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My Ammu script 2 (Bug)

Sep 6th, 2020
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  1. //-------------External script 60 (AMMU)---------------
  2. // Author: Black & White
  3.  
  4. :AMUNAT
  5. CONST
  6. // To execute at the beginning main.scm
  7. WEAPON_SKILL_POOR = 0
  8. WEAPON_SKILL_STD = 1
  9. WEAPON_SKILL_PRO = 2
  10. WEAPON_SKILL_COP = 3
  11.  
  12. // eWeaponType
  13. WEAPON_NONE = -1
  14. WEAPON_UNARMED = 0
  15. WEAPON_BRASSKNUCKLE = 1
  16. WEAPON_GOLFCLUB = 2
  17. WEAPON_NIGHTSTICK = 3
  18. WEAPON_KNIFE = 4
  19. WEAPON_BASEBALLBAT = 5
  20. WEAPON_SHOVEL = 6
  21. WEAPON_POOLCUE = 7
  22. WEAPON_KATANA = 8
  23. WEAPON_CHAINSAW = 9
  24. WEAPON_DILDO1 = 10
  25. WEAPON_DILDO2 = 11
  26. WEAPON_VIBE1 = 12
  27. WEAPON_VIBE2 = 13
  28. WEAPON_FLOWERS = 14
  29. WEAPON_CANE = 15
  30. WEAPON_GRENADE = 16
  31. WEAPON_TEARGAS = 17
  32. WEAPON_MOLOTOV = 18
  33. WEAPON_ROCKET = 19
  34. WEAPON_ROCKET_HS = 20
  35. WEAPON_FREEFALL_BOMB = 21
  36. WEAPON_PISTOL = 22
  37. WEAPON_PISTOL_SILENCED = 23
  38. WEAPON_DESERT_EAGLE = 24
  39. WEAPON_SHOTGUN = 25
  40. WEAPON_SAWNOFF = 26
  41. WEAPON_SPAS12 = 27
  42. WEAPON_MICRO_UZI = 28
  43. WEAPON_MP5 = 29
  44. WEAPON_AK47 = 30
  45. WEAPON_M4 = 31
  46. WEAPON_SPARROW_GUN = 31
  47. WEAPON_SEASPARROW_GUN = 31
  48. WEAPON_TEC9 = 32
  49. WEAPON_COUNTRYRIFLE = 33
  50. WEAPON_SNIPERRIFLE = 34
  51. WEAPON_RLAUNCHER = 35
  52. WEAPON_RLAUNCHER_HS = 36
  53. WEAPON_FTHROWER = 37
  54. WEAPON_FIRE = 37
  55. WEAPON_MINIGUN = 38
  56. WEAPON_HUNTER_GUN = 38
  57. WEAPON_SATCHEL_CHARGE = 39
  58. WEAPON_DETONATOR = 40
  59. WEAPON_SPRAYCAN = 41
  60. WEAPON_EXTINGUISHER = 42
  61. WEAPON_CAMERA = 43
  62. WEAPON_NIGHTVISION = 44
  63. WEAPON_INFRARED = 45
  64. WEAPON_PARACHUTE = 46
  65. WEAPON_LAST_TYPE = 47
  66. WEAPON_ARMOUR = 48
  67. WEAPON_VEHICLE = 49
  68. WEAPON_HELI_BLADES = 50
  69. WEAPON_EXPLOSION = 51
  70. WEAPON_COP_HELI_GUN = 52
  71. WEAPON_DROWN = 53
  72. WEAPON_FALL = 54
  73. WEAPON_SAVED_NONE = 55
  74. WEAPON_MELEE = 56
  75. WEAPON_ANY = 57
  76. WEAPON_FLARE = 58
  77. WEAPON_M1911 = 87
  78.  
  79. PANEL_ROW_UNLOCK = 0
  80. PANEL_ROW_LOCK = 1
  81. PANEL_ROW_BOUGHT = 2
  82.  
  83. ALIGN_CENTRE = 0
  84. ALIGN_LEFT = 1
  85. ALIGN_RIGHT = 2
  86.  
  87. LANGUAGE_AMERICAN = 0
  88. LANGUAGE_FRENCH = 1
  89. LANGUAGE_GERMAN = 2
  90. LANGUAGE_ITALIAN = 3
  91. LANGUAGE_SPANISH = 4
  92.  
  93. NULL = 0
  94. END
  95. VAR
  96. // To execute at the beginning main.scm
  97. $PLAYER_CHAR : Player
  98. $PLAYER_ACTOR : Actor
  99. $Shops_Player_Cash : Int
  100. $X_Buy_Marker : Float
  101. $Y_Buy_Marker : Float
  102. $Z_Buy_Marker : Float
  103. $2426 : array 12 of Integer
  104. $2438 : array 12 of Integer
  105. $2450 : array 12 of String
  106. $2755 : Float
  107. $2756 : Float
  108. $2757 : Float
  109. END
  110.  
  111. VAR
  112. $AMMU_Seller : Actor
  113. $Seller_Model : Model
  114. $9543 : Object
  115. $9585 : Float = 0.0
  116. $9586 : Float = 0.0
  117. $9587 : Float = 0.0
  118. $AMMU_X_Offset : Float = 0.0
  119. $AMMU_Y_Offset : Float = 0.0
  120. $AMMU_Z_Offset : Float = 0.0
  121. $X_Camera : Float = 0.0
  122. $Y_Camera : Float = 0.0
  123. $Z_Camera : Float = 0.0
  124. $AMMU_X_Aim_Camera : Float = 0.0
  125. $AMMU_Y_Aim_Camera : Float = 0.0
  126. $AMMU_Z_Aim_Camera : Float = 0.0
  127. $AMMU_Seller_Animation_Time : Float = 0.0
  128. $AMMU_Seller_Angle : Float = 0.0
  129. $AMMU_X_Seller : Float = 0.0
  130. $AMMU_Y_Seller : Float = 0.0
  131. $AMMU_Z_Seller : Float = 0.0
  132. $flag_AMMU_Seller_Attack_Player : Int = False
  133. $AMMU_Available_Weapons : Int
  134. $AMMU_Selected_Weapon_Weapon_Group : Int
  135. $AMMU_Stage : Int = 0
  136. $AMMU_Selected_Weapon : Int
  137. $AMMU_Weapon_Cost : Int
  138.  
  139. $9575 : Float = 0.0
  140. $9576 : Float = 0.0
  141. $9577 : Float = 0.0
  142. $9572 : Int = 0
  143. $9573 : Int = 0
  144. $9574 : Int = 0
  145. $9578 : Int
  146. $2418 : Int = False
  147. $2422 : Int = False
  148. $2545 : Int = False
  149. $2544 : Int = False
  150. $9595 : Int = 0
  151. $9594 : Int = 0
  152. $9596 : Int = False
  153. $9616 : Int = 0
  154. $9597 : Int = 0
  155. $2515 : Int = 0
  156. $9598 : Int = 0
  157. $9599 : Int = 0
  158. $9600 : Int = 0
  159. $9601 : Int = 0
  160. $9602 : Int = 0
  161. $9603 : Int = 0
  162. $9604 : Int = 0
  163. $9605 : Int = 0
  164. $9606 : Int = 0
  165. $9607 : Int = False
  166. $9608 : Int = False
  167. $9609 : Int = False
  168. $9610 : Int = False
  169. $9611 : Int = False
  170. $9612 : Int = False
  171. $9613 : Int = False
  172. $9614 : Int = False
  173. $9615 : Int = False
  174. $9617 : array 3 of Integer // Pistols array
  175. $9620 : array 3 of Integer // Shotguns array
  176. $9623 : array 2 of Integer // Micro SMGs array
  177. $9625 : array 1 of Integer // SMGs array
  178. $9626 : array 2 of Integer // Assaults array
  179. $9628 : array 2 of Integer // Rifles array
  180. $9630 : array 4 of Integer // Throwns array
  181. $9632 : array 1 of Integer // Armours array
  182. $9633 : array 4 of Integer // Selected category array
  183. $9636 : Int = 0
  184. $9637 : Int = 0
  185. $9638 : Int = 0
  186. END
  187.  
