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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
  2. {$CLEO .CS}
  3.  
  4. //-------------MAIN---------------
  5. 09E6: set_burglary_houses_accessible 1
  6. 0005: $GRAVITY = 0.008
  7. 0004: $PROCENT = 100
  8. 0226: $HEALTH_GO = actor $PLAYER_ACTOR health
  9. 0006: 15@ = 9
  10. 0006: 16@ = 102
  11. 0006: 17@ = 280
  12. 0006: 18@ = 274
  13. 0004: $TIMER = 0
  14. 0006: 24@ = 0
  15. 0006: 25@ = 1
  16. 0006: 27@ = 400
  17. 0004: $METERS = 0
  18. 08DD: lose_stuff_after_wasted 1
  19. 08DE: lose_stuff_after_busted 1
  20. 0004: $SUPERHEALTH = 0
  21. 0004: $FIRST = 0
  22. 0004: $BIKE = 0
  23. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  24. 0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
  25. 0004: $CJ_X = 0
  26. 0004: $CJ_Y = 0
  27. 0004: $CJ_Z = 0
  28. 0005: $CJH = 0.23
  29. 0004: $CARMODEL = 522
  30. 03A4: name_thread "FIRST_TIME"
  31. 0A95: enable_thread_saving
  32. 0001: wait 0 ms
  33. 00D6: if
  34. 0038: $FIRST == 0
  35. 004D: jump_if_false @BC7_9
  36. 0001: wait 0 ms
  37. 0004: $FIRST = 1
  38. 0002: jump @FIRST_TIME_235
  39.  
  40. :FIRST_TIME_235
  41. 0001: wait 100 ms
  42. 00D6: if
  43. 0256: player $PLAYER_CHAR defined
  44. 004D: jump_if_false @FIRST_TIME_235
  45. 01B4: set_player $PLAYER_CHAR can_move 0
  46. 08D4: &1234 = create_panel_with_title 'DUMMY' position 50.0 150.0 width 540.0 columns 1 interactive 1 background 1 alignment 1
  47. 08DB: set_panel &1234 column 0 header 'IFFT' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'VERDER' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  48.  
  49. :FIRST_TIME_423
  50. 0001: wait 0 ms
  51. 00D6: if
  52. 00E1: player 0 pressed_key 16
  53. 004D: jump_if_false @FIRST_TIME_423
  54. 08D7: &54321 = panel &1234 active_row
  55. 08DA: remove_panel &1234
  56. 01B4: set_player $PLAYER_CHAR can_move 1
  57. 03A4: name_thread "BC7"
  58. 0A95: enable_thread_saving
  59.  
  60. :BC7_9
  61. 0001: wait 0 ms
  62. 00D6: if and
  63. 00DF: actor $PLAYER_ACTOR driving
  64. 0256: player $PLAYER_CHAR defined
  65. 84A7: not actor $PLAYER_ACTOR driving_boat
  66. 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
  67. 80DD: not actor $PLAYER_ACTOR driving_car_with_model #BMX
  68. 80DD: not actor $PLAYER_ACTOR driving_car_with_model #BIKE
  69. 00E1: player 0 pressed_key 18
  70. 0AB0: key_pressed 79
  71. 004D: jump_if_false @BC7_77
  72. 0002: jump @GTAF_26542
  73.  
  74. :BC7_77
  75. 0001: wait 0 ms
  76. 00D6: if and
  77. 0256: player $PLAYER_CHAR defined
  78. 0038: $SUPERHEALTH == 1
  79. 004D: jump_if_false @BC7_377
  80. 0001: wait 0 ms
  81. 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
  82. 0002: jump @BC7_130
  83.  
  84. :BC7_130
  85. 0001: wait 0 ms
  86. 00D6: if and
  87. 00DF: actor $PLAYER_ACTOR driving
  88. 0038: $SUPERHEALTH == 0
  89. 004D: jump_if_false @BC7_187
  90. 0811: $SUPERCAR = actor $PLAYER_ACTOR used_car
  91. 02AC: set_car $SUPERCAR immunities BP 0 FP 0 EP 0 CP 0 MP 0
  92. 0002: jump @BC7_187
  93.  
  94. :BC7_187
  95. 0001: wait 0 ms
  96. 00D6: if and
  97. 0038: $SUPERHEALTH == 1
  98. 00DF: actor $PLAYER_ACTOR driving
  99. 004D: jump_if_false @BC7_377
  100. 0001: wait 0 ms
  101. 0811: $SUPERCAR = actor $PLAYER_ACTOR used_car
  102. 0852: set_car $SUPERCAR damages_visible 0
  103. 0001: wait 0 ms
  104. 02AC: set_car $SUPERCAR immunities BP 1 FP 1 EP 1 CP 1 MP 1
  105. 0001: wait 0 ms
  106. 00D6: if or
  107. 03C9: car $SUPERCAR damaged
  108. 8185: not car $SUPERCAR health >= 999
  109. 8185: not car $SUPERCAR health >= 250
  110. 004D: jump_if_false @BC7_377
  111. 0001: wait 0 ms
  112. 0224: set_car $SUPERCAR health_to 1000
  113. 054F: clear_car $SUPERCAR damage
  114. 0A30: repair_car $SUPERCAR
  115. 0002: jump @BC7_377
  116. 0001: wait 0 ms
  117. 00D6: if and
  118. 0004: $CARRU = 0
  119. 0038: $SUPERHEALTH == 1
  120. 0256: player $PLAYER_CHAR defined
  121. 004D: jump_if_false @BC7_377
  122. 0001: wait 0 ms
  123. 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
  124. 0002: jump @BC7_377
  125.  
  126. :BC7_377
  127. 0001: wait 0 ms
  128. 00D6: if
  129. 0AB0: key_pressed 117
  130. 004D: jump_if_false @BC7_407
  131. 0001: wait 0 ms
  132. 0002: jump @GTAF_27432
  133.  
  134. :BC7_407
  135. 0001: wait 0 ms
  136. 00D6: if
  137. 0038: $TIMER == 1
  138. 004D: jump_if_false @BC7_444
  139. 0001: wait 0 ms
  140. 0396: pause_timer 1
  141. 0002: jump @BC7_455
  142.  
  143. :BC7_444
  144. 0396: pause_timer 0
  145. 0002: jump @BC7_455
  146.  
  147. :BC7_455
  148. 0001: wait 0 ms
  149. 00D6: if and
  150. 00E1: player 0 pressed_key 17
  151. 00E1: player 0 pressed_key 11
  152. 004D: jump_if_false @BC7_493
  153. 0001: wait 0 ms
  154. 0002: jump @BC7_531
  155.  
  156. :BC7_493
  157. 0001: wait 0 ms
  158. 00D6: if and
  159. 00E1: player 0 pressed_key 17
  160. 00E1: player 0 pressed_key 10
  161. 004D: jump_if_false @BC7_643
  162. 0001: wait 0 ms
  163. 0002: jump @BC7_587
  164.  
  165. :BC7_531
  166. 0009: $GRAVITY += 0.0008
  167. 0008: $PROCENT += 10
  168. 0001: wait 0 ms
  169. 0A8C: write_memory 8796548 size 4 value $GRAVITY virtual_protect 1
  170. 0513: show_text_box_1number 'GRUP' number $PROCENT
  171. 0002: jump @BC7_643
  172.  
  173. :BC7_587
  174. 000D: $GRAVITY -= 0.0008
  175. 000C: $PROCENT -= 10
  176. 0001: wait 0 ms
  177. 0A8C: write_memory 8796548 size 4 value $GRAVITY virtual_protect 1
  178. 0513: show_text_box_1number 'GRDOWN' number $PROCENT
  179. 0002: jump @BC7_643
  180.  
  181. :BC7_643
  182. 0001: wait 0 ms
  183. 03A7: save_int_to_debug_file $CAR
  184. 0001: wait 0 ms
  185. 00D6: if and
  186. 0AB0: key_pressed 16
  187. 00DF: actor $PLAYER_ACTOR driving
  188. 004D: jump_if_false @BC7_845
  189. 0001: wait 0 ms
  190. 00D6: if
  191. 0038: $BIKE == 0
  192. 004D: jump_if_false @BC7_709
  193. 0001: wait 0 ms
  194. 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
  195.  
  196. :BC7_709
  197. 03C0: $CAR = actor $PLAYER_ACTOR car
  198. 07D5: set_car $CAR velocity_in_direction_XYZ 0.0 0.0 $CJH rotation_velocitiesXY 0.0 0.0 unk 0.0
  199.  
  200. :BC7_750
  201. 0001: wait 0 ms
  202. 00D6: if
  203. 01F3: car $CAR in_air
  204. 004D: jump_if_false @BC7_845
  205. 0001: wait 0 ms
  206. 0002: jump @BC7_781
  207.  
  208. :BC7_781
  209. 0001: wait 0 ms
  210. 00D6: if
  211. 00DB: actor $PLAYER_ACTOR in_car $CAR
  212. 004D: jump_if_false @BC7_845
  213. 0001: wait 1000 ms
  214. 00D6: if
  215. 0038: $BIKE == 0
  216. 004D: jump_if_false @BC7_750
  217. 0001: wait 0 ms
  218. 08C6: set_actor $PLAYER_ACTOR stay_on_bike 0
  219. 0002: jump @BC7_750
  220.  
  221. :BC7_845
  222. 0001: wait 0 ms
  223. 00D6: if
  224. 0AB0: key_pressed 32
  225. 0AB0: key_pressed 67
  226. 004D: jump_if_false @BC7_879
  227. 0001: wait 0 ms
  228. 0002: jump @COLOR_11373
  229.  
  230. :BC7_879
  231. 0001: wait 0 ms
  232. 00D6: if
  233. 0256: player $PLAYER_CHAR defined
  234. 0AB0: key_pressed 116
  235. 004D: jump_if_false @BC7_9
  236. 0001: wait 0 ms
  237. 0002: jump @BC7_1013
  238.  
  239. :BC7_914
  240. 0001: wait 0 ms
  241. 00D6: if
  242. 00E1: player 0 pressed_key 15
  243. 004D: jump_if_false @BC7_956
  244. 08DA: remove_panel &41233
  245. 03E6: remove_text_box
  246. 01B4: set_player $PLAYER_CHAR can_move 1
  247. 0002: jump @BC7_2244
  248.  
  249. :BC7_956
  250. 0001: wait 0 ms
  251. 00D6: if
  252. 00E1: player 0 pressed_key 16
  253. 004D: jump_if_false @BC7_914
  254. 08D7: &13039 = panel &41233 active_row
  255. 08DA: remove_panel &41233
  256.  
  257. :BC7_990
  258. 0001: wait 0 ms
  259. 00D6: if
  260. 80E1: not player 0 pressed_key 16
  261. 004D: jump_if_false @BC7_990
  262. 0051: return
  263.  
  264. :BC7_1013
  265. 00BE: text_clear_all
  266. 015D: set_gamespeed 0.0
  267. 01B4: set_player $PLAYER_CHAR can_move 0
  268. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  269. 08D4: &41233 = create_panel_with_title 'BCMOD' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  270. 08DB: set_panel &41233 column 0 header 'MBB' data 'BFM1' 'BFM2' 'BFM3' 'BFM4' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  271. 0050: gosub @BC7_914
  272. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @BC7_1336 1 @BC7_1343 2 @BC7_1350 3 @BC7_1357 4 @BC7_1364 5 @BC7_1371 6 @BC7_1378
  273. 0872: jump_table_jumps 7 @BC7_1378 8 @BC7_1385 9 @BC7_1392 10 @BC7_1399 11 @BC7_1406 12 @BC7_1406 13 @BC7_1406 14 @BC7_1406 15 @BC7_1406
  274.  
  275. :BC7_1336
  276. 0002: jump @BC7_1512
  277.  
  278. :BC7_1343
  279. 0002: jump @GTAF_1168
  280.  
  281. :BC7_1350
  282. 0002: jump @GTAF_9393
  283.  
  284. :BC7_1357
  285. 0002: jump @GTAF_7019
  286.  
  287. :BC7_1364
  288. 0002: jump @BC7_2244
  289.  
  290. :BC7_1371
  291. 0002: jump @BC7_2244
  292.  
  293. :BC7_1378
  294. 0002: jump @BC7_2244
  295.  
  296. :BC7_1385
  297. 0002: jump @BC7_2244
  298.  
  299. :BC7_1392
  300. 0002: jump @BC7_2244
  301.  
  302. :BC7_1399
  303. 0002: jump @BC7_2244
  304.  
  305. :BC7_1406
  306. 0002: jump @BC7_2244
  307.  
  308. :BC7_1413
  309. 0001: wait 0 ms
  310. 00D6: if
  311. 00E1: player 0 pressed_key 15
  312. 004D: jump_if_false @BC7_1455
  313. 08DA: remove_panel &41233
  314. 03E6: remove_text_box
  315. 01B4: set_player $PLAYER_CHAR can_move 1
  316. 0002: jump @BC7_2244
  317.  
  318. :BC7_1455
  319. 0001: wait 0 ms
  320. 00D6: if
  321. 00E1: player 0 pressed_key 16
  322. 004D: jump_if_false @BC7_1413
  323. 08D7: &13039 = panel &41233 active_row
  324. 08DA: remove_panel &41233
  325.  
  326. :BC7_1489
  327. 0001: wait 0 ms
  328. 00D6: if
  329. 80E1: not player 0 pressed_key 16
  330. 004D: jump_if_false @BC7_1489
  331. 0051: return
  332.  
  333. :BC7_1512
  334. 015D: set_gamespeed 0.0
  335. 01B4: set_player $PLAYER_CHAR can_move 0
  336. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  337. 08D4: &41233 = create_panel_with_title 'BFM1' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  338. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'NSC' 'SPC' 'MON1' 'PCND' 'DFM' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  339. 0050: gosub @BC7_1413
  340. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @BC7_1833 1 @BC7_1840 2 @BC7_1847 3 @BC7_1903 4 @BC7_2073 5 @BC7_2181 6 @BC7_2188
  341. 0872: jump_table_jumps 7 @BC7_2195 8 @BC7_2202 9 @BC7_2209 10 @BC7_2216 11 @BC7_2223 12 @BC7_2223 13 @BC7_2223 14 @BC7_2223 15 @BC7_2223
  342.  
  343. :BC7_1833
  344. 0002: jump @BC7_2375
  345.  
  346. :BC7_1840
  347. 0002: jump @GTAF_109
  348.  
  349. :BC7_1847
  350. 015D: set_gamespeed 1.0
  351. 0394: play_music 1
  352. 01E3: show_text_1number_styled GXT 'MON2' number 10000 time 5000 style 1
  353. 0109: player $PLAYER_CHAR money = 1000000
  354. 015D: set_gamespeed 1.0
  355. 03E6: remove_text_box
  356. 0002: jump @BC7_2244
  357.  
  358. :BC7_1903
  359. 0001: wait 0 ms
  360. 00D6: if and
  361. 0256: player $PLAYER_CHAR defined
  362. 0038: $SUPERHEALTH == 0
  363. 004D: jump_if_false @BC7_1996
  364. 0223: set_actor $PLAYER_ACTOR health_to 250
  365. 035F: actor $PLAYER_ACTOR armour += 250
  366. 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
  367. 0330: set_player $PLAYER_CHAR infinite_run 1
  368. 0004: $SUPERHEALTH = 1
  369. 00BA: show_text_styled GXT "PCND0" time 2000 style 4
  370. 0002: jump @BC7_2244
  371.  
  372. :BC7_1996
  373. 0001: wait 0 ms
  374. 00D6: if and
  375. 0256: player $PLAYER_CHAR defined
  376. 0038: $SUPERHEALTH == 1
  377. 004D: jump_if_false @BC7_1903
  378. 0004: $SUPERHEALTH = 0
  379. 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
  380. 0330: set_player $PLAYER_CHAR infinite_run 0
  381. 00BA: show_text_styled GXT "PCND1" time 2000 style 4
  382. 0002: jump @BC7_2244
  383.  
  384. :BC7_2073
  385. 0001: wait 0 ms
  386. 00D6: if
  387. 0038: $BIKE == 0
  388. 004D: jump_if_false @BC7_2129
  389. 0004: $BIKE = 1
  390. 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1
  391. 00BA: show_text_styled GXT "DFM1" time 2000 style 4
  392. 0002: jump @BC7_2244
  393.  
  394. :BC7_2129
  395. 00D6: if
  396. 0038: $BIKE == 1
  397. 004D: jump_if_false @BC7_2073
  398. 0004: $BIKE = 0
  399. 00BA: show_text_styled GXT "DFM2" time 2000 style 4
  400. 08C6: set_actor $PLAYER_ACTOR stay_on_bike 0
  401. 0002: jump @BC7_2244
  402.  
  403. :BC7_2181
  404. 0002: jump @BC7_2244
  405.  
  406. :BC7_2188
  407. 0002: jump @BC7_2244
  408.  
  409. :BC7_2195
  410. 0002: jump @BC7_2244
  411.  
  412. :BC7_2202
  413. 0002: jump @BC7_2244
  414.  
  415. :BC7_2209
  416. 0002: jump @BC7_2244
  417.  
  418. :BC7_2216
  419. 0002: jump @BC7_2244
  420.  
  421. :BC7_2223
  422. 0002: jump @BC7_2244
  423.  
  424. :BC7_2230
  425. 0002: jump @BC7_2244
  426.  
  427. :BC7_2237
  428. 0002: jump @BC7_2244
  429.  
  430. :BC7_2244
  431. 015D: set_gamespeed 1.0
  432. 03E6: remove_text_box
  433. 01B4: set_player $PLAYER_CHAR can_move 1
  434. 04D7: set_actor $PLAYER_ACTOR locked 0
  435. 03E6: remove_text_box
  436. 0002: jump @BC7_9
  437.  
  438. :BC7_2276
  439. 0001: wait 0 ms
  440. 00D6: if
  441. 00E1: player 0 pressed_key 15
  442. 004D: jump_if_false @BC7_2318
  443. 08DA: remove_panel &41233
  444. 03E6: remove_text_box
  445. 01B4: set_player $PLAYER_CHAR can_move 1
  446. 0002: jump @BC7_2244
  447.  
  448. :BC7_2318
  449. 0001: wait 0 ms
  450. 00D6: if
  451. 00E1: player 0 pressed_key 16
  452. 004D: jump_if_false @BC7_2276
  453. 08D7: &13039 = panel &41233 active_row
  454. 08DA: remove_panel &41233
  455.  
  456. :BC7_2352
  457. 0001: wait 0 ms
  458. 00D6: if
  459. 80E1: not player 0 pressed_key 16
  460. 004D: jump_if_false @BC7_2352
  461. 0051: return
  462.  
  463. :BC7_2375
  464. 0001: wait 0 ms
  465. 00D6: if
  466. 0038: $ONMISSION == 1
  467. 004D: jump_if_false @BC7_2437
  468. 0001: wait 0 ms
  469. 00BA: show_text_styled GXT "CNCK" time 2500 style 5
  470. 015D: set_gamespeed 1.0
  471. 01B4: set_player $PLAYER_CHAR can_move 1
  472. 03E6: remove_text_box
  473. 0002: jump @BC7_9
  474.  
  475. :BC7_2437
  476. 01B4: set_player $PLAYER_CHAR can_move 0
  477. 015D: set_gamespeed 0.0
  478. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  479. 08D4: &41233 = create_panel_with_title 'PMA0' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  480. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'GROEP1' 'GROEP2' 'GROEP3' 'GROEP4' 'NCSA' 'DEFSK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  481. 0050: gosub @BC7_2276
  482. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @BC7_2758 1 @BC7_2765 2 @BC7_2772 3 @BC7_2779 4 @BC7_2786 5 @BC7_2793 6 @BC7_2832
  483. 0872: jump_table_jumps 7 @BC7_2832 8 @BC7_2839 9 @BC7_2846 10 @BC7_2230 11 @BC7_2237 12 @BC7_2237 13 @BC7_2237 14 @BC7_2237 15 @BC7_2237
  484.  
  485. :BC7_2758
  486. 0002: jump @PEDS_10
  487.  
  488. :BC7_2765
  489. 0002: jump @GANG_PEDS_15
  490.  
  491. :BC7_2772
  492. 0002: jump @COP_9
  493.  
  494. :BC7_2779
  495. 0002: jump @OTHER_11
  496.  
  497. :BC7_2786
  498. 0002: jump @COLOR_8293
  499.  
  500. :BC7_2793
  501. 0247: load_model #NULL
  502. 038B: load_requested_models
  503.  
  504. :BC7_2799
  505. 00D6: if
  506. 0248: model #NULL available
  507. 004D: jump_if_false @BC7_2799
  508. 0001: wait 0 ms
  509. 09C7: change_player $PLAYER_CHAR model_to #NULL
  510. 0002: jump @BC7_2244
  511.  
  512. :BC7_2832
  513. 0002: jump @BC7_2244
  514.  
  515. :BC7_2839
  516. 0002: jump @BC7_2244
  517.  
  518. :BC7_2846
  519. 0002: jump @BC7_2244
  520. 0001: wait 0 ms
  521. 04D7: set_actor $PLAYER_ACTOR locked 0
  522. 0002: jump @OTHER_630
  523. 03A4: name_thread "PEDS"
  524. 0A95: enable_thread_saving
  525.  
  526. :PEDS_10
  527. 0001: wait 0 ms
  528. 00D6: if
  529. 0038: $ONMISSION == 0
  530. 004D: jump_if_false @PEDS_110
  531. 0001: wait 0 ms
  532. 00BC: show_text_highpriority GXT 'PEDM' time 1E12 flag 1
  533. 00BA: show_text_styled GXT 'TITLE' time 1E12 style 7
  534. 0512: show_permanent_text_box 'GROEP1'
  535. 0826: enable_hud 0
  536. 0581: enable_radar 0
  537. 03C8: set_camera_directly_before_player
  538. 0952: load_soundtrack 9
  539. 0001: wait 0 ms
  540. 0954: start_playing_loaded_soundtrack
  541. 0002: jump @PEDS_189
  542.  
  543. :PEDS_110
  544. 0001: wait 0 ms
  545. 00BA: show_text_styled GXT "CNCK" time 2500 style 5
  546. 0001: wait 0 ms
  547. 0247: load_model #NULL
  548. 0001: wait 0 ms
  549. 038B: load_requested_models
  550. 0002: jump @PEDS_148
  551.  
  552. :PEDS_148
  553. 0001: wait 0 ms
  554. 00D6: if
  555. 0248: model #NULL available
  556. 004D: jump_if_false @PEDS_148
  557. 0001: wait 0 ms
  558. 09C7: change_player $PLAYER_CHAR model_to #NULL
  559. 0249: release_model #NULL
  560. 0002: jump @PEDS_10
  561.  
  562. :PEDS_189
  563. 0249: release_model 15@
  564. 0249: release_model 15@
  565. 0001: wait 0 ms
  566. 0247: load_model 15@
  567. 0001: wait 0 ms
  568. 038B: load_requested_models
  569. 0002: jump @PEDS_221
  570.  
  571. :PEDS_221
  572. 0001: wait 0 ms
  573. 00D6: if
  574. 0248: model 15@ available
  575. 004D: jump_if_false @PEDS_221
  576. 0001: wait 0 ms
  577. 09C7: change_player $PLAYER_CHAR model_to 15@
  578. 0249: release_model 15@
  579. 0001: wait 0 ms
  580. 0002: jump @PEDS_269
  581.  
  582. :PEDS_269
  583. 0001: wait 0 ms
  584. 00D6: if
  585. 00E1: player 0 pressed_key 16
  586. 004D: jump_if_false @PEDS_354
  587. 0001: wait 0 ms
  588. 03E6: remove_text_box
  589. 00BE: text_clear_all
  590. 0826: enable_hud 1
  591. 0581: enable_radar 1
  592. 04D7: set_actor $PLAYER_ACTOR locked 0
  593. 04D7: set_actor $PLAYER_ACTOR locked 0
  594. 01B4: set_player $PLAYER_CHAR can_move 1
  595. 01B4: set_player $PLAYER_CHAR can_move 1
  596. 03E6: remove_text_box
  597. 015D: set_gamespeed 1.0
  598. 0373: set_camera_directly_behind_player
  599. 0955: end_playing_loaded_soundtrack
  600. 0002: jump @OTHER_630
  601.  
  602. :PEDS_354
  603. 0001: wait 0 ms
  604. 00D6: if
  605. 0AB0: key_pressed 66
  606. 004D: jump_if_false @PEDS_801
  607. 0001: wait 0 ms
  608. 0002: jump @PEDS_384
  609.  
  610. :PEDS_384
  611. 00D6: if
  612. 0039: 15@ == 7
  613. 004D: jump_if_false @PEDS_413
  614. 0001: wait 0 ms
  615. 0002: jump @PEDS_269
  616.  
  617. :PEDS_413
  618. 00D6: if
  619. 0039: 15@ == 9
  620. 004D: jump_if_false @PEDS_449
  621. 0001: wait 0 ms
  622. 0006: 15@ = 7
  623. 0002: jump @PEDS_189
  624.  
  625. :PEDS_449
  626. 00D6: if
  627. 0039: 15@ == 43
  628. 004D: jump_if_false @PEDS_485
  629. 0001: wait 0 ms
  630. 0006: 15@ = 41
  631. 0002: jump @PEDS_189
  632.  
  633. :PEDS_485
  634. 00D6: if
  635. 0039: 15@ == 66
  636. 004D: jump_if_false @PEDS_521
  637. 0001: wait 0 ms
  638. 0006: 15@ = 64
  639. 0002: jump @PEDS_189
  640.  
  641. :PEDS_521
  642. 00D6: if
  643. 0039: 15@ == 75
  644. 004D: jump_if_false @PEDS_557
  645. 0001: wait 0 ms
  646. 0006: 15@ = 73
  647. 0002: jump @PEDS_189
  648.  
  649. :PEDS_557
  650. 00D6: if
  651. 0039: 15@ == 87
  652. 004D: jump_if_false @PEDS_593
  653. 0001: wait 0 ms
  654. 0006: 15@ = 85
  655. 0002: jump @PEDS_189
  656.  
  657. :PEDS_593
  658. 00D6: if
  659. 0039: 15@ == 128
  660. 004D: jump_if_false @PEDS_630
  661. 0001: wait 0 ms
  662. 0006: 15@ = 101
  663. 0002: jump @PEDS_189
  664.  
  665. :PEDS_630
  666. 00D6: if
  667. 0039: 15@ == 150
  668. 004D: jump_if_false @PEDS_668
  669. 0001: wait 0 ms
  670. 0006: 15@ = 148
  671. 0002: jump @PEDS_189
  672.  
  673. :PEDS_668
  674. 00D6: if
  675. 0039: 15@ == 209
  676. 004D: jump_if_false @PEDS_706
  677. 0001: wait 0 ms
  678. 0006: 15@ = 207
  679. 0002: jump @PEDS_189
  680.  
  681. :PEDS_706
  682. 0001: wait 0 ms
  683. 00D6: if and
  684. 8039: not 15@ == 7
  685. 8039: not 15@ == 9
  686. 8039: not 15@ == 43
  687. 8039: not 15@ == 66
  688. 8039: not 15@ == 75
  689. 8039: not 15@ == 87
  690. 8039: not 15@ == 128
  691. 8039: not 15@ == 150
  692. 8039: not 15@ == 209
  693. 004D: jump_if_false @PEDS_801
  694. 000E: 15@ -= 1
  695. 0002: jump @PEDS_189
  696.  
  697. :PEDS_801
  698. 0001: wait 0 ms
  699. 00D6: if
  700. 0AB0: key_pressed 78
  701. 004D: jump_if_false @PEDS_269
  702. 0001: wait 0 ms
  703. 0002: jump @PEDS_831
  704.  
  705. :PEDS_831
  706. 00D6: if
  707. 0039: 15@ == 7
  708. 004D: jump_if_false @PEDS_867
  709. 0001: wait 0 ms
  710. 0006: 15@ = 9
  711. 0002: jump @PEDS_189
  712.  
  713. :PEDS_867
  714. 00D6: if
  715. 0039: 15@ == 41
  716. 004D: jump_if_false @PEDS_903
  717. 0001: wait 0 ms
  718. 0006: 15@ = 43
  719. 0002: jump @PEDS_189
  720.  
  721. :PEDS_903
  722. 00D6: if
  723. 0039: 15@ == 64
  724. 004D: jump_if_false @PEDS_939
  725. 0001: wait 0 ms
  726. 0006: 15@ = 66
  727. 0002: jump @PEDS_189
  728.  
  729. :PEDS_939
  730. 00D6: if
  731. 0039: 15@ == 73
  732. 004D: jump_if_false @PEDS_975
  733. 0001: wait 0 ms
  734. 0006: 15@ = 75
  735. 0002: jump @PEDS_189
  736.  
  737. :PEDS_975
  738. 00D6: if
  739. 0039: 15@ == 85
  740. 004D: jump_if_false @PEDS_1011
  741. 0001: wait 0 ms
  742. 0006: 15@ = 87
  743. 0002: jump @PEDS_189
  744.  
  745. :PEDS_1011
  746. 00D6: if
  747. 0039: 15@ == 101
  748. 004D: jump_if_false @PEDS_1048
  749. 0001: wait 0 ms
  750. 0006: 15@ = 128
  751. 0002: jump @PEDS_189
  752.  
  753. :PEDS_1048
  754. 00D6: if
  755. 0039: 15@ == 148
  756. 004D: jump_if_false @PEDS_1086
  757. 0001: wait 0 ms
  758. 0006: 15@ = 150
  759. 0002: jump @PEDS_189
  760.  
  761. :PEDS_1086
  762. 00D6: if
  763. 0039: 15@ == 207
  764. 004D: jump_if_false @PEDS_1124
  765. 0001: wait 0 ms
  766. 0006: 15@ = 209
  767. 0002: jump @PEDS_189
  768.  
  769. :PEDS_1124
  770. 00D6: if
  771. 0039: 15@ == 264
  772. 004D: jump_if_false @PEDS_1162
  773. 0001: wait 0 ms
  774. 0006: 15@ = 264
  775. 0002: jump @PEDS_354
  776.  
  777. :PEDS_1162
  778. 0001: wait 0 ms
  779. 00D6: if and
  780. 8039: not 15@ == 7
  781. 8039: not 15@ == 41
  782. 8039: not 15@ == 64
  783. 8039: not 15@ == 73
  784. 8039: not 15@ == 85
  785. 8039: not 15@ == 101
  786. 8039: not 15@ == 148
  787. 8039: not 15@ == 207
  788. 8039: not 15@ == 264
  789. 004D: jump_if_false @PEDS_269
  790. 000A: 15@ += 1
  791. 0002: jump @PEDS_189
  792. 004E: end_thread
  793. 03A4: name_thread "GANG_PEDS"
  794. 0A95: enable_thread_saving
  795.  
  796. :GANG_PEDS_15
  797. 0001: wait 0 ms
  798. 00BC: show_text_highpriority GXT 'PEDM' time 1E12 flag 1
  799. 00BA: show_text_styled GXT 'TITLE' time 1E12 style 7
  800. 0512: show_permanent_text_box 'GROEP2'
  801. 0826: enable_hud 0
  802. 0581: enable_radar 0
  803. 03C8: set_camera_directly_before_player
  804. 0373: set_camera_directly_behind_player
  805. 0952: load_soundtrack 9
  806. 0001: wait 0 ms
  807. 0954: start_playing_loaded_soundtrack
  808. 0002: jump @GANG_PEDS_95
  809.  
  810. :GANG_PEDS_95
  811. 0249: release_model 16@
  812. 0249: release_model 16@
  813. 0001: wait 0 ms
  814. 0247: load_model 16@
  815. 0001: wait 0 ms
  816. 038B: load_requested_models
  817. 0002: jump @GANG_PEDS_127
  818.  
  819. :GANG_PEDS_127
  820. 0001: wait 0 ms
  821. 00D6: if
  822. 0248: model 16@ available
  823. 004D: jump_if_false @GANG_PEDS_127
  824. 0001: wait 0 ms
  825. 09C7: change_player $PLAYER_CHAR model_to 16@
  826. 0249: release_model 16@
  827. 0001: wait 0 ms
  828. 0002: jump @GANG_PEDS_175
  829.  
  830. :GANG_PEDS_175
  831. 0001: wait 0 ms
  832. 00D6: if
  833. 00E1: player 0 pressed_key 16
  834. 004D: jump_if_false @GANG_PEDS_260
  835. 0001: wait 0 ms
  836. 03E6: remove_text_box
  837. 00BE: text_clear_all
  838. 0826: enable_hud 1
  839. 0581: enable_radar 1
  840. 04D7: set_actor $PLAYER_ACTOR locked 0
  841. 04D7: set_actor $PLAYER_ACTOR locked 0
  842. 01B4: set_player $PLAYER_CHAR can_move 1
  843. 01B4: set_player $PLAYER_CHAR can_move 1
  844. 0373: set_camera_directly_behind_player
  845. 0955: end_playing_loaded_soundtrack
  846. 03E6: remove_text_box
  847. 015D: set_gamespeed 1.0
  848. 0002: jump @OTHER_630
  849.  
  850. :GANG_PEDS_260
  851. 0001: wait 0 ms
  852. 00D6: if
  853. 0AB0: key_pressed 66
  854. 004D: jump_if_false @GANG_PEDS_406
  855. 0001: wait 0 ms
  856. 0002: jump @GANG_PEDS_290
  857.  
  858. :GANG_PEDS_290
  859. 0001: wait 0 ms
  860. 00D6: if
  861. 0039: 16@ == 102
  862. 004D: jump_if_false @GANG_PEDS_323
  863. 0001: wait 0 ms
  864. 0002: jump @GANG_PEDS_175
  865.  
  866. :GANG_PEDS_323
  867. 0001: wait 0 ms
  868. 00D6: if
  869. 0039: 16@ == 120
  870. 004D: jump_if_false @GANG_PEDS_363
  871. 0001: wait 0 ms
  872. 0006: 16@ = 118
  873. 0002: jump @GANG_PEDS_95
  874.  
  875. :GANG_PEDS_363
  876. 0001: wait 0 ms
  877. 00D6: if
  878. 8039: not 16@ == 102
  879. 8039: not 16@ == 120
  880. 004D: jump_if_false @GANG_PEDS_406
  881. 000E: 16@ -= 1
  882. 0002: jump @GANG_PEDS_95
  883.  
  884. :GANG_PEDS_406
  885. 0001: wait 0 ms
  886. 00D6: if
  887. 0AB0: key_pressed 78
  888. 004D: jump_if_false @GANG_PEDS_175
  889. 0001: wait 0 ms
  890. 0002: jump @GANG_PEDS_436
  891.  
  892. :GANG_PEDS_436
  893. 0001: wait 0 ms
  894. 00D6: if
  895. 0039: 16@ == 118
  896. 004D: jump_if_false @GANG_PEDS_476
  897. 0001: wait 0 ms
  898. 0006: 16@ = 120
  899. 0002: jump @GANG_PEDS_95
  900.  
  901. :GANG_PEDS_476
  902. 00D6: if
  903. 0039: 16@ == 127
  904. 004D: jump_if_false @GANG_PEDS_505
  905. 0001: wait 0 ms
  906. 0002: jump @GANG_PEDS_175
  907.  
  908. :GANG_PEDS_505
  909. 0001: wait 0 ms
  910. 00D6: if
  911. 8039: not 16@ == 127
  912. 8039: not 16@ == 118
  913. 004D: jump_if_false @GANG_PEDS_175
  914. 000A: 16@ += 1
  915. 0002: jump @GANG_PEDS_95
  916. 004E: end_thread
  917. 03A4: name_thread "COP"
  918. 0A95: enable_thread_saving
  919.  
  920. :COP_9
  921. 0001: wait 0 ms
  922. 00BC: show_text_highpriority GXT 'PEDM' time 1E12 flag 1
  923. 00BA: show_text_styled GXT 'TITLE' time 1E12 style 7
  924. 0512: show_permanent_text_box 'GROEP3'
  925. 0826: enable_hud 0
  926. 0581: enable_radar 0
  927. 03C8: set_camera_directly_before_player
  928. 0373: set_camera_directly_behind_player
  929. 0952: load_soundtrack 9
  930. 0001: wait 0 ms
  931. 0954: start_playing_loaded_soundtrack
  932. 0002: jump @COP_89
  933.  
  934. :COP_89
  935. 0249: release_model 17@
  936. 0249: release_model 17@
  937. 0001: wait 0 ms
  938. 0247: load_model 17@
  939. 0001: wait 0 ms
  940. 038B: load_requested_models
  941. 0002: jump @COP_121
  942.  
  943. :COP_121
  944. 0001: wait 0 ms
  945. 00D6: if
  946. 0248: model 17@ available
  947. 004D: jump_if_false @COP_121
  948. 0001: wait 0 ms
  949. 09C7: change_player $PLAYER_CHAR model_to 17@
  950. 0249: release_model 17@
  951. 0001: wait 0 ms
  952. 0002: jump @COP_169
  953.  
  954. :COP_169
  955. 0001: wait 0 ms
  956. 00D6: if
  957. 00E1: player 0 pressed_key 16
  958. 004D: jump_if_false @COP_254
  959. 0001: wait 0 ms
  960. 03E6: remove_text_box
  961. 00BE: text_clear_all
  962. 0826: enable_hud 1
  963. 0581: enable_radar 1
  964. 04D7: set_actor $PLAYER_ACTOR locked 0
  965. 04D7: set_actor $PLAYER_ACTOR locked 0
  966. 01B4: set_player $PLAYER_CHAR can_move 1
  967. 01B4: set_player $PLAYER_CHAR can_move 1
  968. 0373: set_camera_directly_behind_player
  969. 0955: end_playing_loaded_soundtrack
  970. 03E6: remove_text_box
  971. 015D: set_gamespeed 1.0
  972. 0002: jump @OTHER_630
  973.  
  974. :COP_254
  975. 0001: wait 0 ms
  976. 00D6: if
  977. 0AB0: key_pressed 66
  978. 004D: jump_if_false @COP_351
  979. 0001: wait 0 ms
  980. 0002: jump @COP_284
  981.  
  982. :COP_284
  983. 00D6: if
  984. 0039: 17@ == 280
  985. 004D: jump_if_false @COP_314
  986. 0001: wait 0 ms
  987. 0002: jump @COP_169
  988.  
  989. :COP_314
  990. 0001: wait 0 ms
  991. 00D6: if
  992. 8039: not 17@ == 280
  993. 004D: jump_if_false @COP_351
  994. 000E: 17@ -= 1
  995. 0002: jump @COP_89
  996.  
  997. :COP_351
  998. 0001: wait 0 ms
  999. 00D6: if
  1000. 0AB0: key_pressed 78
  1001. 004D: jump_if_false @COP_169
  1002. 0001: wait 0 ms
  1003. 0002: jump @COP_381
  1004.  
  1005. :COP_381
  1006. 0001: wait 0 ms
  1007. 00D6: if
  1008. 8039: not 17@ == 284
  1009. 004D: jump_if_false @COP_169
  1010. 000A: 17@ += 1
  1011. 0002: jump @COP_89
  1012. 004E: end_thread
  1013. 03A4: name_thread "OTHER"
  1014. 0A95: enable_thread_saving
  1015.  
  1016. :OTHER_11
  1017. 0001: wait 0 ms
  1018. 00BC: show_text_highpriority GXT 'PEDM' time 1E12 flag 1
  1019. 00BA: show_text_styled GXT 'TITLE' time 1E12 style 7
  1020. 0512: show_permanent_text_box 'GROEP4'
  1021. 0826: enable_hud 0
  1022. 0581: enable_radar 0
  1023. 03C8: set_camera_directly_before_player
  1024. 0373: set_camera_directly_behind_player
  1025. 0952: load_soundtrack 9
  1026. 0001: wait 0 ms
  1027. 0954: start_playing_loaded_soundtrack
  1028. 0002: jump @OTHER_91
  1029.  
  1030. :OTHER_91
  1031. 0249: release_model 18@
  1032. 0249: release_model 18@
  1033. 0001: wait 0 ms
  1034. 0247: load_model 18@
  1035. 0001: wait 0 ms
  1036. 038B: load_requested_models
  1037. 0002: jump @OTHER_123
  1038.  
  1039. :OTHER_123
  1040. 0001: wait 0 ms
  1041. 00D6: if
  1042. 0248: model 18@ available
  1043. 004D: jump_if_false @OTHER_123
  1044. 0001: wait 0 ms
  1045. 09C7: change_player $PLAYER_CHAR model_to 18@
  1046. 0249: release_model 18@
  1047. 0001: wait 0 ms
  1048. 0002: jump @OTHER_171
  1049.  
  1050. :OTHER_171
  1051. 0001: wait 0 ms
  1052. 00D6: if
  1053. 00E1: player 0 pressed_key 16
  1054. 004D: jump_if_false @OTHER_256
  1055. 0001: wait 0 ms
  1056. 03E6: remove_text_box
  1057. 00BE: text_clear_all
  1058. 0826: enable_hud 1
  1059. 0581: enable_radar 1
  1060. 04D7: set_actor $PLAYER_ACTOR locked 0
  1061. 04D7: set_actor $PLAYER_ACTOR locked 0
  1062. 01B4: set_player $PLAYER_CHAR can_move 1
  1063. 01B4: set_player $PLAYER_CHAR can_move 1
  1064. 0373: set_camera_directly_behind_player
  1065. 0955: end_playing_loaded_soundtrack
  1066. 03E6: remove_text_box
  1067. 015D: set_gamespeed 1.0
  1068. 0002: jump @OTHER_630
  1069.  
  1070. :OTHER_256
  1071. 0001: wait 0 ms
  1072. 00D6: if
  1073. 0AB0: key_pressed 66
  1074. 004D: jump_if_false @OTHER_398
  1075. 0001: wait 0 ms
  1076. 0002: jump @OTHER_286
  1077.  
  1078. :OTHER_286
  1079. 00D6: if
  1080. 0039: 18@ == 274
  1081. 004D: jump_if_false @OTHER_316
  1082. 0001: wait 0 ms
  1083. 0002: jump @OTHER_171
  1084.  
  1085. :OTHER_316
  1086. 00D6: if
  1087. 0039: 18@ == 285
  1088. 004D: jump_if_false @OTHER_354
  1089. 0001: wait 0 ms
  1090. 0006: 18@ = 279
  1091. 0002: jump @OTHER_91
  1092.  
  1093. :OTHER_354
  1094. 0001: wait 0 ms
  1095. 00D6: if and
  1096. 8039: not 18@ == 9
  1097. 8039: not 18@ == 285
  1098. 004D: jump_if_false @OTHER_398
  1099. 000E: 18@ -= 1
  1100. 0002: jump @OTHER_91
  1101.  
  1102. :OTHER_398
  1103. 0001: wait 0 ms
  1104. 00D6: if
  1105. 0AB0: key_pressed 78
  1106. 004D: jump_if_false @OTHER_171
  1107. 0001: wait 0 ms
  1108. 0002: jump @OTHER_428
  1109.  
  1110. :OTHER_428
  1111. 00D6: if
  1112. 0039: 18@ == 279
  1113. 004D: jump_if_false @OTHER_466
  1114. 0001: wait 0 ms
  1115. 0006: 18@ = 285
  1116. 0002: jump @OTHER_91
  1117.  
  1118. :OTHER_466
  1119. 00D6: if
  1120. 0039: 18@ == 288
  1121. 004D: jump_if_false @OTHER_496
  1122. 0001: wait 0 ms
  1123. 0002: jump @OTHER_171
  1124.  
  1125. :OTHER_496
  1126. 0001: wait 0 ms
  1127. 00D6: if and
  1128. 8039: not 18@ == 279
  1129. 8039: not 18@ == 288
  1130. 004D: jump_if_false @OTHER_171
  1131. 000A: 18@ += 1
  1132. 0002: jump @OTHER_91
  1133. 004E: end_thread
  1134. 0001: wait 0 ms
  1135. 0247: load_model #NULL
  1136. 0001: wait 0 ms
  1137. 038B: load_requested_models
  1138. 0002: jump @OTHER_564
  1139.  
  1140. :OTHER_564
  1141. 0001: wait 0 ms
  1142. 00D6: if
  1143. 0248: model #NULL available
  1144. 004D: jump_if_false @OTHER_123
  1145. 0001: wait 0 ms
  1146. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1147. 0249: release_model #NULL
  1148. 04D7: set_actor $PLAYER_ACTOR locked 0
  1149. 01B4: set_player $PLAYER_CHAR can_move 1
  1150. 01B4: set_player $PLAYER_CHAR can_move 1
  1151. 0001: wait 0 ms
  1152. 0002: jump @OTHER_630
  1153.  
  1154. :OTHER_630
  1155. 04C4: store_coords_to $FLOAT_1 $FLOAT_2 $FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
  1156. 01B4: set_player $PLAYER_CHAR can_move 0
  1157. 04D7: set_actor $PLAYER_ACTOR locked 1
  1158. 0001: wait 0 ms
  1159. 00D6: if
  1160. 0256: player $PLAYER_CHAR defined
  1161. 004D: jump_if_false @OTHER_630
  1162. 00A1: put_actor $PLAYER_ACTOR at $FLOAT_1 $FLOAT_2 $FLOAT_3
  1163. 01B4: set_player $PLAYER_CHAR can_move 1
  1164. 0373: set_camera_directly_behind_player
  1165. 02EB: restore_camera_with_jumpcut
  1166. 04D7: set_actor $PLAYER_ACTOR locked 0
  1167. 03E6: remove_text_box
  1168. 0002: jump @BC7_9
  1169. 03A4: name_thread "GTAF"
  1170. 0A95: enable_thread_saving
  1171.  
  1172. :GTAF_10
  1173. 0001: wait 0 ms
  1174. 00D6: if
  1175. 00E1: player 0 pressed_key 15
  1176. 004D: jump_if_false @GTAF_52
  1177. 08DA: remove_panel &41233
  1178. 03E6: remove_text_box
  1179. 01B4: set_player $PLAYER_CHAR can_move 1
  1180. 0002: jump @BC7_2244
  1181.  
  1182. :GTAF_52
  1183. 0001: wait 0 ms
  1184. 00D6: if
  1185. 00E1: player 0 pressed_key 16
  1186. 004D: jump_if_false @GTAF_10
  1187. 08D7: &13039 = panel &41233 active_row
  1188. 08DA: remove_panel &41233
  1189.  
  1190. :GTAF_86
  1191. 0001: wait 0 ms
  1192. 00D6: if
  1193. 80E1: not player 0 pressed_key 16
  1194. 004D: jump_if_false @GTAF_86
  1195. 0051: return
  1196.  
  1197. :GTAF_109
  1198. 015D: set_gamespeed 0.0
  1199. 01B4: set_player $PLAYER_CHAR can_move 0
  1200. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  1201. 08D4: &41233 = create_panel_with_title 'SPC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  1202. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'KLE1' 'KLE2' 'KLE3' 'KLE4' 'KLE5' 'KLE6' 'KLE7' 'KLE8' 'KLE9' 'DUMMY' 'DUMMY' 'DUMMY'
  1203. 0050: gosub @GTAF_10
  1204. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_430 1 @GTAF_498 2 @GTAF_562 3 @GTAF_634 4 @GTAF_701 5 @GTAF_771 6 @GTAF_843
  1205. 0872: jump_table_jumps 7 @GTAF_909 8 @GTAF_977 9 @GTAF_1048 10 @GTAF_1055 11 @GTAF_1062 12 @GTAF_1062 13 @GTAF_1062 14 @GTAF_1062 15 @GTAF_1062
  1206.  
