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My Ammu script (Bug)

Sep 6th, 2020
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  1. //-------------External script 60 (AMMU)---------------
  2.  
  3. :AMUNAT
  4. $9585 = 0.0
  5. $9586 = 0.0
  6. $9587 = 0.0
  7. $AMMU_X_OFFSET = 0.0
  8. $AMMU_Y_OFFSET = 0.0
  9. $AMMU_Z_OFFSET = 0.0
  10. $X_CAMERA = 0.0
  11. $Y_CAMERA = 0.0
  12. $Z_CAMERA = 0.0
  13. $AMMU_X_AIM_CAMERA = 0.0
  14. $AMMU_Y_AIM_CAMERA = 0.0
  15. $AMMU_Z_AIM_CAMERA = 0.0
  16. $AMMU_SELLER_ANIMATION_TIME = 0.0
  17. $AMMU_SELLER_ANGLE = 0.0
  18. $2418 = 0
  19. $AMMU_X_SELLER = 0.0
  20. $AMMU_Y_SELLER = 0.0
  21. $AMMU_Z_SELLER = 0.0
  22. $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
  23. $AMMU_STAGE = 0
  24. $9575 = 0.0
  25. $9576 = 0.0
  26. $9577 = 0.0
  27. $9572 = 0
  28. $9573 = 0
  29. $9574 = 0
  30. $2418 = 0
  31. $2422 = 0
  32. $2545 = 0
  33. $2544 = 0
  34. $9595 = 0
  35. $9594 = 0
  36. $9596 = 0
  37. $9616 = 0
  38. $9597 = 0
  39. $2515 = 0
  40. $9598 = 0
  41. $9599 = 0
  42. $9600 = 0
  43. $9601 = 0
  44. $9602 = 0
  45. $9603 = 0
  46. $9604 = 0
  47. $9605 = 0
  48. $9606 = 0
  49. $9607 = 0
  50. $9608 = 0
  51. $9609 = 0
  52. $9610 = 0
  53. $9611 = 0
  54. $9612 = 0
  55. $9613 = 0
  56. $9614 = 0
  57. $9615 = 0
  58. $9636 = 0
  59. $9637 = 0
  60. $9638 = 0
  61. jump @AMUNAT_525
  62. 018D: NOP $9570 65535 $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
  63. $9571 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, 1659.635, -1576.514, 15.585)
  64. $9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $9575, $9576, $9577)
  65.  
  66. :AMUNAT_525
  67. 04AE: $SELLER_MODEL = 179 // = constant
  68. Model.Load($SELLER_MODEL)
  69. Model.Load(#COLT45)
  70. Model.Load(#TEC9)
  71. Model.Load(#MICRO_UZI)
  72. Model.Load(#CHROMEGUN)
  73. Model.Load(#GRENADE)
  74. Model.Load(#ARMOUR)
  75. Model.Load(#MP5LNG)
  76. Model.Load(#SAWNOFF)
  77. Model.Load(#SILENCED)
  78. Model.Load(#SATCHEL)
  79. Model.Load(#BOMB)
  80. Model.Load(#CUNTGUN)
  81. Model.Load(#SNIPER)
  82. Model.Load(#AK47)
  83. Model.Load(#M4)
  84. Model.Load(#DESERT_EAGLE)
  85. Model.Load(#SHOTGSPA)
  86. Model.Load(#M1911)
  87. 038B: load_requested_models
  88. set_wb_check_to 0
  89. thread 'AMUNAT'
  90.  
  91. :AMUNAT_640
  92. wait 0
  93. if
  94. Player.Defined($PLAYER_CHAR)
  95. else_jump @AMUNAT_7618
  96. if
  97. 8844: not string s$CURRENT_SHOP_GXT_NAME empty // s$
  98. else_jump @AMUNAT_7604
  99. if
  100. $AMMU_STAGE > 0
  101. else_jump @AMUNAT_762
  102. if
  103. 0A0F: new_language_set
  104. else_jump @AMUNAT_762
  105. 03E6: remove_text_box
  106. 08DA: remove_panel $2419
  107. 08DA: remove_panel $2423
  108. 08DA: remove_panel $2421
  109. 08DA: remove_panel $2417
  110. $2420 = 0
  111. $2424 = 0
  112. $2418 = 0
  113. $2422 = 0
  114. 09FB: $CURRENT_LANGUAGE = current_language
  115.  
  116. :AMUNAT_762
  117. if
  118. $AMMU_STAGE == 0
  119. else_jump @AMUNAT_1286
  120. if
  121. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN1' // s$ == short // Ammu-Nation
  122. else_jump @AMUNAT_884
  123. $AMMU_X_OFFSET = 0.0
  124. $AMMU_Y_OFFSET = 0.0
  125. $AMMU_Z_OFFSET = 0.0
  126. $AMMU_PLAYER_ANGLE = 180.0
  127. $AMMU_SELLER_ANGLE = 0.0
  128. $SHOW_SHOP_SPHERE = 1
  129. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
  130. $9584 = 0
  131. $AMMU_STAGE = 1
  132.  
  133. :AMUNAT_884
  134. if
  135. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN2' // s$ == short // Ammu-Nation
  136. else_jump @AMUNAT_988
  137. $AMMU_X_OFFSET = -0.765
  138. $AMMU_Y_OFFSET = -42.311
  139. $AMMU_Z_OFFSET = -0.013
  140. $AMMU_PLAYER_ANGLE = 180.0
  141. $AMMU_SELLER_ANGLE = 0.0
  142. $SHOW_SHOP_SPHERE = 1
  143. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
  144. $9584 = 0
  145. $AMMU_STAGE = 1
  146.  
  147. :AMUNAT_988
  148. if
  149. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN3' // s$ == short // Ammu-Nation
  150. else_jump @AMUNAT_1092
  151. $AMMU_X_OFFSET = -6.264
  152. $AMMU_Y_OFFSET = -71.34
  153. $AMMU_Z_OFFSET = -0.002
  154. $AMMU_PLAYER_ANGLE = 180.0
  155. $AMMU_SELLER_ANGLE = 0.0
  156. $SHOW_SHOP_SPHERE = 1
  157. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
  158. $9584 = 0
  159. $AMMU_STAGE = 1
  160.  
  161. :AMUNAT_1092
  162. if
  163. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN4' // s$ == short // Ammu-Nation
  164. else_jump @AMUNAT_1189
  165. $AMMU_X_OFFSET = 11.642
  166. $AMMU_Y_OFFSET = -102.936
  167. $AMMU_Z_OFFSET = -1.929
  168. $AMMU_PLAYER_ANGLE = 180.0
  169. $AMMU_SELLER_ANGLE = 0.0
  170. $SHOW_SHOP_SPHERE = 1
  171. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
  172. $AMMU_STAGE = 1
  173.  
  174. :AMUNAT_1189
  175. if
  176. 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN5' // s$ == short // Ammu-Nation
  177. else_jump @AMUNAT_1286
  178. $AMMU_X_OFFSET = 16.285
  179. $AMMU_Y_OFFSET = -127.781
  180. $AMMU_Z_OFFSET = -1.929
  181. $AMMU_PLAYER_ANGLE = 180.0
  182. $AMMU_SELLER_ANGLE = 0.0
  183. $SHOW_SHOP_SPHERE = 1
  184. 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
  185. $AMMU_STAGE = 1
  186.  
  187. :AMUNAT_1286
  188. if
  189. $AMMU_STAGE == 1
  190. else_jump @AMUNAT_2318
  191. 03F0: enable_text_draw 1
  192. 08F8: display_stat_update_box 0
  193. $X_BUY_MARKER = 296.506
  194. 0059: $X_BUY_MARKER += $AMMU_X_OFFSET // (float)
  195. $Y_BUY_MARKER = -38.168
  196. 0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // (float)
  197. $Z_BUY_MARKER = 1000.547
  198. 0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // (float)
  199. $AMMU_X_SELLER = 296.506
  200. 0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // (float)
  201. $AMMU_Y_SELLER = -40.35
  202. 0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // (float)
  203. $AMMU_Z_SELLER = 1000.54
  204. 0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // (float)
  205. $X_CAMERA = 296.585
  206. 0059: $X_CAMERA += $AMMU_X_OFFSET // (float)
  207. $Y_CAMERA = -38.345
  208. 0059: $Y_CAMERA += $AMMU_Y_OFFSET // (float)
  209. $Z_CAMERA = 1002.236
  210. 0059: $Z_CAMERA += $AMMU_Z_OFFSET // (float)
  211. $AMMU_X_AIM_CAMERA = 296.501
  212. 0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // (float)
  213. $AMMU_Y_AIM_CAMERA = -39.298
  214. 0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // (float)
  215. $AMMU_Z_AIM_CAMERA = 1001.943
  216. 0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // (float)
  217. $AMMU_SELLER = Actor.Create(CivMale, $SELLER_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
  218. Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE
  219. 02A9: set_actor $AMMU_SELLER immune_to_nonplayer 1
  220. 060B: set_actor $AMMU_SELLER decision_maker_to 65542
  221. if
  222. $CASINO_TOTAL_PASSED_MISSIONS > 2
  223. else_jump @AMUNAT_1638
  224. 075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS
  225. if
  226. $2574 == 0
  227. else_jump @AMUNAT_1631
  228. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  229. $2574 = 1
  230.  