  188. $Seller_Model = #WMYAMMO
  189. $Seller_Model.Load()
  190. #COLT45.Load()
  191. #TEC9.Load()
  192. #MICRO_UZI.Load()
  193. #CHROMEGUN.Load()
  194. #GRENADE.Load()
  195. #ARMOUR.Load()
  196. #MP5LNG.Load()
  197. #SAWNOFF.Load()
  198. #SILENCED.Load()
  199. #SATCHEL.Load()
  200. #BOMB.Load()
  201. #CUNTGUN.Load()
  202. #SNIPER.Load()
  203. #AK47.Load()
  204. #M4.Load()
  205. #DESERT_EAGLE.Load()
  206. #SHOTGSPA.Load()
  207. #TEARGAS.Load()
  208. #MOLOTOV.Load()
  209. #M1911.Load()
  210. 038B: load_requested_models
  211. set_wb_check_to 0
  212. thread 'AMUNAT'
  213.  
  214. WHILE TRUE
  215. wait 0
  216. IF $PLAYER_CHAR.Defined()
  217. THEN
  218. IF 8844: NOT string s$Current_Shop_GXT_Name empty
  219. THEN
  220. IF $AMMU_Stage > 0
  221. THEN
  222. IF 0A0F: new_language_set
  223. THEN
  224. 03E6: remove_text_box
  225. 08DA: remove_panel $2419
  226. 08DA: remove_panel $2423
  227. 08DA: remove_panel $2421
  228. 08DA: remove_panel $2417
  229. $2420 = False
  230. $2424 = False
  231. $2418 = False
  232. $2422 = False
  233. 09FB: $Current_Language = current_language
  234. END
  235. END
  236.  
  237. IF $AMMU_Stage == 0
  238. THEN
  239. IF s$Current_Shop_GXT_Name == 'AMMUN1'
  240. THEN
  241. $AMMU_X_Offset = 0.0
  242. $AMMU_Y_Offset = 0.0
  243. $AMMU_Z_Offset = 0.0
  244. $AMMU_Player_Angle = 180.0
  245. $AMMU_Seller_Angle = 0.0
  246. $Show_Shop_Sphere = True
  247. s$AMMU_Interior_Name = s$Current_Shop_GXT_Name
  248. $9584 = 0
  249. $AMMU_Stage = 1
  250. END
  251. IF s$Current_Shop_GXT_Name == 'AMMUN2'
  252. THEN
  253. $AMMU_X_Offset = -0.765
  254. $AMMU_Y_Offset = -42.311
  255. $AMMU_Z_Offset = -0.013
  256. $AMMU_Player_Angle = 180.0
  257. $AMMU_Seller_Angle = 0.0
  258. $Show_Shop_Sphere = True
  259. s$AMMU_Interior_Name = s$Current_Shop_GXT_Name
  260. $9584 = 0
  261. $AMMU_Stage = 1
  262. END
  263. IF s$Current_Shop_GXT_Name == 'AMMUN3'
  264. THEN
  265. $AMMU_X_Offset = -6.264
  266. $AMMU_Y_Offset = -71.34
  267. $AMMU_Z_Offset = -0.002
  268. $AMMU_Player_Angle = 180.0
  269. $AMMU_Seller_Angle = 0.0
  270. $Show_Shop_Sphere = True
  271. s$AMMU_Interior_Name = s$Current_Shop_GXT_Name
  272. $9584 = 0
  273. $AMMU_Stage = 1
  274. END
  275. IF s$Current_Shop_GXT_Name == 'AMMUN4'
  276. THEN
  277. $AMMU_X_Offset = 11.642
  278. $AMMU_Y_Offset = -102.936
  279. $AMMU_Z_Offset = -1.929
  280. $AMMU_Player_Angle = 180.0
  281. $AMMU_Seller_Angle = 0.0
  282. $Show_Shop_Sphere = True
  283. s$AMMU_Interior_Name = s$Current_Shop_GXT_Name
  284. $AMMU_Stage = 1
  285. END
  286. IF s$Current_Shop_GXT_Name == 'AMMUN5'
  287. THEN
  288. $AMMU_X_Offset = 16.285
  289. $AMMU_Y_Offset = -127.781
  290. $AMMU_Z_Offset = -1.929
  291. $AMMU_Player_Angle = 180.0
  292. $AMMU_Seller_Angle = 0.0
  293. $Show_Shop_Sphere = True
  294. s$AMMU_Interior_Name = s$Current_Shop_GXT_Name
  295. $AMMU_Stage = 1
  296. END
  297. END
  298.  
  299. IF $AMMU_Stage == 1
  300. THEN
  301. 03F0: enable_text_draw True
  302. 08F8: display_stat_update_box False
  303. $X_Buy_Marker = 296.506
  304. $X_Buy_Marker += $AMMU_X_Offset
  305. $Y_Buy_Marker = -38.168
  306. $Y_Buy_Marker += $AMMU_Y_Offset
  307. $Z_Buy_Marker = 1000.547
  308. $Z_Buy_Marker += $AMMU_Z_Offset
  309. $AMMU_X_Seller = 296.506
  310. $AMMU_X_Seller += $AMMU_X_Offset
  311. $AMMU_Y_Seller = -40.35
  312. $AMMU_Y_Seller += $AMMU_Y_Offset
  313. $AMMU_Z_Seller = 1000.54
  314. $AMMU_Z_Seller += $AMMU_Z_Offset
  315. $X_Camera = 296.585
  316. $X_Camera += $AMMU_X_Offset
  317. $Y_Camera = -38.345
  318. $Y_Camera += $AMMU_Y_Offset
  319. $Z_Camera = 1002.236
  320. $Z_Camera += $AMMU_Z_Offset
  321. $AMMU_X_Aim_Camera = 296.501
  322. $AMMU_X_Aim_Camera += $AMMU_X_Offset
  323. $AMMU_Y_Aim_Camera = -39.298
  324. $AMMU_Y_Aim_Camera += $AMMU_Y_Offset
  325. $AMMU_Z_Aim_Camera = 1001.943
  326. $AMMU_Z_Aim_Camera += $AMMU_Z_Offset
  327. $AMMU_Seller.Create(CivMale, $Seller_Model, $AMMU_X_Seller, $AMMU_Y_Seller, $AMMU_Z_Seller)
  328. $AMMU_Seller.Angle = $AMMU_Seller_Angle
  329. Actor.Health($AMMU_Seller) = 300
  330. 02A9: set_actor $AMMU_Seller immune_to_nonplayer 1
  331. 087E: set_actor $AMMU_Seller weapon_droppable 0
  332. 0946: set_actor $AMMU_Seller actions_uninterupted_by_weapon_fire 1
  333. 060B: set_actor $AMMU_Seller decision_maker_to 65542
  334. IF $Casino_Total_Passed_Missions > 2
  335. THEN
  336. 075F: store_shopping_data_entries_number_to $AMMU_Available_Weapons
  337. IF $2574 == False
  338. THEN
  339. 03E5: show_text_box 'NEWWEAP'
  340. $2574 = True
  341. END
  342. ELSE
  343. IF $Toreno_Total_Passed_Missions > 7
  344. THEN
  345. $AMMU_Available_Weapons = 15
  346. IF $2573 == False
  347. THEN
  348. 03E5: show_text_box 'NEWWEAP'
  349. $2573 = True
  350. END
  351. ELSE
  352. IF $Syndicate_Total_Passed_Missions > 9
  353. THEN
  354. $AMMU_Available_Weapons = 14
  355. IF $2572 == False
  356. THEN
  357. 03E5: show_text_box 'NEWWEAP'
  358. $2572 = True
  359. END
  360. ELSE
  361. IF $Wuzimu_Total_Passed_Missions > 0
  362. THEN
  363. $AMMU_Available_Weapons = 13
  364. IF $2571 == False
  365. THEN
  366. 03E5: show_text_box 'NEWWEAP'
  367. $2571 = True
  368. END
  369. ELSE
  370. IF $Syndicate_Total_Passed_Missions > 7
  371. THEN
  372. $AMMU_Available_Weapons = 12
  373. IF $2570 == False
  374. THEN
  375. 03E5: show_text_box 'NEWWEAP'
  376. $2570 = True
  377. END
  378. ELSE
  379. IF $Truth_Total_Passed_Missions > 0
  380. THEN
  381. $AMMU_Available_Weapons = 11
  382. IF $2569 == False
  383. THEN
  384. 03E5: show_text_box 'NEWWEAP'
  385. $2569 = True
  386. END
  387. ELSE
  388. IF $All_Catalina_missions_passed == 1
  389. THEN
  390. $AMMU_Available_Weapons = 10
  391. IF $2568 == False
  392. THEN
  393. 03E5: show_text_box 'NEWWEAP'
  394. $2568 = True
  395. END
  396. ELSE
  397. IF $OG_Loc_Total_Passed_Missions > 4
  398. THEN
  399. $AMMU_Available_Weapons = 9
  400. IF $2567 == False
  401. THEN
  402. 03E5: show_text_box 'NEWWEAP'
  403. $2567 = True
  404. END
  405. ELSE
  406. IF $Smoke_Total_Passed_Missions > 3
  407. THEN
  408. $AMMU_Available_Weapons = 8
  409. IF $2566 == False
  410. THEN
  411. 03E5: show_text_box 'NEWWEAP'
  412. $2566 = True
  413. END
  414. ELSE
  415. IF $Ryder_Total_Passed_Missions > 2
  416. THEN
  417. $AMMU_Available_Weapons = 7
  418. IF $2565 == False
  419. THEN
  420. 03E5: show_text_box 'NEWWEAP'
  421. $2565 = True
  422. END
  423. ELSE
  424. IF 2 > $LS_FINAL_Total_Passed_Missions
  425. THEN
  426. $AMMU_Available_Weapons = 6
  427. IF $2564 == False
  428. THEN
  429. 03E5: show_text_box 'NEWWEAP'
  430. $2564 = True
  431. END
  432. END
  433. END
  434. END
  435. END
  436. END
  437. END
  438. END
  439. END
  440. END
  441. END
  442. END
  443. $AMMU_Stage = 2
  444. END
  445.  
