0000: NOP 0001: wait 0 ms 0002: jump @MAIN_177 0003: shake_camera 40 0004: $CUSTOM_TOURNAMENT_FLAG = 0 0005: $166 = 292.33 0006: 0@ = -1 0007: 7@ = 0.0 0008: $89 += 1 0009: $TEMPVAR_FLOAT_1 += 1.741 000A: 3@ += 3000 000B: 6@ += 0.1 000C: $1020 -= 1 000D: $TEMPVAR_Z_COORD -= 0.5 000E: 0@ -= 1 000F: 692@ -= 8.0 0010: $GS_GANG_CASH *= 100 0011: $HJ_TEMP_FLOAT *= 100.0 0012: 22@ *= -1 0013: 17@ *= 9.8 0014: $HJ_TWOWHEELS_TIME /= 1000 0015: $EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.0 0016: 4@ /= 2 0017: 14@ /= 1000.0 0018: $CATALINA_TOTAL_PASSED_MISSIONS > 2 0019: 0@ > 0 001A: 10 > $SYNDICATE_TOTAL_PASSED_MISSIONS 001B: 3 > 20@ 001C: $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 001D: 27@ > 33@ // (int) 001E: $CURRENT_TIME_IN_MS2 > 3@ // (int) 001F: 9@ > $GIRL_PROGRESS[0] // (int) 0020: $HJ_TWOWHEELS_DISTANCE_FLOAT > 0.0 0021: 26@ > 64.0 0022: -180.0 > $1316 0023: 0.0 > 7@ 0024: $HJ_CAR_Z > $HJ_CAR_Z_MAX // (float) 0025: 3@ > 6@ // (float) 0026: $TEMPVAR_FLOAT_1 > 513@(227@,10f) // (float) 0027: 513@(227@,10f) > $TEMPVAR_FLOAT_2 // (float) 0028: $5283 >= 180000 0029: 17@ >= 4 002A: 0 >= $GIRL_PROGRESS[4] 002B: 3000 >= 8@ 002C: $SAVE_PICKUPS_INDEX >= $TOTAL_AVAILABLE_SAVE_PICKUPS // (int) 002D: 43@ >= 271@ // (int) 002E: $DIALOG_ARRAY_SIZE >= 131@ // (int) 002F: 1@ >= $1264($1288,2i) // (int) 0030: $STAT_PERCENTAGE_COMPLETED >= 100.0 0031: 42@ >= 0.05 0032: 8.0 >= $5925[0] 0033: -0.05 >= 42@ 0034: $8276 >= $8278 // (float) 0035: 98@ >= 50@ // (float) 0036: $TEMPVAR_FLOAT_1 >= 181@(217@,8f) // (float) 0037: 189@(217@,8f) >= $TEMPVAR_FLOAT_2 // (float) 0038: $672 == 1 0039: 1@ == 0 003A: $GIRL_DATED_NOW == $GIRLFRIEND // (int) 003B: 18@ == 21@ // (int) 003C: $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 0042: $279 == 0.0 0043: 301@ == 0.2 0044: $3499 == $3507($8549,151f) // (float) 0045: 85@ == 69@ // (float) 0046: $var == 0@ // (float) 004D: jump_if_false @MAIN_4068 004E: end_thread 004F: create_thread @MS_BIKE_MISSIONS 0050: gosub @SUB_FADE_500MS 0051: return 0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 0053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.865 12.8757 0058: $1924 += $1929 // (int) 0059: $1316 += $1317 // (float) 005A: 3@ += 1@ // (int) 005B: 4@ += 17@ // (float) 005C: 17@ += $1029 // (int) 005D: 20@ += $TEMPVAR_FLOAT_1 // (float) 005E: $1923 += 25@ // (int) 005F: $TEMPVAR_FLOAT_3 += 18@ // (float) 0060: $5283 -= $5285 // (int) 0061: $HJ_TEMP_FLOAT -= $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT // (float) 0062: 13@ -= 11@ // (int) 0063: 18@ -= 6@ // (float) 0064: 3@ -= $GIRLRESPECT($GIRLFRIEND,6i) // (int) 0065: 20@ -= $TEMPVAR_FLOAT_1 // (float) 0066: $6681 -= 171@ // (int) 0067: $TEMPVAR_FLOAT_1 -= 593@(227@,10f) // (float) 0068: $HJ_STUNT_BONUS *= $HJ_STUNT_BONUS_MULT // (int) 0069: $TEMPVAR_FLOAT_3 *= $DISTANCE_BETWEEN_POINTS // (float) 006A: 25@ *= 29@ // (int) 006B: 18@ *= 28@ // (float) 006C: $var *= 22@ // $ *= @ (int) 006D: $TEMPVAR_FLOAT_1 *= 17@ // (float) 006E: 44@ *= $PARAMEDIC_MISSION_LEVEL // (int) 006F: 6@ *= $1040 // (float) 0070: $var /= $var2 // (int) 0071: $5941 /= $5942 // (float) 0072: 1@ /= 17@ // (int) 0073: 18@ /= 17@ // (float) 0074: $8200 /= 51@ // (int) 0075: $TEMPVAR_FLOAT_1 /= 620@ // (float) 0076: 44@ /= $var // (int) 0077: 50@ /= $TEMPVAR_FLOAT_3 // (float) 0078: $5576 += frame_delta_time * 6.0 // (float) 0079: 351@ += frame_delta_time * -1.325 // (float) 007A: $5575 += frame_delta_time * $5574 // (float) 007B: 290@(227@,60f) += frame_delta_time * 425@ // (float) 007C: 423@ += frame_delta_time * $var // (float) 007D: $TEMPVAR_FLOAT_1 += frame_delta_time * 2@ // (float) 007E: $5576 -= frame_delta_time * 6.0 // (float) 007F: 421@ -= frame_delta_time * 1.0 // (float) 0080: $5588 -= frame_delta_time * $5589 // (float) 0081: 549@ -= frame_delta_time * 551@ // (float) 0082: 18@ -= frame_delta_time * $8736 // (float) 0083: $2739 -= frame_delta_time * 8@ // (float) 0084: $5283 = $5284 // (int) 0085: 13@ = 12@ // (int) 0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 0087: 17@ = 3@ // (float) 0088: $TEMPVAR_FLOAT_3 = 17@ // (float) 0089: 14@ = $TEMPVAR_FLOAT_1 // (float) 008A: $3396 = 0@ // (int) 008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 008C: $HJ_TWOWHEELS_DISTANCE_METERS_INT = float $HJ_TWOWHEELS_DISTANCE_FLOAT to_integer 008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METERS_INT to_float 008E: 25@ = float $DISTANCE_BETWEEN_POINTS to_integer 008F: 17@ = integer $1926 to_float 0090: $IMPORT_CAR_PRICE = float 12@ to_integer 0091: $EXPORT_PRICE_HEALTH_MULTIPLIER = integer 4@ to_float 0092: 22@ = float 17@ to_integer 0093: 14@ = integer 13@ to_float 0094: make $10937 absolute_integer 0095: make 9@ absolute_integer 0096: make $10755 absolute_float 0097: make 196@ absolute_float 0098: 0@ = random_float_in_ranges_0.0_to_1.0 0099: $8224 = random_int_in_ranges_0_to_32767 009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009B: destroy_actor 18@ 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 00A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 00A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599 00A5: 0@ = create_car #PONY at 0.0 0.0 0.0 00A6: destroy_car 22@ 00A7: car 99@ drive_to 252@ 253@ 254@ 00A8: set_car 44@ to_psycho_driver 00A9: set_car 54@ to_normal_driver 00AA: store_car 0@ position_to 3@ 4@ 5@ 00AB: put_car 22@ at -1577.942 52.6333 40.0 00AD: set_car 36@ max_speed_to 10.0 00AE: set_car 71@ traffic_behaviour_to 3 00AF: set_car 62@ driver_behaviour_to 5 00B0: car 79@(163@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.5141 00B1: car 73@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.0 00BA: show_text_styled GXT "BEEFY" time 1000 style 2 // Beefy Baron 00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1 // ~s~This vehicle is not required for export. 00BC: show_text_highpriority GXT 'MTIME3' time 1000 flag 1 // ~s~Come back between 9:00 and 17:00. 00BE: text_clear_all 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 00C0: set_current_time 8 0 00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 00C2: sphere_onscreen 159@ 160@ 161@ radius 5.0 00D6: if 00D7: create_thread @NONAME_1 // without extra params 00D8: mission_cleanup 00D9: 68@ = actor $PLAYER_ACTOR car // add to mission cleanup 00DB: actor $PLAYER_ACTOR in_car 22@ 00DD: actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 00DF: actor $PLAYER_ACTOR driving 00E1: player 0 pressed_key 19 00E2: get_player 0 key 15 state_to 4@ 00EC: actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.0 00ED: actor $PLAYER_ACTOR sphere 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot 00EE: actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 00EF: actor 72@ sphere 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped 00F0: actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 00F1: actor $PLAYER_ACTOR sphere 0 near_point 540.0 2000.0 radius 20.0 20.0 stopped_in_car 00F2: actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 sphere 0 00F3: actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 sphere 0 on_foot 00F4: actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 1.0 2.0 on_foot 0100: actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 0101: actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped 0102: actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 0103: actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car 0104: actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 0105: actor $PLAYER_ACTOR near_actor 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot 0106: actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 in_car 0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 0108: destroy_object $WANTED_LIST_OBJECT 0109: player $PLAYER_CHAR money += 1000000 010A: player $PLAYER_CHAR money > 461@ 010B: 4@ = player $PLAYER_CHAR money 010C: NOP 010D: set_player $PLAYER_CHAR wanted_level_to 0 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 010F: player $PLAYER_CHAR wanted_level > 0 0110: clear_player $PLAYER_CHAR wanted_level 0111: set_wasted_busted_check 0 0112: wasted_or_busted // mission only 0114: set_actor $PLAYER_ACTOR weapon 38 add_ammo 200000 0117: player $PLAYER_CHAR wasted 0118: actor 0@ dead 0119: car 0@ wrecked 0122: player $PLAYER_CHAR pressing_horn 0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat 0137: car 0@ model == #REMINGTN 014B: $PARKED_RHINO = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0 014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0 014E: start_timer_at $7234 count_in_direction 1 // global_variable 014F: stop_timer $1923 0151: remove_status_text $1924 0154: actor $PLAYER_ACTOR in_zone 'EASB' // Easter Basin 0158: camera_on_car 34@ mode 18 switchstyle 2 0159: camera_on_ped 215@ mode 15 switchstyle 2 015A: restore_camera 015B: shake_player_controller 0 time 200 intensity 255 015D: set_gamespeed 0.9 015F: set_camera_position 664.9277 -479.6112 16.1668 rotation 0.0 0.0 0.0 0160: set_camera_point_at 665.8948 -479.5685 16.4175 switchstyle 2 0161: 341@ = create_marker_above_car 340@ unused 0 visibility 1 0162: NOP 0164: disable_marker $MARKER_CATALINA 0165: set_marker 42@ color_to 1 0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) color 0 flag 2 0168: set_marker 45@ size 2 0169: set_fade_color_RGB 0 0 0 016A: fade 0 time 0 016B: fading 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 016E: override_next_restart at -1605.792 716.8598 11.0241 angle 355.2978 016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 0172: $TEMPVAR_ANGLE = actor 215@ Z_angle 0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 0174: $HJ_CAR_ANGLE = car $HJ_PLAYER_CAR Z_angle 0175: set_car 22@ Z_angle_to 315.0 0176: 13@ = object 0@ Z_angle 0177: set_object 27@ Z_angle_to 180.0 0179: actor $PLAYER_ACTOR colliding_with_object 73@ 017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 0184: actor 35@ health >= 119 0185: car 73@ health >= 700 0186: $61 = create_marker_above_car $60 0187: 39@ = create_marker_above_actor 67@ 0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 018B: set_marker $1629 radar_mode 2 018C: play_sound 1052 at 0.0 0.0 0.0 018D: NOP 76@ 65535 2181.127 -2251.999 14.036 018E: stop_sound 82@ 018F: car 244@ flipped_for_2_seconds 0190: add_car 244@ to_flipped_check // 6 max 0191: remove_car 244@ from_flipped_check 01A1: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1028.2 449.6 cornerB 2@ 3@ on_foot 01A2: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 82@ 83@ cornerB 84@ 85@ in_car 01A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 01A4: actor 38@ sphere 0 in_rectangle_cornerA 2400.0 2800.0 cornerB 1000.0 1200.0 stopped_on_foot 01A5: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2@ 3@ cornerB 4@ 5@ stopped_in_car 01A6: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot 01A7: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car 01A8: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 stopped 01A9: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2300.0 2500.0 50.0 cornerB 2500.0 2700.0 -50.0 stopped_on_foot 01AA: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1@ 2@ 3@ cornerB 4@ 5@ 6@ stopped_in_car 01AB: car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 01AC: car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 01AD: car 99@ sphere 0 near_point 252@ 253@ radius 6.0 6.0 01AE: car 61@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped 01AF: car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 01B0: car 71@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped 01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 01B4: set_player $PLAYER_CHAR can_move 1 01B5: force_weather 1 01B6: set_weather 1 01B7: release_weather 01B9: set_actor 2@ armed_weapon_to 0 01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 01BC: put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 01BD: $5284 = current_time_in_ms 01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 01C1: car $TEMPVAR_ACTOR_CAR stopped 01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $IMPORT_CAR 01C4: remove_references_to_object 82@(39@,16i) // This object will now disappear when the player looks away 01C5: remove_actor_from_mission_cleanup_list 1@ 01C7: remove_object_from_mission_cleanup_list 27@ 01C8: 40@ = create_actor_pedtype 23 model #SPECIAL01 in_car 35@ passenger_seat 0 01E3: show_text_1number_styled GXT "BB_15" number $1922 time 5000 style 1 // NEW HIGH SCORE!!~n~~w~~1~ 01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $HJ_STUNT_BONUS time 2000 flag 1 // INSANE STUNT BONUS: $~1~ 01E5: show_text_1number_highpriority GXT 'LOW_38' number 271@ time 5000 flag 1 // ~s~You need $~1~ to compete. 01E7: remove_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0 01E9: 43@ = car 71@ num_passengers 01EA: 60@ = car 59@ max_passengers 01EB: set_traffic_density_multiplier_to 0.0 01EC: make_car 34@ very_heavy 1 01F0: set_max_wanted_level_to 6 01F3: car $HJ_PLAYER_CAR in_air 01F4: car 108@ flipped 01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 01F6: cancel_override_restart 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 01F9: init_rampage_gxt 'RAMPAGE' weapon 22 time_limit 30000 targets 30 target_models #CABBIE #TAXI #CABBIE #TAXI completed_text 1 01FA: 17@ = rampage_status 01FB: 28@ = square_root 18@ 0202: actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 sphere 0 0203: actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot 0204: actor 66@ near_car 34@ radius 15.0 15.0 sphere 0 in_car 0205: actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 flag 0 0206: actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 3.0 flag 0 on_foot 0207: actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car 0208: 17@ = random_float_in_ranges -0.2 0.2 0209: 17@ = random_int_in_ranges 0 10 020A: set_car 0@ door_status_to 4 020B: explode_car 57@ 020C: create_explosion_with_radius 0 at 72@ 73@ 74@ 020D: car $HJ_PLAYER_CAR flipped 0213: $PICKUP_INFO_HOSPITAL = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49 0214: pickup $BUY_ASSET_PICKUPS[0] picked_up 0215: destroy_pickup $BUY_ASSET_PICKUPS[0] 0216: enable_taxi 87@ light 0 0217: show_text_styled GXT "GXT" time 3000 style 1 // versionB 021B: set_garage 'BODLAWN' to_accept_only_car $PLAYER_CAR 0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 0223: set_actor 2@ health_to 500 0224: set_car 34@ health_to 1000 0226: $6459 = actor 164@ health 0227: 4@ = car 22@ health 0229: set_car $IMPORT_CAR primary_color_to 11 secondary_color_to 0 022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 0235: NOP 1 #BALLAS1 #BALLAS2 0236: NOP 0 #GREENWOO 0237: set_gang 1 weapons_to 24 29 4 023B: actor 70@(43@,6i) colliding_with_object 105@ 023C: load_special_actor 'TENPEN' as 1 // models 290-299 023D: special_actor 1 loaded 0241: player $PLAYER_CHAR in_remote_mode 0244: set_cutscene_pos 4@ 7@ 10@ 0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 0247: load_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) 0248: model 15@ available 0249: release_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) 024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0253: save_current_time 0254: restore_current_time 0256: player $PLAYER_CHAR defined 0293: 38@ = get_controller_mode 0294: set_car 37@ sprayable 0 0296: unload_special_actor 1 0297: reset_player $PLAYER_CHAR destroyed_model_counters 0298: get_player $PLAYER_CHAR destroyed_model #TOPFUN quantity_to $BEEFYBARON_SCORE 0299: activate_garage 'VECMOD' 029B: 27@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0 02A0: actor $PLAYER_ACTOR stopped 02A3: enable_widescreen 1 02A4: NOP 02A5: NOP 02A7: $439 = create_icon_marker_and_sphere $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 02A9: set_actor 1@ immune_to_nonplayer 1 02AA: set_car 69@ immune_to_nonplayer 1 02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 02B9: deactivate_garage 'BEACSV' 02BF: car 51@ sunk 02C0: store_to 137@ 138@ 139@ ped_path_coords_closest_to 141@ 142@ 143@ 02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 02C2: car 71@ drive_to 2644.462 -2016.282 12.5547 02CA: car 61@ bounding_sphere_visible 02CB: actor $ACTOR_SMOKE bounding_sphere_visible 02CC: object 0@ bounding_sphere_visible 02CE: 16@ = ground_z_at 2@ 3@ 4@ 02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 02D0: fire 163@ extinguished 02D1: remove_fire 138@ 02D3: boat 290@($7257,2i) sail_to 343@(366@,6f) 349@(367@,4f) 0.0 02D4: car 290@($7257,2i) turn_off_engine 02D6: actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 02D8: actor $PLAYER_ACTOR current_weapon == 28 02DB: set_boat 379@(253@,16i) speed_to 50.0 02DD: 88@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 02E0: actor $PLAYER_ACTOR firing_weapon 02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 1 02E2: set_actor 2@ weapon_accuracy_to 75 02E3: 188@ = car 59@ speed 02E4: load_cutscene_data 'PROLOG1' 02E5: NOP 02E7: start_cutscene 02E8: $129 = cutscenetime 02E9: cutscene_reached_end 02EA: end_cutscene 02EB: restore_camera_with_jumpcut 02ED: set_total_hidden_packages_to 75 02EE: projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 02F2: actor 164@ model == #BMYPOL1 02F6: 14@ = sine 45.0 // (float) 02F7: 13@ = cosine 45.0 // (float) 02F8: get_car 95@ Z_angle_sine_to 294@ 02F9: get_car 95@ Z_angle_cosine_to 295@ 02FA: set_garage 'MICHDR' type 5 02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m 02FF: show_text_3numbers GXT 'WHEEL02' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_FEET $HJ_TWOWHEELS_TIME time 3000 flag 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds 0302: show_text_4numbers GXT "WHEEL01" numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1 0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 208@ 209@ 210@ 211@ time 10000 flag 1 // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s. 0308: show_text_6numbers GXT 'HJSTAT' numbers $HJ_Stunt_Distance_Max_Int $HJ_Stunt_Distance_Max_Rem $HJ_Stunt_Height $HJ_Stunt_Height_Rem $HJ_Stunt_Flips $HJ_Stunt_Rotation_Int time 5000 flag 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~| 030C: progress_made += 1 030D: set_max_progress 187 0317: increment_mission_attempts 0318: set_latest_mission_passed 'INTRO_1' // Big Smoke 031A: remove_all_fires 031D: actor $ACTOR_RYDER hit_by_weapon 51 031E: car 35@(328@,10i) hit_by_weapon 38 0321: AS_actor $ACTOR_SMOKE die_headshotted 0323: enable_boat 290@ anchor 1 0325: 49@ = create_car 35@ fire 0326: 138@ = create_actor 94@ fire 0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115 032A: set_behind_camera_mode_to 1 032B: $811 = create_weapon_pickup #M4 group 15 ammo 60 at 2021.879 1001.467 10.3203 0330: set_player $PLAYER_CHAR infinite_run 0 0331: set_player $PLAYER_CHAR fast_reload 1 0332: set_actor 66@ bleeding 1 0335: enable_free_respray 1 0337: set_actor 18@ visibility 0 0338: set_car 59@ visibility 0 0339: anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 0 actor 1 object 0 particle 0 033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH' // Push 033F: set_text_draw_letter_size 1.3 3.36 0340: set_text_draw_RGBA 180 180 180 255 0341: set_text_draw_align_justify 0 0342: set_text_draw_centered 1 0343: set_text_draw_linewidth 640.0 0344: set_text_draw_linewidth 580.0 for_centered_text 0345: enable_text_draw_background 0 0348: enable_text_draw_proportional 1 0349: set_text_draw_font 3 034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0 034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ collision_check 1 034F: destroy_actor_with_fade 2@ 0350: set_actor 2@ maintain_position_when_attacked 1 0356: explosion_type -1 in_cube_cornerA 107@ 108@ 109@ cornerB 110@ 111@ 112@ 035C: place_object $201[7] relative_to_car $198 with_offset -7.0 74.0 -0.5 035D: set_object $1754[0] targetable 1 035F: actor 98@ armour += 100 0360: open_garage 'BURG_LK' 0361: close_garage 'MICHDR' 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 0364: actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR 0366: object $1754[0] damaged 036A: put_actor 93@ in_car 70@ 036D: show_text_2numbers_styled GXT "TX_SEQ" numbers $8198 115@ time 5000 style 5 // ~1~ IN A ROW bonus! $~1~ 0373: set_camera_directly_behind_player 0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 0382: set_object 0@ collision_detection 1 0384: show_text_1string GXT 98@s string 100@s time 15000 1 038A: any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0 038B: load_requested_models 038C: object 102@ scatter 0.0 0.0 -2.0 038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RGBA 128 128 128 255 038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 0390: load_txd_dictionary 'LD_BEAT' 0391: release_textures 0392: make_object 0@ moveable 1 0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 0394: play_music 2 0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0 0396: pause_timer 0 0397: enable_car 103@ siren 1 039C: set_car 379@(253@,16i) watertight 1 039E: set_actor 65@ locked 1 while_in_car 039F: set_car 51@ race_to 116@ 117@ 03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 03A2: set_car 69@ action 3 03A3: actor 0@ male 03A4: name_thread 'MAIN' 03A7: save_int_to_debug_file $CURRENT_WANTED_LIST 03A8: save_float_to_debug_file 208@ 03A9: save_newline_to_debug_file 03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 // play_suspect_last_seen_at 03AB: set_car 95@ strong 1 03AD: NOP 0 // set_rubbish 03AF: enable_streaming 0 03B0: garage 'BODLAWN' door_open 03B1: garage 'HBGDSFS' door_closed 03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 03B7: process_cutscene_only 0 03BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.31 03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 03BD: destroy_sphere 149@ 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 03C0: $2197 = actor $PLAYER_ACTOR car 03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable // Time 03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable // Score ~1~ 03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383 03C7: set_sensitivity_to_crime 0.7 03C8: set_camera_directly_before_player 03C9: car 73@ damaged 03CA: object $2727 exists 03CB: set_rendering_origin_at 2488.562 -1666.865 13.3757 03CC: enable_car 79@ stuck_check_distance_to 2.0 time_to 2000 03CD: disable_car 73@ stuck_check 03CE: car 79@(163@,4i) stuck 03CF: load_wav 43205 as 1 03D0: wav 3@ loaded 03D1: play_wav 1 03D2: wav 3@ ended 03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 03D5: remove_text 'TTUTOR' // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off. 03D6: remove_styled_text "BOXBURG" // Boxville 03D7: set_wav 3 location 884.9761 -1079.983 23.3133 03D8: show_save_screen 03D9: save_done 03DC: 167@ = create_marker_above_pickup 50@ 03DE: set_pedestrians_density_multiplier_to 0.0 03E0: draw_text_behind_textures 0 03E3: set_texture_to_be_drawn_antialiased 1 03E4: set_text_draw_align_right 0 03E5: show_text_box 'HELP101' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging. 03E6: remove_text_box 03E7: flash_hud_component 10 03EB: clear_small_messages_only 03ED: set_car 379@(253@,16i) disable_flipped_explosion_when_empty 1 03EE: player $PLAYER_CHAR controllable 03EF: player $PLAYER_CHAR make_safe 03F0: enable_text_draw 1 03F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@ 03F4: set_all_cars_apply_damage_rules 0 03F5: set_car 41@ apply_damage_rules 1 03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 03FE: set_actor 1@ money 0 0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.337 1.566 0.657 040C: is_german_game 040D: unload_wav 3@ 0414: set_player $PLAYER_CHAR free_treatment_once 1 0417: start_mission 0 // Initial 1 0418: set_object 238@ draw_last 1 041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo 041D: set_camera_near_clip 0.1 041E: set_radio_station 3 0423: set_car 96@ improved_handling_to 2.0 // (float) 0424: is_system_metric 0425: 17@ = meters 17@ to_feet 0428: set_car 35@ avoid_level_transitions 1 042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0 042C: set_total_missions_to 147 042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial 042E: downdate_integer_stat 212 to 448@ // same as 0582 0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 0431: car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 0432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 0433: set_actor 50@ criminal_flag 1 0434: show_credits 0435: end_credits 0436: credits_ended 043C: disable_sounds_after_fade 0 0441: 6@ = car $TEMPVAR_ACTOR_CAR model 0445: are_car_cheats_used 0446: set_actor 2@ dismemberment_possible 0 0448: actor $ACTOR_RYDER in_car $RYDER_CAR 0449: actor $PLAYER_ACTOR in_a_car 044B: actor $PLAYER_ACTOR on_foot 044D: NOP 0453: set_object $CRANE_MAGNET XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE 0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0457: player $PLAYER_CHAR aiming_at_actor 101@ 0458: player $PLAYER_CHAR aiming_at_object $1754[0] 0459: end_thread_named 'INT' 045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@ // ALL RACES WON!~n~~w~$~1~ 045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228 // ~1~:~1~ 045C: abort_mission 0460: set_camera_transverse_delay 0.0 time 3000 0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0466: unknown_car 39@ flag 1 0467: clear_actor $ACTOR_RYDER last_weapon_damage 0468: clear_car 68@ last_weapon_damage 046C: 125@ = car 42@ driver 046D: 55@ = actor 36@ members_in_group 046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON 0470: 76@ = actor $PLAYER_ACTOR current_weapon 0471: actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 sphere 0 0472: actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 0473: actor 0@ near_object_in_rectangle 1@ radius 50.0 50.0 sphere 0 in_car 0474: actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 sphere 0 0475: actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 sphere 0 on_foot 0476: actor $PLAYER_ACTOR near_object_in_cube 0@ radius 8.0 8.0 4.0 sphere 0 in_car 0477: set_car 77@ action 3 time 6000 047A: actor $PLAYER_ACTOR driving_bike 0480: actor 131@(52@,6i) looking_at_death_of_actor_pedtype 25 0484: 34@ = player $PLAYER_CHAR RC_car 0485: return_true 0488: model #TAXI exists // versionA 0489: set_actor $PLAYER_ACTOR muted 1 048A: set_RC_car_detonation 0 // or opcode 04D6 048B: set_car 35@ route_seed $8224 048C: pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up 048F: actor $PLAYER_ACTOR remove_weapons 0491: actor $PLAYER_ACTOR has_weapon 46 0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 0495: car 78@ burning 0496: tire 2 on_car 34@ deflated 04A2: set_heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 04A3: $CURRENT_TOWN_NUMBER == 1 // $ == constant 04A4: 17@ == 3 // @ == constant 04A5: get_dead_actor_pickup_coords 72@(43@,4i) store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_GANG_CASH 04A7: actor $PLAYER_ACTOR driving_boat 04A9: actor 395@(253@,16i) driving_heli 04AB: actor 395@(253@,16i) driving_plane 04AD: actor $PLAYER_ACTOR in_water 04AE: $ICON_CJ = 15 // $ = constant 04AF: 157@ = 43200 // @ = constant 04B0: $var > 4 // $ > constant 04B1: 2@ > 4.0 // @ > constant 04B2: 6 > $var // constant > $ 04B3: 1243 > 44@ // constant > @ 04B4: $var >= 410.3 // $ >= constant 04B5: 2@ >= 180 // @ >= constant 04B6: 42.0 >= $var // constant >= $ 04B7: 3000 >= 34@ // constant >= @ 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 380@ ammo 381@ model 381@ 04B9: unknown_get_at 153@ 154@ 145@ height 10.0 radius 500.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@ 04BA: set_car 34@ speed_to 0.0 04BB: select_interior 0 04BD: set_car 72@ is_part_of_convoy 1 04C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 1 04C1: remove_references_to_roadblocks 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0 04C5: actor 284@ photographed 04C8: actor $PLAYER_ACTOR driving_flying_vehicle 04CE: $MARKER_EMMETS_GUN = create_icon_marker_without_sphere 18 at 2447.364 -1974.496 12.5469 04D0: force_heli 58@ looking_angle_to 270.0 04D1: reset_heli 4@ looking_angle 04D2: set_plane 379@(253@,16i) fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@ 04D5: create_corona_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 110@ type 2 flare 2 RGB 0 255 0 04D6: enable_RC_car_detonation 0 04D7: set_actor $PLAYER_ACTOR locked 1 04D8: set_actor 395@(253@,16i) drowns_in_water 0 04D9: object 0@ set_scripted_collision_check 1 04DA: has_object 110@(176@,10i) collided 04DB: exit_RC_mode // on foot version 04DD: $9594 = actor $PLAYER_ACTOR armour 04DF: set_heli 71@ lean_and_thrust_limiter 0 04E0: car 76@ abandon_path_radius 30 04E1: open_and_freeze_car_trunk 524@ 04E2: NOP $PLAYER_CHAR 1 04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 04E4: refresh_game_renderer_at 2488.562 -1666.865 04E5: object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 sphere 0 04E6: object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 04E7: object 117@(34@,7i) in_water 04E9: object 95@ in_rectangle_cornerA 400.0 500.0 cornerB 200.0 300.0 sphere 0 04EA: object 62@(42@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 0 04EB: AS_actor 65@ crouch 1 04ED: load_animation "LOWRIDER" 04EE: animation "LOWRIDER" loaded 04EF: release_animation "LOWRIDER" 04F0: is_actor_waiting_for_world_collision $PLAYER_ACTOR 04F1: is_car_waiting_for_world_collision $RYDER_CAR 04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable // Score 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 spawn_policeB_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 04F9: set_sky_color 1 fade 0 04FA: reset_sky_colors_with_fade 0 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $HJ_TWOWHEELS_TIME $HJ_TWOWHEELS_DISTANCE_FLOAT wheelie: $HJ_WHEELIE_TIME $HJ_WHEELIE_DISTANCE_FLOAT stoppie: $HJ_STOPPIE_TIME $HJ_STOPPIE_DISTANCE_FLOAT 04FE: deflate_tire 2 on_car 280@ 0500: player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 0501: set_player $PLAYER_CHAR driveby_mode 0 0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2223.56 -1168.05 32.28 handle_as 47@ 0506: set_car_model #PICADOR next_variation 4 4 // first param is useless 0508: car 35@ close_all_doors 0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 14@ 15@ 050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 4@ 5@ 6@ 050E: set_object 281@ no_collision_with_car 95@ 050F: get_max_wanted_level_to 53@ 0512: show_permanent_text_box 'HOSP_1' // If your health reaches zero, you will pass out and you will be treated at the local medical center. 