  231. :AMUNAT_1631
  232. jump @AMUNAT_2311
  233.  
  234. :AMUNAT_1638
  235. if
  236. $TORENO_TOTAL_PASSED_MISSIONS > 7
  237. else_jump @AMUNAT_1706
  238. $AMMU_AVAILABLE_WEAPONS = 15
  239. if
  240. $2573 == 0
  241. else_jump @AMUNAT_1699
  242. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  243. $2573 = 1
  244.  
  245. :AMUNAT_1699
  246. jump @AMUNAT_2311
  247.  
  248. :AMUNAT_1706
  249. if
  250. $SYNDICATE_TOTAL_PASSED_MISSIONS > 9
  251. else_jump @AMUNAT_1774
  252. $AMMU_AVAILABLE_WEAPONS = 14
  253. if
  254. $2572 == 0
  255. else_jump @AMUNAT_1767
  256. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  257. $2572 = 1
  258.  
  259. :AMUNAT_1767
  260. jump @AMUNAT_2311
  261.  
  262. :AMUNAT_1774
  263. if
  264. $WUZIMU_TOTAL_PASSED_MISSIONS > 0
  265. else_jump @AMUNAT_1842
  266. $AMMU_AVAILABLE_WEAPONS = 13
  267. if
  268. $2571 == 0
  269. else_jump @AMUNAT_1835
  270. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  271. $2571 = 1
  272.  
  273. :AMUNAT_1835
  274. jump @AMUNAT_2311
  275.  
  276. :AMUNAT_1842
  277. if
  278. $SYNDICATE_TOTAL_PASSED_MISSIONS > 7
  279. else_jump @AMUNAT_1910
  280. $AMMU_AVAILABLE_WEAPONS = 12
  281. if
  282. $2570 == 0
  283. else_jump @AMUNAT_1903
  284. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  285. $2570 = 1
  286.  
  287. :AMUNAT_1903
  288. jump @AMUNAT_2311
  289.  
  290. :AMUNAT_1910
  291. if
  292. $TRUTH_TOTAL_PASSED_MISSIONS > 0
  293. else_jump @AMUNAT_1978
  294. $AMMU_AVAILABLE_WEAPONS = 11
  295. if
  296. $2569 == 0
  297. else_jump @AMUNAT_1971
  298. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  299. $2569 = 1
  300.  
  301. :AMUNAT_1971
  302. jump @AMUNAT_2311
  303.  
  304. :AMUNAT_1978
  305. if
  306. $ALL_CATALINA_MISSIONS_PASSED == 1
  307. else_jump @AMUNAT_2046
  308. $AMMU_AVAILABLE_WEAPONS = 10
  309. if
  310. $2568 == 0
  311. else_jump @AMUNAT_2039
  312. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  313. $2568 = 1
  314.  
  315. :AMUNAT_2039
  316. jump @AMUNAT_2311
  317.  
  318. :AMUNAT_2046
  319. if
  320. $OG_LOC_TOTAL_PASSED_MISSIONS > 4
  321. else_jump @AMUNAT_2114
  322. $AMMU_AVAILABLE_WEAPONS = 9
  323. if
  324. $2567 == 0
  325. else_jump @AMUNAT_2107
  326. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  327. $2567 = 1
  328.  
  329. :AMUNAT_2107
  330. jump @AMUNAT_2311
  331.  
  332. :AMUNAT_2114
  333. if
  334. $SMOKE_TOTAL_PASSED_MISSIONS > 3
  335. else_jump @AMUNAT_2182
  336. $AMMU_AVAILABLE_WEAPONS = 8
  337. if
  338. $2566 == 0
  339. else_jump @AMUNAT_2175
  340. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  341. $2566 = 1
  342.  
  343. :AMUNAT_2175
  344. jump @AMUNAT_2311
  345.  
  346. :AMUNAT_2182
  347. if
  348. $RYDER_TOTAL_PASSED_MISSIONS > 2
  349. else_jump @AMUNAT_2250
  350. $AMMU_AVAILABLE_WEAPONS = 7
  351. if
  352. $2565 == 0
  353. else_jump @AMUNAT_2243
  354. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  355. $2565 = 1
  356.  
  357. :AMUNAT_2243
  358. jump @AMUNAT_2311
  359.  
  360. :AMUNAT_2250
  361. if
  362. 2 > $LS_FINAL_TOTAL_PASSED_MISSIONS
  363. else_jump @AMUNAT_2311
  364. $AMMU_AVAILABLE_WEAPONS = 6
  365. if
  366. $2564 == 0
  367. else_jump @AMUNAT_2311
  368. 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
  369. $2564 = 1
  370.  
  371. :AMUNAT_2311
  372. $AMMU_STAGE = 2
  373.  
  374. :AMUNAT_2318
  375. if
  376. $AMMU_STAGE == 2
  377. else_jump @AMUNAT_2978
  378. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
  379. if
  380. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
  381. else_jump @AMUNAT_2367
  382. gosub @AMUNAT_8535
  383.  
  384. :AMUNAT_2367
  385. if
  386. not Actor.Dead($AMMU_SELLER)
  387. else_jump @AMUNAT_2933
  388. if
  389. $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
  390. else_jump @AMUNAT_2881
  391. if
  392. $9584 == 0
  393. else_jump @AMUNAT_2480
  394. 0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  395. $AMMU_SELLER_ANIMATION_TIME = 0.0
  396. $9584 = 1
  397.  
  398. :AMUNAT_2480
  399. if
  400. $ONMISSION_SHOOTING == 0
  401. else_jump @AMUNAT_2700
  402. if or
  403. 02E0: actor $PLAYER_ACTOR firing_weapon
  404. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
  405. 031D: actor $AMMU_SELLER hit_by_weapon 57
  406. else_jump @AMUNAT_2613
  407. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
  408. 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
  409. 081A: set_actor $AMMU_SELLER weapon_skill_to 2
  410. Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
  411. Actor.WeaponAccuracy($AMMU_SELLER) = 80
  412. 0638: AS_actor $AMMU_SELLER stay_put 1
  413. 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
  414. $SHOW_SHOP_SPHERE = 0
  415. $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
  416. jump @AMUNAT_2693
  417.  
  418. :AMUNAT_2613
  419. $SHOW_SHOP_SPHERE = 1
  420. if
  421. 0102: actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot
  422. else_jump @AMUNAT_2693
  423. if
  424. Player.Controllable($PLAYER_CHAR)
  425. else_jump @AMUNAT_2693
  426. $9584 = 0
  427. $AMMU_STAGE = 3
  428.  
  429. :AMUNAT_2693
  430. jump @AMUNAT_2874
  431.  
  432. :AMUNAT_2700
  433. if or
  434. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
  435. 031D: actor $AMMU_SELLER hit_by_weapon 57
  436. else_jump @AMUNAT_2810
  437. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
  438. 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
  439. 081A: set_actor $AMMU_SELLER weapon_skill_to 2
  440. Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
  441. Actor.WeaponAccuracy($AMMU_SELLER) = 80
  442. 0638: AS_actor $AMMU_SELLER stay_put 1
  443. 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
  444. $SHOW_SHOP_SPHERE = 0
  445. $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
  446. jump @AMUNAT_2874
  447.  
  448. :AMUNAT_2810
  449. $SHOW_SHOP_SPHERE = 1
  450. if
  451. 0102: actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot
  452. else_jump @AMUNAT_2874
  453. $9584 = 0
  454. $AMMU_STAGE = 3
  455.  
  456. :AMUNAT_2874
  457. jump @AMUNAT_2926
  458.  
  459. :AMUNAT_2881
  460. gosub @AMUNAT_8273
  461. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
  462. if
  463. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
  464. else_jump @AMUNAT_2919
  465. gosub @AMUNAT_8535
  466.  