  446. IF $AMMU_Stage == 2
  447. THEN
  448. 07B0: get_active_shop_name_to s$Current_Shop_GXT_Name
  449. IF s$Current_Shop_GXT_Name <> s$AMMU_Interior_Name
  450. THEN
  451. gosub @AMUNAT_END_THREAD
  452. END
  453. IF NOT $AMMU_Seller.Dead()
  454. THEN
  455. IF $flag_AMMU_Seller_Attack_Player == False
  456. THEN
  457. IF $9584 == 0
  458. THEN
  459. 0812: AS_actor $AMMU_Seller perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  460. $AMMU_Seller_Animation_Time = 0.0
  461. $9584 = 1
  462. END
  463. IF $ONMISSION_Shooting == False
  464. THEN
  465. IF OR
  466. 02E0: actor $PLAYER_ACTOR firing_weapon
  467. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_Seller
  468. 031D: actor $AMMU_Seller hit_by_weapon WEAPON_ANY
  469. THEN
  470. 09D5: play_sound_of_actor $AMMU_Seller soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
  471. 05BA: AS_actor $AMMU_Seller move_mouth 5 ms
  472. 081A: set_actor $AMMU_Seller weapon_skill_to WEAPON_SKILL_PRO
  473. $AMMU_Seller.GiveWeaponAndAmmo(WEAPON_SHOTGUN, 30000)
  474. $AMMU_Seller.WeaponAccuracy = 80
  475. 0638: AS_actor $AMMU_Seller stay_put True
  476. 05E2: AS_actor $AMMU_Seller kill_actor $PLAYER_ACTOR
  477. $Show_Shop_Sphere = False
  478. $flag_AMMU_Seller_Attack_Player = True
  479. ELSE
  480. $Show_Shop_Sphere = True
  481. IF 0102: actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot
  482. THEN
  483. IF $PLAYER_CHAR.Controllable()
  484. THEN
  485. $9584 = 0
  486. $AMMU_Stage = 3
  487. END
  488. END
  489. END
  490. ELSE
  491. IF OR
  492. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_Seller
  493. 031D: actor $AMMU_Seller hit_by_weapon WEAPON_ANY
  494. THEN
  495. 09D5: play_sound_of_actor $AMMU_Seller soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
  496. 05BA: AS_actor $AMMU_Seller move_mouth 5 ms
  497. 081A: set_actor $AMMU_Seller weapon_skill_to WEAPON_SKILL_PRO
  498. $AMMU_Seller.GiveWeaponAndAmmo(WEAPON_SHOTGUN, 30000)
  499. $AMMU_Seller.WeaponAccuracy = 80
  500. 0638: AS_actor $AMMU_Seller stay_put True
  501. 05E2: AS_actor $AMMU_Seller kill_actor $PLAYER_ACTOR
  502. $Show_Shop_Sphere = False
  503. $flag_AMMU_Seller_Attack_Player = True
  504. ELSE
  505. $Show_Shop_Sphere = True
  506. IF 0102: actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot
  507. THEN
  508. $9584 = 0
  509. $AMMU_Stage = 3
  510. END
  511. END
  512. END
  513. ELSE
  514. gosub @AMUNAT_CLEAR
  515. 07B0: get_active_shop_name_to s$Current_Shop_GXT_Name
  516. IF s$Current_Shop_GXT_Name <> s$AMMU_Interior_Name
  517. THEN
  518. gosub @AMUNAT_END_THREAD
  519. END
  520. CONTINUE
  521. END
  522. ELSE
  523. gosub @AMUNAT_CLEAR
  524. 07B0: get_active_shop_name_to s$Current_Shop_GXT_Name
  525. IF s$Current_Shop_GXT_Name <> s$AMMU_Interior_Name
  526. THEN
  527. gosub @AMUNAT_END_THREAD
  528. END
  529. CONTINUE
  530. END
  531. END
  532.  
  533. IF $AMMU_Stage == 3
  534. THEN
  535. $PLAYER_CHAR.CanMove = False
  536. 09BD: allow_other_threads_to_display_text_boxes True
  537. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  538. 0792: disembark_instantly_actor $PLAYER_ACTOR
  539. 0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 1.0
  540. 03D5: remove_text 'SHOPNO'
  541. 32@ = 0
  542. $AMMU_Stage = 4
  543. END
  544.  
  545. IF $AMMU_Stage == 4
  546. THEN
  547. IF $AMMU_Seller.Dead()
  548. THEN
  549. gosub @AMUNAT_CLEAR
  550. 07B0: get_active_shop_name_to s$Current_Shop_GXT_Name
  551. IF s$Current_Shop_GXT_Name <> s$AMMU_Interior_Name
  552. THEN
  553. gosub @AMUNAT_END_THREAD
  554. END
  555. CONTINUE
  556. END
  557. IF $9584 == 0
  558. THEN
  559. IF 32@ >= 300
  560. THEN
  561. 08C7: put_actor $PLAYER_ACTOR at $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker dont_warp_gang
  562. $PLAYER_ACTOR.Angle = $AMMU_Player_Angle
  563. $AMMU_Seller.StorePos($2755, $2756, $2757)
  564. IF OR
  565. $2755 <> $AMMU_X_Seller
  566. $2756 <> $AMMU_Y_Seller
  567. $2757 <> $AMMU_Z_Seller
  568. THEN
  569. $AMMU_Seller.PutAt($AMMU_X_Seller, $AMMU_Y_Seller, $AMMU_Z_Seller)
  570. $AMMU_Seller.Angle = $AMMU_Seller_Angle
  571. END
  572. Camera.SetPosition($X_Camera, $Y_Camera, $Z_Camera, 0.0, 0.0, 0.0)
  573. Camera.PointAt($AMMU_X_Aim_Camera, $AMMU_Y_Aim_Camera, $AMMU_Z_Aim_Camera, 2)
  574. 09D5: play_sound_of_actor $AMMU_Seller soundslot 333 unknown_flags 0 0 1 as $10081 // extended 0947
  575. IF $2576 == 1
  576. THEN
  577. $2575 = 1
  578. END
  579. IF $PLAYER_CHAR.Defined()
  580. THEN
  581. $PLAYER_ACTOR.StorePos($tempvar_X_coord, $tempvar_Y_coord, $tempvar_Z_coord)
  582. ELSE
  583. gosub @AMUNAT_END_THREAD
  584. CONTINUE
  585. END
  586. 0581: enable_radar False
  587. $AMMU_Stage = 5
  588. $9584 = 0
  589. END
  590. END
  591. END
  592.  