0513: show_text_box_1number 'SLOT_02' number 14@ // ~k~~VEHICLE_ENTER_EXIT~ Use Slot Machine $~1~ 0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] // You cannot buy this property yet. 0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $1653 // Press ~k~~PED_ANSWER_PHONE~ to buy this property. 0519: set_car 22@ locked 1 051A: actor 1@ damaged_by_actor $PLAYER_ACTOR 051B: actor 4@ damaged_by_car 5@ 051C: car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR 051D: car 57@ damaged_by_car 40@ 051E: 196@ = get_current_radio_station 0526: set_actor 65@ stay_in_car_when_jacked 1 052C: set_player $PLAYER_CHAR drunk_visuals 100 053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@ 053F: set_car 37@ tires_vulnerability 0 0541: car 35@ enable_guns_sound 0547: actor 234@ colliding_with_car $SWEET_CAR 054A: set_actor $ACTOR_SWEET can_be_shot_in_a_car 0 054C: use_GXT_table 'INTRO1' 054E: clear_actor 219@ damage 054F: clear_car 87@ damage 0550: keep_object 0@ in_memory 1 0555: remove_weapon 22 from_actor 65@ 055D: make_player $PLAYER_CHAR fireproof 1 055E: set_player $PLAYER_CHAR max_health += 100 055F: set_player $PLAYER_CHAR max_armour += 50 0560: create_random_actor_in_car 148@ handle_as 149@ 0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 0 0563: give_player $PLAYER_CHAR ammo 78 0564: heli 34@ simulate_crash_landing 0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 7 0566: link_object $2703 to_interior 1 0568: set_actor 2@ untargetable 1 056A: cutscene_skipped 056C: actor $PLAYER_ACTOR driving_police_car 056D: actor 0@ defined 056E: car 0@ defined 0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 0572: enable_taxi_nitros 1 0574: set_car 51@ keep_position 1 0575: set_actor 67@ pinned_position 0 057E: set_radar_grey 1 0581: enable_radar 0 0582: downdate_integer_stat 175@($RACE_INDEX,30i) to 450@ // same as 042E 0583: player $PLAYER_CHAR in_zone 'GAN1' 0587: enable_car 35@ validate_position 0 0588: disable_actor 65@ validate_position 1 058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed 0594: unknown_car 289@ flag 0 0595: mission_complete 0597: actor $PLAYER_ACTOR crouching 059A: return_false 059C: enable_status_text $6705 flashing 0 // global_variable 059D: shuffle_card_decks 1 059E: get_card_to 12@ 059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 05A0: is_unused_camera_world_viewer_being_used 05A1: set_object 225@(224@,15i) rotation_velocity_about_an_axis 0.0 151@ 0.0 through_center_of_body 05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass 05A3: object 38@(119@,4i) stopped 05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@ 05A5: is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ 05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body 05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 05A8: get_object 82@ speed_to 48@ 05A9: s$IMPORT_DAYS[0] = 'IE16' // s$ // Sunday 05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short' 05AD: $5365(227@,10s) == 142@s // s$ == 'short' 05AE: 377@(40@,10s) == 108@s // @s == 'short' 05B0: unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET 05B6: 1 // CURRENT_WANTED_LIST = 05B9: AS_actor -1 stay_idle 1 ms 05BA: AS_actor 2@ move_mouth -1 ms 05BB: AS_actor -1 fall_down 0 time_on_ground 500 05BC: AS_actor -1 jump 1 05BD: AS_actor 71@ tired 60000 ms 05BE: AS_actor 54@ die 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms 05C0: AS_actor 66@ look_at_car 51@ 4000 ms 05C1: AS_actor -1 speak_from_audio_table 230 05C2: AS_actor 98@ show_the_finger 05C3: AS_actor 35@ hands_cower 05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 05C5: AS_actor 34@ cower -1 ms 05C7: AS_actor -1 use_atm 05C8: AS_actor -1 look_around 05C9: AS_actor -1 on_guard 2000 ms 05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 time 10000 05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms 05CD: AS_actor -1 exit_car 22@ 05CF: AS_actor 102@ exit_car 73@ in_direction 2316.4 -1519.2 24.3 05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 model #NULL 0 05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2 05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA 05D4: AS_actor -1 rotate_angle 77.0 05D6: clear_scmpath 05D7: add_point_to_scmpath 372.0 -120.1 1000.5 05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 05D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.0 05DA: AS_actor 133@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -1 05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000 05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 05DE: AS_actor 54@ walk_around_ped_path 05E2: AS_actor 65@ kill_actor 50@ 05E5: NOP 05E9: NOP 35@ 152 05EB: assign_car 35@ to_path 706 05EC: release_car 51@ from_path 05ED: freeze_car 71@ while_on_path 05EE: unfreeze_car 71@ while_on_path 05F1: set_car 37@ follow_car 35@ keep_9o_clock 05F2: set_car 36@ follow_car 35@ keep_3o_clock 05F3: set_car 530@ follow_car 535@ keep_6o_clock 05F4: set_car 99@ follow_car 299@ keep_12o_clock 05F5: AS_actor 43@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 05F6: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 05F7: actor $hActor in_rectangle_ll_corner_at 1030.105 2095.715 lr_corner_at 1054.818 2098.778 angle 16.0 sphere 0 on_foot 05F8: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ angle 1.0 sphere 0 in_car 05F9: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 3@ 4@ lr_corner_at 5@ 6@ angle 45.0 flag 0 stopped 05FA: actor $hActor in_rectangle_ll_corner_at 0@ 1@ lr_corner_at 2@ 3@ angle 4.0 sphere 0 stopped_on_foot 05FB: actor $hActor in_rectangle_ll_corner_at 5@ 6@ lr_corner_at 3@ 4@ height 7@ flag 0 stopped_in_car 05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 angle -20.0 sphere 0 05FD: actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 angle 2.0 sphere 0 on_foot 05FE: actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 05FF: actor 0@ in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 7.0 flag 0 stopped 0600: actor 0@ in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 7.0 flag 0 stopped_on_foot 0601: actor 0@ in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 7.0 flag 0 stopped_in_car 0602: actor $PLAYER_ACTOR driving_taxi 0603: AS_actor 65@(48@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7 use_car -1 0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 0606: create_forbidden_for_scripted_cars_cornerA -1695.1 587.6 cornerB -1771.3 -1310.0 0607: remove_forbidden_for_scripted_cars 060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.ped files 060B: set_actor 1@ decision_maker_to 65543 060D: draw_text_shadow 0 rgba 0 0 0 255 060E: car 35@ assigned_to_path 060F: set_actor 102@(42@,9i) melee_accuracy_to 100.0 0611: actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.0 to 1.0 0615: define_AS_pack_begin 15@ 0616: define_AS_pack_end 15@ 0618: assign_actor 2@ to_AS_pack 15@ 0619: enable_actor 164@ collision_detection 0 061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 061B: remove_references_to_AS_pack 15@ 061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 061E: remove_references_to_AS_origin 205@ 0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@ 0622: AS_actor $PLAYER_ACTOR bail_car 35@ 0623: add 1 to_integer_stat 214 0624: add 40.0 to_float_stat 160 0625: decrease_integer_stat 184 by 1 0626: decrease_float_stat 21 by 8.0 0627: update_integer_stat 215 to $1922 0628: update_float_stat_to 17@ stat_id 2 0629: change_integer_stat 181 to 0 062A: change_float_stat 165 to 800.0 062E: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 062F: 192@ = create_group_type 0 0630: put_actor 423@ in_group 192@ as_leader 0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 0632: release_group $PLAYER_GROUP 0633: AS_actor 50@ exit_car 0634: AS_actor 67@ attack_using_weapon_actor 50@ flags 4 perform_actions_after_time 2000 chance_of_action 100 0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 0638: AS_actor 429@ stay_put 1 0639: AS_actor -1 rotate_to_actor 86@ 0642: actor 39@ at_AS_origin 205@ 0643: set_AS_pack 15@ loop 1 0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E 0647: AS_actor 164@ clear_look_task 0648: unknown_actor 109@ task_set 150.0 // float 064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ type 1 064C: make_particle 62@ visible 064E: stop_particle 55@ 064F: remove_references_to_particle 167@ 0650: destroy_particle 177@ 0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 0653: $STAT_FAT = float_stat 21 0654: make_object 114@(50@,7i) fireproof 1 0655: AS_actor 214@ look_at_object 82@ 10000 ms 0656: get_angle 351@ absolute_degrees_to 351@ 0657: car 35@ open_door 4 065B: store_pickup 95@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 065C: release_decision_maker $1230 065D: NOP $6443 "M_STAGE" 065E: NOP $6451 "CUE_BALL_SPEED" 0661: NOP "string" 0662: printstring "AAAAAAAAA" 0663: printint "IGFIDX" $GIRLFRIEND 0664: printfloat "CHIP_SET_Z" $9387 0665: get_actor 88@ model_to 94@ 0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms 0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 0669: 55@ = attach_particle "EXHALE" to_actor $ACTOR_RYDER with_offset 90@ 91@ 92@ type 1 066A: 137@ = attach_particle "PETROLCAN" to_actor 71@ with_offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ type 1 066B: 280@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.69 3.607 -0.271 type 1 066C: 179@ = attach_particle "CEMENT" to_car 90@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 type 1 066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 flag 1 store_to 20@ 0672: AS_actor -1 attack_car 543@ 0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "N13_LLF_" 0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat 0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ tilt 0.0 switchstyle 2 067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 switchstyle 2 