  1207. :GTAF_430
  1208. 0247: load_model #NULL
  1209. 038B: load_requested_models
  1210. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1211. 015D: set_gamespeed 1.0
  1212. 03E6: remove_text_box
  1213. 087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17
  1214. 070D: rebuild_player $PLAYER_CHAR
  1215. 01B4: set_player $PLAYER_CHAR can_move 1
  1216. 03E6: remove_text_box
  1217. 0002: jump @BC7_9
  1218.  
  1219. :GTAF_498
  1220. 0247: load_model #NULL
  1221. 038B: load_requested_models
  1222. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1223. 015D: set_gamespeed 1.0
  1224. 03E6: remove_text_box
  1225. 087B: set_player $PLAYER_CHAR clothes_texture "VALET" model "VALET" body_part 17
  1226. 070D: rebuild_player $PLAYER_CHAR
  1227. 01B4: set_player $PLAYER_CHAR can_move 1
  1228. 03E6: remove_text_box
  1229. 0002: jump @BC7_9
  1230.  
  1231. :GTAF_562
  1232. 0247: load_model #NULL
  1233. 038B: load_requested_models
  1234. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1235. 015D: set_gamespeed 1.0
  1236. 03E6: remove_text_box
  1237. 087B: set_player $PLAYER_CHAR clothes_texture "COUNTRYTR" model "COUNTRYTR" body_part 17
  1238. 070D: rebuild_player $PLAYER_CHAR
  1239. 01B4: set_player $PLAYER_CHAR can_move 1
  1240. 03E6: remove_text_box
  1241. 0002: jump @BC7_9
  1242.  
  1243. :GTAF_634
  1244. 0247: load_model #NULL
  1245. 038B: load_requested_models
  1246. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1247. 015D: set_gamespeed 1.0
  1248. 03E6: remove_text_box
  1249. 087B: set_player $PLAYER_CHAR clothes_texture "CROUPIER" model "VALET" body_part 17
  1250. 070D: rebuild_player $PLAYER_CHAR
  1251. 01B4: set_player $PLAYER_CHAR can_move 1
  1252. 03E6: remove_text_box
  1253. 0002: jump @BC7_9
  1254.  
  1255. :GTAF_701
  1256. 0247: load_model #NULL
  1257. 038B: load_requested_models
  1258. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1259. 015D: set_gamespeed 1.0
  1260. 03E6: remove_text_box
  1261. 087B: set_player $PLAYER_CHAR clothes_texture "POLICETR" model "POLICETR" body_part 17
  1262. 070D: rebuild_player $PLAYER_CHAR
  1263. 01B4: set_player $PLAYER_CHAR can_move 1
  1264. 03E6: remove_text_box
  1265. 0002: jump @BC7_9
  1266.  
  1267. :GTAF_771
  1268. 0247: load_model #NULL
  1269. 038B: load_requested_models
  1270. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1271. 015D: set_gamespeed 1.0
  1272. 03E6: remove_text_box
  1273. 087B: set_player $PLAYER_CHAR clothes_texture "BALACLAVA" model "BALACLAVA" body_part 17
  1274. 070D: rebuild_player $PLAYER_CHAR
  1275. 01B4: set_player $PLAYER_CHAR can_move 1
  1276. 03E6: remove_text_box
  1277. 0002: jump @BC7_9
  1278.  
  1279. :GTAF_843
  1280. 0247: load_model #NULL
  1281. 038B: load_requested_models
  1282. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1283. 015D: set_gamespeed 1.0
  1284. 03E6: remove_text_box
  1285. 087B: set_player $PLAYER_CHAR clothes_texture "PIMPTR" model "PIMPTR" body_part 17
  1286. 070D: rebuild_player $PLAYER_CHAR
  1287. 01B4: set_player $PLAYER_CHAR can_move 1
  1288. 03E6: remove_text_box
  1289. 0002: jump @BC7_9
  1290.  
  1291. :GTAF_909
  1292. 0247: load_model #NULL
  1293. 038B: load_requested_models
  1294. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1295. 015D: set_gamespeed 1.0
  1296. 03E6: remove_text_box
  1297. 087B: set_player $PLAYER_CHAR clothes_texture "MEDICTR" model "MEDICTR" body_part 17
  1298. 070D: rebuild_player $PLAYER_CHAR
  1299. 01B4: set_player $PLAYER_CHAR can_move 1
  1300. 03E6: remove_text_box
  1301. 0002: jump @BC7_9
  1302.  
  1303. :GTAF_977
  1304. 0247: load_model #NULL
  1305. 038B: load_requested_models
  1306. 09C7: change_player $PLAYER_CHAR model_to #NULL
  1307. 015D: set_gamespeed 1.0
  1308. 03E6: remove_text_box
  1309. 087B: set_player $PLAYER_CHAR clothes_texture "GARAGELEG" model "GARAGETR" body_part 17
  1310. 070D: rebuild_player $PLAYER_CHAR
  1311. 01B4: set_player $PLAYER_CHAR can_move 1
  1312. 03E6: remove_text_box
  1313. 0002: jump @BC7_9
  1314.  
  1315. :GTAF_1048
  1316. 0002: jump @BC7_2244
  1317.  
  1318. :GTAF_1055
  1319. 0002: jump @BC7_2244
  1320.  
  1321. :GTAF_1062
  1322. 0002: jump @BC7_2244
  1323.  
  1324. :GTAF_1069
  1325. 0001: wait 0 ms
  1326. 00D6: if
  1327. 00E1: player 0 pressed_key 15
  1328. 004D: jump_if_false @GTAF_1111
  1329. 08DA: remove_panel &41233
  1330. 03E6: remove_text_box
  1331. 01B4: set_player $PLAYER_CHAR can_move 1
  1332. 0002: jump @BC7_2244
  1333.  
  1334. :GTAF_1111
  1335. 0001: wait 0 ms
  1336. 00D6: if
  1337. 00E1: player 0 pressed_key 16
  1338. 004D: jump_if_false @GTAF_1069
  1339. 08D7: &13039 = panel &41233 active_row
  1340. 08DA: remove_panel &41233
  1341.  
  1342. :GTAF_1145
  1343. 0001: wait 0 ms
  1344. 00D6: if
  1345. 80E1: not player 0 pressed_key 16
  1346. 004D: jump_if_false @GTAF_1145
  1347. 0051: return
  1348.  
  1349. :GTAF_1168
  1350. 015D: set_gamespeed 0.0
  1351. 01B4: set_player $PLAYER_CHAR can_move 0
  1352. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  1353. 08D4: &41233 = create_panel_with_title 'BFM2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  1354. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'MENU1' 'MENU2' 'GSP' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  1355. 0050: gosub @GTAF_1069
  1356. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_1489 1 @GTAF_1496 2 @GTAF_1503 3 @GTAF_1517 4 @GTAF_1510 5 @GTAF_1524 6 @GTAF_1531
  1357. 0872: jump_table_jumps 7 @GTAF_1538 8 @GTAF_1545 9 @GTAF_1552 10 @GTAF_1559 11 @GTAF_1566 12 @GTAF_1566 13 @GTAF_1566 14 @GTAF_1566 15 @GTAF_1566
  1358.  
  1359. :GTAF_1489
  1360. 0002: jump @GTAF_1672
  1361.  
  1362. :GTAF_1496
  1363. 0002: jump @GTAF_3998
  1364.  
  1365. :GTAF_1503
  1366. 0002: jump @GTAF_6389
  1367.  
  1368. :GTAF_1510
  1369. 0002: jump @BC7_2244
  1370.  
  1371. :GTAF_1517
  1372. 0002: jump @BC7_2244
  1373.  
  1374. :GTAF_1524
  1375. 0002: jump @BC7_2244
  1376.  
  1377. :GTAF_1531
  1378. 0002: jump @BC7_2244
  1379.  
  1380. :GTAF_1538
  1381. 0002: jump @BC7_2244
  1382.  
  1383. :GTAF_1545
  1384. 0002: jump @BC7_2244
  1385.  
  1386. :GTAF_1552
  1387. 0002: jump @BC7_2244
  1388.  
  1389. :GTAF_1559
  1390. 0002: jump @BC7_2244
  1391.  
  1392. :GTAF_1566
  1393. 0002: jump @BC7_2244
  1394.  
  1395. :GTAF_1573
  1396. 0001: wait 0 ms
  1397. 00D6: if
  1398. 00E1: player 0 pressed_key 15
  1399. 004D: jump_if_false @GTAF_1615
  1400. 08DA: remove_panel &41233
  1401. 03E6: remove_text_box
  1402. 01B4: set_player $PLAYER_CHAR can_move 1
  1403. 0002: jump @BC7_2244
  1404.  
  1405. :GTAF_1615
  1406. 0001: wait 0 ms
  1407. 00D6: if
  1408. 00E1: player 0 pressed_key 16
  1409. 004D: jump_if_false @GTAF_1573
  1410. 08D7: &13039 = panel &41233 active_row
  1411. 08DA: remove_panel &41233
  1412.  
  1413. :GTAF_1649
  1414. 0001: wait 0 ms
  1415. 00D6: if
  1416. 80E1: not player 0 pressed_key 16
  1417. 004D: jump_if_false @GTAF_1649
  1418. 0051: return
  1419.  
  1420. :GTAF_1672
  1421. 015D: set_gamespeed 0.0
  1422. 01B4: set_player $PLAYER_CHAR can_move 0
  1423. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  1424. 08D4: &41233 = create_panel_with_title 'WENT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  1425. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'WEER1' 'WEER2' 'WEER3' 'WEER4' 'WEER5' 'WEER6' 'WEER7' 'WEER8' 'WEER9' 'WEER10' 'WEER11' 'NEXT'
  1426. 0050: gosub @GTAF_1573
  1427. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_1993 1 @GTAF_2034 2 @GTAF_2075 3 @GTAF_2116 4 @GTAF_2157 5 @GTAF_2198 6 @GTAF_2239
  1428. 0872: jump_table_jumps 7 @GTAF_2280 8 @GTAF_2321 9 @GTAF_2362 10 @GTAF_2404 11 @GTAF_2446 12 @GTAF_2446 13 @GTAF_2446 14 @GTAF_2446 15 @GTAF_2446
  1429.  
  1430. :GTAF_1993
  1431. 015D: set_gamespeed 1.0
  1432. 03E6: remove_text_box
  1433. 00BA: show_text_styled GXT "WEER1" time 2000 style 7
  1434. 01B6: set_weather 0
  1435. 01B4: set_player $PLAYER_CHAR can_move 1
  1436. 0002: jump @BC7_9
  1437.  
  1438. :GTAF_2034
  1439. 015D: set_gamespeed 1.0
  1440. 03E6: remove_text_box
  1441. 00BA: show_text_styled GXT "WEER2" time 2000 style 7
  1442. 01B6: set_weather 1
  1443. 01B4: set_player $PLAYER_CHAR can_move 1
  1444. 0002: jump @BC7_9
  1445.  
  1446. :GTAF_2075
  1447. 015D: set_gamespeed 1.0
  1448. 03E6: remove_text_box
  1449. 00BA: show_text_styled GXT "WEER3" time 2000 style 7
  1450. 01B6: set_weather 2
  1451. 01B4: set_player $PLAYER_CHAR can_move 1
  1452. 0002: jump @BC7_9
  1453.  
  1454. :GTAF_2116
  1455. 015D: set_gamespeed 1.0
  1456. 03E6: remove_text_box
  1457. 00BA: show_text_styled GXT "WEER4" time 2000 style 7
  1458. 01B6: set_weather 3
  1459. 01B4: set_player $PLAYER_CHAR can_move 1
  1460. 0002: jump @BC7_9
  1461.  
  1462. :GTAF_2157
  1463. 015D: set_gamespeed 1.0
  1464. 03E6: remove_text_box
  1465. 00BA: show_text_styled GXT "WEER5" time 2000 style 7
  1466. 01B6: set_weather 4
  1467. 01B4: set_player $PLAYER_CHAR can_move 1
  1468. 0002: jump @BC7_2244
  1469.  
  1470. :GTAF_2198
  1471. 015D: set_gamespeed 1.0
  1472. 03E6: remove_text_box
  1473. 00BA: show_text_styled GXT "WEER6" time 2000 style 7
  1474. 01B6: set_weather 5
  1475. 01B4: set_player $PLAYER_CHAR can_move 1
  1476. 0002: jump @BC7_2244
  1477.  
  1478. :GTAF_2239
  1479. 015D: set_gamespeed 1.0
  1480. 03E6: remove_text_box
  1481. 00BA: show_text_styled GXT "WEER7" time 2000 style 7
  1482. 01B6: set_weather 6
  1483. 01B4: set_player $PLAYER_CHAR can_move 1
  1484. 0002: jump @BC7_2244
  1485.  
  1486. :GTAF_2280
  1487. 015D: set_gamespeed 1.0
  1488. 03E6: remove_text_box
  1489. 00BA: show_text_styled GXT "WEER8" time 2000 style 7
  1490. 01B6: set_weather 7
  1491. 01B4: set_player $PLAYER_CHAR can_move 1
  1492. 0002: jump @BC7_2244
  1493.  
  1494. :GTAF_2321
  1495. 015D: set_gamespeed 1.0
  1496. 03E6: remove_text_box
  1497. 00BA: show_text_styled GXT "WEER9" time 2000 style 7
  1498. 01B6: set_weather 8
  1499. 01B4: set_player $PLAYER_CHAR can_move 1
  1500. 0002: jump @BC7_2244
  1501.  
  1502. :GTAF_2362
  1503. 015D: set_gamespeed 1.0
  1504. 03E6: remove_text_box
  1505. 00BA: show_text_styled GXT "WEER10" time 2000 style 7
  1506. 01B6: set_weather 9
  1507. 01B4: set_player $PLAYER_CHAR can_move 1
  1508. 0002: jump @BC7_2244
  1509.  
  1510. :GTAF_2404
  1511. 015D: set_gamespeed 1.0
  1512. 03E6: remove_text_box
  1513. 00BA: show_text_styled GXT "WEER11" time 2000 style 7
  1514. 01B6: set_weather 10
  1515. 01B4: set_player $PLAYER_CHAR can_move 1
  1516. 0002: jump @BC7_2244
  1517.  
  1518. :GTAF_2446
  1519. 0002: jump @GTAF_2552
  1520.  
  1521. :GTAF_2453
  1522. 0001: wait 0 ms
  1523. 00D6: if
  1524. 00E1: player 0 pressed_key 15
  1525. 004D: jump_if_false @GTAF_2495
  1526. 08DA: remove_panel &41233
  1527. 03E6: remove_text_box
  1528. 01B4: set_player $PLAYER_CHAR can_move 1
  1529. 0002: jump @BC7_2244
  1530.  
  1531. :GTAF_2495
  1532. 0001: wait 0 ms
  1533. 00D6: if
  1534. 00E1: player 0 pressed_key 16
  1535. 004D: jump_if_false @GTAF_2453
  1536. 08D7: &13039 = panel &41233 active_row
  1537. 08DA: remove_panel &41233
  1538.  
  1539. :GTAF_2529
  1540. 0001: wait 0 ms
  1541. 00D6: if
  1542. 80E1: not player 0 pressed_key 16
  1543. 004D: jump_if_false @GTAF_2529
  1544. 0051: return
  1545.  
  1546. :GTAF_2552
  1547. 015D: set_gamespeed 0.0
  1548. 01B4: set_player $PLAYER_CHAR can_move 0
  1549. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  1550. 08D4: &41233 = create_panel_with_title 'WENT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  1551. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'WEER12' 'WEER13' 'WEER14' 'WEER15' 'WEER16' 'WEER17' 'WEER18' 'WEER19' 'WEER20' 'WEER21' 'BACK' 'NEXT' // Back
  1552. 0050: gosub @GTAF_2453
  1553. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_2873 1 @GTAF_2915 2 @GTAF_2957 3 @GTAF_2999 4 @GTAF_3041 5 @GTAF_3083 6 @GTAF_3125
  1554. 0872: jump_table_jumps 7 @GTAF_3167 8 @GTAF_3209 9 @GTAF_3251 10 @GTAF_3293 11 @GTAF_3300 12 @GTAF_3300 13 @GTAF_3300 14 @GTAF_3300 15 @GTAF_3300
  1555.  
  1556. :GTAF_2873
  1557. 015D: set_gamespeed 1.0
  1558. 03E6: remove_text_box
  1559. 00BA: show_text_styled GXT "WEER12" time 2000 style 7
  1560. 01B6: set_weather 11
  1561. 01B4: set_player $PLAYER_CHAR can_move 1
  1562. 0002: jump @BC7_9
  1563.  
  1564. :GTAF_2915
  1565. 015D: set_gamespeed 1.0
  1566. 03E6: remove_text_box
  1567. 00BA: show_text_styled GXT "WEER13" time 2000 style 7
  1568. 01B6: set_weather 12
  1569. 01B4: set_player $PLAYER_CHAR can_move 1
  1570. 0002: jump @BC7_9
  1571.  
  1572. :GTAF_2957
  1573. 015D: set_gamespeed 1.0
  1574. 03E6: remove_text_box
  1575. 00BA: show_text_styled GXT "WEER14" time 2000 style 7
  1576. 01B6: set_weather 13
  1577. 01B4: set_player $PLAYER_CHAR can_move 1
  1578. 0002: jump @BC7_9
  1579.  
  1580. :GTAF_2999
  1581. 015D: set_gamespeed 1.0
  1582. 03E6: remove_text_box
  1583. 00BA: show_text_styled GXT "WEER15" time 2000 style 7
  1584. 01B6: set_weather 14
  1585. 01B4: set_player $PLAYER_CHAR can_move 1
  1586. 0002: jump @BC7_9
  1587.  
  1588. :GTAF_3041
  1589. 015D: set_gamespeed 1.0
  1590. 03E6: remove_text_box
  1591. 00BA: show_text_styled GXT "WEER16" time 2000 style 7
  1592. 01B6: set_weather 15
  1593. 01B4: set_player $PLAYER_CHAR can_move 1
  1594. 0002: jump @BC7_2244
  1595.  
  1596. :GTAF_3083
  1597. 015D: set_gamespeed 1.0
  1598. 03E6: remove_text_box
  1599. 00BA: show_text_styled GXT "WEER17" time 2000 style 7
  1600. 01B6: set_weather 16
  1601. 01B4: set_player $PLAYER_CHAR can_move 1
  1602. 0002: jump @BC7_2244
  1603.  
  1604. :GTAF_3125
  1605. 015D: set_gamespeed 1.0
  1606. 03E6: remove_text_box
  1607. 00BA: show_text_styled GXT "WEER18" time 2000 style 7
  1608. 01B6: set_weather 17
  1609. 01B4: set_player $PLAYER_CHAR can_move 1
  1610. 0002: jump @BC7_2244
  1611.  
  1612. :GTAF_3167
  1613. 015D: set_gamespeed 1.0
  1614. 03E6: remove_text_box
  1615. 00BA: show_text_styled GXT "WEER19" time 2000 style 7
  1616. 01B6: set_weather 18
  1617. 01B4: set_player $PLAYER_CHAR can_move 1
  1618. 0002: jump @BC7_2244
  1619.  
  1620. :GTAF_3209
  1621. 015D: set_gamespeed 1.0
  1622. 03E6: remove_text_box
  1623. 00BA: show_text_styled GXT "WEER20" time 2000 style 7
  1624. 01B6: set_weather 19
  1625. 01B4: set_player $PLAYER_CHAR can_move 1
  1626. 0002: jump @BC7_2244
  1627.  
  1628. :GTAF_3251
  1629. 015D: set_gamespeed 1.0
  1630. 03E6: remove_text_box
  1631. 00BA: show_text_styled GXT "WEER21" time 2000 style 7
  1632. 01B6: set_weather 20
  1633. 01B4: set_player $PLAYER_CHAR can_move 1
  1634. 0002: jump @BC7_2244
  1635.  
  1636. :GTAF_3293
  1637. 0002: jump @GTAF_1672
  1638.  
  1639. :GTAF_3300
  1640. 0002: jump @GTAF_3406
  1641.  
  1642. :GTAF_3307
  1643. 0001: wait 0 ms
  1644. 00D6: if
  1645. 00E1: player 0 pressed_key 15
  1646. 004D: jump_if_false @GTAF_3349
  1647. 08DA: remove_panel &41233
  1648. 03E6: remove_text_box
  1649. 01B4: set_player $PLAYER_CHAR can_move 1
  1650. 0002: jump @BC7_2244
  1651.  
  1652. :GTAF_3349
  1653. 0001: wait 0 ms
  1654. 00D6: if
  1655. 00E1: player 0 pressed_key 16
  1656. 004D: jump_if_false @GTAF_3307
  1657. 08D7: &13039 = panel &41233 active_row
  1658. 08DA: remove_panel &41233
  1659.  
  1660. :GTAF_3383
  1661. 0001: wait 0 ms
  1662. 00D6: if
  1663. 80E1: not player 0 pressed_key 16
  1664. 004D: jump_if_false @GTAF_3383
  1665. 0051: return
  1666.  
  1667. :GTAF_3406
  1668. 015D: set_gamespeed 0.0
  1669. 01B4: set_player $PLAYER_CHAR can_move 0
  1670. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  1671. 08D4: &41233 = create_panel_with_title 'WENT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  1672. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'WEER22' 'WEER23' 'WEDEF' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  1673. 0050: gosub @GTAF_5675
  1674. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_3727 1 @GTAF_3769 2 @GTAF_3811 3 @GTAF_3836 4 @GTAF_3843 5 @GTAF_3850 6 @GTAF_3857
  1675. 0872: jump_table_jumps 7 @GTAF_3864 8 @GTAF_3871 9 @GTAF_3878 10 @GTAF_3885 11 @GTAF_3892 12 @GTAF_3892 13 @GTAF_3892 14 @GTAF_3892 15 @GTAF_3892
  1676.  
  1677. :GTAF_3727
  1678. 015D: set_gamespeed 1.0
  1679. 03E6: remove_text_box
  1680. 00BA: show_text_styled GXT "WEER22" time 2000 style 7
  1681. 01B6: set_weather 21
  1682. 01B4: set_player $PLAYER_CHAR can_move 1
  1683. 0002: jump @BC7_9
  1684.  
  1685. :GTAF_3769
  1686. 015D: set_gamespeed 1.0
  1687. 03E6: remove_text_box
  1688. 00BA: show_text_styled GXT "WEER23" time 2000 style 7
  1689. 01B6: set_weather 22
  1690. 01B4: set_player $PLAYER_CHAR can_move 1
  1691. 0002: jump @BC7_9
  1692.  
  1693. :GTAF_3811
  1694. 015D: set_gamespeed 1.0
  1695. 03E6: remove_text_box
  1696. 01B7: release_weather
  1697. 01B4: set_player $PLAYER_CHAR can_move 1
  1698. 0002: jump @BC7_9
  1699.  
  1700. :GTAF_3836
  1701. 0002: jump @GTAF_2552
  1702.  
  1703. :GTAF_3843
  1704. 0002: jump @BC7_2244
  1705.  
  1706. :GTAF_3850
  1707. 0002: jump @BC7_2244
  1708.  
  1709. :GTAF_3857
  1710. 0002: jump @BC7_2244
  1711.  
  1712. :GTAF_3864
  1713. 0002: jump @BC7_2244
  1714.  
  1715. :GTAF_3871
  1716. 0002: jump @BC7_2244
  1717.  
  1718. :GTAF_3878
  1719. 0002: jump @BC7_2244
  1720.  
  1721. :GTAF_3885
  1722. 0002: jump @BC7_2244
  1723.  
  1724. :GTAF_3892
  1725. 0002: jump @BC7_2244
  1726.  
  1727. :GTAF_3899
  1728. 0001: wait 0 ms
  1729. 00D6: if
  1730. 00E1: player 0 pressed_key 15
  1731. 004D: jump_if_false @GTAF_3941
  1732. 08DA: remove_panel &41233
  1733. 03E6: remove_text_box
  1734. 01B4: set_player $PLAYER_CHAR can_move 1
  1735. 0002: jump @BC7_2244
  1736.  
  1737. :GTAF_3941
  1738. 0001: wait 0 ms
  1739. 00D6: if
  1740. 00E1: player 0 pressed_key 16
  1741. 004D: jump_if_false @GTAF_3899
  1742. 08D7: &13039 = panel &41233 active_row
  1743. 08DA: remove_panel &41233
  1744.  
  1745. :GTAF_3975
  1746. 0001: wait 0 ms
  1747. 00D6: if
  1748. 80E1: not player 0 pressed_key 16
  1749. 004D: jump_if_false @GTAF_3975
  1750. 0051: return
  1751.  
  1752. :GTAF_3998
  1753. 015D: set_gamespeed 0.0
  1754. 01B4: set_player $PLAYER_CHAR can_move 0
  1755. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  1756. 08D4: &41233 = create_panel_with_title 'TIMEC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  1757. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'TIME1' 'TIME2' 'TIME3' 'TIME4' 'TIME5' 'TIME6' 'TIME7' 'TIME8' 'TIME9' 'TIME10' 'TIME11' 'NEXT'
  1758. 0050: gosub @GTAF_1573
  1759. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_4319 1 @GTAF_4362 2 @GTAF_4405 3 @GTAF_4448 4 @GTAF_4491 5 @GTAF_4534 6 @GTAF_4577
  1760. 0872: jump_table_jumps 7 @GTAF_4620 8 @GTAF_4663 9 @GTAF_4706 10 @GTAF_4750 11 @GTAF_4794 12 @GTAF_4794 13 @GTAF_4794 14 @GTAF_4794 15 @GTAF_4794
  1761.  
  1762. :GTAF_4319
  1763. 015D: set_gamespeed 1.0
  1764. 03E6: remove_text_box
  1765. 00BA: show_text_styled GXT "TIME1" time 2000 style 4
  1766. 00C0: set_current_time_hours_to 8 minutes_to 0
  1767. 01B4: set_player $PLAYER_CHAR can_move 1
  1768. 0002: jump @BC7_9
  1769.  
  1770. :GTAF_4362
  1771. 015D: set_gamespeed 1.0
  1772. 03E6: remove_text_box
  1773. 00BA: show_text_styled GXT "TIME2" time 2000 style 4
  1774. 00C0: set_current_time_hours_to 9 minutes_to 0
  1775. 01B4: set_player $PLAYER_CHAR can_move 1
  1776. 0002: jump @BC7_9
  1777.  
  1778. :GTAF_4405
  1779. 015D: set_gamespeed 1.0
  1780. 03E6: remove_text_box
  1781. 00BA: show_text_styled GXT "TIME3" time 2000 style 4
  1782. 00C0: set_current_time_hours_to 10 minutes_to 0
  1783. 01B4: set_player $PLAYER_CHAR can_move 1
  1784. 0002: jump @BC7_9
  1785.  
  1786. :GTAF_4448
  1787. 015D: set_gamespeed 1.0
  1788. 03E6: remove_text_box
  1789. 00BA: show_text_styled GXT "TIME4" time 2000 style 4
  1790. 00C0: set_current_time_hours_to 11 minutes_to 0
  1791. 01B4: set_player $PLAYER_CHAR can_move 1
  1792. 0002: jump @BC7_9
  1793.  
  1794. :GTAF_4491
  1795. 015D: set_gamespeed 1.0
  1796. 03E6: remove_text_box
  1797. 00BA: show_text_styled GXT "TIME5" time 2000 style 4
  1798. 00C0: set_current_time_hours_to 12 minutes_to 0
  1799. 01B4: set_player $PLAYER_CHAR can_move 1
  1800. 0002: jump @BC7_2244
  1801.  
  1802. :GTAF_4534
  1803. 015D: set_gamespeed 1.0
  1804. 03E6: remove_text_box
  1805. 00BA: show_text_styled GXT "TIME6" time 2000 style 4
  1806. 00C0: set_current_time_hours_to 13 minutes_to 0
  1807. 01B4: set_player $PLAYER_CHAR can_move 1
  1808. 0002: jump @BC7_2244
  1809.  
  1810. :GTAF_4577
  1811. 015D: set_gamespeed 1.0
  1812. 03E6: remove_text_box
  1813. 00BA: show_text_styled GXT "TIME7" time 2000 style 4
  1814. 00C0: set_current_time_hours_to 14 minutes_to 0
  1815. 01B4: set_player $PLAYER_CHAR can_move 1
  1816. 0002: jump @BC7_2244
  1817.  
  1818. :GTAF_4620
  1819. 015D: set_gamespeed 1.0
  1820. 03E6: remove_text_box
  1821. 00BA: show_text_styled GXT "TIME8" time 2000 style 4
  1822. 00C0: set_current_time_hours_to 15 minutes_to 0
  1823. 01B4: set_player $PLAYER_CHAR can_move 1
  1824. 0002: jump @BC7_2244
  1825.  
  1826. :GTAF_4663
  1827. 015D: set_gamespeed 1.0
  1828. 03E6: remove_text_box
  1829. 00BA: show_text_styled GXT "TIME9" time 2000 style 4
  1830. 00C0: set_current_time_hours_to 16 minutes_to 0
  1831. 01B4: set_player $PLAYER_CHAR can_move 1
  1832. 0002: jump @BC7_2244
  1833.  
  1834. :GTAF_4706
  1835. 015D: set_gamespeed 1.0
  1836. 03E6: remove_text_box
  1837. 00BA: show_text_styled GXT "TIME10" time 2000 style 4
  1838. 00C0: set_current_time_hours_to 17 minutes_to 0
  1839. 01B4: set_player $PLAYER_CHAR can_move 1
  1840. 0002: jump @BC7_2244
  1841.  
  1842. :GTAF_4750
  1843. 015D: set_gamespeed 1.0
  1844. 03E6: remove_text_box
  1845. 00BA: show_text_styled GXT "TIME11" time 2000 style 4
  1846. 00C0: set_current_time_hours_to 18 minutes_to 0
  1847. 01B4: set_player $PLAYER_CHAR can_move 1
  1848. 0002: jump @BC7_2244
  1849.  
  1850. :GTAF_4794
  1851. 0002: jump @GTAF_4900
  1852.  
  1853. :GTAF_4801
  1854. 0001: wait 0 ms
  1855. 00D6: if
  1856. 00E1: player 0 pressed_key 15
  1857. 004D: jump_if_false @GTAF_4843
  1858. 08DA: remove_panel &41233
  1859. 03E6: remove_text_box
  1860. 01B4: set_player $PLAYER_CHAR can_move 1
  1861. 0002: jump @BC7_2244
  1862.  
  1863. :GTAF_4843
  1864. 0001: wait 0 ms
  1865. 00D6: if
  1866. 00E1: player 0 pressed_key 16
  1867. 004D: jump_if_false @GTAF_4801
  1868. 08D7: &13039 = panel &41233 active_row
  1869. 08DA: remove_panel &41233
  1870.  
  1871. :GTAF_4877
  1872. 0001: wait 0 ms
  1873. 00D6: if
  1874. 80E1: not player 0 pressed_key 16
  1875. 004D: jump_if_false @GTAF_4877
  1876. 0051: return
  1877.  
  1878. :GTAF_4900
  1879. 015D: set_gamespeed 0.0
  1880. 01B4: set_player $PLAYER_CHAR can_move 0
  1881. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  1882. 08D4: &41233 = create_panel_with_title 'TIMEC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  1883. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'TIME12' 'TIME13' 'TIME14' 'TIME15' 'TIME16' 'TIME17' 'TIME18' 'TIME19' 'TIME20' 'TIME21' 'BACK' 'NEXT' // Back
  1884. 0050: gosub @GTAF_2453
  1885. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_5221 1 @GTAF_5265 2 @GTAF_5309 3 @GTAF_5353 4 @GTAF_5397 5 @GTAF_5441 6 @GTAF_5485
  1886. 0872: jump_table_jumps 7 @GTAF_5529 8 @GTAF_5573 9 @GTAF_5617 10 @GTAF_5661 11 @GTAF_5668 12 @GTAF_5668 13 @GTAF_5668 14 @GTAF_5668 15 @GTAF_5668
  1887.  
  1888. :GTAF_5221
  1889. 015D: set_gamespeed 1.0
  1890. 03E6: remove_text_box
  1891. 00BA: show_text_styled GXT "TIME12" time 2000 style 4
  1892. 00C0: set_current_time_hours_to 19 minutes_to 0
  1893. 01B4: set_player $PLAYER_CHAR can_move 1
  1894. 0002: jump @BC7_9
  1895.  
  1896. :GTAF_5265
  1897. 015D: set_gamespeed 1.0
  1898. 03E6: remove_text_box
  1899. 00BA: show_text_styled GXT "TIME13" time 2000 style 4
  1900. 00C0: set_current_time_hours_to 20 minutes_to 0
  1901. 01B4: set_player $PLAYER_CHAR can_move 1
  1902. 0002: jump @BC7_9
  1903.  
  1904. :GTAF_5309
  1905. 015D: set_gamespeed 1.0
  1906. 03E6: remove_text_box
  1907. 00BA: show_text_styled GXT "TIME14" time 2000 style 4
  1908. 00C0: set_current_time_hours_to 21 minutes_to 0
  1909. 01B4: set_player $PLAYER_CHAR can_move 1
  1910. 0002: jump @BC7_9
  1911.  
  1912. :GTAF_5353
  1913. 015D: set_gamespeed 1.0
  1914. 03E6: remove_text_box
  1915. 00BA: show_text_styled GXT "TIME15" time 2000 style 4
  1916. 00C0: set_current_time_hours_to 22 minutes_to 0
  1917. 01B4: set_player $PLAYER_CHAR can_move 1
  1918. 0002: jump @BC7_9
  1919.  
  1920. :GTAF_5397
  1921. 015D: set_gamespeed 1.0
  1922. 03E6: remove_text_box
  1923. 00BA: show_text_styled GXT "TIME16" time 2000 style 4
  1924. 00C0: set_current_time_hours_to 23 minutes_to 0
  1925. 01B4: set_player $PLAYER_CHAR can_move 1
  1926. 0002: jump @BC7_2244
  1927.  
  1928. :GTAF_5441
  1929. 015D: set_gamespeed 1.0
  1930. 03E6: remove_text_box
  1931. 00BA: show_text_styled GXT "TIME17" time 2000 style 4
  1932. 00C0: set_current_time_hours_to 0 minutes_to 0
  1933. 01B4: set_player $PLAYER_CHAR can_move 1
  1934. 0002: jump @BC7_2244
  1935.  
  1936. :GTAF_5485
  1937. 015D: set_gamespeed 1.0
  1938. 03E6: remove_text_box
  1939. 00BA: show_text_styled GXT "TIME18" time 2000 style 4
  1940. 00C0: set_current_time_hours_to 1 minutes_to 0
  1941. 01B4: set_player $PLAYER_CHAR can_move 1
  1942. 0002: jump @BC7_2244
  1943.  
  1944. :GTAF_5529
  1945. 015D: set_gamespeed 1.0
  1946. 03E6: remove_text_box
  1947. 00BA: show_text_styled GXT "TIME19" time 2000 style 4
  1948. 00C0: set_current_time_hours_to 2 minutes_to 0
  1949. 01B4: set_player $PLAYER_CHAR can_move 1
  1950. 0002: jump @BC7_2244
  1951.  
  1952. :GTAF_5573
  1953. 015D: set_gamespeed 1.0
  1954. 03E6: remove_text_box
  1955. 00BA: show_text_styled GXT "TIME20" time 2000 style 4
  1956. 00C0: set_current_time_hours_to 3 minutes_to 0
  1957. 01B4: set_player $PLAYER_CHAR can_move 1
  1958. 0002: jump @BC7_2244
  1959.  
  1960. :GTAF_5617
  1961. 015D: set_gamespeed 1.0
  1962. 03E6: remove_text_box
  1963. 00BA: show_text_styled GXT "TIME21" time 2000 style 4
  1964. 00C0: set_current_time_hours_to 4 minutes_to 0
  1965. 01B4: set_player $PLAYER_CHAR can_move 1
  1966. 0002: jump @BC7_2244
  1967.  
  1968. :GTAF_5661
  1969. 0002: jump @GTAF_3998
  1970.  
  1971. :GTAF_5668
  1972. 0002: jump @GTAF_5774
  1973.  
  1974. :GTAF_5675
  1975. 0001: wait 0 ms
  1976. 00D6: if
  1977. 00E1: player 0 pressed_key 15
  1978. 004D: jump_if_false @GTAF_5717
  1979. 08DA: remove_panel &41233
  1980. 03E6: remove_text_box
  1981. 01B4: set_player $PLAYER_CHAR can_move 1
  1982. 0002: jump @BC7_2244
  1983.  
  1984. :GTAF_5717
  1985. 0001: wait 0 ms
  1986. 00D6: if
  1987. 00E1: player 0 pressed_key 16
  1988. 004D: jump_if_false @GTAF_5675
  1989. 08D7: &13039 = panel &41233 active_row
  1990. 08DA: remove_panel &41233
  1991.  
  1992. :GTAF_5751
  1993. 0001: wait 0 ms
  1994. 00D6: if
  1995. 80E1: not player 0 pressed_key 16
  1996. 004D: jump_if_false @GTAF_5751
  1997. 0051: return
  1998.  
  1999. :GTAF_5774
  2000. 015D: set_gamespeed 0.0
  2001. 01B4: set_player $PLAYER_CHAR can_move 0
  2002. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2003. 08D4: &41233 = create_panel_with_title 'TIMEC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2004. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'TIME22' 'TIME23' 'TIME24' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  2005. 0050: gosub @GTAF_5675
  2006. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_6095 1 @GTAF_6139 2 @GTAF_6183 3 @GTAF_6227 4 @GTAF_6234 5 @GTAF_6241 6 @GTAF_6248
  2007. 0872: jump_table_jumps 7 @GTAF_6255 8 @GTAF_6262 9 @GTAF_6269 10 @GTAF_6276 11 @GTAF_6283 12 @GTAF_6283 13 @GTAF_6283 14 @GTAF_6283 15 @GTAF_6283
  2008.  
  2009. :GTAF_6095
  2010. 015D: set_gamespeed 1.0
  2011. 03E6: remove_text_box
  2012. 00BA: show_text_styled GXT "TIME22" time 2000 style 4
  2013. 00C0: set_current_time_hours_to 5 minutes_to 0
  2014. 01B4: set_player $PLAYER_CHAR can_move 1
  2015. 0002: jump @BC7_9
  2016.  
  2017. :GTAF_6139
  2018. 015D: set_gamespeed 1.0
  2019. 03E6: remove_text_box
  2020. 00BA: show_text_styled GXT "TIME23" time 2000 style 4
  2021. 00C0: set_current_time_hours_to 6 minutes_to 0
  2022. 01B4: set_player $PLAYER_CHAR can_move 1
  2023. 0002: jump @BC7_9
  2024.  
  2025. :GTAF_6183
  2026. 015D: set_gamespeed 1.0
  2027. 03E6: remove_text_box
  2028. 00BA: show_text_styled GXT "TIME24" time 2000 style 4
  2029. 00C0: set_current_time_hours_to 7 minutes_to 0
  2030. 01B4: set_player $PLAYER_CHAR can_move 1
  2031. 0002: jump @BC7_9
  2032.  
  2033. :GTAF_6227
  2034. 0002: jump @GTAF_4900
  2035.  
  2036. :GTAF_6234
  2037. 0002: jump @BC7_2244
  2038.  
  2039. :GTAF_6241
  2040. 0002: jump @BC7_2244
  2041.  
  2042. :GTAF_6248
  2043. 0002: jump @BC7_2244
  2044.  
  2045. :GTAF_6255
  2046. 0002: jump @BC7_2244
  2047.  
  2048. :GTAF_6262
  2049. 0002: jump @BC7_2244
  2050.  
  2051. :GTAF_6269
  2052. 0002: jump @BC7_2244
  2053.  
  2054. :GTAF_6276
  2055. 0002: jump @BC7_2244
  2056.  
  2057. :GTAF_6283
  2058. 0002: jump @BC7_2244
  2059.  
  2060. :GTAF_6290
  2061. 0001: wait 0 ms
  2062. 00D6: if
  2063. 00E1: player 0 pressed_key 15
  2064. 004D: jump_if_false @GTAF_6332
  2065. 08DA: remove_panel &41233
  2066. 03E6: remove_text_box
  2067. 01B4: set_player $PLAYER_CHAR can_move 1
  2068. 0002: jump @BC7_2244
  2069.  
  2070. :GTAF_6332
  2071. 0001: wait 0 ms
  2072. 00D6: if
  2073. 00E1: player 0 pressed_key 16
  2074. 004D: jump_if_false @GTAF_6290
  2075. 08D7: &13039 = panel &41233 active_row
  2076. 08DA: remove_panel &41233
  2077.  
  2078. :GTAF_6366
  2079. 0001: wait 0 ms
  2080. 00D6: if
  2081. 80E1: not player 0 pressed_key 16
  2082. 004D: jump_if_false @GTAF_6366
  2083. 0051: return
  2084.  
  2085. :GTAF_6389
  2086. 015D: set_gamespeed 0.0
  2087. 01B4: set_player $PLAYER_CHAR can_move 0
  2088. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2089. 08D4: &41233 = create_panel_with_title 'GSM' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2090. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'SPED' 'SPE1' 'SPE2' 'SPE3' 'SPE4' 'SPE5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  2091. 0050: gosub @GTAF_6290
  2092. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_6710 1 @GTAF_6738 2 @GTAF_6766 3 @GTAF_6794 4 @GTAF_6822 5 @GTAF_6850 6 @GTAF_6878
  2093. 0872: jump_table_jumps 7 @GTAF_6885 8 @GTAF_6892 9 @GTAF_6899 10 @GTAF_6906 11 @GTAF_6913 12 @GTAF_6913 13 @GTAF_6913 14 @GTAF_6913 15 @GTAF_6913
  2094.  
  2095. :GTAF_6710
  2096. 015D: set_gamespeed 1.0
  2097. 03E6: remove_text_box
  2098. 08DA: remove_panel &41233
  2099. 01B4: set_player $PLAYER_CHAR can_move 1
  2100. 0002: jump @BC7_9
  2101.  
  2102. :GTAF_6738
  2103. 015D: set_gamespeed 0.1
  2104. 03E6: remove_text_box
  2105. 08DA: remove_panel &41233
  2106. 01B4: set_player $PLAYER_CHAR can_move 1
  2107. 0002: jump @BC7_9
  2108.  
  2109. :GTAF_6766
  2110. 015D: set_gamespeed 0.5
  2111. 03E6: remove_text_box
  2112. 08DA: remove_panel &41233
  2113. 01B4: set_player $PLAYER_CHAR can_move 1
  2114. 0002: jump @BC7_9
  2115.  
  2116. :GTAF_6794
  2117. 015D: set_gamespeed 2.0
  2118. 03E6: remove_text_box
  2119. 08DA: remove_panel &41233
  2120. 01B4: set_player $PLAYER_CHAR can_move 1
  2121. 0002: jump @BC7_9
  2122.  
  2123. :GTAF_6822
  2124. 015D: set_gamespeed 5.0
  2125. 03E6: remove_text_box
  2126. 08DA: remove_panel &41233
  2127. 01B4: set_player $PLAYER_CHAR can_move 1
  2128. 0002: jump @BC7_9
  2129.  
  2130. :GTAF_6850
  2131. 015D: set_gamespeed 10.0
  2132. 03E6: remove_text_box
  2133. 08DA: remove_panel &41233
  2134. 01B4: set_player $PLAYER_CHAR can_move 1
  2135. 0002: jump @BC7_9
  2136.  
  2137. :GTAF_6878
  2138. 0002: jump @BC7_2244
  2139.  
  2140. :GTAF_6885
  2141. 0002: jump @BC7_2244
  2142.  
  2143. :GTAF_6892
  2144. 0002: jump @BC7_2244
  2145.  
  2146. :GTAF_6899
  2147. 0002: jump @BC7_2244
  2148.  
  2149. :GTAF_6906
  2150. 0002: jump @BC7_2244
  2151.  
  2152. :GTAF_6913
  2153. 0002: jump @BC7_2244
  2154.  
  2155. :GTAF_6920
  2156. 0001: wait 0 ms
  2157. 00D6: if
  2158. 00E1: player 0 pressed_key 15
  2159. 004D: jump_if_false @GTAF_6962
  2160. 08DA: remove_panel &41233
  2161. 03E6: remove_text_box
  2162. 01B4: set_player $PLAYER_CHAR can_move 1
  2163. 0002: jump @BC7_2244
  2164.  
  2165. :GTAF_6962
  2166. 0001: wait 0 ms
  2167. 00D6: if
  2168. 00E1: player 0 pressed_key 16
  2169. 004D: jump_if_false @GTAF_6920
  2170. 08D7: &13039 = panel &41233 active_row
  2171. 08DA: remove_panel &41233
  2172.  
  2173. :GTAF_6996
  2174. 0001: wait 0 ms
  2175. 00D6: if
  2176. 80E1: not player 0 pressed_key 16
  2177. 004D: jump_if_false @GTAF_6996
  2178. 0051: return
  2179.  
  2180. :GTAF_7019
  2181. 015D: set_gamespeed 0.0
  2182. 01B4: set_player $PLAYER_CHAR can_move 0
  2183. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2184. 08D4: &41233 = create_panel_with_title 'BFM4' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2185. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'MENU3' 'TTM' 'WANT' 'BEFO' 'WAS' 'BCCS' 'CIT' 'CARO8' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  2186. 0050: gosub @GTAF_6920
  2187. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_7340 1 @GTAF_7397 2 @GTAF_7658 3 @GTAF_7665 4 @GTAF_7672 5 @GTAF_7679 6 @GTAF_7695
  2188. 0872: jump_table_jumps 7 @GTAF_7702 8 @GTAF_7709 9 @GTAF_7716 10 @GTAF_7723 11 @GTAF_7730 12 @GTAF_7730 13 @GTAF_7730 14 @GTAF_7730 15 @GTAF_7730
  2189.  
  2190. :GTAF_7340
  2191. 01B4: set_player $PLAYER_CHAR can_move 0
  2192. 015D: set_gamespeed 1.0
  2193. 03E6: remove_text_box
  2194. 016A: fade 0 time 700
  2195. 0001: wait 698 ms
  2196. 03D8: show_save_screen
  2197. 0001: wait 1 ms
  2198. 016A: fade 1 time 500
  2199. 01B4: set_player $PLAYER_CHAR can_move 1
  2200. 03E6: remove_text_box
  2201. 0002: jump @BC7_9
  2202.  
  2203. :GTAF_7397
  2204. 015D: set_gamespeed 1.0
  2205. 03E6: remove_text_box
  2206. 01B4: set_player $PLAYER_CHAR can_move 1
  2207. 0002: jump @GTAF_7420
  2208.  
  2209. :GTAF_7420
  2210. 0172: 4@ = actor $PLAYER_ACTOR Z_angle
  2211. 0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
  2212. 0169: set_fade_color_RGB 0 0 0
  2213. 016A: fade 0 time 500
  2214. 0001: wait 500 ms
  2215. 01B4: set_player $PLAYER_CHAR can_move 0
  2216. 04D7: set_actor $PLAYER_ACTOR locked 1
  2217. 04BB: select_interior 0
  2218. 04FA: reset_sky_colors_with_fade 0
  2219. 057E: set_radar_grey 0
  2220. 04E4: refresh_game_renderer_at 0@ 1@
  2221. 03CB: set_rendering_origin_at 0@ 1@ 2@
  2222. 00D6: if
  2223. 0256: player $PLAYER_CHAR defined
  2224. 004D: jump_if_false @GTAF_7551
  2225. 0860: link_actor $PLAYER_ACTOR to_interior 0
  2226. 00A1: put_actor $PLAYER_ACTOR at 0@ 1@ -100.0
  2227. 0173: set_actor $PLAYER_ACTOR Z_angle_to 4@
  2228.  
