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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. 0000: NOP
  6. wait 6000
  7.  
  8. :NONAME_7
  9. 077E: get_active_interior_to 21@
  10. wait 0
  11. if and
  12. $ONMISSION == 0
  13. 21@ == 0
  14. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2494.794 -1675.745 13.3359 radius 25.0 25.0 25.0
  15. else_jump @NONAME_122
  16. 21@ = 2494.794
  17. 22@ = -1675.745
  18. 23@ = 13.3359
  19. gosub @NONAME_9931
  20. jump @NONAME_2436
  21.  
  22. :NONAME_122
  23. 077E: get_active_interior_to 21@
  24. if and
  25. not Actor.Driving($PLAYER_ACTOR)
  26. $ONMISSION == 0
  27. 21@ == 0
  28. else_jump @NONAME_7
  29. if and
  30. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -2025.826 156.519 29.0391 radius 50.0 50.0 50.0
  31. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -688.4771 938.7382 13.6328 radius 50.0 50.0 50.0
  32. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 874.3129 -30.5904 63.1953 radius 15.0 15.0 15.0
  33. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 2027.043 996.0585 10.8203 radius 15.0 15.0 15.0
  34. else_jump @NONAME_7
  35. 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 0.0
  36. 0A3E: unknown_get_actor_in_sphere 21@ 22@ 23@ radius 20.0 20.0 20.0 handle_as 24@
  37. if
  38. 056D: actor 24@ defined
  39. else_jump @NONAME_7
  40. if
  41. not Actor.Driving(24@)
  42. else_jump @NONAME_7
  43. 0665: get_actor 24@ model_to 21@
  44. if or
  45. 21@ == 280
  46. 21@ == 281
  47. 21@ == 282
  48. 21@ == 283
  49. 21@ == 284
  50. 21@ == 288
  51. else_jump @NONAME_7
  52. gosub @NONAME_1979
  53. gosub @NONAME_2158
  54. gosub @NONAME_2243
  55. gosub @NONAME_1784
  56. jump @NONAME_508
  57.  
  58. :NONAME_508
  59. 077E: get_active_interior_to 21@
  60. wait 0
  61. if or
  62. not 21@ == 0
  63. Actor.Dead(3@)
  64. Actor.Dead(2@)
  65. Actor.Dead($PLAYER_ACTOR)
  66. 80F2: not actor $PLAYER_ACTOR near_actor 3@ radius 50.0 50.0 0
  67. else_jump @NONAME_602
  68.  
  69. :NONAME_570
  70. Actor.DestroyInstantly(2@)
  71. Actor.DestroyInstantly(24@)
  72. Actor.DestroyInstantly(3@)
  73. Object.Destroy(4@)
  74. wait 5000
  75. jump @NONAME_7
  76.  
  77. :NONAME_602
  78. 077E: get_active_interior_to 21@
  79. 21@ == 0
  80. else_jump @NONAME_570
  81. not Actor.Dead(3@)
  82. else_jump @NONAME_570
  83. not Actor.Dead(2@)
  84. else_jump @NONAME_570
  85. not Actor.Dead($PLAYER_ACTOR)
  86. else_jump @NONAME_570
  87. 0104: actor $PLAYER_ACTOR near_actor 3@ radius 50.0 50.0 50.0 sphere 0
  88. else_jump @NONAME_570
  89. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -2025.826 156.519 29.0391 radius 5.0 5.0 5.0
  90. else_jump @NONAME_570
  91. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -688.4771 938.7382 13.6328 radius 15.0 15.0 15.0
  92. else_jump @NONAME_570
  93. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 874.3129 -30.5904 63.1953 radius 15.0 15.0 15.0
  94. else_jump @NONAME_570
  95. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 2027.043 996.0585 10.8203 radius 5.0 5.0 5.0
  96. else_jump @NONAME_570
  97. 21@ = Actor.Angle(2@)
  98. Actor.Angle(3@) = 21@
  99. Actor.Angle(24@) = 21@
  100. 0812: AS_actor 3@ perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  101. 0812: AS_actor 24@ perform_animation "SIT_RUN" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  102. if or
  103. Player.WantedLevel($PLAYER_CHAR) > 0
  104. 00EC: actor 2@ sphere 0 near_point 11@ 12@ radius 3.0 3.0
  105. else_jump @NONAME_1152
  106. gosub @NONAME_1784
  107. if and
  108. Player.WantedLevel($PLAYER_CHAR) > 0
  109. 00EC: actor 2@ sphere 0 near_point 11@ 12@ radius 3.0 3.0
  110. else_jump @NONAME_1152
  111. 0465: remove_actor 24@ from_turret_mode
  112. 0465: remove_actor 3@ from_turret_mode
  113. 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 0.0 2.0
  114. Actor.PutAt(24@, 21@, 22@, 23@)
  115. wait 1000
  116. Object.Destroy(4@)
  117. Actor.RemoveReferences(2@)
  118. Actor.RemoveReferences(24@)
  119. jump @NONAME_2436
  120.  
  121. :NONAME_1152
  122. if and
  123. not Actor.Driving($PLAYER_ACTOR)
  124. 00E1: player 0 pressed_key 15
  125. else_jump @NONAME_508
  126. jump @NONAME_1214
  127.  
  128. :NONAME_1181
  129. wait 0
  130. if and
  131. not Actor.Driving($PLAYER_ACTOR)
  132. 80E1: not player 0 pressed_key 15
  133. else_jump @NONAME_1181
  134. jump @NONAME_3084
  135.  
  136. :NONAME_1214
  137. 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.5 0.0 0.0
  138. if
  139. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0
  140. else_jump @NONAME_1499
  141. Player.CanMove($PLAYER_CHAR) = False
  142. Player.CanMove($PLAYER_CHAR) = True
  143. 0465: remove_actor 24@ from_turret_mode
  144. 0465: remove_actor 3@ from_turret_mode
  145. 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 0.0 2.0
  146. Actor.PutAt(24@, 21@, 22@, 23@)
  147. 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  148. wait 1000
  149. 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  150. Object.Destroy(4@)
  151. Actor.RemoveReferences(2@)
  152. Actor.RemoveReferences(24@)
  153. 08E7: disable_entrance_markers 1
  154. gosub @NONAME_9211
  155. gosub @NONAME_9298
  156. jump @NONAME_1181
  157.  
  158. :NONAME_1499
  159. 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset -0.5 0.0 0.0
  160. if
  161. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0
  162. else_jump @NONAME_508
  163. Player.CanMove($PLAYER_CHAR) = False
  164. Player.CanMove($PLAYER_CHAR) = True
  165. 0465: remove_actor 24@ from_turret_mode
  166. 0465: remove_actor 3@ from_turret_mode
  167. 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 0.0 2.0
  168. Actor.PutAt(24@, 21@, 22@, 23@)
  169. 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  170. wait 1000
  171. 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
  172. Object.Destroy(4@)
  173. Actor.RemoveReferences(2@)
  174. Actor.RemoveReferences(24@)
  175. 08E7: disable_entrance_markers 1
  176. gosub @NONAME_9211
  177. gosub @NONAME_9298
  178. jump @NONAME_1181
  179.  