  593. IF $AMMU_Stage == 5
  594. THEN
  595. IF $AMMU_Seller.Dead()
  596. THEN
  597. gosub @AMUNAT_CLEAR
  598. 07B0: get_active_shop_name_to s$Current_Shop_GXT_Name
  599. IF s$Current_Shop_GXT_Name <> s$AMMU_Interior_Name
  600. THEN
  601. gosub @AMUNAT_END_THREAD
  602. END
  603. CONTINUE
  604. END
  605. IF 1 > $9584
  606. THEN
  607. IF $2420 == False
  608. THEN
  609. gosub @AMUNAT_SWITCH_CATEGORY
  610. gosub @AMUNAT_PANEL_CATEGORY
  611. END
  612. END
  613. IF $9584 == 0
  614. THEN
  615. IF 00E1: player 0 pressed_key 16
  616. THEN
  617. $9584 = 3
  618. END
  619. IF 00E1: player 0 pressed_key 15
  620. THEN
  621. $9584 = 1
  622. END
  623. END
  624. IF $9584 == 1
  625. THEN
  626. IF 80E1: NOT player 0 pressed_key 15
  627. THEN
  628. IF $2420 == True
  629. THEN
  630. 03E6: remove_text_box
  631. 08DA: remove_panel $2419
  632. $2420 = False
  633. END
  634. IF $2424 == True
  635. THEN
  636. 03E6: remove_text_box
  637. 08DA: remove_panel $2423
  638. $2424 = False
  639. END
  640. IF $2418 == True
  641. THEN
  642. 03E6: remove_text_box
  643. 08DA: remove_panel $2417
  644. $2418 = False
  645. END
  646. IF $2422 == True
  647. THEN
  648. 08DA: remove_panel $2421
  649. $2422 = False
  650. END
  651. 03D5: remove_text 'AMMUA'
  652. 03D5: remove_text 'SHOPNO'
  653. 03D5: remove_text 'AMMUC'
  654. 03D5: remove_text 'AMMUD'
  655. 09D5: play_sound_of_actor $AMMU_Seller soundslot 331 unknown_flags 0 0 1 as $10081 // extended 0947
  656. Camera.Restore_WithJumpCut()
  657. $PLAYER_CHAR.CanMove = True
  658. 09BD: allow_other_threads_to_display_text_boxes False
  659. 0581: enable_radar True
  660. $9584 = 2
  661. END
  662. END
  663. IF $9584 == 2
  664. THEN
  665. IF $flag_AMMU_Seller_Attack_Player == False
  666. THEN
  667. IF OR
  668. 02E0: actor $PLAYER_ACTOR firing_weapon
  669. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_Seller
  670. 031D: actor $AMMU_Seller hit_by_weapon WEAPON_ANY
  671. THEN
  672. 09D5: play_sound_of_actor $AMMU_Seller soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
  673. 05BA: AS_actor $AMMU_Seller move_mouth 5 ms
  674. 081A: set_actor $AMMU_Seller weapon_skill_to WEAPON_SKILL_PRO
  675. $AMMU_Seller.GiveWeaponAndAmmo(WEAPON_SHOTGUN, 30000)
  676. $AMMU_Seller.WeaponAccuracy = 80
  677. 0638: AS_actor $AMMU_Seller stay_put True
  678. 05E2: AS_actor $AMMU_Seller kill_actor $PLAYER_ACTOR
  679. $flag_AMMU_Seller_Attack_Player = True
  680. END
  681. END
  682. IF 80FF: NOT actor $PLAYER_ACTOR sphere False in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 on_foot
  683. THEN
  684. $2420 = False
  685. $2424 = False
  686. $9544 = False
  687. $2418 = False
  688. $2422 = False
  689. $AMMU_Stage = 2
  690. $9584 = 0
  691. END
  692. END
  693. IF $9584 == 3
  694. THEN
  695. IF 80E1: NOT player 0 pressed_key 16
  696. THEN
  697. 08D8: $9637 = panel $2419 selected_row
  698. s$9549 = $2450[$9637]
  699. IF 0 > $9637
  700. THEN
  701. $9637 = 0
  702. END
  703. IF $2420 == True
  704. THEN
  705. 03E6: remove_text_box
  706. 08DA: remove_panel $2419
  707. $2420 = False
  708. END
  709. IF $2424 == False
  710. THEN
  711. gosub @AMUNAT_PANEL_WEAPONS
  712. END
  713. $9584 = 0
  714. $AMMU_Stage = 6
  715. END
  716. END
  717. END
  718.  
  719. IF $AMMU_Stage == 6
  720. THEN
  721. IF $AMMU_Seller.Dead()
  722. THEN
  723. gosub @AMUNAT_CLEAR
  724. 07B0: get_active_shop_name_to s$Current_Shop_GXT_Name
  725. IF s$Current_Shop_GXT_Name <> s$AMMU_Interior_Name
  726. THEN
  727. gosub @AMUNAT_END_THREAD
  728. END
  729. CONTINUE
  730. END
  731. IF 1 > $9584
  732. THEN
  733. IF $2424 == False
  734. THEN
  735. gosub @AMUNAT_PANEL_WEAPONS
  736. END
  737. END
  738. IF $9584 == 0
  739. THEN
  740. IF 00E1: player 0 pressed_key 16
  741. THEN
  742. $9584 = 2
  743. END
  744. IF 00E1: player 0 pressed_key 15
  745. THEN
  746. $9584 = 1
  747. END
  748. END
  749. IF $9584 == 1
  750. THEN
  751. IF 80E1: NOT player 0 pressed_key 15
  752. THEN
  753. IF $2424 == True
  754. THEN
  755. 03E6: remove_text_box
  756. 08DA: remove_panel $2423
  757. $2424 = False
  758. END
  759. IF $2420 == False
  760. THEN
  761. gosub @AMUNAT_SWITCH_CATEGORY
  762. gosub @AMUNAT_PANEL_CATEGORY
  763. END
  764. $9584 = 0
  765. $AMMU_Stage = 5
  766. END
  767. END
  768. IF $9584 == 2
  769. THEN
  770. IF 80E1: NOT player 0 pressed_key 16
  771. THEN
  772. 08D8: $9638 = panel $2423 selected_row
  773. IF 0 > $9638
  774. THEN
  775. $9638 = 0
  776. END
  777. $AMMU_Selected_Weapon = $9633[$9638]
  778. IF $AMMU_SELECTED_WEAPON == 17 // $ == any
  779. THEN
  780. s$AMMU_WEAPON_NAME = '343' // Rocket Launcher
  781. $AMMU_WEAPON_COST = 200
  782. $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 9
  783. $AMMU_SELECTED_WEAPON_MODEL = 343
  784. END
  785. IF $AMMU_SELECTED_WEAPON == 18 // $ == any
  786. THEN
  787. s$AMMU_WEAPON_NAME = '344' // Rocket Launcher
  788. $AMMU_WEAPON_COST = 150
  789. $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 9
  790. $AMMU_SELECTED_WEAPON_MODEL = 344
  791. END
  792. 078C: get_shopping_item_with_textureCRC $AMMU_Selected_Weapon nametag_to s$AMMU_Weapon_Name
  793. 0761: get_shopping_item_with_textureCRC $AMMU_Selected_Weapon price_to $AMMU_Weapon_Cost
  794. IF $AMMU_Selected_Weapon <> WEAPON_ARMOUR
  795. THEN
  796. 0782: get_weapon_with_ID $AMMU_Selected_Weapon weapon_group_to $AMMU_Selected_Weapon_Weapon_Group
  797. 0781: get_weapon_with_ID $AMMU_Selected_Weapon model_to $AMMU_Selected_Weapon_Model
  798. ELSE
  799. $AMMU_Selected_Weapon_Model = #ARMOUR
  800. END
  801. IF $2424 == True
  802. THEN
  803. 03E6: remove_text_box
  804. 08DA: remove_panel $2423
  805. $2424 = False
  806. END
  807. 0812: AS_actor $AMMU_Seller perform_animation "SHP_G_LIFT_IN" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  808. $AMMU_Seller_Animation_Time = 0.0
  809. IF $AMMU_Seller.Animation == "SHP_G_LIFT_IN"
  810. THEN
  811. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_IN" time
  812. END
  813. $9584 = 3
  814. END
  815. END
  816. IF $9584 == 3
  817. THEN
  818. IF $AMMU_Seller.Animation == "SHP_G_LIFT_IN"
  819. THEN
  820. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_IN" time
  821. END
  822. IF $AMMU_Seller_Animation_Time == 1.0
  823. THEN
  824. $9584 = 4
  825. END
  826. END
  827. IF $9584 == 4
  828. THEN
  829. $9543.Create($AMMU_Selected_Weapon_Model, $AMMU_X_Seller, $AMMU_Y_Seller, $AMMU_Z_Seller)
  830. gosub @AMUNAT_ANIMATION_GET
  831. gosub @AMUNAT_ANIMATION_PUT
  832. 070A: AS_actor $AMMU_Seller attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
  833. $9543.KeepInMemory = False
  834. 0812: AS_actor $AMMU_Seller perform_animation v$9554 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  835. $AMMU_Seller_Animation_Time = 0.0
  836. IF $AMMU_Seller.Animation == v$9554
  837. THEN
  838. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9554 time
  839. END
  840. $9584 = 5
  841. END
  842. IF $9584 == 5
  843. THEN
  844. IF $AMMU_Seller.Animation == v$9554
  845. THEN
  846. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9554 time
  847. END
  848. IF $AMMU_Seller_Animation_Time == 1.0
  849. THEN
  850. 070B: set_actor $AMMU_Seller onbone_attached_object_operation 0
  851. 097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1131
  852. $9543.PutAt($9585, $9586, $9587)
  853. $9543.KeepInMemory = True
  854. 0812: AS_actor $AMMU_Seller perform_animation v$9558 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  855. $AMMU_Seller_Animation_Time = 0.0
  856. IF $AMMU_Seller.Animation == v$9558
  857. THEN
  858. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9558 time
  859. END
  860. $9584 = 6
  861. END
  862. END
  863. IF $9584 == 6
  864. THEN
  865. IF $AMMU_Seller.Animation == v$9558
  866. THEN
  867. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9558 time
  868. END
  869. IF $AMMU_Seller_Animation_Time == 1.0
  870. THEN
  871. 0812: AS_actor $AMMU_Seller perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  872. $AMMU_Seller_Animation_Time = 0.0
  873. IF $2418 == False
  874. THEN
  875. gosub @AMUNAT_PANEL_COST
  876. END
  877. IF $AMMU_Selected_Weapon <> WEAPON_ARMOUR
  878. THEN
  879. $9578 = $AMMU_Selected_Weapon_Weapon_Group
  880. $9578 += 1
  881. 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot $9578 weapon $9572 ammo $9573 model $9574
  882. IF $9572 <> $AMMU_Selected_Weapon
  883. THEN
  884. IF $9573 > 0
  885. THEN
  886. 00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1
  887. END
  888. END
  889. END
  890. $AMMU_Stage = 7
  891. $9584 = 0
  892. END
  893. END
  894. END
  895.  
