118: not actor 66@ dead
  2277. {469888} 004D: jump_if_false @INTRO1_14828
  2278. {469895} 0647: AS_actor 66@ clear_look_task
  2279. {469900} 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms
  2280. {469911} 0967: actor 66@ move_mouth 20000 ms
  2281. {469919} 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2282. {469924} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 30000 ms
  2283. {469935} 00D6: if
  2284. {469939} 8118: not actor 65@ dead
  2285. {469944} 004D: jump_if_false @INTRO1_14717
  2286. {469951} 0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2287.  
  2288. :INTRO1_14717
  2289. {469994} 00D6: if
  2290. {469998} 0039: 113@ == 0
  2291. {470005} 004D: jump_if_false @INTRO1_14778
  2292. {470012} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2293.  
  2294. :INTRO1_14778
  2295. {470055} 00D6: if
  2296. {470059} 8118: not actor 67@ dead
  2297. {470064} 004D: jump_if_false @INTRO1_14828
  2298. {470071} 00D6: if
  2299. {470075} 8119: not car 78@ wrecked
  2300. {470080} 004D: jump_if_false @INTRO1_14828
  2301. {470087} 05EB: assign_car 78@ to_path 205
  2302. {470095} 06FD: set_car 78@ speed_on_path_to 0.8
  2303.  
  2304. :INTRO1_14828
  2305. {470105} 0006: 109@ = 1
  2306.  
  2307. :INTRO1_14835
  2308. {470112} 0002: jump @INTRO1_14537
  2309.  
  2310. :INTRO1_14842
  2311. {470119} 0006: 33@ = 0
  2312.  
  2313. :INTRO1_14849
  2314. {470126} 00D6: if
  2315. {470130} 001B: 200 > 33@
  2316. {470138} 004D: jump_if_false @INTRO1_14879
  2317. {470145} 0001: wait 0 ms
  2318. {470149} 0002: jump @INTRO1_14849
  2319.  
  2320. :INTRO1_14879
  2321. {470156} 0707: start_scene_skip_to @INTRO1_17756
  2322. {470163} 0006: 109@ = 0
  2323.  
  2324. :INTRO1_14893
  2325. {470170} 00D6: if
  2326. {470174} 8039: not 86@ == 2
  2327. {470181} 004D: jump_if_false @INTRO1_15191
  2328. {470188} 0001: wait 0 ms
  2329. {470192} 0050: gosub @INTRO1_20464
  2330. {470199} 00D6: if
  2331. {470203} 0039: 109@ == 0
  2332. {470210} 004D: jump_if_false @INTRO1_15184
  2333. {470217} 00D6: if
  2334. {470221} 0039: 75@ == 2
  2335. {470228} 004D: jump_if_false @INTRO1_15184
  2336. {470235} 00D6: if
  2337. {470239} 8118: not actor 67@ dead
  2338. {470244} 004D: jump_if_false @INTRO1_15177
  2339. {470251} 0647: AS_actor 67@ clear_look_task
  2340. {470256} 05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR 30000 ms
  2341. {470267} 0967: actor 67@ move_mouth 20000 ms
  2342. {470275} 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2343. {470280} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms
  2344. {470291} 0605: actor 67@ perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2345. {470334} 00D6: if
  2346. {470338} 0039: 113@ == 0
  2347. {470345} 004D: jump_if_false @INTRO1_15118
  2348. {470352} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2349.  
  2350. :INTRO1_15118
  2351. {470395} 00D6: if
  2352. {470399} 8118: not actor 65@ dead
  2353. {470404} 004D: jump_if_false @INTRO1_15177
  2354. {470411} 0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2355.  
  2356. :INTRO1_15177
  2357. {470454} 0006: 109@ = 1
  2358.  
  2359. :INTRO1_15184
  2360. {470461} 0002: jump @INTRO1_14893
  2361.  
  2362. :INTRO1_15191
  2363. {470468} 00D6: if
  2364. {470472} 8118: not actor 67@ dead
  2365. {470477} 004D: jump_if_false @INTRO1_15212
  2366. {470484} 0968: actor 67@ stop_mouth
  2367.  
  2368. :INTRO1_15212
  2369. {470489} 015F: set_camera_position 2488.323 -1669.926 13.3261 rotation 0.0 0.0 0.0
  2370. {470521} 0160: set_camera_point_at 2487.485 -1669.385 13.2679 switchstyle 2
  2371. {470540} 0006: 109@ = 0
  2372.  
  2373. :INTRO1_15270
  2374. {470547} 00D6: if
  2375. {470551} 8039: not 86@ == 3
  2376. {470558} 004D: jump_if_false @INTRO1_15535
  2377. {470565} 0001: wait 0 ms
  2378. {470569} 0050: gosub @INTRO1_20464
  2379. {470576} 00D6: if
  2380. {470580} 0039: 109@ == 0
  2381. {470587} 004D: jump_if_false @INTRO1_15528
  2382. {470594} 00D6: if
  2383. {470598} 0039: 75@ == 2
  2384. {470605} 004D: jump_if_false @INTRO1_15528
  2385. {470612} 00D6: if
  2386. {470616} 8118: not actor 65@ dead
  2387. {470621} 004D: jump_if_false @INTRO1_15521
  2388. {470628} 0647: AS_actor 65@ clear_look_task
  2389. {470633} 05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms
  2390. {470644} 00D6: if
  2391. {470648} 8118: not actor 67@ dead
  2392. {470653} 004D: jump_if_false @INTRO1_15399
  2393. {470660} 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2394. {470665} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms
  2395.  
  2396. :INTRO1_15399
  2397. {470676} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms
  2398. {470684} 00D6: if
  2399. {470688} 0039: 113@ == 0
  2400. {470695} 004D: jump_if_false @INTRO1_15478
  2401. {470702} 0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2402. {470748} 0002: jump @INTRO1_15521
  2403.  
  2404. :INTRO1_15478
  2405. {470755} 0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2406.  
  2407. :INTRO1_15521
  2408. {470798} 0006: 109@ = 1
  2409.  
  2410. :INTRO1_15528
  2411. {470805} 0002: jump @INTRO1_15270
  2412.  
  2413. :INTRO1_15535
  2414. {470812} 0968: actor $PLAYER_ACTOR stop_mouth
  2415. {470817} 0006: 109@ = 0
  2416.  
  2417. :INTRO1_15547
  2418. {470824} 00D6: if
  2419. {470828} 8039: not 86@ == 4
  2420. {470835} 004D: jump_if_false @INTRO1_15634
  2421. {470842} 0001: wait 0 ms
  2422. {470846} 0050: gosub @INTRO1_20464
  2423. {470853} 00D6: if
  2424. {470857} 0039: 109@ == 0
  2425. {470864} 004D: jump_if_false @INTRO1_15627
  2426. {470871} 00D6: if
  2427. {470875} 0039: 75@ == 2
  2428. {470882} 004D: jump_if_false @INTRO1_15627
  2429. {470889} 0006: 109@ = 1
  2430. {470896} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms
  2431.  
  2432. :INTRO1_15627
  2433. {470904} 0002: jump @INTRO1_15547
  2434.  
  2435. :INTRO1_15634
  2436. {470911} 015F: set_camera_position 2482.804 -1666.785 13.785 rotation 0.0 0.0 0.0
  2437. {470943} 0160: set_camera_point_at 2483.778 -1666.774 13.5566 switchstyle 2
  2438. {470962} 0687: clear_actor $PLAYER_ACTOR task
  2439. {470967} 00D6: if
  2440. {470971} 0039: 113@ == 0
  2441. {470978} 004D: jump_if_false @INTRO1_15751
  2442. {470985} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2443.  
  2444. :INTRO1_15751
  2445. {471028} 0968: actor $PLAYER_ACTOR stop_mouth
  2446. {471033} 0006: 109@ = 0
  2447.  
  2448. :INTRO1_15763
  2449. {471040} 00D6: if
  2450. {471044} 8039: not 86@ == 5
  2451. {471051} 004D: jump_if_false @INTRO1_15898
  2452. {471058} 0001: wait 0 ms
  2453. {471062} 0050: gosub @INTRO1_20464
  2454. {471069} 00D6: if
  2455. {471073} 0039: 109@ == 0
  2456. {471080} 004D: jump_if_false @INTRO1_15891
  2457. {471087} 00D6: if
  2458. {471091} 0039: 75@ == 2
  2459. {471098} 004D: jump_if_false @INTRO1_15891
  2460. {471105} 00D6: if
  2461. {471109} 8118: not actor 67@ dead
  2462. {471114} 004D: jump_if_false @INTRO1_15884
  2463. {471121} 0967: actor 67@ move_mouth 20000 ms
  2464. {471129} 00D6: if
  2465. {471133} 8118: not actor 65@ dead
  2466. {471138} 004D: jump_if_false @INTRO1_15884
  2467. {471145} 0647: AS_actor 65@ clear_look_task
  2468. {471150} 05BF: AS_actor 65@ look_at_actor 67@ 15000 ms
  2469.  