  467. :AMUNAT_2919
  468. jump @AMUNAT_640
  469.  
  470. :AMUNAT_2926
  471. jump @AMUNAT_2978
  472.  
  473. :AMUNAT_2933
  474. gosub @AMUNAT_8273
  475. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
  476. if
  477. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
  478. else_jump @AMUNAT_2971
  479. gosub @AMUNAT_8535
  480.  
  481. :AMUNAT_2971
  482. jump @AMUNAT_640
  483.  
  484. :AMUNAT_2978
  485. if
  486. $AMMU_STAGE == 3
  487. else_jump @AMUNAT_3062
  488. Player.CanMove($PLAYER_CHAR) = False
  489. 09BD: allow_other_threads_to_display_text_boxes 1
  490. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  491. 0792: disembark_instantly_actor $PLAYER_ACTOR
  492. 0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0
  493. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  494. 32@ = 0
  495. $AMMU_STAGE = 4
  496.  
  497. :AMUNAT_3062
  498. if
  499. $AMMU_STAGE == 4
  500. else_jump @AMUNAT_3421
  501. if
  502. Actor.Dead($AMMU_SELLER)
  503. else_jump @AMUNAT_3141
  504. gosub @AMUNAT_8273
  505. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
  506. if
  507. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
  508. else_jump @AMUNAT_3134
  509. gosub @AMUNAT_8535
  510.  
  511. :AMUNAT_3134
  512. jump @AMUNAT_640
  513.  
  514. :AMUNAT_3141
  515. if
  516. $9584 == 0
  517. else_jump @AMUNAT_3421
  518. if
  519. 32@ >= 300
  520. else_jump @AMUNAT_3421
  521. 08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER dont_warp_gang
  522. Actor.Angle($PLAYER_ACTOR) = $AMMU_PLAYER_ANGLE
  523. Actor.StorePos($AMMU_SELLER, $2755, $2756, $2757)
  524. if or
  525. 8044: not $2755 == $AMMU_X_SELLER // (float)
  526. 8044: not $2756 == $AMMU_Y_SELLER // (float)
  527. 8044: not $2757 == $AMMU_Z_SELLER // (float)
  528. else_jump @AMUNAT_3271
  529. Actor.PutAt($AMMU_SELLER, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
  530. Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE
  531.  
  532. :AMUNAT_3271
  533. Camera.SetPosition($X_CAMERA, $Y_CAMERA, $Z_CAMERA, 0.0, 0.0, 0.0)
  534. Camera.PointAt($AMMU_X_AIM_CAMERA, $AMMU_Y_AIM_CAMERA, $AMMU_Z_AIM_CAMERA, 2)
  535. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 333 unknown_flags 0 0 1 as $10081 // extended 0947
  536. if
  537. $2576 == 1
  538. else_jump @AMUNAT_3352
  539. $2575 = 1
  540.  
  541. :AMUNAT_3352
  542. if
  543. Player.Defined($PLAYER_CHAR)
  544. else_jump @AMUNAT_3389
  545. Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
  546. jump @AMUNAT_3403
  547.  
  548. :AMUNAT_3389
  549. gosub @AMUNAT_8535
  550. jump @AMUNAT_640
  551.  
  552. :AMUNAT_3403
  553. 0581: enable_radar 0
  554. $AMMU_STAGE = 5
  555. $9584 = 0
  556.  
  557. :AMUNAT_3421
  558. if
  559. $AMMU_STAGE == 5
  560. else_jump @AMUNAT_4241
  561. if
  562. Actor.Dead($AMMU_SELLER)
  563. else_jump @AMUNAT_3500
  564. gosub @AMUNAT_8273
  565. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
  566. if
  567. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
  568. else_jump @AMUNAT_3493
  569. gosub @AMUNAT_8535
  570.  
  571. :AMUNAT_3493
  572. jump @AMUNAT_640
  573.  
  574. :AMUNAT_3500
  575. if
  576. 1 > $9584
  577. else_jump @AMUNAT_3550
  578. if
  579. $2420 == 0
  580. else_jump @AMUNAT_3550
  581. gosub @AMUNAT_9980
  582. gosub @AMUNAT_10986
  583.  
  584. :AMUNAT_3550
  585. if
  586. $9584 == 0
  587. else_jump @AMUNAT_3616
  588. if
  589. 00E1: player 0 pressed_key 16
  590. else_jump @AMUNAT_3592
  591. $9584 = 3
  592.  
  593. :AMUNAT_3592
  594. if
  595. 00E1: player 0 pressed_key 15
  596. else_jump @AMUNAT_3616
  597. $9584 = 1
  598.  
  599. :AMUNAT_3616
  600. if
  601. $9584 == 1
  602. else_jump @AMUNAT_3862
  603. if
  604. 80E1: not player 0 pressed_key 15
  605. else_jump @AMUNAT_3862
  606. if
  607. $2420 == 1
  608. else_jump @AMUNAT_3683
  609. 03E6: remove_text_box
  610. 08DA: remove_panel $2419
  611. $2420 = 0
  612.  
  613. :AMUNAT_3683
  614. if
  615. $2424 == 1
  616. else_jump @AMUNAT_3715
  617. 03E6: remove_text_box
  618. 08DA: remove_panel $2423
  619. $2424 = 0
  620.  
  621. :AMUNAT_3715
  622. if
  623. $2418 == 1
  624. else_jump @AMUNAT_3747
  625. 03E6: remove_text_box
  626. 08DA: remove_panel $2417
  627. $2418 = 0
  628.  
  629. :AMUNAT_3747
  630. if
  631. $2422 == 1
  632. else_jump @AMUNAT_3777
  633. 08DA: remove_panel $2421
  634. $2422 = 0
  635.  
  636. :AMUNAT_3777
  637. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  638. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  639. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  640. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  641. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 331 unknown_flags 0 0 1 as $10081 // extended 0947
  642. Camera.Restore_WithJumpCut
  643. Player.CanMove($PLAYER_CHAR) = True
  644. 09BD: allow_other_threads_to_display_text_boxes 0
  645. 0581: enable_radar 1
  646. $9584 = 2
  647.  
  648. :AMUNAT_3862
  649. if
  650. $9584 == 2
  651. else_jump @AMUNAT_4090
  652. if
  653. $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
  654. else_jump @AMUNAT_3999
  655. if or
  656. 02E0: actor $PLAYER_ACTOR firing_weapon
  657. 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
  658. 031D: actor $AMMU_SELLER hit_by_weapon 57
  659. else_jump @AMUNAT_3999
  660. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
  661. 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
  662. 081A: set_actor $AMMU_SELLER weapon_skill_to 2
  663. Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
  664. Actor.WeaponAccuracy($AMMU_SELLER) = 80
  665. 0638: AS_actor $AMMU_SELLER stay_put 1
  666. 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
  667. $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
  668.  
  669. :AMUNAT_3999
  670. if
  671. 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot
  672. else_jump @AMUNAT_4090
  673. $2420 = 0
  674. $2424 = 0
  675. $9544 = 0
  676. $2418 = 0
  677. $2422 = 0
  678. $AMMU_STAGE = 2
  679. $9584 = 0
  680.  
  681. :AMUNAT_4090
  682. if
  683. $9584 == 3
  684. else_jump @AMUNAT_4241
  685. if
  686. 80E1: not player 0 pressed_key 16
  687. else_jump @AMUNAT_4241
  688. 08D8: $9637 = panel $2419 selected_row
  689. 05A9: s$9549 = $2450($9637,12s) // s$
  690. if
  691. 0 > $9637
  692. else_jump @AMUNAT_4170
  693. $9637 = 0
  694.  
  695. :AMUNAT_4170
  696. if
  697. $2420 == 1
  698. else_jump @AMUNAT_4202
  699. 03E6: remove_text_box
  700. 08DA: remove_panel $2419
  701. $2420 = 0
  702.  
  703. :AMUNAT_4202
  704. if
  705. $2424 == 0
  706. else_jump @AMUNAT_4227
  707. gosub @AMUNAT_11388
  708.  
  709. :AMUNAT_4227
  710. $9584 = 0
  711. $AMMU_STAGE = 6
  712.  
  713. :AMUNAT_4241
  714. if
  715. $AMMU_STAGE == 6
  716. else_jump @AMUNAT_5565
  717. if
  718. Actor.Dead($AMMU_SELLER)
  719. else_jump @AMUNAT_4320
  720. gosub @AMUNAT_8273
  721. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
  722. if
  723. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
  724. else_jump @AMUNAT_4313
  725. gosub @AMUNAT_8535
  726.  
