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- // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
- {$CLEO .cs}
- //-------------MAIN---------------
- 0000: NOP
- wait 6000
- :NONAME_7
- 077E: get_active_interior_to 21@
- wait 0
- if and
- $ONMISSION == 0
- 21@ == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2494.794 -1675.745 13.3359 radius 25.0 25.0 25.0
- else_jump @NONAME_122
- 21@ = 2494.794
- 22@ = -1675.745
- 23@ = 13.3359
- gosub @NONAME_9931
- jump @NONAME_2436
- :NONAME_122
- 077E: get_active_interior_to 21@
- if and
- not Actor.Driving($PLAYER_ACTOR)
- $ONMISSION == 0
- 21@ == 0
- else_jump @NONAME_7
- if and
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -2025.826 156.519 29.0391 radius 50.0 50.0 50.0
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -688.4771 938.7382 13.6328 radius 50.0 50.0 50.0
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 874.3129 -30.5904 63.1953 radius 15.0 15.0 15.0
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 2027.043 996.0585 10.8203 radius 15.0 15.0 15.0
- else_jump @NONAME_7
- 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 30.0 0.0
- 0A3E: unknown_get_actor_in_sphere 21@ 22@ 23@ radius 20.0 20.0 20.0 handle_as 24@
- if
- 056D: actor 24@ defined
- else_jump @NONAME_7
- if
- not Actor.Driving(24@)
- else_jump @NONAME_7
- 0665: get_actor 24@ model_to 21@
- if or
- 21@ == 280
- 21@ == 281
- 21@ == 282
- 21@ == 283
- 21@ == 284
- 21@ == 288
- else_jump @NONAME_7
- gosub @NONAME_1979
- gosub @NONAME_2158
- gosub @NONAME_2243
- gosub @NONAME_1784
- jump @NONAME_508
- :NONAME_508
- 077E: get_active_interior_to 21@
- wait 0
- if or
- not 21@ == 0
- Actor.Dead(3@)
- Actor.Dead(2@)
- Actor.Dead($PLAYER_ACTOR)
- 80F2: not actor $PLAYER_ACTOR near_actor 3@ radius 50.0 50.0 0
- else_jump @NONAME_602
- :NONAME_570
- Actor.DestroyInstantly(2@)
- Actor.DestroyInstantly(24@)
- Actor.DestroyInstantly(3@)
- Object.Destroy(4@)
- wait 5000
- jump @NONAME_7
- :NONAME_602
- 077E: get_active_interior_to 21@
- 21@ == 0
- else_jump @NONAME_570
- not Actor.Dead(3@)
- else_jump @NONAME_570
- not Actor.Dead(2@)
- else_jump @NONAME_570
- not Actor.Dead($PLAYER_ACTOR)
- else_jump @NONAME_570
- 0104: actor $PLAYER_ACTOR near_actor 3@ radius 50.0 50.0 50.0 sphere 0
- else_jump @NONAME_570
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -2025.826 156.519 29.0391 radius 5.0 5.0 5.0
- else_jump @NONAME_570
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -688.4771 938.7382 13.6328 radius 15.0 15.0 15.0
- else_jump @NONAME_570
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 874.3129 -30.5904 63.1953 radius 15.0 15.0 15.0
- else_jump @NONAME_570
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 2027.043 996.0585 10.8203 radius 5.0 5.0 5.0
- else_jump @NONAME_570
- 21@ = Actor.Angle(2@)
- Actor.Angle(3@) = 21@
- Actor.Angle(24@) = 21@
- 0812: AS_actor 3@ perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- 0812: AS_actor 24@ perform_animation "SIT_RUN" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- if or
- Player.WantedLevel($PLAYER_CHAR) > 0
- 00EC: actor 2@ sphere 0 near_point 11@ 12@ radius 3.0 3.0
- else_jump @NONAME_1152
- gosub @NONAME_1784
- if and
- Player.WantedLevel($PLAYER_CHAR) > 0
- 00EC: actor 2@ sphere 0 near_point 11@ 12@ radius 3.0 3.0
- else_jump @NONAME_1152
- 0465: remove_actor 24@ from_turret_mode
- 0465: remove_actor 3@ from_turret_mode
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 0.0 2.0
- Actor.PutAt(24@, 21@, 22@, 23@)
- wait 1000
- Object.Destroy(4@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(24@)
- jump @NONAME_2436
- :NONAME_1152
- if and
- not Actor.Driving($PLAYER_ACTOR)
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_508
- jump @NONAME_1214
- :NONAME_1181
- wait 0
- if and
- not Actor.Driving($PLAYER_ACTOR)
- 80E1: not player 0 pressed_key 15
- else_jump @NONAME_1181
- jump @NONAME_3084
- :NONAME_1214
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.5 0.0 0.0
- if
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0
- else_jump @NONAME_1499
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 0465: remove_actor 24@ from_turret_mode
- 0465: remove_actor 3@ from_turret_mode
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 0.0 2.0
- Actor.PutAt(24@, 21@, 22@, 23@)
- 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- wait 1000