  180. :NONAME_1784
  181. if
  182. not Player.WantedLevel($PLAYER_CHAR) > 0
  183. else_jump @NONAME_1908
  184. 04C4: store_coords_to 11@ 12@ 13@ from_actor 2@ with_offset 0.0 35.0 0.0
  185. 02C0: store_to 11@ 12@ 13@ ped_path_coords_closest_to 11@ 12@ 13@
  186. 0615: define_AS_pack_begin 25@
  187. 06A9: AS_actor -1 look_at_point 11@ 12@ 13@ -1 ms
  188. 05F5: AS_actor -1 goto_point_using_paths 11@ 12@ 13@ mode 4 time -1
  189. 0616: define_AS_pack_end 25@
  190. 0618: assign_actor 2@ to_AS_pack 25@
  191. 061B: remove_references_to_AS_pack 25@
  192. return
  193.  
  194. :NONAME_1908
  195. 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  196. 0615: define_AS_pack_begin 25@
  197. 07A3: AS_actor -1 run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 1.0 and 10.0
  198. 0616: define_AS_pack_end 25@
  199. 0618: assign_actor 2@ to_AS_pack 25@
  200. 061B: remove_references_to_AS_pack 25@
  201. return
  202.  
  203. :NONAME_1979
  204. 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
  205. gosub @NONAME_14380
  206. 04C4: store_coords_to 11@ 12@ 13@ from_actor 24@ with_offset 0.0 -5.0 0.0
  207. 3@ = Actor.Create(Mission4, #SPECIAL01, 11@, 12@, 13@)
  208. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  209. gosub @NONAME_14438
  210. 0615: define_AS_pack_begin 21@
  211. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
  212. 0616: define_AS_pack_end 21@
  213. 0618: assign_actor 3@ to_AS_pack 21@
  214. 061B: remove_references_to_AS_pack 21@
  215. 04D8: set_actor 3@ drowns_in_water 0
  216. return
  217.  
  218. :NONAME_2158
  219. 5@ = 2749
  220. gosub @NONAME_10081
  221. 4@ = Object.Create(2749, 11@, 12@, 13@)
  222. 0750: set_object 4@ visibility 0
  223. Model.Destroy(5@)
  224. 0665: get_actor 24@ model_to 5@
  225. gosub @NONAME_10081
  226. 24@ = Actor.Create(CivMale, 5@, 11@, 12@, 13@)
  227. Model.Destroy(5@)
  228. return
  229.  
  230. :NONAME_2243
  231. 5@ = 280
  232. gosub @NONAME_10081
  233. 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 -2.0 -1.0
  234. 2@ = Actor.Create(CivMale, #LAPD1, 21@, 22@, 23@)
  235. 054A: set_actor 2@ can_be_shot_in_a_car 0
  236. 0337: set_actor 2@ visibility 0
  237. 04D8: set_actor 2@ drowns_in_water 0
  238. 069B: attach_object 4@ to_actor 2@ with_offset 0.0 -1.0 0.0 rotation 0.0 0.0 0.0
  239. 04F4: put_actor 24@ into_turret_on_object 4@ offset_from_object_origin 0.0 -0.4 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
  240. 04F4: put_actor 3@ into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
  241. Model.Destroy(5@)
  242. return
  243.  
  244. :NONAME_2436
  245. 077E: get_active_interior_to 21@
  246. wait 0
  247. if or
  248. not 21@ == 0
  249. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2025.826 156.519 29.0391 radius 5.0 5.0 5.0
  250. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -688.4771 938.7382 13.6328 radius 15.0 15.0 15.0
  251. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 874.3129 -30.5904 63.1953 radius 15.0 15.0 15.0
  252. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2027.043 996.0585 10.8203 radius 15.0 15.0 15.0
  253. Actor.Dead(3@)
  254. Actor.Dead($PLAYER_ACTOR)
  255. 80F2: not actor $PLAYER_ACTOR near_actor 3@ radius 50.0 50.0 0
  256. else_jump @NONAME_2658
  257. Actor.DestroyInstantly(3@)
  258. wait 1000
  259. jump @NONAME_7
  260.  
  261. :NONAME_2658
  262. if
  263. 00E1: player 0 pressed_key 15
  264. else_jump @NONAME_2698
  265. if
  266. not Actor.Driving($PLAYER_ACTOR)
  267. else_jump @NONAME_2698
  268. jump @NONAME_2892
  269.  
  270. :NONAME_2698
  271. 0638: AS_actor 3@ stay_put 1
  272. 0615: define_AS_pack_begin 21@
  273. 0812: AS_actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  274. 0812: AS_actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  275. 0616: define_AS_pack_end 21@
  276. 0618: assign_actor 3@ to_AS_pack 21@
  277. 061B: remove_references_to_AS_pack 21@
  278. if
  279. 84ED: not load_animation "HORSE_ANIMATION"
  280. else_jump @NONAME_2436
  281. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  282. gosub @NONAME_14438
  283. jump @NONAME_2436
  284.  
  285. :NONAME_2892
  286. 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.5 0.0 0.0
  287. if
  288. 0101: actor $PLAYER_ACTOR in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0 sphere 1 stopped
  289. else_jump @NONAME_2988
  290. 08E7: disable_entrance_markers 1
  291. gosub @NONAME_9211
  292. gosub @NONAME_9298
  293. jump @NONAME_3084
  294.  
  295. :NONAME_2988
  296. 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset -0.5 0.0 0.0
  297. if
  298. 0101: actor $PLAYER_ACTOR in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0 sphere 1 stopped
  299. else_jump @NONAME_2698
  300. 08E7: disable_entrance_markers 1
  301. gosub @NONAME_9211
  302. gosub @NONAME_9615
  303. jump @NONAME_3084
  304.  
  305. :NONAME_3084
  306. wait 0
  307. if
  308. 80E1: not player 0 pressed_key 15
  309. else_jump @NONAME_3084
  310. 20@ = 0
  311. $ONMISSION = 1
  312. 08E7: disable_entrance_markers 1
  313. 077E: get_active_interior_to 21@
  314. 0860: link_actor $PLAYER_ACTOR to_interior 21@
  315.  
  316. :NONAME_3136
  317. 03F0: enable_text_draw 0
  318. wait 0
  319. 045B: draw_text_2numbers 100.0 160.0 GXT 'NUMBER' numbers 20@ 0 // ~1~
  320. if or
  321. Actor.Dead(3@)
  322. Actor.Dead($PLAYER_ACTOR)
  323. 00E1: player 0 pressed_key 15
  324. else_jump @NONAME_3208
  325. 03F0: enable_text_draw 0
  326. jump @NONAME_8779
  327.  
  328. :NONAME_3208
  329. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  330. if and
  331. 80E1: not player 0 pressed_key 16
  332. not 22@ >= 0
  333. else_jump @NONAME_3328
  334. 20@ += 1
  335. if
  336. 20@ > 30
  337. else_jump @NONAME_3314
  338. gosub @NONAME_8062
  339. if
  340. 20@ > 200
  341. else_jump @NONAME_3464
  342. 20@ = 200
  343. jump @NONAME_3464
  344.  
  345. :NONAME_3314
  346. gosub @NONAME_7872
  347. jump @NONAME_3464
  348.  
  349. :NONAME_3328
  350. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  351. if
  352. 22@ > 0
  353. else_jump @NONAME_3383
  354. 20@ = 0
  355. gosub @NONAME_8634
  356. jump @NONAME_3136
  357.  
