...
... Összeomlott az AddPlayerClass funkció. Hibásan tért vissza a fegyver. [/quote]Értem. Tehát, lekell cserélnem az AddPlayerClass( ... ) függvényeket?
Nem, hanem maga a GTA motor. MTA-ba simán megy, sampba pedig crashel -.-Rengeteg crashet kaptam már énis ezekkel az opcodekkal (Nemcsak én, hanem még rengetegen a hivatalos fórumon is), úgyhogy itt ez az opcodes megoldás nemsokat ér.
SA-MP 0.3eException At Address: 0x0071A190Registers:EAX: 0x00000000 EBX: 0x0F1E3900 ECX: 0x00000000 EDX: 0x0000018AESI: 0x00233FFF EDI: 0x434E4000 EBP: 0x0F1E3989 ESP: 0x0022F850EFLAGS: 0x00210297Stack:+0000: 0x0F1E39BA 0x0F1E3900 0x007E797E 0x00000000+0010: 0x7265707E 0x00002E63 0x00000000 0x00000000+0020: 0x00000000 0x00000000 0x00000000 0x00000000+0030: 0x00000000 0x00000000 0x00000000 0x00000000+0040: 0x00000000 0x00000000 0x00000000 0x00000000+0050: 0x00000000 0x00000000 0x00000000 0x00000000+0060: 0x00000000 0x00000000 0x00000000 0x00000000+0070: 0x00000000 0x00000000 0x00000000 0x00000000+0080: 0x00000000 0x00000000 0x00000000 0x00000000+0090: 0x00000000 0x00000000 0x00000000 0x00000000+00A0: 0x00000000 0x00000000 0x00000000 0x00000000+00B0: 0x00000000 0x00000000 0x00000000 0x00000000+00C0: 0x00000000 0x00000000 0x00000000 0x00000000+00D0: 0x00000000 0x00000000 0x00000000 0x00000000+00E0: 0x00000000 0x00000000 0x00000000 0x00000000+00F0: 0x00000000 0x00000000 0x00000000 0x00000000+0100: 0x00000000 0x00000000 0x00000000 0x00000000+0110: 0x00000000 0x00000000 0x00000000 0x00000000+0120: 0x00000000 0x00000000 0x00000000 0x00000000+0130: 0x00000000 0x00000000 0x00000000 0x00000000+0140: 0x00000000 0x00000000 0x00000000 0x00000000+0150: 0x00000000 0x00000000 0x00000000 0x00000000+0160: 0x00000000 0x00000000 0x00000000 0x00000000+0170: 0x00000000 0x00000000 0x00000000 0x00000000+0180: 0x00000000 0x00000000 0x00000000 0x00000000+0190: 0x00000000 0x00000000 0x00000000 0x00000000+01A0: 0x0071A2AA 0x0F1E39BA 0x00000000 0x00000000+01B0: 0x434E4000 0x43F87000 0x762D80E0 0x0F1E3989+01C0: 0x72000000 0x43D8BFE6 0x00000000 0x00000000+01D0: 0x43D8BFE6 0x00000007 0x43F87000 0x43D8BFE6+01E0: 0x00000000 0xFFFFFFFF 0x00000000 0x00000000+01F0: 0x00000000 0x00000000 0x00000000 0x00000000+0200: 0x00000000 0x00000000 0x00000000 0x00000000+0210: 0x00000000 0x00000000 0x00000000 0x00000000+0220: 0x00000000 0x00000000 0x00000000 0x00000000+0230: 0x00000000 0x00000000 0x00000000 0x00000000+0240: 0x00000000 0x00000000 0x00000000 0x00000000+0250: 0x00000000 0x00000000 0x00000000 0x00000000+0260: 0x00000000 0x00000000 0x00000000 0x00000000+0270: 0x00000000 0x00000000 0x00000000 0x00000000SCM Op: 0x470, lDbg: 0Game Version: EU 1.0State Information: Ped Context: 0P0 (0,0)
SA-MP 0.3eException At Address: 0x0000302ERegisters:EAX: 0x4435000A EBX: 0x0956CB89 ECX: 0x0000000A EDX: 0x00000010ESI: 0x4309F248 EDI: 0x44192000 EBP: 0x7E37DEB2 ESP: 0x0022FB64EFLAGS: 0x00210216Stack:+0000: 0x00000000 0x44192000 0x4309F248 0x0956CB89+0010: 0x0071A780 0x0022FB94 0x44192000 0x4309F248+0020: 0x0956CB89 0x0956CB89 0x0956C788 0x00000000+0030: 0x49742400 0xC9742400 0xC9742400 0x49742400+0040: 0x022F3B6E 0x44192000 0x4309F248 0x0956CB89+0050: 0x0956CB89 0x0956CB89 0xFFFFFFFF 0xFFFFFFFF+0060: 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF+0070: 0x0956CB89 0x00000001 0x0951C420 0x00000001+0080: 0x44192000 0x4309F248 0x00000000 0x3ACCCCCD+0090: 0x44408000 0x3B124925 0x02267C06 0x00000000+00A0: 0x00000000 0x022E784B 0x0B0A0908 0x00000000+00B0: 0x00000000 0x412D8106 0x0022FC90 0x00000B7C+00C0: 0x0000C0FE 0x0022FBD0 0x0022FC88 0xBEC08000+00D0: 0x4537C000 0x452879FC 0xC4D51604 0x00000A88+00E0: 0x00000000 0x452879FC 0x00000000 0x00C7DE28+00F0: 0x00C7DDF8 0x00000001 0x00000001 0x00724D4F+0100: 0x00C7DE28 0x00C7DDF8 0x00725921 0x450E9AF8+0110: 0xC48F32E5 0x41D3CF1D 0x40000000 0x00BA873E+0120: 0xF4A460FF 0x7E37DEB2 0x00000001 0x027D7F58+0130: 0x00000000 0x450E9AF8 0xC48F32E5 0x41D3CF1D+0140: 0x452879FC 0xC4D51604 0x412D8106 0x00000000+0150: 0x00B7CD98 0x0000021B 0x0072859C 0x00000001+0160: 0x00000000 0x00000005 0x00C80468 0x00000004+0170: 0x00584954 0x42E6A2EC 0x4401C973 0x00000000+0180: 0x44018B39 0x00725BF5 0x00020001 0x41600000+0190: 0xC4D51604 0x40000000 0x000000FF 0x00000000+01A0: 0x00000000 0x0000004C 0x00000800 0x3E4CCCCD+01B0: 0x00000001 0x00000000 0x00000000 0x00000000+01C0: 0x00000000 0x00585CE9 0x00020001 0x00000001+01D0: 0x00BA8720 0x40000000 0x000000FF 0x022E8A94+01E0: 0x000003EA 0x00585C2C 0x000003EA 0x00000001+01F0: 0x00000000 0x00000000 0x00000000 0x7E37DEB2+0200: 0x00000000 0x000000AF 0x80000000 0x00000000+0210: 0x42D98000 0x43FFCDB7 0x00000000 0x432C8000+0220: 0x43FFCDB7 0x450E9AF8 0xC48F32E5 0x41D3CF1D+0230: 0x00000000 0x00000001 0x0058FCE9 0x00000001+0240: 0x0053E504 0x00000001 0x00000001 0x7E37DEB2+0250: 0x0022FDC8 0x00000000 0x80002101 0x00B6F028+0260: 0x022F9ADC 0x0000001A 0x00000001 0x00000000+0270: 0x0053EB17 0x43C80000 0x43960000 0x0053ECC2SCM Op: 0x77E, lDbg: 0Game Version: US 1.0State Information: Ped Context: 0
A 0x77E lehet egy RPC (Remote Procedure Call) hiba, ami a samp.dll fájlból keletkezik.