- 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- Object.Destroy(4@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(24@)
- 08E7: disable_entrance_markers 1
- gosub @NONAME_9211
- gosub @NONAME_9298
- jump @NONAME_1181
- :NONAME_1499
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset -0.5 0.0 0.0
- if
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0
- else_jump @NONAME_508
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 0465: remove_actor 24@ from_turret_mode
- 0465: remove_actor 3@ from_turret_mode
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 0.0 2.0
- Actor.PutAt(24@, 21@, 22@, 23@)
- 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- wait 1000
- 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
- Object.Destroy(4@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(24@)
- 08E7: disable_entrance_markers 1
- gosub @NONAME_9211
- gosub @NONAME_9298
- jump @NONAME_1181
- :NONAME_1784
- if
- not Player.WantedLevel($PLAYER_CHAR) > 0
- else_jump @NONAME_1908
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 2@ with_offset 0.0 35.0 0.0
- 02C0: store_to 11@ 12@ 13@ ped_path_coords_closest_to 11@ 12@ 13@
- 0615: define_AS_pack_begin 25@
- 06A9: AS_actor -1 look_at_point 11@ 12@ 13@ -1 ms
- 05F5: AS_actor -1 goto_point_using_paths 11@ 12@ 13@ mode 4 time -1
- 0616: define_AS_pack_end 25@
- 0618: assign_actor 2@ to_AS_pack 25@
- 061B: remove_references_to_AS_pack 25@
- return
- :NONAME_1908
- 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
- 0615: define_AS_pack_begin 25@
- 07A3: AS_actor -1 run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 1.0 and 10.0
- 0616: define_AS_pack_end 25@
- 0618: assign_actor 2@ to_AS_pack 25@
- 061B: remove_references_to_AS_pack 25@
- return
- :NONAME_1979
- 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
- gosub @NONAME_14380
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 24@ with_offset 0.0 -5.0 0.0
- 3@ = Actor.Create(Mission4, #SPECIAL01, 11@, 12@, 13@)
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 04D8: set_actor 3@ drowns_in_water 0
- return
- :NONAME_2158
- 5@ = 2749
- gosub @NONAME_10081
- 4@ = Object.Create(2749, 11@, 12@, 13@)
- 0750: set_object 4@ visibility 0
- Model.Destroy(5@)
- 0665: get_actor 24@ model_to 5@
- gosub @NONAME_10081
- 24@ = Actor.Create(CivMale, 5@, 11@, 12@, 13@)
- Model.Destroy(5@)
- return
- :NONAME_2243
- 5@ = 280
- gosub @NONAME_10081
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 24@ with_offset 0.0 -2.0 -1.0
- 2@ = Actor.Create(CivMale, #LAPD1, 21@, 22@, 23@)
- 054A: set_actor 2@ can_be_shot_in_a_car 0
- 0337: set_actor 2@ visibility 0
- 04D8: set_actor 2@ drowns_in_water 0
- 069B: attach_object 4@ to_actor 2@ with_offset 0.0 -1.0 0.0 rotation 0.0 0.0 0.0
- 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
- 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
- Model.Destroy(5@)
- return
- :NONAME_2436
- 077E: get_active_interior_to 21@
- wait 0
- if or
- not 21@ == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2025.826 156.519 29.0391 radius 5.0 5.0 5.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -688.4771 938.7382 13.6328 radius 15.0 15.0 15.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 874.3129 -30.5904 63.1953 radius 15.0 15.0 15.0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2027.043 996.0585 10.8203 radius 15.0 15.0 15.0
- Actor.Dead(3@)
- Actor.Dead($PLAYER_ACTOR)
- 80F2: not actor $PLAYER_ACTOR near_actor 3@ radius 50.0 50.0 0
- else_jump @NONAME_2658
- Actor.DestroyInstantly(3@)
- wait 1000
- jump @NONAME_7
- :NONAME_2658
- if
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_2698
- if
- not Actor.Driving($PLAYER_ACTOR)
- else_jump @NONAME_2698
- jump @NONAME_2892
- :NONAME_2698
- 0638: AS_actor 3@ stay_put 1
- 0615: define_AS_pack_begin 21@
- 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
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- if
- 84ED: not load_animation "HORSE_ANIMATION"
- else_jump @NONAME_2436
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- jump @NONAME_2436
- :NONAME_2892
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.5 0.0 0.0
- if
- 0101: actor $PLAYER_ACTOR in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0 sphere 1 stopped
- else_jump @NONAME_2988
- 08E7: disable_entrance_markers 1
- gosub @NONAME_9211
- gosub @NONAME_9298
