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- //-------------External script 60 (AMMU)---------------
- :AMUNAT
- $9585 = 0.0
- $9586 = 0.0
- $9587 = 0.0
- $AMMU_X_OFFSET = 0.0
- $AMMU_Y_OFFSET = 0.0
- $AMMU_Z_OFFSET = 0.0
- $X_CAMERA = 0.0
- $Y_CAMERA = 0.0
- $Z_CAMERA = 0.0
- $AMMU_X_AIM_CAMERA = 0.0
- $AMMU_Y_AIM_CAMERA = 0.0
- $AMMU_Z_AIM_CAMERA = 0.0
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- $AMMU_SELLER_ANGLE = 0.0
- $2418 = 0
- $AMMU_X_SELLER = 0.0
- $AMMU_Y_SELLER = 0.0
- $AMMU_Z_SELLER = 0.0
- $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
- $AMMU_STAGE = 0
- $9575 = 0.0
- $9576 = 0.0
- $9577 = 0.0
- $9572 = 0
- $9573 = 0
- $9574 = 0
- $2418 = 0
- $2422 = 0
- $2545 = 0
- $2544 = 0
- $9595 = 0
- $9594 = 0
- $9596 = 0
- $9616 = 0
- $9597 = 0
- $2515 = 0
- $9598 = 0
- $9599 = 0
- $9600 = 0
- $9601 = 0
- $9602 = 0
- $9603 = 0
- $9604 = 0
- $9605 = 0
- $9606 = 0
- $9607 = 0
- $9608 = 0
- $9609 = 0
- $9610 = 0
- $9611 = 0
- $9612 = 0
- $9613 = 0
- $9614 = 0
- $9615 = 0
- $9636 = 0
- $9637 = 0
- $9638 = 0
- jump @AMUNAT_525
- 018D: NOP $9570 65535 $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER
- $9571 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, 1659.635, -1576.514, 15.585)
- $9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $9575, $9576, $9577)
- :AMUNAT_525
- 04AE: $SELLER_MODEL = 179 // = constant
- Model.Load($SELLER_MODEL)
- Model.Load(#COLT45)
- Model.Load(#TEC9)
- Model.Load(#MICRO_UZI)
- Model.Load(#CHROMEGUN)
- Model.Load(#GRENADE)
- Model.Load(#ARMOUR)
- Model.Load(#MP5LNG)
- Model.Load(#SAWNOFF)
- Model.Load(#SILENCED)
- Model.Load(#SATCHEL)
- Model.Load(#BOMB)
- Model.Load(#CUNTGUN)
- Model.Load(#SNIPER)
- Model.Load(#AK47)
- Model.Load(#M4)
- Model.Load(#DESERT_EAGLE)
- Model.Load(#SHOTGSPA)
- Model.Load(#M1911)
- 038B: load_requested_models
- set_wb_check_to 0
- thread 'AMUNAT'
- :AMUNAT_640
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @AMUNAT_7618
- if
- 8844: not string s$CURRENT_SHOP_GXT_NAME empty // s$
- else_jump @AMUNAT_7604
- if
- $AMMU_STAGE > 0
- else_jump @AMUNAT_762
- if
- 0A0F: new_language_set
- else_jump @AMUNAT_762
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- 08DA: remove_panel $2423
- 08DA: remove_panel $2421
- 08DA: remove_panel $2417
- $2420 = 0
- $2424 = 0
- $2418 = 0
- $2422 = 0
- 09FB: $CURRENT_LANGUAGE = current_language
- :AMUNAT_762
- if
- $AMMU_STAGE == 0
- else_jump @AMUNAT_1286
- if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN1' // s$ == short // Ammu-Nation
- else_jump @AMUNAT_884
- $AMMU_X_OFFSET = 0.0
- $AMMU_Y_OFFSET = 0.0
- $AMMU_Z_OFFSET = 0.0
- $AMMU_PLAYER_ANGLE = 180.0
- $AMMU_SELLER_ANGLE = 0.0
- $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
- $9584 = 0
- $AMMU_STAGE = 1
- :AMUNAT_884
- if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN2' // s$ == short // Ammu-Nation
- else_jump @AMUNAT_988
- $AMMU_X_OFFSET = -0.765
- $AMMU_Y_OFFSET = -42.311
- $AMMU_Z_OFFSET = -0.013
- $AMMU_PLAYER_ANGLE = 180.0
- $AMMU_SELLER_ANGLE = 0.0
- $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
- $9584 = 0
- $AMMU_STAGE = 1
- :AMUNAT_988
- if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN3' // s$ == short // Ammu-Nation
- else_jump @AMUNAT_1092
- $AMMU_X_OFFSET = -6.264
- $AMMU_Y_OFFSET = -71.34
- $AMMU_Z_OFFSET = -0.002
- $AMMU_PLAYER_ANGLE = 180.0
- $AMMU_SELLER_ANGLE = 0.0
- $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
- $9584 = 0
- $AMMU_STAGE = 1
- :AMUNAT_1092
- if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN4' // s$ == short // Ammu-Nation
- else_jump @AMUNAT_1189
- $AMMU_X_OFFSET = 11.642
- $AMMU_Y_OFFSET = -102.936
- $AMMU_Z_OFFSET = -1.929
- $AMMU_PLAYER_ANGLE = 180.0
- $AMMU_SELLER_ANGLE = 0.0
- $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
- $AMMU_STAGE = 1
- :AMUNAT_1189
- if
- 05AD: s$CURRENT_SHOP_GXT_NAME == 'AMMUN5' // s$ == short // Ammu-Nation
- else_jump @AMUNAT_1286
- $AMMU_X_OFFSET = 16.285
- $AMMU_Y_OFFSET = -127.781
- $AMMU_Z_OFFSET = -1.929
- $AMMU_PLAYER_ANGLE = 180.0
- $AMMU_SELLER_ANGLE = 0.0
- $SHOW_SHOP_SPHERE = 1
- 05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME // s$
- $AMMU_STAGE = 1
- :AMUNAT_1286