067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2 067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 067E: put_camera_on_actor 70@ offset 0.0 -5.0 4.0 target_actor 70@ tilt 0.0 switchstyle 2 067F: set_car 35@ lights 2 0680: unknown_assign_AS_origin 205@ to_actors_pedtype 24 0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 0682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 0 0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 0684: detach_car 208@ 20.0 180.0 0.0 collision_detection 0 0685: object 62@(42@,25i) attached 0686: car 89@ attached 0687: clear_actor $PLAYER_ACTOR task 0688: AS_actor -1 unknown_toggle_ped_threat_scanner 0 0 0 0689: set_car 95@ remove_door 1 removed_door_visible 0 068A: set_car $RYDER_CAR repair_door 2 068B: set_car 150@ all_disembark 068C: is_player_autoaiming $PLAYER_CHAR 068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0697: set_car 543@ remove_component 4 visible_effect_flag 1 0698: set_car 543@ repair_componentB 4 0699: set_car 34@ repair_tire 2 069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 06A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 06A3: get_car 90@ mass_to 46@ 06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back 06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0 06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms 06AA: NOP_false 244@ 06AB: set_actor 213@ all_weapons_hidden 1 06AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed 06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@ 06AE: create_group_decision_maker_type 0 store_to 42@ // decision\\allowed\\mission.grp 06AF: set_player $PLAYER_CHAR sprint_mode 0 06B0: AS_actor 41@ sit_down 400000 ms 06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0 06B2: destroy_searchlight 58@ 06B3: searchlight 58@ active 06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 06B5: set_searchlight 4@ travel_to 0.0 0.0 0.0 speed 0.0 06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 06B7: searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 06B9: cutscene_data_loaded 06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997 06BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path 06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 1 06BD: no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 06BE: 274@ = car 95@ y_angle 06BF: set_searchlight 4@ follow_car 1@ speed 1.0 06C0: searchlight 4@ spotted_car 1@ 06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 06C2: AS_actor -1 goto -1762.369 951.1278 23.7487 mode 4 turn_radius 1.0 stop_radius 1.0 actor 37@ with_offset 0.0 0.0 0.0 06C3: get_number_of_fires_within_sphere_at 282@ 283@ 284@ radius 1.2 store_to 215@ 06C4: create_marker_above_searchlight 383@ handle_as 407@ 06C5: release_car 62@ from_path 06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 06C8: enable_riot 0 06C9: remove_actor $ACTOR_RYDER from_group 06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_offset 0.0 1.181 0.768 06CF: NOP 0 06D0: enable_emergency_traffic 1 06D1: v$1225 = "NIL" // v$ = string 06D2: 28@v = "LAPDAN1" // @v = string 06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205@ radius 6.0 06D6: disable_racing_checkpoint 449@ 06D7: enable_train_traffic 0 06D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1 06D9: destroy_defined_trains 06DA: reset_train_directions 06DB: destroy_all_trains 06DC: set_train 36@ acc 0.0 06DD: set_train 36@ speed 0.0 06DE: 163@ = get_train 129@ last_carriage_handle 06DF: destroy_player $SECOND_PLAYER 06E0: set_2_player_camera_mode_to 1 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 06E2: AS_actor 54@(119@,4i) run_to_object 38@(119@,4i) timelimit -1 stop_within_radius 1.0 06E3: AS_actor -1 roll_sideways 1 06E4: AS_actor 55@(141@,9i) attempt_to_bust_actor $PLAYER_ACTOR 06E5: get_car $CARMOD_CAR possible_to_built_in_component_pool_index $10449($2515,16i) itemID_to $10465($2515,16i) 06E6: get_itemID $10188 destinated_component_slot_to $10189 06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@ 06E8: car 4@ destroy_component 2 06E9: load_car_component #WHEEL_OR1 06EA: car_component $10415 available 06EB: release_car_component #WHEEL_OR1 06EC: get_car $CARMOD_CAR number_of_color_indices_to $10446 06ED: set_car 34@ paintjob 0 06EE: actor 263@ in_group 260@ 06EF: actor 37@ leading_group 274@ 06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 06F1: set_2_player_distance_limit_to 50.0 06F2: release_2_players_distance_limit 06F3: set_players_can_target_eachother 0 06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@,21i) 06F8: get_nearest_route_for 62@ 63@ 64@ in_direction 1 store_to 342@ 343@ 344@ Z_angle_to 345@ 06FA: allow_players_to_use_separate_vehicles 0 06FC: car 125@ stuck_check_enabled 06FD: set_car 77@ speed_on_path_to 1.0 06FF: any_ped_near_actor 0@ in_range 20.0 0701: end_scene_skip 0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 0704: car 17@ drive_to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 0705: car 54@ assign_to_path 342 and_drive_normal 0706: advance_car 108@ further_along_path 1.0 0707: start_scene_skip_to @INTRO_3132 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 0709: set_decision_maker 0@ on_event 31 task 413 respect 0.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 070B: set_actor 164@ onbone_attached_object_operation 0 070C: explode_car_without_radius_damage 41@ 070D: rebuild_player $PLAYER_CHAR 070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 070F: plane 38@ fly_direction 180.0 altitude_between 200.0 and 200.0 0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 0714: unknown_car 38@ flag 1 0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 0716: object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1 0717: assign_actor 55@ to_dialogue_mode 0719: enable_dialogue_mode 071A: actor 55@ current_dialogue_text == 287@s 071E: get_object 102@ health_to 103@ 071F: set_object 109@(214@,5i) health_to 1 0723: break_object $1754[0] intensity 1 0724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.0 0726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 0727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat 072B: put_actor $ACTOR_OG_LOC into_car 36@ passengerseat -1 072C: generate_police_bikes 0 072D: is_flamethrower_fired_in_angled_area_2d 0@ 1@ to 2@ 3@ angle 3.0 sphere 0 072E: is_flamethrower_fired_in_angled_area_3d 0@ 1@ 2@ to 3@ 4@ 5@ angle 3.0 sphere 0 072F: enable_car 96@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 0730: car 280@ damage_door 1 0731: set_car 34@ y_angle_to 73@ 0732: random_car_generator_disable_model #SAVANNA 0733: random_car_generator_enable_model #SAVANNA 0734: reset_random_car_generator_models 0735: is_keyboard_key_pressed 49 0736: is_keyboard_key_just_pressed 32 0737: actor $PLAYER_ACTOR lifting_object 117@(34@,7i) 073B: unknown_car 62@ flag 1 073C: car 280@ damage_componentB 0 073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $TEMPVAR_ACTOR_CAR 073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 0741: actor $PLAYER_ACTOR busted 0742: set_plane 35@(328@,10i) unknown_trajectory -0.8 0743: heli 37@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.0 0745: set_hydra 35@(328@,10i) thrust_to_horizontal 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 0749: reset_group_decision_maker 42@ event 54 074A: set_group_decision_maker 146@ on_event 54 taskID 1513 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 074C: AS_actor -1 goto_AS_origin 205@ 074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 074E: unknown_set_actor_threat_scanner_flags 40@ radius 5.0 peds_to_scan 1 074F: actor 55@ ped_event == 31 0750: set_object $GIRLDOORS[6] visibility 0 0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 0752: NOP 244@ 0754: define_new_animation_path 0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP "POOL" rate 10000.0 lockF 0 loop 1 // IF AND SET 075B: zoom_radar 0 075C: marker 1@ enabled 075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 075E: load_shopping_data_PRICES_subsection $9921($9872,12s) // "string" 075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON 0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST 0762: AS_actor 1@ dies 0763: add_car_reference 34@ // mission only 0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14 // Market Station 076A: set_zone 'CHC1A' dealer_density_to 4 076B: get_zone 17@s dealer_density_to 16@ 076C: set_zone 'ELCO1' gang 2 density_to 40 076D: get_zone 'GAN1' gang 1 density_to 35@ 076F: text_priority_displayed 0770: set_actor 37@ target_priority 1 0771: set_model_numplate #BFINJECT town_texture 2 0772: AS_actor -1 run_to_car 79@(43@,4i) 60000 ms stop_at_distance 5.0 0776: create_objects_in_object_group "CRACK" 0777: delete_objects_in_object_group "BARRIERS1" 0778: recreate_objects_in_object_group "TRUTHSFARM" 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat 077D: $7513 = car 35@ x_angle 077E: get_active_interior_to $ACTIVE_INTERIOR 0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0 0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL 0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP 0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 0786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ store_to 214@ 0788: enable_heli 34@ magnet 1 0789: set_heli 34@ release_stuff_from_magnet 078A: 43@ = get_train 40@ carriage 1 handle 078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string 078F: AS_actor -1 climb 1 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 0792: disembark_instantly_actor $PLAYER_ACTOR 0793: save_player_clothes 0794: restore_player_clothes 0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.7 // float 0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 079F: unknown_set_game_controller_to_steer_no_crane_objects 07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 3 07A1: set_walk_speed 4 07A3: AS_actor $10516(12@,8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 07A6: get_nearest_tag_location_near_point 2100.84 -1648.71 12.42 store_to 78@ 79@ 80@ 07A7: put_jetpack_on_actor $PLAYER_ACTOR 07A8: enable_area69_sam 0 