  358. :NONAME_3383
  359. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  360. if and
  361. not 22@ >= 0
  362. 00E1: player 0 pressed_key 16
  363. else_jump @NONAME_3464
  364. 20@ += 5
  365. gosub @NONAME_8202
  366. if
  367. 20@ > 1000
  368. else_jump @NONAME_3464
  369. 20@ = 1000
  370.  
  371. :NONAME_3464
  372. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  373. if
  374. 21@ > 0
  375. else_jump @NONAME_3580
  376. 21@ = Actor.Angle(3@)
  377. 21@ -= 5.0
  378. Actor.Angle(3@) = 21@
  379. Actor.Angle($PLAYER_ACTOR) = 21@
  380. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  381. if
  382. 22@ == 0
  383. else_jump @NONAME_3136
  384. gosub @NONAME_7735
  385. jump @NONAME_3136
  386.  
  387. :NONAME_3580
  388. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  389. if
  390. not 21@ >= 0
  391. else_jump @NONAME_3696
  392. 21@ = Actor.Angle(3@)
  393. 21@ += 5.0
  394. Actor.Angle(3@) = 21@
  395. Actor.Angle($PLAYER_ACTOR) = 21@
  396. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  397. if
  398. 22@ == 0
  399. else_jump @NONAME_3136
  400. gosub @NONAME_7735
  401. jump @NONAME_3136
  402.  
  403. :NONAME_3696
  404. 0819: 21@ = actor $PLAYER_ACTOR distance_from_ground
  405. if and
  406. not 21@ >= 2.0
  407. 00E1: player 0 pressed_key 14
  408. else_jump @NONAME_3745
  409. gosub @NONAME_6880
  410. jump @NONAME_3136
  411.  
  412. :NONAME_3745
  413. if
  414. 00E1: player 0 pressed_key 17
  415. else_jump @NONAME_3769
  416. gosub @NONAME_8347
  417.  
  418. :NONAME_3769
  419. 21@ = Actor.Angle(3@)
  420. Actor.Angle($PLAYER_ACTOR) = 21@
  421. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  422. if and
  423. 22@ == 0
  424. 21@ == 0
  425. 20@ > 0
  426. else_jump @NONAME_3872
  427. gosub @NONAME_7872
  428. 20@ -= 1
  429. if
  430. not 20@ >= 0
  431. else_jump @NONAME_3136
  432. 20@ = 0
  433.  
  434. :NONAME_3872
  435. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  436. if and
  437. 22@ == 0
  438. 21@ == 0
  439. else_jump @NONAME_4105
  440. 0615: define_AS_pack_begin 21@
  441. 0812: AS_actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  442. 0812: AS_actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  443. 0616: define_AS_pack_end 21@
  444. 0618: assign_actor 3@ to_AS_pack 21@
  445. 061B: remove_references_to_AS_pack 21@
  446. 0615: define_AS_pack_begin 21@
  447. 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  448. 0616: define_AS_pack_end 21@
  449. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  450. 061B: remove_references_to_AS_pack 21@
  451. jump @NONAME_4105
  452.  
  453. :NONAME_4105
  454. if
  455. 04AD: actor 3@ in_water
  456. else_jump @NONAME_4157
  457. 0819: 22@ = actor 3@ distance_from_ground
  458. if
  459. 22@ >= 0.5
  460. else_jump @NONAME_4157
  461. jump @NONAME_4456
  462.  
  463. :NONAME_4157
  464. if
  465. 00E1: player 0 pressed_key 4
  466. else_jump @NONAME_3136
  467. 0400: store_coords_to 21@ 22@ 23@ from_object 4@ with_offset 0.0 0.0 0.0
  468. 073E: get_car_in_sphere 21@ 22@ 23@ radius 4.0 model -1 handle_as 0@
  469. if
  470. 056E: car 0@ defined
  471. else_jump @NONAME_3136
  472. if
  473. Car.Model(0@) == #BAGBOXB
  474. else_jump @NONAME_3136
  475. if
  476. 8686: not car 0@ attached
  477. else_jump @NONAME_6673
  478. 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 2.0 0.0
  479. if
  480. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 21@ 22@ 23@ radius 2.0 2.0 2.0
  481. else_jump @NONAME_3136
  482. jump @NONAME_5429
  483. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 -2.0 -0.4 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  484. Player.CanMove($PLAYER_CHAR) = False
  485. Player.CanMove($PLAYER_CHAR) = True
  486. 0939: attach_car 0@ to_object 4@ with_offset 0.0 -3.5 0.0 rotation 0.0 0.0 0.0
  487. 099A: set_car 0@ collision_detection 0
  488. wait 1000
  489. jump @NONAME_3136
  490.  
  491. :NONAME_4456
  492. wait 0
  493. if
  494. 80E1: not player 0 pressed_key 4
  495. else_jump @NONAME_4456
  496. 5@ = 23
  497. gosub @NONAME_10081
  498. Actor.StorePos(3@, 21@, 22@, 23@)
  499. 0@ = Actor.Create(CivMale, #WMYBMX, 21@, 22@, 23@)
  500. 21@ = Actor.Angle(3@)
  501. Actor.Angle(0@) = 21@
  502. 0337: set_actor 0@ visibility 0
  503. 04D8: set_actor 0@ drowns_in_water 0
  504. 054A: set_actor 0@ can_be_shot_in_a_car 0
  505. 5@ = 2749
  506. gosub @NONAME_10081
  507. Actor.StorePos(3@, 21@, 22@, 23@)
  508. 1@ = Object.Create(5@, 21@, 22@, 23@)
  509. Model.Destroy(5@)
  510. 069B: attach_object 1@ to_actor 0@ with_offset 0.0 -2.0 0.0 rotation 0.0 0.0 0.0
  511. 0750: set_object 1@ visibility 0
  512. 04F4: put_actor 3@ into_turret_on_object 1@ offset_from_object_origin 0.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
  513. Model.Destroy(5@)
  514.  
  515. :NONAME_4693
  516. 21@ = Actor.Angle(0@)
  517. Actor.Angle($PLAYER_ACTOR) = 21@
  518. Actor.Angle(3@) = 21@
  519. 045B: draw_text_2numbers 100.0 160.0 GXT 'FEC_TAB' numbers 0 0 // TAB
  520. wait 0
  521. 03F0: enable_text_draw 0
  522. if or
  523. Actor.Dead(3@)
  524. Actor.Dead($PLAYER_ACTOR)
  525. 00E1: player 0 pressed_key 15
  526. else_jump @NONAME_4856
  527. jump @NONAME_4784
  528.  
  529. :NONAME_4784
  530. Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
  531. 0465: remove_actor 3@ from_turret_mode
  532. Player.CanMove($PLAYER_CHAR) = False
  533. Player.CanMove($PLAYER_CHAR) = True
  534. Object.Destroy(1@)
  535. Actor.DestroyInstantly(0@)
  536.  
  537. :NONAME_4828
  538. wait 0
  539. if
  540. 80E1: not player 0 pressed_key 4
  541. else_jump @NONAME_4828
  542. jump @NONAME_3136
  543.  
  544. :NONAME_4856
  545. if
  546. 00E1: player 0 pressed_key 4
  547. else_jump @NONAME_4880
  548. jump @NONAME_4784
  549.  
  550. :NONAME_4880
  551. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  552. if
  553. not 22@ >= 0
  554. else_jump @NONAME_5038
  555. if
  556. 04AD: actor 0@ in_water
  557. else_jump @NONAME_4990
  558. 0A28: set_actor 0@ swimming_speed_to 2.3
  559. 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 5.0 0.0
  560. 07E1: AS_actor 0@ swim_to 11@ 12@ 13@
  561. jump @NONAME_5038
  562.  
