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- DEFINE OBJECTS 10
- DEFINE OBJECT (unused) // This is an unused object. You can put anything here.
- DEFINE OBJECT INFO // Object number -1
- DEFINE OBJECT KEYCARD // Object number -2
- DEFINE OBJECT PICKUPSAVE // Object number -3
- DEFINE OBJECT BODYARMOUR // Object number -4
- DEFINE OBJECT BRIBE // Object number -5
- DEFINE OBJECT KMB_PARACHUTE // Object number -6
- DEFINE OBJECT PARA_PACK // Object number -7
- DEFINE OBJECT PARACHUTE // Object number -8
- DEFINE OBJECT PARA_COLLISION // Object number -9
- DEFINE MISSIONS 0
- DEFINE EXTERNAL_SCRIPTS 2
- DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
- DEFINE SCRIPT PARACHUTE AT @PARACH // 1
- DEFINE UNKNOWN_EMPTY_SEGMENT 0
- DEFINE UNKNOWN_THREADS_MEMORY 0
- //-------------MAIN---------------
- :MAIN_1
- 03A4: name_thread 'MAIN'
- 016A: fade 0 (in) 0 ms
- 042C: set_total_missions_to 0
- 030D: set_total_mission_points_to 0
- 01F0: set_max_wanted_level_to 6
- 0111: set_wasted_busted_check_to 0 (disabled)
- 00C0: set_current_time 10 0
- 04E4: unknown_refresh_game_renderer_at 2494.5 -1668.5
- 03CB: set_camera 2494.5 -1668.5 13.4
- 0053: $PLAYER_CHAR = create_player #NULL at 2494.5 -1668.5 13.4
- 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
- 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
- 0173: set_actor $PLAYER_ACTOR z_angle_to 7.0
- 0373: set_camera_directly_behind_player
- 087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0
- 087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2
- 087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3
- 087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1
- 070D: $PLAYER_CHAR
- 0109: player $PLAYER_CHAR money += 500000
- 0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat
- 01B6: set_weather 1
- 04BB: select_interior 0 // select render area
- 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
- 01B7: release_weather
- 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 137.0 town_number 0
- 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 90.0 town_number 0
- 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 7.5465 town_number 1
- 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 267.2 town_number 1
- 016C: restart_if_wasted_at 1363.4333 -1276.53 13.5469 angle 7.5465 town_number 2
- 016D: restart_if_busted_at 1363.4333 -1276.53 13.5469 angle 267.2 town_number 2
- 08DE: lose_stuff_after_busted 0
- 08DD: lose_stuff_after_wasted 0
- 016A: fade 1 (out) 1000 ms
- 0001: wait 100 ms
- 03E6: remove_text_box
- 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
- 0001: wait 0 ms
- 0213: $OP2 = create_pickup #GUN_PARA type 15 at 2496.0 -1662.0 13.5
- 0004: $1903 = 1
- 0005: $1500 = 5.0
- 0005: $1501 = -5.0
- 0005: $1503 = -1.5
- 0005: $1504 = -30.0
- 0005: $1505 = 32.0
- 0005: $1506 = 0.0
- 0004: $1512 = 0
- 0004: $FREEFALL_STAGE = 0
- 0004: $PARACHUTE_CREATION_STAGE = 0
- 0004: $SCRIPT_STATUS = 0
- :MAIN_860
- 0001: wait 0 ms
- 00D6: if
- 0256: player $PLAYER_CHAR defined
- 004D: jump_if_false @MAIN_860
- 00D6: if
- 0491: actor $PLAYER_ACTOR has_weapon 46
- 004D: jump_if_false @MAIN_954
- 0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE)
- 00D6: if
- 0038: $SCRIPT_STATUS == 0
- 004D: jump_if_false @MAIN_860
- 08A9: load_external_script 0 (PLAYER_PARACHUTE)
- 00D6: if
- 08AB: external_script 0 (PLAYER_PARACHUTE) loaded
- 004D: jump_if_false @MAIN_860
- 0913: run_external_script 0 (PLAYER_PARACHUTE)
- 0002: jump @MAIN_860
- :MAIN_954
- 090F: end_external_script 0 (PLAYER_PARACHUTE)
- 0002: jump @MAIN_860
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //-------------External script 0 (PLAYER_PARACHUTE)---------------
- :PLCHUTE
- 03A4: name_thread 'PLCHUTE'
- 0247: load_model #GUN_PARA
- :PLCHUTE_16
- 00D6: if
- 8248: not model #GUN_PARA available
- 004D: jump_if_false @PLCHUTE_43
- 0001: wait 0 ms
- 0002: jump @PLCHUTE_16
- :PLCHUTE_43
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_59
- :PLCHUTE_59
- 0004: $1498 = 0
- 0004: $FREEFALL_STAGE = 0
- 0004: $PARACHUTE_CREATION_STAGE = 0
- 00D6: if
- 0038: $1498 == 999
- 004D: jump_if_false @PLCHUTE_118
- 0213: $PICKUP_PARACHUTE = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- :PLCHUTE_118
- 0001: wait 0 ms
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_5451
- 00D6: if
- 8800: not in_two_players_mode
- 004D: jump_if_false @PLCHUTE_5451
- 00D6: if
- 8038: not $FREEFALL_STAGE == 0
- 004D: jump_if_false @PLCHUTE_176
- 0992: set_player $PLAYER_CHAR weapons_scrollable 0
- :PLCHUTE_176
- 00D6: if
- 0018: $PARACHUTE_CREATION_STAGE > 0
- 004D: jump_if_false @PLCHUTE_219
- 00D6: if
- 8491: not actor $PLAYER_ACTOR has_weapon 46
- 004D: jump_if_false @PLCHUTE_219
- 0050: gosub @PLCHUTE_5516
- :PLCHUTE_219
- 00D6: if
- 0038: $PARACHUTE_CREATION_STAGE == 0
- 004D: jump_if_false @PLCHUTE_273
- 00D6: if
- 0491: actor $PLAYER_ACTOR has_weapon 46
- 004D: jump_if_false @PLCHUTE_273
- 0247: load_model #PARACHUTE
- 0004: $PARACHUTE_CREATION_STAGE = 1
- 0004: $1498 = 0
- :PLCHUTE_273
- 00D6: if
- 0038: $PARACHUTE_CREATION_STAGE == 1
- 004D: jump_if_false @PLCHUTE_374
- 00D6: if
- 0248: model #PARACHUTE available
- 004D: jump_if_false @PLCHUTE_374
- 0107: 17@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
- 0750: set_object 17@ visibility 0
- 0004: $PARACHUTE_CREATION_STAGE = 2
- :PLCHUTE_374
- 00D6: if and
- 0038: $PARACHUTE_CREATION_STAGE == 2
- 0038: $FREEFALL_STAGE == 1
- 004D: jump_if_false @PLCHUTE_406
- 0004: $PARACHUTE_CREATION_STAGE = 3
- :PLCHUTE_406
- 00D6: if and
- 0038: $FREEFALL_STAGE == 0
- 0018: $PARACHUTE_CREATION_STAGE > 0
- 004D: jump_if_false @PLCHUTE_562
- 00D6: if
- 0818: actor $PLAYER_ACTOR in_air
- 004D: jump_if_false @PLCHUTE_562
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
- 00D6: if
- 0022: -10.0 > $1509
- 004D: jump_if_false @PLCHUTE_562
- 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
- 00D6: if
- 0021: 7@ > 20.0
- 004D: jump_if_false @PLCHUTE_562
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037
- 0004: $FREEFALL_STAGE = 1
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
- 0006: 0@ = 0
- 0005: $8268 = 0.0
- :PLCHUTE_562
- 00D6: if
- 0038: $FREEFALL_STAGE == 1
- 004D: jump_if_false @PLCHUTE_2383
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_605
- 0006: 0@ = 2
- :PLCHUTE_605
- 00D6: if
- 0039: 0@ == 2
- 004D: jump_if_false @PLCHUTE_726
- 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
- 00D6: if
- 04A4: 27@ == 7 // @ == any
- 004D: jump_if_false @PLCHUTE_726
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 04ED: load_animation "PARACHUTE"
- 0006: 15@ = 1
- 0172: 1@ = actor $PLAYER_ACTOR Z_angle
- 0006: 0@ = 3
- :PLCHUTE_726
- 00D6: if
- 0039: 0@ == 3
- 004D: jump_if_false @PLCHUTE_2383
- 062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found
- 00D6: if
- 04A4: 27@ == 7 // @ == any
- 004D: jump_if_false @PLCHUTE_812
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- :PLCHUTE_812
- 0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
- 00D6: if and
- 0023: 100.0 > 7@
- 0021: 7@ > 60.0
- 004D: jump_if_false @PLCHUTE_909
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_909
- 00D6: if
- 0038: $ONMISSION == 0
- 004D: jump_if_false @PLCHUTE_909
- 00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1 // ~s~Open your parachute!