- jump @NONAME_3084
- :NONAME_2988
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset -0.5 0.0 0.0
- if
- 0101: actor $PLAYER_ACTOR in_sphere 21@ 22@ 23@ radius 1.0 1.0 1.0 sphere 1 stopped
- else_jump @NONAME_2698
- 08E7: disable_entrance_markers 1
- gosub @NONAME_9211
- gosub @NONAME_9615
- jump @NONAME_3084
- :NONAME_3084
- wait 0
- if
- 80E1: not player 0 pressed_key 15
- else_jump @NONAME_3084
- 20@ = 0
- $ONMISSION = 1
- 08E7: disable_entrance_markers 1
- 077E: get_active_interior_to 21@
- 0860: link_actor $PLAYER_ACTOR to_interior 21@
- :NONAME_3136
- 03F0: enable_text_draw 0
- wait 0
- 045B: draw_text_2numbers 100.0 160.0 GXT 'NUMBER' numbers 20@ 0 // ~1~
- if or
- Actor.Dead(3@)
- Actor.Dead($PLAYER_ACTOR)
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_3208
- 03F0: enable_text_draw 0
- jump @NONAME_8779
- :NONAME_3208
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if and
- 80E1: not player 0 pressed_key 16
- not 22@ >= 0
- else_jump @NONAME_3328
- 20@ += 1
- if
- 20@ > 30
- else_jump @NONAME_3314
- gosub @NONAME_8062
- if
- 20@ > 200
- else_jump @NONAME_3464
- 20@ = 200
- jump @NONAME_3464
- :NONAME_3314
- gosub @NONAME_7872
- jump @NONAME_3464
- :NONAME_3328
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- 22@ > 0
- else_jump @NONAME_3383
- 20@ = 0
- gosub @NONAME_8634
- jump @NONAME_3136
- :NONAME_3383
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if and
- not 22@ >= 0
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_3464
- 20@ += 5
- gosub @NONAME_8202
- if
- 20@ > 1000
- else_jump @NONAME_3464
- 20@ = 1000
- :NONAME_3464
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- 21@ > 0
- else_jump @NONAME_3580
- 21@ = Actor.Angle(3@)
- 21@ -= 5.0
- Actor.Angle(3@) = 21@
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- 22@ == 0
- else_jump @NONAME_3136
- gosub @NONAME_7735
- jump @NONAME_3136
- :NONAME_3580
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- not 21@ >= 0
- else_jump @NONAME_3696
- 21@ = Actor.Angle(3@)
- 21@ += 5.0
- Actor.Angle(3@) = 21@
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- 22@ == 0
- else_jump @NONAME_3136
- gosub @NONAME_7735
- jump @NONAME_3136
- :NONAME_3696
- 0819: 21@ = actor $PLAYER_ACTOR distance_from_ground
- if and
- not 21@ >= 2.0
- 00E1: player 0 pressed_key 14
- else_jump @NONAME_3745
- gosub @NONAME_6880
- jump @NONAME_3136
- :NONAME_3745
- if
- 00E1: player 0 pressed_key 17
- else_jump @NONAME_3769
- gosub @NONAME_8347
- :NONAME_3769
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if and
- 22@ == 0
- 21@ == 0
- 20@ > 0
- else_jump @NONAME_3872
- gosub @NONAME_7872
- 20@ -= 1
- if
- not 20@ >= 0
- else_jump @NONAME_3136
- 20@ = 0
- :NONAME_3872
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if and
- 22@ == 0
- 21@ == 0
- else_jump @NONAME_4105
- 0615: define_AS_pack_begin 21@
- 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
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- jump @NONAME_4105
- :NONAME_4105
- if
- 04AD: actor 3@ in_water
- else_jump @NONAME_4157
- 0819: 22@ = actor 3@ distance_from_ground
- if
- 22@ >= 0.5
- else_jump @NONAME_4157
- jump @NONAME_4456
- :NONAME_4157
- if
- 00E1: player 0 pressed_key 4
- else_jump @NONAME_3136
- 0400: store_coords_to 21@ 22@ 23@ from_object 4@ with_offset 0.0 0.0 0.0
- 073E: get_car_in_sphere 21@ 22@ 23@ radius 4.0 model -1 handle_as 0@
- if
- 056E: car 0@ defined
- else_jump @NONAME_3136
- if
- Car.Model(0@) == #BAGBOXB
- else_jump @NONAME_3136
- if
- 8686: not car 0@ attached
- else_jump @NONAME_6673
- 0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset 0.0 2.0 0.0
- if
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 21@ 22@ 23@ radius 2.0 2.0 2.0
- else_jump @NONAME_3136
- jump @NONAME_5429
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 -2.0 -0.4 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 0939: attach_car 0@ to_object 4@ with_offset 0.0 -3.5 0.0 rotation 0.0 0.0 0.0
- 099A: set_car 0@ collision_detection 0
- wait 1000
- jump @NONAME_3136
- :NONAME_4456
- wait 0
- if
- 80E1: not player 0 pressed_key 4
- else_jump @NONAME_4456
- 5@ = 23
- gosub @NONAME_10081
- Actor.StorePos(3@, 21@, 22@, 23@)
- 0@ = Actor.Create(CivMale, #WMYBMX, 21@, 22@, 23@)
- 21@ = Actor.Angle(3@)
- Actor.Angle(0@) = 21@
- 0337: set_actor 0@ visibility 0
- 04D8: set_actor 0@ drowns_in_water 0