  2470. :INTRO1_15884
  2471. {471161} 0006: 109@ = 1
  2472.  
  2473. :INTRO1_15891
  2474. {471168} 0002: jump @INTRO1_15763
  2475.  
  2476. :INTRO1_15898
  2477. {471175} 00D6: if
  2478. {471179} 8118: not actor 67@ dead
  2479. {471184} 004D: jump_if_false @INTRO1_15919
  2480. {471191} 0968: actor 67@ stop_mouth
  2481.  
  2482. :INTRO1_15919
  2483. {471196} 0006: 109@ = 0
  2484.  
  2485. :INTRO1_15926
  2486. {471203} 00D6: if
  2487. {471207} 8039: not 86@ == 6
  2488. {471214} 004D: jump_if_false @INTRO1_16121
  2489. {471221} 0001: wait 0 ms
  2490. {471225} 0050: gosub @INTRO1_20464
  2491. {471232} 00D6: if
  2492. {471236} 0039: 109@ == 0
  2493. {471243} 004D: jump_if_false @INTRO1_16114
  2494. {471250} 00D6: if
  2495. {471254} 0039: 75@ == 2
  2496. {471261} 004D: jump_if_false @INTRO1_16114
  2497. {471268} 0006: 109@ = 1
  2498. {471275} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms
  2499. {471283} 00D6: if
  2500. {471287} 0039: 113@ == 0
  2501. {471294} 004D: jump_if_false @INTRO1_16077
  2502. {471301} 0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2503. {471347} 0002: jump @INTRO1_16114
  2504.  
  2505. :INTRO1_16077
  2506. {471354} 0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000
  2507.  
  2508. :INTRO1_16114
  2509. {471391} 0002: jump @INTRO1_15926
  2510.  
  2511. :INTRO1_16121
  2512. {471398} 0968: actor $PLAYER_ACTOR stop_mouth
  2513. {471403} 00D6: if
  2514. {471407} 0039: 113@ == 0
  2515. {471414} 004D: jump_if_false @INTRO1_16194
  2516. {471421} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2517. {471464} 0002: jump @INTRO1_16199
  2518.  
  2519. :INTRO1_16194
  2520. {471471} 0687: clear_actor $PLAYER_ACTOR task
  2521.  
  2522. :INTRO1_16199
  2523. {471476} 015F: set_camera_position 2482.911 -1662.575 14.0425 rotation 0.0 0.0 0.0
  2524. {471508} 0160: set_camera_point_at 2483.366 -1663.456 13.914 switchstyle 2
  2525. {471527} 0006: 109@ = 0
  2526.  
  2527. :INTRO1_16257
  2528. {471534} 00D6: if
  2529. {471538} 8039: not 86@ == 7
  2530. {471545} 004D: jump_if_false @INTRO1_16392
  2531. {471552} 0001: wait 0 ms
  2532. {471556} 0050: gosub @INTRO1_20464
  2533. {471563} 00D6: if
  2534. {471567} 0039: 109@ == 0
  2535. {471574} 004D: jump_if_false @INTRO1_16385
  2536. {471581} 00D6: if
  2537. {471585} 0039: 75@ == 2
  2538. {471592} 004D: jump_if_false @INTRO1_16385
  2539. {471599} 00D6: if
  2540. {471603} 8118: not actor 67@ dead
  2541. {471608} 004D: jump_if_false @INTRO1_16378
  2542. {471615} 0967: actor 67@ move_mouth 20000 ms
  2543. {471623} 00D6: if
  2544. {471627} 8118: not actor 65@ dead
  2545. {471632} 004D: jump_if_false @INTRO1_16378
  2546. {471639} 0647: AS_actor 65@ clear_look_task
  2547. {471644} 05BF: AS_actor 65@ look_at_actor 67@ 15000 ms
  2548.  
  2549. :INTRO1_16378
  2550. {471655} 0006: 109@ = 1
  2551.  
  2552. :INTRO1_16385
  2553. {471662} 0002: jump @INTRO1_16257
  2554.  
  2555. :INTRO1_16392
  2556. {471669} 00D6: if
  2557. {471673} 8118: not actor 67@ dead
  2558. {471678} 004D: jump_if_false @INTRO1_16413
  2559. {471685} 0968: actor 67@ stop_mouth
  2560.  
  2561. :INTRO1_16413
  2562. {471690} 0006: 109@ = 0
  2563.  
  2564. :INTRO1_16420
  2565. {471697} 00D6: if
  2566. {471701} 8039: not 86@ == 8
  2567. {471708} 004D: jump_if_false @INTRO1_16625
  2568. {471715} 0001: wait 0 ms
  2569. {471719} 0050: gosub @INTRO1_20464
  2570. {471726} 00D6: if
  2571. {471730} 0039: 109@ == 0
  2572. {471737} 004D: jump_if_false @INTRO1_16618
  2573. {471744} 00D6: if
  2574. {471748} 0039: 75@ == 2
  2575. {471755} 004D: jump_if_false @INTRO1_16618
  2576. {471762} 0006: 109@ = 1
  2577. {471769} 0687: clear_actor $PLAYER_ACTOR task
  2578. {471774} 0968: actor $PLAYER_ACTOR stop_mouth
  2579. {471779} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms
  2580. {471787} 00D6: if
  2581. {471791} 0039: 113@ == 0
  2582. {471798} 004D: jump_if_false @INTRO1_16581
  2583. {471805} 0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2584. {471851} 0002: jump @INTRO1_16618
  2585.  
  2586. :INTRO1_16581
  2587. {471858} 0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000
  2588.  
  2589. :INTRO1_16618
  2590. {471895} 0002: jump @INTRO1_16420
  2591.  
  2592. :INTRO1_16625
  2593. {471902} 0968: actor $PLAYER_ACTOR stop_mouth
  2594. {471907} 00D6: if
  2595. {471911} 0039: 113@ == 0
  2596. {471918} 004D: jump_if_false @INTRO1_16698
  2597. {471925} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2598. {471968} 0002: jump @INTRO1_16703
  2599.  
  2600. :INTRO1_16698
  2601. {471975} 0687: clear_actor $PLAYER_ACTOR task
  2602.  
  2603. :INTRO1_16703
  2604. {471980} 015F: set_camera_position 2490.0 -1667.537 13.7938 rotation 0.0 0.0 0.0
  2605. {472012} 0160: set_camera_point_at 2489.044 -1667.497 13.5038 switchstyle 2
  2606. {472031} 0006: 109@ = 0
  2607.  
  2608. :INTRO1_16761
  2609. {472038} 00D6: if
  2610. {472042} 8039: not 86@ == 9
  2611. {472049} 004D: jump_if_false @INTRO1_16941
  2612. {472056} 0001: wait 0 ms
  2613. {472060} 0050: gosub @INTRO1_20464
  2614. {472067} 00D6: if
  2615. {472071} 0039: 109@ == 0
  2616. {472078} 004D: jump_if_false @INTRO1_16934
  2617. {472085} 00D6: if
  2618. {472089} 0039: 75@ == 2
  2619. {472096} 004D: jump_if_false @INTRO1_16934
  2620. {472103} 00D6: if
  2621. {472107} 8118: not actor 65@ dead
  2622. {472112} 004D: jump_if_false @INTRO1_16927
  2623. {472119} 0647: AS_actor 65@ clear_look_task
  2624. {472124} 05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms
  2625. {472135} 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2626. {472140} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 65@ 15000 ms
  2627. {472151} 0967: actor 65@ move_mouth 20000 ms
  2628. {472159} 0605: actor 65@ perform_animation "BMX_TALKLEFT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2629.  
  2630. :INTRO1_16927
  2631. {472204} 0006: 109@ = 1
  2632.  
  2633. :INTRO1_16934
  2634. {472211} 0002: jump @INTRO1_16761
  2635.  
  2636. :INTRO1_16941
  2637. {472218} 00D6: if
  2638. {472222} 8118: not actor 65@ dead
  2639. {472227} 004D: jump_if_false @INTRO1_17000
  2640. {472234} 0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  2641.  