  727. :AMUNAT_4313
  728. jump @AMUNAT_640
  729.  
  730. :AMUNAT_4320
  731. if
  732. 1 > $9584
  733. else_jump @AMUNAT_4363
  734. if
  735. $2424 == 0
  736. else_jump @AMUNAT_4363
  737. gosub @AMUNAT_11388
  738.  
  739. :AMUNAT_4363
  740. if
  741. $9584 == 0
  742. else_jump @AMUNAT_4429
  743. if
  744. 00E1: player 0 pressed_key 16
  745. else_jump @AMUNAT_4405
  746. $9584 = 2
  747.  
  748. :AMUNAT_4405
  749. if
  750. 00E1: player 0 pressed_key 15
  751. else_jump @AMUNAT_4429
  752. $9584 = 1
  753.  
  754. :AMUNAT_4429
  755. if
  756. $9584 == 1
  757. else_jump @AMUNAT_4542
  758. if
  759. 80E1: not player 0 pressed_key 15
  760. else_jump @AMUNAT_4542
  761. if
  762. $2424 == 1
  763. else_jump @AMUNAT_4496
  764. 03E6: remove_text_box
  765. 08DA: remove_panel $2423
  766. $2424 = 0
  767.  
  768. :AMUNAT_4496
  769. if
  770. $2420 == 0
  771. else_jump @AMUNAT_4528
  772. gosub @AMUNAT_9980
  773. gosub @AMUNAT_10986
  774.  
  775. :AMUNAT_4528
  776. $9584 = 0
  777. $AMMU_STAGE = 5
  778.  
  779. :AMUNAT_4542
  780. if
  781. $9584 == 2
  782. else_jump @AMUNAT_4834
  783. if
  784. 80E1: not player 0 pressed_key 16
  785. else_jump @AMUNAT_4834
  786. 08D8: $9638 = panel $2423 selected_row
  787. if
  788. 0 > $9638
  789. else_jump @AMUNAT_4610
  790. $9638 = 0
  791.  
  792. :AMUNAT_4610
  793. 0084: $AMMU_SELECTED_WEAPON = $9633($9638,4i) // (int)
  794. 00D6: if///////////////////////-------------------modification-------------------
  795. 04A3: $AMMU_SELECTED_WEAPON == 87 // $ == any
  796. 004D: jump_if_false @AMUNAT_4677
  797. 05A9: s$AMMU_WEAPON_NAME = '12021' // Rocket Launcher
  798. 0004: $AMMU_WEAPON_COST = 250
  799. 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 3
  800. 0004: $AMMU_SELECTED_WEAPON_MODEL = 12021
  801. 0002: jump @AMUNAT_4687
  802.  
  803. :AMUNAT_4677///////////////////////-------------------modification-------------------
  804. 078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  805. 0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST
  806. if
  807. 84A3: not $AMMU_SELECTED_WEAPON == 48 // == constant
  808. else_jump @AMUNAT_4679
  809. 0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP
  810. 0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL
  811. jump @AMUNAT_4687
  812.  
  813. :AMUNAT_4679
  814. 04AE: $AMMU_SELECTED_WEAPON_MODEL = 373 // = constant
  815.  
  816. :AMUNAT_4687
  817. if
  818. $2424 == 1
  819. else_jump @AMUNAT_4719
  820. 03E6: remove_text_box
  821. 08DA: remove_panel $2423
  822. $2424 = 0
  823.  
  824. :AMUNAT_4719
  825. 0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_IN" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  826. $AMMU_SELLER_ANIMATION_TIME = 0.0
  827. if
  828. Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
  829. else_jump @AMUNAT_4827
  830. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
  831.  
  832. :AMUNAT_4827
  833. $9584 = 3
  834.  
  835. :AMUNAT_4834
  836. if
  837. $9584 == 3
  838. else_jump @AMUNAT_4934
  839. if
  840. Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
  841. else_jump @AMUNAT_4906
  842. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
  843.  
  844. :AMUNAT_4906
  845. if
  846. $AMMU_SELLER_ANIMATION_TIME == 1.0
  847. else_jump @AMUNAT_4934
  848. $9584 = 4
  849.  
  850. :AMUNAT_4934
  851. if
  852. $9584 == 4
  853. else_jump @AMUNAT_5110
  854. $9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
  855. gosub @AMUNAT_8960
  856. gosub @AMUNAT_9615
  857. 070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
  858. Object.KeepInMemory($9543) = False
  859. 0812: AS_actor $AMMU_SELLER perform_animation v$9554 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  860. $AMMU_SELLER_ANIMATION_TIME = 0.0
  861. if
  862. Actor.Animation($AMMU_SELLER) == v$9554
  863. else_jump @AMUNAT_5103
  864. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
  865.  
  866. :AMUNAT_5103
  867. $9584 = 5
  868.  
  869. :AMUNAT_5110
  870. if
  871. $9584 == 5
  872. else_jump @AMUNAT_5300
  873. if
  874. Actor.Animation($AMMU_SELLER) == v$9554
  875. else_jump @AMUNAT_5158
  876. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
  877.  
  878. :AMUNAT_5158
  879. if
  880. $AMMU_SELLER_ANIMATION_TIME == 1.0
  881. else_jump @AMUNAT_5300
  882. 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
  883. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1131
  884. Object.PutAt($9543, $9585, $9586, $9587)
  885. Object.KeepInMemory($9543) = True
  886. 0812: AS_actor $AMMU_SELLER perform_animation v$9558 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  887. $AMMU_SELLER_ANIMATION_TIME = 0.0
  888. if
  889. Actor.Animation($AMMU_SELLER) == v$9558
  890. else_jump @AMUNAT_5293
  891. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
  892.  
  893. :AMUNAT_5293
  894. $9584 = 6
  895.  
  896. :AMUNAT_5300
  897. if
  898. $9584 == 6
  899. else_jump @AMUNAT_5565
  900. if
  901. Actor.Animation($AMMU_SELLER) == v$9558
  902. else_jump @AMUNAT_5348
  903. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
  904.  
  905. :AMUNAT_5348
  906. if
  907. $AMMU_SELLER_ANIMATION_TIME == 1.0
  908. else_jump @AMUNAT_5565
  909. 0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  910. $AMMU_SELLER_ANIMATION_TIME = 0.0
  911. if
  912. $2418 == 0
  913. else_jump @AMUNAT_5448
  914. gosub @AMUNAT_7632
  915.  
  916. :AMUNAT_5448
  917. if
  918. 84A3: not $AMMU_SELECTED_WEAPON == 48 // == constant
  919. else_jump @AMUNAT_5551
  920. 0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int)
  921. $9578 += 1
  922. 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot $9578 weapon $9572 ammo $9573 model $9574
  923. if
  924. 803A: not $9572 == $AMMU_SELECTED_WEAPON // (int)
  925. else_jump @AMUNAT_5551
  926. if
  927. $9573 > 0
  928. else_jump @AMUNAT_5551
  929. 00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1 // ~s~Buying this item will replace the weapon in this slot.
  930.  
  931. :AMUNAT_5551
  932. $AMMU_STAGE = 7
  933. $9584 = 0
  934.  
  935. :AMUNAT_5565
  936. if
  937. $AMMU_STAGE == 7
  938. else_jump @AMUNAT_7597
  939. if
  940. Actor.Dead($AMMU_SELLER)
  941. else_jump @AMUNAT_5644
  942. gosub @AMUNAT_8273
  943. 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
  944. if
  945. 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
  946. else_jump @AMUNAT_5637
  947. gosub @AMUNAT_8535
  948.  
  949. :AMUNAT_5637
  950. jump @AMUNAT_640
  951.  
  952. :AMUNAT_5644
  953. if
  954. 1 > $9584
  955. else_jump @AMUNAT_5687
  956. if
  957. $2418 == 0
  958. else_jump @AMUNAT_5687
  959. gosub @AMUNAT_7632
  960.  
  961. :AMUNAT_5687
  962. if
  963. $9584 == 0
  964. else_jump @AMUNAT_5753
  965. if
  966. 00E1: player 0 pressed_key 16
  967. else_jump @AMUNAT_5729
  968. $9584 = 5
  969.  
  970. :AMUNAT_5729
  971. if
  972. 00E1: player 0 pressed_key 15
  973. else_jump @AMUNAT_5753
  974. $9584 = 1
  975.  