- 054A: set_actor 0@ can_be_shot_in_a_car 0
- 5@ = 2749
- gosub @NONAME_10081
- Actor.StorePos(3@, 21@, 22@, 23@)
- 1@ = Object.Create(5@, 21@, 22@, 23@)
- Model.Destroy(5@)
- 069B: attach_object 1@ to_actor 0@ with_offset 0.0 -2.0 0.0 rotation 0.0 0.0 0.0
- 0750: set_object 1@ visibility 0
- 04F4: put_actor 3@ into_turret_on_object 1@ offset_from_object_origin 0.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
- Model.Destroy(5@)
- :NONAME_4693
- 21@ = Actor.Angle(0@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- Actor.Angle(3@) = 21@
- 045B: draw_text_2numbers 100.0 160.0 GXT 'FEC_TAB' numbers 0 0 // TAB
- wait 0
- 03F0: enable_text_draw 0
- if or
- Actor.Dead(3@)
- Actor.Dead($PLAYER_ACTOR)
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_4856
- jump @NONAME_4784
- :NONAME_4784
- Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
- 0465: remove_actor 3@ from_turret_mode
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- Object.Destroy(1@)
- Actor.DestroyInstantly(0@)
- :NONAME_4828
- wait 0
- if
- 80E1: not player 0 pressed_key 4
- else_jump @NONAME_4828
- jump @NONAME_3136
- :NONAME_4856
- if
- 00E1: player 0 pressed_key 4
- else_jump @NONAME_4880
- jump @NONAME_4784
- :NONAME_4880
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- not 22@ >= 0
- else_jump @NONAME_5038
- if
- 04AD: actor 0@ in_water
- else_jump @NONAME_4990
- 0A28: set_actor 0@ swimming_speed_to 2.3
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 5.0 0.0
- 07E1: AS_actor 0@ swim_to 11@ 12@ 13@
- jump @NONAME_5038
- :NONAME_4990
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 0.0 8.0 0.0
- 05F5: AS_actor 0@ goto_point_using_paths 11@ 12@ 13@ mode 4 time 5000
- :NONAME_5038
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- 21@ > 0
- else_jump @NONAME_5181
- if
- 04AD: actor 0@ in_water
- else_jump @NONAME_5148
- 0A28: set_actor 0@ swimming_speed_to 1.0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset 1.0 5.0 0.0
- 07E1: AS_actor 0@ swim_to 11@ 12@ 13@
- jump @NONAME_5324
- :NONAME_5148
- 21@ = Actor.Angle(0@)
- 21@ -= 10.0
- Actor.Angle(0@) = 21@
- jump @NONAME_5324
- :NONAME_5181
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if
- not 21@ >= 0
- else_jump @NONAME_5324
- if
- 04AD: actor 0@ in_water
- else_jump @NONAME_5291
- 0A28: set_actor 0@ swimming_speed_to 1.0
- 04C4: store_coords_to 11@ 12@ 13@ from_actor 0@ with_offset -1.0 5.0 0.0
- 07E1: AS_actor 0@ swim_to 11@ 12@ 13@
- jump @NONAME_5324
- :NONAME_5291
- 21@ = Actor.Angle(0@)
- 21@ += 10.0
- Actor.Angle(0@) = 21@
- jump @NONAME_5324
- :NONAME_5324
- 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
- 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
- jump @NONAME_4693
- :NONAME_5429
- 0465: remove_actor $PLAYER_ACTOR from_turret_mode
- 072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat
- Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
- 0464: put_actor 3@ into_turret_on_car 0@ at_car_offset 0.0 4.0 0.0 position 0 shooting_angle_limit 0.0 with_weapon 0
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- :NONAME_5569
- wait 0
- if or
- Player.WantedLevel($PLAYER_CHAR) > 0
- Actor.Dead($PLAYER_ACTOR)
- Actor.Dead(3@)
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_5756
- Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
- 0465: remove_actor 3@ from_turret_mode
- 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 5.0
- 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 21@ 22@ 23@
- 0465: remove_actor $PLAYER_ACTOR from_turret_mode
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- jump @NONAME_5728
- :NONAME_5728
- wait 0
- if
- 80E1: not player 0 pressed_key 15
- else_jump @NONAME_5728
- jump @NONAME_3136
- :NONAME_5756
- 21@ = Car.Angle(0@)
- Actor.Angle(3@) = 21@
- 02E3: 21@ = car 0@ speed
- if
- 21@ >= 10.0
- else_jump @NONAME_5985
- Car.SetSpeedInstantly(0@, 10.0)
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_SPRINT" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 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
- jump @NONAME_6387
- :NONAME_5985
- 02E3: 21@ = car 0@ speed
- if
- 21@ > 7.0
- else_jump @NONAME_6186
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0605: actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 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
- jump @NONAME_6387
- :NONAME_6186