  2229. :GTAF_7551
  2230. 0001: wait 0 ms
  2231. 00D6: if
  2232. 0256: player $PLAYER_CHAR defined
  2233. 004D: jump_if_false @GTAF_7551
  2234. 0001: wait 1500 ms
  2235. 0373: set_camera_directly_behind_player
  2236. 02EB: restore_camera_with_jumpcut
  2237. 016A: fade 1 time 1000
  2238.  
  2239. :GTAF_7587
  2240. 00D6: if
  2241. 016B: fading
  2242. 004D: jump_if_false @GTAF_7611
  2243. 0001: wait 0 ms
  2244. 0002: jump @GTAF_7587
  2245.  
  2246. :GTAF_7611
  2247. 0001: wait 0 ms
  2248. 00D6: if
  2249. 0256: player $PLAYER_CHAR defined
  2250. 004D: jump_if_false @GTAF_7611
  2251. 01B4: set_player $PLAYER_CHAR can_move 1
  2252. 0373: set_camera_directly_behind_player
  2253. 02EB: restore_camera_with_jumpcut
  2254. 04D7: set_actor $PLAYER_ACTOR locked 0
  2255. 03E6: remove_text_box
  2256. 0002: jump @BC7_9
  2257.  
  2258. :GTAF_7658
  2259. 0002: jump @GTAF_7836
  2260.  
  2261. :GTAF_7665
  2262. 0002: jump @GTAF_8785
  2263.  
  2264. :GTAF_7672
  2265. 0002: jump @GTAF_17572
  2266.  
  2267. :GTAF_7679
  2268. 0373: set_camera_directly_behind_player
  2269. 01B4: set_player $PLAYER_CHAR can_move 0
  2270. 0002: jump @COLOR_11543
  2271.  
  2272. :GTAF_7695
  2273. 0002: jump @COLOR_479
  2274.  
  2275. :GTAF_7702
  2276. 0002: jump @COLOR_10906
  2277.  
  2278. :GTAF_7709
  2279. 0002: jump @BC7_2244
  2280.  
  2281. :GTAF_7716
  2282. 0002: jump @BC7_2244
  2283.  
  2284. :GTAF_7723
  2285. 0002: jump @BC7_2244
  2286.  
  2287. :GTAF_7730
  2288. 0002: jump @BC7_2244
  2289.  
  2290. :GTAF_7737
  2291. 0001: wait 0 ms
  2292. 00D6: if
  2293. 00E1: player 0 pressed_key 15
  2294. 004D: jump_if_false @GTAF_7779
  2295. 08DA: remove_panel &41233
  2296. 03E6: remove_text_box
  2297. 01B4: set_player $PLAYER_CHAR can_move 1
  2298. 0002: jump @BC7_2244
  2299.  
  2300. :GTAF_7779
  2301. 0001: wait 0 ms
  2302. 00D6: if
  2303. 00E1: player 0 pressed_key 16
  2304. 004D: jump_if_false @GTAF_7737
  2305. 08D7: &13039 = panel &41233 active_row
  2306. 08DA: remove_panel &41233
  2307.  
  2308. :GTAF_7813
  2309. 0001: wait 0 ms
  2310. 00D6: if
  2311. 80E1: not player 0 pressed_key 16
  2312. 004D: jump_if_false @GTAF_7813
  2313. 0051: return
  2314.  
  2315. :GTAF_7836
  2316. 015D: set_gamespeed 0.0
  2317. 01B4: set_player $PLAYER_CHAR can_move 0
  2318. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2319. 08D4: &41233 = create_panel_with_title 'WANT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2320. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'GWL' 'ST1' 'ST2' 'ST3' 'ST4' 'ST5' 'ST6' 'STN' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  2321. 0050: gosub @GTAF_7737
  2322. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_8157 1 @GTAF_8222 2 @GTAF_8287 3 @GTAF_8352 4 @GTAF_8417 5 @GTAF_8482 6 @GTAF_8547
  2323. 0872: jump_table_jumps 7 @GTAF_8612 8 @GTAF_8658 9 @GTAF_8665 10 @GTAF_8672 11 @GTAF_8679 12 @GTAF_8679 13 @GTAF_8679 14 @GTAF_8679 15 @GTAF_8679
  2324.  
  2325. :GTAF_8157
  2326. 015D: set_gamespeed 1.0
  2327. 03E6: remove_text_box
  2328. 01B4: set_player $PLAYER_CHAR can_move 1
  2329. 00BA: show_text_styled GXT "WAUP" time 2500 style 5
  2330. 01F0: set_max_wanted_level_to 6
  2331. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2332. 0001: wait 1 ms
  2333. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  2334. 010D: set_player $PLAYER_CHAR wanted_level_to 0
  2335. 0002: jump @BC7_2244
  2336.  
  2337. :GTAF_8222
  2338. 015D: set_gamespeed 1.0
  2339. 03E6: remove_text_box
  2340. 01B4: set_player $PLAYER_CHAR can_move 1
  2341. 00BA: show_text_styled GXT "WAUP" time 2500 style 5
  2342. 01F0: set_max_wanted_level_to 6
  2343. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2344. 0001: wait 1 ms
  2345. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  2346. 010D: set_player $PLAYER_CHAR wanted_level_to 1
  2347. 0002: jump @BC7_2244
  2348.  
  2349. :GTAF_8287
  2350. 015D: set_gamespeed 1.0
  2351. 03E6: remove_text_box
  2352. 01B4: set_player $PLAYER_CHAR can_move 1
  2353. 00BA: show_text_styled GXT "WAUP" time 2500 style 5
  2354. 01F0: set_max_wanted_level_to 6
  2355. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2356. 0001: wait 1 ms
  2357. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  2358. 010D: set_player $PLAYER_CHAR wanted_level_to 2
  2359. 0002: jump @BC7_2244
  2360.  
  2361. :GTAF_8352
  2362. 015D: set_gamespeed 1.0
  2363. 03E6: remove_text_box
  2364. 01B4: set_player $PLAYER_CHAR can_move 1
  2365. 00BA: show_text_styled GXT "WAUP" time 2500 style 5
  2366. 01F0: set_max_wanted_level_to 6
  2367. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2368. 0001: wait 1 ms
  2369. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  2370. 010D: set_player $PLAYER_CHAR wanted_level_to 3
  2371. 0002: jump @BC7_2244
  2372.  
  2373. :GTAF_8417
  2374. 015D: set_gamespeed 1.0
  2375. 03E6: remove_text_box
  2376. 01B4: set_player $PLAYER_CHAR can_move 1
  2377. 00BA: show_text_styled GXT "WAUP" time 2500 style 5
  2378. 01F0: set_max_wanted_level_to 6
  2379. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2380. 0001: wait 1 ms
  2381. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  2382. 010D: set_player $PLAYER_CHAR wanted_level_to 4
  2383. 0002: jump @BC7_2244
  2384.  
  2385. :GTAF_8482
  2386. 015D: set_gamespeed 1.0
  2387. 03E6: remove_text_box
  2388. 01B4: set_player $PLAYER_CHAR can_move 1
  2389. 00BA: show_text_styled GXT "WAUP" time 2500 style 5
  2390. 01F0: set_max_wanted_level_to 6
  2391. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2392. 0001: wait 1 ms
  2393. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  2394. 010D: set_player $PLAYER_CHAR wanted_level_to 5
  2395. 0002: jump @BC7_2244
  2396.  
  2397. :GTAF_8547
  2398. 015D: set_gamespeed 1.0
  2399. 03E6: remove_text_box
  2400. 01B4: set_player $PLAYER_CHAR can_move 1
  2401. 00BA: show_text_styled GXT "WAUP" time 2500 style 5
  2402. 01F0: set_max_wanted_level_to 6
  2403. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2404. 0001: wait 1 ms
  2405. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  2406. 010D: set_player $PLAYER_CHAR wanted_level_to 6
  2407. 0002: jump @BC7_2244
  2408.  
  2409. :GTAF_8612
  2410. 015D: set_gamespeed 1.0
  2411. 03E6: remove_text_box
  2412. 00BA: show_text_styled GXT "WLN" time 2500 style 5
  2413. 01F0: set_max_wanted_level_to 0
  2414. 010D: set_player $PLAYER_CHAR wanted_level_to 0
  2415. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  2416. 0002: jump @BC7_2244
  2417.  
  2418. :GTAF_8658
  2419. 0002: jump @BC7_2244
  2420.  
  2421. :GTAF_8665
  2422. 0002: jump @BC7_2244
  2423.  
  2424. :GTAF_8672
  2425. 0002: jump @BC7_2244
  2426.  
  2427. :GTAF_8679
  2428. 0002: jump @BC7_2244
  2429.  
  2430. :GTAF_8686
  2431. 0001: wait 0 ms
  2432. 00D6: if
  2433. 00E1: player 0 pressed_key 15
  2434. 004D: jump_if_false @GTAF_8728
  2435. 08DA: remove_panel &41233
  2436. 03E6: remove_text_box
  2437. 01B4: set_player $PLAYER_CHAR can_move 1
  2438. 0002: jump @BC7_2244
  2439.  
  2440. :GTAF_8728
  2441. 0001: wait 0 ms
  2442. 00D6: if
  2443. 00E1: player 0 pressed_key 16
  2444. 004D: jump_if_false @GTAF_8686
  2445. 08D7: &13039 = panel &41233 active_row
  2446. 08DA: remove_panel &41233
  2447.  
  2448. :GTAF_8762
  2449. 0001: wait 0 ms
  2450. 00D6: if
  2451. 80E1: not player 0 pressed_key 16
  2452. 004D: jump_if_false @GTAF_8762
  2453. 0051: return
  2454.  
  2455. :GTAF_8785
  2456. 01B4: set_player $PLAYER_CHAR can_move 0
  2457. 015D: set_gamespeed 0.0
  2458. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2459. 08D4: &41233 = create_panel_with_title 'BEFO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2460. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CITY1' 'CITY2' 'CITY3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  2461. 0050: gosub @GTAF_8686
  2462. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_9106 1 @GTAF_9150 2 @GTAF_9194 3 @GTAF_9238 4 @GTAF_9245 5 @GTAF_9252 6 @GTAF_9259
  2463. 0872: jump_table_jumps 7 @GTAF_9259 8 @GTAF_9266 9 @GTAF_9273 10 @GTAF_9280 11 @GTAF_9287 12 @GTAF_9287 13 @GTAF_9287 14 @GTAF_9287 15 @GTAF_9287
  2464.  
  2465. :GTAF_9106
  2466. 01EB: set_traffic_density_multiplier_to 0.0
  2467. 03AD: NOP 1 // set_rubbish
  2468. 03C7: set_sensitivity_to_crime 0.0
  2469. 03DE: set_pedestrians_density_multiplier_to 0.0
  2470. 06D7: enable_train_traffic 0
  2471. 0923: enable_air_traffic 0
  2472. 06D0: enable_emergency_traffic 0
  2473. 0002: jump @BC7_2244
  2474.  
  2475. :GTAF_9150
  2476. 01EB: set_traffic_density_multiplier_to 5.0
  2477. 03AD: NOP 0 // set_rubbish
  2478. 03C7: set_sensitivity_to_crime 5.0
  2479. 03DE: set_pedestrians_density_multiplier_to 5.0
  2480. 06D7: enable_train_traffic 1
  2481. 0923: enable_air_traffic 1
  2482. 06D0: enable_emergency_traffic 1
  2483. 0002: jump @BC7_2244
  2484.  
  2485. :GTAF_9194
  2486. 01EB: set_traffic_density_multiplier_to 1.0
  2487. 03AD: NOP 0 // set_rubbish
  2488. 03C7: set_sensitivity_to_crime 1.0
  2489. 03DE: set_pedestrians_density_multiplier_to 1.0
  2490. 06D7: enable_train_traffic 1
  2491. 0923: enable_air_traffic 1
  2492. 06D0: enable_emergency_traffic 1
  2493. 0002: jump @BC7_2244
  2494.  
  2495. :GTAF_9238
  2496. 0002: jump @BC7_2244
  2497.  
  2498. :GTAF_9245
  2499. 0002: jump @BC7_2244
  2500.  
  2501. :GTAF_9252
  2502. 0002: jump @BC7_2244
  2503.  
  2504. :GTAF_9259
  2505. 0002: jump @BC7_2244
  2506.  
  2507. :GTAF_9266
  2508. 0002: jump @BC7_2244
  2509.  
  2510. :GTAF_9273
  2511. 0002: jump @BC7_2244
  2512.  
  2513. :GTAF_9280
  2514. 0002: jump @BC7_2244
  2515.  
  2516. :GTAF_9287
  2517. 0002: jump @BC7_2244
  2518.  
  2519. :GTAF_9294
  2520. 0001: wait 0 ms
  2521. 00D6: if
  2522. 00E1: player 0 pressed_key 15
  2523. 004D: jump_if_false @GTAF_9336
  2524. 08DA: remove_panel &41233
  2525. 03E6: remove_text_box
  2526. 01B4: set_player $PLAYER_CHAR can_move 1
  2527. 0002: jump @BC7_2244
  2528.  
  2529. :GTAF_9336
  2530. 0001: wait 0 ms
  2531. 00D6: if
  2532. 00E1: player 0 pressed_key 16
  2533. 004D: jump_if_false @GTAF_9294
  2534. 08D7: &13039 = panel &41233 active_row
  2535. 08DA: remove_panel &41233
  2536.  
  2537. :GTAF_9370
  2538. 0001: wait 0 ms
  2539. 00D6: if
  2540. 80E1: not player 0 pressed_key 16
  2541. 004D: jump_if_false @GTAF_9370
  2542. 0051: return
  2543.  
  2544. :GTAF_9393
  2545. 01B4: set_player $PLAYER_CHAR can_move 0
  2546. 015D: set_gamespeed 0.0
  2547. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2548. 08D4: &41233 = create_panel_with_title 'BEFO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2549. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CMLS' 'HVMT' 'CSML0' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  2550. 0050: gosub @GTAF_9294
  2551. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @GTAF_9714 1 @GTAF_9721 2 @GTAF_9825 3 @GTAF_9832 4 @GTAF_9839 5 @GTAF_9846 6 @GTAF_9853
  2552. 0872: jump_table_jumps 7 @GTAF_9853 8 @GTAF_9860 9 @GTAF_9867 10 @GTAF_9874 11 @GTAF_9881 12 @GTAF_9881 13 @GTAF_9881 14 @GTAF_9881 15 @GTAF_9881
  2553.  
  2554. :GTAF_9714
  2555. 0002: jump @GTAF_9888
  2556.  
  2557. :GTAF_9721
  2558. 0001: wait 0 ms
  2559. 00D6: if
  2560. 0038: $TIMER == 0
  2561. 004D: jump_if_false @GTAF_9773
  2562. 0004: $TIMER = 1
  2563. 0396: pause_timer 1
  2564. 00BA: show_text_styled GXT "IMT" time 2000 style 4
  2565. 0002: jump @BC7_2244
  2566.  
  2567. :GTAF_9773
  2568. 0001: wait 0 ms
  2569. 00D6: if
  2570. 0038: $TIMER == 1
  2571. 004D: jump_if_false @GTAF_9721
  2572. 0004: $TIMER = 0
  2573. 0396: pause_timer 0
  2574. 00BA: show_text_styled GXT "MTO" time 2000 style 4
  2575. 0002: jump @BC7_2244
  2576.  
  2577. :GTAF_9825
  2578. 0002: jump @COLOR_7543
  2579.  
  2580. :GTAF_9832
  2581. 0002: jump @COLOR_7543
  2582.  
  2583. :GTAF_9839
  2584. 0002: jump @BC7_2244
  2585.  
  2586. :GTAF_9846
  2587. 0002: jump @BC7_2244
  2588.  
  2589. :GTAF_9853
  2590. 0002: jump @BC7_2244
  2591.  
  2592. :GTAF_9860
  2593. 0002: jump @BC7_2244
  2594.  
  2595. :GTAF_9867
  2596. 0002: jump @BC7_2244
  2597.  
  2598. :GTAF_9874
  2599. 0002: jump @BC7_2244
  2600.  
  2601. :GTAF_9881
  2602. 0002: jump @BC7_2244
  2603.  
  2604. :GTAF_9888
  2605. 0001: wait 0 ms
  2606. 0AA9: is_game_version_original
  2607. 004D: jump_if_false @GTAF_9912
  2608. 0001: wait 0 ms
  2609. 0002: jump @GTAF_9940
  2610.  
  2611. :GTAF_9912
  2612. 00BA: show_text_styled GXT "OGV" time 1750 style 7
  2613. 015D: set_gamespeed 0.9
  2614. 03E6: remove_text_box
  2615. 0002: jump @BC7_9
  2616.  
  2617. :GTAF_9940
  2618. 0001: wait 0 ms
  2619. 00D6: if
  2620. 0038: $ONMISSION == 0
  2621. 004D: jump_if_false @GTAF_9973
  2622. 0001: wait 0 ms
  2623. 0002: jump @GTAF_10008
  2624.  
  2625. :GTAF_9973
  2626. 00BA: show_text_styled GXT "MIM" time 1750 style 7
  2627. 015D: set_gamespeed 1.0
  2628. 01B4: set_player $PLAYER_CHAR can_move 1
  2629. 03E6: remove_text_box
  2630. 0002: jump @BC7_9
  2631.  
  2632. :GTAF_10008
  2633. 0001: wait 0 ms
  2634. 00D6: if
  2635. 0AAB: file_exists "CLEO\GXTHOOK.CLEO"
  2636. 004D: jump_if_false @GTAF_10071
  2637. 0001: wait 0 ms
  2638. 03E6: remove_text_box
  2639. 015D: set_gamespeed 0.0
  2640. 01B4: set_player $PLAYER_CHAR can_move 0
  2641. 0002: jump @GTAF_10090
  2642.  
  2643. :GTAF_10071
  2644. 00BA: show_text_styled GXT "FMT" time 1750 style 7
  2645. 0002: jump @BC7_9
  2646.  
  2647. :GTAF_10090
  2648. 00D6: if
  2649. 00DF: actor $PLAYER_ACTOR driving
  2650. 004D: jump_if_false @GTAF_10454
  2651. 0001: wait 0 ms
  2652. 03E6: remove_text_box
  2653. 0002: jump @BC7_9
  2654.  
  2655. :GTAF_10119
  2656. 0001: wait 0 ms
  2657. 00D6: if
  2658. 00E1: player 0 pressed_key 15
  2659. 004D: jump_if_false @GTAF_10161
  2660. 08DA: remove_panel &45765
  2661. 03E6: remove_text_box
  2662. 01B4: set_player $PLAYER_CHAR can_move 1
  2663. 0002: jump @GTAF_10218
  2664.  
  2665. :GTAF_10161
  2666. 0001: wait 0 ms
  2667. 00D6: if
  2668. 00E1: player 0 pressed_key 16
  2669. 004D: jump_if_false @GTAF_10119
  2670. 08D7: &45761 = panel &45765 active_row
  2671. 08DA: remove_panel &45765
  2672.  
  2673. :GTAF_10195
  2674. 0001: wait 0 ms
  2675. 00D6: if
  2676. 80E1: not player 0 pressed_key 16
  2677. 004D: jump_if_false @GTAF_10195
  2678. 0051: return
  2679.  
  2680. :GTAF_10218
  2681. 03E6: remove_text_box
  2682. 015D: set_gamespeed 1.0
  2683. 01B4: set_player $PLAYER_CHAR can_move 1
  2684. 04D7: set_actor $PLAYER_ACTOR locked 0
  2685. 0002: jump @BC7_9
  2686.  
  2687. :GTAF_10248
  2688. 0001: wait 0 ms
  2689. 015D: set_gamespeed 1.0
  2690. 0001: wait 0 ms
  2691. 01B4: set_player $PLAYER_CHAR can_move 0
  2692. 02A3: enable_widescreen 1
  2693. 015F: set_camera_position 2451.148 -1677.786 16.3581 rotation 0.0 0.0 0.0
  2694. 0160: set_camera_point_at 2451.564 -1678.677 16.1721 switchstyle 2
  2695. 0395: clear_area 1 at 2451.564 -1678.677 16.1721 radius 2.0
  2696. 0395: clear_area 1 at 2459.44 -1691.58 12.58 radius 1.0
  2697. 0002: jump @GTAF_10380
  2698.  
  2699. :GTAF_10380
  2700. 0001: wait 1500 ms
  2701. 0169: set_fade_color_RGB 0 0 0
  2702. 016A: fade 0 time 750
  2703. 0001: wait 750 ms
  2704. 02EB: restore_camera_with_jumpcut
  2705. 00BE: text_clear_all
  2706. 03E6: remove_text_box
  2707. 0687: clear_actor $PLAYER_ACTOR task
  2708. 016A: fade 0 time 0
  2709. 02A3: enable_widescreen 0
  2710. 0417: start_mission $MISSION
  2711. 015D: set_gamespeed 1.0
  2712. 01B4: set_player $PLAYER_CHAR can_move 1
  2713. 03E6: remove_text_box
  2714. 0002: jump @BC7_9
  2715.  
  2716. :GTAF_10454
  2717. 01B4: set_player $PLAYER_CHAR can_move 0
  2718. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2719. 08D4: &45765 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2720. 08DB: set_panel &45765 column 0 header 'HPN1' data 'CMS1' 'CMS2' 'CMS3' 'CMS4' 'CMS5' 'CMS6' 'CMS7' 'CMS8' 'CMS9' 'CMS10' 'CMS11' 'GMN'
  2721. 0050: gosub @GTAF_10119
  2722. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_10768 1 @GTAF_10798 2 @GTAF_10828 3 @GTAF_10858 4 @GTAF_10888 5 @GTAF_10918 6 @GTAF_10948
  2723. 0872: jump_table_jumps 7 @GTAF_10978 8 @GTAF_11008 9 @GTAF_11038 10 @GTAF_11068 11 @GTAF_11098 12 @GTAF_11098 13 @GTAF_11098 14 @GTAF_11098 15 @GTAF_11098
  2724.  
  2725. :GTAF_10768
  2726. 0004: $MISSION = 11
  2727. 00BA: show_text_styled GXT 'CMS1' time 1000 style 2
  2728. 0002: jump @GTAF_10248
  2729.  
  2730. :GTAF_10798
  2731. 0004: $MISSION = 12
  2732. 00BA: show_text_styled GXT 'CMS2' time 1000 style 2
  2733. 0002: jump @GTAF_10248
  2734.  
  2735. :GTAF_10828
  2736. 0004: $MISSION = 13
  2737. 00BA: show_text_styled GXT 'CMS3' time 1000 style 2
  2738. 0002: jump @GTAF_10248
  2739.  
  2740. :GTAF_10858
  2741. 0004: $MISSION = 14
  2742. 00BA: show_text_styled GXT 'CMS4' time 1000 style 2
  2743. 0002: jump @GTAF_10248
  2744.  
  2745. :GTAF_10888
  2746. 0004: $MISSION = 15
  2747. 00BA: show_text_styled GXT 'CMS5' time 1000 style 2
  2748. 0002: jump @GTAF_10248
  2749.  
  2750. :GTAF_10918
  2751. 0004: $MISSION = 16
  2752. 00BA: show_text_styled GXT 'CMS6' time 1000 style 2
  2753. 0002: jump @GTAF_10248
  2754.  
  2755. :GTAF_10948
  2756. 0004: $MISSION = 17
  2757. 00BA: show_text_styled GXT 'CMS7' time 1000 style 2
  2758. 0002: jump @GTAF_10248
  2759.  
  2760. :GTAF_10978
  2761. 0004: $MISSION = 18
  2762. 00BA: show_text_styled GXT 'CMS8' time 1000 style 2
  2763. 0002: jump @GTAF_10248
  2764.  
  2765. :GTAF_11008
  2766. 0004: $MISSION = 19
  2767. 00BA: show_text_styled GXT 'CMS9' time 1000 style 2
  2768. 0002: jump @GTAF_10248
  2769.  
  2770. :GTAF_11038
  2771. 0004: $MISSION = 20
  2772. 00BA: show_text_styled GXT 'CMS10' time 1000 style 2
  2773. 0002: jump @GTAF_10248
  2774.  
  2775. :GTAF_11068
  2776. 0004: $MISSION = 21
  2777. 00BA: show_text_styled GXT 'CMS11' time 1000 style 2
  2778. 0002: jump @GTAF_10248
  2779.  
  2780. :GTAF_11098
  2781. 0002: jump @GTAF_11105
  2782.  
  2783. :GTAF_11105
  2784. 01B4: set_player $PLAYER_CHAR can_move 0
  2785. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2786. 08D4: &45765 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2787. 08DB: set_panel &45765 column 0 header 'HPN2' data 'CMS12' 'CMS13' 'CMS14' 'CMS15' 'CMS16' 'CMS17' 'CMS18' 'CMS19' 'CMS20' 'CMS21' 'GMB' 'GMN'
  2788. 0050: gosub @GTAF_10119
  2789. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_11419 1 @GTAF_11449 2 @GTAF_11479 3 @GTAF_11509 4 @GTAF_11539 5 @GTAF_11569 6 @GTAF_11599
  2790. 0872: jump_table_jumps 7 @GTAF_11629 8 @GTAF_11659 9 @GTAF_11689 10 @GTAF_11719 11 @GTAF_11726 12 @GTAF_11726 13 @GTAF_11726 14 @GTAF_11726 15 @GTAF_11726
  2791.  
  2792. :GTAF_11419
  2793. 0004: $MISSION = 22
  2794. 00BA: show_text_styled GXT 'CMS12' time 1000 style 2
  2795. 0002: jump @GTAF_10248
  2796.  
  2797. :GTAF_11449
  2798. 0004: $MISSION = 23
  2799. 00BA: show_text_styled GXT 'CMS13' time 1000 style 2
  2800. 0002: jump @GTAF_10248
  2801.  
  2802. :GTAF_11479
  2803. 0004: $MISSION = 24
  2804. 00BA: show_text_styled GXT 'CMS14' time 1000 style 2
  2805. 0002: jump @GTAF_10248
  2806.  
  2807. :GTAF_11509
  2808. 0004: $MISSION = 25
  2809. 00BA: show_text_styled GXT 'CMS15' time 1000 style 2
  2810. 0002: jump @GTAF_10248
  2811.  
  2812. :GTAF_11539
  2813. 0004: $MISSION = 26
  2814. 00BA: show_text_styled GXT 'CMS16' time 1000 style 2
  2815. 0002: jump @GTAF_10248
  2816.  
  2817. :GTAF_11569
  2818. 0004: $MISSION = 27
  2819. 00BA: show_text_styled GXT 'CMS17' time 1000 style 2
  2820. 0002: jump @GTAF_10248
  2821.  
  2822. :GTAF_11599
  2823. 0004: $MISSION = 28
  2824. 00BA: show_text_styled GXT 'CMS18' time 1000 style 2
  2825. 0002: jump @GTAF_10248
  2826.  
  2827. :GTAF_11629
  2828. 0004: $MISSION = 29
  2829. 00BA: show_text_styled GXT 'CMS19' time 1000 style 2
  2830. 0002: jump @GTAF_10248
  2831.  
  2832. :GTAF_11659
  2833. 0004: $MISSION = 30
  2834. 00BA: show_text_styled GXT 'CMS20' time 1000 style 2
  2835. 0002: jump @GTAF_10248
  2836.  
  2837. :GTAF_11689
  2838. 0004: $MISSION = 31
  2839. 00BA: show_text_styled GXT 'CMS21' time 1000 style 2
  2840. 0002: jump @GTAF_10248
  2841.  
  2842. :GTAF_11719
  2843. 0002: jump @GTAF_10454
  2844.  
  2845. :GTAF_11726
  2846. 0002: jump @GTAF_11832
  2847.  
  2848. :GTAF_11733
  2849. 0001: wait 0 ms
  2850. 00D6: if
  2851. 00E1: player 0 pressed_key 15
  2852. 004D: jump_if_false @GTAF_11775
  2853. 08DA: remove_panel &41233
  2854. 03E6: remove_text_box
  2855. 01B4: set_player $PLAYER_CHAR can_move 1
  2856. 0002: jump @GTAF_10218
  2857.  
  2858. :GTAF_11775
  2859. 0001: wait 0 ms
  2860. 00D6: if
  2861. 00E1: player 0 pressed_key 16
  2862. 004D: jump_if_false @GTAF_11733
  2863. 08D7: &13039 = panel &41233 active_row
  2864. 08DA: remove_panel &41233
  2865.  
  2866. :GTAF_11809
  2867. 0001: wait 0 ms
  2868. 00D6: if
  2869. 80E1: not player 0 pressed_key 16
  2870. 004D: jump_if_false @GTAF_11809
  2871. 0051: return
  2872.  
  2873. :GTAF_11832
  2874. 01B4: set_player $PLAYER_CHAR can_move 0
  2875. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2876. 08D4: &41233 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2877. 08DB: set_panel &41233 column 0 header 'HPN3' data 'CMS22' 'CMS23' 'CMS24' 'CMS25' 'CMS26' 'CMS27' 'CMS28' 'CMS29' 'CMS30' 'CMS31' 'GMB' 'GMN'
  2878. 0050: gosub @GTAF_11733
  2879. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_12146 1 @GTAF_12176 2 @GTAF_12206 3 @GTAF_12236 4 @GTAF_12266 5 @GTAF_12296 6 @GTAF_12326
  2880. 0872: jump_table_jumps 7 @GTAF_12356 8 @GTAF_12386 9 @GTAF_12416 10 @GTAF_12446 11 @GTAF_12453 12 @GTAF_12453 13 @GTAF_12453 14 @GTAF_12453 15 @GTAF_12453
  2881.  
  2882. :GTAF_12146
  2883. 0004: $MISSION = 32
  2884. 00BA: show_text_styled GXT 'CMS22' time 1000 style 2
  2885. 0002: jump @GTAF_10248
  2886.  
  2887. :GTAF_12176
  2888. 0004: $MISSION = 33
  2889. 00BA: show_text_styled GXT 'CMS23' time 1000 style 2
  2890. 0002: jump @GTAF_10248
  2891.  
  2892. :GTAF_12206
  2893. 0004: $MISSION = 34
  2894. 00BA: show_text_styled GXT 'CMS24' time 1000 style 2
  2895. 0002: jump @GTAF_10248
  2896.  
  2897. :GTAF_12236
  2898. 0004: $MISSION = 35
  2899. 00BA: show_text_styled GXT 'CMS25' time 1000 style 2
  2900. 0002: jump @GTAF_10248
  2901.  
  2902. :GTAF_12266
  2903. 0004: $MISSION = 36
  2904. 00BA: show_text_styled GXT 'CMS26' time 1000 style 2
  2905. 0002: jump @GTAF_10248
  2906.  
  2907. :GTAF_12296
  2908. 0004: $MISSION = 37
  2909. 00BA: show_text_styled GXT 'CMS27' time 1000 style 2
  2910. 0002: jump @GTAF_10248
  2911.  
  2912. :GTAF_12326
  2913. 0004: $MISSION = 38
  2914. 00BA: show_text_styled GXT 'CMS28' time 1000 style 2
  2915. 0002: jump @GTAF_10248
  2916.  
  2917. :GTAF_12356
  2918. 0004: $MISSION = 39
  2919. 00BA: show_text_styled GXT 'CMS29' time 1000 style 2
  2920. 0002: jump @GTAF_10248
  2921.  
  2922. :GTAF_12386
  2923. 0004: $MISSION = 40
  2924. 00BA: show_text_styled GXT 'CMS30' time 1000 style 2
  2925. 0002: jump @GTAF_10248
  2926.  
  2927. :GTAF_12416
  2928. 0004: $MISSION = 41
  2929. 00BA: show_text_styled GXT 'CMS31' time 1000 style 2
  2930. 0002: jump @GTAF_10248
  2931.  
  2932. :GTAF_12446
  2933. 0002: jump @GTAF_11105
  2934.  
  2935. :GTAF_12453
  2936. 0002: jump @GTAF_12559
  2937.  
  2938. :GTAF_12460
  2939. 0001: wait 0 ms
  2940. 00D6: if
  2941. 00E1: player 0 pressed_key 15
  2942. 004D: jump_if_false @GTAF_12502
  2943. 08DA: remove_panel &42778
  2944. 03E6: remove_text_box
  2945. 01B4: set_player $PLAYER_CHAR can_move 1
  2946. 0002: jump @GTAF_10218
  2947.  
  2948. :GTAF_12502
  2949. 0001: wait 0 ms
  2950. 00D6: if
  2951. 00E1: player 0 pressed_key 16
  2952. 004D: jump_if_false @GTAF_12460
  2953. 08D7: &64645 = panel &42778 active_row
  2954. 08DA: remove_panel &42778
  2955.  
  2956. :GTAF_12536
  2957. 0001: wait 0 ms
  2958. 00D6: if
  2959. 80E1: not player 0 pressed_key 16
  2960. 004D: jump_if_false @GTAF_12536
  2961. 0051: return
  2962.  
  2963. :GTAF_12559
  2964. 01B4: set_player $PLAYER_CHAR can_move 0
  2965. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  2966. 08D4: &42778 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  2967. 08DB: set_panel &42778 column 0 header 'HPN4' data 'CMS32' 'CMS33' 'CMS34' 'CMS35' 'CMS36' 'CMS37' 'CMS38' 'CMS39' 'CMS40' 'CMS41' 'GMB' 'GMN'
  2968. 0050: gosub @GTAF_12460
  2969. 0871: init_jump_table &64645 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_12873 1 @GTAF_12903 2 @GTAF_12933 3 @GTAF_12963 4 @GTAF_12993 5 @GTAF_13023 6 @GTAF_13053
  2970. 0872: jump_table_jumps 7 @GTAF_13083 8 @GTAF_13113 9 @GTAF_13143 10 @GTAF_13173 11 @GTAF_13180 12 @GTAF_13180 13 @GTAF_13180 14 @GTAF_13180 15 @GTAF_13180
  2971.  
  2972. :GTAF_12873
  2973. 0004: $MISSION = 42
  2974. 00BA: show_text_styled GXT 'CMS32' time 1000 style 2
  2975. 0002: jump @GTAF_10248
  2976.  
  2977. :GTAF_12903
  2978. 0004: $MISSION = 43
  2979. 00BA: show_text_styled GXT 'CMS33' time 1000 style 2
  2980. 0002: jump @GTAF_10248
  2981.  
  2982. :GTAF_12933
  2983. 0004: $MISSION = 44
  2984. 00BA: show_text_styled GXT 'CMS34' time 1000 style 2
  2985. 0002: jump @GTAF_10248
  2986.  
  2987. :GTAF_12963
  2988. 0004: $MISSION = 45
  2989. 00BA: show_text_styled GXT 'CMS35' time 1000 style 2
  2990. 0002: jump @GTAF_10248
  2991.  
  2992. :GTAF_12993
  2993. 0004: $MISSION = 46
  2994. 00BA: show_text_styled GXT 'CMS36' time 1000 style 2
  2995. 0002: jump @GTAF_10248
  2996.  
  2997. :GTAF_13023
  2998. 0004: $MISSION = 47
  2999. 00BA: show_text_styled GXT 'CMS37' time 1000 style 2
  3000. 0002: jump @GTAF_10248
  3001.  
  3002. :GTAF_13053
  3003. 0004: $MISSION = 48
  3004. 00BA: show_text_styled GXT 'CMS38' time 1000 style 2
  3005. 0002: jump @GTAF_10248
  3006.  
  3007. :GTAF_13083
  3008. 0004: $MISSION = 49
  3009. 00BA: show_text_styled GXT 'CMS39' time 1000 style 2
  3010. 0002: jump @GTAF_10248
  3011.  
  3012. :GTAF_13113
  3013. 0004: $MISSION = 50
  3014. 00BA: show_text_styled GXT 'CMS40' time 1000 style 2
  3015. 0002: jump @GTAF_10248
  3016.  
  3017. :GTAF_13143
  3018. 0004: $MISSION = 51
  3019. 00BA: show_text_styled GXT 'CMS41' time 1000 style 2
  3020. 0002: jump @GTAF_10248
  3021.  
  3022. :GTAF_13173
  3023. 0002: jump @GTAF_11832
  3024.  
  3025. :GTAF_13180
  3026. 0002: jump @GTAF_13286
  3027.  
  3028. :GTAF_13187
  3029. 0001: wait 0 ms
  3030. 00D6: if
  3031. 00E1: player 0 pressed_key 15
  3032. 004D: jump_if_false @GTAF_13229
  3033. 08DA: remove_panel &42778
  3034. 03E6: remove_text_box
  3035. 01B4: set_player $PLAYER_CHAR can_move 1
  3036. 0002: jump @GTAF_10218
  3037.  
  3038. :GTAF_13229
  3039. 0001: wait 0 ms
  3040. 00D6: if
  3041. 00E1: player 0 pressed_key 16
  3042. 004D: jump_if_false @GTAF_13187
  3043. 08D7: &64645 = panel &42778 active_row
  3044. 08DA: remove_panel &42778
  3045.  
  3046. :GTAF_13263
  3047. 0001: wait 0 ms
  3048. 00D6: if
  3049. 80E1: not player 0 pressed_key 16
  3050. 004D: jump_if_false @GTAF_13263
  3051. 0051: return
  3052.  
  3053. :GTAF_13286
  3054. 01B4: set_player $PLAYER_CHAR can_move 0
  3055. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3056. 08D4: &42778 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3057. 08DB: set_panel &42778 column 0 header 'HPN5' data 'CMS42' 'CMS43' 'CMS44' 'CMS45' 'CMS46' 'CMS47' 'CMS48' 'CMS49' 'CMS50' 'CMS51' 'GMB' 'GMN'
  3058. 0050: gosub @GTAF_13187
  3059. 0871: init_jump_table &64645 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_13600 1 @GTAF_13630 2 @GTAF_13660 3 @GTAF_13690 4 @GTAF_13720 5 @GTAF_13750 6 @GTAF_13780
  3060. 0872: jump_table_jumps 7 @GTAF_13810 8 @GTAF_13840 9 @GTAF_13870 10 @GTAF_13900 11 @GTAF_13907 12 @GTAF_13907 13 @GTAF_13907 14 @GTAF_13907 15 @GTAF_13907
  3061.  
  3062. :GTAF_13600
  3063. 0004: $MISSION = 52
  3064. 00BA: show_text_styled GXT 'CMS42' time 1000 style 2
  3065. 0002: jump @GTAF_10248
  3066.  
  3067. :GTAF_13630
  3068. 0004: $MISSION = 53
  3069. 00BA: show_text_styled GXT 'CMS43' time 1000 style 2
  3070. 0002: jump @GTAF_10248
  3071.  
  3072. :GTAF_13660
  3073. 0004: $MISSION = 54
  3074. 00BA: show_text_styled GXT 'CMS44' time 1000 style 2
  3075. 0002: jump @GTAF_10248
  3076.  
  3077. :GTAF_13690
  3078. 0004: $MISSION = 55
  3079. 00BA: show_text_styled GXT 'CMS45' time 1000 style 2
  3080. 0002: jump @GTAF_10248
  3081.  
  3082. :GTAF_13720
  3083. 0004: $MISSION = 56
  3084. 00BA: show_text_styled GXT 'CMS46' time 1000 style 2
  3085. 0002: jump @GTAF_10248
  3086.  
  3087. :GTAF_13750
  3088. 0004: $MISSION = 57
  3089. 00BA: show_text_styled GXT 'CMS47' time 1000 style 2
  3090. 0002: jump @GTAF_10248
  3091.  
  3092. :GTAF_13780
  3093. 0004: $MISSION = 58
  3094. 00BA: show_text_styled GXT 'CMS48' time 1000 style 2
  3095. 0002: jump @GTAF_10248
  3096.  
  3097. :GTAF_13810
  3098. 0004: $MISSION = 59
  3099. 00BA: show_text_styled GXT 'CMS49' time 1000 style 2
  3100. 0002: jump @GTAF_10248
  3101.  
  3102. :GTAF_13840
  3103. 0004: $MISSION = 60
  3104. 00BA: show_text_styled GXT 'CMS50' time 1000 style 2
  3105. 0002: jump @GTAF_10248
  3106.  
  3107. :GTAF_13870
  3108. 0004: $MISSION = 61
  3109. 00BA: show_text_styled GXT 'CMS51' time 1000 style 2
  3110. 0002: jump @GTAF_10248
  3111.  
  3112. :GTAF_13900
  3113. 0002: jump @GTAF_12559
  3114.  
  3115. :GTAF_13907
  3116. 0002: jump @GTAF_14013
  3117.  
  3118. :GTAF_13914
  3119. 0001: wait 0 ms
  3120. 00D6: if
  3121. 00E1: player 0 pressed_key 15
  3122. 004D: jump_if_false @GTAF_13956
  3123. 08DA: remove_panel &12346
  3124. 03E6: remove_text_box
  3125. 01B4: set_player $PLAYER_CHAR can_move 1
  3126. 0002: jump @GTAF_10218
  3127.  
  3128. :GTAF_13956
  3129. 0001: wait 0 ms
  3130. 00D6: if
  3131. 00E1: player 0 pressed_key 16
  3132. 004D: jump_if_false @GTAF_13914
  3133. 08D7: &1010 = panel &12346 active_row
  3134. 08DA: remove_panel &12346
  3135.  
  3136. :GTAF_13990
  3137. 0001: wait 0 ms
  3138. 00D6: if
  3139. 80E1: not player 0 pressed_key 16
  3140. 004D: jump_if_false @GTAF_13990
  3141. 0051: return
  3142.  
  3143. :GTAF_14013
  3144. 01B4: set_player $PLAYER_CHAR can_move 0
  3145. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3146. 08D4: &12346 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3147. 08DB: set_panel &12346 column 0 header 'HPN6' data 'CMS52' 'CMS53' 'CMS54' 'CMS55' 'CMS56' 'CMS57' 'CMS58' 'CMS59' 'CMS60' 'CMS61' 'GMB' 'GMN'
  3148. 0050: gosub @GTAF_13914
  3149. 0871: init_jump_table &1010 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_14327 1 @GTAF_14357 2 @GTAF_14387 3 @GTAF_14417 4 @GTAF_14447 5 @GTAF_14477 6 @GTAF_14507
  3150. 0872: jump_table_jumps 7 @GTAF_14537 8 @GTAF_14567 9 @GTAF_14597 10 @GTAF_14627 11 @GTAF_14634 12 @GTAF_14634 13 @GTAF_14634 14 @GTAF_14634 15 @GTAF_14634
  3151.  
  3152. :GTAF_14327
  3153. 0004: $MISSION = 62
  3154. 00BA: show_text_styled GXT 'CMS52' time 1000 style 2
  3155. 0002: jump @GTAF_10248
  3156.  
  3157. :GTAF_14357
  3158. 0004: $MISSION = 63
  3159. 00BA: show_text_styled GXT 'CMS53' time 1000 style 2
  3160. 0002: jump @GTAF_10248
  3161.  
  3162. :GTAF_14387
  3163. 0004: $MISSION = 64
  3164. 00BA: show_text_styled GXT 'CMS54' time 1000 style 2
  3165. 0002: jump @GTAF_10248
  3166.  
  3167. :GTAF_14417
  3168. 0004: $MISSION = 65
  3169. 00BA: show_text_styled GXT 'CMS55' time 1000 style 2
  3170. 0002: jump @GTAF_10248
  3171.  
  3172. :GTAF_14447
  3173. 0004: $MISSION = 66
  3174. 00BA: show_text_styled GXT 'CMS56' time 1000 style 2
  3175. 0002: jump @GTAF_10248
  3176.  
  3177. :GTAF_14477
  3178. 0004: $MISSION = 67
  3179. 00BA: show_text_styled GXT 'CMS57' time 1000 style 2
  3180. 0002: jump @GTAF_10248
  3181.  
  3182. :GTAF_14507
  3183. 0004: $MISSION = 68
  3184. 00BA: show_text_styled GXT 'CMS58' time 1000 style 2
  3185. 0002: jump @GTAF_10248
  3186.  
  3187. :GTAF_14537
  3188. 0004: $MISSION = 69
  3189. 00BA: show_text_styled GXT 'CMS59' time 1000 style 2
  3190. 0002: jump @GTAF_10248
  3191.  
  3192. :GTAF_14567
  3193. 0004: $MISSION = 70
  3194. 00BA: show_text_styled GXT 'CMS60' time 1000 style 2
  3195. 0002: jump @GTAF_10248
  3196.  
  3197. :GTAF_14597
  3198. 0004: $MISSION = 71
  3199. 00BA: show_text_styled GXT 'CMS61' time 1000 style 2
  3200. 0002: jump @GTAF_10248
  3201.  
  3202. :GTAF_14627
  3203. 0002: jump @GTAF_13286
  3204.  
  3205. :GTAF_14634
  3206. 0002: jump @GTAF_14740
  3207.  
  3208. :GTAF_14641
  3209. 0001: wait 0 ms
  3210. 00D6: if
  3211. 00E1: player 0 pressed_key 15
  3212. 004D: jump_if_false @GTAF_14683
  3213. 08DA: remove_panel &12239
  3214. 03E6: remove_text_box
  3215. 01B4: set_player $PLAYER_CHAR can_move 1
  3216. 0002: jump @GTAF_10218
  3217.  
  3218. :GTAF_14683
  3219. 0001: wait 0 ms
  3220. 00D6: if
  3221. 00E1: player 0 pressed_key 16
  3222. 004D: jump_if_false @GTAF_14641
  3223. 08D7: &33337 = panel &12239 active_row
  3224. 08DA: remove_panel &12239
  3225.  
  3226. :GTAF_14717
  3227. 0001: wait 0 ms
  3228. 00D6: if
  3229. 80E1: not player 0 pressed_key 16
  3230. 004D: jump_if_false @GTAF_14717
  3231. 0051: return
  3232.  
  3233. :GTAF_14740
  3234. 01B4: set_player $PLAYER_CHAR can_move 0
  3235. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3236. 08D4: &12239 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3237. 08DB: set_panel &12239 column 0 header 'HPN7' data 'CMS62' 'CMS63' 'CMS64' 'CMS65' 'CMS66' 'CMS67' 'CMS68' 'CMS69' 'CMS70' 'CMS71' 'GMB' 'GMN'
  3238. 0050: gosub @GTAF_14641
  3239. 0871: init_jump_table &33337 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_15054 1 @GTAF_15084 2 @GTAF_15114 3 @GTAF_15144 4 @GTAF_15174 5 @GTAF_15204 6 @GTAF_15234
  3240. 0872: jump_table_jumps 7 @GTAF_15264 8 @GTAF_15294 9 @GTAF_15324 10 @GTAF_15354 11 @GTAF_15361 12 @GTAF_15361 13 @GTAF_15361 14 @GTAF_15361 15 @GTAF_15361
  3241.  
  3242. :GTAF_15054
  3243. 0004: $MISSION = 72
  3244. 00BA: show_text_styled GXT 'CMS62' time 1000 style 2
  3245. 0002: jump @GTAF_10248
  3246.  
  3247. :GTAF_15084
  3248. 0004: $MISSION = 73
  3249. 00BA: show_text_styled GXT 'CMS63' time 1000 style 2
  3250. 0002: jump @GTAF_10248
  3251.  
  3252. :GTAF_15114
  3253. 0004: $MISSION = 74
  3254. 00BA: show_text_styled GXT 'CMS64' time 1000 style 2
  3255. 0002: jump @GTAF_10248
  3256.  
  3257. :GTAF_15144
  3258. 0004: $MISSION = 75
  3259. 00BA: show_text_styled GXT 'CMS65' time 1000 style 2
  3260. 0002: jump @GTAF_10248
  3261.  