0000: NOP0001: wait 0 ms0002: jump @MAIN_1770003: shake_camera 400004: $CUSTOM_TOURNAMENT_FLAG = 00005: $166 = 292.330006: 0@ = -10007: 7@ = 0.00008: $89 += 10009: $TEMPVAR_FLOAT_1 += 1.741000A: 3@ += 3000000B: 6@ += 0.1000C: $1020 -= 1000D: $TEMPVAR_Z_COORD -= 0.5000E: 0@ -= 1000F: 692@ -= 8.00010: $GS_GANG_CASH *= 1000011: $HJ_TEMP_FLOAT *= 100.00012: 22@ *= -10013: 17@ *= 9.80014: $HJ_TWOWHEELS_TIME /= 10000015: $EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.00016: 4@ /= 20017: 14@ /= 1000.00018: $CATALINA_TOTAL_PASSED_MISSIONS > 20019: 0@ > 0001A: 10 > $SYNDICATE_TOTAL_PASSED_MISSIONS001B: 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 > 0.00021: 26@ > 64.00022: -180.0 > $13160023: 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 >= 1800000029: 17@ >= 4002A: 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 >= 100.00031: 42@ >= 0.050032: 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 == 10039: 1@ == 0003A: $GIRL_DATED_NOW == $GIRLFRIEND // (int)003B: 18@ == 21@ // (int)003C: $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int)0042: $279 == 0.00043: 301@ == 0.20044: $3499 == $3507($8549,151f) // (float)0045: 85@ == 69@ // (float)0046: $var == 0@ // (float)004D: jump_if_false @MAIN_4068004E: end_thread004F: create_thread @MS_BIKE_MISSIONS0050: gosub @SUB_FADE_500MS0051: return0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_30053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.865 12.87570058: $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_integer008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METERS_INT to_float008E: 25@ = float $DISTANCE_BETWEEN_POINTS to_integer008F: 17@ = integer $1926 to_float0090: $IMPORT_CAR_PRICE = float 12@ to_integer0091: $EXPORT_PRICE_HEALTH_MULTIPLIER = integer 4@ to_float0092: 22@ = float 17@ to_integer0093: 14@ = integer 13@ to_float0094: make $10937 absolute_integer0095: make 9@ absolute_integer0096: make $10755 absolute_float0097: make 196@ absolute_float0098: 0@ = random_float_in_ranges_0.0_to_1.00099: $8224 = random_int_in_ranges_0_to_32767009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0009B: destroy_actor 18@00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_300A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.448400A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.92200A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.959900A5: 0@ = create_car #PONY at 0.0 0.0 0.000A6: destroy_car 22@00A7: car 99@ drive_to 252@ 253@ 254@00A8: set_car 44@ to_psycho_driver00A9: set_car 54@ to_normal_driver00AA: store_car 0@ position_to 3@ 4@ 5@00AB: put_car 22@ at -1577.942 52.6333 40.000AD: set_car 36@ max_speed_to 10.000AE: set_car 71@ traffic_behaviour_to 300AF: set_car 62@ driver_behaviour_to 500B0: car 79@(163@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.514100B1: car 73@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.000BA: show_text_styled GXT \'BEEFY\' time 1000 style 2 // Beefy Baron00BB: 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_all00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes00C0: set_current_time 8 000C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@00C2: sphere_onscreen 159@ 160@ 161@ radius 5.000D6: if00D7: create_thread @NONAME_1 // without extra params00D8: mission_cleanup00D9: 68@ = actor $PLAYER_ACTOR car // add to mission cleanup00DB: actor $PLAYER_ACTOR in_car 22@00DD: actor $PLAYER_ACTOR driving_car_with_model #AMBULAN00DF: actor $PLAYER_ACTOR driving00E1: player 0 pressed_key 1900E2: get_player 0 key 15 state_to 4@00EC: actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.000ED: actor $PLAYER_ACTOR sphere 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot00EE: actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car00EF: actor 72@ 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped00F0: actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot00F1: actor $PLAYER_ACTOR sphere 0 near_point 540.0 2000.0 radius 40.0 40.0 stopped_in_car00F2: actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 000F3: actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 on_foot00F4: actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.000FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 1.0 2.0 on_foot0100: actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car0101: actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped0102: actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot0103: actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car0104: actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 00105: actor $PLAYER_ACTOR near_actor 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot0106: actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 in_car0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.50108: destroy_object $WANTED_LIST_OBJECT0109: player $PLAYER_CHAR money += 1000000010A: player $PLAYER_CHAR money > 461@010B: 4@ = player $PLAYER_CHAR money010D: set_player $PLAYER_CHAR wanted_level_to 0010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2010F: player $PLAYER_CHAR wanted_level > 00110: clear_player $PLAYER_CHAR wanted_level0111: set_wasted_busted_check 00112: wasted_or_busted // mission only0114: set_actor $PLAYER_ACTOR weapon 38 ammo_to 200000 while_in_car0117: player $PLAYER_CHAR wasted0118: actor 0@ dead0119: car 0@ wrecked0122: player $PLAYER_CHAR pressing_horn0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat0137: car 0@ model == #REMINGTN014B: $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 90.0014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0014E: set_timer_to $7234 type 1 // global_variable014F: stop_timer $19230151: remove_status_text $19240154: actor $PLAYER_ACTOR in_zone \'EASB\' // Easter Basin0158: camera_on_car 34@ 18 20159: camera_on_ped 215@ 15 2015A: restore_camera015B: unknown_shake_player_controller 0 time 200 unknown_intensity 255015D: set_gamespeed 0.9015F: set_camera_position 664.9277 -479.6112 16.1668 rotation 0.0 0.0 0.00160: set_camera_point_at 665.8948 -479.5685 16.4175 mode 20161: 341@ = create_marker_above_car 340@ unknown 0 visibility 10164: disable_marker $MARKER_CATALINA0165: set_marker 42@ color_to 10167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) flags 0 20168: set_marker 45@ size 20169: set_fade_color_RGB 0 0 0016A: fade 0 time 0016B: fading016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0016E: override_restart at -1605.792 716.8598 11.0241 angle 355.2978016F: 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_angle0173: set_actor $PLAYER_ACTOR Z_angle_to 262.00174: $HJ_CAR_ANGLE = car $HJ_PLAYER_CAR Z_angle0175: set_car 22@ Z_angle_to 315.00176: 13@ = object 0@ Z_angle0177: set_object 27@ Z_angle_to 180.00179: actor $PLAYER_ACTOR colliding_with_object 73@017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 100180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here0184: actor 35@ health >= 1190185: car 73@ health >= 7000186: $61 = create_marker_above_car $600187: 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 2018C: play_sound 1052 at 0.0 0.0 0.0018D: NOP 76@ 65535 2181.127 -2251.999 14.036018E: stop_sound 82@018F: car 244@ flipped_for_2_seconds0190: add_car 244@ to_flipped_check // 6 max0191: remove_car 244@ from_flipped_check01A1: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1028.2 449.6 cornerB 2@ 3@ on_foot01A2: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 82@ 83@ cornerB 84@ 85@ in_car01A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.92201A4: actor 38@ sphere 0 in_rectangle_cornerA 2400.0 2800.0 cornerB 1000.0 1200.0 stopped_on_foot01A5: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2@ 3@ cornerB 4@ 5@ stopped_in_car01A6: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot01A7: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car01A6: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 stopped01A9: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2300.0 2500.0 50.0 cornerB 2500.0 2700.0 -50.0 stopped_on_foot01AA: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1@ 2@ 3@ cornerB 4@ 5@ 6@ stopped_in_car01AB: car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped01AC: car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped01AD: car 99@ sphere 0 near_point 252@ 253@ radius 6.0 6.001AE: car 61@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped01AF: car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.001B0: car 71@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this01B4: set_player $PLAYER_CHAR can_move 101B5: force_weather 101B6: set_weather 101B7: release_weather01B9: set_actor 2@ armed_weapon_to 001BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_301BC: put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_301BD: $5284 = current_time_in_ms01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level01C1: car $TEMPVAR_ACTOR_CAR stopped01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian01C3: remove_references_to_car $IMPORT_CAR // Like turning a car into any random car01C4: remove_references_to_object 82@(39@,16i) // This object will now disappear when the player looks away01C5: 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 001E3: 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 14.350501E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.001E9: 43@ = car 71@ num_passengers01EA: 60@ = car 59@ max_passengers01EB: set_traffic_density_multiplier_to 0.001EC: make_car 34@ very_heavy 101F0: set_max_wanted_level_to 601F3: car $HJ_PLAYER_CAR in_air01F4: car 108@ flipped01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR01F6: cancel_override_restart01F7: set_player $PLAYER_CHAR ignored_by_cops 101F9: init_rampage_gxt \'RAMPAGE\' weapon 22 time_limit 30000 targets 30 target_models #CABBIE #TAXI #CABBIE #TAXI completed_text 101FA: 17@ = rampage_status01FB: 28@ = square_root 18@0202: actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 flag 00203: actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot0204: actor 66@ near_car 34@ radius 15.0 15.0 flag 0 in_car0205: actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 flag 00206: actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 3.0 flag 0 on_foot0207: actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car0208: 17@ = random_float_in_ranges -0.2 0.20209: 17@ = random_int_in_ranges 0 10020A: set_car 0@ door_status_to 4020B: explode_car 57@020C: create_explosion_with_radius 0 at 72@ 73@ 74@020D: car $HJ_PLAYER_CAR flipped0213: $PICKUP_INFO_HOSPITAL = create_pickup #INFO type 3 at 2027.77 -1420.52 16.490214: pickup $BUY_ASSET_PICKUPS[0] picked_up0215: destroy_pickup $BUY_ASSET_PICKUPS[0]0216: enable_taxi 87@ light 00217: show_text_styled GXT \'MYTEXT\' time 3000 style 1 // versionB021B: set_garage \'BODLAWN\' to_accept_only_car $PLAYER_CAR0221: set_player $PLAYER_CHAR trapped_in_car 10223: set_actor 2@ health_to 5000224: set_car 34@ health_to 10000226: $6459 = actor 164@ health0227: 4@ = car 22@ health0229: set_car $IMPORT_CAR primary_color_to 11 secondary_color_to 0022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.00237: set_gang 1 weapons_to 24 29 4023B: actor 70@(43@,6i) colliding_with_object 105@023C: load_special_actor \'TENPEN\' as 1 // models 290-299023D: special_actor 1 loaded0241: player $PLAYER_CHAR in_remote_mode0244: 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@ available0249: 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_30253: save_current_time0254: restore_current_time0256: player $PLAYER_CHAR defined0293: 38@ = get_current_controls0294: set_car 37@ sprayable 00296: unload_special_actor 10297: reset_player $PLAYER_CHAR destroyed_model_counters0298: get_player $PLAYER_CHAR destroyed_model #TOPFUN quantity_to $BEEFYBARON_SCORE0299: activate_garage \'VECMOD\'029B: 27@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.002A0: actor $PLAYER_ACTOR stopped02A3: enable_widescreen 102A7: $439 = create_icon_marker_and_sphere $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE02A9: set_actor 1@ immune_to_nonplayer 102AA: set_car 69@ immune_to_nonplayer 102AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 002AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 102B9: deactivate_garage \'BEACSV\'02BF: car 51@ sunk02C0: 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 12.554702CA: car 61@ bounding_sphere_visible02CB: actor $ACTOR_SMOKE bounding_sphere_visible02CC: object 0@ bounding_sphere_visible02CE: 16@ = ground_z_at 2@ 3@ 4@02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 102D0: fire 163@ extinguished02D1: remove_fire 138@02D3: boat 290@($7257,2i) sail_to 343@(366@,6f) 349@(367@,4f) 0.002D4: car 290@($7257,2i) turn_off_engine02D6: actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.2402D8: actor $PLAYER_ACTOR current_weapon == 2802DB: set_boat 379@(253@,16i) speed_to 50.002DD: 88@ = get_random_ped_in_zone \'SAN_AND\' with_pedtype_civilian 1 gang 0 criminal/prostitute 102E0: actor $PLAYER_ACTOR aggressive02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 102E2: set_actor 2@ weapon_accuracy_to 7502E3: 188@ = car 59@ speed02E4: load_cutscene_data \'PROLOG1\'02E7: start_cutscene02E8: $129 = cutscenetime02E9: cutscene_reached_end02EA: end_cutscene02EB: restore_camera_with_jumpcut02ED: set_total_hidden_packages_to 7502EE: projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@02F2: actor 164@ model == #BMYPOL102F6: 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 502FD: show_text_2numbers_lowpriority GXT \'BB_05\' numbers $1926 $1927 time 5000 flag 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m0302: show_text_4numbers GXT \'WHEEL01\' numbers $HJ_BONUS0303: 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:030C: progress_made += 1030D: set_max_progress 1870317: increment_mission_attempts0318: set_latest_mission_passed \'INTRO_1\' // Big Smoke031A: remove_all_fires031D: actor $ACTOR_RYDER hit_by_weapon 51031E: car 35@(328@,10i) hit_by_weapon 380321: AS_actor $ACTOR_SMOKE die_headshotted0323: enable_boat 290@ anchor 10325: 49@ = create_car 35@ fire0326: 138@ = create_actor 94@ fire0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115032A: set_behind_camera_mode_to 1032B: $811 = create_weapon_pickup #M4 group 15 ammo 60 at 2021.879 1001.467 10.32030330: set_player $PLAYER_CHAR infinite_run 00331: set_player $PLAYER_CHAR fast_reload 10332: set_actor 66@ bleeding 10335: enable_free_respray 10337: set_actor 18@ visibility 00338: set_car 59@ visibility 00339: anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 0 actor 1 object 0 particle 0033E: set_draw_text_position 320.0 180.333 GXT \'BJ_PUSH\' // Push033F: set_text_draw_letter_size 1.3 3.360340: set_text_draw_RGBA 180 180 180 2550341: set_text_draw_align_justify 00342: set_text_draw_centered 10343: set_text_draw_linewidth 640.00344: set_text_draw_linewidth 580.0 for_centered_text0345: enable_text_draw_background 00348: enable_text_draw_proportional 10349: set_text_draw_font 3034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ collision_check 1034F: destroy_actor_with_fade 2@0350: set_actor 2@ maintain_position_when_attacked 10356: 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 -0.5035D: set_object $1754[0] targetable 1035F: actor 98@ armour += 1000360: open_garage \'BURG_LK\'0361: close_garage \'MICHDR\'0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.93750363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 10364: actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR0366: object $1754[0] damaged036A: 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_player0376: 18@ = create_random_actor_at -1576.88 55.26 8.570381: throw_object 0@ velocity_in_direction 23@ 24@ 25@0382: set_object 0@ collision_detection 10384: show_text_1string GXT 98@s string 100@s time 15000 1038A: any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0038B: load_requested_models038C: object 102@ scatter 0.0 0.0 -2.0038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RGBA 128 128 128 255038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255038F: load_texture \"DOWN\" as 1 // Load dictionary with 0390 first0390: load_txd_dictionary \'LD_BEAT\'0391: release_textures0392: make_object 0@ moveable 10393: actor 215@ perform_animation \"POOL_SHORT_SHOT\" at 248@ times_normal_rate0394: play_music 20395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.00396: pause_timer 00397: enable_car 103@ siren 1039C: unknown_car 379@(253@,16i) flag 1039E: set_actor 65@ locked 1 while_in_car039F: set_car 51@ race_to 116@ 117@03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.203A2: set_car 69@ action 303A3: actor 0@ male03A4: name_thread \'MAIN\'03A7: NOP $CURRENT_WANTED_LIST03A8: NOP 208@03A9: NOP03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_303AB: set_car 95@ stability_on_turning_movements 103AD: NOP 003AF: enable_streaming 003B0: garage \'BODLAWN\' door_open03B1: garage \'HBGDSFS\' door_closed03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE03B7: process_cutscene_only 003BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.3103BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.003BD: destroy_sphere 149@03BF: set_player $PLAYER_CHAR ignored_by_everyone 103C0: $2197 = actor $PLAYER_ACTOR car03C3: set_timer_to $1923 type 1 GXT \'BB_19\' // global_variable // Time03C4: 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 89.638303C7: set_sensitivity_to_crime 0.703C8: rotate_player-180-degrees03C9: car 73@ damaged03CA: object $2727 exists03CB: set_rendering_origin_at 2488.562 -1666.865 13.375703CC: enable_car 79@ stuck_check_distance_to 2.0 time_to 200003CD: disable_car 73@ stuck_check03CE: car 79@(163@,4i) stuck03CF: load_wav 43205 as 103D0: wav 3@ loaded03D1: play_wav 103D2: wav 3@ ended03D3: 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_ANGLE03D5: remove_text \'TTUTOR\' // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.03D6: remove_styled_text \'BOXBURG\' // Boxville03D7: set_wav 3 location 884.9761 -1079.983 23.313303D8: show_save_screen03D9: save_done03DC: 167@ = create_marker_above_pickup 50@03DE: set_pedestrians_density_multiplier_to 0.003E0: draw_text_behind_textures 003E3: set_texture_to_be_drawn_antialiased 103E4: set_text_draw_align_right 003E5: show_text_box \'HELP101\' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.03E6: remove_text_box03E7: flash_hud_component 1003EB: clear_small_messages_only03ED: set_car 379@(253@,16i) disable_flipped_explosion_when_empty 103EE: player $PLAYER_CHAR controllable03EF: player $PLAYER_CHAR make_safe03F0: enable_text_draw 103F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@03F4: set_all_cars_apply_damage_rules 003F5: set_car 41@ apply_damage_rules 103FD: set_player $PLAYER_CHAR handling_responsiveness 145@03FE: set_actor 1@ money 00400: 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 0.657040C: is_german_game040D: unload_wav 3@0414: set_player $PLAYER_CHAR free_treatment_once 10417: start_mission 0 // Initial 10418: set_object 238@ draw_last 1041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo041D: set_camera_near_clip 0.1041E: set_radio_station 30423: set_car 96@ improved_handling_to 2.0 // (float)0424: is_system_metric0425: 17@ = meters 17@ to_feet0428: unknown_car 35@ flag 1042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0042C: set_total_missions_to 147042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial042E: downdate_integer_stat 212 to 448@ // same as 05820430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 00431: car $TEMPVAR_ACTOR_CAR passenger_seat_free 00432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 00433: set_actor 50@ criminal_flag 10434: show_credits0435: end_credits0436: credits_ended043C: disable_sounds_after_fade 00441: 6@ = car $TEMPVAR_ACTOR_CAR model0445: improved_handling_cheat_used0446: set_actor 2@ dismemberment_possible 00448: actor $ACTOR_RYDER in_car $RYDER_CAR0449: actor $PLAYER_ACTOR in_a_car044B: actor $PLAYER_ACTOR on_foot0453: set_object $CRANE_MAGNET XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_30457: 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_mission0460: set_camera_transverse_delay 0.0 time 30000463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_30464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 00465: remove_actor $PLAYER_ACTOR from_turret_mode0466: unknown_car 39@ flag 10467: clear_actor $ACTOR_RYDER last_weapon_damage0468: clear_car 68@ last_weapon_damage046C: 125@ = car 42@ driver046D: 55@ = actor 36@ members_in_group046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON0470: 76@ = actor $PLAYER_ACTOR current_weapon0471: actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 sphere 00472: actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot0474: actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 flag 00475: actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 flag 0 on_foot0477: set_car 77@ animation 3 time 6000047A: actor $PLAYER_ACTOR driving_bike0480: actor 131@(52@,6i) looking_at_death_of_actor_pedtype 250484: 34@ = player $PLAYER_CHAR RC_car0485: return_true0488: model #TAXI exists // versionA0489: set_actor $PLAYER_ACTOR muted 1048A: set_RC_car_detonation 0 // or opcode 04D6048B: set_car 35@ route_seed $8224048C: pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up048F: actor $PLAYER_ACTOR remove_weapons0491: actor $PLAYER_ACTOR has_weapon 460494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y0495: car 78@ burning0496: tire 2 on_car 34@ deflated04A2: 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 // $ == any04A4: 17@ == 3 // @ == any04A5: get_dead_actor_pickup_coords 72@(43@,4i) store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_304A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_GANG_CASH04A7: actor $PLAYER_ACTOR driving_boat04A9: actor 395@(253@,16i) driving_heli04AB: actor 395@(253@,16i) driving_plane04AD: actor $PLAYER_ACTOR in_water04AE: $ICON_CJ = 15 // $ = any04AF: 157@ = 43200 // @ = any04B0: $var > 4 // $ > any04B1: 2@ > 4.0 // @ > any04B2: 6 > $var // any > $04B3: 1243 > 44@ // any > @04B4: $var >= 410.3 // $ >= any04B5: 2@ >= 180 // @ >= any04B6: 42 >= 37@ ; any >= $04B7: 3000 >= 34@ // any >= @04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 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 0.004BB: select_interior 004BD: set_car 72@ is_part_of_convoy 104C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 104C1: remove_references_to_roadblocks04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.004C5: actor 284@ photographed04C8: actor $PLAYER_ACTOR driving_flying_vehicle04CE: $MARKER_EMMETS_GUN = create_icon_marker_without_sphere 18 at 2447.364 -1974.496 12.546904D0: force_heli 58@ looking_angle_to 270.004D1: reset_heli 4@ looking_angle04D2: 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 004D6: enable_RC_car_detonation 0 // or opcode 048A04D7: set_actor $PLAYER_ACTOR locked 104D8: set_actor 395@(253@,16i) drowns_in_water 004D9: object 0@ set_scripted_collision_check 104DA: has_object 110@(176@,10i) collided04DB: exit_RC_mode // on foot version04DD: $9594 = actor $PLAYER_ACTOR armour04DF: set_heli 71@ lean_and_thrust_limiter 004E0: car 76@ abandon_path_radius 3004E1: open_and_freeze_car_trunk 524@04E2: NOP $PLAYER_CHAR 104E3: unknown_set_player $PLAYER_CHAR flag 7 time 36000004E4: refresh_game_renderer_at 2488.562 -1666.86504E5: object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 flag 004E6: object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 004E7: object 117@(34@,7i) in_water04E9: object 95@ in_rectangle_cornerA 400.0 500.0 cornerB 200.0 300.0 sphere 004EA: object 62@(42@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 004EB: AS_actor 65@ crouch 104ED: load_animation \"LOWRIDER\"04EE: animation \"GANGS\" loaded04EF: release_animation \"LOWRIDER\"04F0: unknown_is_actor_waiting_for_world_collision $PLAYER_ACTOR04F1: unknown_is_car_waiting_for_world_collision $RYDER_CAR04F4: 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 004F7: status_text $1924 type 0 line 1 GXT \'BB_18\' // global_variable // Score04F8: 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 -1732.004F9: set_sky_color 1 fade 004FA: reset_interior 0 colors04FC: 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_FLOAT04FE: deflate_tire 2 on_car 280@0500: player $PLAYER_CHAR skin == \"GIMPLEG\" on_bodypart 170501: set_player $PLAYER_CHAR driveby_mode 00503: 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 useless0508: car 35@ close_all_doors0509: 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 1051A: actor 1@ damaged_by_actor $PLAYER_ACTOR051B: actor 4@ damaged_by_car 5@051C: car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR051D: car 57@ damaged_by_car 40@051E: 196@ = get_current_radio_station0526: set_actor 65@ stay_in_car 1052C: set_player $PLAYER_CHAR drunk_visuals 100053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@053F: set_car 37@ tires_vulnerability 00541: car 35@ enable_guns_sound0547: actor 234@ colliding_with_car $SWEET_CAR054A: set_actor $ACTOR_SWEET immune_to_car_headshots 0054C: use_GXT_table \'INTRO1\'054E: clear_actor 219@ damage054F: clear_car 87@ damage0550: keep_object 0@ in_memory 10555: remove_weapon 22 from_actor 65@055D: make_player $PLAYER_CHAR fireproof 1055E: set_player $PLAYER_CHAR max_health += 100055F: set_player $PLAYER_CHAR max_armour += 500560: create_random_actor_in_car 148@ handle_as 149@0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 00563: set_player $PLAYER_CHAR driveby_ammo_to 780564: heli 34@ simulate_crash_landing0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 70566: link_object $2703 to_interior 10568: set_actor 2@ untargetable 