- if
- $AMMU_STAGE == 1
- else_jump @AMUNAT_2318
- 03F0: enable_text_draw 1
- 08F8: display_stat_update_box 0
- $X_BUY_MARKER = 296.506
- 0059: $X_BUY_MARKER += $AMMU_X_OFFSET // (float)
- $Y_BUY_MARKER = -38.168
- 0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // (float)
- $Z_BUY_MARKER = 1000.547
- 0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // (float)
- $AMMU_X_SELLER = 296.506
- 0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // (float)
- $AMMU_Y_SELLER = -40.35
- 0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // (float)
- $AMMU_Z_SELLER = 1000.54
- 0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // (float)
- $X_CAMERA = 296.585
- 0059: $X_CAMERA += $AMMU_X_OFFSET // (float)
- $Y_CAMERA = -38.345
- 0059: $Y_CAMERA += $AMMU_Y_OFFSET // (float)
- $Z_CAMERA = 1002.236
- 0059: $Z_CAMERA += $AMMU_Z_OFFSET // (float)
- $AMMU_X_AIM_CAMERA = 296.501
- 0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // (float)
- $AMMU_Y_AIM_CAMERA = -39.298
- 0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // (float)
- $AMMU_Z_AIM_CAMERA = 1001.943
- 0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // (float)
- $AMMU_SELLER = Actor.Create(CivMale, $SELLER_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
- Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE
- 02A9: set_actor $AMMU_SELLER immune_to_nonplayer 1
- 060B: set_actor $AMMU_SELLER decision_maker_to 65542
- if
- $CASINO_TOTAL_PASSED_MISSIONS > 2
- else_jump @AMUNAT_1638
- 075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS
- if
- $2574 == 0
- else_jump @AMUNAT_1631
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2574 = 1
- :AMUNAT_1631
- jump @AMUNAT_2311
- :AMUNAT_1638
- if
- $TORENO_TOTAL_PASSED_MISSIONS > 7
- else_jump @AMUNAT_1706
- $AMMU_AVAILABLE_WEAPONS = 15
- if
- $2573 == 0
- else_jump @AMUNAT_1699
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2573 = 1
- :AMUNAT_1699
- jump @AMUNAT_2311
- :AMUNAT_1706
- if
- $SYNDICATE_TOTAL_PASSED_MISSIONS > 9
- else_jump @AMUNAT_1774
- $AMMU_AVAILABLE_WEAPONS = 14
- if
- $2572 == 0
- else_jump @AMUNAT_1767
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2572 = 1
- :AMUNAT_1767
- jump @AMUNAT_2311
- :AMUNAT_1774
- if
- $WUZIMU_TOTAL_PASSED_MISSIONS > 0
- else_jump @AMUNAT_1842
- $AMMU_AVAILABLE_WEAPONS = 13
- if
- $2571 == 0
- else_jump @AMUNAT_1835
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2571 = 1
- :AMUNAT_1835
- jump @AMUNAT_2311
- :AMUNAT_1842
- if
- $SYNDICATE_TOTAL_PASSED_MISSIONS > 7
- else_jump @AMUNAT_1910
- $AMMU_AVAILABLE_WEAPONS = 12
- if
- $2570 == 0
- else_jump @AMUNAT_1903
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2570 = 1
- :AMUNAT_1903
- jump @AMUNAT_2311
- :AMUNAT_1910
- if
- $TRUTH_TOTAL_PASSED_MISSIONS > 0
- else_jump @AMUNAT_1978
- $AMMU_AVAILABLE_WEAPONS = 11
- if
- $2569 == 0
- else_jump @AMUNAT_1971
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2569 = 1
- :AMUNAT_1971
- jump @AMUNAT_2311
- :AMUNAT_1978
- if
- $ALL_CATALINA_MISSIONS_PASSED == 1
- else_jump @AMUNAT_2046
- $AMMU_AVAILABLE_WEAPONS = 10
- if
- $2568 == 0
- else_jump @AMUNAT_2039
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2568 = 1
- :AMUNAT_2039
- jump @AMUNAT_2311
- :AMUNAT_2046
- if
- $OG_LOC_TOTAL_PASSED_MISSIONS > 4
- else_jump @AMUNAT_2114
- $AMMU_AVAILABLE_WEAPONS = 9
- if
- $2567 == 0
- else_jump @AMUNAT_2107
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2567 = 1
- :AMUNAT_2107
- jump @AMUNAT_2311
- :AMUNAT_2114
- if
- $SMOKE_TOTAL_PASSED_MISSIONS > 3
- else_jump @AMUNAT_2182
- $AMMU_AVAILABLE_WEAPONS = 8
- if
- $2566 == 0
- else_jump @AMUNAT_2175
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2566 = 1
- :AMUNAT_2175
- jump @AMUNAT_2311
- :AMUNAT_2182
- if
- $RYDER_TOTAL_PASSED_MISSIONS > 2
- else_jump @AMUNAT_2250
- $AMMU_AVAILABLE_WEAPONS = 7
- if
- $2565 == 0
- else_jump @AMUNAT_2243
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2565 = 1
- :AMUNAT_2243
- jump @AMUNAT_2311
- :AMUNAT_2250
- if
- 2 > $LS_FINAL_TOTAL_PASSED_MISSIONS
- else_jump @AMUNAT_2311
- $AMMU_AVAILABLE_WEAPONS = 6
- if
- $2564 == 0
- else_jump @AMUNAT_2311
- 03E5: show_text_box 'NEWWEAP' // A new weapon is available to buy.