- :PLCHUTE_909
- 0494: get_joystick 0 data_to 10@ 11@ 12@ 12@
- 00D6: if
- 0038: $1511 == 1
- 004D: jump_if_false @PLCHUTE_957
- 0006: 10@ = 0
- 0006: 11@ = 0
- :PLCHUTE_957
- 0093: 21@ = integer 10@ to_float
- 0017: 21@ /= 4.267
- 0063: 21@ -= 2@ // (float)
- 0017: 21@ /= 20.0
- 005B: 2@ += 21@ // (float)
- 0087: 21@ = 2@ // (float)
- 0017: 21@ /= 5.0
- 0063: 1@ -= 21@ // (float)
- 00D6: if
- 0021: 1@ > 180.0
- 004D: jump_if_false @PLCHUTE_1058
- 000F: 1@ -= 360.0
- :PLCHUTE_1058
- 00D6: if
- 0023: -180.0 > 1@
- 004D: jump_if_false @PLCHUTE_1089
- 000B: 1@ += 360.0
- :PLCHUTE_1089
- 0093: 22@ = integer 11@ to_float
- 0017: 22@ /= 4.267
- 0063: 22@ -= 3@ // (float)
- 0017: 22@ /= 20.0
- 005B: 3@ += 22@ // (float)
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509
- 00D6: if
- 0024: $1504 > $1509 // (float)
- 004D: jump_if_false @PLCHUTE_1174
- 0086: $1509 = $1504 // (float)
- :PLCHUTE_1174
- 00D6: if
- 0024: $8268 > $1509 // (float)
- 004D: jump_if_false @PLCHUTE_1201
- 0086: $8268 = $1509 // (float)
- :PLCHUTE_1201
- 00D6: if
- 0024: $1504 > $8268 // (float)
- 004D: jump_if_false @PLCHUTE_1228
- 0086: $8268 = $1504 // (float)
- :PLCHUTE_1228
- 00D6: if and
- 0024: $1509 > $8268 // (float)
- 8038: not $1902 == 1
- 004D: jump_if_false @PLCHUTE_1404
- 00D6: if
- 84AD: not actor $PLAYER_ACTOR in_water
- 004D: jump_if_false @PLCHUTE_1358
- 00D6: if
- 0022: -20.0 > $8268
- 004D: jump_if_false @PLCHUTE_1305
- 0004: $FREEFALL_STAGE = 2
- 0002: jump @PLCHUTE_1351
- :PLCHUTE_1305
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
- 0004: $FREEFALL_STAGE = 7
- :PLCHUTE_1351
- 0002: jump @PLCHUTE_1404
- :PLCHUTE_1358
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
- 0004: $FREEFALL_STAGE = 7
- :PLCHUTE_1404
- 0087: 4@ = 3@ // (float)
- 0017: 4@ /= 30.0
- 006F: 4@ *= $1505 // (float)
- 02F6: $1507 = cosine 1@ // (float)
- 02F7: $1508 = sine 1@ // (float)
- 006D: $1507 *= 4@ // (float)
- 006D: $1508 *= 4@ // (float)
- 0011: $1508 *= -1.0
- 0059: $1508 += $1506 // (float)
- 0087: 21@ = 8@ // (float)
- 0065: 21@ -= $1507 // (float)
- 0013: 21@ *= 0.01
- 0088: $1507 = 8@ // (float)
- 0067: $1507 -= 21@ // (float)
- 0087: 21@ = 9@ // (float)
- 0065: 21@ -= $1508 // (float)
- 0013: 21@ *= 0.01
- 0088: $1508 = 9@ // (float)
- 0067: $1508 -= 21@ // (float)
- 0085: 12@ = 10@ // (int)
- 0085: 13@ = 11@ // (int)
- 0095: make 12@ absolute_integer
- 0095: make 13@ absolute_integer
- 00D6: if or
- 0019: 12@ > 40
- 0019: 13@ > 40
- 004D: jump_if_false @PLCHUTE_2106
- 00D6: if
- 001D: 12@ > 13@ // (int)
- 004D: jump_if_false @PLCHUTE_1869
- 00D6: if
- 0029: 10@ >= 0
- 004D: jump_if_false @PLCHUTE_1748
- 00D6: if
- 8039: not 15@ == 2
- 004D: jump_if_false @PLCHUTE_1748
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_1741
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1741
- 0006: 15@ = 2
- :PLCHUTE_1748
- 00D6: if
- 001B: 0 > 10@
- 004D: jump_if_false @PLCHUTE_1862
- 00D6: if
- 8039: not 15@ == 3
- 004D: jump_if_false @PLCHUTE_1862
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_1855
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1855
- 0006: 15@ = 3
- :PLCHUTE_1862
- 0002: jump @PLCHUTE_2099
- :PLCHUTE_1869
- 00D6: if
- 0029: 11@ >= 0
- 004D: jump_if_false @PLCHUTE_1981
- 00D6: if
- 8039: not 15@ == 4
- 004D: jump_if_false @PLCHUTE_1981
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_1974
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_1974
- 0006: 15@ = 4
- :PLCHUTE_1981
- 00D6: if
- 001B: 0 > 11@
- 004D: jump_if_false @PLCHUTE_2099
- 00D6: if
- 8039: not 15@ == 5
- 004D: jump_if_false @PLCHUTE_2099
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2092
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PLCHUTE_2092
- 0006: 15@ = 5
- :PLCHUTE_2099
- 0002: jump @PLCHUTE_2200
- :PLCHUTE_2106
- 00D6: if
- 8039: not 15@ == 1
- 004D: jump_if_false @PLCHUTE_2200
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2200
- 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 0006: 15@ = 1
- :PLCHUTE_2200
- 00D6: if or
- 00E1: player 0 pressed_key 17
- 0038: $1512 == 1
- 004D: jump_if_false @PLCHUTE_2383
- 00D6: if
- 8038: not $1902 == 1
- 004D: jump_if_false @PLCHUTE_2383
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2383
- 00D6: if and
- 0038: $PARACHUTE_CREATION_STAGE == 3
- 0038: $1511 == 0
- 004D: jump_if_false @PLCHUTE_2383
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038
- 008A: $8270 = 32@ // (int)
- 0008: $8270 += 1100
- 0004: $FREEFALL_STAGE = 3
- 0006: 0@ = 0
- :PLCHUTE_2383
- 00D6: if
- 0038: $FREEFALL_STAGE == 2
- 004D: jump_if_false @PLCHUTE_2501
- 00D6: if
- 04EE: animation "PARACHUTE" loaded
- 004D: jump_if_false @PLCHUTE_2489
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 1@
- 0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 09F1: play_audio_at_actor $PLAYER_ACTOR event 1189
- 0002: jump @PLCHUTE_2494
- :PLCHUTE_2489
- 05BE: AS_kill_actor $PLAYER_ACTOR
- :PLCHUTE_2494
- 0050: gosub @PLCHUTE_5516
- :PLCHUTE_2501
- 00D6: if
- 0038: $FREEFALL_STAGE == 3
- 004D: jump_if_false @PLCHUTE_4777
- 00D6: if
- 0018: $8270 > 0
- 004D: jump_if_false @PLCHUTE_2583
- 00D6: if
- 001F: 32@ > $8270 // (int)
- 004D: jump_if_false @PLCHUTE_2583
- 097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039
- 0004: $8270 = 0
- :PLCHUTE_2583
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_2686
- 0087: 25@ = 3@ // (float)
- 0017: 25@ /= 500.0
- 0087: 26@ = 2@ // (float)
- 0017: 26@ /= 500.0
- 0085: 18@ = 32@ // (int)
- 0085: 19@ = 32@ // (int)
- 0087: 5@ = 4@ // (float)