- 02E3: 21@ = car 0@ speed
- if
- 21@ > 1.0
- else_jump @NONAME_6387
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_WALK" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 500.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 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
- jump @NONAME_6387
- :NONAME_6387
- 0494: get_joystick 0 direction_offset_to 21@ 22@ 23@ 23@
- if and
- 22@ == 0
- 21@ == 0
- else_jump @NONAME_5569
- 02E3: 21@ = car 0@ speed
- if
- 21@ == 0.0
- else_jump @NONAME_5569
- 0615: define_AS_pack_begin 21@
- 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
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- jump @NONAME_5569
- :NONAME_6649
- 03CF: load_wav 10@ as 1
- wait 0
- 03D0: wav 1 loaded
- else_jump @NONAME_6649
- return
- :NONAME_6673
- 099A: set_car 0@ collision_detection 1
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 0684: detach_car 0@ 0.0 -2.0 -0.1 collision_detection 1
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0605: actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- wait 1000
- jump @NONAME_3136
- :NONAME_6880
- if and
- 20@ > 50
- not 20@ >= 100
- else_jump @NONAME_7217
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.0 0.0 0.1
- Actor.PutAt(3@, 21@, 22@, 23@)
- Camera.Restore_WithJumpCut
- 068D: get_camera_position_to 24@ 25@ 26@
- Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
- 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
- 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
- 21@ *= 2.0
- 22@ *= 2.0
- 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
- 0604: get_Z_angle_for_point 21@ 22@ store_to 24@
- Actor.Angle(3@) = 24@
- Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
- Actor.LockInCurrentPosition(3@) = False
- 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 9.0
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- jump @NONAME_7655
- :NONAME_7217
- if
- 20@ > 100
- else_jump @NONAME_7547
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.0 0.0 0.1
- Actor.PutAt(3@, 21@, 22@, 23@)
- Camera.Restore_WithJumpCut
- 068D: get_camera_position_to 24@ 25@ 26@
- Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
- 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
- 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
- 21@ *= 3.0
- 22@ *= 3.0
- 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
- 0604: get_Z_angle_for_point 21@ 22@ store_to 24@
- Actor.Angle(3@) = 24@
- Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
- Actor.LockInCurrentPosition(3@) = False
- 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 15.0
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- jump @NONAME_7655
- :NONAME_7547
- 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
- 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
- return
- :NONAME_7655
- 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
- wait 0
- if
- 80E1: not player 0 pressed_key 14
- else_jump @NONAME_7655
- return
- :NONAME_7735
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- return
- :NONAME_7872
- 0615: define_AS_pack_begin 21@
- 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
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- return
- :NONAME_8062
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- return
- :NONAME_8202
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- return
- :NONAME_8347
- 06D2: 28@v = "BIKES" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "BIKES_DRIVEBYFT" IFP "BIKES" framedelta 5.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0605: actor -1 perform_animation "BIKES_DRIVEBYLHS" IFP "BIKES" framedelta 5.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0605: actor -1 perform_animation "BIKES_DRIVEBYRHS" IFP "BIKES" framedelta 5.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- :NONAME_8520
- wait 0
- if and
- not Actor.Animation($PLAYER_ACTOR) == "BIKES_DRIVEBYFT"
- not Actor.Animation($PLAYER_ACTOR) == "BIKES_DRIVEBYLHS"
- not Actor.Animation($PLAYER_ACTOR) == "BIKES_DRIVEBYRHS"
- else_jump @NONAME_8520
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- return
- :NONAME_8634
- 0615: define_AS_pack_begin 21@
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 0812: AS_actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- return
- :NONAME_8779
- if or
- 00E1: player 0 pressed_key 16
- Actor.Dead(3@)