- $2564 = 1
- :AMUNAT_2311
- $AMMU_STAGE = 2
- :AMUNAT_2318
- if
- $AMMU_STAGE == 2
- else_jump @AMUNAT_2978
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
- if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
- else_jump @AMUNAT_2367
- gosub @AMUNAT_8535
- :AMUNAT_2367
- if
- not Actor.Dead($AMMU_SELLER)
- else_jump @AMUNAT_2933
- if
- $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
- else_jump @AMUNAT_2881
- if
- $9584 == 0
- else_jump @AMUNAT_2480
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- $9584 = 1
- :AMUNAT_2480
- if
- $ONMISSION_SHOOTING == 0
- else_jump @AMUNAT_2700
- if or
- 02E0: actor $PLAYER_ACTOR firing_weapon
- 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
- 031D: actor $AMMU_SELLER hit_by_weapon 57
- else_jump @AMUNAT_2613
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
- 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
- 081A: set_actor $AMMU_SELLER weapon_skill_to 2
- Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
- Actor.WeaponAccuracy($AMMU_SELLER) = 80
- 0638: AS_actor $AMMU_SELLER stay_put 1
- 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
- $SHOW_SHOP_SPHERE = 0
- $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
- jump @AMUNAT_2693
- :AMUNAT_2613
- $SHOW_SHOP_SPHERE = 1
- if
- 0102: actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot
- else_jump @AMUNAT_2693
- if
- Player.Controllable($PLAYER_CHAR)
- else_jump @AMUNAT_2693
- $9584 = 0
- $AMMU_STAGE = 3
- :AMUNAT_2693
- jump @AMUNAT_2874
- :AMUNAT_2700
- if or
- 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
- 031D: actor $AMMU_SELLER hit_by_weapon 57
- else_jump @AMUNAT_2810
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
- 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
- 081A: set_actor $AMMU_SELLER weapon_skill_to 2
- Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
- Actor.WeaponAccuracy($AMMU_SELLER) = 80
- 0638: AS_actor $AMMU_SELLER stay_put 1
- 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
- $SHOW_SHOP_SPHERE = 0
- $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
- jump @AMUNAT_2874
- :AMUNAT_2810
- $SHOW_SHOP_SPHERE = 1
- if
- 0102: actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot
- else_jump @AMUNAT_2874
- $9584 = 0
- $AMMU_STAGE = 3
- :AMUNAT_2874
- jump @AMUNAT_2926
- :AMUNAT_2881
- gosub @AMUNAT_8273
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
- if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
- else_jump @AMUNAT_2919
- gosub @AMUNAT_8535
- :AMUNAT_2919
- jump @AMUNAT_640
- :AMUNAT_2926
- jump @AMUNAT_2978
- :AMUNAT_2933
- gosub @AMUNAT_8273
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
- if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
- else_jump @AMUNAT_2971
- gosub @AMUNAT_8535
- :AMUNAT_2971
- jump @AMUNAT_640
- :AMUNAT_2978
- if
- $AMMU_STAGE == 3
- else_jump @AMUNAT_3062
- Player.CanMove($PLAYER_CHAR) = False
- 09BD: allow_other_threads_to_display_text_boxes 1
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 32@ = 0
- $AMMU_STAGE = 4
- :AMUNAT_3062
- if
- $AMMU_STAGE == 4
- else_jump @AMUNAT_3421
- if
- Actor.Dead($AMMU_SELLER)
- else_jump @AMUNAT_3141
- gosub @AMUNAT_8273
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
- if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
- else_jump @AMUNAT_3134
- gosub @AMUNAT_8535
- :AMUNAT_3134
- jump @AMUNAT_640
- :AMUNAT_3141
- if
- $9584 == 0
- else_jump @AMUNAT_3421
- if
- 32@ >= 300
- else_jump @AMUNAT_3421
- 08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER dont_warp_gang
- Actor.Angle($PLAYER_ACTOR) = $AMMU_PLAYER_ANGLE
- Actor.StorePos($AMMU_SELLER, $2755, $2756, $2757)
- if or
- 8044: not $2755 == $AMMU_X_SELLER // (float)
- 8044: not $2756 == $AMMU_Y_SELLER // (float)
- 8044: not $2757 == $AMMU_Z_SELLER // (float)
- else_jump @AMUNAT_3271
- Actor.PutAt($AMMU_SELLER, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
- Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE
- :AMUNAT_3271
- Camera.SetPosition($X_CAMERA, $Y_CAMERA, $Z_CAMERA, 0.0, 0.0, 0.0)
- Camera.PointAt($AMMU_X_AIM_CAMERA, $AMMU_Y_AIM_CAMERA, $AMMU_Z_AIM_CAMERA, 2)
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 333 unknown_flags 0 0 1 as $10081 // extended 0947
- if
- $2576 == 1
- else_jump @AMUNAT_3352
- $2575 = 1
- :AMUNAT_3352
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @AMUNAT_3389
- Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
- jump @AMUNAT_3403
- :AMUNAT_3389
- gosub @AMUNAT_8535
- jump @AMUNAT_640
- :AMUNAT_3403
- 0581: enable_radar 0
- $AMMU_STAGE = 5
- $9584 = 0
- :AMUNAT_3421
- if
- $AMMU_STAGE == 5
- else_jump @AMUNAT_4241
- if
- Actor.Dead($AMMU_SELLER)
- else_jump @AMUNAT_3500
- gosub @AMUNAT_8273
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
- if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
- else_jump @AMUNAT_3493
- gosub @AMUNAT_8535
- :AMUNAT_3493
- jump @AMUNAT_640
- :AMUNAT_3500
- if
- 1 > $9584
- else_jump @AMUNAT_3550
- if
- $2420 == 0
- else_jump @AMUNAT_3550
- gosub @AMUNAT_9980
- gosub @AMUNAT_10986
- :AMUNAT_3550
- if
- $9584 == 0
- else_jump @AMUNAT_3616
- if
- 00E1: player 0 pressed_key 16
- else_jump @AMUNAT_3592
- $9584 = 3
- :AMUNAT_3592
- if
- 00E1: player 0 pressed_key 15
- else_jump @AMUNAT_3616
- $9584 = 1
- :AMUNAT_3616
- if
- $9584 == 1
- else_jump @AMUNAT_3862
- if
- 80E1: not player 0 pressed_key 15
- else_jump @AMUNAT_3862
- if
- $2420 == 1
- else_jump @AMUNAT_3683
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- $2420 = 0
- :AMUNAT_3683
- if
- $2424 == 1
- else_jump @AMUNAT_3715
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- $2424 = 0
- :AMUNAT_3715
- if
- $2418 == 1
- else_jump @AMUNAT_3747
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- $2418 = 0
- :AMUNAT_3747
- if
- $2422 == 1
- else_jump @AMUNAT_3777
- 08DA: remove_panel $2421
- $2422 = 0
- :AMUNAT_3777
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 331 unknown_flags 0 0 1 as $10081 // extended 0947
- Camera.Restore_WithJumpCut
- Player.CanMove($PLAYER_CHAR) = True
- 09BD: allow_other_threads_to_display_text_boxes 0
- 0581: enable_radar 1
- $9584 = 2
- :AMUNAT_3862
- if
- $9584 == 2
- else_jump @AMUNAT_4090