  2642. :INTRO1_17000
  2643. {472277} 00D6: if
  2644. {472281} 8118: not actor 65@ dead
  2645. {472286} 004D: jump_if_false @INTRO1_17021
  2646. {472293} 0968: actor 65@ stop_mouth
  2647.  
  2648. :INTRO1_17021
  2649. {472298} 0006: 33@ = 0
  2650.  
  2651. :INTRO1_17028
  2652. {472305} 00D6: if
  2653. {472309} 001B: 1500 > 33@
  2654. {472317} 004D: jump_if_false @INTRO1_17058
  2655. {472324} 0001: wait 0 ms
  2656. {472328} 0002: jump @INTRO1_17028
  2657.  
  2658. :INTRO1_17058
  2659. {472335} 015F: set_camera_position 2474.306 -1668.478 13.4599 rotation 0.0 0.0 0.0
  2660. {472367} 0160: set_camera_point_at 2475.302 -1668.458 13.5477 switchstyle 2
  2661. {472386} 00D6: if
  2662. {472390} 8119: not car 76@ wrecked
  2663. {472395} 004D: jump_if_false @INTRO1_17135
  2664. {472402} 0175: set_car 76@ Z_angle_to 0.0
  2665.  
  2666. :INTRO1_17135
  2667. {472412} 0006: 109@ = 0
  2668.  
  2669. :INTRO1_17142
  2670. {472419} 00D6: if
  2671. {472423} 8039: not 86@ == 10
  2672. {472430} 004D: jump_if_false @INTRO1_17277
  2673. {472437} 0001: wait 0 ms
  2674. {472441} 0050: gosub @INTRO1_20464
  2675. {472448} 00D6: if
  2676. {472452} 0039: 109@ == 0
  2677. {472459} 004D: jump_if_false @INTRO1_17270
  2678. {472466} 00D6: if
  2679. {472470} 0039: 75@ == 2
  2680. {472477} 004D: jump_if_false @INTRO1_17270
  2681. {472484} 00D6: if
  2682. {472488} 8118: not actor 66@ dead
  2683. {472493} 004D: jump_if_false @INTRO1_17263
  2684. {472500} 0647: AS_actor 66@ clear_look_task
  2685. {472505} 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 15000 ms
  2686. {472516} 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2687. {472521} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 15000 ms
  2688. {472532} 0967: actor 66@ move_mouth 20000 ms
  2689.  
  2690. :INTRO1_17263
  2691. {472540} 0006: 109@ = 1
  2692.  
  2693. :INTRO1_17270
  2694. {472547} 0002: jump @INTRO1_17142
  2695.  
  2696. :INTRO1_17277
  2697. {472554} 00D6: if
  2698. {472558} 8118: not actor 66@ dead
  2699. {472563} 004D: jump_if_false @INTRO1_17298
  2700. {472570} 0968: actor 66@ stop_mouth
  2701.  
  2702. :INTRO1_17298
  2703. {472575} 0006: 33@ = 0
  2704. {472582} 0006: 109@ = 0
  2705.  
  2706. :INTRO1_17312
  2707. {472589} 00D6: if
  2708. {472593} 8039: not 86@ == 11
  2709. {472600} 004D: jump_if_false @INTRO1_17610
  2710. {472607} 0001: wait 0 ms
  2711. {472611} 0050: gosub @INTRO1_20464
  2712. {472618} 00D6: if
  2713. {472622} 0039: 109@ == 0
  2714. {472629} 004D: jump_if_false @INTRO1_17440
  2715. {472636} 00D6: if
  2716. {472640} 0039: 75@ == 2
  2717. {472647} 004D: jump_if_false @INTRO1_17440
  2718. {472654} 00D6: if
  2719. {472658} 8118: not actor 66@ dead
  2720. {472663} 004D: jump_if_false @INTRO1_17440
  2721. {472670} 0647: AS_actor 66@ clear_look_task
  2722. {472675} 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 12500 ms
  2723. {472686} 0647: AS_actor $PLAYER_ACTOR clear_look_task
  2724. {472691} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 12500 ms
  2725. {472702} 0967: actor 66@ move_mouth 20000 ms
  2726. {472710} 0006: 109@ = 1
  2727.  
  2728. :INTRO1_17440
  2729. {472717} 00D6: if
  2730. {472721} 0019: 33@ > 3000
  2731. {472729} 004D: jump_if_false @INTRO1_17603
  2732. {472736} 00D6: if
  2733. {472740} 8118: not actor 65@ dead
  2734. {472745} 004D: jump_if_false @INTRO1_17531
  2735. {472752} 00D6: if
  2736. {472756} 8119: not car 76@ wrecked
  2737. {472761} 004D: jump_if_false @INTRO1_17531
  2738. {472768} 0687: clear_actor 65@ task
  2739. {472773} 05D1: AS_actor 65@ drive_car 76@ to 2501.244 -1657.769 12.3949 speed 4.0 1 model #BMX 2
  2740.  
  2741. :INTRO1_17531
  2742. {472808} 00D6: if
  2743. {472812} 8118: not actor 67@ dead
  2744. {472817} 004D: jump_if_false @INTRO1_17603
  2745. {472824} 00D6: if
  2746. {472828} 8119: not car 78@ wrecked
  2747. {472833} 004D: jump_if_false @INTRO1_17603
  2748. {472840} 0687: clear_actor 67@ task
  2749. {472845} 05D1: AS_actor 67@ drive_car 78@ to 2497.169 -1680.446 12.3614 speed 6.0 1 model #BMX 2
  2750.  
  2751. :INTRO1_17603
  2752. {472880} 0002: jump @INTRO1_17312
  2753.  
  2754. :INTRO1_17610
  2755. {472887} 00D6: if
  2756. {472891} 8118: not actor 66@ dead
  2757. {472896} 004D: jump_if_false @INTRO1_17631
  2758. {472903} 0968: actor 66@ stop_mouth
  2759.  
  2760. :INTRO1_17631
  2761. {472908} 00D6: if
  2762. {472912} 8118: not actor 66@ dead
  2763. {472917} 004D: jump_if_false @INTRO1_17719
  2764. {472924} 00D6: if
  2765. {472928} 8119: not car 77@ wrecked
  2766. {472933} 004D: jump_if_false @INTRO1_17719
  2767. {472940} 00D6: if
  2768. {472944} 00DF: actor 66@ driving
  2769. {472949} 004D: jump_if_false @INTRO1_17719
  2770. {472956} 0647: AS_actor 66@ clear_look_task
  2771. {472961} 05D1: AS_actor 66@ drive_car 77@ to 2466.27 -1690.28 12.51 speed 2.0 1 model #BMX 2
  2772.  
  2773. :INTRO1_17719
  2774. {472996} 0006: 33@ = 0
  2775.  
  2776. :INTRO1_17726
  2777. {473003} 00D6: if
  2778. {473007} 001B: 3000 > 33@
  2779. {473015} 004D: jump_if_false @INTRO1_17756
  2780. {473022} 0001: wait 0 ms
  2781. {473026} 0002: jump @INTRO1_17726
  2782.  
  2783. :INTRO1_17756
  2784. {473033} 0701: end_scene_skip
  2785. {473035} 0925: restore_camera_to_user_defined
  2786. {473037} 040D: unload_wav 1
  2787. {473041} 040D: unload_wav 2
  2788. {473045} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
  2789. {473052} 07FB: set_interior 'CARLS' access 1 // The Johnson House
  2790. {473065} 0707: start_scene_skip_to @INTRO1_18131
  2791. {473072} 00BE: text_clear_all
  2792. {473074} 015F: set_camera_position 2499.306 -1678.921 13.0313 rotation 0.0 0.0 0.0
  2793. {473106} 0160: set_camera_point_at 2499.044 -1679.852 13.2865 switchstyle 2
  2794. {473125} 00A6: destroy_car 76@
  2795. {473130} 00A6: destroy_car 77@
  2796. {473135} 00A6: destroy_car 78@
  2797. {473140} 009B: destroy_actor 65@
  2798. {473145} 009B: destroy_actor 66@
  2799. {473150} 009B: destroy_actor 67@
  2800. {473155} 03E5: show_text_box 'SAVE_G' // You can save your progress by entering CJ's house.
  2801. {473166} 0006: 33@ = 0
  2802.  
  2803. :INTRO1_17896
  2804. {473173} 00D6: if
  2805. {473177} 001B: 6000 > 33@
  2806. {473185} 004D: jump_if_false @INTRO1_17926
  2807. {473192} 0001: wait 0 ms
  2808. {473196} 0002: jump @INTRO1_17896
  2809.  