  896. IF $AMMU_Stage == 7
  897. THEN
  898. IF $AMMU_Seller.Dead()
  899. THEN
  900. gosub @AMUNAT_CLEAR
  901. 07B0: get_active_shop_name_to s$Current_Shop_GXT_Name
  902. IF s$Current_Shop_GXT_Name <> s$AMMU_Interior_Name
  903. THEN
  904. gosub @AMUNAT_END_THREAD
  905. END
  906. CONTINUE
  907. END
  908. IF 1 > $9584
  909. THEN
  910. IF $2418 == False
  911. THEN
  912. gosub @AMUNAT_PANEL_COST
  913. END
  914. END
  915. IF $9584 == 0
  916. THEN
  917. IF 00E1: player 0 pressed_key 16
  918. THEN
  919. $9584 = 5
  920. END
  921. IF 00E1: player 0 pressed_key 15
  922. THEN
  923. $9584 = 1
  924. END
  925. END
  926. IF $9584 == 1
  927. THEN
  928. IF 80E1: NOT player 0 pressed_key 15
  929. THEN
  930. IF $2418 == True
  931. THEN
  932. 03E6: remove_text_box
  933. 08DA: remove_panel $2417
  934. $2418 = False
  935. END
  936. 0812: AS_actor $AMMU_Seller perform_animation v$AMMU_Seller_Animation IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  937. $AMMU_Seller_Animation_Time = 0.0
  938. IF $AMMU_Seller.Animation == v$AMMU_Seller_Animation
  939. THEN
  940. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$AMMU_Seller_Animation time
  941. END
  942. $9584 = 2
  943. END
  944. END
  945. IF $9584 == 2
  946. THEN
  947. IF $AMMU_Seller.Animation == v$AMMU_Seller_Animation
  948. THEN
  949. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$AMMU_Seller_Animation time
  950. END
  951. IF $AMMU_Seller_Animation_Time == 1.0
  952. THEN
  953. 070A: AS_actor $AMMU_Seller attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
  954. $9543.KeepInMemory = False
  955. 0812: AS_actor $AMMU_Seller perform_animation v$9566 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  956. $AMMU_Seller_Animation_Time = 0.0
  957. IF $AMMU_Seller.Animation == v$9566
  958. THEN
  959. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9566 time
  960. END
  961. $9584 = 3
  962. END
  963. END
  964. IF $9584 == 3
  965. THEN
  966. IF $AMMU_Seller.Animation == v$9566
  967. THEN
  968. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9566 time
  969. END
  970. IF $AMMU_Seller_Animation_Time == 1.0
  971. THEN
  972. 070B: set_actor $AMMU_Seller onbone_attached_object_operation 0
  973. $9543.PutAt($9585, $9586, $9587)
  974. $9543.KeepInMemory = True
  975. gosub @AMUNAT_OBJECT_DESTROY
  976. 0812: AS_actor $AMMU_Seller perform_animation "SHP_G_LIFT_OUT" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  977. $AMMU_Seller_Animation_Time = 0.0
  978. IF $AMMU_Seller.Animation == "SHP_G_LIFT_OUT"
  979. THEN
  980. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_OUT" time
  981. END
  982. $9584 = 4
  983. END
  984. END
  985. IF $9584 == 4
  986. THEN
  987. IF $AMMU_Seller.Animation == "SHP_G_LIFT_OUT"
  988. THEN
  989. 0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_OUT" time
  990. END
  991. IF $AMMU_Seller_Animation_Time == 1.0
  992. THEN
  993. 0812: AS_actor $AMMU_Seller perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  994. $AMMU_Seller_Animation_Time = 0.0
  995. $9584 = 0
  996. $AMMU_Stage = 6
  997. END
  998. END
  999. IF $9584 == 5
  1000. THEN
  1001. IF 80E1: NOT player 0 pressed_key 16
  1002. THEN
  1003. 03D5: remove_text 'AMMUA'
  1004. 03D5: remove_text 'SHOPNO'
  1005. 03D5: remove_text 'AMMUC'
  1006. 03D5: remove_text 'AMMUD'
  1007. $2544 = False
  1008. $9596 = False
  1009. $Shops_Player_Cash = $PLAYER_CHAR.Money
  1010. IF $Shops_Player_Cash >= $AMMU_Weapon_Cost
  1011. THEN
  1012. IF $AMMU_Selected_Weapon <> WEAPON_ARMOUR
  1013. THEN
  1014. 041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_Selected_Weapon ammo
  1015. IF 9999 > $9573
  1016. THEN
  1017. 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_Selected_Weapon
  1018. 09D5: play_sound_of_actor $AMMU_Seller soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947
  1019. 097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1052
  1020. $9584 = 6
  1021. 33@ = 0
  1022. ELSE
  1023. IF $9596 == False
  1024. THEN
  1025. 097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1053
  1026. 00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1
  1027. 09D5: play_sound_of_actor $AMMU_Seller soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947
  1028. $9584 = 0
  1029. $9596 = True
  1030. END
  1031. END
  1032. ELSE
  1033. 04DD: $9594 = actor $PLAYER_ACTOR armour
  1034. 0945: get_player $PLAYER_CHAR max_armour_to $9595
  1035. IF $9595 > $9594
  1036. THEN
  1037. 09D5: play_sound_of_actor $AMMU_Seller soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947
  1038. 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_Selected_Weapon
  1039. 097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1052
  1040. $9584 = 6
  1041. 33@ = 0
  1042. ELSE
  1043. IF $9596 == False
  1044. THEN
  1045. 097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1053
  1046. 09D5: play_sound_of_actor $AMMU_Seller soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947
  1047. 00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1
  1048. $9584 = 0
  1049. $9596 = True
  1050. END
  1051. END
  1052. END
  1053. ELSE
  1054. IF $2544 == False
  1055. THEN
  1056. 097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1053
  1057. 09D5: play_sound_of_actor $AMMU_Seller soundslot 324 unknown_flags 0 0 1 as $10081 // extended 0947
  1058. 00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1
  1059. $9584 = 0
  1060. $2544 = True
  1061. END
  1062. END
  1063. END
  1064. END
  1065. IF $9584 == 6
  1066. THEN
  1067. IF $2418 == True
  1068. THEN
  1069. 08DA: remove_panel $2417
  1070. 03E6: remove_text_box
  1071. $2418 = False
  1072. END
  1073. IF $2422 == False
  1074. THEN
  1075. 08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive False background True alignment ALIGN_LEFT
  1076. 08D6: set_panel $2421 column 0 alignment ALIGN_LEFT
  1077. 08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  1078. 08D6: set_panel $2421 column 1 alignment ALIGN_CENTRE
  1079. 08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  1080. 08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_Weapon_Cost
  1081. 09DB: set_panel $2421 column 0 width 140
  1082. 09DB: set_panel $2421 column 1 width 46
  1083. $2422 = True
  1084. END
  1085. 33@ = 0
  1086. $9584 = 7
  1087. END
  1088. IF $9584 == 7
  1089. THEN
  1090. IF 33@ >= 1000
  1091. THEN
  1092. IF $2422 == True
  1093. THEN
  1094. 08DA: remove_panel $2421
  1095. $2422 = False
  1096. END
  1097. $9584 = 0
  1098. IF 1 > $9584
  1099. THEN
  1100. IF $2418 == False
  1101. THEN
  1102. gosub @AMUNAT_PANEL_COST
  1103. END
  1104. END
  1105. END
  1106. END
  1107. END
  1108. ELSE
  1109. gosub @AMUNAT_END_THREAD
  1110. END
  1111. ELSE
  1112. gosub @AMUNAT_END_THREAD
  1113. END
  1114. END
  1115.  