  3262. :GTAF_15174
  3263. 0004: $MISSION = 76
  3264. 00BA: show_text_styled GXT 'CMS66' time 1000 style 2
  3265. 0002: jump @GTAF_10248
  3266.  
  3267. :GTAF_15204
  3268. 0004: $MISSION = 77
  3269. 00BA: show_text_styled GXT 'CMS67' time 1000 style 2
  3270. 0002: jump @GTAF_10248
  3271.  
  3272. :GTAF_15234
  3273. 0004: $MISSION = 78
  3274. 00BA: show_text_styled GXT 'CMS68' time 1000 style 2
  3275. 0002: jump @GTAF_10248
  3276.  
  3277. :GTAF_15264
  3278. 0004: $MISSION = 79
  3279. 00BA: show_text_styled GXT 'CMS69' time 1000 style 2
  3280. 0002: jump @GTAF_10248
  3281.  
  3282. :GTAF_15294
  3283. 0004: $MISSION = 80
  3284. 00BA: show_text_styled GXT 'CMS70' time 1000 style 2
  3285. 0002: jump @GTAF_10248
  3286.  
  3287. :GTAF_15324
  3288. 0004: $MISSION = 81
  3289. 00BA: show_text_styled GXT 'CMS71' time 1000 style 2
  3290. 0002: jump @GTAF_10248
  3291.  
  3292. :GTAF_15354
  3293. 0002: jump @GTAF_14013
  3294.  
  3295. :GTAF_15361
  3296. 0002: jump @GTAF_15467
  3297.  
  3298. :GTAF_15368
  3299. 0001: wait 0 ms
  3300. 00D6: if
  3301. 00E1: player 0 pressed_key 15
  3302. 004D: jump_if_false @GTAF_15410
  3303. 08DA: remove_panel &54545
  3304. 03E6: remove_text_box
  3305. 01B4: set_player $PLAYER_CHAR can_move 1
  3306. 0002: jump @GTAF_10218
  3307.  
  3308. :GTAF_15410
  3309. 0001: wait 0 ms
  3310. 00D6: if
  3311. 00E1: player 0 pressed_key 16
  3312. 004D: jump_if_false @GTAF_15368
  3313. 08D7: $5810 = panel &54545 active_row
  3314. 08DA: remove_panel &54545
  3315.  
  3316. :GTAF_15444
  3317. 0001: wait 0 ms
  3318. 00D6: if
  3319. 80E1: not player 0 pressed_key 16
  3320. 004D: jump_if_false @GTAF_15444
  3321. 0051: return
  3322.  
  3323. :GTAF_15467
  3324. 01B4: set_player $PLAYER_CHAR can_move 0
  3325. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3326. 08D4: &54545 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3327. 08DB: set_panel &54545 column 0 header 'HPN8' data 'CMS72' 'CMS73' 'CMS74' 'CMS75' 'CMS76' 'CMS77' 'CMS78' 'CMS79' 'CMS80' 'CMS81' 'GMB' 'GMN'
  3328. 0050: gosub @GTAF_15368
  3329. 0871: init_jump_table $5810 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_15781 1 @GTAF_15811 2 @GTAF_15841 3 @GTAF_15871 4 @GTAF_15901 5 @GTAF_15931 6 @GTAF_15961
  3330. 0872: jump_table_jumps 7 @GTAF_15991 8 @GTAF_16021 9 @GTAF_16051 10 @GTAF_16081 11 @GTAF_16088 12 @GTAF_16088 13 @GTAF_16088 14 @GTAF_16088 15 @GTAF_16088
  3331.  
  3332. :GTAF_15781
  3333. 0004: $MISSION = 82
  3334. 00BA: show_text_styled GXT 'CMS72' time 1000 style 2
  3335. 0002: jump @GTAF_10248
  3336.  
  3337. :GTAF_15811
  3338. 0004: $MISSION = 83
  3339. 00BA: show_text_styled GXT 'CMS73' time 1000 style 2
  3340. 0002: jump @GTAF_10248
  3341.  
  3342. :GTAF_15841
  3343. 0004: $MISSION = 84
  3344. 00BA: show_text_styled GXT 'CMS74' time 1000 style 2
  3345. 0002: jump @GTAF_10248
  3346.  
  3347. :GTAF_15871
  3348. 0004: $MISSION = 85
  3349. 00BA: show_text_styled GXT 'CMS75' time 1000 style 2
  3350. 0002: jump @GTAF_10248
  3351.  
  3352. :GTAF_15901
  3353. 0004: $MISSION = 86
  3354. 00BA: show_text_styled GXT 'CMS76' time 1000 style 2
  3355. 0002: jump @GTAF_10248
  3356.  
  3357. :GTAF_15931
  3358. 0004: $MISSION = 87
  3359. 00BA: show_text_styled GXT 'CMS77' time 1000 style 2
  3360. 0002: jump @GTAF_10248
  3361.  
  3362. :GTAF_15961
  3363. 0004: $MISSION = 88
  3364. 00BA: show_text_styled GXT 'CMS78' time 1000 style 2
  3365. 0002: jump @GTAF_10248
  3366.  
  3367. :GTAF_15991
  3368. 0004: $MISSION = 89
  3369. 00BA: show_text_styled GXT 'CMS79' time 1000 style 2
  3370. 0002: jump @GTAF_10248
  3371.  
  3372. :GTAF_16021
  3373. 0004: $MISSION = 90
  3374. 00BA: show_text_styled GXT 'CMS80' time 1000 style 2
  3375. 0002: jump @GTAF_10248
  3376.  
  3377. :GTAF_16051
  3378. 0004: $MISSION = 91
  3379. 00BA: show_text_styled GXT 'CMS81' time 1000 style 2
  3380. 0002: jump @GTAF_10248
  3381.  
  3382. :GTAF_16081
  3383. 0002: jump @GTAF_14740
  3384.  
  3385. :GTAF_16088
  3386. 0002: jump @GTAF_16194
  3387.  
  3388. :GTAF_16095
  3389. 0001: wait 0 ms
  3390. 00D6: if
  3391. 00E1: player 0 pressed_key 15
  3392. 004D: jump_if_false @GTAF_16137
  3393. 08DA: remove_panel &43317
  3394. 03E6: remove_text_box
  3395. 01B4: set_player $PLAYER_CHAR can_move 1
  3396. 0002: jump @GTAF_10218
  3397.  
  3398. :GTAF_16137
  3399. 0001: wait 0 ms
  3400. 00D6: if
  3401. 00E1: player 0 pressed_key 16
  3402. 004D: jump_if_false @GTAF_16095
  3403. 08D7: &19689 = panel &43317 active_row
  3404. 08DA: remove_panel &43317
  3405.  
  3406. :GTAF_16171
  3407. 0001: wait 0 ms
  3408. 00D6: if
  3409. 80E1: not player 0 pressed_key 16
  3410. 004D: jump_if_false @GTAF_16171
  3411. 0051: return
  3412.  
  3413. :GTAF_16194
  3414. 01B4: set_player $PLAYER_CHAR can_move 0
  3415. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3416. 08D4: &43317 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3417. 08DB: set_panel &43317 column 0 header 'HPN9' data 'CMS82' 'CMS83' 'CMS84' 'CMS85' 'CMS86' 'CMS87' 'CMS88' 'CMS89' 'CMS90' 'CMS91' 'GMB' 'GMN'
  3418. 0050: gosub @GTAF_16095
  3419. 0871: init_jump_table &19689 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_16508 1 @GTAF_16538 2 @GTAF_16568 3 @GTAF_16598 4 @GTAF_16628 5 @GTAF_16658 6 @GTAF_16688
  3420. 0872: jump_table_jumps 7 @GTAF_16718 8 @GTAF_16748 9 @GTAF_16778 10 @GTAF_16808 11 @GTAF_16815 12 @GTAF_16815 13 @GTAF_16815 14 @GTAF_16815 15 @GTAF_16815
  3421.  
  3422. :GTAF_16508
  3423. 0004: $MISSION = 92
  3424. 00BA: show_text_styled GXT 'CMS82' time 1000 style 2
  3425. 0002: jump @GTAF_10248
  3426.  
  3427. :GTAF_16538
  3428. 0004: $MISSION = 93
  3429. 00BA: show_text_styled GXT 'CMS83' time 1000 style 2
  3430. 0002: jump @GTAF_10248
  3431.  
  3432. :GTAF_16568
  3433. 0004: $MISSION = 94
  3434. 00BA: show_text_styled GXT 'CMS84' time 1000 style 2
  3435. 0002: jump @GTAF_10248
  3436.  
  3437. :GTAF_16598
  3438. 0004: $MISSION = 95
  3439. 00BA: show_text_styled GXT 'CMS85' time 1000 style 2
  3440. 0002: jump @GTAF_10248
  3441.  
  3442. :GTAF_16628
  3443. 0004: $MISSION = 96
  3444. 00BA: show_text_styled GXT 'CMS86' time 1000 style 2
  3445. 0002: jump @GTAF_10248
  3446.  
  3447. :GTAF_16658
  3448. 0004: $MISSION = 97
  3449. 00BA: show_text_styled GXT 'CMS87' time 1000 style 2
  3450. 0002: jump @GTAF_10248
  3451.  
  3452. :GTAF_16688
  3453. 0004: $MISSION = 98
  3454. 00BA: show_text_styled GXT 'CMS88' time 1000 style 2
  3455. 0002: jump @GTAF_10248
  3456.  
  3457. :GTAF_16718
  3458. 0004: $MISSION = 99
  3459. 00BA: show_text_styled GXT 'CMS89' time 1000 style 2
  3460. 0002: jump @GTAF_10248
  3461.  
  3462. :GTAF_16748
  3463. 0004: $MISSION = 100
  3464. 00BA: show_text_styled GXT 'CMS90' time 1000 style 2
  3465. 0002: jump @GTAF_10248
  3466.  
  3467. :GTAF_16778
  3468. 0004: $MISSION = 101
  3469. 00BA: show_text_styled GXT 'CMS91' time 1000 style 2
  3470. 0002: jump @GTAF_10248
  3471.  
  3472. :GTAF_16808
  3473. 0002: jump @GTAF_15467
  3474.  
  3475. :GTAF_16815
  3476. 0002: jump @GTAF_16921
  3477.  
  3478. :GTAF_16822
  3479. 0001: wait 0 ms
  3480. 00D6: if
  3481. 00E1: player 0 pressed_key 15
  3482. 004D: jump_if_false @GTAF_16864
  3483. 08DA: remove_panel &1137
  3484. 03E6: remove_text_box
  3485. 01B4: set_player $PLAYER_CHAR can_move 1
  3486. 0002: jump @GTAF_10218
  3487.  
  3488. :GTAF_16864
  3489. 0001: wait 0 ms
  3490. 00D6: if
  3491. 00E1: player 0 pressed_key 16
  3492. 004D: jump_if_false @GTAF_16822
  3493. 08D7: &11291 = panel &1137 active_row
  3494. 08DA: remove_panel &1137
  3495.  
  3496. :GTAF_16898
  3497. 0001: wait 0 ms
  3498. 00D6: if
  3499. 80E1: not player 0 pressed_key 16
  3500. 004D: jump_if_false @GTAF_16898
  3501. 0051: return
  3502.  
  3503. :GTAF_16921
  3504. 01B4: set_player $PLAYER_CHAR can_move 0
  3505. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3506. 08D4: &1137 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3507. 08DB: set_panel &1137 column 0 header 'HPN10' data 'CMS92' 'CMS93' 'CMS94' 'CMS95' 'CMS96' 'CMS97' 'CMS98' 'CMS99' 'CMS100' 'CMS101' 'CMS102' 'GMB'
  3508. 0050: gosub @GTAF_16822
  3509. 0871: init_jump_table &11291 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @GTAF_17235 1 @GTAF_17265 2 @GTAF_17295 3 @GTAF_17325 4 @GTAF_17355 5 @GTAF_17385 6 @GTAF_17415
  3510. 0872: jump_table_jumps 7 @GTAF_17445 8 @GTAF_17475 9 @GTAF_17505 10 @GTAF_17535 11 @GTAF_17565 12 @GTAF_17565 13 @GTAF_17565 14 @GTAF_17565 15 @GTAF_17565
  3511.  
  3512. :GTAF_17235
  3513. 0004: $MISSION = 102
  3514. 00BA: show_text_styled GXT 'CMS92' time 1000 style 2
  3515. 0002: jump @GTAF_10248
  3516.  
  3517. :GTAF_17265
  3518. 0004: $MISSION = 103
  3519. 00BA: show_text_styled GXT 'CMS93' time 1000 style 2
  3520. 0002: jump @GTAF_10248
  3521.  
  3522. :GTAF_17295
  3523. 0004: $MISSION = 104
  3524. 00BA: show_text_styled GXT 'CMS94' time 1000 style 2
  3525. 0002: jump @GTAF_10248
  3526.  
  3527. :GTAF_17325
  3528. 0004: $MISSION = 105
  3529. 00BA: show_text_styled GXT 'CMS95' time 1000 style 2
  3530. 0002: jump @GTAF_10248
  3531.  
  3532. :GTAF_17355
  3533. 0004: $MISSION = 106
  3534. 00BA: show_text_styled GXT 'CMS96' time 1000 style 2
  3535. 0002: jump @GTAF_10248
  3536.  
  3537. :GTAF_17385
  3538. 0004: $MISSION = 107
  3539. 00BA: show_text_styled GXT 'CMS97' time 1000 style 2
  3540. 0002: jump @GTAF_10248
  3541.  
  3542. :GTAF_17415
  3543. 0004: $MISSION = 108
  3544. 00BA: show_text_styled GXT 'CMS98' time 1000 style 2
  3545. 0002: jump @GTAF_10248
  3546.  
  3547. :GTAF_17445
  3548. 0004: $MISSION = 109
  3549. 00BA: show_text_styled GXT 'CMS99' time 1000 style 2
  3550. 0002: jump @GTAF_10248
  3551.  
  3552. :GTAF_17475
  3553. 0004: $MISSION = 110
  3554. 00BA: show_text_styled GXT 'CMS100' time 1000 style 2
  3555. 0002: jump @GTAF_10248
  3556.  
  3557. :GTAF_17505
  3558. 0004: $MISSION = 111
  3559. 00BA: show_text_styled GXT 'CMS101' time 1000 style 2
  3560. 0002: jump @GTAF_10248
  3561.  
  3562. :GTAF_17535
  3563. 0004: $MISSION = 112
  3564. 00BA: show_text_styled GXT 'CMS102' time 1000 style 2
  3565. 0002: jump @GTAF_10248
  3566.  
  3567. :GTAF_17565
  3568. 0002: jump @GTAF_16194
  3569.  
  3570. :GTAF_17572
  3571. 01B4: set_player $PLAYER_CHAR can_move 0
  3572. 015D: set_gamespeed 0.0
  3573. 08DA: remove_panel $WEAPMENU
  3574. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3575. 08D4: $WEAPMENU = create_panel_with_title 'WGS' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3576. 08DB: set_panel $WEAPMENU column 0 header 'DUMMY' data 'WG1' 'WG2' 'WG3' 'WG4' 'WG5' 'WG6' 'WG7' 'WG8' 'WG9' 'WGME' 'DUMMY' 'DUMMY'
  3577. 0050: gosub @GTAF_17982
  3578. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_17898 jumps 0 @GTAF_17898 1 @GTAF_17905 2 @GTAF_17912 3 @GTAF_17919 4 @GTAF_17926 5 @GTAF_17933 6 @GTAF_17940
  3579. 0872: jump_table_jumps 7 @GTAF_17947 8 @GTAF_17954 9 @GTAF_17961 10 @GTAF_17968 11 @GTAF_17975 12 @GTAF_17975 13 @GTAF_17975 14 @GTAF_17975 15 @GTAF_17975
  3580.  
  3581. :GTAF_17898
  3582. 0002: jump @GTAF_18088
  3583.  
  3584. :GTAF_17905
  3585. 0002: jump @GTAF_18104
  3586.  
  3587. :GTAF_17912
  3588. 0002: jump @GTAF_18120
  3589.  
  3590. :GTAF_17919
  3591. 0002: jump @GTAF_18136
  3592.  
  3593. :GTAF_17926
  3594. 0002: jump @GTAF_18152
  3595.  
  3596. :GTAF_17933
  3597. 0002: jump @GTAF_18168
  3598.  
  3599. :GTAF_17940
  3600. 0002: jump @GTAF_18184
  3601.  
  3602. :GTAF_17947
  3603. 0002: jump @GTAF_18200
  3604.  
  3605. :GTAF_17954
  3606. 0002: jump @GTAF_18216
  3607.  
  3608. :GTAF_17961
  3609. 0002: jump @GTAF_18232
  3610.  
  3611. :GTAF_17968
  3612. 0002: jump @GTAF_18255
  3613.  
  3614. :GTAF_17975
  3615. 0002: jump @GTAF_18278
  3616.  
  3617. :GTAF_17982
  3618. 0001: wait 0 ms
  3619. 00D6: if
  3620. 00E1: player 0 pressed_key 15
  3621. 004D: jump_if_false @GTAF_18022
  3622. 08DA: remove_panel $WEAPMENU
  3623. 015D: set_gamespeed 1.0
  3624. 0002: jump @GTAF_18301
  3625.  
  3626. :GTAF_18022
  3627. 0001: wait 0 ms
  3628. 00D6: if
  3629. 00E1: player 0 pressed_key 16
  3630. 004D: jump_if_false @GTAF_17982
  3631. 08D7: &64394 = panel $WEAPMENU active_row
  3632. 08DA: remove_panel $WEAPMENU
  3633.  
  3634. :GTAF_18056
  3635. 0001: wait 0 ms
  3636. 00D6: if
  3637. 80E1: not player 0 pressed_key 16
  3638. 004D: jump_if_false @GTAF_18056
  3639. 0051: return
  3640. 015D: set_gamespeed 0.0
  3641. 03E6: remove_text_box
  3642.  
  3643. :GTAF_18088
  3644. 015D: set_gamespeed 0.0
  3645. 03E6: remove_text_box
  3646. 0002: jump @GTAF_18428
  3647.  
  3648. :GTAF_18104
  3649. 015D: set_gamespeed 0.0
  3650. 03E6: remove_text_box
  3651. 0002: jump @GTAF_19312
  3652.  
  3653. :GTAF_18120
  3654. 015D: set_gamespeed 0.0
  3655. 03E6: remove_text_box
  3656. 0002: jump @GTAF_20241
  3657.  
  3658. :GTAF_18136
  3659. 015D: set_gamespeed 0.0
  3660. 03E6: remove_text_box
  3661. 0002: jump @GTAF_21122
  3662.  
  3663. :GTAF_18152
  3664. 015D: set_gamespeed 0.0
  3665. 03E6: remove_text_box
  3666. 0002: jump @GTAF_22003
  3667.  
  3668. :GTAF_18168
  3669. 015D: set_gamespeed 0.0
  3670. 03E6: remove_text_box
  3671. 0002: jump @GTAF_22884
  3672.  
  3673. :GTAF_18184
  3674. 015D: set_gamespeed 1.0
  3675. 03E6: remove_text_box
  3676. 0002: jump @GTAF_23757
  3677.  
  3678. :GTAF_18200
  3679. 015D: set_gamespeed 0.0
  3680. 03E6: remove_text_box
  3681. 0002: jump @GTAF_24630
  3682.  
  3683. :GTAF_18216
  3684. 015D: set_gamespeed 0.0
  3685. 03E6: remove_text_box
  3686. 0002: jump @GTAF_25560
  3687.  
  3688. :GTAF_18232
  3689. 015D: set_gamespeed 1.0
  3690. 03E6: remove_text_box
  3691. 01B4: set_player $PLAYER_CHAR can_move 1
  3692. 0002: jump @GTAF_26513
  3693.  
  3694. :GTAF_18255
  3695. 015D: set_gamespeed 1.0
  3696. 03E6: remove_text_box
  3697. 01B4: set_player $PLAYER_CHAR can_move 1
  3698. 0002: jump @GTAF_26513
  3699.  
  3700. :GTAF_18278
  3701. 015D: set_gamespeed 1.0
  3702. 03E6: remove_text_box
  3703. 01B4: set_player $PLAYER_CHAR can_move 1
  3704. 0002: jump @GTAF_26513
  3705.  
  3706. :GTAF_18301
  3707. 03E6: remove_text_box
  3708. 0004: &64794 = 0
  3709. 01B4: set_player $PLAYER_CHAR can_move 1
  3710. 04D7: set_actor $PLAYER_ACTOR locked 0
  3711. 0002: jump @GTAF_26513
  3712. 08DA: remove_panel $WEAPMENU
  3713. 03E6: remove_text_box
  3714. 0004: &64794 = 0
  3715. 01B4: set_player $PLAYER_CHAR can_move 1
  3716. 04D7: set_actor $PLAYER_ACTOR locked 0
  3717. 0002: jump @GTAF_26513
  3718.  
  3719. :GTAF_18366
  3720. 0001: wait 0 ms
  3721. 0247: load_model $WEAPONMODEL
  3722. 038B: load_requested_models
  3723. 0002: jump @GTAF_18384
  3724.  
  3725. :GTAF_18384
  3726. 0001: wait 0 ms
  3727. 00D6: if
  3728. 0248: model $WEAPONMODEL available
  3729. 004D: jump_if_false @GTAF_18384
  3730. 0001: wait 0 ms
  3731. 01B2: give_actor $PLAYER_ACTOR weapon $WAPENNUMMER ammo 99999 // Load the weapon model before using this
  3732. 0002: jump @GTAF_17572
  3733.  
  3734. :GTAF_18428
  3735. 01B4: set_player $PLAYER_CHAR can_move 0
  3736. 015D: set_gamespeed 0.0
  3737. 08DA: remove_panel $WEAPMENU
  3738. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3739. 08D4: $WEAPMENU2 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3740. 08DB: set_panel $WEAPMENU2 column 0 header 'DUMMY' data 'GIF1' 'GIF2' 'GIF3' 'GIF4' 'GIF5' 'GIF6' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  3741. 0050: gosub @GTAF_18838
  3742. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_18754 jumps 0 @GTAF_18754 1 @GTAF_18761 2 @GTAF_18768 3 @GTAF_18775 4 @GTAF_18782 5 @GTAF_18789 6 @GTAF_18796
  3743. 0872: jump_table_jumps 7 @GTAF_18803 8 @GTAF_18810 9 @GTAF_18817 10 @GTAF_18824 11 @GTAF_18831 12 @GTAF_18831 13 @GTAF_18831 14 @GTAF_18831 15 @GTAF_18831
  3744.  
  3745. :GTAF_18754
  3746. 0002: jump @GTAF_18944
  3747.  
  3748. :GTAF_18761
  3749. 0002: jump @GTAF_18975
  3750.  
  3751. :GTAF_18768
  3752. 0002: jump @GTAF_19006
  3753.  
  3754. :GTAF_18775
  3755. 0002: jump @GTAF_19037
  3756.  
  3757. :GTAF_18782
  3758. 0002: jump @GTAF_19068
  3759.  
  3760. :GTAF_18789
  3761. 0002: jump @GTAF_19099
  3762.  
  3763. :GTAF_18796
  3764. 0002: jump @GTAF_19130
  3765.  
  3766. :GTAF_18803
  3767. 0002: jump @GTAF_19146
  3768.  
  3769. :GTAF_18810
  3770. 0002: jump @GTAF_19162
  3771.  
  3772. :GTAF_18817
  3773. 0002: jump @GTAF_19178
  3774.  
  3775. :GTAF_18824
  3776. 0002: jump @GTAF_19201
  3777.  
  3778. :GTAF_18831
  3779. 0002: jump @GTAF_19224
  3780.  
  3781. :GTAF_18838
  3782. 0001: wait 0 ms
  3783. 00D6: if
  3784. 00E1: player 0 pressed_key 15
  3785. 004D: jump_if_false @GTAF_18878
  3786. 08DA: remove_panel $WEAPMENU2
  3787. 015D: set_gamespeed 1.0
  3788. 0002: jump @GTAF_19247
  3789.  
  3790. :GTAF_18878
  3791. 0001: wait 0 ms
  3792. 00D6: if
  3793. 00E1: player 0 pressed_key 16
  3794. 004D: jump_if_false @GTAF_18838
  3795. 08D7: &64394 = panel $WEAPMENU2 active_row
  3796. 08DA: remove_panel $WEAPMENU2
  3797.  
  3798. :GTAF_18912
  3799. 0001: wait 0 ms
  3800. 00D6: if
  3801. 80E1: not player 0 pressed_key 16
  3802. 004D: jump_if_false @GTAF_18912
  3803. 0051: return
  3804. 015D: set_gamespeed 1.0
  3805. 03E6: remove_text_box
  3806.  
  3807. :GTAF_18944
  3808. 015D: set_gamespeed 1.0
  3809. 03E6: remove_text_box
  3810. 0004: $WEAPONMODEL = 321
  3811. 0004: $WAPENNUMMER = 10
  3812. 0002: jump @GTAF_18366
  3813.  
  3814. :GTAF_18975
  3815. 015D: set_gamespeed 1.0
  3816. 03E6: remove_text_box
  3817. 0004: $WEAPONMODEL = 322
  3818. 0004: $WAPENNUMMER = 11
  3819. 0002: jump @GTAF_18366
  3820.  
  3821. :GTAF_19006
  3822. 015D: set_gamespeed 1.0
  3823. 03E6: remove_text_box
  3824. 0004: $WEAPONMODEL = 323
  3825. 0004: $WAPENNUMMER = 12
  3826. 0002: jump @GTAF_18366
  3827.  
  3828. :GTAF_19037
  3829. 015D: set_gamespeed 1.0
  3830. 03E6: remove_text_box
  3831. 0004: $WEAPONMODEL = 324
  3832. 0004: $WAPENNUMMER = 13
  3833. 0002: jump @GTAF_18366
  3834.  
  3835. :GTAF_19068
  3836. 015D: set_gamespeed 1.0
  3837. 03E6: remove_text_box
  3838. 0004: $WEAPONMODEL = 325
  3839. 0004: $WAPENNUMMER = 14
  3840. 0002: jump @GTAF_18366
  3841.  
  3842. :GTAF_19099
  3843. 015D: set_gamespeed 1.0
  3844. 03E6: remove_text_box
  3845. 0004: $WEAPONMODEL = 326
  3846. 0004: $WAPENNUMMER = 15
  3847. 0002: jump @GTAF_18366
  3848.  
  3849. :GTAF_19130
  3850. 015D: set_gamespeed 1.0
  3851. 03E6: remove_text_box
  3852. 0002: jump @GTAF_26513
  3853.  
  3854. :GTAF_19146
  3855. 015D: set_gamespeed 1.0
  3856. 03E6: remove_text_box
  3857. 0002: jump @GTAF_26513
  3858.  
  3859. :GTAF_19162
  3860. 015D: set_gamespeed 1.0
  3861. 03E6: remove_text_box
  3862. 0002: jump @GTAF_26513
  3863.  
  3864. :GTAF_19178
  3865. 015D: set_gamespeed 1.0
  3866. 03E6: remove_text_box
  3867. 01B4: set_player $PLAYER_CHAR can_move 1
  3868. 0002: jump @GTAF_26513
  3869.  
  3870. :GTAF_19201
  3871. 015D: set_gamespeed 1.0
  3872. 03E6: remove_text_box
  3873. 01B4: set_player $PLAYER_CHAR can_move 1
  3874. 0002: jump @GTAF_26513
  3875.  
  3876. :GTAF_19224
  3877. 015D: set_gamespeed 1.0
  3878. 03E6: remove_text_box
  3879. 01B4: set_player $PLAYER_CHAR can_move 1
  3880. 0002: jump @GTAF_26513
  3881.  
  3882. :GTAF_19247
  3883. 03E6: remove_text_box
  3884. 0004: &64794 = 0
  3885. 01B4: set_player $PLAYER_CHAR can_move 1
  3886. 04D7: set_actor $PLAYER_ACTOR locked 0
  3887. 0002: jump @GTAF_26513
  3888. 08DA: remove_panel $WEAPMENU
  3889. 03E6: remove_text_box
  3890. 0004: &64794 = 0
  3891. 01B4: set_player $PLAYER_CHAR can_move 1
  3892. 04D7: set_actor $PLAYER_ACTOR locked 0
  3893. 0002: jump @GTAF_26513
  3894.  
  3895. :GTAF_19312
  3896. 01B4: set_player $PLAYER_CHAR can_move 0
  3897. 015D: set_gamespeed 0.0
  3898. 08DA: remove_panel $WEAPMENU
  3899. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  3900. 08D4: $WEAPMENU3 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  3901. 08DB: set_panel $WEAPMENU3 column 0 header 'DUMMY' data 'MEL1' 'MEL2' 'MEL3' 'MEL4' 'MEL5' 'MEL6' 'MEL7' 'MEL8' 'MEL9' 'DUMMY' 'DUMMY' 'DUMMY'
  3902. 0050: gosub @GTAF_19722
  3903. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_19638 jumps 0 @GTAF_19638 1 @GTAF_19645 2 @GTAF_19652 3 @GTAF_19659 4 @GTAF_19666 5 @GTAF_19673 6 @GTAF_19680
  3904. 0872: jump_table_jumps 7 @GTAF_19687 8 @GTAF_19694 9 @GTAF_19701 10 @GTAF_19708 11 @GTAF_19715 12 @GTAF_19715 13 @GTAF_19715 14 @GTAF_19715 15 @GTAF_19715
  3905.  
  3906. :GTAF_19638
  3907. 0002: jump @GTAF_19828
  3908.  
  3909. :GTAF_19645
  3910. 0002: jump @GTAF_19859
  3911.  
  3912. :GTAF_19652
  3913. 0002: jump @GTAF_19890
  3914.  
  3915. :GTAF_19659
  3916. 0002: jump @GTAF_19921
  3917.  
  3918. :GTAF_19666
  3919. 0002: jump @GTAF_19952
  3920.  
  3921. :GTAF_19673
  3922. 0002: jump @GTAF_19983
  3923.  
  3924. :GTAF_19680
  3925. 0002: jump @GTAF_20014
  3926.  
  3927. :GTAF_19687
  3928. 0002: jump @GTAF_20045
  3929.  
  3930. :GTAF_19694
  3931. 0002: jump @GTAF_20076
  3932.  
  3933. :GTAF_19701
  3934. 0002: jump @GTAF_20107
  3935.  
  3936. :GTAF_19708
  3937. 0002: jump @GTAF_20130
  3938.  
  3939. :GTAF_19715
  3940. 0002: jump @GTAF_20153
  3941.  
  3942. :GTAF_19722
  3943. 0001: wait 0 ms
  3944. 00D6: if
  3945. 00E1: player 0 pressed_key 15
  3946. 004D: jump_if_false @GTAF_19762
  3947. 08DA: remove_panel $WEAPMENU3
  3948. 015D: set_gamespeed 1.0
  3949. 0002: jump @GTAF_20176
  3950.  
  3951. :GTAF_19762
  3952. 0001: wait 0 ms
  3953. 00D6: if
  3954. 00E1: player 0 pressed_key 16
  3955. 004D: jump_if_false @GTAF_19722
  3956. 08D7: &64394 = panel $WEAPMENU3 active_row
  3957. 08DA: remove_panel $WEAPMENU3
  3958.  
  3959. :GTAF_19796
  3960. 0001: wait 0 ms
  3961. 00D6: if
  3962. 80E1: not player 0 pressed_key 16
  3963. 004D: jump_if_false @GTAF_19796
  3964. 0051: return
  3965. 015D: set_gamespeed 1.0
  3966. 03E6: remove_text_box
  3967.  
  3968. :GTAF_19828
  3969. 015D: set_gamespeed 1.0
  3970. 03E6: remove_text_box
  3971. 0004: $WEAPONMODEL = 331
  3972. 0004: $WAPENNUMMER = 1
  3973. 0002: jump @GTAF_18366
  3974.  
  3975. :GTAF_19859
  3976. 015D: set_gamespeed 1.0
  3977. 03E6: remove_text_box
  3978. 0004: $WEAPONMODEL = 333
  3979. 0004: $WAPENNUMMER = 2
  3980. 0002: jump @GTAF_18366
  3981.  
  3982. :GTAF_19890
  3983. 015D: set_gamespeed 1.0
  3984. 03E6: remove_text_box
  3985. 0004: $WEAPONMODEL = 334
  3986. 0004: $WAPENNUMMER = 3
  3987. 0002: jump @GTAF_18366
  3988.  
  3989. :GTAF_19921
  3990. 015D: set_gamespeed 1.0
  3991. 03E6: remove_text_box
  3992. 0004: $WEAPONMODEL = 335
  3993. 0004: $WAPENNUMMER = 4
  3994. 0002: jump @GTAF_18366
  3995.  
  3996. :GTAF_19952
  3997. 015D: set_gamespeed 1.0
  3998. 03E6: remove_text_box
  3999. 0004: $WEAPONMODEL = 336
  4000. 0004: $WAPENNUMMER = 5
  4001. 0002: jump @GTAF_18366
  4002.  
  4003. :GTAF_19983
  4004. 015D: set_gamespeed 1.0
  4005. 03E6: remove_text_box
  4006. 0004: $WEAPONMODEL = 337
  4007. 0004: $WAPENNUMMER = 6
  4008. 0002: jump @GTAF_18366
  4009.  
  4010. :GTAF_20014
  4011. 015D: set_gamespeed 1.0
  4012. 03E6: remove_text_box
  4013. 0004: $WEAPONMODEL = 338
  4014. 0004: $WAPENNUMMER = 7
  4015. 0002: jump @GTAF_18366
  4016.  
  4017. :GTAF_20045
  4018. 015D: set_gamespeed 1.0
  4019. 03E6: remove_text_box
  4020. 0004: $WEAPONMODEL = 339
  4021. 0004: $WAPENNUMMER = 8
  4022. 0002: jump @GTAF_18366
  4023.  
  4024. :GTAF_20076
  4025. 015D: set_gamespeed 1.0
  4026. 03E6: remove_text_box
  4027. 0004: $WEAPONMODEL = 341
  4028. 0004: $WAPENNUMMER = 9
  4029. 0002: jump @GTAF_18366
  4030.  
  4031. :GTAF_20107
  4032. 015D: set_gamespeed 1.0
  4033. 03E6: remove_text_box
  4034. 01B4: set_player $PLAYER_CHAR can_move 1
  4035. 0002: jump @GTAF_26513
  4036.  
  4037. :GTAF_20130
  4038. 015D: set_gamespeed 1.0
  4039. 03E6: remove_text_box
  4040. 01B4: set_player $PLAYER_CHAR can_move 1
  4041. 0002: jump @GTAF_26513
  4042.  
  4043. :GTAF_20153
  4044. 015D: set_gamespeed 1.0
  4045. 03E6: remove_text_box
  4046. 01B4: set_player $PLAYER_CHAR can_move 1
  4047. 0002: jump @GTAF_26513
  4048.  
  4049. :GTAF_20176
  4050. 03E6: remove_text_box
  4051. 0004: &64794 = 0
  4052. 01B4: set_player $PLAYER_CHAR can_move 1
  4053. 04D7: set_actor $PLAYER_ACTOR locked 0
  4054. 0002: jump @GTAF_26513
  4055. 08DA: remove_panel $WEAPMENU
  4056. 03E6: remove_text_box
  4057. 0004: &64794 = 0
  4058. 01B4: set_player $PLAYER_CHAR can_move 1
  4059. 04D7: set_actor $PLAYER_ACTOR locked 0
  4060. 0002: jump @GTAF_26513
  4061.  
  4062. :GTAF_20241
  4063. 01B4: set_player $PLAYER_CHAR can_move 0
  4064. 015D: set_gamespeed 0.0
  4065. 08DA: remove_panel $WEAPMENU
  4066. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  4067. 08D4: $WEAPMENU4 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  4068. 08DB: set_panel $WEAPMENU4 column 0 header 'DUMMY' data 'PRO1' 'PRO2' 'PRO3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  4069. 0050: gosub @GTAF_20651
  4070. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_20567 jumps 0 @GTAF_20567 1 @GTAF_20574 2 @GTAF_20581 3 @GTAF_20588 4 @GTAF_20595 5 @GTAF_20602 6 @GTAF_20609
  4071. 0872: jump_table_jumps 7 @GTAF_20616 8 @GTAF_20623 9 @GTAF_20630 10 @GTAF_20637 11 @GTAF_20644 12 @GTAF_20644 13 @GTAF_20644 14 @GTAF_20644 15 @GTAF_20644
  4072.  
  4073. :GTAF_20567
  4074. 0002: jump @GTAF_20757
  4075.  
  4076. :GTAF_20574
  4077. 0002: jump @GTAF_20788
  4078.  
  4079. :GTAF_20581
  4080. 0002: jump @GTAF_20819
  4081.  
  4082. :GTAF_20588
  4083. 0002: jump @GTAF_20850
  4084.  
  4085. :GTAF_20595
  4086. 0002: jump @GTAF_20873
  4087.  
  4088. :GTAF_20602
  4089. 0002: jump @GTAF_20896
  4090.  
  4091. :GTAF_20609
  4092. 0002: jump @GTAF_20919
  4093.  
  4094. :GTAF_20616
  4095. 0002: jump @GTAF_20942
  4096.  
  4097. :GTAF_20623
  4098. 0002: jump @GTAF_20965
  4099.  
  4100. :GTAF_20630
  4101. 0002: jump @GTAF_20988
  4102.  
  4103. :GTAF_20637
  4104. 0002: jump @GTAF_21011
  4105.  
  4106. :GTAF_20644
  4107. 0002: jump @GTAF_21034
  4108.  
  4109. :GTAF_20651
  4110. 0001: wait 0 ms
  4111. 00D6: if
  4112. 00E1: player 0 pressed_key 15
  4113. 004D: jump_if_false @GTAF_20691
  4114. 08DA: remove_panel $WEAPMENU4
  4115. 015D: set_gamespeed 1.0
  4116. 0002: jump @GTAF_21057
  4117.  
  4118. :GTAF_20691
  4119. 0001: wait 0 ms
  4120. 00D6: if
  4121. 00E1: player 0 pressed_key 16
  4122. 004D: jump_if_false @GTAF_20651
  4123. 08D7: &64394 = panel $WEAPMENU4 active_row
  4124. 08DA: remove_panel $WEAPMENU4
  4125.  
  4126. :GTAF_20725
  4127. 0001: wait 0 ms
  4128. 00D6: if
  4129. 80E1: not player 0 pressed_key 16
  4130. 004D: jump_if_false @GTAF_20725
  4131. 0051: return
  4132. 015D: set_gamespeed 1.0
  4133. 03E6: remove_text_box
  4134.  
  4135. :GTAF_20757
  4136. 015D: set_gamespeed 1.0
  4137. 03E6: remove_text_box
  4138. 0004: $WEAPONMODEL = 346
  4139. 0004: $WAPENNUMMER = 22
  4140. 0002: jump @GTAF_18366
  4141.  
  4142. :GTAF_20788
  4143. 015D: set_gamespeed 1.0
  4144. 03E6: remove_text_box
  4145. 0004: $WEAPONMODEL = 347
  4146. 0004: $WAPENNUMMER = 23
  4147. 0002: jump @GTAF_18366
  4148.  
  4149. :GTAF_20819
  4150. 015D: set_gamespeed 1.0
  4151. 03E6: remove_text_box
  4152. 0004: $WEAPONMODEL = 348
  4153. 0004: $WAPENNUMMER = 24
  4154. 0002: jump @GTAF_18366
  4155.  
  4156. :GTAF_20850
  4157. 015D: set_gamespeed 1.0
  4158. 03E6: remove_text_box
  4159. 01B4: set_player $PLAYER_CHAR can_move 1
  4160. 0002: jump @GTAF_18366
  4161.  
  4162. :GTAF_20873
  4163. 015D: set_gamespeed 1.0
  4164. 03E6: remove_text_box
  4165. 01B4: set_player $PLAYER_CHAR can_move 1
  4166. 0002: jump @GTAF_18366
  4167.  
  4168. :GTAF_20896
  4169. 015D: set_gamespeed 1.0
  4170. 03E6: remove_text_box
  4171. 01B4: set_player $PLAYER_CHAR can_move 1
  4172. 0002: jump @GTAF_18366
  4173.  
  4174. :GTAF_20919
  4175. 015D: set_gamespeed 1.0
  4176. 03E6: remove_text_box
  4177. 01B4: set_player $PLAYER_CHAR can_move 1
  4178. 0002: jump @GTAF_18366
  4179.  
  4180. :GTAF_20942
  4181. 015D: set_gamespeed 1.0
  4182. 03E6: remove_text_box
  4183. 01B4: set_player $PLAYER_CHAR can_move 1
  4184. 0002: jump @GTAF_18366
  4185.  
  4186. :GTAF_20965
  4187. 015D: set_gamespeed 1.0
  4188. 03E6: remove_text_box
  4189. 01B4: set_player $PLAYER_CHAR can_move 1
  4190. 0002: jump @GTAF_18366
  4191.  
  4192. :GTAF_20988
  4193. 015D: set_gamespeed 1.0
  4194. 03E6: remove_text_box
  4195. 01B4: set_player $PLAYER_CHAR can_move 1
  4196. 0002: jump @GTAF_26513
  4197.  
  4198. :GTAF_21011
  4199. 015D: set_gamespeed 1.0
  4200. 03E6: remove_text_box
  4201. 01B4: set_player $PLAYER_CHAR can_move 1
  4202. 0002: jump @GTAF_26513
  4203.  
  4204. :GTAF_21034
  4205. 015D: set_gamespeed 1.0
  4206. 03E6: remove_text_box
  4207. 01B4: set_player $PLAYER_CHAR can_move 1
  4208. 0002: jump @GTAF_26513
  4209.  
  4210. :GTAF_21057
  4211. 03E6: remove_text_box
  4212. 0004: &64794 = 0
  4213. 01B4: set_player $PLAYER_CHAR can_move 1
  4214. 04D7: set_actor $PLAYER_ACTOR locked 0
  4215. 0002: jump @GTAF_26513
  4216. 08DA: remove_panel $WEAPMENU
  4217. 03E6: remove_text_box
  4218. 0004: &64794 = 0
  4219. 01B4: set_player $PLAYER_CHAR can_move 1
  4220. 04D7: set_actor $PLAYER_ACTOR locked 0
  4221. 0002: jump @GTAF_26513
  4222.  
  4223. :GTAF_21122
  4224. 01B4: set_player $PLAYER_CHAR can_move 0
  4225. 015D: set_gamespeed 0.0
  4226. 08DA: remove_panel $WEAPMENU
  4227. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  4228. 08D4: $WEAPMENU5 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  4229. 08DB: set_panel $WEAPMENU5 column 0 header 'DUMMY' data 'SHO1' 'SHO2' 'SHO3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  4230. 0050: gosub @GTAF_21532
  4231. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_21448 jumps 0 @GTAF_21448 1 @GTAF_21455 2 @GTAF_21462 3 @GTAF_21469 4 @GTAF_21476 5 @GTAF_21483 6 @GTAF_21490
  4232. 0872: jump_table_jumps 7 @GTAF_21497 8 @GTAF_21504 9 @GTAF_21511 10 @GTAF_21518 11 @GTAF_21525 12 @GTAF_21525 13 @GTAF_21525 14 @GTAF_21525 15 @GTAF_21525
  4233.  
  4234. :GTAF_21448
  4235. 0002: jump @GTAF_21638
  4236.  
  4237. :GTAF_21455
  4238. 0002: jump @GTAF_21669
  4239.  
  4240. :GTAF_21462
  4241. 0002: jump @GTAF_21700
  4242.  
  4243. :GTAF_21469
  4244. 0002: jump @GTAF_21731
  4245.  
  4246. :GTAF_21476
  4247. 0002: jump @GTAF_21754
  4248.  
  4249. :GTAF_21483
  4250. 0002: jump @GTAF_21777
  4251.  
  4252. :GTAF_21490
  4253. 0002: jump @GTAF_21800
  4254.  
  4255. :GTAF_21497
  4256. 0002: jump @GTAF_21823
  4257.  
  4258. :GTAF_21504
  4259. 0002: jump @GTAF_21846
  4260.  
  4261. :GTAF_21511
  4262. 0002: jump @GTAF_21869
  4263.  
  4264. :GTAF_21518
  4265. 0002: jump @GTAF_21892
  4266.  
  4267. :GTAF_21525
  4268. 0002: jump @GTAF_21915
  4269.  
  4270. :GTAF_21532
  4271. 0001: wait 0 ms
  4272. 00D6: if
  4273. 00E1: player 0 pressed_key 15
  4274. 004D: jump_if_false @GTAF_21572
  4275. 08DA: remove_panel $WEAPMENU5
  4276. 015D: set_gamespeed 1.0
  4277. 0002: jump @GTAF_21938
  4278.  
  4279. :GTAF_21572
  4280. 0001: wait 0 ms
  4281. 00D6: if
  4282. 00E1: player 0 pressed_key 16
  4283. 004D: jump_if_false @GTAF_21532
  4284. 08D7: &64394 = panel $WEAPMENU5 active_row
  4285. 08DA: remove_panel $WEAPMENU5
  4286.  
  4287. :GTAF_21606
  4288. 0001: wait 0 ms
  4289. 00D6: if
  4290. 80E1: not player 0 pressed_key 16
  4291. 004D: jump_if_false @GTAF_21606
  4292. 0051: return
  4293. 015D: set_gamespeed 1.0
  4294. 03E6: remove_text_box
  4295.  
  4296. :GTAF_21638
  4297. 015D: set_gamespeed 1.0
  4298. 03E6: remove_text_box
  4299. 0004: $WEAPONMODEL = 349
  4300. 0004: $WAPENNUMMER = 25
  4301. 0002: jump @GTAF_18366
  4302.  
  4303. :GTAF_21669
  4304. 015D: set_gamespeed 1.0
  4305. 03E6: remove_text_box
  4306. 0004: $WEAPONMODEL = 350
  4307. 0004: $WAPENNUMMER = 26
  4308. 0002: jump @GTAF_18366
  4309.  
  4310. :GTAF_21700
  4311. 015D: set_gamespeed 1.0
  4312. 03E6: remove_text_box
  4313. 0004: $WEAPONMODEL = 351
  4314. 0004: $WAPENNUMMER = 27
  4315. 0002: jump @GTAF_18366
  4316.  
  4317. :GTAF_21731
  4318. 015D: set_gamespeed 1.0
  4319. 03E6: remove_text_box
  4320. 01B4: set_player $PLAYER_CHAR can_move 1
  4321. 0002: jump @GTAF_18366
  4322.  
  4323. :GTAF_21754
  4324. 015D: set_gamespeed 1.0
  4325. 03E6: remove_text_box
  4326. 01B4: set_player $PLAYER_CHAR can_move 1
  4327. 0002: jump @GTAF_18366
  4328.  
  4329. :GTAF_21777
  4330. 015D: set_gamespeed 1.0
  4331. 03E6: remove_text_box
  4332. 01B4: set_player $PLAYER_CHAR can_move 1
  4333. 0002: jump @GTAF_18366
  4334.  
  4335. :GTAF_21800
  4336. 015D: set_gamespeed 1.0
  4337. 03E6: remove_text_box
  4338. 01B4: set_player $PLAYER_CHAR can_move 1
  4339. 0002: jump @GTAF_18366
  4340.  
  4341. :GTAF_21823
  4342. 015D: set_gamespeed 1.0
  4343. 03E6: remove_text_box
  4344. 01B4: set_player $PLAYER_CHAR can_move 1
  4345. 0002: jump @GTAF_18366
  4346.  