  2810. :INTRO1_17926
  2811. {473203} 015F: set_camera_position 2504.28 -1682.857 15.1427 rotation 0.0 0.0 0.0
  2812. {473235} 0160: set_camera_point_at 2504.306 -1683.851 15.0385 switchstyle 2
  2813. {473254} 03E5: show_text_box 'SAVE_G2' // You can save a vehicle by parking it in the garage.
  2814. {473265} 0006: 33@ = 0
  2815.  
  2816. :INTRO1_17995
  2817. {473272} 00D6: if
  2818. {473276} 001B: 6000 > 33@
  2819. {473284} 004D: jump_if_false @INTRO1_18025
  2820. {473291} 0001: wait 0 ms
  2821. {473295} 0002: jump @INTRO1_17995
  2822.  
  2823. :INTRO1_18025
  2824. {473302} 015F: set_camera_position 2494.863 -1683.051 13.0207 rotation 0.0 0.0 0.0
  2825. {473334} 0160: set_camera_point_at 2494.939 -1684.037 13.1717 switchstyle 2
  2826. {473353} 03E5: show_text_box 'SAVE_G3' // Walk into the marker to enter Carl's house.
  2827. {473364} 01B4: set_player $PLAYER_CHAR can_move 1
  2828. {473371} 0006: 33@ = 0
  2829.  
  2830. :INTRO1_18101
  2831. {473378} 00D6: if
  2832. {473382} 001B: 6000 > 33@
  2833. {473390} 004D: jump_if_false @INTRO1_18131
  2834. {473397} 0001: wait 0 ms
  2835. {473401} 0002: jump @INTRO1_18101
  2836.  
  2837. :INTRO1_18131
  2838. {473408} 0701: end_scene_skip
  2839. {473410} 0687: clear_actor $PLAYER_ACTOR task
  2840. {473415} 0173: set_actor $PLAYER_ACTOR Z_angle_to 82.97
  2841. {473425} 0373: set_camera_directly_behind_player
  2842. {473427} 02A3: enable_widescreen 0
  2843. {473431} 01B4: set_player $PLAYER_CHAR can_move 1
  2844. {473438} 02EB: restore_camera_with_jumpcut
  2845. {473440} 0002: jump @INTRO1_18188
  2846.  
  2847. :INTRO1_18170
  2848. {473447} 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED!
  2849. {473463} 0051: return
  2850.  
  2851. :INTRO1_18188
  2852. {473465} 0008: $INTRO_TOTAL_PASSED_MISSIONS += 1
  2853. {473472} 0318: set_latest_mission_passed 'INTRO_1' // Big Smoke
  2854. {473483} 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT +
  2855. {473501} 0998: add_respect 3
  2856. {473505} 0459: end_thread_named 'INT'
  2857. {473516} 0164: disable_marker $1717
  2858. {473521} 0570: $1717 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[0] $SAVE_PICKUPS_Y[0] $SAVE_PICKUPS_Z[0]
  2859. {473537} 018B: set_marker $1717 radar_mode 2
  2860. {473544} 0110: clear_player $PLAYER_CHAR wanted_level
  2861. {473549} 0394: play_music 1
  2862. {473553} 030C: progress_made = 1
  2863. {473557} 0164: disable_marker $439
  2864. {473562} 07FB: set_interior 'CARLS' access 1 // The Johnson House
  2865. {473575} 0051: return
  2866.  
  2867. :INTRO1_18300
  2868. {473577} 0004: $ONMISSION = 0
  2869. {473584} 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
  2870. {473589} 0249: release_model #PEREN
  2871. {473594} 0249: release_model #BMX
  2872. {473599} 0249: release_model #BALLAS1
  2873. {473603} 0249: release_model #MICRO_UZI
  2874. {473608} 0249: release_model #VOODOO
  2875. {473613} 0733: random_car_generator_enable_model #VOODOO
  2876. {473618} 0249: release_model #COLT45
  2877. {473623} 01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian
  2878. {473628} 01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian
  2879. {473633} 01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian
  2880. {473638} 01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian
  2881. {473643} 01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian
  2882. {473648} 01C3: remove_references_to_car 51@
  2883. {473653} 01C3: remove_references_to_car 41@
  2884. {473658} 01C3: remove_references_to_car 76@
  2885. {473663} 01C3: remove_references_to_car 77@
  2886. {473668} 01C3: remove_references_to_car 78@
  2887. {473673} 0873: release_path 201
  2888. {473678} 0873: release_path 205
  2889. {473683} 0873: release_path 206
  2890. {473688} 04EF: release_animation "MISC"
  2891. {473696} 04EF: release_animation "GANGS"
  2892. {473705} 022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0
  2893. {473737} 00D6: if
  2894. {473741} 8119: not car 51@ wrecked
  2895. {473746} 004D: jump_if_false @INTRO1_18488
  2896. {473753} 05EC: release_car 51@ from_path
  2897. {473758} 0002: jump @INTRO1_18493
  2898.  
  2899. :INTRO1_18488
  2900. {473765} 05EC: release_car 51@ from_path
  2901.  
  2902. :INTRO1_18493
  2903. {473770} 09D2: set_cops_chase_criminals 1
  2904. {473774} 00A6: destroy_car 76@
  2905. {473779} 00A6: destroy_car 77@
  2906. {473784} 00A6: destroy_car 78@
  2907. {473789} 034F: destroy_actor_with_fade 65@
  2908. {473794} 034F: destroy_actor_with_fade 66@
  2909. {473799} 034F: destroy_actor_with_fade 67@
  2910. {473804} 01EB: set_traffic_density_multiplier_to 1.0
  2911. {473811} 03DE: set_pedestrians_density_multiplier_to 1.0
  2912. {473818} 0296: unload_special_actor 1
  2913. {473822} 0296: unload_special_actor 10
  2914. {473826} 0296: unload_special_actor 3
  2915. {473830} 0164: disable_marker 39@
  2916. {473835} 0164: disable_marker 40@
  2917. {473840} 0164: disable_marker 43@
  2918. {473845} 00D8: mission_cleanup
  2919. {473847} 0051: return
  2920.  
  2921. :INTRO1_18572
  2922. {473849} 00D6: if
  2923. {473853} 8119: not car 37@ wrecked
  2924. {473858} 004D: jump_if_false @INTRO1_19627
  2925. {473865} 00D6: if
  2926. {473869} 00DB: actor $PLAYER_ACTOR in_car 37@
  2927. {473877} 004D: jump_if_false @INTRO1_19524
  2928. {473884} 00D6: if
  2929. {473888} 0039: 92@ == 1
  2930. {473895} 004D: jump_if_false @INTRO1_18865
  2931. {473902} 00D6: if
  2932. {473906} 8118: not actor 67@ dead
  2933. {473911} 004D: jump_if_false @INTRO1_18865
  2934. {473918} 00D6: if
  2935. {473922} 8104: not actor $PLAYER_ACTOR near_actor 67@ radius 60.0 60.0 20.0 sphere 0
  2936. {473947} 004D: jump_if_false @INTRO1_18732
  2937. {473954} 00BC: show_text_highpriority GXT 'INTRO2G' time 6000 flag 1 // ~s~You're too far away. Stay with ~b~Sweet~s~.
  2938. {473970} 00D6: if
  2939. {473974} 0039: 115@ == 1
  2940. {473981} 004D: jump_if_false @INTRO1_18718
  2941. {473988} 0006: 115@ = 0
  2942.  
  2943. :INTRO1_18718
  2944. {473995} 0004: $127 = 0
  2945. {474002} 0002: jump @INTRO1_18865
  2946.  
  2947. :INTRO1_18732
  2948. {474009} 00D6: if
  2949. {474013} 0039: 115@ == 0
  2950. {474020} 004D: jump_if_false @INTRO1_18847
  2951. {474027} 00D6: if
  2952. {474031} 0039: 46@ == 4
  2953. {474038} 004D: jump_if_false @INTRO1_18847
  2954. {474045} 00D6: if
  2955. {474049} 0019: 86@ > 5
  2956. {474056} 004D: jump_if_false @INTRO1_18847
  2957. {474063} 00D6: if
  2958. {474067} 8118: not actor 67@ dead
  2959. {474072} 004D: jump_if_false @INTRO1_18847
  2960. {474079} 00D6: if
  2961. {474083} 00F2: actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0
  2962. {474103} 004D: jump_if_false @INTRO1_18847
  2963. {474110} 0006: 115@ = 1
  2964. {474117} 0050: gosub @INTRO1_20695
  2965.  