- 0013: 5@ *= -1.0
- 0089: 6@ = $1509 // (float)
- 0006: 0@ = 1
- :PLCHUTE_2686
- 00D6: if
- 0039: 0@ == 1
- 004D: jump_if_false @PLCHUTE_2853
- 0085: 10@ = 32@ // (int)
- 0062: 10@ -= 19@ // (int)
- 00D6: if
- 001B: 500 > 10@
- 004D: jump_if_false @PLCHUTE_2826
- 0085: 10@ = 32@ // (int)
- 0062: 10@ -= 18@ // (int)
- 0085: 18@ = 32@ // (int)
- 0093: 21@ = integer 10@ to_float
- 0087: 22@ = 25@ // (float)
- 006B: 22@ *= 21@ // (float)
- 0087: 23@ = 26@ // (float)
- 006B: 23@ *= 21@ // (float)
- 0063: 3@ -= 22@ // (float)
- 0063: 2@ -= 23@ // (float)
- 0002: jump @PLCHUTE_2853
- :PLCHUTE_2826
- 0007: 2@ = 0.0
- 0007: 3@ = 0.0
- 0006: 0@ = 2
- :PLCHUTE_2853
- 00D6: if
- 0039: 0@ == 2
- 004D: jump_if_false @PLCHUTE_2961
- 00D6: if
- 03CA: object 17@ exists
- 004D: jump_if_false @PLCHUTE_2961
- 0750: set_object 17@ visibility 1
- 08D2: object 17@ scale_model 0.0
- 0085: 19@ = 32@ // (int)
- 0001: wait 0 ms
- 075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 0006: 0@ = 3
- :PLCHUTE_2961
- 00D6: if
- 0039: 0@ == 3
- 004D: jump_if_false @PLCHUTE_3064
- 0085: 10@ = 32@ // (int)
- 0062: 10@ -= 19@ // (int)
- 00D6: if
- 001B: 500 > 10@
- 004D: jump_if_false @PLCHUTE_3047
- 0093: 21@ = integer 10@ to_float
- 0017: 21@ /= 500.0
- 08D2: object 17@ scale_model 21@
- 0002: jump @PLCHUTE_3064
- :PLCHUTE_3047
- 08D2: object 17@ scale_model 1.0
- 0006: 0@ = 4
- :PLCHUTE_3064
- 00D6: if
- 0039: 0@ == 5
- 004D: jump_if_false @PLCHUTE_3132
- 0107: 20@ = create_object #PARA_COLLISION at 0.0 0.0 0.0
- 0750: set_object 20@ visibility 0
- 0392: make_object 20@ moveable 1
- 04D9: object 20@ set_scripted_collision_check 1
- 0006: 0@ = 6
- :PLCHUTE_3132
- 00D6: if
- 0039: 0@ == 6
- 004D: jump_if_false @PLCHUTE_4350
- 0494: get_joystick 0 data_to 10@ 11@ 12@ 12@
- 00D6: if
- 0038: $1511 == 1
- 004D: jump_if_false @PLCHUTE_3198
- 0006: 10@ = 0
- 0006: 11@ = 0
- :PLCHUTE_3198
- 0093: 21@ = integer 10@ to_float
- 0017: 21@ /= 4.267
- 0063: 21@ -= 2@ // (float)
- 0017: 21@ /= 20.0
- 005B: 2@ += 21@ // (float)
- 0087: 21@ = 2@ // (float)
- 0017: 21@ /= 15.0
- 0063: 1@ -= 21@ // (float)
- 00D6: if
- 0021: 1@ > 180.0
- 004D: jump_if_false @PLCHUTE_3299
- 000F: 1@ -= 360.0
- :PLCHUTE_3299
- 00D6: if
- 0023: -180.0 > 1@
- 004D: jump_if_false @PLCHUTE_3330
- 000B: 1@ += 360.0
- :PLCHUTE_3330
- 02F6: $1507 = cosine 1@ // (float)
- 02F7: $1508 = sine 1@ // (float)
- 0069: $1507 *= $1500 // (float)
- 0069: $1508 *= $1500 // (float)
- 0011: $1507 *= -1.0
- 0085: 12@ = 10@ // (int)
- 0085: 13@ = 11@ // (int)
- 0095: make 12@ absolute_integer
- 0095: make 13@ absolute_integer
- 00D6: if or
- 0019: 12@ > 40
- 0019: 13@ > 40
- 004D: jump_if_false @PLCHUTE_4062
- 00D6: if
- 001D: 12@ > 13@ // (int)
- 004D: jump_if_false @PLCHUTE_3737
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 0029: 10@ >= 0
- 004D: jump_if_false @PLCHUTE_3603
- 00D6: if
- 8039: not 15@ == 2
- 004D: jump_if_false @PLCHUTE_3603
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 2
- :PLCHUTE_3603
- 00D6: if
- 001B: 0 > 10@
- 004D: jump_if_false @PLCHUTE_3730
- 00D6: if
- 8039: not 15@ == 3
- 004D: jump_if_false @PLCHUTE_3730
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 3
- :PLCHUTE_3730
- 0002: jump @PLCHUTE_4055
- :PLCHUTE_3737
- 00D6: if
- 0029: 11@ >= 0
- 004D: jump_if_false @PLCHUTE_3896
- 0089: 21@ = $1503 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 8039: not 15@ == 4
- 004D: jump_if_false @PLCHUTE_3896
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 4
- :PLCHUTE_3896
- 00D6: if
- 001B: 0 > 11@
- 004D: jump_if_false @PLCHUTE_4055
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 8039: not 15@ == 5
- 004D: jump_if_false @PLCHUTE_4055
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 5
- :PLCHUTE_4055
- 0002: jump @PLCHUTE_4221
- :PLCHUTE_4062
- 0089: 21@ = $1501 // (float)
- 0065: 21@ -= $1509 // (float)
- 0017: 21@ /= 20.0
- 005F: $1509 += 21@ // (float)
- 00D6: if
- 8039: not 15@ == 5
- 004D: jump_if_false @PLCHUTE_4221
- 00D6: if
- 8039: not 15@ == 1
- 004D: jump_if_false @PLCHUTE_4221
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- 0006: 15@ = 1
- :PLCHUTE_4221
- 01BB: store_object 17@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- 0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation
- 00D6: if
- 04DA: has_object 20@ collided
- 004D: jump_if_false @PLCHUTE_4314
- 075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET
- 0006: 0@ = 7
- :PLCHUTE_4314
- 00D6: if
- 00E1: player 0 pressed_key 15
- 004D: jump_if_false @PLCHUTE_4350
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0004: $FREEFALL_STAGE = 6
- 0004: $1498 = 3
- :PLCHUTE_4350
- 00D6: if
- 03CA: object 17@ exists
- 004D: jump_if_false @PLCHUTE_4589
- 00D6: if
- 0837: object 17@ animation == "PARA_OPEN_O"
- 004D: jump_if_false @PLCHUTE_4589
- 0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@
- 0087: 22@ = 6@ // (float)
- 0065: 22@ -= $1501 // (float)
- 0087: 23@ = 22@ // (float)
- 006B: 23@ *= 21@ // (float)
- 0088: $1509 = 6@ // (float)
- 0067: $1509 -= 23@ // (float)
- 0087: 22@ = 5@ // (float)
- 0065: 22@ -= $1500 // (float)
- 0087: 23@ = 22@ // (float)
- 006B: 23@ *= 21@ // (float)
- 0087: 4@ = 5@ // (float)
- 0063: 4@ -= 23@ // (float)
- 02F6: $1507 = cosine 1@ // (float)
- 02F7: $1508 = sine 1@ // (float)
- 006D: $1507 *= 4@ // (float)
- 006D: $1508 *= 4@ // (float)
- 0011: $1507 *= -1.0
- 00D6: if and
- 0043: 21@ == 1.0
- 0039: 0@ == 4
- 004D: jump_if_false @PLCHUTE_4589
- 0006: 0@ = 5
- :PLCHUTE_4589
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_4777