  4347. :GTAF_21846
  4348. 015D: set_gamespeed 1.0
  4349. 03E6: remove_text_box
  4350. 01B4: set_player $PLAYER_CHAR can_move 1
  4351. 0002: jump @GTAF_18366
  4352.  
  4353. :GTAF_21869
  4354. 015D: set_gamespeed 1.0
  4355. 03E6: remove_text_box
  4356. 01B4: set_player $PLAYER_CHAR can_move 1
  4357. 0002: jump @GTAF_26513
  4358.  
  4359. :GTAF_21892
  4360. 015D: set_gamespeed 1.0
  4361. 03E6: remove_text_box
  4362. 01B4: set_player $PLAYER_CHAR can_move 1
  4363. 0002: jump @GTAF_26513
  4364.  
  4365. :GTAF_21915
  4366. 015D: set_gamespeed 1.0
  4367. 03E6: remove_text_box
  4368. 01B4: set_player $PLAYER_CHAR can_move 1
  4369. 0002: jump @GTAF_26513
  4370.  
  4371. :GTAF_21938
  4372. 03E6: remove_text_box
  4373. 0004: &64794 = 0
  4374. 01B4: set_player $PLAYER_CHAR can_move 1
  4375. 04D7: set_actor $PLAYER_ACTOR locked 0
  4376. 0002: jump @GTAF_26513
  4377. 08DA: remove_panel $WEAPMENU
  4378. 03E6: remove_text_box
  4379. 0004: &64794 = 0
  4380. 01B4: set_player $PLAYER_CHAR can_move 1
  4381. 04D7: set_actor $PLAYER_ACTOR locked 0
  4382. 0002: jump @GTAF_26513
  4383.  
  4384. :GTAF_22003
  4385. 01B4: set_player $PLAYER_CHAR can_move 0
  4386. 015D: set_gamespeed 0.0
  4387. 08DA: remove_panel $WEAPMENU
  4388. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  4389. 08D4: $WEAPMENU6 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  4390. 08DB: set_panel $WEAPMENU6 column 0 header 'DUMMY' data 'SMG1' 'SMG2' 'SMG3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  4391. 0050: gosub @GTAF_22413
  4392. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_22329 jumps 0 @GTAF_22329 1 @GTAF_22336 2 @GTAF_22343 3 @GTAF_22350 4 @GTAF_22357 5 @GTAF_22364 6 @GTAF_22371
  4393. 0872: jump_table_jumps 7 @GTAF_22378 8 @GTAF_22385 9 @GTAF_22392 10 @GTAF_22399 11 @GTAF_22406 12 @GTAF_22406 13 @GTAF_22406 14 @GTAF_22406 15 @GTAF_22406
  4394.  
  4395. :GTAF_22329
  4396. 0002: jump @GTAF_22519
  4397.  
  4398. :GTAF_22336
  4399. 0002: jump @GTAF_22550
  4400.  
  4401. :GTAF_22343
  4402. 0002: jump @GTAF_22581
  4403.  
  4404. :GTAF_22350
  4405. 0002: jump @GTAF_22612
  4406.  
  4407. :GTAF_22357
  4408. 0002: jump @GTAF_22635
  4409.  
  4410. :GTAF_22364
  4411. 0002: jump @GTAF_22658
  4412.  
  4413. :GTAF_22371
  4414. 0002: jump @GTAF_22681
  4415.  
  4416. :GTAF_22378
  4417. 0002: jump @GTAF_22704
  4418.  
  4419. :GTAF_22385
  4420. 0002: jump @GTAF_22727
  4421.  
  4422. :GTAF_22392
  4423. 0002: jump @GTAF_22750
  4424.  
  4425. :GTAF_22399
  4426. 0002: jump @GTAF_22773
  4427.  
  4428. :GTAF_22406
  4429. 0002: jump @GTAF_22796
  4430.  
  4431. :GTAF_22413
  4432. 0001: wait 0 ms
  4433. 00D6: if
  4434. 00E1: player 0 pressed_key 15
  4435. 004D: jump_if_false @GTAF_22453
  4436. 08DA: remove_panel $WEAPMENU6
  4437. 015D: set_gamespeed 1.0
  4438. 0002: jump @GTAF_22819
  4439.  
  4440. :GTAF_22453
  4441. 0001: wait 0 ms
  4442. 00D6: if
  4443. 00E1: player 0 pressed_key 16
  4444. 004D: jump_if_false @GTAF_22413
  4445. 08D7: &64394 = panel $WEAPMENU6 active_row
  4446. 08DA: remove_panel $WEAPMENU6
  4447.  
  4448. :GTAF_22487
  4449. 0001: wait 0 ms
  4450. 00D6: if
  4451. 80E1: not player 0 pressed_key 16
  4452. 004D: jump_if_false @GTAF_22487
  4453. 0051: return
  4454. 015D: set_gamespeed 1.0
  4455. 03E6: remove_text_box
  4456.  
  4457. :GTAF_22519
  4458. 015D: set_gamespeed 1.0
  4459. 03E6: remove_text_box
  4460. 0004: $WEAPONMODEL = 352
  4461. 0004: $WAPENNUMMER = 28
  4462. 0002: jump @GTAF_18366
  4463.  
  4464. :GTAF_22550
  4465. 015D: set_gamespeed 1.0
  4466. 03E6: remove_text_box
  4467. 0004: $WEAPONMODEL = 353
  4468. 0004: $WAPENNUMMER = 29
  4469. 0002: jump @GTAF_18366
  4470.  
  4471. :GTAF_22581
  4472. 015D: set_gamespeed 1.0
  4473. 03E6: remove_text_box
  4474. 0004: $WEAPONMODEL = 372
  4475. 0004: $WAPENNUMMER = 32
  4476. 0002: jump @GTAF_18366
  4477.  
  4478. :GTAF_22612
  4479. 015D: set_gamespeed 1.0
  4480. 03E6: remove_text_box
  4481. 01B4: set_player $PLAYER_CHAR can_move 1
  4482. 0002: jump @GTAF_18366
  4483.  
  4484. :GTAF_22635
  4485. 015D: set_gamespeed 1.0
  4486. 03E6: remove_text_box
  4487. 01B4: set_player $PLAYER_CHAR can_move 1
  4488. 0002: jump @GTAF_18366
  4489.  
  4490. :GTAF_22658
  4491. 015D: set_gamespeed 1.0
  4492. 03E6: remove_text_box
  4493. 01B4: set_player $PLAYER_CHAR can_move 1
  4494. 0002: jump @GTAF_18366
  4495.  
  4496. :GTAF_22681
  4497. 015D: set_gamespeed 1.0
  4498. 03E6: remove_text_box
  4499. 01B4: set_player $PLAYER_CHAR can_move 1
  4500. 0002: jump @GTAF_18366
  4501.  
  4502. :GTAF_22704
  4503. 015D: set_gamespeed 1.0
  4504. 03E6: remove_text_box
  4505. 01B4: set_player $PLAYER_CHAR can_move 1
  4506. 0002: jump @GTAF_18366
  4507.  
  4508. :GTAF_22727
  4509. 015D: set_gamespeed 1.0
  4510. 03E6: remove_text_box
  4511. 01B4: set_player $PLAYER_CHAR can_move 1
  4512. 0002: jump @GTAF_18366
  4513.  
  4514. :GTAF_22750
  4515. 015D: set_gamespeed 1.0
  4516. 03E6: remove_text_box
  4517. 01B4: set_player $PLAYER_CHAR can_move 1
  4518. 0002: jump @GTAF_26513
  4519.  
  4520. :GTAF_22773
  4521. 015D: set_gamespeed 1.0
  4522. 03E6: remove_text_box
  4523. 01B4: set_player $PLAYER_CHAR can_move 1
  4524. 0002: jump @GTAF_26513
  4525.  
  4526. :GTAF_22796
  4527. 015D: set_gamespeed 1.0
  4528. 03E6: remove_text_box
  4529. 01B4: set_player $PLAYER_CHAR can_move 1
  4530. 0002: jump @GTAF_26513
  4531.  
  4532. :GTAF_22819
  4533. 03E6: remove_text_box
  4534. 0004: &64794 = 0
  4535. 01B4: set_player $PLAYER_CHAR can_move 1
  4536. 04D7: set_actor $PLAYER_ACTOR locked 0
  4537. 0002: jump @GTAF_26513
  4538. 08DA: remove_panel $WEAPMENU
  4539. 03E6: remove_text_box
  4540. 0004: &64794 = 0
  4541. 01B4: set_player $PLAYER_CHAR can_move 1
  4542. 04D7: set_actor $PLAYER_ACTOR locked 0
  4543. 0002: jump @GTAF_26513
  4544.  
  4545. :GTAF_22884
  4546. 01B4: set_player $PLAYER_CHAR can_move 0
  4547. 015D: set_gamespeed 0.0
  4548. 08DA: remove_panel $WEAPMENU
  4549. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  4550. 08D4: $WEAPMENU7 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  4551. 08DB: set_panel $WEAPMENU7 column 0 header 'DUMMY' data 'MG1' 'MG2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  4552. 0050: gosub @GTAF_23294
  4553. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_23210 jumps 0 @GTAF_23210 1 @GTAF_23217 2 @GTAF_23224 3 @GTAF_23231 4 @GTAF_23238 5 @GTAF_23245 6 @GTAF_23252
  4554. 0872: jump_table_jumps 7 @GTAF_23259 8 @GTAF_23266 9 @GTAF_23273 10 @GTAF_23280 11 @GTAF_23287 12 @GTAF_23287 13 @GTAF_23287 14 @GTAF_23287 15 @GTAF_23287
  4555.  
  4556. :GTAF_23210
  4557. 0002: jump @GTAF_23400
  4558.  
  4559. :GTAF_23217
  4560. 0002: jump @GTAF_23431
  4561.  
  4562. :GTAF_23224
  4563. 0002: jump @GTAF_23462
  4564.  
  4565. :GTAF_23231
  4566. 0002: jump @GTAF_23485
  4567.  
  4568. :GTAF_23238
  4569. 0002: jump @GTAF_23508
  4570.  
  4571. :GTAF_23245
  4572. 0002: jump @GTAF_23531
  4573.  
  4574. :GTAF_23252
  4575. 0002: jump @GTAF_23554
  4576.  
  4577. :GTAF_23259
  4578. 0002: jump @GTAF_23577
  4579.  
  4580. :GTAF_23266
  4581. 0002: jump @GTAF_23600
  4582.  
  4583. :GTAF_23273
  4584. 0002: jump @GTAF_23623
  4585.  
  4586. :GTAF_23280
  4587. 0002: jump @GTAF_23646
  4588.  
  4589. :GTAF_23287
  4590. 0002: jump @GTAF_23669
  4591.  
  4592. :GTAF_23294
  4593. 0001: wait 0 ms
  4594. 00D6: if
  4595. 00E1: player 0 pressed_key 15
  4596. 004D: jump_if_false @GTAF_23334
  4597. 08DA: remove_panel $WEAPMENU7
  4598. 015D: set_gamespeed 1.0
  4599. 0002: jump @GTAF_23692
  4600.  
  4601. :GTAF_23334
  4602. 0001: wait 0 ms
  4603. 00D6: if
  4604. 00E1: player 0 pressed_key 16
  4605. 004D: jump_if_false @GTAF_23294
  4606. 08D7: &64394 = panel $WEAPMENU7 active_row
  4607. 08DA: remove_panel $WEAPMENU7
  4608.  
  4609. :GTAF_23368
  4610. 0001: wait 0 ms
  4611. 00D6: if
  4612. 80E1: not player 0 pressed_key 16
  4613. 004D: jump_if_false @GTAF_23368
  4614. 0051: return
  4615. 015D: set_gamespeed 1.0
  4616. 03E6: remove_text_box
  4617.  
  4618. :GTAF_23400
  4619. 015D: set_gamespeed 1.0
  4620. 03E6: remove_text_box
  4621. 0004: $WEAPONMODEL = 355
  4622. 0004: $WAPENNUMMER = 30
  4623. 0002: jump @GTAF_18366
  4624.  
  4625. :GTAF_23431
  4626. 015D: set_gamespeed 1.0
  4627. 03E6: remove_text_box
  4628. 0004: $WEAPONMODEL = 356
  4629. 0004: $WAPENNUMMER = 31
  4630. 0002: jump @GTAF_18366
  4631.  
  4632. :GTAF_23462
  4633. 015D: set_gamespeed 1.0
  4634. 03E6: remove_text_box
  4635. 01B4: set_player $PLAYER_CHAR can_move 1
  4636. 0002: jump @GTAF_18366
  4637.  
  4638. :GTAF_23485
  4639. 015D: set_gamespeed 1.0
  4640. 03E6: remove_text_box
  4641. 01B4: set_player $PLAYER_CHAR can_move 1
  4642. 0002: jump @GTAF_18366
  4643.  
  4644. :GTAF_23508
  4645. 015D: set_gamespeed 1.0
  4646. 03E6: remove_text_box
  4647. 01B4: set_player $PLAYER_CHAR can_move 1
  4648. 0002: jump @GTAF_18366
  4649.  
  4650. :GTAF_23531
  4651. 015D: set_gamespeed 1.0
  4652. 03E6: remove_text_box
  4653. 01B4: set_player $PLAYER_CHAR can_move 1
  4654. 0002: jump @GTAF_18366
  4655.  
  4656. :GTAF_23554
  4657. 015D: set_gamespeed 1.0
  4658. 03E6: remove_text_box
  4659. 01B4: set_player $PLAYER_CHAR can_move 1
  4660. 0002: jump @GTAF_18366
  4661.  
  4662. :GTAF_23577
  4663. 015D: set_gamespeed 1.0
  4664. 03E6: remove_text_box
  4665. 01B4: set_player $PLAYER_CHAR can_move 1
  4666. 0002: jump @GTAF_18366
  4667.  
  4668. :GTAF_23600
  4669. 015D: set_gamespeed 1.0
  4670. 03E6: remove_text_box
  4671. 01B4: set_player $PLAYER_CHAR can_move 1
  4672. 0002: jump @GTAF_18366
  4673.  
  4674. :GTAF_23623
  4675. 015D: set_gamespeed 1.0
  4676. 03E6: remove_text_box
  4677. 01B4: set_player $PLAYER_CHAR can_move 1
  4678. 0002: jump @GTAF_26513
  4679.  
  4680. :GTAF_23646
  4681. 015D: set_gamespeed 1.0
  4682. 03E6: remove_text_box
  4683. 01B4: set_player $PLAYER_CHAR can_move 1
  4684. 0002: jump @GTAF_26513
  4685.  
  4686. :GTAF_23669
  4687. 015D: set_gamespeed 1.0
  4688. 03E6: remove_text_box
  4689. 01B4: set_player $PLAYER_CHAR can_move 1
  4690. 0002: jump @GTAF_26513
  4691.  
  4692. :GTAF_23692
  4693. 03E6: remove_text_box
  4694. 0004: &64794 = 0
  4695. 01B4: set_player $PLAYER_CHAR can_move 1
  4696. 04D7: set_actor $PLAYER_ACTOR locked 0
  4697. 0002: jump @GTAF_26513
  4698. 08DA: remove_panel $WEAPMENU
  4699. 03E6: remove_text_box
  4700. 0004: &64794 = 0
  4701. 01B4: set_player $PLAYER_CHAR can_move 1
  4702. 04D7: set_actor $PLAYER_ACTOR locked 0
  4703. 0002: jump @GTAF_26513
  4704.  
  4705. :GTAF_23757
  4706. 01B4: set_player $PLAYER_CHAR can_move 0
  4707. 015D: set_gamespeed 0.0
  4708. 08DA: remove_panel $WEAPMENU
  4709. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  4710. 08D4: $WEAPMENU8 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  4711. 08DB: set_panel $WEAPMENU8 column 0 header 'DUMMY' data 'RIF1' 'RIF2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  4712. 0050: gosub @GTAF_24167
  4713. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_24083 jumps 0 @GTAF_24083 1 @GTAF_24090 2 @GTAF_24097 3 @GTAF_24104 4 @GTAF_24111 5 @GTAF_24118 6 @GTAF_24125
  4714. 0872: jump_table_jumps 7 @GTAF_24132 8 @GTAF_24139 9 @GTAF_24146 10 @GTAF_24153 11 @GTAF_24160 12 @GTAF_24160 13 @GTAF_24160 14 @GTAF_24160 15 @GTAF_24160
  4715.  
  4716. :GTAF_24083
  4717. 0002: jump @GTAF_24273
  4718.  
  4719. :GTAF_24090
  4720. 0002: jump @GTAF_24304
  4721.  
  4722. :GTAF_24097
  4723. 0002: jump @GTAF_24335
  4724.  
  4725. :GTAF_24104
  4726. 0002: jump @GTAF_24358
  4727.  
  4728. :GTAF_24111
  4729. 0002: jump @GTAF_24381
  4730.  
  4731. :GTAF_24118
  4732. 0002: jump @GTAF_24404
  4733.  
  4734. :GTAF_24125
  4735. 0002: jump @GTAF_24427
  4736.  
  4737. :GTAF_24132
  4738. 0002: jump @GTAF_24450
  4739.  
  4740. :GTAF_24139
  4741. 0002: jump @GTAF_24473
  4742.  
  4743. :GTAF_24146
  4744. 0002: jump @GTAF_24496
  4745.  
  4746. :GTAF_24153
  4747. 0002: jump @GTAF_24519
  4748.  
  4749. :GTAF_24160
  4750. 0002: jump @GTAF_24542
  4751.  
  4752. :GTAF_24167
  4753. 0001: wait 0 ms
  4754. 00D6: if
  4755. 00E1: player 0 pressed_key 15
  4756. 004D: jump_if_false @GTAF_24207
  4757. 08DA: remove_panel $WEAPMENU8
  4758. 015D: set_gamespeed 1.0
  4759. 0002: jump @GTAF_24565
  4760.  
  4761. :GTAF_24207
  4762. 0001: wait 0 ms
  4763. 00D6: if
  4764. 00E1: player 0 pressed_key 16
  4765. 004D: jump_if_false @GTAF_24167
  4766. 08D7: &64394 = panel $WEAPMENU8 active_row
  4767. 08DA: remove_panel $WEAPMENU8
  4768.  
  4769. :GTAF_24241
  4770. 0001: wait 0 ms
  4771. 00D6: if
  4772. 80E1: not player 0 pressed_key 16
  4773. 004D: jump_if_false @GTAF_24241
  4774. 0051: return
  4775. 015D: set_gamespeed 1.0
  4776. 03E6: remove_text_box
  4777.  
  4778. :GTAF_24273
  4779. 015D: set_gamespeed 1.0
  4780. 03E6: remove_text_box
  4781. 0004: $WEAPONMODEL = 357
  4782. 0004: $WAPENNUMMER = 33
  4783. 0002: jump @GTAF_18366
  4784.  
  4785. :GTAF_24304
  4786. 015D: set_gamespeed 1.0
  4787. 03E6: remove_text_box
  4788. 0004: $WEAPONMODEL = 358
  4789. 0004: $WAPENNUMMER = 34
  4790. 0002: jump @GTAF_18366
  4791.  
  4792. :GTAF_24335
  4793. 015D: set_gamespeed 1.0
  4794. 03E6: remove_text_box
  4795. 01B4: set_player $PLAYER_CHAR can_move 1
  4796. 0002: jump @GTAF_18366
  4797.  
  4798. :GTAF_24358
  4799. 015D: set_gamespeed 1.0
  4800. 03E6: remove_text_box
  4801. 01B4: set_player $PLAYER_CHAR can_move 1
  4802. 0002: jump @GTAF_18366
  4803.  
  4804. :GTAF_24381
  4805. 015D: set_gamespeed 1.0
  4806. 03E6: remove_text_box
  4807. 01B4: set_player $PLAYER_CHAR can_move 1
  4808. 0002: jump @GTAF_18366
  4809.  
  4810. :GTAF_24404
  4811. 015D: set_gamespeed 1.0
  4812. 03E6: remove_text_box
  4813. 01B4: set_player $PLAYER_CHAR can_move 1
  4814. 0002: jump @GTAF_18366
  4815.  
  4816. :GTAF_24427
  4817. 015D: set_gamespeed 1.0
  4818. 03E6: remove_text_box
  4819. 01B4: set_player $PLAYER_CHAR can_move 1
  4820. 0002: jump @GTAF_18366
  4821.  
  4822. :GTAF_24450
  4823. 015D: set_gamespeed 1.0
  4824. 03E6: remove_text_box
  4825. 01B4: set_player $PLAYER_CHAR can_move 1
  4826. 0002: jump @GTAF_18366
  4827.  
  4828. :GTAF_24473
  4829. 015D: set_gamespeed 1.0
  4830. 03E6: remove_text_box
  4831. 01B4: set_player $PLAYER_CHAR can_move 1
  4832. 0002: jump @GTAF_18366
  4833.  
  4834. :GTAF_24496
  4835. 015D: set_gamespeed 1.0
  4836. 03E6: remove_text_box
  4837. 01B4: set_player $PLAYER_CHAR can_move 1
  4838. 0002: jump @GTAF_26513
  4839.  
  4840. :GTAF_24519
  4841. 015D: set_gamespeed 1.0
  4842. 03E6: remove_text_box
  4843. 01B4: set_player $PLAYER_CHAR can_move 1
  4844. 0002: jump @GTAF_26513
  4845.  
  4846. :GTAF_24542
  4847. 015D: set_gamespeed 1.0
  4848. 03E6: remove_text_box
  4849. 01B4: set_player $PLAYER_CHAR can_move 1
  4850. 0002: jump @GTAF_26513
  4851.  
  4852. :GTAF_24565
  4853. 03E6: remove_text_box
  4854. 0004: &64794 = 0
  4855. 01B4: set_player $PLAYER_CHAR can_move 1
  4856. 04D7: set_actor $PLAYER_ACTOR locked 0
  4857. 0002: jump @GTAF_26513
  4858. 08DA: remove_panel $WEAPMENU
  4859. 03E6: remove_text_box
  4860. 0004: &64794 = 0
  4861. 01B4: set_player $PLAYER_CHAR can_move 1
  4862. 04D7: set_actor $PLAYER_ACTOR locked 0
  4863. 0002: jump @GTAF_26513
  4864.  
  4865. :GTAF_24630
  4866. 01B4: set_player $PLAYER_CHAR can_move 0
  4867. 015D: set_gamespeed 0.0
  4868. 08DA: remove_panel $WEAPMENU
  4869. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  4870. 08D4: $WEAPMENU9 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  4871. 08DB: set_panel $WEAPMENU9 column 0 header 'DUMMY' data 'SPEC1' 'SPEC2' 'SPEC3' 'SPEC4' 'SPEC5' 'SPEC6' 'SPEC7' 'SPEC8' 'SPEC9' 'SPEC10' 'DUMMY' 'DUMMY'
  4872. 0050: gosub @GTAF_25040
  4873. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_24956 jumps 0 @GTAF_24956 1 @GTAF_24963 2 @GTAF_24970 3 @GTAF_24977 4 @GTAF_24984 5 @GTAF_24991 6 @GTAF_24998
  4874. 0872: jump_table_jumps 7 @GTAF_25005 8 @GTAF_25012 9 @GTAF_25019 10 @GTAF_25026 11 @GTAF_25033 12 @GTAF_25033 13 @GTAF_25033 14 @GTAF_25033 15 @GTAF_25033
  4875.  
  4876. :GTAF_24956
  4877. 0002: jump @GTAF_25146
  4878.  
  4879. :GTAF_24963
  4880. 0002: jump @GTAF_25177
  4881.  
  4882. :GTAF_24970
  4883. 0002: jump @GTAF_25208
  4884.  
  4885. :GTAF_24977
  4886. 0002: jump @GTAF_25239
  4887.  
  4888. :GTAF_24984
  4889. 0002: jump @GTAF_25270
  4890.  
  4891. :GTAF_24991
  4892. 0002: jump @GTAF_25301
  4893.  
  4894. :GTAF_24998
  4895. 0002: jump @GTAF_25332
  4896.  
  4897. :GTAF_25005
  4898. 0002: jump @GTAF_25363
  4899.  
  4900. :GTAF_25012
  4901. 0002: jump @GTAF_25394
  4902.  
  4903. :GTAF_25019
  4904. 0002: jump @GTAF_25425
  4905.  
  4906. :GTAF_25026
  4907. 0002: jump @GTAF_25456
  4908.  
  4909. :GTAF_25033
  4910. 0002: jump @GTAF_25472
  4911.  
  4912. :GTAF_25040
  4913. 0001: wait 0 ms
  4914. 00D6: if
  4915. 00E1: player 0 pressed_key 15
  4916. 004D: jump_if_false @GTAF_25080
  4917. 08DA: remove_panel $WEAPMENU9
  4918. 015D: set_gamespeed 1.0
  4919. 0002: jump @GTAF_25495
  4920.  
  4921. :GTAF_25080
  4922. 0001: wait 0 ms
  4923. 00D6: if
  4924. 00E1: player 0 pressed_key 16
  4925. 004D: jump_if_false @GTAF_25040
  4926. 08D7: &64394 = panel $WEAPMENU9 active_row
  4927. 08DA: remove_panel $WEAPMENU9
  4928.  
  4929. :GTAF_25114
  4930. 0001: wait 0 ms
  4931. 00D6: if
  4932. 80E1: not player 0 pressed_key 16
  4933. 004D: jump_if_false @GTAF_25114
  4934. 0051: return
  4935. 015D: set_gamespeed 1.0
  4936. 03E6: remove_text_box
  4937.  
  4938. :GTAF_25146
  4939. 015D: set_gamespeed 1.0
  4940. 03E6: remove_text_box
  4941. 0004: $WEAPONMODEL = 359
  4942. 0004: $WAPENNUMMER = 35
  4943. 0002: jump @GTAF_18366
  4944.  
  4945. :GTAF_25177
  4946. 015D: set_gamespeed 1.0
  4947. 03E6: remove_text_box
  4948. 0004: $WEAPONMODEL = 360
  4949. 0004: $WAPENNUMMER = 36
  4950. 0002: jump @GTAF_18366
  4951.  
  4952. :GTAF_25208
  4953. 015D: set_gamespeed 1.0
  4954. 03E6: remove_text_box
  4955. 0004: $WEAPONMODEL = 361
  4956. 0004: $WAPENNUMMER = 37
  4957. 0002: jump @GTAF_18366
  4958.  
  4959. :GTAF_25239
  4960. 015D: set_gamespeed 1.0
  4961. 03E6: remove_text_box
  4962. 0004: $WEAPONMODEL = 362
  4963. 0004: $WAPENNUMMER = 38
  4964. 0002: jump @GTAF_18366
  4965.  
  4966. :GTAF_25270
  4967. 015D: set_gamespeed 1.0
  4968. 03E6: remove_text_box
  4969. 0004: $WEAPONMODEL = 363
  4970. 0004: $WAPENNUMMER = 39
  4971. 0002: jump @GTAF_26441
  4972.  
  4973. :GTAF_25301
  4974. 015D: set_gamespeed 1.0
  4975. 03E6: remove_text_box
  4976. 0004: $WEAPONMODEL = 365
  4977. 0004: $WAPENNUMMER = 41
  4978. 0002: jump @GTAF_18366
  4979.  
  4980. :GTAF_25332
  4981. 015D: set_gamespeed 1.0
  4982. 03E6: remove_text_box
  4983. 0004: $WEAPONMODEL = 366
  4984. 0004: $WAPENNUMMER = 42
  4985. 0002: jump @GTAF_18366
  4986.  
  4987. :GTAF_25363
  4988. 015D: set_gamespeed 1.0
  4989. 03E6: remove_text_box
  4990. 0004: $WEAPONMODEL = 367
  4991. 0004: $WAPENNUMMER = 43
  4992. 0002: jump @GTAF_18366
  4993.  
  4994. :GTAF_25394
  4995. 015D: set_gamespeed 1.0
  4996. 03E6: remove_text_box
  4997. 0004: $WEAPONMODEL = 368
  4998. 0004: $WAPENNUMMER = 44
  4999. 0002: jump @GTAF_18366
  5000.  
  5001. :GTAF_25425
  5002. 015D: set_gamespeed 1.0
  5003. 03E6: remove_text_box
  5004. 0004: $WEAPONMODEL = 369
  5005. 0004: $WAPENNUMMER = 45
  5006. 0002: jump @GTAF_26513
  5007.  
  5008. :GTAF_25456
  5009. 015D: set_gamespeed 1.0
  5010. 03E6: remove_text_box
  5011. 0002: jump @GTAF_26513
  5012.  
  5013. :GTAF_25472
  5014. 015D: set_gamespeed 1.0
  5015. 03E6: remove_text_box
  5016. 01B4: set_player $PLAYER_CHAR can_move 1
  5017. 0002: jump @GTAF_26513
  5018.  
  5019. :GTAF_25495
  5020. 03E6: remove_text_box
  5021. 0004: &64794 = 0
  5022. 01B4: set_player $PLAYER_CHAR can_move 1
  5023. 04D7: set_actor $PLAYER_ACTOR locked 0
  5024. 0002: jump @GTAF_26513
  5025. 08DA: remove_panel $WEAPMENU
  5026. 03E6: remove_text_box
  5027. 0004: &64794 = 0
  5028. 01B4: set_player $PLAYER_CHAR can_move 1
  5029. 04D7: set_actor $PLAYER_ACTOR locked 0
  5030. 0002: jump @GTAF_26513
  5031.  
  5032. :GTAF_25560
  5033. 01B4: set_player $PLAYER_CHAR can_move 0
  5034. 015D: set_gamespeed 0.0
  5035. 08DA: remove_panel $WEAPMENU
  5036. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  5037. 08D4: $WEAPMENU6 = create_panel_with_title 'WMT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  5038. 08DB: set_panel $WEAPMENU6 column 0 header 'DUMMY' data 'HAG1' 'HAG2' 'HAG3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  5039. 0050: gosub @GTAF_25970
  5040. 0871: init_jump_table &64394 total_jumps 16 default_jump 0 @GTAF_25886 jumps 0 @GTAF_25886 1 @GTAF_25893 2 @GTAF_25900 3 @GTAF_25907 4 @GTAF_25914 5 @GTAF_25921 6 @GTAF_25928
  5041. 0872: jump_table_jumps 7 @GTAF_25935 8 @GTAF_25942 9 @GTAF_25949 10 @GTAF_25956 11 @GTAF_25963 12 @GTAF_25963 13 @GTAF_25963 14 @GTAF_25963 15 @GTAF_25963
  5042.  
  5043. :GTAF_25886
  5044. 0002: jump @GTAF_26076
  5045.  
  5046. :GTAF_25893
  5047. 0002: jump @GTAF_26107
  5048.  
  5049. :GTAF_25900
  5050. 0002: jump @GTAF_26138
  5051.  
  5052. :GTAF_25907
  5053. 0002: jump @GTAF_26169
  5054.  
  5055. :GTAF_25914
  5056. 0002: jump @GTAF_26192
  5057.  
  5058. :GTAF_25921
  5059. 0002: jump @GTAF_26215
  5060.  
  5061. :GTAF_25928
  5062. 0002: jump @GTAF_26238
  5063.  
  5064. :GTAF_25935
  5065. 0002: jump @GTAF_26261
  5066.  
  5067. :GTAF_25942
  5068. 0002: jump @GTAF_26284
  5069.  
  5070. :GTAF_25949
  5071. 0002: jump @GTAF_26307
  5072.  
  5073. :GTAF_25956
  5074. 0002: jump @GTAF_26330
  5075.  
  5076. :GTAF_25963
  5077. 0002: jump @GTAF_26353
  5078.  
  5079. :GTAF_25970
  5080. 0001: wait 0 ms
  5081. 00D6: if
  5082. 00E1: player 0 pressed_key 15
  5083. 004D: jump_if_false @GTAF_26010
  5084. 08DA: remove_panel $WEAPMENU6
  5085. 015D: set_gamespeed 1.0
  5086. 0002: jump @GTAF_26376
  5087.  
  5088. :GTAF_26010
  5089. 0001: wait 0 ms
  5090. 00D6: if
  5091. 00E1: player 0 pressed_key 16
  5092. 004D: jump_if_false @GTAF_25970
  5093. 08D7: &64394 = panel $WEAPMENU6 active_row
  5094. 08DA: remove_panel $WEAPMENU6
  5095.  
  5096. :GTAF_26044
  5097. 0001: wait 0 ms
  5098. 00D6: if
  5099. 80E1: not player 0 pressed_key 16
  5100. 004D: jump_if_false @GTAF_26044
  5101. 0051: return
  5102. 015D: set_gamespeed 1.0
  5103. 03E6: remove_text_box
  5104.  
  5105. :GTAF_26076
  5106. 015D: set_gamespeed 1.0
  5107. 03E6: remove_text_box
  5108. 0004: $WEAPONMODEL = 342
  5109. 0004: $WAPENNUMMER = 16
  5110. 0002: jump @GTAF_18366
  5111.  
  5112. :GTAF_26107
  5113. 015D: set_gamespeed 1.0
  5114. 03E6: remove_text_box
  5115. 0004: $WEAPONMODEL = 343
  5116. 0004: $WAPENNUMMER = 17
  5117. 0002: jump @GTAF_18366
  5118.  
  5119. :GTAF_26138
  5120. 015D: set_gamespeed 1.0
  5121. 03E6: remove_text_box
  5122. 0004: $WEAPONMODEL = 344
  5123. 0004: $WAPENNUMMER = 18
  5124. 0002: jump @GTAF_18366
  5125.  
  5126. :GTAF_26169
  5127. 015D: set_gamespeed 1.0
  5128. 03E6: remove_text_box
  5129. 01B4: set_player $PLAYER_CHAR can_move 1
  5130. 0002: jump @GTAF_18366
  5131.  
  5132. :GTAF_26192
  5133. 015D: set_gamespeed 1.0
  5134. 03E6: remove_text_box
  5135. 01B4: set_player $PLAYER_CHAR can_move 1
  5136. 0002: jump @GTAF_18366
  5137.  
  5138. :GTAF_26215
  5139. 015D: set_gamespeed 1.0
  5140. 03E6: remove_text_box
  5141. 01B4: set_player $PLAYER_CHAR can_move 1
  5142. 0002: jump @GTAF_18366
  5143.  
  5144. :GTAF_26238
  5145. 015D: set_gamespeed 1.0
  5146. 03E6: remove_text_box
  5147. 01B4: set_player $PLAYER_CHAR can_move 1
  5148. 0002: jump @GTAF_18366
  5149.  
  5150. :GTAF_26261
  5151. 015D: set_gamespeed 1.0
  5152. 03E6: remove_text_box
  5153. 01B4: set_player $PLAYER_CHAR can_move 1
  5154. 0002: jump @GTAF_18366
  5155.  
  5156. :GTAF_26284
  5157. 015D: set_gamespeed 1.0
  5158. 03E6: remove_text_box
  5159. 01B4: set_player $PLAYER_CHAR can_move 1
  5160. 0002: jump @GTAF_18366
  5161.  
  5162. :GTAF_26307
  5163. 015D: set_gamespeed 1.0
  5164. 03E6: remove_text_box
  5165. 01B4: set_player $PLAYER_CHAR can_move 1
  5166. 0002: jump @GTAF_26513
  5167.  
  5168. :GTAF_26330
  5169. 015D: set_gamespeed 1.0
  5170. 03E6: remove_text_box
  5171. 01B4: set_player $PLAYER_CHAR can_move 1
  5172. 0002: jump @GTAF_26513
  5173.  
  5174. :GTAF_26353
  5175. 015D: set_gamespeed 1.0
  5176. 03E6: remove_text_box
  5177. 01B4: set_player $PLAYER_CHAR can_move 1
  5178. 0002: jump @GTAF_26513
  5179.  
  5180. :GTAF_26376
  5181. 03E6: remove_text_box
  5182. 0004: &64794 = 0
  5183. 01B4: set_player $PLAYER_CHAR can_move 1
  5184. 04D7: set_actor $PLAYER_ACTOR locked 0
  5185. 0002: jump @GTAF_26513
  5186. 08DA: remove_panel $WEAPMENU
  5187. 03E6: remove_text_box
  5188. 0004: &64794 = 0
  5189. 01B4: set_player $PLAYER_CHAR can_move 1
  5190. 04D7: set_actor $PLAYER_ACTOR locked 0
  5191. 0002: jump @GTAF_26513
  5192.  
  5193. :GTAF_26441
  5194. 0001: wait 0 ms
  5195. 0247: load_model $WEAPONMODEL
  5196. 0247: load_model #BOMB
  5197. 038B: load_requested_models
  5198. 0002: jump @GTAF_26464
  5199.  
  5200. :GTAF_26464
  5201. 0001: wait 0 ms
  5202. 00D6: if and
  5203. 0248: model $WEAPONMODEL available
  5204. 0248: model #BOMB available
  5205. 004D: jump_if_false @GTAF_26464
  5206. 0001: wait 0 ms
  5207. 01B2: give_actor $PLAYER_ACTOR weapon $WAPENNUMMER ammo 99999 // Load the weapon model before using this
  5208. 0002: jump @GTAF_26513
  5209.  
  5210. :GTAF_26513
  5211. 0001: wait 0 ms
  5212. 03E6: remove_text_box
  5213. 015D: set_gamespeed 1.0
  5214. 01B4: set_player $PLAYER_CHAR can_move 1
  5215. 03E6: remove_text_box
  5216. 0002: jump @BC7_9
  5217.  
  5218. :GTAF_26542
  5219. 0001: wait 0 ms
  5220. 015D: set_gamespeed 0.0
  5221. 0001: wait 0 ms
  5222. 03C0: 1@ = actor $PLAYER_ACTOR car
  5223. 08DA: remove_panel $CARO
  5224. 01B4: set_player $PLAYER_CHAR can_move 0
  5225. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  5226. 08D4: $CARO = create_panel_with_title 'CARO0' position 29.0 145.0 width 240.0 columns 1 interactive 1 background 1 alignment 1
  5227. 08DB: set_panel $CARO column 0 header 'DUMMY' data 'CARO1' 'CARO2' 'CARO3' 'CARO4' 'CARO5' 'CARO6' 'CARO7' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  5228. 0050: gosub @GTAF_26968
  5229. 0871: init_jump_table &11221 total_jumps 16 default_jump 0 @GTAF_26884 jumps 0 @GTAF_26884 1 @GTAF_26891 2 @GTAF_26898 3 @GTAF_26905 4 @GTAF_26912 5 @GTAF_26919 6 @GTAF_26926
  5230. 0872: jump_table_jumps 7 @GTAF_26933 8 @GTAF_26940 9 @GTAF_26947 10 @GTAF_26954 11 @GTAF_26961 12 @GTAF_26961 13 @GTAF_26961 14 @GTAF_26961 15 @GTAF_26961
  5231.  
  5232. :GTAF_26884
  5233. 0002: jump @GTAF_27074
  5234.  
  5235. :GTAF_26891
  5236. 0002: jump @GTAF_27107
  5237.  
  5238. :GTAF_26898
  5239. 0002: jump @GTAF_27142
  5240.  
  5241. :GTAF_26905
  5242. 0002: jump @GTAF_27177
  5243.  
  5244. :GTAF_26912
  5245. 0002: jump @GTAF_27212
  5246.  
  5247. :GTAF_26919
  5248. 0002: jump @GTAF_27268
  5249.  
  5250. :GTAF_26926
  5251. 0002: jump @GTAF_27275
  5252.  
  5253. :GTAF_26933
  5254. 0002: jump @GTAF_27275
  5255.  
  5256. :GTAF_26940
  5257. 0002: jump @GTAF_27296
  5258.  
  5259. :GTAF_26947
  5260. 0002: jump @GTAF_27303
  5261.  
  5262. :GTAF_26954
  5263. 0002: jump @GTAF_27319
  5264.  
  5265. :GTAF_26961
  5266. 0002: jump @GTAF_27335
  5267.  
  5268. :GTAF_26968
  5269. 0001: wait 0 ms
  5270. 00D6: if
  5271. 00E1: player 0 pressed_key 15
  5272. 004D: jump_if_false @GTAF_27008
  5273. 08DA: remove_panel $CARO
  5274. 015D: set_gamespeed 1.0
  5275. 0002: jump @GTAF_27351
  5276.  
  5277. :GTAF_27008
  5278. 0001: wait 0 ms
  5279. 00D6: if
  5280. 00E1: player 0 pressed_key 16
  5281. 004D: jump_if_false @GTAF_26968
  5282. 08D7: &11221 = panel $CARO active_row
  5283. 08DA: remove_panel $CARO
  5284.  
  5285. :GTAF_27042
  5286. 0001: wait 0 ms
  5287. 00D6: if
  5288. 80E1: not player 0 pressed_key 16
  5289. 004D: jump_if_false @GTAF_27042
  5290. 0051: return
  5291. 015D: set_gamespeed 1.0
  5292. 03E6: remove_text_box
  5293.  
  5294. :GTAF_27074
  5295. 015D: set_gamespeed 1.0
  5296. 03E6: remove_text_box
  5297. 03C0: 1@ = actor $PLAYER_ACTOR car
  5298. 0001: wait 0 ms
  5299. 02D4: car 1@ turn_off_engine
  5300. 0002: jump @GTAF_27351
  5301.  
  5302. :GTAF_27107
  5303. 015D: set_gamespeed 1.0
  5304. 03E6: remove_text_box
  5305. 03C0: 1@ = actor $PLAYER_ACTOR car
  5306. 0001: wait 0 ms
  5307. 067F: set_car 1@ lights 2
  5308. 0002: jump @GTAF_27351
  5309.  
  5310. :GTAF_27142
  5311. 015D: set_gamespeed 1.0
  5312. 03E6: remove_text_box
  5313. 03C0: 1@ = actor $PLAYER_ACTOR car
  5314. 0001: wait 0 ms
  5315. 067F: set_car 1@ lights 1
  5316. 0002: jump @GTAF_27351
  5317.  
  5318. :GTAF_27177
  5319. 015D: set_gamespeed 1.0
  5320. 03E6: remove_text_box
  5321. 03C0: 1@ = actor $PLAYER_ACTOR car
  5322. 0001: wait 0 ms
  5323. 07FF: set_car 1@ hydraulics 1
  5324. 0002: jump @GTAF_27351
  5325.  
  5326. :GTAF_27212
  5327. 015D: set_gamespeed 1.0
  5328. 03E6: remove_text_box
  5329. 03C0: 1@ = actor $PLAYER_ACTOR car
  5330. 0001: wait 0 ms
  5331. 0A30: repair_car 1@
  5332. 0002: jump @GTAF_27351
  5333. 015D: set_gamespeed 1.0
  5334. 03E6: remove_text_box
  5335. 09C4: set_car 1@ gas_tank_explosion_enabled 1
  5336. 0002: jump @GTAF_27351
  5337.  
  5338. :GTAF_27268
  5339. 0002: jump @COLOR_11
  5340.  
  5341. :GTAF_27275
  5342. 015D: set_gamespeed 1.0
  5343. 03E6: remove_text_box
  5344. 09E9: car 1@ set_single_nitro
  5345. 0002: jump @GTAF_27351
  5346.  
  5347. :GTAF_27296
  5348. 0002: jump @COLOR_10906
  5349.  
  5350. :GTAF_27303
  5351. 015D: set_gamespeed 1.0
  5352. 03E6: remove_text_box
  5353. 0002: jump @BC7_9
  5354.  
  5355. :GTAF_27319
  5356. 015D: set_gamespeed 1.0
  5357. 03E6: remove_text_box
  5358. 0002: jump @BC7_9
  5359.  
  5360. :GTAF_27335
  5361. 015D: set_gamespeed 1.0
  5362. 03E6: remove_text_box
  5363. 0002: jump @BC7_9
  5364.  
  5365. :GTAF_27351
  5366. 01B4: set_player $PLAYER_CHAR can_move 1
  5367. 015D: set_gamespeed 1.0
  5368. 03E6: remove_text_box
  5369. 08DA: remove_panel $CARO
  5370. 0004: &64794 = 0
  5371. 0002: jump @BC7_9
  5372. 015D: set_gamespeed 1.0
  5373. 08DA: remove_panel $CARO
  5374. 03E6: remove_text_box
  5375. 0004: &64794 = 0
  5376. 0002: jump @BC7_9
  5377. 0001: wait 0 ms
  5378. 0A30: repair_car 1@
  5379. 03E6: remove_text_box
  5380. 0002: jump @BC7_9
  5381.  
  5382. :GTAF_27432
  5383. 0001: wait 0 ms
  5384. 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  5385. 0001: wait 0 ms
  5386. 0007: 25@ = 5.0
  5387. 08E5: get_actor_in_sphere 11@ 12@ 13@ radius 25@ handle_as 24@(25@,16i)
  5388. 0001: wait 0 ms
  5389. 00D6: if
  5390. 8039: not 24@(25@,16i) == -1
  5391. 004D: jump_if_false @GTAF_27560
  5392. 0001: wait 0 ms
  5393. 04D7: set_actor 24@(25@,16i) locked 1
  5394. 0187: $TEMPM = create_marker_above_actor 24@(25@,16i)
  5395. 0002: jump @GTAF_27682
  5396.  
  5397. :GTAF_27560
  5398. 00BA: show_text_styled GXT 'NPF' time 1500 style 4
  5399. 0002: jump @BC7_9
  5400.  
  5401. :GTAF_27583
  5402. 0001: wait 0 ms
  5403. 00D6: if
  5404. 00E1: player 0 pressed_key 15
  5405. 004D: jump_if_false @GTAF_27625
  5406. 08DA: remove_panel &41233
  5407. 03E6: remove_text_box
  5408. 01B4: set_player $PLAYER_CHAR can_move 1
  5409. 0002: jump @GTAF_29070
  5410.  
  5411. :GTAF_27625
  5412. 0001: wait 0 ms
  5413. 00D6: if
  5414. 00E1: player 0 pressed_key 16
  5415. 004D: jump_if_false @GTAF_27583
  5416. 08D7: &13039 = panel &41233 active_row
  5417. 08DA: remove_panel &41233
  5418.  
  5419. :GTAF_27659
  5420. 0001: wait 0 ms
  5421. 00D6: if
  5422. 80E1: not player 0 pressed_key 16
  5423. 004D: jump_if_false @GTAF_27659
  5424. 0051: return
  5425.  
  5426. :GTAF_27682
  5427. 00A0: store_actor 24@(25@,16i) position_to $PED_X $PED_Y $PED_Z
  5428. 015D: set_gamespeed 0.0
  5429. 01B4: set_player $PLAYER_CHAR can_move 0
  5430. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  5431. 08D4: &41233 = create_panel_with_title 'PMA0' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  5432. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'PMA1' 'PMA2' 'PMA3' 'PMA4' 'PMA5' 'PMA6' 'PMA7' 'PMA8' 'PMA9' 'DUMMY' 'DUMMY' 'DUMMY'
  5433. 0050: gosub @GTAF_27583
  5434. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @GTAF_29070 jumps 0 @GTAF_28021 1 @GTAF_28037 2 @GTAF_28056 3 @GTAF_28075 4 @GTAF_28091 5 @GTAF_28121 6 @GTAF_28139
  5435. 0872: jump_table_jumps 7 @GTAF_28172 8 @GTAF_28829 9 @GTAF_29049 10 @GTAF_29056 11 @GTAF_29063 12 @GTAF_29063 13 @GTAF_29063 14 @GTAF_29063 15 @GTAF_29063
  5436.  
  5437. :GTAF_28021
  5438. 0321: AS_actor 24@(25@,16i) die_headshotted
  5439. 0002: jump @GTAF_29070
  5440.  