  2966. :INTRO1_18847
  2967. {474124} 03D5: remove_text 'INTRO2G' // ~s~You're too far away. Stay with ~b~Sweet~s~.
  2968. {474135} 0004: $127 = 1
  2969.  
  2970. :INTRO1_18865
  2971. {474142} 00D6: if
  2972. {474146} 0039: 92@ == 2
  2973. {474153} 004D: jump_if_false @INTRO1_19297
  2974. {474160} 00D6: if
  2975. {474164} 8118: not actor 66@ dead
  2976. {474169} 004D: jump_if_false @INTRO1_19105
  2977. {474176} 00D6: if
  2978. {474180} 8104: not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0
  2979. {474205} 004D: jump_if_false @INTRO1_18990
  2980. {474212} 00BC: show_text_highpriority GXT 'INTRO2J' time 6000 flag 1 // ~s~You're too far away. Stay with ~b~Ryder~s~.
  2981. {474228} 00D6: if
  2982. {474232} 0039: 115@ == 1
  2983. {474239} 004D: jump_if_false @INTRO1_18976
  2984. {474246} 0006: 115@ = 0
  2985.  
  2986. :INTRO1_18976
  2987. {474253} 0004: $127 = 0
  2988. {474260} 0002: jump @INTRO1_19105
  2989.  
  2990. :INTRO1_18990
  2991. {474267} 00D6: if
  2992. {474271} 0039: 115@ == 0
  2993. {474278} 004D: jump_if_false @INTRO1_19087
  2994. {474285} 00D6: if
  2995. {474289} 0019: 86@ > 1
  2996. {474296} 004D: jump_if_false @INTRO1_19087
  2997. {474303} 00D6: if
  2998. {474307} 8118: not actor 66@ dead
  2999. {474312} 004D: jump_if_false @INTRO1_19087
  3000. {474319} 00D6: if
  3001. {474323} 00F2: actor 66@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0
  3002. {474343} 004D: jump_if_false @INTRO1_19087
  3003. {474350} 0006: 115@ = 1
  3004. {474357} 0050: gosub @INTRO1_20695
  3005.  
  3006. :INTRO1_19087
  3007. {474364} 03D5: remove_text 'INTRO2J' // ~s~You're too far away. Stay with ~b~Ryder~s~.
  3008. {474375} 0004: $127 = 1
  3009.  
  3010. :INTRO1_19105
  3011. {474382} 00D6: if
  3012. {474386} 8118: not actor 65@ dead
  3013. {474391} 004D: jump_if_false @INTRO1_19297
  3014. {474398} 00D6: if
  3015. {474402} 8104: not actor $PLAYER_ACTOR near_actor 65@ radius 60.0 60.0 20.0 sphere 0
  3016. {474427} 004D: jump_if_false @INTRO1_19189
  3017. {474434} 00D6: if
  3018. {474438} 0039: 108@ == 1
  3019. {474445} 004D: jump_if_false @INTRO1_19182
  3020. {474452} 0006: 108@ = 0
  3021.  
  3022. :INTRO1_19182
  3023. {474459} 0002: jump @INTRO1_19297
  3024.  
  3025. :INTRO1_19189
  3026. {474466} 00D6: if
  3027. {474470} 0039: 108@ == 0
  3028. {474477} 004D: jump_if_false @INTRO1_19286
  3029. {474484} 00D6: if
  3030. {474488} 0019: 86@ > 2
  3031. {474495} 004D: jump_if_false @INTRO1_19286
  3032. {474502} 00D6: if
  3033. {474506} 8118: not actor 65@ dead
  3034. {474511} 004D: jump_if_false @INTRO1_19286
  3035. {474518} 00D6: if
  3036. {474522} 00F2: actor 65@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0
  3037. {474542} 004D: jump_if_false @INTRO1_19286
  3038. {474549} 0006: 108@ = 1
  3039. {474556} 0050: gosub @INTRO1_21390
  3040.  
  3041. :INTRO1_19286
  3042. {474563} 03D5: remove_text 'INTRO2J' // ~s~You're too far away. Stay with ~b~Ryder~s~.
  3043.  
  3044. :INTRO1_19297
  3045. {474574} 00D6: if
  3046. {474578} 0039: 54@ == 0
  3047. {474585} 004D: jump_if_false @INTRO1_19517
  3048. {474592} 0164: disable_marker 43@
  3049. {474597} 0004: $127 = 1
  3050. {474604} 00D6: if
  3051. {474608} 0039: 92@ == 0
  3052. {474615} 004D: jump_if_false @INTRO1_19402
  3053. {474622} 00D6: if
  3054. {474626} 8118: not actor 67@ dead
  3055. {474631} 004D: jump_if_false @INTRO1_19381
  3056. {474638} 0164: disable_marker 39@
  3057. {474643} 0187: 39@ = create_marker_above_actor 67@
  3058. {474651} 07E0: set_marker 39@ type_to 1
  3059.  
  3060. :INTRO1_19381
  3061. {474658} 01EB: set_traffic_density_multiplier_to 1.0
  3062. {474665} 03DE: set_pedestrians_density_multiplier_to 1.0
  3063. {474672} 0006: 92@ = 1
  3064.  
  3065. :INTRO1_19402
  3066. {474679} 00D6: if
  3067. {474683} 0039: 92@ == 1
  3068. {474690} 004D: jump_if_false @INTRO1_19456
  3069. {474697} 00D6: if
  3070. {474701} 8118: not actor 67@ dead
  3071. {474706} 004D: jump_if_false @INTRO1_19456
  3072. {474713} 0164: disable_marker 39@
  3073. {474718} 0187: 39@ = create_marker_above_actor 67@
  3074. {474726} 07E0: set_marker 39@ type_to 1
  3075.  
  3076. :INTRO1_19456
  3077. {474733} 00D6: if
  3078. {474737} 0039: 92@ == 2
  3079. {474744} 004D: jump_if_false @INTRO1_19510
  3080. {474751} 00D6: if
  3081. {474755} 8118: not actor 66@ dead
  3082. {474760} 004D: jump_if_false @INTRO1_19510
  3083. {474767} 0164: disable_marker 40@
  3084. {474772} 0187: 40@ = create_marker_above_actor 66@
  3085. {474780} 07E0: set_marker 40@ type_to 1
  3086.  
  3087. :INTRO1_19510
  3088. {474787} 0006: 54@ = 1
  3089.  
  3090. :INTRO1_19517
  3091. {474794} 0002: jump @INTRO1_19620
  3092.  
  3093. :INTRO1_19524
  3094. {474801} 00D6: if
  3095. {474805} 0039: 54@ == 1
  3096. {474812} 004D: jump_if_false @INTRO1_19620
  3097. {474819} 0164: disable_marker 43@
  3098. {474824} 0164: disable_marker 40@
  3099. {474829} 0164: disable_marker 39@
  3100. {474834} 0186: 43@ = create_marker_above_car 37@
  3101. {474842} 07E0: set_marker 43@ type_to 1
  3102. {474849} 00D6: if
  3103. {474853} 8039: not 92@ == 0
  3104. {474860} 004D: jump_if_false @INTRO1_19606
  3105. {474867} 00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1 // ~s~Get on the ~b~bike~s~.
  3106.  
  3107. :INTRO1_19606
  3108. {474883} 0004: $127 = 0
  3109. {474890} 0006: 54@ = 0
  3110.  
  3111. :INTRO1_19620
  3112. {474897} 0002: jump @INTRO1_19650
  3113.  
  3114. :INTRO1_19627
  3115. {474904} 00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1 // ~r~Your BMX is trashed!
  3116. {474920} 0006: 45@ = 1
  3117.  
  3118. :INTRO1_19650
  3119. {474927} 00D6: if
  3120. {474931} 0118: actor 65@ dead
  3121. {474936} 004D: jump_if_false @INTRO1_19696
  3122. {474943} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead!
  3123. {474959} 0006: 45@ = 1
  3124. {474966} 0002: jump @INTRO1_19792
  3125.  
  3126. :INTRO1_19696
  3127. {474973} 00D6: if
  3128. {474977} 0039: 83@ == 0
  3129. {474984} 004D: jump_if_false @INTRO1_19792
  3130. {474991} 00D6: if
  3131. {474995} 8118: not actor 65@ dead
  3132. {475000} 004D: jump_if_false @INTRO1_19792
  3133. {475007} 00D6: if
  3134. {475011} 8119: not car 76@ wrecked
  3135. {475016} 004D: jump_if_false @INTRO1_19792
  3136. {475023} 00D6: if
  3137. {475027} 00DB: actor 65@ in_car 76@
  3138. {475035} 004D: jump_if_false @INTRO1_19792
  3139. {475042} 0687: clear_actor 65@ task
  3140. {475047} 0618: assign_actor 65@ to_AS_pack 82@
  3141. {475055} 04E0: car 76@ abandon_path_radius 10
  3142. {475062} 0006: 83@ = 1
  3143.  