- if
- $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0
- else_jump @AMUNAT_3999
- if or
- 02E0: actor $PLAYER_ACTOR firing_weapon
- 0457: player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER
- 031D: actor $AMMU_SELLER hit_by_weapon 57
- else_jump @AMUNAT_3999
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947
- 05BA: AS_actor $AMMU_SELLER move_mouth 5 ms
- 081A: set_actor $AMMU_SELLER weapon_skill_to 2
- Actor.GiveWeaponAndAmmo($AMMU_SELLER, Pistol, 30000)
- Actor.WeaponAccuracy($AMMU_SELLER) = 80
- 0638: AS_actor $AMMU_SELLER stay_put 1
- 05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR
- $FLAG_AMMU_SELLER_ATTACK_PLAYER = 1
- :AMUNAT_3999
- if
- 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
- else_jump @AMUNAT_4090
- $2420 = 0
- $2424 = 0
- $9544 = 0
- $2418 = 0
- $2422 = 0
- $AMMU_STAGE = 2
- $9584 = 0
- :AMUNAT_4090
- if
- $9584 == 3
- else_jump @AMUNAT_4241
- if
- 80E1: not player 0 pressed_key 16
- else_jump @AMUNAT_4241
- 08D8: $9637 = panel $2419 selected_row
- 05A9: s$9549 = $2450($9637,12s) // s$
- if
- 0 > $9637
- else_jump @AMUNAT_4170
- $9637 = 0
- :AMUNAT_4170
- if
- $2420 == 1
- else_jump @AMUNAT_4202
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- $2420 = 0
- :AMUNAT_4202
- if
- $2424 == 0
- else_jump @AMUNAT_4227
- gosub @AMUNAT_11388
- :AMUNAT_4227
- $9584 = 0
- $AMMU_STAGE = 6
- :AMUNAT_4241
- if
- $AMMU_STAGE == 6
- else_jump @AMUNAT_5565
- if
- Actor.Dead($AMMU_SELLER)
- else_jump @AMUNAT_4320
- gosub @AMUNAT_8273
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
- if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
- else_jump @AMUNAT_4313
- gosub @AMUNAT_8535
- :AMUNAT_4313
- jump @AMUNAT_640
- :AMUNAT_4320
- if
- 1 > $9584
- else_jump @AMUNAT_4363
- if
- $2424 == 0
- else_jump @AMUNAT_4363
- gosub @AMUNAT_11388
- :AMUNAT_4363
- if
- $9584 == 0
- else_jump @AMUNAT_4429
- if
- 00E1: player 0 pressed_key 16
- else_jump @AMUNAT_4405
- $9584 = 2
- :AMUNAT_4405
- if
- 00E1: player 0 pressed_key 15
- else_jump @AMUNAT_4429
- $9584 = 1
- :AMUNAT_4429
- if
- $9584 == 1
- else_jump @AMUNAT_4542
- if
- 80E1: not player 0 pressed_key 15
- else_jump @AMUNAT_4542
- if
- $2424 == 1
- else_jump @AMUNAT_4496
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- $2424 = 0
- :AMUNAT_4496
- if
- $2420 == 0
- else_jump @AMUNAT_4528
- gosub @AMUNAT_9980
- gosub @AMUNAT_10986
- :AMUNAT_4528
- $9584 = 0
- $AMMU_STAGE = 5
- :AMUNAT_4542
- if
- $9584 == 2
- else_jump @AMUNAT_4834
- if
- 80E1: not player 0 pressed_key 16
- else_jump @AMUNAT_4834
- 08D8: $9638 = panel $2423 selected_row
- if
- 0 > $9638
- else_jump @AMUNAT_4610
- $9638 = 0
- :AMUNAT_4610
- 0084: $AMMU_SELECTED_WEAPON = $9633($9638,4i) // (int)
- 00D6: if///////////////////////-------------------modification-------------------
- 04A3: $AMMU_SELECTED_WEAPON == 87 // $ == any
- 004D: jump_if_false @AMUNAT_4677
- 05A9: s$AMMU_WEAPON_NAME = '12021' // Rocket Launcher
- 0004: $AMMU_WEAPON_COST = 250
- 0004: $AMMU_SELECTED_WEAPON_WEAPON_GROUP = 3
- 0004: $AMMU_SELECTED_WEAPON_MODEL = 12021
- 0002: jump @AMUNAT_4687
- :AMUNAT_4677///////////////////////-------------------modification-------------------
- 078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST
- if
- 84A3: not $AMMU_SELECTED_WEAPON == 48 // == constant
- else_jump @AMUNAT_4679
- 0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP
- 0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL
- jump @AMUNAT_4687
- :AMUNAT_4679
- 04AE: $AMMU_SELECTED_WEAPON_MODEL = 373 // = constant
- :AMUNAT_4687
- if
- $2424 == 1
- else_jump @AMUNAT_4719
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- $2424 = 0
- :AMUNAT_4719
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- if
- Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
- else_jump @AMUNAT_4827
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
- :AMUNAT_4827
- $9584 = 3
- :AMUNAT_4834
- if
- $9584 == 3
- else_jump @AMUNAT_4934
- if
- Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
- else_jump @AMUNAT_4906
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time
- :AMUNAT_4906
- if
- $AMMU_SELLER_ANIMATION_TIME == 1.0
- else_jump @AMUNAT_4934
- $9584 = 4
- :AMUNAT_4934
- if
- $9584 == 4
- else_jump @AMUNAT_5110
- $9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
- gosub @AMUNAT_8960
- gosub @AMUNAT_9615
- 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
- Object.KeepInMemory($9543) = False
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- if
- Actor.Animation($AMMU_SELLER) == v$9554
- else_jump @AMUNAT_5103
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
- :AMUNAT_5103
- $9584 = 5
- :AMUNAT_5110
- if
- $9584 == 5
- else_jump @AMUNAT_5300
- if
- Actor.Animation($AMMU_SELLER) == v$9554
- else_jump @AMUNAT_5158
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time
- :AMUNAT_5158
- if
- $AMMU_SELLER_ANIMATION_TIME == 1.0
- else_jump @AMUNAT_5300
- 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1131
- Object.PutAt($9543, $9585, $9586, $9587)
- Object.KeepInMemory($9543) = True
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- if
- Actor.Animation($AMMU_SELLER) == v$9558
- else_jump @AMUNAT_5293
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
- :AMUNAT_5293
- $9584 = 6
- :AMUNAT_5300
- if
- $9584 == 6
- else_jump @AMUNAT_5565
- if
- Actor.Animation($AMMU_SELLER) == v$9558
- else_jump @AMUNAT_5348
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time
- :AMUNAT_5348
- if
- $AMMU_SELLER_ANIMATION_TIME == 1.0
- else_jump @AMUNAT_5565
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- if
- $2418 == 0
- else_jump @AMUNAT_5448
- gosub @AMUNAT_7632
- :AMUNAT_5448
- if
- 84A3: not $AMMU_SELECTED_WEAPON == 48 // == constant
- else_jump @AMUNAT_5551
- 0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int)
- $9578 += 1
- 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot $9578 weapon $9572 ammo $9573 model $9574
- if
- 803A: not $9572 == $AMMU_SELECTED_WEAPON // (int)
- else_jump @AMUNAT_5551
- if
- $9573 > 0
- else_jump @AMUNAT_5551
- 00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1 // ~s~Buying this item will replace the weapon in this slot.