  563. :NONAME_4990
  564. 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 8.0 0.0
  565. 05F5: AS_actor 0@ goto_point_using_paths 11@ 12@ 13@ mode 4 time 5000
  566.  
  567. :NONAME_5038
  568. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  569. if
  570. 21@ > 0
  571. else_jump @NONAME_5181
  572. if
  573. 04AD: actor 0@ in_water
  574. else_jump @NONAME_5148
  575. 0A28: set_actor 0@ swimming_speed_to 1.0
  576. 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 1.0 5.0 0.0
  577. 07E1: AS_actor 0@ swim_to 11@ 12@ 13@
  578. jump @NONAME_5324
  579.  
  580. :NONAME_5148
  581. 21@ = Actor.Angle(0@)
  582. 21@ -= 10.0
  583. Actor.Angle(0@) = 21@
  584. jump @NONAME_5324
  585.  
  586. :NONAME_5181
  587. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  588. if
  589. not 21@ >= 0
  590. else_jump @NONAME_5324
  591. if
  592. 04AD: actor 0@ in_water
  593. else_jump @NONAME_5291
  594. 0A28: set_actor 0@ swimming_speed_to 1.0
  595. 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset -1.0 5.0 0.0
  596. 07E1: AS_actor 0@ swim_to 11@ 12@ 13@
  597. jump @NONAME_5324
  598.  
  599. :NONAME_5291
  600. 21@ = Actor.Angle(0@)
  601. 21@ += 10.0
  602. Actor.Angle(0@) = 21@
  603. jump @NONAME_5324
  604.  
  605. :NONAME_5324
  606. 0812: AS_actor 3@ perform_animation "HORSE_SPRINT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  607. 0812: AS_actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  608. jump @NONAME_4693
  609.  
  610. :NONAME_5429
  611. 0465: remove_actor $PLAYER_ACTOR from_turret_mode
  612. 072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat
  613. Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
  614. 0464: put_actor 3@ into_turret_on_car 0@ at_car_offset 0.0 4.0 0.0 position 0 shooting_angle_limit 0.0 with_weapon 0
  615. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  616. gosub @NONAME_14438
  617. 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  618.  
  619. :NONAME_5569
  620. wait 0
  621. if or
  622. Player.WantedLevel($PLAYER_CHAR) > 0
  623. Actor.Dead($PLAYER_ACTOR)
  624. Actor.Dead(3@)
  625. 00E1: player 0 pressed_key 15
  626. else_jump @NONAME_5756
  627. Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
  628. 0465: remove_actor 3@ from_turret_mode
  629. 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 5.0
  630. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 21@ 22@ 23@
  631. 0465: remove_actor $PLAYER_ACTOR from_turret_mode
  632. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
  633. Player.CanMove($PLAYER_CHAR) = False
  634. Player.CanMove($PLAYER_CHAR) = True
  635. jump @NONAME_5728
  636.  
  637. :NONAME_5728
  638. wait 0
  639. if
  640. 80E1: not player 0 pressed_key 15
  641. else_jump @NONAME_5728
  642. jump @NONAME_3136
  643.  
  644. :NONAME_5756
  645. 21@ = Car.Angle(0@)
  646. Actor.Angle(3@) = 21@
  647. 02E3: 21@ = car 0@ speed
  648. if
  649. 21@ >= 10.0
  650. else_jump @NONAME_5985
  651. Car.SetSpeedInstantly(0@, 10.0)
  652. 0615: define_AS_pack_begin 21@
  653. 0605: actor -1 perform_animation "HORSE_SPRINT" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  654. 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  655. 0616: define_AS_pack_end 21@
  656. 0618: assign_actor 3@ to_AS_pack 21@
  657. 061B: remove_references_to_AS_pack 21@
  658. 0812: AS_actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  659. jump @NONAME_6387
  660.  
  661. :NONAME_5985
  662. 02E3: 21@ = car 0@ speed
  663. if
  664. 21@ > 7.0
  665. else_jump @NONAME_6186
  666. 0615: define_AS_pack_begin 21@
  667. 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  668. 0605: actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  669. 0616: define_AS_pack_end 21@
  670. 0618: assign_actor 3@ to_AS_pack 21@
  671. 061B: remove_references_to_AS_pack 21@
  672. 0812: AS_actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  673. jump @NONAME_6387
  674.  
  675. :NONAME_6186
  676. 02E3: 21@ = car 0@ speed
  677. if
  678. 21@ > 1.0
  679. else_jump @NONAME_6387
  680. 0615: define_AS_pack_begin 21@
  681. 0605: actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  682. 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  683. 0616: define_AS_pack_end 21@
  684. 0618: assign_actor 3@ to_AS_pack 21@
  685. 061B: remove_references_to_AS_pack 21@
  686. 0812: AS_actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  687. jump @NONAME_6387
  688.  
  689. :NONAME_6387
  690. 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
  691. if and
  692. 22@ == 0
  693. 21@ == 0
  694. else_jump @NONAME_5569
  695. 02E3: 21@ = car 0@ speed
  696. if
  697. 21@ == 0.0
  698. else_jump @NONAME_5569
  699. 0615: define_AS_pack_begin 21@
  700. 0812: AS_actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  701. 0812: AS_actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  702. 0616: define_AS_pack_end 21@
  703. 0618: assign_actor 3@ to_AS_pack 21@
  704. 061B: remove_references_to_AS_pack 21@
  705. 0615: define_AS_pack_begin 21@
  706. 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  707. 0616: define_AS_pack_end 21@
  708. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  709. 061B: remove_references_to_AS_pack 21@
  710. jump @NONAME_5569
  711.  
  712. :NONAME_6649
  713. 03CF: load_wav 10@ as 1
  714. wait 0
  715. 03D0: wav 1 loaded
  716. else_jump @NONAME_6649
  717. return
  718.  
  719. :NONAME_6673
  720. 099A: set_car 0@ collision_detection 1
  721. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  722. Player.CanMove($PLAYER_CHAR) = False
  723. Player.CanMove($PLAYER_CHAR) = True
  724. 0684: detach_car 0@ 0.0 -2.0 -0.1 collision_detection 1
  725. 0615: define_AS_pack_begin 21@
  726. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
  727. 0616: define_AS_pack_end 21@
  728. 0618: assign_actor 3@ to_AS_pack 21@
  729. 061B: remove_references_to_AS_pack 21@
  730. 0605: actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  731. wait 1000
  732. jump @NONAME_3136
  733.  
  734. :NONAME_6880
  735. if and
  736. 20@ > 50
  737. not 20@ >= 100
  738. else_jump @NONAME_7217
  739. 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.0 0.0 0.1
  740. Actor.PutAt(3@, 21@, 22@, 23@)
  741. Camera.Restore_WithJumpCut
  742. 068D: get_camera_position_to 24@ 25@ 26@
  743. Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
  744. 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
  745. 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
  746. 21@ *= 2.0
  747. 22@ *= 2.0
  748. 088A: actor 3@ perform_animation "HORSE_JUMPING" IFP "HORSE_ANIMATION" 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000 disable_force 0 disable_lockZ 1
  749. 0604: get_Z_angle_for_point 21@ 22@ store_to 24@
  750. Actor.Angle(3@) = 24@
  751. Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
  752. Actor.LockInCurrentPosition(3@) = False
  753. 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 9.0
  754. 21@ = Actor.Angle(3@)
  755. Actor.Angle($PLAYER_ACTOR) = 21@
  756. 0615: define_AS_pack_begin 21@
  757. 0812: AS_actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  758. 0616: define_AS_pack_end 21@
  759. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  760. 061B: remove_references_to_AS_pack 21@
  761. jump @NONAME_7655
  762.  