  3144. :INTRO1_19792
  3145. {475069} 00D6: if
  3146. {475073} 0118: actor 66@ dead
  3147. {475078} 004D: jump_if_false @INTRO1_19838
  3148. {475085} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead!
  3149. {475101} 0006: 45@ = 1
  3150. {475108} 0002: jump @INTRO1_19934
  3151.  
  3152. :INTRO1_19838
  3153. {475115} 00D6: if
  3154. {475119} 0039: 85@ == 0
  3155. {475126} 004D: jump_if_false @INTRO1_19934
  3156. {475133} 00D6: if
  3157. {475137} 8118: not actor 66@ dead
  3158. {475142} 004D: jump_if_false @INTRO1_19934
  3159. {475149} 00D6: if
  3160. {475153} 8119: not car 77@ wrecked
  3161. {475158} 004D: jump_if_false @INTRO1_19934
  3162. {475165} 00D6: if
  3163. {475169} 00DB: actor 66@ in_car 77@
  3164. {475177} 004D: jump_if_false @INTRO1_19934
  3165. {475184} 0687: clear_actor 66@ task
  3166. {475189} 0618: assign_actor 66@ to_AS_pack 82@
  3167. {475197} 04E0: car 77@ abandon_path_radius 10
  3168. {475204} 0006: 85@ = 1
  3169.  
  3170. :INTRO1_19934
  3171. {475211} 00D6: if
  3172. {475215} 8039: not 92@ == 2
  3173. {475222} 004D: jump_if_false @INTRO1_20094
  3174. {475229} 00D6: if
  3175. {475233} 0118: actor 67@ dead
  3176. {475238} 004D: jump_if_false @INTRO1_19998
  3177. {475245} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead!
  3178. {475261} 0006: 45@ = 1
  3179. {475268} 0002: jump @INTRO1_20094
  3180.  
  3181. :INTRO1_19998
  3182. {475275} 00D6: if
  3183. {475279} 0039: 84@ == 0
  3184. {475286} 004D: jump_if_false @INTRO1_20094
  3185. {475293} 00D6: if
  3186. {475297} 8118: not actor 67@ dead
  3187. {475302} 004D: jump_if_false @INTRO1_20094
  3188. {475309} 00D6: if
  3189. {475313} 8119: not car 78@ wrecked
  3190. {475318} 004D: jump_if_false @INTRO1_20094
  3191. {475325} 00D6: if
  3192. {475329} 00DB: actor 67@ in_car 78@
  3193. {475337} 004D: jump_if_false @INTRO1_20094
  3194. {475344} 0687: clear_actor 67@ task
  3195. {475349} 0618: assign_actor 67@ to_AS_pack 82@
  3196. {475357} 04E0: car 78@ abandon_path_radius 10
  3197. {475364} 0006: 84@ = 1
  3198.  
  3199. :INTRO1_20094
  3200. {475371} 00D6: if and
  3201. {475375} 0039: 83@ == 1
  3202. {475382} 0039: 84@ == 1
  3203. {475389} 0039: 85@ == 1
  3204. {475396} 004D: jump_if_false @INTRO1_20138
  3205. {475403} 061B: remove_references_to_AS_pack 82@
  3206. {475408} 0006: 83@ = 2
  3207.  
  3208. :INTRO1_20138
  3209. {475415} 0051: return
  3210.  
  3211. :INTRO1_20140
  3212. {475417} 00D6: if
  3213. {475421} 0019: 33@ > 1000
  3214. {475429} 004D: jump_if_false @INTRO1_20462
  3215. {475436} 00D6: if
  3216. {475440} 8118: not actor 65@(48@,3i) dead
  3217. {475449} 004D: jump_if_false @INTRO1_20422
  3218. {475456} 00D6: if
  3219. {475460} 8119: not car 76@(48@,3i) wrecked
  3220. {475469} 004D: jump_if_false @INTRO1_20385
  3221. {475476} 00D6: if
  3222. {475480} 00DB: actor 65@(48@,3i) in_car 76@(48@,3i)
  3223. {475496} 004D: jump_if_false @INTRO1_20378
  3224. {475503} 00D6: if
  3225. {475507} 00F2: actor 65@(48@,3i) near_actor $PLAYER_ACTOR radius 130.0 130.0 0
  3226. {475531} 004D: jump_if_false @INTRO1_20323
  3227. {475538} 00D6: if
  3228. {475542} 0039: 58@(48@,3i) == 0
  3229. {475553} 004D: jump_if_false @INTRO1_20316
  3230. {475560} 0575: set_actor 65@(48@,3i) keep_position 0
  3231. {475571} 0574: set_car 76@(48@,3i) keep_position 0
  3232. {475582} 0006: 58@(48@,3i) = 1
  3233.  
  3234. :INTRO1_20316
  3235. {475593} 0002: jump @INTRO1_20378
  3236.  
  3237. :INTRO1_20323
  3238. {475600} 00D6: if
  3239. {475604} 0039: 58@(48@,3i) == 1
  3240. {475615} 004D: jump_if_false @INTRO1_20378
  3241. {475622} 0575: set_actor 65@(48@,3i) keep_position 1
  3242. {475633} 0574: set_car 76@(48@,3i) keep_position 1
  3243. {475644} 0006: 58@(48@,3i) = 0
  3244.  
  3245. :INTRO1_20378
  3246. {475655} 0002: jump @INTRO1_20422
  3247.  
  3248. :INTRO1_20385
  3249. {475662} 0687: clear_actor 65@(48@,3i) task
  3250. {475671} 0603: AS_actor 65@(48@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7 use_car -1
  3251.  
  3252. :INTRO1_20422
  3253. {475699} 000A: 48@ += 1
  3254. {475706} 00D6: if
  3255. {475710} 002D: 48@ >= 107@ // (int)
  3256. {475718} 004D: jump_if_false @INTRO1_20455
  3257. {475725} 0006: 48@ = 0
  3258.  
  3259. :INTRO1_20455
  3260. {475732} 0006: 33@ = 0
  3261.  
  3262. :INTRO1_20462
  3263. {475739} 0051: return
  3264.  
  3265. :INTRO1_20464
  3266. {475741} 00D6: if or
  3267. {475745} 0039: 75@ == 0
  3268. {475752} 0039: 75@ == 1
  3269. {475759} 004D: jump_if_false @INTRO1_20534
  3270. {475766} 00D6: if
  3271. {475770} 002D: 63@ >= 86@ // (int)
  3272. {475778} 004D: jump_if_false @INTRO1_20534
  3273. {475785} 00D6: if
  3274. {475789} 0019: 32@ > 200
  3275. {475797} 004D: jump_if_false @INTRO1_20534
  3276. {475804} 0050: gosub @INTRO1_20599
  3277.  
  3278. :INTRO1_20534
  3279. {475811} 00D6: if
  3280. {475815} 0039: 75@ == 2
  3281. {475822} 004D: jump_if_false @INTRO1_20597
  3282. {475829} 00D6: if
  3283. {475833} 03D2: wav 1 ended
  3284. {475837} 004D: jump_if_false @INTRO1_20597
  3285. {475844} 0006: 75@ = 0
  3286. {475851} 000A: 86@ += 1
  3287. {475858} 0006: 109@ = 0
  3288. {475865} 00BE: text_clear_all
  3289. {475867} 0006: 32@ = 0
  3290.  
  3291. :INTRO1_20597
  3292. {475874} 0051: return
  3293.  
  3294. :INTRO1_20599
  3295. {475876} 00D6: if
  3296. {475880} 0039: 75@ == 0
  3297. {475887} 004D: jump_if_false @INTRO1_20635
  3298. {475894} 03CF: load_wav 93@(86@,14i) as 1
  3299. {475905} 0006: 75@ = 1
  3300.  
  3301. :INTRO1_20635
  3302. {475912} 00D6: if
  3303. {475916} 0039: 75@ == 1
  3304. {475923} 004D: jump_if_false @INTRO1_20693
  3305. {475930} 00D6: if
  3306. {475934} 03D0: wav 1 loaded
  3307. {475938} 004D: jump_if_false @INTRO1_20693
  3308. {475945} 00BC: show_text_highpriority GXT $6475(86@,14s) time 4000 flag 1
  3309. {475959} 03D1: play_wav 1
  3310. {475963} 0006: 75@ = 2
  3311.  