- 00D6: if
- 04AD: actor $PLAYER_ACTOR in_water
- 004D: jump_if_false @PLCHUTE_4728
- 0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB
- 075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 0004: $FREEFALL_STAGE = 5
- 0006: 0@ = 0
- :PLCHUTE_4728
- 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@
- 00D6: if
- 0021: 23@ > -0.1
- 004D: jump_if_false @PLCHUTE_4777
- 0004: $FREEFALL_STAGE = 4
- 0006: 0@ = 0
- :PLCHUTE_4777
- 00D6: if
- 0038: $FREEFALL_STAGE == 4
- 004D: jump_if_false @PLCHUTE_5267
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_5164
- 0004: $1498 = 1
- 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 000D: $TEMPVAR_Z_COORD -= 1.0
- 00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- 00D6: if
- 0022: -10.0 > $1509
- 004D: jump_if_false @PLCHUTE_4918
- 0004: $FREEFALL_STAGE = 2
- 0006: 0@ = 0
- 0002: jump @PLCHUTE_5088
- :PLCHUTE_4918
- 00D6: if
- 0022: -4.0 > $1509
- 004D: jump_if_false @PLCHUTE_5043
- 0615: define_AS_pack_begin 14@
- 0812: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB
- 0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB
- 0616: define_AS_pack_end 14@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@
- 061B: remove_references_to_AS_pack 14@
- 0002: jump @PLCHUTE_5081
- :PLCHUTE_5043
- 0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB
- :PLCHUTE_5081
- 0006: 0@ = 1
- :PLCHUTE_5088
- 075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0
- 0085: 18@ = 32@ // (int)
- 000A: 18@ += 1000
- :PLCHUTE_5164
- 00D6: if
- 0039: 0@ == 1
- 004D: jump_if_false @PLCHUTE_5267
- 00D6: if
- 0837: object 17@ animation == "PARA_LAND_O"
- 004D: jump_if_false @PLCHUTE_5267
- 0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@
- 00D6: if
- 0043: 21@ == 1.0
- 004D: jump_if_false @PLCHUTE_5267
- 0004: $1498 = 2
- 0050: gosub @PLCHUTE_5516
- :PLCHUTE_5267
- 00D6: if
- 0038: $FREEFALL_STAGE == 5
- 004D: jump_if_false @PLCHUTE_5324
- 0004: $1498 = 1
- 00D6: if
- 0039: 0@ == 0
- 004D: jump_if_false @PLCHUTE_5324
- 0004: $1498 = 2
- 0050: gosub @PLCHUTE_5516
- :PLCHUTE_5324
- 00D6: if and
- 0018: $FREEFALL_STAGE > 0
- 001A: 4 > $FREEFALL_STAGE
- 004D: jump_if_false @PLCHUTE_5401
- 00D6: if
- 8118: not actor $PLAYER_ACTOR dead
- 004D: jump_if_false @PLCHUTE_5401
- 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 1@
- 083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air
- :PLCHUTE_5401
- 00D6: if
- 0038: $FREEFALL_STAGE == 6
- 004D: jump_if_false @PLCHUTE_5426
- 0050: gosub @PLCHUTE_5516
- :PLCHUTE_5426
- 00D6: if
- 0038: $FREEFALL_STAGE == 7
- 004D: jump_if_false @PLCHUTE_5451
- 0050: gosub @PLCHUTE_5458
- :PLCHUTE_5451
- 0002: jump @PLCHUTE_118
- :PLCHUTE_5458
- 0004: $FREEFALL_STAGE = 0
- 0006: 0@ = 0
- 0249: release_model #PARACHUTE
- 04EF: release_animation "PARACHUTE"
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- 0992: set_player $PLAYER_CHAR weapons_scrollable 1
- 0051: return
- :PLCHUTE_5516
- 0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0
- 09A2: destroy_object_with_fade 17@
- 0108: destroy_object 20@
- 0555: remove_weapon 46 from_actor $PLAYER_ACTOR
- 0004: $FREEFALL_STAGE = 0
- 0004: $PARACHUTE_CREATION_STAGE = 0
- 0006: 0@ = 0
- 0249: release_model #PARACHUTE
- 04EF: release_animation "PARACHUTE"
- 0249: release_model #GUN_PARA
- 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air
- 0992: set_player $PLAYER_CHAR weapons_scrollable 1
- 004E: end_thread
- //-------------External script 1 (PARACHUTE)---------------
- :PARACH
- 03A4: name_thread 'PARACH'
- 0004: $8275 = 0
- 0209: 31@ = random_int_in_ranges 0 6
- 0006: 11@ = 10
- 0006: 17@ = 0
- 0006: 12@ = 0
- 0004: $8289 = 0
- 00D6: if
- 0039: 12@ == 100
- 004D: jump_if_false @PARACH_122
- 0213: 0@ = create_pickup #BRIEFCASE type 3 at 32.1527 2239.726 125.672
- 009A: 8@ = create_actor_pedtype 4 model #WMYPLT at 32.1527 2239.726 125.672
- :PARACH_122
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_146
- 0819: 30@ = actor 8@ distance_from_ground
- :PARACH_146
- 0001: wait 0 ms
- 008A: $8290 = 17@ // (int)
- 00D6: if
- 0038: $8289 == 2
- 004D: jump_if_false @PARACH_202
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_202
- 0050: gosub @PARACH_6417
- :PARACH_202
- 00D6: if
- 8039: not 0@ == -1
- 004D: jump_if_false @PARACH_293
- 00D6: if
- 0039: 11@ == 10
- 004D: jump_if_false @PARACH_293
- 00D6: if
- 8039: not 0@ == -1
- 004D: jump_if_false @PARACH_286
- 00D6: if
- 0214: pickup 0@ picked_up
- 004D: jump_if_false @PARACH_279
- 0006: 11@ = 0
- :PARACH_279
- 0002: jump @PARACH_293
- :PARACH_286
- 0006: 11@ = 0
- :PARACH_293
- 00D6: if
- 0039: 0@ == -1
- 004D: jump_if_false @PARACH_336
- 00D6: if
- 0039: 11@ == 10
- 004D: jump_if_false @PARACH_336
- 0006: 11@ = 0
- :PARACH_336
- 00D6: if
- 0039: 11@ == 0
- 004D: jump_if_false @PARACH_384
- 04ED: load_animation "PARACHUTE"
- 0247: load_model #PARACHUTE
- 0247: load_model #PARA_PACK
- 0006: 11@ = 1
- :PARACH_384
- 00D6: if
- 0039: 11@ == 1
- 004D: jump_if_false @PARACH_443
- 00D6: if and
- 04EE: animation "PARACHUTE" loaded
- 0248: model #PARACHUTE available
- 0248: model #PARA_PACK available
- 004D: jump_if_false @PARACH_443
- 0006: 11@ = 2
- :PARACH_443
- 00D6: if
- 0039: 11@ == 2
- 004D: jump_if_false @PARACH_654
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_491
- 00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- :PARACH_491
- 0107: 9@ = create_object #PARACHUTE at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0107: 10@ = create_object #PARA_PACK at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0750: set_object 9@ visibility 0