- :AMUNAT_5551
- $AMMU_STAGE = 7
- $9584 = 0
- :AMUNAT_5565
- if
- $AMMU_STAGE == 7
- else_jump @AMUNAT_7597
- if
- Actor.Dead($AMMU_SELLER)
- else_jump @AMUNAT_5644
- gosub @AMUNAT_8273
- 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$
- if
- 85AD: not s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME // s$ == short
- else_jump @AMUNAT_5637
- gosub @AMUNAT_8535
- :AMUNAT_5637
- jump @AMUNAT_640
- :AMUNAT_5644
- if
- 1 > $9584
- else_jump @AMUNAT_5687
- if
- $2418 == 0
- else_jump @AMUNAT_5687
- gosub @AMUNAT_7632
- :AMUNAT_5687
- if
- $9584 == 0
- else_jump @AMUNAT_5753
- if
- 00E1: player 0 pressed_key 16
- else_jump @AMUNAT_5729
- $9584 = 5
- :AMUNAT_5729
- if
- 00E1: player 0 pressed_key 15
- else_jump @AMUNAT_5753
- $9584 = 1
- :AMUNAT_5753
- if
- $9584 == 1
- else_jump @AMUNAT_5899
- if
- 80E1: not player 0 pressed_key 15
- else_jump @AMUNAT_5899
- if
- $2418 == 1
- else_jump @AMUNAT_5820
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- $2418 = 0
- :AMUNAT_5820
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- if
- Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
- else_jump @AMUNAT_5892
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
- :AMUNAT_5892
- $9584 = 2
- :AMUNAT_5899
- if
- $9584 == 2
- else_jump @AMUNAT_6095
- if
- Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
- else_jump @AMUNAT_5947
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time
- :AMUNAT_5947
- if
- $AMMU_SELLER_ANIMATION_TIME == 1.0
- else_jump @AMUNAT_6095
- 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
- Object.KeepInMemory($9543) = False
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- if
- Actor.Animation($AMMU_SELLER) == v$9566
- else_jump @AMUNAT_6088
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
- :AMUNAT_6088
- $9584 = 3
- :AMUNAT_6095
- if
- $9584 == 3
- else_jump @AMUNAT_6317
- if
- Actor.Animation($AMMU_SELLER) == v$9566
- else_jump @AMUNAT_6143
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time
- :AMUNAT_6143
- if
- $AMMU_SELLER_ANIMATION_TIME == 1.0
- else_jump @AMUNAT_6317
- 070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0
- Object.PutAt($9543, $9585, $9586, $9587)
- Object.KeepInMemory($9543) = True
- gosub @AMUNAT_8953
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- if
- Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
- else_jump @AMUNAT_6310
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
- :AMUNAT_6310
- $9584 = 4
- :AMUNAT_6317
- if
- $9584 == 4
- else_jump @AMUNAT_6480
- if
- Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
- else_jump @AMUNAT_6391
- 0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time
- :AMUNAT_6391
- if
- $AMMU_SELLER_ANIMATION_TIME == 1.0
- else_jump @AMUNAT_6480
- 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
- $AMMU_SELLER_ANIMATION_TIME = 0.0
- $9584 = 0
- $AMMU_STAGE = 6
- :AMUNAT_6480
- if
- $9584 == 5
- else_jump @AMUNAT_7048
- if
- 80E1: not player 0 pressed_key 16
- else_jump @AMUNAT_7048
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- $2544 = 0
- $9596 = 0
- $SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
- if
- 002C: $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // (int)
- else_jump @AMUNAT_6969
- if
- 84A3: not $AMMU_SELECTED_WEAPON == 48 // == constant
- else_jump @AMUNAT_6791
- 041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo
- if
- 9999 > $9573
- else_jump @AMUNAT_6705
- 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
- $9584 = 6
- 33@ = 0
- jump @AMUNAT_6784
- :AMUNAT_6705
- if
- $9596 == 0
- else_jump @AMUNAT_6784
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
- 00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1 // ~s~You cannot buy any more ammunition for this weapon.
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947
- $9584 = 0
- $9596 = 1
- :AMUNAT_6784
- jump @AMUNAT_6962
- :AMUNAT_6791
- 04DD: $9594 = actor $PLAYER_ACTOR armour
- 0945: get_player $PLAYER_CHAR max_armour_to $9595
- if
- 001C: $9595 > $9594 // (int)
- else_jump @AMUNAT_6883
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947
- 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052
- $9584 = 6
- 33@ = 0
- jump @AMUNAT_6962
- :AMUNAT_6883
- if
- $9596 == 0
- else_jump @AMUNAT_6962
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947
- 00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1 // ~s~You cannot buy any more armor.
- $9584 = 0
- $9596 = 1
- :AMUNAT_6962
- jump @AMUNAT_7048
- :AMUNAT_6969
- if
- $2544 == 0
- else_jump @AMUNAT_7048
- 097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053
- 09D5: play_sound_of_actor $AMMU_SELLER soundslot 324 unknown_flags 0 0 1 as $10081 // extended 0947
- 00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1 // ~s~You don't have enough money to buy this item.