  763. :NONAME_7217
  764. if
  765. 20@ > 100
  766. else_jump @NONAME_7547
  767. 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.0 0.0 0.1
  768. Actor.PutAt(3@, 21@, 22@, 23@)
  769. Camera.Restore_WithJumpCut
  770. 068D: get_camera_position_to 24@ 25@ 26@
  771. Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
  772. 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
  773. 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
  774. 21@ *= 3.0
  775. 22@ *= 3.0
  776. 088A: actor 3@ perform_animation "HORSE_JUMPING" IFP "HORSE_ANIMATION" 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000 disable_force 0 disable_lockZ 1
  777. 0604: get_Z_angle_for_point 21@ 22@ store_to 24@
  778. Actor.Angle(3@) = 24@
  779. Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
  780. Actor.LockInCurrentPosition(3@) = False
  781. 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 15.0
  782. 21@ = Actor.Angle(3@)
  783. Actor.Angle($PLAYER_ACTOR) = 21@
  784. 0615: define_AS_pack_begin 21@
  785. 0812: AS_actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  786. 0616: define_AS_pack_end 21@
  787. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  788. 061B: remove_references_to_AS_pack 21@
  789. jump @NONAME_7655
  790.  
  791. :NONAME_7547
  792. 088A: actor 3@ perform_animation "HORSE_KICK_BACK" IFP "HORSE_ANIMATION" 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000 disable_force 0 disable_lockZ 1
  793. 0812: AS_actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  794. return
  795.  
  796. :NONAME_7655
  797. 088A: actor 3@ perform_animation "HORSE_JUMPING" IFP "HORSE_ANIMATION" 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time 5000 disable_force 0 disable_lockZ 1
  798. wait 0
  799. if
  800. 80E1: not player 0 pressed_key 14
  801. else_jump @NONAME_7655
  802. return
  803.  
  804. :NONAME_7735
  805. 0615: define_AS_pack_begin 21@
  806. 0812: AS_actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  807. 0616: define_AS_pack_end 21@
  808. 0618: assign_actor 3@ to_AS_pack 21@
  809. 061B: remove_references_to_AS_pack 21@
  810. 0615: define_AS_pack_begin 21@
  811. 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  812. 0616: define_AS_pack_end 21@
  813. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  814. 061B: remove_references_to_AS_pack 21@
  815. return
  816.  
  817. :NONAME_7872
  818. 0615: define_AS_pack_begin 21@
  819. 0812: AS_actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  820. 0812: AS_actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  821. 0616: define_AS_pack_end 21@
  822. 0618: assign_actor 3@ to_AS_pack 21@
  823. 061B: remove_references_to_AS_pack 21@
  824. 0615: define_AS_pack_begin 21@
  825. 0812: AS_actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  826. 0616: define_AS_pack_end 21@
  827. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  828. 061B: remove_references_to_AS_pack 21@
  829. return
  830.  
  831. :NONAME_8062
  832. 0615: define_AS_pack_begin 21@
  833. 0812: AS_actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  834. 0616: define_AS_pack_end 21@
  835. 0618: assign_actor 3@ to_AS_pack 21@
  836. 061B: remove_references_to_AS_pack 21@
  837. 0615: define_AS_pack_begin 21@
  838. 0812: AS_actor -1 perform_animation "SIT_RUN" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  839. 0616: define_AS_pack_end 21@
  840. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  841. 061B: remove_references_to_AS_pack 21@
  842. return
  843.  
  844. :NONAME_8202
  845. 0615: define_AS_pack_begin 21@
  846. 0812: AS_actor -1 perform_animation "HORSE_SPRINT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  847. 0616: define_AS_pack_end 21@
  848. 0618: assign_actor 3@ to_AS_pack 21@
  849. 061B: remove_references_to_AS_pack 21@
  850. 0615: define_AS_pack_begin 21@
  851. 0812: AS_actor -1 perform_animation "SIT_GALOP" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  852. 0616: define_AS_pack_end 21@
  853. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  854. 061B: remove_references_to_AS_pack 21@
  855. return
  856.  
  857. :NONAME_8347
  858. 06D2: 28@v = "BIKES" // @v = string
  859. gosub @NONAME_14438
  860. 0615: define_AS_pack_begin 21@
  861. 0605: actor -1 perform_animation "BIKES_DRIVEBYFT" IFP "BIKES" framedelta 5.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  862. 0605: actor -1 perform_animation "BIKES_DRIVEBYLHS" IFP "BIKES" framedelta 5.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  863. 0605: actor -1 perform_animation "BIKES_DRIVEBYRHS" IFP "BIKES" framedelta 5.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  864. 0616: define_AS_pack_end 21@
  865. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  866. 061B: remove_references_to_AS_pack 21@
  867.  
  868. :NONAME_8520
  869. wait 0
  870. if and
  871. not Actor.Animation($PLAYER_ACTOR) == "BIKES_DRIVEBYFT"
  872. not Actor.Animation($PLAYER_ACTOR) == "BIKES_DRIVEBYLHS"
  873. not Actor.Animation($PLAYER_ACTOR) == "BIKES_DRIVEBYRHS"
  874. else_jump @NONAME_8520
  875. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  876. gosub @NONAME_14438
  877. return
  878.  
  879. :NONAME_8634
  880. 0615: define_AS_pack_begin 21@
  881. 0812: AS_actor -1 perform_animation "HORSE_KICK_FORWARD" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  882. 0616: define_AS_pack_end 21@
  883. 0618: assign_actor 3@ to_AS_pack 21@
  884. 061B: remove_references_to_AS_pack 21@
  885. 0615: define_AS_pack_begin 21@
  886. 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  887. 0616: define_AS_pack_end 21@
  888. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  889. 061B: remove_references_to_AS_pack 21@
  890. return
  891.  
  892. :NONAME_8779
  893. if or
  894. 00E1: player 0 pressed_key 16
  895. Actor.Dead(3@)
  896. else_jump @NONAME_9006
  897. 0465: remove_actor $PLAYER_ACTOR from_turret_mode
  898. 0812: AS_actor $PLAYER_ACTOR perform_animation "EXIT_BACK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  899. wait 500
  900. Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
  901. 23@ += 0.1
  902. Actor.PutAt($PLAYER_ACTOR, 21@, 22@, 23@)
  903. 068D: get_camera_position_to 24@ 25@ 26@
  904. Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
  905. 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
  906. 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
  907. 0604: get_Z_angle_for_point 21@ 22@ store_to 23@
  908. Actor.Angle($PLAYER_ACTOR) = 23@
  909. 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 22@ 1.0
  910. Object.Destroy(4@)
  911. wait 1000
  912. $ONMISSION = 0
  913. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  914. 08E7: disable_entrance_markers 0
  915. jump @NONAME_2436
  916.  