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_647
- 069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
- 0453: set_object 10@ XY_rotation 90.0 90.0 angle 90.0
- 070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0
- :PARACH_647
- 0006: 11@ = 3
- :PARACH_654
- 00D6: if
- 0039: 11@ == 3
- 004D: jump_if_false @PARACH_6053
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_6053
- 00D6: if
- 0039: 31@ == 0
- 004D: jump_if_false @PARACH_756
- 0819: 30@ = actor 8@ distance_from_ground
- 00D6: if
- 0023: 5.0 > 30@
- 004D: jump_if_false @PARACH_749
- 0006: 31@ = 2
- 0002: jump @PARACH_756
- :PARACH_749
- 0006: 31@ = 5
- :PARACH_756
- 000E: 31@ -= 1
- 00D6: if
- 87D6: not 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_789
- 0050: gosub @PARACH_6503
- :PARACH_789
- 00D6: if
- 00DF: actor 8@ driving
- 004D: jump_if_false @PARACH_819
- 0004: $8302 = 1
- 0002: jump @PARACH_826
- :PARACH_819
- 0004: $8302 = 0
- :PARACH_826
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_1186
- 00D6: if or
- 0818: actor 8@ in_air
- 0038: $8302 == 0
- 004D: jump_if_false @PARACH_1186
- 00D6: if and
- 0039: 17@ == 0
- 0039: 14@ == 0
- 0021: 30@ > 5.0
- 004D: jump_if_false @PARACH_1186
- 00D6: if
- 0038: $8302 == 0
- 004D: jump_if_false @PARACH_988
- 02F6: $8303 = cosine $8301 // (float)
- 0069: $8303 *= $8300 // (float)
- 0011: $8303 *= -1.0
- 02F7: $8304 = sine $8301 // (float)
- 0069: $8304 *= $8300 // (float)
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8276
- 083C: set_actor 8@ velocity_in_direction_XYZ $8303 $8304 $8276
- :PARACH_988
- 0006: 17@ = 1
- 0004: $8275 = 1
- 0085: 18@ = 32@ // (int)
- 0172: 27@ = actor 8@ Z_angle
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_1071
- 0005: $8297 = 3.0
- 0005: $8298 = -2.0
- 0006: 16@ = 0
- 0050: gosub @PARACH_6083
- :PARACH_1071
- 00D6: if
- 0039: 7@ == 0
- 004D: jump_if_false @PARACH_1141
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0002: jump @PARACH_1186
- :PARACH_1141
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- :PARACH_1186
- 00D6: if
- 0039: 17@ == 1
- 004D: jump_if_false @PARACH_2838
- 00D6: if
- 04AD: actor 8@ in_water
- 004D: jump_if_false @PARACH_1268
- 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 0006: 17@ = 2
- :PARACH_1268
- 00D6: if
- 0023: 3.0 > 30@
- 004D: jump_if_false @PARACH_1337
- 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 0006: 17@ = 2
- :PARACH_1337
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8277
- 00D6: if
- 0027: 1@ > $8277 // (float)
- 004D: jump_if_false @PARACH_1378
- 0088: $8277 = 1@ // (float)
- :PARACH_1378
- 008A: $8282 = 32@ // (int)
- 0066: $8282 -= 18@ // (int)
- 008F: 28@ = integer $8282 to_float
- 0017: 28@ /= 2000.0
- 00D6: if
- 0021: 28@ > 1.0
- 004D: jump_if_false @PARACH_1443
- 0007: 28@ = 1.0
- :PARACH_1443
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_1490
- 00D6: if
- 0033: 1.0 >= 28@
- 004D: jump_if_false @PARACH_1490
- 0050: gosub @PARACH_6307
- :PARACH_1490
- 00D6: if
- 0043: 28@ == 1.0
- 004D: jump_if_false @PARACH_2431
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_2413
- 0494: get_joystick 0 data_to $8282 $8283 $8284 $8284
- 008D: $8279 = integer $8282 to_float
- 0015: $8279 /= 256.0
- 005D: 25@ += $8279 // (float)
- 0088: $8280 = 25@ // (float)
- 0015: $8280 /= 30.0
- 00D6: if
- 0022: -1.6 > $8280
- 004D: jump_if_false @PARACH_1621
- 0005: $8280 = -1.6
- :PARACH_1621
- 00D6: if
- 0020: $8280 > 1.6
- 004D: jump_if_false @PARACH_1652
- 0005: $8280 = 1.6
- :PARACH_1652
- 0065: 27@ -= $8280 // (float)
- 00D6: if
- 0042: $8279 == 0.0
- 004D: jump_if_false @PARACH_1712
- 00D6: if
- 8043: not 25@ == 0.0
- 004D: jump_if_false @PARACH_1712
- 0013: 25@ *= 0.95
- :PARACH_1712
- 0088: $8278 = 26@ // (float)
- 0011: $8278 *= 6.0
- 008D: $8281 = integer $8283 to_float
- 0061: $8281 -= $8278 // (float)
- 0015: $8281 /= 256.0
- 005D: 26@ += $8281 // (float)
- 00D6: if
- 0023: -30.0 > 26@
- 004D: jump_if_false @PARACH_1795
- 0007: 26@ = -30.0
- :PARACH_1795
- 00D6: if
- 0021: 26@ > 30.0
- 004D: jump_if_false @PARACH_1826
- 0007: 26@ = 30.0
- :PARACH_1826
- 00D6: if
- 0042: $8281 == 0.0
- 004D: jump_if_false @PARACH_1878
- 00D6: if
- 8043: not 26@ == 0.0
- 004D: jump_if_false @PARACH_1878
- 0013: 26@ *= 0.97
- :PARACH_1878
- 02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float)
- 0088: $8279 = 26@ // (float)
- 0015: $8279 /= -5.0
- 006D: $TEMPVAR_FLOAT_1 *= 2@ // (float)
- 0069: $TEMPVAR_FLOAT_1 *= $8279 // (float)
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 2@ // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $8279 // (float)
- 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
- 0011: $TEMPVAR_FLOAT_1 *= 0.1
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- 0011: $TEMPVAR_FLOAT_2 *= -1.0
- 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
- 0011: $TEMPVAR_FLOAT_2 *= 0.1
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277
- 083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air
- 00D6: if
- 001A: -100 > $8283
- 004D: jump_if_false @PARACH_2171
- 00D6: if
- 8039: not 15@ == 4
- 004D: jump_if_false @PARACH_2164
- 0006: 15@ = 4
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2164
- 0002: jump @PARACH_2406
- :PARACH_2171
- 00D6: if and
- 0038: $8282 == 0
- 8039: not 15@ == 0
- 004D: jump_if_false @PARACH_2248
- 0006: 15@ = 0
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2248
- 00D6: if and
- 001A: 0 > $8282
- 8039: not 15@ == -1
- 004D: jump_if_false @PARACH_2327