  3312. :INTRO1_20693
  3313. {475970} 0051: return
  3314.  
  3315. :INTRO1_20695
  3316. {475972} 040D: unload_wav 2
  3317. {475976} 00D6: if
  3318. {475980} 0039: 92@ == 1
  3319. {475987} 004D: jump_if_false @INTRO1_20835
  3320. {475994} 00D6: if
  3321. {475998} 0039: 115@ == 1
  3322. {476005} 004D: jump_if_false @INTRO1_20835
  3323. {476012} 00D6: if
  3324. {476016} 0039: 64@ == 0
  3325. {476023} 004D: jump_if_false @INTRO1_20760
  3326. {476030} 03CF: load_wav 20040 as 2
  3327.  
  3328. :INTRO1_20760
  3329. {476037} 00D6: if
  3330. {476041} 0039: 64@ == 1
  3331. {476048} 004D: jump_if_false @INTRO1_20785
  3332. {476055} 03CF: load_wav 20041 as 2
  3333.  
  3334. :INTRO1_20785
  3335. {476062} 00D6: if
  3336. {476066} 0039: 64@ == 2
  3337. {476073} 004D: jump_if_false @INTRO1_20810
  3338. {476080} 03CF: load_wav 20042 as 2
  3339.  
  3340. :INTRO1_20810
  3341. {476087} 00D6: if
  3342. {476091} 0039: 64@ == 3
  3343. {476098} 004D: jump_if_false @INTRO1_20835
  3344. {476105} 03CF: load_wav 20032 as 2
  3345.  
  3346. :INTRO1_20835
  3347. {476112} 00D6: if
  3348. {476116} 0039: 92@ == 2
  3349. {476123} 004D: jump_if_false @INTRO1_20971
  3350. {476130} 00D6: if
  3351. {476134} 0039: 115@ == 1
  3352. {476141} 004D: jump_if_false @INTRO1_20971
  3353. {476148} 00D6: if
  3354. {476152} 0039: 64@ == 0
  3355. {476159} 004D: jump_if_false @INTRO1_20896
  3356. {476166} 03CF: load_wav 20047 as 2
  3357.  
  3358. :INTRO1_20896
  3359. {476173} 00D6: if
  3360. {476177} 0039: 64@ == 1
  3361. {476184} 004D: jump_if_false @INTRO1_20921
  3362. {476191} 03CF: load_wav 20046 as 2
  3363.  
  3364. :INTRO1_20921
  3365. {476198} 00D6: if
  3366. {476202} 0039: 64@ == 2
  3367. {476209} 004D: jump_if_false @INTRO1_20946
  3368. {476216} 03CF: load_wav 20048 as 2
  3369.  
  3370. :INTRO1_20946
  3371. {476223} 00D6: if
  3372. {476227} 0039: 64@ == 3
  3373. {476234} 004D: jump_if_false @INTRO1_20971
  3374. {476241} 03CF: load_wav 20056 as 2
  3375.  
  3376. :INTRO1_20971
  3377. {476248} 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB
  3378. {476255} 0968: actor $PLAYER_ACTOR stop_mouth
  3379. {476260} 040D: unload_wav 1
  3380. {476264} 0050: gosub @INTRO1_21777
  3381. {476271} 03D1: play_wav 2
  3382. {476275} 00D6: if
  3383. {476279} 0039: 92@ == 1
  3384. {476286} 004D: jump_if_false @INTRO1_21170
  3385. {476293} 00D6: if
  3386. {476297} 0039: 115@ == 1
  3387. {476304} 004D: jump_if_false @INTRO1_21170
  3388. {476311} 00D6: if
  3389. {476315} 0039: 64@ == 0
  3390. {476322} 004D: jump_if_false @INTRO1_21068
  3391. {476329} 00BC: show_text_highpriority GXT 'INT1_EA' time 3000 flag 1 // ~z~Move it, CJ, move it!
  3392.  
  3393. :INTRO1_21068
  3394. {476345} 00D6: if
  3395. {476349} 0039: 64@ == 1
  3396. {476356} 004D: jump_if_false @INTRO1_21102
  3397. {476363} 00BC: show_text_highpriority GXT 'INT1_EB' time 3000 flag 1 // ~z~Keep up, CJ!
  3398.  
  3399. :INTRO1_21102
  3400. {476379} 00D6: if
  3401. {476383} 0039: 64@ == 2
  3402. {476390} 004D: jump_if_false @INTRO1_21136
  3403. {476397} 00BC: show_text_highpriority GXT 'INT1_EC' time 3000 flag 1 // ~z~C'mon, CJ. Pedal like a motherfucker!
  3404.  
  3405. :INTRO1_21136
  3406. {476413} 00D6: if
  3407. {476417} 0039: 64@ == 3
  3408. {476424} 004D: jump_if_false @INTRO1_21170
  3409. {476431} 00BC: show_text_highpriority GXT 'INT1_BD' time 3000 flag 1 // ~z~How'd it get so bad?
  3410.  
  3411. :INTRO1_21170
  3412. {476447} 00D6: if
  3413. {476451} 0039: 92@ == 2
  3414. {476458} 004D: jump_if_false @INTRO1_21342
  3415. {476465} 00D6: if
  3416. {476469} 0039: 115@ == 1
  3417. {476476} 004D: jump_if_false @INTRO1_21342
  3418. {476483} 00D6: if
  3419. {476487} 0039: 64@ == 0
  3420. {476494} 004D: jump_if_false @INTRO1_21240
  3421. {476501} 00BC: show_text_highpriority GXT 'INT1_EH' time 3000 flag 1 // ~z~Move it, CJ - you're embarrassing us, nigga!
  3422.  
  3423. :INTRO1_21240
  3424. {476517} 00D6: if
  3425. {476521} 0039: 64@ == 1
  3426. {476528} 004D: jump_if_false @INTRO1_21274
  3427. {476535} 00BC: show_text_highpriority GXT 'INT1_EG' time 3000 flag 1 // ~z~What's the matter, fool? You tired?
  3428.  
  3429. :INTRO1_21274
  3430. {476551} 00D6: if
  3431. {476555} 0039: 64@ == 2
  3432. {476562} 004D: jump_if_false @INTRO1_21308
  3433. {476569} 00BC: show_text_highpriority GXT 'INT1_EI' time 3000 flag 1 // ~z~Keep up, motherfucker!
  3434.  
  3435. :INTRO1_21308
  3436. {476585} 00D6: if
  3437. {476589} 0039: 64@ == 3
  3438. {476596} 004D: jump_if_false @INTRO1_21342
  3439. {476603} 00BC: show_text_highpriority GXT 'INT1_FG' time 3000 flag 1 // ~z~Typical, CJ! Leaving the homies behind, huh?
  3440.  
  3441. :INTRO1_21342
  3442. {476619} 0050: gosub @INTRO1_22192
  3443. {476626} 000A: 64@ += 1
  3444. {476633} 00D6: if
  3445. {476637} 0019: 64@ > 3
  3446. {476644} 004D: jump_if_false @INTRO1_21381
  3447. {476651} 0006: 64@ = 0
  3448.  
  3449. :INTRO1_21381
  3450. {476658} 0006: 32@ = 0
  3451. {476665} 0051: return
  3452.  
  3453. :INTRO1_21390
  3454. {476667} 040D: unload_wav 2
  3455. {476671} 00D6: if
  3456. {476675} 0039: 92@ == 2
  3457. {476682} 004D: jump_if_false @INTRO1_21530
  3458. {476689} 00D6: if
  3459. {476693} 0039: 108@ == 1
  3460. {476700} 004D: jump_if_false @INTRO1_21530
  3461. {476707} 00D6: if
  3462. {476711} 0039: 87@ == 0
  3463. {476718} 004D: jump_if_false @INTRO1_21455
  3464. {476725} 03CF: load_wav 20049 as 2
  3465.  
  3466. :INTRO1_21455
  3467. {476732} 00D6: if
  3468. {476736} 0039: 87@ == 1
  3469. {476743} 004D: jump_if_false @INTRO1_21480
  3470. {476750} 03CF: load_wav 20043 as 2
  3471.  
  3472. :INTRO1_21480
  3473. {476757} 00D6: if
  3474. {476761} 0039: 87@ == 2
  3475. {476768} 004D: jump_if_false @INTRO1_21505
  3476. {476775} 03CF: load_wav 20044 as 2
  3477.  