1056A: intro_skipped056C: actor $PLAYER_ACTOR driving_police_car056D: actor 0@ defined056E: car 0@ defined0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $23690572: enable_taxi_nitros 10574: set_car 51@ keep_position 10575: set_actor 67@ pinned_position 0057E: set_radar_grey 10581: enable_radar 00582: downdate_integer_stat 175@($RACE_INDEX,30i) to 450@ // same as 042E0583: player $PLAYER_CHAR in_zone \'GAN1\'0587: enable_car 35@ validate_position 00588: disable_actor 65@ validate_position 1058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed0594: unknown_car 289@ flag 00595: mission_complete0597: actor $PLAYER_ACTOR crouching059A: return_false059C: enable_status_text $6705 flashing 0 // global_variable059D: shuffle_card_decks 1059E: get_card_to 12@059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_305A0: unknown_camera_B6F07E_check05A1: set_object 225@(224@,15i) rotation_velocity_about_an_axis 0.0 151@ 0.0 through_center_of_body05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass05A3: object 38@(119@,4i) stopped05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@05A5: is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.005A8: get_object 82@ speed_to 48@05A9: s$IMPORT_DAYS[0] = \'IE16\' // s$ // Sunday05AA: 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 SET05B6: CURRENT_WANTED_LIST = 105B9: AS_actor -1 stay_idle 1 ms05BA: AS_actor 2@ move_mouth -1 ms05BB: AS_actor -1 fall_down 0 time_on_ground 50005BC: AS_actor -1 jump 105BD: AS_actor 71@ tired 60000 ms05BE: AS_actor 54@ die05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms05C0: AS_actor 66@ look_at_car 51@ 4000 ms05C1: AS_actor -1 speak_from_audio_table 23005C2: AS_actor 98@ show_the_finger05C3: AS_actor 35@ hands_cower05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms05C5: AS_actor 34@ cower -1 ms05C7: AS_actor -1 use_atm05C8: AS_actor -1 look_around05C9: AS_actor -1 on_guard 2000 ms05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 10000 ms05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms05CD: AS_actor -1 exit_car 22@05CF: AS_actor 102@ exit_car 73@ in_direction 2316.4 -1519.2 24.305D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 model #NULL 005D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 205D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA05D4: AS_actor -1 rotate_angle 77.005D6: clear_scmpath05D7: add_point_to_scmpath 372.0 -120.1 1000.505D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 005D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.005DA: AS_actor 133@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 1500005DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -105DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 800005DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 1000005DE: AS_actor 54@ walk_around_ped_path05E2: AS_actor 65@ kill_actor 50@05EB: assign_car 35@ to_path 70605EC: release_car 51@ from_path05ED: freeze_car 71@ while_on_path05EE: unfreeze_car 71@ while_on_path05F1: set_car 37@ follow_car 35@ keep_9o_clock05F2: set_car 36@ follow_car 35@ keep_3o_clock05F3: set_car 530@ follow_car 535@ keep_6o_clock05F4: set_car 99@ follow_car 299@ keep_12o_clock05F5: AS_actor 43@ goto_point 2516.686 -1675.861 13.1227 mode 4 5500 ms // versionB05F6: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 height 82.0 flag 005F8: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ height 1.0 flag 0 in_car05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 depth -20.0 flag 005FD: actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 depth 2.0 flag 0 on_foot05FE: actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car0602: actor $PLAYER_ACTOR driving_taxi0603: AS_actor 65@(48@,3i) goto 2493.82 -1669.91 12.8 mode 7 timelimit -1 // versionC0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE0605: actor -1 perform_animation \"M_SMKLEAN_LOOP\" IFP \"LOWRIDER\" rate 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -10606: create_forbidden_for_scripted_cars_cornerA -1695.1 587.6 cornerB -1771.3 -1310.00607: remove_forbidden_for_scripted_cars060A: create_decision_maker_type 0 store_to 207@ // decision\\allowed\\m_.ped files060B: set_actor 1@ decision_maker_to 65543060D: draw_text_shadow 0 color_RGBA 0 0 0 255060E: car 35@ assigned_to_path060F: set_actor 102@(42@,9i) melee_accuracy_to 100.00611: actor 2@ performing_animation \"LRGIRL_IDLE_TO_L0\"0612: set_actor 66@ animation \"SHP_HANDSUP_SCR\" paused 00613: 26@ = actor 2@ animation \"LRGIRL_IDLE_TO_L0\" time0614: set_actor 215@ animation \"POOL_SHORT_SHOT\" progress_to 247@ // 0.0 to 1.00615: 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 0061A: 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 2140624: add 40.0 to_float_stat 1600625: decrease_integer_stat 184 by 10626: decrease_float_stat 21 by 8.00627: update_integer_stat 215 to $19220628: add 17@ to_float_stat 20629: change_integer_stat 181 to 0062A: change_float_stat 165 to 800.0062E: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found062F: 192@ = create_group_type 00630: put_actor 423@ in_group 192@ as_leader0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP0632: release_group $PLAYER_GROUP0633: AS_actor 50@ exit_car0634: AS_actor 67@ attack_using_weapon_actor 50@ unknown 4 unknown 2000 unknown 1000635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR0638: AS_actor 429@ stay_put 10639: AS_actor -1 rotate_to_actor 86@0642: actor 39@ at_AS_origin 205@0643: set_AS_pack 15@ loop 10646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E0647: clear_actor 164@ look_task0648: unknown_actor 109@ task_set 150.0 // float064B: 62@ = create_particle \"PUKE\" at 90@ 91@ 92@ type 1064C: make_particle 62@ visible064E: stop_particle 55@064F: remove_references_to_particle 167@0650: destroy_particle 177@0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 1810653: $STAT_FAT = float_stat 210654: make_object 114@(50@,7i) fireproof 10655: AS_actor 214@ look_at_object 82@ 10000 ms0656: get_angle 351@ absolute_degrees_to 351@0657: car 35@ open_componentA 4065B: store_pickup 95@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3065C: release_decision_maker $1230065D: NOP $6443 \"M_STAGE\"065E: NOP $6451 \"CUE_BALL_SPEED\"0661: NOP \"string\"0662: NOP \"AAAAAAAAA\"0663: NOP \"IGFIDX\" $GIRLFRIEND0664: NOP \"CHIP_SET_Z\" $93870665: get_actor 88@ model_to 94@0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms0669: 55@ = attach_particle \"EXHALE\" to_actor $ACTOR_RYDER with_offset 90@ 91@ 92@ type 1066A: 137@ = attach_particle \"PETROLCAN\" to_actor 71@ with_offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ type 1066B: 280@ = attach_particle \"PRT_SPARK\" to_car 152@ with_offset -1.69 3.607 -0.271 type 1066C: 179@ = attach_particle \"CEMENT\" to_car 90@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 type 1066D: 100@ = attach_particle \"SMOKE_FLARE\" to_object 94@ with_offset 0.0 0.0 0.1 type 1066E: 20@ = create_particle \"COKE_TRAIL\" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 type 10672: AS_actor -1 attack_car 543@0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate \"N13_LLF_\"0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 10679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ tilt 0.0 mode 2067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 mode 2067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 mode 2067E: put_camera_on_actor 70@ with_offset 0.0 -5.0 4.0 point_to_actor 70@ tilt 0.0 mode 2067F: set_car 35@ lights 20680: unknown_assign_AS_origin 205@ to_actors_pedtype 240681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.00682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 00683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.00684: detach_car 208@ 20.0 180.0 0.0 collision_detection 00685: object 62@(42@,25i) attached0686: car 89@ attached0687: clear_actor $PLAYER_ACTOR task0688: unknown_actor -1 flags 0 0 00689: set_car 95@ remove_componentA 1 visible_effect_flag 0068A: set_car $RYDER_CAR repair_componentA 2068B: set_car 150@ all_disembark068C: unknown_player_check $PLAYER_CHAR068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_30697: set_car 543@ remove_componentB 4 visible_effect_flag 10698: set_car 543@ repair_componentB 40699: set_car 34@ repair_tire 2069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.006A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_306A3: get_car 90@ mass_to 46@06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back06A7: 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 