  5441. :GTAF_28037
  5442. 05E2: AS_actor 24@(25@,16i) kill_actor $PLAYER_ACTOR
  5443. 0002: jump @GTAF_29070
  5444.  
  5445. :GTAF_28056
  5446. 0850: AS_actor 24@(25@,16i) follow_actor $PLAYER_ACTOR
  5447. 0002: jump @GTAF_29070
  5448.  
  5449. :GTAF_28075
  5450. 048F: actor 24@(25@,16i) remove_weapons
  5451. 0002: jump @GTAF_29070
  5452.  
  5453. :GTAF_28091
  5454. 0337: set_actor 24@(25@,16i) visibility 0
  5455. 0187: $INV = create_marker_above_actor 24@(25@,16i)
  5456. 0002: jump @GTAF_29070
  5457.  
  5458. :GTAF_28121
  5459. 0332: set_actor 24@(25@,16i) bleeding 1
  5460. 0002: jump @GTAF_29070
  5461.  
  5462. :GTAF_28139
  5463. 05DA: AS_actor 24@(25@,16i) run_away_in_panic_from $PED_X $PED_Y $PED_Z away_radius 100.0 timelimit 15000
  5464. 0002: jump @GTAF_29070
  5465.  
  5466. :GTAF_28172
  5467. 0001: wait 0 ms
  5468. 00D6: if
  5469. 89DE: not actor $PLAYER_ACTOR entering_car
  5470. 004D: jump_if_false @BC7_2244
  5471. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  5472. 0001: wait 0 ms
  5473. 0665: get_actor 24@(25@,16i) model_to $PED_MODEL
  5474. 0001: wait 0 ms
  5475. 015D: set_gamespeed 1.0
  5476. 01B4: set_player $PLAYER_CHAR can_move 0
  5477. 0001: wait 0 ms
  5478. 04ED: load_animation "BLOWJOBZ"
  5479. 04ED: load_animation "MISC"
  5480. 0247: load_model $PED_MODEL
  5481. 038B: load_requested_models
  5482.  
  5483. :GTAF_28264
  5484. 0001: wait 0 ms
  5485. 03E6: remove_text_box
  5486. 04D7: set_actor 24@(25@,16i) locked 0
  5487. 00D6: if and
  5488. 04EE: animation "BLOWJOBZ" loaded
  5489. 04EE: animation "MISC" loaded
  5490. 0248: model $PED_MODEL available
  5491. 004D: jump_if_false @GTAF_28264
  5492. 0001: wait 0 ms
  5493. 016A: fade 0 time 1000
  5494. 0001: wait 900 ms
  5495. 00A1: put_actor 24@(25@,16i) at 0 0 0
  5496. 0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0
  5497. 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.22 -0.3
  5498. 009A: $PED = create_actor_pedtype 4 model $PED_MODEL at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
  5499. 0173: set_actor $PED Z_angle_to 270.0
  5500. 0001: wait 400 ms
  5501. 016A: fade 1 time 800
  5502. 0001: wait 700 ms
  5503. 0373: set_camera_directly_behind_player
  5504. 052C: set_player $PLAYER_CHAR drunk_visuals 25
  5505. 0004: $KKDP = 6500
  5506. 01B4: set_player $PLAYER_CHAR can_move 0
  5507. 0605: actor $PLAYER_ACTOR perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000
  5508. 0001: wait 1100 ms
  5509. 03C3: set_timer_to $KKDP type 1 GXT 'KKDP' // global_variable
  5510. 0605: actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000
  5511. 0605: actor $PED perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000
  5512. 0001: wait 6000 ms
  5513. 01C2: remove_references_to_actor $PED // Like turning an actor into a random pedestrian
  5514. 0605: actor $PLAYER_ACTOR perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000
  5515. 0001: wait 1000 ms
  5516. 04EF: release_animation "BLOWJOBZ"
  5517. 04EF: release_animation "MISC"
  5518. 01C2: remove_references_to_actor $PED // Like turning an actor into a random pedestrian
  5519. 0223: set_actor $PLAYER_ACTOR health_to 250
  5520. 0164: disable_marker $TEMPM
  5521. 052C: set_player $PLAYER_CHAR drunk_visuals 0
  5522. 014F: stop_timer $KKDP
  5523. 0373: set_camera_directly_behind_player
  5524. 01B4: set_player $PLAYER_CHAR can_move 1
  5525. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  5526. 0002: jump @BC7_2244
  5527. 0665: get_actor 24@(25@,16i) model_to $PED_MODEL
  5528. 0001: wait 0 ms
  5529. 0247: load_model $PED_MODEL
  5530.  
  5531. :GTAF_28771
  5532. 00D6: if
  5533. 0248: model $PED_MODEL available
  5534. 004D: jump_if_false @GTAF_28771
  5535. 0001: wait 0 ms
  5536. 0002: jump @GTAF_29118
  5537.  
  5538. :GTAF_28798
  5539. 09C7: change_player $PLAYER_CHAR model_to $PED_MODEL
  5540. 01C2: remove_references_to_actor $PED // Like turning an actor into a random pedestrian
  5541. 010D: set_player $PLAYER_CHAR wanted_level_to 0
  5542. 0001: wait 0 ms
  5543. 0002: jump @GTAF_29070
  5544.  
  5545. :GTAF_28829
  5546. 0001: wait 0 ms
  5547. 0470: $GANG_WEAPON = actor $PLAYER_ACTOR current_weapon
  5548. 0001: wait 0 ms
  5549. 0247: load_model $GANG_WEAPON
  5550. 0001: wait 0 ms
  5551. 00D6: if
  5552. 0248: model $GANG_WEAPON available
  5553. 004D: jump_if_false @GTAF_28829
  5554. 0001: wait 0 ms
  5555. 01B2: give_actor 24@(25@,16i) weapon $GANG_WEAPON ammo 99999 // Load the weapon model before using this
  5556. 02E2: set_actor 24@(25@,16i) weapon_accuracy_to 95
  5557. 035F: actor 24@(25@,16i) armour += 120
  5558. 081A: set_actor 24@(25@,16i) weapon_skill_to 2
  5559. 0249: release_model $GANG_WEAPON
  5560. 0001: wait 0 ms
  5561.  
  5562. :GTAF_28933
  5563. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  5564. 0631: put_actor 24@(25@,16i) in_group $PLAYER_GROUP
  5565. 0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
  5566. 0001: wait 0 ms
  5567. 00D6: if
  5568. 06EE: actor 24@(25@,16i) in_group $PLAYER_GROUP
  5569. 004D: jump_if_false @GTAF_28933
  5570. 0001: wait 0 ms
  5571. 04D7: set_actor 24@(25@,16i) locked 0
  5572. 0164: disable_marker $TEMPM
  5573. 07F6: get_group $PLAYER_GROUP number_of_leaders_to $LEADERS number_of_members_to $MEMBERS
  5574. 0001: wait 0 ms
  5575. 01E5: show_text_1number_highpriority GXT 'NOMG' number $MEMBERS time 1000 flag 1
  5576. 0002: jump @BC7_2244
  5577.  
  5578. :GTAF_29049
  5579. 0002: jump @GTAF_29070
  5580.  
  5581. :GTAF_29056
  5582. 0002: jump @GTAF_29070
  5583.  
  5584. :GTAF_29063
  5585. 0002: jump @GTAF_29070
  5586.  
  5587. :GTAF_29070
  5588. 01C2: remove_references_to_actor 24@(25@,16i) // Like turning an actor into a random pedestrian
  5589. 015D: set_gamespeed 1.0
  5590. 0164: disable_marker $TEMPM
  5591. 04D7: set_actor 24@(25@,16i) locked 0
  5592. 01B4: set_player $PLAYER_CHAR can_move 1
  5593. 03E6: remove_text_box
  5594. 0002: jump @BC7_9
  5595.  
  5596. :GTAF_29118
  5597. 00D6: if and
  5598. 00DF: actor 24@(25@,16i) driving
  5599. 89DE: not actor $PLAYER_ACTOR entering_car
  5600. 004D: jump_if_false @GTAF_29398
  5601. 0001: wait 0 ms
  5602. 0002: jump @GTAF_29154
  5603.  
  5604. :GTAF_29154
  5605. 0001: wait 0 ms
  5606. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5607. 0001: wait 0 ms
  5608. 03C0: $PEDCAR = actor 24@(25@,16i) car
  5609. 046C: $PED_DRIVER = car $PEDCAR driver
  5610. 00D6: if
  5611. 003B: $PED_DRIVER == 24@(25@,16i) // (int)
  5612. 004D: jump_if_false @GTAF_29230
  5613. 0001: wait 0 ms
  5614. 0002: jump @GTAF_29586
  5615.  
  5616. :GTAF_29230
  5617. 0001: wait 0 ms
  5618. 03C0: $PEDCAR = actor 24@(25@,16i) car
  5619. 0001: wait 0 ms
  5620. 0432: $PED_SEAT = get_actor_handle_from_car $PEDCAR passenger_seat 0
  5621. 00D6: if
  5622. 003B: $PED_SEAT == 24@(25@,16i) // (int)
  5623. 004D: jump_if_false @GTAF_29290
  5624. 0002: jump @GTAF_29752
  5625.  
  5626. :GTAF_29290
  5627. 0432: $PED_SEAT = get_actor_handle_from_car $PEDCAR passenger_seat 1
  5628. 00D6: if
  5629. 003B: $PED_SEAT == 24@(25@,16i) // (int)
  5630. 004D: jump_if_false @GTAF_29330
  5631. 0002: jump @GTAF_29962
  5632.  
  5633. :GTAF_29330
  5634. 0432: $PED_SEAT = get_actor_handle_from_car $PEDCAR passenger_seat 2
  5635. 00D6: if
  5636. 003B: $PED_SEAT == 24@(25@,16i) // (int)
  5637. 004D: jump_if_false @GTAF_29070
  5638. 0362: remove_actor 24@(25@,16i) from_car_and_place_at $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5639. 0430: put_actor $PLAYER_ACTOR into_car $PEDCAR passenger_seat 2
  5640. 0002: jump @GTAF_30172
  5641.  
  5642. :GTAF_29398
  5643. 0665: get_actor $PLAYER_ACTOR model_to $CUR_MODEL
  5644. 0001: wait 0 ms
  5645. 089F: get_actor 24@(25@,16i) pedtype_to $TYPE
  5646. 0001: wait 0 ms
  5647. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5648. 0001: wait 0 ms
  5649. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5650. 000C: $PED_POS_Z -= 3
  5651. 0001: wait 0 ms
  5652. 0172: $PL_ANGLE = actor $PLAYER_ACTOR Z_angle
  5653. 0172: $PE_ANGLE = actor 24@(25@,16i) Z_angle
  5654. 0001: wait 0 ms
  5655. 09BC: put_actor $PLAYER_ACTOR at $PED_POS_X $PED_POS_Y $PED_POS_Z no_offset_and_dont_warp_gang
  5656. 0001: wait 0 ms
  5657. 09BC: put_actor 24@(25@,16i) at 0.0 0.0 0.0 no_offset_and_dont_warp_gang
  5658. 0001: wait 0 ms
  5659. 009A: $PED = create_actor_pedtype $TYPE model $CUR_MODEL at $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5660. 0173: set_actor $PLAYER_ACTOR Z_angle_to $PE_ANGLE
  5661. 0173: set_actor $PED Z_angle_to $PL_ANGLE
  5662. 0002: jump @GTAF_28798
  5663.  
  5664. :GTAF_29586
  5665. 0665: get_actor $PLAYER_ACTOR model_to $CUR_MODEL
  5666. 0001: wait 0 ms
  5667. 089F: get_actor 24@(25@,16i) pedtype_to $TYPE
  5668. 0001: wait 0 ms
  5669. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5670. 0001: wait 0 ms
  5671. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5672. 000C: $PED_POS_Z -= 3
  5673. 0001: wait 0 ms
  5674. 0172: $PL_ANGLE = actor $PLAYER_ACTOR Z_angle
  5675. 0172: $PE_ANGLE = actor 24@(25@,16i) Z_angle
  5676. 0001: wait 0 ms
  5677. 0362: remove_actor 24@(25@,16i) from_car_and_place_at 0.0 0.0 0.0
  5678. 072A: put_actor $PLAYER_ACTOR into_car $PEDCAR driverseat
  5679. 009A: $PED = create_actor_pedtype $TYPE model $CUR_MODEL at $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5680. 0173: set_actor $PED Z_angle_to $PL_ANGLE
  5681. 0002: jump @GTAF_28798
  5682.  
  5683. :GTAF_29752
  5684. 0665: get_actor $PLAYER_ACTOR model_to $CUR_MODEL
  5685. 0001: wait 0 ms
  5686. 089F: get_actor 24@(25@,16i) pedtype_to $TYPE
  5687. 0001: wait 0 ms
  5688. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5689. 0001: wait 0 ms
  5690. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5691. 0001: wait 0 ms
  5692. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5693. 0001: wait 0 ms
  5694. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5695. 000C: $PED_POS_Z -= 3
  5696. 0001: wait 0 ms
  5697. 0172: $PL_ANGLE = actor $PLAYER_ACTOR Z_angle
  5698. 0172: $PE_ANGLE = actor 24@(25@,16i) Z_angle
  5699. 0001: wait 0 ms
  5700. 0362: remove_actor 24@(25@,16i) from_car_and_place_at 0.0 0.0 0.0
  5701. 05CA: AS_actor $PLAYER_ACTOR enter_car $PEDCAR passenger_seat 0 time 0
  5702. 009A: $PED = create_actor_pedtype $TYPE model $CUR_MODEL at $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5703. 0173: set_actor $PED Z_angle_to $PL_ANGLE
  5704. 0002: jump @GTAF_28798
  5705.  
  5706. :GTAF_29962
  5707. 0665: get_actor $PLAYER_ACTOR model_to $CUR_MODEL
  5708. 0001: wait 0 ms
  5709. 089F: get_actor 24@(25@,16i) pedtype_to $TYPE
  5710. 0001: wait 0 ms
  5711. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5712. 0001: wait 0 ms
  5713. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5714. 0001: wait 0 ms
  5715. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5716. 0001: wait 0 ms
  5717. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5718. 000C: $PED_POS_Z -= 3
  5719. 0001: wait 0 ms
  5720. 0172: $PL_ANGLE = actor $PLAYER_ACTOR Z_angle
  5721. 0172: $PE_ANGLE = actor 24@(25@,16i) Z_angle
  5722. 0001: wait 0 ms
  5723. 0362: remove_actor 24@(25@,16i) from_car_and_place_at 0.0 0.0 0.0
  5724. 05CA: AS_actor $PLAYER_ACTOR enter_car $PEDCAR passenger_seat 1 time 0
  5725. 009A: $PED = create_actor_pedtype $TYPE model $CUR_MODEL at $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5726. 0173: set_actor $PED Z_angle_to $PL_ANGLE
  5727. 0002: jump @GTAF_28798
  5728.  
  5729. :GTAF_30172
  5730. 0665: get_actor $PLAYER_ACTOR model_to $CUR_MODEL
  5731. 0001: wait 0 ms
  5732. 089F: get_actor 24@(25@,16i) pedtype_to $TYPE
  5733. 0001: wait 0 ms
  5734. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5735. 0001: wait 0 ms
  5736. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5737. 0001: wait 0 ms
  5738. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5739. 0001: wait 0 ms
  5740. 00A0: store_actor 24@(25@,16i) position_to $PED_POS_X $PED_POS_Y $PED_POS_Z
  5741. 000C: $PED_POS_Z -= 3
  5742. 0001: wait 0 ms
  5743. 0172: $PL_ANGLE = actor $PLAYER_ACTOR Z_angle
  5744. 0172: $PE_ANGLE = actor 24@(25@,16i) Z_angle
  5745. 0001: wait 0 ms
  5746. 0362: remove_actor 24@(25@,16i) from_car_and_place_at 0.0 0.0 0.0
  5747. 05CA: AS_actor $PLAYER_ACTOR enter_car $PEDCAR passenger_seat 2 time 0
  5748. 009A: $PED = create_actor_pedtype $TYPE model $CUR_MODEL at $CJ_POS_X $CJ_POS_Y $CJ_POS_Z
  5749. 0173: set_actor $PED Z_angle_to $PL_ANGLE
  5750. 0002: jump @GTAF_28798
  5751. 0001: wait 0 ms
  5752. 00BC: show_text_highpriority GXT 'CSTM' time 1E12 flag 1
  5753. 0826: enable_hud 0
  5754. 0581: enable_radar 0
  5755. 0002: jump @GTAF_30419
  5756.  
  5757. :GTAF_30419
  5758. 0247: load_model 27@
  5759. 038B: load_requested_models
  5760. 0002: jump @GTAF_30433
  5761.  
  5762. :GTAF_30433
  5763. 0001: wait 0 ms
  5764. 00D6: if
  5765. 0248: model 27@ available
  5766. 004D: jump_if_false @GTAF_30433
  5767. 04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 7.0 0.1
  5768. 0674: set_car_model 27@ numberplate "BC7MOD"
  5769. 00A5: $VOERTUIG = create_car 27@ at 5@ 6@ 7@
  5770. 0175: set_car $VOERTUIG Z_angle_to $ANGLES
  5771. 020A: set_car $VOERTUIG door_status_to 0
  5772. 01C3: remove_references_to_car $VOERTUIG
  5773. 0249: release_model 27@
  5774. 0001: wait 0 ms
  5775. 0002: jump @GTAF_30548
  5776.  
  5777. :GTAF_30548
  5778. 00D6: if
  5779. 00E1: player 0 pressed_key 16
  5780. 004D: jump_if_false @GTAF_30602
  5781. 0001: wait 0 ms
  5782. 00BE: text_clear_all
  5783. 0826: enable_hud 1
  5784. 0581: enable_radar 1
  5785. 01B4: set_player $PLAYER_CHAR can_move 1
  5786. 015D: set_gamespeed 1.0
  5787. 03E6: remove_text_box
  5788. 0002: jump @BC7_9
  5789.  
  5790. :GTAF_30602
  5791. 0001: wait 0 ms
  5792. 00D6: if
  5793. 0AB0: key_pressed 66
  5794. 004D: jump_if_false @GTAF_30665
  5795. 0002: jump @GTAF_30628
  5796.  
  5797. :GTAF_30628
  5798. 0001: wait 0 ms
  5799. 00D6: if
  5800. 8039: not 27@ == 400
  5801. 004D: jump_if_false @GTAF_30665
  5802. 000E: 27@ -= 1
  5803. 0002: jump @GTAF_30419
  5804.  
  5805. :GTAF_30665
  5806. 0001: wait 0 ms
  5807. 00D6: if
  5808. 0AB0: key_pressed 78
  5809. 004D: jump_if_false @GTAF_30548
  5810. 0002: jump @GTAF_30691
  5811.  
  5812. :GTAF_30691
  5813. 0001: wait 0 ms
  5814. 00D6: if
  5815. 8039: not 27@ == 611
  5816. 004D: jump_if_false @GTAF_30548
  5817. 000A: 27@ += 1
  5818. 0002: jump @GTAF_30419
  5819. 03A4: name_thread 'COLOR'
  5820.  
  5821. :COLOR_11
  5822. 0001: wait 0 ms
  5823. 015D: set_gamespeed 1.0
  5824. 0001: wait 0 ms
  5825. 00D6: if
  5826. 00DF: actor $PLAYER_ACTOR driving
  5827. 004D: jump_if_false @GTAF_27351
  5828. 0001: wait 0 ms
  5829. 03C0: $CAR0 = actor $PLAYER_ACTOR car
  5830. 0001: wait 0 ms
  5831. 0512: show_permanent_text_box 'COL0'
  5832. 0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS // Colors
  5833. 01B4: set_player $PLAYER_CHAR can_move 0
  5834. 067A: put_camera_on_car $CAR0 with_offset 5.0 7.0 1.0 point_to_car $CAR0 tilt 7.0 switchstyle 2
  5835. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  5836. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  5837. 0002: jump @COLOR_164
  5838.  
  5839. :COLOR_164
  5840. 0001: wait 0 ms
  5841. 00D6: if
  5842. 00E1: player 0 pressed_key 15
  5843. 004D: jump_if_false @COLOR_196
  5844. 0001: wait 0 ms
  5845. 0002: jump @COLOR_269
  5846.  
  5847. :COLOR_196
  5848. 0001: wait 0 ms
  5849. 00D6: if
  5850. 00E1: player 0 pressed_key 16
  5851. 004D: jump_if_false @COLOR_164
  5852. 08D7: $10440 = panel $CARMOD_MENU_COLORS active_row
  5853. 0002: jump @COLOR_232
  5854.  
  5855. :COLOR_232
  5856. 0001: wait 0 ms
  5857. 0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CAR0 colorslot 1 active_row $10440
  5858. 0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CAR0 colorslot 2 active_row $10440
  5859. 0002: jump @COLOR_164
  5860.  
  5861. :COLOR_269
  5862. 0001: wait 0 ms
  5863. 08DA: remove_panel $CARMOD_MENU_COLORS
  5864. 03E6: remove_text_box
  5865. 015A: restore_camera
  5866. 01B4: set_player $PLAYER_CHAR can_move 1
  5867. 010D: set_player $PLAYER_CHAR wanted_level_to 0
  5868. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  5869. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  5870. 0002: jump @BC7_9
  5871.  
  5872. :COLOR_317
  5873. 0001: wait 0 ms
  5874. 00D6: if
  5875. 00E1: player 0 pressed_key 15
  5876. 004D: jump_if_false @COLOR_359
  5877. 08DA: remove_panel &45765
  5878. 03E6: remove_text_box
  5879. 01B4: set_player $PLAYER_CHAR can_move 1
  5880. 0002: jump @COLOR_444
  5881.  
  5882. :COLOR_359
  5883. 0001: wait 0 ms
  5884. 00D6: if
  5885. 00E1: player 0 pressed_key 16
  5886. 004D: jump_if_false @COLOR_317
  5887. 08D7: &45761 = panel &45765 active_row
  5888. 08DA: remove_panel &45765
  5889. 03E6: remove_text_box
  5890. 015D: set_gamespeed 1.0
  5891. 08DA: remove_panel &45765
  5892.  
  5893. :COLOR_407
  5894. 0001: wait 0 ms
  5895. 00D6: if
  5896. 80E1: not player 0 pressed_key 16
  5897. 004D: jump_if_false @COLOR_407
  5898. 03E6: remove_text_box
  5899. 015D: set_gamespeed 1.0
  5900. 08DA: remove_panel &45765
  5901. 0051: return
  5902.  
  5903. :COLOR_444
  5904. 03E6: remove_text_box
  5905. 015D: set_gamespeed 1.0
  5906. 08DA: remove_panel &45765
  5907. 01B4: set_player $PLAYER_CHAR can_move 1
  5908. 04D7: set_actor $PLAYER_ACTOR locked 0
  5909. 0002: jump @BC7_2244
  5910.  
  5911. :COLOR_479
  5912. 01B4: set_player $PLAYER_CHAR can_move 0
  5913. 015D: set_gamespeed 1.0
  5914. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  5915. 08D4: &45765 = create_panel_with_title 'NIC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  5916. 08DB: set_panel &45765 column 0 header 'DUMMY' data 'INT1' 'INT2' 'INT3' 'INT4' 'INT5' 'INT6' 'INT7' 'INT8' 'INT9' 'INT10' 'INT11' 'GMN'
  5917. 0050: gosub @COLOR_317
  5918. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @COLOR_444 jumps 0 @COLOR_800 1 @COLOR_877 2 @COLOR_1010 3 @COLOR_1139 4 @COLOR_1366 5 @COLOR_1489 6 @COLOR_1612
  5919. 0872: jump_table_jumps 7 @COLOR_1735 8 @COLOR_1858 9 @COLOR_1981 10 @COLOR_2104 11 @COLOR_2227 12 @COLOR_2227 13 @COLOR_2227 14 @COLOR_2227 15 @COLOR_2227
  5920.  
  5921. :COLOR_800
  5922. 04BB: select_interior $ACTIVE_INTERIOR
  5923. 0860: link_actor $PLAYER_ACTOR to_interior $ACTIVE_INTERIOR
  5924. 00A1: put_actor $PLAYER_ACTOR at $CJ_X $CJ_Y $CJ_Z
  5925. 03C0: $AUTO = actor $PLAYER_ACTOR car
  5926. 0001: wait 0 ms
  5927. 00D6: if
  5928. 00DF: actor $PLAYER_ACTOR driving
  5929. 004D: jump_if_false @COLOR_870
  5930. 0840: link_car $AUTO to_interior $ACTIVE_INTERIOR
  5931. 0002: jump @COLOR_870
  5932.  
  5933. :COLOR_870
  5934. 0002: jump @COLOR_444
  5935.  
  5936. :COLOR_877
  5937. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  5938. 077E: get_active_interior_to $ACTIVE_INTERIOR
  5939. 016A: fade 0 time 1000
  5940. 0001: wait 1000 ms
  5941. 04BB: select_interior 3
  5942. 0860: link_actor $PLAYER_ACTOR to_interior 3
  5943. 00A1: put_actor $PLAYER_ACTOR at 2496.075 -1705.359 1014.742
  5944. 0173: set_actor $PLAYER_ACTOR Z_angle_to 357.975
  5945. 03C0: $AUTO = actor $PLAYER_ACTOR car
  5946. 0001: wait 0 ms
  5947. 00D6: if
  5948. 00DF: actor $PLAYER_ACTOR driving
  5949. 004D: jump_if_false @COLOR_991
  5950. 0840: link_car $AUTO to_interior 3
  5951. 0002: jump @COLOR_991
  5952.  
  5953. :COLOR_991
  5954. 0001: wait 500 ms
  5955. 016A: fade 1 time 1000
  5956. 0002: jump @COLOR_444
  5957.  
  5958. :COLOR_1010
  5959. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  5960. 077E: get_active_interior_to $ACTIVE_INTERIOR
  5961. 016A: fade 0 time 1000
  5962. 0001: wait 1000 ms
  5963. 00A1: put_actor $PLAYER_ACTOR at -1398.461 995.641 1024.462
  5964. 04BB: select_interior 15
  5965. 0860: link_actor $PLAYER_ACTOR to_interior 15
  5966. 04F9: set_sky_color 2 fade 0
  5967. 03C0: $AUTO = actor $PLAYER_ACTOR car
  5968. 0001: wait 0 ms
  5969. 00D6: if
  5970. 00DF: actor $PLAYER_ACTOR driving
  5971. 004D: jump_if_false @COLOR_1120
  5972. 0840: link_car $AUTO to_interior 15
  5973. 0002: jump @COLOR_1120
  5974.  
  5975. :COLOR_1120
  5976. 0001: wait 500 ms
  5977. 016A: fade 1 time 1000
  5978. 0002: jump @COLOR_444
  5979.  
  5980. :COLOR_1139
  5981. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  5982. 077E: get_active_interior_to $ACTIVE_INTERIOR
  5983. 016A: fade 0 time 1000
  5984. 0001: wait 1000 ms
  5985. 00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.589
  5986. 0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488
  5987. 04BB: select_interior 14
  5988. 0860: link_actor $PLAYER_ACTOR to_interior 14
  5989. 04F9: set_sky_color 2 fade 0
  5990. 0001: wait 500 ms
  5991. 016A: fade 1 time 1000
  5992.  
  5993. :COLOR_1229
  5994. 0001: wait 0 ms
  5995. 0247: load_model #SANCHEZ
  5996. 0001: wait 0 ms
  5997. 00D6: if
  5998. 0248: model #SANCHEZ available
  5999. 004D: jump_if_false @COLOR_1229
  6000. 0001: wait 0 ms
  6001. 00A5: $MOTOR = create_car #SANCHEZ at -1472.38 1563.576 1051.417
  6002. 0840: link_car $MOTOR to_interior 14
  6003. 0175: set_car $MOTOR Z_angle_to 266.488
  6004. 02AC: set_car $MOTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
  6005. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6006. 0001: wait 0 ms
  6007. 00D6: if
  6008. 00DF: actor $PLAYER_ACTOR driving
  6009. 004D: jump_if_false @COLOR_1359
  6010. 0840: link_car $AUTO to_interior 14
  6011. 0002: jump @COLOR_1359
  6012.  
  6013. :COLOR_1359
  6014. 0002: jump @COLOR_444
  6015.  
  6016. :COLOR_1366
  6017. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6018. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6019. 016A: fade 0 time 1000
  6020. 0001: wait 1000 ms
  6021. 00A1: put_actor $PLAYER_ACTOR at 2.38483 33.1034 1199.85
  6022. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6023. 04BB: select_interior 1
  6024. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6025. 0001: wait 0 ms
  6026. 00D6: if
  6027. 00DF: actor $PLAYER_ACTOR driving
  6028. 004D: jump_if_false @COLOR_1470
  6029. 0840: link_car $AUTO to_interior 1
  6030. 0002: jump @COLOR_1470
  6031.  
  6032. :COLOR_1470
  6033. 0001: wait 500 ms
  6034. 016A: fade 1 time 1000
  6035. 0002: jump @COLOR_444
  6036.  
  6037. :COLOR_1489
  6038. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6039. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6040. 016A: fade 0 time 1000
  6041. 0001: wait 1000 ms
  6042. 00A1: put_actor $PLAYER_ACTOR at 286.149 -40.6444 1001.57
  6043. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6044. 04BB: select_interior 1
  6045. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6046. 0001: wait 0 ms
  6047. 00D6: if
  6048. 00DF: actor $PLAYER_ACTOR driving
  6049. 004D: jump_if_false @COLOR_1593
  6050. 0840: link_car $AUTO to_interior 1
  6051. 0002: jump @COLOR_1593
  6052.  
  6053. :COLOR_1593
  6054. 0001: wait 500 ms
  6055. 016A: fade 1 time 1000
  6056. 0002: jump @COLOR_444
  6057.  
  6058. :COLOR_1612
  6059. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6060. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6061. 016A: fade 0 time 1000
  6062. 0001: wait 1000 ms
  6063. 00A1: put_actor $PLAYER_ACTOR at 223.044 1289.26 1082.2
  6064. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6065. 04BB: select_interior 1
  6066. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6067. 0001: wait 0 ms
  6068. 00D6: if
  6069. 00DF: actor $PLAYER_ACTOR driving
  6070. 004D: jump_if_false @COLOR_1716
  6071. 0840: link_car $AUTO to_interior 1
  6072. 0002: jump @COLOR_1716
  6073.  
  6074. :COLOR_1716
  6075. 0001: wait 500 ms
  6076. 016A: fade 1 time 1000
  6077. 0002: jump @COLOR_444
  6078.  
  6079. :COLOR_1735
  6080. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6081. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6082. 016A: fade 0 time 1000
  6083. 0001: wait 1000 ms
  6084. 00A1: put_actor $PLAYER_ACTOR at -2042.42 178.59 28.84
  6085. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6086. 04BB: select_interior 1
  6087. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6088. 0001: wait 0 ms
  6089. 00D6: if
  6090. 00DF: actor $PLAYER_ACTOR driving
  6091. 004D: jump_if_false @COLOR_1839
  6092. 0840: link_car $AUTO to_interior 1
  6093. 0002: jump @COLOR_1839
  6094.  
  6095. :COLOR_1839
  6096. 0001: wait 500 ms
  6097. 016A: fade 1 time 1000
  6098. 0002: jump @COLOR_444
  6099.  
  6100. :COLOR_1858
  6101. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6102. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6103. 016A: fade 0 time 1000
  6104. 0001: wait 1000 ms
  6105. 00A1: put_actor $PLAYER_ACTOR at 2535.83 -1674.32 1015.5
  6106. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6107. 04BB: select_interior 1
  6108. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6109. 0001: wait 0 ms
  6110. 00D6: if
  6111. 00DF: actor $PLAYER_ACTOR driving
  6112. 004D: jump_if_false @COLOR_1962
  6113. 0840: link_car $AUTO to_interior 1
  6114. 0002: jump @COLOR_1962
  6115.  
  6116. :COLOR_1962
  6117. 0001: wait 500 ms
  6118. 016A: fade 1 time 1000
  6119. 0002: jump @COLOR_444
  6120.  
  6121. :COLOR_1981
  6122. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6123. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6124. 016A: fade 0 time 1000
  6125. 0001: wait 1000 ms
  6126. 00A1: put_actor $PLAYER_ACTOR at 681.66 -453.32 -25.61
  6127. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6128. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6129. 0001: wait 0 ms
  6130. 00D6: if
  6131. 00DF: actor $PLAYER_ACTOR driving
  6132. 004D: jump_if_false @COLOR_2081
  6133. 0840: link_car $AUTO to_interior 1
  6134. 0002: jump @COLOR_2081
  6135.  
  6136. :COLOR_2081
  6137. 04BB: select_interior 1
  6138. 0001: wait 500 ms
  6139. 016A: fade 1 time 1000
  6140. 0002: jump @COLOR_444
  6141.  
  6142. :COLOR_2104
  6143. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6144. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6145. 016A: fade 0 time 1000
  6146. 0001: wait 1000 ms
  6147. 00A1: put_actor $PLAYER_ACTOR at -2158.72 641.29 1052.38
  6148. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6149. 04BB: select_interior 1
  6150. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6151. 0001: wait 0 ms
  6152. 00D6: if
  6153. 00DF: actor $PLAYER_ACTOR driving
  6154. 004D: jump_if_false @COLOR_2208
  6155. 0840: link_car $AUTO to_interior 1
  6156. 0002: jump @COLOR_2208
  6157.  
  6158. :COLOR_2208
  6159. 0001: wait 500 ms
  6160. 016A: fade 1 time 1000
  6161. 0002: jump @COLOR_444
  6162.  
  6163. :COLOR_2227
  6164. 0002: jump @COLOR_2234
  6165.  
  6166. :COLOR_2234
  6167. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  6168. 08D4: &45765 = create_panel_with_title 'NIC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  6169. 08DB: set_panel &45765 column 0 header 'DUMMY' data 'INT00' 'INT12' 'INT13' 'INT14' 'INT15' 'INT16' 'DUMMY' 'INT18' 'INT19' 'INT20' 'GMB' 'GMN'
  6170. 0050: gosub @COLOR_317
  6171. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @COLOR_444 jumps 0 @COLOR_2541 1 @COLOR_2678 2 @COLOR_2799 3 @COLOR_2922 4 @COLOR_3055 5 @COLOR_3178 6 @COLOR_3301
  6172. 0872: jump_table_jumps 7 @COLOR_3308 8 @COLOR_3431 9 @COLOR_3554 10 @COLOR_3677 11 @COLOR_3684 12 @COLOR_3684 13 @COLOR_3684 14 @COLOR_3684 15 @COLOR_3684
  6173.  
  6174. :COLOR_2541
  6175. 0001: wait 0 ms
  6176. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6177. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6178. 016A: fade 0 time 1000
  6179. 0001: wait 1000 ms
  6180. 04BB: select_interior 1
  6181. 0860: link_actor $PLAYER_ACTOR to_interior 1
  6182. 00A1: put_actor $PLAYER_ACTOR at -795.0761 489.9602 1376.195
  6183. 0173: set_actor $PLAYER_ACTOR Z_angle_to 356.0692
  6184. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6185. 0001: wait 0 ms
  6186. 00D6: if
  6187. 00DF: actor $PLAYER_ACTOR driving
  6188. 004D: jump_if_false @COLOR_2659
  6189. 0840: link_car $AUTO to_interior 1
  6190. 0002: jump @COLOR_2659
  6191.  
  6192. :COLOR_2659
  6193. 0001: wait 500 ms
  6194. 016A: fade 1 time 1000
  6195. 0002: jump @COLOR_444
  6196.  
  6197. :COLOR_2678
  6198. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6199. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6200. 016A: fade 0 time 1000
  6201. 0001: wait 1000 ms
  6202. 04BB: select_interior 2
  6203. 0860: link_actor $PLAYER_ACTOR to_interior 2
  6204. 00A1: put_actor $PLAYER_ACTOR at 225.757 1240 1082.15
  6205. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6206. 0001: wait 0 ms
  6207. 00D6: if
  6208. 00DF: actor $PLAYER_ACTOR driving
  6209. 004D: jump_if_false @COLOR_2780
  6210. 0840: link_car $AUTO to_interior 2
  6211. 0002: jump @COLOR_2780
  6212.  
  6213. :COLOR_2780
  6214. 0001: wait 500 ms
  6215. 016A: fade 1 time 1000
  6216. 0002: jump @COLOR_444
  6217.  
  6218. :COLOR_2799
  6219. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6220. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6221. 016A: fade 0 time 1000
  6222. 0001: wait 1000 ms
  6223. 00A1: put_actor $PLAYER_ACTOR at 2567.52 -1294.59 1063.25
  6224. 04BB: select_interior 2
  6225. 0860: link_actor $PLAYER_ACTOR to_interior 2
  6226. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6227. 0001: wait 0 ms
  6228. 00D6: if
  6229. 00DF: actor $PLAYER_ACTOR driving
  6230. 004D: jump_if_false @COLOR_2903
  6231. 0840: link_car $AUTO to_interior 2
  6232. 0002: jump @COLOR_2903
  6233.  
  6234. :COLOR_2903
  6235. 0001: wait 500 ms
  6236. 016A: fade 1 time 1000
  6237. 0002: jump @COLOR_444
  6238.  
  6239. :COLOR_2922
  6240. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6241. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6242. 016A: fade 0 time 1000
  6243. 0001: wait 1000 ms
  6244. 00A1: put_actor $PLAYER_ACTOR at 2451.77 -1699.8 1013.51
  6245. 0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488
  6246. 04BB: select_interior 2
  6247. 0860: link_actor $PLAYER_ACTOR to_interior 2
  6248. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6249. 0001: wait 0 ms
  6250. 00D6: if
  6251. 00DF: actor $PLAYER_ACTOR driving
  6252. 004D: jump_if_false @COLOR_3036
  6253. 0840: link_car $AUTO to_interior 2
  6254. 0002: jump @COLOR_3036
  6255.  
  6256. :COLOR_3036
  6257. 0001: wait 500 ms
  6258. 016A: fade 1 time 1000
  6259. 0002: jump @COLOR_444
  6260.  
  6261. :COLOR_3055
  6262. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6263. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6264. 016A: fade 0 time 1000
  6265. 0001: wait 1000 ms
  6266. 00A1: put_actor $PLAYER_ACTOR at 235.509 1189.17 1080.34
  6267. 0860: link_actor $PLAYER_ACTOR to_interior 3
  6268. 04BB: select_interior 3
  6269. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6270. 0001: wait 0 ms
  6271. 00D6: if
  6272. 00DF: actor $PLAYER_ACTOR driving
  6273. 004D: jump_if_false @COLOR_3159
  6274. 0840: link_car $AUTO to_interior 3
  6275. 0002: jump @COLOR_3159
  6276.  
  6277. :COLOR_3159
  6278. 0001: wait 500 ms
  6279. 016A: fade 1 time 1000
  6280. 0002: jump @COLOR_444
  6281.  
  6282. :COLOR_3178
  6283. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6284. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6285. 016A: fade 0 time 1000
  6286. 0001: wait 1000 ms
  6287. 00A1: put_actor $PLAYER_ACTOR at -2637.69 1404.24 906.46
  6288. 0860: link_actor $PLAYER_ACTOR to_interior 3
  6289. 04BB: select_interior 3
  6290. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6291. 0001: wait 0 ms
  6292. 00D6: if
  6293. 00DF: actor $PLAYER_ACTOR driving
  6294. 004D: jump_if_false @COLOR_3282
  6295. 0840: link_car $AUTO to_interior 3
  6296. 0002: jump @COLOR_3282
  6297.  
  6298. :COLOR_3282
  6299. 0001: wait 500 ms
  6300. 016A: fade 1 time 1000
  6301. 0002: jump @COLOR_444
  6302.  
  6303. :COLOR_3301
  6304. 0002: jump @COLOR_444
  6305.  
  6306. :COLOR_3308
  6307. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6308. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6309. 016A: fade 0 time 1000
  6310. 0001: wait 1000 ms
  6311. 00A1: put_actor $PLAYER_ACTOR at 286.801 -82.5476 1001.54
  6312. 0860: link_actor $PLAYER_ACTOR to_interior 4
  6313. 04BB: select_interior 4
  6314. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6315. 0001: wait 0 ms
  6316. 00D6: if
  6317. 00DF: actor $PLAYER_ACTOR driving
  6318. 004D: jump_if_false @COLOR_3412
  6319. 0840: link_car $AUTO to_interior 4
  6320. 0002: jump @COLOR_3412
  6321.  
  6322. :COLOR_3412
  6323. 0001: wait 500 ms
  6324. 016A: fade 1 time 1000
  6325. 0002: jump @COLOR_444
  6326.  
  6327. :COLOR_3431
  6328. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6329. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6330. 016A: fade 0 time 1000
  6331. 0001: wait 1000 ms
  6332. 00A1: put_actor $PLAYER_ACTOR at 2338.32 -1180.61 1027.98
  6333. 0860: link_actor $PLAYER_ACTOR to_interior 5
  6334. 04BB: select_interior 5
  6335. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6336. 0001: wait 0 ms
  6337. 00D6: if
  6338. 00DF: actor $PLAYER_ACTOR driving
  6339. 004D: jump_if_false @COLOR_3535
  6340. 0840: link_car $AUTO to_interior 5
  6341. 0002: jump @COLOR_3535
  6342.  
  6343. :COLOR_3535
  6344. 0001: wait 500 ms
  6345. 016A: fade 1 time 1000
  6346. 0002: jump @COLOR_444
  6347.  
  6348. :COLOR_3554
  6349. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6350. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6351. 016A: fade 0 time 1000
  6352. 0001: wait 1000 ms
  6353. 00A1: put_actor $PLAYER_ACTOR at -2029.88 -115.44 1035.17
  6354. 0860: link_actor $PLAYER_ACTOR to_interior 3
  6355. 04BB: select_interior 3
  6356. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6357. 0001: wait 0 ms
  6358. 00D6: if
  6359. 00DF: actor $PLAYER_ACTOR driving
  6360. 004D: jump_if_false @COLOR_3658
  6361. 0840: link_car $AUTO to_interior 3
  6362. 0002: jump @COLOR_3658
  6363.  
  6364. :COLOR_3658
  6365. 0001: wait 500 ms
  6366. 016A: fade 1 time 1000
  6367. 0002: jump @COLOR_444
  6368.  
  6369. :COLOR_3677
  6370. 0002: jump @COLOR_479
  6371.  
  6372. :COLOR_3684
  6373. 0002: jump @COLOR_3691
  6374.  
  6375. :COLOR_3691
  6376. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  6377. 08D4: &45765 = create_panel_with_title 'NIC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  6378. 08DB: set_panel &45765 column 0 header 'DUMMY' data 'INT21' 'DUMMY' 'INT23' 'INT24' 'INT25' 'INT26' 'INT27' 'INT28' 'INT29' 'INT30' 'GMB' 'GMN'
  6379. 0050: gosub @COLOR_317
  6380. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @COLOR_444 jumps 0 @COLOR_3998 1 @COLOR_4125 2 @COLOR_4132 3 @COLOR_4255 4 @COLOR_4378 5 @COLOR_4501 6 @COLOR_4624
  6381. 0872: jump_table_jumps 7 @COLOR_4747 8 @COLOR_4870 9 @COLOR_4993 10 @COLOR_5116 11 @COLOR_5123 12 @COLOR_5123 13 @COLOR_5123 14 @COLOR_5123 15 @COLOR_5123
  6382.  
  6383. :COLOR_3998
  6384. 0001: wait 0 ms
  6385. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6386. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6387. 016A: fade 0 time 1000
  6388. 0001: wait 1000 ms
  6389. 04BB: select_interior 5
  6390. 0860: link_actor $PLAYER_ACTOR to_interior 5
  6391. 00A1: put_actor $PLAYER_ACTOR at 1299.352 -792.6416 1083.008
  6392. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6393. 0001: wait 0 ms
  6394. 00D6: if
  6395. 00DF: actor $PLAYER_ACTOR driving
  6396. 004D: jump_if_false @COLOR_4106
  6397. 0840: link_car $AUTO to_interior 5
  6398. 0002: jump @COLOR_4106
  6399.  
  6400. :COLOR_4106
  6401. 0001: wait 500 ms
  6402. 016A: fade 1 time 1000
  6403. 0002: jump @COLOR_444
  6404.  
  6405. :COLOR_4125
  6406. 0002: jump @COLOR_444
  6407.  
  6408. :COLOR_4132
  6409. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6410. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6411. 016A: fade 0 time 1000
  6412. 0001: wait 1000 ms
  6413. 00A1: put_actor $PLAYER_ACTOR at 296.92 -108.072 1001.57
  6414. 04BB: select_interior 6
  6415. 0860: link_actor $PLAYER_ACTOR to_interior 6
  6416. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6417. 0001: wait 0 ms
  6418. 00D6: if
  6419. 00DF: actor $PLAYER_ACTOR driving
  6420. 004D: jump_if_false @COLOR_4236
  6421. 0840: link_car $AUTO to_interior 6
  6422. 0002: jump @COLOR_4236
  6423.  
  6424. :COLOR_4236
  6425. 0001: wait 500 ms
  6426. 016A: fade 1 time 1000
  6427. 0002: jump @COLOR_444
  6428.  
  6429. :COLOR_4255
  6430. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6431. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6432. 016A: fade 0 time 1000
  6433. 0001: wait 1000 ms
  6434. 00A1: put_actor $PLAYER_ACTOR at 316.525 -167.707 999.662
  6435. 04BB: select_interior 6
  6436. 0860: link_actor $PLAYER_ACTOR to_interior 6
  6437. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6438. 0001: wait 0 ms
  6439. 00D6: if
  6440. 00DF: actor $PLAYER_ACTOR driving
  6441. 004D: jump_if_false @COLOR_4359
  6442. 0840: link_car $AUTO to_interior 6
  6443. 0002: jump @COLOR_4359
  6444.  
  6445. :COLOR_4359
  6446. 0001: wait 500 ms
  6447. 016A: fade 1 time 1000
  6448. 0002: jump @COLOR_444
  6449.  
  6450. :COLOR_4378
  6451. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6452. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6453. 016A: fade 0 time 1000
  6454. 0001: wait 1000 ms
  6455. 00A1: put_actor $PLAYER_ACTOR at -2238.036 128.5737 1035.414
  6456. 0860: link_actor $PLAYER_ACTOR to_interior 6
  6457. 04BB: select_interior 6
  6458. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6459. 0001: wait 0 ms
  6460. 00D6: if
  6461. 00DF: actor $PLAYER_ACTOR driving
  6462. 004D: jump_if_false @COLOR_4482
  6463. 0840: link_car $AUTO to_interior 6
  6464. 0002: jump @COLOR_4482
  6465.  
  6466. :COLOR_4482
  6467. 0001: wait 500 ms
  6468. 016A: fade 1 time 1000
  6469. 0002: jump @COLOR_444
  6470.  
  6471. :COLOR_4501
  6472. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6473. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6474. 016A: fade 0 time 1000
  6475. 0001: wait 1000 ms
  6476. 00A1: put_actor $PLAYER_ACTOR at 314.821 -141.432 999.662
  6477. 0860: link_actor $PLAYER_ACTOR to_interior 7
  6478. 04BB: select_interior 7
  6479. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6480. 0001: wait 0 ms
  6481. 00D6: if
  6482. 00DF: actor $PLAYER_ACTOR driving
  6483. 004D: jump_if_false @COLOR_4605
  6484. 0840: link_car $AUTO to_interior 7
  6485. 0002: jump @COLOR_4605
  6486.  
  6487. :COLOR_4605
  6488. 0001: wait 500 ms
  6489. 016A: fade 1 time 1000
  6490. 0002: jump @COLOR_444
  6491.  