  3478. :INTRO1_21505
  3479. {476782} 00D6: if
  3480. {476786} 0039: 87@ == 3
  3481. {476793} 004D: jump_if_false @INTRO1_21530
  3482. {476800} 03CF: load_wav 20045 as 2
  3483.  
  3484. :INTRO1_21530
  3485. {476807} 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB
  3486. {476814} 0968: actor $PLAYER_ACTOR stop_mouth
  3487. {476819} 040D: unload_wav 1
  3488. {476823} 0050: gosub @INTRO1_21777
  3489. {476830} 03D1: play_wav 2
  3490. {476834} 00D6: if
  3491. {476838} 0039: 92@ == 2
  3492. {476845} 004D: jump_if_false @INTRO1_21729
  3493. {476852} 00D6: if
  3494. {476856} 0039: 108@ == 1
  3495. {476863} 004D: jump_if_false @INTRO1_21729
  3496. {476870} 00D6: if
  3497. {476874} 0039: 87@ == 0
  3498. {476881} 004D: jump_if_false @INTRO1_21627
  3499. {476888} 00BC: show_text_highpriority GXT 'INT1_EJ' time 3000 flag 1 // ~z~What's matter, CJ? Can't keep up with the fat man?
  3500.  
  3501. :INTRO1_21627
  3502. {476904} 00D6: if
  3503. {476908} 0039: 87@ == 1
  3504. {476915} 004D: jump_if_false @INTRO1_21661
  3505. {476922} 00BC: show_text_highpriority GXT 'INT1_ED' time 3000 flag 1 // ~z~C'mon man, you gotta keep up!
  3506.  
  3507. :INTRO1_21661
  3508. {476938} 00D6: if
  3509. {476942} 0039: 87@ == 2
  3510. {476949} 004D: jump_if_false @INTRO1_21695
  3511. {476956} 00BC: show_text_highpriority GXT 'INT1_EE' time 3000 flag 1 // ~z~Keep up, CJ!
  3512.  
  3513. :INTRO1_21695
  3514. {476972} 00D6: if
  3515. {476976} 0039: 87@ == 3
  3516. {476983} 004D: jump_if_false @INTRO1_21729
  3517. {476990} 00BC: show_text_highpriority GXT 'INT1_EF' time 3000 flag 1 // ~z~Don't lose us, CJ!
  3518.  
  3519. :INTRO1_21729
  3520. {477006} 0050: gosub @INTRO1_22192
  3521. {477013} 000A: 87@ += 1
  3522. {477020} 00D6: if
  3523. {477024} 0019: 87@ > 3
  3524. {477031} 004D: jump_if_false @INTRO1_21768
  3525. {477038} 0006: 87@ = 0
  3526.  
  3527. :INTRO1_21768
  3528. {477045} 0006: 32@ = 0
  3529. {477052} 0051: return
  3530.  
  3531. :INTRO1_21777
  3532. {477054} 00D6: if
  3533. {477058} 83D0: not wav 2 loaded
  3534. {477062} 004D: jump_if_false @INTRO1_22190
  3535. {477069} 0001: wait 0 ms
  3536. {477073} 00D6: if
  3537. {477077} 0119: car 37@ wrecked
  3538. {477082} 004D: jump_if_false @INTRO1_21812
  3539.  
  3540. :INTRO1_21812
  3541. {477089} 00D6: if
  3542. {477093} 0118: actor 65@ dead
  3543. {477098} 004D: jump_if_false @INTRO1_21853
  3544. {477105} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead!
  3545. {477121} 0006: 45@ = 1
  3546. {477128} 0051: return
  3547.  
  3548. :INTRO1_21853
  3549. {477130} 00D6: if
  3550. {477134} 0118: actor 66@ dead
  3551. {477139} 004D: jump_if_false @INTRO1_21894
  3552. {477146} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead!
  3553. {477162} 0006: 45@ = 1
  3554. {477169} 0051: return
  3555.  
  3556. :INTRO1_21894
  3557. {477171} 00D6: if
  3558. {477175} 8039: not 92@ == 2
  3559. {477182} 004D: jump_if_false @INTRO1_21953
  3560. {477189} 00D6: if
  3561. {477193} 0118: actor 67@ dead
  3562. {477198} 004D: jump_if_false @INTRO1_21953
  3563. {477205} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead!
  3564. {477221} 0006: 45@ = 1
  3565. {477228} 0051: return
  3566.  
  3567. :INTRO1_21953
  3568. {477230} 00D6: if
  3569. {477234} 0039: 92@ == 1
  3570. {477241} 004D: jump_if_false @INTRO1_22074
  3571. {477248} 00D6: if
  3572. {477252} 8118: not actor 67@ dead
  3573. {477257} 004D: jump_if_false @INTRO1_22074
  3574. {477264} 00D6: if and
  3575. {477268} 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0
  3576. {477305} 00FE: actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0
  3577. {477342} 004D: jump_if_false @INTRO1_22074
  3578. {477349} 0051: return
  3579.  
  3580. :INTRO1_22074
  3581. {477351} 00D6: if
  3582. {477355} 0039: 92@ == 2
  3583. {477362} 004D: jump_if_false @INTRO1_22183
  3584. {477369} 00D6: if
  3585. {477373} 8118: not actor 66@ dead
  3586. {477378} 004D: jump_if_false @INTRO1_22183
  3587. {477385} 00D6: if and
  3588. {477389} 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0
  3589. {477426} 0104: actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0
  3590. {477451} 004D: jump_if_false @INTRO1_22183
  3591. {477458} 0051: return
  3592.  
  3593. :INTRO1_22183
  3594. {477460} 0002: jump @INTRO1_21777
  3595.  
  3596. :INTRO1_22190
  3597. {477467} 0051: return
  3598.  
  3599. :INTRO1_22192
  3600. {477469} 00D6: if
  3601. {477473} 83D2: not wav 2 ended
  3602. {477477} 004D: jump_if_false @INTRO1_22605
  3603. {477484} 0001: wait 0 ms
  3604. {477488} 00D6: if
  3605. {477492} 0119: car 37@ wrecked
  3606. {477497} 004D: jump_if_false @INTRO1_22227
  3607.  
  3608. :INTRO1_22227
  3609. {477504} 00D6: if
  3610. {477508} 0118: actor 65@ dead
  3611. {477513} 004D: jump_if_false @INTRO1_22268
  3612. {477520} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead!
  3613. {477536} 0006: 45@ = 1
  3614. {477543} 0051: return
  3615.  
  3616. :INTRO1_22268
  3617. {477545} 00D6: if
  3618. {477549} 0118: actor 66@ dead
  3619. {477554} 004D: jump_if_false @INTRO1_22309
  3620. {477561} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead!
  3621. {477577} 0006: 45@ = 1
  3622. {477584} 0051: return
  3623.  
  3624. :INTRO1_22309
  3625. {477586} 00D6: if
  3626. {477590} 8039: not 92@ == 2
  3627. {477597} 004D: jump_if_false @INTRO1_22368
  3628. {477604} 00D6: if
  3629. {477608} 0118: actor 67@ dead
  3630. {477613} 004D: jump_if_false @INTRO1_22368
  3631. {477620} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead!
  3632. {477636} 0006: 45@ = 1
  3633. {477643} 0051: return
  3634.  
  3635. :INTRO1_22368
  3636. {477645} 00D6: if
  3637. {477649} 0039: 92@ == 1
  3638. {477656} 004D: jump_if_false @INTRO1_22489
  3639. {477663} 00D6: if
  3640. {477667} 8118: not actor 67@ dead
  3641. {477672} 004D: jump_if_false @INTRO1_22489
  3642. {477679} 00D6: if and
  3643. {477683} 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0
  3644. {477720} 00FE: actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0
  3645. {477757} 004D: jump_if_false @INTRO1_22489
  3646. {477764} 0051: return
  3647.  
  3648. :INTRO1_22489
  3649. {477766} 00D6: if
  3650. {477770} 0039: 92@ == 2
  3651. {477777} 004D: jump_if_false @INTRO1_22598
  3652. {477784} 00D6: if
  3653. {477788} 8118: not actor 66@ dead
  3654. {477793} 004D: jump_if_false @INTRO1_22598
  3655. {477800} 00D6: if and
  3656. {477804} 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0
  3657. {477841} 0104: actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0
  3658. {477866} 004D: jump_if_false @INTRO1_22598
  3659. {477873} 0051: return
  3660.  
  3661. :INTRO1_22598
  3662. {477875} 0002: jump @INTRO1_22192
  3663.  
  3664. :INTRO1_22605
  3665. {477882} 0051: return
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