- else_jump @NONAME_9006
- 0465: remove_actor $PLAYER_ACTOR from_turret_mode
- 0812: AS_actor $PLAYER_ACTOR perform_animation "EXIT_BACK" IFP "HORSE_ANIMATION" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- wait 500
- Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
- 23@ += 0.1
- Actor.PutAt($PLAYER_ACTOR, 21@, 22@, 23@)
- 068D: get_camera_position_to 24@ 25@ 26@
- Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
- 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
- 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
- 0604: get_Z_angle_for_point 21@ 22@ store_to 23@
- Actor.Angle($PLAYER_ACTOR) = 23@
- 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 22@ 1.0
- Object.Destroy(4@)
- wait 1000
- $ONMISSION = 0
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- 08E7: disable_entrance_markers 0
- jump @NONAME_2436
- :NONAME_9006
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "EXIT_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- wait 1000
- 0465: remove_actor $PLAYER_ACTOR from_turret_mode
- wait 1000
- Object.Destroy(4@)
- $ONMISSION = 0
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- 08E7: disable_entrance_markers 0
- jump @NONAME_2436
- :NONAME_9211
- 5@ = 2749
- gosub @NONAME_10081
- 4@ = Object.Create(5@, 21@, 22@, 23@)
- 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
- Model.Destroy(5@)
- 0750: set_object 4@ visibility 0
- return
- :NONAME_9298
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "JUMP_ON_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0605: actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- wait 1000
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0605: actor $PLAYER_ACTOR perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- return
- :NONAME_9615
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin -1.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "JUMP_ON_LEFT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0605: actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- wait 1000
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0605: actor $PLAYER_ACTOR perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- return
- :NONAME_9931
- 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
- gosub @NONAME_14380
- 3@ = Actor.Create(Mission4, #SPECIAL01, 21@, 22@, 23@)
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 04D8: set_actor 3@ drowns_in_water 0
- return
- :NONAME_10081
- if
- Model.Available(5@)
- else_jump @NONAME_10104
- jump @NONAME_10122
- :NONAME_10104
- Model.Load(5@)
- 038B: load_requested_models
- wait 0
- jump @NONAME_10081
- :NONAME_10122
- return
- :NONAME_10124
- 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
- gosub @NONAME_14380
- 3@ = Actor.Create(Mission4, #SPECIAL01, 21@, 22@, 23@)
- wait 0
- 5@ = 2749
- gosub @NONAME_14351
- 4@ = Object.Create(5@, 21@, 22@, 23@)
- 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
- Model.Destroy(5@)
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 04D8: set_actor 3@ drowns_in_water 0
- return
- :NONAME_10356
- 077E: get_active_interior_to 21@
- wait 0
- if and
- $ONMISSION == 0
- 21@ == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2494.794 -1675.745 13.3359 radius 25.0 25.0 25.0
- else_jump @NONAME_10471
- 21@ = 2494.794
- 22@ = -1675.745
- 23@ = 13.3359
- gosub @NONAME_10124
- jump @NONAME_10801
- :NONAME_10471
- wait 0
- if and
- $ONMISSION == 0
- 21@ == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 112.0284 -40091.82 8.6165 radius 50.0 50.0 25.0
- else_jump @NONAME_10581
- 21@ = 112.0284
- 22@ = -40091.82
- 23@ = 8.6165
- gosub @NONAME_10124
- jump @NONAME_10801
- :NONAME_10581
- wait 0
- if and
- $ONMISSION == 0
- 21@ == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -54.7569 -160.2674 3.1172 radius 50.0 50.0 25.0
- else_jump @NONAME_10691
- 21@ = -54.7569
- 22@ = -160.2674
- 23@ = 3.1172
- gosub @NONAME_10124
- jump @NONAME_10801
- :NONAME_10691
- wait 0
- if and
- $ONMISSION == 0
- 21@ == 0
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 98.9684 139.1184 2.4297 radius 50.0 50.0 25.0
- else_jump @NONAME_10356
- 21@ = 98.9684
- 22@ = 139.1184
- 23@ = 2.4297
- gosub @NONAME_10124
- jump @NONAME_10801
- :NONAME_10801
- wait 0
- 0605: actor 3@ perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
- if and
- not Actor.Driving($PLAYER_ACTOR)