  6492. :COLOR_4624
  6493. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6494. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6495. 016A: fade 0 time 1000
  6496. 0001: wait 1000 ms
  6497. 00A1: put_actor $PLAYER_ACTOR at 302.2929 -143.1391 1004.063
  6498. 0860: link_actor $PLAYER_ACTOR to_interior 7
  6499. 04BB: select_interior 7
  6500. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6501. 0001: wait 0 ms
  6502. 00D6: if
  6503. 00DF: actor $PLAYER_ACTOR driving
  6504. 004D: jump_if_false @COLOR_4728
  6505. 0840: link_car $AUTO to_interior 7
  6506. 0002: jump @COLOR_4728
  6507.  
  6508. :COLOR_4728
  6509. 0001: wait 500 ms
  6510. 016A: fade 1 time 1000
  6511. 0002: jump @COLOR_444
  6512.  
  6513. :COLOR_4747
  6514. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6515. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6516. 016A: fade 0 time 1000
  6517. 0001: wait 1000 ms
  6518. 00A1: put_actor $PLAYER_ACTOR at 280.7951 -135.2034 1004.063
  6519. 0860: link_actor $PLAYER_ACTOR to_interior 7
  6520. 04BB: select_interior 7
  6521. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6522. 0001: wait 0 ms
  6523. 00D6: if
  6524. 00DF: actor $PLAYER_ACTOR driving
  6525. 004D: jump_if_false @COLOR_4851
  6526. 0840: link_car $AUTO to_interior 7
  6527. 0002: jump @COLOR_4851
  6528.  
  6529. :COLOR_4851
  6530. 0001: wait 500 ms
  6531. 016A: fade 1 time 1000
  6532. 0002: jump @COLOR_444
  6533.  
  6534. :COLOR_4870
  6535. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6536. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6537. 016A: fade 0 time 1000
  6538. 0001: wait 1000 ms
  6539. 00A1: put_actor $PLAYER_ACTOR at 225.631 1022.48 1084.07
  6540. 0860: link_actor $PLAYER_ACTOR to_interior 7
  6541. 04BB: select_interior 7
  6542. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6543. 0001: wait 0 ms
  6544. 00D6: if
  6545. 00DF: actor $PLAYER_ACTOR driving
  6546. 004D: jump_if_false @COLOR_4974
  6547. 0840: link_car $AUTO to_interior 7
  6548. 0002: jump @COLOR_4974
  6549.  
  6550. :COLOR_4974
  6551. 0001: wait 500 ms
  6552. 016A: fade 1 time 1000
  6553. 0002: jump @COLOR_444
  6554.  
  6555. :COLOR_4993
  6556. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6557. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6558. 016A: fade 0 time 1000
  6559. 0001: wait 1000 ms
  6560. 00A1: put_actor $PLAYER_ACTOR at 2807.63 -1170.15 1025.57
  6561. 0860: link_actor $PLAYER_ACTOR to_interior 8
  6562. 04BB: select_interior 8
  6563. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6564. 0001: wait 0 ms
  6565. 00D6: if
  6566. 00DF: actor $PLAYER_ACTOR driving
  6567. 004D: jump_if_false @COLOR_5097
  6568. 0840: link_car $AUTO to_interior 8
  6569. 0002: jump @COLOR_5097
  6570.  
  6571. :COLOR_5097
  6572. 0001: wait 500 ms
  6573. 016A: fade 1 time 1000
  6574. 0002: jump @COLOR_444
  6575.  
  6576. :COLOR_5116
  6577. 0002: jump @COLOR_2234
  6578.  
  6579. :COLOR_5123
  6580. 0002: jump @COLOR_5130
  6581.  
  6582. :COLOR_5130
  6583. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  6584. 08D4: &45765 = create_panel_with_title 'NIC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  6585. 08DB: set_panel &45765 column 0 header 'DUMMY' data 'INT31' 'INT32' 'INT33' 'DUMMY' 'INT35' 'INT36' 'INT37' 'INT38' 'INT39' 'INT40' 'GMB' 'GMN'
  6586. 0050: gosub @COLOR_317
  6587. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @COLOR_444 jumps 0 @COLOR_5437 1 @COLOR_5564 2 @COLOR_5691 3 @COLOR_5814 4 @COLOR_5821 5 @COLOR_6051 6 @COLOR_6174
  6588. 0872: jump_table_jumps 7 @COLOR_6297 8 @COLOR_6420 9 @COLOR_6543 10 @COLOR_6666 11 @COLOR_6673 12 @COLOR_6673 13 @COLOR_6673 14 @COLOR_6673 15 @COLOR_6673
  6589.  
  6590. :COLOR_5437
  6591. 0001: wait 0 ms
  6592. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6593. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6594. 016A: fade 0 time 1000
  6595. 0001: wait 1000 ms
  6596. 04BB: select_interior 8
  6597. 0860: link_actor $PLAYER_ACTOR to_interior 8
  6598. 00A1: put_actor $PLAYER_ACTOR at 2365.42 -1131.85 1050.88
  6599. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6600. 0001: wait 0 ms
  6601. 00D6: if
  6602. 00DF: actor $PLAYER_ACTOR driving
  6603. 004D: jump_if_false @COLOR_5545
  6604. 0840: link_car $AUTO to_interior 8
  6605. 0002: jump @COLOR_5545
  6606.  
  6607. :COLOR_5545
  6608. 0001: wait 500 ms
  6609. 016A: fade 1 time 1000
  6610. 0002: jump @COLOR_444
  6611.  
  6612. :COLOR_5564
  6613. 0001: wait 0 ms
  6614. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6615. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6616. 016A: fade 0 time 1000
  6617. 0001: wait 1000 ms
  6618. 04BB: select_interior 9
  6619. 0860: link_actor $PLAYER_ACTOR to_interior 9
  6620. 00A1: put_actor $PLAYER_ACTOR at 315.8562 1024.496 1949.797
  6621. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6622. 0001: wait 0 ms
  6623. 00D6: if
  6624. 00DF: actor $PLAYER_ACTOR driving
  6625. 004D: jump_if_false @COLOR_5672
  6626. 0840: link_car $AUTO to_interior 9
  6627. 0002: jump @COLOR_5672
  6628.  
  6629. :COLOR_5672
  6630. 0001: wait 500 ms
  6631. 016A: fade 1 time 1000
  6632. 0002: jump @COLOR_444
  6633.  
  6634. :COLOR_5691
  6635. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6636. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6637. 016A: fade 0 time 1000
  6638. 0001: wait 1000 ms
  6639. 00A1: put_actor $PLAYER_ACTOR at 2251.85 -1138.16 1050.63
  6640. 04BB: select_interior 9
  6641. 0860: link_actor $PLAYER_ACTOR to_interior 9
  6642. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6643. 0001: wait 0 ms
  6644. 00D6: if
  6645. 00DF: actor $PLAYER_ACTOR driving
  6646. 004D: jump_if_false @COLOR_5795
  6647. 0840: link_car $AUTO to_interior 9
  6648. 0002: jump @COLOR_5795
  6649.  
  6650. :COLOR_5795
  6651. 0001: wait 500 ms
  6652. 016A: fade 1 time 1000
  6653. 0002: jump @COLOR_444
  6654.  
  6655. :COLOR_5814
  6656. 0002: jump @COLOR_444
  6657.  
  6658. :COLOR_5821
  6659. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6660. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6661. 016A: fade 0 time 1000
  6662. 0001: wait 1000 ms
  6663. 00A1: put_actor $PLAYER_ACTOR at -1079.99 1061.58 1343.04
  6664. 0860: link_actor $PLAYER_ACTOR to_interior 10
  6665. 04BB: select_interior 10
  6666. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6667. 0001: wait 0 ms
  6668. 00D6: if
  6669. 00DF: actor $PLAYER_ACTOR driving
  6670. 004D: jump_if_false @COLOR_5925
  6671. 0840: link_car $AUTO to_interior 10
  6672. 0002: jump @COLOR_5925
  6673.  
  6674. :COLOR_5925
  6675. 0001: wait 500 ms
  6676. 016A: fade 1 time 1000
  6677.  
  6678. :COLOR_5937
  6679. 0247: load_model #SANDKING
  6680. 0001: wait 0 ms
  6681. 00D6: if
  6682. 0248: model #SANDKING available
  6683. 004D: jump_if_false @COLOR_5937
  6684. 00A5: $KING = create_car #SANDKING at -1131.549 1057.656 1346.415
  6685. 0175: set_car $KING Z_angle_to 270.2175
  6686. 0840: link_car $KING to_interior 10
  6687. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6688. 0001: wait 0 ms
  6689. 00D6: if
  6690. 00DF: actor $PLAYER_ACTOR driving
  6691. 004D: jump_if_false @COLOR_6044
  6692. 0840: link_car $AUTO to_interior 10
  6693. 0002: jump @COLOR_6044
  6694.  
  6695. :COLOR_6044
  6696. 0002: jump @COLOR_444
  6697.  
  6698. :COLOR_6051
  6699. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6700. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6701. 016A: fade 0 time 1000
  6702. 0001: wait 1000 ms
  6703. 00A1: put_actor $PLAYER_ACTOR at 2260.76 -1210.45 1049.02
  6704. 0860: link_actor $PLAYER_ACTOR to_interior 10
  6705. 04BB: select_interior 10
  6706. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6707. 0001: wait 0 ms
  6708. 00D6: if
  6709. 00DF: actor $PLAYER_ACTOR driving
  6710. 004D: jump_if_false @COLOR_6155
  6711. 0840: link_car $AUTO to_interior 10
  6712. 0002: jump @COLOR_6155
  6713.  
  6714. :COLOR_6155
  6715. 0001: wait 500 ms
  6716. 016A: fade 1 time 1000
  6717. 0002: jump @COLOR_444
  6718.  
  6719. :COLOR_6174
  6720. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6721. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6722. 016A: fade 0 time 1000
  6723. 0001: wait 1000 ms
  6724. 00A1: put_actor $PLAYER_ACTOR at 2262.83 -1137.71 1050.63
  6725. 0860: link_actor $PLAYER_ACTOR to_interior 10
  6726. 04BB: select_interior 10
  6727. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6728. 0001: wait 0 ms
  6729. 00D6: if
  6730. 00DF: actor $PLAYER_ACTOR driving
  6731. 004D: jump_if_false @COLOR_6278
  6732. 0840: link_car $AUTO to_interior 10
  6733. 0002: jump @COLOR_6278
  6734.  
  6735. :COLOR_6278
  6736. 0001: wait 500 ms
  6737. 016A: fade 1 time 1000
  6738. 0002: jump @COLOR_444
  6739.  
  6740. :COLOR_6297
  6741. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6742. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6743. 016A: fade 0 time 1000
  6744. 0001: wait 1000 ms
  6745. 00A1: put_actor $PLAYER_ACTOR at 246.4 110.84 1003.22
  6746. 0860: link_actor $PLAYER_ACTOR to_interior 10
  6747. 04BB: select_interior 10
  6748. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6749. 0001: wait 0 ms
  6750. 00D6: if
  6751. 00DF: actor $PLAYER_ACTOR driving
  6752. 004D: jump_if_false @COLOR_6401
  6753. 0840: link_car $AUTO to_interior 10
  6754. 0002: jump @COLOR_6401
  6755.  
  6756. :COLOR_6401
  6757. 0001: wait 500 ms
  6758. 016A: fade 1 time 1000
  6759. 0002: jump @COLOR_444
  6760.  
  6761. :COLOR_6420
  6762. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6763. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6764. 016A: fade 0 time 1000
  6765. 0001: wait 1000 ms
  6766. 00A1: put_actor $PLAYER_ACTOR at 2324.33 -1144.79 1050.71
  6767. 0860: link_actor $PLAYER_ACTOR to_interior 12
  6768. 04BB: select_interior 12
  6769. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6770. 0001: wait 0 ms
  6771. 00D6: if
  6772. 00DF: actor $PLAYER_ACTOR driving
  6773. 004D: jump_if_false @COLOR_6524
  6774. 0840: link_car $AUTO to_interior 12
  6775. 0002: jump @COLOR_6524
  6776.  
  6777. :COLOR_6524
  6778. 0001: wait 500 ms
  6779. 016A: fade 1 time 1000
  6780. 0002: jump @COLOR_444
  6781.  
  6782. :COLOR_6543
  6783. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6784. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6785. 016A: fade 0 time 1000
  6786. 0001: wait 1000 ms
  6787. 00A1: put_actor $PLAYER_ACTOR at 295.139 1474.47 1080.52
  6788. 0860: link_actor $PLAYER_ACTOR to_interior 15
  6789. 04BB: select_interior 15
  6790. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6791. 0001: wait 0 ms
  6792. 00D6: if
  6793. 00DF: actor $PLAYER_ACTOR driving
  6794. 004D: jump_if_false @COLOR_6647
  6795. 0840: link_car $AUTO to_interior 15
  6796. 0002: jump @COLOR_6647
  6797.  
  6798. :COLOR_6647
  6799. 0001: wait 500 ms
  6800. 016A: fade 1 time 1000
  6801. 0002: jump @COLOR_444
  6802.  
  6803. :COLOR_6666
  6804. 0002: jump @COLOR_3691
  6805.  
  6806. :COLOR_6673
  6807. 0002: jump @COLOR_6680
  6808.  
  6809. :COLOR_6680
  6810. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  6811. 08D4: &45765 = create_panel_with_title 'NIC' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  6812. 08DB: set_panel &45765 column 0 header 'DUMMY' data 'INT41' 'INT42' 'INT43' 'INT44' 'GMB' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  6813. 0050: gosub @COLOR_317
  6814. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @COLOR_444 jumps 0 @COLOR_6987 1 @COLOR_7114 2 @COLOR_7241 3 @COLOR_7364 4 @COLOR_7487 5 @COLOR_7494 6 @COLOR_7501
  6815. 0872: jump_table_jumps 7 @COLOR_7508 8 @COLOR_7515 9 @COLOR_7522 10 @COLOR_7529 11 @COLOR_7536 12 @COLOR_7536 13 @COLOR_7536 14 @COLOR_7536 15 @COLOR_7536
  6816.  
  6817. :COLOR_6987
  6818. 0001: wait 0 ms
  6819. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6820. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6821. 016A: fade 0 time 1000
  6822. 0001: wait 1000 ms
  6823. 04BB: select_interior 15
  6824. 0860: link_actor $PLAYER_ACTOR to_interior 15
  6825. 00A1: put_actor $PLAYER_ACTOR at 328.494 1480.59 1084.45
  6826. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6827. 0001: wait 0 ms
  6828. 00D6: if
  6829. 00DF: actor $PLAYER_ACTOR driving
  6830. 004D: jump_if_false @COLOR_7095
  6831. 0840: link_car $AUTO to_interior 15
  6832. 0002: jump @COLOR_7095
  6833.  
  6834. :COLOR_7095
  6835. 0001: wait 500 ms
  6836. 016A: fade 1 time 1000
  6837. 0002: jump @COLOR_444
  6838.  
  6839. :COLOR_7114
  6840. 0001: wait 0 ms
  6841. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6842. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6843. 016A: fade 0 time 1000
  6844. 0001: wait 1000 ms
  6845. 04BB: select_interior 15
  6846. 0860: link_actor $PLAYER_ACTOR to_interior 15
  6847. 00A1: put_actor $PLAYER_ACTOR at 385.804 1471.77 1080.21
  6848. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6849. 0001: wait 0 ms
  6850. 00D6: if
  6851. 00DF: actor $PLAYER_ACTOR driving
  6852. 004D: jump_if_false @COLOR_7222
  6853. 0840: link_car $AUTO to_interior 15
  6854. 0002: jump @COLOR_7222
  6855.  
  6856. :COLOR_7222
  6857. 0001: wait 500 ms
  6858. 016A: fade 1 time 1000
  6859. 0002: jump @COLOR_444
  6860.  
  6861. :COLOR_7241
  6862. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6863. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6864. 016A: fade 0 time 1000
  6865. 0001: wait 1000 ms
  6866. 00A1: put_actor $PLAYER_ACTOR at 2220.26 -1148.01 1025.8
  6867. 0860: link_actor $PLAYER_ACTOR to_interior 15
  6868. 04BB: select_interior 15
  6869. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6870. 0001: wait 0 ms
  6871. 00D6: if
  6872. 00DF: actor $PLAYER_ACTOR driving
  6873. 004D: jump_if_false @COLOR_7345
  6874. 0840: link_car $AUTO to_interior 15
  6875. 0002: jump @COLOR_7345
  6876.  
  6877. :COLOR_7345
  6878. 0001: wait 500 ms
  6879. 016A: fade 1 time 1000
  6880. 0002: jump @COLOR_444
  6881.  
  6882. :COLOR_7364
  6883. 00A0: store_actor $PLAYER_ACTOR position_to $CJ_X $CJ_Y $CJ_Z
  6884. 077E: get_active_interior_to $ACTIVE_INTERIOR
  6885. 016A: fade 0 time 1000
  6886. 0001: wait 1000 ms
  6887. 00A1: put_actor $PLAYER_ACTOR at -203.0764 -24.1658 1002.273
  6888. 0860: link_actor $PLAYER_ACTOR to_interior 16
  6889. 03C0: $AUTO = actor $PLAYER_ACTOR car
  6890. 0001: wait 0 ms
  6891. 00D6: if
  6892. 00DF: actor $PLAYER_ACTOR driving
  6893. 004D: jump_if_false @COLOR_7464
  6894. 0840: link_car $AUTO to_interior 16
  6895. 0002: jump @COLOR_7464
  6896.  
  6897. :COLOR_7464
  6898. 04BB: select_interior 16
  6899. 0001: wait 500 ms
  6900. 016A: fade 1 time 1000
  6901. 0002: jump @COLOR_444
  6902.  
  6903. :COLOR_7487
  6904. 0002: jump @COLOR_5130
  6905.  
  6906. :COLOR_7494
  6907. 0002: jump @COLOR_6680
  6908.  
  6909. :COLOR_7501
  6910. 0002: jump @COLOR_6680
  6911.  
  6912. :COLOR_7508
  6913. 0002: jump @COLOR_444
  6914.  
  6915. :COLOR_7515
  6916. 0002: jump @COLOR_444
  6917.  
  6918. :COLOR_7522
  6919. 0002: jump @COLOR_444
  6920.  
  6921. :COLOR_7529
  6922. 0002: jump @COLOR_3691
  6923.  
  6924. :COLOR_7536
  6925. 0002: jump @BC7_9
  6926.  
  6927. :COLOR_7543
  6928. 01B4: set_player $PLAYER_CHAR can_move 0
  6929. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  6930. 08D4: &45765 = create_panel_with_title 'MSO' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  6931. 08DB: set_panel &45765 column 0 header 'DUMMY' data 'CSMS1' 'CSMS2' 'CSMS3' 'CSMS4' 'CSMS5' 'CSMS6' 'CSMS8' 'CSMS9' 'CSMS10' 'DUMMY' 'DUMMY' 'DUMMY'
  6932. 0050: gosub @GTAF_10119
  6933. 0871: init_jump_table &45761 total_jumps 16 default_jump 0 @GTAF_10218 jumps 0 @COLOR_7857 1 @COLOR_7887 2 @COLOR_7917 3 @COLOR_7947 4 @COLOR_7977 5 @COLOR_8007 6 @COLOR_8037
  6934. 0872: jump_table_jumps 7 @COLOR_8068 8 @COLOR_8099 9 @COLOR_8130 10 @COLOR_8137 11 @COLOR_8144 12 @COLOR_8144 13 @COLOR_8144 14 @COLOR_8144 15 @COLOR_8144
  6935.  
  6936. :COLOR_7857
  6937. 0004: $MISSION = 3
  6938. 00BA: show_text_styled GXT 'CSMS1' time 400 style 2
  6939. 0002: jump @COLOR_8151
  6940.  
  6941. :COLOR_7887
  6942. 0004: $MISSION = 4
  6943. 00BA: show_text_styled GXT 'CSMS2' time 400 style 2
  6944. 0002: jump @COLOR_8151
  6945.  
  6946. :COLOR_7917
  6947. 0004: $MISSION = 5
  6948. 00BA: show_text_styled GXT 'CSMS3' time 400 style 2
  6949. 0002: jump @COLOR_8151
  6950.  
  6951. :COLOR_7947
  6952. 0004: $MISSION = 6
  6953. 00BA: show_text_styled GXT 'CSMS4' time 400 style 2
  6954. 0002: jump @COLOR_8151
  6955.  
  6956. :COLOR_7977
  6957. 0004: $MISSION = 7
  6958. 00BA: show_text_styled GXT 'CSMS5' time 400 style 2
  6959. 0002: jump @COLOR_8151
  6960.  
  6961. :COLOR_8007
  6962. 0004: $MISSION = 9
  6963. 00BA: show_text_styled GXT 'CSMS6' time 1000 style 2
  6964. 0002: jump @COLOR_8223
  6965.  
  6966. :COLOR_8037
  6967. 0004: $MISSION = 128
  6968. 00BA: show_text_styled GXT 'CSMS8' time 1000 style 2
  6969. 0002: jump @COLOR_8223
  6970.  
  6971. :COLOR_8068
  6972. 0004: $MISSION = 129
  6973. 00BA: show_text_styled GXT 'CSMS9' time 1000 style 2
  6974. 0002: jump @COLOR_8223
  6975.  
  6976. :COLOR_8099
  6977. 0004: $MISSION = 130
  6978. 00BA: show_text_styled GXT 'CSMS10' time 1000 style 2
  6979. 0002: jump @COLOR_8223
  6980.  
  6981. :COLOR_8130
  6982. 0002: jump @COLOR_8223
  6983.  
  6984. :COLOR_8137
  6985. 0002: jump @COLOR_8223
  6986.  
  6987. :COLOR_8144
  6988. 0002: jump @COLOR_8223
  6989.  
  6990. :COLOR_8151
  6991. 0001: wait 0 ms
  6992. 0004: $ONMISSION = 1
  6993. 015D: set_gamespeed 1.0
  6994. 0417: start_mission $MISSION
  6995. 01B4: set_player $PLAYER_CHAR can_move 0
  6996. 03E6: remove_text_box
  6997.  
  6998. :COLOR_8183
  6999. 0001: wait 0 ms
  7000. 00D6: if
  7001. 0038: $ONMISSION == 0
  7002. 004D: jump_if_false @COLOR_8183
  7003. 0001: wait 0 ms
  7004. 01B4: set_player $PLAYER_CHAR can_move 1
  7005. 0002: jump @BC7_9
  7006.  
  7007. :COLOR_8223
  7008. 0004: $ONMISSION = 1
  7009. 015D: set_gamespeed 1.0
  7010. 0001: wait 0 ms
  7011. 016A: fade 0 time 750
  7012. 0001: wait 750 ms
  7013. 0417: start_mission $MISSION
  7014. 00BE: text_clear_all
  7015. 03E6: remove_text_box
  7016. 0687: clear_actor $PLAYER_ACTOR task
  7017. 0001: wait 500 ms
  7018. 016A: fade 1 time 1000
  7019. 01B4: set_player $PLAYER_CHAR can_move 1
  7020. 0002: jump @BC7_9
  7021.  
  7022. :COLOR_8293
  7023. 00BE: text_clear_all
  7024. 015D: set_gamespeed 0.0
  7025. 01B4: set_player $PLAYER_CHAR can_move 0
  7026. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7027. 08D4: &41233 = create_panel_with_title 'BCMOD' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7028. 08DB: set_panel &41233 column 0 header 'MBB' data 'CSP1' 'CSP2' 'CSP3' 'CSP4' 'CSP5' 'CSP6' 'CSP7' 'CSP8' 'CSP9' 'CSP10' 'CSP11' 'NEXT'
  7029. 0050: gosub @BC7_914
  7030. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @COLOR_8616 1 @COLOR_8671 2 @COLOR_8726 3 @COLOR_8781 4 @COLOR_8836 5 @COLOR_8891 6 @COLOR_8946
  7031. 0872: jump_table_jumps 7 @COLOR_9001 8 @COLOR_9056 9 @COLOR_9111 10 @COLOR_9166 11 @COLOR_9221 12 @COLOR_9221 13 @COLOR_9221 14 @COLOR_9221 15 @COLOR_9221
  7032.  
  7033. :COLOR_8616
  7034. 023C: load_special_actor 'SWEET' as 1 // models 290-299
  7035. 0001: wait 0 ms
  7036. 00D6: if
  7037. 023D: special_actor 1 loaded
  7038. 004D: jump_if_false @COLOR_8616
  7039. 0001: wait 0 ms
  7040. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7041. 0296: unload_special_actor 1
  7042. 0002: jump @BC7_2244
  7043.  
  7044. :COLOR_8671
  7045. 023C: load_special_actor 'KENDL' as 1 // models 290-299
  7046. 0001: wait 0 ms
  7047. 00D6: if
  7048. 023D: special_actor 1 loaded
  7049. 004D: jump_if_false @COLOR_8671
  7050. 0001: wait 0 ms
  7051. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7052. 0296: unload_special_actor 1
  7053. 0002: jump @BC7_2244
  7054.  
  7055. :COLOR_8726
  7056. 023C: load_special_actor 'RYDER2' as 1 // models 290-299
  7057. 0001: wait 0 ms
  7058. 00D6: if
  7059. 023D: special_actor 1 loaded
  7060. 004D: jump_if_false @COLOR_8726
  7061. 0001: wait 0 ms
  7062. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7063. 0296: unload_special_actor 1
  7064. 0002: jump @BC7_2244
  7065.  
  7066. :COLOR_8781
  7067. 023C: load_special_actor 'SMOKE' as 1 // models 290-299
  7068. 0001: wait 0 ms
  7069. 00D6: if
  7070. 023D: special_actor 1 loaded
  7071. 004D: jump_if_false @COLOR_8781
  7072. 0001: wait 0 ms
  7073. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7074. 0296: unload_special_actor 1
  7075. 0002: jump @BC7_2244
  7076.  
  7077. :COLOR_8836
  7078. 023C: load_special_actor 'CESAR' as 1 // models 290-299
  7079. 0001: wait 0 ms
  7080. 00D6: if
  7081. 023D: special_actor 1 loaded
  7082. 004D: jump_if_false @COLOR_8836
  7083. 0001: wait 0 ms
  7084. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7085. 0296: unload_special_actor 1
  7086. 0002: jump @BC7_2244
  7087.  
  7088. :COLOR_8891
  7089. 023C: load_special_actor 'EMMET' as 1 // models 290-299
  7090. 0001: wait 0 ms
  7091. 00D6: if
  7092. 023D: special_actor 1 loaded
  7093. 004D: jump_if_false @COLOR_8891
  7094. 0001: wait 0 ms
  7095. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7096. 0296: unload_special_actor 1
  7097. 0002: jump @BC7_2244
  7098.  
  7099. :COLOR_8946
  7100. 023C: load_special_actor 'HERN' as 1 // models 290-299
  7101. 0001: wait 0 ms
  7102. 00D6: if
  7103. 023D: special_actor 1 loaded
  7104. 004D: jump_if_false @COLOR_8946
  7105. 0001: wait 0 ms
  7106. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7107. 0296: unload_special_actor 1
  7108. 0002: jump @BC7_2244
  7109.  
  7110. :COLOR_9001
  7111. 023C: load_special_actor 'PULASKI' as 1 // models 290-299
  7112. 0001: wait 0 ms
  7113. 00D6: if
  7114. 023D: special_actor 1 loaded
  7115. 004D: jump_if_false @COLOR_9001
  7116. 0001: wait 0 ms
  7117. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7118. 0296: unload_special_actor 1
  7119. 0002: jump @BC7_2244
  7120.  
  7121. :COLOR_9056
  7122. 023C: load_special_actor 'TENPEN' as 1 // models 290-299
  7123. 0001: wait 0 ms
  7124. 00D6: if
  7125. 023D: special_actor 1 loaded
  7126. 004D: jump_if_false @COLOR_9056
  7127. 0001: wait 0 ms
  7128. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7129. 0296: unload_special_actor 1
  7130. 0002: jump @BC7_2244
  7131.  
  7132. :COLOR_9111
  7133. 023C: load_special_actor 'TRUTH' as 1 // models 290-299
  7134. 0001: wait 0 ms
  7135. 00D6: if
  7136. 023D: special_actor 1 loaded
  7137. 004D: jump_if_false @COLOR_9111
  7138. 0001: wait 0 ms
  7139. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7140. 0296: unload_special_actor 1
  7141. 0002: jump @BC7_2244
  7142.  
  7143. :COLOR_9166
  7144. 023C: load_special_actor 'WUZIMU' as 1 // models 290-299
  7145. 0001: wait 0 ms
  7146. 00D6: if
  7147. 023D: special_actor 1 loaded
  7148. 004D: jump_if_false @COLOR_9166
  7149. 0001: wait 0 ms
  7150. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7151. 0296: unload_special_actor 1
  7152. 0002: jump @BC7_2244
  7153.  
  7154. :COLOR_9221
  7155. 0002: jump @COLOR_9228
  7156.  
  7157. :COLOR_9228
  7158. 00BE: text_clear_all
  7159. 015D: set_gamespeed 0.0
  7160. 01B4: set_player $PLAYER_CHAR can_move 0
  7161. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7162. 08D4: &41233 = create_panel_with_title 'BCMOD' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7163. 08DB: set_panel &41233 column 0 header 'MBB' data 'CSP12' 'CSP13' 'CSP14' 'CSP15' 'CSP16' 'CSP17' 'CSP18' 'CSP19' 'CSP20' 'CSP21' 'BACK' 'NEXT' // Back
  7164. 0050: gosub @BC7_914
  7165. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @COLOR_9551 1 @COLOR_9606 2 @COLOR_9661 3 @COLOR_9716 4 @COLOR_9771 5 @COLOR_9826 6 @COLOR_9881
  7166. 0872: jump_table_jumps 7 @COLOR_9936 8 @COLOR_9991 9 @COLOR_10046 10 @COLOR_10101 11 @COLOR_10108 12 @COLOR_10108 13 @COLOR_10108 14 @COLOR_10108 15 @COLOR_10108
  7167.  
  7168. :COLOR_9551
  7169. 023C: load_special_actor 'ZERO' as 1 // models 290-299
  7170. 0001: wait 0 ms
  7171. 00D6: if
  7172. 023D: special_actor 1 loaded
  7173. 004D: jump_if_false @COLOR_9551
  7174. 0001: wait 0 ms
  7175. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7176. 0296: unload_special_actor 1
  7177. 0002: jump @BC7_2244
  7178.  
  7179. :COLOR_9606
  7180. 023C: load_special_actor 'TORINO' as 1 // models 290-299
  7181. 0001: wait 0 ms
  7182. 00D6: if
  7183. 023D: special_actor 1 loaded
  7184. 004D: jump_if_false @COLOR_9606
  7185. 0001: wait 0 ms
  7186. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7187. 0296: unload_special_actor 1
  7188. 0002: jump @BC7_2244
  7189.  
  7190. :COLOR_9661
  7191. 023C: load_special_actor 'TBONE' as 1 // models 290-299
  7192. 0001: wait 0 ms
  7193. 00D6: if
  7194. 023D: special_actor 1 loaded
  7195. 004D: jump_if_false @COLOR_9661
  7196. 0001: wait 0 ms
  7197. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7198. 0296: unload_special_actor 1
  7199. 0002: jump @BC7_2244
  7200.  
  7201. :COLOR_9716
  7202. 023C: load_special_actor 'ROSE' as 1 // models 290-299
  7203. 0001: wait 0 ms
  7204. 00D6: if
  7205. 023D: special_actor 1 loaded
  7206. 004D: jump_if_false @COLOR_9716
  7207. 0001: wait 0 ms
  7208. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7209. 0296: unload_special_actor 1
  7210. 0002: jump @BC7_2244
  7211.  
  7212. :COLOR_9771
  7213. 023C: load_special_actor 'MADDOGG' as 1 // models 290-299
  7214. 0001: wait 0 ms
  7215. 00D6: if
  7216. 023D: special_actor 1 loaded
  7217. 004D: jump_if_false @COLOR_9771
  7218. 0001: wait 0 ms
  7219. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7220. 0296: unload_special_actor 1
  7221. 0002: jump @BC7_2244
  7222.  
  7223. :COLOR_9826
  7224. 023C: load_special_actor 'JIZZY' as 1 // models 290-299
  7225. 0001: wait 0 ms
  7226. 00D6: if
  7227. 023D: special_actor 1 loaded
  7228. 004D: jump_if_false @COLOR_9826
  7229. 0001: wait 0 ms
  7230. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7231. 0296: unload_special_actor 1
  7232. 0002: jump @BC7_2244
  7233.  
  7234. :COLOR_9881
  7235. 023C: load_special_actor 'JETHRO' as 1 // models 290-299
  7236. 0001: wait 0 ms
  7237. 00D6: if
  7238. 023D: special_actor 1 loaded
  7239. 004D: jump_if_false @COLOR_9881
  7240. 0001: wait 0 ms
  7241. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7242. 0296: unload_special_actor 1
  7243. 0002: jump @BC7_2244
  7244.  
  7245. :COLOR_9936
  7246. 023C: load_special_actor 'DWAYNE' as 1 // models 290-299
  7247. 0001: wait 0 ms
  7248. 00D6: if
  7249. 023D: special_actor 1 loaded
  7250. 004D: jump_if_false @COLOR_9936
  7251. 0001: wait 0 ms
  7252. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7253. 0296: unload_special_actor 1
  7254. 0002: jump @BC7_2244
  7255.  
  7256. :COLOR_9991
  7257. 023C: load_special_actor 'BBTHIN' as 1 // models 290-299
  7258. 0001: wait 0 ms
  7259. 00D6: if
  7260. 023D: special_actor 1 loaded
  7261. 004D: jump_if_false @COLOR_9991
  7262. 0001: wait 0 ms
  7263. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7264. 0296: unload_special_actor 1
  7265. 0002: jump @BC7_2244
  7266.  
  7267. :COLOR_10046
  7268. 023C: load_special_actor 'ANDRE' as 1 // models 290-299
  7269. 0001: wait 0 ms
  7270. 00D6: if
  7271. 023D: special_actor 1 loaded
  7272. 004D: jump_if_false @COLOR_10046
  7273. 0001: wait 0 ms
  7274. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7275. 0296: unload_special_actor 1
  7276. 0002: jump @BC7_2244
  7277.  
  7278. :COLOR_10101
  7279. 0002: jump @COLOR_8293
  7280.  
  7281. :COLOR_10108
  7282. 0002: jump @COLOR_10115
  7283.  
  7284. :COLOR_10115
  7285. 00BE: text_clear_all
  7286. 015D: set_gamespeed 0.0
  7287. 01B4: set_player $PLAYER_CHAR can_move 0
  7288. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7289. 08D4: &41233 = create_panel_with_title 'BCMOD' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7290. 08DB: set_panel &41233 column 0 header 'MBB' data 'CSP22' 'CSP23' 'CSP24' 'CSP25' 'CSP26' 'CSP27' 'CSP28' 'CSP29' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  7291. 0050: gosub @BC7_914
  7292. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @COLOR_10438 1 @COLOR_10493 2 @COLOR_10548 3 @COLOR_10603 4 @COLOR_10658 5 @COLOR_10713 6 @COLOR_10768
  7293. 0872: jump_table_jumps 7 @COLOR_10823 8 @COLOR_10878 9 @COLOR_10885 10 @COLOR_10892 11 @COLOR_10899 12 @COLOR_10899 13 @COLOR_10899 14 @COLOR_10899 15 @COLOR_10899
  7294.  
  7295. :COLOR_10438
  7296. 023C: load_special_actor 'OGLOC' as 1 // models 290-299
  7297. 0001: wait 0 ms
  7298. 00D6: if
  7299. 023D: special_actor 1 loaded
  7300. 004D: jump_if_false @COLOR_10438
  7301. 0001: wait 0 ms
  7302. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7303. 0296: unload_special_actor 1
  7304. 0002: jump @BC7_2244
  7305.  
  7306. :COLOR_10493
  7307. 023C: load_special_actor 'SUZIE' as 1 // models 290-299
  7308. 0001: wait 0 ms
  7309. 00D6: if
  7310. 023D: special_actor 1 loaded
  7311. 004D: jump_if_false @COLOR_10493
  7312. 0001: wait 0 ms
  7313. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7314. 0296: unload_special_actor 1
  7315. 0002: jump @BC7_2244
  7316.  
  7317. :COLOR_10548
  7318. 023C: load_special_actor 'SINDACO' as 1 // models 290-299
  7319. 0001: wait 0 ms
  7320. 00D6: if
  7321. 023D: special_actor 1 loaded
  7322. 004D: jump_if_false @COLOR_10548
  7323. 0001: wait 0 ms
  7324. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7325. 0296: unload_special_actor 1
  7326. 0002: jump @BC7_2244
  7327.  
  7328. :COLOR_10603
  7329. 023C: load_special_actor 'PAUL' as 1 // models 290-299
  7330. 0001: wait 0 ms
  7331. 00D6: if
  7332. 023D: special_actor 1 loaded
  7333. 004D: jump_if_false @COLOR_10603
  7334. 0001: wait 0 ms
  7335. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7336. 0296: unload_special_actor 1
  7337. 0002: jump @BC7_2244
  7338.  
  7339. :COLOR_10658
  7340. 023C: load_special_actor 'FORELLI' as 1 // models 290-299
  7341. 0001: wait 0 ms
  7342. 00D6: if
  7343. 023D: special_actor 1 loaded
  7344. 004D: jump_if_false @COLOR_10658
  7345. 0001: wait 0 ms
  7346. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7347. 0296: unload_special_actor 1
  7348. 0002: jump @BC7_2244
  7349.  
  7350. :COLOR_10713
  7351. 023C: load_special_actor 'JANITOR' as 1 // models 290-299
  7352. 0001: wait 0 ms
  7353. 00D6: if
  7354. 023D: special_actor 1 loaded
  7355. 004D: jump_if_false @COLOR_10713
  7356. 0001: wait 0 ms
  7357. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7358. 0296: unload_special_actor 1
  7359. 0002: jump @BC7_2244
  7360.  
  7361. :COLOR_10768
  7362. 023C: load_special_actor 'CAT' as 1 // models 290-299
  7363. 0001: wait 0 ms
  7364. 00D6: if
  7365. 023D: special_actor 1 loaded
  7366. 004D: jump_if_false @COLOR_10768
  7367. 0001: wait 0 ms
  7368. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7369. 0296: unload_special_actor 1
  7370. 0002: jump @BC7_2244
  7371.  
  7372. :COLOR_10823
  7373. 023C: load_special_actor 'CLAUDE' as 1 // models 290-299
  7374. 0001: wait 0 ms
  7375. 00D6: if
  7376. 023D: special_actor 1 loaded
  7377. 004D: jump_if_false @COLOR_10823
  7378. 0001: wait 0 ms
  7379. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  7380. 0296: unload_special_actor 1
  7381. 0002: jump @BC7_2244
  7382.  
  7383. :COLOR_10878
  7384. 0002: jump @COLOR_9228
  7385.  
  7386. :COLOR_10885
  7387. 0002: jump @BC7_2244
  7388.  
  7389. :COLOR_10892
  7390. 0002: jump @COLOR_8293
  7391.  
  7392. :COLOR_10899
  7393. 0002: jump @BC7_2244
  7394.  
  7395. :COLOR_10906
  7396. 00BE: text_clear_all
  7397. 015D: set_gamespeed 0.0
  7398. 01B4: set_player $PLAYER_CHAR can_move 0
  7399. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7400. 08D4: &41233 = create_panel_with_title 'BCMOD' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7401. 08DB: set_panel &41233 column 0 header 'JMD' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'SNCJ1' 'SNCJ2' 'SNCJ3' 'SNCJ4' 'SNCJ5' 'SNCJ6' 'DUMMY' 'DUMMY'
  7402. 0050: gosub @BC7_914
  7403. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @COLOR_11229 1 @COLOR_11236 2 @COLOR_11243 3 @COLOR_11250 4 @COLOR_11257 5 @COLOR_11274 6 @COLOR_11291
  7404. 0872: jump_table_jumps 7 @COLOR_11308 8 @COLOR_11325 9 @COLOR_11342 10 @COLOR_11359 11 @COLOR_11366 12 @COLOR_11366 13 @COLOR_11366 14 @COLOR_11366 15 @COLOR_11366
  7405.  
  7406. :COLOR_11229
  7407. 0002: jump @BC7_2244
  7408.  
  7409. :COLOR_11236
  7410. 0002: jump @BC7_2244
  7411.  
  7412. :COLOR_11243
  7413. 0002: jump @BC7_2244
  7414.  
  7415. :COLOR_11250
  7416. 0002: jump @BC7_2244
  7417.  
  7418. :COLOR_11257
  7419. 0005: $CJH = 0.23
  7420. 0002: jump @BC7_2244
  7421.  
  7422. :COLOR_11274
  7423. 0005: $CJH = 0.43
  7424. 0002: jump @BC7_2244
  7425.  
  7426. :COLOR_11291
  7427. 0005: $CJH = 0.6
  7428. 0002: jump @BC7_2244
  7429.  
  7430. :COLOR_11308
  7431. 0005: $CJH = 0.9
  7432. 0002: jump @BC7_2244
  7433.  
  7434. :COLOR_11325
  7435. 0005: $CJH = 2.5
  7436. 0002: jump @BC7_2244
  7437.  
  7438. :COLOR_11342
  7439. 0005: $CJH = 5.0
  7440. 0002: jump @BC7_2244
  7441.  
  7442. :COLOR_11359
  7443. 0002: jump @COLOR_8293
  7444.  
  7445. :COLOR_11366
  7446. 0002: jump @BC7_2244
  7447.  
  7448. :COLOR_11373
  7449. 0247: load_model $CARMODEL
  7450. 0172: $ACTOR_ANGLE = actor $PLAYER_ACTOR Z_angle
  7451. 000D: $ACTOR_ANGLE -= 270.0
  7452. 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.1
  7453.  
  7454. :COLOR_11425
  7455. 0001: wait 0 ms
  7456. 00D6: if
  7457. 0248: model $CARMODEL available
  7458. 004D: jump_if_false @COLOR_11425
  7459. 03E6: remove_text_box
  7460. 0674: set_car_model $CARMODEL numberplate "BC7MOD"
  7461. 00A5: $SPAWNCAR = create_car $CARMODEL at 0@ 1@ 2@
  7462. 0175: set_car $SPAWNCAR Z_angle_to $ACTOR_ANGLE
  7463. 020A: set_car $SPAWNCAR door_status_to 0
  7464. 01C3: remove_references_to_car $SPAWNCAR
  7465. 0249: release_model $CARMODEL
  7466. 01B4: set_player $PLAYER_CHAR can_move 1
  7467. 04D7: set_actor $PLAYER_ACTOR locked 0
  7468. 077E: get_active_interior_to $ACTIVE_INTERIOR
  7469. 0840: link_car $SPAWNCAR to_interior $ACTIVE_INTERIOR
  7470. 015D: set_gamespeed 1.0
  7471. 0002: jump @BC7_2244
  7472.  
  7473. :COLOR_11543
  7474. 00BE: text_clear_all
  7475. 015D: set_gamespeed 0.0
  7476. 01B4: set_player $PLAYER_CHAR can_move 0
  7477. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7478. 08D4: &41233 = create_panel_with_title 'BCCS' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7479. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS0' 'CS6' 'CS40' 'CS58' 'CS83' 'CS94' 'CS103' 'CS108' 'CS131' 'CS148' 'CS159' 'NEXT'
  7480. 0050: gosub @BC7_914
  7481. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @BC7_2244 jumps 0 @COLOR_11866 1 @COLOR_11873 2 @COLOR_11880 3 @COLOR_11887 4 @COLOR_11894 5 @COLOR_11901 6 @COLOR_11908
  7482. 0872: jump_table_jumps 7 @COLOR_11915 8 @COLOR_11922 9 @COLOR_11929 10 @COLOR_11936 11 @COLOR_11943 12 @COLOR_11943 13 @COLOR_11943 14 @COLOR_11943 15 @COLOR_11943
  7483.  
  7484. :COLOR_11866
  7485. 0002: jump @COLOR_11950
  7486.  
  7487. :COLOR_11873
  7488. 0002: jump @COLOR_12348
  7489.  
  7490. :COLOR_11880
  7491. 0002: jump @COLOR_14177
  7492.  
  7493. :COLOR_11887
  7494. 0002: jump @COLOR_15127
  7495.  
  7496. :COLOR_11894
  7497. 0002: jump @COLOR_16484
  7498.  
  7499. :COLOR_11901
  7500. 0002: jump @COLOR_16971
  7501.  
  7502. :COLOR_11908
  7503. 0002: jump @COLOR_17442
  7504.  
  7505. :COLOR_11915
  7506. 0002: jump @COLOR_17825
  7507.  
  7508. :COLOR_11922
  7509. 0002: jump @COLOR_18815
  7510.  
  7511. :COLOR_11929
  7512. 0002: jump @COLOR_19715
  7513.  
  7514. :COLOR_11936
  7515. 0002: jump @COLOR_20210
  7516.  
  7517. :COLOR_11943
  7518. 0002: jump @COLOR_21168
  7519.  
  7520. :COLOR_11950
  7521. 00BE: text_clear_all
  7522. 015D: set_gamespeed 0.0
  7523. 01B4: set_player $PLAYER_CHAR can_move 0
  7524. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7525. 08D4: &41233 = create_panel_with_title 'CS0' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7526. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS1' 'CS2' 'CS3' 'CS4' 'CS5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  7527. 0050: gosub @BC7_914
  7528. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_12273 1 @COLOR_12288 2 @COLOR_12303 3 @COLOR_12318 4 @COLOR_12333 5 @COLOR_12333 6 @COLOR_12333
  7529. 0872: jump_table_jumps 7 @COLOR_12333 8 @COLOR_12333 9 @COLOR_12333 10 @COLOR_12333 11 @COLOR_12333 12 @COLOR_12333 13 @COLOR_12333 14 @COLOR_12333 15 @COLOR_12333
  7530.  
  7531. :COLOR_12273
  7532. 0004: $CARMODEL = 479
  7533. 0002: jump @COLOR_11373
  7534.  
  7535. :COLOR_12288
  7536. 0004: $CARMODEL = 458
  7537. 0002: jump @COLOR_11373
  7538.  
  7539. :COLOR_12303
  7540. 0004: $CARMODEL = 561
  7541. 0002: jump @COLOR_11373
  7542.  
  7543. :COLOR_12318
  7544. 0004: $CARMODEL = 418
  7545. 0002: jump @COLOR_11373
  7546.  
  7547. :COLOR_12333
  7548. 0004: $CARMODEL = 404
  7549. 0002: jump @COLOR_11373
  7550.  
  7551. :COLOR_12348
  7552. 00BE: text_clear_all
  7553. 015D: set_gamespeed 0.0
  7554. 01B4: set_player $PLAYER_CHAR can_move 0
  7555. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7556. 08D4: &41233 = create_panel_with_title 'CS6' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7557. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS7' 'CS8' 'CS9' 'CS10' 'CS11' 'CS12' 'CS13' 'CS14' 'CS15' 'CS16' 'CS17' 'NEXT'
  7558. 0050: gosub @BC7_914
  7559. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_12671 1 @COLOR_12686 2 @COLOR_12701 3 @COLOR_12716 4 @COLOR_12731 5 @COLOR_12746 6 @COLOR_12761
  7560. 0872: jump_table_jumps 7 @COLOR_12776 8 @COLOR_12791 9 @COLOR_12806 10 @COLOR_12821 11 @COLOR_12836 12 @COLOR_12836 13 @COLOR_12836 14 @COLOR_12836 15 @COLOR_12836
  7561.  