07A9: get_searchlight_on_actor 0@ store_to 1@ // IF and SET 07AB: car 334@ has_attached_trailer 327@ 07AC: detach_trailer 37@ from_cab 34@ 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 07B1: unknown_get_dance_track_data -1 store_to 20@ 21@ 22@ 07B3: set_group 147@ give_command 2 07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 07BB: set_heli 75@ horizontal_thrust_power 10 07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 07BD: destroy_train 41@ 07BE: remove_references_to_train 40@ 07BF: set_marker 443@($7257,8i) tracking_blip 1 07C0: load_path 706 07C1: path 201 available 07C3: get_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 07C4: set_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 07C5: get_car 0@ axis_angle_relation_to 1@ 2@ 3@ 4@ 07C6: set_car 90@ axis_angle_relation_to -0.0448 0.0178 1.003 -0.0611 07C7: put_train 40@ at 1880.06 -1953.67 12.44 07C9: AS_actor -1 walk_to_object 52@ then_lift_and_hold_in_hands 07CB: set_actor $ACTOR_RYDER supporting_fire 0 07CC: set_player $PLAYER_CHAR button_15 0 07CD: AS_actor 80@ walk_to 362.2674 -2035.844 6.836 stop_with_angle 270.0 within_radius 4.0 07D0: $WEEKDAY = weekday 07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 07D6: 8@ == $GIRLFRIEND // @ == $ (int) 07D7: 52@ == $var // @ == $ (float) 07DA: set_car 46@ rotation_velocity_XYZ 0.0 -0.35 0.2 through_center_of_body 07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 07DD: set_actor 50@ attack_rate 30 // previously known as temper_to 07DE: model 43@ exists // versionB 07DF: unknown_rectangle_cornerA -963.0789 1006.747 cornerB -1152.824 1105.155 07E0: set_marker $61 type_to 1 07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 07E6: copy_group_decision_maker -1 to 268@ 07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 07E8: acquaintance 4 of_actors_type 99@ to_actors_type 0 set 07EE: car 35@ enable_tire_marks 1 07EF: get_town_number_from_point 83@ 84@ 85@ store_to 58@ 07F0: in_sphere 2631.852 -1482.75 18.109 radius 10.0 damaged_object_with_model #STORM_DRAIN_COVER 07F1: player $PLAYER_CHAR performing_wheelie 07F2: player $PLAYER_CHAR performing_stoppie 07F3: move_racing_checkpoint 48@ to 59@ 60@ 61@ 07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 07F7: set_object $GIRLDOORS[0] destructible 0 07F8: car 74@ follow_car 72@ radius 27.0 07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarry magnocrane 07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site magnocrane 07FB: set_interior 'GYM1' access 1 // Ganton Gym 07FC: text_draw_box_position_XY 145.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2 // Finish Time: 07FD: group 274@ alive 07FE: set_actor 39@ fighting_style_to 5 moves 6 07FF: set_car 69@ hydraulics 1 0800: in_two_players_mode 0801: get_camera_zoom_factor_to 50.0 // float 0803: car 1@ have_hydraulics 0804: AS_actor 95@ walk_to 2351.97 -1170.26 27.013 angle 0.0 radius 0.2 animation "GRLFRD_KISS_03" IFP_file "BD_FIRE" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 080E: get_actor 251@(97@,6i) ped_event_to 96@ 0810: store_random_parkplace_in_cube_cornerA -1760.178 972.2405 16.1633 cornerB -1679.605 1064.293 24.8629 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 land 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 0816: set_actor 37@(36@,6i) dont_chase_victim 1 0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 0818: actor $PLAYER_ACTOR in_air 0819: 162@ = actor $PLAYER_ACTOR distance_from_ground 081A: set_actor $ACTOR_SMOKE weapon_skill_to 1 081C: draw_text_outline 2 RGBA 0 0 0 255 081D: set_car $10934 engine_broken 1 081E: model 716@(253@,16i) boat 081F: model 716@(253@,16i) plane 0820: model 716@(253@,16i) heli 0822: enable_camera_bumper_view 0 0823: AS_actor $ACTOR_RYDER greet_actor 35@ 0.5 5 0825: set_helicopter 40@ instant_rotor_start 0826: enable_hud 1 0827: assign_object $2722 to_lod_object $2725 0828: set_max_fire_generations 1 0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" rate 4.0 time 0 and_dies 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0830: create_pool_table_collision_cornerA 98@ 100@ $tempvar_Float_3 cornerB 99@ 101@ $tempvar_Float_3 0833: object 107@ photographed 0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 0837: object 359@ animation == "POOL_XLONG_SHOT_O" 0839: get_object 119@(214@,3i) animation "BD_FIRE1" progress_to 295@ 083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 083F: get_car 35@ vertical_deviation_to $7522 0840: link_car 379@(253@,16i) to_interior 221@ 0841: flying_vehicle 114@ use_secondary_gun 1 0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number 0843: get_zone_at 146@ 147@ 148@ nameA_to s$8216 // 8-byte string 0844: string s$CURRENT_SHOP_GXT_NAME empty // s$ 0845: string 40@s empty // @s 0846: string v$1221 empty // v$ 0847: string 523@v empty // @v 084D: unknown_flag_house_occupants 0 084E: flying_vehicle 149@ use_primary_gun 1 0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 0852: set_car $RYDER_CAR damages_visible 0 0853: unknown_heli 40@ flag 3 0855: get_actor -1 noise_level_at 160@ 161@ 162@ store_to 166@ 0856: set_actor 98@ enable_crouch 0 0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0 0859: AS_actor 0@ walk_alongisde_actor $PLAYER_ACTOR 085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 2340.637 -1152.722 25.9686 085B: AS_actor -1 set_kinda_stay_in_same_place 1 085E: assign_car 60@ to_looped_path 347 0860: link_actor $PLAYER_ACTOR to_interior 6 0861: unknown_player $PLAYER_CHAR scanning_horizon // param is useless 0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 0867: unknown_in_burglary_interior 0 086A: NOP 0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @END_CASE_VIDEO_GAME jumps 0 @MS_GAME_THEYCRAWLEDFROMURANUS 1 @MS_GAME_DUALITY 2 @MS_GAME_GOGOSPACEMONKEY 3 @MS_GAME_LETSGETREADYTOBUMBLE 4 @MS_GAME_TRACKBETTING 5 @MS_GAME_POOL 6 @MS_GAME_LOWRIDER 0872: jump_table_jumps 7 @MS_GAME_BEEFYBARON -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME 0873: release_path 201 0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 0875: set_object 51@ immune_to_nonplayer 1 0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 0878: set_car $IMPORT_CAR dirt_level 0.0 0879: enable_gang_wars 1 087A: gang_war_in_progress 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 087C: release_shopping_data 087D: assign_group $PLAYER_GROUP to_AS_pack 147@ 087E: set_actor 35@ weapon_droppable 0 087F: set_actor 263@ never_leave_group 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0883: attach_particle 55@ to_actor $ACTOR_RYDER mode 5 0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0 0888: create_marker_above_actor 284@ handle_as 285@ // versionB 0889: store_actor 75@ center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 088A: actor 34@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1 088B: set_car 62@ form_drag_multiplier_to 0.1 088C: put_car 34@ at $TEMPVAR_FLOAT_1 75@ $TEMPVAR_FLOAT_3 // versionB 088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 0 088E: set_next_day 0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 0893: put_trailer 37@ on_cab 34@ 0897: car 96@ collided_with_object 282@(42@,10i) 0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 089B: unknown_is_actor_in_dialogue_mode 0@ 089C: unknown_actor 0@ unknown_check 1 089E: get_actor_that_buys_drugs_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ 089F: get_actor 35@(37@,2i) pedtype_to 519@ 08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 08A2: set_hydra 146@(48@,3i) attack_with_rockets_car_of_player $PLAYER_CHAR radius 30.0 08A3: update_respect_while_on_mission 1 08A4: set_car 90@ extra_parts_angle_to 46@ 08A5: set_car 122@ attractive_to_magnet 0 08A6: set_car 98@ door 0 rotation_to 0.0 08A7: car 34@ componentB 2 opened_or_not_present 08A8: set_markers_to_long_distance 1 08A9: load_external_script 66 (CARMOD1) 08AB: external_script 66 (CARMOD1) loaded 08AC: hide_gang_zones_on_map 1 08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 08AF: set_actor $ACTOR_RYDER max_health_to 500 08B1: enable_night_vision 0 08B2: enable_thermal_vision 0 08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars 08B4: test $390 bit 1 08B5: test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 08B6: test $383($GIRLFRIEND,6i) bit 3@ 08B7: test 54@ bit 5 08B8: test $1044 bit 20 08B9: test 239@ bit 216@ 08BA: set $377[0] bit 1 08BB: set $1210 bit $GIRLFRIEND 08BC: set $390 bit 3@ 08BD: set 54@ bit 10 08BE: set $377[0] bit 1 08BF: set 54@ bit 49@ 08C0: clear $391 bit 31 08C1: clear $1210 bit $GIRLFRIEND 08C2: clear $391 bit 3@ 08C3: clear 54@ bit 11 08C4: clear $377[0] bit 31 08C5: clear 54@ bit 49@ 08C6: set_actor 65@ stay_on_bike 1 08C7: put_actor $PLAYER_ACTOR at 2469.7 -1657.0 12.3 dont_warp_gang 08C8: set_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to 0 08C9: reset_shopping_item $SELECTED_MENU_ITEM price 08CA: reset_zones_info 08CB: explode_car 99@ shake 0 effect 0 sound 0 08D0: should_skip_cutscene 08D1: store_cutscene_pos_to 0@ 1@ 2@ 08D2: object 347@(39@,10i) scale_model 0.3 08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 08D4: $1153 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 // Imports 08D6: set_panel 144@ column 0 alignment 1 08D7: $1148 = panel $1153 active_row 08D8: $9637 = panel $2419 selected_row 08D9: set_panel 206@ row 34@ enable 0 08DA: remove_panel $1153 08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday 08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 08DD: lose_stuff_after_wasted 0 08DE: lose_stuff_after_busted 0 08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 08E1: $STAT_TAGS_SPRAYED = total_tags_sprayed 08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 08E3: object 38@(119@,4i) sphere 0 in_rectangle_ll_corner_at 104@ 105@ lr_corner_at 106@ 107@ radius 3.0 08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.0 handle_as 0@ 08E6: set_plane 35@ landing_gear 1 08E7: disable_entrance_markers 1 08E8: assign_external_script_handle 'DEALER' to_model #BMYDRUG 08E9: set_object 117@(34@,7i) liftable 1 08EA: enable_gangs_spawn 