- 00F3: actor $PLAYER_ACTOR near_actor 3@ radius 2.0 2.0 sphere 0 on_foot
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_10905
- jump @NONAME_11035
- :NONAME_10905
- 077E: get_active_interior_to 24@
- wait 0
- if or
- not 24@ == 0
- 80F2: not actor $PLAYER_ACTOR near_actor 3@ radius 100.0 100.0 0
- Actor.Dead(3@)
- else_jump @NONAME_10801
- Object.RemoveReferences(4@)
- Actor.RemoveReferences(3@)
- Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
- :NONAME_10981
- wait 0
- 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 21@ 22@ 23@ radius 50.0 50.0 50.0
- else_jump @NONAME_10981
- wait 1000
- jump @NONAME_10356
- :NONAME_11035
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
- wait 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- wait 0
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "JUMP_ON_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0605: actor -1 perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- wait 1000
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0605: actor $PLAYER_ACTOR perform_animation "SIT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- :NONAME_11358
- wait 0
- 21@ = Actor.Angle(3@)
- Actor.Angle($PLAYER_ACTOR) = 21@
- if
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_11603
- Audiostream.PerformAction(10@, STOP)
- Audiostream.PerformAction(11@, STOP)
- Audiostream.PerformAction(12@, STOP)
- wait 0
- Audiostream.Release(10@)
- Audiostream.Release(11@)
- Audiostream.Release(12@)
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "EXIT_RIGHT" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- wait 3000
- 0465: remove_actor $PLAYER_ACTOR from_turret_mode
- wait 1000
- jump @NONAME_10801
- :NONAME_11603
- if
- Actor.Dead(3@)
- else_jump @NONAME_11826
- Audiostream.PerformAction(10@, STOP)
- Audiostream.PerformAction(11@, STOP)
- Audiostream.PerformAction(12@, STOP)
- wait 0
- Audiostream.Release(10@)
- Audiostream.Release(11@)
- Audiostream.Release(12@)
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 1.0 0.0 1.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 06D2: 28@v = "HORSE_ANIMATION" // @v = string
- gosub @NONAME_14438
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "EXIT_BACK" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- wait 3000
- 0465: remove_actor $PLAYER_ACTOR from_turret_mode
- wait 1000
- jump @NONAME_10801
- :NONAME_11826
- 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
- if and
- 80E1: not player 0 pressed_key 18
- 80E1: not player 0 pressed_key 16
- not 29@ >= 0
- else_jump @NONAME_12124
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_RUN" IFP "HORSE_ANIMATION" framedelta 9.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- 0605: actor -1 perform_animation "HORSE_IDLE" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "SIT_RUN" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- :NONAME_12124
- 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
- if and
- not 29@ >= 0
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_12405
- 0615: define_AS_pack_begin 21@
- 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
- 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
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "SIT_GALOP" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- :NONAME_12405
- 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
- if and
- 00E1: player 0 pressed_key 18
- not 29@ >= 0
- else_jump @NONAME_12683
- 0615: define_AS_pack_begin 21@
- 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
- 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
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- :NONAME_12683
- if
- 0AB0: key_pressed 32
- else_jump @NONAME_13126
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_JUMPING" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.0 0.0 0.5
- Actor.PutAt(3@, 21@, 22@, 23@)
- Camera.Restore_WithJumpCut
- 068D: get_camera_position_to 24@ 25@ 26@
- Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
- 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
- 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
- 000F: 23@ -= 26@ // Note: the incorrect math opcode was used here
- 21@ *= 2.0
- 22@ *= 2.0
- 23@ += 8.5
- Actor.LockInCurrentPosition(3@) = False
- Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
- 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 9.0