- 0006: 15@ = -1
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2327
- 00D6: if and
- 0018: $8282 > 0
- 8039: not 15@ == 1
- 004D: jump_if_false @PARACH_2406
- 0006: 15@ = 1
- 0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- :PARACH_2406
- 0002: jump @PARACH_2431
- :PARACH_2413
- 083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@
- :PARACH_2431
- 00D6: if or
- 00E1: player 0 pressed_key 17
- 0038: $8299 == 1
- 004D: jump_if_false @PARACH_2652
- 00D6: if
- 8038: not $8299 == 2
- 004D: jump_if_false @PARACH_2652
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_2652
- 0006: 17@ = 0
- 0006: 15@ = 0
- 0006: 14@ = 1
- 0750: set_object 9@ visibility 1
- 0001: wait 0 ms
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_2652
- 0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@
- 0088: $8288 = 24@ // (float)
- 0009: $8288 += 5.0
- :PARACH_2652
- 00D6: if and
- 0039: 12@ == 1
- 87D6: not 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_2838
- 0006: 17@ = 0
- 0006: 15@ = 0
- 0006: 14@ = 1
- 0750: set_object 9@ visibility 1
- 0001: wait 0 ms
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_2838
- 0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- 083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@
- 0088: $8288 = 24@ // (float)
- 0009: $8288 += 5.0
- :PARACH_2838
- 00D6: if
- 0039: 14@ == 1
- 004D: jump_if_false @PARACH_3568
- 00D6: if
- 8118: not actor 8@ dead
- 004D: jump_if_false @PARACH_3540
- 00D6: if
- 0611: actor 8@ performing_animation "PARA_OPEN"
- 004D: jump_if_false @PARACH_3540
- 0613: $8274 = actor 8@ animation "PARA_OPEN" time
- 00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0011: $8274 *= 2.0
- 000D: $8274 -= 0.5
- 00D6: if
- 0020: $8274 > 1.0
- 004D: jump_if_false @PARACH_2983
- 0005: $8274 = 1.0
- :PARACH_2983
- 00D6: if
- 0022: 0.0 > $8274
- 004D: jump_if_false @PARACH_3014
- 0005: $8274 = 0.0
- :PARACH_3014
- 00D6: if and
- 0032: 0.25 >= $8274
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_3120
- 0005: $8297 = -2.0
- 0005: $8298 = -2.0
- 0089: 28@ = $8274 // (float)
- 0013: 28@ *= 4.0
- 00D6: if
- 0039: 16@ == 1
- 004D: jump_if_false @PARACH_3113
- 0006: 16@ = 2
- 0050: gosub @PARACH_6083
- :PARACH_3113
- 0050: gosub @PARACH_6307
- :PARACH_3120
- 00D6: if and
- 0020: $8274 > 0.25
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_3236
- 0005: $8297 = 5.0
- 0005: $8298 = -5.0
- 0089: 28@ = $8274 // (float)
- 000F: 28@ -= 0.25
- 0013: 28@ *= 1.333
- 00D6: if
- 0039: 16@ == 2
- 004D: jump_if_false @PARACH_3229
- 0006: 16@ = 3
- 0050: gosub @PARACH_6083
- :PARACH_3229
- 0050: gosub @PARACH_6307
- :PARACH_3236
- 0086: $8276 = $8288 // (float)
- 0069: $8276 *= $8274 // (float)
- 0011: $8276 *= -1.0
- 005F: $8276 += 24@ // (float)
- 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277
- 02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float)
- 006D: $TEMPVAR_FLOAT_1 *= 5@ // (float)
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 5@ // (float)
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
- 0011: $TEMPVAR_FLOAT_1 *= 0.01
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- 0011: $TEMPVAR_FLOAT_2 *= -1.0
- 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
- 0011: $TEMPVAR_FLOAT_2 *= 0.01
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- 00D6: if
- 0042: $8274 == 1.0
- 004D: jump_if_false @PARACH_3540
- 0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET
- 0006: 14@ = 2
- 0089: 29@ = $8276 // (float)
- 0007: 25@ = 0.0
- :PARACH_3540
- 00D6: if
- 0023: 3.0 > 30@
- 004D: jump_if_false @PARACH_3568
- 0006: 14@ = 3
- :PARACH_3568
- 00D6: if
- 0039: 14@ == 2
- 004D: jump_if_false @PARACH_5824
- 00D6: if and
- 8039: not 13@ == 5
- 04AD: actor 8@ in_water
- 004D: jump_if_false @PARACH_3616
- 0006: 13@ = 4
- :PARACH_3616
- 00D6: if
- 0039: 13@ == 0
- 004D: jump_if_false @PARACH_4766
- 02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float)
- 0004: $8284 = 0
- 0004: $8285 = 0
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_3706
- 0494: get_joystick 0 data_to $8282 $8283 $8284 $8285
- 0002: jump @PARACH_3728
- :PARACH_3706
- 008A: $8282 = 22@ // (int)
- 0004: $8283 = 0
- 0004: $8284 = 0
- :PARACH_3728
- 00D6: if and
- 8038: not $8284 == 0
- 8038: not $8285 == 0
- 004D: jump_if_false @PARACH_3753
- :PARACH_3753
- 00D6: if or
- 0018: $8283 > 100
- 0039: 12@ == 2
- 004D: jump_if_false @PARACH_3811
- 006D: $TEMPVAR_FLOAT_1 *= 6@ // (float)
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 6@ // (float)
- 0002: jump @PARACH_3837
- :PARACH_3811
- 006D: $TEMPVAR_FLOAT_1 *= 5@ // (float)
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 5@ // (float)
- :PARACH_3837
- 0084: $8285 = $8283 // (int)
- 083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air
- 00D6: if
- 0021: 30@ > 3.0
- 004D: jump_if_false @PARACH_4574
- 008D: $8281 = integer $8282 to_float
- 0015: $8281 /= 128.0
- 005D: 25@ += $8281 // (float)
- 00D6: if
- 0021: 25@ > 45.0
- 004D: jump_if_false @PARACH_3939
- 0007: 25@ = 45.0
- :PARACH_3939
- 00D6: if
- 0023: -45.0 > 25@
- 004D: jump_if_false @PARACH_3970
- 0007: 25@ = -45.0
- :PARACH_3970
- 0088: $8280 = 25@ // (float)
- 0015: $8280 /= 15.0
- 0065: 27@ -= $8280 // (float)
- 00D6: if
- 0042: $8281 == 0.0
- 004D: jump_if_false @PARACH_4048
- 00D6: if
- 8043: not 25@ == 0.0
- 004D: jump_if_false @PARACH_4048
- 0013: 25@ *= 0.95
- :PARACH_4048
- 083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air
- 00D6: if or
- 0018: $8283 > 100
- 0039: 12@ == 2
- 004D: jump_if_false @PARACH_4211
