Ez a szekció lehetővé teszi a felhasználó által írt összes hozzászólás megtekintését. Vedd figyelembe, hogy csak azokba a fórumokba írt hozzászólásokat látod, amelyekhez hozzáférésed van.
Üzenetek - kurta999
Oldalak: 1 ... 27 28 [29] 30 31 ... 184
421
« Dátum: 2012. december 30. - 13:16:25 »
Új sscanf-hez lévõ sscanf2.inc-t rakd a pawno/include mappába és fordítsd le a módot újra. Azért írja ki, mert az SSCANF_Init(..) még nem hívódott meg és nemtudja beolvasni a neki szükséges dolgokat.
422
« Dátum: 2012. december 30. - 13:13:10 »
Szerintem valamit lehet csinálnak, mert Kye-nek nem nõnek a hozzászólás számai, ez így volt 0.3d elõtt is xD Viccet féretéve nagyon bízok benne, hogy tényleg 0.4et csinálják és legalább ha mástnem egy tavasz körül jólenne az rc.
423
« Dátum: 2012. december 30. - 13:09:17 »
Ha a custom.img-re gondolsz, akkor igen. Az a játékos oldalán van, olyan, mindha beraknád a gta3.img-be a dolgot. Azonos nevû fájlokat ha beraksz, akkor az automatikusan lecseréli arra, amit ide beraktál. (infernus.dff, apadf***a.col, stb..) Új modell fájlokat is tudsz berakni, akkor viszont azt be kell definálni a custom.ide-be. (Természetesen írhatod a samp.ide-be is, de ez így egyszerûbb és kezelhetõbb) Ha ezekkel megvagy akkor már csak oda kell adnod valahogy a másik játékosnak az img-t esetleg az ide-t ha új modellokat raktál be, az berakja magának és úgy látja, mint ahogy te. Viszont az a \'csa vele, hogy szerver oldalon sehogy se lehet ellenõrizni, hogy a játékos le-e szedte, vagy nem. Ha nem szedte le és a szerverben az új model id van használatban, ami nem létezik a játékosnál, akkor neki egy sárga kérdõjel fog megjelenni helyette.
424
« Dátum: 2012. december 28. - 10:22:08 »
Ez a dolgok 90%-ában hülyeség így utólag mondva, de: 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@ 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 40.0 40.0 stopped_in_car 00F2: actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 00F3: actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 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 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 ammo_to 200000 while_in_car 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: set_timer_to $7234 type 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@ 18 2 0159: camera_on_ped 215@ 15 2 015A: restore_camera 015B: unknown_shake_player_controller 0 time 200 unknown_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 mode 2 0161: 341@ = create_marker_above_car 340@ unknown 0 visibility 1 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) flags 0 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_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 01A6: 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 // Like turning a car into any random 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 flag 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 flag 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 \'MYTEXT\' time 3000 style 1 // versionB 021B: set_garage \'BODLAWN\' to_accept_only_car $PLAYER_CAR 0221: set_player $PLAYER_CHAR trapped_in_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 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_current_controls 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 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 aggressive 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\' 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 0302: show_text_4numbers GXT \'WHEEL01\' numbers $HJ_BONUS 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: 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: unknown_car 379@(253@,16i) flag 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: NOP $CURRENT_WANTED_LIST 03A8: NOP 208@ 03A9: NOP 03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 03AB: set_car 95@ stability_on_turning_movements 1 03AD: NOP 0 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: rotate_player-180-degrees 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: unknown_car 35@ flag 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: improved_handling_cheat_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 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 0474: actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 flag 0 0475: actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 flag 0 on_foot 0477: set_car 77@ animation 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 // $ == any 04A4: 17@ == 3 // @ == any 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 // $ = any 04AF: 157@ = 43200 // @ = any 04B0: $var > 4 // $ > any 04B1: 2@ > 4.0 // @ > any 04B2: 6 > $var // any > $ 04B3: 1243 > 44@ // any > @ 04B4: $var >= 410.3 // $ >= any 04B5: 2@ >= 180 // @ >= any 04B6: 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 0.0 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 // or opcode 048A 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 flag 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 \"GANGS\" loaded 04EF: release_animation \"LOWRIDER\" 04F0: unknown_is_actor_waiting_for_world_collision $PLAYER_ACTOR 04F1: unknown_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_interior 0 colors 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 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 immune_to_car_headshots 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: set_player $PLAYER_CHAR driveby_ammo_to 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: intro_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: unknown_camera_B6F07E_check 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: CURRENT_WANTED_LIST = 1 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 10000 ms 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@ 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 2516.686 -1675.861 13.1227 mode 4 5500 ms // versionB 05F6: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 height 82.0 flag 0 05F8: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ height 1.0 flag 0 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 depth -20.0 flag 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 depth 2.0 flag 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 0602: actor $PLAYER_ACTOR driving_taxi 0603: AS_actor 65@(48@,3i) goto 2493.82 -1669.91 12.8 mode 7 timelimit -1 // versionC 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\" rate 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 color_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: add 17@ to_float_stat 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@ unknown 4 unknown 2000 unknown 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: clear_actor 164@ 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_componentA 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: NOP \"AAAAAAAAA\" 0663: NOP \"IGFIDX\" $GIRLFRIEND 0664: NOP \"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: 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 1 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 mode 2 067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 mode 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 with_offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 mode 2 067E: put_camera_on_actor 70@ with_offset 0.0 -5.0 4.0 point_to_actor 70@ tilt 0.0 mode 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: unknown_actor -1 flags 0 0 0 0689: set_car 95@ remove_componentA 1 visible_effect_flag 0 068A: set_car $RYDER_CAR repair_componentA 2 068B: set_car 150@ all_disembark 068C: unknown_player_check $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_componentB 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@ x_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: unknown_2_players_flag 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: unknown 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: 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 03CC 0730: car 280@ damage_componentA 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: NOP_false 49 0736: NOP_false 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: unknown_plane 35@(328@,10i) unknown_set -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_actor 40@ unknown_set 5.0 unknown_flag 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 unknown 1 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@ y_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@
425
« Dátum: 2012. december 28. - 10:18:03 »
Megjelent a 2.8.1-es verzió, amiben nagyon sok hasznos új lehetõség bekerült. Érdemes elolvasni újra az üzenetet, nem írom ki mik az újak benne. http://forum.sa-mp.com/showthread.php?t=120356
426
« Dátum: 2012. december 28. - 10:04:06 »
Ideje lenne már valami új RC verzió, fõleg még a szünet ideje alatt..
427
« Dátum: 2012. december 24. - 23:28:12 »
Faszonrúgod ha lehuggyozza a kocsid kerekét
428
« Dátum: 2012. december 24. - 22:55:38 »
Be voltam baszva világ végekor, (anyám mondta) hogy fõkeltem éjjel, elindultam wc-re. az õ szobájukba kötöttem ki, úgy rángattak ki nemhogy szétthuggyozom.
429
« Dátum: 2012. december 24. - 17:33:45 »
1680x1050 + nvidia control panelba rábaszva 32xCSAA élsimítás.
430
« Dátum: 2012. december 20. - 15:21:12 »
aKE\" post=\"374826\" timestamp=\"1356012369\"]
Ha romániából van. Nem tud helyesen írni. Lowoskodik és értetlenkedik. [/quote] Ez fájt, ne általánosíts!! :Cry2: [/quote] Akkor úgymondom, hogy onnan a 99%-ra értem. Mér?
431
« Dátum: 2012. december 20. - 00:42:28 »
Ha romániából van. Nem tud helyesen írni. Lowoskodik és értetlenkedik.
433
« Dátum: 2012. december 17. - 21:51:04 »
Nekem lessz, az alkoholtól, elõre beterveztem már magamnak. Ráadásul éppen péntek
434
« Dátum: 2012. december 14. - 14:02:31 »
Pofáraesés volt nekem ez a film. Mindenki errõl ugatott reggeltõl estig, végül mikor megnéztem nemis volt valami húde nagy eresztés.. Leszedem, megnézem, láttam, letöröltem típusú film volt ez nálam.
435
« Dátum: 2012. december 14. - 12:41:11 »
Jó game
LÓFASZT!
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