  976. :AMUNAT_5753
  977. if
  978. $9584 == 1
  979. else_jump @AMUNAT_5899
  980. if
  981. 80E1: not player 0 pressed_key 15
  982. else_jump @AMUNAT_5899
  983. if
  984. $2418 == 1
  985. else_jump @AMUNAT_5820
  986. 03E6: remove_text_box
  987. 08DA: remove_panel $2417
  988. $2418 = 0
  989.  
  990. :AMUNAT_5820
  991. 0812: AS_actor $AMMU_SELLER perform_animation v$AMMU_SELLER_ANIMATION IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  992. $AMMU_SELLER_ANIMATION_TIME = 0.0
  993. if
  994. Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
  995. else_jump @AMUNAT_5892
  996. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
  997.  
  998. :AMUNAT_5892
  999. $9584 = 2
  1000.  
  1001. :AMUNAT_5899
  1002. if
  1003. $9584 == 2
  1004. else_jump @AMUNAT_6095
  1005. if
  1006. Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
  1007. else_jump @AMUNAT_5947
  1008. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
  1009.  
  1010. :AMUNAT_5947
  1011. if
  1012. $AMMU_SELLER_ANIMATION_TIME == 1.0
  1013. else_jump @AMUNAT_6095
  1014. 070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
  1015. Object.KeepInMemory($9543) = False
  1016. 0812: AS_actor $AMMU_SELLER perform_animation v$9566 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  1017. $AMMU_SELLER_ANIMATION_TIME = 0.0
  1018. if
  1019. Actor.Animation($AMMU_SELLER) == v$9566
  1020. else_jump @AMUNAT_6088
  1021. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
  1022.  
  1023. :AMUNAT_6088
  1024. $9584 = 3
  1025.  
  1026. :AMUNAT_6095
  1027. if
  1028. $9584 == 3
  1029. else_jump @AMUNAT_6317
  1030. if
  1031. Actor.Animation($AMMU_SELLER) == v$9566
  1032. else_jump @AMUNAT_6143
  1033. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
  1034.  
  1035. :AMUNAT_6143
  1036. if
  1037. $AMMU_SELLER_ANIMATION_TIME == 1.0
  1038. else_jump @AMUNAT_6317
  1039. 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
  1040. Object.PutAt($9543, $9585, $9586, $9587)
  1041. Object.KeepInMemory($9543) = True
  1042. gosub @AMUNAT_8953
  1043. 0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_OUT" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  1044. $AMMU_SELLER_ANIMATION_TIME = 0.0
  1045. if
  1046. Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
  1047. else_jump @AMUNAT_6310
  1048. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
  1049.  
  1050. :AMUNAT_6310
  1051. $9584 = 4
  1052.  
  1053. :AMUNAT_6317
  1054. if
  1055. $9584 == 4
  1056. else_jump @AMUNAT_6480
  1057. if
  1058. Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
  1059. else_jump @AMUNAT_6391
  1060. 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
  1061.  
  1062. :AMUNAT_6391
  1063. if
  1064. $AMMU_SELLER_ANIMATION_TIME == 1.0
  1065. else_jump @AMUNAT_6480
  1066. 0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  1067. $AMMU_SELLER_ANIMATION_TIME = 0.0
  1068. $9584 = 0
  1069. $AMMU_STAGE = 6
  1070.  
  1071. :AMUNAT_6480
  1072. if
  1073. $9584 == 5
  1074. else_jump @AMUNAT_7048
  1075. if
  1076. 80E1: not player 0 pressed_key 16
  1077. else_jump @AMUNAT_7048
  1078. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  1079. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  1080. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  1081. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  1082. $2544 = 0
  1083. $9596 = 0
  1084. $SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
  1085. if
  1086. 002C: $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // (int)
  1087. else_jump @AMUNAT_6969
  1088. if
  1089. 84A3: not $AMMU_SELECTED_WEAPON == 48 // == constant
  1090. else_jump @AMUNAT_6791
  1091. 041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo
  1092. if
  1093. 9999 > $9573
  1094. else_jump @AMUNAT_6705
  1095. 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
  1096. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947
  1097. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
  1098. $9584 = 6
  1099. 33@ = 0
  1100. jump @AMUNAT_6784
  1101.  
  1102. :AMUNAT_6705
  1103. if
  1104. $9596 == 0
  1105. else_jump @AMUNAT_6784
  1106. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
  1107. 00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1 // ~s~You cannot buy any more ammunition for this weapon.
  1108. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947
  1109. $9584 = 0
  1110. $9596 = 1
  1111.  
  1112. :AMUNAT_6784
  1113. jump @AMUNAT_6962
  1114.  
  1115. :AMUNAT_6791
  1116. 04DD: $9594 = actor $PLAYER_ACTOR armour
  1117. 0945: get_player $PLAYER_CHAR max_armour_to $9595
  1118. if
  1119. 001C: $9595 > $9594 // (int)
  1120. else_jump @AMUNAT_6883
  1121. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947
  1122. 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
  1123. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
  1124. $9584 = 6
  1125. 33@ = 0
  1126. jump @AMUNAT_6962
  1127.  
  1128. :AMUNAT_6883
  1129. if
  1130. $9596 == 0
  1131. else_jump @AMUNAT_6962
  1132. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
  1133. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947
  1134. 00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1 // ~s~You cannot buy any more armor.
  1135. $9584 = 0
  1136. $9596 = 1
  1137.  
  1138. :AMUNAT_6962
  1139. jump @AMUNAT_7048
  1140.  
  1141. :AMUNAT_6969
  1142. if
  1143. $2544 == 0
  1144. else_jump @AMUNAT_7048
  1145. 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
  1146. 09D5: play_sound_of_actor $AMMU_SELLER soundslot 324 unknown_flags 0 0 1 as $10081 // extended 0947
  1147. 00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1 // ~s~You don't have enough money to buy this item.
  1148. $9584 = 0
  1149. $2544 = 1
  1150.  
  1151. :AMUNAT_7048
  1152. if
  1153. $9584 == 6
  1154. else_jump @AMUNAT_7480
  1155. if
  1156. $2418 == 1
  1157. else_jump @AMUNAT_7098
  1158. 08DA: remove_panel $2417
  1159. 03E6: remove_text_box
  1160. $2418 = 0
  1161.  
  1162. :AMUNAT_7098
  1163. if
  1164. $2422 == 0
  1165. else_jump @AMUNAT_7466
  1166. 08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
  1167. 08D6: set_panel $2421 column 0 alignment 1
  1168. 08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Weapon // Purchased
  1169. 08D6: set_panel $2421 column 1 alignment 0
  1170. 08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
  1171. 08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
  1172. 09DB: set_panel $2421 column 0 width 140
  1173. 09DB: set_panel $2421 column 1 width 46
  1174. $2422 = 1
  1175.  
  1176. :AMUNAT_7466
  1177. 33@ = 0
  1178. $9584 = 7
  1179.  
  1180. :AMUNAT_7480
  1181. if
  1182. $9584 == 7
  1183. else_jump @AMUNAT_7597
  1184. if
  1185. 33@ >= 1000
  1186. else_jump @AMUNAT_7597
  1187. if
  1188. $2422 == 1
  1189. else_jump @AMUNAT_7547
  1190. 08DA: remove_panel $2421
  1191. $2422 = 0
  1192.  
  1193. :AMUNAT_7547
  1194. $9584 = 0
  1195. if
  1196. 1 > $9584
  1197. else_jump @AMUNAT_7597
  1198. if
  1199. $2418 == 0
  1200. else_jump @AMUNAT_7597
  1201. gosub @AMUNAT_7632
  1202.  
  1203. :AMUNAT_7597
  1204. jump @AMUNAT_7611
  1205.  
  1206. :AMUNAT_7604
  1207. gosub @AMUNAT_8535
  1208.  
  1209. :AMUNAT_7611
  1210. jump @AMUNAT_7625
  1211.  
  1212. :AMUNAT_7618
  1213. gosub @AMUNAT_8535
  1214.  
  1215. :AMUNAT_7625
  1216. jump @AMUNAT_640
  1217.  
  1218. :AMUNAT_7632
  1219. if
  1220. $2418 == 0
  1221. else_jump @AMUNAT_8271
  1222. 0512: show_permanent_text_box 'AMMU_H3' // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
  1223. if
  1224. 04A3: $CURRENT_LANGUAGE == 0 // == constant
  1225. else_jump @AMUNAT_7723
  1226. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
  1227. jump @AMUNAT_7964
  1228.  
  1229. :AMUNAT_7723
  1230. if
  1231. 04A3: $CURRENT_LANGUAGE == 1 // == constant
  1232. else_jump @AMUNAT_7785
  1233. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
  1234. jump @AMUNAT_7964
  1235.  