4306A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.006A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms06AA: NOP_false 244@06AB: set_actor 213@ all_weapons_hidden 106AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@06AE: create_group_decision_maker_type 0 store_to 42@ // decision\\\\allowed\\\\mission.grp06AF: set_player $PLAYER_CHAR sprint_mode 006B0: AS_actor 41@ sit_down 400000 ms06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.006B2: destroy_searchlight 58@06B3: searchlight 58@ active06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.506B5: set_searchlight 4@ travel_to 0.0 0.0 0.0 speed 0.006B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.206B7: searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR06B9: cutscene_data_loaded06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.799706BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 106BD: no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 006BE: 274@ = car 95@ x_angle06BF: set_searchlight 4@ follow_car 1@ speed 1.006C0: 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 5.006C2: 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 0.006C3: 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_path06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 200000006C8: enable_riot 006C9: remove_actor $ACTOR_RYDER from_group06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_offset 0.0 1.181 0.76806CF: NOP 006D0: enable_emergency_traffic 106D1: v$1225 = \"NIL\" // v$ = string06D2: 28@v = \"LAPDAN1\" // @v = string06D5: 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 6.006D6: disable_racing_checkpoint 449@06D7: enable_train_traffic 006D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 106D9: destroy_defined_trains06DA: reset_train_directions06DB: destroy_all_trains06DC: set_train 36@ acc 0.006DD: set_train 36@ speed 0.006DE: 163@ = get_train 129@ last_carriage_handle06DF: destroy_player $SECOND_PLAYER06E0: set_2_player_camera_mode_to 106E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 206E2: AS_actor 54@(119@,4i) run_to_object 38@(119@,4i) timelimit -1 stop_within_radius 1.006E3: AS_actor -1 roll_sideways 106E4: AS_actor 55@(141@,9i) attempt_to_bust_actor $PLAYER_ACTOR06E5: 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 $1018906E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@06E8: car 4@ destroy_component 206E9: load_car_component #WHEEL_OR106EA: car_component $10415 available06EB: release_car_component #WHEEL_OR106EC: get_car $CARMOD_CAR number_of_color_indices_to $1044606ED: set_car 34@ paintjob 006EE: actor 263@ in_group 260@06EF: actor 37@ leading_group 274@06F0: set_group $PLAYER_GROUP distance_limit_to 30.006F1: set_2_player_distance_limit_to 50.006F2: release_2_players_distance_limit06F3: unknown_2_players_flag 006F5: 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: unknown 006FC: car 125@ stuck_check_enabled06FD: set_car 77@ speed_on_path_to 1.006FF: any_ped_near_actor 0@ in_range 20.00701: end_scene_skip0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 00704: 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_normal0706: advance_car 108@ further_along_path 1.00707: start_scene_skip_to @INTRO_31320708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 270709: 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 1070A: 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 1070B: set_actor 164@ onbone_attached_object_operation 0070C: explode_car_without_radius_damage 41@070D: rebuild_player $PLAYER_CHAR070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0070F: plane 38@ fly_direction 180.0 altitude_between 200.0 and 200.00710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.00713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 900714: unknown_car 38@ flag 10715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version0716: object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 10717: assign_actor 55@ to_dialogue_mode0719: enable_dialogue_mode071A: actor 55@ current_dialogue_text == 287@s071E: get_object 102@ health_to 103@071F: set_object 109@(214@,5i) health_to 10723: break_object $1754[0] intensity 10724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.00726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.00727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.00729: AS_actor $PLAYER_ACTOR hold_cellphone 1072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat072B: put_actor $ACTOR_OG_LOC into_car 36@ passengerseat -1072C: generate_police_bikes 0072D: unknown_check %1d% %2d% %3d% %4d% %5d% %6h%072E: unknown_check %1d% %2d% %3d% %4d% %5d% %6h% %7d% %8d%072F: enable_car 96@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC0730: car 280@ damage_componentA 10731: set_car 34@ y_angle_to 73@0732: random_car_generator_disable_model #SAVANNA0733: random_car_generator_enable_model #SAVANNA0734: reset_random_car_generator_models0735: NOP_false 490736: NOP_false 320737: actor $PLAYER_ACTOR lifting_object 117@(34@,7i)073B: unknown_car 62@ flag 1073C: car 280@ damage_componentB 0073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $TEMPVAR_ACTOR_CAR073F: 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 busted0742: unknown_plane 35@(328@,10i) unknown_set -0.80743: heli 37@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.00745: set_hydra 35@(328@,10i) thrust_to_horizontal0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 00747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat0749: reset_group_decision_maker 42@ event 54074A: 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 files074B: 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 -2074E: unknown_actor 40@ unknown_set 5.0 unknown_flag 1074F: actor 55@ ped_event == 310750: set_object $GIRLDOORS[6] visibility 00751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 unknown 1 3000 5000 away_radius 50.00752: NOP 244@0754: define_new_animation_path0755: 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 SET075B: zoom_radar 0075C: marker 1@ enabled075D: 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_WEAPONS0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST0762: AS_actor 1@ dies0763: add_car_reference 34@ // mission only0767: set_zone \'MARKST\' popcycle_group_for_peds_and_cars_to 14 // Market Station076A: set_zone \'CHC1A\' dealer_density_to 4076B: get_zone 17@s dealer_density_to 16@076C: set_zone \'ELCO1\' gang 2 density_to 40076D: get_zone \'GAN1\' gang 1 density_to 35@076F: text_priority_displayed0770: set_actor 37@ target_priority 10771: set_model_numplate #BFINJECT town_texture 20772: AS_actor -1 run_to_car 79@(43@,4i) 60000 ms stop_at_distance 5.00776: 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.dat077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat077D: $7513 = car 35@ y_angle077E: get_active_interior_to $ACTIVE_INTERIOR0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.00781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 170786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@
const SCRIPT_COMMAND create_arrow_above_actor = { 0x0187, \"iv\" };const SCRIPT_COMMAND set_player_skin = { 0x09C7, \"ii\" };const SCRIPT_COMMAND request_model = { 0x0247, \"i\" }; // (CAR_*|BIKE_*|BOAT_*|WEAPON_*|OBJECT_*)const SCRIPT_COMMAND load_requested_models = { 0x038B, \"\" }; // -/-const SCRIPT_COMMAND create_car = { 0x00A5, \"ifffv\" }; // (CAR_*|BIKE_*|BOAT_*), x, y, z, var_carconst SCRIPT_COMMAND load_special_actor = { 0x023C, \"is\" }; // SPECIAL_*, MODEL_*const SCRIPT_COMMAND create_actor = { 0x009A, \"iifffv\" }; // PEDTYPE_*, #MODEL, x, y, z, var_actorconst SCRIPT_COMMAND destroy_actor_fading = { 0x034F, \"i\" }; // var_actorconst SCRIPT_COMMAND destroy_actor = { 0x009b, \"i\" }; // var_actorconst SCRIPT_COMMAND set_weather = { 0x01B6, \"i\" }; // WEATHER_*const SCRIPT_COMMAND set_fade_color = { 0x0169, \"iii\" }; // Red(0-255), Green(0-255), Blue(0-255)const SCRIPT_COMMAND fade = { 0x016A, \"ii\" }; // (time in ms), FADE_*const SCRIPT_COMMAND is_fading = { 0x016B, \"\" }; // -/-const SCRIPT_COMMAND freeze_player = { 0x01B4, \"ii\" }; // PLAYER_CHAR, Freeze(1/0)const SCRIPT_COMMAND name_thread = { 0x03A4, \"s\" }; // \"MAIN\"const SCRIPT_COMMAND set_max_wanted_level = { 0x01F0, \"i\" }; // MaxLevelconst SCRIPT_COMMAND set_wasted_busted_check = { 0x0111, \"i\" }; // Check(1/0)const SCRIPT_COMMAND set_current_time = { 0x00C0, \"ii\" }; // Hours, Minutesconst SCRIPT_COMMAND get_current_time = { 0x00C0, \"vv\" }; // Hours, Minutesconst SCRIPT_COMMAND refresh_screen = { 0x04E4, \"ff\" }; // x, yconst SCRIPT_COMMAND set_camera = { 