  917. :NONAME_9006
  918. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  919. 21@ = Actor.Angle(3@)
  920. Actor.Angle($PLAYER_ACTOR) = 21@
  921. Player.CanMove($PLAYER_CHAR) = False
  922. Player.CanMove($PLAYER_CHAR) = True
  923. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  924. gosub @NONAME_14438
  925. 0615: define_AS_pack_begin 21@
  926. 0605: actor -1 perform_animation "EXIT_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  927. 0616: define_AS_pack_end 21@
  928. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  929. 061B: remove_references_to_AS_pack 21@
  930. wait 1000
  931. 0465: remove_actor $PLAYER_ACTOR from_turret_mode
  932. wait 1000
  933. Object.Destroy(4@)
  934. $ONMISSION = 0
  935. 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
  936. 08E7: disable_entrance_markers 0
  937. jump @NONAME_2436
  938.  
  939. :NONAME_9211
  940. 5@ = 2749
  941. gosub @NONAME_10081
  942. 4@ = Object.Create(5@, 21@, 22@, 23@)
  943. 070A: AS_actor 3@ attach_to_object 4@ offset 0.0 -0.5 0.0 on_bone 16 0 perform_animation "NULL" IFP_file "NULL" time 1
  944. Model.Destroy(5@)
  945. 0750: set_object 4@ visibility 0
  946. return
  947.  
  948. :NONAME_9298
  949. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
  950. Player.CanMove($PLAYER_CHAR) = False
  951. Player.CanMove($PLAYER_CHAR) = True
  952. 21@ = Actor.Angle(3@)
  953. Actor.Angle($PLAYER_ACTOR) = 21@
  954. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  955. gosub @NONAME_14438
  956. 0615: define_AS_pack_begin 21@
  957. 0605: actor -1 perform_animation "JUMP_ON_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  958. 0605: actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  959. 0616: define_AS_pack_end 21@
  960. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  961. 061B: remove_references_to_AS_pack 21@
  962. wait 1000
  963. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  964. Player.CanMove($PLAYER_CHAR) = False
  965. Player.CanMove($PLAYER_CHAR) = True
  966. 21@ = Actor.Angle(3@)
  967. Actor.Angle($PLAYER_ACTOR) = 21@
  968. 0605: actor $PLAYER_ACTOR perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  969. return
  970.  
  971. :NONAME_9615
  972. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin -1.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
  973. Player.CanMove($PLAYER_CHAR) = False
  974. Player.CanMove($PLAYER_CHAR) = True
  975. 21@ = Actor.Angle(3@)
  976. Actor.Angle($PLAYER_ACTOR) = 21@
  977. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  978. gosub @NONAME_14438
  979. 0615: define_AS_pack_begin 21@
  980. 0605: actor -1 perform_animation "JUMP_ON_LEFT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  981. 0605: actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  982. 0616: define_AS_pack_end 21@
  983. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  984. 061B: remove_references_to_AS_pack 21@
  985. wait 1000
  986. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  987. Player.CanMove($PLAYER_CHAR) = False
  988. Player.CanMove($PLAYER_CHAR) = True
  989. 21@ = Actor.Angle(3@)
  990. Actor.Angle($PLAYER_ACTOR) = 21@
  991. 0605: actor $PLAYER_ACTOR perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  992. return
  993.  
  994. :NONAME_9931
  995. 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
  996. gosub @NONAME_14380
  997. 3@ = Actor.Create(Mission4, #SPECIAL01, 21@, 22@, 23@)
  998. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  999. gosub @NONAME_14438
  1000. 0615: define_AS_pack_begin 21@
  1001. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
  1002. 0616: define_AS_pack_end 21@
  1003. 0618: assign_actor 3@ to_AS_pack 21@
  1004. 061B: remove_references_to_AS_pack 21@
  1005. 04D8: set_actor 3@ drowns_in_water 0
  1006. return
  1007.  
  1008. :NONAME_10081
  1009. if
  1010. Model.Available(5@)
  1011. else_jump @NONAME_10104
  1012. jump @NONAME_10122
  1013.  
  1014. :NONAME_10104
  1015. Model.Load(5@)
  1016. 038B: load_requested_models
  1017. wait 0
  1018. jump @NONAME_10081
  1019.  
  1020. :NONAME_10122
  1021. return
  1022.  
  1023. :NONAME_10124
  1024. 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
  1025. gosub @NONAME_14380
  1026. 3@ = Actor.Create(Mission4, #SPECIAL01, 21@, 22@, 23@)
  1027. wait 0
  1028. 5@ = 2749
  1029. gosub @NONAME_14351
  1030. 4@ = Object.Create(5@, 21@, 22@, 23@)
  1031. 070A: AS_actor 3@ attach_to_object 4@ offset 0.0 -0.5 0.0 on_bone 16 0 perform_animation "NULL" IFP_file "NULL" time 1
  1032. Model.Destroy(5@)
  1033. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  1034. gosub @NONAME_14438
  1035. 0615: define_AS_pack_begin 21@
  1036. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
  1037. 0616: define_AS_pack_end 21@
  1038. 0618: assign_actor 3@ to_AS_pack 21@
  1039. 061B: remove_references_to_AS_pack 21@
  1040. 04D8: set_actor 3@ drowns_in_water 0
  1041. return
  1042.  
  1043. :NONAME_10356
  1044. 077E: get_active_interior_to 21@
  1045. wait 0
  1046. if and
  1047. $ONMISSION == 0
  1048. 21@ == 0
  1049. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2494.794 -1675.745 13.3359 radius 25.0 25.0 25.0
  1050. else_jump @NONAME_10471
  1051. 21@ = 2494.794
  1052. 22@ = -1675.745
  1053. 23@ = 13.3359
  1054. gosub @NONAME_10124
  1055. jump @NONAME_10801
  1056.  
  1057. :NONAME_10471
  1058. wait 0
  1059. if and
  1060. $ONMISSION == 0
  1061. 21@ == 0
  1062. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 112.0284 -40091.82 8.6165 radius 50.0 50.0 25.0
  1063. else_jump @NONAME_10581
  1064. 21@ = 112.0284
  1065. 22@ = -40091.82
  1066. 23@ = 8.6165
  1067. gosub @NONAME_10124
  1068. jump @NONAME_10801
  1069.  
  1070. :NONAME_10581
  1071. wait 0
  1072. if and
  1073. $ONMISSION == 0
  1074. 21@ == 0
  1075. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -54.7569 -160.2674 3.1172 radius 50.0 50.0 25.0
  1076. else_jump @NONAME_10691
  1077. 21@ = -54.7569
  1078. 22@ = -160.2674
  1079. 23@ = 3.1172
  1080. gosub @NONAME_10124
  1081. jump @NONAME_10801
  1082.  
  1083. :NONAME_10691
  1084. wait 0
  1085. if and
  1086. $ONMISSION == 0
  1087. 21@ == 0
  1088. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 98.9684 139.1184 2.4297 radius 50.0 50.0 25.0
  1089. else_jump @NONAME_10356
  1090. 21@ = 98.9684
  1091. 22@ = 139.1184
  1092. 23@ = 2.4297
  1093. gosub @NONAME_10124
  1094. jump @NONAME_10801
  1095.  
  1096. :NONAME_10801
  1097. wait 0
  1098. 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
  1099. if and
  1100. not Actor.Driving($PLAYER_ACTOR)
  1101. 00F3: actor $PLAYER_ACTOR near_actor 3@ radius 2.0 2.0 sphere 0 on_foot
  1102. 00E1: player 0 pressed_key 15
  1103. else_jump @NONAME_10905
  1104. jump @NONAME_11035
  1105.  