  1236. :AMUNAT_7785
  1237. if
  1238. 04A3: $CURRENT_LANGUAGE == 2 // == constant
  1239. else_jump @AMUNAT_7847
  1240. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
  1241. jump @AMUNAT_7964
  1242.  
  1243. :AMUNAT_7847
  1244. if
  1245. 04A3: $CURRENT_LANGUAGE == 3 // == constant
  1246. else_jump @AMUNAT_7909
  1247. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
  1248. jump @AMUNAT_7964
  1249.  
  1250. :AMUNAT_7909
  1251. if
  1252. 04A3: $CURRENT_LANGUAGE == 4 // == constant
  1253. else_jump @AMUNAT_7964
  1254. 08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1 // Ammu-Nation
  1255.  
  1256. :AMUNAT_7964
  1257. 08D6: set_panel $2417 column 0 alignment 1
  1258. 08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_WEAPON_NAME 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Weapon
  1259. 08D6: set_panel $2417 column 1 alignment 0
  1260. 08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
  1261. 08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
  1262. 09DB: set_panel $2417 column 0 width 140
  1263. 09DB: set_panel $2417 column 1 width 46
  1264. $2418 = 1
  1265.  
  1266. :AMUNAT_8271
  1267. return
  1268.  
  1269. :AMUNAT_8273
  1270. if
  1271. $2420 == 1
  1272. else_jump @AMUNAT_8305
  1273. 03E6: remove_text_box
  1274. 08DA: remove_panel $2419
  1275. $2420 = 0
  1276.  
  1277. :AMUNAT_8305
  1278. if
  1279. $2424 == 1
  1280. else_jump @AMUNAT_8337
  1281. 03E6: remove_text_box
  1282. 08DA: remove_panel $2423
  1283. $2424 = 0
  1284.  
  1285. :AMUNAT_8337
  1286. if
  1287. $2418 == 1
  1288. else_jump @AMUNAT_8369
  1289. 03E6: remove_text_box
  1290. 08DA: remove_panel $2417
  1291. $2418 = 0
  1292.  
  1293. :AMUNAT_8369
  1294. if
  1295. $2422 == 1
  1296. else_jump @AMUNAT_8399
  1297. 08DA: remove_panel $2421
  1298. $2422 = 0
  1299.  
  1300. :AMUNAT_8399
  1301. if
  1302. $AMMU_STAGE >= 1
  1303. else_jump @AMUNAT_8419
  1304. 03E6: remove_text_box
  1305.  
  1306. :AMUNAT_8419
  1307. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  1308. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  1309. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  1310. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  1311. $2420 = 0
  1312. $2424 = 0
  1313. $9544 = 0
  1314. $9584 = 0
  1315. $2418 = 0
  1316. $2422 = 0
  1317. $2545 = 0
  1318. $2544 = 0
  1319. $9596 = 0
  1320. $AMMU_STAGE = 2
  1321. return
  1322.  
  1323. :AMUNAT_8535
  1324. if
  1325. $2420 == 1
  1326. else_jump @AMUNAT_8567
  1327. 03E6: remove_text_box
  1328. 08DA: remove_panel $2419
  1329. $2420 = 0
  1330.  
  1331. :AMUNAT_8567
  1332. if
  1333. $2424 == 1
  1334. else_jump @AMUNAT_8599
  1335. 03E6: remove_text_box
  1336. 08DA: remove_panel $2423
  1337. $2424 = 0
  1338.  
  1339. :AMUNAT_8599
  1340. if
  1341. $2418 == 1
  1342. else_jump @AMUNAT_8631
  1343. 03E6: remove_text_box
  1344. 08DA: remove_panel $2417
  1345. $2418 = 0
  1346.  
  1347. :AMUNAT_8631
  1348. if
  1349. $2422 == 1
  1350. else_jump @AMUNAT_8661
  1351. 08DA: remove_panel $2421
  1352. $2422 = 0
  1353.  
  1354. :AMUNAT_8661
  1355. if
  1356. $AMMU_STAGE >= 1
  1357. else_jump @AMUNAT_8681
  1358. 03E6: remove_text_box
  1359.  
  1360. :AMUNAT_8681
  1361. 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
  1362. 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
  1363. 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
  1364. 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
  1365. $2420 = 0
  1366. $2424 = 0
  1367. $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
  1368. $9544 = 0
  1369. $9584 = 0
  1370. $2418 = 0
  1371. $2422 = 0
  1372. $2545 = 0
  1373. $2544 = 0
  1374. $9596 = 0
  1375. $AMMU_STAGE = 0
  1376. Model.Destroy(#COLT45)
  1377. Model.Destroy(#SILENCED)
  1378. Model.Destroy(#DESERT_EAGLE)
  1379. Model.Destroy(#CHROMEGUN)
  1380. Model.Destroy(#SAWNOFF)
  1381. Model.Destroy(#SHOTGSPA)
  1382. Model.Destroy(#GRENADE)
  1383. Model.Destroy(#MICRO_UZI)
  1384. Model.Destroy(#MP5LNG)
  1385. Model.Destroy(#TEC9)
  1386. Model.Destroy(#AK47)
  1387. Model.Destroy(#M4)
  1388. Model.Destroy(#CUNTGUN)
  1389. Model.Destroy(#SNIPER)
  1390. Model.Destroy(#ARMOUR)
  1391. Model.Destroy(#SATCHEL)
  1392. Model.Destroy(#BOMB)
  1393. Model.Destroy(#M1911)
  1394. 03F0: enable_text_draw 0
  1395. Model.Destroy($SELLER_MODEL)
  1396. Actor.DestroyInstantly($AMMU_SELLER)
  1397. 08F8: display_stat_update_box 1
  1398. 0581: enable_radar 1
  1399. 09BD: allow_other_threads_to_display_text_boxes 0
  1400. if
  1401. $5274 == 1
  1402. else_jump @AMUNAT_8949
  1403. 03E5: show_text_box 'ANR_56' // A new weapon challenge is available.
  1404. $5274 = 0
  1405.  
  1406. :AMUNAT_8949
  1407. end_thread
  1408. return
  1409.  
  1410. :AMUNAT_8953
  1411. Object.Destroy($9543)
  1412. return
  1413.  
  1414. :AMUNAT_8960
  1415. if or
  1416. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant
  1417. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant
  1418. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant
  1419. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant
  1420. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant
  1421. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant
  1422. else_jump @AMUNAT_9113
  1423. 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
  1424. 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
  1425. 0086: $9585 = $AMMU_X_SELLER // (float)
  1426. $9585 += 0.231
  1427. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1428. $9586 += 0.636
  1429. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1430. $9587 += 1.053
  1431.  
  1432. :AMUNAT_9113
  1433. if
  1434. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant
  1435. else_jump @AMUNAT_9226
  1436. 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
  1437. 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
  1438. 0086: $9585 = $AMMU_X_SELLER // (float)
  1439. $9585 += 0.231
  1440. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1441. $9586 += 0.636
  1442. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1443. $9587 += 1.053
  1444.  
  1445. :AMUNAT_9226
  1446. if or
  1447. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant
  1448. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant
  1449. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant
  1450. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant
  1451. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant
  1452. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant
  1453. else_jump @AMUNAT_9379
  1454. 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
  1455. 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
  1456. 0086: $9585 = $AMMU_X_SELLER // (float)
  1457. $9585 += 0.108
  1458. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1459. $9586 += 0.654
  1460. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1461. $9587 += 1.053
  1462.  
  1463. :AMUNAT_9379
  1464. if or
  1465. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant
  1466. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant
  1467. else_jump @AMUNAT_9500
  1468. 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
  1469. 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
  1470. 0086: $9585 = $AMMU_X_SELLER // (float)
  1471. $9585 += 0.108
  1472. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1473. $9586 += 0.654
  1474. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1475. $9587 += 1.053
  1476.  
  1477. :AMUNAT_9500
  1478. if
  1479. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant
  1480. else_jump @AMUNAT_9510
  1481. 06D1: v$9554 = "SHP_AR_LIFT" // v$ = string
  1482. 06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string
  1483. 0086: $9585 = $AMMU_X_SELLER // (float)
  1484. $9585 += 0.175
  1485. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1486. $9586 += 0.676
  1487. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1488. $9587 += 1.5
  1489.  