  1116.  
  1117.  
  1118. :AMUNAT_PANEL_COST
  1119. IF $2418 == False
  1120. THEN
  1121. 0512: show_permanent_text_box 'AMMU_H3'
  1122. IF $Current_Language == LANGUAGE_AMERICAN
  1123. THEN
  1124. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive False background True alignment ALIGN_LEFT
  1125. ELSE
  1126. IF $Current_Language == LANGUAGE_FRENCH
  1127. THEN
  1128. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive False background True alignment ALIGN_LEFT
  1129. ELSE
  1130. IF $Current_Language == LANGUAGE_GERMAN
  1131. THEN
  1132. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive False background True alignment ALIGN_LEFT
  1133. ELSE
  1134. IF $Current_Language == LANGUAGE_ITALIAN
  1135. THEN
  1136. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive False background True alignment ALIGN_LEFT
  1137. ELSE
  1138. IF $Current_Language == LANGUAGE_SPANISH
  1139. THEN
  1140. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive False background True alignment ALIGN_LEFT
  1141. END
  1142. END
  1143. END
  1144. END
  1145. END
  1146. 08D6: set_panel $2417 column 0 alignment ALIGN_LEFT
  1147. 08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_Weapon_Name 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  1148. 08D6: set_panel $2417 column 1 alignment ALIGN_CENTRE
  1149. 08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  1150. 08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_Weapon_Cost
  1151. 09DB: set_panel $2417 column 0 width 140
  1152. 09DB: set_panel $2417 column 1 width 46
  1153. $2418 = True
  1154. END
  1155. RETURN
  1156.  
  1157.  
  1158.  
  1159. :AMUNAT_CLEAR
  1160. IF $2420 == True
  1161. THEN
  1162. 03E6: remove_text_box
  1163. 08DA: remove_panel $2419
  1164. $2420 = False
  1165. END
  1166. IF $2424 == True
  1167. THEN
  1168. 03E6: remove_text_box
  1169. 08DA: remove_panel $2423
  1170. $2424 = False
  1171. END
  1172. IF $2418 == True
  1173. THEN
  1174. 03E6: remove_text_box
  1175. 08DA: remove_panel $2417
  1176. $2418 = False
  1177. END
  1178. IF $2422 == True
  1179. THEN
  1180. 08DA: remove_panel $2421
  1181. $2422 = False
  1182. END
  1183. IF $AMMU_Stage >= 1
  1184. THEN
  1185. 03E6: remove_text_box
  1186. END
  1187. 03D5: remove_text 'AMMUA'
  1188. 03D5: remove_text 'SHOPNO'
  1189. 03D5: remove_text 'AMMUC'
  1190. 03D5: remove_text 'AMMUD'
  1191. $2420 = False
  1192. $2424 = False
  1193. $9544 = False
  1194. $9584 = 0
  1195. $2418 = False
  1196. $2422 = False
  1197. $2545 = False
  1198. $2544 = False
  1199. $9596 = False
  1200. $AMMU_Stage = 2
  1201. RETURN
  1202.  
  1203.  
  1204.  
  1205. :AMUNAT_END_THREAD
  1206. IF $2420 == True
  1207. THEN
  1208. 03E6: remove_text_box
  1209. 08DA: remove_panel $2419
  1210. $2420 = False
  1211. END
  1212. IF $2424 == True
  1213. THEN
  1214. 03E6: remove_text_box
  1215. 08DA: remove_panel $2423
  1216. $2424 = False
  1217. END
  1218. IF $2418 == True
  1219. THEN
  1220. 03E6: remove_text_box
  1221. 08DA: remove_panel $2417
  1222. $2418 = False
  1223. END
  1224. IF $2422 == True
  1225. THEN
  1226. 08DA: remove_panel $2421
  1227. $2422 = False
  1228. END
  1229. IF $AMMU_Stage >= 1
  1230. THEN
  1231. 03E6: remove_text_box
  1232. END
  1233. 03D5: remove_text 'AMMUA'
  1234. 03D5: remove_text 'SHOPNO'
  1235. 03D5: remove_text 'AMMUC'
  1236. 03D5: remove_text 'AMMUD'
  1237. $2420 = False
  1238. $2424 = False
  1239. $flag_AMMU_Seller_Attack_Player = False
  1240. $9544 = False
  1241. $9584 = 0
  1242. $2418 = False
  1243. $2422 = False
  1244. $2545 = False
  1245. $2544 = False
  1246. $9596 = False
  1247. $AMMU_Stage = 0
  1248. #COLT45.Destroy()
  1249. #SILENCED.Destroy()
  1250. #DESERT_EAGLE.Destroy()
  1251. #CHROMEGUN.Destroy()
  1252. #SAWNOFF.Destroy()
  1253. #SHOTGSPA.Destroy()
  1254. #GRENADE.Destroy()
  1255. #MICRO_UZI.Destroy()
  1256. #MP5LNG.Destroy()
  1257. #TEC9.Destroy()
  1258. #AK47.Destroy()
  1259. #M4.Destroy()
  1260. #CUNTGUN.Destroy()
  1261. #SNIPER.Destroy()
  1262. #ARMOUR.Destroy()
  1263. #SATCHEL.Destroy()
  1264. #BOMB.Destroy()
  1265. #TEARGAS.Destroy()
  1266. #MOLOTOV.Destroy()
  1267. #M1911.Destroy()
  1268. 03F0: enable_text_draw False
  1269. $Seller_Model.Destroy()
  1270. $AMMU_Seller.DestroyInstantly()
  1271. 08F8: display_stat_update_box True
  1272. 0581: enable_radar True
  1273. 09BD: allow_other_threads_to_display_text_boxes False
  1274. IF $5274 == True
  1275. THEN
  1276. 03E5: show_text_box 'ANR_56'
  1277. $5274 = False
  1278. END
  1279. END_THREAD
  1280.  
  1281.  
  1282.  
  1283. :AMUNAT_OBJECT_DESTROY
  1284. $9543.Destroy()
  1285. RETURN
  1286.  
  1287.  
  1288.  