- $9584 = 0
- $2544 = 1
- :AMUNAT_7048
- if
- $9584 == 6
- else_jump @AMUNAT_7480
- if
- $2418 == 1
- else_jump @AMUNAT_7098
- 08DA: remove_panel $2417
- 03E6: remove_text_box
- $2418 = 0
- :AMUNAT_7098
- if
- $2422 == 0
- else_jump @AMUNAT_7466
- 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
- 08D6: set_panel $2421 column 0 alignment 1
- 08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Weapon // Purchased
- 08D6: set_panel $2421 column 1 alignment 0
- 08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
- 08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
- 09DB: set_panel $2421 column 0 width 140
- 09DB: set_panel $2421 column 1 width 46
- $2422 = 1
- :AMUNAT_7466
- 33@ = 0
- $9584 = 7
- :AMUNAT_7480
- if
- $9584 == 7
- else_jump @AMUNAT_7597
- if
- 33@ >= 1000
- else_jump @AMUNAT_7597
- if
- $2422 == 1
- else_jump @AMUNAT_7547
- 08DA: remove_panel $2421
- $2422 = 0
- :AMUNAT_7547
- $9584 = 0
- if
- 1 > $9584
- else_jump @AMUNAT_7597
- if
- $2418 == 0
- else_jump @AMUNAT_7597
- gosub @AMUNAT_7632
- :AMUNAT_7597
- jump @AMUNAT_7611
- :AMUNAT_7604
- gosub @AMUNAT_8535
- :AMUNAT_7611
- jump @AMUNAT_7625
- :AMUNAT_7618
- gosub @AMUNAT_8535
- :AMUNAT_7625
- jump @AMUNAT_640
- :AMUNAT_7632
- if
- $2418 == 0
- else_jump @AMUNAT_8271
- 0512: show_permanent_text_box 'AMMU_H3' // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
- if
- 04A3: $CURRENT_LANGUAGE == 0 // == constant
- else_jump @AMUNAT_7723
- 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
- jump @AMUNAT_7964
- :AMUNAT_7723
- if
- 04A3: $CURRENT_LANGUAGE == 1 // == constant
- else_jump @AMUNAT_7785
- 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
- jump @AMUNAT_7964
- :AMUNAT_7785
- if
- 04A3: $CURRENT_LANGUAGE == 2 // == constant
- else_jump @AMUNAT_7847
- 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
- jump @AMUNAT_7964
- :AMUNAT_7847
- if
- 04A3: $CURRENT_LANGUAGE == 3 // == constant
- else_jump @AMUNAT_7909
- 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
- jump @AMUNAT_7964
- :AMUNAT_7909
- if
- 04A3: $CURRENT_LANGUAGE == 4 // == constant
- else_jump @AMUNAT_7964
- 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
- :AMUNAT_7964
- 08D6: set_panel $2417 column 0 alignment 1
- 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
- 08D6: set_panel $2417 column 1 alignment 0
- 08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Cost
- 08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST // $~1~
- 09DB: set_panel $2417 column 0 width 140
- 09DB: set_panel $2417 column 1 width 46
- $2418 = 1
- :AMUNAT_8271
- return
- :AMUNAT_8273
- if
- $2420 == 1
- else_jump @AMUNAT_8305
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- $2420 = 0
- :AMUNAT_8305
- if
- $2424 == 1
- else_jump @AMUNAT_8337
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- $2424 = 0
- :AMUNAT_8337
- if
- $2418 == 1
- else_jump @AMUNAT_8369
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- $2418 = 0
- :AMUNAT_8369
- if
- $2422 == 1
- else_jump @AMUNAT_8399
- 08DA: remove_panel $2421
- $2422 = 0
- :AMUNAT_8399
- if
- $AMMU_STAGE >= 1
- else_jump @AMUNAT_8419
- 03E6: remove_text_box
- :AMUNAT_8419
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- $2420 = 0
- $2424 = 0
- $9544 = 0
- $9584 = 0
- $2418 = 0
- $2422 = 0
- $2545 = 0
- $2544 = 0
- $9596 = 0
- $AMMU_STAGE = 2
- return
- :AMUNAT_8535
- if
- $2420 == 1
- else_jump @AMUNAT_8567
- 03E6: remove_text_box
- 08DA: remove_panel $2419
- $2420 = 0
- :AMUNAT_8567
- if
- $2424 == 1
- else_jump @AMUNAT_8599
- 03E6: remove_text_box
- 08DA: remove_panel $2423
- $2424 = 0
- :AMUNAT_8599
- if
- $2418 == 1
- else_jump @AMUNAT_8631
- 03E6: remove_text_box
- 08DA: remove_panel $2417
- $2418 = 0
- :AMUNAT_8631
- if
- $2422 == 1
- else_jump @AMUNAT_8661
- 08DA: remove_panel $2421
- $2422 = 0
- :AMUNAT_8661
- if
- $AMMU_STAGE >= 1
- else_jump @AMUNAT_8681
- 03E6: remove_text_box
- :AMUNAT_8681
- 03D5: remove_text 'AMMUA' // ~s~Buying this item will replace the weapon in this slot.
- 03D5: remove_text 'SHOPNO' // ~s~You don't have enough money to buy this item.
- 03D5: remove_text 'AMMUC' // ~s~You cannot buy any more ammunition for this weapon.
- 03D5: remove_text 'AMMUD' // ~s~You cannot buy any more armor.
- $2420 = 0
- $2424 = 0
- $FLAG_AMMU_SELLER_ATTACK_PLAYER = 0
- $9544 = 0
- $9584 = 0
- $2418 = 0
- $2422 = 0
- $2545 = 0
- $2544 = 0
- $9596 = 0
- $AMMU_STAGE = 0
- Model.Destroy(#COLT45)
- Model.Destroy(#SILENCED)
- Model.Destroy(#DESERT_EAGLE)
- Model.Destroy(#CHROMEGUN)
- Model.Destroy(#SAWNOFF)
- Model.Destroy(#SHOTGSPA)
- Model.Destroy(#GRENADE)
- Model.Destroy(#MICRO_UZI)
- Model.Destroy(#MP5LNG)
- Model.Destroy(#TEC9)
- Model.Destroy(#AK47)
- Model.Destroy(#M4)
- Model.Destroy(#CUNTGUN)
- Model.Destroy(#SNIPER)
- Model.Destroy(#ARMOUR)
- Model.Destroy(#SATCHEL)
- Model.Destroy(#BOMB)
- Model.Destroy(#M1911)
- 03F0: enable_text_draw 0
- Model.Destroy($SELLER_MODEL)
- Actor.DestroyInstantly($AMMU_SELLER)
- 08F8: display_stat_update_box 1
- 0581: enable_radar 1
- 09BD: allow_other_threads_to_display_text_boxes 0
- if
- $5274 == 1
- else_jump @AMUNAT_8949
- 03E5: show_text_box 'ANR_56' // A new weapon challenge is available.