- 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
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- :NONAME_13105
- wait 0
- if
- 80E1: not player 0 pressed_key 14
- else_jump @NONAME_13105
- :NONAME_13126
- 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
- if
- 29@ > 0
- else_jump @NONAME_13217
- 0605: actor 3@ perform_animation "HORSE_KICK_FORWARD" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- :NONAME_13217
- 0494: get_joystick 0 direction_offset_to 28@ 29@ 30@ 31@
- if
- not 28@ >= 0
- else_jump @NONAME_13473
- 21@ = Actor.Angle(3@)
- 21@ += 10.0
- Actor.Angle(3@) = 21@
- Actor.Angle($PLAYER_ACTOR) = 21@
- 0615: define_AS_pack_begin 21@
- 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
- 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
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- :NONAME_13473
- if
- 28@ > 0
- else_jump @NONAME_13525
- 21@ = Actor.Angle(3@)
- 21@ -= 10.0
- Actor.Angle(3@) = 21@
- Actor.Angle($PLAYER_ACTOR) = 21@
- :NONAME_13525
- if
- 00E1: player 0 pressed_key 4
- else_jump @NONAME_13848
- 0400: store_coords_to 21@ 22@ 23@ from_object 4@ with_offset 0.0 0.0 0.0
- 073E: get_car_in_sphere 21@ 22@ 23@ radius 4.0 model -1 handle_as 0@
- if
- 056E: car 0@ defined
- else_jump @NONAME_13848
- if and
- 8686: not car 0@ attached
- Car.Model(0@) == #BAGBOXB
- else_jump @NONAME_13848
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 -2.0 -0.4 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 0939: attach_car 0@ to_object 4@ with_offset 0.0 -3.5 0.0 rotation 0.0 0.0 0.0
- 099A: set_car 0@ collision_detection 0
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0605: actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- wait 1000
- :NONAME_13848
- if and
- 00E1: player 0 pressed_key 4
- 056E: car 0@ defined
- else_jump @NONAME_14086
- if
- 0686: car 0@ attached
- else_jump @NONAME_14086
- 099A: set_car 0@ collision_detection 1
- 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 0
- Player.CanMove($PLAYER_CHAR) = False
- Player.CanMove($PLAYER_CHAR) = True
- 0684: detach_car 0@ 0.0 -2.0 -0.1 collision_detection 1
- 0615: define_AS_pack_begin 21@
- 0605: actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 1004.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- 0605: actor $PLAYER_ACTOR perform_animation "SIT_WALK" IFP "HORSE_ANIMATION" framedelta 4004.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
- wait 1000
- :NONAME_14086
- 0615: define_AS_pack_begin 21@
- 0812: AS_actor -1 perform_animation "HORSE_IDLE_1" IFP "HORSE_ANIMATION" framedelta 5.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- 0616: define_AS_pack_end 21@
- 0618: assign_actor 3@ to_AS_pack 21@
- 061B: remove_references_to_AS_pack 21@
- jump @NONAME_14344
- if
- 00E1: player 0 pressed_key 14
- else_jump @NONAME_14344
- Actor.StorePos($PLAYER_ACTOR, 24@, 25@, 26@)
- 26@ += 2.0
- Actor.PutAt(3@, 24@, 25@, 26@)
- wait 0
- 068D: get_camera_position_to 21@ 22@ 23@
- Actor.StorePos($PLAYER_ACTOR, 24@, 25@, 26@)
- 000F: 21@ -= 24@ // Note: the incorrect math opcode was used here
- 000F: 22@ -= 25@ // Note: the incorrect math opcode was used here
- 000F: 23@ -= 26@ // Note: the incorrect math opcode was used here
- 21@ *= 2.0
- 22@ *= 2.0
- 0604: get_Z_angle_for_point 21@ 22@ store_to 23@
- 23@ -= 180.0
- Actor.Angle(3@) = 23@
- 083C: set_actor 3@ velocity_in_direction_XYZ 21@ 22@ 5.0
- wait 2000
- :NONAME_14344
- jump @NONAME_11358
- :NONAME_14351
- Model.Load(5@)
- 038B: load_requested_models
- :NONAME_14358
- wait 0
- if
- Model.Available(5@)
- else_jump @NONAME_14358
- return
- :NONAME_14380
- 038B: load_requested_models
- :NONAME_14382
- wait 0
- if
- 023D: special_actor 1 loaded
- else_jump @NONAME_14403
- return
- :NONAME_14403
- if
- 823D: not special_actor 1 loaded
- else_jump @NONAME_14382
- 023C: load_special_actor 'PLAYER1' as 1 // models 290-299
- jump @NONAME_14380
- :NONAME_14438
- 04ED: load_animation 28@v
- wait 0
- if
- 04EE: animation 28@v loaded
- else_jump @NONAME_14438
- return
- 040D: unload_wav 1
- wait 0
- :NONAME_14473
- wait 0
- 03CF: load_wav 5601 as 1
- 03CF: load_wav 5601 as 2
- 03CF: load_wav 4602 as 3
- wait 0
- if and
- 03D0: wav 5601 loaded
- 03D0: wav 5601 loaded
- 03D0: wav 4602 loaded
- else_jump @NONAME_14473
- wait 0
- wait 0
- return
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