  1289. :AMUNAT_ANIMATION_GET
  1290. IF OR
  1291. $AMMU_Selected_Weapon_Model == #CHROMEGUN
  1292. $AMMU_Selected_Weapon_Model == #SHOTGSPA
  1293. $AMMU_Selected_Weapon_Model == #AK47
  1294. $AMMU_Selected_Weapon_Model == #M4
  1295. $AMMU_Selected_Weapon_Model == #CUNTGUN
  1296. $AMMU_Selected_Weapon_Model == #SNIPER
  1297. $AMMU_Selected_Weapon_Model == #SAWNOFF
  1298. THEN
  1299. v$9554 = "SHP_2H_LIFT"
  1300. v$9558 = "SHP_2H_LIFT_END"
  1301. $9585 = $AMMU_X_Seller
  1302. $9585 += 0.231
  1303. $9586 = $AMMU_Y_Seller
  1304. $9586 += 0.636
  1305. $9587 = $AMMU_Z_Seller
  1306. $9587 += 1.053
  1307. END
  1308. IF OR
  1309. $AMMU_Selected_Weapon_Model == #COLT45
  1310. $AMMU_Selected_Weapon_Model == #SILENCED
  1311. $AMMU_Selected_Weapon_Model == #DESERT_EAGLE
  1312. $AMMU_Selected_Weapon_Model == #GRENADE
  1313. $AMMU_Selected_Weapon_Model == #MICRO_UZI
  1314. $AMMU_Selected_Weapon_Model == #MP5LNG
  1315. $AMMU_Selected_Weapon_Model == #SATCHEL
  1316. $AMMU_Selected_Weapon_Model == #TEC9
  1317. THEN
  1318. v$9554 = "SHP_1H_LIFT"
  1319. v$9558 = "SHP_1H_LIFT_END"
  1320. $9585 = $AMMU_X_Seller
  1321. $9585 += 0.108
  1322. $9586 = $AMMU_Y_Seller
  1323. $9586 += 0.654
  1324. $9587 = $AMMU_Z_Seller
  1325. $9587 += 1.053
  1326. END
  1327. IF OR
  1328. $AMMU_Selected_Weapon_Model == #TEARGAS
  1329. $AMMU_Selected_Weapon_Model == #MOLOTOV
  1330. THEN
  1331. v$9554 = "SHP_1H_LIFT"
  1332. v$9558 = "SHP_1H_LIFT_END"
  1333. $9585 = $AMMU_X_Seller
  1334. $9585 += 0.108
  1335. $9586 = $AMMU_Y_Seller
  1336. $9586 += 0.654
  1337. $9587 = $AMMU_Z_Seller
  1338. $9587 += 1.053
  1339. END
  1340. IF $AMMU_Selected_Weapon_Model == #ARMOUR
  1341. THEN
  1342. v$9554 = "SHP_AR_LIFT"
  1343. v$9558 = "SHP_AR_LIFT_END"
  1344. $9585 = $AMMU_X_Seller
  1345. $9585 += 0.175
  1346. $9586 = $AMMU_Y_Seller
  1347. $9586 += 0.676
  1348. $9587 = $AMMU_Z_Seller
  1349. $9587 += 1.5
  1350. END
  1351. RETURN
  1352.  
  1353.  
  1354.  
  1355. :AMUNAT_ANIMATION_PUT
  1356. IF OR
  1357. $AMMU_Selected_Weapon_Model == #CHROMEGUN
  1358. $AMMU_Selected_Weapon_Model == #SHOTGSPA
  1359. $AMMU_Selected_Weapon_Model == #AK47
  1360. $AMMU_Selected_Weapon_Model == #M4
  1361. $AMMU_Selected_Weapon_Model == #CUNTGUN
  1362. $AMMU_Selected_Weapon_Model == #SNIPER
  1363. $AMMU_Selected_Weapon_Model == #SAWNOFF
  1364. THEN
  1365. v$AMMU_Seller_Animation = "SHP_2H_RET_S"
  1366. v$9566 = "SHP_2H_RET"
  1367. END
  1368. IF OR
  1369. $AMMU_Selected_Weapon_Model == #COLT45
  1370. $AMMU_Selected_Weapon_Model == #SILENCED
  1371. $AMMU_Selected_Weapon_Model == #DESERT_EAGLE
  1372. $AMMU_Selected_Weapon_Model == #GRENADE
  1373. $AMMU_Selected_Weapon_Model == #MICRO_UZI
  1374. $AMMU_Selected_Weapon_Model == #MP5LNG
  1375. $AMMU_Selected_Weapon_Model == #SATCHEL
  1376. $AMMU_Selected_Weapon_Model == #TEC9
  1377. THEN
  1378. v$AMMU_Seller_Animation = "SHP_1H_RET_S"
  1379. v$9566 = "SHP_1H_RET"
  1380. END
  1381. IF OR
  1382. $AMMU_Selected_Weapon_Model == #TEARGAS
  1383. $AMMU_Selected_Weapon_Model == #MOLOTOV
  1384. THEN
  1385. v$AMMU_Seller_Animation = "SHP_1H_RET_S"
  1386. v$9566 = "SHP_1H_RET"
  1387. END
  1388. IF $AMMU_Selected_Weapon_Model == #ARMOUR
  1389. THEN
  1390. v$AMMU_Seller_Animation = "SHP_AR_RET_S"
  1391. v$9566 = "SHP_AR_RET"
  1392. END
  1393. RETURN
  1394.  
  1395.  
  1396.  
  1397. :AMUNAT_SWITCH_CATEGORY
  1398. $9597 = 0
  1399. $9616 = 0
  1400. $2515 = 0
  1401. $9598 = 0
  1402. $9599 = 0
  1403. $9600 = 0
  1404. $9601 = 0
  1405. $9602 = 0
  1406. $9603 = 0
  1407. $9604 = 0
  1408. $9605 = 0
  1409. $9606 = 0
  1410. $9607 = False
  1411. $9608 = False
  1412. $9609 = False
  1413. $9610 = False
  1414. $9611 = False
  1415. $9612 = False
  1416. $9613 = False
  1417. $9614 = False
  1418. $9615 = False
  1419.  
  1420. :AMUNAT_SWITCH
  1421. IF $AMMU_Available_Weapons > $9597
  1422. jf @AMUNAT_END_SWITCH
  1423. 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_Selected_Weapon
  1424. 0871: init_jump_table $AMMU_Selected_Weapon total_jumps 16 default_jump 0 @AMUNAT_DEFAULT jumps WEAPON_GRENADE @AMUNAT_GUN7 WEAPON_TEARGAS @AMUNAT_GUN7 WEAPON_MOLOTOV @AMUNAT_GUN7 WEAPON_PISTOL @AMUNAT_GUN1 WEAPON_PISTOL_SILENCED @AMUNAT_GUN1 WEAPON_DESERT_EAGLE @AMUNAT_GUN1 WEAPON_SHOTGUN @AMUNAT_GUN2 WEAPON_SAWNOFF @AMUNAT_GUN2 WEAPON_SPAS12 @AMUNAT_GUN2
  1425. 0872: jump_table_jumps WEAPON_MICRO_UZI @AMUNAT_GUN3 WEAPON_MP5 @AMUNAT_GUN4 WEAPON_AK47 @AMUNAT_GUN5 WEAPON_M4 @AMUNAT_GUN5 WEAPON_TEC9 @AMUNAT_GUN3 WEAPON_COUNTRYRIFLE @AMUNAT_GUN6 WEAPON_SNIPERRIFLE @AMUNAT_GUN6 WEAPON_SATCHEL_CHARGE @AMUNAT_GUN7 WEAPON_ARMOUR @AMUNAT_GUN8
  1426.  
  1427. :AMUNAT_GUN1
  1428. /*----------
  1429. Name: Pistols
  1430. 1) Pistol
  1431. 2) Silenced pistol
  1432. 3) Desert eagle
  1433. ----------*/
  1434. $9617[$9598] = $AMMU_Selected_Weapon
  1435. $9598++
  1436. IF $9607 == False
  1437. THEN
  1438. $2450[$9616] = 'GUN1'
  1439. $9616++
  1440. $9607 = True
  1441. END
  1442. jump @AMUNAT_DEFAULT
  1443.  
  1444. :AMUNAT_GUN2
  1445. /*----------
  1446. Name: Shotguns
  1447. 1) Shotgun
  1448. 2) Combat Shotgun
  1449. 3) Sawnoff
  1450. ----------*/
  1451. $9620[$9599] = $AMMU_Selected_Weapon
  1452. $9599++
  1453. IF $9608 == False
  1454. THEN
  1455. $2450[$9616] = 'GUN2'
  1456. $9616++
  1457. $9608 = True
  1458. END
  1459. jump @AMUNAT_DEFAULT
  1460.  
  1461. :AMUNAT_GUN3
  1462. /*----------
  1463. Name: Micro SMGs
  1464. 1) Micro SMG
  1465. 2) Tec9
  1466. ----------*/
  1467. $9623[$9600] = $AMMU_Selected_Weapon
  1468. $9600++
  1469. IF $9609 == False
  1470. THEN
  1471. $2450[$9616] = 'GUN3'
  1472. $9616++
  1473. $9609 = True
  1474. END
  1475. jump @AMUNAT_DEFAULT
  1476.  
  1477. :AMUNAT_GUN4
  1478. /*----------
  1479. Name: SMG
  1480. 1) SMG
  1481. ----------*/
  1482. $9625[$9601] = $AMMU_Selected_Weapon
  1483. $9601++
  1484. IF $9610 == False
  1485. THEN
  1486. $2450[$9616] = 'GUN4'
  1487. $9616++
  1488. $9610 = True
  1489. END
  1490. jump @AMUNAT_DEFAULT
  1491.  