  1106. :NONAME_10905
  1107. 077E: get_active_interior_to 24@
  1108. wait 0
  1109. if or
  1110. not 24@ == 0
  1111. 80F2: not actor $PLAYER_ACTOR near_actor 3@ radius 100.0 100.0 0
  1112. Actor.Dead(3@)
  1113. else_jump @NONAME_10801
  1114. Object.RemoveReferences(4@)
  1115. Actor.RemoveReferences(3@)
  1116. Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
  1117.  
  1118. :NONAME_10981
  1119. wait 0
  1120. 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 21@ 22@ 23@ radius 50.0 50.0 50.0
  1121. else_jump @NONAME_10981
  1122. wait 1000
  1123. jump @NONAME_10356
  1124.  
  1125. :NONAME_11035
  1126. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
  1127. wait 0
  1128. Player.CanMove($PLAYER_CHAR) = False
  1129. Player.CanMove($PLAYER_CHAR) = True
  1130. wait 0
  1131. 21@ = Actor.Angle(3@)
  1132. Actor.Angle($PLAYER_ACTOR) = 21@
  1133. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  1134. gosub @NONAME_14438
  1135. 0615: define_AS_pack_begin 21@
  1136. 0605: actor -1 perform_animation "JUMP_ON_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  1137. 0605: actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
  1138. 0616: define_AS_pack_end 21@
  1139. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1140. 061B: remove_references_to_AS_pack 21@
  1141. wait 1000
  1142. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  1143. Player.CanMove($PLAYER_CHAR) = False
  1144. Player.CanMove($PLAYER_CHAR) = True
  1145. 21@ = Actor.Angle(3@)
  1146. Actor.Angle($PLAYER_ACTOR) = 21@
  1147. 0605: actor $PLAYER_ACTOR perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1148.  
  1149. :NONAME_11358
  1150. wait 0
  1151. 21@ = Actor.Angle(3@)
  1152. Actor.Angle($PLAYER_ACTOR) = 21@
  1153. if
  1154. 00E1: player 0 pressed_key 15
  1155. else_jump @NONAME_11603
  1156. Audiostream.PerformAction(10@, STOP)
  1157. Audiostream.PerformAction(11@, STOP)
  1158. Audiostream.PerformAction(12@, STOP)
  1159. wait 0
  1160. Audiostream.Release(10@)
  1161. Audiostream.Release(11@)
  1162. Audiostream.Release(12@)
  1163. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  1164. Player.CanMove($PLAYER_CHAR) = False
  1165. Player.CanMove($PLAYER_CHAR) = True
  1166. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  1167. gosub @NONAME_14438
  1168. 0615: define_AS_pack_begin 21@
  1169. 0605: actor -1 perform_animation "EXIT_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  1170. 0616: define_AS_pack_end 21@
  1171. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1172. 061B: remove_references_to_AS_pack 21@
  1173. wait 3000
  1174. 0465: remove_actor $PLAYER_ACTOR from_turret_mode
  1175. wait 1000
  1176. jump @NONAME_10801
  1177.  
  1178. :NONAME_11603
  1179. if
  1180. Actor.Dead(3@)
  1181. else_jump @NONAME_11826
  1182. Audiostream.PerformAction(10@, STOP)
  1183. Audiostream.PerformAction(11@, STOP)
  1184. Audiostream.PerformAction(12@, STOP)
  1185. wait 0
  1186. Audiostream.Release(10@)
  1187. Audiostream.Release(11@)
  1188. Audiostream.Release(12@)
  1189. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 1.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  1190. Player.CanMove($PLAYER_CHAR) = False
  1191. Player.CanMove($PLAYER_CHAR) = True
  1192. 06D2: 28@v = "HORSE_ANIMATION" // @v = string
  1193. gosub @NONAME_14438
  1194. 0615: define_AS_pack_begin 21@
  1195. 0605: actor -1 perform_animation "EXIT_BACK" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
  1196. 0616: define_AS_pack_end 21@
  1197. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1198. 061B: remove_references_to_AS_pack 21@
  1199. wait 3000
  1200. 0465: remove_actor $PLAYER_ACTOR from_turret_mode
  1201. wait 1000
  1202. jump @NONAME_10801
  1203.  
  1204. :NONAME_11826
  1205. 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
  1206. if and
  1207. 80E1: not player 0 pressed_key 18
  1208. 80E1: not player 0 pressed_key 16
  1209. not 29@ >= 0
  1210. else_jump @NONAME_12124
  1211. 0615: define_AS_pack_begin 21@
  1212. 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 9.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1213. 0605: actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  1214. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
  1215. 0616: define_AS_pack_end 21@
  1216. 0618: assign_actor 3@ to_AS_pack 21@
  1217. 061B: remove_references_to_AS_pack 21@
  1218. 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
  1219. 0615: define_AS_pack_begin 21@
  1220. 0605: actor -1 perform_animation "SIT_RUN" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1221. 0616: define_AS_pack_end 21@
  1222. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1223. 061B: remove_references_to_AS_pack 21@
  1224.  
  1225. :NONAME_12124
  1226. 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
  1227. if and
  1228. not 29@ >= 0
  1229. 00E1: player 0 pressed_key 16
  1230. else_jump @NONAME_12405
  1231. 0615: define_AS_pack_begin 21@
  1232. 0812: AS_actor -1 perform_animation "HORSE_SPRINT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  1233. 0812: AS_actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  1234. 0812: AS_actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  1235. 0616: define_AS_pack_end 21@
  1236. 0618: assign_actor 3@ to_AS_pack 21@
  1237. 061B: remove_references_to_AS_pack 21@
  1238. 0615: define_AS_pack_begin 21@
  1239. 0605: actor -1 perform_animation "SIT_GALOP" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1240. 0616: define_AS_pack_end 21@
  1241. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1242. 061B: remove_references_to_AS_pack 21@
  1243.  
  1244. :NONAME_12405
  1245. 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
  1246. if and
  1247. 00E1: player 0 pressed_key 18
  1248. not 29@ >= 0
  1249. else_jump @NONAME_12683
  1250. 0615: define_AS_pack_begin 21@
  1251. 0812: AS_actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  1252. 0812: AS_actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  1253. 0812: AS_actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  1254. 0616: define_AS_pack_end 21@
  1255. 0618: assign_actor 3@ to_AS_pack 21@
  1256. 061B: remove_references_to_AS_pack 21@
  1257. 0615: define_AS_pack_begin 21@
  1258. 0605: actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1259. 0616: define_AS_pack_end 21@
  1260. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1261. 061B: remove_references_to_AS_pack 21@
  1262.  
  1263. :NONAME_12683
  1264. if
  1265. 0AB0: key_pressed 32
  1266. else_jump @NONAME_13126
  1267. 0615: define_AS_pack_begin 21@
  1268. 0605: actor -1 perform_animation "HORSE_JUMPING" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
  1269. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
  1270. 0616: define_AS_pack_end 21@
  1271. 0618: assign_actor 3@ to_AS_pack 21@
  1272. 061B: remove_references_to_AS_pack 21@
  1273. 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.0 0.0 0.5
  1274. Actor.PutAt(3@, 21@, 22@, 23@)
  1275. Camera.Restore_WithJumpCut
  1276. 068D: get_camera_position_to 24@ 25@ 26@
  1277. Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
  1278. 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
  1279. 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
  1280. 000F: 23@ -= 26@ // Note: the incorrect math opcode was used here
  1281. 21@ *= 2.0
  1282. 22@ *= 2.0
  1283. 23@ += 8.5
  1284. Actor.LockInCurrentPosition(3@) = False
  1285. Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
  1286. 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 9.0
  1287. 0812: AS_actor 3@ perform_animation "HORSE_JUMPING" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
  1288. 0615: define_AS_pack_begin 21@
  1289. 0605: actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1290. 0616: define_AS_pack_end 21@
  1291. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1292. 061B: remove_references_to_AS_pack 21@
  1293.  