- $5274 = 0
- :AMUNAT_8949
- end_thread
- return
- :AMUNAT_8953
- Object.Destroy($9543)
- return
- :AMUNAT_8960
- if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant
- else_jump @AMUNAT_9113
- 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- $9585 += 0.231
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- $9586 += 0.636
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- $9587 += 1.053
- :AMUNAT_9113
- if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant
- else_jump @AMUNAT_9226
- 06D1: v$9554 = "SHP_2H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- $9585 += 0.231
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- $9586 += 0.636
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- $9587 += 1.053
- :AMUNAT_9226
- if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant
- else_jump @AMUNAT_9379
- 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- $9585 += 0.108
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- $9586 += 0.654
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- $9587 += 1.053
- :AMUNAT_9379
- if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant
- else_jump @AMUNAT_9500
- 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- $9585 += 0.108
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- $9586 += 0.654
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- $9587 += 1.053
- :AMUNAT_9500
- if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant
- else_jump @AMUNAT_9510
- 06D1: v$9554 = "SHP_AR_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- $9585 += 0.175
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- $9586 += 0.676
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- $9587 += 1.5
- :AMUNAT_9510///////////////////////-------------------modification-------------------
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 12021 // $ == any
- 004D: jump_if_false @AMUNAT_9613
- 06D1: v$9554 = "SHP_1H_LIFT" // v$ = string
- 06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string
- 0086: $9585 = $AMMU_X_SELLER // (float)
- 0009: $9585 += 0.231
- 0086: $9586 = $AMMU_Y_SELLER // (float)
- 0009: $9586 += 0.636
- 0086: $9587 = $AMMU_Z_SELLER // (float)
- 0009: $9587 += 1.053
- ///////////////////////-------------------modification-------------------
- :AMUNAT_9613
- return
- :AMUNAT_9615
- if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 349 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 351 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 355 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 356 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 358 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 357 // == constant
- else_jump @AMUNAT_9710
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_2H_RET" // v$ = string
- :AMUNAT_9710
- if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 350 // == constant
- else_jump @AMUNAT_9765
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_2H_RET" // v$ = string
- :AMUNAT_9765
- if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 346 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 347 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 348 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 342 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 352 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 353 // == constant
- else_jump @AMUNAT_9860
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_1H_RET" // v$ = string
- :AMUNAT_9860
- if or
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 363 // == constant
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 372 // == constant
- else_jump @AMUNAT_9923
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_1H_RET" // v$ = string
- :AMUNAT_9923
- if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 373 // == constant
- else_jump @AMUNAT_9955
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_AR_RET" // v$ = string
- :AMUNAT_9955///////////////////////-------------------modification-------------------
- 00D6: if
- 04A3: $AMMU_SELECTED_WEAPON_MODEL == 12021 // $ == any
- 004D: jump_if_false @AMUNAT_9978
- 06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string
- 06D1: v$9566 = "SHP_1H_RET" // v$ = string
- ///////////////////////-------------------modification-------------------
- :AMUNAT_9978
- return
- :AMUNAT_9980
- $9597 = 0
- $9616 = 0
- $2515 = 0
- $9598 = 0
- $9599 = 0
- $9600 = 0
- $9601 = 0
- $9602 = 0
- $9603 = 0
- $9604 = 0
- $9605 = 0
- $9606 = 0
- $9607 = 0
- $9608 = 0
- $9609 = 0
- $9610 = 0
- $9611 = 0
- $9612 = 0
- $9613 = 0
- $9614 = 0
- $9615 = 0
- :AMUNAT_10127
- if
- 001C: $AMMU_AVAILABLE_WEAPONS > $9597 // (int)
- else_jump @AMUNAT_10904
- 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON
- 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
- 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
- :AMUNAT_10282
- 0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // (int)
- $9598 += 1
- if
- $9607 == 0
- else_jump @AMUNAT_10351
- $9661[0] = 22
- $9661[1] = 87 // $9636 changed to $9661
- $9661[2] = 23
- $9661[3] = 24
- $9606 = 4
- 05A9: $2450($9616,12s) = 'GUN1' // s$ // Pistols
- $9616 += 1
- $9607 = 1
- :AMUNAT_10351
- jump @AMUNAT_10890
- :AMUNAT_10358
- 0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // (int)
- $9599 += 1
- if
- $9608 == 0
- else_jump @AMUNAT_10427
- 05A9: $2450($9616,12s) = 'GUN2' // s$ // Shotguns
- $9616 += 1
- $9608 = 1
- :AMUNAT_10427
- jump @AMUNAT_10890
- :AMUNAT_10434
- 0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // (int)
- $9600 += 1
- if
- $9609 == 0
- else_jump @AMUNAT_10503
- 05A9: $2450($9616,12s) = 'GUN3' // s$ // Micro SMGs
- $9616 += 1
- $9609 = 1
- :AMUNAT_10503
- jump @AMUNAT_10890
- :AMUNAT_10510
- 0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // (int)
- $9601 += 1
- if
- $9610 == 0
- else_jump @AMUNAT_10579
- 05A9: $2450($9616,12s) = 'GUN4' // s$ // SMG
- $9616 += 1
- $9610 = 1
- :AMUNAT_10579
- jump @AMUNAT_10890
- :AMUNAT_10586
- 0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // (int)
- $9602 += 1
- if
- $9611 == 0
- else_jump @AMUNAT_10655
- 05A9: $2450($9616,12s) = 'GUN5' // s$ // Assault
- $9616 += 1
- $9611 = 1
- :AMUNAT_10655
- jump @AMUNAT_10890
- :AMUNAT_10662
- 0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // (int)
- $9604 += 1
- if
- $9612 == 0
- else_jump @AMUNAT_10731
- 05A9: $2450($9616,12s) = 'GUN6' // s$ // Rifles
- $9616 += 1
- $9612 = 1
- :AMUNAT_10731
- jump @AMUNAT_10890
- :AMUNAT_10738
- 0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // (int)
- $9603 += 1
- if
- $9613 == 0
- else_jump @AMUNAT_10807
- 05A9: $2450($9616,12s) = 'GUN7' // s$ // Thrown
- $9616 += 1
- $9613 = 1
- :AMUNAT_10807
- jump @AMUNAT_10890
- :AMUNAT_10814
- 0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // (int)
- $9605 += 1
- if
- $9614 == 0
- else_jump @AMUNAT_10883
- 05A9: $2450($9616,12s) = 'GUN8' // s$ // Armor
- $9616 += 1
- $9614 = 1
- :AMUNAT_10883
- jump @AMUNAT_10890
- :AMUNAT_10890
- $9597 += 1
- jump @AMUNAT_10127
- :AMUNAT_10904
- 0084: $2515 = $9616 // (int)
- :AMUNAT_10912
- if
- 12 > $2515
- else_jump @AMUNAT_10984
- $2438($2515,12i) = -1
- $2426($2515,12i) = 0
- 05A9: $2450($2515,12s) = 'DUMMY' // s$
- $2515 += 1
- jump @AMUNAT_10912
- :AMUNAT_10984
- return
- :AMUNAT_10986
- if
- $2420 == 0
- else_jump @AMUNAT_11386
- 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.