  1492. :AMUNAT_GUN5
  1493. /*----------
  1494. Name: Assault
  1495. 1) AK-47
  1496. 2) M4
  1497. ----------*/
  1498. $9626[$9602] = $AMMU_Selected_Weapon
  1499. $9602++
  1500. IF $9611 == False
  1501. THEN
  1502. $2450[$9616] = 'GUN5'
  1503. $9616++
  1504. $9611 = True
  1505. END
  1506. jump @AMUNAT_DEFAULT
  1507.  
  1508. :AMUNAT_GUN6
  1509. /*----------
  1510. Name: Rifles
  1511. 1) Country rifle
  1512. 2) Sniper rifle
  1513. ----------*/
  1514. $9628[$9604] = $AMMU_Selected_Weapon
  1515. $9604++
  1516. IF $9612 == False
  1517. THEN
  1518. $2450[$9616] = 'GUN6'
  1519. $9616++
  1520. $9612 = True
  1521. END
  1522. jump @AMUNAT_DEFAULT
  1523.  
  1524. :AMUNAT_GUN7
  1525. /*----------
  1526. Name: Thrown
  1527. 1) Grenade
  1528. 2) Satchel charge
  1529. ----------*/
  1530. $9630[$9603] = $AMMU_Selected_Weapon
  1531. $9603++
  1532. IF $9613 == False
  1533. THEN
  1534. $9661[0] = 16
  1535. $9661[1] = 17 // $9636 changed to $9661
  1536. $9661[2] = 18
  1537. $9661[3] = 39
  1538. $9606 = 4
  1539. $2450[$9616] = 'GUN7'
  1540. $9616++
  1541. $9613 = True
  1542. END
  1543. jump @AMUNAT_DEFAULT
  1544.  
  1545. :AMUNAT_GUN8
  1546. /*----------
  1547. Name: Armour
  1548. 1) Armour
  1549. ----------*/
  1550. $9632[$9605] = $AMMU_Selected_Weapon
  1551. $9605++
  1552. IF $9614 == False
  1553. THEN
  1554. $2450[$9616] = 'GUN8'
  1555. $9616++
  1556. $9614 = True
  1557. END
  1558.  
  1559. :AMUNAT_DEFAULT
  1560. $9597++
  1561. jump @AMUNAT_SWITCH
  1562.  
  1563. :AMUNAT_END_SWITCH
  1564. $2515 = $9616
  1565. WHILE $2515 < 12
  1566. $2438[$2515] = -1
  1567. $2426[$2515] = NULL
  1568. $2450[$2515] = 'DUMMY'
  1569. $2515++
  1570. END
  1571. RETURN
  1572.  
  1573.  
  1574.  
  1575. :AMUNAT_PANEL_CATEGORY
  1576. IF $2420 == False
  1577. THEN
  1578. 0512: show_permanent_text_box 'AMMU_H'
  1579. IF $Current_Language == LANGUAGE_AMERICAN
  1580. THEN
  1581. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1582. ELSE
  1583. IF $Current_Language == LANGUAGE_FRENCH
  1584. THEN
  1585. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1586. ELSE
  1587. IF $Current_Language == LANGUAGE_GERMAN
  1588. THEN
  1589. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1590. ELSE
  1591. IF $Current_Language == LANGUAGE_ITALIAN
  1592. THEN
  1593. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1594. ELSE
  1595. IF $Current_Language == LANGUAGE_SPANISH
  1596. THEN
  1597. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1598. END
  1599. END
  1600. END
  1601. END
  1602. END
  1603. 08D6: set_panel $2419 column 0 alignment ALIGN_LEFT
  1604. 08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]
  1605. $2420 = True
  1606. END
  1607. RETURN
  1608.  
  1609.  
  1610.  
  1611. :AMUNAT_PANEL_WEAPONS
  1612. $9636 = 0
  1613. IF s$9549 == 'GUN1'
  1614. THEN
  1615. WHILE $9598 > $9636
  1616. 078C: get_shopping_item_with_textureCRC $9617[$9636] nametag_to s$AMMU_Weapon_Name
  1617. $2450[$9636] = s$AMMU_Weapon_Name
  1618. $9633[$9636] = $9617[$9636]
  1619. $9636++
  1620. END
  1621. END
  1622. IF s$9549 == 'GUN2'
  1623. THEN
  1624. WHILE $9599 > $9636
  1625. 078C: get_shopping_item_with_textureCRC $9620[$9636] nametag_to s$AMMU_Weapon_Name
  1626. $2450[$9636] = s$AMMU_Weapon_Name
  1627. $9633[$9636] = $9620[$9636]
  1628. $9636++
  1629. END
  1630. END
  1631. IF s$9549 == 'GUN3'
  1632. THEN
  1633. WHILE $9600 > $9636
  1634. 078C: get_shopping_item_with_textureCRC $9623[$9636] nametag_to s$AMMU_Weapon_Name
  1635. $2450[$9636] = s$AMMU_Weapon_Name
  1636. $9633[$9636] = $9623[$9636]
  1637. $9636++
  1638. END
  1639. END
  1640. IF s$9549 == 'GUN4'
  1641. THEN
  1642. WHILE $9601 > $9636
  1643. 078C: get_shopping_item_with_textureCRC $9625[$9636] nametag_to s$AMMU_Weapon_Name
  1644. $2450[$9636] = s$AMMU_Weapon_Name
  1645. $9633[$9636] = $9625[$9636]
  1646. $9636++
  1647. END
  1648. END
  1649. IF s$9549 == 'GUN5'
  1650. THEN
  1651. WHILE $9602 > $9636
  1652. 078C: get_shopping_item_with_textureCRC $9626[$9636] nametag_to s$AMMU_Weapon_Name
  1653. $2450[$9636] = s$AMMU_Weapon_Name
  1654. $9633[$9636] = $9626[$9636]
  1655. $9636++
  1656. END
  1657. END
  1658. IF s$9549 == 'GUN6'
  1659. THEN
  1660. WHILE $9604 > $9636
  1661. 078C: get_shopping_item_with_textureCRC $9628[$9636] nametag_to s$AMMU_Weapon_Name
  1662. $2450[$9636] = s$AMMU_Weapon_Name
  1663. $9633[$9636] = $9628[$9636]
  1664. $9636++
  1665. END
  1666. END
  1667. IF s$9549 == 'GUN7'
  1668. THEN
  1669. s$2450[0] = '342' // Rocket Launcher
  1670. s$2450[1] = '343' // Heat Seeking Rocket Launcher
  1671. s$2450[2] = '344' // Flamethrower
  1672. s$2450[3] = '363' // Minigun
  1673. $9633[0] = 16
  1674. $9633[1] = 17
  1675. $9633[2] = 18
  1676. $9633[3] = 39
  1677. $9661 = 4
  1678. WHILE $9603 > $9636
  1679. 078C: get_shopping_item_with_textureCRC $9630[$9636] nametag_to s$AMMU_Weapon_Name
  1680. $2450[$9636] = s$AMMU_Weapon_Name
  1681. $9633[$9636] = $9630[$9636]
  1682. $9636++
  1683. END
  1684. END
  1685. IF s$9549 == 'GUN8'
  1686. THEN
  1687. WHILE $9605 > $9636
  1688. 078C: get_shopping_item_with_textureCRC $9632[$9636] nametag_to s$AMMU_Weapon_Name
  1689. $2450[$9636] = s$AMMU_Weapon_Name
  1690. $9633[$9636] = $9632[$9636]
  1691. $9636++
  1692. END
  1693. END
  1694. $2515 = $9636
  1695. WHILE $2515 < 12
  1696. $2438[$2515] = -1
  1697. $2426[$2515] = NULL
  1698. $2450[$2515] = 'DUMMY'
  1699. $2515++
  1700. END
  1701. IF $2424 == False
  1702. THEN
  1703. 0512: show_permanent_text_box 'AMMU_H2'
  1704. IF $Current_Language == LANGUAGE_AMERICAN
  1705. THEN
  1706. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1707. ELSE
  1708. IF $Current_Language == LANGUAGE_FRENCH
  1709. THEN
  1710. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1711. ELSE
  1712. IF $Current_Language == LANGUAGE_GERMAN
  1713. THEN
  1714. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1715. ELSE
  1716. IF $Current_Language == LANGUAGE_ITALIAN
  1717. THEN
  1718. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1719. ELSE
  1720. IF $Current_Language == LANGUAGE_SPANISH
  1721. THEN
  1722. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive True background True alignment ALIGN_LEFT
  1723. END
  1724. END
  1725. END
  1726. END
  1727. END
  1728. 08D6: set_panel $2423 column 0 alignment ALIGN_LEFT
  1729. 08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]
  1730. $2424 = True
  1731. END
  1732. RETURN
  1733.  
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