  1294. :NONAME_13105
  1295. wait 0
  1296. if
  1297. 80E1: not player 0 pressed_key 14
  1298. else_jump @NONAME_13105
  1299.  
  1300. :NONAME_13126
  1301. 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
  1302. if
  1303. 29@ > 0
  1304. else_jump @NONAME_13217
  1305. 0605: actor 3@ perform_animation "HORSE_KICK_FORWARD" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1306.  
  1307. :NONAME_13217
  1308. 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
  1309. if
  1310. not 28@ >= 0
  1311. else_jump @NONAME_13473
  1312. 21@ = Actor.Angle(3@)
  1313. 21@ += 10.0
  1314. Actor.Angle(3@) = 21@
  1315. Actor.Angle($PLAYER_ACTOR) = 21@
  1316. 0615: define_AS_pack_begin 21@
  1317. 0812: AS_actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  1318. 0812: AS_actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  1319. 0616: define_AS_pack_end 21@
  1320. 0618: assign_actor 3@ to_AS_pack 21@
  1321. 061B: remove_references_to_AS_pack 21@
  1322. 0615: define_AS_pack_begin 21@
  1323. 0605: actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1324. 0616: define_AS_pack_end 21@
  1325. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
  1326. 061B: remove_references_to_AS_pack 21@
  1327.  
  1328. :NONAME_13473
  1329. if
  1330. 28@ > 0
  1331. else_jump @NONAME_13525
  1332. 21@ = Actor.Angle(3@)
  1333. 21@ -= 10.0
  1334. Actor.Angle(3@) = 21@
  1335. Actor.Angle($PLAYER_ACTOR) = 21@
  1336.  
  1337. :NONAME_13525
  1338. if
  1339. 00E1: player 0 pressed_key 4
  1340. else_jump @NONAME_13848
  1341. 0400: store_coords_to 21@ 22@ 23@ from_object 4@ with_offset 0.0 0.0 0.0
  1342. 073E: get_car_in_sphere 21@ 22@ 23@ radius 4.0 model -1 handle_as 0@
  1343. if
  1344. 056E: car 0@ defined
  1345. else_jump @NONAME_13848
  1346. if and
  1347. 8686: not car 0@ attached
  1348. Car.Model(0@) == #BAGBOXB
  1349. else_jump @NONAME_13848
  1350. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 -2.0 -0.4 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  1351. Player.CanMove($PLAYER_CHAR) = False
  1352. Player.CanMove($PLAYER_CHAR) = True
  1353. 0939: attach_car 0@ to_object 4@ with_offset 0.0 -3.5 0.0 rotation 0.0 0.0 0.0
  1354. 099A: set_car 0@ collision_detection 0
  1355. 0615: define_AS_pack_begin 21@
  1356. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
  1357. 0616: define_AS_pack_end 21@
  1358. 0618: assign_actor 3@ to_AS_pack 21@
  1359. 061B: remove_references_to_AS_pack 21@
  1360. 0605: actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1361. wait 1000
  1362.  
  1363. :NONAME_13848
  1364. if and
  1365. 00E1: player 0 pressed_key 4
  1366. 056E: car 0@ defined
  1367. else_jump @NONAME_14086
  1368. if
  1369. 0686: car 0@ attached
  1370. else_jump @NONAME_14086
  1371. 099A: set_car 0@ collision_detection 1
  1372. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
  1373. Player.CanMove($PLAYER_CHAR) = False
  1374. Player.CanMove($PLAYER_CHAR) = True
  1375. 0684: detach_car 0@ 0.0 -2.0 -0.1 collision_detection 1
  1376. 0615: define_AS_pack_begin 21@
  1377. 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
  1378. 0616: define_AS_pack_end 21@
  1379. 0618: assign_actor 3@ to_AS_pack 21@
  1380. 061B: remove_references_to_AS_pack 21@
  1381. 0605: actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
  1382. wait 1000
  1383.  
  1384. :NONAME_14086
  1385. 0615: define_AS_pack_begin 21@
  1386. 0812: AS_actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 5.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  1387. 0616: define_AS_pack_end 21@
  1388. 0618: assign_actor 3@ to_AS_pack 21@
  1389. 061B: remove_references_to_AS_pack 21@
  1390. jump @NONAME_14344
  1391. if
  1392. 00E1: player 0 pressed_key 14
  1393. else_jump @NONAME_14344
  1394. Actor.StorePos($PLAYER_ACTOR, 24@, 25@, 26@)
  1395. 26@ += 2.0
  1396. Actor.PutAt(3@, 24@, 25@, 26@)
  1397. wait 0
  1398. 068D: get_camera_position_to 21@ 22@ 23@
  1399. Actor.StorePos($PLAYER_ACTOR, 24@, 25@, 26@)
  1400. 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
  1401. 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
  1402. 000F: 23@ -= 26@ // Note: the incorrect math opcode was used here
  1403. 21@ *= 2.0
  1404. 22@ *= 2.0
  1405. 0604: get_Z_angle_for_point 21@ 22@ store_to 23@
  1406. 23@ -= 180.0
  1407. Actor.Angle(3@) = 23@
  1408. 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 5.0
  1409. wait 2000
  1410.  
  1411. :NONAME_14344
  1412. jump @NONAME_11358
  1413.  
  1414. :NONAME_14351
  1415. Model.Load(5@)
  1416. 038B: load_requested_models
  1417.  
  1418. :NONAME_14358
  1419. wait 0
  1420. if
  1421. Model.Available(5@)
  1422. else_jump @NONAME_14358
  1423. return
  1424.  
  1425. :NONAME_14380
  1426. 038B: load_requested_models
  1427.  
  1428. :NONAME_14382
  1429. wait 0
  1430. if
  1431. 023D: special_actor 1 loaded
  1432. else_jump @NONAME_14403
  1433. return
  1434.  
  1435. :NONAME_14403
  1436. if
  1437. 823D: not special_actor 1 loaded
  1438. else_jump @NONAME_14382
  1439. 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
  1440. jump @NONAME_14380
  1441.  
  1442. :NONAME_14438
  1443. 04ED: load_animation 28@v
  1444. wait 0
  1445. if
  1446. 04EE: animation 28@v loaded
  1447. else_jump @NONAME_14438
  1448. return
  1449. 040D: unload_wav 1
  1450. wait 0
  1451.  
  1452. :NONAME_14473
  1453. wait 0
  1454. 03CF: load_wav 5601 as 1
  1455. 03CF: load_wav 5601 as 2
  1456. 03CF: load_wav 4602 as 3
  1457. wait 0
  1458. if and
  1459. 03D0: wav 5601 loaded
  1460. 03D0: wav 5601 loaded
  1461. 03D0: wav 4602 loaded
  1462. else_jump @NONAME_14473
  1463. wait 0
  1464. wait 0
  1465. return
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