- 0088: $TEMPVAR_FLOAT_3 = 4@ // (float)
- 00D6: if
- 8039: not 15@ == 4
- 004D: jump_if_false @PARACH_4204
- 0006: 15@ = 4
- 0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4204
- 0002: jump @PARACH_4574
- :PARACH_4211
- 0088: $TEMPVAR_FLOAT_3 = 3@ // (float)
- 00D6: if and
- 0042: $8281 == 0.0
- 8039: not 15@ == 0
- 004D: jump_if_false @PARACH_4336
- 0006: 15@ = 0
- 0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4336
- 00D6: if and
- 0022: 0.0 > $8281
- 8039: not 15@ == -1
- 004D: jump_if_false @PARACH_4455
- 0006: 15@ = -1
- 0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4455
- 00D6: if and
- 0020: $8281 > 0.0
- 8039: not 15@ == 1
- 004D: jump_if_false @PARACH_4574
- 0006: 15@ = 1
- 0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
- :PARACH_4574
- 083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 0059: $TEMPVAR_FLOAT_1 += $8278 // (float)
- 0011: $TEMPVAR_FLOAT_1 *= 0.1
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- 0011: $TEMPVAR_FLOAT_2 *= -1.0
- 0059: $TEMPVAR_FLOAT_2 += $8279 // (float)
- 0011: $TEMPVAR_FLOAT_2 *= 0.1
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- 0011: $TEMPVAR_FLOAT_3 *= -1.0
- 005F: $TEMPVAR_FLOAT_3 += 29@ // (float)
- 0011: $TEMPVAR_FLOAT_3 *= 0.2
- 0088: $8276 = 29@ // (float)
- 0061: $8276 -= $TEMPVAR_FLOAT_3 // (float)
- 0089: 29@ = $8276 // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276
- 0069: $8278 *= $8278 // (float)
- 0069: $8279 *= $8279 // (float)
- 0086: $8280 = $8278 // (float)
- 0059: $8280 += $8279 // (float)
- 01FB: $8280 = square_root $8280
- :PARACH_4766
- 00D6: if
- 0023: 3.0 > 30@
- 004D: jump_if_false @PARACH_5104
- 0173: set_actor 8@ Z_angle_to 27@
- 0007: 25@ = 0.0
- 02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float)
- 02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float)
- 006D: $TEMPVAR_FLOAT_1 *= 6@ // (float)
- 0011: $TEMPVAR_FLOAT_1 *= -1.0
- 006D: $TEMPVAR_FLOAT_2 *= 6@ // (float)
- 083C: set_actor 8@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -2.0
- 00D6: if
- 0039: 13@ == 0
- 004D: jump_if_false @PARACH_5012
- 0006: 13@ = 1
- 0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_5012
- 0086: $8297 = $8292 // (float)
- 0086: $8298 = $8291 // (float)
- 0050: gosub @PARACH_6083
- :PARACH_5012
- 00D6: if and
- 0039: 13@ == 1
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_5104
- 0007: 28@ = 3.0
- 0063: 28@ -= 30@ // (float)
- 0013: 28@ *= 0.75
- 00D6: if
- 0021: 28@ > 1.0
- 004D: jump_if_false @PARACH_5097
- 0007: 28@ = 1.0
- :PARACH_5097
- 0050: gosub @PARACH_6307
- :PARACH_5104
- 00D6: if and
- 0023: 1.5 > 30@
- 0039: 13@ == 1
- 004D: jump_if_false @PARACH_5219
- 0006: 13@ = 2
- 0812: AS_actor 8@ perform_animation "PARA_LAND" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
- :PARACH_5219
- 00D6: if
- 0039: 13@ == 2
- 004D: jump_if_false @PARACH_5496
- 00D6: if
- 0611: actor 8@ performing_animation "PARA_LAND"
- 004D: jump_if_false @PARACH_5496
- 0613: $8274 = actor 8@ animation "PARA_LAND" time
- 00D6: if
- 0042: $8274 == 1.0
- 004D: jump_if_false @PARACH_5496
- 0108: destroy_object 9@
- 0108: destroy_object 10@
- 04A5: store_dead_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 00D6: if
- 8039: not 0@ == -1
- 004D: jump_if_false @PARACH_5351
- 0215: destroy_pickup 0@
- :PARACH_5351
- 05B9: AS_actor 8@ stay_idle 1 ms
- 0792: disembark_instantly_actor 8@
- 0006: 14@ = 3
- 083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air
- 0173: set_actor 8@ Z_angle_to 27@
- 00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_5438
- 0004: $8289 = 1
- :PARACH_5438
- 00D6: if
- 0038: $ONMISSION == 1
- 004D: jump_if_false @PARACH_5463
- 0050: gosub @PARACH_6417
- :PARACH_5463
- 0006: 0@ = 0
- 0213: 0@ = create_pickup #BRIEFCASE type 3 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0006: 13@ = 3
- :PARACH_5496
- 00D6: if
- 0039: 13@ == 4
- 004D: jump_if_false @PARACH_5623
- 0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB
- 075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET
- 0006: 13@ = 5
- 0005: $8274 = 0.0
- :PARACH_5623
- 00D6: if
- 0039: 13@ == 5
- 004D: jump_if_false @PARACH_5824
- 00D6: if
- 0611: actor 8@ performing_animation "PARA_LAND_WATER"
- 004D: jump_if_false @PARACH_5699
- 0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time
- :PARACH_5699
- 00D6: if
- 0042: $8274 == 1.0
- 004D: jump_if_false @PARACH_5824
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_5746
- 0004: $8289 = 1
- :PARACH_5746
- 0108: destroy_object 9@
- 0108: destroy_object 10@
- 0006: 13@ = 3
- 05B9: AS_actor 8@ stay_idle 1 ms
- 0792: disembark_instantly_actor 8@
- 0006: 14@ = 3
- 083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air
- 0173: set_actor 8@ Z_angle_to 27@
- 00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- :PARACH_5824
- 00D6: if and
- 0039: 14@ == 3
- 0039: 13@ == 0
- 004D: jump_if_false @PARACH_5935
- 075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET
- 0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
- 0006: 13@ = 1
- :PARACH_5935
- 00D6: if
- 0039: 14@ == 3
- 004D: jump_if_false @PARACH_6053
- 00D6: if
- 0214: pickup 0@ picked_up
- 004D: jump_if_false @PARACH_6004
- 0006: 11@ = 10
- 0006: 17@ = 0
- 0006: 14@ = 0
- 0006: 7@ = 0
- 0006: 13@ = 0
- :PARACH_6004
- 00D6: if
- 80FE: not actor 8@ sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 50.0 50.0 50.0
- 004D: jump_if_false @PARACH_6053
- 0002: jump @PARACH_6417
- :PARACH_6053
- 00D6: if
- 0118: actor 8@ dead
- 004D: jump_if_false @PARACH_6076
- 0002: jump @PARACH_6417