  7562. :COLOR_12671
  7563. 0004: $CARMODEL = 445
  7564. 0002: jump @COLOR_11373
  7565.  
  7566. :COLOR_12686
  7567. 0004: $CARMODEL = 504
  7568. 0002: jump @COLOR_11373
  7569.  
  7570. :COLOR_12701
  7571. 0004: $CARMODEL = 503
  7572. 0002: jump @COLOR_11373
  7573.  
  7574. :COLOR_12716
  7575. 0004: $CARMODEL = 518
  7576. 0002: jump @COLOR_11373
  7577.  
  7578. :COLOR_12731
  7579. 0004: $CARMODEL = 400
  7580. 0002: jump @COLOR_11373
  7581.  
  7582. :COLOR_12746
  7583. 0004: $CARMODEL = 542
  7584. 0002: jump @COLOR_11373
  7585.  
  7586. :COLOR_12761
  7587. 0004: $CARMODEL = 507
  7588. 0002: jump @COLOR_11373
  7589.  
  7590. :COLOR_12776
  7591. 0004: $CARMODEL = 562
  7592. 0002: jump @COLOR_11373
  7593.  
  7594. :COLOR_12791
  7595. 0004: $CARMODEL = 585
  7596. 0002: jump @COLOR_11373
  7597.  
  7598. :COLOR_12806
  7599. 0004: $CARMODEL = 419
  7600. 0002: jump @COLOR_11373
  7601.  
  7602. :COLOR_12821
  7603. 0004: $CARMODEL = 526
  7604. 0002: jump @COLOR_11373
  7605.  
  7606. :COLOR_12836
  7607. 0002: jump @COLOR_12843
  7608.  
  7609. :COLOR_12843
  7610. 00BE: text_clear_all
  7611. 015D: set_gamespeed 0.0
  7612. 01B4: set_player $PLAYER_CHAR can_move 0
  7613. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7614. 08D4: &41233 = create_panel_with_title 'CS6' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7615. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS18' 'CS19' 'CS20' 'CS21' 'CS22' 'CS23' 'CS24' 'CS25' 'CS26' 'CS27' 'BACK' 'NEXT' // Back
  7616. 0050: gosub @BC7_914
  7617. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_13166 1 @COLOR_13181 2 @COLOR_13196 3 @COLOR_13211 4 @COLOR_13226 5 @COLOR_13241 6 @COLOR_13256
  7618. 0872: jump_table_jumps 7 @COLOR_13271 8 @COLOR_13286 9 @COLOR_13301 10 @COLOR_13316 11 @COLOR_13323 12 @COLOR_13323 13 @COLOR_13323 14 @COLOR_13323 15 @COLOR_13323
  7619.  
  7620. :COLOR_13166
  7621. 0004: $CARMODEL = 604
  7622. 0002: jump @COLOR_11373
  7623.  
  7624. :COLOR_13181
  7625. 0004: $CARMODEL = 492
  7626. 0002: jump @COLOR_11373
  7627.  
  7628. :COLOR_13196
  7629. 0004: $CARMODEL = 474
  7630. 0002: jump @COLOR_11373
  7631.  
  7632. :COLOR_13211
  7633. 0004: $CARMODEL = 546
  7634. 0002: jump @COLOR_11373
  7635.  
  7636. :COLOR_13226
  7637. 0004: $CARMODEL = 517
  7638. 0002: jump @COLOR_11373
  7639.  
  7640. :COLOR_13241
  7641. 0004: $CARMODEL = 410
  7642. 0002: jump @COLOR_11373
  7643.  
  7644. :COLOR_13256
  7645. 0004: $CARMODEL = 551
  7646. 0002: jump @COLOR_11373
  7647.  
  7648. :COLOR_13271
  7649. 0004: $CARMODEL = 516
  7650. 0002: jump @COLOR_11373
  7651.  
  7652. :COLOR_13286
  7653. 0004: $CARMODEL = 467
  7654. 0002: jump @COLOR_11373
  7655.  
  7656. :COLOR_13301
  7657. 0004: $CARMODEL = 603
  7658. 0002: jump @COLOR_11373
  7659.  
  7660. :COLOR_13316
  7661. 0002: jump @COLOR_12348
  7662.  
  7663. :COLOR_13323
  7664. 0002: jump @COLOR_13330
  7665.  
  7666. :COLOR_13330
  7667. 00BE: text_clear_all
  7668. 015D: set_gamespeed 0.0
  7669. 01B4: set_player $PLAYER_CHAR can_move 0
  7670. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7671. 08D4: &41233 = create_panel_with_title 'CS6' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7672. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS28' 'CS29' 'CS30' 'CS31' 'CS32' 'CS33' 'CS34' 'CS35' 'CS36' 'CS37' 'BACK' 'NEXT' // Back
  7673. 0050: gosub @BC7_914
  7674. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_13653 1 @COLOR_13668 2 @COLOR_13683 3 @COLOR_13698 4 @COLOR_13713 5 @COLOR_13728 6 @COLOR_13743
  7675. 0872: jump_table_jumps 7 @COLOR_13758 8 @COLOR_13773 9 @COLOR_13788 10 @COLOR_13803 11 @COLOR_13810 12 @COLOR_13810 13 @COLOR_13810 14 @COLOR_13810 15 @COLOR_13810
  7676.  
  7677. :COLOR_13653
  7678. 0004: $CARMODEL = 426
  7679. 0002: jump @COLOR_11373
  7680.  
  7681. :COLOR_13668
  7682. 0004: $CARMODEL = 436
  7683. 0002: jump @COLOR_11373
  7684.  
  7685. :COLOR_13683
  7686. 0004: $CARMODEL = 574
  7687. 0002: jump @COLOR_11373
  7688.  
  7689. :COLOR_13698
  7690. 0004: $CARMODEL = 405
  7691. 0002: jump @COLOR_11373
  7692.  
  7693. :COLOR_13713
  7694. 0004: $CARMODEL = 580
  7695. 0002: jump @COLOR_11373
  7696.  
  7697. :COLOR_13728
  7698. 0004: $CARMODEL = 560
  7699. 0002: jump @COLOR_11373
  7700.  
  7701. :COLOR_13743
  7702. 0004: $CARMODEL = 550
  7703. 0002: jump @COLOR_11373
  7704.  
  7705. :COLOR_13758
  7706. 0004: $CARMODEL = 549
  7707. 0002: jump @COLOR_11373
  7708.  
  7709. :COLOR_13773
  7710. 0004: $CARMODEL = 540
  7711. 0002: jump @COLOR_11373
  7712.  
  7713. :COLOR_13788
  7714. 0004: $CARMODEL = 491
  7715. 0002: jump @COLOR_11373
  7716.  
  7717. :COLOR_13803
  7718. 0002: jump @COLOR_12843
  7719.  
  7720. :COLOR_13810
  7721. 0002: jump @COLOR_13817
  7722.  
  7723. :COLOR_13817
  7724. 00BE: text_clear_all
  7725. 015D: set_gamespeed 0.0
  7726. 01B4: set_player $PLAYER_CHAR can_move 0
  7727. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7728. 08D4: &41233 = create_panel_with_title 'CS6' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7729. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS38' 'CS39' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  7730. 0050: gosub @BC7_914
  7731. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_14140 1 @COLOR_14155 2 @COLOR_14170 3 @COLOR_14170 4 @COLOR_14170 5 @COLOR_14170 6 @COLOR_14170
  7732. 0872: jump_table_jumps 7 @COLOR_14170 8 @COLOR_14170 9 @COLOR_14170 10 @COLOR_14170 11 @COLOR_14170 12 @COLOR_14170 13 @COLOR_14170 14 @COLOR_14170 15 @COLOR_14170
  7733.  
  7734. :COLOR_14140
  7735. 0004: $CARMODEL = 529
  7736. 0002: jump @COLOR_11373
  7737.  
  7738. :COLOR_14155
  7739. 0004: $CARMODEL = 421
  7740. 0002: jump @COLOR_11373
  7741.  
  7742. :COLOR_14170
  7743. 0002: jump @COLOR_13330
  7744.  
  7745. :COLOR_14177
  7746. 00BE: text_clear_all
  7747. 015D: set_gamespeed 0.0
  7748. 01B4: set_player $PLAYER_CHAR can_move 0
  7749. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7750. 08D4: &41233 = create_panel_with_title 'CS40' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7751. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS41' 'CS42' 'CS43' 'CS44' 'CS45' 'CS46' 'CS47' 'CS48' 'CS49' 'CS50' 'CS51' 'NEXT'
  7752. 0050: gosub @BC7_914
  7753. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_14500 1 @COLOR_14515 2 @COLOR_14530 3 @COLOR_14545 4 @COLOR_14560 5 @COLOR_14575 6 @COLOR_14590
  7754. 0872: jump_table_jumps 7 @COLOR_14605 8 @COLOR_14620 9 @COLOR_14635 10 @COLOR_14650 11 @COLOR_14665 12 @COLOR_14665 13 @COLOR_14665 14 @COLOR_14665 15 @COLOR_14665
  7755.  
  7756. :COLOR_14500
  7757. 0004: $CARMODEL = 602
  7758. 0002: jump @COLOR_11373
  7759.  
  7760. :COLOR_14515
  7761. 0004: $CARMODEL = 429
  7762. 0002: jump @COLOR_11373
  7763.  
  7764. :COLOR_14530
  7765. 0004: $CARMODEL = 496
  7766. 0002: jump @COLOR_11373
  7767.  
  7768. :COLOR_14545
  7769. 0004: $CARMODEL = 402
  7770. 0002: jump @COLOR_11373
  7771.  
  7772. :COLOR_14560
  7773. 0004: $CARMODEL = 541
  7774. 0002: jump @COLOR_11373
  7775.  
  7776. :COLOR_14575
  7777. 0004: $CARMODEL = 415
  7778. 0002: jump @COLOR_11373
  7779.  
  7780. :COLOR_14590
  7781. 0004: $CARMODEL = 589
  7782. 0002: jump @COLOR_11373
  7783.  
  7784. :COLOR_14605
  7785. 0004: $CARMODEL = 587
  7786. 0002: jump @COLOR_11373
  7787.  
  7788. :COLOR_14620
  7789. 0004: $CARMODEL = 565
  7790. 0002: jump @COLOR_11373
  7791.  
  7792. :COLOR_14635
  7793. 0004: $CARMODEL = 503
  7794. 0002: jump @COLOR_11373
  7795.  
  7796. :COLOR_14650
  7797. 0004: $CARMODEL = 411
  7798. 0002: jump @COLOR_11373
  7799.  
  7800. :COLOR_14665
  7801. 0002: jump @COLOR_14672
  7802.  
  7803. :COLOR_14672
  7804. 00BE: text_clear_all
  7805. 015D: set_gamespeed 0.0
  7806. 01B4: set_player $PLAYER_CHAR can_move 0
  7807. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7808. 08D4: &41233 = create_panel_with_title 'CS40' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7809. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS52' 'CS53' 'CS54' 'CS55' 'CS56' 'CS57' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  7810. 0050: gosub @BC7_914
  7811. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_14995 1 @COLOR_15010 2 @COLOR_15025 3 @COLOR_15040 4 @COLOR_15055 5 @COLOR_15070 6 @COLOR_15085
  7812. 0872: jump_table_jumps 7 @COLOR_15092 8 @COLOR_15099 9 @COLOR_15106 10 @COLOR_15113 11 @COLOR_15120 12 @COLOR_15120 13 @COLOR_15120 14 @COLOR_15120 15 @COLOR_15120
  7813.  
  7814. :COLOR_14995
  7815. 0004: $CARMODEL = 559
  7816. 0002: jump @COLOR_11373
  7817.  
  7818. :COLOR_15010
  7819. 0004: $CARMODEL = 475
  7820. 0002: jump @COLOR_11373
  7821.  
  7822. :COLOR_15025
  7823. 0004: $CARMODEL = 506
  7824. 0002: jump @COLOR_11373
  7825.  
  7826. :COLOR_15040
  7827. 0004: $CARMODEL = 451
  7828. 0002: jump @COLOR_11373
  7829.  
  7830. :COLOR_15055
  7831. 0004: $CARMODEL = 558
  7832. 0002: jump @COLOR_11373
  7833.  
  7834. :COLOR_15070
  7835. 0004: $CARMODEL = 477
  7836. 0002: jump @COLOR_11373
  7837.  
  7838. :COLOR_15085
  7839. 0002: jump @COLOR_14177
  7840.  
  7841. :COLOR_15092
  7842. 0002: jump @COLOR_14177
  7843.  
  7844. :COLOR_15099
  7845. 0002: jump @COLOR_11373
  7846.  
  7847. :COLOR_15106
  7848. 0002: jump @COLOR_11373
  7849.  
  7850. :COLOR_15113
  7851. 0002: jump @COLOR_11373
  7852.  
  7853. :COLOR_15120
  7854. 0002: jump @BC7_2244
  7855.  
  7856. :COLOR_15127
  7857. 00BE: text_clear_all
  7858. 015D: set_gamespeed 0.0
  7859. 01B4: set_player $PLAYER_CHAR can_move 0
  7860. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7861. 08D4: &41233 = create_panel_with_title 'CS58' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7862. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS59' 'CS60' 'CS61' 'CS62' 'CS63' 'CS64' 'CS65' 'CS66' 'CS67' 'CS68' 'CS69' 'NEXT'
  7863. 0050: gosub @BC7_914
  7864. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_15450 1 @COLOR_15465 2 @COLOR_15480 3 @COLOR_15495 4 @COLOR_15510 5 @COLOR_15525 6 @COLOR_15540
  7865. 0872: jump_table_jumps 7 @COLOR_15555 8 @COLOR_15570 9 @COLOR_15585 10 @COLOR_15600 11 @COLOR_15615 12 @COLOR_15615 13 @COLOR_15615 14 @COLOR_15615 15 @COLOR_15615
  7866.  
  7867. :COLOR_15450
  7868. 0004: $CARMODEL = 449
  7869. 0002: jump @COLOR_11373
  7870.  
  7871. :COLOR_15465
  7872. 0004: $CARMODEL = 422
  7873. 0002: jump @COLOR_11373
  7874.  
  7875. :COLOR_15480
  7876. 0004: $CARMODEL = 482
  7877. 0002: jump @COLOR_11373
  7878.  
  7879. :COLOR_15495
  7880. 0004: $CARMODEL = 498
  7881. 0002: jump @COLOR_11373
  7882.  
  7883. :COLOR_15510
  7884. 0004: $CARMODEL = 609
  7885. 0002: jump @COLOR_11373
  7886.  
  7887. :COLOR_15525
  7888. 0004: $CARMODEL = 524
  7889. 0002: jump @COLOR_11373
  7890.  
  7891. :COLOR_15540
  7892. 0004: $CARMODEL = 578
  7893. 0002: jump @COLOR_11373
  7894.  
  7895. :COLOR_15555
  7896. 0004: $CARMODEL = 455
  7897. 0002: jump @COLOR_11373
  7898.  
  7899. :COLOR_15570
  7900. 0004: $CARMODEL = 403
  7901. 0002: jump @COLOR_11373
  7902.  
  7903. :COLOR_15585
  7904. 0004: $CARMODEL = 414
  7905. 0002: jump @COLOR_11373
  7906.  
  7907. :COLOR_15600
  7908. 0004: $CARMODEL = 582
  7909. 0002: jump @COLOR_11373
  7910.  
  7911. :COLOR_15615
  7912. 0002: jump @COLOR_15622
  7913.  
  7914. :COLOR_15622
  7915. 00BE: text_clear_all
  7916. 015D: set_gamespeed 0.0
  7917. 01B4: set_player $PLAYER_CHAR can_move 0
  7918. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7919. 08D4: &41233 = create_panel_with_title 'CS58' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7920. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS70' 'CS71' 'CS72' 'CS73' 'CS74' 'CS75' 'DUMMY' 'CS77' 'CS78' 'CS79' 'BACK' 'NEXT' // Back
  7921. 0050: gosub @BC7_914
  7922. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_15945 1 @COLOR_15960 2 @COLOR_15975 3 @COLOR_15990 4 @COLOR_16005 5 @COLOR_16020 6 @COLOR_16035
  7923. 0872: jump_table_jumps 7 @COLOR_16050 8 @COLOR_16065 9 @COLOR_16080 10 @COLOR_16095 11 @COLOR_16102 12 @COLOR_16102 13 @COLOR_16102 14 @COLOR_16102 15 @COLOR_16102
  7924.  
  7925. :COLOR_15945
  7926. 0004: $CARMODEL = 443
  7927. 0002: jump @COLOR_11373
  7928.  
  7929. :COLOR_15960
  7930. 0004: $CARMODEL = 600
  7931. 0002: jump @COLOR_11373
  7932.  
  7933. :COLOR_15975
  7934. 0004: $CARMODEL = 413
  7935. 0002: jump @COLOR_11373
  7936.  
  7937. :COLOR_15990
  7938. 0004: $CARMODEL = 515
  7939. 0002: jump @COLOR_11373
  7940.  
  7941. :COLOR_16005
  7942. 0004: $CARMODEL = 440
  7943. 0002: jump @COLOR_11373
  7944.  
  7945. :COLOR_16020
  7946. 0004: $CARMODEL = 543
  7947. 0002: jump @COLOR_11373
  7948.  
  7949. :COLOR_16035
  7950. 0004: $CARMODEL = 555
  7951. 0002: jump @COLOR_11373
  7952.  
  7953. :COLOR_16050
  7954. 0004: $CARMODEL = 531
  7955. 0002: jump @COLOR_11373
  7956.  
  7957. :COLOR_16065
  7958. 0004: $CARMODEL = 408
  7959. 0002: jump @COLOR_11373
  7960.  
  7961. :COLOR_16080
  7962. 0004: $CARMODEL = 552
  7963. 0002: jump @COLOR_11373
  7964.  
  7965. :COLOR_16095
  7966. 0002: jump @COLOR_15127
  7967.  
  7968. :COLOR_16102
  7969. 0002: jump @COLOR_16109
  7970.  
  7971. :COLOR_16109
  7972. 00BE: text_clear_all
  7973. 015D: set_gamespeed 0.0
  7974. 01B4: set_player $PLAYER_CHAR can_move 0
  7975. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  7976. 08D4: &41233 = create_panel_with_title 'CS58' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  7977. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS80' 'CS81' 'CS82' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  7978. 0050: gosub @BC7_914
  7979. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_16432 1 @COLOR_16447 2 @COLOR_16462 3 @COLOR_16477 4 @COLOR_16477 5 @COLOR_16477 6 @COLOR_16477
  7980. 0872: jump_table_jumps 7 @COLOR_16477 8 @COLOR_16477 9 @COLOR_16477 10 @COLOR_16477 11 @COLOR_16477 12 @COLOR_16477 13 @COLOR_16477 14 @COLOR_16477 15 @COLOR_16477
  7981.  
  7982. :COLOR_16432
  7983. 0004: $CARMODEL = 478
  7984. 0002: jump @COLOR_11373
  7985.  
  7986. :COLOR_16447
  7987. 0004: $CARMODEL = 456
  7988. 0002: jump @COLOR_11373
  7989.  
  7990. :COLOR_16462
  7991. 0004: $CARMODEL = 554
  7992. 0002: jump @COLOR_11373
  7993.  
  7994. :COLOR_16477
  7995. 0002: jump @COLOR_15622
  7996.  
  7997. :COLOR_16484
  7998. 00BE: text_clear_all
  7999. 015D: set_gamespeed 0.0
  8000. 01B4: set_player $PLAYER_CHAR can_move 0
  8001. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8002. 08D4: &41233 = create_panel_with_title 'CS83' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8003. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS84' 'CS85' 'CS86' 'CS87' 'CS88' 'CS89' 'CS90' 'CS91' 'CS92' 'CS93' 'DUMMY' 'DUMMY'
  8004. 0050: gosub @BC7_914
  8005. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_16807 1 @COLOR_16822 2 @COLOR_16837 3 @COLOR_16852 4 @COLOR_16867 5 @COLOR_16882 6 @COLOR_16897
  8006. 0872: jump_table_jumps 7 @COLOR_16912 8 @COLOR_16927 9 @COLOR_16942 10 @COLOR_16957 11 @COLOR_16964 12 @COLOR_16964 13 @COLOR_16964 14 @COLOR_16964 15 @COLOR_16964
  8007.  
  8008. :COLOR_16807
  8009. 0004: $CARMODEL = 868
  8010. 0002: jump @COLOR_11373
  8011.  
  8012. :COLOR_16822
  8013. 0004: $CARMODEL = 424
  8014. 0002: jump @COLOR_11373
  8015.  
  8016. :COLOR_16837
  8017. 0004: $CARMODEL = 573
  8018. 0002: jump @COLOR_11373
  8019.  
  8020. :COLOR_16852
  8021. 0004: $CARMODEL = 579
  8022. 0002: jump @COLOR_11373
  8023.  
  8024. :COLOR_16867
  8025. 0004: $CARMODEL = 400
  8026. 0002: jump @COLOR_11373
  8027.  
  8028. :COLOR_16882
  8029. 0004: $CARMODEL = 500
  8030. 0002: jump @COLOR_11373
  8031.  
  8032. :COLOR_16897
  8033. 0004: $CARMODEL = 557
  8034. 0002: jump @COLOR_11373
  8035.  
  8036. :COLOR_16912
  8037. 0004: $CARMODEL = 470
  8038. 0002: jump @COLOR_11373
  8039.  
  8040. :COLOR_16927
  8041. 0004: $CARMODEL = 489
  8042. 0002: jump @COLOR_11373
  8043.  
  8044. :COLOR_16942
  8045. 0004: $CARMODEL = 495
  8046. 0002: jump @COLOR_11373
  8047.  
  8048. :COLOR_16957
  8049. 0002: jump @COLOR_11373
  8050.  
  8051. :COLOR_16964
  8052. 0002: jump @BC7_2244
  8053.  
  8054. :COLOR_16971
  8055. 00BE: text_clear_all
  8056. 015D: set_gamespeed 0.0
  8057. 01B4: set_player $PLAYER_CHAR can_move 0
  8058. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8059. 08D4: &41233 = create_panel_with_title 'CS94' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8060. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS95' 'CS96' 'CS97' 'CS98' 'CS99' 'CS100' 'CS101' 'CS102' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  8061. 0050: gosub @BC7_914
  8062. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_17294 1 @COLOR_17309 2 @COLOR_17324 3 @COLOR_17339 4 @COLOR_17354 5 @COLOR_17369 6 @COLOR_17384
  8063. 0872: jump_table_jumps 7 @COLOR_17399 8 @COLOR_17414 9 @COLOR_17421 10 @COLOR_17428 11 @COLOR_17435 12 @COLOR_17435 13 @COLOR_17435 14 @COLOR_17435 15 @COLOR_17435
  8064.  
  8065. :COLOR_17294
  8066. 0004: $CARMODEL = 536
  8067. 0002: jump @COLOR_11373
  8068.  
  8069. :COLOR_17309
  8070. 0004: $CARMODEL = 575
  8071. 0002: jump @COLOR_11373
  8072.  
  8073. :COLOR_17324
  8074. 0004: $CARMODEL = 534
  8075. 0002: jump @COLOR_11373
  8076.  
  8077. :COLOR_17339
  8078. 0004: $CARMODEL = 567
  8079. 0002: jump @COLOR_11373
  8080.  
  8081. :COLOR_17354
  8082. 0004: $CARMODEL = 535
  8083. 0002: jump @COLOR_11373
  8084.  
  8085. :COLOR_17369
  8086. 0004: $CARMODEL = 566
  8087. 0002: jump @COLOR_11373
  8088.  
  8089. :COLOR_17384
  8090. 0004: $CARMODEL = 576
  8091. 0002: jump @COLOR_11373
  8092.  
  8093. :COLOR_17399
  8094. 0004: $CARMODEL = 412
  8095. 0002: jump @COLOR_11373
  8096.  
  8097. :COLOR_17414
  8098. 0002: jump @COLOR_11373
  8099.  
  8100. :COLOR_17421
  8101. 0002: jump @COLOR_11373
  8102.  
  8103. :COLOR_17428
  8104. 0002: jump @COLOR_11373
  8105.  
  8106. :COLOR_17435
  8107. 0002: jump @BC7_2244
  8108.  
  8109. :COLOR_17442
  8110. 00BE: text_clear_all
  8111. 015D: set_gamespeed 0.0
  8112. 01B4: set_player $PLAYER_CHAR can_move 0
  8113. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8114. 08D4: &41233 = create_panel_with_title 'CS103' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8115. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS104' 'CS105' 'CS106' 'CS107' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  8116. 0050: gosub @BC7_914
  8117. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_17765 1 @COLOR_17780 2 @COLOR_17795 3 @COLOR_17810 4 @COLOR_17810 5 @COLOR_17810 6 @COLOR_17810
  8118. 0872: jump_table_jumps 7 @COLOR_17810 8 @COLOR_17810 9 @COLOR_17810 10 @COLOR_17810 11 @COLOR_17810 12 @COLOR_17810 13 @COLOR_17810 14 @COLOR_17810 15 @COLOR_17810
  8119.  
  8120. :COLOR_17765
  8121. 0004: $CARMODEL = 480
  8122. 0002: jump @COLOR_11373
  8123.  
  8124. :COLOR_17780
  8125. 0004: $CARMODEL = 533
  8126. 0002: jump @COLOR_11373
  8127.  
  8128. :COLOR_17795
  8129. 0004: $CARMODEL = 439
  8130. 0002: jump @COLOR_11373
  8131.  
  8132. :COLOR_17810
  8133. 0004: $CARMODEL = 555
  8134. 0002: jump @COLOR_11373
  8135.  
  8136. :COLOR_17825
  8137. 00BE: text_clear_all
  8138. 015D: set_gamespeed 0.0
  8139. 01B4: set_player $PLAYER_CHAR can_move 0
  8140. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8141. 08D4: &41233 = create_panel_with_title 'CS108' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8142. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS109' 'CS110' 'CS111' 'CS112' 'CS113' 'CS114' 'CS115' 'CS116' 'CS117' 'CS118' 'CS119' 'NEXT'
  8143. 0050: gosub @BC7_914
  8144. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_18148 1 @COLOR_18163 2 @COLOR_18178 3 @COLOR_18193 4 @COLOR_18208 5 @COLOR_18223 6 @COLOR_18238
  8145. 0872: jump_table_jumps 7 @COLOR_18253 8 @COLOR_18268 9 @COLOR_18283 10 @COLOR_18298 11 @COLOR_18313 12 @COLOR_18313 13 @COLOR_18313 14 @COLOR_18313 15 @COLOR_18313
  8146.  
  8147. :COLOR_18148
  8148. 0004: $CARMODEL = 485
  8149. 0002: jump @COLOR_11373
  8150.  
  8151. :COLOR_18163
  8152. 0004: $CARMODEL = 538
  8153. 0002: jump @COLOR_11373
  8154.  
  8155. :COLOR_18178
  8156. 0004: $CARMODEL = 457
  8157. 0002: jump @COLOR_11373
  8158.  
  8159. :COLOR_18193
  8160. 0004: $CARMODEL = 483
  8161. 0002: jump @COLOR_11373
  8162.  
  8163. :COLOR_18208
  8164. 0004: $CARMODEL = 532
  8165. 0002: jump @COLOR_11373
  8166.  
  8167. :COLOR_18223
  8168. 0004: $CARMODEL = 486
  8169. 0002: jump @COLOR_11373
  8170.  
  8171. :COLOR_18238
  8172. 0004: $CARMODEL = 406
  8173. 0002: jump @COLOR_11373
  8174.  
  8175. :COLOR_18253
  8176. 0004: $CARMODEL = 530
  8177. 0002: jump @COLOR_11373
  8178.  
  8179. :COLOR_18268
  8180. 0004: $CARMODEL = 537
  8181. 0002: jump @COLOR_11373
  8182.  
  8183. :COLOR_18283
  8184. 0002: jump @COLOR_11373
  8185. 0004: $CARMODEL = 434
  8186.  
  8187. :COLOR_18298
  8188. 0004: $CARMODEL = 588
  8189. 0002: jump @COLOR_11373
  8190.  
  8191. :COLOR_18313
  8192. 0002: jump @COLOR_18320
  8193.  
  8194. :COLOR_18320
  8195. 00BE: text_clear_all
  8196. 015D: set_gamespeed 0.0
  8197. 01B4: set_player $PLAYER_CHAR can_move 0
  8198. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8199. 08D4: &41233 = create_panel_with_title 'CS108' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8200. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS120' 'CS121' 'CS122' 'CS123' 'CS124' 'CS125' 'CS126' 'CS127' 'CS128' 'CS129' 'CS130' 'BACK' // Back
  8201. 0050: gosub @BC7_914
  8202. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_18643 1 @COLOR_18658 2 @COLOR_18673 3 @COLOR_18688 4 @COLOR_18703 5 @COLOR_18718 6 @COLOR_18733
  8203. 0872: jump_table_jumps 7 @COLOR_18748 8 @COLOR_18763 9 @COLOR_18778 10 @COLOR_18793 11 @COLOR_18808 12 @COLOR_18808 13 @COLOR_18808 14 @COLOR_18808 15 @COLOR_18808
  8204.  
  8205. :COLOR_18643
  8206. 0004: $CARMODEL = 545
  8207. 0002: jump @COLOR_11373
  8208.  
  8209. :COLOR_18658
  8210. 0004: $CARMODEL = 571
  8211. 0002: jump @COLOR_11373
  8212.  
  8213. :COLOR_18673
  8214. 0004: $CARMODEL = 572
  8215. 0002: jump @COLOR_11373
  8216.  
  8217. :COLOR_18688
  8218. 0004: $CARMODEL = 423
  8219. 0002: jump @COLOR_11373
  8220.  
  8221. :COLOR_18703
  8222. 0004: $CARMODEL = 442
  8223. 0002: jump @COLOR_11373
  8224.  
  8225. :COLOR_18718
  8226. 0004: $CARMODEL = 428
  8227. 0002: jump @COLOR_11373
  8228.  
  8229. :COLOR_18733
  8230. 0004: $CARMODEL = 409
  8231. 0002: jump @COLOR_11373
  8232.  
  8233. :COLOR_18748
  8234. 0004: $CARMODEL = 574
  8235. 0002: jump @COLOR_11373
  8236.  
  8237. :COLOR_18763
  8238. 0004: $CARMODEL = 525
  8239. 0002: jump @COLOR_11373
  8240.  
  8241. :COLOR_18778
  8242. 0002: jump @COLOR_11373
  8243. 0004: $CARMODEL = 583
  8244.  
  8245. :COLOR_18793
  8246. 0004: $CARMODEL = 539
  8247. 0002: jump @COLOR_11373
  8248.  
  8249. :COLOR_18808
  8250. 0002: jump @COLOR_17825
  8251.  
  8252. :COLOR_18815
  8253. 00BE: text_clear_all
  8254. 015D: set_gamespeed 0.0
  8255. 01B4: set_player $PLAYER_CHAR can_move 0
  8256. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8257. 08D4: &41233 = create_panel_with_title 'CS131' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8258. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS132' 'CS133' 'CS134' 'CS135' 'CS136' 'CS137' 'CS138' 'CS139' 'CS140' 'CS141' 'CS142' 'BACK' // Back
  8259. 0050: gosub @BC7_914
  8260. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_19138 1 @COLOR_19153 2 @COLOR_19168 3 @COLOR_19183 4 @COLOR_19198 5 @COLOR_19213 6 @COLOR_19228
  8261. 0872: jump_table_jumps 7 @COLOR_19243 8 @COLOR_19258 9 @COLOR_19273 10 @COLOR_19288 11 @COLOR_19303 12 @COLOR_19303 13 @COLOR_19303 14 @COLOR_19303 15 @COLOR_19303
  8262.  
  8263. :COLOR_19138
  8264. 0004: $CARMODEL = 438
  8265. 0002: jump @COLOR_11373
  8266.  
  8267. :COLOR_19153
  8268. 0004: $CARMODEL = 523
  8269. 0002: jump @COLOR_11373
  8270.  
  8271. :COLOR_19168
  8272. 0004: $CARMODEL = 420
  8273. 0002: jump @COLOR_11373
  8274.  
  8275. :COLOR_19183
  8276. 0004: $CARMODEL = 431
  8277. 0002: jump @COLOR_11373
  8278.  
  8279. :COLOR_19198
  8280. 0004: $CARMODEL = 596
  8281. 0002: jump @COLOR_11373
  8282.  
  8283. :COLOR_19213
  8284. 0004: $CARMODEL = 598
  8285. 0002: jump @COLOR_11373
  8286.  
  8287. :COLOR_19228
  8288. 0004: $CARMODEL = 597
  8289. 0002: jump @COLOR_11373
  8290.  
  8291. :COLOR_19243
  8292. 0004: $CARMODEL = 407
  8293. 0002: jump @COLOR_11373
  8294.  
  8295. :COLOR_19258
  8296. 0004: $CARMODEL = 437
  8297. 0002: jump @COLOR_11373
  8298.  
  8299. :COLOR_19273
  8300. 0004: $CARMODEL = 489
  8301. 0002: jump @COLOR_11373
  8302.  
  8303. :COLOR_19288
  8304. 0004: $CARMODEL = 427
  8305. 0002: jump @COLOR_11373
  8306.  
  8307. :COLOR_19303
  8308. 0002: jump @COLOR_19310
  8309.  
  8310. :COLOR_19310
  8311. 00BE: text_clear_all
  8312. 015D: set_gamespeed 0.0
  8313. 01B4: set_player $PLAYER_CHAR can_move 0
  8314. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8315. 08D4: &41233 = create_panel_with_title 'CS131' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8316. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS143' 'CS144' 'CS145' 'CS146' 'CS147' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  8317. 0050: gosub @BC7_914
  8318. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_19633 1 @COLOR_19648 2 @COLOR_19663 3 @COLOR_19678 4 @COLOR_19693 5 @COLOR_19708 6 @COLOR_19708
  8319. 0872: jump_table_jumps 7 @COLOR_19708 8 @COLOR_19708 9 @COLOR_19708 10 @COLOR_19708 11 @COLOR_19708 12 @COLOR_19708 13 @COLOR_19708 14 @COLOR_19708 15 @COLOR_19708
  8320.  
  8321. :COLOR_19633
  8322. 0004: $CARMODEL = 432
  8323. 0002: jump @COLOR_11373
  8324.  
  8325. :COLOR_19648
  8326. 0004: $CARMODEL = 416
  8327. 0002: jump @COLOR_11373
  8328.  
  8329. :COLOR_19663
  8330. 0004: $CARMODEL = 433
  8331. 0002: jump @COLOR_11373
  8332.  
  8333. :COLOR_19678
  8334. 0004: $CARMODEL = 490
  8335. 0002: jump @COLOR_11373
  8336.  
  8337. :COLOR_19693
  8338. 0004: $CARMODEL = 285
  8339. 0002: jump @COLOR_11373
  8340.  
  8341. :COLOR_19708
  8342. 0002: jump @COLOR_18815
  8343.  
  8344. :COLOR_19715
  8345. 00BE: text_clear_all
  8346. 015D: set_gamespeed 0.0
  8347. 01B4: set_player $PLAYER_CHAR can_move 0
  8348. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8349. 08D4: &41233 = create_panel_with_title 'CS148' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8350. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS149' 'CS150' 'CS151' 'CS152' 'CS153' 'CS154' 'CS155' 'CS156' 'CS157' 'CS158' 'CS1AN' 'DUMMY'
  8351. 0050: gosub @BC7_914
  8352. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_20038 1 @COLOR_20053 2 @COLOR_20068 3 @COLOR_20083 4 @COLOR_20098 5 @COLOR_20113 6 @COLOR_20128
  8353. 0872: jump_table_jumps 7 @COLOR_20143 8 @COLOR_20158 9 @COLOR_20173 10 @COLOR_20188 11 @COLOR_20203 12 @COLOR_20203 13 @COLOR_20203 14 @COLOR_20203 15 @COLOR_20203
  8354.  
  8355. :COLOR_20038
  8356. 0004: $CARMODEL = 577
  8357. 0002: jump @COLOR_11373
  8358.  
  8359. :COLOR_20053
  8360. 0004: $CARMODEL = 511
  8361. 0002: jump @COLOR_11373
  8362.  
  8363. :COLOR_20068
  8364. 0004: $CARMODEL = 512
  8365. 0002: jump @COLOR_11373
  8366.  
  8367. :COLOR_20083
  8368. 0004: $CARMODEL = 593
  8369. 0002: jump @COLOR_11373
  8370.  
  8371. :COLOR_20098
  8372. 0004: $CARMODEL = 520
  8373. 0002: jump @COLOR_11373
  8374.  
  8375. :COLOR_20113
  8376. 0004: $CARMODEL = 553
  8377. 0002: jump @COLOR_11373
  8378.  
  8379. :COLOR_20128
  8380. 0004: $CARMODEL = 476
  8381. 0002: jump @COLOR_11373
  8382.  
  8383. :COLOR_20143
  8384. 0004: $CARMODEL = 519
  8385. 0002: jump @COLOR_11373
  8386.  
  8387. :COLOR_20158
  8388. 0004: $CARMODEL = 460
  8389. 0002: jump @COLOR_11373
  8390.  
  8391. :COLOR_20173
  8392. 0004: $CARMODEL = 513
  8393. 0002: jump @COLOR_11373
  8394.  
  8395. :COLOR_20188
  8396. 0004: $CARMODEL = 592
  8397. 0002: jump @COLOR_11373
  8398.  
  8399. :COLOR_20203
  8400. 0002: jump @BC7_2244
  8401.  
  8402. :COLOR_20210
  8403. 00BE: text_clear_all
  8404. 015D: set_gamespeed 0.0
  8405. 01B4: set_player $PLAYER_CHAR can_move 0
  8406. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8407. 08D4: &41233 = create_panel_with_title 'CS159' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8408. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS160' 'CS161' 'CS162' 'CS163' 'CS164' 'CS165' 'CS166' 'CS167' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  8409. 0050: gosub @BC7_914
  8410. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_20533 1 @COLOR_20548 2 @COLOR_20563 3 @COLOR_20578 4 @COLOR_20593 5 @COLOR_20608 6 @COLOR_20623
  8411. 0872: jump_table_jumps 7 @COLOR_20638 8 @COLOR_20653 9 @COLOR_20660 10 @COLOR_20667 11 @COLOR_20674 12 @COLOR_20674 13 @COLOR_20674 14 @COLOR_20674 15 @COLOR_20674
  8412.  
  8413. :COLOR_20533
  8414. 0004: $CARMODEL = 548
  8415. 0002: jump @COLOR_11373
  8416.  
  8417. :COLOR_20548
  8418. 0004: $CARMODEL = 425
  8419. 0002: jump @COLOR_11373
  8420.  
  8421. :COLOR_20563
  8422. 0004: $CARMODEL = 417
  8423. 0002: jump @COLOR_11373
  8424.  
  8425. :COLOR_20578
  8426. 0004: $CARMODEL = 487
  8427. 0002: jump @COLOR_11373
  8428.  
  8429. :COLOR_20593
  8430. 0004: $CARMODEL = 497
  8431. 0002: jump @COLOR_11373
  8432.  
  8433. :COLOR_20608
  8434. 0004: $CARMODEL = 563
  8435. 0002: jump @COLOR_11373
  8436.  
  8437. :COLOR_20623
  8438. 0004: $CARMODEL = 447
  8439. 0002: jump @COLOR_11373
  8440.  
  8441. :COLOR_20638
  8442. 0004: $CARMODEL = 469
  8443. 0002: jump @COLOR_11373
  8444.  
  8445. :COLOR_20653
  8446. 0002: jump @COLOR_11373
  8447.  
  8448. :COLOR_20660
  8449. 0002: jump @COLOR_11373
  8450.  
  8451. :COLOR_20667
  8452. 0002: jump @COLOR_11373
  8453.  
  8454. :COLOR_20674
  8455. 0002: jump @BC7_2244
  8456.  
  8457. :COLOR_20681
  8458. 00BE: text_clear_all
  8459. 015D: set_gamespeed 0.0
  8460. 01B4: set_player $PLAYER_CHAR can_move 0
  8461. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8462. 08D4: &41233 = create_panel_with_title 'CS170' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8463. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS171' 'CS172' 'CS173' 'CS174' 'CS175' 'CS176' 'CS177' 'CS178' 'CS179' 'CS180' 'DUMMY' 'DUMMY'
  8464. 0050: gosub @BC7_914
  8465. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_21004 1 @COLOR_21019 2 @COLOR_21034 3 @COLOR_21049 4 @COLOR_21064 5 @COLOR_21079 6 @COLOR_21094
  8466. 0872: jump_table_jumps 7 @COLOR_21109 8 @COLOR_21124 9 @COLOR_21139 10 @COLOR_21154 11 @COLOR_21161 12 @COLOR_21161 13 @COLOR_21161 14 @COLOR_21161 15 @COLOR_21161
  8467.  
  8468. :COLOR_21004
  8469. 0004: $CARMODEL = 472
  8470. 0002: jump @COLOR_11373
  8471.  
  8472. :COLOR_21019
  8473. 0004: $CARMODEL = 473
  8474. 0002: jump @COLOR_11373
  8475.  
  8476. :COLOR_21034
  8477. 0004: $CARMODEL = 493
  8478. 0002: jump @COLOR_11373
  8479.  
  8480. :COLOR_21049
  8481. 0004: $CARMODEL = 595
  8482. 0002: jump @COLOR_11373
  8483.  
  8484. :COLOR_21064
  8485. 0004: $CARMODEL = 484
  8486. 0002: jump @COLOR_11373
  8487.  
  8488. :COLOR_21079
  8489. 0004: $CARMODEL = 430
  8490. 0002: jump @COLOR_11373
  8491.  
  8492. :COLOR_21094
  8493. 0004: $CARMODEL = 453
  8494. 0002: jump @COLOR_11373
  8495.  
  8496. :COLOR_21109
  8497. 0004: $CARMODEL = 452
  8498. 0002: jump @COLOR_11373
  8499.  
  8500. :COLOR_21124
  8501. 0004: $CARMODEL = 446
  8502. 0002: jump @COLOR_11373
  8503.  
  8504. :COLOR_21139
  8505. 0004: $CARMODEL = 454
  8506. 0002: jump @COLOR_11373
  8507.  
  8508. :COLOR_21154
  8509. 0002: jump @COLOR_11373
  8510.  
  8511. :COLOR_21161
  8512. 0002: jump @BC7_2244
  8513.  
  8514. :COLOR_21168
  8515. 00BE: text_clear_all
  8516. 015D: set_gamespeed 0.0
  8517. 01B4: set_player $PLAYER_CHAR can_move 0
  8518. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8519. 08D4: &41233 = create_panel_with_title 'BCCS' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8520. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS170' 'CS181' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  8521. 0050: gosub @BC7_914
  8522. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_21491 1 @COLOR_21498 2 @COLOR_21505 3 @COLOR_21505 4 @COLOR_21505 5 @COLOR_21505 6 @COLOR_21505
  8523. 0872: jump_table_jumps 7 @COLOR_21505 8 @COLOR_21505 9 @COLOR_21505 10 @COLOR_21505 11 @COLOR_21505 12 @COLOR_21505 13 @COLOR_21505 14 @COLOR_21505 15 @COLOR_21505
  8524.  
  8525. :COLOR_21491
  8526. 0002: jump @COLOR_20681
  8527.  
  8528. :COLOR_21498
  8529. 0002: jump @COLOR_21512
  8530.  
  8531. :COLOR_21505
  8532. 0002: jump @COLOR_11543
  8533.  
  8534. :COLOR_21512
  8535. 00BE: text_clear_all
  8536. 015D: set_gamespeed 0.0
  8537. 01B4: set_player $PLAYER_CHAR can_move 0
  8538. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8539. 08D4: &41233 = create_panel_with_title 'CS181' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8540. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS182' 'CS183' 'CS184' 'CS185' 'CS186' 'CS187' 'CS188' 'CS189' 'CS190' 'CS191' 'CS192' 'NEXT'
  8541. 0050: gosub @BC7_914
  8542. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_21835 1 @COLOR_21850 2 @COLOR_21865 3 @COLOR_21880 4 @COLOR_21895 5 @COLOR_21910 6 @COLOR_21925
  8543. 0872: jump_table_jumps 7 @COLOR_21940 8 @COLOR_21955 9 @COLOR_21970 10 @COLOR_21985 11 @COLOR_22000 12 @COLOR_22000 13 @COLOR_22000 14 @COLOR_22000 15 @COLOR_22000
  8544.  
  8545. :COLOR_21835
  8546. 0004: $CARMODEL = 581
  8547. 0002: jump @COLOR_11373
  8548.  
  8549. :COLOR_21850
  8550. 0004: $CARMODEL = 462
  8551. 0002: jump @COLOR_11373
  8552.  
  8553. :COLOR_21865
  8554. 0004: $CARMODEL = 521
  8555. 0002: jump @COLOR_11373
  8556.  
  8557. :COLOR_21880
  8558. 0004: $CARMODEL = 463
  8559. 0002: jump @COLOR_11373
  8560.  
  8561. :COLOR_21895
  8562. 0004: $CARMODEL = 461
  8563. 0002: jump @COLOR_11373
  8564.  
  8565. :COLOR_21910
  8566. 0004: $CARMODEL = 586
  8567. 0002: jump @COLOR_11373
  8568.  
  8569. :COLOR_21925
  8570. 0004: $CARMODEL = 522
  8571. 0002: jump @COLOR_11373
  8572.  
  8573. :COLOR_21940
  8574. 0004: $CARMODEL = 468
  8575. 0002: jump @COLOR_11373
  8576.  
  8577. :COLOR_21955
  8578. 0004: $CARMODEL = 509
  8579. 0002: jump @COLOR_11373
  8580.  
  8581. :COLOR_21970
  8582. 0004: $CARMODEL = 510
  8583. 0002: jump @COLOR_11373
  8584.  
  8585. :COLOR_21985
  8586. 0004: $CARMODEL = 481
  8587. 0002: jump @COLOR_11373
  8588.  
  8589. :COLOR_22000
  8590. 0002: jump @COLOR_22007
  8591.  
  8592. :COLOR_22007
  8593. 00BE: text_clear_all
  8594. 015D: set_gamespeed 0.0
  8595. 01B4: set_player $PLAYER_CHAR can_move 0
  8596. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  8597. 08D4: &41233 = create_panel_with_title 'CS181' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
  8598. 08DB: set_panel &41233 column 0 header 'DUMMY' data 'CS193' 'CS194' 'BACK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Back
  8599. 0050: gosub @BC7_914
  8600. 0871: init_jump_table &13039 total_jumps 16 default_jump 0 @COLOR_11373 jumps 0 @COLOR_22330 1 @COLOR_22345 2 @COLOR_22360 3 @COLOR_22360 4 @COLOR_22360 5 @COLOR_22360 6 @COLOR_22360
  8601. 0872: jump_table_jumps 7 @COLOR_22360 8 @COLOR_22360 9 @COLOR_22360 10 @COLOR_22360 11 @COLOR_22360 12 @COLOR_22360 13 @COLOR_22360 14 @COLOR_22360 15 @COLOR_22360
  8602.  
  8603. :COLOR_22330
  8604. 0004: $CARMODEL = 448
  8605. 0002: jump @COLOR_11373
  8606.  
  8607. :COLOR_22345
  8608. 0004: $CARMODEL = 471
  8609. 0002: jump @COLOR_11373
  8610.  
  8611. :COLOR_22360
  8612. 0002: jump @COLOR_21512
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