0 08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR class 08ED: remove_actor 55@ from_dialogue_mode 08EE: set_panel $IMPORT_CAR_PANEL column 1 row 4@ text_1number GXT 'DOLLAR' number $IMPORT_CAR_PRICE // $~1~ 08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@ // ~1~:0~1~ 08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 08F1: get_zone_at 3@ 4@ 5@ nameB_to s$9451 // 8-byte string 08F2: set_car 36@ targettable_by_heatseeker 0 08F3: set_car $198 contains_goodies 0 08F4: set_max_group_members 0 08F5: save_player_group 08F6: restore_player_group 08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $9665 modelCRC_to $9666 08F8: display_stat_update_box 1 08F9: v$1225 == v$1221 08FB: set_checkpoint 48@ type_to 2 08FD: enable_heat_visuals 0 08FE: text_box_displayed 08FF: object 82@(39@,16i) received_damage_type 54 0900: clear_object 82@(39@,16i) last_weapon_damage 0901: enable_player $PLAYER_CHAR jump_key 0 0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 0905: set_door 111@ lock 1 0906: set_object 62@(42@,25i) mass_to 1000.0 // float 0907: get_object 116@ mass_to 118@ // float 0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 0909: get_object 82@(39@,16i) turn_mass_to 651@ // float 090C: highlight_inactive_gang_zone "GLN1" as_available_for_gangwars 090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 090E: set_panel $1153 active_row $1148 090F: end_external_script 66 (CARMOD1) 0910: release_external_script 1 0912: set_text_priority 1 leftmargin 355 maxwidth 370 0913: run_external_script 66 (CARMOD1) 0914: NOP 0 0915: sync_weather_with_time_and_location_instantly 0916: set_object 92@ attractive_to_magnet 0 0917: audio_zone "LOWRIDE" enable_sound 1 0918: set_car 34@ engine_operation 0 0919: enable_car 36@ parking_lights 1 091A: NOP v$1221 091B: NOP 091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 091E: create_forbidden_for_boats_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 091F: get_plane 35@ landing_gear_status_to 151@ 0920: point_camera 2359.521 -1246.843 28.7047 transverse_to 2359.276 -1247.129 28.7047 time 7000 smooth_transition 1 0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 0923: enable_air_traffic 0 0924: enable_screen_darkness 1 with_value -1 0925: restore_camera_to_user_defined 0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 0928: init_external_script_trigger 19 (DEALER) with_actor_model #BMYDRUG priority 100 0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT_U priority 100 radius 6.0 type 1 092B: 8@ = group $PLAYER_GROUP member 6@ 092E: get_water_height_at 195@ 196@ ignore_waves 0 store_to 200@ 092F: lock_camera_target_point 1 0930: lock_camera_position 1 0931: lock_camera_zoom 1 0933: camera_position_manipulated 0934: camera_target_point_manipulated 0936: set_camera 2358.656 -1246.348 28.7884 position_to 2358.656 -1246.348 28.7884 time 7000 smooth_transition 1 0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 0939: attach_car 84@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 093A: set_paynspray 'MICHDR' type_to_girlfriend 1 093B: set_actor $ACTOR_SMOKE upper_body_damage_anims_only 1 093D: lock_camera_on_cinematic_view 1 093E: NOP $PLAYER_ACTOR 0.3 0940: set_group 260@ enters_leaders_vehicle 1 0941: unknown_searchlight 58@ flag 1 0942: item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 0944: manipulate_weapon_camera $ACTOR_SMOKE 0945: get_player $PLAYER_CHAR max_armour_to $9595 0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1 0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $2563 0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 11 camera_shake 5.0 0949: link_wav 3@ to_actor 0@ 094A: set_money_pickup $GS_GANG_MONEY_PICKUP cash_to $GS_GANG_CASH 094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 69@ 70@ 71@ number_to 72@ 094D: actor $PLAYER_ACTOR mutally_active 094E: set_actor 0@ mute_pain_audio 1 094F: enable_actor 0@ pain_audio 0950: set_trip_skip 2263.378 -2226.33 12.4 angle 47.416 0951: disable_trip_skip 0952: load_soundtrack 10 0953: get_soundtrack_status_to 17@ 0954: start_playing_loaded_soundtrack 0955: end_playing_loaded_soundtrack 0956: get_respect_to $47 0957: set_car 95@ provides_cover_from_gunfire 0 0958: $2932 = create_photo_at -2511.28 -672.99 195.75 0959: $2882 = create_horseshoe_at 1224.0 2617.0 11.0 095A: $2982 = create_oyster_at 979.0 -2210.0 -3.0 095B: is_object_moveable 5@ 095C: create_smoke_at 144@ 145@ 146@ velocity 147@ 148@ 149@ RGBA 150@ 151@ 152@ 153@ size 154@ last_factor 155@ 095D: actor $1874(6@,3i) stuck_under_car 095E: set_car 47@ door 4 unlatch 1 angle -1.0 095F: get_car 152@ door 6 angle_to 161@ 0960: enable_player $PLAYER_CHAR stats_box 0 0961: set_actor 431@(252@,11i) keep_tasks_after_cleanup 1 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 0965: actor $PLAYER_ACTOR swimming 0966: get_actor $PLAYER_ACTOR swimming_status_to 285@ 0967: actor 0@ move_mouth 10000 ms 0968: actor 0@ stop_mouth 0969: car $CARMOD_CAR is_big 096A: enable_flying_helis 0 096B: set_present_mod_apply 096C: set_present_mod_remove 096D: get_car 0@ component_on_slot 7 model_to 17@ 096E: car $2197 lowrider 096F: car $CARMOD_CAR street_racing_car 0970: teleport_in_override_restart // 016Eh 0971: sync_water 0972: put_actor $PLAYER_ACTOR at 2509.892 -1672.469 13.5032 no_offset 0973: fire 163@(213@,4i) exists 0974: emulated_wasted_busted // +12 hours and clear weapons 0975: car $1882 emergency_vehicle 0976: destroy_particle 139@ // mission version 0977: player_in_radius_of_object 0@ external_script_trigger 0978: copy_decision_maker 65540 to $1230 097A: play_audio_at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] event 1149 097B: play_audio_at_object 0@ event 1011 097C: attach_wav 3 to_object 85@ 097D: get_car $CARMOD_CAR number_of_possible_paintjobs_to $10084 0980: extinguish_all_fires_at -973.759 1077.152 1350.399 radius 200.0 0981: train $TEMPVAR_ACTOR_CAR wrecked 0982: set_actor 102@ stay_in_car_when_dead 1 0983: unknown_disable_gang_wars 1 0984: 15@ = object 9@ model 0985: set_objects_in_sphere 2816.857 -1169.075 1028.172 radius 4.0 with_model -150 solid 0 for_actor 99@ 0986: remove_references_to_all_fires 0987: get_car_blocking_car $1867 store_to $VALET_CAR 0988: get_car $CARMOD_CAR paintjob $10085 0989: set_text_boxes_width 200 098A: set_gunshot_sense_range_for_riot2 15.0 098B: v$newstring = v$str1 + v$str2 // all string variables 098C: v$newstring = v$str1 + v$str2 // all string variables 098D: get_car 46@ extra_parts_angle $7936 098E: set_interior 'FDPIZA' bitmask 512 flag 1 // Pizza Stack 0991: set_soundtrack_paused 1 0992: set_player $PLAYER_CHAR weapons_scrollable 0 0994: unknown_create_escape_at 76.6 -1527.6 4.1 0995: unknown_remove_escapes 0996: set_racing_checkpoint 102@(56@,20i) Z_angle_to 60@(56@,20f) 0997: set_total_respect_points_to 1339 0998: add_respect 3 099A: set_car 35@ collision_detection 0 099B: unknown_enable_car 0@ collision_on_path 099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 099D: night_vision_enabled 099E: enable_police_patrols 0 099F: AS_actor -1 ignore_weapon_range 1 09A0: actor $PLAYER_ACTOR attach_object 26@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 09A2: destroy_object_with_fade 17@ 09A3: show_siterocket_on_bumper_camera 1 09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78 // You want some stuff? // Take it easy man. // Fuck you man! 09A6: enable_interior_radar_blips 1 09A7: set_actor 11@ drugged_up 1 09A8: actor 35@ headshoted 09A9: get_string "TSHIRTLOCGREY" CRC32_to $10031 // 16-byte strings 09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79 // Take it easy man. 09AB: set_passengers_in_car $HJ_PLAYER_CAR speak_from_audio_table 37 09AC: disable_map_icons 1 09AD: set_vehicle_camera_mode 3 09AE: actor $PLAYER_ACTOR driving_train 09AF: set_trip_skip_after_mission 2097.009 1728.285 9.8203 angle 169.1748 09B0: set_car 95@ accessible_for_player_using_controller 0 09B2: get_random_available_car_unk 1 model_to 150@ class_to 151@ 09B3: get_car $CARMOD_CAR door_status $10448 09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 09B5: set_actor $ACTOR_RYDER signal_after_kill 0 09B6: set_actor 0@ wanted_by_police 0 09B7: set_zone "GAN1" disable_footcops 1 09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 207@ 208@ 209@ density 20 on_actor $ACTOR_RYDER 09B9: show_entered_car_name 0 09BA: show_entered_zone_name 0 09BB: car 322@ has_visible_damage_on_component 0 09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER no_offset_and_dont_warp_gang 09BD: allow_other_threads_to_display_text_boxes 1 09BE: are_text_boxes_locked_to_any_thread 09BF: set_random_traffic_spawn_to_model #TOPFUN // Load the vehicle model before using this 09C0: 37@ = get_random_car_in_area 79@ 81@ 80@ 82@ 1.0 with_actors -1 09C1: add_next_text_to_brief_history 0 09C2: cancel_rampage 09C3: police_car_in_rectangle_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 09C4: set_car 188@ gas_tank_explosion_enabled 0 09C5: unknown_actor 0@ 09C7: change_player $PLAYER_CHAR model_to #FAM1 09C8: menu_subtitles_switched_on 09C9: disembark_actor $ACTOR_CESAR from_car 36@ and_freeze_actor_position 09CA: set_object $GIRLDOORS[0] immunities BP 1 FP 1 EP 1 CP 1 MP 1 09CB: vehicle $SWEET_CAR colliding_with_vehicle 274@ 09CC: object 0@ model_is #CJ_COIN_OP_2 09CF: set_train 40@ stop_at_stations 0 09D0: car $TEMPVAR_ACTOR_CAR on_wheels 09D1: pickup 95@(43@,3i) created 09D2: set_cops_chase_criminals 0 09D4: suspend_wanted_level 09D5: unknown_get_actor 35@ unknown 345 flags 1 0 0 store_to 256@ // extended 0947 09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 09D7: set_player $PLAYER_CHAR force_interior_lighting 1 09D8: NOP 1 09D9: detonate_all_satchel_charges 09DA: cash_pickup_at 6@ 7@ 8@ 09DB: set_panel 144@ column 0 width 192 09DD: unknown_player_group 1 09DE: actor $PLAYER_ACTOR entering_car 09E0: trip_skip 1526.9 -1654.5 12.1 angle 180.0 when_in_car 37@ 09E1: get_car_model $IMPORT_CARS_MODEL(4@,6i) price_to $IMPORT_CAR_PRICE 09E2: $PARKED_IMPEXPM_CARS[0] = parked_car_generator_w_numberplate #EUROS colors -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 