- if
- 04A3: $CURRENT_LANGUAGE == 0 // == constant
- else_jump @AMUNAT_11077
- 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
- jump @AMUNAT_11318
- :AMUNAT_11077
- if
- 04A3: $CURRENT_LANGUAGE == 1 // == constant
- else_jump @AMUNAT_11139
- 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
- jump @AMUNAT_11318
- :AMUNAT_11139
- if
- 04A3: $CURRENT_LANGUAGE == 2 // == constant
- else_jump @AMUNAT_11201
- 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
- jump @AMUNAT_11318
- :AMUNAT_11201
- if
- 04A3: $CURRENT_LANGUAGE == 3 // == constant
- else_jump @AMUNAT_11263
- 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
- jump @AMUNAT_11318
- :AMUNAT_11263
- if
- 04A3: $CURRENT_LANGUAGE == 4 // == constant
- else_jump @AMUNAT_11318
- 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
- :AMUNAT_11318
- 08D6: set_panel $2419 column 0 alignment 1
- 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]
- $2420 = 1
- :AMUNAT_11386
- return
- :AMUNAT_11388
- $9636 = 0
- if
- 05AD: s$9549 == 'GUN1' // s$ == short // Pistols
- else_jump @AMUNAT_11493
- 05A9: s$2450[0] = '346' // Rocket Launcher
- 05A9: s$2450[1] = '12021' // Heat Seeking Rocket Launcher
- 05A9: s$2450[2] = '347' // Flamethrower
- 05A9: s$2450[3] = '348' // Minigun
- 0004: $9633[0] = 22
- 0004: $9633[1] = 87
- 0004: $9633[2] = 23
- 0004: $9633[3] = 24
- 0004: $9661 = 4
- :AMUNAT_11420
- if
- 001C: $9598 > $9636 // (int)
- else_jump @AMUNAT_11493
- 078C: get_shopping_item_with_textureCRC $9617($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9617($9636,3i) // (int)
- $9636 += 1
- jump @AMUNAT_11420
- :AMUNAT_11493
- if
- 05AD: s$9549 == 'GUN2' // s$ == short // Shotguns
- else_jump @AMUNAT_11591
- :AMUNAT_11518
- if
- 001C: $9599 > $9636 // (int)
- else_jump @AMUNAT_11591
- 078C: get_shopping_item_with_textureCRC $9620($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9620($9636,3i) // (int)
- $9636 += 1
- jump @AMUNAT_11518
- :AMUNAT_11591
- if
- 05AD: s$9549 == 'GUN3' // s$ == short // Micro SMGs
- else_jump @AMUNAT_11689
- :AMUNAT_11616
- if
- 001C: $9600 > $9636 // (int)
- else_jump @AMUNAT_11689
- 078C: get_shopping_item_with_textureCRC $9623($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9623($9636,2i) // (int)
- $9636 += 1
- jump @AMUNAT_11616
- :AMUNAT_11689
- if
- 05AD: s$9549 == 'GUN4' // s$ == short // SMG
- else_jump @AMUNAT_11787
- :AMUNAT_11714
- if
- 001C: $9601 > $9636 // (int)
- else_jump @AMUNAT_11787
- 078C: get_shopping_item_with_textureCRC $9625($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9625($9636,1i) // (int)
- $9636 += 1
- jump @AMUNAT_11714
- :AMUNAT_11787
- if
- 05AD: s$9549 == 'GUN5' // s$ == short // Assault
- else_jump @AMUNAT_11885
- :AMUNAT_11812
- if
- 001C: $9602 > $9636 // (int)
- else_jump @AMUNAT_11885
- 078C: get_shopping_item_with_textureCRC $9626($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9626($9636,2i) // (int)
- $9636 += 1
- jump @AMUNAT_11812
- :AMUNAT_11885
- if
- 05AD: s$9549 == 'GUN6' // s$ == short // Rifles
- else_jump @AMUNAT_11983
- :AMUNAT_11910
- if
- 001C: $9604 > $9636 // (int)
- else_jump @AMUNAT_11983
- 078C: get_shopping_item_with_textureCRC $9628($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9628($9636,2i) // (int)
- $9636 += 1
- jump @AMUNAT_11910
- :AMUNAT_11983
- if
- 05AD: s$9549 == 'GUN7' // s$ == short // Thrown
- else_jump @AMUNAT_12081
- :AMUNAT_12008
- if
- 001C: $9603 > $9636 // (int)
- else_jump @AMUNAT_12081
- 078C: get_shopping_item_with_textureCRC $9630($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9630($9636,2i) // (int)
- $9636 += 1
- jump @AMUNAT_12008
- :AMUNAT_12081
- if
- 05AD: s$9549 == 'GUN8' // s$ == short // Armor
- else_jump @AMUNAT_12179
- :AMUNAT_12106
- if
- 001C: $9605 > $9636 // (int)
- else_jump @AMUNAT_12179
- 078C: get_shopping_item_with_textureCRC $9632($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string
- 05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME // s$
- 0084: $9633($9636,3i) = $9632($9636,1i) // (int)
- $9636 += 1
- jump @AMUNAT_12106
- :AMUNAT_12179
- 0084: $2515 = $9636 // (int)
- :AMUNAT_12187
- if
- 12 > $2515
- else_jump @AMUNAT_12259
- $2438($2515,12i) = -1
- $2426($2515,12i) = 0
- 05A9: $2450($2515,12s) = 'DUMMY' // s$
- $2515 += 1
- jump @AMUNAT_12187
- :AMUNAT_12259
- if
- $2424 == 0
- else_jump @AMUNAT_12659
- 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.
- if
- 04A3: $CURRENT_LANGUAGE == 0 // == constant
- else_jump @AMUNAT_12350
- 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
- jump @AMUNAT_12591
- :AMUNAT_12350
- if
- 04A3: $CURRENT_LANGUAGE == 1 // == constant
- else_jump @AMUNAT_12412
- 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
- jump @AMUNAT_12591
- :AMUNAT_12412
- if
- 04A3: $CURRENT_LANGUAGE == 2 // == constant
- else_jump @AMUNAT_12474
- 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
- jump @AMUNAT_12591
- :AMUNAT_12474
- if
- 04A3: $CURRENT_LANGUAGE == 3 // == constant
- else_jump @AMUNAT_12536
- 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
- jump @AMUNAT_12591
- :AMUNAT_12536
- if
- 04A3: $CURRENT_LANGUAGE == 4 // == constant
- else_jump @AMUNAT_12591
- 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
- :AMUNAT_12591
- 08D6: set_panel $2423 column 0 alignment 1
- 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]
- $2424 = 1
- :AMUNAT_12659
- return
- end_thread
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