  1490. :AMUNAT_9510///////////////////////-------------------modification-------------------
  1491. 00D6: if
  1492. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 12021 // $ == any
  1493. 004D: jump_if_false @AMUNAT_9613
  1494. 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
  1495. 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
  1496. 0086: $9585 = $AMMU_X_SELLER // (float)
  1497. 0009: $9585 += 0.231
  1498. 0086: $9586 = $AMMU_Y_SELLER // (float)
  1499. 0009: $9586 += 0.636
  1500. 0086: $9587 = $AMMU_Z_SELLER // (float)
  1501. 0009: $9587 += 1.053
  1502. ///////////////////////-------------------modification-------------------
  1503. :AMUNAT_9613
  1504. return
  1505.  
  1506. :AMUNAT_9615
  1507. if or
  1508. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant
  1509. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant
  1510. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant
  1511. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant
  1512. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant
  1513. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant
  1514. else_jump @AMUNAT_9710
  1515. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
  1516. 06D1: v$9566 = "SHP_2H_RET" // v$ = string
  1517.  
  1518. :AMUNAT_9710
  1519. if
  1520. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant
  1521. else_jump @AMUNAT_9765
  1522. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
  1523. 06D1: v$9566 = "SHP_2H_RET" // v$ = string
  1524.  
  1525. :AMUNAT_9765
  1526. if or
  1527. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant
  1528. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant
  1529. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant
  1530. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant
  1531. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant
  1532. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant
  1533. else_jump @AMUNAT_9860
  1534. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
  1535. 06D1: v$9566 = "SHP_1H_RET" // v$ = string
  1536.  
  1537. :AMUNAT_9860
  1538. if or
  1539. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant
  1540. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant
  1541. else_jump @AMUNAT_9923
  1542. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
  1543. 06D1: v$9566 = "SHP_1H_RET" // v$ = string
  1544.  
  1545. :AMUNAT_9923
  1546. if
  1547. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant
  1548. else_jump @AMUNAT_9955
  1549. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string
  1550. 06D1: v$9566 = "SHP_AR_RET" // v$ = string
  1551.  
  1552. :AMUNAT_9955///////////////////////-------------------modification-------------------
  1553. 00D6: if
  1554. 04A3: $AMMU_SELECTED_WEAPON_MODEL == 12021 // $ == any
  1555. 004D: jump_if_false @AMUNAT_9978
  1556. 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
  1557. 06D1: v$9566 = "SHP_1H_RET" // v$ = string
  1558. ///////////////////////-------------------modification-------------------
  1559.  
  1560. :AMUNAT_9978
  1561. return
  1562.  
  1563. :AMUNAT_9980
  1564. $9597 = 0
  1565. $9616 = 0
  1566. $2515 = 0
  1567. $9598 = 0
  1568. $9599 = 0
  1569. $9600 = 0
  1570. $9601 = 0
  1571. $9602 = 0
  1572. $9603 = 0
  1573. $9604 = 0
  1574. $9605 = 0
  1575. $9606 = 0
  1576. $9607 = 0
  1577. $9608 = 0
  1578. $9609 = 0
  1579. $9610 = 0
  1580. $9611 = 0
  1581. $9612 = 0
  1582. $9613 = 0
  1583. $9614 = 0
  1584. $9615 = 0
  1585.  
  1586. :AMUNAT_10127
  1587. if
  1588. 001C: $AMMU_AVAILABLE_WEAPONS > $9597 // (int)
  1589. else_jump @AMUNAT_10904
  1590. 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON
  1591. 0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 16 default_jump 0 @AMUNAT_10890 jumps 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 27 @AMUNAT_10358
  1592. 0872: jump_table_jumps 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 48 @AMUNAT_10814
  1593.  
  1594. :AMUNAT_10282
  1595. 0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // (int)
  1596. $9598 += 1
  1597. if
  1598. $9607 == 0
  1599. else_jump @AMUNAT_10351
  1600. $9661[0] = 22
  1601. $9661[1] = 87 // $9636 changed to $9661
  1602. $9661[2] = 23
  1603. $9661[3] = 24
  1604. $9606 = 4
  1605. 05A9: $2450($9616,12s) = 'GUN1' // s$ // Pistols
  1606. $9616 += 1
  1607. $9607 = 1
  1608.  
  1609. :AMUNAT_10351
  1610. jump @AMUNAT_10890
  1611.  
  1612. :AMUNAT_10358
  1613. 0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // (int)
  1614. $9599 += 1
  1615. if
  1616. $9608 == 0
  1617. else_jump @AMUNAT_10427
  1618. 05A9: $2450($9616,12s) = 'GUN2' // s$ // Shotguns
  1619. $9616 += 1
  1620. $9608 = 1
  1621.  
  1622. :AMUNAT_10427
  1623. jump @AMUNAT_10890
  1624.  
  1625. :AMUNAT_10434
  1626. 0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // (int)
  1627. $9600 += 1
  1628. if
  1629. $9609 == 0
  1630. else_jump @AMUNAT_10503
  1631. 05A9: $2450($9616,12s) = 'GUN3' // s$ // Micro SMGs
  1632. $9616 += 1
  1633. $9609 = 1
  1634.  
  1635. :AMUNAT_10503
  1636. jump @AMUNAT_10890
  1637.  
  1638. :AMUNAT_10510
  1639. 0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // (int)
  1640. $9601 += 1
  1641. if
  1642. $9610 == 0
  1643. else_jump @AMUNAT_10579
  1644. 05A9: $2450($9616,12s) = 'GUN4' // s$ // SMG
  1645. $9616 += 1
  1646. $9610 = 1
  1647.  
  1648. :AMUNAT_10579
  1649. jump @AMUNAT_10890
  1650.  
  1651. :AMUNAT_10586
  1652. 0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // (int)
  1653. $9602 += 1
  1654. if
  1655. $9611 == 0
  1656. else_jump @AMUNAT_10655
  1657. 05A9: $2450($9616,12s) = 'GUN5' // s$ // Assault
  1658. $9616 += 1
  1659. $9611 = 1
  1660.  
  1661. :AMUNAT_10655
  1662. jump @AMUNAT_10890
  1663.  
  1664. :AMUNAT_10662
  1665. 0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // (int)
  1666. $9604 += 1
  1667. if
  1668. $9612 == 0
  1669. else_jump @AMUNAT_10731
  1670. 05A9: $2450($9616,12s) = 'GUN6' // s$ // Rifles
  1671. $9616 += 1
  1672. $9612 = 1
  1673.  
  1674. :AMUNAT_10731
  1675. jump @AMUNAT_10890
  1676.  
  1677. :AMUNAT_10738
  1678. 0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // (int)
  1679. $9603 += 1
  1680. if
  1681. $9613 == 0
  1682. else_jump @AMUNAT_10807
  1683. 05A9: $2450($9616,12s) = 'GUN7' // s$ // Thrown
  1684. $9616 += 1
  1685. $9613 = 1
  1686.  
  1687. :AMUNAT_10807
  1688. jump @AMUNAT_10890
  1689.  
  1690. :AMUNAT_10814
  1691. 0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // (int)
  1692. $9605 += 1
  1693. if
  1694. $9614 == 0
  1695. else_jump @AMUNAT_10883
  1696. 05A9: $2450($9616,12s) = 'GUN8' // s$ // Armor
  1697. $9616 += 1
  1698. $9614 = 1
  1699.  
  1700. :AMUNAT_10883
  1701. jump @AMUNAT_10890
  1702.  
  1703. :AMUNAT_10890
  1704. $9597 += 1
  1705. jump @AMUNAT_10127
  1706.  
  1707. :AMUNAT_10904
  1708. 0084: $2515 = $9616 // (int)
  1709.  
  1710. :AMUNAT_10912
  1711. if
  1712. 12 > $2515
  1713. else_jump @AMUNAT_10984
  1714. $2438($2515,12i) = -1
  1715. $2426($2515,12i) = 0
  1716. 05A9: $2450($2515,12s) = 'DUMMY' // s$
  1717. $2515 += 1
  1718. jump @AMUNAT_10912
  1719.  
  1720. :AMUNAT_10984
  1721. return
  1722.  
  1723. :AMUNAT_10986
  1724. if
  1725. $2420 == 0
  1726. else_jump @AMUNAT_11386
  1727. 0512: show_permanent_text_box 'AMMU_H' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit.
  1728. if
  1729. 04A3: $CURRENT_LANGUAGE == 0 // == constant
  1730. else_jump @AMUNAT_11077
  1731. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1732. jump @AMUNAT_11318
  1733.  
  1734. :AMUNAT_11077
  1735. if
  1736. 04A3: $CURRENT_LANGUAGE == 1 // == constant
  1737. else_jump @AMUNAT_11139
  1738. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1739. jump @AMUNAT_11318
  1740.  