09E3: train $TEMPVAR_ACTOR_CAR traveling_clockwise 09E4: enable_aircraftcarrier_sam 0 09E5: create_flash_light_at 225@ 226@ 227@ RGB_mask 255 255 255 radius 200.0 09E6: set_burglary_houses_accessible 1 09E7: player $PLAYER_CHAR not_frozen 09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 09E9: car 34@ add_single_nitro 09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 09EC: set_garages_leave_camera_alone 0 09ED: actor 71@ is_within_field_of_view_actor $PLAYER_ACTOR 09EE: set_status_text_stay_on_screen 1 09EF: set_behind_camera_autoposition_mode_for_car_model #SANCHEZ distance 1.0 altitude_multiplier 1.0 angle_X 0.12 09F0: restore_behind_camera_autoposition_mode_for_all_car_models 09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 09F2: decision_maker 1@ exists 09F4: set_actor $ACTOR_OG_LOC ignore_height_difference_following_nodes 1 09F5: disable_player_mutal_activities 1 09F6: set_actor $ACTOR_RYDER get_out_of_upside_down_car 0 09F7: play_audio_at_car $SWEET_CAR event 1147 09F8: give_player2_weapons_of_player1 09FA: is_menu_closed 09FB: $CURRENT_LANGUAGE = current_language 09FC: anything_entered_objects_position 77@(125@,10i) 09FD: get_gxt_string 'XSELECT' width_to 455@ // ~k~~PED_SPRINT~ Select 09FE: reset_hydraulics_on_car 68@ 09FF: set_restart_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0A01: model 42@ car 0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 0 0A03: unknown_gang_war_in_progress 0A06: train $TRAINS_TRAIN_HANDLE next_station_unlocked 0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@ // ~1~, 0A09: set_actor 0@ muted 1 // versionB 0A0A: unknown_object 0@ flag 1 0A0B: set_rendering_origin_at_3D_coord 2493.362 -1734.295 12.3828 angle 258.7583 0A0C: player $PLAYER_CHAR on_jetpack 0A0E: disable_text_with_style 1 0A0F: new_language_set 0A10: increase_integer_stat 161 by 1 0A11: set_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 0A12: get_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 0A13: unknown_sync_player_camera 0A14: disable_respray_garages 1 0A15: is_car_affected_by_cheats 34@ 0A16: link_wav 3 to_car 59@ 0A17: set_parked_car_generator $2786 to_player_owned 1 0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@ 0A19: display_zone_text "MARKS" // Saint Mark's 0A1A: actor 88@ perform_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 0A1B: actor 62@ colliding_with_actor $PLAYER_ACTOR 0A1C: set_helicopter 77@ play_engine_sounds 1 0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 0A1E: dump_screen 1 0A1F: increase_float_stat 24 by 196@ 0A20: disable_player $PLAYER_CHAR group_control_back 1 0A21: set_car 72@ not_affected_by_cheats 0 0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 0A23: set_panel $2423 row $2515 shopping_item_bought 0 0A24: enable_military_zones_wanted_level 1 0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152 0A26: set_radio_to_favorite_station 0A27: set_actor 44@ death_pickups_persist 1 0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 0A29: player $PLAYER_CHAR climbing 0A2A: text_box 'SGPUNT' displayed // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino. 0A2B: widescreen_option_enabled 0A2C: hide_priority_text_while_fading 0 0A2D: hide_styled_text_while_fading 0 // works with 00BA 0A2E: AS_actor 914@(759@,12i) go_to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 time -2 stop_radius 8.0 following_paths 0A2F: show_first_person_view 0 0A30: repair_car 316@ 0A31: set_player $PLAYER_CHAR group_to_follow_never 1 0A32: actor 2@ on_turret_of_car 0A33: get_car_ped_is_attached_to 0@ store_to 1@ 0A35: trip_skip 2453.8 -1305.0 22.5 angle 0.0 when_in_car 37@ finished_by_script 0A36: trip_skip_finished_by_script_is_ready_to_fade_in 0A37: disable_vehicle_lights 1 0A39: get_vehicle_camera_mode_to 60@ 0A3A: player $PLAYER_CHAR last_model_shot #CARGO_TEST 0A3B: clear_player $PLAYER_CHAR last_model_shot 0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@ 0A3D: enable_prostitutes_pay_you 1 0A3E: unknown_get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 handle_as 17@ 0A3F: set_unused_flag 0 0A40: $795 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 14 0A41: destroy_entrance_marker $795 0A43: get_rid_of_player_prostitute 0A44: override_text_block 1 0A45: set_rail_tracks_friction_to 0.3 0A46: set_external_scripts_triggers_type 1 enabled 0 0A47: set_dialogue_mode_enabled_without_GXT 0A48: enable_menu_access_in_widescreen_mode 1 0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 0A4B: controls_set_to_joystick 0A4C: mouse_not_inverted_vertically 0A4E: increment_useless_flag 0A8C: write_memory 0xC0BC15 size 1 value 1 virtual_protect 0 0A8D: $result = read_memory 1@ size 4 virtual_protect 0 0A8E: 4@ = 5@ + 6@ // int 0A8F: $var = 0@(1@,2i) - 1 // int 0A90: $var(0@,10i) = 100 * 1@ // int 0A91: $div = 1 / 5 // int 0A92: create_custom_thread "ShowTextBox.s" 0A93: end_custom_thread 0A94: start_custom_mission "missions\CustomMission1" 0A95: enable_thread_saving 0A96: $ActorStruct = actor $PLAYER_ACTOR struct 0A97: $CarStruct = car $MyCar struct 0A98: $ObjectStruct = object 0@ struct 0A99: chdir 0 0A9A: $hFILE = openfile "settings.ini" mode 0x72 // IF and SET 0A9B: closefile $hFILE 0A9C: 0@ = file $hFILE size 0A9D: readfile $hFILE size 2 to $150 0A9E: writefile $hFILE size 128 from 0@ 0A9F: 0@ = current_thread_pointer 0AA0: gosub_if_false @CREATE_NEW_ACTOR 0AA1: return_if_false 0AA2: $hLIB = load_library "CLEO\version.dll" // IF and SET 0AA3: free_library $hLIB 0AA4: $hPROC = get_proc_address "GetVersion" library $hLIB // IF and SET 0AA5: call $hPROC num_params 1 pop 1 $param 0AA6: call_method $Destroy struct $CarStruct num_params 0 pop 0 0AA7: call_function 0x569660 num_params 2 pop 2 $COORD_Y $COORD_X $GROUND 0AA8: call_function_method 0x4048E0 struct 0xB74494 num_params 1 pop 0 $MyCar 0@ 0AA9: is_game_version_original 0AAA: 0@ = thread 'OTB' pointer 0AAB: file_exists "CLEO\version.dll" 0AAC: $hMP3 = load_audiostream "CLEO\playlist\1.mp3" 0AAD: set_mp3 $hMP3 perform_action 1 0AAE: release_mp3 $hMP3 0AAF: 0@ = get_mp3_length $hMP3 0AB0: key_pressed 0x73 0AB1: call_scm_func @GetSQR 1 10 $result 0AB2: ret 1 0@ 0AB3: var 0 = 10 0AB4: 0@ = var 0 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@ 0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET 0AB7: get_vehicle $CAR number_of_gears_to 10@ 0AB8: get_vehicle $CAR current_gear_to 11@ 0AB9: get_mp3 $hMP3 state_to 7@ 0ABA: end_custom_thread_named 'BENZIN' 0ABB: 0@ = audiostream $hMP3 volume 0ABC: set_audiostream $hMP3 volume 0@ 0ABD: vehicle 0@ siren_on 0ABE: vehicle 0@ engine_on 0ABF: set_vehicle 0@ engine_state_to 0 0AC0: audiostream $hMP3 loop 1 0AC1: $hMP3 = load_audiostream_with_3d_support "sample.mp3" //IF and SET 0AC2: set_3d_audiostream $hMP3 position 0@ 1@ 2@ 0AC3: link_3d_audiostream $hMP3 to_object $object 0AC4: link_3d_audiostream $hMP3 to_actor $actor 0AC5: link_3d_audiostream $hMP3 to_vehicle $car 0AC6: 0@ = label @label offset 0AC7: 0@ = var 0@ offset 0AC8: 0@ = allocate_memory_size 260 0AC9: free_allocated_memory 0@ 0ACA: show_text_box 0@v 0ACB: show_styled_text 0@v time 1000 style 1 0ACC: show_text_lowpriority 0x969110 time 100 0ACD: show_text_highpriority 0x969110 time 100 0ACE: show_formatted_text_box "This is %.4X opcode" 0x0ACE 0ACF: show_formatted_styled_text "This is %.4X opcode" time 2000 style 1 0x0ACF 0AD0: show_formatted_text_lowpriority "This is %.4X opcode" time 2000 0x0AD0 0AD1: show_formatted_text_highpriority "This is %.4X opcode" time 2000 0x0AD1 0AD2: $actor = player $PLAYER_CHAR targeted_actor //IF and SET 0AD3: 0@v = format "%d + %d = %d" 2 2 4 0AD4: 4@ = scan_string 0@v format "%d + %d = %d" 5@ 6@ 7@ //IF and SET 0AD5: file $hFile seek 0x10 from_origin 1 //IF and SET 0AD6: end_of_file $hFile reached 0AD7: read_string_from_file $hFile to 0@v size 15 // IF and SET 0AD8: write_string_to_file $hFile from 0@v //IF and SET 0AD9: write_formatted_text "CLEO version: %d.%d.%d.%d" in_file $hFile 4 0 0 1 0ADA: 0@ = scan_file $hFile format "CLEO version: %d.%d.%d.%d" 0@ 1@ 2@ 3@ //IF and SET 0ADB: 0@v = car_model #LANDSTAL name 0ADC: test_cheat "BLOWUP" 0ADD: spawn_car_with_model #RHINO like_a_cheat 0ADE: 0@ = text_by_GXT_entry 0@v 0ADF: add_dynamic_GXT_entry "_TEST" text "Test string" 0AE0: remove_dynamic_GXT_entry "_TEST" 0AE1: $actor = random_actor_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_deads 1 0AE2: $car = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_wrecked 1 0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 //IF and SET 0AE4: directory_exists "CLEO\CLEO_INI" 0AE5: create_directory "CLEO\CLEO_INI" //IF and SET 0AE6: 0@ = find_first_file "CLEO\*.cs" get_filename_to 1@v // IF and SET 0AE7: 1@v = find_next_file 0@ // IF and SET 0AE8: find_close 0@ 0AE9: pop_float 0@ 0AEA: $actor = actor_struct $ped_struct handle 0AEB: $car = car_struct $vehicle_struct handle 0AEC: $object = object_struct $object_struct handle 0AED: 0@v = float 0@ to_string_format "%.15g" 0AEE: 0@ = 2.0 exp 0.5 //all floats 0AEF: 0@ = log 10.0 base 2.718281828459045 //all floats 0AF0: 0@ = get_int_from_ini_file "cleo\config.ini" section "SectionName" key "intKey" 0AF1: write_int 16 to_ini_file "cleo\config.ini" section "SectionName" key "intKey" 0AF2: 0@ = get_float_from_ini_file "cleo\config.ini" section "SectionName" key "floatKey" 0AF3: write_float 0.0 to_ini_file "cleo\config.ini" section "SectionName" key "floatKey" 0AF4: 0@v = read_string_from_ini_file "cleo\config.ini" section "SectionName" key "stringKey" 0AF5: write_string "new string value" to_ini_file "cleo\config.ini" section "SectionName" key "stringKey" 0B00: delete_file "CLEO\log.txt" // IF and SET 0B01: delete_directory "CLEO\CLEO_SAVES" include_subdirs 0 0B02: move_file "CLEO\1.txt" to "CLEO\2.txt" //IF and SET 0B03: move_directory "CLEO\dir1" to "CLEO\dir2" //IF and SET 0B04: copy_file "CLEO\1.txt" to "CLEO\2.txt" //IF and SET 0B05: copy_directory "CLEO\dir1" to "CLEO\dir2" //IF and SET 0B10: 0@ = 0@ AND 0xFF 0B11: 0@ = 0@ OR 0x80 0B12: 0@ = 1@ XOR 1 0B13: 0@ = NOT 0@ 0B14: 0@ = 0@ MOD 5 0B15: 0@ = 0@ SHR 8 0B16: 0@ = 0@ SHL 8