- :PARACH_6076
- 0002: jump @PARACH_146
- :PARACH_6083
- 068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
- 00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0086: $8278 = $TEMPVAR_X_COORD // (float)
- 0061: $8278 -= $TEMPVAR_FLOAT_1 // (float)
- 0086: $8279 = $TEMPVAR_Y_COORD // (float)
- 0061: $8279 -= $TEMPVAR_FLOAT_2 // (float)
- 0086: $8293 = $TEMPVAR_FLOAT_3 // (float)
- 0061: $8293 -= $TEMPVAR_Z_COORD // (float)
- 0086: $8276 = $8278 // (float)
- 0069: $8276 *= $8278 // (float)
- 0086: $8277 = $8279 // (float)
- 0069: $8277 *= $8279 // (float)
- 0086: $8294 = $8276 // (float)
- 0059: $8294 += $8277 // (float)
- 0011: $8294 *= -1.0
- 01FB: $8294 = square_root $8294
- 0086: $8295 = $8297 // (float)
- 0061: $8295 -= $8293 // (float)
- 0011: $8294 *= -1.0
- 0086: $8296 = $8298 // (float)
- 0061: $8296 -= $8294 // (float)
- 00D6: if
- 0039: 16@ == 0
- 004D: jump_if_false @PARACH_6305
- 0006: 16@ = 1
- 0086: $8291 = $8294 // (float)
- 0086: $8292 = $8293 // (float)
- :PARACH_6305
- 0051: return
- :PARACH_6307
- 00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0088: $8278 = 28@ // (float)
- 0011: $8278 *= 180.0
- 02F7: $8278 = sine $8278 // (float)
- 000D: $8278 -= 1.0
- 0011: $8278 *= -0.5
- 0086: $TEMPVAR_FLOAT_3 = $8295 // (float)
- 0069: $TEMPVAR_FLOAT_3 *= $8278 // (float)
- 0059: $TEMPVAR_FLOAT_3 += $8293 // (float)
- 0086: $TEMPVAR_FLOAT_2 = $8296 // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $8278 // (float)
- 0059: $TEMPVAR_FLOAT_2 += $8294 // (float)
- 0051: return
- :PARACH_6417
- 04EF: release_animation "PARACHUTE"
- 0249: release_model #PARACHUTE
- 0249: release_model #PARA_PACK
- 00D6: if
- 8039: not 0@ == -1
- 004D: jump_if_false @PARACH_6463
- 0215: destroy_pickup 0@
- :PARACH_6463
- 0108: destroy_object 9@
- 0108: destroy_object 10@
- 00D6: if
- 07D6: 8@ == $PLAYER_ACTOR // integer vars
- 004D: jump_if_false @PARACH_6499
- 0004: $8299 = 0
- :PARACH_6499
- 004E: end_thread
- 0051: return
- :PARACH_6503
- 00A0: store_actor 8@ position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD
- 0086: $TEMPVAR_FLOAT_1 = $8271 // (float)
- 0061: $TEMPVAR_FLOAT_1 -= $TEMPVAR_X_COORD // (float)
- 0086: $TEMPVAR_FLOAT_2 = $8272 // (float)
- 0061: $TEMPVAR_FLOAT_2 -= $TEMPVAR_Y_COORD // (float)
- 0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_Z_COORD // (float)
- 0061: $TEMPVAR_FLOAT_3 -= $8273 // (float)
- 00D6: if
- 0039: 17@ == 1
- 004D: jump_if_false @PARACH_6683
- 0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float)
- 0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float)
- 01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1
- 0086: $8276 = $TEMPVAR_FLOAT_3 // (float)
- 0071: $8276 /= $TEMPVAR_FLOAT_1 // (float)
- 0088: $8277 = 3@ // (float)
- 0075: $8277 /= 5@ // (float)
- 0011: $8277 *= -1.2
- 00D6: if
- 0024: $8277 > $8276 // (float)
- 004D: jump_if_false @PARACH_6683
- 0006: 12@ = 1
- :PARACH_6683
- 00D6: if
- 0039: 14@ == 2
- 004D: jump_if_false @PARACH_7350
- 0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 20@
- 0172: 19@ = actor 8@ Z_angle
- 000F: 3@ -= 1.0
- 000F: 4@ -= 1.0
- 0087: 21@ = 20@ // (float)
- 0063: 21@ -= 19@ // (float)
- 00D6: if
- 001D: 32@ > 23@ // (int)
- 004D: jump_if_false @PARACH_7137
- 0085: 23@ = 32@ // (int)
- 000A: 23@ += 3000
- 0208: $8286 = random_float_in_ranges -20.0 0.0
- 0208: $8287 = random_float_in_ranges 0.0 20.0
- 0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float)
- 0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float)
- 0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float)
- 01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1
- 0086: $8277 = $TEMPVAR_FLOAT_1 // (float)
- 0075: $8277 /= 5@ // (float)
- 0086: $8276 = $TEMPVAR_FLOAT_3 // (float)
- 0071: $8276 /= $8277 // (float)
- 0088: $8277 = 3@ // (float)
- 005F: $8277 += 4@ // (float)
- 0015: $8277 /= 2.0
- 0088: $8278 = 3@ // (float)
- 0067: $8278 -= 4@ // (float)
- 0015: $8278 /= 4.0
- 0059: $8278 += $8277 // (float)
- 0088: $8279 = 3@ // (float)
- 0067: $8279 -= 4@ // (float)
- 0015: $8279 /= -4.0
- 0059: $8279 += $8277 // (float)
- 0011: $8278 *= -1.0
- 0011: $8279 *= -1.0
- 00D6: if and
- 0024: $8278 > $8276 // (float)
- 0024: $8276 > $8279 // (float)
- 004D: jump_if_false @PARACH_7085
- 0209: $8282 = random_int_in_ranges 0 2
- 00D6: if
- 0038: $8282 == 0
- 004D: jump_if_false @PARACH_7060
- 0006: 12@ = 2
- :PARACH_7060
- 00D6: if
- 0038: $8282 == 1
- 004D: jump_if_false @PARACH_7085
- 0006: 12@ = 0
- :PARACH_7085
- 00D6: if
- 0034: $8276 >= $8278 // (float)
- 004D: jump_if_false @PARACH_7111
- 0006: 12@ = 0
- :PARACH_7111
- 00D6: if
- 0034: $8279 >= $8276 // (float)
- 004D: jump_if_false @PARACH_7137
- 0006: 12@ = 2
- :PARACH_7137
- 00D6: if or
- 0026: $8286 > 21@ // (float)
- 0027: 21@ > $8287 // (float)
- 004D: jump_if_false @PARACH_7323
- 00D6: if
- 0023: -180.0 > 21@
- 004D: jump_if_false @PARACH_7195
- 000B: 21@ += 360.0
- :PARACH_7195
- 00D6: if
- 0021: 21@ > 180.0
- 004D: jump_if_false @PARACH_7226
- 000F: 21@ -= 360.0
- :PARACH_7226
- 0017: 21@ /= 180.0
- 00D6: if
- 0021: 21@ > 1.0
- 004D: jump_if_false @PARACH_7267
- 0007: 21@ = 1.0
- :PARACH_7267
- 00D6: if
- 0023: -1.0 > 21@
- 004D: jump_if_false @PARACH_7298
- 0007: 21@ = -1.0
- :PARACH_7298
- 0013: 21@ *= -128.0
- 0092: 22@ = float 21@ to_integer
- 0002: jump @PARACH_7330
- :PARACH_7323
- 0006: 22@ = 0
- :PARACH_7330
- 000B: 3@ += 1.0
- 000B: 4@ += 1.0
- :PARACH_7350
- 0051: return
- 004E: end_thread
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