0x03CB, \"fff\" }; // x, y, zconst SCRIPT_COMMAND create_player = { 0x0053, \"vfffv\" }; // 0, x, y, z, PLAYER_CHARconst SCRIPT_COMMAND create_actor_from_player = { 0x01F5, \"vv\" }; // PLAYER_CHAR, PLAYER_ACTORconst SCRIPT_COMMAND set_actor_skin = { 0x0352, \"vs\" }; // var_actor, MODEL_*const SCRIPT_COMMAND refresh_actor_skin = { 0x0353, \"v\" }; // var_actorconst SCRIPT_COMMAND select_interior = { 0x04BB, \"i\" }; // INTERIOR_*const SCRIPT_COMMAND make_actor_leave_vehicle = { 0x03E2, \"v\" }; // var_actorconst SCRIPT_COMMAND clear_actor_objective = { 0x011C, \"v\" }; // var_actorconst SCRIPT_COMMAND set_car_color = { 0x0229, \"iii\" }; // var_car col1 col2const SCRIPT_COMMAND wait = { 0x0001, \"i\" }; // time_in_msconst SCRIPT_COMMAND create_thread = { 0x00D7, \"iz\" }; // StartIP (4F)const SCRIPT_COMMAND end_thread = { 0x004E, \"\" }; // -/-const SCRIPT_COMMAND destroy_car = { 0x00A6, \"i\" }; // var_carconst SCRIPT_COMMAND set_car_z_angle = { 0x0175, \"if\" }; // var_car, angleconst SCRIPT_COMMAND car_relative_coordinates = { 0x0407, \"vfffvvv\" };// var_car, x, y, z, var_x, var_y, var_zconst SCRIPT_COMMAND set_car_max_speed = { 0x00AD, \"if\" }; // var_car, speedconst SCRIPT_COMMAND is_model_available = { 0x0248, \"i\" }; // #MODELconst SCRIPT_COMMAND create_actor_in_driverseat = { 0x0129, \"viiv\" }; // var_car, pedtype, #MODEL, var_actorconst SCRIPT_COMMAND create_actor_in_passenger = { 0x01c8, \"viiiv\" }; // var_car, pedtype, #MODEL, seat, var_actorconst SCRIPT_COMMAND drive_car_to_point1 = { 0x02c2, \"ifff\" }; // var_car, x, y, zconst SCRIPT_COMMAND car_ignore_traffic = { 0x00AE, \"vi\" }; // var_car, flagconst SCRIPT_COMMAND set_car_immune_to_nonplayer = { 0x02aa, \"vi\" }; // var_car, immune(1/0)const SCRIPT_COMMAND give_actor_weapon = { 0x01B2, \"iii\" }; // var_actor, weapon, ammoconst SCRIPT_COMMAND reset_actor_flags = { 0x01ED, \"v\" }; // var_actorconst SCRIPT_COMMAND set_actor_ped_stats = { 0x0243, \"vi\" }; // var_actor, pedstatsconst SCRIPT_COMMAND toggle_actor_wander = { 0x0319, \"vi\" }; // var_actor, wander(1/0)const SCRIPT_COMMAND play_music = { 0x0394, \"i\" }; // musicconst SCRIPT_COMMAND clear_player_wanted_level = { 0x0110, \"v\" }; // PLAYER_CHARconst SCRIPT_COMMAND set_car_door_status = { 0x020A, \"ii\" }; // var_car, statusconst SCRIPT_COMMAND remove_references_to_actor = { 0x01C2, \"v\" }; // var_actorconst SCRIPT_COMMAND remove_references_to_car = { 0x01C3, \"v\" }; // var_carconst SCRIPT_COMMAND set_player_wanted_level = { 0x010D, \"vi\" }; // PLAYER_CHAR, levelconst SCRIPT_COMMAND set_player_health = { 0x0222, \"vi\" }; // PLAYER_CHAR, healthconst SCRIPT_COMMAND get_car_health = { 0x0227, \"vv\" }; // var_car, var_healthconst SCRIPT_COMMAND text_styled = { 0x00BA, \"sii\" }; // TEXT, time, styleconst SCRIPT_COMMAND text_now = { 0x00BC, \"sii\" }; // TEXT, time, styleconst SCRIPT_COMMAND text_1number_styled = { 0x01E3, \"siii\" }; // TEXT, number, time, styleconst SCRIPT_COMMAND toggle_car_siren = { 0x0397, \"vi\" }; // var_car, siren(1/0)const SCRIPT_COMMAND toggle_widescreen = { 0x02A3, \"i\" }; // widescreen(1/0)const SCRIPT_COMMAND set_camera_behind_player = { 0x0373, \"\" }; // -/-const SCRIPT_COMMAND camera_on_player = { 0x0157, \"vii\" }; // var_player, ukn, uknconst SCRIPT_COMMAND camera_on_vehicle = { 0x0158, \"iii\" }; // var_car, ukn, uknconst SCRIPT_COMMAND camera_on_actor = { 0x0159, \"iii\" }; // var_actor, ukn, uknconst SCRIPT_COMMAND restore_camera = { 0x015A, \"\" }; // -/-const SCRIPT_COMMAND point_camera = { 0x0160, \"fffi\" }; // x, y, z, typeconst SCRIPT_COMMAND restore_camera_jumpcut = { 0x02EB, \"\" }; // -/-const SCRIPT_COMMAND set_camera_position = { 0x015F, \"ffffff\" }; // x, y, z, vx, vy, vzconst SCRIPT_COMMAND tie_actor_to_player = { 0x01DF, \"vv\" }; // var_actor, PLAYER_CHARconst SCRIPT_COMMAND tie_marker_to_car = { 0x0161, \"iiiv\" }; // var_car, ukn, ukn, var_markerconst SCRIPT_COMMAND tie_marker_to_actor = { 0x0162, \"iiiv\" }; // var_actor, ukn, ukn, var_markerconst SCRIPT_COMMAND disable_marker = { 0x0164, \"i\" }; // var_markerconst SCRIPT_COMMAND set_marker_color = { 0x0165, \"ii\" }; // var_marker, colorconst SCRIPT_COMMAND set_marker_brightness = { 0x0166, \"ii\" }; // var_marker, brightnessconst SCRIPT_COMMAND create_marker = { 0x0167, \"fffiiv\" }; // x, y, z, ukn, ukn, var_markerconst SCRIPT_COMMAND create_radar_marker_without_sphere = { 0x04CE, \"fffiv\" }; // x, y, z, marker_type, var_markerconst SCRIPT_COMMAND show_on_radar = { 0x0168, \"ii\" }; // var_marker, sizeconst SCRIPT_COMMAND set_car_driver_behaviour = { 0x00AF, \"vi\" }; // var_car, behaviourconst SCRIPT_COMMAND set_actor_to_kill_actor = { 0x01C9, \"vv\" }; // var_actor, var_actorconst SCRIPT_COMMAND set_actor_to_kill_player = { 0x01CA, \"vv\" }; // var_actor, PLAYER_CHARconst SCRIPT_COMMAND is_actor_dead = { 0x0118, \"v\" }; // var_actorconst SCRIPT_COMMAND player_near_point_on_foot = { 0x00F6, \"vffffffi\" };// PLAYER_CHAR, x, y, z, rx, ry, rz, bconst SCRIPT_COMMAND create_icon_marker_sphere = { 0x02A7, \"fffiv\" };const SCRIPT_COMMAND is_player_near_point_3d = { 0x00F5, \"iffffffi\" };// PLAYER_CHAR, x, y, z, rx, ry, rz, bconst SCRIPT_COMMAND is_actor_near_point_3d = { 0x00FE, \"iffffffi\" };// var_actor, x, y, z, rx, ry, rz, bconst SCRIPT_COMMAND is_car_near_point_3d = { 0x01AF, \"iffffffi\" };// var_car, x, y, z, rx, ry, rz, bconst SCRIPT_COMMAND set_player_z_angle = { 0x0171, \"vf\" };const SCRIPT_COMMAND give_player_weapon = { 0x01B1, \"iii\" }; // PLAYER_CHAR, weapon, ammoconst SCRIPT_COMMAND get_line_of_sight = { 0x06BD, \"ffffffiiiii\" }; // x1, y1, z1, x2, y2, z2, solid, vehicle, actor, obj, fxconst SCRIPT_COMMAND add_to_player_money = { 0x0109, \"ii\" }; // PLAYER_CHAR, moneyconst SCRIPT_COMMAND get_player_money = { 0x010b, \"iv\" }; // PlayerNum, VarIntconst SCRIPT_COMMAND restart_if_busted_at = { 0x016D, \"ffff\" }; // x, y, z, aconst SCRIPT_COMMAND is_marker_enabled = { 0x075c, \"i\" }; // markerIDconst SCRIPT_COMMAND has_car_sunk = { 0x02bf, \"i\" }; // CarIDconst SCRIPT_COMMAND is_car_wrecked = { 0x0119, \"i\" }; // CarIDconst SCRIPT_COMMAND get_ground_z = { 0x02ce, \"fffv\" }; // x, y, z, var_ground_zconst SCRIPT_COMMAND create_checkpoint1 = { 0x0189, \"fffv\" }; // x, y, z, var_checkpointconst SCRIPT_COMMAND create_checkpoint2 = { 0x018a, \"fffv\" }; // x, y, z, var_checkpoint//const SCRIPT_COMMAND is_actor_near_point_3d = {0x00FE, \"iffffffi\"};const SCRIPT_COMMAND create_racing_checkpoint = { 0x06d5, \"ifffffffv\"}; // type, x, y, z, nx, ny. nz, size, $id (n=next checkpoint)/* 0 = Street Checkpoint with arrow to the next checkpoint 1 and 2 = Street Checkpoint 3 and 4 = Flight Checkpoint (circle) */const SCRIPT_COMMAND destroy_racing_checkpoint = { 0x06d6, \"i\" };// added by kyeman. (I don\'t use correct conventions so don\'t copy elsewhere// without double checking they\'re how you want them, yalls.const SCRIPT_COMMAND restart_if_wasted_at = { 0x016C, \"ffffi\" };const SCRIPT_COMMAND toggle_player_infinite_run = { 0x0330, \"ii\" };const SCRIPT_COMMAND toggle_player_controllable = { 0x01B4, \"ii\" };const SCRIPT_COMMAND toggle_player_fast_reload = { 0x0331, \"ii\" };const SCRIPT_COMMAND set_actor_armed_weapon = { 0x01b9, \"ii\" };const SCRIPT_COMMAND get_actor_armed_weapon = { 0x0470, \"iv\" };const SCRIPT_COMMAND remove_player_weapons = { 0x03b8, \"i\" };const SCRIPT_COMMAND put_actor_in_car = { 0x036A, \"ii\" };const SCRIPT_COMMAND put_player_at_and_remove_from_car = { 0x012a, \"ifff\" };const SCRIPT_COMMAND set_actor_immunities = { 0x02ab, \"iiiiii\" };const SCRIPT_COMMAND set_car_immunities = { 0x02ac, \"iiiiii\" };const SCRIPT_COMMAND set_actor_can_be_decapitated = { 0x0446, \"ii\" };const SCRIPT_COMMAND create_object = { 0x0107, \"ifffv\" };const SCRIPT_COMMAND set_object_z_angle = { 0x0177, \"if\" };const SCRIPT_COMMAND set_object_rotation = { 0x0453, \"ifff\" };const SCRIPT_COMMAND set_object_collision = { 0x0382, \"ii\" }; const SCRIPT_COMMAND put_object_at = { 0x01Bc, \"ifff\" };const SCRIPT_COMMAND move_object = { 0x034e, \"iffffffi\" };const SCRIPT_COMMAND make_object_moveable = { 0x0392, \"ii\" };const SCRIPT_COMMAND toggle_object_collision = { 0x0382, \"ii\" };const SCRIPT_COMMAND play_sound = { 0x018c, \"fffi\" };const SCRIPT_COMMAND create_sound = { 0x018d, \"fffiv\" };const SCRIPT_COMMAND remove_actor_from_car_and_put_at = { 0x0362, \"ifff\" };const SCRIPT_COMMAND send_actor_to_car_driverseat = { 0x05CB, \"iii\" };const SCRIPT_COMMAND send_actor_to_car_passenger = { 0x05CA, \"iiii\" };const SCRIPT_COMMAND make_actor_leave_car = { 0x05CD, \"ii\" };const SCRIPT_COMMAND get_car_z_angle = { 0x0174, \"iv\" };const SCRIPT_COMMAND get_player_z_angle = { 0x0170, \"iv\" };const SCRIPT_COMMAND create_train = { 0x06D8, \"ifffiv\" };const SCRIPT_COMMAND destroy_train = { 0x07bd, \"i\" };const SCRIPT_COMMAND set_train_acceleration = { 0x06DC, \"if\" };const SCRIPT_COMMAND set_train_speed = { 0x06DD, \"if\" };const SCRIPT_COMMAND set_vehicle_speed = { 0x04BA, \"if\" };const SCRIPT_COMMAND is_train_wrecked = { 0x0981, \"i\" };const SCRIPT_COMMAND actor_driving_train = { 0x09AE, \"i\" };const SCRIPT_COMMAND enable_train_traffic = { 0x06d7, \"i\" };const SCRIPT_COMMAND unknown_train_attr = { 0x0A07, \"i\" }; // vehicle discardable?const SCRIPT_COMMAND car_gas_tank_explosion = { 0x09C4, \"ii\" };const SCRIPT_COMMAND lock_car = { 0x0519, \"ii\" };const SCRIPT_COMMAND put_train_at = { 0x07c7, \"ifff\" };const SCRIPT_COMMAND turn_off_car_engine = { 0x02d4, \"i\" };const SCRIPT_COMMAND release_model = { 0x0249, \"i\" };const SCRIPT_COMMAND get_active_interior = { 0x077e, \"v\" };const SCRIPT_COMMAND get_actor_z_angle = { 0x0172, \"iv\" };const SCRIPT_COMMAND set_actor_z_angle = { 0x0173, \"if\" };const SCRIPT_COMMAND actor_set_collision = { 0x0619, \"ii\" };const SCRIPT_COMMAND actor_unknown1 = { 0x094f, \"i\" };const SCRIPT_COMMAND toggle_player_ignored_by_all = { 0x03bf, \"ii\" };const SCRIPT_COMMAND enter_passenger_driveby = { 0x0713, \"iiiffffiii\" };const SCRIPT_COMMAND lock_actor = { 0x04d7, \"ii\" };const SCRIPT_COMMAND refresh_streaming_at = { 0x04E4, \"ff\" };const SCRIPT_COMMAND put_actor_in_car2 = { 0x0430, \"iii\" };const SCRIPT_COMMAND toggle_vehicle_headlights = { 0x067F, \"ii\" };const SCRIPT_COMMAND drive_car_to_point = { 0x05D1, \"iiffffiii\" };const SCRIPT_COMMAND toggle_goggles = { 0x09EB, \"ii\" };const SCRIPT_COMMAND kill_actor = { 0x0321, \"i\" };//const SCRIPT_COMMAND kill_actor = { 0x5BE, \"i\" };const SCRIPT_COMMAND set_actor_animation_set = { 0x0245, \"is\" };const SCRIPT_COMMAND request_animation = { 0x04ED, \"s\" };const SCRIPT_COMMAND is_animation_loaded = { 0x04EE, \"s\" };const SCRIPT_COMMAND release_animation = { 0x04EF, \"s\" };const SCRIPT_COMMAND apply_animation = { 0x0812, \"issfiiiii\" }; // actor,animation,library,floatunk,bool,bool,bool,bool,intconst SCRIPT_COMMAND is_actor_performing_anim = { 0x0611, \"is\" };const SCRIPT_COMMAND set_actor_weapon_droppable = { 0x087e, \"ii\" };const SCRIPT_COMMAND set_actor_money = { 0x03fe, \"ii\" };const SCRIPT_COMMAND toggle_radar_blank = { 0x0581, \"i\" };const SCRIPT_COMMAND text_clear_all = { 0x00be, \"\" };const SCRIPT_COMMAND link_actor_to_interior = { 0x0860, \"ii\" };const SCRIPT_COMMAND repair_car = { 0x0A30, \"i\" };const SCRIPT_COMMAND toggle_player_trapped_incar = { 0x07cc, \"ii\" };const SCRIPT_COMMAND set_car_hydraulics = { 0x07FF, \"ii\" }; //iCar, i (0=off/1=on)const SCRIPT_COMMAND toggle_player_weapons_changable = { 0x0992, \"ii\" }; // iPlayer,yes/noconst SCRIPT_COMMAND apply_object_animation = { 0x075a, \"issfii\" }; // object,szAnim,szIFP,fUnk,iUnk,iUnk2const SCRIPT_COMMAND remove_weapon_from_actor = { 0x0555, \"ii\" }; // iActor,iWeaponconst SCRIPT_COMMAND get_actor_move_velocity = { 0x083d, \"ivvv\" }; // iActor,fRetZ,fRetY,fRetZconst SCRIPT_COMMAND get_actor_distance_from_ground = { 0x0819, \"iv\" }; // iActor,fRetconst SCRIPT_COMMAND is_actor_falling_think = { 0x0818, \"i\" }; // iActorconst SCRIPT_COMMAND attach_object_to_actor = { 0x069b, \"iiffffff\" };const SCRIPT_COMMAND set_object_visible = { 0x0750, \"ii\" };const SCRIPT_COMMAND destroy_object_with_fade = { 0x09A2, \"i\" };const SCRIPT_COMMAND disassociate_object = { 0x0682, \"ifffi\" };const SCRIPT_COMMAND set_object_scaling = { 0x08d2, \"if\" };const SCRIPT_COMMAND set_actor_rotation_angles = { 0x083e, \"ifff\" };const SCRIPT_COMMAND is_actor_in_the_water = { 0x04ad, \"i\" };const SCRIPT_COMMAND create_pickup = { 0x0213, \"iifffv\" };const SCRIPT_COMMAND create_pickup_with_ammo = { 0x032b, \"iiifffv\" };const SCRIPT_COMMAND is_pickup_picked_up = { 0x0214, \"i\" };const SCRIPT_COMMAND is_pickup_created = { 0x09D1, \"i\" };const SCRIPT_COMMAND destroy_pickup = { 0x0215, \"i\" };const SCRIPT_COMMAND set_event = { 0x09C6, \"iiii\" };const SCRIPT_COMMAND change_car_skin = { 0x06ED, \"ii\" }; const SCRIPT_COMMAND add_car_component = { 0x06E7, \"iiv\" }; // CAR, COMPONENT, COMPONENT VAR NAMEconst SCRIPT_COMMAND is_component_available = { 0x06EA, \"i\" };const SCRIPT_COMMAND request_car_component = { 0x06E9, \"i\" };const SCRIPT_COMMAND remove_component = { 0x06E8, \"ii\" };const SCRIPT_COMMAND unknown_arrow = { 0x07e0, \"ii\" };const SCRIPT_COMMAND show_on_radar2 = { 0x018b, \"ii\" };//[21:14] <@jax> 0360 open_garage//[21:14] <@jax> 0361 close_garageconst SCRIPT_COMMAND open_garage = { 0x0360, \"s\" };const SCRIPT_COMMAND close_garage = { 0x0361, \"s\" };const SCRIPT_COMMAND find_ground_z = { 0x02CE, \"fffv\" };const SCRIPT_COMMAND put_car_at = { 0x00AB, \"vfff\" };const SCRIPT_COMMAND is_actor_crouching = { 0x0597, \"i\" };const SCRIPT_COMMAND is_ped_bounding_sphere_visible = { 0x02CB, \"i\" };const SCRIPT_COMMAND is_player_in_a_car = { 0x0443, \"i\" };const SCRIPT_COMMAND set_camera_pos = { 0x03cb, \"fff\" };const SCRIPT_COMMAND set_actor_collision_detection = { 0x0619, \"ii\" };const SCRIPT_COMMAND toggle_actor_cellphone = { 0x0729, \"ii\" };const SCRIPT_COMMAND actor_task_sit = { 0x06b0, \"ii\" };const SCRIPT_COMMAND actor_task_handsup = { 0x5c4, \"ii\" };const SCRIPT_COMMAND actor_task_use_atm = { 0x5c7, \"ii\" };const SCRIPT_COMMAND change_stat = { 0x0629, \"ii\" };const SCRIPT_COMMAND unk_gang_war1 = { 0x08A3, \"i\" };const SCRIPT_COMMAND unk_gang_war2 = { 0x0879, \"i\" };const SCRIPT_COMMAND set_zone_owned_by = { 0x076C, \"sii\" };const SCRIPT_COMMAND toggle_car_tires_vulnerable = { 0x053f, \"ii\" };const SCRIPT_COMMAND set_fighting_style = { 0x07fe, \"iii\" };const SCRIPT_COMMAND link_vehicle_to_interior = { 0x0840, \"ii\" };const SCRIPT_COMMAND destroy_object = { 0x0108, \"i\" };const SCRIPT_COMMAND create_radar_marker_icon = { 0x0570, \"fffii\" };const SCRIPT_COMMAND put_trailer_on_cab = { 0x893, \"ii\" };const SCRIPT_COMMAND detach_trailer_from_cab = { 0x7AC, \"ii\" };const SCRIPT_COMMAND is_trailer_on_cab = { 0x7AB, \"ii\" };const SCRIPT_COMMAND enable_heli_magnet = { 0x0788, \"ii\" };//const SCRIPT_COMMAND create_icon_marker_without_sphere = { 0x04CE, \"fffii\" };const SCRIPT_COMMAND get_player_weapon_ammo = { 0x0419, \"iiv\" };const SCRIPT_COMMAND set_player_weapon_ammo = { 0x017A, \"iii\" };const SCRIPT_COMMAND set_train_flag = { 0x09CF, \"ii\" };const SCRIPT_COMMAND put_camera_on_vehicle = { 0x0679, \"ifffffffi\" };const SCRIPT_COMMAND put_camera_on_actor = { 0x067C, \"ifffffffi\" };const SCRIPT_COMMAND create_explosion_with_radius = { 0x0948, \"fffii\" };const SCRIPT_COMMAND set_car_numberplate = { 0x0674, \"is\" };const SCRIPT_COMMAND enable_zone_names = { 0x09BA, \"i\" };const SCRIPT_COMMAND remove_panel = { 0x08DA, \"i\" };const SCRIPT_COMMAND create_panel = { 0x08D4, \"sfffiiiiv\" };const SCRIPT_COMMAND set_panel_column_data = { 0x08DB, \"iisssssssssssss\" };const SCRIPT_COMMAND set_panel_column_width = { 0x09DB, \"iii\" };const SCRIPT_COMMAND set_panel_row_enable = { 0x08D9, \"iii\" };const SCRIPT_COMMAND get_panel_selected_row = { 0x08D8, \"iv\" };const SCRIPT_COMMAND get_panel_active_row = { 0x08D7, \"iv\" };const SCRIPT_COMMAND destroy_particle = { 0x650, \"i\" };//opcode_066a(\'PETROLCAN\', lhActor47, 0.0, 0.116, 0.048, lf05f, lf060, lf061, 1, l0089);const SCRIPT_COMMAND attach_particle_to_actor2 = { 0x066a, \"siffffffiv\" };const SCRIPT_COMMAND make_particle_visible = { 0x64c, \"i\" };const SCRIPT_COMMAND create_property_pickup = { 0x518, \"i\" };const SCRIPT_COMMAND set_actor_not_react_to_gun_point = { 0x350, \"ii\" };const SCRIPT_COMMAND set_actor_targetable = { 0x568, \"ii\" };const SCRIPT_COMMAND set_actor_behaviour = { 0x11a, \"ii\" };const SCRIPT_COMMAND set_actor_unk5 = { 0x446, \"ii\" };const SCRIPT_COMMAND set_actor_dicision = { 0x60B, \"ii\" };const SCRIPT_COMMAND walk_actor_to_point = { 0x0211, \"vff\" }; // iActor, fX, fYconst SCRIPT_COMMAND damage_car = { 0x730, \"ii\"}; // iVehicle, component ID//opcode_077a(ghActor93, 0, 0);//opcode_0446(ghActor93, 0);const SCRIPT_COMMAND set_helicopter_fly_to = { 0x04A2, \"ifffff\" }; // iVehicle, fX, fY, fZ, fAltitudeMin, fAltitudeMaxconst SCRIPT_COMMAND set_player_drunk_visuals = { 0x052c, \"ii\" }; // player, severity (0-255)const SCRIPT_COMMAND handling_responsiveness = { 0x03fd, \"ii\" }; // player, severity (0-255)