  1741. :AMUNAT_11139
  1742. if
  1743. 04A3: $CURRENT_LANGUAGE == 2 // == constant
  1744. else_jump @AMUNAT_11201
  1745. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1746. jump @AMUNAT_11318
  1747.  
  1748. :AMUNAT_11201
  1749. if
  1750. 04A3: $CURRENT_LANGUAGE == 3 // == constant
  1751. else_jump @AMUNAT_11263
  1752. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1753. jump @AMUNAT_11318
  1754.  
  1755. :AMUNAT_11263
  1756. if
  1757. 04A3: $CURRENT_LANGUAGE == 4 // == constant
  1758. else_jump @AMUNAT_11318
  1759. 08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1760.  
  1761. :AMUNAT_11318
  1762. 08D6: set_panel $2419 column 0 alignment 1
  1763. 08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]
  1764. $2420 = 1
  1765.  
  1766. :AMUNAT_11386
  1767. return
  1768.  
  1769. :AMUNAT_11388
  1770. $9636 = 0
  1771. if
  1772. 05AD: s$9549 == 'GUN1' // s$ == short // Pistols
  1773. else_jump @AMUNAT_11493
  1774. 05A9: s$2450[0] = '346' // Rocket Launcher
  1775. 05A9: s$2450[1] = '12021' // Heat Seeking Rocket Launcher
  1776. 05A9: s$2450[2] = '347' // Flamethrower
  1777. 05A9: s$2450[3] = '348' // Minigun
  1778. 0004: $9633[0] = 22
  1779. 0004: $9633[1] = 87
  1780. 0004: $9633[2] = 23
  1781. 0004: $9633[3] = 24
  1782. 0004: $9661 = 4
  1783. :AMUNAT_11420
  1784. if
  1785. 001C: $9598 > $9636 // (int)
  1786. else_jump @AMUNAT_11493
  1787. 078C: get_shopping_item_with_textureCRC $9617($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1788. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1789. 0084: $9633($9636,3i) = $9617($9636,3i) // (int)
  1790. $9636 += 1
  1791. jump @AMUNAT_11420
  1792.  
  1793. :AMUNAT_11493
  1794. if
  1795. 05AD: s$9549 == 'GUN2' // s$ == short // Shotguns
  1796. else_jump @AMUNAT_11591
  1797.  
  1798. :AMUNAT_11518
  1799. if
  1800. 001C: $9599 > $9636 // (int)
  1801. else_jump @AMUNAT_11591
  1802. 078C: get_shopping_item_with_textureCRC $9620($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1803. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1804. 0084: $9633($9636,3i) = $9620($9636,3i) // (int)
  1805. $9636 += 1
  1806. jump @AMUNAT_11518
  1807.  
  1808. :AMUNAT_11591
  1809. if
  1810. 05AD: s$9549 == 'GUN3' // s$ == short // Micro SMGs
  1811. else_jump @AMUNAT_11689
  1812.  
  1813. :AMUNAT_11616
  1814. if
  1815. 001C: $9600 > $9636 // (int)
  1816. else_jump @AMUNAT_11689
  1817. 078C: get_shopping_item_with_textureCRC $9623($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1818. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1819. 0084: $9633($9636,3i) = $9623($9636,2i) // (int)
  1820. $9636 += 1
  1821. jump @AMUNAT_11616
  1822.  
  1823. :AMUNAT_11689
  1824. if
  1825. 05AD: s$9549 == 'GUN4' // s$ == short // SMG
  1826. else_jump @AMUNAT_11787
  1827.  
  1828. :AMUNAT_11714
  1829. if
  1830. 001C: $9601 > $9636 // (int)
  1831. else_jump @AMUNAT_11787
  1832. 078C: get_shopping_item_with_textureCRC $9625($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1833. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1834. 0084: $9633($9636,3i) = $9625($9636,1i) // (int)
  1835. $9636 += 1
  1836. jump @AMUNAT_11714
  1837.  
  1838. :AMUNAT_11787
  1839. if
  1840. 05AD: s$9549 == 'GUN5' // s$ == short // Assault
  1841. else_jump @AMUNAT_11885
  1842.  
  1843. :AMUNAT_11812
  1844. if
  1845. 001C: $9602 > $9636 // (int)
  1846. else_jump @AMUNAT_11885
  1847. 078C: get_shopping_item_with_textureCRC $9626($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1848. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1849. 0084: $9633($9636,3i) = $9626($9636,2i) // (int)
  1850. $9636 += 1
  1851. jump @AMUNAT_11812
  1852.  
  1853. :AMUNAT_11885
  1854. if
  1855. 05AD: s$9549 == 'GUN6' // s$ == short // Rifles
  1856. else_jump @AMUNAT_11983
  1857.  
  1858. :AMUNAT_11910
  1859. if
  1860. 001C: $9604 > $9636 // (int)
  1861. else_jump @AMUNAT_11983
  1862. 078C: get_shopping_item_with_textureCRC $9628($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1863. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1864. 0084: $9633($9636,3i) = $9628($9636,2i) // (int)
  1865. $9636 += 1
  1866. jump @AMUNAT_11910
  1867.  
  1868. :AMUNAT_11983
  1869. if
  1870. 05AD: s$9549 == 'GUN7' // s$ == short // Thrown
  1871. else_jump @AMUNAT_12081
  1872.  
  1873. :AMUNAT_12008
  1874. if
  1875. 001C: $9603 > $9636 // (int)
  1876. else_jump @AMUNAT_12081
  1877. 078C: get_shopping_item_with_textureCRC $9630($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1878. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1879. 0084: $9633($9636,3i) = $9630($9636,2i) // (int)
  1880. $9636 += 1
  1881. jump @AMUNAT_12008
  1882.  
  1883. :AMUNAT_12081
  1884. if
  1885. 05AD: s$9549 == 'GUN8' // s$ == short // Armor
  1886. else_jump @AMUNAT_12179
  1887.  
  1888. :AMUNAT_12106
  1889. if
  1890. 001C: $9605 > $9636 // (int)
  1891. else_jump @AMUNAT_12179
  1892. 078C: get_shopping_item_with_textureCRC $9632($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
  1893. 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
  1894. 0084: $9633($9636,3i) = $9632($9636,1i) // (int)
  1895. $9636 += 1
  1896. jump @AMUNAT_12106
  1897.  
  1898. :AMUNAT_12179
  1899. 0084: $2515 = $9636 // (int)
  1900.  
  1901. :AMUNAT_12187
  1902. if
  1903. 12 > $2515
  1904. else_jump @AMUNAT_12259
  1905. $2438($2515,12i) = -1
  1906. $2426($2515,12i) = 0
  1907. 05A9: $2450($2515,12s) = 'DUMMY' // s$
  1908. $2515 += 1
  1909. jump @AMUNAT_12187
  1910.  
  1911. :AMUNAT_12259
  1912. if
  1913. $2424 == 0
  1914. else_jump @AMUNAT_12659
  1915. 0512: show_permanent_text_box 'AMMU_H2' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back.
  1916. if
  1917. 04A3: $CURRENT_LANGUAGE == 0 // == constant
  1918. else_jump @AMUNAT_12350
  1919. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1920. jump @AMUNAT_12591
  1921.  
  1922. :AMUNAT_12350
  1923. if
  1924. 04A3: $CURRENT_LANGUAGE == 1 // == constant
  1925. else_jump @AMUNAT_12412
  1926. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1927. jump @AMUNAT_12591
  1928.  
  1929. :AMUNAT_12412
  1930. if
  1931. 04A3: $CURRENT_LANGUAGE == 2 // == constant
  1932. else_jump @AMUNAT_12474
  1933. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1934. jump @AMUNAT_12591
  1935.  
  1936. :AMUNAT_12474
  1937. if
  1938. 04A3: $CURRENT_LANGUAGE == 3 // == constant
  1939. else_jump @AMUNAT_12536
  1940. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1941. jump @AMUNAT_12591
  1942.  
  1943. :AMUNAT_12536
  1944. if
  1945. 04A3: $CURRENT_LANGUAGE == 4 // == constant
  1946. else_jump @AMUNAT_12591
  1947. 08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1 // Ammu-Nation
  1948.  
  1949. :AMUNAT_12591
  1950. 08D6: set_panel $2423 column 0 alignment 1
  1951. 08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]
  1952. $2424 = 1
  1953.  
  1954. :AMUNAT_12659
  1955. return
  1956. end_thread
  1957.  
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