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- // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
- DEFINE OBJECTS 1
- DEFINE OBJECT SANNY BUILDER 3.03
- DEFINE MISSIONS 0
- DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 0
- {$VERSION 3.1.0027}
- //-------------MAIN---------------
- thread 'MAIN'
- 01F0: set_max_wanted_level_to 6
- 042C: set_total_missions_to 1
- 030D: set_max_progress 1
- set_wb_check_to 0
- 00C0: set_current_time_hours_to 10 minutes_to 0
- 04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.549 13.3438
- Camera.SetAtPos(2488.5601, -1666.549, 13.3438)
- $PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.549, 13.3438)
- $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
- set_weather 6
- wait 0
- 0180: set_on_mission_flag_to $4 // Note: your missions have to use the variable defined here
- Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
- Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
- Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
- Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
- Player.Build($PLAYER_CHAR)
- Player.CanMove($PLAYER_CHAR) = True
- 032B: $5 = create_weapon_pickup #AK47 group 15 ammo 15000 at 117.215 -102.7513 2.95162
- fade 1 0
- select_interior 0
- 0629: change_integer_stat 181 to 4
- 016C: restart_if_wasted_at 237.5228 2499.1719 2.2405 angle 90.0 town_number 0
- 016D: restart_if_busted_at 237.5228 2499.1719 2.2405 angle 90.0 town_number 0
- create_thread @CUTSCENE
- set_weather 6
- 015A: restore_camera
- :MAIN_LOOP
- wait 0 ms
- 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
- jump @MAIN_LOOP
- end_thread
- //---------------------
- //Start Cutscene
- //---------------------
- :CUTSCENE
- 03BC: $begin = create_sphere_at 2489.0088 -1658.4554 13.3519 radius 1.0
- repeat
- wait 0
- until 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2489.0088 -1658.4554 13.3519 radius 1.0 1.0 1.0
- Player.CanMove($PLAYER_CHAR, false)
- //---------------------
- //Load Models
- //---------------------
- model.Load(#army)
- model.Load(#patriot)
- model.load(#m4)
- 023C: load_special_actor 'SWEET' as 1 // models 290-299
- 023C: load_special_actor 'KENDL' as 2 // models 290-299
- 023C: load_special_actor 'CESAR' as 3 // models 290-299
- 038B: load_requested_models
- :load_check
- wait 0
- if and
- model.available(#army)
- model.available(#patriot)
- model.available(#m4)
- 023D: special_actor 1 loaded
- 023D: special_actor 2 loaded
- 023D: special_actor 3 loaded
- else_jump @load_check
- //---------------------
- //Spawn everything in fade
- //---------------------
- fade 0 500
- repeat
- wait 0
- until 816B: not fading
- 02A3: enable_widescreen 1
- 03BD: destroy_sphere $begin
- Car.Create($car, #patriot, 2503.0217, -1672.2841, 13.3594)
- Car.Angle($car) = 82.3844
- 0129: 1@ = create_actor_pedtype 23 model #army in_car $car driverseat
- 01C8: 2@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 0
- 01C8: 3@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 1
- 01C8: 4@ = create_actor_pedtype 23 model #army in_car $car passenger_seat 2
- 01B2: give_actor 1@ weapon 31 ammo 60 // Load the weapon model before using this
- 01B2: give_actor 2@ weapon 31 ammo 60 // Load the weapon model before using this
- 01B2: give_actor 3@ weapon 31 ammo 60 // Load the weapon model before using this
- 01B2: give_actor 4@ weapon 31 ammo 60 // Load the weapon model before using this
- 009A: 5@ = create_actor_pedtype 4 model #SPECIAL01 at 2479.1279 -1680.2635 13.338
- Actor.Angle(5@) = 359.6866
- 009A: 6@ = create_actor_pedtype 4 model #SPECIAL02 at 2477.7996 -1678.5049 13.3386
- Actor.Angle(6@) = 266.6259
- 009A: 7@ = create_actor_pedtype 4 model #SPECIAL03 at 2479.3577 -1676.2166 13.337
- Actor.Angle(7@) = 176.3852
- 00A1: put_actor $PLAYER_ACTOR at 2480.9185 -1678.2045 13.3404
- Actor.Angle($PLAYER_ACTOR) = 98.7008
- 04ED: load_animation "GANGS"
- repeat
- wait 0
- until 04EE: animation "GANGS" loaded
- 0605: actor 5@ perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
- 0605: actor 6@ perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
- 0605: actor 7@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
- 0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1
- Camera.SetPosition(2472.7151, -1681.5944, 16.9041, 0.0, 0.0, 0.0)
- Camera.PointAt(2494.2827, -1669.9541, 13.3359, 2)
- wait 2000
- 00A7: car $car drive_to 2487.1799 -1670.8324 13.3359
- fade 1 500
- repeat
- wait 0
- until 816B: not fading
- //---------------------
- //Behaviour after fade
- //---------------------
- repeat
- wait 10
- until 01AE: car $car sphere 0 near_point 2487.1799 -1670.8324 radius 3.0 3.0 stopped
- 0160: set_camera_point_at 2494.2827 -1669.9541 9.3359 mode 2
- 05CD: AS_actor 1@ exit_car $car
- 05CD: AS_actor 2@ exit_car $car
- 05CD: AS_actor 3@ exit_car $car
- 05CD: AS_actor 4@ exit_car $car
- 0635: AS_actor 1@ aim_at_actor $PLAYER_ACTOR -1 ms
- 0635: AS_actor 2@ aim_at_actor $PLAYER_ACTOR -1 ms
- 0635: AS_actor 3@ aim_at_actor $PLAYER_ACTOR -1 ms
- 0635: AS_actor 4@ aim_at_actor $PLAYER_ACTOR -1 ms
- 074D: AS_actor $PLAYER_ACTOR turns_to_and_look_at_actor 1@ timelimit -1
- 074D: AS_actor 5@ turns_to_and_look_at_actor 1@ timelimit -1
- 074D: AS_actor 6@ turns_to_and_look_at_actor 1@ timelimit -1
- 074D: AS_actor 7@ turns_to_and_look_at_actor 1@ timelimit -1
- wait 2500
- 05C4: AS_actor $PLAYER_ACTOR hands_up -1 ms
- 05C4: AS_actor 5@ hands_up -1 ms
- 05C4: AS_actor 6@ hands_up -1 ms
- 05C4: AS_actor 7@ hands_up -1 ms
- wait 5000
- //---------------------
- //Cleanup
- //---------------------
- fade 0 500
- repeat
- wait 0
- until 816B: not fading
- 00A6: destroy_car $car
- 009B: destroy_actor 1@
- 009B: destroy_actor 2@
- 009B: destroy_actor 3@
- 009B: destroy_actor 4@
- 009B: destroy_actor 5@
- 009B: destroy_actor 6@
- 009B: destroy_actor 7@
- 0687: clear_actor $PLAYER_ACTOR task
- Player.CanMove($PLAYER_CHAR, true)
- 0373: set_camera_directly_behind_player
- 02EB: restore_camera_with_jumpcut
- 02A3: enable_widescreen 0
- wait 2000
- fade 1 500
- repeat
- wait 0
- until 816B: not fading
- :LOOP_CUTSCENE
- wait 100 ms
- jump @LOOP_CUTSCENE
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